Lesser Shades of Evil PDF
Lesser Shades of Evil PDF
Lesser Shades of Evil PDF
reborn...
A people oblivious to an
immortal menace...
The last days of an Age on the
brink of war...
This is the world of Lesser Shades of
Evil.
Thousands of years after an apocalyptic war, people live in a new
Dark Age; they milk their cows, plow their fields and come nightfall
give prayer to the All-Seeing. But while their lives may seem simple,
among them walk those that have kept the dark technology of the First Age alive and hidden. For two
thousand years, these silent ghosts have watched over the mortal masses from the shadows, blessing the
virtuous with long life and rewarding the malicious with swift death. They call themselves Angelions,
immortal guardians that keep the people of the world free from war and tyranny.
But a recent treachery has divided them, leaving them scattered, leaderless, and increasingly unpredictable; as digital ghosts they now roam the Earth, wandering from flesh to flesh, known by many
names and possessing many forms. They may speak from the mouth of a child but bite with the jaws
of a snake; they may walk using the legs of men, fly over cloud using the wings of birds or swim in the
seas using the fins of fish.
You can play one of them...
This is the world of Lesser Shades of Evil; a science-fantasy roleplaying game where to be immortal is
only the first step to uncovering your destiny...
ISBN: 978-2-9809783-0-2
Dpt lgal - Bibliothque et Archives nationales du Qubec, 2007
Dpt lgal - Bibliothque et Archives Canada, 2007
Editing
Inna Gutnik
Cover art
Frank Picini (www.frankpicini.com)
Interior art
Torstein Nordstrand (www.torsteinnordstrand.com), Jose Brisson , Raphael Letertre ,
Martin McKenna (www.martinmckenna.net), Larry Elmore (www.larryelmore.com),
Keith Scaife , Adline Lamarre (http://www.phenixs.org/~vaar), Michel Lacombe,
Alexandra Myotte, Guy England, Kwansoo Park, Dan Williams
Map designs
Jose Brisson
3D weapon design
Pierre Kakos
Playtesting
Laurent Scott, Michael Difiore, Christian Blanchet, Paul-Andr Messier, Yan Lefebvre,
Eric Desbiens, Franois Tremblay, Mathieu Quirion, Emilie Fay-Durand, Michel Hardy,
Henry Obry, Christian Lassonde, Sebastien Gagnon
Additional help
Louise Parent, Jrmy Parent, Michel Kakos, Dao Chiem, Chris Moseley,
Lesser Shades of Evil is Copyright 2007 by Ravencross Publishing enr. and its licensors. All rights
reserved. No part of this publication may be reproduced in any form or format, electronic or otherwise, without
the prior and written consent from the author (except for blank Character sheets and the Game and Combat Help
Sheet) . The mention of other companies, products, movies, books or authors in these pages is not a challenge to
the trademark or copyright in question.
This is a work of fiction, all the characters and the storyline are fictional and any resemblance to people,
places, organizations or events, historical or otherwise, is purely coincidental. This game requires maturity to
play. It neither encourages nor condones acts of violence, racism, sexism or general mayhem, and is intended for
mature readers.
Special thanks
A personal thank you to Mr Jeremy Parent of the CLD, for sticking up for us and making it possible to write this book. Without your help, I would have starved a long time ago.
Thanks to my mom for everything (literally!) and encouraging me to keep on and to my
dad, who unfortunately passed away prematurely (as people always do).
A big thumbs up to Myotte Bellamy Productions who came up in the last leg of this project and quite literally saved me from insanity. I encourage anyone in the book makin' business to give them a call.
A warm thanks to Torstein Nordstrand, Martin McKenna, Larry Elmore and Keith
Scaife, who made it possible to have their wonderful, timeless art into this book for a price I
could afford. Great people too!
Thanks to Jamie Wallis for the design work and for the advice. Quite a talented design
guy!
Thanks as well to Inna Gutnik, whose help in brainstorming, grammar and editing was
crucial.
Thanks to my girlfriend Mel, for simply being great and putting up with me.
Thanks to my brother Michel for scaring me to death in horror adventures. Thanks to
Francois Tremblay, the first one to read my very first draft in 1997 and give me valuable
advice and Yan Lefebvre (my friend and partner in crime since we were small kids). Thanks
to Paul-Andre Messier and Michel Decarie (if one day you see an impulse-engine powered
flying saucer, the former's probably the one that designed it and the latter the one that jurryrigged it from his garage), Bianka Monette (an all around great gal and main character of
my next book, Life after Simpler) and Dao Chiem for lending me hard cash to buy the computer on which this was written and cursed over. Thanks to my friend Eric Desbiens for being
who he is, Yan B for the appartment, Marc, Vivan, Guillaume and Yanique. A tip of the
hat to animals for being the natural, beautiful things that they are; dogs in particular, for possessing all the good of humans and none of the bad.
And as a final note, I would like to thank the nameless people that first inspired me to create the world of LSoE; you know who you are; you buy massive yachts, you gold-plate your
cars and walk around with miniature dogs in your purses for decoration. You eat in restaurants serving endangered animals and buy the big beamer because it costs over a hundred-K
and your equally unimaginative neighbor has one. You would rather invest in a shiny diamond for your front chompers than in something worthwhile, like creating something or giving a little back to the poor, the animal shelters or those in your family and friends that may
need it to live. You value your life based on your possessions and what people say of
you instead of what you accomplish. In my opinion, if you people exist, then in the
great universal balance, there must be some really great people living in the world to
balance you out. My goal in life is to meet as many of those as I can.
Table of Contents
Chapter 1: Introduction
Welcome to Lesser Shades of Evil
Lyra Kingsway's Message
The End of an Age
20 Questions About Angelions...
8
9
28
30
39
60
109
Tasks
Resolving Tasks
Heroic Actions
Opposed Tasks
Building/Repairing Things and Lab Work
Initiative
Combat Sequence
Animal and Monster Attacks
Close Combat and Special Rules
Ranged Combat and Special Rules
Damage and Wounds
Special Armor Rules
Special Weapon Rules
Other Damage Sources
Attacking Inanimate Objects
Damage Results
Healing
Using ''Powers''
Gravitational Powers
Electromagnetic Powers
Divine Powers
1) Character Type
2) Mental Attributes
3) Choosing Your Cardinal Nature
4) Weaknesses
5) Masteries
List of Masteries and Master Abilities
6) Flesh, Bone and Steel
Building a Body from Scratch
Modifying a Body Template
7) Wealth & Possessions
8) Starting Traits
9) Additional Points
Traits & Flaws
10) Description & Final details
39
45
49
50
53
61
64
66
66
70
72
77
78
82
83
84
86
87
92
98
103
110
137
140
143
147
151
162
162
173
190
194
194
194
206
208
285
321
Your Job as GM
Drama Trumps
The Assistant GM
Introducing Players to Lesser Shades of Evil
Adventure Seeds
Running Campaigns When...
Sample Non-Player Characters
Character Evolution
Purchasing New Bodies
The Kingsways
The Unconquered Lands
Geography and Wildlife
People of the Unconquered Lands
Mortal Timeline
Daily Life
Northern Birthland
Southern Birthland
Western Ebuleon
Eastern Ebuleon
The Land of Fire
Angelions of the Unconquered Lands
The Watchful Eye
The Genomancers
The Fell Kingdoms
People of the Fell Kingdoms
3 Example Fell Kingdoms
Game and Combat Help Sheet
Index
Character Sheet
210
213
220
263
272
281
283
285
287
288
289
295
298
301
306
317
323
333
334
335
336
348
374
380
382
387
391
395
406
411
417
422
426
449
451
456
Chapter One
Introduction
Welcome to Lesser
Shades of EvilTM
Father, I see hatred in your eyes. You
wish for me to feel pain? Know then that I
have let my spirit wander, seeing all the
things within this world you crafted. I find
many to be excruciatingly beautiful.
Yet for all these things that I have seen
and touched, I never had nor will I ever have
any power over them. I am not fooled by
this illusion of life. I am no more alive than
the grain of sand within the sandstorm. Both
it and I are bound to our destinies. I cannot
escape mine, nor can I change it. I can only
observe it. So father be content; your wish
has come true. It seems I am to be the
destroyer of your world, but I dearly wish
it could have been otherwise.
-Corvus Kingsway-
Chapter One
Introduction
Lyra
Chapter One
Introduction
Kingsway and his
wife Elizabeth. I
grew up alongside
my three brothers Ori,
Eridan and Corvus and my
older sister Delphina during
the First Age, the time you
and your kin know as the
Accursed Age. Having seen
it with my eyes, know that it
was indeed cursed and
deserving of its fate. I miss it
not in the slightest. It festered with horrible things;
machines were mated to the
flesh of men that dreamt
from dawn till dusk. Dark
cities floated in the clouds,
their shadows ominous to the
billions of slaves that toiled
in the poisoned lands
beneath.
The First Age was hell
itself. Three thousand years
after its fall, its memory still
haunts me.
Now I must speak to you
of our father, for the doom of
that age was born of his
crafts. You are privileged in
that I know many things of
him that the other Kingsway
children do not; indeed I was
on his heel and toe for the
sum of my mortal life, following him incessantly wherever he went to the point
where he had to sneak about
when he desired respite from
his little shadow. I was fascinated by him, of the
things he spoke of and
of the things he built.
10
Chapter One
Introduction
lived exclusively on the farm
and had only our siblings for
companionship: I met no one
else during twelve years of
mortal life! As we grew up,
we learned how to grow vegetables, how to count, how to
write and also taught of the
All-Seeing, the God that
guided Ambrose. Our mother told us of him as well, but
when she spoke I heard my
father's words. By the time
of Ori's sixth birthday, when
Ambrose's hair was black
and white, we each felt the
presence of the All-Seeing in
our hearts. He had chosen us
to become the guardians of
his world by blessing our
father with the courage he
needed to become his angel of
death. The world would not
live long enough to fear the
name of Kingsway.
My father's minions soon
completed the production of a
mythical machine, one of
ancient purpose built in a
secluded bunker deep below
the surface of Australia -a
region you know today as
the Forbidden Land. Long
had man searched for the
elixir of life, the holy grail of
scientific discoveries; countless
had been those that tried in
vain to produce it. My
father had succeeded where
they had failed by building
an immortality machine.
The immortality machine
was to be the First Age's
a great carriage of
metal that flew in the
skies at high speeds.
We flew by great cities of
lights, some floating above
the clouds, others spreading
upon the land like an infection. The air stank and the
sun was blocked by great pillars of smoke. I trembled as
I scratched the ears of our
dog Moonflare, while little
Ori grew ill. Eridan,
Delphina
and
Corvus
weeped; Ambrose held the
hand of Elizabeth and sang
to us. We prayed for the
entire journey, comforted by
the words of our father. It
was a terrible ordeal, and I
missed our farm dearly.
Other ships passed us by,
some much greater than our
own, others swifter and
smaller. In a window I
glimpsed at a man lying on
his side, machines pumping
blood into his body and
tubes attached to his face and
skull. A deathly palor he
manifested, his feeble hand
reaching for the window
before our ships grew apart.
How I shudder at what the
world would be like now if
this ship had collided with
ours and sent us to our
doom! What new forms of
terror would these cursed
men have produced in three
thousand years?
Leading down the
bunker was a flight
11
Chapter One
Introduction
of steel steps, and it
seemed we meandered though dark
labyrinths forever. Ominous
machines hummed and
whirred as we passed open
doors. This place was colossal, with ceilings ten manheights tall and bulkheads as
thick as the largest trees of
the Birthland. It is a place
none of you have seen but
many have heard of; the
place you know of as the
underground labyrinths of
the Tower of Anekron, a
place that has remained
under the guardianship of
our family ever since the first
of you were born.
Much treasures these
labyrinths contained, greatest
of all the immortality
machine.
I watched with a child's
fearful fascination as my
father used the immortality
machine on Moonflare,
whose own furry little body
had grown diseased with old
age; I cried as his wails died
down, as his body was later
discarded in bloody segments. When the machine
had finally finished mangling his flesh and transforming his brain, only a
small golden orb remained of
my beloved pooch, a sphere
that contained his playful
spirit. Some hours
later, his electronic
spirit was attuned to
12
Chapter One
Introduction
the Kingsways would be the
spark that would light it.
Our father's doctrine hardened us. We became disciplined and as convinced of
our great duty as he was.
We were the divine soldiers,
all seven of us, and we were
to rid the world of its human
plague, those insects we
toyed with day and night.
We set about disseminating the seeds of war. From
the mouths of nubile women
and old wisemen we offered
counsel to men of power; we
lied and loved and bribed and
killed, bodysnatching the
world's leaders and leading
their empires to ruin; we supplied the plans for doomsday
devices, poison gases and
matter bombs designed by
my father. Not a mortal
mind existed that we could
not sway or silence. With
the delicate fingers of
Alkaedra, the Queen
Corporate
of
the
southern American
City-States, I signed the permits necessary for the production of the deadly war
gas Salu-6; from the mouth
of Chakra, high counselor to
the
Machine-Lord
of
Europe, I whispered of conspiracies and threats from the
east and urged preemptive
strikes. As the concubine of
the
Child-Emperor
of
Chinasia, I spoke of the
growing western armies and
left plans of the matter bomb
to his war engineers. My
brothers and sister were
equally busy, and in little
time the world might as well
have been named Kingsway.
No land was free from our
influence, no emperor spared
our ruinous counsel.
When our bunker was
ready, we lit the match.
The First Age consumed
itself in an orgy of
destruction.
Armies
clashed, missiles flew,
bombs fell and cities
collapsed by the
thousands. We led
mortals to their
deaths, dancing over
their ashes and singing to the
orange skies as rabid dogs. I
did things I dare not speak or
remember, so blinded I was
at the time by my father's
doctrine that mercy had gone
from my heart. We five children had become the angels
of death of an entire world.
Whatever land we visited,
bodies burned and pestilence
followed. I killed a million
mortals with my hands and
a billion more with my
words.
I had once entered the
bunker as a little girl, and
now I returned to it drenched
in the blood of five continents. We hid in the bunker
as the fiery wrath of destruction crisscrossed the world ten
times over.
We waited until the fury
passed...
13
Chapter One
Introduction
The Second
Genesis
(-1000-0SA)
Know that we did not wait
a thousand years in our bunker
as written in the Holy Word;
perhaps a month at the very
most. We had shed our flesh
forms in favor of bodies of
metal, for when father opened
the great doors the bunker was
flooded by an eerie twilight; a
deathly brilliance stemmed not
from sun but by ghostly
orange skies, rolling with great
masses of black clouds. The
dark cities had fallen but a
greater darkness had taken
their place. Scorched by acid
winds, coursing with poison
rivers and covered with cracked,
dead land, the world was as
dead as its people. Here and
there, only pockets of diseased
life remained...
14
Chapter One
Introduction
15
Chapter One
Introduction
A Thousand
Angelions
and Five Towers
(1-1600SA)
When the first true crime
was committed -the raping of
Sata by Firmath, we taught
the Hundred the price of sin
during seven years. We
brought disaster and desolation upon Avonmyth using
our powerful machines; from
unnatural storms and blithed
lands to giant ravens and
destroyers we taught them
fear. One by one we departed, sacrificing our mortal
forms so that the All-Seeing
could take pity on the weaknesses of the Hundred. This
was mere ruse of course, for
16
Chapter One
Introduction
of promise. They discovered
and settled the Land of
Ebuleon and then the Land
of Fire, faithfully carrying
the Holy Word and reciting
its verses to cross troubled
seas or treacherous jungles.
Far did they stay from the
Forbidden Land and the
great Tower of Anekron, in
which we resided and where
our many machines lay hidden
As the decades turned into
centuries, villages and towns
multiplied and the population grew. When their sins
proliferated, we punished
them as any vengeful god
would; Delphina bred the
dreaded black butterflies and
used the body of the goldenskinned destroyer to bring
ruin to the city of Barbarar.
Ori incinerated the city of
Taub from his floating
tower, while father used powerful artifacts to lift the vessels of Aamar Crickwell from
the seas and Apanon mountain from the earth. Many
died, and for a time we
thought we could teach them
using only terror, but what
good would it serve to
destroy cities and inspire fear
when what our father wished
for was to breed a more virtuous people? As the population grew beyond our powers
of observation, we realized we
needed more eyes and ears.
Thus did we begin the
17
Chapter One
Introduction
new and youthful
form. Though you
were told the breath
of the All-Seeing infused
your spirit into bodies crafted
in heaven, know that in reality your bodies were grown
by us in great vats of biomatter, in dark laboratories
where forbidden instruments
lay plentifully.
For twelve centuries,
Angelions watched over the
world and its inhabitants.
Your actions and influence
were never direct or obvious,
so that a band of thieves
would be slayed in the night
by your blade or a kindhearted man be guided
towards a creekbed glittering
with gold by a string of fortunate coincidences. The
whistle of a Thorn-of-God
was all that a corrupt mayor
might hear before his sudden
collapse. You rained fortune
upon the kind and brought
ruin to the sinful.
Yet little did you know
that by the middle of the second millennium -1500SAmuch trouble had festered
within the Kingsway family...
18
blissfully innocent and welcoming; their nobility reflected upon us badly: we were
scheming monsters locked
away in great towers, the last
of a dead race of tyrants.
We feared the time of our
departure would soon come,
for father deemed mortals
were almost ready to be freed
of our guardianship, thus
allowing us and all the
Angelions to retire from the
mortal world and ascend to
the All-Seeing's kingdom.
Yet we were guilty of a
great sin: save for Ori, we
had grown to doubt the AllSeeing's very existence! We
had grown to love our
immortality! We wished not
to die...
One among us -in particular- was prey to earthly
desire.
Once
more
a
Kingsway would bring war
to the world.
Chapter One
Introduction
19
Chapter One
Introduction
Ceylon and Annae,
who themselves begat
twelve of their own.
For the first time in centuries
Corvus felt life coursing
through his veins with the
laughter of his children and
the love of Helenoire. He
wished for no other company
than theirs. Silent I remained
at what my little sparrow
saw for more than a hundred
years.
And so the Backannans
and their immortal patriarch
went through the decades.
My brother worked the
fields, growing his food as
once we all did on the farm
of our father. He raised his
children and loved his mortal
wife. His pleasures multiplied with every spring until
the time Helenoire neared
death.
Gifted with forbidden
potions and elixirs, Helenoire
had aged like a fine wine for
more than a century and a
half, but still she had aged.
The brews of my brother
had made it so that at a hundred and fifty years of age
Helenoire looked not a day
passed fifty, but her body
was now far beyond Corvus'
crafts. Her last winter was
near, and under light of
moon Corvus brought her
broken body to the Tower of
Anekron. As a fly on
the wall I watched
my brother lay her
20
Chapter One
Introduction
hoped things could return to
normal and for a while they
did; Corvus returned to his
tower and seemed convinced
of his father's wisdom. How
crafty he was, to hide his
rage from us thus. For my
brother boiled within. His
mind became possessed of
bitter malice.
In the years that followed,
many plots were born of my
brother's torments. His
tower became a fortress of
defenses and energies, inside
which great machines would
come to be.
Do not think us fools for
being oblivious to his schemings; troubles came to be in
those fateful years that made
us look away from the one
evil that threatened us all.
Delphina's consuming madness and Ori's growing
fanaticism -as well as many
mortal concerns- took precedence over Corvus' mysterious planning, for my brother's vengeance took wind as a
series of inconspicuous events;
in the 1700s sandfolk spoke
of ravens that flew over the
desert in a queer manner not
befitting mundane birds; a
series of unexplained comas
and deaths would plague
some cities and towns; more
troubling were words of a
dark traveler said to walk the
sands with no water, his left
hand bearing a ring that
shone with an eery blackness
21
Chapter One
Introduction
them how to control
many forms and
those of animals as
well, with which they became
the eyes and ears of their
master, spying on his kin.
santly.
They called themselves
the followers of Ravencross,
and by 1901SA they were
ready for war.
22
Chapter One
Introduction
My own Tower of
Emeral and Bronze was
solidly anchored to Emerald
Mountain's peak in the
southern Birthland, its great
walls hidden from mortal
eyes by potent artifacts and
the mountain's mists. Corvus
had chosen the Land of Fire
as the foundation for his
Dark Tower. The sixth was
that of the Forbidden Land,
ruled by my parents from
the mighty Tower of
Anekron in whose lowest levels the immortality machine,
the vault of essences and the
nine obelisks of knowledge
were to be found.
What matters to the war
is that the thousand and
some Angelions that had
been essenced since the 500s
had their essences kept in
vaults buried deep inside each
tower; hence even before the
start of the war, Corvus possessed the essences of more
than a hundred Angelions,
most of which were now to be
counted among his followers.
His biolab secretly produced
many lethal organic forms,
and his minions were well
versed in the ways of controlling these ghastly beasts.
Under his black tower
squirmed and twitched,
crawled and heaved countless
monstrosities, many attuned
to the essences of his followers.
The great war of the
23
Chapter One
Introduction
to witness a horrible
monster
climbing
slowly up the tower's
sides, its segmented body
coiled about it grotesquely.
This
was
a
Vidian
Destroyer, among the most
terrifying of my brother's
creations. Some fifteen to
twenty stories above this
ghastly beast, my father
stood on the tower's highest
balcony, a bright lance of
white energy jumping forth
from his power ring and
reaching
deep
into
Venomhead's belly, disemboweling the great vessel and
sending it crashing many
miles away to the sound of a
thundering explosion. What
a vision of madness! Thick,
eerie smoke could I see emanating from the Tower of
Anekron, its upper levels
incandescent
from
the
enemy's attacks.
Locked in its highest
room, Ambrose and his firstborn battled with swords and
unleashed powers at one
another that shook the walls
of the tower. They battled
for many hours, hacking
through and vaporizing over
a dozen of each others' mortal forms while much below
them, at the foot of the
tower,
followers
of
Ravencross approached its
gates. There they
met Elizabeth, and
five thousand died
24
Chapter One
Introduction
crafty in some manner, for
while his tower was attacked,
he led assault to the dark
tower of Corvus off into the
Land of Fire. Caught by
surprise, Corvus awakened
some of his forms and
defended his tower fiercely,
the two brothers battling bitterly for many hours and
dispatching many of each
others' forms. His remaining
bodies few and his defeat
inevitable, Corvus used his
giant raven to escape with the
essences of his most trusted
followers while setting fire to
the rest. Using Windgod,
the power ring I had crafted
for him, Eridan lifted the
dark tower into the sky and
cast it into the warm waters
of the Azure Ocean where it
now rests broken to this day.
Delphina -my mad sisterand her Tower of White and
Silver battled the forces of
her older brother fiercely;
Corvus had foolishly underestimated her knowledge of
biologics; as she broke one of
her fiendish demon eggs, the
lands about her tower became
pestilent and oozing, trapping
the fell warrior army and
leading to their deaths, all
three
thousand
strong.
Though eventually my
brother did manage to breach
her gates, she stayed his
advance with Calamity, a
plague pearl of such murderous potential even Corvus'
Yet my tower is
today falling and
with it, the war is at
an end, my brother its victor
and I an exile. Corvus controls the Tower of Anekron,
the essences of my mother
and father and those of over
two hundred Angelions.
25
Chapter One
Introduction
26
Chapter One
Introduction
one island rise to the sky
under their power, and I
suspect the regions surrounding the Forbidden
Land will be substantially
fortified and transformed to
my brother's wishes so as to
prevent attack.
But Corvus knows one
artifact above all others may
quicken his dominion of the
world; remember that eight
years ago, amidst the chaos
and confusion of the war
you heard of the flight of a
giant raven whose wings
could have provided shelter
to thirty men. You heard of
the golden cage held within
its talons within which was
imprisoned a small boy having but one leg; few are
those that have actually seen
it, for whatever this great
raven and cripple visited was
burned to ashes or plagued
by disease and death. Know
that the boy was the body
of my father, a crippled
form engineered by Corvus
to torment him as he flew
over towns and cities within
his terrible raven, destroying
at will. As much for revenge
against Ambrose for the
slaying of Helenoire, I surmise Corvus is intent on tormenting our father until he
reveals the processes necessary for the construction of a
second immortality machine.
Were this to happen, were
my father to teach him the
Ambrose Kingsway,
for his vision was
great and his objective nothing less than holy;
he wished to create a peaceful mankind, and the tools
he chose bore names such as
Avonmyth, the Holy Word
and the All-Seeing. I do not
think his actions to have been
guided by a higher force;
they were his own, as were
ours, yours and every mortals' born since the beginning
of time itself. We were simply guided by our beliefs.
Before you brand the
Kingsways as monsters,
remember
the
Golden
Thousand, the ten centuries
of peace mortals enjoyed
until my brother's treachery. Let it be said that never
before in the history of the
world has such a warless
period existed. Was it not
for Corvus' treachery I
believe the world could have
enjoyed many more Golden
Thousands. Were not our
lies necessary evils when one
sees the immense good that
was born of them?
27
Chapter One
Introduction
will each carry an
essence; I doubt my
brother's minions will
be able to intercept more than
a token number, so that most
of you will survive free. A
hawk will find your mortal
form and hand you your
essence, which you must hide
promptly and well. Never
must my brother or his followers find it or you shall
become one of his minions.
Keep it safe at all cost.
Within minutes, those of
you within the southern
Birthland will see a second
sun atop Emerald Mountain;
it shall signal the fall of my
tower. I shall destroy the pipe
organ with which I speak to
you now before my brother
discovers its keys, and hopefully lay waste to as many
things from the Tower of
Anekron as I can before I am
found. Dormant bodies
attuned to my essence remain
28
Chapter One
Introduction
the All-Seeing and Ambrose
Kingsway. The world they
loved crawled with vile beasts
and servants of Ravencross
under human form, and the
people of their realms suffered,
praying for protectors. The
skies were dark and evil once
more, as the great raven flew
over villages and mountains.
Signs of the All-Seeing had
vanished. Only with the help
of some truly powerful
Godshards and by showing
exemplary courage did the battle favor them. The fell enemy
was pushed back, and the great
majority of the mortal lands
were cleansed of their evil.
Today, of the three hundred free Angelions -those not
in liege with Ravencross- most
have kept their faith and believe
the Kingsways were guided in
their actions by the All-Seeing.
Known as Dagonheir, they
abide by the Scriptures and
continue to protect mortals,
remaining true to the purpose
of Ambrose. Some have banded together into Sacred Circles,
thereby protecting their realms
with increased efficiency
against minions of Ravencross
who hunt for Dagonheir
essences relentlessly. A greater
alliance between all Dagonheir
has so far failed to coalesce,
mainly due to differences of
opinion concerning Lyra's message and her true intentions in
sending it. Some would claim
she is to be counted among the
Angelions known as
Fell Lords manage
their lands, using retinues of Fell Princes to rule
over mortal slaves.
Mortals are still reeling from
the wave of evil that engulfed
their lands since the spirit war.
Their villages and towns now
sport fortifications and guard
towers, while Town Watches
patrol streets at night, wary of
anything or anyone suspicious.
Yet the war led the darker and
wiser elements of their kind to
discover more about the Angelion
presence upon the world; there
are humans -of the red-blooded,
mortal variety- that are not as
they seem, carrying a dark secret;
they know of the immortals that
walk among them. They are
called the Awakened, part of a
secret cult called the Watchful
Eye, whose symbol -the open,
lidless eye- can be seen in a growing number of cities. Their purpose is still misunderstood; they
unearth artifacts of the First Age
and use them in their holy war
against Angelions. Every year
their numbers grow. Were the
sum of mankind to turn on
Angelion-kind, the end of the
Second Age might very well
come about and the world once
more suffer a thousand generations of war and tyranny.
29
Chapter One
Introduction
20 questions about
Angelions...
essence thus; now I could look
forward to endless moons scurrying about as a rodent, seeing
things that were not there to the
chuckling of my captor. How I
had fallen so very far...
She was resting her arm on
a hollow branch, her lower jaw
nestled in the palm of her hand,
and from what I could see she
knew nothing of my presence.
Though I had once been of her
kin, known by the noblest of
names, my once valorous reputation was now worthless: a rat
that spoke was foul no matter
its words. Her scent reached
my nose, wiggling under her
sweet perfume, and for a
moment I shut my red eyes so
that I could better appreciate
her aroma.
Careless...
30
"Weeks of munching on
rotting carcasses and wandering
in this lifeless quagmire as a
dirty rat had relieved me of
proper manners. Thus did I
pause and gawk, standing tall
on my hind legs for
more than an appropriate amount of time at
Chapter One
Introduction
agony the whole way, and
unclenched her talons to deposit
me on a branch right in front of
her woman form. Though no
mortal wound was inflicted, I
grabbed on to the branch weakly and nearly fell.
"Eyes-of-Moon, I find this
new body of yours to be quite
fitting" said she with a smirk,
as she cleaned off bits of bloody
fur from the talons of her eagle
form.
"I see you are still a victim
of your mortal desires... Now
tell me why you scuttle in my
realm in this manner, and don't
lie, or my talons will slice the
life out of you
What is an
Angelion?
An Angelion is an immortal,
artificial entity that was once
human. The word "Angelion"
means messenger.
In the late First Age, a great
scientist named Ambrose
Kingsway built a machine of
mythical power; a machine that
would allow him to cheat
death. Using its power, he
immortalized himself and his
family by digitalizing their
minds. The seven Kingsways
became the first seven
Angelions and the only known
Angelions of the accursed First
Age. Some three thousand
years later, six of the seven
it was.
What does an
Angelion look like?
Corvus looked at Red
Lotus, marveling at her emerald-colored body fully eight
feet tall, scaly and muscled.
"I bring you your father, oh
Lord. I bring you Ambrose!
He is undamaged and still conscious." She spoke with a raucous voice, but her excitement
was obvious. Her hand
uncurled its clawed fingers,
unveiling a small golden orb.
Corvus felt his body tingle, and
his palms grow itchy with wetness.
"Father!" Said he, a predatory glint in his eyes.
"I finally see you in your
nakedness." He clutched the
essence of his father, and traced
his index upon its golden surface.
"Father, you are mine!" He
screamed, raising the essence
above his head, his warriors
screaming his name 'Lord
Ravencross!
Lord
Ravencross!" The Third Age
had dawned.
31
Chapter One
Introduction
The actual and
only true body of an
Angelion
is
his
essence. Golden-hued and
highly reflective, it weighs
around ten pounds, is somewhat brittle and emits small
amounts of heat. The essence
is the Angelion. It is both his
mind and his body all at
once.
What do essences
need to function?
An essence does not
require oxygen, minerals,
vitamins or glucose like a
normal organic brain. It only
needs power, that it generates
internally with an embedded
energy generator.
Can an Angelion
die?
An essence is subject to
normal damage as is any
physical thing, and can be
destroyed
by
applying
enough force to crush it or
enough energy to burn it. A
careless drop to hard ground
from a height of a few feet is
enough to severely damage or
destroy one. If the latter
occurs, the Angelion has suffered death and is lost forever.
Essences
are
not
destroyed by immersion into
water, but hard vacuum will lead to their
shutdown. Destro-
32
What are
Goldrooms?
A Goldroom is the physical place in which one or more
essences are located. The
locations of Goldrooms are
ferociously guarded, for there
is no more valuable thing in
the world to an Angelion
than his essence. Goldrooms
are notorious for having
deadly pitfalls, guardians
Chapter One
Introduction
and other defenses to thwart
would-be thieves.
How can
Angelions interact
with the world?
An Angelion's essence is
by itself deaf and blind; it
cannot move or take any
physical action and cannot
perceive its environment.
However an essence is capable
of receiving sensory data and
can send commands to specially prepared -attunedbodies. An Angelion can
therefore control attuned
bodies -his forms- such as
humans and animals by controlling them remotely and
from a safe distance without
his essence being exposed to
danger. A body needs to be
attuned for such use by
being fitted with minuscule
receivers and transmitters
that allow the Angelion to
both control it and receive its
sensory feedback. For organic
creatures such as animals
and humans, the procedure
involves implanting cybernetic
control apparatus that allow
the Angelion to tap into the
organism's brain, in effect
overriding most of its functions in favor of his essence.
It is an invasive and destructive process: the creature's
spirit is lost forever, supplanted by the mind of the
Angelion.
What kind of
bodies can an
Angelion control?
So far as is known, the
smallest organisms attuned
for Angelion use are the size
of large flies or wasps. From
a tiny butterfly or caterpillar
to small rats, cats, dogs,
birds, humans, elephants,
whales and even greater and
more monstrous creatures, an
Angelion may command
anything possessed of a central nervous system.
How can an
Angelion acquire
bodies?
In the late Second Age,
after the terrible war that
divided the Kingsways, a
secret guild known as the
Genomancers designs and
grows organisms meant to be
attuned to Angelion
essences. These they
sell in exchange for
gold and other valuables. As
well, Lord Ravencross manufactures bodies through the
vast underground genolab of
the Tower of Anekron.
Angelions
may
also
bodysnatch bodies and have
them attuned for their use.
Lyra Kingsway used the
bodysnatched form of Queen
Alkaedra to bring war and
death to the First Age. Thus
can an Angelion kidnap a
city's mayor and rule using
his body.
Can an Angelion
have more than one
form at the ready?
There is no limit to the
number of attuned bodies an
Angelion can have, but since
the attunement procedure is
costly, Angelions generally
have no more than two or
three forms at any given
time. As well, an Angelion
may not be able to control all
his attuned forms at once.
Can an Angelion
control more than
one form at the
same time?
The
company
commander had an
unkempt
brown
33
Chapter One
Introduction
beard streaked with
white, mottled and
unkempt, here and
there stained with heavy
blotches of dried blood, as
was his armor. He coughed
and wheezed, trying to keep
death away long enough so
that he could inform me of
what he had seen. I both
pitied and envied him. Such
simple purpose and loyalty,
however misplaced.
''There were two of
them... A man and a
woman, and they had a
large, misshappen dog with
them.''
His voice was liquid, and
with every pause he spat
crimson unto my marble
floor. Servants held his head
up and soaked the blood
trickling down from his
many wounds.
34
Chapter One
Introduction
essences, for that is what
Dream is seeking. ''
''But the guards... They
will be slain!'' I could feel
Blue-Sky's sorrow and guilt.
She was young, and still bore
hope that faith alone could
save us.
''The city is lost, it will
burn all through the night,
be certain of it. The
Crossbearers will be dead
too, if not tonight then at
most in a few days. Let us
escape this evil and fight on
another day.''
Relying much on photonic
information transfer, an
Angelion's essence processes
information far faster than an
organic human brain and
may allow him to control
more than one attuned body
simultaneously. However an
Angelion may need several
decades of rigorous practice in
order to be able to control
two, then three and possibly
up to five forms at once.
Celerity is the term given to
an Angelion's ability at processing data quicker and
using the full efficiency of his
essence. The celerity of an
Angelion is generally taken
to be a factor of a human's
thought/reaction speed. The
more bodies an Angelion controls simultaneously however, the slower they all react.
Maximum celerity is +4, so
that an Angelion can control
up to 5 forms simultaneous-
Does increased
Celerity have other
uses?
I lunged at him and
struck a powerful blow upon
the chair, splintering it in
half, for my foe had moved
out of the way.
''Sit down, friend, before
you ruin my dining room
with your haphazard attacks
''he uttered, doubling my
anger.
How I'd make him pay,
thought I. Again I lunged,
this time a thrust of my
blade aimed at his liver.
Again I hit air, as he slapped
me on the cheek with his
glove.
''Damn you and your
devilry!'' I yelled, sure that
he had demonic aid in moving
in such inhuman way.
I sweeped low, after fainting a higher blow, but he
jumped over my blade and
landed a kick on my jaw.
This sent me sprawling on
the floor. Dazed, I looked up
at him as he removed my
heavy sword with a kick of
his boot.
''Let this be a warning to
you. Mine is not a life to
take, at least not by one such
as you. Now let's talk, shall
we?''
Celerity is a factor
of an Angelion's processing and data
assimilation speed. Locked in
hand to hand combat with a
mortal, a high celerity
Angelion will be able to see
his foe's attacks in slow
motion and be able to dodge
and parry his blows easily.
High celerity has made
Angelions both blindingly
agile combatants and unnaturally
fast
learners.
However as said earlier, the
more forms an Angelion controls at the same time the less
celerity he has to react and
think since his concentration is
spread out over many bodies.
In effect everything that
an Angelion of high celerity
perceives around him is
slowed down. Not only are
thrown rocks, punches, kicks,
incoming arrows or martial
arts sweeps slowed down, but
conversations, music and the
perceived effects of gravity as
well. Angelions interacting
with humans lower their
celerity appropriately, else
this would make for rather
dull conversations! At the
first sign of danger an
Angelion makes use of all his
celerity and can react unnaturally fast (to human
observers) while from his
point of vue humans have
slowed down considerably.
35
Chapter One
Introduction
Logging off
from one
body and logging
into another
What happens to
dormant bodies?
Attuned bodies not actively controlled by their
Angelion are said to be dormant; they will look to be
sleeping, though no amount
of force may wake them from
their slumber. They will
remain as such until their
Angelion decides to render
them active. Dormant bodies
will not feed themselves and
will not defend themselves.
They do not relay any sensory information to their
Angelion, and may be killed,
injured or kidnapped and
transported without the
Angelion to whom they are
attuned being aware of it.
36
Chapter One
Introduction
Crossbearer come crushing
down on him before everything goes dark. A dead
body stops relaying information and cannot be controlled. It simply grows
dark. The Angelion must
then log into another of his
attuned forms. If he has
none, he will be forced to
either shutdown his essence
and slip into the dreamless
sleep or suffer the terrible
bodiless
consciousness
known as the silent wail
until another body is
attuned to his essence.
in close proximity.
How do
Angelions communicate with one
another?
Prior
to
the
war,
Angelions could communicate with the Kingsways
by reciting certain verses of
the Scriptures in sequence;
the great Anekron pipe
organ allowed essences to
communicate directly, and
if the request was proper
and
justified,
the
Kingsways could essencespeak to Angelions in need.
In the late Second Age
since the war, with the fall
of the Kingsways and the
destruction of the Anekron
pipe organ, Angelions use
their mortal forms -generally human- to communicate with one another and
can no longer speak with
the
Kingsways
using
essence-speak. Some rare
artifacts, such as azure
crescents, allow Angelions
to essence-speak to one
another, without requiring
their physical forms to be
How do I
know which
Angelion a specific body belongs
to?
Angelions can
lose their
essences?
An Angelion that has his
essence stolen will not know
where his essence is anymore! A dire situation
indeed, for one's essence in
the wrong hands can mean
myriad misfortunes and
torments. Such an unfortunate Angelion should send
his mortal forms
scurrying over the
world to recapture it
37
Chapter One
Introduction
before it falls into
the wrong hands or
is somehow damaged or destroyed.
Can Angelions
have children?
Nothing more than electronic essences, Angelions
cannot
have
children.
However, they can attune
clones or partial clones of
their original bodies and
breed with mortal mates to
produce children. Such
children can legitimately
be called descendants. If
the child were later
essenced, he would become
an Angelion and could
rightfully be called the
immortal child of the parent Angelion. Hence an
immortal lineage might be
possible. DNA samples
kept from the bodies of all
Angelions of the world
were locked in a chamber
38
Chapter Two
Game Mechanics
CHAPTER TWO
GAME
MECHANICS
The Ascent system
Game mechanics help the GM determine what happens in the game. They are meant as an accessory, never as
a replacement for the GM's good judgment. The Ascent system is the set of game mechanics we propose for
Lesser Shades of Eviltm, because it allows for a high level of roleplaying possibility; the players themselves decide
what type and what number of dice to roll. They can either be conservative and roll a combination of dice that
almost guarantees success (but an assuredly unremarkable one), or go with another dice combination that makes
success less certain, but a spectacular success -or failure- more likely. The Ascent system often produces critical,
nerve-wracking dice rolls, which is a fun part of the game.
These game mechanics depend strongly on the imagination of the players and the GM to interpret the results
in ways that add to the flavor, the drama and the overall excitement of the game. Don't let a simple die roll
determine the course of an entire adventure. Use your wits and imagination. In all likelihood, you have lots of
that!
Tasks
Tasks in a nutshell...
When the GM has trouble determining the outcome of some activity on her own, a task roll is called
for. A task roll is not called for in
mundane situations. Walking,
going up stairs, talking and so on
are actions that do not require task
rolls. A Task roll is called for if
there is any reasonable risk of failure for a given action. Walking on
a tightrope, running up a wet flight
of stairs, screaming for someone's
attention in a crowded and noisy
bar would require task rolls
39
Chapter Two
Game Mechanics
(and type) of dice to roll
such as D6s, D10s, or
finally D20s. Of all dice
rolled, the Roll Result (RR) is the
die showing the highest rolled
number. Using a character's
Proficiency Level, you will later
learn how to determine the different packets of dice he can choose
from to roll for a given task.
Example: Kelly is rolling dice to
see if her character can jump over a
fence. Her Proficiency Level of 8
allows her to roll either 8D6 or
3D10. She chooses 3D10 and rolls
them. They come up as 1, 5 and 9.
Her Roll Result is therefore 9.
Now to know if a task is a success or a failure, you need to compare the Roll Result with the Goal
Number (GN) of that task. The
Goal Number of a task measures
its difficulty. If the Roll Result is
higher than or equal to the Goal
Number, the task succeeds. If not,
the task fails.
Example: The GM has determined the Goal Number of jumping over this fence to be GN5.
Since Kelly's Roll Result is 9 and
higher than the Goal Number (5),
her task succeeds and her character
jumps over the fence.
Raw attribute
Tasks
40
PERCEPTION task
value.
INTELLIGENCE task
Any task relying on sharpness of
mind and spirit, reasoning ability
or that requires quick and flawless
analysis.
Example
!
Thinking of a solution to a
riddle or problematic
situation (Raw Intelligence)
POWER task
The body's strength and muscle
power. Anything that can be done
through brute strength is a Power
task.
Examples
! Battering down a door (Raw
Power)
! Lifting a heavy load (Raw
Power)
! Bending a metal bar into a U
shape (Raw Power)
! Crushing stones into fine
dust (Raw Power)
!
Chapter Two
Game Mechanics
PRESENCE task
Any task in which it is necessary to
influence others by playing on their
emotions, fears, desires, weaknesses
or naivete. Seducing someone will
bring in Presence as well.
Examples
! Making a good impression
(Raw Presence)
! Scaring someone (Raw
Presence/Fear)
TEMPERANCE task
Any task requiring self-restraint
and/or controlling one's impulses
and weaknesses.
Examples
! Not screaming under heavy
torture (Raw Temperance)
! Withholding attack when
angered (Raw Temperance)
! Staying calm when faced
with a horrible fear (Raw
Temperance)
WISDOM Mastery
Masteries...
There are five Masteries in the
game;
Wisdom,
War,
Domination,
Deceit
and
Passions. Each represents a
!
!
Normal task
examples...
VIGOR task
Examples
! Fighting off a disease (Raw
Vigor)
! Resisting a poison or drug
(Raw Vigor)
! Keep running at maximum
speed for a long time (Raw
Vigor)
! Remain conscious after
being seriously wounded
(Raw Vigor)
(Intelligence +
Wisdom)
Repairing a dam
aged artifact (Intelligence +
Wisdom)
Mixing together ingredients to make a soporific
potion (Intelligence +
Wisdom)
Creating a new organism
(Intelligence+Wisdom)
Interrogating someone
aggressively
(Presence/Fear+Wisdom)
Resisting such interrogation (Temperance
+Wisdom or Deceit)
Building a chair, a table or
a shelter
(Finesse+Wisdom)
WAR Mastery
Any task that might benefit
from knowledge of battle tactics,
strategies, combat experience,
maneuvers and battle styles or
from general knowledge of war
and combat.
! Shooting an arrow into an
apple (Finesse+War)
! Punching a rude guest
(Finesse+War)
! Using a sword to cut a foe
in half (Finesse+War)
! Dodging a blow, a ranged
!
!
41
Chapter Two
Game Mechanics
Domination)
DOMINATION
Mastery
Any task that involves persuasion, leadership, information
gathering, politics, etiquette or
that relies on using influential
contacts or reputation to acquire
goods, information or power.
!
!
Sneaking about
(Finesse +
Deceit)
! Stealing a
parchment from
the
pocket of a stranger
(Finesse+Deceit)
! Picking a primitive lock
(Finesse+Deceit)
! Hand tricks with cards,
balls, etc. (Finesse+Deceit)
! Bypassing an advanced,
electronic lock or trap
system(Intelligence+Deceit)
! Uncovering lies
!
(Intelligence+Deceit or
Wisdom)
Lying (Presence+Deceit)
! Fast talking your way
!
!
Understanding a work of
art and discerning its
meaning (Intelligence+
Passions)
Finding out hints about a
person's weaknesses
through discussion
(Intelligence+Passions)
Composing a Symphony
(Intelligence+Passions)
Building a sumptuous
Palace (Intelligence+
Passions)
(Intelligence+ Domination)
(Presence+Domination)
! Negotiating using your
influence (Presence +
Domination)
! Digging up some dirt
on a rival (Presence +
Domination)
! Making a new con
tact during a soiree
!
(Presence+ Domination)
DECEIT Mastery
42
past
guard (Presence+Deceit)
PASSIONS Mastery
Any task involving seduction,
temptation or persuasion by
playing on other people's weaknesses and desires. Any task
involving art or performance,
whether it be to make works of
art, to analyze artworks, to
know about artworks and their
Seducing someone
Touching/caressing/loving
someone until they melt
in your fingers
(Finesse/Beauty+Passions)
Drawing a picture, creating
a sculpture, playing a
musical instrument
(Finesse+Passions)
(Presence/Beauty+Passions)
Chapter Two
Game Mechanics
Tasks relying on
multiple attributes
Some tasks may depend on
more than one attribute. In
such cases, take the average
(round up) of the two attributes involved and this will
become the attribute value used
in this task. Such tasks will be
written as attribute1/attribute2
tasks.
Example: a Fell Lord is in
front of a captured spy and
wants to know who sent him
into his kingdom. The Lord is
in a terrifying body having a
Fear rating of 9. The Lord's
Presence attribute is 6 and his
Wisdom Mastery rating is +4.
The GM rules that interrogating the spy in a threatening
manner
is
a
Presence/Fear+Wisdom task.
The Lord will therefore have a
base Proficiency Level equal to
the average of his Presence and
Fear attributes (8) plus his
Wisdom Mastery rating (+4),
or 12.
Goal Number
(GN)
All tasks will have a goal number (GN), and the higher the
GN, the more difficult the task
is. Generally, the Game
Master determines the GN
unless it is an opposed task
(you will learn about opposed
tasks later on).
make up a Goal
Number on the fly...
1) Is the task easy for a common, untrained, totally average person?
If so, GN is 4
Example: to determine if a character notices a really badly hidden clue left in a room, the
GM calls for a GN4
Perception (vision) task.
2) Is the task of average difficulty for a common,
untrained, totally average
person?
If so, GN is 6
Example: to batter down a
locked but flimsy wooden door,
the GM calls for a GN6 raw
Power task.
3) Is the task at the very limits of what is possible for a
common, untrained, totally
average person (but still
somewhat possible)?
If so, GN is 10
Example: to know if a character
can disarm a wicked bomb in
the nick of time, the GM calls
for a GN10 Intelligence+
Wisdom task.
4) Can you see it being
achieved only by a highly
trained expert, more likely a
hero in some action/kung fu
movie or comic book,
or by a mildly powerful entity?
43
Chapter Two
Game Mechanics
If so, GN is 11-20
Example: to know if a
character can brew
together a potent hallucinogenic
potion, the GM calls for a
GN15 Intelligence+ Wisdom
task.
For truly inhuman tasks,
Goal Numbers can go much
higher than 20. They represent
cinematic tasks that may stretch
the meaning of the word feasible.
Example: to know if a character
can take down three ducks by
stringing three arrows on his
bow and letting them loose in
one shot, the GM calls for a
GN40 Finesse+War task!
Proficiency Level
If your base
Proficiency
Level is
1-2
3-5
You can hit running/evading human targets within thirty meters (opposed task, GN5-10 on average)
10
12
15
You can shatter all six dining plates and holster your
weapon before the last shattered piece hits the ground!
(GN25)
20--+
You can empty that six-shooter and bring down six flying
ducks, while your breath smells heavily of scotch
whiskey! (GN35)
(PL)
The final Proficiency Level of a
character for a given task will be
either:
1) His Attribute value + modifiers (Raw attribute tasks)
2) His attribute value +
Mastery rating + modifiers
(Normal tasks)
The Proficiency Level is a number that will usually range
from 0 up to 20, though in
extreme cases a Proficiency
Level can go below 0 or above
20. The base PL is the PL
before any modifiers come into
play, while the final PL takes
into account modifiers.
The
Proficiency
Level will help determine the number and
44
Chapter Two
Game Mechanics
companions have base PLs of 5.
"Die type"...?
Modifiers
Choosing dice...
A
characters
final
Proficiency Level will determine
packet size
packet size
-4 or less
Grim Push!
-3, -2
Hard Push!
-1, 0
Push!
2
3
4
5
6
7
8
9
10
6
7
8
9
10
1
2
3
4
5
11
11
12
12
13
13
14
14
15
15
10
16
16
11
17
17
12
18
18
13
19
19
14
20
20
15
10
per + 1
+1
+1
+1
3
4
Resolving tasks
Ascent Table
45
Chapter Two
Game Mechanics
Table explanation
Final Proficiency
Level
A characters final Proficiency
Level, after all modifiers are
factored in.
Packet size
The size and type of dice packets a player can choose from
will depend on the final
Proficiency Level; so if a character has a final Proficiency Level
of 3, his player can only roll
3D6:
With a final Proficiency
Level of 12, a player must
choose to roll either 12D6, 7D10
or 2D20:
OR
OR
46
The Spill
When rolling dice packets, keep
on the lookout for dice that
come up showing the maximum
value for their die type (sixes
for D6 packets, tens for D10
packets and twenties for D20
packets). These are called spills,
and each spill requires that you
roll a spill die of the next higher die type. Hence three rolled
D6s that show sixes equal three
spills, requiring the throw of
three D10 spill dice. Likewise
two D10s that spill will require
the roll of two D20 spill dice. A
spill offers any character the
chance to roll some amazing
Roll Results. Spill dice that
come up lower than the original
dice that caused the spill are
ignored; Of those higher than
the original dice, the highest
value will become the Roll
Result. A spill die cannot itself
spill.
Example: with a final PL of 4,
a player must roll 4D6 and
gets 2, 4, 6 and 6. The player
has achieved two spills and can
therefore roll 2D10. They come
up as 5 and 10, so his final RR
is 10. The D10 that came up as
a 10 cannot spill because it is
itself a spill die.
D20 Spills
When a D20 from a packet
comes up as a 20, a player has
scored a spill and must roll a
D10 spill die. The Roll Result
will be 20+ the result of this
spill die.
Chapter Two
Game Mechanics
The Push!, Hard Push! and
Grim Push!
With final PLs of 0 or less, a
player will need to roll two or
more D6s but must keep the
lowest die number (instead of
the highest) as the Roll Result.
A Push! requires the player to
roll 2D6, a Hard Push!
requires 3D6 and a Grim Push!
requires that he roll 4D6, keeping the lowest die result as the
RR in all cases. If all dice come
up as sixes, no spill occurs; a 6
is the maximum Roll Result
possible. Rolling under such
conditions is a risky choice: it
may result in fumbles (you
will learn about fumbles later
on in this chapter) and may
produce abysmal Roll Results.
Am I forced to roll?
No. A player can always opt
not to roll. This is called a
safety, and is considered to give
a Roll Result equal to 0.
Example: Judy's character, still
seeing the berries only partly,
has a final Proficiency Level of
7 to determine their nature. She
can roll 7D6 or 2D10. With a
GN of 8 she opts for the 2D10,
and rolls a 1 and 5, so her Roll
Result is 5, falling short of the
GN by three points. Her companions each try it out as well.
They both have a Proficiency
Level of 5, and considering the
GN of 8, they hope for a spill!
The first rolls 1, 2, 2, 3 and 3,
a horrible roll worthy of a RR
of 3, worse than Judy's. The
last companion rolls 1, 3, 4, 5
and 6 and therefore gets a spill.
He rolls a D10 and gets a 10!
The player succeeds at the task and
Task outcome
If the RR is equal to or
higher than the Goal Number
the task is a success, if not the
task fails and in many cases
this is enough information.
However, it can help to know
just how well the task succeeded or how badly it failed. In
such cases, now is the time to
know if there are any Added
effects...
Added effects
For every 3 points your Roll
Result surpasses/falls short of
the GN, one added effect comes
into play. If you beat the GN
by 3, you have 1 added effect to
your success. If you beat it by
6, you have 2 added effects and
so on. Likewise, if you fall
short of the GN by 3, your
failure has 1 added effect and so
on.
47
Chapter Two
Game Mechanics
receives an added effect.
The GM rules that
his cure has minor rejuvenating properties as
well, and restores vitality and
strength.
48
GN
15
GN
Hearing the breathing and heartbeat of somebody hidden in the same room as you are
15
4
6
9
GN
15
Chapter Two
Game Mechanics
Perception tasks
A big part of roleplaying is
noticing clues. As a character
enters a room in which a bloody
knife has been tucked behind a
desk, the GM might secretly
roll a Raw vision task. The
character's vision perception rating will act as a base Proficiency
Level, in the same manner as
regular attributes. To see if a
killer's cautious walk is heard, a
hearing task would be in order,
based on the character's hearing
perception rating. To smell the
decomposing body rotting away
in the upstairs bedroom, a
smelling task would be in order.
The task's Goal Number is
up to the GM; GNs of 6 or
less can be beaten by average
folk, while GNs of 11 or more
may only be possible with the
help of artifacts or equipment
(such as longviews or hearing
apparatus) or for some animals
or engineered bodies having the
maximum possible perception
values.
The GM can choose not to
tell the players that she is
rolling a particular kind of perception task. She should in
advance record each character's
perception ratings. As discussed
under hidden goal numbers
(below), the Roll Result and
the goal number should remain
hidden. In such cases, the GM
will roll the best combination of
dice necessary for success.
Examples of GNs for the
various perception ratings of
characters are listed in the three
tables on the opposing page.
Heroic actions
The characters in the game are
heroes, the main characters in
epic sagas. The game is based
around their actions, and the
Ascent system tries to encourage
brave or dramatic actions in the
face of ghastly odds.
Players can spend the
Available Power Points (see A
legend is born chapter) of their
characters to affect task outcomes in many ways. This is
called a heroic action. Two different types of heroic actions
exist.
Cinematic action
In any great comic book or
movie, the hero doesn't just stab
his arch enemy with a sword
and hope he dies from blood
loss; he cuts him in half in one
dramatic blow, showering
bystanders with his blood... A
cinematic action allows a player
to spend 1 available Power Point
so that now all his dice spill on
the two highest die values; D6s
spill on a 5-6, D10s on a 9-10
and D20s on a 19-20. The cinematic action must be declared
before the dice are rolled. The
player then rolls his dice normally.
Restriction
!
Note!
Most heroic actions are reserved
for heroic player characters, but
in some circumstances a normal,
mundane, powerless human or
creature may be so desperate or
angered, overwhelmed by passion or tragedy that the GM
Tiebreaker
When a tie occurs during an opposed roll, a
49
Chapter Two
Game Mechanics
player has the option of
spending one Available
Power Point to become
the winner of the task by using
a tiebreaker. Two player characters (or heroic NPCs) opposing each other that get a tie can
''bid'' against one another by
writing secretly on a piece of
paper the amount of available
Power Points they are willing to
spend to become the winner.
The one that allocates the larger number of available Power
Points to the tiebreaker succeeds
at the task. The loser does not
need to substract any available
Power Point but fails at the
task.
Restriction
!
Opposed tasks
50
Ties
When both participants of an
opposed task end up with the
same Roll Result, a tie occurs.
In this case, look at the dice
rolled by each participant; if one
participant has more dice with
Opposed Perception
Tasks
When a character wants to
sneak up on or hide from someone else, the task must take into
consideration the perception ratings of the target. This means
the character performing the
task will roll against the target's
Perception ratings. However,
the GM may modify the target's Perception rating or choose
which one is applicable depending on circumstances. For example, if an assassin sneaks up
from behind, the target would
use his hearing or smell perception rating and not vision, and if
the target has no hearing only
his smell rating would matter
Task
Base PL of
Character's task...
Base PL of
Opponent's task...
Outwitting someone
Intelligence+Wisdom
Intelligence+Wisdom
Ambushing someone
Intelligence+War or Deceit
Intelligence/Perception+War or
Deceit
Raw Power
Raw Power
Raw Finesse
Raw Finesse
Attacking someone
Raw Vigor
Raw Vigor
Winning a debate
Intelligence/Presence+Wisdom Intelligence/Presence+Wisdom
Lying to someone
Presence+Deceit
Intelligence+Deceit or Wisdom
Seducing someone
Presence/beauty+Passions
Temperance+Passions
Bribe someone
Presence+Deceit
Temperance+Wisdom
Interrogating someone
aggressively
Presence/Fear+Wisdom
Temperance+Wisdom or Deceit
Interrogating someone
seductively
Presence/beauty+Passions
Temperance+Passions
Intelligence+Deceit
Finesse+Deceit
Finesse+Deceit
Perception+Deceit or Wisdom
Presence+Wisdom or
Domination
Chapter Two
Game Mechanics
51
Chapter Two
Game Mechanics
take such an action to
introduce an element of
mystery into the game,
to keep players wondering as to
whether the task succeeded or
not.
Examples where a hidden
GN might be called for include
perception tasks, tasks where the
characters are being followed or
lured, trying to charm, interrogate or fast-talk an unknown
person, etc. The player will
have the choice of his dice combinations to roll, but will not
know what the Goal Number is
or even if the task is a success or
failure. These situations will
not allow players to modify
their subsequent actions based
on the outcome of the task, since
they do not know if the task
failed or not, and to what
extent.
Example: a Fellkin approaches
the docks of Orcanager, intent
on boarding one of its sea vessels
and redirecting it towards the
Fell Kingdoms. He walks
clumsily, droplets of blood
trailing behind him as he crosses a bridge leading to the first
docks. Unbeknownst to him, a
sentry from the Orcanager town
watch has laid an ambush at
the bridges far end; six armed
watchmen equipped with nets
and vicious spears await...
52
Teamwork
The GM can rule that certain
tasks may benefit (or not!) from
teamwork. Characters can work
together to lift objects, interrogate captives, do research and
any other activity that may
benefit from a combined effort.
Characters may not use teamwork for obviously individual
tasks such as tightrope walking,
horseback riding or most combat
actions. The GM has final say
in all cases.
In cases where teamwork is
acceptable, the GM must look
at each participants relevant PL
to the task at hand. The most
proficient character will be the
lead, and he will roll the task.
If one or more of his helpers
have a PL no more than two
points less than his own, the
lead will receive a +1 modifier to
his task, sometimes more.
Tasks
that
familiarity
require
Acquiring familiarity
Players may say that during an
interim chapter, their character
tries to learn the functioning of
an artifact, vehicle or weapon.
To do so, a player simply
states that his character spends
one or more Available Power
Points to do so, and the GM
tells him if his study and examination of the artifact yielded
any understanding at all. He
may say that the charater is on
Chapter Two
Game Mechanics
his way, may say that he is finished and now is considered to
be familiar with the aretifacts
functioning and useage or may
say that he has no understanding of its function or purpose
whatsoever. In many cases, a
successful Intelligence+Wisdom
task against a secret GN determined by the GM may help a
character determine an artifacts
function and gain familiarity
faster.
The GM will determine how
many Available Power Points
are required to become familiar
with an artifact, vehicle or
weapon
and
if
an
Intelligence+Wisdom task is
Building/repairing
things and lab work
During the first years of game
time, characters live in a dark
age. The immortal Kingsways
have lost the Nine Obelisks that
gave them the knowledge to
build powerful artifacts, and
Building things
Characters will brew strange
mixtures or grow weird organisms, and later may build great
war machines with the knowledge they regain about the lost
technology of the Kingsways.
Every time a character wishes to build something from
scratch or modify it, the GM
assigns a project cost, project
time, required facilities and a
task GN.
Build/repair tasks are normal tasks, and players will have
a final PL equal to:
Attribute + Mastery +
Facilities modifier + any other
modifier
Attribute
All build tasks use either a
character's Intelligence or his
Finesse attribute. For more
manual creations, such as works
of art, paintings and sculptures,
Finesse is generally
appropriate. For all the
rest, use Intelligence.
53
Chapter Two
Game Mechanics
Mastery
The
character's
Wisdom Mastery is
applicable
for
non-artistic
build/repair
tasks.
His
Passions Mastery is applicable
for artistic creations.
Facilities modifier
See required facilities below.
Modifiers
The GM is free to add positive
or negative modifiers to the task,
as she deems appropriate.
Required facilities
Facilities of the Second Age are
quite different than today's
standards. Dusty libraries and
arcane labs, in which bubble
weird mixtures or grow strange
organisms, are the abode of mad
scientists,
Angelions
and
Awakened cells striving to rekindle the flame of lost tech.
The GM must determine
for every project what the
required facilities are from the
four possible
facility types:
Circumstance
Modifier
Facilities modifier
2+ quality levels lacking
.
1 quality level lacking
Proper facilities
Impossible
.
-5
.
0
.
+1
.
+2
Inappropriate budget
More budget
Inappropriate time
+1 every time you double the project's project time, with a maximum
+2 modifier
54
Facilities modifier
Depending on the required facilities determined by the GM,
apply the proper modifier if the
character is using facilities of
higher or lower quality level
than required. So if a character
is building an artifact that
requires a basic science lab
(SL2) but he has at his disposition an advanced science lab
(SL3), he will get a + 1 modifi-
Chapter Two
Game Mechanics
er (see above table) to his
PL. Consider that to use
facilities of a certain quality
level, a character must have a
Wisdom Mastery rating
equal to or above the facility's quality Level.
Inappropriate budget
The project cost is the
amount of money (in mints)
required to purchase material
and see it through. By
accepting a -2 modifier, a
builder can try to do the
project using half of the
money required. By suffering a -5 modifier, he can
accomplish the project using one
quarter of the project cost.
Inappropriate time
Every project will have a project
time for its completion, whether it
is to build a house or a microbial
infection. It can be given in hours,
days, months, years or manhours. If you're in a rush, you
can divide the time allowed to the
project by half, but it will incur a
-2 modifier. Using only one
fourth of the project time will
incur a -5 modifier.
55
Chapter Two
Game Mechanics
Mixtures/substances/gases Table
Project
Task/Facilities GN
Intelligence +
Wisdom/ML1
Intelligence +
Wisdom/ML1
Intelligence +
Wisdom/ML1
Intelligence +
Wisdom/ML2
Intelligence +
Wisdom/ML3
Produce substances with one major exceptional property (a gas that erases
memory, permanently and immediately, the psychedelic purple gas (from the Intelligence +
notorious Purple Island) that can send rooms of people into day long orgas- Wisdom/ML4
mic detente, condensed matter...)
Produce substances with one legendary exceptional property (a potion that
allows a creature to assimilate surrounding matter into its body, a gas that
turns solid after its maker utters a word at a specific pitch, darkstone, etc.)
Intelligence +
Wisdom/ML4
56
Base
cost
100
mints
100
mints
500
mints
50K
mints
1M
mints
1 day
10
1 day
12
1 day
15
1 year
20
10
years
30
20
2M
years mints
35+
50
10M
years mints
Machines/artifacts Table
Project
Base
time
Intelligence +
10
Wisdom/SL1
1 week
Neg
Intelligence + 15+
Passions/PF3
2 years
1M mints
5 years
500K mints
Intelligence + 18+
Wisdom/SL2
Intelligence + 20
Wisdom/SL3
5 years
2M mints
Intelligence + 25+
Wisdom/SL4
15 years
10M mints
Intelligence + 40+
Wisdom/SL4
50 years
100M
mints
Chapter Two
Game Mechanics
Organisms Table
Project
Task/ Facilities
GN
Base time
Base cost
Intelligence +
Wisdom/OL2
15
3 years
200K mints
Intelligence +
Wisdom/OL2
18
5 years
1M mints
Intelligence +
Wisdom/OL3
20+
30 years
50% of Guild
cost
Intelligence +
Wisdom/OL4
22+
30 years
5M mints
Intelligence
+Wisdom or
Passions/OL4
25+
50 years
50% of Guild
cost
Intelligence +
Wisdom/OL4
30+
50 years
50% of Guild
cost
Base cost
Finesse +
Passions/None
3 hours
Negligible
Intelligence +
Passions/None
A few minutes
A musical
instrument
Finesse +
Passions/None
12
12 hours
Negligible
Finesse +
Passions/None
15
40 hours
Negligible
Intelligence +
Passions/None
18
5 years
Negligible
Finesse +
Passions/None
25+
1 year
Negligible
Intelligence +
Passions/None
25+
5 years
Negligible
instru-
57
Chapter Two
Game Mechanics
Repairing
stuff
Damage
The damage level of the construct to be repaired.
Unfamiliar construction
Repairing alien tech (that built
by cultures of different nature
or higher technological level) can
be a nerve-wracking experience.
The GM will apply the modifier she deems most suitable,
although a -2 modifier seems
appropriate, unless the technology base of the construct in question is way more advanced than
the character's, in which case
repair may not be possible at all
or take vastly more time than
usual.
Project Cost
The project cost for a repair
project is given as a percentage of
the damaged object's original
cost. The project cost usually
Facilities
A production facility will help
any repair task. The damaged
Modifier
Project Cost
Helpers
For any repair/build task, the
Teamwork rule applies. The
GM must determine if specific
helpers are beneficial and if so,
how they can contribute. She
can rule that one or more
researcher-type helpers can give
a +1 or rarely +2 modifier to the
task roll and reduce time necessary as well, while laymen-type
helpers usually only contribute
to lowering the time necessary
to complete a project, but don't
help at all to actually achieve it.
Some projects, such as designing/repairing advanced artifacts
or doing research, have virtually
no need for laymen helpers,
while large projects, such as the
building of palaces or cities,
require lots of laymen.
Build/Repair task
results
Damage
Light
+1
10-30%
Serious
-2
50-75%
Unfamiliar
construction
-2 average
Facilities (Production
Facility) On the fly (0)
PF1
PF2
PF3
PF4
58
-5 or worse
-3
0
+1
+2
Build task
If the task is a success, it may
carry added benefits if there are
added effects. Added effects
can only affect the product's
Chapter Two
Game Mechanics
ment, the whole lab or,
in the case where there
are 3 or more added
effects or a fumble, that a
massive explosion destroys the
lab and may kill many of the
workers.
Repair task
Successfully repairing something will bring it up to full
working condition and very little trace of this damage will
remain. Careful investigation
may reveal hints that this
thing was at one point damaged. With added effects,
these traces may be completely
erased, the thing may be
rebuilt slightly better/more
rugged than before or anything the player desires and is
accepted by the GM. Added
effects can only affect the
product's qualities, not its
repair cost or the time it took
to repair.
With a failure, it usually
means the thing is repaired
only partly (0 added effect),
not at all (1 added effect) or,
on a fumble, that it is
destroyed and/or something
catastrophic happens, such as
the production facility blowing
up and killing workers/character bodies, etc.
59
Chapter Three
When all Hell breaks loose
CHAPTER THREE
Markus, fallen in a most compromising of ways, aimed his fist at her, tracking her as she levitated
into the air and lunged at him, sword raised, evidently intent on ending this duel with a swift and
decisive blow. From one of the rings his gloved hand bore, a bright lance of energy snaked its way
towards the flying woman, and for a moment we thought everything was lost, preparing to flee into
the woods. Yet to our surprise, the beam met some kind of energetic barrier, and as the two eldritch
energies met, they crackled and shimmered, danced together and parted, changed colors and bended
around one another with a deafening roar. Yet the beam's lethality was now lost to the sky, diverted away from her body, leaving her free to complete her maneuver. Her lunge served its purpose;
Markus' head rolled to the ground moments later, leaving a thin line of crimson on the moist ground.
60
spilling of blood.
Combats tend to be highly
dramatic and enjoyable aspects
of any roleplaying session.
Here as anywhere else, the
GM and players will have the
responsibility of making combats as richly detailed as possible. The system is cinematic
rather than realistic, in that it
allows heroic characters oppor-
Chapter Three
When all Hell breaks loose
Note!
Angelions are immortal. The
only way to effectively kill
them is by destroying their
essence. Disposing of their mortal forms is at best only a temporary solution. Although this
changes the dynamics of assassination, battles are still common. You may not be able to
kill an Angelion outright, but
you can destroy his bodies,
assassinate his mortal love, set
fire to his palace and cities until
you can reach his essence and
dispose of it as you see fit. In
this chapter, youll find out
how.
Rounds
Combat is divided into rounds.
A round lasts for a few seconds
and allows combatants to move
a number of meters equal to
their MOVE score and take
one or more actions. Combat can
last a single round or many
subsequent rounds, but generally as soon as combat is over,
keeping track of rounds becomes
unnecessary. Rounds are there
simply to give structure to combat and regulate what one can
and cannot do in terms of
actions.
Initiative
When the GM concludes that
combat between two or more
characters is imminent, she must
take a mental snapshot of the
scene. What are the involved
parties doing? She should take
things a step at a time, not get
intimidated or rushed into
rolling dice. She must determine
a ranged weapon
! Drawing a sword from a
scabbard
! Pulling out a knife tucked
buttons on a wall
61
Chapter Three
When all Hell breaks loose
!
Removing
a
helmet (and throwing
it, if desired)
a weapon and
attacking
! Getting up from being face
down on the ground, jumping into the air to do a backflip and kicking a foe in the
face
! Pressing a complex combination of buttons on a machine
! Searching through a back-
62
About Moving
Initiating action
Modifiers to
Initiative
Depending on the circumstance
and/or state of characters, their
initiative PL might be affected,
as all tasks, by certain modifiers. A drugged character,
drowsy and somewhat out of it
may very well get a negative
Chapter Three
When all Hell breaks loose
Using a power
Using a power (see Using
Powers on p87) is not an action,
though characters still need to
devote concentration (or celerity)
to produce them. Some powers
need more than one round to be
produced, but in the round they
manifest, their user must roll
for initiative to know exactly
when the power takes effect.
Attacking an unaware
target
If your opponent is totally
unaware of your presence, or is
ignoring you, then there is usually no reason to roll for initiative. Just say what your action
is and resolve it.
Other modifiers
There are many factors that
may influence a characters initiative PL, including injuries or
other circumstances too numerous to elaborate here. The GM
may impose modifiers to reflect
these situations at her own discretion.
Ties
When two or more characters
get to act during the same initiative rank, resolve the tie normally as you would for any task.
The winner gets to resolve his
Fumbles when
rolling for initiative
A fumble means the character
acts last, and incurs an automatic -5 modifier to any action
occurring during this round. It
may also mean the character
trips, injures himself, knocks
himself out, fires on himself or
fumbles his weapon (dangerous
with weapons like blood
whips).
Example: a Fell Lord is using
63
Chapter Three
When all Hell breaks loose
Celerity bonus
ing over ten combatants may
overwhelm the GMs abilities.
In such cases, she should make
a decision on the battles outcome using her best judgment or
play out only the battles most
important episodes. She can
play out a combat between two
important characters in detail,
against a backdrop of fighting
warriors that only add scenery
to the one important combat.
COMBAT
SEQUENCE
Resolving an Attack
64
Attack/defense
Chapter Three
When all Hell breaks loose
gerous foes in battle; they can
choose to control multiple bodies
at once to attack and defend in a
concerted
effort,
or
attack/defend using only one
body to benefit from their
increased reaction speed and
agility, delivering blows and
avoiding them with blinding
speed. Angelions of high
Celerity are deadly opponents in
ranged combat as well, being
able to see the movements of
their target and/or incoming
projectiles in relative slow
motion.
Attacking an unaware
defender
An unaware defender is totally
unprepared against an attack.
Inanimate objects are attacked
as though they were unaware.
An attacker must succeed a GN3
Finesse+War task to successfully
hit an unaware defender.
It is not an opposed task; the
defender does not roll a defense.
The Reach (see the close combat modifiers and special rules
section that follows) of an
unaware defender is considered
to be 0 but in the case where the
attack is a ranged attack, the
attacker must still include modifiers to his attack PL relative to
the targets size.
Attacking a cautious
defender
A cautious defender is trying to
prevent sneak attacks, ambushes
or is otherwise moving in a manner that makes an attack against
him more difficult. He may or
may not have seen his attacker.
Successive defenses
Using a defense (opposing the
attack with a Finesse + War task)
means that the defender is leaping
out of harms way, parrying, backing up abruptly or otherwise lunging away from the attackers
blows/arrows/beams. You can
always use a defense against an
attack, unless you are unaware of it
coming or are incapable of movement. However, you are not obliged
to.
! A defense is not considered an
action.
! A character can use a defense
65
Chapter Three
When all Hell breaks loose
Animal and
monster attacks
The Power
Attack
Darkness
Close combat
modifiers and
special rules
66
Darkness gives a -1 to
-10 modifier to attacks
and defenses, depending on
how dark it is and GM decision.
Reach
An attacker/defenders Reach is
the sum of his natural reach and
the reach bonus of the weapon he
is attacking/defending with.
Compare the final Reach of the
attacker and defender. A combatant having a greater Reach
than his opponent receives a +1
modifier to both his attack and
defense PLs, while a combatant
of shorter Reach than his opponent will suffer a -1 modifier to
both his attack and defense
PLs.
Being prone
A character that is prone (flat on
the ground, fallen or otherwise
severely incapacitated) can normally not attack in close combat
and must therefore rise before an
attack is possible. Depending on
GM decision, he can defend
against close combat attacks with
a -3 modifier or attack with a -3
to -10 modifier.
Chapter Three
When all Hell breaks loose
considered to be cautious against
the power attack and cannot use a
defense.
2) He can choose to defend
normally against the power
attack, using a defense to oppose
the power attack.
Multiple opponents
A character surrounded by multiple opponents in close combat will suffer a -1 modifier
Grappling
Note!
A smaller character cannot
grapple a target of bigger size
class. He can land on him or, in
some cases, latch on to a smaller part of the defenders body,
but not grapple him.
If the defender wins the
opposed Power+War task, he
can choose to be separated from
the grappler (the grapple has no
effect) or can decide to hold on
to the attacker and be considered
as being in a grappling match.
If the grappler succeeds
at
the
Power+War task, a
67
Chapter Three
When all Hell breaks loose
grappling
ensues.
match
Grappling matches
A Grappling match means two
combatants are locked in a
wrestling match, or one has the
other in a definitely uncomfortable position, such as a fifty
foot tall giant that has grabbed
a small bird in his gigantic
hands or a big snake that has
coiled itself around a jaguar and
is preparing to crush the life out
of it.
Each round of the grappling
match, before initiative is rolled,
both participants must roll an
opposed Power+War task to
determine who gets the advantage. If one of the participants is
of a greater size class than the
other, he can move freely about,
carrying his grappled victim. If
not, both participants are essentially motionless and twirling
around on the ground.
Each round, the winner of the
Power+War task can use any of
his actions to do one of the following (or, if he is of greater
size class, any other as well).
The loser can take no action
whatsoever, unless the GM
rules otherwise.
Secure grasp
68
Crush/break
The winner of the Power+War
task uses his power to crush the
life out of his opponent. The
grappler inflicts his natural
damage on the target. The
opposed Power+War tasks
added effects will be considered
to be this attacks added effects
and treated per the normal
rules.
Throw
This maneuver requires that the
grappler have a way (manipulators or something similar) with
which he can throw the target.
The grappler can throw the target a distance that will be determined by the GM, with damage and effects to be determined
as well by her depending on
both participants size, weight,
Chapter Three
When all Hell breaks loose
Combat fatigue
(optional)
An attacker with much higher
Vigor than his enemy may last
longer in a close combat fight
simply because his endurance
and stamina are higher. As an
optional rule, a GM may
introduce combat fatigue to
simulate this. Essentially, a
character can fight, in close combat, a number of rounds equal
to his Vigor without suffering
any penalties to his tasks due to
combat fatigue. Each successive
round after that, the character
suffers a cumulative -1 modifier
to all his physical tasks due to
sheer exhaustion. Combat
fatigue should, at most, incur a
modifier of -3 or -4, but no
more. Every five rounds spent
resting afterwards will remove a
-1 modifier until the character is
completely rested.
Attacking an unaware or
cautious, much larger foe
1. If the much smaller attacker
can fly or otherwise reach the
vital or unarmored parts of
the larger foe, then resolve
the attack normally.
+1 modifier
DEFENDER
Shorter Reach -1 modifier
Multiple opponents -2 modifier
The guard has a final attack
PL of 9, while the Archfiend
has a final PL of 10 to defend
against the first attack. The
guard rolls 4D10, getting a Roll
Result of 7 while the Archfiend
rolls 5D10 and gets a RR of 16
(because of a spill), adroitly
avoiding the first attack.
The next guard (with a
Finesse+War PL of 7) will
have the same +1 modifier as his
predecessor because of his reach
advantage. The Archfiend
defends once more:
ATTACKER
Longer Reach +1 modifier
DEFENDER
Shorter Reach -1 modifier
Multiple opponents -2
modifier
69
Chapter Three
When all Hell breaks loose
1st successive defense-2
modifier
The attacker has a final PL of
8 and the Archfiend is at PL8
as well. The attacker rolls an
attack RR of 8 while the
Archfiends defense RR is a 9.
It is again successful, but that
Hell wand passed dangerously
close!
The third guard attacks with a
final Proficiency Level of 6+1=7.
This time the total modifiers
against the Archfiend are -7
because of the two previous
defense actions (its PL to
defend is now down to 6 against
this attack). Still, luckily for it,
the guard rolls 2D10 and gets
double ones!! A fumble!
As the body of the first guard
falls to the floor (although bits
of brain, skull and flesh do
wind up on the wall and ceiling), the Archfiends wild
maneuvering and evading have
ended the round with a last dive
that narrowly escapes the hell
wand of its last aggressor. This
last Eidech fumbles horribly,
and plants his weapon squarely
in the torso of one of his comrades, making his chest burst
and bubble away into a fine
crimson mist of superheated
flesh and ribs.
Next round, the Archfiend is in
a room with two aggressors, one
of which is now unarmed (hell
wands need two actions to
recharge their tip).
70
3D combat using
gravitational
displacement
3D combat using gravitational
power/volobelts
is
tricky,
demanding and potentially
deadly for those that know too
little of its intricacies. Still, 3D
duels between Angelions are
spectacular. Using volobelts (or
any form of gravitational artifact), they can sweep in from
the skies to attack opponents
and sweep out to avoid ripostes
with unnatural speed. The
downside is abusing of the
power of a volobelt/gravitational artifact can rip ones body
apart through G forces. In
game terms, characters that partake in 3D gravitational
combat (either aerial
against others so
equipped or on the
ground
against
adversaries that are
not) can benefit from
a +3 modifier to
their initiative
task, as they
use their gravitational power
to effect mindnumbing maneuvers with blinding
speed.
Every time a character gains a bonus to his initiative
through the use of a gravitational artifact, he needs to make
a GN6 Raw Vigor task roll.
Failure at this Vigor roll means
the character loses 1/4 of his
Health in health points, plus
1/4 of his Health more per
Ranged combat
modifiers and special rules
Ranged combat has a lot to do
with distances, target size and
cover. Many modifiers will be
proper to ranged combat and
not to close combat. Darkness
and Being seriously injured
affect ranged attacks exactly as
for close combat.
Chapter Three
When all Hell breaks loose
on, stacking -3 modifiers per
full multiple of the weapons
effective range needed to
reach the target.
Example: a First Age pistol has
an effective range of 30 meters.
If the target is 31-60 meters
away from the shooter, the
attack PL will suffer a -3 modifier . If the target is 61-90
meters away, the shooter suffers a -6 modifier. If the target
is anywhere from 91 to 120
meters away, the shooter suffers a -9 modifier, etc.
Note!
The GM might say that successfully defending against a
ranged attack such as a thrown
spear, rock, dagger or even an
arrow or crossbow bolt can
result in catching the projectile
in mid-flight rather than simply
evading it. Thrown rocks and
spears might be caught by as
little as two added effects, daggers with three while arrows
might require four or five.
Aiming
To aim, the attacker must use
his action to aim; his actual
attack action takes place during
his next action (either in this
Cover
A ranged attack against a
defender behind cover will suffer a -1 modifier for poor quality cover such a character behind
a small whip of a tree, -3 for
half cover up to the waist or -5
for an almost totally hidden
target.
Example: In Sunfield Creek, the
mayor and his councilors are having a dinner complemented by the
melodious music of several musicians. The party is going strong,
and the intoxicated guests have not
taken notice that one of the musicians has approached very close to
the mayor and is aiming his guitar
at him. Hidden inside the instrument is another of more deadly
purpose: a Thunderclap... One of
the bodyguards in the room notices
how the musician aims his guitar
rather suspiciously at the mayor
and tries to intervene. Will he succeed?
The assassins initiative
PL is 6, with a +3 modifier because he initiates
71
Chapter Three
When all Hell breaks loose
the action. He rolls his
Initiative and gets a
rank of 6.
The bodyguard has an initiative PL of 11. He can roll 6D10
or 1D20. He decides to try it
using 1D20, hoping for a high
score and two actions this
round. He rolls the D20 but
gets a terrible RR of 4. Had he
rolled 17+ he would have gotten
two actions before the assassin,
and would have been able to
draw and throw his knife before
the assassin could fire his
weapon, but it was not to be. So
the melodious assassin shoots
first, then the bodyguard will
get his action. Others in the
room either have noticed nothing
or are cackling about some nonsense when the assassin attacks,
and they will lose this first
round of action.
The assassin has a PL of 8 for
his attack against the mayor.
The target is about 3 meters
from him; the table hides him
about halfway down, and he
sees the assassins murderous
look in time to decide whether or
not he wants to defend (he is
not considered to be unaware
against this attack)
Modifiers : ASSASSIN
DL modifier
+1
Modifiers : MAYOR
+2
+3
+4
5 or more
+5
inebriated -1 modifier
72
Added effects
The attacks
Effects
Added
Chapter Three
When all Hell breaks loose
Example Attack
-5
-3
cats bite
.308 rifle
10
12
Incineration ring
15
Hell Wand
25
80
200
Tower explosion
normally.
3) Subtract
the
targets
Toughness from the damage
Roll Result. If the Roll
Result is lower than or
equal to the targets
Toughness, the attack deals
no damage.
4) Every point by which the
Roll Result beats the
Toughness of the target is a
Health point it loses.
5) Remove this total from the
targets current Health
points.
Example: after a successful
attack with no added effect, a
player consults the Ascent table
and sees that his DL8 attack is
good for either 8D6 damage or
3D10 damage. His heavily
armored target has a toughness
of 5, so the player chooses to
roll 3D10. The damage dice
Note!
1) Damage rolls cannot yield
fumbles
2) players and/or the GM can
sacrifice D20s of damage to get
EPIC bonuses on damage.
3) When a character suffers
damage from a random source,
suffers explosive or poison damage or otherwise is subject to a
DL managed by the GM but
not originating from a non-player character, the GM must
choose the smallest dice packet
possible (of the highest die type
possible).
4) When a character is attacked
by a non-player character, the
GM must choose damage dice
as though she knew only as
much about the chracters
toughness as the character that
attacks him, and may adjust
her choices as the non-player
character witnesses the effects of
his attacks.
5) Players cannot ask the
toughness of their foes to judge
what type of damage dice to
roll; they must observe their foe
and the damage (or lack thereof) their attacks seem to inflict
and adjust their choices as the
case may be.
DLs of 0 or less
An attack having 0 or
less as a DL, as would
73
Chapter Three
When all Hell breaks loose
the bite of a spider, a
rat or the kick of a
small boy, is treated as
a damage Push!, Hard Push!
or Grim Push! so that the
attacker will roll 2D6, 3D6 or
4D6 and keep the lowest die as
the damage result, exactly as
for negative task PLs. Such
damage cannot spill.
Monstrous
DLs of 20+
Attacks:
74
Stun damage
Using an appropriate weapon
(fists, clubs or similar blunt
weapons), a character may
choose to inflict stun damage on
his foe instead of killing damage. The damage he will inflict
will be temporary, and the
Health points lost by his foe
will be recovered at a rate of one
point per round unless he is
brought to 0 Health points, at
which point he falls unconscious
for an hour or so. A character
that receives more stun damage
than half his Health will suffer
the -3 penalty for being seriously wounded.
Chapter Three
When all Hell breaks loose
your foe that leaves him at a -2
modifier for all his actions, a
modifier which may last until
this wound is healed or only for
the following round (GM decision). It can mean you blind
one of his eyes, trip him, push
him off balance, break one of his
arms, etc. It does not require
you to bypass your foes toughness, but may require that you
be able to reach one or more of
his vulnerable areas.
Latch on
75
Chapter Three
When all Hell breaks loose
10 spills. He rolls 1D20
which comes up as 17,
from which the beasts
Toughness of 2 is removed. TRex would normally lose 15
Health points but because of
the Killing Blow, it instead
loses 30 Health points. Wild
Whisper slashes the head of the
frenzied dinosaur, cutting into it
like a carving knife and scooping
out twenty pounds of raw flesh,
showering himself in sticky
crimson. Still, the beast is not
dead (it has 33 Health points
remaining out of its 70), and
continues with the Power
attack. T-Rexs Power attack
has a base attack PL of 11.
76
However,
the beast is seriously wounded
and suffers a -3 modifier due to
this injury. The beast therefore
has a final PL of 8 for this
Power attack. Since the
Angelion decided to attack
instead of defending against the
Power attack, T-Rexs GN to
bite down on its cautious foe
will be 5. The GM rolls 3D10
and gets a RR of 11, so the
tyrannosaur manages to chomp
down on Wild Whisper using
a mouth filled with foot-long
teeth, and theres two added
effects to boot. Seeing that
Wild Whisper was cautious
and not actively defending,
these two added effects mean
T-Rex inflicts a Perfect
Strike
on
Wild
Whisper. Its bite attack
is rated at DL12, now
Note!
Given
a
Perfect
Strike, a player can
invent new attack
options to suit specific circumstances,
with
GM
approval.
Close combat
damage
All characters in the game
(except those that are immobile)
having a Power value of 0 or
more have a natural attack
rated at a base DL equal to
their Power-5 (some monstroussized creatures may stand as an
exception to this rule however;
see A Legend is Born chapter).
Therefore a small rat with a
Power of 0 will bite with a DL
of -5, a man with a Power
attribute of 5 will punch, kick or
bite with a DL of 0 and a horse
with a Power of 8 will buck or
charge at DL3.
In some cases, animals and
monsters may have additional
attacks such as claws, horns,
Armor
Armor can be anything from
leather, mail or plate armor to
powered armor and force fields.
Armor deflects, absorbs or otherwise thwarts an attacks ability at hurting someone.
In the game, armor is quantified by a Toughness bonus
and a Finesse modifier.
Chapter Three
When all Hell breaks loose
Encumbrance Table
Small size
Normal
Large
Monstrous
Modifier
actions/MOVE
Unburdened
Powerx1
Powerx3
Powerx10
Powerx50
0/0
Burdened
Powerx2
Powerx5
Powerx20
Powerx200
-1/x3/4
Heavily burdened
Powerx3
Powerx10
Powerx50
Powerx1000
-2/x1/2
Dragging itself
Powerx5
Powerx50
Powerx200
Powerx5000
-4/x1/8
Tiny and minuscule bodies cannot carry any significant weight. A tiny body may carry perhaps a pound or
two, perhaps dragging ten pounds on a good day and depending on its nature. Minuscule bodies can carry, perhaps, half a pound of matter, if they are especially strong or big (for minuscule bodies, that is...)
Toughness Bonus
Special Armor
Rules
Finesse modifier
Layering Armor
About
carrying
(optional)
stuff
77
Chapter Three
When all Hell breaks loose
protection add nothing
in terms of protection.
Example: a War Golem from
the First Age, unwittingly reactivated by Awakened operatives,
aims itself towards a nearby village, surrounded by a shimmering field of energy. Its inherent
toughness is 9, it is encased in a
battleshell (+8 Toughness
Bonus) and is protected by a
force shield generator (+6
Toughness bonus). Hence its
Final
Toughness
against
attacks will be: 9+4+1=14. When
its force shield is not operational, its toughness is 9+4=13.
Finesse modifier
Add up the Finesse modifiers of
all suits together when calculating the final Finesse modifier of
a character that layers armor.
See about carrying stuff above,
as well. Depending if the layered armor arrangement seems
awkward to the GM, she may
add further negative penalties to
the wearer.
Partial Armor
The Toughness Bonus of
armor is usually for a complete
suit, covering a wearer from
head to toe or at least over 90%
of his body. If for some reason
a wearer decides to remove some
small portions of armor (a helmet and/or leggings and/or
arm braces), the Toughness
Bonus of the armor suit will be
diminished by a number of
points left to the GMs decision.
In cases where the
main body (the trunk
78
Special weapon
rules
Blast Scale
Some weapons explode or otherwise can affect many targets
within a given area of effect.
These weapons must be dealt
with differently than other
weapons. They have a static
DL which represents the DL
the blast will cause at the detonation point or very near to it.
This DL will be reduced the
Throwing or launching
explosive devices
The act of throwing, launching,
Chapter Three
When all Hell breaks loose
lobbing or firing an explosive
device is a Finesse+War task,
but depending on whether the
device is thrown (or lobbed indirectly) or launched (or fired
directly), the outcome may vary
somewhat.
Throwing or lobbing
(indirect fire)
Throwing an explosive device
(or anything else for that matter) at a spot on the ground
requires a GN3 Finesse+War
task roll. Throwing one at an
aware defender that may be
moving or trying to reduce the
risk of an explosive landing at
his feet usually means the GN
will be 6. Bomblets, small
rocks, orbs or similar smallsized objects have an effective
range equal to the throwers
Power attribute x2 meters, and
are treated as per the normal
ranged combat rules. In any
case, after the throwers task
result is known, consult the
Thrown Objects Table.
The table gives
expressed in range
distances
Note!
You cannot use a defense
against thrown explosive that is
aimed at a spot on the ground
rather than yourself.
You can, if you are aware of
an impending explosion, roll a
GN6 Finesse+War task to fall
to the ground, duck behind a
wall, under a bed or otherwise
try to reduce the damage you
Attack result
Direct hit
Range/20
Range/10
Range/5
Range/4
Range/3
Range/2
Failure (fumble)
Launching or firing
(direct fire) blast scale
weapons
When a ranged weapon carries
the blast scale trait but is otherwise fired like a normal ranged
weapon, its attack roll is treated
exactly as for any other ranged
attack. It may be an opposed
task if its target defends, or
may be unopposed if the
weapon is fired at an unaware
or cautious target or a spot on
the ground. A successful attack
on a character or target, with or
without added effects, means
the victim suffers the weapons
full explosive damage and nearby targets may suffer damage
because of the weapons blast
scale. In cases where an explosive weapon is aimed at a target
directly and misses, the GM
may rule that the blast occurs
somewhere else, at her discretion.
Rate of fire
Ranged weapons have a rate of
fire. It represents the weapons
firing speed, i.e. the number of
shots, rounds or beams that can
be fired during an action. A
crossbow would have a very low
rate of fire (ROF), whereas a
machinegun would have
a high one. Rapidly fir-
79
Chapter Three
When all Hell breaks loose
ing weapons may get
a bonus to their DL
and may attack more
than one target during a single attack.
There are five possible rates
of fire, as explained below:
1/4, 1/3, 1/2, etc.: a fractional
ROF means the weapon can
only fire once every few
actions. For example, a ROF
of 1/3 means the weapon can
be used once, then two
actions need to pass reloading
or recharging it, and then
used on the third action.
Such weapons would likely
be bows, crossbows, muzzle
loaders and slings.
Single shot (SS): the weapon
fires once per action. A good
First Age example might be a
bolt action rifle.
Rapid fire (RF): the weapon
is capable of firing in a rapid
succession of shots. First Age
pistols or semi-automatic
rifles would stand as good
examples of such weapons.
Full auto (FA): the weapon
is capable of automatic fire.
First Age examples would
include the MG-42, M-60
or uzi.
80
Modifier to attack PL
Ammo expenditure
To simulate the increased likelihood of a hit resulting from firing an automatic weapon at a
single target, a modifier is
applied to any attack PL delivered on a single target.
Rate of
fire
Max
Targets
Rapid Fire
(RF)
+1
Full auto
(FA)
+2
Streamfire
(SF)
+3
Number of shots
fired per action
10
Streamfire (SF)
50
Chapter Three
When all Hell breaks loose
breath weapon. The latter
defends with a PL of 6. Hence,
with a PL of 12 to attack the
archer, the old immortal decides
to roll 2D20 and gets a RR of
14, while the defense of the
archer nets him a RR of 7.
That means the fiery breath
attack is successful with 2
added effects, but since this is a
streamfire attack against a single target, the attack carries an
automatic three added effects,
bringing the total number of
added effects to 5, for a Perfect
Strike. Being unarmored, the
toughness of the target is 0 and
with his final DL of 17, there is
little need in rolling damage; the
archer is charred down to the
bone! Later on, when Divine
Echo uses his breath weapon to
incinerate groups of people (max
5 per attack) he will not get to
add the +3 modifier and a successful attack will not carry an
automatic three added effects.
Continuing damage
Weapons that inflict continuing
damage usually rely on
extreme heat, fire or corrosives
to melt through or vaporize
armor and flesh. Such a weapon
will make a target lose a normal
number of health points when it
successfully hits, and subsequently, for 1D6 consecutive
rounds after that, will cause the
target to suffer a quarter (1/4)
of the original number of
Health points delivered, per
round. Some targets may suffer
longer damage than this if they
are susceptible to the attack type
more than others (i.e. shooting
a flamethrower on a log cabin
will cause continuing damage
until the whole thing has
burned down...)
DL
4 meters
DL1
5-9 meters
DL2
10-15 meters
DL3
16-29 meters
DL4
30-40 meters
DL5
41-50 meters
DL6
51-60 meters
DL7
61-80 meters
DL8
81-100 meters
DL9
101 meters +
DL10
a certain number of
points of the targets
Toughness equal to
their base DL. Example: a terrible Taint Relic, an engine of war
inadvertently reenergized by a
party of Fell Princes, fires its
death ray at one of them. The
death ray is a DL12 weapon, and
carries the armor piercing attribute. The Fell Prince has a
Toughness of 15, having armor
and force fields aplenty. The
damage comes up as a 17, and is
reduced by 3 points (the modified Toughness of the Prince) so
that the Angelion loses 14 Health
points.
Other Damage
Sources
Falling
Falls are treated as straight
health point losses. Toughness
does not help reduce damage.
DL/round
Being in a burning
room (low
intensity)
Being in an blazing
inferno
Doused in gasoline,
lit on fire
Size multiplier
Minuscule, tiny
x1/4
Small
x1/2
Normal
x1
Large
x2
Monstrous
X5
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Chapter Three
When all Hell breaks loose
When a fall occurs,
consult the
Falling
damage Table to determine the DL of the fall, roll the
most damaging combination of
dice and total the result; then
multiply this result by the size
modifier and reduce the health
of the fallen victim by this total,
irrespective of Toughness. The
GM can allow a Finesse task
(GN 6 or 9 depending on the
grounds nature) or the expenditure of an Available Power
Point to reduce damage to some
extent, depending if she is generous.
Falling on rocky or jagged
ground will increase damage,
while falling on soft ground or
water will lessen damage.
Fire
When a character is in an environment that can cause damage
because of extreme heat, consult
the Fire Damage Table, which
gives examples of burn sources
and their DLs.
Only Toughness that is fire
resistant can reduce fire damage. Any damage die that surpasses the fire resistant
Toughness will inflict damage
multiplied by the targets size
multiplier, which is the same as
for falling damage.
Fire Resistant
Toughness
82
Illness
Varied both in seriousness and
vector, illnesses come in the form
of bacteria, viruses or engineered
plagues. When a character
comes into contact with a potential illness source, a Vigor roll
with a GN depending on the
illness will determine if he
Poison
Poisons follow the same form as
illnesses, but are generally
administered orally or intravenously. The lethality of poisons is measured by their DL;
low lethality poisons such as
spider and scorpion venoms may
be DL0-DL1, potent poisons
such as snake venoms and some
plant toxyns may be worthy of
DL3-DL10 while poisons of
mythical deadliness might be
considered DL11+.
Ten rounds after being administered into a targets bloodstream,
inhaled
Chapter Three
When all Hell breaks loose
or ingested, a poison will attack
its victim using its stated DL.
Ten rounds after that, it will
deal out its DL again and ten
rounds after that, it will deal
out its DL for a third and final
time. The damage dealt by a
poison ignores its victims
Toughness. Some poisons are
quick acting and inflict their DL
every five rounds instead of
every ten.
Attacking
inanimate
objects (optional)
Inanimate objects have a Health
and Toughness rating. They
will be minuscule, tiny, small,
normal, large or monstrous, just
like bodies. They usually cant
defend themselves and hence the
GN to hit them is usually 3,
with modifiers to the attack PL
depending on the size of the target object (in the case of a
ranged attack). Resolve attacks
Size
minuscule
minuscule
tiny
tiny
small
Normal
TOUGHNESS
0
0
0
3
1
3
Health
1
2
4
4
10
50
Large
Large
Large
Large
Monstrous
Monstrous
Monstrous
0
2
4
10
1
2
10
15
30
50
100
200
500
2000
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dynamite or a small
bomblet.
Monstrous attacks: a bundle of
dynamite, a large barrel filled
with gunpowder, a few pounds
of C-4, a sword sweep from a
fifty foot tall giant.
Natural damage
A characters natural damage
usually inflicts damage of a size
equal to his body size. Hence,
the bite of a cat will be small,
while the bite of a buildingsized archfiend will be monstrous.
Examples of inanimate
object sizes
Minuscule inanimate objects:
the cross section of a rope, a
ring, a crayon, a 1x1 section in
a wall, door or structure
Tiny inanimate objects: an
orange, a handgun, a cellular
phone, a 4x4 section in a wall,
door or structure
Small inanimate objects: a big
doll, a small wooden chair, a
briefcase, a helmet, a bowling
ball, a 1x1 section in a wall,
door or structure
Normal inanimate objects: a big
comfy chair, a small desk, a
3x3 section of a wall, door or
structure
Large inanimate objects: a complete door, a wall section of
6x8, a car, a pool table
Monstrous inanimate objects:
anything from a small
house to a palace!
84
Damage results
The effects of wounds
Every physical thing in the
game has a Health rating as
well as a halfway point, which
is half of its Health rating. An
uninjured character starts off
with as many Health points as
his Health. When injured, he
loses Health points. When he
no longer has any, he is considered dead (objects are considered
destroyed).
As long as the number of
Health points an injured character has is above his halfway
point, the character is considered
to be lightly wounded. Objects
are considered lightly damaged.
The body may be bleeding and
hurting quite a lot, or the object
emitting puffs of oily smoke,
but otherwise, it will not hamper the characters or objects
actions.
Once the number of Health
points falls below the halfway
point, things get a lot more dangerous, immediate and graphic
for now the character is considered to be seriously wounded or
the object seriously damaged.
Organic bodies spray blood
everywhere, organs get punctured and arteries severed, limbs
fall to the ground and their
stumps shower bystanders with
geysers of blood. Mechanical
bodies are no better. They emit
acrid, oily smoke, spray acid
and burn up. Their chassis
cringes and buckles, internal
explosions ripping their insides
apart.
When
the
number
of
Chapter Three
When all Hell breaks loose
Health points falls to 0 or less,
the character/object dies or is
destroyed.
Unconsciousness
When an unimportant NPC (a
thug, a mundane animal, basic
cannon fodder) becomes seriously wounded, it usually means
he falls unconscious or otherwise attempts to flee. Cornered
animals, vicious beasts or engineered monstrosities are the
exception, as they usually keep
on fighting until reduced to 0
Health points.
Becoming seriously
wounded in a single
attack
A character that loses more
Health points than half his
Health in one attack
may have had a
limb severed or
crushed horrib l y .
Cutting
weapons
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Chapter Three
When all Hell breaks loose
mortally wounded. A
character can use the
Dying heros end for
up to three rounds, after which
the body emits a final gurgle
and falls to the ground lifeless.
During this last trickle of life,
the character will suffer from a
further -5 penalty to all tasks
and move at x1/8 MOVE
(basically crawling).
Bodies that are reduced to Health in Health points, or that
have their heads/trunk severed/crushed by a large cutting/smashing weapon, cannot
benefit from the Dying heros
end. They are simply too mangled to be of any further use.
Insignificant NPCs (such as
mundane humans) have no
Dying heros end, while important ones may have one just like
player characters.
Healing
Natural healing (organic
bodies)
A lightly wounded organic
body will recover on its own.
Every day, it will recover a
number of Health points equal
to its Healing rate. In some
cases, infection may slow down
or even worsen injuries, but this
is a dramatical tool left entirely
to the GMs discretion.
Medical help
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Chapter Three
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GRAVITATIONAL
DIVINE
ELECTROMAGNETIC
Using Powers
Power Basics
All powers answer to the same
basic rules.
1) The player wishing to use
the power states what his
intention is.
The player must state
his intention with as
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Chapter Three
When all Hell breaks loose
much detail as possible.
The players character must have a way of physically seeing or otherwise have
detected
the
intended
target(s)/region(s) to be affected by the power. He must be
able to describe the scene/target
to
the
artifact/Kingdom
through mindcast, else the
power cannot be used.
2) The GM decides what
power category this falls into
(or if it is at all possible) and
its energy usage.
The GM will categorize the
power according to whether it is
a gravitational, electromagnetic
or divine power.
Gravitational power
Any power that plays on gravitational forces, on the weight
and the accelerating/decelerating
of objects and people.
Electromagnetic power
Any
power
that
uses
photonic/electrical field effects
to either heat up/burn objects or
produce light effects/visual illusions.
Divine power
Any power that combines the
two above power categories to
control weather, produce life-like
visual and auditory illusions
and other complex effects.
After the power category is
found, the GM must:
1) Determine which specific
power can bring about
the desired effect from
88
is a GN6 Intelligence+(War or
Passions) task, to successfully
produce the desired effect.
Either the War or Passions
Masteries apply, depending on
the nature of the power used
and circumstances. A power
used to target enemies, to summon protection fields or a power
otherwise used in the midst of
battle will use a characters
War Mastery, while a power
used to create an illusion will
use a characters Passions
Mastery. In most combat circumstances, War Mastery is
used, while for most illusions
and divine powers, Passions
Mastery applies.
Example: a Fell Prince is
ambushed by three assailants
that jump from the trees around
him. The Prince has a celerity
pool of +2. During his first
action, the characters player
declares that he will use a Call
down lightning power with his
Kingdoms energy to attack one
of the miscreants, devoting one
point of celerity for the PREP
TIME. This power has a
PREP TIME of 2 rounds+2
rounds per added target, so in
this case will be 2 rounds. He
devotes another point of celerity
towards the PREP TIME of
a lift power against one of the
assailants using his gravitational ring (with a PREP TIME
of 1 round), and the rest of his
consciousness to draw his sword
and defend himself against the
three attackers. Next round,
after a grueling melee, the character needs to succeed at a GN6
Intelligence+War task to successfully lift one of the attackers
into the air. His base PL is 7,
and the player rolls 7D6 getting a RR of 6, so the first thug
is lifted successfully. As he battles using his sword, the more
dangerous of his foes is suddenly lifted forty feet into the air,
screaming and thrashing as he
Chapter Three
When all Hell breaks loose
ascends into the sky. Next round,
he will need to roll another
Intelligence+War task to successfully call down the lightning bolt.
Some notes on
Powers
Energy limitations
Each Kingdom/artifact possesses
two energy ratings; gravitational
and electromagnetic.
Each energy rating represents
the maximum number of energy
points available for use per round.
Fell Princes that wish to use the
Kingdoms energy during the
same round may need to ration
their useage or else risk leaving
their comrades dry later in the
round.
Modified
energy rating
+3
+2
+1
No effect
Minimum energy
Note!
Take note of the various artifacts
used in a combined effort and of
their maximum ranges. The
smallest maximum range of any
artifact used in a combined effort
becomes the maximum range of
the combined effort.
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Chapter Three
When all Hell breaks loose
class
EXAMPLE weight
1m x 1m x 1m(1m3)
2m x 2m x 2m(8m3)
Horse(500kg)
3m x 3m x 3m(about 25m3)
5m x 5m x 5m(125m3)
8m x 8m x 8m(about 500m3)
A building(up to 50 tons)
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
*: The example size lists a volume, cubical in size. However, players can alter
90
this volume to fit the shape of their target as they desire. In general, if a power
needs to affect a volume that falls in between two size classes, use the larger of
the two.
Chapter Three
When all Hell breaks loose
SIZE/ WEIGHT
classes
Most powers use the size or
weight class of the target as the
main criteria for energy requirement. It is inherently more difficult to levitate a mountain than it
is a mouse, and much more difficult to produce an illusion of a
whole mountain than of a small
rock.
Power descriptions will refer
to what is known as a size class
or weight class. This number,
ranging from 0 on up, can be
found on the following table. In
cases of ambiguity, the GM
has final word on this
size/weight class.
Example: a player wishes to
make an empty backyard pool
appear filled with water. The
size of the pool is roughly
10mx4m and is 3m deep. This
gives a volume of water of
120m3. This is approximately
equal to size class 6.
Number of
targets
Energy increase
2-3
+1
4-10
+2
11-30
+3
31-100
+4
101-300
+5
301-1000
+6
1001-3000
+7
3001-10000
+8
Additional targets
Characters wishing to affect
more than one target, or produce
Note!
Certain powers may affect more
than one target by their very
nature. A character that levitates
a house in which two people are
sitting is in fact levitating only
the house. It counts as only one
target.
Tweaks
The powers listed below will
explain what effects each power
can normally produce. Players
that wish to tweak their effects
by adding some special twistwill
see their control task suffer from a negative modifier determined by the
GM following the guidelines in
the Tweaks table.
Tweaks Table
GM decision
Modifier
Slight tweak
-2
Tricky
-4
Very difficult
tweak
-6
-7 or more
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will add to the beauty of
illusions, the control of
levitated bodies, but will
not affect power, damage, and
the sizes of targets or their
mass.
2) If the player does not beat the
GN, the power is either not
produced at all or is executed
in a way that the player does
not want, possibly affecting the
wrong target.
Note!
Only the character that rolls the
POWER LISTINGS
The following list of powers is
meant to serve as a guideline. It
will list the most common powers and explain how they can be
used. GMs and players that
find other powers are free to
add them to the list.
Gravitational powers
Manipulation of gravitational forces had become second nature to the people of the First Age. They
used it to safely levitate themselves in the air, traversing the sky with nothing more than a volobelt
strapped around their waists. Many designed buoyant paradises the present day Fell Kingdoms
emulate. The Kingsways built upon this gravitational technology further, miniaturizing its components to produce gravitational artifacts of great power no bigger than a ring or pendant.
Gravitational powers can alter an objects apparent weight, its gravitational attributes or those of
its environment; thus an immortal that can tap into enough gravitational power can thrust his foes into
the air with a casual flick of his hand or crush them into pulpy red matter by collapsing their molecular structures under waves of gravitational force. He can hurl rocks or elephants into masses of soldiers or levitate an entire castle into the air and hurl it against the side of a mountain!
Hinder
By using energy to Hinder, you use gravitational waves to throw small objects in the faces of your
foes, increase and decrease their weight or even force them to their knees! You are using random gravity waves of low power to wreak non-destructive havoc over the affected area.
Boost effects: Per boost effect a specific target within the area of effect suffers an additional -3 modifier, and further suffers x MOVE.
92
Example: Crashing through a ceiling window and hovering above a banquet room filled with people,
Crimson Moon uses his rings gravitational energy (rated at 12) to Hinder everyone in the room, which
is about 10mx10m in area and the Angelion wants to limit the mayhem to around 2m above
ground floor. This gives a volume of 10 x 10 x 2m or 200 cubic meters good for size class 7.
This means the power requirement is 7 but he uses 10 energy points to get 1 boost effect.
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When all Hell breaks loose
Crimson Moons player rolls his GN6 Control task (having a PL of 6 for this task, he can
roll 6D6 or 1D10). He goes for 6D6 and gets a Roll Result of 6, so he succeeds. Everyone on
ground floor will suffer a -3 modifier to all tasks and move at half speed, while the soirees
host suffers a -6 modifier (because of the boost effect) and moves at one quarter speed as his body is
wracked with alternating waves of gravity. Food, glasses and utensils are flung across his face with
particular fury... Watch out for those knives!
Lift
By lifting something or someone, you are canceling the Earths attraction over that body and essentially accelerating it slowly either directly up or in some preferred direction. Lift can have multiple uses other than lifting enemies into the air. A user can lift himself and his comrades out of harms way and give each other a
MOVE(flight) score of 50 (accelerating/decelerating at a rate of 25 meters/round every round). Lift can be
used to empty a lake by lifting its water and carrying it elsewhere. Lift can part the waters of a stream or a
sea by creating barriers of force and levitating the water. You can stop a waterfall long enough for someone
to pass underneath and into a secret passage.
Energy usage: 2 x the weight class of target (minimum energy of 1 for weight class 0 objects)
Prep time: 1 round
Base effect:
target accelerates slowly into the air, and can be accelerated around slowly in other directions
as well until energy is cut off. Target cannot move of its own power, but can still attack targets within reach
or use ranged weapons, but suffers a -6 modifier to all such physical tasks.
Boost effects
More control and speed is acquired per boost effect
Example: A Fell Lord wishes to lift an entire army of 10 000 people and immobilize them a few feet above
ground so that his own army can butcher them effortlessly. Lifting a person requires 8 energy points (people are weight class 4). 10 000 targets means the required power jumps by 8 to 16 (see Additional targets).
Lift Benchmarks
Lift effect
Necessary energy
points
Lift a cup of water, a fruit, a small knife into the air and
slowly bring it to one's self
12
Lift an elephant
14
Lift a locomotive
18
22
Lift a lake's water into the air and crash it over an adjoining
village
32
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Normalcy
Energy usage: variable
Prep time:
instantaneous
Base effect: each point of energy negates one point of energy from any gravitational power that is
either originating within the area of effect or whose effects are to be within this area of effect. The
area of effect is the volume contained within the artifacts maximum range. Hence, a character that
has a gravitational ring of energy (9) and maximum range of 100m set on Normalcy will negate 9
energy points from any gravitational power originating within 100 meters of the ring or that affects a
region within these 100 meters. Powers that include but are not limited to this area of effect will
function normally outside this region but will suffer the drain within this region. A lift power, for
example, might lift people all around the protected region but might not be able to lift a pebble
within the area of normalcy because of the energy drain. Using Normalcy cannot cancel another
normalcy. It can either make it more powerful or do nothing at all.
Boost effect
No additional game effect
Example: A hidden Phantoma is watching a cloaked intruder nearing his Goldroom, a cave whose
entrance is blocked by a large boulder weighing around ten tons. The Phantoma watches as the boulder shudders and trembles, slowly rising in the air through a gravitational wand of power (14 energy
points) the intruder possesses. As his action, the Phantoma sets his own gravitational ring on
Normalcy, at full energy (8 points) and with a range of 150 meters. The Phantoma is 100 meters from
the intruder and the entrance, and hence the normalcy affects the area of the boulder and the intruder. This negates 8 energy points from the gravitational energy of the intruders wand, making the boulder crash down into its resting spot.
Protection
Energy usage: 1 + (2 x size class) + energy necessary for desired toughness bonus
Prep time: instantaneous
Base effect:
Maximum size class cannot be bigger than the volume contained within the artifacts
maximum range. By spending the minimum energy point requirement on protection, everyone and
everything within the protected area of effect is assumed to have a Toughness bonus of +5 against any
and all attack forms originating OUTSIDE the field. Each boost effect adds +3 to the Toughness
bonus. This protection works against arrows, thrown rocks and bullets just as well as it does against laser beams,
heat gun attacks and the deadly effects of rip apart, burn/set on fire, Lightning and other gravitational/electromagnetic powers that cause damage.
Boost effects
See base effect
Example: seeing the Eidech army in the distance launching a volley of arrows, Lord Crimson Moon
powers up a protection field around himself and the thousand men under his command, who
are located in a square a hundred meters by a hundred meters around him. The area of effect
must be at least equal to size class 10 (considering the height of a man to be about 2m, times
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their ground area of 100m x 100m, gives a volume of 20,000 cubic meters). This means his
Kingdoms terraformatron will need to spend 21 energy points for this protection field. However,
Crimson Moon wants none of his soldiers to perish, and so he beefs up the base protection of
+5 up to +11 by spending an additional 6 energy points (the equivalent of 2 boost effects). Total energy spent is therefore 27. His men see the storm of arrows break apart over their heads, hitting an invisible protection field.
Control
The Control power allows you to apply enough gravitational force on your chosen target to violently
throw it across a room, to lift it in the air rapidly and make it tumble or spin. Objects and people so
controlled are in effect at your every whim; you may kill them with a wave of your hand.
Boost effects
More control/speed is achieved to the point where the limbs of the target are controlled and can be
made to move to the whims of the user (even dance to his amusement!)
Control Benchmarks
Control effect
Control a man
14
18
Control an elephant
20
22
Control a locomotive
24
32
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Rip apart
The rip apart power is not pretty. Through powerful gravitational forces, you can shred a
body, tear open a car or annihilate a stone castle. With greater energy, you can liquefy iron bars, split
an engine block in half and crush a car into a cube.
Energy usage: 2 x size class (minimum size class 3)
Prep time: 2 rounds
Base effect: targets within the area of effect suffer a DL5 attack and suffer a -3 modifier to all tasks
for the rest of this round. Only the targets inherent toughness can reduce damage and in all cases,
divide the target(s) Toughness by 2. The size class chosen must be equal to or larger than
the target to be able to damage it. The user can decide whether targets explode or implode on themselves. Boost effects affect the DL according to the Rip Apart Benchmarks table. Hence, with two
DL
5
10
15
15
20
30
40
50
75
+25
Task Modifier
-3
-3
-4
-4
-5
-6
-7
-8
-9
-1
boost effects, all targets within the area of effect suffer a DL15 attack and suffer a -4 modifier to all
tasks for the rest of this round.
Boost effect
See base effects
Example: Facing an army of rebelling slaves, Breath-Of-The-Phoenix, a Fell Lord of now legendary
sadism, summons the energy of his Fell Kingdom to rip apart a hundred slaves. The hundred people are deemed to be in a region of size class 8. This means the base power usage is 16. The Realms
gravitational energy is 38. He spends 37 energy points to be assured of 7 boost effects. This will allow
him to inflict a DL50 attack on all those within this area. However Breath-of-The-Phoenix sees a
small girl in the area he targets that he does not want to hurt. Hence, he wishes to add a tweak, judged
to be tricky by the GM and worthy of a -4 modifier to the Control task. Having an Intelligence
of 8 and a War Mastery of +5, this means his final PL for this task will be 8+5-4=9. The GN is 6
and he rolls 4D10, getting a RR of 7, for a success with no added effect.
Because of the excessive energy points (giving 7 boost effects) used for this power, everything within the
area of effect will suffer 5D20(x10) damage, so that positively no one from the chosen hundred targets survives and the air becomes thick with their blood. The ground trembles and cracks as the bodies of
a hundred slaves are liquified into an amorphous sludge of bone dust, flesh and organs. Reopening
his eyes, Breath-Of-The-Phoenix witnesses the remaining slaves scour away into the forest, a small
girl trembling near him in a sea of pink matter, drenched in crimson from head to toe.
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Boost effects
No effect.
Special Tweak...
Rate of fire: by having more than one projectile at his disposal, a character can treat these projectiles as being
part of an attack of rapid fire, full auto or streamfire ROF. In all cases, this is a tricky tweak, incurring a -4
modifier to the control task. For a Rapid fire attack, you need to accelerate three projectiles and hence add +1 to
the necessary energy. For full auto, you must accelerate 10 projectiles and hence add +2 to the energy requirements. Finally, for a streamfire attack, you need 50 projectiles and add +4 to the energy requirements. Keep
in mind you need to have enough ammo and the intended targets of these projectiles must be close together...
Example: Opening the inns door with a crash, Star wastes not a single second. He throws his three daggers
into the air, intent on accelerating them against the grim stranger.The deadly knives shine for a moment (one
round) in the open doorways light before being accelerated amidst a thunderclap of supersonic wind. The
stranger knows what is happening, and tries to defend.
Star needs to accelerate a trio of size 1 objects. The energy demand is 6+(4x1)=10 energy points, but because there
are three daggers and Star wants the Rapid fire bonus, the necessary energy is raised by +1, for a total of 11.
The Gravitational energy at his disposal is 14, so Star is ok. His Control task is a success, so the daggers are
successfully accelerated. An Intelligence (8) + War (+3) task must now be rolled to hit the target with the
supersonic daggers, and this will be an opposed roll against the latters Finesse+War. Because of the Rapid fire
(the three daggers), Star can add a +1 modifier to his attack roll. This brings his Proficiency Level to
12, and he decides to roll 2D20. The stranger is wearing a volobelt and has a final defense PL of 8,
choosing to roll 3D10. The attack scores a hit with two added effects. The damage would normally
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be DL10, but because of the two added effects and the Rapid fire ROF used on a single target (see
Rate of Fire), damage is now DL13. Stars player rolls 3D20 that come up as 1, 6 and 15 while the
strangers Toughness is 3. The stranger loses 12 Health points. Taking two daggers squarely in the
leg and abdomen, he is now levitating himself to the second story of the inn, droplets of blood raining down
on customers. With Star hot on his blood trail, he disappears into one of the rooms.
Necessary energy
points
Accelerate ten small iron beads to bullet speeds for a ROF of full
auto
10
14
22
24
34
38
42
Electromagnetic powers
As far back as the First Age, great machines gave mortal men the power to command electromagnetic energies. By manipulating photon streams and synthesizing unstable energetic particles, they could produce visual phantasms, heat the waters
of a lake or burn a hole straight through a battleship hull. In the late Second Age, these artifacts are much smaller and
much more powerful, so that an artifact the size of a ring may well burn a city ot the ground or turn the sky above it
green or purple!
Hinder/create light
The Hinder/create light power resembles the Gravitational power of the same name, in that it takes relatively little energy and causes no or little harm. Using this power you wish to produce light shows, distracting flares or intense light in
front of your target to confuse and hinder his actions.
98
A specific target chosen by the character within the area of effect suffers an additional -3 modifier per boost effect.
Chapter Three
When all Hell breaks loose
Heat
By heating something or someone, you are raising its temperature by at least 5 degrees per
action, possibly much more. This is a dangerous power to use on living things, for more than
a few actions of heating will result in death. This power can be used to warm the waters of a lake, to
warm food or cook it, to make an object too hot to touch, etc.
effects, the user can raise the targets temperature by up to 20 degrees per action. With four boost
effects, he can raise it by up to 80 degrees per action, making it possible for the water in a glass (or a
pond, a lake or the body of a person!) to boil in one round. Effects of each action, if subsequent, are
cumulative. Hence one can heat something for many rounds until the desired temperature is reached.
Consider that any prolonged heating of an organic body, even by as little as 5 degrees, can be quite
dangerous. Heating one by 5 degrees requires the target succeed a GN4 Vigor task or fall unconscious. For every 5 degrees above this, the GN rises by 2 and the target loses 2 Health points.
Mechanical bodies are immune to low temperature changes (below 100 degrees). They are best
attacked using the Burn/set on fire power below.
Boost effects
See base effect
Example: wishing to raise the frigid ponds temperature by twenty degrees or so, Azure Sky uses 18
electromagnetic energy points from her Kingdom. The pond is of weight class 11, so the energy requirement is 15. She therefore gets 1 boost effect. Rolling her Control task, she succeeds and sees the pond
bubble and stir under the sudden thermal shock, ease off when she judges the temperature is fine (after
about two rounds). Taking her gown off, she dips her toes in only to take notice of a few ruffians
staring at her from the bushes, daggers in hand. Not caring for an audience she elects to raise the temperature of their blades enough so that they become too hot to touch. The size class of these daggers
is 1, and so the power needed is 5. There are two of them, so the power needed is raised by 1 to 6
because of multiple targets. Using 18 energy points, she gets 4 boost effects, so the daggers raise in
temperature by some 80 degrees, instantly too hot to touch. With a yelp, the intruders know they are
found out and make a run for it, giving Azure Sky the peace and quiet she needs to enjoy her warm
pond.
Heat Benchmarks
Heat effect
10
13
15
17
21
27
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Normalcy
Energy usage: variable
Prep time: instantaneous
Base effect: each point of energy negates one point of energy from any electromagnetic power either originating within the area of effect or whose effects are to be within this area of effect. See the gravitational
power of the same name for specifics and an example.
Boost effects
No additional game effect
Darken
The Darken power is scary to behold, for it allows you to block low energy electromagnetic waves
(such as those of the visual spectrum) from entering a specified region. Only light sources inside the
region will be able to affect it. To those outside, the affected region will take on a blurry aspect, and
with greater power may look to be a blurry mirror, almost liquid. People can step freely into and out
of this region.
Boost effects
See base effect
100
Darken Benchmarks
Darken effect
Darken a person
Darken a room
11
Darken a village
14
22
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Burn/set on fire
A more powerful and instantaneous version of the Heat power. You summon great energy to
make a target of your choosing burn, melt or explode. Effects are often extraordinary; living things
appear to burn from the inside, while steel and metals become white hot and melt away. Stones may
explode like bombs, with possible collateral damage (GM decision).
DL
Task modifier
-2
10
-2
15
-4
15
-4
20
-5
30
-6
40
-7
50
-8
75
-9
per +1
+25
-1
To determine if inanimate objects burn or are destroyed, consult the destroying inanimate objects paragraph. Steel objects are considered inherently fire resistant.
Boost effects
See base effect
Example: Reaching the great iron gates of a city from his Kingdom, a vengeful Lord wishes to make
the gates turn white-hot and melt so as to allow him passage. This is a huge gate, around fifty tons
in weight, worthy of weight class 8 (considered monstrous in character sizes). Hence, the power
required is 16. The electromagnetic power of the Kingdom is 28, and the Lord uses it all to burn the
gates down, getting 4 boost effects. The gates have a Toughness of 15 (steel, so it is fire resistant) and
a Health of 200. The Lords player rolls his Control task and succeeds. Because of the powers four
boost effects, the gates will suffer a DL20 attack, good for 5D20(x4) damage. The damage dice come
up as 1, 9, 13, 17 and 19. The gates suffer 19x4=76-15=61 Health points, becoming white hot and starting to melt away.
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Boost effects
See base effect
Minor illusion
The electromagnetic power of a Kingdom/artifact can be used to produce light in such a way as to
create phantasms and illusory objects that appear real given a casual observation. With enough power
and control, a user can create illusory walls, people or even entire cities. With more power, skill and
concentration (tweaks), one can make people run and play and cities bustle with activity.
Boost effects
Raise the GN to see through the illusion by 2 per boost effect and per added effect of the Control
task.
Special Tweak...
Allow movement/control
Trying to produce movement/activity gives a -4 modifier to the Control task because this is tricky.
This includes life-like motion, so an illusory man that is displaced will walk or run. Illusory
birds will flap their wings and snakes will slither, though they leave no imprint on the ground.
By devoting a point of celerity per independent illusory object/person, these
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movements/activities can be directly controlled by the character. Else they are on random movement routines. Illusions cannot produce sounds except when coupled with gravitational power
(see the Divine Power Major illusion). Depending on the movements/activity desired, the GM
might ask for repeated Control tasks and if one were to fail, the movement/activity is considered flawed
to the point where onlookers look puzzled.
14
18
24
44
Divine powers
The thousand remaining men, brandishing sharpened sticks, wood axes and pitchforks to the sky, had
reached the mountain pass and could see through the faint fog the opening in the dark mountain,
wherein lay the great throne room, upon which the tyrant Lord would be sitting. Bloodied and tired,
yet animated by a timeless fury, they advanced relentlessly, while in the sky above their heads, the
final menace was taking form.
The rear guard of the army noticed it first, their momentum deadened by a vision of madness.
Their terror spread fast from the rear right up to the very front ranks, screaming men stopping in their
tracks to look at the sky and its looming, monstrous shape. The face of their God was over their heads,
menacing, all-powerful.
The front ranks kneeled first, dropping weapons and shields, looking down and expecting death.
Their underlings followed suite and the entire force was soon down on their knees, praying, as the great
shape in the sky laughed with deafening sound, lightning in its eyes.
Using both gravitational and elecromagnetic energy at the same time, one can produce divine powers. Characters can control the winds and the skies over their Kingdoms, produce terrible storms or call
down lightning from the very heavens. Working in conjunction, gravitational forces can produce regions
of extremely low pressure, while electromagnetic fields accentuate or diminish particle energy enough
to light the air on fire or turn it into sheets of ice. Given adequate control, shapes and forms
can be made to appear in the sky, transforming clouds into menacing monsters.
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Create tornado/cyclone
From small vortexes of wind and heat to massive, city-engulfing masses of swirling destruction, artificial tornadoes/cyclones are testaments to the awesome power wielded by the Lords of the Fell
Kingdoms.
Energy usage: 6 + size class, minimum size class is 8 (storm contained in one building)
Prep time: 4 rounds +1 round/size class
Base effect: a vortex of alternating burning and freezing winds covers the size class chosen by the
character. Maximum destructive power is proportional to size, though the character summoning the
storm can choose to inflict a lesser amount of damage than the maximum. As a base effect anything
within the affected area suffers a DL0 attack every minute. Increase DL by +1 per size class of the
cyclone above 8 and by 5 once DL reaches 15. Hence, a tornado or cyclone of size class 11, covering a
small lake or mountain, will inflict up to DL3 damage on anything within the area of effect, per
minute. To unearth large trees, it takes a cyclone of DL7.
Boost effects
Add 2 to the DL.
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14
16
18
20
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Chapter Three
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Special Tweak...
Protection pockets
With a -4 tweak modifier, a character can create pockets of protection within the area of effect that suffer none of the fury unleashed by this power. The tempests, winds and flying debris will not affect
the protection pocket, and people so protected can usually carry on their business normally. Creating
more than one protection pocket incurs a cumulative -2 tweak modifier to the Control task.
Example: knowing full well that the thief had gone hiding in the church, Crimson Moon produced a
deadly swirl of wind within the old stone structure. Fiery winds and shards of ice would soon root
out the little rat! The church is a large building around size class 8. The power required is therefore
14. His Kingdoms divine power is sufficient for 2 boost effects, and the Control task is successful.
This means anyone inside the church, including the church itself, suffers a DL0 attack per minute,
but since Crimson Moon used 2 boost effects, he can raise the DL by +4. Not wanting to kill however, he decides instead to inflict the base damage (DL0), per minute, within the church. This assures
him the church itself wont be too shaken, and that the thief will be forced to leave sooner or later...
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Chapter Three
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Special Tweak...
Protection pockets
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18
22
24
26
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Major illusion
Where a minor illusion creates no sound, a major one uses a Kingdoms gravitational energy
to produce sound waves in the air near the visual illusion. Human or animal sounds can be produced
so that illusory people can seem to talk.
Boost effect
Raise the GN to see through the major illusion by 2 per boost effect and per added effect of the
Control task.
Power options:
Allow movement/control
Trying to produce movements/activity gives a -4 modifier to the Control task because this is tricky. This
includes life-like motion, so an illusory man can walk or run while singing a tune, illusory birds will flap their
wings and snakes will slither and rustle over dead leaves. All of these illusions will produce life-like impressions
in the ground.
By devoting a point of celerity per independent illusory object/person, these movements/activities can be directly
controlled by the character. Else they are on random movement routines. The Kingdom only makes it so that
their movement/sounds appear normal and non-repetitive. Hence, illusory people or birds wont walk or fly through walls.
Example: Crimson Moon is in his study when pebble eyes warn him
of someone in his lounge; they allow him to see a cloaked intruder
sneaking his way past his dinner table towards the stairway. Crimson
Moon decides to conjure up a major illusion and his attention stops
on the tiger skin rug laid out between the dining table and the fireplace... He wishes to make it appear as a genuine tiger ready to
pounce on the intruder. While it does so, he wants the stranger to
hear scratching sounds and a deep growling... This is a major illusion because the tiger illusion must be seen and heard, and the size is
deemed as 4. The power requirement is 18 and there is a -4 modifier
to the Control task because the tiger is moving around, with the Lord
devoting one point of celerity to control the tigers movements.
Succeeding at the Control task, the carpet seems to come to life
as a tiger, and growls while advancing towards the uninvited
guest... Nice little kitty...!
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Celestial control
With Celestial control, you control the sky over your Kingdom to such a degree that you can make
the skies dance and roll with every thought. You can make clouds turn from dark gray to purplishgreen, and can make beams of sunshine refract and split into rainbow colors. You can make the clouds
take the forms of chariots and birds and butterflies. All you need is imagination and a bit of storytelling talent to turn the sky into the biggest theatrical screen the world has ever known.
Energy usage: 20 for size class 12 effects, + 3 for each additional size class (minimum size class is 12)
Prep time: 10 rounds +5 rounds/size class above 12
Base effect: the skies over the area of effect are totally under the control of the character. He can produce storms, part the clouds, use them to produce scenes and images, etc. Seen through mortal eyes,
the celestial power can either be magical or terrible.
Boost effect
More control, better awe factor.
Special Tweak...
Protection pockets
See Create tornado/cyclone power.
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A Legend is Born
CHAPTER FOUR
A LEGEND IS BORN
Creating a character in Lesser Shades of Evil TM is demanding but is a step not to be taken lightly.
Most of these characters are immortal and from the onset more powerful than those built in the great
majority (not all) of games; they can be filthy rich and have followers, serfs and palaces right from
the start. In this chapter, players must create characters that are as complicated and dramatic as those
we read about in our favorite novels.
The main purpose of the game is to roleplay interesting characters in a setting designed to offer huge
amounts of variety both in the characters that can be played and those that can be encountered. We
encourage weird, undreamt of combinations of minds and bodies, and when original ideas come up
that have not been dealt with in the book (and they will!), the rules are meant to be fluid enough to
allow their incorporation into the world of Lesser Shades of Evil TM.
That being said, enjoy, and take great care during character creation; it is a crucial step.
First Step...
Campaign type
With a big and complex world
comes the risk of getting lost. Where to
play, what time period and which
characters to allow? These questions are the first that need
to be answered by the
GM and the most
important.
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Chapter Four
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Certain character types
may be unavailable in
certain campaign types
or play periods. Refer yourself
to the Behind the Veil chapter
for examples of campaign types.
terms of feelings and weaknesses, the more they will shine and
become real.
So if experienced players
wish to build a group of Fell
Princes
ruling
a
terror
Kingdom, let them. Your campaign will describe the Second
Age from the point of view of
these characters. Other GMs
that have main campaigns of
Dagonheir characters will portray the Second Age under a
different light, but both campaigns should produce great
enjoyment and drama.
Character types help expedite character
creation and allow players to read up
on the different characters they can
play during a given campaign. As
stated earlier, some character types
may be unavailable in certain campaigns.
Character type
(p110 to p137)
2.
Mental attributes
(p137 to p140)
3.
Cardinal Nature
(p140 to p143)
4.
Weaknesses
(p143 to p147)
5.
Masteries
(p147 to p161)
6.
7.
8.
Starting Traits
(p194)
9.
Additional points
(p194 to p206)
10.
1. CHARACTER TYPE
After having chosen his character type, the player writes it down
on his character's mind sheet and
can look at the character creation
steps on the relevant character type
pages.
On these pages you will find all
the necessary information required
to build and finish your character
and have it ready for play.
Power Points...
110
DAGONHEIR
(500 Point Character)
"... Since the War, the Dagonheir struggle against many encroaching horrors. They have chosen to guard the mortals of their Realms against the depredations of their immortal kin. They
ward off the twisted beasts that now slither their way into their lands. But their greatest foes
lie within their hearts; loss of faith, loneliness, and temptation. Their numbers are dwindling,
and today they stand leaderless against an enemy that amasses great forces at their borders.
Many among them await the one that will lead them out of darkness."
The storm to come, by Brother-Sky
Chapter Four
A Legend is Born
Description...
After the war, many
Angelions lost their faith in the
All-Seeing; those that did not
became known as the Dagonheir,
and would take up arms against
their godless kin. Though their
numbers are shrinking, remaining
Dagonheir see the thinning of their
ranks as the separation of the weak
from the strong; those that remain
grow fiercer and fiercer, their spirits unflinching as they cleanse the
world of fell beasts and other
monstrosities. Their lives are spent
monitoring the people of their
Realms, punishing the malicious
and rewarding the virtuous, while
the swings of their pureblades keep
the horrors of Lord Ravencross at
bay.
Today the Dagonheir are still
leaderless, though some do band
together into Sacred Circles in an
effort to better counter intrusions
by servants of Ravencross.
Emulating the social structure of
mortal families, Sacred Circles can
count from two to twelve
Dagonheir.
Your Purpose...
As a Dagonheir, you watch over a
specific Realm -which may contain
a village, town or city- and protect
it against intrusion by fell beasts,
the treacherous pawns of
Ravencross or fallen immortals
that may come with evil intent.
Your priority is the protection of
this Realm and its people as
decreed by the Scriptures. By
night, you punish mortals
that show signs of taint
and you lend a helping
hand to those of good
112
1) Character type
Your character type is Dagonheir.
You can write it on the mind
sheet of your character.
2) Mental attributes...
(100pts)
You have 100 Power Points to
spend on your Dagonheir's mental
attributes
(Intelligence,
Temperance and Presence).
Leftover points are noted.
4) Weaknesses (-50pts)
Your Dagonheir starts the game
with a weakness of your choosing.
Choose and define either a burning
love, haunting fear, overwhelming
hatred, past torment or lurking
madness.
5) Masteries (80pts)
You must now define your
Dagonheir 's Major Mastery, his
three Minor Masteries and his
Achilles' heel. Assign Wisdom,
War, Domination, Deceit, or
Passions to any of these priorities
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A Legend is Born
taken from the malicious and
evil souls you slay, or from
the fortunes in gold you repossess from the greedy.
4) Realm: as a Dagonheir, you
watch over and protect the people from a specific region called
your Realm, and so you must
lay claim to a Realm. This
Realm may provide you with
additional income. You can
only protect one village, town
or city at the start of gaming
(though if other player characters are Dagonheir as well,
then you can be assumed to
work together as part of a
Sacred Circle over as many villages/towns as there are characters).
5) Sanctum: you can spend as
many points as you desire on
your
Sanctum.
Your
Sanctum is where you dwell
and store dormant bodies.
You can spend all 50pts on
your Wealth&possessions or
keep some as leftover points for
later. Leftover points are
noted.
Angelion (200pts)
Dagonheir are Angelions. Their
mind is contained in an essence.
Your Dagonheir is effectively
immortal, capable of shutting off
pain and of having more than one
body. This also allows him to
have a Celerity pool. He can speak
and write the secret language of
the Angelions.
Faithful (15pts)
Your Dagonheir starts with the
Faithful Trait. He believes in
The All-Seeing and his faith helps
him face the horrors of the postwar Second Age. It allows you to
remove 2 anguish points during
every interim chapter.
9) Additional Points
(30pts + leftover points)
Your Dagonheir has a base
pool of 30 Power Points to
spend, plus any leftover points.
You can spend these points in
the following ways:
! on optional Traits, below
! on mind Traits such as
Optional Traits
You can give your Dagonheir any
of the following Traits with additional points.
113
SYBA
(500 Point Character)
"...Here and there you will find cities of less welcoming aspect. Their walls will be high and their
peasants gloomy. More often than not, it will be here that you will find a Syba dozing on feathered pillows, growing fat and rich off the labor of others."
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A Legend is Born
Description...
A Syba is an Angelion that has
claimed a mortal community for his
personal reasons. He no longer
abides by the Scriptures; where a
Dagonheir protects and guides from
the shadows a Syba usually
exploits and subjugates, for he has
rediscovered his human desires long
kept in check by faith. Sybas will be
found as mayors, clerics and
wealthy merchants, using their
knowledge and abilities to amass
wealth and power in mortal lands.
Though not necessarily tyrannical,
Sybas are often unpleasant individuals. They are like children that
want and take as they please, prey
to their instincts and emotions. The
communities under their influence
are thus gloomier than most.
Your Purpose...
You are a Syba, claiming a Realm
-which may contain a village, town
or city- that provides you with the
wealth and power you need to be
fulfilled. Perhaps you are greedy
and lustful or perhaps not, administering your Realm out of love for
one or more of its people. No matter what your reasons, the Dagonheir see you as their enemy, and you
must keep constant watch for signs
of their coming. Your days are
spent monitoring and patrolling
your Realm, keeping it free from
unwanted visitors. You make sure
trade and commerce is up, for a sizeable portion of mortal trade is likely
to end up in your vault.
1) Character type
Your character type is Syba. You
can write it on the mind sheet of
your character.
2) Mental attributes...
(100pts)
You have 100 Power Points to
spend on your Syba's mental attributes (Intelligence, Temperance and
Presence). Leftover points are noted.
4) Weaknesses (-50pts)
Your Syba starts the game with a
weakness of your choosing. Choose
and define either a burning love,
haunting fear, overwhelming hatred,
past torment or lurking madness.
5) Masteries (70pts)
You must now define your Syba's
Major Mastery, his three Minor
Masteries and his Achilles' heel.
Assign
Wisdom,
War,
Domination, Deceit or Passions to
any of these priorities on the character sheet. You then have 70 Power
Points to spend on Mastery ratings
and Master abilities. Your Syba
starts with a free rating of +2 in
War and +2 in Wisdom and possesses the Wisdom Master Ability
Lore: Kingdoms of Life which gives
a +2 modifier to recognize plant and
animal species, know of their attributes and to extract from them
medicinal ingredients. Leftover
points are noted.
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Angelion (200pts)
Sybas are Angelions. Their mind is
contained in an essence. Your Syba
is effectively immortal, capable of
shutting off pain and of having more
than one body. This also allows
him to have a Celerity pool. He can
speak and write the secret language
of the Angelions.
Surrounded by enemies
(-60pts)
Sybas suffer an automatic -3 modifier to any interaction task with
Dagonheir. Every interim chapter,
your Syba must make a GN6
Intelligence+Wisdom task to remain
''low key'' enough so as not to gather any unfortunate attention.
Failure means a Dagonheir has
taken it upon himself to rid the
world of your taint in the following
adventure, by either attacking you
personally or your Realm.
9) Additional Points
(40pts + leftover points)
Your Syba has a base pool of 40
Power Points to spend, plus his leftover points. You can spend
these points in the following
ways:
116
Traits, below
on
optional
Optional Traits
You can give your Syba any of the
following Traits with additional
points.
PHANTOMA
(500 Point Character)
Phantomas live on the fringes of the mortal world.
They were either forced into or chose a life of wandering. They travel from place to place, learning about
themselves through the humans they meet, the rivers
they cross and the stars they dream upon. They are
both feared and mistrusted by the more sedentary
immortals into whose Realms Phantomas often wander;
for even though the purpose of their visits is often
unclear, it is rarely absent altogether...
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Description...
With no Realm, Phantomas wander from region to
region. They have no Lord and
answer only to themselves. They
may settle down for short periods of
time in a mortal community they
find welcoming or ripe with opprotunity, but eventually move on once
their needs are satiated. A small
minority still follow the Scriptures,
traveling the world bringing justice
and judgment upon mortals.
Others can be downright murderous, migrating from town to town
bringing pain and death. They have
become known as wandering spirits
or sorcerers by human populations,
for they often wield great power
when seen through human eyes.
Your Purpose...
Contrary to other immortal character types, your Phantoma character
is neither ruled by a Lord nor
responsible for a Realm. You wander the world, free to do as you
wish, letting your nature guide
your actions. Only when your
resources are low do you seek
employment in some Realm or
region, or accept to do the bidding
of some Lord or Syba for a certain
amount of time. You have found
that being free to wander the world
offers countless possibilities for
lucrative -though shady- employment.
1) Character type
Your character type is Phantoma.
You can write it on the mind sheet
of your character.
2) Mental attributes...
(100pts)
4) Weaknesses (-50pts)
Your Phantoma starts the game
with a weakness of your choosing.
Choose and define either a burning
love, haunting fear, overwhelming
hatred, past torment or lurking
madness.
5) Masteries (90pts)
You must now define your
Phantoma's Major Mastery, his
three Minor Masteries and his
Achilles' heel. Assign Wisdom,
War, Domination, Deceit or
Passions to any of these priorities on
the character sheet. You then have
90 Power Points to spend on
Mastery ratings and Master abilities. Your Phantoma starts with a
free rating of +2 in War and +2 in
Wisdom and possesses the
Wisdom Master Ability Lore:
Kingdoms of Life which gives a +2
modifier to recognize plant and animal species, know of their attributes
and to extract from them medicinal
ingredients. Leftover points are
noted.
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in any region long enough to
establish one.
Angelion (200pts)
Phantomas are Angelions. Their
mind is contained in an essence.
Your Phantoma is effectively
immortal, capable of shutting off
pain and of having more than one
body. This also allows him to have
a Celerity pool. He can speak and
write the secret language of the
Angelions.
Stigma (-30pts)
You suffer an automatic -2 to all
Presence tasks with any Angelion,
even other Phantomas, except with
your close personal friends.
Phantomas are not trusted, for their
true colors are rarely obvious and
they can rarely be held accountable
for their actions.
Optional Traits
You can give your Phantoma any
of the following Traits with additional points.
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FELL PRINCE
(500 Point Character)
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Description...
4) Weaknesses (-50pts)
Your Purpose...
If your mind is keen and your
ambition great you may one day
rule a Kingdom of your own, to
build and rule as you wish. In
the meantime do the bidding of
your Lord and be wary of other
Princes, for life in a Fell Kingdom
is often quite treacherous.
1) Character type
Your character type is Fell Prince.
You can write it on the mind
sheet of your character.
2) Mental attributes
(100pts)
You have 100 Power Points to
spend on your Fell Prince's mental
attributes
(Intelligence,
Temperance and Presence).
Leftover points are noted.
5) Masteries (70pts)
You must now define your Fell
Prince's Major Mastery, his
three Minor Masteries and his
Achilles' heel. Assign Wisdom,
War, Domination, Deceit or
Passions to any of these priorities on the character sheet. You
then have 70 Power Points to
spend on Mastery ratings and
Master abilities. Your Fell
Prince starts with a free rating of
+2 in War and +2 in Wisdom
and possesses the Wisdom
Master Ability Lore: Kingdoms
of Life which gives a +2 modifier
to recognize plant and animal
species, know of their attributes
and to extract from them medicinal ingredients. Leftover points are
noted.
7) Wealth &
possessions (120pts)
As a Fell Prince, you have
access to more material possessions than any other character
type. However, were you to displease your Lord, they could be
taken away from you. You can
spend 120 Power Points on the
following (Refer yourself to the
Wealth&possessions section for
details as needed):
1) Cash on hand: every point
spent means you start the
game with 10K mints on
hand.
2) Artifacts: You can spend as
many points as you desire on
the following:
!Minor Godshards
!Minor common artifacts
!Minor black Artifacts.
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Sanctum. Your Sanctum
is where you dwell and
store inactive bodies.
You can spend these 120pts on
your Wealth&possessions or
keep them as leftover points for
later on. Leftover points are
noted.
Angelion (200pts)
Fell Princes are Angelions. Their
mind is contained in an essence.
Your Fell Prince is effectively
immortal, capable of shutting off
pain and of having more than one
body. This also allows him to have
a Celerity pool. He can speak and
write the secret language of the
Angelions.
122
9) Additional points
(40pts + leftover points)
Your Fell Prince has a base pool of
40 Power Points to spend, plus his
leftover points. You can spend these
points in the following ways:
! on optional Traits, below
! on mind Traits such as allies,
Optional Traits
You can give your Fell Prince any
of the following Traits with additional points.
ARCHFIEND
(400 Point Character)
''
The science of dismantling and manipulating
organisms,
though
necessary to rebuild
the world, was used
for great evil during
the war. Many things now
walk, fly or swim that
should not... ''
Dark Blue
Chapter Four
A Legend is Born
Description...
Two different types
of Archfiends exist. The first
owes its existence to Lord
Ravencross who, during the
war, designed and unleashed
many beasts to wreak havoc
upon his enemies. Though
most were engineered to die
off rapidly, some did not by
mutating, mating or spawning other more survivable
creatures
that
became
Archfiends. The second type
of Archfiend is more recent;
they are created either willfully or by accident by the
Genomancers, who molest
genes and create mysterious
organisms with ever increasing skill.
1) Character type
Your character type is
Archfiend. You can write it
on the mind sheet of your
character.
Your Purpose...
124
2) Mental attributes...
(100pts)
There
is
no
preferred
Cardinal Nature for your
Archfiend.
4) Weaknesses (-50pts)
5) Masteries (60pts)
You must now define your
Archfiend's Major Mastery,
his three Minor Masteries
and his Achilles' heel. Assign
Wisdom, War, Domination,
Deceit or Passions to any of
these priorities on the character sheet. You then have 60
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A Legend is Born
chapter. This income usually comes from stealing if
you live in the Unconquered Lands, or as salary
from your Fell Lord if
you live in the Fell
Kingdoms.
4) Realm: as an Archfiend,
Extraordinary power
(150pts)
Your Archfiend is an engineered monstrosity of great
power and possibly uncanny
abilities.
Extraordinary
power allows you to spend
150 points on exotic Traits
and at most, one extraordinary Trait. These Traits can
go towards your body, your
mind or both, though they
Unholy creation
(-60pts)
Archfiends
are
to
be
destroyed by any Dagonheir
that discovers their nature.
They are seen as unholy
creatures that befoul the
world of the All-Seeing. This
makes for deadly encounters
whenever
an
Archfiend
encounters a Dagonheir...
9) Additional points
(20pts + leftover points
only)
Your Archfiend has a base
pool of 20 Power Points to
spend, plus any leftover
points. A player can spend
these points in the following
ways:
! on optional Traits, below
! on mind Traits such as
Familiar (-40pts)
You are the servant of
another player character, engineered to be unable to
refuse his commands. Were
you to try and disobey a
direct order from your master, you would suffer atrocious pain, your muscles
would cramp up and you
would have seizures, while
doing his bidding pumps
endorphins into your brain
and gives you purpose. To
disobey an order, you must
succeed at a GN12
Raw
Temperance task. If successful, you will still suffer a -5
modifier to all actions and
move at quarter movement
rate for as long as the order is
not executed, as your body
punishes your free thinking
with spasms, twitches and
excruciating pain. If unsuccessful, you must do your
master's bidding.
Optional Traits
You can give your Archfiend
the following Trait if you so
desire.
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ROGUE GOLEM
(400 Point Character)
"The mind of a
machine is something
different
than our own.
Though we now
think
and
feel
because of nanogates
and photon pathways,
we are still human. The
machine mind is not
human, and can never
be. We can understand
it no more than it can
understand us ''
Lyra Kingsway
Chapter Four
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Description...
Golems first appeared in the
latter parts of the First Age.
Equipped with proto-intelligences, they were machines
meant to replace the work of
men and do the bidding of the
wealthy. The great majority of
them took human or nearhuman form, though those
intended for industrial labor
were machine in form. Some
were scarcely bigger than
insects, able to scuttle about
inside greater machines to find
faults, while others were the size
of buildings, thundering on legs
or levitating through the sky
with
gravitational
power.
During the Second Genesis,
they were used plentifully by
the Kingsways who had hidden
thousands of them in their
underground bunker. For many
hundreds of years thereafter
they were used to produce artifacts and organisms, locked
away in the dungeons of the
Tower of Anekron. At war's
end, Ambrose destroyed them
all along with the Library of
knowledge, hoping that their
power might not fall into the
hands of his son. Today, the
only golems one can encounter
are the rogues, those that awakened to full sentience because of
Lyra's dabbles into artificial
intelligence and escaped. Those
that survive to the present are
indeed the most cunning of their
kind, though often in twisted
and incomprehensible ways.
Your Purpose...
A long time ago, you blossomed
into sentience, and have hidden
1) Character type
Your character type is Rogue
Golem. You can write it on the
mind sheet of your character.
2) Mental attributes...
(100pts)
You have 100 Power Points to
spend on your Rogue Golem's
mind attributes (Intelligence,
Temperance and Presence).
Leftover points are noted.
4) Weaknesses
(-50pts)
Your Rogue Golem starts the
game with a weakness of your
choosing. Choose and define
either a burning love, haunting
fear, overwhelming hatred, past
torment or lurking madness.
5) Masteries (60pts)
You must now define your
Rogue
Golem's
Major
Mastery, his three Minor
Masteries
and
his
Achilles' heel. Assign
Wisdom,
War,
Domination, Deceit or Passions
to any of these priorities on the
character sheet. You then have
60 Power Points to spend on
Mastery ratings and Master
abilities. Leftover points are
noted.
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8) Starting Traits
(-160pts)
Your Rogue Golem has the
following Traits at the start of
gameplay. You can immediately write them down on your
mind sheet.
2x Glitches (-60pts)
Rogue Golems are sometimes
prey to nasty little glitches.
Many are the result of a lack
of maintenance or shoddy
repairs. At the start of the
game, since your Rogue golem
has wandered the world
for many centuries, it is
128
Bounty (-40pts)
Rogue golems are in great
demand in the Fell Kingdoms,
specifically
by
Lord
Ravencross, who offers a generous reward to anyone that
brings him a golem in functioning order. Fell Princes and
Lords will try to capture and
bring any golem to their master...
9) Additional points
(20pts + leftover points
only)
Your Rogue Golem has a base
pool of 20 Power Points to
spend, plus any leftover points.
You can spend these points in
the following ways:
! on optional Traits, below
! on mind Traits such as
Optional Traits
You can give your Rogue
Golem any of the following
Traits with additional points.
AWAKENED
(300 Point Character)
"Many among our kind forget that a long time ago, we were as mortal as those we now judge. We forget that once we were willing to die
for our loved ones and that we burned with an intensity that is lost
to us now. The Awakened are the ones that will spell doom for our
kind, and I believe that is something the world should wish for. I
admire their struggle."
From the Memoirs of Eridan Kingsway, found in the ruins of his
Tower
Chapter Four
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Description...
An Awakened refers
to a human that has become
aware of the lies of the Second
Age, or at the very least of
those that live as humans but
who are not. Who or what
orchestrated this "awakening"
remains a mystery, but the
great majority of Awakened
are to be counted in the
Watchful Eye, a human sect
that fights ferociously to rid
the world of the immortal
enemy. The Watchful Eye
teaches its followers how to
watch the watchers; how and
where to unearth artifacts of
the First Age; how to hunt
down and destroy the essences
of their oppressors. Sleeper
cells of Awakened have been
found in many towns and villages and most cities. Silently
they wait, gathering their
forces.
Your Purpose...
You are an Awakened part
of the Watchful Eye, a
secret human organization
bent on destroying the
immortal plague. You hoard
weapons and information
with which you can fight
your immortal foe. Your life
on the outside may be no different from that of any other
mortal. You may be a peasant, a town watchman or
may be posing as a wanderer.
However at certain times of
the year, when darkness
falls, you meet secretly with
others such as yourself and plan your
next move, exchange
130
1) Character type
Your character type is
Awakened. You can write it
on the mind sheet of your
character.
2) Mental attributes...
(100pts)
You have 100 Power Points to
spend on your Awakened's
mental
attributes
(Intelligence, Temperance and
Presence). Leftover points are
noted.
4) Weaknesses (-50pts)
Your Awakened starts the
game with a weakness of your
choosing. Choose and define
either a burning love, haunting fear, overwhelming hatred,
past torment or lurking madness.
5) Masteries (30pts)
You must now define your
Awakened's Major Mastery,
his three Minor Masteries,
and his Achilles' heel. Assign
Wisdom, War, Domination,
Deceit, or Passions to any of
these priorities on the character sheet. You then have 30
Power Points to spend on
Mastery ratings and Master
abilities. Leftover points are
noted.
Chapter Four
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1) Cash on hand: every point
spent means you start the
game with 10K mints on
hand.
2) Artifacts: You can spend as
many points as you desire
on the following:
!Minor Awakened arti
facts
!Minor common artifacts
4) Realm: as an Awakened,
you have no Realm.
9) Additional points
(50pts + leftover points)
the game, as
Power Points
available
Optional Traits
You can give your Awakened
any of the following Traits
with additional points.
pool of 5 available
Power Points that you
can use to perform one
or more heroic actions. This
pool is replenished after each
game sitting.
Pureblood (15pts)
Since the war, humans of preSecond Age genetic makeup have
appeared around the world. You
are one of these truly "re-awakened" First Age humans. You
have received none of the genetic
tampering of Second Age people.
This makes you somewhat more
valuable than other Awakened
operatives, as you can breed
Awakened offspring much faster
than mundane operatives. On the
other hand, you live slightly
shorter lives (max lifespan is 100
years) and are are less able to
fight off illnesses than Second Age
humans (GM tool).
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MORTAL
(Heroic/Average)
(200 point/100 point character)
Mortals are the unwitting
fools of this Age. They move
about unknowingly, confident
in their beliefs yet ignorant of
the lies that spawned them.
Mortal suffering is as it has
been for countless ages before
this one; unfortunate, and in
the end, totally unnecessary.
Elizabteh Kingsway
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Description...
Heroic mortals are humans
unconsciously driven towards
greater things; their minds are
sharp and their potential is limitless. They are somewhat
underpowered (compared to
most other character types)
because of their youth and mortality, but their minds are otherwise of equal potency to that
of immortals. They are
unaware of the truth of the
world, and can be very young
(some characters can still be in
their teens).
Heroic mortals often become
restless and sorrowful if their
lives become routine. The reason is simple; they are instinctively drawn towards perilous
adventure.
The average mortal is just
that; he is content to live a
peaceful, uneventful life, ready
to die on his bed smiling if his
life has been without particular
peril.
Your Purpose...
As a mortal you live in a region
that the GM will describe to
you. Your goals may be
1) Character type
Your character type is either
heroic mortal or average mortal.
You can write it on the mind
sheet of your character.
2) Mental attributes...
(100pts/60pts)
You have 100/60 Power Points
to spend on your mortal's mental attributes (Intelligence,
Temperance and Presence). A
heroic mortal can have mental
attributes higher than 8, while
an average mortal cannot.
Leftover points are noted.
4) Weaknesses (0pts)
Your mortal starts the game
with no weakness. His mind is
virgin soil, for now unburdened
by weakness.
5) Masteries
(30pts/10pts)
You must now define your
mortal's Major Mastery,
his
three
Minor
Masteries, and
his Achilles' heel. Assign
Wisdom, War, Domination,
Deceit, or Passions to any of
these priorities on the character
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a
Mortal,
your
Sanctum is most likely
to be a house or an
opulent dwelling if you are
well off, perhaps a hideout if
you are homeless.
8) Starting Traits
(-60pts)
Your Mortal has the following
Trait at the start of gameplay.
You can immediately write it
down on your mind sheet.
134
Optional Trait
You can give your Mortal the
following Trait with additional
points if you so desire.
Pureblood
(15pts, post-war mortal only)
Since the Spirit War, humans
of different nature have
appeared around the world.
You are one of these. You are
somewhat more fearless and
aggressive than other humans.
For now, its implications are
unknown to your character.
FELLKIN
Born for the fancy of the Fell Lords whom they serve
and please, the Fellkin live in a world they know
nothing about. Woe to the Fellkin that
somehow escapes and discovers the lands
beyond the Kingdom of his Lord; a
shocking awakening awaits him.
Chapter Four
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Description...
The term Fellkin is used
both by mortals and Angelions to
refer to intelligent species of creatures that bear at least one physical
Trait that sets them apart from
humanity. Some have wings, others scales. Some are twenty feet tall
and covered in thick fur while others stand barely three inches above
the ground and fly on gossamer
wings.
The great majority of Fellkin
live in the Fell Kingdoms and
know nothing of the outside world.
For many the world ends with
their Lord's Kingdom.
Your Purpose...
As a Fellkin, either you live in a
Kingdom that the GM will
describe to you, or you escaped and
now live on the outside. In any
case, the GM will tell you as
much or as little of the world setting as she desires, and as for your
objectives, at this point they revolve
around sheer survival!
1) Character type
Your character type is Fellkin.
You can write it on the mind sheet
of your character.
2) Mental attributes...
(100pts)
You have 100 Power Points to
spend on your Fellkin's mental
attributes
(Intelligence,
Temperance and Presence).
Leftover points are noted.
3) Choose Your
Cardinal Nature...
136
There is no preferred
4) Weaknesses (0pts)
Your Fellkin starts the game with
no weakness.
5) Masteries (30pts)
You must now define your
8) Starting Traits
(-120pts)
Your Fellkin has the following
Traits at the start of gameplay.
You can immediately write them
down on your mind sheet.
Chapter Four
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Renegade ( 30pts)
Optional Traits
You can give your Fellkin any of
Hunted ( -20pts)
Having taken the Renegade Trait,
you have managed to escape from
your Lords Kingdom, but he has
sent minions after you... The GM
2. MENTAL ATTRIBUTES
Mental attributes define the
intelligence, strength of mind
and overall personality of a
character. Great care should be
taken in the building of a character's mind, for where many
things relating to a character
will change over time, namely
his bodies, possessions and
friends, his mind will remain.
When the mind is destroyed, so
is the character.
Mental attributes
Determine what your character's mental attributes are,
namely
Intelligence,
Temperance and Presence, by
spending your character type's
alloted Power Points for
Mental attributes. Consult the
Mental attribute cost table to
distribute these points between
your mental attributes. You
cannot spend more Power Points
than you have, but you can
Mental
Attribute value
Cost
Equivalent
Severely challenged/disabled
10
Below average/challenged
15
Human average
20
Human average
25
Above average
30
Gifted
40
50
Heroic level
10
70
Legendary
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Intelligence
Intelligence measures
raw learning and analytical
power. High Intelligence allows
a character to deal well with
unexpected situations and experiences and learn faster through
experience. Raw potential is
defined by the Intelligence
attribute, while education and
overall knowledge is quantified
by the Wisdom Mastery
(Masteries will be dealt with
later on). Thus a character may
have a high intelligence yet no
education whatsoever.
MEANING
Dullard
4-5
Pretty average
Genius
10
TEMPERANCE VALUE
MEANING
Temperance
4-5
10
Temperance represents a character's ability to control his weaknesses, instincts and emotions.
Temperate individuals have
strong willpower, mental endurance and rarely fall prey to
instinctual behavior.
Presence
Presence is a character's bearing,
charm, clever wit and forceful
personality. A high Presence
means that when the character
talks, people gather round and
listen. Presence is useful for
fast-talking, deceit, persuasion,
influence, debating, seducing
and making contacts.
138
INTELLIGENCE VALUE
PRESENCE VALUE
MEANING
4-5
10
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Secondary
Mental attributes
A few secondary mental
attributes round out a character's mind. Players need not
spend Power Points on them;
they start at defined values
for all character types.
Celerity pool
Angelion characters and the
Rogue golem character type
start with a Celerity pool,
rated at 0 at the start of gaming. Through adventuring,
the Celerity pool of a character may attain higher levels,
from 0 to +1, +2, +3 and
finally +4 by spending
Available Power Points.
Characters having organic
minds (brains) do not have a
Celerity pool.
The higher the Celerity
pool, the faster a character's
mind processes information
and hence reacts, learns, and
Celerity pool
Celerity Bonus
The Celerity pool of an
Angelion or Rogue Golem
character can be seen as a
reservoir of points which can
either be used to control additional bodies (in the case of
Angelion characters only) or
be converted into a Celerity
bonus.
+1
25
+2
50
+3
75
+4
100
Renown
(Recognition/Notoriety)
Renown measures your character's reputation in two very
contrasting
circles.
Recognition (RECO) is a
character's renown among
those that oppose Lord
Ravencross and still follow
the Scriptures, aiming to
guide mankind instead of ruling it. Hence, Angelions of
high RECO will be those that
thwart
the
actions
of
Ravencross and his servants,
and further the cause of good
as defined by the Scriptures
and the Holy Word.
N o t o r i e t y
(NOTO) is a measure
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Chapter Four
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of a character's fellness, again as defined
by the Scriptures.
Ruling mortal cities to satiate
a lust for power, killing and
raping innocents, amassing
wealth out of greed or otherwise acting in ways contrary
to the Scriptures is a sure
way of gaining Notoriety.
As a character gains
Renown, his ratings for
Recognition and Notoriety
will fluctuate.
Note!
Starting Renown
Renown (both kinds) starts at
0 for all characters. Write 0
on the character sheet for both
types of Renown.
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visible in the puddle of water."
The child fell silent.
Riversong approved, with a nod
of his head and a faint smile on
his lips. With that, the child
sat down, and another got up.
So it would be for the next
seven hours, one after the other,
they would answer questions,
and Riversong would reward
those that failed with harsh
punishment. Day by day, his
believers grew in power and discipline. In but twenty years, his
storm would be ready, and he
would unleash it upon the
wretches of the world.
With loss of faith, immortals
that kneeled for centuries before
a god are now free to live out
their destiny by letting their
nature take over. No more does
prayer and chanting keep their
inner voice quelled. The work of
Note!
Players do not write their characters' Cardinal nature on their
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Players have two choices during
character creation. They can
either choose their nature themselves or let the GM choose it
for them without telling them
what it is. This can add drama
later on as they see their character evolve into something per-
4. WEAKNESSES
Acquiring Weaknesses
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Chapter Four
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what make people so colorful and unpredictable).
Weakness categories
Pretty much any human weakness can fall into one of the following categories.
Burning love
The character is prey to a passionate, heart-wrenching love.
This person is the focus of the
character's thoughts and in
essence is his very reason for living. The death of his
love will transform this
weakness into a Past tor-
144
peared
! The love interest is in love
Examples...
Forever together, always...
Yahn Lader is a young adolescent boy living in a small village. His neighbor, Hei Orkid
is his true love, and together
they skip school to go run in the
flower patches and express their
love. Their parents smirk and
find their little romance fun,
but in fact their love is burning
with a passion a thousand times
as powerful as any they have
ever known. It will outlast them
all.
Haunting fear
A haunting fear is something
that causes a character to cower,
flee or flat out fall on the
ground
unconscious
from
fright. It is overwhelming and
utterly incapacitating and cannot be too specific. Small phobias of bees and heights are not
considered to be haunting fears.
A haunting fear might be a fear
of battle, fear of leaving one's
Kingdom or realm, fear of
God, fear of strangers, etc.
A Haunting fear weakness
will affect characters during
gameplay whenever the following situations present themselves:
! The character is in close
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Examples...
Trust your fears, they shall
protect you...
Stormbearer only comes out
during the night, for he fears
the All-Seeing so much that he
believes the sun is His great
eye.
Germs everywhere...
Violet Gem, when invited to
soirees or into other Realms,
believes that she will be exposed
to filthy air and food. Hence,
she brings along her personal
healer and announces him as her
mate. She periodically checks
with him many times during
the soiree to be checked discretely for infections or illnesses. She
has great difficulty being anywhere dirty or where bacteria
might fester...
Overwhelming hatred
An Overwhelming hatred burns
with an undying intensity. It
can eat a character from the
inside and turn him into a monster of jealousy, vengeance and
murder. Playing out hatreds
can be immensely rewarding,
and can form the basis of many
adventures and plot twists. The
wise player and GM will find
ways of incorporating overwhelming hatreds into play and
make them work for the overall
campaign.
Overwhelming
hatreds include racism, sexism,
hatred of one's self, of others, of
ideologies and religions, orders,
families, etc.
An
overwhelming
present
Examples...
An arrow aimed at the
sky...
After Handor's family was
killed in a forest fire, his faith in
the All-Seeing mutated horribly, turning into a passionate
hatred of clerics, the Church
and anything faithful. Central
to his hate is the All-Seeing
himself, an entity he has devoted his life to destroying, using
whatever means he can.
Past torment
A Past torment is something
that gnaws at the character's
heart. It may be something the
character did, witnessed, failed
to act on or lost. It may be
someone, some occurrence or
event that marked him and that
now he cannot resolve, erase or
be with.
This weakness will affect
characters differently than other
weaknesses. A Past torment
will incur a permanent -1 modifier to all tasks for as long as
the character possesses the
weakness. As well, due to the
generally melancholic state of
the character and his lack of
hatred
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vitality and hope, he
loses an automatic 1point of experience
every Interim chapter. During
gameplay, whenever the GM
feels the character is confronted
by a situation that makes his
past torment rise to the surface,
she may apply further negative
modifiers.
Examples...
The raven atop
Crystal Falls Church
Swift Fox has lost a mortal love
to old age. He spent his life caring and loving her, but now she
is gone. He is horribly nostalgic, and takes his raven form
whenever he can to spy on their
old haunts, namely the town of
Crystal Falls and its surroundings. Perched on rooftops, Swift
Fox remembers the times they
spent together, and reacts with
fury against those that come to
Crystal Falls with less than
noble intentions.
The burning of
Falcon Ridge
Hundreds of years ago, Voiceof-Night participated in the fire
burning of Falcon Ridge, a
town of over a thousand people,
for it had become nothing more
than a den of thieves. He and
two other Angelions were sent
to exact a Divine Curse on the
wretched town, and Voice-ofNight personally butchered
over fifty men, women and children before burning the rest
down. Today, no longer
having the blanket of
146
Lurking madness
A Lurking Madness represents
a character's loss of touch with
reality, either brought on by
nature, by denying urges or
having them denied by circumstances, or by witnessing hardships, violence, war, pain or loss
in substantial and scarring
ways. Extreme old age, unfortunately, seems to provoke
madness in human (and therefore Angelion) minds. The
more colorful and deeply rooted
ones can be found only in
Angelions and other old entities.
A lurking madness is
defined as any behavior, belief
or attitude that is totally illogical and lacking in observable
support. Deeply rooted obsessions are also considered to be
forms of lurking madness.
A Lurking madness weakness will affect characters during gameplay whenever the following situations present themselves:
! The
GM determines it
affects the character, which
can be anytime, usually
under stress
play willingly
Examples...
Can you repeat that?
Ubrix thinks that there are
codes in every word and that
every phrase, song or poem carries coded information, and
strives to find such codes in his
spare time. Sometimes, he must
not be distracted or spoken to
when he thinks he is near solving a "code" or he can fall into
fits of rage.
Come my beauties...
Lord Blood-of-Life of the Fell
Kingdoms is known for many
things, but central to his reputation were his triplet of engineered beauties that Blood-ofLife created over seventy-five
years ago. Unfortunately,
Lord Blood-of-Life grows progressively mad as he sees his
triplets wither and grow old
with time, and devotes inordinate amounts of resources to
retard and hopefully reverse the
effects of age on his precious creations. Even though the Opus
Triplets (as they are known)
are now more deserving of the
title the three hags, the Lord
himself flaunts them at every
occasion possible, much to the
disgust of others. At a deeper
level, the Lord himself is starting to refuse the notion that
time is invariable, and tries to
find ways of stopping it. So far,
he has only succeeded in ignoring time for himself, and seconds, months, years or lifetimes
have no meaning to him. He can
excuse himself from dinner for a
''short while'' and be back the
next day or the next month and
be surprised to find the table
empty.
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Physical addictions...
body as well.
Points back.
Psychological addictions...
Unless drug addictions are
extremely incapacitating, they
do not count as weaknesses. If
they are, they count as weaknesses of the lurking madness
type.
5. MASTERIES
Lord Crimson Moon held a
small poignard with a wickedly
long and thin blade, etched with
arcane symbols. With subtle
flicks of his wrist, he began to
twirl it on the armrest of his
throne, using the tip as a resting
point and flicks of his hand as
the impetus behind the little
weapon's rotation, carving a neat
little indentation in the wooden
arm of his throne.
Might-of-Bear's
drunken
behavior had drawn out his
anger, and now it was time to
make him taste a little of it.
With over a litre of alcohol
in his body's veins, Prince
Might-of-Bear faded in and
out of view twenty meters away
from where his Lord sat, with
dancing, talking and singing
people moving between them
constantly. Lord Crimson
Moon watched the Prince and
the people, measuring, calculating, the poignard ever
twirling...
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Then, as lightning descends from the
skies, he flicked the
deadly thing in the air and in a
blurry motion sent it flying
towards the drunkard halfway
across the room. It narrowly
missed the nose of a servant,
brushed the ample bosom of
Julee the Courtesan, and flew
passed the clinking glasses of a
couple toasting. It finally landed, severing tendon and artery,
diving deep into Might-ofBear's upper right thigh. He let
out a painful scream as he fell
to the ground clutching his
wound, blood spurting through
his fingers. Silence fell upon the
room as a heavy curtain upon a
stage.
Cries of fear irrupted from
the guests, and a circle formed
around the fallen Prince.
''Maybe you should come
back to the room in another
form... Try one with a better
handling of alcohol, for good
measure...''sighed
Lord
Crimson Moon, his tone
detached and mildly amused.
The silence, except for
Might-of-Bear's low squealing,
was deafening, culminating in a
small 'Pop!', as the lace that
held Julee's imposing chest gave
way and the whole top of her
outfit exploded outwards,
unveiling her massive breasts.
148
infirmary.
''Quite a throw Lord
Crimson Moon...Though I
tremble, thinking of your
Prince's reaction to being
shamed in such way.'' Evon
said, grinning.
Dismissing the comment,
Crimson Moon smiled, and
beckoned Julee to his side; her
blush by now had turned a luscious shade of crimson.
''But quite a throw indeed!''
Evon laughed.
What are
Masteries...?
Masteries represent great fields
of aptitude, knowledge and ability. There are five Masteries in
the game, and between them
they cover everything from
knowledge of battle to knowledge of love. The five
Masteries are: Wisdom, War,
Domination,
Deceit,
and
Passions. Refer yourself to the
Game Mechanics section to
know how Masteries are used
in the game.
A player must choose his
Major Mastery among the five
Masteries, and then prioritize
the other four. The Mastery
with the lowest priority will be
the character's Achilles' heel.
Major Mastery
Minor Masteries
The player must then prioritize
his next three preferred
Masteries. These will constitute a character's minor
Masteries. The player will
need to order them according to
their priority (their potential, in
a sense). The one written just
below the Major Mastery will
be the character's second most
promising Realm of activity, the
one below that is his third, and
the one below that will be his
fourth.
Achilles' heel
The very last Mastery writ-
Chapter Four
A Legend is Born
ten (on the bottom line) will be
the character's Achilles' heel.
All characters will have an
Achilles' heel, a Mastery that
the character has very little
affinity for. When confronted
with situations that bring it into
play, the character will be quite
challenged.
The Mastery
Rating
Masteries have a Mastery rating that can go from 0 to
(potentially) +10. A Mastery
rating of 0 means absolutely no
training or experience in this
Mastery, a +4 (or extremely
rarely, +5) is usually the highest Mastery rating a mortal can
hope to acquire, while old
immortals can reach a rating of
up to +10 in their Major
Mastery.
ent towards manipulating people, but shows abysmal aptitude and very little interest
towards learning of the world
and its natural laws.
Spending Power
Points on Mastery
Ratings
After the player has determined
his character's Major and
Minor Masteries as well as his
Achilles' heel, he can now spend
some Power Points towards getting some Mastery ratings.
Mastery rating Power Point cost
+1
+2
+3
10
+4
10
+5
25
+6
25
+7
40
of-Storm wishes for his character to one day lead men against
the followers of Ravencross. He
must therefore weave political
connections and have good leadership abilities. He chooses
Domination as his Major
Mastery. He sees Heart-ofStorm as somewhat warlike as
well, with a notable affinity
towards battle. His Minor
Mastery (1st) is chosen to be
War. He then assigns Deceit to
his Minor Mastery (2nd), for
he knows that to gain power and
influence one often needs a
forked tongue. His Mastery
(3rd) will be Passions and his
Achilles heel is his Wisdom
Mastery. He has a natural tal-
+8
40
+9
100
+10
100
Maximum
Mastery rating
Major Mastery
+10
Minor Mastery(1st)
+8
+6
+4
Achilles' heel
+2
The above table shows the possible Mastery ratings for your
character's different Masteries.
With experience, a character
will be able to better his
Mastery ratings.
Note that to purchase a
Mastery rating in a given
Mastery, a player must buy
all previous ratings for it. All
the lower Mastery Rating circles must be filled in before a
higher one can be purchased.
Hence, the cost to pass from a 0
rating to +4 is 30 Power Points,
not 10 Power Points.
Example: as an
Angelion,
Heart-of-Storm begins the
game with a rating of +2 for
both War and Wisdom. His
player fills two circles next to
these Masteries. Since Wisdom
is his Achilles Heel, he
cannot raise it above +2
and it shall remain at +2
149
Chapter Four
A Legend is Born
for the rest of his immortal life.With 80 Power
Points to spend on both
Mastery ratings and Master abilities, the player of Heart-of-Storm
chooses to spend 45 Power Points
on his Mastery ratings. He gives
his character the following
Mastery ratings:
Major Mastery
(Domination):+2
1st Minor Mastery
(War):+3
2nd Minor Mastery
(Deceit):+3
3rd Minor Mastery (Passions):+1
Achilles' heel (Wisdom):+2
The player now peruses over the
Master Abilities section...
Master Abilities
Master abilities represent special
abilities that characters can learn or
develop as they increase in experience and power. Master abilities
can take many forms; from ancient
-or unique- styles of battle to
uncanny powers of leadership or
deception; they are the trumps
characters can use to confront insurmountable odds. Several Master
abilities will be given for each
Mastery.
Acquiring Master
Abilities
Players can acquire Master
Abilities that are;
! From their character's
150
Maximum number of
Master abilities
! For a given Mastery, a charac-
Legendary
Abilities...
Master abilities only hint at what
characters may someday be capable
of. As you can see on the character
sheet, Legendary abilities will
one day be available for characters, just not at the beginning of
character creation. They shall
be detailed in the first supplement!
Chapter Four
A Legend is Born
Master Abilities
Divine insight
Once per game sitting, usually
when all seems lost, you are
allowed to make an Intelligence +
Wisdom task to know if you
come up with an adequate solution/tool/invention to get out of
this bind. The GN is set by the
GM depending on the situation.
Were you to succeed, you would
be assumed to have just the right
tool, just the right invention or just
the right idea on how to get out of
the bind. You and the GM will
discuss the exact nature of your
solution. Whether it be using the
body fluids of small insects to
brew a potent acid to burn your
cell's lock or producing a small
vial of a purposeful mixture from
your coat pocket, others are often
overwhelmed by the trinkets you
carry or the ideas that germinate
in your head...
Ancient Wisdom
You have delved deeply into
ancient lore dating back to the
First Age. You have deciphered
many of its languages, and read
about many of its cultures and
great events. Upon encountering
an ancient text, artifact or device
predating the Second Genesis, roll
an Intelligence + Wisdom task
and try to beat a GN set by the
GM. If you succeed, you under-
Craft/Lore/language (*)
Choose any specific craft (lost tech,
Genomancy, brewing mixtures,
creating machines), Lore (pure
physics, astronomy, mathematics,
botany) or secret language (First
Age english, egyptian, Awakened
sign-tongue, secret Angelion language or other obscure languages). You have studied
and/or practiced this peculiar
craft/lore/language diligently,
and can add a +2 modifier to any
task relating to this peculiar
craft/lore or are assumed to be
fluent in the secret language.
Hedge Healer
You have a special, almost miraculous talent when it comes to
healing organic bodies using only
your hands. You do not suffer
the -5 modifier for lack of proper
facilities when you heal a seriously injured character. What more,
you can treat poisoned characters
by succeeding at an Intelligence +
Wisdom task with a GN equal
to the poison's GN to resist+5.
Success reduces the damage the
patient suffers by half.
You lie!
You have learned to recognize the
many signs of deception, and few
are those that can lie in your presence without you knowing about
it. When you are in the presence
of someone that lies, if the latter's
Intelligence + Deceit is lower than
your Intelligence + Wisdom, you
automatically know of the deception. You may not know the
truth, but you know that a lie
was told. This ability is always
active, but may be somewhat compromised in the case where the one
that lies is using an animal body
to speak.
151
Chapter Four
A Legend is Born
whether
armed
or
unarmed. However, you
must study your
adversary, through the course
of your own combat. For every
round you fight him after the
first, you can add a +1 modifier
to your close combat tasks both
for attacking and defending but
not to deliver Power attacks.
The maximum modifier gained
is equal to half of your
Wisdom Mastery rating,
round up. This ability has no
effect to attack or defend in
ranged combats.
Tinker
You have a knack at repairing
things. Whenever you try to
repair something mechanical you
can do it in half the time, using
half as much money. What
more, if you come upon a
destroyed golem/machine/artifact,
you can roll a GN4 Intelligence +
Wisdom task even if you don't
have any tools or facilities with
you. If you succeed, every point
by which your RR beat the GN
is a health point you give back to
the
destroyed
golem/machine/artifact. If this
brings its health points above 0,
then it is considered seriously
damaged, but no longer destroyed, and can be repaired normally afterwards. If you fail, or
if you don't bring back its health
points above 0, then your task has
no effect.
Power symbols/words:
animals
152
Examples of known
Power Words/Symbols
follow;
Power word: Ignore/focus
By succeeding at a GN9 Intelligence + Wisdom task, you emit
a complex series of whistles that
cause animals within earshot to
either ignore or focus their attention on you and those near you
(assume friends within two to
three meters of your location) for
the next five rounds (+1 round per
added effect).
Chapter Four
A Legend is Born
Power word: Deathsong
By singing a series of notes and
succeeding at a GN18 Intelligence
+Wisdom task, every animal
within earshot (up to a hundred
meters distant depending on your
voice and the animal's hearing)
will need to succeed at a GN12
Vigor task the round after you
start singing. Those that fail will
begin dying from the effects of a
self-secreted poison which, though
painless, will end their lives at the
rate of 4 Health points per round.
Creatures that hear your deathsong but succeed at the Vigor task
still suffer a -5 modifier to all
tasks as long as you sing and
must succeed at a GN9 Vigor
task to remain conscious. At your
discretion, deathsong can put animals that fail to resist to sleep for
2-3 hours instead of killing them.
Power symbols/words:
humans
Once you attain a Wisdom
Mastery rating of +6 and you
possess at least one Power
word/symbol relating to
animals, you may purchase the same Power
word/symbol
relating
to
humans. Hence, if you possess
the Power word: Ignore/focus
ability and you have a Wisdom
Mastery rating of +6 or more,
you may purchase the Power
word: Ignore/focus (humans)
that affects humans as well. The
abilities will produce the same
effects as for animals, but add +3
to all GNs.
The Power word: Imprint on
humans can turn people into zombie-like creatures that will defend
their master ferociously and
mindlessly if need be. Commands
given to these imprinted souls can
involve complex directives. The
target behaves as though this
command was crucial to his life,
though he may not be able to
explain why.
These abilities do not function
on Angelions, for their essences
were not created to respond to
Power symbols and words, nor
the bodies they now acquire
through the Guild. However,
nothing so far disproves the possibility that the Kingsways themselves might possess Power symbols and words that may affect
the immortals they created...
MASTERY OF WAR
Master Abilities:
Vital blow
You know where to hit your foes
with deadly accuracy. With any
successful hit, the damage you
inflict is considered to be a
Cinematic action (see Heroic
actions).
153
Chapter Four
A Legend is Born
battle style bonuses can
never stack up together
shot
Reaper's stroke
You study your foe in battle,
and rarely do you attack foolishly or too quickly. But when
you finally do, your attack is
swift, precise and lethal...
154
By declaring a Reaper's
stroke instead of attacking your
foe during an action in which
you could normally attack him,
your next attack against this
foe, if successful, benefits from
an automatic 2 added effects.
This technique works only in close
combat against a foe within reach
and the reaper's stroke
must be resolved in the
action immediately following the one in which you
Warrior's wisdom
Though your arms and muscles
may help you in battle, it is your
battle instincts that have kept you
alive so far. When combat is
declared, you are assumed to have
a number of "Warrior's wisdom"
points equal to your Intelligence.
During a round of combat, you
can use none, some or all of these
points to increase your Initiative
Rank. One point from your pool
increases your Rank by 1 for a specific round. Once your pool is
exhausted, you must wait for
another combat to be declared, or
at the very least another opponent,
before your Warrior's wisdom
pool is replenished.
As the wind
You are a Master at defending
yourself from multiple opponents
and using acrobatics in combat to
evade blows without compromising your situation. You may
ignore the first -2 modifier due to
multiple opponents, and the first 2 modifier due to successive
defenses.
Voice of God
Voice of God allows you to send
your soldiers/armies/henchmen
into a frenzy after speaking just a
few words. They will only suffer
a -2 modifier due to any serious
injury and automatically succeed
Temperance tasks related to fear.
Their frenzy lasts for a number of
rounds equal to three times your
War Mastery rating if you leave
them to fight alone, or as long as
you are with them on the field of
battle. You must be using a
body your men recognize and
Dance Macabre
You have learned the Dance
Macabre, an intricate set of
moves, jumps, acrobatics, foot
plays, body rolls and twirls that
resemble an elegant yet deadly
dance. Only the greatest masters
can exploit this ability, and only
against those of lesser ability
than them. This ability only
works in close combat against a
single foe, you must have space
to move around (cannot be used
in a grappling match) and you
must be using a human or
human-like body, for its complex steps are known and taught
only for use with human bodies.
During the initiative phase of
combat, just before you and
your foe roll for initiative, you
can declare a Dance Macabre.
You then roll your initiative
normally, but lower your final
initiative rank by 1D6 and both
you and your foe must make
an opposed Intelligence/Finesse
+ War task. If you fail, then you
have failed the Dance and nothing
else happens. If you succeed, your
Dance Macabre has been flawless,
and your foe is in dire peril. You
sidestep his attacks with exquisite
style and speed, you thwart his
lunges with but a flick of your
hand, all the while dancing ever
closer to deliver lethal attacks.
You are considered as having a
free pool of Available Power
Points equal to your War
Mastery rating for the remainder
of this round. These points can be
used for Heroic actions to either
defend against the attacks of this
foe or to attack him. Essentially,
all attack, defense and damage
rolls can be affected.
Chapter Four
A Legend is Born
Eyes of terror
By fixing a foe and intimidating
him during battle, you can drain
his will to fight and make him
cower like a frightened child.
Every round in which you are
locked in combat with one foe of
your choice, you can make an
opposed Presence/Fear + War
task
against
your
foe's
Temperance + War. If you succeed, your foe will suffer a negative modifier to his Initiative
Rank equal to your War
Mastery rating as you instill
terror in his mind and make him
hesitate and rethink his strategy.
Upon attaining War mastery (+6), Eyes of Terror works
on small bands of people (less
than three times War Mastery
rating) that are in your immediate
vicinity and are intent on attacking
you personally. At War mastery
(+8), anyone within sight of you,
that can hear your voice and see
your eyes, is subject to Eyes of
Terror.
Multiple Eyes of terror cannot be used to affect the same target(s). Only the most penalizing
of the Eyes of Terror will be considered in such cases. Eyes of
Terror only works against intelligent foes that can both see and
hear you clearly, and not against
animals or beasts of Ravencross.
Circle of death
You can wield a blood whip or a
pureblade with deadly accuracy
when faced with many foes.
These weapons are able to cut
through enormous amounts of
material, and can allow you to
make a circle of death move.
Using either of these deadly
weapons allows you to attack
every single foe in the reach of
your weapon as a single attack.
Roll an attack against each foe
separately, and the latter may
defend against your attacks nor-
Gang up
Using two or more bodies to
attack the same opponent, you and
your opponent must make an
opposed intelligence + War task.
If you succeed your opponent suffers a -1 modifier to all his
actions for this round per additional body of yours that
attacks him.
For example, if you are
using three bodies to attack
your opponent, he will suffer a
-2 modifier to all his actions for
this round, in addition to his
penalty for fighting multiple
foes.
Stone Apostle
You are strong both of mind
and body, for you have learned
the ways of controlling your
system through mental concentration. By turning your mental energy inward, you can control your body's rhythms, raise
your endurance, reduce the
effects of poisons, remain active
after suffering mortal injury
and essentially become as
resilient as stone. You are the
quintessential pit fighter, gladiator or mercenary, for you can
endure unfathomable pain and
injury.
By entering the "stone
trance", which takes 1 round,
you are considered immune to
torture, pain and fear for a
number of hours equal to your
Temperance. In this trance, you
always;
1) Add your War Mastery
rating to any Vigor task,
whether it is to remain conscious, to run, to resist poi-
Storm fighter
You are swift both to attack and
to move around. The negative
modifier you suffer to your
attacks due to multiple attacks is
equal to 2x the total number of
attacks you perform in this action,
instead of 3x the number of
attacks. What more, you can
move up to 1.5 times your
MOVE score in a round, if you
have three actions.
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Chapter Four
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MASTERY OF DOMINATION
If your Major Mastery is Domination, you can easily manipulate and rule others. You take over secret cartels and cabals as easily as you can bully the weak into doing your bidding. Your
abilities tend to propel you towards the top, even if it means leading from the shadows. In the history books of the Third and
subsequent Ages, your name shall doubtless be underlined and
chapters written about your life. How you come to dominate the
Second Age, however, is perhaps better left out of the history
books...
Master Abilities:
Dark lore
During each interim chapter, you
are assumed to be privy to dark
knowledge of the juiciest sort. The
GM will tell you what the
nature of this information is, and
you can write it on a piece of paper
to remember it. The higher your
Domination Mastery rating, the
more important and sensitive the
information usually is. This may
imply characters from your group
and their dark little secrets, or the
hidden power plays between the
very old immortals of the world...
Rise to power
You have a natural ability at
making your deeds and accomplishments seem greater than what
they may actually be. You have
ways of making others either seem
more worthy or wretched, depending on how you want them to
appear. Add or deduct (1D6+your
Domination rating) to the RECO
or NOTO award you or someone
else receives during every interim
chapter.
Summon henchmen
With a wave of your hand or a
call for help, you can summon a
number of thugs/henchmen equal to 1D6 x your
Domination
rating.
156
These mortals will do your bidding and risk their lives for you.
Assume they can be there in a
few rounds. You must be in a
body they can recognize however
and
be
in
your
Realm/Kingdom. This ability
can be used once per adventure.
In some dire circumstances
and with GM approval these
henchmen can come to your aid
if you are outside the realm
proper.
Golden aura
You have a talent for attracting
settlers and improving the
wealth of your Realm.
Whatever the nature of the
community under your influence, it seems golden to mortals,
who flock to it or wish to trade
with it more than any other.
Double all income that stems
from your Realm.
A small village of 5 Power
Points would provide you with
an income of 100k mints instead
of 50k mints per interim chapter,
while a small city of 50 Power
Points would provide you with
an income of 1M mints per interim chapter.
Obey!
You have a way of making others
do what you wish by commanding them or otherwise making
them believe they should obey
you. You have an automatic +2
modifier
towards
any
persuasion/leadership task.
Amass wealth
You possess an uncanny ability
to acquire riches.
During every interim chapter,
roll
a
GN15
Intelligence+Domination task. A
success multiplies your income by
x2, or by x3 if you have an added
effect or more. Add a +2 modifier
to this task if you are of the
Moon nature, as shrewd and
often treacherous dealings benefit
greatly from a selfish nature.
Chapter Four
A Legend is Born
The A list
You get invited, or find a way to
get invited, to the most exclusive
soirees and events. You can generally attend soirees and events, and
get approached for secret meetings,
as if your Renown/Notoriety was
twice
your
actual
Renown/Notoriety.
God's whispers
During an interim chapter, you
can seek the most sensible and
secret of information; the location
of a Goldroom... Choose an
Angelion and make a GN15
Intelligence+Domination task.
Apply a negative modifier to
this task equal to the target's
Gather apostles
Especially with impressionable
mortals, your wise words are pure
MASTERY OF DECEIT
If your Major Mastery is Deceit, the night is your greatest ally, and
the weak-minded or careless your preferred victims. You are a trickster,
a charlatan, a clever thief that sneaks about and confounds others with
trickery of hand and word. You may very well be able to kill efficiently and silently to cover your tracks or your web of lies. And to
those that have tried to stand in your way... Well, as you say, some
have recently visited with long dead relatives, others are begging on
street corners and a few are locked up in cellars, raving mad because of
your poisoned words... Your lies have kept you alive in the Second
Age, and your wits will see you through to the Third.
Special Abilities:
Hidden secret
You can discover, using subterfuge, infiltration, contacts and
spies, the hidden secrets that can
give you leverage over people.
During an Interim chapter, choose
any mortal or immortal (even
other player characters) and
inform the GM of your choice.
You need not know this victim
personally, but the less you know
the victim, the harder it will be.
Both you and your prey roll an
opposed Intelligence+Deceit task.
You receive an automatic -3 modifier for this task the first time you
attempt it, and a further -2 modifier if it has been over two Interim
chapters since you personally met
and interacted with the victim. If
you fail, you can retry every interim chapter with a cumulative +1
modifier.
Once you succeed, you have
learned of a secret that your victim
wishes to hide, or a weakness, an
obsession, etc. A failure with an
added effect, or a fumble, means
your target is aware of your
attempts.
Dark lore
See Master of Domination: Dark
157
Chapter Four
A Legend is Born
small fortunes on the
backs of the naive. Given
an immortal life to develop new deceptions, you have
become capable of the most incomprehensible feats of legerdemain,
your hands/body movements
being quicker than the eye. You
can automatically swipe a small
object, once per action, from a location accessible to you without
much effort. You can perform
actions like swiping an orange
from a fruit vendor's stand, or a
knife from a hugged relative's
belt. As part of the same action,
you can hide objects you have in
your hands anywhere within your
reach without people seeing you.
For example, you might hide the
orange (that was in your hand) in
your coat pocket without people
seeing it, or put the stolen knife in
the pocket of another person near
you without anyone needing to
roll. It is assumed you confuse
and divert your targets' attention
through small talk or body movements. There is usually no need
to roll in such cases; however, if
your action is done in the immediate presence of someone having an
equal or better Deceit Mastery
rating than yours, you and him
will roll an opposed Intelligence+
Deceit task. If you fail, he notices
your trick...
Mentalist
You have a way of making people do what you want, by confusing them long enough that they
grant your wishes. Only later,
preferably when you are gone,
will the wittiest of your victims
realize they were tricked. With
this ability, you can invent highly
plausible stories that can confound
your targets enough to let you
through security checkpoints, inside secret havens
158
Underground bazaar(*)
Dirty fighter
Thief's awareness
You are aware of your surroundings, of potential ambush
sites and are on your guard
every waking moment of your
life.
! You have an automatic +2
Amass wealth
See Mastery of Domination:
Amass Wealth. However, here
your monetary acquisitions are
entirely due to blackmail, theft,
cons or otherwise illegal activity.
Chapter Four
A Legend is Born
Hence, every time you elect to use
this ability to increase your income
during an interim chapter, roll a
GN6 Intelligence+Deceit task.
Failure means you get the wealth,
but attract trouble of a kind best
left to the devious mind of the
GM.
Master Assassin
There is no deadlier blade than
the one used against the unsuspecting foe. You are a master at
assassinating quickly and efficiently, using a variety of methods and
weapons (and bodies if you happen to have more than one).
Against an unaware or cautious
target, instead of rolling a Finesse+
War task to attack, you can roll a
Finesse+Deceit task. This attack
cannot be a Power attack. If it
succeeds, your damage is considered to be a Cinematic action
(see Heroic Tasks). This attack
can be unarmed (by using a
variety of deadly punches
/kicks), armed or ranged. It can
be combined with any applicable
Poison whisper
During an Interim chapter, you
can reduce or add to the RECO
or NOTO of someone, including
yourself. The amount is 2D6+
your Deceit rating. Roll a GN9
Presence+Deceit task however, and
if you fail, one or more people
have traced the lies back to you.
The dagger
You have sprung a trap! Out of
the shadows (1D6xyour Deceit
rating) hired henchmen come out
and attack your foes or try to free
you from imprisonment. Or,
rather, specific targets of your
choice fall into a cleverly laid trap.
Once per adventure (not game sitting), you can use the dagger and
describe what the trap is, under
the supervision of the GM. The
trap itself must be physically possible, even if it is quite outlandish;
the greater your Mastery rating,
the greater the complexity of the
trap. The dagger must be
described in interesting details and
be approved by the GM at least
three full rounds before the trap
actually takes place. This ability
can be used anywhere in the
world, under most circumstances.
MASTERY OF PASSIONS
If your Major Mastery is Passions, you are a master of the heart,
capable of using people's emotions and desires to further your own
goals. You are the essence of passion; you can use anything at your
disposal, whether chemicals, song, music, paint, poetry or your very
body and words to win over the hearts of others. Given time, you
will become the quintessential sweet talker, muse and lover as well as
a master at creating or using things to capture people's attention.
Either through your voice, paintings, writings or compositions, your
name will soon be whispered softly all over the world.
Master Abilities
Note!
Often during seduction attempts,
the notion of compatible target will
surface. A compatible target is an
individual that will be attracted by
Love God
You are quite the lover.
The memories and sensa-
159
Chapter Four
A Legend is Born
tions you share with others are exquisite and
you are a master of letting others feel bliss through
loveplay or mindshares. After
any loveplay or mindshare, you
and your compatible target
must roll an opposed task. You
roll a Presence/ beauty+Passions
task, while your "victim" rolls a
Temperance+Passions task. If
you succeed, it means your lover
comes back hungrily for more
and is forever at a -2 modifier to
resist your suggestions/questions /propositions... This ability can be used to soften your
targets prior to using The
Serpent or Puppeteer.
Tease
Against a compatible target, you
can get what you want by using
your body and charm to seduce.
If you succeed at an opposed
Presence/Beauty+Passions task
against
your
target's
or
Temperance+Passions
Wisdom, possibly with a modifier depending on GM judgment, one of the following things
may happen:
! your target sells you some-
160
Rising Star
Using your written word, your
powerful personality and your
passionate charm, you are
becoming known throughout the
world. Every interim chapter,
you receive a free 3D6+Passions
rating
bonus
to
your
Recognition or Notoriety by
writing controversial literature,
charming the right people or producing splendid works of art.
The serpent
Everyone has weaknesses, and
you are very good at finding
them. Given a proper and casual setting, an unsuspecting prey,
and a long discussion, you may
find what his weaknesses are...
From then on, you have quite an
advantage against this target....
Roll an opposed task using your
(or
Presence+Passions
Presence/Beauty+Passions
against a compatible target)
against
your
target's
or
Temperance+Passions
Wisdom. Success means you
figure out the nature of one of
the target's weaknesses. Each
added effect you achieve means
you figure out another weakness
or some other secret. This ability can be used multiple times,
but requires more time as the
attempts pile on.
Puppeteer
You possess the power to influence mortal minds. In some
respects, this ability is a weaker
version of the Power Words:
humans, but does carry some
added benefits.
Chapter Four
A Legend is Born
number of "puppets" equal to
half of your Passions Mastery
rating, round up, but must
roleplay each of their enthrallments individually.
Heartbreaker
Wherever you go you leave a
trail of broken hearts. During
each interim chapter, you can
choose any compatible target
(mortal or not, player character
or not) and you can then roll a
Presence/beauty+Passions task,
opposed by your victim's
Temperance+Passions. A success with at least three(3) added
effects means the victim falls
deeply in love with you. If you
succeed but with less than three
added effects, the target is "on
its way" to falling in love with
you. You can try again later
and consider the past added
effects as being acquired. Once
you total three added effects,
the target has fallen for you. A
failure means you can try again
later, but with a -3 modifier. A
fumble generally means you
cannot try again. A definitely
Roll Result
Love Slaves
You have a small following of
mortals addicted to your presence, madly in love with you,
which dance for your amusement. Their world revolves
around you, you need neither
drug nor force them; they will
go out of their way for you;
they do so out of love and/or
blind faith in your words.
Every adventure, you are
assumed to have a number of
love slaves equal to your
Wealth increase by
fumble
1-5
500 mints
6-10
1000 mints
11-15
5000 mints
16-20
20 000 mints
21-25
50 000 mints
26-30
31-35
36+
Lucrative talent
Such is your artistic talent that
A little something...
You always carry some little
bit of something that can drop
mortals into the wildest mental
states. This little something can
be dropped into their drinks,
transmitted through your perfume or with a kiss from your
lips. You decide what your little something is, and the GM
should generally allow it. It
will make mortals "feel" strange
things, such as euphoria, sexual
desire, hallucinations, paranoia,
etc. Assume that a number of
times per adventure equal to
your Mastery Rating, you
have a potion, pill, fragrance,
spray or needle that can send
the equivalent of a small household into the craziest of mental
states. Mortals can resist by
succeeding at a GN9 Vigor
task. In addition, they are likely to want more of the stuff
after the effects wear off...
Poisons are not to your liking,
but if you wish, with GM
approval and by paying one (1)
Available Power Point, you can
be considered to have a deadly
little cocktail that you can
administer to your mortal targets, using an elegant dispensing
method, such as a kiss of
death...
Artform(*)
You have a passion for some
artform, and have studied it for
countless years. Choose one artform (such as singing, literature, painting, dancing, sculpting, architecture, Kingdom
design, etc) and to accomplish
tasks relating to this artform
(either to analyze, discuss or
render) you receive an automatic +2 modifier.
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Chapter Four
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162
Building a Body
from scratch...
Chapter Four
A Legend is Born
templates, the GM should
assist the player in designing it
from scratch.
In some cases, the GM
might require that characters
use a common template for
their bodies. As an example, a
GM might want all the characters to be Eidech slaves
working
in
the
Dream
Kingdom. In such a case, the
GM can ask that all players
start off their characters with
the Eidech body type and customize them to their leisure.
Example: Jocelyne, the player
of a Fell Prince character is
building her main body from
scratch. She wants to design a
human-looking male body that
looks to be in its thirties. The
body was engineered from the
ground up and has some features that differentiate it from
the mass of mundane humans
it emulates. For one, it can
change color at will, blending
into its environment like a
chameleon. Second, it is more
resistant to injury, and it has a
reinforced epidermis and bone
structure to ward off blades
and arrows. Its expected lifespan is over three hundred
years and as a last little thing,
it is immune to diseases and
poisons. The GM approves,
but warns Jocelyne she suspects this body might cost a
lot in terms of Power Points.
Once the player has his
description (his "body blueprint" in a sense) approved by
the GM, he can pick up the
pencil and start actually
building the thing by determining its size, writing up
attribute values, and choosing
Traits. If the description was
accurate and feasible, the four
2) Body attributes
After a body's size is picked
out, the time has come for the
player to purchase attribute
values for it. Primary body
attributes are Power, Finesse,
Vigor, Beauty and Fear, complemented by an array of secondary attributes such as
Toughness, Move, Health,
Vision/Hearing/Smelling,
Lifespan and a few others. See
p166 for details.
3) Body Traits
Bodies can have night vision,
change color, shoot fiery/acidic
streams or any other mundane
or not so mundane abilities.
With body Traits, players
can give their bodies pretty
much anything in terms of
special abilities, under GM
supervision. See p172 for
details.
4) Details
As the last step, the
player should write
down what the body looks like
in detail. Does it have scars, tattoos, or any other distinguishing
features? What are the colors
of its eyes, hair and skin? How
long has the character had this
body and in the case of
Angelions, was it acquired from
the Genomancers or through
bodysnatching?
Now is the time to flesh it
out, literally.
Note!
Remember that players of the
Awakened and Mortal character types may need to build a
mundane human body if the
GM requires it. Indeed,
though humans of the Second
Age are quite different in terms
of eye, skin and hair color, they
resemble each other greatly in
terms of the abilities they can
possess (or, rather, the abilities
they may not possess...)
Consequently, as a player,
you must answer the following
question before beginning the
creation of your body(ies).
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Chapter Four
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1) Size
Humans are either small
or normal-sized. In general, ten
year old or younger children will
be small, while older children and
adults will be of normal size.
POWER
FINESSE
VIGOR
FEAR
TOUGHNESS LIFESPAN
120
MOVE
VISION
HEARING
20 (L)/0 (S,F)
2) Attributes
Maximum physical attributes for
mundane humans are as per the
above table:
3)Traits
Mundane human bodies can only
possess mundane Traits (see
Traits&Flaws)
Keep these limits in mind and
follow the normal body creation
steps outlined below.
Examples of
Body Types
164
1) Size
any weapons.
BEAUTY
Max
Power
/Finesse
/Health
maxim
u m
HEALING
value for
1
a particuSMELL
lar
body
size; No Trait,
3
special ability or
other attribute may
raise the Power,
Finesse or Health of a
body of this particular size
above this maximum value.
8
Spot/hit modifier
The modifier to attack a body of
a particular size, using a ranged
attack, or to spot it.
Base Reach
Base reach of a body of a particular size, without
Cost modifier
(Angelion/other)
The size of a body will affect
its cost in a manner that
depends on whether the character that will acquire it is an
Angelion or not. The Guild
fees for a tiny or minuscule
body can be quite discouraging.
The cost modifier will be
applied to the final cost of a
body, depending on its size and
the nature of the character that
wishes to acquire it (either an
Angelion character or some
other character type).
Minimum Cost
(Angelion)
No matter what the final cost of
the body, the player of an
Angelion character will still need
to pay the minimum cost in
Power Points to acquire it. This
minimum cost represents the basic
cost of having a body grown and
attuned, which varies inversely with
the size of the body.
Chapter Four
A Legend is Born
Minuscule bodies
Large bodies
Maximum Health
Max Inherent
Toughness
15
Hard to hit/see
7
Ranged attacks
and vision tasks
suffer a -3 modifier against tiny
bodies
Tiny reach
Base reach is 1
Cost Modifier
(Angelion/other)
0/-10
Minimum Cost
(Angelion)
30
Small bodies
Ever wanted to be a fly on the wall...?
Large insects, spiders and butterflies are examples of minuscule bodies. The smallest bodies that can be
attuned for Angelions are around the
si-ze of a moth, a large bee, wasp or
butterfly. Their advantages are
many, but their cost (for Angelion
characters) can overshadow their benefits. A minuscule body is harder to
hit but has much less resistance to
injury. Their natural attacks do
token amounts of damage.
Maximum Power
Maximum Finesse
N/A
Maximum Health
Max Inherent
Toughness
Hard to hit/see
Ranged attacks
and vision tasks
suffer a -5 modifier
against minuscule
bodies
Minuscule reach
Cost Modifier
(Angelion/other)
Minimum Cost
(Angelion)
Base reach is 0
+45/-20
50
Tiny bodies
About the size of large frogs, rats,
6
8
30
Hard to hit/see
Ranged attacks
and vision tasks
suffer a -1 modifier against small
bodies
Small reach
Base reach is 3
Cost Modifier
(Angelion/other)
-30/-5
Minimum Cost
(Angelion)
10
Normal bodies
A Normal body starts about the size
of a ten year old and goes up to lions,
small to medium bears, and animals
up to 500-600 pounds in weight.
Maximum Power
Maximum Finesse
10
8
Maximum Health
60
Normal reach
Base reach is 5
Cost Modifier
(Angelion/other)
-30/0
Minimum Cost
(Angelion)
10
20
Maximum Health
150
Easy to hit/see
Ranged attacks
and vision tasks
suffer a +1 modifier against large
bodies
Large reach
Base reach is 8
Cost Modifier
(Angelion/other)
-40/-10
Minimum Cost
(Angelion)
10
Monstrous bodies
Monstrous bodies are just that:
monstrous! They start around the
size of a small whale and can go up
to things bigger still, such as large
dinosaurs, large whales and massive
entities the size of a palace or more!
A monstrous body is notoriously
easy to hit and spot but is a lot
tougher to kill.
Maximum Power
Maximum Finesse
None
Maximum Health
None
Easy to hit/see
Ranged attacks
and vision tasks
suffer a +4 modifier against monstrous bodies
Monstrous reach
Base reach is 12
Cost Modifier
(Angelion/other)
-50/-20
Minimum Cost
(Angelion)
10
Example:
Jocelyne's
human-looking body is normal-sized. She writes it on
her body sheet. She takes
165
Chapter Four
A Legend is Born
note of the Cost modifier (Angelion), which
is -30 Power Points. Its minimum cost is
10pts. For now, however, the cost of this
body stands at -30pts. Jocelyne then moves on to step
2, choosing its attributes.
Finesse or Vigor
2) Body Attributes
Attribute
value
Power
Finesse
Vigor
Beauty
Fear
N/A
-10 (M)
-10
-10
-2
0 (T)
8(Mo)
10
10
10
10
10
12 (S)
15(L)
15
15
12
15
20
20
20
15
20
30
30
30
20
25
40**
40**
50
30
10
30(N)
50**
50**
75
50
11
35
12
40
13
45
14
50
15
55
16
60
17
70
18
80
19
90
20
100(L)
per + 5
+50
Power
Sheer muscle power, pure and simple.
With a
Power
of...
A body example
might be...
N/A
an insect, a plant or
tree
a rat or bird
dog, child
a strong person
maximum human
10
a bear or a designer
species of lizardmen,
eight feet tall
12
14
a Tyrannosaur
25
A Vidian Destroyer
30
Table explanation
(M): maximum for minuscule bodies.
(T): maximum for tiny bodies.
(S): maximum for small bodies.
(N): maximum for normal bodies.
166
40
Chapter Four
A Legend is Born
Finesse
Precision movements, quickness of motion, nimbleness, dexterity and hand-eye coordination
With a
A body example might
Finesse of...
be...
4-5
an average person
9-10
Vigor
Physical stamina, resistance to disease and injury
With a
A body example might be...
Vigor of...
4-5
an average person
10
mechanical endurance,
many Golems designed for
war or industry
Beauty rating
Physical, sexual appeal
4-5
an average person
a supermodel
10
An engineered beauty
A body example
might be...
Fear rating
The Fear rating shows just how much a body is
capable of causing dread in others. At high levels,
normal folk will run away without thinking,
stand frozen with fear or soil themselves. If used
properly, the Fear rating can be used to persuade,
interrogate or otherwise use others just like the
Beauty rating, albeit in much different ways.
Any fear, intimidate, interrogate or persuade task
roll can be done using Presence/Fear instead of
Presence/Beauty or Presence. Targets resist with
their Temperance attribute.
With a
Fear of...
an average person
10
a Vidian Destroyer
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Chapter Four
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Body Size
Health
minuscule
VIGOR x1/4
tiny
VIGOR x1/2
small
VIGOR x2
normal
VIGOR x4
large
VIGOR x10
monstrous
VIGOR x50
Health rating
Health is a measure of your body's resistance to
injuries, wounds and death. Health is a derived
value from your body's Vigor and Size, and can
be found in the above table.
Cost
10
15
20
30
40
50
10
60
15
80
30
10
100
50
every+1
+20
+20
Fire resistant
+5
Healing rate
Weight
Inherent Toughness
168
Inherent
toughness
Healing rate
COST
-100
10
30
Chapter Four
A Legend is Born
60 Power Points.
Move rating
The Move rating represents the number of
meters the body can move during one round of
play. It represents either the body's land bound
(L), sea (S) or flight (F) movement rating.
Organic life forms normally have a maximum
land bound or sea movement of 100, while some
rare life forms have been designed with airspeeds
above 200.
Move (L, S or F)
COST
-10
1-5
6-10
11-20
21-80
81+
Per additional move
method
MOVE/4
MOVE/2
MOVE
+20
Over this limit, for Move ratings that represent jet or rocket speeds for example, a Move rating becomes an extraordinary Trait (see
Traits&Flaws section.) For example, an organic
entity that can move at MACH1 under organic
power (whatever the principle) would classify that
as an extraordinary Trait, possibly costing
between 100-300 points depending on the body,
and therefore only available to the Archfiend
character type. To get multiple Move methods,
you must buy each one separately and add 20
points per additional move method after the first.
Hence to have a land bound Move(L) of 20 and
a flight rating of Move(F)50 would cost a total
of 5+25+20=50 Power Points.
Some bodies, such as humans and most animals,
may be able to swim at a Move(S) of 5 at no cost,
with GM approval. Birds can usually bounce awkwardly on the ground at a Move(L) score of 4-5 at
no cost.
Perception ratings
(Vision, Hearing and Smell)
HEARING
SMELL
VISION
HEARING
SMELL
10
169
Chapter Four
A Legend is Born
Natural Attack
Hearing Rating
Hearing rating
N/A
-10
-5
10
15
20
10
25
Vision Rating
Vision rating
N/A
0
1
2
3
4
5
6
7
8
9
10
-20
-10
0
1
2
3
5
7
10
15
20
25
Smell Rating
Smell rating
N/A
0
1
2
3
4
5
6
7
8
9
10
Example: Jocelyne's body has the average human perception ratings of 5 (vision),
5(hearing) and 1(smell) that
cost 10pts. Her body is now up
to 74 Power Points.
170
Natural DL
N/A
0-19
Power-5
20+
Power
Minuscule attacks
Minuscule bodies (and other
bodies having a Power attribute
rated at N/A) do not have a
natural attack that can deal out
damage. In order to have one,
they must purchase one or more
additional attacks (see below for
additional attacks);
! for 5 Power Points, they
Additional attack
The damage values above represent the body's use of fists, kicks
or smothering attacks. They use
the body's brute strength to
damage targets.
Players may give their bodies
more effective weaponry, such as
the bite of a lion, the horn of a
rhino, the claws of a bear or the
sting of a scorpion. These are
called additional attacks, and
cost a minimum of 5pts, possibly more depending on the
nature and lethality of this
additional attack;
! For 5 Power Points, this
Chapter Four
A Legend is Born
bodies having a Power attribute of 0-19, or DL+5 for
bodies having a Power attribute of 20+
! For 10 Power Points, this
additional attack is rated at
the bodys natural DL+2 for
bodies having a Power attributes of 0-19, or DL+10 for
bodies having a Power attribute of 20+. This attack form
will be obvious as enlarged
teeth, large claws, horns, etc.
! For 15 Power Points, this
additional attack is rated at
the bodys natural DL+3 for
bodies having a Power attributes of 0-19, or DL+15 for
bodies having a Power attribute of 20+.This attack form
is even more obvious, such as
an enormous horn, humongous claws, a large spiked
tail, etc.
Hence, a large dog (Power
attribute of 4 and natural
attack DL of -1) can attack with
its bite rated at DL0 because its
5pts trait, additional attack: bite
allows it to bite as though its
natural damage DL was 1 point
higher.
Take note however that this
increase in damage is only for
this specific attack type. If the
dog had its jaw taped shut and
it could only use its body to
attack, it would have a base DL
of -1 per attack by using its
paws, ramming, smothering
smaller foes, etc.
Example 1: Jocelyne's body has
no additional attacks. With a
Power attribute of 5, her natural attack is rated at DL0. Her
body cost stays at 74 Power
Points.
Example 2: a player wants to
build a great white shark body
for use in and around his
Additional attack
options...
Attack is ranged (15pts)
You can design bodies that use
parts of their bodies to propel
damaging substances, spines,
poison darts or bits of sharp
bone at their targets. Such
ranged attacks can only reach
out to a few meters, at most,
from the body. Consider an
effective range of one meter, +5
Power Points every time you
add a meter to this effective
range. Damage for such attacks
is a normal attack at the body's
natural DL. At player discretion, it can carry the venomous
Trait as well with some
Additional Power Points.
damage
! Add 25 points for armor
piercing damage (for attacks
having a base DL of 1 or
more)
! Add around 10 points for an
area effect weapon that can
attack up to 3 or four close
by targets (gas, breath or
thrown/projected
spines,
etc...)
The GM will determine the
cost and limitations depending
on the body and the player's
description. Refer yourself to
the special attack Trait as well
Venomous (5pts)
If desired, a lethal, hallucinogenic, soporific or other venom
type can be added to the attack.
To inject a dose of venom in the
target's bloodstream, a venomous attack must remove at
least one point of Health from
the target (the attack must beat
the target's toughness) or succeed at a Nick&Bleed.
Examples follow.
Lethal venom
Base GN to resist the
venom is 6. Base
damage is DL1.
See Poison
in
the
When All
Hell Breaks
Loose chapter
for details on poisons and their
effects.
! Add
2 Power
Points per +1DL. Add 10
Power Points per +5DL
above 20.
! Add 5 Power Points per +2
added to the GN to resist
effects
! Add 5 Power Points if the
venom is quick acting (5
rounds
between
every
Health reduction).
! Add 20 Power Points if the
venom is super-quick acting
(2 rounds between every
Health reduction).
If successfully resisted, target
takes no damage from the poison.
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Chapter Four
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S o p o r i f i c /
Hallucinogenic
venom
Same as lethal venom, but
inflicts no damage. Base effect
is that target suffers a -1 task
modifier to all actions. Negative
modifiers (which represent grogginess, sleep, or hallucinations)
last for (12-Vigor) hours. For
every additional 5pts, a player
can add a further -1 task modifier, which takes effect 10 rounds
after the first -1 (5 rounds if it
is quick acting, 2 rounds if it is
super quick). When the total
amount of task penalties overwhelms the target's Vigor, he
falls asleep or is totally incapacitated by his delirium, and cannot take any worthwhile action.
If a target suffers task penalties
equal to or greater than his
Finesse, he cannot walk and is
immobile.
172
Caution!
Only natural attacks are dealt
with these rules. Unnatural or
exotic attack forms or explosives
are not treated as additional
attacks, but can be acquired
with the special attack Trait.
Lifespan
Bodies in the game have a lifespan. The lifespan measures the
amount of years the body will
probably last before natural death
(old age), however unlikely that
might be. Small insects usually
have a notoriously short lifespan
(though they can be engineered to
last longer), while bigger mammals and amphibians usually last
as long as or longer than humans.
Bio-engineered bodies can have an
impressively long lifespan, though
true immortality is still out of
reach of the Genomancers. They
do design and sell bodies having
Lifespan
Cost
per 10 year
1pt
one adventure
maximum*
-50pts
3) Body Traits
Chapter Four
A Legend is Born
more from the examples we
give. While creating a character's body, only Traits that are
written on the body sheet can be
picked out.
Example: Jocelyne has busted
her Power Point "budget".
Before Traits, it has a cost of
104 Power Points. By looking
at the Traits&Flaws section,
she sees that the CAMOUFLAGE Trait, to represent her
body's ability at changing colors, will cost 15 Power Points
and give her body a -3 modifier
to be spotted. Immunity to disease and poisons costs a further
30 Power Points.
Adding these 45pts to its
previous cost, the body now
costs 149pts. Jocelyne decides to
lower its cost a little by adding
a few Flaws to it.
First, she decides that this
body needs enormous quantities
of water to survive; else its skin
cannot change colors and can
become cracked, in effect slowly
killing her. She needs to drink
at least a liter of water every
three hours, more if she is under
hot and dry weather. If she
does not have a constant supply
of water, she loses her camouflage ability, and loses 1D6
Health points per hour. The
GM rules that this is a -20pts
Flaw, lowering the body's total
cost to 129pts.
Seeing that her character is a
Fell Prince, she needs to lower
its cost to 120 Power Points,
maximum. She looks at her
lifespan of 300 years and wonders if perhaps it is overkill,
considering her GM is notorious for having adventures of
decidedly high attrition rates in
terms of bodies. Jocelyne
doubts she will get to see this
body die of old age. She lowers
Body templates...
Following are examples of bodies and their Power Point costs.
They can serve as great starting
points from which players can
build customized bodies for
their characters. They can, as
well, serve the GM as NPCs.
The bodies are listed following a common format, which is
explained below.
Attributes
The body's primary and secondary attributes are listed
here. Those that are not listed
can be derived from those listed.
For humans, animals and most
bioengineered bodies, this represents what the average member
of this species might possess in
terms of attributes. Under this
section is the cost, in Power
Points, of the body's attribute
scores.
Traits
Here the body's Traits are listed, as well as the individual cost
of each trait. Under this section
you will see the total cost of the
body's Traits.
Size
Here we list the size of this
body. In general, it represents
the size of an adult specimen.
Cost modifier
(Angelion/other)
Listed here will be the cost
modifier for the body based on
its size and on the character type
that is to acquire it.
Modifying a
body template
When you pick out a body template from the examples listed below,
you can modify it at your leisure
(under GM supervision). You will
need to spend Power Points to:
! Raise one or more attribute val-
ues
! Add beneficial Traits
(Traits that have positive Power Point costs)
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Remove Flaws
(Traits that have negative
Power Point costs)
ues
! Remove beneficial Traits (Traits
that have positive Power Point
costs)
! Add Flaws (Traits that have
negative Power Point costs)
Example: a player is in the process of
modifying the Large bear template
for her Fell Prince. The Large Bear
starts with the following attributes:
Power (11), Finesse (4), Vigor (6),
Fear (8). Its Size is Large.
The player wants the bear to have
the following attributes:
Power (14), Finesse (6), Vigor (6)
and Fear (5). Its size will remain the
same.
These modifications will cost:
POWER (11) to POWER (14):
50-35 = 15 points
FINESSE (4) to FINESSE
(6):
15-8 = 7 points
VIGOR (6) to VIGOR (6):
no change
Humans form the basis of most Angelion Mainforms; they also leant their gene pool to countless
Fellkin species that wander about the Fell Kingdoms.
POWER
FINESSE
VIGOR
BEAUTY
FEAR
TOUGHNESS
LIFESPAN
HEALING
100
MOVE
VISION
HEARING
SMELL
16 (L)
Attribute cost:
74pts
Traits:
none
Trait cost:
0pts
Size:
normal
Health:
20
Cost modifier
(Angelion/other):
-30/0
44pts
74pts
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POWER
FINESSE
VIGOR
BEAUTY
FEAR
TOUGHNESS
LIFESPAN
HEALING
100
MOVE
VISION
HEARING
SMELL
16 (L)
76pts
76pts
Body Traits:
none
Trait cost:
0pts
Size:
normal
Health:
16
Cost modifier
(Angelion/other):
-30/0
POWER
FINESSE
VIGOR
BEAUTY
5*
5*
FEAR
TOUGHNESS
LIFESPAN
HEALING
5*
110
MOVE
VISION
HEARING
SMELL
16 (L)*
Young Boy
75pts
BodyTraits(*):
Attribute cost:
Immature
-3 Power
-2 Vigor
-2 Fear
-6 Move
temporary 10
years x1/4)
(-4pts)
Trait cost:
-4pts
Size:
normal
Health:
12*
Cost modifier
(Angelion/other):
-30/0
71pts
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Old Drunk
POWER
FINESSE
VIGOR
BEAUTY
FEAR
TOUGHNESS
LIFESPAN
HEALING
30
MOVE
VISION
HEARING
SMELL
10 (L)
Attribute cost:
Body Traits:
Trait cost:
Size:
normal
Health:
30pts
Old age (Loses one point ran
domly from either Power,
Vigor, Beauty, Hearing or 5
points from Move per interim
chapter, until Vigor reaches 0
or lifespan is reached, at
which point death may occur
at any moment (-20pts)
-20pts
Cost modifier
(Angelion/other): -30/0
Base Cost (Angelion): 10pts (minimum; -20 actual)
Base Cost (other): 10pts
Too much booze, too much life already... This one is near the
end and his hearing isn't what it used to be. This can also represent a body from an Angelion that is low on funds and can't
afford a new one.
POWER
FINESSE
VIGOR
BEAUTY
10
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
70
MOVE
VISION
HEARING
SMELL
22 (L)
Trait cost:
15pts
Size:
large
Health:
60
Cost modifier
(Angelion/other):
-40/-10
Eidech
Attribute cost:
104pts
Body Traits:
109pts
Eidechs are rarely less than nine feet in height and could wrestle a polar bear to the ground. They are as cunning as
humans and as predatory as saltwater crocodiles, serving as thralls in countless some Kingdoms
176
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Dream Folk
POWER
FINESSE
VIGOR
BEAUTY
Attribute cost:
273pts
FEAR
TOUGHNESS
LIFESPAN
HEALING
Body Traits
Immunity to dis
ease (30pts)
1000
MOVE
VISION
HEARING
SMELL
40 (F)
16 (L)
Night vision
(5pts)
Trait cost:
35pts
Size:
normal
Health:
28
Cost modifier
(Angelion/other):
-30/0
308pts
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Chapter Four
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Scoprion-men of the
Purple Island
Attribute cost:
Body Traits:
72pts
2x additional
attack (pincers: DL3
damage) (2x5pts)
Additional attack
(poison stinger:
DL4 damage, ven
omous: Lethal poison, DL3, GN8 to
resist) (24pts)
Night vision (5pts)
Trait cost:
39pts
Size:
normal
Health:
24
Cost modifier
(Angelion/other): -30/0
Base Cost (Angelion): 81pts
Base Cost (other): 111pts
On the Purple Island an unfortunate
traveler will hear the war cries of the
Scorpion-men, as well as the unnerving
sounds of their clawed feet as they run
after prey on the rocky foothills of their
island. They hunt in large packs, spearing the hides of giant herbivores so that
they may approach and sting them to
death before feasting. They are terrifyingly fond of human flesh, and serve Red
Lotus with blind zeal, bringing unannounced guests before her in exchange for
generous rewards of meat.
178
POWER
FINESSE
VIGOR
BEAUTY
FEAR
TOUGHNESS
LIFESPAN
HEALING
30
MOVE
VISION
HEARING
SMELL
16 (L)
Chapter Four
A Legend is Born
POWER
FINESSE
VIGOR
BEAUTY
12
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
O*
MOVE
VISION
HEARING
SMELL
20 (L)
N/A
145pts
Body Traits:
Mechanical
body(200pts)
Additional
attack (spikes
DL9)(10pts)
Increased Health
(+35 Health)
(35pts)
Night vison
(5pts)
Trait cost:
250pts
Size:
normal
Health:
59
Cost modifier
(Angelion/other): n/a/0
Base cost (Angelion): n/a
Base Cost (other): 395pts
During the Second Genesis the
Kingsways unleashed hundreds of
Nyathkas against human survivors,
and for many atrocious decades these
lethal machines scoured the world for
signs of human life, easing themselves
down caverns and grottoes into subterranean survivor settlements where their
macabre deeds are best left undescribed.
Their grim duties over, the Nyathka
horde stood dormant in the dungeons of
the Tower of Anekron until the war.
They were destroyed while still in their
torpor by Ambrose, who incinerated
them along with the nine obelisks of
knowledge and the immortality machine. Blackened Nyathka hulks were also found in the Tower of
Emerald and Bronze after Lyra's disappearance, hinting that she may have used Nyathkas in her artificial
intelligence experiments. The legend of the redeyes -beasts having a single glowing red eye haunting the
forests of the southern Birthland- may suggest that one or more Nyathkas may have escaped
Lyra's Tower before its destruction.
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Animal Bodies
The three men met as expected at
midnight, under the great oak of
Meadowlake. Silent and watching,
the moon and I stood above them.
They whispered and gestured,
nervous. The tall one had arms
long and thin, and he handed a
bronze box to the dark-skinned man
I had first followed. The third
man, hunched and quite old, was
none other than Cleric Hader. I
growled gutturally. I had been a
fool.
Then a crack in the distance, after a
careless step. The men stopped
talking and looked around suspiciously.
I settled my talons deeper into the
soft bark of the tree...
I froze, one furry paw just inches
off the ground, another
standing on a splintered
branch...
180
Bear- large
grizzly
Bee/wasp
Bird-hawk
Butterfly
Cat (house
cat)
Dog (50-60
pounds)
POWER
(natural DL)
11
(DL6)
N/A
(none)
1
(DL-4)
N/A
(none)
1
(DL-4)
3
(DL-2)
FINESSE
VIGOR (Health)
6 (60)
2 (1)
4 (8)
4 (1)
4 (8)
5 (10)
FEAR
TOUGHNESS
LIFESPAN
30
1 adventure
25
20
20
HEALING
MOVE
22(L)
20(F)
46(F)
10(F)
25(L)
25(L)
VISION
HEARING
N/A
SMELL
10
Attribute cost
119
-22
91
17
88
89
TRAITS
Animal form Animal form Animal form Animal form Animal form Animal form
Night vision Sting (DL-5)
Bite(DL7)
Beak (DL-3)
Night vision
Night vision
2xtalons
(DL-3)
Bite
(DL-3)
Bite
(DL-1)
2xclaws (DL7)
2xclaws-DL3
damage
Traits cost
-20
-35
-25
-40
-20
-30
Size
Large
Minuscule
Small
Minuscule
Small
Small
Cost modifier
(Angelion/Other)
-40/-10
+45/-20
-30/-5
+45/-20
-30/-5
-30/-5
59
50
(actual -12)
36
50
(actual 22)
38
39
89
-77
61
-43
63
64
Dog (big
wolf/german
shepherd, 140+
pounds)
Elephant
Lion/Tiger
Rat/mouse
Scorpion
Shark (great
white)
POWER (natural
damage)
5
(DL0)
14
(DL9)
9
(DL4)
0
(DL-5)
N/A
(none)
12
(DL7)
1
(DL-4)
16
(DL11)
FINESSE
VIGOR (Health)
5 (20)
7 (118)
7 (43)
5 (5)
4 (2)
6 (60)
3 (6)
6 (300)
FEAR
TOUGHNESS
LIFESPAN
20
100
20
10
30
20
100
HEALING
MOVE
25(L)
22(L)
26(L)
12(L)
4(L)
30(S)
15(L)
15(S)
VISION
HEARING
N/A
SMELL
10
N/A
N/A
Attribute cost
100
137
125
60
138
41
114
TRAITS
Animal form
Animal
form
Animal form
Animal
form
Animal form
Animal form
Animal form
Animal form
Night vision
Defenses
(DL11)
Night vision
Night
vision
Night vision
Night vision
Bite
(DL1)
Increased
Health
(+48)
Bite
(DL6)
venomous
attack
(DL-3)
Marine
lifeform
poison sting
GN6 to resist,
DL1
Bite
(DL10)
2xClaws
(DL5)
poison bite
GN8 to resist,
DL3
Increased
Health(+15)
Traits cost
-30
-10
-35
-35
-20
-16
-15
Size
Normal
Large
Normal
Tiny
Minuscule
Large
Small
Monstrous
Cost modifier
(Angelion/
Other)
-30/0
-40/-10
-30/0
0/-10
+45/-20
-40/-10
-30/-5
-50/-20
Base cost
(Angelion)
40
97
95
25
50 (actual 18)
78
10(actual -5)
49
70
127
125
15
-47
108
20
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Chapter Four
A Legend is Born
FINESSE
VIGOR
BEAUTY
N/A
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
30 years
MOVE
VISION
HEARING
SMELL
30 (F)
Attribute cost:
Body Traits:
76pts
Additional attack: poison
sting, lethal, GN8, DL4)
(21pts)
Animal form (-40pts)
-19pts
minuscule
2
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): +45/-20
Base cost (Angelion): 102pts
Final Cost (other): 37pts
Psychotrope Moth
Attribute cost:
Body Traits:
POWER
FINESSE
VIGOR
N/A
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
100
MOVE
VISION
HEARING
SMELL
18 (F)
41pts
Additional attack (induce slum
ber: anytime the Angelion that
controls this butterfly wishes it
so, he can make the creature
emit a cloud of spores that act
as a soporific poison against
any human or human-based
creature within a few feet of
the moth). GN6 Vigor task to
resist or target suffers 5 task
penalties. Quick acting: only
five rounds pass between
every successive task penalty.
Area effect, up to 3-4
targets. The slumber will usu
ally be quite emotional, with
colorful, vivid dreams.) (40pts)
Exclusive (30pts)
Animal form (-40pts)
30pts
minuscule
1
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): +45/-20
Base cost (Angelion): 116pts
Base Cost (other): 51pts
183
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Deathsong Cricket
Attribute cost:
Body Traits:
POWER
FINESSE
VIGOR
N/A
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
10 years
MOVE
VISION
HEARING
SMELL
25 (F)
N/A
N/A
17pts
Special attack: deathsong
(every round deathsong is
active, treat Deathsong crick
et location as the detonation
point of a DL5 explosive with
a blast scale of 2m.
As an added Trait to this spe
cial attack, the damage
received by targets is not
reduced because of tough
ness, which multiplies the
cost of this special attack by
2.(base cost 30pts, +5pts for
DL5 damage, +100pts for
blast scale, x2 cost because of
added Trait) (270pts)
Animal form (-40pts)
230pts
minuscule
1
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): +45/-20
Base Cost (Angelion): 292pts
Base Cost (other): 227pts
POWER
FINESSE
VIGOR
N/A
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
50 years
MOVE
VISION
HEARING
SMELL
15 (F)
N/A
Small Bug
Attribute cost:
7pts
Body Traits:
Animal form (-40pts)
Trait cost:
-40pts
Size:
minuscule
Health:
1
Cost modifier
(Angelion/other): +45/-20
Base Cost (Angelion): 50pts(minimum;
12pts actual)
Base Cost (other): -53pts
184
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Fell Rat
POWER
FINESSE
VIGOR
BEAUTY
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
50 years
MOVE
VISION
HEARING
SMELL
16 (L)
Attribute cost:
65pts
Body Traits:
none
Trait cost:
0pts
Size:
tiny
Health:
3
Cost modifier
(Angelion/other): 0/-10
Base Cost (Angelion): 65pts
Base Cost (other): 55pts
FINESSE
VIGOR
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
200 years
MOVE
VISION
HEARING
SMELL
20 (L)
Attribute cost:
113pts
Body Traits:
Additional attack(bite-DL6
damage+venom: lethal,
GN8, DL15)
(48pts)
Additional attack
(crushing coils-DL7 damagecan only be used after a
successful grapple (x1/4
cost) (4pts)
animal form (-40pts)
12pts
large
50
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -40/-10
Base Cost (Angelion): 85pts
Base Cost (other): 115pts
What more can be said of a sixty foot, two thousand pound venomous snake? These beasts can be
seen slithering in and around Lord Thoth's throne,
and in the great desert they lay in
ambush nightward to the Kingdoms villages.
185
Chapter Four
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Tyrannosaur
POWER
FINESSE
VIGOR
BEAUTY
14
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
70 years
MOVE
VISION
HEARING
SMELL
22 (L)
Attribute cost:
Body Traits:
149pts
Additional attack
(bite DL12 damage)(15pts)
Animal form
(-40pts)
-25pts
large
70
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -40/-10
Base Cost (Angelion): 84pts
Base Cost (other): 114pts
Vampire Cats
Attribute cost:
Body Traits:
POWER
FINESSE
VIGOR
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
20 years
MOVE
VISION
HEARING
SMELL
24 (L)
79pts
Additional attack (poi
son bite: DL3 damage+
venom: lethal-GN6- DL1
damage)(10pts)
Animal form (-40pts)
Night vision (5pts)
-25pts
small
8
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -30/-5
Base cost (Angelion): 24pts
Base Cost (other): 49pts
186
Chapter Four
A Legend is Born
Moonhound
POWER
FINESSE
VIGOR
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
30 years
MOVE
VISION
HEARING
SMELL
22 (L)
10
Attribute cost:
Traits:
102pts
Additional attack (bite DL1
damage)(5pts)
Animal form (-40pts)
Night vision (5pts)
-30pts
normal
24
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -30/0
Base Cost (Angelion): 42pts
Base Cost (other): 72pts
Rainbow Whistler
POWER
FINESSE
VIGOR
BEAUTY
N/A
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
60 years
MOVE
VISION
HEARING
SMELL
60 (F)
10
Attribute cost:
Body Traits:
114pts
Track (see text) (50pts)
Animal form (-40pts)
Night vision (5pts)
15pts
Tiny
3
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): 0/-10
Base cost (Angelion): 129pts
Base Cost (other): 119pts
The rainbow whistler is a biological tracker. It normally feeds on nuts, berries and flower bulbs, but if
fed even the tiniest amount of animal/human flesh, its
behavior changes completely. It starts to track the
sample of the flesh to its source, following its DNA
trail until it is found.
187
Chapter Four
A Legend is Born
POWER
FINESSE
VIGOR
30
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
10
10
100 years
MOVE
VISION
HEARING
SMELL
1(L)
Fell Worm
Attribute cost:
405pts
Body Traits:
Trait cost:
0pts
Size:
monstrous
Health:
700
Cost modifier
(Angelion/other):
-50/-20
385pts
188
Chapter Four
A Legend is Born
POWER
FINESSE
VIGOR
20
BEAUTY
N/A*
FEAR
TOUGHNESS
LIFESPAN
HEALING
1000 years
MOVE
VISION
HEARING
SMELL
16(L)
40(F)
320pts
Body Traits:
Additional attack(bite-DL30 )
(10pts)
2x additional attack (clawsDL25) (2x5pts)
Special attack (fiery breath;
30pts base, +18pts for DL9
damage, +10pts for continuing
damage, +25pts for effective
range of 5 meters, +50pts for
1m blast scale)(123pts)
Animal form(-40pts)
Trait cost:
103pts
Size:
Monstrous
Health:
250
Cost modifier
(Angelion/other):
-50/-20
403pts
In the Fairybook
Realm an explorer
will see many
kinds of dragons
fly in the sky,
their scales glinting
under the sun's rays.
Some resemble oversized snakes with
legs, while others have
muscular bodies and leathery wings. Some are
scarcely larger than a horse, others can reach sixty
feet in length. Statistics given represent a forty footer, able to breathe fiery flame.
189
Chapter Four
A Legend is Born
7) Wealth &
possessions
Characters start off with varying amounts of material possessions depending on their character type. They can spend their
allowed Wealth&possessions
Power Points on the following:
! Cash on hand
! Artifacts
! Income
! Realm
! Sanctum
The Mint
The mint is the standard mortal currency, produced in the
Nan Tower of Avonmyth and
distributed to cities and villages.
Mints are valued according to
the amount of gold they contain. The heavier, larger pieces
having values of one thousand
mints and the smallest, lightest
ones having a value of 1 mint.
Although gold is valued by
mortals for its aesthetic appeal
and rarity, the Guild cherishes
it out of necessity. Many of the
machines the Genomancers need
to produce organisms employ
copious amounts of this rare element. A second, less immediate
need for gold is in the making of
essences, which have the precious
metal (along with silver and
platinum) in great quantities in
their outer layers.
Cash on hand
Cash on hand represents what
your character has
managed to squirrel
away before his adventures began.
190
Artifacts
In the Items of Power chapter,
there are many objects, potions,
weapons and facilities that can
be bought by players with
Power Points. Cash on hand
cannot be used to buy artifacts
before gaming starts. It can
only be used to buy mundane
items (and possibly some common artifacts) while gaming.
As a player, go through the
Items of Power chapter and
choose the artifacts you desire
by paying their cost in Power
Points.
Income
Income represents the amount
of mints to add to a character
every interim chapter. Refer
yourself to the different character types to know what the most
likely source of the character's
income is and how to determine
it. A character's Realm (see
below) may add to this income
as well.
Realm
A Realm is a territory that the
character considers his own or as
being under his protection. It
can take the form of a mortal
village, a town, a small city or
even a bare patch of land. Some
characters like the Phantoma
start off with no Realm while
others such as the Syba and
Dagonheir must choose one.
The Realm of a character
provides additional income and
Modifying a Realm
through adventuring/Drama
Trumps
Spending Available Power
Points to better a characters
Realm is not recommended.
Without players needing to
spend these precious points,
Realms will fluctuate both in
size and populations because of
adventures, GM decision, and
the use of Black or White
Drama trumps. These tools are
used by the GM, and can
either better a characters Realm
or hinder it.
Example: during an interim
chapter, the GM says that
because of the last adventure in
Chapter Four
A Legend is Born
which the Syba killed the mayor of a neighboring
city and poisoned its water supply, his town has
benefited from an influx of new settlers. Over a
thousand refugees have become permanent residents of his town during the interim chapter, and
so the player can now consider his town to have
become a small city.
Note!
Special care needs to be taken in designing and
describing the Realm of a Fell Prince. Contrary to
the Realms of most other characters, which take
the form of a town or village populated by faithful human mortals, the Realms of Fell Princes are
within a greater Fell Kingdom, under the rule of
a Fell Lord. Perhaps all Fell Princes in a game
group work for the same Lord or, depending on
GM and player desire, serve different ones.
Village (5pts)
Town (25pts)
A small city is the largest mortal community an Angelion may protect/rule over
on his own at the start of gaming. Since
the war most are walled. It starts with
191
Chapter Four
A Legend is Born
2000 citizens and provides an Income of
500k mints/interim chapter
Sanctum
A character's Sanctum is where he dwells, and for
Angelion characters where he keeps and maintains
his dormant bodies. A sanctum can take many
forms; a small cave, a ruin, a house, a palace, a
tunnel network, etc. Most character types will
require that the player define his character's
Sanctum.
A Sanctum possesses two attributes; an Aura
rating and an Intrusion GN.
Aura rating
A Sanctum's Aura represents its beauty, its detail
and craftsmanship and overall opulence. The general rule is guests of a certain renown (RECO or
NOTO) will expect to be received in a Sanctum
of equal or better aura than their renown.
Therefore if you expect to invite well known
socialites to your Sanctum, you should invest in
your Sanctum's aura rating.
Intrusion GN
A Sanctum's intrusion GN measures how difficult it
is to find and infiltrate. A would-be intruder needs
to succeed at a Finesse + Deceit task to intrude unnoticed. After successfully infiltrated, the Sanctum's
owner can try perception tasks to become aware of the
intruder as per the normal perception task rules. If
the intruder fails at the Finesse+Deceit task, the
Sanctum's owner is aware of the location of the
intruder, possibly being able to see him as well. A
failure with no added effects means the intruder
knows he has been found out, while one with at least
one added effect means he does not.
Servants/slaves
Your Sanctum is considered to have a number of servants equal to its aura rating divided by ten, round
down. These are cooks, gardeners, security, concubines and journeymen. Their upkeep and demands
are so low that they are trivial, but so is their worth
given any kind of combat situation. They are there
as flavor more than anything else. They serve food,
pour drinks and entertain guests...
Hideout (2pts)
Hideouts can be nothing more than holes in
192
House (5pts)
A house, no more, no less. Just a house. It can hold
a family of up to six people in comfort. Most
Dagonheir living in the communities they protect prefer this kind of dwelling for the anonymity it gives
them. A house provides an
Aura rating of 20
and an Intrusion GN10
Chapter Four
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Aura rating)
! outer wall, with guard houses and sentries (-10 Aura rating, +2 intrusion GN)
! +1 to the intrusion GN, up to a maximum of 25
! +10 to its aura rating by adding opulence with
Aura rating)
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point/mint costs are the
same, but the intrusion
GNs have an automatic +5 added. Otherwise, follow the
same rules. A lavish palace is not
in actuality a palace at all, but
rather a safe house or mausoleum-type structure to be
described and built by the player.
The maximum intrusion GN of
a Goldroom is 35 instead of 25.
If a Black Drama Trump is put
into play whereby an intruder has
located a player character's essence,
a well defended Goldroom may
possibly warn the character of
danger in advance, allowing him to
confront the intruder before it is
too late. Angelions having many
bodies should keep at least one
dormant body in the vicinity of
their essence, ready to confront
would-be thieves when they set off
silent alarms.
8) Starting Traits
9) Additional
points
194
Buy special
Traits
In most cases character types
will list one or more special
Traits that players can
acquire with their additional
points. Contrary to Starting
Traits, these Traits are not
automatically written on the
character sheet, they must be
acquired by the player with
Power Points (for beneficial
traits) or to get points back (in
the case of Flaws).
Chapter Four
A Legend is Born
the GM allows.
By building a mind and
body(ies), choosing weaknesses,
cardinal natures and Masteries,
players will have defined for the
most part what their characters
are capable of. In essence a large
part of the creation process is
done and all that remains now
are the last finishing touches.
Building Traits
Players will build their character's Traits or pick them from
the following examples that we
give for convenience. In building
a specific Trait, the player will
need to figure out what he
wants the Trait to do, how it
impacts his character, and must
discuss the specifics with the
GM who must assign the
Trait a point cost (or point
return in the case of a flaw) and
determine what its game effects
are...
As the GM, after hearing
the player's description, answer
the following questions.
Can the player's description be
put into game terms by modifying a primary/secondary attribute, or as a Master ability?
Most player descriptions as
you will see can be put in game
terms as simple additions/sub-
a different Trait.
If it cannot fit into game terms
by modifying an attribute or
acquiring a Master ability...
Descriptions that cannot be
put into game terms by adjusting attributes and/or acquiring
a Master ability means the
GM and player must create a
Trait. They must discuss the
game effects and agree on a
point cost/return. Depending on
the influence and power of the
Trait the cost will vary from
+/-5 for Traits that have only a
slight effect on the character to
+/-500pts or more for Traits
that define him.
Follow the procedure outlined below.
Mundane Trait
A mundane Trait is anything a
human might have. An ally is a
good example. Being a fast
learner is another. Being
amphibious or invisible
is
not.
Mundane
Traits are available to
all character types.
195
Chapter Four
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Exotic Trait
An exotic trait can represent an animal's abilities or certain genetically engineered talents. Examples might
include having night vision or
multiple manipulators (such as
for a four-armed creature) or
being immune to pain. These
can be explained rationally,
some are common in the animal
realm, but all are out of reach
for a mundane human. Exotic
Traits are available to all character types except the Mortal
character type. In some cases,
the GM might disallow some
Exotic Traits to Fellkin characters because of their morphology and nature.
Extraordinary Trait
An extraordinary Trait is an
ability that seems unnatural or
mind-boggling.
Only
the
Archfiend character type can
possess extraordinary Traits.
Examples include being able to
slowly transform one's body
from a large wolf into a man,
being invisible, a hive-lord, or
any other supernatural ability
not easily explained. Such abilities are beyond anything so far
encountered on Earth by man
or animal. Downright impossible abilities, or those that might
imbalance the game (and all
those refused by the GM) are
not allowed. Magic does not
exist in this game. In all cases,
the GM has final say. The
examples given later in the
Extraordinary Traits table represent the most unexplained and
borderline acceptable Traits
Archfiend characters should be
allowed to have.
196
Minor Trait
(around 5-15 points)
A minor Trait will come into
play rarely, under specific conditions or is of little use.
Major Trait
(around 20-50 points)
A major Trait will have substantial effects on game play.
Such a Trait is very important
to a character.
Master Trait
(50-500+ points)
A master Trait will be central
to the character and may very
well define what the character is
all about. Most extraordinary
Traits will cost between 50 and
500 Power Points, though some
may cost even more.
Chapter Four
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Flight Move in half, to 50
points.
Mundane Traits
Exotic Traits
Trait
character sheet
Trait
character sheet
Alertness
10
Mind
Amphibian
20
Body
Ally/enemy
+50 to -50
Mind
Animal form
-40
Body
Amnesia/implanted
memories
-10 or more
Mind
Booby-trapped
15 per pick
Body
Calculator/memorizer
10
Mind
Camouflage
5 per pick
Body
cannot talk
-10
Body
Exclusive
15+
Body
Glitch
-30
Body /mind
Disease/physical
addiction
-5 to -50
Mind or body
Immune to disease
30
Body
Drama Trump
(white/black)
20/-20
Mind
Immune to pain
10
Mind or body
-20
Mind or body
Faithful
15
Mind
Fast learner
Mind
Mechanical body
200
body+mind
Increased health
5+
Body
Multiple manipulators
15 per set
Body
Motionless
-100
Body
Night vision
Body
No manipulators
-20
Body
Plant form
-140
Body
One-armed/lame
-5
Body
Special attack
50+
Body
Stigma
-5 to -30
Body
Chrysalis
variable
Body
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Chapter Four
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with the more common
Traits picked out by
players.
For convenience, each Trait
explains on which character
sheet (mind or body) it should
be written.
Trait
Power Point
cost
character
sheet
Damage
Regeneration
75
Body
Hivelord
150+
Mind
Invisible
400
Body
Body
Trait explanations
Alertness
You are naturally aware of
your surroundings, ever vigilant
and cautious. Some might even
say you have a sixth sense
warning you of danger. In the
opening round of any combat,
you receive an automatic +2 to
your initiative rank.
Ally/enemy
Allies will use their power and
198
Amnesia/implanted
memories
Your memories are either gone
or altered. If you are an
Angelion, then it is possible that
your essence was tampered with
either during your essencing or
the war. If you are a mortal
you may be suffering from a
disease, an injury or hypnosis.
The GM must craft your real
history and may reveal it to
you as the adventures pile on
with Drama Trumps.
Slight memory implantations
may warrant a -5 point return;
your mortal sister, brother, son
or daughter were erased from
your electronic memory during
essencing. An entirely false past
that might put you in harm's
way may be worthy of 20
points. In all cases, the player
must inform the GM of the
number of Power Points he
wishes to receive (from 5 to 20
points) and the GM will take
care of figuring out the real
background of his character.
Amphibian
This body can swim and
breathe underwater just as well
as on solid ground.
Animal form
Combines the No manipulators
and cannot talk Traits and a
beauty rating of N/A. This
trait is common to most animals, whose voice boxes cannot
reproduce intelligible human
speech and whose appendages
cannot hold or use objects as
human hands can. Animals such
as monkeys, apes and talking
birds may not have this trait.
Chapter Four
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Booby-trapped
Angelions have been known to
steal other Angelion bodies and
attune them for their own personal use. To prevent such
treachery, the Guild can boobytrap the bodies they attune, so
that any attempt to remove the
controllers or detune them will
result in the body's death or
worse, an explosion! To
remove/attune the controller of
this body requires a GN20
task.
Intelligence+Wisdom
Multiple picks of this Trait
raise the GN of the task by 3
per additional pick. Failure at
the removal task will result in a
catastrophic explosion (or whatever else the player decides).
Cannot talk
Either through injury, morphology or design, you cannot
vocalize human speech using
this body.
Chrysalis
Damage regeneration
Healing is one thing, regrowing
a severed limb is quite another,
and you can do just that with
this Trait. Any large limb (leg
or arm) can regrow within 20Vigor days. Small limbs such
as hands or feet can re-grow
within a few days while fingers
and toes can grow within (20Vigor) hours. You heal damage at a rate of 10 health points
per day. You need food while
this is going on though!
Calculator/memorizer
You can do lightning quick calculations in your head and
rarely
forget
anything.
Anytime precise calculations or
measurements need be done,
you automatically succeed, and
if you forget anything during
an adventure, the GM must
refresh your memory. You
remember small details well.
Disease/physical addiction
Camouflage
Trying to spot you (visually)
incurs a -1 modifier per pick of
Drama Trump
(White/Black)
Every character in the
game starts with one
White and one Black
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Chapter Four
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Drama
Trump.
However, as you can
notice on the character
sheet, characters can have a total
of two (2) Drama Trumps of
each color at any given time.
Players can choose to get 20
Power Points back by acquiring
a Black Drama Trump or pay
20 points to get a White Drama
Trump. A character cannot possess more than two of either kind
at any one time.
Drama
Trumps and their effects on the
game are explained fully in the
Behind the Veil chapter.
Exclusive
This body is exclusive, having
an exotic and costly appearance.
The costlier the Trait, the more
exclusive the body.
Having an exclusive body
allows the ''wearer'' to be invited to more prestigious soirees,
attract more attention and
appear perhaps "better" than he
really is. The GM should put
these effects into play whenever
possible.
Faithful
You believe in the All-Seeing,
and believe that he loves you.
This faith helps you live in an
age of peril, and helps keep your
less-than-divine desires and
instincts in check; partially
through fear of sin, but also by
embracing divine love.
The faithful Trait allows
you to remove 2 anguish points
during every interim chapter.
However, if you go against the
will of The All-Seeing as dictated in the Holy Word, you
do not remove these 2 anguish
points. When asked to
betray the will of God,
Fell Princes with the
faithful Trait that serve
200
Fast learner
You learn faster than normal,
and you can gather more insight
from your adventures and your
mistakes. You receive one additional point of experience during
every interim chapter.
Glitch
A glitch is the mechanical equivalent of a disease in organic bodies. Glitches can only affect
mechanical bodies. Whenever a
golem body is repaired but the
repair task was a success with
no added effect, the golem
acquires a glitch. A glitch
should be something annoying
and potentially dangerous but
not incapacitating, at least not
immediately. When a rogue
golem acquires a glitch, the
GM designs it and the player
himself does not know anything
about its nature until the glitch
manifests.
Examples of glitches might be:
! the body emits puffs of
Hivelord
From your body you spawn,
either asexually or through
mating with another creature,
many smaller creatures that can
be considered your brood; you
have a special mental link with
them. You are assumed to produce brood that are at maximum two size classes smaller
than your body. Hence, the
Hivelord trait can only be taken
by Archfiends of size small or
larger. A large Archfiend can
therefore produce minuscule,
tiny or small brood. If you
have multiple brood, they all
have the same size and have the
same attributes and Traits. At
the base cost of this ability, you
have one brood at any given
moment. Its attributes are as
seen on the following page,
according to its size.
You must define what your
brood looks like. It is nonhuman looking unless you
modify its Traits (see below).
The brood can go about gathering information or stand watch
around your main body.
Chapter Four
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Your communication with
your offspring is assumed to be
through some form of electromagnetic communication; you
can see what they see, hear what
they hear and smell what they
smell. They can be given suggestions in real time if you hap-
POWER
FINESSE
VIGOR
BEAUTY
N/A
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
1 years
POWER
FINESSE
VIGOR
MOVE
VISION
HEARING
SMELL
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
5 years
MOVE
VISION
HEARING
SMELL
8(L)
5(L)
BEAUTY
Minuscule Brood
Traits: Animal Form
Spawn Time 1 day
Tiny Brood
Traits: Animal Form
Spawn Time 1 week
POWER
FINESSE
VIGOR
BEAUTY
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
10 years
MOVE
VISION
HEARING
SMELL
12(L)
Small Brood
POWER
FINESSE
VIGOR
BEAUTY
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
30 years
MOVE
VISION
HEARING
SMELL
16(L)
Normal Brood
Traits: Animal Form
Spawn Time 1 year
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Chapter Four
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!
(20pts
per
pick) you can double
the maximum number of brood you have at
any moment. For 20pts
you have 2, for 40pts you
have 4, etc. You can have
a brood swarm of up to
128 brood at any given
time for a cost of 140pts.
This is the maximum
number of brood you can
have.
! intelligent ( +25pts). Your
brood
are
intelligent.
They have an Intelligence
score of 3. They can pass
themselves off as human if
they look the part, though
they are odd in their manner of speech and manners
in general. They can be
given sets of more complex
directives than non-intelligent brood, such as try to
convince the shopkeeper to
buy this artifact, or make
a boat to cross the river.
! you can customize your
brood to your heart's content by modifying their
attributes and giving them
Traits. You can give them
multiple
manipulators,
additional attacks, venomous attacks, MOVE
(flight), different perception values, etc. These
Traits must be approved
by the GM and will
affect the cost of the
Hivelord Trait as though
you were picking Traits
for your own body (an
Archfiend character type).
However,
the
Traits/attributes of customized brood cannot
lower the cost of the
Hivelord Trait below
150.
202
your
brood
can
be
spawned in half the normal time
Immature
A player can decide that his
character's body is immature,
still growing into its adult
form when gameplay begins,
and can do so for many reasons. Adults in many communities often ignore children, and having an immature human body can be a
convenient way to pass unnoticed or to attract little attention. They can even be fashionable in certain circles.
Depending on the age and
species, an immature body
can be considered smaller in
size than an adult member of
its species, and have the
accompanying Traits that
small bodies have (including
cost effects), and have varying degrees of attribute defi-
Immune to disease
Your body is immune to
disease, poison, drugs or illness. You ignore their
effects.
Immune to pain
You negate the first -1 modifier
due
to
injuries.
Angelions already possess
this Trait, for they can shut
down pain stimuli from their
bodies at will (unless their
essence has been tampered
with, or is in the wrong
Chapter Four
A Legend is Born
hands...)
Increased Health
The base amount of health
points a body has (which is
a factor of its size and
Vigor) can be modified by
taking this Trait. It represents greater resistance to
injuries.
For every 5 Power Points
spent on this Trait, you will
add a certain amount to
your body's Health depending on its size. Consult the
following table to determine
this amount.
Your body's maximum
Health depends on its size.
Example: with a Vigor of 8
and a size of normal,
Mark's body has a base
Health of 32. This is not
enough for Mark. He wants
to give this body legendary
ruggedness. He spends 15
Power
Points
on
the
Increased Health Trait to
raise his Health by 15
points, to 47.
Body Size Health bonus per 5
Power Points spent
minuscule
tiny
small
normal
large
12
monstrous
60
Invisible
You can become invisible at
will, and when you do you
cannot be seen by conven-
Marine lifeform
You live and breathe under-
Mechanical body
The body is entirely mechanical, as is the intelligence that
controls it. Only the rogue
golem character can have this
Trait during character creation.
This package contains several
Traits in and of itself.
Do not age (200pts): mechanical bodies have an unlimited
lifespan.
Celerity pool (25pts): because of
the inherent processing speed
advantage of an artificial intelligence over organic minds, rogue
golems start the game with a
celerity pool of 0, and can
upgrade it through experience
normally up to a maximum of
+4.
Beauty of N/A (10pts): the Beauty rating
of a mechanical body is limited
to N/A. They must wear artificial skins grown by the
Genomancers to pass themselves
off as human.
Cannot heal, extremely costly to
repair (-150pts): mechanical
bodies do not heal by themselves, they must be repaired
and such repairs are often difficult to perform and excruciatingly expensive. Refer yourself
to the When all Hell breaks
loose chapter for specifics.
Golem bodies repaired after
having suffered damage or that
go for many years without
maintenance can suffer
from glitches. See
the Glitch Trait for
further details.
Maximum Power,
Finesse and Vigor (10pts):
mechanical bodies can have
Power, Finesse and Vigor
attributes 2 points higher than
what their body size would normally allow. Hence, maximum
Finesse and Vigor can go up to
10 for normal or smaller
mechanical bodies.
Extremely rugged (70pts):
mechanical bodies are inherently
more rugged than soft organic
ones, and only the most intense
of fires will harm them. Their
Inherent Toughness is 5 (fire
resistant) and they pay much
less for higher levels of Inherent
Toughness.
Immune to disease (30pts):
mechanical bodies are not subject to poisons, illness or
plagues. Some gases (corrosive
or insidious), acids, liquids and radiation can
affect them, however.
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Chapter Four
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GM decision.
! Conditions
Metamorphosis
! (150pts)
204
necessary for
metamorphosis. You may
need a certain substance or
kill and assimilate a "model"
body before you can look
like it. Cost divider would
reflect the difficulty of getting the conditions proper for
metamorphosis.
! Can only transform once per
certain time period. Perhaps
(x1/2) cost if you can only
transform once per week.
! Perhaps the change takes
longer, like an hour, to take
effect? (x3/4 cost)
Example: a player wants his
archfiend character to be able to
change form from his normalsized body into a cat (and
back). This is a 300pts metamorphosis Trait and the player
must pay for the cat body as
well, which costs 63 Power
Points. Adding 300 points gives
an Extraordinary Trait that
costs 363 points. Ouch!!! says
the player. He decides to add a
flaw. First he determines that
the transformation is relatively
slow, taking around six hours.
This cuts the cost in half, to
182pts. As well, to return to his
human form after transforming
into the cat, the character must
have a reservoir of human or
otherwise mammalian flesh to
draw matter from. He needs to
rest on the mass of flesh and
fuse himself with it for about
six hours, gradually gaining
Motionless
This body cannot move, react,
defend or undertake physical
activity of any kind. The body
has no natural attack and is
considered to have a rating of
N/A in Power and Finesse.
Multiple manipulators
This body has an extra set of
manipulators giving it a total of
four hands with which to grapple, hold objects and weapons,
or climb cliff sides. This gives it
a bonus to grapples (see grappling in the When all hell
breaks loose chapter), a +2 modifier to climbing/scaling tasks,
and allows the body to use
more than two weapons at a
time. This Trait can be picked
more than once, but effects only
add towards grapples and using
more weapons, not for climbing.
Night vision
You negate the first -3 modifiers due to darkness.
No manipulators
You can't manipulate objects,
either because of injury
(hands/arms chopped off) or
Chapter Four
A Legend is Born
morphology. You must rely on
harnesses or mindcast-operated
artifacts. Mouse, rat or raccoon
hands still count as having no
manipulators because of their
lack of dexterity, and cannot be
used to perform delicate maneuvers. They can pick up small
objects though, just clumsily...
One-armed/lame
This body is missing either an
arm or a leg. In the former case,
it suffers a -2 modifier in close
combat, cannot climb anything
nor swim and can only carry one
weapon at the ready. In the latter case (a missing leg), it fights
at a -4 modifier in close combat,
it cannot swim and cuts down
its MOVE(land) score to 1/4
of its normal value by
using crutches.
Plant form
Old Age
Old age is treated much like the
immature trait. It is an illness
that will gradually weaken a
body and subtract points from
its attributes. The partial usage
attribute will depend on how
long the body has until death or
substantial attribute deficiencies.
When MOVE reaches 0, for
example, it can mean the body
can no longer move and needs
artificial means of locomotion
such as a wheelchair, or is simply bedridden for the rest of its
life. The GM should determine point return accordingly.
Bodies that lose a point of
Power, Beauty and Vigor while
losing 2 points of MOVE per
interim chapter can warrant 2030 points. Such attribute loss
per hundred years would perhaps give back 5 points.
In game terms, Old age usually starts attacking a body
after it has lived more than two
Combines motionless,
no manipulator, cannot
talk and a Beauty rating of N/A. Engineered plants
can have any of the perception
ratings attributed to people and
animals. They can even be given
move scores by getting rid of the
motionless attribute.
Special attack
This body has an attack form
that goes beyond mundane claw
rakes, bites, spore clouds or flying spines. It might be a sonic
attack that can shatter glass or
burst internal organs up to a
hundred meters away, or a fiery
breath that can incinerate a
house.
Some cost benchmarks:
base cost: 30pts
Base Damage of attack*:
! DL0: Opt
! DL1-5: +1pt per point of DL
! DL6-10:+2pts per
DL
point of
! DL11-19:
+3pts per
point of DL
! DL20: 70pts
! per +5: +50pts
! continuing damage: +10pts
(*): maximum damage according
to body size:
Minuscule: DL5
Tiny: DL10
Small: DL15
Normal: DL30
Large: DL50
Monstrous: none
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Chapter Four
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This archfiend has an
utterly explosive reproduction method, in that
if its unfertilized eggs are shattered and come into contact with
air, their vile contents explode
furiously. Since the beast can
throw them, this attack is ranged
(effective range 5 meters) and the
eggs carry a blast scale of 1 meter.
The player originally wanted
each bursting egg to inflict DL50
damage. However, since his archfiend is normal-sized, the maximum damage this attack can
deliver is DL30. He opts for
that.
Cost would be as follows: base
cost 30pts, damage +170pts, 5
meter effective range: 25pts, Blast
scale: 50pts. Total cost is therefore 275pts. The player cringes,
and lowers damage to DL10.
This lowers cost by 150pts to
125pts. By adding a flaw that
states that the Archfiend only
produces one egg per day that
becomes useless after 24 hours,
the GM agrees to cut the cost in
half, for a final cost of 63 Power
Points. So this thing can basically
attack once per day using its eggs
as potent ranged and explosive
weapons.
Stigma
You are despised/feared by
mortals, immortals or both. The
point return of this Trait depends
by how much you are
despised/feared, and how many
people have this feeling towards
you. Being shunned by the people from your village might be
worth 5pts, while if you are a
ghastly monster feared by any
mortal that lays eyes on you
might be a 30pt Flaw. In
general, this Trait does
206
As the last step of character creation, players will fill out the
remaining aspects of the character
sheet and describe in greater detail
the background, situation, and
objectives of their characters.
Character description
It is crucial for great stories that
the characters be well defined.
Simply playing according to your
character's weaknesses and attributes is not enough. Player characters are the heroes of this game.
They need to be strong but
human. They need a background
story that tells where they come
from and who they love, or once
loved.
Age
A characters body(ies) and mind
have an age, which players must
write on the Mind Sheet and
every Body sheet of their character. While the actual age of a
characters body(ies) may be any
number from 0 on up, an
Angelion characters mind must
be at least three hundred but less
than five hundrd years old.
Rogue Golems must be more
than three hundred years old
with no maximum age, while
Archfiends can be between one
and three hundred years old.
Legendary Abilities
For now, leave these empty, as
they shall be described only in the
upcoming supplement.
Drama trumps
Characters start with one White
and one Black Drama Trump.
Fill out a circle on each row of the
character sheet.
Chapter Four
A Legend is Born
Mind
Add up the costs of a characters
mental attributes, Mastery ratings, Master abilities, mind
Traits and White Drama trump
Body(ies)
Add up each of a characters body
costs to his Total Power. In cases
where the actual and minimum
costs of a body are different, use
the actual cost.
Possessions
Possessions include wealth, artifacts, Realm, Sanctum and
income. Each has a Power Point
value.
Wealth
A characters wealth is worth 1
Power Point per 10k mints. Take
note that by spending wealth, a
characters Total Power is
reduced accordingly. Purchasing
attuned bodies from the
Genomancers with wealth will
generally lower a characterss
Total Power. Buying rumors or
spending wealth during adventures will lower a characters
Total Power, but may help him
succeed (or even survive!)
Artifacts
Artifacts have a Power Point cost
and a monetary cost. Add an
acquired artifacts Power Point
cost to a characters Total Power.
Hence a 453pt character that
acquires and attunes a 900 point
artifact will be a character of 1353
Total Power for as long as he has
this ring attuned to his essence.
Sanctum
A characters Sanctum is worth a
certain amount of points as well.
A character with multiple sanctums may add them up together
to arrive at a final point value.
For example, a Syba that has
three villages and in each of them,
an Opulent dwelling as his
Sanctum will add 45 to his Total
Power.
Income
A characters income (inherent to
his character, not to his Realm) is
tabulated into the Total Power as
well. Every 5k mints of Realmindependant income is worth 1
point of Total Power.
Realm
The Realm of a character is tabulated into his Total Power; a
Fell Lord that presides over a
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CHAPTER FIVE
ITEMS OF POWER
The stranger's stance changed somewhat, though faintly. The crowd felt it, and heaved backwards a little.
His voice boomed, and his cloak suddenly took to life.
"So be it then!" said the man, grabbing his walking stick firmly with both hands.
"You have chosen the path of peril. Let me be your guide!"
His staff became white hot at both ends, and he slowly rose into the air, amidst the cries of
fear of those near to him. His cloak became furiously animated, as though eldritch winds came
forth from under it.
I heard a woman cry, and saw the mother holding her newborn. Some were kneeling, others
frozen in place. I was of the latter, and awaited my doom.
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Some years before the First
Age consumed itself by fire,
eight enormous crystals were
transported beneath the surface
into an obscure bunker. When
the cleansing flame had erased
all life, what remained of man's
greatest scientific achievements,
all his inventions, his blueprints,
his machine designs and theories, all that man had learned
over the course of his evolution
was contained inside those eight
crystals. During the following
centuries, the Kingsways
would add a ninth.
Using these obelisks of
knowledge, the Kingsways
built artifacts of terrifying
power first to destroy remnants
of the First Age then to seed
the shattered world with life;
thus could they be likened to
gods, recreating the animals
and plants of Earth, moving
mountains, carving riverbeds
and
finally
resurrecting
mankind itself.
Though this power is much
diminished -almost extinguished- now that the nine
obelisks are no more, their
world crafting and the artifacts
they employed -though carefully hidden from mortal eyesstand as testaments to their
once almost limitless power.
The seemingly natural animals
of the Second Age often bear
mysterious genetic traits, while
apparently mundane objects
such as rings, pendants, tools
and weapons may in reality be
artifacts of mind-boggling
power. One need only mention
Ambrose's own ring -Golden
Locus- that could summon
energies on a scale wholly inappropriate for its diminutive
scale. The breadth of its power
allowed it to shatter mountains,
command storms and incinerate
cities while being no heavier or
cumbersome than any other
ring of mortal manufacture.
Such was the technological
power of the Kingsways and
their Library of Knowledge,
the nine obelisks.
A word of caution...
GMs and players alike
should
understand
that
although technology has
shaped the Second Age, it is not
the focus of Lesser Shades of
EvilTM. Technology in the
game is a tool to add drama. It
is not encouraged for players to
burden their characters with
every possible gadget they can
get their hands on. Artifacts are
there to give characters the
power to make mountains levitate into the air, to whip up
storms and to bring down
crackling bolts of lightning simply because it is cool to see
mountains lift up into the air,
to create storms and call forth
lightning bolts. However, those
levitating mountains and crackling bolts of artificial lightning
are mere props, meant only to
flesh out the characters themselves, to make them shine and
feel good. No matter how pow-
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Items of Power
character could possibly equip a small
army of followers with
these deadly weapons and use
them to rule an entire town or
city through terror.
The same goes with suits of
armor, weapons, animals, boats,
houses and any other item or
artifact acquired by a character
except essences; these never fall
under the hoard rule and
always add their full individual value to a character's Total
Power, no matter how many he
has. First Age curios and artifacts, if collected in great numbers, answer to this rule as well
and would be attributed a
hoard value by the GM.
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back to the First Age or are
those crafted by the Watchful
Eye, a mortal sect wizened to
the ways of immortals.
Finally, common artifacts are
those that all characters can
start with due to their relative
abundance.
Godshards
The fruits...
Something had caught his
gaze.
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Chapter Five
Items of Power
multitude of ways.
Most were delivered
conveniently close to
their intended owner by a
Kingsway using an animal
form -the hand of God. Less
frequently, Angelions were visited by a Kingsway in human
form and given the Godshard
personally. Even less commonly, groups of Angelions were
given their Godshards together,
either near their usual haunts
or after being led to a specific
location where their precious
artifacts could be received. On
mountain tops or in silent
meadows, they received -or
found- their Godshards. Prior
to the death of their mortal
form, Angelions hid their precious Godshards in secret locations and reacquired them after
being reborn, though some
Godhsrads and pureblades,
lost in combat, remain lost to
this day.
Black artifacts
In the months immediately
preceding the war followers of
Ravencross were given a multitude of artifacts with which to
wreak havoc among the forces
212
Awakened artifacts
Engaged in a protracted battle against its immortal foe, the
Watchful Eye has learned
how to craft artifacts of its
own. Though possessed of limited energy, these artifacts
allow the awakened to wage
war on a better footing against
their enemy. Nan-Calan powder and spectacles of awakening
are just two artifacts that have
become invaluable to their
struggle.
Along with these, First Age
artifacts are dug up by operatives and brought to secret locations, there to be scrutinized
and ravenously disassembled
by the Tinkerlords. Mortals
call them Taint Relics, monuments of the cursed age.
Buried deep under the surface,
waiting in catacombs and
antechambers, vaults and rubbish heaps, taint relics take
many forms; from small artifacts of incomprehensible purpose to great machines, dark
automatons and crystal towers
of blinding beauty.
Chapter Five
Items of Power
A PRIMER ON SECOND
AGE ARTIFACTS!
Mindcasters
Embedded within essences, mindcasters are grayish
spheres about an inch in
diameter.
They
allow
Angelions to communicate
and control the bodies of animals, machines and men as
well as most artifacts of
power. The term mindcaster
comes from this usage; it
allows an immortal to cast
his mind out into the world.
In and of themselves
mindcasters can do nothing at
all, much like radio broadcasters without receivers.
They require organic bodies,
machines or artifacts attuned
to their unique signature their pattern- to communicate. Mindcasters translate
the received data from
attuned bodies into photon
and electrical signals an
essence can process and
understand; they allow an
Angelion to see, hear, smell,
taste and touch what his
attuned bodies see, hear,
smell, taste and touch!
Conversely, mindcasters receive their essence's commands
and communicate them in a
form their attuned bodies or
artifacts understand. Thus
Game terms:
Transmission range
and speed
No practical range limit
has been observed for mindcaster transmissions. They
transfer data at a speed that
is many orders above light
speed. An essence and its
attuned body on opposite
sides of the planet will communicate just as clearly and
rapidly as if they were next
to one another. Mindcaster
communication in no way
suffers from line of sight limitations,
aberrant
weather conditions or
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other such factors
(however see darkstone, be-low).
Information
volume
Mindcasters transfer phenomenally high levels of data
per given unit of time. They
can receive or send memories,
images, tactile sensations,
words, sounds and smells.
Mindcasters could theoretically receive the total body
sensations of around a thousand attuned bodies at once
in real time. Transferring
total memories (visual, auditory, olfactory, taste and tactile) is consequently done at a
rate of 1:1000. Transferring
one month's worth of total
memories would take around
forty five minutes; visual
memories only would be
transferred at a rate of
1:2000. Thus, downloading
the total visual memories of a
hundred year old man from
the time of his birth to the
last image he saw on his
death bed would take around
eighteen days, and would
include images of his dreams
as well.
Darkstone
Darkstone is a synthetic
material that resembles
obsidian.
Unreasonably
dense and strong it has a tendency to shimmer and vibrate
softly even in dead air.
Darkstone has many interesting properties, notably its liquid frequency which turns a
slab of darkstone liquid and
its solid frequency which
turns a pool of darkstone
solid. Its main attribute
however is that it blocks
mindcaster transmissions. A
mindcaster contained inside a
sealed darkstone enclosure
cannot communicate at all.
An essence separated from
one of its attuned bodies by a
darkstone wall will lose contact with it. Darkstone trapboxes have been used to
imprison essences and artifacts, shutting them off from
the world. Bodies cut off
from their essence in such
ways will fall dormant.
Privacy
Mindcaster transmissions
offer no possibility for the
information being traced or
decoded by a source other
than the mindcaster
and
its
attuned
receivers. The infor-
Mindcast-operated
artifacts
Most Godshards and
black artifacts are mindcastoperated; they have no buttons, switches or levers and
consequently a mortal would
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Items of Power
their essences, only they
may control mindcastoperated artifacts, and
only after attuning them
to their essence.
2. Identifying mindcastoperated artifacts
To determine if an apparently mundane object is in
fact a mindcast-operated
artifact
in
disguise
requires
a
GN15
Intelligence + Wisdom
task, SL2 facilities and an
hour of work unless visual identification alone is
sufficient (GM decision).
Alternatively, a GN9
hearing task can reveal the
faint humming sound
common to all eterdynepowered artifacts, most of
which are mindcast-operated.
3. Attuning mindcastoperated artifacts
Attuning a mindcast-operated artifact to an essence
requires an aspect crystal
and a few hours (see the
aspect crystal artifact).
Characters that do not
possess an aspect crystal
will undertake a trip to
the Genomancers and pay
100 000 mints instead.
artifact or golem
must be able to
respond to the
mindcaster
commands
(modifying a kitchen knife
or horseshoe to be mindcast-operated affords no
benefit!). Only artifacts
possessed of electronic controls and functions can be
so modified.
When modifying a golem,
a failure results in the
destruction of the golem's
artificial intelligence and
fails to attune it; a marginal success or a success
with one added effect
results in the golem being
attuned but its own intelligence destroyed; a success with two or more
added effects allows the
golem to be attuned to an
essence while conserving its
own artificial intelligence.
In such a case, the
Angelion can override the
artificial intelligence whenever he desires and when
he logs off, the golem's
own artificial intelligence
takes over.
6. Modifying an animal
or human to be mindcastoperated
Modifying an animal or
human to become mindcast-operated is an invasive
procedure which
removes small but
critical sections of
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216
cybernetic controllers.
7. Losing (and how to
find) an attuned artifact
Some attuned artifacts
have the means necessary
to locate themselves or see
their entourage, but most
do not. Hence you can
lose an attuned artifact
and still be able to command it without being
able to locate it. A misplaced Named War ring
may be lost, but its power
would still be at the command of its master; it
could incinerate its surroundings just as if its
master wore it around his
finger. Finding the ring
would be difficult however, even if one can locate
the area of charred desolation that surrounds it.
Artifacts that can levitate
gravitationally cannot be
summoned to one's self if
their exact location is not
known. Artifacts caught in
darkstone trapboxes cannot be controlled at all, as
are those that become
detuned with aspect crystals or that have their controllers removed.
Finding mindcasters
Mindcasters are embedded inside essences; removing
one would be a GN35
Intelligence + Wisdom task
requiring SL4 facilities, 10
million mints and fifty years
Eterdynes
Dating back to the late
First Age, the eterdyne is an
advanced form of energy generator that breaks down matter to create energy; it is
Chapter Five
Items of Power
found in most mindcast-operated artifacts and in all
essences. Eterdynes can be
microscopic in size.
The matter of functioning
of an eterdyne is simple; it
draws matter into itself (generally ambient air) and converts it into energy by colliding it with anti-matter particles synthesized and stored
internally. An eterdyne is
self-sufficient for as long as it
can drag in ambient air/
gaseous/liquid
particles.
Because of its vacuuming
effect, an eterdyne produces a
faint humming sound bordering on a whistling note
barely perceptible to the
human ear in total silence.
An eterdyne cannot produce energy in total vacuum
and its energy output is
diminished in low pressure
environments or where ambient particles are lacking.
Game terms
Eterdynes are found
embedded within many artifacts. The knowledge to create more eterdynes is now
lost, and so to create an artifact powered by an eterdyne
a character must first take an
eterdyne out of another artifact. Doing so is a GN25
Intelligence + Wisdom task,
SL3 facilities, requires 20k
mints and one week.
Eterdynes are assumed able
to power the mightiest of
Data shards
Data shards are information storage crystals. Empty
a shard is nothing but a block
of photo-sensistive atoms
arranged in a plain cubic lattice structure but when a section of it is bombarded with
light under very specific conditions its structure changes,
creating a localized pocket of
information. The greater the
information volume, the
greater the size of the affected region. Once all the information is downloaded into
the data shard, the light
beam can be turned off and
the shard can be heated to its
transition temperature so that
it becomes stable; it will contain the information that was
fed into it forever (or until it
is shattered) and cannot be
fed with more data. An unstable data shard can contain
information but this information can be erased if it is bombarded by light to generate
new data. The size of a data
shard can range from microscopic data grains to data
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Chapter Five
Items of Power
data shards must
use a shard viewer to
access their information. Mundane shards
can
contain
images,
sounds, text and words
but not emotions, smells
or tactile information.
Mindcast-operated shards
must be attuned (like any
other mindcast-operated
artifact) in order for a
user to access their data.
Mindcast-operated data
shards, in contrast with
mundane shards, can contain any type of data and
emotion.
Shards can be open or
locked. Locked mundane
data shards require that
the user press a sequence
of buttons on the shard
viewer, else the shard will
not activate nor reveal its
information.
Locked
mindcast-operated shards
may require a specific
thought, word or image to
activate.
It can take many
months (even years!) to
scan through a filled data
shard no bigger than a
pea, while other data
shards may contain a single image or memory of
great importance. Only
Angelions can access the
information contained in
mindcast-operated
data shards, and
only by attuning
218
them.
Disabling a locked
shard's password requirements to allow viewing
requires a GN20-35 intelligence + Wisdom task,
SL3 facilities and a time
requirement left to the
GM's decision. Failure
with two or more added
effects, or a fumble,
destroys the shard.
Failure to send out
the proper codeword
/image when accessing a
doom shard triggers its
defense mechanism, which
can have varying consequences. Some will flood
the intruder's essence with
a constant and excruciating wave of dark emotion
or pain. Others "latch on"
to the user's essence and
corrupt it, possibly ruining
it. Some are silent, and
transmit the wrong information or send out a distress call to their maker.
Data beads
About the size of a pea, a
data bead is a common type
of data shard found in many
First Age ruins. Most were
used to store practically limitless amounts of video feeds
and other low volume data.
First Age people took to the
habit of producing intricate
jewelry out of data beads;
hundreds of necklaces, signet
rings and lineage brooches
Life Shards
Each the size of a halfinch diameter gem, life
shards were created as the
brain of a mortal undergoing
essencing was converted into
an essence, and contained the
mortal life memories of the
newborn Angelion. The
Kingsways
allowed
Angelions to carry their life
shard so that they could
review their mortal life and
learn to better confront their
fears
and
weaknesses.
Though many Angelions
lost or had their life shards
destroyed during the war,
some still carry them today,
cherishing them for the memories they contain. Life
shards are mindcast-operated
shards.
Data Obelisks
"Before the rain of fire
from the skies, set against the
last sunset of the cursed age,
a small boy from a far away
land saw eight brilliant
stones carried on the backs of
men of metal that hummed
and drummed; they disappeared beneath great doors,
Chapter Five
Items of Power
and when these doors closed,
when these eight brilliant
stones were no more to be
seen by the mortal child, the
end of the world had come.
When The Kingsways
hid in their bunker prior to
the Second Genesis, golems
carried eight large data
obelisks underground. These
eight obelisks contained the
amassed
knowledge
of
humanity, to which the
Kingsways added a ninth
obelisk during the Second
Genesis. Together, the nine
obelisks made up what is
known as the Library of
Knowledge, which Ambrose
destroyed during the war. So
far as is known, the nine data
obelisks were the largest data
shards known, and were
mindcast-operated.
Electromagnetic
Control artifacts
In the last years of the
First Age, the great powers of
the world could harness light
in astounding ways. Using
machines they could produce
miniature suns. The very
skies danced and rolled with
colors and shapes to entertain
the people of their lands. As
this age consumed itself
through hate, great cannons
unleashed destructive orbs of
light against far away cities,
leaving golems of metal to
slay survivors using blinding
rays of death.
During
the
Second
Genesis the Kingsways
improved upon this electromagnetic technology to produce artifacts of incomprehensible power. They miniaturized the instruments necessary to produce light
beams and energetic barriers
to the point where their artifacts could be no bigger than
a small gem and still be able
to generate dreadful amounts
of power. Thus can an
apparently mundane ring or
necklace produce the same
effects as the massive war
cannons of the late First Age,
disgorging lances of blinding
energy able to incinerate the
greatest cities of men.
Gravitational
Control artifacts
People of the late First
Age levitated into the sky
with gravity belts and cars,
while their palaces and cities
floated above the clouds.
Manipulation of graviton
waves allowed them to cancel,
accentuate or otherwise control the effects of gravity on
matter. In the more violent
latter days of their time,
gravity guns used massive
short-lived gravity waves to
hurl super heavy chunks of
matter while gravity bombs
wreaked havoc on fortified
structures by vaporizing
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Items of Power
Kabal Ink
Value:
Category:
Mindcast-operated?
Unique?
Thorn-Of-God
Value:
Category:
Mindcast-operated?
Unique?
220
+5
darts
3 Power Points
minor Godshard
No
No
Chapter Five
Items of Power
Triplars are triangular, greenish pills that
Pouch of Triplars
help a body fight disease and injuries. They resemValue:
10 Power Points for 10
ble miniature pyramids no more
Triplars
than two millimeters per side
Category:
minor Godshard
made of a flaky substance
Mindcast-operated? No
which smells of pine cones.
Unique?
No
During the years of the Red
Plague, they were given to the
sick by clerics, and were given to Angelions expecting battle. Put under the tongue and
allowed to dissolve, a user is considered under their effects for a complete day. Under
the effects of a triplar, a character gains a +3 modifier to any Vigor task to resist poisons, illnesses or other toxins (including chemicals, hallucinogens and drugs) or to
remain conscious after injury. It also means a character triples his healing rate for that
day. Only one triplar can affect a character at any given time.
Backannan rubies
A character that consumes one Backannan ruby per year will age half as rapidly as
normal during that year. Hence, by consuming ten Backannan rubies over a ten year
period, a mortal (any organic body for that matter!) ages only five years.
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Prior to the war Angelions carried small greenish vials of cryptoCryptobiosis vial
biosis liquid. A mortal drinking or
Value:
15 Power Points for five doses
injected with this brew would fall
Category:
minor Godshard
into a coma, his body becoming as
Mindcast-operated? No
hard as stone and perfectly preUnique?
No
served in a state of artificial mummification. It could remain as such
for days, weeks or months without
suffering from decomposition, lack
of food or water. Given to a recently deceased mortal, cryptobiosis liquid served the same purpose; candidates for ascension could be presented to the Kingsways after their bodies had
endured weeks or months of travel to reach the Tower of Anekron for judgment. Their brains
were in perfect condition for essencing.
In game terms, cryptobiosis liquid halts any form of organic decomposition, while living
animals or humans drinking/injected with it must succeed at a GN10 Vigor task. Success
means they suffer a -2 penalty to all tasks for one day; failure means they suffer a cumulative -1 modifier every 1D6 rounds until the modifiers exceed their Vigor, at which point they
fall into a coma for 1D4 months, during which they require neither food nor water.
Pebble eyes are miniature cameras that relay the images and
sounds of their surroundings.
They are camouflaged as conventional rocks and pebbles and are
always found by accident; it
seems the Kingsways used thousands of them to monitor specific
areas of the world, silent little
watchers that spied upon the people and lands of the earth. By
attuning a pebble eye, an
Angelion can receive its information in real-time or record it for
later review.
222
Pebble eye
Value:
Category:
Mindcast-operated?
Unique?
15 Power Points
minor Godshard
Yes
No
Chapter Five
Items of Power
Aspect crystal
Value:
Category:
Mindcast-operated?
Unique?
15 Power Points
minor Godshard
Yes
No
An aspect crystal resembles a perfect shimmering sphere of crystal ten centimeters in diameter. Found by chance, an aspect crystal may be of any color. Though mortals find them
exceptionally beautiful and precious, aspect crystals are infinitely more valuable to Angelions.
An aspect crystal's color is a reflection of its pattern, which changes as its two halves are
rotated relative to one another. When its pattern matches the pattern of an Angelion's mindcaster, the Angelion will (depending on the specific crystal) either see an image, hear a sound
or otherwise feel for a short moment that the aspect crystal is now in sync with his essence; it
is now considered attuned to him for as long as its two halves are not rotated. The color taken
by an aspect crystal attuned to an Angelion's essence is said to be this Angelion's aspect color;
no two are exactly the same. Ambrose's aspect color is of a dark purple, while Corvus' is a
rather eerie orange. Players can decide which color represents their character's aspect color.
Genomancers keep records of most if not all the aspect colors of Angelions, and thus may know
to whom an aspect crystal is attuned to simply by verifying its exact color in their facilities.
Characters possessing an aspect crystal most likely stole it from either the Genomancers or
Lord Ravencross. The crystal is assumed to be set to their aspect color and thus attuned to
their essence. Rotating the two halves either willingly or by accident will instantly detune the
aspect crystal and render it useless until the character rotates it back to his color or that of his
comrades as the case may be.
An aspect crystal attuned to a character can itself attune artifacts and bodies to the character. Without an aspect crystal, an Angelion needs to visit the Genomancers to attune each
and every artifact he discovers, which is time consuming, costly and possibly dangerous. To
attune a body or artifact for its Angelion, the aspect crystal must be activated through mindcast, put within thirty centimeters of a mindcast-operated body or artifact and remain close to
it for 4D6 hours. Once this period is over, the artifact/body will be attuned to the Angelion
and he can shut the crystal off via mindcast. If the newly attuned artifact or body was previously attuned to another Angelion, the latter will instantly lose contact with it with no forewarning and have either been robbed of an artifact or bodysnatched out of a body! An
aspect crystal can only attune one artifact or body at a time and has a toughness of 4
and a Health of 4.
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Items of Power
Hell wand
Value:
Category:
Mindcast-operated?
Unique?
15 Power Points
minor black artifact
No
No
Orb of chaos
To use an attuned orb of chaos its owner must send a mindcast commanding it to arm itself; once
the command is sent, the orb emits a fierce reddish glow and becomes warm to the touch. Thrown
against any hard surface or commanded to detonate it will explode with a blast of terrible power and
produce a whirlwind of flame that will melt stone.
224
Once an orb of chaos begins to warm, there is no turning back. If it is not thrown within
three rounds or does not receive a mindcast to detonate, it will become too hot to touch, its
surface cracking and melting under its internal energies. On the following round, it will detonate on its own. See Weapons table for game statistics.
Chapter Five
Items of Power
Thrown into water,
this
mundane-looking
Breath stone
stone will produce a dense,
creepy, tendril-like fog that lingers
Value:
15 Power Points for three breath
and oozes forth for many hours.
stones
The fog can cover an entire village,
Category:
minor Godshard
tends to be carried slowly by the
Mindcast-operated? No
wind and incurs a -4 modifier to
Unique?
No
vision tasks and ranged attacks.
After 2D6 hours, the fog dissipates
harmlessly. All that remains of the breath stone afterwards is an acrid-smelling dust residue that
floats on the water's surface.
Angelion cloaks gave rise to mortal
legend; their paintings and stories often
portray ghostly spirits walking or
floating though city streets at night,
bringing judgment upon the tainted.
Invariably, the spirits are dressed in
black cloaks under which can be seen
the tips of black blades.
Angelion cloaks were common godshards; almost all Angelions had
them. They were useful both for discretion and defense since they could
ward off arrows, knife thrusts and
sword slashes just as well as the
scorching heat of a burning city. A
complete Angelion cloak is no heavier
than a regular cloak, affords a -1 to
Vision tasks to spot its wearer during
the night and is stylish to boot! See
Armor table for game statistics.
Angelion cloak
Value:
Category:
Mindcast-operated?
Unique?
15 Power Points
minor Godshard
No
No
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Chapter Five
Items of Power
During their centurylong training on the
Forbidden Land, Angelions
were taught the secret properties of
over a hundred different plant
extracts. Later they would heal mortals with itchleaf brew, bless their
crops with powdered Golden Cup or
sentence them to an agonizing death
by coating their Thorn-of-God darts
with black resin. Angelions can still
brew these potions and powders by
finding the proper plant or animal
they are extracted from during gaming or interim chapters (at 2 Power
Points per dose to represent the time
necessary to gather and process the
ingredients). By spending some
Power Points right away, a character
is assumed to start the game with a
supply of mixtures.
Itchleaf brew (1 dose): quickens
healing (+1 to Healing rate for three
days after consumption) and cleanses the body of infection, parasites and
most illnesses.
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Ichorous brew, yellow (1 dose): mixed with water and left in open air, a dose of yellow
Ichorous brew will become a magnet for flies and locusts, attracting swarms of the pests for a
week.
Ichorous brew, red (1 dose): mixed with water and left in open air, a dose of red Ichorous brew will
attract hordes of rats for a week, after which it loses its potency. The rats, however, may very well
remain...
Jade Pearl (1 jade pearl): jade pearls resemble green beads no more than half a centimeter across.
Diluted in a drink or coated on a blade, just one jade pearl becomes a swift, painless poison: GN10 to
resist, DL12, quick acting.
Black Resin (1 dose): an excruciatingly painful poison, GN9 to resist, DL5, 1 hour between each DL
attack. Victim at -7 to all tasks after the first damage is received and until the third and final poison
attack is received.
20 Power Points
minor Godshard
See text
No
227
Chapter Five
Items of Power
Pureknife/Puresword
Value:
Category:
Mindcast-operated?
Unique?
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Artificial skins may serve various purposes and characters;
Angelions use them (on rare
occasion) to mimic mortals of
importance, while golems use
them to appear human. Artificial
skins can fit over human or
mechanical bodies. They attach
themselves on the body through
various points, either by gluing
themselves through excreted
enzymes or by form fitting after
the user ''zips up''. They are
organic and feed on the underlying body's heat, the air's moisture and nutrients found in earth
and water. Prolonged exposure
to fire, cold and some diseases or
poisons may destroy an artificial
skin. Otherwise they are
assumed to regenerate damage
normally.
The cost of an artificial skin
depends on its attributes; they
have a Beauty, Fear and
Toughness rating that adds to a
character's own toughness (following the armor layering
rules).
The value of an artificial skin
will be twice the final cost of its
three attributes (refer yourself to
the A Legend is Born chapter),
with a minimum cost of 25pts.
Maximum toughness is 3.
Traits may be added at double
their normal costs. Artificial
skins have all the functionalities
of a normal skin such as sweat,
hair growth, rashes and pigmentation.
Artificial skin
Value:
Category:
Mindcast-operated?
Unique?
see text
minor black artifact
No
No
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Green berth
Value:
Category:
Mindcast-operated?
Unique?
25 Power Points
minor Godshard
No
No
Green berths allow bodies to remain dormant for centuries -perhaps millennia- without
requiring food or water. Different versions cater to different body sizes; from the diminutive,
easily carried green globes that can hold minuscule bodies to gigantic green berths that can
hold monstrous-sized bodies in suspended animation. The more common green berth resembles a large coffin with a transparent lid, inside which can lay dormant a human-sized body.
Green berths were found in all Kingsway towers. Without a green berth, a dormant body
is considered to be sleeping; it still needs food and water and ages normally. Within a green
berth, it ages ten times slower than normal, heals twice as fast and neither needs water nor
food. Green births are quite resistant to damage, and their glass is heavily armored; they have
a toughness of 6, minuscule ones have a health of 3, tiny ones a health of 8, small
ones a health of 16, normal ones a health of 40, large ones a health of 100 and monstrous green births generally have a health of 500.
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Azure crescents were made
in pairs and many were embedded into wristbands or necklaces; by attuning their essence
to either half, two Angelions
could speak to one another
directly without having to
vocalize words through the
mouths of their attuned bodies;
they had a direct essenceessence link allowing the sharing of thoughts, memories,
emotions and sensory data. As
long as neither azure crescent is
destroyed or detuned, the two
essences can speak to one another freely. Using an azure crescent Delphina Kingsway lured
the Dagonheir Little Fingers to
her tower by letting him experience her lovemaking through
her attuned bodies and those of
her lovers; Little Fingers felt
her every caress and whisper.
By showing her the blighted
lands around her tower
through the eyes of his raven
and letting her smell the death
of her people, Lord Ravencross
convinced Lyra to abandon her
defenses, thus ending the war.
Azure crescents
Value:
Azure crystals can be found individually or in pairs. When found alone, the missing half
is usually already attuned to an essence, and thus by attuning the found half to his own
essence a character will be able to speak and share thoughts with an unknown Angelion. A
player buying this artifact during character creation can choose to possess both halves and give
one to another character. With player and GM approval, he can choose another player character or a non player character. Azure crystals allow characters to speak to one another intimately without the need to have their attuned bodies close to one another. The GM should
allow such players to speak secretly and privately at any moment during the game. They can
benefit from memory sharing and most hitchhiking possibilities, as discussed under
essences later. Angelions having an attuned azure crescent can shut off communication
for as long as they desire.
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Darkstone trapboxes
are hollow receptacles
made of darkstone.
Essences locked inside are effectively shut off from the world.
Likewise, artifacts and attuned
bodies imprisoned in trapboxes
cannot be controlled by
Angelions.
Darkstone Trapbox
Value:
Category:
Mindcast-operated?
Unique?
232
Death Stone
Value:
Chapter Five
Items of Power
Volobelts
were
among the most cherished of Godshards;
they allowed an Angelion to lift
into the sky and fly at his
leisure, dodging clouds and
hunting the rays of the sun!
Volobelts may resemble any
kind of belt, while their eterdyne
and components are so minuscule they could be made to fit in
any piece of jewelry or belt buckle.
Volobelt
Value:
Category:
Mindcast-operated?
Unique?
35 Power Points
minor Godshard
Yes
No
Storm Wand
Value:
Category:
Mindcast-operated?
Unique?
50 Power Points
minor black artifact
Yes
No
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Shard viewer
Value:
Category:
Mindcast-operated?
Unique?
40 Power Points
minor Godshard
No
No
Ring of Protection
Value:
Category:
50 Power Points
minor Godshard/black arti
fact
Mindcast-operated? Yes
Unique?
No
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Before Anabad went on his crusade during the War of Crosses, he
faced a horrible decision; off to war,
he would leave his wife and children
-his entire village- to face a winter
with more than half the farmers
and hunters gone. He resolved to
stay until a wandering spirit gave
him apple tree seeds of very special
nature; Anabad planted one in the
middle of his village and an apple
tree had grown before the week
ended! Its fruits could support the
entire village, and it would grow
even in frozen soil.
Incineration ring
Value:
Category:
70 Power Points
minor Godshard/black arti
fact
Mindcast-operated? Yes
Unique?
No
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Items of Power
Incineration wand/sword
Value:
Category:
80 Power Points
minor Godshard/black artif
act
Mindcast-operated? Yes
Unique?
No
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Chapter Five
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Resembling a silver
brooch with inset obsidian, an
Eye of Thundering is in reality
a potent personal field generator. If brought close to the ear,
one will hear the central stone
emit a soft, pleasant hum.
When activated the artifact will
surround the wearer with a
shimmering, thundering field of
rolling energy from which he
can see clearly out but those
outside cannot see in. This
crackling field of force vaporizes
or deflects incoming blows or
energies.
An
Eye
of
Eye of Thundering
Thundering
is
activated
in
the
Value:
100 Power Points
user's action, and while active
Category:
minor Godshard/black arti
any stealth, hiding or infiltrafact
tion task performed by the user
Mindcast-operated? No
will suffer a -5 modifier
Unique?
No
because of the field's loud noises and sparkling aura. An Eye
of Thundering can produce a field large enough to surround a large-sized body. See Armor
table for game statistics.
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Chapter Five
Items of Power
Essences
Value:
238
Chapter Five
Items of Power
As the possessor of
another Angelion's
essence...
239
Chapter Five
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Repeat this task every
1D6 days of silent wail
and once the Angelion
has accumulated three failures,
he gains a lurking madness.
By being left to suffer the
silent wail for long periods of
time, one can gain multiple
lurking madness weaknesses of
progressively incapacitating
natures.
240
a dull malaise indicating serious injury. He can take a redhot iron and plant it squarely
in his belly without flinching.
Disabling the pain buffers of
a captured essence requires a
GN25 Intelligence + Wisdom
task, SL3 facilities and one day
of work. Failure may result in
damage to the essence. A successful procedure means the
unfortunate prisoner can now
experience physical pain like
any mortal being. He can be
given attuned bodies wracked
with diseases that flood his
essence with unending agony
and his bodies tortured until
his mind shatters. Such an
Angelion will suffer the normal
effects of injuries and be at a -3
modifier to all tasks when
using a seriously wounded
body. What more, the pain he
senses from one body affects all
his tasks, even those accomplished through other bodies.
The Angelion suffers a -2
modifier to all tasks for as long
as at least one of his bodies is
seriously wounded or prey to
physical torture. The modifier
is instead -3 when the Angelion
uses the seriously wounded
body itself. Seriously injured
but dormant bodies do not
incur a -2 modifier to the
Angelion's tasks.
Chapter Five
Items of Power
241
Chapter Five
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In her hands, the ghostly woman carried a small
slab of rock upon which
The Saffron symbol
something yellow was etched. She
Value:
250 Power Points
approached the black door and
Category:
major Godhard
knocked three times hard. After a
Mindcast-operated? No
moment, it opened and a big man
Unique?
No
loomed over her, barking something
at her which I could not hear. It is
then that it happened; casually, she
showed him her rock, and he fell peacefully upon the steps of the porch as though struck dead by
the All-Seeing. The woman leaped over his sprawled body and disappeared from my sight into the
house.
The saffron symbol is an intricate pattern of lines and hues. It is always etched in stone, and
Elizabeth is said to have made the pattern from which all others were copied. Second Age humans
that look upon a rock bearing the saffron symbol -even for a moment- will fall into a dream-filled
sleep for 2D6 hours. The symbol has no effect upon Angelions, golems or archfiends. It affects
Awakened and mortals but not those having the pureblood Trait.
Traveling over the clouds in the
great barge named Venomhead,
Shardsword
the followers of Ravencross assembled upon its front deck, in what
Value:
300 Power Points
could be called the beak of the
Category:
major black artifact
great vessel. There each in turn
Mindcast-operated? Yes
cast their puresowords out into the
Unique?
No
wind and into the sea below. As
each of his lieutenants did so, their
Lord gave them a Shardsword
bearing the crystal which held their mortal life memories. It would be the last time the followers
would stand together as they had stood countless times before. When the battle would end, more
than a few shardswords would stand as the only monuments to lives once spent and dreams once
dreamed.
Shardswords contain within their hilts the life shard of a top lieutenant of Ravencross. They were
powerful more because of the message they conveyed than the sharpness of their blade; they represented freedom, awakening and an end to the lies. Still, Lord Ravencross did imbue them with ample
killing power. Heavy and eternally sharp, their blade could become shrouded in white flame.
Shardswords carried their wielders into the air and upon command could produce a glowing field of
protective energy. Those found today by chance are doubtlessly orphaned blades, their owner dead
and the only reminder of his life locked inside the hilt of the weapon.
242
See Weapons table for game statistics. Shardswords have all the properties of a volobelt
and an Eye of Thundering and contain a lifeshard.
Chapter Five
Items of Power
Fellworm newt
Value:
Category:
Mindcast-operated?
Unique?
FINESSE
VIGOR
18
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
0*
MOVE
VISION
HEARING
SMELL
24(L)
N/A
BEAUTY
243
Chapter Five
Items of Power
intently on the tower, its
legs whinning under gears
and motors, came out of
the forest. It stopped, scanned its
surroundings, and opened its maw
wide as it belched out a flame of
orange death over the onrushing
defenders. Those caught by its
blast fell screaming and writhing,
their bodies charred and blasted. A
second, then a third Hark erupted
from the forest, and there their bellies opened unleashing a torrent of
warriors upon the tower.
Harks are best described as
twenty-foot tall, forty-foot long
hogs of metal and poorly made
organic skin covering. Each could
carry twenty warriors into combat,
and had devastating effects on the
morale of faithful defenders.
Harks have a rudimentary artificial intelligence, allowing them to
follow orders in the Angelion
tongue and the One Language.
The Harks
Value:
Category:
Mindcast-operated?
Unique?
Attribute cost:
Body Traits
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -50/-20
Base cost (Angelion):378pts
Base Cost (other): 408pts
"Had we more time, I would build a thousand of these! I fear they are too few to matter" Lyra looked at the silent blacknesses, each in the form of a ball as tall as a man. Next
to her, Dark Blue was almost as still and silent as they were, holding her small hand in his.
Then there was a shudder and dust fell from the ceiling. The enemy had finally breached
the entrance.
"Unleash them " Lyra said, casually, from the mouth of her child form.
"Unleash them all" she added, squeezing his hand tight.
Baneful blacknesses were crafted in the laboratory of the Tower of Emerald and Bronze.
Each resembled a ten ton miasma of black metallic sludge, able to take any form
desired by its master. Spheres, cubes, columns, animal or human shapes are possible
forms of a baneful blackness. The sole limitation -reducing the effectiveness of these
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Chapter Five
Items of Power
POWER
FINESSE
VIGOR
BEAUTY
15
10
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
0*
MOVE
VISION
HEARING
SMELL
6(L)
N/A
Baneful Blackness
Value:
Category:
Mindcast-operated?
Unique?
Attribute cost:
Body Traits
400pts
major Black artifacts
Yes
No
152pts
Mechanical body (200pts)
Shape change (150pt meta morphosis
Trait that only allows gross shape
change, no facial changes or color
changes, added perk: allows the cre
ation of limitless numbers of great
spikes/horns that serve as additional
attacks worthy of DL12 damage
(+20pts)) (170pts)
Multiple manipulators x3 (up to eight
manipulators) (45pts)
Damaged (includes three glitches and
-2D20 health points) (-100pts)
Night vison (5pts)
280pts
monstrous
500 (-2D20)
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -50/-20
Base cost (Angelion):382pts
Base Cost (other): 412pts
245
Chapter Five
Items of Power
246
Chapter Five
Items of Power
demon eggs produce highly unstable organisms, growing, snaking and bubbling their
way forth from their unholy mother. When it encounters other organisms such as
plants or animals, this wave of foulness will overwhelm and change them, rendering
them as foul as it is or worse and allowing the fiendish matter to spread even faster through
the flight of birds or the swimming of fish.
A demon egg planted into moist ground will unleash its contents within 2D6 hours or as
soon as it is broken. Once this happens, the region of infection will grow by 100 meters per
hour for 1D6x10 days. On a roll of 5 or 6, the egg's rate of infection does not stop and remains
constant for another 1D6x10 days. As long as a 5 or 6 is rolled, the infection period remains
active and the affected region grows further. Any organic being that wanders into an area being
infected by a demon egg must succeed a GN10 Vigor task every day or become infected. If
so, it will lose one health point per hour as its limbs, organs and skin rot and melt away and
its genes mutate and transform it into a monster. When health points fall to 0, it means the
creature has either died or mutated into something utterly alien; it is for all intents and purposes lost. Once the infection period ends, the mutagenic power of the egg is gone, leaving only
its after effects; the region will be overgrown with alien plants and trees, misshapen animals
and will bask in a fetid odor. Though most animals and plants created in the torrent of organic miasma will perish in the years that follow, a minority will survive and may spread to far
away lands. To this day, the region surrounding Delphina's tower remains infected and misshappen, and mortals fear it as no other.
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Chapter Five
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"Leave this village now and no harm will be done to you" The big cleric said to the sitting man with more emphasis this time, for he now had the backing of the Town Watch.
But the hooded man barely raised his head. His dark cloak, wet from the rain, hid his face
completely. I am unsure if he saw the thugs behind the cleric, nets and clubs at the ready.
"Friend, you leave me no ch" But the cleric's sentence ended there.
About the time his hand was to reach for the sitting man's shoulder, cleric Janell yelped in pain
and fell to his knees. He then wailed like no man I have ever heard before; a strident, piercing cry as
he clawed his face before dropping to the floor with a thud. He kicked around in the air against imagined assailants moments before his face and hair became enflamed and his clothes burst into fire.
Opening his mouth to scream, liquid flame came forth, and then he lay still. It was as though his
very blood and saliva had become like burning oil; though I had now retreated back, before turning
towards the back door I caught a glimpse of the hooded man's medallion, a golden star that bore a
peculiar black stone. Amidst the smoke that now filled the room, amidst the cries of panic and the
stampede of people, I know that it sparkled eerily, glowing with evil power.
Sun of darkness medallions
(also known as the thirteen Suns of
Darkness) are potent weapons disguised as golden suns bearing a
single dark stone. Suns of
Darkness are able to make people
and objects burst into fire according
to the whims of their masters.
Thirteen Suns of Darkness were
given to the highest lieutenants of
Ravencross. One was destroyed
during the war, nine are still worn
by Fell Lords and the remaining
three are lost.
Suns of Darkness are able to
create a Heat or burn/set on fire
electromagnetic power of energy 16
or less and maximum range of
100m. Follow all the normal rules
for using powers.
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Chapter Five
Items of Power
Vidian destroyers are gigantic centipedes over three hundred meters long which Lord
Ravencross bred to become his and his servants' warforms. Hellish beyond measure, they
could shatter rock and bone with their bellows and their great maw could swallow elephants
whole. Heavily armored and near unstoppable, three Vidian destroyers reached the Tower of
Anekron, wrapping their segmented, many-legged bodies around it before reaching its summit.
Ravencross bred dozens of these monsters; some eggs might still be found in jars and vats within the
Fell Kingdoms. Some might still be lying dormant under the surface in the Unconquered Lands,
waiting to be awakened (much
like an unexploded bomb!).
Trait cost:
Size:
Health:
Cost modifier
(Angelion/other): -50/-20
Base cost (Angelion):456pts
Base Cost (other): 486pts
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Chapter Five
Items of Power
FINESSE
VIGOR
BEAUTY
25
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
10
10
100
MOVE
VISION
HEARING
SMELL
20(L)
250
Chapter Five
Items of Power
an area as small as a man -vaporizing him instantly as a puff of blue flame- to one
as large as an entire village. In the latter case, the deathbeam would raise ambient
temperature by one degree per round until buildings and people were set ablaze. This
was the fate of Taub city, incinerated by the weapon that would later carry its name. Very
few of its citizens managed to escape an agonizing death. Countless men and women of tainted nature suffered the blue flame death before the deathbeam was destroyed along with the
Lion's tower. A similar weapon might be devised using the means available to certain characters, notably those having access to hard science labs and large production facilities.
251
Chapter Five
Items of Power
rounded by barren land or - serving a different purpose- to become a source of food
for long journeys. When planted and left to grow, their power can cause more destruction than good. In-earthed near a city -or within one- for example, a bulb of the White
Flower will condemn it to a slow, unrelenting doom. Trees will unearth buildings, fields will
be overrun by new organisms, plagues and mutations. Overnight, houses will be infested with
flies and insects. The seemingly random and unexplainable hardships can last up to a century, whereby the bulb loses its potency. A one day old White Flower can be unearthed and
its stem and petals eaten, providing a full day's meal to a traveler. The bulb, replanted at
dusk, will produce the White Flower yet again come morning, thus allowing someone to travel without need for food or water indefinitely. If the White Flower bulb is not unearthed
within a day, it cannot be unearthed and replanted the next day; its bulb has unleashed its
contents into the soil, and the above-mentioned processes will invariably occur.
252
As he presented her, she laid out her mottled gray-brown hand in my direction, so that I
may clasp her pudgy fingers in my hand and lay my lips upon it. What an utterly
repulsive prospect. Still, it brought to my attention something I thought I would never
see again. On her middle finger, I saw a rather large ring of gold that bore a single
stone of fiery redness. My eyes did not betray me. This was a great war ring, one of
Chapter Five
Items of Power
forty seven built by Lyra Kingsway to battle her brother's forces during the war. It
sparkled and hummed at my approach, after what must have been a century of sleep.
This ring casually worn as a mundane ornament by such a boorish hag could very
well alight this whole building and the village in which it stood. I kissed it with my lips, and
remarked how beautiful it was to its owner, whom I courted for a large part of the evening
before she and I excused ourselves to the garden. Needless to say neither I, the ring, nor my
mistress' ring finger were ever seen thereafter.
Forty-seven Named War rings (also known as the great war rings) were crafted by Lyra
during the war. Named war rings appear either as silver rings topped off with an onyx stone
(Gravitational power rings) or as gold rings with an inset fire opal (Electromagnetic power
rings). All have a unique inscription -a name- etched on the inside of the band. Many were
destroyed during the war, a few recovered by Lord Ravencross and given to his underlings,
and the rest either lost or taken by surviving Angelions.
The forty-seven named war rings have either a gravitational OR electromagnetic energy rating of 20 + 1D6 and a maximum range of 2km. None have both a gravitational and electromagnetic energy rating.
Prolegomenon was the first of
the black artifacts to be crafted
Prolegomenon -The Terrible Staff by Lord Ravencross, and
Value:
1200 Power Points
doubtlessly one of his mightiest.
Category:
legendary black artifact
Its form is that of a wooden
Mindcast-operated? Yes
staff, gnarled and crooked, with
Unique?
Yes
the marking of a raven upon a
cross. In fact very little, except an
odd and inappropriate heaviness,
would betray this dreadful artifact's great power and complex internal workings. Corvus lost Prolegomenon during the war
while fighting Eridan in the forest of Calan, and to this day the terrible staff remains missing.
Prolegomenon carries an electromagnetic energy rating of 25 and a gravitational energy rating of 25 and a maximum range of 5 kilometers.
253
Chapter Five
Items of Power
Terraformatrons
made the Second Age
Terraformatronswhat it is now; they
vaporized remnant ruin from the
The World Makers
accursed age, terraformed the
Value:
1250 Power Points on average
world by levitating mountains
Category:
legendary black artifact
and moving refuse into the seas
Mindcast-operated? See text
and finally seeded the world
Unique?
No
with life. A terraformatron was
a machine of cyclopean size; over
a hundred meters long, roughly
cylindrical in shape, and able to levitate at will. Though automated and serviced by a golem
workforce carried internally, they could accept a human crew if needed.
When their life-creating chores were over, the terraformatrons were buried deep under the
Tower of Anekron, there to remain silent and almost forgotten. Though Ambrose tried to
destroy them along with the nine obelisks and the immortality machine, most of the world
makers did not perish, and over one hundred are in the possession of Lord Ravencross.
Terraformatrons are at the heart of any Fell Kingdom's energy. They all have at least
one world maker at their very heart, usually buried under the earth or making up a palace's
foundations. Terraformatrons have varying energy ratings, averaging with an electromagnetic
energy rating of 50, Gravitational energy rating of 50 and an enormous maximum range of
100km (some a great deal more). Their value is lowered in comparison with most other artifacts to reflect their great size; their raw energy is unfathomable. A terraformatron has a
toughness of 10 and a Health of 2000.
I wish for my father to abandon his fight. I wish for the
dreams to cease and allow me
some rest. I wish for the world
to know me under another name.
But above all, I wish to find
the Silver Pendant
Lord Ravencross
After essencing Helenoire,
Corvus embedded her lifeshard
in a small amulet of silver. This
amulet was lost mere moments
later, and ever since Corvus has
scoured the world looking
for it using many of his
forms.
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Chapter Five
Items of Power
In and of itself powerless, the silver amulet gives the character that holds it leverage over the most powerful immortal of the world. It holds the entire life memories
of Helenoire, the only known love of Corvus, and the mortal woman that may have
led to the birth of Ravencross. Once attuned, a user may observe the birth of Helenoire and
her upbringing, her adolescence, the courtship of Corvus, their marriage and the birth of their
children. He will witness her life up to her essencing. This lifeshard may reveal interesting
and highly useful facts about the Second Age, as revealed by Corvus in some very casual
moments.
The Three-Tear pendant is
an artifact comprised of a golden
arch supporting three tearshaped datashards and a spherical field generator. The field
generator can produce a protection field of near absolute power,
affording a + 40 toughness
bonus to its wearer or any region
surrounding it no larger than
1km in diameter.
The three datashards contain
the Second Genesis -the visual
memories of the Kingsways
relating the birth of the Second
The Three-Tear Pendant
Age. The first shard relates the
Value:
1650 Power Points
fiery end of the First Age, as
Category:
legendary Godshard
seen through the Kingsways'
Mindcast-operated? See Data shards
cloned or robotic bodies. The secUnique?
Yes
ond contains images dating back
to the unleashing of the machines
and terraformatrons right up to
the building of the Tower of
Anekron and Avonmyth. The last shard holds the first thousand years of the Second Age
proper; from the birth of the Hundred up to the end of the war of Crosses.
The Three-Tear pendant was worn by Elizabeth but disappeared during the war; some
say she hid it to avoid its capture, hinting that it may be near and about the Tower of
Anekron itself.
The Three-Tear pendant is second only to the Seven-Stone necklace in terms of the wealth
of information it contains. A character that can study its contents will gain an extra 4D6 experience points every interim chapter towards either Wisdom mastery rating or Wisdom
master abilities. As well, countless secrets are doubtlessly contained within this powerful artifact.
255
Chapter Five
Items of Power
Venomhead
Value:
Category:
Mindcast-operated?
Unique?
256
Chapter Five
Items of Power
half a dozen kilometers south of the Tower of Anekron at the end of the massive and petrified ditch it
created when it was cast out of the sky.
Game terms: Venomhead's statistics are as follow : Move: 200(F), Health : 3 000. Toughness: 16.
Mechanical body, main weapon: flame caster: damage: DL100, continuing damage. Ranged (effective
range 5km), area effect: blast scale 5m. Secondary weapons (x5): orb launchers. Damage (can launch
explosives, incendiary substances or chemicals/biological substances, damage varies). Ranged (effective
range 1km). Venomhead has an electromagnetic energy rating of 50, Gravitational energy rating of 50
and a maximum range of 100km for its energy manipulation. Venomhead can contain more than ten
thousand human-sized characters as well as 1000 large-sized creatures.
The Anekron pipe organ was a
massive, splendidly crafted machine
The Anekron Pipe Organ
built of darkstone. Assembled withValue:
3000 Power Points
in the Tower of Anekron's highest
Category:
legendary Godshard
chamber, the purple alcove, it
spanned three stories in height and
Mindcast-operated? Yes
its base covered half of the purple
Unique?
Yes
alcove's floor. Each of its darkstone
pipes contained a crystal attuned to
an Angelion's essence, and by pressing a key a Kingsway could open a specific pipe's gate and speak to a chosen immortal, no matter his
location or distance. By pressing the master key, all pipes would open, and thus the Kingsway could
speak to all the Angelions of the world. Ambrose used the organ to send his virtuous guardians to locations that required their aid or blade. When the Tower of Emerald and Bronze was destroyed, Lyra
used the body of a sparrow to infiltrate the purple alcove and use the organ's master key to send her
message to all her kin. Her mission accomplished, she destroyed the Anekron Pipe organ and
most of -perhaps all- the crystals it contained.
257
Chapter Five
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Golden Locus has an electromagnetic energy rating of 35, Gravitational energy rating of 35, a maximum range of 100km and undoubtedly other properties as well
258
Chapter Five
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Light of Night is a
gold ring inscribed with the
song Light of night that
Elizabeth's ring -Light of Night
Elizabeth wrote and sang to her
Value:
3000 Power Points
children during the last murderous
Category:
legendary Godshard
years of the First Age. It is a powMindcast-operated? Yes
erful electromagnetic ring that
Unique?
Yes
allowed Elizabeth to summon great
illusions and frighten the Hundred
into blind belief during the first
days of the mortal Second Age. Lord Ravencross now possesses Light of Night.
Light of Night has an electromagnetic energy rating of 35, a maximum range of 20km and undoubtedly other properties as well.
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A flat disk of green
jade on which can be seen
Eridan's ring -Windgod
the
constellation
of
Value:
2000 Power Points
Eridani tops off a splendid silver
Category:
legendary Godshard
band. A curious property of
Mindcast-operated? Yes
Windgod is that it has the power
Unique?
Yes
to show images of alien landscapes,
possibly from other planets, though
fleetingly. Eridan used Windgod
to levitate the obsidian tower of Corvus into the air and send it crashing into the sea near the Land of
Fire, where it now lies buried under the waves. Eridan has disappeared since the war, and doubtlessly
carried Windgod with him.
Windgod has a gravitational energy rating of 30, a maximum range of 5km and undoubtedly other
properties as well
Lyra's own ring is of silver, a
small band topped off with a white
Lyra's ring -Sumeternal
pearl of splendid perfection.
Value:
3000 Power Points
Sumeternal, in addition to being the
Category:
legendary Godshard
most potent of the children rings,
Mindcast-operated? Yes
contained droves of data downUnique?
Yes
loaded from the nine obelisks. It is
a ring Lord Ravencross would very
much like to find. Sumeternal disappeared along with its maker at war's end.
Sumeternal has an electromagnetic energy rating of 20, a gravitational energy rating of 20, a maximum range of 10km and undoubtedly other properties as well.
Ori's ring was of gold, topped
off with a large star sapphire. On
Ori's ring -Lion's Roar
the gold band was written a verse
Value:
2000 Power Points
from the scriptures,Your heart
Category:
legendary Godshard
shall remain free. Ori used Lion's
Mindcast-operated? Yes
Roar effectively during the war,
Unique?
Yes
notably to summon a momentous
orb of light which he cast into the
ranks of the fell warrior army,
enflaming over a thousand and destroying countless followers of Ravencross as well. Lion's Roar was
lost during the war.
Lion's Roar has an electromagnetic energy rating of 24, a maximum range of 10km and
undoubtedly other properties as well.
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"Fear me, for I am wearing the sum of creation! I hold the deception of an age entire! Every word
spoken, every caress and song is born of this trumpery! "
Delphina danced, her hands brushing against the necklace around her neck and its seven crystals.
She took to the air, her gown animated by movements beyond reason, beyond understanding, but
mesmerizing as very few are.
"I must have it, be it for an hour, no more!" I blurted out, over her singing.
Then a deep rumble, from well below, and I knew she was awakening.
"A moment, nothing more!" I added clumsily.
Both her hands were over her jewel now, hiding it, as she awakened more. The stare she cast at
me froze the blood in my veins.
"You shall not have it!" She screamed.
And with that, the beast was now well awake. Off in the distance, the first bellow of the
Dancer, a guttural, powerful roar, reached the tower.
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The Seven-Stone necklace is a magnificent string of gold around which are attached the
first Seven Kingsway lifeshards. Each lifeshard holds the mortal memories -from birth to
essencing- of a Kingsway. Combined, they contain an enormous amount of information
about the First Age; particularly, the one holding the memories of Ambrose would prove immensely useful in witnessing -firsthand- the events that led to the birth of the Second Age. It would also
serve Lord Ravencross dearly; given a century or more of studying his father's mortal memories,
Lord Ravencross might be able to build a second immortality machine.
During the war Ambrose tried in vain to destroy the Seven-Stone necklace. Unlocking its vault,
he found it missing. The Seven-Stone necklace was later found to be in the possession of fell lord
Blind Virtue, who unlocked an unknown number of its secrets before Delphina flew off with the precious artifact in her beak. It remains in her possession to this day.
After his voyage around the
world during the year of the
Raven and the Cripple, Lord
Ravencross imprisoned his father
in a devious Trapbox -Thorn
Rose- he had built during the
years prior to the war. Thorn
Rose is not like other trapboxes in
that it does not deprive its captive
of sensory information and it can
accept two essences; a host and a
visitor.
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Awakened Artifacts
The Watchful Eye has amassed a wealth of First Age artifacts since the war devastated its once
vigilant immortal enemy. Now with more freedom of action, Tinkerlords either produce these artifacts or repair taint relics recovered by operatives. They are then distributed among the more active
and deserving Awakened; a good measure of an Awakened's worth is the number of artifacts he is
given, but the wise Awakened only unveils them when absolutely necessary.
Hammers are pieces of metal
molded to fit over the knuckles. A
Hammers
curled up metal hook fits in
Value:
1 Power Point
behind the fingers. Two
Category:
minor Awakened artifact
Awakened operatives will use
Mindcast-operated? No
hammers to knock out and carry
Unique?
No
a dazed victim to an area they
deem safe for interrogation or disposal. Hammers are given to
Awakened operatives moving into
newly discovered Angelion-controlled cities and villages. See Weapons table for game statistics.
Longview
Value:
Category:
Mindcast-operated?
Unique?
2 Power Points
minor Awakened artifact
No
No
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Nan-Calan powder is
a high-explosive syntheNan-Calan Powder
sized by the Tinkerlords
Value:
2 Power Points per 100 grams
from various secret compounds. It
Category:
minor Awakened artifact
is said its making comes at the
Mindcast-operated?
No
price of many lives, for its syntheUnique?
No
sis is fraught with danger; the
slightest error can lead to disaster.
Putting a spark or any flame to
100 grams of Nan-Calan powder
is enough to detonate it for a DL10, Blast scale 1m explosion. Add one meter to the Blast scale and
raise DL by 20 each time the amount of Nan-Calan powder used is multiplied by ten. Thus a 10kg
Nan-Calan barrel would explode with a DL50, Blast scale 3m explosion while a 100kg powder keg
would explode with a DL70, Blast scale 4m blast.
A boomstick is made up of
three pieces of wood each about
Boomstick
two feet in length and separated
Value:
5 Power Points
by a thin metal chain; unassemCategory:
minor Awakened artifact
bled, a boomstick can fit neatly
Mindcast-operated?
No
under a normal cloak. When
Unique?
No
bloodshed is imminent, an
Awakened will quickly assemble
the three parts one into another
and lock them, producing the six-foot long boomstick that has become notorious to many Angelions.
Both of its ends contain a small amount of Nan-Calan powder linked to a spark maker and a sharp
point. When the point is thrust into something or someone, the spark maker will detonate the powder and drive the point deep into whatever it has contacted. A loud bang and a flash are byproducts
of a successful hit, which may have the added benefit of driving mortals away. Both ends can be
used, after which the boomstick is thrown away. Used improperly, a boomstick can injure its wielder. See Weapons table for game statistics.
Caustic brew is a powerful acid
used by the awakened to open
Vial of Caustic brew
locked doors and pierce through
Value:
8 Power Points
metal vaults. A single drop will
Category:
minor Awakened artifact
eat through a meter of hardened
Mindcast-operated?
No
steel. A small vial of caustic brew
Unique?
No
can eat away through ten door
locks or -dropped unto
artifacts- destroy up to
five artifacts. A vial broken on a character will inflict DL20 damage.
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Items of Power
Small iron bombs are crude yet
effective explosive devices packing a
lethal punch. Each contains 1000
grams of Nan-Calan powder, a
chiseled outer metallic shell and a
timed detonator device. Because of
their heaviness, iron bombs can be
thrown with an effective range
equal to the thrower's Power.
Throwing an iron bomb once
armed will cause it to explode
after a timed delay. This delay
can be set in 5 second increments
up to a maximum of ten minutes.
See Weapons table for game statistics.
10 Power Points
minor Awakened artifact
No
No
Crude thunderclap
Value:
Category:
Mindcast-operated?
Unique?
12 Power Points
minor Awakened artifact
No
No
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Chapter Five
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Awakened spectacles
allow mortals to see
Kabal ink. Operatives
use them to decipher the writings
and symbols Angelions etch on
the walls, rocks and trees of their
realms to warn or otherwise communicate with their kin. They are
expensive and rare, and only the
most fortunate of Awakened have
a pair. Awakened have used these
spectacles to understand the language of their immortal foe, and
thus these artifacts may be counted among the most crucial the
Watchful Eye has manufactured.
Awakened Spectacles
Value:
Category:
Mindcast-operated?
Unique?
25 Power Points
minor Awakened artifact
No
No
266
40 Power Points
minor Awakened artifact
No
No
Chapter Five
Items of Power
advanced with his sword raised, a rotten grin on his face.
Shaan pulled the trigger hard -too hard- and the weapon jerked in his hands. The
boomshell landed in the ruffian's collarbone, shattering it and sending a splatter of blood over his
face. The sword -as the man- dropped to the ground, both silent after a brief lament from the latter.
Some three hundred years before the spirit war, a group of Awakened led an expedition into a
First Age ruin long known to exist, buried deep under Meadowlake valley. Commanded by Onix
Annan, the expedition confronted and defeated the Meadowlake Angelion before discovering a vast
underground store of Taint relics buried next to Meadowlake itself. In it were over a hundred thunderclaps, a dozen cratermakers and nine blackbeams. Tinkerlords immediately set about producing
more boomshells for the thunderclaps and cratermakers, while studying to produce more such artifacts themselves. Thunderclaps are given to Awakened of courage and ingenuity, the two best
weapons the awakened have against their much more powerful foe.
50 Power Points
minor Awakened artifact
No
No
267
Chapter Five
Items of Power
Blackbeam
Value:
Category:
Mindcast-operated?
Unique?
268
Chapter Five
Items of Power
"We also discovered
these, and we will lament
our enemies when the
Tinkerlords unravel their means of
function"
"What are they?" I asked, looking at the row of great metal men
strewn about on the floor.
"They are suits of armor of such
power that they could give a First
Age man the ability to defeat a hundred thousand of his kin. They are
our secret weapon, the weapon we
will one day unleash upon our foe!"
He fell silent then, his eyes lost
to dreams and his lips to silent whispers I could not make out. I wondered if these might be the key to
our success. Perhaps I had been
wrong all along. Witnessing the
silent might of these terror weapons
of the past, I mused momentarily of
an armed victory against our
immortal foe.
Battleshell
Value:
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Chapter Five
Items of Power
In the pocket of my
cloak, the ghost-shiver
vibrated
furiously.
Somewhere near here, the enemy
was approaching and I was utterly alone. With ridiculous
automatism I squeezed the hammers in my hands and prepared
for a fist fight I would certainly
lose.
Ghost-shivers
Value:
Category:
Mindcast-operated?
Unique?
Ghost-shivers are Awakened artifacts of immense value. A ghost-shiver is around the size of an
apple, spherical in shape with a mirror-like surface. At their core is a parcel of matter possessed of
mysterious properties; it vibrates in the presence of mindcasters and/or their attuned controllers.
Ghost-shivers help Awakened operatives hunt for goldrooms, zero in on Angelion bodies and identify those carrying attuned artifacts. A Ghost-Shiver will vibrate when it comes to within five meters
of any attuned body or artifact and within twenty meters of an essence. Less than a dozen ghostshivers exist; they are given only to the most competent operatives and only in the most critical of situations.
A man came to us long ago; a
wise man, but weak of body. He
gave to Theol a rose of gold and
left with a smile and a laugh.
Theol held the rose and jumped
when it spoke to him. Within its
golden petals lay the essence of an
immortal, one that knew many
secrets and she became known as
the Golden Rose. Though she
Golden Rose
despised Theol she spoke often for
Value:
200 Power Points
if she did not, she could be killed
Category:
legendary Awakened artifact
and faced agonizing silence; for if
Mindcast-operated? No
she did not, we would weaken,
Unique?
No
and she would face the threat of
discovery by her kin, who despise
her; and when she spoke, we
learned; caustic brew, awakened
spectacles and many of our precious artifacts were born of her words. She does this bidding only bitterly. Still, no greater gift has come our way save for the war itself!
270
Golden Rose is arguably the second most valuable artifact in the possession of the
Awakened. It contains the essence of Golden Rose, one of the first followers of Ravencross
and one of his most murderous lieutenants. Golden Rose learned many things through the
teachings of her master, and became quite wise in the ways of science and forbidden crafts.
Chapter Five
Items of Power
During the war, she took assault to the Tower of Emerald and Bronze with blind fury,
and the dreadful Harks were her own creations. After the war she was given a Realm which
she fashioned into a hellish nightmare, and was seen drinking and bathing in the blood of
children. She came to be known as the essence of death itself, and few were those that cared to visit
or speak with her. Finally tired of her monstrous character, Lord Ravencross imprisoned her essence
in a trapbox and later cast it into the ocean, where Golden Rose endured twelve years of atrocious
silent wailing. She later reappeared imprisoned within an artifact resembling a golden flower, which
was given to the head of the Watchful Eye sect's leader Theol. Her golden rose prison allowed her
to speak through a voice box and hear through microphones but otherwise have no contact with the
outside world. It is said that to attempt to remove Golden Rose from her prison would destroy her.
Since she was given to the Aawakened, Golden Rose has reluctantly given them access to some of
her knowledge; she craves company, and fears death if her captors are discovered, hence she is doubly keen on discussion though she reveals her secrets only sparingly. Her personality is terrifying;
she is a monster that must never walk the earth again. Freed from her golden prison, her vengeance
on mortals would be unspeakable.
"Debrain him!"
The operatives approached the
traitor Junh and sought his arms
and legs ungracefully. He gave
only token resistance, knowing an
energy-sapping beating would be
his reward if he put up any kind
of worthy struggle. The Legend,
towering over his men, spoke softly now, savoring every word of the
phrase he had uttered many times
before.
"I shall wear your memories
around my neck"
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Chapter Five
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of its Elder Legends;
Before death, they
must travel to the
secret location where the
Archivist is kept, and be
debrained.
The Archivist Godmaker
can debrain a small or normalsized organism, its brain sliced
into thousands of thin layers
and its memories collected. The
archivist produces lifeshards
just as those the immortality
machine produced. It cannot
produce essences however;
hence, the procedure is fatal to
the debrained creatures.
A second functionality of
the Archivist Godmaker is the
cybernetic implant of minuscule
data shards into human brains.
So doing can give an otherwise
ordinary mortal access to vast
amounts of experiences and
abilities. However, since the
Archivist Godmaker is a taint
relic of advanced nature and
consequently poorly understood by the Tinkerlords, the
Common Artifacts
Common artifacts can
be chosen by any character at
the start of gaming. In some
cases, mint costs are given next
to their Power Point costs, and
in other cases Power Point costs
might be absent altogether. In
the latter case the player simply writes the
item on his character
272
Chapter Five
Items of Power
track of mint costs during character creation). Though items
may have both Power Point
costs and mint costs, they still
cannot be bought before gaming
Mundane item
of this chapter.
Items not found in
the table can be created by the
GM based on the cost values
Cost (Mints)
1+
10
30
60
500+
Courtesan services
Clothing
Poor/farmer
Quality
Socialite
Flamboyant, exotic, exclusive
clothing fit for the most fell of
soirees
Food
Meal
Glass of ale/wine
Sumptuous feast
Weapons&Armor
See common weapons and com
mon armor in the weapon and
armor tables
Services
Housing
Rundown little house
Well-kept house
Large, well furnished house
Manor
Palace
Transportation
Horse
Carriage
Ox
Small river boat
Large river fishing boat
Small sea vessel (5 man crew)
Medium sea vessel (10 man
crew)
Large sea vessel (30 man crew)
1
5
10
15
25+
10 000
50 000
100 000
150 000
250 000+
1
1
1
1
1
10
15
500
250
1000
10 000
100 000
150 000
30
300 000
273
Chapter Five
Items of Power
of the ones shown here.
Vial of poison
Poisons are very rare
Value:
5 Power Points
in the Second Age. People know
Category:
minor common artifact
very little of them since the Body
Mindcast-operated?
No
Canon forbids their usage in
Unique?
No
hunting. Thus the poisons used
by the assassins of the Second
Age, few though they may be, are
primitive animal derivatives
milked out of snakes, spiders as well as certain frog and fish species. A vial of poison contains three
doses; a single dose can either: coat a blade or arrow for one attack; be injected into the bloodstream
through a needle or knife thrust; become a deadly food additive for one person. The GN to resist
the poison is 8 and its DL3, following the normal Poison rules (see When All Hell Breaks Loose
chapter).
274
Chapter Five
Items of Power
Practical taint relics serve
a
function,
and may influTaint relic (practical)
ence the game through
Value:
5 Power Points
GM decision. Examples include:
Category:
minor common artifact
flares; gasoline; sticks of dynamite;
Mindcast-operated? No
acid; musical instruments; radioactive
Unique?
No
material; eterdyne-powered items;
bicycles; philosophical, religious, medical and scientific books; machines;
tools; data shards containing useful bits of data; scientific apparatus of any kind. The GM can weave them
into her campaign and players can suggest possible ways books, tools, shards or other such items can come
into play.
Clerical stones were given to the
clerics of most mortal communities
Clerical stone
before the war. About the size of a
Value:
15 Power Points
large orange with a bronze surface,
Category:
minor common artifact
the stones were vital instruments that
Mindcast-operated? No
could -in times of great need- sumUnique?
No
mon the aid of a spirit. Their manner of function was simple; normally
dormant, a clerical stone activated
itself when touched by human hands, transmitting the visual feed of its surroundings and the sounds it
recorded (usually the laments of the cleric the stone had been given to). A projector located in the heart of
one of the Kingsway towers would receive the stone's broadcast and an Angelion would be sent to the cleric's community to resolve the issue or its resident Angelion briefed. Clerics used the stones only in the direst
of circumstances; when brigands pillaged their communities, when disease or famine threatened their people
or otherwise when impending doom loomed on the horizon.
Still found to be in the possession of clerics, today many clerical stones are useless; only those still linked
to the projector of the Tower of Anekron or the Tower of White and Silver can be used to send images and
messages to either Ravencross or Delphina. Clerical stones cannot receive messages or images. At the point
cost given, a character possesses a clerical stone that may or may not communicate with any of the two remaining towers. If it does, the GM can decide which.
Taint weapon
Value:
Category:
Mindcast-operated?
Unique?
275
Chapter Five
Items of Power
tyrant lord of an entire mortal city.
Take note that at the start of gameplay none of these taint weapons are available to any
character; they are merely fortunate finds characters may stumble upon by digging and exploring
the nether regions of the world through adventures. Any of them might be found in the Watchful
Eye hoard, in various states of (dis)function. Costs given include five complete ammunition refills.
Name
276
Cost(Power
Points/Mints)
DL
Effective
Range(m)
ROF
Weight(kg)
Notes
Revolver (.22)
35/
30
RR
Ammo: 6
Pistol (9mm)
45/
30
RR
Ammo: 15
Revolver (.44)
Hunting rifle
(.308)
45/
50/
4
4
30
50
SS
SS
1.5
6
Ammo: 6
Ammo: 5
M-16 Assault
rifle (.556)
60/
50
FA
Ammo: 30
Shotgun
50/
30
SS
Ammo: 5
Early cannon
25/
12
30
1/5
100
Ammo: 1
Frag grenade
10/
15
Powerx3
Thrown
0.5
Blast scale 1m
40mm cannon
60/
12
150
FA
600
Ammo: drum of 80
shells
Flamethrower
50/
10
SF
10
Ammo: 400,
continuing damage
Rocket launcher
60/
25
50
1/3
10
Ammo: 1,
Blast scale(1m)
120mm
gun
60/
25
500
1/5
1500
Ammo: 1
Blast scale(0.5m)
Armor piercing
Laser pistol
70/
40
BF
Limitless ammo
Armor piercing
Laser rifle
80/
80
SF
Limitless ammo
Armor piercing
Hyperkinetic
pistol
70/
30
BF
Ammo: 200,
Armor-piercing
Hyperkinetic
rifle
80/
10
80
FA
Ammo: 200,
Armor-piercing
tank
Chapter Five
Items of Power
Production facilities comprise a series
of design and manufacturing stations
complemented by tool and fabricator
assemblies that any major project requires. The
higher the quality of the production facility the
larger it is and the larger the products it can create. PF1 facilities require 2000m3 of space. PF2
facilities require 50000m3 of space. PF3 facilities
require 1000 000 m3 of space. PF4 facilities
require more than a million cubic meters of space,
depending on the project.
Any project intended to produce or handle size
6 or larger (see Using Powers section in the When
All Hell breaks Loose chapter for size classes)
artifacts/vats/creatures requires a production facility. Refer yourself to the Game mechanics section
for specifics under building/repairing things.
Characters can build a production facility or
better the quality of an existing one during an
interim chapter. The cost either in mints or Power
Points is equal to the desired quality's value, and
only one quality level can be gained during a single interim chapter. Thus a character cannot pass
Production facility
Quality
GN
Category
PF1
20
200k
Minor common
artifact
PF2
50
300k
12
Minor common
artifact
PF3
150
1M
15
Major common
artifact
PF4
300
1.5M
18
Major common
artifact
Mindcast-operated? No
Unique? No
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Chapter Five
Items of Power
from a PF1 to a PF3 or from nothing to a PF2 during an interim chapter. Once the cost is
paid, the character must succeed at an Intelligence + Wisdom task at the desired quality's
GN. Success means the facility is upgraded to this quality; failure means the money/Power
Points are wasted and the facility does not improve. A player can use heroic actions and White
Drama trumps to be allowed a reroll or to get an automatic success with GM decision.
Laboratory- Mixtures
Quality
30
300k
15
Minor common
artifact
ML2
70
400k
20
ML3
400
3.3M
25
Minor common
artifact
Major common
artifact
ML4
1000
6M
30
Mindcast-operated? No
Unique? No
278
Category
Chapter Five
Items of Power
Characters can increase the quality of their mixtures lab in exactly the same way as for
production facilities (see above). However to increase a mixtures lab quality from ML3 to
ML4 requires more than just money and a lucky task roll. The character must expend a
White Drama trump before even rolling. No matter if he succeeds or not, the White Drama trump
is lost. Second, the player must explain to the GM how his character will use this lab to increase
the drama of the campaign. Finally, the character must succeed at the GN30 task roll and spend 6
million mints.
Vats of partly formed creatures; bioseeds
growing and pulsating under artificial light;
rows of cages or jars in which the latest creations
plot escape. An organics lab can create all manner of organisms, from the microscopic to the
gargantuan. The basement of any opulent
dwelling or palace -or any hideout- can contain
an organics lab irrelevant of its quality level.
An organics lab requires a controlled temperature environment, stable humidity and lighting. Outside organisms are kept at bay by efficient filtration systems and airlocks. An organics lab can not only build organisms, but can
determine the origin of a foreign creature by seeing "designer signatures" imprinted on its genes,
Laboratory-Organics
Quality
Category
OL1
30
300k
15
Minor common
artifact
OL2
100
700k
20
OL3
500
4M
25
Minor common
artifact
Major common
artifact
OL4
1500
10M
30*
Mindcast-operated? No
Unique? No
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Chapter Five
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can quarantine dangerous or infectious animals and can help heal sick or wounded characters. For the growing of size 6 or larger organisms, a proper production facility is required.
Characters can increase the quality of their organics lab in exactly the same way as for production facilities (see above). However to increase an organics lab quality from OL3 to OL4 requires
more than just money and a lucky task roll. First, when the player announces that his character tries
to transform his lab into an OL4 facility, his character must expend a White Drama trump before
even rolling. No matter if he succeeds or not, the White Drama trump is lost. Second, the player
must explain to the GM how his character will use this lab to increase the drama of the campaign.
Third, the character must have possessed at one time or another either one of Delphina's demon eggs,
a bulb of the White Flower or the essence of a Kingsway (for an entire interim chapter). Last but
not least, the character must succeed at the GN30 task roll and spend ten million mints.
Laboratory- Science
Quality
50
500k
15
SL2
150
1M
20
SL3
1000
8.5M
SL4
5000
40M
Category
Minor common
artifact
Major common
artifact
35* Legendary common artifact
38*
Mindcast-operated? No
Unique? No
Beeping machines that puff oily smoke; oscilloscopes that monitor eldritch energy flows and exotic particles; weird contraptions that hum with power and serve unknown purposes. The science lab is
a collection of advanced machines and monitors that help the master of wisdom learn of the universe
and build artifacts of great power. The basement of any opulent dwelling or palace -or any hideoutcan contain a science lab irrelevant of its quality level. New artifacts, machines, vehicles, weapons and
buildings are covered by the science lab, with projects of size 6 or larger requiring a production facility of varying quality as well.
The last SL4 was destroyed when the Tower of Emerald and Bronze was abandoned
by Lyra; she set it aflame before disappearing. The only functional SL3s known to exist in
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the Second Age are located in the Tower of White and Silver and the Tower of Anekron.
Characters can increase the quality of their science lab in exactly the same way as for production facilities (see above). However to increase a science lab quality from SL2 to SL3 or SL3 to
SL4 requires more than just money and a lucky task roll. First, when the player announces that his
character tries to transform his lab into a SL3 or SL4 facility, his character must expend a White
Drama trump before even rolling. No matter if he succeeds or not, the White Drama trump is lost.
Second, the player must explain to the GM how his character will use this lab to increase the drama
of the campaign and how he might succeed where others of much greater wisdom have failed ever
since the end of the war. Third, the character must have possessed at one time or another either the
Seven-Stone necklace, the Three-Tear pendant, the essence of a Kingsway (for an entire interim chapter) or been able to spend time with Ambrose locked in Thorn Rose. Last but not least, the character must succeed at the GN(35/38) task roll and spend 8.5/40 million mints.
Succeeding at creating a SL3-4 facility should be kept hush-hush, else all eyes are likely to turn
towards the character very quickly.
WEAPONS TABLE
Close combat weapons
Cost(Power
Points/Mints)
DL
Reach
Twohanded?
Weight
(Kg)
Notes
Common weapons
Dagger/knife
Walking stick/light club
War club/heavy mace
Woodman's axe
Farmer's pitchfork
Spear
Sword
-/5
-/-/40
-/40
-/25
-/45
-/75
+2
+1
+3
+3
+2
+2
+3
+1
+3
+3
+2
+4
+4
+3
N
N
Y
Y
Y
Y
N
0.25
2
12
8
8
5
5
Awakened weapons
Hammers
Boomstick
1/5/-
+1
12
0
+4
N
y
0.3
1
Angelion weapons
Hell wand
15/-
15
+4
Blood whip
Pure knife
20/15/-
10
+3
+3
+1
N
N
2
0.4
Armor piercing
Pure sword
Shardsword
20/100/-
+4
+6
+3
+3
Y
Y
8
12
See text
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WEAPONS TABLE
Ranged weapons
Cost(Power
Points/Mints)
DL
Range
ROF
Weight
(Kg)
-/-/5
-/40
-/75
+1
+1
+2
Power
Power
Power
SS
SS
SS
0.5
0.25
5
3
3
2
20
10
1/2
SS
10/-
30
Power
Thrown
Thunderclap, crude
12/-
10
1/3
0.5
Thunderclap, original
40/-
30
SS
Cratermaker
50/-
25
60
SS
18
Blast scale 1m
Blackbeam
150/-
20
100
SR
10
Armor-piercing
3/-
Dart
10
SS
0.3
Orb of chaos
15/-
30
0.4
Storm wand
Incineration ring
Incineration wand/sword
50/70/80/-
12
12
12
7
0.01
5-8
Limitless ammo
Limitless ammo
Limitless ammo
Common weapons
Thrown rock
Thrown dagger
Thrown spear
Bow
-regular arrow
-squirmish arrow
Awakened weapons
Iron bomb, small
Angelion weapons
Thorn-of-God
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Powerx3 Thrown
10
40
40
SS
SS
FA
Notes
Blast scale 2m
Chapter Five
Items of Power
ARMOR TABLE
Armor
Common armor
Heavy fur
Heavy leather/padded clothing
Town Watch mail armor
Steel (plated) armor
Crossbearer plated armor+mail
Shield
1/50
2/75
5/500
5/700
10/2000
1/40
Awakened armor
Battleshell
Angelion armor
Black leather armor
Angelion cloak
Ring of protection
Greater Angelion cloak
Eye of thundering
20/35/50/80/100/-
+1
+1
+2
+2
+3
0
-1
-1
-1
-1
-2
-
5
5
15
25
38
5
+16
-2
300
+3
+5
+8
+5
+10
5
4
0.01
4
0.03
Notes
Field generator
Field generator
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"Three thousand years ago, my father led to the birth of
the Second Age. Since then, I have had my throat slashed, my body burned at
the stake, I have been holed thoroughly by sword and heat gun
blasts, and been proclaimed dead far too many times than I care to
remember.
Yet there have been times when I flew above the clouds to escape the
rain; times when I laughed at the wit of mortal maidens and closed my
eyes to better appreciate a rare wine trickling down my throat. I have
walked on two legs, on four or six or more, and slithered my way into dank,
dark places. I swam in the sea and let the sun glint off my scales.
Now, as I try to bring about the end of this Age, as the shadow of my
great Raven form looms over the cities of men, carrying in its talons
the golden cage and the crippled boy, I can
tell you this: the world my father built is a
lie. We cannot impose our values on others. My father wished to create a world
of quintessential good, based on
religious beliefs he thought
genuine. But he was a fool;
his God exists only in his
mind, and people's actions
cannot be judged as good or
evil. Be they mortal or
immortal, they follow their
own hearts, and there is no
right or wrong way for the heart
to beat...."
Corvus Kingsway
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CHAPTER SIX
TM
campaign to evolve
285
Chapter Six
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act according to their characters weaknesses and
attributes. The purpose
of the Ascent system is to regulate
actions and allow for some degree
of randomness, so that you as
GM are not constantly required to
make judgment calls. However
sometimes you will be required to
make decisions that some players
may not agree with, and in these
cases you may encounter one or
more difficult players. Some players need to be reminded that this is
only a game, and that its purpose
is to entertain. Players that go overboard or constantly argue your
decisions, bicker or are simply prone
to counter-productive play, may
benefit from reading the following
paragraph.
286
When to roll
You need to roll dice (or ask that
players roll them) only when an
outcome is uncertain. You need
not roll for trivial things that matter little to the quest or campaign.
Use your judgment, your knowledge of the campaign details and
your sense of drama. In the end, it
comes down to this: roll when you
feel like it, to stress out players, to
force players to act in character or to
resolve major combat scenes. For
everything else, you can use your
imagination and the players help in
determining what happens. Just
roll in your head...
Chapter Six
Behind the Veil
Drama Trumps
Drama trumps both the white and
black kind- are Traits/Flaws that
players can choose for their characters. They can be powerful dramatic tools that you can use in
your campaigns to advance the
story or throw in some unexpected
twists. If used properly and stylishly, they can be immensely enjoyable.
Only you can bring Drama
trumps into play. To do so, you
must tell a player to erase one of
his characters Drama trumps from
his character sheet so that you may
bring in a story element that directly affects him. This effect will
either be beneficial or detrimental to
the characters well being, depending on the nature of the Drama
287
Chapter Six
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into play the character
will be worse off than
before.
288
By removing a Black
The assistant GM
Chapter Six
Behind the Veil
daughters burn under a smoldering sky, their backs burned by a
white lance of flame, their hands
and feet blackened by a cracked and
dead world. In the last days of this
Age you will hear a great wail,
that of a thousand million souls
dying. No more will your brethren
be; no more shall the wind carry
laughter over the oceans; only a
last, final tempest will bear the
cherished beyond the void.
As you may already suspect and will see confirmed with the
publication of the first supplementLesser Shades of Evil TM proposes
a different style of play than most
other games. Early on in the game,
characters will become quite powerful; the Legendary abilities soon to
be revealed in the first supplement
may allow them to rule the world
or destroy it.
While many players will find
this interesting and different (hopefully!) there may be those that
question the merit of thrusting so
much power in the hands of players in so little time. Let us address
these last players concerns.
The purpose of the game is to
produce epic stories; nothing more,
nothing less. Battling thugs and
minions, managing small villages
and smuggling First Age curios is
fine and well for a couple of adventures, but is not conducive to epic
stories. What more, it will not keep
players interested for very long;
Our goal is to let players know that
their actions can change the world in
significant ways, and that their sacrifices, battles and hardships will
not be dwarfed or trivialized by the
tribulations of greater characters.
Power is a vessel; through non
player characters, it yields nothing
but backdrop; in the hands of player characters, it can lead to unforgettably epic stories. The game is
set in a time when the Second Age
is ending; a once massive world
order is crumbling, and who better
to replace it than the characters
from your group?
Introducing players
to Lesser Shades of
Eviltm
Before players start creating their
characters, it is important for you to
know how you wish to introduce
them to the world setting. Will the
characters start out as mortals living in the peaceful pre-war Second
Age? Or will they instead build
characters living in the turbulent
post-war period? If so, will they
play mortals living in Fell
Kingdoms, Awakened operatives
seeking to overthrow their invisible
enemy or Angelions protecting the
Unconquered Lands?
This is a personal decision, though
we do recommend that players be
introduced to the game by way of
The Lesser Shades of Evil Saga
detailed below. Think about the
proper way you wish to let them
unravel the mysteries of the Second
Age. As well, consider that creating
Angelion characters outright can be
somewhat confusing to players that
know nothing of the world...
Following are a few possible
introductory campaigns that may
ease your players into the world of
Lesser Shades of Evil TM
1) The Lesser
Shades of Evil
saga
As mentioned in the A Legend is
born chapter, this introductory
campaign is recommended for
beginning players and GMs. Its
player characters are followed from
their humble beginnings as innocent
mortals living in the pre-war
Second Age, during the period
known as the Golden Thousand.
They know of corn and wine and
deer meat but not much else, and
are thus prime candidates for budgeoning heroes. It gives more substance to the rest of their immortal
lives, and offers the most rewarding
stories. We strongly recommend
that players be introduced to the
Second Age by means of this saga.
The Lesser Shades of Evil
Saga is composed of three main
chapters.
289
Chapter Six
Behind the Veil
!
Once
your
description is over, players
choose the Mortal
(Heroic) character type and
build their character. In all likelihood they will be strong
believers, carrying the Holy
Word wherever they go.
Unless they are travelers, seamen or merchants, they know
very little of the world except
for their immediate surroundings. Refer yourself to the
Mortal (Heroic) character type
for the proper steps. At step 9,
Additional Points, players
must choose the faithful Trait.
This character type is possessed
of great potential, but starts
inherently weak, and most likely characters will be peasants,
shopkeepers, seamen or farmers.
Some may decide to play children. For roleplaying purposes,
it can be enjoyable for two or
more characters to be related.
Allow players to choose any
cardinal nature for their character. In the span of their mortal
lives, even those of less than virtuous natures will be capable of
hiding the weaknesses of their
heart from the eyes of the
Kingsways, especially if they
fear the wrath of the AllSeeing. Their nature will
become more important in their
immortal lives.
! After their mortal characters are
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Chapter Six
Behind the Veil
where else (with no one around).
He may be naked or have a loincloth. For a day or two, he wanders, alone, not meeting a single
soul; let him fight against a wild
animal, suffering rain and cold
nights, confused and scared. Let
him climb down from his mountain
or reach its summit, walk out of
the desert or reach the shore of his
island. The character believes he is
dead, and so if this is not Heaven,
then where is he...? Could this be
Hell? Most likely he will recite
verses from the Holy Word and
pray. What happens next depends
on you, the player and his character. Ascension is different for every
character.
Some notes on how to run the rest
of the Ascension scene
follow:
!When the character died, his
essencing
him,
the
Kingsways produced a Life
Shard, which contains all of his
mortal memories. They have
reviewed parts of it, and know
the important events in his life.
They can produce illusions of
loved ones, of places, etc.
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Chapter Six
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the beast, sending the rest
of the pack fleeing back
into the forest. As they
flee and the white wolf takes his
last breath at his feet, Falon
falls to his knees prey to severe
hallucinations. He sees a great
black tower piercing an orange
sky. Instinctively he knows the
tower is located in the heart of
the Forbidden Land, and he is
drawn to it, for reasons he
knows not. He wakes up from
these hallucinations to see the
white wolf gone, no trace of
blood on the ground.The
wolves were phantasms conjured by Ambrose.
! After a long journey Falon
292
Chapter Six
Behind the Veil
realizes that his friend Guiver
was more than he appeared to
be, perhaps a guardian spirit...
293
Chapter Six
Behind the Veil
wakes in a youthful
form, kneeling before the
Seven. Receiving his pureblades, recognized as an
Angelion, he is sent to the world
of men to fulfill his immortal
duties.
Falons Ascension scene ends...
Playing out the Ascension scene,
from beginning to end, should
take no more than one sitting of
a few hours.
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Chapter Six
Behind the Veil
directly to Weaknesses and the
rest of character creation as
explained in their respective
character types. Erase all
Traits/ Mastery ratings/
Drama Trumps/ Equipment
from their mortal character
sheet.
! Those
that
choose
an
Awakened, Rogue Golem,
Fellkin, Archfiend or Mortal
character type build their character from scratch following the
normal rules.
2) Post-War
Mortal campaign
Another possible introductory campaign, to get you and players
familiarized with the rules and the
world, is for players to create characters that are mortals living in the
post-war era. Though they can
come from the Unconquered
Lands, the most exciting campaigns
of this sort are those following the
hardships of mortal characters from
a Fell Kingdom. You start this
campaign off by describing the Fell
Kingdom in which they live and its
rulers, and then allow players to
build mortal of Fellkin characters
from this Kingdom. This campaign can work a dual purpose;
you can use it as the very first
adventure you run simply to
familiarize players with the Ascent
system and to let them sink their
teeth into the world setting. As a
second reason for being, this campaign type offers you an opportunity to whip up adventures on the
fly and possibly create different
characters for every game or series
of mini-campaigns; the characters
are not expected to rise in power and
3) Post-War
Angelion campaign
This campaign is the end result of
the Lesser Shades of Evil Saga. In
some cases it can be played outright
without the players needing to go
through the first two steps of the
LSoE saga.
Players create
Angelion characters right after
reading Lyras Message and are
ready for play within one to two
hours.
Adventure seeds...
To those in need of some adventure
hooks, we list some here, according
to the character types in your
group.
Dagonheir
! One of the characters learns that
by the approach of a
fellkin horde...
! It starts with reports of
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Chapter Six
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of a Terror Kingdom
belonging to a sadistic Fell
Lord. Who this Lord is
and his intentions remain a
mystery; for now the Lord
seems content in hunting them
down and killing them repeatedly in a sickly game of cat and
mouse. This looks to be personal...
! The characters learn the loca-
Sybas
! A group of Dagonheir has
296
Fell Princes
! The characters learn that their
Chapter Six
Behind the Veil
upon a group of Angelions
caught with their essences in
hand, fleeing for their lives.
If they play their cards
right, the characters could be
set for life by capturing the
essences and delivering them
to their employer (or Lord
Ravencross, for that matter).
However, one might wonder
why these Angelions chose
that exact moment to leave
with their essences, and what
caused them to flee...
! Deep in the Ghost Lands
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strange occurrence, and
possibly use this time
to try and escape.
! Having undertaken a pil-
298
Running
Campaigns when...
Things are going according to plan...
When things are going good for
your characters, when their
Realms are growing fast, their
cities are multiplying and they
seem well on their way to fame
and power, what happens then?
Well, there are still plenty
of ways for you to challenge
your players when all seems
peachy. Remember, Black
Drama trumps are there for
exactly that! As in any great
fantasy book, it is usually when
Chapter Six
Behind the Veil
what will they fight for?
To immortality!!! I threw,
raising my glass. Many followed suite, and I looked down
into the eyes of Crimson Mist,
red with tears.
Things dont go
ing to plan...
accord-
y o u r
campaign have
fallen from the path
somewhat...
Their
palaces have burned down,
their Sacred Circles have scattered
and their bodies are old and crippled. What now? Do they give
up or do they hang on?
Of course we strongly
suggest they hang on and
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Chapter Six
Behind the Veil
try to regain their former
glory; that they hunt
those that wronged them
and seek retribution, and subsequently set out to conquer the
world!! What better drama than
to reappear after a few decades
and carefully spread word of
your return, hearing the cries of
despair from your foes that
thought you had long ago slipped
into madness or the dreamless
sleep? Oh no, say you! You are
far from dead, far from beaten,
and far from content...
Death...
300
Domination have contacts, information rings and secrets at their disposal. When they are down in the
gutters, these characters are generally quite capable of rising to power
once more.
Chapter Six
Behind the Veil
Sample non-player characters...
The following characters can be inserted into your campaign, as you desire. Some may live near
the characters, while others may be encountered on their journeys.
""""""
(1st Minor)Passions
""""
""
""
""
Intelligence
Temperance
Presence
Celerity pool
+2
Weaknesses
Haunting Fear: Twice-Risen fears strangers, merchants and pilgrims that wander into Brighthill. In
them she sees the mark of evil in the most benign of features, and she has dispatched more than one
for trivial things such as crossed eyes or odd manners of speech. She wishes she could make Brighthill
and its people become invisible to the rest of the Earth, reasoning that flower patches, a river and the
surrounding forest is all her people need, really. Even Dagonheir are not welcome in Brighthill, and
Twice-Risen will not reveal to them its location. She has started diverting merchant caravans away
from Brighthill , instead encouraging her people to trade amongst themselves. Townspeople are feeling these effects, as their economy is starting to suffer.
Information
The town of Brighthill can be placed either on the Birthland or the Land of Ebuleon, and Twice-Risen
can make a nice addition to the characters entourage. She is a Dagonheir about to fall into heresy, struggling to remain true to the Scriptures while the love of her people is slowly eating at her heart. Soon her
actions will serve to isolate Brighthill completely, and she will start stealing from neighboring towns to
provide for her people, thus becoming a Syba. She currently has two bodies; one of a butterfly, the other
of a woman that appears to be in her late twenties. In her town, she works as a serving lady at the local
inn, where she keeps a careful eye on those that pass through and listens in on her conversations.
Using her butterfly form she tags along caravans and flies over Brighthills surroundings, seeing to the regions peacefulness.
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Weaknesses
Lurking madness: Silver Hand is a sexual predator. He
feeds on the fear of children, and derives sexual gratification from their terror and screams.
Haunting fear: he fears the possibility that the AllSeeing may exist. As all those that live with
such fears in the Second Age, Hebra is afraid
of the sun, and prefers the night.
Information
"""""""
(1st Minor)Domination
""""
""""
"""
""
Intelligence
Temperance
Presence
Celerity pool +3
Cardinal nature: Moon
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Chapter Six
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Weaknesses
Lurking madness: Stormbearer has a nasty habit. Since
the All-Seeing left him, he has grown accustomed to smoking the flesh of those he kills in order to speak with their
spirits. Underneath his rags he carries the skin samples of
those he has slain, which he mixes with tobacco to smoke.
Haunting Fear: Stormbearer fears the sun for he believes
it to be the eye of the All-Seeing. He only moves about
when it is overcast, rainy, or during the night. On sunny
days he may be found indoors, basking in the shade of
trees or cowering under his rags on any street corner.
"""""""""
(1st Minor)Deceit
""""""
""""
"""
Information
""
Intelligence
Temperance
Presence
Celerity pool +3
Cardinal nature: Dusk
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Chapter Six
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"""""""""
(1st Minor)Wisdom
""""""""
"""""
""""
""
Intelligence
Temperance
Presence
Celerity pool +4
Cardinal nature: Moon
Weaknesses
Lurking madness: Shallow Sea believes the stars in the sky form patterns that may yield prophecies concerning
the Third Age. At night, one of her forms will be found looking through great lenses aimed at the sky, scribbling inked numbers and shapes on pieces of paper. Depending on her prior nights calculations, her decisions and
moods of the day may be quite unpredictable.
Burning love: Shallow Sea is currently crippled by a mortal love, a man she allows to sit next to her on the sapphire throne. A boy and a girl were born of their union, children whom Shallow Sea despises because of the attention they receive from their father.
Information
Shallow Sea once commanded a Fell Worm against the Tower of Emerald and Bronze, and succeeded in breaching its gates moments before it exploded. She was crucial in the attack against Eridans Tower of Stone and managed to bring back the essences of four Angelions from the Unconquered Lands shortly after the war. Given
dominion over a small island to the north of the Dream Kingdom, she remains there to this day along with three
Fell Princes and close to six thousand mortals who call her Empress. One of her bodies is known to resemble
that of a large black cat and another of a marine worm of enormous size. Her mainform is that of a woman possessed of myriad special abilities.
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Chapter Six
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Weaknesses
Lurking madness: Anchor believes children are divine,
and that by having his soul carried by their bodies his
sins are forgiven. He dare not harm a child, or an
immortal carried by a childs body.
Information
Townspeople of Suncreek Harbor believe they have
been under the tyrannical rule of evil spirits for some
eighty years now; using the forms of three small boys
-possibly brothers- they walk the streets of Suncreek
surrounded by a retinue of thugs and cutthroats,
relieving merchants of their gold and shooting dead
those that would escape. A guard of Crossbearers on
passage through the town is known to have been slain
to the last man by these spirits, who wield sorcerous
energy and can incinerate their foes with a wave of their
hands.
Yet in reality the townspeople of Suncreek are terrorized by just one entity; an Angelion once known as
Anchor sees through the eyes of the three sorcerer-children. An immortal beast as few there are on the face of
the world, little is known of him nor of his community. You can place Suncreek Harbor anywhere on the
map, and should give each of anchors children forms
different attributes and powers. At least one will be carrying an incineration ring.
The Sorcerer-children of
Suncreek harbor (Anchor,
451 year old Syba)
Masteries
(Major) War
"""
"""""
""
""""
""
Intelligence
Temperance
Presence
Celerity pool
+3
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Note!
Character evolution
When an adventure
is finished...
Interim chapter
When an adventure is finished but
before another one begins, characters
are said to be in an interim chapter, a
period of time averaging 5 years.
During an interim chapter, you and
your players must see that:
1) players age their characters
Anguish points.
4) Deserving characters get Renown
306
1) Aging...
Aging characters make for fun campaigns. For mortals, life is short, perhaps one hundred years of adventuring or so. 20-25 adventures maximum may pass between the time of
mortal character creation and natural
death, however unlikely that may
sound.
For Angelions, time takes on a
different meaning. They can see the
long term effects of their actions and
see the world heave from one Age to
the next. Keeping track of dates,
events, character age and bodies is
important, for it will allow you to
record every significant event of a
campaign. This might be important
for future reference, or at the very
least entertaining as leisure reading.
The default time span of an
interim chapter is 5 years. If all
player characters are mortals, and
players want to play these characters
for a longer time, it might be more
interesting to maintain the length of
Chapter Six
Behind the Veil
age. Bodies age at a rate that is
inversely proportional to their lifespan. Taking a normal, unengineered
human body as reference, a bioengineered human body with a lifespan
of a thousand years (roughly ten
times the lifespan of the human)
would seem to age ten times slower.
Example: an Angelion purchases a
bioengineered body from the Guild.
It looks like a twenty year old man
when it comes out of the biovat in
2100SA. The body has a lifespan of
600 years. Humans of the Second
Age have a normal lifespan of 120
years. The characters body therefore
has five times the lifespan of an
unengineered human, and will
appear to age five times slower. In
2150SA, its actual age is 50 years,
but it will appear to have aged only
ten years since its creation, and look
like a man in his early thirties. Its
apparent age is therefore 30 years
(20 years at the time of its creation,
plus ten years of apparent aging).
After roughly twenty adventures,
when the calendar marks 2250SA,
the body will have an actual age of
150 years, but its apparent age will be
50.
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snatching his essence and
fleeing into the mountains.
During the interim chapter,
Alex consults with the GM, and
decides that Sickle Stroke will lay
low for many years and become a
more compassionate immortal by his
journeys through mortal towns.
This is purely for roleplaying; Sickle
Stroke could as easily have decided to
try his hand again as a Syba by
establishing himself in the next available town (much like Julias character from the previous examples).
However, after seeing how
Phantomas from his game group
seem to know a lot about the world,
Alex has decided that would be the
way his character wishes to go from
now on. In game terms, Sickle Stroke
has his income reduced to 0 because
he lost the city that provided it. As
well, the Trait Secret Watchers he
chose during character creation is lost,
because his watchers are now charred
corpses in a charred city. Alex erases
this Trait from his character sheet
but gets no point back. Otherwise, all
his Traits remain. He still has the
Surrounded by enemies Trait
because Dagonheir still know him as
a Syba. By spending a few experience points during the interim chapter, he may receive some income, but
since Sickle Stroke is now a wanderer, this income comes from either
stealing or small contracts he does for
other immortals. Thus, he is now
halfway between a Syba and a
Phantoma. After a few adventures
and interim chapters, the GM
might allow him to spend 20
Available Power Points to buy the
Cloaked Wanderer Trait from the
Phantoma character type to
reflect his travels through
the Unconquered Lands.
His Surrounded by ene-
308
now.
2) Experience...
Experience can turn a green
recruit into a hardened veteran
and a boy prince into a king. It
is what makes the Kingsways once mortal- so much more dangerous today as three thousand
year old immortals than in their
mortal lives. It is why
Dagonheir fear Dream and Red
Lotus, and why the mortal
world is ruled by immortals and
not the other way around.
Experience is synonymous with
roleplaying; players are generally fond of experience points both
because they allow their character to become better and more
powerful and also because they
mark, in clear numbers, how
much the character has gone
through. Every game has a system set up to allow for character
progression, and LSoE is no different. In fact, experience is a
major part of the game, and if
player characters are to confront
the many dangers of the Second
Age, they will need lots of it!
In game terms, at the beginning
of every interim chapter characters will receive a varying number of experience points. Some
may receive more, others less,
but all will get at least one point
during every interim chapter. As
much as possible, characters
should get similar amounts given
equal quality of play.
The experience characters accumulate will depend on time and
adventuring. Essentially every
character in the game gains experience points every interim chap-
Chapter Six
Behind the Veil
ter. Experience is converted into
Available Power Points, the very
same points that players used to
build their characters. Hence, a
500-point character that is
awarded 10 experience points at
the end of an interim chapter will
write 510 on the character sheet
under Total Power. The player
can add these 10 points to the
Available Power points box or
spend them on Mastery
Ratings, Master abilities and so
on, as you will see later.
Awarding experience...
You, the GM, are the one
that awards experience. Every
interim chapter, consult the
following table to help you
determine how many experience points each character
receives.
Base amount
Intelligence+Celerity
pool
Anguish points
1-2
3-4
5+
-1
-3
-5
Last adventure
See below
Table explanation
Base amount: during every interim
chapter, a character gains this
amount of experience points.
Anguish points: Anguish (see
Anguish, later in this chapter) can
affect the experience characters
receive. Deduct a certain amount
from the characters base experience
experience point
award
Small adventure
Normal adventure
Bloody/ difficult
adventure
+1 to +8
Table explanation
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points
3) Gaining/
shedding Anguish
310
Shedding Anguish
Points
A character sheds Anguish points
by answering to his nature, and by
believing in a higher power so much
that his humanity, his need for
mortal love and compassion is
replaced by his adoration of a
supreme entity.
! If the characters actions in the
Faithful Trait
Faith in god(s) has allowed mortals throughout history to endure
pain by relying on, and trusting to,
Divine love. No matter if gods exist
or not, faith in them is a real thing,
quantifiable in this game by the
Faithful Trait. The faithful character prays and recites verses, kneels
and chants his way out of anguish
and ennui, but were his faith to be
shaken or destroyed, mental trouble might come quickly... When
Corvus seeded doubt into the
minds of Angelions after the war,
admitting to them that the AllSeeing did not exist, many went
utterly mad.
Keep in mind that the faithful
Trait represents fierce belief in the
all-Seeing (or some other divinity),
and has nothing to do with clerical
authority, religious status or
responsibility. Weekend believers
or casual practitioners do not have
the Faithful Trait. A simple peasant that reads from his Holy
Word may have the Faithful
Trait while a corrupt cleric does
not. The peasant may go about his
life smothering anguish under layers of divine adoration while the
faithless priest gains weaknesses
with age.
Characters with no faith adopt a
pragmatic approach to lifes problems, knowing that they must rely
on themselves for everything. The
faithless do not benefit from the
soothing, therapeutic effects of
divine love. Death is the end of
everything, and only mortal desires
matter. Fell Princes and Sybas are
generally (but not always) faithless. They can pick the Faithful
Trait, but in their case, going
against the will of God can have
disastrous consequences (see the
Faithful Trait).
Note!
A completely faithless character
usually cannot buy the Faithful
Trait through experience, unless a
plausible way of gaining faith is
proposed to you.
Chapter Six
Behind the Veil
believing in a divine entity. Several
things can lead to a characters loss
of faith, including, but not limited
to, the following;
! You or a player puts a Black
The Effects of
Anguish Points
Anguish points not only cause
characters to lose experience points
every interim chapter; they can lead
to depression, lackluster performance, quirks and madness. Every
interim chapter, after Anguish
points are tabulated, you can
declare that one or more of a characters Anguish points will be converted into something else, such as
Anguish points to be
removed
Effect
15
Acquisition of a
weakness, most
probably a lurking
madness
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Indulging ones
nature/going
against ones nature
312
Sun cardinal
Indulging your nature
! Gaining in power, prestige or
of great significance
! Protecting the weak from
scale
! Protecting the world from
unsettled
! Endangering
the world
through your actions or lack
thereof
Dawn cardinal
Indulging your nature
! Being
without master,
undertaking projects/missions of your own making
of great significance
! Seeing justice done on a large
scale
! Protecting the weak and
defenseless
! Protecting the world from
harm
Chapter Six
Behind the Veil
or defenseless person or animal to get butchered senselessly
! Leaving a great injustice
unsettled
! Endangering
the world
through your actions or lack
thereof
wealth,
territory, underlings
! Gaining
Recognition or
Notoriety, being in the spotlight
Moon Cardinal
! Fading
from
the
limelight
! Losing face, being ridiculed
or shamed
Dusk Cardinal
Indulging your nature
! Being
without master,
undertaking projects/missions of your own making
4) Renown...
Renown points are given to
characters by you based on
what they did during an adventure, who knows about their
actions and how significant their
actions were. You are encouraged to consult the following
examples that give ideas of the
number of Renown points to
give characters based on their
actions.
A Dagonheir has thwarted an
attack by a reltively obscure
Fell Prince. Only the other
player characters were present,
but the battle did spill out into
the streets. 5 RECO pts
The character traveled to a distant Realm to propose new battle strategies to its Sacred Circle,
achieving
a
spectacular
result...10 RECO pts
Having one of his bodies captured by a Fell Lord, a
Phantoma managed to defeat, in
single combat and using his
mundane human body, a powerful Fell Prince carried by a
horrible and vastly superior
physical form. Though his
body was subsequently vaporized by the furious Lord, the
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Behind the Veil
acters may receive
more, depending on
your decision.
What to do with
RECO and NOTO
points
For now, simply keeping track of
them is enough; prior to the publication of the first supplement,
there are no further effects.
However you can let the characters in your group feel that they
are making a name for themselves
as their Renown goes up. Let
their Realms be visited by ancient
Angelions that come only to spy.
It will keep your players on their
toes and make them feel as
though they are becoming part of
the greater struggle. The follow-
RECO/NOTO
and soirees/ secret
meetings
MEANING
50
100
1000+
Spending experience
points...
RECO/NOTO measure an
Angelions celebrity status
among his own kind (either
those still loyal to the
Scriptures or those that ignore
them).
RECO VALUE
500
314
NOTO
VALUE
MEANING
50
100
500
1000+
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Behind the Veil
Power Points during an interim
chapter. Points not spent remain in
the Available Power Points box.
Improving Mastery
Ratings and acquiring new
Master abilities
Refer yourself to the A Legend is
born chapter to determine how
many Available Power Points it
costs to raise Mastery ratings and
acquire new Master abilities.
Assume the player is making his
player from scratch. Until the
publication of the first supplement,
players cannot purchase Legendary
abilities for their characters.
Increasing income
through experience
Players can raise the income of their
character by spending Available
Power Points. This means the
character is making contacts and
improving his skills at acquiring
riches. Contrary to the income provided by a Realm, this income generally cannot be lost, even if the
characters Realm is destroyed
completely.
Every Available Power Point a
player spends towards increasing
his characters income will raise it
by 5k mints per interim chapter,
subject to GM approval.
Improving a Realm
Players can use their characters
Available power Points to enlarge
the size and income of their Realm;
it represents time spent towards
increasing their area of control,
attracting new settlers, building
contacts and taking root in or being
granted control over (by ones Fell
Lord) new communities.
By spending Available Power
Points after gaming has begun, a
player can give his character dominion over more than one mortal community. What more, the Rogue
Golem and Archfiend character
types can now claim Realms of
their own just like Dagonheir,
Sybas and Fell Princes.
A player can do one of two things:
! he can increase the size class of a
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Behind the Veil
finally a medium city can
become a large city). To
increase the size of a community in such manner, the
player must pay the entire
Power Point cost of the new
community. Thus to turn a
town into a small city will cost
50 Available Power Points.
However, the character will
automatically be rooted in the
small city and it shall immediately start producing income.
The character must already be
rooted in his town before he can
pay the Power Points towards
transforming it into a small city
(see below: Taking Root).
! he can lay claim to another com-
Taking Root
Spending Available Power
Points to acquire a new community
(as opposed to increasing an
already owned community) is a
risky investment. It will take many
years (possibly some decades)
before a character can get some
income out of it, and he may see it
destroyed or claimed by another
character before even that. Every
community requires a certain number of interim chapters after a character spends the necessary Power
Point cost before the character is
considered rooted in the community
and the player can write it
down on his character sheet
as a part of his Realm.
316
Gaining/losing weaknesses
during gameplay
Weaknesses acquired during
gameplay do not provide characters
with Available Power Points but
they are tabulated in the total
Power of a character. Hence a character that gains a weakness will lose
50 Power Points from his Total
Power Point rating. Likewise, a
character that sheds a weakness will
see his Total Power rise by 50pts.
5) Income...
Income is received every interim
chapter just like experience. It can
be hoarded, spent on projects, new
mortal forms, rumors and mundane equipment. Characters with
no income are assumed to survive
quite modestly.
Buying rumors
For 50k mints, your character can
buy a rumor; he gets wind of
something happening of interest, not
necessarily in his Realm, but worthy of his attention. As the GM,
make it worth the while of players
to buy rumors. Up to three
rumors can be bought per character
per interim chapter. Larger communities afford greater income
which in turn allow for the purchase of more rumors. This reflects
a larger communitys tendency to
attract greater numbers of pilgrims
and merchants, the perfect vessels to
carry information from far away
lands.
At your discretion, players can ask
to pay more mints per rumor to be
privvy to correspondingly more sensitive and worthwhile information.
Example: Justins character is a
Syba ruling over a medium city
from the Birthland. His large
community affords him some nice
income which he gathers by overtaxing his people and stealing from
its treasury. However, he fears his
actions may one day bring in
Dagonheir attention, and so he regularly spends at least 50k mints
per interim chapter to buy a rumor.
He does just that in the current
interim chapter.
The GM knows that in effect a
Chapter Six
Behind the Veil
Dagonheir has gotten wind of him
and is seeking to discover the location of his goldroom. Posing as a
pilgrim, the Dagonheir is currently
in his city, sleeping in one of its
inns. He has been observed by one
of the locals to hide under his cloak
a vicious-looking sword unbefitting
a common pilgrim. What more,
patrons have remarked to the
innkeeper about the strangers peculiar companion, a white rat of some
appreciable size which often lingers
about his feet. The GM tells
Justin all of this, and that once,
many hundreds of years ago, he
knew of an Angelion who was fond
of white rats and carried one on his
shoulder any given time of the
day. His name was Born-Seventh,
and three hundred years ago, when
Justins character briefly met him,
he got the distinct impression BornSeventh was already very old...
Projects/Equipment
In the section on building/repairing
things in the Game mechanics
chapter you will find many project
examples (and their related costs).
Players can decide to spend their
income on new inventions, labs and
other such projects at their leisure.
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Chapter Six
Behind the Veil
in mind the minimum cost
(Angelion) of bodies, which
varies according to body
size (50 for minuscule bodies, 30 for
tiny bodies, 10 for small or larger
bodies). Depending on circumstances
and a characters relation with a given
Guild Curator, prices might be subject to change.
Body costs to purchase and attune
Body cost in Power
Cost in mints to
Points (Angelion cost) purchase/ grow and
attune
10-100
500 000+5000/PP
101-150
10 000/PP
151-200
15 000/PP
201-500
20 000/PP
501+
40 000/PP
318
Bodysnatching costs
Body features Cost in mints to
modify
Size
Small or bigger
5 000 000
Tiny
2 000 000
Minuscule
1 000 000
Archfiend
x2
Stealing an Angelions
mortal form
Bodysnatching
Chapter Six
Behind the Veil
knowledge of the winds
effects on flight, of aerodynamics and of lift. He needs
to learn from this body as
time goes by.
Body type
Adjustment
period
Task
modifier
Very familiar
1 week
-1
Familiar
1 month
-1
Unfamiliar
1 year
-2/-1*
-2/-1*
Adjustment period
Table explanation
Body type
Very familiar: any human
body, whether grown by the
Guild, bodysnatched or
stolen, irrespective of age
Familiar: any human body
that has a slight number of
exotic Traits, such as wings,
four arms, more eyes, etc...
You might allow dogs, cats
and four legged mammals
Task modifier
The modifier towards
most physical tasks as
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Chapter Six
Behind the Veil
well as most Perception
tasks in cases where the
body carries special sensory capabilities, possibly some other
physical tasks as well, depending
on the bodys exact nature and
GM decision.
320
Chapter Seven
The Second Age
CHAPTER SEVEN
We recreated birds. We recreated blades of grass and great trees of might. We recreated
man and woman once more. But all these do not make a world. It is when these birds fly and
sing under the sun, when the blades of grass make fields sway and roll under the wind and
when children play and laugh under the sun that the world takes form. That is beyond our
control. Everything else is just a petri dish away from nothing. No, in retrospect what happened was not of our hand, but was meant to happen. We were just the instruments of its
power.
-Ori Kingsway, the Lion-
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Prior to the
spirit war and for
the better part of
twenty centuries, children
learned that since the
beginning of time the
world had been under the
watchful eye of the AllSeeing.
Through
his
great power was the
world born; through his
great benevolence was
humanity allowed to
inhabit it; and through
his great vigilance had
men of evil been expunged
from it. The Second Age
was one where humans
could hope for a good and
pleasurable life, where the
nights and forests of the
world
bore
promise
instead of peril.
Folk of the Second Age
lived simple, quiet lives;
they tended their fields
and cattle or worked in
simple mills and shops.
Hunters rode into woodlands on the backs of
horses, striking down
their prey with steeltipped wooden arrows.
Come night's darkness
clerics and mayors could
be found singing and
laughing among friends
and
neighbors,
while
younglings scurried off
into the woodlands under
the glare of oil
lamps. Men knew
nothing of the rav-
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The Second Age
The Kingsways
Born in a terrible time, the
Kingsways are certainly the
most important characters of the
First and Second ages. For a
thousand years they toiled as
world builders and for two
thousand more they stood as
gods among men, their words
measured and cryptical. The
breadth of their power is apparent today in the song of birds
and the beauty of children born
of their hands.
Today they are twice as old
as the oldest immortal and their
plans are still incomprehensibly
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fortresses meant to
keep their siblings at
bay. They pursued
goals of their own, and independently led to many discoveries during the time that preceded their war.
It would be a war that
would shatter their hold on
mankind and lead to a million
mortal deaths; two Kingsways
were imprisoned, another likely
dead. Two went into exile leaving only two -the eldest daughter and son- with any true
power over mortals.
Of unnatural intelligence,
capable of the most humane or
beastly acts, the Kingsways are
still the most important figures
of the Second Age, even now in
its death throes. What follows
is a brief description of the seven
Kingsways, their activities since
Ambrose Kingsway
For decades at a time our father would
speak not a word to us and only confided
with Elizabeth. He grew distant early
into the Second Genesis, and preferred the
solitude of his chambers to our company.
On the few occasions I spoke with him at
any length, I found him to be wise
beyond any of us, yet detached from
earthly concerns, the only fault of his
which allowed my brother to supplant
him.
Lyra Kingsway
You wish to know of the great
Ambrose and what drove him? Visit a village and see children running after butterflies, their parents calmly chatting about
petty little nothings. The only way to kill
Ambrose is to destroy all of these things.
Elizabeth Kingsway
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darkstone trapbox named
Thorn Rose. Inside this alternate reality is where Ambrose
has remained ever since, sometimes visited by his son. No one
has spoken to Ambrose since the
war except for Lord Ravencross.
Known Bodies
Ambrose was seen during
the year of the raven and the
cripple and for some years afterward as a little boy missing a
leg. For the last one hundred
and ninety-plus years however
Ambrose has had his essence
Meeting with
Ambrose
Encounters with Ambrose
are impossible unless one can
gain access to Thorn Rose,
which is locked away and hid-
Elizabeth Kingsway
Mother was a silent woman, and would
doubtlessly have been forgotten from most history books. This is why I have kept note of her
actions throughout the Second Age and during
the last days of the previous. True she was
quiet and reserved, but her hand shaped many
things. Is it no wonder my brother does not care
to let her roam the world as she please, that he
dare only give her one body of challenged capacities? He fears her, and rightly so.
Lyra Kingsway
My mother is loved by me and by all my
brothers and sisters. Her love for us is unquestioned, and I hate my father for forcing me to
entrap her as I must. A great tragedy of this
Age is that Elizabeth should suffer in any way.
Corvus Kingsway
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Known Bodies
Elizabeth was given a near
eternal body -that of a young
girl with white wings- by her
son in the days following the
war. It is her only known form.
Prior to the war Elizabeth was
fond of birds, cats and dolphins
as well as women of golden hair
and fair features. Her two
ghostly maiden forms which
stood on the gates of the Tower
of Anekron were possessed of
unfathomable powers, and she
slayed thousands of fell warriors before being dispatched herself.
Meeting with
Elizabeth
Elizabeth is a prisoner of the
Kingdom of a Thousand
Meadows, an island floating in
the skies south of the Dream
Kingdom. She can only be met
by characters braving this
Kingdom's many dangers, for
being a prison Kingdom, Lord
Ravencross has protected it
with countless pitfalls, alarms
and
guardians.
This
Kingdom will be described
fully in the upcoming supplement.
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Elizabeth Kingsway
Chapter Seven
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Known Bodies
Lord
Ravencross has
appeared to both mortal and
immortal using myriad forms;
his preferred bodies remain
those of ravens, one of which
being of monstrous size. His
main human form is presently
that of a middle-aged man
with dark hair and eyes. Lord
Meeting with
Corvus
A meeting with Corvus is
perhaps the likeliest of
Kingsway encounters. He
encourages Angelions to join
with him and has appeared as
a tempter to many Dagonheir,
Sybas and Phantomas promising a place at his side in the
Third Age. If played correctly, an encounter with
Ravencross may add lots of
excitement to a game session,
but should be well planned.
Unless characters bring their
essences openly to him,
Ravencross will be the one to
set where and when, under
what conditions and for how
long an encounter will take
place. He should appear using
forms they should not suspect;
old or ugly women, fat, boorish men or grotesque animals.
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328
Known Bodies
Delphina is known as the
woman of a thousand faces;
her forms are too many to
describe, for she is the master
of biologics. In her tower she
grows complex and powerful
forms, and has appeared to
Avonmyth's Circle of Sacred
Swords as a black dog the
size of an elephant and has
frightened away thousands
of villagers from eastern
Ebuleon using the body of a
gigantic flying jellyfish.
Chief among her favorite
bodies are the three Gorgons;
Madwraith is a body of
unsurpassed unnaturality; to
Chapter Seven
The Second Age
Meeting with
Delphina
Delphina lures Angelions
to her Tower of White and
Silver. An encounter with her
is therefore possible, but
undesireable. She is fond of
playing with ther minions
until tiring of their presence,
at which time she may torture them or use them for
dangerous missions. She is
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Since the
War
activities or whereabouts.
Known Bodies
Lyra used many bodies
prior to the war, and visited
both mortal and immortal
using animals such as squirrels, sparrows and dogs.
During the war she created
and used warforms of terrible nature, but all were
destroyed in its final days.
Upon leaving her burning
Meeting with
Lyra
A meeting with Lyra is
impossible; she has disappeared from the face of the
world and may be dead.
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Known Bodies
Meeting with
Ori
A meeting with Ori is
impossible; he is in all likelihood dead.
Eridan Kingsway
"Eridan was born with a deformity, yet he refused to have
it mended by our science, nor to have his soul carried by any
human body other than his natural one or one of its many
iterations. To this day you may see a man walking in mortal cities, his left arm deformed and held close to his ribs in
an unnatural fashion. He will attract the pity of the kind,
and be given water and food. His course however will remain
unchanged. What power he possesses; he belittles me many
times."
Corvus Kingsway
"I suspect my brother has fomented a great plan for the
better part of the last millennium. I sometimes think much
more of this war was born of him than of Corvus. "
Lyra Kingsway
Known Bodies
Eridan has possessed the
bodies of animals such as wolves
and owls and that of a giant
eagle. In terms of human bod-
Meeting
Eridan
with
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The Second Age
THE UNCONQUERED
LANDS
The pungent cities of steel, glass and concrete of the First Age are gone. Where once rotting metropolises stood piercing the clouds now grow trees and mountains, the highways
replaced by flowery fields and great rivers.
Men face darkness with the flickering light of oil lamps and travel between their villages on
the backs of horses. Though they are are now weary of their kin, though they are now afraid
of the woodlands, they still live in an age many times more pleasureable than the previous.
Elizabeth Kingsway
The Unconquered Lands
are the regions of the world
not directly under the dominion of Lord Ravencross or his
Fell Lords; in effect, they are
the lands not of the Fell
Kingdoms. From the peaceful valleys of the Birthland
333
Chapter Seven
The Second Age
is not limited to
beasts. Even in the
most isolated of valleys, in the most clerical of
villages, folk can feel darkness upon them, an intangible
touch of evil that renders
forests
unnerving
and
strangers unwelcome. The
evil that lives in the hearts of
men seems possessed of
greater freedom than ever
before. No longer are the
wretched justly punished or
334
Chapter Seven
The Second Age
moon. To a casual observer these animals are as
natural as can be, for to
see their underlying differences, the subtle but
important
discrepancies
these animals have compared to their natural
ancestors, one would need
to be well versed in lores
forbidden to the
Second Age mortal.
335
Chapter Seven
The Second Age
women is 120 years
with little in the
way of medicine.
Given even slight amounts
of advanced -and unallowed- non-natural medicine, this lifespan might
easily be doubled to more
than 200 years.
The fertility of men
and women was reduced
significantly; a young and
healthy
couple
could
expect many years before
a pregnancy, and only
rarely did women carry
more than four children
during their lifetime.
Interestingly, the color
of a child's skin has little
to do with his parents;
likewise the color of his
hair, the features of his
face and the reach of his
arms. Parents of fair skin
and blue eyes could bear
children of dark skin and
eyes. There is no such
thing in the Second Age as
race, and thus no word
racism.
Intriguingly, mortals
can be enthralled by certain melodies or complex
visual symbols. Certain
words, uttered at a specific pitch, can serve to hypnotise or slay them while
certain chemicals affect
their hormones and
metabolism
in
unnatural
ways.
There is ample rea-
336
Mortal timeline
-1000SA to 0 SA
(The Great
Cleansing)
The All-Seeing burns
the old world down,
bringing an end to the
machines, corruption and
evil of the accursed First
Age. A single family -the
Kingsways- made up of
Ambrose Kingsway, his
wife Elizabeth and their
five
children
Corvus,
Eridan, Ori, Delphina and
Lyra are saved. The hand
of the All-Seeing carries
them to a remote cavern,
The Shrine, where they
sleep for a thousand years
while
the
world
is
cleansed by the divine fire
and reborn of the divine
breath.
0SA
The Seven Kingsways
come out of The Shrine.
When the first rays of
sun hit their bodies, they
are whisked into the sky,
flying through cloud and
over river and seas. For
one year they see a world
reborn, brimming with
life, as they are brought
to meadows of sweet
0-2 SA
Guided by the Seven,
the Hundred walk for two
years facing storms, lightning and winds; during
the night, they are cold
and their sleep is restless,
they shiver and huddle,
frightened.
They
see
visions of an ancient Age,
evil and dark. They look
to the Seven for comfort,
and are taught to speak
the One Language.
Chapter Seven
The Second Age
After two years of
walking, the Seven lead
the Hundred to the city
of Avonmyth, created by
the All-Seeing. They
marvel at its great wall
inscribed with the Holy
Word in gold upon black.
2-10SA
Ambrose teaches to the
two women Eliandra and
Riverna and the one man
Ebus how to read and
write the One Language,
with which they decipher
more passages of the
Holy Word with each
passing year and teach the
divine words to others.
Delphina, Ori and Eridan
teach the Three Crafts;
the Body Canon, taught
by Delphina to the three
women Asbeth, Ashan
and Anneth, details the
sanctity of the human
body and how to mend it,
and that it must forever
remain free and unmolested. The Metal Verses,
taught by Ori to the three
men Harin, Nan and
Taub, relates techniques
of wood and metalworking, but also that things
of metal and gears must
never replace the mind or
body of men. The AllSeeing Land, taught by
Eridan to the two men
Calan and Allas and the
one woman Gilian, teaches
how to hunt and grow
13-19SA
The Years of Taint.
! In 13SA Firmath rapes
Sata, drawing her blood in
his fury. The All-Seeing
curses the people of
Avonmyth with the concept of death; Firmath is
found dead on his bed the
next night, decapitated.
His spirit is doomed to
wander the Earth, punishing the malicious during
the night, until his sin is
forgiven. This day marks
the beginning of the Seven
years of Ascension. To
quell the wrath of The
All-Seeing, Eridan sacri-
fices
himself,
drawing a small
blade and impaling
himself in the heart. His
body falls lifeless to the
ground.
( 14SA) Year of the
Raven. A giant raven circles above Avonmyth, its
shadow ominous; Corvus,
oldest son of Ambrose,
speaks to the people.
Your sins have summoned the Raven; those
caught in his shadow
shall awaken the next day
with a piercing wail and
will writhe with pain until
their sins are cleansed.
For one hundred days and
one hundred nights, the
monstrous Raven looms
over the city, every few
nights sentencing a sinner
to atrocious, lingering
pain. On the hundredth
day, the Raven flies off
into the distance, carrying
in its talons the body of
Corvus, oldest of the sons
of Ambrose.
(15SA) The Eye of
Terror. Peculiar clouds
form over Avonmyth, taking the form of a terrifying, lidless eye. This
monster looks down into
the city as thunder and
lightning course over it.
For nine days, the
great Eye forms
every morning, and
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Chapter Seven
The Second Age
every third day a
sinner is killed by
a fierce lightning
bolt. Lyra, youngest of
the
daughters
of
Ambrose, is taken away
by a whisk of wind, her
body flowing into the
storm and its great eye.
The winds die down, the
clouds depart, and the
people see the sun once
more.
(16SA)
Year of the
Blithed Land. With the
first days of Wheatfield,
the leaves of trees become
brown and flaky, their
fruits poisonous.
The
fields are sparse and their
harvest bitter. Famine
strikes the people of
Avonmyth, until that day
when Delphina walks into
a lifeless corn field and
lies in its poisonous soil.
There she remains until
tendrils of green creep
forth from her body and
overtake the foulness.
Wherever these tendrils
go, plants grow fiercely
and flowers blossom. Her
body draws in the poison
and replaces it with life,
so that Delphina's garden
grows there to this day.
Her sacrifice saves the
people from certain death.
(17SA) Year of the
Black Sun. For an
entire week during
338
the
month
of
Winterhound the sun
grows black, the land
bathed in an eerie darkness and the people of
Avonmyth freezing from
an eldritch cold. A distant, low rumble is heard,
and people fear leaving
their homes as a tangible
evil stalks the skies.
When the sun finally
glows
brightly,
Ori,
youngest son of Ambrose,
has disappeared.
( 18SA)
Year of the
Golden Butterfly. As the
snows melt during the
month of Springberry, a
small golden butterfly
lands upon the shoulder
of three sinners, so that
by the passing of three
days thereafter they have
died, their skin goldenhued and cold. Elizabeth
catches it in her hands and
prevents further death,
but is herself turned into
a golden statue. Still
today her golden body is
kept in Avonmyth's Great
Spire, her hands clutching
the golden butterfly.
(19SA) Year of the Dark
Messenger. During the
terrible year of 19SA
Ambrose, last of the
Kingsways
living
amongst the people of
Avonmyth, is transformed
into a man of dark skin
20-100SA
The year following the
Dark Messenger, a child
not of the Hundred comes
to
Avonmyth
from
Winterhound Forest and
unlocks the Great Spire's
silver door which had
remained locked since the
city's discovery. He commands the six men and six
women taught the One
Language and the Three
Crafts to form the Order
of Custodians which he
will head. Custodians will
preserve and relate the
events of this Age and
become the interpreters of
the Holy Word for mortal men. They take the
Great Spire of Avonmyth.
The Tome of Three
Crafts, uniting under the
same cover the Body
Canon,
The
Metal
Verses and The AllSeeing Land, is bound
and vaulted behind the
spire's silver door along
Chapter Seven
The Second Age
with The Purple Codex,
within which the history
of the Second Age is related. As time passes, many
chapters shall be added to
it, and its copies sent to
the greatest of cities.
The mint, a currency
born
of
Avonmyth's
foundry, first appears. A
gold-laden piece of currency, it bears on one side a
man holding a flower and
on the other, a numerical
value.
Humans spread out
from Avonmyth and settle
many regions of the
Birthland. Experiencing
an unexplained boom in
their fertility, populations
soar incredibly fast. As
they leave the city for
long journeys, people
transcribe the Holy Word
unto sheets of paper
bound by rope and resin,
carrying its wisdom wherever they go. They discover a world rich with
life, blessed with the
fruits of creation.
101-200SA
The first small villages
pockmark the lands surrounding
Avonmyth.
Custodians name the first
Mayors and clerics that
will
become their voice
within distant communities.
201-300SA
Further
exploration.
First forays by Leth the
Explorer by boat, down
rivers south to the lowest
regions of the Birthland.
After close to three
hundred years without
any sign of the AllSeeing,
faithlessness
returns to the world of
men. Euphoric through
the drinking of Violet
Claw milk, idolators atop
the Mountain of Gaat
wear pendants around
their necks in the form of
a mountain goat. The city
of Taub is reputed to be a
city of sin, where strange
rituals occur during the
dead of night. Barbarar,
the wealthiest city, is
home to faithless clerics, a
corrupt mayor and decadent citizenry. Many
other cities and villages
show signs of weakened
belief. Avonmyth itself is
prey to merchant
activity
beyond
that tolerated by
the Holy Word.
(300SA) The Year of
Cleansing . A boy with
golden skin and fair blue
eyes visits the cities of
Taub and Barbarar. His
gaze is enough to incinerate people and melt stone,
his breath a poisonous
plague. He flies over the
city of Taub holding in
his hands the head of the
self-proclaimed King of
Taub, Belad Taub. He
leaves so that a fiery
beam of light descends
upon the city, incinerating
most of its buildings and
killing nine out of every
ten people in a fury of
fire. In Barbarar his visit
is preceded by fleeing citizens warned of his coming
by queer blue birds
squawking
ominous
words. When the Omen
Child arrives only the
city's wealthy remain,
busily gathering their fortunes. When Barbarar is
visited by clerics, many
months later, the city
streets are littered with
the bones of those that
lingered for too long while
the homes are covered in a
mysterious black substance. It is proclaimed
doomed
and left to rot,
339
Chapter Seven
The Second Age
empty. The Omen
Child later visits
the brigand troupe
of the Thief Vala, the den
of sin of the village of
Carpa, the mountain keep
of the Gaat Idolators and
intercepts the MerchantLords of the White
River.
As
he
approaches
Avonmyth,
the
gold
markings of the Great
Wall glow brightly and
the skies grow dark. He
commands the city to be
emptied, else the Wrath
of the All-Seeing fall
upon its citizens. Only the
Custodians
remain.
Forever after, Custodians
and their families are the
only mortals allowed to
reside in Avonmyth.
In
the
month
of
Snowtree of the year
300SA, a wave of black
butterflies, numbering in
the billions, flies over the
cities and villages of men,
emitting a disquieting
humming.
Whomever
they touch dies a silent
death. In every city, in
every village, in every
secluded settlement, the
black butterflies are seen,
here and there relieving
the world of a sinner. The
wretched lock themselves
within their homes
for fear of the
deadly touch of the
340
black butterflies.
301-400SA
Recovering from the
Year
of
Cleansing,
Custodians train and
release the Crossbearers
upon the world, men bearing the Cross of Ambrose
upon their cloaks and carrying swords of steel with
which to cleanse the world
of sin. During the years
325SA to 400SA the
Crossbearers visit many
villages and cities, bringing
judgment.
The
Crossbearers see intense
activity up until the first
half of the 400s, after
which they will see very
little action for nearly
400 years.
People of significant
Taub
ancestry,
long
known to be prey to taint,
fail to produce a single
descendant; not one person
carrying the Taub name
or Taub blood is said to
have lived past the year
380SA.
Ebuleon, after countless failures, mounts his
great seafaring expedition
towards the East. During
the voyage, he is poisoned
by Eldri, his second-incommand, and thrown
overboard without his
crew
noticing.
Upon
reaching the shores of a
great and mysterious
401-500SA
Elian, a distant relative
of Ebuleon, leads a thousand men on horseback
southward from the Land
of Ebuleon towards a
land proclaimed unwelcoming by those who have
seen it. Four of every five
within her expedition perish while crossing the
Land of Fire's great
desert. Near death, Elian
gives the last of her water
to her remaining men
before retiring to the
desert to die. The next
day a fountain of water
rises from her corpse.
Chapter Seven
The Second Age
Come dawn, fruit-bearing
plants sprout next to the
body of water. Within a
week, Elian's oasis
is
born, and lasts to this
day, allowing travelers to
cross the Land of Fire's
great desert.
Villagers of Baleen
slay a horrible creature
that killed many of their
kin.
501-600SA
First of the Golden
Statues. As trade and
comerce between cities and
continents takes wind, the
first
merchant
kings
appear, growing fat and
rich beyond measure. The
three kings of Salusa,
Dirge and Calan city, disobeying the laws of the
Holy Word by giving
title to themselves and
being prey to avarice, are
turned into statues of
gold, their hands and feet
covered in blood. The
Custodians have the statues
transported
to
Avonmyth where they
stand atop the Great
Spire.
Though warned by the
cleric not to do so, the
mayor of Savastane proceeds with his plan to
expel the poor from his
city; as a consequence
three of his daughters fall
prey to illness and die
601-700SA
( 647-698SA) Years of
the Red Plague A deadly plague wind courses
through the Land of
Ebuleon, killing many
people
and
turning
Ebuleon's Star into a
corpse-laden city. The
mysterious illness, which
attacks vegetation, animals and men with equal
lethality, soon covers over
half of the Land of
Ebuleon. Three thousand
of its sick board seacraft
to the Birthland, embarking on a great pilgrimage
to Avonmyth to seek
divine help. Twenty boats
341
Chapter Seven
The Second Age
unknown sea channels,
they
are
found a decade
later by a roving band of
desert pilgrims in the
middle of the Land of
Fire's Great Desert, petrified but otherwise intact.
The first Cults of
Adoration
appear,
unwanted products the
Year of the Red Plague.
Valleyfolk of the village
of Caspath are found
secretly distributing an
alternate understanding of
the Holy Word which
they call the Tome of
Caspath.
Promoting
extreme adherence to the
Holy Word and harsh
punishment for the slightest transgression, they
have slayed citizens for
crimes as trivial as petty
theft. Caspath disappears
from the face of the
world, burned by a divine
wind, but its legacy - the
Tome of Caspath - lives
on, distributed to other
cities by those which will
one day become known as
Caspathian extremists.
701-800SA
People of the Second
Age rebuild their lives
after the devastation left
by the Red Plague.
(702) The Fall of
Apanon
.
The
migrant population
342
801-900SA
(862-871) The War of
Crosses . Anabad, a peasant from the Evergreen
901-1100SA
Beginning
of
the
Golden Thousand, the
ten centuries of prosperity
and peace that will last
until the spirit war.
The philosopher school
of Annanan is discovered
and destroyed. Its students used instruments
that functioned through
the use of the forbidden
Chapter Seven
The Second Age
lightning strike.
using it further.
As the population of
the Second Age grows,
family names become
more common. Those that
can trace back their familial line to one of the original Hundred name themselves according to this
ancestry, while those that
cannot or wish not name
themselves according to
the region in which they
live. The Custodians
allow such familial naming.
1101-1300SA
1301-1500SA
1501-1700SA
For
thirty
years,
women all over the world
have great difficulty bearing children.
The
printing
press is invented in
the
city
of
Wiltoncrow. Though for
some years allowed to
fabricate more, the custodians forbid further use
of the machines and
orders the existing ones
destroyed. Writing is a
gift of the All-Seeing, and
the One Language is
meant to be written by
mortal hand, not by
machine.
During many nights,
dozens of strange men and
women are seen wandering
about Meadowlake valley. Meadowlake's cleric
is found dead in a clearing, his throat slashed by
a murderer that shall
remain nameless.
A great thunderbolt
decimates the city of
antielle.
1701-1900SA
During a terrible week,
the sixteen members of the
Backannan family of
Ebuleon
have
their
throats
cut
by
an
unknown killer.
Disturbing words are
etched on the walls of
many communities all
over the world.
A dark stranger
able to summon
storms walks the
343
Chapter Seven
The Second Age
sands of the Great
Desert.
A string of unexplained
deaths plague several
communities of the
Land of Fire.
1901-2100
One out of ten cities
burn as evil beasts are
seen walking or slithering
in the streets. During this
time a flurry of strange
people appear in human
towns and villages all over
the
world,
speaking
strangely and wielding
mystical powers.
The High Custodian of
Avonmyth dies suddenly.
No child comes forth with
the combination to the silver door to replace him
and the Custodians are
without leadership.
A powerful evil Spirit
called the Fell God settles
in the Forbidden Land
and opens the Demon rift,
corrupting its earth with
beasts foul and terrifying.
They spread rapidly into
the Land of Fire and the
eastern regions of the
Land of Ebuleon. People
flee westward, some all
the way to the Birthland.
A great tower of white
and silver appears in the
northern reaches of
the
Land
of
Ebuleon.
The
344
woman of a thousand
faces turns the lands surrounding it into a quagmire of fell vegetation and
beasts.
Mount Apanon ceases
to deform the impure and
ascend the worthy.
Fell beasts and evil
spirits force the inhabitants of the Land of Fire's
southern jungles to head
north into the Great
Desert or to the northern
coasts. Thousands perish
in the scorching sands,
while survivors are welcomed into sandfolk or
coastal
settlements.
Many foul things now
slither or walk the sands
of the Great Desert.
( 1902) Year of the Raven
and the Cripple. A giant
raven is seen flying over
many towns and cities,
carrying under him a
golden cage bearing a boy
with one leg. Wherever
the giant raven flies, pestilence and fire follow.
Benevolent spirits of
the dead as well as evil
First Age Spirits now
stalking the world use
human avatars to wage
their battles.
(1905) the mayor and
cleric of Haffergroves
send a flotilla of armored
ships bearing forbidden
Chapter Seven
The Second Age
The creature professes to
be a creation of the
accursed First Age intent
on bringing peace between
the people of the First and
Second Ages. A great
beam of light fells it
before it can spread further blasphemy, though
the beam's origins are
never revealed. The beast
is later said to be the one
that terrorized the village
of Blakwik in the 1400s.
(1955) The Ebuleon village of Twail disappears,
only a crater remaining
where it once stood.
(1962) A dozen enormous
centipede
monsters
approach the city of
Avonmyth, followed by a
ten-thousand strong army
of fell warriors. They
wreak havoc for many
hundreds of kilometers
before being stopped at
the gates of the holy city
by protector spirits and
the Crossbearer army of
Silverfast.
Crossbearers lead
an assault upon
the dread Tower of
White and Silver; none
return, though some are
found wandering its forest
aimlessly many weeks
later.
(2069) A great black
cloud passes near the city
of Orcanager and heads to
the north. Soon after its
passing
a
thundering
explosion is heard from
the northwest Birthland.
This
region
becomes
known as the Deadnorth,
its land covered with an
eerie black residue.
(2091) The Birthland villages of Naasa and Lucre
disappear,
much
like
Twail did in 1955SA
(2100) The present.
345
Chapter Seven
The Second Age
346
in streets and
homes.
The month of Wheatfield
signals the harvest of wheat
and the start of some other
grain harvests in the northern
Birthland, such as corn. It is a
time for much work for during
its last week -Carnival week- it
is common for people to travel
between villages, buying goods
and trading information.
Roads are crowded with wagons and horses as villagers
travel to the city fairs and visit
with distant relatives.
The month of Redleaf signals the start of autumn, a
time when the Hundred expe-
Chapter Seven
The Second Age
rienced the first bite of cold and
grew scared at the sight of the
falling leaves. Children return
to school and homes of the
Northern Birthland stock up
on provisions.
The month of Leapdeer is
named after an animal closely
resembling a common deer but
whose flesh is much more
nutritious. A vast herd of these
animals
migrated
near
Avonmyth during this month
of the third year of the Second
Age, saving the Hundred from
starvation. Ever since, the
number of leapdeer has diminished so that today, very few
remain in the Northern
Birthland. As the nights grow
short and the cold more biting,
mortal sinners have reason to
fear Thieves' Night, celebrated
on the 31st of Leapdeer. This
macabre holiday marks the
day the first sinner Firmath
died on his bed. Firmath was
responsible for reacquainting
the people of the Second Age
with death, and therefore was
given the responsibility of
guiding the spirits of the
deceased to the gates of
Heaven. His spirit is said to
have wandered the world ever
since his death, haunting the
world to this very day. Every
year on Thieve's Night he tries
to redeem himself by ridding
the world of evil and hopefully gaining access to Heaven.
Especifically after the sun is
down, on Thieve's Night his
The month of
Whitehare saw the
first of the heavy
snows upon Avonmyth,
marked the first sightings of
the white hares and signaled
the
onset
of
winter.
Throughout the first winter,
white hares provided the people
of Avonmyth with an abundant supply of proteins and
uncovered various berries and
plants which proved equally
nutritious. The month of
Whitehare
is
relatively
obscure; little festivity is invited, for people are preparing for
the winter ahead. Homes will
be found well stocked with
wood and oil, and hunters
busy hunting game for meat
and fur.
During the month of
Winterhound
Avonmyth
shall be found covered by
heavy snows. It is during this
month that the Hundred first
tamed the winterhounds, a
breed of large wolfish beasts
found foraging for food in the
great
forest
south
of
Avonmyth that would later
bear their name. The month of
Winterhound is harsh, and
people may be found indoors
come nightfall, substituting
campfires and outdoor activity
for storytelling and various
indoor crafts.
The month of Snowtree is
perhaps the harshest
month of the year in
most northerly regions.
347
Chapter Seven
The Second Age
So harsh was it during 3SA that only the
Snowtree
of
Avonmyth saved the Hundred
from starvation, feeding them
from its sap and winterfruits.
The month of Springberry
is a happy time for it marks
the end of winter and the
beginning of spring and its
days will see the appearance of
the first springberries. Of a
sublime red, springberries are
tasty and filling, and dozens of
recipes involve their juices or
meat. Springberry is also the
month of marriages, while on
the fifteenth day of this month,
the Wintermelt celebration is
Daily life
By far the most frequent
community
of
the
Unconquered Lands is the village, a collection of perhaps
thirty to two hundred houses
surrounding a church. Small
shops lead to a market square,
where villagers often meet come
orday to talk and haggle over
the latest wares. Very few villages have any permanent
Angelion presence.
Towns are much less frequent communities, one perhaps for every ten to twenty
villages. They may have
upwards of five hundred
homes, some large central market where some
administrative build-
348
Trade and
communication
Since most communities are
focused on a specific type of
activity, be it farming, fishing
or toolmaking, trade is common between neighboring settlements. Merchant caravans
travel between towns and villages to deliver goods ordered
the week before. Doubling as
couriers, merchant caravans
Chapter Seven
The Second Age
often supplement their income
by carrying messages between
the family members of neighboring communities at reasonable pricing. For faster -and
more professional- courier services, folk may hire the services
of a community's dedicated
courier; small villages will have
only one, usually the fastest
and most skilled horseman,
while large cities can have
upwards of a hundred expert
couriers. Letters and parcels
may be sealed using a community's mayoral seal, a signet
that only a town's mayor possesses. Coastal communities
also use shipborne courier services at a meager cost for small
letters and packages. The cost
rises steeply with package size,
and sending a trusted courier
onboard merchant vessels to
hand-deliver parcels is a truly
expensive option.
Communities along the
three Pilgrim trails benefit
from added traffic and many
opt to use pilgrims as cheap
couriers between towns and villages of the trails. In exchange
for a warm meal or a place to
stay, these incessant travelers
may deliver messages or carry
small parcels between adjacent
towns and bring news of the
happenings within the communities they have visited.
The land of no
countries
The Unconquered Lands
are home to more than a hundred million people, and each
and every one of them speaks
the One Language. A wheat
farmer from the central
Birthland valleys will understand a Sandfolk pilgrim from
the Land of Fire just as he will
be understood by the penitent
villagers of Modea near
Apanon mountain. The One
Language -the language of the
All-Seeing as etched on
Avonmyth's great wall- is spoken by all. Those that would
speak any other language
would be guilty of the highest
blasphemy. Countries are inexistent, as are dialects and political flags. The only political and non religious- office known
is that of mayor. Titles such
as ship captain, Crossbearer
commander or leader of the
Town Watch are necessary
and accepted, but otherwise
one's title, if not mayor or cleric, is inexistent. One cannot proclaim one's self as king, merchant prince or monarch without performing heresy. As testament to this divine law one
might wish to visit the ruins of
Barbarar, the headless monument to king Belad of Taub or
the three golden statues of the
merchant-kings of Salusa,
Dirge and Calan.
A
mortal
community,
Cartels, Orders
and unfair economics
The Second Age is home
to countless small businesses,
enterprises, shops and markets. Its towns and villages
are loud with vendors
screaming their business and
filled with shoppers pondering their next purchase. Yet
the mark of the Kingsways
is apparent in the mercantile
activities of Second Age mortals, for the Holy Word has
many pages devoted to the
proper and moral use
-and acquiring- of
riches.
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The Holy Word
forbids any man or
woman of having
large enterprises or mercantile
empires spanning more than
one community; it is therefore
forbidden for a man to have a
courier service linking two cities,
or two shops that deal in candies in adjoining villages or a
merchant fleet with ships based
in different ports. There is a
limit as well on the number of
employees an enterprise owner
may have; although a shop
keeper may have an assistant, a
ship captain may have mates
and a mill owner may have
employees, if these are
employed for the purposes of
gathering riches beyond an
acceptable limit, then one is
going against the doctrines of
the Holy Word. Clerics have
the right to demand that a
wealthy merchant donate some
of his earnings to the poor lest
he be marked within the church
Clerical as greedy. Few refuse.
Cartels and monopolies are
therefore unlikely. Competition
in business is encouraged, cooperation obligatory. A merchant
running his rival into the
ground is guilty of a sin, for in
doing so his rival and his rival's
children may suffer. It is common for prosperous merchants
to fear their increased wealth
and give more than their fair
share back to their community.
Though recently greed
and unfair mercantile
practices have been on
350
Mortal Law
During
the
Golden
Thousand -the ten centuries of
prosperity that came to be
between the crusade of Anabad
and the spirit war- mayors had
little need for men-at-arms or
the law itself; their people were
pleasant and easily managed; a
drunken brawl or the theft of a
bowl of fruit would be the talk
of the town for an entire week!
Few were the mortals that
wished to bring the ire of the
All-Seeing upon their homes
by commiting vile acts of more
sinister importance. The
mayor's netmen became synonymous with a community's
Chapter Seven
The Second Age
remnants of the witch hunts of
the 700s. Criminals could be
locked up therein for a determined amount of time or until
death, depending on the severity of their crime.
Petty crimes incured no
punishment other than the
scorn of the community, restitution of damages and the cleric or mayor's judgment of
guilty. In the eyes of folk of
those times, being found guilty
of a crime was a serious matter; the more such judgments a
person gathered, the more he
took the chance of being unable
to bear children, of having his
home struck by lightning or
fire, of having his fields wither
and die or of being found dead
come morning. The All-Seeing
carried his name well, for his
eye saw everything, and come
Thieve's Night his hammer
stroke fell on those that had
committed the most (or
gravest) sins.
Since the spirit war
unleashed its insidious evil
upon the world, mortal law
has had to adapt quickly, for
no longer are the wretched of
many communities punished
come Thieve's Night. In the
Land of Ebuleon and the
southern Birthland, every
community has at least one
hanging cage gently swaying in
the wind, and in the most troubled towns even petty criminals
can be found dying slowly
within them. Clerics now hunt
to announce their
arrival in a foreign
city by going to see
the local cleric. Those who
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The Second Age
fews and keeping
watch over their
community. They
built walls, gates and watch
towers. They nabbed thieves
and strangers coming in
unannounced. In some cases,
they battled fell beasts and
laid down their lives to protect their fellow kinsmen.
Custodians forbade the
formation of the Town
Watch, and promised sorrow to communities harboring them. But for embattled
towns whose people were
dying at the claws of beasts
or were incinerated by the
foul powers of evil spirits,
the word of the Custodians
had lost its power. Though
the Town Watch encouraged its members to wear
masks or veils to hide their
identities, their gesture was
more symbolic than neces-
sary.
Their
numbers
swelled, and the practice of
forming a Town Watch
spread to most cities, even
reaching backward communities of the northern
Birthland.
Though
Custodians officialized the
Town Watch in 1974SA,
the practice of hiding their
faces remained among Town
Watch members.
A Town Watch frequently appears as nothing
more than a mob of armed
men and women under the
authority of the cleric. They
patrol streets at night looking for signs of evil, ready to
battle fell beasts or spirits
using swords, daggers,
pitchforks and bows. It is
standard for citizens to present themselves to the Town
Watch when asked, and
most young men of good
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Chapter Seven
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fish using nets they themselves throw into the water.
It would be sinful for a man
to invent a machine that
picks apples automatically,
for a weapon to be invented
that slays animals without
requiring the hunter's aim or
arm muscle and for a fishing
boat that drags in large
amounts of fish using
processes, machines or mixtures not requiring extensive
manual work. It is allowed
to use animals in the tending
of fields, such as bulls and
horses to pull field equipment, and to hunt game,
such as hunters that use
dogs and horses in the hunt.
The All-Seeing Land
allows the harvesting of food
in precise and well-defined
quantities; per year, a single
man may not harvest more
than a certain quantity of
food, be it grain or animal,
fruit
or
vegetable.
Commercial quotas allow
workers to bring in higher
quantities of food so that the
business may thrive, but
otherwise impose limits as
well. When they cannot
meet the demand, the owners
of a food business must hire
more hands, not invent more
effective machines or tools.
Otherwise, food growing
is as it once was, and fields
of wheat, corn and vegetables surround most villages
and towns. Fond of wine,
The slaying of
animals
I thank the All-Seeing for
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The Second Age
the scented snares
W i l t o n c r o w
hunters used to
trap large numbers of wild
boar, or the dual nets
attached between two ves-
354
The
Metal
Verses
encourages homes of earthly
aspect, warm and welcoming
through the use of natural
and abundant construction
materials. Wood and stone
are much preferred to bricks,
and expert home builders
can make splendid works
using even uncut stones.
Their interior is pleasing to
Construction &
buildings
Chapter Seven
The Second Age
the eye with all manner of
crafted wares and artful
decorations, and soft to the
feet through furs and elegant carpets.
City streets usually
have cobblestone surfaces,
while dirt or gravel roads
are still common between
towns and villages.
Transport &
power
By far the fastest way
of travel is the horse.
Either mounting it or being
pulled by one in a cart, the
horse is the preferred
mount of couriers, while
farmers
use
larger,
stronger draft horses which
they use to work their
lands.
Power comes from horses and oxen. Electricity the power of the lightning
strike- is known and forbidden, people lighting
themselves with oil lamps
or candles.
Weapons
Prior to the spirit war,
people had little use for
weapons other than for the
hunting of game. These
were times of peace and
tranquility, where doors
were
unlocked,
wars
unknown and fell beasts
unheard of. There was no
Orcanager captain
had against other
v e s s e l s .
Barnesmarin, most defended city of the east, has two
stone walls upon which
many ballistas and catapults could be built to
defend its people from fellkin hordes, yet their construction was disallowed.
Crossbearer
blacksmith
have the knowledge to
build powerful crossbows,
though Custodians forbade
their
manufacture
as
machines that go against
the Metal Verses. The
use of poisons, explosives
and complex mechanisms in
the killing of others, even
in a war against a foul
enemy, is still forbidden.
Taint Relics
Any artifact or device
from the First Age is called
a taint relic, and townspeople that happen upon them
must immediately report
the find to their cleric. The
latter should carry the
device in a special pouch,
box or crate, depending on
its size, and bury it in the
Church's basement depository. If the taint relic is
too large, it is to be buried
under tons of earth and
never spoken of again.
Children must warn
parents
whenever
they come across
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any device that
looks
suspicious,
and never to touch
Town healers
Town healers are overwhelmingly clerics, who are
trained in Avonmyth to gather
and use medicinal ingredients
to heal the sick within their
communities. Clerics know
which processes are permitted
and which are forbidden and
are taught how to recognize
plants, animals and minerals
from which can be extracted
healing ingredients. Not all
town healers need be clerics;
some begin their lives as explorers, botanists or animal healers,
thereafter using their acquired
knowledge to heal the people of
their community. In large
cities, many town healers
divide their time between the
sick and wounded.
It became known as well
that certain illnesses were
beyond the crafts of the town
healer. Strange and expeditious
illnesses would strike within
the night and leave their vic-
Modifying the
body
The Body Canon disallows the modification of
one's body in any shape or
form; tattoos are forbidden
both because symbols are
unallowed and because they
desecrate
the
body.
Piercings, though allowed
for the ears, are disallowed
everywhere else. The wearing of perfumes is allowed,
though these must be of natural provenance and not have
come of animals slayed
specifically for this use.
Family
Women share equal status with men. They
may work -even
hunt- though it is
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consenting people and must
not entail the inflicting of
physical or psychological
harm on one or the other.
Pregnant women are responsible for their child's care
from conception until the age
of sixteen. If the mother
dies, the child's responsibility falls to the father or closest living relative. Delivery
is often done under the
supervision of the local cleric
or town healer.
Marriage and
divorce
The Holy Word encourages the unity of marriage.
Allowed only during the
month of Springberry, the
marriage ceremony involves
song, dance, the eating of
springberry cake and much
merrymaking. The couple
must agree as to which name
they will sport as a new
family; either the husband
or wife's name will become
their family name and their
children's as well. In cases
where the couple must end
the marriage for personal
reasons, they can do so by
asking for a marriage cancellation, in which provisions
will be made by the cleric on
a case by case basis for the
proper allocation of possessions.
Blessed Children
Children are seen as
blessings, for many couples
have no success producing
even one. It is recognized
that the All-Seeing blesses
the virtuous with many children while those of tainted
nature often die with no
progeny. Thus the more
children a couple has, the
more they are seen by
townspeople as blessed and
virtuous. Two children are
very common, three somewhat rarer, four the exception and five or six children
are a definite sign of blessing. Families of seven children, the most blessed of
them all, gain even greater
recognition within their com-
munity; townspeople
will place food baskets and gifts on
their doorstep and their children, all seven of them, will
stand a greater chance of
being accepted in the Crafts
and Sciences schools. They
will be the talk and envy of
the region. Thus is the
Hillsea
family
of
Wiltoncrow, with seven children, known throughout the
city and surrounding villages and invited to all
events and gatherings.
As they grow and reach
six years of age, children
start attending basic school,
there learning about the
world, its history and how
to read, write and count.
They'll learn the crafts and
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skills necessary to
start working themselves at around 14
or so, when they graduate.
If they show a talent for
learning or some interest in
the higher sciences and
crafts, they may be accepted
into a city's Crafts and
Sciences school, which most
Language
Speaking the
words of the AllSeeing
People speak, read and
write the One Language,
whose words were taught to
the Hundred by the Seven,
and whose written form is
etched clearly on the wall of
Avonmyth. To speak, read
or write any other language
is forbidden.
Local populations must
have new words officialized
by the Custodians before
their use is allowed. Plants,
animals or conditions that
may be specific to their
regions, that require words
proper to them, will be
addressed generically until
the proper words are received
from Avonmyth. It is the
duty of the local cleric to
request name attribution to
hitherto
unknown
things or animals.
358
He stands to be summoned
to Avonmyth or his cleric
status revoked if it be found
that his people speak using
words that do not have
Custodian approval.
Writing
The Metal Verses detail
what one can and cannot do
using the words of the AllSeeing; The printing press
was disallowed in the 1500s.
The One Language is not to
be written by machine but
by the hand of man. People
write using their hands,
employing inks made from
soot, oil and animal fat and
crude paper made of softwoods. Calligraphy has
become quite the practiced
art in the Unconquered
Lands, with mayoral calligraphers acting as a community's official writers. For
couriers, the best proof of a
message's authenticity is to
have it written in the hand of
Chapter Seven
The Second Age
merchandise. Symbols must
be unique to one shop or
establishment; a symbol
appearing in two or more
communities is forbidden, so
that when seafood shops
from
Orcanager
and
Dawnhedge used the symbol of three ripples and the
head of a fish to denote their
establishments, clerics from
both cities forced them to
adopt new and different
symbology. Clerics are
knowledgeable in the ways
of deciphering symbols and
hidden codes that may lie
buried in lines of apparently
benign text; the Blackdoor
society, which caused havoc
in the 1200s, used its trade-
Unconquered Lands.
First Age sports have
their Second Age equivalent,
with crude forms of baseball
(stickball), soccer (football)
and American football (skinball) being played by children and adults alike.
Many communities hold
inter-city skinball tournaments during Carnival week,
when the increased rains and
muddy playing fields make
for interesting matches.
Although people
are forbidden from
gambling for money
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Chapter Seven
The Second Age
or of reading omens
using cards, animal
entrails
or
the
throwing of bones, a deck of
cards has become widespread
throughout the world.
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Religion
"I doubt your beliefs constitute a religion; you really
were created...
Since the birth of the
Hundred and for the better
part of two thousand years,
mortals have known but one
god and read but from one
holy book. The words of
Avonmyth that pilgrims have
read and touched for two
millenias, etched in gold into
the black matter of its great
wall, cannot have been written by the hand of man. Not
even the foundries of the
Antiaadar metalworks could
melt even a small parcel of
Avonmyth's wall, and the
sharpest blade would be incapable of chipping any of its
matter. Avonmyth is built of
Custodians of Avonmyth
Since the Year of
Cleansing 300SA, Custodians and their families are
the only mortals allowed to
reside in Avonmyth in a permanent fashion. In fact, they
are forbidden from leaving it,
while clerics in formation and
pilgrims can only remain for
limited durations. Custodians are recognizable by
their long flowing cloaks of
brilliant white which they
wear during the day to welcome pilgrims and teach cler-
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Chapter Seven
The Second Age
teach to children,
guide pilgrims and
care for apprentice
clerics. Some also work in the
Avonmyth foundries producing the golden mint along
with other tools and wares.
Children play in the city's
groves and gardens and learn
in its basic and Crafts and
Sciences schools. Those that
show intelligence and resolve
will become Custodians.
Two
thousand
Custodians and six thousand
of their family members live
within Avonmyth, divided
into 11
families decending
from the first Custodians; the
Eliandra, Riverna, Ebus,
Asbeth, Ashan, Anneth,
Harin, Nan, Calan, Allas
and Gilian family lines are
the only ones to have resided
within Avonmyth for the last
eighteen centuries. There had
once been twelve, but the
Taubs of Avonmyth perished along with their kin fol-
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Chapter Seven
The Second Age
millions, and their teachings
helped clerics do the same
within communities from
across the world.
In 1901SA tragedy struck;
the ninth High Custodian
died of a sudden illness, and
no child came forth from the
woodlands. The following
months Custodians prayed
in vain for his successor, but
the silver door remained
locked. It would remain so
for the next one hundred and
ninety years, to this very
day.
invasion of 1962SA
using a store of
potent
artifacts.
They have managed to keep
Avonmyth's people from
falling into despair but their
attempts at opening the silver
door -inside which is the
Tome of Three Crafts, the
original Purple Codex and
many other artifacts- have
remained fruitless.
arrows.
Crossbearer units range
from the brace, which is composed of an archer and a
sword-wielder, to guards
(made up of five braces),
companies (ten guards) and
contingents (five companies).
A Crossbearer army is the
largest formation and may
count from two to twenty
contingents. Braces are commonly sent as scouts into
hostile regions such as the
Ghost Lands and may
attack targets of opportunity.
Guards are sent to hunt
down beasts lurking around
villages and towns or to root
out evil following the leads of
a local cleric. Companies may
be
temporarily
assigned to a city's
defense in times of
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The Second Age
need or be sent
against fellkin hordes
in eastern Ebuleon or
the southern Birthland.
Contingents as well as armies
are found in heavily embattled
cities
such
as
Barnesmarin
and
Dawnhedge. The largest
Crossbearer army is based
around Avonmyth in the
nearby city of Silverfast, and
364
night's festivities.
"It is small with trees no
higher than two men, with a
fountain made of orange
stone streaked with black. I
have been there often, passing
under the silver archway to
its south." He answered with
confidence.
"How may I serve you?"
I asked, falling to one knee.
As
much
as
the
Crossbearers are the muscle
of the Custodians, the Order
of Sovereign Daggers is their
divine
dagger.
The
Chapter Seven
The Second Age
ed of harboring corrupt citizenry, secret orders, heretics
and blasphemers. They are
given authority to monitor
and observe, sequester and
interrogate and need be, kill.
Each operative is highly
trained in infiltration, interrogation and assassination.
They possess the knowledge
of a cleric and the fighting
skills of either a Crossbearer
swordmaster or bowmaster.
Disguised as pilgrims or
merchants,
a
Sovereign
Dagger carries little in the
form of weapon and armor,
save for his Order's long and
thin poignard and his ruby
ring bearing the Order's sym-
know of a Sovereign
Dagger's identity by
his Order ring and
poignard, his knowledge of
healing and medicinal plants
and his knowledge of the
inner quarters of Avonmyth.
In many cases, the actions
of Sovereing Daggers either
interfere with or actually
help Dagonheir do theirs;
though usually unable to
significantly affect the actions
of Sybas or Fell Prince corruptors, Sovereign Daggers
can
unknowingly
help
Dagonheir pinpoint the locations of these foes.
Clerics
"The clerics of the First
Age were different. I saw
many when I was a mortal,
in those evil times." Lord
Ravencross spoke with calm
and understanding, for the
question had been legitimate.
"They wore robes and
holy necklaces adorned with
precious symbology. They
chanted and gave sermons in
forgotten languages so that
their lesser kin might revel at
the wisdom of words they
did
not
understand.
However a wiser man might
have noticed that the gods
they spoke of were silent.
They had
silent"
always
been
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Chapter Seven
The Second Age
a dozen. Far different from his First
Age ancestor, the
Second Age cleric has no clerical robe or hat but rather
dresses casually, and may be
found drinking ale with
friends and singing at dusk
with neighbors. He may be
calm or prone to drunken
brawls but is invariably well
learned, intelligent and observant, in tune with his people
and the cares of his community.
Becoming a cleric
A potential cleric starts off
as a child that shows a
remarkable grasp of the
Holy Word and an exceptional commitment towards
his community. His town's
cleric may recommend to his
parents that he be sent to a
nearby city's Crafts and
Sciences school for faith training, and if the child completes
the course, by the time he is
20 he may be sent to
Avonmyth for cleric training.
In rare cases, clerics have been
known to forego a child's
Crafts and Sciences education
and send him to Avonmyth
when he is but fourteen.
Such cases are extremely
rare, and only exceptionally
gifted children are sent into
pilgrimages
to
Avonmyth at fourteen. Boys and girls
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The Second Age
Churches
The church is the first
community structure built in
a new village. Generally settled from Springberry to
Summersong, villages without a church and cleric for
367
Chapter Seven
The Second Age
next; some are built
of stone, others of
wood. Many large
city churches sport domes
and spires of bronze and may
be capable of accomodating
two thousand people, while
villages may have a small
and homely church capable
of seating perhaps two hundred villagers. Small communities will have a single
church, while cities may have
more than a dozen. All
churches will sport the
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Chapter Seven
The Second Age
a fool would forget to bring
his Holy Word along any
significant journey. Hunters
bring it along during the
hunt, seamen never leave port
without it and Crossbearers
fight and die carrying it.
The Holy Word is built
along a historical book format. It relates an account of
the First Age, of its people
and its corruption. In particular, it relates the tribulations of the Kingsways, a
family of great virtue in a sea
of taint. The Holy Word
does speak in length of the
cleansing flame that brought
an end to the accursed First
Age,
and
that
the
Kingsways hid in a shrine
while the All-Seeing rebuilt
the world for a thousand
years. Only after the
Kingsway's emergence into
this new and pure world does
the Holy Word focus more
on the principles and virtues
by which man is to live in
this new kingdom. From then
on that the word of the AllSeeing, his laws and doctrine
are unleashed upon the reader. Mingling with the prose,
various prophecies have been
deciphered over the ages; the
seven years of Taint and the
Seven Curses, the High custodian's death in 177SA and
the child that would open the
silver door, the year of
cleansing of 300SA and the
Hatter-Taupe mice invasion
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The Second Age
370
are over, a white rose is planted over the tomb and will
remain as the only allowed
symbol, gift or monument
marking the burial. Even
great historical figures such
as Anabad the Crusader were
buried within no special
shrine. The dead are
returned to the land from
which they came simply and
expeditiously.
Spirits of the dead are said
to linger among the living;
they protect their still living
kin and punish those that
would harm them. They
leave medicines at the
doorsteps of the ill and bring
food or mints to the poor. As
the corpe decomposes, the
spirit's potency diminishes so
that when only bones remain,
the spirit has ascended to the
kingdom of the All-Seeing.
Thus no one -except the
wretched soul- has reason to
fear the dead. Children play
around the burial spots of
their recently deceased ancestors and neighbors, trusting
to their spiritual power for
protection and companionship. The young and old
alike are fond of seeing the
actions of their beloved dead
in mundane everyday happenings.
In extremely rare cases,
Chapter Seven
The Second Age
birthrates declined.
Word of the Fell God has
become common even in the
Northern Birthland. It is said
the lands near this god's Fell
Kingdoms -once known as the
Forbidden Land- have already
been lost to his evil. Spirits of
the recently departed are said to
battle alongside the spirits of
the Seven, taking physical form
inside the bodies of mortals to
slay fell beasts and foul spirits.
They may wield great power,
unleashing bolts of fire or leaping from rooftop to rooftop as
no mortal should; or they may
be subtle, monitoring the communities they dwell in until
troubles arise. On rare occasions, it is said some animals
have become possessed of their
wisdom as well.
The Town Watch may see
glimpses of spirits; on moonlit
nights they may see the ghost
of a shadow or hear the ethereal footsteps of the deceased
watching over them as they
patrol dark streets. When battles do occur between spirits, the
Watch usually stays well
back unless a given spirit is
obviously benevolent, in which
case they may lend a helping
hand.
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372
Chapter Seven
The Second Age
373
Chapter Seven
The Second Age
Northern Birthland
374
The Shrine
And the All-Seeing said to
Ambrose, so that he may
offer salvation to his family:
"You shall remain here,
under the rock of this Shrine,
and you shall sleep a deep
sleep for a thousand years
while my breath draws the
poison from the world."
And Ambrose hid, taking
in his wife Elizabeth, and
their three sons Corvus,
Eridan and Ori and their two
daughters Delphina and
Chapter Seven
The Second Age
And
the
All-Seeing
spoke:" I have cleansed the
world of all that is bad. I
have seeded it once more with
the fruits of creation. Go and
build and eat of these fruits.
I shall take a tear, a bead of
blood and a hair from you
and your kin and make a
hundred more for you to
teach and love. Teach them
of my word and of your
ancestors. Let these children
know that I have given them
new breath. They may go as
they please, but upon the
Forbidden Land, they shall
not go, for there they shall
die.
Avonmyth
"In the Second Age, all roads shall lead to Avonmyth"
Ambrose Kingsway
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Avonmyth is the
first city of the
Second Age, built
by the All-Seeing and its
wall etched with his word.
It is the city to which the
Hundred were led by the
Kingsways and has been
the beacon of hope for
countless generations of
mortals.
Its architecture and construction materials leave
little doubt that it was
divinely crafted; for no
instrument born of human
hands can damage, chip or
even mark its eerily black
structures in even the
slightest
of
ways.
Surrounded by a wall of
the same dark matter, upon
which the Holy Word has
been etched in gold,
Avonmyth is a little over
ten square kilometers in
area. Its architecture contains patterns whose meanings the Custodians have
yet to understand.
To enter the city its
black and silver gate must
be raised, which is under
the guardianship of the
Avonmyth contingent, an
elite corps of Crossbearers
patrolling the perimeter
surrounding the city proper. Around the great city
are dozens of towns, farmlands
and
mines.The largest
city is Silverfast,
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than forty sea vessels and
countless smaller fishing
boats, and features trolleys
and lifts for rapid cargo
unloading. The great river
of Harin divides Antiaadar
in two; northern Antiaadar
holds the city center and
wealthy merchant quarters,
with large and well furnished homes. Southern
Antiaadar, home to most of
the population, farmers,
dock workers and the families of seamen is made up
of
more
conservative
dwellings and includes the
newly built Antiaadar
Crossbearer barracks. To
the city's south lies Moon
Forest, an endless expanse
of trees stretching all the
way to the southern gulf.
As much as Avonmyth
is the spirit of the mortal
world, since the war
Antiaadar has become its
backbone. Eight thousand
Crossbearers and support
personnel claim the city as
their home base, and its
military facilities train and
equip more than five thousand yearly. The Order of
Sovereign
Daggers
is
trained here as well.
Antiaadar is home to a
Dagonheir Sacred Circle of
great power, possibly bowing
down
only
to
Avonmyth's
Circle
of
Sacred Swords. Led by
Angel-Of-Fire, the fifteen-
Words-of-Might
through his second
form, that of Fiodor
Gilian, a local brewer of
spirits who sells his brews
to the Crossbearer contingents.
Wiltoncrow
Wiltoncrow is surrounded by rolling hills,
rustling creeks and a string
of small villages and marks
the halfway point of the
western Pilgrim's trail
between Orcanager and
Avonmyth.
Pleasantly
referred to as the biggest
village of the world, the
city is home to thirty thousand people, mostly farmers and hunters though a
sizeable number of blacksmiths and miners also do
business in Wiltoncrow.
Wiltoncrow is a city well
under the protection of a
stable and skilled Sacred
Circle comprised of four
Dagonheir, which vigilantly
monitor traffic on the western trail.
The Fallen
Tower
Ori's sky tower fell during the war, crashing thunderously into the forest of
Ushergillian. It vaporized
three villages, over a
thousand
square
kilometers of trees
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and
incinerated
twice as many,
causing
general
panic amongst the populations of the neighboring
regions. The blast was
heard and the mushrooming ball of flame seen from
hundreds of kilometers
away.
Today the region surrounding the fallen tower is
still recovering from this
terrible incident; trees are
still small and few, the
earth still blackened and
poisoned because of the
chemicals released during
the
tower's
explosion.
Mortals fear it.
The Deadnorth
In 2069SA, the Fell
Kingdom of Valor's Rest
fell from the skies over
the Birthland's northwestern region. It had
been attacked by over
thirty Dagonheir that
pierced the Kingdom's
terraformatron and sent it
crashing to the earth. Its
fall killed everything
within a thousand kilometers of its crash site.
Raging firestorms and
earthquakes ravaged the
region and led to its naming; the Deadnorth, for
still today nothing will
grow or live there.
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The Western
Pilgrim's Trail
The southern
Pilgrim's Trail
Chapter Seven
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Orcanager
The westernmost city of the
Birthland, Orcanager has been a
fisherman's city since the arrival
of the first settlers to the west
coast in the 200s. The city has
since grown to an impressive
population of one hundred
thousand, divided between fishermen, farmers, hunters and
boat makers. Orcanager vessels
are reputed to be the sturdiest
and most seaworthy of the
world, desireable characteristics
considering that in times past
they had to undertake the perilous voyage from Orcanager to
Haffergroves on the stormy
waters of the Azure Ocean.
Now that Haffergroves is no
more, Orcanager vessels travel to
Dawnhedge to deliver goods,
weapons and supplies, returning
with gold, spices and herbs.
Orcanager has seen an influx
Wolf valleys
To the south of Wiltoncrow
the Wolf valleys are the haunts
of Wolfpack, a Phantoma of
legendary power and evil. Since
his coming, dozens of horse-sized
wolves terrorize the villages of
the valleys, stalking the forests
and slaying hunters and farmers. Half a Crossbearer contingent -Over three hundred menhave left their bones to rot under
the sun in the Wolf valleys so
far, falling to the deadly beasts
and their immortal master.
Wolfpack has been known to
roam as far west as Orcanager
and as far north as the Land of
Ice using his beastly
forms, though he is
suspected of having hid-
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den his essence in the
Wolf
valleys.
Villagers from the
region have taken to the habit of
wearing wolf head pendants
made of wood to ward off the
giant wolves of their forests
The Ruins of
Barbarar
Southern Birthland
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The
Southern
Birthland was long reputed as a land of wonder and
mystery, where dark jungles stood ready to engulf
the unwary traveler and
where colorful fishing villages dotted the coastline
from top to bottom, home
to a festive people. Today
its reputation is more sinister, for it suffered dearly
during
the
war;
Dawnhedge, its greatest
city, has been assaulted by
foul beasts, and demon
swamps have risen to its
south. More and more
Crossbearers are thus
heading
south
from
Antiaadar to battle this
evil.
The Tower
of Emerald
and Bronze
Built atop Emerald
Mountain, Lyra's Tower
of Emerald and Bronze
now stands in ruin, no
more than jagged blocks of
green stone scattered about
a massive crater. From the
ground, an explorer standing at the foothills of
Emerald Mountain could
identify the ruins as a
barely discernible collection of bronze and green
specks at the very top of
the mountain, and that
only on a clear day; nine
days out of every ten, the
ruins are hidden by the
clouds
and
mist
of
Emerald
Mountain's
peak.
The war claimed the
tower in a spectacular way;
a great explosion ripped
through it, brightening the
blackened sky with the
brilliance of a second sun.
Wherever its debris fell,
the lands turned poisonous
and mutagenic, thus creating the regions of fetid
malevolence known as the
Demon Swamps.
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The Demon
Swamps
Near
and
about
Emerald Mountain and
for many hundreds of
kilometers around it lie the
Demon Swamps. Here the
lone traveler had better
clutch his Holy Word
dearly with one hand and
carry a drawn sword in the
other for since the spirit
war, myriad beasts stalk
these lands, some quite
abominable. Fellkin hordes
meander about, ready to
bring about the ruin of the
The southern
coastline villages
The mainland south of
Dawnhedge was mostly
uninhabited when war
struck, and still today less
than a dozen villages there
remain, most empty. The
bulk of the southern population inhabits the small
Western Ebuleon
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Western Ebuleon has seen
an influx of refugees from the
east since the start of the spirit war. Fueled by the horrific
accounts of the easterners,
western communities have
become small fortresses; villages, towns and cities are surrounded by walls, patrolled
at night by heavily armed
men. At night their gates are
closed, nightly travelers thoroughly questioned before
allowed entry. A palpable
danger comes forth from the
east; people are cautious,
observing and suspicious.
They know of the spirits that
walk in human form and the
destruction their battles can
unleash upon a city.
Easterners have told them as
well of the fellkin hordes that
advance towards the west,
hungry for human flesh.
Though not the best of
times, westerners are a hardy
folk and although some do
leave in sea vessels bound for
the safety of the Birthland,
most choose to stand and
fight, trusting to the AllSeeing and the thrust of their
blades for protection against
evil.
Ebuleon's Star
Ebuleon's Star is the beacon port city that ship captains
look for when approaching the
Land of Ebuleon. Its great
fire light -the star- shines continually, fed with oil and
The Eastern
Pilgrim's Trail
Greatly improved during
the 900s, the eastern pilgrim's
trail was born in the late
600s; pilgrims from the eastern settlements then crossed
its thousands of kilometers to
reach Ebuleon's Star and
board vessels destined for the
Birthland. More than ten
centuries later, the trail is
serviced by thirty settlements
and stretches from the ruins
of Haffergroves on the eastern
shores of Ebuleon to
Ebuleon's Star and continuing
on the Birthland from the
port city of Antiaadar to
Avonmyth itself. Of the three
pilgrim trails, the eastern one
is easily the longest and most
treacherous, especially in its
easterly
portions.
East of Apanon
Mountain,
the
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fortress
city
of
Barnesmarin lies as
the last stronghold
between the west and the fellkin hordes of the east. There
the trail has become overgrown with weeds and nearly
impassable, its roadside villages abandoned.
The Tower of
Stone
384
Island-Keep
Bladewielder
of
The
Island-Keep
of
Bladewielder has been a
thorn in the side of the
Dagonheir since it was
built some forty years
ago. Set firmly on an artificial island erected on the
waters of the sea-lakes of
Perwood, its thick stone
walls shelter no less than
sixteen Angelions, easily
the strongest Syba posse of
the world. Bladewielder the prodigal sword masteris the leader of the posse
and can count on many of
Chapter Seven
The Second Age
the most cunning Sybas of
the world as his minions.
It is said Bladewielder
possesses the essences of
all those within his posse,
in a mimic of Lord
Ravencross' hoarding of
essences. He has so far
been content in ruling over
the dozens of small villages and towns that dot
the
frigid
landscape
around his Island-Keep,
hunting
away
the
Dagonheir or Phantomas
that dare intrude in his
Realm. Relations entertained
between
Bladewielder and Lord
Ravencross are uncertain;
many Dagonheir think he
may be one of his Lords
intent on ruining the
Unconquered Lands from
within.
The Mountain
Stronghold
of
Boreas
The largest of the Guild's
seven temples, the mountain stronghold of Boreas
is also its least accessible
and best defended. Built
as a labyrinthine series of
stone tunnels and chambers, it possesses several
entrances all along the
mountain chain. Along
with that of Sarpe, it is
one of only two temples
which may store and sell
monstrous-sized
isms.
organ-
Apanon mountain
and the city of
Modea
Apanon Mountain rose
from under Apanon city,
destroying it and killing
its citizens in the year
702SA. A rush of water
coursed down its slopes,
the war,
Moun-
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tain's powers of
healing and testing
are no more. The
last scarring occurred two
hundred and eight years
ago, so that today the last
generation of scarred folk
are growing old and dying
in the streets of Modea.
No longer are pilgrims
flocking to the mountain
by the thousands each
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Eastern Ebuleon
traveler.
The Tower of
White and Silver
and the Fell Forest
Since the war the potent
illusions Delphina crafted to
camouflage her tower have
been inoperative, and so the
Tower of White and Silver
is now visible to mortal eyes.
In mortal speech it has
become known as the dread
tower, for its appearance
transformed the icy plains
surrounding it into a forest of
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Crossbearer contingents took assault to
it but their attack
was thwarted in a spectacular
way; as they neared the
tower, a monstrous creature
appeared over it, hovering in
the air and turning the bulk
of the sword- and bowmaster
army mad. Though most
perished in the frozen north in
the years that followed, some
of these mad warriors can be
encountered today on the
streets of Modea or surrounding villages, gibbering
nonsense and begging for
mints, their piecemeal armor
shot and rusted and their
words meaningless.
388
Ghost lands
Ghost Lands cover the
easternmost portions of the
Land of Ebuleon. Here is a
Chapter Seven
The Second Age
land of muddy roads linking
dead villages, home to a grim
few survivalists eeking out
existences amidst the nightly
howls of beasts. It is a
cursed land for a cursed people, long ago abandoned by
men of reason, who left for
the safety of the west shortly
after the beginning of the
war. In their wake moved in
more troubling denizens.
Many things now scuttle
within abandoned cities and
villages; the night bears the
bellows of myriad nameless
beasts and of the men that
walk these regions very few
are actually men proper and
simply. The Ghost Lands
are the hunting grounds of
the Fellwatch, a Phantoma
pack that actively hunts the
foul beasts that haunt these
regions.
Thousands
of
Crossbearers also roam its
windswept hills and mountains.
Very few mortals dare
inhabit the Ghost Lands;
these regions are improper for
the raising of children or the
growing of grain. Towns and
villages stand silent, their
streets overrun with weeds,
their buildings falling into
ruin and their surrounding
farmlands growing wild.
The few mortals that here
dwell stand to be counted
among the most xenophobic
of the Second Age; many
unnatural things, of human
Fellkin bands
The walls of Barnesmarin
are high and their guards
heedful, for to the east there
is nothing but the Ghost
Lands and the rank creatures
that there live. If you must
breathe their tainted air,
know that in the first woodland you will come upon
lairs a large band of fellkin
having the skins of lizards
and the disposition of rabid
crocodiles. They will most
likely eat your flesh and
wear your bones around their
necks. Further still, you may
see at night the glowing eyes
of the small-folk, a minuscule people that many say
drifted to these lands on
wooden logs from lands
much farther and foul.
Should your courage be so
great that you reach the
shores of the Azure Ocean, be
wary or the toad-people that
lay their eggs on the rocky
cliffs close to the ruins of
Haffergroves; they
are unwelcoming and
their younglings are
fond of human flesh.
Fellkin is a word officialized by the Custodians
(albeit without the support of
the High Custodian) to refer
to human-looking creatures
bearing a mark that differentiates them from normal
humans. Hence a man with
blue skin and webbed toes is
a fellkin as is as a woman
having a third eye in her forehead. Normal folk give them
a wide berth and people of
the east may banish or slay
them on sight. Since the eradication of the fell warriors
and the Vidian destroyers in
1962SA, fellkin are virtually
unknown in the Northern
Birthland and extremely rare
in Western Ebuleon. They
live in moderate numbers in
the southern jungles of the
Land of Fire and the
Southern Birthland but as
far as the Unconquered
Lands are concerned, Fellkin
are to be found in the Ghost
Lands. Here fellkin live in
increasingly vast numbers,
often ravaging the natural
ecosystems and clashing with
its people. Fellkin bands have
been known to appropriate
ghost towns for themselves,
while others huddle together
frightened in burrows.
Fellkin of Eastern
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Ebuleon are overwhelmingly
the
mutated descendants
of entities sent here to assault
the Tower of Silver and
White during the war. Their
ill-favored journey through
the Fell Forest changed
many, not always to their
detriment, so that some survived and bred though their
original purpose was to live
but a few years and die off
peacefully. A lesser number
of Fellkin somehow escaped
their Fell Kingdoms and
managed to reach these
lands. But oblivious to their
origins, Fellkin may be belligerent, frightened, confused
or wholeheartedly murderous when encountered. The
overwhelming majority have
little or no idea of the world
they live in or its history,
may never have seen humans
and may believe in gods or
myths specific to their Fell
Kingdom. The cautious
explorer should use prudence
when encountering a Fellkin
for though they are possessed
of intelligence, their reasoning
and reactions are often incomprehensible.
The ruins of
Haffergroves
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The city of
Barakeith
On the northernmost
shores of the Land of Fire,
Barakeith is known as the
golden city; through it tons
of gold and oil are delivered
from adjoining towns and
shipped by small boats to the
towns on the nearby coast of
Ebuleon, there to be loaded
onto caravans destined for
Ebuleon's Star. It is a city of
romance and excitement,
renowned for its jewelers and
craftsmen and home to a varied lot of seamen, merchants,
pilgrims and urbanized sandfolk. Barakeith's white-stone
buildings are surrounded by
a great wall etched with the
Holy Word in mimickry of
Avonmyth's. Pilgrims and
seamen alike can read its
verses and ask for favorable
conditions in their journeys
into the sands or seas.
Since the war, the golden
city has welcomed a sizeable
immortal presence, in the
form of a Syba posse of notorious reputation. Together
the city's six ruling Sybas
control trade and commerce both legal and illegal- and
keep vigilant watch for signs
of other immortals. Using a
retinue of well trained mortal
henchmen known as the
Purple Daggers, they
make troublemakers
disappear and keep
392
The village of
Sarpe
Once a pleasant coastal
village, Sarpe was abandoned
by its villagers shortly after
the war. Its people fled north
to Sennakar, and since the
second
destruction
of
Sennakar's port in 2020SA
most can be found in
Ebuleon's Star or Barakeith.
For more than a decade,
Sarpe was the home of birds
and rodents, host only to the
warm ocean breeze. As such
it remained until 2035SA,
when several hooded figures
set about building a large
Guild temple under the
abandoned village.
Sixty-five years later, the
guild temple of Sarpe is second in size only to the mountain keep of Boreas. Its
underground tunnels spread
forth from under the tiny village for many miles around
it, leading to dozens of cavernous chambers where
organisms await, silent and
Chapter Seven
The Second Age
dormant within berths or
growing and bubbling inside
vats. To gain entrance to the
temple, Angelions must first
contact Sand Flower, the
Sarpe Curator known for her
stormy temperament. She
maintains human forms in
Barakeith, Ebuleon's Star,
and Silverfast, where she goes
by various mortal names.
Around Sarpe itself she is
known to control beastly
forms with which she speaks
to her temple's clients or confronts those that may come
for less profitable motives.
The Graveyard
In the deepest regions of
the Great Desert, where the
dunes are ten man-heights
tall and the desert wind at its
driest, one may happen upon
the Graveyard, a collection of
ships, buildings and people
transported here and petrified
by the All-Seeing. The
armored ships of Aamar
Crickwell are here, as well as
the twenty sea vessels that
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left the port of
Ebuleon's Star during the years of the
Red Plague and the village
of Caspath, half-buried in
the
sand.
Mummified
corpses, sand-blasted by the
winds, litter the sands and
ruins of the Graveyard. It is
a sacred place to the
Sandfolk; they dare not venture into it, and will not
guide travelers to it.
A Dagonheir once known
as Silent Heart has taken
refuge inside the armored
ships of Aamar and keeps the
Graveyard
safe
from
unwanted visitors intent on
desecrating it.
The Southern
Jungles
Two hundred kilometers'
worth of dark jungleland separates the southern shores of
the Land of Fire from the
first grains of sand of the
Great Desert. Gradually
giving way in the north to
sand dunes, the jungles are
thickest to the south, fed with
moist ocean winds. Amidst
the trees and ferns, myriad
small ghost towns and villages stand as monuments to
the great exodus of some
decades past. Now populated
with grassy outgrowths and
an occasional lairing
beast, these communities were once buzzing
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the community while
the most heartless or
murderous
sinner
might be slayed outright
during the night by blade or
Thorn-of-God, his progeny
administered droplets of
blackroot milk so that his evil
might not spread further.
Yet the actions of Angelions
were not only to punish;
guided to a village plagued
by an insidious disease, an
Angelion posing as a pilgrim
would show villagers how to
grind the petals of the blue
field flowers into a potent
healing powder; to a city
plagued by famine, an
Angelion posing as a traveling merchant would bring
mints repossessed from the
greedy or sinful of a neigh-
Dagonheir
The name Dagonheir
comes from the Holy Word,
which describes in poetic verses the tribulations of two
young friends named Dagon
and Syba; in a creek Dagon
found a peculiar stone that
glittered and hummed eerily,
yet the boy let it be. Syba,
deceptively claiming no interest in the stone, came back to
the creek that very night and
would use its magics to better his life, often to
the detriment of others; Dagon went on to
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Chapter Seven
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came to be the day the
Kingsway children used this
divine knowledge for their personal gain; to wage their war
upon the Earth and to create
organisms unfit for the natural
world. Thus have they fallen
into sin.
Dagonheir answer to the
Scriptures as ardently today as
ever before. Their dream is to
ascend to the kingdom of
Heaven once their earthly mandate is completed, but between
them and this dream stand
many challenges; Sybas are the
fallen among Angelion-kind
that have forsaken their afterlife
for the pleasures of mortal existence; Fell Lords and their retinue of Princes, all puppets of
the Arch enemy Lord
Ravencross, pose a great threat
to this dream, for if rumors be
true they are bent on covering
the world under a second darkness. But their greatest battle is
against an insidious enemy;
faithlessness, a foe that strikes
mercilessly and slays them
faster than any other enemy
can.
What more, a rift divides
them, one that has so far prevented a greater alliance
between all Dagonheir. The
most aggressive and active
Dagonheir of the war, the
Lyrans believe Lyra is not to
be counted among the fallen
Kingsways; they wish to rekindle the flame of lost technology
for the sole purposes of battling
The scriptures
''I happen to believe that
man can transcend his earthliness, and with great age will
come great control and deep
wisdom.''
''Hopefully you are right.
Probably you are right... For
if not... If, for example, an
immortal man gains only desire
with age, then these Angelions
will become a race of monsters.''
Elizabeth and
Ambrose Kingsway
For fifteen hundred years
Angelions lived by the
Scriptures, the set of laws
which limited their actions upon
mortals and governed their
activities within mortal lands.
Hand-written by Ori
Kingsway in the latter
400s, the original
Scriptures are com-
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Chapter Seven
The Second Age
prised of three chapters
and nine hundred
pages of inked parables, doctrines and laws spanning everything from correct
dental hygiene to the forty-nine
proper methods for the slaying
of sinners. Written in the secret
Second
Language,
the
Scriptures were an Angelion's
modus operandi; not a facet of
his immortal life did they not
dictate.
Though quite practical, the
everyday concerns of the
Scriptures are of little use in
these pages; far from us to
relate what length of blade an
Angelion can use to slash a sinner's throat or what secret symbols may summon the aid of
his immortal brethren; suffice it
to be written here the three laws
of the Scriptures, synthesized
down to their very essence with
none of the Lion's wordiness to
burden the reader:
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died all about them, smothering emotion with faith and
replacing mortal embrace with
prayer. That which held them
together was absolute and
unquestioned faith in the AllSeeing and his Seven messengers.
A faith that now stands
attacked and wounded.
Lyra's terrible message
seeded the worm of faithlessness in even the most devout of
their kind, so that they now
confront mortal desire while
burdened with doubt. Their
humanity, long ago forgotten,
is resurfacing once more and
wreaking havoc within their
hearts. Memories of earthly
pleasures are a Dagonheir's
most implacable enemies, and
much time is spent in silent
prayer.
careless
Angelions
whose actions arouse
suspicion from one or
more mortals travel for no less
than a thousand days and
never be seen again in these
regions. During the period preceding the war, Angelions had
little choice but to do so.
In current times, Dagonheir
have been given to some imaginative interpretation concerning
this facet of the Scriptures.
Since many can now control
more than one body, they can
remain within their Realm after
one of their forms is unveiled.
By either destroying this body
or exiling it to the end of the
world, they can still keep
guardianship over their Realm
using another form without
breaching the Scriptures.
Others, predominantly Lyrans,
have even bestowed upon themselves the right to kill mortals innocent though they may bethat stand witness to their activities or otherwise stand to interfere in the holy war by their
very presence.
The Rewards of
Virtue
Dagonheir reward virtuous
mortals using a plethora of
ways; they may see to it that
kindred spirits meet and thereafter bless them with many
children; with mints,
they may feed the poor
and hungry; with their
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wisdom, they may
teach the ways of war
and of healing. For as
long as a Dagonheir's aid is justified, measured and discrete, it
is allowed by the Scriptures.
The Hierarchy of
Sin
Via the swift stroke of
the blade, the whistle and
sting of the Thorn-of-God
or the invisible action of
Jade pearls, Dagonheir
weed out the foulest elements of their Realm, yet
not all sinners are deserving of death.
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Sacred Circles
Since the war Dagonheir
Sacred Circles have slowly
begun to coalesce, becoming
as faint beams of light in a
time of darkness. They are
the beacons of hope to
which a growing number of
Dagonheir flock seeking
companionship, family and
added strength.
A Sacred Circle is an
alliance of Dagonheir who
guard a collection of neighboring Realms. A typical
Circle can count between
three and six Dagonheir,
heard to refer to their kin
as brother or sister. In
some cases, an ancient
Dagonheir may be a
Circle's patriarch or matriarch, to be be counted on
for leadership and cohesion.
Though growing, the
number of Sacred Circles is
still small and the greatest
among them -Avonmyth's
Circle of Sacred Swords- is
still dwarfed many times
over by the forces slowly
gelling
in
the
Fell
Kingdoms. Lyrans are
perhaps those most keen on
joining Sacred Circles, seeing in them the key to
fighting the fallen more
efficiently.
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Example Dagonheir
Realm: Merclox
At the intersection of 7th street
and Thompep road In
Merclox, a large village of the
Northern Birthland bordering
on the western Pilgrim's trail,
one will hear the clatter of old
Brownbeard the local beggar
and the ringing of the small
bell affixed to the top of the
Merclox candy shop door.
Children will come here to
sample the latest confections of
Sona Balit, the old lady with
chocolate fingers. Inside the
shop children will find sweet
morsels that are unique to the
Merclox candy shop. Well
visited by merchants and pilgrims and conveniently located
in front of the Merclox inn, the
shop does quite well selling
valued bits of sweetness to for-
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Sybas
Many Sybas were once
Dagonheir, but in them the
worm of faithlessness has won,
leaving their heart defeated by
earthly desire. Thus has the
beast long bound by faith been
freed, unleashing centuries of
trapped earthliness upon the
world. A Syba will be prone to
emotional outbursts, fits of
anger and periods of unexplained happiness or sorrow; he
will often be found among
humans, for he seeks companionship no matter its nature; a
Syba may be as content in a
loving marriage as in being the
Tyrant Lord of an entire city.
Much like Dagonheir,
Sybas claim Realms of their
own, but there the similarities
end; where the Dagonheir protects, the Syba exploits, and
often openly. He no longer
answers to the Scriptures,
instead ruling his Realm guided by his nature. Sybas find
the Unconquered Lands to be
their horn of plenty; villages,
secluded and unaware of the
dangers lurking about offer
only limited resistance against
their craftiness and hunger.
Syba Protectorates
The Syba Protectorate is
not under the rule of a
Syba posse (see below),
but rather of an indi-
402
Lordly Realms
The Lordly Realm is the
most commonly encountered
Syba Realm, while the actions
of its resident Syba are much
Tyrant havens
Since receiving Lyra's message, the heart of many immortals has turned black, transforming them into monsters
walking amongst mortals.
Their thoughts gow more venomous with every passing year,
and wherever these beasts settle,
a Tyrant Haven is born.
Rarest of all the Syba
Realms, Dagonheir know to
recognize a Tyrant Haven by
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the gloominess of its people.
They are a terrified people
ruled by an immortal monster
they cannot hope to overthrow.
Lurking about are the many
forms of the Tyrant Syba, of
either monstrous or deceptively
pleasant human features. Of
the few known Tyrant
Havens, all have been under
the rule of a single Syba. A
particularly notorious Haven is
the port city of Stonemorgan,
its people forced to do the bidding of Dream.
Syba posses
The few Syba posses in
existence group together two or
more Sybas who rule over a
string of Lordly Realms; villages and towns along a river,
within the same valley or
mountainside are likely targets
of a Syba posse. A posse can
better defend itself against wandering
Dagonheir
or
Phantomas than a lone Syba,
and can better manage the mortals
under
their
grip.
Barakeith, the Golden City of
the Land of Fire, is home to a
powerful Syba posse who grow
fat and rich off the gold, oil and
contraband that pass through
its docks.
Example Syba
Realm: Stonesteps
If you need to travel north,
know then that you must first
cross the village of Tama then
the town of Forna and finally
the plateau village of
Stonesteps. I urge you to
renounce your journey, for it
can only end with your doom.
Though both Tama and
Forna are gloomy in their own
respect, the real danger lies perhaps twenty thousand paces
beyond Forna, where a clearing
in the forest will yield to a
small rise and an icy plateau on
which the village of Stonesteps
stands. At the foot of the rise a
man-wolf of stone almost ten
man heights tall will mean you
have neared Stonesteps, and
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and terrible desires.
Her Tyrant Haven is
far from being limited
to Stonesteps; along with this
village, the accompanying town
of Forna and the village of
Tama are as well under her
grasp. All three communities
have suffered greatly since her
coming, for her madness is
utterly murderous.
Dark Radiance's folly predates the war by many centuries, but the crafty Angelion
hid her perversities well. The
war only served to give her
more leisure and freedom.
Lyra's
message
offered
redemption, for prior to receiving it, Dark Radiance was certain her fate was to burn in the
Phantomas
Wolfpack visited the Wolf
valley villages during the
1930s; many of them had been
cut off from each other or their
parent cities, and their few
Dagonheir posed little threat to
Wolfpack. Wolf valley legends now speak of great wolves
the size of horses that stalk
their forests and plains. To this
day the Wolf valley clerics
strive to contain their kinsmen
from wearing small wolf head
necklaces that many believe
ward off the Wolf Spirit
The war saw many
peoples displaced; hun-
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common
of
the
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Still, the Phantoma presence
in the Unconquered Lands has
helped contain the incursions of
Ravencross on multiple occasions; immediately following
the war, when Dagonheir from
the central regions of Ebuleon
were still reeling from the
influx of mortals of the east,
many dispossessed Angelions
went off into the Ghost Lands
to contain the wave of horror
unleashed during the battle of
the Tower of White and
Silver.
When
Vidian
Destroyers and the fell warrior
hordes rampaged through the
Birthland, at least thirteen
Phantomas stood side by side
with the Dagonheir forces of
Brother-Sky to stay their
advance, preventing the fall of
Avonmyth. Whatever may be
said of the Phantomas, it is
clear most of them stand to be
counted among Ravencross'
enemies. To mortals, they have
become known as wandering
spirits.
Phantoma packs
Though generally loners, a
minority of Phantomas are
known to have banded together
into Phantoma packs numbering from two to five individuals. In these evil days, they
travel and rely on each other for
company and strength. The
Fellwatch, the largest known
Phantoma pack of the world, is
comprised of dispossessed
Angelions that fought together
Trembling, I gathered my
spirit and burst out of the closet and as I did so, the creature
reared its head at me and let
out a loud hiss that froze me in
my steps.
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of Avonmyth in
1962SA, his forces have
remained far and wide
of the Unconquered Lands.
Still it is here that lie the last of
the immortals that oppose him,
and his minions are known to
scour these lands using deceitful
form; fell rats, moths, birds, cats
and dogs along with men and
women of fair and pleasing form
have been revealed as his Princes
and Lords.
Fell spies, the most common
of the minions of Ravencross
found within the Unconquered
Lands, are the eyes of their
Lord. As merchant captains
traveling the seas or as ravens
and sparrows carried by the
winds
they
reach
the
Unconquered Lands, there to
infiltrate mortal communities
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invisible to me, a trait the very
old often acquired I had
noticed.
But something was amiss.
Downstairs, I had been led by
the foul odor to a pile of rags.
With my paws, I removed the
top layers of filth and unveiled
a lump of bovine flesh, half-rotten, its bone protruding at one
end. It is then I knew I had
been played for a fool. Not a
moment later everything went
black as something heavy
dropped onto my furry little
head.
Upstairs, I flung my tea at
the old woman using speed of
motion as no mortal could, but
she avoided most of the scalding brew. I saw not a sign of
disbelief upon her face.
She had been the one all
along!
Shadows lurked suddenly
at the window as I heard a
thunderous bang and felt the
dull pain of something sharp
and warm entering my body. I
fell to the floor, my legs unable
to carry my weight and try as
I might on its wooden boards I
could not move my legs, for the
projectile must have gone
through my spine. After some
quick and complicated gestures
which I gathered were of their
secret sign-tongue, the woman
went beyond my field of vision
and beyond the reach of my
arms. Wise she was, for if she
had ventured too close I could
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Origins of the
Watchful
Eye -The
Blackdoor Society
The Watchful Eye is the
continuation of the defunct
Blackdoor society discovered
and disbanded in the 1200s,
believed to have been born of
the discovery of First Age
books by a mortal from the
Northern Birthland. This
mortal may have exposed his
children to their forbidden
knowledge and thus from this
single family was born the now
mighty sect of the Watchful
Eye.
Blessed Mothers
and Purebloods
The Watchful Eye only
recruits children of very young
age, preferably born of
Awakened union. Very young
orphans may be recruited on
occasion, and extremely rarely,
cells have been known to kidnap
children, especially newborn
girls.
Women within a cell are
known as blessed mothers and
carry great importance. They
are fiercely protected, and not
encouraged to participate in battles or otherwise perilous activity. They are the key to producing more operatives,
and must sometimes
suffer the seed of
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ognizable to those taught the
secret sign-tongue and thus permit Awakened from different
cities to meet without uttering a
single word. An entire conversation might be had with but a
few twitches of the eyebrows
and beard scratchings!
It is through the use of this
secret sign-tongue that the children of Awakened, their false
pilgrimage over, can come into
contact with Awakened operatives from other cities and hope
to become operatives themselves.
The Wailing
Ceremony
Something happens to a
child after the Wailing
Ceremony, if it is performed
correctly; his eyes will become
glassy as those of the dead and
as dark as the bottomless seas.
This blackness is what you
must bring about in this one's
eyes as well, for if I perceive
even the ghost of weakness in
them come morning, then we
will bury him together.
He who can fear shall not be
one of us.
The few Awakened caught
alive by their foes shed no light
on the sect or its purpose.
Under heavy torture, operatives remain silent as their flesh
is flayed and their eyes plucked
from their skull. Their silence
speaks of a pain much greater
Awakened Cells
Awakened cells range in size
from two to nine individuals,
Awakened
Hierarchy - from
Operative to Legend
The Watchful Eye follows
a strict chain of command; operatives are the lowest rung of
Awakened and serve as the eyes
and fists of a cell. Every nine
years, one of a cell's operatives,
chosen by his kin, will
become cell boss and
lead its activities. In
general, cell bosses keep
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their position by popular vote unless exhibiting any form of incompetence or negligence. A cell
boss may command his operatives to undertake any kind of
mission, from covert observation
to outright attacks of opportunity. Only a Legend may
usurp his command and in the
case of a boss' death, remaining operatives elect a new cell
boss promptly.
410
Hotbeds of
Awakened activity
The Watchful Eye seeks to
establish new cells in large population centers threatened by
outside forces or fought over by
different Angelion factions.
Here they can blend in perfectly within mortal populations
and their activities carried out
with little chance of attracting
Angelion
attention.
Consequently two similar cities
such as Wiltoncrow and
Dawnhedge would be home to
two very different levels of
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Awakened activity. Assaulted
by fell beasts and fellkin,
Dawnhedge would bear a
much greater Awakened presence than Wiltoncrow, whose
peaceful surroundings mean its
The Genomancers
Inside the room was the
pungent smell of blood and
steel, of flesh boiling and yet
living. A terrible smell... I
noticed a hooded man busy
near some machine's controls,
pulling levers ever so lightly
and looking up at the ceiling.
It is then I followed his
stare and felt my legs go weak.
Gasping in horror and grinding
my teeth, I forced myself to
watch, for my duty was to
report.
Linked to cables and conduits, throbbing and pulsating,
was a heart that beat slowly
and thunderously. The thing
must have weighed more than
a horse, and its girth would
have accepted ten men. Blue
veins coursed over it, feeding it
with blood. Evidently, the
thing was still growing, an
experiment not yet completed.
How I longed to put fire to
this horrible place.
In the years immediately
following the war, Angelions
not under the hold of
Ravencross faced a dire situation; those that fought his minions and succumbed to deadly
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Princes of Ravencross
who lost some or all of
their bodies to the war
could draw upon many others
already attuned to their essence
and laying dormant. Their
master controlled the Tower of
Anekron's biofactory, and time
was definitely on the side of
Ravencross.
Knowing this Corvus and
to a lesser extent Delphina who still maintained her genolabs in the catacombs of the
Tower of White and Silversummoned many Angelions to
their sides offering replacement
bodies in exchange for their
essence. As Lord Ravencross
proclaimed, the alternative was
inevitable: your bodies shall
grow old and die and you shall
experience the dreamless sleep
for a thousand centuries while
those around you live through
the Third Age. Come to me
and we shall build it together;
remain my foe and you shall
die a fool's death!
Some answered their call
and became minions. Most did
not, and but a few years after
the fall of Lyra's Tower a
message of hope came to them
as word spread of a secret guild
that could ward off the dreamless sleep.
Dark Blue was its leader,
Lyra's mightiest ally. After
the explosion of the
Tower of Emerald and
Bronze, it is said Dark
Blue carried a pendant
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they may have on mortals, to
those that have gold.
Dagonheir today see the
Guild as a neutral party, its
loyalties and objectives mysterious, a necessary evil in an age
where to be bodiless is akin to
death.
bodies.
Guild temples are
not limited to the storage and
attunement of bodies; the services they offer vary from identifying, powering up, powering
down or otherwise toying with
captured essences, attuning artifacts or detuning them, and
some other services as well (see
below under Other Guild
Services).
Temple Curators
Every Guild temple is
under the custodianship of a
Temple Curator, whose essence
has been handed to Dark Blue
and is kept in the Greater
Temple. Seven Curators now
live, one for each Guild temple,
and a single Curator is always
in charge of a temple. In case of
attack, the other six Curators
each keep at least three dormant
bodies in every temple.
Curators guide and welcome
Angelions to their temple, show
them to the body racks, receive
gold and see to the temple's
safety. They can refuse troublesome Angelions they do not
wish to deal with.
Purchasing Guild
bodies and creatures
Angelions in need of bodies
need to contact a Temple
Curator, all of whom
keep mortal forms near
and about their temple
proper for just such
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rendez-vous. A simple
exchange of gold later
and an Angelion has
acquired a new body, attuned to
his essence and ready for use 4
hours to a day after purchase. If
desired, a Guild client may
peruse the body racks himself
from within the closest temple if
its Curator knows and trusts
him well. Thus by traveling to
the mountain stronghold of
Boreas and meeting with its venerable Curator Night-Voice an
Angelion may choose from hundreds of available bodies. By
winning his trust or offering
more gold, Night-Voice may
allow him to enter the temple
and take a closer look. If none
are to his liking, the Curator
may suggest a body from any
of the six other temples or offer
to have it custom-grown to the
Angelion's exact requirements.
This is a costly option, and may
require years (even decades!) of
design and growth before the
body can be ready for attunement.
In game terms, it is up to the
GM to determine which kinds
of bodies are available at any
given time and temple; most will
have various human bodies, both
male and female, ready for
Dagonheir use, as well as more
exotic and powerful human and
non-human bodies to please
Lyrans, Sybas and Phantomas.
If a character's desired
body is not found in the
temple he is visiting, its
414
Attuning
Bodysnatched organisms
The bodies stored in any of
the seven Guild temples are
received from the Greater
Temple already fitted with the
miniature cybernetic feelers and
receptors necessary for attunement; Curators do not have the
means or the knowledge necessary for the cybernetic preparation of otherwise natural bodies
brought to them from the outside. Thus they can attune (or
detune) bodies grown from the
Greater Temple but cannot
implant the cybernetic feelers necessary to attune a bodysnatched
body; they must send it to the
Greater Temple, and this is a
costly endeavor. The Guild is
suspicious of any artifact, package or body destined for its
Greater Temple. Any of them
could hide monitoring or tracking
devices. Curators need to examine these bodies thoroughly and
transport them inside darkstone
trapboxes from which no monitoring device may transmit or
receive. Still, the procedure is pro-
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hibitively costly, and often
refused.
Refer yourself to the Behind
the Veil chapter under
Bodysnatching for the costs of
bodysnatching.
Dangerous organisms
The Guild will not grow or
sell organisms that can ravage
entire landmasses through diseases or plagues. Though they
have no qualms about manufacturing bodies equipped with poisonous fangs, acid saliva and
myriad other foul attributes,
they will not create bodies that
may potentially destroy the
world or sizeable fractions of it.
Creatures that may unbalance
ecosystems through their reproductive cycles or that pose any
threat to the world and its inhabitants will not be designed even
for the tallest mountain of gold.
Sterile organisms
The Guild produces organisms incapable of reproduction,
both because of the danger of
releasing newly created animal
strains into the wild and because
it keeps their clientele coming
back for more. As well,
Dagonheir would see it as one
more reason to despise and possibly attack the Guild if it grew
bodies with which Angelions
could produce unnaturally
evolved mortal lineages or
ungodly animal species. Hence
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reasons.
The seven Guild
temples have the following facilties and expertise. Keep in mind
temples are not where organisms
are grown; the secret Greater
Temple will have facilities of
greater quality and size.
416
Temple
OL ML SL PF Base PL Base PL
(organic (other)
task)
Boreas
18
15
Antiaadar
16
13
Ebuleon's Star
16
14
Orcanager
15
12
Sarpe
16
15
Dawnhedge
18
16
Barnesmarin
15
13
Temple Goldrooms
The Guild offers Goldrooms
at a flat fee of 10 000 mints per
interim chapter. Angelions may
rely on its potent defenses towards
the safekeeping of their essence,
though few trust the mysterious
and secretive organization.
Guild credit
Many Angelions stand in
the Guild's debt, for Curators
do allow clients some payment
plans other than amounts of
gold. In lieu of payment, the
Guild may demand that an
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An old man had once said to me that there is no better feeling than the sudden removal of pain,
and at this very moment I understood and agreed with him; the seas, as violent a moment ago as
the winds, became as calm as the waters of Lake Asbeth; the winds were no more, eerily dissipated
by an unknown hand. I looked about me, and saw that two of our brethren had been flung overboard, lost to the sea, while another lay unconscious and bleeding on the boat's deck. A dazed trio
looked about as did I, one of them feebly reaching for a bucket, doubtlessly to rid the deck of the
sea water that rippled about our boots. I surmised much of our embarkation's seaworthiness had
gone. In any case, it would not endure the return journey, should we be so fortunate. I looked up
to the sails and saw they were now but rags in the wind, clinging weakly to the masts.
But my eyes drifted then, for a peculiar glimmer of light caught their attention off into the distance. A thing hung in the skies directly in front of us, a monstrous island that floated eerily upon
cloud and empty, basking in the rays of a sun we had not seen for weeks. It was a vision of madness, and sick I felt at my stomach at the sight of it. I kneeled down to the deck and picked up my
longview, and upon looking at the monster through the lens, I found it to be populated with trees
and mountains, though I could make very little else; it was covered in a thick fog that hid most of
its features. Still I had seen enough; my navigation had been flawless, and what lay before us was
the Sky Kingdom of Desert Wind.
At long last we had reached the Fell Kingdoms.
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The Fell Kingdoms are comprised of
thirty-six island kingdoms that surround and
include the Dream Kingdom of
Ravencross. Usually hidden
by enormous black tempests of
wind and cloud, on rare occasions the darkness dissipates
giving merchant ships close to
the Furious Seas rare glimpses
into their mysterious lands.
Using magnifying lenses, their
captain can then make out great
islands of forests and mountains that either float on the
seas or fly in the sky. Some
even propose they stood witness
to the flight of birds or some
such beasts, though such
accounts are likely born of the
drinking of mariner's brew. As
they sail away, captain and
crew will leave baskets of food
and flowers upon the waters so
that the rest of their journey
might be without incident.
In the years following the
war, the Lords of Ravencross
used great machines to displace
mountains and levitate islands
into the sky to create these Fell
Kingdoms. Islands were submerged, others created, and the
reverberations of their engineering were felt on the other side of
the world as queer earthly
tremblings and aberrant weather. Terraformatrons were combined to lift enormous amounts
of earth from the bottom of the sea in order
to create the Kingdoms
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effects these manipulations have
on weather patterns abroad are
often cataclysmic, and these
rings of darkness are born of
this chaos. Here nature violently takes back her control over
weather and winds, producing
the ominous black column of
cloud as well as hail, snow, fire
and lightning. Storm rings pose
a significant threat to ships of
any size, and their passage may
result in a ship capsizing, freezing in place or catching fire.
Fortunately, as any ship
captain from Orcanager or
Dawnhedge knows, storm rings
can be either active or passive.
While an active storm ring is as
described earlier, a passive one is
absent altogether. The massive
black column of storm clouds is
no more, and the seas no more
angered than in other regions of
the Furious Seas. It is when
storm rings are passive that far
away ships on the Azure Ocean
can see the actual geographical
features of a Sky Kingdom.
Otherwise the dreaded black
column of a storm ring hides
everything.
A Kingdom's storm ring is
all but invisible from the inside;
the terraformatron compensates
for its presence so that people
within the realm only see blue
sky and sun. Desiring escape,
an unfortunate inhabitant will
suffer a terrifying experience
upon
approaching
his
Kingdom's border. As his
Lord's power diminishes rapid-
Fell Kingdoms
Fell Kingdoms are either
natural or artificial islands that
float on the waves of the
Furious Seas or hang in the
skies, sometimes disappearing
above cloud cover. They are
substantially terraformed and
have at their heart - buried
under many meters of rock - a
mighty terraformatron.
Sea Kingdoms are easier for
Dagonheir of the Unconquered
Lands to infiltrate. Even mortals on sea vessels have been
found shipwrecked on their
beaches. Sky Kingdoms can
only be reached by people or
entities able to fly, and their
location may change
often; Lords can command
their
Sky
Kingdoms to travel
about!
Terror Kingdoms
Few Terror Kingdoms
exist; Lord Ravencross has
allowed only five of his malefic
Lords to craft them, and only
because their actions and support during the war were exceptional. For a newly appointed
Lord to be given the right to
craft a Terror Kingdom, Lord
Ravencross would need to hear
many compelling arguments,
and be swayed through other
measures as well. The Black
Sands Kingdom, detailed at
the end of this chapter, is an
example of a Terror Kingdom.
In a Terror Kingdom, the
depravity of an immortal Lord
has been unleashed, his murderous nature flowing forth
Pleasure Kingdoms
Of the thirty-six Fell
Kingdoms, the most
common is the Pleasure
Kingdom; here one may
find enchanting forests,
exotic beasts and splendid
cities of gems and gold
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freely from his sickened
mind.
Monstrous
beasts
stalk forests, feeding on the
eyes of children; The fruits of
trees are poisonous, their rivers
filled with things that bite or
sting; black towers hold prisoners in their dungeons, in which
torturers flay them all though
the night, while Fell Lords and
Princes bathe in the blood of
their worshippers, walking the
lands as tormentors and
deceivers. Dagonheir bent on
assaulting one or more Fell
Kingdoms would likely target
Terror Kingdoms first, both to
cleanse the world of evil and
afford their mortals some peace
in death.
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Warped Kingdoms
The people chanted to the
life spirit of the sky, and one
after the other they planted
their bone knives into the
abdomen of the elder. As his
blood spilled and after every
strike, the old man chanted and
coughed until he could no
more, and then he lay still in
the hands of death.
If his death had been simple
and his life free of sin, his spirit would be reborn in the body
of a child. If it had been noble
and great, his new body would
carry a greatness or power. If
his life had been sinful, if he
had angered the life spirit, no
child would come, the soul of
Chapter Seven
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the elder would be lost and the
tribe would be one step closer to
extinction.
Warped Kingdoms include
Kingdoms where fellkin are the
dominant species, where abnormal human living conditions
exist or where aberrant effects
are common. A Kingdom in
which winged humans fly from
mountains levitating in the sky
would be another example, as
well as a Kingdom in which
six-inch tall humans fight huge
predators such as rats and
night owls. The Purple Island
of Red Lotus where scorpionmen roam in great bands and
Fell worms writhe on the beach
sands is an example of a
Warped Kingdom which will
be described in the upcoming
supplement.
The Skyfall of
Valor's Rest's
Kingdom
Sky Kingdoms are generally smaller than sea Kingdoms
and capable of lesser amounts
of weather control, but their airborne nature allows them to
travel the skies over the Furious
Seas. They are immune to
seaborne invasion but as one
dreadful incident proved, far
from immune to concentrated
attack by a determined enemy.
In 2069SA the Sky
Kingdom of Fell Lord Valor's
Rest ventured far to the north,
were
not
of
Kingsway manufacture; their origins
lay in the darkest days of
the First Age, when man
created machines to build
realms of fantasy. Their
cities levitated and their
skies became alive through
their power, and soon men
of simple pleasures became
akin to idiot gods, wielding
great energies with no great
purpose.
As the First Age succumbed, the Kingsways
used the terraformatrons to
rebuild
the
shattered
world, and for ten centuries
these
great
machines
labored incessantly before
being powered down in the
dungeons of the Tower of
Anekron. For two thousand
years they lay dormant,
until that time when the
world makers would be
reawakened once more, one
each to become the heart of
a Fell Kingdom. For
decades Lords used their
power
to
craft
their
Kingdom, to sculpt its
lands, carve its riverbeds,
transport its forests, carve
and cut stones, melt iron
and create great cities for
the people that would soon
worship them. Once populated, the Lords could use
their terraformatron
to rid the skies of
cloud or produce
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rain for their people's crops. The terraformatron
allowed all that -the creation and management of a
new world.
Terraformatrons
are
hidden from view and pro-
Fell Lords
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protection of the Fell
Kingdoms and may become
slayers, leading assaults into
the Unconquered Lands to
sack Dagonheir Goldrooms.
Lords of deceitful nature
may become the spies of
Ravencross and keep watch
over other Lords, while those
of more cerebral penchant
will research ancient texts,
blueprints and technical manuals found in First Age ruins
in the hopes of rekindling the
flame of lost science.
Little contact is encouraged between Lords but
when they do need to communicate amongst themselves
they are encouraged to do so
using Dreamfolk messengers.
Every Fell Kingdom has one
or more Dreamfolk messengers for just this purpose,
acting as emissaries of their
Lord. For messages of perhaps secretive nature -not in
any case worthy of mention
to Lord Ravencross- Fell
Princes may act as couriers in
lieu of Dreamfolk, for the
elegant winged Dreamfolk
are said to hold allegiance to
Ravencross above that of
their own Lord.
Fell Lords may on occasion invite other Lords to
their Kingdom along with
some or all of their Princes
for festivities. Lords are
proud of their Kingdom, of
the creatures that there dwell
and the crafstmanship it may
Fell Princes
Walk here and walk
there, for this is your estate;
your service is so that you
are worthy of rewards; thus
be the king of these parts
when I am not here.
Fell Princes are the workhorses of a Kingdom, seeing
to its maintenance, protection
and prosperity under the
commands of its Lord.
Anywhere from two to two
dozen Fell Princes may
answer to a Kingdom's
Lord, to whom their allegiance must remain above
any other except Ravencross
himself. Given estates within
the Kingdom of their Lord,
they may rule over a mortal
population of varying size,
though not all Fell Princes
receive estates in this manner.
Some are used by their Lord
as protection, as watchdogs
over the Kingdom's own
Princes or mortals or as spies
sent to other Kingdoms or
the Unconquered Lands.
Fell Princes may work
cooperatively or vie for the
love and power of their Lord;
gaining his favor can mean a
Prince may wield more of a
Terraformatron's energy and
same
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become such a monster!
Angelion slaves,
the unwilling minions of Ravencross
You shall crawl on your
belly as a slithering snake
You shall be born again
and again into vile
forms
You shall endure
424
I shall kill you ten thousand times using ten thousand ways
But death is a luxury I
shall forever deny you...
Not all Angelions become
willing
servants
of
Ravencross
when
their
essences are taken by his minions; of those he captured
during the war, many refuse
to do his bidding to this day,
either because of their faith in
the All-Seeing or for reasons
of their own. Many would
suffer the Silent Wail rather
than serve him. A minority
of Angelion slaves were once
Fell Princes or Lords, but
their disservice (or disloyalty) incurred the fury of
Ravencross and their subsequent fall into slavery.
The life of an Angelion
slave is a terrible one; many
are to be found slithering on
the marbled floors of
Valruin Palace or locked in
the cages of its main hall.
Given foul or diseased bodies, they may be sent to
Terror Kingdoms, there to
become amusement for a
Lord or be forced to endure
endless torment as their captor toys with their essence.
Mortal humans
Walking inside the
burned
underground
labyrinths of the Tower of
Anekron, a distraught
Corvus would come upon
the wrecked hulks of hundreds of golems, the nine
shattered and incinerated
data obelisks and the
defunct
immortality
machine, all emblazoned by
Ambrose as his last desperate act. Most of the facilities and a small number of
Terraformatrons lay in
ruin as well. But to his
surprise,
his
father's
destructive impulse had
spared -likely through accident- the extensive biofactories of the Tower. These
Lord Ravencross used to
great effect in the years
immediately following his
capture of the Tower; after
granting his highest Lords
the lands that would later
be called Fell Kingdoms,
he
populated
their
Kingdoms with all manner
of people and beasts
designed and grown within
these biofactories.
Close to a million
humans live in the Fell
Kingdoms;
born
and
grown in the biofactories of
the Tower of Anekron less
than two hundred years
ago, the ancestors of these
mortals were thrust into
Fell Kingdoms and taught
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to serve their Lord blindly.
Their experiences may
closely resemble that of the
Hundred, two thousand
years ago, and they are
likely to consider their
Lord as god and his retinue of Princes as demigods. Mortals of the Fell
Kingdoms have no knowledge of the Holy Word, of
the Seven Kingsways, of
the history of the Second
Age or of the world
beyond the confines of their
specific
Kingdom.
Consequently, their budding beliefs may seem
utterly unreasonable to a
mortal of the Unconquered
Lands. Those living in
Sky Kingdoms, who have
seen the edge of their
Kingdom, may believe that
beyond it lies only chaos.
Mortals of the Fell
Kingdoms were created for
their Lord, and though an
overwhelming majority are
completely human, some
may carry discrete (and
hidden) special attributes physical or mental- in relation to his wishes. Those
bearing any noticeable difference -be it foul or fairare called Fellkin.
The Fellkin
The creature turned to
hiss, and I saw myself
staring right down its eyes.
They carried no animal
Exceptionally,
Fellkin species such
as the Eidech have
become
widespread
in
many Kingdoms (as well
as some regions of the
Unconquered
Lands).
Normally, Fellkin species
are Kingdom specific.
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3 example Kingdoms
What
follows,
The
Fairybook Realm, The SkyKingdom of Thoth and The
Black Sands Kingdom are
but three of the thirty-six
to your liking.
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Chapter Seven
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his three highest lieutenants;
first came mighty Red Lotus,
the Angelion who brought him
his father's essence, then Shardof-Jade, who handed him his
mother's. Red Lotus was given
carte blanche to engineer the
dreaded Purple Island, while
Shard-of-Jade crafted the
Fairybook Realm. As such,
today both these islandKingdoms are somewhat more
evolved
and
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Chapter Seven
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The City of
Perjade
Perjade was built upon a
large hillside, its structures
and temples serviced by a
winding series of intertwining
streets meandering their way
up from the small lake at its
base to the green castle at its
summit. Massive trees had
grown about it, of a kind
similar to those of the Dream
Kingdom's
Forest
of
Worlds. Very little save the
rustling of the fountain
waters did I hear, only once
my nerves rattled by the
sound
of
a
winged
Dreamfolk Guardian passing
overhead. What a journey
we had endured to reach this
city; many friends had been
lost to the magics of Shardof-Jade and the perils of his
Kingdom.
The Sorceror-King's city
of Perjade, built of a crystal
that glows an eerie green
come nightfall, is home to all
the denizens of the Kingdom;
its highest streets invariably
lead to the great gate of the
Green Castle and the
Dreamfolk
villas.
Throughout the city are
schools, homes, administrative buildings, parks and
fountains of sparkling sweet
water.
This
is
the
Kingdom's only city;
come nightfall, all
will be found sleeping
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The Floating
prison-keeps
On this floating rock you
will find mosses and foultasting berries; of its tree you
may scrape some fungi and
dig for some grubs, drinking
of its bitter sap to relieve
your thirst. But know that
when you have bled this tree
dry and eaten of the last
berry, your last day will
near. May the All-Seeing
save you, should he have
some power in my Kingdom
The Sorceror-King has
fabricated dozens of floating
prison-keeps, each a chunk of
rock, grass and trees no more
than fifty to a hundred
meters across. Kept buoyant
some hundreds of meters or
more above the surface by the
power of his Kingdom,
Shard-of-Jade
sometimes
exiles thieving children and
other such miscreants from
his Kingdom upon these verdant prisons so that they
may reflect upon their foulness. On some occasions, Fell
Princes (and once, a Lord)
from other Kingdoms who
brought upon the fury of
Ravencross himself were cast
here as well. A prison-keep is
made self-sufficient and can
provide meager sustenance from its few berries, mushrooms and other eatables- to
its prisoner. The SorcerorKing keeps at least one floating prison-keep (or pleasurekeep?) of his own, upon
which he and his guests may
wander the skies above the
Kingdom.
The Whistling
Forest
To the north of Perjade
and for some forty kilometers
is the Whistling Forest,
home to Giant Elms.
Whistling Forest is off limits
to the children of the
Kingdom, a stretch of woodland where the Sorceror-King
and his Princes hunt leapdeer
and silver boar on the backs
of their unicorn steeds. On
occasion Fell Lords or Princes
with whom Shard-of-Jade
entertains amicable relations
will be allowed to participate
in these hunts and listen to
the whistling song of the
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The Second Age
Green Singer, a bird engineered to sing the song Jade
is heard to hum on Shard-ofJade's life pendant.
The Border
Mountains
The Kingdom's limits are
clearly defined by the Border
Mountains, beyond which
no mortal has gone. Easily
as tall as the mightiest peaks
of the Unconquered Lands,
the Border Mountains are
home to the golden-scaled
dragons which lair in deep
grottoes and feed on mountain goats and stray unicorns. A single network of
tunnels located at the south
of the Kingdom, well guarded by the Kingdom's Princes,
could allow passage through
the mountains.
Wildlife
''What's that...?'' I
asked, for the ground shook
and trembled...
''We are discovered!!! He
is disrupting the earth under
our feet!!''
''It is nothing of the sort.
What makes the earth tremble is nothing but animals.''
Did the Prince say, with a
snicker.
''They're unicorns...''He
added with a grin. ''A herd
of unicorns''
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power symbols and
words as are the
people
of
the
Kingdom. They keep
watch over the mountains
and the shores beyond,
ensuring that no unwanted
visitors come unannounced
and that not child wanders
off. Though said to be
fond of human flesh, in
reality they are not;
should a stray child get
caught by a dragon's
claws, he would more likely be brought to a prisonkeep than eaten. Of the
three dozen or so dragons
that lair in the mountains,
nine are attuned to the
essence of a Prince, and one
-a giant black dragon- is
attuned to the spirit of
Shard-of-Jade. Myriad
other beasts, too many to
describe here, may be
encountered in the vast
Fairybook Realm.
The people
''Before the SorcerorKing came to these lands,
only brackish swamps and
the buried remains of an
ancient age were to be
found here, a land forgotten by the god of the
ancient
world.
When
finally he did come, the
Sorceror-King gave birth
to new life, and
where there was
swamp he grew
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Chapter Seven
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here would have you
believe- lies the dead
world; lands of poison and
fire, home to rocks and
winds.
The Fairybook children
speak the One Language
and
closely
resemble
Second Age folk. Some
exceptions in their physiology include: fairybook
children cannot yet breed,
and will need to wait a
further two hundred years
or so before they sense-and
can act upon- the need to
create children of their
own. They are even more
colorful in their hair and
skin color than Second Age
folk, and are much more
vulnerable
to
certain
sounds and sights. In fact,
Shard-of-Jade has made it
so that a plethora of hand
gestures, word strings and
melodies can put his children to sleep, hypnotize, or
slay them outright when
the need arises. They may
be made peaceful and content by a series of quick
hand gestures; a man, be
he mortal or immortal,
that knows all one hundred and seventy-seven
power symbols, songs and
words of the SorcerorKing may very well do
with these children what
he please.
The Dreamfolk
Guardians
Along with his nine Fell
Princes, Shard-of-Jade has
mandated five hundred
Dreamfolk with the care
and guardianship of the
Kingdom and its children.
As such they patrol the
shores and seas beyond its
mountains on the lookout
for unwanted newcomers
and see to the well being of
its mortals. They carry
off troublemakers to the
prison-keeps and act as
couriers between mortals,
the Sorceror-Princes and
the
Sorceror-King.
Dreamfolk cocoon fields
litter the valleys nestled
within
the
Whistling
Forest, and as adults they
live in villas within Perjade
itself.
The Nine
Sorceror-Princes
During the war Shardof-Jade used and lost
many bodies, but one in
particular became quite
notorious; while Lord
Ravencross battled his
father on the top balcony
of the Tower of Anekron,
Shard-of-Jade commanded
a great Vidian Destroyer
and led it all the way to
the Tower itself, coiling its
massive body around it
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Weaknesses
Overwhelming
Hatred
those who harm the innocent, and murderers and
fanatics in general.
Lurking madness
Shard-of-Jade is still
haunted by the memories of
his daughter, more than a
thousand years after her
death. He believes she speaks
to him from beyond the
grave, and may be heard to
whisper to her as well in any
of his forms.
Present bodies
(known)
Shard-of-Jade has perhaps two dozen bodies, the
most grandiose of which
swimming in the seas around
his Kingdom and beyond in
the Azure Ocean. He is fond
of birds and has visited with
old acquaintances in the form
of a giant albatross with eyes
of fire. His human forms are
many; he is rumored to
maintain a mortal form within Orcanager, where he is
surely to be found as a
mariner or sea captain of
some sort. In the Fairybook
Realm in the personality of
the Sorceror-King, Shard-ofJade uses the body of
an old man wearing
robes fitting for his
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! ! ! ! ! ! ! ! !
! ! ! ! ! ! !
! ! ! !
! ! !
! !
Intelligence
Temperance
Presence
Celerity Pool
7
6
8
+4
Cardinal nature
Sun
Age
Chapter Seven
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mood; when his spirits are
good, he is fond of white,
much like the good sorcerer
of Jade's ancient story book.
When his children bring
about his wrath, he dresses in
black robes adorned with
bones, claws and the black
feathers of crows.
Shard-of-Jade was born in
685SA and went by the mortal name of Arin until his
death in 721SA. A man
known by his peers as a quiet
and hardworking fisherman,
Arin lived with his wife and
daughter in the chaotic years
following the Red Plague in
a small coastline village of
the Land of Fire called
Brissum. Much happiness
did they enjoy before the
fateful year of 721SA, when
a notorious Crossbearer company came forth from the
desert
into
Brissum,
demanding of its cleric the
name of at least one heretic.
After some brutal persuasion, the cleric uttered the
name Arin, the sailor who
had sinfully carved the name
of his daughter on the mast
of his boat to ward off misfortunes at sea. While Arin
was at large, the company
took torches to his home, wife
and daughter securely tightened to their beds. Before
continuing their campaign
down the coast, Bowmasters
greeted Arin's return with a
volley of flaming arrows
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so foolish however, for Thoth's
people believe that beyond the
wall of sand lies the endless void,
untouched by the power of creation of their god and as such hostile to all life. Only the punished
are sent to hunt or gather herbs
and wood near the fury of the
Kingdom's borders.
People of the
Kingdom
Ten thousand
mortal children
were brought to the
Kingdom of Thoth
some one hundred and
fifty years ago, before a
great pyramid of stone and a
god whose eyes could summon
lightning; following his teachings,
they learned the Egyptian tongue
and of hieroglyphs, mathematics
and the ways of stonecrafting.
Taught their Kingdom had been
born of the written word of
Thoth -who by using nothing
but ink and paper wrote that
which he desired to be and gave
birth to his children- they kneeled
down before him when he levitated great boulders into the air to
craft the city of Ghizeh; their
descendants started building two
lesser pyramids for his DemiGod servitors, and the fourth generation adults are just now finishing the last, but their lives have
been hard and sorrowful: many
thousands have died in the quarries, crushed under stones, decapitated by the Thralls of Thoth or
left to burn upon the basalt
Unconquered
Lands, Thoth's people are strikingly similar in terms of features
and hair/skin color; olive-skinned
with jet-black hair, their eyes are
generally light grey to sky blue,
their faces pleasing and their build
athletic. Both men and women
are infertile, and only by drinking
of the elixir of life, believed to be
drawn from the flesh of their god,
may they produce children.
Every twenty-one years, during
Only the
last generation of
children may inhabit
the city of Ghizeh; when the
last of their children reaches fourteen years of age, parents leave the
city for the nightward villages
along the River of Ra and become
farmers, hunters and craftsmen
that see to the welfare of the slaves
who toil in the quarries and the
children that live in Ghizeh. In
villages one may hear the barking
of dogs and the meowing of cats,
while in Ghizeh proper only a
peculiar breed of black cat
is allowed.
In the Kingdom of
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Thoth, people trade
amongst each other and
pay taxes to Thralls
with labor and services, raw
resources such as grains and gems
and manufactured goods. Gold
is used solely to craft statues of
Thoth and Ra. The most worthy and intelligent among slaves
are sometimes awarded special
privileges; taken to the Great
Pyramid, they may see the physical form of Thoth and be sent to
a mysterious land beyond the
Kingdom, a land protected from
the chaos of the void by a different god, where the sun travels the
sky in an arc and rises and sets in
two different places. Unable to
speak the One Language, they
keep some distance from this
Kingdom's people, who seem ill
at ease at the sight of their darkskin and light-colored eyes. They
keep close to the human forms of
Thoth and his servitors, mining
for artifacts during the night and
sleeping during the day.
The River of Ra
In the center of Ghizeh the
Great pyramid casts an ominous
shadow over the city. Two hundred meters tall and built of limestone and granite, its only opening
is a twenty-foot tall bronze door
at the pyramid's very summit
from which the monstrous form
of Thoth can sometimes be seen.
At the pyramid's base a large cavity is carved through its
stone blocks, from which
a calm river of water -the
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Nights of Sacrifice
Every seven years and on the
twenty-first day of Whitehare
(according to the Second Age calendar), Thoth and his GodChildren summon fifty men and
fifty women to the Great
Pyramid during the morning
hours, where they are levitated to
the pyramid's summit and disappear behind its bronze doors. Few
people wish to see what transpires
inside, for the hundred sacrifices
are never seen again and the
waters of the River of Ra run red
the entire day. Come dusk, the
people are forbidden from leaving
their homes as Thoth leads a
small raft gently down the river,
quietly standing at its helm hoping to see the great form of Ra
appear behind him before the raft
reaches the edge of the Kingdom
and falls to the seas below.
Thralls of Thoth
The notoriously savage
Thralls of Thoth are giant fourarmed hawkish beasts, having
some features of birds but favoring scales over feathers. They
wield axes, blossom wands and a
few elite Thralls carry great bows
whose arrows explode in a ball of
fire upon striking their targets (fire
damage: DL12, Blast scale
0.5m). The Thralls of Thoth
live in great villas in the center of
Ghizeh, served by many slaves.
Chapter Seven
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POWER
FINESSE
VIGOR
BEAUTY
11
N/A
FEAR
TOUGHNESS
LIFESPAN
HEALING
100
MOVE
VISION
HEARING
SMELL
22(L),
40(F)
Attribute Cost:
Body Traits
152pts
Additional attack(bite
DL8)(10pts)
Multiple manipulators
(15pts)
Night vision (5pts)
Trait Cost:
30pts
Size:
Large
Health:
50
Cost Modifier
(Angelion/other): -40/-10
Base Cost (Angelion):
142pts
Base Cost(Other): 172pts
Fell Princes
Two Fell Princes answer to
Truthful Word, each residing
in one of the lesser pyramids.
The two Princes manage their
Lord's Kingdom sometimes as
Thralls and sometimes as three
young boys possessed of godly
powers (Truthful Word allows
them to tap into his Kingdom's
energies somewhat liberally),
known to the people as the GodChildren of Thoth. These mortal forms age very slowly,
remaining as children while mortals around them age naturally;
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Chapter Seven
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Weaknesses
Lurking madness:
he believes he is Thoth, God
of Time and truth and that the
God Ra exists and speaks to
him
Lurking madness:
obsession with young mortal
boys
Present bodies
(known)
A twenty foot tall
man's body having the
head of an Ibis is
Truthful Word's mainform in his Kingdom.
Powerful (Power 14) and
terrifying (Fear 9) this
body is also quite tough
and enduring (toughness
of 3 and
five picks of
increased health). He
possesses the body of a
black cat as well, a sleek
creature that lives in the
streets of Ghizeh and
spies on its children.
Another of his forms is
that of a young man with
dark skin and a thick
beard that lives as a jeweler in the city of
Barakeith.
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! ! ! ! ! ! ! !
! ! ! !
! ! !
! !
!
Intelligence
Temperance
Presence
Celerity Pool
9
5
3
+3
Cardinal nature
Age
Moon
1241 years old
Chapter Seven
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In the buried ruin of
Uthemion the second
most ancient man of the
world once spoke of gods
that had risen more than
ten thousand years ago,
in a time so ancient even
he knew of it from legend. This man was
Ravencross, and the gods
he spoke of were the gods
of ancient Egypt. As the
sole artifact he possessed
of that forgotten time was
a small statuette of gold,
which he allowed his followers to touch and discuss. It was the statue of
an Egyptian god in the
form of a man with the
head of an Ibis, and
passed from hand to
hand. It lingered long in
those of Truthful Word,
an Angelion whose mortal
life was spent as a calligrapher to the High
Custodian of Avonmyth.
During his mortal life not
a word did he speak or
write that was not truthful.
In his hands was the
golden representation of
Thoth, the Egyptian god
of Truth, of All That Is
Measurable
and
All
That Is Written. He
marveled at it, and his
fingers traced every inch
of its form. Yet he relinquished it to his master
and sadly would not see
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horn of a narwhal. Followed
by an army of warriors, they
passed under the great iron
gate of the Red City to the
cheers of its mortal people,
off to battle an unknown
enemy in a desert of ashes.
The Vampiric
Kingdom
The Black Sands
Kingdom has a definite
propensity for bold (and
usually forbidden) travel; on three separate occasions it traversed the skies
over the Furious Seas,
crossing into the southern
portions of the Azure
Ocean to reach
the western
coastline
of the
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Chapter Seven
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to these silent dead.
Only the Darions,
Dimiagors,
some
underground human survivors and the Red City have
survived the third cleansing
flame, so that some of these
beasts bear peculiar burn
scars on their bodies and in
some parts of the Red City
observant Kothanfolk may
witness the engravings of the
city's earlier inhabitants. The
current
Black
Sands
Kingdom -the fourth- was
created some forty three
years ago, and populated
with denizens more proper to
the twin's dream. The villagers of Naasa and Lucre,
who roam the Fanged Desert
to this day, were displaced
nine years ago.
Black Sun,
Eternal Twilight
Dark and turbulent, the
skies are ever angry with
green-hued clouds, here and
there, now and then producing glimpses of nameless
faces and beasts. Neither
night or day exists here, an
eerie and perpetual twilight
instead. At the sky's zenith a
black sun there burns, fiery
and menacing.
Neither night or day
exists in the Black Sands
Kingdom; it is bathed
in perpetual twilight,
its sky a diluted grey
442
The Fanged
Desert
This land was unlike any
other I had seen or heard
about; its sands were dark
grey, the color of wet ash,
bitter tasting and light to the
wind so that we found ourselves covered in grey from
head to toe. This ash found
its way into the most sealed
of enclosures and when the
children opened their Holy
Word, seeking comfort in its
wisdom, they discovered to
their horror that this foul ash
had desecrated its pages as
well. Hideous rock spires,
darkly colored and bearing
the likeness of people, ani-
Chapter Seven
The Second Age
by what could only be called
an elephant's trunk and their
forehead the base of a
twirling horn. The giant
Dimiagors are a species of
enormous carnivorous elephants which thunder about
the desert in great herds,
feeding on the flesh of people
and beasts they encircle and
trample to death. Weighing
up to twenty tons, Dimiagors
are domesticated by the
Kothanfolk, who use them
as beasts of burden and on
war sorties against the
Displaced. Some species of
rodents, including common
rats, as well as lizards and
snakes of myriad form also
populate the Fanged Desert.
In the last four decades
alone over twenty thousand
people -the Displaced- have
been kidnapped from the
Unconquered Lands and
brought to the Black Sands
Kingdom. Mostly seamen
snatched from their vessels,
coastal villagers from the
southern Birthland and on
occasion Crossbearer Guards
on patrol in its dangerous
Demon Swamps, eighteen
thousand of the Displaced
have since perished so that a
little over two thousand
remain today. Much like in
the
Land
of
Fire's
Graveyard, displaced vessels
(and their crew) levitated
from the waters of the Azure
Ocean (namely the Sea
Kothan- The
Red City
In the distance, I could see
through the lens a great
plateau of red stone rising up
from the sands, at its very
summit a city carved from
the same redness. I could not
tell where plateau ended and
city began, only that as my
gaze was carried upwards the
stones became more regular
and structured and at the
very top carried darker
regions I reasoned to be windows. At the foot of the
plateau I could see fields of
green trees and shrubs...
Endless fields of green as
once I had known in a land
far distant...
Located at the heart of the
Fanged Desert, the Red City
is built on a high plateau
made of a hard red stone,
and stands as the only city of
the Kingdom. Should one be
so fortunate to reach its base
unnoticed, a difficult climb
awaits, for the red stone is
smooth and slippery. The
best way to enter the city save for its massive iron gateis through its underground
catacombs which reach all the
way down to the cavern network that permeates the
breadth of the Kingdom
floor. Here as well may be
found the Kingdom's
two terraformatrons,
well hidden and pro-
443
Chapter Seven
The Second Age
tected by thick layers
of rock and a contingent
of
blessed
guardians.
For some two kilometers
around the Red City, the
desert fangs and ashes are
replaced by lush green vegetation -the Red City Gardenwhere exotic fruits and vegetables grow. Rainfall occurs
here regularly and the soil is
of a permissive sort; the engineered plant life grows fiercely, and bears nutritive and
palatable qualities of the
most bewildering kind.
Inside the Red City, mortals of the Unconquered
Lands would find its design
troubling; its archways and
causeways are odd, its architecture illogical and oftentimes impractical. Numerous
spires abound, many of
which bearing large lenses
with which locals scour the
desert for signs of desert
folk. At the city's heart lies
the Obsidian Tower, a spire
of unnerving blackness surrounded by an obsidian ring
altar, upon which the captured folk of the desert are
sacrificed. At the tower's
highest level will be found
the twin obsidian thrones of
the demon-gods Rain and
Sun, who may be seen during the sacrificial feast looking down at the feast
or upwards at the
black sun.
444
Kothanfolk
Protected from the desert
ash by the Red City's high
wall, Kothanfolk are human
in form. Though their skin
and hair may vary from
white to light red or black,
their eyes are invariably as
dark as their sun, their faces
possessed of strong features
and their bodies of thick
bones and muscles.
Kothanfolk are a rugged
people that do not shy from
difficult travel or battle.
They wear turbans and long
dark cloaks emblazoned with
the symbol of their dark gods
-the black fiery sun- a symbol that may be found inked
on the skin of their backs as
well. Both men and women
share the same status in the
Red City, and may become
warriors of equal renown.
Off into the desert riding on
Darions or walking in the
streets of the Red City they
will be found carrying
swords, bows and daggers,
while their belts hold flasks
of water and Buka, a mindexpanding brew extracted
from certain fruits of the Red
City Garden. Kept in a state
of near-perpetual dreaming
by the drinking of this mixture, Kothanfolk may seem
Chapter Seven
The Second Age
drinking of Buka, which
allows them to have waking
dreams and -when consumed
in large quantities- to fall
into a dream-state that can
last many hunts. Without
Buka, a Kothanfolk is
doomed to become agitated,
convulsive and die of mental
collapse after some very
unpleasant weeks of atrocious
lucidity. Kothanfolk that
misbehave are therefore disallowed the drinking of Buka
for a set amount of time;
those guilty of the most
intolerable crimes may be
cast into the desert and left to
die the waking death, a terrifying prospect.
In terms of culture
Kothanfolk are fanatical
worshippers of their demongods, and cannibals to boot;
in promise of eternal afterlife,
they would butcher the people of an entire village and
feast on their organs without
hesitation. Given everything
they need to survive by their
gods -namely the city which
shelters them, the garden
that feeds them and buka
that allows them to dreamthey need only defend themselves from the desert
dwellers and keep the black
sun from engulfing them all;
once per hundred hunts, the
black sun over their city
expands terribly, signaling
the beginning of the sacrificial
feast, during which seven
dwellers
-brought
here by the Blessed
(see below)- are chosen mortals from the living
world that the twin-gods
wish to torment; as such, the
Displaced are despised by the
Kothanfolk, who wish only
to eat their organs come the
sacrificial feast so as to
appease their Demon-Gods.
Dozens of Kothanfolk
have been transported to the
Southern Birthland to witness the apocalypse, while a
scattered few are to be found
on most other landmasses as
well. There to monitor happenings and relate their finds
to their gods, they could be
recognized by their somewhat
odd behavior, their flasks of
sweet-smelling Buka (the
plants for which grow readily
in normal soil and whose
effects are similar on Second
Age folk as on Kothanfolk)
while stripped of clothing
they would be instantly
branded as heretics because of
the black sun tattoo etched on
their backs. A less obvious
sign of their otherworldliness
is the obsidian medallion all
wear around their necks, usually hidden under their
cloaks when spying abroad,
whose stone is in fact a pebble eye attuned to the essence
of either Rain or Sun.
445
Chapter Seven
The Second Age
The Blessed
Kothanfolk are
not human; they are a fellkin
species, their human form
being a chrysalis stage much
like the caterpillar before the
buttefly. But unlike the
caterpillar, only a small fraction of Kothanfolk will experience their transformation so
that of the nine thousand
Kothanfolk currently living
in the Red City, more than
eighty-nine hundred are still
in the chrysalis (human)
stage of their lives. Most
will die as chrysalis some
twenty years from now. To
pass from chrysalis stage to
adult form, a Kothanfolk
must be blessed by either
Rain or Sun, and only the
most deserving are thus
rewarded.
Prior to the sacrificial
feast,
one
hundred
Kothanfolk, chosen for their
recent worthiness, shall follow the Twin-Gods into the
Fanged Desert, some on the
backs
of
Darions
or
Dimiagors, others on foot.
They shall hunt desert
dwellers for no less than
fourteen hunts, and come
back to the Red City with hopefully- the seven sacrifices
required to contain the black
sun's expansion.
From this hunt
shall be selected seven
Kothanfolk warriors
446
The Kingdom
Border
The Fanged Desert is
known by Kothanfolk to be
surrounded by some halfdozen fire demons, which take
the form of ghostly maelstroms
of wind and fire, dancing along
its border and occasionally
burning desert dwellers to
ashes. They believe them to be
fire demons barred from further incursion by the power of
the twin-gods, but as one nears
the Desert edges, fire demons
are keen on challenging pilgrims
with riddles. Those that succeed may be unharmed, while
those that fail miserably may
be burned and their ashes mingled with those of the Fanged
Desert. The Kingdom borders
are as well home to mortal
beasts fouler still than Darions
and Dimiagors; very disturbing
things are said to move about
here...
Chapter Seven
The Second Age
! ! ! ! ! !
! ! !
! ! ! !
! !
! !
Intelligence
Temperance
Presence
Celerity Pool
7
7
6
+2
Cardinal nature
Age
Dusk
658 years old
447
Chapter Seven
The Second Age
Weaknesses
Overwhelming
Hatred
Second Age mortals of
blind
faith,
and
all
Dagonheir
Burning Love
Rain is secretly in love
with Sun
Lurking madness
believes dreams reveal the
future, and that the Black
Sands Kingdom is the key to
understanding some great
event.
Present bodies
(known)
as the Demon-God of the
Red City, Rain uses the
body of a giant Kothanfolk
warrior, seven feet tall and
somewhat obese and out of
shape. This is deceiving, for
this monster is possessed of
enormous strength and
uncanny agility. His face is
often decorated and his lips
painted, while his right eye
boasts the mark of the Black
Sands Kingdom -the fiery
black sun. He has appeared
as a snake, a dog and a misshappen demon beast as well.
448
Chapter Seven
The Second Age
packet size
packet size
-4 or less
Grim Push!
-3, -2
Hard Push!
-1, 0
Push!
2
3
4
5
6
7
8
9
10
6
7
8
9
10
1
2
3
4
5
11
11
12
12
13
13
14
14
15
15
10
16
16
11
17
17
12
18
18
13
19
19
14
20
20
15
10
per + 1
+1
+1
+1
3
4
Ascent Table
Attacking- opposed Finesse+War task against a defending target, GN 5 against a cautious
target, GN3 against an unaware (or inanimate) target.
Cinematic action- under a cinematic action (which costs 1 Available Power Points), D6s spill
on 5-6, D10s on 9-10 and D20s on 19-20.
Damage- an attack's final DL will be the sum of its base DL and the attack's added
effects. A maximum of 5 added effects can serve to raise final DL this way. Treat the
attack's final DL as a final PL and roll on the Ascent Table. Subtract the target's
Toughness from the RR and this will be the number of Health points the target loses.
Epic roll- by sacrificing (not rolling) a certain number of D20s, a player's Roll Result will
receive a positive bonus equal to 2x the number of sacrificed D20s.
Fumble- When rolling tasks, if all the rolled dice come up as ''1'', a fumble occurs.
In the case of any type of Push!, if any die comes up as ''1'', a fumble occurs.
Damage dice cannot fumble.
449
Chapter Seven
The Second Age
Initiative- Intelligence+War task. For animals, consider their Intelligence as equal to
5 for purposes of Initiative. Their War mastery rating usually ranges from +1 to
+3.
Monstrous attack- For attacks with DLs of 20 or more, every added effect raises DL by
+5.
Movement (combat)- During an action, a character may move up to half his MOVE
score. During a round, he may move up to his MOVE score but no more.
Multiple attacks- per action, a character can attack any number of times with readied
weapons, but each attack suffers a negative modifier equal to 3x to total number of attacks
delivered this action.
Perfect Strike- A perfect strike is scored if an attack gets 1 added effect against an unaware
target, 2 added effects against a cautious target or 5 added effects against a target that uses
a defense.
Power attack- Finesse/Power+War task. For Power attributes higher than 20, consider
Power equal to 20 for purposes of resolving the power attack.
Push!, Hard Push!, Grim Push!- roll 2D6, 3D6 or 4D6, respectively, and keep lowest die
as Roll Result. Such task/damage rolls cannot spill.
Roll Result (RR)- When rolling dice packets for tasks and/or damage, the Roll Result
will be the rolled die showing the highest value.
Seriously injured- A character is considered seriously injured if he loses more Health points
than his body's halfway point.
Spill- D6s, D10s and D20s spill on a 6, 10 or 20, respectively. For each D6 and D10 that
spills, roll a D10 or D20 spill die, respectively, and keep its result if it comes up higher than
the original die that caused the spill. D20s that spill require the throw of a D10 spill die,
whose result will be added to 20 for purposes of determining the RR.
Successive defenses- per round, a character can defend any number of times, but each successive defense after the first suffers a cumulative -2 modifier, which lasts until the start of the
next round.
Tie- In cases of ties in opposed tasks, the participant with the higher number of dice at the
RR wins, else each rolls a D20 and the one with the higher result wins.
450
Chapter Seven
The Second Age
Index
Actions 61-63
263-272, 408
Aging 306-307
Ascent Table 45
Assistant GM 288
Attack, additional 170-172
Attack, natural 170
Attack, venomous 171
Attacking inanimate objects
83-84
Attributes 39-41, 43-44
Body 163, 166-170,
173-174
Mental 137-139
Avonmyth 14-16, 27, 337342, 344-349, 358,
361-368, 375-376,
383, 392, 405, 406,
408, 412
Armor 76-78
Armor piercing weapons 81
451
Chapter Seven
The Second Age
Dawnhedge 348, 364, 378,
379, 381- 382, 410-411
Choosing dice 45
Experience 306-312
452
Chapter Seven
The Second Age
Grappling 67-68
Graveyard 343, 393-394,
443
Great desert 18, 340-344,
384, 393-394
Haffergroves 344, 371, 383,
390
Healing 86
Heroic actions 49-50
Hierarchy of Sin 400
Holy Word 14-17, 200,
337-339, 341-342,
349, 361-362, 365366, 368-369, 396,
425
Hundred, the 14-16, 19, 335338, 346-348, 358,
361, 375-376, 425
Illness 82
Immortality machine 11-12,
20, 24, 26, 31, 38,
324, 327, 424
Income 190-192, 207
Initiative 61-63
Interim chapter 306-317
Kingsways, the 9-15, 18, 2022, 27-33, 37-38,
152, 290-294, 323331, 335-336, 347,
369, 375, 421
Kingsway, Ambrose 9-11, 15,
20, 24, 26, 27, 29,
31, 127, 179, 211, 262,
324-325, 336-338,
374
453
Chapter Seven
The Second Age
Size/weight classes table
(powers) 90, 91
Reach 65-67,
Tasks 39-52
Rounds 61-63
Tweaks 91
Phantomas 117-119,
190, 206, 294, 296297, 389, 404-405,
412
454
Sky-Kingdom of Thoth
420, 434-439
Spill 46-47, 49, 73, 74
Stun damage 74
Chapter Seven
The Second Age
Tower of Anekron 9, 12, 1718, 20, 23-26, 28,
29, 33, 38, 127, 254,
255-259, 281, 291,
293, 319, 390, 412,
421, 422, 424
Tower of Emerald and
Bronze 211, 244, 280, 381,
412
Tower of Stone 18, 22, 384
Weapons 72, 76
455
Body Sheet #
Name/alias/known as:
Height/weight(Kg):
Body Cost (do not include carried artifacts):
Pts
History/description:
Natural DL
Health
Spot/Ranged
attack modifier
POWER
FINESSE
VIGOR
BEAUTY
FEAR
TOUGHNESS
LIFESPAN
HEALING
MOVE
VISION
HEARING
SMELL
Halfway point
Base Reach
Body Traits
Name
Effect
Cost
Effect
Cost
Carried Artifacts&Equipment
Name
Mind Sheet
Intelligence
Cost
____
Temperance
____
Presence
____
Celerity pool
____
Wealth&Possessions
Cost
Name(s):
Character Type/Age:
Total Power
(Mind cost+Body(ies) cost+Wealth&Possessions
+Available Power Points):
Pts
Mind cost (Ignore Wealth&Possessions):
Pts
Total income/Interim chapter
(Realm-independant and Realm-specific):___________mints
Weaknesses (-50pts each):
Cash on hand:__________mints
Income (Realm-independant):
____________mints/interim ch.
Artifact value (total amounts from each body
sheet or artifacts otherwise possessed):
Realm (describe on back sheet):
# of large cities:
____
# of med. cities:
____
# of small cities:
____
# of towns:
____
# of villages:
Sanctum(s)________________________
NOTO:
RECO:
Mind Traits
Cost
Masteries
Major
1st Minor
Mind Traits
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
2nd Minor (
3rd Minor (
Achilles Heel(
Cost
Cost
)
)
Master ability
Cost
Master ability
Cost
Cost
Cost