US84001PDF Fading Suns Character Book 2ndprinting BM Meta
US84001PDF Fading Suns Character Book 2ndprinting BM Meta
US84001PDF Fading Suns Character Book 2ndprinting BM Meta
Game Design and Book Development: Bill Bridges To all the writers and artists who helped reveal the
Authors: Jacqueline Bryk, Brian Campbell, Vidar far-flung worlds of Fading Suns in all its previous
Edland, James Estes, Andrew Greenberg, Andy editions and books. You are all saints and true ser-
Harmon, Christopher Howard, Sam Inabinet, Ian vants of the Pancreator.
Lemke, Chris Lites, James Maliszewski, Bill Maxwell, And to Greg Stafford (1948-2018), mythmaker.
Rustin Quaide, Sascha Schnitzer, and Bill Bridges Fading Suns wouldn’t exist without the immeasur-
Editing: Brian Campbell able influence of Greg’s worlds and games.
Art Direction: Maik Schmidt
Book Design: Steffen Brand, Maik Schmidt
Cover Artist: Nathaniel Park Pilgrims:
Cover Concept: Maik Schmidt, Brian Syme It is truly the end of history, it seems. Judgment is
Artists: Isabeau Backhaus, Alberto Bontempi, Tim near. Yet, I cannot accept that we are to be rewarded
Brothage, Carlos Diaz, Guillaume Ducos, Benjamin for sitting still and waiting for death. If that were so,
Giletti, Carl Hassler, Katharina Niko, Nathaniel why did the Prophet say: “A sun must burn to birth
Park, Maik Schmidt, Sebastian Watzlawek light. When your passion burns, you give off light.”
Logo Design: Steffen Brand Perhaps the suns die because we lack passion. Pas-
Layout: Jörn Aust sion for life, for the struggle necessary to unlock the
Fading Suns™ created by Bill Bridges and Andrew Mystery. We are bored with everything, having ac-
Greenberg complished all. History has returned to the point at
which it began.
Playtesters: Or perhaps the answer still waits for us. Perhaps the
dying suns are our spur to greatness, a necessary quest
Thanks to: Tobias Amann, Timothy Brown, Tim on which we will finally understand ourselves and our
Byrd, Lydia Macedo Byrd, Alexander Fauser, place in the universe.
Andrew Greenberg, Darrell Hayhurst, Ian Lemke, — Guiseppe Alustro, My Time Among the Stars
David Millians, Carsten Moos, Heiko Nowak,
Eric Rex Peterson, Nikolas Pietrzik, Markus Plotz,
Sascha Schnitzer, Eric Simon, Leonardo Ellis Soto,
Ross Watson; and everybody who playtested a very
early version of the rules at Gen Con 2018.
ULISSES SPIELE
Administration Christian Elsässer, Carsten Moos, Sven Paff, Stefanie Peuser, Marlies Plötz
Marketing Philipp Jerulank, Björn Meyer , Katharina Wagner
Publishing Team Germany Zoe Adamietz, Jörn Aust, Mirko Bader, Steffen Brand, Simon Burandt,
Christiane Ebrecht, Frauke Forster, Christof Grobelski, Kai Großkordt, Nikolai Hoch, Nadine Hoffmann,
Johannes Kaub, Arne Frederic Kunz, Matthias Lück, Benedict Marko, Thomas Michalski, Jasmin Neitzel,
Markus Plötz, Elisabeth Raasch, Diana Rahfoth, Nadine Schäkel, Maik Schmidt, Ulrich-Alexander Schmidt,
Nils Schürmann, Alex Spohr, Jens Ullrich, Jan Wagner
Publishing Team USA Robert Adducci, Bill Bridges, Timothy Brown, Darrell Hayhurst, Eric Simon,
Ross Watson
Distribution & Customer Support Florian Hering, Jan Hulverscheidt, Saskia Steltner, Stefan Tannert,
Sven Timm, Anke Zimmermann
2
Healer................................................................... 67 Major Life Changes................................................ 102
Imperial Cohort.................................................... 68 Changing Your Class.......................................... 102
Inquisitor............................................................... 69 Changing Your Faction....................................... 102
Mendicant............................................................. 70 Chapter 3: Traits.......................................103
Monk..................................................................... 70
Bank....................................................................105
Occultist................................................................ 71
Scribe.................................................................... 72 Capabilities..........................................................106
Spy........................................................................ 73 Gaining Capabilities............................................... 106
Templar................................................................. 73 Restricted Capabilities........................................ 106
Using Capabilities................................................... 106
Merchant.............................................................. 75
Complementary Capabilities.............................. 106
Class: Upbringing..................................................... 75
Equipment Capabilities.......................................... 107
Merchant Class Perks........................................... 75
Lores....................................................................... 109
Filling in the Character Sheet............................... 75
Faction: Guild Apprenticeship.................................. 75 Characteristics.....................................................114
Charioteers........................................................... 75 Body.................................................................... 114
Engineers.............................................................. 76 Mind................................................................... 115
The Muster........................................................... 76 Spirit................................................................... 115
The Reeves............................................................ 76 Functions: Force, Finesse, Fortitude................... 116
Scravers................................................................. 76 Perks....................................................................116
Merchant Callings.................................................... 77 Types of Perks..................................................... 116
Banker .................................................................. 77 Preconditions...................................................... 117
Bounty Hunter...................................................... 78 Perks....................................................................... 117
Chainer ................................................................ 78 Afflictions................................................................ 164
Detective............................................................... 79 Resistance............................................................167
Imperial Cohort ................................................... 80 Raising Resistance.............................................. 167
Lawyer ................................................................. 80 Revival.................................................................168
Mercenary ........................................................... 81 Skills....................................................................168
Reclaimer ............................................................. 82 Recording Resistance.......................................... 168
Scout..................................................................... 82 Restricted Skills and Capabilities........................... 169
Spy ....................................................................... 83 Maneuvers.............................................................. 169
Star Pilot .............................................................. 83 Academia................................................................ 170
Tech Redeemer .................................................... 84 Alchemy ................................................................. 172
Thief ..................................................................... 85 Animalia................................................................. 172
Trader .................................................................. 85 Arts......................................................................... 173
Tycoon ................................................................. 86 Charm.................................................................... 175
Yeoman................................................................. 87 Crafts...................................................................... 177
Class: Upbringing..................................................... 88 Disguise................................................................... 177
Yeoman Class Perks.............................................. 88 Drive....................................................................... 178
Faction: Society Apprenticeship............................... 88 Pursuits............................................................... 180
The Dispossessed ................................................. 88 Empathy................................................................. 181
F.A.R. (Frontier for Alien Rights).......................... 89 Fight........................................................................ 182
Society of St. Paulus.............................................. 89 Focus....................................................................... 183
Vagabonds............................................................ 89 Impress................................................................... 185
Vuldrok Barbarians .............................................. 90 Interface.................................................................. 186
Open Callings........................................................... 90 Intrusion................................................................. 187
Amateur................................................................ 90 Knavery ................................................................. 188
Artist .................................................................... 91 Melee...................................................................... 188
Explorer................................................................ 92 Observe................................................................... 190
Mercurian............................................................. 92 Instinctual Perception......................................... 190
Pirate..................................................................... 93 Perform................................................................... 191
Psychic.................................................................. 94 Pilot ........................................................................ 191
Scholar.................................................................. 95 Remedy................................................................... 192
Theurgist............................................................... 95 Shoot....................................................................... 193
Personalization & Equipment................................ 96 Sleight of Hand....................................................... 193
Custom Characters................................................ 99 Sneak...................................................................... 194
Step 1: Form the Troupe....................................... 99 Survival................................................................... 194
Step 2: Create a Character Concept..................... 99 Tech Redemption................................................... 195
Step 3: Choose Your Species................................. 99 Vigor....................................................................... 197
Step 4: Choose Your Class.................................... 99 States...................................................................199
Step 5: Choose Your Faction................................ 99 Physical States......................................................... 199
Step 6: Choose Your Calling............................... 100 Mental States.......................................................... 201
Step 7: Personalization and Equipment.............. 100 Social States ........................................................... 202
Character Growth................................................100 Surge...................................................................203
Class Level.............................................................. 100 Techgnosis...........................................................203
Pace of Character Development......................... 102 Overload................................................................. 204
3
Compulsions....................................................... 204 Starships .............................................................255
Offloading........................................................... 205 Standard Ship Classes............................................ 255
Vitality.................................................................205 Explorer.............................................................. 256
Determining Vitality............................................... 205 Raider................................................................. 256
Damage.................................................................. 205 Escort.................................................................. 256
Unconsciousness................................................. 205 Hauler................................................................. 256
Death and Dying................................................ 206 Transport (Small)................................................ 257
Healing................................................................... 206 Military Ships..................................................... 257
Revival................................................................ 206 Acquiring a Ship..................................................... 257
Respite................................................................ 206 Stellar Distances..................................................... 258
Medical Assistance.............................................. 207 Travel Times........................................................... 259
Combat Specialties...............................................208 Sensors.................................................................... 259
Fencing................................................................... 208 Energy Shields ....................................................... 260
Styles................................................................... 208 Shipboard Gravity.................................................. 260
Mangled Wounds................................................ 208 Combat................................................................... 260
Marksmanship........................................................ 210 Chapter 5: The Occult................................261
Martial Arts............................................................ 210 A Mysterious Universe............................................ 263
Schools................................................................ 210 Stigma................................................................. 264
Chapter 4: Technology...............................213 Defending Against the Occult............................. 264
Tech Level............................................................215 Psi: Powers of the Mind........................................266
The Temptations of Technology............................ 216 Covens.................................................................... 266
Tech Compulsions.............................................. 217 Special Calling: Dervish......................................... 267
Money.................................................................220 Rules ...................................................................... 269
Special Characteristics: Psi/Urge........................ 269
Armory................................................................222
Using Psychic Powers.......................................... 269
A Thousand Years of Weapon-Tech Proscription.... 223
Lodestones.......................................................... 269
Weaponry Chart Key......................................... 223
Elemental Powers................................................ 269
Firearms.............................................................. 226
Paths.................................................................... 270
Energy Guns....................................................... 230
Far Hand (Psychokinesis)........................................ 270
Ammo and Weapon Accessories......................... 232
Omen...................................................................... 273
Explosives............................................................ 232
Psyche..................................................................... 274
Melee Weapons................................................... 233
Sixth Sense............................................................. 277
Armor................................................................. 234
Soma (Body Control).............................................. 281
Energy Shields.................................................... 236
Vis Craft (Energy Control)..................................... 283
Equipment & Services..........................................239 Urge........................................................................ 285
Communications................................................ 239 Urge Powers........................................................ 285
Energy (Fusion Cell)........................................... 240 Gaining Urge...................................................... 288
Entertainment..................................................... 240 Losing Urge........................................................ 289
Fashion................................................................ 241
Theurgy: The Power of Faith................................291
Illumination........................................................ 242
Cosmology.............................................................. 291
Living Expenses.................................................. 242
Special Characteristics: Theurgy/Hubris............... 292
Medicals.............................................................. 243
Components........................................................... 292
Restraints............................................................ 245
Vestments................................................................ 293
Security............................................................... 245
Using Theurgy........................................................ 293
Services for Hire................................................. 246
Charismata......................................................... 293
Tools.................................................................... 246
Donning Multiple Rituals................................... 293
Think Machines...................................................247 Group Rites......................................................... 294
Using/Coding...................................................... 247 Ecumenical (Open) Rituals..................................... 294
Computer Tongues............................................. 247 Brother Battle Rituals............................................. 298
Computer Networks............................................ 249 Eskatonic Order Rituals......................................... 300
Devices................................................................ 250 Sanctuary Aeon Rituals.......................................... 303
Transports...........................................................251 Temple Avesti Rituals............................................. 306
Speed Class......................................................... 251 Urth Orthodox Rituals........................................... 309
Collisions............................................................. 251 Hubris..................................................................... 311
Renting Transportation...................................... 251 Hubris Powers..................................................... 311
Vehicles................................................................... 252 Gaining Hubris................................................... 313
Mounts................................................................ 253 Losing Hubris..................................................... 313
Beastcraft............................................................ 253 Miracles.................................................................. 314
Landcraft............................................................ 254 Antinomy................................................................ 314
Watercraft .......................................................... 254
Skycraft............................................................... 254
4
Introduction
INTRODUCTION
RULES
CHARACTERS
The Pilgrimage
TRAITS
Welcome to the Fading Suns Character Book. It’s
one of three Core Books. The other two are the Uni- TECHNOLOGY
verse Book, introducing the setting and background Fading Suns presents a science-fiction setting that
OCCULT
of Fading Suns, and the Gamemaster Book, pro- tells an age-old mythic story: the life and trials of a
viding the special rules for GMs, as well as a sample culture hero — or better yet, heroes.
setting and drama. This tale has evolved in modern times: the hero has
You’ll need all three books to play Fading Suns. become the heroes. The role of the singular individu-
This book provides the rules of play and the process al is now taken up by an ensemble of protagonists –
of character creation, as well as details on the traits from Gilgamesh, Odysseus, and Beowulf to the crew
that describe characters in rules terms, the technol- of the starship exploring strange new worlds, the reb-
ogy and equipment they can carry, and the occult els fighting the Empire, or the fellowship of the quest.
powers some of them can wield. For Known Worlders in the early 51st Century, this
If you haven’t read the Universe Book, you might myth is exemplified in the story of the passion — the
want to start there. This book, as well as the Game- holy suffering — of the Prophet and his Disciples.
master Book, assumes you know the setting and its Their trials, tribulations, and triumphs give meaning
people and places. to the universe and raise it to a higher form.
Before we get into a discussion of the rules in Chap- That’s pretty heady stuff for a sci-fi adventure sto-
ter One, let’s talk about… ry with blasters and spaceships. Fading Suns is what
happens when “that crazy Buck Rogers stuff” crashes
Roleplaying
into the European Middle Ages with all its deep reli-
giosity. While some strains of sci-fi like to portray his-
tories where “superstitions” like religion will one day
Kids spend hours making stuff up. Why shouldn’t be outgrown by our super-evolved, highly rational
we keep doing that well into adulthood? Table- human descendants, Fading Suns posits that religion
top roleplaying games are group imaginative-play will always be with us, for that is how we try to make
events. A small team of players work together to sense of the unknown, the mysterious, and the incom-
imagine together. prehensible: challenges that await us among the stars.
Fading Suns is a tabletop roleplaying game Known Worlders all know the stories of the Proph-
themed as a spontaneous play, written and per- et and his Disciples, and they see their own lives in
formed by the players in concert over the course of them. Each life is a metaphorical pilgrimage, even for
a game session. Roleplaying is both collective sto- those who never physically leave the hamlet in which
rytelling and performance, all done on the fly. All they were born. Each life’s trials mirror the dramat-
the universe is a stage, and the player characters ic and miraculous trials of the Prophet. This simple
are its players. truth — this congruity between high and low — is a
Like all art forms, roleplaying games have a form, lesson taught to all Known Worlders. Even when the
a structure. In the case of a story, the structure is a harsh realities of inequality and injustice pervade in-
plot. In the case of a roleplaying game, it’s a rules sys- terstellar society, the example of the Prophet’s passion
tem that guides the many moments of improvisation. holds the promise of reconciliation for all wrongs.
Each player’s “performance,” under the direction Simply put: Fading Suns player characters are pil-
of the gamemaster (a special role one of the players grims on the path to a higher destiny. They might
takes), contributes to build a coherent story through each envision it differently — for some it’s a quest for
the framework of game mechanics. power, for others it’s beauty or enlightenment or re-
Before we get into the nitty-gritty of the Fading venge — but their victories and failures mirror the
Suns rules system — the structure that helps the lives of the Prophet and his Disciples, reliving in their
players to write and perform their imaginative stage- own ways that passion. Known Worlders model their
plays — let’s address some issues of theme, the unifying thorny paths through life on the experiences of these
idea behind it all. primal progenitors of 51st-century religion. They
are the metaphors by which Known Worlders make
meaning out of existential chaos.
5
The Play’s the Thing Accordingly, Fading Suns adopts the miracle-play
troupe metaphor to describe player character groups.
Some roleplaying games use different forms of media to Just as commedia dell-arte had stock characters that
model their play experiences. Their exemplars and ana- symbolized social stereotypes, so do player characters:
logues might be cinema, novels, or comic books. Fading PCs have a class, faction, and calling. The somewhat
Suns models itself (very loosely) on the stage play. tight classifications player characters use to build their
Like a play, Fading Suns sessions are built of characters are mirrored in the stock roles of the far-fu-
scenes and acts that focus on drama between people, ture miracle plays.
although — being science fiction — the scenery and Player characters, as both a troupe and a group of
props can also become characters in their own right. pilgrims traveling together (as in The Canterbury Tales),
More specifically, Fading Suns games are far-future will have certain advantages for acting in concert but
forms of the medieval mystery plays (also called mira- also many temptations to scheme for personal advan-
cle plays) and the more ecclesiastical passion plays. The tage, even at the expense of their traveling compan-
former presented Biblical stories while the latter told of ions. In the end, despite internal frictions, their bond
the passion (suffering and triumph) of Christ, although as a troupe should unite them against adversity, just
the term has also been applied to Egyptian plays about as the Disciples put aside their personal differences
Osiris. In Fading Suns terms, these are the stories of and prejudices to rally around the Prophet.
the Prophet, but they are also the stories of the player In our troupe metaphor, the Prophet isn’t one of the
characters, who carry special destinies, suffer trials, and players. He’s the ideal the players follow. Just as Zeb-
ultimately triumph (even in defeat, as did the Prophet). ulon the Prophet did not travel alone, pilgrims should
The analogy of a roleplaying game session as a play band together to reach their holy destination. When
is meant to be a helpful hook, a thematic frame more divisions threaten to break up the troupe, the pro-
than a functional frame. It shouldn’t be stretched too phetic ideal can restore their aim and provide a vision
far — after all, there is no prewritten script, no pas- for how each member fits into the larger whole. The
sive audience, and the props and scenery can change Pancreator has brought them together for a reason.
in an instant. Any Fading Suns game also has cin- To bring these metaphors down to actual gameplay,
ematic elements and novelistic twists. After all, the the players have come together to have fun and may-
scale is grander than any single stage set can convey. be even create a work of art, as fleeting as it might be.
But the elements of a troupe tramping the boards While everyone has their favored play style — thes-
under a spotlight, where their dialogues and mono- pian, power gamer, tactical ops — you’re all building
logues serve to edify a distant audience, ring true. something together. Where can one style complement
Even Known Worlders sometimes stop to imagine another? When is it someone’s else’s turn to shine?
that their lives’ dramas, as internal soliloquies are de- Keep in the mind that the rules are there to serve
livered to an unseen audience of the Pancreator and the play experience for everyone, including the game-
Empyrean cohorts. master. Sometimes they might need to be put aside to
Exeunt pedantry, enter our cast…. serve a higher purpose.
6
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Chapter 1: Rules
7
SAINT MAYA THE SCORNED WOMAN
8
INTRODUCTION
Gameplay
Syleen couldn’t believe her luck. Her lousy luck. This sort of thing didn’t happen to her colleagues.
Not Gregor or Mina; only her: the unluckiest Scraver of them all.
She stood completely still behind the thick curtains that draped the walls of Genin Hamuchi’s of-
fice. He hadn’t noticed her — yet. If she’d made a sound or twitched, he’d certainly know it.
Damn it. Genin was supposed to be at dinner, being entertained by Jenna. But here he was, saun-
tering back into his office after midnight, almost catching Syleen in the act of jimmying open the hid-
den drawer where he kept his ring of jumpkeys. Three of the four keys were common; Syleen already
had those routes: Criticorum, Rampart, and Byz II. But the fourth — the rumored “night road” to
Rinpoche — that was invaluable. If it existed. And if it was in that drawer.
She heard a low groan, followed by a thudding sound. A body hitting the floor. Unmistakable, that.
She’d heard it many times before. She risked a quick rustle of the curtain, enough to get a glance out
at the room. Yep. There he was, sprawled on the floor in a spreading pool of his own blood. Rest in
peace, Genin Alberto Hamuchi.
Footsteps entered the room. She recognized the rhythm, the distinctive shuffle of Boss Urbo’s limp.
Of course; he had that needler he was always bragging about. Silent shots.
So, she wasn’t the only one who wanted that key. She slid her hand down her thigh and unlatched
the holster of her laser pistol. She’d only get one shot at this….
Fading Suns, like all tabletop roleplaying games, uses “No I’m not!” “Are too!”), the rules present a means
a set of rules to determine the outcome of dramatic sit- for resolving uncertain actions through that most ar-
uations. Also known as “game mechanics,” RPG rules chetypal arbiter of fate: the roll of the dice.
provide a level playing field for everyone involved in Backing up that roll are various systems with spe-
the game. They’re a method for resolving differences of cial terms, numbers, and guidelines that provide a
opinion that arise during play, when one player tries to common standard through which everyone can agree
do one thing but another player challenges or disputes on what happens in the game. This chapter presents
it. Instead of letting the players resort to schoolyard those rules. We call this unified collection of rules the
bouts and petty arguments (“Bang — you’re dead!” Victory Point System or VPS.
9
The rules aren’t laws — breaking them brings no crim- Example: Jasmina fires a laser pistol at Baron Morgen-
inal penalties or divine punishment. They are guidelines. stern.
The nigh infinite variations that arise in a roleplaying
game session — in any act of the imagination, really —
must by necessity render any RPG rules set incomplete. 2. HOW DOES THAT WORK IN THE RULES?
We’ve done our best to build a structure that can TRAITS
hold any situation that arises in the game, but inevi- Skill ranks + characteristic ranks = goal number.
tably, some things will slip through the cracks and re- Any given action can be described using a combina-
quire the gamemaster and/or players to make up a rule tion of two traits: a skill (a trained ability) and a char-
on the spot. Thankfully, that shouldn’t prove difficult, acteristic (one of nine innate abilities). These are listed
given the core simplicity of the Fading Suns system. on the character sheet.
PLAYER AND CHARACTER Example: Firing a laser pistol at short range involves
the Shoot skill and the Dexterity characteristic.
Just a quick note about how we address the difference be-
tween player and character in the rules text: When we say
that “you” do something within the game and then refer 3. DID YOU ACTUALLY DO IT? GOAL ROLL
to things such as “you” rolling the dice or taking damage, • Roll less than your goal number = success.
we don’t go out of our way to distinguish between you as • Roll your goal number exactly = critical hit (ignore
the player (the one who actually rolls the dice and keeps step 5 and gain 1 WP).
tallies on the character sheet) and you as the character (the • Roll higher than your goal number = miss (it’s over;
fictional construct who acts within the imaginative game don’t complete the rest of the sequence).
world according to your directions). We assume you’ll • Roll a ‘20’ = critical miss (the GM gains 1 WP).
be able tell the difference from the context. We feel that
writing in the second person (“you”) makes for punchier Example: Jasmina has a Shoot of 5 and a Dexterity
writing than third-person descriptions (he, she, they). of 7, giving her a goal number of 12. Jasmina’s player
Here are some abbreviations to note that we adopt rolls the die and gets a 7 — a success.
for common terms:
PC = player character
GM = gamemaster 4. HOW WELL DID YOU DO IT? VICTORY
VP = victory point(s) POINTS
WP = wyrd points(s) If you succeeded, the number you rolled = victory
points (VP).
10
Example: Baron Morgenstern is wearing stiffsynth ar-
mor, which provides 4 Resistance against physical attacks. Time INTRODUCTION
RULES
Jasmina must spend 4 VP to overcome this Resistance be- VPS measures time in seven abstract units.
fore her laser pistol’s 5 damage can penetrate the armor. CHARACTERS
TURN TRAITS
This term is nearly universal in RPGs; it’s used to
6. WHAT’S THE END RESULT? IMPACT measure each incremental burst of action that a char- TECHNOLOGY
Physical attack: Inflict the weapon damage (+1 dmg acter performs. In this game, it lasts from 1-3 seconds.
OCCULT
per 2 VP spent)
Influence: Impose the action’s psychological state on ROUND
the target. Everyone (PCs and NPCs alike) involved in a turn-by-
turn scene (see below) may act; each player gets a sin-
Example: Jasmina’s laser pistol does 5 damage. She gle turn. Once each person’s turn has been resolved,
can spend VP to increase this. the round ends and a new round begins, wherein
each person gets another turn, and so on.
METRIC MEASUREMENTS
VPS uses the metric system to denote measurements of distance, length, volume, and mass.
Distances for combat are measured in meters (roughly 3 feet each). Stellar distances are measured in AU.
(One astronomical unit = 149.6 million kilometers, the distance from the Earth to the sun.)
11
Play Scales by-turn and every move made affects what comes
next. Physical combat — the most typical instanta-
There are different time scales to consider in game terms neous event — often feels like a slow-motion action
when handling the sorts of things that characters do. sequence in a movie, where each movement is wit-
nessed in excruciating detail as time slows down.
PRESENT TENSE In instantaneous time, it’s important to know who
Events play out in “real time” or in a slightly abbre- acts when. Each character has a turn in the initiative
viated form. This is the default mode of play, where order, but the sequence can change from turn to turn.
players state what their characters are doing and how (See Initiative below.)
they’re doing it, often using actual character dialogue.
Most commonly, Present Tense time is measured in NARRATED
moments. The gamemaster determines just how long Events take place over a scene or more, but they’re
any given moment is in negotiation with the players as resolved in a condensed manner in a brief period of
they describe their characters’ actions. This is mostly gameplay. This time scale is often referred to in other
informal; in most cases, there’s no need to mention RPGs as “downtime,” the time between adventures.
how long any given action takes. Narrated time usually involves the players and gam-
Sometimes, however, time needs to get more spe- emaster recounting what happens, rather than role-
cific, such as when a player is trying to haggle with a playing out the event in detail with dialogue. This
merchant over the cost of a slug gun while his adver- could represent a two-hour concert recital, perhaps
saries close in on him through the market crowd. He with a single die roll to determine how well a char-
might have only two minutes to talk down the price of acter’s playing moved the audience, or it could track
the gun to something he can afford before his enemies a daylong attempt to repair a broken starship drive.
find him. Unlike a turn-by-turn combat, a Narrated endeavor
doesn’t necessarily involve multiple dice rolls. Often,
INSTANTANEOUS one roll is made to determine the outcome. However,
When things get really tense — when every twitch or some situations require sustained actions, which involve
word can alter the course of events — then the game completing more than one stage and a dice roll for
enters turn-based time. Each instant is tracked turn- each stage. (See Long-term Tasks below.)
12
INTRODUCTION
Initiative OPTIONAL RULE:
INITIATIVE INTERFERENCE RULES
When gameplay becomes simultaneous (see above),
it’s time to determine just when each character can act There are, of course, exceptions to the general rule CHARACTERS
in relation to the other characters (including NPCs). that the GM can choose to adopt. TRAITS
The general rule is: the character with any type of ini- • Brother Battle advance: Once per round, so
tiative edge goes first. long as they haven’t acted yet, anyone playing a TECHNOLOGY
This might be because of a particular maneuver Brother Battle character can advance into the fray
OCCULT
they’re performing, a perk, a successful observation to take their turn to perform a combat action.
roll, an advantageous position on the battlefield, a They cannot interrupt the current turn, but they
device that pumps adrenaline into the character’s can declare that they’re acting next. If more than
bloodstream — whatever effect quickens a character’s one Brother Battle advances, the one with the
reflexes. The GM can award a character an initiative highest level takes precedence. In the case of ties,
edge based on circumstances. each rolls a d20: highest result wins. They can only
If more than one character has an edge, then each advance to engage in combat; they can’t advance
player rolls a d20. If you’re the player with the highest to attempt influence or perceptions actions or any-
result, you get to choose who goes first: yourself, an- thing else, really.
other player, or an NPC. A Brother Battle advance takes precedence over
If nobody has such an edge, then the player whose GM interrupts and noble overrules.
character is the troupe’s leader chooses who goes first. • Noble Overrule: The player of a noble charac-
If that player (or the character) isn’t present, then ter can overrule another player’s choice and choose
each player rolls a d20 and the player with the highest themself (so long as they haven’t acted yet that
result makes the choice. turn) or a different player or NPC who hasn’t acted
The character chosen to act next takes their turn, and yet. There is no VP cost, but nobles can overrule
then their player chooses which of the other characters only once per scene.
gets to go next. That character takes their turn, and then If the player who is overruled is also playing a
their player chooses which character goes next, and so noble, the highest-level noble wins. If the levels
on, until everyone (including all the NPCs) has acted. are equal, then the highest rank wins. If ranks
When the next round begins, the process is repeated: are equal, the original player’s choice takes prece-
the character who has the initiative edge goes first, and dence.
so on. Nobles cannot overrule Brother Battle advances
Exception: Various actions or situations can place or GM interrupts.
a character hindmost in the initiative queue. That
character acts last, even if another player or the GM ALTERNATIVE INITIATIVE
chooses them to act earlier. If more than one charac-
METHODS
ter is placed hindmost, resolve ties as above.
If a character with hindmost initiative gains an The VPS initiative system creates a chaotic, ev-
edge, the two statuses cancel each other out; the char- er-changing rhythm where the exact order in which
acter now fits into the regular queue. The reverse is characters act cannot be predicted ahead of time.
also true: hindmost cancels an edge. Some gamers describe this style of play as “pop-
corn initiative.” It could just as easily be called
GAMEMASTER INTERRUPT “teamwork” or “interactive” initiative. Hopefully,
it encourages players to work together to chase the
Now, the gamemaster’s NPCs also need a place in the ever-shifting ideal sequence for their characters’
initiative order. Some NPCs act in a single group for actions. It is intentionally vulnerable, however, to
initiative purposes, while others act on their own. The scheming nobles and unanticipated NPC actions.
players need to include these NPCs in their choices. If That’s the spice of life.
they don’t, there is a possible cost. If you feel this method is too unpredictable and just
The gamemaster can interrupt once per round and no fun for your particular troupe, feel free to try out
choose who takes an action (either a player or one of alternative methods. We chose the “teamwork” meth-
their own NPCs, so long as neither has yet acted) by od partly because we didn’t want to resort to dice
taking 1 VP from the well and giving it to the character rolls; we’d prefer to reserve rolls for actions that really
whose turn was interrupted — unless one of the GM’s matter — rolls that produce victory points. Still, it’s
NPCs acted last in the previous turn, in which case the no sin to resort to other means.
gamemaster can interrupt for no cost this round. Other possible methods include:
13
D20 Roll: At the beginning of each new round, Only primary actions are rolled (and can yield
each player rolls a 20-sided die. The one with victory points); secondary actions rarely use rolls.
highest result acts first, followed by the one with
the next highest result, and so on. The gamemas-
ter rolls for their NPCs. Primary Action
If any character has an edge on initiative, their A primary action is the main action you perform in
roll is favorable (see below). If two or more char- your turn. It often requires a goal roll, from which
acters are tied, the one with the highest Dexter- you can gain VP.
ity wins. If there’s another tie, the one with the You can instead choose to use your primary action
highest Intuition wins. If there is still a tie, tied as an additional movement action, effectively dou-
players should roll again. bling your movement rate for that turn.
Table Order: Characters act based on where their Certain special maneuvers and powers might allow
players are sitting around the table, beginning you to perform an additional primary action in the
from the GM’s left (or right, whichever) and work- same turn, usually triggered by a victory on your ini-
ing one-by-one around the table. This way, the tial primary action. This additional action takes place
initiative order is stable and predictable — unless immediately after the first primary action (unless stat-
players swap places. The GM should feel free to ed otherwise in the description).
ignore games of musical chairs and stick to the
original order. In this system, the GM acts last
(but can still interrupt if they pay the VP cost). Movement Action
You can move up to your full movement rate, which
Dice
for human-sized species is 10 meters per turn. (See Size
in Chapter 3: Traits for the movement rates of larger
and smaller beings, such as certain alien species.)
The Victory Point System uses a single 20-sided
die — a “d20” — to resolve situations with uncertain
outcomes. The random roll of the die is the universal Secondary Action
arbiter. It takes no sides and hears no appeals. Its re- These don’t require rolls and don’t usually award
sult is the raw fact of the matter. victory points.
Tabletop roleplaying games have long used an ar-
ray of strangely shaped dice called polyhedral (“many
sided”) dice. The most commonly used dice are the Reflexive Action
20-sider and 6-sider. A reflexive action is an action you can perform b efore
Unlike many other RPGs, Fading Suns only uses your proper turn in the initiative order. You do it in
the d20. Previous editions of the rules used handfuls reaction to someone else’s action, such as when some-
of 6-sided dice, but this current edition has eliminated one attacks you and you reflexively dodge. You es-
them in favor of the single, elegant d20 and the host sentially take your action then and there, instead of
of victory points it awards, which come in the form of waiting for your turn to come around.
tokens (see Victory Points below). Certain maneuvers described in this book are listed as
reflexive actions. The gamemaster can decide whether
Actions
to allow a character to perform a reflexive action that
isn’t listed as part of a maneuver. Reflexive actions are
most often primary actions, but certain types of second-
Characters can do lots of different things – like ary action can be reflexive, such as when the GM asks
punching a fascist or sweet-talking the town guards- you to make a roll to notice something hidden.
man – but they can’t do all of them at once. You can use your movement action in accord with a
In a single turn, a character can take each of the primary reflexive action, such as when you reflexively
following actions: evade an attack. If you don’t use it then, though, you
• one primary action (such as an attack, a dodge, or can’t take it later that round.
an attempt to intimidate someone), You can opt to delay your primary action, turning it
• one movement action, into a reflexive action that is triggered by a particular
• and any number of secondary actions (singing condition or occurrence. You can declare this delay
while fencing, winking at an ally), so long as the only on your proper turn in the initiative order, but
gamemaster allows them. the action can take place later in the round, whenever
its condition is met. Your condition/occurrence might
14
INTRODUCTION
be something like “I aim at the door and fire at any- Since maneuvers are skill-driven, you can find the
body who comes through it” or “I offer my hand in rules for them under the descriptions of their skills in RULES
truce but pull it back just as the ambassador is about Chapter 3: Traits.
to shake it — psych!” If the cited condition does not CHARACTERS
come to pass, your reflexive action is never triggered,
and you lose your action for that turn. Long-Term Tasks TRAITS
TECHNOLOGY
Sometimes you need to do something that simply
A “maneuver” is simply an action for which we pro- starship’s engines, recite the excruciatingly long
vide detailed rules descriptions. Each maneuver lists Etyri national epic in its Urthish translation, write
the traits (skill + characteristic) the action uses, the an exegesis about the Disciple Ven Lohji’s esoteric
action’s impact, and any special effects it might have. yogas, or just cook a three-course meal to impress
Really, any action can be considered a maneuver, the Duchess.
but we don’t try to describe them all. We provide Such large tasks are typically handled in Narrated
some specific examples throughout this book and the time (see Time above). A task could be abstracted into
rules for using them, but GMs and players should feel a single die-roll action, once the character has spent
free to make up their own. sufficient time doing it (three hours disassembling the
A sampling of maneuvers includes: engine block, five hours in the kitchen, etc.). Or it
Befriend — a Charm-skill influence action where you could be broken down into a series of stages, each of
try to change a target’s attitude towards the better. which requires a roll. If any stage fails, the whole task
Deceive — a Knavery-skill influence action where is at risk. A second failure could end it prematurely.
you try to make a target believe outright lies. (The appetizers turned out to be divine, but the souf-
Evade — a Vigor-skill physical combat action where flé collapsed. What to do?)
you move around to make yourself a harder target. In each case, the GM assigns a Resistance to either
Strike — a Fight-skill physical combat action where the task as a whole or each stage of the task based on
you punch or kick someone. its difficulty. (See Resistance later in this chapter.)
15
While the first method — a single roll — is expedi- that skill. Someone trained in woodcraft might have
ent, the second — multiple stages — might be more a Survival rating 7 or 8 or more, while someone who
fun, since the tension could build as each die roll puts has rarely been out of the city might have only a 3
the outcome of the entire endeavor on the line. rating. They can still find their way around roughly,
but if conditions worsen, they’re going to regret not
Trait Ratings
training that skill.
Skills
Each action a character per-
forms that requires a die roll
can be described by a particular
skill. It might be the Fight skill, if
the action is a punch or kick, or
the Charm skill, if the action is
an attempt to befriend someone.
The skills list is given in full in
Chapter 3: Traits.
Many skills come naturally
and are relatively easy to per-
form, in that everybody has
some degree of aptitude with
them simply by virtue of grow-
ing into adulthood. Others re-
quire training and/or studying,
usually under the guidance
of someone who has already
mastered the skill. While most
skills can still be performed by
those who lack training (any-
one can try to lie to someone,
even if they haven’t studied the
arts of Knavery), most people
just aren’t very good at them
until they get some training
under their belt. A few skills,
such as Pilot, cannot be used
at all without some degree of
training.
All skills are ranked by skill
ratings. Each has a number
from 0 to 10 that describes
how good a character is with
16
Characteristics are ranked with ratings from 3
to 10. Different characters are better or worse with Goal Roll INTRODUCTION
RULES
different characteristics — some people are strong, When a character performs an action, the player at-
others weak; some are smart, others stupid; some are tempts a goal roll to determine if it is a success or a miss. CHARACTERS
charismatic, others are wallflowers, and so on. This roll is made with a 20-sided die. You’ll need a TRAITS
goal number for the roll; you figure it by adding the ac-
Trait Pairs tion’s skill and characteristic pair together. Since skills
are rated from 0 to 10 and characteristics are rated
TECHNOLOGY
OCCULT
Each action is described by a skill used to perform from 3 to 10, this gives us a goal number somewhere
it and a characteristic that bolsters its performance. between 3 and 20.
This is the action’s trait pair. The base goal number is equal to the action’s trait
This rulebook provides many examples of actions pair, but this may be modified by situational factors.
and the traits they use. Some are obvious (throwing Some modifiers make the roll more likely (as bonuses
a punch uses Fight + Strength) while others might be to the goal number); others make it more unlikely (as
more open to interpretation (such as whether a firing penalties to the goal number).
a gun uses Dexterity or Perception). The die-roll result must be equal to or less than the
The trait pair for any given action is used to figure goal number for the action to be successful. If the re-
out whether the player succeeds or fails with the roll sult is higher, the roll is a miss and you’ve failed the
of a die; that roll is called the goal roll. action. If the roll is a success, the die result tells you
directly how many victory points you gain. That is,
the number rolled on the die is the number of victory points
generated by a successful roll.
RULES HOMILY: THE FLIGHT Missed rolls don’t generate VP and cannot deliver
any impact.
OF ICARUS
Note that goal rolls should only be called for in
The core die-rolling mechanic mirrors one of meaningful circumstances, where the outcome is
the Church’s themes about the hubris of sen- uncertain and talent and skill make a difference.
tient creatures, illustrated in the ancient myth The vast majority of activities — walking, eating,
of Icarus. Daedelus, Icarus’ father, made his talking — don’t require rolls. Repetitive and routine
son a pair of wax wings so that he could fly, tasks — sweeping floors, reading sermons, hunting
but cautioned him not to fly too high, lest the hull rats on starships — should not require rolls.
wings get too close to the sun and melt. Of
course, Icarus flew too high, his wings melted,
and down he went. Modifiers
With the goal roll, you want to roll high — Occasionally, a goal roll is modified by a bonus (mak-
shooting for the sun — but don’t roll too high, ing it more likely to succeed by adding to the goal
lest you miss the mark. number) or a penalty (making it harder to succeed by
The roll result depends entirely on fate, luck, subtracting from the goal number).
providence — what your character might call As a general rule, gamemasters should avoid mod-
the will of the Pancreator. The odds of roll- ifying goal rolls. If an action is easy to achieve, that
ing any particular result are the same for all might be because there’s little to no Resistance. If it’s
numbers in the 1-20 range. If you were adding hard to achieve, consider raising its Resistance instead
the results from multiple dice, the average roll of penalizing the goal number. (See Resistance below.)
would produce a result in the middle of that Think of it this way: A goal roll represents your abili-
range, but a goal roll doesn’t typically allow ty to do something regardless of the external conditions
you tweak the odds from a single die. (There is in which you find yourself, while Resistance represents
one exception, however: see the sidebar below those external conditions, ranging from auspicious (lit-
about Favorable and Unfavorable Rolls.) tle to no Resistance) to adverse (high Resistance).
The lesson, according to the Church’s creed, is One exception to this general guideline is percep-
this: Strive for excellence, but be wary of hubris, tion, which sits in that zone between you and your
and know that your success or defeat is entirely in environment, where your sensorium meets the out-
the hands of the Pancreator. Your good works (or er world. External conditions can affect your sens-
more precisely, your skills) can better ensure His es, which can degrade your ability to effectively act
favor, but it is His choice whether to bestow it. (modifying your goal numbers), independent of your
target’s Resistance.
17
Factors that might modify a goal roll include: percep- Rather than list every possible condition and modi-
tion conditions (darkness, fog), physical or social states fier, VPS represents these environments through states.
(from a concussion to a deathly fear of your opponent), Anyone in the environment is affected by its associated
the effects of a drug or poison, a maneuver (by throw- state. See the states’ descriptions in Chapter 3: Traits.
ing all your might into a punch, you might suffer a
slight penalty to your accuracy), or other complications
that pertain more to you than your opponent. GOAL ROLL 0
ENVIRONMENTAL CONDITIONS If penalties reduce your goal number to zero, a die-
roll result of 1 still succeeds. The Pancreator looks out
Environmental conditions might modify your rolls: for the most deprived.
A smoke-filled room is harder to survey for enemies Such a desperate roll, however, cannot score a critical
than a brightly lit one; it isn’t easy to shoot someone hit. It does yield 1 VP, though, if it’s successful (i.e., the
in complete darkness; gale-force winds can make result is a 1).
climbing a real challenge; chasing someone down on
a low-g moon is, well, different than on most planets.
Environment State
Partial darkness, driving rain, fog, smoke Seeing Impaired
Gale-force winds, loud concert, or magic lantern show Hearing Impaired
Complete darkness Blinded
Complete silence (such as in a vacuum) Deafened
Underwater See Movement in Chapter 3: Traits.
High-gravity environment Hindered (immobilized in crushing gravity)
Low-gravity environment See Movement in Chapter 3: Traits.
Zero-gravity environment Suspended
Adverse atmosphere (methane, etc.) Dying
18
INTRODUCTION
Sometimes conditions are stacked so greatly in When a character tries to interact with a person, CHARACTERS
your favor that you just can’t miss — or they’re so thing, or topic of thought (i.e. trying to remember TRAITS
set against you that failure is almost assured. Such a fact about the planet Malignatius), they’ll hope-
conditions alter the odds in a way that simple goal fully have a capability with it; if not, their roll is TECHNOLOGY
roll bonuses and penalties just don’t capture, so we unfavorable.
OCCULT
offer an additional method: “roll twice, then pick
the best (or worst) result.” Example: Canon Barlow is confronted in the
Many d20-based RPG systems use a similar me- mansion library by the murderer he and his investi-
chanic under different names. We call these con- gators have been seeking. The masked fiend lunges!
ditions either favorable or unfavorable. Canon Barlow is holding a piece of evidence from
the crime scene — a medium slug gun. He raises it
FAVORABLE ROLL and fires. Unfortunately, our peaceful canon has no
Attempt the goal roll twice and take the best result. capability with slug guns. His roll is unfavorable:
If both dice produce victories, the best result is the He rolls twice and takes the worst result. His goal
one that awards the most VP. is 8, and he rolls 15 and 3. He must accept the 15,
which is the worst result for him. His shot misses
Example: Jasmina’s goal to intimidate a guard the assailant. Let’s hope his cries (and his gunshot)
is 12. She is, however, wearing a strange alien arti- summon aid before the murderer can add another
fact that gives her voice an uncanny allure. Its game body to his list.
effect is to make her influence rolls favorable, so long
as they involve her speaking. Her player rolls two
d20s and gets results of 18 and 9. The first result is EXCEPTION:
a miss but the second is a success, and since she can CONTESTING CONDITIONS
take the best result, she is successful. If you have a condition that provides favorability
(a wyrd point, a perk), you can use it to counter
an unfavorable roll, making it a regular roll. For
UNFAVORABLE ROLL instance, if you lack a needed capability, you can
Attempt the goal roll twice and take the worst re- spend 1 WP to counter it and make it a regular
sult. A missed roll is the worst result, but if both roll.
dice produce victories, the worst result is the one Favorability cancels unfavorability — and vice
that awards the least VP. versa. An unfavorable condition counters a favor-
able one, making for a regular roll.
Example: Just as Canon Barlow begins his ser-
mon and his influence attempt to rouse the crowd
gathered in the field before him, a bird poops on his
head. Unbeknownst to Barlow, his Scraver enemy
hiding in the nearby trees directed his trained crow to
do the despicable act. The GM rules that Barlow’s
influence roll is now unfavorable, due to the indigni-
ty suffered. Barlow’s goal number is 14. His player
rolls two d20s and gets results of 3 and 17. The first
result is a success but the second is a miss, and since
he must take the worst result, Barlow fails.
EXAMPLE: CAPABILITIES
Characters have various capabilities, which are traits
that designate what areas of knowledge and train-
ing they’re familiar with. (See Chapter 3: Traits.)
These include, among other things: weapons,
equipment, languages, and topics of knowledge.
19
Critical Hit
When you roll your goal number exactly, your ac-
tion becomes the very epitome of success in that
particular instant and context. The Pancreator has
bestowed His blessing.
In game terms, the following two things happen:
• Your action ignores all Resistance. You don’t
need to spend VP to overcome Resistance, be-
cause your critical hit has pierced all defenses.
(This means a defender cannot boost their Resis-
tance against a critical hit.)
• You gain 1 wyrd point. See Wyrd Points, below, for
an explanation of these potent points.
Critical Miss
The Pancreator giveth, and the Pancreator taketh
away. Just as you can roll a critical hit, you can also
roll a critical miss.
Also known as a fumble, a critical miss occurs
whenever the natural result of a die roll is a 20. Even
if your goal number is 20 or higher, a roll result of
20 is a critical miss.
A critical miss is mostly like a regular miss — ex-
cept that the GM gets to take 1 wyrd point (WP)
from the well and put it into their adversary cof-
fer (see Chapter 1: Drama in the Gamemaster
Book). Your failure gives an advantage to your
NPC opponents. Just how or when this advantage
will manifest is up to the GM: they decide when to
spend this wyrd point and for what purpose. (See
Wyrd Points, below.)
Victory Points
Victory points are the foundation and key concept of in your hand and count out whenever you collect or
the rules. The system is called VPS — the Victory Point spend them.
System — because it’s all about players gaining victory
points when their characters make successful rolls, so
they can spend those points for interesting results. VP Tokens
Throughout the course of gameplay, you will rou- Victory point tokens can be anything small and easily
tinely gain victory points — VP, for short — and then moved around: chits, coins, glass beads, paperclips,
routinely spend them, although you can store some of jelly beans, etc. Ulisses produces special victory point
them for later use. tokens for use with Fading Suns, but players can
You can think of victory points as measurements of elect to use any small item they agree upon.
effort or willpower — or, more colloquially, “spoons”
(units of energy used to overcome daily challenges). THE WELL
You gain confidence, energy, and poise from a suc-
cessful roll, and then marshal your effort (spend these Somewhere within easy reach of the players, there
resources) to achieve your action. should be a bowl that holds a good number of VP
Rather than forcing everyone to keep a running tal- tokens. This reservoir is the well.
ly with pencil and scratchpad, we prefer to represent Each time you gain VP, you take tokens from the
VP with tokens: actual physical objects you can hold well and place them in your cache.
20
INTRODUCTION
THE CACHE The troupe as a whole has a troupe coffer from which
each troupe member can draw wyrd points. See Wyrd RULES
Each player has a VP cache. This location is either a Points, below, for more information.
spot somewhere on the table next to that player where CHARACTERS
they keep their pile of VP tokens, or preferably, it rests
within a small bowl or bag, which ensures the tokens Gaining VP TRAITS
TECHNOLOGY
don’t get scattered. You gain VP by making successful dice rolls during
When you gain VP, you place them into your the course of gameplay.
OCCULT
cache. As you spend them, you put the tokens back The number you roll on the die (assuming it’s equal
into the well. to or less than your goal number) is the amount of
At the start of your next turn, before anything else victory points you gain. If your goal number is a 12
occurs, any VP in your cache that have not been and you roll a 9, you’ve got 9 victory points.
transferred to your bank are then returned to the well.
When you’re playing in present tense or narrated
time, your cache is emptied after you’ve determined RULES HOMILY: THE
the impact of your roll.
DESCENT OF GRACE
THE BANK The idea and mechanics behind victory points
are rather abstract. VP aren’t things your charac-
Each player has a VP bank. Unlike the well and the ter can hold in real life; they’re a way to measure
cache, the bank is not represented by a physical item tides of luck and effort. They do, however, have a
or space; it’s purely imaginary, so it’s represented by certain basis in Church doctrine, namely the De-
notations on a character sheet. scent of Grace and the Luminous Return. The
Your character’s class level (see Chapter 2: Char- Pancreator’s divine radiance is delivered down
acters for a description of the classes and levels) de- upon His creatures, and through their right and
termines your bank’s capacity: how many VP it can proper deeds, radiance is reflected back to the
hold. It increases as the character’s level increases. Empyrean, further opening the soul channels for
VP transferred from the cache to the bank are not successive Descents and Returns.
lost at the start of the next turn. They stay in the bank It’s not hard to see the VP well as the Empy-
until they’re transferred into the cache. rean source and the victory points a character
You can freely transfer VP from your cache to your gains as their receipt of the Light, in the form
bank and vice-versa. There is no limit to the VP of descended providence. As a player spends
amount that can be moved (save for the bank’s ca- VP and return them to the well, their charac-
pacity), nor is there any particular stage of gameplay ter participates in the Luminous Return.
during which this transference is done. Of course, they can save some of this Light —
When you transfer from the cache to the bank, re- these VP — in their banks. This is not greed or
turn that number of VP tokens to the well and write stinginess, refusing to reflect back the Light,
that number on your character sheet under your but a chance for lessons in proper stewardship.
bank’s tally. When you transfer from the bank to the (See Rules Homily: Wise Stewardship below.)
cache, subtract that amount from your character Characters do not recognize “victory points”
sheet’s bank tally and take that number of tokens from or think in those terms, but many of them do per-
the well, placing them in your cache. ceive their sudden ebbs and flows of fortune and
Note that you never “spend” VP from your bank, mishap in terms of divine favor or censure. Even
only from your cache. You can transfer to and from the the less religiously inclined, who prefer to think in
bank, but you can only spend from the cache. terms of probability and pure chance, can specu-
late on good or bad “weather” for the odds.
COFFERS The more esoterically minded (such as those
among the Eskatonic Order), especially those
In addition to your cache and your bank, you might referring to the phenomena associated with
have one or more coffers. These are sub-banks that wyrd points, might speak of the “receipt of lu-
work in specific ways for specific purposes. Coffers mens” or other quanta of divine light. Most
are most often gained through perks, such as Money people don’t concretize spiritual phenome-
Manager (which creates a general funds coffer) or Shep- na that way. (Hence, we use the term victory
herd of the Flock (flock coffer). The specific rules are point rather than lumen, although theurgists
provided in the perk’s description. are perfectly comfortable with the latter.)
21
Spending VP When you spend the VP, make a note of the goal
bonus and return the spent tokens to the well. This
You can achieve various effects with VP, but each one precision bonus applies only to the next roll that occurs,
has a cost. The typical costs and their gains are: so long as it takes place before your next turn ends,
Cost Effect after which the bonus goes away.
1 VP per +1 goal Increase the goal number When you’re playing in present tense or narrated
of your next goal roll (you time, the bonus applies to your next roll, but only if it
must spend before mak- follows soon after (one moment to the next) or is the
ing the roll); see Precision next stage in a long-term task (see Long-Term Tasks,
Bonus, below. above).
Exception: If you are asked by the GM to make a roll
1 VP per -1 Resistance Overcome (cancel) your you didn’t intend to make, such as a reflexive spot roll,
target’s Resistance to your you are not required to apply your precision bonus to
action/attack/influence it, although you can choose to do so.
(only against a target you
Surges
have hit with a successful
goal roll)
1 VP per +1 Resis- Boost your Resistance When you run out of all the VP in your cache and
tance (this applies against a have no more VP in your bank to transfer to your
single attack) cache, fear not: At any time (even with a full cache
2 VP per +1 damage Increase the damage and/or bank), you can opt to use a surge. Think of it
delivered by your action’s like an adrenaline surge, a second wind, or a self-in-
impact stilled boost of confidence.
You then gain VP from the well equal to your Surge
These effects are cumulative, so long as the player rating. As with most activity involving VP, this does
spends the required amount of VP. For example, it not require your character to take an action. You sim-
costs 2 VP to increase damage by 1. You can spend ply declare it and then fill your cache with VP.
as many VP as you want to increase damage: 2, 4, 6, You have a limited number of surges you can call
8, or more, adding more damage to your attack. For upon, after which you need to rest to restore them.
instance, you could spend 3 VP to increase your next See Surge in Chapter 3: Traits for more details.
roll’s goal number by 3, and so on.
In addition, most actions allow you to spend VP
to enhance their effects. For instance, when disguis- Wyrd Points
ing yourself using the Disguise skill, you can spend Wyrd points (WP) are a special type of victory point
VP to make it harder for others to pierce your dis- that betoken the mysterious currents of fate, provi-
guise. (See the skill maneuvers descriptions under dence, and even the occult. Adventurers in the era of
Skills in Chapter 3: Traits for specific examples.) the Fading Suns live in a universe of mysterious and
As a general guideline, each additional 2 VP spent miraculous occurrences and incredible feats that defy
beyond the amount required doubles the effective- all odds.
ness of the action. To represent this touch of destiny, certain effects
in the game bestow wyrd points instead of regular VP.
PRECISION BONUS These are represented in gameplay by special tokens,
which distinguish them from regular VP. If you’re
You can spend VP to improve the accuracy of your using glass beads for VP, then use different colored
next roll: 1 VP per +1 goal, up to a limit of your beads for wyrd, or some other item, such as M&Ms or
highest finesse characteristic (Dexterity, Intuition, paper clips. (Better yet, you can use the official wyrd
or Perception). tokens produced by Ulisses.)
Wyrd points share the same well as victory points.
Example: Chief Hoffmann swings his frap stick at a When you gain a wyrd point, such as from a critical
wily serf. His player decides to spend VP from his bank hit, draw it from the well and place it into your cache.
to gain a precision bonus for the roll. Hoffmann’s high- Like victory points, unspent wyrd points in your
est finesse characteristic is Dexterity 6, so he can spend cache go back to the well at the start of your next
up to 6 VP for +6 goal. turn. You can instead move them into your bank (they
count toward your bank’s capacity) or the troupe coffer
(see below).
22
INTRODUCTION
GAINING WYRD SPENDING WYRD
RULES
• Whenever you contribute a particularly notable • Once per round, you can spend 1 wyrd point to
moment to the roleplaying session, you earn ap- make a single roll favorable. CHARACTERS
plause from the GM in the form of 1 or more WP. • You can convert 1 wyrd point into 3 VP. The wyrd TRAITS
These go into the troupe coffer (see below), not your point goes into the well, and you take 3 VP out of
personal cache or bank. See Chapter 1: Drama the well. TECHNOLOGY
in the Gamemaster Book for more guidelines. • Wyrd points have special potency when used
OCCULT
• Whenever you roll a critical hit you gain 1 WP. with occult powers. See the Wyrd Force sidebar in
This goes into your cache (although you can trans- Chapter 5: The Occult.
fer it to your bank). • Wyrd points twist fate and probability in your favor.
• Certain perks allow you to convert VP to WP in They also let you perform actions that might oth-
special circumstances; consult the perk’s descrip- erwise be considered outrageous or wildly improb-
tion. Examples include: Enlightened, Petition, able — much like the amazing stunts seen in action
Saint’s Blessing, and Saint Lextius’ Blessing. (See movies or the stunning reversals that speeches and
Chapter 3: Traits.) cross-examinations can elicit in thrillers and ro-
• You can store wyrd points in your bank. Each WP mance movies. In short, WP can be used to intro-
takes up the same amount of space as a single VP. duce melodrama into a drama — sensational and
extraordinary events that would ordinarily stretch
belief but, thanks to wyrd points, come true. Just
RULES HOMILY: WISE what this means in gameplay is left up to the GM
to work out with the players on a case-by-case ba-
STEWARDSHIP
sis. It usually involves a player asking if they can do
Victory points are fluctuating resources. Play- something outrageous by spending a WP, and the
ers must steward or manage these resources in GM either allowing it, disallowing it, or modifying
their own ways, following their own play-style the action to make it allowable.
preferences. As they become more familiar • You can contribute your WP to the troupe coffer.
with the ebb and flow of VP, they’ll develop Once they’re in the coffer, any troupe member can
tactics for spending and saving them. access them. You might contribute them from a
This is all in accord with one of the Church’s sense of charity or fellowship, or for the mercenary
virtues. Stewardship is wise management of reason that your bank is already at capacity and
one’s domain: the bounty rewarded by the you risk losing the WP to the well at the start of
Pancreator. For a noble lord, this is the fief and your next turn.
its people. For a priest, it’s the cathedral and
its flock. For a merchant, it’s goods and their THE TROUPE COFFER
monetary gain, as well as the high-technology
entrusted to the League. The troupe shares a single coffer that holds the
For you, it’s the VP you gain from your rolls. wyrd points awarded by the GM. While a critical
Do you spend them profligately or do you save hit awards the player who rolled it with a single WP
some of them in your bank? Do you hoard for their cache, most other WP awards go into the
them miserly or do you use them proficiently? troupe coffer and can be accessed (spent) by any
There are no laws here; your choices all de- troupe member. See Chapter 1: Drama in the
pend on context. Gamemaster Book for full information about how
When nobles, priests, and merchants fail in the troupe coffer works.
their stewardship, misery results. Tyranny rules
Resistance
fiefs, sin corrupts the flock, and crime spreads.
The Pancreator’s harmonious order is imbal-
anced. It is then time to get one’s house in order.
Lucky for you, there’s no way to “fail” to stew- When a character is successful with a goal roll, that’s
ard VP. There are more or less optimal meth- not the end of the story. They still have to contend
ods, but they have to be discovered through with Resistance. An action needs to be successful
trial and error; they differ for each character and overcome Resistance before it can be called a
and vary from situation to situation. VP stew- victory — that is, before it has any impact.
ardship is a never-ending organic process. Impact only happens when Victory Points overcome
Resistance.
23
This means you must spend an amount of VP equal It’s mostly based on social rank (a noble duke has
to your target’s Resistance rating. If the Resistance more innate Mind Resistance than a knight).
is 3, you must spend 3 VP to overcome it. • Spirit Resistance is used against the occult — psy-
An action that does not overcome Resistance is a chic powers, theurgy, the Dark, and the weird sci-
glancing blow, a near miss, or a close call. Simply con- ence left behind by the Anunnaki jumpgate-mak-
necting is not enough. You have to have enough force ers. Its rating is based off your spiritual defense
or perfect placement (however you want to describe practices (in the form of perks).
VP) to overcome Resistance. In the case of inanimate physical objects (locks,
This includes weaponry, whether swords or blast- doors, delicate technological devices, etc.), Resistance
ers. These only deliver their base damage if the attack represents how tough they are to affect. This is usually
overcomes Resistance. Your blaster’s devastating plas- based mainly on the type of material (stone is more
ma doesn’t burn your foe if you didn’t connect well resistant than wood), but the construction can play a
enough — that is, if you didn’t spend enough VP to role (a well-wrought device might be harder to break
overcome Resistance. than a poorly made one), as can complexity (a high-
A roll might be successful, but it’s only a victory if tech security lock presents a higher Resistance than
Resistance is overcome; otherwise, it’s a failure. an old, rusty one).
When you vie against a situation, the particular
24
INTRODUCTION
Self-Defense: However, when you spend to boost Resistance,
the effects apply against one attack only. You can keep RULES
Boosting Resistance spending to boost against other attacks, but each ex-
penditure applies only to the attack at hand.
It’s assumed that you will be banking VP in antic-
CHARACTERS
TRAITS
It might be tempting for you to spend the majority ipation of future defense needs. Also, as you increase
of your VP on offense, so you can make your ac- your level, you’ll get better with certain actions and TECHNOLOGY
tions succeed with the most impact. However, that (on average) gain more VP from them. You’ll surely
OCCULT
can leave you wide open to attacks. Resistance can want to save some of those VP to boost your Resis-
be slim for those without armor or social standing. tance against particular attacks. (See the Rules Homi-
Those without such aids will need VP to spend on ly: Wise Stewardship sidebar above.)
their defense. If you ever think you don’t have enough VP to con-
In VPS, boosting Resistance is the main means for test an attack, you can always resort to a dodge maneu-
you to defend yourself against attacks and influence ver (see below), although that will use your primary
while still being able to perform your own actions on action for that round.
your turn. When you spend VP to boost your charac-
ter’s Resistance, that choice does not cost your char- THE ATTACK-DEFENSE CYCLE
acter their action that turn. Spending VP is a player
activity, not a character action. You can boost your When opponents clash, they vie against one another
character’s Resistance at any time, even if it’s not your by spending VP to both cancel their opponent’s Re-
character’s turn in the initiative queue. sistance and to boost their own Resistance. It works
like this:
1. The attacker makes a successful attack roll (or
an influence roll, in the case of “social combat”)
against the defender.
2. The defender can choose to spend VP to boost
their Resistance.
3. The attacker spends VP to overcome the de-
fender’s modified Resistance. If they can’t (or
choose not to) spend enough, the attack fails.
If they do spend enough VP to overcome the
defender’s Resistance, the attack succeeds and
delivers its impact.
The cycle can then be repeated with the tables
turned: The defender becomes the attacker and
the attacker now defends. This process applies
to GMs, too, when their NPCs are attacking
or defending. (Note that only characters
can contest actions; GMs can’t spend VP
to boost the Resistance of a situation or
object.)
4 . Optional: There is an optional rule called
“last-ditch defense,” by which the defender can
still attempt to slip from their attacker’s clutches
by calling for a blind-bid. See Last-Ditch Defense,
in the Optional Rules section, below.
Note that in most cases, the attacker knows the
Resistance they’re up against. Defenders must guess
how much VP to spend to boost their Resistance;
they don’t know how much the attacker is willing or
able to spend to overcome it. Sometimes, though,
the Resistance isn’t obvious; in these cases, the
GM might call for a blind-bid. See the Blind Bid-
ding vs. Resistance sidebar.
25
Example: You’re trying to sneak through a house
BLIND BIDDING VS. without alerting the sleeping residents. The GM
declares the Resistance to be Demanding. If your Sneak
RESISTANCE
is 6 or higher, you can take an assured success. You’ll
Sometimes you just don’t know what you’re need to spend 6 VP to overcome the Resistance, but after
going up against: You don’t know the exact that, you’re in the clear and can move through the house
Resistance you need to overcome. In the case without waking a mouse.
of attacking someone wearing visible armor,
you have a pretty good idea, so the GM should A “resisting person” is anyone who doesn’t want
tell you their Body Resistance. However, when the action to affect them, whether it be a punch, a
you scan an area to spot hidden enemies, you cutting remark meant to embarrass them, or even
can never be completely sure that you’ve suc- friendly banter meant to assuage their distrust. Even
ceeded. In this case, you must make a blind bid if the target doesn’t boost their Resistance, their sim-
against the action’s Resistance. ple denial is enough to force you to roll to succeed
You take a guess at the amount of VP you against them.
need to overcome the Resistance, and then The GM can disallow assured successes in any
you spend it. The GM then provides informa- situation. Perhaps the stakes are higher than you’re
tion based on whether you’re victorious or not. aware, but the GM is fully cognizant of them.
In the example above, if you spent enough to
notice the hidden enemies, the GM will alert
you to them. If there are no enemies, the GM Area Attacks
will tell you that you don’t notice anyone — Some types of attack — grenade blasts, burst-fire
which is the same thing they would say if you gun spreads, or even an opera singer’s mesmerizing
failed and there really were enemies. voice — can target everyone within the attack’s stat-
The obvious drawback to a blind bid is that ed area. In this case, keep track of how many VP are
you might overspend. You guess that the Resis- used to overcome Resistance; this amount is com-
tance is 4, so you spend 4 VP, but it’s really only pared against the Resistances of everyone affected.
2. You lose all the VP you spend; you don’t get a Those whose Resistance is overcome are impacted
refund for overestimating your opposition. by the attack. Those whose Resistance is higher than
The GM can call for a blind bid for any ac- the attack’s overcoming VP are spared from the
tion whose Resistance you can’t know. attack’s impact.
26
INTRODUCTION
VICTORY Each maneuver’s description lists what you gain
If you scored a success on your goal roll, you can now with additional VP, but the general guideline is as RULES
contend against the Resistance that opposes your follows:
action. This is either based on the target’s relevant CHARACTERS
Additional VP Improved Result
Resistance rating (Body, Mind, or Spirit) or based on 2 Good: a noticeable improve- TRAITS
the situation at hand with a Resistance determined ment, more of what you wanted
by the GM. TECHNOLOGY
• Spend VP to overcome Resistance: 1 VP per 1 4 Better: a marked improvement,
much more of what you wanted OCCULT
Resistance. Characters can contest your action by
boosting their Resistance with VP. (See Self-Defense: 6 Best: a dramatic improvement,
Boosting Resistance for full rules.) the most of what you could get
• If you overcome the Resistance rating that opposes
your action, you are victorious: your action deliv-
ers its impact. Damage
• If you do not overcome the Resistance, you fail: Combat attacks deliver damage points as impact.
you do not deliver any impact. Damage is applied directly, one for one, against a
target’s Vitality rating. (See Chapter 3: Traits, for
SUMMARY details about Vitality.)
A success refers to the result of the goal roll. A victory The base damage of an attack is determined by
refers to the result of the action once it has a) scored a the nature of the attack. If it’s from a fighting ma-
success and b) overcome Resistance. neuver, such as the Fight-skill strike, the base dam-
A miss refers to a goal roll that did not meet its age is listed in the maneuver’s description. (For ex-
mark. A failure refers to an action whose roll missed ample, it’s 2 for a strike.) If it’s from a weapon attack,
or a roll that was successful but you did not over- the weapon’s description lists that weapon’s base
come Resistance. damage. (For instance, a Martech Gold laser pistol
delivers 5 damage.)
27
they’ll surrender for questioning, or you might be
attempting to slip your rapier into your enemy’s States
thigh with just enough force that their energy Characters can be put into various physical or psycho-
shield doesn’t activate to block it. In these cases, logical states. These are conditions that hinder them
you can exercise restraint. This allows you to spend or alter their behavior. Most states are temporary and
VP to lower your attack’s base damage. The cost is can often be “shaken off” early by the victim. In some
2 VP per -1 damage. instances, certain states can become permanent until
therapy can help resolve them.
Example: You pierce your foe with your rapier The various states — physical, mental, and social —
and penetrate their defenses (i.e., you overcome Re- are described in Chapter 3: Traits. The rules for us-
sistance). Your rapier inflicts a base damage of 5. ing them are given below.
Unfortunately, your opponent has a standard ener-
gy shield, which activates to block damage when EFFECTS
it takes 5 or more damage. If you’d only done 4
damage, it would not have activated the shield and Each state has a particular effect(s) that is imposed on
would have been applied against the target’s Vitali- the person experiencing that state.
ty… so you spend 2 VP to lower the damage from 5 Physical states are fairly straightforward: their ef-
to 4. Problem solved! fects tend to be concrete, felt in the body, and easily
described in rules terms.
Mental and social states are
more open-ended and open to
interpretation. Their descrip-
tions offer roleplaying guide-
lines for how the state affects
its victim’s thoughts and be-
havior. They might have some
concrete rules effects, but for
the most part, they’re meant
to be negotiated between the
players and the GM.
COMBINING
MULTIPLE STATES
You can suffer from more than
one state at a time, but there
are limits.
• You can’t suffer the same
state more than once at the
same time. If you’re active-
ly Stunned and something
else causes you to become
Stunned, only one instance
applies: the one with the
longest-lasting persistence.
• When there’s a question of
which state has precedence,
first judge by persistence:
The longest-lasting state
takes precedence. If states
are equal, the GM chooses.
• If two or more states im-
pose the same or a similar
effect, use the worst version,
rather than combining the
28
INTRODUCTION
effects. For instance, if an effect levies a -2 goal pen- rally maneuver to try to resolve the state. See the Fo-
alty on the character’s goal rolls, and another effect cus skill description in Chapter 3: Traits for details. RULES
levies a -2 goal penalty, simply use one -2 goal pen-
alty rather than adding the two penalties together. TRACKING STATES CHARACTERS
TRAITS
PERSISTENCE You can use an index card to represent a state that
has been imposed on a character by placing it next to TECHNOLOGY
States don’t last forever. They come and go. There that character’s sheet (or place a sticky note on it). You
OCCULT
are four different scales:
• Brief — The state lasts for one or more turns at
best, after which it simply goes away. SHAKE IT OFF
• Temporary — The state lasts for the remainder of
the scene, after which it goes away. Action
• Enduring — The state lasts until the person affected You can overcome a state through sheer tough-
takes a Respite; they “sleep it off”. (See Respite in ness, willpower, or conviction. If you’re cur-
Chapter 3: Traits.) rently suffering from more than one state, you
• Chronic — The state lasts until therapy can resolve it must state which one you’re trying to shake off
or the person affected can rally. (See Therapy below.) before making the roll.
Guidelines for which scale to use are given under Usually, only one such attempt per state is
Influence below, and they’re listed throughout the rule- allowed, unless conditions change that would
book with the maneuvers and occult powers that im- plausibly allow you a fresh shot at overcoming
pose them. the state. If you’ve been entreated (through the
Charm maneuver) but couldn’t shake it off,
OVERCOMING STATES you might get a second chance if your influ-
encer acts poorly toward you or proves them-
A character affected by one or more states can take selves to be a cad.
an action — the shake it off maneuver (see sidebar) — Being attacked can break a state’s hold on you.
as they try to overcome one of those states (unless a As soon as you’re attacked, even if the attack
state’s description specifically disallows this). fails, you can attempt a reflexive shake it off roll.
Sudden dangerous or traumatic surprises —
REINFORCING A STATE the arrival of enemy reinforcements, lightning
Whenever a target tries to shake off a state you have striking right next to you, catching your lover
imposed, so long as you are present, you can spend in another’s arms — might also shake a state’s
VP to contest their action by increasing the Resistance hold on you, allowing you a reflexive shake it off
against that attempt: +1 per 1 VP. The target must be roll at the GM’s discretion. If the state was im-
able to see and/or hear you and vice versa. (A two- posed by a tech compulsion or an occult power,
way live audio, video, or holo feed is sufficient.) Your however, you can’t so easily break its hold; you
searing gaze or shouted command can strengthen the have to spend a primary action to try to do so.
Resistance for that action only. (See The Attack-Defense Note that the Impress command maneuver
Cycle above.) can be used to force someone to try to shake
off a state, even if they’re already failed an at-
THERAPY tempt to do so.
They say that time heals all wounds, but that can take Time: Instantaneous (primary action)
too damn long. Therapy can help someone to over- Roll: Focus + Endurance/Will/Faith
come a chronic state that just won’t go away. Endurance is used to ignore and power
The Empathy minister maneuver can be used to re- through physical states; Will is used to deny
lieve another character’s unwanted mental or social and outthink mental states; and Faith is used
state. The Alchemy refine maneuver can be used to re- to overcome social states through sheer force
lieve one’s own unwanted states. Certain occult means of personality or inner conviction.
might also relieve or remove a state entirely, such as Capability: N/A
the Amalthean ritual Calming or the theurgy ritual Resistance: Hard for a brief or temporary
Righteous Assignation of Penance. state; Demanding for an enduring state + any
Without therapy, you must rely on time to erode the VP spent by the state’s imposer
state. After one week of suffering a chronic state, and Impact: You overcome (cancel) the state.
after taking a Respite, you can perform a Focus-skill
29
may decide to summarize the effects of the state (and
their game mechanics, if necessary) on the card. This Defense Actions
can be especially useful when tracking multiple states Defense actions, such as dodge (see below), are performed
on a character. reflexively — whenever you’re attacked, you can make
If the person who imposed the state has spent VP to a defense action even if it’s not yet your turn in the round.
raise the Resistance for a shake it off maneuver, you can (If you’ve already taken your turn that round, you still
represent that by either writing the Resistance on the can perform a defense action reflexively, although you
card (or sticky note) or placing onto the card a number lose your primary action in the next round.)
of VP tokens representing that Resistance boost. A defense action is made in response to an attack.
If the state’s persistence is chronic, paper-clip it to If there’s no attack to defend against, you don’t get to
the character sheet until it is resolved. roll and you don’t get VP.
During your turn, you can declare that your action
Physical Combat
is to defend yourself. This allows you to save your pri-
mary action until it is needed as a defense action in
response to an attack. You can save your defense ac-
One of the most common activities in RPG sessions, tion until your next turn in the following round. If
as in almost all adventure stories, is combat. While you haven’t used it by then, you forfeit it.
the better part of valor might be to avoid a fight, it’s
often the case that you can’t choose your battles: they DODGE
choose you. Defense
Whether you seek out perilous situations or simply You react to an attack by ducking and weaving out
want to survive them when they happen, you’ll need of the way.
to know how to handle combat using the game rules. Time: Instantaneous (reflexive primary action)
As with many traditional tabletop RPGs, we abstract Roll: Vigor + Dexterity or Intuition
the complexities of physical combat by boiling it down Capability: N/A
to damage points applied to a character’s Vitality rat- Resistance: Dodging is Effortless. Environmen-
ing. When damage exceeds Vitality, the wounded per- tal conditions — unsteady ground, strobing lights —
son is rendered unconscious and might die. might increase the adversity.
This is a well-established game mechanic stretching Impact: You gain VP.
back to the beginning of tabletop RPGs. It was later These can be spent or banked like any VP. Usually,
adopted by video games in the form of “health bars” the goal of a dodge action is gaining VP to spend on
and other such visual displays to represent a character’s increasing your Body Resistance so you can complete-
fluctuating health. This mechanic has widespread cul- ly avoid the attack you’re reacting to. Technically,
tural cache, and we use it here because it is still useful though, you don’t have to make this choice; you could
and well understood, even by beginning players. bank the VP gained on the roll and use it later for
There are other effects, too, which we call states: some other action. In this instance, your dodge doesn’t
temporary conditions imposed on the victim. These have to be viewed strictly as bobbing and weaving out
include: Disoriented, Stunned, Tormented, and of the way of a punch. It could be a pause to recoup
more. Generally, states are imposed as special effects your strength, gather your will, or psych yourself up
from particular weapons (e.g., stunners cause Stunned for the next flurry.
states) or through perks. The dodge maneuver is the default defense action
Nonetheless, most physical combat is aimed at re- that applies against all physical attacks. There are a
ducing Vitality through damage. number of other defense actions that can be employed
when their preconditions are met: you can perform a
30
INTRODUCTION
and drop back down again. (See the Shoot-skill snap- Following a victory with a social skill action, you
shot maneuver in Chapter 3: Traits.) impose a specific state on a target, and you can choose RULES
Cover adds to a character’s Resistance, depending to spend VP to make it harder for the target to shake it
on how well it covers the character. off (by raising its Resistance). CHARACTERS
Degree of Cover Resistance The influence system isn’t magic or mind control. TRAITS
Partial +3 Its effects are fairly modest but can prove quite effec-
tive in social situations, where they really matter. The TECHNOLOGY
Full* +6 system is meant to enhance roleplaying, not to replace
OCCULT
* If a character behind full cover doesn’t move or it. It offers cues to the players and GM, creating guid-
pop-up to fire back, he cannot be hit at all (except erails for navigating character interactions.
by weapons capable of piercing the structure). It also works both ways: NPCs can influence play-
ers, imposing states on them.
If the structure used for cover is flimsy (thin wood,
weak ferrocrete, or damaged metal), then once it is
breached by any amount of damage, the structure The Three Social Customs:
crumbles enough that it can no longer provide armor
or cover.
If there’s no cover to be had, a character can still
Court, Cathedral, Commons
attempt a dodge or evade maneuver. Known Worlds social conventions are defined by
three categories or social arenas: Cathedral Customs,
Influence
Commons Customs, and Court Customs.
Characters can attempt to contest in any arena,
anywhere, and at any time. But unless they have a
We’re all familiar with physical combat in RPGs. It’s capability in the customs of that arena, their rolls will
a staple of most game systems. Most things get done be unfavorable. (See Chapter 3: Traits for details on
by resorting to a sword or a gun. the capabilities available to characters.)
Social “combats” occur, too, but they are usually Nobles have capability in Court Customs, priests
resolved in most RPGs through roleplaying, or some- in Cathedral Customs, and guilders in Commons
times they’re summarized with an abstracted roll that Customs. Anyone can learn a capability in a social
tells you whether you got what you wanted. We pro- custom other than their native one. For instance, it is
vide here a more specific system for determining the not uncommon for Orthodox priests to gain capabili-
particular effects of events like arguments, politicking, ty with Court Customs, while the Li Halan often have
and stand-offs — any situation where one person tries Cathedral Customs and the al-Malik sometimes have
to charm, fool, or impose their will upon another. Commons Customs.
In the world of the Fading Suns, a sermon can often These are not to be taken literally — Court Cus-
be as powerful as a sword strike. They’re not dead- toms influence contests don’t have to actually take
ly — words don’t kill — but they do have psychologi- place within a noble court. They represent manners
cal effects. Whether it’s a noble playing mind games and mores in Known Worlds life for people of differ-
with a courtier, a priest exhorting a sinner to change ent social standings. When dealing with noble affairs,
his ways, or a merchant haggling for a better price, one must have capability with the Court arena, lest one
characters use their social skills to eke advantage from make a faux pas in etiquette. Likewise, dealing with the
interpersonal encounters. We call this influence. common folk and guilders requires capability with the
Commons arena, lest one put on airs or fail to recog-
31
Most maneuvers result in a
target becoming affected by
a particular state. The social
maneuver castigate can make
a target spill the beans about
something he’s been hiding:
he’s been Castigated.
There are really just four
skills to consider for influence:
Charm, Impress, Knavery,
and Perform.
Each skill has a number of
maneuvers that any character
with that skill can attempt.
The descriptions are provided
in the sections for the skills in
Chapter 3: Traits.
If the maneuver delivers its
impact, the target is put into a
particular state. In general, the
maneuver and the state share
the same name. Using Charm
skill to befriend someone makes
him Befriended.
Maneuvers are classified as
either persuasion or coercion. The
former works to get the target’s
cooperation while the latter seeks
to force the target to comply.
PERSISTENCE
As a general rule, the time you
spend imposing a state through
influence provides a rough
guide to how long it will last.
If you bark out a command
quire such capability. It’s no longer an informal meet- during a tense stand-off, or even a combat, it will only
ing over beers from which nothing is asked of anyone last for as long as a few turns (the state is brief) or for
except good cheer; it’s now a matter of favors, tit for tat, that immediate encounter (the state is temporary). If you
and the exercise of that noble’s power. spend a few minutes entreating someone, they’ll only feel
inclined to do what you’ve asked until they’ve gotten a
Influencer and Target good night’s sleep; their sense of obligation might van-
ish by morning (the state is enduring). If you spend days
Consider two factors in this contest: the influencer’s working to castigate someone, their sense of guilt and
action (his mode of attack; his social maneuver) and shame haunts their days and nights (the state is chronic).
the effect it causes in the target (the psychosocial state But rules are meant to be broken, so really, states
achieved by the contest). can last shorter or longer, depending on the context
they were created in. In all cases, the details are to be
Social Maneuvers negotiated between the players and GM, and the GM
has the final call.
Just as there are combat maneuvers — strike, dis- To sum up the general rule:
arm, snapshot — there are also social maneuvers: at- • A one-turn influence action = a brief state: it lasts
tempts to fast-talk someone, befriend them, or eke for 1 turn. The influencer can spend VP on impact
a confession out of them. to make it last longer:
32
INTRODUCTION
2 VP = +1 turn
4 VP = +2 turns Mind Resistance RULES
6 VP = the state become temporary: it lasts for The mechanics for Resistance work the same way
the remainder of the scene. for influence as for any action, but a character’s CHARACTERS
• A Present Tense influence action = an enduring Mind Resistance rating is different than their Body TRAITS
state; it lasts until the person takes a Respite. Resistance rating.
• A Narrated influence action = a chronic state; it The most common building block for Mind Resis- TECHNOLOGY
lasts until the person gets successful therapy or ral- tance is rank in one of the three major power blocks
OCCULT
lies it away. in Known Worlds society: Church Ordination,
Guild Commission, and Noble Title. It is more diffi-
cult for a knight to influence a duke or cardinal than
ROLEPLAYING INFLUENCE a fellow knight. In the Known Worlds, social stand-
ing has real significance, backed by metaphysical as-
ACTIONS
sumptions about one’s place in the Pancreator’s plan
The heart of a social maneuver isn’t the rules for the universe.
that decree the game effects; it’s the roleplay- Characters can also perform the stonewall maneu-
ing behind the action. Players are encouraged ver to resist psychosocial influence.
to tell exactly what their characters are doing
when they attempt to command, deceive, entreat, STONEWALL
and rouse other characters. What do they say? Defense
How do they present themselves? The mental and social equivalent of the dodge maneu-
Not every player is going to be great at this. ver (see above), stonewall is the default defense action
Some prefer to stay quiet and just roll dice. that applies against all influence attacks. You steel
That’s fine. But roleplaying is the spice of life in yourself against invective or take a skeptical attitude
a roleplaying game, so exceptionally well-done to your interlocutor’s argument.
or fun instances of it should be rewarded and Time: Instantaneous (reflexive primary action)
encouraged. Rather than directly awarding Traits: Focus + Will
the player or the character who performed the Capability: N/A
witty or clever moment, it’s better to reward Resistance: Stonewalling is Effortless. Mental dis-
the troupe’s aims. Good roleplaying moments tractions or social pressures (all eyes are upon you;
advance the goals of the troupe, not just the your superior is present) might increase the adversity.
individual who stood out. Impact: You gain VP, which you can choose to
Just how this plays out is entirely up to the spend to boost your Resistance if you wish.
gamemaster. In its simplest form, the GM There are a number of other defense actions that
puts 1 or more WP into the troupe coffer. (See can be employed when their preconditions are met:
Applause: Rewarding the Troupe in Chapter 1: the Charm skill rebuff maneuver against persuasion,
Drama of the Gamemaster Book.) More Empathy’s debunk against Knavery-skill influence,
contextual awards might be things like: Impress’s encourage against coercion, and Knavery’s
• a character’s befriend maneuver against distract. See Skills in Chapter 3: Traits for these ma-
a town guardsman applies to his whole neuvers’ descriptions.
troupe — they’re all his friends now;
• a deceive maneuver that tries to convince the JUDGING CONTEXT
bishop to admit a character into guarded
Church archives works so well the bish- The rules provide a baseline for resolving influence
op gives the character a membership pass attempts, but they can’t always take into account the
(which can then be used by any troupe specific context involved: the content of the influence
member); (its believability), the situation in which it takes place,
• an ad hoc speech given to rouse a crowd into and the influencer’s mindset. If any of these conditions
religious fervor is so well received that it be- are detrimental, it can affect the outcome.
comes part of local folklore, so that any who
were there (such as the rest of the troupe) CONTENT (BELIEVABILITY)
are treated with awe. The more absurd the influence attempt, the higher
Here’s the bottom line: reward exceptional the Resistance against it. The gamemaster can assign
roleplaying. a Resistance hurdle to a particular influence attempt,
based on how unlikely or unbelievable its claim. Trying
33
to convince someone that you’re really Emperor Alexius tion. However, even when a successive attempt is al-
in disguise is a Herculean task, at the very least. On the lowed, it should be unfavorable.
other hand, trying to daunt someone on the turn after Also, other influencers who haven’t yet influenced
you suffered a pratfall isn’t a game ender, but it might the same target that scene can still do so. While the
warrant a Demanding or Tough Resistance. same character can’t entreat the city guardsman again,
Gamemasters should not always impose such a Re- another character can try it.
sistance hurdle, however. Do so only when an influ- Finally, occult powers suffer none of these limita-
ence attempt stands out as especially unlikely. tions. The same theurgy ritual can be cast multiple
The target’s own Resistance is added to any con- times on the same target in the same scene. This is per-
tent-based hurdle. haps one reason (among many) that even Church-ap-
proved occult powers are viewed with such suspicion.
SITUATION (APPROPRIATENESS)
Environment can affect influence. Trying to mesmerize
a stranger in the midst of a raging forest fire might not CONSENT
be the most efficacious option at that time. Telling a
raunchy joke to wow the audience at a somber funeral The influence rules are not an excuse to ignore
is likely to fall flat. In such cases, the gamemaster might the players’ consent. Different players have dif-
declare certain influence attempts to be unfavorable. ferent boundaries. The tabletop should be a safe
place to enact dramas, and everybody involved
MINDSET (ATTITUDE) should put forth a good faith effort to play their
If an influencer’s heart isn’t in it, they’re less likely to characters within the themes of the game.
succeed. Perhaps they really don’t want to castigate Still, sometimes something might happen
the poor serf, but the rest of the troupe insists upon in the game that unexpectedly disturbs one
it, or they’re hungover and just not in the mood or more players. Everyone should strive to be
to deceive the baroness about how she looks in that forthcoming about where their lines are and
gown. In such cases, the gamemaster might levy a work together to avoid crossing them.
goal penalty to the roll. The bottom line is: If a player is made un-
comfortable by an influence result upon their
MULTIPLE TARGETS character, don’t go there. Players have the ab-
solute power to overrule unwanted influence.
Usually, influence maneuvers target only one individ- If this happens, rewind and play the action out
ual (except for Perform maneuvers, which affect any- a different way.
one watching/listening). You can direct your influence As part of good faith, this shouldn’t be used
at more than one person by spending 2 VP per ad- as a loophole to get out of a result you find
ditional target. The maximum number of additional inconvenient for your character. You might
targets is limited by your Presence characteristic. not want your charismatic lord to be made a
The amount of VP you spend to overcome Resis- laughingstock by an NPC’s humiliate maneu-
tance is applied against all targets. Each is compared ver, but sometimes it happens. On the other
individually, so it’s possible to affect some (those with hand, if an NPC or player character makes
the lowest Resistance) without affecting others (those unwanted advances upon your character, you
with the highest). have the right and the power to say no, let’s not
play it that way.
SUCCESSIVE INFLUENCE
With physical combat, assailants can wail on each
Optional Rules
other all day and still inflict damage every time. In-
fluence is not so forgiving. Fool me once, shame on me.
Fool me twice….
In general, a character cannot be affected by the Some other rules to consider don’t always come into
same influence maneuver from the same influencer play, but they can enhance the game when they’re
more than once per scene. used. These game mechanics are entirely optional:
Now, there is some wiggle room here. The GM The GM can choose to allow or disallow them. They
could decide that a new attempt at confuse is suffi- can add complexity, so we recommend you don’t
ciently fresh and novel that it might work. Exceptions introduce them into play until your troupe has mas-
based on context should be the rule, not the excep- tered the basic rules.
34
INTRODUCTION
Slight Impact Goal Numbers Above 20 RULES
Once you’re familiar with the rules and feel comfort- Sometimes your goal number, due to bonuses and/
able adding complications, you might consider add- or alien tech or whatnot, might meet or exceed 20. CHARACTERS
ing slight impact. Normally, when you get a successful In this case, you still need to roll (a 20 is always TRAITS
roll but cannot overcome your target’s Resistance, a critical miss; a critical hit occurs on a result of
you deliver no impact. With this rule, your successful 19). If your roll is successful, each goal number TECHNOLOGY
roll can still have a slim effect. above 20 becomes an extra VP, regardless of the
OCCULT
• In the case of an attack, you deliver 1 point of damage. roll result.
• In the case of influence, you don’t deliver the in-
tended state, but the target is slightly distracted:
they suffer a -1 goal penalty on their next turn. Example: Felicia, temporarily imbued with cosmic
(Once that turn is over, the penalty goes away.) awareness from exposure to an Anunnaki Gargoyle,
scans a room for the assassins she suspects are hiding
Example: Lt. Chang punches a pickpocket who tried there. Her Perception is 14 (thanks to the Ur-tech
to steal his ring of jumpkeys. His roll is successful, but boost) and her Observe is 8. That gives her a goal
he doesn’t have enough VP to overcome the pickpocket’s number of 22.
Resistance. The GM has chosen to use the slight im- She rolls a 10. It’s a success with 10 VP, but because
pact rule, though, so Chang’s fist still delivers 1 point of her goal was 22, she gets to add the 2 in excess of 20
damage to the would-be thief. to her VP.
35
Extra Actions Interpreting the Rules:
Redux
You can normally perform only one primary ac-
tion in your turn. Certain special conditions (such
as fencing, marksmanship, and martial arts maneu-
vers, gained as perks) might allow for an additional As a final word for this chapter:
primary action in the same turn immediately follow- The one rule to rule them all is context is king.
ing your first. Other than these specific conditions Each situation is unique. No game system can cap-
and exceptions, whose rules are described elsewhere ture every nuance, especially when characters are in-
throughout this book, the GM can choose to allow volved — people are hard to pin down. The GM will
PCs to attempt extra actions, using the following routinely be making snap decisions. Do not sweat it if
guidelines. they don’t adhere to the rules presented here. These rules
• You can declare an extra action immediately fol- are guidelines, not commandments writ in stone by
lowing your first primary action. You don’t have to a hand of fire.
plan ahead and call for it before your first action. Take, for example, the many skill maneuvers pre-
• The extra primary action must be performed sented in Chapter 3: Traits. They present one way of
during your turn, following the first primary ac- handling those kinds of actions, but there can be oth-
tion; You can’t split the actions and perform one of er ways — every situation is different, every outcome
them later in the initiative queue. When your turn is open-ended. The same thing can happen many dif-
is over, you can’t change your mind afterward and ferent ways — whichever ways the GM and players
try for another action; you’ll need to wait till your decide on.
next turn. You shouldn’t spend too much time parsing rules
• Spend 1 WP before you attempt the extra action’s specifics: just play. Wing it on the fly. If you have the
goal roll. If you can’t spend the WP, you can’t take time and inclination, reference a specific rule and
the action. then use it or don’t — it’s your choice.
• You suffer a -2 goal penalty on actions that repeat That said, avoid too much chaos. The rules provide a
the first primary action. If you shot your pistol as consistent background that allows players to judge the
your first action, and you shoot again as your extra possible outcomes of their actions with some degree
action, you suffer -2 goal. of accuracy. If you throw them to the wind too often,
• If your extra action is a different maneuver or ac- the drama loses its believability. As with any art form,
tion than the first, the roll is unfavorable. If you roleplaying games are balancing acts between creativ-
shot your pistol as your first action and then at- ity and structure. You’re doing all this spontaneously
tempted a daunt influence maneuver as your extra as the need arises, which means you’ll inevitably make
action, the daunt roll is unfavorable. some calls you’ll regret and wish you’d done differently.
• Whenever you perform an extra primary action, Don’t sweat it — keep moving. The drama is key: You’re
your next turn takes place hindmost (or “last”) in here to tell a story together, performing a play. Don’t
the initiative queue. let a poor line reading stop you. The show must go on!
36
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Chapter 2: Characters
37
SAINT AMALTHEA THE HEALER
38
INTRODUCTION
Hail Amalthea, most merciful of us all. Pilgrim, it is to Amalthea that we pray for release
from RULES
disease and torment, for healing of all wounds, and for the deep serenity that abides amidst all
turmoil.
Amalthea rose above the factional conflicts of her time, transcending the boundaries that CHARACTERS
keep
sentients from uniting against the Dark. Her example is that no soul is complete without
the
companionship of others. Where there is love, friendship, and self-sacrifice among sentients, TRAITS
there is
Amalthea, turning with her blessings the worst of odds into the most-likely of victories.
TECHNOLOGY
As a child, she was vouchsafed a vision of the fractured universe by the angel Ahnkelbion the
Radiant
and knew from it the deep connections of All to All. She recognized that the Dark needed to OCCULT
be healed.
Her most holy act was the healing of the Prophet in his most dire need. If not for her mercy,
the
universe would have long ago succumbed to the Dark. She later softened Zebulon’s heart
whenever
his trials hardened it, as she does our own.
She bears the Gleaming Grail that spills forth the Holy Flame. Those rare few who have truly
and
fully received her blessings cry the stigmata of luxia, the lambent tears of sorrow for the ills of
the world.
— Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: How to Read the Omega
Gospels
Character Creation
Your character is probably the most important as- GM proposes an archetype and everyone agrees on
pect of Fading Suns. It is the role you portray over it. Each player then builds their characters in rela-
the course of the story, your window into the world tion to the others, figuring out how and where they
created by the gamemaster. Before you begin play, fit into the archetype model. For a noble entourage,
you’ll need to make your character; this chapter a priest character might be the noble leader’s confes-
provides you with the tools to accomplish that. The sor and spiritual guide, while a merchant might be
numbers and descriptions (skills, characteristics, the troupe’s ship pilot or fast-talking diplomat and
perks, etc.) are only one aspect of your character. a combat-oriented character, such as a priest Tem-
It’s up to you to decide who they are and how they plar or merchant Mercenary, serves as the noble’s
fit into the story. Some questions are provided to bodyguard.
help you begin the process, but it is up to you to fill More information on troupe archetypes is provided
in the blanks. to the GM in Chapter 1: Drama in the Gamemas-
Now all you need to do is get a copy of the character ter Book. For now, work with the GM and the other
sheet (see the back pages of this book) and proceed players to choose an archetype and then proceed to
to the next section, where you’ll proceed step by step the next step.
through the character-creation process. Then you’ll
be ready to enter the universe of Fading Suns.
Step 2: Character Concept
Step 1: Form the Troupe Take a moment to think about the type of charac-
ter you want to play: a pious monk, a daring pilot,
Your character doesn’t go alone: they’re part of a a haughty noble? Common archetypes are a good
troupe, an ensemble of characters. The other players place to start. A list of questions later in this section
will each have a character in this troupe. can help guide you in developing a concept that has
This is the stage where all the gamemaster proposes more depth. Answer as many of them as you can;
to you and the other players a particular troupe arche- when you’re done, you may find that you have a fair-
type that you’ll build the drama or epic around. Is the ly solid concept.
troupe a noble entourage, gathered to support a noble Also keep in mind how your character fits into the
character, or are they on a spiritual mission, following troupe. What particular role do they play in relation
a priest character? Perhaps they’re a merchant caravan, to their comrades? Not all troupes are in synch —
led by a merchant, or their leader is an NPC patron strife can and does occur — but each member begins
who sends them on missions. their adventures with the intent to work together.
The most common type is the noble entourage, One of the characters will be the troupe leader.
but just about anything is possible. In general, the In the case of a noble entourage, this is the noble
39
around whom the entourage forms. For a spiritu-
al mission, it might be a priest who has had a vi- Step 5: Choose Your Faction
sion and is converting followers to help spread the
word. This doesn’t mean that the leader’s player is
in charge; it means their character provides a central
(Apprenticeship)
focus for the dramas about the ensemble cast. They Each class has several factions. You get to choose one
are the reason and excuse that the other cast mem- of them. Think of it as the adjective that modifies the
bers gather and face danger together. Despite the noun of your character’s class. What kind of noble,
schisms that might arise among them, the leader priest, merchant, or yeoman are you? Each faction
unites them all. has its own peculiarities, informing how your char-
acter sees and interacts with the world around them.
Step 3: Choose Your Species Take your time, and make sure the faction you
choose most closely fits what you had in mind for
Humans are by far the most common species in Fad- your character. Nobles are the rulers of the Known
ing Suns, but sometimes, playing a species outside Worlds; there are five Royal Houses and a multitude
the norm can be exciting. Playing a member of an of minor houses that hold dominion over the stars.
alien species impacts many aspects of your character. The Church is similarly divided into different sects,
The role may be limiting and more challenging to and each one serves in its own way. The Merchant
play; however, in a universe full of humans it can also League is divided into five major guilds as well, cre-
be a rich and rewarding experience. ating a nearly dizzying array of minor guilds. Even
Your chosen species provides a birthright, a package yeoman have societies they can belong to.
of special abilities and limitations. Your faction provides your apprenticeship, the traits
you learned in late adolescence as you were taught
40
INTRODUCTION
kind of mercurial behavior should require a good ex- The hierarchies of the Church can seem daunting
planation. Few members of any profession would be to most people, even nobles and merchants. Saints of- RULES
willing to train someone who has no clear ability to fer divine inspiration even peasants can use to connect
stick with it. So long as you remain in duty to you fac- with the mystical side of the universe, bypassing the CHARACTERS
tion, however, finding new job opportunities within priests and speaking directly to the Empyrean through TRAITS
its ranks shouldn’t be a problem. the intercession of the honored dead. Penitents pray to
Your calling describes your early career: what you did saints for intercession, and workplaces often have small TECHNOLOGY
as soon as you left your apprenticeship and entered shrines to them, although professional clergy often look
OCCULT
life as a full adult. down on these superstitious folk practices. Some saints
are martyrs, while others are simple folk or quirky her-
FAVORED CALLING mits who became associated with a miracle. Some saints
might even be aliens, although this does not prevent hu-
Most factions have a particular calling that is fa- mans from praying to them for intercession.
vored, representing activities for which that faction The Church keeps a register of “official” saints,
is renowned and that provide the foundation for its their feast days, and their prominent deeds. This is
power. For example, Decados nobles are renowned mainly a means to winnow down the endless requests
as unrepentant Sybarites, the Eskatonics as Occult- from pilgrims for ordained and protected pilgrimage
ists, and the Reeves as Lawyers. Those who follow routes to innumerable sacred sites on every planet.
their faction’s favored occupation have an easier time For those saints on the register, the Church provides
getting promoted, being awarded pay raises or assets, protected travel to and from many worlds through
and generally being taken more seriously as a vital fleets of pilgrimage starships guarded by templars or
cog in that faction’s inner workings. even Brother Battle monks.
In game terms, this means that someone who follows One of the most common methods of recognizing
that calling can substitute a class Privilege-type perk for the saints is by following your calling. Each calling
their calling perk (with the keyword “Privilege”), even has many saints who stand as exemplars of its means
at a level in which they don’t get a class perk (2nd, 4th, and methods. The callings presented below provide
etc.). This allows them to rise in rank faster than usual examples of two saints each (out of an uncounted
(by choosing one of the rank class perks as their calling number of them), not only to display the diversity of
perk for that level), gather wealth (the Riches perk), and devotion but also to show that many Known Worlders
other such perquisites of class that come more slowly secretly want to become saints themselves. Your char-
to others. (This applies only to Privilege perks, not to acter doesn’t necessarily claim or revere these persons
Abilities or other types of class perks.) as patrons; they’re provided as examples of the sorts
Factions also honor the non-favored callings, even of legends they heard when training for that calling.
though they don’t get a special fast-track loophole. For
instance, the Hazat are renowned for producing legend-
ary Commanders, even though the Hawkwoods cur- Step 7: Personalization &
rently favor that calling. The current vogue among the
Hazat places puissant Duelists in the favored status, but
as their need for Commanders increases in their pacifi-
Equipment
cation campaign on Hira, this favor could well shift. During this final step of character creation, you’ll make
a few choices to personalize your character: you get to
PATRON SAINTS pick one perk and one capability without any class,
calling, or other restrictions. Finally, you get to record
To 51st-century Known Worlders, the universe is any weaponry or equipment your character possesses.
full of signs and wonders. One of the most popular
manifestations of this mysticism is the cult of the
saints. While the Church reveres many saints —the Lifepath or Custom Method
Prophet’s Disciples foremost among them — it is also The sections below for class, faction, and calling pro-
officially cautious about elevating the dead into the vide you with lifepaths: prefigured upbringings, ap-
canon. The common folk, however, are far less dis- prenticeships, and early careers. Simply go through
cerning. Localities across the Known Worlds are rife them step by step and write down what traits each
with saints. Simple folk may become renowned for a stage gives you for your character.
single deed that mattered; miraculous heroes inspire These templates are broad and stereotypical for
legends where every step seems to sprout some new characters of their class, faction, and calling. They
testament to the power of the Pancreator. won’t always give you exactly what you want. Feel
41
free to mix and match a bit, swapping skill ranks and/ If these don’t give you the character you want,
or capabilities around with others that aren’t listed. you are free to resort to the custom method of char-
Whatever gives you the character that best fits your acter creation: assign all the traits yourself. (See Cus-
concept is allowed (so long as you stick with no more tom Characters, toward the end of this chapter, if you
than the assigned number of trait ranks). choose to use that method.)
42
INTRODUCTION
CHARACTERS
Perhaps the most important part of character cre- Do you have occult powers? If so, how did you TRAITS
ation, and the most fun, is determining your character discover them? Did you manifest special powers as a
concept. Who or what is this person? What events in child? How did the people of your planet react? What TECHNOLOGY
their past made them into the person they are today? impact did they have on you and your family? Were
OCCULT
This is your first time stepping into your character’s you hunted as a demon or revered as a god? Do you
shoes. It’s your first chance to get to know them. You use your powers openly or keep them secret?
probably have some rough ideas of the type of char- What is your profession? Does it make you hap-
acter you want to play, but this section has questions py? How do you earn a living? Did you choose your
that can help expand your character concept. Ask profession, or was it forced upon you? Is it your life’s
each of these questions to yourself, answering as your dream, or do you fantasize about doing something
character would. else?
Are you human or alien? The easiest choice here Are you superstitious or a believer of reason?
is human; this option is recommended for beginning Are you terrified by the dark void of space, or are you
players. However, players seeking a greater challenge fascinated by its secrets?
might want to try playing a member of an alien spe- Do you have faith in a religion? The Church is
cies. Remember that aliens might not always think an all-pervasive entity in the Fading Suns universe.
the same way as humans. Their reactions are likely to It is known for committing wonderful acts of good
be… well, alien. They may also have trouble interact- and kindness, but it can also be stifling and repressive.
ing in human society and may be subject to distrust Are you a true believer? Do you question your faith?
and prejudice by many humans. Or are you a pagan?
Do you have any family? Are you still in touch What is your perspective on technology? Tech-
with any of them? What is your relationship with nology is not as safe and reliable in the universe of
them? Did you have a bullying older brother or a kind Fading Suns as it is in ours. Those who rely heavily
and patient father? Was your mother a powerful mer- on it are often seen as magicians — or worse, consort-
chant who allowed you to do as you wish? Were you ers with demons.
the eldest child or an only child? So many aspects of How do you feel about the status quo? Are you
your family could impact who you are today. happy with the current power structure (“All hail the
Describe your character’s physical appear- Emperor!”), or are you a revolutionary who wants to
ance. What are your distinguishing characteristics: see change?
hair color, eye color, skin color? Do you have any scars What is most important to you? What do you
or other distinguishing marks? If so, how did you get hold most near and dear to your heart? Is it a personal
them? Did you get a scar fighting off pirates? Do you item? Wealth? Your friends? Family? Religion? What
have a brand from your time as a slave? What kind of would you die for?
clothes do you wear? Makeup? Jewelry? Do you carry What is your greatest fear? Fear is a great moti-
a trinket, bauble, or curio that is special to you? vator. Do you fear the Church? An enemy from your
Do you have any quirks or ticks? Do you have a past? Death?
nervous habit, pattern of speech, or other eccentric- What are your ambitions? What motivates you?
ity? Maybe you stroke your beard or play with a me- What do you want to be remembered for when you
dallion you wear when thinking. Do you have a habit die?
of shouting something out when scared or startled or What’s your role in the troupe? Are the body-
when you make a discovery? Unique mannerisms can guard or the diplomat? The techie or the skulker?
be a great way to help you get into character. Be care- The leader or the rival for control?
ful, though, and keep it limited to one or two. Too How did you meet your troupe mates? Were
many can make your character cartoonish. you brought together by social forces (an assignment
What is your social status? The social group you by your superiors) or were you best friends growing
were raised in is likely to have a lot of impact on how up with one of the other troupe members? In some
you perceive the universe. Was everything given to cases, the GM might want you to hold off on answer-
you on a silver platter, or did you have to struggle for ing this question until play begins, as the initial drama
every crumb of food? might tell the tale of your meeting.
43
TRAIT OVERFLOW skill, just put those excess ranks into a different skill
of your choice (so long as you meet any precondi-
Characters can only have a maximum of 8 ranks tions). The same rule applies for characteristics.
in skills and characteristics at level 1. They can If you gain more than one instance of the
raise these to 9 at level 2 and higher, and then to same capability, simply choose a different ca-
10 at level 10 and higher. pability of your choice (so long as you meet
If, during the lifepath method of character cre- the preconditions) for any extra versions of the
ation, your character gains 9 or more ranks in a same capability.
2. WHAT’S YOUR 3. WHICH FACTION DID YOU JOIN? 4. WHAT’S YOUR CALLING?
SOCIAL CLASS?
Commander
Conspiracist
Courtier
{
Duelist
House al-Malik (exotic) Enthusiast
House Decados (scheming) Incognito (also choose a cover-identity calling)
Noble House Hawkwood (regal) Knightly Order
The Hazat (militant) Lord
House Li Halan (pious) Questing Knight
Ronin
Spy (also choose a cover-identity calling)
Sybarite
…or choose from the Open Callings (below)
44
INTRODUCTION
2. WHAT’S YOUR 3. WHICH FACTION DID YOU JOIN? 4. WHAT’S YOUR CALLING? RULES
SOCIAL CLASS?
CHARACTERS
{
Friar
Brother Battle (warrior monks)
Healer
Eskatonic Order (esoterics)
Imperial Cohort
Priest Sanctuary Aeon (compassionates)
Inquisitor
Temple Avesti (zealots)
Mendicant
Urth Orthodox (ecclesiastics)
Monk
Occultist
Scribe
Spy (also choose a cover-identity calling)
Templar
…or choose from the Open Callings (below)
Banker
Bounty Hunter
Chainer
Detective
{
Imperial Cohort
Lawyer
Charioteers Guild (travelers)
Mercenary
Engineers Guild (techies)
Reclaimer
Merchant The Muster (soldiers/skilled labor)
Scout
Reeves Guild (the law)
Spy (also choose a cover-identity calling)
Scravers Guild (thieves)
Star Pilot
Tech Redeemer
Thief
Trader
Tycoon
…or choose from the Open Callings (below)
{ {
The Dispossessed (mercenaries)
F.A.R. (pro-alien activists)
Yeoman Society of St. Paulus (explorers) Choose from Merchant or Open Callings
Vagabonds (space hobos)
Vuldrok (barbarians)
45
Species
Choose your species. Humans are by far the most
common species in the Known Worlds. Other species Human
tend to be ostracized by humans, especially by the The most widespread and populous species in the Known
unlettered common folk. Commoners simply don’t Worlds
understand them, projecting many of their fears and
hatreds onto these scapegoats. It’s unfair. It’s unjust. HUMAN BIRTHRIGHT
But it’s also the way things are in the benighted era of
the Fading Suns. Humans have no special birthright abilities. They are
The Second Republic once offered far more equali- a very flexible and adaptable species; individuals are
ty and opportunity to all sentient species, but that age able to choose any class or calling but they have no
is long gone. Some people, both humans and aliens, special preferences for any of them.
hold out hope that Emperor Alexius will usher in a
Ur-Obun
new era of inter-species harmony. So far, he’s prov-
en to be more open-minded and fair than the regents
who came before him.
Humanoid psychics from a communal, contemplative society
Size CLASSES
Your species determines your Size rating. Adult humans Once found in the ancient past, noble families have no
are Size 5, as are ur-obun and ur-ukar. Vorox are Size 7. place in modern obun society. Obun who claim such
You’ll list your Size on your character sheet right a lineage take the surname prefix vo, although this
below “Species”. You’ll also list your speed. convention has little pragmatic value. Obun may be
Movement speed knighted, but this is rare and largely inconsequential.
Species Avg. Size Obun religious life has created numerous opportu-
(in meters)
Human 5 10 nities for Bintaru (Velisamil native pagan) and Voah-
venlohjun priests (although the latter have more so-
Ur-obun and ukar 5 10
cial mobility), particularly as Mendicants, Monks, or
Vorox 7 14/21/28* Confessors, whether serving on Velisamil or sojourn-
* 14 m (two legs), 21 m (four legs), 28 m (six legs) ing beyond obun space.
46
INTRODUCTION
Some obun find their destiny among the Merchant the baa’mon body carvings of other ukari, which
League, valued more for erudition and technical relate their personal achievements. Provided you RULES
knowledge than for brute force. can feel out your surroundings, you can circumvent
some of the effects of the Visually Impaired and CHARACTERS
CALLINGS Blinded states. TRAITS
Certain obun callings can be articulated as both Speak Uryari: You learn your native tongue as a Speak
priestly and noble options. The Vhem-saahen (Cham- capability. (The written form, Bhakti, is ideogram- TECHNOLOGY
pions of Vhem) are an ancient martial-religious order mic.)
OCCULT
that can be interpreted as an obun Knightly Order
or a cognate to the Templars, but they can also serve CLASSES
as Questing Knights or Imperial Cohorts. Likewise, Ukari have no nobles. Even their royal leader, the
Umo’rin councilors (some of whom are priests) can be Nadakira, is a priest (although that hereditary office
treated as a Courtier or a Confessor. holder and family can choose noble callings).
Ukari priests are usually followers of the native
UR-OBUN PERKS religion, Banjak.
The Merchant League, as with most alien spe-
Whenever you gain a calling perk, you can choose a cies, offers the primary career path for off-world
perk from the list below or from your calling’s list. See ukari. The guilds welcome their unique contribu-
Perks in Chapter 3: Traits for the full descriptions. tions, although they aren’t necessarily liked by their
Child of Dhiyana fellow guilders.
Mental Conditioning Many off-world ukari are yeomen who join a soci-
Oral Memory ety that will appreciate them, such as the Society of
St. Paulus or the Frontier for Alien Rights (F.A.R.).
Ur-Ukar CALLINGS
Ukari can choose Psychic and Occultist calling perks
Humanoid psychics with a brutal past even when they don’t follow that calling.
Vorox
to provide you cues about your environment most
other species are blind to. (For example, a person
hiding using the Sneak-skill camouflage maneuver
doesn’t hide their smell.) Six-limbed giants known for their fierce loyalty
Enlightened endowment: You begin play with Psi 1.
You can increase your Psi ranks later from the VOROX BIRTHRIGHT
characteristics ranks you gain at each level. You
can choose from the psychic powers perks lists Bite: You have sharp teeth, allowing you to make a
for your calling perks, even if you don’t follow Fight-skill bite maneuver (3 dmg).
the Psychic calling. See Chapter 5: The Occult. Brutal: For your primary or secondary characteristic,
Sensitive touch: You were raised in darkness and taught you must choose either Strength or Endurance.
to discern your environment through sense of Your Strength and Endurance can each be raised
touch. Your Observe-skill actions to read details to a maximum rating of 12 (but only after level 10).
about things you touch — and about people who Extra limbs: You have six limbs. Your base running
let you touch them — provide you with more feed- speed is 14 m on two legs, 21 m on four legs, and
back than most people can glean from touch. You 28 m on all six legs. With training, you can learn
can detect subtle changes in wind or pressure, as to coordinate use of your extra limbs for combat
well as reading braille versions of languages for advantage; see the Graa school under Martial Arts
which you have the Read capability. You can read (Chapter 3: Traits).
47
Huge: You are Size 7. You require specially tailored Vorox are welcomed into the guilds of the Mer-
clothing (+10% price in most agoras). chant League with open arms, especially among the
No occult: You cannot naturally awaken Psi or Theur- Muster.
gy, so you cannot follow the Psychic or Theurgist
callings. (Exposure to Anunnaki relics has been CALLINGS
known to erode this drawback.) Vorox have access to the Scout calling’s perks even
Noble claw (precondition: noble): You can use the when they do not follow that calling. It is perhaps not
Fight-skill strike maneuver to slash with your sin- a surprise that many off-world vorox serve in various
gle claw: 3 base damage + slow-acting paralytic militaries as Mercenaries, usually in tight-knit units
poison. A target who suffers even a single Vitality with fellow vorox and a human commander. Vorox
wound from a vorox-claw attack begins to suffer who travel beyond the Li Halan worlds are often Ex-
a cumulative -1 goal penalty per turn on all phys- plorers or Scouts; they may even be Questing Knights
ical actions. Once this penalty equals the target’s or Imperial Cohorts.
Endurance, they are in the Paralyzed state for
the remainder of the scene (after which they are VOROX PERK
Dazed for the following scene). Before paralysis
sets in, a medic can attempt a Remedy + Dexter- Whenever you gain a calling perk, you can choose
ity roll as a primary action vs. Demanding Re- the Smell Danger perk instead of a perk from your
sistance to suck or squeeze the poison from the calling’s list. See Perks in Chapter 3: Traits for the
wound; spend 1 VP per goal penalty accumulat- full description.
ed by the poison to completely remove it. Once
paralysis sets in, only high-tech or occult medical
assistance can neutralize it.
Predatory: When you are hungry, your Survival rolls
are favorable.
Sensitive smell: With your Observe-skill maneuvers,
you can detect and differentiate subtle scents to
which most other sentient species are nose-blind.
You can even track a creature or transport by the
scent trail it leaves behind.
Speak Voroxian: You learn your native tongue as a
Speak capability.
Uncouth: Even the most civilized vorox has trouble
fitting in with human cultural norms. At the GM’s
call, you might suffer unfa-
vorable rolls when attempt-
ing persuasion influence on
strangers, especially in tense
situations.
CLASSES
Vorox have nobles who are recognized
as such by other Known Worlders.
Only they, among all other “civilized”
vorox, are allowed to retain a single
one of their poisonous claws as a symbol
of their status.
While it is very rare, vorox can join the
priesthood. Most vorox priests minister
to their fellow vorox on Ungavorox, but
it is not completely unknown for a vorox
Mendicant to travel the Known Worlds,
preaching the Prophet’s message with a
unique twist.
48
INTRODUCTION
Noble RULES
CHARACTERS
The role of the noble is to be master of all things: Fencing TRAITS
accomplished ruler, skilled warrior, able diplomat, Imperious (already awarded during the upbringing
gifted artist, and so on. The reality is often far dif- stage, as listed above) TECHNOLOGY
ferent, but the goals are still worth striving for. All Landed
OCCULT
of the houses, whether royal or minor, share certain Lay Down the Law
features, such as a sense of duty and honor, but each Martial Arts
is very different. Nimble
Noble Title (the faction apprenticeship stage listed
Class: Upbringing
below will award you this perk’s 1st rank)
Noblesse Oblige
Proxy
You were born to nobility, so you were raised learning Retainer
its skills and responsibilities. At 1st level, you gain the Riches
following traits: Saint Lextius’ Blessing
Two-Gun Fighting
UPBRINGING TRAITS
Capabilities: Arts Lore or Beastback or Warfare OPEN PERKS LIST
Lore; Court Customs; Homeworld Lore; Military
Weapons; Read/Speak Urthish See Chapter 3: Traits for details about each
Characteristics: Dexterity +1 or Endurance +1 or perk.
Strength +1; Faith +1 or Will +1; Presence +2; Wits +1 Advisor
Perks: the Imperious perk plus 1 class perk chosen Alien Friend [choose species]
from the Noble Class Perks list below or from the Alien Upbringing [choose species]
open perks list Ally
Skills: Academia 1; Arts 1; Charm 2 or Impress 2; Ambidextrous
Melee 1 Cash
Comeliness
Contact
RAISED IN SPACE Danger Sense
Exemplar
Some people spend their early years on spaces- Fame/Infamy
tations, moons, or even starships. This isn’t Family Ties
common, but if that’s how your character was Forthright
raised, you might consider swapping out some Gossip Network
of the listed upbringing traits for one or more Incite Passion
of those listed below. You can ignore the nor- Passage Contract
mal restrictions for gaining these traits; they’re Reeve Advocate
often necessary for survival in artificial envi- Refuge
ronments. Retinue
Capabilities: Shipboard Operations, Think Savoir Faire
Machines Sensitivity
Skills: Interface, Tech Redemption Steady Hand
Stoic Body
Stoic Mind
Stoic Spirit
49
Filling in the Character Sheet Each faction lists its favored calling, but this is a sug-
gestion. You won’t write it on the character sheet, un-
In this step of the character creation lifepath process, less and until you choose your calling in the next step.
you get traits to write down on your character sheet. Your faction gives you a material award upon
First off, you get some capabilities. You’ll write those completing your apprenticeship. Sometimes this is
in the “Capabilities” section of the character sheet. a largely ceremonial item, but often it’s also useable
You’ll get a number of characteristics ranks added to equipment. You’ll record this in the “Equipment” sec-
specific characteristics: write those in the “Character- tion on the back of the character sheet.
istics” section of the character sheet next to the named You’ll then choose the field in which you appren-
characteristic. All your characteristics begin at 3 ranks, ticed. Each field gives you skills, characteristics, and
except for the one characteristic you chose during capabilities, which you’ll record just as you did during
Step 3: Choose Your Species as primary (5 ranks) and the upbringing stage.
the one you chose as secondary (4 ranks). (You can wait
till later to choose these two, if you want.)
You get two perks, one assigned by your class and al-Malik
another one that you get to choose. Find the section Intellectual, artistic, and talented to a fault, the
of the character sheet labeled “Perks” and write them al-Malik are the standard by which other noble hous-
down there. es measure culture. While they do not have the big-
As with characteristics, you’ll also add ranks to your gest military, they are quite wealthy and friendly with
skills. Most skills begin at 3 ranks, so all the ranks you the merchant guilds, patronizing artists and creators
gain at this step add to those base 3. For example, a of all types. An al-Malik character might be searching
noble upbringing gives you Charm 2, which you’ll for their next masterpiece, on a research trip for any
add to the base 3 for a total of 5 ranks. (You might of the universities they sponsor, or simply along for
add even more to this skill depending on your choices the adventure.
in the next steps.) One exception are the skills labeled
“restricted”; these begin at 0 ranks. APPRENTICESHIP TRAITS
Faction:
Capability: al-Malik Lore; Commons Customs or
Think Machines or choose a weapons capability
(Military Weapons, Energy Guns, Slug Guns) or
House Apprenticeship
an Arts or Performing Arts Lore capability; Speak
Graceful Tongue
Characteristics: Dexterity +1 or Wits +1; Intuition +1;
There are five Royal Houses and innumerable minor Presence +2; Wits +1
ones. Each of the Royal Houses is described in detail Perk: Noble Title (Knight)
in the following section. You spent your early appren- Skills: Academia 1; Arts 1 or Perform 1; Charm 1
ticeship years learning the ropes from your faction. or Impress 1; Empathy 1 or Focus 1 or Interface 1;
Melee 1 or Shoot 1 or Tech Redemption 1
FILLING IN
HOUSE QUIRKS
THE CHARACTER SHEET
Blessing: Extrovert (+1 goal for persuasion influence
As with the upbringing stage, your apprenticeship with guests)
stage gives you certain traits. Curse: Impetuous (-2 Mind Resistance against per-
First off, you get a capability in your faction’s Lore, suasion influence when trading)
as well as two additional capabilities. You’ll list this in Favored calling: Enthusiast
the “Capabilities” section of the character sheet. Material award: Aesthetic orb (TL6 curio: floating
You get 5 characteristic ranks and 5 skill ranks, and baseball-sized orb; can follow its user and produce
a perk representing the 1st degree of rank. You’ll list soft lighting and mood music from a library of
this in the “Characteristics”, “Perks”, and “Skills” themes)
sections of the character sheet.
Next, each faction has quirks or cultural practices
that typify its members. You acquire a Blessing and Decados
a Curse unique to your faction that modify specific Sly, outrageous, and generally decadent by choice,
traits in specific situations. You’ll list these in the “Fac- the Decados are often considered the most cunning
tion” section of the character sheet. of the great houses. Their spies — the Jakovian
50
INTRODUCTION
Agency — rival the Hawkwood Rooks in terms Perk: Noble Title (Knight)
of gathering information and spreading fear. The Skills: Academia 1; Charm 2 or Impress 2; Focus 1 or RULES
Decados are masters of the body and know just Vigor 1; Melee 1 or Shoot 1
which buttons to push to cause someone to say what CHARACTERS
they want to hear. A Decados character might be a HOUSE QUIRKS TRAITS
member of the Jakovian Agency, but they’d never Blessing: Unyielding (+1 goal on End-, Will-, Faith-
tell — and those that do often have no association. based rolls when being called out) TECHNOLOGY
Curse: Prideful (-2 Wits when insulted)
OCCULT
APPRENTICESHIP TRAITS Favored calling: Commander
Material award: Premium-quality weapon (+1 goal),
Capability: Decados Lore; choose any Lore (often usually a sword
Arts Lore or Poison Lore or Torture Lore); choose
a weapons capability (Military Weapons, Energy
Guns, Slug Guns) Hazat
Characteristics: Dexterity +1 or Strength +1 or En- Disciplined yet passionate, the Hazat are a study
durance +1; Perception +1 or Wits +1; Presence +1; in opposites. Their military is frighteningly well-
Will +2 trained and well-equipped, and their diplomats are
Perk: Noble Title (Knight) canny and sly. All members of the house can han-
Skills: Academia 1 or Arts 1; Charm 1 or Impress 1 dle at least one weapon at an expert level, and it is
or Knavery 1; Disguise 1 or Interface 1 or Intru- said that one Hazat is more dangerous than a whole
sion 1; Melee 1 or Shoot 1; Observe 1 or Sneak 1 platoon of Muster soldiers. A Hazat character might
be the focus of a drama for one of any number of
HOUSE QUIRKS reasons — and more often than not, the reason is
Blessing: Suspicious (+2 Perception around political deeply personal.
rivals)
Curse: Vain (-2 Perception when flattered) APPRENTICESHIP TRAITS
Favored calling: Sybarite
Material award: Little friend (TL5 curio skin patch Capability: Combat Armor or Lore (any) or Ranged
worn at the base of the neck; choose a specific skill Weapons (choose Energy Guns or Slug Guns); Haz-
when receiving this award: +1 goal to that skill once at Lore; Warfare Lore
per scene, but your next physical action roll is -1 Characteristics: Dexterity +2 or Strength +2; Pres-
goal from nervous system overload) ence +2; Will +1 or Wits +1
Perk: Noble Title (Knight)
APPRENTICESHIP TRAITS
Li Halan
Capability: Beastback or Shipboard Operations or Once the darkest and most deviant of houses, the Li
Warfare Lore; Hawkwood Lore; Military Weapons Halan are now a model of courtesy and piety. This
or Ranged Weapons (choose Energy Guns or Slug house is extremely devoted to the Universal Church;
Guns) Li Halan nobles regularly tithe and provide man-
Characteristics: Faith +1 or Will +1; Endurance +2 power for it. Individually, Li Halan are straight-faced
or Strength +2 or Wits +2; Presence +2 and straight-laced, unfailingly polite and always com-
51
posed. The house’s military is a thing of beauty (or
terror, depending on who you’re talking to). A Li Commander
Halan character will always use her house’s name Commanders are the war leaders of their houses.
before her own, no matter who she is or where she’s They know where everyone should be on a bat-
going. The only exception are the hidden dark cultists tlefield at any given time, and they are masters of
within the house, who try not to use their house name strategy and tactics. However, they are also masters
at all when it’s convenient. of style — Commanders lead parades, drill for their
lords, and recruit peasants to their infantry forces
APPRENTICESHIP TRAITS with the promise of glory. While not all Commanders
are martial geniuses, most cut a dashing figure on the
Capability: Cathedral Customs; Li Halan Lore; Re- field. Those who can grasp the art of combat, both
ligion Lore or choose a weapons capability (Military on a micro and macro level, will never be without a
Weapons, Energy Guns, Slug Guns) or an Arts Lore home or a job. Though the Pax Alexius has soothed
or Performing Arts Lore some tensions between the houses, there are plenty of
Characteristics: Dexterity +1 or Endurance +1 or opportunities in the coming campaigns to help pacify
Strength +1; Faith +2 or Presence +2; Intuition +2 the barbarian and lost worlds.
or Wits +2
Perk: Noble Title (Knight) PATRON SAINTS
Skills: Academia 1; Arts 1 or Perform 1; Charm 1
or Impress 1; Empathy 1 or Focus 1; Observe 1 or Darius the Resolute — Darius Hawkwood of Gwyn-
Remedy 1 neth commanded Taliesin’s Spear, his house’s psychic
troops. His own psychic abilities were meagre, but his
HOUSE QUIRKS loyalty to both his house and those in his command
Blessing: Pious (+2 Presence around sinners and oth- was nonpareil. His steady and just leadership shaped
er nobles) a motley gaggle of disgruntled psychics into a model
Curse: Dynastic Stain (-2 Presence around Church of military precision. Their glorious self-sacrifice at
officials) the Siege of Jericho (4994) was testimony to the tran-
Favored calling: Courtier scendent power of devotion to house and throne.
Material award: Saint’s relic (associated with a Gar- Edward Wyrmslayer — Hailing from Virgo Minor
den Worlds saint) and loose synthsilk robes (TL5 on Delphi, the second son of Countess Ealhswith
armor; +3 Body Resistance, e-shield compatible) Hawkwood, Edward Dunstan (43rd century) joined
the army, becoming leader of the Doloria Defense
Noble Callings
Force. Saint Edward is best known for his battle with
the Void Wyvern, a dark dragon-shaped entity that
emerged from the jumpgate and terrorized Nacado;
At 1st-level, you choose a calling to represent your it was said to be a spawn of Levayath-Nidhogg, the
early career. At this stage of your life, you’ve taken up great serpent of the Abyss. Saint Edward’s victory
your duty. over the wyvern is a common Church motif.
52
INTRODUCTION
COMMANDER PERKS EARLY CAREER TRAITS
RULES
Conscript Capabilities: Lore (any, but usually a rival faction);
Invigorate Poison Lore or choose a Customs Lore (Cathedral CHARACTERS
Loyalty unto Death Customs, Commons Customs, or Streetwise) TRAITS
Marksmanship Characteristics: Intuition +1; Perception +3;
Martial Arts Presence +1 TECHNOLOGY
Military Rank Perk: Choose 1 from the Conspiracist Perks list be-
OCCULT
Strategic Mind low or from the open perks list.
Skills: Academia 1; Charm 2 or Impress 2; Disguise 1;
Hazat Conspiracist
53
Courtier for the Intercession of the Prophet on behalf of Prince
Cardano and the people of the Li Halan worlds, drew
The Courtier is the public face of the nobility, the one attention to her first as a folk saint and later as a can-
the Church or the League thinks of when they imag- onized saint. She sometimes confuses modern Known
ine a member of a great family. Chic, clever, and always Worlders (for obvious reasons) with her status as the
well-attired, the Courtier is the noble the family sends patron saint of courtesans.
when they need to impress. One might think of a Court-
ier as lazy or a peacock, but the truth is, it takes them EARLY CAREER TRAITS
years to hone the art of polite diplomacy. They’re raised
to be the loveliest, the most charming, the wittiest, and Capabilities: Choose a Customs Lore (Cathedral
the most observant. While they do not host parties like Customs or Commons Customs); Lore (any)
the Sybarite, they share many characteristics and they Characteristics: Presence +3; Wits +2
can be seen at many of the same parties. A Courtier Perk: Choose 1 from the Courtier Perks list below or
who is seen is a Courtier who has power. They are their from the open perks list.
house’s diplomats, marriage prospects, and occasional Skills: Academia 1; Arts 1; Charm 3; Impress 2;
rulers, and they are not to be underestimated. Knavery 1; Melee 1 or Shoot 1; Perform 1
Equipment: Three fine outfits (official occasions,
PATRON SAINTS hunting, dining)
55
EARLY CAREER TRAITS them on the run. Sometimes Incognitos run with each
other or hide on their homeworlds as members of the
Capabilities: Choose a primary Musical Instrument and free folk or merchant classes. Some just escape into the
either a secondary Musical Instrument or Lore (any). guilds or the Universal Church, trusting their fellows to
Characteristics: Dexterity +2; Presence +1; Wits +2 protect them if (or when) their secret comes to light.
Perk: Choose 1 from the Enthusiast Perks list below Like the Spy calling, the Incognito assumes a “cov-
or from the open perks list. er identity” calling under which they hide. (See the
Skills: Academia 2; Arts 2; Charm 1 or Impress 1 or Cover Identity sidebar.)
Knavery 1; Crafts 1 or Tech Redemption 1; Drive 1 or
Pilot 1; Empathy 1 or Focus 1; Observe 1; Perform 1 PATRON SAINTS
Equipment: Arts and crafts supplies.
Alberto the Unrecognized — Alberto Masseri (c. 4915)
ENTHUSIAST PERKS was thought killed on Nowhere’s moon during the
Symbiot Wars. Crawling from the wreckage of his
Beginner’s Luck sabotaged flyer, he suspected the work of his own
Botanist kin, but lacked evidence. Alberto adopted the face
Cat Burglar’s Eye and guise of a common mercenary. He found employ
Epiphany with his own family on Cadavus until he could gather
Patron of the Arts the evidence he needed to exact his revenge. Alberto
Tutor reclaimed his name but renounced his family, prefer-
ring freedom over allegiance to the dynastic politics
that had caused so much misery.
COVER IDENTITY Oscar, Shadow of the Patriarchs — Oscar Koval (?-
4375) was a member of the Purger’s Guild working
Incognitos and Spies have a special consider- in Urth’s sewers. His resemblance to Patriarch Ja-
ation: They each declare a “cover” identity. They cob I was uncanny, as well as his ability to mimic the
choose a different calling (which can be from any Church leader. When presented to Jacob I, he was of-
class) and perform as if they were a member of fered the job of “Patriarchal Double,” substituting for
that calling — indeed, they are actually practicing Jacob on dangerous assignments. Shot twice, he died
their cover calling, even if they don’t always earn from wounds inflicted by a rogue Avestite, becoming
the credentials to claim it properly. a martyr for the Church and an example for nobles
They can choose perks from their cover who must endure double identities.
calling or from their true Incognito or Spy
calling — until their cover has been blown. Af- EARLY CAREER TRAITS
ter successfully going into hiding (during the
downtime between dramas or when they level Capabilities: Choose 2 that support your cover
up), they can craft a new cover identity. They identity.
can choose to change covers at any time, but Characteristics: Intuition +1; Perception +2;
they must still go into hiding for a while before Presence +1; Wits +1
resurfacing in their new identity. Perk: Choose 1 from the Incognito Perks list below
Note: Your cover identity calling can never or your cover-identity calling’s list or from the open
be Brother Battle. You can’t fake being one of perks list.
the Church’s legendary war monks. Skills: Knavery 2; Empathy 1 or Focus 1; Observe 2;
allocate 5 skill ranks among these skills or others
that support your cover identity
Few willingly choose this calling; most Incognitos are INCOGNITO PERKS
forced to take up this life due to political circumstanc-
es and family stains. The Incognito can be in hiding, a Learning from Mistakes
rogue prince on the run, or the last scion of a doomed Loyalists
branch of the family. They do not want to be recog- Mentor
nized — doing so might mean death or imprisonment. Second Skin
Every Incognito is on the run from something, and while Triumphant Return
that may vary, the consequences are enough to keep
56
INTRODUCTION
Knightly Order sword in defense of the newly-sanctioned Eskatonic
Order. She fell in battle against antinomists, but the RULES
Members of a knightly order are sworn to the Antiphons assert she rose in celestial glory, locked in
betterment of their order above all things. Rules, spiritual combat with the coming darkness. CHARACTERS
codes, and uses might vary, but induction into a The Seven Saints of the Sacred Sword — During the TRAITS
sacred or knightly order means a prominent orga- barbarian invasions of the 46th Century, seven
nization acknowledges that you are a worthwhile knights joined to defend Valdalla on Leminkainen. TECHNOLOGY
member of your house and that your service is too Sir William Hawkwood, Lady Amani al-Malik, Sir
OCCULT
valuable to lose. Some knightly orders are little Sergio Decados, Count Stefano Hazat, Sir Mukuna
more than social clubs, a place for the older mem- Washikala, Sir Iskandr Alecto, and Sir Zhe Xianren
bers of the order to gripe about the younger gener- Li Halan saved a convoy of citizens and monks who
ation, or more often, a useful central meeting place were pursued by Vuldrok slavers. Discovering Castus
for members of other houses to bond over their (the legendary Holy Sword of Saint Albas) and a faith-
shared duties. Others drill hard, live an almost ful follower of Mantius, they fought on. All but Muku-
ascetic lifestyle, give alms, and are chivalrous to a na (?-4503?) perished defending their charges. Many
fault. Some sell their services; others do not. The holo-plays celebrate the Seven, later canonized.
details all depend on the order. One thing is the
same though — knight recognizes knight. Being a EARLY CAREER TRAITS
member of a knightly order means someone always
has your back. Capabilities: Armor (choose Combat Armor or War
Well-known orders include: Armor) or Jumpweb Lore; Military Weapons or
Order of the Shroud — This secretive order was re- Ranged Weapons (choose Energy Guns or Slug Guns)
puted to serve a psychic coven; its members wear Characteristics: Faith +2; Strength +2; Will +1
hoods or shrouds to hide their appearance and to Perk: Choose 1 from the Knightly Order Perks list
assist in anonymously helping the needy. below or from the open perks list.
Order of the Mantis — This ambitious order was orig- Skills: Charm 2 or Impress 2; Fight 1; Melee 2; Rem-
inally formed by the Decados to compete with edy 1; Shoot 2; Vigor 2
the Questing Knights. Equipment: Premium military weapon (+1 goal) or
Order of Vladimir — This discreet anti-Republi- premium combat armor (+1 Body Resistance)
can order works to keep the sovereignty of the
noble houses. KNIGHTLY ORDER PERKS
Some nobles give themselves over to defending the
Church through various orders dedicated to its Badge of Merit
protection (where they often fight alongside priest Badge of Valor
Templars.) These include: Fencing
The Adamantine Order — This small order is most- Martial Arts
ly made up of knights, but includes some priests, Order Badge
who serve the Eskatonics, usually by protecting Paragon of Order
specific priests.
Order of Saint Yara — This noble order is dedicated
to protecting Amalthean priests on their frequent Lord
pilgrimages to dangerous locations. Someone has to do the actual work of ruling a fief,
Swords of Lextius – This humble order serves the and Lords are the ones to do it. Either raised to
Urth Orthodox, often as penance or at the behest know the gravity of their duty or appointed re-
of families who seek favor by sending a younger gent while the titled lord goes off adventuring for
son into service. a bit, Lords study law, rulership, and other neces-
sary fields. Everything a Lord does is scrutinized,
PATRON SAINTS though different houses may hold their Lords to
different standards. A Lord’s marriage is equally as
The Adamantine Lion — The Antiphons of Alessandra important as their army, and they have the well-be-
recite how the young Hawkwood knight faced death on ing of their people to consider. Some crack under
a symbiot battlefield on Stigmata (4900) but emerged the strain, going mad or becoming callous and cru-
victorious, proclaiming visions of other-worldly beings el. Others are fair and just. Many have a balance of
and an apocalyptic battle. She came to Pentateuch the two — the equilibrium of being a Lord resides
as one of the first Adamantine Knights, pledging her somewhere between fear and love.
57
PATRON SAINTS cide to become Questing Knights, the choice can
provide an easy path to glory for a second or third
The Fisher King — Siddig Keddah of Byblos (c. 2837) child who has no chance of being landed. Questing
was the beloved lord of a fishing community. He was Knights are fiercely devoted to each other and their
devoted to his people, and when the Cathan Fever Cohorts — merchants and priests who aid them in
struck, he worked tirelessly to care for the sick and their duties and travels. (See the priest calling Impe-
the dying until the plague took him. The Life of Siddig rial Cohort.)
states that on his death, Siddig appeared in a vision
to Amalthea and implored her to save his people — PATRON SAINTS
thus bringing her to Byblos, the world which would
be renamed Grail. Éva Maria Bellona — Éva Maria (c. 5000) was among
Hidalgo the Utopian — Raised by his mother, Don- the first to pledge herself to the Company of the Phoe-
na Sofia, on Vera Cruz, Don Alonso Hidalgo Ser- nix. Her bravery, love of fine wine, and skill at arms
ra y Hazat (4612-4699), studied utopian societies. were legendary, bestowing great honor to House
Becoming Count of Ococuahuitl, an island off the Xanthippe. Disgusted by the inequity and prejudice
Haven continent on Vera Cruz, he created schools, she believed was rampant among Questing Knights,
improved irrigation, established democratic pueblo she embraced a solitary quest in barbarian space. She
councils, and was declared loco by his relatives. Upon disappeared, leaving behind a legacy of valor and an
investigation, Haven’s bishop saw that grain grew exemplar of bold defiance.
wherever Hidalgo’s feet touched the earth. He cured Sir Brieuc the Loyal — Little is known of the myth-
livestock by quoting Zebulon and created a paradise ical Sir Brieuc of Woveweld (31st century?). Legend
based on the Prophet’s teachings. Upon his death, the states this knight explored the Known Worlds for his
Little Utopia faded. liege-lady, Countess Chantel Keddah, searching for
Zebulon’s Belt. He had fantastic adventures and lat-
EARLY CAREER TRAITS er in life founded the Saint Hombor Monastery on
Antioch. The Questing Knights look to Saint Brieuc
Capabilities: Choose 2 Lores related to the running as a legendary knight loyal to his lord, as well as an
of your fief. explorer of unknown worlds.
Characteristics: Endurance +1; Faith +2 or Will +2;
Presence +2 EARLY CAREER TRAITS
Perk: Choose 1 from the Lord Perks list below or
from the open perks list. Capabilities: Military Weapons or Ranged Weap-
Skills: Academia 2; Charm 1; Fight 1 or Melee 1; Im- ons (choose Energy Guns or Slug Guns); Barbarian
press 2; Empathy 1; Observe 1; Shoot 1; Survival 1 Jumpweb Lore or Combat Armor
or Vigor 1 Characteristics: Faith +1; Endurance +1; Presence +1;
Equipment: Any item within your fief can be requi- Strength +2
sitioned for your use at any time. Perk: Choose 1 from the Questing Knight Perks list
below or from the open perks list. (Imperial Charter
LORD PERKS is the most common choice.)
Skills: Charm 2 or Impress 2; Empathy 1 or Observe 1;
Conscript Fight 1; Melee 2 or Shoot 2; Survival 2; Vigor 2
Executioner Equipment: Sturdy weapon and suit of combat armor
Privy Council (+2 Resistance against breakage)
Loyalty unto Death
Untouchable QUESTING KNIGHT PERKS
58
INTRODUCTION
Ronin EARLY CAREER TRAITS
RULES
Noble houses are not eternal. Families die off or are Capabilities: Lore (any); Military Weapons or
wiped out, ruling scepters are lost, and children go off Ranged Weapons (choose Energy Guns or Slug CHARACTERS
to serve in the guilds or the Church. Sometimes, mem- Guns) TRAITS
bers of powerful houses are exiled for no reason other Characteristics: Dexterity +2 or Endurance +2 or
than someone stepping on the wrong person’s toes at a Strength +2; Perception +1; Wits +2 TECHNOLOGY
dance. Ronin seek opportunity or solace outside of their Perk: Choose 1 from the Ronin Perks list below or
OCCULT
house while still keeping their house in mind. A Deca- from the open perks list.
dos who gives their life to the Church and foreswears all Skills: Charm 1 or Knavery 1; Empathy 1; Fight 1;
other allegiances counts as a member of the Church, not Melee 2 or Shoot 2; Impress 2; Observe 2;
a Ronin. However, a Masseri who seeks their fortune Survival 1
in the military of House Hawkwood to bring glory to Equipment: A family relic that you rescued from
their house might well be a Ronin. The Emperor Wars destruction. It might be worth something again…
set off a massive wave of Ronin from many worlds, all someday.
with their own agendas and talents. They meld into the
fabric of noble and clerical life, but their goals are their RONIN PERKS
own, and they are not happily or easily thwarted. Not
all Ronin stay Ronin — some are eventually accepted Hired Muscle
back into their house, while others join orders like the Living Legend
Questing Knights. Military Rank
Nothing to Lose
PATRON SAINTS Seen Too Much
Trouble Magnet
Mafalda the Convert — Mafalda Roão (?-
2995), the last destitute survivor of a minor no-
ble house, took to the life of a wandering warrior Spy
for hire. When the ukari attacked Aylon (2995), The most dangerous enemy is one you
she defended the nascent Church of Zebulon can’t see, and Spies are all but invisi-
at the foot of Prophet’s Hill, inspired by the ble. They may play at being a Court-
example of the sainted Defenders of Aylon. ier or a Questing Knight, but what
Besieged, she fought to the death defend- they’re really looking for is a way to
ing the flock. Converted during the get you at your most vulnerable.
siege to the new faith, she Not all Spies kill, but many have
posthumously became some training in the art of em-
one of the early saints of ploying poisons and antidotes. A
the Church. Spy is unable to be held by doors
The Two-Blood Bor- or locks: After five seconds with a
der Lord — Born of hairpin, guarded secrets are all
House Trusnikron, theirs. You might have thought
reared amongst bar- you said something innocu-
barians, and rumored to ous, but the Spy will figure
have had a Vuldrok father, out how to use it later.
Luc (c. 4995) lived between Like the Incognito call-
cultures. He made his home ing, the Spy assumes a
on Leminkainen, frequently “cover identity” calling
mediating between Vuldrok under which they hide.
and Hawkwoods — but when See the Cover Identity side-
he slew a Hawkwood soldier in bar. Noble Spies have a
defense of a barbarian farmer, true allegiance to their house’s
Luc was executed for treason. agency: al-Malik Mutasih, Deca-
Many despise him as a traitor, dos Jakovians, Hawkwood Rooks,
while others revere his commit- Hazat Archons, the Imperial Eye, or
ment to an honor that transcends the Li Halan Hidden Martyrs.
borders or dynastic allegiances.
Decados Ronin
59
PATRON SAINTS leave people talking for days afterwards. A little party
never killed nobody — except the people the Sybarite
The Father of Secrets, Protector of Malignatius — Willem wanted dead — and those who adhere to this calling
Van Gelder of Aola (c. 4600) founded his family’s espi- know well the power of word of mouth. Sybarites have
onage network after Vladimir’s betrayal. With an un- a bad reputation for being crass, tasteless, and even dis-
remarkable face and unpretentious manner, he easily gusting, but for most Sybarites, this is only part of their
developed new identities for different missions, and he carefully-crafted image. Their favorite tactic is “shock
taught his protégés to do likewise. Through guile and and awe,” and the ballroom is their chosen battlefield.
disguise, Willem secured his family’s longevity, pro-
tecting it with enough secrets to topple an empire. Un- PATRON SAINTS
doubtedly, Willem’s most dramatic identity shift was
transforming the reputation of his family from unre- The Virgin Voluptuary — Abbess Iulia Decados re-
markable landowners to notorious spies. linquished house for Church and embraced extreme
Yussef the Reclaimer of Souls — Yussef (4400s) was of chastity, but never abandoned her family penchant
the Ishtakr al-Malik. When Rahimat al-Malik came, for intemperance. Her remote convent on Nowhere,
researching family lore, he quickly realized Yussef’s now abandoned, welcomed private conclaves for the
intelligence. Rahimat asked him to be his eyes. Yussef powerful; under her eye, excess promoted vice, but
agreed, aiding Rahimat with intelligence on his ene- discretion promised diplomacy. Her legendary Con-
mies. Together they rediscovered through family lore clave of Figs (c. 4925) — with its figs, selchakah, and
Bay’ho len Itka Tu, the Way to the Three Mountains. 100 courtesans — curried favors, bartered secrets,
After Rahimat’s victories, Yussef offered his skills to the and forged impossible allegiances that shaped the end
Patriarch, became an early spy in barbarian space, and of the Regency. Her ashen relics are still sought for
eventually helped captured Church members escape. their miraculous opioid quality.
Yuri of the Distilleries — Rediscovering an ancient in-
EARLY CAREER TRAITS gredient for Urth vodka, Yuri Juandaastas (4632-4720)
ran several successful distilleries on Istakhr. A cheer-
Capabilities: Choose 1 that supports your cover iden- ful, boisterous man, he held huge bacchanals on his
tity; Poison Lore or Streetwise Lore or Torture Lore estate where guests included exemplars of all species.
Characteristics: Dexterity +1; Perception +2; Pres- So popular were his parties that he became a peace-
ence +1; Wits +1 maker between local humans and various alien com-
Perk: Choose 1 from the Spy Perks list below or from munities. Annually giving huge sums to the poor and
your cover-identity calling’s list or from the open the Church, he invited the destitute to his masked balls
perks list. twice a year, dressing them like nobles.
Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2;
allocate 5 skill ranks among other skills that support EARLY CAREER TRAITS
your cover identity
Equipment: As your cover identity’s calling. Capabilities: Choose 1 Lore (any) and another Lore
or a Musical Instrument.
SPY PERKS Characteristics: Endurance +1 or Will +1; Intu-
ition +1; Presence +3
Martial Arts Perk: Choose 1 from the Sybarite Perks list below or
Mimic from the open perks list.
Rabble Rouse Skills: Arts 2; Charm 2 or Impress 2; Disguise 1 or
Ruthless Sleight of Hand 1; Knavery 2; Observe 1; Perform 1;
Second Skin Vigor 1
Secret Agent Equipment: Three disguise outfits for masked balls.
Vicious Insult
SYBARITE PERKS
Sybarite Blackmail
Some parties are nice, well-catered affairs with good Fencing
music, but nothing to write home about. The Syba- Debauchery
rite’s parties are an order of magnitude above these Entourage
gatherings – grand spectacles of light, sound, and cu- Schmooze
linary delights. Even a small Sybarite party is sure to Vicious Insult
60
INTRODUCTION
Priest RULES
CHARACTERS
TRAITS
The shadows of the saints and holy men and women shimmered on the walls, appearing almost to move
in the flickering illumination of hundreds of votives. A thick cloud of heady incense hung in the air. TECHNOLOGY
Brother Pavel knelt before the altar, deep in prayer. With his mind still and his heart at peace, he
OCCULT
prepared himself for his fate. At the edge of awareness, he noticed another of the brotherhood come
to kneel by him, but then the choir began to sing, and he let his consciousness focus on the hymn. He
did not hear the words, but the hymn’s meaning was clear; he felt his soul begin to soar.
The church shook, and the thunderous boom that followed a fraction of a second later pulled him
from his trance. A second and a third concussion rocked the foundation of the church so much that
dust fell from the ceiling. Inhaling deeply, he rose slowly to his feet. The shaking and thunderous
boom came almost immediately. They were getting closer.
He reached over his shoulder and drew the blade he wore. Holding it with the tip toward the floor,
he kissed the pommel. He was ready. His hard years of training with the Brother Battle would be put
to the test this day. Today he would meet the enemy in war in defense of the church, its followers, and
his very beliefs. Today he would meet his fate. He would emerge victorious… or he would die in battle.
Sheathing the sword, he turned and give a grim smile and nod to the brother next to him. He
brushed some of the fallen debris from his shoulder and headed for the door.
No single institution has as much impact on day-to-day Characteristics: Faith +1; Endurance +1 or Strength
life in the Known Worlds as does the Universal Church +1; Intuition +1 or Wits +1; Presence +2
of the Celestial Sun. Despite the Church’s many fac- Perks: the Inspiring perk plus 1 class perk chosen
tions and sects, the average peasant sees it as a giant from the Priest Class Perks list listed below or from
monolith, dedicated to saving humanity from the evil the open perks list.
inherent in the universe. As far as they can tell, all Skills: Academia 1 or Crafts 1; Charm 2; Empathy 1
the priests work toward the same goal, hand-in-hand, or Focus 1; Remedy 1
fighting evil together. Never mind the fact that they call
one another heretics; the Church itself is good. The OPTION: BROTHER BATTLE MONASTERY
peasants’ view only changes when someone tries to re- UPBRINGING
place the sect of their ancestors with a new one. Instead of using the traits listed above, you can use
You can choose from a number of sects as a mem- those listed below. You were given to the Brother Bat-
ber of the Church. Each of these are described in tle as an infant, raised in one of their exclusive mon-
more detail in the Faction: Sect Apprenticeship section. asteries. If you choose this upbringing, but not the
Brother Battle faction, it means you failed to pass the
Class: Upbringing
rigorous tests to become an apprentice when you hit
puberty; you were then turned loose into the world.
Capabilities: Armor (Combat or War); Cathedral
At this stage of your life, you’re not yet a priest, and Customs; Read/Speak Urthish, Religion Lore
you have received no formal training, but you might Characteristics: Dexterity +1; Endurance +1;
have been groomed for the task by your family or tak- Strength +1; Faith +1; Will +1
en under a priest’s wing for tutelage. Perks: the Inspiring perk plus 1 class perk chosen
At 1st level, you gain the following traits: from the Priest Class Perks list listed below or from
the open perks list.
UPBRINGING TRAITS Skills: Academia 1; Fight 1; Focus 1; Vigor 2
61
Enlightened you can increase it by using the characteristic ranks
Harmonize awarded at each level.
Hierophant Capability: Armor (Combat Armor or War Armor)
Holier Than Thou or Ranged Weapons (Energy Guns or Slug Guns);
Inquisitorial Seal Brother Battle Lore; Military Weapons
Inspiring (already awarded during the upbringing Characteristics: Dexterity +1; Endurance +1;
stage, as shown above) Faith +1; Strength +2
Invigorate Perk: Church Ordination (Apprentice)
Landed Skills: Fight 1; Focus 1 or Impress 1 or Survival 1;
Legate Melee 1 or Shoot 1; Remedy 1; Vigor 1
Martial Arts
Nimble SECT QUIRKS
Petition Blessing: Disciplined (+2 goal to shake off states)
Purge Curse: Clueless (-2 goal on Intuition- and Percep-
Retainer tion-based rolls to notice social cues)
Righteous Sermon Favored calling: Brother Battle
Riches Material award: You have a blessed sword or slug
Shepherd of the Flock gun. The weapon of choice grants +1 goal to either
Wise One Melee or Shoot, respectively, when wielded against
Witch Hunt a foe of the Church.
There are five major sects and a handful of minor APPRENTICESHIP TRAITS
ones, as well as some pagans. Each of the major sects
is described in detail in the following section. You Special: You can choose to allocate 1 or more char-
spent your apprenticeship years learning the ropes acteristic ranks to the Theurgy characteristic, and
from your faction. you can increase it by using the characteristic ranks
awarded at each level.
62
INTRODUCTION
Sanctuary Aeon SECT QUIRKS
Blessing: Pious (+1 goal for coercion influence RULES
The most beloved sect within the Universal Church, among the sinful)
Sanctuary Aeon brings the Pancreator’s grace and Curse: Righteous (-1 goal on Will- and Faith-based CHARACTERS
healing to all sentient beings without prejudice. rolls when judgment questioned) TRAITS
Amaltheans preach justice, respect, and tolerance as Favored calling: Inquisitor
the keys to peace of mind and body. This stance has Material award: You wear a pendant bearing the TECHNOLOGY
earned them the esteem even of their opponents with- symbol of the Holy Flame. With the flick of a
OCCULT
in the Church. A Sanctuary Aeon character might be switch, this symbol becomes a searing brand which
a pacifist healer, a talented diplomat, or a counselor to an Avestite can use to brand sinners’ foreheads.
another priest or noble.
Priest Callings
ter might be a zealous inquisitor, a traveling mission-
ary, or a dogged bounty hunter.
63
Healer (combat medic), Imperial Cohort, Occultist Characteristics: Dexterity +1; Endurance +1; Faith
(usually posted to the Stigmata Garrison), and Theur- +1 or Will +1; Strength +2
gist. Even then, at every other level after you’ve chosen Skills: Fight 2; Melee 2; Focus 1; Impress 1; Shoot 2;
a different calling, you must come back to your Brother Survival 1; Vigor 1
Battle calling. Perk: Choose 1 from the Brother Battle Perks list be-
low or from the open perks list.
Example: You must choose the Brother Battle calling Equipment: Premium weapon (+1 goal) or premium
at 1st level to join. At 2nd, you might decide to become armor (+1 Body Resistance)
a Healer. At the 3rd level, you must return to the Broth-
er Battle calling, although at 4th level you can again BROTHER BATTLE PERKS
explore one of the other approved callings, and so on.
Armed to the Teeth
Otherwise, a Brother Battle character can only Battlesense
choose another calling if they are, for whatever reason, Born on the Battlefield
intending to leave the order and pursue another path Deliverance
for themselves. Such a choice would be highly unusual. Imbue Tabernacle
With few exceptions, Brothers Battle do not choose to Mantok
leave the order of their own accord. Aside from death, Mental Conditioning
expulsion due to misconduct or heresy are the only Resilient
means of doing so. Such an expulsion would be a note- Steadfast
worthy event in the history of the order. Consequently, Theurgic Rites (you can choose theurgy rites as
any character choosing another calling than those listed calling perks; see Chapter 5: The Occult)
above must have done something exceptionally grave. Two-Gun Fighting
Even then, the order sometimes prefers to discipline its
wayward members harshly rather than expelling them,
as expulsion both undermines morale within the order Chorister
and sullies the reputation of the Brothers. This calling covers a number of different vocations —
leaders of church choirs, hymnists, even folksingers —
PATRON SAINTS and thus, it is open to priests of any sect who seek to
serve the Pancreator through the art of song. Many
Korhonon of the Holy Hand — Risto Korhonon (4589- sects have ancient traditions of song that they contin-
4679) entered Brother Battle at age five. After achiev- ue to cultivate even in the present day. For example,
ing oblate level and becoming adept with the laser the Avestites have long used chanters to reinforce the
rifle and mist sword, he nonetheless lost his right arm faith of their members and inspire others through the
defending Syneculla Otto Brandhorst from a he- simple, almost-hypnotic rhythms of their chants. Sim-
retical Incarnate’s attack. While healing, he studied ilar stories could be told of all the major sects of the
chirurgery and later returned to his old unit as their Church, as well as many minor ones, meaning that
chaplain. His ability to bless weapons and armor be- this calling is far from rare. Of course, any priest who
came legendary within his lifetime. He cured injuries is especially dedicated to singing may well become one
from a distance, a miracle he attributed to faith. of the Chorali, who are the greatest practitioners of
Master Isabella — Master Isabella Cardozo’s disci- ecclesiastical music in the Universal Church. Choos-
pline and skill at arms earned great renown. She com- ing this calling does not mean that you are a member
manded great respect as she rose through the ranks of of the Chorali, unless you first seek them out for train-
Brother Battle. She died with her corps in battle on ing in their methods, but many Chorali are choristers.
Absolution (4900). The epic poem Isabella Immolata
claims that she was miraculously immolated before PATRON SAINTS
she could be claimed by the symbiots. Iconography
depicts her wielding a broken sword atop a mound of Saint Dario — Dario Sabatelli (3800s) was a pop-
fallen monstrous bodies, surrounded by holy flame. ular Second Republic anarchist folksinger (Chimes of
Change) who converted after hearing the choir at Saint
EARLY CAREER TRAITS Hombor’s Church in Roma. Possessing an excellent
baritone, he brought many jaded Second Republi-
Capabilities: Armor (Combat Armor, Hand- cans to the faith by the power of his voice alone. Cre-
held Shield, or War Armor); Military Weapons or ating new songs (Zebulon Proskomedia) and reviving
Ranged Weapons (Energy Gun or Slug Gun) older liturgical music, Dario eventually led the Patri-
64
INTRODUCTION
arch’s Choir. His singing healed many, including the PATRON SAINTS
crippled atheist-doubter, “Mr. Jones.” RULES
The Singer of Pentateuch — “Sing to me of the Pancre- Mother Ruby, Martyr of Criticorum — Mother Ruby
ator,” the strange blue flame commanded Ksenia (c. sought nothing less than salvation for her small com- CHARACTERS
3810), a young draga-herder born to the first genera- munity. When the first ukari forces attacked Crit- TRAITS
tion of settlers on Pentateuch. “I know neither song nor icorum (2855), she sought to shelter and shield her
scripture,” the terrified girl trembled in reply. “Sing to people, but the ukari marauders slew her. Legends TECHNOLOGY
me of the Pancreator,” the flame repeated, and Ksenia relate that Mother Ruby then strode defiantly to the
OCCULT
sang a wondrous new hymn of creation, followed by door of her chapel, holding aloft her severed head,
other sacred melodies unveiling the beauty of the Em- which intoned holy curses against the brutal ukari. A
pyrean. Thus she sang for seven times seven years, then superstitious lot, they fled in terror, allowing Ruby’s
chanted her own dirge and died. community to find safety.
Saltik the Broker — When Erdal Saltik’s (31st cen-
EARLY CAREER TRAITS tury) family converted to the Universal Church, he
enthusiastically followed. Rising in the clergy, he
Capabilities: Performing Arts (Music); Performing was instrumental in shaping the Council of Artemis
Arts (Song) (3170), which formulated Church doctrine concern-
Characteristics: Faith +1; Intuition +2; Presence +2 ing social dignity and aid, managing to hold the
Perk: Choose 1 from the Chorister Perks list below or split between the proto-Mahayana and Hinayana
from the open perks list. factions for 60 years. Becoming Metropolitan of Is-
Skills: Charm 2; Empathy 1 or Observe 1; Focus 2; tanbul, he was a strong advocate of the megalynein
Perform 5 movement, meant to magnify and follow the teach-
Equipment: You own a musical instrument and fine ings of Zebulon.
performance attire.
EARLY CAREER TRAITS
CHORISTER PERKS
Capabilities: Read Latin; Speak Latin
Breath Mark Characteristics: Faith +1 or Will +1; Presence +1;
Gospel Wits +3
Harmonize Perk: Choose 1 from the Clergy Perks list below or
Key Signature from the open perks list.
Perfect Pitch Skills: Academia 2; Charm 2 or Impress 2; Empathy
Petition 1 or Knavery 1; Focus 2; Interface 1; Observe 2
Equipment: You have three sets of vestments and
65
suggests, the priest who takes up this calling hears the CONFESSOR PERKS
confessions of the person to whom they are attached;
this is the key to the calling, as the Church considers Absolution
the ritual confession of sins to be a vital means by Call to Contrition
which the Pancreator’s grace is conveyed to the faith- House Confessor
ful, thereby enabling them to better reflect His light. Keeping Secrets
This calling is more than that, though, for a Confes- Micro-Confessions
sor is there to form the conscience and guide the ac- Royal Confidence
tions of their patron. In so doing, the Confessor has a
profound influence over that person and ensures that
the Church’s influence can be felt on a personal level. Dreamtender
Since most Confessors attach themselves to people of Though psychology, psychiatry, and other sciences of
power and importance in the Known Worlds, the im- the mind are generally studied most assiduously in the
pact of their advice can be great indeed. Merchant League, the Church also has a tradition of
tending to the ailments of the mind. This tradition goes
PATRON SAINTS all the way back to the Prophet himself. The Omega
Gospels recount in several places the Prophet’s minis-
Felix the Steadfast — They were inseparable: the tering to those troubled by dreams and nightmares; he
Hawkwood adventurer and his Orthodox confessor. viewed them as another means by which the Pancreator
They traveled together throughout space following spoke to his creatures and encouraged his disciples to
no call but that of exploration, and Brother Felix (c. pay heed to the wanderings of their sleeping minds, for
4545) offered the voice of ethics and reason. Although therein lay hidden wisdom. Following his example (and
he warned against entering barbarian space during that of Saint Amalthea, who also paid close attention
the height of Vladimir’s campaign, he faithfully fol- to the revelatory power of dreams), the Church trained
lowed his lord into the unknown. Captured by Vul- and authorized certain priests to act as “healers of the
drok on Hargard, they were lashed together and run mind,” spiritual therapists known as “dreamtenders.”
through with a single blade, bound together in death Some outsiders, particularly among those wedded to
as they lived in life. Republican-era scientific theories, scoff at the calling of
Klax’tor the Kind — A hironem of the Illu outcast the Dreamtender, but their skills are well-documented.
caste, Klax’tor (? -4762?) caught the attention of a Many a noble and hierarch keeps a Dreamtender on
visiting Church representative on Turaz, who adopt- staff, in order to interpret their subconscious thoughts
ed and taught the lone hironem. Klax’tor later be- and so better lead them down the path that the Pancre-
came the confessor to Countess Christina Decados, ator is drawing them.
known for her exotic entourage. Due to Klax’tor’s
honesty and faith, she came to rely on him complete- PATRON SAINTS
ly. The kind-hearted Klax’tor was declared a saint
on Decados worlds, and later recognized on other Evagria the Dream-healer — Evagria (c. 4940) was a
worlds as well. follower of the Eskatonic way. Seeing dreams as the
“royal road to the sacred consciousness,” she studied
EARLY CAREER TRAITS obun dream science, Second Republic oneirology,
and different esoteric psychologies. Evagria estab-
Capabilities: Choose a Customs Lore (Commons lished a chapel in Viridian on New Istanbul, where
Customs or Court Customs, based on your patron’s she learned from both studying obscure texts and en-
class); Lore (any) gaging in therapeutic dialogue with those who sought
Characteristics: Faith +1; Intuition +2; Presence +2 her wisdom. Eskatonic contemplative psychology
Skills: Charm 2; Empathy 3; Focus 1; Impress 1; Ob- owes much to her pioneering insights.
serve 2; Remedy 1 Saint Krause — Karl Friederich Alt (4612-94) was
Perk: Choose 1 from the Confessor Perks list below an Amalthean healer who became interested in the
or from the open perks list. “dreaming cure.” Discovering “kaverne chiffrée,” a
Equipment: You own a collection of peniten- method where the unconscious spoke with spirits, he
tial manuals and a traveling confessional (TL6 treated many battle-scarred veterans and brought a pa-
force-field emitter; creates a zone of silence: 1 tient back from the dead (the Miracle of the Couch). Ini-
square-meter area from which no sound ema- tially suspicious of his work, the Church could not ignore
nates, but anyone within the zone can hear one his successes, allowing for his eventual canonization af-
another. Tech Compulsion: Solicitous). ter a confirmation of the miracles attributed to him.
66
INTRODUCTION
EARLY CAREER TRAITS ter the Fall. Gilead frequently offered counsel that was
usually unsolicited but often necessary. His memoirs RULES
Capabilities: Lore (any) or choose a Customs Lore testify to his realization that life in a community was a
(Commons Customs or Court Customs); Occult Lore pilgrimage as profound as any religious endeavor. Ulti- CHARACTERS
Characteristics: Intuition +2; Perception +1; mately, he found redemption as he served others. TRAITS
Presence +2 Sorr-Thunain the Mime — An obun of the Voaven-
Perk: Choose 1 from Dreamtender Perks list below lohjun sect, Sorr-Thunain (39-40th century) recreated TECHNOLOGY
or from the open perks list. the comedic/tragic philosophy (Tlask) of the Seven
OCCULT
Skills: Academia 1; Charm 2 or Knavery 2; Empathy Cities of Zhri’aalloi, consisting of sophisticated panto-
3; Focus 1; Observe 1; Remedy 2 mime performances that conveyed sacred lore. A friar
Equipment: A copy of the Formulary of St. Kalle, an to the small city of Tajinn in Velisamil, he entered un-
approved book dedicated to dream interpretation. der a vow of silence. All his teachings were mute per-
formances done with such dignity, pathos, and comedy
DREAMTENDER PERKS in imparting sacred teachings that Sorr-Thunain drew
many to Zebulon, becoming canonized in due time.
Analyze Personality
Cleansing Word EARLY CAREER TRAITS
Empathic Connection
Epiphany Capabilities: Commons Customs; Lore (any)
Incubation Characteristics: Faith +1 or Endurance +1;
Micro-Confessions Intuition +1; Presence +3
Perk: Choose 1 from the Friar Perks list below or
67
many sects, all of whom take seriously the Proph-
et’s injunction not to neglect the health of the body Imperial Cohort
while tending to the health of the soul. Priests who Some priests hear the call to more worldly duties,
take up this calling thus play an important role in inflamed by the values and vision set forth by Em-
the Church, contributing to the high regard so many peror Alexius over the course of his reign. These few
common folk hold for it. pursue the role of Imperial Cohort to the Compa-
ny of the Phoenix — the Questing Knights. A priest
PATRON SAINTS who takes up this calling provides spiritual succor
and advice to a Questing Knight, acting in a fashion
Rohit the Spagyrist — One of the greatest potion- not dissimilar to the Confessor calling. An Imperial
ers in history, Saint Rohit of Capo (now a lost world) Cohort accompanies the knight to whom they are
was among Amalthea’s earliest followers. Rohit left attached and travels wherever the knight goes, often
pharmaceutical sciences for meditation and study into dark places far from the bosom of the Univer-
at the newly established Santa Amalthea on Mount sal Church. A Cohort thus gains the unprecedented
Siddik, where he demonstrated expertise with restor- opportunity to preach to new converts, providing
ative concoctions and healing elixirs. He traveled the a sterling example of what the Prophet’s faith has
Known Worlds, collecting, documenting, and mod- to offer. Of course, doing so may cost the priest the
ifying traditional and innovative remedies. Rohit’s opportunity to advance within the hierarchy of the
New Pharmacopoeia Spagyrica remains the most im- Church. Many hierarchs distrust Imperial Cohorts,
portant compendium of this healing art. seeing them more as agents of the Emperor than
Saint Jivanta —Chosen as her mother’s successor, children of the Church. This suspicion — and, in
Amalthea’s daughter, Jivanta (2722-2951), became some cases, outright animosity — is one of the rea-
Kecharch of Sanctuary Aeon. The Miracle of the sons that this calling remains controversial within
Demon-Plague Cleansing of Artemis (2918?) is the Church. Priests who take it up should be pre-
attributed to her; it tells of when she healed the pared to encounter resistance among more tradi-
world from the infection of fallen entities. So devot- tional members of the faith.
ed was Jivanta to healing that she stepped down as
Kecharch (2929, some Church histories give 2932), PATRON SAINTS
stating that the Amaltheans did not need a royal
caste; instead, she said they should choose their Clara of Antioch — She cursed, she smoked, she
leaders. Then she left for Holy Terra, where she drank, and the sidearm she carried was not for show.
tended the poor. Sister Clara (c. 4998) was an Amalthean and one of
the first priests to respond to Alexius’s call. When
EARLY CAREER TRAITS news spread that an Amalthean had joined the cause,
eyes rolled. Skeptics expected a bleeding heart but
Capabilities: Choose a primary Medical Lore and got a tough-as-nails search-and-rescue medic. Saving
either a secondary Medical Lore or any Lore. many lives on distant worlds, Clara became the rea-
Characteristics: Dexterity +1; Faith +2; Wits +2 son many clergy joined the Company of the Phoenix.
Perk: Choose 1 from the Healer Perks list below or Sergios the Resourceful — Father Sergios Apostolos (?
from the open perks list. -4593), served as a priest, weapon specialist, and cook
Skills: Academia 1; Charm 2; Empathy 2; Focus 1; for the Leib-Gvardia knights, who protected Emper-
Observe 1; Remedy 3 or Vladimir’s person. Sergio was twice decorated for
Equipment: A physick’s kit, consisting of low-tech bravery against barbarians. After the Emperor’s sud-
first aid supplies (bandages, alcohol, etc.), plus 5 den death in 4550, Sergio retreated to a monastery on
doses of standard-potency Elixir. Ravenna, where this jack-of-all-trades became known
for his deep religious meditations and visions foretell-
HEALER PERKS ing an Emperor’s return.
68
INTRODUCTION
Perk: Choose 1 from the Imperial Cohort Perks list all Inquisitors are successful in this regard, but it’s
below or from the open perks list. worth remembering that this calling attracts more RULES
Skills: Charm 2 or Impress 2; Empathy 1 or F ocus 1; than unthinking and intolerant fanatics. Indeed,
Fight 1 or Melee 1 or Shoot 1; Observe 2; Remedy 2; not a small number of Inquisitors are humble par- CHARACTERS
Survival 1; Vigor 1 ish priests who investigate local crimes more out of TRAITS
Equipment: Cohort Badge (TL7 curio; proof of status, curiosity than zeal.
keyed to your DNA and very hard to counterfeit) TECHNOLOGY
PATRON SAINTS OCCULT
IMPERIAL COHORT PERKS
Brother Noman — His birth name is unknown; he is
All-Access Pass called “The Saint with No Name” or the “Myrk-Blaz-
Badge of Merit er” for his skill at burning through spiritual darkness.
Badge of Valor Brother Noman (? -4500s?) was sent by the Inquisi-
Deputize tional Synod to investigate growing demon-worship at
Imperial Cohort Charter a remote monastery on Vera Cruz. Armed with only
Learning from Mistakes his blessed flamegun, he burned monks who became
Marksmanship undead Husks, immolated Abbot Bertók, who was
Martial Arts possessed by a demon, and torched a sizeable library.
Rise from the Ashes His flamegun was blessed with the Flame Imperish-
able. Today, it’s a holy weapon of the order. Recited in
Avestite Inquisitor
69
Skills: Charm 2 or Impress 2; Empathy 2 or Knavery 2; the mendicant life with the Shantor Shas-Sheyim
Focus 1; Observe 2; Perform 2; Shoot 1 or Vigor 1 (?—4742). Together, they discussed religion, medi-
Equipment: Flameproof civilian or combat armor. tated, and pondered the great universal love of the
Pancreator. Pilgrims sought them out, and when
INQUISITOR PERKS Ruqayya died, Shas-Sheyim passed from grief soon
after. Buried side by side, their tombs are now a
All-Access Pass pilgrimage destination.
Armor of Purity
Blood Hound EARLY CAREER TRAITS
Deduce
Deputize Capabilities: Commons Customs or Lore (any);
Inquisitorial Seal Jumpweb Lore
Inspire Fear Characteristics: Endurance +1; Faith +1 or Will +1;
Ruthless Perception +1; Presence +2
Scent of the Witch Perk: Choose 1 from the Mendicant Perks list below
Witch Hunt or from the open perks list.
Skills: Charm 2 or Impress 2; Drive 1 or Survival 1;
70
INTRODUCTION
pursuit of its spiritual gifts. Priests who take up this hidden caverns and mastered the Via Anima’s Slum-
calling should consider the nature of the monastery ber of Perfection — a sleep that has lasted centuries. RULES
from which they came and how its members pur- They await Iver’s redemption from the Incarnates,
sue their vocation. when the sleepers will awaken and share the myster- CHARACTERS
ies they have seen in their meditation. TRAITS
PATRON SAINTS
EARLY CAREER TRAITS TECHNOLOGY
Chayim the Banisher — Chayim Bensaïd (34th Cen-
OCCULT
tury) researched the ancient Essenes and Pharisees Capabilities: Choose any 2 Lores appropriate to
of his ancestral peoples and faith, along with Mo- your tradition
saic and Noahchide laws and the Kabbalah. After Characteristics: Endurance +1; Faith +2; Will +2
traveling to the pre-reflective Monastery of Saint Perk: Choose 1 from the Monk Perks list below or
George of Choziba near his ancestral homeland from the open perks list.
on Urth, he practiced ancient Essene meditations. Skills: Ascetic Tradition (Focus 2; Remedy 2;
Tempted by demons, Chayim was finally confronted Survival 3; Vigor 3) or Martial Tradition (Fight 3;
by Sshlu’uthecch, the Whisperer in the Void, who Focus 2; Impress 1; Observe 1; Remedy 1;
appeared in the form of the Adversary or Prosecu- Vigor 2) or Scholarly Tradition (Academia 3;
tor. Chayim vanquished it with a tzitzit, one of the Alchemy 2; Arts 2 or Crafts 2; Focus 2; Observe 1)
tassels on his ancient Hebrew prayer shawl. (Note: Equipment: Ascetic Tradition (minor saintly rel-
Some historians hold that Chayim was of the an- ic; grants +1 Focus); Martial Tradition (monastic
cient Urth Hebrew faith; he was later appropriated attire); Scholarly Tradition (collection of books
by the Church as a saint.) related to a chosen Lore)
The Seven Sleepers of Iver — The legend of the seven
sleepers is well known among Hesychasts. Seven as- MONK PERKS
cetics on Iver lived in secluded contemplation of the
Omega Gospels. When the Incarnates took Iver off Armor of Purity
the jumpweb (4005), the seven ascetics retreated into Enlightened
Epiphany
Martial Arts
Monastic Order
Subtle Body
Vow of Poverty
Occultist
Despite the ominous sounding name, an Occult-
ist is simply a priest who studies the practice of
theurgy, Ur technologies, fringe sciences, and
in some cases, the dark between the stars. The
Church has a rich tradition of plumbing the
depths of reality, seeking out the hidden wisdom
of the Pancreator wherever it may be found. Fur-
thermore, the Prophet taught that the wisdom
of those ancient faiths he called “pre-reflective”
(that is, from before his vision of the Holy Flame)
were real and worthy of study. At the same time,
some of those faiths (allegedly) contained errors
and falsehoods, along with dangerous teachings
that could harm one’s very soul. An Occultist is
a priest trained by the Church to seek the knowl-
edge hidden in ancient lore without falling prey
to their inherent dangers. That is the theory, at
least, and history has shown that many priests,
no matter how well they’re trained, are not ade-
quately prepared to face the Dark head on. Nev-
Monk
71
ertheless, the quest goes on, and the Church hon-
ors the Occultist’s calling, even as it warns against Scribe
the calling’s many pitfalls. A scribe is a clerk or personal communication as-
sistance to a noble, merchant, or higher-ranking
PATRON SAINTS priest. In an age when electronic forms of commu-
nication and data storage — not to mention liter-
The Magus of Delphi — Studying as a mystic, occult acy — are not widespread, this is a vital calling.
philosopher, and alchemist, Magus Johanan of Del- The Church long ago established special curricu-
phi was known by many names. His arcane research la for training Scribes; it now lends them to those
invited the Church’s scrutiny, but he was shielded by who can afford their services. There is, naturally,
his political friendship with numerous influential no- a dual purpose to this practice. First, it ensures
bles. At the Pentateuch Concordat (4955), he could that records are kept in a fashion that is relative-
speak freely and present his studies. His treatise On ly standardized and easily understood. Second, it
the Eskaton forcefully explicated the otherworldly dan- also ensures that the Church has access to those
gers which threatened creation. His work is credited records and, when necessary, it can bend them to
for its role in convincing the Universal Church to rec- produce results more favorable to its own perspec-
ognize the Eskatonics. tives. Priests who take up this calling see it as an op-
Tsintah, Who Sees in the Dark — Under Amalthean portunity to serve and an invitation to move about
patronage, Tsintah Kláyonah-éh (? -?) researched in the corridors of power in the Known Worlds.
the ancient Kíth-nah-klizhíni, the traditional Spirit of Many nobles and merchants employ scribes to re-
Darkness of her Navajo nation. She sought a way to cord everything they do for their biographies, mak-
heal its wounds. After discovering that Darkness was ing them somewhat like Confessors (or Wordwright
complete and not in need of healing, and that it bore guilders) but with more worldly goals. The life of a
beautiful gifts, Tsintah studied its ways, recognizing scribe gives priests access to a kind and quality of
that Kíth-nah-klizhíni was also a child of the Pancre- life that might otherwise be unavailable to them.
ator. Meeting Eskatonic founder Deimos, she studied That’s a very attractive proposition to many, which
the Digamma Apocrypha and later composed a ben- is why the Church’s scribal schools never lack for
eficial theurgical work, Door to the Healings of Night, students. (Like the Clergy calling, this is a common
Nehochée-Dothinlah. cover calling for Spies.)
72
INTRODUCTION
EARLY CAREER TRAITS bor, just as Hombor followed Zebulon. One pericope
relates that Hombor sought a private pilgrimage RULES
Capabilities: Read Latin; choose a Customs Lore across Midian after Zebulon’s death. He sent Noor
(Commons Customs or Court Customs) or Speak ahead throughout the journey to determine safe pas- CHARACTERS
Latin sage and assess possible dangers. Clerics who conceal TRAITS
Characteristics: Faith +1 or Will +1; Intuition +2; their identities or secretly gather intelligence for their
Wits +2 order are often said to follow “the journey of Noor.” TECHNOLOGY
Perk: Choose 1 from the Scribe Perks list below or Xiao the Invisible — Lin Xiao (?-4457) was an Or-
OCCULT
from the open perks list. thodox priest who became bodyguard to Cardano Li
Skills: Academia 2; Art 3; Charm 1; Focus 1; Inter- Halan, “Shield of the Prophet”, a noble who convert-
face 1; Knavery 2 or Observe 2 ed the Li Halan from demon worship to the Church.
Equipment: Writing implements (pens, ink, etc.) and Lin Xiao became Cardano’s choice to lead his fa-
a word-renderer (TL5 curio keyboard; connects to natical secret police, the Hidden Martyrs. Lin Xiao
most think machines to allow for typing documents) infiltrated enemy camps. The Miracle of the Sleeper
Agent was attributed to him, and his pious acts of
SCRIBE PERKS generosity to the poor were legendary.
Spy Perk: Choose 1 from the Spy calling list, your cover
identity’s list, or your agency’s list: Kalinthi (Oc-
Like the noble houses and the Merchant League, the cultist, Reclaimer, Scholar, Theurgist), Penitents
Universal Church of the Celestial Sun has its own in- (Psychic), Synecullum (Banker, Clergy, Courtier).
telligence-gathering agencies. In any organization as Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2;
large as the Church, knowledge is power. To that end, allocate 5 skill ranks among other skills that support
over the centuries, the Church and its sects have cre- your cover identity.
ated a number of spy networks to acquire that knowl- Equipment: As your cover identity’s calling.
edge. Perhaps the best known is the Synecullum, over-
seen personally by the Patriarch’s deputy, but others SPY PERKS
exist, such as the demon-hunting Kalinthi and the
reformed psychics known as Penitents. Church Spies Martial Arts
see their calling as every bit as holy as those of oth- Mimic
er priests, even if outsiders sometimes cannot under- Rabble Rouse
stand why a religion needs covert operatives. Their Ruthless
activities are not always sinister. Rather, Spies work to Second Skin
protect the Church against the machinations of oth- Secret Agent
er powerful groups throughout the Known Worlds, Vicious Insult
including those who see its hold over the hearts and
minds of the common folk as obstacles to their own
quests for domination. Templar
A Spy assumes a “cover identity” calling under A Templar is a priest who fights to defend the Church
which they hide. (See the Cover Identity sidebar next and the faithful. This calling is distinct from that of
to the noble Incognito calling.) Church Spies have a Brother Battle (see above). Templars are priests be-
true allegiance to their agency: Penitents, Kalinthi, or longing to one of the other sects who have undertaken
Syncellum. the study of combat skills to better protect the interests
of the Church. All of them channel their faith in the
PATRON SAINTS Pancreator toward martial pursuits, inspired by the
examples of martial saints like Lextius and Mantius,
Noor the Observer — The Testament of Hombor mentions who showed that there is no contradiction between
his disciple Noor, a young woman who followed Hom- the Prophet’s teachings and the way of the Templar.
73
Depending on whether they operate alone or as part Skills: Fight 2; Focus 1; Impress 1; Melee 2; Remedy 1;
of a group, priests who take up this calling may or Shoot 2; Vigor 1
may not have specifically assigned duties. Those who Equipment: Premium weapon (+1 goal) or minor
do not usually attach themselves to the entourage of saint’s relic (+1 Focus)
a noble, merchant, or higher-ranking priest, lending
their aptitude with gun and blade to their cause. TEMPLAR PERKS
Known Church orders include:
The Adamantine Order — Mostly made up of knights, Badge of Merit
as well as some priests, this order serves the Eska- Badge of Valor
tonics, usually by protecting specific priests. Bodyguard
Order of Saint Yara — This order is dedicated to pro- Born on the Battlefield
tecting Amalthean priests on their frequent pil- Fencing
grimages to dangerous locations. Marksmanship
Swords of Lextius – These templars often serve the Martial Arts
Urth Orthodox priesthood as penance, although Mental Conditioning
some families seek favor by sending their younger Order Badge
sons into service.
(Members of these orders might fight alongside no-
bles of the Knightly Order calling.)
PATRON SAINTS
The Defenders of Aylon — Zebulon’s death shattered
the faithful. Grieving pilgrims traveled to Aylon to
pray at Prophet’s Hill, where he first preached. Oth-
ers had gathered too: Terrorists whose dark hearts
hated Zebulon’s words came to devastate the discon-
solate pilgrims. One small group of stalwart pilgrims
fought the terrorists with fist and blade and stick; that
day, victory belonged to the faithful, and the memory
of the defenders of Prophet’s Hill (c. 2849) inspired
others to protect the newborn church.
Jamshed the Purifier — Jamshed Taghavi protect-
ed the pilgrimage routes through symbiot-contested
space to holy shrines on Daishan (4902-5). An Or-
thodox initiate of deep piety, he recovered the boots
and sheath of Saint Mantius from a symbiot-infested
shrine. When attacked, he was miraculously saved
from symbiot conversion. His prayers against con-
version worked on others. Eskatonic and Orthodox
specialists studied his miracles and concluded that his
great works came from his deep faith.
Templar
74
INTRODUCTION
Merchant RULES
CHARACTERS
The guilds may be all that remain of the giant cor- Retainer TRAITS
porations of the Second Republic, but they’ve carved Riches
out an important place in the Empire. While nobles Saint’s Blessing TECHNOLOGY
may snub them, and priests may call them sinners, Tech Savvy
OCCULT
the merchants know they provide a necessary ser-
vice — one neither the houses nor the sects could get
along without. Filling in the Character Sheet
You can choose from a variety of guilds as a mem- See the noble upbringing stage, above, for direc-
ber of the Merchant League. Each of these are de- tions on how to fill out the character sheet with the
scribed in more detail in Faction: Guild Apprenticeship, traits provided to you by your upbringing, as well
later in this section. as your faction’s apprenticeship and your calling.
75
Engineers GUILD QUIRKS
Blessing: Bold (initiative edge on combat and coer-
A first meeting with an Engineer is guaranteed to be cion influence)
unnerving, if not downright petrifying. No one better Curse: Callous (-2 Presence when asked for aid)
understands technology than an Engineer, and they Favored calling: Mercenary
often show off their knowledge by incorporating tech Material award: MuSpA suit (TL6 device:
into every aspect of their lives — and sometimes their multi-spectrum synth armor; 4 Body Resistance;
own bodies. Shockproof, Slamproof + choose one more -proof:
Blaster-, Flame-, or Laser-; does not require an ar-
APPRENTICESHIP TRAITS mor capability. Tech Compulsion: Protective.)
Charioteer Explorer
76
INTRODUCTION
crime of all types. Their archeological finds help fuel At 1st-level, you choose a calling to represent your
their less-legitimate operations. early career. At this stage of your life, you’ve entered RULES
the work force.
APPRENTICESHIP TRAITS CHARACTERS
TECHNOLOGY
or Slug Guns) or a technology capability (Tech In the Known Worlds, Bankers aren’t just money-lend-
Lore 5+) or a Transport capability; Scravers Lore; ers and accountants — they’re practically priests in a
OCCULT
Streetwise Lore very exclusive sect with power over the magical forc-
Characteristics: Dexterity +1 or Strength +1; Per- es of wealth and prosperity. Bankers milk this myth
ception +1; Presence +2; Wits +1 for all it’s worth. They know that money comes and
Perk: Guild Commission (Associate) goes, but leverage remains. Leverage — debt — is power,
Skills: Charm 1 or Impress 1 or Knavery 1; Drive 1 or the unseen chain that binds the mighty to the humble
Pilot 1; Fight 1 or Melee 1 or Shoot 1; Intrusion 1 or Banker. Bankers don’t necessarily own the money they
Observe 1; Sleight of Hand 1 or Tech Redemption 1 handle; they’re managing the inflows and outflows for
their factions, keeping the records of who owes whom.
GUILD QUIRKS Everybody courts the Banker to turn on the loan spigot
Blessing: “The Man” (+2 Presence when leading un- but fears the day when debts come due. While most
derlings) Bankers remain in their home offices, some are tasked
Curse: Possessive (-2 Presence when cut out of the action) with the dangerous job of collecting on debts. These
Favored calling: Thief knee-breakers might let you off with a warning… once.
Material award: Guest key (TL7 nanotech device: Don’t make them come back a second time.
universal key; when inserted into a simple mechan- (While the Reeves Guild is best known for its bank-
ical lock, key conforms to shape needed to unlock ing empire, most Reeves are Lawyers first; hence, that
it, bypassing need for certain Intrusion rolls. Tech calling gets the guild’s favored status.)
Compulsion: Industrious.)
PATRON SAINTS
77
Lore (Cathedral Customs or Commons Customs); the pre-conversion Li Halan leader, Ustirin the Un-
Think Machines speakable (Bao Xionshên), Erhard caught her but
Characteristics: Dexterity +1 or Strength +1; was converted by her faith and reasoning. Ustirin
Faith +1 or Will +1; Presence +2; Wits +1 paid Erhard’s fee and then personally slew Kostka.
Perk: Choose 1 from the Banker Perks list below or Filled with remorse, Erhard spent the rest of his life
from the open perks list. hunting down and converting dangerous criminals
Skills: Academia 2; Alchemy 1 or Sleight of Hand 1; and outcasts.
Charm 2 or Impress 2; Empathy 1 or Observe 1;
Fight 2 or Melee 2 or Shoot 2; Interface 2 EARLY CAREER TRAITS
Equipment: Datacruncher (TL5 think machine calcu-
lator and record-keeper; curio) or a small alchem- Capabilities: Ranged Weapons (Energy Guns or
ical studio. Slugs Guns); choose Streetwise Lore or a Transport
capability (usually Aircraft or Landcraft)
BANKER PERKS Characteristics: Dexterity +2 or Strength +2; Intu-
ition +1; Perception +1; Presence +1
Bankster Perk: Choose 1 from the Bounty Hunter Perks list
Money Manager below or from the open perks list.
Riches Skills: Drive 1; Fight 2 or Melee 2; Impress 2 or
Savings Knavery 2; Interface 1; Observe 1; Pilot 1; Shoot 2
Taxes Equipment: A gun you’re capable with and a rogues
Windfall gallery (TL4 think machine curio: taps into local
Town Criers Guild’s datanet list of public bounties)
78
INTRODUCTION
PATRON SAINTS The (now-banned) Apocrypha of Augustyn claims he was
killed while raiding a passenger vessel near Maligna- RULES
Augustyn Martyr of Malignatius — For decades, Au- tius. The Penance of Augustyn, however, relates that the
gustyn raided ships and colonies, building an empire vessel conveyed converts to Zebulon’s faith; their testi- CHARACTERS
fueled by the slave trade. He died in 2723, the same mony worked wonders, and they converted Augustyn. TRAITS
year the Prophet began preaching the Omega Gospels. When he released the new slaves, he was butchered
by an outraged crew. Augustyn is revered by Chainers TECHNOLOGY
and penitents alike, each abjuring the other’s narrative.
OCCULT
PLAYING VILE CHARACTERS Saint Searc — Although later condemning the prac-
tice, the Church practiced a form of slavery against the
Fading Suns allows you to play villainous pagans of Malignatius in the early New Dark Ages.
characters. Some callings can be… problem- The greatest among the Chainers at that time was the
atic. Come on, now: Bankers and Lawyers? ex-soldier Searc MacRuadh (4200s?). Developing a
Devils incarnate. Joking aside, though, let’s conscience, Searc read from the Omega Gospels to the
face the fact that the Chainer calling is truly captured pagans, and later, he paid for Church schools
vile. So why is it here? to instruct the children of slaves. He wrote a book on
The depiction of slavery in Fading Suns in the humane treatment of pagans in the human-acqui-
no way condones such a barbaric practice. Its sition trade. He is known for converting the pagan Anu
existence in the setting is meant to emphasize Dechtire, later canonized as Saint Clinda.
how far humanity has fallen from its own ide-
als. They’re here to illustrate the misery many EARLY CAREER TRAITS
people have to endure in the far future. For
peasants, they’re bogeymen that actually exist. Capabilities: Streetwise Lore; choose a Transport
Those who choose to play a Chainer charac- capability (usually Aircraft, Beastcraft, or Landcraft)
ter should be aware of just what kind of scum Characteristics: Strength +2; Perception +2;
they’re playing and why. We don’t recommend Presence +1
you do it unless you want to use them to tell Perk: Choose 1 from the Chainer Perks list below or
tales of redemption and revenge, showing a from the open perks list.
terrible practice as part of a morality play that Skills: Drive 1 or Pilot 1; Fight 2; Impress 2; Melee 2;
reveals just how awful the business of captur- Observe 1; Vigor 2
ing people and forcing them into labor actual- Equipment: Ceramsteel cuffs (TL5 mechanical
ly is and always will be. handcuffs; Herculean Resistance to break and
The same is true of any PC who uses their Tough Resistance to pick; Tech Compulsion: Cruel)
power and privilege for selfish or vile ends. A
Sybarite might provide truly liberating and CHAINER PERKS
fun experiences for their guests, but they could
just as easily use their calling as permission to Aim Where It Hurts
be cruel and insensitive to the less-fortunate. Bogeyman
This is even the case for the holier callings, Labor Contractor
ranging from Inquisitors to Friars. Anyone can Nothing to Lose
abuse power. Ruthless
The question for you as a player is: What
can you do with this all-too-real setting ele-
ment to elevate the drama? How can such low Detective
characters participate in or at least reveal the You’re an investigator, gumshoe, or spy-for-hire. A De-
eternal transcendentals of the True, the Beau- tective is a master at tracking down clues and putting
tiful, and the Good? Short of that, how will them together to solve mysteries; some prefer to uncover
they get their eventual comeuppance? illicit affairs (an all-too-common job for most profession-
We’re not advocating that every game be a al Detectives). They learn to read a room for trace evi-
demonstration of the moral arc of the universe, dence, as well as people’s unspoken motives. Detectives
just that your villainous and unsavory charac- aren’t always noir night-stalkers; some are patriots for a
ters (should you choose to play one) serve a cause, such as alien rights, or even adjuncts to the In-
dramatic purpose, not a sick desire to torture quisition, rooting out sins. While sleuths in the popular
fictional characters or enact ill ideologies. imagination usually have bizarre character quirks, most
Detectives are actually nondescript and rarely noticed.
79
PATRON SAINTS may earn a guilder new enemies, it also brings new
opportunities to one’s guild.
Grant the Weary-Footed — A former member of the
Rampart police, Ross Grant (4712-99) was hired PATRON SAINTS
by Duchess Camillia Juandaastas to recover a rare
Anunnaki artifact of her father’s, the Istakhr Ibis. Af- Captain Marcus De Vatha — Marcus de Vatha of
ter a two-day chase through the Istakhr Market, the Leagueheim was called to navigate the stars and to
jaded gumshoe succeeded and realized that his pur- serve the first Emperor, and he did both with honor.
suit through the labyrinthine market was a metaphor Although a loyal Charioteer, he saw his peers as an
for regaining his childhood faith. The Miracle of the undisciplined gaggle of misfits, and he served House
Market restored his belief, and after marrying Camil- Alecto with military professionalism and precision.
lia, Grant offered his services to the Patriarch. Commanding the Emperor’s flagship after Vladimir’s
Serendipity’s Agent — A private detective in Tulasca assassination, the captain broadcast his last words as
on Tethys at the height of the Second Republic (c. the ship was destroyed by Hazat forces over Byzan-
3800), Allan McCall rarely sought trouble but had a tium Secundus: “What now the throne? What now
history of stumbling into increasingly deeper myster- the empire?”
ies. Minor investigations routinely led to weird cases Saint Heraclitus — A member of the Engineers
with psychic thieves, killer cyborgs, xeno-conspira- Guild, Heraclitus (??-4521?) aided Vladimir Alecto’s
cies, and corporate assassins — all somehow in the Leib-Gvardia Knights by recreating an arm for Sir
same case. McCall attributed his survival and his suc- Bors of the Watchful Vigil. His new Silver Arm was
cess to flukes and happenstance, although many still stronger, never tired, and could fight detached from
suspect he was secretly psychic. Sir Bors’ body. He also replaced Sir Toyotomi’s sliced
vocal cords with a small golden box, “the Miracle
EARLY CAREER TRAITS Voice.” After Alecto’s death, Heraclitus retired, read-
ing the Omega Gospels in contemplative silence. He
Capabilities: Lore (any) or Ranged Weapons (choose is also the patron saint of repair personnel.
Energy Guns or Slug Guns); Streetwise Lore
Characteristics: Dexterity +1 or Strength +1; Intu- EARLY CAREER TRAITS
ition +1; Perception +2; Presence +1
Perk: Choose 1 from the Detective Perks list below or Capabilities: Combat Armor or Military Weapons
from the open perks list. or Ranged Weapons (Energy Guns or Slug Guns);
Skills: Charm 1 or Impress 1; Disguise 1 or Empathy 1; Jumpweb Lore (Known Worlds or Barbarian Space)
Fight 1; Intrusion 2; Knavery 2; Observe 2; Shoot 1 Characteristics: Dexterity +1 or Endurance +1;
Equipment: Telltale eye (TL5 monocle device: the Intuition +1 or Perception +1; Presence +1; Wits +2
classic sleuth’s magnifying glass, but as a monocle; Perk: Choose 1 from the Imperial Cohort Perks list
it allows its user to view the IR and UV spectrums. or from the open perks list.
Tech Compulsion: Inerrant.) Skills: Charm 1 or Impress 1; Drive 2 or Pilot 2; Fight 1
or Melee 1 or Shoot 1; Interface 1 or Intrusion 1;
DETECTIVE PERKS Observe 1; Survival 1; Tech Redemption 2; Vigor 1
Equipment: Cohort Badge (TL7 curio; proof of status,
All-Access Pass keyed to your DNA and very hard to counterfeit)
Criminal Archive Access
Deduce IMPERIAL COHORT PERKS
Deputize
Hard Boiled This functions as the Priest calling of the same name.
Marksmanship
80
INTRODUCTION
of Reason against brutal violence, the defenders of
the just, the champions for the wronged — and they Mercenary RULES
charge hefty amounts of firebirds for their service. If not the oldest profession in the universe, the Mer-
While most Lawyers work a local practice, some roam cenary soldier-for-hire is certainly among the most CHARACTERS
at large, adjudicating the law for fief lords, parishes, ancient. Kingdoms rise and fall with and against TRAITS
guilds, and even freemen societies who can afford Mercenaries. It’s not always possible for rulers to
them. While a few might play legal Robin Hood now maintain large standing armies; many often have to TECHNOLOGY
and then, performing pro bono for good causes, most resort to contract war labor. Mercs are usually hired
OCCULT
Lawyers are ardent defenders of the feudal status quo. to work under the command of their employer’s des-
ignated general, but sometimes, they also take on the
PATRON SAINTS work of high-level strategic command. Mercs have
a code of honor among themselves, even those they
Kaari the Jurist — Never argue law with an obun: they might currently be fighting (and with whom they
shift from the specifics of legal rulings to the philosophy might be fighting alongside in the next hot spot for
of jurisprudence, then argue against their own position hire). While it’s a dangerous, dirty, and often maim-
until you end up defending their original claim. The ing job, Mercs are relatively safe in the knowledge
descendent of obun emigrants to Criticorum, Kaari vo that, should their employer’s side lose, they can sim-
Mata (c. 3600) applied this sophisticated obun dispu- ply walk away to the next job. While a Merc could be
tation technique to human legal arguments with such a loner, they’re most often part of a tight-knit band —
skill that she became the first (and only) alien to hold or the last survivor of one.
the title Senior Jurist of Leagueheim.
Yawster the Shrike — Scant evidence allows for the ex- PATRON SAINTS
istence of Saint Yawster of Sutek (2800s?), but legend
has it he was a “no frills” lawyer who placed his skills Saint Dyn’dran — The Aylon ukar warrior Dyn’dran
in defense of the new Church. He’s often depicted as Oed Nata (?-4911) was a mercenary before joining
being converted by St. Maya the Scorned Woman af- the al-Malik army and eventually pursuing the holy
ter he defended her against the civil authorities for dis- path of peace, Tauntlasta. Preaching unity among
turbing the peace. The famous statement attributed to all sentient creatures, he founded the Parliament of
him — “I used to shill for my clients in court, now I’m a Speakers, consisting of representatives of the obun,
shiller for Zebulon!” — is found inscribed on the Reeve ukari, oro’ym, vorox, shantor, gannok, hironem,
University gates on Leagueheim. An appellant to Zeb- etyri, and humanity. Killed by regency authorities,
ulon, the Miracle of the Plaintiff is attributed to him. he is remembered among mercenaries as one of their
own and regarded among many peoples as holy.
EARLY CAREER TRAITS Unggala, the Growling Commando — Unggala of
Ungavorox was part of an elite Bannockburn-based
Capabilities: Lore (any) and a Customs Lore Muster squad-for-hire that served during the early
(Cathedral Customs or Court Customs) years of the Emperor Wars. The squad commanded a
Characteristics: Faith +1 or Will +1; Intuition +2; high price, and Unggala played his part with terrify-
Presence +2 ing ease. Devastating in combat, he fought to protect
Perk: Choose 1 from the Lawyer Perks list below or those who had become his kin. Their death on a mis-
from the open perks list. sion while he was elsewhere broke him: “My angruwa
Skills: Academia 2; Charm 2; Empathy 1 or Focus 1; is gone; I can fight no more,” he lamented, and he lay
Interface 1; Knavery 2; Perform 2 down and died.
Equipment: Legal mind (TL4 think machine: volu-
minous data file with legal case histories for 3 dif- EARLY CAREER TRAITS
ferent areas of law, such as fief management, guild
contracts, war, etc.; substitutes for a related Lore Capabilities: Choose Armor (Combat Armor or
capability when arguing cases) War Armor) or a Military Ordnance capability (Ar-
tillery, Demolitions, or Gunnery); Ranged Weap-
LAWYER PERKS ons (choose Energy Guns or Slug Guns)
Characteristics: Dexterity +2; Endurance +1;
Bureaucracy Strength +2
Friends in High Places Perk: Choose 1 from the Mercenary Perks list below
Playing the Game or from the open perks list.
Shield of the Law Skills: Drive 1 or Observe 1; Fight 1; Impress 1; Me-
Stunning Statement lee 1; Remedy 1; Shoot 3; Vigor 2
81
Equipment: Supply depot (a Merc band can consol- Fragmentary ship’s logs reveal in part the encounter
idate their guns and ammo to form a large depot; with an indescribable creature of pure evil. The final
for each Merc in the band, spend 100 fb on military log concludes with the captain’s despondent cry, “It
supplies) returns.”
Reclaimer Redemption 2
Equipment: Hovernet (TL7 anti-grav synthmesh bag
Archaeologist, salvager, looter – these are all sobri- with remote-control wristband; holds up to 2 cubic
quets of the Reclaimer. For the contemporary Known feet worth of items; floats behind its user. Tech Com-
Worlder, the bulk of history lies behind them; the fad- pulsion: Industrious.)
ing suns await ahead. There will be no more great
marvels or wonders wrought by humankind. Those RECLAIMER PERKS
lie now in the past, waiting for Reclaimers to find and
extract. In many ways, technological society would Can Opener
cease to exist if not for bold Reclaimers, who dig Intruder
into the ruins, hidden fastnesses, asteroid bases, and Keen Awareness
abandoned moon cities left behind by human — and Oriented
alien — forebears. Whether it’s Second Republic mili- Recreate Artifact
tary tech, Diasporan domestic utilities, or even Anun- Spotter
naki relics, the Reclaimer will let nothing stop them
from scouring every world for its last hidden secrets.
(While this is officially the calling most acknowl- Scout
edged by Scravers, their true favored calling is actu- Scouts are wilderness guides, rangers, military recon
ally as Thieves.) experts, and explorers of the untrod frontiers. They’re
more comfortable roughing it in the wind and rain
PATRON SAINTS than in a cozy city apartment or a palace lounge. For
some, the incentive is an affinity with nature; for oth-
Blessed Saint Glam — As the only ukar ever recog- ers, it’s just as much a hatred of the madding crowd
nized by the Church as a near-saint and declared by as a love of tracking and hunting wild creatures. To
them as “Blessed,” Glam (?-martyred 4603) is a saint others it’s a job: getting behind enemy lines and map-
to the small sect of ukari believers. Glam worked as ping the lay of the land. They might have to put up
a Reclaimer until he discovered early Universalist with the coddled nobles, irate priests, and impatient
Church works. Converted, he returned to Kordeth merchants who pay them to guide their expeditions
with great zeal to spread his new faith. Glam was and caravans, but to a Scout, nothing beats roughing
martyred deep underground attempting to convert it in the wilds.
the Traditionalist clans.
HSDS Salvage Crew Nine — The nine crewmembers PATRON SAINTS
of a deep space salvage mission sought glory in space
and found it together in death. In the last decades of Gallus, Witness to the Vorox — Gallus Paciacus (4200s)
the First Republic, the Henrikson-Scott corporation came from a military background, serving as a scout
sent a salvage crew beyond Tethys to investigate ru- for the Hawkwood forces against the early incursions
mors of an unidentified ships’ graveyard. Two centu- from Vuldrok space. Noted for the Miracle of Gwyn-
ries later, the salvage vessel was found floating adrift. eth, where he saved a missing Hawkwood heir, he lat-
82
INTRODUCTION
er became a scout for Church missions. Attempting One form of spy peculiar to the Merchant League is
to convert the feral Vorox of Ungavorox, he plunged the Republican, a partisan secretly advocating for the RULES
deep into the wilderness and was torn apart, mar- r/evolution of the Empire into a Third Republic. While
tyred during an event called the Flaying. this cause is more popular among yeomen, it can also CHARACTERS
Sutek’s Boon — Robyn Marks (c. 2310) was the first be fought for within the League guildhalls by Spies. TRAITS
scout on Sathra’s Boon (now Sutek) to fully document
Anunnaki structures, but the zaibatsu confiscated this PATRON SAINTS TECHNOLOGY
data and ensured the sites remained hidden. After the
OCCULT
Sathra Rebellion, a data disk was recovered that con- Luka “The Mace” Moretti — Luka (?-4430s?) was per-
tained hundreds of personal illustrations, maps, and haps an apocryphal figure, although some tantalizing
journal entries that Marks had not entered in formal evidence suggests he did exist. When his brother Josip
reports: the scout’s gift to those who had made the became a priest, Luka swore to his mother he would
planet their home became an invitation to rediscover watch over him. Becoming an enforcer and then a
Sutek’s ancient past. successful Scraver, he used his network of contacts to
keep Josip safe. Josip later became Archbishop of the
EARLY CAREER TRAITS Delphian Metropilae. Luka’s information saved his
life on six occasions, twice miraculously.
Capabilities: Lore (any) or Life Science; Ranged The Paramour — Renowned throughout the Known
Weapons (choose Energy Guns or Slug Guns) or Worlds for her alabaster skin, her seductive dance,
Shipboard Operations or a Transport capability and her dulcet voice, visits by Chantal de Sauve of
(usually Aircraft, Beastcraft, or Landcraft) Vera Cruz (c. 4575) were a welcome respite in the
Characteristics: Endurance +1; Intuition +1; Per- chaos of the Regency — until accusations flew that
ception +2; Wits +1 her true art was espionage. Allegedly, for every noble
Perk: Choose 1 from the Scout Perks list below or bed she shared, she acquired a dozen secrets for the
from the open perks list. League. Decados records document her capture and
Skills: Animalia 2; Drive 1 or Pilot 1; Observe 1; execution, but the Song of Chantal boasts of her escape
Remedy 1; Shoot 1; Sneak 1; Survival 2; Vigor 1 and flight to safety.
Equipment: Compact wilderness survival kit (TL4
backpack with microtech items that unfold into EARLY CAREER TRAITS
full-size: compass, water purifier, food rations for
one month, rope, knife, machete, utility tool, one- Capabilities: Choose 1 that supports your cover iden-
person tent) tity; Poison Lore or Streetwise Lore or Torture Lore
Characteristics: Dexterity +1; Perception +2; Pres-
SCOUT PERKS ence +1; Wits +1
Perk: Choose 1 from the Spy Perks list below, your
Animal Friend cover identity’s list, or from the open perks list.
Chameleon Skills: Empathy 1 or Sneak 1; Knavery 2; Observe 2;
Destinator allocate 5 skill ranks among other skills that support
Guts your cover identity.
Memory Expander Equipment: As your cover identity’s calling.
Military Rank
Oriented SPY PERKS
Spotter
Wild Domain Martial Arts
Mimic
83
tions, and the mysterious jumpgates. Many pilots Characteristics: Dexterity +2; Intuition +1; Wits +2
spend their careers entirely within a single system, Perk: Choose 1 from the Star Pilot Perks list below or
ferrying people and goods back and forth or standing from the open perks list.
on duty in the system’s defense fleet. Some have even Skills: Charm 1 or Impress 1; Drive 1; Interface 2;
seen space combat, whether as a military helmsman Observe 1; Pilot 3; Shoot 1; Tech Redemption 1
or a victim of piracy. A rare few travel between sys- Equipment: Spacesuit and a good luck token (coin,
tems through the jumpgates, witnessing the myriad die, animal foot, etc.).
worlds of the Empire. Star Pilots don’t usually own
their own ships; most of them are contract pilots for STAR PILOT PERKS
one patron or another. They are trusted as disciplined
professionals but watched by the Church in case they Daredevil
become curious about the Sathra Effect. That state of Mechanic
rapture is the boon and bane of Star Pilots – the high Military Rank
some of them secretly chase but can never keep. Risk Taker
Stunt Pilot
PATRON SAINTS Windfall
85
art and culture would present. Gailbreath manipulat-
ed obun trust to access countless artifacts and relics Tycoon
that fetched a high price in the human markets. To The Tycoon is the ultimate high-class con-artist who
him, the scorn that his betrayal earned was worth the believes their own con. They’re suffused with a will-
prestige and wealth he acquired beyond obunspace. to-power and the supreme confidence that their con-
Saint Jakande — Legend states this merchant, estab- fidence alone is all they need to succeed. Despite the
lishing new markets on Pyre, encountered Zebulon name for this calling, the Tycoon doesn’t necessarily
on Kish (Encounter with the Sellers: Omega Gos- have a lot of money. Tycoons who don’t have many
pels, Galaxia 2:7). Converting, he spread the Proph- firebirds to rub together see their condition as mere-
et’s message via the trade routes. On Urth, the First ly a temporary setback, a learning experience. Soon
Council beheaded him for civic disturbance, but enough, they’ll convince someone to invest in their vi-
Pascal Jakande picked up his fallen head and walked sion or superior methods of wealth-attainment and be
about Cuidad Mexico, proclaiming Zebulon’s truths. back in the high life. Tycoons need patrons (“marks”)
Legend conflates Jakande with two other (historic to fund their schemes, but crazily enough, their chutz-
Church) merchants, Denis Aguda and Jacque Ditiki. pah often wins through and brings them and their in-
vestors big rewards. That’s never enough, however, to
EARLY CAREER TRAITS satisfy their craving to keep winning. Even those
Tycoons who devote themselves to raising
Capabilities: Lore (any) or Ranged money for charities find that it’s the pur-
Weapons (Energy Guns or Slug Guns); suit rather than the cause that’s more
choose a Customs Lore (Cathe- important to them. There’ll be a new
dral Customs, Court Customs, cause next week, but the race to win
or Streetwise) never ends.
Characteristics: Intu-
ition +1; Perception +1; PATRON SAINTS
Presence +2; Wits +1
Perk: Choose 1 from The Prodigal Daughter —
the Trader Perks Griffin and Sons was a
list below or financial giant in the
from the open Second Republic. Its
perks list. growth owed much
Skills: Charm 3 to Jane Griffin (c.
or Knavery 3; 3900), the corpo-
Empathy 2; ration’s Director of
Fight 1 or Melee 1; Philanthropy. Expendi-
Perform 2; Shoot 1; tures were staggering, but
Sleight of Hand 1 her effort to fund grants
Equipment: Lockbag (TL6 cu- and services for displaced
rio; synthmesh backpack or families and freed slaves brought
satchel with Severe Resis- Griffin and Sons to the public eye.
tance lock and fabric) Such positive attention created new
investments and opportunities; but
TRADER PERKS more importantly, Jane served
as the human face of Griffin and
Embargo Sons and encouraged public trust in
Gambler corporate beneficence.
Income Tax Shaddiyya the Shining — Shaddi-
Riches yya Qalanjo (3800s-3900s) became a
Savings wealthy model during the Second Re-
Schmooze public. Creating her own line of beau-
Swimming with Sharks ty products by having her
friends and lovers invest
and selling her name to
corporate interests, she
eventually became one
Vorox Scraver Trader
86
INTRODUCTION
of the wealthiest women of her era. Traveling to the Equipment: Power accessory (TL5 hypnotic curio tie,
ukari reservations and seeing the poverty on Ar- cravat, scarf, or necklace: once per scene, you can RULES
cheon, she became an activist, throwing half of her take a primary action to ostentatiously adjust it with-
wealth into the Church and her own charities to aid in sight of one or more marks; your next persuasion CHARACTERS
the downtrodden. influence roll against any witness gets +1 goal) TRAITS
OCCULT
Capabilities: Lore (any); choose a Customs Lore (Ca- Credit-Worthy
thedral Customs or Court Customs) or a Science Lore Friends in High Places
Characteristics: Faith +1 or Will +1; Intuition +1; Hedge Fund
Presence +2; Wits +1 Long Con
Perk: Choose 1 from the Tycoon Perks list below or Riches
from the open perks list. Swimming with Sharks
Skills: Alchemy 2; Charm 2 or Impress 2; Crafts 1 or
Tech Redemption 1; Empathy 1 or Focus 1; Melee 1
or Shoot 1; Knavery 2; Perform 1
Yeoman
Not all freemen belong to a guild. Some have either tions do they still have to that noble? If the character
lost their guild affiliation or never had one to be- ran away from their previous obligations, whether
gin with. These independent agents — called yeo- that was a noble or the Church, then does their previ-
men — often work for the guilds, but they sacrifice ous master still pursue them?
the protection and stability such an organization A yeoman takes a great deal of risk in making their
offers for freedom and autonomy. They cannot call way through the Known Worlds. These characters
on back up when they are in trouble, but they also are best suited for life on the outskirts of civilization,
do not have to submit to someone else’s commands. perhaps near the barbarian worlds or on newly re-
This arrangement is far from the norm, for almost discovered planets. The closer a yeoman gets to the
everyone is beholden to someone else. Yeomen heart of civilization, the more pressures they’ll feel to
are the only people without a liege of some kind commit to a master.
(though even they must profess allegiance to the A significant number of yeomen are aliens. Aliens
Emperor). can’t always find their place in the ranks of the nobil-
While the guilds provide yeomen with most of ity, the cloisters of the Church, or even the guildhalls,
their work, they are not the only customers who so those who leave their native areas are most often
take advantage of these unique arrangements. No- yeomen.
bles will seek them out, especially when they don’t As a yeoman, you can join a freeman society (see
want the guilds to become aware of certain tasks or below) as your faction, or you can choose one of the
if they want to be able to deny any involvement. The houses, sects, or guilds. In the latter case, you are not
Church supports the feudal order even more fiercely officially a full member of that faction in the same way
than the nobles do, but it uses free agents in its fight that a noble or priest is, but rather, you are a house-
against heresy. After all, it’s easier to risk the soul holder, a lay member, or an adjunct in the employ of
of someone living on the outskirts of society than that faction. You are able to move freely within that
someone at its heart. faction, and you might even garner a great deal of
respect, but you will never have the same power and
PLAYING YEOMEN influence as a full member.
Most yeomen are likely to use one of the open call-
Ask why your character has become an independent ings (listed below). If they want to practice a noble,
agent. If one of the guilds kicked them out, do they priest, or merchant calling, they’ve got to have a good
maintain any ties to the League? If a noble recently excuse for how an outsider gets away with it.
made them a freeman, then why, and what obliga-
87
Class: Upbringing and merchants (who can also choose one of these
societies for their faction), they are mainly led by
At 1st level, you gain the following traits: yeomen.
Innumerable societies exist throughout the Known
UPBRINGING TRAITS Worlds. Most of them are purely local, such as lodg-
es, fellowships, and clubs. Some of them are of such
Capabilities: Choose one social arena (Court Cus- widespread appeal that members can be found on
toms, Cathedral Customs, or Commons Customs); many worlds. The five listed below are examples of
Homeworld Lore; Read/Speak Urthish; and choose 2 such interstellar societies.
additional capabilities to represent your background. If you choose this option, you spent your early
Characteristics: 5 ranks allocated to the charac- apprenticeship years learning the ropes from your
teristics of your choice in any combination. (How- faction.
ever, at 1st-level, you cannot have a characteristic
higher than 8.)
Perks: the Independent perk plus 1 class perk chosen The Dispossessed
from any class’s perks list (including the Yeoman A brotherhood of mercenaries has formed, and most
Class Perks list) or from the open perks list. of them are fed up with nobles, priests, and mer-
Skills: 5 ranks allocated to the skills of your choice in chants. In the last few years, this band has grown to
any combination. (However, at 1st-level, you can- include interstellar chapters, welcoming all former
not have a skill higher than 8.) soldiers into its ranks. While most of its members are
still active mercenaries, some serve in civilian capaci-
Yeoman Class Perks ties, helping the group to become the foremost veter-
ans’ rights advocates.
A yeoman is a do-it-yourself character. They have The Dispossessed is perhaps the largest and lon-
only a handful of special class perks of their own, but gest-lasting independent army in the Empire. Its re-
they can mimic the perks of the other classes. Yeoman cord of victories and defeats reads like a list of the
players should work with their gamemaster to figure greatest battles in Known Worlds history. It began
out how they learned their abilities outside of their as an army of Ronin who escaped the annihilation
exclusive networks. Some perks obviously cannot be of their Chauki masters in the Hazat purge of that
mimicked, such as the ranks (Noble Title, Church Or- noble house. Disgraced by its inability to protect its
dination, Guild Commission), but many can be ap- original employers, the small army today wanders
proximated. Also, in no case can a yeoman follow the the stars, offering its services to the highest bidder
Brother Battle calling or learn its perks. while maintaining a strict ethical code.
Householder
Independent APPRENTICESHIP TRAITS
Martial Arts
Military Rank Capabilities: Combat Armor or War Armor; Mil-
Nimble itary Weaponry (choose Artillery, Demolitions, or
Peasant Hero Gunnery); Warfare Lore
Professional Reputation (Rep) Characteristics: Dexterity +2 or Strength +2; En-
Saint’s Blessing durance +2; Presence +1 or Will +1
Perk: Professional Reputation (Rookie)
Faction:
Skills: Drive 1 or Pilot 1 or Vigor 1; Impress 1; Fight 1;
Melee 1; Shoot 1
Society Apprenticeship
SOCIETY QUIRKS
Blessing: Taciturn (+1 Mind Resistance against
influence)
Unlike the power factions of the Known Worlds — Curse: Twitchy (-2 Presence in tense situations)
houses, sects, and guilds — freemen join societies Favored calling: Mercenary
formed around a special interest, such as an ideo- Material award: Military squawker (TL6 radio; pla-
logical cause, a hobby, or a shared sacrifice or netwide range + 1 AU interstellar. Tech Compulsion:
commitment, such as military service or mission- Indiscreet.)
ary work. While they are open to nobles, priests,
88
INTRODUCTION
F.A.R. St. Paulus was a star pilot who became the first disciple
of the Prophet Zebulon. He is remembered as an affa- RULES
(Frontier for Alien Rights) ble swashbuckler who had a deep faith that the Pancre-
ator would keep him safe. His starship, the Spider, is a
legendary ghost ship of the jumpweb.
CHARACTERS
TRAITS
This is the foremost interstellar organization advocat-
ing for the full equality of all sentient species in Known APPRENTICESHIP TRAITS TECHNOLOGY
Worlds society. With Alexius’ tacit support, they have
OCCULT
made significant progress in the last few years. Their Capabilities: Beast Lore or Life Science or Xeno
core leadership is made up of yeomen, mostly attract- Lore; Lore (any); Shipboard Operations
ing aliens, but some humans, too. Although F.A.R. has Characteristics: Presence +2 or Strength +2; Intu-
a rep for violent terrorist actions, the leadership has ition +2 or Perception +2; Endurance +1 or Faith +1
distanced itself from those fringe actors and strives to Perk: Professional Reputation (Rookie)
become an accepted political force. Skills: Animalia 1; Charm 1 or Observe 1; Drive 1 or
Pilot 1; Melee 1 or Shoot 1; Remedy 1 or Survival 1
APPRENTICESHIP TRAITS or Tech Redemption 1
Society of St. Paulus when it’s needed. Any Vagabond can initiate someone
into the “guild.”
This society is an interstellar club of hunters and ex- Vagabonds are everywhere. They are the down-
plorers. Its membership is open to yeomen, as well and out; the ignored and the unwanted; the loners
as nobles, priests, and merchants. Many, but not all, and travelers; the dreamers who won’t work and the
members of the Society of St. Paulus are pilots, and crippled who can’t work. They have their own lan-
they all have a thirst for adventure. The Explorer guage, using universal hand gestures and whispered
calling is common among members of this society. grunts. Secret signs exist all over the Known Worlds,
Its members travel the Known Worlds gathering, col- pointing to hidden locations where a night’s shelter
lecting, and disseminating information about its flo- is waiting or where food can be obtained. Scratch
ra, fauna, and geographies. They have a shared belief marks on walls, twigs placed in certain angles, and
that all sentients should be free to roam the stars. Part carefully laid patterns of stones in the streets all are
of the admission to the society involves taking an oath reliable sources of information to the Vagabonds.
to help any fellow travelers in need. Their ranks swelled as the Emperor Wars ended.
Most, but not all, members of the society revere their Not only did they recruit refugees displaced by the
namesake, St. Paulus, also called Paulus the Traveler. rampant destruction, but the massive demobilization
89
left millions of veterans out of the only work they had getting to know its people and judging whether they
known for years. Many tried to return to life as serfs, are friend or foe.
and many could not make the transition. Instead they Some Vuldrok from the newly ennobled House
found a new camaraderie amongst the down-and- Eldrid can be found in the Known Worlds, but this
out, the ignored and the unwanted. yeoman society represents Vuldrok freeman who seek
Even for the trained killers who swelled the ranks of out Known Worlders. The majority of Vuldrok soci-
the Vagabonds, information tendered, services ren- ety is made up of freefolk who only voluntarily bind
dered, and kindnesses granted are their main tools of themselves to thanes and other rulers.
survival. Though there are no formal leaders for the
group, there’s almost always a few to whom the oth- APPRENTICESHIP TRAITS
ers turn to for advice. Some of the unofficial rulers of
the Vagabonds are reputed to have powers all their Capabilities: Armor (choose Combat Armor or War
own, unique talents that make life for the Vagabonds Armor) or Military Weapons; Speak Vuldrok; Vul-
as a whole much easier to accept. These beggar-kings drok Lore or Crafts Lore
are usually known to the people in power, and they’re Characteristics: Dexterity +2 or Strength +2; En-
normally held with grudging respect or a very real durance +1; Faith +1 or Will +1; Perception +1 or
sense of fear for the secrets they know. Presence +1
Characters who choose this as their faction are Perk: Professional Reputation (Rookie)
“all in” — they’re the organizers of the society and Skills: Animalia 1 or Charm 1 or Impress 1; Crafts 1
upholders of the four Vagabond codes: know how to or Tech Redemption 1; Drive 1 or Pilot 1; Fight 1 or
survive; know who you can depend on; keep your eyes Melee 1 or Shoot 1; Survival 1 or Vigor 1
and ears open for information; and be useful.
SOCIETY QUIRKS
APPRENTICESHIP TRAITS Blessing: Unyielding (+1 goal on End-, Will-, Faith-
based rolls when being called out)
Capabilities: Lore (any); Speak Vagabond Patois; Curse: Prideful (-2 Wits when insulted)
Streetwise Lore Favored calling: Pirate
Characteristics: Endurance +1; Will +2 or Faith +2; Material award: Premium weapon (+1 goal; usually
Wits +2 an axe) or a premium handheld shield (+1 to its Re-
Perk: Professional Reputation (Rookie) sistance bonus).
Skills: Charm 1 or Impress 1; Fight 1 or Melee 1;
Open Callings
Knavery 1; Observe 1 or Sleight of Hand 1; Sneak
1 or Survival 1 or Vigor 1
90
INTRODUCTION
PATRON SAINTS for the future dead; or you might be a mosaicist creat-
ing glorious scenes on temple ceilings. Your ego, drive RULES
Jankowski of Cadiz — When Patriarch Nadim’s ship for gainful employment, need for inspiration, or even
crashed on Cadiz, he was found by Kuba Jankowski your curiosity may lead you out to new worlds and CHARACTERS
(4538? -4622?), whose study of migratory bird pat- into adventure. TRAITS
terns helped guide the injured Patriarch north to
safety. Jankowski’s hobby of collecting edible insects PATRON SAINTS TECHNOLOGY
kept the Patriarch alive, and his passion for old smoke
OCCULT
signals brought them deliverance. He miraculously The Dramaturge — Bernhard Waldmeister of
levitated the injured Patriarch to medics. Believed to Leminkainen (c. 3800) was an eccentric dramatist
be an apocryphal folk-saint, Church receipts vouch and allegorist whose final work, The Symposium of the
for his existence. Worlds, is said to have presaged the fading suns. With
The Journeyman — With the rejection of Repub- a dramatis personae of 13 planetary and cosmologi-
lican rule, many communities were forced into cal spirits, the play’s dialogue in the brief middle act
self-reliance. Ravenna legends tell of the crafts- consists entirely of literal gibberish… or a celestial
man Walker Schmidt (c. 4000) and his Wanderge- language, depending on the audience’s inclination.
sellen, journeymen who travelled from place to Bernhard’s drama concludes with the incarnate solar
place, offering their diverse services to townships spirit prophesying cataclysm as the stage descends in
and people in need. As volunteer generalists with a darkness.
smattering of basic skills in programming, nursing, Laurent of the Non-Framing Medium — Xavier Lau-
engineering, and other various trades, Schmidt and rent (?-4755?) received an education in the arts on
his itinerant journeymen (and women) proved vi- Rampart. Tiring of Neo-Free Association Classicism,
tal to the survival and transformation of countless he became a leader of the Symbolist-Liberation Art-
communities. ists, a guerrilla artist collective devoted to disruption
of “the accepted subject matter.” Specializing in “the
EARLY CAREER TRAITS Under-Id of Form,” he converted when he attempted
to paint the shadow of Zebulon. After his sudden re-
Capabilities: Choose 2 capabilities. alization of the Omega Gospels, Laurent devoted his
Characteristics: Allocate 5 ranks to your charac- life to miraculous five-dimensional “Ben-Day” repre-
teristics. sentations of the Prophet.
Perk: Choose 1 from the Amateur Perks list below or
from the open perks list. EARLY CAREER TRAITS
Skills: Allocate 10 skill ranks.
Equipment: Choose basic gear (with the gamemas- Capabilities: Choose 2 Lores (any appropriate to
ter’s approval) that makes sense for your character. your medium).
Characteristics: Dexterity +1; Intuition +3;
AMATEUR PERKS Perception +1
Perk: Choose 1 from the Artist Perks list below or
Beginner’s Luck from the open perks list.
Born Under a Lucky Star Skills: Academia 1; Arts 3; Charm 1 or Knavery 1;
Learning from Mistakes Empathy 2 or Focus 2; Observe 2; Sleight of Hand 1
Risk Taker or Vigor 1
Superficial Knowledge Equipment: Artist’s tools
Alternative: Actor
91
ARTIST PERKS Skills: Academia 2; Animalia 2 or Tech Redemption
2; Charm 1 or Impress 1 or Knavery 1; Intrusion 1;
Cat Burglar’s Eye Observe 2; Drive 2 or Pilot 2 or Survival 2
Contortionist Equipment: Expeditionary medallion (TL5 think
Main Attraction machine curio; acts as a compass, weather predic-
Musical Savant tor, and simple motion detector)
Perfect Pitch
Royalties EXPLORER PERKS
Virtuoso
Animal Friend
Explorer Anthropologist
Cartographer
You believe you were born to see the universe. Ex- Destinator
plorers like you can be found anywhere within —and Guts
sometimes outside of — the Known Worlds, exploring Oriented
planets and tinkering with ancient technology. You
are always seeking new adventures and a new dis-
covery. People choose to become explorers for many Mercurian
reasons. Some are explorers for hire — charting new The Mercurians are both a secret society and a call-
worlds or seeking ancient relics to sell to the highest ing. Where some people may complain about the
bidder. Some set out to the stars for the sense of ad- universe and their place in it, Mercurians prefer to
venture. Others seek hidden knowledge. Which kind handle the matter in a different way. They create
are you? chaos, generally in opposition to the current order,
but also as a way to make people aware of the ab-
PATRON SAINTS surdity of life. Anyone can pull off a prank. Only
Mercurians pull off the subtle or grand hoaxes that
Edwin the Far-Seeker — With the onset of the barbar- leave people talking about them for years to come.
ian invasions, Edwin Hawkwood (c. 4545) sought nei- If an independent operative manages this epic feat,
ther vengeance nor conquest; he yearned to explore the Mercurians immediately hunt her down… and
new vistas and strange worlds. Accompanied by his try to recruit her.
Orthodox confessor, Edwin forged ahead into Vul- Most Mercurians lead a double life. In their day-
drok space. They were inseparable, and they traveled to-day existences, they are nobles, priests, and guild
together from exploit to exploit. Their journey ended members in good standing; when they are alone, or in
in death: captured by Vuldrok on Hargard, they were the company of others of their ilk, they are a serious
lashed together and run through with a single blade, threat to order and respect. Some claim that hull rats
bound together in death as they lived in life. were originally introduced as a result of the Mercuri-
Saint Jortda — William Quinn Jortda (3728?-?), a ans, and almost everyone in the know is certain that
Second Republic geologist interested in impact cra- the occasional unaltered brute on a ship is a direct
tering on lunar surfaces, took to exploring space in his result of their efforts. More than one ship has suffered
starship Percival. Discovering habitable worlds now a long, arduous space journey with the constant odor
lost (3876, Eve, Gottard), he is primarily remembered of brute musk.
for being a respected scientist and Church member, But not every action taken by the Mercurians is
rare during his era. Known for the Miracle of the a grand or sweeping gesture. Many of their maneu-
Sprouting Lunar Flower, later legend states he found vers are subtle enough not to be noticed at all. True
Saint Lextius’ hidden planet of Dogen and was admit- Mercurians do not troll others in desperate hope of
ted, never to return. getting a reaction. Instead their actions have specific
goals — highlighting the vanities of a priest, the greed
EARLY CAREER TRAITS of a Reeve, or the abuses of a noble. A classic Mercu-
rian prank is to dress up as a noble’s work crew, dig up
Capabilities: Lore (any); Science Lore (any) or Tech a major road, and leave it that way — a sign that the
Lore noble is too engrossed in building monuments to his
Characteristics: Endurance +1; Intuition +1; Per- own vanity to bother serving his serfs.
ception +2; Wits +1 Most Mercurians are not paid for what they do. Re-
Perk: Choose 1 from the Explorer Perks list below or wards come in the form of secretive smiles and fond
from the open perks list. Mercurian memories. Many of the Mercurians only
92
INTRODUCTION
meet other members of their secret group after help- MERCURIAN PERKS
ing them escape from prison. It normally takes years RULES
for Mercurians to even begin to understand what the Calculating
group has accomplished and what they are planning Can’t You Take a Joke? CHARACTERS
for the future. Master of Deception TRAITS
Nimble
PATRON SAINTS Temporary Autonomous Zone TECHNOLOGY
Vicious Insult
OCCULT
Saint Beytaz the Revealer — This ancient Avestite
made her mark in the 43rd century at the height
of the noble attacks on Temple Avesti. Already re- Pirate
nowned for the efforts to which she went to reveal You ply the space lanes seeking easy targets to plun-
nobles violating the laws of Mother Church, her der. You don’t discriminate, targeting unarmed ships
activities went into high gear when a noble fleet as- and unprotected ground bases equally. Pirates like
sembled to attack Pyre itself. The bawdy party she you come from all walks of life, but you all share the
scheduled at a brothel on Criticorum revealed both desire for easy plunder. Some cultures, such as the
lords of the fleet and their confessors, forcing the Vuldrok, are notorious raiders and pirates.
Patriarch to recognize the armada being assembled Your M.O. is to haunt jumpgates or the outer fring-
against true believers. Beytaz lost her life only a few es of a solar system, rarely daring to venture into pop-
years later at the hands of al-Malik nobles whose ulated areas, preferring far off colonies and moons
greed she brought to light, and the Avestites insisted that aren’t heavily inhabited. The pickings might be
she be named a saint within a few years, despite her scarce, but you’re less likely to run into patrol ships
sometimes scandalous behavior. and can more easily flee when the tide of battle turns
Saint Thornley — Surely a mythical figure, no one against you. There isn’t a Pirate out there who doesn’t
could have managed all the activities ascribed to this have a good escape plan. Most Pirates have a signa-
unofficial saint. Said to have been a Slayer involved in ture move or something that makes them stand out,
the assassination of Vladimir before leaving that guild allowing them to be known by reputation. One Pirate
to become both a Mercurian and a Vagabond, tales might be known for never leaving anyone alive, while
of St. Thornley place him at the site of the greatest another might pride themselves on never killing any-
pranks in history. Best known for claiming all peo- one on the ships they board.
ple are patriarchs and should be treated right forev- Not all Pirates are independent; some choose to op-
er, Mercurians still make pilgrimages to his assumed erate as privateers in service to a particular faction.
grave on Holy Terra. Taking this calling does not give you a starship.
It simply means you have experience operating
EARLY CAREER TRAITS aboard a pirate ship.
93
Confronting its captain on the bridge, he fell to his
knees before Saint Paulus and proclaimed: “I have Psychic
caught the prize of all prizes — the Pancreator!” He You have strange powers of the mind. Psychics usu-
awoke aboard his own ship, recorded his encounter, ally cling to no particular faith or order and, unlike
and slipped away in a shuttle, never to be seen again. theurgists, they’re rarely a part of the Church. The
Inquisition hunts and seeks to eradicate psychics
EARLY CAREER TRAITS wherever they can find them. As such, psychics
tend to be loners, making their way through the
Capabilities: Military Weapons or Ranged Weap- Known Worlds while trying to remain hidden from
ons (choose Energy Guns or Slug Guns); Combat those who would destroy them. They often adopt
Armor or War Armor or Shipboard Operations false identities to hide their true “profession.” Sim-
Characteristics: Dexterity +1; Intuition +1; Percep- ilar to a Spy or an Incognito noble, a Psychic can
tion +2; Wits +1 practice a false calling. Unlike those two callings,
Perk: Choose 1 from the Pirate Perks list below or however, they cannot choose the perks and benefits
from the open perks list. of their false calling; it’s a cover story only, some-
Skills: Intrusion 1; Knavery 2; Melee 3 or Shoot 3; thing to disguise the scent of suspicion.
Pilot 2; Tech Redemption 2 Some use their powers for good, seeking to give
Equipment: Hull knife (TL5 laser torch for cutting comfort to the wounded and ill. Others use their
spaceship hulls and earthbound walls and doors; powers for their own benefit, manipulating minds
halves materials Resistance; cannot be used for and wreaking havoc wherever they go. Some psychics
turn-by-turn combat against moving targets. Tech hide in plain sight, using their powers for the benefit
Compulsion: Destructive.). This essential of the Merchant League or a noble house. It is even
boarding device has iconic connota- rumored that the Inquisition has its own
tions for pirates, as well as mili- psychics that they use to hunt down
tary marines whose job is to heretics.
board enemy ships.
Alternative: Smuggler PATRON SAINTS
As above, except:
Capabilities: Jumpweb Saints Kallos and Adonia —
Lore or Think Ma- Brother and sister, Kallos and
chines; Shipboard Adonia (4200s) shared from
Operations birth a melding of psychic abilities.
Characteristics: Per- Of Thana descent, born in the slums of
ception +1; Intuition Criticorum, the beautiful twins used their
+1; Presence +2; Wits +1 gift to survive, but after reading the mind
Skills: Charm 2 or Disguise 2; of Saint Mikos, a simple priest at the time,
Interface 1; Knavery 2; Me- they encountered an overwhelming love
lee 1 or Shoot 1; Pilot 2; Tech for all creation. Experiencing both
Redemption 2 Agape and Philia, they dedicated
Equipment: Camo tarp (TL5 ho- their lives to the Prophet, starting a
lo-tarp: when hung from walls or mission in Acheon. Many miracles are at-
placed on a floor, it mimics nearby tributed to them.
its environment to appear as just The Savant of Shaka — Favyana legends men-
more ship decking or flagstones; tion Victor (c. 2450), a gifted First Republic psy-
covers 2m x 2m area.) chic. Born on a Sathraist colony on the remote
lost world of Shaka, Victor was both profound-
PIRATE PERKS ly deaf and profoundly psychic. Freed from the
boundaries of verbal discourse, he expressed and
Aim Assistance received thought-forms as visual, multilayered
Armed to the Teeth concepts that transcended language barriers.
Born on the Battlefield When strangers from Earth came for Victor, he
Can Opener saw their intent and fled into the wilderness,
Fencing where he created a sanctuary for others like
Marksmanship him.
Two-Gun Fighting
Obun Scraver Psychic
94
INTRODUCTION
EARLY CAREER TRAITS wisdom. Embroiled in the bitter politics of the Emperor
Wars, she defended a noble accused of sedition. Baseless RULES
Special: You gain 1 rank in the Psi characteristic. accusations of treason and theurgy were her reward, fol-
You can increase it by using the characteristic ranks lowed by torture and execution. She appears in visions CHARACTERS
awarded at each level. You cannot gain the Theurgy to console those persecuted for their devotion to truth. TRAITS
characteristic. Tolhardy, Speaker for the Past — Jyrr Tolhardy (?-
Capabilities: Choose 2 Lores (any). 4673?) largely reconstructed the proto-language of TECHNOLOGY
Characteristics: Allocate 4 ranks to characteristics the obun and ukari peoples, with the aid of the obun
OCCULT
tied to your particular psychic path or claim the fol- Talanu Keffik. A Church Doctor at the University of
lowing: Intuition +1; Perception +1; Will +2 Saint Hombor, Jyrr Tolhardy received a vision telling
Perk: Choose 1 from the Psychic Perks list below or him to go to Velisamil. Applying for a grant, his an-
from the open perks list. nual detail grew into an undertaking of two decades
Skills: Allocate 10 ranks to skills tied to your particu- of research, producing the acclaimed work Lingua
lar psychic path or claim the following: Charm 2 or Ubankari Oroborus. The final voluminous notes were
Impress 2; Empathy 1; Fight 1 or Melee 1 or Shoot 1; completed posthumously in 23 volumes.
Focus 3; Knavery 2; Vigor 1
Equipment: Psychic lodestone (attuned tiny item — EARLY CAREER TRAITS
a coin, amulet, ring — that allows you to use the
power perk you gain at your current level without Capabilities: Choose 2 from the Lores (any) and/or
suffering unfavorable rolls) Sciences (any).
Characteristics: Intuition +1; Perception +1;
PSYCHIC PERKS Wits +3
Perk: Choose 1 from the Scholar Perks list below or
Attune Fetish from the open perks list.
Coven Membership Skills: Academia 3; Alchemy 1 or Crafts 1; Focus 3;
Enlightened Interface 2; Observe 1
Imbue Tabernacle Equipment: Datavore (TL5 think machine; used to
Psychic Powers (you can choose psychic powers as link into other systems and copy data as well as scan
calling perks; see Chapter 5: The Occult) physical book pages. Tech Compulsion: Inerrant.)
Scent of the Witch
SCHOLAR PERKS
Scholar Anthropologist
You seek the pursuit of knowledge above all things. You Botanist
might be a recluse who spends your days and nights Epiphany
devoted to research, never leaving your study except Linguist
for food and supplies; or you might be a professor at a Memory Expander
university, conducting your own research while sharing Polymath
it with others; or perhaps you’re a cloistered monk who Superficial Knowledge
spends every waking moment seeking enlightenment.
Some Scholars leave the library to do field research,
gaining the kind of knowledge that only comes from Theurgist
experience. It’s a big universe out there, and most of You practice the religious magic called theurgy.
its strangeness isn’t written down in books or data ar- Theurgists believe the Pancreator grants their gifts to
chives (or if it is, it’s damn obscure and hard to find in them. Not all who walk this path are of the Church,
this benighted age). It’s every Scholar’s duty to expand but they all have faith. They also believe their special
on the store of wisdom available to all sentients… so powers are gained through the power of prayer. Of
long as they don’t step into heresy, of course. course, theurgists who use their powers without the
sanctioning of the Church are considered to be here-
PATRON SAINTS tics and are hunted by the Inquisition.
Heretics can often be found on backwater worlds,
Severina Sapientia — A senior Reeve jurist on Ravenna, gathering a congregation of their own. They must al-
Severina’s true calling was scholarship. She studied Sec- ways be wary, for if (and when) the Church gets word
ond Republic philosophical treatises, reconciling their of them, it will not be long until Church forces arrives
syllogisms with Church doctrine in pursuit of a greater to conscript or eradicate them. For this reason, most
95
heretics remain constantly on the move, spreading EARLY CAREER TRAITS
the word wherever the stars take them. Their abilities
can prove quite useful, and they’re often welcomed on Special: You gain 1 rank in the Theurgy character-
board roaming merchant ships or among smugglers istic. You can increase it by using the characteristic
and less savory sorts. ranks awarded at each level. You cannot gain the
Psi characteristic.
PATRON SAINTS Capabilities: Choose 2 Lores (any).
Characteristics: Allocate 4 ranks to characteristics
The Raven Priest — Three texts name a Raven Priest: tied to your particular theurgic rites or claim the
A late addition to the Vitkasaga mentions the trials of following: Faith +2; Intuition +1; Will +1
a young foreign priest on the Vuldrok world of Raven Perk: Choose 1 from the Theurgist Perks list below
struggling to learn the ways of the vitki; Church records or from the open perks list.
from the barbarian invasion of Byzantium Secundus Skills: Allocate 10 ranks to skills tied to your particular
(4537) describe a Vuldrok raider garbed in tattered theurgic rites or claim the following: Academia 2; Al-
Orthodox vestments who wielded strange magics; and chemy 2; Charm 1 or Impress 1; Empathy 2; Focus 3
an incomplete poem recalls an aged runecaster whose Equipment: Vestments (mundane, not invested: miter,
studies threatened madness. These three texts, possibly crosier, robes, censor, jumpgate cross, water, rosary),
related, may narrate a single individual’s lifelong quest and implements (prayer book, incense, candles).
for knowledge that knew no borders.
Saint Astrid Soul-Binder — A Prthivi Mater of the THEURGIST PERKS
Amaltheans, Astrid (4718-4816) was able to perform
exorcisms and soul-healing using theurgy. The miracle Enlightened
of the Whisper of the Husks occurred when Astrid used Imbue Tabernacle
the relic of Amalthea’s sari, returning 12 undead husks Invest Phylactery
to their living state. Later studying with the Eskaton- Sanctify Arms and Armor
ic Order to strengthen her gifts, Astrid discovered she Scent of the Witch
could mentally create “temporary relics” and perform Theurgic Rites (you can choose theurgy rites as call-
miraculous cures utilizing them. Both orders claim her. ing perks; see C
hapter 5: The Occult)
96
INTRODUCTION
BEGINNING TRAITS RESISTANCE
Your Body Resistance is based on your armor (and RULES
You get the following traits to customize your charac- maybe special perks that award bonuses to it). Once
ter during this step: you’ve determined your equipment, below, you can CHARACTERS
Capability: 1 capability of your choice with no re- come back and fill in your Body Resistance (and your TRAITS
strictions (even if you don’t qualify for access to a armor’s value and any perk bonuses).
restricted capability). Your Mind Resistance is based on your perks, TECHNOLOGY
Perk: 1 perk of your choice with no restrictions — pick mainly the ones that award you rank. Review your
OCCULT
from any class or calling, and perks to see which ones add to your Mind Resistance
Optional: and record the total value under “Mind Resistance”
• Choose 1 Affliction. If the GM approves it, you on the character sheet.
can choose to take an Affliction at this stage (see Your Spirit Resistance is based on your perks,
Afflictions, in Chapter 3: Traits). You can only mainly the austerities that you practice. Review your
take one Affliction to gain one additional perk. perks to see which ones add to your Spirit Resistance
You should be careful when taking an Affliction and record the total value under “Spirit Resistance”
since it can greatly hinder your character. on the character sheet.
CHARACTERISTICS BANK
If you have not yet chosen your primary and second- As 1st level, your bank capacity is 5 VP. You do not
ary characteristics, do so now. Your primary begins at have any VP in your bank when you begin play; you
5 ranks and your secondary at 4 ranks. All the rest are must transfer them from your cache once play begins.
tertiary, beginning at 3 ranks. On the character sheet, you’ll list your “Capacity”,
based on your level (see Class Level, below).
VITALITY
Once you’ve determined your characteristics from RECORD EQUIPMENT
your choices in the previous steps, you can figure out
your base Vitality. On the character sheet, you’ll list the following items
Vitality = Species Size (5 for humans) + Endurance + in the “Equipment” section.
Will + Faith + level
You’ll record this on the character sheet in the MONEY
“Vitality” section, filling in the “Max” value. You start play with the money you’ve managed to
scrimp and save throughout your apprenticeship and
REVIVALS early career: 300 firebirds.
Revivals allow you to regain lost Vitality by getting a In addition, if you gained the Cash or Riches
second wind, a recovery, or whatever way you want to perks, you have that extra money at the beginning
describe it. See Revivals in Chapter 3: Traits. of gameplay.
Your Revival value is equal to your Size plus your
level. A human (Size 5) of 3rd level gains 8 Vitality WEAPONRY
with a Revival. You begin play with the following weapons.
On the character sheet, you’ll list the “Value” for • You have any weapons you received as faction
the amount of Vitality you regain with a Revival. awards and calling equipment.
You’ll also list the “Total Uses” (based on your level: 1 • You get one weapon per weapon capability you’ve
at 1st level; see Class Level, below.) acquired. (Example: If you have the Military Weap-
ons capability, you can choose one sword or mace
SURGES or other military weapon. It is of standard quality.)
Once you’ve determined your characteristics, you can If you have the Slug Guns capability, you can begin
figure out your base Surge value. A surge allows you with a handgun of standard quality and 2 clips worth
to gain victory points without needing to make a roll. of ammo. You can spend your firebirds to upgrade
Surge = highest of (Strength, Wits, or Presence) + and/or gain additional ammunition.
level If you have the Energy Weapons capability, you
On the character sheet, you’ll list the “Value” for can begin with a handgun of poor workmanship (if
the amount of VP you regain with a Surge. You’ll also you roll a critical failure when firing it, it breaks until
list the “Total Uses” (based on your level: 1 at 1st lev- it can be repaired) and 1 fusion cell. You can spend
el; see Class Level, below.) firebirds to upgrade it to standard quality. (See the
97
costs in Chapter 4: Technology; figure on paying • If you have the War Armor capability, you have a
half the listed price for an upgrade.) suit of scale mail. You can upgrade to the plastic
Artifact weapons, such as flux swords, can only be or plasteel version by paying the difference in cost.
acquired during play. Some gamemasters may wish (See the costs in Chapter 4: Technology.)
to limit certain types of weapons in their stories, espe- • If you have the Handheld Shield capability, you
cially at the beginning of play. All weapons chosen are have a steel buckler.
subject to GM approval.
TECH
ARMOR Tech devices are items of TL5 or higher. You begin
You begin play with the following armor: play with the following tech devices:
• If you have no armor capabilities, you have ei- • You have any tech items you received as faction
ther thick clothing or a leather jerkin (civilian awards and calling equipment.
grade armor). • You have basic TL4 or lower tools or equipment
• If you have the Combat Armor capability, you typically used for your calling, such as a backpack
have a studded-leather jerkin. You can upgrade for a Scout, pen and paper for a Scribe, personal
to a plastic-studded or plasteel-studded version calling cards for Courtiers, etc.
by paying the difference in cost. (See the costs in • You can buy additional items with your beginning
Chapter 4: Technology.) firebirds.
98
INTRODUCTION
CHARACTERS
TECHNOLOGY
As the character creation step at the beginning of the Capabilities: the Faction Lore capability for your
chapter. faction and 2 additional capabilities of your choice.
OCCULT
Characteristics: 5 characteristic ranks allocated to
Step 3: Choose Your Species cannot have a skill higher than 8).
Step 5: Choose Your Faction might be a bookkeeper for that house, while a priest
who serves the Engineers may be there to bless the
Choose a faction for your noble house, Church sect, machinery (but without the official connections that
merchant guild, or yeoman society. could turn aside the Inquisition). This is very uncom-
At 1st-level, your faction grants you: mon, but not unknown.
99
If you choose this option for your noble-born char- how your odd career fits into the duties expected of
acter, you need to declare their birth family, but they you by your faction.
don’t have the strong ties to it that would give them At 1st-level, calling grants the following benefits:
the quirks of that faction. The Family Ties perk can
illustrate that you still maintain close ties with your di- EARLY CAREER TRAITS
rect family. (This perk can also represent a noble bas-
tard who was raised by the Church, a guild, or among Capabilities: You can choose 2 capabilities.
the yeomanry, but who can still claim noble blood, Characteristics: 5 characteristic ranks allocated to
even if the family does not publicly acknowledge it.) the characteristics of your choice in any combina-
Characters who make this choice are still restrict- tion (note: at 1st-level, you cannot have a character-
ed to their class callings. So, a merchant who serves istic higher than 8).
Temple Avesti still can’t be an Inquisitor, but she Perk: 1 calling perk.
could be their Banker. Skills: 10 skill ranks allocated to the skills of your
choice in any combination (note: At 1st-level, you
Step 6: Choose Your Calling cannot have a skill higher than 8).
Character Growth
People change as they go through life. Characters in
fictional stories tend to change even more dramatical-
ly, and RPG player characters are no exception.
Class Level
Classes are defined by levels. As your character ad-
One of the basic tenets of tabletop RPGs is the idea ventures through the universe, they advance in level
that characters get better at doing things (and learn at a pace set by the gamemaster (see below). Whenev-
new things to do) as they experience various encoun- er a character advances a level in their class, they gain
ters, dramatic twists and turns, combats, and strug- the following:
gles throughout their careers as protagonists in an • 1 capability (usually associated with your calling)
ongoing story (what we call an “epic”). • increased characteristic ranks (based on the chart)
Characters don’t just grow in terms of their rules- • 1 calling perk
based traits; they’re also growing emotionally, intel- • With every odd level (1st, 3rd, 5th, 7th, etc.), they
lectually, and spiritually. Of course, life throws curve gain 1 class perk
balls. Some people regress, becoming trapped in pat- • +1 Revival, and an extra use at 4th, 7th, and 10th
terns of trauma that prohibit openness and growth, level
but we accentuate the positive here, presenting rules • increased skill ranks (based on the chart)
for characters who progressively improve their abilities. • +1 Surge, and an extra use at 4th, 7th, and 10th
We represent character growth with levels. These level
are abstract markers of a character’s overall compe- • +1 Vitality
tency and experience. As your character experiences • With every even level (2nd, 4th, 6th, etc.), they gain
drama after drama, they’ll get better with their skills a +5 victory-point VP bank capacity
and gain new perks, as well as increasing their capac-
ity to save victory points from scene to scene. Also,
you, as the player, will come to understand your char-
acter better — you’ll grow as a roleplayer.
100
Revival Surge INTRODUCTION
Level Capability Char† Perks Skills† Vitality VP Bank
Rating No. Rating No. RULES
1 * * 1 class, 1 calling ** 1 * *** 1 **** 5
CHARACTERS
2 1 +2 1 calling +1 1 +3 +1 1 +1 10
TRAITS
3 1 +1 1 class, 1 calling +1 1 +2 +1 1 +1 10
4 1 +2 1 calling +1 2 +3 +1 2 +1 15 TECHNOLOGY
5 1 +1 1 class, 1 calling +1 2 +2 +1 2 +1 15 OCCULT
6 1 +2 1 calling +1 2 +3 +1 2 +1 20
7 1 +1 1 class, 1 calling +1 3 +2 +1 3 +1 20
8 1 +2 1 calling +1 3 +3 +1 3 +1 25
9 1 +1 1 class, 1 calling +1 3 +2 +1 3 +1 25
10 1 +2 1 calling +1 4 +3 +1 4 +1 30
† Skills and characteristics cannot be raised above 8 until you attain 2nd level and higher, and they can’t be
raised to 10 until 10th level.
* Beginning capabilities, skills, and characteristics are awarded by class, faction, and calling.
** Beginning Revival rating is determined by this formula: [Size + level].
*** Beginning Surge is determined by this formula: [highest force characteristic (Strength, Wits, or
Presence) + level.
**** Beginning Vitality is determined by this formula: [Size + Endurance + Will + Faith + level].
This chart displays the gains at each level from 1st Some skills and capabilities are Restricted, which
to 10th. Characters can continue to rise beyond 10th simply means that if you don’t have proper access
level; they simply follow the same progression. (such as through your calling), you cannot learn the
skill unless you find a teacher. In character creation
CAPABILITIES terms, you can:
• acquire a writ, meaning that you now owe that
Your areas and knowledge and training. You acquire party a favor (see the sidebar in the Personalization &
one new capability with each new level after the 1st. Equipment section), or
Some capabilities are restricted; see Skills, below. • learn the skill/capability on the black market,
meaning that you now owe the black-market teach-
CHARACTERISTICS er a favor, and if you’re caught using the skill or
displaying the forbidden knowledge, you can be le-
Characteristics increase slower than skills. A 1st-level gally questioned by the restricting party or parties.
character cannot have any characteristic higher than
8 ranks, and no rank can be raised to 10 until 10th level. SURGES
REVIVAL A surge is your capacity to draw upon sudden reserves
of willpower and ingenuity — in short, a surge gives
When you suffer wounds to your Vitality, you can you victory points. Your Surge rating is calculated us-
take a quick moment to rally yourself and recover ing several different traits. (See Surge, in Chapter 3:
from the pain and hurt: you can heal some of your Traits.) You have a limited number of surges you can
lost Vitality. Your Revival rating is calculated using use before needing to take a Respite; see the chart
several different traits. (See Revival, in Chapter 3: above. All character’s get their base Surge rating at
Traits.) You have a limited number of Revivals you 1st level and increase it by 1 with each new level.
can use before needing to take a Respite; see the chart
above. All character’s get their base Revival rating at VITALITY
1st level and increase it by 1 with each new level.
A character’s Vitality rating is the indicator of how
SKILLS much damage they can take. Base Vitality is calcu-
lated using several different traits. (See Vitality in
Skill ranks gained when you gain a level can be ap- Chapter 3: Traits.) All character’s get their base
plied however you wish. You can apply them all to Vitality rating at 1st level and increase it by 1 with
one skill or divide them among your existing skills. each new level.
101
VP BANK they can’t do it mid-level.) The main drawback is that
you lose many of the privileges of the rank you held in
Each character has a VP bank rating that determines your former class. In many cases, you can retain your
how many victory points they can store. Characters be- title, but that’s only ceremonial. You no longer have the
gin with a base bank capacity that increases every even duties and privileges of the rank, but you do maintain
level (2nd, 4th, 6th, etc.). All characters begin with the some of the respect. (You can still apply your former
same bank capacity and advance at the same rate. rank for Mind Resistance, but at one level less.)
You no longer have access to the former class’s perks,
Pace of but you do have access to your new class’s perks. You
don’t automatically gain the archetypal perk that you
Character Development normally gain at 1st level, but you retain the one gained
from your former class. You must also select a new fac-
tion and new calling that are suitable to your new class.
The GM sets the pace for how fast the troupe’s charac- This, of course, requires some roleplaying — you can’t
ters “level up” — that is, how quickly they can go from simply decide to join the Engineers Guild; they have to
one level to the next. They do so using the advice given accept you, which means you’ve got to convince them
in Chapter 1: Drama in the Gamemaster Book. you’re worthy enough — and trustworthy enough
In between a full level advancement, your GM might (changing classes and factions betrays a troubling mer-
allow you to take a partial advance. If so, you choose curialness) — to be accepted into the fold.
which trait category you advance — your bank, Vitality, When changing classes, keep the old class and lev-
capability, skills, characteristics, or perks — and raise it el on your character sheet but also list the new class
as if you’ve acquired the next level. Once you do gain the beginning at level 1. For the purpose of determining
full level, you do not get to advance that category again, overall level advancement (and how much your traits
since you already did so with the partial advance. increase), the total level is used. For example, a 3rd-lev-
el noble/1st-level priest is 4th level for the purposes of
102
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Chapter 3: Traits
103
SAINT MANTIUS THE SOLDIER
104
INTRODUCTION
for the strength and power
Hail Mantius, mightiest of us all. Pilgrim, it is to Mantius that we pray RULES
to defeat our enemies and protect our loved ones.
and unbeatable even by over- CHARACTERS
Mantius was the warrior par excellence, unparalleled in fighting skill
and mind to serve one goal:
whelming odds — just like the Pancreator’s justice. He honed his body TRAITS
rejects action from heated emo-
protecting the faithful. He respects discipline and forthrightness and
tion and hidden motive. TECHNOLOGY
whom he blesses. He imbues
He was the Prophet’s bodyguard, and thus, no attack shall reach those OCCULT
cannot withstand them. His
weapons with holy furor so that even the bodiless minions of the Dark
they may better protect us from
secret fighting arts have been passed to the Brother Battle order, so
the menaces in the Dark.
the blaster rifle Ishbibenob,
He bears the flux sword Manjusri, which cuts through all evil, and
one shot.
which is said to have disabled the Sathraist starship Far Kenning with
many legends claim he hiberna tes, so he may waken when the
There is no record of his death, and
universe’s need is greatest.
to Read the Omega Gospels
— Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: How
Traits are categories we use to illustrate a wide variety of • Perk: Provides special privileges and abilities asso-
a character’s abilities — everything from muscle power ciated with your class or calling.
and intelligence to competence at driving a vehicle or • Resistance: Measures your defenses against phys-
talent for painting. Many of these traits are represented ical, mental, social, and even occult attacks and
by numbers that indicate a character’s degree of abili- influence.
ty with that trait. Chapter 1: Rules and Chapter 2: • Revival: You can take a second wind to recover
Characters provide more detail on how some of these lost Vitality.
traits are used and chosen, respectively. This chapter ex- • Skills: These trained abilities allow you to accom-
pands on those rules and offers more detail on their use, plish actions.
as well as how they interact with one another. • Surge: When you’re out of fuel, your adrenaline
Here is a brief summary of the traits. surge gives you VP to use.
• Bank: Your reservoir of stored victory points. • Techgnosis: This is your ability to carry high
• Capability: Represents bodies of knowledge that technology devices without suffering the compul-
modify your skill use. sions such sinful items can cause.
• Characteristic: Summarizes innate and prac- • Vitality: Measures how much damage you can
ticed abilities that bolster your skill use take before you drop.
Bank
At the start of your turn, before anything else hap- Level Bank
pens, your cache is emptied out. Its VP go back into
1 5
the well — except those that can fit into your bank.
Your bank has a maximum capacity, a limit to how 2 10
many VP you can store there. This is determined by 3 10
your level; at 1st level your bank capacity is 5 VP. that 4 15
increases by 5 every even level (2nd, 4th, 6th, etc.). 5 15
All characters begin with the same bank capacity
and advance at the same rate. 6 20
You can freely transfer VP from your bank to your 7 20
cache and vice versa. This is a player activity, not a 8 25
character action. 9 25
At the beginning of your turn, when you need to
10 30
empty your cache, you can transfer VP to your bank
(up to its capacity), so you don’t lose them to the well.
105
Capabilities
Capabilities are bodies of knowledge that allow you After that, they gain one new capability of their
to apply your skills in certain areas. Unlike character- choice with each level. (There are also perks that can
istics and skills; they don’t have ratings from 0 to 10; provide more capabilities.)
characters either have a given capability or they don’t. You should work with your gamemaster to decide
Capabilities work in conjunction with skills. When how your character acquires their capabilities. Do
you make a roll in a given situation, there might be they have a teacher? Access to a think machine that
a capability that applies to that task. Most skills in can download the information into their brain during
Fading Suns are very broad in their purview. In- sleep? Or have they been a hobbyist up to now, slowly
stead of requiring characters to learn ranks in multi- acquiring the information until it clicks?
ple knowledge skills or learn a separate skill for each
weapon type, characters learn capabilities related to
particular topics or equipment, representing study of Restricted Capabilities
that topic or practice with that piece of equipment. Some capabilities are restricted, which means that
They can now apply what they know to their skill use. only certain types of characters can learn them. (See
Restricted Skills and Capabilities under Skills below for
Example: The Academia skill is used to represent a more information and how to skirt this requirement.)
character’s exposure to and retention of education. Most in-
Using Capabilities
stances for which a skill roll is needed, however, apply to a
particular topic — the rail system of Byzantium Secundus,
the history of a local saint (which can provide clues for
where his treasure might be hidden), or the greeting customs The GM determines if a given roll is specific or ob-
of the Ostmark Vuldrok on Hargard. These topics are repre- scure enough to require a capability. The need for a
sented in the game system by capabilities. In the case of Byz capability should be obvious. If the GM is unsure,
II’s railways, Byzantium Secundus Lore (a Planet Lore) they should forego the requirement. There’s no need
applies; for the local saint, either Planet Lore for his world to make the roll more difficult for the character than
or Religion Lore (for coded references in his miracles) pro- is warranted.
vides information; and for the Ostmark Vuldrok, perhaps If the character has the required capability, then the
Vuldrok Lore (a Faction Lore) offers insight. roll is made as normal.
If the character does not have that capability, then
Capabilities represent the fact that characters aren’t the roll is unfavorable.
know-it-alls or experts in everything simply because
they have a lot of ranks in a skill. They must collect Example: Lliana is pretty good with Shoot skill.
knowledge as they work their ways through life. She can fire a pistol (or any type of ranged weapon,
Capabilities can vary in how broad or focused they really), but she only has capability with Slug Guns.
are. The broader a capability is defined, the more When she finds a blaster, she won’t be as accurate,
generalized its knowledge becomes. More focused since she lacks the Energy Guns capability: her roll to
capabilities provide more detailed and intimate ex- fire it is unfavorable.
pertise. For example, lore about a particular planet
might provide general information about the planet:
its continents, climate, major cities, etc. However,
lore about a particular city on that planet would allow Complementary Capabilities
the character access to much more detailed informa- In some cases, if one character has a capability in a
tion: important buildings, neighborhoods, and even subject for another character’s roll (which does not
knowledge of individual people of some import. have a capability), then they can lend their own ca-
pability. This largely depends upon the nature of the
Gaining Capabilities
task being performed and the capability in question.
This is an area where the gamemaster will have to
weigh in. It’s unlikely that you can talk someone
Characters acquire a number of capabilities during through using a slug gun properly if the gun wielder
character creation, as described in Chapter 2: lacks the capability, but it would work for many types
Characters. of lore and maybe some equipment/tool instances.
106
INTRODUCTION
This strategy almost always requires the comple- HANDHELD SHIELD
menting character to use a primary action to assist. This applies to practiced use of handheld shields, RULES
For physical tasks, the complementing character must such as bucklers and security-force riot shields. When
be present. For mental tasks, such as research, an au- you wield a shield without this capability, your Vigor CHARACTERS
dio, video, or holovid connection between the char- skill rolls and your attack rolls are unfavorable. Un- TRAITS
acters might suffice. It’s the GM’s call. less you’re dueling, providing security for someone,
Having another character assist and bringing mul- or going to war, it is considered déclassé to carry a TECHNOLOGY
tiple appropriate capabilities to a task can change a handheld shield. (The GM might also declare your
OCCULT
regular roll to a favorable one. If the gamemaster in- persuasion influence rolls unfavorable.)
dicates that one of several capabilities are appropriate
for a given task, one player can make the roll while the WAR ARMOR
other character assists. For example, if you are trying to RESTRICTED: Noble, Merchant League, the Dispos-
heal the vicious bite of a poisonous Severan marsh eel sessed, Brother Battle, Imperial Cohort, Mercenary, Pirate,
using Remedy and the Poison Lore capability, another Templar
character might be able to chime in with their specific You’ve trained in heavyweight armor.
knowledge of Severan eels using their Severus Lore or
Beast Lore. If the gamemaster agrees that both capa- MELEE WEAPONS
bilities apply, the roll can be made favorably.
Changing a roll from regular to favorable in this This capability is mainly used with the Melee skill. See
way only works if two or more characters are in- the weapons lists in Chapter 4: Technology for each
volved, as it represents a meeting of minds; each char- weapon’s classification. You do not need a capability
acter brings their own ideas to the table to solve the for the types of weapons commonly used by peasants,
problem. It does not apply if one character happens to such as knives, clubs, axes, staves, and spears.
have multiple capabilities that are appropriate.
MILITARY WEAPONS
Equipment Capabilities
RESTRICTED: Noble, Merchant League, Yeoman,
Amateur, Bounty Hunter, Brother Battle, Chainer,
Explorer, Imperial Cohort, Mercenary, Pirate, Scout, Spy,
These capabilities govern familiarity with items, tech, Star Pilot, Templar, Thief
and weaponry. Relevant to any weapon commonly associated with the
military or dueling; includes swords, sabers, pole arms, etc.
ARMOR
ARTIFACT WEAPON [CHOOSE ARTIFACT]
Armor comes in three grades: civilian, combat, and This applies to weapons of extremely high tech, such
war. You do not need a capability for civilian-grade as flux swords or vau energy lances. Each weapon re-
armor, but combat armor and war armor require quires its own separate capability.
training. When you wear combat or war armor that
you haven’t trained with (that is, you don’t have the MILITARY ORDNANCE
right capability), your Vigor skill rolls are unfavorable.
(See the armor chart in Chapter 4: Technology for a ARTILLERY
list of armors and their grades.) RESTRICTED: Noble, Merchant League, Brother
In addition, combatants can wield handheld Battle, Mercenary
shields to increase their protection. This also requires You know how to use and maintain heavy artillery:
a capability. mortars, rocket launchers, etc.
Note that wearing a spacesuit in space and/or ze-
ro-G environments requires the Shipboard Oper- DEMOLITIONS
ations capability (see below). Wearing an armored RESTRICTED: Noble, Merchant League, Bounty
spacesuit requires both the War Armor and Ship- Hunter, Brother Battle, Imperial Cohort, Inquisitor, Mer-
board Operations capability; if you don’t have both, cenary, Reclaimer, Scout, Spy, Tech Redeemer, Thief
your Vigor actions become unfavorable. You know how to prepare and use explosives.
107
Your capability allows you to use heavy gun em- You know how to use and care for ranged weapons
placements, such as vehicle-mounted weapons. This that project energy: lasers, blasters, flameguns.
also includes starship guns (although those also re-
quire a Shipboard Operations capability). SLUG GUNS
You know how to use and care for ranged weapons
MUSICAL INSTRUMENTS that fire a physical projectile (such as a bullet) from
a barrel.
Prerequisite: Performing Arts Lore (Music)
This capability is most often used with the Perform THINK MACHINES
skill, in conjunction with the Performing Arts Lore
(Music) capability. Each family of instrument re- This capability is required to use and program com-
quires a separate capability. When you first acquire plex think machines, such as those used on starships
the Performing Arts (Music) capability, you may or in Church archives. This usually involves the In-
choose one capability from the following families. terface skill, but it might also be paired with Intru-
You can also choose to devote one or more of your sion when trying to rewire a security system or Tech
other capabilities toward learning additional fami- Redemption when trying to perform simple repairs
lies of instruments. to a device.
Brass Most consumer devices, such as handheld helpers
Strings or data retrieval nodes, don’t require a roll to use
Woodwind
Percussion
Keyboards
RANGED WEAPONS
These specializations are used
mainly with the Shoot skill. See
the weapons lists in Chapter 4:
Technology for each weapon’s
classification.
ARCHERY
You know how to use and care
for a bow and arrow or any
string-fired projectile (including
crossbows).
ARTIFACT GUN
[CHOOSE ARTIFACT]
You know how to use and care
for extremely high-tech ranged
weapons, such as a nanite needler
or vau beam-emitter monocle.
As with artifact melee weapons,
each weapon requires its own
separate capability.
ENERGY GUNS
RESTRICTED: Noble, Mer-
chant League, Amateur, Bounty
Hunter, Brother Battle, Chainer,
Explorer, Detective, Imperial Co-
hort, Inquisitor, Mercenary, Pirate,
Reclaimer, Scout, Spy, Tech Re-
deemer, Templar
108
them (and thus don’t need this capability); their user
interfaces were designed for ease of use by the un- Lores INTRODUCTION
RULES
trained consumer. Lores are areas of knowledge and practice, from edu-
See Chapter 4: Technology for more information cation in the customs of the Church (Cathedral Cus- CHARACTERS
on think machines. toms), ability to identify animals and predict their be- TRAITS
havior (Beast Lore), to repairing a broken TL 5 fusion
TRANSPORT torch (Tech Lore: TL5). There are listed below within TECHNOLOGY
their related categories.
OCCULT
This capability represents your knowledge of how to
operate (drive or pilot) types of vehicles. ARTS LORES
AIRCRAFT These capabilities are most often used with the Arts
You’re skilled with flying vehicles, such as flitters, jets, skill, for both making a piece of art and for evaluating
and gliders; used with the Pilot skill. and understanding one. Note that the performing arts
(theatre, singing, etc.) are represented by the Perform-
BEASTBACK ing Arts Lore capabilities.
You know how to ride an animal; usually, that’s a
horse, although other creatures exist that can be IMAGERY
trained to accept riders. Used with the Vigor skill. You can create and interpret handmade images, such
as paintings and drawings, ranging from murals to il-
BEASTCRAFT luminated books.
You’re accustomed to ground vehicles — carts, wag-
ons, sleds — that are pulled by one or more animals, MAGIC LANTERN
such as horses, brutes (large beasts of burden), or even Your medium uses moving or still images captured
sled dogs; used with the Drive skill. with a device (camera or holoeye), including every-
thing from photography to narrative holovids. (Note
LANDCRAFT that this applies to the writing, directing, and holog-
Ground vehicles — skimmers (hovercars), wheeled raphy of a magic lantern play; its performance uses
cars and motorcycles — that are propelled by an en- the Perform skill.)
gine or other high-tech means are your purview; used
with Drive skill. POETRY
You’ve studied haiku, lyrics, and epics; they’re all are
SPACECRAFT highly respected art forms among the nobility.
RESTRICTED: Noble, merchant, Brother Battle, Ex-
plorer, Imperial Cohort, Mendicant, Pirate, Spy SCULPTING
You’ve been trained to pilot spacecraft (using the You can appreciate and craft aesthetic objects, such
Pilot skill). The Charioteers guild maintains a near as military commemoration statues or obun prayer
monopoly on the piloting trade from the major fac- bowls.
tions, but there are a few independent operators out
there, as well as navy-trained pilots. WRITING
You’re fluent with prose and non-fiction, including
WARCRAFT novels, histories, and biographies.
RESTRICTED: Noble, Merchant League, the Dispos-
sessed, Brother Battle, Mercenary, Scout CRAFTS LORES
You understand the armored ground vehicles used
by militaries, including tanks, artillery carts, and These capabilities are most often used with the Crafts
mobile guns; used with the Drive skill. skill, for both making an item and for evaluating and
understanding one.
WATERCRAFT
You know how to operate and steer sailing ships, mo- ARCHITECTURE
torboats, and other waterborne transports. You comprehend the art and practice of designing
buildings and large structures.
109
BLACKSMITHING CATHEDRAL CUSTOMS
You know how to forge raw metals into items. These customs of the clergy include unwritten
rules about how one should recognize and address
CARPENTRY all manner of priests, including everyone from
You can construct buildings and other structures; this one’s hierarchical betters to lay members. It’s es-
also covers basic (not artistic) woodworking: cabinets, pecially important to know when one can joke and
chairs, stools, staves, etc. when one needs to maintain solemnity. Priests are
trained in these customs, and others who wish to
CARTOGRAPHY treat with them on equal footing had best learn this
You can create maps. capability.
POTTERY STREETWISE
You’ve studied the art of crafting useful items with You have a prodigious understanding of crimi-
clay or similar materials. nal practices and etiquette. Includes knowledge of
prominent gangs throughout the Known Worlds
TAILORING (and in any area for which you possess a Lore), as
You can create clothing from textiles. well as the customs of people living in crime-ridden
areas. Streetwise might be required when attempt-
WEAVING ing influence among criminal and underworld ele-
You have the knowledge and ability to craft textiles ments, lest you make enemies of the wrong person
from raw materials. or inadvertently single yourself out as a mark waiting
to be exploited.
CUSTOMS LORES
KNOWLEDGE LORES
These Lores concern social and cultural customs. Each
provides knowledge of a certain subculture and its ac- Knowledge Lore capabilities mostly apply to Academia
ceptable social practices. They are used mostly during rolls, but they can become necessary in other situations,
attempts to influence others (see Influence in Chap- such as when trying to deceive someone by making them
ter 1: Rules). They really only apply in formal and think you’re an expert in Istakhr Market economics (Is-
semi-formal situations or when you’re trying to affect takhr Lore), castigating a priest using scripture (Religion
the person’s duties or station, whether it’s trying to get Lore), or proving your intellectual bona fides to a scien-
them to do something or simply think something. tist (a Science Lore) you’re trying to befriend.
110
INTRODUCTION
BEAST LORE [CHOOSE KNOWN WORLDS RESTRICTED: Guilders in the Merchant League can
OR BARBARIAN WORLDS] learn Urthtech, which is not really a separate language; it’s RULES
You’ve learned knowledge of the animal kingdom, in- a vast vocabulary of technical jargon. Many ancient (i.e.
cluding alien creatures from many worlds. When you Second Republic and even Diasporan) tech manuals are so CHARACTERS
gain this capability, you must declare which region it full of outdated terms and neologisms that they are near- TRAITS
applies to: Known Worlds or Barbarian Worlds. You ly unreadable by the uninitiated. The guild intentionally
can gain this capability a second time to complete adopts and maintains this “language” so as to keep their TECHNOLOGY
your knowledge of the fauna of all worlds. monopolies on knowledge intact. You must know how to
OCCULT
Read Urthish before you can learn to Read Urthtech.
FACTION [CHOOSE FACTION] LORE
You can demonstrate understanding of the inner RELIGION LORE
workings of different factions. You’re conversant in knowledge of the beliefs, teach-
ings, customs, dogma, scriptures, and rites of the Uni-
HISTORY LORE versal Church of the Celestial Sun, including hymns,
You have knowledge of history (mostly of the Known fables, and the lives of saints.
Worlds). It is said that those who do not know this ca- You can instead (or also) learn separate capabilities
pability are doomed to repeat history’s mistakes. It’s for: Erdgheist Lore (the pagan religion of the Vuldrok),
also sometimes said, especially by the Inquisition, that El-Diin Lore (the religion of the Kurgans), Gjartin
some things are better left forgotten. Lore, or Zuranity Lore.
111
XENO LORE [CHOOSE ALIEN SPECIES] SONG
You’ve acquired knowledge of a particular alien spe- Singing is an angelic art beloved by church goers.
cies that is not your own. Since many species have
historically been confined to their homeworlds, this THEATRE
lore also provides knowledge of their “mainstream” The thespian’s art is valued. In fact, it’s heralded in
culture and customs. This does not necessarily apply Church lore as the original means of sermonizing the
to those aliens raised outside of such cultures. (Note: Prophet’s message.
Most aliens are assumed to have this capability as it
applies to the dominant human culture.) SCIENCE LORES
MEDICAL LORES Science Lores are mostly used with Academia, but they
might also be necessary when repairing, manufacturing,
Medical Lore capabilities are often necessary when and especially inventing tech using Tech Redemption.
using Remedy to diagnose or cure someone.
APPLIED SCIENCE
DISEASE LORE RESTRICTED: Merchant League, Reclaimer, Schol-
You know about diseases, including how to treat ar, Tech Redeemer
them. You know how to create or manufacture techno-
logical items using sciences known to the Merchant
POISON LORE League. Unknown, lost, or suppressed sciences might
You know about poisons and how to cure them. require their own separate categories.
112
INTRODUCTION
a facial mimic mold or trying to convince someone of the TECH LORE (TL7)
superior electronics of a particular portable music player. RESTRICTED: Merchant League, Brother Battle, RULES
You do not need a capability to work with tech- Enthusiast, Explorer, Imperial Cohort, Occultist, Quest-
nology of TL4 and lower. ing Knight, Reclaimer, Spy, Star Pilot, Tech Redeemer, CHARACTERS
See Chapter 4: Technology for details on the tech Thief, Trader TRAITS
levels and the types of technology associated with Precondition: Tech Lore (TL6)
each level. You know how to use and repair technology of tech TECHNOLOGY
level 7.
OCCULT
TECH LORE (TL5)
You know how to use and repair technology of tech TECH LORE (TL8)
level 5. RESTRICTED: Merchant League, Reclaimer, Star
Pilot, Tech Redeemer
TECH LORE (TL6) Precondition: Tech Lore (TL7)
RESTRICTED: Merchant League, Brother Bat- You know how to use and repair technology of tech
tle, Enthusiast, Explorer, Imperial Cohort, Occultist, level 8.
Questing Knight, Reclaimer, Spy, Star Pilot, Tech Re- Note: This is the highest Tech Lore level that char-
deemer, Thief, Trader acters can learn.
Precondition: Tech Lore (TL5)
You know how to use and repair technology of tech
level 6.
113
Characteristics
Rannagoral’s feet pounded hard on the forest path as she ran at full tilt on six limbs in pursuit of
her prey. Every so often, she caught a glimpse of her quarry through the trees. She was closing, but
not fast enough. The path curved to the left, offering a gentler course down the hill, but Rann rose
up and plowed straight ahead into undergrowth on two legs. As she tore through bushes and vines,
tree limbs lashed at her face and body, but she easily brushed them aside with her four free arms. She
knew this trail well, just as she knew that the path curved back on itself. Cutting through the forest
would save her valuable time.
Rann leapt to clear a fallen tree, landing in the middle of a clearing that had once been a shrine to a
long-forgotten god. Her quarry, the man who had assassinated Count Valarus, whirled to face her, draw-
ing a long, thin dagger. He grinned, noting that the vorox was unarmed. “You’ll not take me so easily.”
Rann’s eyes narrowed, and she growled, spotting the viscous substance coating the blade. Sniffing
the air, she caught the faint scent of mint — botalax venom, a poison so deadly that even a scratch
caused instant (but very painful) death. The same poison was used to kill the Count.
“A coward to the end!” she said.
Rann roared as she reached for a small tree and pulled it up by the roots. The assassin’s eyes wid-
ened at Rann’s impressive display of strength as the vorox hurled the entire tree at him. He twisted
to the side, but the tree caught him in the back and sent him sprawling. He lost grip of his blade, and
it spun off into the forest.
Laughing, Rann leapt forward, pinning the assassin to the ground. The man’s squirms suddenly
changed to spasms and cries of pain. Flipping him over, Rann’s smile grew wider. A trickle of blood
ran down his face where his own blade had nicked him when he fell. The assassin’s mouth contorted
as his yellowing eyes looked wildly up at Rann. She dropped him to the ground and turned her back
on him. Leaving him to die, she started back up the path toward the estate.
Characteristics represent a character’s natural physi- The functions are described below, after the char-
cal, mental, and spiritual abilities. Characteristics are acteristic descriptions, under Functions: Force, Finesse,
rated from 1 to 10 (although some species can possess Fortitude.
higher levels, and “occult” devices can raise certain Function BODY MIND SPIRIT
characteristics above 10). All characters have at least Force Strength Wits Presence
some capability with all of these characteristics.
Characteristics are divided into three categories: Finesse Dexterity Perception Intuition
Body, Mind, and Spirit. Each category has three Fortitude Endurance Will Faith
characteristics. During character creation, you’ll de-
clare one of your nine characteristics as primary and
another one as secondary; the rest become tertiary. Body
Your primary characteristic begins with a base value Body encompasses your overall fitness and physical
of 5, your secondary characteristic starts with a 4, and well-being. Any physical task you attempt uses one
your tertiary characteristics begin with a base of 3. of the body characteristics to bolster an appropriate
Choices made during character creation add to skill. For example, if you want to climb a wall quickly,
your base characteristics, although a 1st-level charac- you roll Vigor + Dexterity.
ter cannot have a characteristic higher than 8. Also,
characteristics cannot be raised to the 10th rank until STRENGTH (STR)
the character attains 10th level, and they can’t normal-
ly be raised above 10 without technological or super- Raw muscle power. Strength determines how much
natural assistance. weight you can lift and helps in athletic tasks like
Each characteristic is detailed below, along with jumping and climbing (see the Vigor skill for more
some examples of the skills that are commonly used details). It also helps in hand-to-hand and melee
in conjunction with them. The common abbreviation attacks.
used for each characteristic is listed in parenthesis.
114
INTRODUCTION
Your Strength rating determines how much
weight you can lift over your head without the need Mind RULES
to make a roll. You can lift more, but you must Mind characteristics represent intellect, awareness,
make a roll; the Resistance is 2 for each rank of re- and self-discipline. Any task involving thought or rea- CHARACTERS
quired Strength above your own. If your Strength son that your character undertakes involves a Mind TRAITS
is 4, your lifting capacity is 60 kg (see the chart characteristic plus an appropriate skill. For instance,
below). If you need to lift a fallen metal beam that when you try to operate a piece of alien technology, TECHNOLOGY
weighs 100 kg (which requires a Strength of 6) you the roll is Tech Redemption + Wits.
OCCULT
must overcome a Resistance of 4 (because 6 is 2
ranks higher than 4). WITS (WITS)
The maximum weight you can attempt to lift is
your based on your Strength +3. (Example: A Strength Represents analytical intelligence and quick-thinking.
4 character can lift a maximum of 120 kg, the same Wits determines how well you remember and un-
amount a Strength 7 character can lift normally.) Mul- derstand things, which helps with any task involving
tiple characters can work together to lift something by learning. The higher your Wits, the quicker you are at
adding their Strength together (three Strength 3 char- figuring out and reacting to events.
acters can lift 160 kg without needing to roll).
The following chart provides details on how much PERCEPTION (PER)
a character can lift.
Strength Weight Represents sensory acuity and alertness. Perception
1 10 kg reflects your awareness of your environment. This in-
cludes how well you notice hidden things or people,
2 20 kg as well as other changes around you. The higher your
3 40 kg Perception, the more observant you are: you notice
4 60 kg things that are normally only noticed unconsciously,
5 80 kg so you react to them sooner.
6 100 kg
WILL (WILL)
7 120 kg
8 140 kg Represents self-control and conviction. Will rep-
9 160 kg resents your strength of purpose and determines how
well you can actively resist and shake off attempts to
10 180 kg
fool or confuse you. Having a high Will characteris-
11 200 kg tic allows you to maintain composure in stressful sit-
12 220 kg uations and more easily overcome mental states (see
13 240 kg Overcoming States, in Chapter 1: Rules), including
times when your character is Afraid or Confused.
Will is also one of the factors used to determine Vi-
DEXTERITY (DEX) tality (see Vitality for the full formula).
115
tend to be automatically drawn to characters with including times when you might be Castigated or Hu-
high Presence. The higher your Presence, the easier it miliated (see Overcoming States, in Chapter 1: Rules).
is for you to attract attention and to leave a favorable
impression on those you meet.
Functions: Force, Finesse,
INTUITION (INT)
Represents imagination and ingenuity. Intuition
Fortitude
represents your insight, your gut instinct, and your Characteristics can be broken into three functions.
ability to remain open to different ideas and ways of These act as guidelines — not hard and fast rules — for
thinking. It’s used when attempting to understand an- when a particular characteristic is used in a roll. These
other person’s motivations or when you’re decipher- guidelines are provided as a guide for the gamemaster
ing the purpose of a piece of unknown tech. It’s also to use when trying to decide which characteristic best
used in creative works, such as poetry, painting, or pairs with which skill. You shouldn’t feel beholden to this
even inventing new tech. The higher your Intuition, chart; instead, allow for some creativity in these pairings.
the better your chance of feeling your way through Whenever you attempt an action that is not de-
a situation or making the right choice given limited scribed elsewhere in this book, or when you’re un-
information. certain which characteristic should be used, you can
consult this chart for guidance.
FAITH (FTH) Force can be used when you’re acting directly upon an-
other with physical force (Strength), during reasoned de-
Represents courage and conscience. Faith reflects bate (Mind), or through force of personality (Presence).
your inner light, the beacon that shows you the way Finesse can be used when you’re acting with subtlety
in the darkest times. You are your own guiding light, or fine control, such as nimbly sidestepping (Dexteri-
and you do not succumb to peer pressure. Those ty), noticing details (Perception), or creating/inventing
with high Faith are comfortable in their own skins something or repairing bizarre alien tech (Intuition).
and with their place in the world; they’re confident Fortitude can be used when you’re resisting physical
in who they are. A character with high Faith has the force or harm (Endurance), mental coercion or confu-
confidence to avoid social pressure and social states, sion (Will), or social pressures and fear (Faith).
Perks
Your choice of perks (perquisites) for your character AUSTERITY
are listed with each class and calling in Chapter 2: Describes a practice used to improve your Spirit Re-
Characters. Below are some general rules for perks. sistance. You can only gain the bonus from one Aus-
You gain one calling perk with each level. You gain terity at a time; they do not add together.
one class perk every other level after the 1st. Some Examples: Armor of Purity, Incubation, Rise from
callings allow certain class perks to be acquired as the Ashes, Vow of Poverty, Wyrd Knowledge
calling perks. (Example: Duelists can gain Fencing as
a calling perk; for most of the other callings, it’s a CYBERDEVICE
class perk.) Allows a cybernetic implant. These devices count to-
ward your Techgnosis; if you have too many of them,
116
INTRODUCTION
gic Hubris, or some other phenomena that can get favor, or lashing themselves in contrition — sometime
you (and others) into real trouble. within the following act. If the penitent reneges on RULES
Examples: psychic powers, theurgic rites their oath, they cannot be absolved by this perk again
until they’ve made amends. In addition, word tends CHARACTERS
PRIVILEGE to get around about oathbreakers. The same penitent TRAITS
Represents the powers and duties that come with so- can be absolved by you only once per act.
cietal connections. TECHNOLOGY
Examples: Church Ordination, Guild Commis- ADVISOR
OCCULT
sion, Embargo, Noble Title, Landed Calling • Cyberdevice TL6 • Precondition:
Open
VERVE You can call on the wisdom of a tiny think machine
This is the category we use for the “meta” perks that device implanted on your person.
involve the manipulation of victory points. This is hard Benefice: You have an innocuous TL6 think ma-
to define; it’s an intangible thing that’s as much tied chine that appears as an earpiece or a metallic neck
into the aura of one’s office and standing as one’s per- tattoo or something relatively innocuous. Its artificial
sonal mystique. You can decide for your character how intelligence can advise you on matters by speaking
their own unique use of a Verve perk works. Is it a gift into your inner ear canal (but nobody else can hear
from the Pancreator or hard-won personal magnetism? it). It is a bit crude, however, and may become more
Examples: Holy Calling, Imperious, Independent, annoying than helpful at times. It knows the equiva-
Inspiring, Ingenuity lent of five Lore capabilities (choose which ones when
you gain this perk). You can swap these out for differ-
Preconditions ent Lores later on, if you have access to a data vendor
(usually found in agoras on the more cosmopolitan
You must meet a perk’s preconditions before you can worlds), generally at a cost of 100fb per Lore.
acquire it. Some perks are listed as “open.” These are Tech Compulsion: Inerrant
not tied to a particular class or calling, so they can be
gained by anyone, so long as any additional precondi- AIM ASSISTANCE
tions that might be listed are met. Calling • Cyberdevice TL7 • Precondition: Duelist
or Pirate
Perks
You seem to know where people are standing with-
out even looking.
Benefice: You have the ability to target opponents
without looking in their direction without suffering
ABSOLUTION any disadvantage, even when you are rendered See-
Calling • Privilege • Precondition: Confessor ing Impaired or Blinded. If you actually look at oppo-
By hearing someone’s confession, you may set the nents while attacking, you gain +2 goal to the attack
penance for a sin and absolve the penitent. The gen- roll.
eral penance for sin is well defined by the Church, but While it seems a superior feat to those watching you,
a Confessor is trained to be able to fit sin with deed it’s actually is a TL7 implanted cyberdevice that pro-
to benefit the Church, the penitent, and the Known vides you with positional information on your enemies
Worlds. through hairs on your neck, bright outlines beyond
Benefice: Besides the relief that basic confession your peripheral vision, or direct transmission of knowl-
can yield, you may, as a primary action, cancel a edge into your cortex. The device is outlawed on most
single brief, temporary, or enduring (but not chron- planets and can only be acquired illegally. Additionally,
ic) mental or social state by prescribing a task the it is considered to be cheating in official duels.
penitent must complete. You cannot, however, ab- Tech Compulsion: Bloodthirsty
solve states caused by occult means (psychic powers,
theurgy, etc.). AIM WHERE IT HURTS
Since this absolution only affects a short-lived state, Calling • Ability • Preconditions: Bounty Hunter
the penance should be something easily or quickly or Chainer or Duelist
achievable: a tithe, an oath to perform a later favor for Weapons are tools, and you know how to use them.
the Church, even a mortification of the flesh. If the Benefice: When spending VP to increase damage
person agrees to the penance, the state is canceled. for a victorious firearms or melee weapon attack, the
They must henceforth endeavor to complete it — fork- first 3 points of damage only cost 1 VP each. After
ing over the money for the tithe, promising to honor a that, you must spend 2 VP per damage, as usual.
117
ALIEN FRIEND [CHOOSE SPECIES] Benefice: While on a case for a noble, Church,
Calling • Privilege • Precondition: Open League, or Imperial faction, you get free entry into
You are a known friend to a particular alien species. any house, monastery, or business, as long as they
Benefice: When dealing with members of the spe- are even remotely connected to the investigation. You
cies to which this perk applies, your persuasion in- may ignore restrictions on rank and affiliation when
fluence rolls are considered favorable. You also gain trying to access facilities. People might still try to stop
the Xeno Lore capability for that species. This perk you, but this is generally seen as a sign they are trying
may be taken multiple times. The effects do not add to hide something.
together; another species must be selected each time Abusing your power comes with repercussions,
this perk is taken. Common choices for the perk are: however. Influential people may use their connections
obun, ukar, vorox, etyri, gannok, shantor, and human to slow down your investigation, invalidate evidence,
(if you’re an alien). (You cannot gain this perk for your even try to ruin your career if you dig too deep.
own species.)
ALLY [WHO?]
ALIEN UPBRINGING [CHOOSE SPECIES] Calling • Privilege • Precondition: Open
Calling • Privilege • Precondition: Open, but You have a close relationship with someone in a po-
can be taken only at 1st level sition of power, and that person will go out of their
Due to an odd series of events, you were raised by way to help you.
members of another species.
Benefice: It’s almost un-
heard of for humans to care
for an ukari child or a vorox
to take care of a human infant,
but it has happened. With
this perk, you begin play with
knowledge of that species’ lan-
guage (the Speak capability)
in addition to Urthish (your
second language). You also
have the Xeno Lore capability
for that species. Anyone with
a prejudice against non-hu-
man alien species (which in-
cludes almost every person in
the Known Worlds) will tend
to have a special distrust for
you, but members of your nur-
turing species will trust you
more than they would most
strangers of your birth species.
Moreover, they see you as an
ambassador worthy of special
consideration. Your influence
rolls with them are favorable.
ALL-ACCESS PASS
Calling • Privilege • Pre-
condition: Detective or Im-
perial Cohort or Inquisitor or
Questing Knight
The show of a badge opens
many doors, while those who
stay behind closed doors are
rendered even more suspicious
to you.
118
INTRODUCTION
Benefice: You choose the identity of your NPC Benefice: Choose a small animal (Size 1-3) as a
Ally and what kind of power they wield, in the form companion. It is well trained and devoted to you. You RULES
of rank or its equivalent — duke, director, bishop, may give it simple commands, and it might even at-
etc. The higher their position, the more power they tempt to defend you from attackers by making threats CHARACTERS
wield, but the less time they’ll have to pay attention or outright attacks. TRAITS
to your requests (it might take a while to get a mes- If you lose your companion, you can befriend anoth-
sage through) and the less likely they’ll intervene in er animal by using Animalia skill in place of Charm, TECHNOLOGY
affairs that could harm their strategic interests. Your although it can take a while to train depending on the
OCCULT
godfather, Duke Gavin Hawkwood, is not going to intelligence and capabilities of the creature.
start a trade war with the Scravers just to bail you out
of jail, but your Aunt Bernice, Canon of Sanctuary ANTHROPOLOGIST
Aeon, might well march into the jailhouse and give Calling • Ability • Precondition: Explorer or
the warden a piece of her mind, shaming him into Mendicant or Scholar
releasing you. The flipside of the advantage of having Just because you don’t share a common language
an Ally is that you occasionally have to do things for with someone doesn’t mean you can’t communicate
them in return. with them.
Benefice: When encountering a culture or species
AMBIDEXTROUS willing to communicate with you but whose language
Calling • Ability • Precondition: Open or etiquette you do not know, you may communicate
Most people are right-handed, while some are bet- any basic topic, such as asking for food and lodging,
ter with their left. You never really liked those kinds using gestures, employing onomatopoeia, or per-
of decisions. sistently using a lot of pointing instead of relying on
Benefice: When pushed, you may use your off-hand verbal communication.
as proficiently as your main one. When your main Additionally, when first encountering a tribe whose
hand is injured or occupied, that doesn’t make your attitude towards you is hostile, you may use your
rolls involving it unfavorable. Additionally, you are communication ability to turn them neutral for the
even better at tasks done by hand so long as neither of remainder of the scene, so long as you or anyone as-
your hands are injured. When you are not under pres- sociated with you performs no threatening or hostile
sure and performing a manual task that requires use act. While they are neutral, you can make befriend at-
of both hands in coordination your rolls are favorable. tempts.
(Examples include opening a safe after taking care of
the guards without raising an alarm or soldering a bro- ARMED TO THE TEETH
ken communicator device with absolutely no risk of it Calling • Ability • Preconditions: Bounty Hunter
exploding if you connect the wrong wires.) or Brother Battle or Duelist or Mercenary or Pirate and
proper weapon capabilities
ANALYZE PERSONALITY You can use a melee weapon in your primary hand
Calling • Ability • Precondition: Dreamtender while carrying a pistol in your off-hand to gain an ex-
By understanding someone completely, you can tra attack.
draw upon that understanding when needed. Benefice: When attacking with a melee weapon in
Benefice: By researching or observing a person your primary hand and a firearm in your off-hand,
for at least a scene, you can create a profile of them you can also make an attack with the pistol instead of
that gives you insight into their thoughts and actions. taking a movement action that turn. This is a bonus
Once you have a profile on a person, you can use this primary action. Unless you have the Ambidextrous
knowledge to influence them more deeply. When using perk, your pistol shot is unfavorable.
influence on them, the state you inflict is one step more
persistent than usual. If it would normally be tempo- ARMOR OF PURITY
rary (expires at the end of the scene), it’s now enduring Calling • Austerity • Preconditions: Inquisitor or
(lasts until the person takes a Respite). If was normally Monk
enduring, it’s now chronic (lasts until therapy removes You practice a spiritual discipline that strengthens
it). If it was chronic, it’s now harder to dislodge (add +4 your resolve against evil influence. Your Armor of Pu-
to the Resistance against therapy or Rallying). rity comes from a rigorous regimen of daily prayer.
Benefice: You gain +2 Spirit Resistance. If you
ANIMAL FRIEND should ever cease to practice your Austerity (daily
Calling • Ability • Precondition: Explorer or Scout prayer), you lose the benefit of this perk until you re-
You have a trained animal companion. dedicate yourself to it for at least two days.
119
ARMOR OF SANCTITY Armor:
Calling • Privilege • Precondition: Friar Armor Psi
You embody the Church to your parishioners. Civilian 2
Benefice: To your flock and community, you
are beloved and above reproach. Those you serve Combat 3
as priest are considered to be Befriended by you as War 4
staunch allies. In addition, you can mesmerize them as Buckler or small handheld shield 1
a secondary action merely by speaking (you can ce- Large handheld shield 2
ment your influence with VP from the roll). In such
Standard or dueling energy shield 5
a state, they are unable to attack you, and someone
who wishes to influence them against you first needs Assault energy shield 6
to shake them out of their Mesmerized state. Battle energy shield 7
120
INTRODUCTION
BADGE OF MERIT (choose one when you gain this perk) to your Surge
Calling • Privilege • Precondition: Imperial Co- rating. Additionally, you gain one bonus surge that RULES
hort or Knightly Order or Questing Knight or Tem- can be used once per act.
plar CHARACTERS
You have gained distinction and respect in your order. BORN ON THE BATTLEFIELD TRAITS
Benefice: You have received one of the merits Calling • Ability • Precondition: Brother Battle
within your order. Gain +1 Mind Resistance. You or Mercenary or Pirate or Templar TECHNOLOGY
have a measure of fame inside and outside your or- You spent most of your life on the various battle-
OCCULT
der; you may be recognized by name if not by sight. fields of the Known Worlds and maybe even beyond.
You gain +2 goal to persuasion influence attempts Fear is a stranger to you.
with members of your order and those among the Benefice: You are immune to the Daunted state.
populace who recognize your merit. You gain +2 Mind and Spirit Resistance against influ-
ence or occult powers that would place you in fearful
BADGE OF VALOR states (such as Afraid and Terrified).
Calling • Privilege • Precondition: Imperial Co-
hort or Knightly Order or Questing Knight or Tem- BEGINNER’S LUCK
plar Calling • Ability • Precondition: Amateur or
You have proven to your order and to yourself that Enthusiast
you are steadfast and unwavering. You convince yourself you can do anything. Some-
Benefice: You gain +2 goal when performing the times it even works out.
shake it off maneuver. You also get +1 Mind Resis- Benefice: You can convince yourself that you
tance. can succeed with something on the first try, even
if you’ve never done it before. You will make it;
BANKSTER this will work out; just don’t worry too much
Calling • Verve • Precondition: Banker about it. Once per scene, you can raise your
Bankers hold an almost mystical significance ranks in any skill (even a restricted skill)
for Known Worlders, who mostly do not for a single roll by an amount equal to
understand how money works. You your Faith, Intuition, or Wits ranks
know how to leverage this social cap- (whichever is highest).
ital for personal gain.
Benefice: As a primary action, BLACKMAIL
you may loan VP from your cache Calling • Ability • Precondition:
to another character (PC or NPC) Sybarite
who can see or hear you and is will- Power corrupts, and those with the
ing to accept the loan. This requires an most power stand the most to lose.
exchange of confidence, a consenting Benefice: Once per drama,
nod of approval, a thumbs-up, or an when you hold one of your ex-
“attaboy.” By the end of the scene, they travagant parties, you can in-
must pay it back with interest equal to vite particular guests and col-
20% of the amount loaned (round up). lect blackmail on them. Over
If they took a loan of 5 VP, they’ll owe the course of the evening, you
6 (the 5 VP capital plus 1 VP as 20% coax each of them into do-
interest). Failure to pay puts the ing something that, should it
debtor in the Penalized state until be made public, would prove
they either pay up or use shake it off embarrassing to them. You
on the state. can blackmail a number of
guests equal to your Knav-
BATTLESENSE ery skill rating.
Calling • Ability • Precondi- During the remainder of
tion: Brother Battle or Mercenary the drama, you may reach
Your training left you prepared out to each of your compromised
at all times. guests to redeem a favor. In ex-
Benefice: You can add your change, you promise to destroy the
Endurance or Will ranks incriminating evidence, silence
121
witnesses, and burn all pictures taken. The nature “recruits” or gathering information from the locals
of the favor is usually social: They provide access to at the end of a club. When you spend half an hour
an event or location or set up a face-to-face meet- broadcasting your need in the local watering holes or
ing with someone you otherwise wouldn’t be able to agoras, you will soon have one thug at your beck and
get near. Sometimes they might loan you a resource call per your level (at 3rd level, you get three thugs).
(a device, a landcraft, or even a non-jump capable They’ll hang with you for the remainder of the act,
spacecraft) or a hired servant for a single well-de- but they expect to be given opportunities and license
fined task. The details are to be worked out between to punch one or two unfortunates. If you deny them
you and the GM. this, they might turn on you. This is not a legal license
unless you have the Labor Contractor perk.
BLOOD HOUND
Calling • Ability • Precondition: Bounty Hunter BORN UNDER A LUCKY STAR
or Inquisitor Calling • Ability • Precondition: Amateur
Whether you strong-arm people or track literal and You tend to succeed spectacularly at anything you do.
figurative trails, once you are on someone, you don’t Benefice: Your rolls are considered critical hits,
let go easily. not just when you roll the exact goal number but also
Benefice: Whenever you find a location your when it’s one less than that number. This only hap-
bounty has frequented (such as a safe house, their pens once per scene: the first time you roll 1 less than
cruiser, or a favorite bar), you can spend time search- your goal. (Example: Your goal number for a roll is
ing for traces they’ve left behind. This takes between 12; you get a critical hit on a die-roll result of both
10 minutes and an hour, depending on the size of 12 and 11.)
the location, and yields clues about your quarry’s
whereabouts: your bounty threw away a note in- BOTANIST
cluding an address, you find a photo of their loved Calling • Ability • Precondition: Enthusiast or
one, or the bartender knows their partner’s name. Scholar
Either way, you now know their current location, The tranquility of nature was alluring enough
unless your bounty skips the planet (in which case to you that you dedicated years of your life to its
you’ll at least have a rough idea of their destination). study.
This perk can be used to track anyone, not just your Benefice: You studied plants in all their shapes
official bounties. and colors. You have familiarity with the flora of all
planets in the Known Worlds. When you take time
BODYGUARD to inspect a plant, fruit, seeds, or roots, you can tell
Calling • Ability • Precondition: Templar whether they are nutrient-rich, poisonous, or possess
While Brother Battle protect the Church as a remedial effects.
whole, all Church orders have protectors. Nutrient-rich plants and their fruits can be con-
Benefice: If you have not taken an action yet this sumed to keep one person fed per unit of the plant.
round, you may throw yourself in the way of an attack What constitutes a “unit” depends on the plant in
against someone nearby (so long as you can reach question: While an adult can survive by eating half
them with your movement action). Treat the attack a kilogram of berries a day, it is said that a single
as if it’s directed against you. leaf of the Kadjian palm boiled in a kettle can sus-
tain whole armies, though this might be an exag-
BOGEYMAN geration.
Calling • Privilege • Precondition: Chainer Poisonous plants can be used to create a variety of
The lower classes fear you and loathe you, but more poisons, though the Poison Lore capability is required
unsavory types envy you. to handle them appropriately. Without this capabili-
Benefice: Your coercion influence attempts ty, those interacting with the plant risk exposure to
against anyone who does not have a rank of some the deadly effects themselves.
sort (Church Ordination, Guild Commission, Noble Remedial plants provide a variety of bonuses to
Title, Professional Reputation) are favorable. On the Remedy checks, as well as the shake it off maneuver for
flip side, your persuasion influence attempts against removing states. (For example, consuming the correct
the same people are unfavorable. herb can calm the nerves of those suffering the Afraid
There are always those who actually envy your state, or revitalize those who feel Fatigued.) When ap-
power, though. You can enlist a local gang of toughs plied correctly, they can also reduce the amount of
and thugs to help you in a task, such as rounding up time necessary for wounds to heal.
122
INTRODUCTION
Given an appropriate space, you may grow your Benefice: Getting to your current position re-
own garden. When planting the seeds, you may pick quired sacrifices — some personal, some by (or of ) RULES
one of the following categories: nutrient, poison, or those close to you. Your emotional state left you
remedy. All plants growing in your garden are of this willing to risk anything and, more importantly, CHARACTERS
chosen type. Plants from different categories can nev- anyone to achieve your goals. You do not suffer any TRAITS
er coexist in the same garden, but you may grow a negative mental or social states when confronted
separate garden with a different type. with the suffering of others. (Anyone who tortures TECHNOLOGY
your friends in an attempt to intimidate you auto-
OCCULT
BREATH MARK matically fails. Watching the explosion of a space
Calling • Verve • Precondition: Chorister station, which might inflict the Terrified state on
When you work closely with others, timing when to others, leaves you cold.) You are only emotional-
act and when to breathe is essential. ly detached from other people, however, and still
Benefice: Once per scene, when one of your troupe react to any threats and harm against your own
takes (or is given) a surge, you can elect to gain VP as wellbeing.
if you also called upon a surge, but this does not count Additionally, you may take a calculated risk: Once
toward your total allotted surges. per scene, you may take up to 5 + your level in VP
from the well (e.g., at 3rd level, you could take up to 8
BUREAUCRACY VP.) Write down the number of VP gained this way.
Calling • Ability • Precondition: Lawyer You can repay this debt at any point by putting that
You read and create contracts as if they were baking amount back into the well. (The VP you spend to
recipes. gain effects, such as impact or boosted Resistance,
Benefice: You may set up a contract with a tar- don’t count toward this debt.) Should the scene end
get for a particular task. If the target — the signa- with you still owing any VP, you suffer a goal penal-
tory — agrees, they must accomplish the task for ty to all social rolls (for influence or defense) for the
you or suffer penalties. The task might be a simple next scene; the penalty is equal to the amount of VP
bodyguard contract (“protect me from harm”), a you owe.
promise to accompany you to the duke’s ball, or
even a heist. You are expected to provide some Example: You take a calculated risk and take 6 VP
form of compensation, either monetary or in the from the well. You repay 2 of those two turns later.
form of favors. You then insult the local lord, which causes him to
Each contract requires you to spend at least one storm out of the room, ending the scene. You have 3
hour of legal work. The signatory is in the Bonded VP left in your cache from the attack; you decide to
state until the task is complete or until the end of the use them to repay even more. You end the scene with a
drama. (If more time is required, you might consider debt of 1 VP, resulting in a -1 penalty on social rolls
breaking the draft into multiple contracts, each repre- during the next scene, as you fail to conceal your cold
senting a stage of completion.) If a Bonded signatory and calculating nature.
violates the contract or fails to complete it, they are
put in a chronic Penalized state. There is no penalty
if you break your end of the agreement, except for CALL TO CONTRITION
whatever enmity or retribution you’ve earned from Calling • Ability • Precondition: Confessor
the signatory. Penance starts with contrition. Sometimes you may
Additionally, your knowledge can be used to have to remind people that their eternal fate rests in
evaluate existing contracts created by this perk. confession.
Spend 1 hour examining the contract. You can find Benefice: Once per scene, you can make a loud
loopholes in the wording, clauses which are impos- appeal for others to confess their sins, cajoling them to
sible to fulfill, or articles that are illegal under local seek confession or suffer. Perform a castigate maneuver
law, thus voiding the contract (and the signatory’s vs. each listener’s Faith as Resistance. Those whose
Bonded state). Resistance you overcome are Penalized until they un-
dergo confession or the scene ends, whichever comes
CALCULATING first. Note that this affects everyone who hears you,
Calling • Verve • Precondition: Conspiracist even your friends and troupe. Sending your compan-
When you play with fire, casualties happen. You ions into a such a state during combat may not give
are not fazed by loss anymore. you the desired result.
123
CAN OPENER lows you to dodge the ire of your victims — for a little
Calling • Ability • Precondition: Pirate or Reclaimer while.
Breaching hulls and opening wrecks are second na- Benefice: Once per act, you can create a prank cof-
ture to you. fer. You can place VP into it, up to a limit of your
Benefice: You are an expert at inflicting massive Wits. For the duration of the act, you can apply this
damage to the outer hulls of vehicles, whether they amount once per round as a bonus to your Resistance
are ground-, sky-, or space-bound. All your tricks against a single attack or influence attempt by a per-
require you to get close enough to use your tools of son who has been the butt of your pranks. You do
choice (sticks of explosives, corrosive liquids, a hy- not spend the points in the coffer; you simply use the
draulic sledge hammer, or a laser “hull knife”). When amount as a bonus to your Resistance (Body, Mind,
near a vehicle’s outer layer, you can breach the hull. or Spirit — whichever you choose as needed). How-
How long this takes you depends on the thickness of ever, you can use the coffer’s bonus only a number of
its plating: 1 turn for most ground vehicles, but up times equal to your level. (At 4th level, you can use the
to 1 minute for a starship hull. Your breach is large bonus four times during the act.) At the end of the act,
enough for a Size 5 person (someone of average hu- or once all uses have been made, the coffer goes away,
man size) to crawl through the gap. You can spend 2 and its VP go into the well.
VP to enlarge the gap enough to allow two people to
enter side-by-side (or one person of Size 8 or smaller). CARTOGRAPHER
A Vigor-skill breach maneuver can be performed Calling • Ability• Precondition: Explorer
without this perk, but it requires at least 30 minutes of You studied maps, preparing for your years of travel.
work before a roll can be made. Benefice: On the planets included in this perk’s
reach (see below), you know all mountain ranges,
CAN’T YOU TAKE A JOKE? major cities, continents, islands, canyons, volcanoes,
Calling • Verve • Precondition: Mercurian reefs, even larger mines, and so on. Some of the maps
You justify your most malicious behavior by insist- you used were quite old, however, so some informa-
ing other people should just see it as a joke. This al- tion might be outdated, especially where people are
124
INTRODUCTION
concerned, as they change the surface of planets fast- yourself or your vehicle as a primary action. While
er than tectonic plates do. This perk obviates the need you remain hidden, opponents don’t get instinctual RULES
for a roll to know anything about the local features, perception tests to detect you unless they’re right next
and it acts as a sort of Geology Lore for all the worlds to you; even then, their Observe spot and search rolls CHARACTERS
in question, should a roll absolutely be needed. This are unfavorable so long as you don’t act against them. TRAITS
doesn’t mean you know where you are at any point, Additionally, you gain +2 goal on attacks you make
but you do know that New Haven is 150 km south of while you are hidden from your opponent, regardless TECHNOLOGY
Hades’ Tooth. of environment.
OCCULT
This perk can be taken twice to expand the reach
of your knowledge. CHARTOPHYLAX
First Perk – You know lay of the land of all plan- Class • Privilege • Precondition: Priest or Clergy
ets in one entire Royal House’s holding (or the and Church Ordination
Church’s or League’s). You have access to Church records normally for-
Second Perk – Your reach includes the Known bidden to others, even to other priests who lack your
Worlds (or Barbarian Worlds). privilege.
Benefice: You may gain access to protected Church
CASH libraries. You do so by presenting yourself to the head
Calling • Privilege • Precondition: Open librarian and requesting to view the archives. No in-
Through well-earned wages, inheritance, treasure fluence roll is required. You can also access secure
seeking, wise saving, or a surprise act of charity, you Church data files. (You have a legitimate password
gain a goodly sum of firebirds. to bypass Church data encryption; normally, that
Benefice: You gain 1000 fb each time you take this bypass would require an Interface skill maneuver
perk. You may carry it on your person, keep it in a against Severe Resistance.)
local bank, or leave it with trusted friends; regardless, Others without this perk may attempt to access
you can access it freely. This money may be spent to archives by bribing the librarian or fooling him into
equip yourself before or during gameplay. Howev- thinking they have permission from the bishop (per-
er, unlike the Riches perk, once your cash has been suasion influence; the librarian gains a +4 Mind Re-
spent, it is gone. sistance bonus); however, failure may mean Church
authorities are alerted to the presence of potential
CAT BURGLAR’S EYE heretics.
Calling • Ability • Precondition: Artist or Enthu-
siast or Thief CHILD OF DHIYANA
One glance is enough for you to know whether an Calling • Ability • Precondition: Obun and 1st level
item is worth getting. You were born with male and female sex organs,
Benefice: You can assess an item’s value — or iden- both equally mature when you reached adulthood.
tify a forgery — just by looking at it. You can perform Benefice: The obun see you as fully embodying
an Arts-skill evaluate artwork maneuver as a primary both male and female aspects of the divine. Among
action instead of the more time-consuming Present obun who know of your birthright, your persuasion
Tense action normally required; your roll is favorable. rolls are favorable, especially when trying to convince
You can either assess its rough value or detect if it’s a another obun about a spiritual matter. In addition,
forgery. Resistance depends on the rarity of the item you get favorable rolls for repress and reconcile maneu-
and the volatility of the market for that sort of item. vers against your psychic Urge, or your repent and atone
A brick of gold has a fairly reliable value (Easy Resis- maneuvers against theurgic Hubris (choose one type).
tance), while the worth of a unique modern sculpture
raising awareness for the lives lost in the Farhold Up- CHURCH ORDINATION
rising is a bit harder to estimate (Severe Resistance). Class • Privilege • Precondition: Priest
You are a recognized member of the Universal
CHAMELEON Church, protector of souls and bringer of light. The
Calling • Ability • Precondition: Scout and Wild titles for duties apply to all genders and identities.
Domain perk Benefice: You bear a Church rank. Its title is depen-
Like a predator hunting its prey, you blend into dent on how many levels of this hierarchical feat you
your environments. possess. Each successive level raises you in rank one title
Benefice: You’ve mastered the art of remaining (see the chart below). In addition, each rank grants you
unseen when you want to. While in one of your do- +2 Mind Resistance. This bonus increases with each
mains (see the Wild Domain perk), you may hide successive rank (i.e., a canon gets +4 Mind Resistance).
125
Church Ranks
Orthodox/Avesti/Aeon Brother Battle Eskatonic
1st Novitiate Apprentice Novitiate
2nd Canon Oblate Provost
3rd Deacon Acolyte Illuminatus
4th Priest Adept Philosophus
5th Bishop Master Magister
6th Archbishop Grand Master Presbuteros
In addition, there are different duties within the This perk can be taken multiple times; each ad-
Church, each with their own titles (and the perks to ditional perk unlocks higher levels of technological
acquire them). Priests who act as ambassadors to a competency. The first time you pick it, you gain the
planet, house, or guild are called “legates.” Those re- Comprehend Tech Level perk at TL5. The second
nowned for theology (and who have been approved gives you TL6, and so on with each new version of
by the Patriarch as official theologians) are called this perk. Tech Level 8 is the highest level a Known
“hierophants.” A keeper of Church records holds the Worlder or barbarian can know without significant
post of “chartophylax.” A deputy to the patriarch is exposure to Anunnaki science.
called “syneculla”. These duty titles are in addition 1st TL5 (Diaspora-era: spacecraft, ceramsteel)
to the rank titles. 2nd TL6 (early Second Republic: advanced
starships, advanced think machines)
CLEANSING WORD 3rd TL7 (Second Republic: energy shields,
Calling • Ability • Precondition: Dreamtender or golems, early true A.I.)
Friar 4th TL8 (late Second Republic: sophisticated
You can talk someone down from a bad trip. terraforming, advanced true A.I.)
Benefice: As a primary action, you can speak In addition, you are immune to tech compulsions from
soothing words to mitigate a mental or social state devices whose tech level you can comprehend. With
from which your target is suffering. For one turn per Comprehend TL5, devices of TL5 no longer impose their
VP you spend, the state has no effect on them, and states on you when you suffer techgnostic overload, and so
they are treated during that time as if they were free on with each tech level for which you gain this perk.
from it. There are some exceptions, however. Energy devic-
You can also perform the Empathy minister maneu- es, such as blasters and e-shields, require a separate
ver after 1 minute of discussion with your patient. perk to manufacture: Craft Energy Device. These are
derived from alien vau-tech and require specialized
COMELINESS study. Likewise, you need the Craft Wondrous Tech
Calling • Ability • Precondition: Open perk to make certain “wondrous” devices that require
You are well groomed and/or have an attractive ap- an extra degree of imagination.
pearance, either naturally or through surgery.
Benefice: Your influence rolls in situations where CONCOCT ELIXIR
your appearance matters (such as in seducing others) Calling • Ability • Precondition: Healer or Tech
are favorable. Redeemer
You can make doses of Elixir, the wondrous Second
COMPREHEND TECH LEVEL Republic flesh-regenerating drug.
Calling • Ability • Precondition: Tech Redeemer Benefice: You must have access to an alchemical or
You can understand the complexities of a particular scientific lab and various expensive materials (50 fb worth
tech level; thus, you can invent technology of that tech of supplies per dose). You’ll need to perform at least 8
level. hours of lab work before a roll can be made. If you have
Benefice: While you can repair and jury rig tech of the Remedy skill at 7 levels or higher, you can cut the time
any tech level using the Tech Redemption skill (and the in half. Roll Alchemy + Intuition. You should have the
requisite Tech Lore capability), this perk allows you to Tech Lore (TL7) capability; otherwise, your roll is unfa-
invent items rated at the tech levels you can compre- vorable. The Resistance depends on the potency you’re
hend. This puts you on par with the geniuses of the aiming for: bare is Hard; poor is Demanding; standard is
eras in which those tech levels were originally mas- Tough; high is Severe. A victorious roll produces one dose
tered. See the Tech Redemption-skill invent maneuver. of Elixir, plus 1 additional dose per 2 VP spent.
126
INTRODUCTION
CONDEMN The loyalty of your people depends in part on your
Class • Verve • Precondition: Priest leadership, partly on the progress of your campaign, RULES
You condemn sin in another person, greatly un- and how well you pay. Casualties and defeats make
nerving them. them more prone towards cowardice in the face of the CHARACTERS
Benefice: Once per scene per level, you can remove enemy, while winning battles and a surplus of supplies TRAITS
VP from another person’s bank and/or cache, wheth- and rewards increases their commitment to your cause.
er that’s a player or NPC. You can drain a number of TECHNOLOGY
VP from the target equal to your level + 1 per 3 VP CONTACT [WHO?]
OCCULT
you spend from your own cache. You first drain from Calling • Privilege • Precondition: Open
their bank; once it is empty, any excess is then drained You have acquaintances who help you out in little ways.
from their cache. You cannot use these condemned Benefice: You have acquaintances within a partic-
VP for yourself; they go into the well. The same per- ular calling or faction; it doesn’t have to be your own
son cannot be condemned more than once per scene. calling or faction. It might be Star Pilots or Duelists,
or House Hawkwood or Brother Battle. They know
CONSCRIPT you by name and are willing to help you out a little.
Calling • Privilege • Precondition: Commander Your Contacts might provide information, sell good
or Lord and Noble Title 2+ weapons, or just be willing to give you a place to stay
You have the power to conscript your subjects into when you need it, although they won’t undertake jobs
missions and war. for you. Once you’ve chosen the calling or faction your
Benefice: You may force your subjects (from your fief Contacts come from, the gamemaster can flesh them
or your direct family’s fief) into military service. You may out as they desire whenever you ask to call upon a Con-
perform an Impress-skill command maneuver against a tact. The Contacts will want something similar in re-
crowd. The Resistance is based primarily on how large turn: information (at least gossip, but maybe even stra-
a unit you’re trying to assemble from the present crowd: tegic intelligence), a pick from among your reclaimed
findings (i.e., loot), or a guest house they can crash in
Unit Size Base Resistance now and then. You can gain this perk multiple times,
Posse (3-5 people) 2 choosing a new calling or faction each time.
Squad (6-12 people) 4 CONTORTIONIST
Platoon (15 to 50 people) 6 Calling • Ability • Precondition: Artist or Thief
2 platoons (51-100 people) 8 As if your bones were made of rubber, you can con-
Company (101-250)* 10 tort into unbelievable shapes.
Benefice: Your rolls are favorable for actions that
require moving your whole body, such as those in-
The base Resistance is modified by your reputation volving the Perform (Dancing), Sneak, and Vigor
among your subjects and the nature of the campaign: skills (including the dodge maneuver).
+1 They do not know you.
+2 They are not personally affected by your COUNCIL MEMBER
cause. Calling • Privilege • Precondition: Conspiracist
+2 The enemy is known for brutality. or Courtier and Noble Title 1+
-1 They trust you and your reputation. You are a member of the council to a lord of your
-1 You are a native to the area. house, advising them in matters of your specialty.
-2 The campaign has looting opportunities. Benefice: A high-ranking member of your house
-2 The whole planet is in danger. listens to you, either in one of your specialties or in
* To raise more soldiers than a company, you’ll need general. Are you the financial advisor, the liaison to
to wait at least a day and try conscripting a new crowd. another culture, or a military strategist?
If you are victorious, you assemble an army under As attacks against you are also attacks against your
your command. They are either equipped with what- lord, you gain +2 Mind Resistance against coercion
ever weaponry was at hand, or you can purchase uni- influence attacks. However, you only gain this bonus
forms and equipment for them. A failed attempt means while you are under your lord’s employ. Should you
your army crumbles before it even forms, as people lose your good standing (perhaps by causing too much
drop out when they notice nobody else is joining, or trouble and tarnishing their good name), you may be
you might end up with a malformed unit: soldiers lack removed from the council. You will then lose all bene-
equipment, squads do not have the right troop size, or fits from this perk until you regain your position once
most of your recruits have dodgy backgrounds. more or take up a similar post with a different noble.
127
COUNTER THE DARK that asks its members to act honorably), and the Invisi-
Calling • Ability • Precondition: Occultist ble Path, a cutthroat group of psychics convinced they
Drawing upon your extensive esoteric studies, you are the heirs of evolution, ascendant over humanity.
know how to intervene when Dark influences affect
others, and you can abolish occult influences. CRAFT ENERGY DEVICE
Benefice: As a primary action, you can speak author- Calling • Ability • Preconditions: Tech Redeemer
itative words to mitigate a state from which your target is and Comprehend TL7+
suffering caused by occult means (such as psychic powers, You have the know-how necessary to manufacture
theurgy, or exposure to Ur artifacts). For one turn per VP energy weapons and shields.
you spend, the state has no effect on them. During that Benefice: If you are near a workstation and have
time, they’re treated as though they’re free from it. all the pieces necessary, you may attempt to construct
energy weapons (lasers, blasters, stunners) or energy
COUNTERFEIT shields (standard personal, dueling, assault, battle, or
Calling • Ability • Precondition: Clergy or Scribe starship grade), as long as you possess the Compre-
or Spy hend Tech perk at a tech level corresponding to that
You can perfectly mimic someone’s handwriting. In specific item (usually TL7).
a world where letters are the main means of commu- Attempt a Tech Redemption + Dexterity roll against a
nication among nobles and priests, this can cause a Tough Resistance. If you don’t have the Tech Lore capa-
lot of trouble. bility for the weapon, this roll is unfavorable. You use up
Benefice: As long as you have (or once had) a sam- raw materials equal to half the weapon cost. Typical costs
ple of a person’s handwriting, you can expertly copy are listed in Chapter 4: Technology. You must spend
it. Use the Arts-skill forge artwork maneuver as a rules one day of work per 100 fb cost before the roll can be
guideline, except that you can substitute Academia made. You must have access to electrical or fusion power
for Arts skill and Dexterity for Perception; the roll for during the entire crafting time period, and any interrup-
that maneuver is favorable for you. tion in power will delay the making of the device.
128
INTRODUCTION
If you invent a new gadget, consult your GM to de- nonetheless arose as a necessity. It does help mitigate
fine the details on your new gadget, such as its tech the grifters who try to game the system by capturing a RULES
level and compulsion. bounty wanted by multiple factions and then return-
ing the criminal to both — by dropping off a hand CHARACTERS
CREDIT-WORTHY here and a head there. TRAITS
Calling • Ability • Precondition: Tycoon You have access to this shared list of open and closed
Institutions tend to trust you with their money. bounties, as well as data collected on various criminals. TECHNOLOGY
Benefice: You are a trustworthy member of high It usually contains visual reference of the wanted per-
OCCULT
society, and people who know you are generally happy sons and their last-knowns mean of transport, known
when you’re looking over their investments. Your influ- harbors, connections, and the crime(s) they committed.
ence rolls when you try to convince people to lend you To access the list, you need permission to use an
money or invest in your businesses are favorable. Addi- official’s think machine, or — more likely — reach one
tionally, people tend to offer you larger sums than they of your contacts who can do this more easily.
would otherwise. This is great, so long as you make
sure that they get their money back in time. DABBLE IN THE DARK
Calling • Ability • Precondition: Occultist
CRIMINAL ARCHIVE ACCESS Some knowledge probably shouldn’t be known.
Calling • Privilege • Precondition: Bounty Hunt- You can call upon this knowledge to succeed but at
er or Detective or Scribe the risk of your soul.
You have ways to find information on people of Benefice: Once per scene, whenever you fail a roll,
interest. you can choose to instead have gained foreknowledge
Benefice: You have access to an incomplete collec- of this event from your previous scrying attempts.
tion of data on criminals within the Known Worlds. This allows you to attempt a favorable reroll, hope-
While the different houses, Church sects, and guilds fully getting a better result. Regardless of the result,
would never officially approve of a central database you have confirmed the whispers you heard from the
of all crimes committed to (and by!) them and their Dark, and as a result, you’re haunted by that knowl-
members, a rudimentary list of wanted criminals edge. You suffer the Haunted state for the remainder
129
of the scene. While in this state, you cannot perform ment the coffer from your cache at a rate of 2 VP for
a shake it off maneuver against this state or any other every 1 VP placed into the coffer; then it gets locked.
(you deserve your misery), and your persuasion influ- Record the number of VP in the coffer; that’s the cof-
ence attempts are unfavorable (because that look in fer’s VP value. At the start of each of your turns, any
your eyes creeps people out). VP spent from the coffer are replenished from the
well, up to the amount of the coffer’s VP value.
DANCE OF DESTRUCTION VP from the coffer can be spent only on rolls re-
Calling • Ability • Precondition: Duelist lated to the piloting situation at hand or boosting
Like a whirling dervish, you dance across the bat- Resistance against rolls that target your vehicle. For
tlefield, leaving carnage in your wake. example, it’s useful when you’re avoiding incoming
Benefice: Once per scene, you may perform the missiles, dodging rubble from a collapsing tower, or
Dance of Destruction, a mixture of performance art getting your engine to run just a tiny bit faster to catch
and sword-fighting style. Once in the Dance stance, up to your target.
whenever you score a victorious attack on an oppo- Once the situation is resolved (the battle is over; the
nent, you can attempt an immediate bonus prima- pursuer has been outdistanced or shaken) or the cur-
ry-action daunt or mesmerize maneuver against any rent scene ends, you must empty the coffer into the
one opponent who can see you or a rouse maneuver well.
against an ally. You must use your movement action You may have only one daredevil coffer at any giv-
to move at least 1 meter to gain this advantage. If the en time.
influence attempt fails, you lose the Dance of De-
struction stance, unless you spend 1 VP to maintain it. DEBAUCHERY
Calling • Ability • Precondition: Sybarite
DANGER SENSE By way of example, you can make someone lose his
Calling • Verve • Precondition: Open moral footing and temporarily fall into sin.
Your senses are always on the alert for danger. Benefice: After spending at least five minutes inter-
Benefice: Nobody knows just when instinctual per- acting with a person, you can perform a Charm-skill
ception might be important, but you can hedge your debauch persuasion influence maneuver against their
bets toward better outcomes. Once per scene, you can Mind Resistance. The ideal environment for this ma-
take VP from your cache and place it in a special vigi- neuver is a private party where all the other guests are
lance coffer at a rate of 2 VP per 1 point that goes into acting out and are known to be discreet about what
the coffer. The coffer can hold a maximum amount they’ve seen. If the environment isn’t ideal, the target
equal to your Observe skill rating. The coffer is then might gain a +2 (or greater) Resistance bonus.
locked. If you’re victorious, the person is put into the De-
Each VP locked away in this coffer provides you bauched state. While in this state, the target can be
with +1 Perception for the purposes of instinctual pushed into committing outrageous activities and
perception. The VP are not spent as they’re used; atrocities by using convince influence maneuvers on
they simply apply against instinctual perception, so them.
long as they sit in the coffer. Since the GM doesn’t Targets already suffering from the Debauched state
always alert you to every instance of instinctual can be pushed further into the Depraved state with
perception, you won’t necessarily know when your another debauch maneuver. Depraved targets lose
coffer is needed. all self-control and can be pushed into the most sin-
VP in a vigilance coffer cannot be freely transferred ful of actions. Those suffering from the Debauched
to your normal cache or bank. At the end of the scene, and Depraved states are fully aware of their actions
the coffer is emptied back into the well. and can remember all of them, but they cannot stop
themselves until they manage to shake it off.
DAREDEVIL
Calling • Verve • Precondition: Star Pilot DEDUCE
In intense situations, you focus purely on your bird, Calling • Ability • Precondition: Detective or In-
ensuring you and your crew make it to the end of this quisitor or Occultist
ride. By focusing on the tiniest details, you perceive sub-
Benefice: While piloting a vessel or craft, you tle connections that others might miss.
may call upon your inner calm or chant a prayer to a Benefice: After taking a primary action to enter
saint as a primary action. Roll Pilot (or Drive) + Faith a deductive trance, spend 1 VP. For the rest of the
against a Hard Resistance. VP generated from this scene, your rolls for the Observe-skill detect, search,
roll become a special daredevil coffer. You may supple- and spot maneuvers are favorable, so long as they per-
130
INTRODUCTION
tain to solving a particular mystery or crime: Who DESTINATOR
murdered the rector? Who stole the strawberries? Calling • Cyberdevice TL6 • Precondition: Ex- RULES
Who was that unidentified man down in the kitchens plorer or Scout
before the dinner party was poisoned? A think-machine implant helps you find your way in CHARACTERS
In addition to whatever clues or observations those unusual territories. TRAITS
maneuvers yield, they reveal to you an underlying Benefice: You have a small TL6 implant connect-
pattern about how an event unfolded, a perpetrator’s ed to your retina or wired directly into your cortex. TECHNOLOGY
potential motive, and any possible suspects, helping It stores map data for you and provides you with the
OCCULT
you to solve the riddle. This can be doled out as a se- best courses or paths to any destination, as long as it
ries of clues or facts by the GM, but your gamemaster leads through known terrain.
is not obligated to serve up the complete answer. To acquire knowledge of terrain, you may either
There is a drawback: Your trance consumes your survey it in person, study map data visually (by look-
full attention. Any roll you attempt that is not related ing at a map for a minute), or access it via data link
to solving the enigma is unfavorable. As a secondary (if you can get access to a terminal that can provide
action, you can end the trance at any time. such information).
Tech Compulsion: Inerrant
DELIVERANCE
Calling • Ability • Precondition: Brother Battle DIPLOMATIC IMMUNITY
With your dying breath, you pray for the Pancre- Calling • Privilege • Preconditions: Church Or-
ator’s deliverance — and receive it. dination or Guild Commission or Noble Title
Benefice: Once per act, if you take Vitality damage While on business for your affiliated faction, you
that would kill you, you can utter a prayer that instead have a certain immunity from legal prosecution for
recovers Vitality equal to your Surge rating. This does acts you (allegedly) commit.
not count against your number of allowed surges. Benefice: If you commit a crime while on official
business, you cannot be prosecuted for it. You can still
DEPUTIZE be expelled from a fief or even a planet (depending
Calling • Privilege• Precon- on who you wronged), but you cannot be jailed,
dition: Detective or Imperial fined, or sold into slavery for your action. This
Cohort or Inquisitor or Quest- immunity can even counter accusations of spying
ing Knight or murder. However, this does not make you
Some cases are too big for immune from the condemnation of your own
one person. Good thing you superiors. If your little deed caused them
can share the workload with a great deal of trouble or lost political
those you trust. lucre, you may find yourself out of fa-
Benefice: Once per drama, vor. Sure, you’ve avoided jail time, but
you can deputize willing allies Diplomatic Immunity is not an excuse to
you trust. You can either depu- open a can of worms on your enemies
tize your entire troupe or a num- and get away scot free.
ber of NPCs (up to a limit of 2
people per level; e.g., at 3rd level, EMBARGO
you can deputize 6 people) for Class • Privilege • Precondition:
one specific investigation. They Guild Commission rank 3+ (commander,
receive all privileges currently fellow, boss, lieutenant, or manager)
held by you regarding your inves- You have the power to declare a League
tigations (access, responsibilities, trade embargo against a particular individ-
influence, power) until the case is ual.
over. Benefice: When you can declare an
You are regarded as their supe- embargo against an individual, you can
rior for all intents and purposes. prevent any member of the Merchant
This also means you are responsi- League from selling to them. Since at
ble for their actions. If they over- least 70% of trade in the Known Worlds
step their boundaries, you may end is conducted through the auspices of
up paying the price. the Merchant League, this could prove
crippling to someone who needs high-
tech supplies or a steady stream or
131
goods. They can still trade and barter with local, tering their attitude, they join your entourage for the
independent merchants, but these small-timers scene and will follow your lead. If you request it, they
usually provide only food or basic craft goods. will perform influence maneuvers on targets of your
They could perhaps try the black market, but much choosing. If they are allies, they will physically defend
of that is run by the Scravers, and they’re part of you from attacks, and you may make Charm entreat
the League. maneuvers against them to cause them to attack
The League does not like calling embargoes, be- someone you select.
cause it causes ill will with their other customers and
loses them money. You better have a good reason EPIPHANY
for wielding this power; otherwise, it could cost you Calling • Ability • Precondition: Dreamtender or
future promotions. Nonetheless, the League feels it Enthusiast or Mendicant or Monk or Scholar and one
must act quickly, decisively, and brutally against those or more Lore capabilities
who attempt to spurn League monopolies. League of- You can deliver an uncannily apropos statement
ficials urge anyone calling an embargo to negotiate an about a topic that stuns others into a sublime under-
end to whatever conflict caused it as soon as possible, standing of something they didn’t realize before.
although not by compromising the League’s power. Benefice: Like a legendary Zen master or a divine
The very threat of an Embargo is often enough to fool, you can issue a single-sentence statement once per
bring the individual to the bargaining table. Your in- act about a topic with which you are familiar. You must
fluence rolls to get them to negotiate (not the negoti- have a Lore capability related to the topic at hand.
ations themselves, but the attempts to get them to the Anyone hearing your statement may choose to try to
table) are favorable, regardless of your method: the comprehend it by rolling Focus + Intuition as a prima-
carrot or the stick. ry action against a Resistance equal to their own Will
rating. If they fail, they do not understand the wisdom
EMPATHIC CONNECTION of your statement and do not benefit from it.
Calling • Ability • Precondition: Dreamtender Those who are victorious find the doorways of per-
You may call upon your specialized training when it ception opening in their minds just long enough to
comes to influencing people. gain some vital understanding of the topic at hand;
Benefice: You may use your Empathy skill in place they are placed into a state of Gnosis for the scene.
of Charm or Impress (choose one when gaining this The catch is that you must also make the roll to ben-
perk) when performing common influence maneu- efit from your own statement — these words simply
vers. You may gain this perk an additional time to occur to you, as they are dredged from your uncon-
substitute for the other skill. scious or gifted by the muse; you don’t necessarily un-
derstand them better than others.
ENLIGHTENED The effects of your Epiphany’s Gnosis vary, but it’s
Class • Ability • Precondition: Priest or Monk or usually enough to grant the person favorable rolls
Occultist or Psychic or Theurgist concerning the topic commented upon. For instance,
Whether your devotion to the Pancreator has bur- if you make a statement about the odd religious prac-
nished your soul mirror or you’re especially sensitive tices of a particular sect, others who understand your
to psychic currents, you can tap into great undercur- utterance may gain favorable influence rolls when
rents of power in the universe. dealing with members of that sect. The effects apply
Benefice: Once per drama, you can convert VP only for one scene following the utterance.
from your cache or bank to wyrd points at a rate of
3 VP per 1 WP, up to a maximum WP equal to your EXECUTIONER
level. If you’re level 5, you can convert up to 15 VP Calling • Privilege • Precondition: Lord
into 5 WP. You have the power to perform summary execu-
tions of traitors to your house.
ENTOURAGE Benefice: You have a license to kill. This only ap-
Calling • Ability • Precondition: Courtier plies to persons who are subject to your house’s rule.
You can gather an entourage of hangers-on and This privilege doesn’t prevent questions and investi-
even bodyguards from your present company. gations about whether your execution was warranted,
Benefice: While among a group of people, you but it is legal.
may perform a primary-action Charm befriend ma- This perk can be acquired a second time to become
neuver against a number of individuals equal to your Grand Executioner, which expands your purview to
level. In addition to Befriending the target(s) and al- include traitors to the Emperor.
132
INTRODUCTION
EXEMPLAR “blood brothers,” former fraternity/sorority sib-
Calling • Ability • Precondition: Open lings, fellow secret society or cult members, etc. RULES
You have a rare talent in one arena of endeavor. They should be well-defined; not just anybody can
Benefice: Choose one skill when you gain this perk. be called upon as a Family Tie, and it doesn’t apply CHARACTERS
Once per scene, following a successful goal roll using to all members of your faction (not even your no- TRAITS
that skill, you can collect extra VP from the well equal ble house; just the more direct relatives). Of course,
to your skill ranks. You can take this perk more than these Ties cut both ways — if someone kills your TECHNOLOGY
once; each additional perk represents a different skill. father, you will have to hunt the murderer down,
OCCULT
even if that takes you to the farthest planet.
FAME/INFAMY
Calling • Privilege • Precondition: Open FENCING
You are famous or well-renowned in your field… Class • Ability • Precondition: Military Weapons
for good or ill. capability and varies (see below)
Benefice: Many adventurers eventually build rep- You are trained in fencing with a particular mili-
utations (usually as heroes or thugs). Your reputation tary weapon.
becomes more important the farther up the social Benefice: You gain special advantages when us-
ladder you climb. Reputation is of extreme impor- ing a weapon in combat. See Combat Specialties later
tance to nobles, it’s highly valued by priests, and in this chapter for full details. If you don’t have the
the League often bases promotions on it. However, proper weapon capability, your rolls are unfavorable,
your renown can be subjective. While most Known but you still gain this perk’s benefits. Choose one style
Worlders may recognize you as a hero, there are from the following list.
surely those who see otherwise and may hate you for • Duello (Precondition: Noble) — Regarded as the clas-
whatever deeds caused you to gain such accolades. sic sword fighting technique for the noble class.
Likewise, a Decados may be seen as a vile snake by • Kraxi (Precondition: House Decados, merchant,
the populace, but fellow house members may see ukar) — Infamous as a form of ukari knife fighting
him as a cunning motivator. with an emphasis on dirty tricks.
When you take this perk, decide who among the • Serpentis (Precondition: Noble) — Combines sinuous
populace adores you and who sees you as a villain. dance movement with sword strikes to keep one’s
The groups must be of equal size and reach, or if one opponent off-balance. Requires the Performing
is smaller, they must be more powerful. If you choose Arts Lore (Dancing) capability.
Li Halan serfs for the former, you might choose Li • Torero (Precondition: Noble) — Fencing with a whirl-
Halan nobles for the latter. ing cloak in one’s off-hand allows a combatant to
Among those for whom you have a good reputation, fend off, hinder, or disarm an opponent.
you gain favorable rolls on any persuasion influence This perk can be taken twice:
attempts to determine or change others’ attitudes to- 1st Gallant: You are an accomplished stylist.
wards you (such as the Charm-skill befriend maneu- 2nd Swashbuckler: You have perfected your fight-
ver), as well as attempts to haggle to gain a discount ing art.
on merchandise. Among those who know you as a
cad, you gain favorable rolls on coercion influence at- FORTHRIGHT
tempts to intimidate others into doing what you want Calling • Ability • Precondition: Open
them to do (such as the Impress-skill command maneu- You are supremely confident in social situations
ver), as well as attempts to keep them from alerting and do not hesitate to put yourself forward.
the authorities when you help yourself to a discount Benefice: You gain +1 Mind Resistance due to
on merchandise. your confidence. In addition, you have the initiative
edge for your influence attempts. Your place at the
FAMILY TIES head of the queue cannot be overruled by a noble,
Calling • Privilege • Precondition: Open although players and NPCs with initiative edges of
Blood can be thicker than wine. their own might vie against you for first place, in
Benefice: You can draw on some exceptional- which case you follow the normal rules: each rolls
ly loyal allies from within your extended family. a d20; highest result wins. Furthermore, once per
While this perk is perhaps best used by nobles, it scene, you can declare one of your defense actions
can apply to others who have “family” members (such as stonewall or debunk) against a single influence
ensconced in positions throughout the Known attack to be favorable.
Worlds. They could be actual relatives, sworn
133
FORTITUDE IN FAITH GAMBLER
Calling • Ability • Precondition: Healer or Class • Ability • Precondition: Merchant
Mendicant Taking risks is your lifeblood.
You can gird yourself and others against depri- Benefice: Once per scene, just before you make
vation or oppression with simple words from the a roll, you can make a bet on how much VP it will
Church’s teachings. reward. You can draw that many VP from the well
Benefice: Many priests find inspiration in the right then, before the roll is made, and spend it and/or
Omega Gospels. You can take this inspiration one bank it. If the roll fails to produce at least that amount,
step further to lift spirits in extraordinary circum- you have failed the bet; you lose an amount of VP
stances. Once per scene, by reciting aloud (as a sec- equal to double the amount you took from the well.
ondary action) a passage or sermon relating to the If you cannot pay from your cache and bank, you are
current situation, you can make a listener’s next roll Penalized and can make no further gambles until you
favorable. You can spend 2 VP per additional listener have squared your bet.
you wish to affect (up to a total of your Faith rating).
GEARHEAD
FRIENDS IN HIGH PLACES Class • Ability • Precondition: Merchant
Calling • Privilege • Precondition: Lawyer or You are especially attuned to technology, and you
Tycoon really don’t understand the Church’s fuss about it.
An old “friend” of yours might be able to help you out. Benefice: Once per level per scene, you can
Benefice: Whether through careful planning, make favorable a single roll involving the use of,
scheming, benevolence, or luck, you’ve amassed a understanding about, or repair of a specific type
number of people who are in your debt. You have a of technological device (TL5+). You can choose a
number of influential “friends” equal to your class lev- different device each time per scene that you use
el. Each of them is associated with one of the follow- this perk. Thus, within the same scene at 4th level,
ing: one sub-culture (court, cathedral, or commons); a you can make favorable up to four different rolls
specific noble house, sect, or guild; or an alien species involving up to four different types of device. This
or barbarian faction. does not apply to attack rolls. As a guideline, use the
You don’t need to declare who these friends are equipment charts in Chapter 4: Technology. For in-
when you acquire this perk (or when you gain a new stance, you might choose “Martech Red assault
friend with each level). Instead, you can it figure out laser rifles” as your chosen tech for the scene, or
when you need to call on one of them. At that point, “Mestengo Rover hoverbikes.” You don’t have to
declare the friend’s associated field or faction. Maybe choose which devices your perk applies to until you
they’re an old childhood friend who ended up run- need to. Also, your rolls to shake off techgnostic
ning the local chapter of the Charioteer’s guild or a compulsions for any device are favorable.
noble of House Hawkwood you rescued in the past.
Once per scene or Narrated sequence, you may GOSPEL
reach out to one of your friends to turn a single in- Calling • Ability • Precondition: Chorister and
fluence attempt connected to that friend’s respective Performing Arts (Song) capability
field into a favorable roll. You must be able to speak Your music inspires the Holy Flame in those who
with them, either in person or through a live commu- hear it.
nication device. If you are in any way prevented from Benefice: By spending 1 VP and singing a holy
reaching a specific friend, whether that’s because hymn as a primary action, you can provide “heart”
they’re unavailable or you’re denied communication, against deleterious mental and social states. You must
you cannot use this perk for their field of expertise. have the Performing Arts Lore (Song) capability. For
You might be able to substitute one of those friend’s each rank you have in the Perform skill, one listener is
trusted lieutenants, if they’re available and if they affected. Those affected enter a state of Epiphany for
know your prior arrangement with their boss; it’s up the remainder of the scene, but only so long as you
to the GM. keep singing. (This is a secondary action, although it’s
Calling in favors comes with the risk that you might interrupted if you take damage that exceeds your En-
drag your friend into a messy situation, potentially durance rating.) They gain +2 Mind and Spirit Resis-
tarnishing their reputation. They’re loyal to a certain tance against unwanted states. (This bonus combines
degree, but they’ll cut you loose if you damage them with most others.)
too much. Should they cancel the friendship or debt,
you must first rebuild the relationship before using
their connection again.
134
INTRODUCTION
GOSSIP NETWORK Benefice: You are especially resistant to natural poi-
Calling • Privilege • Precondition: Open and one sons and animal venoms; your rolls to use shake it off on RULES
or more Customs Lore capabilities their effects are favorable, and you do not suffer any
You have a series of informants who keep you up to overdose effects from poisons or venoms that affect you. CHARACTERS
date on certain areas of information. Finally, you recover from these toxins much quicker than TRAITS
Benefice: You gain +2 goal to influence rolls most; their durations are halved. This resistance also ap-
against subjects within your network’s reach, thanks plies to the effects of spoiled or contaminated food. TECHNOLOGY
to gossip you’ve gathered on them from your network
OCCULT
of informants. Your informants may be cackling old HARD BOILED
nobles who let you know which lords have committed Calling • Ability • Precondition: Detective
breaches of etiquette, merchants who let you know Your years dealing with crime have left you jaded,
who is buying what, or farmers who are more than but they also ensure you stay calm in any situation.
glad to tell you who has gone through their area re- Benefice: You struggle to connect with other people
cently. This bonus only applies to targets for which and usually come off as harsh and detached in close so-
you know the proper Customs Lore capability (Ca- cial interactions. You suffer -2 goal if you ever attempt
thedral Custom for priests, Streetwise for the criminal the Empathy skill minister maneuver. However, appear-
underground, etc.). ing cold-blooded gives you a threatening aura: gain +2
This perk encompasses the holdings and territory of goal to coercion influence attempts. You also gain +2
one Royal House, the Church, the League, or a single Mind Resistance against influence or occult powers
Vuldrok Nation’s holdings. This perk may be bought that would inflict the Afraid or Terrified states.
additional times to enlarge your network’s area to in-
clude one other Royal House, the Imperial worlds, or HARMONIZE
all of the Vuldrok Star-Nations. Successive levels do Class • Ability • Precondition: Priest or Chorister
not increase the roll bonus, but they do enlarge the Years of training to work in concert with others has
area to which your influence bonus applies. made you an expert in teamwork.
Benefice: You may take a primary action to aid
GUILD COMMISSION someone in taking an action; the action is then treat-
Class • Privilege • Precondition: Merchant ed as favorable. (It cannot be a combat or influence
You are an official member of your guild. action.) You must be trained in the skill used for the
Benefice: You are a fully entered member of your action (at least 1 skill rank above the base) – it’s about
guild. This perk can be taken multiple times to rep- lending experienced help, not just an extra set of hands.
resent higher degrees. The higher your degree, the You must be present or available through a live remote
more power (and responsibilities) you have. The de- feed where you can interact with the person. Alterna-
grees are the same for all genders and identities. tively, you can sing to help provide a tempo to the labor
In addition, each rank grants you +2 Mind Resis- without needing ranks in the skill being used. That ally
tance. This bonus rises with each successive rank (i.e., gains +2 goal to the roll instead of a favorable roll.
a Scraver boss gets +6 Mind Resistance).
HEDGE FUND
GUTS Calling • Verve • Precondition: Tycoon
Calling • Ability • Precondition: Explorer or Your eye for potential investments finds avenues
Scout that promise constant revenue streams.
Wilderness survival requires a certain intestinal for- Benefice: Once per scene, you may open a hedge
titude. You have it. fund coffer as a primary action. Roll Focus + Wits as a
Guild Ranks
Charioteers Engineers Muster Reeves Scravers
1st Ensign Apprentice Private Associate Associate
2nd Lieutenant Entered Sergeant Chief Genin
3rd Commander Fellow Lieutenant Manager Boss
4th Captain Crafter Captain Director Jonin
5th Consul Engineer Major Consul Consul
6th Dean Master Colonel Dean Dean
135
primary action against Effortless Resistance. VP gen- is Demanding for beliefs that fit well with the current
erated on the roll are placed in the coffer, which is Church opinion, but beliefs that are wildly divergent
then locked. (No VP may be added to the coffer once from current thought are Tough or Severe. Beliefs that
it is locked.) Each turn thereafter, move 1 VP from clash with core Church values (such as the distrust of
your hedge fund coffer to your cache. Once the coffer technology) may face Severe or higher Resistance.
is empty, it’s deleted. (You can’t create a new coffer Once formulated, your doctrine must be promul-
until the first one is gone.) At the end of a scene, if gated through oratory. When you would convert
there are any VP left in the coffer, they go back to the someone, attempt a rouse maneuver using the Perform
well and the coffer goes away. skill with the Performing Arts (Oratory) capability.
Those who are converted to your doctrine may begin
HIEROPHANT to spread it (using their own influence attempts).
Class • Privilege • Preconditions: Priest or Clergy You may eventually be invited to argue your doc-
and Religion Lore trine before distinguished (higher ranked) theolo-
You are recognized by the Church as a worthy gians, who will attempt to reveal the flaws in your
theologian, and your views influence Church policy. beliefs. This initiates a Focus + Wits contest against
Benefice: When your rolls are related to argu- a Demanding Resistance, but you can add +1 to
ments over scriptural interpretation, they are favor- your goal for every 100 people you have converted.
able. Since scripture is often quoted to support argu- If your views hold out, your work will enter the can-
ments in ecclesiastical trials, you can serve as a most on of currently debated theology. You may then be
valuable prosecutor or defense lawyer. invited to argue your doctrine before the College of
In addition, you can introduce new interpretations Ethicals, who determine Church doctrine. If you win
into Church discourse, influencing the opinions of those here, your belief becomes a standard teaching of the
who make policy. In such a way, you can attempt to Church — unless the current Patriarch dislikes it. He
transform heresies into mere differences of doctrine, may challenge you to a new debate, one with a Her-
saving their believers from inquisitorial persecution. culean Resistance for his status. If you win this one,
First, you must formulate your doctrine. Spend a month your doctrine is set for at least the next two or three
and make an Academia + Intuition roll. The Resistance generations.
136
INTRODUCTION
HIRED MUSCLE HOUSE CONFESSOR
Calling • Privilege • Precondition: Ronin Calling • Privilege • Precondition: RULES
While you are not a member of your employ- Confessor
er’s noble house by blood, you are commonly You have served a noble house CHARACTERS
recognized as one of them by outsiders. well and have the favor of that TRAITS
Benefice: A noble house that’s not of house.
your own lineage bought your servi- Benefice: You are consid- TECHNOLOGY
tude, integrating you into their court ered to have the Householder
OCCULT
as much as necessary. You are a perk for the house you serve.
member of this house for all external Additionally, you may seek au-
intents and purposes, but within it, dience with members of that
you are of the lowest status pos- house, and any rolls related to
sible — even a disgraced, gam- getting such an audience are
bling cousin is more respected considered favorable.
by the family than a mercenary
working for them the past 20 HOUSEHOLDER
years. Blood is thick, after all. Class • Privilege • Pre-
You earn a yearly stipend condition: Yeoman
of 150 fb, and you usually You work for a noble house,
get free transport, so long as but you’re not an actual member
you are on official business. of the family: you might be a servant,
In exchange, you work for seneschal, or bodyguard. This allows
the house. When you are giv- you some privileges with regards to that
en tasks by your employer, it is house.
your duty to fulfill them, re- Benefice: You are considered to
gardless of the cost. Failure be a freeman in voluntary employ to
obviously means punish- the house. You gain +2 goal to per-
ment, ranging from docked suasion influence rolls against mem-
pay to more immediately… bers of that house. Once per act, you
physical… personal loss. can evoke your employer’s name
If you leave the employ of your and gain a favorable roll on an
house, you may shift the allegiance influence attempt.
of this perk to another house willing to These benefits represent the
accept your service, or else exchange house’s increased trust in you.
it for another perk with the GM’s Should you betray that trust
approval. or misuse the house’s name,
punishment can be harsh. You
HOLIER THAN THOU may face possible expulsion
Class • Ability • Precondition: Priest or Clergy from house employ, enforced serfdom, or even slav-
You can stave off attacks by spouting homilies or ery for extreme treason. So long as you’re in good
threats of Empyrean judgment. standing, you have access to the privileges that mem-
Benefice: By exclaiming your holiness to others, you bers of the house enjoy: room, lodging, meals, etc.
can protect yourself from their ire. Once per scene, you
can spend 1 VP and perform an Impress daunt maneu- HUNTER’S CRED
ver. All those within earshot are affected, as long as they Calling • Privilege • Precondition: Bounty
can hear you and understand the language you speak. Hunter
Only those whose Mind Resistance is overcome are af- You always keep an ear to the ground — and an
fected. Those affected are Awed for the remainder of extensive rumor mill — about the most wanted.
the scene: they cannot initiate attacks against the holy Benefice: You know about bounties before they are
one or choose to shake off this state (although others can publicly posted. Whether you have friends on the inside,
try to snap them out of it using the Impress command you’re the closest one nearby, or your reputation en-
maneuver). If you fail the first attempt, you can still try sures people inform you personally, you usually know of
again, but once successful, you can’t keep doing it. Also, bounties hours — maybe even days — before most other
you can’t physically attack or coerce anyone who is af- bounty hunters are on their trail. The types of bounties
fected; doing so automatically dispels the Awe. you hear about — defined in part by their danger and
137
their pay — depends on your reputation. More impor- ment, or even receiving a death sentence. Leaving the
tantly, your pay for delivering a bounty is 20% higher Company frees you from the charter but also elimi-
than the stated amount – paymasters like you. nates its benefits.
Those who follow the Questing Knight calling
IMBUE TABERNACLE without taking this perk are not fully chartered mem-
Calling • Ability • Preconditions: Brother Battle bers of the Company. They may undertake quests in
or Psychic or Theurgist its name and accompany other Knights and Cohorts,
You can imbue an item with psychic or theurgic but they don’t have the sanctions listed above.
energy. Background: Not all nobles have a respectable
Benefice: A tabernacle acts as a VP coffer. You may place in their family’s fiefs. Second or third sons and
use points “charged” into it to fuel your occult powers, daughters don’t have much to inherit; thus, they must
so long as the item is on your person. Each tabernacle seek out their own opportunities. Many of them look
is either imbued for psychic power or theurgic rites, but to Emperor Alexius, who has chartered the Company
not both. A psychic can use a psychic tabernacle but of the Phoenix — the Questing Knights. These no-
not a theurgy tabernacle, and vice versa. bles swear a term of fealty to the Emperor and travel
Your tabernacle’s victory point limit is equal to the realm enacting his vision, whether it be uphold-
your current Psi/Theurgy rating x2. (If you have Psi ing fealty rights for downtrodden peasants, putting
4, your tabernacle can hold up to 8 VP.) Once a tab- down Republican rebellions, or traveling beyond the
ernacle’s stored points have been used up, you can Known Worlds into barbarian space, seeking word or
recharge them with your own VP. This requires an evidence of lost worlds.
hour-long ceremony.
This perk must be gained separately for psychic IMPERIAL COHORT CHARTER
tabernacles and theurgy tabernacles. Calling • Privilege • Precondition:
Nobles cannot be Cohorts, but
IMPERIAL CHARTER anyone else can.
Calling • Privilege • You are a fully char-
Precondition: Questing tered Imperial Cohort,
Knight an aide de camp to
You are a fully one of the Emperor’s
chartered Questing Questing Knights.
Knight, sworn to the Benefice: You
Emperor in name gain a small stipend
and deed for a peri- of 100 fb per year
od of service. and free transport
Benefice: You on any Imperial
have some standing Navy ship. In addi-
within the Known tion, you can cross
Worlds. You have a feudal boundaries
right of passage across free of taxation and
feudal boundaries, are allowed free coun-
and you can invoke your sel in case of legal prose-
charter to inspect public cution. However, you must
records from noble houses, uphold a code of behavior and
the Church, and the League. You duty. You can never operate against
also have the benefits of the Diplomatic Imperial interests, and you can be called
Immunity perk, granting you protection from upon to undergo any number of missions for the
prosecution — you answer to the Company of the Company of the Phoenix or the Emperor. To refuse a
Phoenix and its council, not noble or Church bodies. mission or to be caught breaking this code of behavior
Lastly, you have a yearly stipend of 300 fb. However, can mean imprisonment or death.
this remit comes with a code of behavior as well. You Those who follow the Imperial Cohort calling but
can never operate against Imperial interests. You can do not have this perk are not fully chartered members
also be called upon to perform missions or quests for of the Company of the Phoenix. They may accom-
the Company council or the Emperor himself. Refus- pany and aid its Knights and Cohorts, but they don’t
ing a mission or failing to stay true to this code can have the sanctions listed above.
mean being stripped of this charter, facing imprison-
138
INTRODUCTION
Background: Some priests hear the call to more Intuition + Presence) + class level and place them in
worldly duty, enflamed by the values and vision es- a special passion coffer, which is then locked. If your RULES
poused by Emperor Alexius. The role of Imperial Co- Faith is 6, your Intuition 3, your Presence 5, and
hort to Alexius’s Questing Knights is open to these few. you’re at 5th level, your passion coffer will have 19 VP. CHARACTERS
A priest accepted into this august company gives You can draw from the coffer toward the achieve- TRAITS
spiritual succor and advice to a knight, accompanying ment of your goal: rescuing your lady love, trouncing
him on his travels into dire lands far from the bosom your rival, saving the village from evil, etc. At the end TECHNOLOGY
of the Church. They gain the unprecedented oppor- of the scene, so long as your passion is still unresolved
OCCULT
tunity to preach to new converts and provide sterling (your lady love is not yet rescued, etc.), the coffer is
examples to all — even if it costs them the ire of the refilled from the well. Once you have achieved your
more politically-ambitious Church priests, perpetual- desire, or the act ends without a resolution, the coffer
ly opposed to Alexius’s ascendancy. is canceled (any unspent VP go back to the well). If,
In return for offering their skills and fealty, mer- Pancreator forbid, your desire is irrevocably thwart-
chants reap the rewards of first claim on the trade ed (your love dies, the village is destroyed), you are
routes into newly explored territories. While this may Penalized as a chronic state until therapy can relieve
earn a guilder new enemies, it also brings new oppor- your passionate grief.
tunities to one’s guild. You may have only one passion coffer at a time.
139
Benefice: Your knowledge of the minutiae of Benefice: Through inspirational behavior and ser-
Church doctrine can allow others to reconsider their mons, you can give other characters VP and WP from
situation, so they can recover from mental and social your cache, even when it’s not your turn in the initia-
influence. You may spend 1 minute speaking to the tive queue. They must be able to either see or hear you
person, explaining Church doctrine in such a favorable (and vice versa), although distance doesn’t matter —
light as to remove a temporary or enduring mental or you can even Inspire over a vid- or holo-transmission.
social state from which the person is currently suffering You can divvy up this VP gift among other characters
(or downgrade a chronic state to enduring). You may in any amount and combination, although the maxi-
do this for the same person only once per act. mum number of players and/or NPCs who can receive
your blessings in a single round is equal to your level
INGENIOUS (one person at 1st level, two at 2nd, and so on).
Class • Verve • Precondition: Merchant Also, once per scene, you can take 1 WP from the
You know how to turn the sudden windfalls of daily troupe coffer to give to a troupe member without re-
life into long-term gains. quiring a vote. You can do this even if a vote has pre-
Benefice: Once per scene, you can reap extra re- vented that member from taking from the coffer.
ward from a single successful roll for a primary ac-
tion: You can convert 3 of the VP you gain from that INTRUDER
roll into 1 wyrd point. Calling • Ability • Precondition: Reclaimer or Thief
Locks are adorable ways of slowing you down, but
INQUISITORIAL SEAL they don’t keep you out of places you want to be.
Class • Privilege • Preconditions: Priest or In- Benefice: Your Intrusion rolls related to opening
quisitor and Church Ordination 4+ locks or cracking codes are favorable. If an Intrusion
You are a permanent member of the Inquisition. roll would ever be unfavorable, it is normal instead.
Benefice: You bear an Inquisitorial Seal granted
by the Inquisitorial Synod. Unlike most such seals, INVEST PHYLACTERY
which are handed out temporarily on a per-mission Calling • Ability • Preconditions: Brother Battle
basis, this one is permanent, allowing you to perform or Theurgist and Theurgy 5+
inquisitorial duties full time and without the need You may invest an item with one or more theurgic
to consult superiors regarding situations that arise rituals, usable by anyone wielding the phylactery who
during such duties. This does not mean, however, that has Theurgy 1+.
you are free to act however you desire; your actions Benefice: A phylactery is an item invested with one
can still be judged by the Synod. or more theurgic rituals. Any theurgist wielding one
Special: If you have the Witch Hunt perk, once you can cast its rites, even if he has not trained in them
meet the rank precondition for this perk, you may (that is, gained them as perks). To make a phylactery,
freely convert your Witch Hunt perk into this Inquis- you must be able to cast the rites you wish to imbue
itorial Seal perk. into it. Your class level sets the limit to how many
ranks of rites can be imbued. If you’re 4th level, then
INSPIRE FEAR you can imbue four 1st-level rites, two 2nd-level rites,
Calling • Ability • Precondition: Inquisitor one 4th level rite, or any combination thereof, so long
All fear the Inquisition. Your status as a Church en- as it doesn’t exceed your level. Making the relic re-
forcer can open doors… and mouths. quires one day per rite degree for each rite you imbue,
Benefice: You may evoke your ties to the Inquisito- and you may only invest one phylactery per month.
rial Synod when you declare your holy right to ques- Anyone using the phylactery to cast one of its rites
tion and condemn. Once per scene, whenever you uses the goal number of the phylactery’s maker or
are victorious in a coercion influence attempt against their own goal number (whichever is higher). (Record
someone, you may gain extra effect on that attack: In your goal number for the rite when you invest it into
addition to whatever state you’ve imposed on them, the phylactery.) During casting, they must spend 1 VP
they are also made either Guilty or Afraid (choose to activate the phylactery, in addition to any other VP
which) as an enduring state. requirements for the rite being cast.
Phylacteries are holy items, not consumer goods.
INSPIRING Producing them profligately or handing them out to
Class • Verve • Precondition: Priest just anyone is an act of hubris, requiring you to make
Your presence and words are a balm to your com- a repent roll (Focus + Faith) to avoid gaining a rank of
panions. Hubris.
140
INTRODUCTION
INVIGORATE Benefice: You may legally capture slaves. Well,
Class • Ability • Precondition: Priest or Com- you officially have the right to “hire” laborers, provide RULES
mander or Healer them with the necessary paperwork, or even purchase
Your words of encouragement buck up the down- their extended servitude. While you’re supposed to CHARACTERS
trodden. look after your subjects, slavery is generally accepted TRAITS
Benefice: Once per scene per level, as a second- as a necessary evil in the Known Worlds. It’s usually
ary action, you can voice supportive or commanding overlooked by authorities so long as no person of in- TECHNOLOGY
words to a wounded ally. That person gains a Revival terest or rank is enslaved. If you attempt such traffick-
OCCULT
as a secondary reflexive action. This does not use one ing without this perk, and you get caught, you could
of their own allotted Revivals; it’s a freebie. However, well be enslaved yourself, condemned to forced labor.
you can invigorate the same person only once per act. This perk helps you skirt that possible fate, although
it does nothing to assuage your soul.
KEEN AWARENESS
Calling • Ability • Precondition: Reclaimer or Thief LANDED
A life of lingering in dark alleys left you with a Class • Privilege • Precondition: Noble or priest
stronger focus on the details around you. or merchant
Benefice: Your Observe rolls when using your vi- You own land and rule over the serfs who live on it.
sual or auditory senses are favorable. Additionally, Benefice: In the feudal nobility, the serfs who live
when you use Sneak to remain undetected in a crowd on your land owe you fealty. All your rolls to influence
or urban landscape (such as with the blend in maneu- your serfs are favorable. You may judge crimes and
ver), your rolls are favorable. call a posse to pursue criminals or muster a militia in
times of conflict. While your lands generate income,
KEEPING SECRETS they also generate taxes and upkeep. With this perk,
Calling • Ability • Precondition: Confessor your lands break even. If your fiefdom is successful
Within the realm of recognized confession, you are enough to generate income, that can be represented
bound to secrecy, but this familiarity with the true by the Riches perk.
nature of sentient-nature brings insight.
Benefice: The keeper of secrets knows much and LAY PRIEST
says little. While you can never talk of specifics, you Calling • Ability • Precondition: Friar
can apply your knowledge of sin and the paths to Tending to the common folk provides you with in-
it to the world around you. Your Empathy rolls are sight into their world and customs.
considered favorable if they involve people’s motives, Benefice: You have capability in Commons Cus-
truthfulness, or intentions, such as when performing toms and never suffer an unfavorable roll in this are-
a detect lie maneuver. na. Your influence rolls with the lower classes — serfs,
yeomen, and so on — are favorable. In addition,
KEY SIGNATURE when there’s trouble, such as a noble acting poorly or
Calling • Ability • Precondition: Chorister bandits about in the land or an Antinomy cult in the
By setting the tempo and guiding an action, those woods, they tend to come to you to let you hear of it.
that follow your lead fall right into sync.
Benefice: Once per scene, you can spend a variable LAY DOWN THE LAW
amount of VP to set a tempo by singing as a primary Class • Privilege • Precondition: Noble Title 3+
action. For each round that you keep time by singing (Baron)
(as a primary action), members of your troupe who can Noble houses have subjects: serfs and those who are
hear you subtract 1 from the Resistance opposing their sworn by liege law to serve the house. They also have
actions for each VP you spend that turn (up to a maxi- free citizens — priests, merchants, yeomen — living
mum of your Perform skill). If you enter combat or sing within their fiefs and holdings who must obey their
for another purpose (such as the Harmonize perk), the laws. With this perk, you can levy the power of your
effect ends. house’s authority for your pronouncement and rul-
ings against these people.
LABOR CONTRACTOR Benefice: Once per scene per level, when attempt-
Calling • Privilege • Precondition: Chainer ing influence actions against those subject to your
You have the right to... acquire… workers by various house’s law, you ignore any Mind Resistance based
means. Your employees are supposed to “join” your on their rank perk (Church Ordination, Guild Com-
enterprise voluntarily and get paid, but nobody looks mission, Military Rank, Noble Title, Professional
too deeply into whether that’s the case. Reputation, etc.) if they are of lesser rank than you.
141
You may also do this when influencing those who are can improvise while speaking) all its known dialects
in your house but of lower rank, as well as those from and accents.
other houses who beholden to your house (such as the All rolls that rely on your capability with the
Van Gelder are to House Decados). languages you know are favorable. You can speak
all dialects without any hint of an accent (or using
LEARNING FROM MISTAKES whichever accent you choose). You can even con-
Calling • Ability • Precondition: Amateur or Im- vince locals that you’re from their village (though
perial Cohort or Incognito they’ll wonder why nobody has ever seen you be-
Every failure is just another chance to improve. fore, and they may ask why you’re wearing such an
Benefice: Whenever you fail a roll, add 1 VP to your odd outfit).
cache from the well. You are still considered to have This perk can be taken a second time to apply to
failed the roll, and this VP cannot trigger any effects that the Read capability for all the languages you know. (If
are based on gaining VP. Still, it’s a nice consolation. you like, you can instead apply your first perk to Read
and your second to Speak.)
LEGATE
Class • Privilege • Precondition: Priest or Clergy LIVING LEGEND
You are an ambassador to a noble house for the Calling • Privilege • Precondition: Mendicant or
Church, where you command a level of respect for Ronin
your position and diplomatic credentials. Tales of your deeds precede you. Locals welcome
Benefice: Choose the noble house where you have you with open arms… but also with expectations.
diplomatic privileges. You gain the Court Customs Benefice: After helping many a commoner, you built
capability, as well as +2 Mind Resistance against in- a reputation as a friend of the downtrodden. Whenev-
fluence attempts from nobles or householders from er you come to a settlement that is new to you, people
the house. Your influence attempts against house you’ve never met offer you free housing and food. Com-
members when performing official priestly duties — mercial-ship captains let you hunker down in their cargo
such as taking confession, advising on ecclesiastical holds for free (like the Passage Contract perk), and chil-
matters, or instructing them about scripture and dren look up to you, asking for your stories.
dogma — are favorable. However, they expect you to be a shining paragon of
virtue. The stories of your escapades tend to escalate a
LEGERDEMAIN bit as they travel from town to town. Strangers will ap-
Calling • Ability • Precondition: Thief proach you with their problems, hoping to convince the
Others had best keep an eye on their valuables Living Legend to save them. Local crime bosses, exploit-
around you… even if that won’t help much. ative nobles, and corrupt priests will soon be brought to
Benefice: Your Sleight of Hand rolls related to your attention. While you will not have time to solve ev-
picking others’ pockets (or satchels, bags, etc.; see ery issue, ignoring these requests risks diminishing your
the pick pocket maneuver) and concealing small reputation, or worse, turning it into its exact opposite.
items (see the conceal maneuver) are favorable. Ad-
ditionally, you may use Sleight of Hand instead of LONG CON
Perform to mesmerize an audience if you can use Calling • Verve • Precondition: Tycoon
both of your hands. Following hunches, you constantly juggle your re-
sources and reap rewards whenever you need them.
LINGUIST Benefice: Once per scene, you may open a long-con
Calling • Ability • Precondition: Scholar or coffer as a primary action. Roll Observe + Intuition
Scribe against an Effortless Resistance. VP generated on the
The intricacies of the different dialects within roll are placed in the coffer, which is then locked. (No
oro’ym culture fascinated you since you were young — VP may be added to the coffer once it is locked.) For
so you studied all of them. the rest of the scene, each time you generate VP from
Benefice: You have a knack for acquiring lan- a roll, take 1 VP from the well and add it to your Long
guages. You gain the Speak capability with all known Con coffer. As a secondary action on any turn in the
Known Worlds languages — Urthish and each alien scene, you may transfer all VP from the coffer into your
species’ tongues — except the secret and/or exclu- cache and remove the coffer. If you still have the coffer
sive coded languages (like the al-Malik’s Graceful at the end of a scene, move its VP to your bank (only up
Tongue). Also, whenever you learn a new language to your limit, though) and remove the coffer. You can
(by gaining the Speak capability for it), you learn (and have only one long-con coffer at any given time.
142
INTRODUCTION
LOVING PRAYER Additionally, each ally who is Roused by your
Calling • Ability • Precondition: Healer speech is also put into the Courageous state. While in RULES
Your prayers can restore someone who has suffered this state, they are immune to mild fearful states, such
physically. as Afraid or Daunted. They also gain +2 Mind Resis- CHARACTERS
Benefice: As a primary action, you can touch and tance against influence or occult powers that could TRAITS
heal someone who has suffered Vitality wounds with- leave them Terrified.
in the same scene. You touch the target and speak TECHNOLOGY
words of consoling prayer. The target heals 1 Vitality MACHINE SPIRIT
OCCULT
per rank of Faith you have. You may do this on the Calling • Cyberdevice TL7 • Precondition:
same target only once per scene. Tech Redeemer
This is not a theurgic rite; it’s a therapeutic prayer. You carry an A.I. implant with the sole purpose of
You must be able to see the target, and the recipient helping you connect to other A.I.s. It knows how they
must know, even on a subconscious level, that he’s tick and convinces them to assist you.
being prayed for. If he’s Unconscious, he can still be Benefice: Whether you have an artificial finger
restored through this therapeutic touch. that hides a plug, several cables accessible behind
your left ear or in your neck, or a hidden flap on your
LOYALISTS lower arm, you carry an A.I. in you that helps you
Calling • Privilege • Precondition: Incognito connect to other A.I.s. This A.I. is a TL7 device and
Not everyone is happy with those who deposed you. is permanently grafted into your body, connected to
Benefice: Serfs, seneschals, council members, or your auditory cortex.
remote family members — whoever they are, they’re To establish a connection, you must physically at-
ready to betray your rival(s) when they see a chance. tach your implant to an existing outlet. If the device
Your network provides you with information when- can accept wireless broadcast, your Machine Spirit
ever they can. can access it within 10 meters. Your helpful A.I. will
You regularly gain information on your rival(s), the then strike up a conversation with the other think ma-
person (or people) or faction who forced you into hid- chine. You can overhear the conversation but may not
ing. Who are they meeting? Which house did they re- partake in it.
cently make enemies with? What personal weakness It is the A.I.’s goal to convince the other think ma-
can be exploited? chine (or sentient golem) to assist you, whether that’s
Additionally, you may find shelter in unexpected by circumventing password protection, disabling tur-
places. When you need to escape pursuers and lay rets currently aiming at your ship, or giving you a
low for a while, you may entreat one of the locals. If discount at the checkout machine. Mechanically, the
you’re successful, one of your contacts is present in game effect makes your Interface rolls favorable.
that location and can offer a safe haven. Tech Compulsion: Inerrant
143
MANHUNTER This perk can be taken twice:
Calling • Ability • Precondition: Bounty Hunter 1st Adept: You’re a trained combatant.
You find people. No matter how well they think they’re 2nd Master: You’re a living weapon.
hiding, it’s only a matter of time until you show up.
Benefice: You’re experienced at coercing or con- MARKSMANSHIP
vincing people close to your bounties that it’s in Class • Ability • Precondition: Duelist or Mer-
their — and their friends’ — best interest for you to chant or Noble
locate them. When you interact with one of your You know a number of tricks you can use with a gun.
bounty’s allies, you may perform a castigate, daunt, or Benefice: You gain special advantages when using
entreat maneuver against them. On a victory, you may a gun in combat. See Combat Specialties later in this
inflict the Compelled state. A Compelled person will chapter for full details. If you don’t have the proper
assist you in locating your bounty, answering your Ranged Weapon capability for your gun, your rolls
questions truthfully, and to the best of their knowl- are unfavorable, but you still gain this perk’s benefits.
edge, they’ll even point out aspects of your bounty This perk can be taken twice:
you might have missed or misunderstood before. (You 1st Sharpshooter: You’re well trained with a gun.
can use this ability on anyone, really, not just people 2nd Gunslinger: You can do some amazing things
who are close to your bounty.) with that shootin’ iron you wear on your hip.
144
INTRODUCTION
ties later in this chapter for full details. Choose one done — including a photographic memory of each
school from the following list. page in the books you’ve read. Your rolls for the Aca- RULES
• Graa (Precondition: Vorox) — A vorox’s extra demia-skill enter memory palace and Focus-skill remem-
limbs can be used to great combat benefit. ber maneuvers are favorable, so long as you know the CHARACTERS
• Iron Heel (Precondition: Muster or Bounty Hunter roll’s required capability. TRAITS
or Chainer or Mercenary) — Your no-nonsense Tech Compulsion: Inerrant
commando style specializes in kicks and holds. TECHNOLOGY
• Jox Kai Von ( Jox Boxing) — You learned from the MENTOR
OCCULT
ukari school of no-holds-barred fighting. Calling • Privilege • Precondition: Incognito
• Koto — Your fighting art uses misdirection, sub- Even in hiding, you may trust your loyal servant.
tlety, and outright trickery. Benefice: One of your former mentors followed
• Shaidan (Precondition: Noble) — Your honorable you into hiding. Whether they travel under the same
school specializes in fist attacks, disdaining kicks, pretense as you (a fellow brother in faith, a remote
and grappling. cousin of your lower house lineage, or another trader
This perk can be taken twice: in the caravan) or as a servant, they are loyal to you
1st Adept: You’re an accomplished combatant. and your cause.
2nd Master: You’re a superior opponent. Their main purpose is to get you ready to return to
your old self: Whether you need physical training or
MASTER OF DECEPTION lessons in etiquette, they want to ensure you’re in shape
Calling • Ability • Precondition: Conspiracist for what’s coming next. Under their tutelage, when you
and Knavery 5+ gain a new level and choose a calling perk, you may
Your words are honey; your promises are fortunes; choose a perk from your original calling, the one you
your lies are eels. followed before you went into hiding. (If you began as
Benefice: You are an expert in lies. Your Knav- an Incognito at 1st level, you may choose the calling
ery deceive maneuvers are favorable, and you gain +2 you were being groomed for, such as Lord or Courtier).
Mind Resistance against the deceive attacks of others. Additionally, once per scene when you suffer an in-
jury, you may declare your mentor as the target of the
MECHANIC attack instead. You may only do so while your mentor
Calling • Ability • Precondition: Star Pilot or is conscious and nearby. (They cannot catch a bullet
Tech Redeemer for you while they are in an adjacent room.) You must
You know every bolt and screw on your ship from make this declaration before the attacker deals with
stem to stern. the attack’s Resistance.
Benefice: You know one particular type of trans- Should your mentor die, you lose the benefits of this
port — such as a skimmer, flitter, explorer-class perk until you manage to find another loyal mentor
starship, or cargo-hauler — like the back of your hand. willing to groom you for your return to glory.
When performing repairs, especially with maneuvers
like the Tech Redemption skill’s jury-rig, your rolls are MENTAL CONDITIONING
favorable. What’s more, if your hands are full elsewhere Calling • Austerity • Precondition: Brother Bat-
(such as flying the ship), you can communicate this tle or Templar or ur-obun
favorable state to another person who is in live vocal Your mind is hardened against the Dark and other
communication with you. You can add an additional occult forces.
transport type to your repertoire per class level. Benefice: You gain +2 Spirit Resistance by prac-
ticing the austerities of mental conditioning. This re-
MEMORY EXPANDER quires you to perform rigorous mental and spiritual
Calling • Cyberdevice TL6 • Precondition: exercises daily.
Scholar or Scout
A tiny think machine in your skull helps you re- MICRO-CONFESSIONS
member things in more detail. Calling • Ability • Precondition: Confessor or
Benefice: Remembering little details is hard, and Dreamtender
often, keeping track of them requires you to constant- You are well trained in watching for small details
ly take notes. It’s much easier to attach a tiny think- in expression and body language; you can often tell if
ing machine to your brain, so it can do that for you. someone is being deceitful.
This TL6 device stores visual, auditory, and olfactory Benefice: When someone attempts to confuse or
information in such a way as to act as a mnemonic deceive you, roll a d20: 1-10 = the roll is unfavorable;
aid when trying to remember what you’ve seen and 11-20 = the roll is unaffected by your training.
145
Military Ranks
Officer Enlisted
Army Space Navy Army Space Navy
1st
Lieutenant Midshipman Private Starman
2nd
Captain 2nd Lieutenant Private First Class Able Starman
3rd Major 1st Lieutenant Corporal Mate
4th
Colonel Captain Sergeant Master
5th
General Admiral Staff Sergeant Master of the Ship
Note: Muster guild mercenaries rate themselves with guild commission ranks instead of military ranks.
MILITARY RANK look like them or have the same voice, but both of
Calling • Privilege • Preconditions: For officer those alterations can be achieved through other
ranks: Commander or Church Ordination or Guild means. When you use the Disguise-skill impersonate
Commission or Noble Title; no preconditions for en- maneuver to copy that person, your roll is favor-
listed ranks able, and anyone trying to pierce the disguise has
You have served in the armed forces and have the an unfavorable roll.
rank to prove it. This also includes mimicking the capability related
Benefice: You bear a military rank in the armed or to the person’s social arena (Cathedral, Commons, or
space naval forces of a noble house, a League guild, Court Customs) if your target is versed in one you do
a Church order, or some other military organization. not possess yourself.
Your title is dependent on how many levels of this hi-
erarchical perk you possess. Each successive level rais- MONASTIC ORDER
es you in rank one title (see the chart below). Calling • Privilege • Precondition: Monk
Titles provide different benefits for officers and en- You are a recognized member in good standing
listed. with a respected monastic order.
Officers: Each officer rank grants you +1 goal to influ- Benefice: You can call on locations dedicated to
ence rolls to lead your troops. This bonus is stack- your order or closely allied with it; in exchange, you
able with each successive rank (e.g., a Major gets can receive food, lodging, and guidance. You gain +2
+2 goal). goal to persuasion influence attempts with members
Enlisted: Each enlisted rank grants you +1 goal to of your order and those allied to it. You also gain +2
any Charm and Observe rolls performed wher- Mind Resistance against coercion influence from
ever soldiers or sailors hang out (whether that’s Church members not of your order.
in the barracks or in a bar popular among mus-
tered out or retired troops). Your rank more easi- MONEY MANAGER
ly provides you the necessary background to mix Calling • Verve • Precondition: Banker
with troops and loosen their lips. This bonus rises As a banker, you are a neutral party who acts in
with each successive rank (e.g., a Corporal gets your clients’ interest. You can pool their assets and
+3 goal). The drawback is that you may be called manage them for maximum gain.
back to active duty in times of crisis. Refusing Benefice: Once per scene, you may establish a gen-
such a call is grounds for a court martial and re- eral funds coffer. You then collect up to 3 VP from the
moval of rank. caches or banks of each PC who’s present in your lo-
cation, regardless of whether they agree to this funds
MIMIC transfer. Any PC can choose to allow you to take more
Calling • Ability • Precondition: Spy than 3 VP, up to a max of your level per person. You
You easily learn and copy the behavior and man- place these collected VP into the general funds coffer.
nerisms of others. You and others can draw from this coffer, but only
Benefice: By watching someone for 5 minutes, with your permission. This coffer acts like a bank:
you can expertly imitate their behavior and phys- Its VP funds do not go away at the end of the scene.
ical ticks. You can move, stand, and sit like them, However, the coffer cannot be added to once it has
copy their facial expressions, and even replicate been established. You cannot create a new general
oddities in their pronunciation. You still do not funds coffer until the present one is empty.
146
INTRODUCTION
MUSICAL SAVANT Most serfs are terrible combatants, however, and
Calling • Ability • Precondition: Artist or Chorister they will usually run from a fight the first chance RULES
You have a special gift when it comes to singing and they get. Nonetheless, they may provide an ade-
playing musical instruments. quate vigilante posse for hunting down escaped CHARACTERS
Benefice: Your Perform-skill rouse maneuvers are criminals. If the impressed serf is killed in such ser- TRAITS
favorable when you have the Performing Arts (Song) vice, the noble must pay a wergild to his family,
capability when singing and the proper Musical In- although this rarely costs more than three years of TECHNOLOGY
strument capability for the instrument you’re play- that serf’s wages (average 10 firebirds).
OCCULT
ing. When you encounter an entirely new instrument 1st Knight/Dame
(such as a vau sitar or a Vuldrok mouth harp), you can 2nd Baronet
acquire a temporary capability (lasts one scene) with 3rd Baron/Baroness
it simply by listening to it being played for five min- 4th Earl or Marquis/Marquessa
utes. (When you gain a new capability with a level-up, 5th Count/Countess
you can choose to devote it to this new instrument.) 6th Duke/Duchess
Additionally, you are famous in Known Worlds mu- There is one higher title for each house: the prince
sical and cultural circles. You can gain entrance to is the head of the entire household. Such a rank must
any social events due to your fame, but others gain be gained through arduous gameplay. The Machi-
+2 goal to pierce your disguises at such venues, simply avellian schemes necessary to supplant the current
because people know your face from previous perfor- prince are practically unimaginable.
mances, leaflets, and holovids.
NOBLESSE OBLIGE
NIMBLE Class • Verve • Precondition: Noble
Class • Ability • Precondition: Open or Duelist Your high estate makes you a paragon of virtue to
You are light on your feet, spry, or lithe. However others. You are expected to occasionally extend gen-
you want to describe your Nimble perk, it helps you erosity to those of lower standing.
avoid your opponents’ “pointed arguments.” Benefice: Through spoken decree, as a primary ac-
Benefice: Once per round, when you spend VP to tion, you can spend your banked VP and WP on the
boost your Body Resistance against a physical attack, social influence actions of non-noble characters, so you
you can do so at a discount: you get +2 Resistance per can bolster them. You cannot spend VP to negatively
1 VP against that attack only. It doesn’t have to be the affect them; you can only help them. You might spend
first attack that comes at you, but you gain the benefit to increase the goal or impact, or you may spend to
against only one attack per round. boost someone’s Resistance against influence. Unlike
The drawback is that you don’t gain this perk’s ben- priests with the Inspiring perk, who give others VP to
efit if you’re wearing combat- or war-grade armor or spend how they like, you are spending VP on their be-
a spacesuit, nor does it apply if you’re wearing any half; they cannot prevent you from doing so.
civilian-grade armor that levies a Dexterity or Vigor You can do this a total number of times per scene
penalty (such as stiffsynth). If you’re overloaded with equal to your level. Each use lasts for one round,
gear, such as an expedition pack and accoutrements during which you can divvy up your VP spending
for a wilderness hike, you likewise forfeit this perk’s among any present non-noble characters in any com-
discount. bination, up to a maximum number of players and/or
NPCs per round equal to your Presence.
NOBLE TITLE
Class • Privilege • Precondition: Noble NOTHING TO LOSE
You were born a member of a noble family or have Calling • Ability • Precondition: Chainer or Ronin
been knighted as a lord of a noble house. or ukar
Benefice: You bear a noble rank. Its title is depen- You were a social outcast before you picked up this
dent on how many levels of this hierarchical perk you job, and it definitely did not improve your standing
possess. Each successive level raises you in rank one title in society.
(see the chart below). In addition, each rank grants you Benefice: You are especially resistant to the Cas-
+2 Mind Resistance. This bonus rises with each suc- tigated, Guilty, Mesmerized, and Wowed states. At-
cessive rank (i.e., a baronet gets +4 Mind Resistance). tempts to inflict these states on you are unfavorable.
Nobles have the right to impress any serf behold- Conversely, your bleak life has left you jaded: you are
en to their house into temporary combat service. unaffected by the Divinely Inspired state.
147
ORAL MEMORY sistance against your request. In addition to any actual
Calling • Ability • Precondition: Obun or Alien gift received (or denied, at your GM’s discretion), the VP
Upbringing [Obun] gained from this roll are kept as usual.
Your mastery of obun oral literature and recitation Should something happen to your partner, your po-
techniques grants you superlative recall skills. sition in court is in severe danger, as you will quickly
Benefice: Your rolls for the Academia-skill enter lose all benefits of this perk (once word gets out). Sim-
memory palace and Focus-skill remember maneuvers ilarly, you are perceived as your partner’s weakness.
are favorable, so long as you know the roll’s required Those who would want to hurt them might target you
capability. instead, especially if you’re of lower social standing
and therefore more exposed to attack.
ORDER BADGE You can search out and win a new partner at court
Calling • Privilege • Precondition: Knightly Or- by spending time at social events. Once you find a
der or Templar fresh target, a successful Charm + Presence roll can
You have a badge of your order, marking you as a cement the relationship, restoring this perk.
member.
Benefice: You gain a yearly stipend of 300 fire- PASSAGE CONTRACT
birds from your order, as well as lodging, service, and Calling • Privilege • Precondition: Open
aid from your brothers and sisters in chivalry. In ex- Thanks to a preexisting arrangement with one of the
change, you are beholden to the code of conduct and guilds, you don’t have to worry about booking passage
purposes of the order. on starships.
Benefice: The accommodations you get may not
ORIENTED always be the best, and the ship may make a num-
Calling • Ability • Precondition: Explorer or Scout ber of stops along the way, but it is a (mostly) sure
You always know where you are, so long as you can thing. You can claim a room in the transport sec-
see the sun or the stars. tion, but you’ll have to share it with up to eight oth-
Benefice: No roll is required; you simply know er passengers. If you have the Riches perk at Well-
where you stand in relation to the compass points at Off or better, you can claim your own stateroom.
all times. If you are offworld, such as on a spaceship This perk can be gained twice, allowing you to
or space station, you know where you are in relation bring your troupe with you on board to share your
to the central stellar body of the system you are in. accommodations. You are, however, responsible for
them, and any bad behavior on their part might result
PARAGON OF ORDER in the loss of this perk’s benefits until you can make
Calling • Verve • Precondition: Knightly Order amends. (If your Riches allow you to upgrade to a
or Questing Knight or Templar stateroom, you can fit two others in there with you;
You have vowed yourself to fully embody one of the anybody else has to bunk in transport.)
key purposes of your order.
Benefice: Choose a purpose fitting for your chosen PATRON OF THE ARTS
order’s reason for being. Once per scene, if your planned Calling • Privilege • Precondition: Enthusiast
action can be tied to furthering your purpose, you may Entirely altruistic, you fund those dedicating their
collect VP from the well equal to your Faith rating. life to their craft.
Benefice: You are a known patron of the arts;
PARAMOUR therefore, you are a friend to all artists. You can gain
Calling • Privilege • Precondition: Courtier admittance to nearly any art exhibit or event, and you
You are the romantic partner of a lord or lady. usually receive invitations ahead of time. Your influ-
Benefice: Although they might have a spouse, you ence attempts against artists, musicians, scholars, and
are the de facto companion of a person in a position others who depend on generous donations to make
of power. If opponents know about this relationship, their living are favorable.
you gain +2 goal on influence maneuvers against Additionally, once per scene, you may acquire a
them and +1 Mind Resistance against their attacks, temporary enhancement to a creative skill, but be-
as you leverage your close connection. fore you do, you must first have the chance to talk
Additionally, once per scene as a primary action, or communicate with an artist for at least 1 minute
you may request a gift from your partner, so long as before rolling. After that, your roll is favorable, so
they are present. Attempt a primary action Charm + long as it involves Academia, Alchemy, Arts, or Tech
Presence roll against them; they suffer a -4 Mind Re- Redemption.
148
INTRODUCTION
PEASANT HERO your memory. Roll 1d20: 1-10 = you gain favorability
Class • Privilege • Precondition: Yeoman or Friar on the roll; 11-20 = the roll is normal. RULES
or Healer
You are known to stand against tyrants in defense of PERFECT RECALL CHARACTERS
the common man. Calling • Ability • Precondition: Scribe TRAITS
Benefice: Your influence rolls are favorable when Your memory about things you’ve read and heard
dealing with peasants. Additionally, you may more is astonishing. TECHNOLOGY
easily be able to convince them to hide you (and your Benefice: When trying to recall something, such
OCCULT
cronies) from the authorities (+2 goal). as when using the Academia enter memory palace ma-
neuver or the Focus remember maneuver, your roll is
PERFECT PITCH favorable, so long as you know the roll’s required ca-
Calling • Ability • Precondition: Artist or pability. You also retain faces and names, so you’re
Chorister never at a loss for remembering which name and title
You can easily recreate any piece of entertainment goes with which face.
you’ve experienced at least once.
Benefice: You can memorize any song, poem, or PETITION
play after hearing it once. You are able to replicate it Class • Ability • Precondition: Priest or Chorister
after just a few minutes of practice. When you use it You can make a prayer for the Pancreator’s blessing.
in a Perform skill action, you can spend 1 VP to test Benefice: Once per act, when you gain VP from
a surge, you can convert one
or more of those VP into wyrd
points at a rate of 1 VP per 1
WP, up to an amount of WP
equal to your Intuition. If your
Intuition is 6, you can convert
up to 6 of your surge’s VP into
WP. However, you must give
at least half of these converted
WP to the troupe coffer within
the same round in which you
received them. If you don’t do
this, you are Penalized for the
remainder of the scene.
149
thrown out of court. You simply give the order (once Role Effect
per act only) through a dead drop or grapevine, and Master of +2 goal on influence attempts
it will be done. Ceremony when dealing with members of
This raises your rep as a lawyer who wins. Doing the Church
this too often, however, causes some of the stink to Master of Coin +2 goal on influence attempts
linger on you. If you use this perk more than once when dealing with members of
per drama, the GM can choose to invoke blowback, the League
although you should be given the chance through Ambassador +2 goal on influence attempts
roleplaying to distance yourself or burn your contact when dealing with members of
as a matter of self-preservation. It will take you time other houses
(at least one act) to find another contact so you can
use this perk again. Alien +2 goal on influence attempts
Ambassador when dealing with a member
POLYMATH of one alien species (choose one
Calling • Ability • Precondition: Scholar when you gain this perk)
Dabbling in multiple disciplines, you know more Barbarian +2 goal on influence attempts
than the average person does; as a result, you solve Ambassador when dealing with Vuldrok or
problems in your own unique ways. Kurgans (choose which one
Benefice: You are well-versed in multiple disciplines, when you gain this perk)
and you can easily acquire the basic knowledge required Master of Arms +2 goal on rolls for controlling
to accomplish tasks in fields you don’t know. You may an army and forming strategies
temporarily gain a capability you don’t possess, such as a for military conflict
lore or even a weapon capability, by quickly examining a Master of Skill +2 goal on rolls to use one of the
source about it (such as a book or data file) or practicing following skills: Academia, Al-
with it (for a weapon or tech tool) for at least 10 minutes. chemy, Arts, Interface, Remedy,
This lasts for the remainder of the act; once the act ends, Tech Redemption (choose which
your training doesn’t stick, and you lose the capability. one when you gain this perk)
Additionally, you are constantly coming up with new
Master of Lies gain access to a network of spies,
ideas for devices in your leisure time, using everything you
ranging from small outposts on
know about your various fields of interest in blueprints you
colony planets, up to the Emper-
produce. You may provide +2 goal to Tech Redemption
or’s Court (similar to the Gossip
rolls that use these blueprints, not only for your attempts
Network perk)
to assemble the machines but for others’ attempts as well.
PRIVY COUNCIL Be aware that each councilor has their own goals
Calling • Privilege • Precondition: Lord and ambitions. They will want to be involved in
Instead of making all decisions on your own, you all your decisions. Going against their advice might
surround yourself with a privy council made up of gain their disapproval. Your council members’ loy-
experts in a variety of fields. alty toward you, your house, and each other is fick-
Benefice: When you gain this perk, you imme- le at best, so your responses must be carefully bal-
diately assemble a council made up of a number of anced. Disgruntled council members may neglect
NPC counselors equal to your class level. Addition- their position to the point of leaving you perma-
ally, whenever you increase your level, you may add nently. Should this happen, you lose their benefit
another NPC to your privy council. until you convince a qualified replacement to join
Your council provides you with a number of effects your council.
based on its members, each of which you may use once Note to GMs: Council members are ambitious and
per scene, so long as you are in contact with that NPC. driven individuals. They spent years bribing, intrigu-
You must choose each counselor’s role at the moment ing, and lying their way to the top, just to reach the
you add them to your council; see the list below. If a role position they have now. They should not be simple,
requires specifying a faction, species, or topic, choose loyal servants; they have their own goals, which may
which it is when assigning the counselor and name the or may not include taking over the whole council.
position accordingly (such as “Gannok Ambassador”,
“Vuldrok Ambassador”, or “Master of Arts”).
150
INTRODUCTION
PROFESSIONAL REPUTATION (REP) therapy of some sort, but once per day, the penitent
Class • Privilege • Precondition: Yeoman can attempt to remove this Guilty state with the shake RULES
As a freelancer, your word is your bond, and your it off maneuver.
work is your worth. A yeoman’s Rep is their rough CHARACTERS
equivalent of a Noble Title, Church Ordination, or QUAESTOR TRAITS
Guild Commission. Calling • Privilege • Precondition: Clergy
Benefice: This perk can be taken multiple times; You are adept at navigating the machinations of the TECHNOLOGY
each new perk raises one’s Rep by one rank. Each Church’s administration.
OCCULT
rank level provides +2 Mind Resistance. Benefice: You are sure of your place in the hier-
Unlike the other class’s ranks, which represent for- archy of the Church and rarely get caught off guard
mal grades awarded by factions, a yeoman’s Rep is within its social environment. Your influence at-
informal, based solely on word-of-mouth. It’s possible tempts are favorable within the Cathedral Customs
that a client here or there might lie and try to defame social arena. Further, you have +2 goal for stonewall
a yeoman’s reputation, but even then, the truth will maneuver rolls in such environs.
out eventually. A yeoman who reneges too often on
contracts and behaves unprofessionally to their clients RABBLE ROUSE
might find their Rep drop by a rank or two until they Calling • Ability • Precondition: Conspiracist or Spy
can make amends. You can rouse peasants and crowds into riotous
1st = Rookie action.
2nd = Journeyman Benefice: You can exploit existing discontent
3rd = Expert among the lower classes and fan it into a blaze of an-
4th = Savant ger. You must first go to someplace where peasants
5th = Master gather, such as at the local agora or inn. You then
orate to them, playing on their hopes and fears to
PROXY rouse them into action against a particular type
Class • Verve • Precondition: Noble of evil: a tyrant lord, a scheming merchant, a lying
You can declare a champion to act in your stead. priest, a Republican sympathizer, etc.
Benefice: Once per scene, you can designate some- You can then attempt to use a Peform-skill rouse
one as your “proxy” or “champion.” They act on maneuver using the Performing Arts Lore (Oratory)
your behalf, making all the decisions in the arena for capability. Those who are Roused by your rhetoric
which they have been empowered (a duel, the agora, will follow your lead onto the streets, wielding what-
etc.). You can give them your banked VP and WP as a ever weapons are handy. They can be directed at an
primary action, up to a limit per turn of your level. To example of whatever evil you orated against. If you
do so, you must be present, within sight and hearing. point to a merchant and decry him as a usurer or Re-
publican, they’ll descend on him with sticks and beat
PURGE him senseless.
Class • Ability • Precondition: Priest This perk does not grant you legal or moral absolution
Even the most libertine noble or guilder of the 51st for your actions. The local guard may attempt to arrest
century has doubts about the state of his immortal you as a rabble-rouser. The angry mob is certainly not
soul. You can exploit these doubts and verbally ha- exempt from punishment — some of them may even
rangue a person into accepting penance. be hanged as rioters to provide an example for others.
Benefice: Once per scene, you can impose a form Their families may blame you and take action them-
of penance on someone who is in the Castigated state selves to gain revenge. What’s more, the victim of your
(either someone you have castigated yourself, using aroused mob — assuming he survives the mob’s ire —
the Impress castigate maneuver, or the victim of some- may make it his life’s goal to repay your act of publicity.
one else’s haranguing). This takes the form of a task
they must accomplish, such as seeking forgiveness RECREATE ARTIFACT
from a person whom they wronged, taking a pilgrim- Calling • Ability • Precondition: Reclaimer or
age to a local saint’s shrine, or spending a day in labor Tech Redeemer and Applied Science and Tech Lore
helping to build a church. They must try in good faith (TL7) capabilities
to accomplish the task you set for them. If they hav- It might be considered heresy, but you are able
en’t made any progress within one week, this penitent to build machines inspired by ancient artifacts from
suffers the chronic Guilty state until they purge their scratch. “Artifacts” are tech items from the Second
soul of sin by finalizing the penance you gave them. Republic era (TL6 or higher) or of advanced alien
Normally, chronic states cannot be shaken off without manufacture (such as vau tech).
151
Benefice: If you have a functioning artifact on hand REFUGE
and you’re capable of operating it properly (i.e., you have Calling • Privilege • Precondition: Open
any required skill and/or capability), you may attempt to You have some place you can go where you feel safe.
create a working replica. It might not look or operate ex- Benefice: Your Refuge might be a noble’s castle,
actly like the original, but it gets similar results. You need a hidden monastery, a guild safe house, or just a cave
reasonable tools and materials that cost about one-quar- you outfitted yourself. Whatever the case, it is almost
ter of the object’s market value (in firebirds). always open to you and very hard for others to find
Roll Tech Redemption + Intuition as a Narrated action (such as a small farm or monastery). If its location is
after spending at least 8 hours of work. The Resistance de- well-known, it may be fortified (e.g., a castle or guild
pends on the original’s tech level (see the chart below) but safe house). It’s unlikely for your enemies to find you
can be reduced by modifying it into a less elegant device. when you’re hiding out there, but should you show
yourself, word might get out.
Tech Level Base Resistance
5 Demanding RESILIENT
Calling • Ability • Precondition: Brother Battle
6 Tough or Mercenary
7 Severe You can ignore injuries.
8 Herculean Benefice: Once per scene, when damage is in-
flicted onto you, you can spend VP to cancel some
Resistance Modifications or all of it: spend 1 VP per point of damage, up
to a maximum of amount of Vitality equal to your
-1 You can duplicate parts. If you have
Vigor skill.
another version of the object you’re
recreating, such as a non-working
RESPECTABLE
model that you can mine for parts,
Calling • Ability • Precondition: Courtier
your job is easier.
Due to the heritage or history of your own actions,
-1 You can scale the artifact up by two you are a beloved member of the court.
sizes (an extra-small handheld device Benefice: Members of noble courts that are not hos-
becomes a more cumbersome medi- tile to you or your faction are automatically on friendly
um-sized object). terms with you. Those on your good side will be will-
-2 You can scale the artifact up by four ing to give you information, should you be interested in
sizes (the XS device becomes XL). some small talk. Successfully perform a Charm befriend
maneuver to have a lovely chat. Your target will then
The impact determines how useful the resulting give you insights into the lives of those close to them,
recreation is: victory (without spending additional and they might even share some rumors, though this
VP) gives you one use of the item before it must be is unguided: They might end up telling you about the
repaired; 2 VP gives you a working replica, but it will young baron sneaking off with the lord’s daughter, but
malfunction on a failed roll; 4 VP gives you a working this is because they want to, not because you asked for
item that only malfunctions on a critical miss during any dirt on the baron directly.
use. If the item requires energy, you must supply the Additionally, all your Charm rolls are favorable
energy source (usually a fusion cell) separately. while directed at someone within or serving under
your house.
REEVE ADVOCATE
Calling • Privilege • Precondition: Open and RETAINER
Riches (Well-off or better) Class • Privilege • Precondition: Noble or priest
You have a Reeve lawyer on retainer. or merchant
Benefice: When requested for a specific case, a You have a devoted servant or friend who will fol-
personal advocate from the Reeves guild will be as- low you to the ends of the universe in return for food
signed to you. Whether for criminal litigation or and upkeep.
drawing up a contract, that advocate represents you Benefice: Your Retainer is devoted to your needs.
and your interests against the various local legal codes They might be the loyal seneschal who’s always
throughout the Known Worlds. You have to personal- served your family, or they might be a childhood
ly call on the Reeves to gain this representation. If you friend who hasn’t risen in social class like you, but
are prevented in some way from contacting the guild, they still honor a blood-brother oath through thick
then no advocate can be assigned. and thin. Regardless of their backstory, your Retain-
152
INTRODUCTION
er is a yeoman trained in whatever line of work they ic changes in circumstance for good or ill. When
need to best serve you. They are rated at half of your beginning gameplay, you have access to one-tenth RULES
level (if you’re 4th level, your Retainer is 2nd level), and (10%) of your yearly income; you may use this to
they rise in level by one for every two of your level purchase beginning equipment. CHARACTERS
advances. They’re considered to have whatever outfit 1st Good (3000 income/ 300 starting cash) TRAITS
they need for their work, but you must pay to equip 2nd Well-Off (5000 income/ 500 starting cash)
them with weapons and armor. 3rd Wealthy (10,000 income/ 1000 starting cash) TECHNOLOGY
You’re responsible for playing your Retainer and 4th Rich (15,000 income/ 1500 starting cash)
OCCULT
maintaining their character sheet. The Retainer 5th Filthy Rich (20,000 income/ 2,000 starting
doesn’t have their own VP cache, but they can use cash)
yours. (In this way, they might wind up costing you The source of your riches comes from either a fief,
VP, but they do give you extra actions and aid.) a business, or a monopoly on some sort of trade or
Additional hired help can be gained with money interest from loans.
during gameplay, but they don’t exhibit the fierce Fief: You rule or own a substantial portion of land
loyalty your Retainer does. In other words, when and the serfs who work that land, creating wealth from
the money runs out, they’re gone, but the Retainer their commodities (food, minerals, crafts, etc.) or by tax-
always stays. ation. While you do not need to first acquire the Land-
ed perk for this fief, without it, you are managing the
RETINUE land in another’s name. While any freeman can own a
Calling • Privilege • Precondition: Open and plot of land, the nobles own the most valuable land and
Riches (Good or better) hold contracts of indenture on serfs. A portion of the
If good help is hard to find, then good, loyal help land’s wealth must go to support these serfs. Bad years
is even rarer. You’ve beaten the odds and found good where no money is made — or where natural disasters
servants. destroyed crops — can cause debt to accumulate.
Benefice: You can certainly spend money to hire Technically, you do not own the land — your noble
servants with your wealth, but you can’t buy their loy- house does. Except for the Emperor, a lord always has
alty. This perk gives you the loyalty of a handful of a lord above them to whom they must answer; misuse
close servants. However, you do still have to pay them of lands is often cause for loss of rank. A lord does not
(hence, the precondition of the Riches perk). With necessarily oversee the daily demands of the fief; usu-
Good Riches, you can get a butler or handmaiden, as ally seneschals or chamberlains undertake this task.
well as a cook and a chauffeur. With Well-Off Riches, The size of a fief is not the most important factor de-
you can add a seneschal (an expert in influence). With termining its value; its resources — from raw minerals
Wealthy Riches, you can add a trained bodyguard. to manufacturing capability — must also be consid-
ered. A small parcel with a single gold mine may be
RICHES as valuable as an entire province of prime farmland.
Class • Privilege • Preconditions: Noble or priest While there were once rank requirements to rule the
or merchant most valuable properties, the chaotic land-grabbing of
Some characters are lucky enough to have real the Emperor Wars has left knights in charge of fiefs
wealth — not just savings or wages, but land rulership once ruled by counts while certain dukes ruled land
or control of a business. once considered barely fit for baronets. While such ex-
Benefice: These types of assets provide you with treme cases are exceptions, it shows that one’s rank is
regular income and are usually tied to your rank and not necessarily a determination of one’s wealth. None-
station in life. You do not actually own the business — theless, suggested traditional ranks are listed with each
your house or guild does — but through birthright, fief size. In some places, the Church owns and oper-
luck, or hard work, you have gained control over it. ates fiefs; priests are placed in charge of such assets.
Thus, you can reap its benefits (and suffer its respon- • A Good fief might be a shire or village (usually lord-
sibilities). You cannot sell the business, but you may ed by a baronet) with tenant farms as its resources.
abdicate your position or temporarily place someone • A Well-Off fief might be a borough or town (baron)
else in charge; during that time, you do not gain the with a silver mine.
income associated with that asset. • A Wealthy fief is worthy of a province or city (earl
This perk can be taken multiple times to repre- or marquis) hosting prime farmlands.
sent greater assets. Each form of asset listed be- • A Rich fief is a county or capitol city (count) that
low includes a firebird value: This represents how derives most of its wealth from taxation.
much value the asset brings you in yearly income • A Filthy Rich fief is a continent or moon (duke) host-
after paying expenses, barring disasters or dramat- ing raw or refined resources (mineral or otherwise).
153
Business: You own a business that creates wealth • A Well-Off business might craft or manufacture
for you. This usually means that you employ a num- luxury items.
ber of people in a variety of positions to keep the • A Wealthy business could be a mill that produces
business running, ranging from manual laborers to firearms or artillery.
accountants. Bad business can mean the firing of em- • A Rich business suggests a high-tech manufactur-
ployees and even loss of assets; otherwise, you must ing plant, perhaps a ceramsteel smelter, think-ma-
throw all your profits back into the business just to chine mill, or a fusion generator supplying power
keep it alive — a risky but potentially very good in- to a local grid.
vestment. You do not necessarily oversee the daily • A Filthy Rich business is usually reserved for the
operations of the business; you can leave that in the highest profile businesses, such as a starport, ship-
hands of a trusted employee or partner. yard, or starbase.
• A Good business might be a hospital, catering to Tariffs/Loans: This type of Riches requires the
those who can afford medical care (rather than Guild Commission perk. This covers a variety of ways
standing in line with the serfs at the local parish). to gain money on a regular basis. For example, you
might levy taxation on all trade in an agora or trade
route, or you might loan money to others in return
for a fee upon repayment. At lower levels, you do not
SOURCES OF WEALTH necessarily have to oversee employees (except for the
occasional freelance enforcer), but you must monitor
The Known Worlds offers a variety of ways to your assets regularly or hire someone to do this for
accumulate wealth. Noble houses get most of you. This is the most volatile form of Riches, since
their money from the ownership of land and you may be cheated out of money or worse. Loaners
all the resources associated with it — includ- can default and refuse to pay back a loan. Merchants
ing serfs. The chain of rulership of these lands can refuse to pay the levied tax, forcing you to pursue
descends from the head of the house down embargoes or even violent methods to recoup your
to dukes, counts, earls, and baronets, each losses. These sorts of assets are almost always run by
of whom may maintain a fief for their family members of a guild. The higher the level or the broad-
lord. Profits from fiefs are divided in unequal er the influence, the higher the rank of the “boss.”
portions throughout this chain. • A Good investment might mean you own an agora,
Many minor houses or smaller families within levying taxes on all merchants who place stalls there.
the major houses, divested of their land due to • A Well-Off investment could represent a number
war or debt, maintain their wealth through the of small loans you made to prominent locals, such
ownership of proprietary manufacturing pro- as helping the duke’s son with his gambling debts.
cesses. Some also rely on the selling of services. • A Wealthy investment may extend agora taxation
The Church gains its primary wealth from across a continent or planetwide.
tithing the faithful, which includes nobles, • A Rich investment may signify an interstellar trade
merchants, and freemen. Serfs are also expect- route monopoly, such as all luxury goods trade be-
ed to tithe, but the most destitute can instead tween Criticorum and Shaprut.
volunteer labor (with their lords’ permission). • A Filthy Rich investment may well represent an in-
However, the Church also owns its own lands terstellar banking institution that others regularly
and indentured-service contracts. It maintains turn to for loans.
these using many of the same methods nobles
use to maintain fiefs. Another method of in- RIGHTEOUS SERMON
come involves the selling of relics and pilgrim- Class • Ability • Precondition: Priest and Performing
age site entry fees. Arts (Oratory) 5+
Guildmembers gain their wealth through You can inspire others with passages from the
various means, including employment con- Omega Gospels.
tracts to other guilds, priests, or nobles. They Benefice: Once per scene as a primary action, by
may profit from the ownership of businesses reading from the Omega Gospels (either from mem-
or the tendering of loans to certain parties. ory or from the book itself), you can inspire courage
While some may own lands and the resources into your allies. Each affected person must be able
thereon, they cannot own serfs; however, they to hear your sermon. The effect lasts as long as you
might pay their employees such criminally low keep reading the sermons (as a secondary action per
wages that there is little difference. round), although you can only maintain the effect
for 1 turn per your level. During the oration, you
154
INTRODUCTION
may fight, but you cannot activate occult powers. ROYAL CONFIDENCE
Your allies receive the Divinely Inspired state. Calling • Ability: Precondition: Confessor RULES
Only allies who believe in the teachings of the Your interactions with noble houses have brought
Prophet gain this bonus, although they don’t have to insight into the nobility. CHARACTERS
follow a particular sect or order’s teaching. Benefice: You have capability in the Court Customs TRAITS
social arena and gain favorability to persuasion or co-
RISE FROM THE ASHES ercion (choose one method) influence against nobles. TECHNOLOGY
Calling • Austerity • Precondition: Imperial Co-
OCCULT
hort or Questing Knight ROYALTIES
By contemplating the spiritual supremacy of the Calling • Privilege • Precondition: Artist
Phoenix Throne, you steel yourself against the trials At some point in your past, you published a work so
waiting in the Dark. good (or popular), it’s still paying off — both literally
Benefice: You gain +2 Spirit Resistance. You cloak in the form of firebirds and in non-monetary ways.
this Austerity in the form of prayer to the Pancreator, Benefice: Whether you wrote the most widely used
but you’re really praying to the Pancreator’s chosen academic book on the death rites of the etyri or a se-
hand, the Emperor. This is the heresy of the Reborn ries of novels about the dashingly handsome space pi-
Sun, and it would be best for you to keep it to yourself rate Captain Frye, you receive a warm welcome from
(and maybe your closest fellows). those who know your work. When attempting persua-
sion influence rolls against targets who are fans, your
RISK TAKER rolls are favorable.
Calling • Ability • Precondition: Amateur or Star The GM can roll a die to determine if any given
Pilot NPC is a fan of your work. They won’t necessarily
You enjoy pushing your luck as much as possible. recognize you on sight; you might have to tell them
Benefice: You may accent a die-roll result upwards. who you are.
(For the rules on accenting downward, see the optional NPC’s background 1d20 result
rule Accenting the Die Roll in Chapter 1: Rules.) Rural 1-5 = a fan; 6-20 = never heard of you
Accenting a roll upwards risks turning a failure into Urban 1-9 = a fan; 10-15 = indifferent; 16-20 = nev-
a critical miss, but if you’re victorious, you’ll get more er heard of you
victory points than you would have otherwise gained. Cosmopolitan 1-13 = a fan; 14-17 = indifferent;
Once per scene, you can declare that you’re accent- 18-20 = never heard of you
ing a roll upwards before the roll is made. If the roll is a Your fans are generally considered friendly. Hos-
success, you can accent the result upwards to increase tiles who recognize you might change their attitude to
your victory point yield. This can even give you a crit- become more open. Additionally, you receive a year-
ical hit, if you accent the die result up to your exact ly income of 200 fb, collectable by contacting your
goal number. agent responsible for printing, distribution, and sales.
The maximum amount you can add to the roll re-
sult is equal to your rating in the skill being used. If RUTHLESS
you’re hitting someone with a fist, then your rating Calling • Ability • Precondition: Bounty Hunter
in the Fight skill provides the limit by which you can or Chainer or Inquisitor or Spy
accent your punches. A job is a job, and you’ll see it through – if the mon-
However, if the roll was a miss, it is now a critical ey is right, of course.
miss. You’ve pushed your luck too far. The GM deter- Benefice: Influence actions or occult powers that
mines the exact result, based on the situation. inflict the Afraid, Daunted, or Terrified states are un-
favorable against you.
Example: Julia is pretty darn good with a blaster pis-
tol — her goal number is 14. Julia’s player is confident SACRIFICIAL LAMBS
she’ll hit her target but wants to do it with maximum Calling • Ability • Precondition: Conspiracist
impact, so she decides to use Julia’s Risk Taker perk to When you work from the shadows, your misdeeds
accent her roll upwards. She rolls and get an 11. It’s a are hard to pin on you.
success, so she can now accent it upwards. Her Shoot skill Benefice: You always have a list of fall guys pre-
is 8, so she could add up to 8 to the roll result, but she pared — a servant who happens to be caught with a
only needs to add 3 to turn her victory into a critical hit. bloody knife, or perhaps a lower house noble who’s
If her roll had been, say, a 16 (a miss for her), she secretly having an affair with the baronet.
would have suffered a critical miss instead. When either the Castigated or Humiliated state is
imposed on you, you may move it onto a nearby fall
155
guy instead, so long as the targeted person does not Benefice: You can enhance an existing weapon with
suffer from the state in question already. (Unless ei- an attack bonus or a base damage increase, or you can
ther of those states was caused by an occult power; enhance an existing suit of armor’s Body Resistance.
you can’t shift the blame against it.) The weapon or armor must be of at least masterwork
Additionally, when one of your intrigues would be quality. The effect lasts for the remainder of the drama.
pinned on you, you may sacrifice one of your contacts. Spend 1 hour per goal bonus, damage increase, or
They’ll know it was you who set them up. Should they Body Resistance enhancement.
survive the punishment, they’ll become your enemy. Weapons: You can add goal bonuses to a weapon or
After repeatedly abandoning your agents and allies, increase the weapon’s base damage rating, up to a
you might also gain a reputation for leaving comrades bonus limit of half your class level (round down, mini-
out to dry. mum 1). (Example: If you are 5th level, you can add +2
goal or +2 damage.) If you spend twice the amount
SAINT’S BLESSING of time, you can do both. The person wielding the
Class • Ability • Precondition: Merchant or yeoman weapon must spend 1 VP per attack to gain the sanc-
You can petition a saint for their intercession. tified bonus.
Benefice: Once per act, by uttering a prayer (as a Armor: You can add Body Resistance to armor, up
primary action) to a saint of your choice while vowing to a bonus limit of half your class level (round down,
to live up to their ideals, you can convert VP in your minimum 1). The person wearing the weapon must
cache or bank into wyrd points: 3 VP per 1 WP, up spend 1 VP per round to gain the sanctified bonus.
to a WP limit of your Faith. If your Faith is 5, you can
convert up to 15 VP into 5 WP. SAVINGS
You must, however, behave for the remainder Calling • Verve • Precondition: Banker or Thief
of the act in accordance with the saint’s ideals. or Trader
Should you break that vow, you become Penalized Preparation is everything. Your forethought can
as an enduring state. save you from ruin.
Examples of some saints and their codes are: Benefice: Once per scene, you can roll a d20. You
• St. Horace: Protect knowledge and correct igno- may use its result in place of rolling for a single action
rance. later during the scene. It must be taken “as is” (it can’t
• St. Hombor: Give charity to those who beg for it. be accented or nudged), and it cannot produce a crit-
• St. Maya: Always protect the weak and despised, ical hit.
even at the cost of your own life. Example: You roll a result of 14 for your Savings
roll. Later, you need to make a convince maneuver.
SAINT LEXTIUS’ BLESSING Your goal is 14. Rather than risking rolling and get-
Class • Verve • Precondition: Noble ting a low result or a failure, you draw from your Sav-
By exemplifying the saint of knighthood, you gain ings and take the earlier 14 result. Unfortunately, it’s
holy benefit. not a critical, but it does still deliver a success with
Benefice: Once per act, by uttering a prayer (as a 14 VP.
primary action) to Saint Lextius and vowing to live
up to his ideal of knighthood, you can convert VP in SAVOIR FAIRE
your cache or bank into wyrd points: 3 VP per 1 WP, Calling • Ability • Precondition: Open
up to a WP limit of your Faith. If your Faith is 6, you You have a certain flair, dashing style, élan, or bra-
can convert up to 18 VP into 6 WP. vura that marks you as someone special.
You must, however, behave for the remainder of Benefice: Everything you do is done with style,
that act in accordance with the highest chivalric ide- whether it be entering a room and turning heads,
als. Should you break that vow, you become Penal- carving your initials into a tapestry with your rapier,
ized as an enduring state. or even savoring a meal at a banquet to impress the
host. Your savoir faire is everywhere. You can inten-
SANCTIFY ARMS AND ARMOR tionally attempt to impress others with your style in
Calling • Ability • Preconditions: Brother Battle any task. You may attempt any required rolls normal-
or Theurgist and Theurgy 6+ ly while spending 1 VP to add stunning flair. The GM
You can bless a weapon or suit of armor, empower- is free to dictate any rules effects from this, but possi-
ing it with divine grace for the remainder of the dra- ble outcomes are:
ma. Those wielding or wearing it can mouth a silent • You gain a bonus to influence attempts to further
prayer to activate its deliverance. impress those who witnessed your deed.
156
INTRODUCTION
• It is very hard to embarrass you, for you can then root out whether the supernatural trace is theo-
turn even a pratfall into an elegant dance. You logically approved or heretical. RULES
gain +1 Mind Resistance against attempts to em-
barrass you, even if you are unaware of what’s SCHMOOZE CHARACTERS
going on. Calling • Ability • Precondition: Courtier or Syb- TRAITS
• Anytime you fail very badly at something, you arite or Trader
can attempt a Knavery + Wits or Presence roll as You dazzle courtiers and gather gossip from among TECHNOLOGY
a primary action on the following turn to miti- the upper echelons as an insider.
OCCULT
gate the failure and make it look intentional. The Benefice: You attract rumors and know of scan-
Resistance depends on the nature of what you’ve dals that everyone involved tries to keep secret.
done wrong, but it’s usually Hard or Demand- Whenever you use persuasion influence on a target
ing. The higher your impact, the better your re- on friendly terms with you (you might first need to
action to failure appears. befriend them if they’re neutral or hostile), in addi-
tion to the normal impact, the target also suffers the
SCENT OF THE WITCH Schmoozed state. While Schmoozed, they will freely
Calling • Ability • Preconditions: Inquisitor or share the most salacious and insider gossip, as well
Occultist or Psychic or Theurgist as “talking you up” to others at the party so that
You can sense supernatural corruption on a person. your own legend grows.
Benefice: Spend 1 VP and roll Observe + Intu-
ition as a primary action vs. the target’s Spirit Resis- SECOND SKIN
tance. If you’re victorious and the target has at least Calling • Ability • Precondition: Incognito or Spy
1 rank in an occult characteristic (Psi/Urge, Theurgy/ You’ve gotten used to wearing a face that is not your
Hubris), you sense it as a feeling or tingling intuition. own.
Unfortunately, you can get a false positive on your Benefice: After years of spending life pretending to
reading: if the person was the target of an occult pow- be someone you are not, you are comfortable in skins
er sometime between now and when they last had a that are not yours. When you gain this perk, pick a
Respite, this will set off your alarms. Questioning can persona and an associated item or behavior (glasses,
157
a false mustache, a cloak, or a facial tick). You may quires it (when imposed by others). You are immune to
don and remove this disguise as a secondary action. the Berserk and Penalized state due to your emotional
While you wear this disguise, opponents cannot de- detachment, and you have an edge in initiative from
tect it with instinctual perception and pierce disguise your heedlessness. Also, your Focus-skill rolls to rally
rolls are unfavorable. from chronic mental and social states are favorable.
You may take this perk more than once, picking a
new persona each time. You may swap between any SENSITIVITY
of these disguises once per turn as a secondary action, Calling • Ability • Precondition: Open
so long as you have the proper props. You are awakened to the currents of occult energy
all around you.
SECRET AGENT Benefice: You can detect the presence of occult pow-
Calling • Privilege • Precondition: Spy ers through instinctual perception, and your rolls to de-
You are a spy working for an intelligence agency, tect them are favorable. This includes psychic powers,
gathering information or sabotaging rivals’ works. theurgic and Antinomist black magic rites, Ur tech, etc.
Benefice: You bear a commission as an intel- This perk does not actually confer occult powers, just a
ligence agent; its rank is dependent on how many sensitivity to part of the occult spectrum. See Defending
levels of this hierarchical perk you possess. Each Against the Occult in Chapter 5: The Occult.
successive level raises you in rank one title (see the
chart below). In addition, each rank grants you +1 SHEPHERD OF THE FLOCK
Knavery when communicating with fellow agents or Class • Verve • Precondition: Priest
trying to read the secret signs of rival agents. This You are the spiritual minister to the souls under your
bonus rises with each successive rank (i.e., a field care. You can gather their prayers and return them as
agent gets +3 Knavery). inspirational bounty whenever the time is right.
1st Recruit Benefice: Once per scene, you may request VP from
2nd Agent the cache of each PC who is present in your location.
3rd Field Agent They must voluntarily agree to give them, up to a max-
4th Supervisor imum from each PC equal to 3 VP +1 VP per your level
5th Spymaster (if you’re 3rd level, a single PC can give you up to 6 VP).
In addition, your agency specializes in a role that You place these collected VP into a separate flock coffer,
provides you a bonus to a certain skill. which is then locked. You (and only you) can draw from
al-Malik Mutasih: Expert in high-tech surveillance; this coffer. You can spend the VP on yourself or give
gain +2 Interface. them out to others. The coffer lasts until the last VP is
Church Synecullum: Expert in falsifying documents spent. You can have only one flock coffer at a time.
and records; gain +2 Academia.
Decados Jakovians: Expert in exploiting others’ weak- SHIELD OF THE LAW
nesses; gain +2 Impress. Calling • Privilege • Precondition: Lawyer
Hawkwood Rooks: Expert in methodical information Those who accuse you of wrongdoing know this
gathering; gain +2 Observe. will come at a great cost.
Hazat Archons: Expert in decrypting enemy commu- Benefice: Your knowledge of the law and your
nications; gain +2 Focus. connections to influential individuals put you in the
Imperial Eye: Expert in covert information gather- right, even when others would claim otherwise. You
ing; gain +2 Intrusion. receive +2 Mind Resistance against humiliate and com-
League Agent: Expert in protecting guild patents; mand maneuvers. Additionally, when you spend VP to
gain +2 Intrusion. bolster your Resistance against those maneuvers, you
Li Halan Hidden Martyrs: Expert in rooting out trea- gain +2 Resistance per 1 VP spent (double the val-
son; gain +2 Empathy. ue). What’s more, those who attempt such maneuvers
against you suffer the Guilty state should their efforts
SEEN TOO MUCH fail (brief persistence: 1 turn per your level).
Calling • Ability • Precondition: Mercenary or
Ronin SIMMERING RAGE
Combat trauma, survivor’s guilt, or a horrible acci- Calling • Ability • Precondition: Ukar
dent left you convinced that you died in the past and You have a simmering anger inside you that makes
this is all just a dream. others nervous.
Benefice: You’ve already made peace with death. Benefice: You can declare a coercion influence roll to
You’re willing to risk everything, if the situation re- be favorable (before you roll it); you can do this a num-
158
INTRODUCTION
ber of times per scene equal to your level. You don’t even STOIC BODY
have to speak; sometimes growling is enough. Calling • Ability • Precondition: Open RULES
You are tough-as-nails, resilient, and unbreakable.
SMELL DANGER Benefice: You gain +2 Body Resistance. This com- CHARACTERS
Calling • Ability • Precondition: Vorox bines with any other bonuses you might have for Body TRAITS
Your sensitive nose can pick up the slightest traces, Resistance, such as those from armor or occult powers.
often revealing danger before your other senses are TECHNOLOGY
aware of it. STOIC MIND
OCCULT
Benefice: You gain +2 Perception for instinctual per- Calling • Ability • Precondition: Open
ception tests. Your spot rolls to sense enemies, hidden You are tough-minded, shrewd, indomitable, or just
danger, or imminent danger are favorable, so long as the plain stubborn.
source of danger cannot completely mask their scent. Benefice: You gain +2 Mind Resistance. This
combines with any other bonuses you might have for
SPOTTER Mind Resistance, such as those from social rank or
Calling • Ability • Precondition: Reclaimer or Scout occult powers.
Because you’re always on the lookout, enemies
struggle to surprise you. STOIC SPIRIT
Benefice: Your Observe spot and search and Intrusion Calling • Ability • Precondition: Open
scope rolls to detect traps, ambushes, and pretty much You are centered and balanced: the epitome of
any surprise reveal are favorable. Additionally, you may self-sovereignty.
use your intuition for such things to improve your own Benefice: You gain +2 Spirit Resistance. This com-
traps and ambushes; your Sneak-skill rolls to hide and bines with any other bonuses you might have, such as
camouflage yourself or your nearby allies are favorable. those from Austerities or occult powers.
159
Benefice: You are especially good at performing VP to the well equal to the amount of the loan +3 VP.
the stunt maneuver with your Pilot skill; your rolls to Should the VP in your shark coffer, cache, and bank not
execute stunts are favorable. Also, once per scene, you be enough to pay your debt, you gain the Penalized state
can ignore the calamity that would occur should you and start the next scene with a leftover debt. Write down
roll a critical miss on a Pilot roll — you escape by the the VP you still owe. You can pay off this debt in VP at any
skin of your teeth. point; when it’s fully paid off, remove the Penalized state.
160
INTRODUCTION
TRENDSETTER TROUBLE MAGNET
Calling • Privilege • Preconditions: Open and Calling • Ability • Precondition: Ronin RULES
Commons and Court Customs capabilities It’s odd. It seems like you can’t even enjoy a nice
You are the epitome of fashion. Whatever you wear meal without some ruffians interrupting you. CHARACTERS
quickly becomes fashionable everywhere, and your Benefice: Once per scene, you may “ask for TRAITS
interests soon become the “next big thing.” trouble.” When someone else is the sole target of
Benefice: Some seek you out for fashion advice; an attack (whether that’s a coercion influence or a TECHNOLOGY
others want tips on what one should be reading or combat roll) and you’re nearby, you may intercept it
OCCULT
thinking this season. Even if you don’t go out of your as a reflexive action and become the target instead.
way to impart this wisdom, others will copy you. Be- If it’s a hand-to-hand or melee combat attack, you
ing seen at a particular magic lantern show is enough must use your movement action to reach the at-
to ensure it’s a hit. Your presence at a party is enough tacker. (If you’ve already used it this round, you
to make it notable in the society pages. Your public can’t intercept the attack). Your Resistance gains
approval of a painting is enough to launch an artist’s a bonus of +4 against this attack, as your action
career. You can almost always get into any party or surprises the attacker and leaves them flat-footed.
high-class affair to which you have not been invited. A bandit might decide to rob a bank while you are
You can take a number of people with you equal to waiting in line, only for you to challenge their in-
your Presence. In public places where you have spe- timidation attempts. A drunk noble attempting to
cifically been barred from entering, you can still get in lay hands on a servant did not expect you to stand
by making a Charm-skill befriend or entreat maneuver. up for a commoner.
(Resistance varies with how hostile the host is towards Additionally, you’ve learned to accept that trou-
you). In addition, it is rare for an NPC you have never ble follows you wherever you go, so you’re always on
met to have a hostile attitude towards you. edge. You gain a +1 Perception bonus for instinctual
perception tests to sense danger.
TRIUMPHANT RETURN
Calling • Ability • Precondition: Incognito and TUTOR
the Loyalists or Mentor perk Calling • Privilege • Precondition: Enthusiast
Everything is prepared for your return. Your troops Those willing to learn must surround themselves
and spies await your sign. with the best teachers.
Benefice: You spent time preparing your rise from Benefice: You have a master of knowledge or
the ashes: you’ve amassed a crowd loyal to you, placed science on retainer. Their training imbues you with
your spies in important positions, and set a trap for +2 goal to rolls for a specific skill, and — if you can
your enemies. contact them to receive their advice before making
When you finally decide to step out of the shadow the roll — their training enhances impact, should
and reclaim your rightful position, you gain a num- the roll be successful (+2 damage or +1 persistence
ber of favorable rolls equal to your level, representing for a state).
allies who provided you with inside knowledge, left When you pick this perk, select any skill. Your tutor
doors unlocked, and so on. Before you attempt any only offers support in this one specific field, but you
roll toward cementing your rightful position (like in- may take the perk multiple times and select a new skill
timidating guards to stand down, so they can let you and/or tutor each time.
enter the palace), you may announce the use of one of
your Triumphant Return rolls. However, rolls against TWO-GUN FIGHTING
your rival cannot be modified with this perk: you still Class • Ability • Preconditions: Noble or Broth-
have to face them alone, regardless of your support er Battle or Duelist or Pirate and the proper weapon
among the commoners. capabilities
Once you succeed in your endeavor and reclaim You can use a pistol in both your primary hand and
your former role, you may immediately choose any off-hand to gain an extra attack.
other appropriate perk to replace this one, presum- Benefice: When attacking with a pistol in your pri-
ably from your newly reclaimed calling. Additionally, mary hand and your off-hand, you can make an attack
you gain a permanent +1 goal to influence rolls and with the off-hand pistol instead of taking a movement
+2 Mind Resistance against other nobles’ influence action that turn. Unless you have the Ambidextrous
attempts, now that your legend is growing. perk, your off-hand pistol shot is unfavorable.
161
UNTOUCHABLE
Calling • Ability • Precon-
dition: Lord
Others do not dare bring their
full force to bear against you.
Benefice: Once per act, you
may declare yourself untouch-
able as a primary action. For
the rest of the scene in which
you declared this, you are
“above the law,” figuratively
speaking. PCs and NPCs who
attack you cannot spend VP to
affect their goal rolls or improve
their impact. They can, howev-
er, still spend VP to overcome
your Resistance or spend VP
to boost their own Resistance
against your attacks.
VETERAN
Calling • Privilege • Pre-
condition: Open
You are known for your prow-
ess at a significant battle. You may
even bear a medal proving it.
Benefice: You may invoke
your past to change others’
opinions about you, so you can
solicit their aid. This invocation
may be used against the same
person only once. It allows you
favorable rolls on influence ma-
neuvers against that person for
that scene. In addition, you are
considered (for just this one-
time request) to be one rank
UNDERWORLD CONTACTS higher than normal, including any additional Mind
Calling • Privilege • Precondition: Open and Resistance the higher rank imparts.
Streetwise Lore
You know your way around the black market and VICIOUS INSULT
organized crime. Calling • Ability • Precondition: Conspiracist or
Benefice: You are familiar with underworld and Courtier or Spy or Sybarite
criminal activities. You know how to contact the crim- If words can hurt, yours are mastercrafted rapiers.
inal underworld or acquire illegal goods or services, Benefice: You know how to upset people, pushing
including black-market items. No roll is required, just them to the brink with a mere whisper. When you
the courage to walk the shadier streets in search of perform a victorious humiliate maneuver meant to
the right places. With your access, you can attempt to scorn, instead of the usual Angered state, you may im-
fence illegal or stolen goods on the black market. You pose the Berserk state.
can also hire an illegal or shady service (leg breaking,
breaking and entering, murder, etc.) at the going rate. VIRTUOSO
(If they are caught in the act, however, they will finger Calling • Ability • Precondition: Artist
you as their boss.) It normally takes time to create meaningful art, but
you can reach down into the well of your inspiration
to spontaneously create a deeply moving work of art.
162
INTRODUCTION
Benefice: The Arts skill create art maneuver nor- influence roll favorable against a local when you ap-
mally requires an amount of time spent (in Narrated peal to a local custom or legend, such as thanking RULES
time scale) to produce an effective work. This perk Saint Jerymaya when accepting a meal on Madoc or
allows you to attempt it instantaneously, as a primary throwing salt into the wind in the Istakhr desert to CHARACTERS
action in a single turn. You need to have the materials protect those gathered against wind devils. TRAITS
at hand to work within your given medium. If you’re
involved in combat, the gamemaster might raise the WILD DOMAIN TECHNOLOGY
Resistance due to the stress and distraction involved. Calling • Ability • Precondition: Scout
OCCULT
The rushed piece might be somewhat crude, but it You are used to certain environments and habitats.
still imposes its desired state onto its viewer. You know their flora and fauna inside out.
Benefice: You are well-trained in traveling and
VOW OF POVERTY maneuvering across a specific terrain. When you gain
Calling • Austerity • Precondition: Mendicant or this perk, pick a number of domains equal to your
Monk Survival skill rating: arctic, desert, forest (boreal), jun-
You have taken a vow to never horde money. gle (tropical forest), mountain, ocean (open waters),
Benefice: You gain +2 Spirit Resistance so long as subterranean, swampland, vacuum (deep space).
you maintain your vow. You can use money to buy Additionally, whenever you increase your skill rat-
necessities, such as simple food, clothing, transport, ing, you may add another domain to this list. Your
and basic supplies to aid your ministry. Otherwise, Animalia, Observe, Sneak, and Survival skill rolls are
you must give away all money that comes your way, favorable while you are in one of your domains.
preferably to the poor and needy. You can accept gifts
of items that aid your mission in life, such as weapons WINDFALL
and armor to protect you on your travels, but these Calling • Verve • Precondition: Banker or Star
cannot be extravagant or of masterwork make. Pilot
Even when your pockets are empty, they don’t stay
WEB OF LIES that way for long.
Calling • Ability • Precondition: Conspiracist Benefice: You gain +2 to your Surge rating and
You have eyes and ears everywhere. When you gain one bonus surge, even if your level doesn’t allow
whisper, nearly anyone may be exposed to your ideas. for more than one.
Benefice: You have a network of agents who can
act out your commands. You may attempt Charm- WISE ONE
skill and Knavery-skill influence maneuvers from Class • Privilege • Precondition: Priest and non-
afar against anyone connected to any of your agents Church sect (such as: Children of Zuran, Gjarti, In-
(such as the lady of a foreign house, whose hand- carnates, etc.)
maiden happens to be under your employ). Due to You are recognized as a religious teacher or author-
the distance, targets gain a +2 Mind Resistance bonus ity among your sect. Your position brings respect,
against these attacks. even among those who believe you are a heretic.
Should you fail an influence attempt using your Benefice: While you cannot attain Church Ordi-
Web of Lies, the agent ends up caught and poses a nation, you still carry the authority of one who stud-
risk of exposing you as their controller in an attempt ies and practices religious disciplines. You gain +2
to save their own life. Mind Resistance. Your religion might or might not
This perk encompasses the holdings and territory of have higher ranks of this perk; if it does, each addi-
one Royal House, the Church, the League or a single tional perk confers +2 Mind Resistance.
Vuldrok Nation’s holding. This perk may be bought
additional times to enlarge your network’s area to in- WITCH HUNT
clude one other Royal House, the Imperial worlds, or Calling • Privilege • Preconditions: Priest or In-
all of the Vuldrok Star-Nations. quisitor
You can request official sanction from the Inquisi-
WELL-TRAVELED tion for a specific purpose, allowing you to organize
Calling • Ability • Precondition: Open efforts to hunt down heretics.
You have been around a bit and have heard a bit Benefice: Once per drama, you may petition the
more. Inquisition to give you a temporary Inquisitorial Seal
Benefice: You know tidbits about the customs, to root out a specific heresy or question a specific per-
histories, and manners of nearly every culture and son. Sometimes this is a routine activity requiring lit-
sub-culture. Once per scene, you can make a single tle more than a hunch, but when powerful people are
163
involved, the burden of proof needed can be almost Alternatively, you can ask the GM to let you exchange
impossible to attain. The exact needs are decided by your existing Affliction for a different one — your
the gamemaster. With an Inquisitorial Seal in hand, Stigma is cured through a miracle (or miraculous Sec-
you gain the backing of the Inquisition. You can set ond Republic-era tech), but you’ve gained a Vendetta
villages aflame, both figuratively and literally, in the in the process. Finally, if you’re just done with dealing
pursuit of your sanctioned goal. with the Affliction and can’t wait for a good drama to
resolve it, you can, with the GM’s permission, “buy”
WYRD KNOWLEDGE it off with either your class or calling perk when you
Calling • Austerity • Precondition: Occultist level up. (If your bonus perk was a class perk, you
You assiduously study the esoteric and proscribed need to “spend” a class perk to buy it off.)
sciences, believing that knowledge is both a shield and
armor against the darkness. ADDICTION
Benefice: You gain +2 Spirit Resistance. You must You are addicted to some substance, and this addic-
maintain your studies, seeking out new esoteric and/ tion makes your life difficult at times.
or scientific lore and reading up on old records when- Affliction: At first, the addiction is basic. The sub-
ever you can. Even without fresh sources, you can stance is cheap and easily obtained, although you
contemplate the works you have read, seeking new must have at least one dose per week before symptoms
patterns and clues in them. Whether it’s the testimo- of withdrawal begin.
ny of an obscure sect of hesychast theurgists whose Later on, it worsens. When you reach 6th level, the
monastery was beset by demons or the lost statistical addiction becomes stronger. The substance must be
reviews of the Phavian Institute concerning the ex- consumed twice weekly before withdrawal symptoms
tra-normal powers of the sentient mind, this danger- set in.
ous knowledge is your métier and balm against evil — Symptoms of withdrawal vary based upon the drug
even if it’s misunderstood by the Church authorities. and the withdrawal period. The gamemaster may as-
sign goal penalties as the symptoms get worse, or they
Afflictions
might levy VP costs from rolls — whatever increases
the dramatic tension of the moment is appropriate.
164
INTRODUCTION
know about your Dark Secret at the beginning of the
game, but if it does come out, then you should have a RULES
chance to either cover it back up or make up for it…
for now. You and your GM should collaborate on CHARACTERS
what your Dark Secret is, as well as what you should TRAITS
expect when the truth comes out.
TECHNOLOGY
EXCOMMUNICATED
OCCULT
Precondition: Cannot be a priest
You have committed some great heresy and re-
peatedly refused absolution from a priest, forcing
the Church to excommunicate you.
Affliction: Orthodox doctrine states that you
are damned, denied the Pancreator’s grace. You
are an outcast. Any further crimes against Church
law or doctrine are punishable by flame. You can-
not receive sacraments, and you are considered
repulsive by most people, possibly even spiritually
infectious (and hence, unwelcome). Your persua-
sion influence attempts against those who know of
your excommunication are unfavorable.
165
can resolve this Affliction and keep your bonus perk. OBLIGATION
However, it should take a goodly amount of money — You have a duty you cannot avoid.
more than the initial debt, thanks to interest — to pay Affliction: This could be a sacred site you have to keep
it all back. holy, a vorox child you must raise, or a payment you must
make on a regular basis. This differs from the Oath of
INFAMOUS FAMILY Fealty in that you do not get anything in return for your
Your family has gained notoriety; this affects the way obligation, but it is rarely dangerous or deadly. Like that
people view you. Oath, your Obligation must fit into the GM’s story, or
Affliction: You come from a family of thieves, her- you might not be allowed to choose this Affliction.
etics, murderers, or something worse. Note that cer-
tain branches of even the noblest families have their OUTLAW
problems, too. Your influence attempts against re- You broke the law in a big way.
spectable folk who recognize your family connection Affliction: Someone, somewhere has put a price on
are unfavorable. your head, and anyone can collect it. A long jail term is
the best you can hope for if you’re caught. Guard your
LOST WORLDER back at all times. You are hunted within the domain of
You are from one of the newly rediscovered lost the Empire. If you continue to commit crimes, the price
worlds or a barbarian world deep into Vuldrok or on your head will be paid whether you’re “dead or alive.”
Kurgan space.
Affliction: In the millennia between the Fall of STIGMA
the Republic and the rediscovery of your home You have a physical stigma of some sort.
planet, culture has changed greatly. You struggle to Affliction: This stigma is something that, if noticed
fit in with Known Worlds culture, and most people by the common populace, would cause revulsion, suspi-
are wary of you. cion, or fear. It might be a wandering eye, hair on your
Whenever you attempt to influence a Known palms, dwarfism, or even a hunchback. When coming
Worlder, first roll a d20. On a result of 1, your roll up with a stigma, think of what would unnerve a su-
is favorable because something about your foreign perstitious medieval peasant. Your influence attempts
culture is appealing in this context. On a result of against these superstitious folks are unfavorable. (All
2-10, your roll is normal. On a result of 11-20, your occultists have a mild stigma, although theurgy stig-
roll is unfavorable because you’re just too foreign. mas are often seen as holy rather than damning. You
cannot take this Affliction to represent those powers.)
OATH OF FEALTY
You owe an oath of fealty above and beyond your VENDETTA
normal obligations. Something you, your family, or your friends have
Affliction: All nobles owe an oath to their prince, all done has earned you an unyielding enemy.
priests owe their archbishop, and all League members Affliction: This person (or people) will do every-
owe their dean. Your Oath of Fealty Affliction requires thing in their power to make your life difficult. If that
something in addition to that oath. The holder of the proves too hard to accomplish, they’ll eventually up
oath may call on your aid when they desire, although the ante by trying to kill you.
there is usually something you receive in return (such If you ever permanently vanquish the enemy before
as a pledge to send soldiers in case your fief is under you’ve reached 6th level, then another enemy will step up
assault or to upkeep your family should you die uphold- to take over the task — perhaps it’s the enemy’s son or
ing the oath). You and your GM should collaborate on daughter, or maybe it’s their group’s new leader. If the
who your oath holder is; it needs to be someone who enemy is vanquished after you achieve 6th level, then the
fits into the GM’s story. vendetta is resolved (and you can keep your bonus perk).
166
INTRODUCTION
Resistance RULES
CHARACTERS
As explained in Chapter 1: Rules, characters have default means of raising your Resistance. You’ll be TRAITS
three types of Resistance: Body, Mind, and Spirit. There doing it routinely during gameplay.
is no base Resistance rating for any of the three types. In- Boosting adds to other bonuses you might have TECHNOLOGY
stead, characters have various means of increasing them. from perk augments and situational modifiers.
OCCULT
167
MODIFYING RESISTANCE Cover: Hiding behind cover is a good way to pre-
vent bullets.
Situations are so varied that it’s impossible to list all Power: An occult power might provide temporary
the circumstances that might raise (or lower) your Re- protection.
sistance. These modifications usually last only as long States: Certain mental, physical, and social states
as the situation persists. can modify one or more types of Resistance.
Different situational modifiers can combine together, add-
ing and subtracting to provide a net situational mod-
ifier. Recording Resistance
Some examples include: On the character sheet, record your Resistance rat-
Armor: The most common means of altering Body ings from each source — armor, rank, Austerities —
Resistance is by donning a suit of armor. and list the total rating in each category.
Revival
Vitality (see Vitality, below) isn’t just your physical ca- You only have a limited number of Revivals you can
pacity to withstand damage. It’s also your ability to call on. At 1st level, you get one. At 4th level, you get
power through fatigue and trauma through force of two Revivals you can call upon when needed. At 7th
will (Will) and courage (Faith). level, you get a third Revival, and at 10th level, you get
Just as you can shake off psychosocial states, you a fourth Revival. You regain all your Revivals once
can (to a limited extent) shake off wounds and recover you’ve taken a Respite (see below).
Vitality. Instead of rolling, you simply take a Revival You can only take a Revival during truly tense peri-
as a primary action. ods: Instantaneous play and, if the gamemaster allows
The amount of Vitality you recover per Revival is it, Present Tense play. Narrated play doesn’t generate
equal to your Size rating + your level. enough tension.
Skills
The door to the medbay opened with a hiss, and Caline stepped into the room. Dr. Sel hovered over
the patient on the cot in the center of the room. Worry lined his face as he checked the readouts on
the instruments monitoring the sickly looking man on the bed.
“Is he going to be all right?” Caline asked.
Sel looked up at the ship’s captain and grimly shook his head. “None of my antivenins are working.
He’s slipping away.”
Caline stepped over to the patient and frowned, “If we don’t get him back alive, we lose our payday.
What got him?”
Dr. Sel gestured to a nearby table. “Rann says it’s a Severan marsh eel. Never heard of the things myself.”
Caline clapped her hands, “No wonder your antivenins don’t work. The Severan marsh eel doesn’t
have a typical venom. My grandmother grew up around here, and she told me about an old folk rem-
edy they had for eel bites. Let me see….” She opened one of the cabinets lining the wall and began
rummaging around. “Do you have any lespa-fungus spores?”
Skills represent your natural talents and learned The description of each skill lists some sample maneu-
abilities. They range from 0 to 10, although no char- vers, specific actions you can take with the skill. Each lists
acter at 1st level can have a skill rating higher than 8. the characteristic that is most often used in conjunction
The rating of a skill indicates the character’s degree with the skill when taking that action. You should feel
of proficiency with it. free to suggest an alternative characteristic, depending
168
on how the skill is being used, but the gamemaster is the
final arbiter. These lists of maneuvers are by no means Restricted Skills INTRODUCTION
RULES
and Capabilities
comprehensive, and they don’t represent everything you
can do with that skill; there’s always so much more. CHARACTERS
Most skills have a base starting value, though some TRAITS
restricted skills must be learned from a trainer before Restricted skills and capabilities are only available to
you can acquire ranks in them. Restricted skills can characters who have access to the class, faction, or call- TECHNOLOGY
only be learned if you have the proper access: mem- ing that has exclusive knowledge of that topic. Each
OCCULT
bership in the skill’s listed class, faction, or calling restricted skill/capability lists which types of classes,
(or a favor from a member; see Favors in Chapter 2: faction, and callings have access to that skill/capability.
Characters). A character without the proper access cannot learn
Additional ranks can be purchased during charac- the skill/capability — unless they find a teacher who is
ter creation and as you advance in level. However, willing to buck protocol and train them. This always
no skill can be raised to rank 10 until the character requires a big favor and comes with risk for the teach-
attains 10th level, and you cannot raise a skill above er (in the form of guild sanctions).
10 without supernatural or technological assistance. There are two methods for accessing a restricted
skill or capability that allow the character to allocate
SKILLS STARTING RANKS their skill ranks to it or acquire the capability.
• The legal method: Obtain permission from the proper
The skills and their base ratings are listed below. (R) party for training: a Church writ, a guild contract, a
denotes a restricted skill; consult the skill’s description noble decree, etc. The character now owes that par-
to learn who has access to that skill. ty a favor. (See Favors in Chapter 2: Characters.)
Skill Base Rating • The illegal method: Find a black-market teacher.
Academia 3 Getting caught using the skill or capability without
a legal writ could bring sanction from the restrict-
Alchemy (R) 0 ing party. (The League is especially zealous in pro-
Animalia 3 tecting its knowledge monopolies.) This method
Arts 3 means the character now owes the black-market
Charm 3 teacher a favor (see Favors), and if they’re caught
using the skill or displaying the forbidden knowl-
Crafts 3
edge, they can be legally questioned by the restrict-
Disguise 3 ing party or parties.
Drive 3
Maneuvers
Empathy 3
Fight 3
Focus 3 A maneuver is pretty much any skilled action that you
Impress 3 take. Several maneuvers are described with the skills,
Interface (R) 0 but these are only a small sampling of maneuvers that
Intrusion 3 are possible. There are infinite possible combinations
that players might come up with; players and game-
Knavery 3 masters should by no means feel limited to those de-
Melee 3 scribed here. Maneuvers are broken into four groups:
Observe 3 action maneuvers, combat maneuvers, defense ma-
Perform 3 neuvers, and influence maneuvers.
Pilot (R) 0
TYPE: ACTION, COMBAT, DEFENSE, OR
Remedy 3 INFLUENCE
Shoot 3 The type of maneuver is listed in italics beneath the
Sleight of Hand 3 title of the maneuver.
Action: These are maneuvers that usually don’t af-
Sneak 3
fect another character directly; they’re not aimed
Survival 3 at a particular target. Not all action maneuvers
Tech Redemption 3 actually require physical effort; maneuvers such
Vigor 3 as research (Academia) are more mental.
169
Combat: These are maneuvers that allow you to in- For influence maneuvers, the target’s Mind Resis-
flict harm on another character or affect them tance is used.
physically. For certain (but not all) occult powers, the target’s
Defense: These are maneuvers made in reaction to Spirit Resistance is used.
an attack (whether physical or influence) to help
fend off the attack. See Defense Actions in Chap- IMPACT
ter 1: Rules for guidelines on when they can be A successful action maneuver produces the desired
employed. result: research unearths the forgotten knowledge, hide
Influence: These maneuvers involve social conflict places the character out-of-sight behind the bushes,
with another character. There are two types of first aid stabilizes the patient. Spending VP might im-
influence maneuvers: persuasion and coercion. prove the result.
Persuasion is used to get the target to want to do A successful combat maneuver delivers damage
what you’re asking of them. Coercion is used to to its target, applied against their Vitality. The base
force them to do it, whether they want to or not. damage is listed, and you can usually spend VP to
increase it.
TIME A successful influence maneuver places its target in a
Maneuvers take time to accomplish. The minimum particular mental or social state. VP can be spent to raise
amount of time spent to make a roll is listed with the the state’s Resistance, making it harder to shake it off.
maneuver. It’s possible that some maneuvers might
Academia
take longer, based on the GM’s estimation. See Play
Scales in Chapter 1: Rules for more details on time
in the game.
Instantaneous: One roll can be made per turn as Base rating: 3
your primary action that turn. Academia applies when you want to locate informa-
Present Tense: The maneuver takes a little while to tion by researching written records, especially for lost
perform. This might be a minute or 10 minutes; or obscure information. This applies to guild data-
it’s the GM’s call. banks, Church repositories, and lost libraries. Search-
Narrated: The activity takes place in downtime, so it ing for lost information can be a long and tedious pro-
isn’t played out in much detail. cess. In most cases, there is no easy reference system
(such as the Dewey Decimal System). If you lack the
ROLL capability to read the language in which the informa-
Each maneuver lists the skill + characteristic combo tion is written, the search is unfavorable. (Obtaining
used to accomplish it. information from people requires the use of Charm
or Impress, not Academia.)
CAPABILITY When using think-machine databases, the maneu-
Some maneuvers require a capability, such as a lore vers listed below assume that you have access to the
or weapon. If you lack that capability, your roll is un- database. Accessing a forbidden or protected data-
favorable. base might first require use of the Interface skill to
access it. Of course, one character could use Interface
RESISTANCE to access the database and then allow another charac-
Even if the maneuver’s goal roll is victorious, Resis- ter to do the research.
tance must be overcome. Research takes time… often a lot of time. In rare
Many action maneuvers, such as picking a lock, cases, the time scale might be Instantaneous (turned-
require you overcome a Resistance rating set by the based), such as when querying an AI about the code
GM based on the standard Resistance chart in Chap- word needed to enter a locked room while your com-
ter 1: Rules. A simple lock might be Hard, while a panions fight off the undead husks streaming into the
bank vault might be Tough or higher. Research or med- outer chamber. However, most research tasks take
itate might be done in the peace and quiet of your place in Narrated time, and the gamemaster sets the
quarters with no one else around, but the GM might amount of time required in study (although VP from a
apply additional Resistance depending on outside in- victorious roll can often be spent to quicken the pace).
fluences (trying to meditate while your neighbor plays The gamemaster assigns a Resistance to the task.
loud music) or the difficulty of the material (trying to Accessing general information about the history of the
memorize a 10-page speech written in ukari). Universal Church of the Celestial Sun might have no
For combat maneuvers, the target’s Body Resis- Resistance or be Hard, while finding the details on an
tance is used. obscure rite of the Eskatonic Order might be Tough. As
170
INTRODUCTION
ace — paintings, statues, mirrors, etc. — and their
positioning act as mnemonic devices for conjuring up RULES
the memory you coded into them. Those with easy
access to think machines tend to forego this art, but CHARACTERS
for most, it is a handy tool. TRAITS
Any time an obscure subject comes up, or when
there’s something you want to know more about, TECHNOLOGY
you can enter your memory palace to see if you
OCCULT
know anything about the subject.
When a particular topic is common knowledge,
no roll is usually required. If the topic is uncom-
mon and not too obscure, a roll is usually only
required if the Resistance is higher than your Ac-
ademia skill rating — assuming you have the req-
uisite capability; if you don’t, you’ll need to roll to
know the answer.
Note that this maneuver applies to book-learn-
ing. If you’re trying to recall something that hap-
pened to you or a name somebody once told you,
use the Focus skill remember maneuver.
Time: Instantaneous (primary action)
Roll: Academia + Wits
Capability: Lore (relevant to the topic)
Resistance: Depends on the obscurity of the in-
formation: Hard for common knowledge, but up
to Severe (or higher) for topics you’ve never en-
countered.
Impact: You remember something relevant about
the topic. Spending VP increases your recall of the
details. With 2 VP you might remember reading
that the Oro’ym hail from Madoc, while with 4 VP,
you can discourse on their marriage customs.
FIND BOOK
Action
Conducting general research in a library is one thing,
but finding a tome hidden amongst ancient volumes
is quite another. You can use this maneuver to find
usual, you can spend VP to overcome this Resistance. a book (or passage within a book) that is hidden or ob-
Once the base Resistance is overcome, the research time scured. This involves delving into physical stacks and
can be halved for every 1 VP spent. If a task normally volumes of ancient lore, not interfacing with a database.
takes an hour, spending 2 VP can cut that to 15 minutes. If you know a book is already in the room somewhere,
Typical capabilities: Knowledge of the relevant use the Observe-skill search maneuver instead.
topic (Lore, Science) and the language the records Time: Present Tense. A disorganized or abandoned
are written in (Read). library might take a day to search, while a bookcase
in the rector’s bedroom might take only 5 minutes
ENTER MEMORY PALACE to scan.
Action Roll: Academia + Perception
The nobility, Church, and Merchant League often train Capability: Read (the language the book is written in)
their apprentices in the ars memoriae — the art of mem- Resistance: Depends on state of the library. A
ory. (The League calls this mnemotechnics.) This ancient well-organized library is Hard, while a disorga-
method of memorization involves building a memory nized mess is Tough or higher.
palace in your imagination. You return to a place in Impact: You gain the book you seek (if it’s in the area
your mind, such as a library or temple, when you wish searched; if not, you know for sure it isn’t there).
to recall a memory you stored there. Items in your pal- Halve the time required per 2 VP spent.
171
IDLE tifying a substance requires time, and in some cases,
Action you may need specialized equipment.
See the Restorative Practices sidebar. Spending time just Time: Instantaneous (primary action) to detect poi-
reading can help ease anxiety and stir the imagination. sons; Present Tense for most other uses (at least 10
minutes spent examining the substance)
RESEARCH Roll: Alchemy + Perception
Action Capability: Depending on the substance examined,
Knowledge is a dangerous weapon. To get that weap- you might need a relevant Lore, Science, or Tech
on, you need to know how to arm yourself. Whether Lore.
digging through a Church library or searching the Resistance: Depends on the rarity of the substance.
Charioteer guildhall, you can use this maneuver to Examples include a common ruby or a well-known
find the knowledge that you seek. selchakah in a drink (Hard); or a rare Vril-Ya ant-
Time: Narrated. A disorganized archive might re- lered-wasp venom or an Eridolian pearl (Severe).
quire a full day to comb through, while a well-for- Impact: You correctly identify the substance (or lack
matted data record might need only half an hour. thereof if the drink isn’t spiked).
Roll: Academia + Wits
Capability: Read (the language your topic is written REFINE
in), Think Machine (if it’s in a data archive) Action
Resistance: Depends on obscurity: Hard for com- You may refine a substance, polishing it so that it better
mon knowledge, Demanding for obscure topics, reflects the invisible light of the Empyrean. This sub-
and Tough or higher for secret information. stance can be material… or your own soul. Refining
Impact: You gain the knowledge you seek. Halve the the soul is only transitory (the dross of the world soon
time required per 2 VP spent. begrimes it again), but as a meditative form of prayer, it
can abolish negative mental and social states.
Alchemy
Time: Narrated. It takes at least eight hours of lab
work before a roll can be made. Only one attempt
per day can be made on the same substance.
RESTRICTED: Priest, Engineers guild, Banker, Enthu- Roll: Alchemy + Faith
siast, Occultist, Spy, Tech Redeemer, Theurgist Capability: Depending on the substance to be re-
Base rating: 0 fined, you might need a relevant Lore, Science, or
Alchemy is the art and science of matter trans- Tech Lore. If this attempt involves your soul, you
mutation. Those who transmute matter through al- need Religion Lore.
chemic means also transmute the soul into more re- Resistance: Depends on the raw state of the sub-
fined forms… or so alchemists believe. stance. Already worked materials — alloys, woven
Alchemy integrates aspects of chemistry, philoso- textiles — are harder to refine than raw material.
phy, and physics. It allows you to concoct various po- If the substance is your soul, the Resistance is your
tions and substances and to refine implements for use Will.
with theurgic rituals. As odd as it may seem, alchemy Impact: The substance becomes more spiritually
actually integrates certain sciences from the Second pure than before. It is ideal for use as a theurgic
Republic era, although they’re not always fully under- implement — a phylactery or an object of a theur-
stood by 51st-century alchemists. gic Sanctification or Consecration ritual (making
Most uses of this skill require access to an alchemical it into a theurgic vestment). When using a refined
lab: a room stocked with supplies where you can per- item as the object of such an imbuement rite, your
form alchemical works uninterrupted. This could be a roll is favorable.
small backroom in a hovel, a well-lit high-tech guild lab, If your opus was aimed at your own soul, you can
or even a small stateroom or cargo hold on a starship. relieve (cancel) one mental or social state that you
Typical capabilities: Applied Science, Religion are currently suffering.
Lore, any relevant Tech Lore for the item or sub-
Animalia
stance being worked
IDENTIFY SUBSTANCE
Action Base rating: 3
You can identify just about any substance and gauge Animalia represents your understanding of and
its purity. You can also tell if a glass of wine is drugged empathy with animals, including non-sentient alien
or poisoned or if a gemstone is real or synthetic. Iden- creatures. With this skill, you can train animals, and
172
INTRODUCTION
you have a deep understanding of their habits in the FROLIC
wild. Those with a high level of Animalia are often Action RULES
more comfortable with animals than they are with See the Restorative Practices sidebar. Spending time
members of their own species. among animals is emotionally balancing for you. This CHARACTERS
As a general rule, the Animalia skill is substituted might involve playing with a litter of Urthish pug TRAITS
for Charm, Impress, and Empathy when the target dogs, petting a Kishian plush-cat, shepherding a herd
is an animal. of Shaprut jostlehorns, or just watching the relentless TECHNOLOGY
Typical capabilities: Knowledge of animal behav- pacing of Delphian razortoothed tigers in their cag-
OCCULT
ior (Beast Lore), a creature’s native habitat (Planet es. Generally, touching animals and being physical
Lore), or biology (Life Science) amongst them is ideal for this practice.
Arts
person to threaten it (approaching it is a threat).
You can spend 4 VP to instead place the animal
in the Berserk state. An animal in this state will
attack anyone (except the character who placed it Base rating: 3
in that state) who looks at it the wrong way. Your skill with channeling your imagination to ex-
In all cases, the animal reverts to its normal press ideas and emotions in a particular medium, as
state at the end of the scene. well as providing a general understanding of any me-
dium of art and its famous works.
173
Typical capabilities: You must be practiced with If you wish to instill a different state, such as Cas-
the particular medium you’re working in or try- tigated or Confused, you must work with the GM
ing to understand. See the Arts Lore capabilities, to explain how you’re accomplishing it, and you
which include Imagery (painting and drawing), probably require ranks in the relevant influence
Magic Lantern (moving or still images captured skill (Impress, Knavery, etc.) equal to your Arts
with technology), Music, Poetry, Sculpting, and ranks. Warning: Creating unconventional art like
Writing. When trying to understanding a work of this can bring acclaim, but it’s more likely to attract
art, you might also need to possess knowledge of art opprobrium that could scare away patrons and lead
movements within a culture (History Lore) or alien to exile from the art community. Some art forms,
art forms (Xeno Lore). such as Baron Trantos Gurvich Decados’ torture
trance holovids, can even instill a physical state,
CREATE ART such as Tormented or Disoriented.
Action To gain the full effect of a work of art, the viewer
You can create a work of art. You must have the must experience it by spending time with it. In game
proper materials on hand, whether it’s a canvas and terms, they undertake a muse maneuver (see below).
paints, stone and chisel, or holoeye and actors (for The VP you spend on impact creates an art coffer,
magic lantern recordings). at a cost of 1 VP per 1 VP that goes into the coffer.
The sheer variety of art forms makes any rules for This coffer is attached to the artwork; whenever a
making art problematic. Each piece needs to be ap- viewer muses upon the art, the coffer’s VP are used
proached with its own considerations. Still, some gen- to overcome the viewer’s innate Resistance (based
eral rules can apply to most art forms. on their Will).
Time: Narrated. Making art is a long-term task with Normally, the art patron needs to decide they want
multiple steps. You must spend time uninterrupt- to muse over your work. You can, however, produce
ed as you conceive and accomplish the work. The such an arresting piece of art that they’re forced to
amount of time varies depending on the art form confront it upon first witnessing it. For this arresting
and the intent of the work. A lyric poem might take effect, you must spend 2 VP on impact, in addition
only an hour, while a canto in an epic poem might to any VP you spent to create the art coffer. Anyone
take a week. encountering the piece for the first time must then
Roll: Arts + Intuition make a reflexive muse roll to see if it affects them. If
While manual Dexterity might be important for this is a painting or sculpture, the roll happens when
some works, such as sculptures, the roll most often they first see it. If it’s a concert, movie, or play, the
uses Intuition. The inspiration and meaning behind roll happens at the end of the performance.
the piece are the most important aspects. Finally, you can deliberately make obscure art,
Capability: You must have the particular Arts Lore only accessible to those who know the subject or me-
associated with the medium in which you’re work- dium you’re working with. You can imbue the work
ing. Work about a particular subject matter might with one or more Lore capabilities that are required
also need a Lore related to that subject. Writing a for the viewer who muses upon the artwork. This
play about Emperor Vladimir might require Histo- might be the Art Lore for the medium you’re work-
ry Lore, lest it be ridiculed by critics. ing in, Court Customs, Occult Lore, or whatever. If
Resistance: Based on your own Art skill ranks. a viewer lacks the required capability, their muse roll
You must wrestle with trying to communicate an is unfavorable. You must spend 1 VP per capability
emotion or meaning in a way that isn’t trite or com- imbued into the artwork during its creation.
mon. Novelty is key to capturing attention and shak-
ing the viewer’s expectations. You’re working against DABBLE
the Resistance of the status quo, even in works of Action
art that aren’t avant garde; each work must break See the Restorative Practices sidebar. Spending time
through the barrier of the common to communicate making art with no rhyme or reason can do wonders
its beauty, power, or innovative ideas. Ironically, this for the imagination.
status quo isn’t set by the public. It’s set by your own
ability to outdo yourself: the Resistance of your create EVALUATE ARTWORK
art roll is your own Art skill ranks. If your Art skill is Action
5, your Resistance for writing a poem is 5. After careful examination of a piece of art, you can
Impact: The aim of art is to move its viewer. In game attempt to identify the artist, evaluate the work’s
terms, this means that a successful work of art can worth and quality, or determine if it’s a forgery.
place its experiencer in the Awed state. You must have the same Arts Lore capability that
174
INTRODUCTION
was used to produce the artwork (Writing, if you’re Capability: Not required, unless the artist imbued
examining literature; Sculpting, if you’re evaluat- one or more required capabilities into the artwork. RULES
ing a statue). Resistance: The VP stored in the artwork’s art coffer
Time: Present Tense (at least 10 minutes, more likely are used to overcome your own Will as Resistance. CHARACTERS
1 hour+) (See the create art maneuver). If the VP equal or ex- TRAITS
Roll: Arts + Wits (identify the artist or appraise the ceed your Will, the artwork delivers its impact.
value) or Perception (detect a forgery) Impact: The artist’s intent comes through and the TECHNOLOGY
Capability: You must have the Arts Lore associated artwork affects you with the particular state that
OCCULT
with the medium that you’re evaluating. was imbued into it (see the create art maneuver).
Resistance: Evaluating a work of art is Demanding; Most often, this is the Awed state, but some avant
this can be modified by the fame or obscurity of garde art might convey less beneficial states.
the artist. The higher the Resistance, the less likely You also gain VP from a successful roll. Art en-
it is that standard art critics will recognize its bril- livens, even if you get it but aren’t moved by it (you
liance — only a true connoisseur comprehends the succeeded on the roll, but the work failed to over-
piece’s visionary message. come your Resistance).
In the case of trying to detect a forgery, the Re- In addition, regardless of the state the art con-
sistance is based on the quality of the forger’s work veys, the act of being moved by art can be thera-
(see forge art, below). peutic. You gain +2 goal to your next Focus-skill
Impact: With each roll, you can attempt one of the rally roll. This bonus only applies when dealing
following: identify the artist of the piece, figure out with pre-existing states from before you mused on
its approximate value on the art market, or know the artwork.
whether the work is real or forged.
FORGE ARTWORK
Action Charm
You can forge a piece of art. You must have the Base rating: 3
same Arts Lore capability that was used to make Charm represents your amiability and knack
the piece you’re mimicking, and you must either for persuading others. It’s the skill you use to get
have possession of the piece or detailed pictures of people to like you. It can be used to make a good
it from multiple angles. impression, calm an angry individual, or otherwise
Time: Present Tense positively influence their opinion of you. You can
Roll: Arts + Perception or Dexterity use this skill any time you want to improve another
Capability: The same Arts Lore capability that was character’s view of you. This skill is only effective
used to make the piece you’re mimicking. A related with individuals and small groups; swaying larger
lore might be needed if the artwork’s subject draws groups requires Perform.
on particular details about Religion or History. The following actions are examples of possible so-
Resistance: Based on the skill ranks of the artist who cial maneuvers that use Charm. A successful maneu-
created the piece. If a journeyman carved the bowl, ver results in the target being affected by a particular
it might only be 3, but the work of a master sculptor state. Some maneuvers build on one another. For ex-
might be 8 or higher. ample, you may want to befriend someone before you
Impact: You produce a piece that is identical to the attempt to convince or entreat them.
original. The Resistance used against attempts to Persistence: As a general rule, when you perform
detect the forgery depends on the VP you now one of the following maneuvers instantaneously, the
spend: +1 Resistance per 2 VP. state it imposes is brief. It lasts for 1 turn + 1 addi-
tional turn per 1 VP you spend. Spending 5 VP on
MUSE persistence, however, makes the state temporary (it
Action lasts until the end of the scene).
Art can enliven the soul. With this maneuver, you If you perform it in Present Tense time, the state
can muse upon a work of art to try to understand its is enduring (it lasts until the victim has a Respite).
meaning, find solace, or relieve ennui. If performed in Narrated time, the state is chronic
Time: Present Tense (for a painting or sculpture) or (undoing it requires therapy).
Narrated (for a symphony or play). Typical capabilities: Cathedral Customs, Commons
Roll: Arts or Focus + Intuition Customs, or Court Customs might be required.
175
BEFRIEND ENTREAT
Influence (persuasion) Influence (persuasion)
You can change a target’s attitude, so they’ll like you You’re engaging the target to try to get them to do
better. something. This request must be reasonable and
Characters adopt one of three attitudes towards within the target’s ability. The gamemaster should
other characters: friendly, neutral, or hostile. An feel free to increase the target’s Resistance for unrea-
NPC’s attitude toward you is assigned by the GM. sonable requests.
Other players assign their characters’ own attitudes As with convince, entreating someone you have Be-
toward you. (Members of a troupe are assumed to be friended is easier than entreating a stranger. You can
friendly with one another.) also offer something in return to make your request
It is up to you to describe how you go about at- worthwhile. This could be a payment or a bribe or
tempting to befriend someone. Trying to do so out- even the offer to perform a favor in return. The game-
side of the proper social context may warrant the roll master decides how much this offer affects the target’s
being unfavorable. Rather, you should find a way to Resistance.
get to know them, a shared social situation, such as a Time: Instantaneous (primary action)
party or other gathering, or perhaps an introduction Rolls: Charm + Presence
by a mutual friend. Capability: No capability is typically required, al-
Time: Instantaneous (primary action) though the relevant Customs Lore capability might
Roll: Charm + Presence come into play if you’re asking a noble to bend the
Capability: N/A rules or a merchant to give another customer a
Resistance: Equals the target’s Mind Resistance. (If break.
the target’s faction is at war with yours, add +2 to Resistance: Equals the target’s Mind Resistance.
their Resistance.) Impact: The target is Entreated.
Impact: Victory places the target in the Befriended
state. This improves the target’s attitude toward EXHORT
you, changing it from hostile to neutral or from Action
neutral to friendly. You exhort another person into being the best they
can be: “You can do this! I believe in you!” or “Don’t
CONVINCE screw this up….” In rules terms, you give them some
Influence (persuasion) of your VP. The target must be able to see or hear
You’re presenting a reasonable argument to change you, although this could be over a live video or audio
the target’s mind about something. This might re- feed.
quire a bit of time to engage the target in conversa- Time: Instantaneous (primary action)
tion before you can change their opinion. The target’s Roll: Charm or Impress + Faith
Resistance may be increased if you are challenging a Capability: N/A
hard-held belief. Resistance: Effortless when applied to a fellow
Presenting a reasonable argument is only part of troupe member, Hard vs NPCs who know you, De-
the equation when attempting to convince someone to manding vs strangers.
change their mind. If the target is not already someone Impact: You give the targeted person some of your
you know well, you may wish to befriend them first. Pre- VP (which goes into their cache), although you
senting solid evidence that supports your case might must place into the well that same amount. If you
help overcome some or all of a target’s Resistance. The give them 3 VP, you must put 3 VP into the well
gamemaster can weigh any supporting actions you take (you must have 6 VP to spend).
and modify the Resistance to the roll appropriately. You can exhort the same target only once per
Time: Instantaneous (primary action) scene.
Roll: Charm + Wits
Capability: No capability is typically required, un- HAGGLE
less you’re trying to convince the target that his Influence (persuasion)
facts are wrong, in which case the relevant Knowl- You know how to get the best possible price for goods
edge, Science, or Customs Lore capability might bought or sold. You may try to convince a buyer or
be required. For example, arguing scripture with a seller to give you better a deal on a particular item or
priest requires knowledge of the proper protocols good. Declare what it is before you begin haggling.
(Cathedral Customs) and Religion Lore. If you’re selling, your goal is to get more than the
Resistance: Equals the target’s Mind Resistance. going price for the item. The GM determines the go-
Impact: The target is Convinced. ing price using the pricing guidelines in Chapter 4:
176
INTRODUCTION
Technology. If you’re buying, your goal is to talk the Time: Narrated. It usually takes eight hours of work-
price down from the going price. ing in the shop before a roll can be made (only an RULES
Time: Instantaneous (primary action) hour is needed for Cooking).
Rolls: Charm (or Knavery) + Presence Roll: Crafts + Wits CHARACTERS
Capability: Merchants can haggle anyone; other Capability: The relevant Crafts Lore for the item TRAITS
characters need: Court Customs (noble target), Ca- being made.
thedral Customs (priest target), or Commons Cus- Resistance: Based on the quality of the material. TECHNOLOGY
toms (merchant or yeoman target). The cheaper the material, the harder it is to make
OCCULT
Resistance: Equals the target’s Mind Resistance. it work: fine clay from Grail might be Hard when
Impact: If the target is the seller, they can give you making pottery, while cheap Malignatian steel for
a good discount on the particular goods you were swordmaking might be Tough.
haggling over. Lower the going price by 10%, plus Impact: You create an item. How much VP you
an additional 5% per 2 VP you spend. spend determines its quality:
If the target is buying from you, they accept your Quality VP spent
higher price. Raise the going price by 10%, plus an Unreliable 0
additional 5% per 2 VP you spend.
Poor 1
REBUFF Standard 2
Defense Superior 4
Your jaded mien fends off attempts to sway you. Masterwork 6
Precondition: vs. a persuasion influence attempt
Premium 8
Time: Instantaneous (reflexive primary action)
Traits: Charm + Intuition However, you cannot spend more VP on quality
Capability: N/A than your ranks. If your Crafts skill is 4, you can
Resistance: Effortless. Mental distractions or social only make items of superior quality or less; you
pressures might increase the adversity. must raise your skill before attempting masterwork
Impact: You gain VP for your cache, which you can or premium-quality items.
choose to spend to boost your Resistance if you
wish. TINKER
Action
Crafts
See the Restorative Practices sidebar. Spending time
playing with tools and materials towards no particu-
lar productive end can be calming.
Base rating: 3
Disguise
Crafts is the skill for creating, repairing, and ap-
praising physical objects known for their simple func-
tionality (generally Tech Level 3 and below). Exam-
ples include forging swords, crafting fine jewelry, and Base rating: 3
building houses. Disguise is used when you want to appear as some-
The key difference between the Crafts skill and one else. You can use clothing, make-up, and pros-
the Arts skill is functionality: Crafted objects need to thetics to change your appearance. At the gamemas-
work, but they aren’t necessarily aesthetically pleas- ter’s discretion, access to more advanced, high-tech
ing. disguise options (3-D printed prosthetics, etc.) might
Capability: See the Crafts Lore capabilities. Ad- give +1 or +2 goal. Some disguises might not involve
ditionally, crafts such as architecture might need a lot of make-up; instead, they’re more dependent on
knowledge of a culture’s customs (Planet Lore or clever acting and body movement, such as adopting
History Lore). Cooking using strange foodstuffs a limp, hunching over, and using facial expressions.
might need Life Science to avoid poisoning the The gamemaster can apply Resistance based on
food. the degree of difference between the character and
their assumed identity. When you disguise yourself as
MAKE CRAFTWORK someone with the same appearance, the Resistance
Action is Hard; it’s Tough to change your appearance to a
You practice your craft by making things that work. different height or skin color.
Especially well-made items can bring high monetary When making a Disguise roll, you can spend VP to
reward. make it more believable and difficult for the disguise to
177
be pierced. When someone who encounters you has Rolls made by others to pierce your alien disguise
a reasonable chance of seeing through your disguise, are favorable. Surgery or truly remarkable or high-
use the rules for instinctual perception: compare their tech makeup may be able to offset this disadvantage.
Perception ranks to the Resistance you built. If they Time: Narrated. It takes at least a couple of hours to
meet or exceed it, they pierce the disguise; otherwise, build a proper alien species disguise.
they’re fooled by it. Rolls: Disguise + Presence
If someone is actively looking for someone in dis- Capability: Xeno Lore (species being impersonated)
guise, they make a pierce disguise roll (Observe + Resistance: Depends on the degree of difference
Perception or Wits, if they know the person the between the body types. Assuming the disguiser is
disguise is mimicking) as a primary action to see human:
through the disguise. If the observer succeeds, they Species Resistance
see through the disguise; otherwise, they probably
Obun or ukar Demanding
take the disguised person at their word.
Gannok Demanding (if you’re
IMPERSONATE short) or Tough (if
Action you’re of average or
Attempting to mimic an existing person is probably tall height)
one of the hardest types of disguises to pull off. All of Hironem or oro’ym Tough
the rules described above apply, but there are other Etyri Severe — assumes
factors to take into consideration. When mimicking a damaged or clipped
particular person, physical movement and expression wings
can be as important (or even more important than) Shantor or vorox Herculean — you
the physical disguise. To accomplish this goal, you must have elaborate
might want to spend some time observing the target. prosthetics to pull this
In-person observations are always best, but video re- off at all
cordings can suffice in a pinch. If you don’t have an
opportunity to observe your target, the gamemaster Impact: You establish a Resistance equal to your Dis-
might make your disguise roll unfavorable and/or any guise ranks against; observers contend against this
attempt to pierce may be favorable. when trying to see through your disguise. You can
Time: Present Tense (if you’re familiar with the per- increase this: +1 Resistance per 2 VP.
son) or Narrated
Drive
Roll: Disguise + Intuition
Capabilities: You may need a Lore concerning the
disguised person, such as Faction, Planet, Religion,
or Streetwise. Base rating: 3
Resistance: Besides the general guidelines given Drive allows you to operate ground vehicles (which
above, the more famous the person being mimicked includes skimmers: hovercars that glide above the
is, the higher the Resistance to impersonate them ground but don’t fly).
becomes. The Drive skill also includes basic knowledge of
Impact: You establish a Resistance equal to your Dis- how to make temporary repairs and care for your ve-
guise ranks; observers contend with this Resistance hicle. This might be fixing a flat tire, buffing a grimed
when trying to see through your disguise. You can antigrav plate, or removing a stone from the hoof of
increase this by +1 Resistance per 2 VP. your cart’s horse (unless you’d rather use Animalia).
Attempting complicated repairs or repairing serious
IMPERSONATE ALIEN damage requires the Tech Redemption skill.
Action Typical capabilities: Each class of vehicle requires a
While even the best disguise master will have dif- separate capability: Beastcraft (animal-driven wag-
ficulty fooling a member of an alien species they’re ons), Landcraft (cars and skimmers), and Warcraft
attempting to impersonate, it may be possible to con- (tanks).
vince other species of the veracity of your disguise.
To disguise yourself as someone from a different CHASE/ESCAPE
species requires the Xeno Lore capability for that spe- Action
cies, as well as access to convincing costumes, make- Probably the most common use of the Drive skill is to
up and/or prosthetics (the higher the tech level, the attempt to catch or outrun an opponent. See Pursuits,
better). below, for rules on how to handle such events.
178
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
179
little room for surprises (+4), while a crowded mar- ROLL
ket street with many alleys might hold many (-2).
Impact: Increase the distance between you and your The skill used depends on the method of travel:
pursuer by two range increments (such as from close Method of travel Skill
to far). Foot chase Vigor
Pursuits
Ground chase Drive
Air or space chase Pilot
People often chase other people: on foot, on horse- The GM rolls for the other party, who takes the op-
back, in ground cars, driving skimmers, flying flitters, posite role from the players — if they’re the pursuers,
and even piloting spaceships. Below are some general the GM rolls for the prey, and vice versa.
rules on how to handle pursuits.
CAPABILITY
PURSUER AND PREY
In the case of vehicle chases, the driver/pilot must
You are either the pursuer or prey. The prey is trying possess the proper transport capability for that ve-
to escape; the pursuer is trying to catch them before hicle: Beastcraft (animal-driven wagons), Landcraft
they get away. (cars and skimmers), Warcraft (tanks), Aircraft (flitters
If more than one PC is involved with the chase, and and jets), or Spacecraft (spaceships).
each is in a separate vehicle (or on foot), they each roll
separately (which means one or more of them might RESISTANCE
pull ahead or fall behind from the others). If they’re
all in one vehicle, only the driver/pilot makes the roll. Resistance varies with the territory, and it’s based on
the obstacles it represents: A straight shot down the
TIME SCALE highway is Easy but weaving through side streets is
Demanding or higher.
Pursuits are handled in Present Tense play as a sus-
tained action with multiple stages, as per the rules for IMPACT
Long-term Tasks in Chapter 1: Rules.
When the chase starts, the GM determines the Victory means you close the distance (if you’re the pur-
range between pursuer and prey. In this simplified suer) by one range (such as from far to near) or widen it
system, we use a spectrum of six ranges: caught, close, by one (if you’re the prey). VP can be spent to increase
near, far, distant, and escape. The goal of the pursuer this further: 2 VP per additional range increment.
is to close the range, bringing it down to caught. The If both pursuer and prey succeed, no ground is lost
goal of the prey is to increase the range, widening it or gained.
to escaped. If the prey achieves escape range, they get away. If
Caught — The pursuer has caught up to the prey; the pursuer closes the range to caught, they’ve reached
the pursuer can then engage in close combat to the prey and can engage them in combat (either phys-
subdue them or use influence to control them. ical or influence).
Close — The two vehicles are within sight of one
another, perhaps a city block away. Either party COMPLICATIONS
can use ranged weapons against the other at long
range. SHOOTING MATCHES
Near — The two are still within sight, but much When the range between the parties is near or clos-
farther away; perhaps a few streets distant. This er, they can fire weapons at each other. This could
counts as extreme range for ranged-weapon at- involve crossbows, pistols, or (when characters are in
tacks. space) starship deckguns and turrets.
Far — The two may or may not be in sight, perhaps If it’s a foot chase, either party can target the other
behind buildings. The other party might have directly. If it’s a vehicle chase, they’ve got to target the
to anticipate the other’s moves. They’re out-of- vehicle, either aiming to pierce it and injure the driver/
range for ranged-weapon attacks. pilot or take out a tire/antigrav pad to slow it. (See Trans-
Distant — The two are out of sight from each oth- port in Chapter 4: Technology for details on resolving
er, but not so far away that the other party can’t vehicle combats; see Starships for resolving space battles.)
close the distance and keep the chase going. Damaging a vehicle might slow it, which adds to
Escape — The prey has escaped. the Resistance its driver/pilot must overcome.
180
INTRODUCTION
LOW FUEL DETECT LIE
It’s possible that one party’s vehicle is low on fuel when Action RULES
the race starts. The GM declares how many rolls it can Although it is not foolproof, you can use Empathy to
make before the fuel runs out, ending the chase. attempt to determine if a subject is telling the truth by CHARACTERS
observing their body language. Like the lie detectors TRAITS
RECKLESS/SAFE DRIVING of old, the empath looks for changes in breathing pat-
Breakneck driving raises a vehicle’s speed class by one terns, signs of nervousness, and other physical cues. TECHNOLOGY
but makes pursuit rolls unfavorable. Likewise, careful This can prove to be extremely difficult; the process
OCCULT
driving lowers the speed class by one, but pursuit rolls may lead to a false positive if the subject is uncomfort-
become favorable. able about the topic and not actually lying.
Time: Instantaneous (primary action)
SLOW/FAST CARS Rolls: Empathy + Perception
These rules assume that the vehicles are matched in Capability: N/A
capabilities: beast-drawn wagon vs. beast-drawn wag- Resistance: Equals the target’s Mind Resistance or
on, skimmer vs. skimmer. If one vehicle is significant- Knavery skill rating (whichever is higher). The tar-
ly faster than the other, award it additional range in- get can spend VP to increase the Resistance. The
creases per victory instead of just one. See Transport in target gets +2 Resistance if they’re apprehensive or
Chapter 4: Technology for the lists of speed classes under the Afraid state.
per vehicle. Impact: You have good reason to believe the target
is lying.
SPECIALTY VEHICLES
Some vehicles have special considerations that the MINISTER
GM should handle. Tanks, for instance (which use Action
the Warcraft capability) can fire their weapons at far You can perform the “talking cure” on someone, al-
range but are slow — pretty much every vehicle ex- leviating mental or social states they currently suffer
cept a beastcart can outpace it. from. You must spend time talking to that person,
and you might need to delve into highly personal top-
Empathy
ics that could be embarrassing to the person if they
were revealed publicly. For this reason, most people
only accept duly trained ministers from the Church
Base rating: 3 who take a vow to never reveal what they learn in
Empathy is the ability to sense what another person confessionals and ministrations. Sanctuary Aeon is
is feeling by “reading” them for verbal and non-verbal renowned for its mental ministries.
cues. You have the ability to analyze someone’s tone Time: Narrated. At least an hour must be spent
and intonation, as well as studying a person’s stance, conversing with the patient before a roll can be made.
mannerisms, and other body language to determine Normally, only one attempt can be made upon the
their emotional state (and perhaps any mental or so- same patient per day.
cial states they’re experiencing). You may be able to Rolls: Empathy + Intuition
determine if a subject is lying. Your rolls are usually Capability: Requires Court Customs (for a noble
unfavorable when trying to read the emotional state target), Cathedral Customs (priest target), or Com-
of a different species (unless you have the Xeno Lore mons Customs (merchant or yeoman target).
capability for that species). Resistance: Equals the target’s Mind Resistance or
Will (whichever is higher)
DEBUNK Impact: You can relieve or even remove a mental or
Defense social state from the target. A victory downgrades the
Your keen understanding of deception allows you to stage’s persistence by one step. Spend VP to down-
see through lies. grade its persistence further: 4 VP per additional step.
Precondition: vs. a Knavery-skill influence attack
Time: Instantaneous (reflexive primary action) Example: Deacon Harmonia helps a traumatized no-
Traits: Empathy or Knavery + Wits ble get over his Castigated shame, a chronic state that
Capability: N/A was imposed on him by an Inquisitor. Her successful
Resistance: Effortless. Mental distractions or social roll relieves it to enduring (it will now last until the
pressures might increase the adversity. noble takes a Respite). She spends 4 VP to downgrade it
Impact: You gain VP for your cache, which you can further to temporary (it will last until remainder of the
choose to spend to boost your Resistance if you wish. scene — it goes away when the session is over).
181
Fight get right next to them; then on the following turn, you
can use your movement action and primary action
Base rating: 3 (together) to attempt a grapple. Of course, they can
Fight covers your ability with all hand-to-hand use their movement action to move away from you.
combat, including punching, kicking, wrestling, and To prevent this constant game of evasion, as soon as
even improvised weapons such as bottles or chairs. A you move next to your target, you can declare to the
character with the base rating is probably not formal- GM your intent to grapple. Even though you can’t yet
ly trained. execute it (until your next movement and primary ac-
The rule for how combats work can be found in tions come around again), if your target tries to move
Chapter 1: Rules. Special combat advantages that away from you, your declaration earns you a reflexive
are available to characters through certain perks can grapple action. If you fail, the target moves away as in-
be found later in this chapter: see Martial Arts. tended, and you lose your next movement and prima-
Typical capabilities: Most Fight maneuvers require ry actions (you’ve just used them). If you’re successful,
no capabilities. proceed using the rules below.
Time: Instantaneous (primary and movement actions)
BLOCK Rolls: Fight + Strength
Defense Resistance: The target’s armor does not provide
You can block hand-to-hand combat attacks with Resistance against grapples, but they can use their
your arms, legs, or body. Strength as Resistance. A person with a Strength of
Precondition: vs. a Fight-skill attack 5 would get 5 Resistance against a grapple. (If the
Time: Instantaneous (reflexive primary action) target has the Martial Arts perk, use the highest of
Roll: Fight + Strength Strength or Fight.)
Capability: N/A Impact: You inflict 1 base damage, and the target is
Resistance: Effortless. Environmental conditions — Immobilized until the hold is broken.
unsteady ground, strobing lights — might increase Once a grapple is successful, you can continue
the adversity. to inflict damage each successive turn as a primary
Impact: You gain VP for your cache, which you can action without making another roll; you spend VP
spend to boost Resistance if you wish. to inflict this damage.
There are a number of sub-maneuvers to consid-
COUNTERSTRIKE er during a hold.
Combat Take-Down: Instead of inflicting damage, you take
Defensive fighting. You block an attack and then your target down to the ground, rendering both
counterstrike. This maneuver takes place hindmost in you and your target Prone. This makes it harder
the initiative queue. for the target to escape (see below).
Time: Instantaneous (primary action) Clinch: Instead of inflicting damage, you can opt to
Rolls: Fight + Strength clinch your hold by making another roll each turn
Resistance: Equals the target’s Body Resis- as a primary action. This improves your hold:
tance. you get VP you can spend to raise the Resistance
Impact: You inflict 1 base damage, and you gain +2 against escapes. If the clinch roll fails, you still have
Resistance until your next turn. hold of your target, but the target can make a re-
flexive roll to escape (see below). If the clinch roll is
GRAPPLE a critical miss, the hold is broken.
Combat Subdue: Instead of inflicting damage, you can try to
This wrestling maneuver allows you to take down subdue your opponent. This can only be done on
and/or hurt an opponent. turns after the turn in which the hold was estab-
Before you can initiate a grapple, you must already lished. You spend 4 VP to impose the Stunned
be within reach of the target. The grapple maneuver state. Your opponent can spend VP to boost
requires both your movement and primary actions their Resistance to contest this, forcing you to
that turn, and you act last in the initiative queue. The first overcome their Resistance before you deliver
move action is used to get past the reach of the target’s the Stunned state as your impact. Once the op-
arm, so you can get right up next to them. If you are ponent is Stunned, on the following turn(s), you
more than 1 meter away from the target, you cannot can spend 4 VP to render the target Unconscious.
initiate a grapple. Again, they can boost their Resistance to contest
You can get yourself in position to grapple someone this. Even if you succeed (overcoming their Re-
on the following turn by using a movement action to sistance), they can still make a reflexive second-
182
INTRODUCTION
ary-action Vigor + Will roll vs. your Strength as suddenly barges into the room demanding that you
Resistance to avoid being rendered unconscious condemn her social rival. RULES
for that turn. Time: Present Tense
Escape: The person who is grappled can take a Roll: Focus + Will CHARACTERS
primary action to break free, rolling Fight + Capability: N/A TRAITS
Strength vs. a Resistance equal to the grappler’s Resistance: Varies by distractions in the environ-
Strength plus any VP spent on clinch. (If the target ment. A quiet study might be Easy, while a crowd- TECHNOLOGY
was subject to a take-down, as above, this roll is ed, rowdy bar might be Tough.
OCCULT
unfavorable.) If successful, they are free from the Impact: Victory allows you to make your next roll
grapple and can take their move action to stand favorable, as long as it applies to the task for which
and move out of the 1-meter grapple zone. If the you focused your will.
roll fails, they are still Immobilized (and Prone, If, however, your next roll is for any other task —
if taken-down). If the grappler failed a clinch roll, such as dodging a sword thrust or convincing your
the grappled person can make an escape roll as a Church superior that you aren’t wasting your
reflexive action. time — that roll is unfavorable.
Hug: A person who is grappled could use their prima-
ry action to grapple their grappler, using the same MEDITATE
rules. Victory allows them to inflict damage or sub- Action
due over successive turns, until the hold is broken. See the Restorative Practices sidebar. You may wish to
enter a meditative trance for religious, mystical, or
STRIKE personal reasons. Meditation is a means to generate
Combat calm, serenity, and poise (i.e., VP that you can bank
Any straightforward attack, such as throwing a punch for later actions). Some warriors meditate before en-
or a kick. tering combat, and theurgists might meditate before
Time: Instantaneous (primary action) performing a rite.
Roll: Fight + Strength
Resistance: Equals the target’s Body Resistance. RALLY
Impact: 2 base damage Action
Those suffering from chronic mental or social states
Focus
often need therapy to help resolve them, but therapy
isn’t always available. Those people must suffer for a
time (at least one week) until they can resolve the state
Base rating: 3 through their own efforts of self-awareness.
Focus is your ability to attain deep concentration. Before you can attempt a rally maneuver, you must
Entering a meditative trance requires you to maintain have first spent some time over the course of a week
concentration for an extended time. Characters who meditating on your issue — the state that besets you.
practice prayer or who have occult powers are often Then, following a Respite, you can attempt this roll.
skilled at Focus, but it can be used to aid in other long, Time: Present Tense (one roll per week)
deliberative tasks, such as studying for a test. Roll: Focus + Will
Capability: N/A
CONCENTRATE Resistance: Hard
Action Impact: You downgrade the chronic state into an
A concentrate maneuver can be attempted to overcome enduring state (it lasts until you take a Respite). If
obstacles to memory or study tasks. It is performed you spend 4 VP, you can downgrade it further to
directly before the task it is meant to aid. You might a temporary state (it lasts for one scene). For 4 VP
concentrate to aid your research about the pilgrimage more, you cancel it immediately.
route traveled by the legendary Saint Piotr of the A failure means you suffer on for another week,
Golden Key (an Academia research task). Use this ac- after which you can try again.
tion when you want to hone your awareness for traps
and enemies as you sneak through the woods (before READY
attempting an Observe task). Action
There’s one drawback: By setting your concentra- You take a moment to marshal your resources. You
tion on a single anticipated task, you’ve made your- limber up, perform a kata, size up your foe, calculate
self less able to handle other tasks that might intrude, the variables you might face, or simply tell yourself “I
such as dealing with the pesky Baroness when she got this.”
183
Time: Instantaneous (primary action) or Narrated
RESTORATIVE PRACTICES This maneuver may be performed as an instantaneous
primary action only once per scene. Successive uses
Characters can pursue activities during down- within the same scene take longer: 1 minute for the
time that are restorative to their souls. In other second attempt; 1 hour per attempt thereafter.
words, they allow characters to generate VP Roll: Focus or Vigor + Faith
for their vaults. Capability: N/A
Normally, rolls that generate VP are only Resistance: Easy. Environmental conditions and
allowed when there is some risk involved: You mental distractions might increase the adversity.
might break something, make an enemy, or Impact: You gain VP for your cache. Generally, this
owe a favor. In the case of restorative practic- maneuver is performed to replenish your bank,
es, no risk is involved, making them valuable since the VP gained will only last until your cache
pastimes. is emptied at the start of your next turn, but the VP
These practices can only be performed could also be used to boost your Resistance or given
when there are no immediate threats (physi- to other characters using the Inspire perk.
cal or social), and you must have undistracted
time to fully engage in the practice. Nothing REMEMBER
substantial is gained by these practices (except Action
for VP). Tinkering doesn’t yield a working de- Among other things, Focus represents your ability to
vice, dabbling doesn’t create a work of art for recall incidental information you’ve picked up during
the ages, and traipsing doesn’t mean you can’t your life. This might be a song or story you overheard
get lost in that same area later on. in a tavern, or you might remember instructions on
Restorative practices shouldn’t be mere me- how to activate an ancient relic. You can also use this
chanical exercises in dice rolling. You should action to remember people or events. Do you recall
describe just what it is you’re doing and where the color of a merchant’s hat or the name of the young
you’re doing it. Are you meditating by recit- duke you met at a party last month?
ing St. Amalthea’s Orison to the Trees, or are The memory must be something you could have
you trying to empty your mind of all concrete experienced at some point in your life, even if it’s
thoughts? Are you dabbling by painting a mu- from childhood or your apprenticeship. If the topic
ral of Vladimir’s Third Return to Holy Terra involves something you’ve never experienced first-
on the wall of the hut you’re staying in? hand, it probably requires an Academia enter memory
Time: Narrated. At least one hour must be palace roll instead, reflecting whether you read about
spent before a roll can be made. Only one it somewhere.
restorative practice attempt can be made Time: Instantaneous (primary action)
within the same week. Roll: Focus + Intuition
Roll: Varies by practice. Capability: N/A
Idle among books: Academia + Wits Resistance: Based on the obscurity or degree of de-
Frolic with animals: Animalia + Presence tail of the event you are attempting to recall. Re-
Dabble with an artistic medium: Arts + In- membering the details of a story you overheard last
tuition night might be relatively low (Easy or Hard) while
Tinker with a craft or device: Crafts or Tech recalling the name of a minor functionary you en-
Redemption + Intuition countered three months ago while registering your
Meditate for serenity and poise: Focus + Faith ship might be Tough.
Jam (play music, sing, recite) with oneself or Impact: You remember something about the topic.
others: Perform + Intuition
Traipse in nature: Survival + Perception SHAKE IT OFF
Capability: N/A Action
Resistance: Varies by undue distractions in You can take a primary action to remove a phys-
the environment. A quiet study might be ical, mental, or social state that you are suffering.
Easy, while a crowded, rowdy bar might be See Chapter 1: Rules for the description of this
Tough. maneuver.
Impact: The roll generates VP as per normal.
You may place these in your bank for later
use.
184
Impress Resistance
+0
Type of Command
Perform a simple task (safe)
INTRODUCTION
RULES
Base rating: 3 +1 Forced march through the night
Impress allows you to order someone around, ter- CHARACTERS
(foolhardy)
rify them, or intimidate them. Unlike Charm, which +2 Repair an alien object (risky) TRAITS
can be used to convince someone to do something
by getting them to like you, Impress is used to coerce +3 Charge an enemy line (dangerous) TECHNOLOGY
someone through force of will and/or threats. +4 Hold ground against a more pow-
OCCULT
Persistence: As a general rule, when you perform erful enemy (very dangerous)
one of the following maneuvers instantaneously, the +5 Charge an overwhelming enemy
state it imposes is brief. It lasts for 1 turn + 1 addi- (nearly suicidal)
tional turn per 1 VP you spend. Spending 5 VP on
persistence, however, makes the state temporary (it Coercion and persuasion are both different means
lasts until the end of the scene). of approaching the use of command. You can persuade
If you perform it in Present Tense, the state is friends and allies but not enemies. You can coerce en-
enduring (it lasts until the victim has a Respite). If emies but not friends. You can use either coercion or
performed in Narrated time, the state is chronic (re- persuasion on neutral characters.
quires therapy to undo). Targets cannot be commanded to betray their own
Typical capabilities: Cathedral Customs, Com- faction.
mons Customs, or Court Customs might be re- Note that this maneuver can be used to force some-
quired, depending on the target and milieu. one to try to shake off a state, even if they’ve already
attempted it recently and failed. (See Shake It Off in
CASTIGATE Chapter 1: Rules.)
Influence (coercion) Time: Instantaneous (primary action)
You can castigate someone into revealing information Roll: Impress + Presence
or into doubting themselves. Capability: Nobles can command anyone. Other
During Instantaneous (turn-based) time, you can characters need Court Customs (for a noble target),
usually only get simple yes/no responses, which means Cathedral Customs (for a priest target), or Com-
you must supply good questions to get useful answers. mons Customs (merchant or yeoman target)
More detailed responses require at least a half hour Resistance: Equals the target’s Mind Resistance
of castigating. Given enough time (and a successful modified by the type of command (above).
attempt), you can get your target to spill their deepest Impact: The target is Commanded.
darkest secrets or even their life story (so long as it
doesn’t harm their loved ones). DAUNT
Time: Instantaneous (primary action) or Narrated Influence (coercion)
Roll: Impress + Wits or Presence You can make a target fear or respect you.
Capability: Priests can castigate anyone; other char- Your target’s circumstances — their edge — can af-
acters need Court Customs (noble target), Cathe- fect their Resistance.
dral Customs (priest target), or Commons Customs Resistance Target’s edge
(merchant or yeoman target). 0 One-on-one or equal footing
Resistance: Equals the target’s Mind Resistance
Impact: The target is Castigated. +1 Your target has the physically
advantageous position (such as the
COMMAND higher ground or behind cover).
Influence (persuasion or coercion) +2 Your target has allies who out-
You can make a target follow your commands. If per- number your troupe or forces
formed instantaneously, it must be a simple declar- Time: Instantaneous (primary action)
ative order, such as “Fight those Hazat soldiers!” or Roll: Impress + Presence (or Strength if you make a
“Praise the Pancreator!” or “Bow, you worm!” show of physical force)
You cannot command a target to do anything that Capability: N/A
means certain death. The more out-of-character or Resistance: Equals the target’s Mind Resistance,
dangerous the command is, the higher the Resistance modified by their edge (above).
becomes: Impact: The target is Daunted.
185
ENCOURAGE
Defense
You draw upon your courage
to resist attempts to unnerve or
control you.
Precondition: vs. a coercion
influence attack
Time: Instantaneous (reflexive
primary action)
Traits: Impress + Faith
Capability: N/A
Resistance: Effortless. Mental
distractions or social pres-
sures might increase the ad-
versity.
Impact: You gain VP for your
cache, which you can choose
to spend to boost your Resis-
tance if you wish.
EXHORT
Action
By barking orders or threat-
ening someone, you can give
them some of your VP. See
the description of this ma-
neuver under the Charm skill,
above.
Interface
RESTRICTED: Merchant, Am-
ateur, Clergy, Conspiracist, Enthu-
siast, Scribe, Spy
Base rating: 0
Interface allows you to op- Time: Present Tense. This usually takes anywhere
erate and program think machines that do not have from 1 minute to half an hour.
a friendly user interface. Many think machines are Roll: Interface + Wits
designed with a user interface that does not re- Capability: Depends on the think machine being
quire this skill. Think machines that do not have hacked.
such an interface are largely incomprehensible to Resistance: Based on the think machine’s security:
the average person. Those who have unlocked the weak is Hard, standard is Demanding, strong is
mysteries of these ancient computers, and anyone Tough, invincible is Severe.
skilled enough to use them, may be looked upon Impact: You extract the data you were looking for.
with awe — and even more than a little distrust — Spending additional VP can yield related data: 2
by those who aren’t. VP per additional topic.
Typical capabilities: Think Machines or Artificial
Intelligence Lore (for sentient golems and ma- PROGRAM
chines) Action
You can program a think machine to do something it
HACK can’t (or won’t) currently do.
Action Time: Narrated. It usually takes anywhere from an
You can break into a think machine’s system to ex- hour to 8 hours before a roll can be made.
tract protected data. Roll: Interface + Wits
186
INTRODUCTION
Capability: Depends on the think machine being PICK LOCK
hacked. Action RULES
Resistance: Depends on the think machine’s Tech This maneuver allows you to pick locks and safes.
Level. Attempting to pick a lock without the proper tools CHARACTERS
Impact: You can introduce a new function to the makes the roll unfavorable. TRAITS
think machine’s operations or alter an existing func- When you encounter a magnetic lock, keypad, dis-
tion. How much VP you must spend depends on used Second Republic retinal or palm scanner, or any TECHNOLOGY
how related the function is to the think machine’s other type of electronic lock, you must also have the
OCCULT
prior operations: appropriate capability relating to that technology. The
Enhances current operations (allows a visual gamemaster can also decide that it is impossible to pick
scanner to also read the IR spectrum): 2 VP a tech lock without any tools. The Resistance is deter-
Upgrades current operations (makes a cleaning mined by the quality and complexity of the lock.
bot into a butler bot): 4 VP Time: Instantaneous (primary action)
Significantly alters current operations (makes a Roll: Intrusion + Dexterity
butler bot into a military bot): 6 VP Capability: The relevant Tech Lore for the tech level
of the lock.
Intrusion
Resistance: Depends on the quality of the lock.
Physical lock Tech lock Resistance
Cheap lock Outdated software Hard
Base rating: 3
Intrusion allows you to bypass security systems and Normal lock Keypad Demanding
to pick locks. This generally applies to mechanical or Complicated Voice print Tough
electrical locks as well as disabling electronic security lock
systems. You will want to invest in the proper tools; Normal safe Retinal scan Severe
picking a lock with a paper clip or similar improvised Vault Quantum seal Herculean
tool makes the roll unfavorable.
Typical capabilities: Tech Lore (based on the TL of Impact: You unlock the lock or safe.
the security systems) You can choose to spend VP equal to half (round
down) the lock’s Resistance to hide any trace of
DESIGN SECURITY your work. Otherwise, an investigator with at least
Action 3 ranks in this skill can make an Observe + Wits as
Your ability to get past security systems gives you the a primary action vs. a Hard Resistance to figure out
know-how to design them. You can design a security if the lock was picked.
system for a place that makes it hard for intruders to
enter it and/or traverse it. Financial and technological SCOPE
limitations might constrain your plans. Action
Time: Narrated (minimum of a week) You can assess a location for its security, figure out
Roll: Intrusion + Wits what systems (if any) are in place, deduce where their
Capability: You should have the proper Tech Lore weaknesses might lie, suss out traps — hidden pitfalls,
when designing advanced tech systems. nets, force-field cages, etc.
Resistance: The size of the place sets a base Resis- Time: Narrated. Spend at least half an hour observ-
tance: A single room is Hard; a small house is De- ing the place.
manding; a castle or office complex might be Se- Roll: Intrusion + Perception
vere. This is modified by the human touch: using Capability: The relevant Tech Lore for the tech level
extensive guard patrols lowers the Resistance by of the security systems.
one degree while relying solely on automated sys- Resistance: Depends on how well-hidden the secu-
tems raises it by one. rity is. Obvious cameras and key locks are Hard,
Impact: You create a base Resistance equal to while invisible laser trip wires or buried weight
your Intrusion ranks that intruders must con- plates might be Tough or more.
tend against. You can raise this by 1 per 2 VP An irregular cycle of residents and/or guard shifts
you spend. adds one step of Resistance.
Your system(s) can be identified using the scope If you are unable to physically watch or walk the
maneuver listed below. You can make it harder on grounds during your observation, and you’re only
spies by raising the concealment Resistance: +1 per going by blueprints or video surveillance, add two
2 VP you spend. steps of Resistance.
187
The designer of the system might have dedicated DISTRACT
effort toward concealing the system, as per the de- Defense
sign security maneuver described above. You fight dirty (in combat) or talkback to/mock your
Impact: You know the place’s security protocols. You influencer. You perform this maneuver reflexively, in
can spend VP now to exploit perceived weaknesses immediate response to an attack, before the attack’s
with your later Intrusion and break-in related ac- goal roll is made.
tions (such as Sneak): +1 goal per 2 VP. Time: Instantaneous (reflexive primary action)
Traits: Knavery + Intuition
Knavery
Capability: N/A
Resistance: Hard. Mental distractions or social pres-
sures might increase the adversity.
Base rating: 3 Impact: You can spend VP to lower your attacker’s
Knavery is the art of talking — lying, really — your goal number: 2 VP per -1 goal.
way into or out of a situation. You know how to use You can only affect the goal roll of a person di-
natural charm, verbal deflection, and all-out chutz- rectly attacking you; you can’t affect someone per-
pah to get others to believe you. forming an area-wide attack or performance. This
When resisting Empathy’s detect lie (or any other maneuver is, however, considered dishonorable (in
attempt to detect your emotions or motives), your dueling) and rude (against influence), which could
Knavery rating can substitute for Mind Resistance, affect your reputation among witnesses.
and you can spend VP to increase the Resistance.
Persistence: As a general rule, when you perform HUMILIATE
one of the following maneuvers instantaneously, the Influence (coercion)
state it imposes is brief. It lasts for 1 turn + 1 addi- Through scorn or mockery, you can infuriate or dis-
tional turn per 1 VP you spend. Spending 5 VP on hearten a target. Unlike most influence maneuvers,
persistence, however, makes the state temporary (it this may have several possible outcomes. You choose
lasts until the end of the scene). which tactic you’re using — scorn or humiliation —
If you perform it in Present Tense, the state is before you roll.
enduring (it lasts until the victim has a Respite). If Time: Instantaneous (primary action)
performed in Narrated time, the state is chronic (re- Roll: Knavery + Wits
quiring therapy to undo it). Capability: N/A
Typical capabilities: No capability is usually re- Resistance: Equals the target’s Mind Resistance.
quired, but if you’re trying to confuse someone with Impact: Your tactic determines your results.
facts (or fake facts), you might need a relevant lore. Scorn: Your target is Angered.
Humiliation: Your target is Humiliated.
CONFUSE Needless to say, both tactics tend to make ene-
Influence (persuasion) mies of your targets.
Through double-talk and distraction, you can cause
Melee
a target to doubt their beliefs or the evidence of their
senses.
Time: Instantaneous (primary action)
Roll: Knavery + Wits Base rating: 3
Capability: N/A Melee represents your ability to wield all types of
Resistance: Equals the target’s Mind Resistance. hand-to-hand weapons, such as clubs, energy swords,
Impact: Your target is Confused. knives, or staves. Any type of melee weapon falls into
this category.
DECEIVE The rules for combat can be found in Chapter 1:
Influence (persuasion or coercion) Rules. Special combat advantages that are available
You can convince a target to believe outright lies. to characters through perks can be found later in this
The Empathy detect lie maneuver can be used to see chapter: see Fencing.
through the deception. Typical capabilities: Military Weapons, Artifact
Time: Instantaneous (primary action) Weapons
Roll: Knavery + Presence
Capability: N/A
Resistance: Equals the target’s Mind Resistance.
Impact: Your target is Deceived.
188
INTRODUCTION
DISARM PARRY
Combat Defense RULES
You can knock a weapon from an opponent’s hand. You can wield your weapon to defend against swords,
Time: Instantaneous (primary action) spears, or even fists. CHARACTERS
Roll: Melee + Dexterity Precondition: vs. a Fight- or Melee-skill attack TRAITS
Capability: Depends on your melee weapon. Time: Instantaneous (reflexive primary action)
Resistance: The target’s armor does not apply, but Roll: Melee + Strength TECHNOLOGY
they can use their Strength or Melee skill (whichev- Capability: Depends on your melee weapon.
OCCULT
er is best) as Resistance. Resistance: Effortless. Environmental conditions —
Impact: The target drops their weapon nearby; re- unsteady ground, strobing lights — might increase
trieving it requires a primary action. You can spend the adversity.
VP to knock the weapon farther away, requiring Impact: You gain VP for your cache, which you can
your target to also use a movement action to re- spend to boost Resistance if you wish.
trieve the weapon: +1 meter per 2 VP.
RIPOSTE
HACK AND SLASH Combat
Combat Using defensive fighting, you parry an attack and
Put your full strength behind your weapon, trading then counterstrike. Using this maneuver places you
accuracy for impact. hindmost in the initiative queue.
Time: Instantaneous (primary action) Time: Instantaneous (primary action)
Roll: Melee + Strength with -2 goal penalty Roll: Melee + Dexterity
Capability: Depends on your melee weapon. Capability: Depends on your melee weapon.
Resistance: Equals your target’s Body Resistance. Resistance: Equals your target’s Body Resistance.
Impact: Your base damage = weapon damage +2. Impact: Your base damage = weapon damage - 1,
but you gain +2 Resistance until your next turn.
189
WEAPON STRIKE SEARCH
Combat Action
An attack with a melee weapon. When you’re looking for something that has been
Time: Instantaneous (primary action) concealed in a location or hidden on a person (pat-
Roll: Melee + Strength ting someone down for a hidden weapon), you use the
Resistance: Equals the target’s Body Resistance. search maneuver.
Impact: Weapon damage. (See Chapter 4: Technology Time: Present Tense (anywhere from 1 minute to
for melee weapon traits.) an hour of searching, depending on the size of the
search area)
Observe
Roll: Observe + Wits
Capability: N/A
Resistance: You can make a blind bid against Resis-
Base rating: 3 tance based on the skill of the concealer. If you’re
Observe reflects your innate awareness of the world looking for something that was hidden by hap-
around you. This skill applies when you are actively penstance (a lost pair of keys, a bullet casing at a
searching. You (or the gamemaster) may also use it to crime scene), the GM assigns a Resistance based
check if you notice something unexpected. on its location. Finding that key hidden under the
Observe-skill actions involve blind-bid Resistance sofa cushions might only be Hard, while finding a
contests. The GM assigns a Resistance based on telltale drop of blood in a small crack in the floor-
how well-hidden or innocuous something is but does boards might be Severe.
not tell the player what that Resistance is. The play- Impact: You notice what you’re looking for — or per-
er must guess the amount of VP they need to bid to haps something hidden that you weren’t expecting.
overcome the Resistance and then spend it. The GM
then provides information based on whether the play- SPOT
er succeeded; if the player’s VP expenditure exceeded Action
the Resistance, the GM might also provide them with When you’re not confident that your instinctual per-
additional information. ception (see below) will allow you to notice danger or
Typical capabilities: None are usually required. otherwise interesting things, you can scan around to
spot them. This is the maneuver guards and patrolmen
DETECT use when standing alert for intruders or ne’er-do-wells.
Action This action could include scanning a crowd looking for
This maneuver allows you to notice details that pro- a particular person… or a person with a weapon.
vide important clues to an investigation. Did you no- When something or someone is hidden from sight
tice that urchin’s tattoo isn’t just a gang sign, but in (and/or other senses), you need to use the search ma-
fact, an indication that he is part of a heretical cult? neuver instead.
Did you observe that spot of blood on Countess Do- Time: Instantaneous (reflexive action)
minia’s tunic? Roll: Observe + Perception
Detect is an opportunity for the gamemaster to pro- Capability: N/A
vide an information dump in a sly, sideways manner. Resistance: You can make a blind bid against Resis-
Detect doesn’t provide knowledge of things the char- tance based on the skill of the person trying to not
acter doesn’t know, but it can prompt an Academia to be noticed.
enter memory palace or Focus remember roll that could Impact: You notice something out of place and can
fill in the details. For example, detect lets you notice act on this knowledge.
the urchin’s tattoo and realize it’s important, while a
subsequent enter memory palace roll tells you the name
of the underworld cult that uses that sign. Instinctual Perception
Time: Instantaneous (primary action) People often notice things, even when they’re not
Roll: Observe + Intuition looking for them – that is, when they’re not actively
Capability: N/A trying to spot them (by taking a primary action). This
Resistance: You can make a blind bid against Re- sort of passive, reflexive, or instinctual perception can
sistance based on the sensory welter of the scene. still yield discoveries.
A room filed with bric-a-brac is harder to parse When something of interest or concern in the envi-
(Tough) than a relatively empty prison cell (Hard). ronment doesn’t stand out or isn’t immediately notice-
Impact: The GM provides you with one or more im- able, the GM assigns it a Resistance rating based on
portant clues. how well-hidden or innocuous it is. Whenever a PC
190
INTRODUCTION
comes within sensory range, the GM checks to see if JAM
they notice it instinctually. This is done by comparing Action RULES
the PC’s Perception characteristic ranks to the Resis- See the Restorative Practices sidebar. Spending time
tance; if they exceed it, the PC has a chance to notice the fooling around with music, song, or wordplay can get CHARACTERS
thing: the GM can then ask them to make a reflexive the creative juices flowing. TRAITS
spot roll in a blind bid against the thing’s Resistance. It’s
a good idea for the GM to write down the Perception MESMERIZE TECHNOLOGY
ranks of each character and keep the list nearby. Influence (persuasion)
OCCULT
The base Resistance for instinctual perception is al- This maneuver can be used on an individual or a
most always Demanding or Tough. This is a passive ac- crowd to entrance and to capture attention.
tivity; when someone takes a spot or search action, investi- Time: Instantaneous (primary action)
gation is easier. This can be modified by various factors: Roll: Perform + Intuition
• It’s Severe when the scene is full of distractions: Capability: The proper Performing Arts Lore.
a loud concert, a room teeming with bric-a-brac, Resistance: Equals the target’s Mind Resistance.
strobing lights, etc. Impact: Your target is Mesmerized.
• It’s Herculean when the thing to be noticed is tiny
or camouflaged within its environment (a drop of ROUSE
blood on a red or busy carpet). Influence (persuasion)
If the thing or person to be noticed is actively hid- You can stir the audience’s hearts and minds, bring-
ing or has been intentionally hidden, then the Re- ing them to tears, elation, or anger. If you press their
sistance is based on the concealer’s skill ranks and/ emotions hard enough, you can stir them to action:
or the additional VP they dedicated to hiding it. See dancing, marching, or even rioting.
the various concealment-related tasks, such as Dis- Time: Instantaneous (primary action)
guise’s impersonate, Intrusion’s design security, Sleight Roll: Perform + Presence
of Hand’s conceal, and Sneak’s camouflage and skulk. Capability: The proper Performing Arts Lore.
Resistance: Equals the target’s Mind Resistance.
Perform
Impact: Your target is Roused.
WOW
Base rating: 3 Influence (persuasion)
You use Perform skill to evoke an emotional reac- You seek to spread merriment and joy by telling
tion in an audience. You must have the associated jokes, fables, farces, and satires. Unlike Knavery’s
Performing Arts Lore capability, whether it’s Dance, humiliate maneuver, wow doesn’t make the target
Song, Theatre, or more. the butt of the joke; it seeks to make them laugh.
Most Perform maneuvers can affect an entire audi- The topic of the joke might be a common trope
ence, including everyone who hears or sees the per- among the audience (“Two Avestites walk into a
formance. bar. The bartender says: ‘Hey, put those things
Persistence: As a general rule, when you perform out! Don’t you realize alcohol is flammable?’”) or
one of the following maneuvers instantaneously, the a short tale with a punchline (“…and that’s why
state it imposes is brief. It lasts for 1 turn + 1 addi- vorox aren’t allowed in the rector’s washroom any-
tional turn per 1 VP you spend. Spending 5 VP on more.”) It can be in the form of standup comedy
persistence, however, makes the state temporary (it (Oratory capability), a song (Music or Song), an
lasts until the end of the scene). impersonation (Theatre), a silly walk (Dance), or a
If you perform it in Present Tense, the state is magic trick as the punchline (Magic).
enduring (it lasts until the victim has a Respite). If Time: Instantaneous (primary action)
performed in Narrated time, the state is chronic (re- Roll: Perform + Wits
quiring therapy to undo). Capability: The proper Performing Arts Lore.
Typical capabilities: You need to have a capability Resistance: Equals the target’s Mind Resistance.
in a particular Performing Art Lore: Dance, Magic, Impact: Your target is Wowed.
Music, Oratory, Song, Theatre.
Pilot
Playing a musical instrument also requires you
to have a capability with the musical instrument
you’re playing; otherwise, your rolls are unfavor-
able. Magic tricks using devices might require ca- RESTRICTED: Noble, merchant, Brother Battle, Ex-
pability with various Tech Lores. plorer, Mendicant, Pirate
191
Base rating: 0 Capability: Surgery Lore
You can pilot flying vehicles. Resistance: Depends on the injury: Mangled is
The Pilot skill also includes basic knowledge of how Hard, while cosmetic surgery can vary from Hard
to make temporary repairs and care for your transport. to Tough, depending on the extent of the changes.
This might involve rebooting the nav-mind or clearing Impact: You remove the Mangled state (allowing
an intake vent. Making complicated repairs or fixing healing to occur), or you achieve your cosmetic/
serious damage requires the Tech Redemption skill. reconstructive surgery goals. You can spend 2 VP
Many of the Drive maneuvers described earlier in to hide the scars (something most cosmetic surgery
this chapter can apply to aircraft and spaceships as patients demand).
well. For chases, see Pursuit, under the Drive skill.
(For more on space ships, see Starships in Chapter 4: REHABILITATE
Technology.) Action
Typical capabilities: Each class of transport re- You can assist a patient in overcoming a deleteri-
quires a separate capability, including Aircraft (flit- ous condition acquired from physical trauma. This
ters, jets, gliders) or Spacecraft (starships, shuttles, allows them to recover from long-lasting physical
fighters). states, such as Tormented or Fatigued. They must
first have spent a Respite healing at least 1 Vitality.
Remedy
(See Respite, under Vitality.)
Time: Narrated. You must spend at least two hours
working with the patient before rolling. Normally,
Base rating: 3 only one attempt can be made upon the same pa-
Remedy is the catch-all skill for everything medi- tient per day.
cal, including first aid, anatomy, surgery, disease di- Roll: Remedy + Faith
agnosis, and preventive medicine. It can also include Capability: If you’re using elaborate medical equip-
the implantation of cybernetic devices (although the ment, you might need a Tech Lore capability.
character should possess the Cybernetics Lore medi- Resistance: Hard
cal capability). Impact: You can relieve or even remove a physical
Rules for Vitality and healing can be found later in state from the target. A victory downgrades its per-
this chapter. sistence by one step. Spend VP to downgrade its
Typical capabilities: Any of the relevant medical persistence further: 4 VP per additional step.
lore capabilities apply. You may need Xeno Lore
(for extensive care of an alien), Life Science (for sur- TREAT WOUNDS
gery on animals), Tech Lore (for advanced medical Action
equipment and Amalthean merciful technals). You can render first aid to the wounded and dying.
This maneuver assumes you have access to a basic
OPERATE medical kit or medical supplies. If no such supplies
Action are available, the roll is unfavorable.
Some wounds are so bad that first aid can’t cure Time: Instantaneous (primary action)
them. Certain types of weapons (such as sunder-slug Roll: Remedy + Wits
and vorox-claw bullets, wire grenades, and barbed Capability: If you’re using elaborate medical equip-
whips) can deliver the Mangled state, which requires ment, you might need a Tech Lore capability.
surgery before wounds can heal. Resistance: Hard (Demanding for a patient who is
Operate is a delicate procedure which involves at- Mangled)
tempting to repair damaged flesh, bones, or internal Impact: You can either staunch a wound, stabilize an
organs. The surgeon should have the Surgery Lore Unconscious or Dying patient, or tend to a recuper-
capability and access to the proper surgical tools. ating patient.
Lack of either makes the roll unfavorable. Staunch wound: Someone who has been injured can
Operate can also be used to perform cosmetic or re- be treated by Remedy once, but only once, to
constructive surgery. Such surgeries are in high demand have their wounds staunched so they stop bleed-
among Scravers, Chainers, and fugitives from justice. ing; after that, they’ll need to take a Respite to
Time: Narrated. Requires at least one hour and with gain further healing. The treat wounds roll yields
complete focus (no other actions allowed). Combat VP that must be spent to heal the patient’s Vitali-
surgery can be performed in 10 minutes, but the ty: 1 Vitality per 2 VP spent.
Resistance increases by one degree. If the patient became Mangled earlier in the
Roll: Remedy + Dexterity same scene, you can remove the Mangled state if
192
INTRODUCTION
you heal at least 1 Vitality. If they were Mangled Capability: Based on your weapon.
in an earlier scene, you must use the operate ma- Resistance: Equals your target’s Body Resis- RULES
neuver to remove the Mangled state. tance.
Stabilize: A Dying person (see Death and Dying, un- Impact: Equals your weapon damage +2. CHARACTERS
der Vitality) can be treated to upgrade them to the TRAITS
Unconscious state. An Unconscious person can SHOOT GUN
be revived to consciousness by spending 2 VP. Combat TECHNOLOGY
Tend: At any time during a patient’s eight-hour Re- You fire a gun.
OCCULT
spite, you can spend 15 minutes tending to their Time: Instantaneous (primary action)
injuries, dressing their wounds, and advising Roll: Shoot + Dexterity for short range/Perception
them on optimal care. The patient’s Respite roll for long range
is now favorable. If conditions already provided Capability: Based on your weapon.
for a favorable roll, the patient gains +2 goal. Resistance: Equals your target’s Body Resis-
tance.
Shoot
Impact: Gun damage. (See Chapter 4: Technology for
gun traits.)
Sleight of Hand
AIM
Combat
Take a moment to line up the enemy in your sights
before firing. You act last in the round’s initiative or- Base rating: 3
der but get +1 goal to your roll. You can spend up to Sleight of Hand is a talent associated with char-
two additional consecutive turns aiming (as a primary latans and street performers. This skill can be used
action) before you take your shot to gain cumulative to hide small objects or remove small objects from
goal bonuses (+1 per turn, for a max of +3). another character’s person without them noticing.
Time: Instantaneous (primary action) Sleight of Hand is as much the art of misdirection as
Roll: Shoot + Dexterity (short range) or Perception it is concealment.
(long/extreme range) with +1 goal/turn (3 turns Typical capabilities: No capability is usually re-
max) quired.
Capability: Based on your weapon.
Resistance: Equals your target’s Body Resis- CONCEAL
tance. Action
Impact: Based on your weapon damage. You can conceal small objects up to the size of a knife
from observers.
BURST Time: Instantaneous (primary action)
Combat Roll: Sleight of Hand + Dexterity
You can quickly fire shots in succession at the cost of Capability: N/A
accuracy: -2 goal. Your weapon must be capable of Resistance: Depends on the size of the item. A fire-
burst fire. A burst uses half your clip’s ammo. bird coin is Effortless; a wallet is Hard; a switch-
Time: Instantaneous (primary action) blade or derringer is Demanding; a hunting knife
Roll: Shoot + Dexterity with -2 goal is Tough.
193
Impact: You create a Resistance equal to your Sleight Impact: You create a Resistance equal to your Sneak
of Hand ranks, opposing others’ attempts to detect ranks, resisting the attempts of other people to find
the hidden item. You can increase this: + 1 Resis- you in the crowd. You can increase this: + 1 Resis-
tance per 2 VP. tance per 2 VP.
If someone searches you for the item, they make a If someone searches for you, they make an Ob-
search maneuver against the Resistance you’ve built. serve-skill spot maneuver against the Resistance you
have built.
PICK POCKET
Action CAMOUFLAGE
This is the art of stealing small items that are in an- Action
other’s possession without their knowledge. This in- You can use materials at hand and physical structures
cludes wallets, rings, small weapons, and even (for the to conceal yourself.
truly daring) necklaces. Tech can be a great aid to camouflage attempts. A
If the target is especially paranoid and actively en- holofield projector or chameleon cloak can create an
gaged in looking for pick pockets, the roll might be almost impenetrable camouflage, making your roll
unfavorable unless the target is sufficiently distracted. favorable.
Time: Instantaneous (primary action) Time: Present Tense (at least one minute)
Roll: Sleight of Hand + Dexterity Roll: Sneak + Wits
Capability: N/A Capability: N/A
Resistance: Equals your target’s Perception or Ob- Resistance: Depends on the materials you use: a
serve (whichever is highest), modified by ease of ac- cluster of vines in a jungle might be Hard, while
cess: -1 for a pouch swinging from a belt; +1 for a a single potted plant in an office might be Severe.
holstered weapon; +2 for a necklace that is current- Impact: You create a Resistance equal to your Sneak
ly being worn. ranks, resisting the attempts of others to find you.
Impact: You gain the item without notice. You can You can increase this: + 1 Resistance per 2 VP.
attempt an immediate reflexive conceal maneuver. If someone searches for you, they make an Ob-
serve-skill search maneuver against the Resistance
Sneak
you have built.
SKULK
Base rating: 3 Action
Sneak represents your ability to move silently and Silence and shadows are your friends. Moving about
to remain unseen. This skill applies to hiding oneself; without being seen or heard is a necessary skill for
concealing small items uses Sleight of Hand. Using thieves, assassins, and even nobles engaging in the
Sneak often requires that you have some degree of arts of love. (After all, getting caught padding to your
cover or a crowd to move among; sneaking across the paramour’s bedroom at night would be unseemly.)
middle of a well-lit room or carefully observed areas Time: Instantaneous (primary action)
is rarely possible. Roll: Sneak + Dexterity
Sneak almost always applies to a physical action. Capability: N/A
Attempts to stealthily access a computer database re- Resistance: Based on the condition of the area you
quire Interface skill, not Sneak. are moving through. Moving across soft grass is
Refer to Instinctual Perception (listed under the Ob- Hard, while walking on gravel is Demanding.
serve skill) if someone has a reasonable chance of no- Impact: You create a Resistance equal to your Sneak
ticing someone attempting to sneak. ranks, resisting the attempts of others to hear or see
you. You can increase this: +1 Resistance per 2 VP.
BLEND IN If someone searches for you, they make an Ob-
Action serve-skill spot maneuver against the Resistance you
You can blend in and get lost within a crowd. have built.
Time: Instantaneous (primary action)
Survival
Roll: Sneak + Intuition
Capability: N/A
Resistance: Depends on the density and nature of
the crowd: a motley parade might be Hard, while Base rating: 3
an old couple on an open street might be Severe. Survival allows you to survive in adverse condi-
tions — generally, wild places far from civilization.
194
INTRODUCTION
With this skill, you can track animals or people in TRAP
the wilderness. It also includes knowledge of how to Action RULES
make fire, improvise makeshift shelters, identify edi- You can set snares, traps, and nets, as well as making
ble plants, set traps, and fish. and setting decoys, in an attempt to catch animals. You CHARACTERS
Capabilities: Beast Lore (hunting), Planet Lore (ori- might be just catching dinner or animals whose fur or TRAITS
enting), Life Science (identifying edibles) other features can be sold for money. Trapping requires
at least a minimal amount of materials, such as ropes, TECHNOLOGY
HUNT/FISH nets, or wood to carve for decoys. Unlike hunting, once
OCCULT
Action you’ve set your traps, you’re free to do other things un-
You find and catch prey or go fishing. til you come back and check on them the next day.
Time: Narrated. Spend at least an hour tracking and Time: Narrated. Spend at least an hour setting traps.
stalking prey or throwing lines in the water. Roll: Survival + Intuition
Roll: Survival + Perception (hunting) or Intuition Capability: Beast Lore
(fishing) Resistance: Based on the abundance or scarcity of lo-
Capability: Beast Lore (hunting) cal animals, generally from Hard to Tough or higher.
Resistance: Based on the abundance or scarcity of Impact: You catch dinner. Spend VP to catch more
local fish and game, generally from Hard to Tough food or pelts over the next day: 2 VP = a day’s worth
or higher. of food or good pelts (5 fb); 4 VP = a week’s worth
Impact: You catch dinner. Spend 2 VP to catch of food or fine pelts (10 fb); 6 VP = rare pelts (25 fb).
enough for another day’s worth of food. Spend 4
Tech Redemption
VP to be provisioned for the next week.
TRAIPSE
Action Base rating: 3
Spending time wandering aimlessly in nature can soothe Tech Redemption is the skill required to make and fix
the mind and soul. (See the Restorative Practices sidebar.) technology. Known Worlders see this as a process of re-
195
deeming broken or recalcitrant technology, which is often ases inherent in technology is that they’re almost
thought to have a life of its own. This skill generally works always unanticipated by their inventors.
with existing items: fixing them and upgrading their
performance. The ability to invent new tech, as well as JURY-RIG
replicating the wondrous technologies of the past, often Action
requires a special perk, used in conjunction with this skill. You can make quick repairs to a broken piece of tech,
See the perks for the Tech Redeemer calling for examples. even though you lack the proper tools and materials.
Typical Capabilities: A character who takes this Jury-rigged repairs usually last only one scene.
skill will need to have one or more applicable forms Time: Instantaneous (primary action)
of Tech Lore: TL5, TL6, TL7, TL8, and perhaps Roll: Tech Redemption + Intuition
Think Machines. Capability: Relevant Tech Lore
Resistance: Based on the degree of damage to the
INVENT device. A dented blaster might be Demanding,
Action while a skimmer’s bullet-riddled anti-grav plate
Most Known Worlders do not innovate new technol- might be Severe.
ogies; they keep using tech from the past, “redeemed” Impact: You get the device working, although a crit-
countless times so that it keeps working. The ability ical miss while using the device means it breaks
to invent new devices requires the Comprehend Tech again. The repairs last for one scene, but they can
Level perk at the required tech level for the desired be extended by spending VP: 2 VP for an addition-
technology. (See that perk description for more details.) al scene, 4 VP to extend it for the whole act, and 6
Once you acquire the necessary perk, you can use this VP to keep it working for the rest of the drama.
maneuver to invent new technologies, in collaboration
with the GM’s decision as to what is allowed. TINKER
Inventing tech requires materials, which costs mon- Action
ey. As a general rule, figure on 100 fb per tech level, Spending time playing with tools and materials to-
but that cost can be higher or lower depending on wards no particular productive end can be calming.
the scarcity of such tech on the planet you’re on. In- (See the Restorative Practices sidebar.)
venting on Leagueheim, where you’ll benefit from its
abundance of tech, is far easier than on Pyre, where UPGRADE
you’re lucky to find a spare circuit board. Action
Time: Narrated. It takes at least 1 month of steady Equipment is graded on a scale, progressing from dis-
work (8-hour days) before a roll can be made. repair to unreliable, poor, standard, superior, master-
Roll: Tech Redemption + Intuition work, and premium. You can upgrade existing technol-
Capability: Requires relevant Tech Lore. ogy, as long as you have access to the proper tools and
Resistance: Depends on the tech level of the item. equipment. Upgrading existing tech takes time and a
Impact: You produce a working prototype of the new cost in materials.
tech. It’s a bit wonky and might break or short-out on Time: Narrated. It takes at least 8 hours before a roll
a failure, but these setbacks can actually give you clues can be made.
about how to improve your prototype: You can use Roll: Tech Redemption + Wits
this maneuver again to produce a better model that Capability: Requires the relevant Tech Lore.
doesn’t routinely break. By the third or fifth iteration, Resistance: Depends on the tech level of the item.
you might have tech that is solid enough to be replica- Impact: Bump the item up one grade in quality, al-
ble for new models. It still might take more iterations though the cost in VP varies.
before it can be streamlined for industrial production, Disrepair to unreliable: 0 VP
but even getting this far is a rare feat in this time. Unreliable to poor: 1 VP
Unfortunately, the issue of whether your new Poor to standard: 2 VP
tech is properly “reflective” — approved by the Standard to superior: 4 VP
Church — is another matter, one that requires the Superior to masterwork: 6 VP
deliberation of synods. Masterwork to premium: 8 VP
Finally, like all tech of sufficiently high design, You can attempt to upgrade the same item again.
your new device will have a tech compulsion that However, no item can be upgraded by more than
can affect those who are overloaded with too much two grades above its original state (the state in
technology. See Techgnosis. You can work out what which it was manufactured). An unreliable item can
this is with the GM, or the GM can surprise you. only ever become standard at best, while a standard
The most entertaining thing about techgnostic bi- item can only be upgraded to masterwork.
196
Vigor HOLD BREATH
Action
INTRODUCTION
RULES
Base rating: 3 You can hold your breath for 10 turns plus your En-
Vigor describes a character’s overall athleticism. durance rating without having to make a roll. Each CHARACTERS
Running, jumping, swimming, climbing, and throw- turn thereafter, you must succeed at a hold breath roll; TRAITS
ing all fall into this category. otherwise, you begin to drown. This is a secondary
action; success on the roll provides no VP. TECHNOLOGY
CLIMB If you fail a roll, you can no longer hold your breath,
OCCULT
Action and you become Fatigued. Each turn, you progress
You can climb trees and walls. A failure does not mean to a different state (replacing the previous state) until
that you fall; you simply do not move up or down. you are able to get air, progressing from Fatigued to
Most climbs don’t require gear, but truly dis- Hindered to Incapacitated to Unconscious to Dying.
tant treks might. If you have gear, such as a rope, If you get air, the progression halts and reverses step
the roll might be favorable. If you don’t have the by step for each turn that you are able to breathe nor-
proper climbing gear when it’s really needed, the mally until you’re back to normal.
gamemaster can penalize the roll by making it un- Time: Instantaneous (secondary action; no VP)
favorable. Roll: Vigor + Endurance
If something causes you to lose your grip, make a Capability: N/A
reflexive Vigor + Dexterity roll to grab hold again Resistance: If you’re active (taking any primary ac-
before you fall. If it’s successful, you prevent a fall tion), it’s Hard. If you’re in combat, it’s Tough. If
but lose your next turn recovering. If it fails, you fall. you’re just moving, it’s Effortless. The Resistance
See Falling, below. increases by 1 each turn.
Time: Instantaneous (primary and movement action) Impact: You continue to hold your breath.
Roll: Vigor + Strength or Dexterity
Capability: N/A KNOCKDOWN
Resistance: Based on the scarcity of handholds. A Combat
stacked-stone wall might be Hard, while a sheer, Ram into someone to take them down with you. This
smooth cliff face might be Tough. action requires both your movement and primary ac-
Impact: You climb at a rate of 3 meters per turn. You tions. You act last in the initiative queue.
can spend VP to increase your speed: +1 meter per Time: Instantaneous (primary and movement action)
2 VP. (Creatures of Sizes greater than 5 can add Roll: Vigor + Strength
their additional Size to the speed: vorox can climb Capability: N/A
5 meters per turn.) Resistance: Ignores the target’s armor-based Body
Resistance, but the target may substitute Strength.
EVADE Impact: You inflict 3 base damage. Both you and the
Defense target become Prone.
You avoid gunfire by leaping and jumping around,
making yourself a moving target. This requires your READY
movement action for that turn, and you must move Action
at least 3m. However, your evade roll becomes favor- You can take a primary action to marshal your re-
able! Conversely, any roll you make on your next turn sources: you gain VP. See the description for this ma-
(unless you evade again) is unfavorable: you’re leaping neuver under the Focus skill, above.
around too frantically to pull it off well.
Precondition: vs. a Shoot-skill attack RIDE
Time: Instantaneous (reflexive primary action + Action
movement action) You can control an animal you’re riding (most likely a
Roll: favorable Vigor + Dexterity or Intuition horse). In most cases, you don’t need to roll; you sim-
Capability: N/A ply use your mount’s movement speed as your own.
Resistance: Effortless. Environmental conditions — If the animal is scared, startled, or put into any situa-
unsteady ground, strobing lights — might increase tion it doesn’t normally or naturally want to be in, you
the adversity. might need to make a reflexive secondary-action roll
Impact: You gain VP for your cache, which you can to control it (and you do not collect VP from that roll).
spend to boost your Resistance if you wish. Note that even trained animals do not want to be near
Drawback: Next turn’s roll is unfavorable (unless combat unless they’ve received special training (such
you evade again). as a destrier horse).
197
Time: Instantaneous (reflexive secondary action; no THROW
VP) Combat
Roll: Vigor + Presence Throw a rock, spear, or other object.
Capability: Beastback Time: Instantaneous (primary action)
Resistance: For trained animals, it’s Easy, unless Rolls: Vigor + Dexterity (short range) or Perception
they’re being asked to ride through danger or com- (long and extreme range)
bat, in which case it becomes Demanding. If it’s Capability: N/A
outright war (mass fighting, artillery, etc.), the Re- Resistance: Equals your target’s Body Resistance.
sistance is Tough. If the animal is not trained, raise Impact: You inflict damage for your weapon or ob-
the Resistance by two stages. ject (e.g., a rock does 2 dmg).
Impact: You can use your mount’s movement speed
for your movement action.
MOVEMENT SWIMMING
You can swim up to half your movement speed
Characters engage in all manner of movement. per turn. (This requires a movement action.)
They’re often running, jumping, swimming, or If you are overloaded with gear (carrying more
climbing. For the most part, movement isn’t par- weight than your Strength allows), your combat rolls
ticularly risky, so it usually doesn’t require a roll. are unfavorable when swimming. You can sacrifice
There are some exceptions, such as the Vigor your movement action to stay in place and stabilize
climb maneuver, used when a character wants to yourself, allowing you to make normal combat rolls.
scale a wall. Otherwise, use the following rules.
FALLING
RUNNING Falling is usually involuntary, but if you choose to
You can run up to your movement speed per turn leap from enough buildings, horses, or banisters,
by taking a movement action. You can also use you’re going to get hurt. Gravity teaches harsh les-
your primary action as a movement action to go sons to those who test it.
at double your speed. The distance you fall determines how hurt you
Your movement speed is based on your Size. might get. The base damage is half the distance in
(See the Size sidebar under Vitality.) For humans, meters. So, falling four meters is 2 damage, and
it’s 10 meters per turn. falling 24 meters is 12 damage. The surface you
In a low-gravity environment, you gain half hit might affect this damage:
again your running speed (15 for humans). Surface Damage
Sharp rocks, spikes +2
JUMPING
You make a running jump by moving a distance Soft (mattress) -4
of at least 3 meters and jumping. You can cover a Water -6
horizontal distance of half your running movement Falling damage is applied directly against you,
speed (5 meters for humans) and an equal vertical but armor can subtract its Resistance rating from
distance. This requires a movement action. this damage. Falling damage has the Slam prop-
You can make a standing jump to a horizontal or erty, so only armor that is rated as Slamproof gets
vertical distance of one-third your running speed its full Resistance value against it; otherwise, only
(3 meters for humans). This requires a movement half the armor’s Resistance is applied. (See Armor
action. in Chapter 4: Technology.) For example, plate
In a low-gravity environment, you can double armor is Slamproof with a Body Resistance of 8,
your jumping distance. and so it subtracts 8 from falling damage. Synthsilk,
however, is not Slamproof; its 3 Resistance is only
worth 1 Resistance against falling damage.
198
INTRODUCTION
States RULES
CHARACTERS
States are effects imposed on characters through various have spoken and ruled that, yes indeed, your character TRAITS
means. This includes special effects inflicted by weapons has come under the influence of an unwanted state.
(a stunner pistol causing a target to become Stunned), It’s as if you’re an actor whose been given a sudden TECHNOLOGY
characters influencing other characters (using the Im- script revision but without any lines or resolution to
OCCULT
press command maneuver to make a target become Com- the scene — you’ve now got to write it on-the-fly, but
manded), and characters bearing more high-technology you have to work within the limitations given to you:
than they can psychologically handle (an energy shield’s the state which impedes your character. That doesn’t
tech compulsion is to make its user Reckless). have to impede your roleplaying. You’re a talented
Some gamemasters find that writing a state down performer in the mystery play of the Fading Suns —
on an index card, making a few notes about the me- play the hell out of the scene!
chanics, and then handing it to the player whose Has your iron-willed noble Commander been in-
character is affected makes it easier to keep track of flicted with the Afraid state? That’s ignoble, yes, but a
multiple states. The rules for how states work are pre- reality, even for combat veterans. The challenge is to
sented in Chapter 1: Rules. get past sulking about it and ask yourself: What would
that character do when they’re confronted with un-
STATES OF IMAGINATION controllable fear? The same is true if your humorless
Avestite has become Wowed. How do they cope with
States are primarily roleplaying tools. They are script unexpected happiness?
cues for the players — actors in our passion play. The Suffering from a state is a roleplaying gift, even if it
descriptions below list some rules suggestions when deal- proves a setback to the achievement of your charac-
ing with the states — yes, suggestions. These aren’t iron ter’s immediate goal.
laws. In fact, you don’t have to resort to these rules. You
Physical States
should be guided by their spirit rather than their law.
Just because you’ve become Daunted by a foe doesn’t
mean the GM has to impose the suggested -2 goal penal-
ty on your attacks against that foe. The rule is there as a
possibility, showing you how serious things can become. BLINDED
It the GM’s choice if and when to impose such rules. You cannot see. All physical rolls you make against
It’s impossible to detail just how states work in ev- anyone you are not touching with direct contact are
ery context. The GM needs to call on ingenuity and unfavorable. Others’ physical attack rolls against you
imagination to fill in the details, altering the rules as are favorable. Influence actions that usually require
needed to fit a state into the scene at hand. The state eye contact are likewise affected.
descriptions are guidelines, not hard and fast rules;
they should be adapted to the situation. DAZED
Players can certainly collaborate with the GM to You aren’t operating at peak efficiency: you suffer -2
suggest just how a particular state might work in a goal to perception-oriented rolls and your physical
given context. attacks.
199
DISORIENTED NAUSEATED
Your perceptions are seriously awry. Your actions are You’re sick to your stomach. You suffer -2 goal on all
directed at random targets, instead of the person(s) rolls. Certain triggers might cause you to throw up:
you think you’re targeting. disgusting smells, the sight of food you’re allergic to,
or the arrival of a hated rival. If you’re jostled phys-
DYING ically or suffer more Vitality wounds from a single
You’re dying. If you don’t receive medical attention attack than your Endurance rating, you’ll reflexive-
to stabilize you (leaving you Unconscious) before the ly, uncontrollably, toss your cookies, losing your next
end of the scene, you’ll die. Once you are stabilized, primary action (but you won’t do that again for at
this state goes away and you are Fatigued. (See the least 10 turns.)
rules for Death and Dying under Vitality below.)
PARALYZED
EUPHORIC You can’t move at all, not even your hands. You can-
You’re overcome with pleasure. Although it feels not initiate any physical actions. Influence actions
great, it’s distracting. You act hindmost in the initia- that require anything more than whispered speaking
tive queue, and you suffer -2 goal to all rolls. are unfavorable.
FATIGUED PRONE
You are extremely weak. You suffer -2 goal on all You are lying on the ground. Your movement action
actions involving physical activity. In addition, you can only be to move at a crawl (quarter speed) or
must spend 1 VP to perform any action that requires stand up.
a roll, even if there is normally no cost. You spend this
before the roll is made. SEEING IMPAIRED
Your vision is hindered. All physical rolls you make
HEARING IMPAIRED against anyone you are not touching with direct con-
You have difficulty hearing. You suffer -2 goal on any tact suffer -2 goal. Influence actions that usually re-
activity or perception roll that requires hearing. This quire eye contact are likewise affected.
includes any type of mental or social influence that
requires you to hear your target. On the bright side, STIMULATED
you gain +2 Resistance against sonic attacks, such as You are hyperaware of your surroundings, and your
from a screecher pistol. mind is racing. You gain initiative edge, as well as a +2
bonus to Perception for instinctual perception tests.
HINDERED Your spot maneuver rolls are favorable.
Your movement is restricted. You can only move at half
speed, and you suffer -2 goal on all actions involving STUNNED
full-body movement (such as dodge, climb, dance, etc.) Your coordination is awry. Rolls involving physical
actions and perception are unfavorable.
IMMOBILIZED
You cannot move from where you are, and all your SUSPENDED
actions involving full-body movement (such as dodge, You are suspended in air (or maybe a vacuum).
climb, dance, etc.) are unfavorable. Your physical action rolls are unfavorable (un-
less you have a Shipboard Operations capability,
INCAPACITATED which includes zero-G training). You cannot ini-
You cannot initiate any actions that require rolls or tiate movement without handholds, a rope line, a
react to others’ actions. jetpack, or some other form of assistance or means
of imparting motion.
MANGLED
You have suffered a wound that requires surgery be- TORMENTED
fore you can heal. Someone with the Remedy skill You are in excruciating pain. You suffer -2 goal on
can attempt to remove the Mangled state, which then all physical actions. In addition, any time you spend
allows you to heal via Revival, Respite, or other medi- VP, you must spend 1 additional point as a “pain
cal care. Elixir can also heal Vitality and also removes penalty” to work past the distraction. (Example: You
the Mangled state. Certain theurgic rites can ignore spend 3 VP to boost your Resistance. You must
the Mangled state to heal Vitality and even remove spend 1 additional VP pain penalty, increasing your
the state, allowing for natural healing. total VP to 4.)
200
INTRODUCTION
ANGERED
You’ve got a short fuse. You RULES
might respond to your provok-
er (whoever caused this state) CHARACTERS
with a challenge to a duel, co- TRAITS
ercion influence (castigate, com-
mand, daunt, etc.), or even an TECHNOLOGY
outright physical attack (until
OCCULT
first blood is drawn). Any per-
suasion influence maneuvers
you attempt (such as Charm’s
befriend) are unfavorable. On
the bright side, any persuasion
attempts made against you are
unfavorable.
ANXIOUS
You’re really worked up over
something. You suffer -2 goal
on influence attempts, as well
as any long-term tasks you
must roll for when in this state,
such as repairing a device or
meditating.
BERSERK
Your anger is beyond all rea-
son. You will physically attack
to maim or even kill whoever
put you into this state, showing
no mercy. If the cause of this
state was an ally (or the state
was an occult compulsion),
you’ll attack whoever they in-
dicate or whichever enemy you
know angers them most. If that
UNCONSCIOUS person is not present or reach-
You fall Prone (see above) and are oblivious to every- able for the duration of this state, you’ll attack some-
thing going on around you. You can take no actions one from their faction. If no such target is available,
whatsoever, although you might be allowed an in- you’ll snap and attack any random neutral or hostile
stinctual shake it off attempt, depending on the situ- person who is closest. Once this state ends, you’ll be
ation. Physical attacks against you are favorable. On worn out; during the next scene, you must spend 1
the bright side, you cannot be affected by influence VP to initiate any action or else your rolls will be
attempts while unconscious. unfavorable.
Mental States
COMMANDED
You have been given an order and must execute it,
although you don’t have to like it. If this state’s per-
sistence ends before you can accomplish the order,
AFRAID then you no longer need to obey it. If the order di-
You feel under threat; your nerves are on end. You rectly harms your faction’s objectives, you can make
suffer -2 goal to undertake any action except percep- a reflexive shake it off roll each turn. You cannot be
tion-oriented actions, dodge, or stonewall, as you con- Commanded to outright betray your faction.
stantly scan your environment for threats. If you are
being bested by a foe, you’ll probably flee.
201
CONFUSED attempts against you are favorable. As a side effect,
You’re not sure what to believe. When you first suffer even after this state has worn off, your next restorative
this state, you lose your next action as you try to figure practice roll is favorable. (See the Restorative Practices
out what’s really true. Thereafter, you are wracked sidebar, earlier in this chapter.)
with doubt about whatever topic caused the confu-
sion and can’t stop running it over in your mind: suf- BEFRIENDED
fer -2 goal for all non-physical actions. You like your influencer. If you were hostile, you’re
now neutral. If you were neutral, you’re now friendly.
DECEIVED If you were friendly, you’re now a staunch ally. There
You’ve been hoodwinked but don’t know it. You be- are no specific rules here; just remember that friends
lieve that the person who put you into this state is generally want the best for each other and tend not to
telling the truth, so long as what they say has some attack one another. In this state, you’re well-disposed
plausibility. You won’t, however, necessarily believe to do a favor for your friend if they request it. Nothing
outrageous statements (such as “the prince of your big (like undertaking a risky action), but you’ll unlock
house is a hironem disguised as a human”). You are a door, look the other way, overlook a minor legal
inclined to fall for whatever your deceiver says. (Their transgression, etc.
persuasion rolls against you are favorable so long as
you’re still Deceived.) CASTIGATED
You are guilt-ridden, a sinner in the hands of an an-
ENLIGHTENED gry god. You are nervous around your influencer. You
You’re operating on a higher plane. Your rolls to re- suffer -2 goal on influence attack rolls against them.
pent, reconcile, and atone psychic Urge and theurgic You will truthfully answer questions put to you by
Hubris are favorable. your influencer, but generally with “yes” or “no” an-
swers. You won’t reveal deep secrets of your faction
PENALIZED (such as troop movements, locations of secret bases,
Before making any roll, flip a coin: heads = an unfa- or the identities of spies). Questions whose answers
vorable roll. (Or roll a d20: 1-10 = normal, 11-20 = might put your allies in peril might trigger a reflexive
unfavorable roll.) shake it off roll.
TERRIFIED CONVINCED
You are in mortal fear for your life. You must either You adopt the belief, idea, or scheme that your in-
flee the object of your fear (whatever or whomev- fluencer has conveyed to you. It’s now your belief.
er caused this state) or, if forced to face it, curl up Note that if this state was caused by influence, the
into a ball, unable to take any actions that are not influencer must have genuinely believed it to be true
defensive. when he convinced you (the Knavery deceive maneu-
ver is used for lying). If this state becomes chronic,
WOWED you might want to spread the idea by proselytizing.
You’re full of good cheer, as if you just heard the fun- In non-stressful moments, you will attempt to convince
niest joke ever or the most uplifting symphony. Your allies and friends of its worth.
persuasion attempts against others are favorable, as
your demeanor is nonthreatening and infectious, but DAUNTED
your coercion attempts are unfavorable. You are wary of your influencer. You suffer -2 goal
on physical attack rolls against them, and your co-
Social States
ercion influence attempts against them are unfavor-
able. If they begin to best you in combat or social
affairs, you might retreat and yield the field. (This is
not a strict edict; it’s a feeling to be negotiated with
AWED the GM.)
You experience a sudden insight. Its nature and ef-
fect should be negotiated with the GM based on the DIVINELY INSPIRED
context. It might unlock a mystery you’ve been wres- You are suffused with spiritual conviction, convinced
tling with, resolve a spiritual dilemma, reveal a fac- that your deeds are in synch with destiny. You receive
et about a faction or an alien culture, or give you a +2 goal to attack rolls and influence attempts, as well
new purpose or quest to pursue. Whoever caused this as +2 Resistance (after choosing one type to apply this
state gains your respect; their persuasion influence bonus to: Body, Mind, or Spirit.)
202
INTRODUCTION
ENTREATED possible that you will either nourish an undying grudge
You are favorably inclined to do what has been asked against your influencer or foster a desperate need to RULES
of you by your influencer. You won’t necessarily put please them to regain some ounce of esteem from them.
yourself at risk (that’s your call), but you’ll put forth CHARACTERS
a good faith endeavor to get it done. If the task re- MESMERIZED TRAITS
quires too much effort, though, you might ask your You are fascinated by your influencer (or their per-
influencer to sweeten the pot (in the form of money, formance, depending on how this state was imposed). TECHNOLOGY
information, or a future favor). You can’t take your eyes off them and will hang on ev-
OCCULT
ery word they say. You find it difficult to pay attention
GUILTY to things unrelated to the content of whatever Mes-
You are convinced that you’ve committed a griev- merized you (except for self-defense). The GM might
ous sin and must make amends. Unless you sincerely declare rolls for such actions unfavorable or levy a tax
make an effort to somehow make amends for what of 1 VP to perform the action (you must spend this VP
you’ve done (negotiated between you and the GM), before rolls are made).
your influence attempts are unfavorable.
ROUSED
HUMILIATED You are moved by your influencer (or their perfor-
You’re deeply embarrassed, a laughing stock. Your in- mance) and take their words or actions to heart. You
fluence attempts against those who witnessed your hu- will seek to emulate the ideal they communicated. It
miliation are unfavorable. If you were a friend to your might have stirred a deep love of your fief, a hatred
influencer, you are now neutral for as long as this state of the Hazat, or a desire to help others. You won’t
persists until they apologize. If you were neutral, you’re feel good until you’ve done something to express or
now hostile, and you might even challenge your influ- enact this ideal — by harassing foreigners, inveighing
encer to a duel. If this state becomes chronic, it’s quite against the Hazat, or volunteering at a soup kitchen.
Surge
Whenever you’re out of fuel — you’ve run out of As you improve your highest force characteristic,
victory points — and need to draw on your last re- your Surge rating will also go up.
serves, you can call for a surge: a boost of adrena- You only have a limited number of surges you can call
line, brio, vim, or grit. In rules terms, you get vic- on. At 1st level, you get one. At 4th level, you get two surg-
tory points for your cache from the well equal to es you can call upon when needed. At 7th level, you get
your Surge rating. a third surge, and at 10th level, you get a fourth surge.
Your base Surge rating is determined like so: Once you’ve used up your allotted surges, you don’t
Add your highest force characteristic (Strength, Wits, get them back until you’ve successfully taken a Respite
or Presence) to your level. (i.e., you’ve had eight hours of uninterrupted rest or sleep
and your Vigor + Endurance roll vs. Effortless Resistance
Example: Sgt. Bimani has a Strength of 6, a Wits is successful; see Respite for more details). Once your Re-
of 4, and Presence 4. His highest of the three character- spite is over, you gain all your allowed surges again.
istics is 6, so that’s the base value he uses when deter- You can only take a surge during truly tense peri-
mining his Surge rating. He then adds his level (2nd). ods: Instantaneous play and, if the gamemaster allows
His Surge is 8. it, Present Tense play. Narrated play doesn’t generate
enough tension.
Techgnosis
The Church teaches that technology is not neutral. It matic. It is perhaps best left to philosophers to ponder
comes with its own biases, which can alter the behavior whether this is all psychosomatic, a result of the Church’s
and subconscious thoughts of their users. In the far-fu- relentless critiques, or if it’s actually a property of the tech
ture universe of Fading Suns, these “techgnostic com- itself, a phenomenon unknown in the 21st century and
pulsions” (to use the Church’s term) can be quite dra- only made obvious once tech became advanced enough.
203
Each character has a trait called Techgnosis that mea-
sures either their resistance to the compulsions of high Compulsions
technology or their adaptability to the evolutionary po- The types of states imposed by technology tend to
tential awakened by technology, depending on whether be different than those caused by influence or occult
you prefer the Church’s version or the League’s. powers. Sometimes, it almost seems like a tech com-
In game terms, Techgnosis is a trait that measures pulsion represents that technology’s desire to be used
your allowable tech inventory. It tells you how many more frequently. Of course, that’s ridiculous. Perhaps
high-tech devices you can carry and operate regularly it’s the person using the tech who’s become so enam-
without risking a tech compulsion — a mental state im- ored by technology that they want to keep using it.
posed on you by the device. “High tech” here refers And yet, it really does seem sometimes that it’s the
to items of Tech Level 5 and higher. Items TL4 and device itself that seems to be exerting its needs.
below do not count; you can carry as many of them as Strangely, the Supreme Order of Engineers often
you like without any techgnostic effect. agrees with this thesis, as it supports their view of
Your Techgnosis rating is equal to your class level. technology as a sacred force of its own. The Church
You can mark this on the character sheet in the prefers not to personify technology this way, although
“Equipment” section. many peasants do. Officially, the dogma is that the
user is succumbing to their own weaknesses and fe-
Overload
tishisms about technology, not that the tech is hypno-
tizing them.
For a list of compulsions, see Tech Compulsions in
When you carry and operate more tech devices than Chapter 4: Technology.
allowed by your Techgnosis, you are overloaded: When
you roll a critical hit for an action that uses a piece of ARMOR AND CLOTHING
TL5+ tech, you suffer that tech’s compulsion. Yes, a
critical hit, not a critical miss: triumphing with tech A full or partial set of high-tech armor (synthsilk,
inflates the techgnostic ego. stiffsynth, Adept Robes, etc.) or an outfit of full-body
Each type of technology has its own type of tech com- clothing (holo-robes and cloaks) counts as one device
pulsion. These are described in Chapter 4: Technolo- when considering its effect on Techgnosis.
gy. As with most states, you can try to shake it off; oth-
erwise, the compulsion persists for the rest of the scene. CURIOS
This only occurs when the roll involves use of the
tech, whether using it directly (firing a blaster; rigging a There is a class of high-tech items called curios that
high-tech explosive; interfacing with a think machine; do not count against Techgnosis. These are typically
hacking a gen-lock) or performing an action related luxury and leisure items from the Second Republic
closely to it (making a physical defense-action roll while era whose effects are benign and relatively inconse-
wearing synthsilk armor or an energy shield). quential to endeavors. An example is an al-Malik aes-
This includes using tech that you don’t carry on your thetic orb, a small hover-device that can follow its user
person: piloting a starship; turning on the city’s energy around and provide mood lighting and music.
grid; tapping into the planet’s geothermal terraforming
engine; etc. While this tech doesn’t contribute to deter- ARTIFACT TECH
mining whether you’re overloaded, if you use it while
you are overloaded, it can cause tech compulsions. (The TL9 and 10 devices are in a whole different catego-
GM can choose the compulsion based on context.) ry when it comes to a sentient being’s ability to work
with and understand that tech. Regardless of your
Example: Canon Ebenezer de Paulo wears an energy Techgnosis rating, using Ur tech always causes you to
shield, a laser pistol, and a hand-held Advisor think be overloaded. A critical hit using Ur tech imposes
machine. He is 3rd level, so his Techgnosis is 3. He suf- the tech’s compulsion on you. Rolls to shake it off are
fers no problems carrying around these high-tech devices, unfavorable. Furthermore, the compulsion is chronic;
since their quantity doesn’t exceed his limit. He finds it does not go away when the span ends and usually
a Second Republic era stunner pistol in the ruins of requires therapy to remove it.
ancient office building. He pockets it. This exceeds his Compulsions from Ur artifacts can get weird. Be-
Techgnosis by 1. He is now overloaded. If he were to roll sides mental and social states, they can create physical
a critical hit while firing the stunner or laser pistol, he’d trouble. They may cause other tech you’re carrying
suffer the gun’s tech compulsion. to glitch, or they may even create strange quantum
anomalies that distort reality around you.
204
INTRODUCTION
Offloading carrying is equal to or below your Techgnosis, your
devices no longer trigger compulsions. However: any RULES
The easiest way to avoid techgnostic compulsion is to tech compulsion that was already triggered before
offload equipment — just stop carrying too many de- you offloaded its device still lasts until the scene ends, CHARACTERS
vices. Once the number of high-tech devices you’re even after you’ve offloaded enough equipment. TRAITS
Vitality
TECHNOLOGY
OCCULT
205
On your next turn after becoming Unconscious,
you can instinctually attempt to shake it off by making KNOCKING SOMEONE OUT
a successful Vigor + Endurance roll as a secondary
action against a Demanding Resistance (or Tough, if In thrillers and action romances, heroes or vil-
you suffered grievous wounds, such as from a large lains may try to render unwitting people un-
explosion). conscious with a single blow to the back the
If you’re successful, you regain 1 Vitality and en- head. In the spirit of such stories, you can at-
ter an enduring Fatigued state. When you’re in this tempt to do this to someone. Maybe it’s a town
state, you can’t shake it off; it must be healed away guardsman you’ve snuck up behind, or maybe
through a Respite (see Respite below) and/or medical it’s your impetuous friend you have to knock
rehab (see the Remedy rehabilitate maneuver). If you out “for his own good” to prevent him from
failed the shake it off attempt, you awaken at the end going to a duel.
of the scene with 1 Vitality and the Fatigued state, Generally, you can only attempt this against
as above. NPCs: Agents and Extras, but not Headliners.
(See Chapter 1: Drama in the Gamemaster
Death and Dying Book for the definitions of NPC types.) You
can’t do it to other PCs, unless the GM allows
If you take any damage while at 0 Vitality, you are it, most likely because it serves a good dramat-
dying and enter the Dying state. ic purpose.
On your next turn after entering the Dying state, The system works like this:
you can instinctually attempt to shake it off by roll- • The person has to be unaware that you’re
ing Vigor + Faith against a Demanding Resistance (or about to attack. Either they don’t know
Tough, if you suffered grievous wounds, such as from you’re there, or they’re lulled into trusting
a large explosion) as a secondary action. you completely and wouldn’t expect such a
If the roll is successful, you are upgraded to a chron- dastardly betrayal.
ic Unconscious state (as above) but cannot attempt to • You can declare that your attack is to subdue
shake it off without first receiving a Respite (see Respite, the target instead of damaging them. If it
below) or receiving treatment (see the Remedy treat succeeds, instead of delivering damage, the
wounds maneuver). impact is the Unconscious state. This lasts
If the roll fails, you will die at the end of the scene if for the remainder of the scene. You can
you do not receive treatment or some form of medical spend 1 VP to increase this to Enduring
aid before then. (they won’t wake up for 8 hours or so).
If at any point you enter the Dying state and survive, • If the target is a PC (the GM must first al-
you are in a chronic Fatigued state until you recov- low this), they can make a reflexive shake it
er Vitality equal to or greater than your Size rating. off attempt to remain conscious. Their in-
Therapy from someone using the Remedy rehabilitate stinctual perception also might detect their
maneuver might be able to cure this state earlier. attacker before they can strike.
206
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
207
Bare Potency: The patient may use one of their Re- prevents the body from healing until surgery can re-
vivals as a secondary action. (If they have no Reviv- move the fragments left in the wound or stitch up the
als remaining, they heal 1 Vitality.) In addition, the grievous tearing to the tissues.
poorly made serum causes the patient to be Stunned Someone with Remedy skill can remove the Man-
for 1 turn (although they can try to shake it off). gled state, which then allows the patient to heal via
Low Potency: The patient may use one of their Re- Revival, Respite, or other medical care. If the Rem-
vivals as a secondary action. (If they have no Reviv- edy treat wounds maneuver heals at least 1 Vitality,
als remaining, they heal 1 Vitality.) the Mangled state is removed. If the patient doesn’t
Standard Potency: The patient gets a free Revival receive medical care until after the scene in which the
that does not count against their limit. Mangled state was imposed, an operate maneuver is
High Potency: The patient gets two free Revivals required to remove the state, so long as 1 Vitality or
that do not count against their limit. more is healed.
Elixir can also heal Vitality regardless of the Man-
Mangled Wounds gled state, and it also removes the Mangled state.
Certain theurgic rites can ignore the Mangled state
Certain weapons or special attacks can mangle their to heal Vitality and even remove the state, allowing
victim, inflicting the Mangled physical state. This for natural healing.
Combat Specialties
The rules for combat are presented in Chapter 1:
Rules, along with the pertinent skill descriptions — Styles
Fight, Melee, Shoot, and Vigor — earlier in this While most fencing styles are performed with a blade,
chapter. This section presents three special forms of they can be exchanged with most melee weapons.
fighting that can be learned from the perks Fencing, Some styles practice similar techniques using staffs,
Marksmanship, and Martial Arts. canes, or batons. Most nobles consider those unwor-
thy weapons; a sword is the only real weapon of honor
Fencing
among proper duelists.
DUELLO
Fencing is the art of the blade. Fencing duels are the pre-
ferred method of resolving disputes of honor among the Precondition: Noble
nobles of the Known Worlds. A noble who doesn’t know The most common form of sword fencing, Duello
how to handle a sword may soon be dishonored or dead. isn’t so much a single style as it is simply the “way of
The Fencing perk represents training in one partic- the blade,” cloaked in customs of honor and respect.
ular style of fencing. Anyone can thrust with a blade, Most nobles learn it from their sword masters.
but only those who have carefully practiced will gain Perk Benefice
special benefit from it. The perk may be acquired 1st Gallant: Each turn, you can spend 1 VP
twice. The first time gives you the benefits of a Gal- and choose one of the following benefits:
lant; the second perk gives you Swashbuckler benefits. • +2 goal for a Melee-skill action,
When you first gain the Fencing perk, choose one • +2 Body Resistance against a single Fight-
style from the list below. Once you have gained the skill or Melee-skill attack,
second perk (Swashbuckler), you may learn other • +1 damage,
styles as capabilities. For instance, once you’ve be- • gain initiative edge, or
come a Duello Swashbuckler, you can use one of the • restrain up to 1 point of damage inflicted
capabilities you gain upon leveling up to learn the To- by your attack (see Restraint in Chapter
rero style. This allows you to use any of its benefits 1: Rules).
at the Swashbuckler level; once you’ve mastered one 2nd Swashbuckler: As per Gallant above, but
fighting art, your understanding of the fundamentals your 1 VP expenditure allows you to choose
make it easier for you to master others. two of the above-listed benefits for that
But remember: You should have the proper weapon ca- turn, or you can perform an honorable strike
pability for your weapon. If you do not, your rolls are maneuver.
unfavorable.
208
INTRODUCTION
• Honorable strike — Perform a Melee-skill at- This style’s complex and weaving movements have
tack and spend VP to eliminate all damage made it all the rage among noble courts, not only as a RULES
(as per the rules for Restraint in Chapter 1: form of defense but also as a dance performance. This
Rules); if successful — and no damage was style calls for accentuated movements and patience in CHARACTERS
done — make an immediate entreat ma- striking. Serpentis fencers can spend minutes danc- TRAITS
neuver as a bonus primary action against ing, dodging, and weaving through complex patterns
the same opponent. The target’s Mind before they even draw their sword to strike a worn- TECHNOLOGY
Resistance is then lowered by an amount down opponent. The current recognized champion
OCCULT
equal to the damage you eliminated. The of this style is Baroness Mareena de Corazon of the
usual request in the sorts of games noble Hazat.
fencers play is for the opponent to yield Perk Benefice
with honor, to release their captive, or to 1st Gallant: Each turn, you can spend 1 VP
accept a kiss or token of esteem. and choose one of the following benefits:
• +2 goal for a Melee-skill action,
KRAXI • +2 Body Resistance against a single Fight-
skill or Melee-skill attack,
Precondition: House Decados, merchant, ukar • +1 damage, or
Ukari knife fighting is perfected in a fast and vi- • double your movement speed for that
cious style similar to Jox Kai Von (see Martial Arts be- turn.
low). Kraxi emphasizes hidden knives and brutality 2nd Swashbuckler: As per Gallant above, but
over style and finesse. This style has become popular your 1 VP expenditure allows you to choose
among some of the less scrupulous Scravers. two of the above-listed benefits for that
Perk Benefice turn, or you can perform a dancing blades
1st Gallant: Each turn, you can spend 1 VP maneuver.
and choose one of the following benefits: • Dancing blades — Perform a Melee-skill
• +2 goal for a Melee-skill action with a attack; if successful, attempt an immedi-
knife, ate mesmerize maneuver as a bonus prima-
• +2 Body Resistance against a single Fight- ry action against the same opponent. The
skill or Melee-skill attack, or target’s Mind Resistance is then lowered
• +1 damage with a knife, or by an amount equal to the damage inflict-
• ignore up to 2 ranks of a single oppo- ed by the first attack.
nent’s armor-based Body Resistance with
a knife attack (if they’re not wearing ar- TORERO
mor, this has no effect).
2nd Swashbuckler: As per Gallant above, but Precondition: Noble
your 1 VP expenditure allows you to choose Torero stylists claim that their whirling cloak moves
two of the above-listed benefits for that derive from an ancient art developed for fighting
turn, or you can perform a penalizing strike beasts on Holy Terra. A Torero fencer uses their cloak
maneuver. in their off-hand to distract opponents and redirect
• Penalizing strike — Perform a Melee-skill attacks. Maneuvers emphasize large dramatic move-
attack with a knife; if successful, attempt ments, sweeps of the cloak, and contorting bodies.
an immediate deceive maneuver as a bo- Torero is popular among nobles who not only want
nus primary action against the same to be deadly but also want to compete in high-fashion
opponent. The target’s Mind Resistance Torero contests, using flashy cloaks and costumes to
is then lowered by an amount equal to give performances for onlooking lords and ladies.
the damage inflicted by the first attack. Perk Benefice
If victorious, instead of being Deceived, 1st Gallant: Each turn, you can spend 1 VP
they are Penalized for their next action and choose one of the following benefits:
(plus one additional action per 2 VP you • +2 goal for a Melee-skill action,
spend). • +2 Body Resistance against a single Fight-
skill or Melee-skill attack,
SERPENTIS • +1 damage, or
• a single opponent you are engaging in a
Precondition: Noble and Performing Arts Lore fight suffers hindmost initiative (acting
(Dancing) last that turn).
209
2nd Swashbuckler: As per Gallant above, but • restrain up to 1 point of damage inflicted
your 1 VP expenditure allows you to choose by your shot (see Restraint in Chapter 4:
two of the above-listed benefits for that Rules).
turn, or you can perform an entangling sweep 2nd Gunslinger: As per Sharpshooter above, but
maneuver. your 1 VP expenditure allows you to choose
• Entangling sweep — You act last in the two of the above-listed benefits for that turn,
initiative queue (except for any opponent or you can perform a gunstorm maneuver.
you might have designated to suffer hind- • Gunstorm — Lose initiative edge (if you
most initiative). You can then attempt have it). Attempt a Shoot-skill attack; if
a Melee-skill attack with your cloak to successful (and your gun’s rate of fire is 2
entangle your opponent. If successful, or more), you may attempt an immediate
they’re yanked Prone and take 2 damage; bonus primary-action shot. The target’s
you can also (or instead) attempt an im- Body Resistance is then lowered by an
mediate Melee-skill attack against them amount equal to the damage inflicted by
as a bonus primary action with -2 goal. the first attack.
210
INTRODUCTION
Perk Benefice • +2 Body Resistance against a single Fight-
1st Adept: Each turn, you can spend 1 VP and skill or Melee-skill attack, RULES
choose one of the following benefits: • +1 damage to a Fight-skill attack,
• +2 goal for a Fight-skill action, • gain initiative edge, or CHARACTERS
• +2 Body Resistance against a single Fight- • neutralize (ignore) 2 ranks of your oppo- TRAITS
skill or Melee-skill attack, nent’s Strength-based Resistance to your
• +1 damage with a Fight-skill attack, grapple maneuvers TECHNOLOGY
• gain initiative edge, or 2 nd
Master: As per Adept above, but your 1 VP
OCCULT
• you can perform an Akla maneuver. expenditure allows you to choose two of the
• Akla — You can use your extra limbs to aid above-listed benefits for that turn, or you
any grapple or hold maneuver. You must can perform a daunting strike maneuver.
have at least two arms free to perform a • Daunting strike — Perform a Fight-skill at-
grapple, and you must have at least two tack; if successful, attempt an immediate
more free to gain this benefit. This ma- daunt maneuver as a bonus primary ac-
neuver modifies any grapple or hold ma- tion against the same opponent. The tar-
neuver by giving it +2 goal. get’s Mind Resistance is then lowered by
2nd Master: As per Adept above, but your 1 VP an amount equal to the damage inflicted
expenditure allows you to choose two of the by the first attack.
above-listed benefits for that turn, or you
can perform a banga or drox maneuver. JOX KAI VON (JOX BOXING)
• Banga — Do not stand in the way of a
charging vorox. This action allows you to This nasty and dirty ukari art has no holds barred —
take full advantage of your superior bulk eye gouges, groin punches, and ear pulls are fair
and six limbs to become a veritable speed- game. It’s a close-in fighting style, and thus, it relies
ing train. This functions as the Vigor knock- on few kicks. Although the Grand Master is always
down maneuver, except that you can use the an ukar, this art is popular among the Decados as a
Fight skill, and you increase the base dam- sport practiced against freemen and serfs (because
age to 5 + 1 damage per 3 m that you run. they rarely use it against fellow nobles).
• Drox (“Second Hand”) — You have Perk Benefice
trained yourself to use one of your extra 1st Adept: Each turn, you can spend 1 VP and
limbs to perform one bonus primary ac- choose one of the following benefits:
tion per turn, although this bonus action • +2 goal for a Fight-skill action or to es-
is unfavorable (even if you have the Am- cape a grapple hold,
bidextrous perk). This bonus action must • +2 Body Resistance against a single Fight-
involve use of one of your other limbs — skill or Melee-skill attack,
a fist to punch, a foot to kick, a hand to • +1 damage to a Fight-skill attack,
grasp the bucking carriage, etc. You can • gain initiative edge, or
also use this maneuver with melee weap- • a single opponent you are engaging in a
ons or ranged weapons, so long as your fight suffers hindmost initiative (acting
skill ranks in Melee or Shoot are 6+. last that turn).
2nd Master: As per Adept above, but your 1 VP
IRON HEEL expenditure allows you to choose two of the
above-listed benefits for that turn, or you
Precondition: The Muster or Bounty Hunter or can perform a penalizing strike maneuver.
Chainer or Mercenary • Penalizing strike — Perform a Fight-skill
An art practiced mainly by the Muster guild, Iron attack; if successful, attempt an immedi-
Heel is a down-and-dirty commando style that stresses ate deceive maneuver as a bonus primary
the need to incapacitate an opponent over the need for action against the same opponent. The
honor. It specializes in kicks and holds; the former are target’s Mind Resistance is then lowered
used for their reach, while the latter are used for their by an amount equal to the damage in-
ability to hold an opponent long enough to cuff him. flicted by the first attack. If your deceive
Perk Benefice maneuver succeeds, your target is not
1st Adept: Each turn, you can spend 1 VP and Deceived; instead, they are Penalized for
choose one of the following benefits: their next action (plus one additional ac-
• +2 goal for a Fight-skill action, tion per 2 VP you spend).
211
KOTO • ignore up to 2 ranks of a single oppo-
nent’s Body Resistance, or
A tricky art using misdirection to deliver unexpected • ignore your target’s energy shield (but
blows onto an opponent, named after a mythological you cannot take a movement action in
trickster bird from the folklore of the planet Aylon. the same turn).
The current Grand Master is Sir Mateo al-Malik, 2nd Master: As per Adept above, but your 1 VP
successor to Baron Jamal al-Malik after his mysteri- expenditure allows you to choose two of the
ous disappearance. The art is steeped in weird mys- above-listed benefits for that turn, or you
tical philosophies involving riddles and deconstruc- can perform a myriad strike maneuver.
tive ontology. Practitioners teach the art to anyone • Myriad strike — Perform a Fight-skill at-
who proves worthy and are said to teach even serfs (a tack; if successful, attempt another imme-
crime on some worlds). diate Fight-skill attack against the same
Perk Benefice opponent as a bonus primary action.
1st Adept: Each turn, you can spend 1 VP and The target’s Body Resistance is then low-
choose one of the following benefits: ered by an amount equal to the damage
• +2 goal for a Fight-skill action, inflicted by the first attack. You can in-
• +2 Body Resistance against a single Fight- stead choose to delay your bonus action
skill or Melee-skill attack, to dodge an attack that round.
• +1 damage to a Fight-skill attack,
• a single opponent you are engaging in a SHAIDAN
fight suffers hindmost initiative (acts last
that turn), or Precondition: Noble
• ignore up to 2 ranks of a single oppo- This no-nonsense power form is similar to ancient
nent’s Body Resistance. Urth karate. The current Grand Master of this school
2nd Master: As per Adept above, but your 1 VP is Countess Nydia de Teruel, student of the former
expenditure allows you to choose two of the Grand Master. Promoted by her superior example,
above-listed benefits for that turn, or you Shaidan is still the art of choice for people of class and
can perform a confusing strike maneuver. distinction. Honor is highly valued, and underhanded
• Confusing strike — Perform a Fight-skill fighting tactics are frowned upon — such maneuvers
attack; if successful, make an immediate are for peasants, not noble lords. Shaidan fighters spe-
confuse or humiliate maneuver as a bonus cialize in punches. Kicks and grapples are considered
primary action against the same oppo- somewhat uncouth and are not as widely practiced.
nent. The target’s Mind Resistance is Perk Benefice
then lowered by an amount equal to the 1st Adept: Each turn, you can spend 1 VP and
damage inflicted by the first attack. choose one of the following benefits:
• +2 goal for a Fight-skill action,
MANTOK • +2 Body Resistance against a single Fight-
skill or Melee-skill attack,
Precondition: Brother Battle • +1 damage to a Fight-skill attack,
Mantius was the Prophet’s disciple (also known as • gain initiative edge or ignore your target’s
the Soldier) whose purview was Protection. This mar- energy shield. (When you do this, you
tial fighting style is taught in his name, but only to cannot take a movement action in the
members of the Brother Battle. Teaching Mantok’s same turn, and you act last in the initia-
secrets to outsiders provokes harsh penalties. tive queue.)
Perk Benefice 2nd Master: As per Adept above, but your 1 VP
1st Adept: Each turn, you can spend 1 VP and expenditure allows you to choose two of the
choose one of the following benefits: above-listed benefits for that turn, or you
• +2 goal for a Fight-skill action, can perform a commanding strike maneuver.
• +2 Body Resistance against a single Fight- • Commanding strike — Perform a Fight-skill
skill or Melee-skill attack, attack; if successful, attempt an immedi-
• +1 damage to a Fight-skill attack, ate command maneuver as a bonus prima-
• restrain up to 1 point of damage inflicted ry action against the same opponent. The
by your attack (see Restraint in Chapter 4: target’s Mind Resistance is then lowered
Rules), by an amount equal to the damage inflict-
ed by the first attack.
212
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Chapter 4: Technology
213
SAINT PAULUS THE TRAVELER
214
INTRODUCTION
Hail Paulus, most skilled among us. Pilgrim, it is to Paulus we pray when swearing pacts and
oaths
of friendship, for he was the Prophet’s friend and star-pilot, always able to bring a smile to RULES
Zebulon’s
weary face.
CHARACTERS
Paulus was the most well-traveled of the Prophet’s Disciples, although it is said he set foot on
fewer
worlds than Hombor did. The space lanes were his roads, and his ever-restless wanderlu TRAITS
st mirrors
that of the Pancreator’s light, traveling in all directions and reaching into every dark corner
of the TECHNOLOGY
universe. It is said that his tools — his starship called the Emissary, his jumproutes, his spanners
and
blasters — have sanctified those technologies, making them safe for other sentients to use… OCCULT
within
reason and with caution.
He is the patron saint of children, instilling courage and cleverness. So beloved was he that
legends
tell of a demon that temporarily abandoned its malicious deeds to protect Paulus from ghosts.
Even
the Dark could not abide losing his company.
Nonetheless, a fever overcame him, preventing him from piloting Zebulon on his last journey.
His
grief and regret haunted him to the end of his days. Today, its mere evocation in an argument
is
enough to make rivals forget their feuds and renew old vows of friendship before they, too,
take their
last “journey from Manitou.”
Paulus bears the Many-Colored Spacesuit, bearing patches and symbols from all the worlds,
even
those that have been lost.
— Charioteer Captain Zelina Hamid-Sandor, The Pilgrim’s Path: How to Read the Omega
Gospels
Tech Level
Director Anselm tried to be soothing. “Crying won’t help.”
Teeth coated in a monatomic silvery substance jutted from the stone-like machine, steadily piercing
the student’s skull.
Anselm’s words weren’t having much of a calming effect. “The test subjects that lasted the lon-
gest...” he pleaded, “…stayed calm.”
“Why are you doing this?”
Director Anselm smiled softly. The student was trying to appeal to Anselm’s humanity. Good. This
was the first truly coherent action the student had taken since being strapped to the machine. Anselm
stroked the impossibly ancient device gently. “Imagine a technology that can manipulate everything.”
He closed his eyes and breathed in its scent. “Down to the smallest particle.” Anselm couldn’t resist
a smile as he patted the machine. “This was used for bulk programming. You could fit, oh, I suppose
three obun on each side. More if they were children. Enough for a good start.”
Anselm backed away. The “tongue” would extend soon, and he didn’t want to be close enough for
splashback. The smell of cranial fluid made him nauseous. “Of course, the machine is currently cal-
ibrated to non-human physiologies, but we’re hoping with enough exposure to humans, she’ll learn
and recalibrate.” Director Anselm arched his hands in front of him and took another calculated step
back. “She’s very clever.” He leaned forward. “But she needs this, you know. She was so very lonely
without a purpose.” Anselm tried another smile but failed. He knew what would come next.
A deep cracking sound, and then the screaming.
Technology in the 51st century is handled with more They were wrong.
caution than during any other time in human history. Later events would prove that humanity was less
Some of this comes from Church doctrine, but it also the master of tools and more their unwilling partners.
comes from hard-earned lessons of experience. Until Arguments over the limits of technological influ-
the fall of the Second Republic, people taught that ence were conducted over a thousand years, and the
tools, even advanced ones, were value-neutral. Even Church came to a simple, somewhat chilling conclu-
at its worst, technology couldn’t cause anything worse sion: the more complex the tool, the more animus it
than psychic stress or moral uncertainty. inflicted upon its user. If the soul of humankind was
215
meant to reflect the light of the Pancreator, and if hu-
manity’s tools were made in humans’ image, then these The Temptations
of Technology
tools could act as a spiritually dangerous distraction,
drawing attention away from the holy light towards
base matter. When given the chance, the Church acted
on this revelation with an almost Luddite fervor, lim- In the late 21st century, humankind began to see that
iting technology where and when they could. In this the impacts of technology had produced profound be-
matter, much to peoples’ surprise, they had an unlikely, havioral changes. Instead of sensibly rejecting it, peo-
though wholly reluctant, ally: the Merchant League. ple leveraged technology’s new tools to wreak havoc
The Church held that each person has a degree of on the political and cultural landscape. Had this been
techgnosis or “craft wisdom”: the ability of the soul to as far as the trend went, and if people had learned
bear the burden of technology’s animus. In contrast, the their lesson, perhaps society could have avoided the
League guilds argue that it’s a matter of evolution: those worst to come, but instead they decided to take the
with greater techgnosis are more adaptive to technolo- next obvious step: integrating new, psychologically
gy’s influence. They should be able to handle it safely altering technology directly into their brains, past the
where others would be overwhelmed. The Merchant filters of their senses. This next leap of “innovation”
League offered a partnership with the Church because gave rise to a twisted kind of artificial slavery, where
both sides recognized the danger of people with low advertisements were dumped into people’s heads un-
techgnostic potential getting hold of dangerous tech. less they paid for filters to keep them out.
After all, whether the Church’s philosophy was wrong This innovation facilitated the rise of revolution-
wouldn’t matter if something like a weaponized nanite ary movements. The Neo-Luddites hid from soci-
plague decided to sweep over a planet. They needed ety’s worst excesses, while the extra-solar Sathraists,
to be able to stop such apocalyptic scenarios from hap- unknown to most, sometimes gained psychic powers
pening before they started. The Church could serve, at from exposure to an even higher level of technology.
worst, as an “ear to the street”; at its best, it would serve These two extreme ways to preserve identity — the
as a tool to keep the rest of humanity just under that use of lower-level or higher-level tech — gave birth to
pathological threshold. The Church, despite its frustra- the idea of techgnosis.
tion in dealing with technophiles, gained access to the The concept of techgnosis concerns itself with wheth-
expertise that could distinguish between a true threat er the subject can maintain their integrity, a sense of
and one that required only a stern warning. whether one’s soul mirror can receive the holy Light
while being shadowed by technology’s animus. It’s the
primary epistemology through which the Church ex-
presses sentient relationships with technology. Those
who fall too deeply into technology’s shadow open
themselves to compulsions that arise, not from within
themselves, but from the tools they are using.
216
INTRODUCTION
While any technology can create a compulsion, it the same as mind control; instead, it’s just a mindful
only starts when technology gets far enough advanced obsession that destroyed people’s lives and, thanks to RULES
to reflect a person’s values back at them. This typically the durability of the tech, still pops up occasionally
begins when a world reaches Tech Level 5, usually be- on those worlds... or on other planets where the tech- CHARACTERS
cause of ubiquitous computers, radio, television, and nology was accidentally spread. Because of this dan- TRAITS
mass communication. Beyond that tech level, a num- ger, the League sometimes supports technologies that
ber of integrations designed to help the user end up are difficult to use and require intense training. At the TECHNOLOGY
directly impacting the user’s psyche instead. This gets very least, this practice gives them some more time to
OCCULT
worse with more intimate connections. Cyberware is monitor a member as they work to master their craft.
the most obvious and grotesque historical example, Tech compulsions manifest as a need to use a tech-
but nanites put into use in the Second Republic made nological device more frequently, but their implica-
cyberware look downright primitive. Vautech exists tions are not immediately obvious; early on, they can
as something beyond nanotech, and Anunnaki tech- even present a definite benefit. The energy shield is
nology can demonstrably flay someone’s mind… and an excellent example. It often caused its user to be-
theoretically annihilate their soul. come compulsively reckless, but that lack of fear also
Nobles and League guilders are allowed the Privi- made them a ferocious force in battle. The negative
lege of Martyrs because they have – through lineage, effects manifested later as heightened aggression and
training, and tradition – proven themselves to possess a callous disregard for risks, which ended up with a
sufficient techgnosis. The Church claims its train- lot of people dead either in conflicts that could have
ing and tradition helps, but truth be told, much of a been resolved peacefully or in situations where a sane,
priest’s privilege comes from a policy of never trust- shield-less, person would have turned around and left.
ing technology unless its use is absolutely necessary. You cannot choose your compulsion. Once tech-
The Church has an incredible amount of evidence it gnosis has been compromised, it’s an open wound,
can show to acolytes to prove where things go wrong, and compulsions can come in from any piece of tech-
including broken Brother Battle monks who took nology you are using. This has led people to assume
one step too far with weapon tech and compromised that they are “handling” their new tech just fine,
themselves. There is no cure for tech compulsions, while ignoring their sudden obsession with their old
barring the decision to put the technology away and equipment. Compulsions can also blind people to the
not use it. A tech compulsion isn’t something you can dangers of tech when incompatible energies engage.
go to confession for as you search for absolution. More than one user has ended up dead because they
The League has its own arcane practices, but most ignored the warnings of their favorite device, simply
of them are built around rigorously developing per- because they couldn’t bear to think of not using it.
sonal techgnosis while keeping a check on other mem- The Church, the League, and the nobles all under-
bers. The League claims that people without proper stand that technology has ceased to be a simple aid
training will become consumed by their technological to humankind — as the shovel that bests the digging
compulsions, and inevitably, they will try to pull in stick or as the gun that beats the sling. Instead, tech-
others. They allegedly combat this by compartmen- nology from a host of different eras and alien species
talizing exposure to high technology. Some guild has emerged as a force with an agenda for better or
members refute these allegations (though never open- for worse. And because of this, the Martyrs alone are
ly), claiming that this policy is only for forcing regular the ones qualified to stand between humankind and a
reports and mandatory visits to superiors. technological apocalypse.
The term “user-friendly” has become a nightmarish
idea within the League. It refers to relics that are ter-
rifyingly calibrated to sync up with a user, not only to Tech Compulsions
adjust the tech but also to align the user with the value Tech compulsions are states that can affect characters
set of the manufacturer. In the best case, this could be who become overloaded due to insufficient Techgnosis.
a psychosomatic need, but there were plenty of tech- (See Techgnosis in Chapter 3: Traits.) If you roll a crit-
nologies created that went well beyond this. It doesn’t ical hit while using tech when you’re overloaded, you
help that on some worlds, “helpful nanites” were re- suffer the item’s compulsion. Compulsions exacerbate
leased far back in the time of the Second Republic. the tendencies, desires, and notions that the use of a de-
Some were implemented with the hope of creating vice tends to prompt in its users. Each type of tech de-
a user database that would adapt to the user. Instead scribed in this chapter lists the state it imposes on users.
they helped create “the perfect farmer,” “the perfect The descriptions list intense bouts of tech compul-
baker,” or “the perfect soldier”: a user whose only in- sion, but the GM should feel free to pull back on the
centive is accomplishing their tasks. This is not quite throttle and just let players roleplay through their
217
compulsions, acting them out without needing to a blunt weapon, you must inflict at least 2 Vitality of
bring rules and dice rolls into the matter. Still, rules damage. If the person gets away or the scene ends
are suggested below, should they be needed. without you gaining satisfaction (in blood), you spend
the next scene in the Penalized state.
ACQUISITIVE
You need to collect things, even things you really don’t CRUEL
need. Once per scene, while the compulsion persists, You get a sick thrill watching another person’s torment.
you must acquire at least one item that has attracted If another person within sight is in pain (such as the
your eye. The monk’s staff, the princess’ necklace, the Tormented state), you get distracted watching it: you
gambler’s deck of cards — you choose what it is, al- suffer -2 goal for any action not directed at that person.
though acquiring it should be a bit of a challenge (and If an opponent is especially vulnerable (such as in the
that’s where the compulsion comes in: if it were easy, Stunned state) or fearful (Afraid or Terrified), you might
it wouldn’t be a compulsion). At the very least, you very well throw honor to the wind and take advantage
might need to use some persuasion influence to talk of their state, inflicting emotional pain by making a casti-
the item off its current owner. You won’t necessari- gate or humiliate influence attack. If that fails to twist the
ly attack them for it (unless that’s kind of your thing knife, you physically attack them to inflict bodily pain.
anyway), but you’ll help yourself to a five-fingered dis-
count if other means won’t get it for you. DESTRUCTIVE
While many people get a vicarious thrill from watch-
BLOODTHIRSTY ing things break or burn, you feel the need to enact it
You won’t feel satisfied until you’ve literally drawn firsthand. You are rough on your equipment: a critical
blood from an enemy. Whenever someone has raised miss means you might break it. Also, anytime you make
your ire or actively opposed you, you must pay in a successful attack, you must spend VP to increase the
blood. You must wound someone (preferably with damage. The amount of VP can’t be lower than your
the tech that causes this compulsion) enough to cause lowest force characteristic (Strength, Wits, or Presence).
bleeding or bruising. Inflicting 1 Vitality of damage If you cannot spend this minimum amount, your frustra-
from a sharp or piercing weapon is good enough. For tion causes your next roll (of any kind) to be unfavorable.
218
INTRODUCTION
HEEDLESS er physical or influential, you must spend VP to either
You seek daredevil thrills. When confronted with ter- increase the goal number or completely overcome the RULES
rible odds or a situation that would cause others to target’s Resistance. If your target gets into a bidding war
pause — a rickety bridge across a deep chasm, a leap over boosting Resistance, you must spend an amount in CHARACTERS
across an alley filled with gunfire, an honor challenge your final bid at least equal to your lowest finesse char- TRAITS
from a far-better duelist than you, a scriptural debate acteristic (Dexterity, Perception, or Intuition). If you
with the Patriarch — you won’t hesitate: you dive cannot spend this minimum amount, your frustration TECHNOLOGY
right in. On the bright side, you can’t be Daunted. causes your next roll (of any kind) to be unfavorable.
OCCULT
HYPERCRITICAL PRETENTIOUS
You just have to criticize everything. You critical- You’re a show-off who craves attention. You need oth-
ly evaluate whatever people, places, and things you ers to notice some quality about you or some item
interact with and have trouble keeping your judg- that you feel would make them jealous, so you flaunt
ments to yourself. This need drives you to seek out the it. Unfortunately, others notice that you’re trying too
creative endeavors of your fellow sentients — plays, hard. While your initial persuasion influence attempts
magic lantern shows, dance recitals — and weigh in. against a target are normal, successive attempts
If you don’t like something, you won’t hold back in against them become unfavorable — and you will
announcing it. While this can win you respect now keep trying until you either succeed or they acknowl-
and then for calling others on their bullshit, it more edge your quality or cool thing. You also suffer -2 goal
often makes you a boor and can win you sworn ene- on Sneak rolls; skulking about is just not your style.
mies. The GM can declare your persuasion influence
rolls to be unfavorable, depending on whether you’re PROTECTIVE
speaking truth to power or disparaging the countess’s You’d take a bullet for people who are important to you,
tacky shantor ceramics collection. such as troupe members or close faction associates. This
isn’t just figurative — you will literally leap in the way of
INDISCREET a physical attack against them. Their protection is more
You have trouble keeping things to yourself. important to you than your own health. You won’t out-
Whether it’s sharing with too-much-information right die for them, but you will defend them from phys-
about something private or gossiping about the rec- ical attacks (unless you have your own immediate at-
tor’s secret tryst or the local Scraver boss’s bizarre tacker to deal with). If they’re being emotionally abused
hobbies, you just can’t help blurting out informa- (such as by coercion influence), you’ll intervene to draw
tion that should remain secret. This can make your the attention toward you instead, even if it means esca-
Knavery-skill deceive attempts unfavorable, as well lating a situation. You will be the last one out of a burn-
as befriend attempts against those whose confiden- ing building and the one who gives up the last parachute
tial info you’ve divulged. so that your friend can live another day.
INDUSTRIOUS RECKLESS
You’re always in need of a hands-on project. You’re You throw all caution to the wind. You gain initiative
always seeking an undertaking you can throw yourself edge, but you cannot spend VP to boost your Resis-
into, whether it’s fixing that clock, reconfiguring the nav tance unless you take a primary action to do so. In ad-
computer, or writing your memoirs. Once you start on a dition, when the GM tests for instinctual perception,
task, you must finish it. When you finish that task, you’ll your Perception is halved (round down). When your
soon find another, so long as you can keep yourself busy. direct attention is focused on one thing, you can’t
Interruptions and side-projects are to be expected, but quite focus on anything else.
if you are kept from working on your key project for too
long, you become anxious. The GM might declare your SOLICITOUS
influence and non-combat rolls unfavorable until you You look out for others at the cost of your own needs.
get at least 10 minutes in on your project. You hover around them, always checking to make sure
they’ve got what they need and are comfortable. If they
INERRANT evince a need, or if a need is obvious to you, you’ll in-
You are obsessed with accuracy in all things. You simply terrupt what you’re doing to tend to that need: bind a
must succeed with precision and correct the inaccuracies wound, give a hug, provide a sympathetic ear, or even
of others — their mispronunciations, misspelled words, just fetch a drink. You will hesitate to attack anyone,
misstated facts, etc. Besides being overly pedantic in and if forced to do so, you would prefer to subdue
social situations, whenever you make an attack, wheth- them, if possible, rather than injuring or killing.
219
Money
Since Alexius’ coronation, the primary currency of has seen a firebird. Some poorer villages have gone to
commerce is the “firebird”. Minted on Byzantium Se- war over the coins, and some desperate villagers mug
cundus, firebirds use a combination of high technol- visitors who have them. The League recommends
ogy and Doramos’ terraforming principles to make a that travelers transfer at least a bit of their currency
unique metal called prismium that cannot be forged into barterable goods if they are planning to stay for
elsewhere. The Imperial Eye works hard to prevent a while on one of these worlds, especially if they are
counterfeiters from thriving in-system, which makes not trying to attract attention. A small processing fee
the firebird – an indigo/copper-colored iridescent will be required.
coin with a phoenix crest on one side and Alexius’ Some economic experts, especially within the
visage on the other – the most stable currency in the League, believed that the growing power of the Em-
Known Worlds. peror would help Imperial currency gain more trac-
Each coin is etched so it can be broken down into tion. In the first heady years after Alexius came to
halves (“crests”) or quarters (“wings”), which rep- power, it seemed this dream would come true. How-
resent half value and about a fourth of the original ever, using local or non-Imperial currency became an
value, respectively. The Reeves guild issues “scrip” in easy way for foes of the Emperor to show their feelings
exchange for firebird deposits, which is good for re- without being too obvious about it. Some still do so,
muneration from Reeves and League banks on other even when it makes goods more expensive for them.
worlds. Contrary to the dream of many Reeves (and In addition, rumors of “cursed coins” have begun
the unique think machines they developed to imple- popping up like bad pennies, giving the superstitious
ment it), it’s just not feasible to set a fixed rate across even more reason to shun firebirds. No doubt such
all worlds, but most traders buck the guidelines and rumors are partially spread by Imperial foes who
haggle for as much as they can get. would use any tactic to undermine Alexius’ authority.
Some local lords and small guild concerns have Regardless, even Church leaders have begun paying
contravened Imperial law: They’ve taken to aping the heed to such stories.
Reeves scrip system, issuing “deposit slips” of their
own as payment for labor instead of hard currency. BANKING
In combination with price-setting schemes for goods
sold only in the local scrip, workers are forced to stay Carting around too many firebirds is not feasible.
local. Of course, legally, a worker can demand com- You’re just asking for highwaymen to take them from
pensation in firebirds instead of credit, but in practice, you. While many lords and merchants stockpile fire-
this rarely happens, short of a visit by Imperial audi- birds away in vaults and hidden caches, most people
tors (usually Reeves contracted for the job). who have more money than they can fit into a mat-
Economies get more interesting further from the tress put it in a bank.
center of power. Regional currencies still come into The most prevalent and trusted bankers have tra-
play: “mantises,” “crosses,” “claws,” and “sparklers,” ditionally been the Reeves guild. With offices on
for example. Some smaller fiefdoms stubbornly mint every world, in most major cities, and even within
their own currency: For instance, Madoc’s “coral” many towns, the guild can take firebirds in return for
is made from a local invertebrate-analog. However, “scrip,” a form of paper proof of your holdings. They
these coinages, like the unusable Hawkwood “black charge interest, of course, but the money is guaran-
lion,” are not considered legal tender. At best, they teed against theft.
are traded at a rate of about 8 “talons” (a nickname Unfortunately for the Reeves, there’s a new banker
for non-standard coins) to 1 firebird. They are the in town. The Brother Battle order is giving them a
lowest form of currency one can trade in at a plane- run for their money. During the tumult of the Emper-
tary or interstellar level. or Wars, the Reeves couldn’t always protect deposits
Although some hamlets develop hyperlocal curren- or even reach all their offices when local battles broke
cies called “owlets” by the League, this isn’t common. out. Pilgrims and travelers would often park their
They aren’t traded outside of their tiny regions and money with the order, trusting that the Brother Battle
definitely not off-world, except as a curiosity. Past the order was one of the few forces that could withstand
urban centers, most villages and towns trade in barter the tides of war. Of course, this service was usually
alone, viewing even firebirds with suspicion. There provided in exchange for a tithe (a percentage often
are many places in the Known Worlds where no one matched the Reeves’ interest charge). Throughout the
220
INTRODUCTION
din, the Brother Battle proved a steady, reliable force, COST OF GOODS
even when they were among the combatants causing RULES
the transport difficulties. Now that those wars are in The prices for equipment listed in this chapter
the past, the order is continuing and even expanding represent the average cost. In agoras where such CHARACTERS
its banking activities. Their chief customers for now items are scarce, prices can be much higher. In TRAITS
are the many pilgrims taking advantage of the Pax cosmopolitan areas where the items are more
Alexius to visit far-flung holy shrines that were off lim- commonplace, their prices tend to be somewhat TECHNOLOGY
its for so many years. lower.
OCCULT
221
Armory
Militiaman Cedric studied the marauders’ camp through his laser rifle’s attached targeting scope.
Data spewed across the lens: “RNG91.12m, Wind7m/s-SxSE, Temp11C, Humidity44%”
The Engineer’s tech course — required for anyone operating this 1000-year-old gun — had pre-
pared Cedric for reading the stats.
“Tonight, the marauding ends,” he whispered to himself, toggling the sight. “A curse on House Decados!”
A message flashed across the lens: “NO NETWORK DETECTED. SEARCH FOR SIGNAL?
YES? NO?”
It was common for the old lasgun to display such a message, and Cedric knew how to respond.
*No.*
He took aim again… when a new message flashed: “MEMORY CACHE FULL. REBOOT
COMMENCING IN T-5sec.”
“What?!”
“PLEASE WAIT.” The lens went black.
“Come on! I’ve got marauders to kill before the patrol returns!”
“REBOOT SUCCESSFUL. COMPANION DEVICE DETECTED. SYNCH MarTech Indigo
8K11614 WITH Occular5000? YES? NO?”
*Yes*
Cedric took aim, toggled the scope dial and zoomed in on the…
“WARNING. DIAGNOSTICS 392,166 DAYS OVERDUE. RUN DIAGNOSTICS? YES? NO?”
“Vorox dung!” Cedric cursed under his breath. *No*
“UNABLE TO SYNCH MarTech Indigo 8K11614 WITH Occular5000. RUN DIAGNOSTICS?
YES? NO?”
*Yes* “I’m gonna strangle that Engineer!”
“PLEASE WAIT”
Illegible codes scrolled over the lens.
“DIAGNOSTICS SUCCESSFUL. READ REPORT NOW? YES? NO?”
*No*
“MEMORY CACHE FULL. REBOOT COMMENCING IN T-5sec.”
“Hellfire!”
“REBOOT SUCCESSFUL. PLEASE ENTER 21-DIGIT PRODUCTION KEY TO VERIFY USER.”
Cedric took a deep breath, produced the scrap of paper the Engineer had given him, and punched
in the numbers.
“VERIFICATION SUCCESSFUL. NO NETWORK DETECTED. SEARCH FOR SIGNAL?
YES? NO?”
*No*
“ONLINE VERIFICATION OF DEVICE WARRANTY REQUIRED. SEARCH FOR SIGNAL?
YES? NO?”
*No*
“UNABLE TO VERIFY WARRANTY. CONTACT MarTech HELPLINE OR VISIT OUR MARS
OFFICE.”
“Mars? Where the hell is that? Damn this all to the Outer Dark!”
Cedric threw the rifle in the grass and drew his axe and buckler. He had marauders to kill before
the patrol returned and no time to spare on tech nonsense like this.
The tools of violence are ubiquitous throughout civ- teous priests to rebellious aliens – all wield weapons to
ilization. From upstanding nobles to lowly criminals, enforce their interests.
initiated technologists to the uneducated masses, righ-
222
INTRODUCTION
A Thousand Years of Weapon- Doctrine of Alien Rights (4908): The Church
extends Exemption Exceptional martyrdom to alien RULES
TRAITS
One of the Universal Church’s primary mandates is houses require sanction from their patron Royal
restricting technology in the Known Worlds, which, it House to employ alien serfs and retainers). TECHNOLOGY
teaches, poisons souls and corrupts civilizations. The Emperor Wars (4964-4995): With the symbiot
OCCULT
Church imposed severe tech-restrictions after the Fall menace contained on Stigmata and noble arsenals
of the Second Republic, but over the centuries, war- brimming with over half-a-century’s worth of un-
tech restrictions have gradually eroded away in the checked munitions production, civil war explodes
face of political liberalization and wartime practicali- across the Known Worlds.
ty. Here follows a historic overview. Hezekiah’s Bull (5000): The Church attempts to rein
Credo Praefectus (3983): The Church declares the in liberal tech exemptions by reclassifying tech into restric-
Second Republic President “Defender of the Universal tion categories. The bull proves hard to enforce against
Faith,” subordinate only to the Empyrean Grace (as recently empowered nobles and guilds, as well as an Em-
dispensed by the Universal Church). The government peror who claims increasing autonomy from the Church.
secures the Faithful’s loyalty at the Church’s pleasure.
The Fall (c.4000): Mass hysteria and religious fervor
increase Church power. The nobility and Church en- Weaponry Chart Key
joy mutual support by echoing the Credo Praefectus. Weapon: Listed by model or type. Some weapons list
Doctrine of Universal Inheritance (4067): The variant configurations or firing modes below the basic
Church calls for return to an agrarian society, ban- version. In such cases, use the basic weapon information
ning high-tech except for Church and faithful secular for all traits not specified in the variant version.
rulers (for whom high-tech remains restricted). TL: Represents the base Tech Level required for
Doctrine of the Cleansing Flame (4079): The manufacturing and maintenance.
Church grants itself the right to employ violence and Goal: Add this accuracy modifier to the user’s goal
high-tech to enforce its heavenly mandate. number.
Doctrine of the Privilege of Martyrs (4357): Dmg: Equals the base (minimum) damage inflicted
The Church grants itself dispensation from restric- with an attack’s impact. The wielder can spend VP to
tive anti-tech laws, declaring priests holy enough to inflict additional damage.
responsibly employ high-tech. Str: Represents the minimum Strength rating re-
Doctrine of the Privilege of Martyrs – Exemp- quired to use the weapon unhindered. Apply -1 goal per
tio Nobilis (4545): Courting aristocratic favors, the rank the user lacks. (Optional: To add a realistic com-
Church extend tech-martyrdom to nobles, including plication, when firing bursts or sustained fire, increase
recognized bastards (but not serfs and retainers), in the STR requirement by the weapon’s damage bonus
return for mandatory church attendance and accep- amount each turn (cumulative) to represent recoil.)
tance of sacraments. Rng: Lists the weapon’s range in meters. Short range
Doctrine of the Privilege of Martyrs – Exemptio is listed first; long range is second. In most cases, Dexter-
Phalangis (4560): After much pressure and lobbying, ity is used for attacks against targets within short range,
tech-martyrdom is extended to the guilds. New inven- while Perception is used at long-range and farther out.
tions must be approved by the local bishop, who may Range Goal modifier
veto any tech use and production within their holy see. Short range –
Doctrine of Exemption Exceptional (4905): As
the Symbiot War (4900-4955) threatens total and im- Long Range -2
mediate annihilation of humankind, the Church sheds Extreme Range* -4
many tech-restrictions to allow civilization a chance to * Extends up to double long range. Anything
save itself. In return for mandatory daily confessions, past extreme range is -6 goal and might require a
martyrdom is extended to freemen and unrecognized scope. Shotguns that fire buckshot suffer -8 goal at
bastards serving legitimate noble houses, League extreme range.
guilds, or Church sects. Battle cyborgs and Changed,
“wielded” by tech-martyrs under Church supervision, RoF: Rate of Fire is the maximum number of shots
are redefined as war-tech (with no personal rights). you can fire with this weapon in a single turn. When
Doctrine of Temporal Exemption (4905): The a single digit is listed, this is the number of single-shots
Church extends martyrdom, under Exemption Ex- available. If a digit is followed by “b”, the weapon is ca-
ceptional conditions, to serf militias.
223
pable of burst fire (using the burst, three-round burst, empty Ammo: Lists the maximum number of loaded
clip, and spread maneuvers). See the Rate of Fire sidebar). projectiles.
224
INTRODUCTION
Size: Represents the item’s abstract size: XXS = Features: Includes attack properties, features, and
extremely small; XS = extra small; S = small; M = notes. Common features include the following (also RULES
medium; L = large; XL = extra large. see Firearm Accessories below):
L and larger items require two hands to use. Hiding 2-Handed: The weapon requires two hands to wield. CHARACTERS
XL items upon your person is impossible; smaller items Raise the required Strength by 3 for one-handed use. TRAITS
may be hidden depending on what you’re wearing. Area: The weapon delivers its attack on all targets
The GM makes the call. within the radius of its listed area. (See Area At- TECHNOLOGY
Agora: This listing indicates how readily available tacks in Chapter 1: Rules.)
OCCULT
the item is for purchase. When a faction, sub-faction, Aquatic: While most guns reduce ranges by 1/10th
or planet is listed, this represents the main market underwater, these guns only halve them.
where such items are found. (If a market isn’t list- Disguised: The weapon has been crafted to look
ed, the item is universally distributed.) Factions or like something else. Base Resistance is Severe (8)
sub-factions listed in parenthesis show design owners against Observe spot and search actions to detect
and monopoly manufacturers (who are typically un- its true purpose. In addition, Sleight of Hand
der patronage from the market faction). rolls to conceal the item are favorable.
Imp = Imperial; KW = Known Worlds; ML = Mer- Explo: Explosions are area attacks. They list their
chant League; UC = Universal Church. Other abbrevia- blast radius in meters; every target within the
tions are typically shortened house, guild, or sect names, radius is affected. In addition, explosions ignore
which should be self-explanatory, except for the SOE all Resistance except armor. Boosted Resistance
(Supreme Order of Engineers — the Engineers Guild). and perks such as Nimble do not defend against
If no availability is given, the item is plentiful, and explosions.
the item (or a knock-off copy) is easily found at every Guard: Provides +1 Body Resistance vs. melee attacks.
indicated market. “Common” means it is commonly Military: Requires the Military Weapons capability.
available in specialist agoras; “Rare” means it is only Noisy: When you or anyone near you activates this
available from individual specialist retailers or made- item, your Sneak rolls become unfavorable. Con-
to-order workshops; “Exotic” items are collectable versely, when you sneak past someone using this
artifacts nearly impossible to find. item, your Sneak rolls are favorable.
Note that item availability is capped by the TL Poison: May be loaded with poison; the number of
of the local agora. For example, a TL6 market like total doses equals to the listed number (one dose
Byzantium Secundus will rarely have TL7 items, like per attack, unless noted otherwise).
blasters, available for sale. (If they are, GMs should Sturdy: The weapon doesn’t break if dropped,
feel free to double the cost for each increased TL jammed, or hit; it also ignores misfires caused by
above the local TL. Also, local authorities routinely a critical miss.
restrict or prohibit the use of items with higher TL Stylish: Adds +1 goal on influence attempts when
than the local standard.) using the weapon to show off, threaten, or stare
fb: Baseline cost in firebirds. down opponents.
RATE OF FIRE
Some guns allow for more than one shot to be fired per turn. This is listed under the weapon’s RoF
(Rate of Fire).
Example: The Mitchau Ripper medium autofeed pistol has a RoF of 3. This means up to three shots can be fired
in the same turn.
Instead of handling each shot as separate attack rolls, you perform a maneuver based on how many
shots you’re firing that turn. Your shots are all made against the same target.
Note: Base damage is determined by weapon
Maneuver Goal Dmg Effect
Two shots -1 +1 Uses two rounds of ammo
Three shots -2 +2 Hindmost initiative*; uses three rounds of ammo
* You act last in the initiative queue this round.
225
BURST FIRE
Guns capable of performing burst fire allow you to use the following attack maneuvers.
Note: Base damage is determined by weapon
Maneuver Goal Dmg Effect
Burst -2 +3 Empties half your ammo.
Empty clip -2 +5 Hindmost initiative*; empties all ammo.
Spread -1/m +4 Hindmost initiative*; area attack: anyone in targeted
area might be hit; empties all ammo.
Three-round burst – +1 Uses three rounds of ammo.
* You act last in the initiative queue this round.
Burst — Quickly fire shots in succession at the cost of accuracy. Your weapon must be capable of
full-auto fire. A burst uses half of your clip’s ammo.
Empty clip — Sometimes, you just want it to rain bullets. If you’re using a weapon capable of burst fire,
you can empty your entire clip of ammo by pointing your gun in a direction and holding down the
trigger until it is empty. The gun bucks like a beast in heat, and it’s hard to aim at a particular target,
but those who are hit get hit hard.
Spread — If you’re using a weapon capable of burst fire, you can spread the arc of your fire over an
area to hit more than one target. You can spread your fire up to five meters in a circle around you
(but you must spin in place for any spread wider than 3 meters). Anyone who is in or enters the area
might get hit. Spreading fire empties the clip.
Three-round burst — If you’re using a weapon capable of burst fire, you can try a three-round burst. This
option has a bit more control than other burst-fire options, and it helps preserve bullets.
Unstable: This weapon counts rolls of 19 and 20 as Autofeeds inflict an unfavorable roll when testing for
a critical miss. critical miss.
Vibro: Weakens e-shield efficiency by +1/-1 (i.e. Boltfeed: This simple firing mechanism relies on
turning an ordinary e-shield from 5/10 to 6/9). the shooter manually ejecting spent cartridges by
Activation requires a fusion cell (lasts 25 turns). pulling back the firing bolt after each shot. Boltfeeds
Unwieldy: Wielding this item places you hindmost in grant a favorable roll when testing for a critical miss.
the initiative queue. Breakfeeds: A rarer, more primitive configuration,
a breakfeed must be manually loaded by “breaking”
Firearms open the gun to insert the projectile directly into the
barrel(s). Breakfeeds grant a favorable roll when test-
ing for a critical miss.
SLUG GUNS Revolvers: Revolvers are Sturdy guns, housing
their projectiles in a drum that turns with every shot,
Requires the Slug Guns weapons capability. positioning the next cartridge behind the barrel with
Slug guns fire bullets, which come in a variety of
types and calibers. Slug gun tech begins at TL3 and
becomes standardized at TL4. Higher-level models
improve the basic design but don’t cause techgnostic
compulsions.
Critical miss: A critical miss when firing a slug
gun might mean a misfire or a jam. Roll a d20: 1-10 =
simple bullet misfire (you can continue to fire normal-
ly next turn); 11-20 = a jam or mechanical malfunc-
tion (you must use a primary action to clear the jam
or rejigger the gun back into working order).
Autofeeds: Autofeeds stack bullets in a clip or
magazine, ejecting spent cartridges after each shot
and allowing the next bullet to spring into place.
226
INTRODUCTION
every pull of the trigger. Revolvers grant a favorable bles the ordinary goal penalties for extreme range.
roll when testing for a critical miss. (Sawed-off shotguns spread their shot faster, causing RULES
Shotguns: Shotguns fire large shells loaded either additional impact at short range, but they quickly lose
with buckshot (typically 10 gauge) or solid slugs. impact beyond that range, causing no impact at all CHARACTERS
Buckshot rounds fire a hail of metal balls that cause at extreme range. For solid slugs, sawed-off shotguns TRAITS
havoc at short range but spread out to inflict less of halve each range band.).
an impact at longer ranges. This is represented by Shotguns tend to be breakfeeds at TL3 and pump- TECHNOLOGY
buckshot’s Goal and Dmg columns being divided feeds at TL4 (favorable critical miss tests). More so-
OCCULT
into three bars, representing short, long, and extreme phisticated versions are typically autofeeds.
range respectively. Furthermore, buckshot dou-
Handguns TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features
DERRINGER AUTOFEEDS
Lank derringer (.32) 4 -1 3 1 5/10 2 5 XS Rare; Scravers 70 Single use; invis-
(Lank) ible to TL0 to 5
security scans
Mitchau Maverick (.32) 3 -1 3 1 5/10 2 5 XS Hzt (Mitchau) 50
DERRINGER BREAKFEEDS
Varsten Snake-eyes (.32) 3 -1 3 1 5/10 2 2 XS Decados (Varsten) 45 Sturdy
DERRINGER REVOLVERS
Typical derringer rev. (.32) 3 -1 3 1 5/10 2 4 XS Common 50
LIGHT AUTOFEEDS
Typical light auto. (.32) 4 4 2 10/20 3 13 S 150
Fenir Monbow (.32) 4 4 2 10/20 3 13 S (Fenir & many 150
licensees)
Mitchau Rumber (.32) 4 4 2 10/20 3 13 S Common; Hzt 160
(Mitchau)
Phoenix handgun (.32) 4 4 2 10/20 2 12 S Common; KW (Imp) 120 Sturdy
Sumpter Krant (.32) 4 4 2 10/20 3 15 S Common; al-M 200
(Sumpter)
LIGHT BREAKFEEDS
Tarasov sidearm (.32) 3 4 2 5/10 2 2 S KW (Reeves) 50 Sturdy; Pommel
(3 dmg)
LIGHT REVOLVERS
Typical light rev. (.32) 3 4 2 10/20 3 6 S 100 Sturdy
Fenir Shortstop (.32) 3 4 2 10/20 3 6 S (Fenir & many 100 Sturdy
licensees)
MacCauly Learmat (.32) 3 4 2 10/20 3 7 S Tethys (ML) 125 Sturdy
Mitchau Protector (.32) 3 4 2 10/20 3 6 S Common; Hazat 110 Sturdy
(Mitchau)
MEDIUM AUTOFEEDS
Typical med. auto. (.40) 4 5 3 20/30 3 10 S 250
Imman Vorton (.40) 4 5 2 20/30 3 10 S Common; al-M, 300
(Imman)
Krosler Dunehound (.40) 4 5 3 20/30 3 10 S Common; Bannock- 200
burn (ML)
Mitchau Ripper (.40) 4 5 3 20/30 3 11 S Common; Hzt 220
(Mitchau)
MEDIUM BREAKFEEDS
Tarasov officer pistol (.40) 3 5 3 10/20 2 5 S Common; KW 150 Sturdy; Pommel
(Reeves) (3 dmg)
MEDIUM REVOLVERS
Typical med. rev. (.40) 3 5 3 20/30 3 6 S 200 Sturdy
Drexler Firehunter (.38) 3 5 3 20/30 3 6 S Hwk & ML (Hwk) 200 Sturdy
MacCauly Loadrite (.38) 3 5 3 20/30 3 7 S Tethys (ML) 250 Sturdy
227
Handguns TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features
Mitchau QuarryGun (.40) 5 5 3 30/40 2 6 M Rare; Hzt (Mitchau) 350 Sight 2; Sturdy
Mitchau Thunderer (.40) 3 5 3 20/30 3 6 S Common; Hzt & 200 Sturdy
UC (Mitchau)
Nerew Peacetrunk (.40) 3 5 3 20/35 3 6 S Rare; Mars (Nerew) 200 Sturdy
HEAVY AUTOFEEDS
Typical heavy auto. (.47) 4 6 4 30/40 2 8 M Common 300
Krosler Sampson (.47) 4 6 4 30/40 2 8 M Common; Bannock- 300
burn (ML)
Sumpter Urthquake (.47) 4 6 4 30/40 2 8 M Common; al-M 300
(Sumpter)
— Longsword model (.47) +1 30/50 Rare; al-M (Sumpter) 350 Stock
Tenson Blitzer (.47) 4 6 4 25/35 2 8 M Leagueheim 280
HEAVY REVOLVERS
Typical heavy rev. (.47) 3 6 4 30/40 2 6 M Common 250 Sturdy
MacCauly Buster (.50) 3 6 5 40/60 2 7 M Rare; Tethys (Mac- 300 Sturdy
Cauly)
Sumpter Ulik (.47) 3 6 4 30/40 2 6 M Common; al-M 250 Sturdy
(Sumpter)
— Longsword model (.47) +1 30/50 Rare; al-M (Sumpter) 300 Stock; Sturdy
Vuldrok revolver (.47) 3 6 5 30/40 3 5 M Common; Vuldrok 250 Unstable
Tenson Mauler (.47) 3 6 4 25/35 2 6 M Leagueheim 230 Sturdy
Rifles TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features
AUTOFEED RIFLES
Typical auto. rifle (10mm) 4 7 3 40/125 3(b) 30 XL Common 500 Stock
Blue Lion M3 (.40) 4 6 2 40/120 2(b) 25 XL Hawkwood 400 Stock
Hyram Splendor (.51) 4 -2 8 4 50/150 3(b) 25 XL Rare; Decados 600 Stock
Masseri Stomper (.47) 4 7 3 45/125 3(b) 30 XL KW (Masseri) 500 Stock
Model Hazat 68 (.40) 4 6 2 40/120 3(b) 32 XL Common; Hzt 500 Stock
— Militia model (.40) 2(b) KW (Hzt & ML) 450 Stock
Model Hazat 86 (10mm) 4 7 2 40/125 3(b) 28 XL Common; Hzt 550 Stock
— Gold model (10mm) 32 Rare; Hzt 600 Stock
Muster Rover (10mm) 4 7 3 40/125 3(b) 32 XL Common; ML 850 Stock; Sturdy;
(Muster) Pod
Tarasov StormRifle (.40) 4 6 4 30/80 1(b) 12 XL Common; KW 300 Stock; Sturdy
(Reeve)
Van Gelder Thracker (.47) 4 7 3 45/125 3(b) 30 XL KW (Van Gelder) 500 Stock
BOLTFEED RIFLE
Typical boltfeed rifle (.40) 3 6 2 40/120 1 8 XL 200 Stock
Basic hunting rifle (.40) 3 6 2 40/110 1 6 XL 150 Stock
Dragonfly 7 (.40) 3 6 2 45/140 1 5 XL Common; Li Halan 250 Stock; Sturdy
Imperial rifle (.40) 4 6 2 40/120 2 10 XL Common 200 Stock
— Veteran model (.40) Common; Imp 250 Stock; Sturdy
Oro’ym “Newt Gun” (.47) 5 7 3 45/140 2 5 XL Rare; Oro’ym 120 Aquatic; Stock;
Sturdy
Vuldrok Longarm (.47) 3 7 4 45/125 2 5 XL Common; Vuldrok 300 Stock
REVOLVER RIFLE
Tarasov rifle (.40) 3 6 2 30/80 2 5 XL KW (Reeves) 120 Stock; Sturdy
SNIPER RIFLES (13mm)
Typical boltfeed sniper rifle 3 8 4 50/150 1 5 XL Rare 700 Sight 3; Stock
Hyram Glory autofeed sr 3 8 4 50/150 2(b) 15 XL Common; Decados 1000 Sight 2; Stock;
Radir Longshot boltfeed sr 4 +1 8 4 55/175 1 5 XL Rare; KW (Radir) 1500 Sight 4; Stock;
Sturdy
228
Submachine Guns TL Goal Dmg Str Rng RoF Ammo Size Agora Fb Features INTRODUCTION
Typical SMG (.40) 4 5 1 30/40 3(b) 20 L 350 Stock
RULES
Herstal Project 98 (.32) 4 4 0 15/25 3(b) 56 L Rare, Leagueheim 500 Stock; Sturdy
Jahnisak Muffler (.40) 4 5 1 30/40 3(b) 20 L 350 Stock CHARACTERS
K&M S-M7 (.40) 4 +1 5 1 30/40 3(b) 30 L Tethys (exclusively 500 Stock; Stabilizer
for al-M & Muster)
TRAITS
Lank Stinger (.40) 4 5 1 30/40 3(b) 20 L Scravers (Lank) 400 Stock; Sturdy TECHNOLOGY
Martech Cobra (.40) 4 5 1 30/40 3(b) 30 L Com., KW, (Engi- 400 Stock
neers) OCCULT
Tarasov SMG (.40) 4 5 1 20/30 2(b) 15 L Com., KW, (Reeves) 200 Stock; Sturdy
Shotguns TL Goal Dmg Str Rng RoF Ammo Size Agora Fb Features
Typical shotgun (10g) 3 +1/0/-1 8/4/1 4 10/20 2 7 L 300 Stock
— Solid slug shell (.47) 7 3 30/80 Any 10 g shotgun
— Sawed-off (10g) +2/-2/no 5/10/no Any 10 g shotgun
Typical 2-barrel (10g) 3 +1/0/-1 8/4/1 4 10/20 2 2 L 200 Stock
Dreskel Boomer (10g) 3 +1/0/-1 8/4/1 4 10/20 2 7 L Scravers (Dreskel) 325 Stock
— Solid slug (.47) 7 3 35/90
Dreskel Gatling (8g) 4 +1/0/-1 9/5/1 4 12/25 2(b) 12 L Common; Scravers 450 Stock
(Dreskel)
Hazat Riotgun (10g) 4 +1/0/-1 8/4/1 4 10/22 2(b) 20 L Common; Hzt 400 Stock
Xien Shortbarrel (10g) 3 +2/-2/no 8/4 4 5/10/no 2 6 L Common; Icon 275 Sawed-Off
(Xien)
— Solid slug (.47) -1 7 3 20/60
Vuldrok shotgun (10g) 3 +1/0/-1 8/4/1 4 10/20 2 5 L Common; Vuldrok 300 Stock
229
Energy Guns
Requires the Energy Weapons capability. primary action.) Characters with the Energy Weapons
capability gain favorable rolls when testing for a critical
BLASTERS miss; for everyone else, the roll is unfavorable.
Critical Miss: Blasters are prone to overheating. Tech Compulsion: Inerrant
(See the critical miss description for slug guns above;
instead of a jam, a blaster overheats until it can be SCREECHERS
vented with a primary action.) A blaster’s roll for a Sonic weapons.
critical miss test is unfavorable. Critical Miss: As a slug gun (see above). A misfire
Tech Compulsion: Destructive is simply a temporary battery short.
Tech Compulsion: Cruel
FLAMEGUNS
Critical Miss: As a blaster (see above). STUNNERS
Tech Compulsion: Destructive Includes tasers. The higher the tech level, the more
sophisticated the delivery. Relies on electrical wires at
LASERS TL4, projected arcs of electricity at TL5, or projected
Critical Miss: These weapons are highly stable, force fields at TL6 and above.
yet somewhat fragile and high maintenance. (See the Critical Miss: As a slug gun (see above). A misfire
critical miss description for slug guns above; instead of is simply a temporary battery short.
jamming, a laser overheats until it can be vented with a Tech Compulsion: Cruel
Lasers TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features
MINI LASERS
Martech Midget 6 3 0 5/10 2 7 XS Rare; ML & al-M 200 Laser
(Martech)
Ring laser (handcraft) 6 3 0 5/10 1 1 XXS Rare; al-M 600 Laser; Disguised
LASER PISTOLS
Kurgan laser pistol 6 4 0 15/25 3 18 S Common; Kurga 400 Laser; Unstable
Martech Amber 6 +1 4 0 10/20 2 21 S Common; ML & 300 Laser
al-M (Martech)
Martech Gold 6 +1 5 0 10/20 2 15 S Common; ML & 300 Laser
al-M (Martech)
LASER RIFLES
Martech Indigo 6 +1 7 0 30/80 2 23 XL Common; ML & 500 Laser
al-M (Martech)
Martech Safire (sniper) 6 +1 7 0 60/160 1 10 XL Common; ML & 600 Laser
al-M (Martech)
ASSAULT LASER RIFLES
Martech Red 6 +1 8 0 20/60 2 20 XL Rare; ML & al-M 700 Laser
(Martech)
Varsten Blacklight 6 8 0 20/60 2 20 XL Rare; Decados 700 Laser
(Varsten)
— Generator hookup 2 ∞ Unlimited ammo
230
Blasters TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features
INTRODUCTION
BLASTER PISTOLS RULES
SOE Alembic 7 7 3 10/20 1 10 S Rare; Nobles (SOE) 700 Blaster
Lank Eruptor 7 7 3 10/20 1(b) 9 M Rare; Scravers 900 Blaster CHARACTERS
(Lank)
TRAITS
Vuldrok ancestral blaster 7 6 3 10/20 1 13 S Rare; Vuldrok, 1000 Blaster, Sturdy
(heirloom)
TECHNOLOGY
BLASTER RIFLES
Republic Arms 3000 8 +1 15 4 30/80 1 20 XL Exotic; Imp 5000+ Blaster, Stock OCCULT
SOE Crucible 7 9 3 20/30 1 15 XL Rare; Nobles & ML 1000 Blaster
(SOE)
Nitobi blaster-blade 7 -1 9 3 20/30 1 15 XL Rare; Rampart 3000 Blaster;
(Nitobi) Unstable 2
— Axe (4) 5 5 Melee Hard; 2-Handed
BLASTER SHOTGUNS
SOE Volcano 7 +2/0/-1 9/7/5 4 10/20/– 1 8 L Rare; Nobles & ML 1200 Blaster; Stock
(SOE)
Lank Incinerator 7 +2/0/-1 9/7/5 4 10/20/– 1(b) 8 L Rare; Scravers 1400 Blaster; Stock
(Lank)
Weapon TL Goal Dmg Str Rng RoF Ammo Size Agora Fb Features
FLAMEGUNS
Kalomite flamegun (ka) 4 +2 5(3) 2 10/20 1 10 L Common; Avesti 150 Flame
Kendra Dragon (napalm) 3 +2 4(4) 3 10/20 1 6 XL Common 150 Flame
SCREECHERS
Harpy screamer 6 +1 5 2 10/20 1 15 S 300 Sonic
Obun pitch-module 5 +1* ** 0 10/20 1 ∞ nil Rare; Obun 1000 Sonic; turns
voice into
weapon
STUNNERS
Arbogast Sleeper 6 +1 4 2 10/20 2 15 S 300 Shock
SOE Tesla 6 +1 6 2 8/15 2 6 S (SOE) 600 Shock
Womp gun 7 +1 5 2 10/20 1 15 S Rare; ML 900 Area 2m; Shock;
Slam
* Performing Arts Lore (Song) capability required
** Dmg is equal to the user’s Perform rating
231
Ammo and Weapon Accessories
SLUG GUN AMMUNITION
Caliber TL fb (per shot) Feature
.32 3 ¼ Hard at TL5
.38-.40 3 ½ Hard at TL5; Noisy
.47-.50 3 1 Hard at TL5; Noisy
10 mm 3 2 Hard at TL5; Noisy
13 mm 3 3 Hard at TL5; Noisy
Shotgun shell 3 ½ (buckshot); Noisy
Fusion cell 6 10 (full cell) Powers any energy gun
SPECIAL AMMO
Blast capsule 6 caliber + 6 +1 dmg; Hard; Blaster
Dumdum 3 caliber + 1 Mangle
Slapper 5 caliber + 3 Slam; target damaged = Stunned
Sunder slug 6 caliber + 3 Ultra Hard
Vorox Claw 5 caliber + 2 +1 dmg; Mangle
FIREARMS ACCESSORIES
Item TL fb Feature
Laser sight 4 150 Potential +2 goal for Shoot aim maneuvers
Night sight 4 100 Cancels any visual impairment from darkness
Sight (optical) 3 30 x sight rank Reduces range penalty by -1 per rank
Non-Metal gun 4-8 x2 Doesn’t trigger metal-detector security systems
Sawed-Off shotgun 3 built-in +1 goal short rng/-1 goal long rng/forfeit higher
ranges
Stabilizer (SMG) 4 built-in (When on) -1 dmg; cancels Noisy for .38-.40
caliber, lower caliber = unfavorable perception to
hear it
Silencer 3 20 Cancels Noisy for .38-.40 caliber, lower caliber =
unfavorable perception to hear it
Stock 1 built-in +1 goal for Shoot aim maneuvers
Tri/bi-pod 2 10 Halves Strength requirement
232
INTRODUCTION
Tech Compulsion: Destructive (per 3 of same item) a primary action) vs. a Hard Resistance. If the terrain
Throwing bombs/grenades: Instead of directing between you and the location presents obstructions or RULES
your attack against a character, you’re usually aiming distractions — lots of trees or structures in the way —
for the ground beneath their feet. If your targeted lo- the Resistance rises to Demanding or Tough. For CHARACTERS
cation is within short range, roll Vigor + Dexterity (as long-range locations, roll Vigor + Perception instead. TRAITS
Weapon TL Goal Dmg Str Rng RoF Ammo Size Agora fb Features TECHNOLOGY
Blast pellet — marble size 6 3 0 10/20 2 5 XXS Rare 20 Area 3 m; Blaster;
Explo OCCULT
— egg size 6 5 1 10/20 2 3 XS Rare 30 Area 3 m; Blaster;
Explo
— fist size 6 6 1 10/20 2 2 S Rare 50 Area 3 m; Blaster;
Explo
Etyri stinkbomb 0 -1 * 1 Drop 1 2 M Common; Etyri 10 * Dex + Per -1,
Sneak-3
Frag grenade 6 0 10 1 10/20 2 2 S 50 Area 5 m; blast-
force 12; Explo;
Mangle; Slam
* Stinkbombs ignore armor-based Resistance (but not boosted Resistance); each victorious attack reduces the target’s Dex and Per by 1 and reduces Sneak
by 3 (cumulative).
Melee Weapons
Tech Compulsion: Bloodthirsty
Weapon TL Goal Dmg Str Size Agora fb Features/Accessories
Hatchet/wood axe 1 6 4 L 2
— Battle Axe 1 7 5 L 5 Military
Chainsword 5 -1 7 5 L Rare; Dec 150 Hard; Mangle; Military; Noisy
Club 0 4 2 L ½
— Quarterstaff 0 -1 5 3 XL 1 Slam
— Mace 1 5 3 L Common 10 Hard; Military; Slam
Dagger 1 4 2 M 4
— Ukari punch-blade 5 4 2 M Common; Aylon 50 Hard; Poison 3
— Parry dagger/main gauche 2 4 2 M Rare 5 Guard; Military
Garrote 0 -1 1 + strangle 1 XS Rare 5 Strangle: uses Fight-skill grapple but delivers
base dmg/turn in addition to subdue
Great weapon 1 8 6 XL Rare 40 2-Handed; Military
— Adept Claymore 5 8 6 XL Bro Bat 100 Guard; Hard; Military; Slam
Knife 1 3 1 S 2
— Hollow knife 4 3 1 M Rare 50 Poison 5
— Trench knife 3 3 1 M Rare 6 Built-in knuckleduster; Military
Knuckleduster 1 +2 1 XS 2 Slam
— Shantor warshoes 5 +2 1 XS al-M 20 Hard; Military; Slam
Morningstar 1 -1 5 4 L Rare 20 Hard; Military; Slam; ignores handheld shields
Rapier 2 5 3 L Common 20 Military
Frap stick (shockstick) 4 6* 2 L Common 15 Shock (15 shocks per fusion cell)
--Hironem stunstick (yesht) 2 Faith** 2 L Hironem 100 Shock (15 shocks per fusion cell)
Spear 1 5 3 L 2 (2-Handed = Hard)
— Cavalry lance 1 -1 8 5 XL Rare 20 Military; (charge: add mount Size to dmg)
— Shantor horn 5 5 2 M Common; al-M 30 Guard; Hard; Military (charge: +2 dmg)
Sword 1 6 4 L 20 Military
— Kurgan side-sword 4 6 2 L Kurga 45 Guard; leg sheath (kick: +3 dmg); Military
— Ascorbite crystal sword 2 6 3 L Ascorbite 1000+ Hard; Military; Noisy; Vibro (primary action
(arbat’a) to activate; lasts 3 turns)
— Vorox sword (glankesh) 2 6 4 L Vorox 15 Military; (Hard in vorox hands)
* Base damage is 2 vs. e-shields; delivers full damage once it penetrates.
** Base damage is 0 vs. e-shields; delivers full damage once it penetrates.
233
ARTIFACT MELEE WEAPONS
Each artifact requires a separate, item-specific Artifact Melee Weapon capability.
MELEE ACCESSORIES
Item TL fb Feature
Basket-hilt guard 2 +20 +1 Body Resistance vs melee attacks
e-shield breaker 8 +200 Requires fusion cell; overloads e-shield on victorious hit but cell burns out
Hard-spike club 1 +10 -1 goal; gains Hard property
Shock-tip 4 +30 Requires fusion cell; -1 goal; gains Shock property (15 shocks per fusion cell)
Vibro upgrade 5 +100 Requires fusion cell; -1 goal; gains Shock property (15 shocks per fusion cell)
234
CIVILIAN GRADE ARMORS TL R e-shield Dex Vigor Agora fb Features INTRODUCTION
Thick clothing 0 1 eS 1
RULES
Leather jerkin 1 2 eA 5 Shockproof; Slamproof
Polymer knit 4 2 eS Common 200 Hardproof; Shockproof; Slamproof CHARACTERS
Synthsilk 5 3 eS Rare 300 Shockproof
TRAITS
— Stiffsynth 6 4 eA -1 Exotic 500 Shockproof; Slamproof
— Smartsynth 7 4 eA Exotic 600 Hardproof; Shockproof; Slamproof TECHNOLOGY
OCCULT
235
HANDHELD SHIELDS R: A handheld shield provides a bonus to your
Body Resistance rating. This combines with armor
The Handheld Shield capability is required to wield a Resistance.
handheld shield effectively. Attack: You can shove your shield at an opponent
A handheld shield is wielded in the offhand for de- as a primary-action attack. Like any offhand attack,
fense. Such shields are incompatible with e-shields; your roll is unfavorable. (Unless you have the Ambi-
wielding one prevents an e-shield from activating. dextrous perk.)
Energy Shields
Energy shields are highly priced but rare, typically
found only among wealthy priests, guilders, and no-
bles, or their more prestige enforcer squads. E-shields
project an invisible energy aura around the user (typ-
ically about an inch thick) that hardens to deflect im-
pacting attacks, blocking damage within a set dam-
age range (usually 5-10). If the aura is struck with less
than minimum force (0-4 in most models), the e-shield
fails to activate. If struck with greater force (typically
11+), the e-shield blocks up to its maximum amount
(the rest penetrates past it).
Since energy shields are not exactly uncommon
among nobles, most duelists fighting for honor or
revenge against an e-shield-wearing opponent rou-
tinely exercise restraint (see Chapter 1: Rules) by
pulling their blows (lowering their base damage by
spending 2 VP per -1 dmg). They whittle down their
opponent with a thousand cuts. This method also
allows duelists to better survive combats with terms
of “first blood.” Flamegun: Toss a number of coins equal to half
Tech Compulsion: Reckless the final amount of damage delivered by impact,
rounding down; otherwise, proceed as above.
BLEEDTHROUGH
BURN-OUT
Some attacks can still get through an e-shield’s ac-
tivated force field, such as a blaster’s plasma and a Multiple activations of an e-shield within the same
flamegun’s raw heat. round run the risk of burning out an e-shield. If the
Blaster: Flip a number of coins equal to the final number of activations in a single round exceeds its
amount of damage delivered by impact, flipping them lower impact threshold (usually 5), it must test for
after the attacker has spent any VP to boost it. For burn-out. Roll a d20; each e-shield is rated by a
each coin: burn-out goal number (13 for a standard e-shield).
Heads = 1 point of damage ignores the e-shield (in- Failure means the shield deactivates for a number
flict this damage on the wearer) of rounds equal to the amount of damage from the
Tails = 1 point of damage is blocked by the e-shield most recent attack.
236
INTRODUCTION
Example: Lady Dominique de Sutek wears a duel- detects a person’s “subtle” energy, a bio-spiritual field
ing shield. She is dishonorably attacked by a squad of that allegedly every living thing emits; sometimes, this RULES
soldiers firing rifles — seven different attacks within the is called an “etheric” or “astral” body that surrounds
same round! Luckily, her shield activates to block most the physical body. Regardless of how the reading CHARACTERS
of the attacks, but the sixth and seventh attacks push is done, the e-shield seems “intelligent” enough to TRAITS
the e-shield over its limit (its lower threshold of 5). The compensate for changes in the wearer’s clothing and
GM asks Dominique’s player to test for burnout. Her gear — so long as that load isn’t bulkier than its field TECHNOLOGY
goal is 13 for a dueling shield. The first roll (for the can handle. Some areas of the body are more expan-
OCCULT
sixth attack) is 7 — the shield activates. The second roll sive than others (hips, joints, head, feet, hands) to allow
is 15 — the shield burns out. Lady Dominque takes the for more space before the field is disrupted. Hands are
full brunt of the bullet — 7 dmg — and her e-shield will special: The field adapts and warps around gripped
not protect her for seven rounds. She curses and limps items without losing integrity. This mysterious techni-
behind the closest building, drawing her sword. cal feat is accomplished less often at TL6 (which means
antique e-shields won’t allow their wearers to
Attacks from the burst and empty clip wield large items and weapons be-
burst-fire maneuvers also prompt a cause they disrupt the field), but
test for burn-out (but not a three- this feature comes fully into play
round burst or spread attack). at TL7+.
Broad-area impacts also re- Standard e-shields wearers
quire a burn-out test. Falls that can’t wear backpacks and the
would normally cause you dam- like; that extra bulk inter-
age will trigger a burn-out test, as will rupts the shield over too
broad-area impacts like grenade wide an area. (Most nobles
and bomb blasts. Should the test wouldn’t sully themselves
fail, the e-shield still blocks the with such stevedore’s
damage but ceases to work for gear anyway; that’s what
a number of rounds equal to the servants are for.) Assault
damage amount. shields allow for backpacks
and belt-laden gear, so long as
FIELD INTEGRITY they don’t get too bulky: standard backpacks are okay;
hiking backpacks are over the limit. Battle shields al-
Energy shields limit their wearer’s bulk. You simply low for more bulk and gear, including heavy armor
cannot wear thick clothing and a ton of items and and the kind of load a soldier might carry into battle.
still expect the e-shield to activate. The technology There are no strict guidelines here; there are just
behind the e-shield’s invisible detection field is poor- too many items to consider. However, as a rough
ly understood in the 51st Century. Even the Second guideline, use these amounts for an e-shield wearer’s
Republic tech wizards who made the shields didn’t carrying allowance:
fully grasp how to extend the field very well. After e-shield Items Carried*
all, the tech was originally reverse-engineered from Antique 1L
stolen vautech.
When an e-shield is worn somewhere on the wear- Standard or Dueling 1 XL
er’s body — on the belt (typically) or as a fashion Assault 2 XL
accessory — it “reads” that person’s dimensions and Battle 3 XL
envelops them in a field that is constantly “on.” It * These are in addition to compatible armor and
detects any breach of its integrity. If the incoming whatever’s carried in the wearer’s hands.
energy — kinetic or energetic — meets the field’s low-
er threshold, it “activates” by hardening the field to
block the energy. If the energy is too strong, it will INCOMPATIBILITY
block up to its maximum threshold, but the rest will
beat down the field and get through. An energy shield’s force field conforms to the its us-
Just how it “reads” its user and envelops them is a er’s body but gives some additional wiggle room for
mystery. Certain Engineers, working with Eskatonic clothing and items. Not all e-shields are equally gen-
occultists, have theorized that the e-shield somehow erous. Armor is rated by the types of e-shields that
237
can be used while wearing that armor. If an e-shield
is not listed as compatible with that armor, then it
cannot activate when its wearer dons that type of ar-
mor. The armor is too thick and disrupts the subtle
field that envelops the e-shield wearer.
SHIELD DAMPER When the damper is turned on, it prevents all energy
shields within its area of affect from activating. Differ-
It makes sense that someone would eventually fig- ent models have different areas (minimum 3 meters,
ure out the best way to disable an energy shield. The maximum 60 meters). However, the larger the area,
most common method is a shield damper, a device the more energy used. Generally, a damper will work
that sets up a field disturbance on the same vibration- for one hour, if it covers a larger area, the duration is
al frequency as most energy shields. The frequency shorter. After the time is up, the damper burns out. Ex-
is invisible to most current tech devices designed to changing batteries will not make it work again; only a
measure energy fields. repair session with high-tech tools will do so.
Shield dampers are extremely rare and
quite illegal — no noble likes to think he
can be assassinated by any common thug
with a shield damper. Nonetheless, they
are sought out by nobles to use against
their rivals. Using a damper on a starship
can cause damage to the stardrives or even
jumpdrives — penalties for doing so usually
involve being tossed from an airlock.
Cost: minimum 5000 fb. Size: Medium.
238
INTRODUCTION
CHARACTERS
Sentients are defined by their tools. The Universal
Church insists that sentients also risk being enthralled Communications TRAITS
TECHNOLOGY
by their tools’ convenience. (e) = Encrypted. Intercepted communications can’t
While countless gadgets and services are available be understood unless the code is first broken (an ex-
OCCULT
across the Known Worlds and beyond, only a limit- tremely long-term task for cryptographers).
ed representation can be presented here. Most of the Intercepting transmissions: You can attempt to
more self-explanatory items and services only have intercept and view/listen-in on a transmission using
price listings, while more exotic items are granted the Interface-skill hack maneuver, so long as you have
more details. Each price listing represents either an a matching or similar device of the same TL.
individual specimen of the item, one service consulta- Sec: Lists the device’s built-in Resistance against
tion, or an average day’s work. transmission interception. A device manufactured
Costs are common guidelines; local factors could at a higher TL than the listed baseline gets +1 Resis-
alter them dramatically. In the Stigmata trenches, a tance per higher TL.
flea-ridden blanket could set you back hundreds of Rng: Lists the maximum distance (usually in km)
firebirds, while on Criticorum, a spare power cell and that transmissions may reach given optimal condi-
tool kit might be thrown in to close the deal on that tions. (The more massive and/or dense a blocking
laser rifle bargain. In the end, the GM sets the final object is, the more it will interfere with transmissions).
price of things. Tech Compulsion: Indiscreet
239
Energy (Fusion Cell) are gleaming, spotless paeans to Second Republic
durability, while others are still running on spit and
The Second Republic standardized its power needs gum… and occasional explosions are not unknown.
for most consumer devices into the fusion cell (TL6). Cost: 10 fb each (average 3 fb to recharge a cell)
These rechargeable batteries come in various sizes, Tech Compulsion: None
depending on their intended use, but they can all be Size Equipment types
recharged at a standard fusion power station. The XS Dueling e-shield, energy guns (blasters
Merchant League has kept some of the old fusion sta- or lasers), flux sword, whisper pin
tions running. You can find one in nearly any agora
on any planet in the Known Worlds. However, prices S Energy shields, squawker radios, porta-
for use vary, depending largely on the demand and ble think machines
how well-maintained the station is. Some stations M+ Small skimmers or hoverbikes
Entertainment
Tech Compulsion: Hypercritical
PASTTIME TL fb Effect
Fantasy box (Artificial Reality 5 1000 Allows immersion research maneuvers and choice
System) simulations; while in use, you are unaware of your
actual environment
AUDIO REPLAY SYSTEMS (Recordings are typically 10% of the player system
cost)
Gramophone/wax cylinder 3 10 Fragile; 10-45 minute recordings
Tape/laser disk/digital 4 20 Sturdy; 45-90 minute recordings
Photon/quantum 5 30 Indestructible; recordings of unlimited duration
Personalized symphony 6 50 Instantly (AI) generated personalized music; mood-
and-milieu reactive
News sheet 2 ¼ Read about current affairs
SHOW TICKET
Live
Troubadour 0 tip* Typical tip = ½ fb per VP spent on perform maneu-
ver
Band/troupe 0 1+TL* Typical tip = 1 fb per VP spent on perform maneu-
ver
Orchestra/theatre 1 5+[TLx2]*
Pre-recorded
Magic lantern show 3+ Equal to TL
Artificial reality show 5 10
VIDEO REPLAY SYSTEMS (Recordings are typically 10% of the player system
cost)
Moving picture projector 3 20 Fragile; 10-45 minute recordings
Television apparatus 4 40 Sturdy; 45-90 minute recordings
Magic lantern (holographic 5 60 Indestructible; recordings of unlimited duration
projector)
Wrist projector TL4+ TL x20 Allows viewings of up to 1 TL lower at a fraction
the size/system requirement
Viewscroll or Videobook 6 500 Super-thin video scroll (contains a public library’s
worth of info)
240
PASTTIME TL fb Effect INTRODUCTION
VICES RULES
Tobacco (weekly) 0 1-5
CHARACTERS
Pipe 1 2-10
TRAITS
Novelty item 1 TL x½
Make-up kit 1 TL x5 TECHNOLOGY
GAMING OCCULT
Pack of cards 2 1-5
Dice 0 ¼-2
Boardgame 1 2-20
MUSICAL INSTRUMENTS
General types
Drum 0 1+TL x5 (Full drum-kit = fb x5)
Wind 0 1+TL
String 1 TL x10
Keys 2 TL x20
Electric 4 x2 or x½ Allows acoustic (simulated) & non-acoustic sounds,
and audio effects
Specific items
Percussion suit 5 100 Smart-cloth jumpsuit with built-in drum-kit touch
pads
Magic flute 5 100 Projects holographic colors and shapes (simulated
synesthesia)
Phantom instrument 6 x100 Holographical display of a fully playable instru-
ment
Music collar 6 50 Translates voice into instrumental sound (substitute
Perform-skill Sing for Play)
Uvular auto-tune 6 50 Allows favorable Perform (Sing) rolls and a wide
variety of audio effects
* Noble/VIP ticket: x2 cost for additional services.
Fashion
Tech Compulsion: Pretentious
Clothes TL fb Effect
Sturdy workwear (lasts one 0 10
year)
— Winter-wear 0 x2
Heeled boots (pair) 1 3
Casual outfit 1 2
Evening clothes/Formal wear 2 5
— Clerical fashion 1 x2
— Guilder fashion 3 x3
— Noble fashion 3 x3 + noble
rank level
241
Clothes TL fb Effect
Smartcloth 7 x50 Dirtproof, self-repairing, fit adjusting, change color
as secondary action
— Fireproof 7 +75 Flameproof (+ ignore secondary fire dmg)
— Impenetrable 7 +50 per Gain +1 Body Resistance per 50 fb (max +3);
+1 R Hardproof
Accessories TL fb Effect
Finger ring (silver) 1 10
Necklace (silver) 1 20
Wristband/arm ring (silver) 1 16
Brass 1 /2
Gold 1 x2
Glass bead 1 +3-5
Semiprecious stone 1 +5-10
Gemstone 1 +10-100
Skilled craftwork 1 x2
Excellent craftwork 1 x3-x5
Masterpiece 1 x6-x10+
Mass-produced (in a workshop) 1 /2
Mass-produced (in a factory) 3 /5
Illumination
Tech Compulsion: Inerrant
Device TL fb Effect
Candle (XXS) 1 ¼ 3-12 hours
Torch (M) 1 1 20-60 minutes
Lantern (M) 1 2 50-100 hours (oil 2 fb; flame damage 2 + 2 sustained)
Everlight (M) 8 200 Centuries; always on
Fusion torch (S) 5 25 10 hours; sturdy
Living Expenses
Even in the 51st century, staying alive is a constant their own (profitable) land… or whose patrons supply
struggle for most people. Blessed are they who keep their food and lodging!
Rent/person Day Week
Dormitory bunk ¼ 1
Private sleeping capsule ¼ 1½
Private room (single)* 3 20
— Double* 2 10
— Group (4-6)* 1 5
--Elite suite*/apartment (all amenities) 10** 50**
Stables/barn (person) ¼ ½
Stabling (mount; incl. meals & grooming) 1 6
Vehicle parking (incl. basic security) 2 10
* Includes breakfast and one bath a week
** Entire unit (not per person)
242
Food and Drink TL fb INTRODUCTION
Medicals
MedPacks: MedPack is a catch-all term for any ing anything from one-man pocket bags to crew-supply
pre-prepared, sterilized, and comprehensively stocked cases, each with their own additional effects (see below).
medical emergency pack. They are particularly com- Surgery kits: Contains everything required to per-
mon among soldiers, expeditioners, and medical person- form complicated medical procedures. A surgery kit
nel. They’re essential for anyone who wants to efficiently is required to efficiently operate with Remedy; without
treat wounds with Remedy; without such supplies, rolls such supplies, rolls are unfavorable.
are unfavorable. Several types of MedPacks exist, includ- Tech Compulsion: Solicitous
Med Tech TL fb Effect
Autoleech (XXS) 5 10 Once/day: neutralize drug/poison and remove 1
drug/poison-induced state, but patient suffers 1 Vi-
tality wound. (Organic leeches do the same once/3
days and cost ¾ fb.)
Doctor’s bag (L) 2* 10 Remedy: +1 goal (20 uses)
Elixir (XXS) 7 10 Based on potency; see Healing in Chapter 3:
Traits. Does not count toward techgnostic over-
load.
Elixir autoinjector (XS) 6 25 Programmed to automatically inject 1 dose when-
ever wearer suffers a Vitality wound greater than
their Revival rating. (+10 fb to autoinject whenever
Vitality loss exceeds Size.)
Lancet (XS) 2 3 Keen surgical knife: +1 goal to Remedy operate (1
use); combat knife: 2 dmg + Hard
MedPacks
— Personal (XS) 4* 5 Favorable Remedy treat wounds & recover +1 Vitali-
ty if successful (1 use)
— Medic (M) 4* 20 Favorable Remedy treat wounds & recover +1 Vitali-
ty if successful (10 uses)
– Expedition (XL) 4* 100 Favorable Remedy treat wounds & recover +1
Vitality if successful (30 uses); halve potency of all
venoms and most poisons; purifies water & cures
allergy, indigestion, diarrhea
– NanoTech (L) 7 1000 Grants 1 instant Respite + 1 Vitality per 1 VP
spent (20 uses)
Surgery kit (L) 4* 200 Required to perform Remedy operate maneuver
Poison snooper (S) 5 100 Detects poisons listed in its data archive
* Lower-tech versions: -2 goal per TL lower. Higher-tech versions: +1 goal per TL higher (max +3). Prices
fall by 1/10th for every TL decrease and double with every TL increase.
243
Medical Care TL fb/day Effect
Rest (home care) 0 Food Allows Respite
— Bush care 0 Food+tip Allows Respite & unfavorable Remedy rehabilitate
— Primitive hospitalization 1-3 TLx3 Favorable Respite; unfavorable Remedy operate;
free MedPack included
— Advanced hospitalization 4 TLx5 Favorable Respite & Remedy rehabilitate; free Med-
Pack included
— High-tech hospitalization 5+ TLx10 Favorable Respite, & Remedy rehabilitate & operate;
free MedPack included (free Elixir instead at TL7)
244
INTRODUCTION
fortitude characteristic of your choice (Endurance, Vector: All substance effects assume administra-
Faith, or Will) vs. a Resistance equal to the sub- tion through the most efficient vector (typically injec- RULES
stance’s potency. Failure means you become ad- tion into the bloodstream). For less effective vectors
dicted to that substance. Henceforth, if you do not (such as oral consumption), reduce potency by 1 and CHARACTERS
get a dose of it at least once per week, you suffer ignore the first OD. TRAITS
its listed withdrawal state until you can get a fresh
dose. (A therapist using the Remedy rehabilitate ma- TECHNOLOGY
neuver can help you to break this addiction after a
OCCULT
week’s worth of rehab.)
Drugs whose potency rating is listed with an “(a)”
are less addictive, but still dangerous; halve the poten-
cy (rounded down) when testing for addiction.
Restraints
Tech Compulsion: Cruel (affects the owner/user, not the person being restrained)
Device TL fb Effect
Handcuffs 1+ TLx5 Vitality = TLx2 (Slamproof at TL2, Hardproof
at TL3, Flameproof at TL4, Shockproof at TL 5,
Laserproof at TL6, Plasmaproof at TL7); Sec = TL
Muster Chains 6 300 Vitality 13 (-proof vs. all properties); Sec = Hercu-
lean (e); remote pain-inflictor (instills Tormented
state for 1 turn per press of button)
Nano-futon constraint 7 600 A successful Fight + Dexterity action is required to
wrap the victim in the futon; break free with unfa-
vorable Str + Vigor vs. Tough Resistance; Vitality 8
(-proof vs. all properties)
Security
Gen = Gene-coded lock. Impossible to pick with maneuver. A device manufactured at a higher TL
matching TL tools; higher TL tools allow unfavorable than the listed baseline gets +1 Resistance per
Intrusion rolls. higher TL.
Sec = Security. This is the device’s built-in Re- Tech Compulsion: Industrious
sistance against Intrusion-skill attempts to open it. Vitality: This is the amount of damage the device
Electronic locks might require the Interface hack can endure before breaking open.
Device TL fb Effect
Gen-lock (door) 6+ TLx200 Full-body bio-scan; Sec = Severe (gen)
Ceramsteel magna-lock 5+ TLx10 Vitality 12 (proofed vs all properties); Sec = Severe
(requires hack maneuver to unlock)
Scrambler pad 5+ TLx20 Use Interface or Intrusion to open matching-TL or
lower-TL locks.
Thieves’ keys 1-4 TLx10 Use Intrusion to open matching-TL or lower-TL locks.
VSM perimeter guard 6 200 each 8 cm diameter remotely controlled (or area patrol)
spy orb; requires an Interface hack maneuver to
operate; Sec = Tough; innocuous (Herculean vs. in-
stinctual perception); capable of facial recognition,
IR & low-light vision, alarm, or silent warning
Wellesley lock (Scravers) 4 2 Enhanced padlock; Vitality 8 (Flameproof, Hard-
proof, Slamproof); Sec = Demanding (e); Scraver
tech (favorable for Scravers to pick)
245
Services for Hire
You can hire people for all sorts of things. You can a courtroom drama. Feel free to flesh out the NPCs
even hire out your own services. Below are some jobs hired by PCs. Don’t let them just be an entry in the
and the costs associated with them. ledger book. (Specialists tend to have goal numbers of
GMs: Any situation is an opportunity for dra- 13+ for their specialties.)
ma, whether it’s an argument at the barber shop or
Job fb Effect
Advocate (per week) 15-20 Each additional lawyer grants you one favorable roll during
court proceedings
Day-labor — unskilled ¼-1
Day-labor — specialist 1-10
Courier (per day) ¼-5 Travel costs (see Transports, below) and living expenses (see above)
must be covered separately
Hairstylist/barber (session) ¼-5+ You gain +1 goal for persuasion influence for the scene following
your styling.
Prostitute — streetwalker ½-3 Quick hookup
Prostitute — evening escort 5x Acceptable companion at society functions
rank
Slave* — unskilled 30
Slave* — specialist 100
Modifiers
Guild contract x2 Required for hiring guild restricted skill specialists.
Noble customer x2 Nobles are generally charged extra for service with flair and
style.
* While slavery is technically illegal under Imperial and Church law, it remains a systemic problem in the
Known Worlds. The Muster guild operates a particularly lucrative trade in indentured services contracts,
generational debt bonds, and prisoners (who are classified as property until their crimes are payed off).
Slavery remains common in backwater areas. Within al-Malik and Decados realms, slaves are a staple of
most elite (as well as many commoner) households.
Tools
Tech Compulsion: Industrious
Gear TL fb Effect
Standardized tool kit (L) 1-8 TLx10 TL specific. (Without proper tools, Tech Redemp-
tion rolls are unfavorable)
— Well-stocked workshop – x200 Relevant Tech Redemption rolls are favorable.
Spade (L) 1-3 TLx2
Sewing kit (XS) 3 1
246
INTRODUCTION
CHARACTERS
Think machines (computers) were once so common well beyond commoners’ reach. In any case, the vast TRAITS
that even children regularly used them. This is no lon- majority of serfs are too invested in Church dog-
ger the case. The Universal Church strictly controls ma to even consider trafficking with the accursed TECHNOLOGY
computers within its sphere of influence, restricting “self-thinking machines.” After all, aren’t they just
OCCULT
think machines to specialist priests and sanctioned like unreflective demons?
staff, but the Church struggles to enforce its ban in
noble and League territories (especially among the
“tech-martyrs”). Beyond Church territories, govern- Using/Coding
ments often hide their computer and networking ca- Most think machines are designed with a user inter-
pabilities, restricting access to their own agents. face, allowing almost anyone to use them without
Freemen and the elite can typically employ simple needing the Interface skill. Some, however, are de-
computer systems at a TL up to that of the environ- signed to require some understanding of their work-
ment they were raised in — a rural upbringing proba- ings to be able to get them to perform their functions.
bly means fewer computer skills than a cosmopolitan Low-TL think machines tend to be clunky and
schooling. Interaction beyond basic consumer use counterintuitive to use while featuring less evolved
requires the restricted Interface skill and the Think security measures. High-TL versions, however, are
Machines capability. more user-friendly, harder to hack, and more com-
Serfs, on the other hand, are routinely denied access plicated to code.
to and education on think machines. Consequently, Below are the Resistances for using and coding
they struggle with anything but the most user-friendly think machines based on their tech levels. Coding has
computers and automated systems. To make matters an additional complication: languages. (See Computer
worse, many facets of most serfs’ lives are aided in some Tongues directly below.)
way (or even controlled) by think machines. Industri- TL User-friendliness Coding Complexity
alized serfs in particular slave ignorantly under think 4 Demanding Easy
machine rule, believing their work schedules and pro-
ductivity analysis come down from some unseen boss; 5 Demanding Hard
only when the Universal Church comes a-knocking do 6 Hard Demanding
flesh-and-blood foremen materialize. 7 Hard Tough
As with weapons and civil liberties, elite factions 8 Easy Severe
strive to restrict commoner access to information,
going so far as to artificially inflate prices at their
own expense, placing think machines and networks Computer Tongues
Think machines possess language. Part communica-
tion with compatible “minds” and part computing
DNA, these languages grant power over thinking
machines similar to how psychics and symbiots con-
trol their victims. The superstitious conceive of these
coding languages as words of power controlling the
machine minds inscribed with their sigils.
Throughout history, a variety of computer
“tongues” have been used, many of which are still rel-
evant in the 51st century.
You don’t usually need to know a think machine
tongue to use a think machine, but you do when you
are coding for it. This language acts as a lore capa-
bility: without it, your rolls to code are unfavorable.
Unlike a capability, you gain knowledge of one think
machine coding language for every Interface rank
you have. You can also elect to devote a capability to
a think machine language.
247
Language TL Faction Use
Antiquanautae 4-5 Scravers The archaic language of simple First Republic machines was
based on basic 21st-century computing traditions; virtually only
Scraver specialists can read such a quaint computing tongue
anymore.
Suprema 5 Universal Suprema was the original Diaspora computing language, replacing
Antiquanautae. Very accommodating and agile, Suprema gives
users +2 goal for all Interface rolls with Suprema-based computers.
Constantinople 5 Reeves This is the computer language of records and lists, created by
the Reeves to maximize their bureaucratic powers. Experts
debate whether Constantinople is deliberately confusing or just
shockingly poorly constructed. Any work done on Constanti-
nople coded think machines takes twice as long as usual (and
Reeves bill by the hour). All rolls made when using or coding
Constantinople computers are unfavorable unless you possess
the Reeves Lore capability (and thus understand some of their
bureaucratic methods).
Ië 5 Ur-obun The obun computing language is confusing and poorly un-
derstood by non-obun. Ië uses complex symbolism and in-
stinct-based reasoning that resembles a ceremonial tongue
rather than programming codes. It bears a striking resemblance
to obun religious texts and temple sermons. Any Wits-based
work becomes Intuition-based instead, and all rolls made for
using/coding Ië computers are unfavorable unless you possess
the Obun Lore capability.
Lex V.V 5 Church A corrupted and sanctified form of Suprema, Lex V.V is a cum-
bersome and confusing language that translates Suprema into
Church Latin. It’s run through theological symbol-encryptions
and obfuscated by initiatory keys. As the only computing lan-
guage sanctioned by the Universal Church, Lex V.V is specially
designed to confuse the logic-matrices of artificial and unreflec-
tive intelligences. All rolls made using/coding Lex V.V comput-
ers require the Read Latin capability, and they’re unfavorable
unless you also possess the Church Lore capability. Golems, AIs,
demons, and other unreflective intelligences suffer the Penalized
state while working with Lex V.V computers. Users familiar with
Suprema gain +1 goal on Interface rolls.
Link 5-8 Golems Golems and true-AIs all run on this very sophisticated comput-
ing language. Said to combine neurology, psychology, and DNA
sequencing with hard programming and high-level logics, Link
is incomprehensible to most. All rolls made using/coding Link
systems are unfavorable unless you possess the Artificial Intelli-
gence Lore capability. Technical interactions with golems using
Turing, Suprema, Lex V.V, or Ië rather than Link are possible,
but the Resistance is doubled.
Turing 6 Engineers Based on Suprema, Turing is a hyper-sophisticated coding
tongue jealously guarded by the Engineers. It contains numer-
ous built-in traps and pitfalls to guard against unauthorized use.
All rolls made using/coding Turing computers are unfavorable
unless you possess the Engineers Lore capability. A critical miss
shuts you permanently out of the system unless you possess
Engineers Lore and knowledge of Turing. Users familiar with
Suprema gain +1 goal on Interface rolls.
248
INTRODUCTION
Computer Networks RULES
While most 51st century think machines are far su-
perior to 21st century computers, communications CHARACTERS
infrastructure is abysmal. Moreover, knowledge is TRAITS
power, and information is empowering. Thus, plane-
tary governments strive to restrict access to network TECHNOLOGY
resources. Listed below are the ideal systems that
OCCULT
some localities might see at different tech levels.
The harsh reality is that these systems routinely
go down, either due to technical error or out-
right sabotage (from rivals, criminal syndicates,
rebel insurgents, would-be inquisitors, etc.) and
might take days or weeks to get back up and
running.
TL Network
4 Extremely limited intranets and restricted city networks may exist, available to specially approved
government users only. They are weak, unstable, and badly in need of maintenance.
5 City-wide networks are common and fairly stable but restricted to government users and specially
approved League technicians.
6 League-run city-nets are commonplace, but heavily surveilled by government agents (a service often
leased to the guilds). Limited access is available for 10fb/month. Government controlled satellites al-
low limited planet-wide networks, but these are restricted to the government and League technicians.
(Any guilder can buy deep access, although their user-ID is closely monitored… by other guilders.)
7 Planetary, satellite-supported networks are universally available for 5fb/month. For an additional
10fb/month, access can be extended to nearby celestial objects (expect a 10- to 30-minute delay per
AU). Net use is closely monitored by guild specialists.
8 A world-wide network is readily available and often free. However, governments surveil everything,
routinely selling user data to guilds for targeted advertisement and infomercials. Government and
military nets are extremely powerful and hardy, although they’re usually overseen by guilders. Ul-
tra-secret, psi-mind, and computer-share networks are possible, although no government would ever
(admit to) be dabbling in such deviltry.
249
Devices
Think machines take various forms, classified by func-
tions. All function types are available at multiple TLs.
Higher-TL versions are stronger and more demanding.
Tech Compulsion: Inerrant
Device TL fb Functions
Accountant 4+ TLx100+200 Rolls for math are favorable.
Data Storage 4+ TLxTL Stores vast amounts of data (TL in terabytes or more);
compatible with most same-TL devices.
Facial Scanner 5+ TLx100+200 Stores vast number of faces (+irises, DNA, scents, and
thought-patterns at higher TLs); recognizes all un-disguised
faces. Reduce Resistance to pierce a disguise by TL-3
Library 4+ TLx200+600 Searchable database of vast content (TLx1000 books);
allows Academia research of TL-relevant subjects; halves
research time.
Advisor 5+ TLx300+600 Grants a number of Lore capabilities equal to TL.
Life Coach 4+ TLx200+100 Favorable goal rolls for 1 coach-prepared (non-combat)
task. Planning time: 3 hours at TL4; 1 hour at TL5; ½
hour at TL6; 10min at TL7; 1 round at TL8.
Mapper 5+ TLx100+200 Records habitation, positioning, geology, and environ-
ments to create ever-expanding maps; typically comes with
a number of pre-programmed world maps equal to TL
(often centuries outdated). Also grants favorable Survival
and orientation/navigation rolls (or just +2 goal if the data
is outdated); add +2 goal if the user has access to current
and functional government satellite networks (usually
restricted).
Adjunct 4+ TLx50 This basic handheld computer device allows text-work,
calculation, networking, music-&-art projects, audio/video,
system diagnostics, coding, troubleshooting simulations,
security, and more. Actions take twice as long but are
favorable. (Both cable and wireless interfaces are available
for same-TL devices/systems.)
Secretary 5+ TLx200+100 Records/registers user experiences (video, audio, sched-
ules, notes, & statistics); you get favorable rolls for relevant
Academia actions.
Targeting Systems 5+ TLx100+200 Guides firearms and heavy weapons attachments (vehicle
sized/stationary at TL4; L attachment at TL5; S at TL6;
XS at TL7; XXS at TL8). You get +2 goal on your first
turn aiming (still max+3); ignore environmental conditions.
250
INTRODUCTION
Transports RULES
CHARACTERS
Transportation is the key to commerce, exploration, hicle collided with. The damage depends on the TRAITS
and civilization itself. For some, transports are a vehicle’s speed. In the case of pursuits, use the fol-
means to an end. For others, their transport defines lowing chart. (Otherwise, assume 1 damage per 10 TECHNOLOGY
who they are… or aspire to be. kph: colliding with a stationary building at 100 kph
OCCULT
The Known Worlds have thousands of modes inflicts 10 dmg.)
of transportation, catalogued below in a few sim- Speed Class Damage
ple categories: mounts (ridden beasts), beastcraft Sluggish 1
(beast-pulled transports), landcraft (motor vehicles
driving on or hovering over ground), watercraft Slow 3
(water-going transports), and skycraft (aircraft and Steady 5
near-orbital transports). Space travel and space- Fast 8
craft are covered in the Starships section at the end Racing 12
of this chapter.
Jet 18
251
Transport Intown Regional Continental Intercont. Orbital Interplanet Gate Jump
Beastcraft ¼ fb 1 5 n/a n/a n/a n/a
Watercraft ½ fb 2 5 10 n/a n/a n/a
Landcraft 1 3 8 15 n/a n/a n/a
Railroad 1 2 5 10 n/a n/a n/a
Aircraft 3 5 10 20 n/a n/a n/a
Moonbus/ n/a n/a n/a n/a 5-10 fb 10+AUs n/a
shuttle
Starship n/a n/a n/a n/a (included) 5+AUs 100
Vehicles
Kph = kilometers per hour, listing how much Except for mounts, a successful Tech Redemption ju-
ground the vehicle can cover in an hour of travel. ry-rig maneuver can restore 1 Vitality per 1 VP spent, al-
Vitality: Measures the amount of damage the though this repair is only temporary, just enough to keep
transport can take before it becomes inoperable. In the thing moving. This assumes proper tools (if not, the
the case of beastcrafts, the vehicle’s Vitality is listed. roll is unfavorable) and repair materials. (Most vehicles
(See Mounts below for the draft animal’s traits.) come with a basic repair kit in a trunk or compartment.)
252
INTRODUCTION
Mounts RULES
Beast Speed* Carry** Vitality Size fb (food) Attacks/Special
CHARACTERS
Brute Sluggish (4/6 kph) 400 kg 19 8 20 (5) Skunk Spray***; 2 Body
Resistance TRAITS
Camel Steady (15/55 kph) 200 kg 22 7 500 (4) Bite: 8 goal, 1 dmg; Ram: 6 TECHNOLOGY
goal, 3 dmg
OCCULT
Donkey Slow (8/40 kph 75 kg 18 6 25 (½) Bite: 10 goal, 1 dmg; Kick:
8 goal, 3 dmg
Pheriza Steady (15/55 kph) 150 kg 25 7 800 (10) Acid spit: 14 goal, 5/10 rng,
lizard 2 dmg + 2 sustained
Riding horse Steady (10/50 kph) 100 kg 20 7 200 (6) Bite: 9 goal, 1 dmg; Kick: 7
goal, 5 dmg
War horse Steady (8/40 kph) 150 kg 21 7 1000 (10) Bite: 12 goal, 1 dmg; Kick:
10 goal, 6 dmg
Vuann steed Steady (10/65 kph) 20 kg 16 7 20 (2) Bite: 9 goal, 1 dmg; Kick: 9
goal, 4 dmg
* Speed in kph is walk/run.
** In addition to a rider.
*** Anyone without breathing protection who is caught in the 1-meter radius cloud at the brute’s rear is
Nauseated for 3 turns. Even with breathing protection, you stink for the next 3 hours: influence rolls are
unfavorable against anyone without breathing protection.
Brutes: These docile herbivores native to Byzan- Vuann: This horse-sized, flightless bird is native
tium Secundus have become a favored draft beast on to Velisamil, although it’s found in obun and ukari
most worlds. Easily startled, brutes spray a foul, skunk- communities throughout the Known Worlds. Obun
like secretion behind them as they flee. (Domesticated breed vuann for a variety of uses; the listed beast
brutes are often bred to be less jumpy and have their is a muo or “battle steed.” Their wing-assisted leap-
stink glands removed.) While rarely ridden, brutes can ing runs make vuann among the fastest sprinting
haul a ton of cargo and are relatively cheap to keep. mounts.
Pheriza: The riding lizard of Kish, pheriza have Urthish Beasts: While humankind settled hun-
spread to desert communities on Pyre and al-Malik dreds of worlds during the Diaspora, encountering
worlds. Averaging at about 2.4 meters long, they have innumerable alien animals, they usually relied on
sucker-like pods on their toes. Pheriza travel unhin- imported Urth animals for livestock, pets, and beasts
dered across sand and steep terrain, and they have of burden rather than trying to tame unfamiliar na-
a legendary tolerance for heat. They also preserve tive critters. As a result, Urth beasts (as well as pests)
their body water almost as efficiently as camels. Pher- spread to every world where humans settled (often
iza spit caustic acid when threatened (and sometimes to devastating effect for the local ecosystem). To-
when annoyed). Domesticated pheriza usually have day, they’re an integrated part of the fauna of all the
their caustic sacs removed. Known Worlds.
Beastcraft
Craft TL Speed Cargo Vitality Armor Day Rng fb (fuel) Features
Brute cart 1 Sluggish (4 kph) 1 ton 20 0 50 km 10 (10) (2 brutes)
Stagecoach 1 Slow (8 kph) 1 ton 24 0 100 km 40 (24) (4 horses)
253
Landcraft
Craft TL Speed Cargo Vitality Armor Day Rng fb (fuel) Features
Rickshaw 3 Slow (8 kph) 5 kg 4 0 45 km 10 (food)
GROUND BIKES
League Auto Quadbike 4 Steady (70 kph) 75 kg 10 0 280 km 1000 (28) Autopilot: 8 goal
Masat-50 roadbike 4 Steady (65 kph) 20 kg 10 0 200 km 750 (20)
GROUND CARS
Hazat AT Rover (SUV) 4 Fast (110 kph) 100 kg 32 6 250 km 2500 (25)
Hazat Transport (truck) 4 Fast (95 kph) 2 ton 40 6 300 km 3000 (30)
League Auto Luxury Coach 4 Fast (130 kph) 300 kg 24 6 120 km 3000 (15) TL4 Mapper think machine;
Autopilot: 10 goal
League Auto Street Carriage 4 Steady (80 kph) 20 kg 16 2 300 km 1500 (30) Autopilot: 8 goal
Shodan Off-Roader 4 Fast (95 kph) 1 ton 40 4 250 km 2500 (25) TL4 Mapper think machine
SKIMMER — Hoverbikes
Lancety Pegasus-250 5 Racer (400 kph) 10kg 12 0 450 km 9000 (18) TL5 Mapper think machine
Mestengo Rover 5 Racer (300 kph) 10kg 12 0 500 km 7000 (20) TL5 Mapper think machine
Tulanian Glidercycle 5 Fast (200 kph) 10kg 10 0 200 km 4500 (8) TL5 Mapper think machine
SKIMMER – Hovercars
Juandaastas Slider 5 Racer (375 kph) 20kg 14 2 350 km 15k (14) TL5 Mapper & facial scanner
(driver recognition) think machine;
Autopilot: 14 goal
Lionheart Sedan 5 Racer (300 kph) 100kg 16 3 250 km 7000 (10) TL5 Mapper think machine;
Autopilot: 12 goal
Lionheart Carriage 5 Fast (120 kph) 100kg 10 0 300 km 2000 (12) TL5 Mapper think machine;
Autopilot: 12 goal
Masood Griffon Aircar 5 Racer (480 kph) 20kg 18 2 400 km 10k (16) TL5 Mapper think machine;
Autopilot: 13 goal
SKIMMER – Hoverpack
Typical hoverpack 6 Steady (80 kph) 0kg 6 0 75 km 7000 (4) Requires Hoverpack capability +
Pilot skill
Watercraft
Craft TL Speed Cargo Vitality Armor Day Rng fb (fuel) Features
Tollefsen Tanker 4 Steady (50 kph) 30k ton 70 5 3000 km 200k (300) 30 passengers (+2/cargo ton forfeited)
Baosi motor yacht 4 Steady (80 kph) 1 ton 30 2 100 km 42k (10) 8 passengers
Challat sailboat 2 Slow (30 kph) 20kg 14 1 Infinite 5000 (0) 2 passengers
Tesla paddlewheel 3 Slow (30 kph) 20 ton 20 1 300 km 8000 (30) 200 passengers
Skycraft
Craft TL Speed Cargo Vitality Armor Day Rng fb (fuel) Features
AIRPLANES
Dirigible 3 Steady (80 kph) 500 kg 20 0 500 km 5000 (50) 60 passengers
Cargo plane 4 Racer (400 kph) 10 ton 30 2 1000 km 15k (100) 4 passengers (+2/cargo ton forfeited)
Propeller flyer 4 Fast (160 kph) 200 kg 10 0 500 km 7000 (50) 2 passengers. Often a seaplane
Jet plane (personal) 4 Jet (1000 kph) 100 kg 20 2 1000 km 12k (200) 1 passenger
Jumbojet (carrier) 4 Jet (1000 kph) 400 ton 50 3 10k km 200k (2k) 60 passengers (+1/cargo ton forfeited)
HOPPERS (space shuttles)
L.A. Flying Oxen 5 Racer (640 kph) 20 ton 24 7 3000 km 15k (120) 4 passengers (+2/cargo ton forfeited)
Wagon of Paulus 5 Racer (500 kph) 20 ton 20 10 5000 km 15k (200) 3 passengers (+2/cargo ton forfeited)
FLITTERS (anti-grav planes)
Krusler air yacht 6 Supersonic (1200 kph) 2 ton 24 6 3000 km 25k (120) 4 passengers (+2/cargo ton forfeited)
Tanic Solar Racer 6 Supersonic (1600 kph) 500 kg 20 4 2000 km 40k (80) 2 passengers
254
INTRODUCTION
Starships RULES
CHARACTERS
Julia Abrams smirked and gestured at the sensor readouts. “No way can they find us here. This TRAITS
asteroid is one in a million, and we’re stuck to it like a Madoc lamprey.” She leaned back and laced TECHNOLOGY
her hands behind her head.
“Don’t Madoc lampreys stay latched onto a corpse even after it’s dead, even after they start to OCCULT
starve?” said Cardanzo, his brow furrowed.
Julia shrugged. “Beats me. I’m just saying —” Alarms blared from her console. “Shit!” She leaned
forward, hitting various switches before she reached for the joystick.
“Don’t tell me,” Cardanzo said, latching his seat harness. “They’ve detected us.”
“One in a million, damn it! We were one in a million!” Julia yanked back on the joystick. The ship
lurched as the grav plates temporarily lost power during sudden acceleration before coming back online.
“Uh, hey,” Julia said, flipping on the speaker channel, “you guys might want to hold on to something back
there. Until Sanjuk finishes the rewiring, those plates are going to be going on and off while I do some fan-
cy maneuvering here.” She flicked the channel closed and turned back to smile at Cardanzo. “I got this.”
An explosion off their starboard hull jolted them. Cardanzo raised his eyebrows.
“Lucky shot,” Julia said, turning back to give her full attention to piloting. “The shields will hold.”
She then muttered under her breath, barely loud enough for Cardanzo to hear her: “Saint Paulus
preserve us. I swear, I’ll pay back that debt I owe Alustro. Just get us out of this….”
255
Explorer Escort
Travelers use these ships as couriers, as well as for Used to defend against pirates (usually raider ships).
exploration expeditions and stealth recon in enemy The example below is based on the Merchant
space. Explorers usually have only one gun at most League Sentry style escort.
(usually turret mounted). They’re graded for landing Engine Class: Fast (5 days to jumpgate)
on planets. Sensors: Basic 5
The example below is based on the Hawkwood
Wayfarer style of explorer. PEOPLE
Engine Class: Fast (5 days to jumpgate) Crew: Captain, pilot, navigator, engineer, 7 gun-
Sensors: Basic 4 ners (optional: the turret can be run by a think ma-
chine program — 3000 fb)
PEOPLE Marines: 5 (typical quality: 4)
Crew: Captain, pilot/navigator, engineer, gunner Passengers: 1 (2 double-bunked)
(optional: the turret can be run by a think machine
program — 3000 fb) SECTIONS
Marines: 0 Bunkrooms x3 (4-persons each); bridge; captain’s
Passengers: 3-6 cabin; cargo holds x2 (15 metric tons each); confer-
ence room; engineer’s cabin (1-person); guest cabin
SECTIONS (1-person); mess; pilot/navigator cabin (2-person);
Bridge; cabins x3 (1-person); captain’s cabin; cargo tech lab
holds x2 (10 metric tons each); mess; passenger cabins
x3 (2-person) SYSTEMS/ARMAMENTS
Engines, gun deck (port: grapple gun, laser x2), gun
SYSTEMS/ARMAMENTS deck (starboard: grapple gun, laser x2), maneuver jets
Grapple gun (fore), engines, maneuver jets (x4), (x4), shields (x2), turret-mounted laser (360°)
shields (x2), turret-mounted laser (360°)
Raider Hauler
The most common freighter configuration is a small
Used as traders and pirate ships, raiders can combine ship that attaches to a preloaded cargo container.
forces to take on frigates. The example below is based on the Merchant
The example below is based on the Decados Reap- League Caravan style freighter.
er style raider. Engine Class: Fast (5 days to jumpgate)
Engine Class: Fast (5 days to jumpgate) Sensors: Basic 3
Sensors: Basic 5
PEOPLE
PEOPLE Crew: Captain, pilot, navigator, engineer, gunner
Crew: Captain, pilot, navigator, engineer, 5 gun- (optional: the turret can be run by a think machine
ners (optional: the turret can be run by a think ma- program — 3000 fb)
chine program — 3000 fb) Marines: 0
Marines: 4 (typical quality: 3) Passengers: 3
Passengers: 0
SECTIONS
SECTIONS Bunkroom (3-person); bridge; captain’s cabin; cab-
Bridge; Bunkrooms x3 (2-person each); captain’s cab- ins x2 (2-person); cargo hold (330 metric tons)
in; cargo holds x2 (5 metric tons each); conference
room; crew cabins x 3 (2-person each); mess SYSTEMS/ARMAMENTS
Engines, maneuver jets (x2), shields (x4), tur-
SYSTEMS/ARMAMENTS ret-mounted laser (360°)
Engines, gun deck (port: grapple gun, laser), gun deck
(starboard: grapple gun, laser), maneuver jets (x4),
shields (x2), turret-mounted laser (360°)
256
INTRODUCTION
Transport (Small) CARRIERS
These are rare in the Known Worlds, but they’re RULES
Now that stellar pilgrimages are becoming more com- known to be used by Kurgan barbarians. Their decks
mon, the market has adapted to provide cheap trans- launch small fleets of short-range fighters. CHARACTERS
ports for the flocks of the faithful. While the well-off TRAITS
can travel by luxury liner, commoners are consigned to
the less comfortable rag-tag fleets of converted trans- JUMPDRIVES TECHNOLOGY
port ships. This particular example is a small hauler AND SATHRA DAMPERS OCCULT
(see above) whose detachable cargo hold has been
modified to carry people rather than tonnage. Instead To be able to travel through a jumpgate to
of private bunks, rows of crash seats accommodate up a distant star system, a ship needs a jump-
to 20 passengers and their personal belongings, leaving drive. The “drive” isn’t so much a thrust en-
some room for light cargo bound for distant markets. gine as a field emitter, enveloping the ship
Some ships also offer a shipboard priest to tend to the in an energy field that somehow, someway
pilgrims’ needs on the journey. In the case of Church resonates with the jumpgate’s energy vortex,
transports, these are usually young mendicants or fri- allowing it to be transported to the destina-
ars. On League or independent ships, these are often tion opened by the jumproute coordinates in
priests who fell afoul of Church politics and could not a single piece. Large ships have larger fields
get a proper posting to a cathedral or chapel. and can sometimes fit other ships within
Use the same traits as the hauler shown above, ex- their penumbra, although this takes care-
cept that it can carry 20 passengers in the transport ful piloting. Straying outside the penumbra
section (that is, the remodeled cargo hold), and its during a jump results in the non-jump-capa-
cargo capacity is 100 metric tons. ble ship disappearing altogether… or arriv-
ing in pieces.
Acquiring a Ship
CRUISER
A cruiser is a capital ship capable of bombarding a
planet’s surface from space.
Whether or not a troupe has control of a spaceship
DREADNOUGHT is up to the gamemaster, based on the needs of their
The largest military ship is the dreadnought. Most epic. If they decide the troupe gets one, it’s usually
royal houses have only a handful of them. through one of the following means.
257
COMMISSION tion. Even at the height of the Emperor Wars, when
The troupe does not own their ship; they use and care for privateers regularly sold captured ships, they rarely sold
it in trust for its actual owner, who is usually a high-rank- to individuals. The factions, be they noble, merchant, or
ing member of the troupe leader’s faction. They must religious, bought the vast majority of these.
pay for upkeep, but often the owner might help with This means that troupes wanting to own and crew
these costs. Example: A Questing Knight troupe might their own ships usually need to gain the backing of
be given an explorer by the Imperial administration in one of their member’s factions. In return, they’ll be
return for performing missions and tasks for the Em- expected to use that ship for one or more missions for
peror in dangerous barbarian space. Rumors that the that faction (the bigger the ship, the more the mis-
Imperial Eye places listening devices on all Questing sions), until their social-capital debt is paid off.
Knight vessels are patently false, though the quality of But that is in addition to the cold, hard firebirds the
these ships has often been less than stellar. ship’s current owner will want. The chart below lists
the typical costs for four different ship classes. Some
INHERITANCE ships can cost considerably more, if they’re well-fitted,
One or more of the troupe members has inherited a while a few might cost less if they’re in need of repair
ship. They own it, but they also own all its costs for up- or a thorough hull-rat extermination procedure.
keep. If it’s a family heirloom, it might be expected that Characters with the Riches perk can take out a loan
the inheritor will hand it down to another generation instead of paying the full cost. The chart lists the min-
when the time comes, so long as it stays in the family. Ex- imum level of that perk needed to qualify, and the
ample: A Charioteer inherits his father’s small freighter firebird cost rises by 20% due to interest. Half of the
and is expected to keep up the family business of trading character’s listed annual income for their Riches perk
among the stars. Of course, sometimes this means the must be applied annually to paying off the loan (i.e.,
troupe inherits the relative’s enemies (and debt collec- 5000 per year for a Wealthy character). Failure to pay
tors). Stories that the relative’s ghost sometimes refuses can mean anything from a rise in interest rate to a
to leave the ship are surely peasant folklore. leg-breaking warning to confiscation of the ship.
Troupe members can pool their levels together to
PIRACY co-sign for the loan (this is required to be able to af-
Surely no troupe member would ever steal a space- ford an escort). For example, a character with Well-
ship. It must all be a misunderstanding. Still, no Off Riches can team with a character with Good
matter how much the troupe’s spiritual advisor may Riches (for a total of three levels of the Riches perk) to
counsel otherwise, far too frequently this seems to match the equivalent of Wealthy.
be how the troupe gets their hands on one. Perhaps Ship Class Firebird Cost Riches Perk
they have the noblest of intentions, only stealing from Explorer 70,000 Wealthy
pirates. Perhaps a noble has managed to procure a
letter of marque for the troupe to act as privateers Raider 100,000 Rich
against the Vuldrok, and they took a vessel as prize. Escort 120,000 Filthy Rich
Or perhaps, in desperate haste to get off a suddenly Hauler, light 100,000 Rich
antagonistic planet, they put rapiers to the throats of Hauler, fast 120,000 Filthy Rich
the crew and demanded their ship. Now, while the
troupe does have a ship (often needing repairs and
lacking a full crew), they also have a new host of en- JUMPKEYS
emies and suspicions. Let’s also hope the troupe has
a highly qualified engineer to ensure the engines are Owning a ship doesn’t mean a troupe has any jump-
not booby trapped, the shields are functional, and the keys. They’ll need one or more of those to travel from
Sathra damper is working. one system to another. While Charioteers graduate
their apprenticeships with a single jumpkey, a troupe
MONEY will have to acquire others on their own, through
Starships are invaluable. They usually cannot be bought gameplay on adventures, missions, or crimes.
for money alone — although they do cost a lot of mon-
Stellar Distances
ey. Most owners won’t simply sell a ship to an individ-
ual; they’ll also want some favor or arrangement with
the prospective buyer’s faction. This could be a trade
contract, a dispensation from the Church, a promise of Space is measured in astronomical units (AU). One
protection, or anything someone well-off enough to be AU is the distance from Urth to the Sun. Most jump-
able to sell a ship might need from a powerful institu- gates are about 70 to 100 AU distant from their sys-
258
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Sensors
outside of near (visual) range and up to maxi-
mum sensor range (based on the ship’s sensor’s
rating; 1 AU per rating). Objects can be detected
by most sensors and possibly identified. Pursuits Space is big. Unbelievably big. That means it’s not
can begin at this range (see below). always easy to see what’s out there. A ship’s sensor
Distant — The target is outside sensor range. Nav- array determines the range at which other objects (in-
igation to extremely distant objects relies on star cluding enemy ships) can be detected, as well as the
charts. quality of detail that can be read.
259
A sensor array is given a rating from 1–10: the Speed is simplified into three factors: stopped (no
shortest distance is 1 and the longest distance is 10. movement), partial thrust, and full thrust. When a ship
Each rank represents the distance in AU that the sen- is stopped, all of the ship’s energy shields are available
sors can read. A rating of 1 means the ship can detect to deflect attacks. As the ship adds thrust, some shields
things up to 1 AU away. Beyond that, it must rely on become occupied dealing with debris, so that at partial
star charts to know what’s out there and where every- thrust only half the shields are available to block enemy
thing is. Of course, the charts only apply to predict- fire. At full thrust, all shields are occupied against de-
able objects, like planets and known comets; starships bris and cannot protect against enemy fire.
don’t show up on charts. Each available shield can block a single gun attack
There’s also the quality of the sensors to consider once per round, completely deflecting all damage
in determining the level of detail they can divulge. from that volley.
Basic sensors can provide rough extrapolations, Speed Energy Shields
enough to identify a ship’s class but not its particu- Stopped All available
lar faction’s unique configuration. For instance, you Partial thrust ½ available
can identify an explorer, but not whether it’s the cy- Full thrust None available (all are oc-
lindrical Hawkwood model or the more raptor-like cupied vs debris)
Decados type. Military sensors are more precise, Example: An explorer has two shields. When stopped,
providing exact identification of other ships but both are available. At partial thrust, one is available. At
fewer details about other stellar bodies like planets. full thrust, all are occupied, none are available.
Second Republic sensors, although rarer, provide al-
Shipboard Gravity
most everything you’d want to know about anything
within their range.
Sensor Array Rating* Information
Basic 1-5 Detect ship class** and Ships maintain their own internal gravity, thanks to
speed, rough planetary miraculous gravity-plate technology originally sto-
info len from the vau. They’re placed in the ceilings and
fused with the hull. When powered on, they create an
Military 1-7 Detect class, faction, invisible repulsion field that exerts force downward,
speed, ship systems, simulating 1 G of gravity. The field compensates for
planetary details increased thrust, fast spin, or sudden vector changes,
Second 1-10 Detect class, faction, so the crew is not flung around every time the ship
Republic ship systems, sec- changes course. Cruder models on cheap ships some-
tion-layout, crew num- times have a slight “hiccup” when adjusting to such
bers, planetary details forces, forcing the crew to “buckle up” for rough rides.
* 1 AU range per rating More advanced models can alter the force for less
** Detected at far and distant ranges; at close and or slightly more gravity, and all models can be turned
near range, a ship’s class and faction can be identi- off to produce zero-G in stopped ships. (A moving
fied visually ship presents a degree of force from its thrust, but it’s
sideways to the normal up-and-down direction in-
Energy Shields
tended by most ship designs.)
Removing a grav plate from its hull is a major oper-
ation that requires a shipyard.
Spacecraft that travel too fast risk damaging their
Combat
hulls. Energy shields are dedicated to deflecting the
debris that is naturally scattered throughout space.
As a ship moves faster and faster, it encounters more
and more debris, requiring more of its shields to be Combat in space between spaceships is a big topic. For
dedicated to deflection. If all the shields are used up simplicity’s sake, you can resolve it similar to vehicle pur-
and the ship keeps accelerating, debris will begin im- suits. In Fading Suns, guns are used mainly to disable a
pacting the hull. This tends to put an upper speed targeted ship’s sections — such as engines and maneuver
limit on starship chases. Still, a capital ship such as a jets, as well as guns — which then allows the attacker
cruiser or dreadnought has so many more shields, as to approach and send over boarding parties to seize the
well as thrust capacity, than a tiny explorer that it can ship through hand-to-hand combat in the corridors.
plow through space with greater abandon in pursuit Detailed rules for starship combat will be presented
of distant prey. in future Fading Suns books.
260
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
263
Stigma ing cut (sympathy with Horace the Learned Man),
speaking in tongues (sympathy with Hombor the
Each occultist has a “tell,” something they do or Beggar), unbidden tears (sympathy with Amalthea
something that simply happens when they use their the Healer), or sleepwalking (sympathy with Paulus
occult powers. It might be a nervous tick when acti- the Traveler).
vating a Far Hand power or an unconscious whisper
when using Psyche’s Emote power. Theurgy is even CHOOSING A STIGMA
more telling, manifesting pretty much like a magic
spell that often involves gestures, spoken word, and Part of playing an occult character is choosing their
silent prayer. stigma. While this can become a sign to others re-
In the superstitious world of the 51st Century, oc- vealing when they’re using their otherwise invisible
cult stigmas are like medieval folk deformities. Any- powers, only those who know to link the stigma to
one with an odd birthmark or mode of speech might the power will necessarily do so. Nonetheless, that
be suspected of having occult powers. Peasants are won’t stop peasants from assuming any odd or out-
constantly on the lookout for such oddities, so they of-place behavior, mark, or words are signs of the
can cast accusations upon the unfortunate as a way occult at play.
to explain their own misfortunes. Woe to those on
the receiving end of these aspersions, especially those
who don’t even have the powers that might make liv- Defending Against the Occult
ing with such a stigma worth it. Unless stated otherwise in a power’s description, there
Theurgic stigmas, unlike psychic tells, are seen is usually no way to be sure someone is using an occult
as holy. They might even take the form of religious power. Its effect might be obvious, but its source won’t
stigmata — lash marks (sympathy with the Prophet’s necessarily be. A psychic who uses Far Hand to pick
beating by Diasporan nobles), red-stained clothing up a sword and stab someone won’t readily be seen
(sympathy with Mantius, the blood-soaked soldier), as the culprit. Onlookers would see a levitating sword
a beard that grows back within one day after be- that strikes but not the hand behind the strike.
264
INTRODUCTION
Theurgic rites have components that do indeed
resemble something one might expect from a spell, WYRD FORCE RULES
but they’re also things that priests do every day: recite
scripture, draw the sign of the jumpgate cross in air, Occult powers can be made especially potent CHARACTERS
close their eyes to mouth a silent prayer. One might with wyrd points. To use any of the functions TRAITS
do this in response to a power, not always because one listed below, you must have at least 1 rank in
is behind that power. an occult characteristic, such as Psi or Theurgy. TECHNOLOGY
This all means that, unless you know an occultist is
OCCULT
using a power against you, you can’t boost your Resis- FORCE
tance against it. You’re unaware of the attack, so can’t Once per round, you can spend 1 wyrd point
defend yourself. If you practice an Austerity (see Perks to enforce a single use of your occult power.
in Chapter 6: Traits), your Spirit Resistance bonus This gives the power the Force attack proper-
will apply. ty. (See the Attack & Damage Properties sidebar
When an occultist does act against you, if you can in Chapter 4: Technology for an explana-
see them, you can attempt an Observe spot maneuver tion of attack properties.)
to recognize that their stigma and/or behavior links A Force power halves the Resistance posed
them to the power. The Resistance is the occultist’s against it. This can be especially useful for
Psi or Theurgy characteristic. (Most Changed pow- powers that must overcome a lot of Resistance,
ers, when used, are obvious, as are cybernetics; no such as lifting heavy objects or affecting vast
spot roll required.) machinery.
Once a power has been used on you successfully, Certain protective powers (such as the
you’ll get an intuition just before any successive use of Shield of Faith theurgic rite) mimic the effects
an occult power that warns you it’s coming. You can of an energy shield; powers with the Force
choose to boost your Spirit Resistance against it: 1 VP property that deal damage have the possibil-
per +1. You could also perform a stonewall maneuver ity of “bleeding” through such occult shields.
to give yourself additional resources to boost against Treat the attack like a blaster when checking
occult attacks, or you may attempt a dodge against for bleedthrough. (See Bleedthrough in Chap-
physical or energetic occult powers that you can per- ter 4: Technology.)
ceive coming at you. The drawback is that a Force power is obvious
If you have the Psi or Theurgy characteristics, you to onlookers. Even a normally invisible effect,
will know when someone is using that power against such as Psyche’s Emote or Mind Sight, now pro-
you. You won’t necessarily know who’s doing it, but duces a visible aura and an audible hum, emit-
you’ll feel the power and recognize it. ting from the power’s user to the power’s target.
If you suspect that the occult is at play, you can steel
yourself against it by boosting your Spirit Resistance. MASK YOUR FORCE
The catch is that you must spend those points, even if You can spend 1 wyrd point to mask the Force
a power is never actually used against you that round. property on a single use of your Force power.
You’re reacting to a suspicion, not a specific intuition. The power now appears as it normally does,
You’ll be ready if it does happen, but you still spend rather than producing the obvious visual and
the points if it doesn’t. audible effects that accompany the Force
The exceptions to these situations involve powers property.
that affect you physically, such as Far Hand and Vis
Craft. You’ll know for sure when one of these powers FORCEPROOF
is trying to affect you, so you can boost your Resis- You can spend 1 wyrd point to Forceproof your-
tance or resort to a dodge maneuver. self against powers that have the Force attack
property. You could instead apply the proof-
ing to an object on your person or a protective
power (such as Shield of Faith) that you have
activated/cast yourself. The proofing lasts for 1
turn per your occult characteristic rating.
The Forceproof quality negates the Force
property’s effect on Resistance; you gain your
full Resistance against it. Forceproofed occult
shields prevent damage bleedthrough.
265
Psi: Powers of the Mind
The existence of psychic powers was a mystery in the an Institute, the foremost organization for the study of
21st Century. During the Second Republic, the mys- the psychic sciences. Even some noble houses applied
tery was explained. Humanity’s potential to awaken select breeding programs to create psychics. Any popu-
phenomenal powers with the mind was well-known
and documented.
Psychic powers became the premier science of the PENITENTS
Second Republic, the prestigious profession to which
all geniuses turned their faculties. The central forum It is an understatement to say that psychics are
for this profession was the Phavian Institute, where not “well-liked” by the Church; “loathed” and
the “mental sciences” of telepathy, psychokinesis, “feared” are perhaps more accurate terms. But
ESP, and other phenomena were widely studied by there are exceptions, such as the Penitents — psy-
many experts. But the Fall changed all that. Psychic chics who have thrown themselves on the mercy
powers, as with technology, were considered by the of the Church. They are often carted off to dis-
Church to be one of the causes of humanity’s troubles. tant monasteries far from social centers, where
Unlike theurgy, psychic powers are intensely personal they’re trained in moral doctrines and behavior-
and internal; one can develop one’s own powers with- al adjustment. If they respond well to these treat-
out the aid of a teacher or — succumbing to a more ments, they’re allowed their freedom — with a
dangerous temptation — without a doctrine. In ad- proviso. They must wear a symbol of their order
dition, the common folk who did not possess psychic so that all the faithful realize they are reformed
powers resented those who did. A psychic “next step psychics; in addition, they must always obey the
in evolution” movement made this worse, painting dictates of Orthodox priests of higher rank (al-
non-psychics as evolutionary footdraggers. though they are under no particular compulsion
Hence, the Phavian Institute was disbanded, and psy- to obey other sects or orders). Nonetheless, they
chics became the targets of Inquisitorial witch-hunts. will be under the occasional watch of Inquisitors.
These hunts did not stop psychic powers from develop- Recognized Penitents can use their powers
ing, but it drove some psychics underground. Others, freely without fear of Church retribution (al-
those who were faithful, bought the Church line that though they may suffer politically trumped
their powers were sinful. Many anguished people, no up charges and trials if their powers were not
doubt firmly in the grip of their Urges (their psychic dark used for the good of the Church). The pen-
sides), committed suicide rather than face sin. Others fell alty for impersonating a Penitent is ritualized
on the Church’s mercy, begging aid and forgiveness. torture before a crowd, performed under the
The Church accepted many of these repentant psychics close watch of theurges ready to prevent the
and indoctrinated them with a code of behavior when psychic from using his powers to escape. From
using their powers. These became the Penitents. there, the impersonator is offered lifetime im-
Other psychics ran to the League for protection, hop- prisonment, slavery at the hands of psychically
ing their Republican sentiments would get them some shielded Chainers, or a chance at reform — a
mileage. It did. The League began a psychic guild, trip to a Penitent monastery for treatment.
and for years, guilders resisted the Church’s protests. Despite the rumors of cruelty among the Pen-
But the Church eventually won out and the guild was itent confessors, most psychics choose reform.
disbanded, leaving psychics with no formal protection. Friends of reformed psychics claim that they
While the Church can hassle League or noble-house return from their sabbaticals changed and
psychics, they cannot formally reprimand them. How- scarred. They no longer laugh the way they
ever, psychics without the protection of guild member- used to, and they often see sin waiting for them
ship or royal title must hide from the Inquisition. around every corner. The Church counters
this by claiming that the psychic is no longer
Covens
in the thrall of his own Dark Twin, and thus, is
less dangerous to others, besides now being a
Pancreator-fearing soul. It is true that the Pen-
A small percentage of humans naturally express psy- itent-reform process usually purges the Urge,
chic ability. This percentage was quietly increased but it is also known to purge levels of Psi.
during the Second Republic by groups like the Phavi-
266
INTRODUCTION
lation of a sufficiently large size is bound to have a few the next generation of psychics might be able to live
people with a knack for one of the psychic paths. To openly as what they are. RULES
unlock the true power of their abilities, however, most The flip side of the coin is the Invisible Path, whispered
psychics need guidance and training. Thus, they form about with dread and awe. Though its members keep CHARACTERS
covens: groups of psychics working in underground so- their true motives very well hidden, they are ruthless in TRAITS
cieties for the benefit and protection of their members. attaining their goals. To the Church, the Invisible Path
Countless covens are hiding throughout the Known epitomizes the selfishness and disregard for non-psychics TECHNOLOGY
Worlds. Most are small and purely local, consisting of it believes is the true creed of all who possess such pow-
OCCULT
a handful of members working together to survive. ers: overweening ego in the hands of would-be godlings.
As a coven gets bigger, its power and influences grow,
267
During the Emperor Wars, the Dervish doctrine EARLY CAREER
was rediscovered by the Hazat and soon used by all This calling can be taken by any class. Your faction is
the major houses to create elite shock troops. Any your Dervish unit’s sponsor.
slight advantage was worth the possible Church pro- Special: You gain 1 rank in the Psi characteristic.
scriptions. Today, these troops are Penitents under You can increase it by using the characteristic ranks
the protection — and the responsibility — of their no- awarded each level.
ble house or guild “sponsors.” Skills: Allocate 10 ranks to skills tied to your partic-
Outside of the major factions, only the interstellar ular psychic path, or gain the following: Impress 2;
covens of the Invisible Path and Favyana have the Fight 2; Focus 2; Melee 2; Shoot 1; Vigor 1.
resources to maintain units of psychics trained in Characteristics: Allocate 5 ranks to characteristics
military theory. On some worlds, a few paramilitary tied to your particular psychic path or gain the fol-
or guerilla traditions come close, but most formally lowing: Dexterity +1 or Strength +1; Intuition +1
trained Dervishes scoff at these “pretenders.” or Perception +1; Presence +1 or Wits + 1; Will +2.
Dervishes excel at combat and tactics, using what- Capabilities: Combat Armor or Occult Lore; Mili-
ever psychic paths they can manifest to enhance their tary Weapons or Ranged Weapons (Energy Guns or
combat abilities, making them truly fearsome war- Slug Guns) or Warfare Lore (any)
riors. The best can shroud their occult abilities and Perk: Choose 1 from the Psychic calling list or from
appear as highly skilled but normal soldiers. Some are the Dervish Perk list below.
juggernauts or dynamos of destruction, relying on the Equipment: Choose one weapon or piece of military
absence of living witnesses to keep the Church from equipment that acts as a lodestone for your psychic
calling. powers (in addition to its combat function).
Some of the Royal House-sponsored units include:
The Diwin (Li Halan), The Marifah (al-Malik), The DERVISH PERK
Midnight Furies (Li Halan), The Screaming Dervish-
es (Decados), and Taliesen’s Spear (Hawkwood). DERVISH RANK
Calling • Privilege • Precondition: Dervish
PATRON SAINTS You served in a Dervish military unit under the com-
Xonas the Reconciled — Xonas was original- mand and patronage of one of the Royal Houses.
ly one of the Dervishes who followed Don Marcika Benefice: You bear a Dervish military rank. Its ti-
Holuzio Rolas to Hira to battle the Kurgan Caliph- tle is dependent on how many levels of this hierarchi-
ate after the Emperor Wars. Soon thereafter, he was cal perk you possess. Each successive level raises you
overcome by his Dark Twin, who became a doppel- in rank one title (see the chart below). In addition,
ganger, joined the Kurgan forces, and recruited a each rank grants you +1 Mind Resistance. This bonus
Dervish force in service to the Caliphate. Eventually, increases with each successive rank. (For example, a
Xonas met his Twin in battle and struck him down. hajib gets a +2 Mind Resistance bonus.) The Hazat
Witnesses speak of how he bent over the body of his rank terms are used, but equivalent terms are used by
Twin as the two bodies merged into one, producing Dervishes of other houses.
a single being of such luminous repose that the en- 1st Shurtah (recruit)
tire army dropped their weapons and bowed before 2nd Hajib (soldier)
it. Xonas disappeared into the wilderness. Some say 3rd Irfan (captain)
he still lives, preaching a path of reconciliation with 4th Hadith (judge)
one’s own Dark Twin. 5th Ma’rifah (Wandering Seer)
Zegai the Powerful One — Also known as Al-Uz- Each of these ranks gives the Dervish a legal right
za, the “Powerful One,” Zegai was a heretical prophet to freedom from the Orthodox ban on psychics,
from Grail (4844-4891). According to legend, she be- granted him by the Royal House he serves and rec-
held the Three-Fold Vision of the Pancreator giving ognized by the Church. The Hazat insisted on this
birth to the Self and then devouring it, creating the cy- protection, and it has precedents stretching back to
cle of many “I’s” which must die before enlightenment immunities granted during the Symbiot Wars. The
can come. The vision inspired her to create an army of Church often tries to nullify them by declaring a
fanatical soldiers she dubbed “dervishes.” Although it Dervish’s behavior sinful. Legally, such a warrior
took years of war by the houses to defeat her uprising, is charged with learning the Orthodox teachings
her psychic followers proved instrumental in the early of the Omega Gospels and is expected to choose a
Symbiot Wars, and so the Church, while still inveigh- confessor priest, although there are no guidelines on
ing against Zegai as a heretic, relented somewhat in how often this priest must be consulted. Records of
its condemnation of those who sought her intercession. the Dervish’s powers must be given to the Church,
268
INTRODUCTION
although they are often conveniently lost through
bribery by a Royal House sponsor. This provision Lodestones RULES
can be stripped if the Dervish engages in unlawful Psychics who are just beginning to learn a power need
activities against the nobility and the Church. a tangible, physical item with which to focus their in- CHARACTERS
tent. A lodestone acts as a sort of capability for using TRAITS
Rules
your powers, but one which you can grow out of. It
can be of tiny size, such as a coin, amulet, or ring; TECHNOLOGY
it can be crude (two sticks tied together with string
OCCULT
The ability of characters to manifest psychic powers to form a cross) or expensive (a diamond); it doesn’t
comes with the selection of special perks. Characters really matter what it is or what it’s made of, so long as
must meet all the preconditions for a psychic perk. it holds some significance and meaning for you. This
item is called a lodestone.
Using Psychic Powers you can only do one such elemental secondary action
per turn).
To use a psychic power, you must first spend 1 or The drawback is that instinctual use touches into
more VP before you can make the associated roll; the deep layers of the psyche — the very layers where
exact cost is listed for each power. Some powers allow Urge resides. Whenever you are affected by one or
or require VP expenditures for additional effects. more of the following states — Afraid, Berserk, Dis-
269
oriented, Humiliated, Stunned, Terrified, or Tor- of the effect, but they might be revealed by a successful
mented — your elemental power might activate on its Observe + Intuition roll vs. Resistance equal to the psy-
own, out of your control. This usually happens only chic’s Sleight of Hand skill rating.
when you fail an action (even a non-psychic power ac- Generally, unless stated otherwise in a power’s de-
tion) or suffer some other setback while you’re in the scription, the range for Far Hand powers is sight. This
grip of those states. The GM takes over and decides cannot be extended unless you use a Sixth Sense power
what happens. The good news is that this uncon- (a video feed or the like usually won’t do). If a force or fi-
trolled eruption of elemental power does not cost you nesse rating is needed when using Far Hand, use the psy-
a VP. (The GM can choose to add states to this list.) chic’s Wits (for Strength) or Perception (for Dexterity).
The path of Far Hand was one of the most measurable THROWING HAND
and practical phenomena studied during the Second
Republic. Far Hand deals with the manipulation of Calling • Power • Preconditions: Psi 2 and Lifting
physical objects and energy fields through the appli- Hand
cation of pure will. It is also one of the least subtle of You propel an object you have lifted with consider-
the psychic paths — inanimate objects flying around or able force. You must first use Lifting Hand to pick up
floating off the ground are obvious to anyone seeing the object; throwing it with this power is then a bonus
them. The psychic is not necessarily the obvious source primary action.
270
INTRODUCTION
Time: Instantaneous (bonus primary action) they fail a reflexive secondary-action Vigor + Will
Cost: 1 VP roll vs. your Psi as Resistance). RULES
Roll: Focus + Perception Escape: The character who is grappled can take a pri-
Resistance: Equals the target’s Body Resistance; if the mary action to break free, rolling Fight + Strength CHARACTERS
target is an object, the GM determines its Resistance. vs. Resistance equal to your Psi. If successful, they TRAITS
Impact: You fling your psychokinetically lifted object are free from the Crushing Hand hold and can
at a target (a person, thing, or location). The GM take their movement action. If the roll fails, they TECHNOLOGY
determines the base damage delivered by the ob- are still Hindered (or Immobilized, if they were re-
OCCULT
ject, based on its size, weight, sharpness, etc. If it’s a strained). If you failed a clinch roll, the victim can
weapon, use the weapon’s damage. make an escape roll as a reflexive action.
The target must be within 1 meter per Psi rating.
This range can be increased by 1 meter per 1 VP DUELING HAND
you spend.
You cannot extend the duration of this power. If Calling • Power • Preconditions: Psi 4 and
you want to throw the object again, you’ll need to Crushing Hand
first use Lifting Hand again and then this power. You can make a tool or weapon on your person leap into
the air, perform an action, and then either return to your
CRUSHING HAND person or hover, ready to act again in subsequent turns.
Time: Instantaneous (primary action)
Calling • Power • Preconditions: Psi 3 and Cost: 1 VP +1 VP per turn extended duration
Throwing Hand Roll: [relevant skill] + Wits
You can hold a target in place and exert crushing Weapon = Melee or Shoot; tool = Tech Redemption;
force. lockpicks = Intrusion; etc.
Time: Instantaneous (primary action) Resistance: As per the task you perform with the item.
Cost: 1 VP +1 VP per turn extended duration Impact: The item can move up to 1 meter per Psi
Roll: Fight + Wits rating, plus 1 meter 1 VP spent.
Capability: N/A If you’re using the psychokinetically controlled
Resistance: Against a person, the target’s armor object as a weapon, treat it like a normal attack,
does not provide Body Resistance, but they can use except that it’s at range.
their Strength as Resistance (e.g., a person with a After the action is complete, the item returns to
Strength of 5 would get 5 Resistance). Against an where it came from (holster, belt, etc.), unless you
object, the GM determines the Resistance based on extend the duration (1 VP per turn), in which case
toughness. the item hovers in place until you direct it again.
Impact: Inflicts 3 base damage, and the target is (Hovering is a secondary action; using it again to
Hindered until your psychokinetic hold is broken. perform a task is a primary action.)
Once a Crushing Hand hold is victorious, you
can maintain the duration by spending 1 VP each FOCUSED HAND
turn. You can opt to inflict damage each successive
turn as a primary action without needing to make Calling • Power • Preconditions: Psi 5 and Du-
another roll; you spend VP to inflict this damage. eling Hand
During a Crushing Hand hold, you can consider Focusing your mind, you can perform great feats of
three sub-maneuvers: clinch, restrain, or escape. strength, such as lifting an object of incredible weight
Clinch: Instead of inflicting damage, you can opt to or raising multiple items into the air. You can also
clinch your psychokinetic hold by making another perform delicate tasks from a distance.
roll each turn as a primary action. This improves Time: Instantaneous (primary action)
your hold — it grants you VP. If the clinch roll fails, Cost: 1 VP +1 VP per turn extended duration
you still have hold of your target, but the target Roll: Focus + Wits
can make a reflexive roll to escape (see below). If the Weapon = Melee or Shoot; tool = Tech Redemption;
clinch roll is a critical miss, the hold is broken. lockpicks = Intrusion; etc.
Restrain: Instead of inflicting damage, you can try Resistance: When lifting a single object, Resistance
to restrain your victim. This can only be done on is 1 per 200 kg of weight. If someone is holding
turns after the turn in which the hold was estab- the object, they can resist your psychokinetic pull
lished. You spend 2 VP to impose the Immobi- as a reflexive secondary action; add that person’s
lized state. On the following turn, you can spend Strength to the Resistance. You can spend VP to
2 VP to try to render the target Incapacitated (if overcome the object’s Resistance.
271
When lifting multiple objects, Resistance is 1 per Psi rating, plus 1 sq. meter per 1 VP spent. Anyone
100 kg of weight. behind the field gains its protection, as if they were
When performing a skilled task, use the guidelines wearing a personal energy shield device.
for the skill’s maneuvers in Chapter 3: Traits, but The Far Wall behaves equivalent to an energy
generally, the Resistance is raised by one step (say, shield. Its lower threshold is equal to 3 + your Urge
from Demanding to Tough). rating, while its upper limit is 10 + your Psi rating.
Impact: You can lift one item, lift more items, or (For example, if your Urge is 2 and your Psi is 6,
achieve a task. your force field’s protection is 5/16.)
Lift: You can either lift an object of immense weight, The Far Wall lasts for the remainder of the scene,
lift a multitude of items into the air, or move ev- but each “shield” activation costs you 1 VP. If you
erything not nailed down away from you. This can’t spend the VP, the power is still active, but it
operates like Lifting Hand with the exceptions doesn’t have enough energy to activate the shield-
listed under Resistance (shown above), as well as ing effect until you can spend VP.
the ability to lift more than one item.
You can also employ Throwing Hand with the AIR STRIDE
objects you have lifted (as a bonus primary ac-
tion; as per the Throwing Hand rules). You can Calling • Power • Preconditions: Psi 7 and Far Wall
use Dueling Hand with your multiple objects, but Focusing your directional forces on yourself, you can
they must all perform the same action against the hover over the ground or take to the air.
same target; otherwise, it
costs you 2 VP per addi-
tional action/target.
Task: You can perform a skill
maneuver from a distance
(within sight). Use the
guidelines for the skill from
Chapter 3: Traits, but the
GM will determine how
well you can really perform
here. You might be able to
type on a think machine’s
keyboard from across the
room, but that doesn’t mean
you can read the screen well
enough to know if you’re
getting the results you in-
tend. Combining this with
a Sixth Sense power such
as Far Self might lower the
Resistance back to normal.
FAR WALL
Calling • Power • Precondi-
tions: Psi 6 and Focused Hand
You create a force field barrier
similar to one generated by en-
ergy shield technology.
Time: Instantaneous (primary
action)
Cost: 1 VP +1 VP per activation
Roll: Vigor + Will
Resistance: Hard Resistance.
Impact: You create a force
field of 1 square meter per
272
INTRODUCTION
Time: Instantaneous (primary action) spend VP to increase base speed). Unwilling targets
Cost: 1 VP can attempt a reflexive primary-action dodge ma- RULES
Roll: Focus + Wits neuver (using Vigor skill); if they fail, you control
Resistance: Equals your Size rating (5 for humans) their flight as a secondary action. CHARACTERS
+ 1 for every 100 kg of equipment/objects/creatures TRAITS
Omen
you carry.
Impact: You hover up above the ground, and you TECHNOLOGY
can fly through the air for the remainder of the
OCCULT
scene as your movement action. Your base speed The path of Omen seeks to throw off the shackles of
is 10 meters per turn. You can increase this by 5 time itself, expanding awareness to include the past
meters per turn per 2 VP you spend. and the possible future. These psychic abilities were
known as precognition and postcognition respectively
DEMOLISHING HAND in the Phavian Institute. They were also some of the
least understood of the so-called psychic sciences.
Calling • Power • Preconditions: Psi 8 and Air Knowledge of the past is just history, and interpret-
Stride ing it is fairly straightforward, but when you begin to
By compressing an energy field and releasing it at a look into the future, things start to become… inter-
single point, you can create a big hole in something… esting. After all, the future is full of possible events.
or someone. While nothing is set, knowledge of the future can
Time: Instantaneous (primary action) change what will happen. The tricky bit comes in in-
Cost: 1 VP terpretation. With only a little knowledge, setting out
Roll: Focus + Perception to change the future can lead to the very events that
Resistance: Equals target’s Body Resistance (ignores bring that future about. Seeking to ensure a partic-
armor). ular future might end up tipping things in another
Impact: You compress and release a wave of force direction, bringing about an unseen future.
right next to a target, like uncoiling a spring. The This psychic path is shorter than most other paths,
force ignores Body Resistance from physical armor; but it requires considerable study and strength of will
it’s considered a broad-impact strike against energy before one can understand visions in such a way that
shields (check for burnout). Base damage is equal a reasonable interpretation can be made.
to your Will rating and can be increased by 1 per There is no elemental power for this path.
2 VP spent.
Any target that suffers damage from this blast SHADOWS GONE BY
must make a reflexive secondary-action Endurance
+ Vigor roll vs. Resistance equal to the amount of Calling • Power • Precondition: Psi 6
damage taken. Victory means they are Stunned Attuning yourself to an object, you may “read” it to
for their next turn. Failure means they are Uncon- get a vision of the past surrounding it.
scious for 1 turn per point of damage. Time: Present Tense
Cost: 2 VP
AIR DANCE Roll: Focus + Intuition
Resistance: Hard+ (see below)
Calling • Power • Preconditions: Psi 9 and De- Impact: You call forth an event from the past sur-
molishing Hand rounding an object you are touching. You can at-
You may use Air Stride on others, even if they’re un- tempt to see a particular time (“what happened 8
willing. hours ago”) or a particular event (“when Dame Ju-
Time: Instantaneous (primary action) lia was murdered”).
Cost: 1 VP + 1 VP per additional target after the first You experience the event as a flashback that lasts
(max limit = Psi) around 30 seconds with sight, sound, and the gen-
Roll: Focus + Wits eral feelings of those around the object.
Resistance: Figure the Size ratings + 1 per 100 kg of The GM will establish the total Resistance based
equipment carried for each target and apply it as on the distance in the past and the significance of
Resistance; you can lift up those whose Resistance the event. Seeing a year or two in the past might
you overcome. be Hard; going back to the Second Republic could
Impact: You bestow the Air Stride power on one or easily be considered Miraculous. The significance
more willing targets, who are each in control of of the event can also affect the Resistance: the less
their own flight (although either you or they must significant it is, the harder it is to call forth. If the ob-
273
ject was used to murder someone during the event, Time: Present Tense
it wouldn’t increase the Resistance, but if the object Cost: 3 VP
was only present during the murder, it could increase Roll: Focus + Presence
Resistance by one step or more. Someone just pass- Resistance: Severe
ing by the object and not notably interacting with it Impact: You may answer one question posed to you
could increase Resistance by two or more steps. during your trance, and you will be given an an-
swer. As with the answers of the ancient Urth Del-
SHADOWS TO COME phic Oracle, the psychic’s answer is always in the
form of metaphors, riddles, or abstractions, and it
Calling • Power • Preconditions: Psi 7 and Shad- must be interpreted. The GM is the voice of the
ows Gone By omen, and they should use the power to reveal a
Turning your inner sight from the present, you may possible future for the troupe.
now gaze into the future and its possible outcomes.
Psyche
Time: Present Tense
Cost: 2 VP
Roll: Focus + Intuition
Resistance: Hard+ (see below) Once known as telepathy by the Phavian Institute,
Impact: You can see, hear, and feel a scene from the the path of Psyche pertains to the transference of in-
future surrounding a person, place, or object. This formation or feelings from one mind to another. It re-
can be a specific event or time (such as “the cor- mains one of the most feared and commonly abused
onation of Bishop Vigaro de Aragorn” or “in this types of psychic phenomena, for it is both subtle and
courtyard at midnight three days hence”). The Re- misunderstood. Claims of mind control are hard to
sistance is decided by the GM based on the distance prove, but nonetheless, they create loathing and ha-
into the future. An hour or two may only be Hard tred in those that believe such tales.
Resistance, while a week might be Tough or worse. Psyche often imposes states on its targets. Unless
You see a potential future but a very likely one. The stated otherwise, the victim can attempt to shake it off
glimpse of the future lasts for 30 seconds to free their mind from this influence.
These powers are most often opposed by Spirit Re-
VOICE FROM THE PAST sistance.
Unless otherwise noted, Psyche powers have a
Calling • Power • Preconditions: Psi 8 and Shad- range of sight. Increasing this range requires either
ows to Come a bond formed with the target or a power from a
You can channel the personality of someone long path like Sixth Sense to increase the viewing dis-
dead to speak through you and impart information. tance.
Time: Present Tense Note that people generally “think” in their native
Cost: 2 VP tongue — if you don’t know this language, you proba-
Roll: Focus + Presence bly can’t tell what they’re thinking.
Resistance: Demanding (Severe if the subject is un-
willing) MIND SPEECH
Impact: You summon and channel a deceased en-
tity to have it answer one question through your Calling • Power (elemental) • Precondition: Psi 1
voice. You may ask one additional question per 2 You can project your thoughts into the mind of others
VP spent. and hear their responses, effectively allowing you to
Some courts in the Known Worlds have allowed communicate silently.
use of this power to take testimony from the dead Time: Instantaneous (primary action)
in murder cases. The Church maintains, however, Cost: 1 VP +1 VP per additional target after the first
that these are not ghosts; allegedly, this power calls Roll: Focus + Presence
forth demons or the psychic’s own twisted mind. Resistance: Hard +1 per additional target.
Impact: You can project your thoughts directly into
ORACLE the mind of another person in your sight for the
rest of the scene, as if you were talking directly into
Calling • Power • Preconditions: Psi 9 and Voice their ear, and they may project thoughts to you
from the Past in the same fashion. This communication is silent
By entering a trance-like state, you can give cryptic and undetectable, except by other Psi powers. You
foretellings of the future. only receive what the participants want to send,
274
INTRODUCTION
so you cannot in any way read their thoughts with EMOTE
this power. RULES
You may spend additional VP to contact multiple Calling • Power • Preconditions: Psi 3 and Intuit
targets at once, up to your Psi rating. This also in- By unleashing the baser aspects of your mind, you CHARACTERS
creases the Resistance for the action. can create emotional states in the minds of others. TRAITS
If the target is unwilling, the base Resistance is Time: Instantaneous (primary action)
their Spirit Resistance. If you’re successful, they Cost: 1 VP +1 VP per +1 Resistance against shake it TECHNOLOGY
can try to shake it off (Easy Resistance) to sever your off attempts
OCCULT
Mind Speech connection. Roll: Empathy + Presence
Resistance: Equals target’s Spirit Resistance.
ELEMENTAL USE Impact: You create a base emotion in the target,
With Psi 1, you can use this power elementally (by expressed as a state. Choose either Angered, Con-
spending 1 VP) to send a simple thought (a short sen- fused, or Daunted.
tence or iconic image) to another person within sight You can spend additional VP to choose a more
as a secondary action. intense state instead:
At Psi 5, you can spend 1 VP as a secondary action 2 VP = Afraid or Reckless
to increase the effects of your successful Mind Speech: 4 VP = Berserk, Penalized, or Terrified
you create a “channel”’ where all the targets can com- Emotions are transitory by nature — artificial
municate with one another. ones, even more so. The state applied is tempo-
At Psi 9, you can send thoughts by Mind Speech rary (it lasts for the scene), but additional VP spent
to anyone in sight at no cost (but you still need during activation can make it more difficult to shake
Mind Speech to allow them to respond mentally it off: +1 Resistance per 1 VP.
to you).
MIND SIGHT
INTUIT
Calling • Power • Preconditions: Psi 4 and Emote
Calling • Power • Preconditions: Psi 2 and Mind You can now peer deeper into a target’s mind to read
Speech surface thoughts; it’s as if the target was speaking
By extending your mental senses, you can read the their mind out loud for you to hear.
emotional state of a person within sight. Time: Instantaneous (primary action)
Time: Instantaneous (primary action) Cost: 1 VP + 1 VP per 10 turns extended duration
Cost: 1 VP +1 VP per 10 turns extended duration Roll: Impress + Presence
Roll: Empathy + Intuition Resistance: Equals target’s Spirit Resistance.
Resistance: Equals target’s Spirit Resistance. Impact: You can read the surface thoughts of a tar-
Impact: You can subtly sense the target’s current get within sight as a secondary action for the next
emotional state as a secondary action for the next 10 turns. If you’re not in turn-based time, you can
10 turns. You understand the emotions they’re feel- extend the duration for 10 minutes (Present Tense)
ing but not necessarily the cause of the emotion. or 1 hour (Narrated).
If you’re not in turn-based time, 1 VP will extend You can get the target of this power to think
the duration for 10 minutes (Present Tense) or 1 about a particular subject by making a successful
hour (Narrated). Emotional insight allows for much telepathic influence action (such as a command or
easier manipulation of your target, as you quickly entreat maneuver) as a primary action. The result
know if you’re on the right track. You get favorable is inherently subjective, however, as someone’s
rolls for most influence attempts against the target, thoughts about any subject are usually about how
as well as therapeutic actions (such as the Empathy it relates to themselves.
minister maneuver). Your dodge or evade maneuvers against the target’s
You can probe the target’s emotions to determine attacks are favorable, as you read their intentions
if they’re genuinely theirs or the result of an occult moments before they act. You can instead shout a
intrusion caused by powers such as Emote, Head warning (as a primary reflexive action) to anyone
Shackle, or Puppetry. Roll Empathy + Wits vs. Re- else the target is attacking, giving them a favorable
sistance equal to the Psi (or Theurgy) rank of the defensive roll.
power. Victory does not tell you what the power is Finally, you can probe the target’s thoughts to de-
(although if you possess that power yourself, you termine if they’re genuinely theirs or the result of
can recognize it), only that the target’s emotion is a an occult intrusion, as with the Intuit power (listed
result of a power. above).
275
MIND SEARCH BRAIN BLAST
Calling • Power • Preconditions: Psi 5 and Mind Calling • Power • Preconditions: Psi 7 and Head Shackle
Sight You can strike at a target’s brain directly, inflicting damage and im-
You can now delve deeply into a person’s mind to ex- posing physical states on them with pure mental control.
tract answers to your questions. Time: Instantaneous (primary action)
Time: Present Tense Cost: 1 VP +2 VP per point of damage dealt
Cost: 1 VP +1 VP per +1 Resistance against shake it Roll: Focus + Presence
off attempts Resistance: Equals target’s Spirit Resistance.
Roll: Charm + Presence Impact: You blast the target’s mind for 1 point of damage per 2 VP
Resistance: Equals target’s Spirit Resistance. spent, up to your Psi rating. Additionally, you can inflict a physical
Impact: You may dig the answer to a single question state on your target by spending VP:
out of a person’s mind. Every 2 VP spent on impact 2 VP = Fatigued or Hindered
allows you to ask one additional question. Especial- 4 VP = Disoriented or Stunned
ly sensitive topics or secrets can trigger a subcon- 6 VP = Immobilized, Paralyzed, or Unconscious
scious shake it off attempt from the target, which These states last for 10 turns. The Resistance to shake it off at-
cancels this power if successful. You may spend VP tempts is increased by the amount of damage this power dealt.
before the roll to increase the Resistance to shake it
off attempts. SYMPATICUS
This power is only partially subtle: the target is
not aware of the questions asked of them, but they Calling • Power • Preconditions: Psi 8 and Brain Blast
do experience thinking the answer to the questions. Create a telepathic network with others, allowing each to commu-
nicate with one another and share extra resistance against Psyche
HEAD SHACKLE powers.
Time: Present Tense (15 minutes)
Calling • Power • Preconditions: Psi 6 and Mind Cost: 1 VP +1 VP per additional target
Search Roll: Focus + Wits
You can implant suggestions directly into the mind Resistance: Equals the highest Spirit Resistance of all targets.
of others who have no choice but to follow these in- Impact: You create a gestalt network linking all the targets to your-
structions. self, bonding you together. Any member can share thoughts or
Time: Instantaneous (primary action) emotions with other members regardless of distance, so long as
Cost: 1 VP +1 VP per +1 Resistance against shake it they’re in the same solar system. Members can leave the group at
off attempts will, and you can end the effect at any time; otherwise, the effect
Roll: Impress + Presence persists among the members for the remainder of the drama, so
Resistance: Equals target’s Spirit Resistance +1 (if long as each member remains in the same solar system as you.
non-sentient) or +2 (if sentient). Additionally, when within sight, any member can spend VP from
Impact: You dominate the mind of another, compel- their cache to increase any other members’ Resistance to Psyche
ling them to perform an action or series of actions. powers.
You may specify the next action they take. Each ad-
ditional 2 VP spent on impact allows you to specify PUPPETRY
a subsequent action they’ll take, but all the actions
in the series must be specified when this power is Calling • Power • Preconditions: Psi 9 and Sympaticus
activated. You can’t direct them turn-by-turn like a You can telepathically take control of another person, possessing
puppet (see Puppetry, below). them completely.
Regardless of the number of actions in the series, Time: Instantaneous (primary + reflexive action)
after the target finishes the first action, their sub- Cost: 1 VP +1 VP per 10 turns extended duration
conscious will attempt to shake it off as a secondary Roll: Focus + Presence
action, which cancels this power if it’s successful. Resistance: Equals target’s Spirit Resistance.
You may spend VP upon activation to increase the Impact: You can touch a target and completely possess them with
Resistance to the target’s attempts shake it off. The your will for the next 10 turns. If the target is resisting your touch,
target cannot inflict harm on themselves direct- you need to roll Fight + Dexterity as a primary action vs. their
ly, and actions that harm loved ones or go against Body Resistance (although you ignore armor — you’re not trying
strong held beliefs might trigger another shake it off to penetrate, just touch). If successful, you can activate Puppetry as
secondary action. a reflexive action.
276
INTRODUCTION
Your consciousness leaves your body, leaving it in- Cost: 1 VP
active for the duration of the power. While you are Roll: Focus + Perception RULES
controlling the target’s body, you may perform actions Resistance: Hard
with it, but you use the target’s traits instead of your Impact: Declare which sense you’re honing — sight, CHARACTERS
own. You may spend 1 VP as a secondary action to sound, smell, taste, or touch — when you activate TRAITS
have your own body make a movement action (but this power. Until the end of the scene, you are al-
it cannot make rolls). If your own body suffers more lowed an instinctual perception test, even when TECHNOLOGY
Vitality damage from a single attack than your Size normal senses would normally disallow it, whether
OCCULT
rating, you must spend 1 VP to maintain this power. that’s due to distance, a deleterious condition, or
If your body is rendered Unconscious or Dying, your similar impediments. You ignore either the Visually
mind is flung back into your body in that state. Impaired or Hearing Impaired state (depending on
During the time you possess the body, the target which sense was shaped). At the GM’s discretion,
can do nothing but watch what’s happening to its you can treat Blinded or Deafened states as Visu-
body. There’s one exception: If the target is a psy- ally Impaired or Hearing Impaired, respectfully.
chic with any Psyche powers, they can attempt a You can spend 2 VP to ignore one of those states
shake if off attempt (rolling Focus + Psi) as a primary entirely.
action vs. your Psi as Resistance to evict you from You can activate this power again within the same
their body. A psychic with Head Shackle or Pup- scene to hone additional senses (one extra sense per
petry can attempt to force you out using those pow- additional use).
ers against you, and if they were in Sympaticus with
the target before it was possessed, they can make ELEMENTAL USE
shake it off attempts for them. With Psi 1, you can spend 1 VP to make a shake it
If you try to make the body do something that off attempt as a reflexive secondary-action against any
would endanger it or the target’s loved ones, the sensory-inhibiting state imposed by sensory overload
target gets to make a reflexive shake it off attempt (such as a bright flash or thunderous sound).
as a secondary action. If successful, the Puppetry With Psi 5, you can spend 1 VP to add your Psi to
is canceled. your Perception for instinctual perception tests, effec-
tive for the rest of the scene.
Sixth Sense
With Psi 9, your Shape Senses power hones all five
senses instead of just one.
277
AURA TYPE: SPECIES/CONDITION SHAPES: THOUGHTS
Species: Certainty Column
Ascorbite Hexagon Doubt Cloud
Etyri Triangle/wedge/cone, pointing Emotion (strongly directed) Rays
down, flat on top Hatred Spike
Gannok Square/cubic Suspicion, distrust Hard outer edge
Hironem S-shaped, curving forward Thoughts (incessant, nagging) Veins
Human Simple elongated oval Whimsy Swirls
Oro’ym Teardrop with pointed end
down or back-facing PREMONITION
Shantor Wave swelling up from
ground, curving forward Calling • Power • Precondition: Psi 3 and Subtle
Symbiot Tiny filament-threads stretch- Sight
ing out to infinity (obscure: Your senses extend slightly into the future, allowing
Herculean Resistance vs. you to potentially respond to danger before it harms
perception attempts) you.
Ur-obun Exaggerated egg-shape with Time: Instantaneous (primary action)
the big end at the top Cost: 1 VP
Ur-ukar Exaggerated egg-shape with Roll: Observe + Perception
the big end at the bottom Resistance: Demanding
Vau Sleek wedge, pointed at the top Impact: You consciously spread your senses into the
Vorox Torn, raggedy edges world of potential futures; you then receive a psy-
Condition: chic warning when there’s imminent danger. Once
Asleep Pale, empty aura with all col- active, this power lasts for the rest of the scene. You
or and activity concentrated will feel the presence of danger and the direction it
in the center will come from, though not exactly what will hap-
The Changed Folded or crimped around pen. You might be able to tell that soon extreme
the altered body part danger will come from the direction of the engine
Psychic/Theurge Deeper, more three-dimen- room on a starship but not that the stardrive will
sional soon explode. Such vagaries will require you to in-
Unconscious Pale, empty aura vestigate to discover the threat.
In combat, the dangers are usually discernible,
COLOR: EMOTIONS and the warnings are quite effective at helping you
Abstract thought Gray avoid deadly attacks. You gain a superior initiative
Afraid Black edge (this beats normal initiative edges) and can
Angry Red more easily boost Resistance against physical or oc-
Desirous Green cult attacks: +2 Body or Spirit Resistance per 1 VP.
Disgusted, repelled Orange Influence actions are usually too subtle for Premo-
Happy Yellow nition to detect.
Loving, caring White Note that this power only reveals and aids against
Sad Blue imminent dangers. For instance, a traitor in your
Satisfied Violet entourage who isn’t poised to strike won’t be re-
vealed.
MOTION: STATE OF MIND
Confused Horizontal spiral FAR SIGHT
Depressed Downward
Determined Vertical spiral Calling • Power • Precondition: Psi 4 and Pre-
Elated Upward monition
Excited Quivering Sometimes known by the old Phavian designation
Extroverted (directed to others) Outward “clairvoyance,” this power allows you to see a distant
Fatigued, tired Melting place as if you stood there presently.
Introverted (directed to self) Inward Time: Present Tense (1 minute)
Indifferent Sloshing Cost: 1 VP
Roll: Observe + Intuition
Resistance: See below
278
INTRODUCTION
RULES
CHARACTERS
TRAITS
TECHNOLOGY
OCCULT
Impact: You can project your vision to another loca- Herculean = You try to see a place you don’t
tion, seeing as if your own eyes were present; as a know, but you have some personal link (e.g. a ware-
primary action, you may move your point of view house where a friend is being held captive). You still
slowly (1 m per Psi rating per turn). Once you have need to know where the place is (the personal link
established the power, you can maintain it until the lets you target it).
end of the scene. You may use other powers from Miraculous = You try to see a completely un-
the Sixth Sense path, but your mental awareness is known place with which you have no connection,
not quite present, so you cannot use powers such as but you know where it is (e.g. the thieves’ lair or the
Psyche or Far Hand. Duke’s clandestine club).
You must know the target place to some degree. The place must be on the same planet. If you’re
Preferably, you’ve been there or have heard a lot in space, it must be within 1 AU per your Psi rating.
about it, but even an address or mark on the map If you do not know the place, but you want to see
might be good enough to find it with your psychic it (e.g., you want to find where the captive Duke
senses. However, the Resistance is based on your is currently being held), you will need the Finding
familiarity of the target place. power (listed below).
Hard = You try to see your home or living quar-
ters; you know exactly where it is. FAR SELF
Demanding = You try to see your hometown or
a regular haunt, somewhere you know quite well. Calling • Power • Precondition: Psi 5 and Far
Tough = You try to see a place you are somewhat Sight
familiar with and have been before. You can now expand your awareness of a distant loca-
Severe = You try to see an unfamiliar place; you tion to include all the other senses, including hearing
know about it, but haven’t necessarily visited there and smell; in addition, your mental awareness is fully
(e.g., a famous public space or building). This could present, allowing for other psychic powers to be used.
instead be somewhere you have studied through Time: Present Tense (1 minute)
maps or detailed records. Cost: 1 VP
Roll: Observe + Intuition
279
Resistance: See below ness the same light woven into the flesh of a Soma
Impact: As with Far Sight, you can project your master, enhancing their strength. Theurgic activity
awareness to another location (with the same range appears as an unflickering candle-flame with the
limitations), and you can employ all your senses. top point stretching off to infinity. Other powers
You are also fully mentally present, so you can use can appear as a shifting darkness or spiraling col-
other psychic powers as if you were there in the ors. The GM is urged to be creative in describing
location, although these are slightly more taxing: Wyrd Sight, as well as the broad occult forces at
increase the cost of any power by 1 VP. work in any given scene.
This power uses the same Resistance as Far Sight.
FINDING
SHARED SENSE
Calling • Power • Precondition: Psi 8 and Wyrd
Calling • Power • Precondition: Psi 6 and Far Self Sight
You create a sensory conduit between you and a tar- Using your ability to sense astral energies, you can
get, hitching a ride on their senses and experiencing search for and locate a person or thing, even at great
the world through them. distances, gaining awareness of the area around them.
Time: Present Tense (1 minute) Time: Present Tense (10 minutes)
Cost: 1 VP Cost: 1 VP
Roll: Empathy + Intuition Roll: Focus + Perception
Resistance: Equals the target’s Spirit Resistance (or Resistance: Equals target’s Spirit Resistance or your
Easy against willing and knowing targets). familiarity (see below).
Impact: For the rest of the scene, you can link your Impact: You concentrate your senses into the astral
senses to those of another living target in sight (or spectrum, sending your awareness to find a specif-
within your Far Sight’s vision). Once bonded in this ic person or thing, regardless of distance. You are
way, as a secondary action, you can close your eyes completely unaware of your surroundings while this
and experience the world through their senses, even search is on, as your mind leaps from place to place
if they leave your visual range after you’ve estab- following unknowable threads of connection that
lished contact. strain from your person to the target. When they
You are also fully mentally present with these are found (or it is located), you become aware of
senses, so you can use other psychic powers based your target’s surroundings as if you were within a
on the target’s sensory ranges. For example, you meter of your objective; all your senses are present
could use Premonition to protect them from danger there, giving you a general idea of their state.
or Far Hand’s Air Stride to allow them to fly. The higher a person’s Spirit Resistance, the more
The target does not necessarily know you’re slippery and hard it is to find the thread that leads
hitching a ride in their sensorium. Any time you to them. An object can’t resist, but your familiar-
do something weird, like use a psychic power while ity with it can affect its Resistance. An important
riding their senses, they might get a clue. personal object may only be Hard, while an object
described to you by another might be Severe. Lo-
WYRD SIGHT cating an object you have only read about might
offer you Herculean Resistance.
Calling • Power • Precondition: Psi 7 and Shared
Sense SENSES SHOCK
You open your perceptions to the invisible world of
occult energies, revealing psychic powers, theurgic Calling • Power • Precondition: Psi 9 and Finding
rites, and emanations from alien technology. You can open the senses of another, throwing them
Time: Instantaneous (primary action) into confusion and stupefying them with intense sen-
Cost: 1 VP sations.
Roll: Focus + Perception Time: Instantaneous (primary + reflexive action)
Resistance: Demanding Cost: 1 VP + 1 VP per +1 Resistance to shake it off
Impact: Using this refined alternative to Subtle attempts
Sight, you can gaze deeper into the astral spectrum, Roll: Focus + Perception
where you may perceive the hidden world of occult Resistance: Equals your target’s Spirit Resistance.
powers for the remainder of the scene. You might Impact: You break down the target’s ability to adjust
sense mental control as a light emanating from the their sensory input and intensity, causing normal
psychic’s head to his target, or perhaps you may wit- sensations to overload their mental capacity for
280
INTRODUCTION
the next 10 turns. The target is put into the Senses At Psi 5, you can use this power elementally (by
Shocked physical state. This is a single state, but it spending 1 VP) to automatically succeed at a shake it off RULES
includes the effects of the Blinded, Deafened, and maneuver to overcome the effects of a drug or poison.
Disoriented states. At Psi 9, thanks to this elemental power, you au- CHARACTERS
On their first turn after being affected, the target tomatically know when a chemical is about to affect TRAITS
can attempt a shake it off maneuver to cancel this your body; thus, you can choose to ignore any effect
power’s effect on them. you do not want, essentially making you immune to TECHNOLOGY
poisons or drugs… except for the effects you want.
OCCULT
281
SIZING There are rumors of a higher-ranked version of
this power that allows psychics to regrow severed or
Calling • Power • Precondition: Psi 5 and Harden- damaged body parts or organs.
ing
In an amazing feat of mind over matter, you change SLOWING
your size and/or dimensions.
Time: Instantaneous (primary action) Calling • Power • Precondition: Psi 8 and Re-
Cost: 1 VP covering
Roll: Vigor + Endurance You have such amazing control over your body and
Resistance: Hard its functions that you may enter a hibernation-like
Impact: You can modify your shape and size and state that can be easily mistaken for death.
weight. You can adjust your height and weight up Time: Instantaneous (primary action)
or down by 20%, plus 20% more for each 2 VP you Cost: 1 VP
spend on impact. Every 20% up or down in height Roll: Focus + Endurance
and weight changes your Size rating by 1. Resistance: Hard
For every rank of Size you lower, reduce your move- Impact: You can slow down your body’s process-
ment speed by 1 meter and subtract 1 from Vitality. es and operations to an almost undetectable rate.
For every rank of Size you increase, add 1 to your When that occurs, you are in the Soma Coma state.
movement speed and 1 your Vitality. You cannot move or take actions, Observe rolls are
This power only allows for a maximum of 60% unfavorable, and your Perception is 1 for the pur-
change in any direction. Thus, a human (Size 5) poses of instinctual perception tests. However, you
could get to Size 2 or Size 8, maximum. are immune to inhaled gases and most poisons, use
10x less oxygen, and need no food or water. You use
MASKING your Endurance as Resistance against any attempts
to detect you as a living being — this can even apply
Calling • Power • Precondition: Psi 6 and Sizing to psychic means of detection, if they use mental
You can control your appearance by physically alter- activity or the like.
ing your facial features. When you exit this state, you are fully aware of
Time: Instantaneous (primary action) your surroundings and fully awake. You can speci-
Cost: 1 VP fy some sort of stimulation or a condition that will
Roll: Disguise + Endurance bring you out of this state, such as a chronopiece
Resistance: Hard alarm or someone speaking a special phrase. If you
Impact: You can physically change your appearance — take more than 1 Vitality in damage, you will awak-
bone structure, facial features, eye color, hair color en from this state. If the conditions are not met by
and length, skin tone and texture, etc. This change the end of the scene, you can prolong this state by
lasts for one act, although it can be extended repeat- spending 1 VP per additional scene.
edly before it expires by spending 1 VP. If you are at-
tempting to impersonate someone specific, every 2 VP ADAPTING
spent on impact provides a +1 goal to Disguise and
Knavery actions based on impersonating that person. Calling • Power • Precondition: Psi 9 and Slowing
You are able to modify your body to function in ex-
RECOVERING treme environments, as if you have evolved to do so.
Surviving underwater realms, extreme heat, or even
Calling • Power • Precondition: Psi 7 and Masking the vacuum of space is no problem for you.
You can repair and regrow your body, recovering Time: Instantaneous (primary action)
from injuries with a thought. Cost: 1 VP
Time: Instantaneous (primary action) Roll: Vigor + Endurance
Cost: 1 VP + 2 VP per +1 Vitality healed Resistance: See below
Roll: Vigor + Endurance Impact: You can withstand extreme heat and cold.
Resistance: Hard If you wish to extend this to other environments
Impact: You recover 1 Vitality wound, plus 1 for ev- or effects, you must spend additional VP when
ery 2 VP spent. You can also spend 2 VP to remove you activate the power. (If your environment
the Mangled state. You can reattach a severed fin- changes for the worse after activation, you’re
ger, toe, ear, or even limb, so long as you use this only protected against the level of effects that you
power within the same act that it was severed. paid for.)
282
INTRODUCTION
Environment/effects VP cost of Observe to detect and identify energies; however,
Underwater or biological poisons +2 this roll is unfavorable unless you have the relevant RULES
Acid and chemical poisons +2 Tech Lore capability for the energy source.
Full vacuum and extreme pressures +4 CHARACTERS
Once adapted, you treat the conditions as if they ELEMENTAL USE TRAITS
were part of your native environment. You do not At Psi 1, you can spend 1 VP to power a small device,
suffer from damage or debilitation based on your such as a fusion torch or communicator, for an entire TECHNOLOGY
exposure. This only adapts you enough so that scene. In the case of items that use charges from a fusion
OCCULT
you’re not killed by the environment — you could cell, such as blasters and energy shields, you can spend 1
breathe clouds of chlorine gas, but you still can’t see VP to provide enough power to the cell for a single charge
through it. Also, non-environmental effects still ap- (e.g., a single blaster shot or energy shield activation).
ply: if you’re adapted to an extremely hot climate, At Psi 5, your Vis Eye power can also sense and dis-
you’re still just as vulnerable to a flamegun as ever. cern spiritual energies, such as wyrd points or symbi-
ot lifeforce. This may require additional capabilities,
283
VIS FLOW enough base damage to activate one, in which case,
it blocks all damage up to its maximum threshold.
Calling • Power • Precondition: Psi 3 and Vis
Drain VIS SHIELD
You can now use your body as a conduit to move en-
ergy drained from one source to another. You can re- Calling • Power • Precondition: Psi 5 and Vis
charge a fusion cell, bridge the gap between wires, or Shock
drain a laser pistol of a charge and transfer it to power You manipulate your bioelectric field to act like a per-
an electronic lock long enough to open it. sonal energy shield, protecting you from harm.
Time: Instantaneous (primary action) Time: Instantaneous (primary action)
Cost: 1 VP Cost: 1 VP + 2 VP per 5 additional hits
Roll: Focus + Will Roll: Focus + Endurance
Resistance: Hard Resistance: Hard
Impact: You may channel energy by touching the Impact: For the rest of the scene, you emit a person-
source of the energy and the item to which it’s be- al force field that functions like a standard energy
ing channeled. You can transfer as little as a single shield. (See Energy Shields in Chapter 4: Technol-
charge (such as a single shot’s worth of charge for a ogy.) The Vis Shield’s lower threshold is equal to 3
laser pistol’s fusion cell) or the entire source (see Vis + your Urge rating, while its upper limit is 10 + your
Drain for the VP costs for large sources). For other Psi rating. (For example, if your Urge is 2 and your
types of transfers, such as bridging a gap, you can Psi is 6, your force field’s protection is 5/16.) Unlike
safely channel energy from the power source to the a technological energy shield, the Vis Shield doesn’t
powered device for the rest of the scene, so long as restrict the armor or equipment you can wear, nor
you maintain contact. does it suffer burnout from broad-area impacts or
Additionally, you are now immune to mild shocks, multiple hits in the same round.
even when not using this power, but energy attacks The Vis Shield can take 10 hits, plus an addition-
or extreme power surges still affect you. You can acti- al 5 hits per 2 VP spent during casting.
vate this power as a primary reflexive action (as with
a dodge maneuver) to redirect the damage inflicted on VIS BOLT
you from an energy weapon attack. The Resistance
is equal to the damage delivered. If successful, spend Calling • Power • Precondition: Psi 6 and Vis
1 VP per 1 damage redirected. You can direct the Shield
energy into a fusion cell you’re carrying (if it has any You direct a bolt of energy (like the one fired from a
capacity) at a one-to-one ratio (a laser pistol shot be- blaster weapon) at one target in sight.
comes a single charge in the cell), or you can just let Time: Instantaneous (primary action)
it ground or dissipate around you. Cost: 1 VP
Roll: Shoot + Dexterity
VIS SHOCK Resistance: Equals your target’s Body Resistance.
Impact: You release a blast of energy from your hand
Calling • Power • Precondition: Psi 4 and Vis or eyes at a target. You can target anything you can
Flow see, but the bolt has the same range as a blaster rifle
With a touch, you discharge a high voltage shock (see Chapter 4: Technology). The base damage is
from your own bioelectric field. equal to your Endurance. You can increase the dam-
Time: Instantaneous (primary + reflexive action) age: 1 damage per 2 VP spent, up to a maximum of
Cost: 1 VP your Psi rating. This unstable energy bolt can bleed
Roll: Fight + Wits through energy shields as if it were a blaster.
Resistance: Equals your target’s Body Resistance
(ignoring armor). VIS DYNAMO
Impact: You pack an electric shock into a touch or
Fight-skill strike. With specially designed weapons, Calling • Power • Precondition: Psi 7 and Vis Bolt
you can even conduct this shock through a melee You can generate tremendous power on your own
attack. Resolve the attack as normal using the base and deliver it with a touch. You no longer have to
damage of the attack (or none for a touch). You can drain power sources to recharge fusion cells or power
spend VP on impact for extra energy damage (up to buildings… or even starships.
a maximum of your Psi rating); this damage bypass- Time: Instantaneous (primary action)
es energy shields, unless the touch or strike caused Cost: See below
284
INTRODUCTION
Roll: Focus + Will Time: Instantaneous (primary action)
Resistance: Same as VP cost (see below) Cost: 1 VP RULES
Impact: You can generate power by converting mys- Roll: Vigor + Intuition
tical energy into electrical or fusion power. You Resistance: Demanding CHARACTERS
must decide the amount of power you want to gen- Impact: For the duration of the scene, you can add VP TRAITS
erate and spend the VP cost for that power: equal to your level to your cache per turn as a second-
VP Power (equivalent) ary action. Also, you can transfer VP (or even WP) TECHNOLOGY
Basic victory Small room/skimmer/fusion cell from your cache to someone else’s by touching them.
OCCULT
2 Small building/flitter/heavy In addition, once per scene while the power is ac-
fusion cell tive, you may convert some of your cache or banked
4 City block/small fusion generator VP into wyrd points. You can convert them at a rate
6 City district/small starship/large of 1 VP per 3 WP up to a WP limit of your Focus skill.
fusion generator
Urge
8 Mid-class starship/large facility
10 Capital starship/small city
12 Large city/starbase
The Resistance is equal to the VP cost, as the uni- For as long as there have been psychics, there have
verse literally creates resistance to this conversion. been tales of dark deeds by practitioners of this occult
With a successful activation, the power is there at your path. They reveal the dark side of psi: the Dark Twin
fingertips, but you need to use a power like Vis Flow to or doppelganger, commonly called the Urge.
direct it somewhere useful. Unlike the raw power gen- Whenever a you roll a critical miss on a psychic
erated by Vis Shock or Vis Flow, this potential power power roll, your Urge stirs. For the rest of the scene,
is unsuitable for combat, but it can be quite useful for your Dark Twin can step up and actively take part in
overwhelming a system with a power surge. Undirect- your world. It can use Urge powers equal to or lower
ed power you summon will dissipate rapidly, but oth- than your Urge rating.
erwise, it will last for the rest of the scene unless stored Your Dark Twin will sow as much chaos and con-
longer in a fusion cell or other battery system. fusion as possible during the scene to try and break
down the moral parts of your character, using its full
VIS STORM knowledge of your thoughts and secrets. After all,
your deepest secret is that this Dark Twin is really you.
Calling • Power • Precondition: Psi 8 and Vis
Dynamo
You create an explosion that lashes everything in the Urge Powers
immediate area with raw energy. When active, your Dark Twin can use the following
Time: Instantaneous (primary action) powers to make life difficult for you. It uses your traits
Cost: 1 VP on dice rolls. Generally, the GM takes on the role of
Roll: Focus + Perception your Urge, using the Dark Twin to enhance the dra-
Resistance: Equals your target’s Body Resistance. ma of the game. It exists within your psychic’s mind,
Impact: You choose a point in space within your sight and it is not generally suicidal. Your Dark Twin is try-
that will serve as the focal point for your explosion ing to gain power and become dominant, not trying
of energy. The radius of the blast is 10 meters from to kill you or itself.
the focal point; every target inside the area whose The Dark Twin has its own VP cache and a bank with
Body Resistance is overcome is affected. The base a capacity equal to yours (and its capacity increases to
damage dealt by the explosion is equal to your En- match yours as you rise in level). When the Dark Twin
durance. You can increase this by 1 damage per 2 first awakens or is brought forth, it adds VP to its bank
VP spent, up to a maximum of your Psi rating. This equal to your Surge rating. You can resist the Twin’s use
unstable energy acts like blaster plasma and can of Urge powers, but the VP you spend go into the Twin’s
bleed through energy shields like a blaster. bank, not the well. A high Urge rating can even give the
Dark Twin the ability to steal VP from its host.
VIS PRIME A character’s Urge always acts just before its host
does, whenever that is in the initiative queue. It
Calling • Power • Precondition: Psi 9 and Vis works to influence the next action or actions the
Dynamo psychic takes.
You become a power generator for the power’s dura- You can resist your Twin’s Urge power by taking a
tion and can even share victory points with others. primary action and spending 2 VP. This cancels its
285
power before it can take effect. The Twin regains any Time: Instantaneous (primary action)
VP it spent on the power, and your 2 VP go directly Cost: 1 VP
into the Twin’s bank. Roll: Knavery + Perception
If you resist the Twin a number of times equal to Resistance: Your Spirit Resistance
your Urge rating, you can then attempt to stifle the Impact: The Twin creates or changes the auditory stim-
Twin and put it back to sleep. You roll Focus + Faith uli you experience. For each 1 VP spent, the Twin can
as a primary action vs. a Resistance of your Urge rat- change a word you hear or create a single distraction.
ing. You must use VP to overcome its Resistance. The This might be used to draw you away from where you
Twin can use any VP in its cache or bank to boost need to be or to startle you (causing your next action
its Resistance. If you succeed, the Dark Twin goes to be unfavorable). The effects are decided by the
dormant, back into your subconscious, and it can no GM, who should feel free to get creative.
longer use Urge powers. If you fail to overcome Re-
sistance, you cannot resist the Twin’s Urge powers for SPIRIT DRAIN
the rest of the scene.
Power • Precondition: Urge 4
SPEAK IN TONGUES Your Dark Twin begins to collect the energy it needs
to build its psychic body.
Power • Precondition: Urge 1 Time: Instantaneous (primary action)
As the Dark Twin awakens, it gains the power of Cost: None
speech. Roll: Focus + Will
Time: Instantaneous (primary action) Resistance: Your Spirit Resistance
Cost: 1 VP or more Impact: Once per scene that it is active, the Twin can
Roll: Knavery + Wits attempt to siphon victory points from your cache
Resistance: Your Spirit Resistance (first) and bank (second) and place them into its bank.
Impact: The Twin can influence your words and ex- If its attempt is successful, it can take 2 VP per Urge
pressions to change the content or context of your rating. If you do not have enough VP in your cache
communications. For each VP spent on impact, it can and bank to cover this, you become Confused for the
change a single word in something you say. This can rest of the scene. For this reason, the Twin often waits
be a direct word replacement by the GM, or the effect to pounce until you’ve collected a bounty of VP.
might be to make an influence roll unfavorable as you
emphasize the wrong words, make small Freudian
slips, or wiggle your eyebrows inappropriately. MAKING A DEAL WITH THE
DEVIL
MISDIRECTION
Desperate times call for desperate measures.
Power • Precondition: Urge 2 Maybe you really, really need to boost your
As your Dark Twin flexes its psychic muscles, it can Resistance or activate a psychic power, but
shift the target of your psychic powers. you have no VP, and you don’t have VP in
Time: Instantaneous (primary action) your own cache or bank. That’s okay: you can
Cost: 1 VP choose to use VP from your Dark Twin’s bank.
Roll: Focus + Wits Whenever you do so, however, the Dark
Resistance: Your Spirit Resistance Twin awakens for that scene.
Impact: Instead of your intended target, you shift tar-
gets to one of the Twin’s choice, so long as they’re
hostile to you. The Twin can spend 2 VP to instead VISIONS
choose a neutral target, like an innocent bystander.
If it spends 4 VP, the action can be redirected at Power • Precondition: Urge 5
a friendly target. A critical hit allows the Twin to Your Dark Twin’s powers have grown to the point
change the target and choose the action you take. that even your own eyes can’t be fully trusted.
Time: Instantaneous (primary action)
VOICES Cost: 1 VP
Roll: Knavery + Perception
Power • Precondition: Urge 3 Resistance: Your Spirit Resistance
The Dark Twin is now able alter your perceptions by Impact: The Twin afflicts you with visual hallucina-
creating or changing the sounds you hear. tions. It can change the appearance of one thing in
286
INTRODUCTION
your perception, even if you aren’t looking directly VP State
at the thing in question. For the rest of the scene, Basic victory Confused (see Chapter 3: Traits) RULES
you will see the new thing as the Twin wants you to 2 Disruptive
see it. For 2 VP, the Twin can change the appear- 4 Contrary CHARACTERS
ance of multiple items or a single person. For 4 VP, 6 Psychotic TRAITS
it can change multiple people this way. This dementia is a mental defect that can be resolved
through therapy, but only after the psychic’s Urge rat- TECHNOLOGY
URGES ing drops below 7. You should work with the GM to
OCCULT
decide just how your madness is defined and how the
Power • Precondition: Urge 6 special states (listed below) work on and through you.
The Dark Twin now influences your emotions and
state of mind, attempting to drive you mad. DISRUPTIVE
Time: Instantaneous (primary action) Your madness expresses itself through annoying and
Cost: 1 VP disruptive behavior. You will interrupt others or act
Roll: Empathy + Presence out in a way fitting to your psychosis that generally
Resistance: Your Spirit Resistance annoys everyone in the area.
Impact: Once per scene, your Dark Twin can im-
pose on you a social or mental state of its choice. It CONTRARY
lasts for the rest of the scene. Every 2 VP the Twin When your Twin is active, this state causes you to be
spends on impact increases the Resistance for you actively counterproductive to whatever task is at hand.
to shake it off. For a reason related to your particular madness, you
will oppose whatever you were attempting to accom-
DEMENTIA plish, short of outright destruction and endangerment.
287
Time: Instantaneous (primary action) awaken; if you keep performing similar deeds, your
Cost: 1 VP Urge will slowly grow. You may wonder: What de-
Roll: Knavery + Wits termines if a deed is heinous enough to cause such
Resistance: Your Spirit Resistance a divide in the psyche? Breaking societal taboos
Impact: The Twin can now create an illusory pro- can be an element, but personal codes and ethics
jection of itself in the real world. It can speak and also play a part. Even if you are an outsider to soci-
respond like an actual entity, appearing exactly as ety, the societal mores you grew up in and uncon-
you currently appear. It cannot perform physical sciously absorbed still affect your innermost being,
actions but can attempt influence actions against regardless of how you try to deny it. Like it or not,
others (using your own traits). The Twin can spend we are social beings.
VP to bolster Resistance against others’ attempts to In the case of barbarians, or when dealing with
distinguish between you and your Twin, as if they characters raised by wolves and thus never exposed to
were trying to pierce a disguise (see the Disguise any form of human society, the GM should figure out
skill in Chapter 3: Traits). their own criteria for awakening Urge.
Below is a general guideline for taboos pertinent to
DOPPELGANGER humans born and raised in the Known Worlds.
When you break a taboo, you can perform a repress
Power • Precondition: Urge 9 maneuver as a primary action to resist growing Urge.
The creation of your Doppelganger is the true birth The traits used depend on the taboo you broke; see
of your Twin, as it finally becomes its own separate the chart below. The Resistance is your current Urge
physical being. rating. The Twin can boost the Resistance by spend-
Time: Instantaneous (primary action) ing VP from its bank (and if you’ve got an Urge or 4
Cost: 1 VP or less, that gives it access to the Spirit Drain power).
Roll: Knavery + Presence If the action fails, you gain 1 or more ranks of Urge
Resistance: Your Spirit Resistance (set by the GM).
Impact: Once your Twin gains this power, whenev-
er it becomes active, it can make an attempt once Taboo Repress roll Ranks
per scene to become a doppelganger: If it succeeds, Refusing sacrament Focus + Will 1
it leaves you and becomes a permanent, sentient Missing confession for Focus + Will 1
entity as real as you are. It has your traits, except more than one year
it has Psi 9 and Urge 1 (and can now develop its Suffering Inquisitorial Focus + Pres- 1–2
own Dark Twin). It retains the VP in its bank that torture ence
it saved up.
Suffering excommuni- Focus + Faith 2–3
The doppelganger is identical and indistinguish-
cation
able to you in all physical ways, although the Psyche
powers of Mind Sight and Mind Search can detect Exposure to another Focus + Psi 1
the difference, as well as the theurgic Second Sight psychic’s Urge
and Knowing Heart rites. Someone who knows Critical miss on a psychic Focus + Psi 1
you well can use an Empathy detect lie maneuver power roll
to know the difference, although they’d have to al- Exposure to alien occult Focus + Will 1
ready be aware — and on the lookout — that there powers
is a doppelganger of you running around.
Exposure to evil artifact Focus + Will 1-3
The good news is that once this happens, your
Urge drops back down to 1. Should it rise to 9 Declaring a vendetta Focus + Will 1
again, a whole new doppelganger might be created. Murder Focus + Faith 1-2
Rape Focus + Faith 1-2
288
INTRODUCTION
Losing Urge Deed
Pilgrimage
Reconcile roll
Vigor +Faith
Ranks
1 RULES
Characters can learn to control themselves and Church mercy (becom- Focus + Faith 1–2
dissolve their Dark Twin (or other Urges), but it’s CHARACTERS
ing Penitent)
harder to close Pandora’s Box than it is to open it. Performing Church Focus + Faith 1 TRAITS
Losing Urge ranks requires a quest or great deed mission
of some sort. Once the deed is completed, you can TECHNOLOGY
attempt to reconcile what you’ve learned to reduce Exposure to Soul Shard Focus + Psi 2-3
OCCULT
your Urge. Exposure to Philosophers Focus + Psi 1
The traits used for the primary action reconcile ma- Stone
neuver depend on the deed you performed; see below. Selfless sacrifice Empathy + 1–2
The Resistance for your reconcile roll is your current Intuition
Urge rating. The Twin can boost the Resistance with Exposure to Second Focus + Intu- 1–2
VP from its bank. If the action succeeds, you lose 1 Republic Psi Clinic ition
or more ranks of Urge (the GM decides, based on the
guidelines below). The GM should feel free to create his own taboos
or deeds.
289
Theurgy: The Power of Faith
Master Norman looked out across the plain, watching helplessly as the defensive line his fellow
Brothers had formed began to crumble. There was seemingly no end to the symbiots, and for a mo-
ment, he despaired that the Pancreator had abandoned them in this, their hour of greatest need. He
then recalled the Holy Petitions Against Terror and recited them to himself.
“Adept Maurice,” he said, turning to the man standing next to him, “have the Brothers fetch the
Altar of Sabaoth and make it suitable for the Salutation to Zakheyelos.”
The second man hesitated for an instant. “As you command, Master.”
Norman had never undertaken the Salutation before this crisis, and even now, he was unsure of the
wisdom in doing so. Were the situation on Stigmata not so desperate, he would not dream of calling
upon the might of one of the Bodiless Intelligences of the Empyrean — but “desperate” certainly
described the situation in which his Brothers found themselves, and he would not fail them. The Pan-
creator had blessed men with theurgy for moments like this; it was his duty to call upon the warlike
Lord of Hosts, despite the risks.
As the Brothers brought the altar before him, Master Norman rehearsed the opening of the Salu-
tation in his head, “Sanctify us, we beseech you, O Pancreator, and grant us, by the intercession of
Zakhayelos, the victory over your enemies that we seek in your name....”
Cosmology
According to the teachings of the Church, the human
soul reflects the divine light of the Holy Flame. At the
end of time, only the brightest burning souls, those that
most powerfully reflect the Pancreator’s light, will en- The Prophet preached about the Pancreator’s Holy
dure. The process of reflection can be aided in numer- Flame, a Celestial Sun that burns at the mystical cen-
ous ways, especially the study of sacred scriptures (such ter of the universe, known as the Empyrean. The Holy
as the Omega Gospels) and meditation, as well as living Flame provides light and life to all souls throughout
a life in accordance with the teachings of the Prophet. creation. Since this light is spiritual, it cannot be per-
Through dedication to this process, some souls can ceived with gross (what one might call “material”)
work wonders, affecting the world around them. The senses. The illumination of this ever-burning sun
Church calls these wonders theurgy, and over the centu- flows outward and touches everything – except the
ries, they’ve studied and codified their workings into an darkness emanating from the demons whose shadows
abundance of rituals, many of which will be described blot out the light. Being spiritual in nature, actions
later in this section. A brief look at the Church’s cos- of the soul can both nourish and damage the light.
mology – the way it describes and explains the physical The teachings of the Prophet guide those who seek to
and metaphysical qualities of the universe – will pro- nourish rather than damage it.
vide a better understanding of theurgy and its place Some sects, like the Avestites, understand the Holy
in the religion of the Known Worlds. This cosmology Flame in a very literal fashion, especially the Proph-
ultimately owes its existence to the Prophet’s teachings, et’s words about its capacity to burn away sins, which
but it is also the result of centuries of study, observa- they attempt to do with their flameguns. Priests of
tion, and speculation by the Church’s greatest thinkers. other sects do not share their understanding (or zeal),
Naturally, different sects within the Church have arguing that the Prophet was speaking metaphorical-
different insights and place different emphases on as- ly; in this way, sin is “burned away” in the same way
pects of this cosmology, not to mention the practice that darkness dissipates in the presence of light.
of theurgy itself. This difference is especially evident Even so, the material world is a reflection of the
within the Eskatonic Order, which has delved into Holy Flame. Evil attempts to stand between the
these mysteries more than any other sect. Neverthe- flame’s light and the material world, thereby block-
less, priests within the Church have broadly reached ing the grace it imparts before it can reach mortal
agreement on these matters. What follows is a general beings. That is why other points of light within the
overview that represents the consensus to which all material world are so important, for they too reflect
sects (more or less) subscribe, along with occasional the light of the Holy Flame from other directions. In
asides highlighting alternative viewpoints. a similar way, cultivation of the virtues polishes the
290
INTRODUCTION
soul to reflect the light, turning the soul into a beacon their sin made manifest, given voice by their brush
or lantern in the night of shadows. The web of lights with the divine. These paired characteristics each share RULES
created by all these points of reflection can thus be the same scale of ranks (1 to 10), and a rating in one
stronger in the material world than the direct illumi- characteristic lessens the maximum rating in its op- CHARACTERS
nation of the light itself, which is often blocked by the posing characteristic. TRAITS
presence of evil.
The seat of the Holy Flame, the Empyrean, is the Example: Margretta has a Theurgy of 4 and a Hu- TECHNOLOGY
dwelling place of the Pancreator – this statement is true bris of 2. This means her maximum Theurgy is 8. She
OCCULT
to the extent that such terminology even makes sense cannot raise her Theurgy to 9 until she first lowers her
when speaking of a divine being. The Empyrean is a Hubris to 1 or less.
place of pure spirit and light, nigh unimaginable to the
sin and shadow-stained minds of mortals. From the Theurgists do not begin with any ranks in Hubris;
Empyrean, the light of the Holy Flame shines into all those must be acquired through gameplay. They can
dimensions of existence. Theologians call this phenome- also be diminished only through gameplay. (See Gain-
non the Descent of Grace. When grace is accepted, the ing Hubris and Losing Hubris below.)
soul becomes a mirror, reflecting back the light of the The Theurgy characteristic is rarely used to bolster a
Holy Flame in a process known as the Luminous Re- roll, unlike most characteristics. It is a benchmark rating
turn. The brightness of one’s soul is vital, not just in this for measuring your theurgic potential. Certain Theurgy
world, but also in the next. Failing to reflect enough light ratings serve as preconditions for acquiring rituals.
can lead to the soul’s becoming lost in the darkness. When you follow a theurgy-oriented calling, such
Sin blackens the soul; indeed, it is capable of shut- as Theurgist, you gain 1 rank in Theurgy, as well as
ting out the light of the Holy Flame entirely. Sin is the ability to assign 1 or more of your level-awarded
thus like verdigris on the mirror of one’s soul. To re- characteristic ranks to Theurgy. Certain species, such
move the sin, the soul must be polished through the as the obun, can gain Theurgy as a birthright (includ-
various methods of castigation and penance taught by ing a power some would call a “birth-rite.”)
the Church’s sects. Another sure way to do so, accord-
Components
ing to the Church, is by living one’s life in comport-
ment with the eight virtues. This is the path chosen
by most of the faithful.
Some people, however, have the capacity to do Theurgic rituals require one or more components
more. By highly polishing the mirrors of their souls, during their casting. When you first learn a rite equal
these individuals allow the Holy Flame to work won- to your Theurgy rating (e.g., The Prophet’s Holy
ders through them. We call them theurgists, and they Blessing at Theurgy 1), you need to use the listed
are rare in the Known Worlds. To a theurgist, the components when casting the rite. If, for some rea-
rituals they employ are done not according to their son, you cannot use one or more of them (perhaps
will, but according to the will of the Pancreator, who your mouth is gagged, preventing a liturgy), the cast-
favors them by making them witnesses to the mirac- ing roll is unfavorable.
ulous. Skeptics charge that theurgy is nothing more However, once your Theurgy rating rises above the
than Church-approved psychic power, but history rite’s stated precondition rating, you no longer need
suggests otherwise. Theurgy rituals have different ef- to use the components: You eventually outgrow the
fects than psychic powers, and they bring with them need to anchor a rite in gestures, liturgies, and even
unique dangers, such as hubris (see below). active prayer. For example, Temple Avesti’s Scent
of Evil rite has a precondition of Theurgy 2. If your
Special Characteristics:
Theurgy is 2, you need to use its components of ges-
ture and prayer when casting; otherwise, your casting
roll is unfavorable. If your Theurgy is 3 or higher, you
Theurgy/Hubris
no longer need the components when casting.
Here are the three components used in theurgic
rituals.
Beginning theurges gain 1 rank in a special charac- Liturgy (L): Words must be spoken. Some rituals
teristic called Theurgy, which allows them to practice call for long orations, others for a simple benediction
divine rites. This is one part of a pair; it has an oppo- or short hymn.
site characteristic that runs counter to it. Theurgy’s Gestures (G): Symbols and signs must be traced in
opposite pair is called Hubris, and it’s not something the air or on the object of the ritual. This could be a
any theurge wants — it’s their overweening pride, simple cross or a complex rune.
291
Prayer (P): The priest must meditate for the ritual.
This can require a short moment of concentration or Using Theurgy
an hours-long trance. Each rite is acquired as a calling perk, most often through
Using one or more components to cast a ritual is a the Theurgist calling, although a few other callings pro-
secondary action (although the ritual itself requires a vide access to theurgy rites (such as Brother Battle).
primary action). Unlike psychic powers, theurgic rituals do not have
paths. Theurgists may simply learn the individual rit-
Vestments
uals, so long as they meet the preconditions. The rites
are listed in alphabetical order.
292
Group Rites Ecumenical (Open) Rituals INTRODUCTION
RULES
Religion is a group activity; so are its rituals. While Each sect has its own rituals, and each sect’s rituals
theurgy is usually cast by a single priest, many are associated with their patron saints and virtues. CHARACTERS
priests can band together to increase the effective- Sometimes, a character does not need to go to a priest TRAITS
ness of their rites. from another sect to learn that sect’s ritual. A hoary
When one or more priests joins another priest’s rite, old master within their own sect might know it, al- TECHNOLOGY
use the following guidelines: though it might be in a somewhat different form that
OCCULT
• One theurgist is designated the rite leader, while reflects their own sect’s doctrines and ceremonies.
all others are participants. Theurgists can only A few rituals are common to all sects; here are a
actively participate in rituals they each already dozen of them. Members of any sect or order can
know. Thus, if two priests join in casting a choose from this list of ecumenical rites.
Prophet’s Holy Blessing rite, each must already Theurgy Rite
have learned the rite. 1 The Prophet’s Holy Blessing (charism)
• There is no limit to the number of theurges who
can join in a single rite. However, gamemasters 2 The Devotional Liturgy
should use common sense before packing a room 3 Laying On Hands, Lesser Banishment
full of theurges — such spiritual experts are not 4 The Prophet’s Censure
common in the first place, and when two or 5 The Pulpit’s Gift, Oath to the Saints
more get together, there is no guarantee they will
6 The Tongues of Babel
know the same rites.
• Members of different sects can sometimes learn 7 The Righteous Assignation of Penance,
the same ritual. However, methods of casting Sanctification
may differ from sect to sect. If a rite has partici- 8 Shield of Faith
pants of multiple sects (even if it’s just one Amal- 9 Providential Deliverance
thean in a cabal of Eskatonics), the rite leader
suffers -1 goal on the casting roll.
• The number of targets the rite affects can be THE DEVOTIONAL LITURGY
doubled with each participant. If two priests cast
a rite that is normally effective only against a sin- Calling • Power • Precondition: Theurgy 2
gle target, it can now affect two targets. If three By reciting an inspirational passage from the Omega
priests are involved, it can affect four targets. If Gospels, you can boost the morale of allies.
the rite normally affects five people, 10 can be Time: Instantaneous (primary action)
affected with one additional rite participant, 20 Cost: 1 VP
with a third, and so on. The VP cost increases by Roll: Perform (Oratory) + Presence
1 per doubling. Components: L
• The rite participants can donate as much or Resistance: Easy
as little VP to fuel the ritual as they desire. For Impact: The shake it off and stonewall maneuvers be-
instance, the rite leader may spend 1 VP to ac- come favorable for any friend or ally within earshot
tivate the power, while one of the participants for the remainder of the scene. Also, any attack,
may choose to spend 2 VP on the rite’s impact. influence, or power that would impose the Afraid
Such expenditures can be done in any combi- or Terrified states on listeners is unfavorable. The
nation desired. However, participants who don’t range of this ritual is not extended by technology of
contribute their fair share of energy may be rep- any sort, such as long-range communications.
rimanded later.
• Only the rite leader makes the casting roll, and LAYING ON HANDS
the roll uses the rite leader’s traits; other partic-
ipants can spend their VP to increase the roll’s Calling • Power • Precondition: Theurgy 3
goal number or to overcome Resistance. By calling upon Amalthea, patron saint of healing
and compassion, you may bring comfort to injured
comrades with a touch.
Time: Instantaneous (primary action)
Cost: 1 VP
Roll: Empathy or Remedy + Will
Components: P
293
Resistance: Hard Roll: Perform (Oratory) + Faith
Impact: You heal 2 points of Vitality for every point Components: LGP
of VP spent on others; you heal 1 point of Vitality Resistance: Effortless
for every VP spent on yourself. This healing is even Impact: You create a bond with your comrades that
effective on Mangled wounds. grants each of them (and yourself) +2 goal when
casting theurgy upon one another. In addition, de-
LESSER BANISHMENT pending on the saint whose name is invoked, each
comrade gains +1 goal (and you gain +1 goal) for cer-
Calling • Power • Precondition: Theurgy 3 tain actions related to the saint’s associated virtue.
By brandishing the jumpgate cross and rebuking the This rite requires that the oath-makers also spend
Dark, you may suppress an active occult power and/ VP to join its effects. (The caster, if they’re a priest
or occult-based state affecting one of the faithful. with the Inspiring perk, can gift them the required
Time: Instantaneous (primary action) amount from their own cache.)
Cost: 1 VP The effect of this ritual lasts for the remainder of
Roll: Impress or Perform (Oratory capability) + the act. If the troupe wants its effects for the next
Presence act, it must be cast again, and the caster and each
Components: LG oath-maker must pay their VP costs.
Resistance: Equals the Psi or Theurgy rating of the Saint Actions
power (or the Tech Level, if it’s an artifact) plus any Paulus Pathfinding, investigating mysteries
Resistance boost its creator added.
Impact: You must be aware of the power, and you Lextius Upholding a pledge, providing example
must know that its victim is suffering from it. You to others
cannot simply cast this on someone on a whim. You Amalthea Aiding those in need, easing pain
are targeting the power, not its victim. If you can- Mantius Defending the faithful (applies to de-
not identify the type of power at work — whether fensive actions only), bettering oneself
its psychic, theurgic, Antinomistic, or Ur — then Maya Defending the innocent (applies to de-
your roll is unfavorable. Using other rites that allow fensive actions only), punishing the guilty
you to directly perceive the power, such as Second
Horace Research, lorekeeping
Sight, can make your roll favorable.
If the target is a power, it is suppressed for 1 turn Hombor Befriending others, selfless acts of
per your Theurgy rating + 1 per VP you spend. If charity
you spend 5 VP, the power is suppressed for the rest Ven Lohji Meditation, artistic endeavors
of the scene. If the occultist who created the power
creates a new instance of the power, it is not affect- GMs should feel free to create actions appropriate
ed by your banishment. (You’d have to cast a new to lesser saints, such as those described elsewhere in
banishment against that power.) this book.
This suppression also applies to states caused by If any of the troupe members betray each other or
occult powers. When you spend 5 VP against a tem- the ideals of the chosen saint, that breaks the oath and
porary state, it is canceled. If the state is enduring, brings bad consequences: all previous bonuses turn into
it becomes temporary. If it is chronic, it becomes penalties until the offenders have redeemed themselves
enduring. through religious atonement. In addition, the oath-
When your Theurgy is 7 or higher, you may cast breaking stains the offender’s soul; it can be seen with
this rite as a Greater Banishment. A victory with the Eskatonic Rending the Veil of Unreason ritual.
that rite cancels the power or state outright.
THE PROPHET’S HOLY BLESSING
OATH TO THE SAINTS
Calling • Power (charism) • Precondition:
Calling • Power • Precondition: Theurgy 5 Theurgy 1
Inspired by the Oath of Fellowship pledged by Ze- By tracing a jumpgate cross on a companion’s fore-
bulon’s eight disciples to one another, you and your head, you may aid the target in a particular task.
troupe can similarly pledge yourselves to each other Time: Instantaneous (primary action)
under the patronage of one of those saints. Cost: 1 VP
Time: Present Tense (30 minutes) Roll: Focus + Faith
Cost: 1 VP + 1 VP spent by each person who makes Components: G
the oath Resistance: Easy
294
INTRODUCTION
Impact: Declare a specific task for the target to PROVIDENTIAL DELIVERANCE
achieve. Their rolls to accomplish it are favorable. RULES
The effect of this ritual lasts until the target has Calling • Power • Precondition: Theurgy 9
made a successful roll for the particular blessed You or a target of your choice can escape danger CHARACTERS
task. For the purposes of this rite, the task must be through the intervention of the divine. TRAITS
a specific action accomplished with a roll. Example Time: Instantaneous (primary action)
include: sneaking across a room, pickpocketing the Cost: 1 VP TECHNOLOGY
keys from a guard, or frightening the new recruit Roll: Focus + Faith
OCCULT
(with a daunt maneuver or similar effect). Components: LGP
You can expand the rite’s stated task to a broader Resistance: Easy
definition by spending extra VP: +2 VP allows for Impact: You or a target of your choice are saved from
short-term tasks like defending Baron Stoval from a hazardous situation in an unlikely — even mirac-
Sir Gondry’s attack; +4 VP can apply to long-term ulous — manner. The key word is “unlikely,” as
tasks, such as infiltrating an enemy fortress (only this ritual does not enable the impossible to occur.
rolls to get inside it count as the task, not everything Thus, an unknown assailant might attack someone
you do in the fort) or repairing the troupe’s broken who is about to kill you, or a captor might drop his
flitter. The goal bonus only lasts until the first suc- keys while visiting the cell in which you are impris-
cessful roll for the task, even when its definition has oned. The GM must orchestrate events in manner
been broadened. The rite can be cast on the same that allows you to make a clean getaway from what-
person again to further aid the task, but successive ever imperils you.
castings in the same scene suffer a cumulative -2 You may only cast this upon the same target (in-
goal penalty against the same target. cluding yourself) once per scene.
295
you impose, they feel free from the terrible burden Components: GP
of their sin. In rules terms, they no longer suffer Resistance: Tough
the negative effects of any and all mental or social Impact: You can turn a single object into a vestment.
states — including chronic ones — that beset them (See Vestments above.) This ritual takes one day to
when the rite was cast, so long as the states are asso- cast, but its effects are permanent. A vestment may
ciated with the sin they’ve confessed. (States gained lose its sanctity over time and through neglect, but
subsequent to the casting are unaffected). if it is well cared for, it will continue to function.
Once the penance is complete (or when their per- This ritual may be used a number of times per week
sistence expires), the states are erased. A penance equal to your level.
successfully completed may carry with it the remov-
al of an Affliction or the reduction of an Urge or SHIELD OF FAITH
Hubris rating for a psychic or theurge.
If the penitent purposefully leaves off the penance Calling • Power • Precondition: Theurgy 8
unfulfilled, the states return with all their effects, and You can create a mystical shield to protect you against
the penitent becomes Penalized until they seek con- damage.
fession again. They suffer nightmares or worse (gain- Time: Instantaneous (primary action)
ing Hubris or losing Faith), at the GM’s discretion. Cost: 1 VP + 1 VP per each additional meter, +2 VP
If they choose to divert from the path of penance per 5 additional hits
for too long, their mental and social state(s) reassert Roll: Focus + Presence
themselves with greater in-
tensity and cannot be cured
through therapy or rallies;
only accomplishing this rite’s
penance will erase them.
This ritual is central to
the Church’s function in the
Known Worlds, as it is the
means by which believers
may remove the taint of sin.
The Righteous Assignation
is especially vital in cases
where the sins confessed are
of overwhelming enormity,
presenting occult implica-
tions beyond simple personal
salvation. This ritual may be
the only means of navigating
such dark mysteries.
Most imposed penances
are charitable donations,
community or personal ser-
vice, pilgrimages, or quests,
depending on the nature and
severity of the sins confessed.
SANCTIFICATION
Calling • Power • Precondi-
tion: Theurgy 7
You can sanctify a common
Church item so that it may mys-
tically aid your theurgic rites.
Time: Narrated (1 day)
Cost: 2 VP
Roll: Focus + Faith
296
Components: GP
Resistance: Demanding Brother Battle Rituals INTRODUCTION
RULES
Impact: You create a hemispherical field with a Theurgy Rite
three-meter radius around you; it moves with you. CHARACTERS
1 Soul’s Vessel
This field lasts for the rest of the scene or until its TRAITS
number of “hits” runs out (see below). Anyone 2 Rightly Guided Hand
within its radius is protected. 3 Armor of the Pancreator TECHNOLOGY
The Shield of Faith is similar to a standard 4 Righteous Fervor OCCULT
energy shield. (See Energy Shields in Chapter 4: 5 Liturgy of the Wrathful Host
Technology.) The Shield’s lower threshold is
6 Smiting Hand
equal to 3 + your Hubris rating, while its upper
limit is 10 + your Theurgy rating. (For example, 7 Fearsome Majesty
if your Hubris is 2 and your Theurgy is 8, your 8 Oath of the Shieldmates
force field’s protection is 5/18.) Unlike a techno- 9 Salutation to Zakhayelos, Lords of Hosts
logical energy shield, a Shield of Faith does not
restrict the armor or equipment you can use, nor ARMOR OF THE PANCREATOR
does it suffer burnout from broad-area impacts or
multiple hits in the same round. Calling • Power • Precondition: Theurgy 3 and
The Shield can take 10 hits, plus an additional 5 Brother Battle faction
hits per 2 VP spent during casting. As the Urth Orthodox rite of the same name.
297
RIGHTLY GUIDED HAND Cost: 1 VP
Roll: Per attack action (see below)
Calling • Power • Precondition: Theurgy 2 and Components: LG
Brother Battle faction Resistance: Demanding
You can improve your combat skills. Impact: You perform a fist, kick, or melee weapon
Time: Instantaneous (primary action) attack using the rules normally required for that ac-
Cost: 1 VP tion. If it is successful, you may channel holy power
Roll: (Fight, Melee, or Shoot) + Faith into the attack’s impact: +2 damage per 1 VP spent,
Components: LG up to a maximum damage bonus equal to your
Resistance: Easy Theurgy rating. (In addition, you may still increase
Impact: You can steady your hand under fire. Your the blow’s damage impact by spending VP per the
combat skill rolls are favorable for 1 turn (beginning usual rules.) If the target is an evil creature of the
on the next turn after the casting) per your Theurgy Dark (a husk, a psychic Doppelganger, a symbiot,
rating, but only for the skill used to cast this rite. etc.), this holy damage causes it to be Penalized on
its next action roll.
RIGHTEOUS FERVOR
SOUL’S VESSEL
Calling • Power • Precondition: Theurgy 4 and
Brother Battle faction Calling • Power (charism) • Precondition:
You can resist temptation. Theurgy 1 and Brother Battle faction
Time: Instantaneous (primary action) You can perfect your physical body into an instru-
Cost: 1 VP ment of the Pancreator.
Roll: Focus + Will Time: Instantaneous (primary action)
Components: L Cost: 1 VP
Resistance: Hard Roll: Vigor + Will
Impact: For the next act, you can intensify your sto- Components: P
icism by declaring your duty (such as “No harm shall Resistance: Easy
come to the bishop under my watch” or “I shall safe- Impact: This ritual aids you by making favorable your
ly deliver the writ to the Hierophant on Byzantium rolls for all non-attack actions involving your Body
Secundus”). You become immune to any mental or characteristics — this includes lifting, climbing, and
social obstacles that would hinder you in the perfor- even the evade maneuver. It lasts for the scene.
mance of this duty (such as the orders of the bishop
to step down, the knavery of the Decados marquis, CHARISM
the lamentation of a peasant to free his trapped With Theurgy 1, your charism grants you +1 Body
brother out from under a fallen ox-cart, etc.). In rules Resistance against all attacks that round.
terms, influence actions against you that would deter At Theurgy 5, you gain +1 Body Resistance against
you from your duty are unfavorable, and your rolls all attacks for 10 rounds.
to stonewall them are favorable. At Theurgy 9, you gain +1 Body Resistance against
Furthermore, your Observe actions to notice phys- all attacks for the scene.
ical obstacles (such as cutpurses, assassins sneaking
through the crowd, etc.) are favorable, and you gain OATH OF THE SHIELDMATES
+2 Perception on instinctual perception tests.
Of course, the effect of this ritual has some draw- Calling • Power • Precondition: Theurgy 8 and
backs, as you can become quite callous to pleas for Brother Battle faction
help if they would hinder your stated duty. In such You can turn your band of comrades into an elite
cases, you must later confess your refusal within a fighting force.
week of the ritual’s conclusion or risk gaining Hubris. Time: Present Tense (5 minutes)
Cost: 1 VP per 5 targets
SMITING HAND Roll: Empathy + Will
Components: LGP
Calling • Power • Precondition: Theurgy 6 and Resistance: Tough
Brother Battle faction Impact: For the rest of the scene, you can mystically
You can channel the power of the Holy Flame communicate with and feel the emotions of the rite’s
through your limbs. chosen targets (who must be within sensory range
Time: Instantaneous (primary action) during the casting), allowing the formation of a tele-
298
pathic network through you (similar to the Psyche
psychic power Sympaticus). The range is 100 meters. Eskatonic Order Rituals INTRODUCTION
RULES
However, this ritual actually makes it harder to ma- Theurgy Rite
nipulate or control your chosen targets (your influ- CHARACTERS
1 Celestial Alignments (charism)
ence rolls against them are unfavorable). The only TRAITS
viable targets of this rite are those who have pledged 2 Divine Revelation
loyalty to your cause or who have been the targets of 3 Rending the Veil of Unreason TECHNOLOGY
the Prophet’s Holy Blessing with you. 4 Second Sight OCCULT
5 Osseous Transmutation
SALUTATION TO ZAKHAYELOS, 6 All-Seeing Eye
LORD OF HOSTS 7 Refinement of Essence
Calling • Power • Precondition: Theurgy 9 and 8 Investiture
Brother Battle faction 9 Knowledge and Conversation of Tholu-
You can call upon one of the Bodiless Intelligences of miyelos, Lord of Wisdom
the Empyrean for aid.
Time: Present Tense (15 minutes) ALL-SEEING EYE
Cost: 1 VP
Roll: Impress + Presence Calling • Power • Precondition: Theurgy 6 and
Components: LGP Eskatonic Order
Resistance: Severe You can observe a place in which you are not physi-
Impact: You contact the strong and warlike Intel- cally present.
ligence known as Zakhayelos, who rules the Fifth Time: Present Tense (1 minute)
Emanation from the Celestial Sun. Zakhayelos Cost: 1 VP
is the pure embodiment of the military virtues: Roll: Observe + Intuition
strength, courage, discipline, strategy, and logistics. Components: LP
They will take no direct physical actions, but as a Resistance: See below.
being of nearly limitless capabilities, they can act Impact: You gain the equivalent of the Sixth Sense
in ways both grand and subtle to tip the scales of psychic power Far Sight. Consult the description
victory in your favor. of that power earlier in this chapter for additional
Zakhayelos has been known to aid the order with details.
signs and omens that reveal enemy positions and
tactics. They may bolster troops with substantial CELESTIAL ALIGNMENTS
(but temporary) increases in traits (and sudden fa-
vorable rolls), or they may appear in the sky above Calling • Power (charism) • Precondition:
Brother Battle armies (instilling your troops with Theurgy 1 and Eskatonic Order
the Divinely Inspired state while making the enemy You can glean divinatory clues based on the positions
Penalized). When taking visible form, they appear of celestial bodies, reading what they portend for the
as a tall, noble knight clad in shining, elaborately current scene. You do not need to see the stars or
decorated armor, wielding a flaming sword embla- planets; your intuition tells you their positions.
zoned with a jumpgate cross. Time: Instantaneous (primary action)
While some outside the Church doubt the exis- Cost: 1 VP
tence of Zakhayelos and other Empyrean powers, Roll: Observe + Intuition
there can be no doubt about their efficacy. The Components: P
GM should imagine an appropriately spectacu- Resistance: Easy
lar effect for this ritual, using the examples given Impact: You gain a flash of insight about the influ-
above as guidelines. Under no circumstances will ence of the stars upon your exact time and place.
Zakhayelos become directly involved, but if called For the rest of the scene, you can use this insight
upon, they will aid you. to declare a single reroll for any roll that you or
This rite can be cast only once per drama without someone else has just made. (This must occur di-
risk. If you cast it a second time within the same dra- rectly after the roll in question; it cannot be lat-
ma, you must perform a repent maneuver (Focus + er in the same round, after other rolls have been
Faith) to prevent gaining Hubris. (See Gaining Hubris made.) In essence, the result of the first roll is what
below.) If you dare to cast it a third time (and every you foresaw; your prayer-based intervention al-
subsequent time), your repent roll is unfavorable. lowed that outcome to change, so that the reroll
299
became the actual sequence of events that time to be done to resolve it; and 6 VP offers profound
played out. You have no control over the result of leaps of logic, in which case, the GM may simply
the reroll, however, and you must abide by it. (You opt to give you information to which you would not
also cannot cast this rite to redo a reroll brought normally have access.
about by this rite).
This rite can be cast multiple times within the INVESTITURE
same scene, but only after the preceding rite’s reroll
has been used (thus altering fate enough that you Calling • Power • Precondition: Theurgy 8 and
can again try to scry its new workings). Eskatonic Order
Additionally, knowledge of this rite gives you You can create a superior tabernacle. The Imbue
perfect knowledge of the stars: You can keep per- Tabernacle perk allows you to imbue an item with
fect mental notes of all the movements of the sur- victory points as a separate coffer. This rite allows you
rounding solar system, as well as the constellations to create a self-replenishing one with more capacity.
(as they appear to an observer on the surface of a Time: Narrated (1 day)
planet). With no more than a passing glance at the Cost: 1 VP
sky, you know sidereal time and your location, di- Roll: Focus + Will
rection, and motion as you travel across a planet. Components: LGP
While this provides some utility in interplanetary Resistance: Tough
navigation within a solar system, it does not aid in- Impact: Your tabernacle’s victory-point limit is your
terstellar travel or complex maneuvers like combat, Theurgy rating + 1 per VP spent during casting.
docking, or landing. Once a tabernacle’s stored points have been used
up, you can recharge them with your own VP af-
CHARISM ter an hour-long ceremony. However, your Invested
With Theurgy 1, your charism allows you (by spend- tabernacle will replenish itself at a rate of 1 VP per
ing 1 VP) to nudge the result of a single die roll up or your level per scene. If you’re 6th level, your taber-
down by 1 (turning a 7 into an 8 or a 6). A nudged nacle replenishes 6 VP per scene.
roll cannot result in a critical hit, however, and a die- Special: If you already have the Imbue Tabernacle
roll result of 20 is always a critical miss that cannot perk, you can exchange it for this rite once you meet
be nudged. the Theurgy 8 precondition.
At Theurgy 5, your charism allows you (by spend-
ing 1 VP) to nudge the result of a single die roll up or KNOWLEDGE AND
down by up to 2 (turning a 7 into an 9 or a 5). The
CONVERSATION OF
same restrictions apply.
At Theurgy 9, your charism allows you (by spend- THOLUMIYELOS, LORD OF
ing 1 VP) to nudge the result of a single die roll up or WISDOM
down by up to 3 (turning a 7 into a 10 or a 4). Again,
the same restrictions apply. Calling • Power • Precondition: Theurgy 9 and
Eskatonic Order
DIVINE REVELATION You can call upon one of the Bodiless Intelligences of
the Empyrean for aid.
Calling • Power • Precondition: Theurgy 2 and Time: Present Tense (15 minutes)
Eskatonic Order Cost: 1 VP
You gain divine insight into your current situation. Roll: Impress + Wits
Time: Instantaneous (primary action) Components: LGP
Cost: 1 VP Resistance: Severe
Roll: Focus + Wits Impact: You contact the clever and insightful Intelli-
Components: P gence known as Tholumiyelos, who rules the Eighth
Resistance: Easy Emanation from the Celestial Sun. Tholumiyelos is
Impact: By reciting a prayer for guidance, you gain the pure embodiment of wisdom and knowledge.
significant insight into whatever problem is vexing They will take no direct physical actions, but as a
you. The GM should judge the degree of insight being of nearly limitless capabilities, they can pro-
based on the VP spent: basic victory furnishes only vide you with secret lore and metaphysical under-
the slightest of clues; 2 VP provides a more substan- standing of the universe by means of conversation.
tial answer; 4 VP grants you a clear indication of These conversations are highly ritualized and
the exact nature of your dilemma and what needs formulaic, like a catechism or question-and-an-
300
INTRODUCTION
swer session, featuring Tholumiyelos as the REFINEMENT OF ESSENCE
teacher and you as the student. Tholumiyelos RULES
seldom answers a direct question (such as “Is the Calling • Power • Precondition: Theurgy 7 and
duchess poisoning my meals?”); instead, they are Eskatonic Order CHARACTERS
more likely to ask you questions that might lead You can remove impurities from objects. TRAITS
you to the answer you seek (such as “How do Time: Instantaneous (primary action)
you think the duchess feels about you, and what Cost: 1 VP + 2 VP per additional 10 kg TECHNOLOGY
political necessities might impinge upon your re- Roll: Alchemy + Wits
OCCULT
lationship?”). When taking a visual form, Tho- Components: LG
lumiyelos appears as an elderly androgyne with Resistance: 1 per 5 kg of weight
clear, sparkling eyes; they hold an ancient book Impact: You remove non-essential elements from an
in the right (or male) hand and a bubbling cruci- object or body whose mass is equal to or less than
ble in the left (or female) hand. your Theurgy ranks x20 in kilograms. You can af-
This rite can be cast only once per drama with- fect additional mass at a rate of 10 kilograms per 2
out risk. If you cast it a second time within the same VP expended. At this cost, you must touch a por-
drama, you must perform a repent maneuver (Focus tion of the mass, but if it is within sight, you may
+ Faith) to prevent gaining Hubris. (See Gaining Hu- spend 2 VP to affect it from a distance.
bris below.) If you dare to cast it a third time (and Refinement of Essence is used to purify fuel,
each subsequent time), your repent roll is unfavor- strengthen building materials, and detoxify food,
able. water, or the atmosphere of an enclosed or sealed
space (kg = cubic meters). In rules terms, it upgrades
OSSEOUS TRANSMUTATION the item’s quality by one degree: from standard to
superior, superior to masterwork, etc. You can im-
Calling • Power • Precondition: Theurgy 5 and prove it by one additional degree by spending 1 VP
Eskatonic Order upon casting.
You can fossilize an object. Unlike Osseous Transformation (a less specialized
Time: Instantaneous (primary action) form of this power), Refinement may be used on living
Cost: 1 VP + 2 VP per additional 10 kg organic tissue. However, care should be taken when
Roll: Alchemy + Wits using it in this fashion, as even benign drugs and med-
Components: LG icines, surgical implants, transplants, tissue grafts, and
Resistance: 1 per 5 kg of weight undigested food are considered “impurities,” which
Impact: You call upon the transformative powers means they will be forcibly expelled from the target’s
of your own indwelling spark of the Holy Flame body. In addition, cybernetic enhancements break
to fossilize any object or body whose mass is equal down and may cause damage to their bearer.
to or less than your Theurgy ranks x20 in kilo- This rite has been known to even expel symbiot
grams. You can affect additional mass at a rate of taint, although the longer the taint has been pres-
10 kilograms per 2 VP expended. At this cost, you ent in the flesh, the higher the Resistance to expel
must touch the object, but if it is within sight, you it (double Resistance after the first act in which the
may spend an additional 2 VP to affect it from a infection occurred).
distance.
The transmuted object is now composed of a RENDING THE VEIL OF
gray, chalky sandstone-like material. The object
UNREASON
is strong enough to support a human’s weight but
brittle enough to crack or crumble with a sharp im- Calling • Power • Precondition: Theurgy 3 and
pact. As one would expect, technology transmuted Eskatonic Order
this way ceases to function, and weapons become You can perceive the aura of another being.
brittle, one-use clubs. Time: Instantaneous (primary action)
This transmutation is permanent, but Ur-ar- Cost: 1 VP +2 VP for aura motion, +2 VP for aura
tifacts are immune to it. Living organic tissue is shape
also immune to it. Nevertheless, there are rumors Roll: Focus + Perception
of Stigmata Garrison Eskatonics who have some- Components: P
how learned how to affect living tissue. If true, this Resistance: Hard
would be a grave sin, as it would trap the target’s Impact: You perceive the “mirror” of another’s soul,
soul inside a statue-like body, thereby preventing its which appears as a flame centered on the region
Luminous Return to the Empyrean. of their heart. The size of the flame you perceive is
301
based on the Faith rating of the target: Faith 10 ap- see the type, target, and caster of any theurgic rite
pears as a large and bright flame, completely filling within visual range.
its mirror, while Faith 1 appears as a small candle Second Sight does not grant the aura-reading
flame at the end of a long and dark corridor. Because ability of Rending the Veil of Unreason (see above),
a soul’s mirror can be tarnished through sin, you as it operates according to a different range of the
may guess at the type and extent of the target’s sins astral spectrum. The GM should use creativity in
by examining the condition of their soul’s mirror. describing what you see with this rite, as individual
Sin “Tarnish” auras are not being read. Rather, Second Sight con-
Pride Narrow vertical streaks fers the ability to see all the broad occult forces at
work in a given scene.
Greed Broad horizontal streaks
Lust Violet bubbles rising from the
Envy
bottom
Greenish streaks pointing inward
Sanctuary Aeon Rituals
from the outer edges Theurgy Rite
Sloth Thick bluish bubbles rolling 1 Cleansing (charism)
down from the top 2 Hearth
Wrath Reddish streaks radiating from 3 Calming
the center
4 Knowing Heart
Oathbreaking Cracks are visible, one for each
5 Fruitful Multiplication, Restoration
oath broken, and the size of each
crack is dependent on the impor- 6 Manna from Heaven
tance of its oath. 7 Healing Hand of Saint Amalthea
In addition to this moral insight, you may also read 8 Sanctuary
the target’s aura type and color as if using the Sixth 9 Invitation of Hamomeyelos, Lord of
Sense psychic power Subtle Sight; see the chart ear- Mercy
lier in this chapter. By spending 2 additional VP, you
can discern the motion of the target’s aura, which CALMING
conveys the target’s state of mind; another 2 addition-
al VP allows you to see its shape, which conveys the Calling • Power • Precondition: Theurgy 3 and
targets thoughts. Sanctuary Aeon
Finally, you can detect the tinge of occult forces You can dissipate rage, hate, fear, and even less neg-
within the soul — you can read whether the target has ative (but sometimes equally destructive) manifesta-
wyrd points in their cache or bank. You only know its tions of simple excitement. This rite has prevented
presence, not its quantity. many confrontations from escalating to violence,
which accounts for the Amaltheans’ reputation as
SECOND SIGHT diplomats.
Time: Instantaneous (primary action)
Calling • Power • Precondition: Theurgy 4 and Cost: 1 VP + 1 VP per additional target
Eskatonic Order Roll: Charm + Will
You can see any traces of dark corruption in a target’s Components: G
soul. Resistance: Equals the highest Spirit Resistance of
Time: Instantaneous (primary action) all targets present.
Cost: 1 VP Impact: You cancel the effects of certain states
Roll: Focus + Perception within the affected targets: Afraid, Angered, Ber-
Components: P serk, Daunted, Humiliated, Roused, Terrified, and
Resistance: Hard similar states that would rile people up, including
Impact: You see a psychic’s Urge as a dark fetal form those caused by psychic manipulation and demon-
growing in their brain (at lower levels) or as a ful- ic possession. This nullification lasts for one scene,
ly formed shadow that moves independently of the after which enduring and chronic states exert their
psychic (at higher levels). Second Sight can also re- effects again. By spending an additional 2 VP per
veal the presence of demonic influence, allowing target, you can lower the persistence of these states
you to see their dark forms hovering near an An- by one step (chronic to enduring to temporary to
tinomist or someone who is possessed. You likewise canceled).
302
INTRODUCTION
CLEANSING FRUITFUL MULTIPLICATION
RULES
Calling • Power (charism) • Precondition: Calling • Power • Precondition: Theurgy 5 and
Theurgy 1 and Sanctuary Aeon Sanctuary Aeon CHARACTERS
You can strengthen a person, object, or yourself You can replicate material substances. TRAITS
against evil taint or influence (including the effects Time: Present Tense (15 minutes)
of psychic powers, Antinomy, Urge, or Hubris) by Cost: 1 VP TECHNOLOGY
cleansing away the impurities through which evil Roll: Sleight of Hand or Vigor + Faith
OCCULT
gains a foothold. Components: LP
Time: Instantaneous (primary action) Resistance: Hard
Cost: 1 VP Impact: You increase the mass of a single targeted
Roll: Focus + Faith substance (such as food, water, cloth, building ma-
Components: LGP terials, breathable air, etc.), doubling its existing
Resistance: Effortless against willing targets, Hard amount. You can triple it by spending 2 VP or qua-
against one’s self druple it with 4 VP.
Impact: For the remainder of the scene, the target Fruitful Multiplication will not replicate manu-
gains +2 Resistance to all their Resistance traits factured items, only basic materials. Using this rite
against the above-listed threats. You can increase on precious metals is frowned upon by the Sanctu-
this by +1 Resistance per 2 additional VP you ary Aeon sect and is usually grounds for immediate
spend upon casting, up to a bonus limit of your excommunication.
Faith rating.
Additionally, Cleansing is also useful in treating HEALING HAND OF SAINT
wounds when no chemical antiseptic is available. It
AMALTHEA
does not heal Vitality itself; instead, it provides the
target with a bonus equal to your class level for a Calling • Power • Precondition: Theurgy 7 and
single Revival (so long as the Revival is used in the Sanctuary Aeon
same scene as the casting). You can perform miraculous healing upon the afflict-
Some Amaltheans perform this ritual daily as ed.
part of their devotional ceremonies. This effect lasts Time: Instantaneous (primary action)
for the remainder of the act. A cleansed person par- Cost: See below
ticipating in a rite acts as a vestment (see Vestments Roll: Empathy or Remedy + Intuition
above), provided they possess at least 1 rank of the Components: LGP
Theurgy characteristic. Resistance: Easy
Impact: By meditating upon Saint Amalthea while
CHARISM reciting all the names of the Pancreator from the
With Theurgy 1, your charism (by spending 1 VP) Compassionate Truths, you heal Vitality wounds
grants a target that you can see (not yourself) +1 Re- at a rate of 2 Vitality per 1 VP spent. Even Man-
sistance against a single attack for that round only. Al- gled wounds can be healed in this way, which
ternatively, you can spend 1 VP to remove dust, dirt, removes the Mangled state. Unlike the Laying
and similar mundane foreign contamination from On of Hands rite, you do not need to touch your
inanimate objects. target; you must simply be able to sense them
At Theurgy 5, you can grant a target that you can with your own senses (you can’t use this rite over
see +1 Resistance against two attacks, so long as they a vidscreen).
occur within 10 rounds. Alternatively, you can spend You can heal more than one person by spending
1 VP to remove mold, mildew, and similar mundane 2 VP per additional target. You must pay this cost
contaminants from inanimate objects, including food before the roll is made. The maximum number of
and drink. additional targets is limited by your Faith charac-
At Theurgy 9, you can grant a target that you can teristic. The amount of VP you spend to overcome
see +1 Resistance against three attacks, so long as they Resistance is applied against all targets, but you
occur within that scene. Or you can spend 1 VP to must spend VP to heal Vitality separately for each
repair small mundane damage to inanimate objects, target.
such as tears in clothing, cracks in ceramic, or bent In addition, you can reattach severed limbs and
metal, making them good as new. remove deeply embedded shrapnel, diseased or-
gans, or insidious parasites. In these cases, you (or
an assistant who follows your directions) will need
303
to touch the patient in the affected region, and the manner of helpful or generous locals, passersby,
Resistance for the casting becomes Demanding. wandering mendicants, or even forgotten ac-
With the GM’s approval, a critical hit might even quaintances. Regardless of its manifestation, Ha-
restore the very recently dead to life. momeyelos will always be in a position to make
available to you and your troupe whatever safety,
HEARTH sustenance, or support is necessary (though not
necessarily what is overtly requested but rather
Calling • Power • Precondition: Theurgy 2 and what is truly required).
Sanctuary Aeon This rite can be cast only once per drama with-
You can create a roaring fire. out risk. If you cast it a second time within the same
Time: Instantaneous (primary action) drama, you must perform a repent maneuver (Focus
Cost: 1 VP + 2 VP for each additional scene of du- + Faith) to prevent gaining Hubris. (See Gaining Hu-
ration. bris below.) If you dare to cast it a third time (and
Roll: Focus + Faith each subsequent time), your repent roll is unfavor-
Components: LG able.
Resistance: Easy
Impact: You produce what appears to be a campfire, KNOWING HEART
which generates enough light to see in a 10-meter
radius and enough heat to boil water and cook Calling • Power • Precondition: Theurgy 4 and
food. It lasts for one scene. Unlike the Avestite rite Sanctuary Aeon
of Torchbearing, however, the fire created is not a You can observe the inner workings of the target’s
natural fire. The flames are not hot enough to fire psyche, both emotional and intellectual.
pottery or smelt ore, and they cannot be used to Time: Instantaneous (primary action)
start other fires or ignite flammable materials. Sim- Cost: 1 VP
ilarly, no fuel is needed, but a cleared space must be Roll: Empathy + Perception
prepared beforehand. Components: P
By spending 2 VP for the scene, you can move the Resistance: Target’s Spirit Resistance
Hearth so that it travels with you, although only at Impact: You read the current state of the target’s
a walking pace. mind, but only their active, “surface” thoughts and
emotions; subconscious or deeply buried feelings,
INVITATION TO HAMOMEYELOS, thoughts, or intentions are not disclosed by Know-
ing Heart. However, by spending 2 VP, you may
LORD OF MERCY
probe for such inner states.
Calling • Power • Precondition: Theurgy 9 and
Sanctuary Aeon MANNA FROM HEAVEN
You can call upon one of the Bodiless Intelligences of
the Empyrean for aid. Calling • Power • Precondition: Theurgy 6 and
Time: Present Tense (15 minutes) Sanctuary Aeon
Cost: 1 VP You can create food.
Roll: Impress + Presence Time: Present Tense (15 minutes)
Components: LGP Cost: 1 VP + 1 VP per each additional day or 10
Resistance: Severe adults
Impact: You contact the compassionate and benef- Roll: Focus + Faith
icent intelligence known as Hamomeyelos, who Components: LP
rules the Sixth Emanation from the Celestial Sun. Resistance: Demanding
Hamomeyelos is the pure embodiment of benev- Impact: You create sufficient sustenance to feed 10
olence and generosity. They will take no direct adults for one day. The VP expended determine
physical actions, but as a being of nearly limitless the quality and variety of the food created: basic
capabilities, they can aid you in a multitude of ways victory (without VP spent) yields a chewy, dense
relating to the virtues they embody. (but nutritious) substance somewhere between
Hamomeyelos has never revealed themself jerky and old bread; an additional 2 VP makes
directly to anyone, but they always manifest in for a simple but hearty assortment of meats and
the tangible physical form of a good Samaritan, vegetables; an additional 4 VP yields fully pre-
a kindly stranger, a timely messenger, or any pared meals.
304
INTRODUCTION
RESTORATION Theurgy Rite
5 Fault of the Soulless RULES
Calling • Power • Precondition: Theurgy 5 and 6 Fearsome Majesty
Sanctuary Aeon CHARACTERS
7 Inquisitory Commandment
You can cure diseases and expel poisons from the TRAITS
body of the target. 8 Tortures of the Damned
Time: Instantaneous (primary action) 9 Petition to Jachemuyelos, Lord of TECHNOLOGY
Cost: 1 VP Judgment
OCCULT
Roll: Focus + Faith
Components: LGP FAULT OF THE SOULLESS
Resistance: Demanding
Impact: While Vitality damage already inflicted from Calling • Power • Precondition: Theurgy 5 and
disease or poison is not healed by this rite, their Temple Avesti
source is removed, thereby allowing the target to You can cause a piece of personal technology, such as
recover normally. In the case of disease, the target’s a blaster, a comlink, a computer terminal, or a robot
own immune system wins over the sickness, while of human size or smaller to cease to function, so long
poisons are literally expelled from the body, leaving as you can see it.
lasting evidence that may be analyzed by investiga- Time: Instantaneous (primary action)
tors attempting to trace the poisoner. Additionally, Cost: 1 VP
imbalances in the spiritual humours are soothed: Roll: Impress or Tech Redemption + Presence
chronic mental and social states become enduring. Components: LG
Resistance: Demanding (Severe vs. tech items that
SANCTUARY have been enhanced by occult means: a psi fetish, a
sanctified blaster, etc.)
Calling • Power • Precondition: Theurgy 8 and Impact: You can spend additional VP to affect larger
Sanctuary Aeon and more complex pieces of technology: 2 VP to
You can create a “damper field” in which no violent disable a personal land vehicle, 4 VP for a building’s
or harmful actions may take place. security system, and 10+ VP to take out a starship.
Time: Instantaneous (primary action) The VP required can be adjusted at the GM’s dis-
Cost: 1 VP cretion. For example, if you possess sufficient tech
Roll: Charm + Faith knowledge, you might be able to target a starship’s
Components: LGP helm systems by expending only 4 VP.
Resistance: Tough The severity of any malfunction is based on the
Impact: Sanctuary affects either a large room or a VP you spend: basic victory causes simple mishaps
10-meter radius around you. You can enlarge it by lasting only a few turns (misfires, jams, etc.); an ad-
2 meters per 1 VP you spend, up to a maximum VP ditional 2 VP makes for more serious but repairable
equal to your Theurgy rating. Any roll within the damage that takes a scene to correct (dead batter-
Sanctuary using Fight, Melee, or Shoot only suc- ies, overheating motors, system crash, etc.); an addi-
ceeds on a roll of 1 and any other malevolent or tional 4 VP means the machine is permanently ru-
overly aggressive action, such as a psychic attack, ined and maybe unfixable (broken chassis, cracked
is unfavorable. casings, wiped memory, etc.). With an additional
This ritual is the foundation of Sanctuary Aeon’s 6 VP or more you can produce spectacularly de-
political power through the ages, as it ensures that structive effects, like fuel leakages, core meltdowns,
Amaltheans can act as mediators between the war- or smoke and sparks pouring out of a control panel
ring factions of the Known Worlds. while gears and springs drop from the bottom of
the console.
FEARSOME MAJESTY
Theurgy Rite
1 Knowing the False Heart (charism) Calling • Power • Precondition: Theurgy 6 and
Temple Avesti
2 Scent of Evil This ritual is identical to the Brother Battle rite of the
3 Sting of Conscience same name (although it can be acquired at a lower
4 Torchbearing Theurgy rank).
305
INQUISITORY COMMANDMENT At Theurgy 9, you can recognize falsehoods as per
directly above, but the duration extends to the rest of
Calling • Power • Precondition: Theurgy 7 and the scene.
Temple Avesti
You can compel someone to tell the truth. PETITION TO JACHEMUYELOS,
Time: Instantaneous (primary action)
LORD OF JUDGMENT
Cost: 1 VP
Roll: Empathy + Presence Calling • Power • Precondition: Theurgy 9 and
Components: L Temple Avesti
Resistance: Target’s Spirit Resistance You can call upon one of the Bodiless Intelligences of
Impact: Your target suffers the Abjured state, an the Empyrean for aid.
extreme form of the Castigated state. They can be Time: Present Tense (15 minutes)
compelled to answer questions in depth (not simply Cost: 1 VP
“yes” or “no”) and made to give up deep secrets. Roll: Impress + Faith
While questions that might put allies into danger Components: LGP
still allow for a reflexive shake it off attempt, the roll Resistance: Severe
is unfavorable. The state lasts for one scene. Impact: You contact the stern but fair arbiter of dis-
putes known as Jachemuyelos, who rules the Fourth
KNOWING THE FALSE HEART Emanation from the Celestial Sun. Jachemuyelos is
the pure embodiment of judgment. They will take
Calling • Power (charism) • Precondition: no direct physical actions, but, as a being of nearly
Theurgy 1 and Temple Avesti limitless capabilities, they can provide you with guid-
You can detect intentional dishonesty and deliberate ance in rendering a judgment in difficult cases. Their
untruthfulness in a target. advice can steer you toward the most just outcome.
Time: Instantaneous (primary action) Jachemuyelos is not an entity of blind wrath or
Cost: 1 VP damnation, but a truly objective intelligence with a
Roll: Impress + Presence perfect comprehension of the balance between retri-
Components: G bution and repentance. Their guidance is what keeps
Resistance: The dissembling target’s Spirit Resistance the most fervent and zealous inquisitors in check.
Impact: For the rest of the scene, you know whether Only the most malevolent enemy of life and faith will
the target is lying whenever they communicate with ever see the harsh and vengeful aspect of Jachemuye-
you or others. While this only applies to outright los, of which even Avestites speak in euphemistic
falsehoods, you may still detect half-truths if you whispers. Your interactions with Jachemuyelos must
spend 2 additional VP upon casting. be worded in rigid and precise legalese, much as
Instead of a person, you can target a written text, a counselor would approach a judge, or else they
either a short letter (Hard Resistance), a passage will offer no assistance to you. The visible form of
from a book (Demanding Resistance), or an entire Jachemuyelos is an older man with a long beard and
book (Tough Resistance). You can tell whether the stately judicial robes, holding the scales of justice in
author of the text believed what they wrote to be one hand and the gavel of Order in the other.
true, although you must read the full text, however This rite can be cast only once per drama without
long that takes. risk. If you cast it a second time within the same dra-
ma, you must perform a repent maneuver (Focus +
CHARISM Faith) to prevent gaining Hubris. (See Gaining Hubris
With Theurgy 1, your charism allows you (by spend- below.) If you dare to cast it a third time (and each
ing 1 VP) to intuit — on your next turn — whether subsequent time), your repent roll is unfavorable.
someone within earshot of you has spoken a falsehood
during the prior round. However, if more than one SCENT OF EVIL
person in earshot talked that turn and a lie was spo-
ken, you’re not sure which person(s) is the liar. You Calling • Power • Precondition: Theurgy 2 and
catch the telltale scent of a lie, but don’t know who Temple Avesti
dealt it. You can perceive acts of Antinomy or a psychic’s
At Theurgy 5, you can recognize falsehoods as above, Urge, the presence of demons, or Ur-artifacts with
but the duration extends to 10 turns. At the beginning negative effects.
of each turn, you’ll know whether someone (but not Time: Instantaneous (primary action)
necessarily who) lied during the previous round. Cost: 1 VP
306
INTRODUCTION
Roll: Empathy + Perception Sting of Conscience may be used without a specif-
Components: GP ic verbal accusation against its target. In that case, RULES
Resistance: Hard its effect is unpredictable. A relatively guiltless per-
Impact: This rite indicates the presence of evil (as son may begin to obsess over some mischief from CHARACTERS
listed in the rite’s description above), but not ex- their childhood, while a truly sinful person may be TRAITS
actly what the evil is doing. Some precision is pos- driven to wildly self-destructive acts that endanger
sible, however, depending on the VP spent. Basic everyone around them. TECHNOLOGY
victory, for example, merely signals the presence
OCCULT
of evil (“There is evil in this house!”); spending an TORCHBEARING
additional 2 VP means a more specific area can be
sensed (“Somebody in this room...”); spending an Calling • Power • Precondition: Theurgy 4 and
additional 4 VP also gives you a sense of the type of Temple Avesti
evil present (Antinomic, Urge, alien, etc.); an addi- You can ignite a flame without the use of lighters,
tional 6 VP or more also pinpoints the evil precisely matches, or flint and steel.
(“J’accuse! Antinomy most foul!”). Time: Instantaneous (primary action)
Cost: 1 VP
STING OF CONSCIENCE Roll: Focus + Presence
Components: G
Calling • Power • Precondition: Theurgy 3 and Resistance: Hard
Temple Avesti Impact: This flame burns for 10 turns without the
You can verbally harangue a target to make them feel need for fuel, after which it will go out unless fed.
guilty about some past sin or misdeed. You can spend 2 VP to make it last for the scene.
Time: Instantaneous (primary action) Normally, the flame can only be ignited by touch,
Cost: 1 VP but you can spend 2 additional VP to create the
Roll: Impress + Presence flame anywhere you can see (as long as it’s not a
Components: LG direct attack).
Resistance: The target’s Spirit Resistance
Impact: The target is both Castigated for the scene TORTURES OF THE DAMNED
(they must answer your queries) and Guilty (they
need to make amends) as a chronic state; this lasts Calling • Power • Precondition: Theurgy 8 and
until they either resolve it with therapy (with a Fo- Temple Avesti
cus rally) or through your verbal absolution of their You can incapacitate a target with pain.
guilt. Until then, their shake it off rolls are unfavor- Time: Instantaneous (primary action)
able. Cost: 1 VP
307
Roll: Impress + Presence Cost: 1 VP
Components: LG Roll: Empathy or Vigor + Presence
Resistance: Target’s Spirit Resistance Components: LGP
Impact: You flood a targets mind with images of Ge- Resistance: Easy
henne (Hell). These visions may take the form of Impact: You can neutralize impurities and organic
Orthodox or Avestite descriptions — burning fire poisons. You can also restore perishable foods with-
or numbing cold that lasts for eternity — or a more in two days of their having spoiled. When blessing
personal form, such as reliving a traumatic event untainted foodstuffs, you can make them more nu-
or seeing one’s greatest fears come to life; they may tritious and fulfilling by 50% (for example, a 10-day
manifest as some combination of both. In either supply of rations can be stretched out to 15 days).
case, the target becomes Terrified for 10 turns, after The amount of foodstuffs affected is equal to your
which the deep psychological nature of the experi- Theurgy rating in kilograms.
ence causes a chronic Guilty state.
CONSECRATION
308
INTRODUCTION
unfavorable rolls. This effect applies both to pow- Special: If you do not know the name and/or
ers used within the consecrated ground and those identity of the possessing malefactor, your roll is RULES
targeted from without. After an act, the ground re- unfavorable. For this reason, the theurgist usually
turns to normal unless a critical hit was rolled, in interviews the friends and family of the possessed CHARACTERS
which case the consecration is permanent. beforehand, so the priest may ascertain who is be- TRAITS
hind the possession.
DISPERSAL OF DARKNESS TECHNOLOGY
FAITHFUL HEART OCCULT
Calling • Power • Precondition: Theurgy 5 and
Urth Orthodox Calling • Power • Precondition: Theurgy 4 and
You can repulse the servitors of evil. Urth Orthodox
Time: Instantaneous (primary action) You can protect yourself or others from mental harm.
Cost: 1 VP + 1 VP for each additional 10 turns of Time: Instantaneous (primary action)
duration Cost: 1 VP
Roll: Impress + Presence Roll: Focus + Will
Components: LG Components: LP
Resistance: Demanding Resistance: Easy
Impact: You can turn away husks, psychic Doppel- Impact: You shield the soul and mind of a target
gangers, creatures under the negative influence of against mental invasion or domination by psychics
Ur-artifacts, or any other servitors of evil. The rite and their Urges, other theurgists, alien telepaths, or
creates an aura with a 1-meter radius per 1 VP you Antinomists, and anything else that affects Spirit
spend. Evil creatures can come no nearer to you Resistance. The target can be you or someone else.
than the outer radius. If they’re within the radius For the remainder of the scene, the targets gains +1
when the rite is cast, they must use their movement Spirit Resistance. You can increase this by +1 per 2
actions to withdraw as soon as they are able; if they additional VP you spend.
cannot move, their actions against you are unfavor-
able. Also, ranged physical attacks directed at you LIGHT
are unfavorable, but influence attempts and ranged
occult powers are unaffected. The aura lasts for Calling • Power • Precondition: Theurgy 2 and
10 turns but can be extended to an additional 10 Urth Orthodox
turns per 1 VP expended. This extension can occur You can create a sphere of light.
multiple times, even after casting, so long as the 10 Time: Instantaneous (primary action)
turns have not yet run out. Cost: 1 VP + 1 VP for each additional 1-meter radius
or 2-meter beam
EXORCISM Roll: Focus + Intuition
Components: G
Calling • Power • Precondition: Theurgy 8 and Resistance: Easy
Urth Orthodox Impact: You generate an insubstantial floating ball
You can end psychic or Antinomic domination, de- casting light in a 5-meter radius that lasts for the rest
monic possession, and the influence of Ur-artifacts of the scene. The light is sufficient to read by. The
and some aliens. ball follows you unless you direct it otherwise. As a
Time: Present Tense (30 minutes) secondary action, you can move the ball elsewhere at
Cost: 1 VP a speed of 1 meter per your Theurgy rating.
Roll: Impress + Faith As a primary action, you can reshape the light
Components: LGP into a tight searchlight-type beam that extends from
Resistance: A dominated target uses the Spirit Re- your palm and can be used to search darkened ar-
sistance rating of the psychic responsible, while a eas for blind “enemies of the faith.” (Roll Focus +
possessed target uses the Spirit Resistance of the Dexterity as a primary action to aim at a target’s
demon responsible. Both psychics and demons can eyes vs. the target’s Perception as Resistance; im-
contest exorcism attempts by expending VP of their pact: the target is Blinded for 1 turn per 2 VP you
own. The Resistance of other types of occult influ- spent, or if they’re wearing eye protection, they
ence is left to the GM to determine, but most are at are instead Visually Impaired.) The range for this
least Demanding. beam is 10 meters. Upon casting, you can extend
Impact: You drive out any dark power which is influ- the range by a 1-meter radius (or 2 m for the beam)
encing or possessing the target. per 2 VP spent.
309
SEALING THE TEMPLE
Hubris Powers
Calling • Power • Precondition: Theurgy 9 and The powers of Hubris represent the changing rela-
Urth Orthodox tionship between the theurgist and the Pancreator,
You can protect your flock during times of great trou- which is to say, between the theurgist and the uni-
ble by turning a temple into a temporary fortress. verse at large. Most Hubris powers are permanent
Time: Present Tense (15 minutes) or always in effect, while some (for example, ranks 2
Cost: 1 VP + 2 VP per additional hits equal to your and 4) require specific circumstances to become ac-
level tive. No rolls need be made, since the precise mani-
Roll: Impress + Will festation of each power is largely left to the imagina-
Components: LGP tion of the GM.
Resistance: Tough
Impact: This is cast onto a room, building, or struc- AVERT BEAST (HUBRIS 1)
ture no larger than your Presence x10 in square
meters. It acts as both the Dispersal of Darkness Animals fear you: dogs bark at your passing, birds take
and Armor of the Pancreator rites: evil creatures flight, cats hiss and spit, horses rear and throw their
cannot approach within the area of protection, and riders, oxen bolt from their harnesses, etc. “Skittish
attacks upon the structure from without must con- as a Terran cart-mule” is a private joke among rural
tend with a property resembling an energy shield. priests, who keep their Hubris in check through the
recognition of this “early warning” effect. Among ur-
Hubris
ban priests, growing Hubris is less likely to be noticed,
since they generally have less direct contact with the
natural world.
The Church refers to the dark consequences of theurgy
as hubris, which it understands as overweening pride be- GUILTY SOUL (HUBRIS 2)
fore the Pancreator. Hubris is not a split personality or
a dark entity growing inside you; it is your own human You become prone to unconscious slips of the
fallibility before the divine. A lack of humility leads to tongue that reveal your sin. The Church believes
supercilious pride in one’s ability to call forth miraculous that your tarnished soul wishes to speak out, so
powers, powers that are supposed to be the Pancreator’s that you might recognize the Hubris growing with-
gift rather than your own will exerting itself. Conse- in you and seek atonement through humility. Nor-
quently, extreme Hubris can even lead to lack of faith. mally, public knowledge of this Hubris power can
Whenever you roll a critical miss on a theurgic rit- endanger a theurge’s career, so those afflicted with
ual roll, your Hubris grows: the effects of your Hubris it keep it well hidden, if possible. Of course, a guilty
powers exert themselves in increasingly dire ways. soul tries to speak out at the most inappropriate
You must also perform a successful repent maneuver times by making embarrassing and self-revelatory
to avoid gaining an additional Hubris rank. (See Gain- declarations. This power only lasts for a scene after
ing Hubris below.) The effects of Hubris remain with you’ve rolled a critical miss on a ritual roll or any
you until you lose the ranks of Hubris that currently roll involving Faith.
empower them. Hubris has nine generally acknowl-
edged ranks, each of which is described below. There BLEMISHES (HUBRIS 3)
are additional ways to gain Hubris, most commonly
by committing sins. (See Gaining Hubris.) Your pride before the Pancreator grows until it
As with the psychic Urge, Hubris opposes your cannot cure itself through mere speech. Instead,
Theurgy characteristic. If you have 1 rank of Hubris, it reveals its Hubris physically through warts,
you can have no more than 9 ranks of Theurgy. If your splotches, and similar marks on your face or hands.
Hubris is 2, your maximum Theurgy is 8, and so on: These blemishes are visible signs that you have
As Hubris grows, Theurgy diminishes. If this causes overstepped the boundaries of the Church’s teach-
you to lose a rank of Theurgy that you had previously ings. Blemishes, unlike religious stigmata, are usu-
gained, any rites that require that rank as a precon- ally recognized and understood by the faithful as
dition cannot be cast. You still know them, but your evidence of sinful behavior. Cynical observers of
powers are useless to evoke them until you’ve lost the fashion trends have noted that the Avestite prefer-
blocking Hubris, which then allows your pre-existing ence for long robes with concealing hoods or veils
Theurgy to return. For more details, see the Resolving originated during a particularly corrupt period in
Urge/Hubris Conflicts sidebar earlier in this chapter. the sect’s history.
310
INTRODUCTION
FLAGELLATION (HUBRIS 4) FAITHLESS (HUBRIS 6)
RULES
If a guilty soul (see above) is left unchecked, it grows An inflated sense of self-importance eclipses the rightful
too large for the dark recesses of your heart, building place of the Pancreator in your heart, enabling guilt and CHARACTERS
pressures that can cause it to manifest in actual deeds sin to spill out into the world around you. Your Hubris TRAITS
rather than in mere words. Your guilt eats away at is now too great for you to bear alone, so its effects soon
you, and you begin to perform unintended actions — start to taint others, as well. Your sermons, no matter TECHNOLOGY
often dangerous and potentially life-threatening — how beautifully composed or passionately delivered,
OCCULT
designed to reveal it to others. This power only lasts cause others to feel a deep unease within their own souls,
for a scene after you’ve rolled a critical miss on a ritu- leading to a loss of faith. Those so affected may desert
al roll or any roll involving Faith. your sect or even the Church itself. In extreme cases,
such as those already depressed when they fall under the
DOLOROUS STROKE (HUBRIS 5) sway of this power, they may commit suicide — a grave
rejection of the Pancreator’s light.
As the sin of spiritual pride increases, it is accom-
panied by disdain for the real, the mundane, and WASTELAND (HUBRIS 7)
the physical. Under the effects of this power, the soul
is contorted in agony and contorts the body along As the secret sin continues to grow, spreading from
with it. The process that started with blemishes (see person to person, it starts to affect the inanimate
above) is completed with the dolorous stroke, when world as well. Your now-intense Hubris begins to taint
you suffer from a crippling bodily affliction, such as the earth itself. The local land becomes barren: crops
painful arthritis (sometimes bending the hand into will not grow, animals will not birth, and their milk
a claw-like appendage), a hunched back, a lame and meat go bad on the hoof. If you leave the area
leg, etc. The dolorous stroke is permanent until its and do not return, the land may eventually recover in
Hubris rank is decreased and may, at the GM’s dis- time, but it is a long and slow process that can only be
cretion, involve the loss of one or more ranks from accelerated through cleansing rites and blessings. If
Body characteristics. you remain in the area, it may never recover.
311
PLAGUE (HUBRIS 8) Sin Repent roll Ranks
Exposure to alien Focus + Faith 1
As the faith of the people falters and the land is drained occult powers
of all its vitality, your Hubris manifests in the very bod- Exposure to an evil Focus + Faith 1-3
ies of those around you. A virulent plague is visited artifact
upon the local populace, bringing with it suffering and
Declaring a vendetta Focus + Will 1
death. You are protected from this accursed disease of
which you are the cause, but anyone who comes into Murder Focus + Will 1-2
contact with you — including merely seeing you — is Rape Focus + Will 2
afflicted by it. As with the manifestation of a Wasteland Stealing Focus + Wits 1
(listed above), the plague may be combated through Inventing proscribed Focus + Will 1
the use cleansing rites and blessings, but it is stubbornly tech
resistant to technological medicine. Furthermore, the
plague does not abate until you leave the area. Rebellion against sect Focus + Faith 1
Starting your own sect Focus + Faith 1-3
DEAD WORLD (HUBRIS 9)
Standing at the brink of damnation, your insufferable Losing Hubris
pride is swollen to encompass your entire planet. The You can learn humility, but regaining squandered
Pancreator has cursed the very world on which you grace is difficult. Losing Hubris ranks requires both a
stand. The entire world on which you stand when you quest or great deed and a successful atone action to ce-
gain this rank of Hubris become a Wasteland — all life ment what you learned. What follows are some general
on it withers and dies, leaving behind a dead world. guidelines, including suggested Hubris rank reductions.
Only when you are healed of every level of Hubris The traits used for the primary-action atone maneu-
you have acquired will the planet begin to live again. ver depend on the deed you performed as penance (see
Priests whisper that the reason the planet Nowhere — below). The Resistance is your current Hubris rating.
said in Second Republic records to be lush — is now The GM can contest this, as described above for repent.
a windblown desert is because of a forgotten theurge’s If the action succeeds, you lose 1 or more ranks of Hu-
Hubris. True or not, the mere suggestion of it serves bris. (The GM decides, based on the guidelines below.)
as a cautionary tale against Hubris.
Deed Atone roll Ranks
312
Miracles miracle once per drama doesn’t mean that the troupe
should use its allotted miracle before the end of ev-
INTRODUCTION
RULES
Random acts of grace can and do occur, according to ery drama. The GM can choose to allow for fewer or
the many eyewitnesses to miracles. The Church, how- more miracles, based on the tenor of the game. A dra- CHARACTERS
ever, does not always concur with common accounts; ma about the ins and outs of politics at the Imperial TRAITS
it has much narrower criteria for identifying a miracle court might be a rather dry place for divine interven-
than the average peasant. Naturally, this has led some tion, but a rescue mission into symbiot territory on TECHNOLOGY
skeptics to wonder just how often the Pancreator takes Stigmata might be pregnant with providence.
OCCULT
a personal hand in the lives of humanity — and how The GM has other ways to introduce the role of the
many miraculous occurrences are effectively lost to miraculous into the game. See Signs and Wonders in
history, usually because it was politically inexpedient Chapter 1: Drama in the Gamemaster Book for
for the Church to acknowledge them as such. more ideas.
In play, any character can pray for a miracle. How-
Antinomy
ever, only one troupe member may do so per dra-
ma. Once one troupe member has done it, no other
troupe members can do it again until the next drama
and only after each has advanced at least one class Theurgy channels the powers of the Empyrean. An-
level. tinomy (“against the law”) channels the Dark. Antin-
The GM should place as much emphasis on role- omists seek congress with demons.
playing the prayer as possible. The beseecher recites Lurking in the shadows cast by dying stars across a
the prayer aloud for the group, saying exactly what nascent empire, awaiting the return of a hollow dark-
is being asked for and why. If they’re only seeking to ened universe, poisoning the ears of high and low with
further their own or their companion’s interests, ask- greed, rage and fear, the dark lords of pain engineer the
ing without regard for the greater good they could collapse of civilization. Antinomy and trafficking with
achieve with divine aid, a miracle will not occur. This malefic spirits can be traced back to the prehistory of
is a wild card that characters can call on at times, ancient Urth and other species’ homeworlds, but the
though even truly deserving characters may not suc- unholy practice appeared to have undergone a renais-
ceed — few people get a personal answer from the sance with the extinction of Sathraism. Early Ortho-
Pancreator. dox history contains detailed accounts of the practices
Furthermore, when you seek a miracle, you must and behavior of captured Antinomists, but little has
empty your cache and bank — you spend all your VP been gleaned of their beliefs or occult techniques.
and personal WP. No roll is required, so long as the One document intercepted by Avesti inquisitors and
beseecher empties out his cache and bank. translated by Eskatonic monks appears to be a round
The GM makes the miracle happen — but it can chant purporting to describe the hierarchy of all cre-
be as subtle or awe-inspiring as they want. The GM ation. It is written in an ancient dialect of Kurgan, a
should take note of what aid the petitioner asks for fact of which the Hazat never fail to remind Brother
(such as “Save me from my enemy!” or “Convert Battle troops in their border wars. Beginning with a
these heathens!”). The request will come to pass, but brief recapitulation of Eskatonic cosmogony, the chant
in a manner chosen by the GM. It might indeed be describes the Celestial Sun with Its layered Emana-
a stunning moment of divine intervention where the tions, called Sefiros or “spheres” by the order. Each
skies open up and a vision of the Prophet or a saint Emanation, through the action of its residing Intelli-
appears, or it might be an event that seems like pure gences or “Empyrean angels,” reflects the Holy Flame
happenstance or coincidence. outward until it is buried deep in the Tenth Emanation:
Finally, a miracle is always selfless: The aid request- the material world. From there the chant proceeds into
ed will be granted, but it won’t necessarily be in a way a heresy long since purged from the Eskatonic Order:
that helps the beseecher directly. The heathens you Beyond the Tenth Sefiros lie ten more planes of exis-
prayed to convert will convert — but it might come at tence cut off from the Holy Flame, dark empty shells of
the cost of your martyrdom, as their guilt for tortur- the Sefiros called Qlippoth in the chant.
ing or even killing you consumes them. Your prayer The progression of Qlippoth twists through non-
for deliverance from your enemy does provide your space so that the outermost Emanation converges
escape, but it brings you to the attention of that per- upon a central point, named by old heretics the In-
son’s superior. fernos Prime, an inconceivably dense orb of black
Miracles are a way to enhance the “miracle play” devouring fire, the opposite of the Celestial Sun.
aspect of Fading Suns but should never become Inhabiting the Qlippoth are the hollowed vessels of
merely mechanical. Just because you can ask for a consciousness known as demons, who yearn to break
313
through ancient barriers confining them to the Qlip- GM wishing to use an Antinomist as an antagonist
poth and consume the never-ending bounty and may create Qlippothic equivalents of most of the
grace of the Celestial Sun. Since their natural portals above occult powers – more intrusive, soul-rending,
to the Sefiros were closed off by great beings in some and painful versions – with each rank corresponding
primordial eon, they must enter the material plane inversely to the Qlippoth through which the power of
through the heart of a human or other sentient, which the Infernos Prime is accessed. (For example, a rank 1
can open its own doorways to heaven or hell. power would derive from the Ninth Qlippoth, a rank
Antinomists work in secret to open the way for the 2 from the Eighth, and so on.) Practitioners of Antin-
demons, using powers granted to them by their at- omy are often plagued by their fealty ties to a dark
tunement to the Qlippoth. They spread anger, ha- lord, which create effects similar to Urge and Hubris.
tred, mistrust, and any manner of corruption which Be sure that the Antinomist never takes center stage
can drive the Holy Flame from within, eating away for too long, however, as their kind prefer to watch
enough of the soul to receive demonic possession. A from the wings as mastermind manipulators.
314
CharaCTer sheeT
NAME RANK SPECIES
Blessing
Level Curse
SKILLS BODY
Academia (3) Intrusion (3) Strength (3)
Alchemy (0) R Knavery (3) Dexterity (3)
Animalia (3) Melee (3) Endurance (3)
Arts (3) Observe (3)
Charm (3) Perform (3) MIND
Crafts (3) Pilot (0) R Wits (3)
Disguise (3) Remedy (3) Perception (3)
Drive (3) Shoot (3) Will (3)
Empathy (3) Sleight of Hand (3)
Fight (3) Sneak (3) SPIRIT
Focus (3) Survival (3) Presence (3)
Impress (3) Tech Redemption (3) Intuition (3)
Interface (0) R Vigor (3) Faith (3)
OCCULT
Psi Urge Theurgy Hubris
ACTIONS VP BANK
Maneuver/Attack Goal Impact Capacity
Current VP
Current WP
SURGE
Rating
Number
315
© 2020 Ulisses North America. Permission granted to reproduce for personal use only.
referenCe sheeT
PERKS CAPABILITIES
BIRTHRIGHTS
POSSESSIONS Techgnosis
Carried Equipment TL Size Carried Equipment TL Size
MONEY
Cash Asset Income Asset Income
LAST NOTES
316
© 2020 Ulisses North America. Permission granted to reproduce for personal use only.
A Far-Future Passion Play
It is the sixth millennium. Humanity spread across the stars and built
a republic of advanced technology and universal emancipation — and
then squandered it, fought over it, and lost it. As the light of the stars
began to slowly fade, a New Dark Age descended upon the Known
Worlds. Then, from the ashes of war and ruin, Emperor Alexius rose
to power and ushered in a new era of hope. He calls now for brave
knights, wise priests, and resourceful guilders to bring his peace to all
the worlds, known and unknown.
The Character Book presents the game system and player characters
for Fading Suns. In the Victory Point System, each player uses a
single 20-sided die and a handful of victory point tokens to enact
their character’s dramatic feats before the winds of fate. This book
includes character creation rules for all the major factions, as well as
technological equipment, starships, psychic powers, and theurgic rites.
US84001PDF