ROLEPLAYING IN THE GRIM DARKNESS OF THE GREAT WHEEL · should be allowed to have with a roleplaying...

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Transcript of ROLEPLAYING IN THE GRIM DARKNESS OF THE GREAT WHEEL · should be allowed to have with a roleplaying...

  • ROLEPLAYING IN THE GRIM DARKNESS OF THE GREAT WHEEL

  • Brought to you by:LawfulNice

    This is intended as a work of parody and should not be mistaken for a real roleplayinggame. It’s a monster made from the corpses of a dozen roleplaying games, animated by

    a vital spark that knows only darkness and terror.

    That said, everything in here is copyright LawfulNice. If it’s orginal. If it’s shamelesslystolen, then I take no credit. All credit goes to orginal source, etc.

    Anyway, have fun, and don’t take roleplaying too seriously!

    Special Thanks:Gary Gygax - Your rapidly-spinning corpse is providing megawatts of clean electrical

    power, helping us create a greener, better future!

    Jane, James, Tony, Ai, and Michael

  • Chapter 1: Introduction 7What is a Roleplaying Game 7The Roll and Keep System 8

    Chapter 2: Character Creation 9Creating a Hero 9

    Chapter 3: Characteristics and... 15Characteristics 15Specialties 16Skills 17

    Chapter 4: Races 23Racial Traits 23Human 24Aasimar 25Tiefling 26Eldarin 27Dark Eldarin 28Elf 29Ork 30Dragonborn 31Squat 32Halfling 33Tau 34Gnome 35

    Chapter 5: Exaltation 37Exalted Powers 38The Tell 38Vampire 40Werewolf 42Atlantean 44Paragon 46Chosen 48Promethean 50Daemonhost 52

    Chapter 6: Classes 55Chapter 7: Feats, Assets, and ... 83

    Feat List 84Feat Descriptions 86Racial Feats 94Assets 96Hindrances 103

    Chapter 8: Magic 107Casting Spells 109Spells 111Spell Combos 112List of Spells 113Psychic Phenomena 114Perils of the Warp 115

    Chapter 9: Sword Schools 129Special Attacks 129

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    TABLE OF CONTENTS

  • Sword Schools 130

    Chapter 10: Backgrounds 141Chapter 11: Alignment 145

    Degeneration 146Deities 148

    Chapter 12: Equipment 153Availability 153Weapons 155Armor 168Gear 170Cybernetics 172

    Chapter 13: Artifacts 175Magical Weapons and Armor 177Wonders 180Hearthstones 182

    Chapter 14: Playing the Game 185Tests 185Hero Points 188Combat 189Actions 191The Attack 198Combat Situation 200Injury 202Conditions 208Movement 211Social Combat 212Fear and Insanity 216

    Chapter 15: Setting 219History of the Wheel 219The Great Wheel 222Sigil 225Notable Crystal Spheres 230

    Chapter 16: The Story Master 273Themes 274Game Styles 275Running the Game 278

    Chapter 17: Antagonists 281Traits 281Dramatis Personae 283

    Guidelines and Glossary 304

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    TABLE OF CONTENTS

  • If you cry when you lose a character,get lost - you're going to cry. If it hurts yourfragile sensibilities to see your favorite charac-ter get pounded unmercifully by horrorterrorsfrom beyond the Crystal Spheres, you'd betterlook the other way. If you've ever whined thewords "That's too powerful," then put thebook down slowly and walk away before mak-ing eye contact with anyone or they'll realizeyour voice hasn't changed yet.

    This game is about aggression. Thisis the game of Immortal on Immortal combat.This is magic power hopped up on steroids.This is DUNGEONS THE DRAGONING -the roleplaying game that kicks so much assit's accidentally branded every donkey fromhere to the Shire.

    We didn't set out to reinvent thewheel with this game - we just covered it inskulls and eagles, threw it into space, and usedit to slay a Void Dragon.

    DUNGEONS THE DRAGONINGis simple. It's easy to learn. It has no THAC0,no heavy arithmatic, and doesn't require con-stant trips to the rule book. At the same time,the options it gives you give it great depth. Theability to unlock combinations of abilities andspells and skills is practically limitlesss. Forevery perfect strategy, there is a foil. For everyimmovable object, there is an unstoppableforce. Just when you think you've got it allworked out, you'll be blindsided by somethingyou never saw before. The more you dig, themore you'll find.

    DUNGEONS THE DRAGONINGfavors the aggressor. You've got to fire the firstshot if you want to land on top! Too manygames set players up to be timid, afraid of alittle insanity or resting every few minutes torest in a secret tent. Players are afraid to go allout and use their big powers just in case theyneed it later.

    Not in DUNGEONS THE DRAG-ONING! If you wait for your opponent tocome to you, you're going to get purged andcleansed. You've got to have balls to play this

    game! You've got to charge your opponent andhang it all out there1 You've got to break hisformations. You've got to be relentless. Showthem what a really pissed off immortal herocan do. Anything less, and you'll be ham-burger.

    You're playing with power now. Don'tbe afraid - Few things are more sarisfying thantearing apart an entire army with an Aasimarin powered armor, or slaying a dragon withdeath-defying acrobatics and sword skills. Trychaining together the special abilities of a fewSwordsman Schools, or abusing Porte for funand profit. It's almost more fun than youshould be allowed to have with a roleplayinggame.

    The rules in this book deliver on everylevel. Your character will radiate power likenone other. We're pouring so much badassinto this book that if you bump it too hard, VinDiesel will fall out of solution.

    This is a new era in tabletop roleplay-ing games. This is a game made for you, bypeople like you. It's not a load of sterilizedmass market drek designed by a room full ofcorporate meatplows. This is raw. This is bru-tal. This is DUNGEONS THE DRAGO-NING.

    So play like you've got a pair or putdown the dice and go find a My Little Ponydoll.

    5

    INTRODUCTION

  • For ten thousand years, the Lady of Pain has silentlyruled the city of Sigil, master of the hub of the Portalnetwork despite the petty wars of the gods. The city ofSigil is the largest metropolis in the Astral Sea, untoldmillions making sacrifices to sustain it and ensure thecontinued survival of their people in the face of a hostilemultiverse. From hundreds of Crystal Spheres, teemingwith the Clueless and monsters, refugees and opressorsalike come to find their place in a larger galaxy, to find

    treasure fame and fortune amongst the planes. Beset onall sides by foes of such malice it would sear a man's soul

    to know but a fraction of their blasphemies, only thestrongest and most ruthless survive. Foes from withinand without seek to overthrow the Lady's rule, throw-

    ing themselves on the Throne of Blades in vain efforts todestroy in a moment the eons of her rule. The Great De-vourer comes from the Far Realm beyond the Astral Sea,driven to consume all before it and Ork savages surge

    from their barbaric empires to pillage and slaughter. Thevengeful Eldarin cite prophetic visions as they raid and

    destroy even their own cousins, and an ancient evilarises from tombs sealed at the dawn of creation.

    In the grim darkness of the great wheel, there is onlywar.

  • elcome, friends. You hold in yourhands a roleplaying game, one that asks you avery important question. Is a man not entitledto the grandest of adventure? 'No!' says theman with the neckbeard, 'it would be unbal-anced.' 'No!' says the man in the high heels, 'itwouldn't be deep enough.' 'No!' says the manon the internet 'the new edition ruins every-thing forever.' I rejected those answers; in-stead, I chose something different. I chose theimpossible. I chose... DUNGEONS THEDRAGONING, a game where the fighterwould not fear the wizard, where the clericwould not be nerfed, where the great wouldnot be constrained by the small! And with theroll of your dice, DUNGEONS THE DRAG-ONING can be your game as well.

    WHAT IS A ROLEPLAYINGGAME?

    Right about now you might be won-dering just what a roleplaying game is, andwhat you need to jump into the action. Well,it's part creative workshop, part improvisedtheatre, and part game of wits. There is no

    board or play pieces (though sometimes youmight use a play mat to better illustrate com-plex areas in the game world). Most of thetime, the action takes place in your mind,which is why a Roleplaying Game is so special.You aren't limited to the spaces on a board -you can go anywhere and do anything you canthink of.

    This book will show you everythingyou need to know to build a Hero, so you cantake on his role at the center stage of a dra-matic story. You are always in control of yourcharacter - what they say, what they do, howthey look, those are all things that are ulti-mately up to you.

    Before you begin, you and your role-playing group have to make a very importantdecision: who is going to be the Story Master?The Story Master (referred to as the SM) isthe referee and the lead storyteller, the personin charge of running the game. The SM doesnot play as others do. Instead, he presents thestories and situations, describes the wondersand perils of the Great Wheel, plays othercharacters and adjucates the rules. The SM isthe most important member of your group, sochoose wisely. The SM ought to be fair-minded, well spoken and imaginative.

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    IINTRODUCTION

    W

  • THE ROLL AND KEEP SYSTEM

    D:TD uses ten-sided dice. Wheneverthe Story Master tells the player to make aTest, the player rolls a number of dice, throwsthem, and counts up the results. You almostalways want to roll high, so rolling more diceis good.

    There are two kinds of dice you'llneed to keep track of: Rolled and Kept. Tomake a Test, you roll a number of dice andthen keep only some of them. For example, aTest might ask you to roll five dice and keepthree. You'd roll a total of five dice and keepthe highest three, adding them together. Thetwo lowest dice would be discarded. Theshorthand for this is XkY. For Roll five, Keepthree, it would be 5k3.

    Whenever you roll a 10 on a die, thatdie explodes. You reroll the die and add it tothe result. For example, if you roll a 10, thenreroll it and get a 6, that single die rolled a 16.If you roll consecutive 10s, continue rollinguntil you get a result other than 10, then addall the results together for the total. No matterhow mant times it explodes, it only counts asone die for the purposes of number of die kept.

    All Tests are made against a targetnumber. If the result is greater than that targetnumber, then the Test is successful. If not, theaction fails.

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    CHAPTER I:INTRODUCTION

    WHAT YOU NEED TO PLAY DUNGEONS THE DRAGONING

    When you're ready to start playingDUNGEONS THE DRAGONING,you'll need a few things:

    *This Rulebook*Three or more people to play thegame*A quiet place to play*Three or four hours of gaming time*Some ten-sided dice.*Paper*Pencils and an eraser

    In the back of this book is a charactersheet which is ideal for use with thissystem. You might want to make a fewcopies of it, enough for everyone tohave one, though it's easy enough tojust write things down without one ifyou don't have a spare sheet handy, soit's not essential.

  • n DUNGEONS THE DRAGO-NING, you take the role of a hero, someonewho has been put at the reigns of destinythanks to the circumstances of their birth, thepatronage of dark gods, or simply dumb luckand an ability to capitalize in it. You are onein a million, with abilities and powers beyondthose most can even imagine. Perhaps you'llseek out justice, or power, or just the coldcomfort of gold.

    You and your Party, your fellow He-roes, will be faced with some of the greaTestchallenges in the Great Wheel, quests and op-ponents that would crush lesser men and na-tions alike. There is no hero who is unwillingor unable to use the power they wield - some-one who shirks away from their desires andtheir destiny is unworthy of being called aHero.

    Despite all of your power and abili-ties, though, remember that it is not going tobe an easy task to achieve your destiny. At theearliest stages, you will be little better than anexperienced warrior, scholar, or thief. You'llneed to use your wits, luck, and the skills ofyour companions to survive. The longer thelast and the stronger you become, the greaterthe foes you will be asked to face. There has

    never been a hero who has known peace.When you die, you will be remem-

    bered. Perhaps for great deeds, perhaps forterrible ones, but there will be those who knowyour name. Your struggle, your triumph, yourfailure - these are the things that will becomethe legends of the next age.

    CREATING A HERO

    To get started on your quest, youneed to make your Hero, also known as yourcharacter (or Player Character, or PC). Cre-ating your Player Character is a simple processthat many people find fun in itself. As you gothrough this chapter, you'll find the tools toconstruct an interesting persona with a history,attachment to the world, and beliefs. Beaware, there may be many unfamiliar termsahead, but have no fear - everything will getexplained, if not here then in a later chapter asyou explore the rest of this rulebook.

    Before you get started, you'll want togather some supplies - a character sheet, apencil, and an eraser. It's best to write every-thing in pencil to start with, as it's likely you'llend up changing or scrapping things as you goalong. You may also like to have some sparescraps of paper to take notes. It's also useful to

    IICHARACTER

    CREATION

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  • get together with the group you'll be playingwith when you make your character, so youcan make sure your Heros all complement oneanother.

    There are a number of simple stepsyou should follow whenever you are creatinga new Hero. Each step is relatively simple,consisting of making a few choices and record-ing your selections onto your character sheet.Each stage in the character creation process isas follows.

    Step Zero: Character ConceptBefore filling in even a single dot on

    your character sheet, think of a concept. Youdon't need to know every detail of your hero'slife right now, just a general feel for who theyare and their current place in the world. De-cide on something you'll enjoy playing for thelong haul. As you progress through charactercreation, you may alter this concept to suityour needs or wants, but it's a good idea tostart somewhere instead of just picking thingsat random. Your Story Master may restrictsome options, for example disallowing someraces or Exaltations, so make sure they ap-prove your concept.

    Step One: Starting ScoresNow it's time to actually get some

    dots down on that sheet. The first step in de-termining a character's primary numeric traitsis to prioritize their Characteristics. Charac-teristics are the natural abilities and raw 'stuff'the character is made of. How strong is a char-acter? How smart? How quick? Characteristicstake all these and more into account. AllDUNGEONS THE DRAGONING charac-ters have nine Characteristics, which are di-vided into three categories: Physical (Strength,Dexterity, Constitution), Social (Charisma,Fellowship, Composure), and Mental (Intel-ligence, Wisdom, Willpower).

    First the player must select whichgroup of Attributes is his character's strongsuit (primary). Then select the group at whichthe character is average (secondary). Finally,

    the remaining group is designated as the char-acter's weak point (tertiary). Is your charactera gruff lone wolf, strong but silent? Is she aflirty sorceress that's great with people but ter-rible at heavy lifting? This is the time to de-cide.

    All DUNGEONS THE DRAGO-NING characters start with one dot in each ofthe nine Characteristics. A character's priori-ties determine how many dots the player mayallocate to that cluster of Characteristics. Aplayer may put six dots in his primary group,four dots to the secondary group, and two intheir tertiary group. You may not bring anyCharacteristic to five in this step, though othersources - like a racial bonus to a Characteristic- can increase it later during character cre-ation.

    Next come skills. They are also di-vided into three groups, Mental, Physical, andSocial. Mental skills are modified by MentalCharacteristics and represent knowledge andlearning. Physical Skills represent inherentskills and training. Social skills are, of course,all about your ability to deal with people.

    Like Characteristics, skills are alsoprioritized during character creation. Selectprimary, secondary, and tertiary groups here.Note that they don't have to be the same asyour Characteristics - a character with a terti-

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  • ary Physical Characteristics can have a pri-mary Physical Skills, for example. All skillsstart at zero dots. The primary group getseight dots to distribute, the secondary gets six,and the tertiary gets four dots.

    No skill can be raised above threedots during this step - experts don't grow ontrees, not even among starting heroes. You cannaturally raise them later, of course.

    Step Two:Choose your RaceNow you'll want to choose a race.

    There are a number of different races inDUNGEONS THE DRAGONING, eachone with a unique ability and bonuses to Char-acteristics and Skills. Any race can do wellwith any Exaltation and Class, though someare obviously better than others. Halflings, forexample, can make excellent fighters, but theirsmall size will naturally make them more frag-ile than a Dragonborn fighter.

    Your character's race gives you plentyof clues as to what sort of person they are, howthey feel about characters of other races, andwhat kind of motivations they might have. Re-member, however, that each character is morethan just a member of their race. A Hero is bydefinition removed from the norm of their so-ciety, and so regardless of what their race maybe like, they can be and do anything.

    A quick rundown of the Races:Humans - Newcomers to the Great

    Wheel's larger scene. Reckless, brave, and ver-sitile.

    Aasimar - Servants of the BlessedPantheon, created through their blessings.

    Tieflings - Twisted mirrors of theAasimar created by the powers of Chaos.

    Eldarin - Among the oldest of races,wise wanderers with no homeland.

    Dark Eldarin - Raiders and piratesthat live in a hidden city in the Warp.

    Elves - Distant relatives of the Eldarinthat have grown close to nature.

    Orks - Brutal warlike people whowage war unending against all that they can.

    Dragonborn - Proud and vain ser-vants, the remnants of a lost Empire of Drag-onkind.

    Squats - Tough and stocky folk whobelieve in tradition and drinking.

    Halflings - Small people who havegotten everywhere and take all your things.

    Tau - Mysterious people from a tinyEmpire that is cut off from the rest of theWheel.

    Gnomes - A race with a supernaturalability to work with machines.

    Step Three:Choose your ExaltationA hero can be many things. But one

    thing a real Hero isn't is a mere man. Even thenewest hero has been touched by the super-natural. Like Races, there are a number ofchoices. Any Race can develop any sort of Ex-altation. Most Exaltations are better at onetype of role than another - Atlanteans are ex-cellent mages, for example - but they don't re-strict your choices.

    Your Hero's exaltation says a lotabout him, as much or more than his race.Each Exaltation has a special list of abilitiesand powers that can improve over time. It'sworthwhile to spend some time reading overthem in their own chapter before deciding.

    A quick rundown of the Exaltations:Vampire - Cursed by the spilled blood

    of Khaine, they feed upon the living.Werewolf - Blessed or cursed by

    Luna, Werewolves can change their shape andwalk the spirit world.

    Atlantean - One of the Syrne, reincar-nated in a new body with shadows of their oldmemories.

    Paragon - Simply the best and thebrighTest of their race, demigods and kings.

    Chosen - Those who have devotedthemselves fully to a god, or simply givenpower at a whim.

    Promethean - A created being, theessence of a person in a body of iron.

    Daemonhost - One of the poor soulswho have had their spirit torn out and a dae-mon take its place.

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  • Step Four: Starting ClassWhere your Race and Exaltation are

    who and what you are, your Class is whatyou've learned to do. It's the skills and tricksyou've picked up, representing training as awarrior, wizard, priest, and so on. Each Herobegins play in a Class. Your choice of class isvery important - you can only use ExperiencePoints to purchase Advances that are on yourClass List.

    Classes are gone into in more detail intheir own section, including taking multipleclasses, advancing to higher class Levels, andjust what classes really mean. Each class,though, offers a host of abilities and powers foryour character. Most come in the form ofFeats, Magic, and Fighting Styles. Look overthings carefully before making a decision.

    Step Five: BackgroundsBackgrounds are just what they sound

    like, a quantification of a character's backstory.They can include the ties a character has withan organization, people that they talk to or gethelp from, pure fame, and so forth. Each char-acter begins with seven dots to spend on back-grounds. No background may be raised abovethree dots without spending ExperiencePoints, and Experience Points may only bespent to improve Backgrounds during charac-ter creation.

    The Backgrounds are:Allies - People willing to help you.Artifact - Your character has a pow-

    erful magical item.Backing - Being a ranking member in

    an organization.Contacts - Being able to find someone

    to help you, at a price.Fame - How well people know of you.Followers - Loyal assistants who are

    devoted to you.Holdings - Owning large property like

    a business or ship.Inheritance - Having the epic loots.Mentor - Unlike most, you actually

    have someone who is guiding you on the

    Hero's path.Status - Other Heros have heard of

    your deeds.Wealth - Having liquid resources, and

    your expected lifestyle.

    Step Six:Alignment

    Every character has an alignment to agod. Maybe they're truly devoted to that god.Maybe they just think he has some good ideas.Whatever god your character chooses as hisalignment, that decides the moral code he livesby, his Devotion. Your devotion starts at 6.Things are more fully explained in the appro-priate section, but here are the basics on eachgod:

    THE RUINOUS POWERSKhorne - The blood god, he fights for

    honor, glory, and the love of battle.Slaanesh - A god of excess and per-

    sonal enjoyment.Tzeentch - The god of change and

    hope, but mostly pretending you plan things.Nurgle - The god of decay and de-

    spair. He loves his followers.Malal - Self-destuctive god of unfo-

    cused devistation.

    THE BLESSED PANTHEONSigmar - Crusading god of protection

    and smiting evil.Bahamut - The god of nobility, the

    Divine Right, and bravery.Pelor - Mercy, kidness, helping others

    at your own expense. The god of healing.Moradin - The patron of measured

    creation and the forge.Cuthbert - God of responsibility and

    oaths.

    THE GRAY COUNCILAcerath - The god of magic, secrets,

    and lost knowledge.The Raven Queen - Death god, who

    makes sure things die at the right time.Luna - Fickle god of shapeshifting

    and independence.Corellon - The excellent god of excel-

    lence and success.

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  • Vectron - A totally real and not pre-tend god that exists!

    Step Seven:Experience

    With your class chosen and mostbasic information recorded, it's time to spendyour starting Experience Points (XP). Allcharacters begin play with 600 XP which theymay use to increase Characteristics, acquire orimprove skills, buy new Feats, and so on. Thetable below describes how to spend your ex-perience.

    * Your Power Stat, Magic Schools,and Fighting Style ranks are all capped at yourcurrent level.

    ** You can only buy Assets and newBackground dots at character creation. Back-ground dots above 3 cost double.

    Remember that you can only spendXP on skills, talents, and characteristics fromyour Class. Additionally, there are some featsthat you can only purchase during charactercreation. Look in the feats section to take alook at those.

    Step Eight:Equipment

    Of course, it's not like your characteris coming onto the scene naked and unarmed.Even Dark Eldar don't do that (often). Thereare five basic starting packages of equipment.Choose one of the following packages, help-

    fully codenamed with one of the five elements:

    EARTHHand Weapon, Autopistol OR Bow, Lasgun,Knife, Flak Jacket OR Chain Coat, UniformOR Street Clothes, Rations.

    AIRHand Weapon, Las Pistol, Knife, QuiltedVest, Robes OR Bodyglove (Common qualityclothing), Implement OR Charm, book of Po-etry OR deck of cards OR dice.

    FIREHeavy Wrench (club), Las Pistol, Knife, FlakVest, Combi-Tool, Data Slate, Torch, Bag ofRandom fiddly bits, Robes or overalls (GoodQuality clothing).

    WATERShotgun OR Autopistol OR Laspistol, Fenc-ing Weapon, Mesh Vest, Street Clothes(Common quality clothing), Chrono, flask ofbrandy.

    VOIDKnife, Implement OR Magnoculars, Voidsuit,Autogun OR Pulse Rifle, Charm, Sunglasses,Classy outfit (Good quality clothing).

    Descriptions for equipment and howto get more (aside from the usual method ofstabbing things) is in the appropriately-namedequipment section.

    Step Nine:Finishing Touches

    There are a few other spots to fill inon your character sheet. Let's take care ofthose really quickly before we move on.

    SizeHow big you are. Six is average for a

    human. Whenever you take damage, you di-vide it by your size to determine how many HitPoints you lose. (For example, take 13 damagewhen you have size 6, you lose 2 Hit Points. Ifyou're size 4, you lose 3 instead.)

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    Improve a Characteristic 100 x Current Rank

    Improve Devotion 50 x Current Rank

    Improve a Skill 50 x Current Rank

    Improve your Power Stat 200 x Current Rank*

    Improve a Magic School 100 x Current Rank*

    Improve a Sword School 100 x Current Rank*

    Buy a Feat 100

    Buy an Asset 100 **

    Buy a Background 50 per dot **

    New Skill 100

    New Sword or Magic 200

  • Hit PointsHow much damage you can take be-

    fore you start going into critical damage. Acharacter's hit points are equal his Constitu-tion + Willpower

    ResolveWhere hit points are about how much

    damage before you die, Resolve is about howmuch it takes to convince you of things. Re-solve is calculated by adding a character'sWillpower and Composure together.

    Static DefenseYour character’s normal Static De-

    fense is equal to 10, plus five for every dot hehas in Dexterity. Bigger characters are easierto hit, though, so you take your Size as apenalty to your static defense.

    SpeedStrength + Dexterity - this is how

    many meters you can move in a half action.You move six times this distance with a runaction.

    Hero PointsHero points are essentially plot armor.

    You begin play with 2. Only very special peo-ple have Hero Points. They can be used to doa variety of things, and are explored in moredetail later.

    BRINGING YOUR CHARACTER TO LIFE

    So what you've got now, the dots andnumbers on your sheet, are the nuts and boltsthat define your character's capabilities. Theydon't say much about your character's appear-ance, age, and other personal details that helpyou and others visualize your Hero. The chap-

    ter on Races will go into detail about that,since there's no single table that can help de-termine the appearance of both a noble El-darin and a tough Ork.

    Here are a few ideas to get you startedthinking about your character, some questionsto keep in mind when considering a backstory.You might want to give the Story Master theanswer to them before the game starts - a littlecharacterization and attachment to the worldcan lead to a very compelling story.

    * What was your family life like? Wereyou raised by both parents? Did one or bothof them die? Do you have brothers or sisters?Are you married?

    * Where are you from? Where yourcharacter is from can have a huge effect on hisappearance, his native language, and manycustoms and attitudes.

    * How did you become a Hero? Whatwas your Exaltation like? Did you get training,or did you learn your skills on your own?

    * When did you meet your compan-ions? Do you get along with your Party? Howlong have you known them? How did youmeet? Did you know any of them before youbecome a Hero? Do you share any goals? Arethere rivalries between you?

    * How has power changed you? Borna mere mortal, you now command vast power.How have you reacted to that?

    * What do you think of mortals? Nowthat you command great power and might livefor a millennium or more, what do you thinkof ordinary mortals? Are they less powerful be-ings under your protection? Pawns? Prey?

    * What motivates you to be a Hero?Do you seek riches? Glory? Do you just enjoyusing your power? Is your agenda based on re-venge, loyalty, a sense of social justice?

    * What will you sacrifice? How far willyou go to do your duty?

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  • n the last chapter you heard a lotabout Characteristics and Skills, but not ex-actly what they are or what they can do. Justabout everything you do will rely on theseCharacteristics, Skills, or both. The standarddice roll is presented in the form of a skill anda characteristic (For example, Academic Lore+ Intelligence or Acrobatics + Dexterity). Inthese cases, unless the specific effect tells youotherwise, you roll dice equal to the skill andcharacteristic added together and keep diceequal to your characteristic. So remember thatwhile skills are cheaper and can do a lot to im-prove your chances, your Characteristic, yournatural talent, puts a limit on just what youcan accomplish.

    CHARACTERISTICSCharacteristics represent your Hero's

    innate physical, social, and mental capacities.Don't look at the numbers first. Rather, thinkabout what your character can do, then workout her Characteristics. Ordinary folk have be-tween one and three dots in all of their Char-acteristics, and most just have two dots in allof them. Of course, heroes are not averagefolk. They can have up to five dots in theirCharacteristics and, in some cases, six dots.

    Physical CharacteristicsPhysical Characteristics simply meas-

    ure the capabilities of the character's body -how strong, fast, nimble, and tough they are.

    StrengthStrength describes physical prowess,

    including the capacity to lift objects and causedamage. This Attribute is used to resolvejumping, lifting, and other actions that drawon raw physical might. Strength is also used todetermine the base dice rolled for successfulphysical attacks.

    Specialties: Iron Grip, Reserves ofStrength, Fists Like Anvils, Hurting People* Poor: You can lift 80 lbs.** Average: You can lift 120 lbs.*** Good: You can lift 250 lbs.**** Exceptional: You can lift 400 lbs.***** Outstanding: You can lift 650 lbs.

    and crush skulls like grapes.

    DexterityDexterity measures agility, hand-eye

    coordination and reflexes. It describes every-thing from how quickly a character moves,how precisely he aims his blows and every-thing else that relates to physical speed, grace,

    IIICHARACTERISTICS

    & SKILLS

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  • and control. Dexterity is used to determine thebase number of dice rolled to hit in combat.

    Specialties: Fast Movement, FelineGrace, Lightning Reflexes, Perfect Aim* Poor: You are clumsy and awkward.

    Stop tripping over your own feet!** Average: You're no clod, but don't ex

    pect to win any awards.*** Good: You show some potential.

    You're above-average.**** Exceptional: You could be an acrobat

    if you wanted.***** Outstanding: Backflips everywhere,

    running on walls, being awesome.

    ConstitutionConstitution is a measure of a charac-

    ter's health, well-being, and general toughnessand resistance. It covers how long they cankeep going before getting tired. It also covershow many hit points they begin with.

    Specialties: Tough as Nails, Tireless,Resolute, Stoic* Poor: You bruise in a stiff wind.** Average: You're moderately healthy

    and can even withstand a punch or two.

    *** Good: You're in good shape and rarely fall ill.

    **** Exceptional: You can run in marathons - and win!

    ***** Outstanding: You almost never get sick and don't get tired.

    Social CharacteristicsWhere physical characteristics are

    about your body, social characteristics areabout how your character acts around otherpeople.

    CharismaCharisma measures how innately like-

    able someone is. It reflects an air of confidenceand social grace, force of personality, and theability to force their point of view into a con-versation

    Specialties: Eloquent Speaker, Catch-phrases, Genteel, Cutting Wit* Poor: Stop picking your nose.** Average: You're generally likable and

    have several friends.*** Good: People trust you implicitly.**** Exceptional: You have significant per

    sonal magnetism.***** Outstanding: Entire cultures could

    follow your lead.

    FellowshipFellowship measures a character's ap-

    pearance and ability for self-expression. Thecapacity to purposefully coerce, manipulate,and bully others. It covers everything fromleading people to tricking them, from being slyto being domineering.

    Specialties: Persuasive, Seductive,Well-Reasoned, Charming Rogue* Poor: A person of few (often ineffec

    tual) words and plain face.** Average: A normal looking man who

    isn’t too bad at talking to people.*** Good: You never pay full price. One

    way or the other.**** Exceptional: You could be a politi

    cian. Or a cult leader.***** Outstanding: People will live and die

    on your word.

    ComposureComposure is the ability to remain

    calm and appear - and actually be - unfazed insocial and threatening situations, usually har-rowing ones. This Characteristic is a measureof emotional fortitude, restraint, and calm.

    Specialties: Poise, Dignity, Unflap-pable, Fearless

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    SpecialtiesEvery Skill and Characterization gains a Spe-cialty at four dots. A Specialty gives the user abonus in certain situations. The SM must ap-prove a given Specialty - even the ones listed asexamples are subject to his approval - and de-cides when that Specialty applies. Generally,while it should be applicable often, it shouldn'tbe simply a given that it will apply. Each spe-cialty is a tool, and not every tool can be usedto do everything. When your Characteristicspecialty applies, you can keep an extra die(though note it doesn't just add a die, so ifyou're doing a straight characteristic Test, it'swasted). Skill specialties let you roll an extra

    unkept die.

  • * Poor: You fold to peer pressure like origami paper.

    ** Average: Once in a while you manageto stand up for yourself.

    *** Good: You speak your mind when you need to and can control yourself.

    **** Exceptional: Others look at you and see only calm.

    ***** Outstanding: You've probably never been afraid of anything.

    Mental CharacteristicsMental Characteristics cover a char-

    acter's perception, mental capacity, imagina-tion, and quick thinking. Creative andintellectual individuals have high MentalCharacteristics.

    IntelligenceIntelligence covers memory, under-

    standing, reasoning and imagination as well asthe ability to correlate information and makedeductions. Intelligence also covers a charac-ter’s starting languages. A character beginsplay knowing the local language from wherethey grew up (usually their racial language)and Trade. If a character begins with three ormore dots of intelligence, he gets one extraspoken language for each dot above two.

    Specialties: Triva, Puzzle Solver,Book Knowledge, Creativity.* Poor: Not the sharpest knife in the

    drawer.** Average: Smart enough to realize

    you're normal.*** Good: More enlightened than the

    masses.**** Exceptional: You're not just bright,

    you're brilliant!***** Outstanding: Certified genius.

    WisdomWisdom covers both alertness and

    comprehension. It determines not only howwell a character notices the world around him,but also how well he interprets what he seesand hears.

    Specialties: Attentive, Insightful, Ex-perienced, Discerning* Poor: Perhaps you're self-absorbed.

    Or an airhead. Details elude you.

    ** Average: You're oblivious to the verysubtle, but not the big picture.

    *** Good: You can read the environmentlike a book.

    **** Exceptional: Almost nothing evades your notice.

    ***** Outstanding: You instantly observe things others would easily overlook.

    WillpowerWillpower describes how strongly

    your character can hold onto her own ideasand resist mental commands from others. Thisattribute is used to resist many supernaturaleffects and, as they say, willpower is nine-tenths of effort.

    Specialties: Getting the jump on oth-ers, Mental Resolve, Meditation, Ambushes* Poor: You're a follower, not a leader.** Average: You can hold out as long as

    the average person.*** Good: You're seldom left surprised or

    speechless.**** Exceptional: You can look death in

    the eye and make it blink.***** Outstanding: You are a bastion of

    mental power.

    SKILLSThe different ways in which a charac-

    ter can apply his characteristics are determinedby his skills. A character's skills reflect the ed-ucation and training he's acquired over thecourse of his life and are a reflection of his ori-gins and interests. Skills can be acquired inany number of ways, from institutionalizedlearning to hard, hands-on experience. Ayoung recruit with the guard is trained to usedeadly weapons, while a punk living on thestreets learns as a matter of survival.

    Like Characteristics, Skills are brokendown into three categories: Mental, Physical,and Social. These groups tell you what char-acteristics will generally be rolled with eachskill. There are two types of skills - Basic andAdvanced. Basic skills can be attempted atzero dots with a -1 to your characteristic. Ad-vanced skills cannot be attempted without atleast one dot in the appropriate skill.

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  • Academic LoreMental Skill(Advanced)The Academic Lore skill grants you

    knowledge of scholarly subjects. SuccessfulTests enable you to recall pertinent facts and- if you have access to the right facilities andresources - to do research. Academic Lore rep-resents a depth of learning beyond the averageCommon Sense and requires extensive study.

    Specialties: Archaic, Astromancy,Beasts, Cryptology, Heraldry, History, Law,Occult, Philosophy, Psychology, etc.

    AcrobaticsPhysical Skill(Advanced)The acrobatics skill encompasses a

    variety of movement techniques unavailable toless flexible Acolytes. From performing som-ersaults to tumbling, from flipping through theair to daring leaps and jumps, this skill ex-pands your movement options.

    Specialties: Jumping, Backflips, To-tally Cool Awesome Gymnastics, etc.

    Animal KenSocial Skill(Basic)You can understand an animal's be-

    havior patterns. This lets you predict how ananimal might react in a given situation, train adomesticated creature, ride a domesticatedanimal or even try to calm down an angry orfrightened animal.

    Specialties: Riding, Animal Training,Big Cats, Horses, Farm Animals, etc.

    ArcanaMental Skill(Advanced)The Arcana skill reflects a character's

    knowledge and experience with the world'svarious legends and lore about the supernatu-ral. A character with the skill not only knowsthe theories, myths, and legends about the oc-cult, but can generally tell 'fact' from rumor.

    Specialties: Cultural Beliefs, Ghosts,Magic, Monsters, Superstitions, etc.

    AthleticsPhysical Skill(Basic)Where acrobatics is all flashy maneu-

    vers, Athletics is basic ability, covering allforms of running, jumping, throwing, swim-ming, sports and the like. However, it doesn'tcover things like trying to hit a target (whichis Ballistics or Weaponry) or anything else cov-ered by another Skill.

    Specialties: Swimming, Climbing,Endurance Running, Specific Sports, etc.

    BallisticsPhysical Skill(Basic)When a sword is too close and explo-

    sives aren't an option, there is the grand tradi-tion of firearms. This skill represents broadfamiliarity with guns and how to operate them,but doesn't cover specific training with aweapon - without the appropriate weapon pro-ficiency feat, you don't have the practical train-ing to apply your skill.

    Specialties: Fast Draw, Pistols, Snip-ing, Shotguns, etc.

    BrawlPhysical Skill(Basic)Brawl is the skill used with unarmed

    attacks. Brawl is used any time your characterdoesn't have a weapon and is attempting tostrike in melee. Brawl covers all the variousfighting styles - martial arts, simple grappling,and so forth. Once you have a speciality inBrawl of any kind, your basic unarmed dam-age goes from +0k1 to +0k2.

    Specialites: Kung Fu, Karate, JeetKun Do, Solar Hero Style, Do, etc.

    CharmSocial Skill(Basic)The Charm skill is used to befriend

    others. You test Charm when you want tochange the minds of individuals or smallgroups, to beg, or seduce. You don’t make aCharm Test every time you talk to an NPC,only when you want to change their opinionsof you or convince them to do something for

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  • you, like give you a tip, a dance, or a kiss.Specialties: Seduction, First Impres-

    sions, Begging, etc.

    CommandSocial Skill(Basic)Command is used to make subordi-

    nates follow your oders. You may only use thisSkill on those who are under your authority -Charm or Persuasion checks would be appro-priate for others. Failing with the Commandskill, your subordinates might misinterpretyour command or do nothing at all - or evengo against orders.

    Specialties: Oratory, Compelling,Open, Noble, Military, etc.

    Common LoreMental Skill(Advanced)Use the Common Lore skill to recall

    the habits, institutions, traditions, public fig-ures, and superstitions of a particular world,cultural group, organization or race. This Skilldoes not represent scholarly learning (thatwould be Academic Lore) nor obscure forbid-den knowledge (that is Forbidden Lore), butrather the basics you learn by growing up ortravelling extensively through a region.

    Specialties: Sigil, Underworld, War,Tech, Animals, Specific Crystal Spheres, Spe-cific Races, etc.

    CraftsMental Skill(Basic)Crafts represents a character's training

    or expertise in creating works of art or con-structin with his hands, from paintings to carengines to classical sculpture. Characters typ-ically have the skills, but may not have the fa-cilities or material. A character may be anexceptional mechanic, but still needs tools anda place to work in order to fix a transport.

    Specialties: Forging, Painting, Sculpt-ing, Sewing, Ship Repair, Jury-Rigging, etc.

    DeceiveSocial Skill(Basic)The Deceive skill is used to lie and

    con others. You make deceive Tests wheneveryou would convince others of something thatis not necessarily true, want to dupe them orotherwise swindle and mislead them.

    Specialties: White Lies, Con Jobs,Lying, Misdirection, etc.

    DisguiseSocial Skill(Basic)The disguise skill allows the hero to

    mask his features and even assume another'sappearance. The difficulty of the Test dependsupon the materials available, the differencesbetween the character and the desired appear-ance, and any other elements that would affectthe deception. Perception checks can be usedto see through a disguise.

    Specialities: Mimicing Voices, Man-nerisms, Mask of a Thousand Faces, etc.

    DrivePhysical Skill(Basic)This skill is used to control autos,

    trucks, landspeeders and other land-based orhover vehicles. Driving under normal condi-tions doesn't require a Test. However, Testsmay be required for bad terrain, excessivespeed, or when attempting dangerous maneu-vers. Opposed checks are used during a chase.

    Specialties: Ground Vehicle, HoverVehicle, Walker, etc.

    Forbidden LoreMental Skill(Advanced)Forbidden Lore represents dangerous

    and often illegal knowledge gleaned from amyriad of unconventional sources a Herooften finds in his possession. This skill repre-sents a combination of scholarly learning andknowledge gained through practical experi-ence. Simply possessing the skill is oftenenough to warrant death in the eyes of many.

    Specialties: Cults, Daemonology,Warp, Heresy, etc.

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  • IntimidationSocial Skill(Basic)You use Intimidation to scare people.

    Unlike most Social skills, Intimidation can re-ally be used with almost any Characteristic,depending on the exact circumstances. Dis-plays of physical might are quite effective atscaring folks, after all.

    Specialties: Bluster, Physical Threats,Stare-Downs, Torture, etc.

    LarcenyPhysical Skill(Basic)Larceny is used to palm objects, pick

    pockets, picking locks, concealing stolengoods, and everything in between. Most char-acters obtain this skill the hard way - commit-ting crimes and often paying the price for theirmistakes. Some, like locksmiths and specialagents, might recieve actual formal training inbypassing security systems and stealing assets.

    Specialties: Lockpicking, Pickpocket-ing, Prestidigitation, Security Systems, Safe-cracking, etc.

    M edicaeMental Skill(Advanced)The Medicae skill is used to treat in-

    juries, closing wounds and restoring the bal-ance of the body's humors. It's a vital skill tostabilize allies in combat and to help them re-cover from their injuries when they rest. Anydoctor will have medicae, and it's requiredtraining in many organizations.

    Specialties: First Aid, Pathology, Sur-gery, Pharmaceuticals, etc.

    PerceptionMental Skill(Basic)The Perception skill reflects your abil-

    ity to perceive hidden dangers and to noticesmall details about your physical surround-ings. You use the Perception skill to noticeambushes, spot traps and discern other threatsto you and your allies. It isn't tied to any onesense; it encompasses them all.

    Specialties: Spot, Listen, Search,Taste, Touch, etc.

    PerformerSocial Skill(Basic)Use the performer skill to entertain

    and enthrall crowds of spectators. Or at leastcarry a tune. The more Raises you have onPerformer Tests, naturally, the better you'vedone. It's pretty easy to make a living with agood Performer skill.

    Specialties: Dancer, Musician,Singer, Storyteller, etc.

    PersuasionSocial Skill(Basic)This is your ability to get your point

    across clearly, whether through conversation,poetry or even magical means. Characters withhigh persuasion can phrase their opinions orbeliefs in a manner that cannot be ignored.They may also be talented actors, skilled atconveying moods or feigning emotion withevery gesture.

    Specialties: Acting, Poetry, Fiction,Impromptu, Conversation, etc.

    PilotPhysical Skill(Advanced)The Pilot skill is used to fly anything

    from small atmospheric craft all the way tospelljamming ships. Piloting a ship under nor-mal conditions doesn't require a Test, justwhen making a dangerous maneuver or flyingin bad conditions.

    Specialties: Civilian Craft, MilitaryCraft, Spelljamming ship, etc.

    PoliticsMental Skill(Advanced)Characters with this skill are not only

    familiar with the way the political processworks, they're experienced with bureaucraciesand know exactly who to call in a given situa-tion in order to get something done. Yourcharacter keeps track of who's in power andhow they got there, along with any potentialrivals.

    Specialties: Bribery, Elections, Spe-cific Crystal Sphere, Local, Scandals, etc.

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  • ScrutinySocial Skill(Basic)Use the Scrutiny Skill to make assess-

    ments about people you encounter, to deter-mine if someone is lying to you, to senseulterior motives and generally appraise theworth of another being. Note that this isn'ttelepathy (only telepathy is telepathy!) and soit can't reveal secrets - just a general idea ifsomeone is telling the truth.

    Specialties: Spotting Lies, Motives,Personalities, Emotion, etc.

    StealthPhysical Skill(Basic)Stealth is used whenever you're ac-

    tively attempting to hide from someone orsomething. To use this, you must have appro-priate terrain or some concealing effect like fogor darkness. Otherwise, with nothing to hidebehind, you simply appear very suspicious. It'salways an opposed Test against the Perception+ Wisdom of viewers.

    Specialties: Concealment, SilentMovement, Shadowing, Crowds, etc.

    Tech-UseMental Skill(Advanced)Tech-Use allows the Hero to use or

    repair complex mechanical items or fathomthe workings of unknown technical artefacts.Using a basic piece of equipment under typicalcircumstances requires no Test, such as usinga vox-caster or opening a shuttle hatch. Tech-Use Tests are necessary for unusual or unfa-miliar gear, malfunctioning or broken items,and when conditions are less than ideal, suchas attempting to use the same vox-caster neara plasma core or coaxing a strange vessel'swarp drive to reignite its fires.

    Specialities: Computers, RepairingMachines, Reverse Engineering, etc.

    WeaponryPhysical Skill(Basic)Sometimes a gun is too loud or you're

    in too close to use it. Or you just want to putyour muscle to the Test. This skill representsbroad skill with weapons, but doesn't coverspecific training with a weapon - without theappropriate weapon proficiency feat, you don'thave the practical training to apply your skill.

    Specialties: Knives, Swords, Impro-vised Clubs, Martial Arts, Axes, etc.

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  • "Pardon me, good travellers... I don't mean to interrupt, but I am Gregory, the elder of this village.You look familiar, and I just wanted to ask if you are, by any chance, the renowned sorceress MistressScarlet."

    "As a matter of fact~ Did the outfit give you a clue?"

    "Please, our village is in great danger! We have need of the famous bandit killer, the Dragon SPOOKRMustress Scarlet! You must use your magic power to save us!"

    "I'm okay with this bandit killer thing, but what's with 'Dragon SPOOKR'?"

    "It means dragons 'Step Past Out Of Klear Repulsion!"

    "WHY YOU LITTLE-!"

    "Wait, I didn't mean to offend you! Please, we need your help!"

    "Rrrr... Okay... What did you want from me?"

    "The people of this village are being terrorized by a filthy gang of bloodthirsty bandits!"

    "The name of this gang wouldn't happen to be the Dragon Fangs, would it?"

    "Oh, you've heard of the Dragon Fangs?"

    "If you're worried about the Dragon Fangs, don't worry."

    "And why not?"

    "I got rid of most of them yesterday, and the rest tried to ambush me on the way into town."

    "You have saved our village from the curse of the black dragon! Those bandits were keeping that blackdragon as a pet and our village's soldiers couldn't fight it! While the dragon lived we were slaves to thebandit gang! But now we have been freed by the great and mighty sorceress Mistress Scarlet."

    "I didn't know they had a dragon."

    "W-what?"

    "I said I got rid of the Dragon Fangs, not the dragon."

    "Now the dragon is running out of control! We're all doomed!"

    "Maybe I can help you out. How much is it worth to you if I get rid of this dragon?"

    "We can afford to pay you twenty Thrones!"

    "Make it thirty!"

  • huge variety of cultures and soci-eties populate the Great Wheel, some made upof humans but most of a fantastic races suchas Aasimar, Eldarin, and Orks. Adventurersand heroes can arise from any of these people,often from the most unlikely places. Yourchoice of character race provides you with abasic set of advantages and special abilities.

    Your racial abilities and characteristicbonuses will say a lot about your character.Two heroes with the same class will still bevery different if they have chosen differentraces. Will your fighter be a graceful Eldarin,a brutal Tiefling, or a tough and stoic Squat?Will your magic-user be a clever Gnome, asadistic Dark Eldarin, or a versitile and unpre-dictable human?

    Each race (aside from human - you’reprobably familiar with what humans are likealready) has a few common physical and per-sonality traits listed. Take these not as hardrules but just as some ideas as a starting point.Not every squat is a drunken, bearded littleman, nor is every Tiefling a terrible person justlooking for trouble to cause and someone totorment. Each race also has a few examplenames in case you get stuck when trying tocome up with one or just need one on the fly.

    Racial Traits

    Each character race offers the follow-ing types of benefits.

    Characteristic Bonus: Your characterrace offers you a bonus to one of your charac-teristics. For most races, they must choose be-tween one of two characteristics. Rememberthat you only get a bonus to one of the listedcharacteristics unless the entry specifically saysotherwise.

    Skill Bonus: Each race gives a bonusto a few skills. This usually represents trainingcommon in their culture, but also the race'snatural inclinations and ability. Even ifbrought up in a different culture, the race willfind that they have natural ability in theseareas.

    Power: Every race has a special talentor power that only they can use. This might beanything from a bonus feat to an immunity toa special movement mode.

    Size: A character's size is used to de-termine how badly injured they become fromattacks and how hard they are to hit - a char-acter with a large size loses fewer Hit Pointsfrom attacks but is hit by more of them, whilea character with a small size is in danger of los-ing more hit points but is far harder to hit.

    IVRACES

    A

    23

  • Human

    Humans are a young race. Very youngand for the most part, clueless. They exploreincessantly and fight amongst themselves forland, for love, for their gods. Thankfully, hu-mans adapt extremely quickly and seem tohave a knack for surviving in even the worstplaces to live. In the short time they've beenon the scene, they've managed to go to warwith the Eldarin over the - in the views of theEldarin - dangerous practice of reopening dor-mant Portal Relays. The dominant view ofHumanity is as a race rushing to disaster be-cause of impatience and reckless behavior.

    Relatively short-lived, most humansview life in the Great Wheel as an adventure,an undiscovered country to explore. Humansblaze new trails every day - going places noone else dares or wants to go, often finding

    ways to live in crystal spheres otherwise hostileto all life. They usually don't have time or pa-tience to deal with the problems of others,though humans come in all types, some evenmanaging to not be self-centered.

    Characteristic Bonus: +1 to any oneCharacteristic.

    Skill Bonus: +1 to any two skills.Power: Bonus Feat - Humans begin

    play with any one feat that they meet the pre-requisites for.

    Size: 6

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    CHAPTER IV:RACES

  • AasimarThe Aasimar exist to serve the

    Blessed Pantheon. They are tall, averaging al-most seven feet, strong, and are almost inhu-manly beautiful, often having golden or silverhair, glowing eyes, or other signs of their su-pernatural origins. Their history suggests thatthey are the descendants of humans who es-caped their crystal sphere long ago and madethe long journey across the Astral Sea. Theydo not reproduce like the other races - theychoose from among the best and the brighTestof other races to join their ranks, intense in-doctrination, training, and the blessings of thegods turning them into Aasimar.

    Aasimar don't have a culture as muchas they have religion. They're servants first andforemost, warrior-monks and priests. Mostdon't have much of a social life, at least outsideof small circles of respected friends and com-rades in arms. Most see Aasimar as being stoicand rather humorless, focused only on theirmission. It's certainly not too far from thetruth.

    Common Personality Traits: Stoic,focused, quiet, loyal, obedient.

    Common Physical Traits: Greatheight, long face, metallic hair, glowing eyes,exceedingly tough.

    Example Names: Antonius, Caecilia,Eligius, Junia, Leontius, Rhea

    Charateristic Bonus: +1 to Wisdomor Constitution

    Skill Bonus: +1 Command and Bal-listics

    Power: And They Shall Know NoFear - Aasimar are immune to Fear.

    Size: 7

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    CHAPTER IV:RACES

  • TieflingThe Tieflings are the mirror image of

    the Aasimar, a people made to serve Chaos.They are far more varied in appearance thantheir counterparts, typically having multiplemutations that mark them as servants ofChaos - hooves, a tail, claws, horns, all of theseare common. While many closely follow thewhims of their gods, a sizable portion of themsimply do as they wish, which suits the pur-pose of Chaos quite well. Like the Aasimar,Tieflings increase their number by inductingother races, though in the case of Tieflingsthere is no orderly indoctrination or training,just torturous warping of the body and prom-ises of power.

    As befitting their brith, Tieflings tendto not really have any kind of society. Most arebarbaric, living for their own desires and noth-ing else. They're creatures that indulge theirevery whim. Which makes them extraordinar-ily dangerous - a gang of tieflings might tearthrough a street, robbing a few homes, settingfire to more, painting beautiful murals on therest and turning one man's lawn into a beauti-ful garden.

    Common Personality Traits: Passion-ate, flighty, loud, magnetic, untrustworthy.

    Common Physical Traits: Dark eyes,intimidating height, sharp teeth, inhuman mu-tations, powerful build.

    Example Names: Criella, Linaera,Verstaadt, Kiltre, Marchaud Vinton, Liera

    Characteristic Bonus: +1 to Dexterityor Constitution

    Skill Bonus: +1 to Intimidate andWeaponry

    Power: Bloody Minded - You mayreroll damage dice that land on a 1.

    Size: 7

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  • EldarinThe Eldarin were created by the

    Syrne as soldiers in their ancient war. After theSyrne were destroyed, they were left scatteredthroughout the various Crystal Spheres, withnowhere to call home. The Eldarin choose tocreate vast worldships large enough to houseentire ecologies and wander the Astral Sea, oc-casionally opening a Portal Relay after longstudy and maintaining the relays themselveswith what little knowledge remains of theirconstruction.

    Eldarin do not have home towns.They have home ships. Most Eldarin that arein good standing among their kind use thename of their native worldship as their secondname. Because of their fragile artificial envi-ronments, Eldarin are very careful and conser-vative in their thoughts and motions, notdoing anything to upset a balance. Manyyoung Eldarin are sent on pilgramages toprove their self-sufficiency. Those that returnwith something of worth become adults. Therest die, all part of their planned populationcontrol.

    Common Personality Traits: Quiet,careful, mysterious, secretive, restless.

    Common Physical Traits: Willowybuild, fragile bones, sinewy build, birdlikemovements, pale skin.

    Example Names: Aurian, Farendis,Khiraen, Krullagh, Macha, Eldrad

    Characteristic Bonus: +1 to Wisdomor Intelligence

    Skill Bonus: +1 to Academic Loreand Arcana.

    Power: Warp Step - Once per scene,you may teleport up to twice your speed as ahalf action. You must be able to see your des-tination.

    Size: 5

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  • Dark EldarinThe Dark Eldarin found protection

    from the Fall in the Spider-Daemon Lolth.They are a depraved people marked by theirpact with pitch-black skin and bone-whitehair. They are as lithe and graceful as theircousins, but their sense of style leans far moretowards the fetishistic and irrationally danger-ous. They exist as raiders and pirates strikingfrom their hidden city via Lolth's hidden Web-way of tunnels through the Warp.

    Dark Eldarin suffer from a terriblethirst, a consuming and ever-increasing needto find greater emotional highs in themselvesand others. Some say this is part of their pactwith Lolth, either feeding her that emotionalenergy or propping up the substance of theirown souls with it as she leeches them dry.

    Common Personality Traits: Sadistic,seductive, dangerous, relentless, insane.

    Common Physical Traits: Nimble, in-tense gaze, pitch-black skin, white hair, spikybits.

    Example Names: Alaurirra, Belaern,Dhaunae, Gwylyss, Ilharess, Jaezred.

    Characteristic Bonus: +1 to Charismaor Dexterity

    Skill Bonus: +1 to Deceive and For-bidden Lore

    Power: Warp Miasma - Summoninga burst of raw warp power, the Dark Eldarincreates a 4m radius sphere of darkness. Thisblocks line of effect and anyone within thesphere is blind. The sphere lasts for one roundper level.

    Size: 5

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  • ElfDistant relatives of the Eldarin, the

    Elves settled down instead of escaping into theAstral Sea. The Eldarin pity the Elves, sayingtheir cousins have lost their way, their soulsweighed down by gravity. Elves live in har-mony with the lands, living what most see assimple lives with little industry, but which theysee as respectful of the land.

    Elves usually feel a strong responsibil-ity to preserve and pass on the old ways,though some see their methods as primitiveand useless in the modern age. They see thesame skills as being necessary for personalgrowth and respect of the natural world, andtypically treat those who feel the same wayvery well.

    Common Personality Traits: Respect-ful, patient, modest, peaceful, observant.

    Common Physical Traits: Thin build,tanned skin, sharp eyes, simple clothing, quietfootfalls.

    Example Names: Garryth, Kaelyssa,Ravyn, Ossyan, Rahn, Vyros.

    Characteristic Bonus: +1 to Wisdomor Dexterity.

    Skill Bonus: +1 to Perception andCharm

    Power: Elven Accuracy - Once perscene, an Elf may reroll a failed Weaponry orBallistic skill Test.

    Size: 5

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  • OrkLike the Eldarin, the Orks were cre-

    ated by the Syrne as warriors. However, wherethe Eldarin were created as agile warriors withgreat magical talent, the Orks were created asbrutal troops that can withstand almost any-thing and keep fighting. They breed quicklyand are probably the most successful race inthe galaxy, infesting nearly every crystal sphereknown. Thankfully, their constant infightingand love of combat will likely keep them busykilling each other until the end of time.

    The Orks live in roving warbands,going from place to place in search of a goodtime. They're one of the fewraces of peoplethat are gen-uinely almost al-ways having agood time,especiallyw h e ntheyf i n d

    some tough fighting and good opposition.While they have a reputation for being blood-thirsty, they only tend to kill unworthy oppo-nents - the ones that put up a good fight, or atleast try, they let live so they can fight again.

    Common Personality Traits: Argu-mentative, foolhardy, individualistic, impa-tient, fun-loving.

    Common Physical Traits: Manyscars, pointed tusks, mottled green skin,blood-curdling roar, bulky physique.

    Example Names: Waagrot, Duffthug,Ogork, Ugurty, Naznob, Skabbad

    Characteristic Bonus: +1 to Strengthor Willpower

    Skill Bonus: +1 to Intimidation andScrutiny

    Power: WAAAAAGH! - At the begin-ning of each combat, heal hit pointsequal to your level.

    Size: 6

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  • DragonbornOnce, long ago, Dragons ruled the

    Astral Sea. The dragonborn were their chil-dren and soldiers, their true origins lost to timeand legend. They forged a great empire fromthe ashes of the Syrneth's defeat and sought tounify all of the Crystal Spheres under theirrule. Defeat for the Dragons came fromwithin, a powerful warlord known as Tiamatled a campaign against even the gods them-selves, seeking to replace Bahamut. The Tia-mat Heresy was a bloody war that shatteredthe dragon empire, ending only on Mount Ce-lestia itself as Bahamut and Tiamat fought tothe death. To this day, dragons are found inevery known Crystal Sphere, and the Drag-onborn are in nearly as many, proud warriorsclinging to past glories.

    Dragonborn, often masterless in thisage, often seek out a cause or worthy hero toserve. Tradition typically has them challengeskilled warriors to single combat and, if de-feated, serve and learn under that person for a

    time to improve themselves. Most seek a greatpurpose in life, something to spend their liveson. The ones who have found such a purposeare the most common targets of the traditionalchallenges, though it's not uncommon to seea Dragonborn studying under any particularlypowerful (or lucky) warrior.

    Common Personality Traits: Proud,wise, straightforward, watchful, grandstand-ing.

    Common Physical Traits: Hissingvoice, shimmering scales, darting eyes, mas-sive form, sharp teeth.

    Example Names: Thuath, Shaan,Arark, Thaash, Shysik, Arima.

    Characteristic Bonus: +1 to Strengthor Charisma.

    Skill Bonus: +1 Command and In-timidation

    Power: Dragon Breath - Once perscene, you may make an attack with yourbreath weapon. It uses the same weapon pro-file as a Flamer.

    Size: 7

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  • SquatA proud people, the Squats come

    from a hostile world, the surface almost unliv-able. They quickly developed mining skills andbegan living underground, a tradition thatcontinues on almost every world they live on.They are deeply tied to their families and theirsocial position, with tradition and their castestructure forming the base of their lives. Theyhave a longstanding hatred of the Orks, whoinfest the surface of their homeworld and arealmost a constant threat.

    Squats are a creative people, mostwith at least some skill at a trade and a keensense for the joy of a job well-done. Mostsquats have an appreciation for beautifulthings, though the way they express this mightseem gruff and ungrateful to others. They'resome of the fasTest adopters of new technolo-gies and innovations, and are well-known forquickly finding ways to turn even seeminglyuseless things into useful tools.

    Common Personality Traits: Brave,gruff, persistent, reliable, stubborn.

    Common Physical Traits: Beard, bar-rel chest, sturdy build, drunk, incredible en-durance.

    Example Names: Hrothgar, Durik,Snorl, Durgen, Gorten, Gudrun.

    Characteristic Bonus: +1 to Constitu-tion or Willpower

    Skill Bonus: +1 to Crafts and Com-mon lore.

    Power: Dwarven Toughness - Doublea Squat's starting hit points.

    Size: 5

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  • HalflingShort, lazy, and generally a criminal

    element in many societies they become in-volved in. Halflings are often seen in the samelight as rats and other parasites that live on thefringes of a city. They managed to find theirway onto spelljammers in one way or anotherand now are located in pretty much anywhereanything is going on, ready to snatch a purseor scavenge something useful when no one islooking.

    Most Halflings are insular and neversee much of the outside world. They'd gener-ally prefer to sit in a comfortable chair andhave as many meals as they can manage to getin a day, followed by some napping. Even themost heroic halfling often has simple desires,finding great joy in the easy things in life -food, friendship, and family. Homesickness isthe most common affliction of the travellinghalfling.

    Common Personality Traits: Easygo-ing, spiritied, laid back, sneaky, clever.

    Common Physical Traits: Hairy feet,fast hands, childlike appearance, expressivefeatures, surprisingly quick.

    Example Names: Angol, April, Au-tumn, Banin, Bradoc, Jasmine, Mallin, May,Rose.

    Characteristic Bonus: +1 to Intelli-gence or Fellowship

    Skill Bonus: +1 to Larceny and De-ceive.

    Power: Shifty - Shift as a free actiononce per round.

    Size: 3

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  • TauA mysterious race, the Tau have little

    magical talent and less presence in the affairsof the Astral Sea than even the humans. Theyhave not expanded beyond their home CrystalSphere, and visitors are almost unknown -they have not activated their Portal Relay andtheir Crystal Sphere is protected by an auracalled the Wall of Fire that makes such a jour-ney almost suicidal.

    Every Tau is humanoid in shape, withtwo arms, two cloven feet, and a single head.Their gray-blue skin is leathery and tough andexudes no moisture, owing to the generally dryconditions of their homeworld. Their faces areflat, wide around the eyes, and their olfactoryorgans are located inside their mouths. Theireyes can see into the infrared and ultraviolet.Tau eyesight is good, but they focus on distantobjects more slowly than humans.

    Common Personality Traits: Under-standing, tolerance, honor, diplomatic, naive.

    Common Physical Traits: Frail build,farsighted, mobile, enduring, light-fingered.

    Example Names: Aun'va, Shaserra,Shovah, Shas'La, Dynerah, Kais.

    Characteristic Bonus: +1 to Intelli-gence or Composure

    Skill Bonus: +1 to Common Lore andPersuasion

    Power: Fall Back - Whenever yousuccessfully dodge a melee attack, you maymake a free withdraw action, but you may onlymove half of the normal distance.

    Size: 6

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  • GnomeA race with a religious reverence for

    technology, especially the artifacts of theSyrne. They were created as engineers andjanitors for the ancient race, with an inbornknowledge of how to repair Syrneth artifacts.They are excellent at maintenance, managingto keep many artifacts running even with nospare parts. But their innovative abilities are...somewhat lacking, the fact they don't actuallyunderstand how to build or repair anything ex-cept through muscle memory meaning thattheir experiments usually turn out badly.

    Gnomes can be found in some of themost unlikely of places, outposts among ruinsor floating rocks that they found insterestingfor one reason or another. Their tolerances fordangerous radiation leaks, substandard livingconditions, and environmental pollution aresomewhat staggering.

    Common Personality Traits: Curious,creative, impressionable, pensive, reckless.

    Common Physical Traits: Dirty skinand clothes, scrawny build, hyperactive mo-tion, surprisingly tough.

    Example Names: Snorrig, Noblar,Grazbaag, Rord.

    Characteristic Bonus: +1 to Intelli-gence or Fellowship

    Skill Bonus: +1 to Crafts and Aca-demic Lore

    Power: Improvise - You don't take theusual penalties for not having the appropriateproficiencies with weapons or armor.

    Size: 4

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  • "THE PIT, THE PIT!"They threw the stranger into the pit. He had appeared from the sky with strange

    lights and sounds. He was clearly another Daemon, appear to plague them from thewarp, or a dark sorcerer in their service. He had already been injured when they foundhim, and hadn't put up much of a fight, though he was clearly a surly and spiteful type.

    The pit was the only place for him, a dry well that had been warded by the prieststo contain daemons such as him. The horrors trapped there would make short work ofhim. The stranger had argued, tried to convince them not to throw him in the pit, butthe arguments had fallen on deaf ears amd they had pushed him into the pit at sword-point.

    From above, the villagers watched as the daemon in the pit appeared. It had killedcountless men in seconds. The stranger, though, proved to be made of stronger stuff,pushing back the daemon with surprising strength.

    "Give him the spikes," ordered the town magistrate. An ancient mechanism slowlycame into motion, the spiked sides of the pit slowly grinding closed like huge jaws. Thestranger cursed, an oath terrible enough to make the women watching blush.

    Against the magistrate's orders, the King's sage appeared, carrying the strangesword the stranger had been wearing when they captured him. He threw the sword downinto the pit. The stranger caught it before it hit the mud that lined the pit's floor, andwith the press of a switch, the chainsword roared to life. The stranger let loose a battlecry and decapitated the daemon with one swing. Foul black blood flew into the air.

    The stranger used the moments of peace he bought himself to climb above thepit's closing walls, and then above the lip of the pit itself. Battered and bloody, he walkedup to the town magistrate, looked him in the eye, then looked down at his feet. The mag-istrate's gaze followed his, and in that moment of distraction he slugged him in the face,knocking the man over.

    "All right, who wants some?" The stranger asked, looking at the silenced crowdthat had just been baying for his blood. "Who's next? Huh? How about it? Who wantssome?!" The men shied away from him. He sneered at them and pushed them away,then turned to the other prisoners who had been due to be executed.

    "Get on those horses and get out of here," he said. He looked at the men holdingthem. "Let them go!" They released the prisoners.

    "Halt!" the magistrate yelled, getting to his feet. He drew his sword, just a plainsteel blade. The prisoners got on the loose horses and rode off laughing. The magistratebrandished his sword at the stranger. "For that arrogance, I shall see you dead."

    There was a crack-roar like some strange thunder. The magistrate's sword ex-ploded in his hands, shattering into metal fragments. The stranger raised the aim on theweapon he was suddenly holding.

    "Yeah. Alright you primitive screwheads, listen up. See this?" He raised hisweapon into the air. "This... is my BOOM STICK! It's a .75 gauge standard patternbolter, top of the line. This sweet baby was made in the forge city of Gunsmoke on By-topia-1. Retails for about 500 Thrones. It's got a plasteel stock, engravings and a hairtrigger. Ya got that?! Now I swear, the next one of you primates even touches me-"

    The stranger turned and fired his bolter twice in quick succession, blasting thedaemon crawling unnoticed out of the pit. The shots tore its body apart, knocking itscreaming back into the pit. The stranger blew smoke away from the barrel of theweapon, then lowered it.

    "Now, let's talk about how I get back to my ship."

  • very Hero is more than just a manwith training. A real Hero is more than that,with abilities beyond even the greaTest normalman. A Hero might have a great blessing, or agreat curse. Maybe he was aware of his greatpotential since childhood. Maybe he only dis-covered it in a time of great need.

    What a Hero finds, his source ofpower, is his Exaltation. It's more than just an-other tool or some training. It's an intrinsicpart of who he is. Exaltations are rare, literallymore rare than a one in a million. It's not evenall that uncommon for there to be only one ortwo exalts on a world at a time.

    How a person becomes Exalted de-pends greatly on what type they become.Some types of exalted - Werewolves, the Cho-sen - depend on the blessings of the ficklegods. Others, like Atlanteans and Paragons,must be born into. Daemonhosts are more ofa curse than anything else, taking over thedying in some of the darkest corners of theworld. In theory, anyone can become aPromethean, but it requires an expenditure ofcapital and resources that take a nation to sup-port. Vampires are the only type of exaltedthat anyone really could become, and they'reblood-sucking monsters that feed on mortals.

    One important thing to note aboutthe Exalted is that fate and destiny have astrong hand in their creation. Each of the Ex-alted is someone willing and able to use theirpowers. There is no such thing as a Vampireunwilling to drink blood, or a Chosen thatdoesn't follow the god that has given thempower. Destiny seems to work against 'wasted'exaltations.

    It's impossible to sever the Exaltationfrom someone. Despite rumors and experi-ments, there is no way to turn a Vampire backinto a mortal, or to neuter a werewolf's abili-ties, or cause an atlantean to forget. An Exaltcan be killed - though that's not easy - but it'sbeyond even the abilities of the gods to makethem merely mortal again. If someone wantsto take down one of the Exalted, they have todo it the hard way.

    Exalts are functionally immortal.Until someone goes out of their way to killthem, they won't die. They'll seem to be in theprime of their life for a very, very long time -when an Exalt starts to look old, they're at anage where entire nations and great empires arefleeting moments that come and go. Diseasedoesn't touch them, and all but the most pow-erful poisons fail to affect their bodies.

    V

    EXALTATION

    E

    37

  • EXALTED POWERSThe Exalted have a great variety of

    powers. In general, you can divide these intothree parts. First, there are the Exalt's staticpowers, the abilities shared by all of their kind.These are not always strengths, but also weak-nesses that they share. While Exalts are farstronger than mere mortals, some have super-natural weaknesses - a vampire's weakness tosunlight, a werewolf to silver, and so forth.

    Secondly, there is the Power Stat.This is the measure of just how powerful agiven Exalt is in the powers of their kind. LikeMagic and Sword Schools, its maximum indots is equal to the character's levels. A char-acter begins with one dot in their Power Stat.As they grow in power, most of them changephysically.

    Third, and possibly most importantly,there is the resource stat. While each of theExalted has a different resource stat, beingable to hold different amounts of these re-sources and recover them in different waysand at different rates, they can be expendedfor the same effects for all Exalts. By spendingone Resource Point, an exalt may:

    * Heal 1 Hit Point.* Gain +1k0 to a skill Test.* Gain a reaction action.* Recover from being Stunned* Recover from being DazedAn Exalt can only spend a few re-

    source stats in a given round. The number ofpoints they may spend per round is equal totheir Power Stat. Healing hit points with yourresource points can only be used out of com-bat during a period of relative rest and relax-ation.

    THE TELLAll of the Exalted have a Tell, some-

    thing that marks them as more than merelymembers of their respective races. While itmight seem odd, the sheer variety of races,cultures and technology means that even themost bizarre first impression an exalt leaves,even ones as unusual as Prometheans andDaemonhosts, can be matched by the moreextreme fashions of mortal society. However,a Tell is blatantly strange and supernatural.

    Each type of Exalt has a different type of Tell.Vampire - A vampire grows more

    pale, and his fangs become more and moreprominent.

    Werewolf - Develops patches of furand grows wolflike ears and a tail. Tattoosglow brightly with silver light.

    Atlantean - Begins glowing goldenwith Syrneth magic and an avatar of their pastlife appears around them.

    Paragon - No blatantly visible effect,but a noticible charisma that draws the eye ofmore and more people.

    Chosen - The symbol of their god ap-pears, and an aura forms around them in thefavored colors of their diety.

    Promethean - More gadgets appear,and obvious mechanisms and crackling powerappear from their bodies.

    Daemonhost - Vile marks appear ontheir skin and their forms twist with mutation.

    Tells are not present all the time. It'sonly when an Exalt uses their power andspends Resource Points that the Tell appears.The number of points that an exalt spends ina given scene determines how strong their Tellis. When an Exalt spends even a single point,their Tell becomes faintly visible to careful ob-servers (Perception + Wisdom against TN 20to notice). With two to three points, the Tellbecomes impossible to miss and their true na-ture is on display. With four or five points, thecharacter radiates an aura of power, lightbright enough to read by or darkness enoughto smother campfires. At six or more pointsspent in a single scene, the Exalt's display ofpower becomes truly epic - they might be sur-mounted with a glowing avatar, be visible formiles, cause mortals to fall silent and simplywatch, or send them screaming in terror.

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  • Captain Gabriev fired as the next target walked into the corridor. Hislasgun beeped as the power pack hit critical levels. His hand went to his belt.Only one pack left. He reloaded and looked back at his teammates.

    "How's Talieer?" Gabriev asked, looking back. Wrecka glanced down atthe prone form of the wounded Eldarin. She had taken a hit from the pink-haired clones that had gone right through her void suit and out the other side.

    "Da panzee's all urty," Wrecka said. Gabriev sighed. That wasn't exactlythe answer he had been hoping for. The Ork was a pretty good healer, but hewas nearly tapped at this point.

    "I-I am fine," Talieer said. "I have not been injured in a way that willimpede the completion of this mission." She sat up, blood still dripping fromher wound. She put a patch over the hole in her void suit.

    "Did any of their... stuff get to you?" Gabriev asked. He glanced backdown the corridor. Nothing yet.

    "No. I do not beleive so." She sealed the patch. Wrecka, surprisinglygentle, helped her seal the hole on her back. The Eldarin nodded her thanks.

    "No sudden love for the damned little pink things?" They were all iden-tical, clones created by some damned mad scientist trying to create a god orbring back her dead daughter or both. They were a perverse mixture of humanand some bizarre alien life form, all of them with pink hair, an empty smile,and emitting pheromones that made people fall in love with them. Worse, theyseemed to be able to change their shape and turn their limbs into twisted bladesof red crystal.

    "No. Their pheromones do not infect through blood contact. I believeI will be fine as long as my suit does not become further compromised." Shestood up, shakily. "I will require my weapon."

    "Oy gotz yer dakka," Wrecka said. He rummaged around in his beltpouch and produced an inferno pistol. Talieer took it, checked the advancedweapon, then holstered it, nodding her thanks.

    "...kekahi mau pipi..." came an echoing call from down the corridor.Gabriev turned back to the corridor. Glowing red eyes. He leveled his lasgun.

    "We've got more Kiiha clones incoming!" Gabriev warned. "Goddamn,I hate these things."

  • VampireVampires are undead creatures, hor-

    rors that drink the blood of the living. Theyare cursed to a half-life by a plague stemmingfrom a small number of people who drank theblood of the dying Elven god of war, Khaine.

    Vampires are generally feared andpoorly understood by mortals, and are oftenconsidered among the weakest of the Exalta-tions. However, any mortal can become avampire - you have to be born a Paragon, at-tract the notice of a god to become one of theChosen, but all that is required to become avampire is to make yourself useful enough toanother vampire that they are willing to turnyou.

    Most vampires spend decades or cen-turies paying off this initial blood debt. How-ever, during this time the elder vampire shieldsthe younger one, teaching them how to controland use their powers. Because of their age andtheir attachment to a local community, theyalso tend to be very well connected.

    Vampires come from all walks inlife. There is no single class or race that ismore strongly represented than any other -the promise of immortality tempts nearlyevery mortal. A vampire's powersmake them fairly hard to kill,and they can replenish theirstores of blood quickly in a well-populated area. Additionally, avampire's thirst runs deep, andthey can have more stored intheir Resource Pool than mostImmortals. In many situations, avampire can tap more fully intotheir store of power than anyoneelse, since they can easily recoverthemselves after a fight.

    POWERS:Old Money - A Vampire

    begins play with 4 additional dots toplace into backgrounds. They'vesimply had a long time to inte-grate themselves into society, andcan reap the benefits.

    Undead Resilience - A Vampire maynot be killed by critical damage unless thatdamage comes from an E, X, silver, or magicalsource. Impact and Rending damage thatwould otherwise kill a vampire merely leavesthem unconsious. And since a vampire doesn'tbreathe and has no heartbeat, this may lead acareless opponent to think they've finished himoff. A vampire in this condition will remainunconsious until they spend enough blood toheal their Critical Damage past the pointwhere they would have been fatal.

    Sunlight Weakness - A vampire auto-matically loses 1k1 Hit Points per roundthey're exposed to sunlight. Critical damageuses the E chart and automatically goes to the

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  • body. A vampire killed by sunlight damage isreduced to dust and cannot be returned fromthe dead.

    Blood Dependency - A vampire mustspend 1 Vitae every day in order to remain ac-tive. If they choose not to, or can't, they lapseinto a coma. When making unarmed brawl at-tacks, a Vampire may choose to bite his vic-tims, getting +1k0 to damage. The vampiremay choose to drain one resource point ofblood from a bitten victim, which gives the vic-tim a level of fatigue (this replaces the normallevel of fatigue gained from an unarmed at-tack.) A vampire may also, of course, feedfrom a willing target. A vampire who is uncon-scious or in a coma may be fed blood by an-other. If a vampire attempts to feed fromsomeone who has already been knocked un-consious by fatigue, they may only safely drain1 Vitae, with the next feeding killing the vic-tim.

    POWER STAT: BLOOD POTENCYBlood Potency is a measure of how

    strongly the blood of Khaine resonates withinthe vampire. It gives a vampire most of theiriconic powers - the ability to see in the dark,to inspire fear, superhuman speed andstrength, and finally the power to controlminds. When a vampire increases their BloodPotency, it means they are drawing farther andfarther away from the mortality they once had.While a vampire with low blood potency caneasily pass for a mortal (if a pale one), one withhigh blood potency will find it more difficultas they become more corpse-like. A vampirethat cares much for their appearance oftenfinds it difficult to connect to the undeadpower within them, though there are excep-tions - for every shrivelled corpse, there is abeautiful, secuctive vampiress.

    Resource Stat: Vitae - A vampire's maximumVitae are equal to five times his Blood Po-tency.

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    B l o o dPotency

    Power Gained

    * Auspex - The Hero can see in the darkand +1k0 to all perception checks.

    ** Dread - The Hero may spend 1 Vitaeto gain Fear 1 until the end of thescene.

    *** Celerity - The Hero may spend 1 Vitaeto double his Dexterity until the end ofthe scene.

    **** Potence - The Hero may spend 1 Vitaeto double his Strength until the end ofthe scene.

    ***** Dominate - The Hero may use Domi-nate as the spell, using Blood Potency+ Charisma instead of the normalMagic Test.

  • WerewolfWerewolves are blessed by Luna with

    the ability to change shape. Or at least that'show some of them see it. Others call it a curse.It may well be both - a curse for those whodon't appreciate the gift and a blessing for theones who revel in it.

    The way werewolves are seen variesgreatly from culture to culture. Typically, themore stable, advanced, and monolithic a cul-ture, the more werewolves are seen as a threat.They are typically outsiders, rebels fighting forthe rights of the average person. Most ofLuna's chosen are interested in saving peoplefrom tyranny and oppres-sion - not to rule over thembut to give them a chance torule for themselves.

    Werewolvesdon't have a largeoverarching society,but they do form smallpacks and tribes. Oneof the primary respon-cibilities of these tribesis f