TEXT: HFP 1003 
  
  tli£ ... 
  C0tttributitt5 Artists 
  Angela Bennett 
  Theo Black 
  Layla Borchardt-Wier 
  Tina Druce-Hoffman 
  Nita Glazewski 
  Raven Mimura 
  Jim Mitchell 
  Juan Ochea 
  Jim Pavelec 
  DeVarre Clarce 
  Alftl1or 
  Gary Gygax 
  Gr apkic Artist 
  Daniel Lewis 
  CDver Art 
  Tina Druce-Hoffman 
  CDver Graphic D~si5tt 
  Steven Avery 
  Cki~f £bitor 
  Larry Hots 
  Assistattt £bitDrs 
  Chris Clark 
  Marcia Clark 
  Nita Glazewski 
  Michele McKinney 
  Daniel Lewis 
  Copyright 1999 by Trigee Enterprises Company. All rights reserved. The Lejendary Adventure and the Lejendary Rules 
  For All Players are trademarks of Trigee Enterprise Company and are used here under specific license from the trademark 
  holder. Made and printed in the United States of America. ISBN 1-930377-02-9 
  Second Printing 
  
  Introduction 
  3 
  Avatar Abilities 
  47 
  The Game 
  3 
  The Lejend Master 
  4 
  Equipment lists 
  56 
  The Game Character 
  4 
  Starting Equipment lists 
  56 
  Glossary 
  5 
  Low, Middle, Special 
  56 
  Military, Magical, High 
  57 
  The Avatar 
  7 
  A Look at the Process 
  7 
  General Equipment List 
  58 
  The Races 
  7 
  Base Ratings 
  7 
  Extraordinary Abilities 
  63 
  Abilities 
  9 
  Enchantment 
  63 
  Background 
  9 
  Geourgy 
  106 
  Equipment 
  9 
  Necrourgy 
  136 
  Psychogenic 
  150 
  Creating an Avatar 
  9 
  Sorcery 
  158 
  Selecting A Race 
  10 
  Theurgy 
  168 
  Establish Base Ratings 
  10 
  Random Increase 
  10 
  The Journey (General Play) 
  180 
  Select Abilities 
  11 
  Game Numbers 
  180 
  Ranking Abilities 
  12 
  Using Base Ratings 
  180 
  Base Rating Increases 
  12 
  Hazard Avoidance 
  180 
  List of Abilities 
  11 
  Using Abilities 
  181 
  Avatar's Background 
  12 
  Using Normal Abilities 
  181 
  Form a Mental Image 
  13 
  Modifiers to Ability Use 
  181 
  Physical Description 
  13 
  Using Extraordinary Abilities 
  182 
  Personal History 
  13 
  Delayed Activation 
  182 
  Avatar Personality 
  14 
  Improving Abilities 
  183 
  Beginning Equipment 
  14 
  Gaining Abilities 
  183 
  The Equipment Lists 
  14 
  Deciding Checks 
  183 
  Equipment Picks 
  14 
  Gathering Further Equipment 
  15 
  Game Rewards 
  183 
  Avatar Geration Examples 
  15 
  Merits and Demerits 
  184 
  Repute and Disrepute 
  184 
  The Races 
  19 
  Action and Combat 
  185 
  Human 
  19 
  Alfar 
  Game Movement 
  185 
  Dwarf 
  20 
  Gnome 
  21 
  Activity Blocks 
  187 
  Ilf 
  21 
  Action Time Requirements 
  187 
  Kobold 
  22 
  Base Initiative 
  187 
  Oaf, Typical 
  23 
  Surprise 
  187 
  Oaf, Major 
  24 
  Ore 
  24 
  Combat Resolution 
  188 
  Ore, Greater 
  25 
  Attacker Situation Precision 
  188 
  Ore, Lesser 
  25 
  Weapon Bonus 
  188 
  Trollkin 
  26 
  Attacker Situational Adjustments 
  189 
  Wylf (elf) 
  28 
  Defender Situational Adjustments 
  189 
  Veshoge 
  29 
  Example Attacks 
  189 
  Optional Rules 
  191 
  Orders & Benefits 
  30 
  Armor 
  192 
  Required Abilities 
  30 
  Extraordinary Ability Use in Combat 
  194 
  Order Rank 
  32 
  Weapon's Statistics Tables 
  195 
  Avatar Orders 
  32 
  Description of Orders 
  33 
  Author's/Editor's Note 
  200 
  Unordered Avatars 
  46 
  Avatar Record Sheets 
  201 
  
  l£J£NDARV ADV£NTVR£S 
  Rul~s for all pla~~s 
  These rules have been created with two goals in mind. First and foremost, the rules are meant to be easy 
  to understand, enable a novice player to create an Avatar and use that character to play in a short time. The 
  second goal is to provide a basis for play that satisfies the experienced participant, Lejend Master or player. 
  These rules work to serve both groups. 
  There is a waning interest in role playing amongst young game enthusiasts. This is understandable, for 
  they have probably been introduced to gaming and fantasy through card games, games that are easy to understand 
  and play. Meanwhile, role playing games tend to be supported by a diminishing number of aging players who 
  demand more complexity, even complication, and who wonder why they are not getting the support material 
  they desire. It is a matter of economics-as more and more esoteric material is produced the accessibility of the 
  game diminishes, the audience shrinks, and the publisher sells less material. Support items are produced with 
  less frequency and become even more complex and detailed, resulting in fewer being sold. The system is no 
  longer viable and no more support materials appear. Now the hard-core enthusiasts are left high and dry, so to 
  speak. 
  What went wrong, of course, was a failure to have a basic understanding of what keeps a role playing 
  game vital. Participation is the critical element. This means active Game Masters primarily, but they, in tum, 
  need players, and all need a game that facilitates play. To be truly vital, the RPG must have new GMs and 
  players all the time. There is attrition of the playing audience, and without replacement, the game begins to 
  wither and is in danger of dying a slow death. A shrinking group of old grognards is about as useful to all 
  concerned as an aristocracy is in a democracy. This is not said to denigrate the long-time enthusiast, but is 
  intended to assist such a critical core in retaining a game vehicle that remains vital, growing, and expanding, 
  continuing to entertain. 
  New participants bringing fresh ideas are the renewal process of game life and become veterans in due 
  course. With seasoning, they contribute to the whole of the game, in small or large measure according to what 
  they contribute-enthusiasm, game mastering, printed comment, published new material, and so forth. This is 
  ~?~ 
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  clearly so or no new RPGs would have been written and produced after the first few. Everybody participating 
  would be playing a couple of old RPGs written in the 1970's and early 1980's, and those without much addition. 
  The first goal is that of enabling new participants to begin play with little problem. These new gamers 
  are the future of the hobby, in that they will become part of the ranks of veterans in time and will keep the hobby 
  vital. 
  The second goal is to provide a basis for play that satisfies the experienced participant. This is a lot 
  harder to accomplish when the initial aim of the game is to enable access by the uninitiated. The rules of a role 
  playing game are what enables the translation of imaginary reality to game play. They quantify and qualify real 
  and imaginary material into terms that allow a metaphorical figure, the player's character, to act and interact 
  within the metaphor of the campaign. That metaphor is, of course, the Lejend Master's interpretation of the 
  role playing game's rules and the milieu for which those rules are to serve. 
  Role playing is a contest pitting the players against the LM's world metaphor, the campaign milieu. This 
  is an all-inclusive term for those things with which and whom the Avatars can encounter and interact. The 
  divine, supernatural, elemental, mundane, and all that goes with that-gods, ghosts, bad weather, fire, thieves, 
  beggars, and the price of a beer. Clearly, at least half of any role playing game is the world metaphor. How it 
  is presented and has motive is indeed more than half of the reason players find the game compelling. They are 
  amazed, challenged, entertained, tested, amused, and thrilled because of that metaphor, and not because of the 
  rules for the game. 
  Rules that provide easy access to even novice players can make play easier for the Lejend Master also, 
  particularly if the rules are constructed so as to be flexible in application. This then is the desired second goal-
  and a double benefit. Do not be misled into thinking that because there is a disagreeable rule, or no rule at all, 
  the game is not serving well. In the former case, change the rule. In the latter case, make up a rule that suits the 
  campaign. Rules should provide the Lejend Master with the power to create the milieu, devise and develop 
  environments that will enable compelling play activity, and direct and engage in the game play so that the other 
  participants will marvel at the ingenuity and artistry of the LM. 
  These rules are what I hope will be the engine, if you will, for all that. It is speedy, powerful, and simple 
  enough to fix if its performance isn't up to personal standards. The controls and instruments are few enough to 
  not demand constant attention, so that you can operate the game engine to go to those imaginary places 
  envisioned. The aim here is to keep the engine powerful while having as few moving parts as possible. That is, 
  the rules are as logical, reasonable, and factual as possible given the dual bases of game and fantasy. 
  To mix metaphors, there is also within the game a palette with a rainbow of pigments-the Abilities, 
  Creatures, and Supernatural and Preternatural Items-available to paint all manner of vivid pictures. Virtually 
  any sort of Avatar, character, creature, or being can be created in broad or fine strokes. The details are left to 
  the participants, but the basic materials are provided. 
  The Lejendary EartHm world setting, the road map and broad canvas upon which the Lejend Master can, 
  if desired, paint his broad campaign picture, will be forthcoming in a short time. Following that base for more 
  detailed creativity are world source books detailing regions and states, as well as adventure scenarios that are set 
  in and utilize the structure of the world setting. These, and dungeon-type adventures too, will augment the game 
  by adding new ideas, creatures, magical things, and so forth. 
  In summation, remember that this is a vital and growing game that invites participation. If it ain't fun, 
  then holler at us to fix it. If it remains broken for you, then don't play it. But rest assured that all concerned with 
  this game system will try our utmost to see that you have a game that is fun and exciting and that facilitates play 
  within the scope of what the game seeks-a return to role playing gaming that is a balanced mix of action and 
  acting, banter and battle, confrontation and conversation. 
  Gary Gygax 
  Lake Geneva, WI 
  Author's Preface 
  ; ,; e% .! Q. ! aS 
  l 
  
  elcome to the Lejendary Adventure 
  ~~ Fantasy Role Playing Game™. This 
  ,01
  ·.... I game will allow participants to 
  ' " 
  1 
  1
  1 engage in all manner of fantasy play, 
  -~ limited only by the imaginations of 
  , 
  . the players themselves. Role playing 
  is simply an exercise in imagination 
  b
  :=::±:::!:=-!!i coupled with the use of the rational 
  mind. Imagination and reason are 
  used in conjunction to assess information, 
  solve make-believe problems posed, optimize 
  potential gains, and minimize potential losses 
  in play. The game itself is merely a platform 
  upon which the Lejend Master builds a 
  suitable adventure or campaign, and the 
  players involve themselves in the adventure 
  through the use of game characters. This 
  hierarchy is elemental in nature to role playing 
  games. 
  This book is intended to introduce the 
  basic structures of the system, and a 
  discussion of these three elements is 
  necessary for understanding role playing 
  games. Players need to understand how each 
  part works in support of the others to engage 
  in play fully. Long term satisfaction with play 
  is also bolstered by understanding how the 
  parts work, so an explanation of the process 
  is provided. 
  alternate or far-off worlds, past or future times, and 
  The novice gamer should think of the game as "might-have-beens," "could-have-beens," and "never-
  a combination of things. It is improvisational theater weres." If it can be imagined, it can be experienced in 
  mixed with the "let's pretend" and "cops & robbers" of interactive play with this, a role playing game. 
  youth, then coupled with heroic fantasy and the action 
  As this particular game is a fantasy game, the 
  of the literary genre ref erred to as Swords & Sorcery. environment will be especially imaginative and fanciful. 
  It is the mythic quest written about by Joseph Campbell Strange and wondrous magical things can and will 
  brought to interactive terms by the medium of the game. 
  happen. There will be monsters and horrible beasts, 
  It allows players to experience vicariously-and evil enchanters and all manner of unexpected things. 
  intensely-all manner of persons, places, and things, 
  It is easy to be a vital part of this special cosmos-just 
  real or imagined. This includes not just this universe, follow along in the rules, create an Avatar as a player 
  solar system, world, and time, but also encompasses or a campaign as a Lejend Master, and then be 
  different universes, unknown dimensions or planes, transported to the realm of fantasy. 
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  Play is directed by a Lejend Master or Lejend 
  Mistress, usually ref erred to simply as the LM (and when 
  spelled out "Lejend Master" meaning Lejend Mistress 
  as well.) The LM will determine the cosmic environment 
  for game play. He or she will adapt and/ or create the 
  whole universe, direct and orchestrate all the events of 
  the game's worlds and the variety of environments found 
  therein. If the campaign is to be about thwarting a 
  slavery ring, it is the LM that establishes the extent of 
  the ring's operations and the nations and regions in 
  which the ring operates. If the .campaign is to involve 
  exploring alternate dimensions, it is the LM that creates 
  the dimensions to be explored. If the campaign involves 
  an evil sorcerer summoning demons from unwholesome 
  places, the LM creates both the unwholesome places 
  and the twisted residents. 
  It is the job of the LM to relate the campaign-
  specific information available to players, and relate to 
  them all sensory data the game environment provides 
  to their Avatars. In other words, the LM provides the 
  players with the information their characters already 
  know, and will also describe everything that is seen, 
  heard, smelled, tasted, touched, and perhaps "felt" by 
  sixth sense or the like. If a player wants to know what 
  an Avatar sees when looking out the door of a shop, 
  the LM describes the buildings along the street, the 
  people moving about, and any activity that would catch 
  the character's eye. 
  The LM will also 
  play the role of every 
  person or creature 
  encountered that is not 
  directed by a player. 
  When the Avatars ask 
  directions of a merchant, 
  it is the LM that takes the 
  part of the merchant and 
  offers directions to the 
  players. If the person 
  encountered is surly, the 
  LM is surly when dealing 
  with the players. If the 
  person is friendly, the LM is 
  friendly, and so on. 
  Lastly, the LM will 
  adjudicate all disputes ·as the 
  final authority on the rules, 
  d 
  R599R;: 
  award meritorious play, and manage playing time on a 
  regular and agreed-to basis so as to provide the highest 
  quality of entertainment possible for all participants in 
  the campaign. The LM is charged with understanding 
  the rules and providing enjoyable play for all of the 
  participants. 
  A player involved in a LM's campaign will create 
  a character, called an Avatar, for play-an imaginary 
  person living in the game world. It is the actions of the 
  Avatar, as directed by the player, that will involve the 
  player in the fantastic cosmos. It is the Avatar that will 
  see the wonders, brave the perils, and deal with all 
  manner of persons and things while exploring the 
  boundless realms of fantasy. From the mundane to the 
  marvelous, and all steps in between, the Avatar is the 
  vehicle used to enjoy the fun and excitement of play. 
  A beginning Avatar is a novice adventurer, so 
  to speak, but will be quite strong, able, and well-equipped 
  in this game. Swords and 
  stealth and prayers and 
  enchantments can all be part 
  of the Avatar, but none 
  of these need be. 
  
  (;l. . 
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  There are few numbers to be generated for play, but 
  within those numbers almost any type of character can 
  be created and described. 
  The directions for creating an Avatar are as easy 
  and fast as the genre allows. All of the steps necessary 
  to build a beginning game character will be explained 
  shortly. There are three or four basic ratings to select 
  that broadly define the capabilities of the the Avatar. 
  The player then selects a few Abilities and gathers 
  equipment. The character is then ready for play. 
  Additional steps in the process help the player to 
  visualize the Avatar, but the essentials include only those 
  areas mentioned above. Once these have been attended 
  to, the Avatar is ready to embark on a Lejendary 
  Adventure™. 
  Glossar\i 
  This glossary provides definitions of terms used 
  in the game. This game jargon may involve terms or 
  acronyms wholly invented for the game or used in a 
  special fashion in the game. Understanding the rules 
  will be made easier by becoming familiar with the terms 
  listed in the glossary before reading the rest of the text. 
  AB: Activit\f Block. An Activity Block is a unit 
  of time used to help regulate Avatar activities. Each 
  AB is twelve seconds, and is composed of four ABCs. 
  ABC: Activit\f Block CoUttt. An Activity Block 
  Count is the smallest block of time considered in the 
  game, a mere three seconds in length. An ABC is a 
  single element of an Activity Block. 
  Abtlit\f: A skill or knowledge cluster of generally 
  broad sort in the game. Each Ability enables the Avatar 
  to attempt to perform certain actions or accomplish 
  like things. 
  Abilit\f. Exdwbeb: Non-human races are 
  sometimes excluded from gaining specific Abilities. 
  These Abilities are ref erred to as Excluded Abilities. 
  Abt1it\f. Ma'1bAtOY"\f: Non-human races are 
  required to begin play with certain Abilities already 
  possessed. These required Abilities are referred to as 
  Mandatory Abilities. 
  Abilit\f. Rntrictib: Non-human races are 
  sometimes restricted in what Abilities may be chosen 
  during the character creation process. These Abilities 
  are noted as being restricted. Restricted Abilities may 
  be gained during play; the Avatar simply may not begin 
  play possessing the Ability. 
  Abilifli Score: This is sometimes simply ref erred 
  to as Score. The total number of rating points a 
  character has in an Ability. Ability Score is expressed 
  as a number ranging from 1 to 100 or possibly higher. 
  This number can, and will, often be modified in use. 
  Activ<:\tiott: An Activation is a magical, spell-
  like work: a Conjuration, a Power, a Rite, etc. 
  AEP: Activ<:\ti0tt EttUS\f 'Poittts: AEPs are 
  necessary to energize an Activation. 
  Alfar: A character in the game that is of non-
  human race and from an identified series of other 
  worlds. The Alfar "races" include those of ilf, dwarf, 
  gnome, oaf, ore, wylf, and others. 
  Avatar: An imaginary persona controlled by 
  a player. An Avatar is also referred to as a character. 
  Avoibattce: The term is used to describe a 
  character's (or creature's) attempt to avoid being 
  damaged or affected in some fashion, as when resisting 
  magical effects. An Avoidance check is normally made 
  using a Base Rating. 
  BR: Base R<:\tit15: Three statistics serve to define 
  the broad capabilities of each Avatar. These are the 
  Base Ratings of Health (H), Precision (P), and Speed 
  (S.) A fourth Base Rating, Intellect (I), is available as an 
  optional rule. 
  d1aractcr: A character is the imaginary person 
  appearing in the game. A character is also known as 
  an Avatar in this game. Characters may be run by 
  players or by the LM. 
  b6, bl\), bl\), etc.: Any term of this sort is 
  referring to the use of dice. The 'd' merely designates 
  that a die of a specific size is to be used, and the number 
  following describes the size of the die. A d 10 is a ten-
  sided die. If a number also appears preceding the 'd'-
  2d10, for example-it shows how many dice are to be 
  used in the roll. Some rolls indicated use half-dice: a 
  d3 is one half of a d6 roll, for instance. 
  Di•,utir Avoibattce: This refers to an 
  Avoidance check made to avoid a hazardous situation, 
  such as diving out of the path of falling rocks. 
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  £xtr~Mi : Something unexpected, outside 
  the mundane realm. The term refers to things 
  preternatural, supernatural, and magical. There are 
  basically two Extraordinary staples in the game: 
  Extraordinary Abilities (and Powers) and Extraordinary 
  Objects. 
  Grabe: The measure of the power of some 
  Extraordinary thing, ranging from Grade 1 (Very 
  Minimal) to Grade 12 (Extreme.) 
  Harm: Harm is a measure of damage inflicted 
  on a target. The damage inflicted by weapon attacks 
  is rated in 1( 
  terms of Harm inflicted. 
  ( 
  Healtl1: The Base Rating covering the raw body-
  mind capacity of a character. 
  Kt1ack A Knack is a minor advantage possessed 
  by a non-human Avatar. Knacks are optional rules 
  described in the Lejend Master's Lore™ book. 
  Merit: Merit points are awarded by the LM to 
  players for use in increasing the capabilities of the 
  Avatar. The better the Avatar (player) has performed, 
  the more Merit points awarded. The LM may also assign 
  Demerits for poor play. 
  NAC: This refers to a Non-Avatar Character, 
  or a character controlled by the Lejend Master and not 
  a player. These are also called non-player Avatars. 
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  Orber: Avatars that have identifiable 
  occupations and sets of skills are said to belong to an 
  Order. For example, those Avatars having the skills 
  that identify them as being priests are said to be of the 
  Ecclesiastical Order. Avatars do not have to belong to 
  an Order. 
  Power: The term refers to a sort of magical 
  ability similar to a spell, charm, enchantment, or the 
  like. All Powers are Extraordinary. 
  Precisiott: The Base Rating covering the 
  accurate use of a character's capabilities. 
  Q!!irk: A Quirk is a minor disadvantage 
  possessed by a non-human Avatar. Quirks are optional 
  rules described in the Lejend Master's Lore™ book. 
  Race: Many different ''races "-species, 
  actually-inhabit the worlds of the Lejendary 
  Adventure™ game. Players may choose to play 
  Avatars from many of these races. Avatar races 
  include the humans, the Alf ar races mentioned 
  above, and the Veshoge. 
  Rattk Those Avatars within an Order 
  are said to have Rank. Rank is a measure of 
  how much power and influence the character 
  has within the Order. Unordered Avatars do 
  not have Rank. 
  Realtime: The time the Avatars are 
  experiencing in the game setting. All activity 
  taking place in the game setting is said to occur 
  in realtime; an action may require thirty seconds 
  of description by the LM but only take a mere 
  second of realtime. 
  Repute: Repute is a measure of the 
  Avatar's reputation in the game setting. Repute 
  accumulates during play and affects how 
  denizens of the game world approach the 
  Avatar. Dark Repute and Disrepute also 
  accumulate during play. 
  Speeb : The Base Rating covering the timely 
  application of capabilities, physical and mental. 
  Vttorbereb: An Avatar that does not qualify for 
  an Order is said to be Unordered. This does not make 
  the Avatar inferior in any fashion, but merely says that 
  the Avatar is not easily identified as a member of a 
  specific occupation. 
  Vesko5e: A human-like race from another 
  world; not from the Alf ar worlds. 
  VT: An abbreviation for poison: Venom or 
  Toxin. 
  S§i ; 
  
  Th~ Avatar 
  I. vatars, or game characters, are the most important 
  game concept that a player must understand. As 
  explained previously, it is through the Avatar that 
  the player engages the game world during play, 
  and the player is urged to become conversant 
  with the material in this section before first creating 
  an Avatar. This is not required, however, because 
  ---~ the process of creating an Avatar is straightforward 
  and easy to follow, and even novices will be able 
  to produce interesting and viable characters. Three examples 
  are included at the end of this section to assist in the process. 
  There are five essential areas that the player must 
  deal with in creating an Avatar, and twelve steps that deal 
  with those areas. The race of the Avatar must be chosen, 
  and there are many possible races to choose from. The 
  Base Ratings must be generated. for those determine the 
  broad capabilities of the character. Specific Abilities are then 
  chosen, showing what skill areas the Avatar has some 
  proficiency with. The character's background is then 
  described and the basics of the character's personality decided. 
  Finally, the player must choose equipment for the Avatar, 
  prepatory to play. These are the essential areas to be dealt 
  with when creating an Avatar. 
  A look at the Proc~ss 
  Th~ Rac~s 
  As mentioned above, the choice of the Avatar's race 
  must be made before any other step of the creation process 
  is undertaken. The choice of race affects both generating 
  Base Ratings and the choosing of Abilities. It is better that 
  the player understand what areas the Base Ratings cover 
  and have an idea of how they are generated before deciding 
  upon a race for the Avatar. The player should refrain from 
  choosing a race before reading the sections on Base Ratings 
  and Abilities. 
  Many races are available for use as Avatars. Humans, 
  of course, are the most obvious choice for Avatars, and also 
  recommended for beginning players. The Alfar races-
  several in number-and the Veshoge are also available for 
  play. A player considering a non-human Avatar should read 
  the racial descriptions carefully before selecting a race for 
  his character. 
  The choice of a non-human race will affect both the 
  generation of Base Ratings and the choosing of Abilities. 
  The race of the Avatar also has ramifications in the game 
  setting, with regards to social interactions with non-player 
  beings. The player should carefully consider the options 
  and implications of each race before deciding which to play. 
  The following races are available for play in the game: 
  Hwmatts 
  Alfar races: 
  t>warf 
  5ttomc 
  ilf 
  kobolt> 
  oaf 
  oaf. major 
  Veshose 
  Bas~ Ratb15s 
  ore 
  ore. 5reatcr 
  ore. lesser 
  troTikitt 
  W\tlf 
  A Base Rating is simply a measure of a character's 
  capability in a general area of activity. Three Base Ratings 
  are standard in the rules, and an optional fourth Rating may 
  also be used. The standard Ratings reflect the Avatar's abilities 
  in the areas of Health, Precision, and Speed. These ratings 
  reflect both physical and mental capabilities under the same 
  rating-Precision, for instance, deals with both physical 
  coordination and mental focus. The optional fourth Base 
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  Rating deals specifically with some mental capacities, areas 
  dealt with in standard fashion Lmder the general Health rating. 
  The ratings for a human, average in every regard, 
  would be a 10 in Speed and a rating of 20 for the other Base 
  Ratings. It will soon become obvious that a player Avatar 
  will begin play with capabilities noticeably better than average 
  folks, the better to fit the heroic status of grand adventurer. 
  Non-human races vary in average capabilities (in relation to 
  humans}, but those Avatars, too, will be beyond normal in 
  ability. 
  The player will choose the initial Base Ratings for 
  the character, providing the player with a great deal of control 
  over the creation process. These initial ratings will be 
  augmented by random dice rolls, but the amount added in 
  this fashion is a small proportion of the total Base Rating. 
  The player's choices are far more important in shaping the 
  Avatar. 
  Health 
  Health is the measure of a character's physical body 
  and its operation, including the mind and will. The human 
  average is a rating of 20 points. Avatars typically begin with 
  ratings of 50 or 60 points, reflecting much greater hardiness 
  and capability than normal folk. The Health rating can 
  ,.4 
  • 
  theoretically climb to a very high number, perhaps 
  as high as 200 points, but very high ratings 
  can only be achieved at great length. 
  ! 2 
  • 
  Health is used, among other things, as a measure of 
  how capable an Avatar or creature is in sustaining the effort 
  and wounding of combat. As the character gets damaged in 
  a fight, Health rating points are subtracted to reflect failing 
  capabilities. At zero Health, any creature is unconscious, 
  comatose, and near death. When Health is negative and 
  falls below a negative 10% of the full, normal total, the 
  individual is dead. For example, a human or creature with 
  Health 25 is dead at -3 Health, nearly dead at -2. 
  Health is used to establish how effective a character 
  is with many body-mind Abilities such as Evaluation, Planning, 
  Pretense, and Waylaying. The Health rating is used as an 
  indicator of how well the character can control his body and 
  is used to indicate how improved health serves mental acuity. 
  In the case of non-material or spirit creatures, Health 
  also represents the free will of the individual considered, the 
  mind. When all Health of a non-material or spirit creature 
  appearing with a material form is lost, that individual 
  dematerializes and must return to its own dimensions. When 
  all free will in a non-material creature is lost, the immaterial 
  spirit is destroyed. 
  Precisiott 
  Precision is the measure of the ability to perform 
  actions that require accuracy, whether physical or mental. 
  The concentration required to move precisely and focus on 
  mental activities is the key element of this rating. This Base 
  Rating governs the ability to use weapons, the ability to sneak 
  around, the ability to perform as a minstrel. and other 
  activities. The Precision rating can theoretically reach any 
  total, but a rating of 100 or more is improbable. The average 
  human rating is 20. 
  In regards to most creatures, and many non-Avatar 
  characters. Precision is simply the basic chance to succeed 
  with an attack. Most creatures will not have Abilities based 
  on Precision as do Avatars. 
  Precision is sometimes used in conjunction with 
  Abilities based on other Base Ratings. For example, 
  Extraordinary Abilities that must be activated may also require 
  a check to determine if they are precisely directed and used. 
  Speed is the measure of the Avatar's physical ability 
  to act. react. and generally move. It deals with both mental 
  and physical reaction, perception and mental response being 
  an important part of physical reaction. A low Speed rating 
  means lagging movement and precludes some very critical 
  sorts of actions in combat. The Speed rating can theoretically 
  reach any number, but a rating beyond 25 is improbable. 
  The average human rating is 10. 
  Speed may be used to determine when a character 
  or creature acts during an Activity Block Count, when a lot 
  of things could happen at once in a short time. Speed is 
  $ 
  St~~
  
  generally the rating used in detennining how well a character 
  or creature avoids hazards and reacts to events occurring 
  nearby. 
  Speed is also the measure of the mind-spirit Abilities 
  of Enchantment and Psychogenics-mind-generated 
  capacities-as well as those other Abilities that draw power 
  from Extraordinary sources and/or involve summoning. 
  Speed is used in this fashion by figuring the number of 
  Activation Energy Points (AEP's) available to the character 
  (described later). 
  Opti0t1al Rul¢: 1ttt¢U¢ct 
  In order to simulate actual people and semi-intelligent 
  or intelligent creatures, an Intellect Rating may be used by 
  the LM. This Base Rating depends wholly upon the other 
  Base Ratings and the Abilities of the Avatar. The Intellect 
  Rating may be used in checks to determine actions involving 
  thought or reasoning that cannot logically be based on the 
  play of the character by the player. 
  Abilitks 
  Abilities, as used in the game, are simply skill areas 
  in which characters may possess some facility. Ability Scores 
  are measures of capability in these skill areas and also a 
  measure of the accompanying physical or mental 
  development necessary to support these skills. There are 
  two types of Abilities appearing in the game: ordinary Abilities 
  and Extraordinary Abilities. Extraordinary Abilities are those 
  that involve magic use of some sort, and ordinary Abilities 
  are those that measure knowledge and capability with 
  mundane sorts of skills, such as singing and playing 
  instruments or sailing a ship. 
  reflexes, coordination, and perception when practicing with 
  weapons in mock combat. Much thought should be given to 
  the choosing of Abilities. 
  Backs,.outtb 
  The player should develop a solid concept and image 
  of the character being created, deciding on an interesting 
  background. The player will describe the Avatar and create 
  a history for the character. The Avatar's personality will be 
  sketched out, providing both information for the LM 
  concerning the character, and a guide for the player when 
  playing the character. 
  £quipm¢ttt 
  Lastly, the player will get to equip the Avatar 
  according to the Abilities chosen. Each Ability allows for a 
  number of choices off of specific Equipment Lists. The lists 
  each reflect the sort of items and equipment-even money-
  that a character having that Ability would be likely to have. 
  The player will gain a number of choices from the list 
  corresponding to each Ability known, with more choices 
  granted the more important the Ability is to the character. 
  The player may also have the chance to spend the character's 
  money purchasing new equipment. 
  The Ability ratings are used to determine whether 
  the Avatar is successful when using the Ability. A low rating 
  may mean the character has tittle knowtedge of the field as a 
  c,-~ath15 tl1~ Av ata,-
  whote. or may mean that the character knows a lot about a 
  single part of the field and nothing about the rest of it. The 
  The process for creating an Avatar is not lengthy 
  player and LM, together, will decide what the Avatar knows 
  or difficult, and experienced players should be able to work 
  and what the Ability measures. 
  through character creation in short order. Novice players 
  The player will choose some or all of the Abilities 
  should also have little trouble working through the process, 
  the Avatar possesses. The background of the character must 
  particularly with a helpful experienced player or LM available 
  be considered when deciding on Abilities, and the player 
  to assist. 
  may wish to have the Avatar qualify for an Order. The player 
  The player is encouraged to use a copy of the Avatar 
  is limited in the number of Abilities that can be chosen for a 
  Record Sheet to record all the facts about the character as it 
  beginning character, so it is important to decide what Abilities 
  is created, and permission is granted to photocopy the sheet 
  fit the character best. The player will also have to decide 
  for use in play. Additional sheets may be necessary to write 
  how important the Abilities are to the character. with the 
  additional information on as the Avatar is used in play and 
  most important Ability having the highest rating. 
  additional items and equipment, friends, allies, and contacts, 
  Abilities also help increase Base Ratings. The study 
  and bits of knowledge are acquired. The Avatar is very much 
  and practice of Abilities helps to strengthen the basic 
  a work-in-progress at all times, and a goodly supply of Avatar 
  characteristics used during the practice of the skills. Avatars 
  Record Sheets may be necessary to keep up with the changing 
  studying Extraordinary Abilities sharpen their minds as they 
  information. 
  increase their skills, for instance. Warriors sharpen their 
  ~?; ~:'.J;f!: 
  .. ~~~r~. ::::::::::;'~Rif!f~~;::?lr;~~~==~· =:?:~=:::=::;::;::::::::;:iiii!!~~:;-~~~;:::;~?~;;;;;»>.....,._.-
  ~ 
  -
  . 
  ' 
  
  There are differences of detail when comparing the 
  creation of human characters with the creation of non-human 
  characters. The process, however-each step taken in 
  creating the Avatar-is basically the same for every character, 
  however, and the explanations below will allow for all sorts 
  of Avatars to be created with ease. Some of the steps will 
  require the player to reference the racial descriptions to find 
  details affecting the process, and those descriptions are 
  provided after the creation guidelines. 
  Srtp One: Tbe playeR wzll sel«r a JtaCe FOR The 
  AvaraJt. 
  SdectittS a Race 
  The player should now read the racial descriptions 
  provided and decide which of the races seems the most 
  interesting to play. The racial descriptions provide 
  information on racial restrictions, traits, and so forth-all 
  material the player should consider before selecting a race 
  for the character. The player will be able to query the Lejend 
  Master regarding other information concerning the races and 
  their niches in the campaign. 
  Srep Two: Tbe playeR. wzll ~1STR.1kure 100 
  poinrs amonCj rbe rb-ue Base RannCjs obeyinCj rbe 
  R.esmrnons I.is-re~ in rbe Racial desaupnon. 
  GmeratittS Dase Ratitt5s 
  Generating the Base Ratings for an Avatar is not a 
  difficult process. First, the player will assign rating points to 
  the Base Rating areas. Dice will then be rolled to randomly 
  increase these initial ratings. Careful assignment of initial 
  rating points and selection of Abilities allow the player to 
  create the Avatar in the image desired. 
  Note that the Abilities the player chooses for the 
  character in th;;it step of the process will further change the 
  Base Ratings created in this step. The largest proportion of 
  each rating is decided upon in this step of the process, though. 
  so the player should use this step to establish the capabilities 
  of the character much the same as if later increases were 
  non-existent. 
  The player has 100 points to divide among the 
  three Base Ratings. The number of points that may 
  be assigned to each is regulated by simple guidelines. 
  A minimum number of points must be assigned to 
  each Base, and likewise, the player is limited by a 
  maximum number of points that may be 
  assigned. The minimums and maximums are 
  different for each of the Base Ratings, and 
  the player should consult the racial 
  description for the specific limits. 
  10 
  Srtp Tbue: Tbe playtJ< wzll Mll To aru;mmr 
  rbe Base RaTinCjs USln(j rbe ~ia 1MrtaT~ ky rbe Juu:Ud. 
  deSC1UpT10n. 
  These initial Base Rating totals will be augmented 
  by the roll of a die. The size of the die will vary by both the 
  Rating being considered and by the race of the Avatar. Some 
  of the rolls will also receive bonus points to be added to the 
  result. After the roll is made and applicable bonuses applied, 
  the result is added to the Base Rating being augmented. 
  Note that the die rolls for augmenting the Speed 
  Rating will provide . 5 rating points for each whole number 
  of result. Any bonuses to this roll will be in whole points, 
  however. For example, a roll of d4+4 to augment Speed 
  will result in .5 to 2 points from the roll (.5 per pip) and a full 
  four points added to that from the modifier; a range in total 
  from 4.5 points to 6 point. The player will need to accurately 
  record the half-points for the Speed Rating, as they will be 
  important in play. 
  
  SelectiHS Abihti¢s 
  The Avatar is now ready for 
  skills to be added to complement the 
  Base Ratings. The Ability List provided 
  shows the Abilities available for Avatars 
  to possess in this game. Note carefully 
  that, for all but Extraordinary Abilities, 
  each is only generally-and broadly--
  defined, because common sense is to 
  be applied. Therefore, a low score 
  means either 1) deep knowledge of a 
  small portion of the field, or 2) broad, 
  but quite superficial, knowledge. The 
  LM, in consultation with the player only 
  as he sees fit, will set the parameters of 
  each Ability in both overall terms of its 
  scope and in situational use. The LM 
  will explain the interpretation for each 
  Ability as appUed in the game campaign. 
  Again, this will be based on logic, the 
  campaign, and the Avatar and specific 
  situation. 
  Srtp Foux: the playex will uco,W 
  rbe Akilz11es TteQUl'/ted ky rbe 
  AvaraJt's 'IUlC1.4l desaupnon. 
  Before choosing any Abilities 
  for the Avatar, the player should check 
  the racial description to determine if any 
  Abilities are mandatory for a character 
  of the chosen race. Human characters 
  have no mandatory Abilities, but non-
  human characters are required to 
  possess specific Abilities. Those Abilities 
  vary between races. If a mandatory 
  Ability is the highest percentage-wise, 
  it is the Avatar's "1st Ability." 
  Srtp Five: The playeTt will choose 
  Abilit~ 
  Alchemia 
  Arcana 
  Archery 
  Chivalry 
  Commerce 
  Creativity 
  Divination 
  Enchantment 
  Evaluation 
  Geourgy 
  Hunt 
  Leaming 
  Luck 
  Mechanics 
  Metallurgy 
  Minstrelsy 
  Necrourgy 
  Nomadic 
  Panprobability 
  Pantology 
  Physique 
  Planning 
  Pretense 
  Psychogenic 
  Ranging 
  Rustic 
  Savagery 
  Scrutiny 
  Sorcery 
  Stealing 
  Stealth 
  Theurgy 
  Tricks 
  Unarmed Combat 
  Urbane 
  Waterfaring 
  Waylaying 
  Weapons 
  as many Akilines pm Tbt AvaraJt as rs allowed ky 
  The 'IUlC1.4l desaupnon. 
  Base 
  Health 
  Speed 
  Precision 
  Health 
  Health 
  Precision 
  Speed 
  Speed 
  Health 
  Speed 
  Precision 
  Health 
  Speed 
  Health 
  Speed 
  Precision 
  Speed 
  Precision 
  Health 
  Health 
  Health 
  Health 
  Health 
  Speed 
  Health 
  Health 
  Speed 
  Precision 
  Speed 
  Precision 
  Precision 
  Speed 
  Precision 
  Health 
  Precision 
  Health 
  Health 
  Precision 
  descriptions for the restrictions on choice of 
  Abilities. 
  The number of Abilities chosen also depends 
  on the race of the Avatar. Players creating 
  human Avatars will pick four, but those with 
  non-humans will choose the number of Abilities 
  listed in the racial description. 
  Srep Su: the playeJt. will uco'IW an 
  addmonal Akility wiTb a Seo~ OF 10. 
  thrs will Jae Tbe Weapons Akd1ty If noT 
  aluady chosen, OK anorbe1t aJnllty lF 
  Weapons bas keen p~ously chosen. 
  It is also necessary to keep in mind that all 
  able characters have a Weapons Ability of 10 
  or more. If Weapons is not an Ability chosen 
  for the Avatar, it is added to the character 
  record as an additional Ability (with a Score of 
  10.) The Weapons Ability then can never be 
  added as a new Ability, for it is already 
  possessed by default. If Weapons was chosen 
  as an initial Ability, then another will be 
  recorded as an additional Ability (with a Score 
  of 10.) 
  Srep Seven: Eacb chosen Alnbry 
  assoaared witb Healtb 01t Pucrsron will 
  MlSe The Base Rannq 2 pomrs. Eacb 
  Alul.ity chosen assOC1a1ed witb S-peed will 
  Mrse rbe Base Rannq ky one-balf (.5) a 
  MTing poinr. 
  Once all Abilities have been chosen, the 
  player can add the final bonuses to the Avatar's 
  Base Ratings. The Base Ratings were last 
  augmented in Step Two with a random roll. 
  They will be further increased according to the 
  Abilities chosen, affirming the idea that concentrating on 
  skills requiring certain capabilities will also increase those 
  capabilities. The BR associated with each chosen Ability will 
  increase. Note that an increase does not accrue based on 
  mandatory Abilities (the effects are figured into racial 
  modifiers) or for the additional Ability added in Step Six. 
  Abilities based on Health thus serve to increase the 
  Health Rating, Precision-based Abilities increase Precision, 
  and Speed-based Abilities augment the Speed Rating. The 
  Base Ratings are now fully established and will only increase 
  as a result of play. 
  -:..-,;;¢J 4#&'.5'-
  ;;: 
  < 
  g :;;;e?? > 
  fl 
  
  Opti0ttal R141~: ltttdfoct 
  The Intellect Rating will always be at least 10, and 
  will likely be between 16 and 21 initially. It is determined by 
  totaling the three standard Base Ratings and dividing that 
  total by ten. To this number, two points are added for each 
  of the following Abilities the Avatar possesses: Arcana, 
  Commerce, Enchantment, Evaluation, Geourgy, Learning, 
  Mechanics, Metallurgy, Necrourgy, Pantology, Planning, 
  Ranging, Scrutiny, Sorcery, Stealing, Theurgy, or Tricks. 
  Further information regarding this optional Rating 
  will appear later. 
  STep E1c;1rr: Rank Tb~ Alnunes chosen in 
  Tbe t»Wex OF 1mpoxTance TO The AvaTax. 
  AbilitM Scor~s 
  The player must now decide which of the chosen 
  Abilities-not mandatory Abilities or the additional Ability-
  is most important to the character, and rank that as the first 
  Ability. The second most important Ability is ranked second, 
  and so on. This ranking process should arise naturally from 
  the basic concept the player has of the Avatar being created. 
  The ranking of the Abilities in this fashion will determine the 
  beginning ratings for each. 
  STep Nine: Flc;ime Tbe Scoxes FOX all chosen 
  an~ man~awxy Alnunes prom The assoaaTed Base 
  Rannc; usinc; The pexcenTac;e pc;imes pxovided ky The 
  Raaal. desoopnon. Tbe addmonal Ak1ury prom STep 
  Six Rerains a Scoxe Of 10. 
  The Ability Score is the number of points of capacity 
  the Avatar has in an Ability. That number represents a 
  percentage that is the unmodified chance of success in using 
  the Ability as desired in a situation. Of course, the LM will 
  not require the rolling of percentile dice to see if something 
  normally done with ease is so done. Rather, Ability use 
  determinations are required only for perilous and dangerous 
  actions, or in conjunction with location, problem solving, 
  and the like. 
  The initial rating for an Ability depends on two 
  matters, those being the Base Rating associated with said 
  Ability and how the Ability was ranked after selection. The 
  Ability Score is figured as a percentage of the Base Rating 
  associated with it, and the ranking of the Ability determines 
  what percentage of the Base Rating to use for a rating score. 
  Those Abilities associated with the Speed BR \,\/ill use the 
  Speed Rating multiplied by four when figuring Ability ratings. 
  Some Abilities may involve more than one Base Rating. 
  rd 
  s --s;;::--
  -. t ) 
  The racial description will list the percentages to use 
  when figuring Ability Scores. The racial description will also 
  list the percentages to use when figuring ratings for Mandatory 
  Abilities. Note that the additional Ability added in Step Six 
  begins at a flat score of 10 and is not figured as a percentage 
  of the Base Rating. 
  Step Nine is the most complex part of the Avatar 
  creation process, and the only step that involves math skills 
  beyond simple addition. No math skills are required during 
  t h e 
  remainder of the process, however, for 
  what remains relies entirely on 
  player creativity and choice. 
  After finishing 
  with Step 
  Nine, the player of 
  a 
  n 
  Avatar having an Extraordinary Ability may 
  wish to read about activating Extraordinary Abilities. That 
  section of the rules will also describe how to figure the number 
  of Activation Energy Points, necessary for using Extraordinary 
  Abilities, the character possesses. 
  STep Ten: Tbe playex will decide on a suiTallle 
  kackc;xound and hrsTORJ fOR Tbe AvaTaR, compleTe 
  wiTb a physical desoopnon and nOTes on The AvaTax's 
  pexsonaury. 
  The Avatar's Backsroutt~ 
  Because this game is not merely an exercise in 
  fighting and killing things, but is a full role playing game, 
  each of the players should develop some brief descriptive 
  picture of their Avatar. and then devise an initial-probably 
  sketchy-background. These should be more fully developed 
  and embellished as time goes on, but for now a few words in 
  each area will suffice. 
  Area is provided on the Avatar Record Sheet for 
  recording the background information generated. Later 
  additions to such background information can be done on a 
  separate sheet, if necessary. The player may wish to jot 
  notes about the Avatar on a piece of scrap paper first, and 
  then write the description on the Avatar Record after settling 
  on specifics. 
  The player should pose a few, simple questions about 
  the character. These queries may be such as to stimulate 
  the player into thinking about what his or her Avatar is like, 
  how the character thinks, behaves, and so forth. The player 
  should have a piece of scratch paper on hand for this part of 
  the Avatar creation exercise. By noting the question and 
  jotting down the answer, brief or detailed, a vision of the 
  Avatar will begin to form. 
  
  form a Mmta11ma5¢ 
  Here are some sample questions such as might be 
  used to assist the player in envisioning his Avatar as an actual 
  person: 
  How does the Avatar usually dress? 
  Does he or she have a particular style? 
  How does the Avatar usually behave? 
  What does the Avatar usually say? 
  Is the Avatar taciturn? Average in communication? 
  Garrulous? 
  What does the Avatar usually do when not adventuring? 
  What sort of personality does the Avatar have? 
  What sort of persons does the Avatar like to be around? 
  What sort of persons does the Avatar shun? 
  Does the Avatar like or dislike music? 
  Does he or she have a favorite food? A disliked one? 
  Does he or she have a favorite drink? A disliked one? 
  Is he or she fond of animals? One kind? Several? All? 
  Is he or she indifferent to animals? 
  Is he or she averse to animals? One kind? Several? 
  What sort of weather does the Avatar love? Hate? 
  Does he or she have a favorite season? 
  What kind of surroundings does the Avatar enjoy? 
  (urban, rustic countryside, coastal, sylvan 
  woodland, wilderness forest, plain, desert, 
  mountain, jungle, water and the sea, and so 
  forth.) 
  Which of the following things are really important to the 
  Avatar: 
  Adventure? 
  Knowledge? 
  Possessions? 
  Derring-do? 
  Magical things? 
  Love? 
  Excitement? 
  Power? 
  Luxury? 
  Prestige? 
  Fame? 
  Respect? 
  Friendship? 
  Wealth? 
  Honor? 
  The Lejend Master may ask these and/or any other like 
  questions, or the player may ask them of him or herself. 
  With the answers written down, the player will then have 
  begun creating and developing a mental image of the Avatar. 
  So prepared, each player now goes on to give the first, brief 
  description of his or her Avatar character. 
  Pk~sical D¢scriptiott 
  The physical description must be done in general 
  accord with the race, gender, and general type of character 
  selected by the player. Otherwise, each player has relative 
  freedom, as determined by the LM, to be creative and devise 
  such appearance as he or she deems fitting and proper for 
  the Avatar. Players should study the physical descriptions of 
  the non-human races to gain an understanding of the typical 
  traits of the race; human Avatars, of course, appear human. 
  The questions posed above will also certainly assist in this 
  descriptive exercise. 
  "P¢rsotta1 Histor\i 
  The personal history of the Avatar is a critical area 
  to be decided. The player and LM should consult regarding 
  the completion of this portion of the process. The 
  background and history of the character must support the 
  Abilities chosen by the player earlier, particularly the fifth 
  Ability for humans (if not Weapons.) The background and 
  history must be based solely upon what would logically be 
  the basis of a character with the five Abilities chosen by such 
  player for the Avatar. 
  $,_: "#, 
  ! 
  
  Avatar 'Pers0ttalit'i 
  A few words only in this section, and certainly drawn 
  from the notes made, are likely to be sufficient for initial 
  development of the character. Something to depict the 
  Avatar's personality, a word about what motivates him or 
  her, what immediate thing the individual is seeking, and what 
  the long-range plan is, if any, might be in appropriate. Each 
  player should write as much in this regard as he or she feels 
  inspired to devise at this juncture. 
  C0tttittuitt5 Devdopmmt 
  From time to time, the player should add to the 
  details of the Avatar, so that it will become more complete 
  and have a history, personality, mind, etc. as does an actual 
  person. The player can develop a complete life history and 
  family tree for the Avatar, if desired, or simply keep the goals 
  and aspirations of the character up to date. 
  D~5i1111i115 £quipmmt 
  The player is now ready to move on to the final 
  stage of the creation process. The player must choose the 
  equipment with which the Avatar will begin play. Of course, 
  the LM can make the equipping of the Avatar an adventure 
  in itself, requiring the character to purchase certain key items 
  that weren't on hand previously. 
  The process of equipping characters for play is very 
  dependent upon the Abilities of the Avatar. Each Ability 
  gained during creation also has an Equipment List associated 
  with it, and it is this list that determines what the Avatar may 
  possibly possess when beginning play. The lists simply detail 
  the type of items and equipment that would reasonably accrue 
  in the pursuit of the various Ability areas. 
  Th~ £quipmrnt lists 
  There are five Equipment Lists used when outfitting 
  the character: 
  Low List- includes common clothing and items; 
  Magical List-
  includes items and workings 
  used in Extraordinary pursuits; 
  Middle List- includes items of higher quality and expense; 
  Military List-
  offers a wide range of weapons and armor; 
  Special List-
  offers a chance for a choice of any sort; 
  High List- includes items of the highest quality and expense. 
  The Equipment Lists not only provide for choosing 
  regular sorts of adventuring equipment such as clothing and 
  weaponry, but also allow the player to gain basic foodstuffs 
  and cash. The Magical List allows for choice of memory 
  tablets and Extraordinary Activations for those Avatars so 
  inclined. Healing salves, poisons, antidotes, and mounts all 
  appear on the lists. The olaver should use this opportunity 
  to prepare the Avatar as well as possible for adventuring, for 
  the character may have no opportunity to acquire additional 
  gear before setting forth. 
  STtp Euven: Tbe pl.ayex will choose eg_wpmen-r FRDaJ 
  The l.isTs usznq The numkex OF pzcks decexmzned ky The 
  AvaTax's Alulines. 
  £quipmrnt Picks 
  As previously mentioned, the Abilities that the Avatar 
  possesses determine the list or lists from which the player 
  may pick items. The number of picks available from each 
  list is determined by how highly the Ability was ranked when 
  chosen. The Ability chosen first imparts more choices from 
  its corresponding list than the Ability chosen last. 
  The player is restricted in choices of cash. Only 
  one pick may be used to select cash, regardless of the number 
  of different lists available to the character or how many picks 
  are available. Other items may be chosen more than once, 
  however, allowing the Avatar multiples of items catching the 
  player's fancy. 
  The Special Equipment List is actually a table 
  requiring the roll of a die to determine the results. The player 
  must roll the die when use of the table is specified. and that 
  roll may result in a pick being granted from one of the other 
  lists. The table also includes an entry that results in no pick 
  being granted. so the Special Table does not always provide 
  a boon for players. The choices made on the Equipment 
  Lists should be made without consideration of the possibility 
  of another pick being granted by a roll on the Special List 
  table. 
  The player must select only from those lists indicated 
  by the Avatar's Abilities, with each line in a list consisting of 
  a single "item·• even though some contain two or more actual 
  things. The guidelines for determining the number of picks 
  granted for each Ability will vary by the order in which the 
  Abilities were chosen, and by whether the Abilities were 
  chosen or required by racial description. 
  'Picks for Humatt Avatars 
  The number of selections allowed on each list is 
  governed by the player's ordering of the Abilities chosen for 
  the Avatar. Only the first four Abilities grant picks on the 
  Equipment Lists; the fifth Ability, whether Weapons or 
  another Ability, does not garner picks from the lists. 
  The first Ability provides nine picks from 
  corresponding list. 
  The second Ability provides seven picks from the 
  corresponding list. 
  The third Ability provides five picks from 
  corresponding list. 
  the 
  the 
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  The fourth Ability provides three picks from the 
  corresponding list. 
  One roll is granted on the Special List table. 
  The total number of selections to be made is 24 or 25. That 
  number may seem large, but this is most likely all the 
  equipment your Avatar will have until after the first adventure, 
  and what is chosen is very important. It may seem a lengthy 
  process, but the armor, arms, clothing, equipment. provisions, 
  transport. and tools the Avatar possesses not only help shape 
  the Avatar but might be critical soon after play begins. 
  Picks for N011-Hlfmatt Avatars 
  The player must select only from those lists indicated 
  by the Avatar's Abilities. The LM has the option to use 
  either of two sets of guidelines for use with non-human 
  characters. The first will provide more total picks. but the 
  second allows for an extra roll on the Special List table. a 
  matter that may prove more interesting and useful to players. 
  No picks are allowed for Mandatory Abilities, or for 
  the additional Ability. The number of selections is governed 
  by these guidelines: 
  Each Chosen Ability provides five picks 
  corresponding list. 
  One roll is granted on the Special List table. 
  Or: 
  from the 
  The first Ability chosen provides nine picks from the 
  corresponding list. 
  The second Ability chosen provides seven picks from 
  the corresponding list. 
  2 rolls are granted on the Special List table. 
  Non-human Avatars will have fewer picks available than 
  human characters, but will still be able to begin play with the 
  necessities of adventuring life. Players must choose most 
  carefully when equipping non-human adventurers. 
  STtp Twelve: Tbe playeR may now pimcbase 
  potTbeR eQ.wpmenT usinc; rbe AvaTa1t's casb, sub1ecr 
  To Tbe Le1end Masrex' s drRernon. 
  Gatl1mtt5 furtl1~ £quipmmt 
  After all selections from the Equipment Lists have 
  been made, the player may, at the LM's option, purchase 
  items to round out the possessions held by the character, 
  provided the Avatar has cash available. Items are listed 
  alphabetically on the general equipment list appearing 
  elsewhere in the rules, (pages 58-62) along with the location 
  of where it may be found and bought in a community. 
  Depending upon the desire of the LM, the player "shopping" 
  ~?=;~~--
  for the Avatar can either do so relatively quickly by referring 
  to the alphabetical list or role play the trip from shop to 
  store seeking the desired items. 
  The process for creating an Avatar is now finished. 
  All five areas of character creation have been attended to 
  and the Avatar is now ready for play. 
  Otaract~ Getterati<'tt £xamples: 
  To help illustrate character generation, we will 
  develop three sample Avatars. The corresponding steps 
  involved in generating them are reflected by the number; all 
  associated calculations appear within the step : 
  1. Select Race (if able to, and if desired. select Order). 
  2. Distribute 100 points among Health, Precision, and Speed, 
  obeying the restrictions listed in the racial description. 
  3. Roll to augment the Base Ratings using the dice with add-
  ons indicated by the racial description. 
  4 . Record the abilities required by the Avatar's racial 
  description (none are required for Humans). 
  5. Choose as many Abilities as allowed by the racial 
  description (if able and desiringto . select the ones appropriate 
  to the Avatar's desired Order}. 
  6. Select an additional ability at 10% (this MUST be Weapons 
  Ability, if not already possessed at a higher level). 
  7. Raise all Base Ratings by the amounts indicated by the 
  chosen skills. Generally. this is 2 points for Health or 
  Precision-based Abilities, or 0.5 points for Speed-based 
  Abilities, although some (like Unarmed Combat) are different, 
  and no raises for racially Required Abilities (already included 
  in the add-ons). or the additional one beginning at 10% are 
  allowed. 
  8 . Rank the chosen (not Required) Abilities in order of 
  importance to the Avatar (this will determine the percentage 
  of the Base Rating used to determine that Ability's percentage 
  chance for successful use). 9. Figure the score for all chosen 
  and mandatory Abilities from the associated Base Rating and 
  percentages provided by the racial description (the additional 
  ability from Step #6 remains at 10%). Adjust Health for Rustic 
  Ability %, if need be. 
  1J 
  10. Decide on a suitable history/background for the Avatar, 
  as based on their skills, including a physical description. 
  Record any racially-specific information (senses, quirks, 
  knacks, etc. ), as well as the number of AEPs (Activation 
  Energy Points, adjusting AEPs for Arcana Ability %, if need 
  be) for Avatars with Extraordinary Abilities, bonuses to combat 
  based on skills, Order Rank and benefits (if any}, etc. 
  11. Choose equipment from the lists (determined by skills) 
  using the number of picks determined by race and the tables 
  on pages 17 and 18 . 
  12. If the Lejend Master allows (and the Avatar has money), 
  purchase additional equipment. 
  
  The three Avatars to be developed will be: Relgan Tow (the 
  male Human Noble), Kachas Rye (the male Kobold 
  Elementalist), and Sorrow (the male Wylf Unordered 
  Psychogenic). 
  EXAMPLE #l; Relgan Tow, Human Noble: 
  Relgan's player wants a hefty human fighter-type, so he picks 
  the Noble Order on page 41. 
  1. His race is Human. 
  2. He puts 12 points (the maximum that he can) into speed, 
  leaving him with 88 points, and places 44 each into Health 
  and Precision. 
  3. He rolls 2 on 1020 for 46 Health, 8 on 1010 for 52 
  Precision, and 1 on 103 for 12:5 Speed. 
  4. Since Relgan is Human, he has no Required racial abilities, 
  and does nothing in this step. 
  5. Relgan wants to be a Noble, so he chooses Chivalry, Hunt, 
  Weapons, and Physique. 
  6. Relgan's player wants his Avatar to hunt with a bow, so 
  he chooses the Archery Ability at 10%. 
  7. Chivalry (page 48) raises Health 2 points (to 48); Hunt 
  (page 49) adds +2 to Precision (now 54); Weapons (page 
  55) adds +2 to Precision (now 56); and Physique (page 51) 
  adds +2 to Health (for a total of 50). His Speed remains 
  12.5, and he gets no bonus for the additional Archery Ability 
  at 10%. His final Base Ratings are: Health:50, Precision:56, 
  and Speed: 12.5. 
  8. Relgan's player ranks the importance of his skills as 
  necessary to be a Noble: Chivalry, Hunt, Weapons, Physique, 
  and Archery last. 
  9. Step 8 gives him Chivalry at 100% of that Ability's 
  BR (Health, which is 50) = 50%; Hunt at 80% of 
  Precision (56) = 44. 8%; Weapons at 60% of Precision 
  (56) = 33. 6%; Physique at 40% of Health 
  (50) = 20%; and the 10% Archery Ability 
  doesn't change. 
  10. Relgan's player (looking at the Noble 
  Order on page 41) notes that Relgan Tow is 
  an Esquire, headed towards Knighthood (he 
  has the four required abilities, but not the 61 % 
  Chivalry required to become a Knight). He gains a 
  Oestrier (heavy war horse) and full metal armor, and 
  + 1 % to his four required skills (Chivalry 51 %, Hunt 
  45. 8%, Weapons 34. 6%, and Physique 21%). 
  He gets nothing from the lower (numerically higher) 
  Ranks of his Order (having skipped over them), as 
  per paragraph 2 on page 32. Again, his 10% 
  Archery Ability is unchanged. Relgan's player 
  decides he is tall, dark (swarthy, with black hair 
  and eyes), and handsome. He has become an 
  adventurer in order to do feats of derring-do, rescue 
  maidens, and increase his Chivalry enough to gain 
  Knighthood! He has no Extraordinary Abilities, so he needs 
  no AEPs. He gets bonuses in combat (based on his skills): 
  + 10% Weapons Ability/Harm for Chivalry, +2 for Physique, 
  and + 1 for Archery. 
  11. Relgan is now ready to choose equipment, based on the 
  skills he has taken, in accordance with the table on page 17. 
  He gets 9 picks on the High (that is, the "Upper") Equipment 
  List for Chivalry (page 48); 7 picks on the Low Equipment 
  List for Hunt (page 49); 5 picks on the Military List for 
  Weapons (page 55); 3 more picks on the Low table for 
  Physique (page 51); and one roll on the Special List table on 
  page 56. 1010 = 7, which is the "Table of your choice". He 
  chooses 1) $25,000, 2) Steel half-plate armor (lighter than 
  his full metal), 3) Buckler and standard shield, 4) Lance, long 
  and short spears, 5) Cleaving sword and long dagger with 
  sheath, 6) Fine dark cloak with cowl, 7) Fine suit of dark 
  clothing with boots and cap, 8) Jewelry befitting his station, 
  and 9) Poison antidote; all from the Upper table on page 
  5 7. For his total of 10 picks from the Low table on page 56 
  he selects: 1) Bow case, quiver, and 12 arrows, 2-3) Two 
  canteens, 4) Grapnel, 5) Candle lantern with tinderbox. 6-9) 
  90 feet of rope, and 10) four man-days bread and cheese. 
  For his 5 picks from the Military Equipment List on page 57, 
  he takes: 1) Another bow case, quiver, and 12 arrows, 2) 
  Strong bow, 3) Belt and boots, 4) Armor repair tools. and 5) 
  Leather backpack, 2 belt pouches. and a shoulder pouch 
  with sling. For his table of choice pick, he chooses Wound 
  healing salve from the Military list. 
  12. If the Lejend Master allows. Relgan can buy even more 
  stuff, spending some of that $25,000. He already has two 
  suits of armor. two shields, and a host of weapons, and could 
  single-handedly equip half the party, if other 
  adventurers are less well-off! He will also be fairly 
  good in combat, with his damage-boosting skills. 
  EXAMPLE #2; Kachas Rye, Kobold Elementalist: 
  1. Kachas' player wants an Elementalist of the Kobold 
  race. 
  2. He puts the maximum of 14 points into Speed (so 
  he'll have all the AEPs that he can), the minimum of 40 
  points into Health, and the remaining 46 into Precision. 
  3. He rolls 206 (4, 3) +2 for Health, adding the total of 
  9 to his previous 40, for a total 
  of 49. 1012 (10) +2 Precision 
  adds 12 to his previous 46 for a 
  total of 58. 104 (2) half points, 
  + 2 added to his previous 14 
  Speed gives him a very 
  respectable 17. 
  4. Being a Kobold, Kachas is 
  required to start the game with 
  Stealth Ability at 90% of 
  Precision, Commerce Ability at 
  80% of Health, and Evaluation 
  Ability at 70% of Health . 
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  5. Allowed to select two abilities, and wanting to be an 
  Elementalist, Kachas' player selects the Geourgy and Arcana 
  Abilities for his Avatar. 
  6. Not already possessing better, Kachas is forced to take 
  Weapons at 10%. 
  7. Kachas gets no additional bonuses for his Required racial 
  Abilities (Commerce, Evaluation, and Stealth). but gets a half 
  point. each. for having chosen Geourgy and Arcana. yielding 
  a Speed of 18! 
  8. Kachas ranks his two chosen skills in order of importance 
  as a good Elementalist should; Geourgy first. and Arcana 
  second. 
  9. Kachas acquires Geourgy at 100% of (Speed x 4). or 
  72%, and Arcana begins at 60% of (Speed x 4). or 43. 2%. 
  His Required racial Abilities are: Commerce at 80% Health 
  (49) = 39. 2%: Evaluation at 70% Health (49) = 34. 3%: 
  and Stealth at 90% of Precision (58) = 52. 2%. 
  10. Kachas ls a sneaky little jade-skinned midget with hazel 
  eyes and green hair. He prefers more rustic 
  settings. where he can trade his elemental abilities 
  for what he needs, and seeks to learn a little bit 
  about everything, and travel widely, so that he 
  can become a better elementalist. He has 
  currently just attained Rank 11, adding 2% to 
  his meager Weapons Ability. for a total of 12% 
  (he would be Rank 7, if he had Pantology and 
  Ranging). He can become invisible with 1 
  ABC's concentration; attack twice/round with 
  +5% native bonus (#2 under "Racial 
  Characteristics & Handicaps" on page 23); 
  has innate +10%/-2 armor; double human 
  normal visual capacity, and can see in total 
  darkness as though it were twilight; possesses 
  triple human normal tactile sense; possesses 
  a Psychogenic power, once per day with a 
  bonus of 12 AEPs, and picks Mind Over 
  Matter. . . (useful for getting keys to cells, the 
  odd gem, and other such items). Since he has 
  no Psychogenics Ability, this activation will start 
  at 10% (page 19). His Auditory range is limited 
  to around low-C. His olfactory sense is only 
  about 75% of the human norm. He is generally 
  rude, crude, and abrasive, doesn't play well with 
  others, and is prone to bad puns and practical 
  jokes. He is proud of his ability to the point of 
  arrogance (he knows he's better at Geourgy 
  than most other Elementalists several Ranks 
  above him), and is sly, but is too lazy to learn 
  the Pantology required to advance (pref erring 
  to spend his time drinking). Humans are 50% 
  likely to discriminate against him. He has 
  84 AEPs (72 for Speed x 4, + 12 for 
  Arcana),+ 12 more for Mind Over Matter 
  (as a racial ability, usable once/day). 
  ~=~ 
  11. Kachas gets his picks from either table 1 or 2 on page 
  18 ... Assuming the LM lets him choose, he picks option 
  #2, 9 picks from Magical List for Geourgy, and 7 more for 
  Arcana, plus two rolls on the Special table, (6, 8) on 1010, 
  resulting in two picks from a table of his choice. Being an 
  Elementalist. he expends his 16 picks from the Magical List 
  on: 1-3) 3 Memory tablets, 4-7) All 4 Elemental Conjurations, 
  8-9) Command and Protection Circles, 10) Conjure Devati, 
  11) Conjure Efriti. 12) Conjure Jinni, 13) Conjure Maridi, 
  14) Derkay's Aerial Transport, 15) Fiery Bolt, and 16) 
  Shadow Bolt. His two picks for "table of your choice" are 
  taken from the Upper Equipment List, and he chooses: 1) 
  Service clothes (act as full cloth armor) with low, hard-soled 
  boots and cap, and a broad leather girdle with pockets and 
  hidden dagger, and 2) $25,000. 
  12. Anything else Kachas needs, he'll have to buy. He is a 
  fairly powerful magical midget, who is sneaky, can fly, and 
  can occasionally telekinese, if he puts his mind to it. .. If he 
  17 
  can overcome his own laziness and predilection to drink, 
  he may someday be a poweful, high-ranking 
  Elementalist! 
  EXAMPLE #3; Sorrow, the Unordered Male 
  Wylf: 
  1. Sorrow's player wants a stealthy, perceptive 
  character. and so chooses a Grotto Wylf, with 
  the abilities of Stealth and Scrutiny, and the 
  senses approximating Psychogenic powers. 
  2. He puts the maximum of 14 points into 
  Speed (leaving 86), and evenly divides the 
  rest into 43 Health and 43 Precision. 
  3. He rolls 304 (4, 3, 1) +2 and adds the 
  total of 10 to his Health of 43, yielding a 
  Health of 53. He rolls 108 (6) +4 and 
  
  adds the total of 10 to his 43 Precision for 53, again. He 
  rolls 103 (1) half points, adds one, and adds that 1.5 to his 
  Speed of 14, for 15.5. 
  4. Being a Wylf, Sorrow will have Stealth at 70% of his 
  Precision, Ranging at 60% of his Health, and Scrutiny at 
  50% of his Health. 
  5. Sorrow is allowed to choose two Abilities, and opts for 
  Psychogenics as his first Ability (since there is no Psychogenic 
  Order, he will be an Unordered Avatar), and Weapons as his 
  second. 
  6. As his additional ability, Sorrow selects Leaming at 10% 
  7. The additions for Stealth, Ranging, and Scrutiny have 
  already been made, in Step 3, above, and the 10% Leaming 
  Ability adds nothing, but Sorrow's Psychogenics Ability adds 
  0.5 points to Speed, and Weaporis adds 2 points to Precision, 
  for totals of: He-3lth:53, Precision:55, Speed: 16. · 
  8. Sorrow ranks the importance of his chosen Abilities as 
  Psychogenics and Weapons. 
  9. Sorrow will have Psychogenics at 100% of (Speed x 4) = 
  64%, Weapons at 80% of Precision (55) = 44%; Stealth at 
  70% of Precision (55) = 38.5%; Ranging at 60% of Health 
  (53) = 31. 8%; Scrutiny at 50% of Health (53) = 26.5%; 
  and Leaming at 10%. 
  10. Sorrow was a scout for the Elven Military, more for his 
  unique abilities and perceptions than for his Weapons Ability. 
  He is tall and thin, with light skin, hazel eyes, and blond hair. 
  He has the Psychogenic power of Premonitions as a racial 
  ability (#l on page 29); can see as though using Nictoscopy; 
  has twice normal human perception in all other senses, and 
  can concentrate for 1 AB, with a successful Psychogenics 
  Ability roll and the expenditure of 10 AEPs, for a +10% 
  Weapons Ability bonus and/or any other Precision-based 
  skill, and/or a minimum bonus of +20% to any task requiring 
  a fine sense of touch, as though using Sensory Acuity; he 
  has a tendency to be suspicious, wary of other races, prone 
  to outbursts of temper, and to be uncomfortable in crowds 
  and urban settings. If he suffers 1 O+ shock Harm from a 
  single blow when at 37 Health or less, he must roll current 
  Health or less as a percentage, or fall unconscious for one 
  second/point of Harm over 10. He has (Speed x 4) AEPs 
  (64). He has no skills giving him combat bonuses. His player 
  decides that, having recently mustered out of the 6 lst Elite 
  Guard, Sorrow has been studying in an (Ugh!) city, hoping 
  to learn more about Psychogenics at the great library. 
  Unfortunately, he is now out of cash, and looking for work. 
  .. As an Unordered Avatar with his first Ability Speed-based 
  (Psychogenics), and a skill of 64%, he is eligible for a bonus 
  to his other Speed-based Abilities, if he had any, but since 
  he doesn't, he gets nothing. 
  11. Sorrow, too, picks option #2, giving him 9 picks on the 
  Magical Equipment µst for Psychogenics, 7 on the Military 
  for Weapons, and 2 rolls on the Special table. His 1010 
  rolls yield a 9 (choose table) and a 0 (no pick), so he selects 
  half plate armor from the Upper Equipment List. Since 
  • 
  < ; 5 ·:!SS;;: -
  Psychogenic powers cost three picks on the Magical List per 
  Activation, he is forced to expend all 9 picks to get just three 
  abilities: 1) Sixth Sight, 2) Spirit Barrier, and 3) Unreadable 
  Mind. For his 7 picks on the Military Equipment List, he 
  chooses: 1) Large shield, 2) Bow case, quiver, and 12 arrows, 
  3) Strong bow, 4) Cleaving sword with scabbard, 5) Broad 
  leather belt and high, hard-soled boots, 6) Dark cloak with 
  hood, and 7) A good suit of dark clothing, with hat. 
  12. Since Sorrow has no money, he will have to begin 
  adventuring with only the equipment that he has. While not 
  great, his Weapons Ability of 44% actually makes him the 
  best warrior of this bunch (although Relgan Tow would 
  probably do more damage, if he hit, and Kachas Rye has 
  some activations that make him dangerous). 
  
  description appears hereafter for every 
  species-or "race"-available to players for 
  use as Avatars. The descriptions contain a 
  variety of basic information, from the typical 
  appearance of members of the race to special 
  capacities and restrictions. The player would 
  be well served by reading this material 
  'l!::::==:::::::::=11 thoroughly before selecting a race for an 
  Avatar. 
  Each racial description contains the following 
  information: 
  Pl1'isica1 Descriptim 
  lttitial Base btitt5 Guibelittes 
  bttbom 1ttcrease Dice 
  £xclubeb Abilities 
  lWstricteb Abilities 
  Mattbat""i Abilities (with ratings) 
  Ckosett Abilities (with ratings) 
  bcial Capacities & Hattbkaps 
  Note that some races are prohibited from ever gaining 
  specific Abilities (Exdubeb Abilities) and may not begin 
  play with others (Restricteb Abilities). Also, a non-
  human Avatar may possess an Extraordinary Ability 
  Power, but lack the underlying Ability usually associated 
  with such Power. In this case, the Avatar will have 
  10% for the base chance for successful use of the Power. 
  Humatt 
  l'l1\isica1 Descriptim: The humans portrayed 
  in the game are much the same as humans in the real 
  world-homo sapiens sapiens. Male members of the 
  species stand roughly 5' 1 O" in height, on average, some 
  three inches taller than the females. Humans show a 
  great variety of hair and eye colors, and a greater 
  variance in body size and shape than perhaps any other 
  character species. 
  lttitial Base btm5 Guibelmes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 8 points 
  max. 12 points 
  bttbom Itta-ease Dice: The player will roll 
  the following dice to determine the amount of random 
  increase for each Base Rating: 
  Health: add ld20 points to the Rating 
  Precision: add ldlO points to the Rating 
  Speed: add ld3 half-points to the Rating 
  Exdubeb Abilities: Humans are not excluded 
  from learning any Ability. 
  Restricteb Abilities: Humans are not restricted 
  in what Abilities may be known when beginning play. 
  Mattbator'i Abilities: Humans have no 
  Mandatory Abilities. 
  Ckosett Abilities: The player will choose four 
  Abilities for the Avatar and rank them in importance. 
  The Ability Scores are then figured off the applicable 
  Base Rating at the following percentages: 
  First Ability: 100% of Base Rating 
  Second Ability:80% of Base Rating 
  Third Ability: 60% of Base Rating 
  Fourth Ability: 40% of Base Rating 
  bcial Capacities & Hattbicaps: Humans have 
  no special capacities or handicaps. 
  
  Dwarf 
  l'k"fskal 'Oescripti0tt: Dwarves are short, with 
  no member of the race much taller than four feet in 
  height, are broad-shouldered and muscular, and fair (to 
  tan) of complexion, but always with ruddy portions-
  ears, cheeks, nose. They are craggy-featured folk, 
  strong of brow, high of forehead, hirsute of face, with 
  head often bald in part or whole, and with hair of dark, 
  earthy hue or the color of ashes or stone. They have 
  large extremities-head, hands, and feet alike. 
  1ttitial Base Ratitt5 Guibdittes: The player 
  may initially assign no fewer points, and no greater 
  points, to the Base Ratings than the following: 
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. SO points 
  Speed: min. 7 points 
  max. 10 points 
  Rattbom 1ttCTease Dice: The player wiil 
  roll the following dice to determine the amount 
  of increase for each Base Rating: 
  Health: add 3d6+6 points to the Rating 
  Precision: add ldlO points to the Rating 
  Speed: add ld3 half-points to the Rating 
  £xdwbeb Abilities: Dwarves may never 
  possess the Chivalry Ability. 
  ltestricteb Abilities: Dwarves may not 
  begin play with the following Abilities: Luck, 
  Nomadic, Psychogenics, Savagery, and 
  Waterfaring. 
  Mattbat01'\f Abilities: 
  Dwarves 
  automatically begin play with three Abilities. The 
  Ability Scores are based on the associated Base 
  Rating. 
  Mechanics Ability 
  at 50% of Health 
  Physique Ability 
  at 70% of Health 
  Planning Ability 
  at 60% of Health 
  01osm Abilities: The player will choose 
  two Abilities for the Avatar and rank them in 
  importance. The Ability Scores are then figured 
  off the applicable Base Rating at the following 
  percentages: 
  First Ability 
  at 100% of Base Rating 
  Second Ability at 80% of Base Rating 
  Racial Capacities & Hattbkaps: 
  Dwarves have the following special capacities or 
  handicaps: 
  1) Dwarves recuperate Health twice as 
  fast as normal humans. 
  2) Dwarves see in total darkness as if 
  illumination were equal to moderate twilight. 
  3) Dwarves scent odors some five times better 
  than humans, having perhaps half the capacity of a 
  normal dog. 
  4) Dwarves are limited in auditory range and 
  unable to hear sounds pitched much above middle C 
  (high-pitched voices are difficult to discern.) They are 
  able to hear sounds pitched below human hearing range, 
  however, and are subject to all sonic effects involving 
  more than just the auditory nerve. 
  5) Dwarves have a decided tendency to exhibit 
  the traits of greed, gluttony, avariciousness, and 
  covetousness. 
  6) Dwarves have a limited resistance to some 
  toxins. Ingested or insinuated toxins always inflict 
  maximum harm, but contact poisons or inhaled toxins 
  inflict only one-half normal harm. 
  • 
  • 
  R 5$;: 
  :.,,. ; .. ~ . ) :;;;:;+~ ; 
  
  Ph"1ica1 Dc1cripti0tt: Small (about three and 
  a half feet or a bit more in height), gnarly, and ruddy-
  or leathery-skinned. They are plain to ugly-looking folk 
  by human standards, wrinkle-skinned from birth, looking 
  aged as mere babes to humans. 
  1ttitia1 Dase Ratitt5 Gui~dittes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min.40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 6 points 
  max. 9 points 
  Ratt~om 1ttcrcasc Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 2d6+4 points to the Rating 
  Precision: add ld10+2 points to the Rating 
  Speed: add ld4 half-points to the Rating 
  £xclu~~ Abi1itics: Gnomes may never possess 
  the Chivalry Ability. 
  Rcstricte~ Abilities: Gnomes may 
  not begin play with the following Abilities: 
  Minstrelsy, Nomadic, Psychogenics. 
  Savagery, and Waterfaring. 
  Matt~ator" Abi1itiu: 
  Gnomes automatically begin play 
  with three Abilities. The Ability 
  Scores are based on the associated 
  Base Rating. 
  Commerce Ability 
  at 70% of Health 
  Mechanics Ability 
  at 50% of Health 
  Stealth Ability 
  at 60% of Precision 
  Cho1m Abi1itics: 
  The player will choose 
  two Abilities for the 
  Avatar and rank them in 
  importance. 
  The 
  Ability Scores are then 
  calculated from the 
  applicable Base Rating 
  as per the following 
  percentages: 
  First Ability at 100% of 
  Base Rating 
  Second Ability at 80% of Base Rating 
  ~fjc~Rt 
  Racial Capacitie1 & Hatt~cap1: Gnomes have 
  the following special capacities or handicaps: 
  1) Gnomes are able to dig through the ground 
  at a percentage of normal walking rate (sand at 15%, 
  soil at 10%, and clay at 5%) for up to one ABC per 
  point of base Speed. 
  2) Gnomes possess the visual capacity to see in 
  total darkness as if illumination were equal to deep 
  twilight. 
  3) Gnomes possess the olfactory capacity to 
  scent odors some seven times better than humans, 
  perhaps three-quarters the capacity of a normal dog. 
  4) Gnomes may move twice their normal rate 
  for one ABC of time once per day. 
  5) Gnomes have a limited auditory range and 
  are unable to hear sounds pitched above G (above 
  middle-C), but are still subject to sonic effects that work 
  on nerves other than the auditory. 
  6) Gnomes have a tendency to be hagglers and 
  chiselers-even cheaters-to get more gain. 
  11 
  7) Humans are 25% likely to discriminate against 
  'r/! Gnomes due to appearance. 
  , llf 
  ;~~iPi 
  Ph"sical DcscriptiOtt: Ilfs stand 
  ~~~ as tall as average humans, but are 
  t 
  generally of small bone structure and 
  : 
  slender build. They have much 
  1. i;5Z sinewy strength and considerable 
  )~f:Jl agility. Complexion ranges from 
  . ~~J;, quite fair to a near leather-brown. 
  , .............. _,.~'fl 
  Their appearance tends to be very 
  If~~' 
  attractive to humans. 
  ,,,,,~~"""4'1, i%11 
  1
  ' 
  1ttitial Dase Ratm5 Gui~clmcs: 
  !. iflr 
  The player may initially assign 
  1 
  ~ no fewer points, and no greater 
  number of points, to the Base 
  :.J Ratings than the following: 
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 8 points 
  max. 12 points 
  Ratt~om lttcrease Dice: The player 
  ·will roll the following dice to 
  determine the amount of increase for 
  each Base Rating: 
  
  Health: add a roll of 2d12+2 to the Rating 
  Precision: add a roll of ld10+4 to the Rating 
  Speed: add ld6 half-points to the Rating 
  £xdwbeb Abilitks: llfs are not excluded from 
  learning any Abilities. 
  Restricteb Abilities: Ilfs may not begin play with 
  the following Abilities: Commerce, Evaluation, 
  Mechanics, Metallurgy, Nomadic, Planning, Savagery, 
  and Urbane. 
  .~ . .fattbator\1 Abilities: llfs automatically begin 
  play with three Abilities. The Ability Scores are based 
  on the associated Base Rating. 
  Hunt Ability 
  . . at 60% of Precision 
  Stealth Ability 
  at 50% of Precision 
  Weapons Ability 
  at 70% of Precision 
  Chosrn Abilities: The player will choose two 
  Abilities for the Avatar and rank them in importance. 
  The Ability Scores are then figured off the applicable 
  Base Rating at the following percentages: 
  First Ability 
  at 100% of Base Rating 
  Second Ability at 80% of Base Rating 
  Racial Capacities & Hattbkaps: llfs have the 
  following special capacities or handicaps: 
  1) Ilfs have a natural affinity with normal 
  animals. This provides for a check against Speed 
  (multiplied by four) to see if a single specimen can be 
  called, or calmed or controlled so as to prevent attack 
  or flight. 
  2) llf visual capacity is equivalent to human, 
  but they are able to see in total darkness as if 
  illumination were equal to dim twilight. 
  3) llfs tend to be disorderly in thinking 
  and actions, gullible, judgmental, and rash. 
  4) 
  A lack of self-discipline, 
  combined with good looks, often get llfs 
  into trouble. 
  l<obolb 
  'Ph~sical Descripti0tt: Kobolds 
  stand around three feet in height, with 
  small bone structure and slender build, 
  yet, as with many Alfar races, having 
  sinewy strength and great agility. 
  Complexions range from a mere 
  greenish cast to pale apple green or 
  even a near jade hue. Eye coloration is 
  hazel to striking gold. Kobold hair 
  colors range from blue-black through 
  dark brown to deep green. Although 
  ll 
  the slight slant of eye, sharp features, and sometimes 
  wide mouth can give a somewhat devilish appearance 
  to the face, kobolds are overall not unattractive, and 
  some are downright striking in their attractiveness. 
  lttitial Base 'Ratitt5 wibelittes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 10 points 
  max. 14 points 
  'Rattbom lttcrease Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 2d6+2 points to the Rating 
  Precision: add ld12+2 points to the Rating 
  Speed: add ld4 (+2)half-points to the rating 
  £xdwbeb Abilities: Kobolds may never possess 
  the Chivalry Ability. 
  lkstricteb Abilities: Kobolds may not begin 
  play with the following Abilities: Nomadic, Physique, 
  Planning, Pretense, and Waterfaring. 
  
  Mattbat()Mf Abilftie1: Kobolds automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  Commerce Ability 
  at 80% of Health 
  Evaluation Ability 
  at 70% of Health 
  Stealth Ability 
  at 90% of Precision 
  01osett Abi1itie1: The player will choose two 
  Abilities for the Avatar and rank them in importance. 
  The Ability Scores are then figured off the applicable 
  Base Rating at the following percentages: 
  First Ability 
  at 100% of Base Rating 
  Second Ability 
  at 60% of Base Rating 
  Racial Capacities ft ~ttbicaps: Kobolds have 
  the following special capacities or handicaps: 
  1) Kobolds are able to become invisible. They 
  may spend one ABC of time concentrating to become 
  invisible. or become visible in the same period of time. 
  2) Kobolds have the basic combat capacity of 
  using two attacks/ ABC with a native Physique Ability 
  bonus of a +2 to +5. Roll ld4+ 1 to establish the bonus 
  for the Avatar. 
  3) Kobolds possess an innate preternatural 
  energy that provides a basic 10% armor protection 
  without any normal material or magical protective wear 
  or devices. 
  4) Kobolds have a visual capacity double the 
  human norm and are able to see in total darkness as if 
  illumination were equal to twilight. 
  5) Kobolds possess tactile sense at triple the 
  normal human level. 
  6) Kobolds may possess an Enchantment or 
  Psychogenic Power (equal chance for either, usable at 
  10% if associated ability is not possessed) once per day 
  with a bonus of 12 AEPs, but with a Power Grade not 
  above Good. 
  7) Kobolds have an auditory range limited to 
  around low-C sound waves (one octave below middle-
  C), but are still subject to sonic effects that work on 
  nerves other than the auditory. 
  8) The Kobold olfactory sense rates about 7 5% 
  of the human norm. 
  9) Kobolds have a tendency to be abrasive, 
  crude, rude, and are prone to "practical joke" stunts 
  and bad puns and jokes. 
  10) Kobolds have an inclination to be sly, lazy, 
  arrogant, drunken, and "shady" in business deals. 
  11) Humans are 50% likely to discriminate 
  against Kobolds due to reputation and appearance. 
  Oaf, t\ipical 
  l'h\isical Descripti0tt: A typical Oaf is about 
  six and a quarter feet, or six and a half feet, tall from 
  the top of his flat. oval-shaped head to the callused 
  soles of his big, flat feet. Facial features are apish, with 
  prognathous jaw, ears that stick out, beetling brow, etc. 
  Shoulders slope to long arms terminating in large hands 
  with short, thick and powerful fingers. 
  lttitial Ba1e Ratitt5 Guibtlmes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 50 points 
  max. 77 points 
  Precision: min. 20 points 
  max. 40 points 
  Speed: min. 3 points 
  Max. 6 points 
  Rattbom lttcrease Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 3dl0+4 points to the Rating 
  Precision: add ld6+2 points to the Rating 
  Speed: add l d4 half-points to the Rating 
  £xclwbeb Abilities: Oafs may learn the 
  following as new Abilities in addition to those listed in 
  01osett Abilities below; the rest are Excluded during 
  play of the game: Evaluation, Pretense, Scrutiny, 
  Stealth, and Tricks. 
  ltestricteb Abilities: See below. 
  MattbatOMf Abilities: Oafs automatically begin 
  play with three Abilities. The Ability Scores are based 
  on the associated Base Rating. 
  Physique Ability 
  at 70% of Health 
  Ranging Ability 
  at 80% of Health 
  Weapons Ability 
  at 60% of Precision 
  01osett Abilities: The player will choose two 
  Abilities for the Avatar from the following list and rank 
  them in importance: Hunt, Luck, Nomadic, Savagery, 
  Stealing, Theurgy, Urbane, Waterfaring, and Waylaying. 
  The Ability Scores are then figured off the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 50% of Base Rating 
  Second Ability 
  at 40% of Base Rating 
  Racial Capacities ft ~ttbicaps : Oafs have 
  the following special capacities or handicaps: 
  1) Oaf Avatars have three knacks but only two 
  quirks (explained in Lejend Master's Lore™ ). 
  2) Oafs have a visual capacity about human 
  norm, but are able to see in total darkness as if 
  illumination were equal to very dim twilight (dusk.) 
  esze: ~ 
  &= 
  3>, 
  2J 
  
  ~Cl-
  · ~
  ·'_: " 
  ...,,,.or--"""~' Th
  _,,,,..,ti~.,,-.,s ~
  ~":w=~-g;~.,.,.,."~-~
  .,;,,,,,lt
  ..:-::-u_l_
  es __ 
  · -,.._;,.:JJ 
  3) Oafs ignore Shock harm of less than three 
  points due to a robust physique. 
  4) Oafs climb at 125% human speed and gain 
  a bonus of -10 on do/o checks or otherwise gain a 10% 
  favorable adjustment. 
  Oaf, Major 
  l'h\isical Descripti0tt: A Major Oaf is about 
  six and a half feet to seven feet tall from the top of his 
  flat, oval-shaped head to the callused soles of his big, 
  flat feet. Facial features are apish, with prognathous 
  jaw, ears that stick out, beetling brow, etc. Shoulders 
  slope to long arms terminating in large hands with short, 
  thick and powerful fingers. Major Oafs are larger and 
  stronger, but no smarter, than typical Oafs. 
  lttitial Base Ratitt5 wibelmes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 50 points 
  max. 80 points 
  Precision: min. 20 points 
  max. 40 points 
  Speed: min. 3 points 
  max. 6 points 
  Rattbom lttcrease Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 3dl 2+4 points to the Rating 
  Precision: add ld8+2 points to the Rating 
  Speed: add ld3 half-points to the Rating 
  £xdl4beb Abilities: Major Oafs may learn the 
  following as new Abilities (in addition to those listed in 
  Ckosm Abilities below; the rest are Excluded) during 
  play of the game: Pretense, Scrutiny, and Tricks. 
  Restricteb Abilities: See below. 
  Ma11bat0f'\i Abilities: Major Oafs automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  Physique Ability 
  at 80% of Health 
  Ranging Ability 
  at 60% of Health 
  Weapons Ability 
  at 70% of Precision 
  Ckosm Abilities: The player will choose two 
  Abilities for the Avatar from the following list and rank 
  them in importance: Hunt, Luck, Nomadic, Stealing, 
  Theurgy, Urbane, Waterfaring, and Waylaying. 
  The Ability Scores are then figured from the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 50% of Base Rating 
  Second Ability 
  at 40% of Base Rating 
  Radal Cavacttte1 & Hattbkav•: Major Oafs 
  have the following special capacities or handicaps: 
  -
  , *' 5$\&?: 
  1) Major Oaf Avatars have three knacks but only 
  two quirks (explained in the Lejend Master's Lore™.) 
  2) Major Oafs possess a visual capacity about 
  the human norm, but are able to see in total darkness 
  as if illumination were equal to very dim twilight (dusk.) 
  3) Major Oafs ignore Shock harm of less than 
  three points due to a robust physique. 
  4) Major Oafs climb at 125% human speed and 
  gain a bonus of -10 on do/o checks or otherwise gain a 
  10% favorable adjustment. 
  Ore 
  l'h'fsical Descripti0tt: In general, all ores are 
  not quite so tall as oafs, but on average they are broader, 
  almost as strong, and not quite so dull-witted. (Again. 
  remember that even though not fast intellectually, ores 
  can be cunning and tricky.) A typical specimen is W1der 
  six feet tall from the top of his sloping cranium to the 
  soles of his big, flat, long-toed feet. Facial features are 
  coarse, the jaw lantern-like, ears long. Shoulders are 
  square, arms quite long, hands ham-like with long, thick 
  fingers. 
  lttitial Base Ratitt5 Gl4ibclmes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 50 points 
  max. 76 points 
  Precision: min. 20 points 
  max. 40 points 
  Speed: min. 4 points 
  max. 7 points 
  Rattbom lttcrease Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 4d8+4 points to the Rating 
  Precision: add ld8+2 points to the Rating 
  Speed: add l d4 half-points to the Rating 
  £xdl4beb Abilities: Ores may learn the 
  following as new Abilities (in addition to those listed in 
  Ckosm Abilities below; the rest are Excluded) during 
  play of the game: Enchantment, Evaluation, Pretense, 
  Scrutiny, Stealth. Theurgy, Tricks, Unarmed Combat, 
  and Waterfaring. 
  Restricteb Abilities: Ores may never gain the 
  Chivalry Ability. 
  MattbatOf'\i Abilities: Ores automatically begin 
  play with three Abilities. The Ability Scores are based 
  on the associated Base Rating. 
  Physique 
  at 80% of Health 
  Stealing 
  at 40% of Precision 
  Weapons 
  at 70% of Precision 
  ffL~i$ 'J•~ 
  
  Chosrn Abilities: The player will choose two 
  Abilities for the Avatar from the following list and rank 
  them in importance: Hunt, Luck, Necrourgy, Nomadic, 
  Ranging, Savagery, Theurgy, Tricks, Urbane, and 
  Waylaying. 
  The Ability Scores are then figured from the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 60% of Base Rating 
  Second Ability 
  at 50% of Base Rating 
  Racial Capacities & Hattbicaps: Ores have 
  the following special capacities or handicaps: 
  1) Ore Avatars have two knacks but only one 
  quirk (explained in the Lejend Master's Lore book) 
  2) Olfactory capacity is double that of humans, 
  about one-fifth the capability of a dog. 
  3) Ore visual capacity is about human norm, 
  but they are able to see in total darkness as if illumination 
  were equal to very dim twilight (dusk) 
  4) Ores climb at 125% human speed and receive 
  a bonus of -10 on d% checks or otherwise gain a 10% 
  favorable adjustment. 
  Pl1\iska1 Descriptfott: In general, all Ores are 
  not quite so tall as Oafs, but on average they are broader, 
  almost as strong, and not quite so dull-witted. Greater 
  Ores are taller, of course, than typical or lesser Ores. 
  A Great Ore stands over six feet in height, almost as 
  tall as a typical Oaf. Great Ores serve as chiefs in orcish 
  society, these being larger and stronger than the usual 
  and lesser Ores. 
  play of the game: Evaluation, Scrutiny, Stealth, Tricks, 
  Unarmed Combat, and Waterfaring. 
  Restricteb Abilities: Great Ores may never gain 
  the Chivalry Ability. 
  Mattt>at""i Abilities: Great Ores automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  Physique 
  at 100% of Health 
  Stealing 
  at 90% of Precision 
  Weapons 
  at 80% of Precision 
  Cl1osrn Abilities: The player will choose two 
  Abilities from the following list and rank them in 
  importance: Hunt, Luck, Nomadic, Ranging, Savagery, 
  Sorcery, Theurgy, Tricks, Urbane, and Waylaying. 
  The Ability Scores are then figured off the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 50% of Base Rating 
  Second Ability 
  at 40% of Base Rating 
  Racial Capacities & Hattbicaps: Greater Ores 
  have the following special capacities or handicaps: 
  1) Greater Ore Avatars have two knacks but 
  only one quirk (explained in the Lejend Master's Lore™ 
  book) 
  2) Olfactory capacity is double that of humans, 
  or about one-fifth the capability of a dog. 
  3) Great Ore visual capacity about human norm, 
  but they are able to see in total darkness as if illumination 
  were equal to very dim twilight (dusk) 
  4) Great Ores Climb at 125% human speed and 
  receive a bonus of -10 on d% checks or otherwise gain 
  a 10% favorable adjustment. 
  In all other regards, Great Ores resemble other Ore, USS~ 
  Ores. (See the Ore description.) 
  1ttitial Base Ratitt5 Guibdittes: The player 
  Pl1\iska1 Descripti0tt: In general, all ores are 
  may initially assign no fewer points, and no greater not quite so tall as oafs, but on average they are broader, 
  number of points, to the Base Ratings than the almost as strong, and not quite so dull-witted. A Lesser 
  following: 
  Ore is several inches under six feet tall and has the 
  Health: min. 50 points 
  max. 76 points 
  same basic features as all ores share (see the Ore 
  Precision: min. 20 points 
  max. 40 points 
  description.) 
  Speed: min. 4 points 
  max. 7 points 
  1ttitia1 Base btitt5 Guibelmes: The player 
  bttbom 1ttcrease Dice: The player will roll 
  may initially assign no fewer points, and no greater 
  the following dice to determine the amount of increase number of points, to the Base Ratings than the 
  for each Base Rating: 
  following: 
  Health: add 4dl0+4 points to the Rating 
  Health: min. 50 points 
  max. 76 points 
  Precision: add ldl0+2 points to the Rating 
  Precision: min. 20 points 
  max. 40 points 
  Speed: add ld3 half-points to the Rating 
  Speed: min. 4 points 
  max. 7 points 
  £xch4bcb Abilities: Great Ores may learn the 
  bttt>om 1ttcrease Dice: The player will roll 
  following as new Abilities (in addition to those listed in 
  the following dice to determine the amount of increase 
  Chosm Abilities below; the rest are Excluded) during 
  for each Base Rating: 
  i:.C7Z;;;P H"91%ik9 
  ----<J~~@#I# 4' 
  ;.;;;.,., 
  ~~--~-
  --?t~ 
  ' 
  ' 
  .,.; 
  • - .• 
  lf 
  
  {.I::;,, ___ 
  T.'1!..-~3!~~ ~'!les w 
  -
  • ,::{J 
  Health: add 5d6+4 points to 
  the Rating 
  Precision: add ld6+2 points to 
  the Rating 
  Speed: add ld6 half-points to 
  the Rating 
  £xclut>et> Abilities: Ores may 
  learn the following as new Abilities (in 
  addition to those listed in Chosett 
  Abilities below; the rest are Excluded) 
  during play of the game: Arcana, 
  Enchantment, Evaluation, Pretense, 
  Scrutiny, Stealth, Tricks, .Unarmed 
  Combat, and Waterfaring. 
  Restrictet> Abilities: Lesser 
  Ores may never learn the Chivalry 
  Ability. 
  ~ .. fattt>ator\i Abilities: Lesser 
  Ores automatically begin play with three 
  Abilities. The Ability Scores are based 
  on the associated Base Rating. 
  Physique 
  at 
  40% 
  of 
  Health 
  Stealing 
  at 
  80% 
  of 
  Precision 
  Weapons 
  at 
  60% 
  of 
  Precision 
  Chosrn Abilities: The player 
  will choose two Abilities for the Avatar from the 
  following list and rank them in importance: 
  Enchantment, Hunt, Luck, Nomadic, Ranging, Rustic, 
  Theurgy, Tricks, Urbane, and Waylaying. 
  The Ability Scores are then figured off the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 70% of Base Rating 
  Second Ability 
  at 50% of Base Rating 
  lt:\cial Capacities ft Hattt>icaps: Lesser Ores 
  have the following special capacities or handicaps: 
  1) Lesser Ore Avatars have two knacks but only 
  one quirk (explained in Lejend Master's Lore™ book.) 
  2) Olfactory capacity is double that of humans 
  about one-fifth the capability of a dog. 
  ' 
  3) Lesser Ore visual capacity about human 
  norm, but they are able to see in total darkness as if 
  illumination were equal to very dim twilight (dusk.) 
  4) Lesser Ores climb at 125% human speed 
  and receive a bonus of -10 on d% checks or otherwise 
  gain a 10% favorable adjustment. 
  -
  Trollldtt 
  Ph'isical Descriptiott: A typical Barrens 
  T rollkin specimen is about three and a half feet tall 
  weighs some 70 pounds (because of dense bones and 
  muscles), and has skin of a pale, slate blue. Trollkin 
  are bullet-headed, with features seemingly scrunched 
  down onto the lower third of their faces, with large 
  ears protruding laterally that accentuate this condition. 
  Cranial hair is in a straight standing shock atop the 
  point of the head. 
  Slightly smaller than Barrens Trollkin are the 
  Cave Trollkin. A typical specimen is only about three 
  and a quarter feet tall, but weighs at least some 60 
  pounds. Their features are much the same as those of 
  Barrens Trollkin, but their skin is a deep gray hue. 
  lttitial Base lt:\titt5 Guit>elittes: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  • 
  r<i ; ffi:e !$;::: > 
  ¢ 
  ·~ '::s. ;;;;-
  5¥£ 
  
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 8 points 
  max. 12 points 
  ~ttt)om lttcrease Dice: The player will roll 
  the following dice to determine the amount of increase 
  for each Base Rating: 
  Health: add 3d4+2 points to the Rating 
  Precision: add 2d8+4 points to the Rating 
  Speed: add ld4 half-points to the Rating 
  Exd~t)et) Abilities: Trollkin are not excluded 
  from learning any Abilities. 
  Restrictet) Abilities: See below. 
  Mattt)ator\i Abilities: Trollkin automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  Minstrelsy at 80% of 
  Precision 
  Ranging at 50% of Health 
  Stealing at 40% of Precision 
  01osett Abilities: The player 
  will choose two Abilities for the 
  Avatar from the following list and 
  rank them in importance: Arcana, 
  Commerce, Evaluation. Geourgy, 
  Mechanics, Physique. Psychogenic, 
  Rustic, Stealth, Theurgy, Tricks, 
  Waylaying, and Weapons. 
  The Ability Scores are then 
  figured off the applicable Base Rating 
  at the following percentages: 
  First Ability at 70% of Base 
  Rating 
  Second Ability at 60% of 
  Base Rating 
  Rad..\I 
  C..\p..\dties 
  ft 
  Ha»t)ic..\ps: 
  Trollkin have the 
  following special capacities or 
  handicaps: 
  1) Trollkin swim at 50% of 
  their base walking movement rate. 
  2) T rollkin can be active for 
  3-5 minutes while holding their 
  breath. 
  3) T rollkin can see in normal 
  daylight only as if it were a dark night, 
  and in lesser light such as early 
  morning and evening as if it were a 
  moonlit night. 
  -
  4) Trollkin possess the visual capacity to see in 
  total darkness as if illumination were equal to normal 
  twilight. 
  5) Trollkin have an auditory capacity about twice 
  that of a normal human, perhaps close to that of an 
  average dog. 
  6) Their olfactory sense limited to only the very 
  strongest and most proximate of odors, so Trollkin are 
  virtually unable to smell most things, but their taste buds 
  will detect poisonous vapors. 
  7) Trollkin have a tendency to be rude, hurtful, 
  and mean. 
  8) Humans are 50% likely to discriminate against 
  them due to appearance. 
  l7 
  
  W\ilf 
  l'k\isical Desmpti0tt: 
  A typical Wylf, or elf, 
  stands slightly taller than 
  an average human and is 
  generally of small bone 
  structure and willowy 
  build, 
  with 
  sinewy 
  strength and great agility. 
  Grotto elves are near-
  albino, with pale to fair 
  hair, large, light-colored 
  eyes, and large, pointed 
  ears, but relatively small 
  noses and mouths. 
  Thicket elves are much 
  like that in appearance 
  but have fair, tanned, or 
  even wood-hued skin with 
  hair color that ranges 
  from fair through the 
  spectrum of leaves in - -=-- ~ 
  -= 
  autumn. 
  h1itial Bas¢ Ratitt5 
  wibdittes: The player 
  may initially assign no 
  fewer points, and no 
  greater number of points, 
  to the Base Ratings than 
  the following: 
  Health: min. 40 points 
  max. 70 points 
  Precision: min. 20 points 
  max. 50 points 
  Speed: min. 8 points 
  max. 14 points 
  'Rattbom lttci-ease Dke: 
  The player will roll the following dice to 
  determine the amount of increase for each Base Rating: 
  Health: add 3d4+2 points to the Rating 
  Precision: add ld8+4 points to the Rating 
  Speed: add ld3(+ 1) half-points to the Rating 
  £xclubeb Abilities: Wylfs are not excluded from 
  learning any Ability. 
  ·•:)J 
  ·'""~-
  Restrkteb Abilities: Wylfs may not begin play 
  with the following Abilities: Arcana, Chivalry, 
  Commerce, Evaluation, Mechanics, Metallurgy, 
  Nomadic, Planning, Urbane, and Waterfaring. 
  Mattbatot'\i Abilities: Wylfs automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  
  Ranging 
  at 60% of Health 
  Scrutiny 
  at 50% of Precision 
  Stealth 
  at 70% of Precision 
  OtoUtt Abtlitie1: The player will choose two 
  Abilities for the Avatar and rank them in importance. 
  The Ability Scores are then figured off the applicable 
  Base Rating at the following percentages: 
  First Ability 
  at 100% of Base Rating 
  Second Ability at 80% of Base Rating 
  bda1 Capadtie1 ft Hattbicaps: Wylfs have 
  the following special capacities or handicaps: 
  1) Wylfs begin with one of the following 
  Psychogenic Abilities known: Alter Vibrations, Material 
  Sensitivity, Mind Over Matter, Power Sensing, 
  Premonition, Sixth Sight, or Thought Reading. 
  2) The visual capacity is that of the Psychogenic 
  Power of Nictoscopy for grotto elves, with bright light 
  not enhancing vision. Thicket elves see in twilight as if 
  in full daylight, but full sunlight and total darkness enable 
  only sight as if in twilight, and in total darkness they 
  see as if illumination were dim twilight. 
  3) All other senses perform as in the description 
  of the Psychogenic Power of Sensory Acuity. 
  4) All Wylfs have a tendency to be suspicious, 
  xenophobic, irascible, nervous in crowds, and 
  uncomfortable in urban settings. 
  5) Shock Harm of 10 or more points in a single 
  blow, occurring when current Health is less than 70% 
  of normal, is likely to induce unconsciousness in a wylf. 
  The player must check for consciousness using the 
  current Health as a base. If the check fails, the wylf 
  blacks out one second of realtime for each point of 
  Harm taken in excess of 10. 
  Vcsho5c 
  1'k'itica1 De1cripti0t1: The Veshoge look very 
  much like humans with a pink or rosy cast of skin and 
  (frequently) a somewhat porcine-like visage-in such 
  cases having outward turning canines, round cheeks, 
  upturned nose, beady eyes, and horizontally oval face 
  with sparse hair. Average height is about five and a 
  quarter feet tall, with a slope-shouldered thick torso 
  tending towards corpulence. A Veshoge has little body 
  hair, save a shock growing atop the head and running 
  to the shoulder blades. 
  lttttial Bau Ratm5 wibelme1: The player 
  may initially assign no fewer points, and no greater 
  number of points, to the Base Ratings than the 
  following: 
  Health: min. 45 points 
  max. 65 points 
  Precision: min. 25 points 
  max. 55 points 
  Speed: min. 7 points 
  max. 10 points 
  bttbom 1ttcrea1e Dice: The player will roll the 
  following dice to determine the amount of increase for 
  each Base Rating: 
  Health: add l d12 points to the Rating 
  Precision: add ld8 points to the Rating 
  Speed: add l d6 half-points to the Rating 
  £xdubeb Abilities: Veshoge are not excluded 
  from learning any Abilities. 
  Restricteb Abilities: See below. 
  Mattbator\i Abilities: Veshoge automatically 
  begin play with three Abilities. The Ability Scores are 
  based on the associated Base Rating. 
  Commerce 
  at 80% of Heath 
  Stealth 
  at 90% of Precision 
  Weapons 
  at 60% of Precision 
  Otosttt Abilities: The player will choose three 
  Abilities for the Avatar from the following list and rank 
  them in importance: Enchantment, Evaluation, Hunt, 
  Luck, Nomadic, Psychogenic, Ranging, Rustic, 
  Savagery, Theurgy, Tricks, and Waylaying. 
  The Ability Scores are then figured off the 
  applicable Base Rating at the following percentages: 
  First Ability 
  at 70% of Base Rating 
  Second Ability 
  at 50% of Base Rating 
  Third Ability 
  at 40% of Base Rating 
  b d al Capacities ft Hattbicaps: Veshoge have 
  the following special capacities or handicaps: 
  1) Veshoge Avatars have two knacks but only 
  one quirk (explained in the Lejend Master's Lore™ 
  book.) 
  2) Auditory capacity of the Veshoge is double 
  that of humans. 
  3) 
  Veshoge 
  visual capacity is about 
  90% human norm, 
  but they are able to 
  see in 
  total 
  darkness as if 
  illumination 
  were equal 
  to 
  dim 
  twilight. 
  19 
  > 
  
  a -=; __ 
  --=--_Th
  _¢_
  lc
  __,.,.j_
  rn_b~ 
  __ a_~_R_u_l¢_s __ ~ 
  Or~~s att~ 
  B~efits 
  ==!!!!W~y way of explanation for the existence of 
  Orders. it is supposed that certain 
  combinations of Abilities indicate a 
  professional or vocational path that is 
  recognized by others in general society. 
  \ 
  : Such a combination of Abilities, in the series 
  1 I order indicated by the Order description, 
  \1 places the Avatar within an Order, informally 
  C:::::::!:!:::=±=~\ or formally, according to the Order and/or 
  the individual's choice. 
  An Avatar can belong to only one Order, if he 
  or she belongs to any at all. The Avatar's initial chosen 
  Ability must be the initial Ability listed for the desired 
  Order. If an avatar lacks the stated 
  initial Ability, then that individual 
  is not recognized within any 
  of the social class systems, per se. This in no way 
  makes the Avatar less able (see the material on 
  Unordered Avatars). but it does deny the privileges and 
  other benefits given to those who are operating within 
  a recognized class structure. 
  It is assumed that the Lejend Master will provide 
  suitable association places within the campaign. These 
  include guild-like societies and headquarters. secret 
  meeting places, temples, and so forth. 
  Require~ Abilities 
  As mentioned previously, the Abilities that an 
  Avatar possesses determine what Order the character 
  can join. Each Order has a specific set of four Abilities 
  required to fully partake in the society of the Order. 
  Furthermore, the required Abilities are ranked 
  in importance and must be selected in the same 
  order they are required. although the player 
  may choose other Abilities interspersed with 
  those required by the Order. 
  
  For example, a player wants his Avatar to 
  become a Forester. The required Abilities, in order, 
  for Forester are Hunt, Weapons, Archery, and Rustic. 
  The player also wants the character to know Minstrelsy, 
  so he chooses Hunt, Weapons, Minstrelsy, and Archery 
  initially. In this case, the Avatar could become a fully-
  recognized Forester with the acquisition of Rustic Ability 
  through play. 
  To determine eligibility for membership in an 
  Order, check the list of Orders given hereafter, and 
  compare the required Abilities with those of the Avatar. 
  The initial Ability ranked first in Step Eight of the 
  creation process must be the same as that listed first 
  for the Order. An Avatar has only one Ability ranked 
  first in importance, so there is the possibility for 
  belonging to but a single Order. No Avatar can have 
  two initial Abilities, nor can he or she actually belong 
  to two Orders. 
  The Avatar from above could never be a 
  Forester if the first Ability chosen were to be something 
  other than Hunt. The player could choose the four 
  required Abilities in order after that, but without Hunt 
  being the first Ability chosen, the Avatar will never be a 
  Forester. 
  --
  ..-V.11-L--
  However, the Avatar need not have more than 
  the initial Ability indicated to be eligible for contact (at 
  12th Rank), as noted in the details of each Order. The 
  Avatar's other Abilities may be other than those required 
  by the Order, as the Avatar can gain new Abilities to 
  properly qualify for full membership. 
  Using the example of a would-be Desperado 
  Order Avatar. with Stealing as the initial Ability chosen 
  and the other Abilities as Weapons, Physique, and 
  Stealth (with Minstrelsy as the additional Ability), here 
  is how the player could make that Avatar a full-fledged 
  member of the Desperado Order: 
  • As soon as a new Ability is gained, the player 
  selects Pretense. The Avatar can then join a Desperado 
  guild, hold 11th Rank, and gain the benefit indicated. 
  • The next Ability acquired through expenditure 
  of Merits must be Urbane. This moves the Avatar to 
  10th Rank in the Desperado Order. 
  • Finally, when the third new 
  Ability is purchased, it must be Evaluation, 
  and this gains at least 9th Rank status 
  for the Avatar, and higher Rank (but 
  not cumulative benefit) if the Stealing 
  Ability Score of the character is in 
  excess of 60. 
  
  Orba'Rattk 
  To indicate the advancement of a player's 
  Avatar in an Order, Ranks indicating the general 
  capacity and/or standing of an Avatar are given. These 
  are both social and professional or vocational rankings 
  that enable the individual Avatar, in some situations, to 
  deal with others from a progressively higher rank. 
  Advancement from one rank to another also brings 
  certain benefits to the Avatar. 
  Find the Rank of the Avatar using the 
  information provided in the Order description. Note 
  that the Avatar gains the Rank indicated, with all the 
  benefits listed for it. The Avatar does not get any 
  benefits from lower Ranks that are bypassed in the 
  process, save as noted immediately hereafter: the Avatar 
  does get the benefit of 9th Rank benefits, as detailed 
  for each Order, if he or she is of 8th or higher Rank. 
  These additions are in "recognition" of being a full-
  fledged member of the Order. 
  The ranking assumes 
  the required combinations 
  and sequence of Abilities. 
  Furthermore , even 
  with the initial 
  Ability for an 
  Order, 
  the Avatar is not recognized as actually belonging to it, 
  although, as noted, the Avatar need not have more 
  than the initial Ability indicated to be eligible for contact 
  (at 12th Rank), as noted in the details of each Order. 
  Rank titles are generally not known or used 
  outside the society of the order, of course. An Avatar 
  does not strut around saying, "I am a Rogue Order 
  Master Impostor," certainly! However, an Avatar would 
  indeed find reason to state being a belted Knight. This 
  is a matter of common sense for player and GM alike. 
  Avatar Orbas 
  The recognized Avatar Orders are: 
  tk1110ttur5e Or~u 
  Despua~o Or~u 
  £cdesiastk Or~u 
  £1¢111et1talist Or~u 
  forester Or~u 
  J0tt5l¢'4r Or~u 
  Mase Or~u 
  Marittu Or~u 
  Noble Or~u 
  Outlaw Or~u 
  Rosue Or~u 
  Sol~iu Or~u 
  Warlock Or~u 
  Players interested in playing a member of an 
  Order need to become familiar with the requirements 
  for the desired Order. Player should check the Avatar 
  against the ranking requirements 
  to effectively track the character's 
  rank and record the benefits 
  gained by increasing rank. 
  Note that the Abilities required 
  for the Order-and the sequence 
  of acquiring necessary-appears 
  in bold type in the Order 
  description. 
  
  (J,·. -~--
  Dem0ttur5~ Orber 
  low to low Vvrer Sodct'i 
  Those who practice sorcery are known amongst themselves as Demonurges. Their society is pervasive, 
  but organized groups are found only in large cities or in special, isolated, and secret communities elsewhere. 
  They are recognized socially only by Warlocks and such Nobles as stoop to use their services. Typical places for 
  association are undercover guilds and temples, often hidden or disguised to cloak their true nature. 
  The required Abilities are Sorc¢Mi. Tricks. Arca»a, atti> luck. 
  • 12th bttk. Imp Beater. Sorcery only possessed. No benefit save contact. 
  • nth bttk. Pctt'i Summ0»er. Sorcery and Tricks possessed. Guild membership available. Add 2 points to 
  Weapons Ability. 
  • •Mk bttk. Summ0»er. Sorcery, Tricks, and Arcana possessed. Gain memory tablet and add 2 points to 
  Weapons Ability. 
  • 9th bttk. Sorcerer. All four required Abilities possessed. Gain 1 Power. Add 2 points to each of the four 
  required Abilities possessed, but addition to Sorcery Ability can not then cause the Avatar to move to a higher 
  Rank. If this would occur, limit addition to the last point total in the category. 
  • sth bttk. Veteratt Sorcerer. Sorcery at 61. Add 2 points to each of the other three Abilities. 
  • 7th bttk. £xpm Sorcerer. Sorcery at 71. Gain a Plaque with one Power and add 1 
  point to each of the other three Abilities. 
  • 6th bttk. Master Sorcerer. Sorcery at 81. Gain a Plaque with one Power and 
  add 1 point to each of the other three Abilities. 
  • 5th bttk. Dem0»ur5e. Sorcery at 91. Gain a Plaque with one Power and add 
  1 point to each of the other three Abilities. 
  • If.th bttk. Gratti> Dem0»ur5e. Sorcery at 101. 
  Gain a Plaque with one 
  Power and add 1 point to each of the other three Abilities. 
  • Jri> bttk. Dladwst Dem0»ur5e. Sorcery at 
  111. Add Physique Ability at 20 or add 10 to 
  Physique if already possessed 
  • 2»~ bttk. Dem0»ur5e Prittce. Sorcery 
  at 121. Add Pretense Ability at 20, or 
  add 10 to Pretense if already 
  possessed. 
  • 1st bttk 1ttfema1 Dem0ttur5e. 
  Sorcery at 131. Add Chivalry 
  Ability at 20, or add 10 to 
  Chivalry if already possessed. 
  
  (ll'- __ Th,_,~~~~~nt ~~le~,. _:_,'.lJ 
  Desper abo Orber 
  low Sodrt'i 
  All such organizations are found only in cities, although their influence can reach into somewhat smaller 
  communities and is recognized by Jongleurs, Outlaws, and Rogues. Typical places for association are low 
  "dives" and criminal guilds (such as an assassins society, a beggars brotherhood, and/or a thieves guild.} 
  The required Abilities are Stealitt5. Vf'batte. £val'4ati0tt. attb SCT'Utitt\i. 
  • 12th bttk. Gatt5sta. Stealing only possessed. No benefit save contact. 
  • nth bttk. Pdt'i Hooblum. Stealing and Urbane possessed. Guild membership available and add 2 points 
  to Weapons Ability. 
  • tMh bttk. Hooblum. Stealing, Urbane, and Evaluation possessed. Gain finest set of criminal tools 
  available and add 5 points to Weapons Ability. 
  • 9th "bttk. Cf'ook. All four required Abilities possessed. Add 2 points to each of the 
  four required Abilities possessed. Addition to Stealing Ability can not then cause the 
  Avatar to move to a higher Rank. If this would occur, limit addition to the last point 
  total in the category. Add 5 points to Weapons Ability. 
  • 8th bttk. Vrtaatt Cf'ook. Stealing at 61. Add 2 points to each of the other 
  three Abilities and 5 points to Weapons Ability. 
  • 1th bttk. £xrm Cf'ook. Stealing at 71. Add 2 points to each of the other 
  three Abilities and to Weapons Ability. 
  • 6th bttk. Masta Crimittal. Stealing at 81. Add 2 points to each of 
  the other three Abilities and to Weapons Ability. 
  • nh bttk. Despaabo. Stealing at 91. Add 1 point to each of the 
  other three Abilities and to Weapons Ability. 
  • 4th bttk. Feaf'eb Despaabo. Stealing at 101. Add 1 point to 
  each of the other three Abilities. 
  • Jf'b bttk. Despaabo Chief. Stealing at 111. Add Planning 
  Ability at 20, or add 10 to Planning if already possessed. 
  • lttb bttk. Despaabo Prittce. Stealing at 121. Add 
  Pretense Ability at 20, or add 10 to Pretense if already 
  possessed. 
  • 1st bttk. Despaabo OvalOf'b. Stealing at 131. 
  Add Commerce Ability at 20, or add 10 to 
  Commerce if already possessed. 
  
  Ecclesiastic Orber 
  Vpp¢r !Awa- to Vl'f'a- Sodd'i 
  Priesthoods, clergy, and religious societies, from humble monks to the high prelates, are found in all 
  states of the world, although not necessarily in a formal hierarchy. They are recognized, sometimes perforce, by 
  all in such states as their deities are honored, and elsewhere, possibly respected or dishonored, as their pantheon 
  has renown or not. Typical places for association are universities, shrines, religious establishments, temples, 
  noble courts etc. 
  The required Abilities are Thcur5\i. Scrutitt\i. Ph'i•iqwc. attb ~amitt5 . 
  • 11th Rattk. Acol'itc. Theurgy only possessed. No benefit save contact. 
  • nth Rattk. Aspir"ttt. Theurgy and Scrutiny possessed. Fine fighting staff gained, temple membership 
  is now available, and 5 points added to Weapons Ability. 
  • tMh Rattk. Novice. Theurgy, Scrutiny, and Physique possessed. Add 4 points to Physique 
  Ability. 
  • 9th Rattk. Postwl"ttt. All four required Abilities possessed. Gain two Memory Tablets, two 
  Rites, and four Powers. Add 1 point to each of the four required Abilities possessed, but 
  addition to Theurgy Ability can not then cause the Avatar to move to a higher Rank. If this 
  would occur, limit addition to the last point total in the category. Add 5 points to Weapons 
  Ability. 
  • sth Rattk. Alm0t1a-. Theurgy at 61. Add 2 points to each of the other three Abilities 
  and 5 points to Weapons Ability. 
  • 7th Rattk. Vttba--Pricst/ Priestess. Theurgy at 71. Gain a Plaque with one Power, 
  add 1 point to each of the other three Abilities and 5 points to Weapons Ability. 
  • 6th Rattk. Prie1t/ Pric1tcff. Theurgy at 81. Gain a Plaque with one Power and 
  add 1 point to each of the other three Abilities. 
  • 5th Rattk. Offki"ttt Prie1t/ Priestess. Theurgy at 91. Gain a Plaque with one 
  Power and add 1 point to each of the other three Abilities. 
  • ttth Rattk. Chief Priest/ Priestess. Theurgy at 101. Gain a Plaque with one 
  Power and add 1 point to each of the other three Abilities. 
  • Jrb Rattk. Hish Priest/ Priesteff. Theurgy at 111. Add Arcana Ability 
  at 20 or add 15 to Arcana if already possessed. 
  • lttb Rattk. Gr"ttb Hi5h Priest/ Priestess. Theurgy at 121. 
  Add Chivalry Ability at 20 or add 15 to Chivalry if already 
  possessed. 
  • tit Rattk. Prel"te. Theurgy at 131. Add 
  Luck Ability at 20 or add 15 to Luck 
  if already possessed. 
  , :!'" 
  
  £1emrntalist Orber 
  Mibb1e to Mibb1e Vvver Sodrt\f 
  Geourgists are known as Elementalists in their own circles. Elementalists are found in cities, towns, and 
  even in more rustic locales. However, only larger communities have organized guilds. They are recognized by 
  all, but especially by Mages, Mariners, Nobles, and Soldiers. Typical places for association are "explorers" 
  organizations, guilds, and places of higher learning. 
  The required Abilities are Ge"'4r5'i· Arcatta. Pattto105\f. attb Ratt5m5. 
  • 12th Rattk. £1emmta1 £xpmmmt~. Geourgy only possessed. No benefit save contact. 
  • nth Rattk. £1emmta1 Practiti0tt~. Geourgy and Arcana possessed. Guild membership becomes available 
  and 2 points added to Weapons Ability. 
  • 
  • 1Mh Rattk. Geour5ist. Geourgy, Arcana, and Pantology possessed. Gain memory tablet 
  and add 3 points to Weapons Ability. 
  • 9th Rattk. L?ameb Geoursist. All four required Abilities possessed. Gain 1 Power. 
  Add 2 points to each of the four required Abilities possessed, but addition to Geourgy 
  Ability can not then cause the Avatar to move to a higher Rank. If this would occur, 
  limit addition to the last point total in the category. 
  (/ ~ >" 
  • sth Rattk. Veteratt Geour5ist. Geourgy at 61. Add 3 points to each of the other 
  ~ 
  ~ 
  three Abilities. 
  ) 
  • 7th Ra. ttk. £xpm Geour5ist. Geourgy at 71. Gain a Plaque with one Power 
  and add 1 point to each of the other three Abilities. 
  • 6th Rattk. Master Geour5e. Geourgy at 81. Gain a Plaque with one 
  I 
  Power and add 1 point to each of the other three Abilities. 
  • 5th Rattk. Joume,,.matt £1emmtalist. Geourgy at 91. Gain a Plaque 
  ~\. , 
  with one Power and add 1 point to each of the other tbree Abilities. 
  • 4th Rattk. £1emmtalist. Geourgy at 101. Gain a Plaque with one 
  Power and add 1 point to each of the other three Abilities. 
  • Jrb Rattk. Smior £1emmt~list. Geourgy at 111. Add Leaming 
  Ability at 20 or add 10 to Leaming if already possessed. 
  • 2ttb Rattk. £1emmtalist Abept. Geourgy at 121. Add 
  Metallurgy Ability at 20 or add 10 to Metallurgy if already 
  possessed. 
  • 1st Rattk. £1emmtalist Wizarb. Geourgy at 
  131. Add Enchantment Ability at 20 or add 10 
  to Enchantment if already possessed . 
  
  forester Orber 
  lowu to Mibble Socid'i 
  The company of foresters are also called woodsmen and huntsmen. Foresters are found in rustic locales 
  where there are many trees-in woods and forests of extensive and non-tropical sort. In the large villages and 
  towns adjacent to, or within, such timberlands there will be found places where such persons associate, and in 
  towns there might well be lodges for foresters. They are recognized by all, but especially by Jongleurs, Nobles 
  (who employ them to protect hunting lands), Outlaws, and Soldiers. Typical places for association are at trading 
  establishments, taverns, and special lodges. 
  The required Abilities are Huttt. Weap0tts. ArchU\1. attb R1-4stic. 
  If this Order is chosen, the player must choose either Ranging or Savagery as the Avatar's additional 
  Ability. 
  • 1ltl1 Rattk. Hutttu. Hunt only possessed. No benefit save contact. 
  • nth Rattk. SkiTieb Hutttu. Hunt and Weapons possessed. Lodge membership available. Add 2 points each 
  to Hunt and Weapons Abilities. 
  • 1Ml1 Rattk. Backwoobs Hutttu. Hunt. Weapons and Archery possessed. Gain finest heavy bow or any 
  crossbow (choice), add 3 points each to Hunt, Weapons, and Archery Abilities. 
  • 9th Rattk. Backwoobsmatt. All four required Abilities possessed. Add 2 points to each of the four required 
  Abilities possessed, but addition to Hunt Ability can not then cause the Avatar to move to a higher Rank. If 
  this would occur, limit addition to the last point total in the category. Add 4 points to either Ranging or 
  Savagery Ability, whichever was the fifth (additional) Ability. 
  • ~th Rattk. Cl4ttttm5 Woobsmatt. Hunt at 61. Add 2 points to each of the other three Abilities and 
  3 points to either Ranging or Savagery Ability. 
  • 7tl1 Rattk. Craft'i Woobsmatt. Hunt at 71. Add 2 points to each of the other three Abilities and 
  3 points to either Ranging or Savagery Ability. 
  • 6th Rattk. Expert Woobsmatt. Hunt at 81. Add 2 points to each of the other three Abilities 
  and 3 points to either Ranging or Savagery Ability. 
  • nh Rattk. Woobsmatt Hutttu. Hunt at 91. Add 2 points to each of the other three 
  Abilities and 1 point to Ranging or Savagery Ability. 
  • itth Rattk. forestu. Hunt at 101. Add 3 points to each of the other three 
  Abilities and 4 points to either Ranging or Savagery Ability. 
  • Jrb Rattk. Expert forestu. Hunt at 111. Add Stealth Ability at 20 or 
  .. .. 
  _ 
  add 10 points to Stealth if already possessed. 
  --:;::::..-- · " ... ::-_ : ·~--~ : 
  • lttb Rattk. forestu Ra115u. Hunt at 121. Add either Ranging 
  ~-~ --:-.~ 
  or Savagery Ability at 20 (if either is NOT pssessed) or add 5 
  ,.. ··· 
  points to each Ability if both are possessed. 
  ~ 
  • 1st Rattk. forestu Hutttsmatt. Hunt at 131. Add 10 
  / 
  points to Ranging Ability . Add Luck Ability at 20 or / 
  add 10 to Luck if already possessed. 
  J7 
  
  U--==----Tk
  --~.--U
  -.,.,0_,_
  l_!"
  ..,...,
  * ~b
  ....,,..'"" a
  ..,,.,.~
  ........:. :.....,...~_u_l~_s--=-..,...__:] 
  J0tt5leur Orber 
  low Sodd\i 
  Wandering entertainers and strolling players are found nearly everywhere in civilized lands. They are 
  recognized by Desperados, Outlaws, and Rogues. Typical places for association are tent camps, playhouses, 
  lower-class taverns. caravans, etc. 
  The required Abilities are Mittstrcls\i. Prdettsc, Ph'isiq'4c, lwck. 
  • 12th ~ttk. Dnm1mer. Minstrelsy only possessed. No benefit save contact. 
  • nth ~ttk. Pla\ier. Minstrelsy and Pretense possessed. Guild membership available and 4 points added to 
  Weapons Ability. 
  • 14'th ~ttk. Performer. Minstrelsy, Pretense, and Physique possessed. Gain fine set of six throwing knives 
  and add 6 points to Weapons Ability. 
  • 9th ~ttk. Mittstrd. All four required Abilities possessed. Add 2 points to each of the four 
  required Abilities possessed, but addition to Minstrelsy Ability can not then cause the Avatar to 
  move to a higher Rank. If this would occur, limit addition to the last point total in the category. 
  • sth ~ttk. Able Mittstrcl. Minstrelsy at 61. Add 3 points to each of the other three Abilities. 
  • 7th ~ttk. Expert Mittstrcl. Minstrelsy at 71. Add 3 points to each of the other three 
  Abilities. 
  • 6th ~ttk. Mmstrd Dart>. Minstrelsy at 81. Add 3 points to each of the other three 
  Abilities. 
  • 5th ~ttk. Bart>. Minstrelsy at 91. Add 3 points to each of the other three 
  Abilities. 
  • 4th ~ttk. J0t15le'4r. Minstrelsy at 101. Add 4 points to each of the 
  other three Abilities. 
  • 3rb ~ttk. Master J0t15le'4r. Minstrelsy at 111. Add Scrutiny 
  Ability at 20 or add 10 to Scrutiny if already possessed. 
  • lttb ~ttk. Great J0t15le'4r. Minstrelsy at 121. Add Planning 
  Ability at 20 or add 10 to Planning if already possessed. 
  • 1st ~ttk. Jott5le'4r Kitt5. Minstrelsy at 131. Add 
  Commerce Ability at 20 or add 10 to Commerce if 
  111
  ,.,,,,.~ 
  already possessed. 
  
  (.I_' ·_,, _..,,_ 
  ==---_0r
  __,,,_ b~er
  ...,,,....,.s,,,__a
  ._'4~=-·:"~
  -!_...m
  ........,._~-.,.....~i..,......
  _ts--="',,--·=--.--~ 
  Mase Orber 
  Vwer Sodm, 
  The company of enchanters are known as Mages in their own circles. Mages are found in cities, towns, 
  and even in more rustic locales. However, only larger communities have organized guilds. They are recognized 
  by all, but especially by Elementalists, Nobles, Mariners, and Soldiers. Typical places for association are material 
  shops, "seekers" organizations, guilds, and places of higher learning. 
  The required Abilities are £ttchatttm¢ttt. Arcatta. tcamitts. attb Maallurs'i-
  • 12th Rattk. Hebsc Ma5idatt. Enchantment only possessed. No benefit save contact. 
  • uth Rattk. Masidatt. Enchantment and Arcana possessed. Guild membership available. Add 2 points to 
  Weapons Ability. 
  • 1Mh Rattk. Master Ma5idatt. Enchantment, Arcana, and Learning possessed. Gain memory tablet and 
  add 3 points to Weapons Ability. 
  • 9th Rattk. Thaumatursist. All four required Abilities possessed. Gain 1 Power. Add 2 points to each of 
  the four required Abilities possessed, but addition to Enchantment Ability can not then cause the 
  Avatar to move to a higher Rank. If this would occur, limit addition to the last point total in the ~
  category. 
  ~ I 
  • sth Rattk. Master Thaumatur5ist. Enchantment at 61. Add 3 points to each 
  it 
  · 
  of the other three Abilities. 
  . 
  / "\ 
  • 7th Rattk. Thaumatursist Abept. Enchantment at 71. Gain a Plaque ~TJ .A~ 
  with one Power and add 1 point to each of the other three Abilities. 
  ~~ vfltfl I 
  _ 
  • 6th Rattk. Masc. Enchantment at 81. Gain a Plaque with one 
  -
  ' •QIL.. 
  {'P, 
  Power and add 1 point to each of the other three Abilities. 
  .) r 
  • S'th Rattk. £xpm Masc. Enchantment at 91. Gain a Plaque 
  with one Power and add 1 point to each of the other three Abilities. 
  • 4th Rattk. Master Mase. Enchantment at 101. Gain a 
  Plaque with one Power and add 1 point to each of 
  the other three Abilities. 
  • Jrb Rattk. Masc Abept. Enchantment at 
  111. Add Geourgy Ability at 20 or add 10 to 
  Geourgy if already possessed. 
  • lttb Rattk. Mase Wizarb. Enchantment 
  at 121. Add Chivalry Ability at 20 or add 
  10 to Chivalry if already possessed. 
  • 1st Rattk. Archmase. Enchantment at 
  131. Add either Rustic or Urbane 
  Ability at 20 or add 10 to either, if one 
  or the ot}:ter is already possessed. 
  / 
  / 
  -
  / 
  -------.....-~------.,...:..~--------
  / 
  , 
  ,/ 
  -
  ------._.&.~:;,-. 
  ----
  
  ~ 
  ....... 
  · :. -===· ~
  ~ Th
  ..,..-
  . 
  --=-~ _ltj
  ~.
  "'· ett
  ......., 
  .. _._,,,,
  ~~~~~
  _.. 
  .. ~!t~.;u~
  ~~.,....,.,..
  ~. =--'" ·-:-=-:}fJ 
  Maritter Orber 
  low to low Vppn- Soclrt'i 
  The seafaring society is pervasive wherever there are ports and waterborne trade. Mariners are recognized 
  by all those who are aware of sea commerce and certainly by upper class groups in civilized states when the 
  Mariner has achieved higher rank. Typical places for association are low "dives" on the waterfront, docks and 
  wharves, seafarers inns and taverns, nautical clubs and associations, etc. 
  The required Abilities are Waterfaritt5. Commn-ce. Weap0tts. attb Arcl1~ . 
  • 12tl1 Rattk. Sailor. Waterfaring only possessed. No benefit save contact or enlistment as a deckhand. 
  • ntl1 Rattk. Seamatt. Waterfaring and Commerce possessed. Guild membership available. Add 2 points to 
  Waterfaring Ability. 
  • 1"tl1 Rattk. Able Seamatt. Waterfaring, Commerce, and Weapons possessed. Gain metal half armor and 
  add 3 .points to Waterfaring Ability. 
  • '>tl1 Rattk. Mate. All four required Abilities possessed. Gain a small schooner or fishing boat of equal worth. 
  Add 2 points to each of the four required Abilities possessed, but addition to Waterfaring Ability can not then 
  cause the Avatar to move to a higher Rank. If this would occur, limit addition to the 
  last point total in the category. 
  . 
  • stl1 Rattk. first Mate. Waterfaring at 61. Add 3 points to each of the other 
  ..., ... _.,.. ~:Ji3!~~-
  three Abilities. 
  • 
  < ; R !Si::: 
  • 7tl1 Rattk. Pilot. Waterfaring at 71. Add Urbane Ability at 20 or add 10 
  to Urbane if already possessed. 
  • 6tl1 Rattk. Mastn- Pilot. Waterfaring at 81. Add 2 points 
  to each of the other three Abilities. 
  • S'tl1 Rattk. lielftettattt. Waterfaring at 91. Add 
  Mechanics Ability at 20 or add 10 to Mechanics if already 
  possessed 
  • 4tl1 Rattk. first lielftettattt. Waterfaring at 101. 
  Add 2 points to each of the other three Abilities. 
  • 3rb Rattk. Commattbno. Waterfaring at 111. 
  Add Chivalry Ability at 20 or add 10 to Chivalry if 
  already possessed. 
  • ltt~ Rattk; Sl1ip Captaitt. Waterfaring at 121. 
  Add 2 points to each of the other three Abilities. 
  • 1st Rattk. Commo~ore. Waterfaring at 131. 
  Add Planning Ability at 30 or add 15 to Planning 
  if already possessed. 
  \ 
  ' ; 
  "!':} . : !'5£:-- :"'!§is& 
  .. _ __ ......., ....... 
  40 
  
  .. 
  {6..:.:·-'¥ __ 
  _..,"'_0r
  ~' 
  --~-2 
  ........ ~-
  ~tt_,~-~-~~
  ~~-
  ~ts_eo~
  -=~~
  .:JIJ 
  Noble Orber 
  Vppa Mibble to Vppermost Sodtt'i 
  The nobility, from the great lords to the petty gentry, are found in most, although not all, states of the 
  world. They are recognized, sometimes perforce, by all in such states, and even elsewhere, as they are the 
  masters of much. Typical places for association are villas, manor houses, chateaux, castles, palaces, tourneys, 
  etc. 
  The required Abilities are ChivaJni. Weap0tts. Hlmt. attb l'h\isique. 
  • 12th bttk. f'rattklm. Chivalry only possessed. No benefit save contact. 
  • nth bttk. Gmtlematt. Chivalry and Weapons possessed. Gain a short thrusting sword. Attendance at a 
  noble court becomes available. Add 1 point to Chivalry Ability. 
  • 1Mh bttk. Anttm5er. Chivalry, Weapons, and Hunt possessed. Gain any sword and half metal 
  armor. Add 1 point to Chivalry Ability. 
  • ~h bttk. £squire. All four required Abilities possessed. Gain destrier and full metal armor. Add 
  1 point to each of the four required Abilities possessed, but addition to Chivalry Ability can not then 
  cause the Avatar to move to a higher Rank. If this would occur, limit addition to the last point 
  total in the category. 
  • sth bttk. Ktti5ht. Chivalry at 61. Add 3 points to each of the other three Abilities. 
  • 7th Rattk. Ktti5ht Arrattt. Chivalry at 71. Add 2 points to each of the other three 
  Abilities. 
  • 6th Rattk. Ktti5ht Bamierct. Chivalry at 81. Add 2 points to each of the 
  other three Abilities. 
  • S'th bttk. Kt1i5ht Commattber. Chivalry at 91. Add 2 points to 
  each of the other three Abilities. 
  • 4th bttk. Ktti5ht Champi0tt. Chivalry at 101. Add 2 
  points to each of the other three Abilities. 
  • 3'1> bttk. Grattb Ktti5ht. Chivalry at 111. Add 
  Luck Ability at 20 or add 10 to Luck if already 
  1; 
  possessed. 
  • lttb bttk. Lorb. Chivalry at 121. Add 
  Planning Ability at 20 or add 10 to 
  Planning if already possessed. 
  • 1st bttk. Bar0ttct. Chivalry at 
  131. Add Ranging Ability at 20 
  or add 10 to Ranging if 
  already possessed. 
  .f 
  ~ = .: ( 
  41 
  > 
  
  ~-'--~» 
  !'1
  ~,,,~
  0! ...,,.,.!7)
  _.,
  ~!"-
  -- $<&-~-~
  _..,,,=--=~~
  '!~,.._cs..,.,,,,..
  .,s~,......,....-~
  ,.-~
  · lJ 
  Outlaw Orber 
  ww Sodct'f 
  The reavers of the countryside, bandits and rebels, are found nearly everywhere in all lands. They are 
  recognized by Desperados, Jongleurs, and Rogues. Typical places for association are low "dives" in the country, 
  rustic faires, bandit strongholds, traveling carnivals, etc. 
  The required Abilities are Wa'fla'fm5. ltatt5m5. Af'ch~. att~ W¢ap0tts. 
  • 12th ltattk. Mw55¢f'. Waylaying only possessed. No benefit save contact. 
  • nth ltattk. least Cr¢Wmatt. Waylaying and Ranging possessed. Guild membership available and 4 points 
  added to Waylaying Ability. 
  • 1"th ltattk. Rwtttti5at¢. Waylaying, Ranging, and Archery possessed. Gain a heavy 
  bow and add 3 points to Archery Ability. 
  ·• 9th ltattk. Killbwck. All four required Abilities possessed. Add 2 points to each 
  of the four required Abilities possessed, but addition to Waylaying Ability can 
  not then cause the Avatar to move to a higher Rank. If this would occur, 
  limit add_ition to the last point total in the category. 
  • sth ltattk. Footva~ . Waylaying at 61. Add 3 points to each of the 
  other three Abilities. 
  • 7th ltattk. Hishwa'fmatt. Waylaying at 71. Add 2 points to 
  each of the other three Abilities. 
  • 6th ltattk. Wattt¢~ Hishwa'fmatt. Waylaying at 81. Add 
  2 points to each of the other three Abilities. 
  • S'th ltattk. Vpri5ht Matt. Waylaying at 91. Add 2 points 
  to each of the other three Abilities. 
  • '+th lta11k. · Batt~it. Waylaying at 101. Add 2 points 
  to each of the other three Abilities. 
  • 
  3f'~ ltattk. Batt~it Captaitt. Waylaying at 111. 
  Add Stealth Ability at 20 or add 10 to Stealth if 
  already possessed. 
  • 
  ltt~ ltattk. Batt~t lea~~ . Waylaying at 
  121. Add Planning Ability at 20 or add 10 
  to Planning if already possessed. 
  • 1st Rattk. Robb¢f' Baf'Ott. Waylaying 
  at 131. Add Chivalry Ability at 20 or 
  add 10 to Chivalry if already 
  possessed. 
  
  Ro5ue Orber 
  low to Vppa Sodd\f 
  Lone individuals and small groups of free-spirited and amoral persons are found in all places. Agents and 
  spies are in the social group, as might be a cat burglar and a mercenary assassin. Such folk are between the law 
  and the lawless, both and neither. They are recognized by virtually all other social groups, but often not 
  welcomed or treated well by any, depending on the last exploit of an individual or group. Typical places for 
  association range from "dives" and criminal guilds (such as assassins society, beggars brotherhood, or thieves 
  guild) and like places for wanted and dangerous men to the haunts of any other order, including the uppermost 
  ones. 
  The required Abilities are Pf'dettse. Weap<ms. Stea1tl1. attb Tricks. 
  • 12tl1 R.attk. Kttave. Pretense and Weapons only possessed. No benefit save contact. 
  • 11th R.attk. MoUtttebattk. Pretense, Weapons, and Stealth possessed . . Guild membership available and 4 
  points added to Pretense Ability. 
  • 1Mh R.attk. Poseuf'. All four base Abilities. Gain complete disguise wardrobe (no armor, apparel only.) Add 
  2 points to each of the four required Abilities possessed, but addition to Pretense Ability can not then cause the 
  Avatar to move to a higher Rank. If this would occur, limit addition to the last point total in the category. 
  • 9th R.attk. lmpostOf'. All four required Abilities plus either Chivalry or Minstrelsy possessed. Add 3 points to 
  each of the other three required Abilities possessed and 1 point to Chivalry or Minstrelsy, or both, if possessed. 
  • stl1 'Rattk. £xpm lmpostOf'. Pretense at 61. Add 1 point to Pretense and 2 points to each of the other 
  Abilities (with either Chivalry or Minstrelsy gaining a bonus.) 
  • 7th R.attk. Masta lmpostOf'. Pretense at 71. Add 1 point to Pretense and 1 point to each of the other 
  Abilities (including both Chivalry and Minstrelsy, if possessed.) 
  • 6tl1 'Rattk. Tricksta. Pretense at 81. Add 1 point to Pretense and 1 
  point to each of the other Abilities (including both Chivalry and Minstrelsy, 
  if possessed.) 
  • nk R.attk. Decdva. Pretense at 91. Add either Rustic or Urbane 
  Ability at 30 or add 15 to one of the two if both are already possessed. 
  • 4tl1 R.attk. Ro5ue. Pretense at 101. Add either Rustic or 
  Urbane Ability at 30 or add 15 to the one of the two not previously 
  so increased. 
  • Jf'b R.attk. Ro5ue AbvetttUf'a. Pretense at 111. Add 
  either Nomadic or Savagery Ability at 20 or add 10 to one 
  of the two if both are already possessed .. 
  • 2ttb R.attk. Mast a Ro5ue. Pretense at 121. Add 
  either Nomadic or Savagery Ability at 20 or add 
  10 to the one of the two not previously so 
  increased. 
  • 1st 'Rattk. Ro5ue Prittce. Pretense 
  at 131. Add Psychogenic Ability 
  at 30, choosing one Po0
  wer, 
  .. 41 ~ 
  score 
  if 
  already 
  • • • 
  ' 
  or add 15 to Psychogenic J' 
  possessed 
  and 
  _:;:§§~::=::::-"' 
  choose another~ 
  , 
  =;;:::~~~§~~~= 
  Power. 
  li1 
  . -
  
  (l__
  'lc ......,,..,, "'"'="'
  - ~ =...,.,.....
  · Th 
  _ _,~~
  . tc
  ~. L
  .,,,..,~-~,,,._.,.~Mi
  ~a ~e~
  -.:--
  ~ u~
  1~_s .....,.....,..-_,_...
  re ~
  - :)J 
  Solbier Orber 
  low to low V1'J'¢r Soclrt'i 
  The military society is pervasive virtually everywhere for defense of home, people, and country. Soldiers 
  (or at least warriors) are recognized by all, and as they attain rank are accepted in the upper class groups to a 
  greater or lesser extent. Typical places for association are low "dives" in urban areas, military installation 
  environs, inns and taverns, military clubs and associations, etc. 
  The required Abilities are w~ap0tts. Plattttitt5. 'Ratt5m5. attb l'l1\isique. 
  • 12tl1 Rattk. So1bi¢r. Weapons only possessed. No benefit save contact or enlistment in the lowest ranks 
  • 11tl1 Rattk. Matt-at-arms. Weapons and planning possessed. Guild membership becomes available. Add 
  3 points to Weapons Ability. 
  • 1~tl1 Rattk. Corporal. Weapons, Planning, and Ranging possessed. Gain metal half armor. Add 
  3 points to Planning Ability. 
  • 9tl1 Rattk. Serjeattt. All four required Abilities possessed. Gain a courser (horse.) Add 2 
  points to each of the four required Abilities possessed, but addition to Weapons Ability can not 
  then cause the Avatar to mo.veto a higher Rank. If this would occur, limit addition to the last 
  point total in the category. 
  . 
  • stl1 Rattk. Grattb Serj~attt . Weapons at 61. Add 3 points to each of the other three 
  Abilities. 
  • 7tl1 Rattk. Comet. Weapons at 71. Add Archery Ability at 20 or add 10 to 
  Archery if already possessed 
  • 6tl1 'Rattk. lieutrnattt. Weapons at 81. Add 2 points to each of the 
  other three Abilities. 
  • nl1 Rattk. Captaitt. Weapons at 91. Add Mechanics Ability at 
  20 or add 10 to Mechanics if already possessed 
  • 1ttl1 Rattk. Major. Weapons at 101. Add 2 points to 
  each of the other three Abilities. 
  • Jrb Rattk. Co10ttd. Weapons at 111. Add Chivalry 
  Ability at 20 or add 10 to Chivalry if already 
  possessed. 
  • lttb Rattk. Grn¢ra1. Weapons at 121. Add 2 
  points to each of the other three Abilities. 
  • 1st Rattk. Captaitt Grn¢ra1. Weapons at 
  131. Add Luck Ability at 20 or add 10 to 
  Luck if already possessed. 
  
  [[ 
  __ ......
  . a....-. -=---Or
  ----=-~_,,.e;
  ....,,.~......,s~""""~ 
  ........ b-... ~---m
  .,,_
  _, c_f:t_·t_s --=--_ .. _::;J 
  W af'lock Of'bu 
  Low to Low Vwer Sodd'i 
  Those who practice Necrourgy are known amongst themselves and the general populace as Warlocks. 
  Their society is pervasive, but organized groups are found only in larger communities or in special, isolated, and 
  secret places elsewhere. They are recognized socially only by Demonurges and such Nobles as stoop to use their 
  services. Typical places for association are undercover guilds and temples, often hidden or disguised to cloak 
  their true nature, old ruins with extensive burial grounds, and so forth. 
  The required Abilities are Necrours\i. Arcatta. luck. Patttolos\i. 
  • tltl1 Rattk. Corp1e Master. Necrourgy only possessed. No benefit save contact. 
  • ntl1 Rattk. Necromattcer. Necrourgy and Arcana possessed. Guild membership becomes available. Add 2 
  points to Weapons Ability. 
  • 1Ml1 Rattk. Journe'imatt Necrour5e. Necrourgy, Arcana, and Luck possessed. Gain memory tablet and add 
  2 points to Weapons Ability. 
  • 9tl1 Rattk. Necrour5e. All four required Abilities possessed. Gain 1 Power. Add 2 points to each of the four 
  required Abilities possessed, but addition to Necrourgy Ability can not then cause the Avatar to move to a higher 
  Rank. If this would occur, limit addition to the last point total in the category. 
  • stl1 Rattk. Expert Necrourse. Necrourgy at 61. Add 2 points to each of the other 
  three Abilities. 
  • 7tl1 Rattk. Ma5ter Necrour5c. Necrourgy at 71. Gain a Plaque with one 
  Power and add 1 point to each of the other three Abilities. 
  • 6tl1 Rattk. Grattt> Master Nccrour5e. Necrourgy at 81. Gain a Plaque with 
  one Power and add 1 point to each of the other three Abilities. 
  • S'tl1 Rattk. Warlock. Necrourgy at 91: Gain a Plaque with one Power 
  and add 1 point to each of the other three Abilities. 
  • 4tl1 Rattk. W arlock Master. Necrourgy at 101. Gain a Plaque with 
  one Power and add 1 point to each of the other three Abilities. 
  • Jrt> Rattk. Warlock At>evt. Necrourgy at 111 . Add Enchantment 
  Ability at 20 or add 10 to Enchantment if already possessed. 
  • lttt> Rattk. Cl1ief Warlock. Necrourgy at 121. Add 
  Pretense Ability at 20 or add 10 to Pretense if already 
  possessed. 
  • 11t lt.\ttk. Ab"iu al Warlock. Necrourgy 
  at 131. Add Chivalry Ability at 20 
  or add 10 to Chivalry if 
  already possessed. 
  
  Vttorber~b Avatars 
  Avatars that do not belong to an Order are referred to as Unordered Avatars. They are more or less 
  enigmas to those who can identify individuals only through a set of stereotypes and knowledge and activity 
  labels. These Avatars, too, gain certain benefits as they grow in Abilities possessed. 
  Note that when an Ability with two or all three Base Ratings is concerned, the addition of points to 
  "other" Abilities of "like" base applies to any one of the bases, not to two or three of the same kind, at the option 
  of the player. Thus, for instance, an Avatar with Unarmed Combat as 1st Ability can add 1 point to each other 
  Health-, Precision-, or Speed-based Ability at the player's option as to which category to so augment. When 
  cross-base addition is called for, the player is again free to choose for his or her Avatar which base to which to 
  add. 
  first Abilit}f Healtk-Daseb: 
  Ability at 61: Add 1 point to each other Health-based Ability. 
  Ability at 71: Add 1 point to each other Health-based Ability. 
  Ability at 81: Add 1 point to each other Health-based Ability and 3 points to any one Precision-based Ability of 
  your choice. 
  Ability at 91: Add 1 point to each other Health-based Ability and 5 points to any one Precision-based Ability of 
  your choice. 
  · 
  Ability at 101: Add 2 point to each other Health-based Ability. 
  Ability at 111: Add 2 point to each other Health-based Ability. 
  Ability at 121: Add 3 points to each other Health-based Ability. 
  Ability at 131: Add 4 points to each other Health-based Ability and 5 points to any one Speed-based Ability of 
  your choice. 
  first Abilit}f Precisi0tt-Daseb: 
  Ability at 61: Add 1 point to each other Precision-based Ability. 
  Ability at 71: Add 1 point to each other Precision-based Ability. 
  Ability at 81: Add 1 point to each other Precision-based Ability and 3 points to any one Speed-based Ability of 
  your choice. 
  Ability at 91: Add 1 point to each other Precision-based Ability and 5 points to any one Speed-based Ability of 
  your choice. 
  Ability at 101: Add 1 point to each other Precision-based Ability. 
  Ability at 111: Add 2 point to each other Precision-based Ability. 
  Ability at 121: Add 2 points to each other Precision-based Ability. 
  Ability at 131: Add 3 points to each other Precision-based Ability and 5 points to any one Health-based Ability 
  of your choice. 
  first Abilit}f Speeb-Daseb: 
  Ability at 61: Add 1 point to each other Speed-based Ability. 
  Ability at 71: Add 1 point to each other Speed-based Ability. 
  Ability at 81: Add 1 point to each other Speed-based Ability and 3 points to any one Health-based Ability of 
  your choice. 
  Ability at 91: Add 1 point to each other Speed-based Ability and 5 points to any one Health-based Ability of 
  your choice. 
  Ability at 101: Add 1 point to each other Speed-based Ability. 
  Ability at 111: Add 1 point to each other Speed-based Ability. 
  Ability at 121: Add 2 points to each other Speed-based Ability. 
  Ability at 131: Add 2 points to each other Speed-based Ability and 5 points to any one Precision-based Ability 
  of your choice. 
  • 
  < 
  % 5""$H: 1 
  <, ; ; ' · 
  ""'!§k' ; ' :'.'.'!"s;;;-
  
  ~-·--,,_,...,,,..--~-A 
  __ v_a~t~ar 
  __ A_b_~U~it_i_¢s~~~--~ 
  Avatar Abiliti~s 
  ach of the Abilities listed above is 
  described in this section of the rules. 
  Full descriptions of the mundane 
  Abilities will be found here, while full 
  descriptions of Extraordinary Abilities 
  will be found in the appropriate section 
  of the rules. 
  Alchcmia: Health - Equipment List Special 
  ArcaHa: Speed - Equipment List Magical 
  Arch4.!nf: Precision - Equipment List Low 
  Chivalnt: Health - Equipment List High 
  Comml.!rcc: Health - Equipment List High 
  Crcativit\i: Precision - Equipment List Special 
  t>iviHati0t1: Speed - Equipment List Special 
  Et\ChatttmCt\t: Speed - Equipment List Magical 
  EvalMati0t1: Health - Equipment List Middle 
  Gcours\i: Speed - Equipment List Magical 
  Hwttt:Precision - Equipment List Low, Middle if chosen first 
  uamiHS: Health - Equipment List High 
  luck: Speed - Equipment List Special 
  MechaHics: Health - Equipment List Middle 
  Metalh.rs\f: Speed - Equipment List Special 
  MiHstrels'1: Precision - Equipment List Low 
  NccrOMrs'1: Speed - Equipment List Magical 
  Nomabk: Precision - Equipment List Low 
  l'a.f1l'Yobabi1it'1: Health - Equipment List Special 
  l'aHtolos'1: Health - Equipment List Middle 
  l'h'1siqMe: Health - Equipment List Low 
  T'la.ttHiHS: Health - Equipment List Military 
  Pretettsc: Health - Equip. List Low. Middle if chosen first 
  l's'1cho5Ct1ic: Speed - Equipment List Magical 
  14Hsitts: Health - Equip. List Middle, Military if chosen first 
  Rustic: Health - Equipment List Low 
  Savas4.!nf: Speed - Equipment List Low 
  Sorc4.!nf: Speed - Equipment List Magical 
  Scnttitt'1: Precision - Equipment List Middle 
  Stealms: Precision - Equipment List Low 
  Stealth: Precision - Equipment List Low 
  Thcurs\f: Speed - Equipment List Magical 
  Tricks: Precision - Equipment List Low 
  Vt\a."'1~ Combat: Health,Precision,Speed -Equip. List Low 
  Vrba.ttc: Precision - Equipment List Low 
  Wa.tma.ritts: Health - Equipment List Low 
  W A\ila.'1itt5: Health - Equipment List Low 
  Wca.p0t11: Precision - Equipment List Military 
  AkhemiA 
  Two points are added to the Avatar's Health 
  Rating when this Ability is initially selected. All activities 
  having to do with the addition of Extraordinary 
  capacities of any sort to items or materials that are 
  applied to, or ingested, by an individual so as to impart 
  magical energy Is governed by this Ability. (This covers 
  the making of ambrosias, balms, elixirs, philters, 
  potions, salves, simples, tonics, unguents, etc.) The 
  use of the chemical and/ or herbal ingredients in this 
  Ability must be done in conjunction with an 
  Extraordinary Ability that possesses Powers that can 
  be activated, and for which a specific Power has a result 
  similar, in whole or in part, to the effect of the desired 
  substance's own is known to the pharmacologist. 
  Starting Equipment List: Special. 
  Arcatta 
  Add one half-point to the Avatar's Speed Rating 
  when Initially selecting this Ability. All activities having 
  to do with forbidden lore, arcane knowledge, ancient 
  mysteries, lost information, hidden and secret things, 
  etc. are governed by this Ability Score. Each five Ability 
  points possessed adds one point of Activation Energy 
  to the pool of points available to the Avatar-an Arcana 
  Score of 46 provides 9 AEPs, for example. 
  Starting Equipment List: Magical. (Only general 
  equipment, memory tablets, and/or specific selections 
  of other possessed Extraordinary Abilities, excluding 
  Psychogenic, can be chosen.) 
  Arch¢ni 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  bows, crossbows, footbows, hand catapults, fletching, 
  bow and crossbow weapon mending and making, etc. 
  are governed by this Ability. Each 10 Ability points 
  possessed adds one point to Weapons Ability when 
  using such a weapon, and also one bonus point of Harm 
  inflicted from a successful attack when employing such 
  a weapon. 
  Starting Equipment List: Low. 
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  Cl1ivalr\i 
  Add two points to Health Rating when 
  initially selecting this Ability. All activities having 
  to do with courtly behavior, manners, diplomacy, 
  persuasion, precedence, castles, fortification and 
  siegecraft, siege engines, command, 
  management of lands, livestock, riding, etc. are 
  governed by this Ability. Each five Ability points 
  possessed adds one point to Weapons Ability 
  use and any weapon-based Harm inflicted by 
  the individual. 
  Starting Equipment List: High. 
  Commerc\? 
  Add two points to Health Rating when 
  initially selecting this Ability. All activities having 
  to do with acquisition, banking, business, buying 
  and selling, commerce, commodities, finance, 
  investing, precious goods, rare objects, real estate, 
  speculation, barter and bartering, trade and trading, 
  etc. are governed by the Ability. 
  Starting Equipment List: High. 
  Cr\?ativit'i 
  Add two points to Precision Rating only when 
  initially selecting this Ability. All activities having to do 
  with the creation of works of artistic sort-carved, 
  drawn, painted, performed, sculpted, spoken, written 
  and so forth-are governed by this Ability. The Ability 
  is thus not only useful in, and of, itself, but it lends 10% 
  of the Score possessed by an individual to the use of 
  any of the following nine other Abilities also possessed: 
  Evaluation, Metallurgy, Minstrelsy, Planning, Pretense, 
  Stealing, Tricks, Urbane, and Waylaying. 
  Starting Equipment List: Special. 
  1'ivittati0t1 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities having to do 
  with the augury, divination, fortune telling, prophecy, 
  etc. are governed by this Ability. The Ability enables 
  the possessor to ask once daily, per divination means, 
  one specific question about a person, place, or thing 
  and receive a definite and correct "yes" or "no" answer 
  only. Mis-phrased questions or those that can not be 
  answered in the affirmative or negative are questions 
  nonetheless, and even though they receive a misleading 
  answer, or none at all, end the opportunity for the day. 
  However, any Ability check that results in a score equal 
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  to 10% or 
  less of Ability 
  score enables a second attempt at use of this Ability. 
  A character begins with one divinatory means 
  per 10 Ability points. As Ability score increases. one 
  additional means can be gained only at each decimal 
  advance thereafter that is above the starting Ability score 
  (e.g. 21, 31, 41, 51. etc.) and so acquired only at some 
  special place of training in such Ability. 
  The usual means of divination are: animal 
  omens, ashes, automatic writing, bones. cards, crystal 
  gazing, dice, dreams. entrails. liquid mixture, lot casting, 
  miniature symbol casting, rune casting, scent omens, 
  smoke, sound omens, tea leaves, and visions. 
  Starting Equipment List: Special. 
  £ttchatttmmt 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities having to do 
  with the activation of enchantments, enchanted objects, 
  enchantment effects, etc. are governed by this Ability. 
  Starting Equipment List: Magical. Only Enchantment, 
  general equipment, and memory tablet selections can 
  be chosen. See the Enchantment Ability section of the 
  rules for details. 
  •• 
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  Evaluati0tt 
  Add two points to Health Rating only when 
  initially selecting this Ability. All activities having to do 
  with the evaluating the intent and type of threat posed 
  by a person or other creature, the type of an object 
  and its value, and situational evaluation are governed 
  by this Ability. With respect to persons and creatures, 
  this includes assessment of honesty.integrity, motivation, 
  origin. purpose/intent, social class, truthfulness, wealth, 
  etc. With respect to object evaluation, this includes: 
  age, alterations, artistic elements, comparatives, 
  condition, conformation, construction, craftsmanship, 
  identification, location, market, materials, origination, 
  potential. purpose, quality, soundness, value, 
  workmanship, and so forth. 
  Starting Equipment List: Middle. 
  Geours'i 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities having to do 
  with the summoning up of elemental power or actual 
  elemental spirits are governed by this Ability. 
  Starting Equipment List: 
  Magical. Only 
  Geourgy, general equipment, and memory 
  tablet selections can be chosen. See the 
  Geourgy Ability section of the rules for details. 
  Huttt 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do 
  with hunting afoot and/or mounted, woodcraft, 
  survival, the chase, tracking, recognition of flora 
  and fauna, concealment and camouflage in 
  woods, etc. are governed by the Ability. When 
  using this Ability to locate game, a check is 
  made, and if successful, one sort of animal will 
  be discovered, although it might be a predatory 
  sort rather than a purely game animal form. If 
  Ranging Ability is also possessed, the individual 
  adds 10% of that Score to the Hunt Score in 
  regards to checks against this Ability and vice 
  versa. 
  This Ability can also be used to attempt to avoid 
  being surprised in an encounter situation if the Avatar 
  is employing it or could logically use it at the time of 
  the encounter. The base Score is used, and the GM 
  will make situational and Avatar characteristic modifiers 
  according to circumstances. 
  Starting Equipment List: Low (Middle if chosen first.) 
  uamittS 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  knowledge, learning, information, astronomy, 
  geography, history, language, law, mathematics, 
  medicine, philosophy, religion, etc. are governed by 
  this Ability. 
  Starting Equipment List: High. 
  luck 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities having to do 
  with chance, fate, fortune, luck, lucky breaks, kismet, 
  avoidance of misfortune, the optimization of outcome 
  under bad circumstances, and gain from otherwise 
  normal situations, avoiding severe harm, delivering 
  added harm, etc. are governed by this Ability. 
  Starting Equipment List: Special. 
  
  M~ckaHic• 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  mere tinkering and repair or all the way to building, 
  carpentry, constructing, design, engineering, forging, 
  invention, materials, metals, etc. are governed by this 
  Ability. This includes working with materials such as 
  bone, ivory, leather, metal, stone, and wood. In order 
  to employ construction or repair techniques with this 
  Ability in the case of fine or difficult work, however, a 
  second Ability must also be possessed. For example, 
  to repair armor, Weapons Ability is necessary. 
  Starting Equipment List: M,iddle. 
  Mctalh4r5\i 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities dealing with 
  addition of Extraordinary capacities of any sort to items, 
  viz. magic forging, are governed by this Ability. The 
  use of metals with this Ability is the easiest, then wood, 
  preternatural energies, other non-fragile materials, 
  supernatural energies, fragile materials, in that order. 
  Starting Equipment List: Special. 
  MiHstr~l•li 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  acrobatics, ambidexterity, balancing, climbing, 
  clowning, contorting, entertaining, gymnastics, knife 
  throwing, jesting, juggling, jumping, leaping, manual 
  dexterity, 
  mtmmg, 
  musical 
  performance, 
  prestidigitation, singing, swinging, sleight of hand, 
  training performing animals, trick riding, tumbling, 
  ventriloquism, etc. are governed by this Ability. 
  Minstrelsy may be used in combat. Each 10 
  points of Ability Score allows the Avatar to deduct one 
  point of Harm from incoming physical attacks, but using 
  the Ability in this fashion incurs a penalty of 2% per 10 
  points of Ability score to the Avatar's chance of 
  successfully attacking the opponent.An Avatar with 
  Minstrelsy adds 1 point to Weapons Ability chance to 
  hit per I 0 base score in Minstrelsy Ability when 
  throwing a belt axe, cleaver, club, dagger, hatchet, 
  knife, or shuriken. any hit with such a thrown weapon 
  also adds 1 point of harm for each 10 of the attacker's 
  Minstrelsy Ability. 
  An Ability Score of 81 or more provides, at the 
  GM' s option, the capacity to attack with two weapons 
  1. Si 
  if the individual's adjusted Speed Base Rating is not 
  too low-at least 15 after all penalties are subtracted. 
  An Ability Score of 51 to 80, with an adjusted Speed 
  BR of 13 or higher, enables the Avatar or character to 
  use a second weapon to parry one attack in addition to 
  attacking with another weapon normally. 
  Starting Equipment List: Low. 
  'Nccrours\i 
  Add one half-point to Speed Rating when 
  initially selecting this Ability. All activities having to do 
  with the summoning up of the spirits of the dead or 
  animating the dead are governed by this Ability. 
  Starting Equipment List: Magical. Only Necrourgy, 
  general equipment, and memory tablet selections can 
  be chosen. See the Necrourgy Ability section for details. 
  Add two points to Precision when initially 
  selecting this Ability. All activities having to do with 
  nomad tribes and peoples, primitive living in open lands, 
  survival therein, native flora and fauna, crafting 
  necessities and weapons, herding, horses, riding, 
  roping, travelling long distances, etc. are governed here. 
  Each 10 points of Ability Score possessed adds 
  one point to the character's Weapons Ability, and 
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  provides a bonus point of Harm inflicted with a 
  successful attack when employing any weapon. 
  Starting Equipment List: Low. 
  Note: This Ability can not be selected during Avatar 
  creation if Savagery is chosen as another Ability. 
  P attprobabilit'i 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  the specialized study of other dimensional matrices, 
  including those existing in different times, adjacent 
  universes, and otherwise in being are governed by this 
  Ability. Independent travel to any other-dimensional 
  matrix not guided by a specific device for transportation 
  there/from to the individual's own mundane world 
  requires this Ability. 
  Starting Equipment List: Special. 
  Patttolos'i 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  general knowledge of broad, but shallow, nature, 
  available materials, basic building, composite devices, 
  contraptions, ingenuity, jack-of-all-trades work, jury-
  rigging, make-do solutions, makeshift devices, salvage, 
  tinkering, unlikely repairs, etc. are governed by this 
  Ability. For example, a normal carpenter will have both 
  @517~27: 
  Mechanics and this Ability at relatively low Score totals 
  and perform rough work very well, and with a higher 
  Mechanics Ability Score would be a fine-work carpenter 
  or even a cabinetmaker. An Avatar with this Ability 
  can attempt something such as repairing any sort of 
  armor, building a trap, etc. along the gimcrack lines 
  indicated by the nature of this capacity. The check 
  against Ability should be made only when the seemingly 
  fixed or working item is put to the test! 
  Starting Equipment List: Low. 
  Phlisiqu¢ 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  carrying weight, endurance, fitness, lifting heavy weight, 
  muscular development, physical power and strength, 
  etc. are governed by this Ability. Each 10 Ability points 
  possessed provides a bonus of one point to any Harm 
  inflicted by the Avatar when striking with a hand-held 
  or hand-propelled weapon (or otherwise propelling a 
  missile by energy directly related to muscular 
  development, as in drawing and releasing a bow). Note 
  that humans are assumed to be able to carry weight 
  equal to the normal average body weight of a person 
  of their height and bone structure, and that they can lift 
  and/ or move thrice such weight (with varying degrees 
  of success). Physique Ability then adds 10 pounds of 
  carrying capacity and 30 pounds of lift/move capacity 
  for each 10 points of Ability Score. 
  Starting Equipment List: Low. 
  Plattttitt5 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  command, leadership, preparation for action, 
  exploration, mapping, logistics, supply, attacking, siege 
  machinery operation, military ambush, defending, and 
  so on are governed by this Ability. This Ability enables 
  the individual to operate, aim, and discharge all forms 
  of siege engines and machinery. 
  Starting Equipment List: Military. 
  Pr¢t¢tts¢ 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  acting, theatrics, and thespianism, as well as assuming 
  identities, espionage, blandishments, bribery, cajoling, 
  coaxing, deception, espionage, forged material and 
  forgery, imposture, inducement, instigation, 
  
  provocation, seduction, wheedling, disappearing (as an 
  identifiable person), anonymity, nondescriptness, and 
  disguise are governed by this Ability. 
  Pretense is most useful if the individual 
  employing it actually has another Ability that would be 
  possessed by the one he/she is pretending to be. The 
  Ability Score of such applicable additional capacity is 
  added to the Pretense Score to determine the probability 
  of success in cases where a role, not a specific person, 
  is being assumed. However, in the instance of physical 
  similarity and like Ability, the addition would apply. 
  Example: An Avatar is using Pretense Ability 
  to pass himself off as a great noble. With Chivalry 
  Ability possessed, the Avatar may add the Chivalry 
  Score to the Pretense Score when making checks. If 
  the Avatar is also physically similar to a specific noble. 
  the Avatar will also gain the bonus from Chivalry when 
  impersonating that specific noble. (The GM will 
  determine the closeness of resemblance between two 
  individuals in cases like this, and only exact doubles 
  can pass close scrutiny from those who are intimately 
  familiar with the true person, regardless of Pretense 
  Ability score!) 
  Starting Equipment List: Low. 
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  P1~cl105mic 
  Add one half-point to Speed only when initially 
  selecting this. All activities having to do with any 
  form of extraordinary mental perception, sensitivity, 
  and understanding, hunches, precognition, and 
  mental and physical sensory acuity are governed 
  by this Ability. 
  Starting Equipment List: 
  Magical. 
  Only 
  Psychogenic selections and general equipment can 
  be chosen. See the Psychogenic Ability section of 
  the rules for details. 
  Ratt5itt5 
  Add two points to Health when initially selecting 
  this Ability. All activities having to do with hazardous 
  travel, scouting, scavenging, smuggling, and also 
  outdoors craft, survival in the outdoors, camouflage, 
  concealment, deadfalls, pits, poaching, traps and 
  trapping, etc. are governed by this Ability. When using 
  this Ability to locate game, a check is made, and if 
  successful, one sort of animal will be discovered, 
  although it might be a predatory sort rather than a purely 
  game animal. If Hunt Ability is also possessed, the 
  individual adds 10% of that Score to the Ranging Score 
  in regards to checks against this Ability and vice versa. 
  This Ability can be used to surprise an individual 
  or group if the Avatar employing it knows or suspects 
  the presence of the other(s) and could logically use the 
  Ability at time of encounter. It can also be used to 
  attempt to avoid being surprised in an encounter 
  situation if the Avatar employing it could logically use it 
  at time of encounter. The base Score is used, with the 
  GM making situational and Avatar characteristic 
  modifiers according to circumstances. 
  Starting Equipment List: Middle. {Military if chosen 
  first.) 
  Rwstic 
  Add two points to Health when initially selecting 
  this Ability. All activities having to do with farms, the 
  countryside, villages, people and places therein, and 
  crops, husbandry, livestock, etc. are governed by this 
  Ability. Included hereunder are such capacities as self-
  sufficiency in small things such as making rude things 
  for personal use, mending, sewing, and so on, and 
  knowledge of fishing, trapping, wild edible vegetation, 
  herbs {including medicinal ones), and the like. 
  Each five Ability points possessed adds one point 
  n 
  
  to Health Base Rating, even after having already 
  contributed to that number when the Avatar is 
  initially created. The contribution of points 
  occurs to the initial Base Rating when the Ability 
  is ordered initially, so it will affect the scores of 
  all initial Health-based Abilities selected 
  previously to it or after it. If gained after the 
  creation of the Avatar, whatever Health-based 
  Abilities come after it will receive such point 
  bonus as has acrued to the Base Rating from 
  Rustic Ability as of the time of the acquisition 
  of the new Ability. 
  Starting Equipment List: Low. 
  Savas~ 
  Add one-half point to Speed when initially 
  selecting this Ability. All activities having to do with 
  forest tribes. primitive living in forests. survival therein, 
  native flora and fauna, crafting necessities and weapons, 
  camouflage. concealment. hunting. fishing. building 
  small watercraft. trapping, snares. deadfalls. pits. traps, 
  etc. are governed by this Ability. Each 10 points of 
  Ability Score possessed adds one point to Weapons 
  Ability. and also provides a bonus point of Hann inflicted 
  with a successful attack when employing missile or 
  striking weapon. 
  Starting Equipment List: Low. 
  Note: This Ability can not be selected during Avatar See the Sorcery Ability section of the rules for details. 
  creation if Nomadic is chosen as another Ability. 
  Scnttitt'i 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  examining, observing, searching, and watching, as well 
  as researching and tracking down information are 
  governed by this Ability. This Ability can also be used 
  to attempt to avoid being surprised in an encounter 
  situation if the Avatar is employing it could logically 
  use it at the time of encounter. The base Score is 
  used, with the GM making situational and Avatar 
  characteristic modifiers according to circumstances. 
  Starting Equipment List: Middle. 
  St¢alitt5 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  breaking and entering, burglary. counterfeiting, cutting 
  purses, embezzlement, forgery, grab-and-run, livestock 
  stealing, lock picking, peculation. pilfering, theft, etc. 
  are governed by this Ability. 
  Starting Equipment List: Low. 
  St¢alth 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  access, escape, evasion, lurking, silence, skulking, 
  sudden unexpected attack. being unheard in approach 
  Soi-cer\1 
  or departure, being hidden from view, undetected by 
  Add one half-point to Speed when initially 
  watchers, and so forth are governed by this Ability. 
  selecting this Ability. All activities dealing with the This Ability can be used to surprise an individual or 
  summoning of evil spirits are governed by this Ability. 
  group if the Avatar employing it knows or suspects the 
  Starting Equipment List: Magical. Only sorcery, general 
  presence of the other(s) and could logically use the Ability 
  equipment, and memory tablet selections can be chosen. at the time of the encounter. It can also be used to 
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  avoid being surprised in an encounter situation if the 
  Avatar is employing it could logically use it at the time 
  of the encounter. The base Score is used, with the GM 
  making situational and Avatar characteristic modifiers 
  according to circumstances. 
  Starting Equipment List: Low. 
  ThCl4rS'i 
  Add one half-point to Speed when initially 
  selecting this Ability. All activities having to do with 
  belief and deities, dedication and faithful service, the 
  summoning of good spirits, deital approval, upholding 
  the faith, protection of the faithful, and so on are 
  governed by this Ability. 
  Starting Equipment List: Magical. Only Theurgy, 
  general equipment, and memory tablet selections can 
  be chosen. One memory tablet is automatically 
  possessed as a benison from on high, in addition to 
  those picked. See the Theurgy Ability section of the 
  rules for details. 
  Tricks 
  Add two points to Precision Rating 
  when initially selecting this Ability. All 
  activities having to do with alibis, artifice, 
  assassination by indirect means (such as 
  poison), cheating, concealment of objects 
  on one's person, cozening, deceit, 
  deception, dissembling, distractions, 
  duplicity, false accusations and evidence, 
  fraud, guile, hidden weapons, infiltration, 
  lying, palming, rabble-rousing, sneak 
  attacks, spying devices, swindling, etc. are 
  governed by this Ability. Each 10 Ability 
  points possessed adds a bonus point to any 
  Harm inflicted by the individual. 
  This Ability can also be used to surprise 
  an individual or group if the Avatar 
  employing it knows or suspects the 
  presence of the other(s) and could logically 
  use the Ability at time of encounter. The 
  base Score is used, with the GM making 
  situational and Avatar characteristic modifiers 
  according to circumstances. 
  Starting Equipment List: Low. 
  Vttarmeb Combat 
  Add one point to Health and to Precision, and 
  one quarter-point (.25 point) to Speed when initially 
  selecting this Ability. All activities having to do with 
  defense and attack when without armor. and typically 
  using body weapons (elbows, feet, fists, hands, etc.}, 
  are governed by this Ability. 
  Boxing, brawling, 
  grappling, kick-boxing, martial arts (sans weapons and 
  spiritual teachings), street fighting, etc. are included in 
  this Ability. 
  Unlike with other Abilities, the initial base Score 
  for Unarmed Combat is found by adding all three Base 
  Ratings, dividing by three, and then multiplying by the 
  applicable percentage. This Ability confers the use of 
  hands and feet as weapons and adds 10% of its base 
  Score to Weapons Ability. 
  In addition, Unarmed 
  Combat Ability provides a bonus point to Harm inflicted 
  by attack with body weapons per 5 points of base Score 
  possessed. The Ability also provides 1 point (5%) of 
  armor protection per 10 points of base Score when 
  unclothed or clad in light garments. For example, an 
  Avatar with a 50 base Score in Unarmed Combat and 
  a 10 in Weapons Ability could attack unarmed with a 
  ,.. 
  
  base check at 50, with a weapon at 15, would inflict 
  10 bonus Harm with body weapons, and would have 
  natural protection of 5 points (25%) when not 
  encumbered with armor or heavy clothing. 
  Starting Equipment List: Low. 
  Vrbatt¢ 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  cities and the societies thereof-bigotry, body language, 
  cant, crime, criminal gangs, government, group 
  dynamics, high and low persons, in-groups and insiders, 
  influence, hideouts, law enforcement, locales and places 
  therein, opinions and laws, out-groups and outsiders, 
  politics, signs and signing, situation analysis, slang, 
  slums, street-smart, street crimes, sub-cultures, 
  unacceptable behavior, etc. are governed by this Ability. 
  Starting Equipment List: Low, Middle if chosen first. 
  Watmaritts 
  Add two points to Health Rating when initially 
  selecting this Ability. All activities having to do with 
  personal diving, knotting, rope-climbing, and 
  swimming, aquatic flora and fauna, as well as with 
  barges, boarding action, boats, buccaneering, 
  cargoes, navigation, piracy, rafts, sailing, ship 
  actions, ships, scows, etc. are governed by 
  this Ability. This ability is a broad catchall 
  for working on or in both fresh water and 
  marine environs. 
  Starting Equipment List: Low. 
  Wa\tlA'tittS 
  Add two points to Health when 
  initially selecting this Ability. All activities 
  having to do with ambush, coercion, 
  decoying, hijacking, kidnapping, murder, 
  mugging, robbery, ruses, etc. are governed 
  by this Ability. This Ability can also be used 
  to surprise an individual or group if the Avatar 
  employing it knows or suspects the proximity 
  of the other(s} and could logically use the 
  Ability at the time of the encounter. The 
  base Score is used, with the GM making 
  situational and Avatar characteristic modifiers 
  according to circumstances. 
  Starting Equipment List: Low. 
  Wcap0t11 
  Add two points to Precision Rating when initially 
  selecting this Ability. All activities having to do with 
  personal weapons, small arms used to strike or send 
  missiles, as well as defensive accoutrements of armor 
  and shield are governed by this Ability. This includes 
  the knowledge of craftsmanship, construction, and 
  repair of all from armor, axes, arrows, bows, swords, 
  and even whips. The construction or repair of items 
  also requires the Mechanics Ability to be possessed. 
  Very high Ability Score in Weapons enables, at 
  the GM's option, the capacity for multiple attacks if 
  the individual's adjusted Speed Base Rating is high 
  enough to merit such (> 15). 
  Starting Equipment List: Military. 
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  ~~l==llere are the lists, in order, from Low to High. On each list, the item groupings are classed generally 
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  as armor, arms. clothing, equipment, provisions, tools, and transport, in that order. Note: An 
  enchantment or power selection counts as one item. If, for example, an Avatar with Enchantment 
  as a primary Ability selects nine enchantments from the list, then the player has exhausted all 
  starting picks gained by possessing that Ability. To make Extraordinary Ability choices of this 
  nature, the player must refer to the appropriate Ability section, such as Geourgy Powers, 
  Enchantment Enchantments, etc. 
  The ww list 
  $100 in coin of the realm 
  annor. cloth. half gannent 
  arrows, sheaf of 24 
  axe, belt or cleaver or hatchet 
  bow case, quiver and 12 arrows 
  bow, light 
  club. ordinary 
  club. spiked 
  dagger, long 
  dagger, short, with sheath 
  fighting staff 
  knife, with sheath 
  knife, heavy 
  knife. throwing. pair 
  pole-arm, short 
  sling, leather. with 12 lead shot 
  spear. short 
  whip 
  belt. leather. narrow 
  boots, low, hard-soled 
  boots. low. soft-soled 
  cloak. dark 
  clothing. beggar-type, with bowl, wooden and 
  crutch. wooden 
  clothing, common suit, colorful 
  clothing, comm:m suit, dark 
  clothing, commvn suit. light 
  clothing, motley suit, colorful, with cap. 
  fools-type 
  hat. low brimmed, colorful 
  hat. low brimmed, dark 
  hat, low brimmed, light 
  hood, colorful 
  hood, dark 
  hood, light 
  sandals 
  sash, colorful 
  sash. dark 
  sash, light 
  shoes 
  balls. baked clay, half-inch diameter. 100 in 
  cloth bag 
  canteen. water gourd one quart. with leather 
  thong 
  sling 
  drums, two {large and small) 
  grease, clay pot of. with rag wrapping 
  hook, iron. treble {grapnel) 
  hook, iron, ordinary. lifting 
  horn, trumpet 
  lantern, candle, with tinder box 
  line, ordinary rope. 30-foot coil 
  pan pipes 
  poison, ingestive, 10-dose bottle 
  poison antidote 
  makeup, entertainment/disguise. various items 
  in leather case 
  mandolin 
  pouch, belt. leather 
  pouch, shoulder, with sling. cloth 
  sack, large, heavy. with leather thong neck-
  wrap, handle. 10 feet long 
  torch, wood and resin-soaked rope, 30 minute 
  bum time, 
  beer, one quart jug 
  bread and cheese for one person for four days 
  flour. three pound cloth sack of 
  salt, one pound cloth sack of 
  sausage, two pound 
  vinegar. quart jug 
  file and lock pick in leather case 
  hammer and chisel, metakutting 
  jimmy bar, small and pry bar 
  saw, small. metal and saw, small, wood 
  donkey, pack/riding 
  The Mibblc list 
  $1.000 in coin of the realm 
  annor. cloth gannent, full 
  annor. leather. half 
  shield. large 
  shield. standard 
  arrows. sheaf of 24 
  axe 
  axe. belt or cleaver or hatchet 
  bow case. quiver and 12 arrows 
  bow. light 
  bow. medium 
  crossbow crossbow, small 
  dagger, long, with sheath 
  dagger. short. with sheath 
  quarrel box. waist belt, and 20 quarrels 
  spear. light/throwing 
  spear. long 
  spear. short 
  sword. cutting & thrusting, with scabbard 
  belt. leather, broad or narrow, and boots, low. 
  hard- or soft-soled 
  cloak. colorful. with or without hood 
  cloak. light, with or without hood 
  clothing. good suit, colorful, with hat 
  clothing, good suit. dark. with hat 
  clothing, good suit, light. with hat 
  annor repair tools, kit 
  backpack, pouch. belt, pair, and pouch. 
  shoulder. with sling, all leather 
  flute and mandolin 
  salve. burn healing (-50% Health recovery 
  time), 7-application jar 
  salve. wound healing (-50% Health recovery 
  time), 7-application jar 
  horse, gelding 
  horse, mare 
  mule. riding 
  · 
  The Special list 
  Roll a dlO for each item due from this table, and consult the table below. Go to the appropriate equipment table to make a selection. or, in case of a 
  roll of 0, gain no selection. 
  1 
  L 
  1 bl ·t 
  . k 
  = ow a e1emp1c 
  2 = Magical table item pick 
  3 = Middle table item pick 
  4 = Military table item pick 
  5 = High table item pick 
  6-9 =Table of your choice pick 
  0 = No pick is gained 
  
  ;;:: AZ 41,,.. 
  $25,000 in coin of the realm 
  annor, leather. full, with belt, broad and boots, high, hard-soled 
  annor, steel mail, full 
  annor, steel plate, half 
  shield, buckler and shield, standard 
  axe and axe, battle 
  crossbow and quarrel box, waist belt, and 20 quarrels 
  crossbow, small, and quarrel box, waist belt, and 20 quarrels 
  lance, spear long, and spear short 
  mace and military hammer 
  pick 
  sword, cleaving with scabbard and dagger, long with sheath 
  sword, cutting, cuived with scabbard and dagger, long with sheath 
  sword, cutting, heavy 
  sword, cutting & thrusting with scabbard and dagger, long with sheath 
  sword, thrusting with scabbard and dagger, long with sheath 
  cape. fine, boots, high, soft-soled (riding), and cap, colorful 
  cape, fine, boots, high, soft-soled (riding), and cap, dark 
  cape, fine, boots, high, soft-soled (riding), and cap, light 
  cloak, fine, fur-trimmed or lined, dark, with or without cowl 
  cloak, fine, fur-trimmed or lined, colorful, with or without cowl 
  cloak, fine, fur-trimmed or lined, light, with or without cowl 
  clothing, fine suit. colorful. with boots. low, soft-soled and hat 
  clothing, fine suit. colorful, with boots, low, soft-soled and hat 
  clothing, fine suit, colorful. with boots, low, soft-soled and hat 
  clothing, service• suit, colorful, with boots, low, hard-soled and cap 
  clothing, service• suit, colorful, with boots, low, hard-soled and cap 
  clothing, service• suit, colorful, with boots, low, hard-soled and cap 
  jewelry, ensemble (gold bracelet, broach, cloak pin, neck chain, ring) 
  horn (bugle), horn (hunting), lyre, and mandolin 
  poison, ingestive, 10-dose bottle 
  poison antidote, 1-<lose bottle. 
  horse, pack 
  horse, stallion 
  horse, war, courser 
  horse, war, destrier 
  • effectively armor, full cloth garment 
  girdle, leather, broad with pockets 
  and knife or dagger, concealed 
  Th~ Maskal list 
  $1,000 in coin of the realm 
  Enchantment, Ability possessed-see Extraordinary Activations, 
  Enchantment, choose any, each selection counting as one item. 
  Geourgy, Ability possessed-command circle materials 
  Geourgy, Ability possessed-see Extraordinary Activations, 
  Geourgy, choose any, each selection counting as one item. 
  Geourgy, Ability possessed-protection circle materials 
  Necrourgy, Ability possessed- command circle materials 
  Necrourgy, Ability possessed-see Extraordinary Activations, 
  Necrourgy, choose any, each selection counting as one item. 
  Necrourgy, Ability possessed-protection circle materials 
  Psychogenic, Ability possessed-see Extraordinary Activations, 
  Psychogenic, choose any, each selection counting as three items. 
  Sorcery, Ability possessed-command circle materials 
  Sorcery, Ability possessed-see Extraordinary Activations, 
  Sorcery, choose any, each selection counting as one item. 
  Sorcery, Ability possessed-protection circle materials 
  Theurgy, Ability possessed-propitiation materials 
  Theurgy, Ability possessed-see Extraordinary Activations, 
  Theurgy, choose any, each selection counting as one item. 
  Theurgy, Ability possessed-votive summoning materials 
  memory tablet, list of any four Extraordinary things/activations 
  clothing. sandals, robes, sash. and fanciful hat, colorful 
  clothing, sandals, robes, sash, and fanciful hat, dark 
  clothing, sandals, robes, sash, and fanciful hat, light 
  clothing, shoes, garment suit, narrow belt, and brimmed hat, colorful 
  clothing, shoes, garment suit, narrow belt, and brimmed hat, dark 
  clothing, shoes, garment suit. narrow belt, and brimmed hat, light 
  horse, gelding 
  horse, mare 
  mule, pack 
  mule, riding 
  Th~ Milita~ list 
  $2.500 in coin of the realm 
  armor, steel mail, half 
  shield, buckler 
  shield, large 
  shield, regular 
  arrows, sheaf of 24 
  axe 
  axe, battle 
  axe, belt or cleaver or hatchet 
  bow case, quiver and 12 arrows 
  bow, medium 
  bow, strong 
  crossbow crossbow, small 
  dagger, long, with sheath 
  dagger, short, with sheath 
  knife, with sheath 
  knife, heavy, with sheath 
  lance 
  mace 
  military hammer/pick 
  pole-arm, short 
  quarrel box, waist belt, and 20 quarrels 
  quarrels, sheaf of 40 
  spear, light/throwing 
  spear, long 
  spear, short 
  sword, cleaving, with scabbard 
  sword, cutting, cuived, with scabbard 
  sword, cutting, heavy 
  sword, cutting & thrusting, with scabbard 
  sword, thrusting, with scabbard 
  belt, leather, broad or narrow, and boots, high. hard- or soft-soled 
  belt, leather, broad or narrow, and boots, low, hard- or soft-soled 
  cloak, dark, with or without hood 
  cloak, colorful, with or without hood 
  cloak, light, with or without hood 
  clothing, good suit, colorful, with hat 
  clothing, good suit, dark, with hat 
  clothing, good suit, light, with hat 
  armor repair tools, kit 
  backpack, pouch, belt, pair, and pouch, shoulder, with sling, all leather 
  drum (kettle) and horn (bugle) 
  salve, bum healing (-50% Health recovery time), 7-application jar 
  salve, wound healing (-50% Health recovery time), 7-application jar 
  horse, pack 
  horse, stallion 
  :s ht :=;;;?" #?fa? ; . > 
  
  !'1~14m.~~'.nt ~;~!s, .:·~ ~•·JIJ 
  G£N£RAL £0V1PM£NT L1ST 
  Acid, 1 pint flask: Nitric or sulfuric: $10. Apothecary shop. 
  Alcohol, wood, 1 quart flask: 180 proof, inflammable: $5. 
  Apothecary shop. 
  Ale, flagon: $4. Tavern. 
  Ale, gallon jug: $12. Tavern. 
  Alkali, 1 pint flask: Potassium or sodium carbonate, etc.: $10. 
  Apothecary shop. 
  Armor, cloth garment, full: $350. Tailor shop. 
  Armor, cloth garment, half: $250. Tailor shop. 
  Armor, leather, full: $1,000. Leather shop. 
  Armor, leather, half: $650. Leather shop. 
  Armor repair tools, kit: $500. Armorer. 
  Armor. steel mail, full: $25,000. Armorer. 
  Armor, steel mail, half: $17,500. Armorer. 
  Armor, steel plate, full: $50,000. Armorer. 
  Armor, steel'plate, half: $35,000. Armorer. 
  Arrows, sheaf of 24, long: $240. Fletcher. 
  Arrows, sheaf of 24, medium: $220. Fletcher. 
  Arrows, sheaf of 24, short: $200.Fletcher. 
  Axe: A narrow-bladed war axe: $500. Weapon smith. 
  Axe, battle: Large, broad-bladed axe: $1,000. Weapon smith. 
  Axe, belt: A small hand/throwing axe: $250. Weapon smith. 
  Backpack, cloth: Cap. 4 cubic feet: $100. 
  General merchant/Traders store. 
  Backpack, leather: Cap. 4 cubic feet, water resistant: 
  $500. Leather shop. 
  Bag, cloth: 25-pound cap., 1 peck volume: $5. 
  Traders store. 
  Balance, fine, carat/grain weight (gems/precious metals): $500. 
  Traders store. 
  Balderic: Shoulder· or back-slung hanger for any but heavy 
  sword and sheath: $200. Leather shop. 
  Balls, baked clay, half-inch diameter, 100 in cloth bag: $10. 
  General merchant/Traders store. 
  Bandages, 10-foot gauze: $5. Apothecary shop 
  Barding (horse armor-20%/-4 protection, -2 Speed, 60 Health), 
  cloth garment, full: $2,500. Three weeks work. Tailor shop. 
  Barding (horse armor-10%/-2 protection, -1 Speed, 40 Health), 
  cloth half: $1.750. Two weeks work. Tailor shop. 
  Barding (horse armor-30%/-6 protection, -2.5 Speed, 80Health), 
  leather, full: $5.000. Six weeks work. Leather shop. 
  Barding (horse armor-15%/-3 protection, -1.5 Speed, 50 
  Health), 
  leather, half: $3,750. Five weeks work. Leather shop. 
  Barding (horse armor-40%/-8 protection, -4 Speed. 180 Health), 
  steel mail, full: $125,000. 12 weeks work. Armorer. 
  Barding (horse armor-25%/-5 protection, -2.5 Speed, 120 
  Health), steel mail, half: $90,000. 10 weeks work. Armorer. 
  Barding (horse armor-60%/-12 protection, -6 Speed, 240 
  Health), steel plate, full: $250,000. 20 weeks work. 
  Armorer. 
  Barding (horse armor-35%/· 7 protection, -3.5 Speed, 180 
  Health), steel plate, half: $200,000. 14 weeks work. Armorer. 
  Beer, tankard: $3. Tavern. 
  Beer, one gallon jug: $8. Tavern. 
  Belt, leather, broad: $40. Leather shop. 
  Bell, brass, large: $150. Brass, copper & pewter smiths. 
  Bell, silver small hand-held: $250. Silversmith. 
  • 
  , * ' i-5$§? 
  Belt, leather, cross-harness: $100. Leather shop. 
  Belt, leather, cross-harness: $100. Leather shop. 
  Belt, leather, narrow: $25. Leather shop. 
  Biscuits, hard (travel bread), 1 pound: $3. Baker. 
  Blanket, light: $35. General merchant/Traders store. 
  Blanket, thick: $75. General merchant/Traders store. 
  Boat, rowing, poling, 2-man, 600 pound cap.: $2,000. 
  Boatwright. 
  Boat, rowing, poling, 4-man, 1,500 pound cap.: $5,000. 
  Boatwright. 
  Boat, rowing/barge, small, poling or sweeps, 8-man, 
  4,000 pound cap.: $12.000. Boatwright. 
  Book, blank, cloth cover, 100 paper pages: $100. Scrivener's. 
  Book, blank. leather cover. 100 paper pages: $200. Scriveners. 
  Boots, high, hard-soled: $500. Shoemaker. 
  Boots, high, soft-soled (riding): $500. Shoemaker. 
  Boots, low, hard-soled: $400. Shoemaker. 
  Boots, low, soft-soled: $400. Shoemaker. 
  Bow case: Oilskin. tying. nearly waterproof: $75. Leather shop. 
  Bow, light: Laminated or wood. 2.5-foot length: $1,000. 
  Bowyer. 
  Bow. medium: Laminated or wood, 4-foot length: $2,000. 
  Bowyer. 
  Bow, strong: Laminated or wood, 5.5 foot length: $5.000. 
  Bowyer. 
  Brandy, fine old, 1 quart flask: $100. Wine merchant. 
  Brandy. gill: $6. Tavern. 
  Brandy. gill. fine old: $20. Tavern. 
  Brandy, 1 quart flask: $30. Wine merchant. 
  Bread, loaf, 2 pound: $3. Baker. 
  Brush, artist paint, fur/hair bristled. various sizes: $10. Scrivener 
  Brush, makeup application. etc.: $5. Apothecary. 
  Burro (ass). jack: $1.500. Horse trader. 
  Burro (ass), jenny: $1.000. Horse trader. 
  Caltrops. 4-inch size, 12: $25. Blacksmith 
  Caltrops, 2-inch size. 12: $15. Blacksmith 
  Camel. eastern, average/pack: $10.000. Horse trader. 
  Camel, eastern. fine: $20,000. Horse trader. 
  Camel. western: average/pack: $30.000. Horse trader. 
  Camel, western. fine/racing: $75.000. Horse trader. 
  Candle, beeswax. 8-hour bum time. 12: $30. 
  General merchant/Trader store. 
  Candle. tallow. 2-hour burn time, 12: $5. 
  General merchant/Trader store. 
  Candle. wax, 4-hour burn time, 12: $12. 
  General merchant/Trader store. 
  Canteen. water gourd, 1 quart. with leather thong sling: $5. 
  General merchant/Trader store. 
  Canvas, thick, per square yard: $15. General merchant/Traders. 
  Cap, plain: $15. Hatter. 
  Cap, fine: $75. Hatter. 
  Cap, fool's/jester's-type: $100. Hatter or Trader store. 
  Cap, fur, fine: $750. Hatter. 
  Cap, fur, ordinary: $250. Hatter. 
  Cape: $100. Haberdashery store. 
  Cape, fine: $300. Haberdashery store. 
  Carriage, 4-wheel, horse, closed, 6 passenger cap.: $25,000. 
  Carriage maker. 
  
  £quipmmt lists 
  G£N£RAL £QV1'PM£NT l1ST 
  Carriage, 4-wheel, horse, closed, luxury, 6 passenger cap.: 
  $50,000. Carriage maker. 
  Carriage, 4-wheel, horse, open, 4 passenger cap.: $15,000. 
  Carriage maker. 
  Cart, push, hand, 2-wheel: High-wheeled, 6 bushel/500 pound 
  cap.: $1,000. Carpenter. 
  Cart, 2-wheel donkey or horse: 12 bushel/1,000 pound cap.: 
  $3,000. Cartwright. 
  Catapult, hand: $600. Weapon smith. 
  Cellar, sand, brass, 1-ounce capacity: $25. Scrivener shop. 
  Chain, iron link. 1,100 pound test. per foot: $10. Blacksmith. 
  Chalk, stick: $0.50. Scrivener shop. 
  Charcoal, stick: $0.50. Scrivener shop. 
  Cheese, aged, 1 pound: $5. 
  DairyCheese, aged. special 1 pound: $10. 
  DairyCheese, brick. farmers, 1 pound: $2.50. 
  DairyCheese, hard, 2 pound cheese: $10. Butcher. 
  Cheese, soft, 3 pound crock: $10. Butcher. 
  Chisel, metal-cutting: $100. Blacksmith. 
  Chisel, stone-cutting: $75. Blacksmith. 
  Chisel, wood-cutting: $50. Blacksmith. 
  Cleaver: A long-bladed chopper: $150. Cutler. 
  Cleaver. great (hafted long-bladed chopper): $500. Cutler. 
  Cloak: $200. Haberdashery store. 
  Cloak, fine, fur-trimmed or lined with/without cowl: $1,500. 
  Tailor. 
  Cloak. with or without cowl: $250. Haberdashery store. 
  Clothing, beggar-type, with bowl, wooden and crutch, wooden: 
  $50. Trader store. 
  Clothing, common suit: $150. Haberdashery store. 
  Clothing, fine suit: $1.500. Tailor. 
  Clothing, garment suit: $300. Haberdashery store. 
  Clothing, good suit: $750. Haberdashery store. 
  Clothing, motley suit, {performer/fool/jester): $200. 
  Traders store. 
  Clothing, gown, fine men's: $500. Haberdashery store. 
  Clothing, gown, ordinary men's: $200. Haberdashery store. 
  Clothing. robe: $1,000. Haberdashery store. 
  Clothing, service• suit, outdoors/hunting: $750. Tailor or 
  Traders store.(effectively armor, full cloth garment) 
  Club, ordinary (hardwood, knobbed): $50. Carpenter. 
  Club, spiked (hardwood, iron shod): $125. Blacksmith. 
  Coach, 4-wheel, 4-horse, closed, 8 passenger capacity: 
  $75,000. Carriage maker. 
  Coach, 4-wheel, 4-horse, closed, luxury, 8 passenger capacity: 
  $150,000. Carriage maker. 
  Coffee, 1 pound: $10 to $300 depending on type. Grocer. 
  Crossbow: Metal-spring arms: $500. Weapon smith. 
  Crossbow, small (claw used to cock): $350. Weapon smith. 
  Dagger, long (10-inch blade): $1.000. Cutler. 
  Dagger, long, with sheath (10-inch blade): $1,050. Cutler. 
  Dagger, short (6-inch blade): $750. Cutler. 
  Dagger, short, with sheath (6-inch blade): $800. Cutler. 
  Dog, guard: $2,500. Kennel keeper. 
  Dog, hunting: $1,500. Kennel keeper. 
  Dog, tracking: $2,000. Kennel keeper. 
  Dog, war: $5,900. Kennel keeper. 
  Drum, kettle: $500. Traders store. 
  Drum, large: $200. Traders store. 
  Drum, small: $50. Traders store. 
  Enchanted item: Not available. 
  Enchantment, new: Not available. 
  Fighting staff (6-foot oak staff metal shod and banded): $150. 
  Weapon smith. 
  File, metal: $100. Blacksmith. 
  File, metal and lock pick in leather case: $500. Traders store. 
  Fish, crustaceans, common, per pound: $10. Butcher 
  (Fish Monger). 
  Fish, crustaceans, special, per pound: $30. Butcher 
  (Fish Monger). 
  Fish, fresh, better variety, per pound: $10. Butcher 
  (Fish Monger). 
  Fish, fresh, best, per pound: $25. Butcher (or Fish Monger). 
  Fish, preserved, good, per pound: $7.50. Butcher 
  (Fish Monger). 
  Fish, preserved, ordinary, per pound: $2.50. Butcher 
  (Fish Monger). 
  Fish, shellfish, common, per pound: $5. Butcher (Fish Monger). 
  Fish, shellfish, special, per pound: $15. Butcher 
  (Fish Monger). 
  Flail: Handle, chain, and spiked iron weight: $250. 
  Weapon smith. 
  Flail, long: Handle, linked to iron-spiked striking arm: $250. 
  Weapon smith. 
  Flour, 20 pound sack: $10. Grocer. 
  Flute, silver: $400. Traders store. 
  Fruit, dried, per pound: $5. Grocer. 
  Fruit, fresh (in season). per pound: $1. Grocer. 
  Fur, animal skin, ordinary: $1,000. Furrier. 
  Fur, animal skin, rare: $5,000. Furrier. 
  Fur, coat, ordinary: $2,500. Furrier. 
  Fur, coat, fine: $10,000. Furrier. 
  Fur, jacket, ordinary: $1,500. Furrier. 
  Fur, jacket, fine: $6,000. Furrier. 
  Fur, robe, ordinary: $2,000. Furrier. 
  Fur, robe, fine: $8,000. Furrier. 
  Garlic, bud: $1. Grocer. 
  Gauntlets, leather: $150. Leather shop. 
  Gauntlets, leather and metal: $250. Armorer. 
  Gauntlets, full metal: $500. Armorer. 
  Gem, cut and polished, hard, common mineral, per carat: $100. 
  Gemner. 
  Gerri. cut and polished, hard, rare mineral, per carat: $750. 
  Gemner. 
  Gem, cut and polished, hard, uncommon mineral, per carat: 
  $200. Gemner. 
  Gem, cut and polished, hard, very rare mineral, per carat: 
  $1,750. Gemner. 
  Gem, cut and polished, soft, common mineral, per carat: $25. 
  Gemner. 
  Gem, cut and polished, soft, rare mineral, per carat: $250. 
  Gemner. 
  Gem, cut and polished, soft, uncommon mineral, per carat: 
  $75. Gemner. 
  Gem, cut and polished, soft, very rare mineral, 
  per carat: $500. Gemner. 
  ,.. 
  
  CJ'. s~ ' ·--~~~~~~ - • · -
  - JlJ 
  G£N£AAL £QV11'M£NT L1ST 
  Gem, cut and polished, very hard, rare mineral, per carat: 
  $5,000. Gemner. 
  Gem, cut and polished, hard, uncommon mineral, per carat: 
  $2,000. Gemner. 
  Gem, cut and polished, hard, very rare mineral, per carat: 
  $17,500. Gemner. 
  Geourgy command circle materials: Not available. 
  Girdle, leather, broad with pockets: $250. Leather shop. 
  Girdle, leather, broad with pockets and knife or dagger, 
  concealed: $750. Leather shop. 
  Gloves: $50. Leather shop. 
  Gloves, heavy leather: $75. Leather shop. 
  Glue, carpenters, wood, 2 pound block: $10. Carpenter. 
  Glue, general purpose, 1 pint pot: $5. Apothecary shop. 
  Glue, solvent/remover, 1 quart bottle: $5. Apothecary shop. 
  Grease, clay pot, 1 quart, with rag wrapping: $2.50. 
  Traders store. 
  Gridiron, each square foot: $40. Blacksmith. 
  Hammer: $30. Blacksmith. 
  Hammer, large (2-pound head): $50. Blacksmith. 
  Hammer, sledge (8-pound head): $100. Blacksmith. 
  Harness, single draft animal: $250. Leather shop. 
  Harness, draft animal team of 2: $600. Leather shop. 
  Harness, draft animal team of 4: $1,250. Leather shop. 
  Harness, draft animal team of 6: $2000. Leather shop. 
  Harness, draft animal team of 8: $2,500. Leather shop. 
  Hat (ordinary/nondescript): $50. Hatter. 
  Hat, brimmed: $75. Hatter. 
  Hat, broad brimmed: $100. Hatter. 
  Hat, fanciful: $150. Hatter. 
  Hat, low brimmed: $100. Hatter. 
  Hatchet (broad-bladed chopping/throwing weapon): $250. 
  Blacksmith. 
  Herbs, cooking, bunch fresh: $2. Grocer. 
  Herbs, cooking, 1 ounce dried: $4. Grocer. 
  Herbs, medicinal (analgesic, digestive, purgative, restorative, 
  soporific, stimulant, etc.), per dose: $10. Apothecary shop. 
  Honey, 5 pound crock: $25. Grocer 
  Hood: $50. Haberdashery shop. 
  Hook, iron, ordinary, lifting/towing: $25. Blacksmith. 
  Hook, iron, treble (grapnel): $100. Blacksmith. 
  Hook, fishing, regular, 12 assorted: $25. Blacksmith. 
  Hook, fishing, very large, l: $25. Blacksmith. 
  Hom, bugle, brass: $350. Traders store. 
  Hom, hunting: $200. Traders store. 
  Hom, trumpet, brass: $750. Traders store. 
  Horse, gelding (riding): $5,000. Horse trader. 
  Horse, mare, riding: $15,000. Horse trader. 
  Horse, pack (gelding): $3,500. Horse trader. 
  Horse, stallion, riding: $25,000. Horse trader. 
  Horse, war, charger: $125,000. Stable master. 
  Horse, war, courser: $100,000. Stable master. 
  Horse, war, destrier: $150,000. Stable master. 
  Incense, common, 20 sticks: $10. Temple. 
  Incense, rare, 6 sticks: $100. Temple. 
  Ink, 2 ounce pot: $2. Scrivener shop. 
  Ivory. uncut, per pound: $200. Traders store. 
  Jewelry, gold bracelet (wide, heavy): $4,500. Goldsmith. 
  , 
  Jewelry, gold broach: $3,500. Goldsmith 
  .Jewelry, gold cloak pin: $2,500. Goldsmith. 
  Jewelry, gold neck chain (long with solid medallions): $8,500. 
  Goldsmith. 
  Jewelry, gold ring (large with seal-type design): $2,000. 
  Goldsmith. 
  Jewelry, silver bracelet (wide, heavy): $500. Silversmith. 
  Jewelry, silver broach: $375. Silversmith. 
  Jewelry, silver cloak pin: $300. Silversmith. 
  Jewelry, silver neck chain (long with solid medallions): $1,250. 
  Silversmith. 
  Jewelry, silver ring (large with seal-type design): $225. 
  Silversmith. 
  Jimmy bar, small: $75. Blacksmith. 
  Kettle with lid, copper, large (6 gal.): $500. General merchant. 
  Kettle with lid, copper, medium (2.5 gal.): $375. 
  General merchant. 
  Kettle with lid, copper, small (1 gal.): $250. General merchant. 
  Kettle with lid, iron, large (6 gal.): $100. General merchant. 
  Kettle with lid, iron, medium (2.5 gal.): $75. General merchant. 
  Kettle with lid, iron, small (1 gal.): $50. General merchant. 
  Kettle with lid. tin, medium (2.5 gal.): $35. General merchant. 
  Kettle with lid, tin, small (1 gal.): $20. General merchant. 
  Knife, average (8-inch blade): $200. Cutler. 
  Knife, average, with sheath (8-inch blade): $250. Cutler. 
  Knife, fighting (12-inch blade): $450. Cutler. 
  Knife, fighting, with sheath (12-inch blade: $500. Cutler. 
  Knife, heavy (15-inch blade): $750. Cutler. 
  Knife, heavy, with sheath (15-inch blade): $800. Cutler. 
  Knife, pen, folding (2-inch blade): $25. Scrivener shop. 
  Knife, throwing. pair (5-inch blade. no quillions): $500. Cutler. 
  Lamp, wicked, oil-burning. metal (with 1 hour fuel): $50. 
  General merchant/Traders store. 
  Lamp. wicked, oil-burning: $15. 
  General merchant/Traders store. 
  Lance (14-foot shaft): $750. Armorer. 
  Lantern, candle-burning: $10. General merchant/Traders store. 
  Lantern. oil-burning, common: $25. 
  General merchant/Traders store. 
  Lantern, oil-burning, hooded: $75. 
  General merchant/Traders store. 
  Lantern, oil-burning, common,bullseye: $50. 
  General merchant/ Traders store. 
  Lantern, oil-burning. bullseye. hooded: $100. 
  General merchant/ Traders store. 
  Line, cord, 100-foot ball: $20. 
  General merchant/Traders store. 
  Line, rope, extra fine horsehair, 10 feet: $20. 
  General merchant/Traders store. 
  Line, rope, ordinary, 10 feet: $10. 
  General merchant/Traders store. 
  Line, string, fine, strong (fishing), 100 feet: $10. 
  General merchant/Traders store. 
  Looking glass, hand, three by five inch: $50. Traders store. 
  Lyre, small: $1,000. Traders store. 
  Mace, iron, flanged and spike-tipped: $500. Weapon smith. 
  Makeup, entertainment/disguise in leather case: $250. 
  Traders store. 
  
  G£N£RAl £QV1PM£NT l1ST 
  Mandolin: $600. Traders store. 
  Map, city/local: $3,000 to $6,000. Cartographer. 
  Map, continental: $7,000 to $12,000. Cartographer. 
  Map. hemisphere: $9,000 to $16,000. Cartographer. 
  Map. state/region: $5,000 to $8,000. Cartographer. 
  Map, world: $11.000 to $20,000. Cartographer. 
  Materia. alchemiacal: Unknown to you at this time. 
  Materia. metallurgical: Unknown to you at this time. 
  Meat/poultry. average cut/fair. per pound: $6. Butcher. 
  Meat/ poultry, best cut/rare, per pound: $30. Butcher. 
  Meat/poultry. cheap cut/common, per pound: $3. Butcher. 
  Meat/poultry. good cut/better. per pound: $10. Butcher. 
  Meat/preserved. per pound: $7 .50. Butcher. 
  Memory tablet, enchantments, list of any 4: Not available. 
  Military hammer/pick (long point and hammer backed): $500. 
  Weapon smith. 
  Mirror. 1 by 3 feet: $500. Traders store. 
  Mirror. silvered steel (4 by 6 inches): $200. Cutler. 
  Mirror. 2 by 5 feet: $2.000. Traders store. 
  Mule. pack: $2.500. Horse trader. 
  Mule. riding: $3.000. Horse trader. 
  Nails. large (4-inch length). 20: $10. Blacksmith. 
  Naphtha. 1 quart flask (highly volatile and inflammable): $10. 
  Apothecary shop. 
  Necrourgy command circle materials: Not available. 
  Necrourgy Powers: Not available. 
  Necrourgy protection circle materials: Not available. 
  Oil. lamp/lantern. one-gallon jug: $10. 
  General merchant/ Traders store. 
  Oilskin coat and overalls: $300. 
  General merchant/ Traders store. 
  Paint. oil-based. amst·s. 2-ounce pot: $10. Scrivener. 
  Pan. copper. large (1 gal.): $200. General merchant. 
  Pan. copper, medium (.5 gal.): $150. General merchant. 
  Pan. copper. small (.25 gal.}: $100. General merchant. 
  Pan, iron. large (1 gal.): $55. General merchant. 
  Pan. iron. medium (.5 gal.): $45. General merchant. 
  Pan. iron. small (.25 gal.): $35. General merchant. 
  Pan. tin, large (1 gal.): $30. General merchant. 
  Pan. tin. medium (.5 gal.): $20. General merchant. 
  Pan, tin. small (.25 gal.): $10. General merchant. 
  Panpipes: $150. Traders store. 
  Paper. unbleached, sheet: $0.50. Scrivener shop. 
  Paper. white, sheet: $1. Scrivener shop. 
  Parchment, sheet: $2. Scrivener shop. 
  Paraffin. 5 pound block: $25. Grocer. 
  Pen. quill: $1. Scrivener shop. 
  Pen. reed: $0.50. Scrivener shop. 
  Pepper, 1 pound sack: $500. Grocer. 
  Perfume. common/flower essence. 4-ounce bottle: $10. 
  Apothecary shop. 
  Perfume. rare. half-ounce bottle: $200. Apothecary shop. 
  Pike (18-foot shaft, 1- or 2-foot head): $300. Weapon smith. 
  Piton, with eye: $2. Blacksmith. 
  Poison, ingestive (1 dose with 3-5 harm after 1 AB time delay), 
  10-dose bottle: $1,000. Apothecary Shop. 
  Poison antidote (1 dose stopping all continuing harm after 1 
  ABC time delay), one-dose bottle: $1,000. Apothecary Shop. 
  Pole, billet, haft, handle, shaft, staff, hardwood, per foot: $10. 
  Carpenter. 
  Pole, haft, handle, staff-hardwood (for a weapon),per foot: $50. 
  Carpenter. 
  Pole-arm, long (various, 12-foot shaft): $350. Weapon smith. 
  Pole-arm, short (various, 6-foot shaft): $300. Weapon smith. 
  Pouch. belt. cloth: $25. Traders store. 
  Pouch, belt, leather: $75. Leather shop. 
  Pouch. belt/girdle, folding scrip/wallet. leather: $100. 
  Leather shop. 
  Pouch. shoulder. with sling. cloth: $75. Traders store. 
  Pouch. shoulder, with sling. leather: $175. Leather shop. 
  Pouch. small, pocket-size, cloth: $5. Traders store. 
  Pouch, small, pocket-size, leather: 10. Leather shop. 
  Purse, small, belt attached, leather: $25. Leather shop. 
  Pruning hook, 12-foot haft: $150. Blacksmith. 
  Pry bar: $50. Blacksmith 
  Psychogenic power: Not available. 
  Quarrel box, 20 quarrel cap., and waist belt: $125. Leather shop 
  Quarrel box, small, short bolts. 30 quarrel cap., and waist belt: 
  $125. Leather shop. 
  Quarrels, sheaf of 40, heavy: $280. Fletcher. 
  Quarrels, sheaf of 40, medium: $240. Fletcher. 
  Quarrels, sheaf of 40, short: $200. Fletcher. 
  Quiver, 12 arrow cap., leather, with strap: $75. Leather shop. 
  Repairs: See Tinker. 
  Razor, straight edge, folding: $150. Cutler 
  Sack, large: 60-pound capacity, 1 bushel volume: $15. 
  Traders store. 
  Sack, large, heavy cloth: 100-pound capacity, 1 bushel 
  volume: $20. Traders store. 
  Sack, large, leather: 200-pound capacity, 1 bushel volume: $75. 
  Leather shop. 
  Saddle, with all accouterments for riding, ordinary: $1,000. 
  Leather shop. 
  Saddle, with accouterments for riding, ordinary, fancy: $2,500. 
  Leather shop. 
  Saddle, with accouterments for riding, war: $5,000. Leathershop 
  Saddle bags, pair, fancy, leather: $1,000. Leather shop. 
  Saddle bags, pair, ordinary, leather: $500. Leather shop. 
  Salt, 1 pound sack: $75. Grocer. 
  Salve, bum healing (+l point Health/day, 7applications), jar: 
  $100. Apothecary shop. 
  Salve, wound healing (+l point Health/ day, 7 applications), jar: 
  $100. Apothecary shop. 
  Sand, white, very fine drying, pint jar: $5. Scrivener shop. 
  Sandals: $100. Shoemaker. 
  Sash (12-foot length): $50. Haberdashery shop. 
  Sash, silk (12-foot length): $500. Haberdashery shop. 
  Sausage, 5 pound: $15. Butcher. 
  Saw, large, metal: $150. Blacksmith. 
  Saw, small, metal: $100. Blacksmith. 
  Saw, small, wood: $75. Blacksmith. 
  Scales, 1 ounce to 10 pounds: $100. General merchant 
  Scribe's Case: Leather box with 50 paper sheets, ink pot, 10 
  assorted pens, pen knife, sand cellar, and 5 sticks 
  sealing wax: $200. Scrivener shop. 
  Scissors, large: $50. Cutler 
  ;3p:-;;;; 
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  > 
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  . ~~- 1:!f.~~~~.fa~1.es ... ~· · :fJ 
  G£N£RAL £QV1PM£NT LIST 
  Scissors, small: $30. Cutler 
  Scroll, parchment, blank, double-length sheet: $7. Scrivener's. 
  Scroll. case, brass: $75. Scrivener shop. 
  Scroll, case, wood: $50. Scrivener shop. 
  Scythe: $150. Blacksmith. 
  Sharpening, weapons: See Tinker below. 
  Shield, targe. metal: $1,000. Armorer. 
  Shield, large (wood, leather covered. metal reinforced): $750. 
  Armorer. 
  Shield, regular (wood, leather covered, metal reinforced): $500. 
  Armorer. 
  Shoes: $200. Shoemaker. 
  Shovel or spade: $100. Blacksmith. 
  Sickle: $75. Blacksmith. 
  Skin container, liquid, with stoppered spout, shoulder sling strap. 
  1 gallon capacity: $90. Leather shop. 
  Skin container, liquid, with stoppered spout, shoulder sling strap, 
  1 quart capacity: $35. Leather shop. 
  Sling, 50 lead shot for: $50. Blacksmith. 
  Sling, leather: $25. Leather shop or Shoemaker. 
  Soap, hard. half pound cake: $2. Apothecary shop. 
  Soap. soft, 2 pound crock: $5. Apothecary shop. 
  Sorcery command circle materials: Not available. 
  Sorcery Power: Not available. 
  Sorcery protection circle materials: Not available. 
  Spear. light/throwing (5-foot shaft): $100. Weapon smith. 
  Spear, long (10-foot shaft): $200. Weapon smith. 
  Spear, short (6-foot shaft): $150. Weapon smith. 
  Spice, per ounce: common $50. rare $150, very rare $350. 
  Grocer (or Trader store). 
  Spike. heavy (6-inch length). each: $1. Blacksmith. 
  Spit, 6' long: $20. Blacksmith. 
  Spit, 3' long: $10. Blacksmith. 
  String, bow: $10. Fletcher. 
  String, crossbow: $20. Weapon smith 
  Sword, average, crude, cutting/hacking: $1,000. Trader. 
  Sword, average, crude, cutting & thrusting: $2,000. Trader. 
  Sword, cleaving: $60,000. Swordsmith. 
  Sword, cleaving, with scabbard: $60,500. Swordsmith. 
  Sword, cuttin(1 & thrusting: $95.000. Swordsmith. 
  Sword, cutting & thrusting with scabbard: $95,500. 
  Swordsmith. 
  Sword, cutting, curved: $50,000. Swordsmith. 
  Sword, cutting. curved with scabbard: $50.500. Swordsmith. 
  Sword, cutting, heavy: $100.000. Swordsmith. 
  Sword, cutting, heavy, with scabbard: $101.000. Swordsmith. 
  Sword, cutting: $55,000. Swordsmith. 
  Sword, cutting, with scabbard: $55.500. Swordsmith. 
  Sword, thrusting: $75,000. Swordsmith. 
  Sword, thrusting with scabbard: $75,500. Swordsmith. 
  Sword, thrusting, short: $35,000. Swordsmith. 
  Sword, thrusting short, with scabbard: $35,500. Swordsmith. 
  Tea, 1 pound: $5 to $150 depending on type. Grocer 
  Tent, 2-man: $200. Tentmaker or Trader. 
  Tent, 6-man: $600. Tentmaker or Trader. 
  Tent, 10-man: $1000. Tentmaker or Trader. 
  Theurgy devotional object, common metal, large: $100.Temple. 
  Theurgy devotional object, common metal, small: $60, Temple 
  Theurgy devotional object. gold, large: $5,000, Temple. 
  Theurgy devotional object, gold, small: $3.000, Temple. 
  Theurgy devotional object, silver, large: $400, Temple. 
  Theurgy devotional object, silver, small: $250, Temple. 
  Theurgy devotional object, wood. large: $75, Temple. 
  Theurgy devotional object, wood. small: $35. Temple. 
  Theurgy Power: Not available. 
  Theurgy propitiation materials: Not available. 
  Theurgy votive summoning materials: Not available. 
  Thong, leather, 10 feet: $5. Leather shop. 
  Tinder box: $20. General merchant/Traders store. 
  Torch, wood and resin-soaked rope, 30 minute bum time: $1. 
  General merchant/Traders store. 
  Vellum, sheet: $5. Scrivener shop. 
  Vinegar, quart jug: $2. Grocer. 
  Wagon, 4-wheel mule or horse. small, cloth covered 
  (24-bushel/2.000 pound capacity): $9.000. Cartwright 
  Wagon, 4-wheel mule or horse. small, open 
  (24-bushel/2.000 pound capacity): $7.500. Cartwright 
  Wagon. caravan 4-wheel mule or horse. large. boxed 
  (48-bushel/4.000 pound capacity): $25.000. Cartwright 
  Wagon. 4-wheel mule or horse. large. cloth covered 
  (48-bushel/4.000 pound capacity): $15.000. Cartwright 
  Wagon, 4-wheel mule or horse. large. open 
  (48 bushel/4,000 pound capacity): $12,500. Cartwright 
  Wax, bees, 1 pound block: $3. Grocer 
  Whip (6-foot length): $100. Leather shop 
  Whip (12-foot length): $150. Leather shop 
  Wine. goblet. common: $3. Tavern 
  Wine. goblet. good: $15. Tavern 
  Wine, 1 quart flask. common: $10. Wine merchant 
  Wine. 1 quart flask. good: $50. Wine merchant 
  Wire. thin, SO-pound test. spool of 100 feet: $200. Blacksmith 
  
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  £XTRAORD1NARV 
  AB1l1T1£S 
  xtraordinary Abilities include all Abilities and Powers of Arcane sort. These include powers stemming 
  from the Preternatural, Supernatural and the extra-natural. A listing of each of these ability 
  ,#Al.._,. categories or types, as well as the powers available to them, is found here. 
  \ 
  \ 
  ~ 
  £mplo\iitt5 £ttchatttmrnt Powers 
  To be able to use Enchantment Powers, the Avatar must record each known Power upon a 
  Memory Tablet. Each Memory Tablet holds four Powers of any Grade. The Avatar must have a Memory Tablet 
  to possess the Power, for to not have a tablet is to not have the Power. The tablet does not have to be on the 
  Avatar's person, however. 
  More than one tablet may be possessed, for that 
  is the only fashion by which to possess more than four 
  Powers. A tablet gained, of course, provides the capacity 
  to record new Powers or use Powers already inscribed 
  on the tablet. 
  Failure of an Ability check when using an 
  Enchantment Power indicates the AEPs are expended 
  to no effect. The player will record the loss of the AEPs 
  normally. 
  Time Rcquircb 
  The amount of time required for activating a 
  Power varies according to the complexity and power 
  cost (in AEPs) required: 
  Grab¢ 
  Tim¢ Cost 
  Very Minimal 
  1 second realtime 
  Minimal 
  2 seconds realtime 
  Low moderate 
  3 seconds realtime 
  Moderate 
  4 seconds realtime 
  Good 
  5 seconds realtime 
  Very good 
  7 seconds realtime 
  Strong 
  9 seconds realtime 
  Very strong 
  12 seconds realtime 
  Major 
  16 seconds realtime 
  Extreme 
  20 seconds realtime 
  Power cost 2 
  Power cost 3 
  Power cost 4 
  Power cost 5 
  Power cost 6 
  Power cost 7 
  Power cost 8 
  Power cost 9 
  Power cost 10 
  Power cost 12 
  
  cz:: _ 
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  £'1cha'1ma1t Po\'Ver listitt5 
  V~Mmimal 
  1. Borgasta' s Flatness 
  2. Disenchantment 
  3. Disrupt Power 
  4. Flame Finger 
  5. Galicar's Illusion Hacker 
  6. Jewel of Splendor 
  7. Lighter Than Air 
  8. Night 
  9. Personal Armor 1 
  10. Phantom Self 
  11. Sense Power 
  12. Shadow Bolts 
  13. Shadowed Self 
  14. Shooting Stars 
  15. Unexplained Noise 
  16. Weapon Wizard 
  17. Whirlwind 
  Mmimal 
  1. Cloak in Shadows 
  1. Acuity 
  2. Conjured Closure 
  2. Azkomil's Shifting Shadows 
  3. Create Shadow 
  3. Aal))e..G-eut 
  4. Faire Fare 
  _, 4.
  5 ~:f~~E~'1: . "- P< 
  5. Flame Fan 
  &-·.:....:: ~·-:~,~tr-te!ema'tQra! ~'fer 
  6. lgxat' s Doorman 
  .. . ·. ..:-~ Jf~u~lemis5~,:,
  1 
  • ./. _, ••• ,.,_:'' \'-
  7. Imitate Surroundings 
  .. 
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  8. Grasshopper Legs 
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  8;,.f.Jigh~~ilei ;"1;:: ,:":·.~;\ ___ • \ 
  9. Jumpback, Jack .. · /~~-:,.,,. . ~~§ _9·:-~rS?ry·:A'90ttt·-l •'/·<!~ ~~ - \ 
  10 Personal Armor 2 .. , ' 
  -
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  11. Privat~ ~Illuminati<,))lN · . ; 
  -~ ,·£·' >. · · -
  1 h~Mystic Mace 
  -1 · ::;:~ 
  ··~..:-:----\ 
  12. Spring· ?Trap 
  ·-.~~-~:: / :>..::: 
  .. 12:--pass Baring Force 
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  13. Personal Armor 3 
  · ·.:; 
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  14. T.urtt
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  14 __ ... Quic.ktime 
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  .. 15. Yitality 
  · 
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  15. Rapid Reflux 
  I. '~/ 
  14, l6; V0Jllosh'.s Magnificatio",·~~ ·' :'.:_.~ 
  16. Shadow Hands 
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  f:/·:· .-~rO.:." 
  :17. Strength 
  _, . ._ 
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  ;. ,1~.,:·ls. ·xir~a~
  ·s Military·Fork 
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  ,, 
  1. Acid Globe 
  / 
  /:~.~~J\'egii~~J:~~{~quatic :!" ... ~ ;, "~!,~l. .Amalgamate .v~~et~b1e Energies 
  2. Adelhard's Attack Augmentation· 
  .,,.f~:'.:Ashl~fltnage ;~::.:;:--:· 
  ~.;~·}~/~-,. 
  -.~A3estow Animal Energies 
  3. Animate Shadow 
  ~ ''. -~~4:3 .. Bar1i~K ~ement 
  _;:. 
  , 11~f.l'.r..·-- ~ ,.~~- :(Invisible ~orrri:.~ 
  4. Dazzling Dart 
  .i:/./.:.::;·"7" 4. Bl,\1~'30~~ · 
  ~:: ,\ 1:~:;~-;" --... , ': 4: Jumpway9ack, Jack 
  5. Desmuriak's Dramatic lm~~[?-
  7
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  5. D~i'!g'Oread ~ 
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  . .5. M_ird6leb's Shadow Monster 
  6. Dropnet 
  . } . ;1 ; -
  ~~,rf}> ... ~~ay's ~1ssil~ AttJ;~~t{9ifi, ·~_;..,"\~ . . 6_. Mystic Maul 
  7. Energy Explosion }t ~f~ ·-
  ., ·;. }7}.'JWe.inent ofSu~ise.~:·i ·*.\:.~?·~/-/-: ·: _· 7~ Per~n~l Shielding 1 
  8. Flame Inferno 
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  9. Handy Henchmer/'~ ,. ·' --·~~··,<f'
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  10. Invisible Scutifd , 1. 
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  . 
  10. Hruhjits. H~fte':'Beast- ; ~ $~ ' 
  10. Smoke Serpent 
  11. Leduc's Inesca 
  : r9w,Siness 
  1:1/l$~~t$~~s l~lallible\ )) 
  _..,. 
  11. Sub-Minimus 1 
  12. Mirdoleb's ~h 
  . ~~ /"·,.,111.i~~~~~~e)-~1 Analysis ~ If 
  12. Talk with Shadows 
  13. Ps~~dostone).:; 
  ~':~·· · .i!P~;~~~ l'.vf~gi~l'Tinke-r. 
  s/ 
  13. Timeless (also Timeworn) 
  14. Spmt Sawyer 
  ;.,f--;r·-·.. 
  p1(·~~~'13. Marvelous Magical ~antle 
  14. Trapdoor 
  15. Sticky 
  \ 1.1: 
  :i!i'~ '.· -
  14. Miasmal Zephyr 
  15. Trip Trap 
  16. Uncoordinated ·----
  _·::_ _ 
  _.,... 
  15. Misty Bank 
  16. Turncoat 
  17. Obfuscate Observer 
  16. Oakheart 
  17. Unseen Swordsman 
  18. Personal Armor 4 
  17. Personal Armor 5 
  18. Vampiric Vein 
  18. Secret Passage 
  19. Umbrate Wall 
  19. Shadow Bridge 
  20. Wizard Warding 
  20. Shape-shift 
  21. Spindleshank's Preserving Power 
  22. Spirit Low 
  23. Vanish in Vapor 
  24. Willowkin 
  * 
  .:-~ 
  
  ~.--->~=_,----o--
  _ £~~~d1~a-~~tm
  _=--·m-t_s~~~:::1J 
  StrimS 
  1. Counterpower Contingency 
  2. Defeat Supernatural Power 
  3. Gareggy's Uplifting Tongs 
  4. Imbue With Extraordinary Power 
  Capacity 
  5. Implant Power Node 
  6. Jasmire's Enchanted Jar 
  7. Loviatskya's Infallible 
  Energy Analysis 
  8. Mordey's Adversarial Reflector 
  9. Oppose Element 
  10. Personal Shielding 2 
  11. Renewing Extraordinary 
  Energization 
  12. Spindleshank's Rot Reversal 
  13. Sub-Minimus 2 
  14. Seeing Orb Surprise 
  15. Time Out 
  16. Tortoise Force 
  £xtr~¢ 
  1. Bar Possession 
  2. Blast of Air 
  3. Cindersmoke 
  4. Conjured Castellan 
  5. Dominant Shadow 
  6. Eggary's Extreme Smiting 
  7. Fuse Kingdom Energies 
  8. Grimsmoke 
  9. Heart's Desire 
  10. Icewind 
  11. Jasmire's Potent 
  Preservation 
  12. Mirdoleb's Shadow Wave 
  13. Personal Shielding 5 
  14. Power Persistency 
  15. Probability Panel 
  16. Reserve Energy 
  17. Salute Foe 
  18. Sending 
  19. Shadow Cloud 
  20. Shockade 
  21. Smoke & Mirrors 
  22. Sub-Minimus 5 
  23. Tentacle of Krobchac 
  24. Touch the Weave 
  25. Ultra-height 
  26.Ykcul 
  27. Xargya's Secret Pocket 
  28. Zap! 
  V~ Str0J15 
  Major 
  1. Break Dark Bonds 
  1. Animated Wand 
  2. Combine Mineral Energies 
  2. Chin Lei's Isolation 
  3. Continual Shadow 
  3. Convey Energy 
  4. Doppleganger 
  4. Denokamen's Energy Enhancement 
  5. Gareegy's Conjuration 
  5. Distance Warp 
  6. Mist Veil 
  6. Elemental Aquanaut 
  7. Mordey's Vanishing Act 
  7. Elemental Fireman 
  8. Personal Shielding 3 
  8. Elemental Flier 
  9. Press of Pike 
  9. Elemental Miner 
  10. Quickness 
  10. Elephant of Surprise 
  11. Read Power 
  11. Imbue With Spirit Entity 
  12. Simulacrum 
  12. Intensify Fire 
  13. Spirit Form 
  13. Jinker's Rope Golem 
  14. Sub-Minimus 3 
  14. Krootzer's Leather Golem 
  15. Watertank 
  15. Magical Smith 
  16. Wizard's Wall 
  16. Personal Shielding 4 
  17. Wood Glue 
  17. Quorg's Wood Golem 
  18. Rainbow Ram 
  19. Seeing Channeling Orb 
  20. Shadow Javelins 
  21. Shadow Self 
  22. Sub-Minimus 4 
  23. Shockfield 
  24. Theatrical Wizardry 
  25. Tock-Tick 
  26. Transfer Ability 
  27. Xargya's Demonic Arms 
  
  Power 'De.crlptfotU 
  ~: 
  Low Moderate 
  By means of this Preternatural Power's energy, the 
  activator is able to give to him- or herself, or to any other 
  person touched, a temporary increase in acuity. This 
  translates to one point of Precision Base Rating. The added 
  Precision BR also increases Weapons Ability by the same 
  amount-one point. For each additional two AEPs expended 
  at time of activation, the acuity of the subject is increased by 
  one Precision BR point. Enhanced Precision BR can be 
  above normal total. The energy of this Power is transitory, 
  however, and after one hour .it dissipates, and all points of 
  Precision gained from it fade and are gone. 
  ~·, 
  AttMk Aw~Aftott: 
  Moderate 
  This Preternatural Power enables the person 
  activating it to become relatively more able in the use of 
  weapons, so that that individual gains a 10 point bonus to 
  Weapons Ability and a like bonus to Harm inflicted by use of 
  any weapon. The energy of this Enchantment is transitory, 
  however, and remains active for exactly 10 Activity Block 
  Counts (30 seconds) time and then fades into nothingness. 
  Ac~ '1f the £tker: 
  Good 
  This Preternatural Enchantment enables the activator 
  to create above his or her location a shield of enchanted 
  ether. It is a hemisphere of 24-foot radius, and it has a 
  Health of 240 points. All incoming missiles of any sort that 
  contact this force are basically harmless, their potential for 
  Harm being absorbed by the shielding energy. However, 
  once the etheric shield has been brought to zero Health, it is 
  defunct, and the protection removed. Note that a missile 
  bringing it to zero Health can not then go on to harm anything 
  else, even if it has potential Harm above that which destroyed 
  the Aegis of the Ether Power. Missiles with an Extraordinary 
  component, as well as missiles of Extraordinary origination, 
  pass through the shielding energy, and if they hit the subject 
  successfully they inflict Harm normally. 
  AmAl~tc Vc5CfAblc &wrtJtu: 
  Very Good 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/ or Alchemia Ability. Whenever any 
  substance that contains vegetable matter is to be made 
  Extraordinary, this Enchantment must be successfully 
  activated. It will affect matter sufficient for approximately 
  one pound of solid or one pint of liquid, sufficient to create 
  an ambrosia or a nectar, for example. A second check for 
  success is made upon completion of the item being made 
  Extraordinary. The Grade of the item is multiplied by 5 to 
  /i
  ~ 
  determine the penalty for success to be added to the die roll 
  based on the individual activator's Enchantment Ability score. 
  --' . 
  ~~: -
  . 
  r 
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  ~tc ~: 
  Moderate 
  By activation of this Preternatural Power an 
  Enchanter can, if the light conditions are such that strong 
  shadows are present, manipulate a shadow as if it were a 
  physical force, if it is within 30-foot range. This can have 
  many effects, a common one being to wrap a shadow around 
  a being (whether it be it's own shadow or one within range). 
  This can be done in a way to exclude arm or leg use (one or 
  the other), which could affect combat, the activation of Powers 
  of non-Psychogenic sort, and/or movement. Alternately, 
  the activator can wrap the shadow around a being and a 
  nearby object (say, a tree). thus preventing any movement at 
  all (when done in this way, assume full arm and leg movement 
  for purposes of other than covering distance). Basically, any 
  creative idea can be utilized by the activator, subject to GM 
  approval. For example, wrapping a Wyrm 's Shadow around 
  its mouth might prevent it from using its breath weapon or 
  biting! 
  Note that if the area surrounding the object/creature 
  whose shadow is being animated is deprived of all light (or 
  immersed in pure darkness), in such a way that no shadow is 
  cast, then the energy of the Power is broken. 
  This Power in itself cannot cause physical Harm, 
  i.e. the shadow can neither squeeze for Harm, nor be used 
  to suffocate, etc. 
  AttftttAtd> WMtb: 
  Major 
  By activation of this Supernatural Power an 
  Enchanter can animate one of his or her Extraordinary Item 
  wands in such a way as to give it volition and enable it to 
  obey his or her mental commands. At activation, the wand 
  animates in the air around the activator (at about shoulder 
  level), where it remains for the duration of the Power's 
  persistency, waving back and forth slightly. The activator 
  must remain within 10' of the wand as well as maintain a 
  path of vision for the energy of the Power to continue to 
  Use the general size of the shadow animated to 
  cause the functioning of the wand thus. (The activator does 
  determine feasibility of actions. though no matter what the 
  not actually have to look at the Wand, but he or she must 
  shadow's size only a single creature can be affected by use of 
  maintain a possible line of vision). If the activator moves out 
  this Power. Of course. several uses of it will allow one to 
  of this range, the wand is moved out of range, or if his vision 
  affect as many subjects as there are activations of Animate 
  is completely obscured by any means, then the energy ceases 
  Shadow. The Power lasts for four ABCs realtime. 
  and the Power is no longer active. 
  The shadow remains untouchable and unbreakable 
  The activator may grab the wand at any time to 
  by any physical means, as it is still just a shadow. The only 
  cease the Power's effect, and others may try to do so as 
  way a subject can withstand the effects (short of some 
  well. A successful check against Precision while the Avatar 
  Extraordinary means of canceling the Power) is to try to slip 
  or character/creature is within 5' of the wand must be made 
  out of the shadow's grasp. This is done by making a successful 
  to grab it. That person then becomes the new possessor 
  check against Speed Base Rating, modified as follows: 
  of the wand, the Power is :j 
  Luck adds 10% of that Ability Score to the success 
  broken, and the 
  chance. 
  energy dissipated. 
  i · 
  Minstrelsy Ability adds its entire Score to the attempt. 
  ,,,,;-/-
  . 
  ~'i 
  This "avoidance" can be attempted each ABC that 
  (/ 
  ~Vf' 
  thePower's energyisactive. Successindicatestheshadow 
  ~-.J?- ; 
  _. 
  _ · ~,,.fi.~. (1Ll1· "";t 
  returns to normal; failure indicates that the target is 
  [ \_ 
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  ; 
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  still restrained for the duration of the Activity 
  _ _, \ 
  '? ~ 
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  Block Count. 
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  _,.,. 
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  , ? __., 
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  , 
  ~ 
  / 
  
  If no one is there to grab the wand at the end of five ABCs, 
  it falls to wherever gravity takes it. A fall of more than 20' or 
  onto potentially dangerous surfaces may damage the wand, 
  at the GM's discretion. 
  Note that at no time may more than one Wand be 
  animated by the activator, as the link that exists can only 
  sustain the control of a single wand. Activation of this same 
  Power before the end of the original one's cessation will 
  work, but the initial Power is thus automatically cancelled, 
  and the wand affected by it can not be the same wand as 
  affected by the later-activated Power. Following the ABC of 
  animation, the wand can be utilized by the activator in addition 
  to any other action he or she may wish to take-such as 
  Power activation, using another item, etc. 
  < 
  S -$7: 
  -, 
  AfltlN ~: 
  Good 
  This Preternatural Power bestows upon the 
  activator- plus one or two other subjects touched at the time 
  of activation- a rock-hard skin that increases armor 
  protection by addition of 50% (-10). This provides virtual 
  invulnerability to Harm from any stone weapon or missile 
  striking the subject, but slows all action and reaction by 50%, 
  the subjects acting with a maximum Speed of 6. The 
  protected subjects can attack no more than once per ABC. 
  The energy remains active for five ABs (20 ABCs of time) or 
  until the Enchanter commands it dissipate. Note also that 
  the subject of this Power will suffer no Harm from attacks by 
  acid or fire, but cold will cause normal Harm. 
  Azlcomtl'• Slttftm5 ~: 
  Low Moderate 
  This Preternatural Power enables the Enchanter to 
  create a cloud of moving shadows in a radius of up to 30 
  feet around him or her. The energy requires light to activate. 
  of course, but the shadows caused by the energy are 
  sufficiently substantial to create shadows of their own! Any 
  individual other than the activator of the Power attempting 
  to aim a weapon or Power at a target within the shadowed 
  area does so at a penalty equal to one-half that individual's 
  normal probability for success! The shadows persist for only 
  4 ABCs ( one Activity Block) of time before the energy fades 
  and the shadows disappear. 
  8aff11Jt fkmettt'Anf: 
  Good 
  This Preternatural Power enables the Enchanter 
  within any elementary's sphere of activity to send forth a 
  force that banishes that spirit instantly. The degree of success 
  of such banishment depends upon the strength of the 
  elementary and the investment. if any. of additional AEPs by 
  the enchanter to assure banishment. The basic chance for 
  success is the Enchanter's Ability score. less a basic penalty 
  of -10, less another penalty for each degree of complexity of 
  the elementary (see below.) with a bonus of + 10 per point of 
  Elementary Complexity Table 
  Single-element elementary: -10 
  Two-element elementary: 
  -30 
  -60 
  
  &r PotHHtott: 
  Extreme 
  This Supernatural Power enables the Enchanter, or 
  any other he chooses to touch in that ABC, or the following 
  one, to be impervious to the leeching effects of any malign 
  spirit, so that Health, Precision, and Speed Base Ratings 
  can not be drained away, although Health can suffer Harm. 
  The energy also bars a spirit of any sort from possessing the 
  protected individual. It remains active for only one minute 
  realtime, plus 12 additional seconds for each extra 1 AEP 
  committed to it before activation of the Power. 
  Butow AttbtW £tter$kf: 
  Very Good 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/ or Alchemia Ability. Whenever any 
  substance that contains animal matter is to be made 
  Extraordinary, this Enchantment must be successfully 
  activated. It will affect matter sufficient for approximately 
  one pint of liquid, or one pound of solid, sufficient to create 
  a nectar, for example. A second check for success is made 
  upon completion of the item being made Extraordinary. The 
  Grade of the item is multiplied by 5 to determine the penalty 
  for success to be added to the die roll based on the individual 
  activator's Enchantment Ability score. 
  BWt of AW: 
  Extreme 
  By means of this Supernatural energization the 
  Enchanter causes a rush of wind to issue from before the 
  area of his or her palm. It is a draught that is 10 feet in 
  diameter, traveling at 100 miles per hour, for 880 feet 
  distance directly away from the activator before it ceases. 
  All subject to such a blast (targets not solidly fixed and weighing 
  under 2,201 pounds, double that if having a large, exposed 
  surface) suffer 1-20 + 10 points of Harm regardless of armor 
  protection. Tree limbs snap, rotten or ill-rooted trees are 
  uprooted and flattened, and so forth. Normal fires and flames 
  are extinguished instantly, large and very hot fires are doubled 
  in intensity. Loose material flies in a cloud before the blast. 
  Dust, dirt, sand, and gravel present in the path are picked up 
  and blown along, adding 13-16 Harm that is reduced normally 
  by armor. Earth-energy-based targets suffer double Harm 
  (2-40 +20,) as their physical form is affected. Anything 
  subject to dissipation by wind force is affected accordingly. 
  B1wc Bokt: 
  Good 
  This is a Preternatural Power that causes a hail of 
  energy bolts to streak through an area of 20 feet width and 
  60 feet length. Upon activation its nearest edge appears at 
  any distance up to 100 feet removed from the Enchanter, as 
  the activator desires and directs. Whatever is in the area of 
  effect will be struck by one or more bolts, each inflicting 1-2 
  preternatural Harm disregarding normal armor. Very small 
  targets will take 1-3 bolts, small targets 1-6 bolts, man-sized 
  targets 2-8 bolts, large targets 3-12 bolts, and very large 
  targets 4-16 bolts. 
  8or$AffA'f A.mat: 
  Very Minimal 
  This is a Preternatural Power that changes the 
  activator, or any willing (or unconscious) subject touched on 
  that or the following ABC, such that depth of body (and all 
  worn items and/or items normally carried in hand) becomes 
  only one one-hundredth of an inch. Essentially, the subject 
  thus affected is as flat as a sheet of paper. The subject has a 
  commensurate loss of mass (is 1/lOOth of former weight) 
  and is thus adversely subject to moving air. The subject will 
  remain in this form for up to one minute realtime for each 
  AEP expended. 
  The affected individual can attack only with piercing 
  weapons, and gains no Physique Ability bonus when in this 
  condition. Health is reduced to 10% of normal because of 
  the physical state, although protection worn or empowered 
  remains normal. 
  The individual can slip sideways through any crack 
  that would allow a piece of paper the width of his or her 
  shoulders to so pass, slither under doors, and so on. Also, 
  to an observer standing at 90 degrees left or right, as it were, 
  the individual is virtually invisible, especially in poor light 
  conditions. 
  Bruk Oam BoHbf: 
  Very Strong 
  This Supernatural Power enables the Enchanter to 
  touch a living subject and deactivate any Extraordinary force 
  that is keeping the individual unconscious in any way, and/ 
  or is restraining that individual from performing normal 
  activities. Unlike most Powers, this one is instantly active, 
  but the time from touch of the Enchanter to restoration of 
  the individual is 3 ABCs (nine seconds) of time as the energy 
  affects that subject and breaks the bonds. 
  Chm Ld•11tolatfott: 
  Major 
  This Supernatural Power enables the Enchanter to 
  send an energy field up to 120 feet distant. The Power then 
  creates a globe of force around a single subject, that energy 
  sphere exactly 10% greater than twice the largest dimension 
  of the subject to be confined, and extending into the surface 
  of whatever the subject is upon, if applicable. Thus, a human 
  so englobed would be inside a sphere approximately 13 feet 
  in diameter, probably perceived as a hemisphere of that base 
  dimension and of six and one-half feet height. The isolating 
  force will let nothing pass through it, save air, that entering 
  from tiny "holes" at the base. 
  Traumatic and/or Extraordinary energy of any sort, 
  ranging from acid to flame and including weapon blows, is 
  absorbed by the sphere of supernatural force. When 1, 000 
  points of Harm have been so absorbed, the energy dissipates 
  with a crackling pop, and the enchantment is finished. 
  ~ 
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  C~olw: 
  Extreme 
  This Supernatural Power creates a roiling cloud of 
  smoke and burning cinders that appears from nowhere 
  overhead and instantly settles over a self-contained cube-like 
  field with an area of up to 40 feet per side. Upon activation 
  the nearest edge of the Cindersmoke field appears at any 
  distance up to 160 feet removed from the enchanter. 
  Whatever is in the area suffers 6-8 points of Harm, 
  disregarding all but Extraordinary protection against such 
  Harm from fire. In addition, subjects are blinded with smoke 
  for each ABC of time within the field, the blindness continuing 
  after leaving the field for as long as the affected subject was 
  within the field. 
  Creatures based on cold/cold energy suffer double 
  the Harm (13-16) each ABC of exposure to the fire. All 
  inflammable materials within the area are ignited, and added 
  Harm might accrue to exposed subjects accordingly, viz. 3-5 
  or 6-8 points of Harm for 2-4 ABC's as the material burns. 
  The burning cinders and blinding smoke continue unabated 
  for 20 ABCs (60 seconds), then cease, and the field area is 
  clear of all but a sooty residue. Its energy is negated by an 
  lcewind Power activation in the area of effect. 
  C1oAk m ~• : 
  Minimal 
  By activation of this Preternatural Power an 
  Enchanter can, if the light conditions are such that strong 
  shadows are present, cause his or her person to become 
  veiled and shadowy. If none observe this transformation, 
  then the affected individual is at least 90% likely to be 
  unnoticed. If some observer is present, the individual is still 
  so veiled as to cause any attack upon him or her to be at a 
  penalty of 10 to the attacker's check to determine if a hit of 
  any kind is scored. 
  For each additional point of Activation Energy 
  invested, the activator can affect one other individual with 
  this same Power, to a maximum of eight others. Note that if 
  any affected person actively advances to assail or attack while 
  cloaked in shadows, the energy of the Power is drained, and 
  all effect is lo5t. Otherwise, the shadowy veil persists for up 
  to one hour time. 
  Combttte Mmcr.t.1 £Nr$iu: 
  Very Strong 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/or Alchemia Ability. Whenever 
  · 
  any substance that contains mineral matter is to be 
  made Extraordinary, this Enchantment must 
  be successfully activated. It will affec~t 
  matter sufficient for approximately 
  one pint of liquid, or one pound 
  of solid, sufficient to create 
  a nectar, for 
  example. 
  • 
  rt . s f946?: 
  10 
  A second check for success is made upon completion of the 
  item being made Extraordinary. The Grade of the item is 
  multiplied by 5 to determine the penalty for success to be 
  added to the die roll based on the individual activator's 
  Enchantment Ability score. 
  ~ 
  CMtcllA": 
  Extreme 
  This is a Preternatural Power that causes one single 
  large opening of up to 400 square feet in size, or all openings 
  of up to about 10,000 square feet in total size within a 
  structure to be instantly closed. The portals are closed by 
  not only any normal material there for such purpose, but are 
  also sealed by energy. The latter effect makes each of the 
  openings impassable to even spirits. The energy is such that 
  it absorbs, at each affected opening, Harm of 4,000 
  points of normal sort, 1,000 of 
  general preternaturally engendered 
  Harm, 
  or 
  500 
  of 
  general 
  Supernaturally engendered kind 
  before being destroyed. Although the 
  energy is persistent, the Enchanter 
  activating it is able to "open·· 
  it at will in regards to any 
  single opening, "re-
  close" it likewise. or 
  else cause it to 
  dissipate entirely 
  from 
  all 
  openings. 
  
  ~ 
  C1ofwrc: 
  Minimal 
  This is a Preternatural Power that causes an opening 
  of up to about 100 square feet in size to be instantly dosed, 
  by not only any normal material there for such purpose. but 
  to be also sealed by energy. The latter effect makes the 
  opening impassable even to spirits. The energy is such that 
  it absorbs Harm of 2,000 points of normal sort, 500 of 
  general Preternaturally engendered Harm. or 250 of general 
  Supernaturally engendered kind before being destroyed. 
  Although the energy is persistent. the Enchanter activating 
  it is able to "open" it at will, "re-close" it likewise, or else 
  cause it to dissipate. 
  CotrtimW ~ : 
  Very Strong 
  By activation of this Supernatural Power an 
  Enchanter can create light conditions that are dim and 
  shadowy, even if the light is otherwise clear and bright or 
  totally lacking. Thus. whether bright or dark. the Power 
  causes an area of shadowy sort in a radius of 40 feet around 
  the activator. Note that some sort of Extraordinary Power 
  that causes bright light or total darkness will cancel this 
  Power's energy only if such light conditions are equal to or 
  greater the radius of the shadow. or multiple activations of 
  such Power are used in succession to drain the energy. 
  Otherwise. the effect lasts for one month. The activator can 
  extend this time by adding one AEP per added month of 
  energy persistence desired, doing this at the time he or she 
  activates the Power. It can, of course, be de-energized by a 
  Def eat Supernatural Power if this latter Power is successfully 
  activated and operative. 
  ~ 
  £?WrS'i: 
  Major 
  This Supernatural Power enables the activator to 
  convey to the living individual whom he or she touches 
  Extraordinary energy. For each additional 1 AEP the activator 
  conveys to the recipient at time of activation, that individual 
  is physically and mentally invigorated so as to regain from 3-
  5 points of Health Base Rating lost from Harm to Health. 
  but not accruing to the subject in excess of normal Health 
  BR points. This occurs automatically as soon as the Power 
  is active. Note that no single individual can sustain the energy 
  of this Power more frequently than once in any 24-hour 
  time period. 
  Cowtrtcrpowcr ~: 
  Strong 
  This Supernatural Power does nothing unless the 
  Enchanter who brought it into being is directly the focus of a 
  baneful Power aimed directly at him or her by a hostile 
  individual. In such case it is then triggered and negates the 
  energy and effect of the Power. Note that any Grade of 
  Power is negated thus, but in so negating the activation, this 
  Power is itself expended and gone. Its energy lasts until 
  negated by an attacking Power or until one hour of time has 
  elapsed after its activation, whichever first occurs. 
  CNAte S~: 
  Minimal 
  By activation of this Preternatural Power an 
  Enchanter or Necrourge can create a light condition that is 
  dim and shadowy, even if the light is otherwise clear and 
  bright or totally lacking. Thus, whether bright or dark, the 
  Power causes an area of shadowy sort in a radius of 20 feet 
  around the activator. Note that some sort of Extraordinary 
  Power that causes bright light or total darkness will cancel 
  this Power's energy if such condition is of about equal radius 
  (at least 15-foot radius). Otherwise the effect lasts for one 
  full hour. 
  1'AnlfK5 1'A55cr: 
  Low Moderate 
  This is a Preternatural Power that causes a small 
  energy bolt of coruscating gold to strike a target up to 200 
  feet distant so as to inflict 13-16 points of Harm upon it, 
  ignoring all armor protection-including Preternatural sort-
  not of Supernatural Enchantment. 
  1'.u:lfK5 1'Art: 
  Moderate 
  This is a Preternatural Power that causes a medium-
  sized energy bolt of scintillating silver to strike a target up to 
  240 feet distant so as to inflict 17-20 points of Harm upon 
  it, ignoring all armor protection-including Preternatural 
  sort-not of Supernatural enchantment. 
  1'.u:lfK5 'Drub: 
  Good 
  71 
  This is a Preternatural Power that causes a multi-
  forked energy sheet of bright blue-white that travels up to 
  300 feet distance to strike an area of six feet in height and 
  width, and 36 feet depth. All targets that are within the 
  strike area suffer 13-16 points of Harm. ignoring all armor 
  protection-including Preternatural sort-not of Supernatural 
  Enchantment. 
  Low Moderate 
  This Preternatural Power enables the one activating 
  it to attempt to disenchant another's Enchantment that is 
  within sight and at a distance of not more than 160 feet. 
  The base chance for success of so doing is a strong 70%, 
  plus or minus the energy Grade of the Enchantment to be 
  broken by this one. A very minimal Enchantment is thus 
  90% likely to be disenchanted and ended, while one of good 
  Grade is only 50% likely to be successfully broken. If the 
  Enchantment is of Supernatural Power, there is no chance 
  to affect it. 
  l)cfut Swpen\AnwAl l'owcr: 
  Very Strong 
  This Supernatural Power enables the one activating 
  it to automatically disenchant any Preternatural Power, or to 
  attempt to disenchant another's Supernatural Enchantment, 
  that is within sight and at a distance of not more than 240 
  feet. Any preternatural Enchantment contacted thus is 
  
  negated automatically. The base chance for success of 
  defeating a supernatural Power is a strong 70%, plus or minus 
  the energy Grade of the supernatural Enchantment to be 
  broken by this one. A very good Enchantment is 90% likely 
  to be disenchanted and ended, while an extreme Grade 
  Enchantment is only 50% likely to be successfully broken. 
  ~~·,£..er~ bt~: 
  Major 
  This Supernatural Power conveys to the one 
  activating it double the number of AEPs required to do so, 
  viz. 20 points of Activation Energy. However the energy so 
  gained must be utilized within the following four ABCs (12 
  seconds) time, for thereafter it fades into nothingness and 
  the cost of the Enchantment might well be wasted. Note 
  that this Power can be used orily once in any 24-hour time 
  period, and if again attempted prior to the expiration 24 
  hours after an activation of this Enchantment, the AEPs are 
  expended to no effect. 
  1'crb1i' • Mt1fl1c AttrAdtOK: 
  Good 
  This Preternatural Power enables the activator to 
  target one subject that is within sight and no more than 240 
  feet distant. The Power causes that individual to attract any 
  airborne missiles within a range of 60 feet during the next 
  ABC of time, drawing such objects to the vicinity of the 
  subject, and each such missile having a base 25% chance of 
  actually striking the subject. Extraordinary missiles have their 
  increased likelihood, if any, of striking a target added to the 
  chance. For each additional AEP invested at the time of 
  activation, this effect will persist for one extra ABC of time. 
  l>umwrtAk'• l>rAmAtk 1'"A5u: 
  Moderate 
  This Preternatural Power enables the Enchanter to 
  create in a surface of up to 4,000 square feet, extending 
  upwards to a height of up to 40 feet, a background scene 
  showing as many figures, still or moving, as would normally 
  fit into such a space. The Enchanter can instantly activate it, 
  or key activation to some event-a sound, proximity of a 
  creature, or .:inything imaginable. The whole is a thing of 
  light and shadow, of course, a holographic sort of picture 
  without real substance, lacking sound and odor. It lasts for 
  one hour of time, then winks out. 
  The activator of the Power can extend the life of the 
  dramatic scene envisioned and activated through the Power 
  by investing one additional AEP for each extra hour it is to 
  last, with 25 AEPs making the thing permanent. 
  Touching will not affect such a scene, nor will any 
  form of attack, but any energy countering the persistence of 
  this kind of illusionary form of Enchantment will likely cause 
  it to vanish. Note that the "play" is pre-programmed and 
  will repeat itself every interval set by the activator, intervals 
  generally being as brief as one minute or as long as desired 
  and the dramatic scene is mentally scripted and energized 
  thereafter. 
  • 
  < 
  S 
  SS&t--
  ; ; 
  n 
  'OtHHC~ : 
  Very Minimal 
  This Preternatural Power conveys the capacity to 
  remove one's own Enchantment. It works automatically as 
  soon as active. 
  'OttrWpt Power: 
  Very Minimal 
  By activation of the energy of this Power. the 
  Enchanter attempts to cancel the effect of the energy of 
  another Power of any Ability that has been placed upon a 
  subject of animal, mineral, or vegetable nature. If the energy 
  to be deactivated is of a Grade higher than 1 (Very Minimal,) 
  extra AEPs must be invested at the time of activation of this 
  Power for it to have any chance of success. If AEPs invested 
  in the disruption equal or exceed those of the Power to be 
  affected, the chance for successful activation is normal. 
  However, if more than one Power is present, the Disrupt 
  Power Enchantment will have to have energy equal to, or in 
  excess of, all of the Powers so active. and it will then only 
  deactivate the least potent of the two or more Powers active. 
  Thus. this is not an effective means of negating Extraordinary 
  objects. 
  'OtftA~C W Arp: 
  Major 
  This Supernatural Power enables the activator to 
  access the existing dimensional matrix nexus so as to be able 
  to "step through" from one place into another. with all 
  normally worn and/or carried gear being so transported 
  along. The distance "traveled" must be within 200 miles of 
  the location of the activator. For each additional one point 
  of Activation Energy expended. however. 200 miles is added 
  to the base distance. To transport additional material, 
  whether living or not. the activator must add one Activation 
  Energy Point for each 100 pounds of living or non-living 
  matter to utilize the warp. 
  l)omt?v.ttt SltAt>ow: 
  Extreme 
  By activation of this Supernatural Power an 
  Enchanter can create light conditions that are dim and 
  shadowy. even if the light is otherwise clear and bright or 
  totally lacking. Thus, whether bright or dark, the Power 
  causes an area of shadowy sort in a radius of 40 feet around 
  the activator. Note that some sort of Extraordinary Power 
  that causes bright light or total darkness will not cancel this 
  Power's energy, even if such light conditions are equal to or 
  greater the radius of the shadow, or multiple activations of 
  such Power are used in succession to drain the energy. The 
  effect lasts for one month. The activator can extend this 
  time by adding two AEPs per added month of energy 
  persistence desired, doing this at the time he or she activates 
  the Power. It can, of course, be de-energized by a Defeat 
  Supernatural Power if this latter Power is successfully activated 
  and operative, but the strength of this magic requires penalty 
  of 10 be assessed for that chance. 
  
  ~: 
  Very Strong 
  This Supernatural energy creates an exact material 
  duplicate of the Enchanter. For two added AEPs invested by 
  the enchanter at the time of activation, the Power gives two 
  points of additional Health Base Rating plus one point of 
  Activation Energy to the double of the activator, for it 
  otherwise has no AEPs. The doppelganger is an extension 
  (avatar) of the activator, but it must be dressed and equipped 
  or it will not function. The duplicate can, and will, when 
  clothed and equipped, go to any possible location and do 
  whatever the .. original" (the activator) desires, knowing exactly 
  because the two are literally of one mind. If telepathic 
  communication is possible to the activator, then he or she 
  will have such communication. The Enchanter is then literally 
  able to be in two places at one time. 
  The doppelganger exists for three hours time, then 
  fa des and vanishes in an instant. However, any clothing and 
  equipment worn or carried by it remains at the last location 
  in which it existed. By doubling AEPs the doppelganger will 
  persist in being for an added three hours time. Note that 
  Harm accruing to the doppelganger passes to its creator 
  ( 
  I/ 
  at the rate of I for each 2 points sustained. 
  'DowblemfHlle: 
  Low Moderate 
  This is a Preternatural Power that enables the 
  Enchanter to touch one small normal missile (arrow, dagger, 
  dart, knife, quarrel, shuriken, sling bullet, sling stone) and 
  make it equal to 2 such missiles for one ABC of time. Thus, 
  if it is propelled that ACB or the next, it will "split" in flight, 
  and two attacks will occur from that single missile, each 
  normal doing Harm if striking successfully. Each missile has 
  a Preternatural bonus of +1-2 Harm when hitting. 
  'DrOJ'"d: 
  Moderate 
  This is a Preternatural Power that creates a material 
  netting of thick, tarred rope with weighted edges. The size 
  of this net is 20-f eet square (400 square feet, 20' x 20'), and 
  it appears in the location seen and pointed to by the 
  Enchanter, at a height of from 10 to 100 feet in the air and 
  at a total distance of no more than 300 feet from the location 
  of the Enchanter. The net has lead-weighted edges and drops 
  as would any like object. Whatever is caught beneath it suffers 
  only 1-2 Harm, but is trapped beneath the net for one ABC 
  of realtime thereafter, plus 2-12 additional ABCs, after which 
  the net disintegrates. Each individual trapped, or outside 
  and assisting, that is able to lift and manipulate the net will 
  reduce total time trapped by one ABC. Individuals with 
  Physique Ability count as one additional person lifting for 
  each 20 points of such Ability. Note that cutting is basically 
  the same as lifting, with each 10% weapon bonus of edged 
  weapons employed thus counting as one additional person 
  so doing. 
  The Enchanter can add another 20-foot square net 
  section to the magical dropnet for each extra five AEPs 
  invested at time of activation. Escape by lifting or cutting 
  applies 
  to 
  individuals under each separate section 
  of 
  20-foot 
  square size, not to the net as a larger 
  whole. The 
  Enchanter can increase the time of 
  energy persistence so as to cause the 
  net to remain material longer, each 
  added four AEPs causing it to 
  persist for another 12 ABCs of 
  time. 
  In water, distance is halved 
  as to maximum range of the 
  appearance of the net, but it 
  can be enchanted to appear 
  vertically or horizontally, and 
  subjects swimming into it are 
  trapped as noted, "lifting" 
  then becoming 
  "freeing" . 
  ..-"'""-"'-·
  ·--=-~--~~ .:. 
  :~ 
  n 
  • 
  
  £e1 Skm: 
  Low Moderate 
  This is a Preternatural Power that causes the 
  Enchanter and all he wears, holds, and carries to become as 
  slippery as an eel while adjunctive items remain in contact 
  with him or her. This condition includes these special features: 
  •no adhesive or glue will stick to the Enchanted; 
  • no attack that would otherwise grab, hold, or continue, 
  other than substances of conditions such as acid or fire, for 
  example, will grab, hold, or continue; 
  • the subject is harder to hit with held or natural weapons 
  directly contacting the body, so that attackers suffer a -10% 
  penalty on Precision or Weapon Ability. 
  The Power remains active for 61 to 90 minutes 
  realtime. 
  £5~·· &treme SmtttK5: 
  Extreme 
  This Supernatural Power enables the Enchanter to 
  create a bolt of terrible force. This force follows the direction 
  of the activator's pointed finger up to a distance of ·300 feet, 
  and if it strikes any target in the course of its near-
  instantaneous flight, the target struck will suffer 21-25 points 
  of Harm ignoring all forms of armor protection, plus one 
  additional point of Harm for every extra AEP the Enchanter 
  invests in it at the time of activation. 
  EkmmtAl AqwA'1A14f: 
  Major 
  By means of this Supernatural Power the Enchanter 
  conjures up, within 120 feet distance, a demi-elemental of 
  water nature. This creature can do but one of two things. 
  First, it could make breathable any sort of water within a 
  120-foot radius of itself, the liquid being totally breathable 
  and as if air were within that area of effect for no less than 
  16 minutes realtime. Second, it could carry the activator 
  and all he or she wears and/or carries, as well as up to an· 
  additional three persons likewise, through water, without 
  Harm, at a speed of 40 miles per hour for a distance not 
  exceeding five miles, or to a further shore of the water area, 
  whichever is the lesser distance. If the activator is not able 
  to give exact direction, the demi-elemental will go in that 
  direction that comes closest to fulfilling safe passage as 
  described . 
  • 
  • 
  ? 
  ,. 
  SmtemAl ~: 
  Major 
  By means of this Supernatural Power the Enchanter 
  conjures up, within 40 feet distance, a demi-elemental of 
  fire nature. This creature can do but one of two things. 
  First, it could extinguish any sort of normal (non-
  Extraordinary) fire burning within a 40-foot radius of itself, 
  the flames and heat being totally extinguished within the area 
  of effect for no less than four minutes realtime. Second, it 
  could carry the activator and all he or she wears and/or 
  carries, as well as up to an additional three persons likewise, 
  through fire and heat of any sort, without Harm, at a speed 
  of eight miles per hour for a distance not exceeding one 
  mile, or beyond the flame and heat Harm area. whichever is 
  the lesser. If the activator is not able to give exact direction. 
  the demi-elemental will go in that direction that comes closest 
  to fulfilling safe passage as described. 
  
  oz c 
  £1ctttctttAI Mmcr: 
  Major 
  By means of this Supernatural Power the Enchanter 
  conjures up, within 20 feet distance, a demi-elemental of 
  earth nature. This creature can do but one of two things. 
  First, it could excavate any sort of earth within a 20-foot 
  radius of itself, the soil, gravel, and/or rock being totally 
  removed from the area and obliterated permanently, thus 
  forming a spherical or partially-spherical cavity. Second, 
  the demi-elemental could carry the activator, and all he or 
  she wears and/or carries, as well as up to an additional three 
  persons, likewise, through earth of any sort, without Harm, 
  at a speed of two miles per hour for a distance not exceeding 
  1,200 feet, or beyond an area of surrounding earth, 
  whichever is the lesser. If the activator is not able to give 
  exact direction, the demi-elemental will go in that direction 
  that comes closest to fulfilling safe passage as described. 
  £lcmcttt of SwmtfH: 
  Good 
  By means of this Preternatural Power, the activator 
  is able to state one scant bit of information and learn if it is 
  true or false. For example, some slight clue or single fact 
  stated by the individual will be so posited as to enable a single-
  word response of "True" or "False"-"The marks on the 
  floor indicate a secret door in the wall there," or "The marks 
  on the floor indicate that the majority of traffic is in the left-
  hand adit, not the passage to the right." The question must 
  be posed within one minute after the energy of the Power is 
  activated. 
  £lcpJwtt of SwrprlH: 
  Major 
  By activating this Power, the Enchanter causes to 
  appear on a spot within 300 feet, which he or she sees and 
  points to, a simulacrum of a bull elephant. It will be enraged 
  and charge in a random (unobstructed by solid obstacles) 
  direction, possibly towards the activator, but affecting all in 
  its eight-foot wide path. This construct has very limited 
  capacities and additional AEPs must be expended at time of 
  activation in order to bring the simulacrum to greater strength. 
  The base construct and the effect of added AEP are as follows: 
  £kphAm. nun 
  Health Precision Speed 
  Hann 
  no added AEPs 
  40 
  10 
  10 
  1-20 +6-8/9-12 
  +10 AEPs 
  60 
  15 
  11 
  1-20 +9-12/13-16 
  +20AEPs 
  80 
  20 
  12 
  1-20 +13-16/17-20 
  +30AEPs 
  100 
  25 
  13 
  1-20 +17-20/21-25 
  The elephant simulacrum will fight with total abandon 
  and without regard to Harm until all of its Health has been 
  destroyed and it vanishes. 
  £~ 
  £xp1ott°": 
  Moderate 
  This Preternatural Power causes a thin streak of 
  growing force to sprout from the air in front of the Enchanter's 
  hand and shoot out to up to 80 feet distance to strike an 
  area of 10 feet height and depth, and 20 feet width. All 
  targets that are within the strike area suffer 17-20 points of 
  Harm, which may be reduced by any armor protection. Any 
  fragile or generally breakable objects (such as bottles, brittle 
  things, glass, jars, pottery, etc). are broken and objects 
  weighing under 10 pounds are blown from the center of the 
  blast to the perimeter. 
  £pkwratt 9aJtqWet: 
  Good 
  This Preternatural Power brings forth a nutritious 
  feast that includes both food and drink and service pieces of 
  fine sort-a marvelous meal for two persons. For each 
  additional AEP invested at the time of activation, an additional 
  individual service is enchanted. One hour after the Power is 
  activated, the whole of the remaining material so engendered 
  disappears, and, naturally, no persistency is possible for such 
  an Enchantment. 
  The side effect of this otherwise wondrous magic is 
  that all who dined-even so much as a sip or a nibble-are 
  reduced in both Precision and Speed Base Rating by 50% 
  for four full hours. A commensurate lowering of all Abilities 
  based on these Base Ratings is in effect during the period. 
  The Health Base Rating of those eating, however, 
  will be increased by 10% to 50% depending on the amount 
  consumed by the individual, with such points fading after 
  four hours time have elapsed. 
  f an f'.ve: 
  Minimal 
  This Preternatural Power enables the Enchanter to 
  create a backdrop (or set scene without motion) in a surface-
  like area of up to 2,000 square feet, extending upwards to a 
  height of up to 20 feet. The Enchanter can instantly activate 
  the power or key activation to some event-a sound, a step 
  in close proximity, or anything imaginable. The scene is a 
  thing of light and shadow, of course, a holographic sort of 
  picture without real substance, lacking sound and odor. It 
  Armor 
  2(10%) 
  3(15%) 
  4(20%) 
  5(25%) 
  lasts for two hours realtime, then winks out. 
  The activator of the Power can extend the 
  life of the dramatic scene envisioned and 
  activated through the Power by investing one 
  additional AEP for each two additional hours 
  it is to last, with 13 AEPs making the thing 
  permanent. 
  Touching will not affect such a scene, nor will any 
  form of attack, but any energy countering the persistence of 
  this kind of thing will likely cause it to vanish (Lejend Master's 
  discretion). 
  ;;;? -.S ! :!£!fj$ 2!·.. . . • 
  
  f1Ntte f'.ut: 
  Minimal 
  This Preternatural Power causes a tongue of flame 
  to sprout from the air in front of the Enchanter's hand and 
  shoot out to a maximum of 20 feet distance. The flame will 
  strike an area of one foot in height and depth, and five feet 
  width. All targets that are within the strike area suffer 9-12 
  points of Harm while any easily inflammable material therein 
  (including bristles, light cloth, fur, hair, paper, thin bits of 
  wood, etc). will catch fire. If the subject is set afire, an 
  additional 6-8 points of Harm accrue. A fire with sufficient 
  fuel started by this power will burn for not less than four 
  minutes realtime, and will create thick smoke in a moderate-
  sized underground area. 
  flAmc Gowt: 
  Low Moderate 
  This Preternatural Power causes a thick tongue of 
  flame to sprout from the air in front of the Enchanter's hand 
  and shoot up to 40 feet distance to strike an area three feet 
  in height, depth and width. All targets that are within the 
  strike area suffer 13-16 points of Harm, and any inflammable 
  material therein (including normal cloth and wood, etc). will 
  catch fire. If the subject is set afire thus, an additional 9-12 
  points of Harm occurs. A fire started with this power will 
  bum for not less than six minutes' time; fuel allowing, and 
  create a thick and blinding smoke in a good-sized underground 
  area. 
  flame lttfemo: 
  Moderate 
  This Preternatural Power causes a thick tongue of 
  flame to sprout from the air in front of the Enchanter's hand 
  and shoot out to a maximum of 60 feet distance to strike an 
  area 5 feet in height and depth and 10 feet in width. All 
  targets that are within the strike area suffer 17-20 points of 
  Harm, while any inflammable material therein (including 
  normal cloth and wood, etc). will catch fire. If the subject is 
  set afire thus, an additional 13-16 points of Harm occurs. A 
  fire started thus will bum for not less than 10 minutes realtime, 
  fuel allowing, and create very thick and blinding smoke in a 
  large-sized underground area. 
  flt5lttmf1ftle: 
  . 
  Low Moderate 
  This Preternatural Power enables the Enchanter to 
  touch up to four small, normal missiles (arrows, daggers. 
  darts, knives, quarrels. shurikens, sling bullets, and sling 
  stones), or two larger normal missile weapons (axes. cleavers. 
  clubs, hatchets, javelins, or spears) and add to each so touched 
  Extraordinary energy that doubles the normal range of small 
  missiles and triples that of the larger ones. This energy 
  persists for one minute of time. All such missiles propelled 
  before the dissipation of the magical energy bestowed will 
  gain the added range and a 5% Precision 
  bonus. in regards to striking the target, 
  with a Preternatural Harm bonus of 
  1-2 points. 
  
  FwH ~ 
  £~ : 
  Extreme 
  This is a Supernatural Power necessary for the use 
  of the Metallurgy and/or Alchemia Ability. Whenever any 
  substance that contains two or three different sorts of 
  energies-animal, mineral and/or vegetable-is to be made 
  Extraordinary, this Enchantment must be successfully 
  activated. It will affect matter sufficient for approximately 
  one pint of liquid or one pound of solid matter. A second 
  check for success is made upon completion of the item being 
  made Extraordinary. The Grade of the item is multiplied by 
  5 to determine the penalty to be added to the die roll for the 
  Enchantment Ability check. 
  ~·· 
  fllwllcm Hacka: 
  Very Minimal 
  This Preternatural Power enables the Enchanter to 
  discover if anything in his sight and within 90 feet distance is 
  a scene created through some form of Extraordinary energy. 
  Upon activation, an illusory scene in the indicated area will 
  be revealed immediately as such to the Enchanter, and the 
  permanence of its energy will be known, too. 
  The Enchantment causing the illusion can then be 
  ended with an additional expenditure of 5 AEPs, or altered 
  at a cost of 10 AEPs. In the latter case, the detecting 
  Enchanter simply envisions what he or she desires to replace 
  what is seen, and it occurs, without the persistence of the 
  original Enchantment being altered. For example, a light 
  and shadow "wall" might be changed into a fireplace in which 
  a blaze bums. 
  GMuS'f•• Cottfwrattcm: 
  Very Strong 
  By means of this Supernatural Power, the Enchanter 
  causes the materialization of one animal or creature (of any 
  sort) with no more than a 40 Health. The creature will appear 
  at any location that is pointed to and within a 10-foot radius 
  of the Enchanter that is not otherwise occupied by solid 
  matter. The animal or creature is summoned by naming its 
  kind, and it can not be intelligent or semi-intelligent. If it is 
  an aggressive sort, it will immediately attack the nearest target. 
  If not of aggressive sort, it will immediately flee at its fastest 
  speed. For each additional 10 AEPs expended at time of 
  activation, another animal or creature can be conjured, or 
  the Health of the conjured animal or creature can be increased 
  by 20 points. 
  ~S't·• Vpltftms T ""51: 
  Strong 
  This Supernatural Power causes a vivid energy field 
  to manifest itself. It will appear within sight and at a distance 
  of no more than 120 feet from where the activator is pointing 
  a digit (or Extraordinary wand or the like). It appears in the 
  form of giant iron tongs, and will seize and lift upwards to a 
  height of 60 feet anything immediately below it, with the 
  chance to do so successfully being equal to the activator's 
  Enchantment Ability Score. Up to 400 pounds weight can 
  be raised, and for each AEP added at the time of activation, 
  ~?P ~>t 
  an additional 50 pounds of weight can be hoisted skyward. 
  The Power persists for two ABC realtime and then dissipates. 
  What was held fast then precipitates to the surface below 
  and Harm accrues accordingly. 
  GrM•ltopper t.e,-1: 
  Minimal 
  This Preternatural Power enables the Enchanter, or 
  one he has touched, to be able to jump forward in an arc 
  rising 1 foot for every 4 feet traveled forward, to a maximum 
  distance of 80 feet forward with a 20-foot apex of trajectory. 
  The individual can also jump straight up to a height of 20 
  feet. Landing is not harmful to the individual. The energy 
  lasts for only 11 to 20 ABCs of time before fading away. A 
  subject under this Enchantment adds 4 (20%) to armor 
  protection due to the rapid motion the power engenders. 
  Gritt1 '8Aek$Wart>: 
  Good 
  This Preternatural Power causes a misty force to 
  appear directly behind the Enchanter. It is of his or her 
  height and width and absorbs all Harm originating from 
  behind the Enchanter, up to an amount equal to twice the 
  enchanter's own Health BR before being destroyed. 
  Furthermore, if anything approaches within a three-foot range 
  of the activator's back, the force will scythe forth a blade-like 
  spurt of energy that inflicts 21-25 Harm and ignores all armor, 
  even of Supernatural sort. 
  Gritt1tmoke: 
  Extreme 
  By means of this Supernatural Power, the Enchanter 
  causes a cloud of poisonous smoke to surround his or her 
  person. The activator is immune to the toxins therein, but 
  all others suffer Harm from exposure to the smoke, regardless 
  of armor or protection, unless it is of Extraordinary sort that 
  provides protection from VT. The cloud appears instantly 
  in a 10-foot radius around the Enchanter. It then moves 
  outwards in a ring during the following ABC, traveling 20 
  feet so as to be at a distance of 30 feet from the activator. 
  The cloud continues to grow with increasing speed (10-foot 
  further movement), so that it is at 60-foot distance from the 
  activator at the end of the second ABC of time after activation, 
  and at the end of the third ABC it is at its limit, 100-foot 
  distance from the Enchanter. It then dissipates instantly. 
  Any target subject to poison that is engulfed by the 
  poisonous smoke suffers 9-12 points of Harm from skin 
  contact, and 21-25 points of Harm from inhalation. 
  Intelligent subjects are entitled to a check against their Speed 
  Rating to avoid inhalation at 4x Speed in the first ABC of 
  exposure, 3x Speed in the second ABC of the activation, 
  and 2x Speed in the third ABC of exposure. Success indicates 
  the individual manages to keep from inhaling any of the gases. 
  Any one warned to hold their breath will not suffer inhalation 
  Harm, but if the warning is voiced from one within the cloud, 
  that individual automatically suffers maximum Harm of 25 
  points. 
  • 
  " 
  
  ~ 
  Hime"'*": 
  Moderate 
  This Preternatural Power causes a pair of simulacra 
  to appear on either side of the Enchanter. The Enchanter 
  must have a hand weapon of striking type (axe, club, dagger, 
  mace, spear, sword, etc). in hand at time of activation. Each 
  simulacrum has moderate (8/40%) preternatural armor and 
  half of the Health BR of the activator. Each also has a weapon 
  of preternatural enchanted sort (10% precision bonus, 6-8 
  point Harm bonus) of the same type as that held by the 
  activator at the moment of activation. They remain beside 
  the activator, as if bookends, attacking at 50% of the 
  activator's Precision BR, if that individual is in combat, until 
  destroyed, disenchanted, or 21 to 30 ABCs have elapsed. 
  He.wt'• 'Dutre: 
  Extreme 
  Through this Power the Enchanter is able to imagine 
  any thing or outcome, and while so doing invest additional 
  AEPs before actually triggering the force. This is a most 
  uncertain Power, especially when something grand is 
  imagined and the complete form of the desire is not clear. 
  Based on the number of AEPs added and the extent and 
  scope of the desire, the GM will establish the parameters of 
  the roll that is then made based on the Enchantment Ability. 
  For example, one desiring a companion just slain to 
  be alive again, and investing an extra 50 AEPs, would likely 
  have a bonus of -25 on the roll, with negative result points 
  accruing to the Health of the now-living comrade. Someone 
  desiring a specific thing of Extraordinary sort, Powerful and 
  unique, might invest 100 AEPs and have a penalty of+ 95 
  on the roll, with any result over 190 gaining the object, but 
  it being in, or otherwise through, the individual's heart. 
  Hnmft'• Homflc BcMt: 
  Good 
  This Preternatural Power enables the enchanter 
  to create any sort of horrific, bestial, monstrosity 
  envisioned in a surf ace-like area of up to 1, 000 
  square feet, extending upwards to a height 
  of 20 feet. The Enchanter can instantly 
  activate the Power or key activation to 
  some event-a sound, a step in close 
  proximity, or anything else 
  imaginable. The whole is a thing 
  of light and shadow, of course. 
  a holographic sort of picture, 
  but one in which sound 
  and odor emanate so 
  as to make it 
  • 
  aC 
  '' & · 5$$&::- " 
  seem absolutely real, if constrained to limits. It lasts for one-
  quarter hour realtime, then winks out. 
  The activator of the Power can extend the life of the 
  illusory creature envisioned and activated through the Power 
  by investing one additional AEP for each extra one-half hour 
  it is to last, with 100 AEPs making the thing permanent. 
  Touch will not affect such a scene, nor will any form of attack, 
  but any energy countering the persistence of this kind of 
  thing will likely cause it to vanish. 
  Note that the "play" is pre-programmed and will 
  repeat itself at every interval set by the activator. This interval 
  is generally no more brief than one minute in length. and 
  may be as long as desired; the beast's actions are mentally 
  scripted and energized thereafter. If the activity of the 
  Enchantment is life-threatening. a check against 
  the target individual's Speed (Base Rating 
  multiplied by four in the case of an intelligent 
  creature or a character or Avatar) must ~ 
  be made. Failure to roll under 
  WltmB 
  the 
  indicated 
  number 
  ~ f 
  i.;...iM111H"'I 
  indicates active mental 
  f 
  1 I 
  acceptance of the attack 
  ~ 
  ~ 
  \ 
  I~~ 
  as real. and results from -----~ 
  \\ ~· 
  /~ 
  a real attack of the 
  ~G~==--
  ~:~;:rdep~~ted t~~l/.1A 
  ///(~ 
  ~,l•I 
  MDa4i 
  subject's body (much 
  ~/ 
  ~"'l: 
  as stigmata do). and 
  ~ 
  \ 
  the Harm will thus be 
  • 
  actual. 
  
  ~= 
  Extreme 
  This Supernatural Power creates a howling, blizzard-
  like wind filled with needle-sharp ice crystals driven at 100 
  mph wind speed. This blizzard appears and instantly fills a 
  self-contained field with a cube-like area of up to 60 feet per 
  side. Upon activation, the nearest edge of its field appears 
  at any distance up to 240 feet removed from the Enchanter. 
  Whatever is in the area suffers, regardless of armor/protection 
  of any sort other than that specifically proof against cold, 3-
  5 points of Harm from the chill and 6-8 points of Harm 
  from the cutting ice each ABC of time it is within the field. 
  AJso. for each ABC of exposure to the chill, subjects lose 
  one point of Speed BR; this loss is recovered at the rate of 
  1 point per ABC of normal warmth. Fire-/heat-based subjects 
  suffer double Harm. The blizzard-like condition continues 
  unabated for 20 ABCs (60 seconds) realtime. then ceases. 
  and the field area is clear of all but an icy residue. The 
  Power's energy is cancelled by a Cindersmoke Enchantment. 
  t~t'• l>oorma": 
  Minimal 
  This Preternatural Power that enables the activator 
  to open or close any normal door or similar portal (or means 
  of ingress or egress) that has an openable barrier of normal. 
  material sort. The energy is instantly active. and by merely 
  pointing a finger the Enchanter is able to cause the force to 
  affect the indicated portal to open the portal, while a wave 
  of the finger will close such. The energy released by this 
  Power is equal in strength to a very strong man utilizing with 
  utmost vigor about 300 pounds of weight to accomplish the 
  desired task. The Power will work at opening the door for a 
  full ABC's time, so three attempts can be made in regards to 
  jammed or hard-to-open portals such as stuck window 
  shutters, doors swollen from dampness. etc. Note that flimsy 
  closures might indeed be broken by the use of this Power. In 
  closure, the force remains active for thrice as long, so that 
  once shut, it remains active in keeping the portal closed for 
  3 ABCs' (nine seconds) realtime. 
  lmbwe Wlt'1 &traor'bbta"i Power Cal'~ = Strong 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/ or Alchemia Ability when creating an 
  Extraordinary item. When successfully accomplished, the 
  object can then accept and hold additional Powers. However, 
  the Enchantment lasts for only one day, and unless some 
  other Power has been placed in the object, this energy then 
  dissipates, and another like Enchantment must be successfully 
  placed upon it at a later date if it is to become Extraordinary. 
  time of activation of the Power. A second check for success 
  is made upon completion of the item being made 
  Extraordinary. The Grade of the item is multiplied by 5 to 
  determine the penalty for success to be added to the die roll 
  based on the individual activator's Enchantment Ability score. 
  lmltate Swrr0W?11'm5•: 
  Minimal 
  This Preternatural Power enables the one activating 
  it, or one the activator touches, to seem as if one of the 
  inanimate things in the immediate vicinity. This must be 
  something physical, such as a bush, shrub, tree, large chair, 
  statue, rock. mound of sand or dirt, and so forth. Whatever 
  it is, the size is that of the Enchanter-erect, sitting, squatting, 
  curled, or prone. The illusory effect lasts for from 31 to 60 
  minutes time, or until the energy is broken by substantial 
  movement (attacking, movement other than creeping, etc)., 
  whichever first occurs. Note that slow, stealthy movement 
  does not affect the Enchantment. 
  lmplam Power Not>e: 
  Strong 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/or Alchemia Ability when creating an 
  Extraordinary item. The cost to create such a permanent 
  housing for a Power is 10 additional AEPs per Grade of the 
  Enchantment or other Power to be received in the item. A 
  second check for success is made upon completion of the 
  item being made Extraordinary. The Grade of the item is 
  multiplied by 5 to determine the penalty to be added to the 
  die roll based on the individual activator's Enchantment Ability 
  score. 
  htt~ ¥fre: 
  Major 
  This Supernatural Power creates preternatural fire 
  from normal flames of up to three-foot radius (doubling heat, 
  welding effect, and/or Harm thereby). If activated upon a 
  preternatural fire, the flame becomes pure, elemental fire 
  with up to a six-foot radius (and redoubling heat, welding 
  effect, and/or Harm thereby). This is a necessary spell in 
  use of Metallurgy Ability in regards the forging of iron/steel 
  metal objects and some others as well. If so used, a second 
  check for success is made upon completion of the item being 
  made Extraordinary thus. The Grade of the item is multiplied 
  by 5 to determine the penalty to be added to the die roll 
  based on the individual activator's Enchantment Ability score. 
  mvJfible ¥orm: 
  Very Good 
  By means of this Supernatural Power the Enchanter 
  or an individual touched by that person will become invisible 
  to normal sight and remain so for as long as one hour of 
  realtime, or until the invisible individual actively assails another 
  by means of some Power or weapon, including discharge/ 
  hurling of a missile, attack with a hand or foot, etc. 
  
  1tMllb1e Scwttfcr: 
  Moderate 
  This Preternatural Power causes the materialization 
  of a large, normal shield in front of the activator. It operates 
  by itself, moving to protect the Enchanter without attention 
  from that individual. It persists for up to one hour of realtime 
  and then dissipates, unless destroyed prior to that by Harm 
  absorbed. 
  1rOtt ~: 
  Low Moderate 
  This Preternatural Power causes a small loop of force 
  that looks vaguely like a pair of spiked shackles to strike a 
  single target in sight and up to 20 feet distance so as to 
  encircle and hobble the subject. The energy binds two lower 
  limbs and holds them fast for up to 10 ABCs' time, inflicting 
  1 point of Harm upon whatever is within its loops each ABC. 
  The subject is in pain and can move at only 50% normal 
  speed (halving the number of attacks) and attack at only 50% 
  of Precision/Weapons Ability while thus shackled. 
  J.wmtre•1 £tteltAtttcb )At': 
  Strong 
  This is a Supernatural Power that enables the 
  Enchanter to preserve, against all age and rot, a volume of 
  non-living material of up to 6 cubic feet. For each two 
  additional AEPs invested by the Enchanter at the time of 
  activation, one additional cubic foot of material can be 
  affected. The volume of preserved material is one-quarter 
  that of the original material. Preservation is accomplished 
  as follows: 
  One or more jars of the desired size are set beside a 
  fire, with stoppers at hand. The material to be preserved 
  therein is then coated with fresh herbs and placed in the 
  flames of the fire. The smoke from burning flows into the 
  jar or jars, according to the volume of material being 
  consumed by the flames. As each is filled the stopper is put 
  in place. When the jar is unstoppered, the smoke pours out 
  and forms into whatever was previously consumed by the 
  fire, the substance being exactly as it was before burning. 
  Until rematerialized, however, it has no more weight than 
  air, and only the containers have appreciable weight. 
  This Power can be renewed, but each renewal brings 
  a cumulative one percent chance of failure. In the case of 
  such failure, all preservation effects, the years of time held 
  off by it, are reversed, and the subject ages as many years in 
  the blink of an eye as the number of years it was prevented 
  from so aging. 
  JAmttre•1 Potm PfracrvAttoH: 
  Extreme 
  This Supernatural Power enables the Enchanter to 
  preserve, against all age and rot, a volume of material of up 
  to three cubic yards. For each five additional AEPs invested 
  by the Enchanter at the time of activation, one additional 
  cubic yard of material can be affected. Whatever is Enchanted 
  thus is in the same form as it was, only preserved. 
  Preservation lasts for eight years, at which time the energy 
  • 
  >
  2 es+s 
  c 
  fades and the subject then undergoes aging of such eight-
  year time period in as many seconds. 
  This Power can be renewed, but each renewal brings 
  a cumulative one percent chance of failure. In the case of 
  such failure, all preservation effects, the years of time held 
  off by it, are reversed, and the subject ages as many years in 
  the blink of an eye as the number of years it was prevented 
  from so aging. 
  Jewel of Sp~: 
  Very Minimal 
  This Preternatural Power causes any mineral gem 
  crystal, natural or cut and polished, to become as fine in 
  clarity and color as is possible for its sort. That is, a clear, 
  untinted gem can not assume color, but it can sparkle, a 
  pink gem will appear pure and intense pink, etc. Inclusions 
  and flaws disappear, and luster or brilliance becomes perfect 
  for the stone in question. A cats-eye or star stone will be 
  centered perfectly. A pearl will have a smooth skin. 
  The enhancement of the mineral lasts for but one 
  minute of time. For each additional AEP invested at time of 
  activation, the time can be extended by a like period. 
  However, as those dealing in gems and jewels have ways to 
  detect such magical shams. the purpose of this Enchantment 
  is basically to create a gem crystal or stone that is suitable for 
  the forging of an Extraordinary item. Once the further 
  Enchantment is accomplished, the subject mineral will remain 
  "perfect" until the item is somehow disenchanted or 
  destroyed. 
  Jmlcct-•1 Rope Golem: 
  Major 
  By means of this Supernatural Power, the Enchanter 
  causes light to heavy rope equal to at least 100 feet in length 
  to form into a humanoid shape and become volitant. 
  Although it has no brain or intelligence per se, the automaton 
  has a directing energy which will enable it to obey a series of 
  up to three successive commands. Thus, for example, one 
  might be required to move in some direction, then stop, and 
  finally to attack anything that came within 30 feet of it. Once 
  charged with one or more commands. the golem remains 
  active until destroyed. The golem of rope thus created has 
  the following statistics: 
  Rop~ 5olcm 
  Armor: 30 
  Health Precision 
  Speed 
  Harm 
  30 
  15 
  special 
  6(30%)sp 
  This golem attacks as a lasso inflicting 1 point of 
  Harm, plus a whip inflicting 0-2 points of Harm against one 
  or two targets, either or both attacks disregarding all armor/ 
  protection. A target struck by the lasso attack is on the next 
  ABC caught and subject to 6-9 points of garrote-type Harm 
  per ABC thereafter, regardless of armor/protection, until 
  the golem is destroyed. For each additional 10 AEPs invested 
  at time of activation, the golem gains another set of such 
  attacks, up to a total of eight, four lasso and four whip. 
  
  Shock and stabbing penetration attacks do not Harm 
  the golem. The golem has elasticity and give, thus allowing 
  it 6 points (30%) of armor protection against penetration 
  Harm from cutting edges. It is affected normally by acid and 
  fire, unaffected by cold and poison. 
  ~k. 
  Jack: 
  Minimal 
  This Preternatural Power enables the one activating 
  it, and all others designated within five feet of the activator, 
  to return to a previously marked location up to 100 feet 
  distance. regardless of intervening substances. The return 
  area is marked by the Enchanter with sigil of choice, and 
  when the name of the mark is pronounced, the Power is 
  activated. The Power remains active for from 10 to 15 
  minutes time after the sigil is drawn. 
  Jwmpwa~bMk. Jack 
  Very Good 
  '\tt\ 
  This Supernatural Power enables the one activating 
  ~~ it. and all designated that are within a five feet radius 
  the activator. to return to a previously designated 
  location up to 1,000 feet distance, regardless of 
  intervening substances. The return area is 
  marked by the Enchanter with sigil of choice, 
  and when the name of the mark is 
  pronounced, the Power is activated. The 
  Power remains active for three to four 
  hours realtime after the sigil is 
  drawn. 
  K,-ootur•1 LutJtet" Golem: 
  Major 
  By activation of this Supernatural Power, the 
  Enchanter causes a number of hides equal to at least 20 
  square feet in size to form into a humanoid shape and become 
  volitant. Although it has no brain or intelligence per se, the 
  automaton has a directing energy which will enable it to obey 
  a series of up to three successive commands. Thus, for 
  example, one might be required to move in some direction, 
  then stop, and finally to attack anything that came within 30 
  feet of it. Once charged with one or more commands, the 
  golem remains active until destroyed. The golem of leather 
  thus created has the following statistics: 
  l.c"'ther 5olcm: 
  Armor: 40 
  Health Precision 
  Speed 
  Harm 
  40 
  12 
  special 
  8 (40%) sp 
  This golem attacks as with a hand for 1-4 points of 
  Harm and as a foot for 0-2 points of Harm against one or 
  two targets, either or both attacks ignoring all armor I 
  protection. A target struck by the hand attack is on the ABC 
  thereafter caught and subject to a foot attack for 1-6 points 
  of continuing Harm per ABC, regardless of armor/protection, 
  until the golem is destroyed. For each additional 10 AEPs 
  invested at time of activation, the golem gains an extra die 
  of Harm inflicted by striking attacks (hand, d4; foot, d6), up 
  to a total of four extra dice, Sd4 for hand, Sd6 for foot. 
  Shock-based attacks do not Harm the golem. The 
  golem has leather armor properties plus elasticity and give, 
  thus allowing it 8 points (40%) of protection against 
  penetration Harm. It is affected normally by acid and fire, 
  unaffected by poison, and slowed by one half (to 5 Speed) 
  but increased in armor protection to 16 points (80%) if 
  subjected to cold attack. 
  ~c·• muca9able Drowmwfl: 
  Moderate 
  This Preternatural Power enables the one activating 
  it to target any one living subject in sight and within 40 feet 
  distance for effect. The activator must then stare at the subject 
  and murmur under his or her breath a continual chant of 
  droning sort. This directs the Enchantment's energy so that 
  within one ABC of time, the subject falls into a drowse, eyes 
  shut, and unalert. Only a very loud noise, strong odor, or 
  touch will rouse the drowsing subject during the next 
  10 ABCs. If the subject of the Power is truly sleepy, 
  and left undisturbed, that individual will then fall into 
  a deep, near-comatose sleep 
  for from 1-100 minutes 
  additional time. Any attack 
  upon the subject drowsing or 
  sleeping is made at the most 
  favorable adjustments. 
  
  U,Jtfcr 11wt Afr. 
  Very Minimal 
  This Preternatural Power causes the Enchanter or 
  one whom he has touched to become-along with all worn 
  and relatively small hand-held things-lighter than air. The 
  individual affected will rise slowly, ascending at a rate of about 
  one foot per second, to a maximum altitude of 60 feet if 
  unchecked by overhead obstacle. Any air movement will 
  move the individual in its direction, at its speed. The individual 
  will then begin a slow descent at the same rate as was the 
  ascent. At zero feet altitude the Power fades to nothing. 
  Note that while so enchanted, the lighter-than-air subject 
  can not engage in any form of weapons use, but hands and 
  feet may otherwise be used to possibly move or steer. With 
  so little mass, the individual can not generally affect more 
  substantial things. 
  LovlAt•k\fA'• btfAJIAble £Nr~ AMAhtff•: Strong 
  This is a Supernatural Power enabling the Enchanter 
  to "see" and analyze all energy contained within an 
  Extraordinary item so as to know what it is and what it does. 
  While the Power detects the need for triggering events, such 
  as spoken commands, it does not necessarily discover the 
  exact particulars of the event in itself. Thus, it does not 
  always reveal all information regarding an object. 
  LovlAt•lufa' • btf AJIAble Mtttcral NtAhttt•: Good 
  This is a Preternatural Power enabling the Enchanter 
  to "see" and analyze mineral contained within an area of 
  examination of about nine or so cubic feet of volume. The 
  Power detects not only the various kinds of minerals but also 
  their quality, viz. 20% iron in ore, electrurn composed of 
  30% gold and 70% silver, beryllium with crystal inclusions of 
  deep green and also of golden color, lead with 10% arsenic. 
  etc. 
  ~ 
  Smffk: 
  Major 
  This Supernatural Enchantment Power enables the 
  activator to repair armor, shields, and other equipment of 
  Extraordinary sort. The basic restoration of lost Health to 
  an item is 2-12 points. and for each 2 AEPs added to the 
  Power at the time of activation, 1-2 additional points of Health 
  are restored to the weapon, piece of armor, shield, or item 
  of equipment. 
  ~ 
  Tmlwr: 
  Good 
  This Preternatural Power enables the activator to 
  repair armor. shields, and other equipment of non-
  Extraordinary sort. The basic restoration of lost Health to 
  an item is 1-6 points, and for each AEP added to the Power 
  at the time of activation, 0-1 additional point of health is 
  restored to the weapon, piece of armor, shield, or item of 
  equipment. 
  • 
  +±z: 
  ... :: .. · ~4'!1Zf$.M;;;; ... 
  ~~ 
  MMde: 
  Good 
  This Preternatural Power enables the activator to 
  create around his or her person, or such other as he or she 
  touches while activating this Power, a field of magical force. 
  The energy mantle has a Health of 240 points. All attacks 
  of any sort that contact this force are basically harmless, 
  their potential for Harm being absorbed by the shielding 
  energy, save that Supernaturally engendered Harm also 
  passes through to the otherwise protected subject. However, 
  once the magical force has been brought to zero Health, it is 
  defunct, and the protection removed. The energy of the 
  Marvelous Magical Mantle persists for up to five hours if not 
  destroyed. 
  Note that an attack bringing the Mantle to zero health 
  can not then go on to Harm the protected individual, even if 
  that attack has potential Harm above that which destroyed 
  the Marvelous Magical Mantle Power. Note also that the 
  individual protected by this enchantment can not send forth 
  any Extraordinary energy of any sort from within the 
  protection of the field of force. 
  MtAmtal Zeplnfr: 
  Good 
  This Preternatural Power causes a soft wind to issue 
  from the area immediately before the activator's hand and 
  travel at 10 feet per second real time directly away from that 
  individual. The area this moving air covers is 10 feet in 
  diameter, its nearest edge being at origination point, and it 
  then travels for a distance of 60 feet from the invoker, so 
  that overall it is a 10-foot wide and high, 60-foot long 
  poisonous area taking 2 ABCs to reach its maximum 
  dimensions. Its energy is then exhausted and gone on the 
  end of the sixth second of time after activation. 
  Anything within the area that is subject to the toxic 
  nature of .this waft of air will suffer VT Harm of 13-16 points 
  for each ABC, or fraction thereof. of exposure to the 
  poisonous gas. 
  Mtrboleb'• ~ 
  MoHfter: 
  Very Good 
  By activation of this Supernatural Power an 
  Enchanter can, if the light conditions are such that strong 
  shadows are present, create a quasi-real monster that appears 
  out of nearby shadows. The Shadow Monster is related to 
  the quasi-real creatures evoked by Mirdoleb's Shadow Swarm 
  Power, and it too is brought forth by a gate created between 
  the material dimensions and those of anti-energy. The 
  shadow monster can not be attacked by any means. The 
  Power affects only one subject within 60 feet of the activator, 
  lasts for 3 ABCs realtime. The target creature can attempt 
  to avoid the assault of the Shadow Monster by checking 
  against Speed Base Rating times four. 
  If the target succeeds in avoiding the umbrate 
  monster thus, it suffers only 9-12 points of Harm, disregarding 
  all armor, and will have an attack penalty of 20 for 3 ABCs 
  thereafter because of the effect of the shadowy creature. 
  --~-!~ 
  
  If the target fails to avoid the shadow monster, it suffers 9-
  12 points of Harm, disregarding all armor, each ABC of the 
  Power's persistence (a total of 3 ABCs), can do nothing during 
  that period, and will have a penalty of 20 on all Ability use 
  for an additional 3 ABCs thereafter. 
  M~leb't ~Shieh>: 
  Low Moderate 
  By activation of this Preternatural Power an 
  Enchanter can, if the light conditions are such that strong 
  shadows are present, cause to animate his or her or any 
  other creature's shadow that is within a five-foot range in 
  such a way that the shadow acts as a shield between the 
  activator and all forms of attack, magical or physical (including 
  Harm caused by creature exhalation). The Shadow Shield 
  does not improve the recipient's armor protection. but instead 
  absorbs 6 points (30%) of the Harm from all successful attacks 
  against the activator. The maximum amount of Harm the 
  Shadow Shield can absorb is 12 points per ABC and 36 
  total points. A Shadow Shield always absorbs Harm before 
  any other protection does. lt protects the activator from 
  attacks originating from in front or from the sides only. It 
  fades automatically after 1 minute of time has elapsed, 
  regardless of Harm absorbed. 
  M~lcb't ~ 
  SWA"'1: 
  Moderate 
  By activation of this Preternatural Power an 
  Enchanter can. if the light conditions are such that strong 
  shadows are present, create a score of small, Shadowy figures 
  that appear out of nearby shadows. The Shadow Swarm 
  creatures are only quasi-real. brought forth by a gate created 
  between the material dimensions and dimensions based on 
  anti-energy. Thus, these small shadow creatures can not be 
  attacked by any means. The Power affects only one target 
  subject within sight and not more that 30 feet distance of the 
  activator, lasts for 2 ABCs realtime. The target creature 
  can attempt to avoid the assault of the Shadow Swarm 
  If the target fails to avoid the swarming shadowlings, it suffers 
  9-12 points of Harm, disregarding all armor, each of the 2 
  ABCs of the Power's persistence, can do nothing during 
  that time, and will have a penalty of 20 on all Ability use for 
  two additional ABCs thereafter. 
  M~lcb't SltAbow Wa.ve: 
  Extreme 
  By activation of this Supernatural Power an 
  Enchanter can, if light conditions are such that there are 
  strong shadows present, create a rolling wave of shadow 
  drawn forth from the dimensions from which such stuff 
  springs. The Shadow Wave commences from immediately 
  before the activator. It extends to up to 25 feet on either 
  hand, sweeps forth for 120 feet, plus an additional five feet 
  width and 10 feet distance for each extra AEP added to the 
  Power by the activator at the time of activat~ion. 
  .~ 
  The plane of the wave can be created at such Ji 
  N g1/ 1 
  angle and height as the activator desires, &' · ":"Jl'rf 
  including the perpendicular, for example, 
  J 
  although he or she must be facing and 
  looking thus. The wave created is 
  Y> 
  only about a foot in depth. and 
  ~ 
  the swells of it range from one 
  ~~· 
  to three feet above the 
  ~ 
  plane. It travels at a speed ,,) 
  of 20 feet per second. -
  (' 
  The passing of the 
  Shadow Wave drains j 
  the energy of all those 
  it 
  touches. 
  \>J~~ 
  ~Q . • ~, 
  ~ 
  ~- -··, 
  ~ -~A 
  ~ ) 
  each ABC by checking against four times Speed Base 
  Rating. 
  r 
  If the target succeeds in avoiding 
  ,, •). 
  ~ 
  "\.... ~,. ?h; 
  . ,,,, 
  J 
  the swarming shadowlings, it suffers · "" '* 
  9-12 points of Harm. disregarding 
  all armor, and will have an attack 
  f' / 
  ~ 
  penalty of 20 for 2 ABCs 
  ~ I e 7 
  thereafter because of the ~~- h / 
  effect of the shadows' ) 
  · 
  fl.. 
  '4 
  1 V. 
  negative force. 
  (l.r 
  /'fl \~ ~ 
  '{ 
  Aft~, 
  
  The wave makes a faint rustling moaning, and susurration as 
  it passes; black misty tendrils often leap off and then just as 
  quickly dissipate into the air. 
  The effect of contact with the wave is as follows: 
  All creatures caught in the wave' s path are temporarily drained 
  of 50% to 100% (d6 +4) Speed Base Rating and suffer a 
  loss of Health in the range of 13-16 points, regardless of 
  armor protection. However, each subject is allowed an 
  avoidance chance based on current Speed Base Rating. 
  Avoidance reduces Speed BR loss to 10% to 40% and Harm 
  to 6-8 points. Any subject drained to a Speed BR of zero (0) 
  or less becomes totally helpless and is comatose for the 
  duration. 
  Speed BR points lost to this Power's effect do not 
  return for 12 minutes. The subject thereafter recovers one 
  point per minute until all lost points are thus regained. Any 
  creature immune to the effect of a shadowling's touch will 
  be immune to this Power, of course. 
  Mfft Vd1: 
  Very Strong 
  This Supernatural Power causes a thick curtain of 
  mist to descend over any open area around the Enchanter, 
  the area being as large as 300 feet in radius, or as small as 
  the confines of the enclosed space within which is the invoker. 
  It remains stationary regardless of the movement of the 
  invoker. The volume of moisture within the mist is so great 
  that all fires not kept alight by Extraordinary energy are 
  extinguished within 1 to 2 seconds realtime, and even 
  Extraordinary-Powered flame or fire is at half normal size, 
  illumination, and Harm. Anything subject to being affected 
  by extreme dampness will be subject to whatever effects 
  normally occur. Bowstrings, for instance, will become loose 
  and the bows are thus made only half as Powerful. All sensory 
  capacity is reduced to half normal in the mist veil. The mist 
  veil persists for 21 to 30 minutes of time, or until 
  disenchanted. then disappears. 
  Mfm, 8Affk: 
  Good 
  This Preternatural Power causes a thick curtain of 
  mist to descend over any open area around the Enchanter, 
  the area being as large as 30 feet in depth and height centered 
  on the invoker and extending to either hand for a distance of 
  30 feet, or overall a 60-foot length, or it can be as small as 
  the confines of the enclosed space within which is the invoker. 
  It remains stationary regardless of the movement of the 
  invoker, although strong wind or great heat will move it or 
  dispel it (at the GM's decision). The volume of moisture 
  within the mist is to great that all fires not kept alight by 
  Extraordinary energy are extinguished within 6 to 8 seconds 
  realtime, and even Extraordinary energy-Powered flame or 
  fire is at half normal size, illumination, and Harm. Anything 
  subject to being affected by extreme dampness will be subject 
  to whatever effects normally occur. Bowstrings, for instance, 
  will become loose and bows are thus made only half as 
  • 
  < 
  s ·$;:; 
  powerful. All sensory capacity is reduced to half normal in 
  the misty bank. The mist bank persists for 6 to 15 minutes, 
  or until disenchanted or otherwise dispelled, then disappears. 
  ~·· ~ 
  Rdlcdor: 
  Strong 
  This Supernatural Power creates a shimmering, 
  perfectly reflective sheet of energy directly in front of the 
  Enchanter. This mirroring plane of force is four feet wide 
  and eight feet high. The first opponent to see its own 
  reflection will further the working of the Power and allow 
  the force to create a duplicate of the opponent from the 
  reflection. The duplicate will appear in the space occupied 
  by the force and replace the force. The duplicate has the 
  same statistics and capacities as the person or creature it 
  duplicates, save that its Health is that of the activator in full. 
  normal condition. The duplicate adversary created thus 
  always faces its double and does exactly what the adversary 
  does in attacking, with all of its attacks aimed at the original 
  adversary, regardless of whom the original is attacking. It 
  remains inactive if the original is not attacking. The Power 
  enables the duplicate to exist thus for seven ABCs (21 
  seconds) time or until its Health is reduced to zero or below. 
  ~·· VA?d•lmts Ad: 
  Very Strong 
  By means of this Supernatural Power. the Enchanter 
  causes a cloud of smoke to encompass his or her person, 
  the cloud extending instantly to a 10-foot radius. just as if a 
  Smoke & Mirrors activation were in progress. (See the 
  Extreme Grade spell of this name for details). Instead of 
  being transported. however, the activator and all normally 
  worn and carried are simply imbued with a chameleon-like 
  magical capacity to first appear as part of the smoke, then 
  to appear as any of the other surroundings as the smoke 
  vanishes. The image of the activator appears as in the Smoke 
  & Mirrors Enchantment. The Power fa des in 8 AB Cs. and 
  the subject is no longer hidden by the disguising energy. Up 
  to three individuals can be concealed thus. the Enchanter 
  and one or two additional subjects. The activator need expend 
  only four AEPs additional for each additional individual 
  (beyond the initial three) to be affected, and/or for time 
  extension of the energy for 1 ABC. 
  M1ifttc MAce: 
  Low Moderate 
  This Preternatural Power causes an energy blow to 
  strike a target that is within sight and up to 120 feet distant 
  so as to inflict 21-25 Harm upon it. If the target is protected 
  by any Enchantment that reduces Harm, double the indicated 
  Harm will be absorbed by such protection, thus reducing its 
  long-term effectiveness. 
  :z:' 
  
  Enchantment that reduces Harm, indicated Harm will be 
  absorbed by such protection, thus reducing its long-term 
  effectiveness. 
  Very Minimal 
  This Preternatural Power causes all illumination 
  within a 15-foot radius of the activator to cease and darkness 
  to prevail therein. While others are made virtually blind, the 
  Enchanter is able to see normally. For each one AEP 
  expended at time of activation, the radius of effect is expanded 
  by one foot. The energy persists for one minute before 
  dissipating. 
  OAlcku.rt: 
  Good 
  This Preternatural Power bestows upon the activator. 
  plus one or two others touched at the time of activation, 
  oak-hard skin that increases armor protection by an additional 
  5 points (25%), gives virtual invulnerability to Harm from 
  any generally wooden striking weapon or missile (excluding 
  metal-tipped or non-wood-tipped) striking the subject, but 
  slows all action and reaction by 25%. The energy remains 
  active for 15 ABCs or until the Enchanter commands it to 
  dissipate. Note that the subject of this Power will suffer the 
  least possible Harm from attacks by acid or fire, and cold will 
  not cause any Harm to the subject. 
  Obfwsute Oburwr: 
  Moderate 
  This Preternatural Power covers the Enchanter, or 
  a contacted living subject, with illusory cloaking so as to make 
  the Enchanted subject seem to be of the same sort of thing 
  as the observer seeing the subject. Thus, for example, the 
  subject will look like an oaf to an oaf. a manimal to a manimal, 
  and a human to a human. The energy lasts for 2.1 to 2.4 
  hours of time, and then it dissipates. For each 5 additional 
  AEPs expended, the activator can add one other individual 
  within a five foot radius to the Enchantment's effect. 
  OppoH Eemem: 
  Strong 
  This Supernatural Power enables the Enchanter to 
  attempt to counter any Conjuration or Power of Geourgy. 
  This counter involves a check using Enchantment Ability, 
  and if successful, the subject creature or effect is dispelled 
  instantly. 
  PAH 8~ 
  f'orcc: 
  Low Moderate 
  By means of this Preternatural energization the 
  Enchanter is able to so attune a body, and all things normally 
  worn and carried, so as to pass through some barring 
  Extraordinary force field. Slipping through does not affect 
  the energy otherwise protecting an area. For each additional 
  2 AEPs invested at time of activation, one other living subject 
  of around man-sized (a horse, for instance is about the size 
  of four men) can also be attuned to pass through some barring 
  preternatural Extraordinary force field. 
  @!5h~2: 
  PertoHAJ Armor I: 
  Very Minimal 
  A Preternatural Enchantment that has a life of 1 to 
  2 hours. During this period, the Enchanter has very minimal 
  armor protection provided by Extraordinary energy. 2 points 
  (10%) of all Harm delivered to the subject so protected is 
  negated, and the Enchantment will absorb up to 75 points 
  of Harm thus before it is exhausted. 
  The Enchantment works alone, without other like 
  Enchantment or other Extraordinary activation, and any 
  similar personal protection Enchantment placed upon the 
  subject after this Personal Armor is in place cancels its 
  protection. No buckler, shield, or any Extraordinary item of 
  protection can be used by a subject in conjunction with this 
  Power. However, non-metallic body armor, ordinary or 
  Extraordinary in nature, that is worn is also effective. 
  P~1 
  Armor l: 
  Minimal 
  This Preternatural Enchantment has a duration of 1 
  to 2.5 hours. During this period, the Enchanter has minimal 
  armor protection provided by Extraordinary energy. 4 points 
  (20%) of all Harm delivered to the subject so protected is 
  negated, and the Enchantment will absorb up to 80 points 
  of Harm before it is exhausted. 
  The Enchantment works alone, without other like 
  Enchantment or other Extraordinary activation, and any 
  similar personal protection Enchantment placed upon the 
  subject after this Personal Armor is in place cancels its 
  protection. No buckler, shield, or any Extraordinary item of 
  protection can be used by a subject in conjunction with this 
  Power. However, non-metallic body armor, ordinary or 
  Extraordinary in nature, that is worn is a1so effective. A 
  Speed penalty of 1 point is incurred for the actions of the 
  protected individual. 
  l'ertoHAl Armor J: 
  Low Moderate 
  This Preternatural Enchantment has a duration of 
  1.5 to 2.5 hours. During this period, the Enchanter has low 
  moderate armor protection provided by Extraordinary energy. 
  6 points (30910) of all Harm delivered to the subject so 
  protected is negated, and the Enchantment will absorb up to 
  90 points of Harm before it is exhausted. 
  The Enchantment works alone, without other like 
  Enchantment or other Extraordinary activation, and any 
  similar personal protection Enchantment placed upon the 
  subject after this Personal Armor is in place cancels its 
  protection. No buckler, shield, or any Extraordinary item of 
  protection can be used by a subject in conjunction with this 
  Power. However, non-metallic body armor, ordinary or 
  Extraordinary in nature, that is worn is also effective. A 
  Speed penalty of 1.5 points is incurred for the actions of the· 
  protected individual. 
  e -= ?>m -- . 
  
  PerHtW ~ 
  4: 
  Moderate 
  This Preternatural Enchantment has a duration of 2 
  to 2.5 hours. During this period, the Enchanter has moderate 
  armor protection provided by Extraordinary energy. 8 points 
  (40%) of all Harm delivered to the subject so protected is 
  negated, and the Enchantment will absorb up to 100 points 
  of Harm before it is exhausted. 
  The Enchantment works alone, without other like 
  Enchantment or other Extraordinary activation, and any 
  similar personal protection Enchantment placed upon the 
  subject after this Personal Armor is in place cancels its 
  protection. No buckler, shield, or any Extraordinary item of 
  protection can be used by a subject in conjunction with this 
  Power. 
  However, cloth body armor, ordinary or 
  Extraordinary in nature, that 'is worn is also effective. A 
  Speed penalty of 2 points is incurred for the actions of the 
  protected individual. 
  l'Cf'HffA1 Armor J: 
  Good 
  This Preternatural Enchantment has a duration of 2 
  to 3 hours. During this period, the Enchanter has good 
  armor protection provided by Extraordinary energy. 10 
  points (50%) of all Harm delivered to the subject so protected 
  is negated, and the Enchantment will absorb up to 110 points 
  of Harm before it is exhausted. 
  The Enchantment works alone, without other like 
  Enchantment or other Extraordinary activation. and any 
  similar personal protection Enchantment placed upon the 
  subject after this Personal Armor is in place cancels its 
  protection. No buckler, shield, or any Extraordinary item of 
  protection can be used by a subject in conjunction with this 
  Power. 
  However, cloth body armor, ordinary or 
  Extraordinary in nature, that is worn is also effective. A 
  Speed penalty of 2.5 points is incurred for the actions of the 
  protected individual. 
  l'Cf'HffA1SJ,fchmt51: 
  Very Good 
  Thi~ Supernatural Power has a duration of 2.5 to 5 
  hours. During this period, the Enchanter has very good armor 
  protection provided by Extraordinary energy. 12 points (60%) 
  of all Harm delivered to the subject so protected is negated, 
  and the Enchantment will absorb up to 200 points of Harm 
  before it is exhausted. 
  The Enchantment works only alone, and any similar 
  personal protection Enchantment placed upon the subject 
  after this Personal Shielding is in place cancels its protection. 
  No buckler, shield, or any Extraordinary item of protection 
  and be used by a subject in conjunction with this Power. No 
  body armor can be worn. A Speed penalty of 3 points is 
  incurred for the actions of the protected individual. 
  P~l Slttchmt5 l : 
  Strong 
  This Supernatural Power has a duration of 3 to 5 
  hours. During this period, the Enchanter has strong armor 
  • 
  protection provided by Extraordinary energy. 14 points (7 OOAi) 
  of all Harm delivered to the subject so protected is negated, 
  and the Enchantment will absorb up to 250 points of Harm 
  before it is exhausted. 
  The Enchantment works alone, and any similar 
  personal protection Enchantment placed upon the subject 
  after this Personal Shielding is in place cancels its protection. 
  No buckler, shield, or any Extraordinary item of protection 
  can be used by a subject in conjunction with this Power. No 
  body armor can be worn. A Speed penalty of 3.5 points is 
  incurred for the actions of the protected individual. 
  PenottA1 Slttclbm$ J: 
  Very Strong 
  This Supernatural Enchantment has a duration of 
  3.5 to 6 hours. During this period, the Enchanter has very 
  strong armor protection provided by Extraordinary energy. 
  16 points (80%) of all Harm delivered to the subject so 
  protected is negated. and the enchantment will absorb up to 
  300 points of Harm before it is exhausted. 
  The Enchantment works alone. and any similar 
  personal protection Enchantment placed upon the subject 
  after this Personal Shielding is in place cancels its protection. 
  No buckler. shield, or any Extraordinary item of protection 
  and be used by a subject in conjunction with this Power. No 
  body armor can be worn. A Speed penalty of 4 points is 
  incurred for the actions of the protected individual. 
  PcnotW Slttchmt5 4: 
  Major 
  This Supernatural Enchantment has a duration of 4 
  to 6 hours. During this period. the Enchanter has major 
  armor protection provided by Extraordinary energy. 18 
  points (90%) of all Harm delivered to the subject so protected 
  is negated, and the Enchantment will absorb up to 400 points 
  of Harm before it is exhausted. 
  The Enchantment works alone. and any similar 
  personal protection Enchantment placed upon the subject 
  after this Personal Shielding is in place cancels its protection. 
  No buckler, shield, or any Extraordinary item of protection 
  can be used by a subject in conjunction with this Power. No 
  body armor can be worn. A Speed penalty of 5 points is 
  incurred for the actions of the protected individual. 
  Pcno.W Slttchmt5 J: 
  Extreme 
  This Supernatural Enchantment has a duration of 5 
  to 6 hours. During this period, the Enchanter has extreme 
  armor protection provided by Extraordinary energy. 20 
  points (100%) of all Harm delivered to the subject so protected 
  is negated, and the enchantment will absorb up to 500 points 
  of Harm before it is exhausted. 
  The Enchantment works alone, and any similar 
  personal protection Enchantment placed upon the subject 
  after this is Personal Shielding in place cancels its protection. 
  No buckler, shield, or any Extraordinary item of protection 
  can be used by a subject in conjunction with this Power. No 
  -- "'~~ 
  -
  .>.,..._;K·..'( 
  • 
  • 
  .. " 
  
  body armor can be worn. A Speed penalty of 6 points is 
  incurred for the actions of the protected individual. 
  l'tt.Mtt4'"1 Setf: 
  Very Minimal 
  This Preternatural Power creates a seemingly 
  substantial duplicate of the Enchanter. This phantom image 
  can sustain Harm equal to 20% of the Enchanter's Health 
  before the energy fades and it is gone; furthermore. it has 
  what amounts to 16 points (80%) of armor as regards Harm 
  inflicted upon it. The phantom self can. as the Enchanter 
  wills, do one of three things, variation possible during the 
  time the energy lasts: 
  1) walk (rather stiffly) away at up to normal speed; 
  2) stand relatively motionless and gesture or point; 
  I
  ~ 3) collapse and lay prone without moving. 
  ' 
  ~ 
  The energy of the enchantment lasts for 
  10 to 20 ABCs of time. Until it fades, 
  however, the Phantom Self seems real, 
  l. . 
  \ 
  \ 
  ; 
  and will appear as a corpse if 
  \ 
  \ 
  appropriate. 
  !\ 
  ' l 
  '
  I 
  1' 
  Power Pcnflt~ : 
  Extreme 
  This Supernatural Enchantment enables the activator 
  to extend the period of activity of another Enchantment that 
  is not ephemeral or essentially has no time duration. The 
  activator must be within 12 feet of the effect area of the 
  other Power in order to place this added energy into it. 
  Activation Energy Points equal to those of the Power to be 
  made persistent must be expended in addition to the base 
  cost of this Enchantment. The affected Power effect will 
  then remain active indefinitely, and must be negated by 
  Supernatural means in order to cause it to cease activity. 
  After placement of Power Persistency upon the Power, a 
  second check for activation success is necessary. The Grade 
  of the Power is multiplied by 10 to determine the penalty for 
  success to be added to the die roll based on the individual 
  activator's Enchantment Ability score. 
  Pru1 of l'lke1: 
  Very Strong 
  This Supernatural Power creates a hedge of steel 
  pike points to either side of the activator. There are a dozen 
  such points, six to either flank of the Enchanter, these 
  extending to six feet left and right, arrayed two wide and 
  three deep. Each pike point attacks with the Weapons Ability 
  of the Enchanter, or 25, whichever is the greater. These 
  Preternatural weapons attack at the Enchanter's Speed, 
  deliver normal Harm (1-20 points) with a 1-2 point Harm 
  bonus of Preternatural sort that ignores non-Extraordinary 
  armor protection. Only one foe can attack the Enchanter 
  from the fore; those to the sides will be engaged by the pike 
  points. The hedge moves and turns as does the activator. 
  The energy endures for one minute before fading. 
  Priv.t.te Ulwmm.t.tf°": 
  Minimal 
  This Preternatural Power lasts for 2 to 3 hours and 
  gives to the Enchanter, or any living subject contacted at 
  time of activation, the capacity to see in even total 
  darkness as if a beam of light with a six-foot 
  diameter and a 60-foot range were shining 
  directly on where the affected subject were 
  looking. While such energy is not visible 
  to the human eye, some subterranean 
  creatures able to see in the upper 
  spectrum of light waves will be able 
  to detect the effect. 
  
  Pro~ 
  PANl: 
  Extreme 
  This Supernatural Power enables the activator, along 
  with all normally worn and/ or carried gear, to access an 
  inter-dimensional matrix nexus so as to be able to "step 
  through" from one set of dimensions into another dimensional 
  set. To add additional material in regards this transference, 
  whether living or not, the activator must add one Activation 
  Energy Point for each 100 pounds of living or non-living 
  matter to be enabled to utilize the dimensional matrix. 
  P~otte: 
  Moderate 
  This Preternatural Power enables the Enchanter, with 
  all normally worn and carried gear, and likewise, all willing 
  (or unconscious) subjects within a six-foot radius of him or 
  her, to assume the appearance of stone. When actually 
  touching-or within one foot of-a relatively vertical rock or 
  stone surface, each such individual will be virtually 
  indistinguishable from the rock formation or stone 
  construction. Similarly, if prone, the individual will be 
  indistinguishable from horizontal rock surfaces or paves. Only 
  Extraordinary means can detect such an individual when 
  stationary, and when moving with care so as to avoid being 
  detected, the individual is 95% unlikely to be noticed by 
  ordinary senses. When in proximity to rock or stone as 
  noted, the individual affected by this Power causes an attacker 
  a penalty of 20 on die rolls to determine attack success. The 
  energy of this Power persists for five minutes of time, and 
  for each five AEPs added at time of activation, the time of 
  persistence is extended another five minutes. 
  PwlftOH: 
  Very Good 
  By activation of this Supernatural Power, with 
  additional AEPs added prior to activation so as equal or exceed 
  the Speed Base Rating of the subject, an Enchanter can cause 
  a single, living, intelligent subject, that is able to understand 
  what is said, is within hearing and sight of the activator, and 
  at a distance in feet equal to one-half or less of the activator's 
  Enchantment Ability, to fall under the activator's control. 
  Investment of AEPs by the activator insufficient to equal or 
  exceed the Speed BR of the subject automatically negates 
  the Power's energy. The affected subject can avoid this 
  control only if a check against its Speed Base Rating succeeds. 
  The subject under control is compelled to stand fast, be silent. 
  and listen. If the activator is interrupted in the process of 
  speaking this command, then the Power is negated. 
  The following apply to a controlled subject: 
  First, the Power is geas-like and compels the subject 
  to obey a command of appropriate sort for a geas or quest 
  that is of no more than three sentences or 50 words length. 
  Next, the command properly given must be obeyed, 
  except that if it is such that obedience obviously (immediately, 
  proximately) threatens the life of the subject, or the life of a 
  companion (beloved, close relation, friend, mentor-someone 
  cared for and near and dear, respected and/or loved), the 
  - ; s $;;:. 
  subject will have another chance to avoid the command by 
  succeeding in a check against twice the subject's Speed BR. 
  A command whose obedience is obviously suicidal or 
  murderous to a companion, as detailed above, gives the 
  subject a bonus of 20 on the avoidance dice roll. If unavoided, 
  the subject must do his or her utmost to zealously and exactly 
  follow the Pulsion command until it is fulfilled. or for three 
  times as many days as the activator invested additional AEPs 
  in the Power. 
  If additional AEPs equal to. or exceeding, twice the 
  subject's Speed BR are invested at time of activation. then a 
  second avoidance check is at Speed BR only. and the suicidal 
  act avoidance bonus is only 10. Furthermore, the time that 
  the subject is under compulsion to obey is counted in weeks 
  of time per additional AEPs expended for this purpose. 
  Of course, as with any magical quest or geas, other 
  Powers can intervene to break the compulsive, impulsive. 
  propulsive, and/ or repulsive nature of this enchantment. 
  Qi!fclcttu1: 
  Very Strong 
  By means of this Supernatural energy, the activator 
  is able to give to him- or herself, or to any other person 
  touched at time of activation or on the following ABC, a 
  temporary increase in neural activity and all related to it. 
  This translates to two points of Speed Base Rating, as well 
  as a corresponding increase in Activation Energy Points of 
  2. For each additional nine AEPs expended at time of 
  activation, the quickness of the subject is increased by two 
  Speed BR points and 2 AEPs. Enhanced Speed BR can be 
  above normal total but never greater than 24 points thus. 
  The energy of this Power is transitory. however, and after 
  four hours it dissipates and all points of Speed and Activation 
  Energy gained from it fade and are gone. 
  Qi!fckttme: 
  Low Moderate 
  This Preternatural Power enables the activator, and 
  all associated individuals designated within a four-foot radius 
  of him or her. to either move at three times the normal 
  movement rate or else act twice as fast in attacking, with 
  even normal activation time of Powers being reduced to one-
  half (rounded up) when this energy is active. The Power 
  persists for 2-5 ABCs and can not be extended. 
  C!Hor5•1 Woot> Golem: 
  Major 
  By activation of this Supernatural Power, the 
  Enchanter causes wood (logs and/or sawn timber) equal to 
  at least 24 board feet in length, and of a minimum of one-
  third foot breadth and thickness, to form into a humanoid 
  shape and become volitant. (Note that a sapling might be 
  substituted for the above-detailed wood if the former is of 
  half-foot diameter and has two or more substantial limbs. It 
  will uproot itself and move just as any golem of wooden 
  sort). Although the wood golem has no brain or intelligence 
  per se, the automaton has a directing energy which will enable 
  .. P· 
  iK~1@ j~ 
  
  it to obey a series of up to three successive commands. Thus, 
  for example, one might be required to move in some direction, 
  then stop, and finally to attack anything that came within 30 
  feet of it. Once charged with one or more commands, the 
  golem remains active until destroyed. 
  The golem of wood thus created has the following 
  statistics: 
  Woob Gotem 
  Health Precision 
  25 
  5 
  Armor: 50 
  Speed 
  Harm 
  special 
  15 (75%) sp 
  This golem attacks twice each ABC as with 
  a huge club (5-20 points of shock Harm). Any hit scoring 
  16 or more points of Harm knocks a target subject under 
  400 pounds weight back and stuns the victim into inactivity 
  the following ABC. For each additional 10 AEPs invested at 
  time of activation. the golem gains one extra attack, up to a 
  total of four extra attacks (six total). 
  Shock-based and piercing penetration attacks upon 
  the golem are reduced by the indicated armor protection. 
  Penetration Harm from weapons with cutting edges (axes, 
  cleavers, cutting swords, etc). reduce armor protection by 
  two-thirds to a mere 5 points (25%). It is protected normally 
  against attacks by acid and/or fire, and is unaffected by cold 
  or poison. 
  lt.\mbow lt.\m: 
  Major 
  This is a Supernatural Power used to batter, break 
  down. destroy, and/or dissipate protective obstructions of 
  normal or Extraordinary sort. The color of Ram selected 
  must match the material and/ or energy to be neutralized: 
  Red Ruin: An energy ram appears, in the shape of a 
  monstrous toad the hue of glowing embers, that destroys 
  wood and timbers, leaving them smoking, charred wreckage 
  in one minute of time. Living, as well as dead, wood is 
  affected thus. The area of ruin is 20 feet wide and 10 feet 
  deep. For each extra 10 AEPs invested at time of activation 
  a like area of ruin can be added. 
  Orange Onager: A fiery amber force that appears as a 
  glowing equine form that strikes down a normal door or 
  gate, even with such being protected by Extraordinary means. 
  Note that successive activations are needed if an entry is 
  barred by several different barriers, i.e. a raised drawbridge, 
  an iron portcullis, interior gates, etc. Each barrier destroyed 
  requires one minute of time. 
  Yellow Yatagan: A gleaming, citrine, crescent-shaped energy 
  ram appears that destroys the Extraordinary protection 
  around an individual (or object of up to about three times the 
  size of a large man) whether evoked by Power activation or 
  through the field generated by some Extraordinary item. Note 
  this Power does not harm armor or a device able to create a 
  field of protective energy; it simply negates such a field 
  surrounding an individual in one minute of time. 
  Green Gauntlet: A radiant emerald force appears in the 
  form of a great armored gauntlet whose fist smashes stone. 
  Each activation destroys up to 125 cubic feet of such material, 
  annihilating a five-foot cube of it. For each extra 10 AEPs 
  invested at time of activation a like VOLUME of destruction 
  can be added. Each cube so destroyed requires one minute 
  of time. 
  Blue Blaze: An all-purpose azure stroke of force appears 
  that will destroy protective circles of under 20 feet diameter, 
  individual protective barriers, or manage mundane barriers. 
  In the latter regard, the bolt will extinguish a sheet of flame 
  of up to 20-foot height and width and 10-foot breadth, melt 
  ice of the same dimensions, or remove earth (soil) of 1,000 
  cubic feet volume (a 10-foot cube). It will obliterate a normal 
  door or small gate, or a very large and strong metal lock. 
  Adding increments of 10 AEPs at time of activation enlarges 
  the area of effect proportionately, or else goes to assure the 
  energy will do the job. The minimum time for destruction is 
  only 1 ABC, with 1 ABC added for each 10 AEPs added. 
  Indigo Immolation: A phosphoring blue-black force that is 
  like a gigantic field of flame appears that covers a large 
  construction and weakens all of its Extraordinary Power 
  protections by 20%. Thus, to entirely destroy all protective 
  barriers of Extraordinary kind, the Enchanter must invest 40 
  additional AEPs at time of activation to accomplish such. 
  Time for destruction is one minute per 10 AEPs expended 
  in this form of the Power. 
  Violet Violence: A pale purple arch of energy appears that 
  arcs over any large hemispherical force field (20 or more 
  feet in diameter) and nullifies the field. What was formerly 
  shielded by it is then exposed to attack from the area 
  surrounding its former location. Time for actual destruction 
  is one minute. 
  lt.\ptb Rdlwx: 
  Low Moderate 
  This Preternatural Enchantment instantly sends a 
  solid ball of energy directly away from the activator's palm 
  up to a maximum distance of 120 feet. Any creature struck 
  directly by this force (Precision/Weapons Ability lif applicable) 
  check required) will suffer 21-25 Harm and the energy is 
  then Jost. If the energy ball strikes a hard surf ace, such as 
  stone, however, before it contacts a creature, it ricochets · 
  and begins to carom at angles of around 45 degrees. If it is 
  in a confined space, a chamber or room, for instance, it will 
  flash back and forth, up and down crisscrossing through such 
  a place at all angles, for one second realtime and all within 
  the area will suffer damage as follows: 
  400 square feet of floor area= 17-20 Harm 
  600 square feet of floor area= 13-16 Harm 
  900 square feet of floor area= 9-12 Harm 
  1,200 square feet of floor area = 6-8 Harm 
  1,600 square feet of floor area= 3-5 Harm 
  2,500 square feet of floor area= 1-2 Harm 
  
  ~Power: 
  Very Strong 
  This Supernatural Power enables the Enchanter to 
  see if any sort of Extraordinary energy is active in (or on) a 
  person, place, or thing. One subject must be selected as the 
  Enchantment is activated, and only it will be subject to seeing 
  by the activator. On a person or creature each Extraordinary 
  energy wiU be seen plainly as hanging in air, and the Ability 
  Score and AEPs of the individual in regards to Extraordinary 
  energy use will show as dim, moderate, or bright. In regards 
  to a place, no more than a cubic area of twenty feet per side 
  can be sensed, with results as noted above. If a single thing 
  is selected, the object will show each and every sort of active 
  Extraordinary energy within it, and if a single sort only, the 
  exact nature of the force will be identifiable i.e. the activator 
  will know what it does and how to make it work! In this 
  latter regard, each added 10 AEP at activation will add the 
  same capacity in regards to exact nature to another energy 
  of the thing selected. 
  Rotewms &tr~~ 
  £tter5iuticm: Strong 
  This is a Supernatural Power necessary for the use 
  of Metallurgy Ability in creating an Extraordinary item. To 
  enable the Extraordinary item to perform more than once, 
  the Enchanter must successfully activate this Power upon 
  the Power Node of the object to be made Extraordinary, and 
  at the time of activation invest 10 additional points of 
  Activation Energy for each Grade of the item being fashioned. 
  A second check for success is made upon completion of the 
  item. The Grade of the item is multiplied by five to determine 
  the penalty for success to be added to the die roll based on 
  the individual activator's Enchantment Ability Score. 
  ~ 
  £tter~ : 
  Extreme 
  By means of this Supernatural energization, the 
  Enchanter causes a plaque to accept up to 34 AEPs. The 
  plaque will hold this reserve for two hours, plus two additional 
  hours for each two points of AEP energy stored below the 
  maximum of 34. i.e. 32 AEPs store for 4 hours, 30 AEPs 
  store for 6 hours, 28 AEPs store for 8 hours, 26 AEPs store 
  At the end of 24 hours, however, the plaque disintegrates 
  from the Extraordinary energy contained thus, so storage 
  beyond one full day is not possible. If used before time 
  expires, though, the plaque is unharmed. 
  The plaque needs only be touched and willingly used 
  by the Enchanter who created it to withdraw the AEPs to 
  replenish his or her own store, providing he or she has the 
  capacity to contain the entire store of AEPs therein. Of not, 
  all reserve energy not able to be stored inflicts Harm to the 
  Enchanter at the rate of 3-5 points per point of Activation 
  Energy!) 
  Salwte f'oe: 
  Extreme 
  This Supernatural Power enables the Enchanter to 
  unleash a rolling barrage of light. sound. and concussion as 
  follows: 
  the activator points in the desired direction to an 
  area in sight and a brilliant flash-boom occurs from 400 to 
  900 feet in distance from the Enchanter. as is desired by 
  him or her. The light and sound affect a 100-foot radius. 
  the light blinding all therein for 1 ABC of time and the sound 
  paralyzing them for another ABC of time thereafter. The 
  concussion shakes. but does not harm. subjects 
  in the target area unless additional 
  AEPs have been expended at the _,..~..l--= 
  time of activation. For each ~ --.... 
  additional 
  five 
  AEPs 
  expended, 1 to 2 points 
  of Harm will be 
  inflicted by 
  increased 
  concussive 
  effect. this 
  H a r m 
  disregarding 
  all armor or 
  protection. 
  for 10 hours. 24 AEPs store for 12 hours, 22 AEPs~ .... !J;;jii;::::;.i::::;;:;;~ 
  store for 14 hours, 20 AEPs store for 16 hour . 
  · 18 AEPs store for 18 hours, 16 AEPs store 
  for 20 hours, 14 AEPs store for 22 hours. 
  and 12 store for 24 hours. 
  < . ; * sr~--
  ., 
  
  wm;sse 
  The activator can also invest five Activation Energy 
  Points to have a continuing, barrage-like, effect, with the 
  following options: 
  1) dazzling flashes, thunderous crashes, and concussion in 
  the same place doubling blinding and paralysis time to 2 
  ABCs each, successively; 
  2) moving laterally right; 
  3) moving laterally left, or; 
  4) moving away from the activator to the maximum distance 
  of 600 feet. All three of the latter effects inflict 1 ABC of 
  blindness followed by 1 ABC of paralysis on creatures newly 
  exposed or again exposed. 
  S«rd' PMfA$C: 
  Good 
  This Preternatural Power causes a temporary 
  opening-a passage through solid material-that can be in 
  any direction pointed by the activator, as long as the opening 
  begins within a 20 foot distance of the enchanter. This 
  passage is three feet in width, seven feet in height, and with 
  one of the following dimensions for length: 
  If Material Is: 
  Passage Length Is: 
  earth (soil, sand, etc). 
  44 feet 
  clay, gravel, wood 
  33 feet 
  soft stone 
  22 feet 
  hard stone 
  11 feet 
  soft metal 
  11 inches 
  hard metal 
  5.5 inches 
  The opening lasts for one minute (20 ABCs) time, 
  or until the Enchanter dissipates the Power's energy. The 
  material affected then returns to normal, with no passage 
  through it. Successive activations of this Power are possible 
  from the terminal end of the opening created by the energy. 
  ~ 
  Owttw~ Orb: 
  Major 
  This Supernatural Power creates a floating sphere 
  that resembles an eyeball of six inches in diameter. It appears 
  immediately in front of the activator suspended at a six foot 
  height and obeys that individual's will, moving in any direction, 
  including up or down, as thought-directed, at a rate of up to 
  three and one-third feet per second, 10 feet per ABC. The 
  activator always sees what the orb sees. The field of vision is 
  cone-shaped, about three feet in diameter immediately in 
  front of the sphere, and spreading to encompass a 33-foot 
  diameter area at 30 feet. Vision is as if it were dim daylight 
  regardless of actual light conditions. The seeing orb energy 
  lasts for from 31to40 ABCs of time before it dissipates. 
  The activator can direct mind-generated (not device-
  created) Enchantments through this orb, just as if it were 
  him-or herself, even if the orb is far removed and not in sight 
  of the activating individual. However, each Power so sent 
  reduces the life of the seeing channeling orb by a number of 
  seconds of time equal to the number of Energy Points 
  expended in activating and energizing the channeled Power. 
  Scc'"5 Orb:. 
  Very Good 
  This Supernatural Power creates a floating sphere 
  that resembles an eyeball of six-inches in diameter. It appears 
  immediately in front of the activator, suspended at a six foot 
  height, and obeys that individual's will, moving in any 
  direction, including up or down, as thought-directed, at a 
  rate of up to three and one-third feet per second, 10 feet per 
  ABC. The activator always sees what the seeing orb sees. 
  The field of vision is cone-shaped, about three feet in diameter 
  immediately in front of the sphere, and spreading to 
  encompass a 33-foot diameter area at 30 feet distance. 
  Vision is as if it were dim daylight regardless of actual light 
  conditions. The seeing orb energy lasts for from 31 to 40 
  ABCs before it dissipates. 
  Seem$ Orb SwtpriH: 
  Very Strong 
  This Supernatural Power creates a floating sphere 
  that resembles an eyeball of six inches in diameter. It appears 
  immediately in front of the activator, suspended at a six foot 
  height. and obeys that individual's will, moving in any 
  direction, including up or down, as thought-directed, at a 
  rate of up to three and one-third feet per second, 10 feet per 
  ABC. The activator always sees what the seeing orb does. 
  The field of vision is cone-shaped, three feet in diameter 
  immediately in front of the sphere, and spreading to 
  encompass a 33-foot diameter area at 30 feet distance. 
  Vision is as if it were dim daylight regardless of actual light 
  conditions. The seeing orb energy lasts for from 31 to 40 
  ABCs of time before it dissipates. 
  At any time the activator wills, the Seeing Orb 
  Surprise will release energy, destroying itself in the process, 
  but causing a fiery explosion of 15-foot radius. All within 
  five feet of the energy release suffer 21-25 points of Harm 
  from concussion and heat. All within six to ten feet of the 
  energy release suffer 17-20 points of Harm. All within 11 
  to 15 feet of the energy release suffer 13-16 points of Harm. 
  ~: 
  Extreme 
  This Supernatural Enchantment enables the activator 
  to direct, to a single destination, a potent and invisible creature 
  of the ether. Unless warded by magical protections, this 
  sending will enter the immediate proximity of the target 
  subject(s) named and proceed to attack. If barred from entry, 
  the sending will remain outside awaiting a chance to enter 
  for four to seven hours, attacking anything else that comes 
  within 24 feet of it. If unable to enter thereafter, the ether 
  beast then returns to attack the enchanter who directed it to 
  the location. If barred from entering the activator's immediate 
  proximity, it then is freed and will return to its own 
  dimensions. This other-dimensional spirit creature has the 
  following statistics: 
  d
  0 w 
  -:s;pe rl > 
  
  £tJ.ter Be.ut: 
  r'61t_ 
  .. _ 
  ~ 
  =· 
  H/FW: 20-25. P: 41-50. S: 14-17. 
  Arms: Supernatural lethargy slows by one-half (50%) the 
  Speed (actions, reactions and even Activation Energy Points 
  resources) of all subjects within a 12-foot radius. After slowing 
  the subjects, the ether beast materializes bu'\ is still invisible 
  and uses its invisible tentacle-like appendages to assail up to 
  five targets, each successful attack inflicting 3-5 Harm, 
  disregarding all armor protection. The Health lost by the 
  victims accrues to the ether beast, the additional Health lasting 
  until lost due to attacks or 24 hours have passed. Each 
  subject drained of Health thus adds one point of H/FW to 
  the ether beast, and when such addition exceeds 25 points, 
  the creature metamorphoses into an aetheric master. 
  Armor: When immaterial, the·ether beast is invulnerable to 
  all attack forms save those that affect spirit/immaterial 
  creatures of non-evil, neutral sort. The beast has 10 
  points (50%) of armor protection against all 
  material attacks, including any Extraordinary 
  attacks, except those of wholly 
  wooden weapons (any metal 
  addition 
  negates 
  this 
  vulnerability), against which 
  the materialized spirit has 
  91 
  no protection whatsoever and suffers full Harm according to 
  the weapon and the success of the strike. For example, a 
  preternaturally energized club would deliver 1-20 points of 
  Harm plus its Extraordinary bonus when striking the ether 
  beast. 
  ~Power: 
  Very Minimal 
  This Preternatural Power enables the Enchanter to 
  sense if any sort of Extraordinary Power is active in (or on) a 
  person, place, or thing. One subject must be selected as the 
  Enchantment is activated, and only it will be subject to sensing 
  by the activator. On a person or creature. each type of 
  energy will seem to the activator to glow. In regards to a 
  place, no more than a cubic area of twenty feet per side can 
  be sensed, with results as noted above. If a single thing is 
  selected, the object will simply glow as noted, but the strength 
  of a single active energy will be generally sensed, as the glow 
  will be dim or bright for weak or strong energy. Multiple 
  active Powers will confuse sensing, so only an uninterpretable 
  glow is observed indicating the multiple energies. 
  
  ~~ : 
  Good 
  By activation of this Preternatural Power, an 
  Enchanter can, if light conditions are such that strong shadows 
  are present, create a bridge of palpable shadow. The nearest 
  end of this bridge appears at no more than five feet distance 
  from the activator. It is two feet wide and up to 25 feet long. 
  It can be used to span openings, chasms, pits, etc. The 
  bridge is flat, with no railings or any form of decoration. 
  The bridge can be created at any angle, so spanning openings 
  with varying heights is not a problem. The bridge can hold 
  a maximum of 500 pounds weight any given time. It persists 
  for from 81 to 100 ABCs of time before its energy fades 
  and it vanishes, but the activator can cancel it at will through 
  a mere gesture. For each 1 AEP added at the time of 
  activation, the Shadow Bridge gains one additional foot to 
  its maximum length and 10 additional pounds to its weight 
  limit. 
  SkAbow Clowb: 
  Extreme 
  By activation of this Supernatural Power, an 
  Enchanter can, if light conditions are such that strong shadows 
  are present. create a shadowy. wispy cloud of penumbra 
  and umbra. The cloud appears around and above the 
  activator to a height of 10 feet and extends to a distance of 
  20 feet. The Shadow Cloud is stationary, but it can (and 
  will) be moved by a strong wind. It reduces vision into or 
  through it to one-half normal for all creatures except for the 
  activator, who is able to see normally. 
  The effects are caused by a rift the Power creates 
  between the material dimensions and the anti-energy 
  dimensions of Shadow. The denizens of the latter dimensions 
  are within the cloud of shadow, and they lash out at any 
  living thing within the area of effect. On any given ABC of 
  time, any creature other than the activator caught in, or 
  entering, the Shadow Cloud is subject to its effect. Such 
  subjects will feel and see, faintly, the shadowy hands of the 
  monstrous creatures of the Shadow dimensions reaching out 
  and grasping at them. A subject in, or entering, the area 
  must, during each ABC of such exposure, avoid being seized 
  or else suffer the consequences. 
  Subjects immune to the effects of Shadow are not 
  Harmed, of course. Avoidance is determined by a check 
  against Speed Base Rating. Failure to avoid the shadow-
  denizens' attacks results in a subject suffering 1-2 points of 
  Harm and a temporary loss of 1-2 points of Speed Base 
  Rating. Lost Speed BR points return after 10 ABCs, but 
  any creature reduced to zero Speed BR cannot move, and if 
  that creature is reduced still further in Speed (to a negative 
  Speed point total), the negative energy of the Shadow 
  dimensional creatures causes the subject to become 
  immaterial-changied into a creature of the Shadow 
  dimensions, a shadowling. 
  The Shadow Cloud persists for 10 ABCs and then 
  fades in an instant into nothingness. 
  ~HA~ : 
  Low Moderate 
  By activation of this Preternatural Power, an 
  enchanter can draw upon the anti-energies of the dimensions 
  of shadow so as to transform his or her hands into shadowy 
  wisps. While still able to hold and manipulate normal objects, 
  the activator, by the negative energy imbued to him or her, 
  inflicts 1-2 points of Harm on a subject and at the same time 
  temporarily drains that target of the same amount of Speed 
  Base Rating. The activator must succeed in a check against 
  his or her Precision Base Rating or Weapons Ability Score, 
  where applicable, to touch an active target. Speed BR points 
  lost to a subject return in 10 ABCs of time. Note that Living 
  Dead and spirit creatures of malign sort are unaffected by 
  this Power. 
  ~ 
  J•vclf.u: 
  Major 
  By activation of this Supernatural Power, an 
  Enchanter can, if light conditions are such that strong shadows 
  are present, create three "javelins" of shadow. These form 
  around the activator in the time required to activate the Power. 
  The javelins are actually non-corporeal, being made of 
  shadowstuff, but have an anti-energy force. At the completion 
  of activation of the Power, the javelins launch forth of their 
  own volition to strike, unerringly, the targets selected by the 
  activator if they are within sight and within a 50-foot range. 
  A target is determined for each javelin by the activator, 
  although multiple javelins may and can strike the same target 
  and all effects are cumulative. 
  Each javelin has a separate effect, as follows: 
  Javelin 1: Strikes and wraps around the target subject as 
  does the shadow in the Animate Shadow Power (q.v. In 
  summation: This can take on many effects, a common one 
  being to wrap a shadow around a being (whether it be its 
  own shadow or one within range). This can be done in a 
  way to exclude arm or leg use (one or the other), which 
  could affect combat, the activation of Powers of non-
  Psychogenic sort, and/or movement. Alternately, the 
  activator can wrap the shadow around a being and a nearby 
  object (say, a tree), thus preventing any movement at all (when 
  done in this way, assume full arm and leg movement for 
  purposes of other than covering distance). Basically, any 
  creative idea can be utilized by the activator, subject to LM 
  approval. For purposes of determining effects applicable for 
  Animate Shadow Power, treat this Shadow Javelin as being 
  as large as the target subject. 
  Javelin 2: Strikes the target for normal javelin Harm plus 
  13-16 points of Supernatural Harm ignoring all, except 
  Supernatural, armor protection. 
  Javelin 3: Strikes the target and drains 6-8 points of Speed 
  Base Rating from the subject. A successful avoidance check 
  against Speed BR reduces this effect to a loss of 3-5 points. 
  The loss lasts for five ABCs realtime. The subject so drained 
  loses movement speed only, not Activation Energy Points. 
  @5 ip ~~Ji!!'i" 
  iii?~ ---
  .• h,,.. "· 
  ~RC> • 
  
  One javelin of each above type is created per 
  activation. The activator decides which javelin strikes which 
  target. Multiple strikes on the same target are handled 
  individually. 
  ~Self: 
  Major 
  By activation of this Supernatural Power, an 
  Enchanter can create a clone-like duplicate of him- or herself 
  out of his or her shadow. This shadowstuff duplicate appears 
  just as does the activator with the exception that everything 
  about it is colorless. The duplicate' s skin, eyes, possessions-
  everything-are of a dull, shadow gray. Note, however, that 
  from a distance or in shadowy environment, the Shadow 
  Self can easily be mistaken for the activator. The Shadow 
  Self, though corporeal, is made completely from the negative 
  stuff of shadow and is under the control of the activator. 
  The form has all of the abilities and attributes of the activator, 
  with the following notable discrepancies: 
  It has none of the activator's Activation Energy Points 
  (although it can telepathically draw them from the activator 
  if the latter desires this). It has one-half of the activator's 
  Health Base Rating, that being lost by the activator for the 
  duration of the Power. 
  As noted, the activator can utilize the Shadow Self 
  in any way desired. The Shadow Self performs as would the 
  activator and has, save as noted, all the vital statistics of that 
  one. Simply treat the Shadow Self as a double for the 
  duration. However, Extraordinary Items of non-protective 
  sort are not duplicated. A duplicated sword with Extraordinary 
  properties, for instance, is not magical for the Shadow Self, 
  but is a normal sword of the same sort other than 
  Extraordinary qualities. Note, however, that Extraordinary 
  Items can be utilized by the Shadow Self after the fact. If the 
  Shadow Self gains one by any means after being created, 
  then, of course, it can utilize the item. 
  The activator and his or her Shadow Self can also 
  both activate Powers in the same ABC. but both draw their 
  AEPs from the activator's store, as the Shadow Self has no 
  Activation Energy of its own. The only limitation is that 
  neither the activator nor the Shadow Self can maintain 
  Powers that require full concentration. The Shadow Self 
  can begin to perform immediately upon being formed by 
  activation of the Power. As it is virtually a double of the 
  activator, all that the Shadow Self sees, hears. learns, etc. is 
  likewise experienced by the activator. Even so, the activator 
  need not maintain visual contact or any proximity to the 
  Shadow Self to keep the Power active. 
  One major drawback, however, is that the activator 
  is reduced to one-half his or her current Health when this 
  Power is activated. At the expiration of the energy of the 
  Power, when the Shadow Self dissipates, all Health 
  transferred to it, less any Harm that reduced its Health, returns 
  to the activator. If the Shadow Self is killed, the activator 
  loses all Health transferred, but otherwise suffers no Harm. 
  The Power is terminated upon the destruction of 
  the Shadow Self or the death of the activator. It otherwise 
  persists for two hours' time. 
  ~d> 
  Self: 
  Very Minimal 
  This Preternatural Power covers the Enchanter or a 
  contacted living subject with shadows so as to make it 50% 
  less likely that any sort of vision will see the subject. Precision, 
  Archery, and/or Weapons Ability used in an attack upon 
  the Enchanter is reduced by 50% if the Enchanter is not 
  striking with a hand-held-weapon at the attacker. The energy 
  lasts for 21-30 ABCs of time. and then it dissipates, and the 
  enchanted subject is again seen normally. For each additional 
  AEP invested at time of activation, the subject remains 
  shadowed for an 20 ABCs (one minute) of time. 
  Slu.pe-1Jttft: 
  Good 
  By operation of this energy. the Enchanter. or such 
  person he or she touches at time of activation or on the 
  following ABC of time, is, with all normally worn and carried 
  items at the time, physically altered so as to become exactly 
  like some other living animal or creature in all respects save 
  mind, intellect, and spirit. The shape that is to be taken is 
  determined by the activator. An unwilling subject requires 
  an attack success by the Enchanter based on Weapons Ability. 
  and the target can avoid that success by scoring Speed BR 
  or less on do/o. Change within the same family requires no 
  additional AEPs as long as size does not vary by a factor of 
  less than .5 or greater than two (2). 
  Change in size, and/or class. and/or phylum. and/ 
  or to/from creature (not earth animal) type requires additional 
  AEPs to be invested by the Enchanter at time of activation. 
  Examples: 
  Ape: 400# 
  Monkey: 20# 
  Giant: 3.000# 
  Canine: 100# 
  Avian: 20# 
  Avian: 30# 
  gorilla: No added cost 
  spider monkey: Double AEPs (+12: size) 
  cephalicorn: Triple AEPs (+ 18: size, creature) 
  wolf: Double AEPs (+12: order) 
  eagle: Triple AEPs (+ 18: size. order) 
  aetherowl: Quadruple AEPs (+24; size, order, 
  creature) 
  Reptile: 1.000# salt water crocodile: Quadruple AEPs (+24: size. 
  Equine: 800# 
  order. phylum) 
  unicorn: Quadruple AEPs (+24; size. order. 
  creature) 
  Creature: 4,000# firedrake: Quintuple AEPs (+30; size, order, 
  phylum. creature) 
  The energy of the shape-shift Power persists for a 
  maximum of one hour of time. but it can be dismissed by the 
  Enchanter at will. if he or she is the subject of the effect, or 
  by touch and will if another is the subject. The time can be 
  extended by the activator through investment of a base 2 
  AEPs per hour of extended energy persistence at time of 
  activation of the Power. Thus, for instance, to remain a 
  
  firedrake for two hours would require 40 AEPs, 50 AEPs for 
  three hours. Remaining a spider monkey for like periods of 
  time would cost only 16 or 20 AEPs, respectively. 
  ~: 
  Extreme 
  This Supernatural Enchantment causes a palisade 
  of electrical "bars" of 20-foot height to spring up before the 
  activator. They will appear up to 120 feet from where he or 
  she points. in a straight or curved line, even meeting, 
  according to the movement of the pointing digit (or 
  Extraordinary wand or the like). The palisade of energy bars 
  thus created is of 120-foot length. For each one AEP added 
  at time of activation, an additional 10 feet of electrical palisade 
  is created. Unless the activator wills otherwise, the Power 
  persists for up to 20 minutes, and then dissipates. 
  Anything contacting the bars that is subject to Harm 
  from electricity will suffer 17-20 Harm, doubled if the subject 
  is touching/wearing conductive metal or standing on wet 
  ground, and trebled if both conditions apply. Note: this 
  Power can not be activated on or in water. To force a way 
  through the Shockade requires three ABCs of time, thus 
  incurring three separate incidents of contact and accrual of 
  appropriate Harm. 
  ~kflelb: 
  Major 
  This Supernatural Power creates a field with an area 
  of up to 40 feet per side. The nearest edge of this field 
  appears within the sight of, and up to 40 feet removed from, 
  the Enchanter. Whatever is in or enters the area suffers, 
  regardless of armor, 6-8 points Harm from electrical current 
  discharge and an additional 9-12 points of Harm if their 
  body is in contact with anything metal or in contact with 
  considerable water (including wet ground such as prevails 
  after a long rain), and 17-20 additional points of Harm if 
  both conditions apply. The electrical current discharge 
  continues unabated for 8 ABCs of time, then ceases, and 
  the field area is no longer dangerous. 
  Note that this Power can be activated in water. 
  Sltootms Stan: 
  Very Minimal 
  This Preternatural Power enables the Enchanter to 
  direct a cloud of shimmering bits of energy that is of five-
  foot radius in the direction indicated by a pointed finger, up 
  to 240 feet distance within sight. There are 10 such energy 
  bits in the cloud, and each target within the radius indicated 
  will be struck by one or more of them, with the central target 
  being struck by five of these glowing energy missiles. Each 
  bit of energy delivers 1-2 points of Harm, ignoring any and 
  all forms of armor protection, supernatural forms included. 
  For each additional three AEPs expended by the Enchanter 
  at time of activation, two more "shooting stars" are created 
  in the cloud, and regardless of the total number engendered 
  one-half will always strike the central target subject pointed 
  to by the activator. 
  2 -: 
  SbtN1.M:rwm: 
  Very Strong 
  This Supernatural energy creates an exact material 
  duplicate of the Enchanter that seems similar to a 
  doppelganger (see the Power of that name). However, there 
  is a considerable difference, for the simulacrum of the 
  Enchanter is an exact physical duplicate, but with an unformed 
  mind and no immediate vitality, a body in stasis as it were. 
  Whatever the age and base statistics (including Abilities) of 
  the activator at the moment of activation are those potentially 
  possessed by the simulacrum. 
  The activator must invest AEPs equal to one-half of 
  his or her Health Base Rating, plus 18 additional points, at 
  the time this Power creates the simulacrum. Thereafter, the 
  simulacrum remains dormant and in stasis until the death of 
  the Enchanter. Immediately upon such event occurring, and 
  if the simulacrum is still existing, the mind and spirit of the 
  activator are transferred to the simulacrum, giving it vitality. 
  It then becomes the Enchanter, an exact duplicate in all 
  respects, as of the time that it was created by this Power. 
  The Health Base Rating is at only 20% of normal, however, 
  and "healing" is necessary to bring it to full normal total. 
  Because of the potential eternity this allows the 
  Enchanter, a simulacrum is always kept in a relatively warm 
  and comfortable place of safety with as many precautions as 
  possible to ensure it is not disturbed. 
  A simulacrum for an individual other than the 
  Enchanter can be created, but the cost in AEPs is double. 
  When the original individual is dead, and the 
  simulacrum is vital and active, a second check against 
  successful activation must be made, the score for success 
  being equal to the Enchanter's Enchantment Ability score, 
  and in any event not greater than 95. 
  Smolcc & Mfrron: 
  Extreme 
  By means of this Supernatural Power, the Enchanter 
  causes a cloud of smoke to encompass his or her person, 
  the cloud extending instantly to a 10-foot radius. In the first 
  second of the following Activity Block Count, the Enchanter, 
  and/or one to two willing (or unconscious), adjacent, and 
  touched individuals, and all items normally worn or carried, 
  is transported instantaneously to any destination that is known 
  and mentally pictured by the Enchanter. This transference 
  from place to place occurs without error if the Enchanter (or 
  other subject without the Enchanter) has a special graphic 
  depicted on the floor of the place he or she is to arrive at. 
  This can be a special circle or other geometric figure, for 
  example. If there is no such mnemonic "key", then the 
  individual(s) must succeed in a check against the Enchanter's 
  Enchantment Ability, or else be transported randomly as far 
  distant, but in a different direction. If the graphic is altered 
  without the individual's knowledge, random transport is 
  automatic. 
  
  Random transport risks potentially harmful 
  consequences. A check must be made to determine if 
  something of this nature occurs, consulting the following table 
  after rolling d%: 
  01 
  Rematerialization fails, transportee is a spirit 
  02 - 10 Rematerialize from 10 to 100 feet above surface 
  11 - 90 Normal, safe rematerialization 
  91 - 99 Rematerialize from 10 to 100 feet below surface 
  00 
  Transportee slips into another dimensional matrix. 
  A spirit character must be discovered and made 
  material by some Extraordinary means to be recovered. 
  Rematerialization above the surf ace results in 
  precipitation to the surface if in air and subject to gravitational 
  pull, with the resulting Harm from the fall commensurate 
  with the distance fallen. 
  Rematerialization below a surf ace results in continued 
  downward precipitation to some "empty" space below, if 
  such open space exists within an additional 1,000 feet. 
  "Empty" means a space containing matter less dense than 
  that of the average density of the transportee such as a partial 
  vacuum, air, or water. If no such space exists, the individual 
  is transported from the destination dimensional matrix to 
  the nearest adjacent matrix, with the check above being 
  repeated as to success in rematerialization. (In theory, this 
  process could be repeated one or more times . . . ) 
  Going into another dimensional matrix means 
  whatever the Game Master decides. It could be death for 
  the character. It might mean time or probability displacement, 
  with a subsequent series of adventures aimed at enabling 
  return. Similarly, it might be to some plane that the 
  transportee knows and can manage to return from by likewise 
  known means. 
  Up to three individuals can be transported thus, the 
  Enchanter and one or two additional subjects, if the Enchanter 
  expends equal amounts of AEPs for each such subject, viz. 
  12 or 24 additional AEPs. 
  In any event, after the subject or subjects are 
  transported, the smoke cloud vanishes. All viewing the scene 
  see the image(s) of the transported subject(s) for another ABC 
  of realtime-a mirror image of those transported, as it were. 
  Thereafter, the image or images disappear. 
  Smoke Serpmf: 
  Very Good 
  This Supernatural Power enables the activator to 
  create a great serpentine area of thick smoke. This fume-
  clouded area appears up to 10 feet distant from the enchanter 
  and stretches for up to 90 feet distance, its shape being a 
  cylinder of three-foot diameter. The activator can then by 
  mere pointing of the finger cause the area of thick smoke to 
  tum, twist, coil, etc, within the 100-foot range indicated. 
  The smoke-shape can rise to a height of as much as 20 feet, 
  wrap around persons or things, and generally move as if it 
  were a huge snake (Speed 12). Although it has no appreciable 
  weight, its vapors are suffocating, and any air-breathing 
  subject whose nasal openings or similar breathing areas are 
  covered by it suffers 9-12 points of Harm each ABC of time 
  so contacted by the Power. 
  The area of smoke also blocks all vision. Only a 
  wind force of greater than 30 miles per hour will blow the 
  Smoke Serpent away. Otherwise it remains active for four 
  ABCs (12 seconds), moving as the activator wills. 
  ~letkAttk•t ~Power. 
  Good 
  This is a Preternatural Power that, when the 
  Enchanter activates it and makes passes with the hands over 
  the subject, causes a fine, silvery powder to be precipitated 
  from thin air and fall onto the subject. The powder. in tum, 
  prevents decomposition and even reverses up to one hour's 
  rotting effect on a recently living thing. The effect will last 
  for one to three days of time. No living thing will be affected 
  by the precipitated powder. The volume of material affected 
  is up to 27 cubic feet (one cubic yard). For each additional 
  AEP invested by the Enchanter at the time of activation, 
  three additional cubic feet of material can be affected. 
  Note: Any Living Dead subject contacted by the 
  powder will suffer the loss of ld20 Health from such contact, 
  plus one additional point of Health for each extra AEP 
  expended at time of activation. 
  Spm~letkAttk't ~ 
  RcwnAl: 
  Strong 
  This is a Supernatural Power that. when the 
  Enchanter activates it and touches the subject, will cause any 
  non-living subject to cease decomposition-even become 
  unrotted for a time if it is cloth, leather. rope, or wood. The 
  effect will last for many years if the material is otherwise not 
  particularly subject to rotting in the conditions prevailing, or 
  for only hours if the material decomposes easily and the 
  conditions favor such rot. The volume of material affected is 
  up to 27 cubic feet (one cubic yard). For each additional 
  AEP invested by the Enchanter at the time of activation. 
  three additional cubic feet of material can be affected. 
  Note: If this Power is used on a Living Dead subject, 
  the energy conveyed will add 16 points of Health to the 
  subject, with one more point of Health added for each extra 
  AEP expended at time of activation. 
  Spirit ¥ontt: 
  Very Strong 
  By means of this Supernatural Power, the Enchanter, 
  or a willing (or unconscious) individual touched, along with 
  all items normally worn and carried, is changed from material 
  to spirit form. While thus changed no interaction with material 
  substances is possible, although these pose no barrier, either. 
  Activity in this form might include confrontation with other 
  spirits, of course. The spirit-form can enter the ether or 
  remain immaterial in normal, material dimensions. The 
  energy lasts for one hour's time, and thereafter the individual 
  materializes. For each five extra AEPs expended at time of 
  activation, the Power remains active for one additional hour. 
  '' 
  
  Sptrtt Low: 
  Good 
  This Preternatural Power causes a loss of any spirit 
  creature's physical Health, if in material form, or Free Will 
  (the non-material form of Health in a immaterial spirit). The 
  energy operates up to 50 feet distant from the Enchanter 
  and must be concentrated on so as to cause the subject spirit 
  to lose Health or Free Will. Each ABC of time after the 
  energy is active, the subject loses 1-4 points from its Health 
  or Free Will. When all Health is lost, the spirit dematerializes 
  and must return to its own dimensions. When all Free Will is 
  Jost, an immaterial spirit is destroyed. 
  Spirit SAW\tCI°: 
  Moderate 
  This is a Preternatural Power that causes an energy 
  spirit to appear and cut down one tree, plus one additional 
  tree for each additional five AEPs invested at time of 
  activation. The time for felling is 1 ABC realtime per 12-
  inch diameter of bole. 
  The tree in question will fall in a random direction 
  almost half of the time, thus: 
  d20; 1 = N, 2 =NE, 3 = E, 4 =SE, S = S, 6 =SW, 7 = W, 
  8 =NW, and 9-20 =falls where activator points. 
  Sprln5 TrA1': 
  Minimal 
  This Preternatural Power creates a 10-foot-square 
  trap on any relatively level and solid surf ace, whether sand, 
  dirt, grassy ground, or even rock and stone. The nearest 
  edge of the trap must be within sight and up to 20 feet 
  removed from the Enchanter. Upon activation, the area 
  designated by the Enchanter's pointing finger is trapped, and 
  the first creature to set foot on it thereafter is catapulted 
  upwards, just as if it had jumped in the center of a trampoline. 
  All so affected are sent upwards to a height of 10 feet from 
  the bottom of their feet/body (6-8 Harm inflicted from any 
  ceiling contact), then return to a hard surface to suffer 9-12 
  Harm, all such Harm disregarding armor, whereupon the 
  Enchantment ends and the surface returns to normal. 
  
  Stklc\f: 
  Moderate 
  This Preternatural energy creates a very sticky 
  substance adhering to a section of material that is 10-foot 
  square. It appears as a slightly fuzzy-looking substance upon 
  an area that is pointed to by the Enchanter, up to a distance 
  of no more than 90 feet from that individual. The affected 
  area can be horizontal or vertical, underfoot or overhead. 
  Whatever contacts the affected area is caught in the glue-like 
  substance. Crawling subjects are held immobile by the sticky 
  coating, and other movement is slowed to one-tenth normal 
  rate. Each ABC spent so moving by bipedal subjects risks a 
  1 in 6 chance of falling, 1 in 10 by quadrupedal subjects, 
  and 1 in 20 by subjects with six or more legs. Any subject 
  falling will be stuck fast and unable to move at all. 
  The Enchanter can add another 10-foot square 
  section of gluey matter for each extra 5 AEPs invested at 
  time of activation. The viscous stuff persists for one minute. 
  Note: The Power of Eel Skin negates this effect for 
  an individual so energized, and alcohol or petroleum 
  substances such as lamp oil wash away one square yard of 
  the sticky material per pint of liquid poured upon it. 
  St4me H.t.fl: 
  Major 
  This Supernatural Power creates a rain of egg-sized 
  rocks that appear overhead and fall at high speed over a 
  field with an area of up to 30 feet per side. Upon activation, 
  the nearest edge of its field appears at any distance in sight 
  up to 120 feet removed from the Enchanter. Whatever is in 
  the area suffers 21-25 Harm for each ABC of time it is within 
  the field. The hail of stones continues unabated for 10 ABCs, 
  then ceases, and only the stones remain, a foot or so deep 
  over the Enchantment field area. 
  ~lt: 
  Low Moderate 
  By means of this Preternatural energy, the activator 
  is able to give to him- or herself, or to any other person of 
  human or humanoid sort touched, a temporary Physique 
  Ability, whether new or adding to existing Ability, of 10 
  points. For each additional 4 AEPs expended at time of 
  activation, the Physique Ability of the subject is increased by 
  10 points. No Physique Ability above 120 is possible, 
  however. The energy of this Power is transitory, however, 
  and after one hour it dissipates, and all points of Physique 
  Ability gained from it fade and are gone. 
  Swb-M~• 
  1: 
  Very Good 
  This Supernatural Power enables the user to reduce 
  the size of all willing (or unconscious) subjects within a circle 
  of 10-foot diameter to 1/lOth normal size. This effect lasts 
  for 17-20 days, or until disenchantment occurs, whichever 
  comes first. 
  Swb-M~• 2: 
  Strong 
  This Supernatural Power enables the user to reduce 
  the size of all willing (or unconscious) subjects within a circle 
  of 15-foot diameter to 1/20th normal size. This effect lasts 
  for 21-25 days, or until disenchantment. 
  Swb-Mmtmw• J: 
  Very Strong 
  This Supernatural Power enables the user to reduce 
  the size of all willing (or unconscious) subjects within a circle 
  of 20-foot diameter to 1/30th normal size. This effect lasts 
  for 26-35 days, or until disenchantment. 
  Swb-Mmimw• 4: 
  Major 
  This Supernatural Power enables the user to reduce 
  the size of all willing (or unconscious) subjects within a circle 
  of 30-foot diameter to 1/40th normal size. This effect lasts 
  for 36-50 days, or until disenchantment. 
  Swb-Mmtmw• J: 
  Extreme 
  This Supernatural Power enables the user to reduce 
  the size of all willing (or unconscious) subjects within a circle 
  of 50-foot diameter to 1/50th normal size. This effect lasts 
  until disenchantment. 
  Talkwltlt~: 
  Very Good 
  By activation of this Supernatural Power. an 
  Enchanter can, if light conditions are such that strong shadows 
  are present, actually contact and converse with the shadows 
  (not creatures per se of the anti-energy dimensional matrix) 
  that are normally present and within a 10-foot radius of him 
  or her. The activator can ask but a single "yes" or "no" 
  question. All knowledge possessed by such shadows is based 
  on events that have happened in this 10-foot radius area. 
  and they must have been viewable by a normal person had 
  such been present, as well as having occurred within the last 
  24 hours. to have been "seen" by the shadows. 
  The questions can be specific. i.e. "Did a man in 
  blue robes with an symbol of a star on his hat activate a 
  Power from this spot 26 minutes ago?" but not specific to 
  proper names of any type. The questions must also be very 
  general, i.e. "Was there a fight of some type here within the 
  last 2 hours?" These questions must be in a form answerable 
  by the shadows or they will result in an answer of "Unknown," 
  and that question will be lost. For example. while the activator 
  should have asked, "Have two urls carrying a human female 
  passed by here within the last 20 minutes?" the activator 
  queried instead "Have two urls carrying Gigi passed by here 
  within the last 20 minutes?'' This results in an answer of 
  "Unknown." Similarly, if the shadows are asked "Has anyone 
  invisible walked past here in the last hour?" another blank 
  will be drawn, as the events must have been viewable to a 
  normal person. 
  Though the shadows never lie, the LM always has 
  final say on the adjudication of answers to Avatar questions. 
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  For each three additional AEPs invested at the time 
  of activation of this Power, one additional question can be 
  posed to the shadows. In any event, the energy of this Power 
  lasts only for one minute realtime, then fades regardless of 
  whether or not all questions have been asked. 
  T ottAde of Krobcltac: 
  Extreme 
  This Supernatural Power enables the Enchanter to 
  direct the appearance of a hideous purple energy from 
  another dimensional matrix. The Enchanter can bring it 
  into being by opening a dimensional rift anywhere within his 
  or her sight and no more than 60 feet distance. The Power 
  then conjures instantly, on the spot pointed to, a writhing 
  column of purple force that otherwise exactly resembles the 
  whip tentacle of a giant squid. This force is 10 feet long and 
  one foot in diameter. This thing of energy will always be 
  sufficiently long. however, to completely encompass a single 
  subject. If there are several potential targets within the 10-
  foot radius of the point from which the force emanates, then 
  the nearest has a 60% probability of being so enwrapped, 
  the other(s) a 40% chance. The force tentacle delivers 6-8 
  points of Harm to the subject it enwraps, and that one is 
  held immobile, with its attack probability at 50% of normal, 
  and Harm delivered by the held subject at a penalty of a 
  variable 1-8 points. 
  These effects continue until the force is negated 
  through absorption of various sorts of traumatic energy-
  ranging from acid through flame and including weapon 
  blows-in the form of Harm. When 120 points of Harm 
  have been absorbed. the energy dissipates with a sharp 
  discharge that delivers 13-16 Harm to the formerly 
  enwrapped subject and 9-12 points of Harm to all others 
  within the 10-foot radius of the force, and at that the 
  Enchantment is finished. Note: Any and all Harm delivered 
  by the tentacle disregards all forms of armor/protection, 
  including Supernatural armor of any sort. 
  Tku.trkal WJu.~: 
  Major 
  This Preternatural Power enables the Enchanter to 
  create in a surface-like area of up to 8,000 square feet, 
  extending upwards to a height of up to 80 feet, a background 
  scene with up to as many figures, still and/or moving, as 
  would normally fit into such a space. The Enchanter can 
  instantly activate it or key activation to some event-sound, 
  proximity, or anything imaginable. The whole is a thing of 
  light and shadow, of course, a holographic sort of picture, 
  but one in which sound and odor emanate so as to make it 
  seem absolutely real, if constrained to limits. It lasts for one-
  half hour realtime, then winks out. The activator of the 
  Power can extend the life of the dramatic scene envisioned 
  and activated through the Power by investing one additional 
  AEP for each extra one-half hour it is to last, with 50 AEPs 
  making the thing permanent. 
  Contact will not affect such a scene, nor will any 
  form of attack, but any energy countering the persistence of 
  this kind of thing will likely cause it to vanish. Note that the 
  "play" is pre-programmed and will repeat itself every interval 
  set by the activator, intervals generally being as brief as one 
  minute, but could be as long as desired, and the dramatic 
  scene is mentally scripted and energized thereafter. 
  If the activity of the Enchantment is life-threatening, 
  a check is made against the individual's (attack) Speed (Base 
  Rating multiplied by four in the case of an intelligent creature, 
  two in the case of semi-intelligent one). Failure to score the 
  indicated number or less means the active acceptance of the 
  attack by the subject, and results comparable to those from a 
  real attack of the nature depicted will appear on the subject's 
  body (much as stigmata do), and the Harm is then actual. 
  Thom n.,.a1Jt: 
  Minimal 
  This Preternatural Power causes a small coil of force 
  that looks vaguely like a bundle of thorny branches to strike 
  a subject within sight of, and up to 20 feet distant from, the 
  activator. It covers a swath of three feet depth by six feet 
  width so as to inflict 3-5 points of Harm disregarding the 
  armor/protection on whatever is within the 3' x 6' swath. 
  Each subject also suffers a +5 penalty to all action dice rolls 
  the following ABC, but such penalty is not cumulative, so 
  two Thorn Thrash Power activations simultaneously upon 
  the same targets would not result in a penalty of + 10. 
  Ttmclut (Ttmcwom whm revel'M>): Very Good 
  The activation of this Supernatural Power causes 
  the flow of the time stream to pass around the enchanter so 
  that physical aging not only ceases, but reverses, so that for 
  each day spent under the influence of the Power, the activator 
  becomes a day "younger" physically. This day is "lost", and 
  the subject can not do anything other than what amounts to 
  resting. Even Health and AEPs are not restored thus as 
  might be expected. As this Power normally persists but one 
  day, and can not be made persistent, the Enchanter is forced 
  to invest additional Activation Energy when commencing the 
  magic in order to make it efficacious in longer term. For 
  each one AEP added before activation, the Power lasts one 
  extra day. Thus, age-conscious Enchanters expend large 
  numbers of AEPs regularly so as to remain unaging. 
  Timeworn: It is not surprising, then, that this Power is also 
  reversible, and because it is far easier to move with, and 
  then exceed, the speed of time than it is to stop and move 
  against it, the effect of the energy of this Power in opposite 
  form is far greater. When the Enchanter touches a target 
  subject at activation, or within one ABC of time thereafter, 
  the subject ages one full year, plus one additional year for 
  each AEP the Enchanter added to the Power at time of 
  activation. Touch requires a success in checking against 
  Precision, or Weapons Ability, as applicable. 
  
  Timc Owt: 
  Strong 
  This Supernatural Power enables the one activating 
  it to remove his or her consciousness from the time stream. 
  All then appears to be a frozen tableau. The invoker has up 
  to two minutes of subjective time-game time, as opposed 
  in this case to realtime- to consider whatever is desired. No 
  physical actions can be undertaken in this time, for the 
  invoker's body is frozen in the timestream while the mind 
  only remains active. Thereafter, however, it is likely that the 
  enchanter will be able to act first, for his or her effective 
  Speed BR, for that moment only, is then 24. 
  <\ 
  Tock· Tfck: 
  Major 
  This Supernatural Power enables 
  he orie activating it to remove all 
  of the physical bodies of living 
  beings within the immediate 
  vicinity (all that he or she is 
  ~ immediately aware of, has 
  \ &Ir:'\ in sight, and are within a 
  \ ,~lri ,\ 30-foot radius) from the 
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  that moment just prior 
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  to whatever occurred 
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  immediately before 
  this Enchantment 
  was activated, 
  or to a time not greater than 9 ABCs (27 seconds realtime) 
  in the past. All that then occurred after that moment of time 
  to which retrograde movement has been made is subject to 
  a different course- save that the AEPs expended in the 
  Enchantment remain expended (or else an endless time loop 
  would result). Thereafter, for example, instead of attacking 
  something, the activating individual may choose to retreat, 
  negotiate, etc. 
  T ortofK f'orcc: 
  Strong 
  This is a Supernatural field of energy that will protect 
  many individuals from missiles being launched at them. The 
  Power creates a hemispherical shield extending in a 30-foot 
  radius centered on the activator. No missiles of any sort. 
  normal or Extraordinary, can penetrate this barrier. The 
  energy shield remains active for 100 ABCs (five minutes). 
  For each five additional AEPs expended at activation, the 
  enchanter can extend the protection radius by 10 feet. Also. 
  for each five additional AEPs expended at activation. the 
  Enchanter can extend the duration of the energy·s activity 
  by 20 ABCs (one minute). 
  Towck tkc Weave: 
  Extreme 
  By activation of this Supernatural Power. an 
  Enchanter can manipulate the Multidimensional Weave of 
  the cosmos in such a way that that he or she maintains a 
  constant and fixed contact with it. The outward physical 
  effect of activating the Power is that of the activator appearing 
  to be in a strong wind that only affects him- or herself. (This 
  is seen by an observer as a rustling of clothes. blowing of 
  hair. etc., as well being surrounded in a dim golden glow 
  akin to a body halo). Though cliche. it is not an exaggeration 
  to say that one can literally see the powerful energy coursing 
  through the activator, and anyone remotely connected 
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  to Extraordinary Powers and magic can sense 
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  the Weave upon the activator. The effect for 
  the activator is as follows: 
  For the duration, all Powers the 
  activator uses that inflict Harm are at an 
  enhanced value of an additional 1 point 
  of Harm per 5 points of Harm range. 
  
  Any Power of other, non-physical Harm sort is at double 
  normal range, or duration if range is not a factor. 
  Additionally, the size of the energy field of the Powers 
  later activated can be manipulated and molded by the 
  individual, so that they can be up to 50% greater or less as 
  desired. These new parameters must be set (stated) prior to 
  activating the later Power, of course. 
  Harm inflicted, or other result gained, from a 
  subsequently-activated Power is treated as Supernatural, 
  rather than normal or Preternatural. 
  Any Power meant to affect the activator is avoided 
  by that individual if he or she succeeds in a check against 
  twice his or her Speed Base Rating. Any effects that do 
  apply are at the minimum possible Harm, duration, etc. when 
  this Power is active on the individual. 
  The energy of the 
  Touch the Weave Power persists for 10 ABCs. 
  TrA"'1'er Abdttif: 
  Major 
  By means of this Supernatural energy, the activator 
  is able to give to any other person touched during the ABC 
  of activation of this Power, a temporary Ability. or increase 
  in an existing one, that the activator possesses. or that is 
  possessed by another person who is also in physical contact 
  with the activator at that time. The Ability (or increase in 
  existing Ability) gained by the recipient individual is at a base 
  Score of 10 points if the Ability is not possessed, and 20 if 
  normally possessed, prior to the Power's activation. For 
  each extra 10 AEPs added at time of activation, the Ability 
  base Score increases by a variable amount of 2-20 points. 
  The energy of this Power is transitory. however, and after 
  one hour it dissipates, and all points of Ability gained from it 
  fade and are gone. 
  Tr~ 
  Very Good 
  The Enchanter can place this Preternatural Power 
  on any opening from as small as two square feet size to as 
  large as 40 square feet in size. The opening must have a 
  solid closure such as a door(s), hatch, lid, shutter(s), etc. When 
  activated, any person, animal, or other sort of material 
  creature entering the opening with any portion of his, her, 
  or its body, whether or not having first opened the closure, 
  will trigger the energy of the Power. When such subject is in 
  the opening the closure will slam shut. The subject will suffer 
  1-12 points of shock Harm to Health, plus 3-5 points of 
  Extraordinary Harm that ignores all armor protection. The 
  closure will remain held fast, trapping the subject for six ABs 
  (24 ABCs) time, or until it is destroyed or forced open, 
  whichever is the lesser period of time. Each person, other 
  than the trapped subject, attempting to pry open the closure 
  has a cumulative 5% chance of breaking the energy and 
  releasing the victim. If Physique Ability is possessed, the 
  individual with this Ability adds that score to the chance for 
  opening the closure. Each AB of time spent trapped inflicts 
  an additional 6-8 Harm upon the trapped subject. Breaking 
  the energy field sends out a wave of force that inflicts 6-8 
  points of Harm on all living subjects that are within a 20-foot 
  radius of the closure. 
  Trip TrA9: 
  Very Good 
  This Supernatural Power enables the Enchanter to 
  deactivate traps relying on Extraordinary energy, and/or 
  spring those of mechanical nature. The activator must be 
  within a 70 foot distance of the trap, and point to the area 
  upon which the energy of this Power is to act. This area is 
  measured in cubes six feet per side equal to the number of 
  AEPs expended in activation, beginning at one only, as the 
  remainder of base activation cost is devoted to the springing 
  of traps. The Power will "trip" no more than two traps, 
  affecting first those based on Extraordinary energy, and 
  thereafter those of mechanical nature. If there are more 
  that two such traps within the area encompassed at activation, 
  any such extra traps are not affected. 
  Twmcoat: 
  Very Good 
  This Supernatural Power will make one opponent 
  become an ally of the activator and fight against the 
  opponent's fellows. A check for affecting the target subject 
  successfully is required, this being against the four times the 
  Speed Base Rating of the subject. Otherwise, the subject is 
  altered in mental outlook to be permanently allied to 
  Enchanter's point of view, and remains so for one full day. 
  After 24 hours time has elapsed, the subject again checks, 
  this time against three times the Speed Base Rating, success 
  indicating return of former mindset. If the second check 
  fails, a third is made next day, this time at two times the 
  Speed Base Rating, with results as above. Finally, on the 
  fourth day a final check against unmodified Speed Base Rating 
  is made. Failure indicates the subject is permanently affected. 
  Twrtk SkeD: 
  Minimal 
  This is a Preternatural Power to protect an individual, 
  the activator or another touched, against missiles of any sort, 
  normal or Extraordinary, as well as physical blows. Missiles 
  simply bounce off, and blows struck are absorbed until such 
  accumulate 100 points of Harm, at which point the energy 
  of the activation is exhausted and protection disappears. The 
  Power remains active for 20 ABCs (two minutes) of time. 
  For each three AEPs invested by the Enchanter at time of 
  activation, the amount of Harm absorbable by the energy 
  field is increased by 50 points, to a maximum of 250. 
  Similarly, for each additional three AEPs invested by the 
  Enchanter at time of activation, the period of energy activity 
  of the Power is increased by 20 ABCs, to a maximum duration 
  of 200 ABCs (10 minutes). No activations can be made 
  while the Enchanter is under this Power's energy, and the 
  subject's Speed Base Rating suffers a penalty of 1 per 50 
  points of protection engendered by Turtle Shell Power, this 
  affecting only movement and actions, not AEPs. 
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  Vltr.t.·Jtd5J.t': 
  Extreme 
  This Supernatural Power causes the Enchanter and 
  as many other willing (or unconscious) subjects of human or 
  humanoid sort that are within a five-foot radius of him or 
  her, and for each of whom an additional two AEPs have 
  been expended, to grow to three times their normal height 
  and with corresponding weight increase. This means that 
  height will increase threefold and weight by a factor of nine, 
  so a six-foot tall, 200-pound individual will then become 18 
  feet tall and weigh 1,800 pounds. Note that all items normally 
  worn and carried in hand are affected by this Power, so that 
  armor, equipment, weapons, etc. also enlarge. Weapon 
  Harm for enlarged arms is then at an increased base of 1-
  30. Each affected individual has only their normal Health, 
  however, although each gains a +9 Harm bonus for successful 
  attacks with hand, foot, or hand-held weapons. Movement 
  speed is doubled while so enlarged, but action speed in one-
  third normal base. For example, an Avatar with a 12 Speed 
  is then rated at 4 Speed for action/reaction, and reduced to 
  one attack every other ABC. 
  Ultra-height remains active for 200 ABCs (10 
  minutes), and then the energy vanishes, and all subjects and 
  their gear return to normal size. 
  Vtttbr.t.tc W.t.n: 
  Very Good 
  By activation of this Supernatural Power, an 
  Enchanter can, if the light conditions are such that strong 
  shadows are present, create an anti-energy field, a shadowy 
  wall at up to 60-foot distance from its starting point. It is up 
  to 30 feet in height and can be as long as 300 feet. It can be 
  shaped-hemispherical, spherical, cubic, etc. The Umbrate 
  Wall reduces all vision to one-half normal for those attempting 
  to see through it. The Umbrate Wall cannot be moved (and 
  is totally unaffected by Powers dealing with the elements). It 
  can be destroyed by regular energy. It has a Health of 600 
  points, however, so as to be quite durable. Although nothing 
  of solid sort can pass through this barrier, gasses, heat, flame. 
  and Extraordinary energies can. 
  The U111brate Wall is somewhat flexible. so anything 
  trying to force its way through will stretch the wall 1 foot per 
  250 pounds of body weight and/ or 5 points of Physique 
  Ability. When this happens, the Umbrate Wall simply 
  conforms to the form of the creature or person. Each foot 
  the wall that is moved thus delivers 10 points of Harm to it. 
  For each foot moved, the creature has a 5% chance of actually 
  managing to pass through the Umbrate wall. If any does 
  break through, the Umbrate Wall instantly rebounds to its 
  former shape, and no others can pass likewise, save through 
  this same method. 
  When the Health of the wall is reduced to zero, it 
  vanishes, the energy of the Power being totally dissipated. 
  - . 
  Vttcxpl.t.ttttb HolH: 
  Very Minimal 
  This Preternatural Power creates a strange and loud 
  sound at up to 100 feet distance from the activator. The 
  Enchantment can cause any one of the following noises, 
  each 1 ABC time duration, one after the other, alike or 
  different, while the Enchantment is active: 
  1) a crash as if a heavy object has fallen 
  2) footsteps that are approaching, walking or running 
  3) footsteps that are receding, walking or running 
  4) stealthy sounds of crawling or slithering movement 
  approaching 
  5) stealthy sounds of crawling or slithering movement receding 
  6) laughter that is hideous and threatening 
  7) a pounding as if something is striking at wood such as a 
  door 
  8) a scream or screaming 
  9) a yell or shouts that are loud but indistinct 
  10) muffled whisperings or rustlings of uncertain origination. 
  The energy of the Enchantment lasts for 4 to 6 
  ABCs, then vanishes. 
  Vtte~tcb: 
  Moderate 
  This Preternatural Power causes living targets to lose 
  all of their Precision (and thus all Weapons Ability) and one-
  half their movement capacity for 3-5 ABCs thereafter. During 
  this uncoordinated period, the affected subject is unable to 
  attack effectively. The enchantment has an effective distance 
  of 30 feet and can be laid upon only one individual. 
  VHHctt Swor'b1ttt.t.'1: 
  Very Good 
  This Preternatural Power causes the materialization 
  of a normal weapon akin to a cutting and thrusting sword. it 
  appearing one foot in front of the activator. The weapon 
  operates by itself. moving to attack any single opponent within 
  a six-foot radius and within a 180 degree arc in front of the 
  activator. The blade strikes with a Weapons Ability equal to 
  the Precision Base Rating of the Enchanter. The activator 
  can point to a target or ignore the Power and allow random 
  attacks. The weapon attacks by itself. once each ABC of 
  time. and it inflicts 7-20 points of Harm when succeeding, 
  bypassing armor when a score of 10% or less of the Precision 
  BR of the Enchanter is rolled. It persists for 6-8 ABCs, then 
  dissipates. 
  Vatttpfrk Vdtt: 
  Very Good 
  This Supernatural Power creates an invisible 
  attachment to one subject at up to a distance of 60 feet. 
  The invisible energy link causes the subject to lose 1-2 points 
  of Health every ABC, from the time of attachment onwards, 
  and this loss results in a like Health gain for the activating 
  Enchanter. The loss is noted by the subject, because a 
  weakening is immediately felt. The Enchanted thread draining 
  the victim's Health can.be broken by various means, most 
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  commonly when the subject moves out of range of the 60-
  foot range of the Power. If the Health of the attaching 
  individual goes above normal capacity, this creates a false 
  total that remains for a maximum of one hour of time, or 
  until Harm reduces Health below normal maximum. 
  whichever first occurs. 
  VMtttlt m Vapor: 
  Good 
  This Preternatural Power enables the activator, and 
  all willing (or unconscious) subjects designated that are within 
  a radius of four feet of the activator. to. along with all that is 
  worn or carried. become immaterial and travel at normal 
  human movement speed thus through solid barriers, including 
  stone of less than about three feet of thickness. 
  Dematerialization is clearly seen, as the activator and 
  surrounding individuals become insubstantial vapors over two 
  seconds realtime. 
  Jn non-material form, the affected individuals can 
  not handle normal material things around them. The affected 
  are subject to whatever immaterial/spirit creatures might be 
  in the vicinity. The energy remains active for 101 to 200 
  ABCs after being evoked, then dissipates in an instant. The 
  affected subjects then become material at whatever location 
  they are in at that moment. If other matter occupies that 
  space, the one conflicting with such matter is sent to another 
  dimensional matrix. 
  Vk~: 
  Minimal 
  By means of this Preternatural energy, the activator 
  is able to give to him- or herself, or to any other person 
  touched, a temporary increase in vitality. This translates to 
  one point of Health Base Rating. For each additional two 
  AEPs expended at time of activation, the vitality of the subject 
  is increased by one Health BR point. Enhanced Health BR 
  can be above normal total. 
  If the Health of the subject 
  individual goes above normal capacity, this creates a false 
  total that remains for a maximum of one hour of time, or 
  until Harm reduces Health to below normal maximum. 
  whichever first occurs. The energy of this Power otherwise 
  lasts for eight hours. 
  Vont01Jt•1 ~uti4m: 
  Minimal 
  This rather basic Preternatural Power enables the 
  Enchanter to make himself or any subject in sight and within 
  30 feet distance seem larger than actual size. Apparent size 
  can be increased up to a thousandfold, although this is quite 
  impractical in most cases, but in regards a humble ant, for 
  example, it might be useful. The magnification of apparent 
  size is an illusion, of course, that will be destroyed by counter 
  Enchantment, or will simply lose its energy and fade in 20 
  ABCs (one minute). Until then, however, nothing can affect 
  it. Things normally causing Harm will not destroy the illusion, 
  but the enlarged version of the subject will indeed show very 
  well any actual Harm suffered, as such will be magnified. 
  If at the time of activation the Enchanter expends 
  AEPs equal to those required to initiate the Power, a second 
  subject of the same sort (human, insect species, etc.) can be 
  likewise exactly enlarged. There is no limit to how many 
  subjects can be affected, save the availability of AEPs. 
  Watertaffk: 
  Very Strong 
  This Supernatural Power creates a solid, cubic 
  volume of water that is up to 20 feet per side and self 
  contained. Upon activation its nearest edge appears at any 
  distance up to 80 feet removed from the enchanter. Whatever 
  is in the area now covered by water is affected as would be 
  normal for immersion in such liquid. The water remains 
  there until disenchanted by some means or else its "container" 
  verges suffer 200 points of Harm in an area of about one 
  square foot. In case of the "container" being broken, the 
  water therein floods forth and is normal water thereafter. 
  Wul'O" Stretch: 
  Low Moderate 
  This Preternatural Power enables the Enchanter to 
  touch one normal hand-held striking weapon (axe, fighting 
  staff, spear, sword, etc.-even a whip!) and extend its effective 
  striking range to twice the normal range. The subject weapon 
  gains a Precision bonus of 10. with an added bonus of +2 
  points of Harm. The energy enabling this persists for four 
  ABCs, then vanishes. No extension of time is possible. 
  Wul'O" Wiurb: 
  Very Minimal 
  This Preternatural Power conveys a bonus of 10 
  points of Weapons Ability to the activator for three ABCs of 
  time, provided the Enchanter is holding a striking weapon at 
  that time. For each additional two points of energy invested 
  at the time of activation, the Power remains active for an 
  extra three ABCs of time, thus obviating the need to reactivate 
  the Power anew. Only one such Power can be active on the 
  same subject at the same time. and this Enchantment will 
  not operate in conjunction with others such as Weapon 
  Stretch. 
  Whirlwmb: 
  Very Minimal 
  By means of this Preternatural energy, the activator 
  is able to transform him- or herself, and all items normally 
  worn or carried, into a spinning cyclone of air that resembles 
  a dust devil over dry land, and a water spout when traveling 
  over water. The subject is twice as tall as normal when in 
  whirlwind form, moves at a speed of 60 miles per hour, and 
  is subject only to attacks that inflict Extraordinary Harm 
  (Preternatural or Supernatural points of Harm only), and has 
  no armor protection against such attacks. The energy persists 
  for a maximum of one minute, plus one extra minute for 
  each one AEP added at the time of activation. If other willing 
  subjects desire to be likewise transformed, the Enchanter can, 
  by expending for each such subject the number of AEPs 
  expended on him- or herself, transform them likewise. 
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  While transformed by the Whirlwind Enchantment 
  Power, a subject is not able to use any Abilities. That 
  individual is not able to employ weapons nor inflict Harm, 
  even from the force of its whirlwind form. 
  wmowldtt: 
  Good 
  This Preternatural Power enables the Enchanter, with 
  all normally worn and carried, and likewise all willing (or 
  unconscious) subjects within a seven-foot radius of him or 
  her, to assume the appearance of large items of vegetation-
  such as bushes, saplings, shrubs, and small (up to about 20-
  foot height) trees-when in surroundings in which such plants 
  do or could normally grow. Only Extraordinary means can 
  detect such an individual when stationary, and when moving 
  with care so as not to be detected, one is 95% unlikely to be 
  noticed by ordinary senses. When in proximity to actual and 
  similar vegetation, the individual affected by this Power causes 
  an attacker to suffer a penalty of +20 on attack rolls. The 
  subject is able to attack normally with usual means, but he or 
  she appears to be a plant attacking with limbs, branches, 
  etc., some of which are not actual. The energy of this Power 
  persists for five minutes realtime, and for each five AEPs 
  added at time of activation, the time of persistence is extended 
  another five minutes. 
  WtiM'b Warbbt5: 
  Very Good 
  By means of this Supernatural energy, the Enchanter 
  creates a magical circle that bars any sending or malign spirit 
  from passing its perimeter. The radius of this circle is a base 
  12 feet, and for each additional one AEP invested at the 
  time of activation, the radius expands one foot. The Wizard 
  Warding persists for seven hours, then vanishes instantly. 
  Note that it is not possible to activate any magical sort of 
  operation that has a proximate effect beyond the Wizard 
  Warding circle. 
  Wtut"b't Waft: 
  Very Strong 
  By means of this Supernatural Power, the Enchanter 
  creates a magical circle that bars any unwanted person, 
  creature, thing, spirit, or energy from passing its perimeter. 
  While so doing, however, the encircling energy also bars the 
  passage of matter or energy from inside its confines in that 
  any such will immediately dissipate. The radius of this circle 
  is a base 12 feet, and for each additional one AEP invested 
  at the time of activation, the radius expands one foot. The 
  Wizard Wall persists for seven hours time. 
  Woot> Gluc: 
  Very Strong 
  This Supernatural Power enables the activator to 
  cause an instantaneous bond between a wooden arrow, 
  quarrel, or javelin shaft to the wood of the bow, crossbow, 
  or launcher with which it is in contact, thus preventing· its 
  discharge and making the latter propulsion device 
  permanently useless. If either or both of the items to be 
  • -
  # 
  affected have some Extraordinary Power imbued within them, 
  then an Ability check must be made, with the percentage 
  bonuses of the item(s) being added to the dice roll of the 
  activator, and failure indicates the Wood Glue Power is 
  ineffective in bonding the material. 
  Example: 
  A Preternatural arrow and bow, each 
  adding 10% bonus are to be bonded. The addition, or 
  penalty, for the Power check is thus 20 to the activator's 
  percentile dice roll. Assuming an Ability score of 52, this 
  means that the Enchanter must roll 32 or less to make the 
  Power affect the two items and bond the woods together. 
  (Note: if the weapon is magical in an unmeasured way, then 
  add a minimum of 10 to the penalty under which the activator 
  must recheck for success). 
  .X.V~a· • "Demo.tic At-mt: 
  Major 
  This Supernatural Power causes the appearance 
  from some other dimension of nine huge. muscular, flexible 
  "arms." The arms spring out of whatever surface the 
  Enchanter is upon, within sight and at a distance of up to 60 
  feet from the activator. Each is at a 12-foot distance from 
  the next. and they are in a square pattern of 24 feet per 
  side. Each can reach and grasp any object of rat-size or 
  larger within its six-foot radius. If there is more than one 
  such object within grasping radius. then a random 
  determination of attack is employed. 
  Each "arm" has the following statistics: 
  Health: 66. Precision: 66. Speed: 6. Armor: 30% (-6). 
  Harm Inflicted: 13 points ignoring any and all armor/pro-
  tection. 
  The "arms" remain active and attacking for 1 ABC, 
  plus an additional ABC for every six extra AEPs invested by 
  the Enchanter at time of activation. 
  Xar~a·• Mtltta~ f'ork: 
  Minimal 
  This Preternatural Enchantment causes a crackling 
  bolt of electrical energy to manifest itself. 
  It will appear 
  immediately before the activator and travel a distance in sight 
  up to 180 feet in the direction he or she is pointing (a digit 
  or Extraordinary wand or the like). 
  It will surround two 
  subjects of up to twice the size of a human (12 feet length/ 
  height, 800 pounds weight) or strike a single larger subject. 
  For each extra AEP, up to 10. the Enchanter invests at time 
  of activation, this force will deliver 1-2 points of Harm, 
  disregarding all armor/protection. Regardless of the Harm 
  inflicted, however, the target subject is shocked and unable 
  to do anything on the following ABC of time. If only one 
  subject of around man size is thus attacked, the Energy Fork 
  paralyzes that individual for 2 ABCs. 
  X.W~a· • Sccrd' Poclwt: 
  Extreme 
  By means of this Supernatural energy, the activator 
  is able to create a dimensional warp of 120 cubic feet in 
  size. The Enchanter can increase the size of the space of 
  104 
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  the dimensional warp by investing extra AEPs at the time of 
  activation, each point thus expended adding 10 cubic feet to 
  its size. This strange anomaly is invisible, mobile. and 
  accessible from any point touched by the activator when the 
  energy of the Power is enchanted. The opening to the 
  dimensional space is visible, but it can be located in anything 
  from a fold of cloth to a metal closure such as a pot or its lid. 
  Wherever it is located, the size of the opening dictates the 
  size of the access to the dimensional warp space. 
  The opening. when exposed, is actually four times 
  the apparent size. Thus, for example. a pouch-type opening 
  of apparent six-inch diameter is actually one of two-foot size. 
  All things placed within the anomaly disappear completely. 
  and all therein have no discernable weight. Air does not 
  enter the dimensional warp space save when the access point 
  is opened, so breathing things placed therein will suffocate 
  in a rather short period of time unless the access point is 
  periodically opened. The energy of this Power dissipates 
  after one hour of time has passed. However. for each one 
  AEP added to the Power at time of activation expressly to 
  extend duration, one hour is added to the persistence of the 
  dimensional warp. 
  Vlccwl: 
  Extreme 
  By means of this Supernatural Power. the Enchanter 
  is able to create the possibility for the reversal of some terrible 
  misfortune that occurred within one minute of the activation 
  of this energy. A one-time Luck-like Ability is thus created. 
  it working as if having a Score of 50 plus 10% of the 
  activator's Enchantment Ability score. To enhance the 
  probability of success, the enchanter may optionally invest 
  additional AEPs in the Power before activation, thus 
  commensurately increasing the lucky probability on a one-
  for-one basis. In any event, once activated, the enchanter 
  need only state the nature of the misfortune to be reversed. 
  If a check against the probability percent established by the 
  Power succeeds, the event is reversed or nullified. Thus, an 
  attack that missed actually hit, one that hit actually missed, a 
  failed check succeeded, a successful check failed, etc. The 
  results stemming from this alteration 
  must be reasonable, traceable, 
  and articulated by the ~ 
  Enchanter prior to 
  activation, and the . . 
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  V1'Jckms: 
  Minimal 
  This Preternatural Power causes all human, Alf ar, 
  and/or humanoid creatures within a 10-foot radius of the 
  activator to find that individual hilariously funny. For each 
  one AEP expended at time of activation, the radius of effect 
  is expanded by one foot. All within the area will stop doing 
  other activities, goggle at the enchanter, and laugh 
  hysterically. even collapsing and rolling on the ground, unless 
  able to succeed in a check against twice Speed Base Rating 
  (or Intellect, if that optional rating is employed). While in 
  such state, any other individual not affected by the Power 
  can, of course, act freely, even attacking those subject to the 
  Power. The energy persists for one minute realtime before 
  dissipating. 
  Zapf: 
  Extreme 
  This Supernatural Power enables the 
  Enchanter to attempt to immediately dissipate 
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  in operation. Unless the energy is of 
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  £mplo'fitt5 G~owrs\f Powers 
  Geourgy requires both a command circle and a 
  protection circle when conjuring an elemental. If the 
  activator is not within a correct protection circle, then 
  the elemental or force cannot be released from the 
  command circle without the death of the activator, or 
  at least Harm being done by the elemental. If the 
  elemental or force is conjured without a command circle, 
  it will simply vanish once activation is complete. 
  It requires one mim~~e realtime to prepare a 
  circle, so to create both a circle of command and a 
  circle of protection requires two minutes. It is then 
  possible to activate a greater Conjuration. 
  Geourge possess the basic capacity to conjure an 
  elemental of that nature. 
  Of course there are far more potent elementals 
  than are dealt with here, the greater of which are indeed 
  able to fulfill so-called wishes for material things or that 
  have to do with material time. Such mighty beings are 
  so far beyond the ability of a mere Geourge to control 
  that no discussion is called for here. 
  The four separate elemental sets of Conjurations 
  and Powers are detailed below, listed <:z-~;_;;:=:::;::i 
  alphabetically by element. 
  ~ 
  In addition to the Conjurations 
  and Powers for each element of Geourgy, 
  there are also special Power-Conjurations that 
  force the compliance of mundane elemental 
  spirits called elementaries, these spirits being 
  present in certain sets of 
  conditions that are likewise 
  dealt with hereafter. 
  A failure of an Ability check indicates the . 
  conjuration or Power-bid fails to operate properly. In 
  regards to a Conjuration. the Ability check determines 
  if an elemental was summoned; a second check is 
  required thereafter and failure then o' 
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  and the elemental will attack the 
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  There are four greater 
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  Conjurations for bringing forth t 
  an elemental, 
  and 
  four 
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  Conjurations of nature that call 
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  up an elemental storm. There 
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  are also some considerable ~~~~~~=::~~ii 
  number of miscellaneous Powers 
  of Geourgy. Each Conjuration and 
  Power possessed must be recorded 
  on a Geourgy Memory Tablet, one 
  which is abl2 to contain any four 
  such Conjurations or Powers. In 
  order to possess a 
  specific elemental 
  Power, 
  it 
  necessary 
  that the 
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  Time Cost 
  Power Cost 
  Very Minimal 
  l second realtime 
  Power cost 2 
  Time ~quh'e~ 
  Minimal 
  2 seconds realtime 
  Power cost 3 
  The amount of time required for activating 
  Low moderate 
  3 seconds realtime 
  Power cost 4 
  a Power varies according to the complexity and 
  Moderate 
  4 seconds realtime 
  Power cost 5 
  power cost (in AEPs) required: 
  Good 
  5 seconds realtime 
  Power cost 6 
  Very good 
  7 seconds realtime 
  Power cost 7 
  Strong 
  9 seconds realtime 
  Power cost 8 
  Very strong 
  12 seconds realtime 
  Power cost 9 
  Major 
  16 seconds realtime 
  Power cost 10 
  Extreme 
  20 seconds realtime 
  Power cost 12 
  
  Air 
  I. Conjure Devati 
  Minimal-Extreme 
  2. Create Windstorm 
  Minimal-Extreme 
  3. Derkay's Aerial Transport Minimal 
  4. Elemental Air Compatibility Extreme 
  5. Elemental Flier 
  Very Good 
  6. Elementary Aid 
  Very Good 
  7. Engender Air 
  Moderate 
  8. Exhaust Air 
  Very Strong 
  9. Fog Golem 
  Major 
  10. Fortify Conjuration, AirMinimal-Extreme 
  11. Wind Lasso 
  Minimal-Extreme 
  12. Wind Whip 
  Minimal-Extreme 
  hrtk 
  Conjuration of air 
  Conjuration of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  Power of air 
  1. Conjure Jinni 
  Minimal-Extreme Conjuration of 
  earth 
  2. Create Hailstorm 
  3. Combine Elements 
  4. Earth Hammer 
  5. Earth Sling 
  6. Elemental Earth 
  Minimal-Extreme 
  Strong 
  Minimal-Extreme 
  Minimal-Extreme 
  Conjuration of 
  earth 
  Power of earth 
  Power of earth 
  Power of earth 
  Compatibility 
  Extreme 
  Power of earth 
  7. Elemental Miner 
  Very Good 
  Power of earth 
  8. Fortify Conjuration, Earth Minimal-Extreme Power of earth 
  9. Firm Understanding 
  Strong 
  Power of earth 
  10. Mud Golem 
  Major 
  Power of earth 
  11. Refine Element 
  Extreme 
  Power of earth 
  12. Zaganin's Quagmire 
  or Quicksand 
  Fire 
  Moderate 
  1. Conjure Efriti 
  Minimal-Extreme 
  2. Create Lightningstorm Minimal-Extreme 
  3. Coal Golem 
  Major 
  4. Elemental Fire Compatibility Extreme 
  5. Elemental Fireman 
  Very Good 
  6 . Extinguish Fire 
  Good 
  7. Fnawar's Invisible Inferno Moderate 
  8. Fortify Conjuration, Fire Minimal-Extreme 
  9. Fiery Bolt 
  Minimal-Extreme 
  10. Fiery Dart 
  Minimal-Extreme 
  11. Intensify Fire 
  Strong 
  12. Unquenchable Flambeau Very Strong 
  Watu 
  1. Conjure Maridi 
  Minimal-Extreme 
  2. Create Rainstorm 
  Minimal-Extreme 
  3. Elemental Aquanaut 
  Very Good 
  4. Elemental Water 
  Power of earth 
  Conjuration of fire 
  Conjuration of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Power of fire 
  Conjuration of 
  water 
  Conjuration of 
  water 
  Power of water 
  Compatibility 
  Extreme 
  Power of water 
  5. Elementry Water 
  Minimal 
  Power of water 
  6. Fortify Conjuration, Water Minimal-Extreme Power of water 
  7. lee Arrow 
  Minimal-Extreme Power of water 
  8. lee Golem 
  Major 
  Power of water 
  9. lee Spear 
  Minimal-Extreme 
  10. Krigollan's Hard Water Very Minimal 
  11. Poison Water 
  Major 
  12. Water Tower 
  Moderate Power 
  Power of water 
  Power of water 
  Power of water 
  Power of water 
  Gmeral Powers of Gcowr5'i 
  1. Animated Wand 
  Major 
  2. Elemental Protection 
  Very Good 
  3. Fuse Kingdom Energies Extreme 
  4. Imbue With Extraordinary 
  Power Capacity 
  Major 
  5. Imbue With Spirit Entity Extreme 
  6. Implant Power Node 
  Major 
  7. Jewel of Splendor 
  Very Minimal 
  8. Loviatskya's Infallible 
  Energy Analysis 
  Very Strong 
  9 . Loviatskya 's Infallible 
  Mineral Analysis Low Moderate 
  10. Mirdoleb's Hellblast 
  Strong 
  11. Mirdoleb's Hellbolt 
  Moderate 
  12. Mirdoleb's Infernal Entrance Extreme 
  13. Renewing Extraordinary 
  Energization 
  Extreme 
  14. Shadow Bolt 
  Very Minimal 
  15. Shadow Bolts 
  Very Minimal 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  General Power 
  16. Swetlana's Petrifying 
  Gaze of Animosity 
  17. Touch the Weave 
  18. Undo Petrifaction 
  Minimal-Extreme General Power 
  Extreme 
  General Power 
  Minimal-Extreme General Power 
  Air-Suviccs 
  1. Atmosphere Elementary Moderate 
  Power-bid of Air. 
  2. Calm Elementary 
  Moderate 
  Power-bid of Air. 
  3 . Cold Elementary 
  Moderate 
  Power-bid of Air 
  4. Wind Elementary 
  Moderate 
  Power-bid of Air 
  Eartk-Suviccs 
  1. Clay Elementary 
  Moderate 
  Power-bid of Earth 
  2. Dust Elementary 
  Moderate 
  Power-bid of Earth 
  3. Rock Elementary 
  Moderate 
  Power-bid of Earth 
  4. Sand Elementary 
  Moderate 
  Power-bid of Earth 
  Firc-Suviccs 
  1. Ash Elementary 
  Moderate 
  Power-bid of Fire 
  2. Flame Elementary 
  Moderate 
  Power-bid of Fire 
  3. Heat Elementary 
  Moderate 
  Power-bid of Fire 
  4. Smoke Elementary 
  Moderate 
  Power-bid of Fire 
  Watu-Suviccs 
  1. Fog Elementary 
  Moderate 
  Power-bid of Water 
  2. lee Elementary 
  Moderate 
  Power-bid of Water 
  3. Rain Elementary 
  Moderate 
  Power-bid of Water 
  4. Snow Elementary 
  Moderate 
  Power-bid of Water 
  10f 
  
  S¢c0ttbaMi Pow¢r-bibs 
  Air-£artk/£artk-Air Savtce1 
  1. Dust Storm Elementary Major 
  Power-bid of Air-Earth/ 
  Earth-Air 
  2. Haze Elementary 
  Major 
  Power-bid of Air-Earth/ 
  Earth-Air 
  3. Sand Storm Elementary Major 
  Power-bid of Air-Earth/ 
  Earth-Air 
  Air-fire/fire-Air Savtces 
  1. Aurora Elementary 
  Major 
  Power-bid of Air-Fire/Fire-Air 
  2. Ball Lightning Elementary Major Power-bid of Air-Fire/Fire-Air 
  3. Chain Lightning Elementary MajorPower-bid of 
  Air-Fire/Fire-Air 
  Air-Water/Water-Air Services 
  1. Breaker-Wave Elementary Major Power-bid of Air-Water/ 
  Water-Air 
  2. Hail Storm Elementary Major 
  Power-bid of Air-Water/ 
  Water-Air 
  3. Ice Storm Elementary 
  Major 
  Power-bid of Air-Water/ 
  Water-Air 
  1. Cinder Elementary 
  Major 
  Power-bid of Earth-Fire/ 
  2. Gas Elementary 
  Fire-Earth 
  Major 
  Power-bid of Earth-Fire/ 
  Fire-Earth 
  3. Lava Elementary 
  Major 
  Power-bid of Earth-Fire/ 
  Fire-Earth 
  £artk-Watcr/Watcr-£arth Service 
  1. Marsh/Swamp Elementary Major Power-bid of Earth-Water/ 
  Water-Earth 
  2. Mud Elementary 
  Major 
  Power-bid of Earth-Water/ 
  Water-Earth 
  3. Quicksand Elementary 
  Major 
  Power-bid of Earth-Water/ 
  Water-Earth 
  fire-W atcr /Wat er-fire Services 
  1. Boiling Water Elementary Major Power-bid of Fire-Water/ 
  Water-Fire 
  2. Geyser Elementary 
  Major 
  Power-bid of Fire-Water/ 
  Water-Fire 
  3. Steam Elementary 
  Major 
  Power-bid of Fire-Water/ 
  T miaMi 'Pow¢r-bibs 
  1. Phosphorous Elementary Major 
  2. Tornado Elementary 
  Major 
  3. Lightning Storm 
  Major 
  4. Fumarole Elementary 
  Major 
  Water-Fire 
  Power-bid of Air-Earth-Fire 
  Power-bid of Air-Earth-Water 
  Power-bid of Air-Fire-Water 
  Power-bid of Earth-Fire-Water 
  Qliaterttar\i Pow¢r-bib 
  Plant Elementary 
  Major 
  Power-bid of Air-Earth-Fire-
  Water 
  Amm.t.tcb WA~: 
  Major 
  General Power 
  · By activation of this Supernatural Power, a Geourge 
  can animate one of his or her Extraordinary Item wands in 
  such a way as to give it volition, and to enable it to obey his 
  or her mental commands. At activation, the wand animates 
  in the air around the activator (at about shoulder level), where 
  it remains for the duration of the Power's persistency, waving 
  back and forth in slight motion. Following the ABC of 
  animation, the wand can be utilized by the activator in addition 
  to any other action he or she may wish to take-such as a 
  Power activation, use of another item, etc. The activator 
  must remain within ten feet of the wand, as well as maintain 
  a path of vision for the energy of the Power to continue to 
  cause the functioning of the wand. (The activator does not 
  actually have to look at the Wand, but he or she must maintain 
  a possible line of vision). If the activator moves out of this 
  range, the wand is moved out of range, or the line of vision 
  is completely obscured by any means, then the energy ceases 
  and the Power is no longer active. 
  The activator may grab the wand at any time to 
  cease the Power's effect, and others may try to do so as 
  well. A successful check against Precision while the Avatar 
  or creature is within five feet of the wand must be made to 
  grab it. The creature grabbing the wand then becomes the 
  new possessor of the wand, breaking the Power and the 
  dissipating the energy. 
  If no one is able to grab the wand at the end of five 
  ABCs time, it falls to wherever gravity takes it. A fall of 
  more than 20', or a fall onto potentially dangerous surfaces 
  may damage the wand, at the LM's discretion. Note that at 
  no time may more than one Wand be animated by the 
  activator, as the link that exists can only sustain the control 
  of a single wand. Activation of this same Power before the 
  end of the original activation's cessation will work, but the 
  initial Power is thus automatically cancelled, and the wand 
  affected by it can not be the same wand as affected by the 
  later-activated Power. 
  CoAl Go1em: 
  Major 
  Power of Fire 
  By activation of this Supernatural Power, the 
  Geourge causes coals, charcoal, ashes, cinders, embers, etc. 
  ("coal") of at least nine cubic feet in extent to form into a 
  humanoid shape and become volitant. Although it has no 
  brain or intelligence, per se, the automaton has a directing 
  energy which will enable it to obey a series of up to three 
  successive commands. Thus, for example, one might be 
  required to move in some direction, then stop, and finally to 
  attack anything that came within 30 feet of it. Once charged 
  with one or more commands, the golem remains active until 
  destroyed. 
  t
  .~ ~g- z > 
  109 
  
  The golem of coal 
  thus created has 
  following statistics: 
  Coal Go1cm 
  Armor: 10 pts: (50%) 
  Health Precision 
  Speed 
  Harm 
  30 
  30 
  12 
  special 
  This golem attacks with a four-foot range cinder blast 
  that inflicts 1-12 penetration Harm, and which also blinds 
  the subject for four ABCs if maximum Harm is scored. The 
  golem can also use a jet of burning gas of four-foot length 
  that inflicts 6-8 fire Harm. Both attacks disregard armor 
  protection, and may work against one or two opponents. 
  For each 10 AEPs added at time of activation, the 
  golem is able to spit forth two burning coals to a 40-foot 
  range to inflict 3-5 Harm regardless of armor protection, 
  plus any incidental fire Harm from subsequent combustion 
  of inflammable materials struck, up to a maximum of eight 
  such missiles per ABC. 
  While most attacks are protected against at the 
  indicated 10 point (50%) armor value, those dealing only 
  piercing penetration Harm inflict no Harm at all to the coal 
  golem. Acid and cold- or fire-based attacks do not Harm the 
  golem, Water-based attacks inflict Harm disregarding the 
  construct's armor protection, and each quart of water striking 
  the golem inflicts one point of Harm as well. 
  Combmc £1emem1: 
  Strong 
  Power of Earth 
  This is a Supernatural Power necessary for the use 
  of the Metallurgy Ability. Whenever any substance that 
  contains mineral matter is to be made Extraordinary, this 
  Enchantment must be successfully activated. It will affect 
  approximately one pound of solid material of mineral nature. 
  A second check for success is made upon completion of the 
  item being made Extraordinary-the Grade of the item is 
  multiplied by five to determine the penalty for success to be 
  added to the die roll based on the activator's Enchantment 
  Ability score. 
  ~ 
  1'cv.t.tt: 
  Minimal-Extreme 
  Conjuration of 
  Air 
  This is an air Conjuration that enables the 
  summoning of an elemental of air, the strength of which is 
  based on the energy assigned to it by the activator, and thus 
  conjuring 
  anyone of 
  ten grades 
  of elemental. 
  Multiply the 
  standard AEP 
  cost by five (a cost 
  of 10 to 60) for 
  Conjuration of an 
  elemental. The conjured creature will 
  take physical form upon activation. and · 
  thereafter it will perform one demanded service. 
  An impossible demand will simply deactivate the 
  energy and release the elemental to do as it will. A 
  demand with clearly multiple portions will be obeyed only 
  insofar as the first part is concerned. Immediately upon 
  fulfillment of the demand, the elemental vanishes. 
  Dcvati (Air £lcmrnta1 Spirit) 
  H/H: 1: A tall, slender and very beautiful creature with 
  somewhat cold f ea tu res and flowing hair seemingly clad in 
  gossamer garments: 
  H: 60-150 in increments of 10 
  P: 50-80 in increments of 3 
  S: 21-33 in increments of 1. 
  Arms: Double strike with a supernatural curved cutting sword 
  (5-30 ld30, 1-4 = 5] base), +9-12 points bonus Harm, and 
  an additional + 1 point of Harm per grade of elemental (+ 1 
  to +10). 
  Power: Once per day: A wind gust of 10-foot width and of 
  length equal to Health points at 100 mph knocking down 
  and blowing back 220 pounds of weight per grade of 
  elemental a distance of one foot, and one added foot for 
  each 20 pounds under that weight. 
  
  Grade 1: 220 pounds 
  Grade 2: 440 pounds 
  Grade 3: 660 pounds 
  Grade 4: 880 pounds 
  Grade 5: l , l 00 pounds 
  Grade 6: 1,320 pounds 
  Grade 7: 1.540 pounds 
  Grade 8: 1.760 pounds 
  Grade 9: 1, 980 pounds 
  Each foot blown backwards inflicts 1 point of Harm 
  regardless of armor protection. 
  Armor: Armor worn and Extraordinary power provides 12 
  points of (60%) of protection from all attacks. 
  A materialized devati can fly through the air at up to 
  200 miles per hour speed, even while carrying up to 2,000 
  pounds of weight, for 10 hours without pausing to rest. The 
  speed of travel will not affect anything (by way of friction or 
  wind blast), including a person, carried by the elemental. 
  Minimal-Extreme 
  Conjuration of 
  Fire 
  This is a fire Conjuration that enables the summoning 
  of an elemental of fire, the strength of which is based on the 
  energy assigned to it by the activator, and thus conjuring any 
  one of ten grades of elemental. Multiply the standard AEP 
  cost by five (a cost of 10 to 60) for Conjuration of an 
  elemental. The conjured creature will take physical form 
  upon activation, and thereafter it will perform one demanded 
  service. An impossible demand will simply deactivate the 
  energy and release the elemental to do as it will. A demand 
  with clearly multiple portions will be obeyed only insofar as 
  the first part is concerned. Immediately upon fulfillment of 
  the demand. the elemental vanishes. 
  £friti (f ire £1emmta1 Spirit) 
  H/H: 1: A near-giant-sized creature with coppery skin, 
  devil-like visage, and dark red hair seemingly clad in garments 
  of shimmering flames. 
  H: 70-160 in increments of 10 
  P: 43-70 in increments of 3 
  $: 16-25 in increments of 1. 
  Arms: A Supernatural curved cutting flame (5-30 [d30, lA 
  = 5) Harm base), +13-16 points of bonus Harm, and +1 
  point Harm per grade of elemental (+ 1 to +9), with 
  combustion of inflammable materials hit and an added 3-5 
  points of Harm per ABC of burning. 
  Power: Once per day: A flame blast of three-foot diameter 
  and three-foot length per grade of elemental. Each subject 
  exposed to this flame suffers 26-35 Harm regardless of armor 
  protection not specifically empowered to resist heat and fire. 
  Armor: Armor worn and Extraordinary power provides 10 
  points (50%) of protection from all attacks. 
  A materialized efriti can pass through fire, flames, 
  and even molten lava at up to 100 miles per hour, even 
  while carrying up to 2,000 pounds of weight, for 10 hours 
  without pausing to rest. The fire and heat that are traveled 
  through will not affect anything, including a person, carried 
  by the elemental. 
  -
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  COffjwrc Jfmtt: 
  Minimal to Extreme 
  Conjuration of 
  Earth 
  'This is an earth Conjuration that enables the 
  summoning of an elemental of earth, the strength of which 
  is based on the energy assigned to it by the activator, and 
  thus conjuring any one of ten grades of elemental. Multiply 
  the standard AEP cost by five (a cost of 10 to 60) for 
  Conjuration of an elemental. The conjured creature will take 
  physical form upon activation, and thereafter it will perform 
  one demanded service. An impossible demand will simply 
  deactivate the energy and release the elemental to do as it 
  will. A demand with clearly multiple portions will be obeyed 
  only insofar as the first part is concerned. Immediately upon 
  fulfillment of the demand, the elemental vanishes. 
  Jitmi (urth £1emmta1 Spirit) 
  H/H: 1: A very tall but squat creature with leather-brown 
  skin, ogrish face, and hairless, seemingly clad in garments of 
  rough, earth-toned hides. 
  H: 90-180 in increments of 10 
  P: 23-50 in increments of 3 
  S: 13-22 in increments of 1. 
  Arms: A supernatural spiked club (9-30 ld30, 1-8 = 9] base 
  Harm), + 13-16 bonus Harm, and+ 1 point bonus Harm per 
  grade of elemental(+ 1 to +9), each hit causing a temporary 
  stunning (-10% to checks) and Speed loss of 1-3 points for 
  one full AB. 
  Power: Once per day: A ground-swell ripple of two-foot 
  width and four-foot length per grade of elemental. Each 
  subject exposed to this sudden ripple falls prone, suffers 6-8 
  Harm regardless of armor protection, and is unable to do 
  anything for one AB Count thereafter. 
  Armor: Armor worn and Extraordinary power provides 8 
  points (40%) of protection from all attacks. 
  A materialized jinni can walk through earth-even 
  stone-at up to 30 miles per hour, even while carrying up to 
  2,000 pounds of weight, for 10 hours time without pausing 
  to rest. The otherwise solid matter that is traveled through 
  will not affect anything, including a person, carried by the 
  elemental. 
  COHfwrc Maf'ft)t: 
  Minimal-Extreme 
  Conjuration of 
  Water 
  This is a water Conjuration that enables the 
  summoning of an elemental of water, the strength of which 
  is based on the energy assigned to it by the activator, and 
  thus conjuring any one of ten grades of elemental. Multiply 
  the standard AEP cost by five (a cost of 10 to 60) for 
  Conjuration of an elemental. The conjured creature will take 
  physical form upon activation, and thereafter will perform 
  one demanded service. An impossible demand will simply 
  deactivate the energy and release the elemental to do as it 
  will. A demand with clearly multiple portions will be obeyed 
  only insofar as the first part is concerned. Immediately upon 
  fulfillment of the demand, the elemental vanishes. 
  < =s ·ES't?c 
  112 
  Maritn Cf' Wat¢" £1emmta1 Spirit 
  H/H: A tall, muscular and disturbingly smooth-shaped 
  creature with silvery-green and slightly scaled skin, narrow 
  face with staring, fish-like eyes, and crested with and sprouting 
  fins, seemingly clad in garments of seaweed. 
  H: 80-170 in increments of 10 
  P: 33-60 in increments of 3 
  S: 11-20 in increments of 1. 
  Arms: A supernatural trident (12-30 [d30, 1-11=12] base 
  Harm), +9-12 bonus Harm, arid + 1 point of bonus Harm 
  per grade of elemental (+1 to +10); a hit scoring 20 or 
  more points of Harm before Extraordinary (bonus) addition 
  indicates the catching and immobilizing of the subject and 
  an automatic hit on the subject the succeeding ABC. 
  Power, Land: 
  Once per day: A quagmire of 10-foot width and length per 
  grade of elemental. 
  Grade 1: 10' x 10' x 1' quagmire area 
  Grade 2: 20' x 20' x 2' quagmire area 
  Grade 3: 30' x 30' x 3' quagmire area (etc). 
  Each subject caught in the area moves at -25% speed 
  and has -20 Weapons Ability per foot of depth, being sunk 
  in it to a depth of four or more feet means miring for creatures 
  of manlike sort horses. etc. Subjects in a quagmire that is 
  about their breathing-organs· height will drown or suffocate 
  in 1-3 minutes. 
  The quagmire persists for 1 minute time per grade 
  of Maridi, and when its energy fades. the ground becomes 
  dry but subjects are still sunk into now-normal earth. 
  Power, Water: 
  Once per day: A tidal wave of a height equal to the Precision 
  of the maridi in feet and a length equal to the Health of the 
  maridi in yards. The tidal wave delivers 1 point of Harm per 
  3 feet of height of the wave to land creatures struck by it. 
  and vessels struck by the wave take structural Harm equal to 
  the maridi's Precision. Small vessels-boats and very light 
  ships-have a percentage chance for being swamped or 
  capsizing equal to the Precision of the elemental (33% to 
  60%).) Crew on deck have the percentage chance of being 
  swept overboard equal to the height of the wave in feet (33%-
  60%). 
  Note that production of a tidal wave automatically 
  discharges the maridi from service. 
  Armor: Armor worn and Extraordinary power provides 6 
  points (30%) of protection from all shock attacks but 14 points 
  (70%) of protection from piercing attacks. 
  A materialized maridi can swim through any sort of 
  water at up to 100 miles per hour speed, even while carrying 
  up to 6,000 pounds of weight, for 10 hours without pausing 
  to rest. The water that is traveled through will not affect 
  anything, including a person, carried by the elemental. 
  
  Crute ~omt: Minimal-Extreme 
  Conjuration of 
  Earth 
  This is a Conjuration of earth that causes a storm of 
  as many miles radius around the activator as the activator 
  has expended energy to cause it-and thus from one to ten 
  miles in radius. The eye of the storm, a 100-foot radius 
  around the activator, experiences no ill effect other than 
  darkness. In the affected area the sky will instantly thicken 
  with dark clouds, the temperature will drop 20 degrees F., 
  and, one minute after activation, large hail will begin to fall 
  throughout the area. In the area of effect, visibility will be 
  limited to 100 feet, roads will be slippery and dangerous. 
  crops will be ruined, and flimsy materials and constructions 
  will be wrecked (light thatch, sails, tents, etc). The hailstorm 
  will continue for 10 minutes, and the cloud cover will dissipate 
  in another 10 minutes. 
  Create U5ltmm51torm: Minimal-Extreme Conjuration of 
  Fire 
  This is a Conjuration of fire that causes a storm of 
  as many miles radius around the activator as the activator 
  has expended energy to cause it- and thus from one to ten 
  miles in radius. The eye of the storm, a 100-foot radius 
  around the activator, experiences no ill effect other than 
  darkness. In the affected area the sky will instantly thicken 
  with dark clouds, the temperature will rise 20 degrees F., 
  and one minute after activation lightning will begin to strike 
  the area. In the area of effect, visibility will be limited to 200 
  feet, trees and buildings will be struck by lightning bolts and 
  fires will result. Persons exposed in the open with metal in 
  contact with them have a one in one thousand chance of 
  being struck and suffer extreme (36-50 points) Harm. The 
  lightning storm will continue for 10 minutes, after which the 
  cloud will dissipate in another 10 minutes. 
  Minimal-Extreme Conjuration of 
  Water 
  This is a Conjuration of water that causes a storm of 
  as many miles radius around the activator as the activator 
  has expended energy to cause it-and thus from one to 10 
  miles in radius. The eye of the storm, a 100-foot radius 
  around the activator, experiences no ill effect other than 
  darkness. In the affected area, the sky will instantly thicken 
  with dark clouds, the temperature will rise 10 degrees F., 
  and, one minute after activation, a heavy downpour of rain 
  will begin to fall throughout the area. In the area of effect, 
  visibility will be limited to 50 feet, roads will become muddy, 
  watercourses will rise and become dangerous, depressions 
  will be flooded as rain accumulates (after five minutes realtime). 
  The rain storm will continue for 10 minutes, and the cloud 
  cover will dissipate in another 10 minutes. Note: If 
  temperature in the area is below 33 degrees F. after the 
  temperature rise, snow instead of rain will fall. This snowfall 
  will accumulate four feet before the energy ceases its effect. 
  Create WfHNtomt: Minimal-Extreme Conjuration of 
  Air 
  This is a Conjuration of air that causes a storm of as 
  many miles radius around the activator as the activator has 
  expended energy to cause it-and thus from one to 10 miles 
  in radius. The eye of the storm, a 100-foot radius around 
  the activator, experiences no ill effect other than darkness. 
  In the affected area, the whole of the sky will instantly thicken 
  with dark clouds, the temperature will drop 10 degrees F., 
  and, one minute after activation, strong gusts of wind will 
  increase to a steady gale throughout the area. In the area of 
  effect, visibility will be limited to 300 feet, travel will be 
  impossible, flying debris will be dangerous to those exposed 
  (low-moderate (3-5 points] Harm per minute), crops will be 
  ruined, and flimsy constructions will be wrecked. At sea, 
  those not at the center of the effect will be driven away from 
  it by the wind, while suffering gale-force-wind damage. The 
  wind storm will continue for 10 minutes, after which the the 
  cloud cover will dissipate in another 10 minutes. 
  Derka'i·• AeriA1 T1'Attf1'0t't': Minimal 
  Power of Air 
  This Preternatural Power of air enables the activator 
  to rise into the air. The rate of ascent or descent, and/or 
  forward motion or descent, is at up to 10 feet per second, 
  simply by will of the Geourge. Note: motion can be nil, as 
  slow as a crawl, or as fast as a cheetah can sprint (70 miles 
  per hour), this last after 3 seconds of acceleration. The force 
  remains active for only five minutes, but for each additional 
  one point of energy invested prior to activation, the energy 
  lasts another five minutes. 
  £.t.rtlt Hammer: 
  Minimal-Extreme 
  Power of Earth 
  This is a Power of earth that conjures a granite block 
  that appears directly before the activator and will strike a 
  single target at twice as many feet distance from the activator 
  as energy points have been expended to activate it, i.e. four 
  to 24 feet distance. Base Harm for the attack is 3-5 points, 
  and again, for each energy point expended in its activation, 
  an additional 3-5 points of Harm, all conveyed both to armor 
  and to the otherwise-protected individual. At the upper limit 
  this means a Harm of 33-50 points, all "shock" Harm, 
  affecting even the most powerful of Extraordinary armor. 
  £.\rtk Slm5: 
  Minimal- Extreme 
  Power of Earth 
  This is a Power of earth that conjures a small oval 
  stone that appears directly before the activator and will strike 
  a single target at 20 times as many feet distance from the 
  activator as energy points have been expended to activate it, 
  i.e. 40 to 240 feet distance. Base Harm for the attack is 3-
  5 points, and for each energy point expended in its activation, 
  an additional one point of Harm is added to the effect. This 
  means a Harm of 5-17 points, all "shock" Harm, affecting 
  both the armor and its otherwise-protected wearer. 
  ~ 
  ;~-- • _ • ' ff~ 
  ·22=
  2!~-~:5.::
  · :::=::::::.:=::::=:::::::=::=;;~
  • C<~?Of::::-~P?"=~::;;s;;~-;t;;;;;;;
  r?>w~--.. !-.... 
  
  £JcmetttA1 Afr Compattbdfnt: Extreme 
  Power of Air 
  This is a Power of air that enables the Geourge to 
  withstand any force of air, cold, or wind of natural or 
  elemental sort. The Geourge and all he or she wears and/or 
  holds in hand can, at will, become aerial, or not, and when 
  aerial seem to be no more than a wisp of cloud or vapor. 
  The Geourge can then fly through the air at the speed of a 
  strong wind (c. 50 mph to 5,000 feet, 100 mph to 10,000 
  feet, and 200 mph above 10,000 feet) and breathe normally. 
  The Power remains active for one day in the dimensions of 
  elemental air, but in worldly dimensions is potent for only 
  one hour realtime, plus a like period for every additional 
  point of energy expended at Power activation. 
  EemmtAl Aq\fAMAwt: Very Good 
  Power of Water 
  By means of this supernatural Power, the Geourge 
  conjures up, within 120 feet distance, a demi-elemental of 
  water nature. This creature can do but one of two things: 
  1) Make any sort of water breatheable within a 120-
  foot radius of itself. The liquid will be totally breathable as if 
  air within the area of effect for more than 30 minutes realtime. 
  2) Carry the activator and all he or she wears and/ 
  or carries, as well as up to an additional three persons, 
  likewise, through water, without Harm, at a speed of 40 
  miles per hour for a distance not exceeding five miles, or to 
  a further shore of the water area, whichever is the lesser 
  distance. If the activator is not able to give exact direction, 
  the demi-elemental will go in that direction that comes closest 
  to fulfilling safe passage as described. 
  £1emettta.1 £Artlt Cott19Attbntn,: 
  Extreme 
  Power of Earth 
  This is a Power of earth that enables the Geourge to 
  withstand any force of earth or stone of natural or elemental 
  sort. The Geourge and all he or she wears or holds in hand 
  can, at will, become one with earth, or not. and when so 
  seem to be no more than soil of any sort or rock, move 
  through such matter at a walking speed (3 mph) if it is soil, at 
  one-tenth walking speed (1,760 fph/30 feet per minute) if it 
  is stone. Worked metal of any sort, however, is impenetrable. 
  The Power remains active for one day in the dimensions of 
  elemental earth, but in worldly dimensions is potent for only 
  1 hour of time, plus a like period of time for every additional 
  point of energy expended at Power activation. 
  EemetttAl Arc (ott11'attbntn,: 
  Extreme 
  Power of Fire 
  This is a Power of fire that enables the Geourge to 
  withstand any force of flame or heat of natural or elemental 
  sort. The Geourge and all he or she wears or holds in hand 
  can, at will, become one with fire, or not, and when so seem 
  to be no more than flames of any sort, or embers, or hot 
  coals, and can move through fire or molten substances at a 
  double running speed (25 mph), at fast walking speed (4 
  4
  ··
  5-.~ 
  .. -
  . 
  - : i 
  mph) if it is lava or magma. Water of any sort, however, is 
  impenetrable. The Power remains active for one day in the 
  dimensions of elemental fire, but in worldly dimensions is 
  potent for only 1 hour of time, plus a like period for every 
  additional point of energy expended at Power activation. 
  £1emetttA1 fircmA?t: Very Good 
  Power of Fire 
  By means of this Supernatural Power, the Geourge 
  conjures up within 40 feet distance a demi-elemental of fire 
  nature. This creature can do but one of two things: 
  1) Extinguish any sort of normal (non-Extraordinary) 
  fire then burning within a 40-foot radius of itself, the flames 
  and heat being totally extinguished within the area of effect 
  for no less than four minutes realtime. 
  2) Carry the activator and all he or she wears and/ 
  or carries, as well as up to an additional three persons, 
  likewise, through fire and heat of any sort, without Harm, at 
  a speed of eight miles per hour for a distance not exceeding 
  one mile, or beyond the flame and heat Harm area, whichever 
  is the.lesser. If the activator is not able to give exact direction, 
  the demi-elemental will go in that direction that comes closest 
  to fulfilling safe passage as described. 
  Eemettta.1 flier: 
  Very Good 
  Power of Air 
  By means of this Supernatural Power. the Geourge 
  conjures up within 160 feet distance a demi-elemental of air 
  nature. This creature can do but one of two things: 
  1) Calm any sort of wind then blowing within a 
  160-foot radius of itself. all air movement being totally calm 
  within the area of effect for no less than 20 minutes realtime. 
  2) Carry the activator and all he or she wears and/ 
  or carries, as well as up to an additional three persons likewise 
  through the air, without Harm. at a speed of 60 miles per 
  hour for a distance not exceeding 12 miles. or beyond the 
  area of effect of a surrounding tempest, if applicable, 
  whichever is the greater. If the activator is not able to give 
  exact direction, the demi-elemental will go in that direction 
  that comes closest to fulfilling safe passage as described. 
  EemmtAl Mmcr: 
  Very Good 
  Power of Earth 
  By means of this Supernatural Power, the Geourge 
  conjures up within 20 feet distance a demi-elemental of earth 
  nature. This creature can do but one of two things: 
  1) Excavate any sort of earth then within a 20-foot 
  radius of itself, the soil, gravel, and/or rock being totally 
  removed from the area and obliterated permanently, thus 
  forming a spherical or partially spherical cavity. 
  2) Carry the activator and all he or she wears and/ 
  or carries, as well as up to an additional three persons likewise 
  through earth of any sort, without Harm, at a speed of two 
  miles per hour for a distance not exceeding 1,200 feet, or 
  beyond an area of surrounding earth, whichever is the lesser. 
  If the activator is not able to give exact direction, the demi-
  elemental will go in that direction that comes closest to 
  fulfilling safe passage as described. 
  
  £JcmottA1 Protcdfoft: Very Good 
  General Power 
  By means of this supernatural energy, the Geourge 
  creates a magical circle that bars any sending or malign spirit 
  from passing its perimeter. The radius of this circle is a base 
  of 10 feet, and for each additional AEP invested at the time 
  of activation, the radius expands one foot. The Elemental 
  Protection persists for seven hours, then vanishes instantly. 
  Note that it is not possible to activate any magical Power 
  that has an effect beyond the Protection circle. 
  £1emetttA1 WAter (ompA~: 
  Extreme 
  Power of Water 
  This is a Power of water that enables the Geourge 
  to withstand any force of water, wave, or ice, of natural or 
  elemental sort. The Geourge and all he or she wears or 
  holds in hand can, at will, become one with water, or not, 
  and when so seem to be no more than an eddy, small current, 
  or slightly different colored water layer of some sort, move 
  through fresh water at a quadruple running speed (50 mph), 
  salt water at twice that rate (100 mph), plus or minus the 
  speed of any current moved with or against. Ice of any sort, 
  however, is impenetrable. The Power remains active for 
  one day in the dimensions of elemental water, but in worldly 
  dimensions is potent for only 10 minutes realtime, plus a 
  like period of time for every additional point of energy 
  expended at Power activation. 
  £1emetttAMt Ai~: 
  Very Good 
  Power of Air 
  This is a Power of air that calls forth an elementary 
  spirit into physical form with 88 Health, 44 Precision, and 
  11 Speed. This elementary aid will obey the commands of 
  the activator in the following duties: 
  1) Carry burden of up to 88 pounds weight. 
  2) Explore up to 88 feet ahead and report back. 
  3) Fetch an object in plain sight, of up to the weight 
  limit indicated, and not more distant than 88 feetfrom its 
  location to that of the activator. 
  4) Shield activator from Harm, absorbing up to 88 
  points thus before dematerializing. 
  The material form of this spirit otherwise remains in 
  place for 151 to 180 minutes realtime. 
  £kmetttAMt WAter: 
  Minimal 
  Power of Water 
  This is a Preternatural Power that creates, by touch 
  of the activator, one pint of elemental water (equal to one 
  gallon of normal pure water in regards to quenching thirst), 
  or converts 10 gallons of any other sort of water to chemically 
  pure water. This Power is sometimes used in creation of 
  Extraordinary items by both Alchemia and Metallurgy Abilities. 
  £~ 
  Atr: 
  Moderate 
  Power of Air 
  This is a Preternatural Power that creates, in the 
  immediate proximity of the activator, 1,000 cubic feet of 
  elemental air, or converts 10,000 feet of any other sort of 
  polluted, gaseous atmosphere to chemically pure air. This 
  Power is sometimes used in creation of Extraordinary items 
  of by both Alchemia and Metallurgy Abilities. 
  &ltA1'ft Atr: 
  Very Strong 
  Power of Air 
  This is a Supernatural Power that creates a vacuum, 
  in a globular space of up to 40-foot diameter, that is no 
  more distant from the activator than 40 feet. For each 
  additional 10 AEPs invested by the geourge at time of 
  activation, the diameter of the sphere is extended by five 
  feet. 
  The vacuum bubble will persist for four minutes, plus 
  one additional minute for each 5 AEPs added. However, it 
  is so contained by a force shell, and each point of 
  Extraordinary Harm delivered by weapon or Power upon 
  the containing energy has a one percent chance of causing 
  it to break, thus allowing air to enter. In such event, all 
  within the spherical area of former vacuum suffer 17-20 
  points of implosion Harm disregarding all armor and any 
  other forms of protection. 
  &tftt5wi1lt flame: 
  Very Minimal 
  Power of fire 
  This Preternatural Power enables the activator to 
  extinguish any normal flame of up to cresset (triple-torch) 
  size within sight and not further distant than 300 yards. The 
  effect covers an area of four feet in radius, so a large bonfire 
  or a chandelier of great size could be extinguished thus. 
  Aef'\i Dolt: 
  Minimal-Extreme Power of Fire 
  This is a Power off ire that conjures an oblong pocket 
  of methane gas that is three feet in diameter, appears directly 
  before the activator. and that extends for three times as many 
  feet distance from the activator as energy points have been 
  expended to activate it, i.e. 6-36 feet distance. It explodes 
  instantaneously into flame and causes a base 6-8 points of 
  Harm for the attack, and again, for each energy point 
  expended in its activation, an additional 1-2 points of Harm-
  all disregarding armor/protection not specifically warding 
  against fire-based Harm. At the upper limit this means Harm 
  of 18-32 points. plus any combustion Harm from inflammable 
  materials fired by the bolt-typically 3-5 points of Harm per 
  ABC of burning in contact with a subject. 
  Aer\i 'Dart: 
  Minimal-Extreme 
  Power of Fire 
  This is a Power of fire that conjures an oblong pocket 
  of methane gas that is one foot in diameter, that appears 
  directly before the activator, and that shoots away to a 
  distance of up to ten times as many feet distance from the 
  activator as energy points have been expended to activate it, 
  i.e. 20 to 120 feet distance. It explodes instantaneously into 
  flame and causes a base 1-2 points of Harm for the attack, 
  and again, for each energy point expended in its activation, 
  an additional 1-2 points of Harm- disregarding armor or 
  .;~:: ~ 
  :;;;:--. 
  HJ 
  
  ~~~~Th-~~.~~~ 
  .. :rn
  =
  .u_,,,,,=b~~-~~~
  -- ~~~
  ~·~~$~-k~·~
  • :lJ 
  protection 
  not :-ff" 
  specifically warding against fire-based 
  Harm. At the upper limit this means 
  Harm of 13-26 points, plus any 
  ~ 
  combustion Harm from inflammable~~ 
  materials fired by the bolt-typically 3-5 
  points of Harm per ABC of burning in contact with 
  a subject 
  flrm Vffbenta,,bm5: Strong 
  Power of Earth 
  This is a Power of earth that causes whatever 
  lies directly in the path of the activator to become, for • 
  him and those who might follow directly in his footsteps, 
  firm. smooth ground. Whatever it is otherwise-air, 
  fire, or water-to the activator it is as normal ground, and he 
  sees this dearly. Followers. if any. do not! (This might cause 
  some difficulties). The area of effect is a path only 18 inches 
  wide and up to 35 feet long, beginning at the feet of the 
  activator and stretching directly away in the direction of his 
  or her gaze. The Power remains active for 7-10 ABCs, then 
  dissipates in an instant. 
  Moderate 
  Power of Fire 
  This Preternatural Power of fire enables the activator 
  to engender a 200-square foot area of invisible flames at up 
  to 100 feet distance. The area must be in a rectangular 
  shape of five-foot by 40-foot size or of 10-foot by 20-foot 
  size. It remains active for 3-5 ABCs, but any creature affected 
  by fire or heat will incur 17-20 points of Harm for entering 
  the invisible fire, and an additional like amount of Harm for 
  each additionJI ABC of time, or fraction thereof, spent 
  moving through or otherwise being within the area. This 
  Harm ignores all armor, save that devised to prevent injury 
  from fire, or that of supernatural energy. Any potential 
  entrant moving slowly might note the rise in temperature 
  near to the Invisible Inferno, that increased temperature 
  beginning at five feet distance from the unseen fire. Keen 
  vision might note the air distortion above the affected area. 
  Otherwise-and this applies positively to reckless pursuers-
  the deadly flames will be quite unnoticed. 
  which will enable it to obey a series of up to 
  three successive commands. Thus one might 
  be required to move in some direction. stop, and 
  attack anything that came within 30 feet of it. 
  ~ .J 
  Once charged with one or more commands. the ~ 
  golem remains active until destroyed. The golem 
  of fog thus created has the following statistics: 
  fo5 Golcm 
  Armor: specia 
  Health Precision 
  Speed 
  Harm 
  20 
  40 
  8 
  special 
  I 
  This golem attacks by surrounding one target. The 
  target so surrounded suffers Harm of 3-5 points regardless 
  of armor protection. and cannot in turn Harm the golem. 
  On the following ABC it will randomly continue the attack 
  (50%) or seek another target subject (50°/(1) if one is within a 
  six-foot radius. For each additional 10 AEPs invested at 
  time of activation. the golem gains a bonus 3-5 points of 
  Harm inflicted by successful attack, with a maximum bonus 
  gained of 15-25 points. 
  Only fire- (heat-) and wind-based attacks inflict Harm 
  on the golem. The golem suffers normal fire Harm for a 
  fire-based attack on the ABC of such attack only. (sans further 
  ¥05 Golem: 
  Major 
  Power of Air 
  Harm for continuing fire). Exposure to full sunlight inflicts 
  By activation of this Supernatural Power, the 
  one point of Harm on the fog golem per one minute of 
  Geourge causes air to become a palpable fog that forms into 
  exposure. Wind in excess of 25 miles per hour speed inflicts 
  a humanoid shape and is volitant. Although it has no brain 
  one point of Harm on the fog golem for each one mile per 
  or intelligence per se, the automaton has a directing energy 
  hour of wind speed over 25 mph . 
  ..,0 • aea;;s ~~-~ ~ 
  . ...::_ ._sw;;;:;=:;s=-~-: ... __ ~~
  
  f~ 
  '°'1jwrA1io.t. Air: 
  Minimal-Extreme 
  Power of Air 
  ) 
  This Power bolsters the force of the 
  air elemental activated by the Geourge 
  ; 
  -~ so that counter-conjuration powers used 
  ~~ to dematerialize it will be deterred. The 
  rf" ~~ower causes attempts to dispel the 
  , \ 
  elemental to be made at a + 12 to 
  {
  )~ +22 penalty (addition to Ability 
  \ 
  check roll), depending on the 
  ) 
  energy invested by the activator. 
  The fortifying effect lasts as long as the 
  elemental is material. 
  f~ 
  Cottjwra1io.t. £Anl1: 
  Minimal-Extreme Power of Earth 
  As above, save that it applies to earth elementals. 
  f~ 
  '°'1jwrA1iOtt. fire: 
  Minimal-Extreme Power of Fire 
  As above, save that it applies to fire elementals. 
  f~ 
  CottjwrA1io.t. Water. 
  Minimal-Extreme Power of Water 
  As above, save that it applies to water elementals. 
  Extraordinary, this Power 
  must be successfully activated by 
  touch. It will affect matter sufficient for 
  approximately one pint of liquid, or one 
  pound of solid matter. A second check for 
  h . success is made upon completion of the 
  ( ) item being made Extraordinary. The Grade 
  of the item is multiplied by 5 to determine 
  the penalty to be added to the die roll. 
  Minimal-Extreme 
  Power 
  of Water 
  This is a Power of water that conjures a dagger-like 
  icicle which appears directly before the activator and 
  flies for a distance from the activator equal to ten times 
  the energy points expended to activate it, i.e. 20 to 120 feet 
  distance. It attacks the first target in its path and causes a 
  base 1-20 points of Harm plus 3-5 points of additional Harm, 
  the latter ignoring all protection save that against cold. For 
  each increase of the Grade of its activation, another 1-2 
  bonus points of Harm that ignore most protection as noted 
  are added. At the upper limit this means 9-18 points of 
  bonus damage. The target struck suffers piercing Harm, 
  unless some solid object of stone, thick metal (not armor), or 
  thick, hard wood intervenes to blunt its progress and stop 
  the flight of the ice arrow missile. 
  Ice Golem: 
  Major 
  Power of Water 
  By activation of this Supernatural Power, the 
  Geo urge causes ice of at least 27 cubic feet in extent to form 
  into a humanoid shape and become volitant. Although it 
  has no brain or intelligence per se, the automaton has a 
  directing energy which will enable it to obey a series of three 
  successive commands. Thus, for example. one might be 
  required to move in some direction, stop, and finally to attack 
  anything that moved within 30 feet of it. Once charged with 
  one or more commands, the golem remains active until 
  destroyed. The golem of ice thus created has the following 
  statistics: 
  kc Golcm 
  Armor: 16 points (80%) 
  Health Precision 
  Speed 
  Harm 
  60 
  30 
  10 
  special 
  
  This golem attacks with both a spearing (short, 2-
  20 penetration Harm) and a clubbing (1-20 shock Harm) 
  attack against one or two opponents. 
  For each added 10 AEPs expended at time of 
  activation, the golem is able to throw an icicle "dagger" to a 
  30-foot range to inflict 1-20 points of Harm +3-5 points of 
  bonus (penetration) Harm, the added preternatural bonus of 
  3-5 points disregarding all normal protection, up to a 
  maximum of four such missiles per ABC. 
  While most attacks are protected against at the 
  indicated 16 point armor value, those using fire- or heat-
  based attacks inflict a bonus 6-8 points of Harm upon the 
  golem, this possibly exceeding its armor protection. Exposure 
  to full sunlight in a temperature of above 50 degrees F inflicts 
  one point of Harm on the ice · golem per one minute of 
  exposure thus. Exposure to heat in excess of 60 degrees, 
  but less than 120 degrees F, inflicts one point of Harm per 
  minute of exposure; damage is doubled if the temperature is 
  120 degrees or above. (Remember, the golem will not likely 
  leave its assigned station). 
  lee Spea.-: 
  Minimal-Extreme Power of Water 
  This is a Power of water that conjures a spear-like 
  icicle which appears directly before the activator and extends 
  for a distance from the activator equal to the energy points 
  expended to activate it, i.e. four to 24 feet distance. It attacks 
  all targets in its path and causes a base 1-20 points of Harm, 
  plus 9-12 bonus points of Harm, the latter ignoring armor/ 
  protection not specifically warding against cold-based attacks. 
  For each increase in the Grade of activation, another 1-2 
  points of Harm ignoring protection as noted are added. At 
  the upper limit this means additional bonus damage of 9-18 
  points. All targets subject to piercing Harm are affected, 
  unless some solid object of stone, thick metal (not armor), or 
  thick, hard wood intervenes to blunt its progress and stop 
  the growth. 
  1mbwe Witlt Extr~n, Powe.- Capadf"t: 
  Major 
  General Power 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/or Alchemia Ability in creating an 
  Extraordinary item. When successfully accomplished, the 
  object can then accept and hold additional Powers. However. 
  the enchantment lasts for only one day. and unless some 
  other Power has been placed in the object. this energy then 
  dissipates, and another like enchantment must be successfully 
  placed upon it at a later date if it is to become Extraordinary. 
  bttbwc With Sptrit £tttlt\f: Extreme 
  General Power 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/or Alchemia Ability in creating an 
  Extraordinary item that is to contain a sentient spirit. For 
  each point of Free Will of the spirit to be housed therein, 
  one additional AEP must be invested by the Enchanter at the 
  time of activation. A second check for success is made upon 
  completion of the item being made Extraordinary. The Grade 
  of the item is multiplied by 5 to determine the penalty for 
  success to be added to the die roll. 
  httpl.t.ttt Powe.- 'N•: Major 
  General Power 
  This is a Supernatural Power necessary for the use 
  of Metallurgy and/ or Alchemia Ability in creating an 
  Extraordinary item. The cost to create such a permanent 
  housing for a Power is 10 additional AEPs per Grade of the 
  Enchantment or other Power to be received in the item. A 
  second check for success is made upon completion of the 
  item being made Extraordinary. The Grade of the item is 
  multiplied by 5 to determine the penalty for success to be 
  added to the die roll. 
  bttettlffif flrc: 
  Strong 
  Power of Fire 
  This Supernatural Power creates preternatural fire 
  from normal flames of up to three-foot radius (doubling heat, 
  welding effect, and/or Harm thereby). If activated upon a 
  preternatural fire, the flame becomes pure, elemental fire 
  with up to a six-foot radius (and redoubling heat, welding 
  effect, and/or Harm thereby). This is a necessary spell in 
  the use of Metallurgy Ability in regards to the forging of iron 
  or steel objects, and others, as well. If so used. a second 
  check for success is made upon completion of the item being 
  made Extraordinary. The items Grade is multiplied by 5 to 
  determine the penalty for success to be added to the roll. 
  Jewel '1f Splettbol-: 
  Very Minimal 
  General Power 
  This is a Preternatural Power that causes a mineral 
  gem crystal, raw or finished, to become for a time as fine in 
  clarity and color as is possible for its sort. A clear, untinted 
  gem can not assume color. but it can sparkle: a pink gem 
  can appear a pure and intense pink. etc. Inclusions disappear, 
  flaws too. and luster or brilliance is perfect for the stone in 
  question. A cats-eye or star stone will be centered perfectly. 
  A pearl will have a smooth skin. 
  The enhancement of the mineral lasts for two 
  minutes. For each additional AEP invested at time of 
  activation, the time can be extended by a like period. 
  However. as those dealing in gems and jewels have ways to 
  detect such magical shams. the purpose of this enchantment 
  is basically to create a gem crystal or stone that is suitable for 
  the forging of an Extraordinary item. Once the further 
  Enchantment is accomplished. the subject mineral will remain 
  ''perfect" until the item is disenchanted or destroyed. 
  Krl501J.\tt•1 HA'1> Wot.ta: Very Minimal Power of Water 
  This Preternatural Power of water enables the 
  activator to engender up to as large as a 400-square foot 
  surf ace area of water that is as hard and resilient as eight 
  inches of new ice (enough to support a fully armored, armed 
  and equipped man on a barded destrier without danger of 
  
  cracking!) The area must be in a rectangular shape of at 
  least two-foot width which begins no further distant that eight 
  feet from the Geourge activating the Power. The resulting 
  "hard water" is mirror smooth but as easily moved upon as if 
  it were rough stone, viz. it is not icy or slippery. It remains 
  active for 21-30 ABCs, or until the activator decides to de-
  energize it with a wave of his hand. The hard area will support 
  up to 2,000 pounds weight per square foot. 
  Note that successive activations of this Power might, 
  for example, be used to completely close over a small body 
  of water and keep it thus sealed off for a considerable period 
  of time. 
  Loviat1~a·1 mfa11ab1e £tter$\f AffAl\tlit: 
  Very Strong 
  General Power 
  This is a Supernatural Power enabling the Geourge 
  to "see" and analyze all energy contained within an 
  Extraordinary item so as to know what it is and what it does. 
  While the Power detects the need for triggering events, such 
  as spoken commands, it does not necessarily discover the 
  exact particulars of the event in itself. Thus, it does not 
  always reveal all information regarding an object. 
  Lovlat1~a·1 mfa11ab1e Mmeral AffAl\tli•: 
  Low Moderate General Power 
  This is a Preternatural Power enabling the Geourge 
  to "see" and analyze mineral contained within an area of 
  examination of about 16 or so cubic feet of volume. The 
  Power detects not only the various kinds of minerals, but 
  also their quality-20% iron in ore, electrum composed of 
  30% gold and 70% silver, beryllium with crystal inclusions of 
  deep green and also of golden color. lead with 10% arsenic, 
  etc. 
  Mh'bo1eb•1 Hellblatt: 
  Strong 
  General Power 
  By activation of this Supernatural Power, a Geourge 
  or Sorcerer causes a number of rays of varying color from 
  the low end of the spectrum to spring forth from his or her 
  fingertips to a distance of 30 feet, spreading fan-wise from 
  roll against twice Speed Base Rating or else suffer 9-12 points 
  of Harm from flame, such Harm ignoring all protection save 
  that against such fire-based Harm. In addition, any easily 
  combustible material worn or carried will be ignited, set afire 
  by the bolt, thus inflicting additional moderate (6-8 points) 
  Harm also disregarding normal protection. 
  Orange: The subject must avoid the effect by succeeding in 
  a roll against three times Speed BR or else suffer blindness 
  for the remainder of the ABC and for the following two ABCs. 
  Yellow: The subject mt.1st avoid the effect by succeeding in a 
  roll against Speed Base Rating or else turn and flee at fastest 
  movement speed on the following ABC, but recovering 
  immediately thereafter so as to act with free will. 
  Avoidance must be made separately against each 
  bolt striking a subject. 
  Mtr'boleb·1 Hetlbolt: 
  Moderate 
  General Power 
  By activation of this Preternatural Power, a Geourge 
  or sorcerer causes a ray of varying color from the low end of 
  the spectrum to spring forth from his or her fingertips to a 
  distance of 40 feet. It will unerringly strike any one target in 
  range. One of three different colors may be chosen by the 
  caster, that hue to be announced before actual activation. 
  Their individual effects are as follows: 
  Red: The subject must avoid the effect by succeeding in a 
  roll against twice Speed Base Rating or else suffer 9-12 points 
  of Harm from flame, such Harm ignoring all protection save 
  that against fire-based Harm. In addition, any easily 
  combustible material worn or carried will be ignited, set afire 
  by the bolt, thus inflicting an additional 6-8 points of Harm 
  also disregarding normal protection. 
  Orange: The subject must avoid the effect by successfully 
  rolling against three times Speed BR or else suffer blindness 
  for the remainder of the ABC and for the following two ABCs. 
  Yellow: The subject must avoid the effect by succeeding in a 
  roll against Speed Base Rating or else tum and flee at fastest 
  movement speed on the following ABC, but recovering 
  immediately thereafter so as to act with free will. 
  Victims must avoid each bolt seperately. 
  hand to a width of 30 feet at the maximum range of the 
  Mtr'boleb• 1 mfemal £tttra'1Ce: 
  Power's energy. These many small bolts can strike any 
  Extreme 
  General Power 
  number of targets in the effect area. The number of bolts 
  By activation of this Supernatural Power, a Geourge 
  that strike each target is random and is greatly influenced by 
  or Sorcerer can open under a single target creature a hole in 
  the creature's size: 
  the earth (clay, dirt, sand, stone, etc. but not wet or watery 
  Less than one-half man-sized:25% chance for 1 bolt 
  ground). This opening is a shaft-like hole roughly 12 feet in 
  One-half man-sized: 50% chance for 1 bolt 
  diameter and dimensionally rifting from the mundane 
  Man-sized: 1 bolt 
  dimensions to the nether ones. The activation of the power 
  Twice man-sized: 1-2 bolts 
  and appearance of the hole evokes a massive rumbling, a 
  Giant-sized or larger: 1-3 bolts 
  booming sound in the air, and a sulphurous stench. The 
  The type (color) of bolt striking is determined at 
  primary target of the Power must succeed in a roll against 
  random, using d3 or d6 to indicate if a Red, Orange, or 
  Speed Base Rating or else be subject to the various effects as 
  Yellow bolt strikes. As in the Mirdoleb's Hellbolt Power, the 
  are explained hereafter. 
  colors and effects of the bolts are: 
  For creatures within the area of effect, but not the 
  Red: The subject must avoid the effect by succeeding in a 
  direct target, avoidance is made at two-times Speed Base 
  ~?fr:~~: ·--.. ;p~
  ~·~~_,_~""'=
  · =· .. :::::=-. ... 
  :::::::::::::::==~::;;;§:~;:::::::..:::::2:>::<~'?;;;;;:.,,,. 
  pr 
  
  Rating if within three feet of the target subject, and at three 
  times Speed Base Rating if from three to six feet distant. In 
  addition, 10% of Luck Ability Score possessed and 10% of 
  Minstrelry Ability Score may be added. 
  Those precipitated into the infernal entrance suffer 
  1-20 points of shock Harm, disregarding any and all forms 
  of normal protection, from the fall. The distance is 100 
  feet, but the dimensional warping mitigates against Harm as 
  noted. At the bottom of the pit the temperature will be 
  either so hot or so cold (random determination for which) as 
  to cause anything therein to suffer 1-2 points of Harm each 
  ABC of time spent therein, unless some form of Extraordinary 
  protection against the condition present is possessed by a 
  subject. On the ABC following precipitation, the manipulative 
  members of various netherbeings (hands, paws, pincers, 
  tentacles, etc.) will begin probing the rift pocket, seeking a 
  delicate morsel to devour. Each subject at the bottom of the 
  pit will suffer from 1-4 successful attacks, each attack inflicting 
  1-30 points of Harm, protection of the subject applicable. 
  For each 10-foot distance the subject is above the pit's 
  bottom, Harm is reduced by 2 points for each attack suffered. 
  A Harm roll of 30 scores only 1-10 points of actual Harm, 
  but brings a netherbeing into the pit-a demon, devil, fiend, 
  or oni (equal chance for each, and other sorts of horrors can 
  be substituted at the LM's option). 
  At such time as all mundane subjects in the pit are 
  destroyed, any and all netherbeings therein will be precipitated 
  upwards as the Infernal Entrance closes upon itself. However, 
  any and all such creatures are free, loosed in whatever 
  dimensional matrix the activator was at the time the Power 
  became active. If the activator is detected by a netherbeing, 
  it will attack him or her in preference to any other subject. 
  M\4b Golem: 
  Major 
  Power of Earth 
  By activation of this Supernatural Power, the 
  Geourge causes wet soil of at least 27 cubic feet in extent to 
  form into a humanoid shape and become volitant. Although 
  it has no brain or intelligence per se, the automaton has a 
  directing energy which will enable it to obey a series of three 
  successive commands. Thus, for example, one might be 
  required to move in some direction, stop, and finally to attack 
  anything that moves within 30 feet of it. Once charged with 
  one or more commands, the golem remains active until 
  destroyed. The golem of mud thus created has the following 
  statistics: 
  Mwb Go1¢m 
  Armor: 14 points (70%) 
  Health Precision 
  Speed 
  Harm 
  80 
  40 
  4 
  special 
  This golem attacks by a pair of clubbing strikes, each 
  inflicting 1-8 points of shock Harm (disregarding all but 
  supernatural armor) against one or two opponents. 
  Whenever the maximum Harm of eight points is indicated, 
  the subject struck suffers, regardless of armor protection, 1-
  4 additional points of Harm, and is stunned, blinded by muck, 
  and unable to do anything for as many ABCs realtirne as 
  they suffered points of such additional Harm (1-4 ABCs). 
  For each 10 AEPs added at time of activation, the 
  golern is able to throw a mud ball missile to a 20-foot range 
  to inflict 1-2 points of Harm, regardless of the targefs armor 
  protection, and consequent loss of activity on part of the 
  target for a like number of ABCs, with up to a maximum of 
  four such missiles cast by it per ABC. 
  While most attacks are protected against at the 
  indicated 14 point armor value, those dealing only shock 
  Harm inflict an additional low moderate 3-5 points upon the 
  golem, and such added Harm might exceed armor protection. 
  Acid and fire-based attacks do not Harm the golem. Cold-
  based attacks inflict Harm normally, and strong streams of 
  water, such as prodided by a water jet, inflict 1 point of 
  Harm per second of impact upon the mud golem. 
  Pof1em WAtet: 
  Major 
  Power of Water 
  By means of this Supernatural Power, the activator 
  causes toxins to be engendered within a body of water. The 
  volume of the water affects the VT level as follows: 
  Volume in Cubic Feet 
  VT Harm from Ingestion 
  up to 1,000 
  36 - 50 
  1,001 to 2,000 
  26 - 35 
  2,001 to 4,000 
  21 - 25 
  4,001 to 8,000 
  17 - 20 
  8,001 , to 16.000 
  13 - 16 
  16,001 to 32,000 
  9 - 12 
  32,001to64,000 
  6 - 8 
  over 64.000 
  no effect 
  The toxin remains active in the water for no longer 
  than from half an hour to three hours (d6 x 30 minutes), and 
  then the poison dissipates and is gone. 
  ~ 
  £lemmt: 
  Extreme 
  Power of Earth 
  This Supernatural Power is necessary for the use of 
  the Metallurgy Ability. Whenever any substance that contains 
  mineral matter is to be made Extraordinary. this Power must 
  be successfully activated by touch. It will affect approximately 
  one pound of solid material of mineral nature. A second 
  check for success is made upon completing the item being 
  made Extraordinary. The Grade of the item is multiplied by 
  5 to determine the succes penalty to be added to the die roll. 
  ~&tr~ 
  £ttetglutfott: 
  Extreme 
  General Power 
  This Supernatural Power is necessary for the use of 
  Metallurgy Ability in creating an Extraordinary item that is 
  self-energized and usable more than one time. Other than 
  the grade, it is the same as that listed under the Enchantment 
  Ability Power of the same name. A second check for success 
  is made upon completion of the item being made 
  Extraordinary. The Grade of the item is multiplied by 5 to 
  determine the penalty for success to be added to the die roll. 
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  Boltt: 
  Very Minimal 
  General Power 
  By activation of this Preternatural Power, the 
  Geourge can call forth a form of anti-energy. This negative 
  force springs forth in the form of shadowy bolts from the 
  activator's fingertips and unerringly strike from one to four 
  targets that are in sight and as the activator wills. There are 
  four of these bolts, each similar a black dart flying up to 20 
  feet distance, and they strike the target (or targets) with the 
  Precision possessed by the activator. 
  Each bolt inflicts 1-2 points of Harm that ignores 
  armor/protection of non-Extraordinary nature. For each 
  additional four AEPs invested at time of activation of the 
  Power, the bolts inflict an additional 1 point of Harm and 
  gain a 20% chance (cumulative per four AEP so expended), 
  of causing the target subject to lose temporarily as many 
  Speed Base Rating points as points of Harm suffered from 
  the bolt. At an added 20 AEPs, this power then inflicts from 
  24 to 28 points of Harm and has a 100% chance of causing 
  a single target subject to lose 24 to 28 Speed BR points as 
  well. (A zero Speed Rating means the subject is paralyzed). 
  Loss of Speed BR points lasts for as many seconds of time 
  as the subject suffered points of Harm from the attack. 
  Thereafter. Speed BR points lost return. 
  SwetJa?ta• f p~ 
  GAU "'Ammo.tf\f: 
  Minimal-Extreme General Power 
  By activation of this Supernatural Power, the 
  Geourge can, by stare alone, tum the flesh of a living animal 
  or plant into stone. The mass of the animal dictates the 
  amount of AEPs necessary to affect it and the time necessary 
  for gazing fixedly at the target subject. for the Geourge must 
  have his or her eyes upon the subject for the whole of the 
  time for activation. (Vegetable subjects mass range is double 
  that for animals subjects). The general mass ranges are: 
  Cubic Feet 
  Power Grade General Size Examples 
  1 
  2 
  small cat, rat, small snake 
  4 
  3 
  lynx. turkey. coyote 
  9 
  4 
  kobold, average dog, goat 
  14 
  5 
  average human, large dog, 
  big snake 
  27 
  6 
  black bear, tiger, major 
  oaf, big human 
  54 
  7 
  brown bear, horse, buffalo 
  81 
  8 
  large crocodile, gaur, 
  hippo, giant 
  135 
  9 
  rhinoceros, large giant 
  243 
  10 
  elephant 
  Animal subjects gain an avoidance chance, this 
  chance being equal to the Speed Base Rating, twice that if 
  semi-intelligent, thrice that if fully intelligent. Otherwise, the 
  subject is turned into stone, and will remain in that state 
  thereafter unless some Power reverses this petrifaction. 
  Towclt tlte Weave: 
  Extreme 
  General Power 
  By activation of this supernatural Power, a Geourge 
  can manipulate the Multidimensional Weave of the cosmos 
  in such a way that that he or she maintains a constant and 
  fixed contact with it. The outward physical affects of activating 
  the Power are that the activator appears to be in a strong 
  wind that only affects him- or herself. (This is noted by an 
  observer as a rustling of clothes, blowing of hair, etc., as well 
  being surrounded in a dim golden glow akin to a body halo). 
  Though cliche, it is not an exaggeration to say that one can 
  literally see the powerful energy coursing through the 
  activator, and anyone remotely connected to Extraordinary 
  Powers and magic can sense the Weave upon the activator. 
  The affect for the activator is as follows: 
  For the duration, all Powers the activator uses that 
  inflict Harm are at an enhanced value of an additional 1 
  point per 5 points of Harm range. Any Power of other, 
  non-physical Harm sort is at double normal range, or duration 
  if range is not a factor. 
  The size of the energy field of the Powers later 
  activated can be manipulated and molded by the individual. 
  They can be up to 50% greater or less, as desired. These 
  new parameters must be stated prior to activating a later 
  Power. 
  Harm inflicted or other result gained from a 
  subsequently activated Power are treated as supernatural 
  rather than normal or preternatural. 
  Any Power meant to affect the activator is avoided 
  by that individual if he/she succeeds in a check against twice 
  Speed BR. Any effects that do apply are at the minimum 
  possible Harm, duration, etc. when this Power is active. 
  The energy of the Touch the Weave Power persists 
  for 10 ABCs. 
  Vtt1'a Petrif 4\diatt: Minimal to Extreme General Power 
  By activation of this Supernatural Power, the 
  Geourge can, by touch, remove the effects of any petrifaction, 
  including that from the Power, Swetlana's Petrifying Gaze 
  of Animosity. The grade of the Power, and thus its AEP 
  cost and time for activation, depends on the mass of petrified 
  flesh to be restored to normal living animal tissue. The general 
  mass ranges are: 
  Cubic Feet Grade 
  1 
  2 
  4 
  3 
  9 
  4 
  14 
  5 
  27 
  6 
  54 
  7 
  81 
  8 
  135 
  9 
  243 
  10 
  tlt 
  Generali Size Examples 
  small cat, rat, small snake 
  lynx, turkey. coyote 
  kobold, average dog, goat 
  avg. human, large dog.huge snake 
  black bear, major oaf, great ore 
  brown bear, horse, buffalo 
  large crocodile, gaur, hippo, giant 
  rhinoceros, large giant 
  elephant 
  
  Vegetable 
  subjects 
  of twice the 
  mass ranges 
  above 
  can 
  likewise be restored 
  to their own natural 
  state. 
  The 
  thinking 
  subject so restored will 
  remember nothing from the time 
  of transformation until the current 
  moment. Otherwise, Health and 
  other factors will be exactly as 'they 
  were at time of petrifaction. 
  VttqWC*lt.t.ble flambtaw: 
  Very Strong 
  Power of Fire 
  This is a Power of fire 
  that causes a non-consuming 
  flame to spring forth from the end 
  of any wooden billet the activator 
  holds at the time. It must be of wood alone. 
  however, with no other substance on it or in it. 
  This flame will serve as a commandable torch, 
  flaring to double-bright fire so as to enable clear vision to 40-
  foot distance, dimming to an ember glow, or shining in any 
  color of the spectrum. If the billet is stout, such as a club, it 
  will serve as an Extraordinary weapon. a club causing an 
  additional 6-8 points of Harm, but lacking the capacity to 
  cause combustion. The power remains active for 3 hours of 
  time. 
  Water Tower: 
  Moderate 
  Power of Water 
  This is a Power of water that conjures a column of 
  water from any water source of at least five gallons volume. 
  It must be within sight of the activator and no more distant 
  than 100 feet. From the normal water grows a column six-
  foot-wide, up to 18-foot-high, and of either alkaline, fresh. 
  or salt water, as the activator wills. This pillar of liquid will, 
  at the activator's slightest gesture, topple over in the direction 
  in which that indiviqual desires. It thus drenches an area of 
  six-foot width by 18-foot length. Acid is neutralized thus, 
  fire is quenched, and so forth. If contained in a space, it will 
  fill approximately 1,000 cubic feet volume with the liquid 
  thus engendered and released. 
  activate it. i.e. 10 to 60 
  feet distance. It attacks a single 
  target subject with a "loop" 
  diameter of six feet and causes a 
  basel-2 points of Harm, regardless 
  of armor /protection other than that 
  warding against elemental air. The 
  target subject is caught fast and 
  immobilized for twice as many seconds 
  of time as the activator expended 
  energy in activation of this power. i.e. 
  4-24 seconds, unless the subject is very 
  strong and/ or very heavy. Each 10 
  points of Physique Ability in excess of 
  70 and each 500 pounds of weight in 
  0 
  excess of a 500-pound base reduce the. time of effect by 
  one second. 
  Wfffb Wkfp: 
  Minimal-Extreme Power of Air 
  This is a Power of air that conjures a whip-like 
  Wh1b lMH: 
  Minimal-Extreme Power of Air 
  wind force with three "tails" that appears directly before 
  This is a Power of air that conjures a rope-like wind 
  the activator and extends for twice as many feet in distance 
  force that has a "loop" that appears directly before the 
  from the activator as energy points were expended to 
  activator and extends for five times as many feet distance 
  activate it, i.e. 4 to 24 feet distance. It attacks up to three 
  from the activator as energy points have been expended to 
  target subjects within a diamter of ten feet and causes a base 
  e 
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  1-2 points of 
  Harm, regardless of 
  armor /protection other 
  than that warding against 
  elemental air. In addition, for each 
  extra energy point expended in its 
  activation specifically for this purpose, an 
  additional 1 point of Harm (likewise 
  disregarding armor/protection) is inflicted. 
  Each subject so struck is also immobilized 
  for as many seconds realtime as the activator 
  expended energy in Grade activation of this 
  power, i.e. two to 12 seconds, unless the 
  subject is very strong and/ or very heavy. Each 
  10 points of Physique Ability in excess of 70 and 
  each 500 pounds of weight in excess of a 500-
  pound base reduce the time of effect by one second. 
  ~·· ~ 
  ""QHtclua~: 
  Moderate 
  Power of Earth 
  This Preternatural Power of earth enables the 
  activator to engender a 400-square foot area (20' x 20' or 
  10' x 40') of dangerous ground. It remains active for only 
  one minute, but any creature moving into the area will likely 
  be caught therein and affected as noted hereafter. The area 
  of the Power must be within sight of the activator, not more 
  distant than 300 
  yards, and either a 
  rectangle of 10-foot by 
  40-foot size, or a square of 
  20 feet per side. 
  The 
  composition of the ground 
  determines the nature of the area 
  as now explained: 
  Quagmire: If the ground is dirt or 
  clay, the Power causes the area to 
  become clinging mud. This glutinous 
  substance extends downwards to a 
  distance of four feet. Even very light 
  · creatures will sink into it, and their 
  movement will be reduced to one-
  half normal walking speed. Very 
  large creatures with strong and 
  relatively long legs will be affected 
  as are very small and light ones, with movement 
  reduced to one-half, but otherwise nothing else 
  occurs. Creatures not fitting the two extremes will 
  generally become mired down in the area, sinking down to 
  the four-foot depth and moving with only the greatest of 
  difficulty at one-tenth normal walking movement. When the 
  energy of the power dissipates, any still within the area are 
  buried to the depth indicated in the dry ground that existed 
  prior to the activation of the Power. 
  Should the area already be marshy or swampy, then 
  the area of effect is double sized, and the depth is eight feet! 
  The duration of the Power is not extended, though. 
  An area that is of a mix of clay, fine gravel, and sand will 
  generally be of the same surface area (400 feet) but will attain 
  a depth of from five to 12 feet, depending on the looseness 
  of the soil (low clay content compared to sand and gravel). 
  Quicksand: If the area is of sand, then this Power causes the 
  affected area to be 20 feet deep and be in all respects like a 
  normal area of quicksand. Panicking and non-swimming 
  victims entering it are likely to flounder around and be sucked 
  under by their own exertions, while those not weighted down 
  and relaxing will in fact float on the surf ace of the area more 
  easily than as if it were salt water. 
  At expiration of the 
  energy of the Power the affected area returns to its natural 
  state, and anything in it is immersed according to the depth 
  at the time of Power expiration. Should the area already be 
  quicksand, then the area of effect is double sized, and the 
  depth is at least 40 feet! Furthermore, the quicksand becomes 
  more glutinous and twice as difficult to float atop. The 
  duration of the Power is not extended, though. 
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  Power-bibs 
  Gcour5" £lctt1mta~ Spirit Commattb 'Powers 
  The Geourge that possesses the basic capacity of 
  Command of an element can utilize the following conjuration-
  like Power-bids in an outdoors setting or another similarly 
  suitable setting in which the base material of the elemental is 
  in ample supply to call forth and control certain elementary 
  force spirits.They are, by element, detailed hereafter following 
  Commands and Powers. 
  Gcour5" Combittcb Elctt1mta1 Commattb 
  The Geourge that possesses the basic capacity to 
  Command two or more elements can also utilize the following 
  conjuration-like Power-bids in an outdoors setting, or another 
  similarly suitable setting in which the base material of the 
  elemental is in ample supply, to call forth and control certain 
  elementary force spirits. They are detailed after the single-
  element Powers have been presented. 
  PrimAJ"i l'ow~·bibf 
  AmtofPJ,ere £1emmt'AMf Service: 
  Moderate 
  Power-bid of Air 
  This Preternatural Power of air enables the activator 
  to force an atmosphere elementary to do one of the following 
  in a radius of to 180 feet distance around the Geourge or at 
  a distance of up to 180 from him/her, at a speed of up to 
  30 miles per hour (a sustained gallop of a horse), if desired: 
  1) Make the air temperature 65 degrees Fahrenheit, 
  by warming or cooling it by a maximum of 90 degrees F, so 
  as to as nearly as possible approximate that temperature. 
  2) Make the air free of any water vapor so as to be 
  cloudless. 
  3) Make the air full of water vapor so as to be cloudy, 
  and reduce visual range to nine feet and hearing range to 90 
  feet (save for very deep and loud sounds, such as bellowing). 
  The elementary must serve thus for up to one hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra hour of service demanded so as to have the 
  strength to force this from the elementary. 
  CAlm £lemetttAMf Service: 
  Moderate 
  Power-bid of Air 
  This Preternatural Power of air enables the activator 
  to force a calm elementary to make the air still in a radius of 
  up to 90 feet distance around the Geourge and moving with 
  him or her, at a speed of up to 30 miles per hour (a sustained 
  gallop of a horse), if desired. The elementary must serve for 
  up to one hour realtime, as instructed by the activator. If 
  longer service is bidden, the Geourge must expend an 
  additional five AEPs for each extra hour of service demanded 
  so as to have the strength to force this from the elementary. 
  Coli> £1emmtAnt Servi«: 
  Moderate 
  Power-bid of Air 
  This Preternatural Power of air enables the activator 
  to force a cold elementary to lower the air temperature by as 
  much as 90 degrees Fahrenheit in an area with a radius of 
  90 feet at a point in sight of, and no more distant than 900 
  feet, from the Geourge and moving with him or her, at a 
  speed of up to 30 miles per hour (a sustained gallop of a 
  horse), if desired. 
  The elementary must serve for up to one hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra hour of service demanded so as to have the 
  strength to force this from the elementary. 
  WfM~ £1emetttAMf Service: 
  Moderate 
  Power-bid of Air 
  This Preternatural Power of air enables the activator 
  to force a wind elementary to make the air move in very 
  strorig motion in a radius of up to 180 feet distance, or 
  optionally to 360 feet distance, around the Geourge, and 
  moving with him or her, at a speed of up to 30 miles per 
  hour (a sustained gallop of a horse). if desired. The direction 
  of air motion is as bidden by the activator. even if it is counter 
  to the prevailing air motion. The increase in air motion is 
  10 miles per hour. If the air is calm, then the elementary 
  engenders a 10 MPH wind blowing from the direction named 
  by the Geourge. If there is a wind of any speed blowing 
  from any direction, the two wind speeds are added to get the 
  speed of air motion in the bidden direction. 
  The elementary must serve thus for up to one hour 
  realtime, half that if the Geourge expands the effect radius, 
  as instructed by the activator. If longer service is bidden, the 
  Geourge must expend an additional five AEPs for each extra 
  hour of service demanded so as to have the strength to force 
  this from the elementary. 
  Cl.t.'t £1emettfAMf Service: 
  Moderate 
  Power-bid of Earth 
  This Preternatural Power of earth enables the 
  activator to force a clay elementary to do one of the following 
  in an area with a radius of 90 feet at a point in sight of, and 
  no more distant than 180 feet from. the Geourge and moving 
  with him or her. at a speed of up to three miles per hour (a 
  normal walking pace). if desired: 
  1) Make the ground surface as hard and as level as 
  a sun-baked clay flat. This yields a hard and level ground 
  surface equal to an excellent road surface. 
  2) Make the ground surf ace as soft, yielding, uneven, 
  and sticky as a rain-soaked clay morass. This yields an area 
  that is virtually impassable to anything but foot traffic, and 
  that are one-quarter normal walking movement speed when 
  traversing it. 
  124 
  
  W ;s A 
  The elementary must serve for up to one hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra hour of service demanded so as to have the 
  strength to force this from the elementary. 
  1'wlf £lcmctrtAni Service: 
  Moderate 
  Power-bid of Earth 
  This Preternatural Power of earth enables the 
  activator to force a dust elementary to do one of the following 
  in an area with a radius of 90 feet at a point in sight of, and 
  no more distant than 180 feet from, the Geourge and moving 
  with him or her, at a speed of up to 30 miles per hour (a 
  sustained gallop of a horse), if desired: 
  1) Make the area very dusty so that any movement 
  therein stirs up a cloud of dust around whatever moves 
  through it. This reduces vision and hearing range to 60 feet, 
  makes breathing difficult, and reduces the efficacy of all senses 
  so as to reduce all activity (Speed) by one-half and all Ability 
  (including Precision) to one-half normal while in the area of 
  effect of the dust elementary. 
  2) Make the dust in the area absolutely still and 
  unmoving yielding no evidence of anyone or anything having 
  traversed it. 
  The elementary must serve for up to one half hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra half hour of service demanded so as to have 
  the strength to force this from the elementary. 
  1'ock £1cmort.M'\i Service: 
  Moderate 
  Power-bid of Earth 
  This Preternatural Power of earth enables the 
  activator to force a rock elementary to do one of the following 
  in an area with a radius of 30 feet at a point in sight of, and 
  no more distant than 90 feet from, the Geourge and moving 
  with him or her, at a speed of up to three miles per hour (a 
  normal walking pace). if desired: 
  1) Make the rocky area very rough and/ or covered 
  with loose stones and/or sharp rock projections so as to 
  slow pedal movement across its surf ace to one-quarter normal 
  walking speed, or, in the case of a vertical surface, make a 
  climbing ascent or descent easier so as to be able to clamber 
  up or down at twice normal rate for such progress. 
  2) Make the rocky area very smooth and seamless 
  so as to speed pedal movement across its surf ace by allowing 
  a 10% movement rate bonus, or, in the case of a vertical 
  surface, make a climbing ascent or descent virtually impossible 
  without ropes or like means. 
  The elementary must serve for up to one half hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra half hour of service demanded so as to have 
  the strength to force this from the elementary. 
  SA~ £1cmortAnt Service: 
  Moderate 
  Power-bid of Earth 
  This Preternatural Power of earth enables the 
  activator to force a sand elementary to do one of the following 
  in an area with a radius of 180 feet at a point in sight of, and 
  no more distant than 360 feet from, the Geourge and moving 
  with him or her, at a speed of up to three miles per hour (a 
  normal walking pace), if desired: 
  1) Make the sandy area both filled with low sand 
  dunes and also very soft and deep sand so as to make it 
  impossible to see behind all of the hills of sand from any 
  point on the ground within the area for any observer under 
  twenty feet tall, and to slow pedal movement across its surface 
  to one-half normal walking speed. 
  2) Make the sandy area very smooth and hard so as 
  to show no footprints and also allowing full normal movement 
  rate across its surface. 
  The elementary must serve for up to one half hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra half hour of service demanded so as to have 
  the strength to force this from the elementary. 
  Allt £1cmmtAnt Service: 
  Moderate 
  Power-bid of Fire 
  This Preternatural Power of fire enables the activator 
  to force an ash elementary to do one of the following in an 
  area with a radius of 180 feet at a point in sight of, and no 
  more distant than 360 feet from, the Geourge and moving 
  with him or her, at a speed of up to three miles per hour (a 
  normal walking pace), if desired: 
  1) Make the area of ashes so that any movement 
  therein stirs up a cloud Oust as a dust cloud) around whatever 
  moves through it. This reduces vision and hearing range to 
  60 feet, makes breathing difficult, and affects senses so as to 
  reduce all activity (Speed) by one-half and all Ability (including 
  Precision) use to one-half normal while in the area of effect 
  of the dust elementary. 
  2) Make the ash in the area absolutely still and 
  unmoving so as to yield no evidence of anything having 
  traversed it. 
  The elementary must serve for up to one half hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra half hour of service demanded so as to have 
  the strength to force this from the elementary. 
  flAme £1cmmtAnt Service: 
  Moderate 
  Power-bid of Fire 
  This Preternatural Power of fire enables the activator 
  to force a flame elementary to do one of the following within 
  a 10 foot radius in sight of, and no further than 30 feet from 
  the Geourge, moving with him or her, at a speed of up to 
  three miles per hour (a normal walking pace), if desired: 
  I'- -:: -:g;:p: fr?# :;;?> 
  • 
  ~f? ·?i~lit!r 
  11J 
  
  1) Make the area of flames greater heat so that 
  Harm therein is increased moderately (6-8 points additional) 
  but with no more rapid consumption of fuel for that fire, 
  2) Make the area cooler so that harm is reduced 
  moderately (by 6-8 points), possibly delivering no real Harm 
  at all to those within the affected area. 
  The elementary must service for one-quarter hour 
  as instructed by the activator. If longer service is bidden, 
  the George must spend an additional Five AEPs for each 
  extra quatrer hour of service demanded so as to have the 
  strength to force this from the elementary. 
  Heat £kmetttA~ Servke: 
  Moderate 
  Power-bid of Fire 
  This Preternatural Power of fire enables the activator 
  to force a heat elementary to increase the air temperature 
  by as much as 90 degrees Fahrenheit in an area with a radius 
  of 90 feet at a point in sight of, and no more distant than 
  900 feet from, the Geourge and moving with him, at a speed 
  of up to 10 miles per hour (a fast human trot), if desired. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional five AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  Smoke Eemettta~ Servl'e: 
  Moderate 
  Power-bid of Fire 
  This Preternatural Power of fire enables the activator 
  to force a smoke elementary to fill an area with a radius of 
  up to 60 feet at a distance of up to 180 feet from the Geourge, 
  and moving with him or her, at a speed of up to three miles 
  per hour (a normal walking pace), if desired. The smoke 
  reduces vision range to 30 feet, makes breathing Harmful (1 
  point of Harm per ABC spent therein), and decreases all 
  senses so as to reduce all activity (Speed) by one-half. and all 
  Ability (including Precision) use to one-half normal while in 
  the area of effect of the smoke elementary. 
  The elementary must serve thus for up to five minutes 
  realtime. If longer service is bidden, the Geourge must expend 
  an additional five AEPs for each extra five minutes of service 
  demanded to have strength to force this from the elementary. 
  fo5 Elemettta~ Servke: 
  Moderate 
  Power-bid of Water 
  (This Power-bid requires an air temperature of no 
  higher than 100 degrees F and no lower than 20 degrees F). 
  This Preternatural Power of water enables the activator to 
  force a fog elementary to create an area of dense and misty 
  fog in a radius of up to 180 feet distance, either around the 
  geourge or at a distance of up to 360 from him or her, and 
  moving with him or her, at a speed of up to three miles per 
  hour (a normal walking pace), if desired. The following 
  conditions apply to the fog area: 
  1) Vision within the area is reduced to six feet, 
  hearing ange to 60 feet. 
  2) The mist will reduce the size of any normal fire 
  as follows, each step requiring/being two ABCs: roaring 
  inferno to inferno, hot blaze to blaze, large bonfire to bonfire, 
  and campfire to blazing torch to sputtering torch to lamp to 
  candle, then out. A torch is thus extinguished after eight 
  ABCs of exposure to the fog (2 ABCs blazing, 2 sputtering, 
  2 as lamp, and 2 as a candle before it extinguishes). 
  3) Cloth and paper become sodden in eight ABCs. 
  4) Bowstrings become damp and all ranges are 
  reduced by 50% in four ABCs. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional five AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  ke Elemettta~ Servl'e: 
  Moderate 
  Power-bid of Water 
  (This Power-bid requires an air temperature of no 
  higher than 70 degrees F and no lower than 40 degrees F). 
  This Preternatural Power of water enables the activator to 
  force an ice elementary to create an area of ice in a radius of 
  up to 180 or 270 feet distance. either around the Geourge 
  or at a distance of up to 360 feet from him or her. It will 
  move with the activator at a rate of no faster than one mile 
  per hour (a very slow walking pace). The ice will be one foot 
  thick if in a 180-foot radius. or six inches thick if the radius is 
  expanded to 270 feet. Each one inch of ice will support 
  cumulatively 100 pounds weight per square foot, so six inches 
  supports 2,100 pounds, a foot supports 7.800 pounds per 
  square foot. 
  Alternately. the ice elementary will cause ice of the 
  slipperiest sort to cover an area of 360 feet radius where 
  only less than one inch of water is present. Movement across 
  such ice is reduced to 50% normal walking speed. with a 
  10% chance per of slipping and falling so as to be immobile 
  the following ABC. Attempts increase movement speed add 
  a cumulative 10% chance for slipping and falling for each 
  10% of movement speed above 50o/o-60% movement rate 
  = 20% falling chance. 70% = 40%. 80% = 70%. and so on. 
  The elementary must serve thus for up to one half 
  hour realtime, as instructed by the activator. If longer service 
  is bidden. the Geourge must expend an additional five AEPs 
  for each extra half hour of service demanded so as to have 
  the strength to force this from the elementary. 
  Ram £1emettta~ Servt'e: 
  Moderate 
  Power-bid of Water 
  (This Power-bid requires an air temperature of no 
  higher than 150 degrees F and no lower than 40 degrees F). 
  This preternatural Power of water enables the activator to 
  force a rain elementary to create an area of intense and 
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  steady rain in a radius of up to 360 feet distance, either 
  around the Geo urge or at a distance of up to 360 feet from 
  him or her, and moving with him or her, at a speed of up to 
  30 miles per hour (a sustained gallop of a horse), if desired. 
  The following conditions apply to the rain area: 
  1) Vision within the area is reduced to 50 feet with 
  clarity and 100 feet partially obscured. 
  2) The rain will reduce the size of any normal fire as 
  follows. each step requiring/being one ABC of time: roaring 
  inferno to inferno, hot blaze to blaze, large bonfire to bonfire, 
  campfire to blazing torch to sputtering torch to lamp to candle, 
  then out. A torch is thus extinguished 
  after four ABCs of exposure to the rain. 
  3) Cloth and paper become soaked in two ABCs. 
  4) Bowstrings become damp and all ranges are 
  reduced by 50% in one ABC time. 
  5) Rain will accumulate, or not, according to the 
  nature of the terrain. The effect on the ground (mud. standing 
  puddles of water, etc). must be adjudicated by the GM. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional five AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  Stt0W £lemmtAnt Savfce: 
  Moderate 
  Power-bid of Water 
  (This Power-bid requiries an air temperature of no 
  higher than 50 degrees F and no lower than -50 degrees F). 
  This Preternatural Power of water enables the activator to 
  force a snow elementary to create an area of intense and 
  heavy snow in a radius of up to 360 feet distance. either 
  around the Geourge or at a distance of up to 360 feet from 
  him or her, and moving with him or her. at a speed of up to 
  30 miles per hour (a sustained gallop of a horse). The 
  following conditions apply to the snow area: 
  1) Vision within the area is reduced to 25 feet of 
  clear vision and 50 feet of partial vision. 
  2) The snow will reduce the size of normal fire as 
  follows, each step requiring two ABCs: roaring inferno to 
  inf emo to hot blaze to blaze to large bonfire to bonfire to 
  campfire to blazing torch to sputtering torch to lamp to candle, 
  then out. A torch is extinguished after eight ABCs of 
  exposure. 
  3) Cloth and paper become sodden in eight ABCs. 
  4) Bowstrings become damp and all ranges are 
  reduced by 50% in five ABCs. 
  5) Snow will accumulate on the ground if the area 
  is stationary, accumulation being six inches per quarter hour, 
  each six inches depth slowing movement by a cumulative 
  5% (5%, 15%, 30%, 50%) to a maximum penalty of 90% 
  (50% maximum penalty for very large creatures with a leg 
  length of four or more feet). After the cessation of snowing, 
  melting will occur according to ambient temperature. 
  The elementary must serve thus for up to one hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional five AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  Sec°"ba~ Power-bib• 
  l>wlt Storm £1emmtant Service: 
  Major Power-bid of Air-Earth/Earth-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a dust storm elementary to 
  become active in a radius of up to 360 feet, with a distance 
  to the center of up to 360 feet from the activator, and moving 
  with him or her, at a speed of up to 30 miles per hour (a 
  sustained gallop of a horse), if desired. The following 
  conditions apply to the area of the dust storm: 
  1) Vision and hearing within the area are reduced 
  to a distance of 30 feet. 
  2) Movement in the area is at one quarter normal. 
  3) Light and flimsy material exposed to the wind 
  will be blown away, or else shredded or tattered. 
  4) Each Activity Block spent within the area inflicts 
  1-2 points of Harm from abrasion, contusions caused by 
  flying debris. respiratory injury, etc. to all therein. 
  The elementary must serve for up to fifteen minutes 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional 10 AEPs for 
  each extra quarter hour of service demanded to have the 
  strength to force this from the elementary. 
  HAu £1emmtant Service: 
  Major 
  Power-bid of Air-Earth/Earth-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a haze elementary to become 
  active in a radius of up to one mile, with a distance to the 
  center of up to one mile from the activator, and moving with 
  him or her. at a speed of up to 30 miles per hour (a sustained 
  gallop of a horse), if desired. The following conditions apply 
  to the area of the haze: 
  1) Vision and hearing ranges within the area are 
  reduced to 300 feet. 
  2) Aerial observation is impossible save in regards 
  to the 300-foot limitation noted. 
  3) Light conditions within the area are reduced by 
  one step, so that full, direct sunlight is equal to light as 
  screened by thin clouds and so forth. 
  4) Only wind of strong sort will affect the haze area, 
  blowing it, intact, in the direction towards which it blows, at 
  a speed of one half of the wind's own. 
  The elementary must serve for up to one hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional 10 AEPs for 
  each extra hour of service demanded so as to have the 
  strength to force this from the elementary. 
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  111 
  
  SMt> Storm £1emmtAni Servke: 
  Major 
  Power-bid of Air-
  Earth/Earth-Air 
  This Supernatural Power of 
  dual-element nature enables the activator 
  to force a sand storm elementary to 
  become active in a radius of up to 360 feet, 
  with a distance to the center of up to 360 feet 
  from the activator, and moving with him or her, at a 
  speed of up to 30 miles per hour (a sustained gallop of a 
  horse), if desired. The following conditions apply to the area 
  of the sand storm: 
  1) Vision and hearing ranges within the area are 
  reduced to 30 feet. 
  2) Movement in the area is at one-quarter normal. 
  3) Light and flimsy material exposed to the wind 
  will be blown away, or else shredded or tattered. 
  4) Each Activity Block spent within the area while 
  unprotectedin some shelter inflicts 2 points of Harm from 
  abrasion, contusions caused by flying debris, respiratory injury, 
  etc. to all therein. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional 10 AEPs 
  for each extrn quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  AvrorA £1emmt'Af'\i Servke: 
  Major Power-bid of Air-Fire/Fire-Air 
  This Supern~tural Power of dual-element nature 
  enables the activator to force an aurora elementary to become 
  active in a radius of one mile, with a distance to the center of 
  up to one mile from the activator, and moving with him or 
  her, at a speed of up to three miles per hour (a normal walking 
  pace), if desired. The following conditions apply to the area 
  of the aurora: 
  1) Night vision within the area is enhanced to partial 
  moonlight at worst, and otherwise by two steps, so that bright 
  full-moon illumination equals twilight light condition. 
  2) Movement within the area is at the speed 
  compatible with the increased light. 
  • 
  3) Objects subject to being back-lit will be 
  appropriately silhouetted by the illumination of the 
  aurora. 
  The elementary must serve thus for up to one hour 
  realtime. as instructed by the activator. If longer service is 
  bidden. the Geourge must expend an additional 10 AEPs for 
  each extra one hour of service demanded so as to have the 
  strength to force this from the elementary. 
  san U5"mm5 £1emmtAf'\i Servke: 
  Major 
  Power-bid of Air-Fire/Fire-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a ball lightning elementary to 
  become active within a distance of 180 feet from the activator, 
  and upon appearing. move in the direction pointed to by the 
  activator (along the ground. above water, or in the air). 
  traveling up to an additional 360 feet thereafter at the rate 
  of 10 feet per second. 
  Anything within the five-foot-wide path traveled by 
  the ball lightning elementary suffers 21-25 points of electrical 
  Harm-doubled if wearing conductive metal, touching 
  grounded metal or the like. or standing on wet ground-all 
  protection ignored unless specific to electrical Hann. 
  Anything in a six- to 10-foot radius of the direct 
  path traveled by the ball lightning elementary suffers 9-12 
  points of electrical Harm-<loubled if wearing conductive 
  metal. touching grounded metal or the like. or standing on 
  wet ground-all protection ignored unless specific to electrical 
  Harm . 
  111 
  
  At the end of the 
  ~ indicated course of 
  movement the elementary is freed of service and can not 
  e required to continue. although a new one can be 
  constrained by again activating this Power-bid. 
  Cham U5kmm5 £kmemant Sa-vice: 
  Major 
  Power-bid of Air-Fire/Fire-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a chain lightning elementary to 
  become active within a distance of 180 feet from the activator, 
  and upon appearing, strike an initial target in the direction 
  pointed to by the activator (along the ground, above water, 
  or in the air), at a distance of up to an additional 180 feet-
  360 feet total at maximum range. 
  A chain lightning elementary delivers a fan-shaped 
  attack summarized as follows: 
  1 target at 26-35 points of Harm. 
  2 targets at 21-25 points of Harm. 
  4 targets at 17-20 points of Harm. 
  8 targets at 13-16 points of Harm. 
  16 targets at 9-12 points of Harm. 
  All protection is ignored unless specific to such Harm 
  as being delivered. Each target struck by the chain lightning 
  elementary suffers double Harm if wearing conductive metal, 
  touching grounded metal or the like, or standing on wet 
  ground. 
  The chain lightning elementary divides after striking 
  the initial target to strike next the two nearest targets adjacent 
  to the initial target, each of these two suffering 21-25 points 
  of electrical Harm as noted above. 
  -
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  Then, instantaneously, 
  the chain lightning elementary once 
  more divides to strike the four 
  nearest targets adjacent to the 
  secondary targets, each of these four 
  suffering 17-20 points of electrical 
  Harm as noted. 
  Next, 
  the 
  chain 
  lightning 
  elementary once more divides to strike 
  the eight nearest targets adjacent to the 
  tertiary targets, each of these eight suffering 
  13-16 points of electrical Harm as noted. 
  Finally, the chain lightning elementary once more 
  divides to strike the 16 nearest targets adjacent to the 
  quaternary targets, each of these 16 suffering 9-12 points of 
  electrical Harm as noted. If there are no targets ahead to 
  strike, the elementary will double back, a reverse of the fan-
  shaped area. Thus, the activator and/or associates might be 
  struck. 
  At the end of the indicated course of movement the 
  elementary is freed of service and can not be required to 
  continue. although a new one can be constrained by again 
  activating this Power-bid. 
  Bruker-Wave £1emmt•nt Sa-vice: 
  Major Power-bid of Air-Water/Water-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a breaker-wave elementary to 
  become active in a distance of up to 720 feet from the 
  activator, travel up to another 720 feet distance, and upon 
  appearing, move in gathering height and strength to break 
  upon a vessel or the shore as the case might be. 
  The height of the breaker-wave elementary is 10 
  feet plus the height of the average wave crests present at the 
  time of bidding. It will be 180 feet, plus crest height, in 
  length. It will be as broad as it is high. 
  When breaking upon a vessel, it will absolutely 
  swamp and sink any that is open-decked or undecked. 
  Decked vessels have a percentage chance of survival equal 
  to 10 percent, plus their length, minus the height of the 
  breaker wave. In any event, the impact of the water will 
  sweep overboard anything not securely fastened or holding 
  fast to the vessel. The vessel will take 6-8 points of structural 
  Harm multiplied by the height of the wave in feet above 10. 
  119 
  
  When breaking on land, the breaker wave will deliver 
  most minimal Harm (1 point times the height of the wave) 
  on all things caught within twice its striking area, the impact 
  area being its length. There exists a 50% chance that anything 
  not securely fastened down or clinging as tightly as possible 
  to a secured hold will be carried back out with the retreat of 
  the water, suffering 6-8 points of Harm in the process, and 
  if unable to swim, or weighted down, certainly drowned. 
  Drowning can be avoided by succeeding in a roll against 
  Health at a penalty of + 1 per foot of height of the breaker 
  wave. Structures hit by the wave and entirely within the 
  impact area will take 6-8 points of Harm multiplied by the 
  height of the wave in feet above 10. 
  At the end of the indicated course of movement the 
  elementary is freed of service 'and can not be required to 
  continue, although a new one can be constrained by again 
  activating this Power-bid. 
  HAfl Stont1 £lcmottAf'\i Service: 
  Major 
  Power-bid of Air-Water/Water-Air 
  This Supernatural Power of dual-element nature 
  enables the activator to force a hail storm elementary to 
  become active in a radius of 360 feet, with a distance to the 
  center of up to 360 feet from the activator, and moving with 
  him or her, at a speed of up to 10 miles per hour (a fast 
  human trotting pace), if desired. The following conditions 
  apply to the area of the hail storm: 
  1) Vision and hearing within the area are reduced 
  to 300 feet. 
  2) Movement within the area is at one half normal. 
  3) Movement on smooth surf aces, up or down a 
  slope, will be at hazard due to the slippery spheres of ice; 
  any such movement must be made at no faster than a half-
  speed walking pace, or else with a check against Precision 
  Base Rating, failure indicating a slip, fall, Harm (at the LM's 
  option), and one ABC of time lost arising. 
  4) Light and flimsy material exposed to the hail will 
  be broken, shredded or tattered-this includes vegetation. 
  5) Each Activity Block spent within the area inflicts 
  3-5 points of Harm from contusions caused by the falling 
  spheres of ice to all therein not sheltered from such impact. 
  The elementary must serve for up to a quarter hour 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional 10 AEPs for 
  each extra quarter hour of service demanded so as to have 
  the strength to force this from the elementary. 
  normal human walking pace), if desired. The following 
  conditions apply to the area of the ice storm: 
  1) Vision and hearing within the area are reduced 
  to 300 feet. 
  2) Movement in the area is at one-quarter normal. 
  3) Movement on all surf aces will be at hazard due to 
  the ice; all movement must be at the reduced walking-pace 
  speed indicated, or else with a check against Precision Base 
  Rating, failure indicating a slip, fall, Harm (at the LM's option), 
  and one ABC lost arising. 
  4) All things in the area of the ice storm, including 
  vegetation, will become coated with a layer of ice within one 
  AB of exposure. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional 10 AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  cmw £JcmcmAf'\i Servtcc: 
  Major 
  Power-bid of Earth-Fire/Fire-Earth 
  This Supernatural Power of dual-element nature 
  enables the activator to force a cinder elementary to become 
  active in a radius of 180 feet. with a distance to the center of 
  up to 360 feet from the activator. and moving with him or 
  her, at a speed of up to three miles per hour (a normal hwnan 
  walking pace). if desired. The following conditions apply to 
  the area of the cinder rain: 
  1) Vision and hearing within the area are reduced 
  to 100 feet. 
  2) Movement within the area is at one-half norma. 
  3) All flimsy and easily inflammable materials in the 
  area of the falling cinders have a 25% chance per Activity 
  Block of exposure to catch fire and begin burning. This 
  includes dry leaves and grass. dry straw. thatch. and dry cloth. 
  4) Each Activity Block spent within the area inflicts 
  3-5 points of Harm from contusions and minor bums caused 
  by the failing cinders to all therein not sheltered from such 
  impact. 
  The elementary must serve thus for up to one minute 
  realtime, as instructed by the activator. If longer service is 
  bidden. the Geourge must expend an additional 10 AEPs for 
  each extra minute of service demanded so as to have the 
  strength to force this from the elementary. 
  G.u £1cmcm~ Service: 
  Major 
  Power-bid of Earth-Fire/Fire-Earth 
  1« Stont1 £lcmctttAf'\i Service: 
  This Supernatural Power of dual-element nature 
  Major 
  Power-bid of Air-Water/Water-Air 
  enables the activator to force a gas elementary to become 
  This Supernatural Power of dual-element nature 
  active in a radius of 90 feet, with a distance to the center of 
  enables the activator to force an ice storm elementary to 
  up to 180 feet from the activator, and moving with him or 
  become active within a radius of 360 feet, with a distance to 
  her, at a speed of up to one mile per hour (a slow human 
  the center of up to 360 feet from the activator, and moving 
  walking pace), if desired. The kind of gas elementary actually 
  with him or her, at a speed of up to three miles per hour (a 
  summoned, determined by random chance, dictates the 
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  nature of conditions in the effect area. The sort of gas 
  elementary summoned and the conditions it brings are: 
  1) Obscuring gas elementary: Vision within the 
  area is reduced to 10" range, smell is non-functional, and 
  hearing is half normal. Each ABC of movement requires a 
  successful check against Precision Base Rating to maintain 
  direction, failure indicating the subject is moving randomly 
  left or right rather than the desired direction (ahead). 
  2) Sleeping gas elementary: All air-breathing 
  creatures within the area move at a declining rate, dropping 
  movement rate in 10% increments each ABC of time therein, 
  until at 0 movement (10 ABCs of exposure) they keel over 
  and fall asleep. Time of slumber is equal to their exposure to 
  the gas in ABCs times two. 
  3) Hallucinatory gas elementary: All air-breathing 
  creatures within the area must check against Precision Base 
  Rating each ABC spent therein, a failure causing a check to 
  discover the effect of the gas upon them that ABC: 
  a. Perceive an enemy in sight as friend and not 
  attack, or vice verse (attack a friend or ally). 
  b. "See" an insurmountable obstacle ahead and 
  move back the way the individual just came from instead of 
  moving forward. 
  c. "Hear" a shouted warning of overhead threat, 
  and stop, fixing attention there, reading whatever attack/ 
  defense measure are available to fend off such threat. 
  d. "Smell" the scent of some large and terribly 
  dangerous creature ahead, and so flee at fastest movement 
  rate laterally to the left or right (equal chances) regardless of 
  any actual hazards in such direction. 
  e. "Taste" a sharply acidic flavor in the air indicative 
  of poison gas, so stop moving and cease breathing, remaining 
  thus until lack of oxygen causes a blackout, fall. and autonomic 
  nervous system restoration of breathin~ne minute realtime 
  in all of non-activity followed by one minute recovery. 
  f. 
  "Feel" the surface underfoot becoming 
  insubstantial and giving way, so as to fall and flounder around 
  as if trying to keep from being precipitated into some abyss 
  at hand, this continuing each ABC of time until a success is 
  achieved checking against Precision at a + 10 penalty on the 
  dice. 
  4) Poison gas elementary: All air-breathing creatures 
  within the area immediately begin choking and gasping as 
  theysuff er moderate (3-5 points) Hann each ABC of exposure 
  to the poisonous vapors. Those able to hold their breath 
  suffer thereafter only most minimal (1) Harm from skin 
  exposure for each ABC therein. Movement rate is slowed o 
  a walking pace. Harm continues until the subject is out of 
  the area of the gas or it is otherwise dissipated or removed 
  The elementary must serve thus for up to one minute 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional 10 AEPs for 
  each extra minute of service demanded so as to have the 
  strength to force this from the elementary. 
  l.AvA £1cmCtttA"f Servke: 
  Major Power-bid of Earth-Fire/Fire-Earth 
  This Supernatural Power of dual-element nature 
  enables the activator to force a lava elementary to become 
  active in a distance of 60 feet from the activator, and moving 
  at a speed of 6 feet per ABC of realtime. The activator has 
  two options in regards to the actions of the lava elementary: 
  1) The lava elementary can be bidden to strike at a 
  target, doing so every other ABC with a Precision of 25, 
  attack Speed of 2, and inflicting 36-50 points of Harm 
  ignoring all armor/protection not specific to fire/heat-based 
  attacks. 
  2) The lava elementary can be bidden not to move 
  but instead to hurl portions of itself at a target, doing so 
  twice per ABC with a maximum range of 30 feet, a Precision 
  of 25, an attack Speed 2, and inflicting 13-16 points of 
  Harm ignoring all armor/protection not specific to fire/heat-
  based attacks. However, each such attack (two portions 
  hurled) lessens the persistence of the elementary by one full 
  Activity Block (12 seconds) of time, so that when 10 missiles 
  have been hurled, the elementary is gone. 
  Any inflammable substance contacted by the lava 
  will immediately catch fire and burn, Harm from the 
  combustion being 6-8 Hann points per ABC of burning. 
  The elementary can serve thus for no longer than 
  one minute realtime. Another lava elementary must be 
  Power-bidden if additional service is desired by the Geourge. 
  MAnJt or SwAmp £1emetttAn, Service: 
  Major 
  Power-bid of Earth-Water/Water-Earth 
  This Supernatural Power of dual-element nature 
  enables the activator to force a marsh or swamp elementary 
  to become active in a radius of 360 feet, with a distance to 
  the center of up to 360 feet from the activator, and moving 
  with him or her, at a speed of up to three miles per hour (a 
  normal human walking pace), if desired. One of the two 
  following services can be commanded of the elementary by 
  the activator: 
  1) The terrain area affected can be altered so as to 
  be only the least form of marsh or swamp, so that those 
  passing through it are only marginally hindered by the water 
  and mire, and progress is a movement penalty of only 10% 
  reduction in rate. 
  2) The terrain area affected can be altered so as to 
  be the worst form of marsh or swamp, movement within the 
  area at one quarter normal walking speed and a check against 
  Precision required each AB of time spent therein to see if 
  direction then is lost and movement is at a 45 degree angle 
  left or right (equal chances) instead of straight ahead, with all 
  subsequent movement then continuing in that angling 
  direction (eventually making a full circle) unless a subsequent 
  check against Precision at a +25 penalty indicates the error 
  has been discovered and movement in the desired direction 
  is then possible. 
  • 
  @!J:Z:~™ 
  1'1 
  
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional 10 AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  M\d> £Jattcm~ Scrvke: 
  Major 
  Power-bid of Earth-Water/Water-Earth 
  This Supernatural Power of dual-element nature 
  enables the activator to force a mud elementary to become 
  active in a radius of 180 feet, with a distance to the center of 
  up to 180 feet from the activator, and moving with him or 
  her, at a speed of up to one mile per hour (a slow human 
  walking pace). if desired. One of the two following services 
  can be commanded of the elementary by the activator: 
  1) The terrain area affected can be altered so as to 
  be only the least form of mud, so that those passing through 
  it are only marginally hindered- progress is at a movement 
  penalty of only 10% reduction in rate-and there is no sign 
  evident to any observer attempting to follow their trail. 
  2) The terrain area affected can be altered so as to 
  be deep and clinging mud, with movement within the area at 
  one quarter normal walking speed and a check against Speed 
  Base Rating required each AB of time spent therein to see if 
  each individual avoids being stuck fast (and unable to move 
  for an AB of time while being freed from the suction of the 
  mud). Vehicles will require successive checks, adding 1 point 
  of Speed Base Rating for each individual assisting in freeing 
  them, and all Physique Ability bonuses for each individual, 
  to their Speed Base Rating, improving chances for success. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional 10 AEPs 
  for each extra quarter hour of service demanded so as to 
  have the strength to force this from the elementary. 
  Qi!lclcn."b £1mtetrtAnt Service: 
  Major 
  Power-bid of Earth-Water/Water-Earth 
  This Supernatural Power of dual-element nature 
  enables the activator to force a quicksand elementary to 
  become active in a radius of 90 feet, with a distance to the 
  center of up to 180 feet from the activator. One of the two 
  following services can be commanded of the elementary by 
  the activator: 
  1) The terrain area affected can be altered so as to 
  be only the least form of quicksand, so that those passing 
  through it are only marginally hindered by it (progress is made 
  with a penalty of only 50% reduction in normal walking 
  movement rate) and there is no sign of their passing evident 
  to any observer attempting to follow their trail. In this case, 
  the geourge can command the elementary to move along 
  with him or her at whatever walking movement rate that 
  individual can achieve based on the terrain conditions. 
  . 
  2) The terrain area affected can be altered so as to 
  be deep and exceptionally treacherous quicksand, so that 
  any movement into the area immediately precipitates the 
  subject(s) into it with the nearest firm land fully 10 feet distant. 
  Any subject weighted down and unable to float will be 
  drowned or otherwise lost as it sinks slowly. at a rate of two 
  feet per AB, to the bottom 100 feet below. In this case the 
  elementary will not move. 
  The elementary must serve for up to five minutes 
  realtime, as instructed by the activator. If longer service is 
  bidden, the Geourge must expend an additional 10 AEPs for 
  each extra five minutes of service demanded so as to have 
  the strength to force this from the elementary. 
  Dotlms WAtt:r £1cmemant Service: 
  Major 
  Power-bid of Fire-Water/Water-Fire 
  This Supernatural Power of dual-element nature 
  enables the activator to force a boiling water elementary to 
  become active in a radius of 30 feet, with a distance to the 
  center of up to 60 feet from the activator. One of the two 
  following services can be commanded of the elementary by 
  the activator: 
  1) The water area affected is actually boiling. and is 
  altered so as to be only luke-warm. so that those passing 
  through it are not in the least affected despite the apparent 
  bubbling and turmoil typical of water at 212 degrees F 
  temperature. In this case. the geourge can command the 
  elementary to move along with him or her at whatever 
  swimming movement rate that individual can achieve. 
  2) The water affected can be brought to a boil. Any 
  creature within the area of effect will immediately suffer 3-5 
  points of Harm each ABC of exposure. In this case the 
  elementary will not move. 
  The elementary must serve for up to one minute 
  realtime. as instructed by the activator. Longer service can 
  be bidden only if the Geourge is reducing the existing water 
  temperature, and such continued temperature reduction 
  service requires the activator to expend an additional 10 AEPs 
  for each extra one minute of time so demanded in order to 
  have the strength to force this from the elementary. 
  Gc\fur £1cmmtant Service: 
  Major 
  Power-bid of Fire-Water/Water-Fire 
  This Supernatural Power of dual-element nature 
  enables the activator to force a geyser elementary to become 
  active in a distance of up to 180 feet from the activator. 
  The geyser thus produced will erupt instantly. sending a jet 
  of steam and boiling water of three-foot diameter upwards 
  to a height of 90 feet. Anything directly in the path of this 
  stream will suffer 36-50 points of Harm. The following ABC 
  of realtime the terrain in a 10-foot radius around the geyser 
  begins being pelted by a rain of boiling water, and any creature 
  within the area of effect will immediately suffer 3-5 points of 
  Harm each ABC of exposure. 
  : 
  1Jl 
  ---
  .... 
  
  The elementary must seive thus for up to one minute 
  realtime, as instructed by the activator. Longer service can 
  not be bidden, but the Geourge can again activate this same 
  Power-bid to force another geyser elementary to perform a 
  similar service. 
  Stum £1cmcman, Service: 
  Major Power-bid of Fire-Water/Water-Fire 
  This Supernatural Power of dual-element nature 
  enables the activator to force a steam elementary to become 
  active in a radius of up to 30 feet, with a distance to the 
  center of up to 60 feet from the activator. One of the two 
  following services can be commanded of the elementary by 
  the activator: 
  · 
  1) The water vapor area affected is actually 
  superheated, and is altered so as to be only luke-warm, so 
  that those passing through it are not in the least affected 
  despite the apparent scalding steam. In this case, the geourge 
  can command the elementary to move along with him or 
  her at whatever walking movement rate that individual can 
  achieve based on the conditions. 
  2) The area affected is not steam-filled but is to be 
  made thus by the elementary. Any creature within the area 
  of effect will immediately suffer 6-8 points of Harm each 
  ABC of exposure. In this case the elementary will not move. 
  The elementary must seive thus for up to one minute 
  realtime, as instructed by the activator. Longer service can 
  be bidden only if the Geourge is reducing the existing steam 
  temperature, and such continued temperature reduction 
  service requires the activator to expend an additional 10 AEPs 
  for each extra one minute of time so demanded in order to 
  have the strength to force this from the elementary. 
  Tmia~ Powa--bib1 
  l'hofpltorow• Eemcman, Service: 
  Major 
  Power-bid of Air-Earth-Fire 
  This Supernatural Power of triple-element nature 
  enables the activator to force a phosphorous elementary to 
  become active in one of two forms, with varying conditions, 
  as described hereafter. One of the two following services 
  can be commanded of the elementary by the activator: 
  1) A great phosphor elementary with an effect radius 
  of up to 180 feet, with a distance to the center of up to 360 
  feet from the activator: The elementary will illuminate the 
  area of effect as brightly as if it were full, direct sunlight, and 
  this effect will continue for a full five minutes realtime, 
  extension of the period not possible. 
  2) A great white phosphorous elementary with an 
  effect radius of up to 30 feet, with a distance to the center of 
  up to 90 feet from the activator: The elementary will explode 
  and shower burning white phosphorous over the entire area 
  of effect. Each and every target therein will suffer Harm. 
  Those within the immediate center, the inner 10-foot radius 
  from the center will suffer 13-16 points of continuing Harm 
  for 10 ABCs of burning, or until they are immersed in water. 
  Those within an 11- to 20-foot radius from the center will 
  suffer 9-12 points of continuing Harm for 10 ABCs, or until 
  immersed in water. Those within a 21- to 30-foot radius 
  from the center will suffer 6-8 points of continuing Harm 
  for 10 ABCs of burning, or until immersed in water. The 
  continuing Harm is Harm that accrues each ABC of exposure. 
  Note, only Extraordinary armor/protection against 
  fire/heat-based Harm reduces the Harm inflicted after the 
  initial ABC of exposure, because thereafter the white 
  phosphorous has burned through to flesh or heated the armor 
  sufficiently to negate its protection. 
  The explosion concludes the elementary's service. 
  T ~ 
  £1emettt'aMf Service: 
  Major Power-bid of Air-Earth-Water 
  This Supernatural Power of triple-element nature 
  enables the activator to force a tornado elementary to become 
  active within a distance of up to 360 feet from the activator. 
  The elementary will appear immediately in the sky overhead, 
  and touch down the following ABC realtime, proceeding on 
  the ABC thereafter in the direction pointed to by the Geourge 
  activator. The path of the tornado elementary is 90 feet 
  across, and it will continue along its line of travel at 30 miles 
  per hour speed for 360 feet distance before instantly 
  disappearing at the end of this distance. All things of under 
  4,400 pounds weight in the path of the elementary will be 
  picked up and deposited at the end of the path. All touched 
  by the tornado elementary will suffer 13-16 points of Harm, 
  plus an additional 1-100 points of Harm, regardless of any 
  armor, save Extraordinary armor of supernatural sort or that 
  against combined elements. 
  U5Jttttm5 Storm Service: 
  Major 
  Power-bid of Air-Fire-Water 
  This Supernatural Power of triple-element nature 
  enables the activator to force a lightning storm elementary 
  to become active around the Geourge to a distance of up to 
  720 feet around him or her, and moving with him or her, at 
  a speed of up to 30 miles per hour (a sustained gallop of a 
  horse), if desired. It takes one AB (12 seconds) of time for 
  the storm to gather, and then the lightning storm strikes. 
  The following conditions apply to the lightning storm area: 
  1) Vision in the area is reduced to 150 feet clear 
  (the maximum range for hearing), 300 feet for partial vision. 
  2) Rain will reduce the size of any normal fire as 
  follows, each step requiring/being three ABCs: roaring 
  inferno to inferno to hot blaze to blaze to large bonfire to 
  bonfire to campfire to blazing torch to sputtering torch. 
  Further reduction of the fire happens more quickly, with each 
  step requiring/being but two ABCs: sputtering torch to lamp 
  to candle, and then out. A torch is thus extinguished after 
  nine ABCs of exposure to the rain. 
  ;lh~~~:at-.J};_23::!: 
  = ~~t:#T?>. • 
  1Jl 
  
  3) Cloth and paper becomes soaked in four ABCs. 
  4) Bowstrings become damp and all ranges are 
  reduced by 50% in two ABCs. 
  5) Rain will accumulate according to the nature of 
  the terrain. Effect on the ground (mud. standing puddles of 
  water, etc.,) must be adjudicated by the LM. 
  6) Wind speed will be a base of 41 miles per hour. 
  gusting to 70 mph. 
  a. At wind speed of 41-50 mph. light objects. and 
  those weighing as much as up to 40 pounds but with a large 
  surface area will be blown along in the direction of the wind. 
  Movement with the wind is normal, but across or against it is 
  at one-half normal rate. 
  b. At wind speeds of 51-60 mph light objects. and 
  those weighing as much as up to 80 pounds but with a large 
  surface area will be blown along in the direction of the wind. 
  Movement is not possible for creatures under 1. 000 pounds 
  weight, and attempts to move will result in being blown over 
  and rolled for 1-2 points of Harm each ABC in the process. 
  Those able to move will do so at normal speed with the 
  wind, but against or across it is at one-half normal rate. 
  c. At wind speeds of 61-70 mph, light objects and 
  those weighins up to 160 pounds but with a relatively large 
  suface area (such as an upright human) will be blown along 
  in the direction of the wind suffering 1-2 points of Harm 
  each ABC in the process. Movement is not possible for 
  creatures under 2.000 pounds weight, and attempts to move 
  will result in being blown over and rolled for 6-8 points of 
  Harm. Those able to move will do so at normal speed with 
  the wind, but across or against it is at one-half normal rate. 
  7) At the end of every Activity Block (4 ABCs) there 
  will be a bolt of lightning that the Geourge can attempt to 
  direct on a target he or she can identify, A check against 
  Geourgy ability must be made for success of direction, and a 
  dice roll of 00 (100) means the bolt of lightning hits the 
  Geourge (ldlO then rolled with results of a 1 through 3 
  equaling a direct strike, otherwise suffering a peripheral strike 
  only). A direct strike inflicts 21-25 points of electrical Harm: 
  doubled if 
  wearing metallic 
  armor that does not preclude damage 
  specific to electrical Harm. 13-16 points of electrical Harm 
  (as modified above for a direct strike) accrues to all within a 
  10 foot radius of the primary strike. 
  The elementary must serve for up to one minute 
  real time as instructed by the activator. If longer service is 
  bidden. the Geourge must spend an additional five AEPs for 
  each extra minute of service demanded so as to have the 
  strength to force this from the elementary. 
  fwmArole £1emmtAMf Servtce: 
  Major 
  Power-bid of Earth-Fire-Water 
  This Supernatural Power of triple-element nature 
  enables the activator to force a fumarole elementary to 
  become active in a radius of up to 180 feet distance from 
  the activator. it being unable to otherwise move. The 
  fumarole elementary will cause the ground in a radius of 30 
  feet from its center to heave and steam during the ABC of 
  activation. On the following ABC. the surface will suddenly 
  liquefy. becoming mud of boiling temperature. Anything 
  caught within it will sink at the rate of one foot per ABC of 
  time. suffering 9-12 points of Harm in this process, armor 
  not of Extraordinary supernatural sort notwithstanding Harm. 
  When the head/breathing portion of any subject is immersed, 
  Harm incurred that ABC and each ABC of time thereafter 
  becomes 21-25 points. any armor /protection 
  notwithstanding unless it is against all elements . 
  ......., ... 
  s<5"'*c;:a~ 
  .. ::,:=sF::;;s;:~~
  -;::
  ,<~=-----=-= --~~ ~:9'.:~sg;;,.. 
  --~~
  
  Any subject within a 10-foot radius of the edge of 
  the area of effect has a 50% chance each ABC thus exposed 
  of being struck by a glob of expelled boiling mud delivering 
  6-8 points Harm. that Harm continuing for three additional 
  ABCs, or until the subject is washed by. or immersed in, 
  cool water. 
  The elementary must serve thus for up to one minute 
  realtime, as instructed by the activator. No longer service 
  can be bidden, nor can the Geourge Power-bid in the 
  immediate area another such elementary for a full day of 
  time as fumarole elementaries are rare. 
  When service is 
  complete, the area affected cools immediately but remains a 
  basin of liquid mud, 60 feet across and six feet deep. 
  This will dry and harden in one day unless wet 
  weather slows the process. 
  ~atema"i 'Power-bib 
  l'lattt £1emmtA"i Service: 
  Major 
  Power-bid of Air-Earth-Fire-Water 
  This Supernatural Power of quadruple-element 
  nature enables the activator to force a plant elementary to 
  become active in a radius of up to 180 feet distance from 
  the activator. The plant elementary will be, at the bidding of 
  the geourge, and the existing environment dictating, one of 
  the following: 
  1) A field (plains, prairie, savanna, veldt) elementary 
  that will travel with the activator at a speed of up to 30 miles 
  per hour (a sustained gallop of a horse) and, effectively, 
  increase his or her movement pace by 25% while slowing 
  that of any pursuer by 25%. 
  2) A brush (bush, shrubbery, scrub, thicket, 
  undergrowth) elementary that will remain stationary but 
  increase the amount of vegetation in the area of effect so as 
  to make it impassable for any creature under 8,800 pounds 
  and/or ten feet height. Creatures able to move through the 
  area of burgeoned growth will do so only at one-tenth normal 
  walking movement. 
  3) A great tree elementary that will travel with the 
  activator at a rate of no faster than one mile per hour (a very 
  slow walking pace). This volitant tree will have Health of 
  200, a Precision of 25, an attack speed of 2, and two 
  separate attacks. It may attack to the front or side, but only 
  one attack may be made to the front in an ABC. The attacks 
  inflict 13-16 points of Harm, plus a Physique bonus variable 
  of 1-30 points Harm. The elemental has armor protection 
  of 20 points (100%) against shock and 6 points (30%) against 
  all other attack forms. 
  The elementary must serve thus for up to one quarter 
  hour realtime, as instructed by the activator. If longer service 
  is bidden, the Geourge must expend an additional five AEPs 
  . 
  . 
  for each extra quarter hour of service demanded so as to 
  ; ; ~~&il'ei:i~!JlJo fore~ this~~o;p..J~~$¥: ,,,.,_ 
  1JJ 
  
  [I:: · ,,_. 
  Th~ .. 1-:&~~~~~~les .. -_q::1J 
  Necrou,.5~ Abilit~ 
  The use of Necrourgy requires both a command circle and a protection circle in order to Call, Command, or Create 
  a living dead creature, or a spirit of a dead human. If the activator is not within a correct protection circle, then the living 
  dead creature or spirit called cannot be released from the command circle without death or at least Harm, to the Necrourge, 
  nor will Command be possible, and Creation would likewise result in attack. If a living dead or dead human spirit is brought 
  without a command circle, it will leave immediately because it is not imprisoned. 
  It requires one minute realtime to prepare a circle, so to create both a circle of command and a circle of protection 
  requires two minutes. It is then possible to activate a Call, Command, or Creation of Necrourgy effectively. 
  There are two separate Rituals in Necrourgy, one for the living dead and one for the restless dead spirits. 
  In each Ritual there are six separate and distinct Spells: two for Calling forth a specific type of living dead or 
  restless dead spirit; two for Commanding a specific type of living dead or restless dead spirit to some specific task; and two 
  for the Creation of a new specific type of living dead or restless dead spirit. There are also miscellaneous Powers of 
  Necrourgy to be gained. Each ~itual, Spell, and Power possessed must be recorded on a Necrourgy memory tablet, each 
  tablet able to contain any four such things. In order to possess a Spell, it is necessary that the Necrourgist possess the Ritual 
  to which it is attuned, and only when the Ritual and all Spells are known can the individual then possess a Power that is 
  derived therefrom. 
  Note well that the Necrourge does not have power to deal with the Supernatural living dead types of lichwight, 
  peccant, and vampire. Such creatures of pure evil are beyond even the means of the most powerful Necrourge to Call, 
  Command, or Create. In truth, most lichwights and peccants, and not a few vampires, were once likely Necrourges 
  themselves. . . . In the same vein, the Supernatural restless spirits of the dead-frights, glooms, and haunts-are beyond 
  manipulative means of even the most potent 
  Necrourge. 
  Failure of Ability in a check against 
  Necrourgy score indicates the AEPs are expended 
  to no effect, save where a Spell of Calling is 
  concerned. In such case a second check is made, 
  and if it fails the protection circle is improperly 
  scribed and the summoned creature(s)/spirit(s) 
  attack(s) the Necrourge. 
  Very minimal 
  Minimal 
  Low moderate 
  Moderate 
  Good 
  Very good 
  Strong 
  Very strong 
  Major 
  Extreme 
  Tmic cost 
  1 second realtime 
  2 seconds realtime 
  3 seconds realtime 
  4 seconds realtime 
  5 seconds realtime 
  7 seconds realtime 
  9 seconds realtime 
  12 seconds realtime 
  16 seconds realtime 
  20 seconds realtime 
  l'owq Cost 
  Power cost 2 
  Power cost 3 
  Power cost 4 
  Power cost 5 
  Power cost 6 
  Power cost 7 
  Power cost 8 
  Power cost 9 
  Power cost 10 
  Power cost 12 
  livitt5 Dea~ Rituals 
  Restless Dea~ Rituals 
  1. Ritual of the living Death 
  2. Spell of Calling the Free-willed, Living Dead 
  3. Spell of Calling the Unwilled, living Dead 
  4. Spell of Commanding the Free-willed, living Dead 
  5. Spell of Commanding the Unwilled, Living Dead 
  6. Spell of Creating the Free-willed, Living Dead 
  7. Spell of Creating the Unwilled, living Dead 
  8. Become Like a Free-willed, Living Dead 
  9. Become Like an Unwilled, living Dead 
  10. Treat with Cunning Living Dead 
  < 
  Strong 
  Moderate 
  Minimal 
  Very Good 
  Moderate 
  Very Strong 
  Strong 
  Extreme 
  Major 
  Strong 
  1. Ritual of the Unhallowed Spirit 
  2. Spell of Calling Evil. Animal Spirits 
  3. Spell of Calling Restless. Human Spirits 
  4. Spell of Commanding Evil, Animal Spirits 
  5. Spell of Commanding Restless, Human Spirits 
  6. Spell of Creating an Evil Animal Spirit 
  7. Spell of Creating a Restless Human Spirit 
  8 . Become Like an Animal Spirit 
  9 . Become Like a Restless Human Spirit 
  10. Treat with Supernatural Spirit 
  Extreme 
  Very Good 
  Moderate 
  Strong 
  Very Good 
  Major 
  Extreme 
  Extreme 
  Major 
  Strong 
  
  Gmer"l Powers of Either lUtu"l 
  1. Animate Shadow 
  Moderate 
  2. Animated Wand 
  Major 
  3. Bone Splinters 
  Good 
  4. Chamel Heap 
  Major 
  5. Cloak in Shadows 
  Minimal 
  6. Continual Shadow 
  Very Strong 
  7. Create Shadow 
  Minimal 
  8. Desecrate Consecrated 
  Extreme 
  9. Dirah · s Dread Skull 
  Major 
  10. Dominant Shadow 
  Extreme 
  11. Encrypting Ring 
  Strong 
  12. Glib Tongue 
  Very Minimal 
  13. Grave Rot 
  Extreme 
  14. Hidden SouJ 
  Extreme 
  15. Mirdoleb's Shadow Monster 
  Very Good 
  16. Mirdoleb's Shadow Shield 
  Low Moderate 
  17. Mirdoleb's Shadow Swarm 
  Moderate 
  18. Mirdoleb's Shadow Wave 
  Extreme 
  19. Reaper's Scythe 
  Moderate 
  20. Rigor Mortis 
  Strong 
  21. Shadow Bolts 
  Very Minimal 
  22. Shadow Bridge 
  Good 
  23. Shadow Cloud 
  Extreme 
  24. Shadow Hands 
  Low Moderate 
  25. Shadow Javelins 
  Major 
  26. Shadow Self 
  Major 
  27. Swoon-stench 
  Major 
  28. Talk with Shadows 
  Very Good 
  29. Touch the Weave 
  Extreme 
  30. Umbrate Wall 
  Very Good 
  31. Unhallow Ground 
  Extreme 
  1' ower att~ Ritual Dcscriptiotts 
  ltitwAI of t1'e Uvm5 'Dudt: 
  Strong 
  In order to have any form of communication with, 
  control over, or deal in any fashion whatsoever with the living 
  dead of the unwilled sort-animort (animate remains), 
  bonewalker. and zomboid-or those far more dangerous of 
  self-willed sort-balewretch, ghoul, and moriant-this Ritual 
  must be possessed and utilized by the Necrourge. It must be 
  enacted no longer than one hour prior to using any Spell of 
  Calling. Commanding, or Creating. 
  Spell of~ 
  tlte h«-wflld>. Uvftt5 'Dub: Moderate 
  This Spell sends forth a message that will attract 
  any of the three sorts of active living dead of the free-willed 
  sort-balewretch, ghouJ, and moriant. Any of these that are 
  within a 500 foot radius of the activator when in the open 
  and above ground, or 50 feet when in a subterranean place, 
  will respond. No more than one of each type, or one to 
  three of one type (if it is the only type within range), and no 
  more than three total, can be called by a single activation. 
  ~~ ·-· 
  However, multiple activations expand the range by one factor 
  (500 or 50 feet) for each additional calling Spell activated. 
  No more than three serial activations are useful, though, for 
  additional activations do not continue the effect further and 
  are wasted. 
  The living dead creatures responding will require 
  three minutes real time per 500 or 50 feet calling distance to 
  appear before the activator. If that individual is not in a 
  circle of protection, they will attack him or her and then 
  leave. If he or she is so protected, they will probably attack 
  anyone within a 20 foot radius of that individual not so 
  shielded, unless the threat of severe harm to them is made 
  clear, in which case they will leave. In any event, uncontrolled, 
  Free-willed Living Dead will leave the vicinity in one to three 
  minutes realtime as a circle of protection is repulsive to them. 
  If there is a command circle, and the activator then 
  proceeds with a Spell of Command, the Free-willed Living 
  Dead called and present can then be controlled. 
  Spefl of ullftt5 dte Vmvfllet>. Uvm5 'D~: Minimal 
  This Spell sends forth a message that will attract 
  any of the three sorts of active living dead of the unwilled 
  sort-animort, bonewalker and zomboid. Any of these that 
  are within a 500 foot radius of the activator when in the 
  open and above ground, or 50 feet when in a subterranean 
  place, will respond. No more than one to six of each type, 
  and no more than 12 total, can be called by a single activation. 
  However, multiple activations both expand the range by one 
  factor (500 or 50 feet) and increase the total number of 
  creatures callable (by 12 for each additional calling Spell 
  activated). No more than three serial activations are useful, 
  though, for additional activations do not continue the effect 
  further and are wasted. 
  Those living dead answering will require five minutes 
  realtime per 500 or 50 feet calling distance to appear before 
  the activator. If that individual is not in a circle of protection, 
  they will attack him or her and then leave. If he or she is so 
  protected, they will attack anything within a 20 foot radius 
  of that individual not so shielded. In any event, uncontrolled, 
  Unwilled Living Dead will leave the vicinity in from two to six 
  minutes as a circle of protection is repulsive to them. 
  If there is a command circle, and the activator then 
  proceeds with a Spell of Command, the Unwilled Living Dead 
  called and present can then be controlled. 
  Spell of Comma,,bht5 the h«"'Wf11et>. Uvms 'D~: 
  Very Good 
  This Spell controls all called Free-willed Living 
  Dead- balewretch, ghoul, and moriant. Controlled living 
  dead must stay within sight of the necrourge for three minutes 
  realtime while awaiting a Command, but control does not 
  allow general command, however. Only one sort of Free-
  willed, Living Dead creature can be commanded by this Spell, 
  and multiple activations are to no avail, for a second one 
  1J7 
  
  wCl-~
  .:r '·-•"•.I -bOC~
  ~,s,_,!'1
  ~
  '"'· - -~
  ---~ 
  »""""""D~ 
  ......... 
  ·!"-CAAJb
  _,,,D~-:~ 
  ........... ,~,,..,_,!
  - ~--
  *l>e~
  _s ,...,--
  0 _
  ·£:~.
  ~ J1J 
  does not expand the menu, as it were. Thus, one type of 
  the Free-willed Living Dead present must be named after 
  activation. 
  Once completed, all of the named variety are bound 
  within the circle of command, and any and all other Free-
  willed Living Dead not of this type immediately leave the 
  vicinity. 
  The circle-bound Living Dead type are now subject 
  to the command of the Necrourge. Six separate or distinct 
  orders that can be understood and reasonably be fulfilled 
  must be given and must be obeyed to the best of the ability 
  of the commanded Free-willed Living Dead. However, the 
  time of effect of each separate order given is limited to four 
  hours realtime, so no single subject can be controlled for 
  longer than 24 hours time. Orie subject must be given six 
  commands, two subjects must be given three each, three 
  subjects must be given two commands each or, finally, six 
  may be given one order each. 
  When the commands are fulfilled or the time of 
  command lapses (whichever first occurs) all subjects are free 
  and will leave at that moment. They can not attack the 
  Necrourge for as many hours realtime as they were under 
  compulsion from the Spell. 
  SpcD of CommAmmt5 tl1e \htwllleb. tf"'"5 1)~ : 
  Moderate 
  This Spell controls all called Unwilled Living Dead-
  animort, bonewalker and zomboid. Controlled living dead 
  must stay within sight of the Necrourge for six minutes 
  realtime while awaiting a Command, however, control does 
  not allow general command. Only one sort of Unwilled Living 
  Dead creature can be commanded by this Spell. Multiple 
  activations are to no avail, for a second one does not expand 
  the menu, as it were. Thus, one type of the Unwilled Living 
  Dead present must be named after activation. 
  Once done, all of the named type are bound within 
  the circle of command, and any and all other Unwilled Living 
  Dead not of this type immediately leave the vicinity. 
  The circle-bound Living Dead type are now subject 
  to the command and control of the Necrourge. Twelve 
  separate or distinct simple orders that can be clearly 
  understood, easily followed, and reasonably fulfilled can be 
  given and must be obeyed to the best of the ability of the 
  commanded. No more than three different kinds of an order 
  can be given to one subject. 
  The time of effect of each order given is limited to 
  24 hours realtime, so one subject can not be controlled for 
  longer than 12 days' time. Multiple subjects must be given 
  at least one command each, but there are no other limitations 
  in regard to distribution of such orders. 
  Command orders possible are in the following range: 
  ! , 
  1) Attack (X), a single individual, kind, or all/anything 
  at the place. 
  2) Bring (X) back to this place. 
  3) Conceal yourself (here, at location X). 
  4) Find (X). 
  5) Go to (location X). 
  6) Guard (X), a person, place, or thing. 
  7) Kill (X), a single individual. 
  8) Take/carry (X) to (location/place X). 
  When the commands are fulfilled, or the time of 
  command lapses (whichever first occurs), all subjects are free 
  and will leave at that moment. They can not attack the 
  Necrourge for as many hours realtime as they were under 
  compulsion from the Spell. 
  s,cn of CJUtm5 dte nu~. tf"'"5 ~ : 
  Very Strong 
  This is so dark and vile a Spell that no Necrourge 
  can perform it more frequently than once per month. By 
  means of this evil operation of malign Supernatural agencies, 
  a living human subject is altered and changed into one of the 
  three kinds of Free-willed Living Dead-a balewretch (50 
  AEP cost), ghoul (30 AEP cost), or moriant (70 AEP cost), 
  as the Necrourge decides. The Necrourge gains one month 
  of life span when causing a victim to suffer a potential eternity 
  condemned to undead existence. The victim is placed within 
  the circle of command and must be either bound or 
  unconscious but otherwise in relatively good shape, for if 
  Health is below 90% of normal level the attempt will fail. 
  The victim will be instantly struck into a stupor, or 
  remain unconscious, and lay unmoving in that state for a full 
  24 hours as his or her physical form alters to that of the 
  living dead creature he has been cursed to become. At the 
  end of that time it will arise as a balewretch, ghoul or moriant. 
  The newly-created creature is subject to the 
  command of the Necrourge who created it. It must obey 
  any and all commands given to it regardless of the 
  consequences. It can not attack or seek to harm its master. 
  However. if the Necrourge is ever totally powerless in regard 
  to Ability energy points, those being exhausted and at zero 
  (0), any and all such created creatures within or coming within 
  a 20 foot radius will sense this weakness. Then, and only 
  then, can they attack- and they will! 
  SpcD of CJUtm5 tJte \htwllleb. Uvttt5 ~: Strong 
  This is so dark and vile a Spell that no Necrourge 
  can perform it more frequently than once per month. 
  By 
  means of this evil operation of malign Supernatural agencies, 
  a human, Alfar, or humanoid corpse or skeleton is altered 
  and changed into one of the three kinds of Unwilled Living 
  Dead- an animort (from a decomposing body or mummified 
  one), bonewalker (from a skeleton), or zomboid (from a fresh 
  corpse). The subject is placed in the circle of command and 
  the remains must be unhallowed or else the attempt will fail. 
  =-~~,,ZS··~ 
  
  The fresh corpse will become a zomboid, the decayed 
  or mummified, one of an animort, or the skeletal remains a 
  bonewalker. The energy cost added is the same in all cases, 
  a mere 25 points at the time of activation. After a period of 
  24 hours has elapsed it will arise and be an animort, 
  bonewalker or zomboid. 
  The newly created creature is subject to the 
  command of the Necrourge who created it. It must obey 
  any and all commands given to it regardless of the 
  consequences. It can not attack or seek to harm its master. 
  However, if the Necrourge is ever totally powerless in regard 
  to Ability energy points. those being exhausted and at zero 
  (0), any and all created creatures within or coming within a 
  10 foot radius will sense this weakness. Then. and only 
  then, can they attack-and they will! 
  D«ome UM A fne-wflkt,, Uvm5 l)ut>: Extreme 
  By means of this Power. the Necrourge is able to 
  alter his or her body so as to exactly resemble that of one of 
  the Free-willed Living Dead-a balewretch, ghoul or moriant. 
  The Necrourge will then gain all capacities of the form 
  assumed while retaining his or her own mind in regard to 
  the use of extraordinary Abilities. The Power lasts for as 
  many hours as the activator invests additional points of energy 
  to it at the time of its activation. at the rate of three AEPs 
  per hour of such alteration desired. That is. in addition to 
  the base AEPs required. three or more must be added to 
  enable the energy to persist beyond a moment. 
  D«ome U1ce a~. Uvms ~= Major 
  By means of this Power. the Necrourge is able to 
  alter his or her body so as to exactly resemble that of one of 
  the Unwilled Living Dead- an animort. bonewalker, or 
  zomboid. The Necrourge will then gain all capacities of the 
  form assumed while retaining his or her own mind in regard 
  to the use of Extraordinary Abilities. The Power lasts for as 
  many hours time as the activator invests additional points of 
  energy to it at the time of its activation. That is. in addition 
  to the required base AEPs. one or more additional points 
  must be added to enable the energy to persist beyond a 
  moment. 
  Tf'Ut wfdt Cwmtms lf"'"5 1)ut>: 
  Strong 
  Through the activation of this agency, the Necrourge 
  is shielded from attack by any of the Cunning Living Dead 
  that is present at the time and can speak with any one of 
  them in regard to reaching some agreement pertaining to 
  an arrangement for their mutual betterment. The Power 
  lasts for only 10 minutes realtime, so the necrourge must be 
  careful. The Cunning Living Dead creature will not be taken 
  advantage of in any such arrangement. It will not leave its 
  abode, serve the Necrourge, risk its existence, or otherwise 
  compromise itself. It will certainly require regular tribute 
  (feeding or useful SP items) and if otherwise neither 
  inconvenient nor he I pf ul to it, it will agree to information 
  exchange, giving minor help, and even mutual defense in 
  the face of a serious threat. 
  'Ritual of tlte VttlWlowet> Spfrft: 
  Extreme 
  In order to have any form of communication with, 
  control over, or to deal with, the restless dead spirit of the 
  animal sort-nightgrim, phantom, and specter, or those of 
  far more dangerous human sort- apparition, ghost. and 
  shadowling, this Ritual must be possessed and utilized by the 
  Necrourge. It must be enacted no longer than one hour 
  prior to using any Spell of Calling, Commanding, or Creating. 
  SpeU of CAllms £vt1. AttimAl Spirit•: 
  Very Good 
  This Spell sends forth a message that will attract 
  any of the three sorts of active, Evil Animal Spirits-nightgrim, 
  phantom and specter. Any that are within a 1,000 foot 
  radius of the activator when in the open and above ground, 
  or within 50 feet when subterranean, will respond. No more 
  than one of each type, or one to three of one type, and no 
  more than three total. can be called by an activation. 
  However. multiple activations without interval expand the 
  range by one factor (1,000 or 50 feet) for each additional 
  calling Spell activated. No more than three consecutive 
  activations are useful, though. Additional ones do not 
  continue the effect further and are wasted. 
  Answering Evil Animal Spirits will require three 
  minutes realtime per 1. 000 or 50 feet calling distance to 
  appear before the activator. If that individual is not in a 
  circle of protection, they will attack him or her and then 
  leave. If he or she is so protected, they will most likely attack 
  anyone within a 20 foot radius of that individual not so 
  shielded, unless the threat of severe harm to them from such 
  attack is clear to the living dead. in which case they will leave. 
  In any event. uncontrolled Evil, Animal Spirits will leave the 
  vicinity in from one to three minutes realtime as a circle of 
  protection is repulsive to them. 
  If there is a command circle. and the activator then 
  proceeds with a Spell of Command, the Evil Animal Spirits 
  called and present will then be controlled. 
  SpeU of CAllms Rcftk.,, Hift'1A'1 Spirit•: Moderate 
  This Spell sends forth a message that will attract 
  any of the three sorts of Malign Restless Human Spirits-
  apparition, ghost and shadowling. Any of such that are within 
  a 1, 000 foot radius of the activator when in the open and 
  above ground, or within 50 feet when in a subterranean 
  place, will respond. No more than one to three of each 
  type, and no more than six total can be called by a single 
  activation. However, multiple activations both expand the 
  range by one factor (1,000 or 50 feet per additional 
  activation). No more than three serial activations are useful, 
  though. Additional ones do not continue the effect further 
  and are wasted. 
  
  Answering Restless 
  Human Spirits will 
  require 
  five 
  minutes 
  realtime per 1,000 or 50 feet 
  calling distance to appear before 
  the activator. If that individual is not • 
  in a circle of protection, they· will i 
  attack him or her and then leave. If 
  he or she is so protected, they will 
  attack anything within a 20 foot radius 
  of that individual not so shielded. In any 
  event, uncontrolled Restless Human 
  Spirits will leave the vicinity in two to six 
  minutes time as a circle of protection is 
  repulsive to them. 
  If there is a command circle, and the 
  activator then proceeds with a Spell of Command, 
  the Restless Human Spirits called and present will then be 
  controlled. 
  Spell of CommA"~ £vii. AmmAl Spirit•: Strong 
  This Spell controls all called Evil Animal Spirits-
  nightgrim, phantom and specter. Controlled Evil Animal 
  Spirits must stay within sight of the Necrourge for three 
  minutes realtime while awaiting a Command, but control 
  does not allow general command, however. Only one sort 
  of evil animal spirit can be commanded by this Spell. and 
  multiple activations are to no avail, for a second one does 
  not expand the menu. as it were. Thus. one type of evil 
  animal spirit pr"!sent must be named after activation. 
  Once done, all of the named type are bound within 
  the circle of command, and any and all other Evil Animal 
  Spirits not of this type immediately leave the vicinity. 
  The circle-bound Evil Animal Spirits are now subject 
  to the command of the Necrourge. Four separate or distinct 
  orders that can be understood and reasonably be fulfilled 
  can be given and must be obeyed to the best of the ability of 
  the commanded. However, the time of effect of each order 
  given is limited to two hours realtime, so one subject can not 
  be controlled for longer than eight hours. One subject must 
  be given four commands, two subjects must be given two 
  each, or three subjects must be given one command each. 
  with one receiving a second command. 
  When the commands are fulfilled or the time of 
  command lapses (whichever first occurs), all subjects are free 
  and will leave at that moment. They can not attack the 
  LC a<G2 '.. § =s:: 
  Ff; 
  Necrourge for as many hours realtime as 
  they were under compulsion from the Spell. 
  Spell of CommA"~$ t'1e Rudu•. HwmA" 
  Spirit•: 
  Very Good 
  This Spell controls all called Malign •••~ 
  Restless Dead Spirits-apparition. ghost and 
  shadowling. Controlled restless dead spirits must stay 
  within sight of the necrourge for three minutes realtime 
  while awaiting a Command. but control does not allow 
  general command. Only one sort of restless dead spirit 
  can be commanded by this Spell. and multiple activations 
  are to no avail. for a second one does not expand the menu. 
  as it were. One type of restless dead spirit present must be 
  named after activation. 
  Once done. all of the named type are bound within 
  the circle of command. and any and all other restless dead 
  spirits not of this type immediately leave the vicinity. 
  The circle-bound Restless Dead Spirit type is now 
  subject to the command of the Necrourge. Six separate or 
  distinct orders that can be understood and reasonably be 
  fulfilled must be given and must be obeyed to the best of the 
  ability of the commanded. However. the time of effect of 
  each order given is limited to two hours realtime. so one 
  subject can not be controlled for longer than 12 hours time. 
  One subject may be given six commands, two subjects may 
  be given three each. or three subjects may be given two 
  commands each. 
  140 
  
  commands 
  are 
  fulfilled or the time of 
  lil~s;:;11~ command lapses (whichever first occurs). 
  all subjects are free and will leave at that 
  moment. They can not attack the Necrourge 
  for as many hours realtime as they were under · 
  ele~"!:9 compulsion from the Spell. 
  t 
  "'' 
  ·- · .. ~ Spefl ~ 
  Cru.tm5 an £vd Atrimal Spirit: Major 
  This is so dark and vile a Spell that no Necrourge 
  can perform it more frequently than once per month. 
  By means of this evil operation of malign Supernatural 
  agencies. a living animal subject is slain. then its trapped 
  spirit altered so as to become a monstrous Evil Animal Spirit-
  nightgrim (40 AEPs). phantom (30 AEPsl. or specter (35 
  AEPs). as the Necrourge decides. 
  The victim animal is placed within the circle of 
  command and must be either bound or unconscious but 
  otherwise in relatively good shape. for if Health is below 
  90% of normal level the attempt will fail. 
  The victim will expire slowly as the malign energy 
  seeps into it, altering its spirit and imbuing cunning and hate 
  into it. At the end of one week the process is complete. and 
  from the corpse will arise a nightgrim. phantom or specter 
  spirit. 
  The newly created spirit is subject to the command 
  of the Necrourge who created it. It must obey any and all 
  commands given to it regardless of the consequences. It can 
  not attack or seek to harm its master. However, if the 
  Necrourge is 
  ever totally powerless 
  in regard to AEPs, 
  those being exhausted 
  and at zero (0), any and all 
  such created creatures within, or 
  coming within, a 50 foot radius will 
  sense this weakness. Then, and only 
  then, they will attack with a 
  vengeance! 
  Spell of Creatin5 'Re•tleH. H\fmatt 
  Spirit•: 
  Extreme 
  This is so dark and vile a Spell that no 
  Necrourge can perform it more frequently than 
  once per month. By means of this evil operation 
  of malign Supernatural agencies, a living human 
  subject is slain, then its trapped spirit altered so as 
  to become a Malign Restless Dead Spirit-apparition 
  (50 AEPs), ghost (60 AEPs). or shadowling (40 AEPs), as 
  the Necrourge decides. The Necrourge gains one month of 
  !if e span when causing a victim to suffer a potential eternity 
  condemned to restless spirit existence. The hapless human 
  victim is placed within the circle of command and must be 
  either bound or unconscious but otherwise in relatively good 
  shape. for if Health is below 90% of normal level the attempt 
  will fail. 
  The victim will expire slowly as the malign energy 
  seeps into it. altering its spirit and twisting the soul, making 
  it spiteful and full of hate. At the end of one week the process 
  is complete, and from the corpse will arise an apparition, 
  ghost. or shadowling malign restless dead spirit. 
  The newly created spirit is subject to the command 
  of the Necrourge who created it. It must obey any and all 
  commands given to it regardless of the consequences. It can 
  not attack or seek to harm its master. However, if the 
  Necrourge is ever totally powerless in regards to AEPs, those 
  being exhausted at zero (0), any and all such created creatures 
  within a 50 foot radius will sense this weakness. Then, and 
  only then, can they attack-and they will! 
  D«ome like att £vd Atrimal Spirit: Extreme 
  By means of this Power the necrourge is able to 
  alter his or her material form so as to exactly resemble that 
  of one of the Evil Animal Spirits-a nightgrim, phantom or 
  specter. The Necrourge will then gain all capacities of the 
  spirit form assumed while retaining his or her own mind in 
  14'1 
  
  (I:. ··--The tc;ci~an.- _:'t~1cs 
  regard to the use of extraordinary Abilities when materialized. 
  The Power lasts for as many hours as the activator invests 
  groups of five additional AEPs to it at the time of its activation 
  for each hour of such alteration desired. That is, in addition 
  to base points, five or more additional points must be added 
  to enable the energy to persist beyond a moment. 
  'Become Uke A lteftle11 Hutt1A'1 Spfrit: Major 
  By means of this Power the necrourge is able to 
  alter his or her material form so as to exactly resemble that 
  of one of the malign Restless Human Spirits-an apparition, 
  ghost or shadowling. The Necrourge will then gain all 
  capacities of the spirit form assumed while retaining his or 
  her own mind in regard to the use of extraordinary Abilities 
  when materialized. The Power lasts for as many hours time 
  as the activator invests groups of four additional points of 
  energy to it at the time of its activation for each hour of such 
  alteration desired. That is, in addition to base points, four or 
  more additional points must be added to enable the energy 
  to persist beyond a moment. 
  Trut wklt Swpmtatwral Reftte11 l>ub Spirit: Strong 
  Through the activation of this agency the Necrourge 
  is shielded from attack by any Supernatural restless dead 
  spirit that is present at the time and can speak with any one 
  of them in regard to reaching some agreement pertaining to 
  an arrangement for their mutual betterment. The Power 
  lasts for only 10 minutes, so the necrourge must be careful. 
  The Supernatural Restless Dead Spirit will not be taken 
  advantage of in any such arrangement. It will not leave its 
  abode, serve the Necrourge, risk its existence, or otherwise 
  compromise itself. It will certainly require regular tribute 
  (feeding or useful SP items) and, if the offer is otherwise 
  neither inconvenient nor unhelpful to it, it will agree to an 
  information exchange, giving minor help, and even mutual 
  defense in the face of a serious threat. 
  Gefferal Power• of £itl1er 'Ritual 
  Ammate SJtAti.ow: 
  Moderate 
  By activation of this Preternatural Power. a 
  Necrourge can. if the light conditions are such that strong 
  shadows are present, manipulate a shadow as if it were a 
  physical force, if within a 30-foot range. This can take on 
  many effects, a common one being to wrap a shadow around 
  a being (whether it is ifs own shadow or one within range). 
  This can be done in a way to exclude arm or leg use (one or 
  the other), which could affect combat, the activation of Powers 
  of non-Psychogenic sort, and/or movement. The activator 
  can also wrap the shadow around a being and a nearby object 
  (say a tree), thus preventing any movement at all (when done 
  in this way, assume full arm and leg movement for purposes 
  of other than covering distance). Basically, any creative idea 
  can be utilized by the activator, subject to LM approval. 
  For example, wrapping a Wynn's Shadow around 
  its mouth might prevent it from using its breath weapon or 
  biting! Use the general size of the shadow animated to 
  determine feasibility of actions, though no matter what the 
  size only a single creature can be affected by use of this 
  Power. Of course, several uses of it will allow one to affect 
  as many subjects as there are activations of Animate Shadow. 
  The Power lasts for four ABCs. 
  The shadow remains untouchable and unbreakable 
  by any physical means, as it is still just a shadow. The only 
  way a subject can withstand the effects (short of some 
  Extraordinary means of canceling the Power) is to try to slip 
  out of the shadow· s grasp. This is done by making a successful 
  check against Speed Base Rating. modified as follows: Luck 
  adds 10% of that Ability score to the success chance; 
  Minstrelry Ability adds all of its score to the chance for success. 
  This "avoidance" can be attempted each ABC that the 
  Power's energy is active. Success indicates the shadow 
  returns to normal; failure indicates that the target is affected 
  for the duration of the Activity Block Count. 
  Note that if the area surrounding the object/creature 
  whose shadow is being animated is deprived of all light (or 
  immersed in pure darkness) in such a way that no shadow is 
  cast, then the energy of the Power is broken. 
  This Power in itself cannot cause physical harm. i.e. 
  the shadow can neither squeeze for Harm nor be used to 
  suffocate. etc. 
  Afffmateb WA'1b: 
  Major 
  By activation of this Supernatural Power. a 
  Necrourge can animate one of his or her Extraordinary Item 
  wands in such a way as to give it volition and to enable it to 
  obey his or her mental commands. At activation. the wand 
  animates in the air around the activator (at about shoulder 
  level). where it remains for the duration of the Power's 
  persistency. waving back and forth with a slight motion. 
  Following the ABC of animation. the wand can be utilized 
  by the activator in addition to any other action he or she 
  may wish to take-such as Power activation. using another 
  item. etc. 
  The activator must remain within 10 feet of the wand 
  as well as maintain a path of vision for the energy of the 
  Power to continue to cause the functioning of the wand. 
  (The activator does not actually have to look at the Wand, 
  but he or she must maintain a possible line of vision.) If the 
  activator moves out of this range. the wand is moved out of 
  range. or his vision is completely obscured by any means. 
  then the energy ceases and the Power is no longer active. 
  The activator may grab the wand at any time to 
  cease the Power's effect, and others may try to do so as 
  well. A successful check against Precision while the Avatar 
  or character/creature is within 5 feet of the wand must be 
  made to grab it. That one then becomes the new possessor 
  of the wand and the Power is broken and the energy 
  ~~:..:~~ =~-----
  ·
  . ·-~~
  141 
  ~
  -
  a< t 
  
  dissipated. If no one is there to grab the wand at the end of 
  five ABCs, it then falls to wherever gravity takes it. A fall of 
  more than 20 feet or a fall onto potentially dangerous surf aces 
  may damage the wand, at the LM's discretion. 
  Note that at no time may more than one Wand be 
  animated by the activator, as the link that exists can only 
  sustain the control of a single wand. Activation of this same 
  Power before the end of the original Power cessation will 
  work, but the initial Power is automatically cancelled, and 
  the wand affected by it can not be the same wand as affected 
  by the later-activated Power. 
  Botte SplmtCN: 
  Good 
  This Preternatural activation creates and sends a 
  shower of 3-12 sharp bone missiles that inflict normal Harm 
  as if they were daggers (1-20 points of penetrating Harm). 
  This barrage affects. at random. all potential enemy target 
  subjects in a radius of 30 feet before the activator. If only 
  one target is possible to attack. the number of hits on it will 
  be 1-4 (not 3-12). and two or three targets suffer 1-4 hits 
  each. If the number of potential targets is four or greater. a 
  successive number is assigned to each. Then numbers in the 
  assigned range are generated randomly. their total equal to 
  the number of bone splinters sent forth (from 3-12). each 
  number indicating a hit upon the target it represents. 
  Ckamel Hap: 
  Major 
  By activation of this Supernatural Power, the 
  Necrourgist causes bones. corpses. body parts. skulls. etc. of 
  at least 26 cubic feet in extent. to form into a mass and 
  become volitant. Although it has no brain or intelligence 
  per se, the automaton-like mound has a directing energy 
  which will enable it to obey a series of up to three successive 
  commands. Thus, for example. one might be required to 
  move in some direction. stop- and finally to attack anything 
  that moved within 30 feet of it. Once charged with one or 
  more commands, the golem remains active until destroyed. 
  The golem of flesh thus created has the following statistics: 
  Charncl Heap 
  Armor: 6 points (30%) sp. 
  Health Precision 
  Speed 
  Harm 
  66 
  39 
  13 
  special 
  This golem has from 3-12 attacks each ABC, each 
  strike inflicting 1-12 penetration or shock Harm on a random 
  basis, assuming teeth or bone piercing Harm, and bone or 
  flesh striking Harm. The attacks will be launched against all 
  opponents within a six-foot-radius range, with roughly the 
  same number of attacks aimed at each such target. Whenever 
  maximum Harm from an attack is scored, the subject struck 
  suffers, regardless of armor protection, 1-6 additional points 
  of Harm. The subject is caught, held fast, and unable to do 
  anything for as many ABCs as were suffered points of Harm 
  (1-6). A held opponent is unable to attack and is hit each 
  ABC automatically for 6 points of Harm. 
  For each 10 AEPs added at time of activation, the 
  ·----~ 
  golem is able to throw a bone "throwing stick" to a 60-foot 
  range to inflict 1-12 Harm, up to a maximum of four such 
  missiles per ABC. Any successful hit inflicts an additional 3-
  5 points of Harm of the target subject, regardless of armor. 
  Piercing Harm inflicted on the golem is at one-half 
  indicated points. Acid- and fire-based attacks inflict the 
  normal. possible minimum Harm to the golem. Cold- and 
  water-based attacks inflict no Harm. Blessed oil and water 
  inflict double normal Harm. 
  Cloak m S'1abow1: 
  Minimal 
  By activation of this Preternatural Power, a 
  Necrourge can, if the light conditions are such that strong 
  shadows are present, cause his or her person to become 
  veiled and shadowy. If none observe this transformation, 
  then the affected individual is at least 90% likely to be 
  unnoticed. If some observer is present, the individual is still 
  so veiled as to cause any attack upon him or her to be at a 
  penalty of+ 10 to the attacker's dice roll to determine if a hit 
  of any kind is scored. For each additional point of Activation 
  Energy invested. the activator can affect one other individual 
  with this same Power. to a maximum of eight others. Note 
  that if any affected person actively advances to assail or attack 
  while cloaked in shadows. the energy of the Power is drained, 
  and all effect is lost. Otherwise, the shadowy veil persists for 
  up to one hour. 
  C0ttttm4a1 SJtabow: 
  Very Strong 
  By activation of this Supernatural Power. a 
  Necrourge can create light conditions that are dim and 
  shadowy, even if the light is otherwise dear and bright or 
  totally lacking. Thus, whether bright or dark, the Power 
  causes an area of shadowy sort in a radius of 40 feet around 
  the activator. Note that some sort of Extraordinary Power 
  that causes bright light or total darkness will cancel this 
  Power's energy only if such light conditions are equal to or 
  greater than the radius of the shadow, or multiple activations 
  of such Power are used in succession to drain the energy. 
  Otherwise the effect lasts for one month. The activator can 
  extend this time by adding one AEP per added month of 
  energy persistence desired, doing this at the time he or she 
  activates the Power. It can be de-energized by a Def eat 
  Supernatural Power if thE latter is activated and operative. 
  Create Sl1~: 
  Minimal 
  By activation of this Preternatural Power, a 
  Necrourge can create a light condition that is dim and 
  shadowy, even if the light is clear and bright or totally lacking. 
  Thus, whether bright or dark, the Power causes an area of a 
  shadowy sort in a radius of 20 feet around the activator. 
  Note that some sort of Extraordinary Power that causes bright 
  light or total darkness will cancel this Power's energy if such 
  condition is of about equal radius (at least 15-foot radius). 
  Otherwise, the effect lasts for one full hour. 
  : 
  ~ ---
  --~ 
  .. - __ ,, ~® 
  ~-~~.:....:· --
  ~-;:;--~~-
  . 
  1+J 
  
  'OcHct-Ate CottHcrAtd>: 
  Extreme 
  By means of this Power, the Necrourge removes 
  any Extraordinary protection given by Theurgy from the 
  remains of a person, or a thing of up to about double the 
  size of a person, such as an altar. The effect is lasting, 
  although it might be possible to remove the vile sacrilege of 
  this dark energy and replace it thereafter with the clean force 
  of blessing, consecration, and so forth. 
  l)frAJt• • Drub Siu.TI: 
  Major 
  By activation of this Supernatural Power the 
  Necrourge animates a human or humanoid skull. The 
  activator then implants a command upon said skull so as to 
  activate its energy whenever the command is met. For 
  example: "When a human or any animal comes within 20 
  feet, face it or them." Or else: "If anything moves within 
  range face it." 
  Upon activation, the skull rises and floats at one 
  foot height, or eye level if higher. The eye-sockets glow 
  with a hellish light. At this instant a telepathic link is made 
  between the activated skull and the activator. The Necrourge 
  can see as if the skull had his or her eyes, even in total 
  darkness, up to the 30-foot distance of its "sight" range. He 
  or she can cause it to speak, the voice being his or her own. 
  Furthermore, the activator can cause the skull to tum as if it 
  were his or her head, rise up to a height of 20 feet, or move 
  laterally. Movement is slow, no more than three feet per 
  ABC. The Necrourge can use the Bone Splinters, Reaper's 
  Scythe, and Swoon Stench Power, activating it as if the skull 
  were him/her, range being that of the skull's "sight" range. 
  Activation of the skull by command trigger and 
  telepathic link begins draining the energy of the Power, and 
  after three minutes of realtime have passed, the energy 
  dissipates and the skull turns into dust. Activating a Power 
  consumes ten times as many seconds in regard to the energy 
  drain of the Power as it takes to activate the Power. For 
  instance, Bone Splinters consumes 50 seconds from the "life" 
  of the skull. 
  The skull has a Health rating of 66 and an Armor 
  Protection of 13 points (65%). The activator is telepathically 
  linked to it, and Harm accruing to the skull is transmitted to 
  the activator at a rate 50% of that inflicted on the skull. 
  l>omfHAttt ~: 
  Extreme 
  By activation of this Supernatural Power, a 
  Necrourge can create light conditions that are dim and 
  shadowy, even if the light is otherwise clear and bright or 
  totally lacking. Thus, whether bright or dark, the Power 
  causes an area of a shadowy sort in a radius of 40 feet around 
  the activator. Note that some sort of Extraordinary Power 
  that causes bright light or total darkness will not cancel this 
  Power's energy even if such light conditions are equal to or 
  greater than the radius of the shadow or multiple activations 
  of such Power are used in succession to drain the energy. 
  The effect lasts for one month. The activator can 
  extend this time by adding two AEPs per added month of 
  energy persistence desired, doing this at the time he or she 
  activates the Power. It can, of course, be de-energized by a 
  Def eat Supernatural Power if this latter Power is successfully 
  activated and operative, but this magic adds a penalty of 10 
  to that chance. 
  £~ 
  1UK5: 
  Strong 
  By means of this Supernatural energy the Necrourge 
  creates a magical circle that bars any sending or spirit that is 
  baneful to him or her from passing its perimeter. The radius 
  of this circle is a base 9 feet, and for each additional AEP 
  invested at the time of activation, the radius expands one 
  foot. The Encrypting persists for nine hours' time. 
  Glib T0t15\fC: 
  Very Minimal 
  When activating this Preternatural Power for him-
  or herself or for another willing subject that was touched, 
  the Necrourge is able to make one person spoken to believe 
  a lie of even outrageous sort. For each one additional AEP 
  expended at time of activation, the Necrourge is able to cause 
  one more listener to believe a lie thereafter uttered by him or 
  her or the touched subject of this Power. To ascertain that 
  the activator or subject is not speaking the truth, a target 
  subject must know something to the contrary and succeed in 
  a check against twice Speed Base Rating (or Intellect Rating, 
  if that optional statistic is employed). 
  Grave Rot: 
  Extreme 
  This Supernatural Power operates on a subject in 
  sight and within 60 feet distance of the activator. It causes 
  the afflicted to suffer 13-16 points of Harm immediately 
  regardless of any and all protection save that specifically 
  providing nullification of evil energy. Furthermore, each ABC 
  thereafter, the afflicted automatically suffer a lesser amount 
  of Harm as follows: 
  2nd ABC, 9-12 points of Harm 
  3rd ABC. 6-8 points of Hann 
  4th ABC. 3-5 points of Harm 
  5th ABC 1-2 points of Harm. 
  Worse, the Harm can be restored only by a Theurgist 
  of the Hallowing Rite who is compelled to employ a Redeem, 
  for otherwise the points of Health are lost forever. An 
  additional five AEPs per subject beyond the first to be affected 
  must be invested at time of activation. Once activated, the 
  Necrourge need not concentrate on this Power and is free to 
  do other things. 
  ~Sowl: 
  Extreme 
  By means of this Power, the Necrourge establishes 
  a separate receptacle for his or her life force. Only one of 
  these Powers may ever be active for the same individual at 
  the same time. 
  
  The object in which his !if e force is to be kept can 
  be virtually anything that is non-living, but was once a part 
  of a living human-type individual. Size is important in that 
  energy must be stored in the object hiding the Necrourge's 
  soul. At the time of activation of this Power the Necrourge 
  must invest AEPs equal to one-half his or her points of Health 
  Base Rating, plus 12 additional AEPs. plus one Activation 
  Energy Point for every one cubic foot, or fraction thereof, of 
  matter comprising the soul object. If the Necrourge is harmed 
  so as to reduce Health to zero (0) or negative points, the 
  hidden soul receptacle is triggered. The 12 AEPs are instantly 
  expended in dematerializing the corpse of the individual and 
  bringing it at the same instant back to the location of the 
  receptacle. As the body materializes. the AEPs equal to one-
  half the Health Base Rating of the Necrourge that were 
  invested in the hidden soul object at its creation are expended 
  to restore the body to life at 10% of normal Health BR. The 
  Hidden Soul Power is then dissipated, but the Necrourge is 
  saved from death, and most likely he or she will eventually 
  create a new life force receptacle. 
  If the hidden soul receptacle is destroyed, the 
  necrourge suffers Harm at the immediate moment of that 
  occurring. When the object is destroyed he or she will 
  instantly lose 20% of total normal Health Base Rating in a 
  backlash of Extraordinary energy. If this loss reduces the 
  individual to below zero (0) Health, death results. and there 
  is no reprieve. 
  Mh'boleb'• 5"Abow Mofffter: 
  Very Good 
  By activation of this Supernatural Power an 
  enchanter or Necrourge can, if the light conditions are such 
  that strong shadows are present, create a quasi-real monster 
  which appears out of nearby shadows. The Shadow Monster 
  is related to the quasi-real creatures evoked by Mirdoleb's 
  Shadow Swarm Power. and it too is brought forth by a gate 
  created between the material dimensions and those of anti-
  energy. The shadow monster can not be attacked by any 
  means. The Power affects only one subject within 60 feet of 
  the activator and lasts for 3 ABCs. 
  The target creature can attempt to avoid the assault 
  of the Shadow Monster by checking against Speed Base 
  Rating times four. 
  If the target succeeds in avoiding the umbrate 
  monster thus, it suffers only 9-12 points of Harm, disregarding 
  all armor, and will have an attack penalty of 20 for 3 ABCs 
  thereafter because of the effect of the shadowy creature. 
  If the target fails to avoid the shadow monster, it 
  suffers 9-12 points of Harm, disregarding all armor, each 
  ABC of the Power's persistence (a total of 3 ABCs time). 
  The subject can do nothing during that period, and will have 
  a penalty of 20 on all Ability use for an additional 3 ABCs 
  thereafter. 
  Low Moderate 
  By activation of this Preternatural Power, a 
  Necrourge can, if the light conditions are such that strong 
  shadows are present, cause to animate his or her-or any 
  other creature's shadow that is within a five-foot range- in 
  such a way that the shadow acts as a shield between the 
  activator and all forms of attack, magical or physical (including 
  harmful creature exhalation). The Shadow Shield does not 
  improve the recipient's armor protection, but instead absorbs 
  6 points (30%) of the Harm from all successful attacks against 
  the activator. The maximum amount of Harm the Shadow 
  Shield can absorb is 12 points per ABC and 36 total points. 
  A Shadow Shield always absorbs Harm before any other 
  protection does. It protects the activator from attacks from 
  in front or from the sides only. It fades automatically after 1 
  minute, regardless of the amount of Harm absorbed. 
  Mh1>o1eb' • Shabow Swanff: 
  Moderate 
  By activation of this Preternatural Power, a 
  Necrourge can, if the light conditions are such that strong 
  shadows are present, create a score of small, Shadowy figures, 
  which appear out of nearby shadows. The Shadow Swarm 
  are only quasi-real creatures, brought forth by a gate created 
  between the material dimensions and those of a set based 
  on anti-energy. Thus, these small shadow creatures can not 
  be attacked by any means. The Power affects only one target 
  subject within sight and not more that 30 feet distance of the 
  activator, lasts for 2 ABCs. The target creature can attempt 
  to avoid the assault of the Shadow Swarm each ABC by 
  checking against four times Speed Base Rating. 
  If the target succeeds in avoiding the swarming 
  shadowlings thus, then it suffers 9-12 points of Harm, 
  disregarding all armor, and will have an attack penalty of 20 
  for 2 ABCs thereafter because of the effect of the shadows' 
  negative force. 
  If the target fails to avoid the swarming shadowlings, 
  it suffers 9-12 points of Harm, disregarding all armor, each 
  of the 2 ABCs of the Power's persistence, can do nothing 
  during that time, and will have a penalty of 20 on all Ability 
  use for two additional ABCs thereafter. 
  Mh1>o1eb' • Shabow Wave: 
  Extreme 
  By activation of this Supernatural Power, a 
  Necrourge can, if light conditions are such that there are 
  strong shadows present, create a rolling wave of shadow, 
  drawn forth from the dimensions from which such stuff 
  springs. The Shadow Wave commences from immediately 
  before the activator. It extends to up to 25 feet on either 
  hand, sweeps forth for 120 feet, plus an additional five feet 
  in width and 10 feet in distance for each extra AEP added to 
  the Power at the time of activation. The plane of the wave 
  can be created at such angle and height as the activator 
  desires, including the perpendicular, for example, although 
  he or she must be facing and looking thus. 
  ·--·-, ~ "4:.po : __ :::.~ ----
  -····-~:.:2-:.:::;:;s:z:'.'~-··=-
  
  The Ltjrnba~ Rules 
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  c:;:eeen::~SCO W!MD 
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  t 
  The wave created 
  is only about a foot in 
  depth, and the 5wells of it range 
  from one to three feet above the 
  plane. It travels at a speed of 20 feet per 
  second. The passing of the Shadow Wave drains 
  the energy of all those it touches. The wave makes a 
  faint rustling, moaning, and susurration as it passes; black 
  misty tendrils often leap off and quickly dissipate. The affect 
  of contact with the wave is as follows: 
  All creatures caught in the wave· s path are 
  temporarily drained of 50% to 100% (d6 +4) Speed Base 
  Rating and suffer a loss of Health in the range of 13-16 
  points, regardless of armor protection. However, each subject 
  is allowed an avoidance chance based on current Speed Base 
  Rating. Avoidance reduces Speed BR loss to 10% to 40%, 
  and Harm to 6-8 points. Any subject drained to a Speed BR 
  of zero (0) or less becomes totally helpless and is comatose. 
  Speed BR points lost to this Power's effect do not 
  return for 12 minutes. The subject recovers one point per 
  minute until all lost points are thus regained. Any creature 
  immune to the effect of a shadowling's touch will be immune 
  to this Power, of course. 
  Ruper•• Sc\tf'1e: 
  Moderate 
  This nctivation invokes a Preternatural force 
  resembling a scythe. It appears in front of the activator. It 
  has a 50% Precision Rating, and will attack up to two persons 
  positioned before the activator. If it hits successfully, it causes 
  normal scythe Harm (1-12 points). with an additional 
  Extraordinary Harm bonus of 6-8 points, always bypassing 
  armor/protection. The activator must concentrate on use 
  of the force weapon and can not do anything else or it will 
  dissipate. Otherwise, the energy remains active for 20 ABCs 
  (one minute). 
  At50" Mortt1: 
  Strong 
  By invoking this Supernatural energy, the Necrourge 
  causes one individual to become rigid and stiff, as if dead 
  and affected by rigor mortis. The effect lasts for 6-13 (d8 
  +5) minutes unless the target subject is able to succeed in a 
  check against twice Speed Base Rating. 
  Skabow Doltf: 
  Very Minimal 
  By activation of this Preternatural Power. 
  the Necrourge can call forth a form of anti-energy. 
  This negative force springs forth in the form of 
  shadowy bolts from the activator·s fingertips and unerringly 
  strike one to four targets that are in sight. There are four of 
  these bolts. each like a black dart. flying up to 20 feet distance, 
  and striking the target(s) with the Precision possessed by the 
  activator. Each bolt inflicts 1-2 points of Harm that ignores 
  armor/protection of non-Extraordinary nature. 
  For each additional four AEPs invested at time of 
  activation. the bolts inflict an additional 1 point of Harm and 
  gain a 20% chance. cumulative. of causing the target subject 
  to lose temporarily as many Speed Base Rating points as 
  points of Harm suffered. At an added 20 AEPs. this power 
  then inflicts from 24 to 28 points of Harm and has a 100% 
  chance of causing a subject to lose 24 to 28 Speed BR points 
  as well. Reduction to zero (0) Speed BR means the subject is 
  paralyzed. The loss of Speed BR points lasts for as many 
  seconds as the subject suffered points of Harm from the 
  attack. Thereafter, Speed BR points lost return. 
  S'1Abow Drib5e: 
  Good 
  By activation of this Preternatural Power, a 
  Necrourge can, if light conditions are such that strong 
  shadows are present, create a bridge of palpable shadow. 
  The nearest end of this bridge appears at no more than five 
  feet distance from the activator. It is two feet wide and up to 
  25 feet long. It can be used to span openings, chasms, pits, 
  ... .__ ... 
  liiiii::&~
  - =Mer:~to::::::::!!!liiil========::'f:~
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  etc. The bridge is 
  flat, with no railings or 
  any form of decoration. The 
  bridge can be created at any angle, 
  so spanning openings with varying 
  heights is not a problem. The bridge can 
  hold a maximum of 500 pounds of weight. It 
  persists for 81 to 100 ABCs before its energy fades 
  and it vanishes, but the activator can cancel it at will through 
  a mere gesture. For each 1 AEP added at the time of 
  activation, the Shadow Bridge gains one additional foot to 
  its maximum length and 10 additional pounds to its weight 
  limit. 
  Skabow Clowb: 
  Extreme 
  By activation of this Supernatural Power, a 
  Necrourge can, if light conditions are such that strong 
  shadows are present. create a shadowy, wispy cloud of 
  penumbra and umbra. The cloud appears around and above 
  the activator to a height of 10 feet, and extends to a distance 
  of 20-foot radius around him or her. The Shadow Cloud is 
  stationary, but it can and will be moved by a strong wind. It 
  reduces vision into or through it to one-half normal for all 
  creatures, except for the activator, who is able to see normally. 
  The effects are caused by a rift the Power creates 
  grasping at them. A 
  subject in, or entering, the 
  area must, during each ABC 
  of such exposure, avoid being 
  seized 
  or 
  else 
  suffer 
  the 
  consequences. Subjects immune to the 
  effects of Shadow are not harmed, of course. 
  Avoidance is determined by a check against Speed 
  Base Rating. Failure to avoid the shadow-denizens' attacks 
  results in a subject suffering 1-2 points of Harm and a 
  temporary loss of 1-2 points of Speed Base Rating. Lost 
  Speed BR points return after 10 ABCs, but any creature 
  reduced to zero (0) Speed BR can not move, and if that one 
  is reduced still further in Speed (to a negative Speed point 
  total), the negative energy of the Shadow dimensional 
  creatures causes the subject to become immaterial, changing 
  that one into a creature of the Shadow dimensions, a 
  shadowling. 
  The Shadow Cloud persists for 10 ABCs and then 
  fades in an instant into nothingness. 
  Low Moderate 
  By activation of this Preternatural Power, a 
  Necrourge can draw upon the anti-energies of the dimensions 
  of shadow so as to transform his or her hands into shadowy 
  wisps. While still able to hold and manipulate normal objects, 
  the activator, by the negative energy imbued to him or her, 
  inflicts 1-2 points of Harm on a subject, and at the same 
  time temporarily drains that target of the same amount of 
  Speed Base Rating. The activator must succeed in a check 
  against his or her Precision Base Rating or Weapons Ability 
  score, where applicable, to touch an active target. Speed 
  BR points lost to a subject return in 10 ABCs. Note that 
  Living Dead and spirit creatures of malign sort are unaffected 
  by this Power. 
  between the material dimensions and the anti-energy 
  SkAbow Javelftu: 
  Major 
  dimensions of Shadow. The denizens of the latter dimensions 
  By activation of this Supernatural Power a Necrourge 
  are within the cloud of shadow, and they lash out at any 
  can, if light conditions are such that strong shadows are 
  living thing within the area of effect. On any given ABC, 
  present, create three "javelins" of shadow. These form 
  any creature other than the activator caught in, or entering, 
  around the activator in the time required to activate the Power. 
  the Shadow Cloud is subject to its effects. Such subjects will 
  The javelins are actually non-corporeal, beings made of 
  feel, and see, faintly, the shadowy hands of the monstrous 
  shadowstuff, but have an anti-energy force. At the completion 
  creatures of the Shadow dimensions reaching out and 
  of activation of the Power, the javelins launch forth of their 
  ~ 
  ~~ 
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  own volition to strike unerringly the target(s) as selected by 
  the activator if it, or they, are within sight and within a 50-
  foot range. A target is determined for each javelin by the 
  activator, although multiple javelins may, and can, strike the 
  same target, and all effects are cumulative. 
  Each javelin has a separate effect, as follows: 
  Javelin 1: Strikes and wraps around the target subject as 
  does the shadow in the Animate Shadow Power (q.v. In 
  summation: This can take on many affects, a common one 
  being to wrap a shadow around a being. This can be done 
  in a way to exclude arm or leg use (one or the other), which 
  could affect combat, the activation of Powers of non-
  Psychogenic sort, and/or movement. Basically, any creative 
  idea can be utilized by the activator, subject to GM approval). 
  For purposes of determining effects applicable for Animate 
  Shadow Power, treat this Shadow Javelin as being as large 
  as the target subject. 
  Javelin 2: Strikes the target for normal javelin ba~e Harm 
  plus 13-16 points of supernatural Harm, ignoring all except 
  supernatural armor protection. 
  Javelin 3: Strikes the target and drains 6-8 points of Speed 
  Base Rating from the subject. A successful avoidance check 
  against Speed BR reduces this effect to a loss of 3-5 points. 
  The loss lasts for five ABCs. The subject so drained loses 
  movement speed only, not Activation Energy Points. 
  One javelin of each above type is created per 
  activation. The activator decides which type of javelin strikes 
  which target. Multiple strikes on the same target are handled 
  individually. 
  SJw,ow Self: 
  Major 
  By activation of this Supernatural Power, a 
  Necrourge can create a clone-like duplicate of him- or herself 
  out of his or her shadow. This shadow self duplicate appears 
  just as does the activator with the exception that everything 
  about it is colorless. The duplicate's skin, eyes, possessions-
  everything- is of a dull, shadow gray. Note, however, that 
  from a distance or in shadowy environment, the Shadow 
  Self can easily be mistaken for the activator. The Shadow 
  Self, though corporeal, is made completely from the negative 
  stuff of shadow, shadowstuff, and is under the control of the 
  activator. The form has all of the abilities and attributes of 
  the activator, with the following notable discrepancies: 
  • It has none of the activator's Activation Energy Points 
  (although it can telepathically draw them from the activator 
  if the latter desires this). 
  • It has one-half of the activator's Health Base Rating. that 
  being lost by the activator for the duration of the Power. 
  As noted, the activator can utilize the Shadow Self 
  in any way desired. The Shadow Self performs as would the 
  activator and has, save as noted, all the vital statistics of the 
  activator. Simply treat the Shadow Self as a double for the 
  duration. However, Extraordinary Items of non-protective 
  sort are not duplicated. A duplicated sword with Extraordinary 
  • 
  properties, for instance, is not magical for the Shadow Self, 
  but is a normal sword of the same sort other than 
  Extraordinary qualities. 
  Note, however, that Extraordinary Items can be 
  utilized by the Shadow Self after the fact. If the Shadow Self 
  gains one by any means after being created, then of course 
  it can be utilized by it. The activator and his or her Shadow 
  Self can also both activate Powers in the same ABC, but 
  both draw their AEPs from the activator's store, as the 
  Shadow Self has no Activation Energy of its own. The only 
  limitation is that neither the activator nor the Shadow Self 
  can maintain Powers that require full concentration. 
  The Shadow Self can begin to perform immediately 
  upon being formed by activation of the Power. As it is virtually 
  a double of the activator. all that the Shadow Self sees, hears, 
  learns, etc. is likewise experienced by the activator. Even 
  so, the activator need not maintain visual contact or any 
  proximity to the Shadow Self to keep the Power active. 
  One major drawback, however, is that the activator 
  is reduced to one·half his or her current Health when this 
  Power is activated. At the expiration of the energy of the 
  Power. when the Shadow Self dissipates. all Health 
  transferred to it. less any Harm suffered. returns to the 
  activator. If the Shadow Self is killed. the activator loses all 
  Health transferred. but otherwise suffers no additional Harm. 
  The Power is terminated upon the destruction of 
  the Shadow Self or the death of the activator. Otherwise. it 
  persists for two hours. 
  Sw00tt-ftet1Ck: 
  Major 
  When this Supernatural Power is activated. all 
  individuals within a 13-foot radius to the front of the activator 
  (an arc of 180 degrees) lose 3-5 points of Health regardless 
  of armor/protection, and are automatically slowed to one-
  half normal Speed in action and reaction during that ABC. 
  Each subject who does not succeed in a check against twice 
  Speed Base Rating will thereafter fall into a swoon (faint) 
  from the noisome reek and remain unconscious for 3-6 ABCs 
  thereafter. Those succeeding in the check are merely slowed 
  to one·half normal action/reaction for 4-9 ABCs. The stench 
  dissipates after four ABCs. so that thereafter any new 
  individuals entering the area are not affected by it. 
  Talk witk SkAa>ow1: 
  Very Good 
  By activation of this Supernatural Power. a 
  Necrourge can, if light conditions are such that strong 
  shadows are present, actually contact and converse with the 
  shadows (not creatures per se of the anti-energy dimensional 
  matrix) that are normally present and within a 10-foot radius 
  of him or her. The activator can ask but a single question 
  that is answerable with a "yes" or "no." All knowledge 
  possessed by such shadows is based on events that have 
  happened in this 10-foot radius area, and they must have 
  been viewable by a normal person had such been there, as 
  
  ~-=---~~~~-N-~_cr~o_u_r_s_~~---
  well as having occurred within the last 24 hours. to have 
  been ''observed" by the shadows. The questions can be 
  specific, i.e. "Did a man in blue robes with an symbol of a 
  star on his hat activate a Power from this spot 26 minutes 
  ago?" but not specific to proper names of any type. The 
  questions can also be very general, eg., "Was there a fight of 
  some type here within the last 2 hours?" 
  These questions must be in a form answerable by 
  the shadows or they will result in an answer of "Unknown. " 
  and that question will be lost. For example. while the activator 
  should have asked, "Have two urls carrying a human female 
  passed by here within the last 20 minutes?" the activator 
  queried instead: "Have two urls carrying Gigi passed by here 
  within the last 20 minutes?" This will result in an "Unknown." 
  Similarly, if the shadows are asked "Has anyone invisible 
  walked past here in the last hour?" another blank will be 
  drawn; the events must have been viewable normally. 
  Though the shadows never lie. the LM always has 
  final say on the adjudication of answers to Avatar questions 
  posed. 
  For each three additional AEPs invested at the time 
  of activation of this Power. one additional question can be 
  posed to the shadows. In any event. the energy of this Power 
  lasts only for one minute realtime, then fades, regardless of 
  whether or not all questions have been asked. 
  Towclt tlte Wu.ve: 
  Extreme 
  By activation of this Supernatural Power. a 
  Necrourge can manipulate the Multidimensional Weave of 
  the cosmos in such a way that he or she maintains a constant 
  and fixed contact with it. The outward physical effects of 
  activating the Power are that the activator appears to be in a 
  strong wind that only effects him- or herself. (This is seen by 
  an observer as a rustling of clothes. blowing of hair, etc., as 
  well as being surrounded in a dim golden glow akin to a body 
  halo). Though cliche, it is not an exaggeration to say that 
  one can literally see the powerful energy coursing through 
  the activator. and anyone remotely connected to 
  Extraordinary Powers and magic can sense the Weave upon 
  the activator. 
  The effect for the activator is as follows: 
  For the duration, all Powers the activator uses that inflict 
  Harm are. at an enhanced value of an additional 1 point of 
  Harm inflicted per 5 points of base Harm range. Any Power 
  of other, non-physical Harm sort is at double the normal 
  range, or duration if range is not a factor. 
  Additionally, the size of the energy field of any Power 
  later activated can be manipulated and molded by the 
  individual, so that it can be up to 50% greater or less as 
  desired. These new parameters must be set (stated) prior to 
  activating the Power, of course. 
  Harm inflicted, or other result gained, from a 
  subsequently activated Power is treated as Supernatural rather 
  than normal or Preternatural. 
  Any Power meant to affect the activator is avoided 
  by that individual if he or she succeeds in a check against 
  twice Speed Base Rating. Any effects that do apply are at 
  the minimum possible-Harm, duration, etc.- when this 
  Power is active on the individual. The energy of the Touch 
  the Weave Power persists for 10 ABCs. 
  Vmbrate Waft: 
  Very Good 
  By activation of this Supernatural Power, a 
  Necrourge can, if the light conditions are such that strong 
  shadows are present, create an anti-energy field in the form 
  of a shadowy wall at up to 60-foot distance from its starting 
  point. It can be up to 30 feet in height and can be as long as 
  300 feet. It can be made into a shape such as a hemisphere, 
  sphere, cube, etc. The Umbrate Wall reduces all vision to 
  one-half normal for those attempting to see through it. The 
  Umbrate Wall cannot be moved (and is totally unaffected by 
  Powers dealing with the elements). It can be destroyed by 
  regular energy. It has a health of 600 points, however, so 
  as to be quite durable. Although nothing of solid sort can 
  pass through this barrier. gasses, heat, flame, and 
  Extraordinary energies can. 
  The Umbrate Wall is somewhat flexible. so anything 
  trying to force its way through will stretch the wall 1 foot per 
  250 pounds of body weight and/or 5 points of Physique 
  Ability. 
  When this happens, the Umbrate Wall simply 
  conforms to the form of the creature or person. Each foot 
  of the wall that is moved thus delivers 10 points of Harm to 
  it. For each foot moved. the creature has a 5% chance of 
  actually managing to pass through the Umbrate wall. If any 
  does break through. the Umbrate Wall instantly re-bonds to 
  its former shape, and no others can pass likewise, save 
  through creating a hole themselves. 
  When the Health of the wall is reduced to zero (0). it 
  vanishes, the energy of the Power being totally dissipated. 
  Vtt'1Atlow Gr01mb: 
  Extreme 
  By means of this Power, the Necrourge removes 
  any protection of Theurgy sort from an area of ground up to 
  3.600 square feet (60' x 60'). The effect is lasting, although 
  it might be possible to remove the vile sacrilege of this dark 
  energy and replace it thereafter with the clean force of 
  blessing, hallowing, and so forth. 
  
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  Ps\jcho5ettic Abilitl1 
  Each Psychogenic Power possessed by an Avatar is innate to that individual's brain and requires no memory tablet. 
  If energy is required to use a Psychogenic Power, it is so stated in the description. Generally, no two Psychogenic Powers 
  can be used at the same time by the same Avatar, nor can an Avatar use a Psychogenic Power in conjunction with the 
  activation of any other Extraordinary Ability, such as Enchantment, Geourgy, etc. Obviously, long-term general Powers 
  such as those affecting the senses, Premonition, and even Sixth Sight are meant to operate in conjunction with other 
  Psychogenic Powers. 
  Failure of Ability in a check against the character's Psychogenic Score indicates that any AEPs expended are 
  wasted and there is no Power effect generated. 
  The Avatar may know a number of Powers equal to ten percent of his Psychogenic Ability Score (rounded down). 
  A character with a Score of 38, for example, will be able to possess three Powers. The character must increase his or her 
  Ability to gain additional Powers. 
  The Avatar must have ·gained an increase in the Psychogenics Ability Score of at least nine points since the last 
  attempt at gaining a new Power before being allowed another attempt. At least one week of non-adventuring activity by the 
  Avatar, in association with an individual possessing the desired Power (the time is spent studying and training with this 
  instructor), is required. Thereafter, a single check against the Avatar's base Score in Psychogenic Ability is made, and if that 
  total or less is rolled-91 to 100 indicating failure always- the Avatar succeeds in gaining that Power. Failure means that 
  Power can never be gained. 
  Ability Assumption 
  Alter Vibrations 
  Amnesia Inducement 
  Apport & T eleport 
  Arcane Understanding 
  Charismatic Charm 
  Create Contentment 
  Empathic Confusion 
  Freewill Feeding 
  Lifeform Levitation 
  Material Sensitivity 
  Mental Uplift 
  Self Levitation 
  Self T eleportation 
  Sensory Acuity 
  Mind Over Matter 
  Nictoscopy 
  Sixth Sight 
  Object Levitation 
  Paraudial Sense 
  Parascopic Sense 
  Parascopic Scrying 
  Power Sensing 
  Premonition 
  Spirit Barrier 
  Spontaneous Combustion 
  T eleport Another 
  Thought Insinuation 
  Thought Reading 
  Unreadable Mind 
  Pow~r D~scriptiotts 
  Abt1tnt Alftm1ptt°" 
  This Extraordinary Power gives the capacity to make 
  a psychic link to another individual within a 20-foot radius in 
  one ABC. and thereby gain any one of that individual's 
  Abilities, mundane or Extraordinary, possible for humans. 
  The "donor" individual is not affected. The Psychogenic 
  activator individual "possesses" the Ability at 100% of the 
  capacity of the "donor", be it at only a Score of one or at a 
  far higher rating. 
  If the Ability is Extraordinary, any use requiring 
  Activation Energy Points is drawn from the "possessor" 
  individual and not the "donor." The Extraordinary Ability 
  gained thus is at a Power ranking equal only to 10% of the 
  Ability of the Psychogenically-able individual in regard to 
  . 
  <di , , inn RSSii:: 4 
  Grade as found by AEP cost to activate. Thus, one with a 
  Psychogenic Ability Score of 53 (up to a base cost of 5 AEPs) 
  would qualify for Power ranks of very minimal (cost 2), 
  minimal (cost 3), low moderate (cost 4). and moderate (cost 
  5)-Grades two through five, four Grades in all. 
  Similarly, the number of Powers the individual is 
  capable of employing, as drawn from the donor. is limited to 
  10% of the Ability of the Psychogenically-able Avatar. In 
  the example stated above, the number is five. These specific 
  donor Powers must be noted by the player of the 
  Psychogenically-able Avatar before proceeding with play (and 
  counting time) while thus linked. 
  This costs five Activation Energy Points (AEPs) per 
  hour if ordinary Ability is assumed. Five AEPS per Activity 
  Block (four ABCs) are required if an Extraordinary Ability is 
  assumed. 
  1f0 
  
  Alter Vlbr.i.tto.w 
  This Extraordinary Power provides the capacity to 
  change the molecular vibrations of the body of the activator, 
  or a subject touched, for the space of an instant so as to, in 
  effect, be immaterial for one ABC. This will automatically 
  divest the individual of all items worn, affixed to the body, or 
  carried. In the case of a simultaneous Harm-causing event, 
  including a fall, the capacity will prevent any Harm to the 
  subject that is not of a continuing nature. Touching another 
  creature to induce the effect or using the Ability to avoid 
  Harm both require a successful Ability check, as timing must 
  be precise. 
  This costs 5 Activation Energy Points (AEPs) to 
  perform instantaneously. 
  Attmufa mbwcemettt 
  This Extraordinary Power gives the capacity to cause 
  a single subject. or even several persons. to forget something 
  that just occured, and the effect occurs in one ABC. The 
  time span of amnesia can not exceed 20 ABC's (one minute), 
  and the forgetfulness must be relatively immediate. 
  The cost per person for each activity block (12 
  seconds) of time of amnesia induced is 1 Activation Energy 
  Point. Thus, one minute of amnesia in one individual costs 
  5 AEP's. 
  Apport & Tekport 
  This Extraordinary Power gives the capacity to 
  transfer non-living. inanimate objects, in one ABC, to the 
  place in which the activator is, or from that place to any 
  other that is mentally pictured at the time of activation by 
  the activator. 
  Apport (bringing an object or objects to the activator) 
  is accomplished at will, instantaneously, regardless of distance 
  or dimensions separating the individual from the mentally 
  pictured object(s). This transference from place to place 
  occurs without error if the activator actually possesses/ owns 
  the object(s), the activator can physically see the object(s), or 
  such object(s) is (are) common, ordinary, and generally easily 
  found in many places for the taking (stones, for example, or 
  water). Objects held by some force, or by another with 
  physical capacity to resist, do not automatically apport, and 
  a check against Psychogenic Ability must be made, with a 
  penalty of the Speed Base Rating of any individual holding 
  such object(s) applied or twice the Speed BR if the individual 
  is able to employ Extraordinary Ability of any kind. 
  Apport does not include only transference of an 
  object(s) to the activator's hand. The activator can apport 
  common material to a position as high as 20 feet overhead 
  and cause the apported material to precipitate from that 
  position over a maximum of a20-foot radius surrounding his 
  or her position. For example, up to one inch of liquid can 
  be apported thus to cover the area indicated, or a hail of 
  stones be precipitated (with 9-12 points of Harm resulting 
  from precipitation of such matter from 10 or more feet 
  above). Note that the activator is not included in such general 
  precipitation effects, he or she being in the "eye" of the 
  surrounding "storm." However, if, for example, hot coals 
  were thus precipitated, the resulting fire and heat would 
  certainly include the location of the activator. 
  Apport will not otheiwise fail. 
  Teleport is more limited, and only an object/object 
  group actually held by the activator, or one in plain sight of 
  the activator, and not held or fastened down, can be sent 
  from the area to another mentally pictured by the activator. 
  This occurs without error if the activator has a special "key" 
  such as a graphic depicted on the floor of the place the object 
  is to be sent. This "key" can be a special circle or other 
  geometric figure. for example. If there is no such mnemonic 
  ''key" , then the activator must succeed in a check against 
  Psychogenic Ability, or else the object/object group is lost 
  permanently as the effort sends it/them into some random 
  location from which no recovery is possible. 
  The cost is 10 Activation Energy Points (AEPs) for 
  either application. 
  A1'U'W Vttbernattl>b15 
  This Extraordinary Power provides the capacity to 
  see any form of written communication up to 10 pages in 
  length (2,500 words), know innately what it says and discern 
  its purpose, even though the language or code is unknown 
  to the individual. Arcane understanding requires a successful 
  Ability check to operate. 
  This costs 10 AEPs to perform. 
  This Extraordinary Power gives the capacity to make 
  a psychic link to another individual that is within a 30 feet, in 
  plain sight, has at least semi-intelligence, is of human or 
  humanoid kind, and is material and alive. The individual 
  using this Power needs one ABC for concentration and must 
  then succeed in a check against AEP base total points, 
  adjusted downwards by any negative difference between his 
  or her total and the subject's (greater) total if the subject 
  possesses Psychogenic Ability. In all cases, if the subject is 
  normally completely hostile or enraged there is a +25 penalty 
  (severe constraint), and if the subject is generally hostile or 
  angry the penalty is +10, to the dice roll. There is a bonus 
  of like amount if the subject is amiable or servile (-10) or 
  generally friendly (-25). 
  Success{ ul employment of this Power means that 
  the subject is compliant and obedient to any suggestions made 
  by the activator, not foolishly or rashly so, but under the 
  influence of that individual, agreeable and willing to follow 
  that which then seems reasonable. The effect persists for 
  one full minute of realtime, and this can be extended by the 
  activator should he or she choose to expend additional energy 
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  (five AEPs} before the period of \ 
  influence has expired. 
  The individual utilizing the Power can 
  also expend additio11al AEPs above the 
  base cost to employ charismatic charm to 
  help assure success. each point deducting 
  1 from the dice roll. 
  This costs five Activation Energy 
  Points per one minute realtime of charismatic 
  charm influence. 
  Crute Comcmmmt 
  This Extraordinary Power gives the capacity to cause 
  a single subject, or even several persons, to feel satisfied that 
  all is well and as it should be. Activation requires one ABC 
  of time. The time span of the effect is five minutes maximum. 
  Note that if the subject or subjects are relaxed and in a 
  comfortable position, the contented feeling will induce 
  drowsiness, and if the effect is beyond two minutes of time, 
  drowsiness will become slumber that lasts for 10 times the 
  remaining period of mere contentment, and the subject or 
  subjects can be awakened from such slumber during this time 
  only with direct and active physical contact. The cost per 
  subject person per minute of time of created contentment is 
  1 Activation Energy Point (AEP). 
  The individual utilizing the Power can 
  also expend additional AEPs above the base cost 
  to employ empathic confusion to help assure 
  success. each point deducting 1 from the dice roll. 
  This costs five Activation Energy Points (AEPs) 
  per one minute realtime of empathic confusion influence. 
  mewdl f'M>ms 
  This Extraordinary Power gives the capacity to make, 
  after one ABC of concentration, a psychic link to a spirit 
  £mpatkk Ccmfwftott 
  creature (or non-material subject) that is within a 50 feet and 
  This E::traordinary Power gives the capacity to make 
  clearly perceived so as to draw off that one's Free Will (spirit 
  a psychic link to another individual that is within 30 feet and 
  Health} energy. The individual using this Power must then 
  in plain sight so as to cause the subject to become muddled 
  succeed in a check against AEP base total points, adjusted 
  in purpose. Activation requires one ABC. The individual 
  downwards by any negative difference between his or her 
  using this Power must then succeed in a check against AEP 
  total and the subject's (greater) total. if the subject possesses 
  base total points, adjusted downwards by any negative 
  Psychogenic Ability or a like Power. 
  difference between his or her total and the subject's (greater) 
  If the subject is normally completely hostile or 
  total, if the subject possesses Psychogenic Ability. 
  enraged there is also a +10 penalty (severe constraint), and 
  If the subject is normally completely hostile or 
  if the subject is generally hostile or angry the penalty is only 
  enraged, there is a +25 penalty (severe constraint), and if 
  +5. There is a bonus if the subject is amiable or servile (-10) 
  the subject is generally hostile or angry, the penalty is + 10. 
  or generally friendly (-25). The individual utilizing the Power 
  There is a bonus of like amount if the subject is amiable or 
  can also expend additional AEPs above the base cost to 
  servile (-10) or generally friendly (-25). Successful 
  employ Freewill Feeding to help assure success, each point 
  employment of this Power means that the subject individual 
  deducting 1 from the dice roll. Successful employment of 
  is confused and will take no action unless provoked or 
  this Power means that the subject individual then loses ld12 
  attacked. The effect persists for one full minute of realtime. 
  points of Free Will each ABC the link continues. All Free 
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  Will thus drained accrues to the AEP total of the 
  Psychogenic Power user. not as Health. 
  The effect persists for as many Activity Block 
  Counts as the individual utilizing the Power of 
  Freewill Feeding continues to expend AEPs to 
  maintain the leeching effect but it is broken when the 
  subject reaches 9 or fewer Free Will, at which point it is 
  sent to its own dimensions or into the ether at a random 
  direction and distance of 100 to 1. 000 miles. 
  The cost for use is three AEPs per ABC of Freewill 
  Feeding. 
  This Extraordinary Power. after a one ABC activation 
  time, gives the capacity to cause a living subject, with whatever 
  is worn and/ or held by that individual. that is within plain 
  sight and no more than 60 feet distance, to rise upwards 
  unless so securely fastened down so as to preclude this. The 
  subject can continue to rise, or "float," at the will of the 
  activator. If the subject has Psychogenic Ability and resists, 
  the activator must succeed in a check against AEP base total 
  points, adjusted downwards by any negative difference 
  between his or her total and the subject's (greater) total. The 
  rate of levitation is one foot per one second. 
  If the concentration of the activator is broken, the 
  levitated subject is instantly affected by gravity. The Harm 
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  Harm. A fall of 20 feet means 3d20 
  Harm. a 30-foot fall requires 6d20, etc. (The 
  LM has full rules regarding this.) 
  The cost is one Activation Energy Point 
  (AEP) per ABC of levitating. rising or "floating", 
  and per 110 pounds or fraction thereof. Thus, 
  levitating to 10 feet and "floating" for two seconds 
  thereafter a person, animal, or creature weighing 220 
  pounds requires but eight AEPs. 
  Material Settlitivitii 
  This Extraordinary Power gives the capacity to 
  discover by proximity and concentration if the material 
  substance before one has been altered or has any unusual 
  features, including inherent Extraordinary energy. The 
  proximity of the individual to the subject under study must 
  be 20 or fewer feet. The time required for concentration is 
  four ABCs (one AB). This capacity will discover false doors 
  and walls, secret doors, traps, Extraordinary energy pools, 
  and so forth. Material sensing requires a successful Ability 
  employment roll to operate. 
  This costs four Activation Energy Points (AEPs). 
  Metttal Vpltft 
  This Extraordinary Power gives the capacity to the 
  individual. along with all gear normally worn and carried, to 
  achieve what amounts to neutral buoyancy in air. When the 
  Power is activated after one ABC of concentration, the 
  activator floats immediately upwards from the underfoot 
  surface, rising to a distance of one foot above it, and remains 
  suspended there for up to one minute realtime. When the 
  individual desires. or at the expiration of the energy's activity, 
  the individual floats gently down to the underfoot surface 
  once again. (If activated when falling, the individual will slow 
  the rate of descent to come to a gentle stop one foot above 
  the bottom surface towards which he or she was falling, 
  provided it (the slowed descent) can be achieved in one minute 
  of time falling at a rate of one foot per ABC, viz. the bottom 
  is 20 or fewer feet below at time of activation.) 
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  If desired, the individual can expend one additional 
  · AEP and rise another three feet while already suspended. 
  Maximum uplift is one foot per second realtime at a cost of 
  one AEP for the Activity Block Count spent rising. 
  This costs five Activation Energy Points (AEPs) for 
  the entire one minute the Power is active, not including any 
  uplift above one foot. 
  Mmb Over Matter 
  This Extraordinary Power gives the capacity to 
  manipulate or move objects by thought alone. Activation 
  requires one ABC of concentration. Each point of 
  Psychogenic Ability enables the individual with this capacity 
  to operate, from a one foot distance, up to one half-ounce 
  of matter; thus, with an Ability Score of 50, 25 ounces of 
  matter could be operated at a 50-foot distance. The matter 
  to be moved must be unique, a single object or object group 
  such as hairs or a key ring with several keys on it. The 
  matter must be in plain sight of the individual. Matter 
  movement can be in any direction unimpeded by obstacle. 
  It is slow, however, and a rate of one foot per second is 
  maximum and demands full concentration. Precise 
  movement, such as inserting a key into a lock demands a 
  successful Ability check to operate in addition to any modifiers 
  the LM wishes to place upon the situation. 
  This costs one Activation Energy Point (AEP) for 
  each second of realtime engaged in such use, so cost per 
  ABC is three AEPs. 
  Nict'OfCop'f 
  This Extraordinary Power provides the capacity to 
  see in a lightless place as if it were a dark, heavily clouded 
  afternoon. This enables vision clearly to 300 feet distance, 
  less clearly to 3,000 feet. It requires a transition time of 
  three seconds realtime-one ABC-to switch from this visual 
  capacity to normal eyesight and vice versa. 
  This i:osts 10 Activation Energy Points (AEPs) to 
  activate, but thereafter use does not require any such energy 
  and will persi~t for up to 10 hours time. 
  Obfm Lcvlt.t.tlott 
  This Extraordinary Power, after one ABC activation 
  time, gives the capacity to cause a non-living, inert object, a 
  single substance or composite unity, to rise upwards unless 
  so securely fastened down as to preclude this. The object 
  can continue to rise, or "float", at the will of the activator. 
  Rate of levitation is one foot per second. If the activator's 
  concentration is broken, the levitated object is affected by 
  gravity normally. 
  The cost is one Activation Energy Point (AEP) per 
  ABC levitated, rising, or "floating", and for each 1,100 
  pounds or fraction thereof. Thus, levitating to 10 feet, and 
  "floating" for two seconds thereafter, a metal slab weighing 
  one ton requires but eight AEPs. 
  'PAr.t.'4btAI Se.tH 
  This Extraordinary Power, after four ABCs of 
  activation time, gives the capacity to hear sound even though 
  material barriers or distance would otheIWise preclude the 
  detection and understanding of such sound. This enables 
  the individual employing this Power to hear clearly, as if 
  standing beside the one creating the sound. 
  Paraudial sense operates up to 10,000 feet distance 
  if the enabled individual can see the location or its boundary, 
  10,000 miles distance if the location in which sound is to be 
  heard is Extraordinarily seen or well-known to the individual. 
  Each one inch of solid material between the able individual 
  and the sound to be heard reduces the range by one one-
  hundredth unless the location is otherwise well-known to the 
  individual. Thus, for example, a wooden wall or door of 
  two-inch thickness would reduce range by 200 feet or miles. 
  10 feet of stone (120 inches) effectively blocks the Power in 
  regards to relatively unfamiliar places. 
  This Power costs five AEPs to employ, but use does 
  not require any further AEPs to "listen·· for up to one minute 
  realtime. Thereafter, the energy fades, and no further 
  paraudial hearing is possible without reactivation. 
  'PArAfeoplC Se.tH 
  This Extraordinary Power gives the capacity, after 
  four ABCs of activation time, to see through material barriers 
  that would otherwise preclude the detection of objects within, 
  or screened by, the solid material. This enables the individual 
  employing this Power to see clearly, as if viewing the scene 
  from but a one foot distance. without being barred by some 
  intervening substance, according to the visual capacity of 
  the individual as defined by the otherwise existing conditions. 
  Seeing into the center of something will reveal anything not 
  of the same substance as that which surrounds it. but seeing 
  "through .. a wall might reveal only darkness. if illumination 
  is lacking there. and the individual would otherwise not be 
  able to see in the dark. 
  Parascopic sense has a basic range of three feet plus 
  a variable thickness the activator is allowed to see through 
  for different materials. The activator may see through three 
  feet of stone, or one foot of wood or living matter, or one 
  inch of solid metal. 
  This Power costs a base of five Activation Energy 
  Points (AEPs) in order to see through the above-stated 
  material thicknesses. and this use does not require any further 
  AEPs to view for up to one minute realtime what lies beyond 
  the screening material. Thereafter, the energy fades, and 
  no further Parascopic Sense is possible without reactivation. 
  To see through thicker material screens, added AEPs must 
  be expended, and each added five AEPs reduces the viewing 
  timOonds (onO 
  
  'P»Meopk~ 
  This Extraordinary Power gives the capacity to see 
  over great distance and through material barriers that would 
  otherwise preclude such visual capacity. The activation time 
  is four ABCs. This Power enables the activator to see clearly, 
  as if viewing the scene from a 20 foot distance without being 
  barred by intervening substance, according to the visual 
  capacity of the individual as defined by the otherwise existing 
  conditions. Seeing through a wall might reveal only darkness. 
  if illumination is lacking there and the individual would 
  otherwise not be able to see. 
  Parascopic sense operates as follows in regards to 
  its range: A well-known person, place. or thing squares the 
  base range. The base range is 10,000 miles minus 1.000 
  miles for each of the following: five feet of stone. one foot 
  of wood, one inch of metal other than lead or gold. and/or 
  one-tenth inch of lead or gold. The range is reduced by one 
  magnitude for 10 years of time displacement, each probability 
  displacement in the same dimensional set, and for each 
  successive different set of other-dimensional matrix 
  displacement (elemental, para-elemental, astral. ethereal). 
  This Power costs a base of 10 Activation Energy 
  Points (AEPs) to employ in order to view for up to one minute 
  realtime what lies beyond the screening distance and/ or 
  material. Thereafter, the energy fades. and no further 
  Parascopic Scrying is possible without reactivation. 
  Power~ 
  This Extraordinary Power gives the capacity to '"feel'' 
  some Extraordinary energy, preternatural or supernatural, 
  dormant or active, within a person. place, or thing. Activation 
  requires one ABC of concentration. This Power is used by 
  exposure of the individual of his or her palms, and the relative 
  strength of the energy can be thus felt from a distance in feet 
  equal to the combined energy of any and all forces therein, 
  from very minimal to extreme. Each Power has a radius in 
  feet of emanation equal to its energy activation cost, two to 
  12, or even higher. of course. Thus, a hyper-charged area 
  might be sensed from dozens of feet distance. To read Powers 
  within something and know what they do requires at least 
  one second per Grade of Power. for each one active or 
  potentially active. 
  This costs one Activation Energy Point for one ABC 
  engaged in such use. 
  This Extraordinary Power gives, instantaneously, the 
  capacity to know when you are about to be attacked and 
  from what direction. Thus, the individual possessing it is 
  never surprised, nor attacked from the flank or rear, unless 
  he or she is otherwise engaged frontally and so unable to 
  tum and face in the direction of a new attack. The capacity 
  works automatically and continually. It will awaken the 
  individual from sleep if attack threatens. 
  l 
  . 
  ~ 
  Each premonition automatically expends one 
  (combat) to five (slumber) Activation Energy Points (AEPs). 
  Self levttatf0t1 
  This Extraordinary Power gives the capacity to 
  levitate oneself and all gear worn and carried, save if the 
  activator is so bound as to preclude this Power being effective. 
  This is accomplished at will, requires a one-ABC activation 
  period, and involves a levitation rate of triple the normal 
  rate-nine feet per ABC realtime. If concentration is broken, 
  the levitated subject is instantly affected by gravity. 
  The cost is one Activation Energy Point (AEP) per 
  ABC of levitating, rising or ''floating". 
  Self T eleportatf0t1 
  This Extraordinary Power gives the capacity to 
  transfer oneself, and all gear worn and carried (up to 300 
  pounds). from one place to any other clearly seen or well-
  known place that is mentally pictured at time of activation. 
  Activation requires one ABC. The transportation is 
  accomplished at will and instantaneously, regardless of 
  distance or dimensions separating the individual from the 
  mentally pictured destination. This transference from place 
  to place occurs without error if the activator can clearly see 
  where he or she is going or else has a special graphic depicted 
  on the floor of the out-of-sight, distant place at which he or 
  she is to arrive. (This can be a special circle or other geometric 
  figure, for example.) If the destination is out of sight and 
  there is no such mnemonic "key", then the activator must 
  succeed in a check against Psychogenic Ability or be 
  teleported randomly as far distant, but in a different direction. 
  If the graphic is altered without the activator's knowledge, 
  random teleportation is automatic. 
  Random teleportation risks potentially harmful 
  consequences. A check must be made to determine if 
  something of this nature occurs, consulting the following table 
  after rolling d%: 
  01 
  Rematerialization fails, teleporter is a spirit 
  02 - 10 Rematerialize from 10 to 100 feet above surface 
  11 - 90 Normal, safe rematerialization 
  91 - 99 Rematerialize from 10 to 100 feet below surface 
  00 
  T eleporter slips into another dimensional matrix 
  A spirit character must be discovered and made 
  material by some Extraordinary means. 
  Rematerialization 
  above a surface results in precipitation to the surf ace if in the 
  air and subject to gravitational pull, with resulting Harm from 
  the fall commensurate with the distance fallen. 
  Rematerialization below a surf ace results in continued 
  downward precipitation to some "empty" space below the 
  surface, if such open space exists within an additional 1,000 
  feet. "Empty" means any space containing matter less dense 
  than that of the average density of the transportee such as a 
  partial vacuum, air, or water. If no such space exists, the 
  individual is teleported from the destination dimensional 
  @!2 -e~~ - -
  Jf f 
  
  matrix to the nearest adjacent set, with the check above being 
  repeated as to success in rematerialization. (In theory, this 
  process could be repeated one or more times ... ) 
  Going into another dimensional matrix means 
  whatever the LeJend Master decides. It could be death for 
  the character. It might mean time or probability displacement, 
  with a subsequent series of adventures aimed at enabling 
  return. Similarly, it might be transport to some plane that 
  the teleporter knows and can manage to return from by 
  likewise known means. If concentration is broken, the 
  individual attempting teleportation will fail, and the AEPs 
  are wasted. 
  The cost is 10 Activation Energy Points (AEPs). 
  SeNonf Aarifli 
  This Extraordinary Power gives the capacity to see, 
  hear, smell, touch, and taste at double the usual human norm. 
  Activation requires four ABCs. Thus, for example, the 
  individual with this capacity will see distinctly and clearly 
  something at 40 feet what anyone else would have to be at 
  20 feet to so do. For close inspections, it is as if a magnifying 
  glass were being used by a normal person. Slight sounds 
  not heard by ordinary human ears will be noted, and thus 
  the individual possibly alerted. Odors will be detected sooner 
  and more easily identified as to their nature. Any activity 
  demanding delicacy of touch will be performed with a bonus 
  of at least 20 on checks for the individual. Tasting of foods 
  will be done with the ability to note adulterations, the 
  components of a mixture, the inclusion of foreign substances, 
  and so forth. Drugs and toxic substances are possibly 
  identified as such if an Ability check succeeds. 
  Any special concentration/use costs 10 Activation 
  Energy Points to perform, but this adds a bonus of 10 to any 
  related Precision or Precision-based Ability use, including 
  weapon use. 
  Stxtlt S15ltt 
  This Extraordinary Power gives the capacity to see 
  otherwise invisible spirits, non-material things, and even other-
  dimensional creatures normally invisible, that are in the 
  normal vision range of the individual but would otherwise be 
  unseen. Activation is instantaneous. Any such manifestation 
  will be discerned as if it were a semi-transparent material 
  form of the object in question. A ghost, for example, would 
  be seen as a human of insubstantial form, a demon would 
  appear demoniacal, and so forth. 
  This costs one Activation Energy Point for each ABC 
  engaged in such use, and begins automatically upon a spirit 
  or invisible thing entering into the field of vision of the enabled. 
  sort, from any creature or spirit. Upon activation after one 
  ABC of concentration, the individual has an energy shield 
  whose Health value is 10 times that of the amount of AEPs 
  expended to create it. All attacks reduce the Health of the 
  Spirit Barrier, rather than one or more of the Base Ratings 
  of the protected individual, until such time as the Spirit Barrier 
  has zero Health, at which time the protection is drained, and 
  the individual can be affected by attack. 
  This costs a minimum of 10 AEPs. and as many as 
  desired can be invested in the Spirit Barrier. Regardless of 
  its strength, the energy dissipates after eight hours realtime. 
  SpcmtaMOW• Combwftt0t1 
  This Extraordinary Power gives the capacity to cause, 
  after an activation time of one ABC, a single, inflammable 
  subject to become hot within one ABC, and burst into 
  combustion on the following ABC. The target must be in 
  sight (of any sort) and within 120 feet distance. If it is living, 
  or Living Dead, matter it will bum without flame, and heat 
  will be not radiated beyond a one inch distance from the 
  subject. A non-living target subject will catch fire and burn 
  normally. 
  The cost to institute combustion and thus Harm the 
  target's Health by one point is 10 Activation Energy Points 
  (AEPs). For each additional one AEP invested at time of 
  activation. 1-2 additional points of Harm to the subject will 
  be caused. Of course. if clothing or other inflammable 
  materials are worn by the target subject. the wearer will suffer 
  Harm from the burning of such material. such Harm being 
  in the range of 3-5 points on the ABC of combustion, 6-8 
  points the 2nd ABC, 3-5 points the 3rd ABC, and 1-2 points 
  of Harm on the 4th and final ABC. All combustion Harm 
  ignores armor/protection of the subject. save that specifically 
  energized against fire-heat harm. 
  T eleport AffOtlter 
  This Extraordinary Power gives the capacity to 
  transfer another individual (person, animal. or creature) and 
  all gear that subject normally wears and carries, from one 
  place to any other place that is mentally pictured at the time 
  of activation by the activator. After a one-ABC activation 
  time, this transport is accomplished at will, instantaneously, 
  regardless of distance or dimensions separating the individual 
  from the mentally pictured destination. This transference 
  from place to place occurs without error if the activator has 
  a special graphic depicted on the floor of the place he or she 
  is to arrive at. (This can be a special circle or other geometric 
  figure, for example.) If there is no such mnemonic "key", 
  then the activator must, if attempting a known-location 
  transference, succeed in a check against Psychogenic Ability, 
  Sptrft 8An'lcr 
  or else the subject being transferred will be teleported 
  This Extraordinary Power gives the capacity to the 
  randomly as far distant as desired, but in a different direction. 
  individual to completely shield his or her self so as to be 
  If a graphic "key" is altered without the activator's knowledge, 
  unassailable in any Base Rating from an attack of non-physical 
  random teleportation is automatic. 
  • 
  md 
  B ~ti t 
  ; , .-;;
  ·~ 
  ... ~;-:-
  ·
  . §1t~r~
  
  Random teleportation risks potentially harmful 
  consequences. A check must be made to determine if 
  something of this nature occurs, consulting the following table 
  after rolling d%: 
  01 
  Rematerialization fails, teleporter is a spirit 
  02 - 10 Rematerialize from 10 to 100 feet above surf ace 
  11 - 90 Normal. safe rematerialization 
  91 - 99 Rematerialize from 10 to 100 feet below surface 
  00 
  T eleporter slips into another dimensional matrix 
  A spirit character must be discovered and made 
  material by some Extraordinary means. 
  Rematerialization above a surf ace results in 
  precipitation to the surf ace if in air and subject to gravitational 
  pull, with resulting Harm from the fall commensurate with 
  the distance f alien. 
  Rematerialization below a surf ace results in continued 
  downward precipitation to some "empty" space below the 
  surf ace if such open space exists within an additional 1, 000 
  feet. "Empty" means and space containing matter less dense 
  than that of the average density of the transportee such as a 
  partial vacuum, air, or water. If no such space exists, the 
  individual is teleported from the destination dimensional 
  matrix to the nearest adjacent set, with the check above being 
  repeated as to success in rematerialization. (In theory, this 
  process could be repeated one or more times ... ) 
  Going into another dimensional matrix means 
  whatever the Lejend Master decides. It could be death for 
  the character. It might mean time or probability displacement, 
  with a subsequent series of adventures aimed at enabling 
  return. Similarly, it might be to some plane that the teleporter 
  knows and can manage to return from by likewise known 
  means. 
  An unwilling subject can avoid being touched by the 
  usual means, such as combat movement (forcing a Precision 
  Base Rating check), dodging (succeeding in a check against 
  Speed Base Rating), and use of Luck Ability. 
  If concentration is broken, or touch fails. the 
  individual attempting the teleportation of another will fail, 
  and the AEPs are wasted. 
  The cost is 10 Activation Energy Points (AEPs). 
  Thowsht m.mwatiOH 
  This Extraordinary Power provides the capacity to 
  cause, instantaneously, a single subject, or even several 
  persons. to believe that a single, simple thought from the 
  Psychogenically-able individual's mind is his, or their, own. 
  The thought must be clear, concise, and not one generally 
  unpalatable, deemed impossible, clearly harmful to the subject 
  individual(s), or contrary to the strong beliefs, ethics, and/or 
  morals of the subject(s). In such case as the insinuated thought 
  is not so incompatible with the thought processes of the 
  subject(s), it will be accepted and cause logical following 
  reactions in the subject(s). In combination with personality 
  and the use of some other Ability, the thought insinuation 
  becomes a stronger factor, of course. 
  The target subject must be within sight and not more 
  distant that 100 feet. 
  The cost per person to insinuate a thought is 5 
  Activation Energy Points (AEPs). 
  TI1ow5ht ~$ 
  This Extraordinary Power gives the capacity to know 
  instantaneously what is "on the surf ace and below" of another 
  human's or humanoid's mind when such individual is within 
  sight and no further distant than 120 feet. All such thought 
  reading requires a successful Ability check to operate. The 
  more intelligent and aware the subject, the more difficult the 
  operation, so probing beneath the surface thoughts is a 
  demanding task at. best. 
  This costs one Activation Energy Point (AEP) to 
  perform for each ABC engaged in such use. 
  V~ableM~ 
  This Extraordinary Power 
  ,~\\! 
  gives the capacity to the individual to . ~,~ 
  completely shield his or her thoughts . 
  ~ , · 
  so as to have an unreadable mind. 
  · !. ~· 
  It is instantaneously active upon 
  the possessor so willing. The 
  Psychogenic Power creates 
  random, mundane and 
  banal false surface 
  thoughts and a ~~· _ 
  seemingly muddled 
  · -.:· 
  "inner mind" from v 
  which the would-be 
  mind reader is 
  unable to gain 
  anything of use. 
  This costs 
  12 
  Activation Energy 
  Points (AEPs) and 
  remains active for 12 
  hours realtime. 
  ~ 
  e~-:2ffe: ---
  -:~~t!!~=-:_ 
  1f7 
  
  [l"'"""'·' -.-....,,.---Th~e . Ul~':).aMi ~~les 
  Sore~ Abilit~ 
  Sorcery requires both a command circle and a protection circle in order to summon a malign, ordinary spirit of the 
  nether dimensions, or to call up a similar imp spirit. If the activator is not within a correct protection circle, then the 
  summoned or called up spirit cannot be released from the command circle without the death of-or great harm to-the 
  summoner. If the spirit is summoned or called up without a command circle, it will simply vanish once activation is 
  completed. 
  It requires one minute of realtime to prepare a circle of either type, so to create both a circle of command and a 
  circle of protection requires two minutes. It is then possible to activate a Summoning or Calling Up of Sorcerous sort. 
  There are four separate nether dimensional regions, each reached through a different kind of Summoning or 
  Calling up. One region is that of the spirits known as demons, another that of devils, a third that of fiends. and the fourth 
  of the spirits called onis. To each region is attached certain Powers of personal nature, and to be able to utilize each set of 
  Powers the Sorcerer must be able to access the dimensional region from which its energy is attained-it is necessary that 
  the Sorcerer possess the basic capacity to Summon a spirit from of that region. The Sorcerer also must record. on a 
  Sorcery Memory Tablet, all information about any type of working-circles, Summonings. Calling Ups, and 
  Powers, alike-to be able to use it. Four workings of any of these sorts are recordable on one tablet. 
  For each separate Summoning known to the Sorcerer, one demon/devil/fiend/oni is attached by 
  name. To learn other names, and thus be able to call up other nether dimensional spirits of this sort. 
  \. 
  the Sorcerer is left to his own devices. A demon or other such spirit Summoned and then materially 
  . -··· ·::-.~ destroyed will be unable to answer a further Summoning for one month. A summoned being 
  -··:·· 
  permanently destroyed is lost to the Sorcerer or Sorceress forever. There is. however. no limit 
  to the number of imps that can be brought through a Call Up. 
  Of course, there are far more potent nether spirits than are dealt with here. and 
  the greater of those are indeed able to fulfill so-called wishes for material things or 
  that have to do with material time. Such mighty beings. however. are so far 
  beyond the capacity of a mere Sorcerer to deal with that no further 
  discussion is called for here. 
  Failure of Ability in a check against the individuals's 
  Sorcery Score indicates the AEPs are expended to no effect. 
  save where a Summoning is concerned. In such case a second 
  check is made. and if it fails the protection circle is improper 
  and the summoned creature attacks the Sorcerer. 
  ActivatittS Powers: Time required is keyed to power 
  tapped. 
  o·· • 
  / .. ~b •••••••••••••••••••••••••••••• • 
  Gra~c 
  Time Cost 
  Powey Cost 
  • 
  . as 
  5' 
  Very minimal 
  1 second realtime 
  Power cost 2 
  : 
  Minimal 
  2 seconds realtime 
  Power cost 3 
  • 
  Low moderate 
  3 seconds realtime 
  Power cost 4 
  Moderate 
  4 seconds realtime 
  Power cost 5 
  Good 
  5 seconds realtime 
  Power cost 6 
  Very good 
  7 seconds realtime 
  Power cost 7 
  Strong 
  9 seconds realtime 
  Power cost 8 
  Very strong 
  12 seconds realtime 
  Power cost 9 
  Major 
  16 seconds realtime 
  Power cost 10 
  Extreme 
  20 seconds realtime 
  Power cost 12 
  ~ ................................. . 
  ,,. 
  • • • • • • • • • • • • • 
  • 
  
  Powers bli Dimmsi0ttal Matrix 
  Dem om 
  1. Summon Demon 
  2. Call Up Demon Imp 
  3. Bolster Demon Health 
  4. Demon Imp Form 
  5. Tribute of Demonic Delight 
  6. Voyage to Abyssal Realms 
  Dm 1s 
  1. Summon Devil 
  2. Call Up Devil Imp 
  3. Bolster Devil Health 
  4. Devil Imp Form 
  5. Tribute of Devilish Desire 
  6. Voyage to Hellish Realms 
  fia1t>S 
  1. Summon Fiend 
  2. Call Up Fiend Imp 
  3. Bolster Fiend Health 
  4. Fiend Imp Form 
  5. Tribute of Fiendish Fare 
  6. Voyage to Unspeakable Realms 
  Ottis 
  1. Summon Oni 
  2. Call Up Oni Imp 
  3. Bolster Oni Health 
  4. Oni Imp Form 
  5. Tribute of Onian Oppression 
  6. Voyage to Unnamable Realms 
  1. Animated Wand 
  2. Apathy 
  3. Brass Golem 
  4. Desecrate Consecrated 
  5. Hidden Soul 
  6. Mirdoleb's Hellblast 
  7. Mirdoleb's Hellbolt 
  8. Mirdoleb's Infernal Entrance 
  9. Mirdoleb's Shadow Monster 
  10. Pandemonium 
  11. Poison Fire 
  12. Seduce to Evil 
  13. Sending 
  14. Sorcerous Circle 
  15. Stupidity 
  16. Touch the Weave 
  17. Unhallow Ground 
  Extreme 
  Very Strong 
  Extreme 
  Major 
  Strong 
  Extreme 
  Extreme 
  Very Strong 
  Strong 
  Major 
  Strong 
  Extreme 
  Extreme 
  Very Strong 
  Moderate 
  Major 
  Strong 
  Extreme 
  Extreme 
  Very Strong 
  Very Minimal 
  Major 
  Strong 
  Extreme 
  Major 
  Minimal 
  Major 
  Extreme 
  Extreme 
  Strong 
  Moderate 
  Extreme 
  Very Good 
  Very Strong 
  Extreme 
  Major 
  Extreme 
  Strong 
  Very Good 
  Extreme 
  Extreme 
  Swmm0ttitt5 attb l'ow~s Dcsmpti0»s 
  l>emotU 
  Bolner l)emm Haltlt: 
  Extreme 
  This is a Power that enables the activator to increase 
  the Health of a materialized demon spirit by 1-4 points for 
  every two additional points of energy expended at the time 
  of activation. The demon spirit subject must be confined 
  within a command circle for this Power to take effect, and 
  the added Health points are transitory, lasting only as long 
  as the spirit remains under obligatory service to the Sorcerer. 
  Ca11 \Ip l>emott 1"'9: 
  Very Strong 
  This is a chaotic Calling Up that enables the 
  Sorcerer to force a demon imp spirit, a small and 
  relatively weak thing, to appear in proximity to the 
  activator. The conjured spirit imp will take physical 
  form upon activation, and thereafter it will perform 
  up to six demanded services. An impossible demand 
  will deactivate one-sixth of the energy and could 
  release the nether dimensional spirit to do as it will. A 
  demand with clearly multiple portions will be obeyed 
  only insofar as counting towards the requisite six 
  services. No service can be required that commands 
  the spirit imp to directly remain for an extended period 
  of time, material or immaterial in form. 
  Any demand that would require a week or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition." This is, for example, a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from one service of the six for 
  which it was obligated. Immediately upon fulfillment of all of 
  the demands, the spirit imp vanishes. 
  t>etttott Imp Vomt: 
  Major 
  By activation of this Power, the Sorcerer is changed 
  instantly into the form of a demon imp. The Power remains 
  active for one hour for each 10 additional Activation Energy 
  Points invested in it at the time of activation. While in this 
  form, the individual has the capacities of the spirit, but retains 
  and adds the individual's own Health Base Rating at the time 
  of change to that of an imp's normal base. 
  Subsequent Harm accrues first to the assumed 
  form's Health, and only after that Health 
  is lost does Harm a ccrue to the 
  Sorcerer's own Health. It is important 
  to note that should the Sorcerer, while 
  in imp form, be reduced to zero Health, 
  that individual is consigned instantly to 
  the nether dimensions as an imp. 
  1J9 
  
  ~~: 
  Extreme 
  This is a chaotic Summoning that enables the 
  Sorcerer to force a demon spirit of ordinary sort to appear 
  in proximity to the activator. The conjured spirit will take 
  physical form upon activation, and thereafter it will perform 
  one demanded service. An impossible demand will simply 
  deactivate the energy and release the nether dimensional 
  spirit to do as it will. A demand with clearly multiple portions 
  will be obeyed only insofar as the first part is concerned. No 
  service can be required that commands the spirit to directly 
  remain for an extended period of time, material or immaterial 
  in form. 
  Any demand that would require a day or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition." This is, for example, a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should a specified event occur. it will instantaneously 
  materialize at a specific location. perform the service, and 
  will then be released permanently from all obligation under 
  the service. Immediately upon fulfillment of the demand, 
  the spirit vanishes. 
  Tribwtc oft>cmottk t>clt~kt: 
  Strong 
  Through activation of this Power while a demon is 
  confined within a command circle. a tribute of flesh and blood 
  can be offered to the confined demon. If a roll against four 
  times the activator's Speed Base Rating is successful. the 
  Power succeeds, and the malign spirit will agree to triple the 
  normal service. If the check fails, no agreement to extend 
  service is forthcoming. Only one Power activation of this 
  sort per day for the same subject is possible. 
  VO\fA5C to ~IMI Ru.mu: 
  Extreme 
  Through this Power, the Sorcerer, or one whom he 
  selects by touch and is within a command circle of the proper 
  nature, is transported instantly to the nether dimensions of 
  this sort in the form of, and with all capacities of. an ordinary 
  demon spirit. The transported subject will retain all Abilities 
  normal to himself or herself. The sojourn lasts for one hour 
  for each point of additional energy expended at time of 
  activation. An individual destroyed while in the nether 
  dimensions becomes a captive spirit therein, likely soon found 
  and devoured by the denizens of the horrid place. At the 
  expiration of the Power, the individual is instantly returned 
  to the place at which activation occurred. 
  Note: This is one way that a daring Sorcerer could 
  possibly learn the name of a nether being. 
  'Devil• 
  Bolner 1'evl1 Huktt: 
  Strong 
  This is a Power that enables the activator to increase 
  the Health of a materialized devil spirit by 2-8 points for 
  every five additional points of energy added to it at the time 
  of activation. The devil spirit subject must be confined within 
  a command circle for this Power to take effect, and the added 
  Health points are transitory. lasting only as long as the spirit 
  remains under obligatory service to the sorcerer. 
  Call Vp Dcvf1 Imp: 
  Very Strong 
  This is an ordered Calling Up that enables the 
  Sorcerer to force a devil imp spirit. a small and relatively 
  weak thing, to appear in proximity to the activator. The 
  conjured spirit imp will take physical form upon activation, 
  and thereafter it will perform up to six demanded services. 
  An impossible demand will simply deactivate one-
  -\ sixth of the energy and could release the 
  nether dimensional spirit to do as it will. A 
  demand with clearly multiple portions will be 
  ~ 
  ' obeyed only insofar as counting towards the 
  i six services required. No service can be 
  required that commands the spirit imp to 
  directly remain for an extended period of time, 
  material or immaterial in form. 
  Any demand that would require a week or 
  _. _ .. 
  two to complete is an impossible demand, 
  ·==::.::.·:-,.unless it is keyed to "service upon condition." 
  .._,.=:.·'--::::., - This is, for example, a service in which the spirit 
  : 
  if freed to return to the nether dimensions, but 
  should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, 
  and then be released permanently from one service of the 
  six it was obligated to provide. Immediately upon fulfillment 
  of all the demands, the spirit imp vanishes. 
  
  1)evd http form: 
  Major 
  By activation of this Power, the Sorcerer is changed 
  instantly into the form of a devil imp. The Power remains 
  active for one hour for each 10 additional Activation Energy 
  Points invested in it at the time of activation. While in this 
  form, the individual has the capacities of the spirit and adds 
  the individual's own Health Base Rating (from the time of 
  change) to that of the imp's own normal base. Subsequent 
  Harm accrues first to the assumed form's Health, and only 
  when it is lost does Harm accrue to the Sorcerer's own Health. 
  It is important to note that should the Sorcerer, while in imp 
  form, be reduced to zero Health, that individual is consigned 
  instantly to the nether dimensions as an imp. 
  Swmm0tt 1'evd: 
  Extreme 
  This is an ordered Summoning that enables the 
  Sorcerer to force a devil spirit of ordinary sort appear in 
  proximity to the activator. The conjured spirit will take 
  physical form upon activation. and thereafter it will perform 
  one demanded service. An impossible demand will simply 
  deactivate the energy and release the nether dimensional 
  spirit to do as it will. A demand with clearly multiple portions 
  will be obeyed only insofar as the first part is concerned. No 
  service can be required that commands the spirit to directly 
  remain for an extended period of time, material or immaterial 
  in form. 
  Any demand that would require a day or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition... This is. for example. a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from all obligation under the 
  service. Immediately upon fulfillment of the demand, the 
  spirit vanishes. 
  Tribute of 'Devflftk Dufrc: 
  Strong 
  Through activation of this Power while a devil is 
  confined within a command circle, a tribute of a soul can be 
  offered to the confined devil. If a roll against four times the 
  activator's Speed Base Rating is successful, the Power 
  succeeds, and the malign spirit will agree to triple normal 
  service. If the check fails, no agreement to extend service is 
  forthcoming. Only one Power activation of this sort per day 
  for the same subject is possible. 
  v~ 
  to Hdlltk Rumtt: 
  Extreme 
  Through this Power, the Sorcerer, or one whom he 
  selects by touch and is within a command circle of the proper 
  nature, is transported instantly to the nether dimensions of 
  this sort in the form of, and with all the capacities of, an 
  ordinary devil spirit, and still retaining all Abilities normal to 
  the individual. The sojourn lasts for one hour for each point 
  of additional energy expended at time of activation. An 
  . 
  individual destroyed while in the nether dimensions becomes 
  a captive spirit therein, likely soon found and devoured by 
  the denizens of the horrid place. At expiration of the Power, 
  the individual is instantly returned to the place at which 
  activation occurred. 
  Note: This is one way that a daring Sorcerer could 
  possibly learn the name of a nether being. 
  Amt>• 
  &lfter fie.ti> Health: 
  Moderate 
  This is a Power that enables the activator to increase 
  the Health of a materialized fiend spirit by 1-4 points for 
  every three additional points of energy added to it at the 
  time of activation. The fiend spirit subject must be confined 
  within a command circle for this Power to take effect, and 
  the added Health points are transitory, lasting only as long 
  as the spirit remains under obligatory service to the Sorcerer. 
  CAD V, fie.tb 1mp: 
  Very Strong 
  This is an entropic Calling Up that enables the 
  Sorcerer to force a fiend imp spirit, a small and relatively 
  weak thing, to appear in proximity to the activator. The 
  conjured fiend imp will take physical form upon activation, 
  and thereafter it will perform up to six demanded services. 
  An impossible demand will simply deactivate one-sixth of 
  the energy and could release the nether dimensional spirit to 
  do as it will. A demand with clearly multiple portions will be 
  obeyed only insofar as counting towards the six services 
  required. No service can be required that commands the 
  spirit imp to directly remain for an extended period of time, 
  material or immaterial in form. 
  Any demand that would require a week or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition." This is, for example, a service in 
  which the spirit if freed to return to the nether dimensions, 
  but should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from one service of the six it 
  was obligated to provide. Immediately upon fulfillment of all 
  of the demands, the spirit imp vanishes. 
  fie.tb http form: 
  Major 
  By activation of this Power, the Sorcerer is changed 
  instantly into the form of a fiend imp. The Power remains 
  active for one hour for each 10 additional Activation Energy 
  Points invested in it at the time of activation. While in this 
  form, the individual has all the capacities of the spirit, and 
  adds his own Health Base Rating {from the time of change) 
  to that of an imp's normal base. Subsequent Harm first 
  accrues to the assumed form's Health, and only when it is 
  lost does Harm accrue to the Sorcerer's own Health. It is 
  important to note that should the Sorcerer in imp form be 
  reduced to zero Health, that individual is consigned instantly 
  to the nether dimensions as an imp . 
  161 
  
  Stntt"'°" flott>: 
  Extreme 
  This is an entropic Summoning that enables the 
  Sorcerer to force a fiend spirit of ordinary sort to appear in 
  proximity to the activator. The conjured spirit will take 
  physical form upon activation, and thereafter it will perform 
  one demanded service. An impossible demand will simply 
  deactivate the energy and release the nether dimensional 
  spirit to do as it will. A demand with clearly multiple portions 
  will be obeyed only insofar as the first part is concerned. No 
  service can be required that commands the spirit to directly 
  remain for an extended period of time, material or immaterial 
  in form. 
  Any demand that would require a day or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition." This is, for example, a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from all obligation under the 
  service. Immediately upon fulfillment of the demand, the spirit 
  vanishes. 
  Tribwte '1f ffmbt•lt f'Are: 
  Strong 
  Through activation of this Power while a fiend is 
  confined within a command circle, a tribute of a free-willed 
  human spirit can be offered. If a roll against four times the 
  activator's Speed Base Rating is successful, the Power 
  succeeds, and the malign spirit will agree to triple normal 
  service. If the check fails, no agreement to extend service is 
  forthcoming. Only one Power activation of this sort per day 
  for the same subject is possible. 
  VO'tA5C to VtwpeAbble 'Rulm•: 
  Extreme 
  Through this Power, the Sorcerer, or one whom he 
  selects by touch and is within a command circle of the proper 
  nature, is transported instantly to the nether dimensions of 
  this sort in thf form of, and with all the capacities of, an 
  ordinary fiend spirit, but will retain all Abilities normal to 
  himself or her~elf. The sojourn lasts for one hour for each 
  point of additional energy expended at time of activation. 
  An individual destroyed while in the nether dimensions 
  becomes a captive spirit therein, likely soon found and 
  devoured by the denizens of the horrid place. At expiration 
  of the Power, the individual is instantly returned to the place 
  at which activation occurred. 
  Note: This is one way that a daring Sorcerer could 
  possibly learn the name of a nether being. 
  °"'' 
  Bolner om Hukk: 
  Very Minimal 
  This is a Power that enables the activator to increase 
  the Health of a materialized oni spirit by 3-8 (d6 +2) points 
  for every seven additional AEPs added to it at the time of 
  activation. The oni spirit subject must be confined within a 
  • 
  command circle for this Power to take effect, and the added 
  Health points are transitory, lasting only as long as the spirit 
  remains under obligatory service to the Sorcerer. 
  CA1I Vp om 1mp: 
  Very Strong 
  This is a mixed Calling Up that enables the Sorcerer 
  to force an oni imp spirit, a small and relatively weak thing, 
  to appear in proximity to the activator. The conjured oni 
  imp will take physical form upon activation, and thereafter it 
  will perform up to six demanded services. An impossible 
  demand will simply deactivate one-sixth of the energy and 
  could release the nether dimensional spirit to do as it will. A 
  demand with clearly multiple portions will be obeyed only 
  insofar as counting towards the six services concerned. No 
  service can be required that commands the oni imp to directly 
  remain for an extended period of time, material or immaterial 
  in form. 
  Any demand that would require a week or two to 
  complete is an impossible demand, unless it is keyed to 
  "service upon condition." This is. for example, a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from one portion of the six it 
  was obligated to serve under. Immediately upon fulfillment 
  of all of the demands, the spirit imp vanishes. 
  om Imp f'orm: 
  Major 
  By activation of this Power, the Sorcerer is changed 
  instantly into the form of a oni imp. The Power remains 
  active for one hour for each 10 additional Activation Energy 
  Points invested in it at the time of activation. While in this 
  form, the individual has all the capacities of the spirit and 
  adds the individual's own Health Base Rating (from the time 
  of change) to that of an imp's normal base. Subsequent 
  Harm accrues first to the assumed form's Health, and only 
  when it is lost does Harm accrue to the Sorcerer's own Health. 
  It is important to note that should the Sorcerer in imp form 
  be reduced to zero Health, that individual is consigned 
  instantly to the nether dimensions as an imp. 
  Stnttmott om: 
  Extreme 
  This is a mixed Summoning that enables the Sorcerer 
  to force an oni spirit of ordinary sort to appear in proximity 
  to the activator. The conjured spirit will take physical form 
  upon activation, and thereafter it will perform one demanded 
  service. An impossible demand will simply deactivate the 
  energy and release the nether dimensional spirit to do as it 
  will. A demand with clearly multiple portions will be obeyed 
  only insofar as the first part is concerned. No service can be 
  required that commands the spirit to directly remain for an 
  extended period of time, material or immaterial in form. 
  Any demand that would require a day or two to 
  complete is an impossible demand, unless it is keyed to 
  161 
  
  ; •
  . s .,,_ 
  "service upon condition." This is, for example, a service in 
  which the spirit is freed to return to the nether dimensions, 
  but should a specific event occur, it will instantaneously 
  materialize at a specific location, perform the service, and 
  then be released permanently from all obligation under the 
  service. Immediately upon fulfillment of the demand, the 
  spirit vanishes. 
  Tribute of 0..U.M Opprufi0tt: 
  Strong 
  Through activation of this Power. while an oni is 
  confined within a command circle, a tribute of a Free-willed 
  Living Dead human can be offered. If a roll against four 
  times the activator's Speed Base Rating is successful, the 
  Power succeeds, and the malign spirit will agree to triple 
  normal service. If the check fails, no agreement to extend 
  service is forthcoming. Only one Power activation of this 
  sort per day for the same subject is possible. 
  V~a~ to Vtmamable Rulm1: 
  Extreme 
  Through this Power, the Sorcerer, or one 
  whom he selects by touch and is within a command 
  circle of the proper nature. is transported instantly 
  to the nether dimensions of this sort in the form 
  of, and with all the capacities of, an ordinary oni 
  spirit, but will retain all Abilities normal to himself 
  or herself. The sojourn lasts for one hour for each 
  point of additional energy expended at time of 
  activation. An individual destroyed while in the 
  nether dimensions becomes a captive spirit therein, likely 
  soon found and devoured by the denizens of the horrid place. 
  At expiration of the Power, the individual is instantly returned 
  to the place at which activation occurred. 
  Note: This is one way that a daring Sorcerer can possibly 
  learn the name of a nether being. 
  Gmcra'J 'Power. '1f tke Vour Summmm51 
  Ammatett Wam>: 
  Major 
  By activation of this Supernatural Power, a Sorcerer 
  can animate one of his or her Extraordinary Item wands in 
  such a way as to give it volition and to enable it to obey his 
  or her mental commands. At activation, the wand animates 
  in the air around the activator (at about shoulder level), where 
  it remains for the duration of the Power's persistency. waving 
  back and forth. Following the ABC of animation, the wand 
  can be utilized by the activator in addition to any other action 
  he or she may wish to take-such as a Power activation, use 
  of another item, etc. The activator must remain within 10 
  feet of the wand, as well as maintain a path of vision to the 
  wand, for the energy of the Power to continue to cause the 
  functioning of the wand. (The activator does not actually 
  have to look at the Wand, but he or she must maintain a 
  possible line of vision.) 
  If the activator moves out of this range, the wand is 
  moved out of range, or the activator's vision is completely 
  obscured by any means, the energy ceases and the Power is 
  no longer active. The activator may grab the wand at any 
  time to cease the Power's effect, and others may try to do so 
  as well. A successful check against Precision while the Avatar 
  or character I creature is within 5' of the wand must be made 
  to grab it. The one grabbing the wand then becomes its new 
  possessor-the Power is broken and the energy dissipated. 
  If no one is able to grab the wand at the end of five AB Cs. it 
  falls to wherever gravity takes it. A fall of more than 20 feet, 
  or a fall onto a potentially dangerous surface. may damage 
  the wand (at the GM's discretion). 
  Note that at no time may more than one Wand be 
  animated by the activator, as the link that exists can only 
  sustain the control of a single wand. Activation of this same 
  Power before the end of the original one's cessation will 
  work, but the initial Power is thus automatically cancelled, 
  and the wand affected by it can not be the same wand as 
  affected by the later-activated Power. 
  Apatlnf: 
  Minimal 
  When this preternatural Power is activated, one 
  subject-within sight of, no more distant than 66 feet from, 
  and indicated by the Sorcerer-- will become lethargic. Unless 
  the subject succeeds in a check against Speed Base Rating, 
  
  it will do nothing the rest of that ABC, nor the following 
  ABC if action in the first has already been taken prior to 
  activation. For each two extra AEPs expended by the 
  Sorcerer before activation, one additional subject, up to four 
  total, can be affected by the Power. For each two added 
  AEPs expended at time of activation, the effect of the apathy 
  can be extended by one ABC realtime, up to a maximum of 
  six ABCs of effect. In the case of effect beyond a single 
  ABC, each subject is entitled to a check against Speed Base 
  Rating each ABC to attempt to overcome the lethargic force 
  that ABC. 
  &rAH Golem: 
  Major 
  By activation of this · Supernatural Power, the 
  Sorcerer causes a brass (or bronze or tin alloy) statue of at 
  least six feet height to become volitant. Although it has no 
  brain or intelligence per se, the automaton has a directing 
  energy which will enable it to obey a series of three successive 
  commands. For example, one might be required to move in 
  some direction, stop, and to attack anything that moved to 
  within 30 feet of it. Once charged with one or more 
  commands, the golem remains active until destroyed. The 
  golem of brass thus created has the following statistics: 
  BT.u1 Golatt 
  Armor: 18 pts (90%) sp. 
  Health Precision 
  Speed 
  Harm 
  26 
  39 
  13 
  special 
  This golem attacks with a clubbing strike (inflicting 
  2-8 points of shock Harm) and a hooking strike (inflicting 1-
  12 points of penetration Harm) against one or two 
  opponents. Whenever the maximum shock Harm of eight 
  points is indicated for a clubbing strike, the subject struck 
  suffers, regardless of armor protection, 1-4 additional points 
  of Harm and is knocked back three times as many feet in 
  distance as is indicated by the additional damage die roll (3-
  12 feet). Penetration Harm of 12 from the hooking strike 
  likewise indicates an additional 1-6 points of Harm, regardless 
  of armor, and the target is caught fast and unable to get 
  away or to attc-.ck the following ABC, while the golem 
  can loose the hook, and strike with it again. 
  c
  . 
  52;4S!in:: . 
  ,, *' 
  For each 20 AEPs added at time of activation, the golem is 
  given another pair of arms and attacks, up to a maximum of 
  four pairs of arms. 
  While most attacks are protected against at the 
  indicated 18 point armor value, piercing penetration attacks 
  inflict no Harm at all. Acid and fire-based attacks cause 
  normal Harm. Cold- and water-based attacks cause no Harm. 
  l>ueaate COHHcratd>: 
  Extreme 
  By means of this Power, the Sorcerer removes any 
  protection given by Theurgy to a place or area made inimical 
  to malign creatures or spirits through theurgical activity. The 
  area of effect is 400 square feet (20 x 20) of floor/ground 
  space (upwards to a height to 20 feet) per Activation Energy 
  Point added to the Power at time of activation. Desecration 
  remains until a re-consecration occurs. 
  HtbbeH Sowl: 
  Extreme 
  By means of this Power, the Sorcerer establishes a 
  separate receptacle for his life force. Only one of these 
  Powers may be active for the same individual at the same 
  time. The object in which his life force is to be kept can be 
  virtually anything that is non-living. However. size is 
  important. in that energy must be stored in the object hiding 
  the sorcerer's soul. At the time of activation of this Power. 
  the sorcerer must invest AEPs equal to one-half his or her 
  points of Health Base Rating, plus 12 additional AEPs. plus 
  one Activation Energy Point for every cubic foot. or fraction 
  thereof. of matter comprising the soul object. 
  If the Sorcerer is harmed so as to reduce Health to 
  zero or negative points, the hidden soul receptacle is triggered. 
  The 12 AEPs are instantly expended in dematerializing the 
  corpse of the individual and bringing it back to the location 
  of the receptacle. As the body materializes, the AEPs equal 
  to one-half the Health Base Rating of the Sorcerer that were 
  invested in 
  
  Sorcer\1 
  ·-· . 
  "===:1J 
  • 
  ... ~----·-_.-
  < 
  the hidden souJ object are expended to restore the body to 
  life at 10% of its nonnal Health BR. The hidden soul Power 
  is then dissipated, but the Sorcerer is saved from death, and 
  most likely he or she will eventually create a new life force 
  receptacle. 
  If the hidden soul receptacle is destroyed, the 
  Sorcerer suffers Harm at the immediate moment of that 
  occurring. When the object is destroyed, he or she will 
  instantly lose 20% of total normal Health Base Rating in a 
  backlash of Extraordinary energy. If this loss reduces the 
  individual to below zero Health, death results and there is no 
  reprieve. 
  Mft'bo1eb• • Hellbl.ut: 
  Strong 
  By activation of this Supernatural Power, a Sorcerer 
  causes a number of rays of varying color from the low end of 
  the spectrum to spring forth from his or her fingertips to a 
  distance of 30 feet. spreading fan-wise from his hand to a 
  width of 30 feet at the maximum range of the Power· s energy. 
  These many small bolts will strike any number of targets in 
  the area of effect. The number of bolts that strike each 
  target is random and is greatly influenced by the creature's 
  size: 
  Less than one-half man-sized: 25% chance for 1 bolt 
  One-half man-sized: 50% chance for 1 bolt 
  Man-sized: 1 bolt 
  Twice man-sized: 1-2 bolts 
  Giant-sized or larger: 1-3 bolts 
  The type (color) of bolt striking the target is 
  determined at random. using a d3 or a d6 to indicate if a 
  Red, Orange, or Yellow bolt strikes. As in the Mirdoleb's 
  Hellbolt Power, the colors and effects of the bolts are: 
  Red: The subject must avoid the effect by succeeding in a 
  roll against twice his Speed Base Rating or will suffer 9-12 
  points of Hann from flame, such Harm ignoring 
  all protection save that against fire-based Harm. In addition, 
  any easily combustible material worn or carried will be set 
  afire by the bolt, thus inflicting additional moderate (6-8 points) 
  Harm, also disregarding normal protection. 
  Orange: The subject must avoid the effect by succeeding in 
  a roll against three times his Speed Base Rating or will suffer 
  blindness for the remainder of that ABC and for the following 
  twoABCs. 
  Yellow: The subject must avoid the effect by succeeding in a 
  roll against his Speed Base Rating or will turn and flee at 
  fastest movement speed on the following ABC, recovering 
  immediately thereafter so as to act with free will. 
  Avoidance must be made separately against each bolt striking 
  a subject. 
  Mft'boleb· • Hetlbolt: 
  Moderate 
  By activation of this Preternatural Power, a Sorcerer 
  causes a ray of varying color from the low end of the spectrum 
  to spring forth from his or her fingertips to a distance of 40 
  feet. It will unerringly strike any one target in range. One of 
  three different colors may be chosen by the caster, that hue 
  to be announced before actual activation. Their individual 
  effects are as follows: 
  Red: The subject must avoid the effect by succeeding in a 
  roll against twice his Speed Base Rating. Failing in this, he 
  will suffer 9-12 points of Harm from flame, such Harm 
  ignoring all protection save that specifically against such fire-
  based Harm. In addition, any easily combustible material 
  worn or carried will be set afire by the bolt, thus inflicting an 
  additional 6-8 points of Harm, also disregarding normal 
  protection. 
  Orange: The subject must avoid the effect by succeeding in 
  a roll against three times Speed Base Rating or will suffer 
  blindness for the remainder of that ABC and for the following 
  two ABCs. 
  Yellow: The subject must avoid the effect by succeeding in a 
  roll against Speed Base Rating or will turn and flee at fastest 
  movement speed on the following ABC, recovering 
  immediately thereafter so as to act with free will. 
  
  Mtrbolcb•• btfcntAI £tttrAtteC: 
  Extreme 
  By activation of this supernatural Power, a Sorcerer 
  can open, under a single target creature, a hole in the earth 
  (clay, dirt, sand, stone, etc. but not wet or watery ground). 
  This opening is shaft-like, roughly 12 feet in diameter, and 
  contains a dimensional rift from the mundane dimensions to 
  the nether ones. The activation of the power and appearance 
  of the hole evokes a massive rumbling, a booming sound in 
  the air, and a sulphurous stench. The target of the Power 
  must succeed in a roll against Speed Base Rating or else be 
  subject to the various effects as are explained hereafter. For 
  creatures within the area of effect, but not the direct target, 
  avoidance is made at twice Speed Base Rating if within three 
  feet of the target subject, or at three times Speed Base Rating 
  if from three to six feet distant. In addition, ten percent of a 
  character's Luck Ability Score and/ or Minstrelry Ability Score 
  may be added to the chance for success. 
  Those precipitated into the infernal entrance suffer 
  1-20 points of shock Harm, disregarding any and all forms 
  of normal protection, from the fall. The distance is 100 
  feet, but the dimensional warping mitigates against Harm as 
  noted. At the bottom of the pit, the temperature will be 
  either so hot, or so cold (random determination for which), 
  as to cause anything therein to suffer 1-2 points of Harm 
  each ABC spent therein, unless some form of Extraordinary 
  protection against the condition present is possessed by a 
  subject. 
  On the ABC following precipitation, the manipulative 
  members of various netherbeings (hands, paws, pincers, 
  tentacles, etc.) will begin probing the rift pocket, seeking a 
  delicate morsel to devour. Each subject at the bottom of the 
  pit will suffer 1-4 successful attacks, each attack inflicting 1-
  30 points of Harm, though normal protection of the subject 
  is applicable. For each ten foot distance the subject is above 
  the pit's bottom. Harm is reduced by 2 points for each attack 
  suffered. A Harm roll of 30 scores only 1-·10 points of Harm, 
  but brings a netherbeing into the pit- a demon, devil, fiend, 
  or oni (equal ch;:ince for each--other sorts of horrors can be 
  substituted at th8 LM's option). 
  At such time as all mundane subjects in the pit are 
  destroyed, any and all netherbeings therein will be precipitated 
  upwards as the Infernal Entrance closes upon itself. Any 
  and all such creatures are free, loosed in whatever dimensional 
  matrix the activator was at the time the Power became active. 
  If the activator is detected by a netherbeing, it will attack him 
  or her in preference to any other subject. 
  Mfl'bolcb•t ~ 
  Motwtcr 
  See Enchantments, page 82. 
  Very Good 
  PA~o.thmt: 
  Very Strong 
  When this Supernatural energy is activated, all other 
  beings, save the Sorcerer or Sorceress, in a 30-foot radius 
  before the activator (180-degree arc) will hear noises, see 
  illusory forms, and be so muddled as to stand and stare (50%), 
  tum from the scene and flee at fastest speed directly away 
  from it (25%), or strike wildly in random fashion (25%) at 
  whomever is closest to them with a weapon or an 
  Extraordinary Ability that was being readied for activation. 
  Intelligent subjects are entitled to an Avoidance Roll against 
  Speed Base Rating. This Power persists for 3-5 ABCs, then 
  fades into nothingness. 
  Pottcm Are: 
  Extreme 
  The activation of this supernatural Power brings forth 
  a hellish purple and black flame that inflicts 6-8 points of 
  Harm (ignoring all armor/protection not specifically energized 
  against fire or heat) and ignites normally and easily 
  combustible objects of mundane sort. If the subject remains 
  exposed for any further ABCs, such individual suffers a VT 
  attack of 17-20 points of Harm, regardless of armor 
  protection save that preventing that noted, in which case all 
  of the VT Harm can be nullified. 
  The Poison Fire is a nine-foot-high wall of flame 
  appearing at a distance up to 13 feet from. and centered 
  upon, the spot to which his or her digit points, within 66 
  feet of the activator and also within sight. The fiery curtain 
  is up to 33 feet in breadth, 13 feet in height, and six feet in 
  depth. It persists for one minute realtime. 
  Scbucc to £vd: 
  Major 
  This is a Supernatural Power that causes one subject 
  within sight of, and not more distant than 13 feet from, the 
  Sorcerer to become inexorably drawn to that activator. Unless 
  the subject succeeds in a check against twice Speed Base 
  Rating (or Intellect rating, if that optional statistic is employed), 
  that individual is indefinitely committed to being a loyal servant 
  of evil and the willing stooge of the Sorcerer or Sorceress. 
  This commitment remains until the subject has the evil 
  influence removed by some preternatural or supernatural 
  means. 
  ~5 = 
  Extreme 
  This Supernatural Power of Sorcery enables the 
  activator to direct, to a single destination, a potent and 
  invisible creature of the nether realms. Unless warded by 
  magical protections, this sending will enter the immediate 
  proximity of the target subject(s) named and proceed to attack. 
  If barred from entry, the sending will remain outside awaiting 
  a chance to enter for one hour. attacking anything else that 
  comes within 39 feet of it. If unable to enter thereafter, the 
  nether beast then returns to attack the sorcerer who directed 
  it to the location. If barred from entering the activator's 
  immediate proximity, it is then freed and will return to its 
  own dimensions. The spirit creature has the following 
  statistics: 
  Nether Dea1t 
  H/FW: 60-69. P: 30-35. S: 12-14. 
  • 
  " .• ,; .. :;: " • 1ll!'1i' . :Jg:: ..... '+"".S=---w""a-
  166 
  
  Arms: Supernatural energy enables the materialized nether 
  an observer as a rustling of clothes, blowing of hair, etc., as 
  beast to invisibly deliver, using the beetle-like mandibles on 
  well being surrounded in a dim, golden glow akin to a body 
  its three arms, a like number of attacks each ABC on targets 
  halo.) Though cliche. it is not an exaggeration to say that 
  within a six-foot radius of it. Each successful attack inflicts 
  one can literally see the powerful energy coursing through 
  6-8 points of Harm, regardless of armor/protection. The 
  the activator. and anyone remotely connected 
  attack will also inflict the following, unless the victim ~rff'F':~~ 
  to Extraordinary Powers and m~gic can 
  succeeds in a roll versus current Health total: 
  ~" . . . . 
  sense the Weave upon the activator. 
  First arm-acid inflicting 17-20 points of Harm on ~ -,. ·,,,. 
  /~ -
  The effect for the activator is as 
  whatever the subject wears 
  follows: 
  Second arm- VT poison that paralyzes the victim for 2-
  For the duration, all Powers the 
  5 ABCs 
  activator uses that inflict Harm are 
  Third arm-toxic gas sends victim fleeing at fastest 
  enhanced in effect, inflicting an additional 
  movement possible directly away from the nether beast 
  1 point of Harm per 5 points of 
  for 1-4 ABCs. 
  possible Harm range. Any Power 
  Armor: The beast has 12 point (60%) armor 
  of other, non-physical Harm 
  protection against all attacks. including any 
  sort is at double effectiveness 
  Extraordinary ones, except those of wholly iron 
  regarding range, or duration, 
  weapons (any other metal of substance in 
  if range is not a factor. 
  conjunction with the weapon negates this 
  .. ·· 
  Additionally. the size of the 
  vulnerability). against which the 
  energy field of Powers later 
  materialized spirit has no protection 
  activated can be manipulated 
  whatsoever and suffers full Harm. plus 
  and molded by the individual, 
  an additional 17-20 points. 
  so that they can be up to fifty 
  Sorcerou• Circle: 
  Strong 
  By means of this Supernatural 
  energy. the Sorcerer creates a magical circle 
  that bars any sending or spirit that is baneful to 
  him or her from passing its perimeter. The radius 
  of this circle is a base 13 feet. and for each 
  additional AEP invested at the time of activation. 
  the radius expands one foot. The Sorcerous 
  Circle persists for six hours time. 
  Stwpfbfni: 
  Very Good 
  By activation of this Supernatural Power, 
  the Sorcerer causes one subject. within sight of, 
  and no more distant than 13 feet from the 
  Sorcerer, to become marginally intelligent. 
  Intellect Rating, if employed, drops to ten percent 
  of its actual Rating. The affected subject is reduced 
  to violent physical activity only, forgetting all 
  Abilities based on Health and/ or Speed. The 
  energy of the Power persists for 24 hours less the 
  Speed Base Rating of the subject individual. 
  Towck tlte Wu.vc: 
  Extreme 
  By activation of this Supernatural Power, 
  a Sorcerer can manipulate the Multidimensional 
  Weave of the cosmos in such a way that that he or 
  she maintains a constant and fixed contact with 
  it. The Sorcerer, after activating this Power, 
  appears to be in a strong wind that only 
  affects him- or herself. (This is seen by 
  7:: 
  .. ·.,· --
  -~ 
  , .. __ 
  : 
  ---~· 
  _ ...... --
  167 
  percent greater or lesser as 
  desired. 
  These 
  new 
  parameters must be set 
  (stated) prior to activating the later 
  Power, of course. 
  Harm inflicted, or other result 
  gained from a subsequently activated 
  Power. is treated as Supernatural in 
  nature. rather than normal or 
  Preternatural. 
  Any Power meant to affect the 
  activator is avoided by that individual 
  if he or she succeeds in a check 
  against twice his Speed Base Rating. 
  Any effects that do apply are at the 
  minimum possible- Harm. duration, 
  etc.-when this Power is active on 
  the individual. 
  The energy of the Touch the 
  Weave Power persists for 10 
  ABCs. 
  VttltAUow GrOWttb: 
  Extreme 
  By means of this Power, 
  the Sorcerer removes any 
  protection from an area of 
  ground up to 2,500 square feet 
  (50' x 50'). 
  Unhallowing 
  persists unless a re-hallowing is 
  done. 
  
  [C. . . 
  The ~~~a.ciJt1:41es 
  Th~urs'i Abilit'i 
  ..... ... 
  Theurgy requires that the Avatar be dedicated to a deity, or pantheon of deities, and remain in faithful service 
  thereto in one of two orders-that of Glorification and Hallowing, or that of Service and Care. It is possible to be a member 
  of both Orders of Theurgists. Priests, priestesses, monks, nuns, aspirants, novices, and devoted laity, alike, can qualify for 
  and retain the Ability, as long as they are true to the avowed calling undertaken. 
  Each Order has separate Rituals for the Invocation of deital minions, and thus separate propitiation materials and 
  votive summoning materials is necessary for each Order. If the activator has not used the correct propitiation materials, 
  then the deital minion will certainly call the activator to account for any and all past transgressions. If the deital minion is 
  summoned without correct votive summoning materials, it will simply vanish once activation is complete. Note well that the 
  Theurge does not have power to deal with the deities per se. Only the lesser minions of such mighty supernatural beings 
  can ever be summoned. 
  It requires one minute to prepare either propitiation or votive materials for an Invocation, so to properly prepare 
  requires two minutes. It is then possible to activate an Invocation or Rite of Theurgy. 
  There are two separate Invocations for the summoning of deital minions. There are ten Rites. five for each Order, 
  which hallow or protect. There are also miscellaneous Powers of Theurgy, separated according to Order. The Avatar must 
  know the Invocation for an Order and at least two Rites of that Order as well, to be able to use the Powers of that Order. 
  Without this knowledge, only the General Powers of either Ritual are available to the Avatar. 
  In addition to recording what propitiation and votive materials are necessary, each Invocation, Rite and Power 
  possessed must be recorded on a Theurgy memory tablet, one of which is able to contain any four such scribings. In order 
  to possess a Power, it is necessary that the Theurgist belong to the Order to which it is attuned, and only when the 
  Invocation and Rites are known can the individual then possess a Power that is derived therefrom. 
  Failure of Ability in a check against Theurgy Score indicates the AEPs are expended to no effect. 
  lune Required The amount of time required for activating a Power varies according to the complexity and power cost (in 
  AEPs) required: 
  ----..\ 
  Grabe 
  Very Minimal 
  Minimal 
  Low moderate 
  Moderate 
  Good 
  Very Good 
  Strong 
  Very Strong 
  Major 
  Extreme 
  "' 
  Time Cost 
  1 second realtime 
  2 seconds realtime 
  3 seconds realtime 
  4 seconds realtime 
  5 seconds realtime 
  7 seconds realtime 
  9 seconds realtime 
  12 seconds realtime 
  16 seconds realtime 
  20 seconds realtime 
  Pow q Coit 
  Power cost 2 
  Power cost 3 
  Power cost 4 
  Power cost 5 
  Power cost 6 
  Power cost 7 
  Power cost 8 
  Power cost 9 
  Power cost 10 
  Power cost 12 
  
  t t 
  w.a
  ~.<: ___ 
  . _
  ,., . ......,......,,,,,..,,.......,.. __ 
  ,. .. ,,..,.....,,..
  .u~-
  --~r
  -_,..,,,,
  ~~~·
  - ... -=-:· ---:--'"-· ~ 
  Theurs\f Power listittS 
  Orber of Glorifkati011 attb HallowittS 
  1. Invocation of Glory, Order Invocation 
  2. Consecrate Place: Rite 
  3. Hallow Ground: Rite 
  4. Revivify: Rite 
  5. Summon Avenger: Rite 
  6. Summon Destroyer: Rite 
  1. Assail Living Dead 
  2. Blaze of Glory 
  3. Confer Benison 
  4. Consecrate Fine Oil 
  5. Destroy Imp 
  6. Dismay the Unbeliever 
  7. Dismiss Animal Spirit 
  8. Dismiss Restless Dead Spirit 
  9. Exorcise Demon 
  10. Exorcise Devil 
  11. Exorcise Fiend 
  12. Exorcise Oni 
  13. Exorcise Supernatural Spirit 
  14. Grant Might 
  15. Grant Puissance 
  16. Sanctify Person 
  17. Sanctify Place 
  18. Sanctify Thing 
  19. Scourge of Attackers 
  20. Smite the Wicked 
  Orber of Service attb Care 
  Extreme 
  Major 
  Major 
  Major 
  Major 
  Major 
  Very Minimal 
  Very Minimal 
  Good 
  Very Minimal 
  Extreme 
  Major 
  Very Minimal 
  Very Minimal 
  Major 
  Major 
  Major 
  Major 
  Extreme 
  Low Moderate 
  Strong 
  Very Minimal 
  Very Minimal 
  Extreme 
  Very Good 
  Very Minimal 
  1. Invocation of Service, Order Invocation Extreme 
  2. Aegis: Rite 
  Major 
  3. Restore Body: Rite 
  Major 
  4. Save from Evil: Rite 
  Major 
  5. Summon Guardian: Rite 
  Major 
  6. Summon Protector: Rite 
  Major 
  1. Anoint Faithful 
  2. Armor of Faith 
  3. Health Benison 
  4. Confer Righteousness 
  5. Consecrate Devotional Object 
  6. Consecrate Pure Water 
  7. Crown of Belief 
  8. Deny Evil Rest 
  9. Divine Evil Focus 
  10. Nullify Bums 
  11. Nullify Toxins 
  12. Nullify Traumas 
  13. Omnivision 
  Good 
  Very Minimal 
  Moderate 
  Very Minimal 
  Strong 
  Very Minimal 
  Very Good 
  Extreme 
  Very Minimal 
  Moderate 
  Moderate 
  Moderate 
  Very Minimal 
  14. Preternatural Vigor 
  15. Rebuff Evil 
  16. Rebuke 
  17. Redeem 
  18. Safe Haven 
  19. Supernatural Vigor 
  20. Uphold Faithful 
  Very Good 
  Very Good 
  Moderate 
  Extreme 
  Minimal 
  Major 
  Extreme 
  Gmeral Powers of £itker Ritual 
  1. Banish Sickness 
  2. Bolster 
  3. Cleanse 
  4 . Dismiss Influence 
  5. Exterminate Insect Pests 
  6. Exterminate Internal Parasites 
  7. Heal 
  8. Pulsion 
  9. Return 
  10. Reverse Shape-Shifting 
  11. Sacred Precincts 
  12. Shelter from the Elements 
  13. Undo Activation 
  14. Undo Petrifaction 
  Good 
  Very Minimal 
  Low Moderate 
  Minimal 
  Very Minimal 
  Moderate 
  Low Moderate 
  Extreme 
  Moderate 
  Extreme 
  Very Good 
  Very Minimal 
  Major 
  Minimal-Extreme 
  lttvocati0tts. Rit~s attb Powers 
  Glorificati0tt attb HalfowittS 
  1ttvocati0tt 
  mvocAtiOH 41f G1on,/Order Invocation 
  Extreme 
  This is a necessary Invocation of the Supernatural 
  that is enacted prior to any Rite of this order. Without first 
  activating it, no Rite will have any meaning, for through the 
  Invocation an energy channel is opened and through it comes 
  the force for the completion of a Rite. After Propitiation 
  and Votive preparations, activation of the Invocation requires 
  only the normal 20 seconds. 
  Rites 
  C""'"9"ate l'LM:e 
  Rite 
  Major 
  This Rite enables the Theurgist to channel benign 
  force to so fill a place-building, chamber, defined space, or 
  the like to make it inimical to any evil creature, including 
  spirit beings. The Rite affects an area of up to 400 square 
  feet (20 x 20) of floor/ground space, upwards to a height to 
  20 feet, per Activation Energy Point added to the Rite at 
  time of activation. 
  No consecration is possible if any evil or malign force 
  remains in the place to be made so. 
  Hallow GrO\mb 
  Rite 
  Major 
  This Rite enables the Theurgist to channel benign 
  force to bless and imbue soil with benign energy as to make 
  
  it inimical to any evil creature, including spirit beings. The 
  Rite affects an area of up to 400 square feet (20 x 20) of soil 
  per Activation Energy Point added to the Rite at time of 
  activation. 
  No hallowing is possible if any evil or malign force 
  remains in the place to be made so. 
  Rcvtvtf\f 
  Rite 
  Major 
  This Rite enables the Theurgist to channel benign 
  force to revive one who has met an untimely death, restoring 
  the corpse to life and returning the individual's spirit to the 
  body. The Rite affects only the remains of one that has met 
  death through accident, attack, illness, disease, or the like, 
  and not the remains of one who has died of old age. As 
  there is a penalty of 50 to the Ability check due to the difficulty 
  of this Rite, only the most expert of Theurgists dare to attempt 
  activation of the Revivify magic. Failure to activate the energy 
  means the individual subject can never be restored to life. 
  There is also an additional cost in Activation Energy 
  Points. Revivifying the corpse costs AEPs equal to one-half 
  the former Health Base Rating of the individual to be brought 
  back to life. In addition. for each day passed since death 
  occurred there is a cost of 1 AEP cumulative, so that one 
  day costs but a single point, two days cost three points, three 
  days cost six points.and so on, as the spirit becomes 
  progressively harder to call back to the flesh. 
  The revivified individual will be at one-half normal 
  Health, and he or she must then have complete rest for one 
  week, plus one additional week for each day the spirit was 
  separated from the body (to a maximum of seven weeks), 
  before being capable of normal activity. 
  SwtffmOK AvCH5er 
  Rite 
  Major 
  This Rite enables the Theurgist to bring a deital 
  Avenging Minion, a spirit taking form as a human with the 
  following statistics: 
  Health: 112 
  Precision: 77 
  Speed: 17 (68 AEPs) 
  Abilities at 112: Planning, Ranging, Urbane 
  Abilities at 77: Hunt, Scrutiny, Stealth, Weapons 
  Abilities at 68: Theurgy (any Glory Order Power) and 
  devotional object with 22 AEPs 
  Arms: Supernatural bow (+20% to both distance and 
  Precision, + 7 Harm), 17 supernatural arrows (+20% 
  Precision, + 7 Harm), supernatural dagger (Darkspirits · 
  Demise, +20 Precision and + 7 (+35 vs. spirit) Harm), and a 
  Supernatural, piercing sword (+25 Precision and+ 17 Harm). 
  Armor: Supernatural full leather for 12 points (60%) of 
  protection against all Harm. 
  Invulnerabilities: The minion is immune to any and all fear. 
  leeching of Base Rating points, and possession. 
  The Avenging Minion will seek out one individual of 
  any sort-Avatar, creature, human, spirit, no matter-who 
  is destructive and/ or malign in regards to the deity the minion 
  serves and who has attacked, or otherwise substantially 
  harmed. the activating Theurgist or one of the faithful 
  followers of the deity which the Theurgist serves, and do its 
  utmost to slay such designated individual. The Avenging 
  Minion will remain material and perform service for one day 
  (24 hours) for each seven AEPs expended by the Theurgist 
  at the time of activation of the Rite. 
  If destroyed in material form, the minion simply 
  becomes non-material and returns to the exalted other-
  dimensional sphere of the deity whom it serves. 
  The exact appearance of the entity materializing will 
  vary according to the deity from whom it is sent in answer to 
  the Theurgist's activation. 
  SwmmOK 'DutrO\ier 
  Rite 
  Major 
  This Rite enables the Theurgist to bring a deital 
  Destroying Minion, a spirit taking form as a human with the 
  following statistics: 
  Health: 77 
  Precision: 112 Speed: 12 (48 AEPs) 
  Abilities at 112: Minstrelry, Stealth, Weapons 
  Abilities at 77: Chivalry, Hunt, Waylaying 
  Abilities at 48: Theurgy (any Glory Order Power) and 
  devotional object with 17 AEPs. 
  Arms: Supernatural axe (Unhallowed Bane, +20 Precision, 
  + 12 (+35 vs. spirit) Harm), and a Supernatural. heavy. cutting 
  sword (+25 precision and + 17 harm). 
  Armor: Supernatural, full, steel mail armor providing 18 
  points (90%) protection against all Harm. 
  Invulnerabilities: The minion is immune to any and all fear. 
  leeching of Base Rating points. and possession. 
  The Destroying Minion will accompany the Theurgist 
  and assail, in company with that individual. any and all who 
  are destructive or malign in regards to the deity the minion 
  serves. and who are opposed to. and have. or would, 
  substantially Harm the activating theurgist. The Destroying 
  Minion will remain material and perform thus for one hour 
  time for each seven AEPs expended by the Theurgist at the 
  time of activation of the Rite. 
  If destroyed in material form. the minion simply 
  becomes non-material and returns to the exalted other-
  dimensional sphere of the deity whom it serves. 
  The exact appearance of the entity materializing will 
  vary according to the deity from whom it is sent in answer to 
  the theurgisf s activation. 
  Powen 
  A.-.fl Lfvm5 Out>: 
  Very Minimal 
  Through the activation of this Power, the Theurgist 
  is able to attack by Activation Energy use any one of the 
  living dead who is within 120 feet and perceived by the 
  theurgist. For each additional AEP expended at the time of 
  activation, the Theurgist inflicts 1-2 points of Harm to the 
  living dead subject's Health, and if this reduces it to zero 
  Health, it is permanently destroyed and its soul released to 
  its proper dimensions for cleansing or punishment. 
  
  D1Au '1f GJon,: 
  Very Minimal 
  This Power enables the Theurgist to generate a 
  blazing sphere of intense light that is equal to full sunlight 
  and hot enough to inflict low-moderate {3-5 points) Harm to 
  all exposed to its effect for one ABC. or fraction thereof. 
  only armor protecting from Supernatural heat reducing this 
  Harm. The sphere appears instantaneously before the 
  outstretched palm of the Theurgist and then travels-in one 
  second-in the direction the theurgist points to a distance of 
  up to 70 feet. The diameter of the sphere is one foot per 
  point of energy invested by the Theurgist at the time of 
  activation, and its persistence is one second per foot of 
  diameter. For example. a 20-foot diameter sphere persists 
  20 seconds. and all within its area suffer 3-5 points of Harm 
  per ABC therein. 
  Good 
  This is a dual-purpose Power that enables the 
  Theurgist to either bless himself. or another whom he or she 
  touches, or else to give another the capacity to break some 
  Extraordinary bond that is preventing action. The blessing 
  confers a Preternatural armoring effect {2 points armor) that 
  will absorb up to 17 Harm points and will last until so doing. 
  The bond-breaking applies to such effects as that caused by 
  the touch of a peccant, or to an attachment or possession 
  such as that of a mundane spirit. 
  CottHCT'.t.te fme Ofl: 
  Very Minimal 
  This Power enables the Theurgist to especially imbue 
  fine natural vegetable oil with a beneficent energy, one ounce 
  being so charged for each point of Activation Energy added 
  by the Theurgist to the Power at the time of its activation. 
  This consecration can be performed no more frequently than 
  once per month. Oil so consecrated inflicts Harm on many 
  sorts of evil creatures and spirits. 
  '°"'"9'.t.te l>evotkm.J.1 Obf«t: 
  Strong 
  This Power enables the Theurgist to especially imbue 
  any item of the form and material held sacred by his belief 
  canon so as to make it inimical to evil and nether-dimensional 
  creatures and spirits. For each point of Activation Energy 
  added by the Theurgist to the Power at the time of its 
  activation, this devotional object will also retain a store of up 
  to 12 Activation Energy Points that can be utilized in extremis 
  by the Theurgist when contending against malign, evil, and/ 
  or nether-dimensional foes. Such drawing off of energy 
  destroys the consecration of the devotional object, making it 
  a mundane one instantly. This consecration can be performed 
  no more frequently than once per month. No more than a 
  single devotional object may ever be worn or carried by any 
  person. 
  1'e.t'r0\t Imp: 
  Extreme 
  Through this agency, the Theurgist need only point 
  his or her right hand at any imp perceived within up to 12 
  feet distance. The imp is instantly destroyed if the Theurgist 
  succeeds in a roll against four times Speed Base Rating, with 
  the theurgist gaining a bonus of 12 to the check. 
  'DtmtA~ t'1e Vttbeltever: 
  Major 
  This is a Power that emanates from the Theurgist's 
  right hand and affects a foe at which the Theurgist points at 
  up to 120 feet distance. The subject is so filled with dread 
  that all Abilities {or Precision/Powers in the case of creatures 
  lacking abilities) are immediately reduced to one-half normal 
  and remain reduced for the following 4 ABCs. Its energy 
  then disappears, and the subject is restored to normal 
  functioning. 
  'Dtmtffl Ammal Spirit: 
  Very Minimal 
  Through the activation of this Power, the Theurgist 
  is able to cause the instant dematerialization and flight of an 
  evil animal spirit that is within 120 feet and perceived by the 
  theurgist. For each additional AEP expended at the time of 
  activation, the Theurgist inflicts five Harm points to the spirit's 
  Health, and if this reduces the spirit to zero health, its 
  attachment to the world is permanently destroyed and it is 
  released to its proper dimensions. 
  'Dtmtifl ltuttu• 1)~ Spirit: 
  Very Minimal 
  Through the activation of this Power, the Theurgist 
  is able to inflict two points of Harm to the Health of. and 
  cause the instant dematerialization and flight of, any single 
  Human Restless Dead Spirit (but not one of Supernatural 
  kind). The affected spirit must be within 120 feet and 
  perceived by the theurgist. For each additional AEP expended 
  at the time of activation, the Theurgist either causes another 
  like (same kind) spirit to be harmed and dematerialize and 
  flee or inflict an additional five Harm points to the Health of 
  one subject spirit. If Harm inflicted reduces a spirit to zero 
  Health, its attachment to the world is permanently destroyed 
  and it is released to its proper dimensions. 
  &ordte Demott: 
  Major 
  This Power allows the exorcist to attempt to destroy 
  a demon in any and all forms of its existence, in whatever set 
  of dimensions both Theurgist and nether spirit coexist in at 
  the moment of activation. If those dimensions are the spirit's 
  native realm, the Power destroys the spirit permanently. In 
  other dimensions the Power merely sends the spirit back to 
  its own dimensions for a number of years as decided by the 
  Ability check. For each point that the Ability check roll 
  succeeds by, the spirit is banished one year, with an additional 
  year added to the count. For example, if 30 is the target for 
  the check, a roll of 30 equals one year of banishment, a roll 
  of 29 equals two years, etc. 
  
  The check is against four times the Theurgist' s Speed 
  Base Rating, plus seven, less the nether dimensional spirit's 
  current Health total at the time of exorcism. Each additional 
  AEP invested by the Theurgist reduces the counted Health 
  total of the nether dimensional spirit by one. An offering of 
  consecrated oil reduces the counted Health total of the nether-
  dimensional spirit by one for each ounce so offered, up to a 
  maximum of 12. 
  A failed roll automatically draws all AEPs from any 
  devotional object, worn or otherwise on the person of the 
  Theurgist, in order to further reduce the counted Health of 
  the spirit. Regardless of the final outcome, the devotional 
  object is thus effectively destroyed. 
  &ordH Devd: 
  Major 
  This Power allows the exorcist to attempt to destroy 
  a devil in any and all forms of its existence, in whatever set 
  of dimensions both Theurgist and nether spirit coexist in at 
  the moment of activation. If those dimensions are the spirit's 
  native realm, the Power destroys the spirit permanently. In 
  other dimensions the Power merely sends the spirit back to 
  its own dimensions for a number of years as decided by the 
  Ability check. For each point that the Ability check roll 
  succeeds by, the spirit is banished one year, with an additional 
  year added to the count. For example, if 30 is the target for 
  the check, a roll of 30 equals one year of banishment, a roll 
  of 29 equals two years, etc. 
  The roll is based on four times the Theurgist' s Speed 
  Base Rating, plus seven, less the nether dimensional spirit's 
  current Health total at the time of exorcism. Each added 
  AEP invested by the Theurgist reduces the counted Health 
  total of the nether dimensional spirit by one. An offering of 
  consecrated oil reduces the counted Health total of the nether 
  dimensional spirit by one for each ounce so offered, up to a 
  maximum of 12. 
  A failed roll automatically draws all AEPs from any 
  devotional objed, worn or otherwise on the person of the 
  Theurgist, in order to further reduce the counted Health of 
  the spirit. Regcrdless of the outcome, the devotional object 
  is thus effectively destroyed. 
  &ordH ~: 
  Major 
  This Power allows the exorcist to attempt to destroy 
  a fiend in any and all forms of its existence, in whatever set 
  of dimensions both Theurgist and nether spirit coexist in at 
  the moment of activation. If those dimensions are the spirit's 
  native realm, the Power destroys the spirit permanently. In 
  other dimensions the Power merely sends the spirit back to 
  its own dimensions for a number of years as decided by the 
  Ability check. For each point that the Ability check roll 
  succeeds by, the spirit is banished one year, with an additional 
  year added to the count. For example, if 30 is the target for 
  the check, a roll of 30 equals one year of banishment, a roll 
  of 29 equals two years, etc. 
  • 
  The roll is based on four times the Theurgist' s Speed 
  Base Rating, plus seven, less the nether dimensional spirit's 
  current Health total at the time of exorcism. Each added 
  AEP invested by the Theurgist reduces the counted Health 
  total of the nether dimensional spirit by one. An offering of 
  consecrated oil reduces the counted Health total of the nether 
  dimensional spirit by one for each ounce so offered, up to a 
  maximum of 12. 
  A failed roll automatically draws all AEPs from any 
  devotional object, worn or otherwise on the person of the 
  Theurgist, in order to further reduce the counted Health of 
  the spirit. Regardless of the outcome, the devotional object 
  is thus effectively destroyed. 
  &ordH OJtt: 
  Major 
  This Power allows the exorcist to attempt to destroy 
  an oni in any and all forms of its existence, in whatever set 
  of dimensions both Theurgist and nether spirit coexist in at 
  the moment of activation. If those dimensions are the spirit's 
  native realm, the Power destroys the spirit permanently. In 
  other dimensions the Power merely sends the spirit back to 
  its own dimensions for a number of years as decided by the 
  Ability check. For each point that the Ability check roll 
  succeeds by, the spirit is banished one year, with an additional 
  year added to the count. For example. if 30 is the target for 
  the check, a roll of 30 equals one year of banishment, a roll 
  of 29 equals two years. etc. 
  The roll is based on four times the Theurgist's Speed 
  Base Rating, plus seven. less the nether dimensional spirit's 
  current Health total at the time of exorcism. Each added 
  AEP invested by the Theurgist reduces the counted Health 
  total of the nether dimensional spirit by one. An offering of 
  consecrated oil reduces the counted Health total of the nether 
  dimensional spirit by one for each ounce so offered. up to a 
  maximum of 12. 
  A failed roll automatically draws all AEPs from any 
  devotional object, worn or otherwise on the person of the 
  Theurgist, in order to further reduce the counted Health of 
  the spirit. Regardless of the outcome, the devotional object 
  is thus effectively destroyed. 
  &ordH Supmv.twrAI Spirit: 
  Extreme 
  This Power allows the exorcist to attempt to destroy 
  a Human Supernatural Restless Dead Spirit of any kind, in 
  any and all forms of its existence. Sprinkled offering of 10 
  ounces of consecrated oil must be made immediately before 
  activation of this Power. 
  The roll to succeed is based on four times the 
  Theurgist's Speed Base Rating, less the spirit's current Health 
  total at the time of exorcism. Each added AEP invested by 
  the Theurgist reduces the counted Health total of the spirit 
  by one. 
  A failed roll automatically draws all AEPs from any 
  devotional object, worn or otherwise on the person of the 
  m 
  
  Theurgist, in order to further reduce the counted Health of 
  the spirit. Regardless of the outcome, the devotional object 
  is thus effectively destroyed. 
  GrMrt Mf$ltt: 
  Low Moderate 
  This Power enables the Theurgist to place upon the 
  weapon of one or more associates a Preternatural energy 
  that conveys additional Harm to foes when the weapon scores 
  a hit. If more than one individual is to be so given greater 
  might, the Theurgist must. at time of activation of the Power, 
  add two points of Activation Energy per added individual-
  thus, for instance. four weapons to receive this bonus would 
  require 10 AEPs investment at time of activation. Each 
  weapon empowered gains a Harm bonus of 6-8 points. The 
  energy persists for five minutes. 
  Gram Puf11.r."'c: 
  Strong 
  This Power enables the Theurgist to place upon a 
  normal weapon of one or more associates a Supernatural 
  energy that conveys additional Harm to foes when the 
  weapon scores a hit. If more than one individual is to be 
  given greater puissance, the Theurgist must, at time of 
  activation of the Power, add four points of Activation Energy 
  per added individual. For instance, four weapons to receive 
  this bonus would require 20 AEPs investment at time of 
  activation. Each weapon empowered gains a 17-20 point 
  Harm bonus. The energy persists for five minutes. 
  S~ 
  Pert0t1: 
  Very Minimal 
  This Power is generally transitory and enables the 
  theurgist to do diverse things: 
  1) The Theurgist may confer on himself, or another believer 
  by touch, an immunity from attacks by Living Dead or spirit 
  creatures that affect Health, Precision, Speed, or any Ability 
  through an agency other than direct physical attack and 
  Harm. This protection lasts for a period of two minutes, 
  plus one additional minute for each point of energy added at 
  time of activation. 
  2) The Theurgist may confer likewise, instead, a Supernatural 
  armor protecting against any physical Harm to Health from 
  No sanctification is possible if any evil or malign 
  force remains in the person to be sanctified-a powerful one 
  is unaffected by the energy, and no effect is possible when 
  the heart of the person is of evil or malign intent. 
  S.r.~ l'bcc: 
  Very Minimal 
  This is also a transitory Power that allows the 
  Theurgist to affect a building, structure, or area as if 
  consecrating and hallowing it on a temporary basis. The 
  area affected is 100 square feet (10' x 10') per AEP added 
  to the Power at the time of activation. The beneficent energy 
  then lasts for one year, or until it is made unholy through the 
  actions of the evil and malign. This latter includes the draining 
  of energy through conferring Harm at the rate of one point 
  per second to each and every such creature thereupon or in; 
  each point of this Harm reduces the time of sanctification by 
  one day. 
  No sanctification is possible if any evil or malign 
  force remains in the place to be made so. 
  S.r.~ Tkm$: 
  Extreme 
  This Power enables the Theurgist to fill a normal 
  item with beneficent force so that any creature or spirit of 
  evil cannot touch or use it without suffering seven points of 
  Harm. The item so affected can be as large as 100 cubic 
  feet in volume, but it must be a separate, distinct and 
  identifiable object (such as a sword, chair, bed, gate, etc.). 
  The beneficent energy then lasts for one year, or until it is 
  made unholy through the actions of the evil and malign. 
  This latter activity (making the item unholy) includes the 
  draining of energy through conferring Harm as noted in the 
  Sanctify Place description, and each point of Harm delivered 
  reduces the time of sanctification by one day. 
  No sanctification is possible if any evil or malign 
  force remains in the thing to be made so. 
  an evil/malign creature or spirit. The armor reduces 
  A 
  Harm by five points regardless of the amount 
  ·--
  -A:t:~~ 
  delivered; the armor endures for two minutes, 
  .-. · ·:-··'~~ · ·~~j~ ~·~:·: 
  _· -" . "·:/\ ". 
  plus one additional minute for each added 
  · 
  A 
  "'· · 
  :-·· -
  point of energy at time of activation. 
  3) The Theurgist may evict any weak evil/ 
  malign spirit or thing that the recipient of 
  the Power is unwillingly hosting. 
  4) The Theurgist may bless a dead body so 
  as to shield it against evil, in regards to its 
  spirit or body, so as to be immune to 
  necrourgy. Unless countered by a malign 
  energy, this sanctification lasts indefinitely. 
  
  ScOWf'$C of Attaclcen: 
  Very Good 
  Through the agency of this Power, the Theurgist is 
  able to cause a hail of Preternatural arrows to strike an area 
  under observation that is no further than 120 feet away. 
  The area of effect is of 70-foot width and depth, and each 
  target subject within it will suffer attack from the Supernatural 
  missiles raining down. Targets smaller than half human-size 
  suffer one attack, larger targets up to twice the size of a man 
  suffer two such attacks, and any targets larger than twice the 
  size of a man suffer three attacks. The Harm inflicted is 
  dependent on additional AEPs expended at activation by the 
  theurgist. If none are so expended, the Harm inflicted per 
  missile is 2-7 points only, but for each seven AEPs added, 
  this Harm range is doubled (4-14, 6-21, and so forth to a 
  maximum of 22-77). 
  Smftc t'1c Wtc~: 
  Very Minimal 
  This Power enables the Theurgist to evoke a 
  Supernatural force that resembles a metal rod of brightly 
  glowing electrum. It appears in his or her hand and is wielded 
  as easily as a willow wand by the activator. Anyone touched 
  by it is struck as if by a mighty Supernatural mace, suffering 
  a base damage of 5-20 points, plus an additional 9-12 points, 
  from such a blow. The Theurgist gains a bonus of 25 to 
  Weapons Ability Score while using this force. The Power 
  remains active for 2 ABCs, plus 1 ABC for each additional 
  AEP invested at the time of activation. 
  The rod has the following statistics: 
  Harm I Class 
  Range Speed Weapon Bonus 
  5-20 + 9-12 I shock 
  3 
  1 
  25 
  Service attb Care 
  lttvocati0tt 
  btvocatt°" of Service/Order Invocation Extreme 
  This is the necessary Invocation of the Supernatural 
  that is enacted prior to any Rite of the Order. Without first 
  activating it, no Rite will have any meaning, for through the 
  Invocation an energy channel is opened and through it comes 
  the force for the completion of the Rite. After Propitiation 
  and Votive preparations are made, actuation of the Invocation 
  requires only the normal 20 seconds. 
  Rttu 
  Acsi• 
  Rite 
  Major 
  As with a hallowing, this Rite enables the Theurgist 
  to channel benign force to so fill a place as to make it inimical 
  to any evil creature, including spirit creatures. This Rite, 
  however, affects an area of up to one square mile of generally 
  contiguous dwellings and buildings of a community. The 
  cost in Activation Energy Points added at the time of activation 
  is one per square furlong of area to be protected by the 
  Aegis, there being 64 square furlongs in a square mile. The 
  beneficent energy then lasts for one year, or until it is made 
  unholy through the actions of the evil and malign. This latter 
  includes the draining of energy through conferring Harm at 
  the rate of one point per second for each and every such 
  creatures thereupon or in, and each point reduces the time 
  of sanctification by one day. 
  No hallowing is possible if any evil or malign force 
  remains in the place to be hallowed. 
  Reftorc Bo~ 
  Rite 
  Major 
  This Rite enables the Theurgist to channel benign 
  force to restore to perfect condition one who has lost organs 
  or limbs of the body. The Rite causes the regeneration of 
  such things as eyes, kidneys, the liver, etc., and such body 
  parts as arms, ears, feet, fingers, hands, legs, nose, teeth, 
  etc. The Power works on those parts that have been lost 
  due to unnatural causes brought about through accident, 
  attack, disease, illness, etc. 
  As there is a penalty of 30 to Ability due to the 
  difficulty of this Rite, only the most expert of Theurgists dare 
  to attempt activation of the Restore Body magic. Failure to 
  activate the energy means the individual subject can never 
  have his or her missing portions regenerated. 
  There is an additional cost in Activation Energy 
  Points. Regrowth costs AEPs equal to one quarter the Health 
  Base Rating of the subject individual, plus 20 AEPs for each 
  organ to be regenerated, 10 AEPs for each limb, and 5 AEPs 
  for appendages (ear. finger/fingers, foot. hand, lip/lips, nose. 
  scalp, toe/toes, tooth/teeth, etc.) 
  The restored individual must rest and recuperate for 
  one full day for each AEP expended in regeneration of body 
  parts; a minimum rest of seven days is required and a rest of 
  30 days is the maximum required. 
  Save from £vt1 
  Rite 
  Major 
  This Rite of mass sanctification enables the Theurgist 
  to channel benign force to so bless all people and creatures 
  before him or her. It confers upon all assembled believers, 
  and their animals, an immunity from attacks by Living Dead 
  or spirit creatures that affect Health. Precision, Speed, or 
  any Ability through an agency other than direct physical attack 
  and Harm. The protection lasts for a period of one week. 
  The cost in Activation Energy Points added at time of 
  activation is one per seven subjects. 
  Swmm°" Gwat'blan 
  Rite 
  Major 
  This Rite enables the Theurgist to bring a deital 
  Guardian Minion, a spirit taking form as a human with the 
  following statistics: 
  Health: 111 
  Precision: 77 
  Speed: 17 
  (68 AEPs) 
  Abilities at 111: Chivalry, Evaluation, Mechanics, Pantology 
  Abilities at 77: Hunt, Minstrelry, Weapons 
  Abilities at 68: Theurgy (any Service Order Power) (devotional 
  object with 34 AEPs) 
  • 
  2& H$it::: ' 
  ._.;-- . ff 
  - ~·¥~--· -
  @CjjP .tl.!!l2"'W!!~ ~ 
  -~~~-
  ·~ ~~~4:;~ 
  
  Arms: Supernatural ranging sling (+20 Precision, +6-8 points 
  of Harm inflicted; 22 blessed sling bullets adding + 7 to Harm 
  inflicted on malign targets. added Harm bypassing armor) 
  and a Supernatural fighting staff ( + 20 Precision, + 12 Harm. 
  + 7 Lucky Hit bonus, added Harm bypassing armor). 
  Armor: Supernatural full cloth garment for 10 points 
  protection against all Harm. 
  Invulnerabilities: Any and all fear. leeching of Base Rating 
  points, and possession. 
  The Guardian Minion will stay within an area under 
  Aegis Rite placed by the Theurgist and watch and assail any 
  and all who are destructive. and/or malign in regard to the 
  deity the minion serves. and who are opposed to and have, 
  or would. substantially harm those protected by the Aegis. 
  The Guardian Minion will remain material and perform thus 
  for one day for each seven AEPs expended by the Theurgist 
  at the time of activation. 
  If destroyed in material form. the minion simply 
  becomes non-material and returns to the exalted other-
  dimensional sphere of the deity whom it serves. 
  The exact appearance of the entity materializing will 
  vary according to the deity from whom it is sent in answer to 
  the Theurgisfs activation. 
  Swmmott Protmor 
  Rite 
  Major 
  This Rite enables the Theurgist to bring a deital 
  Protecting Minion, a spirit taking form as a human with the 
  following statistics: 
  Health: 77 
  Precision: 111 Speed: 12 (48 AEPs) 
  Abilities at 111: Evaluation, Pretense. Ranging 
  Abilities at 77: Hunt, Minstrelry, Stealth. Weapons 
  Abilities at 48: Theurgy (any Service Order Power) and 
  devotional object with 24 AEPs 
  Arms: Supernatural hafted hook (+20 Precision, +9-12 
  points Harm, the added Harm bypassing armor). 
  Armor: Supernatural full leather armor (12 points protection) 
  and supernatural buckler (Warding Palm targe 
  for+25/-5) against all attacks. 
  Invulnerabilities: Any and all fear. leeching of Base Rating 
  points, and possession. 
  The Protecting Minion will stay with the Theurgist 
  and watch and defend him with weapon and shield against 
  any and all who are destructive and/ or malign in regard to 
  the deity the minion serves. and who are opposed to and 
  have, or would, substantially harm him. The Guardian Minion 
  will remain material and perform thus for one hour for each 
  seven AEPs expended by the Theurgist at the time of 
  activation. 
  If destroyed in material form, the minion simply 
  becomes non-material and returns to the exalted other-
  dimensional sphere of the deity whom it serves. 
  The exact appearance of the entity materializing will 
  vary according to the deity from whom it is sent in answer to 
  the Theurgist's activation. 
  Powen 
  A'10fm fAttltful: 
  Good 
  This Power enables the Theurgist to confer upon 
  one of the same faith, the Theurgist included, a dual-purpose 
  energy that confers, by touch, onE: of two benefits. The first 
  is a Preternatural addition to Speed BR of +3 points that 
  lasts 8 ABCs. The second benefit grants the capacity to be 
  free of some ordinary bonds (such as ropes or spider webs), 
  or even an Extraordinary bond that is preventing action (such 
  as the touch of a peccant), or an attachment or possession 
  (such as that of a mundane spirit). 
  Armor offAttlt: 
  Very Minimal 
  Through the agency of this Power, the Theurgist is 
  able to confer to himself or herself, and a number of 
  assembled others of like faith, a Preternatural armor providing 
  2 points of protection against all physical Harm, even caused 
  by evil living dead creatures and spirits seeking to draw any 
  form of Health, Speed, or Precision from the protected 
  individual. The armor lasts until it has absorbed 44 points, 
  then dissipates. For each 5 AEPs expended at the time of 
  activation, one individual can be protected. 
  Moderate 
  This Power enables the Theurgist to remove any 
  physical Harm inflicted upon, or suffered by, another during 
  the previous four ABC, up to a maximum of 20 Harm points, 
  The subject must be touched by the Theurgist and not dead. 
  Cottfer 1U5Jtteowme .. : 
  Very Minimal 
  This Power enables the Theurgist, by laying on of 
  hands, to temporarily enable one not of the same faith as he 
  or she. but not otherwise of evil or malign heart, to become 
  as one in faith regards to the deital energies and agencies 
  the Theurgist channels. The Power thus enables other sorts 
  of Powers to be active on the individual and also shields that 
  individual from possible ill effects or Harm from other 
  subsequently Theurgist-activated Powers. This righteousness 
  remains in force for one full day (24 hours). 
  COKKCrAte l)evotfMtAI Obj«t: 
  Strong 
  This Power enables the Theurgist to especially imbue 
  any item of the form or material held sacred by his belief · 
  canon, making it inimical to evil and nether-dimensional 
  creatures and spirits. For each point of Activation Energy 
  added by the Theurgist, this devotional object will also retain 
  a store of up to 17 Activation Energy Points that can be 
  utilized in extremis by the Theurgist when contending against 
  malign, evil or nether-dimensional foes. Such drawing off of 
  energy destroys the consecration of the object, making it 
  mundane instantly. This consecration can be performed no 
  more than once per month. 
  No more than a single devotional object may ever 
  be worn or carried by any person. 
  171 
  
  CottHcrAte Pure Water: 
  Very Minimal 
  This Power enables the Theurgist to especially imbue 
  clean, sweet and unpolluted water with a beneficent energy, 
  three ounces being so charged for each point of Activation 
  Energy added by the Theurgist to the Power at the time of 
  its activation. This consecration can be performed no more 
  frequently than once per month. Water so consecrated 
  inflicts Harm on many sorts of evil creatures and spirits. 
  Crowtt of&lfef: 
  Very Good 
  The Theurgist, or a subject touched by the Theurgist, 
  protected by this Power is able to reverse the effect of any 
  insidious attack aimed at draining off his or her Health. 
  Precision, or Speed Base Ratin·g Points. The creature or 
  spirit attempting such attack itself suffers double the amount 
  of attempted draining. Not only is the protected subject 
  unharmed, but actually gains a number of points equal to 
  those that would have been lost to the attack, provided this 
  gain does not exceed the Base Rating total. The Power 
  remains active on the individual for one hour. 
  1)~ £vf1 Reff: 
  Extreme 
  Through this Power, the Theurgist is able to assail 
  an evil/malign creature or spirit that is seen or perceived 
  and that is within 24 feet of the activator. If the Theurgist 
  succeeds in an Ability check (Theurgy Score+ 12, subtracting 
  the Speed BR of the target), the subject of the Power's energy 
  must depart immediately-at utmost speed- to another 
  location at least 700 feet removed if underground, or 7 ,000 
  feet removed otherwise. If for any reason the potential subject 
  is absent from a place that is otherwise its location or focus, 
  the Power succeeds automatically without an Ability test. 
  1>Mt1e £vf1 foa.1: 
  Very Minimal 
  The Theurgist employs this agency to discover the 
  focus or lair of any creature or spirit of intense evil/malign 
  sort, such as one of the living dead, restless dead. or even 
  nether spirits. l Jpon activation. the Power will immediately 
  lead the Theurgist toward the strongest evil within 70 feet 
  underground or indoors, or 700 feet above ground and 
  outdoors. Thereafter, the Theurgist must continue to expend 
  an additional 2 AEPs per 12 seconds (one AB) to keep the 
  Power active and continue to provide the direction of the 
  evil/malign focus/lair. Upon arriving at a place where the 
  site is in view, and that site being no more that 12 feet distant 
  underground or indoors (120 feet distant above ground and 
  outdoors), the Theurgist will perceive a dark and sinister 
  emanation of vapor-like sort arising from that spot. 
  H14U.,... 8'mu: 
  Moderate 
  This Power enables the Theurgist to restore all Health 
  lost to acid, caustic, fire, flame, heat, and like Harm-causing 
  things. One subject, the Theurgist or another individual 
  touched, can be treated by this Power. For each two energy 
  points added to it at time of activation, five points of Health 
  lost to the stated cause or causes are restored, up to a 
  maximum of 50 points. This Power can be used no more 
  frequently than once per day on the same subject. 
  H141h'*'i T oxftu: 
  Moderate 
  This Power enables the Theurgist to restore all Health 
  lost to poison, toxins, venom, and like Harm-causing things, 
  whether contacted, ingested, inhaled, or injected. One 
  subject, the Theurgist or another individual touched, can be 
  treated by this Power. For each two energy points added to 
  it at time of activation, five points of Health lost to the stated 
  cause or causes are restored. up to a maximum of 50 points. 
  This Power can be used no more frequently than once per 
  day on the same subject. 
  H141ff"'« Trawtt1A1: 
  Moderate 
  This Power enables the Theurgist to restore all Health 
  lost to abrasions, breaks, bruising, contusions, cuts. fractures, 
  punctures, sprains, tears. and like Harm-causing and injurious 
  happenings. One subject can be treated by this Power. It 
  automatically heals five points of lost Health Base Rating. 
  and for each extra AEP added to it at activation. an additional 
  three (3) points of Health lost to one or more of the stated 
  causes are restored. up to a maximum additional 60 points 
  Health. This Power can be used no more frequently than 
  once per day on the same subject. 
  Omttfvtlf°": 
  Very Minimal 
  The Theurgist employs this Power to have the 
  capacity to see, through his own eyes. all things within a 
  range of 24 feet as they actually are. While the Power is 
  active, the Theurgist will see all things otherwise invisible or 
  Extraordinarily masked or disguised as they are without such 
  veiling. For instance. a vampire masquerading as a normal 
  human will be unmasked instantly to the Theurgist. or a 
  lurking spirit will be seen. The Power lasts only for 1 ABC, 
  but for each two additional AEPs invested at activation, it 
  will extend for another 2 ABCs (6 seconds). 
  p,umv.twral VlSof': 
  Very Good 
  By activation of this Power. the Theurgist confers 
  upon any subject touched a healing power that enables lost 
  Health to be restored at triple the normal rate. Three points 
  of Health are restored to the subject for each day of rest 
  spent in recuperation. The Power persists for 27 days. 
  Rebuff £vf1: 
  Very Good 
  This Power enables the Theurgist, or any normal 
  subject of like faith touched by the Theurgist, to have a 
  Supernatural agency that assists him or her in attacking and 
  fends off all attacks from evil/malign creatures and/or spirits. 
  The Power confers an attack bonus of + 7 and a 
  defense bonus of + 7. The Power lasts for seven minutes. 
  4 • .._ .... 
  ~ciiiiiii'.~t5~~~~
  · ~~,!!!5;;;::====::::::::::-=~=:::::=~lib
  ~-~~~ 
  :-:'"Si'i-
  176 
  
  Rebuke: 
  Moderate 
  This Power causes any who would attack the 
  Theurgist to suffer like Harm, although only seven points 
  maximum from any one attack will be so inflicted on the 
  attacker. While it does not protect the Theurgist directly 
  from suffering Harm, it does cause the one harming him or 
  her to be rebuked by suffering exactly the same sort of Harm, 
  up to the stated maximum amount of seven points. The 
  Power remains active for 7 ABCs and cannot be extended; 
  it must be activated through a new activation if desired again. 
  ~: 
  Extreme 
  This Power enables the Theurgist to restore to 
  himself or herself, or any other normal human of the same 
  faith as the Theurgist, any Base Rating points otherwise 
  permanently lost by the subject due to an attack from some 
  evil/malign creature or spirit within the past week. The cost 
  in additional Activation Energy Points is 10 per point of 
  Health to be restored. and 20 per point of Precision or half-
  point of Speed to be restored. This Power can be used only 
  once per month on the same subject. 
  S•fe Haven: 
  Minimal 
  Activation of this Power creates an other-dimensional 
  refuge for the Theurgist. For each additional point of 
  Activation Energy expended at activation, space for one 
  additional individual is provided in this haven. The activator 
  and all others provided for are instantly drawn from their 
  current location into the refuge. They can remain sheltered 
  against all intrusion for 27 hours, although the activator can 
  negate the energy at any time and precipitate all within back 
  to their starting place. No energy can enter or leave the 
  haven while it is active, and although Powers can be employed 
  within it, no greater Extraordinary activity can be used, and 
  even Powers are limited to the extent of the refuge. 
  Those within the refuge can see the material world 
  around them as if observing things of transparent sort, but 
  they can not touch anything "outside." While "shifted" from 
  the mundane dimensions, those in the Safe Haven refuge 
  can move elsewhere in the material world at only a normal 
  human walking movement speed. However, if the activator 
  determines the Safe Haven is insecure and wills movement 
  within the special Dimensions of the refuge, it shifts in a 
  random direction (d8) for a distance of 7-12 miles. 
  Swpmv.nwal Vlsm-: 
  Major 
  By activation of this Power, the Theurgist confers 
  upon any one subject touched a healing power that allows 
  for lost Health to be restored at five times the normal rate. 
  Five points of Health are restored to the subject immediately 
  upon touch, and thereafter Health is regained at the rate of 
  five points for each day of rest spent in recuperation. The 
  effect persists for 27 days. 
  V,ltolt> f' •ttltfwl: 
  Extreme 
  The force of this Power enables the Theurgist to 
  recall the departed spirit of a faithful believer to the dead 
  body. This Power will be effective only if it is activated within 
  77 minutes after the subject met death. The return of the 
  spirit to the dead body automatically restores the Health 
  thereof to the absolute minimum necessary to sustain the 
  body: -10% of normal Health Base Rating. An additional 
  agency must then be employed within the next seven minutes 
  to restore the subject's Health to one point, and no agency 
  can cause it to exceed one point under these circumstances. 
  The subject must immediately thereafter be carried or similarly 
  removed to a place of rest and recuperation within 24 minutes 
  after being returned to one point of Health. Thereafter, 
  restoration of Health is at the normal (or extraordinarily 
  accelerated) rate. but in no case can the subject spend fewer 
  that seven days in complete rest. Any failure to meet these 
  requirements results in the irrevocable death of the subject. 
  This Preternatural energy enables the Theurgist to 
  remove any disease, infection, illness, sickness, etc. from 
  one subject he or she touches while activating the Power. or 
  who is then subsequently touched within the following ABC. 
  The energy of this Power assails the sickening agent and 
  begins immediately to remove it. However. it requires an 
  amount of time equal to the time of sickness endured before 
  activation of the Power to completely cure the subject. During 
  this time of recovery, the individual can do nothing more 
  strenuous that walk slowly for no more than a quarter hour 
  at a time. The subject must rest for at least half of the time 
  needed to totally remove the sickness. 
  Bol1ter: 
  Very Minimal 
  This is a Preternatural Power that enables the 
  Theurgist to enhance a single feature of him- or herself, or 
  of any other single subject touched, at time of activation. It 
  is neither broad nor general, save in regards Base Ratings 
  and Intellect. It will not enhance an entire Ability, only some 
  single f ea tu re of it. For each factor (see hereafter) of 
  bolstering, say one point of Health BR, or one point of 
  Intellect, one additional AEP must be expended by the 
  Theurgist at the time of activation. 
  The energy of this Power will temporarily add to 
  any of the following: 
  up to 20 points (in increments of 2) Health Base Rating, 
  up to 12 points Intellect Rating, 
  up to 10 points Precision Base Rating, 
  up to 12 points Speed Base Rating, 
  up to 3 points (in .25 increments) Stealth Ability, 
  up to 20 points (in increments of 2) Weapon Ability, (one 
  weapon only). 
  
  The Game Master can easily interpolate and 
  adjudicate any other attempts to employ bolstering, basing 
  such on the above listing. 
  The energy of the Power lasts for one minute only, 
  and it then dissipates. 
  CluffH: 
  Low Moderate 
  By activation of this Preternatural energy, the 
  Theurgist removes all that makes the subject he or she touches 
  physically unclean. The subject can be living or non-living, 
  and of a size up to that of a large human. Larger subjects 
  require expenditure of one AEP per added area equal to a 
  human. (For example, an elephant would require about 24 
  additional points, a horse merely five or so.) All dirt, filth, 
  foreign substances, impurities, soil, stains, and so forth are 
  removed instantly from the subject. It is then perfectly clean 
  and also odorless, although odor will return, of course. 
  'DtltfftH mtlw0tee: 
  Minimal 
  This Preternatural energy enables the Theurgist to 
  remove any evil or malign energy from one subject he or she 
  touches while activating the Power, or who is then 
  subsequently touched within the following ABC. The energy 
  of this Power dissipates the effect of any evil or malign energy 
  then active on the subject, removing it instantly. 
  &temtmAte btHd' Putt: 
  Very Minimal 
  This Preternatural energy will enable the Theurgist 
  to kill any, and all, insects upon the person and clothing/ 
  gear of one subject he or she touches while activating the 
  Power, or who is then subsequently touched within the 
  following ABC. The energy of this Power eliminates such 
  insects instantly, and their withered corpses drop harmlessly 
  from the subject. 
  &termbtAte ltttemal Pat'Afltet: 
  Moderate 
  This Preternatural energy enables the Theurgist to 
  remove any, and all, harmful internal parasites and similar 
  foreign life forms, animal or vegetable (including eggs, larvae, 
  pupae, spores, etc.), inhabiting the body of one subject he 
  or she touches while activating the Power, or who is then 
  subsequently touched within the following ABC. The energy 
  of this Power kills such parasites instantly without harm to 
  the subject, and their remains are thereafter eliminated 
  normally from the subject's body. 
  HQJ: 
  Low Moderate 
  The Preternatural energy conveyed by the activation 
  of this Power returns 3-12 points of Health Base Rating lost 
  by the subject touched. For each added AEP invested at 
  time of activation, to a maximum of an additional six AEPs, 
  the Theurgist restores an additional 1-4 points of Health to 
  the subject. The points of Health lost can be from any sort 
  of Hann, and restoration is immediate. This Power may be 
  • 
  < 
  ti (f5$9;:: . 
  used no more than once per day upon the same subject. In 
  addition, no Health total above full normal Base Rating can 
  be gained thus. 
  Pwlttott: 
  Very Good 
  By activation of this Supernatural Power, the 
  Theurge can cause a single living, intelligent subject to come 
  under the theurge 's control. The subject must be within 
  hearing range and sight of the Theurge and must also be 
  able to understand what is said. The subject can be no farther 
  from the Theurge than one half of the Theurgy Score, in 
  feet. The Theurge must expend additional AEPs so as to 
  equal or exceed the Speed Base Rating of the subject. 
  Investment of AEPs insufficient to equal or exceed 
  the Speed BR of the subject automatically negates the Power's 
  energy. The affected subject can avoid this control if a 
  check against its Speed Base Rating succeeds. 
  The subject under control is compelled to stand fast. 
  be silent, and listen. If the activator is interrupted in the 
  process of speaking this command, then the Power is 
  negated. 
  The following conditions apply to a controlled 
  subject: 
  • The Power is geas-like and compels the subject to obey a 
  command of appropriate sort for a geas or quest that is of 
  no more than three sentences (or over 50 words) long. 
  • The command given must be obeyed. except that if it is 
  such that obedience obviously (immediately, proximately) 
  threatens the life of the subject, or the life of a companion 
  (someone cared for, respected, and/or loved), the subject 
  will have another chance to avoid the command by succeeding 
  in a check against twice Speed BR. A command whose 
  obedience is obviously suicidal or murderous to a companion, 
  as detailed above, provides the subject a bonus of 20 on the 
  avoidance check. 
  • If the Pulsion is unavoided, the subject must do his or her 
  utmost to zealously and exactly follow the Pulsion command 
  until it is fulfilled or for at least three times as many days of 
  time as the activator invested additional AEPs in the Power. 
  If additional AEPs equal to, or exceeding, twice the 
  subject's Speed BR are invested at time of activation, then a 
  second avoidance check is made at Speed BR, and the suicidal 
  act bonus is only -10 on the dice. Furthermore, the time 
  that the subject is under compulsion to obey is counted in 
  weeks of time per additional AEPs expended for this purpose. 
  Of course, as with any magical quest or geas, other 
  Powers can intervene to break the compulsive, impulsive, 
  propulsive, and/or repulsive nature of this one. 
  'Retwm: 
  
  of the activator, although it need not necessarily be in 
  sight. However, an object out of sight requires double 
  activation energy (10 AEPs) to be brought back to the 
  Theurgist's hand by this Power. 
  RcwrH Slv.pe-~: 
  Extreme 
  By means of this Supernatural 
  energy, the Theurgist causes any shape-
  shifting target within sight, and no 
  further distant than 70 feet, to change 
  to its alternate form. (If multiple 
  forms are possible, then to that 
  which 
  most 
  closely 
  resembles a human, or to 
  the weakest, in that order of 
  preference.) Unless the subject 
  succeeds in a check against Speed 
  Base Rating, it is changed thus. and 
  is unable to again shift its form for 
  seven ABs 
  (1 minute, 24 seconds). 
  S~ 
  Prccmctt: 
  Very Good 
  By 
  means 
  of 
  this 
  Supernatural energy, the Theurgist 
  creates a magical circle that bars any 
  sending or spirit that would be 
  baneful to him or her from 
  passing its perimeter. The 
  radius of this circle is a base 
  17 feet, and for each 
  additional AEP invested at the time 
  of activation, the radius expands one foot. The Sacred 
  Precinct persists for eight hours. 
  Skelter from the~•: 
  Very Minimal 
  Activation of this Power confers upon the subject, 
  or subjects, the ability to withstand winds, cold, earth-based 
  attacks, fire, heat, water, ice, and so forth, including those 
  of elemental nature. Each subject other than the Theurgist 
  to be sheltered thus demands an investment of two additional 
  energy points. The power is active for one hour, plus one 
  additional hour per two AEPs per subject added to the Power 
  at activation. Note that protected subjects are immune to 
  all attacks of the nature indicated as well as to flames, and 
  are able to breath normally in water or elemental substances. 
  V~ 
  ActfvAtf°": 
  Major 
  By means of this Supernatural energy, the Theurgist 
  causes the energy of an existing, non-persistent 
  activation to dissipate instantly. If is it directed to a 
  target subject who is in the act of readying a Power 
  for activation, that activity is disrupted, and all 
  AEPs invested by the subject in the Power not 
  yet activated are lost. The subject must be 
  in visual/perceptual range of the Theurgist 
  and no more distant than 120 feet. 
  "'1~ PetrifAdf°": 
  Minimal-Extreme 
  By activation of this Supernatural Power, 
  the Theurgist can, by touch, remove the 
  effects of any petrifaction. including that 
  from Swetlana 's Petrifying Gaze of 
  Animosity. The grade of the Power and its 
  AEP cost and time for activation depend on 
  the mass of flesh-turned-to-stone to be 
  restored to normal living animal tissue. 
  The general mass ranges are: 
  Cubic 
  Power 
  Size 
  Feet 
  Grade 
  Examples 
  1 
  2 
  small cat, rat, 
  small snake, 
  4 
  3 
  lynx, turkey, 
  coyote 
  9 
  4 
  kobold, average 
  canine, goat 
  14 
  5 
  avg. human, large 
  canine 
  27 
  6 
  black bear, tiger, 
  major oaf 
  54 
  7 
  brown bear, 
  horse, buffalo 
  81 
  8 
  large crocodile, 
  gaur, hippo 
  135 
  9 
  rhinoceros, 
  exceptional giant 
  243 
  10 
  elephant 
  Vegetable subjects of twice the mass ranges above 
  can likewise be restored to their own natural state. 
  The thinking subject so restored will remember 
  nothing from the time of transformation until the current 
  moment. Otherwise, Health and other factors will be exactly 
  as they were at time of petrifaction. 
  179 
  
  (I:·. = ·¥·The. ~~a~ 
  ~ules 
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  (Rwles for Gmcral Pla\i) 
  Kffi==ll!:;;:::~aving created a suitable Avatar, the player is now ready for adventure! The Legend Master will prepare a 
  (/C3l~I suitable scenario for play and the stage is set for the player to assume the role of the Avatar and venture forth 
  into the imaginary world to confront mighty beasts and confound scheming foes. A great deal of the success 
  of the Avatar rests in the numbers generated during the creation process, and the use of those numbers is 
  explained throughout this section of rules. This section of the rules contains the heart of the game system. 
  the general rules that support play. 
  Each of the numbers generated during the creation of an Avatar has meaning and will be used during play. 
  The Avatar's Ability Scores will obviously affect the success of attempted actions. but the character's Base 
  Ratings will be called on to determine odds of success at other times. Using an Extraordinary Ability involves 
  more than using an Ability of more mundane sort, and all of the Abilities can be improved during play. Each 
  player should understand how each of these ratings is used in play. 
  Improvement-or the Jack thereof-comes· in the form of rewards garnered from playing the Avatar. Merits may 
  be gained and used to improve Ability Scores, although poor play can garner Demerits. The actions of the Avatar during 
  an adventure can result in Repute for the character, with heinous deeds resulting in suitable Disrepute. These are the direct 
  rewards the player earns, for good or ill, and the player should be conversant with each of them. 
  These core areas will each be discussed hereafter, and an understanding of these rules will enable the player to fully 
  engage in play of the Lejendary Adventure game. 
  Gam~ Numbers 
  Many times during the course of play the Game 
  Master will need to check to see if the player's Avatar, or 
  some GM-controlled character, can perform a specific action. 
  The Base Ratings and the Ability Scores generated for the 
  Avatar are the numbers used for checks of this sort. While 
  Ability Scores are used in most instances, some occasions 
  will require that a Base Rating serve to establish the odds of 
  successfully completing the action. 
  The player will not need to figure odds and roll dice 
  every time the Avatar attempts an action. In most instances, 
  it will be assumed that the character is capable of performing 
  what is intended. provided that the act involves using a known 
  skill or is of simple enough nature that success would be 
  considered automatic. In times of stress, however, or those 
  times when the nature of the task would be a challenge of 
  some degree for the character, the GM will call for a check 
  and the dice will be rolled. 
  Vsitt5 Base Ratitt5s 
  Some of the checks required by the Game Master 
  will involve actions not covered by any of the Abilities 
  possessed by the character or even described in the game. 
  These checks will be made using the character's Base Ratings 
  to determine the odds of success. Such checks are typically 
  detailed in an adventure scenario or else are called for by the 
  Game Master as he sees fit. . 
  A percentile dice roll is used for Base Rating checks. 
  Each of the Base Ratings may be used in this fashion. 
  Examples of the sorts of actions each Base Rating would 
  govern can be found below: 
  • Health might be used to check to avoid some disease or 
  withstand a shock to the system. 
  • Precision might be used to check for hand-eye coordination 
  or physical-neural coordination- an action such as balancing 
  on a fence. 
  • Speed might be used to check for reacting before another 
  can act or react. or in avoiding something (See Hazard 
  Avoidance below). Speed Base Rating multiplied times four 
  might be used during a Speed check. 
  Optional Rule: 
  • Intellect might be used to check for reasoning or memory 
  recall that can't be reasonably role played by the player. In 
  addition, Intellect can be augmented by any one Ability score. 
  or some percentage thereof. that is directly pertinent to a 
  specific situation requiring a check. as determined by the 
  Game Master. 
  Haza rt> A voi~attce 
  In general, the Speed Base Rating is used to 
  determine if an Avatar or other character manages to avoid 
  an attack or other hazard when reaction speed is necessary. 
  If the Avatar is clearly aware of the threat, the Speed Base 
  Rating multiplied by four is likely the applicable rating. 
  Where Harm is concerned. and the effects of the 
  Harm are sought to be mitigated, then either the Luck Ability, 
  Speed Base Rating, or a combination of both is used. In life 
  or death situations where some massive harm is concerned, 
  < . 51, f'\9'$?:~
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  the Lejend Master may wish to modify the results of the 
  hazard according to the dice roll result: 
  • If a check against modified Speed Rating succeeds, all 
  Harm is avoided. 
  • If the result is above the Speed Rating, but no greater than 
  twice the Speed Rating, then only one-half the indicated Harm 
  is suffered. 
  • 10% of Luck Ability can be added to the modified Speed 
  BR. 
  • Luck can also be used to modify the result, so a total 
  failure becomes a partial success (if a check against Luck 
  succeeds) or a partial failure becomes a successful avoidance. 
  Vsitt5 Abilitks 
  Using Abilities is a straightforward process. and 
  involves both the player and the Lejend Master. The LM will 
  determine if a player's suggestion that the general use of an 
  Ability of his or her Avatar is appropriate and possible 
  according to circumstance, and allow a check against the 
  indicated Ability Score if so. If the LM believes a different 
  Ability is better suited to the task. then that Ability will serve 
  as the basis for the check. An attempt to use an Extraordinary 
  Ability will involve checking against only that Ability. the 
  possibility of substituting another not existing. 
  The use of Extraordinary Abilities is essentially the 
  same as that of using normal Abilities, but there are further 
  modifiers to the check for success and an additional step is 
  required beyond that of succeeding at an Ability check. The 
  specifics of using Extraordinary Abilities will be explained 
  after the discussion of normal Ability use. 
  Vsitt5 }formal Abilities 
  In average situations, the base chance for succeeding 
  in employment of most Abilities is the Ability Score expressed 
  as a percentage chance for success. A roll of equal to or Jess 
  than the Ability Score means the Ability was correctly used 
  by the character. This chance will be adjusted for those 
  situations involving a greater or lesser challenge. 
  A percentile dice roll is used for Ability checks. 
  The dice roll for the check may indicate an automatic 
  failure of the attempt. When checking against an Ability 
  Score to determine successful use of an Ability, an unadjusted 
  roll of 100 (00) indicates failure, except when the Ability 
  Score equals or exceeds 100. In those cases, a check with 
  an unadjusted result of 100 (00) then requires a second d% 
  check, and a roll above the Ability Score indicates a failure. 
  Likewise, the roll of the dice may indicate great success for 
  the attempt. When a check results in a roll of 01, then the 
  Avatar has performed the task perfectly, whatever that task 
  might be. It is performed with the maximum efficiency 
  possible, in terms of time or any and all other effects. It is 
  performed as quickly as possible, as quietly as possible, and 
  as thoroughly as possible, with the best results possible! 
  Mot>ifiers to Abilihf Vse 
  Not every action attempt will involve an average 
  challenge for the Avatar. Some situations will require that 
  the chances of success be modified in some fashion, whether 
  for good or ill. The LM may decide that the attempt will be 
  more challenging or less demanding than others and assign 
  modifiers to the check. 
  Severe Constraints to Ability Use: +31 to +50 (or more). 
  In cases where the use of an Ability is marginal, the 
  task is unusually challenging, and/or there are severe 
  impediments to performance, the LM will penalize rolls to 
  determine if the Ability is employed correctly, by addition of 
  from 31 to 50 points (more if appropriate) to the number 
  rolled, but still allowing some small chance for successfully 
  using the Ability (perhaps 0.5o/o-an unmodified d% roll of 
  01 followed by a d6 roll of 1-3). 
  Constraints to Ability Use: +10 to +30. 
  In cases where the task is demanding and/ or some 
  impediment(s) to performance exist, the LM will penalize 
  rolls to determine if the Ability is employed correctly, by 
  addition of from 10 to 25 points to the number scored. A 
  slight chance, say 2%, should still be allowed for successfully 
  using the Ability. 
  Enhancements to Ability Use: -1 to -15. 
  In cases where the task is usual and/or some minor 
  enhancement(s) to performance exist, the LM will benefit 
  rolls to determine if the Ability is employed correctly, by 
  subtracting from 1to15 points from the number rolled. If a 
  negative number results (roll minus modifier equals <0) then 
  the LM may allow an added bonus for exceptional use of the 
  Ability by the character. (This bonus is discretionary to the 
  LM and should be relatively small, a Merit perhaps, as 
  explained in this section immediately following this one.) 
  Special Enhancements to Ability Use: -16 to -30. 
  In cases where the task has been performed 
  frequently and correctly in the past by the character, and/ or 
  some considerable enhancement(s) to performance exist, the 
  LM will benefit rolls to determine if the Ability is employed 
  correctly by subtracting from 16 to 30 points to the number 
  rolled. If a negative number results (roll minus modifier <0) 
  then the LM may allow an added bonus for exceptional use 
  of the Ability by the character. (Again, this bonus is 
  discretionary to the LM and should be relatively small, a Merit 
  perhaps.) An example of this type of bonus to Ability 
  performance: combat use of Weapons against an adversary 
  whose flank is exposed to the attack. 
  Extraordinary Enhancements to Ability Use: -31 to -50. 
  In cases where the task has been in the past 
  performed frequently and correctly by the character, and some 
  very considerable enhancement(s) or Extraordinary 
  enhancement to performance exist, the LM will benefit rolls 
  to determine if the Ability is employed correctly by subtracting 
  from 31 to 50 points to the number rolled. If a negative 
  number results (roll minus modifier <0) then the GM may 
  -
  --
  . 
  --~~~?' 
  --,.,_ 
  - -
  . 
  .~ 
  -· 
  ;;;a;;::::::: 
  -~.::;;; ;;iiZ>a c:s 
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  The ltjmba"i Rules 
  t 
  Ji!t :VZ:U JUI 
  ~ 
  ; 
  allow an added bonus for exceptional use of the Ability. (Once 
  again, this bonus is discretionary to the LM and should be 
  relatively small, a Merit perhaps.) An example of this bonus 
  to Ability performance: combat use of Weapons against an 
  adversary whose back is exposed to the attack or who is 
  prone and unresisting. 
  Vsitt5 £xtraorbittaMf Abiliti~s 
  Successful activation of an Extraordinary Ability also 
  requires a check against the Ability score. The chances of 
  success depend greatly on the amount of stress the Avatar is 
  under, however, in· relation to normal Ability usage. In 
  general, the following bonuses and penalties are used to 
  modify the dice roll score when using an Extraordinary Ability: 
  Very favorable conditions: 
  -30 to - 50 
  Ordinary conditions and no threat: 
  -20 
  Tense or thr.eatening conditions: 
  0 
  Danger clear and present: 
  + 10 
  Hurried/harassed while 
  danger clear and present: 
  +20 
  Actual attack upon person: 
  +30 to +50 
  +100 
  Activati0t1 £tta>5\i Pomts 
  Activation of most Extraordinary Ability capacities, 
  such as an Enchantment Power, costs energy. This energy 
  is supplied by the individual who is triggering the Ability, or, 
  in the case of an item with some Extraordinary energy 
  contained within it or channeled through it, all, or most of, 
  the energy required to activate it is contained within it. The 
  energy required for activation is measured in terms of 
  Activation Energy Points, or AEP. and the description of the 
  Ability dictates how many AEP are required. In regards to 
  characters and able creatures, the energy source for activating 
  a Power or the like is derived from the Speed Base Rating. 
  Just as in the case of determining Abilities using this Base 
  Rating, the individual's Speed is multiplied by 4. The total 
  arrived at by so doing gives the number of points of energy 
  available to use in Power activation. 
  The numhert OF Arnvanon Ene~y Poinrs 
  available TO rbe Avarart IS tQual TO rbe S~ 
  Ranng mulnplie~ &y PJW<. 
  The expenditure of Activation Energy Points is 
  tracked. The use of Activation Energy Points (AEP) does 
  not affect the character's Speed Rating, movement, or 
  actions. However, when the Avatar's AEP total reaches zero 
  (0), no further Power activation is possible until the AEP are 
  restored. The energy expended returns to the Avatar or 
  creature at the rate of Speed Base Rating in points per two 
  hours realtime after use. 
  Recovery of AEP is at the rate of the Avatar's Speed 
  Rating in AEP every two hours realtime in the game. 
  Using the example of an Avatar who expended all 
  Activation Energy Points two hours earlier, the individual 
  would then have restored a number of points equal to the 
  Speed Base Rating. In eight hours the character would regain 
  AEP equal to four times Speed Base Rating. AEP are 
  regained at double the normal rate if the individual sleeps for 
  four or more hours without awakening. 
  Dda\i~b Activati0t1 
  Some Extraordinary Items have a Power that is active 
  instantly. Enchantments and the various Powers of other 
  Extraordinary Abilities, however, are delayed some amount 
  of time- stated in seconds of realtime in the Power 
  description-from triggering by energy expenditure to 
  activation. Immediately upon becoming active, the Power 
  operates in the manner specified in the description of the 
  Power. Some remain active for an unspecified time, 
  some expire after a set time period, and others 
  • ~~~rlill~;J§~~----are active only for a moment. Regardless 
  ' 
  of the duration of effect, Power activity 
  begins after the energy is expended, 
  and then usually after a one-
  second or longer realtime delay. 
  ·--""'""",-,1~----_ 
  _...:.;.c....,
  , --- ~L[f J!!!> 
  
  lmprovitt5 Abilities 
  Abilities do not increase as Base Ratings do. The 
  initial Ability Score can only be increased when Avatar 
  perf onnance earns Merits that can be used to gain a point of 
  Ability score, or because the LM awards an addition to an 
  Ability because of absolutely astounding performance. The 
  details of using Merits to improve Ability Scores are presented 
  later, in the Merits discussion. 
  ()pti0t1al Rule: 1tttdlect 
  The Intellect Rating increases two points with the 
  addition of an Ability from the list used in figuring the Intellect 
  Rating (see Avatar Creation). If an Avatar has one of the 
  listed Abilities, and the rating in that Ability should reach a 
  rating of 100, the Avatar gains another two points of Intellect 
  Rating. 
  GaittittS Abilities 
  Through accumulation of sufficient Merits to expend 
  to acquire a new Ability, or through GM-determined award, 
  the Avatar can gain more Abilities. one at a time, to the 
  initial set the Avatar possesses at the beginning of play. The 
  LM will always decide if a player's Avatar can possess any 
  new Ability, of course. based on the character's general nature 
  and past performance. Jn most cases. there is no reason to 
  assume that an Ability addition will not be allowed. 
  Each new Ability gained will be at 20% of the 
  applicable Base Rating-Health. Precision. or Speed-as 
  noted for each the Ability in the description. Remember 
  that Speed-related Abilities use the Speed Rating muliplied 
  by four as the applicable Rating. 
  New Alnl.irzes have a ScoJte OF 20o/o 
  OF Tbe 1telaTed Base Rarzng. 
  Non-human Avatars may begin the game possessing 
  Extraordinary Powers but without the corresponding 
  Extraordinary Ability. If, and when, the Ability is gained. 
  through Merit purchase or otherwise, an addition of the 
  Avatar's Speed Rating is added to the normal opening 
  - -
  ·----
  Urbane, depending on the location and circumstance. The 
  player may suggest the applicability of a specific Ability, but 
  the LM, as always, has final say in the matter. 
  Game Rewar~s 
  The player is rewarded in two fashions for his play 
  of an Avatar in the game. These rewards serve to both help 
  the player develop the Avatar further. increasing Abilities or 
  Base Ratings. and to provide feedback in the game setting 
  for how the character is played. Merits are used to develop 
  the character in terms of capabilities, and Repute measures 
  how the Avatar is regarded in the campaign setting. These 
  two measures are awarded by the Game Master based on 
  the play of the character. 
  The reward system also takes into account poor play 
  on part of the player and heinous deeds on part of the 
  character. While Merits are awarded, the player may also 
  gain Demerits for poor play. Likewise, the Avatar may be 
  saddled with Dark Repute or even Disrepute in the 
  campaign for certain types of deeds. The 
  player may be lauded or penalized for the 
  ~ 
  play of the character. 
  Score. This bonus reflects the innate affinity 
  ~3miu.J~~~ 
  the character has for the Ability. 
  Dccit»tts Checks 
  There will be many situations 
  that arise in play wherein the LM ma ..----..., ... , 
  use either a Base Rating or an Ability 
  as the basis for a check. A check of 
  an Avatar's perception, for 
  example, may involve using the 
  character's Speed Rating. The 
  check might instead use an 
  applicable Ability such as Scrutiny, 
  Hunt, Savagery, Nomadic, or 
  1$J 
  
  Mmt 
  The reward for excellence of play, or even good 
  deeds on the part of the Avatar, and for the player's expertise 
  in managing overall play of the Avatar, is the award of one 
  or more Merits to the character. The penalty for poor play, 
  or even bad deeds on the part of the Avatar, and for the 
  player's inept handling of overall play of the Avatar, is the 
  award of Demerits to the Avatar. 
  Demerits cancel out a like number of Merits, whether 
  existing or later awarded, making it impossible for an Avatar 
  to have both Merits and Demerits. 
  Merits are awarded for each adventure session, an 
  adventure session being a play episode of reasonable length 
  after which action ends for the day. Assuming a mean of 
  250 Merits for an average session, then a highly successful 
  adventure session with expert performance might gain 375 
  Merits, or a really dreadful session with poor performance 
  by the player as few as 25 Merits! In the case of a critical 
  edpisode of play, up to double the number of Merits may be 
  awarded. In the case of a conclusive, end-of-the-whole-
  adventure episode, the scale may be tripled. 
  Vsitt5 Mmts 
  Merits may be used to increase Ability Scores, 
  increase Base Ratings, or gain new Abilities. Each of these 
  requires a number of Merits to be accumulated and then 
  expended in the increase, with the number of Merits required 
  varying widely. 
  • 200 will buy 1 additional point for any single Ability with 
  a base Score of 19 or less. 
  • 250 will buy 1 additional point for any single Ability with 
  a base Score from 20 to 50. 
  • 300 will buy 1 additional point for any single Ability with 
  a base Score from 51 to 7 5. 
  • 350 will buy 1 additional point for any single Ability with 
  a base Score from 76 to 100. 
  • 400 will buy 1 additional point for any single Ability with 
  a base Score of 101 or more. 
  • 1,000 will bu~· 1 additional point of Health. 
  • 1,500 will buy 1 additional point of Precision. 
  • 2,500 will buy one new Ability. 
  • 3,000 will buy one point of Speed or one new Psychogenic 
  Power for an Avatar with existing capacity (already possesses 
  the Extraordinary Ability associated with the Power) and with 
  fewer Powers than tens of points in the Ability. 
  Abilit\i-Spedfic Mmt1 
  It is recommended that the Lejend Master also award 
  Ability-Specific Merits as a special award for effective use of 
  an Avatar's Abilities during the course of an adventure. In 
  general, for a play episode, 1-25 Merits (10 being a good 
  average) may be given for especially effective use of an Ability, 
  or 26-100 Merits if the use was absolutely outstanding-e.g. 
  used to save the entire party or solve a vital riddle, etc. 
  • 
  < -, "$§"jE:;;--
  Ability-Specific Merits may only be used to increase 
  the Score of the indicated Ability. Furthermore, the GM will 
  no longer award Ability-Specific Merits for Abilities with 
  Scores rated at 76 or higher. 
  Special Mmt Awarb 
  If an Avatar is successful at performing an action 
  requiring an Ability that the Avatar does not possess, or shows 
  special interest in-and spends time pursuing that interest-
  an Ability not possessed, the GM may, at his discretion, make 
  a Special Merit Award. The Special Award provides the 
  Avatar with the Ability in question at a rated Score of 1, 2, 
  or 3 points. This is not a generous award, but it does enable 
  the Avatar to expend Merits to increase the Score, and also 
  to gain Ability-Specific Merits for improvement. 
  Rq>ut~ 
  The Game Master may award special recognition to 
  individual Avatars, or to a group acting in concert. Such 
  recognition reflects the popular conception of the individual 
  or group in question in regards their actions and deeds. In 
  general. assume that normal sorts of individuals and groups 
  will be positively influenced by Repute and negatively affected 
  by known Disrepute. 
  When a brave and remarkable deed is done, such 
  act is noted and the performer or performers gain in repute. 
  An Avatar may gain such repute slaying a giant to save a 
  town. for instance. A darker sort of renown may also be 
  had by performing generally beneficial acts that are harmful 
  to some parties. such as clearing the countryside of outlaws 
  and attacking a disgruntled-but otherwise law-abiding-
  citizen while so doing. Very brave, heroic. daring, and 
  generally benign or helpful acts will gain one point of Repute. 
  Deeds that have an agathocacological nature. both 
  good and bad. will gamer Dark Repute. This form of renown 
  tends to frighten ordinary and average folks, sometimes more 
  than a little. Those of sturdier sort will be a bit suspicious of 
  an Avatar or group with Dark Repute. and will tend to deal 
  cautiously and watchfully with such characters. Daring and 
  desperate deeds that serve an overall beneficial end, but are 
  also to some degree destructive, savage, or deal death to the 
  undeserving and so forth bring a point of Dark Repute. 
  Disrepute 
  Disrepute is altogether different from either 
  previously mentioned form of repute. Especially ignoble, 
  vile. and terrible acts will bring one point of Disrepute to 
  each Avatar involved. Again, assume that normal sorts of 
  individuals will be negatively influenced by Disrepute, while 
  positively affected by known Repute. Gaining Disrepute will 
  affect the Avatar's ability to deal with others in the game 
  world negatively. 
  . .. 
  
  [l _____ 
  ._Th_~ __ 
  J_ou_rn_~-~--==:fJ 
  V6it15 Repute 
  Perspective is of great importance when dealing with 
  Repute and Disrepute. In regards to group interests (such as 
  politics), Repute in the eyes of one group might be Disrepute 
  in the eyes of another. and vice versa. However. the Lejend 
  Master will measure the matter in the ethical terms used in 
  history. and to some extent that found in our contemporary 
  society. to award points and to gauge the effect of this renown 
  or notoriety on those encountered. 
  Both Repute/Dark Repute and Disrepute are subject 
  to "inflation·· through use of Avatar Abilities and player 
  ingenuity so as to make some act or deed seem greater than 
  actual. and thus gain a point or more. Again, the GM will 
  determine this considering both the Ability use and the public 
  relations. disinformation, or propaganda campaign outlined 
  by player on behalf of the Avatar. 
  Failure to live up to either form of Repute. or 
  Disrepute. will not merely cause the Avatar to fail to gain an 
  additional point, but will bring about a negative result. lowering 
  either factor by a point for each such failure. Run away 
  from derring-do and lose Repute; fail to be fearsomely bad. 
  and lose a point of Disrepute. 
  Because Repute. Dark Repute. and Disrepute are 
  rare. even for Avatars. the GM will determine if such 
  considerations will come into play. and why they do so. There 
  are guidelines showing what will bring such factors into play: 
  • A feat of arms-fighting and slaying a renowned person 
  or creature with others as witnesses. 
  • As above, sans witnesses. but with a trophy to prove the 
  deed was done. 
  • Elimination of some deadly peril to those around-and 
  this is applicable to any sort of renown as malign groups 
  are threatened by the benign. 
  • Service to a great overlord at risk of life and limb. 
  • Some act of great generosity that brings weal to many in 
  need. or its reverse. 
  • Recovery of some great treasure through cleverness and 
  despite adversity. 
  The Avatar will be able to wander far and wide, 
  exploring new lands and conversing with strange people using 
  nothing but the rules for general play presented in the last 
  section. Sooner or later, however, the Avatar will need to 
  engage in a bit of derring-do or attempt to slay a dangerous 
  foe. The rules for these types of sequences use the Ability 
  Counts when the action begins, and which participant is the 
  quickest to act may decide the outcome. 
  Fighting involves a great deal of action, and many 
  modifiers apply to how well a character or creature can attack 
  in different situations. The weapons involved and the armor 
  worn will affect the outcome, as will the capabilities of those 
  involved in the fracas. The rules for all of this sort of action 
  are also explained in this section. 
  Gam¢ Mov¢»1¢ttf 
  The Avatar's ability to move will normally not be 
  subject to a great deal of scrutiny. If the player wishes the 
  Avatar to walk across town to a merchant's house, it is 
  assumed that the character can indeed do so in a nominal 
  amount of time and play continues on without much 
  consideration of the matter. At other times, however, the 
  speed at which the character moves will be of some 
  importance. 
  Grner al Movemrnt 
  The Speed Base Rating indicates both relative 
  movement and reaction capacities. (Reaction capacity is dealt 
  with in detail later and also in the Lejend Master's Lore™ 
  book.) In regards to movement, Speed multiplied by twelve 
  equals the number of yards the character (or creature) would 
  cover at normal walking pace in two minutes realtime, 
  carrying a moderate amount of weight, and for a sustained 
  amount of time. At a trot, this same base distance could be 
  covered in one-third that time, or about 40 seconds. A run 
  is twice trotting Speed. 
  Speed RaTIH'J x 12 IS The MU l1l yaxds F01t TWO 
  minuTes OF walking. 
  TROTIIH'J IS movemenT aT 3x The xaTe OF walkzng. 
  Runmng IS movemenT aT TWice The MTe OF 
  nwm.ng. 
  For example, using a Speed of 10 and multiplying 
  by 12, basic movement rates can be deduced: 
  Walk= 120 yards covered in 120 seconds, or 1 yard (pace)/ 
  second. 
  Trot= 120 yards covered in 40 seconds, or 3 yards/second. 
  Run= 120 yards covered In 20 seconds, or 6 yards/second. 
  checks described previously, but also deal with all the details Exterior Movemrnt 
  encountered in action sequences and fights. 
  The player will soon find his Avatar in a situation 
  where how fast the character can move is important. Very 
  stressful situations~uch as a rousing fight-will demand that 
  the actions of the Avatar and other participants be described 
  and resolved in some detail, using short units of time to 
  regulate the whole. The game uses Activity Blocks and 
  The Avatar's rate of exterior travel, when exploring 
  new areas and carrying a load of equipment, can be 
  determined from the general rates of travel. 
  • Cautious but normal movement= 180 feet/minute 
  • Careful or rough-surf ace movement = 120 feet/minute 
  • Search or very rough surf ace movement = 60 feet/minute 
  . 
  ~~. . 
  ~~
  -~
  -· 
  - ---·.:d~- -
  -· :--
  __ :::1
  ::%!!!!~="=
  :-:::-==-====~~ -
  -: 
  ---:::::::::::.----- ~-
  ;:~ 
  - ....,...._ 
  :::iil'!!!!i'::.::'~ 
  .. --=o ·~-
  - ---
  1ff 
  
  Multiply the distance traveled by 3 for trotting or 6 
  for running, using the condition applicable. A run on very 
  rough ground is not as fast as a normal trot, for instance. 
  Swbterratteatt Movemmt 
  In subterranean exploring, movement will generally 
  be at a very cautious walk. Moving along underground is at 
  a slightly reduced rate because of the amount of care being 
  taken. Figure that for one minute realtime, the rate will 
  drop to 50 paces and the distance covered will be 50 yards 
  or 150 feet. The other rates will be adjusted accordingly. 
  Running = 900 feet/minute realtime or 15 feet per second 
  real time 
  Trotting= 450 feet/minute realtime or 7.5 feet per second 
  realtime 
  Cautious, normal movement= 150 feet/minute realtime or 
  2.5 feet per second realtime 
  Careful or rough-surface movement= 100 feet/minute 
  realtime or 1.67 feet per second realtime 
  Search or very rough surface movement = 50 feet/minute 
  realtime or 0.83 feet per second 
  realtime. 
  • 
  < * ±'$;;:- , 
  Activit~ Blocks 
  In order to structure and quantify periods of intense 
  interaction, the GM will refer to short segments of realtime 
  as "Blocks". These Blocks serve to regulate how much activity 
  one character or creature can attempt while all the other 
  characters and creatures involved are also attempting various 
  actions. The blocks are long enough to allow significant 
  action while being short enough to break that action into 
  manageable bursts. 
  There are five general Activity Blocks (ABs) of time 
  in one minute realtime. Up to four separate and different 
  actions can occur in an Activity Block. This allows three 
  seconds realtime for an action. Attacks and defenses, 
  advances and retreats, use of Extraordinary Ability capacities 
  such as Enchantments Powers and other like capacities, can 
  all quantified in such a period. These small divisions in the 
  Activity Blocks are called Counts, or Activity Block Counts 
  (ABCs). 
  The smallest division, the Activity Block Count, is 
  the basis for all player direction in most confrontational 
  periods. and always in combat situations. The player must 
  specify the activity of his or her Avatar for 1 ABC period, 
  and may indeed relay it for as many as four such periods, 
  with a change of activity being allowed at the end of any 
  ABC based on information relayed by the GM. 
  Actiott Time Reqwiremmts 
  All of the actions attempted by Avatars require a 
  basic amount of time to complete, obviously. The most 
  important concern in play is to rate how many Activity 
  Block Counts are required for each action. Provided 
  are lists of actions that require essentially no time-
  properly. not enough time to consume an ABC-or 
  part or whole of an Activity Block Count. In the case 
  of any questions or disputes. the decision of the Game 
  Master is. as always, final. Common sense and logic 
  should prevail. 
  No-Time Actiotts 
  These can be done at no ABC cost: 
  • Change weapon hands 
  • Draw an arrow carried ready in a quiver 
  at belt or back. 
  • Draw a handy weapon carried ready at 
  belt or back. 
  • Draw a quarrel carried ready in a case 
  at belt or back. 
  • Drop something. 
  • Touch something in hand to or 
  with a proximate fire source. 
  
  Gm¢r"l Acticm• 
  The amount of time required for major activities is 
  noted below, and from these benchmarks the GM can 
  interpret the time for any activity suggested by a player for 
  his or her Avatar. Of course, these are not absolutely actual 
  times, but those required for the game based on averages, 
  common sense, and balance. 
  • Advance hastily to attack: 21 and one-half feet/ABC 
  • Advance prudently to attack: seven and one-half feeV 
  ABC 
  • Apply wound dressing: 1 ABC 
  • Climb five feet up a ladder: 1 ABC 
  • Climb three feet up a rope: 1 ABC 
  • Climb up or down six stairs: 1 ABC 
  • Cock a crossbow: 1 ABC 
  • Cock, and trigger a repeating crossbow: 0.5 ABC 
  • Cock and trigger a gnome/hand catapult: 0.5 ABC 
  • Cock, trigger and reload a small crossbow: 1 ABC 
  • Crossbow, other. loading of a quarrel and cocking: 1 ABC 
  • Draw forth an arrow, neck, draw and release from a bow: 
  0.5 ABC 
  • Find an item in a pouch: 1 ABC 
  • Find an item in a removed and open 
  backpack: 1 ABC 
  • Kick once: 1 ABC 
  • Load three rounds of any sort of 
  ammunition: 1 ABC 
  • Move back facing opponents: two and one-
  half feet/ ABC 
  • Move sideways facing opponents: five 
  feet/ABC 
  • Open a removed backpack: 1 ABC 
  • Power activation: According to time 
  stated for each specific one 
  • Punch twice: 1 ABC 
  • Remove a backpack: 1 ABC 
  • Slide 15 feet down a rope: 1 ABC 
  • String a bow: 1 ABC 
  • Throw a throwing dagger, knife, or 
  throwing star: 0.5 ABC 
  • Throw any other sort of weapon or 
  object: 1 ABC 
  • Tum away and run: 30 feet in the 
  initial ABC, 45 feet/ABC thereafter 
  • Unease a bow: 1 ABC 
  • Unsling back-slung shield: 1 AB 
  • Use a sling of any kind: 1 ABC 
  • Weapon discharge or wielding to 
  attack and defend: 1/ ABC 
  B4'sc 1ttiti4'tivc 
  At the beginning of each Activity Block, the order 
  in which the Avatars (and others involved) act must be 
  determined, for the action of the quickest may have great 
  effect on the actions of the slower characters. The Game 
  Master will be 'the arbiter of how initiative is determined, but 
  generally, a roll of ldlO will be used, with the lower number 
  being the holder of initiative. In instances of tied rolls, the 
  character or creature with the highest Speed Rating will act 
  first. 
  Weapons speed factor can be used to modify 
  initiative, but this is typically applicable only when human or 
  human-like characters are engaged in single combat. The 
  Game Master may wish to consider the length of the weapons 
  involved and other details of circumstance. 
  Sl4rprisc 
  Surprise is a state where one party 
  or another in an unexpected encounter are 
  not prepared for action. Certain Abilities ~ 
  ~
  (Hunt, Ranging, Scrutiny, Stealth, Tricks. ~~ 
  Waylaying) can affect the chances of being 
  surprised or 
  o th ers. 
  
  A surprised party will not have initiative, and sometimes such 
  a party will be unable to take any action at all for one or 
  more ABCs of time. Again, all of this will be handled by the 
  GM, with players rolling for their Avatars as directed. 
  Combat 'R~solutfott 
  There will always be villains to confront and dragons 
  to slay in the worlds of fantasy, and the inclusion of rules to 
  guide such combat is a necessity for a fantasy game. 
  Combat involves using the general system rules 
  explained in the previous section and also the previously 
  described rules for the action system. A great deal of the 
  action after melee has begun will, of course, deal with 
  specifically attacking or defending. The procedure for 
  resolving such martial conflict is explained hereat ter. 
  Each Activity Block Count of three-second length 
  will have a combat exchange, generally an exchange of 
  attacks, possibly with defensive counter-measures being taken, 
  between two or more antagonists engaged in deadly 
  exchange. The order used for the resolution of the various 
  attacks is determined using the initiative rolls. 
  :1J 
  :;.' : ~ 
  "; 
  , . 
  • 
  1. Figure the Attacker Situation Precision base. 
  2. Add the Weapon Precision Bonus to Weapon Ability or 
  Precision Rating. 
  3. Add Attacker Situational Adjustments. 
  4. Add Def ender Situational Adjustments. 
  5. Determine success or failure by rolling d%. 
  6. If the number scored is otherwise a miss, see if a Lucky 
  Hit occurs. 
  7. Find the Harm to Health by Weapon type and any bonuses. 
  8. Adjust actual Harm for Precision, Physique, and armor. 
  9. Determine morale of opponents. 
  The process is straightforward, as shown by the step 
  listing above. The capability of the attacker is considered 
  and adjusted by the situation, and then the capability of the 
  defender is considered. After all pertinent modifiers have 
  been figured. the attacker rolls the dice to find the final result. 
  If the attack is successful. then the attacker determines how 
  much Harm is done by the weapon being used and the 
  defender subtracts Harm absorbed by his defenses. The 
  opponents may decide to exercise the better part of valor 
  after an effective attack. 
  Attack¢r Sitwatiott Prccisi0t1 (ASP) 
  The attacker's ASP is equal to the Weapons Ability 
  Score for those using weapons. or Precision Rating for those 
  using natural weapons. This base number will be adjusted 
  by later steps in the process. 
  • All Avatars use the Weapons Ability score as base. 
  • Creatures and characters without specific Weapons Ability 
  listed use their Precision Base Rating as a base. 
  W capott Prccisi0t1 B0t1ws 
  The bonuses for weapons listed on the Weapons 
  Table do not consider any Extraordinary Power. and 
  when such power is a condition of the weapon. 
  the power-derived bonuses to Precision 
  and/or Harm are added to the basic 
  bonuses shown on the table. The 
  Precision Bonus listed is added to the 
  ASP from the first step. 
  Attacka- Sitwati0t1al A~wstmettts 
  The GM will assess the situation the 
  combatants find themselves in and 
  make 
  Attacker 
  Situational 
  Adjustments. if applicable or 
  desired, to the ASP. Avatars may 
  find 
  themselves having a 
  momentary 
  advantage 
  or 
  , disadvantage due to circumstance. 
  
  AttAClccr SttwatfOtW Abfwltmmtt Table 
  • shooting, motionless, back or weapon braced: +10 
  • shooting and moving rapidly: 
  -10 
  • shooting and moving erratically and rapidly: 
  -20 
  • striking and moving erratically/rapidly: 
  -10 
  • striking from above: 
  +5 
  • striking from behind: 
  +20 
  • striking from flank: 
  + 10 
  • striking prone def ender: 
  + 15 
  • striking unresisting defender in any position: 
  +60. 
  • being shot at and motionless: 
  • being shot at and moving: 
  • being shot at and moving erratically/rapidly: 
  • being shot at while in camouflage dress: 
  • being shot at and with 30% cover: 
  • being shot at and with 60% cover: 
  • being shot at and with 90% cover: 
  • being struck at motionless: 
  • being struck at and defending from above: 
  • being struck at and moving: 
  • being struck at and moving erratically/rapidly: 
  Dd"ettt>er Situ"'ti0ttal At>justmettts 
  +10 
  -5 
  -10 
  -5 
  -10 
  -20 
  -30 
  +10 
  -5 
  -5 
  -15 
  Circumstances not only affect the attacker directly, 
  but can also affect the ability of the def ender to def end 
  himself. The Def ender Situational Adjustments. if 
  ~ 
  applicable or desired, are added to the ASP 
  ;~.. , 
  &ample AttACkl 
  CM¢ Ott¢ 
  The Avatar. Helmar, has a Weapons Ability of 47. 
  He is shooting a heavy bow (+20) while motionless with his 
  back braced (+ 10). The target has his back turned (+20). 
  Helmar has a Preternatural bow(+ 10), and is shooting a like 
  arrow ( + 10). so the final Weapon Ability score total is: 
  47 +20 +10 +20 +10 +10 = 117. 
  The d% is not rolled. The attack is an automatic hit 
  inflicting Harm as determined by the roll of d20 + 17-the 
  number of points by which Helmar's final Weapon Ability 
  score total exceeded 100 (a bonus of + 3-5 for the 
  preternatural bow and +3-5 for the Preternatural arrow should 
  also be added). 
  Cas¢ Two 
  Now the Avatar, Helmar, weapons Ability 47, is 
  shooting his heavy bow (+20) while motionless with his back 
  braced (+ 10). The target is moving erratically (-10). ---
  Helmar's Preternatural bow (+ 10). and like ,,./~~{iiifi.~~ 
  arrow (+10) add to his chance, so the final 
  _ _ -:::-~~3 
  Weapon Ability score total is: 
  i!fff . ---
  47 +20 +10 -10 +10 +10 = 87. 
  The d% roll is 51. so the attack hits. 
  ~~~ 
  ~~~ 
  J\ ~~ 
  . • 
  0{ 
  Dctermitt¢ Succ¢ss of Attack 
  -.Jfi[~~ ~~w· , 
  . 
  The success or failure of the 
  VJ~ 
  ~ 
  ~ 
  k 
  d 
  d b h 
  II f h 
  ' ~ 
  ; ~ ' ' ' x '. 
  ~& 
  attac is etermine 
  y t e ro o t e 
  ~ 
  Li" 
  1.~
  11.~ 
  ~h '""-·· 
  dice. The percentile dice are rolled and 
  ~ . 
  ~
  11 
  '~)·J'1"Ff & • 4.· •. "~·. 
  «i-.- ..::.L'-=< 
  "' I~:. 
  • • ~ </> .~
  ~·~~; 
  the result is compared to the adjusted 
  _:?~~-> \J(~ j.,_ M 
  .s~ 
  ASP. If the roll equals, or is less than, 
  g.r r . 
  i~s-·1:;~"'-0.~'" • • (~ ". .. 
  the ASP, then the attack is successful. 
  Q 
  ~ 
  • 
  ~ 
  If the roll exceeds the ASP, then the 
  e'l 
  4 
  <~ 
  attack has failed to inflict significant 
  1 
  damage and is said to have missed. 
  If the final adjusted ASP 
  exceeds 99, then a successful strike 
  is scored automatically, and every 
  point of Weapon Ability or 
  Precision in excess of 100 
  accrues as additional points of 
  Harm scored on the target. 
  It is possible for those 
  possessing exceptional 
  skill-or those 
  taking 
  advantage of circumstance-
  to 
  quickly 
  overwhelm 
  opponents. 
  1ff 
  
  Caff Three 
  Finally, the Avatar, Helmar, with Weapons Ability 
  of 4 7, has a third target. He is again shooting a heavy bow 
  (+20), but this time while moving rapidly (-10). The target is 
  behind cover most of the time (equals 90% covered, -30) 
  and moving erratically when appearing (-10). Helmar's 
  Extraordinary bow ( + 10) and like arrow ( + 10) are again 
  added, yet now the final Weapon Ability score total is far 
  worse: 47 +20 -10 -30 -10 +10 +10 =37. The d% roll is 
  51, so the attack is a miss. 
  Special Case 
  A blowpipe shooting a dart can hit despite all armor 
  worn by the target, magical or otherwise. After all adjustments 
  simply assume a further -30 Weapon Ability score or Precision 
  reduction for 90% target cover, and if this further adjustment 
  allows a positive number, then that number is the chance for 
  the dart to hit exposed flesh and cause harm. 
  l!J!~W/ Aimet> Attack A~wstmrnts 
  :::_ 
  The attacker can choose to name the exact 
  ··~ portion of a target, or a single target, to be struck 
  ;;:;s. by an attack if such portion or target is known and 
  identifiable (by sight or feel, or similar reasonable 
  means) to the attacker. In this case, the following 
  adjustments are made to the 
  number required to hit or 
  miss the target, or the 
  effects of the attack: 
  • The final ASP is lowered by 20 points. If this results in a 
  zero or negative ASP, the attack automatically fails. 
  • If the ASP is at least +01, then the dice are rolled, and a 
  hit results in Harm to the specified area or single target. 
  • The Harm inflicted by an aimed attack is at least half the 
  amount that the weapon is capable of inflicting, plus one. 
  This is derived by rolling a die of half normal range and 
  adding half the possible Harm to the result. 
  For example, an aimed attack using a weapon rated 
  at 1 to 20 points of Harm is successful. Instead of rolling a 
  d20 for damage, the player rolls a dlO. The roll is added to 
  one-half the normal damage range. or 10 points. to find the 
  total Harm damage rendered. 
  • Furthermore, because of the accuracy involved in aimed 
  attacks, additional damage may accrue. If the damage 
  rolled is the maximum possible. then an additional die 
  half the size of the normal damage die is rolled and added. 
  Another maximum roll would result in c.nother die of one-
  quarter value to be rolled. 
  To continue the example from above, if the d 10 
  rolled results in a 10-the maximum possible-then another 
  dlO would be rolled and added. If that also results in a roll of 
  10, then a dS would be rolled and added to the total Harm 
  inflicted. (The Harm in this case would be 10 plus the first 
  roll of 10 plus the second roll of 10 plus at least a roll of 1 
  from the dS, or 31 points minimum Harm.) 
  • If the resulting number is equal to or less than 10% of the 
  ASP, maximum possible harm accrues to the target of 
  the Aimed Attack. and a die of half the normal range is 
  rolled to add to the Harm inflicted. Again, if that die 
  results in a maximum number score. another half-value 
  die is rolled to score yet more harm. 
  The weapon used in the examples above was 
  involved in a very accurate aimed attack. It has a normal 
  range of 1 to 20 Harm inflicted, so 20 points of 
  Harm accrue immediately. A half-range die, a dlO. 
  is rolled and the result added to the Harm inflicted. 
  If that roll were a 10. then another d 10 roll would 
  be added. 
  1 •When multiple attacks are available to an attacker, 
  an Aimed Attack reduces the number of attacks by one. 
  • In the case of an aimed attack with a lasso or whip being 
  used to strike an opponent's hand-held weapon, no harm 
  accrues to the target, but instead the weapon is caught and 
  pulled away, the opponent being then disarmed. The 
  targeted weapon is in the possession of the attacking 
  character on the following ABC. 
  • In the case of missing an aimed attack with a 
  lasso or whip against an opponent's hand-held 
  bladed weapon. the lasso or lariat has been 
  severed. (Luck Ability may be used to 
  avoid this result, but the 20 point 
  ~~~~~~~~~:: 
  _ _:_~~-_:~~~~~penalty applied to the Aimed Attack 
  .=§ 
  also applies to this check.) 
  . 
  190 
  
  • A Lucky Hit check can be applied if the aimed attack 
  misses, but a successful Lucky Hit will not allow the Harm 
  bonuses for an aimed attack. The die/dice roll for 
  determining normal Harm scored can result in the 
  maximum, of course. 
  lwck'i Hits 
  If the number rolled on the percentile dice would 
  indicate a miss, there exists a chance that a Lucky Hit will 
  occur. All Avatars, including non-player Avatars, have a 
  chance for a Lucky Hit that is equal to 10% of their base 
  Weapons Ability, rounded down to a whole number. Avatars 
  possessing the Luck Ability also add 10% of that Score, again 
  rounded down, to the chance to score a Lucky Hit. 
  The dice are again rolled, and if the number 
  generated is equal to or less than the Lucky Hit number, 
  then the attack succeeded after all. 
  A second attack roll at 10% of the adjusted ASP can 
  result in a Lucky Hit. 
  Opti°""'l Rl4k ll4ck'i Crcatl4rcs 
  The GM may. at his option. give creatures of one 
  type, several types. or all types a Lucky Hit chance. The 
  chance must not exceed Precision, save where indicated for 
  the character or creature in the rules, or the GM specifically 
  rules otherwise stating why the limit can be logically 
  exceeded. 
  Opti0t1al Rl4lc: No Sl4ch ll4ck 
  Of course, the GM may disallow any 
  attempt for a Lucky Hit on part of every Avatar 
  or creature. The GM isn't obligated to 
  provide second chances. 
  For example, in Case Three 
  above, Helmar missed. The Lucky Hit 
  chance for him is only 4%. If he also 
  had Luck Ability at 40, then He I mar 
  would have an 8% chance of getting 
  a Lucky Hit. 
  Harm b'i Wcap011 T'il'c 
  E.ach player should have listed 
  on the Avatar Record sheet the 
  Avatar's weapons and all information 
  pertinent to them (See the weapons 
  listing). The die to be rolled for 
  Harm inflicted is generally a d20, 
  with a possible minimum result. 
  The minimum simply indicates that 
  all rolls of a lesser number are 
  assumed to be equal to the 
  minimum. A range of 3 - 20 
  indicates that rolls of 1 and 2 on 
  the d20 inflict 3 points of Harm. 
  Abjl4stcb Harm 
  The amount of Harm inflicted in an attack is adjusted 
  after the basic amount of Harm is generated by rolling the 
  die. All bonuses to Harm that are conferred through Abilities 
  and other means such as Venom or Toxin (VT), and/or by 
  some Extraordinary Power or similar means are added to 
  the result. (Bonuses from Extraordinary means are explained 
  in the Extraordinary Ability descriptions found in this book 
  and in the Lejend Master's Lore book.) 
  • Each point of Precision Rating in excess of 100 adds a 
  point of Harm. 
  • Each point of Weapons Ability Score in excess of 100 
  adds a point of Harm. 
  • Each ten points of Physique Ability Score adds a point of 
  Harm. 
  • Each point of Extraordinary bonus adds a point of Harm. 
  The amount of Harm inflicted may also be reduced 
  by the protection worn by the target. Armor and 
  Extraordinary Powers or Items all may 
  also reduce the Harm taken 
  in an attack. 
  ,, ~~ Q 
  ~ Ak~ 
  ~~~~~ 
  
  • Each 5% of Armor Protection Percentage reduces the 
  Harm by one point. 
  • Each point of Extraordinary protection reduces the Harm 
  by one point. 
  A table is provided later to accomplish the latter 
  portion of this step. Note that Enchanted armor is detailed 
  in the Extraordinary Items section of the GM book. Again, 
  players should have all armor information recorded for their 
  Avatars, so as to have it ready when called for by the GM. 
  ATmor lttf01'tt1ati011 
  Only one type of armor can be worn at a time, and 
  no combination of any sort, including the combination of 
  • 
  < 
  two "half" types is allowed. Each type assumes 
  all protection possible using it, save for 
  addition of a shield and only one may be used. 
  s 't$$;- " 
  ~
  .
  ·: 
  EM'i Re.oluti0tt of Armor Harm t)(tnfcti011 Opti011 
  For each 5% of Protection reduce the Harm inflicted 
  by 1 point. For example. a "cloth full garment" reduces 
  Harm from each separate attack by up to 6 points maximum. 
  A shield likewise reduces the Harm inflicted by 1 point per 
  5% of the protection it provides. 
  Normal armor and shield can provide up to 20 points 
  of protection from Harm until the Health of one is destroyed 
  by absorbing Harm. During the interim period, little or no 
  harm will be accruing to the wearer of the Protection. (fhis 
  is not incompatible with actual combat of ancient periods.) 
  Additional Harm inflicted as a bonus due to the 
  Extraordinary nature of a weapon or an attacker is never 
  absorbed by Protection of any nature-normal, non-
  Extraordinary. or Extraordinary-save as noted for the 
  particular sort of creature or Protection. The nature of these 
  attacks is such that they will always Harm the target Avatar. 
  Opti011al Rule: Str0115 Attacks 
  Additionally, the Game Master may use an optional 
  rule that causes an automatic point of Harm to accrue to the 
  target of an attack if the Harm scored by the attack exceeds 
  10 points, regardless of the protection available, due to the 
  strength of the attack. For example. an attack delivering 11 
  or more points of Harm, all of which is otherwise absorbed 
  by armor and/or other protection. still causes one point of 
  Harm to the target subject. 
  Armor Matmal Notes 
  Cloth protection is inflammable. unless wet or 
  enchanted. 
  Dockalven composite armor. made of spidersilk and 
  · mineral strands. reinforced at key points with chitin, is 
  generally resistant to acid and fire. and will not normally 
  accept any adhesive contacting it. It can not be repaired. 
  Leather protection is inflammable under great heat 
  of flame, unless wet or enchanted. 
  Metal protection is subject to cold, heat. and 
  electricity unless enchanted. 
  Armor T abl( 
  Each entry on the Armor Table provides a number 
  of important facts to be used by the player. The amount 
  of protection afforded by the armor is reported, as is 
  how much the armor slows the Avatar wearing 
  it. Additional information about armor and 
  ----.__ pro~ection is also explained here. . 
  . 
  ---
  The Protection Percentage is 
  ~ 
  , 
  simply the amount of Harm deducted 
  from the total scored by a successful 
  attack. The Harm thus absorbed 
  accrues to the armor instead of the 
  /
  Avatar. 
  
  The number following a shield listing is the number 
  of opponents it can be used against, assuming these foes are 
  generally in front of the defender. The Avatar can protect 
  against specific attacks or else the protection will apply 
  immediately against the rated number of attacks and 
  thereafter be discounted. 
  Some forms of armor off er two sets of values for 
  Protection points and Speed Loss. When using the first value 
  for Protection Points. also use the first value for Speed Loss. 
  Likewise. when using the Second value for one characteristic. 
  use the second value for the other.The Speed Loss rating is 
  the reduction from the Avatar's Speed Base Rating for 
  purposes of movement and action while wearing the armor. 
  Creature Size 
  mouse-size or smaller 
  about house cat size 
  about coyote size 
  about horse size 
  about buffalo size 
  about rhinoceros size 
  about small elephant size 
  about large elephant size 
  much larger than elephant-size 
  Points (Percentage) 
  Harm Reduction 
  -7 (35%) 
  -5 (25%) 
  -2 (10%) 
  -3 (15%) 
  -4 (20%) 
  -6 (30%) 
  -8 (40%) 
  -10 (50%) 
  -12 (60%) 
  Protection Speed 
  Health (Harm 
  £ xtr " ort>itt" rli Protcctio11 
  Extraordinary protection given to the def ender 
  because of magical armor or a Power ls treated 
  according to the specifications for such in regard to 
  Armor Type I Shield 
  doth full garment 
  doth half garment 
  dockalven composite full 
  dockalven composite half 
  leather full armor 
  leather half armor 
  steel mail full armor 
  steel mail half armor 
  steel plate full armor 
  steel plate half armor 
  buckler I targe. metal (1) 
  shield, large, composition (3) 
  shield, standard, comp. (2) 
  Points 
  6 or 7 
  3 or 4 
  Sor 10 
  4or 5 
  8or 9 
  5 or 6 
  10 or11 
  7 or 8 
  12or13 
  9or10 
  6 
  8 
  8 
  Loss 
  1 
  0 
  1 
  .5 
  1or1.5 
  0.5 
  3 or 3.5 
  2 or 2.5 
  2.5 or3 
  1.5 or2 
  1 
  3 
  2 
  absorbable) 
  66 
  44 
  300 
  200 
  120 
  80 
  390 
  260 
  660 
  440 
  100 
  100 
  80 
  The armor's Health is the total amount of harm the 
  armor can absorb before being destroyed 
  and useless. If all Armor Health is not~,.. 
  · 
  lost. it can be repaired. as explained ~( _ 
  later. 
  ~ 
  , 
  Opti°""l Rule: Armor Protcctiott 
  Armor protection is expressed as a 
  number of points that are absorbed by the armor. 
  The protection offered may be expressed as a 
  protection percentage by multiplying the number 
  of points by five. The resulting number is the 
  percentage of Harm absorbed from 
  attacks. 
  OtJ.iet- Protccti011 
  Other forms of protection 
  are available to some creatures. 
  These are grouped into ordinary ""111!'.""•nwiui 
  and Extraordinary protection. 
  Ordinary Protection given 
  to the def ender because of size 
  speed, agility, etc. is treated as ~ 
  constant Protection. It will not 
  suffer destruction 
  through 
  absorption of Harm. 
  19J 
  the Harm it absorbs. Such protection 
  might. or might not. suffer through 
  absorption of Harm. 
  
  However, both normal and Extraordinary Harm bonuses are 
  not absorbed by Extraordinary protection and still accrue to 
  the subject of the attack, unless the target is otherwise immune 
  due to some special nature-Extraordinary protection of a 
  nature somehow superior to that of the attack, as supernatural 
  is superior to preternatural. 
  l>isast¢r AvoibaMcc 
  The Harm or baneful effect f.rom a deadly 
  Extraordinary attack-such as one enabled by Extraordinary 
  Ability, Power, or innate capacity such as exhalation or glare 
  of eye-may be mitigated by a successful check against the 
  Avatar's Speed Rating. This procedure does not apply when 
  faced with an attack of inescapable sort, such as VT (venom 
  or toxin) delivered by contact or injection. 
  This Disaster Avoidance Check is rolled against the 
  Avatar's Speed Rating multiplied by four, and ten percent of 
  the Avatar's Luck Ability Score may modify the odds,· as will 
  any other factors cited by the GM. 
  Failing in the check indicates the full Harm or effect 
  is inflicted on the character. A successful check 
  involving a roll of greater than half the target 
  number indicat~S- · -· · · 
  half-effect for 
  _ the Avatar. A 
  -
  ~ 
  roll of less 
  than half the 
  required target 
  indicates total 
  avoidance of 
  the disaster. 
  Morale 'Dctcnt1it1ati0t1 
  After all of the combatants have acted and the effects 
  of all attacks have been applied and tallied, the Game Master 
  will check to see if the non-player Avatars and/or creatures 
  possess strong enough morale to continue with the battle. 
  The player will control the actions of the Avatar, in almost 
  every instance, and decide whether to continue or to flee. 
  The details of the morale checks for non-player 
  opponents are left for the LM's book, but the general 
  principles will be stated to allow the player basic understanding 
  of the matter. Wise is the player that understands how best 
  to weaken the foe! The enemy can prove resilient... 
  • Seasoned foes are less likely to break ranks and flee. 
  • Elite forces are also less likely to break. 
  • Foes are less likely to break when fighting from protected 
  positions. 
  • Foes are less likely to break when with an inspiring 
  commander. 
  • Foes· are less likely to break if they appear to be winning. 
  ... or the foe can prove weak. 
  • Foes are more likely to break if inexperienced. 
  • Foes are more likely to break if attacked from a position of 
  advantage. 
  • Foes are more likely to break when suffering significant 
  losses. 
  • Foes are more likely to break when their leader is lost. 
  • Foes are more likely to break if surrounded or outnumbered. 
  Opponents losing morale may decide to flee or 
  surrender. Fleeing opponents may discard their weapons, 
  and surrendering opponents most certainly will. 
  ExtraorbiMaf'\i Abilit'i Vsc iM Combat 
  Extraordinary Abilities of applicable sort can be used 
  in combat by those Avatars and creatures capable of using 
  them. An Extraordinary Ability can be used in combat with 
  such penalties as the LM chooses. The Ability is typically 
  used at a rate equal to the Ability Score in melee with no 
  bonus to aid success and the assigning of penalties common. 
  If an Avatar is attacked successfully by an opponent 
  and actually suffers Harm in the course of attempting to 
  activate an Extraordinary capacity of any sort, then the 
  Activation is + 100% to the check roll or the attempt fails. 
  The interruption hinges on greater Harm being inflicted than 
  the Avatar's armor (or other protection) can absorb. A 
  success{ ul attack inflicting no actual Harm causes a penalty 
  of +10 to +30 to be applied to the Power activation dice 
  roll. 
  Rci;toriMS l.o1t Da1c Ratins• Point• 
  The many types of attacks, Powers, and Disasters 
  can lead to the loss of Base Rating Points, on both a 
  temporary basis and a permanent basis. Most 
  damage inflicted during combat affects a creature 
  or character's Health Rating. Special attacks and 
  effects can cause a loss of Precision or Speed. 
  . 
  < 
  K 59?: 
  -- . E .'. '*'JS;; . . & 
  194 
  
  Health loss from any cause is restored normally at a 
  rate of 1 % of the Base Rating per game day through natural 
  healing. Thus, an Avatar reduced to zero Health will not 
  regain full Health again until 100 days time have elapsed, 
  regardless of the actual normal Base Rating. Various 
  Extraordinary means will restore points immediately or 
  increase the rate of normal healing. 
  Precision and Speed Rating points lost can only be 
  restored through Extraordinary means such as the application 
  of a Power, unless the description of the cause states 
  otheiwise. Temporary impairments to Precision and Speed 
  are possible, but most combat attacks affecting these two 
  Base Ratings inflict damage of permanent sort. 
  The player may improve a Base Rating through the 
  use of Merits. even after suffering a permanent loss in Rating. 
  The loss does not preclude later improvement of the Rating. 
  W capott Statistics Tables 
  The Weapon Statistics Tables offer several pieces 
  of information about each weapon listed: 
  Harm 'Base: The Harm Base is the usual amount of 
  Harm a weapon will inflict. The Harm Base is given as a 
  range of results and generally assumes the roll of a single 
  die. The die to be rolled is determined by the highest number 
  listed for the range of damage. 
  A listed range of 1- 20 
  indicates a d20 to be used. for example. 
  Where the initial number of the listed range is greater 
  than one. a roll of less than the initial number will be adjusted 
  upwards to equal the number. 
  A listed range of 3 - 20 
  involves rolling a d20 for assessing Harm inflicted, but no 
  result may be less than a 3. Rolls less than 3 result in 3 
  points of Harm being inflicted. 
  Opti0ttal Rule: 'B0ttus Oamasc 
  If the maximum Harm amount is rolled. another die 
  of half-size will be rolled and the result added to the Harm 
  total. For example, rolling a 20 for a weapon with a Harm 
  Base of 1 - 20 would result in a d 10 being rolled for bonus 
  damage. 
  Harm Class: Weapons are classified as to the 
  type of effect used in delivering damage to targets. They 
  can be penetrating weapons, shock weapons, use both 
  types of effect. or involve special effects. 
  Some types of armor vary in their capacity 
  to protect against the different Harm 
  Classes due to style, quality or 
  craftsmanship 
  Ratt5c: Three ranges are 
  identified for each missile weapon· short 
  medium, and long. The distance~ listed 
  for each are given in measurements of 
  feet. The missile weapons having but 
  one range listed have this as a maximum 
  range, and have no range-based 
  modifiers within that range. 
  At long ranges, hand-type missile weapons deduct 
  25% of Harm inflicted. This is done by discounting Harm 
  rolls of greater than 75% of the maximum; e.g., for Harm 
  Base 20, rolls over 15 count as 15 Harm. 
  With regard to hand-held striking weapons, the 
  number listed is the effective reach of the weapon in combat. 
  The weapon with the higher rating (length) strikes first when 
  at maximum range from the opponent and last in the event 
  the shorter weapon is within striking range- this indicating 
  the shorter-ranged weapon wielder has closed the range. 
  However, the wielder of the longer weapon can, after striking 
  second, move back to extend the range again. This provides 
  a pattern of combat along these lines: 
  Long weapon attacks and short weapon counter-
  attacks; short weapon attacks and long weapon counter-
  attacks while moving back; long weapon now attacks again, 
  and so forth. 
  Rat>ius: Any targets within the radius are affected 
  by a weapon with a radial effect. A thrown net, for 
  instance, will open and cover an area of ground. 
  ,.;;;;;ij~!lf 
  Spcct> Class: This is a comparative ;'~ 
  rating of the handiness and speed of a weapon 
  in flight or in use. It is provided for those cases 
  where simultaneous action is taking place and 
  the order of hits must be determined. The 
  reach of the weapons or the initiative system 
  used by the Legend Master will determine the 
  order in other cases. 
  Prccisiott 'Bottus: This is a bonus to the wielder's 
  Weapon Ability Score or Precision, whichever is 
  applicable, when employing the weapon. Some 
  weapons are easier to 
  wield in combat than 
  others. 
  19J 
  
  Strikitt5 W cap0tts Table 
  Footttotcs 
  1. Target subject suffers normal Harm to Health and 
  Name of 
  Harm 
  Harm 
  Ratt5e/ 
  Speeb Predsfott on a roll of maximum Harm (20) the target subject is 
  caught on the barbs and thus effectively immobilized 
  Strikms Wea~°" 
  Dase 
  Class 
  Rabi us 
  Class Dottus 
  for as many seconds realtime as the weapon remains 
  axe 
  5 - 20 penetration 
  2 
  5 
  5 
  in place-until the weapon haft is broken or the 
  axe, battle 
  7 - 20 penetration 
  3 
  7 
  5 
  individual using the weapon is killed. 
  2. Caltrops are dangerous in that any subject stepping 
  axe, belt 
  2 - 20 penetration 
  1 
  4 
  10 
  on one loses 10% of pedal movement base per point 
  bident/ military fork 
  4 - 20 penetration1 
  6 
  3 
  0 
  of Harm sustained; stepping on multiple caltrops is 
  bident driven at charge 
  2 - 30 penetration1 
  6 
  3 
  10 
  likely to immobilize a victim. Large caltrops are easily 
  visible to those afoot, but not to those mounted and 
  caltrop, large 
  1-6 penetration 
  spec2 
  spec2 0 
  moving faster than a walk. A human·sized foot should 
  ~ 
  caltrop, small 
  1-3 penetration 
  spec2 
  spec2 0 
  have a 5% probability for getting impaled for each 
  l 
  chain 
  2-6 shock 
  3 
  7 
  0 
  caltrop in a one square yard area. (20 scattered in a 
  I cleaver 
  3 - 20 penetration 
  1 
  4 
  0 
  three by three foot square area have a near-certain ;1 
  chance of scoring a hit, say 90%.) One check for 
  j ·, cleaver, great 
  5 - 20 penetration 
  2 
  6 
  5 
  impalement is made for each 5 caltrops in an area. If 
  there are 20, the subject will have four do/o rolls, and 
  ' ~ 
  f 
  d ub 
  1 -20 shock 
  2 
  4 
  o. 
  I 
  scores of 90 or less indicate a hit resulting in Harm 
  ; ~ 
  I 
  club, huge3 
  5-20 shock 
  4 
  6 
  0 
  and movement speed loss. 
  f club w spikes 
  3 - 20 pen I shock 
  3 
  6 
  5 
  3 . This huge weapon can be wielded only by a 
  i ~· 
  • f j club, great, w spikes3 
  8 - 20 pen I shock 
  5 
  7 
  0 
  character of seven and one·half or more feet height 
  and with Physique Score of 100 (+10) or greater. 
  ~ 
  • 
  dagger, long 
  1 - 20 penetration 
  1 
  3 
  10 
  4 . No increase in attack rate for any Ability. so two 1 
  I 
  dagger, short 
  1 - 20 penetration 
  1 
  2 
  5 
  ''foot" or three "hand" weapon attacks are the 
  fighting staff 
  1 - 20 shock 
  4 
  4 
  10 
  maximum possible for an Avatar under normal 
  . i 
  circumstances. 
  ~ 
  ! I flail 
  4 - 20 pen I shock 
  2 
  7 
  0 
  5 . Target subject suffers normal Harm to Health and 
  flail, long 
  6 - 20 pen I shock 
  3 
  8 
  0 
  is effectively immobilized for as many seconds realtime -
  flail, extra long3 
  11 - 20 pen/ shock 
  6 
  10 
  0 
  as the harpoon line remains in place-until it is cut 
  ~ 
  free or the individual using the harpoon is killed. 
  'A 
  foot (2 attacks/ ABC4) 
  1-6 shock 
  2 
  2 
  5 
  6 . Target subject suffers normal Harm to Health and 
  foot, giant-sized3 
  2 - 20 shock 
  5 
  6 
  0 
  a roll of maximum Harm (10) indicates the target subject 
  hand (3 attacks/ ABC4) 
  1-4 shock 
  1 
  1 
  20 
  is caught and effectively immobilized for the following 
  ABC. 
  hand w I brass knuckles 
  2-8 
  shock 
  1 
  1 
  20 
  7 . The wielder has the choice of which type to apply-
  hand, giant-sized3 
  5 -10 shock 
  3 
  4 
  10 
  striking with the point of the pick or the head of the 
  harpoon 
  1 - 20 penetration5 
  4 
  4 
  0 
  hammer. 
  8. Usable against a target with exposed and unarmored 
  hammer 
  2 - 20 shock 
  1 
  4 
  0 
  neck. Shock Harm is 50% transitory, 50% normal 
  hammer, battle 
  6- 20 shock 
  2 
  6 
  10 
  from weapon trauma. Transitory Harm is recovered 
  · hatchet 
  3 - 20 penetration 
  1 
  4 
  0 
  at the rate of 1 point per one minute realtime. 
  9. Sword Identifiers: 
  hook, hand-held 
  1 - 10 penetration6 
  1 
  3 
  0 
  Sword. cleaving: falchion. machete 
  hook, hafted 
  1 - 10 penetration6 
  2 
  3 
  0 
  Sword. cutting: broad sword. cutlass 
  javelin 
  1 - 20 penetration 
  3 
  4 
  0 
  Sword. cut. & thrust: katana. long sword 
  Sword. cutting, curved: saber. scimitar. tulwar, yatagan 
  
  Name of 
  Ham1 
  Ham1 
  Ratt5e/ 
  Speeb 'Preclffot1 Sword, cutting, heavy: two-handed sword 
  Strikms w eap0t1 
  Ba1e 
  Cla1s 
  Rabius 
  Class 
  B0t1Mf 
  Sword, thrust~ng : rapier 
  --
  Sword, thrusting, short: short sword, small sword 
  knife 
  1 - 20 penetration 
  1 
  2 
  0 
  10. A hit on the target causes additional Harm of 3-5 
  knife, heavy 
  3 - 20 penetration 
  1 
  3 
  0 
  points of fire-related sort regardless of armor protection. 
  lance 
  1 - 20 penetration6 
  8 
  5 
  0 
  If an adjusted attack roll of 01 ls scored, then fire Harm 
  is increased to 6-8 points and the following ABC the 
  lance, driven at charge 
  1 - 40 penetration 
  8 
  2 
  10 
  target suffers an additional 3-5 points; this Harm 
  ;,;i mace 
  5- 20 shock 
  1 
  6 
  5 
  continues for each following ABC until the flames are 
  mallet, great3 
  11 - 20 shock 
  7 
  8 
  0 
  extinguished, if the subject has inflammable covering. 
  11. Target subject suffers normal Harm and is 
  maul 
  3 - 20 shock 
  2 
  8 
  0 
  immobilized for as many seconds realtime (up to 6 
  ,, military pick/ hammer 
  2 - 20 pen/ shock7 
  2 
  6 
  5 
  maximum) as the whip remains in place, unless the 
  pike 
  1 - 20 penetration 
  14 
  8 
  0 
  wielder looses it, it is cut free, or the individual using it 
  is killed. Harm from the whip staff used as a staff is 1-
  pole-arm, long 
  2 - 20 penetration 
  9 
  9 
  0 
  20 and without this (whip) immobilization effect. 
  pole-arm, short 
  4 - 20 pen I shock 
  5 
  9 
  0 
  12. Target subject must be attacked from behind, be 
  sap 
  1 - 20 shock8 
  1 
  1 
  0 
  surprised/unaware, and have no physical armor 
  protecting the throat. The victim suffers Harm at the 
  scythe 
  1 - 12 penetration 
  3 
  9 
  0 
  rate of 6-9 points per ABC until dead or the individual 
  sickle 
  1 - 10 penetration6 
  1 
  4 
  0 
  using the garrote is killed. 
  ~ i1 
  spear, light I throwing 
  1 - 20 penetration 
  3 
  3 
  0 
  \
  ~ 
  spear, long 
  1 - 20 penetration 
  9 
  5 
  0 
  ....... 
  ~ \, spear, huge and long3 
  11 -20 penetration 
  12 
  6 
  0 
  ' O 
  ~ 
  spear, short 
  2 - 20 penetration 
  5 
  3 
  5 
  j 
  staff 
  1 -8 shock 
  3 
  3 
  5 
  .
  ~ 
  staff, big sapling3 
  4- 20 shock 
  10 
  8 
  5 
  · ~ 
  sword, deaving9 
  7 - 20 pen I shock 
  2 
  4 
  15 
  sword, cutting9 
  6 - 20 pen I shock 
  3 
  5 
  10 
  sword, cut. & thrust9 
  4 - 20 penetration 
  3 
  4 
  10 
  sword, cutting, curved9 
  3 - 20 penetration 
  3 
  3 
  10 
  sword, cutting, heavy9 
  11 - 20 pen/ shock 
  5 
  9 
  0 
  sword, thrusting9 
  3 - 20 penetration 
  4 
  3 
  20 
  sword, thrusting, short9 
  2 - 20 penetration 
  3 
  3 
  20 
  \ torch, flaming 
  1 - 10 shock10 
  2 
  4 
  0 
  \ trident 
  3 - 20 penetration1 
  4 
  4 
  0 
  whip, c. 8' length 
  0-2 special11 
  5 
  5 
  5 
  whip, c. 14' length 
  0-2 special11 
  6 
  7 
  0 
  whip, staff c. 10' length 
  1 -8 special11 
  5 
  7 
  0 
  garrote 
  special 12special 12 
  0 
  3 
  40 
  
  Missile ~ 
  eap0tt Table 
  'Name of 
  Haf'm 
  Haf'm 
  ltM15e/ 
  Spe¢b Precisi0tt 
  footttot¢s 
  Missi1¢ Weae0tt 
  Base 
  dass 
  Rabi us 
  P~lt~ Bot\WS 
  1. The acid causes Hann to the 
  acid, hurled container 
  5-·10 special1 
  30 
  3 
  0 
  target subject and twice the 
  amount of Harm to garments 
  axe 
  4-20 penetration 
  20 
  3 
  0 
  worn , 
  including 
  armor. 
  axe, belt 
  3-20 penetration 
  30 
  2 
  0 
  Extraordinary (enchanted) annor 
  arrow /bow, light2 
  1 -20 penetration 
  50-150-300 
  1 
  5/0/0 
  takes nonnal (non-doubled) Hann 
  only if Preternatural in nature, half 
  arrow /bow, medium2 
  ·2-20 penetration 
  75-225-450 
  1 
  10/ 5/0 
  of nonnal Hann if Supernatural 
  arrow I bow, strong2 
  3-20 penetration 
  150-300-900 
  1 
  20/10/0 in nature. 
  2 . With bows. if the user's Speed 
  bola 
  1-10 shock3 
  60/6' 
  5 
  0 
  Rating is 1 7 or greater and his 
  cleaver 
  2 - 20 penetration 
  30 
  2 
  0 
  Archery Score is in excess of 80 
  club 
  3-10 shock 
  20 
  3 
  0 
  (or coml:>ined Archery and 
  Weapon Abilities in excess of 120) 
  dagger 
  1-20 penetration 
  40 
  2 
  0 
  two attacks per ABC are possible. 
  dart/blowpipe 
  1 
  penetration4 
  60 
  3 
  10 
  Similarly, if a repeating crossbow 
  flame, hurled container 
  5-10 specials 
  30/3' 
  3 
  0 
  is used, a Speed Rating of 15 or 
  better and Archery Ability in 
  harpoon, small 
  2-20 penetrations 20-40-60 
  3 
  5/0/0 
  excess of 50 (or combined 
  harpoon, whaling-type 
  10 - 30 penetrations 10-20-30 
  3 
  5/0/0 
  Archery and Weapon Abilities in 
  hatchet 
  2 - 20 penetration 
  30 
  2 
  0 
  excess of 7 5) indicates two attacks 
  per ABC are possible. 
  hammer 
  4-20 shock 
  30 
  3 
  0 
  3. Target subject takes damage 
  javelin 
  1- 20 penetration 
  30-75-180 
  3 
  0 
  to Health and is immobilized for 
  from 7-12 seconds realtime. 
  javelin from launcher 
  3 - 20 penetration 
  45-90-250 
  3 
  5 
  4. The dart is poisoned. so add 
  knife 
  1 - 20 penetration 
  40 
  2 
  0 
  9-12, 13-16. or 17-20 (ld4+8, 
  knife, throwing 
  1 - 20 penetration 
  50 
  2 
  5 
  +12, or +16) Harm to Health on 
  the following AB Count for VT 
  lasso (lariat) 
  1 
  special6 
  30/3' 
  4 
  0 
  entering the target's system. 
  net, weighted throwing 
  1 
  speciaF 
  10/4' 
  4 
  0 
  5. Target subject suffers nonnal 
  quarrel I catapult, hand 
  1-20 penetration 
  60-120-180 
  1 
  20/0/0 
  Harm to Health and is effectively 
  immobilized for as many seconds 
  quarrel I crossbow 
  3-20 penetration 
  180-360-720 
  4 
  15/5/0 
  realtime as the harpoon line 
  quarrel I crossbow, small2 
  2-20 penetration 
  75-150-300 
  4 
  10/0/0 
  remains in place-until it is cut 
  free or the individual using the 
  shuriken 
  2-20 penetration 
  50 
  1 
  5 
  harpoon is killed. 
  shuriken I launcher 
  2-20 penetration 
  20/40/60 
  2 
  15/10/5 6. Target subject suffers only 1 
  sling /bullet 
  3-20 shock 
  50-150-300 
  3 
  0 
  point of Health Loss but is 
  immobilized for as many seconds 
  sling I stone 
  1-20 shock 
  30-90-180 
  3 
  0 
  realtime as the lasso remains in 
  spear, short 
  3-20 penetration 
  30 
  2 
  0 
  place-until it is cut free or the 
  spear, light throwing 
  1-20 penetration 
  60 
  2 
  5 
  individual using the lasso is killed. 
  7. Target subject suffers only 1 
  staff sling 
  4-20 shock 
  50-100-200 
  3 
  0 
  point of Health Loss but is 
  stone, hand-hurled 
  1-6 
  shock 
  60 
  3 
  0 
  immobilized for as many seconds 
  stone, lg., hand-hurled 
  4-10 shock 
  10 
  realtime as the net remains in 
  4 
  0 
  place. 
  stone I rock-thrower 
  1-20 shock 
  25/75/150 
  5 
  0 
  throwing stick 
  1-12 shock 
  30-60-90 
  3 
  10/0/0 
  =: 
  r. !S9i7::-
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  Stese \¥ upOH Table 
  Name of 
  Harm 
  Harm 
  Speet> 
  Predsi0tt 
  ~i~s~ W~a~"" 
  Dase 
  dass 
  Rat>h1s 
  dass 
  ~ 
  battering ball1 
  11-30 +26-35 
  shock 
  x - x-60 
  10 ABCs 
  0 
  bolt, hv. eng.2 
  11-30 +9-12 
  pen/shock 
  240-480-960 
  4ABCs 
  0 
  bolt, It. eng. 1 
  11-30 +3-5 
  pen/shock 
  180-360-720 
  2ABCs 
  0 
  bolt, med. eng.2 
  11-30 +6-8 
  pen/shock 
  210-420-840 
  3ABCs 
  0 
  claw 
  1-30 
  pen/shock 
  x - x - 20 
  Special3 
  0 
  crow 
  1-6 
  penetration 
  x - x - 20 
  Special4 
  0 
  flame engine2 
  5-10 
  special5 
  2w. x 151. 
  2ABCs 
  10 
  mill scythe1 
  11-20 +21-25 
  pen/shock 
  10 
  Special6 
  20 
  pick1 
  26-35 
  pen/shock 
  x - x - 10 
  5ABCs 
  0 
  ram1 
  26-35 
  shock 
  x - x - 10 
  5ABCs 
  0 
  screw1 
  25-35 
  pen/shock 
  x - x - 10 
  5ABCs 
  0 
  stone, hv. eng. 2 
  11-30 +36-50 
  shock 
  x -480-960 
  6ABCs 
  0 
  stone, It. pn eng. 7 
  11-30 + 17-20 
  shock 
  90 -180-360 
  4ABCs 
  10 
  stone, It. eng. 1 
  11-30 +13-16 
  shock 
  x -360-720 
  3ABCs 
  0 
  stone, med eng. 1 
  11-30 +26-35 
  shock 
  x -420-840 
  4ABCs 
  0 
  footttot\?s 
  1. All subjects in the direct path of a missile fired from this weapon suffer equal potential Harm according to the variable for the 
  weapon in question. For game purposes, assume Harm is reduced variably if the exact path or strike area of the weapon's attack is not 
  definable. Roll a d4: a roll of 1 incurs Harm of 25% of the normal amount, a roll of 2 incurs 50%, a 3 means 75%, and a target for 
  which a 4 is rolled suffers 100% of potential Harm. 
  Example: A mill scythe can inflict harm of 11-20 +21-25 points. To simplify 
  matters, a single potential amount is found-assume it is rolled as 14 + 22, or 36 points. A d4 is then rolled for each of 12 potential 
  targets in the path of the weapon: three suffer 25% Harm (9 points), three 50% (18points), three 75% (27 points), and three 100% 
  of potential Harm (36 points). 
  2 . All subjects in the direct path of a missile fired from this weapon suffer equal potential Harm according to the variable for the 
  weapon in question. For game purposes, assume Harm is reduced variably if the exact path or strike area of the weapon's attack is not 
  definable. 
  3. This is a large, steel hook set on the end of a long lever. designed for catching and pulling down a drawbridge. If it contacts a target, 
  the indicated Harm is inflicted and the victim is impaled. suffering an additional 6-8 points of Harm per ABC until the hook is removed 
  and the wound treated. A Harm roll of 21-30 indicates double Harm to a drawbridge. 
  4. This is a long lever with an outer·end ''T' bar set with small hooks to snag clothing and flesh. It is lowered from above, moved 
  sideways in an arc of about 20-foot radius, then raised. If any targets have been contacted and caught (Weapons Ability check at 
  average Ability of the four main operators) the lever is raised and swung upwards and inwards so as to capture the victims for whatever 
  end is desired. 
  5. If the flame arises from a substance that will continue to bum such as lamp oil, naphtha, or paraffin liquefied. the target will suffer 
  Harm each ABC: 
  Lamp Oil: 
  1-3 ABCs, 3-5 Harm points per each. 
  Naphtha: 
  1-3 ABCs, 6-8 Harm points per each. 
  Paraffin: 
  2-4 ABCs, 3-5 Harm points per each. 
  6 . After the flywheel has been cranked to full rotation speed (10 ABCs time) the blades are striking continuously until destroyed or the 
  operators cease cranking (peddling). In the latter case, the blades cease revolving rapidly so as to lose the Harm bonus (+21-25) after 
  striking a target or in 3 ABCs time, and stop attacking (spinning) altogether after striking a second target or in 6 ABCs time. 
  7 • All subjects in the direct path of a missile fired from this weapon suffer equal potential Harm according to the variable for the 
  weapon In question. For game purposes assume Harm is reduced variably if the exact path or strike area of the weapon's attack is not 
  definable. 
  
  Author'• lllote 
  The Lejendary Adventure™ Fantasy Role Playing Game and the Lejendary Earth™ World Setting were not created solely by a 
  single person, this author, working in a vacuum. Just as in the production of a theatrical motion picture, there are many persons who 
  made invaluable contributions to this work. Here then is the "credit roll" at the end of the feature: 
  •• •••••••••••••••• •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 
  The author salutes Jared Nielsen who enabled and encouraged the start of this long and fruitful process. 
  In addition, recognition and thanks are given to other persons who were willing to help. No game can move forward without 
  the assistance of stalwarts willing to take part in a creative endeavor through contribution of their time to play-test, peruse the material, 
  and express their true thoughts and opinions. 
  First amongst this group, and deserving most special thanks ... 
  Keith Smith - who worked for what I am sure he felt was an endless period to post online all of the various versions of the game rules and 
  supporting material. 
  For his efforts to provide an online version of the game in final form at Macrays' Keep (http://www.macrayskeep.com) . .. Steve Frank. 
  Alpha-Version Play-Testing: 
  Jesse Berowshek 
  Carl Cabanas 
  Byron Foote 
  Alex Gygax 
  Ron Holland 
  John D. Rateliff 
  Long Range Beta-Version Play-Testing: 
  Steve Frank as Aristan (the sly) 
  Alex Gygax as Xagnar (of varying repute ... ) 
  Tracy Knapp as Swetlana (the dangerous geourge!) 
  Luke Gygax as Stryx Taniger (the grotto wylf who might boast) Mike Johnston as Cholar (the doughty dwarf who would forge magic) 
  With. . 
  Dennis Harsh as Dirah (the sinister) 
  Keith Lamb as Flexar (the mighty) 
  And Introducing ... 
  Erik "Pinback" Larson as Hepp-nurr (he who might guide the party!) 
  Heraldry: 
  Bruce A Boughner, the Lejendary King of Arms for the world setting. 
  Various Contributions: 
  The following persons sent material, comments, criticisms, and/or assisted in some fashion, for which I am most grateful indeed. 
  George T. Albanis 
  Dion Cautrell 
  Jon Creffield 
  Michael B. Duff, IIDavid C. Foster 
  Tom Harrison 
  Nathan Hill 
  Larry D. Hols 
  Wayne Ketner 
  Peter Kirby 
  Patrick Alan McDonald 
  Ben Morley 
  John R. Troy 
  Sarah C. Ninaltowski 
  Matthew Olivia 
  Edward R. Reynolds 
  David Rooke 
  Bojan Zdravkovic 
  Greg Timm 
  Scott and Jennifer Seeber 
  Keith A Smith 
  Isao Takemoto 
  Greg Timm 
  Note that some contributors are shy and their names are not listed, but hints and clues to their identities might be found in 
  Extraordinary Items and/or Powers. 
  At last, the author also gives his thanks to the following individuals who assisted in making the game better through their 
  patience in creating prototypical Avatars, and giving me the benefit of their suggestions. comments, criticisms, and encouragement too 
  through the transition from beta-test version to the current form of the game: 
  Major Conniving, plus Abuse-Taker: Alex Gygax 
  Combat sans Scouting, Grotto Wylf: Luke Gygax 
  Mechanical Strength & Dwarf Metallurgist: Mike Johnston 
  Expert Geourgy & Female Gaming Perspective: Tracy Knapp 
  Game Con-man & Provider of Hardcopy to the Creator: Steve Frank 
  ... and .... 
  Deadhead and Amateur Paleontologist: Dennis Harsh 
  Barbarian-type & former Royal Baker turned Computer Nerd: Keith Lamb 
  (Any resemblance between these names and my group of Lejendary Adventurers is purely intentional:) 
  £bltor' • Note 
  This, then, is the stuff of dreams. . . . 
  Many years ago I was recruited to begin playing the game that was to spawn an entire industry of role 
  playing games. I immediately became enamored with the game and began to tinker with its rules and the rules of other games. That interest in the rules 
  soon became a passion that provided amusement for me month after month and year after year. I found all sorts of new materials in other games, but that 
  first game held a special place on my shelf. 
  Now, years later, I find myself in a similar situation. The man who provided me with that initial rush has designed a new game-and I get to help 
  present it to gamers everywhere. The dreams I entertained years ago when tinkering with that first game are now reality as I tinker with the words for this 
  game. I'm helping create a bit of magic for somebody else. 
  My efforts in the task of creating that magic have involved shaping the game text into a final form that can be used by players of every stripe. 
  Gary created a set of rules that are easily learned and used, but the burden to ensure that the rules are easy to use is mine. If any section of these rules is 
  found to be difficult to understand, if any concept is not fully explained, the fault is mine, and mine alone. I've been given a solid design to polish, and 
  errors in presentation are entirely mine. The list of folks providing support to me is short. but each of these folks is very important and has contributed 
  a great deal to this effort: 
  The Crissy, my much-adored wife-for unfailing support 
  Sir Tristram, my son-for always being ready to play 
  Chris Clark, publisher Extraordinaire-for acting as sounding board and virtual barkeep 
  Here, now, are the rules for a game dedicated to making fun easy to find and share. Take them and use them to create tales of wonder for 
  as many people as possible. Use them to make some magic .... 
  Larry D. Hols, Editor-at-large Crookedface Design, May, 1999 
  • 
  i 
  
  lcjrnbar\1 Abvcttturc TM .9lvatar ~cord Sheet 
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  PLayeR Name-·------ AvaraR Name: -----Race:-----
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  I Copyright~l 999 by Trigee Enterprises Company. All rights reserved. 
  j l.ejendary Adventure™ is a trademark of Trigee Enterprises Company. 
  
  [l--=u __ 
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  Copyright©1999 by Trigee Enterprises Company. All rights reserved. 
  Lejendary Adventure TM is a trademark of Trigee Enterprises Company. 
  
  U-~-=-=--Th_e_L!
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  CopyrightCO 1999 by Trigee Enterprises Company. All rights reserved. 
  Lejendary AdventureTH is a trademark of Trigee Enterprises Company. 
  
  > 
  Amatt~a Kestrdl 
  Kevitt Chapitt 111 
  Dattid Hill Cross 
  Tom Harris0tt 
  Attsd Stewart 
  Cl1ris "Gambit .. Smith 
  Kdllf Doherllf 
  ~ita Glazewski 
  Tom Hams011 
  2300AD (Steve C.) 
  Matt\i thattks to the folks who aibeb 
  5reat1\i itt the correcti0tt of probl¢ms. 
  mittor attb otherwise. throu5hout the 
  vast expattse of this worlb. The list is 
  10tt5 attb surd\i 1 have faileb to r¢mem-
  ber some0tte who· s cotttributi0tts mabe a 
  bifferrnce. Mli apolo5ies attb sittcerest 
  thattks to those who· s ttames were lost. 
  lief took the time to help. 
  Special thattks to the lab\i Nita of 
  f alcottstli5ht for her extra effort at the 
  last mittute for correctitt5 above attb 
  be\iOttb the call of but\i 
  -Al'\iett the Traveller 
  -Dattid L?wis 
  Graphics 
  
  .9l mystic portal 6ec/(gns to you ... Pre.viousfy it ft.aa always ft.overe.a just 6eyona your re.acft. 1 
  tantalizing you witft. tft.e unanswere.a questions of an alternate re.ality. 'l1ie portal ft.as 6een openeaf 
  !R.._icft. vistas gre.et your gaze as you contemplate tft.is new amrension ... tft.is universe 
  of wonaer ana magic. J'l{[ tft.at re.mains is mustering tft.e courage to step tft.rougft. 
  tft.is arcane gateway. ~ceive tft.is tome ana aiscover a fantastic new universe 
  from tft.e limitless imagination of (jary (jyga70 It is time to 6egin tft.e Lejenaary .9laventure.!™ 
  Inside you will find a very special set of fantasy role playing game rules indeed. These are 
  uncomplicated rules providing fast character creation, with possibilities for a near-endless 
  variety of unique Avatar characters that are neither "cookie-cutter" stereotypes nor "know-it-all 
  juggernauts". These are easy rules that grant a thorough understanding of the mechanics of 
  play. They help to facilitate, not merely allow, the imagination and creativity of the Game Master 
  and player alike to take precedence over rules, providing structure, not statute. These rules 
  encompass the extraordinary in a logical and clearly defined manner. And as they do all this, they 
  reflect reality and a logical sort of fantasy that brings the participant past suspension of disbelief 
  into a desire to share in the marvels of experiencing worlds of whimsy, fabulous beasts, and 
  all that is encompassed in the realms of fantastic heroism and adventure. 
  ISBNL- 930377-02 -9 
  I I 52495 
  9 781930 377028 11 
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Gary Gygax Collection/Gary Gygax's Lejendary Adventure (osr)/Lejendary Adventure The Lejendary Rules for all Players.pdf