TEXT:   
  1 
   
  AFTERMATH! 
  MAGIC! 
   
   
   
   
  AFTERMATH! MAGIC! Copyright 1989 by David Harmer. Second Edition Copyright 2003 by David Harmer. 
   
  AFTERMATH! MAGIC! Design Team: 
   
  Game Design: David S. Harmer 
  Cover Art: Georgia Horesh 
  Interior Art: Georgia Horesh, Richard Glosson 
  Editing and Layout: Joie Martin 
  Creative Advisor: James Coppedge 
   
  AFTERMATH!, AFTERMATH! system, and products thereof are Copyright 1981 by Robert N. Charrette and Paul R. Hume. 
   
  No part of this book may be used or reproduced in any manner whatsoever without permission, except in the case of brief quotations 
  embodied in critical articles or reviews. 
   
  AFTERMATH! MAGIC! is an authorized game expansion for use with the AFTERMATH! game system. The Aftermath! game 
  system, available from your local game dealer or Fantasy Games Unlimited, is required for play. The situations, characters, institutions, 
  and powers included here are fictitious, and any similarity to reality is accidental. 
   
  
    
  2 
  TABLE OF CONTENTS 
   
  Introduction: Welcome to AFTERMATH! MAGIC! ....................................................................  5 
  Chapter One: Modifications to the AFTERMATH! Rules ...........................................................  7 
   
  Attribute Group Chart...........................................................................................................  7 
   
  Aerial Combat.......................................................................................................................  8 
  Chapter Two: Universal Character Generation.............................................................................  9 
   
  Age Group Chart...................................................................................................................  9 
   
  Initial Development Points....................................................................................................  9 
   
  Attribute Modification Chart ................................................................................................ 11 
   
  Humanoid Race Descriptions................................................................................................ 12 
   
   
  Agate ...................................................................................................................... 12 
   
   
  Arachnid, Scorpion................................................................................................. 12 
   
   
  Canine..................................................................................................................... 12 
   
   
  Dwarf...................................................................................................................... 13 
   
   
   
  Artic Dwarf............................................................................................... 13 
   
   
   
  City Dwarf................................................................................................ 13 
   
   
   
  Desert Dwarf............................................................................................ 13 
   
   
   
  Forest Dwarf............................................................................................ 14 
   
   
   
  Mountain Dwarf....................................................................................... 14 
   
   
  Elf........................................................................................................................... 14 
   
   
   
  Aerial Elf.................................................................................................. 14 
   
   
   
  Aquatic Elf................................................................................................ 15 
   
   
   
  City Elf ..................................................................................................... 15 
   
   
   
  Earth Elf................................................................................................... 15 
   
   
   
  Mountain Elf ............................................................................................ 15 
   
   
   
  Wood Elf................................................................................................... 15 
   
   
  Felidare................................................................................................................... 16 
   
   
   
  Cheetah-Man............................................................................................ 16 
   
   
   
  Lion-Man.................................................................................................. 16 
   
   
   
  Puma or Leopard-Man............................................................................. 16 
   
   
   
  Tiger-Man ................................................................................................ 17 
   
   
  Gnoll....................................................................................................................... 17 
   
   
  Gnome .................................................................................................................... 18 
   
   
  Goblin..................................................................................................................... 18 
   
   
  Halfling................................................................................................................... 19 
   
   
  Hawkman................................................................................................................ 19 
   
   
  Hobgoblin............................................................................................................... 19 
   
   
  Insectoid ................................................................................................................. 20 
   
   
   
  Worker Ant ............................................................................................... 20 
   
   
   
  Queen Ant................................................................................................. 20 
   
   
   
  Mantis....................................................................................................... 20 
   
   
   
  Wasp......................................................................................................... 21 
   
   
  Kireean ................................................................................................................... 21 
   
   
  Kobold.................................................................................................................... 22 
   
   
  Leprechaun ............................................................................................................. 22 
   
   
  Minotaur ................................................................................................................. 22 
   
   
  Muridian................................................................................................................. 22 
   
   
  Ogre........................................................................................................................ 23 
   
   
  Ork.......................................................................................................................... 23 
   
   
  Rhinoceri ................................................................................................................ 23 
   
   
  Saurian.................................................................................................................... 24 
   
   
  Serpentite................................................................................................................ 24 
   
   
  Toridare.................................................................................................................. 24 
   
   
  Ursoid..................................................................................................................... 25 
   
  Half Breeds........................................................................................................................... 25 
   
  Initial Skills for Characters ................................................................................................... 26 
   
  Technological Level Chart.................................................................................................... 26 
   
  Initial Equiptment ................................................................................................................. 26 
  
    
  3 
   
  Example Character................................................................................................................ 26 
   
  Character Generation Checklist ............................................................................................ 27 
  Chapter Three: Magic ...................................................................................................................... 28 
   
  Learning Spells ..................................................................................................................... 28 
   
  Spell Research ...................................................................................................................... 28 
   
  Color Value Chart................................................................................................................. 28 
   
  Making Magical Items .......................................................................................................... 28 
   
  Learning Spell Theory .......................................................................................................... 28 
   
  Spell Casting......................................................................................................................... 28 
   
  Spell Casting Times.............................................................................................................. 29 
   
  Quick Draw Chart................................................................................................................. 29 
   
  Healing Spells....................................................................................................................... 29 
   
  Magical Foci......................................................................................................................... 29 
   
  Red Spell Casting.................................................................................................................. 29 
   
  Orange Spell Casting ............................................................................................................ 31 
   
  Yellow Spell Casting ............................................................................................................ 34 
   
  Green Spell Casting .............................................................................................................. 37 
   
  Blue Spell Casting ................................................................................................................ 39 
   
  Indigo Spell Casting.............................................................................................................. 41 
   
  Violet Spell Casting.............................................................................................................. 44 
   
  Magic Items .......................................................................................................................... 46 
  Chapter Four: New Skills................................................................................................................. 47 
   
  Acrobatics............................................................................................................................. 47 
   
  Advanced Interrogation ........................................................................................................ 47 
   
  Advanced Stealth .................................................................................................................. 47 
   
  Aerial Beast Riding............................................................................................................... 47 
   
  Aquatic Beast Riding............................................................................................................ 47 
   
  Animal Training.................................................................................................................... 47 
   
  Armorskin............................................................................................................................. 47 
   
  Disguise/Acting..................................................................................................................... 47 
   
  Dodge and Parry ................................................................................................................... 47 
   
  Fast Draw.............................................................................................................................. 47 
   
  Lance .. ................................................................................................................................ 47 
   
  Mining.. ................................................................................................................................ 47 
   
  Navigation............................................................................................................................. 47 
   
  Net .... .. ................................................................................................................................ 48 
   
  Running ................................................................................................................................ 48 
   
  Pick Pockets.......................................................................................................................... 48 
   
  Spell Theory.......................................................................................................................... 48 
  Chapter Five: Exotic Weapons ........................................................................................................ 49 
   
  Exotic Weapons Chart .......................................................................................................... 49 
   
  Oversized and Undersized Weapons..................................................................................... 49 
  Chapter Six: Monsters...................................................................................................................... 50 
   
  Undead Rules........................................................................................................................ 50 
   
  Monster List.......................................................................................................................... 50 
   
  PSI .... .. ................................................................................................................................ 50 
   
   
  Asp ............................................................................................................................. 50 
   
   
  Banshee...................................................................................................................... 50 
   
   
  Basilisk....................................................................................................................... 50 
   
   
  Bat.............................................................................................................................. 50 
   
   
  Catoblepas ................................................................................................................. 50 
   
   
  Centaur ...................................................................................................................... 51 
   
   
  Chimera...................................................................................................................... 51 
   
   
  Dragon....................................................................................................................... 51 
   
   
  Formorian.................................................................................................................. 52 
   
   
  Gargoyle .................................................................................................................... 52 
   
   
  Ghost.......................................................................................................................... 52 
   
   
  Ghoul ......................................................................................................................... 52 
   
   
  Giant .......................................................................................................................... 52 
  
    
  4 
   
   
  Gorgon....................................................................................................................... 53 
   
   
  Gremlin ...................................................................................................................... 53 
   
   
  Gryphon ..................................................................................................................... 53 
   
   
  Harpy ......................................................................................................................... 54 
   
   
  Hippocampus ............................................................................................................. 54 
   
   
  Imp ............................................................................................................................. 54 
   
   
  Incubus/Succubus....................................................................................................... 54 
   
   
  Karkadann ................................................................................................................. 54 
   
   
  Lesser Vampire .......................................................................................................... 54 
   
   
  Manticore................................................................................................................... 55 
   
   
  Mi’raj......................................................................................................................... 55 
   
   
  Pegasus...................................................................................................................... 55 
   
   
  Peryton....................................................................................................................... 55 
   
   
  Phoenix ...................................................................................................................... 55 
   
   
  Raven ......................................................................................................................... 55 
   
   
  Rukh ........................................................................................................................... 55 
   
   
  Satyr........................................................................................................................... 56 
   
   
  Sea Serpent ................................................................................................................ 56 
   
   
  Skeleton...................................................................................................................... 56 
   
   
  Sphinx......................................................................................................................... 56 
   
   
  Wight (Lesser Wraith)................................................................................................ 56 
   
   
  Wyvern ....................................................................................................................... 56 
   
   
  Wraith ........................................................................................................................ 57 
   
   
  Unicorn ...................................................................................................................... 57 
  Chapter Seven: Reference Section................................................................................................... 58 
   
  The World............................................................................................................................. 58 
   
  Currency and Trade .............................................................................................................. 58 
   
  Major Political Forces........................................................................................................... 58 
   
   
  Tallulah Appalachian Protectorate (TAP).................................................................. 58 
   
   
  Ghost Walkers............................................................................................................ 58 
   
   
  Blue Ridge Dwarven Collective................................................................................. 58 
   
  Personality NPCs.................................................................................................................. 58 
   
   
  David Nobles ............................................................................................................. 58 
   
   
  Tia.............................................................................................................................. 58 
   
   
  Scott Riverstone ......................................................................................................... 59 
  Chapter Eight: Appendices .............................................................................................................. 60 
   
  Character Sheet..................................................................................................................... 66 
   
  
    
  5 
   
  Introduction:  Welcome to AFTERMATH! MAGIC! 
  AFTERMATH! MAGIC! is a set of rules expansions for the 
  AFTERMATH! game system. The AFTERMATH! game is 
  required for play. If you do not yet own the AFTERMATH! 
  game system, please purchase it before you try to figure out 
  this expansion. AFTERMATH! is available from Fantasy 
  Games Unlimited at: 
   
  http://www.fantasygamesunltd.com/  
   
  Snail Mail:  
  Fantasy Games Unlimited 
  P.O. Box 1082-D 
  Gilbert, AZ 85234 
  Email:  
  fgu@fantasygamesunlimited.com 
  Fax:  
  (208) 567-5152 
   
   
  AFTERMATH! MAGIC! is a magic rules expansion for the 
  AFTERMATH! game system. It can be used to play medieval 
  swords and sorcery adventures and campaigns, or can be 
  combined with AFTERMATH! and any future 
  AFTERMATH! rules expansions for full crossover games, 
  combining Technology and Magic. The character generation 
  system presented here is designed to produce starting 
  characters for any role-playing milieu without modifications.   
   
  The AFTERMATH! MAGIC! system was created to increase 
  the possibilities for role-playing in many different settings, and 
  the AFTERMATH! game system was the best starting point 
  for this project. Over three years of development, hundreds of 
  hours of play testing, many heated discussions, scores of 
  headaches, and many nights of research at the library were put 
  into the AFTERMATH! MAGIC! rules, to provide the 
  Gamemaster with as much information as possible. Included 
  here are over 275 spells, 40 humanoid races available for 
  player characters, 16 new skills, 14 new weapons, 39 
  mythological monsters, and a great deal of other material to 
  allow as much versatility as possible. 
   
  These rules are flexible, and if the GM doesn't like any of 
  them, he should feel free to modify or delete them. The system 
  presented here is designed to allow for as much growth as 
  possible. Enjoy! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
    
  6 
   
  
    
  7 
  Prelude:  A Brave New World 
   
  January 21, 2096: 
   
  It is now almost one hundred years since the collapse. The 
  Earth is finally adjusting to the changes that happened. It is 
  hard to believe that today I am turning thirty-six. Well, 
  subjective years, that is. If you count chronologically, I’d be 
  one hundred and thirty-four. Knowing a little about me will 
  help you understand my perspective. But this record is not 
  about me. For those who follow me, this record is to help you 
  find out what happened; so we can understand it ourselves 
  and so our children will have a place to live.  
   
  The collapse started sometime in the early years of the new 
  millennium. Nobody knows for sure what happened, but 
  suddenly people all across the world were using Magic. Pretty 
  soon we saw new races cropping up-- Elves, Dwarves, 
  creatures from some wizard’s deranged fantasies, etc. But the 
  forces of Magic tipped the balance of power in the world, and 
  in a few years, civilization as we knew it had collapsed. Now, 
  one hundred years later, it seems to be settling down. Groups 
  of people have organized themselves into city-states. It seems 
  that the magic/technology clash doesn’t allow society to thrive 
  while living in large countries like we once had. Things are 
  very different now than they were when I was a kid. 
   
  I bet you wonder why I am only thirty-six if I was born over 
  one hundred years ago. I don’t understand all the Magical 
  Theory behind it, but I was hit by an errant spell, and it 
  dropped me outside of time for a while. I suddenly (to me) 
  appeared here, in this time.  It took a bit of adjusting…. 
   
  - From the Diary of David Nobles 
   
  With the discovery of Magic in 2003 came the Learning. As 
  thousands of wizards practiced and experimented, their 
  mistakes indirectly changed the world around them. It didn’t 
  take long for a world unprepared for the power of Magic to be 
  torn asunder.  Now, one hundred years later, society is finally 
  beginning to settle down. It is the new age-- the Age of Magic.  
  Old technology is still maintained and produced by some, but 
  others focus entirely on Magic. Communities have developed, 
  centered around power bases, mutual benefit, religions, or 
  racial prejudice. 
   
  Into this world of the AFTERMATH! come the players. Be a 
  wizard, or a technology adept. Carve out your own kingdom, 
  discover the secrets of the past, or try to rebuild society. It’s 
  your choice, in the world of AFTERMATH! MAGIC! 
   
   
  Chapter One: Modifications to the AFTERMATH! Rules 
   
  MAGIC!, as an expansion for the AFTERMATH! game 
  system, requires that a few modifications be made to the 
  AFTERMATH! rules. These modifications are the basis for 
  the AFTERMATH! MAGIC! rule system, and are designed 
  to allow role-playing in any milieu without major 
  modifications to the base game system. 
   
  Firstly, a new Talent needs to be added to the Psychological 
  Profile: Magic Affinity (MA). This talent represents the 
  character's facility in dealing with magical concepts, workings, 
  and manifestations.  
   
  The Special Talent Ability for Magic Affinity, is that the 
  character may use his Talent score as a Skill score to cast a 
  spell that the character does not know. A Spell Theory BCS is 
  rolled to determine if the character knows the theory behind 
  the spell. If successful, this ensures the correct spell is being 
  cast, allowing the full Talent score to be used to determine 
  BCS.  If failed, only half the Talent score may be applied. 
  When a character is using raw Talent to cast a spell, any miss 
  is automatically a critical miss. This means that while a 
  character's Skill score in a spell is greater than zero, but less 
  than his Magic Affinity, the character may choose which score 
  is being used to attempt the spell. Thus selecting whether the 
  critical miss is worth risking for that few greater BCS allowed.  
   
  Example: Nirvana, the Apprentice Wizard (MA 20, Magic 
  Blast score 12, Red Spell Theory BCS 12) is trapped by three 
  ugly Orcs in a dark alley. She decides to burn them for the 
  anger in their hearts (Magic Blast) and remembers how the 
  Great White One, her teacher, taught her how to focus her 
  emotions into the energy for the spell (Red Spell Theory BCS 
  roll of 4 -- successfully remembering the spell theory). Nirvana 
  tries to fire the closest Orc's heart, but his friend's skin turns 
  pale blue, (BCS roll against Magic Affinity of 12 -- an 
  automatic critical miss, and a roll of 44 on the critical miss 
  chart) only seeming to aggravate them further. As the first Orc 
  grabs her, Nirvana screams, and fire leaps from the palms of 
  the Orc's hands, burning him and not her (rolling against 
  Magic Blast skill, a critical success) The Orcs decide they 
  have safer people to bother, and promptly evacuate the alley, 
  leaving Nirvana standing alone in the darkness. 
   
  Secondly, the Attribute Group Chart is modified to appear as 
  this: 
   
  ATTRIBUTE GROUP CHART 
    
  Attribute 
  Rating  
  45-
  54  
  55-64  
  65-74  
  75-84  
  85-
  94 
   95-
  104 
  Group 
  Number  
  6  
  7  
  8 
  9 
  10 
  11 
  Effect Die  2D10
  +1  
  2D10+
  1D6  
  2D10+
  2D6  
  2D10+
  3D6  
  2D
  10+
  4D
  6 
  2D1
  0+5
  D6 
   
   
   
   
  This is to allow the generation of "super races" who 
  are much better in one area than humans. Ursoids, for 
  example, have the strength to rip a human limb from 
  the body with their bare hands. 
   
  
    
  8 
  Thirdly, Will has a new ability: the powering of 
  spells.  The power for spells can come from outside 
  the caster, and Will is expended to control it, or the 
  power can spring directly from the caster's own spirit, 
  and the Will is the power. When a caster's Will is 
  reduced to zero, the caster falls unconscious, and 
  when the caster is more than negative 10 + Will 
  group below zero, the caster has lost the will to live 
  and dies. Will points lost due to spell casting are lost 
  temporarily, and regenerate at the rate of the caster's 
  Will Group per 30 minutes. The regeneration rate is 
  doubled while asleep. 
  Aerial Combat 
   
  Aerial combat is only slightly different from normal 
  combat, in that altitude (height) can be readily 
  changed. A flying creature may expend 1 point of 
  BMA to gain .5 meters of altitude, or lose 2 meters of 
  altitude (safely). The “stopping forward motion” rules 
  (AFTERMATH! Book 1, page 24) apply fully to 
  aerial descent, and any descent in category 3 
  (charging down) is considered a fall by a flying 
  creature (normal falling rules apply, with a height 
  equivalent to that where category 3 was reached). A 
  falling flying creature trying to recover from a dive 
  must climb against the fall, with 1 BMA per action 
  phase canceling the downward acceleration, and each 
  additional BMA per action phase reducing the 
  category of motion by 1/10. This means that a falling 
  creature with an aerial BMA of 6 would take 6 action 
  phases to land safely. If the flying creature wants to 
  "swoop" out of a dive, and is in any motion category 
  less than 3, the motion can be converted to horizontal, 
  with BMA/12 of BMA in forward movement, and the 
  rest in downward, as the creature "swoops" out of the 
  dive. Flying creatures with a falling category of 3 
  must reduce their category to 2 by the above means 
  before performing a "swoop". 
   
  Researches Into the Collapse 
   
  June 10, 2095:   
   
  It is interesting how we always speculated about an 
  apocalypse as a single event – nuclear Armageddon, 
  biological disaster, meteor impact, etc.  While these 
  things had the capability to annihilate civilization, in 
  the end it seems that a series of smaller events led to 
  the actual collapse. Our structure of society could 
  not hold up under the rapid changes caused by the 
  introduction of Magic into our world. Petty wizards 
  were given the power to change the world around  
  them with apparent ease, and the pressures of 
  ordered society; laws, taboos, and repercussions, 
  were overwhelmed by new prejudices, lawlessness, 
  and raw power. Today we find ourselves existing in a 
  world of small city-states, fiefs and kingdoms, mostly 
  centered around different bases of power.  The large 
  cities are mostly gone, unable to support themselves 
  without a large central government or army to 
  enforce the norms of regular society. There are 
  exceptions – New York still exists as a city, able to 
  defend itself across the river from attackers, but there 
  are rumors that it is actually ruled by a dragon.  
  Japan has reverted to the isolationist policies of the 
  Edo era, and is the source of much of the finer 
  technology today. The Western United States seems 
  to attract many of the mages, and is now a series of 
  enclaves of mystical origin. Some of the former third-
  world countries were mostly unaffected, especially 
  the island nations of the Caribbean. It seems that 
  tourism still thrives there, though the technology of 
  diving may have changed. 
   
  I have heard little news of Eastern Europe and the 
  Middle East. Most of what I have heard is old stories 
  of how the religious and social pressures there 
  exploded violently at the time of the collapse.  Too 
  bad they really did have the WMD that we were 
  looking for in 2003. 
   
  - David Nobles  
   
  
    
  9 
  Chapter Two: Universal Character Generation  
   
  This system will allow the generation of characters in 
  any milieu. These character generation rules are 
  intended to replace the ones outlined in the base 
  AFTERMATH! Game. These rules will be presented 
  in two ways; a generalized character generation 
  system, followed by a specific one for the scenarios 
  presented in this book.  The first step in character 
  generation is to determine the character's age group 
  by rolling a d20 on this table.  The three Ape races 
  mentioned are from AFTERMATH! (Book 3, page 
  29), and their stats are not repeated here. 
   
  AGE GROUP CHART 
  Age  
  Race  Class 
  d20 
  group 
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
   
  1-5 
  0 
  5 
  8 
  13 
  26 
  46 
  50 
  80 
  160 
   
  6-10 
  1 
  11 15 
  22 
  46 
  132 
  90 
  110 
  220 
   
  11-14 
  2 
  17 24 
  31 
  66 
  180 
  130 
  150 
  300 
   
  15-17 
  3 
  23 31 
  40 
  86 
  300 
  170 
  250 
  500 
   
  18-19 
  4 
  29 37 
  49 
  106 
  370 
  200 
  325 
  650 
   
  20 
  5 
  35 43 
  58 
  126 
  450 
  230 
  625 
  750 
   
   
  A : Orc, Goblin, Arachnoid; Scorpion, Kobold, 
  Serpentite, Insectoid; Wasp, Canine 
  B : Felidare; Tiger; Saurian, Toridare, Hawk-man, 
  Muridian, Insectoid; Worker-Ant, Ape; Gorilla 
  C : Human, Felidare; Lion, Hobgoblin, Insectoid; 
  Queen Ant, Rhinoceri, Ape; Chimpanzee, Ape; 
  Orang-Outang 
  D : Felidare; Cheetah, Puma/Leopard, Ursoid, Gnoll, 
  Minotaur 
  E : Dwarf, Ogre, Kireean 
  F : City Dwarf, Leprechaun, Insectoid; Mantis 
  G : Aquatic Elf, City Elf, Halfling, Gnome 
  H : Elf, Agate 
   
   
  Initial Development Points 
   
  The character receives a number of initial 
  development points determined from the chart below, 
  plus a number of initial skill points based on his 
  initial education (see below). 
   
  Age Group -  
  0 : 13 + 2d10 (development points) 
  1 : 22 + 2d10 
  2 : 31 + 2d10 
  3 : 40 + 2d10 
  4 : 49 + 2d10 
  5 : 58 + 2d10 
   
  The second step is to choose a race. This race will 
  determine aging, bonuses and minuses to Attributes 
  and Talents, and any Special Abilities (infravision, 
  flight, etc.). These modifications to Attributes are to 
  be applied before the allocation of initial attribute 
  points. 
   
  The occurrence of "Changed" or mutated characters 
  will vary from campaign to campaign, and it is up to 
  the Gamemaster to decide the probabilities of this 
  occurring to a character. Note that it is not only a 
  post-holocaust world that may contain characters that 
  are "Changed". If you study these rules you will see 
  that there is a chance that mutations can be caused by 
  the misuse of magic; approximately a .1% chance 
  every time a spell is cast. A basic guideline to 
  mutations is that, in a spellcasting world, a non-
  spellcaster would have a percentile chance equal to 
  his Age Group +1, and a spellcaster would have an 
  additional .5% chance per color of spell theory. In a 
  non-spellcasting world, usually mutations occur once 
  out of every one thousand people (roll 3d10, and a 30 
  results in mutation). The Gamemaster should not feel 
  forced into allowing “Changed” characters into the 
  game, and should allow them only if they fit into the 
  design of his world. The sample world described at 
  the end of this book can be used to help get a feel for 
  using "Changed" characters. 
   
  It is suggested that a beginning player try a Human 
  character, until the player understands the system of 
  bonuses and minuses. Following are the racial 
  modifiers. 
   
   
  September 7, 2093: 
   
  I find it difficult to comprehend the vast array of 
  races that have appeared here. I have inquired as to 
  their initial sources, and the stories always differ.  
  Some say that the new races represent the true inner 
  beings of those who were initially “Changed”. Some 
  may have been the creation of experimenting 
  wizards, or some may have originated completely 
  accidentally. The stories also disagree about the 
  specific origin of any single race, so it is hard to 
  determine the true source of  races in general. Take 
  Earth Elves, for example. There are six known races 
  of Elf, and depending on who you talk to, you will get 
  a completely different story as to each of the races’ 
  origins.   
   
  Some people will tell you that Earth Elves were 
  created by the dragon Kharaknar, to act as his 
  guardians beneath the earth. The Elves of the Wood 
  told me that the “Elves of Darkness” were an 
  abomination – a curse cast upon them for the dark 
  deeds of the race’s past. The local historian gave me 
  records that showed conclusively (to him at least) 
  that the Earth Elves were a purposeful creation; put 
  on this earth as assassins in the dark. Of course the 
  records were the diaries of his grandmother, written 
  after his grandfather was killed by the same race of 
  
    
  10 
  Elves. Hearsay is alive and well in the prejudices of 
  some.  
   
  I have been here a while now, and have experienced 
  no sudden change; I am still as human as I was 
  before I came. In fact, the only actual documented 
  origin of a race is the Agate. Which is interesting, as 
  I hear their origins are usually rooted in a keg of 
  beer.  At any rate, I have listed for you the most likely 
  origins of the various races as I know them; though I 
  admit I could easily be wrong. 
   
  -David Nobles 
   
  ATTRIBUTE MODIFICATION CHART 
   
  Numbers in parenthesis are racial maximums and 
  numbers in brackets are racial minimums, with the 
  racial bonus included. 
   
   
   
  
    
  11 
   
  RACE 
  Subset
   WIT  WILL 
   STR 
   DFT 
   SPD 
   HLH 
   CHA  CMB  COM  EST  MCH  NAT  SCI  MA 
  Agate 
  5
  5
  -10(25)
  5
  5
  -10(30) 
  -1
  -1
  1
  3
  -1
  1
  -2
  1
   Arachnoid, 
  Scorpion
  -5(20) -5(20) -5(25) 
  0
  +5(50) 
   (25) -2 
  3
  -1
  1
  -1
  5
  -1
  1
  Canine 
  -4(30) 
  0
  +4(45) -2(35) +3(45) 
  0
  1
  1
  -2
  1
  0
  3
  -2
  -2
  Dwarf,
  Arctic
  -5
  -5
  +5(45) 
  -30
  -30
  +10(60) -2 
  3
  0
  0
  1
  2
  -1
  -2
  Dwarf,
   ,City 
  0
  0
  +5(45) 
  -30
  -30
  -50
  -2
  2
  1
  1
  2
  -2
  0
  -3
  Dwarf,
   ,Desert 
  0
  0
  -45
  -35
  -35
  -50
  -2
  3
  0
  0
  1
  1
  -1
  -3
  Dwarf,
   ,Forest 
  1
  1
  +5(45) 
  -30
  -30
  -50
  -2
  3
  0
  0
  1
  3
  -1
  0
  Dwarf,
   ,Mountain
  0
  0
  +5(45) 
  -30
  -30
  +5(50)
  -2
  3
  1
  2
  3
  0
  0
  -3
  Elf, 
  Aerial
  5
  5
  -30
  -50
  0
  -25
  1
  0
  2
  4
  -5
  2
  0
  3
  Elf, 
   ,Aquatic 
  0
  -30
  -30
  -45
  0
  -25
  -1
  0
  1
  4
  -4
  1
  0
  1
  Elf, 
   ,City 
  0
  -30
  -30
  -45
  0
  -25
  2
  0
  1
  4
  -1
  -1
  1
  2
  Elf, 
   ,Earth 
  5
  +5(50) 
  -35
  -50
  0
  -25
  -1
  0
  -1
  3
  -2
  -4
  -2
  4
  Elf, 
   ,Mountain
  -5
  -5
  0
  -55
  0
  -30
  0
  1
  1
  4
  0
  -1
  2
  2
  Elf, 
   ,Wood 
  0
  -30
  -30
  +5(50) 
  0
  -25
  3
  0
  1
  4
  -4
  3
  1
  2
  Felidare, 
   Cheetah 
  -5
  -5
  0
  +5(50) +20(60)
  -5
  -2
  2
  -1
  1
  0
  4
  -3
  -8
   
   
   
   
   [30] 
  Felidare, 
   Lion 
  0
  -10
  +5(50) 
  0
  +5(50) 
  +10(60) 
  1
  2
  -1
  -1
  -2
  3
  0
  0
  Felidare, 
  Puma/Leopard
  -5
  -5
  0
  0
  +5(50) 
  +5(60)
  -1
  1
  -1
  0
  5
  2
  5
  -8
  Felidare, 
   Tiger 
  -5
  -5
  -50
  +5(50) 
  -50
  0
  -2
  3
  0
  0
  1
  4
  1
  -7
  Gnoll 
  -10(20) -10(20) +5(50) 
  0
  0
  +5(50) 
  -3
  5
  1
  -3
  -2
  2
  -4
  -3
  Gnome 
  0
  0
  -10(30) +5(50) +5(50) 
  -5(35) 
  1
  -1
  1
  3
  1
  -2
  1
  0
  Goblin 
  -5(10) -5(15) 
  -35
  -25
  -1(35) 
  +1(45) 
  -2
  1
  -5
  -2
  -1
  3
  -5
  -5
  Halfling 
  1
  1
  -5(30) +5(45) 
  -2
  +1(50) 
  0
  -1
  1
  2
  1
  -2
  -3
  -1
  Hawkman 
  0
  0
  -7(30) 
  -5
  5
  -5(35) 
  -1
  -1
  1
  0
  0
  1
  0
  -1
  Hobgoblin 
  -5(15) -5(10) +15(60) -5(30) -5(25) 
  +5(45) 
  -2
  3
  -2
  -4
  -1
  1
  -3
  -4
  Human 
  0
  0
  0
  0
  0
  0
  0
  -3
  Insectoid 
   ,Worker Ant -10(20) -10(20) +5(35) 
  1
  3
  -2(35)
  -3
  2
  -2
  -4
  1
  2
  -4
  -5
  Insectoid 
   ,Queen Ant 
  5
  5
  -10(25)
  2
  1
  +1(35)
  -2
  -2
  1
  -2
  -3
  0
  -3
  1
  Insectoid 
   ,Mantis
  5
  5
  0
  1
  +5(45) 
   (30)-2 
  1
  -2
  -3
  -2
  1
  -2
  3
  Insectoid 
   ,Wasp 
  -5
  -5
  -30
  5
  5
  -30
  -3
  1
  -1
  2
  1
  1
  -2
  -4
  Kireean 
  -30
  5
  -5(30) +5(50) 
  5
  +5(30) 
  5
  -3
  1
  4
  -3
  1
  -4
  1
  Kobold 
  -5(10) -5(10) -5(25) 
  -35
  -30
  +10(50) 
  -2
  1
  1
  -2
  -3
  1
  -1
  -6
  Leprechaun 
  5
  5
  -5(25) 
  5
  5
  -30
  1
  -2
  1
  -2
  -3
  2
  -3
  +5(30)
  Minotaur 
  -10(25) -10(30) +15(60) -5(35) -5(35) 
  +5(60) 
  -2
  +5(25)
  -3
  -3
  -4
  1
  -3
  0
   
   
   
   [35] 
   
   
  Muridian 
  -10(30) -10(30) -10(30) +10(50) +10(50)
  +5(50) 
  -4
  2
  -1
  4
  1
  3
  -4
  -2
  Ogre 
  -10(10) -10(10) +20(65) -10(30) -10(30)
  +10(60) 
  -3
  4
  -3
  -2
  -3
  -1
  -2
  0
   
   
   
   [45] 
   
   
  Orc 
  -10(20)
  -10
  +15(50)
  -30
  +5(30) 
  -50
  -5
  4
  -2
  -2
  -2
  1
  -2
  -2
  Rhinoceri 
  -5
  0
   +8(45)  +5(45) -5(30) 
  +10(45) 
  -1
  4
  0
  -1
  2
  5
  -1
  3
  Saurian 
  -5(20) 
  0
  +10(50)
  -5
  0
  5
  0
  3
  0
  0
  -2
  3
  -3
  -3
   
   
   
   [35] 
   
   
  Serpentite 
  -10(25) -5(35) 
  0
  +1(45) +5(50) 
  -5(35) 
  0
  3
  -1
  -3
  -2
  1
  -1
  1
  Toridare 
  -10(15) -10(15) +5(50) 
  -5
  -20
  +10(60) 
  -3
  4
  -1
  -2
  -1
  3
  -2
  0
   
   
   
   
   
   
   [35]
  Ursoid 
  -5
  -5
  +20(60) -5(30) -5(30) 
  +5(50) 
  -2
  5
  0
  0
  -3
  3
  -2
  -5
   
   
   
   [35] 
   
   
   
  
    
  12 
  Humanoid Race Descriptions 
  Agate 
  Wit: 
  +5 
  Will: 
  +5 
  Strength: 
  -10 (25) 
  Deftness: 
  +5 
  Speed: 
  +5 
  Health: 
  -10 (30) 
  Charismatic: 
  -1 
  Combative: 
  -1 
  Communicative: 
  +1 
  Esthetic: 
  +3 
  Mechanical: 
  -1 
  Natural: 
  +1 
  Scientific: 
  -2 
  Magic Affinity: 
  +1 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 20 
  below 25 lbs 
  Low 
  20"-201/2" 
  25 - 28 lb 
  Below Average 
  21-211/2" 
  28 - 31 lb 
  Average 
  22"-23" 
  32 - 36 lb 
  Above Average 
  231/2"-24" 
  37 - 40 lb 
  High 
  241/2"-25" 
  41 - 44 lb 
  Very High 
  over 25" 
  over 44 lb 
   
  The Agate is the result of the crossbreeding of a male 
  humanoid and a female Gryphon. Agates do not 
  reproduce or interbreed with other species. The Agate 
  appears as a miniature person, standing 
  approximately 22 inches tall, but proportioned as a 
  normal human. An Agate is a half-breed, and a parent 
  race must be selected, following the half-breed rules 
  below. The Agate's features will favor those of the 
  parent race. The Agate has a bite WDM of 1.1L. 
  Because of an Agate's small stature, an Agate cannot 
  use most normal sized equipment. All normal 
  equipment counts double normal encumbrance, and 
  an Agate cannot use any equipment with an Agate 
  encumbrance value greater than its STR GRP/3. This 
  means that an Agate cannot use any long guns. In 
  addition, an Agate is harder to hit because of its size,  
  and normal sized opponents suffer a -3 BCS penalty 
  when targeting an Agate.  
   
  Arachnoid, Scorpion 
   
  Wit: 
  -5 (20) 
  Will: 
  -5 (20) 
  Strength: 
  -5 (25) 
  Deftness: 
  0 
  Speed: 
  +5 (50) 
  Health: 
  0 (25) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  -1 
  Esthetic: 
  +1 
  Mechanical: 
  -1 
  Natural: 
  +5 
  Scientific: 
  -1 
  Magic Affinity: 
  +1 
  Skin AV 5 
  Claw WDM 1.3 L 
  Sting WDM 1.6 L + poison 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'10" 
  below 160 lb 
  Low 
  5'11"-6' 
  140 - 160 lb 
  Below Average 
  6'1"-6'2" 
  161 - 180 lb 
  Average 
  6'3"-6'5" 
  181 - 200 lb 
  Above Average 
  6'6"-6'7" 
  201 - 220 lb 
  High 
  6'8"-6'9" 
  221 - 240 lb 
  Very High 
  over 6'9" 
  over 240 lb 
   
  The Scorpion-man is an example of arachnid 
  derivative humanoids. Standing about 1.9 meters tall, 
  the Scorpion-man has a pale tan to brown chitinous 
  skin, as well as an internal structural skeleton. The 
  Scorpion-man's tail is still fully functional, and has a 
  striking range of 2 meters with a WDM of 1.6L. The 
  poison is coded as this: The Arachnoid's skin has an 
  AV of 5, with a claw WDM of 1.3L. The Arachnoids 
  have no hair, and have insect eyes. 
  Canine 
  Wit: 
  -4 (30) 
  Will: 
  0 
  Strength: 
  +4 (45) 
  Deftness: 
  -2 (35) 
  Speed: 
  +3 (45) 
  Health: 
  0 
  Charismatic: 
  +1 
  Combative: 
  +1 
  Communicative: 
  -2 
  Esthetic: 
  +1 
  Mechanical: 
  0 
  Natural: 
  +3 
  Scientific: 
  -2 
  Magic Affinity: 
  -2 
  Skin AV 2 
  Bite WDM 1.2L 
  Claw WDM 1.2L 
  
    
  13 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'6" 
  below 160 lb 
  Low 
  5'6"-5'7" 
  160 - 180 lb 
  Below Average 
  5'8"-5'9" 
  181 - 200 lb 
  Average 
  5'10"-6' 
  201 - 220 lb 
  Above Average 
  6'1"-6'2" 
  221 - 240 lb 
  High 
  6'3"-6'4"  
  241 - 260 lb 
  Very High 
  over 6'4" 
  over 260 lb 
   
  The Canine, or Dog Man, is commonly called a 
  werewolf, though the stories of the transformations 
  from wolf to human are based in fear, falsehood, and 
  misunderstanding. The average Canine stands 1.8 
  meters tall, with fur and facial features of any of the 
  common breeds of dog.  Beagle, German Shepherd, 
  and Siberian Husky are the most common breeds of 
  Canine. 
  Dwarf 
  The Dwarven race has developed into five distinct sub-races. 
  These represent the different areas in which the dwarves have 
  adapted. All Dwarves stand 1.3 meters tall on the average, and 
  all have active infravision. Dwarves are short, stocky, and both 
  sexes have full beards. 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 3'11" 
  below 140 lb 
  Low 
  3'11"-4' 
  140 - 160 lb 
  Below Average 
  4'1"-4'2" 
  161 - 180 lb 
  Average 
  4'3"-4'4" 
  181 - 200 lb 
  Above Average 
  4'5"-4'6" 
  201 - 220 lb 
  High 
  4'7"-4'8" 
  221 - 240 lb 
  Very High 
  over 4'8" 
  over 240 lb 
  Arctic Dwarf 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  +5 (45) 
  Deftness: 
  0 (30) 
  Speed: 
  0 (30) 
  Health: 
  +10(60) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  +1 
  Natural: 
  +2 
  Scientific: 
  -1 
  Magic Affinity: 
  -2 
   
  The Arctic Dwarf developed on the frozen glaciers of 
  the Northern wastes, and in the frigid Antarctic. The 
  Arctic Dwarf has dark skin and black to dark brown 
  hair with blue eyes. 
   
  City Dwarf 
  Wit: 
  0 
  Will: 
  0 
  Strength: 
  +5 (45) 
  Deftness: 
  0 (30) 
  Speed: 
  0 (30) 
  Health: 
  0 (50) 
  Charismatic: 
  -2 
  Combative: 
  +2 
  Communicative: 
  +1 
  Esthetic: 
  +1 
  Mechanical: 
  +2 
  Natural: 
  -2 
  Scientific: 
  0 
  Magic Affinity: 
  -3 
   
  The City Dwarf is the most civilized of the Dwarven 
  races. They usually stand a few centimeters taller than 
  their brethren, due to the better balanced diet they 
  enjoy. They have black to light brown hair, with blue 
  to brown eyes. 
  Desert Dwarf 
  Wit: 
  0 
  Will: 
  0 
  Strength: 
  0 (45) 
  Deftness: 
  0 (35) 
  Speed: 
  0 (35) 
  Health: 
  0 (50) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  +1 
  Natural: 
  +1 
  Scientific: 
  -1 
  Magic Affinity: 
  -3 
  
    
  14 
  The Desert Dwarf evolved in the deep desert, with 
  little water or shelter. The Desert Dwarf is a little less 
  bulky than his brethren, massing 5 to 10 kilograms 
  lighter on the average, with black hair, dark skin, and 
  dark brown eyes. 
  Forest Dwarf 
  Wit: 
  +1 
  Will: 
  +1 
  Strength: 
  +5 (45) 
  Deftness: 
  0 (30) 
  Speed: 
  0 (30) 
  Health: 
  0 (50) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  +1 
  Natural: 
  +3 
  Scientific: 
  -1 
  Magic Affinity: 
  0 
   
  The Forest Dwarf is the most tribal of the Dwarven 
  races, having developed in the steamy jungles and 
  rain forests of the equatorial belt. Standing 5 to 10 
  centimeters shorter than the average Dwarf, the forest 
  dwarf, or Pygmy is the shortest of the Dwarven races, 
  having dark skin, hair, and eyes. 
  Mountain Dwarf 
  Wit: 
  0 
  Will: 
  0 
  Strength: 
  +5 (45) 
  Deftness: 
  0 (30) 
  Speed: 
  0 (30) 
  Health: 
  +5 (50) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  +1 
  Esthetic: 
  +2 
  Mechanical: 
  +3 
  Natural: 
  0 
  Scientific: 
  0 
  Magic Affinity: 
  -3 
   
  The Mountain Dwarf, or "True Dwarf" is the most 
  common of all the Dwarven races. Living 
  underground, their infravision has developed to the 
  fullest extent. The Mountain Dwarf has white hair and 
  grayish skin, with blue eyes, having lost most of their 
  pigmentation.  
  Elf 
   
  The Elven races have adapted just much as the 
  Dwarves have, developing into six independent races.  
  All Elves stand an average of 1.8 meters tall, and all 
  have passive infravision, except Earth Elves. All 
  Elves are moderately tall and slender, with pointy 
  ears, and appear very beautiful to Humans. 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'7" 
  below 80 lb 
  Low 
  5'7"-5'8" 
  80 - 100 lb 
  Below Average 
  5'9"-5'10" 
  100 - 120 lb 
  Average 
  5'11"-6'1" 
  121 - 140 lb 
  Above Average 
  6'2"-6'3" 
  141 - 160 lb 
  High 
  6'4"-6'5" 
  161 - 180 lb 
  Very High 
  over 6'5" 
  over 180 lb 
  Aerial Elf 
  Wit: 
  +5 
  Will: 
  +5 
  Strength: 
  0 (30)  
  Deftness: 
  0 (50) 
  Speed: 
  0 
  Health: 
  0 (25) 
  Charismatic: 
  +1 
  Combative: 
  0 
  Communicative: 
  +2 
  Esthetic: 
  +4 
  Mechanical: 
  -5 
  Natural: 
  +2 
  Scientific: 
  0 
  Magic Affinity: 
  +3 
   
  The Aerial Elves had long ago moved to cities in the 
  air, even though the Elves themselves are incapable 
  of flight. They are usually lighter than the rest of the 
  Elven races, and have pale skin and silvery blond hair 
  with blue to steel gray eyes. 
   
   
  
    
  15 
  Aquatic Elf 
  Wit: 
  0 
  Will: 
  0 (30) 
  Strength: 
  0 (30) 
  Deftness: 
  0 (45) 
  Speed: 
  0  
  Health: 
  0 (25) 
  Charismatic: 
  -1 
  Combative: 
  0 
  Communicative: 
  +1 
  Esthetic: 
  +4 
  Mechanical: 
  -4 
  Natural: 
  +1 
  Scientific: 
  0 
  Magic Affinity: 
  +1 
   
  The Aquatic Elves have developed under water, and 
  have both lungs and internal gills, with an automatic 
  air/water/food selection reflex. They have pale skin 
  with blond hair, green eyes, and slightly webbed 
  fingers and toes, allowing for better swimming 
  abilities. 
  City Elf 
  Wit: 
  0 
  Will: 
  0 (30) 
  Strength: 
  0 (30) 
  Deftness: 
  0 (45) 
  Speed: 
  0 
  Health: 
  0 (25) 
  Charismatic: 
  +2 
  Combative: 
  0 
  Communicative: 
  +1 
  Esthetic: 
  +4 
  Mechanical: 
  -1 
  Natural: 
  -1 
  Scientific: 
  +1 
  Magic Affinity: 
  +2 
   
  The City Elves are the descendants of the Elves who 
  joined the men in their cities, and are not necessarily 
  pureblooded Elves. They have blond to white hair 
  and blue to gray eyes, with pale skin. 
   
  Earth Elf 
  Wit: 
  +5 
  Will: 
  +5 (50) 
  Strength: 
  0 (35) 
  Deftness: 
  0 (50) 
  Speed: 
  0 
  Health: 
  0 (25) 
  Charismatic: 
  -1 
  Combative: 
  0 
  Communicative: 
  -1 
  Esthetic: 
  +3 
  Mechanical: 
  -2 
  Natural: 
  -4 
  Scientific: 
  -2 
  Magic Affinity: 
  +4 
   
  The Earth Elves, or "Dark Elves", developed 
  underground, and have active infravision as a result. 
  They have ebony skin with silvery blond hair and 
  steel gray eyes. 
  Mountain Elf 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  0 
  Deftness: 
  0 (55) 
  Speed: 
  0 
  Health: 
  0 (30) 
  Charismatic: 
  0 
  Combative: 
  +1 
  Communicative: 
  +1 
  Esthetic: 
  +4 
  Mechanical: 
  0 
  Natural: 
  -1 
  Scientific: 
  +2 
  Magic Affinity: 
  +2 
   
  These Elves are considered barbarians, having 
  developed on the steppes and plateaus of the high 
  mountains. Because of the lighter air, they have larger 
  chests, and a large lung capacity. These Elves have 
  pale skin with dark hair and eyes. 
  Wood Elf 
  Wit: 
  0 
  Will: 
  0 (30) 
  Strength: 
  0 (30) 
  Deftness: 
  +5 (50) 
  Speed: 
  0 
  Health: 
  0 (25) 
  Charismatic: 
  +3 
  Combative: 
  0 
  Communicative: 
  +1 
  Esthetic: 
  +4 
  Mechanical: 
  -4 
  Natural: 
  +3 
  Scientific: 
  +1 
  Magic Affinity: 
  +2 
   
  The Wood Elf, or Common Elf comprises almost 
  65% of the Elven population. They have platinum 
  blond to light brown hair, with pale eyes and skin. 
  They favor the wood, having developed in the forests, 
  and seem to prefer living amidst the trees. It is 
  because of this affinity for the wood, that they are 
  sometimes mistakenly called Dryads. 
  
    
  16 
  Felidare 
   
  The Felidare, or cat people, are examples of feline 
  derivative humanoids. They still have fur on their 
  bodies, pronounced canines, claws, and tails. All 
  Felidare have fur with an AV of 3, and a bite WDM 
  of 1.3L. 
   
   
  Cheetah-man 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  0 
  Deftness: 
  +5 (50) 
  Speed: 
  +20(60) [30] 
  Health: 
  -5 
  Charismatic: 
  -2 
  Combative: 
  +2 
  Communicative: 
  -1 
  Esthetic: 
  +1 
  Mechanical: 
  0 
  Natural: 
  +4 
  Scientific: 
  -3 
  Magic Affinity: 
  -8 
  Hide AV 3 
  Bite WDM 1.3 L 
  Claw WDM 1.3 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'8" 
  below 140 lb 
  Low 
  5'8"-5'9" 
  140 - 160 lb 
  Below Average 
  6'-6'1" 
  161 - 180 lb 
  Average 
  6'2"-6'4" 
  181 - 210 lb 
  Above Average 
  6'5"-6'6" 
  211 - 240 lb 
  High 
  6'7"-6'8" 
  241 - 270 lb 
  Very High 
  over 6'8" 
  over 270 lb 
   
  The Cheetah-man is a humanoid evolved from the 
  cheetah, and has similarly patterned fur. They have 
  eyes that range from green to blue, retracting claws, 
  and stand an average of 1.9 meters tall. 
  Lion-man 
  Wit: 
  0 
  Will: 
  -10 
  Strength: 
  +5 (50) 
  Deftness: 
  0 
  Speed: 
  +5 (50) 
  Health: 
  +10(60) 
  Charismatic: 
  +1 
  Combative: 
  +2 
  Communicative: 
  -1 
  Esthetic: 
  -1 
  Mechanical: 
  -2 
  Natural: 
  +3 
  Scientific: 
  0 
  Magic Affinity: 
  0 
  Hide AV 3 
  Bite WDM 1.3 L 
  Claw WDM 1.5 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'7" 
  below 190 lb 
  Low 
  6'7"-6'9" 
  190 - 220 lb 
  Below Average 
  6'10"-7' 
  221 - 250 lb 
  Average 
  7'1"-7'4" 
  251 - 280 lb 
  Above Average 
  7'5"-7'7" 
  281 - 310 lb 
  High 
  7'8"-7'10" 
  311 - 340 lb 
  Very High 
  over 7'10" 
  over 340 lb 
   
  The Lion-man, the largest of all the Felidare, standing 
  2.2 meters tall on the average, has golden fur, with 
  the males having a full mane after age 22 (mane AV 
  4). A Lion-man's eyes range from brown to green, 
  with the rare case of blue eyes. A Lion-man's claws 
  have a WDM of 1.5L. 
  Puma or Leopard men 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  0 
  Deftness: 
  0 
  Speed: 
  +5 (50) 
  Health: 
  +5 (60) 
  Charismatic: 
  -1 
  Combative: 
  +1 
  Communicative -1 
  Esthetic: 
  0 
  Mechanical: 
  +5 
  Natural: 
  +2 
  Scientific: 
  +5 
  Magic Affinity: 
  -8 
  Hide AV 3 
  Bite WDM 1.3 L 
  Claw WDM 1.3 L 
   
  
    
  17 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'7" 
  below 120 lb 
  Low 
  5'7"-5'8" 
  120 - 140 lb 
  Below Average 
  5'9"-5'10" 
  141 - 160 lb 
  Average 
  5'11"-6'1" 
  161 - 190 lb 
  Above Average 
  6'2"-6'3" 
  191 - 210 lb 
  High 
  6'4"-6'5" 
  211 - 230 lb 
  Very High 
  over 6'5" 
  over 230 lb 
   
  The Puma or Leopard men, distinguished from each 
  other only by fur patterning, stand an average of 1.8 
  meters tall, with green eyes. Puma men have single 
  color fur ranging from light brown to black, while 
  Leopard men have light brown fur with black 
  patterning. The Puma or Leopard man's retracting 
  claws have a WDM of 1.3. 
  Tiger-man 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  0 (50) 
  Deftness: 
  +5 (50) 
  Speed: 
  0 (50) 
  Health: 
  0 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  +1 
  Natural: 
  +4 
  Scientific: 
  +1 
  Magic Affinity: 
  -7 
  Hide AV 3 
  Bite WDM 1.3 L 
  Claw WDM 1.6 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'5" 
  below 170 lb 
  Low 
  6'5"-6'6" 
  170 - 200 lb 
  Below Average 
  6'7"-6'8" 
  201 - 230 lb 
  Average 
  6'9"-6'11" 
  231 - 260 lb 
  Above Average 
  7'-7'1" 
  261 - 290 lb 
  High 
  7'2"-7'3" 
  291 - 320 lb 
  Very High 
  over 7'3" 
  over 320 lb 
   
  The Tiger-man stands an average of 2.0 meters tall, 
  with tawny orange fur striped with black. Eyes are 
  usually green, but blue and brown have occurred. The 
  rarest fur pattern is white with black stripes, occurring 
  approximately once in every one hundred thousand 
  Tiger-men. The Tiger-man's retracting claws have a 
  WDM of 1.6L. 
   
   
  Gnoll 
  Wit: 
  -10(20) 
  Will: 
  -10(20) 
  Strength: 
  +5 (50) 
  Deftness: 
  0 
  Speed: 
  0 
  Health: 
  +5 (50) 
  Charismatic: 
  -3 
  Combative: 
  +5 
  Communicative: 
  +1 
  Esthetic: 
  -3 
  Mechanical: 
  -2 
  Natural: 
  +2 
  Scientific: 
  -4 
  Magic Affinity: 
  -3 
  Skin AV 1 
  Bite WDM 1.2 L 
  Claw WDM 1.1 L 
   
  
    
  18 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'7" 
  below 200 lb 
  Low 
  6'7"-6'9" 
  200 - 220 lb 
  Below Average 
  6'10"-7' 
  221 - 240 lb 
  Average 
  7'1"-7'3" 
  241 - 260 lb 
  Above Average 
  7'4"-7'5" 
  261 - 280 lb 
  High 
  7'7"-7'9" 
  281 - 300 lb 
  Very High 
  over 7'9" 
  over 300 lb 
   
  The Gnoll, or Jackal-man, stands an average of 2.2 
  meters tall, with greenish-brown skin, yellow eyes, 
  and dirty brown to black hair. The body is that of a 
  man, with the head and neck of a jackal. All Gnolls 
  have passive infravision. Gnolls have a skin AV of 1, 
  a bite WDM of 1.2L, and claws with a WDM of 1.1L. 
  Gnome 
  Wit: 
  0 
  Will: 
  0 
  Strength: 
  -10(30) 
  Deftness: 
  +5 (50) 
  Speed: 
  +5 (50) 
  Health: 
  -5 (35) 
  Charismatic: 
  +1 
  Combative: 
  -1 
  Communicative: 
  +1 
  Esthetic: 
  +3 
  Mechanical: 
  +1 
  Natural: 
  -2 
  Scientific: 
  +1 
  Magic Affinity: 
  0 
   
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 4'1" 
  below 80 lb 
  Low 
  4'1"-4'2" 
  80 - 90 lb 
  Below Average 
  4'3"-4'4" 
  91 - 100 lb 
  Average 
  4'5"-4'6" 
  101 - 120 lb 
  Above Average 
  4'7"-4'8" 
  121 - 130 lb 
  High 
  4'9"-4'10" 
  131 - 140 lb 
  Very High 
  over 4'10" 
  over 140 lb 
   
  The Gnome stands 1.4 meters tall on the average, 
  with pale skin, black hair, and brown eyes. Gnomes 
  have active infravision, and prefer to live 
  underground. 
  Goblin 
  Wit: 
  -5 (10) 
  Will: 
  -5 (15) 
  Strength: 
  0 (35) 
  Deftness: 
  0 (25) 
  Speed: 
  -1 (35) 
  Health: 
  +1 (45) 
  Charismatic: 
  -2 
  Combative: 
  +1 
  Communicative: 
  -5 
  Esthetic: 
  -2 
  Mechanical: 
  -1 
  Natural: 
  +3 
  Scientific: 
  -5 
  Magic Affinity: 
  -5 
  Skin AV 1 
  Bite WDM 1.2 L 
  Claw WDM 1.2 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'1" 
  under 130 lb 
  Low 
  5'1"-5'2" 
  130 - 150 lb 
  Below Average 
  5'3"-5'4" 
  151 - 170 lb 
  Average 
  5'5"-5'7" 
  171 - 190 lb 
  Above Average 
  5'8"-5'9" 
  191 - 210 lb 
  High 
  5'10"-5'11" 
  211 - 230 lb 
  Very High 
  over 5'11" 
  over 230 lb 
   
  Goblins have greenish skin and stand an average of 
  1.6 meters tall. They have black hair, pointy ears and 
  nose, and yellowish-green eyes. All goblins have 
  passive infravision. Goblins have a skin AV of 1, a 
  bite WDM of 1.2L, and a claw WDM of 1.2L. 
  
    
  19 
  Halfling 
  Wit: 
  +1 
  Will: 
  +1 
  Strength: 
  -5 (30) 
  Deftness: 
  +5 (45) 
  Speed: 
  -2 
  Health: 
  +1 (50) 
  Charismatic: 
  0 
  Combative: 
  -1 
  Communicative: 
  +1 
  Esthetic: 
  +2 
  Mechanical: 
  +1 
  Natural: 
  -2 
  Scientific: 
  -3 
  Magic Affinity: 
  -1 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 3'11" 
  below 120 lb 
  Low 
  3'11"-4' 
  120 - 130 lb 
  Below Average 
  4'1"-4'2" 
  131 - 140 lb 
  Average 
  4'3"-4'4" 
  141 - 160 lb 
  Above Average 
  4'5"-4'6" 
  161 - 170 lb 
  High 
  4'7"-4'8" 
  171 - 180 lb 
  Very High 
  over 4'8" 
  over 180 lb 
   
  The Halfling is a hairy humanoid with light brown 
  skin, green to brown eyes, and lots of dense brown 
  hair, including the tops of their feet. Halflings stand 
  1.3 meters tall on the average, and all have passive 
  infravision, though some have been known to have 
  active infravision. (2% chance) 
  Hawkman 
  Wit: 
  0 
  Will: 
  0 
  Strength: 
  -7 (30) 
  Deftness: 
  -5 
  Speed: 
  +5 
  Health: 
  -5 (35) 
  Charismatic: 
  -1 
  Combative: 
  -1 
  Communicative: 
  +1 
  Esthetic: 
  0 
  Mechanical: 
  0 
  Natural: 
  +1 
  Scientific: 
  0 
  Magic Affinity: 
  -1 
  Wings AV 1 
  Flight BMA 6 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'11" 
  below 80 lb 
  Low 
  5'11"-6' 
  80 - 90 lb 
  Below Average 
  6'1"-6'2" 
  91 - 100 lb 
  Average 
  6'3"-6'5" 
  101 - 120 lb 
  Above Average 
  6'6"-6'7" 
  121 - 130 lb 
  High 
  6'8"-6'9" 
  131 - 140 lb 
  Very High 
  over 6'9" 
  over 140 lb 
   
  Hawkmen are humans with golden brown, feathered 
  wings. They stand an average of 1.9 meters tall, and 
  sport the full range of human features. Hawkmen can 
  see minute details clearly from a distance of one mile 
  (reduce all range steps for missile targeting by 1/3).  
  The Hawkman has a BMA of 6 while flying. 
   
   
  Hobgoblin 
  Wit: 
  -5 (15) 
  Will: 
  -5 (10) 
  Strength: 
  +15(60) 
  Deftness: 
  -5 (30) 
  Speed: 
  -5 (25) 
  Health: 
  +5 (45) 
  Charismatic: 
  -2 
  Combative: 
  +3 
  Communicative: 
  -2 
  Esthetic: 
  -4 
  Mechanical: 
  -1 
  Natural: 
  +1 
  Scientific: 
  -3 
  Magic Affinity: 
  -4 
  Skin AV 1 
  Bite WDM 1.3 L 
  Claw WDM 1.4 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'1" 
  below 200 lb 
  Low 
  7'1"-7'3" 
  200 - 230 lb 
  Below Average 
  7'4"-7'6" 
  230 - 260 lb 
  Average 
  7'7"-7'10" 
  261 - 290 lb 
  Above Average 
  7'11"-8'1" 
  291 - 320 lb 
  High 
  8'2"-8'4" 
  321 - 350 lb 
  Very High 
  over 8'4" 
  over 350 lb 
  
    
  20 
  The Hobgoblin, a relative of the Orc and Goblin, 
  stands an ugly 2.3 meters tall on the average, with 
  greenish skin, yellow eyes, pointy nose, floppy ears, 
  and scraggly black hair. Hobgoblins have active 
  infravision, and have a skin AV of 1, a bite WDM of 
  1.3L, and a claw WDM of 1.4L. 
  Insectoid 
   
  The Insectoids are intelligent humanoids derived 
  from smaller insects. Insectoids have six limbs, 
  segmented bodies, and multifaceted eyes. The 
  Insectoid's eyes are not good at any range beyond 100 
  meters, but give a 240-degree field of vision. All 
  Insectoids have exoskeletons, with only rudimentary 
  internal skeletons composed of cartilage. 
  Worker Ant 
  Wit: 
  -10(20) 
  Will: 
  -10(20) 
  Strength: 
  +5 (35) 
  Deftness: 
  +1 
  Speed: 
  +3 
  Health: 
  -2 (35) 
  Charismatic: 
  -3 
  Combative: 
  +2 
  Communicative: 
  -2 
  Esthetic: 
  -4 
  Mechanical: 
  +1 
  Natural: 
  +2 
  Scientific: 
  -4 
  Magic Affinity: 
  -5 
  Skin AV 3 
  Bite WDM 1.3 L 
  Claw WDM 1.6 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5' 
  below 110 lb 
  Low 
  5'-5'1" 
  110 - 130 lb 
  Below Average 
  5'2"-5'3" 
  131 - 150 lb 
  Average 
  5'4"-5'6" 
  151 - 170 lb 
  Above Average 
  5'7"-5'8" 
  171 - 190 lb 
  High 
  5'9"-5'10" 
  191 - 210 lb 
  Very High 
  over 5'10" 
  over 210 lb 
   
  The male Ant, or Worker, stands an average of 1.6 
  meters tall, with black to red chitinous skin. The six 
  limbs are organized as two legs, two primary arms, 
  and two secondary arms (-2 to BCS). The Worker 
  Ant has a skin AV of 3, a bite WDM of 1.3L, and a 
  claw WDM of 1.6L. 
  Queen Ant 
  Wit: 
  +5 
  Will: 
  +5 
  Strength: 
  -10(25) 
  Deftness: 
  +2  
  Speed: 
  +1 
  Health: 
  +1 (35) 
  Charismatic: 
  -2 
  Combative: 
  -2 
  Communicative: 
  +1 
  Esthetic: 
  -2 
  Mechanical: 
  -3 
  Natural: 
  0 
  Scientific: 
  -3 
  Magic Affinity: 
  +1 
  Skin AV 4 
  Bite WDM 1.3 L 
  Claw WDM 1.2 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'9" 
  below 210 lb 
  Low 
  6'9"-6'11" 
  210 - 230 lb 
  Below Average 
  7'-7'2" 
  231 - 250 lb 
  Average 
  7'3"-7'6" 
  251 - 270 lb 
  Above Average 
  7'7"-7'9" 
  271 - 290 lb 
  High 
  7'10"-8' 
  291 - 300 lb 
  Very High 
  over 8' 
  over 300 lb 
   
  The female of the Ant species, the Queen, stands an 
  average of 2.2 meters tall when standing on her hind 
  legs, and 1.6 meters tall otherwise. She has black to 
  red chitinous skin with the six limbs organized as two 
  arms and four legs. The Queen Ant has a skin AV of 
  4, a bite WDM of 1.3L, and a claw WDM of 1.2L. 
  Mantis 
  Wit: 
  +5 
  Will: 
  +5 
  Strength: 
  0 
  Deftness: 
  +1 
  Speed: 
  +5 (45) 
  Health: 
  0 (30) 
  Charismatic: 
  -2 
  Combative: 
  +1 
  Communicative: 
  -2 
  Esthetic: 
  -3 
  Mechanical: 
  -2 
  Natural: 
  +1 
  Scientific: 
  -2 
  Magic Affinity: 
  +3 
  Skin AV 3 
  Bite WDM 1.2 L 
  Claw WDM 2 B 
   
  
    
  21 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'3" 
  below 190 lb 
  Low 
  6'3"-6'5" 
  190 - 210 lb 
  Below Average 
  6'6"-6'8" 
  211 - 230 lb 
  Average 
  6'9"-6'11" 
  231 - 250 lb 
  Above Average 
  7'-7'2" 
  251 - 270 lb 
  High 
  7'3"-7'5" 
  271 - 300 lb 
  Very High 
  over 7'5" 
  over 300 lb 
   
  The Mantis stands 2.1 meters tall, with green to 
  brown skin. The Mantis' limbs are two manipulative 
  arms, two sword shaped secondary arms (no 
  manipulation), and two legs. The Mantis has a skin 
  AV of 3, a bite WDM of 1.2L, and a claw WDM of 
  2B with the sword shaped arms. 
  Wasp 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  0 (30) 
  Deftness: 
  +5 
  Speed: 
  +5 
  Health: 
  0 (30) 
  Charismatic: 
  -3 
  Combative: 
  +1 
  Communicative: 
  -1 
  Esthetic: 
  +2 
  Mechanical: 
  +1 
  Natural: 
  +1 
  Scientific: 
  -2 
  Magic Affinity: 
  -4 
  Skin AV 1 
  Bite WDM 1.2 L 
  Sting WDM 1.9 L 
  Flight BMA 5 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'4" 
  below 70 lb 
  Low 
  5'4"-5'5" 
  70 - 90 lb 
  Below Average 
  5'6"-5'7" 
  91 - 110 lb 
  Average 
  5'8"-5'9" 
  111 - 130 lb 
  Above Average 
  5'10"-5'11" 
  131 - 150 lb 
  High 
  6'-6'1" 
  151 - 170 lb 
  Very High 
  over 6'1" 
  over 170 lb 
   
  The Wasp is the only flying Insectoid, having four 
  manipulative arms, two wings, and two legs. The 
  Wasp's skin varies from being brightly patterned to a 
  solid brown or black. The average Wasp stands 1.7 
  meters tall. Wasps have a skin AV of 1, a bite WDM 
  of 1.2L, and a sting WDM of 1.9L.  A Wasp has a 
  BMA of 5 while flying. 
   
   
  Kireean 
  Wit: 
  0 (50) 
  Will: 
  +5 
  Strength: 
  -5 (30) 
  Deftness: 
  +5 (50) 
  Speed: 
  +5 
  Health: 
  +5 (30) 
  Charismatic: 
  +5 
  Combative: 
  -3 
  Communicative: 
  +1 
  Esthetic: 
  +4 
  Mechanical: 
  -3 
  Natural: 
  +1 
  Scientific: 
  -4 
  Magic Affinity: 
  +1 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 5'10" 
  below 90 lb 
  Low 
  5'10"-5'11" 
  90 - 110 lb 
  Below Average 
  6'-6'1" 
  111 - 130 lb 
  Average 
  6'2"-6'4" 
  131 - 150 lb 
  Above Average 
  6'5"-6'6" 
  151 - 170 lb 
  High 
  6'7"-6'8" 
  171 - 190 lb 
  Very High 
  over 6'8" 
  over 190 lb 
   
  The Kireean is well known for its athletic prowess 
  and beauty. A Kireean stands an average of 1.9 
  meters tall, with light brown skin, pointed ears, 
  platinum blond hair, and unusual eyes. The Kireean's 
  eyes are black in the center, with the rest of the white 
  colored through the normal human spectrum. 
  Kireeans have low light vision class 1. Kireeans 
  appear very beautiful, and are said to be the most 
  beautiful of all races.  
  
    
  22 
  Kobold 
  Wit: 
  -5 (10) 
  Will: 
  -5 (10) 
  Strength: 
  -5 (25) 
  Deftness: 
  0 (35) 
  Speed: 
  0 (30) 
  Health: 
  +10(50) 
  Charismatic: 
  -2 
  Combative: 
  +1 
  Communicative: 
  +1 
  Esthetic: 
  -2 
  Mechanical: 
  -3 
  Natural: 
  +1 
  Scientific: 
  -1 
  Magic Affinity: 
  -6 
  Bite WDM 1.4 L 
  Claw WDM 1.4 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 4'11" 
  below 130 lb 
  Low 
  4'11"-5' 
  130 - 150 lb 
  Below Average 
  5'1"-5'2" 
  151 - 170 lb 
  Average 
  5'3"-5'5" 
  171 - 190 lb 
  Above Average 
  5'6"-5'7" 
  191 - 210 lb 
  High 
  5'8"-5'9" 
  211 - 230 lb 
  Very High 
  over 5'9" 
  over 230 lb 
   
  The Kobold, one of the goblin races, stands 1.6 
  meters tall on the average, with greenish-brown skin, 
  sparse black matted hair, shriveled ears, flattened 
  nose, and yellowish eyes. All Kobolds have active 
  infravision. Kobolds have a bite WDM of 1.4L, and a 
  claw WDM of 1.4L. 
  Leprechaun 
  Wit: 
  +5 
  Will: 
  +5 
  Strength: 
  -5 (25) 
  Deftness: 
  +5 
  Speed: 
  +5 
  Health: 
  0 (30) 
  Charismatic: 
  +1 
  Combative: 
  -2 
  Communicative: 
  +1 
  Esthetic: 
  -2 
  Mechanical: 
  -3 
  Natural: 
  +2 
  Scientific: 
  -3 
  Magic Affinity: 
  +5 (30) 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 3'3" 
  below 60 lb 
  Low 
  3'3"-3'4" 
  60 - 70 lb 
  Below Average 
  3'5"-3'6" 
  71 - 80 lb 
  Average 
  3'7"-3'8" 
  81 - 90 lb 
  Above Average 
  3'9"-3'10" 
  91 - 100 lb 
  High 
  3'11"-4' 
  101 - 110 lb 
  Very High 
  over 4' 
  over 110 lb 
   
  The Leprechaun stands an average of 1.1 meters tall, 
  with pointed ears, blond hair, blue eyes, and pale 
  skin. Black Leprechauns have black hair, pale skin, 
  and dark eyes, with a few (10%) having red hair. 75% 
  of all Leprechauns are spell casters. 
   
  Minotaur 
  Wit: 
  -10(25) 
  Will: 
  -10(30) 
  Strength: 
  +15(60) [35] 
  Deftness: 
  -5 (35) 
  Speed: 
  -5 (35) 
  Health: 
  +5 (60) 
  Charismatic: 
  -2 
  Combative: 
  +5 (25) 
  Communicative: 
  -3 
  Esthetic: 
  -3 
  Mechanical: 
  -4 
  Natural: 
  +1 
  Scientific: 
  -3 
  Magic Affinity: 
  0 
  Skin AV 4 
  Bite WDM 1.6 C 
  Horns WDM 2.5 B 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'2" 
  below 200 lb 
  Low 
  7'2"-7'4" 
  200 - 230 lb 
  Below Average 
  7'5"-7'7" 
  231 - 260 lb 
  Average 
  7'8"-7'11" 
  261 - 290 lb 
  Above Average 
  7'11"-8'1" 
  291 - 320 lb 
  High 
  8'2"-8'4" 
  321 - 350 lb 
  Very High 
  over 8'4" 
  over 350 lb 
   
  The Minotaur stands an average of 2.3 meters tall, 
  with a muscular man's body and a bull's head, 
  brownish skin and fur, and black eyes. Minotaurs 
  have active infravision. The Minotaur has a skin AV 
  of 4, a bite WDM of 1.6C, and a horn WDM of 2.5B. 
  Muridian 
  Wit: 
  -10(30) 
  Will: 
  -10(30) 
  Strength: 
  -10(30) 
  Deftness: 
  +10(50) 
  Speed: 
  +10(50) 
  Health: 
  +5 (50) 
  Charismatic: 
  -4 
  Combative: 
  +2 
  Communicative: 
  -1 
  Esthetic: 
  +4 
  Mechanical: 
  +1 
  Natural: 
  +3 
  Scientific: 
  -4 
  Magic Affinity: 
  -2 
  Skin AV 3 
  Bite WDM 1.2 L 
  Claw WDM 1.6 L 
  
    
  23 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 3'8" 
  below 70 lb 
  Low 
  3'8"-3'9" 
  70 - 80 lb 
  Below Average 
  3'10"-3'11" 
  81 - 90 lb 
  Average 
  4'-4'1" 
  91 - 100 lb 
  Above Average 
  4'2"-4'3" 
  101 - 110 lb 
  High 
  4'4"-4'5" 
  111 - 120 lb 
  Very High 
  over 4'5" 
  over 120 lb 
   
  The Muridian, or Rat-man, is an example of rat 
  derivative humanoids. They stand an average of 1.2 
  meters tall with hairless tails, brown fur, and 
  yellowish eyes. Muridians have passive infravision. 
  The Muridian has a skin AV of 3, a bite WDM of 
  1.2L, and a claw WDM of 1.6L. 
  Ogre 
  Wit: 
  -10(10) 
  Will: 
  -10(10) 
  Strength: 
  +20(65) [45] 
  Deftness: 
  -10(30) 
  Speed: 
  -10(30) 
  Health: 
  +10(60) 
  Charismatic: 
  -3 
  Combative: 
  +4 
  Communicative: 
  -3 
  Esthetic: 
  -2 
  Mechanical: 
  -3 
  Natural: 
  -1 
  Scientific: 
  -2 
  Magic Affinity: 
  0 
  Skin AV 2 
  Bite WDM 1.3 L 
  Claw WDM 2.5 C 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'10" 
  below 240 lb 
  Low 
  7'10"-8' 
  240 - 270 lb 
  Below Average 
  8'1"-8'3" 
  271 - 300 lb 
  Average 
  8'4"-8'7" 
  301 - 330 lb 
  Above Average 
  8'8"-8'10" 
  331 - 360 lb 
  High 
  8'11"-9'1" 
  361 - 390 lb 
  Very High 
  over 9'1" 
  over 390 lb 
   
  The Ogre stands an average of 2.5 meters tall, with 
  brown skin, black hair, and yellowish eyes. All Ogres 
  have active infravision. Ogres have a skin AV of 2, a 
  bite WDM of 1.3L, and a punch WDM of 2.5C. 
  Orc 
  Wit: 
  -10(20) 
  Will: 
  -10 
  Strength: 
  +15(50) 
  Deftness: 
  0 (30) 
  Speed: 
  +5 (30) 
  Health: 
  0 (50) 
  Charismatic: 
  -5 
  Combative: 
  +4 
  Communicative: 
  -2 
  Esthetic: 
  -2 
  Mechanical: 
  -2 
  Natural: 
  +1 
  Scientific: 
  -2 
  Magic Affinity: 
  -2 
  Skin AV 2 
  Bite WDM 1.1 L 
  Claw WDM 1.1 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'6" 
  below 200 lb 
  Low 
  6'6"-6'8" 
  200 - 220 lb 
  Below Average 
  6'9"-6'11" 
  221 - 240 lb 
  Average 
  7'-7'2" 
  241 - 260 lb 
  Above Average 
  7'3"-7'5" 
  261 - 280 lb 
  High 
  7'6"-7'8" 
  281 - 300 lb 
  Very High 
  over 7'8" 
  over 300 lb 
   
  The Orc stands an average of 2.1 meters tall, with 
  greenish skin, pig-like nose, occasionally tusks, 
  pointed ears, sparse scraggly black hair, and 
  yellowish eyes. All Orcs have passive infravision. 
  Orcs have a skin AV of 2, a bite WDM of 1.1L, and a 
  claw WDM of 1.1L. 
  Rhinoceri 
  Wit: 
  -5 
  Will: 
  0 
  Strength: 
  +8 (45)  
  Deftness: 
  +5 (45) 
  Speed: 
  -5 (30) 
  Health: 
  +10(45) 
  Charismatic: 
  -1 
  Combative: 
  +4 
  Communicative: 
  0 
  Esthetic: 
  -1 
  Mechanical: 
  +2 
  Natural: 
  +5 
  Scientific: 
  -1 
  Magic Affinity: 
  +3 
  Skin AV 4 
  Horn WDM special 
  
    
  24 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'1" 
  below 250 lb 
  Low 
  7'1"-7'3" 
  250 - 270 lb 
  Below Average 
  7'4"-7'6" 
  270 - 290 lb 
  Average 
  7'7"-7'10" 
  291 - 320 lb 
  Above Average 
  7'11"-8'1" 
  321 - 340 lb 
  High 
  8'2"-8'4" 
  341 - 360 lb 
  Very High 
  over 8'4" 
  over 360 lb 
   
  The Rhinoceri have been mistakenly called Unicorn-
  men, as they have one horn in the middle of their 
  forehead, which is commonly adorned with 
  engraving, jewels, and gold. The average Rhinoceri 
  stands 2.3 meters tall, with very powerful flanks and 
  shoulders, gray leathery skin, steel gray eyes, and 
  black hair. The Rhinoceri's horn WDM is equal to 1.5 
  + (.5 x Stopping Forward Motion Category), which 
  gives it a 3 WDM at full charge. [See 
  AFTERMATH! Book 1, page 24] 
  Saurian 
  Wit: 
  -5 (20) 
  Will: 
  0 
  Strength: 
  +10(50) [35] 
  Deftness: 
  -5 
  Speed: 
  0 
  Health: 
  +5 
  Charismatic: 
  0 
  Combative: 
  +3 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  -2 
  Natural: 
  +3 
  Scientific: 
  -3 
  Magic Affinity: 
  -3 
  Skin AV STR GRP 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'4" 
  under 250 lb 
  Low 
  7'4"-7'6" 
  250 - 270 lb 
  Below Average 
  7'7"-7'9" 
  271 - 390 lb 
  Average 
  7'10"-8'1" 
  291 - 320 lb 
  Above Average 
  8'2"-8'4" 
  321 - 340 lb 
  High 
  8'5"-8'7" 
  341 - 360 lb 
  Very High 
  over 8'7" 
  over 360 lb 
   
  The Saurian, or lizard-man, stands an impressive 2.4 
  meters tall on the average, with green, scaly, hairless 
  skin, no external ears, slitted nose, and vertically 
  slitted pupils. Saurians have passive infravision. 
  Lizard-men have a skin AV equaling their strength 
  group. 
  Serpentite 
  Wit: 
  -10(25) 
  Will: 
  -5 (35) 
  Strength: 
  0 
  Deftness: 
  +1 (45) 
  Speed: 
  +5 (50) 
  Health: 
  -5 (35) 
  Charismatic: 
  0 
  Combative: 
  +3 
  Communicative: 
  -1 
  Esthetic: 
  -3 
  Mechanical: 
  -2 
  Natural: 
  +1 
  Scientific: 
  -1 
  Magic Affinity: 
  +1 
  Skin AV STR GRP 
  Bite WDM 1.8 L 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6'5" 
  below 180 lb 
  Low 
  6'5"-6'7" 
  180 - 200 lb 
  Below Average 
  6'8"-6'10" 
  201 - 220 lb 
  Average 
  6'11"-7'1" 
  221 - 240 lb 
  Above Average 
  7'2"-7'4" 
  241 - 260 lb 
  High 
  7'5"-7'7" 
  261 - 280 lb 
  Very High 
  over 7'7" 
  over 280 lb 
   
  The Serpentite has a man's body with the head of a cobra. The 
  Snake-man, as he is commonly known, stands an average of 
  2.1 meters tall, with green scaly skin and vertically slitted 
  green eyes. The Serpentite's hood is fully extendable, but is 
  commonly worn closed. Serpentites have passive infravision. 
  A Serpentite has a skin AV equaling their Strength Group, and 
  a bite WDM of 1.8L. 
  Toridare 
  Wit: 
  -10(15) 
  Will: 
  -10(15) 
  Strength: 
  +5 (50) 
  Deftness: 
  -5 
  Speed: 
  0 (20) 
  Health: 
  +10(60) [35] 
  Charismatic: 
  -3 
  Combative: 
  +4 
  Communicative: 
  -1 
  Esthetic: 
  -2 
  Mechanical: 
  -1 
  Natural: 
  +3 
  Scientific: 
  -2 
  Magic Affinity: 
  0 
  Skin AV HLH GRP 
  Bite WDM 2 L 
  Tail WDM 2 C 
  
    
  25 
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 6' 
  below 190 lb 
  Low 
  6'-6'1" 
  190 - 210 lb 
  Below Average 
  6'2"-6'3" 
  211 - 230 lb 
  Average 
  6'4"-6'6" 
  231 - 250 lb 
  Above Average 
  6'7"-6'8" 
  251 - 270 lb 
  High 
  6'9"-6'10" 
  271 - 290 lb 
  Very High 
  over 6'10" 
  over 290 lb 
   
  The Toridare, or Alligator-man, is an example of alligator 
  based humanoids. The Toridare stands an average of 1.9 
  meters tall, with a tough leathery greenish-brown hide, yellow 
  eyes, and a large tail. Toridare have poor ranged vision, but 
  good night vision (Light Level 3). The Toridare have a skin 
  AV equaling their Health Group, a bite WDM of 2L, and a tail 
  WDM of 2C. 
  Ursoid 
  Wit: 
  -5 
  Will: 
  -5 
  Strength: 
  +20(60) [35] 
  Deftness: 
  -5 (30) 
  Speed: 
  -5 (30) 
  Health: 
  +5 (50) 
  Charismatic: 
  -2 
  Combative: 
  +5 
  Communicative: 
  0 
  Esthetic: 
  0 
  Mechanical: 
  -3 
  Natural: 
  +3 
  Scientific: 
  -2 
  Magic Affinity: 
  -5 
  Skin AV 3 
  Claw WDM 1.8 B 
   
  PHYSICAL ASPECTS CHART 
  Size & Bulk 
  Height 
  Weight 
  Very Low 
  Below 7'5" 
  below 190 lb 
  Low 
  7'5"-7'7" 
  190 - 220 lb 
  Below Average 
  7'8"-7'10" 
  221 - 250 lb 
  Average 
  7'11"-8'2" 
  251 - 280 lb 
  Above Average 
  8'3"-8'5" 
  281 - 310 lb 
  High 
  8'6"-8'8" 
  311 - 340 lb 
  Very High 
  over 8'8" 
  over 340 lb 
   
  The Ursoid, or bear derivative humanoid, stands an average of 
  2.4 meters tall with fur ranging from white to black but most 
  commonly brown. Ursoids have low light vision level 2. The 
  Ursoid has a skin AV of 3, a bite WDM of 1L, and a claw 
  WDM of 1.8B. 
  Half-breeds 
   
  For those who want to, all 43 races of man, comprised of the 
  races detailed above, and the three Ape races outlined in 
  Aftermath! Book 3, are capable of interbreeding. There is a 
  50% chance that a character will favor either parent in any 
  given attribute. For gaming purposes, when determining a 
  characters racial bonuses to attributes and talents, the player 
  should roll a d6. On a 1 - 3, the father's modifier is used, and 
  on a 4 - 6, the mother's modifier is used. If either parent has 
  special racial features or mutations, there is a 50% chance the 
  character will have the feature or mutation. This strategy can 
  be used to generate "melting pot" mixes, but for the purposes 
  of this game, this generally takes too much paperwork. A 
  character is considered to favor the race that most of his 
  attribute modifiers come from. 
   
  The age of the character is looked up on the age group table, 
  with the age class of the race who he favors in aging. 
   
   
   
  
    
  26 
  Initial Skills for Characters 
   
  The character receives a number of initial education skill 
  points equal to his age group, plus the technological level of 
  the campaign, plus the value number of a reaction roll 
  (Aftermath! Book One, P.56).  The character also receives a 
  number of initial development points equal to his base age 
  skill point number, plus 2d10.  Guideline technological levels 
  are given in the chart below.  The technological level is 
  defined as the average education level of a 20-year-old person 
  in skill points. 
  TECHNOLOGICAL LEVEL CHART  
   
  TECH LEVEL TIME PERIOD 
   0 Early Stone Ages 
   1 Late Stone Ages 
   2 Early Bronze Age (Ancient Egypt) 
   3 Late Bronze Age (Classical Greece) 
   4 Iron Age (Roman Empire) 
   5 Early Dark Ages (Fall of the Roman Empire) 
   6 Dark Ages (Norman Invasion of Briton) 
   7 Middle Ages (Crusades) 
   8 Late Middle Ages (Pre-Gunpowder) 
   9 Late Middle Ages (Advent of Gunpowder) 
   10 Early Renaissance  
   11 Renaissance 
   12 Colonization (Revolutionary War) 
   13 Early Industrial Revolution (American Civil War) 
   14 Industrial Revolution (Zulu War) 
   15 World War I 
   16 World War II 
   17 Korean War 
   18 Vietnam War 
   19 Computer Era 
   20 Fall Of The Communist Bloc 
   21 Moonbase Established 
   22 Solar System Exploration 
   23 First Warp Drives 
   24 Galactic Empire 
   25 ?????? 
   
  The Gamemaster may place restrictions on the available skills 
  and races in the campaign. For Example, a spy campaign on 
  earth during the 1980's would be Tech Level 15 , no magic, no 
  non-human races. 
  Initial Equipment 
   
  Initial Equipment for characters will vary from campaign to 
  campaign. The Gamemaster must decide what equipment is 
  reasonable for the characters. 
  Example Character 
   
  First we roll a d20 - a 16 gives us age group 3.  We decide we 
  would like to play an Aquatic Elf, so this gives us base age of 
  500 years.  We now do our psychological profile, and we 
  would like a spell caster.  Therefore, we put our MA at 15 and 
  raise our combative to 3.  Now we distribute 75 points among 
  our attributes raising our Wit and Will to 25, STR to 5, DFT, 
  SPD, and HLH to 10.  Our initial skill points equal 8 (tech 
  level) + 3 (age group) + 3 (value number), plus a number of 
  development points equal to 40 (base age skill point number), 
  plus 8 (a 3 and a 5 on 2d10), which then gives us 54 
  development points to start with.  We want Blue spell casting, 
  so 25 D.P. gives us Red through Blue Spell Theory, which 
  gives us 5 free spells, 1 free spell per color.  We pick Red 
  Healing, Orange Invisibility, Yellow Will Fight, Green Flight, 
  and Blue Teleportation.  We want to be able to read, so 
  literacy (Elven) is bought at double level.  A hand-to-hand 
  skill would be useful, so Fencing is chosen, as well as 
  Unarmed Combat.  A double proficiency in the English 
  language (Elven is native) leaves us with 25 Development 
  points.  We need more spells, so we buy 4 Red Spells: Magic 
  Blast, Identify, Spellbind, Detect Magic; 2 Orange spells: 
  Mind Shield, Tongues; and 2 Yellow Spells: Major Fire, and 
  Control.  An Aquatic Elf needs to know how to swim, so 1 
  point buys us swimming.  The remaining 10 Development 
  points we spend on Attribute Increase points. 
   
  The final character looks like this: 
   
  Name: Aelan  
  Age: 500  
  Size: 73  
  Bulk: 26  
  Looks: 84 
  Learning Rate: 4  
  Healing Rate: 3  
  Shock Factor: 13  
  CDA: 2 
  Improvable Skills: 53  
  BAP: 10  
  MNA: 3  
  PCA: 3 
   
  WIT: 25  
  Cha: 1  
  Spell List |Score|BCS 
  WILL: 28 
  Cmb: 3  
  Red Spell Theory | 65 | 13 
  STR: 5  
  Com: 1  
  Detect Magic | 68 | 14 
  DFT 15  
  Est: 4 
  Healing | 68 | 14 
  SPD: 20  
  Mch: 1  
  Identify | 68 | 14 
  HLH: 15  
  Nat: 1  
  Magic Blast | 68 | 14 
  DRT: 32   
  Sci: 1  
  Spellbind | 68 | 14 
  MA: 15  
  Orange Spl. Thry | 65 | 13 
    
  Invisibility | 68 | 14 
  Skill list |Score |BCS  
  Mind Shield | 68 | 14 
  Elven | 100 | 20  
  Yellow Spl. Thry | 65 | 13 
  Tongues | 68 | 14  
  Control | 71 | 14 
  Literacy, Elven | 100 | 20  
  Major Fire | 68 | 14 
  English | 54 | 11  
  Will Fight | 71 | 14 
  Unarmed Combat | 38 | 8 
  Green Spl. Thry | 65 | 13 
  Fencing | 38 | 8  
  Flight | 68 | 14 
  Swimming | 21 | 4  
  Blue Spell Theory | 65 | 13 
   
  Teleportation | 68 | 14 
  
    
  27 
  Character Generation Checklist 
   
  1. Determine Age Group and note information due to it on the 
  CGS. 
  2. Determine actual age. 
  3. Choose Race, Note Attribute and Talent modifiers on the 
  CGS. 
  4. Determine psychological profile, apply racial modifiers to 
  Talents. 
  5. Distribute 15 + 2D6 points among the Talents. 
  6. Distribute 75 points among the Attributes, apply Racial 
  modifiers, Make sure no Attribute score is below 1. 
  7. Determine Initial Education Skill Points. 
  8. Determine Initial development points. 
  9. Determine which skills and spells the character has for 
  initial scores. 
  10. Determine the initial scores and Off-Hand Dexterity. 
  11. Apply the effects of Age, "Changed Status", and Attribute 
  Increase Points. 
  12. Determine the character's physical statistics. 
  13. Determine Initial Equipment. 
  14. Calculate Encumbrance Total. 
  15. Calculate abilities, Basic Chance of Success scores and 
  Base Recognition Factor. 
  16. Inform the Gamemaster that you are ready to play. 
   
   
   
   
   
   
  
    
  28 
  Chapter Three: Magic 
  Learning Spells 
   
  To learn a spell, the character must first know the spell theory 
  of the color of the spell (and all previous colors) as a 
  prerequisite.  Learning otherwise (from a teacher or a scroll), a 
  spell is still the same as any other skill, except the optional rule 
  about "initial score in a new skill" does not apply to the 
  learning of spells. 
    
  A character may know no more spells than he knows spells in 
  the level below it.  This means that if a character wants to 
  know five Green spells, he must know at least five Yellow 
  spells, five Orange spells, and five Red spells. 
  Spell Research 
   
  Researching a new spell is a series of three tasks, with a task 
  value equal to the color value and a task period of 1 week for 
  the first two tasks. 
   
  COLOR VALUE  
  RED  
  10 
  ORANGE  
  20 
  YELLOW  
  30 
  GREEN  
  40 
  BLUE  
  50 
  INDIGO  
  60 
  VIOLET  
  70 
   
  The first task works out the theory applications, the second 
  task develops the actual spell (chants, gestures, etc), and the 
  third task is the actual learning of the new spell. 
  Making Magical Items 
    
  The manufacture of a magical item is a task with a value equal 
  to the color value times the will cost, times a modifier.  The 
  applicable skill can be either Minor Enchantment or Grand 
  Enchantment, depending on whether the item is single shot, 
  charged, or permanent. 
   
  Single shot, disposable = .1 
  Single shot, re-usable = .2 
  Charges = .1 times number of uses 
  Permanent, defensive = 1.2 
  Permanent, offensive = 2.1 
  Each additional spell after 1st on an item = +1 
   
  The modifier is applied for each spell on an item.  
  Enchantments on an item must be placed there at exactly the 
  same time.  A previously enchanted magical item is immune to 
  further enchantment, unless the previous enchantment is 
  dispelled. 
   
  Recharging a magic item is a task, with a value equal to the 
  will required for the spell in the charge, with a task period of 
  one day (8 hours maximum work time).  Any spellcaster may 
  recharge an item, using the spell theory of the highest level 
  spell in the item, as the appropriate skill.  A disposable magic 
  item is not rechargeable. 
  Learning Spell Theory  
   
  A character must study spell theory, until the skill score is 
  equal to the color value, for the theory to have any value 
  toward creating original spells. 
  Spell Casting 
   
  Each spell is considered a skill, with a prerequisite of the 
  theory of its color, and a special type of prerequisite defined 
  below.  If a character has a number of spells at a given level, 
  he must have at least that number at all of the previous levels.  
   
  Example: Woolf the Wizard wants to be able to cast five Blue 
  magic spells.  He must first be able to cast five Red magic 
  spells, five Orange magic spells, five Yellow spells, and five 
  Green spells.  
   
  Each spell requires a specific amount of Will to cast, either 
  given in the description, or a taken from a standard Will cost 
  per level of: Red = 1, Orange = 2, Yellow = 3, Green = 4, Blue 
  = 5, Indigo = 6, Violet = 7.  If the caster ever drops below 0 
  Will, he is unconscious, and if he drops below negative 10 + 
  Will group, he loses the will to live and dies.  Standard spell 
  range is up to 30 meters + 2 meters per additional Will 
  expended to increase range, unless otherwise stated in the spell 
  description. 
    
  The caster may put additional Will into a spell for four 
  reasons: to increase range at .5 meters per additional Will, to 
  increase the duration or effect of the spell as per the spell 
  description, to change the spell target, or to reduce the target's 
  save, with each Will expended reducing the target's save by 1.  
  Will points used to increase the duration of a spell may be 
  added at any time during the operation of the spell. 
   
  Spells are designated as target of caster, item, or any.  If the 
  caster wishes to cast a spell on another target, the will cost is 
  modified as follows: 
   
  Original spell target 
  New spell target 
   
  Caster 
  Item 
  Any 
  Caster 
  0 
  +2 
  +3 
  Item 
  +1 
  0 
  +5 
  Any 
  0 
  0 
  0 
   
  Please note, if it does not make sense for the new target to be 
  the target of the spell, the caster may modify the effects of the 
  spell to make it reasonable (to the Gamemaster) at the cost of 
  casting a new spell.  For example, a caster wants to eliminate 
  the effectiveness of a laser by making the emitter element 
  invisible.  Using the Orange spell Invisibility, the caster can 
  make the spell work at a cost of +3 Will expended, and the 
  spell will last for the duration of the caster’s concentration.   
   
  
    
  29 
  When a spell is cast, the character is playing with forces meant 
  to be beyond the normal human scope of understanding, and 
  mistakes can cause unpredictable results.  When a critical miss 
  (20) is rolled, the spell critical miss chart is consulted for the 
  effects.  On a normal miss, the spell miss chart is consulted, 
  with (actual roll-BCS)+d20 as the number of the miss.  When 
  a critical success is rolled, the caster need expend no Will to 
  cast the spell, but the Will intended for expenditure must have 
  been stated prior to the roll of the die, else the spell power will 
  be a random number of Will. 
  Spell Casting Times 
   
  Each spell has a casting duration measured in actions.  A 
  caster may change the casting time by preparing (assuming 
  stance) for 1 additional action, at a +1 BCS modifier, or may 
  ‘quick draw’ a spell per the following chart, subtracting from 
  the base 200 score: 
   
  Quick Draw Chart 
  Actions reduced 
  BCS Modifier 
  +3 (stance, braced, sighted) 
  +3 
  +2 (stance, Braced or stance, sighted) 
  +2 
  +1 (stance) 
  +1 
  0 (Normal) 
  0 
  -1 
  -2 
  -2 
  -6 
  -3 
  -12 
  -4 
  -20 
  -5 
  -30 
  -6 
  -42 
  Base 200 score: 
  Spells are cast under the base 200 score.  If a caster has over 
  200 Skill in a spell, their base BCS is as follows: 
  Caster’s total skill/5 = Base BCS. 
   
  However, since a D20 is still rolled, and a 20 is always a 
  critical miss (subject to the class 3 skill modifier), a 19 or less 
  is a success if the BCS is 20 or higher. Yet, the base 200 BCS 
  is used for misses and critical miss modifiers, as well as to 
  have modifiers applied. 
   
  Example 1:  A wizard with a skill score of 150 in Minor Fire 
  wants to ‘quick draw’ a spell.  His Base BCS is 30 (150/5), 
  and he decides to reduce the casting time by 3 actions (-12).  
  Thus, he will be working with a modified BCS of 18.  He rolls 
  a 19, a miss, and will subsequently roll on the miss chart with a 
  +1 modifier (19-18). 
   
  Example 2:  A poor wizard with a skill score of 50 in Minor 
  Fire (BCS 10) wants to cast the same spell, but takes his time. 
  He has a Minor Fire attuned focus (+2), assumes stance, braces 
  and sights (+3), and his final BCS is 17. 
  Healing Spells 
   
  Healing spells work somewhat like polycell.  Each time a 
  healing spell is cast on a target, the target's health group is 
  temporarily reduced by one.  A healer can, however, expend 2 
  extra Will and reduce his own health group by one instead of 
  the target's health group being reduced.  The reduced health 
  group heals back at the rate of one point per day.  
  Magical Foci 
   
  A magical focus is any prepared, enchanted object used to 
  focus magical energy.  The object must be enchanted as a 
  focus, requiring 10 TSP to enchant, with a task period of 1 
  day, and Red Spell Theory as the applicable skill.  The focus 
  must then be tuned to the caster, as would a tunable gun.  A 
  magical spell focus, when used in stance to aid in the casting 
  of the spell, bestows a +2 to BCS for the casting, in addition to 
  the +1 for assuming stance (preparing).  A focus can also be 
  attuned to an individual spell, rendering it useless for all other 
  spells.  This requires an additional 20 TSP to enchant, with a 
  task period of 1 day, and the spell it is being attuned to as the 
  applicable skill.  This will bestow a +4 BCS to that spell when 
  used in stance. 
   
  RED SPELL CASTING  
  1. AURA READING- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 1  
   
  Allows the caster to read the aura of any single creature in 
  sight. The caster is told emotions, any locations of pain, 
  present, past, or near future injuries, any disabilities, and white 
  or black magic capabilities or influence. The creature's aura is 
  unreadable if it makes a Will CST. 
  2. CHANT- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Maintained 
  TARGET: CASTER 
  WILL COST: 1  
   
  This spell allows a bonus of +1 on all allied die rolls and a 
  penalty of -2 on all enemy die rolls. Note that enemy will 
  know exactly who is chanting. Will cost is 1 will per combat 
  turn, and the chant must be maintained for the entire duration 
  of the spell. 
  3. CHARM- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Concentration 
  TARGET: Any 
  WILL COST: 1  
   
  Allows caster to charm one creature. The creature must make a 
  Will AST to resist the charm or fall under the caster's 
  influence. Note that the caster must maintain concentration for 
  the spell to work. Will cost is 1 will/c.t. . This spell does not 
  grant any magical communication abilities. The target is 
  allowed a save vs. Will CST each combat turn to throw off the 
  effects of the spell. 
  
    
  30 
  4. CLAIRVOYANCE-WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Concentration 
  TARGET: ANY 
  WILL COST: 1  
   
  Allows the caster to view from his current position any known 
  place or area outside the normal range of his senses. Only one 
  location can be viewed per casting. 
  5. CREATE LIGHT/DARK-WIT+WILL+MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Maintenance 
  TARGET: Any 
  WILL COST: 1  
   
  This spell increases the light level by 2 for a 2m radius, raising 
  poor light to good light, and increases it by 1 for a further 3m. 
  The dark version is 3/2m, 2/1m, 1/1m. Cost is 1 will per turn. 
    
  LIGHT LEVELS 
   7+ Only Magical Light  
   6 Full Sunlight 
   5 Good light 
   4 Low Light 
   3 Dim Light 
   2 Poor Light 
   1 Near Darkness 
   0 Total Darkness 
  6. DETECT INFLUENCE- WIT+WILL+MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item 
  WILL COST: 1  
   
  When cast on an item, this allows the caster to know the 
  identity of the current or previous owner and the identity of the 
  maker and/or enchanter. When cast on a person, this tells of 
  any charm or control placed on them and the identity of the 
  caster/controller. Note that this alerts the caster/controller to 
  this spell-casting. 
  7. DETECT ILLUSION- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: ANY 
  WILL COST: 1  
   
  Allows the caster to see through all illusions, optical illusion, 
  two-way mirrors, etc. Cost 1 Will/turn. 
  8. DETECT MAGIC- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: ANY 
  WILL COST: 1  
   
  Allows detection of any magical sources in the area, but does 
  not give any specific information on types of magic. Duration 
  is 2 turns + 1 turn per extra Will 
  9. FORCE SHIELD-WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Until Penetrated 
  TARGET: ANY 
  WILL COST: 1  
   
  Creates an ablative barrier of energy around the caster. Having 
  a Barrier Value of 5 per Will expended, lasting until 
  penetrated. Note that the caster can add additional Will during 
  a penetration to increase the barrier value of the shield 
  bestowing an instant free action to increase the strength of the 
  shield, or even allowing the caster to use this option before his 
  BAP, as long as the caster is still conscious. 
  10. HEALING- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 1  
   
  Heals 2 DRT per point of Will expended of lethal damage, and 
  4 DRT per Will expended of subdual damage. This spell will 
  not heal critical damage. 
  11. IDENTIFY- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item 
  WILL COST: 1  
   
  Allows the caster to identify the make, enchanter, history, age, 
  and properties of an object. Range is touch, and costs 3 Will. 
  The Game Master should make the BCS roll for the caster.  
  Per a normal miss with this spell, it seemingly still succeeds, 
  but gives false information. 
  12. LEVITATE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: 1 ct/WP 
  TARGET: CASTER 
  WILL COST: 1  
   
  Allows the caster to levitate himself. Climb/descent rate is 4 
  meters per c.t. Duration is 1 c.t. per Will. 
   
  13. LOCATE OBJECT- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 1  
   
  Allows the caster to determine the approximate range(+/-10%) 
  and direction of the object in question. The caster must be able 
  to specifically identify the object. 
  14. LUCK- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: 1 T + ½ ct/WP 
  TARGET: ANY 
  WILL COST: 1  
   
  Allows +1(-1) to be applied on all die rolls to a single target. 
  This spell is restricted in that extra Will can only be used to 
  boost one roll. Duration is 1 turn +1/2 c.t. per additional Will. 
  15. MAGIC BLAST- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 1  
   
  Causes 1d6 points of fire, cold, electrical, or magical damage 
  as specified upon casting per Will point expended. This spell 
  ignores armor, directly affecting the target, as it produces the 
  
    
  31 
  energy from the target's own atoms. The target can save vs. 
  Will CST for 1/2 damage. 
  16. MINOR EVOCATION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Task 
  TARGET: Any 
  WILL COST: 1  
   
  Summons a minor spirit to do the caster's bidding. If the caster 
  can successfully bind it (the spirit must save vs. Will AST to 
  resist binding), the spirit can be used to permanently enchant a 
  tarot deck, crystal ball, etc. Cost is 1 Will per spirit evoked. 
  Duration is for one task only. 
  17. OPEN / LOCK- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item 
  WILL COST: 1  
   
  This spell will open any (normally) locked door, latch, etc. or 
  lock any unlocked one. Note that this spell will not work on 
  magical (or electric) locks. 
  18. PRESERVE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Permanent 
  TARGET: Item 
  WILL COST: 1  
   
  Allows the caster to magically preserve .1 enc. of organic 
  materials per Will point expended. 
  19. SENTIENT SCAN- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 1  
   
  Allows the caster to determine the number, range, general type 
  and direction of any living creatures within standard spell 
  range. Types are insect, animal, reptile, undead, humanoid, 
  etc. Duration is 2 c.t. The spell can also be cast as a radar, 
  giving warning when any living creature gets within spell 
  range. the Will cost for this version of the spell is 3 per hour. 
  This version does not identify the detected target. 
  20. SPEAK LANGUAGE- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: 1 hour 
  TARGET: Caster 
  WILL COST: 1  
  Allows the caster to speak (and understand) the native tongue 
  of the creature touched, assuming it has a language, bestowing 
  the target's fluency, dialect, and accent. Duration is one hour. 
  21. SPEAK W/ ANIMALS- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: 1 Turn 
  TARGET: Caster 
  WILL COST: 1  
   
  Allows the caster to converse with any animals within spell 
  range. Duration is 1 turn. 
  22. SPELLBIND- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Maintained 
  TARGET: Any 
  WILL COST: 1  
   
  Allows the caster to bind the mobility and/or vocalization 
  abilities of the target. Will cost is 1/t for one ability, and 2/t. 
  for both. The target may resist the effects of the spell by 
  making a Speed CST at 1/2 value. This spell can be cast in 
  only 1 action phase, having been invented to take abilities 
  from a rival spell caster. 
  23. SUGGESTION- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: suggestion 
  TARGET: Any 
  WILL COST: 1  
   
  Allows the caster to implant a suggestion (approx. 7 words) 
  into the mind of the target. This will not cause the target to 
  harm itself, unless it was already prone to doing that. The 
  target may save vs. Will AST to resist the suggestion. 
  24. ZEN SIGHT- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: 12 Turns 
  TARGET: Any 
  WILL COST: 1  
   
  Allows 360-degree vision unobscured by normal or magical 
  impairments such as light/dark, blindness, smoke, fog, 
  blindfolding, etc. Duration is 12 turns. 
  ORANGE SPELL CASTING  
  1. ALTER GRAVITY (MINOR)-WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Allows an increase or reduction in the mass of the object of up 
  to 4 encumbrance + 1 encumbrance per 2 additional Will. 
  Duration is 1 c.t. + 1 c.t. per extra Will. 
  2. ALTER SIZE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows an increase/reduction in the size of the caster. The 
  caster can be shrunk to a minimum of 1% of current size, or a 
  maximum of 2 times current size. Duration is 1 turn. 
  3. ASSUME CONTROL- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Allows the caster to obtain control of one creature under 
  control (charm, undead, etc.). Note that the controlling power 
  instantly knows his creature has been taken over by another 
  caster. The two casters begin rolling Will AST's until only one 
  fails. The unfailing caster maintains (gains) control of the 
  creature. 
  
    
  32 
  4. BALANCE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Mimics the mutant ability "Balancer". See AFTERMATH! 
  Book 3, page 63 for details. Duration 1 turn. 
  5. BLEND- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Mimics the mutant ability "Blend". See AFTERMATH! Book 
  3, page 63 for details. Duration 1 turn. 
  6. BREAK- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Causes one object to break. The object gets a save vs. DUR or 
  under, rolled on a d10. This spell effects up to 3 enc. + .5 enc 
  per Will point expended. 
  7. DECEIVE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster 
  WILL COST: 2  
   
  Allows the caster to change his outward physical appearance 
  (face, hair, age, etc.). It does not change size, sex, or race. 
  Duration 1 hour. 
  8. DETECT PRESENCE- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster 
  WILL COST: 2  
   
  Allows the caster to detect the presence of any creatures within 
  the spell range whether invisible, intangible, ethereal, etc. 
  Gives the number, range, general type and direction of the 
  creatures within range. Types are insect, animal, reptile, 
  undead, humanoid, etc. Duration 10 turns. 
   
  9. DIRECTION- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster 
  WILL COST: 2  
   
  Determines compass direction faced, and approximates 
  location with respect to the caster's home (which must be 
  declared before play). 
  10. E.S.P.- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any 
  WILL COST: 2  
   
  Allows the caster to read the surface thoughts of one creature 
  within the spell's range. The creature is allowed a save only if 
  it has the abilities of ESP, telepathy, etc. This does not impart 
  special language ability to the caster. Duration 1 turn. 
  11. FIND PASSAGE- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to find a safe way through shrubs, rubble, a 
  minefield, or similar terrain. Note that the range is still 
  standard (30m), so multiple castings of the spell may be 
  required to traverse the obstacle. The spell does not impart any 
  special navigational abilities. Duration until the spell area (30 
  meter radius circle) has been left. 
  12. FIND WATER- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to find a stream, well, pond, etc. of drinkable 
  water, Casting time is one hour, and the effect number is equal 
  to the number of gallons of pure drinkable water that can be 
  found. Beyond that, double the effect number of gallons of 
  (possibly) contaminated water can be found. 
  13. FORGET/REMEMBER- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Unless a Will CST is made by the target, this spell causes the 
  target to forget one specific time frame, occurrence, person, 
  etc., as stated by the caster. The target must be able to speak 
  the language the caster is speaking. Maximum time affected is 
  5% of the creature's current age. Duration is permanent until 
  dispelled. The target will also forget the casting of this spell. 
   
  14. HAWK VISION- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
  Allows the to see clearly, and to minute detail, up to 1 mile.  
  The caster can also see normally at 10 times normal range of 
  vision acting as a 10x scope. Duration 10 turns. 
  15. INTRUDER ALERT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Warns the caster if anyone approaches or touches a protected 
  item or area, by transmitting a telepathic signal to the caster. 
  Duration of the spell is the caster's Wit in days. 
  16. INVISIBILITY- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  This spell turns the caster or target creature transparent to 
  visible spectrum light until concentration is broken (damage, 
  fighting, spell casting). Note that this spell also confers total 
  immunity to visible spectrum lasers, some motion sensors, and 
  
    
  33 
  standard video cameras. Night vision devices that use infrared 
  imaging will be able to see the caster. 
  17. JUMP- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Quadruples the caster or target creature's normal jumping 
  abilities. This spell cast repeatedly on a creature is cumulative. 
  (4*4*4*4 etc.) 
  18. LEVITATE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to levitate himself. Climb/descent rate is 4 
  meters per c.t.. This spell requires 2 Will to levitate 25 kg. 
  Duration 1 c.t. + 1c.t. per additional Will. 
  19. LOCATE PERSON- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Allows the caster to determine the location (surroundings, 
  direction, distance) of a person known to the caster. The target 
  must be known well enough to distinguish them as individual 
  (King Richard is okay for a subject of The King, but "Olaf the 
  Wise” isn't, unless he has a great reputation). 
  20. LOCATE PLANT/ANIMAL-WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Allows the caster to locate one type of plant/animal in the area 
  (100m radius circle around the casting point) if it exists there. 
  Casting time is one hour. This spell will find the nearest 
  specimen to the casting point. 
  21. MIND OVER BODY- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  This spell has two options: 
   1. Ignore Restrictions- allows free movement even though 
  tangled or bound (slip out of bonds). 
   2. Self Heal- heals 3 DRT per Will point with a minimum of 2 
  Will expended. 
  22. MIND SHIELD- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Protects the caster from all mental attacks, control, ESP, 
  telepathy, etc.  Duration is one hour. 
  23. MINOR FIRE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Creates a magical fire in any desired shape (wall, spear, 
  fireball, etc.) which does 1d6 damage per point of Will 
  expended. Targets can make a Speed AST for 1/2 damage. 
  This will create a 1 square meter wall, or a 1 meter blast radius 
  fireball for every Will point expended on damage increase (i.e. 
  for 10 Will total, the caster can create a 10 meter radius 
  fireball that does 10d6(-1d6 per meter away from blast point) 
  damage, or a 2 meter by 5 meter wall that does 10d6 damage 
  upon contact). 
  24. MINOR COLD- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Creates magical cold in any desired shape (wall, spear, sphere, 
  etc.) which does 1d6 damage per point of Will expended. 
  Targets can make a Speed AST for 1/2 damage. This will 
  create a 1 square meter wall, or a 1 meter blast radius ice storm 
  for every Will point expended on damage increase i.e. for 10 
  Will (total) the caster can create a 10 meter radius ice storm 
  that does 10d6(-1d6 per meter away from the blast point) 
  damage or a 2 meter by 5 meter wall that does 10d6 damage 
  upon contact. 
  25. READ- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to read any inscriptions or writings he can 
  read within one hour per casting of the spell, imparting total 
  understanding, whether magical, technical, dead language, 
  code, etc. 
  26. RESIST CONTROL- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Protects the caster, or one target touched, from control, charm, 
  or suggestion. Duration is one day. 
  27. RUNNING- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to move at double normal run, and maintain 
  that speed for up to one day. Duration is 1 hour + 1 hour per 2 
  extra Will expended, with a maximum of 24 hours. 
  28. SELF SUSTENANCE- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  
    
  34 
  Allows the caster to go without sleep, food, or water for up to 
  24 hours. Note that for all 3 groups (sleep, food, water), 3 
  castings of the spell must occur. 
  29. SLEEP/AWAKEN- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  This causes magical sleep in the target touched. Duration is 
  one hour. The target may resist the effects of the spell by 
  making a Health AST. 
  30. SPIRIT BODY- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to leave his body astrally and travel around 
  on the material plane at great speeds, through walls, etc., 
  seeing all that transpires around him, but able to affect 
  nothing. Duration is 10 turns + 1 turn per additional Will 
  expended. 
  31. SPIRIT PROTECTION- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Casting time 1 hour per 2*2m area. Protects an area 
  (permanently) from any spirit entry. Will cost is 1 per square 
  meter protected. 
   
  32. SPOOK- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Summons a ghost that will eternally repeat something about its 
  death or lifestyle unless released. If released, it is useful for 
  rigged séances, as it can answer one question for a relative or 
  friend, and will stay for one turn. The ghost has all the 
  statistics of a real ghost, but has no offensive capabilities. 
  33. TELEKINESIS- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Allows the caster to move up to 10 kg per 2 Will expended. 
  Duration 1 turn. 
  34. TONGUES- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to speak (fluently) any language heard. Note 
  that the dialect will be the same as the speaker's that the caster 
  heard. Duration 1 turn. 
  35. VOICES- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Allows the caster to project his voice to any target within sight. 
  Duration 1 turn. 
  36. WARP WOOD- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 2  
   
  Causes 1 encumbrance of wood to warp per Will point 
  expended. 
  37. WATER BREATHING- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to breathe water. The caster must specify 
  saltwater or freshwater or can spend 4 Will to breathe both. 
  38. ZIP- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 2  
   
  Allows the caster to "zip" around in combat. The caster can 
  instantly move to any location within 5 meters. Note that the 
  caster must be able to get to the target location by normal 
  movement. When the caster rolls exactly what is needed to 
  cast the spell, he will deviate. The caster will re-appear 2d3 
  meters from his desired location, in a random direction 
  determined by a d6. 
  YELLOW SPELL CASTING  
  1. AFFECT OTHERS- WILL+WILL+ MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Causes all creatures within 1/2 normal spell range to save vs. 
  Will AST or adopt a friendly attitude towards the caster. 
  2. ANIMAL CONTROL- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  This spell allows the caster to a assume control of any single 
  animal within spell range. Any animal rated with a Will is 
  allowed an AST roll to resist the control. Any number of 
  animals can be under the caster's control at one time. Duration 
  of the control is permanent until dispelled. 
  3. ARMOR WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3AP+1AP/5 Will  DURATION: Instant 
  TARGET: Item  
  WILL COST: see chart 
  
    
  35 
  Allows the caster to temporarily convert an item into armor. 
  This spell bestows 1 AP per will point expended, up to 5, 1 AP 
  per 2 will up to 10, 1 AP per 3 will up to 15, 1 AP per 4 will 
  up to 20, and so forth. For ease of calculation, refer to the 
  chart below. 
   
  AP 
  Will 
  AP 
  Will 
  1 
  1 
  16 
  34 
  2 
  2 
  17 
  38 
  3 
  3 
  18 
  42 
  4 
  4 
  19 
  46 
  5 
  5 
  20 
  50 
  6 
  7 
  21 
  55 
  7 
  9 
  22 
  60 
  8 
  11 
  23 
  65 
  9 
  13 
  24 
  70 
  10 
  15 
  25 
  75 
  11 
  18 
  26 
  81 
  12 
  21 
  27 
  87 
  13 
  24 
  28 
  93 
  14 
  27 
  29 
  99 
  15 
  30 
  30 
  105 
   
  3. ASTRAL PROJECTION WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 3  
  Allows the caster to leave his body astrally and travel around 
  on the material plane at great speeds, through walls, etc.. The 
  caster will see all that transpires around him, but be able to 
  affect nothing. Duration is 10 turns + 1 turn per additional 
  Will. This spell allows travel to other planes of existence. 
  4. CONJURE PLANT/ANIMAL-WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Creates 1 kg per will expended of the required animal or plant 
  part or even an entire (intact but dead) creature. Casting time is 
  1 hour. 
  5. CONTROL- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows the caster to assume control of one creature. Duration 
  is permanent on undead, 24 hours otherwise. Note that lesser 
  undead do not get a saving throw. This spell bestows limited 
  magical communication abilities, bypassing any language 
  barriers. 
  6. COUNTER SPELL- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Casting time is reflexive, conferring instant immunity to 
  magical energy. Six Will points of magical energy are 
  countered by this spell. This spell can be cast rapidly enough 
  to counter a minor/major fire attack, etc.  It can even be cast if 
  the caster has no actions that phase, giving the caster an extra 
  instantaneous action. This spell will negate any protective 
  sphere. 
  7.DEFTNESS- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Adds 5 points of Deftness per 2 points of Will expended. 
  Duration 10 turns. Can only raise to racial maximum, beyond 
  that Will cost is 2 Will per additional attribute point. 
  8. DISPEL ILLUSION- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Dispels one component of the illusion (see illusion) per 3 Will 
  points expended. 
   
  9. DISPEL CURSE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Dispels any "curses" that are on the target. 
  10. DETECT POISON- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Detects and identifies the formula for any poison in food, 
  blood, liquid, etc. 
  11. EMOTION- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Causes one of the following emotions in one target creature: 
  1. Love 
  2. Hate 
  3. Fear 
  4. Courage 
  12. FORCEWORD- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Binds the target in bands of force. If the target resists, the 
  bands constrict, causing 1d10 damage (automatic, no armor). 
  The target may save vs. STR CST to resist the spell, but if the 
  save is failed the target takes the damage. The save can be 
  tried once per action (struggling against the bands). 
  
    
  36 
  13. INNER POWER- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 3  
   
  Increases the caster's own strength to racial maximum. 
  Duration is 1 turn. 
  14. MAGICAL TRACKING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Causes the footprints/tracks of the tracked creature to appear 
  to the caster. As long as the creature stays on the material 
  plane, it can be tracked. 
   
  15. MAJOR FIRE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Creates a magical fire in any desired shape (wall, spear, 
  fireball, etc.), which causes 2d10 damage for every 3 Will 
  expended. Targets can make a Speed AST for 1/2 damage. 
  This will create a 2 square meter wall, or a 2 meter blast radius 
  fireball for every 3 Will points expended on damage increase 
  (i.e. for 12 Will total the caster can create a 8 meter radius 
  fireball that does 8d10(-1d10 per meter away from the blast 
  point) damage). 
  16. MAJOR FREEZE- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Creates magical cold in any desired shape (wall, spear, ice 
  storm, etc.) which does 2d10 damage for every 3 Will 
  expended. Targets can make a Speed AST for 1/2 damage. 
  This will create a 2 square meter wall, or a 2 meter blast radius 
  ice storm for every 2 Will points expended on damage 
  increase. 
  17. MASS HYPNOSIS- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Otherwise known as the "politician's dream", allows the caster 
  to convince a crowd (that understands the language) that the 
  things said in a speech were true. 
  18. MINOR ILLUSION- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows the caster to create an illusion of one sensory 
  component (visual, audio, etc.) up to approximately man size. 
  19. NEUTRALIZE POISON- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Disables any poison before it has affected a person (cleans a 
  weapon, purifies food). 
  20. PLANT CONTROL- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows the caster to control any animated plants or to animate 
  normal ones to do his bidding (vines to entangle opponents, 
  etc.). Duration is 1 turn. 
   
  21. PRECOGNITION- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Simulates the mutant ability precognition. See AFTERMATH! 
  Book 3, page 68, Prescience. 
  22. PREMONITION- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  When cast, the target (or caster) will have a dream of the 
  future the next time he goes to sleep. 
  23. PROTECTIVE SPHERE- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 3  
   
  Creates a magical sphere around the caster that absorbs 1/2 the 
  damage from an attack. Duration 1 turn. 
  24. REMOVE FEAR- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Removes all fear (magical or otherwise) from the target or 
  targets. Cost is 3 Will per target. 
  25. RESIST FIRE/COLD- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 3  
   
  Allows the caster to become immune to the effects of normal 
  fire and cold, and to take only 1/2 damage from magical 
  fire/cold. Duration is 1 hour. 
  
    
  37 
  26. SHAPE CHANGE, ANIMAL-WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 3  
   
  Allows the caster to change into any normal animal form, 
  acquiring all physical attributes thereof, but retaining all 
  normal mental abilities. Duration is 1 hour. 
  27. SILENCE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Creates a 10m radius sphere of absolute magical silence. 
  Duration 1 turn. 
  28. SORCERER'S SIGHT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows 360 degrees vision seeing all invisible (intangible, etc.) 
  creatures and allowing detection of magic, illusion. Duration 
  10 turns. 
  29. SPEAK WITH PLANTS- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows the caster to speak with any plants, inquiring one 
  question per Will expended. 
  30. SPEED- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Adds 5 points of Speed per 2 points of Will expended. 
  Duration 10 turns. Can only raise Speed to racial maximum, 
  beyond that Will cost is 2 Will per additional attribute point. 
  31. STRENGTH- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Adds 5 points of Strength per 2 points of Will expended. 
  Duration 10 turns. Can only raise Strength to racial maximum, 
  beyond that Will cost is 2 Will per additional attribute point. 
  32. SUMMON ANIMALS- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Summons animals (random type, number) to fight for the 
  caster. They will arrive at the end of the next combat round. 
  33. TRUTHSAY- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Forces the target to answer completely truthfully to the first 
  question asked. 
  34. TURN- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Allows caster to turn any or all undead within range. Save vs. 
  Will CST, except skeletons and zombies automatically turned. 
  Will cost is 2 per creature. Target can expend twice its power 
  level per c.t. to resist spell. Duration 2 turns + 1 c.t. per 
  additional Will. 
  35. WILL FIGHT- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 3  
   
  Simulates the undead Will-draining ability. When successfully 
  cast, the caster expends 3 Will, and the caster and target begin 
  making Will AST's. The effect numbers are compared, and the 
  one with the higher effect number receives the difference in 
  Will points from the one with the lower number. When one 
  participant is reduced to 0 Will, the fight still continues, but no 
  more Will is exchanged, only a negative "pseudo Will" is 
  computed. When the caster wishes to break contact, one more 
  exchange takes place, and then the caster must make a second 
  BCS roll. If this fails, the target makes a Will AST and the 
  effect number is the number of Will points regained (positive). 
  If it is a critical miss, all Will is returned to the target. At any 
  time during the exchanges, if a Will AST is a critical miss, 
  contact is broken immediately. On a critical hit, add Wit group 
  to effect number. Both Will AST's are rolled simultaneously. If 
  the caster is reduced to below 0 Will, the contact is broken. 
  During the exchange, the two participants are oblivious to the 
  rest of the world. If they take any concentration braking 
  damage, contact is broken. Duration is until the connection is 
  broken, but every exchange roll takes 1/10 action phase. If any 
  observer can see auras, or detect magic, he will see the Will 
  power flowing between the two participants. If, after 
  termination of contact, one creature has less than 0 Will, it dies 
  (loses the will to live). If the creature has greater than normal 
  maximum Will, the rest of the Will must be used within 1 c.t. 
  or be lost. See "undead" for notes on what happens to creature 
  dying from Will Fight. A save vs. Will CST may be made to 
  resist the spell initially (target's choice). 
  GREEN LEVEL SPELLS 
  1. ALTER AURA- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 4  
   
  Allows the caster to change his aura, essentially functioning as 
  an aura disguise. It can also be cast on an object. Note that this 
  
    
  38 
  is not an illusion (Detect/Dispel Illusion spells don't work), as 
  the aura is actually changed. 
  2. ANIMATE OBJECT- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Allows the caster to animate one object (up to 30 kg + 5kg per 
  extra Will) for 1 turn (+1 turn per additional Will). This 
  imparts movement, attacks, etc., based on the structure of the 
  object (chairs can walk, balls roll, etc.). This can be extremely 
  useful when cast upon statues. 
  3. ATTACK MIRROR- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Reflects all physical missile attacks back toward the attacker. 
  Determine the hit as if the target was missed, but the attacker 
  must be in LOS. This has no effect on spells of any type. This 
  aura cannot be detected by magical means, and it cannot be 
  combined with Spell Mirror. Duration 1 turn. Note that a 
  critical hit will penetrate, but possibly deviate. Roll attacker's 
  BCS again at an average BCS. 
  4. BODY CONTROL- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 4  
   
  Allows caster complete control of his body, bestowing life 
  support, walk on water, the ability to go without food or sleep 
  for 1 day, etc. 
  5. CURE DISEASE- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Allows automatic success on all Health saving throws to resist 
  the effects of, and to throw off any disease in the target's body 
  at the time of the casting. 
  6. CURE POISON- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Removes any poison from the target's body. Will also purify 
  up to 25 days of man-sized portions of food, however badly 
  spoiled or poisoned. 
  7. DANGER SENSE- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 4  
   
  When cast, this spell will warn the caster of any immediate 
  danger. For example, two thugs are hiding around a corner 
  waiting to abuse the caster.   The caster would then know there 
  was danger, but not what the specific danger was. Duration is 
  1 hour. 
  8. DOWSING- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Allows the caster to dowse for metal, water, etc. Duration is 1 
  hour. 
  9. EARTH MAGIC- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This spell will create an earthquake within spell range, or will 
  cause the earth to swallow any single target failing a Speed 
  CST.  This causes 1D6 points of constriction damage per c.t. 
  until the target is freed. 
  10. FLIGHT- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 4  
   
  Bestows flight capabilities on the caster, increasing his BMA 
  to 5 while flying. The caster can carry up to his normal weight 
  allowance while flying. Duration is 1 hour. Airspeed in MPH 
  is equal to (BMA X BAP)/2.6838 
  11. IDENTIFY PLANT/ANIMAL- WIT + WILL +MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Identifies any single plant or animal within spell range upon 
  inspection. This will give a general name, (tiger, not Siberian 
  tiger) properties, and any possible hazards. Note that this spell 
  will not differentiate between different species of elves, 
  basilisk, etc. 
  12. IDENTIFY SPELL- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This spell will identify any spell not protected, determining 
  class (White, Grey, Black), color (Red through Violet), 
  intensity (number of Will used), and the name of the spell. On 
  a regular miss with this spell, in addition to any other effects, 
  this spell will automatically trigger any traps. 
  13. LIGHTNING- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Zaps any single target within line of sight with an electrical 
  attack, with a number of charges equal to the Will expended. 
  The target can dodge with a Speed CST and take 1/2 damage. 
  
    
  39 
  14. LOCUST PLAGUE- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  With this spell, the caster summons a plague of locusts into the 
  area the where the spell is cast. Casting time is one hour of 
  preparation, and one turn actual casting. The locusts will arrive 
  in 3d20 hours and will stay until there is no more food, they 
  are all dead, or they are driven off. 
  15. MAGIC RESISTANCE- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This spell imparts a 2% magic resistance per Will point 
  expended to a maximum of 50%. If a spell or magic attack is 
  inflicted upon the resistant creature, a d100 is rolled.  If the 
  roll is less than the magic resistance, then the spell has no 
  effect. Even if the magic resistance is penetrated, the resilient 
  creature is still allowed a save on those spells he would 
  normally save on.  If the save is successful the creature would 
  then take no damage instead of half damage. This spell will 
  last for 1 hour. 
  16. MAJOR ILLUSION- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This is a greater form of the illusion spell, allowing 2 
  components for 5 Will expended, plus an additional 
  component per 3 extra Will expended with a maximum of 5 
  components. To save (disbelieve) against this illusion, the 
  target must make a Wit CST. Disbelieving an Illusion does not 
  dispel it, but simply keeps it from affecting the target. 
  17. PROTECTION FROM INSECTS- WILL + WILL + 
  MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This spell protects any sized area from all insects. Casting time 
  is the time it takes the caster to walk the border, plus an 
  additional 10 turns. Will cost is 10 per hour of casting time, 
  with a minimum of 4 Will expended. The border around the 
  area to be protected must be completely transversed by the 
  caster.  Once completed, all insects within the border will 
  leave. The duration is one day, but any person or creature 
  within the border donating one Will adds one hour. 
  18. RAINSTORM- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  This calls in a rainstorm in the area (limited radius of 1 square 
  mile). This is normal rain and will disperse after 1 hour, or 
  when the caster wills it. 
  19. SONIC BLAST- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
  Blasts all creatures within spell range with a sonic attack, 
  doing 1d10 damage per point of Will expended, with a save 
  vs. Health CST for half damage. 
  20. SPEAK WITH SPIRIT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Allows the caster to speak with the spirit of any known 
  deceased person or creature, for 10 turns. 
  21. WIND CONTROL- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 4  
   
  Allows the caster to control the wind, changing it by 1 
  category for 1 hour in the caster’s general area (one square 
  mile). 
   
  CATEGORY | SPEED | CATEGORY  
  1 | 0 - 5 MPH | non/light breeze  
  2 | 5 - 9 MPH | high wind  
  3 | 10 - 19 MPH | strong wind  
  4 | 20 - 39 MPH | wind storm  
  5 | 40 - 79 MPH | gale force  
  6 | 80 & UP | hurricane force  
  BLUE LEVEL SPELLS 
  1. ANTI-MAGIC SPELL- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Protects vs. spell detection. The object or person protected by 
  this spell is unable to be detected by any magical means. 
  Duration is 1 hour. 
  2. CRESCENT SWORD WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Creates a sword of up to 2 meters of magical force that can be 
  wielded by the caster in battle. It has a WDM of 3 + 1 per 2 
  additional Will expended, and has a percentile chance to sever, 
  equal to the actual damage done. This will cut through 
  anything except another crescent sword or a force field (which 
  at any strength will stop it). This means that a parry of a 
  
    
  40 
  crescent sword with a normal weapon will result in the 
  breaking of the weapon. Duration of the sword is 1 c.t.  This 
  can also be a selective spell (cut only armor/weapons but leave 
  skin intact). The specific parameters of the spell must be 
  declared when casting. 
   
  3. DAMAGE MIRROR- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Any damage done to the caster before armor is also done to the 
  attacker. Duration is 1 turn. 
  4. ELEMENTAL ILLUSION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  This is a greater form of the illusion spell, allowing 3 
  components for 5 Will expended, plus an additional 
  component per 2 extra Will expended. To save (disbelieve) 
  against this illusion, the target must make a Wit CST at -1 per 
  component above 3. Disbelieving an Illusion does not dispel it 
  automatically, it simply keeps the illusion from affecting the 
  target. Example: a full Dragon would take 29 Will - 3 
  components of size, 2 components of sound (great roar) 2 
  components of heat (breath), 1 component of fear (chills, etc.), 
  1 component of smell, and 2 components of touch (blows from 
  claws). 
  5. ICE STORM- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Does 6d10 cold damage (sleet, hail, etc.) to all targets within 5 
  meters of the target hex. Creatures within the area of effect 
  may save vs. DFT CST for 1/2 damage. 
  6. IMPROVED INNER POWER- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 5  
  Raises all of the caster's attribute scores to racial maximum for 
  3 CT. 
  7. MAGIC ARROW- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  When cast on an arrow, the arrow will automatically hit any 
  target within range. Normal range and strength group 
  modifiers apply. Duration is one day, and only five arrows can 
  be carried by one person at a time. Requires high quality 
  arrows for casting. 
  8. MAJOR GRAVITY CHANGE- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Neutralizes or reverses all gravity within 5 meters of the target 
  hex for 1 CT. 
  9. MASS INVISIBILITY- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Causes five targets (+1 target per extra Will) to turn invisible. 
  These targets will appear if they break concentration. This 
  spell also confers immunity to lasers. 
  10. MIND READING- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Allows the caster to read the target's mind in depth, not just 
  surface thoughts. 
  11. MINOR ENCHANTMENT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 5  
   
  Allows the caster to temporarily enchant an item. Duration is 
  the effect number in turns. Bestows +1 BCS or +1 WDM to 
  the item. This spell can be cast repeatedly on an item to get a 
  high bonus. 
  12. PLANT SUMMONING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Summons one plant of any type known to the caster, causing it 
  to spring into being within spell range, and grow immediately 
  to full size. 
  13. RADIATE PANIC- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Causes panic in all non-allied creatures or beings within spell 
  range.  Creatures must save vs. Will CST or flee. 
  14.  ROCK TO MUD- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Turns 27 cubic meters (3m*3m*3m) of rock to mud, which 
  can be traversed, washed away, etc. This is liquid mud not 
  'quickmud' and will flow to fill the lowest place, etc. 
  
    
  41 
  15.  SHAPE CHANGE, LYCANTHROPE- WIT + WILL + 
  MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 5  
   
  Allows the caster to change shape into an animal or an animal-
  man (Bearman, Hawkman, etc.) altering his physical statistics 
  to conform to his new shape. This will last for 1 hour. 
  16. SPELL TRAP- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 5  
   
  Allows another spell to be stored in an item or area, to be 
  released upon a stated condition ("when someone other than 
  me touches it").  The stored spell must be cast after Spell Trap 
  has been cast, and it will last until released. Layered Spell 
  Traps are possible, detonating one after the other (if the Spell 
  Traps are worded to do so), and a Spell Trap can only hold 
  one spell. The limit of spell trapped items equals the Will 
  group of the person carrying them. Casting time is 12 hours. 
  17. SPIDER PLAGUE- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Causes thousands of spiders to converge on a specified point 
  or person. These spiders will do 1 DRT of damage per 10 
  spiders, and will remain one day after the first spider is killed, 
  or until all the spiders are killed. Note that a few of these 
  spiders may be poisonous. 
  18. TELEPORTATION- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 5  
   
  Allows the caster to teleport to any known location (or to a 
  prepared object). If the spell fails, a second BCS roll is 
  required to avoid teleporting into solid mass, thus killing the 
  caster. This spell may be cast on another person to be 
  teleported to any place the caster knows at a modifier of -1 to 
  BCS. 
  19. TELEPORT OBJECT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 5  
   
  Per Teleport, but allows the caster to teleport an object to any 
  known location. Alternately, the caster may teleport a prepared 
  object into his hand upon a special casting of the spell (-1 to 
  BCS). 
   
  20. TRANSFER CONSCIOUSNESS- WIT + WILL + 
  MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 5  
   
  Allows the caster to transfer his consciousness into a target, 
  who is allowed a Will CST to save. If successful, the caster's 
  body falls into a trance, and the caster assumes control of the 
  target. If the target's spirit is destroyed, the caster may 
  permanently reside in the new body, otherwise the caster must 
  expend 1 Will per turn to occupy the body. The caster, while 
  in the body, maintains all skills and mental attributes, but 
  assumes the target's physical attributes. 
  21. WIZARD'S DOOR- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 5  
   
  Creates a doorway between any two points on the same plane, 
  allowing instant transportation. Note that the wizard or the 
  communicating wizard must construct a frame on each side. 
  22. WIZARD'S POCKET- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 5  
   
  Creates an extra dimensional space attached to a physical 
  object, usually the opening of a pocket. 1 cubic foot of 
  material can be stored in this space, per square inch of 
  opening. Note that to be stored, an object must fit through the 
  opening.  Cost is 5 Will per square inch of opening. 
  INDIGO SPELLS  
  1. ADAPTATION- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Allows the caster or target to adapt to the environment, 
  bestowing "life support" in space, underwater, in gases, etc. 
  Duration is 2 hours. 
  2. CAUSE BLINDNESS- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Blinds any single individual within spell range, who is allowed 
  a HLH CST to resist. Duration permanent until cured. 
   
  3. CAUSE INSANITY- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  
    
  42 
  Causes insanity in any single target within spell range, who is 
  allowed a will CST to resist. This insanity must be one of the 
  following : 
   1. Sociopath - forget good/evil, right/wrong, etc. 
   2. Homicidal maniac - loves killing, and must kill 1d6 time 
  per 1d6 weeks or attack the nearest creature.  
   a humanoid creature or specific type specified by the caster. 
   3. Catatonia - target stops eating, sleeping, etc. becoming a 
  vegetable, but still aware of its surroundings. 
   4. Paranoia - causes irrational fear of persecution, giving the 
  target fears about friends, family, and of course, enemies. 
  4. CELESTIAL VISION- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Allows the caster to see any known location, regardless of 
  plane of existence. This spell also confers the ability to cast 
  sight directed spells on targets in the area of viewing. 
  5. CONJURE MONSTER- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME task 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Creates a monster, dragon etc. Note that it takes 1 enc of clay 
  (flesh, mud, etc.) and 10 task points per enc. of creature. Note 
  that if the caster has a part of the creature to be conjured (claw, 
  eyeball, etc.) with at least 1 % of the enc. of the creature, the 
  time required is halved. If 10% of the mass of the creature is 
  real parts, the time is multiplied by 1/4, 20% =1/6 , 30% =1/8, 
  40%=1/16, 50%=1/32, 60%=1 /40. 
  6. DISINTEGRATE- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Upon casting, the target touched (creature, object) must save 
  vs. 1/2 HLH CST (or DUR) on d20 or turn to dust. This spell 
  will effect up to 3 enc. plus an additional enc. per 3 extra Will. 
  7. ELEMENTAL FIRE- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Creates magical fire in any desired shape, which does 1d10 
  damage for every Will point used (minimum of 6 Will points 
  expended). Targets can make a save vs. DFT CST for 1/2 
  damage. 
  8. ELEMENTAL FREEZE- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Creates magical cold in any desired shape (wall, spear, ice 
  storm, etc.) which does 1d10 damage for every Will point used 
  (minimum of 6 Will points expended). Targets can make a 
  save vs. DFT CST for 1/2 damage. 
  9. ENERGY CAGE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Creates an impenetrable and inescapable cage of magical 
  energy measuring 2 cubic meters in size (approximately man 
  sized), plus 1 cubic meter per 3 additional Will expended. The 
  cage will last for 12 hours. 
  10. FLYING CHARIOT- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Creates a magical flying chariot that can carry 2 people and up 
  to 40 enc. of stuff (people, gear, etc.). It will last for 1 hour, 
  and can travel up to 100 miles per hour + 10 mph per 
  additional Will point expended. Maximum atmospheric speed 
  is 700 mph. This chariot does not confer life support. 
  11. HEALING II- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Cures 4 points of lethal damage, 10 points of subdual damage, 
  or 1 point of critical damage per Will point expended. This 
  will heal severs, cure trauma, or remove any critical effects in 
  the target touched. 
  13. LASER FINGER- DFT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Causes a laser beam to spring from the caster's finger. Save vs. 
  DFT CST for 1/2 damage. Will cost 1 per charge plus 3 per 
  columniation beyond 1. See AFTERMATH! Book 3, pages 
  41-42 for details on laser weaponry. 
  14. MINOR CREATION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Allows the caster to create up to 3 encumbrance of raw 
  materials out of thin air. See chart below for Will expenditure 
  per encumbrance. 
   
   MATERIAL WILL/ENC  
  Wood,Oxygen,Paper | 1  
  Iron,Bronze,Brass | 2  
  Steel,Aluminum,Tin | 3  
  Leather,Cotton,Wool | 4  
  Plastics,Lead | 5  
  
    
  43 
  Kevlar, Ceramics | 6  
  Gold, Silver, Copper | 7  
  Platinum, Rhodium | 8  
  Uranium | 9  
  Plutonium | 10  
  15. OBJECT SUMMONING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 6  
   
  This spell will teleport a prepared object to you. The caster 
  must prepare the object for one hour prior to casting, 
  memorizing its aura and physical shape. 
  16. PASSAGE- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Allows the caster to pass through a dangerous area unharmed. 
  Before casting the spell the destination must be stated. The 
  caster then has one hour to normally travel to the destination. 
  17. RETROCOGNITION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Allows the caster to know everything that ever happened to a 
  target creature touched within six months of a target date. 
  Example: What happened to Jimmy six years ago (plus or 
  minus six months)?  
  18. PLANAR TRAVEL- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Allows travel to other planes of existence. The caster and one 
  additional person per 5 additional Will can be transported this 
  way. The additional persons do not have to stay with the 
  caster, but it is wise to do so, as the spell must be recast to re-
  enter the original plane. Any known plane can be traveled to, 
  but the caster must have previously traveled to the plane, or 
  have researched it thoroughly.  There is a percentage chance of 
  success equal to the task points accomplished in research, with 
  a task period of one week. If a destination is not known, or if 
  deviation occurs, the caster will travel to a random plane. 
  Since there are an infinite number of possible planes, it is up to 
  the GM to determine the destination upon deviation. 
  19. SECOND SELF- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Creates an illusion of the caster, through which the caster can 
  see, as long as the caster remains in full control of the Second 
  Self. The Second Self may travel one mile away from the 
  caster for every point of Magic Affinity the caster has. 
  20. SPELL BOX- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 6  
   
  Creates a magical storage box that can safely contain .2 enc 
  per Will point expended. The contents of the box will be 
  stored in suspended animation, and no damage will be done to 
  the contents by storage (or to the outside world). Note that the 
  box must be constructed physically using fine materials. 
  Casting time is 1 turn per enc of box (min 1 turn). 
  21. SPELL MIRROR- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Reflects all spells cast at the caster back at the attacker.  
  However, 10% of the effects of the spell will get through, or 
  there is a 10% chance of the spell affecting the caster. 
  Duration is 1 turn. 
  22. SUSPENDED ANIMATION- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Puts the target creature into suspended animation, lasting until 
  the caster stops the spell, or until a preset time determined by 
  the caster. Note that a time must be declared at the time of 
  casting, with a maximum of one century of suspended 
  animation per Will point used to cast the spell. The target 
  creature must be completely still during the casting, whether 
  restrained or willing. 
  23. TELEPORT TRACKING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 6  
   
  Allows the caster to magically track any teleporting creature, 
  or even track ships through hyperspace. This spell also 
  provides a non-error teleport following in the target's path. 
  However, if the target creature's teleport fails, the caster will 
  track and follow them into the failed location.  In other words, 
  if the caster is tracking someone who has teleported into a 
  wall, the caster will also teleport into the wall. 
  24. TRANSCEND PAIN- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Allows the caster to ignore all pain for 1 full turn. Duration is 
  6 combat turns if cast on another creature. 
  
    
  44 
  25. WARRIOR'S GIFT- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 6  
   
  Boosts the caster's STR, DFT, SPD, and combative to racial 
  maximum.  It also bestows a weapon skill in any weapon held 
  at the time of casting, at an initial level computed from current 
  statistics. Duration is 2 combat turns + 1 combat turn per 2 
  extra Will expended. 
  VIOLET SPELL CASTING  
  1. CALL CREATURE- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Summons one creature of any known type, which will 
  magically appear within 1 turn to serve the caster for 1 turn. 
  2. CONFINEMENT- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Magically confines a creature, trapping it beyond its control to 
  escape. This works as a teleport block, spell block, etc. Only 
  an outsider, casting the reverse of the spell, can break the 
  confinement. Save vs. Will CST to avoid confinement. 
  3. CONJURE SIMULACRUM- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Creates a duplicate of the caster, similar in all ways except that 
  it has no independence or will of its own. It serves the caster 
  without question. If the caster dies with a simulacrum, the 
  caster will become the simulacrum, and resume life as if he did 
  not die. Any caster can have only one simulacrum at a time. 
  Casting time is one day, and the simulacrum will be ready for 
  use after one month. 
   
  4. CONTROL WEATHER- WILL + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to completely control the weather within one 
  mile for 30 turns. 
  5. DIMENSIONAL TRACKING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to track a creature, even across various 
  dimensions. This spell also confers transportation abilities, but 
  not navigation, as the tracked creature is assumed to be 
  navigating. 
  6. DISPEL MAGIC- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to dispel any spell or magical effect of Red, 
  Orange, Yellow, Green, Blue, or Indigo levels of power. 
  There is a percentile chance (equal to the color value of the 
  spell) that the spell is bonded to an item or area, and is not 
  dispelled in spite of success during casting. However, further 
  castings of the spell are permitted. 
  7. DUAL CONSCIOUSNESS- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 7   
   
  Allows the caster to become both himself and his simulacrum 
  simultaneously.  The caster is then capable of controlling both, 
  with this effect lasting for one hour.  He may also dualize his 
  mind, allowing one half to sleep while the other half operates, 
  which will last for eight hours and give the caster the effects of 
  a full night's sleep. 
  8. ELEMENTAL LIGHTNING- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Causes 1 charge of electrical damage per Will point expended 
  (minimum 7 Will expended). The target may make a save vs. 
  DFT CST for 1/2 damage. 
  9. GRAND ENCHANTMENT- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME: Task 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: Special  
   
  Creates a permanent magic item. See Enchanting Magic Items 
  for details. 
  10. MAJOR CREATION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to create raw materials and finished non-
  magical items out of thin air. See chart below for Will 
  expenditure per encumbrance. Finished items require double 
  the Will expenditure, and high quality items add 1 additional 
  Will point of expenditure per encumbrance. Combination 
  items or mechanical goods must have each piece individually 
  created. A full item can be created as a task, based on the 
  complexity of the item. 
  
    
  45 
   
  MATERIAL WILL/ENC  
  Wood,Oxygen,Paper | 1  
  Iron,Bronze,Brass | 2  
  Steel,Aluminum,Tin | 3  
  Leather,Cotton,Wool | 4  
  Plastics,Lead | 5  
  Kevlar, Ceramics | 6  
  Gold, Silver, Copper | 7  
  Platinum, Rhodium | 8  
  Uranium | 9  
  Plutonium | 10  
  11. MASS CHARM- WILL + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to charm any or all of the creatures within 
  spell range. Will cost is 1 per creature charmed, and each is 
  allowed an individual save vs. Will AST to resist the charm. 
  12. MIRROR SPHERE- WILL + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
    
  Combines the effects of Spell Mirror, Attack Mirror, 
  Protective Sphere, and Damage Mirror.  This spell has a radius 
  of 2 meters + 1 meter per 4 additional Will expended. 
  Duration is 1 turn. 
  13. MOVIE GUN- WIT + WILL + MAGIC AFFINTY 3 
  CASTING TIME  AP=BDG of round  DURATION: Instant 
  TARGET: Item  
  WILL COST: BDG of round x 
  number of shots possible per action. 
   
  Converts a firearm/magazine/ammo combination into a “movie 
  gun”.  The weapon will not run out of ammunition, and while 
  the spell is active, the ammunition type may not change. The 
  ammunition type is the same as the ammunition in the 
  magazine when the spell is cast. Duration is 1 round per Wit 
  group of the caster. All bullets fired by this weapon are non-
  magical. 
  14. NEGATIVE ILLUSION- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Creates an illusion that the object/item/creature target no 
  longer exists. Save vs. Wit CST is allowed to believe the 
  object/item/creature is there, only if the person is informed it is 
  present.  No senses may detect it. 
  15. PETRIFICATION- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Turns any single target into stone by radiating magic from the 
  caster's eyes.  This magic vibrates at a frequency that causes 
  the aura of the target’s spirit to transmute into stone, or it 
  causes stone to shatter. A Health and Will CST must be made 
  every action to avoid the effects of the spell. The target may be 
  changed during the duration of the spell, only if the previous 
  target made successful saves, until one single target is finally 
  affected. Duration is 1 turn. 
  16. POLYMORPH- WIT+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 7   
    
  Allows the caster to change into any known creature, 
  bestowing all physical and natural abilities of the creature. 
  17. PROPHECY- WIT + WILL + MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Caster  
  WILL COST: 7   
    
  Allows the caster to speak a single prophetic thought.  As with 
  all prophecies, this thought will be both accurate and vague. 
  18. SORCERER'S GATE- WIT + WILL + MAGIC 
  AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Item  
  WILL COST: 7   
   
  Creates a doorway between any two points, allowing instant 
  transportation, even between planes. Note that the wizard or 
  the communicating wizard must construct a frame on each 
  side. 
  19. SPELL IMMUNITY- WIT + WILL + MAGIC AFFINITY 
  3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
  Confers total immunity against one single specific spell. 
  Duration is 1 hour on a living target, permanent on an 
  inanimate target. 
  20. TRUE NAME- WILL+WILL+MAGIC AFFINITY 3 
  CASTING TIME 3 AP 
  DURATION: Instant 
  TARGET: Any  
  WILL COST: 7   
   
  Allows the caster to determine the true name of any single 
  creature. 
  
    
  46 
  MAGIC ITEMS  
   
  Here are some sample magic items, manufactured according to 
  the rules, with task points (tsp) and the required spell for 
  enchantment listed. All require Grand Enchantment. These 
  items are simply examples, and players and Gamemasters 
  should feel free to create their own magic items. 
   
  WILL CRYSTAL-tsp 2 times Will in battery single shot.  
  Required spell - WILL GIFT (or WILL FIGHT tsp - 3 times 
  Will in battery). 
  The Will Crystal allows the caster to recharge his Will by 
  draining the battery. This is a single use item. 
   
  WILL BATTERY-tsp 2 times Will in battery times number of 
  uses. 
  Required spell - WILL GIFT (or WILL FIGHT tsp -3 times 
  Will times number of uses). 
  The will battery is a rechargeable multi-use version of the Will 
  Crystal. 
   
  MAGIC HANDCUFFS-tsp 24 
  Required spell - SPELL BIND verbal & audible. 
  Magic Handcuffs will bind both the movement and speech of 
  the subject.  The effects last until the Handcuffs are removed. 
   
  ZEN GLASSES-tsp 12 
  Required spell - ZEN SIGHT 
  These chrome spectacles give the wearer all the benefits of 
  Zen Sight. 
   
  WIZARD'S GLASSES-tsp 166 
  Required spells - ZEN SIGHT, AURA READING, HAWK 
  VISION 
  These spectacles bestow upon the wearer all the benefits of the 
  spells listed above. 
   
  MAGIC LANTERN-tsp 12 
  Required spell - CREATE LIGHT/DARK 
  This is simply a permanent light source. 
   
  SKELETON KEY-tsp 12 
  Required spell - OPEN/LOCK 
  This key can open any non-magical lock. 
   
  JUMP BOOTS-tsp 24 
  Required spell - JUMP 
  These boots bestow the benefits of the Jump spell upon the 
  wearer. 
   
  ANTI-CONTROL NECKLACE-tsp 24 
  Required spell - RESIST CONTROL 
  This jeweled item will make the wearer immune to all forms of 
  control. 
   
  LANGUAGE RING-tsp 24 
  Required spell - TONGUES 
  This ring will allow the wearer to speak any language. 
   
  MIND SHIELD HAT-tsp 24 
  Required spell - MIND SHIELD 
  This headgear protects the wearer from all magical forms of 
  scrying, just like the Mind Shield spell. 
   
  BOOTS OF SPEED-tsp 144 
  Required spell - SPEED 
  These boots give the wearer a boost of 20 to speed. 
   
   
  GLOVES OF STRENGTH-tsp 144 
  Required spell - STRENGTH 
   
  FLYING BELT-tsp 192 
  Required spell - FLIGHT 
   
  MAGIC SWORD-tsp 2100 WDM +4 
  Required spell - MINOR ENCHANTMENT 
   
  CRESCENT SWORD-tsp 2100 
  Required spell - CRESCENT SWORD WDM 11 
   
  TELEPORT AMULET-tsp 25 1 use 
  Required spell - TELEPORT 
   
  PERMANENT TELEPORT AMULET-tsp 300 
  Required spell - TELEPORT 
   
  HOLY HAND GRENADE-tsp 31 14d10 damage 
  Required spell - MAJOR FIRE 
   
   
  
    
  47 
  Chapter 4:  New Skills 
   
  ACROBATICS 3 STR + DFT + Esthetic 3 
  This skill governs the abilities of tumbling, climbing, etc. It 
  improves leaps by a multiplier of 1 + (first 100 pts of 
  skill/100) and allows falls of up to (first 100 pts of skill 
  score/20) meters without damage.  On higher falls, reduce the 
  effective height by the same number. This skill includes 
  flipping over an opponent's head, assuming the leaps are high 
  enough. 
  ADVANCED INTERROGATION 2 WILL + WIT + 
  Charismatic 1 
  (Interrogation, Advanced Medical.) 
  This skill can be used to sustain an interrogation, providing 
  maximum persuasion. 
  ADVANCED STEALTH 2 DFT + WILL + Natural SP 
  (STEALTH, DFT 35+) 
  This is the rice-walk technique, allowing full movement at 
  normal stealth.  If moving slowly, a Wit CST is required to 
  notice the disturbance. If an Advanced Stealth BCS fails, 
  normal Stealth can still be attempted. 
  AERIAL BEAST RIDING 2 DFT + WIT + Natural 1 and 
  AQUATIC BEAST RIDING 2 DFT + WIT + Natural 1 
  These skills cover the riding of exotic beasts- griffins, rocs, 
  dragons, etc. Note that not just anyone can sit atop a dragon 
  without falling, and usually a saddle is required in most cases. 
  ANIMAL TRAINING 2 WIT + WILL + Natural 1 
  This skill covers the taming, training, and tracking of animals. 
  Taming is task with a value equal to the DRT of the animal 
  times its mass. Training, or the teaching of one trick, is a task 
  equal to the DRT and must be done on a tamed animal. 
  ARMORSKIN 2 SPD + STR + Combative 1 
  Gives an added armor value vs. subdual damage per location 
  of the user's strength group.  Lethal damage equal to the AV 
  Bonus negates the bonus at that location until the damage is 
  healed. This skill represents the training of muscles to absorb 
  blows. Lethal damage is not stopped by armorskin. 
  DISGUISE/ACTING 2 WIT + DFT + Charismatic 1 
  Allows the character to make and use a disguise. A Wit AST is 
  required to notice that anything is amiss unless the actor's BCS 
  roll is a 1, when a CST is required to notice. A minus is made 
  to the Wit ST equal to the effect number/5, nearest. 
  DODGE & PARRY 1 DFT + SPD + Combative 1 
  With this skill, an area of specialization in a hand to hand 
  combat skill must be chosen as the trained area of study. This 
  skill bestows an additional skill score/20, down to the user's 
  WDA, when a defensive action is taken with the chosen skill. 
  On a critical defend success, the defender may make a free 
  strike against the attacker, without the attacker having the 
  benefit of his WDA. If unarmed combat is chosen, this skill 
  can be used to parry weapons without damage to the user.  
  DODGE MISSILES 3 DFT + SPD + Combative 1 
  (Dodge and Parry) 
  This skill can used to dodge muscle powered weapons. If 
  combined with heightened perception, one can dodge bullets at 
  an average BCS with a -5 modifier for each bullet dodged. The 
  dodging BCS is rolled before the attacker's BCS. If the dodger 
  makes BCS and the attacker misses, the attacker rolls again at 
  half previous BCS to hit (dodging into the missile). 
  FAST DRAW 2 SPD + DFT + Combative 3 
  On a successful BCS, as per AFTERMATH! Book 2, pages 
  30-31.  Also, on a successful BCS per action, allows one extra 
  shot per action. Holsters give modifiers based on type. 
   
   Flap -1 
   Standard 0 
   Western fast draw +1 
   Modern fast draw +2 
  LANCE 3 DFT + STR + Combative 3 
  Lance use is a special case of charging (see AFTERMATH! 
  Book 1, page 24).  A lance hit will cancel the forward motion 
  category for purposes of damage.  A Lance’s WDM is equal to 
  0.5 + (BMA/2 x Stopping Forward Motion Category). The 
  mass group of the mount is also added to the rider’s strength 
  group to determine damage, with a maximum added to the 
  strength group of the rider’s aim in lance skill.  Or it may be 
  added to the strength group in general (whichever is lower), 
  with a minimum of one.  For example, a dragon rider, with a 
  strength group of 3 and 3 points of aim in lance skill will strike 
  as follows at full charge: WDM= 0.5 + (5/2X3) = 8, with a 
  final strength group of 9. The target of the lance strike is also 
  subject to a bash, while the rider is not if they are using 
  stirrups. If the rider is not using stirrups, the max WDM of the 
  lance is 2.5, and the rider is subject to a bash. Once the strike 
  has occurred, the rider must take the same time to reassume the 
  charge as if starting anew, though the mount may still collide 
  (bash) with opponents. This means that it will take the rider 3 
  actions to ready the lance for another strike, and if they strike 
  early, it will be as if they were at the lower stopping forward 
  motion category. 
  MINING 2 DFT + WIT + Mechanical 1 
  This skill covers tunneling through ground, reinforcing 
  tunnels, required air ventilation, etc. 
  NAVIGATION 2 WIT + WIT + Natural 1 
  This is the skill of navigation. The form must be specified: 
  Seagoing, Airborne, Stellar. The prerequisites are as follows: 
  SEAGOING : SEAMANSHIP 
  AIRBORNE : AERIAL RECON INTERPRETATION 
  STELLAR : HIGH TECH USE 
  MATHEMATICS 
  PHYSICS 
  COMPUTER SCIENCE 
  
    
  48 
  NET 2 DFT+STR+CMB 3 
  User is trained in the use of the net, which may be swung or 
  thrown. Maximum range of a net throw is 5 meters. Net BCS 
  roll effect number equals the number of locations covered on 
  the target. Roll location, and distribute as evenly as possible on 
  both sides of target location.  Consult ENTANGLEMENT 
  CHART (AFTERMATH! Book 2, page 9) once for each 
  portion (leg, head, arm, torso) covered. Effect number equals 
  Strength effect die x net factor + number of locations on the 
  area covered - 1. 
   
  NET FACTOR ENC SURV STR WT 
  STD .5 1.8 6 3 3 
  HOOKED .6 (WDM 1.1) 2.0 7 3 4 
  RUNNING 2 SPD + HLH + Natural 1 
  This skill covers having a stamina akin to the Zulu's ability to 
  run three days to a battle and still be ready to fight. With this 
  skill, a character can run at normal full speed for a number of 
  hours equal to their Health attribute, sprint at (skill score + 
  100)% of normal full speed for a number of hours equal to 
  their HLH CST, or jog at 1/2 normal full speed for 3 times 
  their Health attribute in hours. Normal full speed is 
  (Speed/2.6838) M.P.H. 
  PICK POCKETS 2 DFT + SPD + Charismatic 1 
  This skill represents the thieves’ talent of lightening a target's 
  purse, and routines for getting away with it once they do. 
  The following is a list of modifiers for picking pockets. Use all 
  that apply. 
   
  Situational Modifiers for Picking Pockets - 
  Pouch 0 
  Pocket -2 
  Metal Chain to item from belt -2 
  In target's hand -8 
  In large crowd +1 
  Alone with target -3 
  Acquaintance of Target +1 
  Item on exterior +1 
  Item on interior (of clothing) -2 
  SPELL THEORY (specify) 5 WIT + WIT + Magic Affinity 1 
  This skill is a prerequisite for spell casting in a certain level. A 
  color level must be specified (Red, Orange, Yellow, Green, 
  Blue, Indigo, Violet) and the spell theory for all colors listed 
  before it are also prerequisites. When purchased as an initial 
  skill, a free Gray spell of the same color may be selected. It 
  also allows casting "on the fly" of any certain spell the caster 
  does not know. If theory BCS for the color of the spell is 
  made, the caster can cast the spell, using Magic Affinity as a 
  skill score to generate the BCS. If the BCS is failed, is an 
  automatic critical miss. 
   
  
    
  49 
   
  Chapter Five:  Exotic Weapons 
   
   
  EXOTIC WEAPONS CHART 
  NAME 
  ENC 
  SKILL 
  UT 
  STR 
  H 
  SEC 
  SURV 
  F 
  L 
  WDM 
  Raven’s Beak 
  1 
  SW/PL 
  3 
  3 
  1.5 
  S 
  8 
  S 
  L 
  1.8 L 
  Cat O’ 9 Tails 
  .6 
  FW 
  3 
  3 
  1 
  N 
  5 
  S/C 
  L 
  2B 
  Scythe 
  1.5 
  PL 
  4 
  3 
  2 
  N 
  10 
  S 
  XL 
  2L 
  Cinqueneda 
  .5 
  SW 
  3 
  2 
  1 
  S 
  9 
  S/T 
  S 
  1.5 L 
  Katar 
  .6 
  SW/BR 
  4 
  2 
  1 
  S 
  9 
  T 
  S 
  1.6 L 
  Hui-Tho 
  .7 
  FW 
  4 
  2 
  2 
  N 
  9 
  S 
  XL 
  2 L 
  Naginata 
  1.3 
  PL 
  4 
  2 
  2 
  S 
  8 
  S/T 
  XL 
  2.8 L 
  Lance 
  1.5 
  PL 
  3 
  3 
  1.5 
  N 
  9 
  T 
  XL 
  2 L 
  Pike 
  1.6 
  PL 
  3 
  2 
  2 
  S 
  10 
  T 
  XL 
  2.1 L 
  Kris 
  .6 
  SW/KN 
  3 
  2 
  1 
  S 
  9 
  S/T 
  S 
  1.7 L 
  Gauntlet Sword 
  1.5 
  LS 
  3  
  2 
  1 
  S 
  9 
  S/T 
  A 
  2.5 l 
  Atl-Atl 
  .5 
  TH 
  3 
  2 
  SP 
  N 
  8 
  S/T 
  S 
  +3 
   
  ATL-ATL - The Atl-Atl is a spear-throwing device, used to obtain greater velocity and range. Use of an ATL-ATL doubles normal 
  throwing ranges for the spear. The ATL-ATL may also be used in close combat as a club with a WDM of 1.1C. 
   
  CALTROPS - Do damage equal to the mass of the victim stepping on one, times the WDM of the caltrops. 
  #/ENC HT WDM 
  SMALL CALTROPS 20 2" 1.2L 
  LARGE CALTROPS 10 3" 1.8L 
  Oversized and Undersized Weapons 
   
  To compute the statistics for an oversized (or undersized) weapon: for every .1 increase (or decrease) in ENC.  The WDM is increased 
  (or decreased) by .1, and both the STR (Strength rating) and SURV (survival value) are increased (or decreased) by .2. Round STR 
  fractions to the nearest whole number, and round SURV fractions down. If the original weapon is designed for one-handed use, 
  subtract 1 from the initial strength group, and consider it two handed. All oversized weapons are considered two handed for the 
  purposes of the strength group required for use. 
   
  
    
  50 
  Chapter Six:  Monsters 
  Undead Rules 
   
  Undead are sustained by Will (either their own or Will placed 
  into them by a caster). An undead creature must expend its 
  power level in Will to sustain itself for 1 Will Period. This is 
  expended at the beginning of the Will Period. The being must 
  have at least 1 Will after this expenditure or they will cease all 
  physical functions. This means, for example, that a Skeleton 
  requires 3 Will to sustain it for 1 year, 2 Will for the Will 
  Period, and the extra Will to maintain physical activities. 
  Undead are grouped into categories by appearance and 
  abilities. 
   
  1. MINOR UNDEAD - Still have a real physical body. No 
  Special Abilities. 
  2. LESSER UNDEAD - As minor undead, but have Will Drain 
  or Will Fight as a natural ability. 
  3. GREATER UNDEAD, NON CORPOREAL - No physical 
  body, Will Drain or Will Fight as above. 
  4. GREATER UNDEAD, CORPOREAL – Magically created 
  physical body, and the ability to expend Will to create same. 
  Will Drain, Will Fight abilities as above. 
   
  The undead ability of Will Drain allows the undead to expend 
  Will to gain a chance at draining Will from a touched target. If 
  the undead's BCS succeeds, the touch occurs, and the target is 
  allowed a Will CST to resist the effects. If the BCS succeeds 
  and the save fails, the undead gains 1d6 Will from the target 
  per Will point risked by the undead. If the BCS fails or if the 
  save succeeds, the undead must expend the Will risked. 
    
  The undead ability of Will Fight functions almost exactly as 
  the spell, except the undead uses its BCS instead of a Will 
  AST to compute its effect number. 
    
  If any minor undead creature is reduced to 0 or less Will, the 
  spirit leaves the body, and it is destroyed.  All other undead 
  who are reduced to 0 or less Will become Type 3 undead 
  (greater, non-corporeal undead of their type).  If any non-
  undead creature has it's Will reduced to 0 or less as result of 
  Will Drain, it becomes a lesser undead of the same type as the 
  draining creature. 
   
  All non-corporeal undead can fly with an aerial BMA of 5 (or 
  Undead's BMA, whichever is greater) 
  Monster List 
   
  PSI 
  PSI is listed as creature characteristic. It is used to activate 
  special creature abilities, representing the quantity of special 
  glands, etc. PSI is healed at twice the creature's PSI group per 
  day. 
  Asp  
  BAP 9(20)  
  CDA 3 
  MNA 3 
   SF 11 
  WILL 10-15  
  PCA 3(6)  
  PSI 0 
  BMA 1/2  
  MASS .6 
  AV 2 Dam die 1d10 + poison 
  DRT 2d6+6 
  WDA 2 
   
  The Asp, or Egyptian cobra, grows to approx. six feet long, 
  with a full hood. The Asp has a bonus speed strike like 
  the Rattlesnake.  
   
  Bite: BCS 18 
  WDM 1.5L+ poison (S-L-DFT, SPD-1D3 hours-per unit 
   Injected -30 minutes-Nausea, pain) 
  Banshee  
  BAP 12(18)  
  CDA 4(-) 
  MNA 2(3)  
  SF 12(-) 
  WILL 10d20  
  PCA 6(6)  
  PSI 0 
  BMA 1(5)  
  MASS 3(0) 
  AV 1 Dam die 1d6 cold + sp 
  DRT 6d10  
  POWER LVL 3 
  WDA 0  
  WILL TIME 1 t. (3 yrs) 
   
  The Banshee appears as a wailing woman, and its wail is an 
  audible manifestation of the Will Fight. A Banshee can create 
  a corporeal body for 150 Will. Stats are for corporeal or non-
  corporeal bodies (GM discretion, depending on whether the 
  Banshee is corporeal or non-corporeal at the time). A Banshee 
  is immune to normal weaponry while non-corporeal. Will fight 
  BCS 10+. 
   
  Touch: BCS 10 
  WDM 1.1 + Will Fight 
  Basilisk  
  BAP 8  
  CDA 1 
  MNA 2  
  SF 45 
  Will 25-50  
  PCA 4  
  PSI 5-30(5d6) 
  BMA 1.25  
  MASS 80 
  AV 10 Dam die 2d6 
  DRT (1d20+50)x2.6 
  WDA 0 
   
  The Basilisk is a large, reptilian beast resembling a monitor 
  lizard. It has a spiny ridge that begins atop its head (which 
  resembles a crown), continues down its back and ends in a 
  clump of spikes at the tip of its tail. It has four rows of razor 
  sharp teeth (BCS: 12 WDM: 2.6L). 
   
  There are three kinds of Basilisk which are generally 
  indistinguishable by outward appearance: 
   
  1. Classic Basilisk - the eyes radiate magic of such a frequency 
  that vibrations are sent to the aura of spirit of the target, 
  causing it to transmute into stone, or causing stone to shatter. 
  A Health and Will CST must be made every action by any 
  
    
  51 
  creatures in the Basilisk's field of vision to avoid turning to 
  stone. 
    
  2. Pliny's Basilisk - the blood of this creature is deadly poison, 
  and it secretes a similar version of this poison through its skin.  
  Similar to the Classic Basilisk, Pliny's Basilisk will affect all 
  living creatures, except weasels, within 5 meters due to the 
  evaporation of poison from it’s skin. 
    
  Blood poison : S, D, dilution (alcohol) -<- DFT, SPD - 0 (2ct)-
  3-1/2(1) ct 
  Skin poison : A, S, dilution (alcohol) -<- DFT, SPD - 1 ct 
  (2ct)-2-1 ct. 
    
  3. Cockatrice - the Cockatrice breathes fire of a strength of 
  1d6 per PSI point used. 
  Bat  
  BAP 12  
  CDA 1[6] 
  MNA 5 
  WILL 1d10  
  PCA 2 
  BMA 1[7]  
  MASS .25 
  AV 0 Dam die 1d3 
  DRT 1 
  WDA 0 
  Bite BCS 15  
  WDM 1.1 
   
  The common Bat can be found all over the world, and is 
  associate with many myths. The Bat has poor vision, but uses 
  sonar to navigate and capture its prey. The Bat can detect solid 
  forms and motion within 10m. Illusions and Holograms have 
  no effect on the Bat. 
  Catoblepas  
  BAP 8  
  CDA 2 
  MNA 1  
  SF 45 
  WILL 20+1d20  
  PCA 8  
  PSI 25 
  BMA 2  
  MASS 100 
  AV 6 Dam die 2d6 
  DRT (2d10+40)x3.2 
  WDA 0 
   
  The Catoblepas is a scaly, buffalo-like animal, capable of 
  growing to the size of a rhinoceros. The Catoblepas has a 
  killing gaze with a range of up to 35 meters. The target must 
  make a HLH CST, or experience system shock. The 
  Catoblepas must expend 1 PSI to use the killing gaze on a 
  single target. 
   
  Bite: BCS 8  
  Kick: BCS 10  
  Horn: BCS 12  
  Gaze: BCS 16 
  WDM 1.8L WDM 1.8C WDM 2.2B 
  Centaur 
  BAP 12  
  CDA 2 
  WIT -10  
  MNA 3 
  SF 13 
  WILL -10  
  PCA 4  
  PSI 0 
  STR +5  
  BMA as horse  
  MASS 35 
  DFT 0 AV (10-20):3 Dam die 2d6 
  SPD +10  
  DRT (2d10+20)x2 
  HLH +10  
  WDA 3 
   
  The Centaur appears as a man whose hips spring forth from 
  the shoulders of a horse. The Centaur's blood acts as an acid 
  when applied to human flesh, with a strength equaling the 
  Centaur's Health Group. 
   
  Kick: BCS 10  
  Weapon: BCS 10+2D6 
  WDM 1.5C WDM as weapon 
  Chimera 
  BAP 20  
  CDA 4 
  MNA 4  
  SF 20 
  WILL 6d6+4  
  PCA 5  
  PSI 10-30 (10d3) 
  BMA 2  
  MASS 25 
  AV 4[3-7:5] Dam die 1d10+1 
  DRT (3d6+15)x2.5 
  WDA 3 
   
  The Chimera has the head and forelegs of a lion, the 
  midsection and hind legs of a goat, and a serpent for a tail. The 
  lion’s head breathes fire with the following statistics: range of 
  30 meters with a BCS of 15, 2d10 damage per PSI used, 
  healing 1 PSI per day. 
   
  Bite : BCS 17, WDM : 1.6L ; 
  Claw : BCS 16, WDM 2.  
  Tail statistics are : BAP 16, MNA 3, PCA 5, AV3, WDA 2, 
  CDA 2, DRT (2D6+5)*1.2, SF 14, BCS 13, WDM1.6L, DD 
  1D10+ poison. 
  Dragon 
  BAP 15  
  CDA 1 
  WIT 35+ MNA 5  
  SF 100 
  WILL 30-75  
  PCA 3  
  PSI 10d10 
  STR 75  
  BMA 2[5]  
  MASS 250+ 
  DFT 35  
  AV 40 
  SPD 30  
  DRT (1d100x6)+150 
  HLH 40-75  
  WDA 5 
  
    
  52 
  A Dragon is a BIG creature.  A full-grown Dragon is easily 
  larger than an elephant.  A Dragon's DRT is equal to its mass 
  times 2.5.  A Dragon never stops growing, gaining 1 mass per 
  year if it is well fed.  To maintain its weight, a Dragon must 
  eat equal to its mass in food every week.  For every 10% over 
  this figure on a yearly average, the Dragon will gain 1 mass.  
  This means that young Dragons grow quickly, and old 
  Dragons die of starvation.  A Dragon does not die of old age, 
  they can theoretically live forever.  All Dragons can use spells 
  after their first ten years of life, and will know one spell for 
  every 25 mass. 
   
  Bite: BCS 12 WDM 1.8L 
  Breath: BCS 15  
  Claw: BCS 14 WDM 2.5B 
  Spell: BCS 5+3d6 
  Tail: BCS 14 WDM 2.0C 
  Weapon: BCS 8 WDM as weapon 
  Wing Butt: BCS 10 WDM 1.5C 
  Fomorian 
  BAP 10  
  CDA 1 
  MNA 2  
  SF 10 
  WILL 1d10+20  
  PCA 4  
  PSI 0 
  BMA 1  
  MASS 5 
  DFT 10  
  AV 0 Dam die 1d6 
  SPD 10  
  DRT (2d10+10)x3 
  WDA 2 
   
  The Fomorian giant is a misshapen, mystical race, with each 
  member possessing the use of magic, and 1d6+1 mutations. 
   
  Bite: BCS 10; WDM 1.3L 
  Claw: BCS 12; WDM 1.8B 
  Spell: BCS 10+2d6 
  Weapon: BCS 12; WDM as weapon 
  Gargoyle 
  BAP 12  
  CDA 1(3) 
  MNA 4  
  SF 25 
  WILL 2d10+5  
  PCA 3 
  BMA 1(5)  
  MASS 5 
  AV 4  
  Dam die 2d10 
  DRT (2d10+15)x2 
  WDA 2 
   
  Gargoyles can fly, with an aerial BMA of 5. Just slightly larger 
  than man sized, a gargoyle is actually a minor demon, and as 
  such, can be affected by spells affecting evil creatures. 
   
  Bite : BCS 16, WDM 1.5L 
  Claw : BCS 17, WDM 1.8L 
  Ghost 
  BAP 15(10)  
  CDA 0(2) 
  MNA 5(4)  
  SF (12) 
  WILL 17d20-17  
  PCA 3(2) 
  STR (25)  
  BMA 4(1)  
  MASS (4) 
  AV 0 (as armor) Dam die 1d3 cold 
  (2d6) 
  DRT (4d6+10)x1.4  
  POWER LVL 4 
  WDA 0 (1d6)   
  WILL TIME 1 yr. (1 turn) 
   
  A Ghost is a non-corporeal undead entity that can form a 
  corporeal body for 150 Will. Corporeal body statistics are in 
  parenthesis. When a ghost no longer has the Will to maintain a 
  corporeal body, it reverts to non-corporeal form and regains 50 
  Will from the dissipation of the body.  A Ghost has Will Fight 
  and Will Drain BCS of 12+.  A special state of "dormancy" 
  can be obtained by a Ghost, which costs 3 Will, and lasts until 
  a stated condition, allowing no Will expenditure during that 
  time.  A Ghost is immune to non-magical weapons while non 
  corporeal. 
   
  Bite: BCS 10  
  Claw: BCS 12  
  Weapon: BCS 14 
  WDM 1.1L WDM 1.4L+Will Drain WDM as weapon 
  Ghoul 
  BAP 10  
  CDA 2 
  WIT 15  
  MNA 4 
  WILL (12d6-12)  
  PCA 2 
  STR 35  
  BMA 1  
  MASS 4 
  DFT 25 AV 2 Dam die 2d10 
  SPD 20  
  DRT 6d6+10  
  POWER LVL 5 
  HLH –  
  WDA 1  
  WILL TIME 10 days 
   
  A Ghoul is a rotting, lesser undead corpse, immune to normal 
  weaponry. Natural Will Drain ability, BCS 14. The Ghoul can 
  also drain the Will from a recently deceased corpse, by eating 
  the brain and heart. This consumption gives the Ghoul Will 
  equal to the deceased's normal full Will, minus its Will Group. 
   
  Bite: BCS 12 Claw: BCS 14 
  WDM 1.2L+Will Drain WDM 1.5L+ Will Drain 
  Giant 
  BAP 10  
  CDA 0 
  WIT 10-20  
  MNA 4  
  SF 100 
  WILL 10-20  
  PCA 2  
  PSI 0 
  STR 65+ BMA 2  
  MASS 100 
  DFT 25  
  AV 2  
  SPD 20  
  DRT 95+ 
  HLH 50  
  WDA 2 
   
  All giants are mutants, standing at least 3.5 meters tall, though 
  Giants have been reported as large as 5.5 meters. Giants have 
  the following percentages of mutation: 
  100% chance of one mutation  
  
    
  53 
  30% chance of second mutation 
  10% chance of third mutation 
  1% chance of four or more mutations 
   
  Bite: BCS 8 Claw: BCS 12 Weapon: BCS 12 
  WDM 1.2L WDM 2.5C WDM as weapon 
  Gorgon 
  BAP 5  
  CDA 1 
  WIT 25  
  MNA 2  
  SF 10 
  WILL 25  
  PCA 2 
  STR 11  
  BMA 1  
  MASS 4.2 
  DFT 11  
  AV 0 Dam die 1d6 
  SPD 11  
  DRT 40 
  HLH 11  
  WDA 0 
   
  The Gorgon is monstrous female humanoid with huge teeth, 
  large claws, and snakes for hair. Anyone who looks directly at 
  a Gorgon must make a Health CST every action to avoid 
  petrifaction. 5% of all Gorgons possess spell-casting abilities. 
   
  Bite  
  Claw  
  Hair 
  BCS 14  
  BCS 16  
  21-30 snakes 
  WDM 2  
  WDM 1.8   
  BAP 18 
  MNA 2  
   
  Bite 
  PCA 9 BCS 10 
  CDA 2 WDM 1.5< 
  SF 10 DD 1d6 + poison 
  DRT 2D6 
  Greater Vampire 
  WIT +15 (60) 
  WILL (17d20-6) average Will 
  STR +20 (20) 
  DFT +5(+5) 
  SPD +10(+10)  
  POWER LEVEL 5 
  HLH +5(+5)  
  WILL TIME 2 mos., 1 year 
   
  The Vampire is an undead humanoid who feeds off the living 
  spirit of creatures. The Vampire's statistics are given as a 
  modifier and a new maximum, which should be applied to the 
  former race of the Vampire. If Will is greater than 200, the 
  Vampire can expend 200 Will to create a corporeal body. A 
  Vampire usually has spell casting abilities, but casts at a -8 to 
  BCS when in non corporeal form. The Vampire is immune to 
  healing spells. A Vampire's skin is unprotected against 
  ultraviolet rays, and it must expend 1 Will per combat turn of 
  exposure to direct sunlight or 1 Will per 3 combat turns of 
  exposure to indirect sunlight to avoid burning. If the Will is 
  not expended, every exposed location of skin takes 1d6 of 
  lethal damage per combat turn of exposure (2 combat turns 
  indirect sun). This total is assessed against the DRT of the 
  Vampire. For example, if all 30 locations were exposed to sun, 
  30d6 damage would be done. A Vampire has Flight (aerial 
  BMA 5), Will Fight, Will Drain natural abilities (BCS 16), as 
  well as the ability to Heal Self at 2 Will per DRT of lethal 
  damage, or 5 Will per DRT of critical damage. 
   
  Claw: BCS 14  
  Bite: BCS 16  
  Weapon: BCS 12+2D6 
  WDM 1.3L WDM 1.4L+Will Drain WDM as weapon 
  Gremlin 
  BAP 20  
  CDA 3 
  WIT 15  
  MNA 4  
  SF -- 
  WILL 15  
  PCA 5  
  PSI 3d6+6 
  STR 35  
  BMA 1/2  
  MASS 2 
  DFT 35  
  AV 0 
  SPD 40  
  DRT (3d10+10)*1.6 
  WDA 1 
   
  A Gremlin is a minor Demon, and as such can increase its size 
  with the PSI expended equaling the multiplier of size (3 PSI = 
  3 times size). Find a group for the new mass and add 10 x 
  (mass Group -1) to the number Gremlin's strength, and reduce 
  the Gremlin's BAP by (Mass Group-1). Gremlins can use 
  weapons, and can turn invisible for 2 PSI, turning visible when 
  concentration is broken. 
   
  Weapon: BCS 14; WDM as weapon 
  Gryphon 
  BAP 12  
  CDA 2[6] 
  MNA 2  
  SF 30 
  PCA 6 
  BMA 2[11]  
  MASS 100 
  AV eagle : 2 lion : 4 Dam die 
  1d10+2 
  DRT (2d10+40)*2.8 
  WDA 2 
   
  A Gryphon has the head and wings of an eagle, the body of a 
  lion and a feathered back. The Gryphon is capable of flight, 
  with an aerial BMA of 11. The claws of the Gryphon are 
  favored as drinking cups. They build their nests out of woven 
  gold, which they gather from the hills. When a Gryphon breeds 
  with a humanoid male, the resulting egg hatches into an Agate 
  (q.v.). Gryphons are immune to Will Fight and Will Drain 
  spells or abilities. 
   
  Claw : BCS 14, WDM 3.2B 
  Bite : BCS 17, WDM 2.0L 
  
    
  54 
  Harpy 
  BAP 12  
  CDA 3 
  MNA 3  
  SF 16 
  WILL 20-25  
  PCA 4  
  PSI 0 
  BMA 1[5]  
  MASS 3 
  AV 3 wings, body Dam die 1d10+1 
  DRT (4d10+5)x1.4 
  WDA 2 
   
  A large, foul bird with the head and arms of a woman. This 
  creature is horribly grotesque and delights in foul and 
  malicious acts. The Harpy flies with an aerial BMA of 5. 
   
  Claw: BCS 12 Weapon: BCS 14 
  WDM 1.6L WDM as weapon 
  Hippocampus 
  BAP 18  
  CDA 2 
  MNA 3  
  SF 18 
  WILL 30  
  PCA 6  
  PSI 0 
  BMA 4(6,8)  
  MASS 20 
  AV 2 Dam die 1d10 
  DRT (4d10+10)x1.3 
  WDA 2 
   
  This creature is half horse and half dolphin. It is said to draw 
  the chariot of Neptune. A Hippocampus can only survive out 
  of water for one hour. The BMA is waterborne, with trot, 
  canter, and gallop BMA numbers. 
   
  Bite: BCS 12; WDM 1.5L 
  Imp 
  BAP 20  
  CDA 3[6] 
  WIT 25  
  MNA 5  
  SF special, see below 
  WILL 30  
  PCA 4  
  PSI 6d6-6 
  STR 5  
  BMA 1/2(6)  
  MASS 1 
  DFT 35  
  AV 0 
  SPD 40  
  DRT (2D10+10)*1.8 
  WDA 1 
   
  An Imp is a minor Demon, and has the following Daemonic 
  abilities: Black Spellcasting, Red (25% chance of Orange, 
  10% of Yellow), natural spell-like abilities of: 
   Invisibility (uses 2 PSI) - turns the Imp invisible 
   until concentration is broken (damage, fighting, 
   spellcasting). This ability also confers total  
   immunity to lasers. 
   Assume Animal Form (uses 6 PSI) - Allows the imp to 
   assume the shape of any simple animal or creature: 
   cat, dog, fly, snake (non-poisonous), etc. It  
   loses use of PSI until changed back. This ability  
   is normally used by familiars when accompanying their  
   masters. 
   
  When hit in combat, an Imp must make a Will AST at a 
  penalty of 1/2 the actual damage done, or run away and hide. 
  An Imp can fly with a BMA of 6 (wings in natural form). 
  Incubus/Succubus 
  BAP 15  
  CDA 2 
  WIT 1-40  
  MNA 5  
  SF 21 
  WILL 30-45  
  PCA 3  
  PSI 0 
  STR 25  
  BMA 2 [5]  
  MASS 4 
  DFT 35  
  AV 1 (3 on wings) Dam die 2d6 
  SPD 30  
  DRT (3d10+10)x1.5 
  WDA 2 
   
  An Incubus or Succubus is an incredibly attractive humanoid 
  demon with leathery wings, having a flight BMA of 5. The 
  Incubus is a male, and the Succubus is female. These creatures 
  have natural Will Drain abilities as undead, with a BCS of 15, 
  but cannot exceed 45 Will, as in Will Fight (q.v.) 50% of these 
  creatures have spellcasting abilities, and 15% have one or 
  more mutations (all non visible).  
   
  Bite: BCS 15 Weapon: BCS 14 
  WDM 1.4L+Will Drain WDM as weapon 
  Karkadann 
  BAP 16  
  CDA 2 
  MNA 2  
  SF 18 
  PCA 8  
  PSI 2d10 
  BMA 2.5  
  MASS 4 
  AV 3 Dam die 1d6+2 
  DRT (2d10+10)x2 
  WDA 3 
   
  The Karkadann is a lion-like creature, resembling a mountain 
  lion with a single horn in the middle of its head. The 
  Karkadann's horn is magical, and is the bane of all Demons, as 
  it sends all evil creatures failing a Will CST to the lower levels 
  of Hell for the expenditure of 1 PSI. 
   
  Bite: BCS 14 Claw: BCS 12 Horn: BCS 17 
  WDM 1.5L WDM 1.8L WDM 2.3L + special 
  Lesser Vampire 
  WIT 5(60) 
  WILL 6d20-5 no maximum  
  STR 20(20) 
  DFT 5(5) 
  SPD 5(5)  
  POWER LEVEL 5 
  HLH 10(10)  
  WILL TIME 6 mos. 
   
  The Vampire is immune to healing spells. A Vampire's skin is 
  unprotected against ultraviolet rays, and it must expend 1 Will 
  per combat turn of exposure to direct sunlight or 1 Will per 3 
  combat turns of exposure to indirect sunlight to avoid burning. 
  If the Will is not expended, every exposed location of skin 
  takes 1d6 of lethal damage per combat turn of exposure (2 
  combat turns indirect sun). This total is assessed against the 
  DRT of the vampire. For example, if all 30 locations were 
  exposed to sun, 30d6 damage would be done. A Vampire has 
  Will Fight, Will Drain (BCS 14) natural abilities, as well as 
  the ability to heal self at 2 Will per DRT of lethal damage, 5 
  Will per DRT of critical damage. 
  
    
  55 
  Bite: BCS 14 Claw: BCS 12 Weapon: BCS 16 
  WDM 1.6L+Will Drain WDM 1.2L WDM as weapon 
  Manticore 
  BAP 12  
  CDA 3 
   MNA 2  
  SF 18 
  Will 3d6 + 20  
  PCA 6 
   BMA 1 1/2  
  MASS 18 
   AV 3 Dam die 1d6+2 
  DRT (2d6+15)x2.5 
   WDA 2 
   
  The Manticore is a monstrous creature with a lion's body, a 
  manlike head, poisoned barbs on its tail, and triple rows of 
  razor sharp teeth. 
   
  BITE  
  CLAW  
  TAIL 
  BCS 17  
  BCS 15  
  BCS 16 
  WDM 2.5L  
  WDM 1.8L  
  WDM 1.6L 
  Mi'raj 
  BAP 15  
  CDA 2 
  MNA 3  
  SF 10 
  WILL 1d20 + 25  
  PCA 5  
  PSI 0 
  BMA 1.5  
  MASS 1 
  AV 1 Dam die 1d6 
  DRT (2d6x1.5)+5 
  WDA 3 
   
  The Mi'raj appears as a large yellow rabbit with a single horn. 
  It is rumored to be a cousin of the Unicorn, and is very 
  magical. Its horn can be used as a dagger, hitting for double 
  damage against Undead. Undead fear this creature greatly, for 
  if the horn of a live Mi'raj touches an Undead creature, its 
  spirit is forever dissipated. The Mi'raj is a soulless creature, 
  and as such has no aura. The Mi'raj is killed when its horn is 
  removed. 
   
  Horn: BCS 14 Bite: BCS 16 
  WDM 2.5L WDM 1.9L 
  Pegasus 
  BAP 15  
  CDA 2[6] 
  MNA 3  
  SF 20 
  WILL 30  
  PCA 5 
  STR 35  
  BMA as horse [11]  
  MASS 25 
  DFT 15  
  AV 3 Dam die 2d6 
  SPD 30  
  DRT (3d10+10)x3 
  HLH 24  
  WDA 3 
   
  The Pegasus is a magical winged horse. The Pegasus can fly 
  with a BMA of 11, but suffers a -1 penalty to BMA while 
  flying for each 5 ENC it carries. 
   
  Bite: BCS 9 Kick: BCS 12 
  WDM 1.5L WDM 1.6C 
  Peryton 
  BAP 14  
  CDA 2[5] 
  MNA 2  
  SF 25 
  PCA 7 
  BMA 2(5)  
  MASS 14 
  AV 2 Dam die 1d6 
  DRT (2d10+5)x1.8 
  WDA 2 
   
  The Peryton appears as a magical stag with wings that casts a 
  man's shadow. It can fly with a BMA of 5 while airborne. 
  Because it is affected by spells affecting only evil creatures, it 
  is rumored that the Peryton is actually a minor exiled demon. 
   
  Horns: BCS 10 Kick: BCS 12 Bite: BCS 9 
  WDM 1.6B WDM 1.6L WDM 1.4L 
  Phoenix 
  BAP 16  
  CDA 3 
  MNA 8  
  SF 12 
  WILL 40-60  
  PCA 2  
  PSI 0 
  BMA 2[7]  
  MASS 6 
  AV 2 Dam die 2d5 
  DRT (2d10+6)x1.4 
  WDA 1 
   
  The Phoenix is as large as an eagle, with brilliant gold and 
  scarlet plumage and a melodious cry. Only one Phoenix exists 
  at a time. The lifespan of this creature is 1461 years. At the 
  end of its life, the Phoenix immolates itself in searing flames 
  (fire rating of 10) and a new Phoenix emerges retaining all 
  knowledge and memories of its previous incarnations. The 
  feathers of this bird are said to bring eternal life, or possibly 
  painful death. 
   
  Bite: BCS 14 Claw: BCS 16 
  WDM 1.3L WDM 1.5L 
  Raven 
  BAP 10  
  CDA 1[3] 
  MNA 3  
  SF 0 
  WILL 5  
  PCA 3 
  BMA 1[6]  
  MASS .5 
  AV 1 DAM DIE 1d3 
  DRT 5  
  WDA 0 
   
  The Raven is a black carrion-eating bird that is said to arrive 
  when one of the viewer's family is about to die. 
   
  Bite: BCS 12 
  WDM 1.2L 
  Rukh 
  BAP 10  
  CDA 1 
  MNA 3  
  SF 50 
  WILL 25-30  
  PCA 3 
  BMA 1[8]  
  MASS 100 
  AV 2 DAM DIE 1d6+1 
  DRT (2d20+20)x2 
  WDA 0 
   
  
    
  56 
  The Rukh is a giant bird with a wingspan of 100 meters. The 
  Rukh can carry up to 50 ENC for 12 hours, 75 ENC for 8 
  hours, and 100 ENC for 4 hours. 
   
  Bite: BCS 12 Claw: BCS 16 
  WDM 1.5L WDM 2.5L 
  Satyr 
  BAP 10  
  CDA 2 
  MNA 3  
  SF 12 
  WILL 15-35  
  PCA 3  
  PSI 0 
  BMA 1.5  
  MASS 4 
  AV (10-20)av 2 Dam die 1d6 
  HLH GRP 3  
  DRT 3d10 + 10 
   
  A Satyr is a man with the hind legs of a goat. Treacherous 
  ground has no effect on a Satyr's movement, except for hard 
  treacherous surfaces (ice, glass, etc.) which have double effect. 
  A Satyr's horns can be used as an offensive weapon to butt an 
  opponent. 
   
  Horns: BCS 12 Kick: BCS 14 
  WDM 1.7c WDM 2.1B 
  Sea Serpent 
  BAP 12  
  CDA 1 
  MNA 2  
  SF 100 
  WILL 35-40  
  PCA 6  
  PSI 0 
  BMA 2  
  MASS 100 
  AV 3 Dam die 3d10+2 
  DRT (3d10+15)x1.8 
  WDA 6 
   
  The Sea Serpent has a serpentine body with a flattened head, 
  appendages on the head and neck, and is dark colored with a 
  light belly. It spouts columns of water into the air, which can 
  be seen from up to six miles away. They are also capable of 
  constriction as a giant constrictor snake. 
   
  Bite: BCS 15 Coil: BCS 18 
  WDM 1.5L WDM 2.0, constriction 
  Skeleton 
  BAP 8  
  CDA 6(airspace) 
  WIT 7  
  MNA 3  
  SF unlimited 
  WILL 1+ usually 10  
  PCA 2  
  PSI 0 
  STR 15-25  
  BMA 1  
  MASS 2 
  DFT 15  
  AV as worn Dam die as strength 
  SPD 15  
  DRT 21-40 (20+1d20) (1d10 
  or2d6) 
  HLH 5  
  POWER LVL 2 
  WILL TIME 1 year 
   
  A Skeleton is immune to: 
  ESP and other mind based spells except Control. 
  Lightning, gases, disease, pain, and poison. 
  A Skeleton can use its full CDA against all attacks except 
  area of effect (blast) attacks. 
  The Break spell causes 1 DRT damage. 
   
  Bite: BCS 6 Claw: BCS 8 Weapon: BCS 3D6+2 
  WDM 1.2L WDM 1.4L WDM as weapon 
  Sphinx 
  BAP 13  
  CDA 2[7] 
  WIT 40  
  MNA 3 SF 50 
  WILL 40  
  PCA 4  
  PSI 0 
  BMA 2[11]  
  MASS 120 
  AV wing 2 body 4 
  face 0 Dam die 1d10+3 
  DRT (2d10+45)x3 
  WDA 3 
   
  The Sphinx is a winged lion with the face of a woman. The 
  Sphinx can fly with a BMA of 11. 
   
  Claw: BCS 15  
  WDM 3.5B. 
  Spell casting: up to 3d3+2 spells. 
  Roll d6: 1-3 Red 
  4-5 Orange 
  6 Yellow 
  Wight (Lesser Wraith) 
  BAP 10  
  CDA 1 
  WIT 15  
  MNA 3  
  SF 18 
  WILL 10d10  
  PCA 3  
  PSI 0 
  STR 25  
  BMA 1  
  MASS 3 
  DFT 15 AV 1 Dam. die 2d10 cold 
  SPD 20  
  DRT (4d10+5)x1.2  
  POWER LVL. 5 
  HLH - WDA 1  
  WILL TIME 2 mos. 
   
  A Wight is a rotting, human corpse that has the powers of Will 
  Drain BCS 12+, Will Fight BCS 8+, control of Skeletons or 
  Zombies as per Black spell control. A Wight is immune to 
  normal (non-magical) weaponry, though it can use weapons 
  itself. 
   
  Weapon: BCS 12 Bite: BCS 8 Claw: BCS 10 
  WDM as weapon WDM 1.2L WDM 1.4L+Will Drain 
  Wyvern 
  BAP 15  
  CDA 2 
  MNA 3  
  SF 35 
  WILL 25-30  
  PCA 5  
  PSI 0 
  BMA 1 [5]  
  MASS 60 
  AV 3 Dam. Die 3d6 
  DRT (3d6+15)x2.2 
  WDA 2 
  
    
  57 
  A Wyvern is a small dragon-like creature with wings, two legs, 
  and a barbed poison tail. The Wyvern is not a real Dragon, 
  though most tales of slain Dragons were actually Wyverns. 
   
  Bite: BCS 12 Claw: BCS 13 Tail: BCS 15 
  WDM 1.6L WDM 1.7L WDM 2.3L 
  Wraith 
  BAP 20(12)  
  CDA 0(2) 
  MNA 5  
  SF 0(15) 
  WILL 15d20-15  
  PCA 4(2)  
  PSI 0  
  STR (25)  
  BMA 5(1)  
  MASS 0(4) 
  AV 0 Dam die 1d10 cold (2d6) 
  DRT (4d10+10)x1.2  
  POWER LEVEL 7 
  WDA 0(1)  
  WILL TIME 2 weeks, 1 yr. 
   
  A Wraith is a Wight that has lost the use of its real physical 
  body. It can create a corporeal body for 200 Will. The 
  Wraith's corporeal statistics are listed in parentheses. It can use 
  weapons when in corporeal form. A Wraith has the natural 
  abilities of Will Fight and Will Drain BCS 14+, control of 
  skeletons/zombies as per Black spell control, summon undead 
  spell-like ability, and immunity to non- magical weaponry. 
   
  Claw: BCS 12 Bite: BCS 9 Weapon: BCS 12 
  WDM 1.4L+Will Drain WDM 1.3L WDM as weapon 
  Unicorn 
  BAP 18  
  CDA 3 
  MNA 3  
  SF 25 
  Will 40-80  
  PCA 6  
  PSI 5D20 
  BMA 1(2,4,8)  
  MASS 32 
  AV 4 Dam. Die 2D10 
  DRT 3D20 + 30 
  WDA 3 
   
  The Unicorn is a large, magical, white horse with one golden 
  horn in the middle of its forehead. It is immune to Charm, 
  Control, or other mind detection or influencing spells, as if it 
  has a Mind Shield (q.v.). The Unicorn is difficult to track, as it 
  leaves no spoor or hoof prints. The Unicorn's horn is endowed 
  with great magical healing abilities, and will heal all damage 
  on a target for a number of PSI expended by the Unicorn (3 
  DRT critical, or 5 DRT lethal or 20 DRT subdual per PSI 
  expended). If any humanoid is fully healed by a Unicorn three 
  times, a glowing gold star will appear on his forehead. The 
  Unicorn's horn, if detached, will boost the efficiency of 
  Healing spells by 2 DRT points per Will expended, but acts as 
  a focus (spell must be prepared for one action prior to casting.) 
  The horn, if powdered and imbibed will cure all poison and 
  disease in a humanoid creature. 
   
  Horn: BCS 14 Bite: BCS 10 Kick: BCS 12 
  WDM 2.5L WDM 1.6L WDM 1.7C 
  Zombie 
  BAP 5  
  CDA 0 
  WIT 5  
  MNA 2  
  SF unlimited 
  WILL 1+ usually 10  
  PCA 2  
  PSI 0 
  STR 15  
  BMA .75  
  MASS 4 
  DFT 10  
  AV 1 Dam. Die 1d10 
  SPD 10  
  DRT 22-40 (20+2d10)  
  POWER LVL. 1 
  HLH 5  
  WDA 2  
  WILL TIME 3 mos. 
   
  A Zombie is a magically animated humanoid corpse. It is 
  immune to: 
  ESP and other mind based spells except Control. 
  Gases, disease, pain, and poison. 
  A Zombie has a 10% chance to carry a communicable disease. 
  A Zombie cannot use any weapons in combat, though they 
  might be carried if they’ve forget to put them down. 
   
  Fist: BCS 12 
  WDM 1.6L 
   
   
   
   
   
   
   
  
    
  58 
  Chapter Seven: Gamemaster’s Reference Section 
  The World 
  AFTERMATH! MAGIC! Is set one hundred years after a 
  magical apocalypse.  The unskilled mass abuse of magic 
  created enough of a catastrophe to unbalance the world’s 
  civilization. Now, society has isolated itself into small city-
  states of mutual benefit. Technology and magic both exist, but 
  certain hard-to-maintain items of technology have become 
  very rare (aircraft, automobiles, etc.) Other items are still 
  relatively common, such as firearms, ammunition. A good rule 
  of thumb for the Gamemaster to know what is a common item, 
  is to look at an everyday, real-world item, and try to figure out 
  whether it would still be functioning in a hundred years 
  without major repairs. This means most electronic items will 
  be rare or very expensive. 
  Currency and Trade 
  Local city-states usually have their own currencies, and 
  because trade still functions, exchange stations exist at most of 
  the major trade centers. The currencies are usually based on 
  the denominations of the currency that existed in that area 
  before the fall.  
  Major Political Forces 
  Tallulah Appalachian Protectorate (TAP) 
  After the fall, the military schools and bases in North Georgia 
  banded together to form the Tallulah Appalachian 
  Protectorate. A military society of independent cities and 
  groups, they have modeled themselves after a mix of the 
  Articles of Confederation and the Greek City States. Each 
  group has/enforces its own laws, but they all follow a common 
  code of law, and provide tribute to the TAP in exchange for 
  military protection and support. 
  Ghost Walkers 
  The Ghost Walkers took over the casinos in the Blue Ridge 
  Mountains after the collapse. They continue to operate the 
  casinos, and have extended themselves into drugs, slavery, 
  pretty much anything else that makes a profit. They are 
  militantly protective of their territory, and have recently begun 
  a series of border disputes with the TAP. The Ghost Walker 
  elite use both magic and technology, while magic is prohibited 
  for the common people. 
  Atlanta Wizards Conclave 
  A wizard (or group) has taken over the Atlanta area within the 
  borders of I-285, the perimeter highway. Undead and 
  constructs can be seen patrolling the inner loop, apparently 
  using the concrete divider as a fortress wall. Very little trade 
  goes in and out of Atlanta. The local trade center is just 
  outside the perimeter highway on the north side of town, in 
  what used to be one of the many malls located there. 
  Blue Ridge Dwarven Collective 
  The Dwarves are a technology-only society, and 
  reside under the Blue Ridge Mountains. They have 
  trade treaties with both the TAP and the Ghost 
  Walkers, but generally just stick to themselves. No 
  non-Dwarves are allowed into the inner cities. 
  Personality NPC’s 
  David Nobles 
  David is a team leader for TAP. He was born in Charleston, 
  SC in 1968, and served with the US Army before the collapse. 
  At the beginning of the collapse, he was involved in a magical 
  ‘incident’ and temporally dislocated to the future; the ‘now’ of 
  Aftermath! Magic!  He signed on with TAP and has been 
  working with them ever since. 
   
  WIT 25 
  Cha 4 
  WILL 25 
  Cmb 18 
  STR 25 
  Com 3 
  DFT 35 
  Est 1 
  SPD 35 
  Mch 3 
  HLH 35 
  Nat 8 
  PSI 18 
  Sci -3 
  MA 3 
   
  Mutations: 
  Telepath  (special) – emulates the Sentient Scan spell. 
  Danger Avoidance – can use a PSI CST to avoid any critical 
  hit before it would happen. 
   
  Skills: 
  Firearms, modern 200/20/20; Autoweapon 100/20; Longsword 
  150/20/10; Martial Arts 120/20/4; Tech Use 40/8; High Tech 
  Use 40/8; Survival 40/8; Auto Driver 40/8; Heavy Equipment 
  Driver 40/8; Map reading 40/8; Fast Draw 100/20; Thrown 
  Weapon 100/20; Literacy 100/20 
   
  Equipment: M-4 assault Rifle, Glock 17, assault vest, katana. 
  Tia 
  Tia is the Earth Elf healer on David Nobles’ strike team. 
  Unfamiliar with firearms and technology, she prefers to rely on 
  magic to support the team. 
   
  WIT 45 
  Cha 8 
  WILL 35 
  Cmb -4 
  STR 15 
  Com 2 
  DFT 25 
  Est 4 
  SPD 25 
  Mch -4 
  HLH 25 
  Nat 3 
  MA 18   
  Sci -4 
   
  
    
  59 
  Skills/Spells: 
  Literacy 100/20; Red Magic Theory 80/16; Orange Magic 
  Theory 80/16; Yellow Magic Theory 80/16; Force Shield 
  80/16; Healing 80/16; Detect Presence 80/16; Find Water 
  50/10; Counter Spell 50/10; Magical Tracking 80/16 
  Scott Riverstone 
  Scott Riverstone is a Sniper/Scout for the Ghost Walkers. He 
  likes to leave a poker chip calling card when he makes a kill. 
  Usually wearing a Ghillie Suit in the bush, Scott uses the 
  Ghost Walker teleportation chips to relocate himself after 
  sniping. 
   
  WIT 28 
  Cha 6 
  WILL 30 
  Cmb 12 
  STR 25 
  Com 1 
  DFT 35 
  Est 5 
  SPD 25 
  Mch 8 
  HLH 25 
  Nat 10 
  MA 1  
  Sci 3 
   
  Skills: 
  Firearms, modern 150/20/10; Autoweapon 100/20; Tech Use 
  60/12; High Tech Use 60/12; Survival 80/16; Auto Driver 
  40/8; Stealth 80/16; Advanced Stealth 80/16 
   
  Equipment: M-14 Rifle - Match Grade with 8-32x variable 
  scope, bipod. Glock 19. Ghillie suit. up to 6 Teleport Homing 
  poker chips - when broken, teleports to Ghost Walker home 
  base. 
   
   
   
  
    
  60 
  Chapter Eight: Appendices 
   
  The following pages are reference guides for ease of 
  play. Feel free to photocopy these pages as much as 
  needed for personal use. 
  Appendix 1: Spell List 
   RED SPELL CASTING  
  1. AURA READING (1 WT + WL + MA 3) 
  2. CHANT (1 WL + WL + MA 3) 
  3. CHARM (1 WT + WL + MA 3) 
  4. CLAIRVOYANCE (1 WT + WL + MA 3) 
  5. CREATE LIGHT/DARK (1 WT + WL + MA 3) 
  6. DETECT INFLUENCE (1 WT + WL + MA 3) 
  7. DETECT ILLUSION (1 WT + WL + MA 3) 
  8. DETECT MAGIC (1 WT + WL + MA 3) 
  9. FORCE SHIELD (1 WL + WL + MA 3) 
  10. HEALING (1 WL + WL + MA 3) 
  11. IDENTIFY (1 WT + WL + MA 3) 
  12. LEVITATE (1 WL + WL + MA 3) 
  13. LOCATE OBJECT (1 WT + WL + MA 3) 
  14. LUCK (1 WL + WL + MA 3) 
  15. MAGIC BLAST (1 WT + WL + MA 3) 
  16. MINOR EVOCATION (1 WT + WL + MA 3) 
  17. OPEN / LOCK (1 WL + WL + MA 3) 
  18. PRESERVE (1 WL + WL + MA 3) 
  19. SENTIENT SCAN (1 WT + WL + MA 3) 
  20. SPEAK LANGUAGE (1 WT + WL + MA 3) 
  21. SPEAK W/ ANIMALS (1 WT + WL + MA 3) 
  22. SPELLBIND (1 WT + WL + MA 3) 
  23. SUGGESTION (1 WT + WL + MA 3) 
  24. ZEN SIGHT (1 WT + WL + MA 3) 
  ORANGE SPELL CASTING  
  1. ALTER GRAVITY (MINOR) (2 WT + WL + MA 3) 
  2. ALTER SIZE (2 WT + WL + MA 3) 
  3. ASSUME CONTROL (2 WL + WL + MA 3) 
  4. BALANCE (2 WL + WL + MA 3) 
  5. BLEND (2 WT + WL + MA 3) 
  6. BREAK (2 WL + WL + MA 3) 
  7. DECEIVE (2 WT + WL + MA 3) 
  8. DETECT PRESENCE (2 WT + WL + MA 3) 
  9. DIRECTION (2 WT + WL + MA 3) 
  10. E.S.P. (2 WT + WL + MA 3) 
  11. FIND PASSAGE (2 WT + WL + MA 3) 
  12. FIND WATER (2 WT + WL + MA 3) 
  13. FORGET/REMEMBER (2 WT + WL + MA 3) 
  14. HAWK VISION (2 WT + WL + MA 3) 
  15. INTRUDER ALERT (2 WT + WL + MA 3) 
  16. INVISIBILITY (2 WT + WL + MA 3) 
  17. JUMP (2 WT + WL + MA 3) 
  18. LEVITATE (2 WT + WL + MA 3) 
  19. LOCATE PERSON (2 WT + WL + MA 3) 
  20. LOCATE PLANT/ANIMAL (2 WT + WL + MA 3) 
  21. MIND OVER BODY (2 WL + WL + MA 3) 
  22. MIND SHIELD (2 WT + WL + MA 3) 
  23. MINOR FIRE (2 WT + WL + MA 3) 
  24. MINOR COLD (2 WT + WL + MA 3) 
  25. READ (2 WT + WL + MA 3) 
  26. RESIST CONTROL (2 WL + WL + MA 3) 
  27. RUNNING (2 WL + WL + MA 3) 
  28. SELF SUSTENANCE (2 WL + WL + MA 3) 
  29. SLEEP/AWAKEN (2 WL + WL + MA 3) 
  30. SPIRIT BODY (2 WT + WL + MA 3) 
  31. SPIRIT PROTECTION (2 WL + WL + MA 3) 
  32. SPOOK (2 WT + WL + MA 3) 
  33. TELEKINESIS (2 WT + WL + MA 3) 
  34. TONGUES (2 WT + WL + MA 3) 
  35. VOICES (2 WT + WL + MA 3) 
  36. WARPWOOD (2 WL + WL + MA 3) 
  37. WATER BREATHING (2 WL + WL + MA 3) 
  38. ZIP (2 WT + WL + MA 3) 
  YELLOW SPELL CASTING  
  1. AFFECT OTHERS (3 WL + WL + MA 3) 
  2. ANIMAL CONTROL (3 WL + WL + MA 3) 
  3. ASTRAL PROJECTION (3 WT + WL + MA 3) 
  4. CONJURE PLANT/ANIMAL (3 WT + WL + MA 3) 
  5. CONTROL (3 WL + WL + MA 3) 
  6. COUNTER SPELL (3 WT + WL + MA 3) 
  7. DEFTNESS (3 WL + WL + MA 3) 
  8. DISPEL ILLUSION (3 WT + WL + MA 3) 
  9. DISPEL CURSE (3 WL + WL + MA 3) 
  10. DETECT POISON (3 WT + WL + MA 3) 
  11. EMOTION (3 WL + WL + MA 3) 
  12. FORCEWORD (3 WL + WL + MA 3) 
  13. INNER POWER (3 WL + WL + MA 3)  
  14. MAGICAL TRACKING (3 WT + WL + MA 3) 
  15. MAJOR FIRE (3 WT + WL + MA 3) 
  16. MAJOR FREEZE (3 WT + WL + MA 3) 
  17. MASS HYPNOSIS (3 WL + WL + MA 3) 
  18. MINOR ILLUSION (3 WT + WL + MA 3) 
  19. NEUTRALIZE POISON (3 WL + WL + MA 3) 
  20. PLANT CONTROL (3 WL + WL + MA 3) 
  21. PRECOGNITION (3 WT + WL + MA 3) 
  22. PREMONITION (3 WT + WL + MA 3) 
  23. PROTECTIVE SPHERE (3 WL + WL + MA 3) 
  24. REMOVE FEAR (3 WL + WL + MA 3) 
  25. RESIST FIRE/COLD (3 WL + WL + MA 3) 
  26. SHAPE CHANGE ANIMAL (3 WT + WL + MA 3) 
  27. SILENCE (3 WL + WL + MA 3) 
  28. SORCERER'S SIGHT (3 WT + WL + MA 3) 
  29. SPEAK WITH PLANTS (3 WT + WL + MA 3) 
  30. SPEED (3 WL + WL + MA 3) 
  31. STRENGTH (3 WL + WL + MA 3) 
  32. SUMMON ANIMALS (3 WL + WL + MA 3) 
  33. TRUTHSAY (3 WL + WL + MA 3) 
  34. TURN (3 WL + WL + MA 3) 
  35. WILL FIGHT (3 WL + WL + MA 3) 
  
    
  61 
  GREEN LEVEL SPELLS 
  1. ALTER AURA (4 WL + WL + MA 3) 
  2. ANIMATE OBJECT (4 WT + WL + MA 3) 
  3. ATTACK MIRROR (4 WL + WL + MA 3) 
  4. BODY CONTROL (4 WL + WL + MA 3) 
  5. CURE DISEASE (4 WL + WL + MA 3) 
  6. CURE POISON (4 WL + WL + MA 3) 
  7. DANGER SENSE (4 WT + WL + MA 3) 
  8. DOWSING (4 WT + WL + MA 3) 
  9. EARTH MAGIC (4 WT + WL + MA 3) 
  10.FLIGHT (4 WT + WL + MA 3) 
  11.IDENTIFY PLANT/ANIMAL (4 WT + WL + MA 3) 
  12.IDENTIFY SPELL (4 WT + WL + MA 3) 
  13.LIGHTNING (4 WT + WL + MA 3) 
  14.LOCUST PLANT (4 WL + WL + MA 3) 
  15.MAGIC RESISTANCE (4 WL + WL + MA 3) 
  16.MALOR ILLUSION (4 WT + WL + MA 3) 
  17.PROTECTION FROM INSECTS (4 WL + WL + MA 3) 
  18.RAINSTORM (4 WL + WL + MA 3) 
  19.SONIC BLAST (4 WT + WL + MA 3) 
  20.SPEAK WITH SPIRIT (4 WT + WL + MA 3) 
  21.WIND CONTROL (4 WL + WL + MA 3) 
  BLUE LEVEL SPELLS 
  1. ANTI-MAGIC SPELL (5 WT + WL + MA 3) 
  2. CRESCENT SWORD (5 WT + WL + MA 3) 
  3. DAMAGE MIRROR (5 WL + WL + MA 3) 
  4. ELEMENTAL ILLUSION (5 WT + WL + MA 3) 
  5. ICE STORM (5 WT + WL + MA 3) 
  6. IMPROVED INNER POWER (5 WL + WL + MA 3) 
  7. MAGIC ARROW (5 WT + WL + MA 3) 
  8. MAJOR GRAVITY CHANGE (5 WT + WL + MA 3) 
  9. MASS INVISIBILITY (5 WT + WL + MA 3) 
  10. MIND READING (5 WT + WL + MA 3) 
  11. MINOR ENCHANTMENT (5 WT + WL + MA 3) 
  12. PLANT SUMMONING (5 WT + WL + MA 3) 
  13. RADIATE PANIC (5 WL + WL + MA 3) 
  14. ROCK TO MUD (5 WT + WL + MA 3) 
  15. SHAPE CHANGE, LYCANTHROPE (5WT+WL+ MA3) 
  16. SPELL TRAP (5 WT + WL + MA 3) 
  17. SPIDER PLAGUE (5 WL + WL + MA 3) 
  18. TELEPORTATION (5 WT + WL + MA 3) 
  19. TELEPORT OBJECT (5 WT + WL + MA 3) 
  20. TRANSFER CONSCIOUSNESS (5 WT + WL + MA 3) 
  21. WIZARD'S DOOR (5 WT + WL + MA 3) 
  22. WIZARD'S POCKET (5 WT + WL + MA 3) 
  INDIGO SPELLS  
  1. ADAPTATION (6 WL + WL + MA 3) 
  2. CAUSE INSANITY (6 WT + WL + MA 3) 
  3. CAUSE BLINDNESS (6 WL + WL + MA 3) 
  4. CELESTIAL VISION (6 WT + WL + MA 3) 
  5. CONJURE MONSTER (6 WL + WL + MA 3) 
  6. DELUSION (6 WL + WL + MA 3) 
  7. DISINTEGRATE (6 WT + WL + MA 3) 
  8. ELEMENTAL FIRE (6 WT + WL + MA 3) 
  9. ELEMENTAL FREEZE (6 WT + WL + MA 3) 
  10. ENERGY CAGE (6 WL + WL + MA 3) 
  11. FLYING CHARIOT (6 WT + WL + MA 3) 
  12. HEALING II (6 WL + WL + MA 3) 
  13. LASER FINGER (6 DFT + WL + MA 3) 
  14. MINOR CREATION (6 WT + WL + MA 3) 
  15. OBJECT SUMMONING (6 WT + WL + MA 3) 
  16. PASSAGE (6 WL + WL + MA 3) 
  17. RETROCOGNITION (6 WT + WL + MA 3) 
  17. PLANAR TRAVEL (6 WT + WL + MA 3) 
  18. SECOND SELF (6 WT + WL + MA 3) 
  19. SPELL BOX (6 WT + WL + MA 3) 
  20. SPELL MIRROR (6 WL + WL + MA 3) 
  21. SUSPENDED ANIMATION (6 WL + WL + MA 3) 
  22. TELEPORT TRACKING (6 WT + WL + MA 3) 
  23. TRANSCEND PAIN (6 WL + WL + MA 3) 
  24. WARRIOR'S GIFT (6 WT + WL + MA 3) 
  VIOLET SPELL CASTING  
  1. CALL CREATURE (7 WL + WL + MA 3) 
  2. CONFINEMENT (7 WL + WL + MA 3) 
  3. CONJURE SIMULACRUM (7 WT + WL + MA 3) 
  4. CONTROL WEATHER (7 WL + WL + MA 3) 
  5. DIMENSIONAL TRACKING (7 WT + WL + MA 3) 
  6. DISPEL MAGIC (7 WL + WL + MA 3) 
  7. DUAL CONSCIOUSNESS (7 WT + WL + MA 3) 
  8. ELEMENTAL LIGHTNING (7 WT + WL + MA 3) 
  9. GRAND ENCHANTMENT (7 WT + WL + MA 3) 
  10. MAJOR CREATION (7 WT + WL + MA 3) 
  11. MASS CHARM (7 WL + WL + MA 3) 
  12. MIRROR SPHERE (7 WL + WL + MA 3) 
  13. NEGATIVE ILLUSION (7 WT + WL + MA 3) 
  14. PETRIFICATION (7 WT + WL + MA 3) 
  15. POLYMORPH (7 WT + WL + MA 3) 
  16. PROPHECY (7 WT + WL + MA 3) 
  17. SORCERER'S GATE (7 WT + WL + MA 3) 
  18. SPELL IMMUNITY (7 WT + WL + MA 3) 
  19. TRUE NAME (7 WL + WL + MA 3) 
  
    
  62 
  Appendix 2: New Skills 
   
   Skill cost initial score format: 
  ACROBATICS (3 STR+DFT+EST 3) 
  ADVANCED INTERROGATION (2 WIT+WILL+CHA 1) 
   (INTERROGATION, ADVANCED MEDICAL) 
  ADVANCED STEALTH (2 DFT+WILL+NAT SP) 
   (STEALTH, DFT 35+) 
  AERIAL BEAST RIDING (2 DFT+WIT+NAT 1) 
  AQUATIC BEAST RIDING (2 DFT+WIT+NAT 1) 
  ANIMAL TRAINING (2 WIT+WILL+NAT 1) 
  ARMORSKIN (2 SPD+STR+CMB 1) 
  DISGUISE/ACTING (2 WIT+DFT+CHA 1) 
  DODGE & PARRY (1 DFT+SPD+CMB 1) 
  DODGE MISSILES (3 DFT+SPD+CMB 1) 
   (Dodge and Parry) 
  FAST DRAW (2 SPD+DFT+CMB 3) 
  MINING (2 DFT+WIT+MECH 1) 
  NAVIGATION (2 WIT+WIT+NAT 1) 
   SEAGOING : SEAMANSHIP 
   AIRBORNE : AERIAL RECON INTERPRETATION 
   STELLAR : HIGH TECH USE 
   MATHEMATICS 
   PHYSICS 
   COMPUTER SCI. 
  NET (2 DFT+STR+CMB 3) 
  RUNNING (2 SPD+HLH+NAT 1) 
  PICK POCKETS (2 DFT+SPD+CHA 1) 
  SPELL THEORY (specify) (5 WIT+WIT+MA 1) 
   
   
  Appendix 3 
  SITUATION MODIFIER TABLE  
   
  SITUATION BCS 
   
  "STANCE" (REQUIRES 1 ACTION TO ASSUME) +1 BCS 
  ATTACKER IS OVER 50% WOUNDED OR OVER 50% 
  DOWN ON WILL -3  
  ATTACKER IS OVER 75% WOUNDED OR OVER 75% 
  DOWN ON WILL -6  
  DAMAGED BY PHYSICAL MEANS IN THAT C.T. -
  (TOTAL POTENTIAL DAMAGE) 
  IN DARKNESS OR PARTIALLY BLIND -9 
  IN DIM LIGHT -3 
  IN POOR LIGHT -5 
  MAGICALLY DAMAGED IN THAT COMBAT TURN -
  (AMOUNT DAMAGED) 
  SURPRISED AVERAGE BCS -2 
  PARTIALLY RESTRICTED (One hand held or bound) -3 
  MODERATELY RESTRICTED (Both hands bound) -6 
  GAGGED AND BOUND -10 
  TOTALLY BLIND -12 
  PARALYZED -19 
  USING FOCUS (REQUIRES "STANCE") +2 
  Appendix 4 
  AFTERMATH! SPELL MISS CHART 
   
  [2-4] Magic performs exactly as cast (double cost). 
  [5-10] Magic does not function (normal cost). 
  [12-15] Nothing happens. 
  [16-18] Typo effect ('Charm' becomes 'arm' and the target 
  grows an extra one). 
  [19] Spell is trapped in a time warp (delay 1-100 ap, or 1-100 
  c.turns, or 1-100 days). 
  [20-23] Reverse of spell occurs. 
  [24-27] Spell hits random target within range (5% chance 
  caster is hit). 
  [28-29] Random one of the caster's spells fires (random target, 
  random power). 
  [30-34] Random spell fires (see random spell chart). 
  [35-36] Systems overload (caster unconscious for a number of 
  hours equal to the number of will he is down). 
  [37-38] Caster glows for 1d30 combat turns (not enough to see 
  by, but just enough to be a target). 
  [39-40+] See Critical miss chart. 
  Appendix 5 
  SPELL CRITICAL MISS CHART 
   
  1-4 Explosion (blast = Will expended in spell)  
  (caster is center of the blast) 
  5-12 Paralyzed (random target for 1d6 minutes) 
  (5% chance caster is hit) 
  13-20 Bolt of lightning strikes random target 
  (5% chance caster is hit) (d10 charges) 
  21-26 Caster is blinded for 2d6 days 
  (5% chance of permanency) 
  27-30 Random being within range is polymorphed into a 
  random creature. (see chart below) 
  (5% chance caster is hit) 
  31-33 Caster's sex changes.(95% chance permanent, else 1 
  day) 
  34-36 Attention is drawn to the caster. Check for which demon 
  notices. On a reaction 
  37-42 Caster's weight increased(6d10*10 lbs for 1d6 months) 
  43-46 Random target's skin turns color (see color chart) 
  (5% chance caster is hit) 
  47-50 It starts raining (cats and dogs, buckets, frogs. Consult  
  polymorph chart to see what falls from the sky. All 
  creatures turn to water on impact) 
  51-54 Caster's height reduced to 1-50% of old height.(2d6 
  months) 
  55-58 Weightlessness occurs for a 25 meter radius of caster. 
  59-62 Heavy rainfall for 10meter radius of target. (random 
  color) 
  63-64 Caster rendered invisible. (5% chance permanent) 
  65-68 Fire hits random target for strength 1d10 
  69-72 A Great wind rushes by. 
  73-75 51-100% of the caster's spells fire simultaneously 
  (random target, random power, full will cost) 
  
    
  63 
  76-77 Spell's effects are permanent on target 
  78-79 Inter-dimensional rift opened 
  80-81 Caster and all within 25 meters of caster teleported to 
  random place (plane, world, universe, time) 
  82-86 Everyone within spell range turns color 
  (see color chart for each target. Lasts 1d100 + 2 days) 
  87-92 Everything within spell range turns the same  
  color. (see color chart) 
  93-94 All clothing within spell range disappears 
  (caster's only 25% chance) 
  95-98 Every creature within spell range is: 
   1 dazed 
   2 stunned 
   3 blinded 
   4 deafened 
   5 made insane 
   6 all of the above 
  (1% chance of permanency, else 1d6 hours) 
  99-100 5d3-5 random mutations occur within spell range 
  (random target with caster having equal chance) 
  Appendix 6 
  COLOR CHART 
   
  1 Pale 
  2 Light 
  3 Royal 
  4 Dark 
  5 Mottled 
  6 Flecked 
   
  1 Black 
  2 Red 
  3 Orange 
  4 Yellow 
  5 Green 
  6 Blue 
  7 Indigo 
  8 Violet 
  9 White 
  0 Combination, roll twice 
  SITUATIONAL MODIFIERS  
   
  PICKING POCKETS: 
  Pouch 0 
  Pocket -2 
  Metal Chain to item from belt -2 
  In target's hand -8 
  In large crowd +1 
  Alone with target -3 
  Acquaintance of target +1 
  Item on exterior +1 
  Item on interior (of clothing) -2 
  Appendix 7 
  Polymorph chart 
  D100 | NAME 
   
  1 Agate  
  51 Hippocampus 
  2 Alligator  
  52 Hobgoblin 
  3 Apeman,Chimpanzee  
  53 Imp 
  4 Apeman,Gorilla  
  54 Incubus/Succubus 
  5 Apeman,Orang-utan  
   
  55 Insectoid, Queen Ant 
  6 Insect-man, Scorpion  
   
  56 Insectoid, Wasp 
  7 Asp  
   
  57 Insectoid, Mantis 
  8 Banshee   
   
  58 Insectoid, Worker Ant 
  9 Basilisk  
   
  59 Karkadann 
  10 Bat  
   
  60 Kireean 
  11 Bear  
   
  61 Kobold 
  12 Canine  
   
  62 Leprechaun 
  13 Catoblepas  
   
  63 Lesser vampire 
  14 Centaur  
   
  64 Lion 
  15 Cheetah  
   
  65 Manticore 
  16 Chimera  
   
  66 Minotaur 
  17 Dragon  
   
  67 Mi'raj 
  18 Dwarf, Mountain  
   
  68 Muridian 
  19 Dwarf,Arctic  
   
  69 Ogre 
  20 Dwarf,City  
   
  70 Orc 
  21 Dwarf,Desert  
   
  71 Pegasus 
  22 Dwarf,Forest  
   
  72 Peryton 
  23 Elephant  
   
  73 Phoenix 
  24 Elf,Aerial  
   
  74 Puma or Leopard 
  25 Elf, Aquatic  
   
  75 Rat 
  26 Elf, City  
   
  76 Rat,giant 
  27 Elf, Earth  
   
  77 Rat,super 
  28 Elf, Mountain  
   
  78 Rattlesnake 
  29 Elf, Wood  
   
  79 Raven 
  30 Feral Cat  
   
  80 Razorback 
  31 Feral dog  
   
  81 Rhinoceri 
  32 Felidare, Cheetah  
   
  82 Rhinoceros 
  33 Felidare, Lion  
   
  83 Rukh 
  34 Felidare, Puma/Leopard  
  84 Satyr 
  35 Felidare, Tiger  
  85 Saurian 
  36 Fomorian  
  86 Sea Serpent 
  37 Gargoyle  
  87 Serpentite 
  38 Ghost  
  88 Shark 
  39 Ghoul  
  89 Skeleton 
  40 Giants  
  90 Snake, Constrictor 
  41 Gnoll  
  91 Sphinx 
  42 Gnome  
  92 Tiger 
  43 Goblin  
  93 Toridare 
  44 Gorgon  
  94 Unicorn 
  45 Greater Vampire  
  95 Ursoid 
  46 Gremlin  
  96 Wight (lesser wraith) 
  47 Gryphon  
  97 Wyvern 
  48 Halfling  
  98 Wolf 
  49 Harpy  
  99 Wraith 
  50 Hawkman  
  100 Zombie
  
    
  64 
  Appendix 8: New Weapons 
   
  EXOTIC WEAPONS CHART 
  NAME 
  ENC 
  SKILL 
  UT 
  STR 
  H 
  SEC 
  SURV 
  F 
  L 
  WDM 
  Raven’s Beak 
  1 
  SW/PL 
  3 
  3 
  1.5 
  S 
  8 
  S 
  L 
  1.8 L 
  Cat O’ 9 Tails 
  .6 
  FW 
  3 
  3 
  1 
  N 
  5 
  S/C 
  L 
  2B 
  Scythe 
  1.5 
  PL 
  4 
  3 
  2 
  N 
  10 
  S 
  XL 
  2L 
  Cinqueneda 
  .5 
  SW 
  3 
  2 
  1 
  S 
  9 
  S/T 
  S 
  1.5 L 
  Katar 
  .6 
  SW/BR 
  4 
  2 
  1 
  S 
  9 
  T 
  S 
  1.6 L 
  Hui-Tho 
  .7 
  FW 
  4 
  2 
  2 
  N 
  9 
  S 
  XL 
  2 L 
  Naginata 
  1.3 
  PL 
  4 
  2 
  2 
  S 
  8 
  S/T 
  XL 
  2.8 L 
  Lance 
  1.5 
  PL 
  3 
  3 
  1.5 
  N 
  9 
  T 
  XL 
  2 L 
  Pike 
  1.6 
  PL 
  3 
  2 
  2 
  S 
  10 
  T 
  XL 
  2.1 L 
  Kris 
  .6 
  SW/KN 
  3 
  2 
  1 
  S 
  9 
  S/T 
  S 
  1.7 L 
  Gauntlet Sword 
  1.5 
  LS 
  3  
  2 
  1 
  S 
  9 
  S/T 
  A 
  2.5 l 
  Atl-Atl 
  .5 
  TH 
  3 
  2 
  SP 
  N 
  8 
  S/T 
  S 
  +3 
   
   
  
    
  65 
  Appendix 9: Racial Attribute Modification Chart 
   
  RACE 
  Subset
   WIT  WILL 
   STR 
   DFT 
   SPD 
   HLH 
   CHA  CMB  COM  EST  MCH  NAT  SCI  MA 
  Agate 
  5
  5
  -10(25)
  5
  5
  -10(30) 
  -1
  -1
  1
  3
  -1
  1
  -2
  1
   Arachnoid, 
  Scorpion
  -5(20) -5(20) -5(25) 
  0
  +5(50) 
   (25) -2 
  3
  -1
  1
  -1
  5
  -1
  1
  Canine 
  -4(30) 
  0
  +4(45) -2(35) +3(45) 
  0
  1
  1
  -2
  1
  0
  3
  -2
  -2
  Dwarf,
  Arctic
  -5
  -5
  +5(45) 
  -30
  -30
  +10(60) -2 
  3
  0
  0
  1
  2
  -1
  -2
  Dwarf,
   ,City 
  0
  0
  +5(45) 
  -30
  -30
  -50
  -2
  2
  1
  1
  2
  -2
  0
  -3
  Dwarf,
   ,Desert 
  0
  0
  -45
  -35
  -35
  -50
  -2
  3
  0
  0
  1
  1
  -1
  -3
  Dwarf,
   ,Forest 
  1
  1
  +5(45) 
  -30
  -30
  -50
  -2
  3
  0
  0
  1
  3
  -1
  0
  Dwarf,
   ,Mountain
  0
  0
  +5(45) 
  -30
  -30
  +5(50)
  -2
  3
  1
  2
  3
  0
  0
  -3
  Elf, 
  Aerial
  5
  5
  -30
  -50
  0
  -25
  1
  0
  2
  4
  -5
  2
  0
  3
  Elf, 
   ,Aquatic 
  0
  -30
  -30
  -45
  0
  -25
  -1
  0
  1
  4
  -4
  1
  0
  1
  Elf, 
   ,City 
  0
  -30
  -30
  -45
  0
  -25
  2
  0
  1
  4
  -1
  -1
  1
  2
  Elf, 
   ,Earth 
  5
  +5(50) 
  -35
  -50
  0
  -25
  -1
  0
  -1
  3
  -2
  -4
  -2
  4
  Elf, 
   ,Mountain
  -5
  -5
  0
  -55
  0
  -30
  0
  1
  1
  4
  0
  -1
  2
  2
  Elf, 
   ,Wood 
  0
  -30
  -30
  +5(50) 
  0
  -25
  3
  0
  1
  4
  -4
  3
  1
  2
  Felidare, 
   Cheetah 
  -5
  -5
  0
  +5(50) +20(60)
  -5
  -2
  2
  -1
  1
  0
  4
  -3
  -8
   
   
   
   
   [30] 
  Felidare, 
   Lion 
  0
  -10
  +5(50) 
  0
  +5(50) 
  +10(60) 
  1
  2
  -1
  -1
  -2
  3
  0
  0
  Felidare, 
  Puma/Leopard
  -5
  -5
  0
  0
  +5(50) 
  +5(60)
  -1
  1
  -1
  0
  5
  2
  5
  -8
  Felidare, 
   Tiger 
  -5
  -5
  -50
  +5(50) 
  -50
  0
  -2
  3
  0
  0
  1
  4
  1
  -7
  Gnoll 
  -10(20) -10(20) +5(50) 
  0
  0
  +5(50) 
  -3
  5
  1
  -3
  -2
  2
  -4
  -3
  Gnome 
  0
  0
  -10(30) +5(50) +5(50) 
  -5(35) 
  1
  -1
  1
  3
  1
  -2
  1
  0
  Goblin 
  -5(10) -5(15) 
  -35
  -25
  -1(35) 
  +1(45) 
  -2
  1
  -5
  -2
  -1
  3
  -5
  -5
  Halfling 
  1
  1
  -5(30) +5(45) 
  -2
  +1(50) 
  0
  -1
  1
  2
  1
  -2
  -3
  -1
  Hawkman 
  0
  0
  -7(30) 
  -5
  5
  -5(35) 
  -1
  -1
  1
  0
  0
  1
  0
  -1
  Hobgoblin 
  -5(15) -5(10) +15(60) -5(30) -5(25) 
  +5(45) 
  -2
  3
  -2
  -4
  -1
  1
  -3
  -4
  Human 
  0
  0
  0
  0
  0
  0
  0
  -3
  Insectoid 
   ,Worker Ant -10(20) -10(20) +5(35) 
  1
  3
  -2(35)
  -3
  2
  -2
  -4
  1
  2
  -4
  -5
  Insectoid 
   ,Queen Ant 
  5
  5
  -10(25)
  2
  1
  +1(35)
  -2
  -2
  1
  -2
  -3
  0
  -3
  1
  Insectoid 
   ,Mantis
  5
  5
  0
  1
  +5(45) 
   (30)-2 
  1
  -2
  -3
  -2
  1
  -2
  3
  Insectoid 
   ,Wasp 
  -5
  -5
  -30
  5
  5
  -30
  -3
  1
  -1
  2
  1
  1
  -2
  -4
  Kireean 
  -30
  5
  -5(30) +5(50) 
  5
  +5(30) 
  5
  -3
  1
  4
  -3
  1
  -4
  1
  Kobold 
  -5(10) -5(10) -5(25) 
  -35
  -30
  +10(50) 
  -2
  1
  1
  -2
  -3
  1
  -1
  -6
  Leprechaun 
  5
  5
  -5(25) 
  5
  5
  -30
  1
  -2
  1
  -2
  -3
  2
  -3
  +5(30)
  Minotaur 
  -10(25) -10(30) +15(60) -5(35) -5(35) 
  +5(60) 
  -2
  +5(25)
  -3
  -3
  -4
  1
  -3
  0
   
   
   
   [35] 
   
   
  Muridian 
  -10(30) -10(30) -10(30) +10(50) +10(50)
  +5(50) 
  -4
  2
  -1
  4
  1
  3
  -4
  -2
  Ogre 
  -10(10) -10(10) +20(65) -10(30) -10(30)
  +10(60) 
  -3
  4
  -3
  -2
  -3
  -1
  -2
  0
   
   
   
   [45] 
   
   
  Orc 
  -10(20)
  -10
  +15(50)
  -30
  +5(30) 
  -50
  -5
  4
  -2
  -2
  -2
  1
  -2
  -2
  Rhinoceri 
  -5
  0
   +8(45)  +5(45) -5(30) 
  +10(45) 
  -1
  4
  0
  -1
  2
  5
  -1
  3
  Saurian 
  -5(20) 
  0
  +10(50)
  -5
  0
  5
  0
  3
  0
  0
  -2
  3
  -3
  -3
   
   
   
   [35] 
   
   
  Serpentite 
  -10(25) -5(35) 
  0
  +1(45) +5(50) 
  -5(35) 
  0
  3
  -1
  -3
  -2
  1
  -1
  1
  Toridare 
  -10(15) -10(15) +5(50) 
  -5
  -20
  +10(60) 
  -3
  4
  -1
  -2
  -1
  3
  -2
  0
   
   
   
   
   
   
   [35]
  Ursoid 
  -5
  -5
  +20(60) -5(30) -5(30) 
  +5(50) 
  -2
  5
  0
  0
  -3
  3
  -2
  -5
   
   
   
   [35] 
   
   
   
  
    
  PPllaayyeerr::  
  AAggee  G
  Grroouupp::  
  BBaassee  AAggee::  
  AAccttuuaall  AAggee::  
  RReeccoogg..  FFaaccttoorr::  
  AAFFTTEERRM
  MAATTHH!!  
  CChhaarraacctteerr::  
  SSiizzee::  
  BBuullkk::  
  LLooookkss::  
  PPeerrssoonnaall  EENNCC::  
    
  AAttttrriibbuuttee  
  AAllllooccaatteedd  
  PPeerrm
  maanneenntt  
  CCuurrrreenntt  
  AASSTT  
  CCSSTT  
  TTaalleennttss  ((1155++22dd66))==______ppooiinnttss  
  LLeeaarrnniinngg    rraattee  
  (WT Group) 
   
  HHeeaalliinngg  RRaattee  
  ((HHLLHH  G
  Grroouupp))  
  W
  WTT  
    
    
    
    
    
  FFrreeeellyy  IIm
  mpprroovvaabbllee  SSkkiillllss  
  ((W
  WTT  &&  W
  WLL))  
  SShhoocckk  FFaaccttoorr  
  ((1100  ++  HHeeaalliinngg  RRaattee))  
  W
  WLL  
    
    
    
    
    
  STR Group  
  DDaam
  maaggee  RReessiissttaannccee    
  ((HHLLHH  ++  ½
  ½  SSTTRR  ++  ½
  ½  W
  WLL)) 
  SSTTRR  
    
    
    
    
    
  M
  Maaxx..  NNuum
  mbbeerr  ooff  AAccttiioonnss  
  (DFT Grp) 
  DDFFTT  
    
    
    
    
    
  BBaassee  AAccttiioonn  PPhhaassee  
  (SPD AST)  
  SSPPDD  
    
    
    
    
    
  PPhhaasseess  CCoonnssuum
  meedd  iinn  
  AAccttiioonn  ((((BBAAPP//M
  MNNAA))..dd))  
    
    
  CChhaarriissm
  maattiicc  
    
  CCoom
  mbbaattiivvee  
    
  CCoom
  mm
  muunniicc..  
    
  EEsstthheettiicc  
    
  M
  Meecchhaanniiccaall  
    
  NNaattuurraall  
    
  SScciieennttiiffiicc  
    
  M
  Maaggiicc  
  AAffffiinniittyy  
  BBaassee  
  AAllllooccaatteedd  
  CCuurrrreenntt  
  HLH 
    
    
    
    
    
  CCoom
  mbbaatt  DDooddggee  AAbbiilliittyy  
  ((((DDFFTT  &&  SSPPDD))//2200..nn))  
  DDaam
  maaggee  TTaakkeenn  
    
                LLeetthhaall______________________  
    
                SSuubbdduuaall__________________  
    
                TToottaall________________________  
    
  CCrriittiiccaall  DDaam
  maaggee  
                llooccaattiioonn              aam
  moouunntt  
  ““CChhaannggeedd””  
    
    
    
    
    
    
    
    
    
  Encumbrance 
  Maximum value carried with status: 
     unencumbered      partially Enc.     fully Enc. 
     ____________    ___________     __________ 
   
  In Pack or Bag (Capacity ____________) 
   
   
   
   
   
   
  On Belt 
  Loc               Item                              ENC 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  LLeefftt  SSlluunngg  
    
  RRiigghhtt  SSlluunngg  
    
  LLeefftt  HHaanndd  
  RRiigghhtt  HHaanndd  
  PPoocckkeettss  
  11  
  22  
  33  
  44  
  55  
  66  
  77  
    
  EENNCC  CCaarrrriieedd                          W
  Woorrnn                                                TToottaall  
  ________________________        ________________________        ==      __________________________ 
   
  Skills 
  Score 
  BCS 
  Off-hand Dex. 
  - 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Weapons 
                                Survival 
  TTyyppee  lleennggtthh  FFoorrm
  maatt  VVaalluuee  W
  WDDM
  M    EENNCC 
   
   
   
   
   
   
   
   
   
   
   
   
   
  AArrm
  moorr                          CCoovveerraaggee        FFoorrm
  maatt        CCooddee        AAVV        EENNCC  
    
    
    
    
    
    
  AAvveerraaggee  AArrm
  moorr  VVaalluuee______________________________  
  G
  Guunnss  
                                            Magazine    Caliber 
  W
  Weeaappoonn              FFoorrm
  maatt      AAccttiioonn      CCaappaacciittyy          ((BBDDG
  G))      EENNCC  
   
   
   
   
   
   
  
  Notes and Character Background 
    
    
  RReepp  
    
  ccuurrrreenntt  m
  meerriitt  ttoottaall                                                                          ccuurrrreenntt  RReepp  ttoottaall  
    
      AArreeaass  
    
  PPoossiittiivvee    
  M
  Meerriitt  
    
  NNeeggaattiivvee    
  M
  Meerriitt  
    
  O
  Ovveerraallll    
  RRaattiinngg  
    
  FFiigghhtteerr,,  HHTTHH  
                        ,,  m
  miissssiillee  
                        ,,  gguunn  
    
    
    
    
  PPeerrssoonnaall  BBrraavveerryy  
    
    
    
    
  SSuurrvviivvaall,,  sseellff  
                            ,,  ootthheerrss  
    
    
    
    
  HHuunntteerr,,  HHTTHH  
                        ,,  m
  miissssiillee  
                        ,,  gguunn  
    
    
    
    
  CCoom
  mppeetteennccee  
          nnoonntteecchh  sskkiillll  
    
    
    
    
          tteecchh  sskkiillll    
    
    
    
    
          hhiigghh  tteecchh  sskkiillll  
    
    
    
    
  O
  Otthheerr  
    
    
    
  G
  Geeaarr                                                                
  EENNCC  
    
  EENNCC  
    
    
    
    
   
  
SOURCE: textdata/thevault/Aftermath/1st Edition/Aftermath! - Magic! {FGU4014}.pdf