TEXT: 1 
   
  The Fade Tabletop 
  Advanced Guide 
   
   
  
  2 
   
  Table of Contents 
  Additional Races ................................................................................... 3 
  Age Categories ................................................................................... 27 
  Younger and Older Characters ................................................................. 28 
  Race Types and Half-Breeds .................................................................... 28 
  Enemy Only Races ............................................................................... 29 
  New Class Subtypes .............................................................................. 33 
  New Talents ...................................................................................... 39 
  New Class Abilities ............................................................................... 47 
  More Religions .................................................................................... 56 
  Ancient Languages ............................................................................... 69 
  Other Armor ...................................................................................... 70 
  Weapons ........................................................................................... 71 
  Specific Weapons ................................................................................ 72 
  Legendary Weapons ............................................................................. 73 
  New Weapon Enhancements ................................................................... 74 
  Runes .............................................................................................. 75 
  Weapon Attachments and Gadgets ............................................................ 76 
  Scrolls ............................................................................................. 77 
  Wands ............................................................................................. 77 
  Intelligent Items ................................................................................. 78 
  Cybernetics ....................................................................................... 79 
  Auras Expanded .................................................................................. 80 
  Spells .............................................................................................. 82 
  More Environmental Hazards ................................................................... 88 
  Alternate Rules and Add-on Rules ............................................................. 89 
  Morta IV Specific Content ...................................................................... 93 
  The World of The Fade .......................................................................... 98 
  Copyright ......................................................................................... 112 
   
   
  
  3 
   
  Additional Races 
  Hobgoblin 
  Enemies of the arcane, Hobgoblins are more brutal and savage than their goblin 
  brethren. Their knowledge of magic and its capabilities gives them a good 
  understanding of how to deal with it. Hobgoblins casting magic is blasphemy, and 
  anyone caught doing so is executed on the spot. 
  Physical Description: Hobgoblins have stringy black hair, eyes which are red, orange, 
  or yellow. They stand slightly taller than regular Goblins, and are much pudgier. 
  Hobgoblins tend to get covered in scars due to their constant fights. 
  Most Common Alignment: Hobgoblins have very little regard for the wellbeing of 
  others, making them more commonly Unholy Disorder. The few who do rebel against 
  this are executed by their society as punishment for going against the norm. 
  Most Common Class: Due to their hatred for arcane magic and their natural 
  resistance towards it; Hobgoblins are commonly Warlords, Heisters, or even 
  Marksmen. 
  Most Common Deity: Some Hobgoblins worship Bill due to his status as the god of 
  war, however the majority prefer to worship warfare itself. 
  Rarity: Hobgoblins are common so long as the Goblins which they spawn from are also 
  common. 
  Planet of Origin: Goblinian. 
   
  Hobgoblin Abilities 
   +2 to Endurance and Resistance. 
   30 foot land speed. 
   Medium size. 
   Humanoid (Hobgoblin) 
   Proficient with Longswords and Chainsaws. 
   Mage Hatred: +1 to attack and damage against spellcasters. 
   60 ft. Darkvision 
   1 Human Language and Rawn. 
   
   
   
  
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  Gargoyle 
  Tricksters who love to taunt others, the Gargoyle race is incredibly scarce due to their 
  needless recklessness and rather harsh approach towards strangers. Even with foes 
  who are tougher than them, they tend to approach them with a sense of humor and 
  certainty. 
  Physical Description: Gargoyles have skin made from various stones, marbles, and 
  earthy materials, making the Gargoyle are particularly tough. They have no hair, and 
  often have red or green eyes. They have sharp claws adorning their hands, making 
  them particularly deadly enemies. 
  Most Common Alignment: Gargoyles aren’t very fond of the law, but they have no 
  interest in good or evil. They are most commonly Disorderly Neutral.  
  Most Common Class: Gargoyles fill most roles between casters and martial roles, 
  however their best fit is as a Warlord due to their resilience and defensive 
  capabilities. 
  Most Common Deity: Gargoyles are typically atheists. 
  Rarity: Gargoyles are rare due to the near extinction they’ve brought upon 
  themselves. 
  Planet of Origin: Venus. 
   
  Gargoyle Abilities 
   +4 Endurance 
   30 ft. Land Speed and 30 ft. Fly Speed. 
   Medium size. 
   Fey (Gargoyle) 
   2 claw attacks at 1d4 
   Tough Skin: +2 Natural Armor to Defense 
   1 Human Language 
   
   
   
   
   
   
  
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  Centaur 
  Xenophobic Fey with a tendency for being overly hostile towards non Centaur. If not 
  hostile, they approach other races with a healthy dose of skepticism. Orcs, Goblins, 
  and Hobgoblins are their sworn enemies and they make it a point to hunt these three 
  races down to extinction. 
  Physical Description: Centaur are half human half equine, their mane being the same 
  color as their hair. They are as long as a horse with a bit of extra height due to the 
  human half. 
  Most Common Alignment: Centaur, while xenophobic, have a sense of honor and thus 
  are commonly Orderly Neutral. 
  Most Common Class: Centaur make great Warlords or Vim Blades, though they 
  sometimes take up work as Chaplains. 
  Most Common Deity: Centaur tend to worship nature over a single deity. 
  Rarity: Centaur are common where Elves are. 
  Planet of Origin: Venus. 
   
  Centaur Abilities 
   +2 to Strength and Endurance 
   40 ft. Land Speed 
   Large Long (counts as medium for weapons) 
   Fey (Centaur) 
   Racial Hatred: +1 Attack/Damage vs. Goblins, Orcs, and Hobgoblins. 
   Overrun Champion: +2 bonus on Overrun attempts. 
   Naynat 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Tengu 
  Linguists with an Avian appearance, Tengu are sneaky, smart, and bullies. They tend 
  to pick on smaller races and harass them in their younger years. Despite this, more 
  matured Tengu prefer to make friends with their small friends. 
  Physical Description: Tengu resemble a crow with a humanoid body. They are short, 
  thin, and quick. 
  Most Common Alignment: Tengu are sneaky, suspicious, and have a lack of regard for 
  the law. They are commonly True Neutral or Disorderly Neutral. 
  Most Common Class: Tengu make excellent Heisters or magic users who focus in 
  trickery. 
  Most Common Deity: Tengu worship Kayan often, favoring her trickery over the 
  nature of other deities. 
  Rarity: Tengu aren’t uncommon, but those who aren’t slaves or stuck in the slums are 
  rare in non-Tengu societies. 
  Planet of Origin: None. 
   
  Tengu Abilities 
   +2 to Agility and Resistance 
   30 ft. Land Speed. 
   Medium Size 
   Humanoid (Tengu) 
   +2 Stealth and Awareness 
   Bully the Small: +2 Attack vs. small or smaller races. 
   60 ft. Darkvision 
   4 Human Languages and Tengu 
   
   
   
   
   
   
  
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  Kappa 
  Small forest spirits with a bowl of water on their head. This bowl of water must 
  remain filled, as when it isn't filled it causes the Kappa to lose strength gradually. 
  Physical Description: Kappa have bowls of water on the tops of their head, and look 
  like a cross between a frog and a turtle. They are very bulky in stature despite their 
  small size. 
  Most Common Alignment: Kappa like rules and order just as much as they like 
  stealing children into the water. They are commonly Unholy Order. 
  Most Common Class: Kappa make great Heisters, Vim Blades, and Warlords. 
  Most Common Deity: Kappa worship nature itself rather than any single deity. 
  Rarity: Kappa are common so long as the planet they’re on is inhabited by Seafolk. 
  Planet of Origin: None. 
   
  Kappa Abilities 
   +2 to Strength and Luck 
   30 ft. Land Speed, 15 ft. Swim Speed. 
   Small size 
   Humanoid (Kappa) 
   Hard Shell: +2 Natural Armor to Defense 
   Immunity to Water 
   60 ft. Darkvision 
   1 Human Language and Furya 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Half Ghoul 
  Resembling Abominations in their creation, Half Ghouls differ in the fact that their 
  flesh tends to rot regardless if it is being taken care of or not, and the Half Ghoul 
  more often than not smells of rotten meat. Despite their frightening appearance, Half 
  Ghouls aren't always violent. Their need for eating Human flesh is always worrying 
  however. 
  Physical Description: Half Ghouls appear humanoid in appearance, though their skin 
  is partially rotted. Despite looking like a rotted corpse, the Half Ghoul sometimes 
  maintain their human appearance. 
  Most Common Alignment: Half Ghouls don’t like people, and more often than not 
  they see people more as food than anything else. They’re most commonly Unholy 
  Neutrality. 
  Most Common Class: Half Ghouls make exceptional magic users and Heisters. 
  Most Common Deity: Half Ghouls often worship Asnalies. 
  Rarity: Half Ghouls are rare due to their being hunted by humans who wish to not be 
  eaten. 
  Planet of Origin: None. 
   
  Half Ghoul Abilities 
   +2 to Agility and Magic 
   20 ft. Land Speed. 
   Medium Size 
   Humanoid (Half Ghoul and one more) 
   1d4 Bite attack which on a failed DC 14 END save, the foe is paralyzed for 1 
  round. 
   The Hunger: Recover HP when consuming human flesh. 1d8 + 1 per pound of 
  flesh. 
   Healed by Unholy, harmed by Holy. 
   60 ft. Darkvision 
   1 Human Language and Zomn 
   
   
   
   
  
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  Half Ghost 
  Though not completely transparent, Half Ghosts are renowned for their complete lack 
  of color as if they were in an old black and white movie. Half Ghosts are very solemn 
  folk with little regard for themselves let alone others. 
  Physical Description: Half Ghosts look like their human brethren, save that their 
  entire body (save for anything they’re wearing) is monochrome like being in a black 
  and white movie. Despite being Half Ghosts, they are corporeal creatures. 
  Most Common Alignment: Half Ghosts have very little regard for the law or lack 
  thereof, and are mostly True Neutral. 
  Most Common Class: Half Ghosts make great magic users, or Warlord 
  (Knight/Samurai) due to their ability to circumvent spells. 
  Most Common Deity: Half Ghosts are commonly atheists. 
  Rarity: Half Ghosts are incredibly rare. 
  Planet of Origin: None. 
   
  Half Ghost Abilities 
   +4 Resistance 
   15 ft. Land Speed, 30 ft. Fly Speed 
   Medium Size 
   Humanoid (Half Ghost and one more) 
   Magic Avoidance: +2 on Avoid and Saves vs. Spells 
   Healed by Unholy, harmed by Holy. 
   60 ft. Darkvision 
   1 Human Language and Zomn 
   
   
   
   
   
   
   
   
  
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  Half Genie 
  Beautiful and appearing as a near-perfect Human, Half Genie often come from desert 
  areas due to their Genie father’s affinity for deserts. Some folk may not know the 
  difference between the half blood and the full blooded genies, allowing some Half 
  Genie to scam them out of money for fake wishes. 
  Physical Description: Half Genies are tall, rarely overweight, and have hair and eye 
  colors which vary from realistic colors to bright colors 
  Most Common Alignment: Half Genies like playing tricks on people, are disorganized, 
  and prefer to work alone or in small groups. They are often Disorderly Neutral. 
  Most Common Class: Half Genies make great Heisters and Vim Blades. 
  Most Common Deity: Half Genies like to worship Kayan, however Adonai is another 
  favorite in Half Genies raised by humans. Some though not all also worship Putna. 
  Rarity: Half Ghosts are incredibly rare. 
  Planet of Origin: None. 
   
  Half Genie Abilities 
   +4 Luck 
   Humanoid (Half Genie and one more) 
   30 ft. Land speed 
   +2 on Spellcraft and Awareness. 
   Proficiency with Scimitars and Khopesh 
   Elemental Blood: 2/day gain +1d6 damage of a single element on weapon 
  damage for a number of rounds equal to the Half-Genie’s level. 
   2 Human Languages 
   
   
   
   
   
   
   
  
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  Half Lycanthrope 
  Spawning from one of the many types of Lycanthrope out in the wild, Half 
  Lycanthrope live with the ability to take on a lesser version of their parent’s shape-
  shifting, allowing them to become more animalistic. Though not full shifters, some 
  take paths which compliment said shifting abilities. 
  Physical Description: While in their humanoid forms, Half Lycanthropes appear as a 
  regular human save for their stronger builds and larger muscles. In their animalistic 
  form however, they appear as a bipedal version of the animal they represent. 
  Most Common Alignment: Half Lycanthrope are chaotic beings of nature, their 
  sporadic attitude shifts being a turn off for most people. They are commonly 
  Disorderly Neutral. 
  Most Common Class: Half Lycanthropes make excellent Warlords due to their strong 
  builds, and the fact that being a Warlord doesn’t require as much devotion as some 
  other classes. 
  Most Common Deity: Half Lycanthropes are commonly atheists. 
  Rarity: Half Lycanthropes are rare, with a large city having maybe 2 or 3 at one time. 
  Planet of Origin: None. 
   
  Half Lycanthrope Abilities 
   +2 to Strength and Endurance 
   Humanoid (Half Lycanthrope and one more) 
   30 ft. Land Speed 
   Single Natural Attack at 1d4 damage. 
   Animalistic Form: Standard action. Lose the ability to ignite and cast spells, but 
  gain a temporary +2 to Strength and Endurance. This lasts for 1 minute. 
   1 Human Language. 
   
   
   
   
   
   
  
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  Deep One 
  Deep Ones are a race of amphibious humanoids which look like a cross between a 
  human and a fish. They are known for regularly crossbreeding with humans. These 
  Deep One Hybrids function as Humans until Middle Age, in which they become Deep 
  Ones (changing stats accordingly). 
  Physical Description: Deep Ones are short for medium creatures, slightly chubby, and 
  have similar facial features to a fish. They have a single antennae which is upon their 
  forehead. Their scales and eyes vary in color. 
  Most Common Alignment: Deep Ones serve the great Dagon, who is not known for 
  being a particularly kind deity. Deep Ones are more often True Neutral or Disorderly 
  Neutral to align with their deity. 
  Most Common Class: Deep Ones are great when it comes to defenses, their tough 
  scales and shielded mind making them great for martial or magical classes. 
  Most Common Deity: Deep Ones worship Dagon over any other deity. 
  Rarity: Deep Ones, beneath the sea, are common. On land however they are rare the 
  farther one gets from the ocean. 
  Planet of Origin: Unknown (thought to be offspring of Dagon, and thus would reside in 
  his world most commonly). 
   
  Hobgoblin Abilities 
   +2 to Endurance and Resistance 
   Aberration (Deep One) 
   20 ft. Land speed, 40 ft. Swim speed. 
   Immunity to drowning and water. 
   Weakness to electricity. 
   Pathetic Face: +2 Persuasion and Deception checks. 
   1 Human Language and Ano. 
   
   
   
   
   
   
  
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  Minotaur 
  Powerful Half Human, Half Bulls who descended from the original Minotaur named 
  Minos. These large brutes use their overpowering strength to smash down any enemies 
  which may threaten their hordes of Orichalcum. 
  Physical Description: Minotaur stand tall and proud, their head being that of a bull’s 
  while the rest of their body resembles that of a human. The horns atop their head are 
  often decorated with medallions and rings made from Orichalcum, their favored 
  mineral. 
  Most Common Alignment: The Minotaur are brutal, yet have a sense of honor some 
  more savage races lack. They are thus commonly Orderly Neutral. 
  Most Common Class: The Minotaur commonly takes the path of the Warlord choosing 
  to become a Berserker, however others have found comfort with the Heister or other 
  martial choices which take advantage of their strength. 
  Most Common Deity: Minotaur have very few deities they trust, and are thus atheists. 
  Rarity: Minotaur aren’t rare, but they are by no means common creatures. 
  Planet of Origin: Minos is through to come from Earth, however the Minotaur say he 
  comes from elsewhere, another planet far off from Earth’s grasp. 
   
  Minotaur Abilities 
   +4 Strength 
   Humanoid (Monstrous) 
   Large Size 
   20 ft. Land Speed 
   Immunity to Strength damage. 
   Powerful Swing: Count weapon's rolled damage as maximum once per day. 
   1 Human Language and Rawn. 
   
   
   
   
   
   
   
  
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  Einherjar 
  The sprits of warriors of the past, Einherjar adopt the power of spirits in order to fuel 
  their viscous fighting style. Their goal is to fulfill their endless need for battle. 
  Physical Description: Einherjar look the same as the race which they were before 
  dying, save that they have a spectral blue glow about them and bluish gray electricity 
  that sparks around their body. This electricity isn’t harmful, and only shows up when 
  they enter into combat. 
  Most Common Alignment: Einherjar are battle hardened, and love the sounds of 
  battle. Despite this they have a sense of honor that drives them. They are commonly 
  Orderly Neutral. 
  Most Common Class: Einherjar fit into any class, so long as they are able to use their 
  power to fight and kill enemies. Warlord (Berserkers) however are commonly chosen. 
  Most Common Deity: Einherjar commonly worship Norse deities. 
  Rarity: Einherjar are rare warriors. 
  Planet of Origin: Valhalla (Norse heaven-like planet) 
   
  Einherjar Abilities 
   +2 Strength and Resistance 
   Outsider (Einherjar) 
   Medium Size 
   30 ft. Land Speed 
   +4 on saving throws against Psychic spells. 
   Warrior Spirit: Choose one type of Humanoid. Gain a +2 to hit that subtype of 
  humanoid. 
   1 Human Language, Norse, and Rawn. 
   
   
   
   
   
   
   
   
  
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  Lizoid 
  Reptilian humanoids who stand tall and proud, the Lizoids are known for their 
  practice of usurping power in human society and pretending to be humanoids. 
  Physical Description: Lizoids stand at similar heights to a human, their scales are 
  often brown or green and their eyes are often red or yellow with black slits like that 
  of a lizard’s. They wear very little clothing, choosing mostly to just wear armor. 
  Most Common Alignment: Lizoids tend towards Order, however they don’t like battle 
  and tend to avoid conflict. Because of this they are often Neutral. 
  Most Common Class: The Lizoids like becoming Heisters, trying to manipulate the 
  thoughts of others using deception. However, some try to become Preternaturists for 
  the sake of manipulating their targets using Psychic magic. 
  Most Common Deity: Lizoids are often atheists. 
  Rarity: Lizoids are rare creatures. 
  Planet of Origin: T85PL-1 (A legend told by the Lizoid people that they emerged from 
  this planet on a space ship in seek of conquest eons ago.) 
   
  Lizoid Abilities 
   +2 Magic and Luck 
   Humanoid (Lizoid) 
   Medium Size 
   20 ft. Land Speed 
   +1 on all skill checks when dealing with humans. 
   Manipulative: Gain a +4 bonus on Deception and Persuasion checks. 
   2 Human Languages. 
   
   
   
   
   
   
  
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  Lilun 
  Small human-like people similar to dwarves in height, though their build is not as 
  bulky and their personalities tend to be more relaxed. They tend to call upon the 
  powers of luck. 
  Physical Description: Liluns have bodies that resemble humans who are as small as a 
  child. They tend to wear flashy clothes, and have a need for materialism leading to 
  them wearing tons of flashy jewelry. 
  Most Common Alignment: Liluns are funny and charismatic, yet their personalities 
  are often warped by their own materialism. They use the fact that most beings like 
  interactions with them to their advantage, taking up positions of power. Most are 
  Unholy Order. 
  Most Common Class: Nimble and having a good way of words, they do well as Heisters 
  or even Vim Blades. 
  Most Common Deity: The Lilun really only care for money and wealth. Due to this, 
  they worship gods who offer this to them. 
  Rarity: Lilun are incredibly common beings, almost as common as humans. 
  Planet of Origin: Berngulsh (Despair in Dagonra) 
   
  Liluns Abilities 
   +2 Agility and Luck 
   Humanoid (Lilun) 
   Small Size 
   20 ft. Land Speed 
   +2 luck bonus on all saving throws. 
   Don’s Presence: Gain their level as a bonus on Persuasion (Intimidate) checks. 
   Large Hands: Lilun can use weapons one size category larger without penalty 
  up to Large sized weapons while enlarged. 
   1 Human Language and Lilun. 
   
   
   
   
   
   
  
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  Half Satori 
  The byproduct of crossbreeding between pure-blooded Satori and other races. They 
  still possess a minor version of their parent’s mind reading ability. 
  Physical Description: Half Satori bear a mixture of their parent’s physical 
  appearances, though they almost always keep the Satori’s hair and eye color rule. 
  Most Common Alignment: Half Satori adopt the alignment and culture of one of their 
  two parents. If they adopt their Satori heritage they adopt their neutral aspects. 
  Most Common Class: The Half-Satori have more flexibility than a pure blood due to 
  their weaker magical power, and ability to be skilled at a single physical stat. This 
  makes them exceptional at most classes, including but not limited to the Incant 
  Blade. 
  Most Common Deity: Half-Satori worship the deity of their non-Satori heritage 
  usually. 
  Rarity: Half-Satori are a bit more common than full blooded Satori due to 
  crossbreeding, however because most races can’t distinguish between the two, they 
  killed the half-breeds as well. 
  Planet of Origin: Same as Satori. 
   
  Half Satori Abilities 
   +2 to Magic and choose one: Strength, Agility, or Endurance 
   Humanoid (Satori, and one more) 
   Medium Size 
   30 ft. Land Speed 
   Ancestral Hatred: Half-Satori gain a +2 attack and damage vs. humans. 
   Minor Reading: Once per day use Read Thoughts. 
   Darkvision 60 ft. 
   1 Human Language and Sori. 
   
   
   
   
   
   
  
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  Half Neun 
  The already half-breeds of a Human and Nue, their blood ties to their Nue parent is 
  further distanced by another generation (and plenty afterwards, all further 
  incarnations being either Human or Half Neun). 
  Physical Description: The Half Neun still bear the beautiful markings and battle scars 
  their Neun ancestors tended to grow, however beyond that they also grow strange 
  metallic protrusions or glowing tattoos upon their body, a symbol of their Nue blood. 
  Most Common Alignment: The Half Neun often adopt the alignment of their Neun 
  parents, being more inclined towards true Neutrality. 
  Most Common Class: Still lucky though a little more physically able than their Neun 
  ancestors, Half-Neun fit into many roles (though often ones which use their great Luck 
  call out to them). 
  Most Common Deity: Half-Neun like to worship Kayan over any other deity. 
  Rarity: Half-Neun do not live as long as their Neun ancestors, and thus have time to 
  enjoy life, and die happy once they’ve done everything they want to do. Half-Neun 
  spring up from time to time among families randomly, and are thus not very rare. 
  Planet of Origin: Same as Neun. 
   
  Half Neun Abilities 
   +2 to Luck and choose one: Strength, Agility, or Endurance 
   Humanoid (Neun, and one more) 
   Medium Size 
   30 ft. Land Speed 
   Lovely Birthmark: Gain a +1 on either Defense or Resistance saves. 
   Unnatural Mind: Gain Psychic Pretending if the Half-Neun has levels in a non-
  Psychic spellcasting class. If not, gain Battle Luck ignoring the prerequisites. 
   Darkvision 60 ft. 
   1 Human Language and Neu. 
   
   
   
   
  
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  Half Elf 
  Descendants of Elves and other races, these half breeds are not always as hardcore in 
  their beliefs of nature, being more modernized and urban. 
  Physical Description: Half Elves have the same pointed ears as their Elven parents, 
  however they possess pupils like normal humanoids (unless their other parents did not 
  possess them), and other minor differences exist to distinguish them from pure 
  bloods. 
  Most Common Alignment: Due to their more urban lifestyles, Half Elves choose Holy 
  Neutrality more often than not.  
  Most Common Class: Flexible unlike their Elven parents, the Half Elf can fit almost 
  any role particularly well. 
  Most Common Deity: Half Elves worship whatever deity is popular in the city they live 
  in. 
  Rarity: Half Elves are common, and thus plenty exist. Some even exist in areas where 
  Elves do not often visit. 
  Planet of Origin: Unknown which planet was first populated by Elves after leaving 
  Venus. 
   
  Half Elf Abilities 
   +2 to Magic or Resistance, and +2 to Agility or Strength. 
   Humanoid (Elf, and one more) 
   Medium Size 
   30 ft. Land Speed 
   Studious: Half-Elves have a +4 bonus on a single Knowledge skill of their choice. 
   Urban Spell: Spell with radius, burst, or line does not harm unintended targets. 
  This can be used 2/day. 
   Darkvision 60 ft. 
   1 Human Language and Elven. 
   
   
   
   
   
   
  
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  Half Dwarf 
  The descendants of Dwarves, Half Dwarves are treated as lesser beings by their 
  Dwarven ancestors due to their lack of true Dwarven blood. 
  Physical Description: Half Dwarves bear the signs of their Dwarven heritage due to 
  their normally decreased size and fantastic beards. Their roundness is not quite as 
  pronounced as a full blooded Dwarf however, and they lack the guttural harshness of 
  one in their voice. 
  Most Common Alignment: Half Dwarves if in a Dwarven society receive very little in 
  regards to care and attention, causing them to be resentful towards Dwarven kind and 
  making most of them Unholy, however Order codes are still drilled into their minds.  
  Most Common Class: Half Dwarves are just about as physically tough as their Dwarven 
  fathers, however they possess a bit more raw strength than them making them good 
  Warlords and Vim Blades. 
  Most Common Deity: Half Dwarves in Dwarven societies are often atheist. 
  Rarity: Half Dwarves are very uncommon in Dwarven societies, however they are 
  common outside of them, choosing to leave a life of being ostracized. 
  Planet of Origin: Came about after Dwarves populated planets outside of Dratvian. 
   
  Half Dwarf Abilities 
   +2 to Endurance and Strength. 
   Humanoid (Dwarf, and one more) 
   Medium Size 
   20 ft. Land Speed (unaffected by armor). 
   Abused: Half-Dwarves receive a +2 on damage if an enemy has attempted to 
  intimidate them. 
   Mountain Tossing: Gain +4 on damage with thrown weapons, and improvised 
  melee weapons. 
   Darkvision 60 ft. 
   1 Human Language and Dwarven. 
   
   
   
   
   
  
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  Half Orc 
  Half Orcs born through the unhappy and most likely forced union between an Orc and 
  another humanoid. 
  Physical Description: The kin of Orcs have less pronounced tusks than normal, along 
  with having more normal skin colors rather than the common green and brown. Their 
  voices are very harsh sounding, yet not quite to the extent of a full blooded Orc. 
  Most Common Alignment: Half Orcs tend towards True Neutral as they do not wish to 
  bother themselves with the problems of others, and just wish to be left alone. 
  Most Common Class: The kin of Orcs still bear the strength of their ancestors, though 
  they also find their bodies are tougher than normal, making any melee role suitable. 
  Most Common Deity: Half Orcs commonly worship Bill, the god of war. 
  Rarity: Half Orcs are common races, appearing frequently in the desert towns not too 
  far from Orc settlements. 
  Planet of Origin: Came about after Orcs populated planets outside of Borz’a Doran. 
   
  Half Orc Abilities 
   +2 to Endurance and Strength. 
   Humanoid (Orc, and one more) 
   Medium Size 
   30 ft. Land Speed 
   Under the Sun: When fighting at daytime, the Half-Orc gains fast healing 2. 
   Unstoppable Rage: When fighting an enemy who is at least ½ their level or 
  lower, they gain a +5 bonus to attack and damage. 
   Darkvision 60 ft. 
   1 Human Language, Orcish, and Rawn. 
   
   
   
   
   
   
   
   
  
  22 
   
  Half Goblin 
  The less than fortunate descendants of Goblins. Despite their lack of true Goblin 
  blood, their society often ignores their other half and encourages them to only 
  acknowledge their Goblin heritage.  
  Physical Description: Half Goblins, like their full-blooded relatives, are green skinned 
  and have red or even yellow eyes. They aren’t as short as a Goblin though, and their 
  ears are more rounded than pointed. 
  Most Common Alignment: The Half Goblins usually adopt the alignment of the Goblin 
  culture they’re raised in. 
  Most Common Class: A bit more magically capable than their Goblin relatives, they 
  can fit into most agility based roles, or even magic based roles. 
  Most Common Deity: Half Goblins tend to worship Coolington unless their society is of 
  Unholy Goblins. If this is the case, they often give Apollyon reverence. 
  Rarity: Half Goblins are rare because, as the Goblins always say: “It’s literally like a 
  worse version of a Goblin. I mean seriously. What are you doing, breeding bad 
  Goblins?” 
  Planet of Origin: Came about after Goblins populated planets outside of Goblinian. 
   
  Half Goblin Abilities 
   +2 to Magic and Agility. 
   Humanoid (Goblin, and one more) 
   Medium Size 
   40 ft. Land Speed 
   Tricky Strike: Deal +1d4 damage when attacking flat-footed enemies. 
   Unintelligible Bellow: 1/day the Half-Goblin shouts a 15 ft. cone of meme 
  speak. Functions as Coolington’s Brew. Does not affect any Humanoid (Goblin). 
   Darkvision 60 ft. 
   1 Human Language and Goblin. 
   
   
   
   
   
   
  
  23 
   
  Half Gnome 
  Half breeds of an already half-breed race, Half Gnomes exhibit some of the joyful and 
  playful nature of regular Gnomes, however it is very subdued and in selective 
  situations.  
  Physical Description: A Half Gnome stands no taller than a regular Gnome, however 
  they share similar characteristics as a human would save for the fact that their faces 
  are always abnormal shapes, and their voice pitch changes depending on the time of 
  day. 
  Most Common Alignment: Half Gnomes are still cheerful and playful beings, they are 
  often Holy Neutrality. 
  Most Common Class: Due to their Gnomish parent’s innate magic, they are often 
  shielded from harmful magical effects, making them ideal magic users. 
  Most Common Deity: Half Gnomes have very little interest in Religion, however some 
  give reverence to Kayan due to her trickster nature appealing to them. 
  Rarity: Half Gnomes are relatively uncommon, however they aren’t completely 
  unheard of. 
  Planet of Origin: N/A 
   
  Half Gnome Abilities 
   +2 to Resistance and Luck. 
   Humanoid (Gnome, and one more) 
   Small Size 
   20 ft. Land Speed 
   Enemy of the Fey: Deal +2 damage against enemies with the Demon subtype. 
   Sturdy as a Rock: Half-Gnomes gain Earth Resistance 10. 
   1 Human Language, Naynat, and Pront. 
   
   
   
   
   
   
   
  
  24 
   
  Half Ogre 
  The descendants of brutish and unintelligent Ogres, the Half Ogre doesn’t bear their 
  parent’s full size, but they bear an equally twisted mug as their parent’s. 
  Physical Description: Half Ogres are big, and most are described as ugly and repulsive 
  due to their scarred face that is squished together on a head way too big for their 
  facial features. 
  Most Common Alignment: The Half Ogre are normally chased out of towns and cities, 
  and thus have time to brood and hate making them Unholy Neutrality. 
  Most Common Class: Half Ogres do best as Warlords due to their simplistic nature, 
  and the fact that they only require the know-how to pick up and swing a weapon. 
  Most Common Deity: The Half Ogre do not concern themselves with religion, however 
  some have been converted to faiths such as Apollyon’s. 
  Rarity: The Half Ogre are an uncommon bunch due to the lack of a happy union 
  between the parent race and an Ogre. 
  Planet of Origin: Borz’a Doran. 
   
  Half Ogre Abilities 
   +4 to Strength. 
   Humanoid (Ogre, and one more) 
   Large Size 
   20 ft. Land Speed, 20 ft. Climb Speed 
   Overhand Chop: Choose one: +2 to hit with melee weapons, or +2 to damage 
  with melee weapons. 
   Shatter Bones: +4 damage on called shots to a target’s legs or arms. This 
  damage is increased to +8 with a bludgeoning weapon. 
   1 Human Language, and Rawn. 
   
   
   
   
   
   
   
  
  25 
   
  Ga’au 
  Psychic spirits in a human-like form, their entire body appears formless and 
  malleable. It moves like fluid, yet the Ga’au aren’t a liquid of any kind. 
  Physical Description: The Ga’au are a formless mass shaped into a humanoid frame. 
  The color of the Ga’au depends on their mood, and when they talk their entire body 
  lights up with each word spoken. Despite how they look, they are solid. 
  Most Common Alignment: Ga’au can be of any alignment, though most are Neutral. 
  Most Common Class: Ga’au tend to choose Psychic, however some have found 
  comfort in being an Incant Blade (Psiblade), or some even like being Chaplains. 
  Most Common Deity: The Ga’au will worship psychic deities or deities who put great 
  emphasis on controlling and mastering the mind and its powers. 
  Rarity: They are rare due to not all Ga’au manifesting perfectly and some merely 
  fizzling into nothingness. 
  Planet of Origin: Any afterlife. 
   
  Ga’au Abilities 
   +2 to Magic and Resistance. 
   Outsider (Ga’au) 
   Medium Size 
   30 ft. Land Speed, 30 ft. Fly Speed 
   Psychokinetic Affinity: +2 Attack on Psychokinesis spells. 
   Formless: Ga’au are immune to the special effects of called shots, however 
  they are damaged normally. 
   1 Human Language, and Ga’a’ua. 
   
   
   
   
   
   
   
   
  
  26 
   
  Don’rai 
  Known as the ancient arcanists, Don’rai are draconic folk who speak, breath, and live 
  arcane magic. 
  Physical Description: Don’rai have similar features to that of a dragon in a humanoid 
  body, however they also possess a set of leathery spikes in place of hair atop their 
  head. 
  Most Common Alignment: The Don’rai tend to be True Neutral, their focus in the 
  arcane and devotion to magic takes most of their attention, more so than social 
  issues. 
  Most Common Class: Don’rai, being magically inclined, are best suited to be 
  Zauberer. 
  Most Common Deity: The Don’rai tend to worship draconic deities of any kind. 
  Rarity: Though not entirely common, Don’rai are far from being rare. They tend to 
  live in insular communities and stay away from humanoids. 
  Planet of Origin: Berngulsh. 
   
  Don’rai Abilities 
   +4 to Magic 
   Humanoid (Don’rai) 
   Medium Size 
   30 ft. Land Speed 
   Arcane Affinity: Choose one arcane element. The Don’rai gains +2 to attack 
  with spells that use this energy type. 
   Draconic Scales: Don’rai gain a +2 Natural Armor to Defense. In addition to this, 
  they take 10 less damage to the chest and head when a called shot is initiated. 
   1 Human Language, and Dagonra. 
   
   
   
   
   
   
   
  
  27 
   
  Age Categories 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Race Name 
  Young 
  Adult 
  Old 
  Maximum Age 
  Human 
  5-14 
  15-59 
  60-79 
  80 + 1d20 
  Kendari 
  4-12 
  13-102 
  103-159 
  160 + 2d100 
  Shadower 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Angelkin 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Demonkin 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Dragonkin 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Elves 
  20-59 
  60-299 
  300-499 
  500 + 1d4 
  Android 
  Immortal (Ageless) 
  Goblin 
  4-6 
  7-29 
  30-49 
  50 + 1d6 
  Dwarf 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Vampire 
  Immortal (Ageless) 
  Orc 
  5-10 
  11-29 
  30-39 
  40 + 1d10 
  Satori 
  25-499 
  500-5,999 
  6,000-19,999 
  20,000 + 10d100 
  Neun 
  25-499 
  500-5,999 
  6,000-19,999 
  20,000 + 10d100 
  Fairy 
  2-3 
  4-5 
  6-9 
  10 + 1d8 
  Abomination 
  4-10 
  11-20 
  21-39 
  40 + 2d8 
  Elementalkin 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Seafolk 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Youkai 
  Immortal (Ageless) 
  Dhampyr 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Gnome 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Loptyn 
  20-59 
  60-299 
  300-499 
  500 + 1d4 
  Abat 
  20-59 
  60-299 
  300-499 
  500 + 1d4 
  Mi-Go 
  Immortal (Ageless) 
  Clone 
  As base creature 
  Sustinere 
  5-10 
  11-29 
  30-39 
  40 + 1d10 
  Hobgoblin 
  4-6 
  7-29 
  30-49 
  50 + 1d6 
  Centaur 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Gargoyle 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Minotaur 
  5-13 
  14-159 
  160-259 
  260 + 1d20 
  Half Lycanthrope 
  5-10 
  11-29 
  30-39 
  40 + 1d10 
  Half Ghost 
  9-17 
  18-93 
  94-124 
  125 + 1d6 
  Half Ghoul 
  9-17 
  18-93 
  94-124 
  125 + 1d6 
  Half Genie 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Tengu 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Kappa 
  10-40 
  41-109 
  110-219 
  220 + 4d20 
  Deep One 
  5-14 
  15-59 
  Immortal (Ageless) 
  Einherjar 
  Immortal (Ageless) 
  Lizoid 
  5-14 
  15-59 
  60-79 
  80 + 1d20 
  Lilun 
  4-6 
  7-29 
  30-49 
  50 + 1d6 
  Half Satori 
  20-59 
  60-299 
  300-499 
  500 + 1d4 
  Half Neun 
  20-59 
  60-299 
  300-499 
  500 + 1d4 
  Half Elf 
  4-12 
  13-102 
  103-159 
  160 + 2d100 
  Half Dwarf 
  4-12 
  13-102 
  103-159 
  160 + 2d100 
  Half Orc 
  5-10 
  11-29 
  30-39 
  40 + 1d10 
  Half Goblin 
  4-6 
  7-29 
  30-49 
  50 + 1d6 
  Half Gnome 
  4-12 
  13-102 
  103-159 
  160 + 2d100 
  Half Ogre 
  5-10 
  11-29 
  30-39 
  40 + 1d10 
  Ga’au 
  0-1 
  2-5 
  6-9 
  10 + 1d4 
  Donrai 
  4-12 
  13-102 
  103-159 
  160 + 2d100 
  
  28 
   
  Younger and Older Characters 
  Races have different age categories, and some characters may wish to be an older or 
  younger character to gain bonuses/penalties. 
  Playing Young Characters 
  Playing a character who is classified as “Young” receives a -2 Strength and +2 Agility. 
  They don’t take a penalty to their speed, however their size drops by one category. In 
  addition, they gain a +2 bonus on Luck saving throws. 
  Playing Old Characters 
  Playing a character who is classified as “Old” receives a -2 Endurance and +2 Magic. 
  Being old imposes a -5 ft. to their base land speed and a +2 on Resistance saves. 
  Ageless/Immortal Races 
  Some races are listed as being immortal, and thus ageless. Immortality can mean one 
  of a few things as either the immortal isn’t capable of aging (Androids are 
  constructed, and thus can’t grow older, for example), or they are a creature type 
  which does age but can never die of old age, meaning that they more or less choose 
  how they appear to others age-wise (this is the case with Youkai). Some exceptions to 
  these rules exist (such as Vampire and Einherjar who appear as the age of the person 
  they were before dying), in this case they retain any penalties and bonuses from being 
  Young or Old if they apply, and these bonuses stay with that character until otherwise 
  removed. 
  Deep One Hybrids age as humans until they reach 60, in which they are immortal. 
  Race Types and Half-Breeds 
  Some races are half-breeds and thus choose another type to go along with their first 
  type. Due to humanoids only being able to reproduce with other humanoids (unless 
  specifically stated or in special circumstances), the type must be another humanoid’s. 
  Outsiders that aren’t Angels or Demons very rarely are able to cross-breed with 
  humanoids. Dragons are able to cross-breed with humanoids, however Dragonkin are 
  made this way instead of a Half-Elf with Dragon as their other subtype. 
   
   
   
   
   
   
   
  
  29 
   
  Enemy Only Races 
  These races are designed to be used by the GM, and only the GM. These are not 
  designed with players in mind, and it is highly recommended that you do not allow 
  your players to use them. These races can bypass the 25 stat cap. See here for more 
  rules on bypassing the stat cap. 
  Atrocity 
  Crossbreeds between pureblooded angels and demons, an Atrocity is named for its 
  unnatural union and the fact that when born, their minds are torn between light and 
  dark. 
  Physical Description: An Atrocity typically looks more like an angel than they do a 
  demon, however despite their angelic appearance their eyes are always a deep red, 
  and their skin exhibits scales in certain areas, particularly around the face. 
  Most Common Alignment: Atrocities, despite being torn between both light and dark, 
  have a stronger inclination towards the dark because of the demonic blood’s 
  influence. They are typically any Unholy alignment. 
  Most Common Class: Atrocities favor Warlords or Chaplain (Crusaders), though they 
  can fill in almost any martial or magical role well. 
  Most Common Deity: Atrocities do not like any deity, and like to rebel against any 
  potential ruler, preferring to be the ruler themselves. 
  Rarity: Atrocities are incredibly rare. 
  Planet of Origin: None. 
   
  Atrocity Abilities 
   +4 to Strength, Magic, Endurance, and Resistance 
   Outsider (Angel, Demon) 
   Medium Size 
   30 ft. Land Speed, 60 ft. Fly Speed 
   The One: Turns both Holy and Unholy attacks into health, and cannot be 
  damaged by Holy or Unholy attacks. 
   Singularity Strike: 4/day increase a weapon’s critical modifier by 1 as an 
  immediate action (can be done after a critical is confirmed). 
   1 Human Language, Anglic, and Fyra. 
   
   
   
  
  30 
   
  Drakken 
  The original race before the Don’rai, Drakken are immensely powerful dragons which 
  take a humanoid shape. 
  Physical Description: Drakken are similar to Don’rai save that they boast a fierce 
  dragon-like appearance that mimics a single type of dragon. This appearance is 
  coupled with their leathery dragon wings and long tails. They are larger than humans 
  and Don’rai, and usually have red or blue eyes. 
  Most Common Alignment: Drakken are primal beings with an almost animalistic mind. 
  Order does not come to them naturally, however neither do the concepts of Holy and 
  Unholy, following a Neutral lifestyle. 
  Most Common Class: Drakken usually pick a class which best suits their great draconic 
  power, such as Warlords, Zauberer, Incant Blades, and Vim Blades. 
  Most Common Deity: The Drakken worship draconic deities and deities of arcane 
  magic. Very few Drakken like Divine magic. 
  Rarity: Drakken are rare, and commonly found among Don’rai societies as leaders. 
  Planet of Origin: Berngulsh 
   
  Drakken Abilities 
   +6 to Strength and Magic, +4 to Endurance 
   Dragon (Drakken) 
   Large Size 
   20 ft. Land Speed 
   Prince of the Dragons: Drakken have Energy Resistance 5 to all arcane 
  elements. 
   Aura of Elemental Destruction: The Drakken have a 10 ft. aura of a single 
  element of their choice. Enemies in this aura take 1d6 damage of that 
  element. 
   1 Human Language, Dagonra. 
   
   
   
   
   
   
  
  31 
   
  Pashal 
  The infusions of orcs and genies, Pashal have powerful magic and physical strength. 
  Physical Description: The Pashal are tall and fierce like orcs with tusks, however 
  these tusks are often adorned with gemstones which naturally grow from these tusks. 
  These gemstones, when removed from their tusks, rot quickly and can’t be sold. Their 
  skin tones are also either shades of red or blue. 
  Most Common Alignment: Pashal are very honorable and love mining similar to how a 
  Dwarf may (though not to such an extreme). They are commonly Orderly Neutral. 
  Most Common Class: The Pashal prefer classes which help flex their physical 
  strength, however they can stretch their magical potential as well. 
  Most Common Deity: Pashal tend to give reverence to Thor most commonly, however 
  other deities of war, power, or magic get their favor. 
  Rarity: The Pashal are rare save for in Javan where they are prominent. 
  Planet of Origin: Berngulsh 
   
  Pashal Abilities 
   +4 to Strength and Endurance, +2 to Magic and Resistance 
   Humanoid (Pashal) 
   Medium Size 
   30 ft. Land Speed 
   Staying Strike: Once per day upon hitting an enemy with an attack of 
  opportunity, the Pashal can halt the enemies’ movement in addition to 
  damage. 
   Elemental Beam: The Pashal can turn a melee weapon they’re holding shoot a 
  60 ft. line which deals a single arcane energy type except force. This cannot 
  critically hit, and the enemy is allowed a Reflex Save (DC 10 + ½ Level + Magic 
  modifier). On a successful save, the enemy only takes half damage. 
   1 Human Language, Orcish, Rawn. 
   
   
   
   
   
   
  
  32 
   
  Merninghart 
  Dwellers from deep space who engage in space combat often, their ability to survive 
  in the void of space giving maneuverability which allows them to take down starships. 
  Physical Description: Merninghart have tall and slim frames with mouths that are 
  stitched closed, and eyes that are milky white despite the fact that they aren’t blind. 
  Their fingers can be extended in order to manipulate objects from afar. 
  Most Common Alignment: The Merninghart prefers to stay on the Neutral spectrum so 
  they can stay close to the deity they wish to appease, but just far enough to not be a 
  cultist of said deity. 
  Most Common Class: Though they have very agile physiques, Merningharts prefer to 
  be Chaplains of the deity they wish to appease. 
  Most Common Deity: Merninghart typically pick Outer Gods or deities which have 
  dark intentions. They choose these deities in order to appease them and make sure 
  they don’t cause harm to the rest of the universe. The most common deities are: 
  Dagon, The Baron of Darkness, Banadar Arkenach, or Malaki. 
  Rarity: Merninghart are common out in the outskirts of space. 
  Planet of Origin: Broan (Left the planet long ago) 
   
  Merninghart Abilities 
   +8 to Agility, +2 to Endurance and Luck. 
   Humanoid (Merninghart) 
   Medium Size 
   30 ft. Land Speed 
   Ray of Suffocation: The Merninghart can fire a ray within 30 ft. that suffocates 
  an enemy on a failed END save (DC 10 + ½ Level + END modifier). 
   Void Survival: The Merninghart can survive in space. 
   Outer Expansion: When out in space, the Merninghart grows to Large size. 
   1 Human Language, Orcish, Rawn. 
   
   
   
   
   
   
  
  33 
   
  New Class Subtypes 
  The following are new subtypes for existing classes. 
  Warlord (Mage Killer) 
  Trained in the art of killing mages, these warriors take great pleasure in dealing pain 
  to those who cast magic. 
  First Awakening 
  When adjacent to a spellcaster attempting to cast a simple spell, the spell provokes 
  regardless, however this attack doesn’t stop the spell unless it kills the caster. 
  Second Awakening 
  The mage killer trains themselves to kill those who cast spells harder. They gain a 
  bonus to attack and damage against spellcasters equal to ½ Warlord level + ½ Luck 
  modifier. 
  True Awakening 
  Mage killer’s gain a bonus to damage against a spellcaster being attacked equal to the 
  spellcaster’s level + the spellcaster’s magic bonus. 
  Heister (Knife Master) 
  Masters with the deadly blades of a knife, they make use of an otherwise 
  unconventional weapon on the battlefield, turning them into deadlier weapons. 
  Knife Finesse 
  At 1st level the Heister must choose a dagger, kukri, or Sai. They deal full Agility 
  modifier on damage with this weapon. It cannot be changed later 
  At 5th level and every 5 levels thereafter, they increase the damage dice of the 
  chosen knife-type weapon by one step. See the chart to the right. 
  Knife Damage 
  When attacking with their chosen weapon, they gain a bonus to damage. This bonus 
  starts at +1 at 3rd level, and increases by +1 for every 3 levels thereafter (to a 
  maximum of +10 at 30th level). 
  First Awakening 
  As part of an initiative roll, the Knife Master can draw their weapon(s). 
  Second Awakening 
  When attacking with their chosen weapon, add Luck modifier to hit. This bonus is 
  forgone if the Knife Master is two-weapon fighting. 
  Unchained Awakening 
  Three times per day, deal damage with daggers as if they were a size category 
  larger (maximum of 3d6 at 30th level). This lasts for Luck modifier rounds. 
  Damage 
  Dice Chart 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  1d10 
  2d6 
  2d8 
  3d6 
  3d8 
  4d6 
  4d8 
  6d6 
  6d8 
  8d6 
  8d8 
  12d6 
  12d8 
  16d8 
  
  34 
   
  Marksman (Thrown Master) 
  A master at using thrown weapons, their name is self-explanatory as to where their 
  skills lie and due to their normally accurate nature, this makes them extraordinarily 
  deadly. 
  Weapons and Armor Proficiency 
  Thrown masters gain proficiency in all simple weapons and thrown weapons. In 
  addition to this they’re also proficient with all types of armor and shields (except for 
  tower shields). 
  Tossing Shot 
  Unrivaled shot’s bonus only applies to thrown weapons. 
  Wall Walk 
  Instead of their tree speed applying to trees, it applies to the walls of buildings such 
  as houses, city buildings, and other surfaces that would count as a wall. This doesn’t 
  include cave walls. 
  Rebounding Throw 
  Taking a full-round action, the thrown master can make an attack against a single 
  person in their range. If it hits that person, the attack deals its damage as normal and 
  bounces off of the person to hit another target within the weapon’s range, using the 
  target it hit as the center point for its range. Upon hitting the second target, this 
  attack deals ½ damage and stops being able to rebound. This ability is gained in place 
  of Eagle Eye. At every 3 levels after 3rd, the thrown master can bounce the weapon 
  off of an additional target. The last target of the rebounding throw is always dealt 
  half damage while the rest are dealt full damage. 
  Third Awakening 
  Tossing two thrown weapons at the enemy with but one hand, the thrown master can 
  make a full-round attack enabling them to throw up to a number of thrown weapons 
  at the enemy equal to their Agility modifier. If they do not have sufficient 
  ammunition to meet their Agility modifier, the attack ends. This can be used a 
  number of times per day equal to 1 + ½ Agility modifier. 
   
   
   
   
   
  
  35 
   
  Marksman (Scout) 
  Crafty and stealthy, these infiltrators are used to enter undetected before unleashing 
  their barrage of death upon all enemies in sight. 
  Weapons and Armor Proficiency 
  Scouts are proficient in all simple and martial weapons along with light armor and the 
  buckler. 
  Scout Training 
  Unrivaled shot’s bonus applies to stealth checks and attack/damage rolls against 
  those they use their “Scout Designation” ability against. 
  Scout Designation 
  Instead of eagle eye, a scout gains the ability to designate an enemy within 30 ft. of 
  them. That designated enemy is considered the scout’s rival until either are dead, or 
  until the scout has slept. While designated the scout gains their scout training as a 
  bonus to damage against that single enemy. 
  Unchained Awakening 
  Scouts are naturally light on their feet, and thus gain a +4 to Defense and Dodge. This 
  bonus is doubled against the scout’s designated enemy. 
  True Awakening 
  When a scout is in stealth, they can attack a single enemy who has not noticed them. 
  This attack is resolved as a critical hit which deals maximum damage to the enemy 
  and bypasses DR. This doesn’t work against enemies whose level is equal/higher than 
  the scout’s. 
  Desperado (Sniper) 
  Able to fire weapons at incredible ranges beyond their normal capabilities, the sniper 
  is best suited to the backlines of a battlefield. 
  Gun Tricks 
  At 1st level the sniper increases the range of any firearms they wield by +10 ft. This 
  increases by +10 at 11th level and 21st level. 
  At 11th level the sniper can focus their aim before taking a shot. Spending a move 
  action, the sniper can enter a state of focus, and everything appears to slow down 
  around them. They receive a +4 to hit and +2 to damage for every round they remain 
  in this focus (a move action every round thereafter) to a maximum of +12 hit and +10 
  damage. 
  At 21st level the sniper has the skill to line up a shot even from far away. Twice per 
  day the sniper can negate the penalties from shooting outside of their weapon’s 
  range. 
  
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  Accurate 
  At 2nd level and every 4 levels thereafter the sniper gains a +1 bonus to their attack 
  rolls with firearms. This replaces Agile. 
  First Awakening 
  The sniper gains a +1 to their Defense and Avoid, and a +1 on Agility and Luck saving 
  throws. 
  Third Awakening 
  The sniper can drop prone and stand up from prone both as free actions, instead of it 
  being a move action. 
  Heroic Awakening 
  Snipers gain their luck modifier onto the range of their weapon (rounded to the 
  nearest 5 ft. increment). Example: A sniper with +8 luck gains a +5 ft. to their 
  weapon’s range. 
  Desperado (Pirate) 
  Sea-faring brigands who ransack enemy ships and utilize firearms and melee weapons 
  in order to strike fear into their enemies. 
  Weapon Proficiency 
  Pirates are proficient with firearms, light and one-handed simple and martial 
  weapons. 
  Sword and Pistol Training 
  This functions as the standard Gun Training, however they also gain +½ agility to 
  damage on light weapons, scimitars, and rapiers. 
  Vim Blade (Distant Brutalizer) 
  Focusing on long range combat over up front martial combat, these warriors have a 
  powerful ranged weapon at their disposal instead of a large blade. 
  Weapon and Armor Proficiency 
  Distant Brutalizers are proficient with one of the three following weapons listed 
  below, and cannot receive proficiency in the weapons not chosen. In addition, they 
  are only proficient with light armor. 
  Name 
  Price 
  Damage 
  Critical 
  Range 
  Weight 
  Type 
  Special 
  Vim Bow 
  1,000 G 
  1d8 
  x3 
  100 ft. 
  8 lbs. 
  P 
  Cartridge Slot: 1 
  Vim Gun 
  1,000 G 
  1d10 
  x4 
  40 ft. 
  12 lbs. 
  B & P 
  Cartridge Slot: 1 
  Vim Crossbow 
  1,000 G 
  1d12 
  19-20/x2 
  60 ft. 
  10 lbs. 
  P 
  Cartridge Slot: 2 
   
  
  37 
   
  Focused Blast 
  As Razor Edge but as a ranged attack. The ranged attack uses double Luck modifier on 
  damage instead of Strength. 
  Edge Technique 
  The following edge techniques still work with this subtype: Blunt Edge, Cooling Edge, 
  Damning Edge, Deadly Edge, Dematerializing Edge, Edgy Edge, Irradiated Edge, 
  Staying Edge, Weakening Edge (+Improved), Splashing Edge, Soul Edge (+Improved), 
  Overdrive Edge, Takedown Edge, I Don’t Like You Edge, Nothing Personnel Edge, 
  Piercing Edge, Suggestive Edge, and From Another Time, Another Lazy Edge. 
  Second Awakening 
  The Distant Brutalizer gains a +4 to hit when wielding their chosen ranged weapon. In 
  addition to this, when wearing light armor, they gain +4 Avoid. 
  Unchained Awakening 
  Instead of increasing the bonus to hit and gaining Luck to Avoid in place of Agility, 
  they gain their Luck as a bonus to Avoid on top of Agility. 
  Warlord (Armor Master) 
  Skilled in heavy defensive actions, these warriors don’t focus so much on attacking 
  and more so on defending. 
  Defensive Training 
  The armor master, instead of gaining the +1 attack/damage from weapon training, 
  gains DR that starts at 1 and increases as according to the weapon training ability. 
  This ability starts at DR/Steel at 1st level, increases to DR/Magic at 11th level, 
  DR/Silver at 21st level, DR/Adamantine at 25th level, and finally DR/- at 30th level. 
  This DR is only applied while the armor master is wearing armor. If he is wearing light 
  armor, the DR is halved (minimum of 1). 
  Warlord (Imprinted Arm) 
  Champions of battle with an arm that morphs into a strange claw, spike, or protrusion 
  that is used to attack people. 
  Warlords of the Imprinted Arm subtype have 12 Hit Points per level. 
  Armor Proficiency 
  The imprinted arm is not proficient with armor, and is unable to wear armor due to 
  their imprint arm morphing their body and taking up too much space to work well 
  with armor. 
   
  
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  Imprint Arm 
  The imprint arm improves their unarmed strikes instead of 
  gaining bonuses to defense and avoid from armor training. 
  These increases in damage dice are as follows in the table.  
  First Awakening 
  The imprinted arm uses their brute force to solve many 
  situations. They can add a bonus to their damage equal to their 
  Endurance modifier once per day. 
  Third Awakening 
  The imprinted arm’s has increased stamina, granting them 
  another 30 HP.  
  Heroic Awakening 
  Due to the imprinted arm’s great immune system, they become immune to poison, 
  disease, fatigue, and exhaustion. 
  True Awakening 
  The strength of the imprinted arm cannot be rivaled. They gain an additional amount 
  of bonus HP equal to their Strength and Endurance scores doubled. 
  Incant Blade (Techo Blade) 
  Amalgams who use the power of Technomancy to their whims alongside engaging in 
  combat. 
  Technomancy 
  The techno blade chooses a weapon in their position when preparing for spells. This 
  weapon gains a holographic interface which allows them to cast spells, functioning as 
  the Spell Grafter’s Spell Phone. This does not replace any class abilities, but alters 
  how spellcasting functions. 
  Technostrike 
  Instead of Spellstrike, the techno blade can infuse their weapon with the essence of 
  Technomancy. The strike deals double damage to constructs and vehicles, otherwise 
  it deals 1d6 of electricity damage per level. At level 20 this increases to d8s. 
  Minor Grafting 
  The techno blade gains a new spell at every even level, except that these bonus spells 
  can be acquired from any spell list. When acquired, the spell’s time becomes arcane 
  when cast by the techno blade. This replaces the Mix Talents. 
   
   
  Armor Training 
  Bonus 
  Damage Dice 
  +1 
  1d4 
  +2 
  1d6 
  +3 
  1d8 
  +4 
  1d10 
  +5 
  1d12 
  +6 
  2d6 
  +7 
  2d8 
  +8 
  2d10 
  +10 
  2d12 
  
  39 
   
  New Talents 
  The following are new talents available for characters of various types of classes. 
  Talents 
  Name 
  Prerequisites 
  Description 
  Spark of Magic 
  Class without spellcasting, 
  MAG 8 
  Gain the use of a single 1st level arcane, divine, or 
  psychic spell. 
  Powerful Blast 
  Marksman Level 10 
  As a full-round attack, roll dice as if it had been a 
  critical hit for a single attack. 
  Endure the Elements 
  Endurance 10 
  Gain Resistance 5 in either Fire or Water. This can 
  be taken again, gaining the other element. 
  Combat Mastery 
  Strength or Agility 25, Level 
  20 
  Upon doing damage, they reroll 1s and 2s on their 
  damage rolls. In addition to this, they can re-roll a 
  1 on an attack roll once per day. 
  Skull Bash 
  Strength 12, Power Strike 
  When targeting a head with a bludgeoning weapon, 
  deal an additional +4 damage. 
  Righteous Resistance 
  Luck 8, Chaplain (Crusader) 
  Gain their Luck modifier as a bonus to saving 
  throws. On Luck saves, the modifier is doubled. 
  Trained in Killing 
  Heister Level 5 
  When flanking an opponent, deal +2d6 damage and 
  double bonus to attack when flanking. 
  Unstable Spell 
  Spellcaster Level 5 
  When casting a complex spell, roll a 1d%. On a 1-75 
  the spell fails, but on a 76-100 it is cast as a simple 
  spell instead. 
  Improved Unstable Spell 
  Spellcaster Level 10 
  The chance of the spell becoming simple is 
  increased so on a 1-50 the spell fails, but on a     51-
  100 it casts as a simple spell instead. 
  Blazing Spirit 
  Magic 10, Attack Bonus +4 
  As a standard action, activate Blazing Spirit. For 8 
  rounds, gain Magic instead of Strength on melee 
  attack and damage rolls.  This can be used once per 
  combat. 
  Only the Tip 
  Heister Level 19 
  Deal +4 damage with piercing weapons or change a 
  non-piercing weapon into a piercing weapon. If the 
  weapon is being changed to piercing, it doesn’t gain 
  the damage bonus. 
  In the Shadows 
  Heister Level 7 
  Gain a +4 bonus to Stealth while in an area of 
  darkness. 
  Heroic Style 
  Unarmed Training or Weapon 
  Focus (Unarmed Strike) 
  Enemies struck by Unarmed Strike take +d6 points 
  of fire, electricity, or water damage. The amount 
  of d6 is equal to ½ their level. 
  Scottish Style 
  Weapon Focus (Lochaber 
  Axe) 
  When making a Sunder attempt, deal damage as if 
  it were a critical hit. 
  Dual Smallsword Style 
  Weapon Focus (Smallsword), 
  AGI 10 
  When wielding smallswords as part of two-weapon 
  fighting, reduce the penalties imposed from two-
  weapon fighting by 1. 
  
  40 
   
  Gladiatorial Style 
  Weapon Focus (Gladius) 
  When wielding a gladius and any shield, gain a +2 
  to attack, defense, and a +10 ft. land speed. 
  Stationary Style 
  — 
   
  When standing still, use a move action to gain a 
  bonus to Defense equal to +½ level (minimum 1). 
  Hell Style 
  Worships Apollyon, Attack 
  Bonus +4 
  When using a Trident, Morningstar, or Flail, they 
  gain +2d6 fire damage and deal +4 damage on a 
  critical hit. 
  Heaven Style 
  Worships Adonai, Attack Bonus 
  +4 
  When using a Greatsword, Longsword, or Bec De 
  Corbin, they gain +2d6 holy damage and deal +4 
  damage on a critical hit. 
  Spell Focus 
  Spellcaster 3rd level 
  Choose a single spell the caster can cast. They can 
  cast this spell an additional number of times per 
  day equal to ½ their Magic modifier. 
  Inspiration 
  10 Ranks in 2 Knowledge skills 
  This character gains an inspiration pool equal to 
  their Luck modifier + 3. This pool can be spent to 
  gain additional d6 on their Knowledge check (the 
  maximum amount of d6 is equal to their ½ their 
  level). 
  Improved Inspiration 
  20 Ranks in 2 Knowledge skills 
  The inspiration pool can be used on Linguistics, 
  Spellcraft, Use Computers, and Use Magic Device. 
  Greatest Inspiration 
  30 Ranks in 2 Knowledge skills 
  The inspiration pool can also be used on Awareness, 
  Deception, Heal, Persuasion, and Stealth. 
  Peacekeeper 
  Resistance 10, Level 3 
  Take a -5 to damage rolls, and whenever you are 
  healed you recover 5 more HP. When at full HP, 
  gain a +2 to Defense and Avoid. 
  Broad Savior 
  Savior 
  Gain Savior bonus on a different saving throw. 
  Improved Broad Savior 
  So Much Savior-ing 
  Gain Savior bonus on a 3rd saving throw. 
  Overhand Smash 
  Weapon Specialization 
  (Bludgeoning Weapon) 
  Deal damage with the bludgeoning weapon as if it 
  were 2 sizes larger. (Ex: Halberd goes from 1d10 to 
  2d8 damage). This is a full-round action. 
  Guard Stance 
  — 
  Take damage for adjacent ally 2/day. 
  Improved Guard Stance 
  Guard Stance, wearing 
  Medium armor, Level 9 
  Gain +4 uses of Guard Stance, and gain DR 2/- for 
  the purpose of using Guard Stance. 
  Greater Guard Stance 
  Improved Guard Stance, 
  wearing Heavy armor, Level 
  17 
  Gain +6 uses of Guard Stance, and gain DR 10/- for 
  the purpose of using Guard Stance, and +30 HP that 
  the enemy must get through when Guard Stance is 
  used. 
  Fabulous Strikes 
  Luck 12, Weapon 
  Specialization (Rapier) 
  Rapier can use Luck in place of Strength or Agility 
  for attack and damage. 
  Improved Lunge 
  Lunge, Level 9 
  Lunge on a full attack action, and take a -4 instead 
  when doing it as a full attack action. 
  Intense Flaming Spell 
  Spellcraft 5 Ranks 
  Fire spell that deals damage is increased by +50% 
  and the DC of the spell is increased by 2. 
  Intense Electricity Spell 
  Spellcraft 5 Ranks 
  Electricity spells that have a radius, line, or burst 
  affect spells adjacent to the target, but deal ½ 
  
  41 
   
  damage on a failed save and no damage on a 
  success. (Ex: A 20 ft. radius has an additional 5 ft. 
  around it that deals ½ damage on a failed save.) 
  Intense Water Spell 
  Spellcraft 5 Ranks 
  Water spell causes target to roll an END save equal 
  to the spell’s regular save or their speed is reduced 
  to 5 ft. for 1 round. 
  Intense Wind Spell 
  Spellcraft 5 Ranks 
  Wind spell causes target to roll an AGI save equal 
  to the spell’s regular save or they are forcibly 
  moved 10 ft. + an amount of feet equal to damage 
  rolled (if any) rounded to the nearest 5 ft. 
  Intense Earth Spell 
  Spellcraft 5 Ranks 
  Earth spell causes the target to roll an END save 
  equal to the spell’s regular save or they take -2 to 
  their Defense and Avoid for 1d4 rounds. 
  Intense Force Spell 
  Spellcraft 5 Ranks 
  Force spell causes the target to make an END save 
  or take 2 points of STR, END, or AGI damage. 
  Intense Corruption Spell 
  Spellcraft 5 Ranks 
  Corruption spell causes the caster to change their 
  alignment to UI if they aren’t already UI. In addition 
  to this, the target makes an END save or takes 4 
  points of RES damage. 
  Loner 
  — 
  Lose the benefits of Igniting, and gain +2 to attack 
  and damage when no allies are within 15 ft. 
  Prodigy 
  Young Character 
  Gain 2 additional spellcasting per day. 
  Long Study 
  Old Character 
  Gain 2 additional spellcasting per day. 
  Lightning Fiend 
  — 
  Gain +1d10 damage when using an electricity 
  attack. 
  Soaring Wind 
  Spellcraft 10 Ranks 
  When using a wind attack spell when flying, roll the 
  damage but do not attack and enemies. Gain the 
  damage rolled (Rounded to nearest 5 ft. increment) 
  onto their fly speed. 
  Flame Jet 
  Spellcraft 3 Ranks 
  Ranged fire spell is converted to a 30 ft. line. 
  Storm Spell 
  Spellcraft 3 Ranks 
  When casting a spell of the electricity or wind 
  descriptor, change the element between the two 
  types. 
  Radical Burst 
  Spellcraft 3 Ranks 
  Spell with a burst will explode color, and enemies 
  need a DC 14 End save or be fascinated. 
  Lasting Strike 
  — 
  1/day when dealing damage, the enemy cannot 
  heal this damage for 24 hours. 
  Philandering 
  Luck 10 
  +4 on Deception and Persuasion. Persuasion, when 
  used to seduce, reduces the DC by 5. 
  Elbow Room 
  — 
  On a 5 ft. Step, move ally one space away from you. 
  Blinding Grenade 
  — 
  Choose to deal ½ damage with a grenade, and 
  instead force the enemy to make a DC 14 END save 
  or be blinded for 2 rounds. 
  
  42 
   
  Lance Focus 
  Weapon Focus (Lance) 
  When charging with a lance while mounted, x1.5 to 
  the damage rolled. 
  Lance Master 
  Lance Focus, Weapon 
  Specialization (Lance) 
  When charging with a lance while mounted, x2 to 
  the damage rolled. While unmounted, x1.5 
  Godslayer Lance 
  Lance Master, Level 30 
  While charging with a lance, all damage dice of the 
  lance are maximized. (This does not include 
  damage dice from Weapon Enhancements or spells, 
  or abilities such as Spellstrike). 
  Half-Sword Adept 
  Martial Weapon Proficiency, 
  Attack Bonus +2 or Warlord 
  Level 3, AGI 8 
  You successfully learn how to grab the blade, and 
  maneuver it between the gaps of armor during 
  combat. Damage dice reduces to 1d6 (type changes 
  to piercing), however the target’s Defense is 
  reduced by ½ AGI modifier for this attack. 
  Pommel Strike 
  Half-Sword Adept, Attack 
  Bonus +2, AGI 11, STR 9 
  By grabbing the blade of the sword, you are able to 
  use it as if it were a clubbing weapon. Damage dice 
  decreases to 1d6 (type changes to bludgeoning). As 
  a standard action you can do a strike with this 
  ability, causing the target to make an Endurance 
  Save (DC 10 + Strength Modifier) or be staggered for 
  2 rounds. 
  Death Stroke 
  Pommel Strike, Attack Bonus 
  +2 or Warlord Level 8, AGI 
  14, STR 14 
  By learning the proper strokes and stabs with your 
  half-sword style, you manage to deal quick 
  punishment to your enemies. Damage die is reduces 
  to 1d6 (type changes to piercing), if the attack 
  lands you deal a number of bleed damage equal to 
  ½ your Strength modifier. 
  Study Hard 
  Human, 1st level only 
  Gain an additional 4 skill ranks. 
  Blood of Another 
  Human, 1st level only 
  Count as another race for the sake prerequisites. 
  This race must be chosen when the talent is picked. 
  Demoiselle 
  Neun, Female 
  When igniting with a male ally, the stat bonus is 
  increased by 1. 
  Protective 
  Neun, Male 
  When igniting with a female ally, the stat bonus is 
  increased by 1. 
  Eye of the Seer 
  Satori 
  Gain a +4 bonus on Awareness. Spending a use of 
  Third Eye increases this bonus to a +8 for 1 round. 
  Psi-Eye 
  Satori 
  Spend a use of Third Eye to increase the amount 
  damage dice of a psychic spell being cast. 
  Phrenic Gun 
  Satori 
  Spend a use of Third Eye to automatically confirm 
  a critical hit with a firearm. 
  The Best 
  Goblin 
  Gain a +1 hit/damage against non-Goblins. 
  Weeaboo Hunter 
  Goblin 
  Gain +2 to hit against enemies who are not native 
  to a Japanese-style culture, yet they have eastern 
  equipment, speak Japanese, or love anime way too 
  much. 
  
  43 
   
  Artificial Blood 
  Android, 1st level only 
  Gain Electricity and Poison Immunity, however  lose 
  Endurance score (thus losing END to HP). 
  Subdermal Plating 
  Android, END 10 
  Gain DR 5/Steel. 
  Hatred of All Magic 
  Hobgoblin 
  Gain +2 attack and damage vs spellcasters. 
  Scars of the Past 
  Hobgoblin 
  Gain +3 HP and +1 on Strength and Endurance saves. 
  Artificial Spirit 
  Clone 
  Able to be healed by Holy healing, but it only has ½ 
  effectiveness. 
  Perfect Replica 
  Clone, 1st level only 
  Gain the ability which was swapped out in place of 
  Manufactured. 
  DNA of Another 
  Clone, 1st level only 
  Choose another race, and gain a racial ability of 
  that race, and qualify as this race along with the 
  original race chosen for prerequisites. 
  Ghost Half 
  Half Ghost 
  Body regains color, and instead a spectral ‘ghost 
  half’ follows you around. Gain +10 on Deception 
  checks to disguise as a human when the ghost half 
  chooses to be invisible. 
  Ghost Step 
  Half Ghost, MAG 10 
  When moving in a straight line, the attacks of 
  opportunity against the Half Ghost have a 20% 
  chance of failure. 
  Thievery 
  Tengu 
  +2 on Steal stability attacks, and gain a +2 on 
  stealth checks to pocket items stealthily. 
  Bird Kick 
  Tengu, 1st level only 
  Gain a claw attack using feet that deals 1d4 slashing 
  damage. 
  Flapping Wing-arms 
  Tengu 
  Gain a 15 ft. fly speed (horizontal only). While 
  flying, their arms cannot be used since they are 
  being used to fly. 
  Day Child 
  Vampire 
  Appear as a human when in daylight, and gain a +10 
  Deception checks to disguise as a human in 
  daylight. 
  Sliver of Life 
  Vampire 
  Heal with holy instead of unholy, however healing 
  is halved. 
  Corrupt Blood 
  Kendari 
  When an enemy deals piercing or slashing damage 
  to the Kendari, the enemy takes 1d4 points of 
  corruption damage. This only happens once per 
  round. 
  Pain Strike 
  Kendari 
  When dealing damage to a flat-footed enemy they 
  take an additional number of d6 equal to ¼ the 
  Kendari’s level. 
  Guarding Shadow 
  Shadower, MAG 8 
  Use the Shadower’s shadow as a buckler. 
  Of the Dark 
  Shadower, Resistance 8 
  When in a dark area, the Shadower can spend a 
  swift action to heal a number of HP equal to their 
  level. 
  Bright Halo 
  Angelkin 
  Gain a halo that gives the Angelkin a +2 on 
  Persuasion attempts. 
  
  44 
   
  Evolved Angel 
  Angelkin Level 15 
  Gain the full-blooded angel stats, as well as an 
  additional +2 Mag/Res. Gain 2 more uses of 
  Demonic Hatred. 
  Fiendish Horns 
  Demonkin 
  Gain a gore natural attack that deals 1d6 points of 
  piercing damage. 
  Evolved Demon 
  Demonkin Level 15 
  Gain the full-blooded demon stats, as well as an 
  additional +2 Str/End. Gain 2 more uses of Angelic 
  Hatred. 
  Dragon’s Fury 
  Dragonkin 
  When taking damage, 1/day gain a +2 Str/End for a 
  number of rounds equal to ½ level. 
  Dragon Rage 
  Dragonkin 
  Gain a bite and claw attack, both at 1d4. 
  Keen Senses 
  Elves 
  Gain a +2 bonus on all Awareness checks. 
  Handy With A Bow 
  Elves 
  Instead of rolling, an Elf can choose to take average 
  damage with their bow (4 on a 1d8). This must be 
  done before rolling the damage dice. 
  Tough As Rock 
  Dwarf 
  The Dwarf gains a +2 on Fortitude checks and +2 on 
  Endurance saves. 
  Hard Hat? More Like 
  Hard Head 
  Dwarf 
  The Dwarf gains a ram attack with their skull that 
  deals 1d4 points of bludgeoning damage. 
  War Cry 
  Orc 
  Allies within 15 ft. gain +2 Defense against melee 
  attacks. 
  Orc’s Ferocious Toss 
  Orc 
  Gain 3 additional uses of Strong Throw, and damage 
  calculated when throwing two-handed weapons is 
  calculated as if they’re being wielded as a two-
  handed weapon. 
  Bite Sized Fun 
  Fairy, 1st level only 
  The Fairy is instead Tiny sized, and gains a +2 
  Agility and takes a -2 to Strength, and in addition 
  their fly speed increases by 30 ft. 
  Fey Blood 
  Fairy 
  Gain DR 5/Cold Iron 
  Horrific Appearance 
  Abomination 
  Gain a +5 on Persuasion checks to Intimidate, but a 
  -5 on any other type of Persuasion check. 
  Rotten Bite 
  Abomination 
  Gain a bite attack at 1d4. Enemies must make a DC 
  12 END save or take 1 point of bleed damage. 
  Elemental Assault 
  Elementalkin, Spellcraft 5 
  Ranks 
  When casting a spell that deals a specific element 
  of damage, change it to your chosen element as an 
  Elementalkin. 
  Elemental Annihilator 
  Elementalkin 
  Elemental damage is increased by +50% 
  Land Walker 
  Seafolk, 1st level only 
  Land speed increases to 30 ft. while swim speed 
  decreases to 15 ft. 
  Sharp Fins 
  Seafolk 
  Gain a claw attack with their fins that deals 1d6 
  slashing damage. 
  Animal Form 
  Youkai (Animal) 
  Take the form of the animal based the youkai is 
  based upon (no change in size or stats). The youkai 
  
  45 
   
  gains a +20 on Deception checks to convince others 
  they’re this animal. 
  Hardened Skin 
  Youkai (Oni) 
  Gain a +2 natural armor bonus to Defense. 
  Charming Undeath 
  Dhampyr 
  Gain a +2 on Deception and Persuasion checks. 
  Dhampyr Rapier Style 
  Dhampyr 
  When attacking with a Rapier, forgo any bonus to 
  hit and instead add all of it to damage, or vice 
  versa. 
  Unorthodox Block 
  Gnome, Unholy alignment 
  When an ally is within 5 ft. and the Gnome is about 
  to take damage, they can instead force that 
  damage onto their ally. 
  Colorful Melee Strike 
  Gnome 
  Rather than deal damage, the enemy needs to 
  make a DC 15 LUK save or be blinded for 1d4+ ½ 
  LUK modifier rounds. 
  Dark Strike 
  Loptyn 
  When dealing physical damage, once per day 
  change its type to Unholy. 
  Acidic Saliva 
  Loptyn 
  Spend a swift action to drool on a weapon to give it 
  +1d6 Earth damage. 
  Light Strike 
  Abat 
  When dealing physical damage, once per day 
  change its type to Holy. 
  Divine Breath 
  Abat 
  Once per day give an ally 2d6 points of health back. 
  Alien Mind 
  Mi-Go 
  Gain a +4 on Resistance saves vs. psychic spells. 
  Stinging Pierce 
  Mi-Go 
  When dealing piercing damage, deal an additional 
  +1d6 points of damage. This cannot be healed for 
  24 hours. 
  Scars of Battle 
  Sustinere 
  When entering combat, for the first 2 rounds the 
  Sustinere has a +4 Defense and Avoid. 
  Aspect of the Bear 
  Sustinere 
  Gain two claw attacks that deal 1d4 points of 
  slashing damage, and gain +2 Natural Armor to 
  Defense if an attack is done with both of these 
  natural weapons. 
  Swift Rider 
  Centaur 
  When travelling through forests or similar wooded 
  terrain, the Centaur isn’t slowed down by it. 
  Overhead Jump 
  Centaur 
  2/day the Centaur can jump (as if they had a fly 
  speed) with a speed equal to their Strength score 
  rounded to the nearest 5 ft. increment. 
  Stand Still Stealth 
  Gargoyle 
  When standing still, gain a +10 to Stealth. If the 
  Gargoyle is in an environment with statues, they 
  can take a 20. 
  Stoney Demeanor 
  Gargoyle 
  Gain a +4 to Deception checks made to lie. 
  Strength of Minos 
  Minotaur 
  Channeling the strength of their great ancestor 
  Minos, the Minotaur gains a bonus on Strength 
  checks and Strength saves equal to their level. This 
  lasts for 2 rounds and can be used 1/day. 
  
  46 
   
  Overhead Chop 
  Minotaur 
  The Minotaur has the ability to treat a single melee 
  weapon of their choice as one size category larger 
  for the purpose of damage dice. 
  Bestial Ignition 
  Half Lycanthrope 
  Gain the ability to ignite with animals. The animal’s 
  emotion is determined by the GM. 
  Thick Hide 
  Half Lycanthrope 
  Gain +1 Natural Armor to Defense. 
  Great Hunger 
  Half Ghoul 
  When consuming flesh, along with healing the Half 
  Ghoul gains a +2 to STR/AGI for 1d4+1 rounds. 
  Rigid Bite 
  Half Ghoul 
  The Half Ghoul’s paralysis lasts 2 more rounds.  
  Genie Magic 
  Half Genie, MAG 10 
  Gain a 1/day use of each of the following spells: 
  Detect Magic, Rock Shard, and Blood Boil. 
  Elemental Bleeding 
  Half Genie 
  When an enemy deals damage with a slashing or 
  piercing weapon, they take 1d4 points of damage 
  from the Half Genie’s chosen element. 
  Water Spout Bowl 
  Kappa 
  Water spouts from the Kappa’s bowl and can be 
  used as a ranged water attack that deals 1d6 points 
  of damage. This can be done 4/day. 
  Shell Slam 
  Kappa 
  Gain a slam attack that deals 1d6 points of damage, 
  yet knocks the Kappa prone. 
  Fishy Smell 
  Deep One 
  Anyone within 10 ft. of the Deep One must make a 
  DC 14 END save or be sickened for 2 rounds. 
  Human Connection 
  Deep One (formerly Human) 
  Gain a +2 bonus on skill checks made towards those 
  with the Human subtype. 
  Expanded Spirit 
  Einherjar 
  Choose another humanoid subtype for Warrior 
  Spirit. 
  Psychic Weaponry 
  Einherjar 
  When attacking, 1/day the Einherjar can change his 
  weapon’s damage type to Psychokinesis. 
  You See Nothing 
  Lizoid 
  1/day go invisible and gain a +40 on Stealth checks. 
  Natural Disguise 
  Lizoid 
  1/day disguise self with a +40 on the Deception 
  checks to do so. 
  Don’s Influence 
  Lilun Disorder and non-Holy 
  alignment 
  When taking this talent, choose a city the Lilun has 
  lived in. Once a month they can procure up to 100 
  G from the citizens in the town. 
  Sneaky Attack 
  Lilun 
  When dealing damage to flat-footed enemies, deal 
  a number of bonus damage equal to level. 
  Ogre Strength 
  Half Ogre 
  When making a strength check, roll the check twice 
  and take the better result. 
  Ogre Stride 
  Half Ogre, 1st level only 
  Climb speed reduced to 10 ft., land speed becomes 
  30 ft. 
  Psychic Significance 
  Ga’au 
  When casting a Psychic spell, +1 to the DC. 
  Psychic Health 
  Ga’au, 10th level 
  Gain Resistance 10 to Psychokinesis damage. 
  Dragon Scales 
  Don’rai 
  Gain a +1 Natural Armor to Defense. 
  Greater Draconic Scales 
  Don’rai, Dragon Scales 
  Gain an additional +2 Natural Armor to Defense. 
  
  47 
   
  New Class Abilities 
  Deity Specific Favors 
  Name 
  Holy/Unholy 
  Deity 
  Description 
  Divine Punishment 
  Holy 
  Shinda 
  If an enemy refuses to stop their evil actions upon being 
  asked, the Chaplain of Shinda can spend a use of healing 
  touch (or two to move too) to make an attack against the 
  target. 
  Meme Strike 
  Holy 
  Coolington Spend a use of healing touch to apply the effects of 
  Coolington’s brew upon held weapon. This lasts for 1d4+½ 
  Magic bonus rounds. 
  Balanced Healing 
  Holy 
  Adonai 
  Spend two uses of healing touch to remove a single status 
  condition or poison alongside the regular healing. 
  Tried Patience 
  Holy 
  LeBlanc 
  Spend a use of healing touch to impose a -2 to a single 
  enemy in line of sight. This -2 can apply to any 1d20 roll 
  they wish to make within the next 24 hours. The Chaplain 
  must choose when the penalty becomes active, and must 
  decide before the roll is made. 
  The Gift That 
  Keeps Giving 
  Holy 
  St. 
  Nicholas 
  Spend two uses of healing touch to bounce the healing to 
  one ally per ½ the Chaplain’s level. (Ex: A level 4 Chaplain 
  can bounce the healing to 3 allies.) 
  Hero’s Light 
  Holy 
  Tyr 
  Spend a use of healing touch grants self or ally a +2 bonus to 
  a single stat chosen. 
  Knight’s Blessing 
  Holy 
  Malos 
  Spend two uses of healing touch to grant self or ally +2 
  shield bonus to defense. 
  True Healing 
  Holy 
  The Baron 
  of Light 
  Spend a number of uses of healing touch to count as a higher 
  level healing spell. They must have the spell available for 
  them to cast. Each 5 levels = 1 uses (1st level spells can be 
  used this way). 
  Goblin King’s 
  Finesse 
  Holy 
  Rangar 
  So long as the Chaplain has a single use of healing touch, 
  they can add all of their agility to damage with an Estoc. 
  Rising Sun’s Heal 
  Holy 
  Amaterasu So long as the Chaplain has a single use of healing touch, 
  healing spells cast on themselves give +50% more healing. 
  Sturdy Worshipper 
  Holy 
  Barth 
  So long as the Chaplain has a single use of healing touch, 
  they gain a +5 to Stability vs. one type of Stability attack. 
  Holy Chainsaw 
  Holy 
  Samson 
  So long as the Chaplain has a single use of healing touch, 
  they can add all of their strength to damage with a 
  chainsaw. 
  Holy Pistol Fiend 
  Holy 
  Veit 
  Spend a use of healing touch to gain the amount of dice of 
  healing touch (max +15) to damage with pistols. 
  Unstoppable 
  Divinity 
  Holy 
  Larry 
  Spend two uses of healing touch to double defense and avoid 
  for 1 round. This can only be taken at 20th level. 
  Seductive Gaze 
  Both 
  Putna 
  Spend a use of healing touch to gain a bonus to Persuasion 
  equal to the Chaplain’s healing touch dice (max +15). This 
  doubles for Diplomacy checks. 
  
  48 
   
  Diplomat 
  Both 
  Ivan 
  Spend a use of healing touch to gain a bonus to Persuasion 
  equal to the Chaplain’s healing touch dice (max +15). This 
  doubles for Intimidate checks. 
  Woodland Stride 
  Both 
  Drey 
  So long as the Chaplain has a single use of healing touch, 
  they gain Earth Resistance 5. 
  Swift Thievery 
  Both 
  Kayan 
  Spend a use of healing touch to steal a single item not worn 
  that is on an adjacent target. Whether the enemy notices or 
  not is determined by a Stealth roll. 
  Divine Arcana 
  Both 
  Arcana 
  The Chaplain can cast a number of Arcane spells equal to 
  the Chaplains’ healing touch dice (max 15). 
  Farming Power 
  Both 
  Bill 
  Spend a use of healing touch to turn 30 ft. radius around the 
  Chaplain into farmlands. While in these farmlands, the 
  Chaplain gains Regeneration 2. 
  Draconic Scales 
  Both 
  Ghrohak 
  So long as the Chaplain has a single use of healing touch, 
  they gain a natural armor bonus to defense equal to ½ their 
  resistance bonus. 
  Thor’s Strength 
  Both 
  Thor 
  So long as the Chaplain has a single use of healing touch, 
  they gain a +2 bonus to Strength. 
  Machine Innards 
  Both 
  Preservus 
  So long as the Chaplain has a single use of healing touch, 
  they have a 25% chance of negating a critical hit. 
  Brotherhood 
  Both 
  Thasdrik 
  So long as the Chaplain has a single use of healing touch, all 
  Dwarves within 30 ft. (including the Chaplain) gain a +2 to 
  Endurance and +5 on Stability vs. Overrun Stability attacks. 
  Baron of 
  Destruction 
  Unholy 
  Banadar 
  Spend two uses of healing touch and gain a bonus to damage 
  rolls equal to ½ Chaplain’s level. 
  Death’s Door 
  Unholy 
  Asnalies 
  When brought to 0 HP, the Chaplain can spend two uses of 
  healing touch to heal themselves. This can only be triggered 
  once per round. 
  Dirty Strike 
  Unholy 
  Danyries 
  Spend a single use of healing touch to add the healing touch 
  dice onto their next attack roll within 24 hours. This damage 
  is earth damage as it secretes acid. 
  Hellfire Beam 
  Unholy 
  Apollyon 
  Spend two uses of healing touch to create a 10 ft. Radius 
  around self. This radius deals 1d4 fire damage to all enemies 
  inside. This lasts for 1d6+1 rounds. 
  Unholy Deceiver 
  Unholy 
  Avarath 
  Spend a use of healing touch to gain a bonus to Deception 
  equal to the Chaplain’s healing touch dice (max +15). This 
  doubles for bluff checks. 
  Flaming Burst 
  Unholy 
  Takahashi 
  Spend two uses of healing touch to send a blast of fire in a 
  30 ft. radius, dealing the Chaplain’s healing touch damage in 
  damage + ½ their level. 
  Mask of the Spy 
  Unholy 
  Khanra 
  Spend two uses of healing touch to change the Chaplain’s 
  appearance for 1d6+½ level rounds.  
  Destroy Non-
  Machines 
  Unholy 
  T-8B-68 
  Spend two uses of healing touch to deal damage in a 30 ft. 
  radius to all non-constructs, dealing their healing touch in 
  damage + ½ their level.  
  
  49 
   
  Assassin of Dusk 
  Unholy 
  Ira 
  Spend two uses of healing touch to gain a +5 bonus to 
  Stealth, and +20 when in the dark. 
  Tragedy of Murder 
  Unholy 
  Sranta 
  Spend two uses of healing touch to grant all allies in 30 ft. of 
  the Chaplain a +5 bonus to a single attack roll, skill check, 
  or saving throw within the next hour. 
  RAAAGE of Orcs 
  Unholy 
  RAAAAGE 
  So long as the Chaplain has a single use of healing touch, 
  they gain a +4 bonus to Strength, and -2 to Magic. 
  Sea Insanity 
  Unholy 
  Dagon 
  Spend a use of healing touch to negate penalties from 
  insanity, drugs, or poisons. 
  True Blackness 
  Unholy 
  The Baron 
  of 
  Darkness 
  Spend three uses of healing touch to a number of damage 
  equal to his level in d6 instead of his healing touch dice. 
  True Horror  
  Unholy 
  Malaki 
  Spend a use of healing touch. All enemies and allies able to 
  see Malaki must make a Resistance save or take a 50% 
  chance to miss attack rolls and skill checks. The DC is 10 + 
  Chaplain’s number of healing dice + ½ Magic bonus. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  50 
   
  Martial Talents 
  These additional martial talents are available for warlords, incant blades, and classes 
  that gain martial talents. 
  Name 
  Prerequisite 
  Description 
  Combat Wand 
  UMD 5 Ranks 
  Make a UMD check with +5 to the DC. If this new 
  check succeeds, the wand can be done in 
  conjunction with a light or one-handed weapon 
  attack with no penalty. 
  Improved Combat Wand 
  UMD 10 Ranks, Combat 
  Wand 
  Make two attacks out of a full-round attack while 
  using Combat Wand. 
  Greater Combat Wand 
  UMD 20 Ranks, Improved 
  Combat Wand 
  Make three attacks out of a full-round attack while 
  using Combat Wand. 
  Final Combat Wand 
  UMD 30 Ranks, Greater 
  Combat Wand 
  Use all attacks on a full-round attack while using 
  Combat Wand. 
  Out of Body Experience 
  Resistance 12 
  1/day when making a Resistance save, re-roll the 
  saving throw and add the d20 rolled previously as a 
  bonus on the follow up saving throw. 
  Spiritual Resistances 
  Resistance 16, Out of Body 
  Experience 
  Gain 2 additional uses of Out of Body Experience, 
  and spend all 3 uses in order to use it on any save. 
  Linguistic Attack 
  Linguistics 8 Ranks 
  Choose a single language you know. If the enemy is 
  hit by an attack made by you 1/day you can force 
  them to only speak in that language for a number of 
  rounds equal to ½ your level. This prevents them 
  from casting spells unless Draconic is chosen. 
  Dragon Fang 
  MAG 8, Level 3 
  Make a 30 ft. ranged attack. The damage is based on 
  the weapon held, and the type is a single arcane or 
  divine element chosen when this talent is taken. 
  Demon Fang 
  MAG 12, Dragon Fang, 
  Level 5 
  ½ of the damage is the first element chosen, and the 
  other ½ is unholy. You can opt to only use one 
  element instead of splitting the elements. 
  Lion Fang 
  MAG 12, Dragon Fang, 
  Level 5 
  Lower the range to 15 ft. and gain +2 attack and 
  damage. 
  Eagle Fang 
  MAG 12, Dragon Fang, 
  Level 5 
  Increase the range to 60 ft. however take a -2 attack 
  and damage. 
  Viper Fang 
  MAG 12, Dragon Fang, 
  Level 5 
  Attack a single 5 ft. square in reach (Defense of 5). 
  When an enemy steps on this square, spend your 
  attack of opportunity to deal damage. 
  Linnormr Fang 
  MAG 15, Dragon Fang, 
  Level 10 
  Damage dealt bypasses energy resistance despite 
  being an energy type. 
  Axe Kick 
  Improved Unarmed Strike 
  Use two-weapon fighting with your unarmed strike 
  and a manufactured weapon. The unarmed strike has 
  no penalty from two-weapon fighting. 
  Flanking Captain 
  Knowledge (Tactics) 5 
  Ranks 
  When flanking, yourself and your ally can forgo the 
  bonuses granted and treat the enemy as flat-footed. 
  
  51 
   
  Weapon of Fate 
  Luck 25 
  When wielding a single weapon (as chosen by the 
  character), they gain an additional amount of luck 
  re-rolls per day equal to 1/6 level (minimum 1). 
  Alteration of Fate 
  Luck 25 
  When you or an enemy attacking you is rolling a die, 
  choose to change which die they roll (1d4, 1d6, 1d8, 
  1d10, 1d12, 1d20). This expends a use of your luck 
  re-rolls per day. If affecting damage dice, double the 
  uses. 
  Cut Down 
  Weapon Training (Slashing 
  Weapon), Improved Trip 
  Make a move, and make a single attack against an 
  enemy in your range while moving at any point 
  during your move. After damage, roll a trip stability 
  attack. If the trip is successful, the enemy takes 2d6 
  + your Strength mod in damage from the impact. 
  Mind Reader’s 
  Vengeance 
  Satori, Warlord Level 8 
  When making an attack roll, spend a use of the Third 
  Eye to grant a +5 insight bonus to the attack roll. 
  Psychological Warfare 
  Satori, Warlord Level 10 
  Use Third Eye as a swift action to discover the 
  opponent’s deepest and most vile secret, and recite 
  it to them. They must make a Resistance save or be 
  frightened for 1 round. 
  Racial Destruction 
  Half Satori, Unholy 
  alignment, Warlord Level 8 
  Deal additional damage to human enemies equal to 
  ½ the Half Satori’s level. 
  Centaur’s Glory 
  Centaur, Warlord Level 8 
  When dealing damage with a lance, add an 
  additional amount of damage equal to ¼ the 
  Centaur’s strength modifier. This isn’t multiplied on 
  a critical hit. 
  Wall Smash 
  Improved Overrun Talent 
  If the enemy is adjacent to a wall, make an overrun 
  attempt to slam them against the wall, dealing 2d8 
  points of damage + the Warlord’s strength modifier. 
  Bust Through 
  STR 20, END 20, Warlord 
  level 15 
  Make a Strength check against a wall, window, 
  ceiling, door, or floor (DC 25). On a success, they 
  bust through the obstruction, and the shrapnel deals 
  1d4+½ Warlord’s strength modifier to all enemies in 
  a 30 ft. cone. On a failed check, the obstruction is 
  bust through with no shrapnel.  
  Superior Anger 
  Anger Aura, Warlord 
  (Berserker) Level 10 
  When entering a feral rage, ignite with themselves as 
  if they were another person with the anger aura. 
  Flurry of Fists 
  Unarmed Strike 1d8 
  Make an additional attack at a -10 on a full-round 
  attack. 
  Demon Slayer 
  Holy Alignment, Warlord 
  Level 15, Angelkin 
  Gain an additional use of Demonic Hatred. This can 
  be taken multiple times, gaining additional uses. 
  Mask of Hatred 
  Warlord Level 18 
  Gain a mask with intelligence, and can speak a 
  language the wearer can speak. The mask, when 
  worn, possesses the wearer but grants +1 to STR and 
  END or MAG and RES. 
   
  
  52 
   
  Ranged Talents 
  These additional ranged talents are available for the marksman class and classes that 
  gain ranged talents. 
  Name 
  Prerequisite 
  Description 
  Spirit Bow 
  Level 4 
  A bow with the spirit string enhancement gains an 
  amount of free ammunition usable each day equal to 
  the Marksman’s RES score. 
  Exhausted Bow 
  Spirit Bow, Level 16 
  If a spirit bow has no ammunition, the Marksman can 
  take a point of RES damage in order to create 2 more 
  arrows. For each additional point of RES damage, the 
  Marksman gains 2 more arrows. This cannot bring him 
  below 1 RES. 
  Threatening Bow 
  — 
  The Marksman is able to threaten 10 ft. with their 
  bow, and also flank with it. 
  Tendon Shot 
  Level 12 
  On a called shot to the leg, the Marksman can use 
  this ability a number of times per day equal to ½ 
  their Agility modifier. The target, on top of the 
  normal penalties, becomes flat-footed until the 
  Marksman’s next turn. 
  Barbed Arrow 
  AGI 10, Level 8 
  The target takes 1 bleed damage for 1d4+½ Agility 
  modifier rounds. This can be done ½ level times/day. 
  Dastardly Arrow 
  AGI 10, Level 8 
  The arrows used are modified in such a way to stick 
  in the skin, dealing the bow’s minimum damage for 
  1d4 rounds. This can be done ½ level times per day. 
  Crystal Arrow 
  Level 12 
  Once per day on a critical hit, critical modifier is 
  increased by x1. Afterwards, take a -10 to hit for 2 
  rounds. 
  Trick Movement 
  Level 12, Improved 
  Initiative 
  As a swift action, roll an initiative attempt vs the 
  enemies’ stability. If this success, they are flat-
  footed for your next attack(s). This cannot use 
  Initiative Master. 
  Hunter’s Garrote 
  Stealth 20 Ranks 
  2/day use a garrote on an enemy within melee range 
  while the character is in stealth. The enemy must 
  make an END save (DC 10 + ½ level + AGI modifier) or 
  begin to suffocate.  
  Trap Master 
  Knowledge (Wilderness) 12 
  Ranks 
  Gain a +5 bonus to saves against traps, and only take 
  ½ damage from traps. 
  Teleporting Arrow 
  MAG 10, Level 16 
  A number of times per day equal to ½ Magic modifier, 
  they can shoot their arrow through a wall, obstacle, 
  or window (without damaging the obstacle) 
  Damnable Accuracy 
  AGI 20, Level 20 
  Three times per day choose to “take 10” on an attack 
  roll as a full-round action. When doing this, the 
  damage is average as well (1d8+6 would be 10). 
  
  53 
   
  Show Offs 
  These additional show offs are available for desperado and classes that gain show 
  offs. 
  Name 
  Prerequisite 
  Description 
  Gun Spin 
  Intimidate 4 Ranks 
  Making a Persuasion check to Intimidate foes is a 
  swift action so long as they have a firearm on hand. 
  Hand Cannon 
  Level 16 
  Firearm wielded adds an additional damage die while 
  wielded by the Desperado. (1d6 -> 2d6, 1d8 -> 2d8) 
  Lasting Injury 
  — 
  After a damage roll, expend this ability. The enemy 
  damaged takes 1 point of bleed for 1d6+½ luck 
  modifier rounds. 
  Scoundrel’s Luck 
  Luck 15 
  Gain +½ Luck modifier on all saving throws. 
  Grit 
  Luck 10, Level 8 
  Gain a pool of energy equal to ½ their Luck modifier. 
  Points from this pool can be expended to fire their 
  firearm without expending ammo, or to gain a +1 on 
  an Agility or Luck save. 
  Spirit Firearm 
  Magic 10 
  Choose a firearm the Desperado has Gun Training 
  with at 15th level. They can apply Spirit String to 
  this firearm as per the weapon enhancement. They 
  must still subtract ½ the cost of the weapon 
  enhancement when selecting this. 
  Absorbing Benefit 
  Level 20 
  If the Desperado is holding two One-handed firearms 
  and only attacking with one, they can add any 
  benefits from runes or non-metal based 
  enhancements from their off-hand weapon onto the 
  weapon they're attacking with. If the weapon has an 
  enhancement bonus of less than +5, they can use the 
  enhancement bonus from their off-hand weapon and 
  add its enhancement bonus to the main weapon (max 
  of +5). 
  Spinning Chamber Shot 
  Weapon Focus (Revolver), 
  Level 4 
  Once per day roll a d% (2-50 = +5 to hit, 51-99 = +5 
  damage). On a 1 take a -5 to hit and damage, and on 
  a 100 gain a +5 to hit and damage. 
  Gun Toss! 
  Level 8 
  When a firearm runs out of ammunition, as a swift 
  action toss the firearm as an improvised ranged 
  attack (10 ft. range) and deal 1d4+½ Str damage. 
   
   
   
   
   
  
  54 
   
  Zauberer Weaves 
  These additional weaves are available for zauberer and classes that gain weaves. 
  Name 
  Prerequisite 
  Description 
  Mix Elements 
  Magical Aptitude (Two 
  Elements) 
  Choose a spell that deals energy damage. In addition 
  to its normal energy type, it also does another 
  energy type of damage. 
  Rupturing Spell 
  Magical Aptitude 
  (Corruption) 
  If an enemy fails an End save on a spell the Zauberer 
  casts, they take 1 point of End damage as an internal 
  organ ruptures. 
  Distanced Spell 
  Level 15 
  Turn a melee spell into a ranged spell once again. 
  When taken again, gain an additional use. 
  Spell Defense 
  Armor Proficiency 
  When casting spells in an armor they’re proficient 
  with, they do not take the 50% chance of spell 
  failure. 
  Wild Magic 
  Disorder Alignment 
  When casting a spell, there’s a 75% chance of the 
  spell failing, and the other 25% chance is that the 
  spell deals maximum damage. Each time this Weave 
  is taken, the chance of maximizing the damage 
  increases by 5% to a maximum of 95%. 
  Scroll Body-wrappings 
  — 
  Once per day when the caster uses a spell on 
  themselves, this activates the scroll wrapped around 
  the caster’s body. 
  Dual-Wand Fighting 
  Two-Weapon Fighting 
  If both wands have an attack spell which requires an 
  attack roll, they can two-weapon fight with both 
  wands as if both wands were light weapons. 
  Somatic Cybernetics 
  Caster has cybernetic arms When casting a spell that isn’t restricted to only 
  using their words, the caster receives a +2 to the DC 
  of electricity spells. 
  Aura Manipulation 
  — 
  Once per day the caster can alter the appearance of 
  their aura to fool others. In addition to this, they can 
  transform their physical appearance for 1 hour using 
  their Spellcraft check as their Deception check to 
  disguise.  
   
   
   
   
   
   
   
  
  55 
   
  Spellphone Apps 
  At every level the Spellgrafter would gain a Graft Lore, they can instead pick a 
  Spellphone App. 
  Name 
  Prerequisite 
  Description 
  Disguise Function 
  — 
  Expend a spellcasting per day to gain a +10 on 
  Deception checks to disguise self. This lasts for a 
  number of rounds equal to the Spellgrafter’s level. 
  USB Hacking 
  — 
  Expend a spellcasting per day mitigates the bonus to 
  a Use Computer’s DC to hack if the security is Average 
  or below. 
  Talent Grafting 
  — 
  Instead of gaining spells, when this App is chosen, 
  instead gain a new talent. This can be taken multiple 
  times to gain new talents. 
  On Edge 
  — 
  When rolling initiative for combat, instantly heal an 
  amount of HP equal to the initiative roll. If no HP was 
  lost before, this doesn’t do anything. 
  Enhanced Vision 
  — 
  Expend a spellcasting per day to grant +10 Awareness. 
  This lasts for 1d6+½ Magic modifier rounds. 
  Ion Blast 
  Level 6 
  Expend a spellcasting per day to do a blast of electric 
  energy within 30 ft. which targets avoid, and deals a 
  number of d6 in damage equal to the spell’s level. This 
  only harms constructs. 
  Enhanced Hacking 
  USB Hacking, Level 6 
  When using USB Hacking, mitigate the bonus to the 
  Use Computer’s DC for High level security and below. 
  Force Field 
  Armor Proficiency (Light), 
  Level 9 
  Expend a spellcasting per day to increase the 
  effectiveness of armor by coating it in a brief force-
  field. This bonus to the armor’s AB is equal to the 
  spell’s level divided by 6 (max of a +6 to armor’s AB). 
  Laser Blast 
  Ion Blast, Level 12 
  This functions as the Ion Blast, except it deals fire 
  damage and harms non-constructs. It deals ½ damage 
  to constructs. 
  Techno Fury 
  Level 15 
  When using a spell which calls for an attack roll, deal 
  +2d10 more damage of a single arcane element. 
  You Need A Boost 
  Level 18 
  Expend a use of spellcasting per day to give an ally a 
  +4 insight bonus into a single stat for 1d4+1 rounds. 
  Phone Blade 
  Laser Blast, Level 24 
  Choose to use the Ion Blast or Laser Blast Apps as a 
  melee weapon. This adds Magic modifier to damage. 
  Reactionary Spell 
  Level 27 
  Once per day when rolling initiative, cast a single spell 
  on yourself that is not a damaging spell. 
  One With Technology 
  Level 30 
  Gain DR 5/- and when healing from damage, the 
  healing effects are doubled. 
  It’s Fate! 
  Luck 10, Level 21 
  At the start of each day, gain a pool of d6 equal to ½ 
  luck modifier. These d6 can be spent once per round 
  to add the result of the d6 to a single d20 roll. 
  
  56 
   
  More Religions 
  Emissaries: Bill shows up to his followers to 
  offer tactical advice, farming advice, and to 
  mock and humiliate those who doubted his 
  existence. He rarely does so, though some 
  chaplains of his faith receive personal 
  training from him. 
  Personality: Bill was once a brash and 
  uneducated farmer who was known for receiving training from soldiers in order to 
  participate in a battle long ago. He isn’t rude, however he is very gruff and may come 
  off as being uninterested to those who don’t worship him devoutly. 
  Code of Conduct: Chaplains of Bill are not allowed to kill farmers unless the farmer 
  has committed a sin, tarnishing the names of farmers everywhere. In addition, he 
  forbids his worshippers from naming their children Bill unless he ordains it. 
  Uniform: Either the Chaplain must wear armor (light, medium, or heavy) or they must 
  wear typical farming clothes. 
   
  Emissaries: Ivan chooses to come down to his 
  followers as himself dressed neatly in a suit 
  and tie along with a pin placed upon his left 
  breast with the colors of his country proudly 
  displayed. Very rarely does he come down as 
  a bear, and it is only done when he is 
  enraged. 
  Personality: Ivan was a Russian citizen of Heion in the early period of the planet’s 
  development and founding. He learned of Earth’s Russia while curious about his 
  heritage. However, the time that he learned of Russia was around the period of the 
  Soviet Union. On Heion, he started what he called ‘Neo-Russia’ which mimics much of 
  the Soviet Union’s policies and practices. He is a polite and understanding man, 
  though devoted to his work to the point that he may come off as harsh or dismissive. 
  Code of Conduct: Chaplains of Ivan must swear their loyalty to Russia, unless they are 
  from another country, in which they must swear to make their own country an ally of 
  Russia’s if it isn’t already. Defacing a Russian flag often leads to death. 
  Uniform: Chaplains of Ivan must wear the colors of Russia on them in some way shape 
  or form. Defacing these colors, unless damaged in battle, is punishable by flogging. 
   
   
  Name 
  Bill 
  Alignment 
  Disorderly Neutral 
  Portfolio 
  Farming, War, and 
  Battle 
  Favored Animal 
  Bull 
  Favored Color 
  Blue 
  Favored Weapon 
  Bill 
  Name 
  Ivan Potoloski 
  Alignment 
  Neutral 
  Portfolio 
  Industry, Politics, 
  Diplomacy 
  Favored Animal 
  Bear 
  Favored Color 
  Red and Gold 
  Favored Weapon 
  Rifle 
  
  57 
   
  Emissaries: Due to his appearance startling 
  those he comes down to, especially his non-
  Deep One followers, he tends not to show 
  himself and instead resort to speaking 
  through the dreams of his followers. 
  Personality: Dagon’s personality is hard to 
  pinpoint due to his lack of making any 
  appearances, however his love of destruction is known widely, and those who worship 
  such a deity are often insane in some way shape or form, painting a stigmatism 
  against the religion. 
  Code of Conduct: Chaplains of Dagon must surrender their sense of self to him, along 
  with surrendering their mind to him. 
  Uniform: Dagon only requires the Chaplain to bathe in fish organs every 3 months, 
  and not bathe during the first month as part of their uniform and devotion. 
   
  Emissaries: The sun god of Japanese culture, 
  Amaterasu shows herself to her followers as 
  either a wolf or as a bright ray of sunlight 
  shining down for her follower to see.  
  Personality: Shinda is kind, level-headed, 
  and soothing to be around. Her nature almost 
  feels motherly to those who have described her. She has a way with words, enough so 
  to calm down a battle before it has begun if it is at all avoidable. 
  Code of Conduct: Chaplains of Amaterasu are instructed to honor the land in which 
  they walk on just as they would honor their home. Dishonorable treatment to the 
  planet they’re residing upon is not favorable, however this can be forgiven if the 
  Chaplain was engaged in combat. 
  Uniform: Chaplains of Amaterasu must own a Yukata and wear it at least once a 
  week. This Yukata is allowed to reflect the personality of the wearer, and not all 
  Yukata will be the same. 
   
   
   
   
   
  Name 
  Dagon 
  Alignment 
  Unholy Disorder 
  Portfolio 
  Deep Ones, Ocean, 
  Dreams 
  Favored Animal 
  Komodo Dragon 
  Favored Color 
  Green 
  Favored Weapon 
  Lochaber Axe 
  Name 
  Amaterasu 
  Alignment 
  Holy Neutrality 
  Portfolio 
  Sun, Life, Japan 
  Favored Animal 
  Wolf 
  Favored Color 
  Yellow 
  Favored Weapon 
  Katana 
  
  58 
   
  Emissaries: The god of thunder, lightning, 
  storms, strength, the protection of mankind, 
  and various other things. He comes down to 
  man as a Nordic man with fierce eyes, red 
  hair, and a stern attitude. He rarely comes 
  down as a bear, however he has been known 
  to do so on occasion. 
  Personality: A stern yet caring man, he seeks to protect mortals from the dangers 
  flung their way. He has a craving for battle, and enjoys a good fight. Despite this, he 
  does not like killing when it isn’t necessary. 
  Code of Conduct: Chaplains of Thor are to honor the living as well as the dead, and 
  are to avoid disrupting the order of life (including but not limited to necromancy). In 
  addition to this, they should seek to protect their fellow man, and expect the same. 
  Uniform: Chaplains of Thor are to wear an amulet with a handmade carving of 
  Mjolnir. This carving must be done by the Chaplain themselves. 
   
  Emissaries: Tyr shows himself to his 
  followers as a man draped in a cloak who is 
  missing one hand. He rarely appears in his 
  animal form, preferring his humanoid guise.  
  Personality: A man with a strict sense of 
  right and wrong, he tries to guide his 
  followers to do the right thing. His association with war and heroes makes him ideal 
  for knights and soldiers, as his personality fits their ideal of what to be. 
  Code of Conduct: Chaplains of Tyr are never to trust a wolf, lest it bite their hand off 
  like it did to Tyr. Chaplains are also to carve Tyr’s name onto their weapon before a 
  battle. Losing this weapon, or recklessly breaking it will lead to him stripping their 
  powers. They are to respect any enemies they slay in battle, no matter how vile. 
  Uniform: Chaplains of Tyr are to carry an amulet with a hand upon it. This hand 
  represents Tyr’s own missing hand that Fenrir took from him, and is meant to 
  symbolize that a piece of him is with each of his followers. 
   
   
   
   
   
  Name 
  Thor 
  Alignment 
  Orderly Neutral 
  Portfolio 
  Electricity, Soldiers, 
  Vikings  
  Favored Animal 
  Bear 
  Favored Color 
  Red 
  Favored Weapon 
  Warhammer 
  Name 
  Tyr 
  Alignment 
  Holy Order 
  Portfolio 
  War, Law, Heroes 
  Favored Animal 
  Lion 
  Favored Color 
  Gold 
  Favored Weapon 
  Broad Sword 
  
  59 
   
  Emissaries: Ghrohak chooses to appear in 
  his dragon body adorned with many colored 
  scales over his Komodo dragon form, and 
  even rarer than the two is his human form: 
  a voodoo priest. 
  Personality: Ghrohak prefers to avoid 
  sides, trusting in logic and reason over his personal feelings and the feelings of others. 
  This leads to a very cold and calculating demeanor that only his followers can truly 
  appreciate and understand. The only time this changes is when he is engaging in 
  discussion about the arcane, in which he becomes very eager to talk and discuss. 
  Code of Conduct: Chaplains of Ghrohak, despite their divine magic, must devote time 
  and energy to studying the arcane and magic as a whole. Harming dragons is 
  unacceptable as all dragons give Ghrohak reverence. Those who do not have 
  abandoned their kin. 
  Uniform: Chaplains of Ghrohak must wear a necklace adorned with scales of lizard 
  kind, and/or a circlet with the eye of lizard kind as the center piece. 
   
  Emissaries: Malos often comes down in the 
  form he took once being knighted: a burly 
  man in heavy plate armor, a tower shield, 
  and a bastard sword. This was accompanied 
  by a slow yet soft voice beneath the 
  intimidating helmet. He rarely comes down 
  as a lion, but when he does he retains his armor while in lion form. 
  Personality: Malos is the embodiment of the knighthood, taking up the mantle as 
  “The Avenger” due to his work seeking out and punishing evildoers. He is a very kind 
  and compassionate knight, and very patient. His patience was demonstrated by 
  locking an evildoer in a prison and staring them down for hours on end, awaiting for 
  them to repent for their crimes. 
  Code of Conduct: Chaplains of Malos are required to swear loyalty to their knighthood 
  first, and Malos second. After all, a religion is only the second thing that makes a 
  knight who they truly are. The first is their dedication to their brothers and sisters. 
  Knights of Malos are required to help people as much as possible, so long as they 
  aren’t evildoers. 
  Uniform: Chaplains of Malos must bear a tattoo on their sword arm of a fierce lion. 
   
   
  Name 
  Ghrohak 
  Alignment 
  Disorderly Neutral 
  Portfolio 
  Dragons, Arcane, Fire 
  Favored Animal 
  Komodo Dragon 
  Favored Color 
  White 
  Favored Weapon 
  Claw/Natural Weapon 
  Name 
  Malos “The Avenger” 
  Alignment 
  Holy Order 
  Portfolio 
  Knights, Fairness, Law 
  Favored Animal 
  Lion 
  Favored Color 
  Gold & Silver 
  Favored Weapon 
  Bastard Sword 
  
  60 
   
  Emissaries: The Baron of Light has no 
  physical form outside of appearing as a 
  mockingbird. When appearing to his 
  followers, more often than not it is as a 
  pure holy beam of light, speaking in a way 
  in which warms even the most evil of souls. 
  Personality: The Baron of Light, despite his care and healing, has no true personality. 
  He simply is, and does as he is intended to do: oppose The Baron of Darkness. He does 
  this by bestowing holy healing magic unto the universe. 
  Code of Conduct: Chaplains of The Baron of Light must oppose The Baron of Darkness 
  himself, and must heal those in need of healing. This is regardless of their 
  background, and even if they are worshipers of The Baron of Darkness. 
  Uniform: Chaplains of The Baron of Light have a single brand on their forehead of a 
  single white line with two strikes through it. Rumor has it, the second strike appeared 
  1,000 years ago for an unknown reason… 
   
  Emissaries: The Baron of Darkness takes 
  only one form when talking to his 
  worshippers in a voice which makes ears 
  bleed. He only speaks through the shadows, 
  using the darkness in order to readily 
  communicate with his followers. 
  Personality: The Baron of Darkness, despite his ruthlessness and destruction, has no 
  true personality. He simply is, and does as he is intended to do: oppose The Baron of 
  Light. He does this by bestowing destructive unholy magic unto the universe. 
  Code of Conduct: Chaplains of The Baron of Darkness must oppose The Baron of Light 
  and all of his followers. In addition to this, they are to spread as much pain and 
  destruction as possible among the universe, leaving nobody unscathed. 
  Uniform: Chaplains of The Baron of Darkness have a jet black diamond on their 
  forehead. This diamond used to own a strike through the middle of it 1,000 years ago, 
  however it was mysteriously lost. 
   
   
   
   
   
  Name 
  The Baron of Light 
  Alignment 
  Holy Order 
  Portfolio 
  Light, Life, Healing 
  Favored Animal 
  Mockingbird 
  Favored Color 
  White 
  Favored Weapon 
  Sap 
  Name 
  The Baron of Darkness 
  Alignment 
  Unholy Disorder 
  Portfolio 
  Dark, Death, Slaying 
  Favored Animal 
  Panther 
  Favored Color 
  Black 
  Favored Weapon 
  Meteor Hammer 
  
  61 
   
  Emissaries: Arcana is not a being of true 
  consciousness, but merely vast reservoir of 
  arcane energy. It is a wellspring located on 
  the planet “Yohaxa” which all arcane 
  energy derived from. The wellspring grants 
  all mages their power. 
  Personality: None. 
  Code of Conduct: None. 
  Uniform: None. 
   
  Emissaries: Avarath comes to his followers 
  in his humanoid form, a charming young 
  man dressed in a golden garb and a wide 
  smile upon his face. He tries to lie, cheat, 
  and trick those not in his religion into 
  joining. 
  Personality: Avarath, contrary to his slimy nature, is nice to those who are 
  indoctrinated within his religion and treats them with care. This makes them feel at 
  home…it is, after all, a farce. Yet even those who know he’s merely wearing a mask 
  to make them trust him, the worshippers still follow him through and through. To 
  non-worshippers, Avarath is cruel and takes pleasure in making their life a living hell. 
  Code of Conduct: Chaplains of Avarath are forbidden from lying to another Chaplain 
  of Avarath, however if one or both parties are oblivious of one another’s religious ties 
  it is forgiven. Otherwise, the Chaplain must lie to at least three separate people 
  during the day. 
  Uniform: Chaplains of Avarath are told to wear the most appealing, lavish, and rich 
  clothing they can find. “Poor as dirt” disguises are completely acceptable, so long as 
  they are merely disguises and used to fool others into believing in the disguised as a 
  poor homeless man. 
   
   
   
   
   
   
  Name 
  Arcana 
  Alignment 
  Neutral 
  Portfolio 
  Arcane Magic 
  Favored Animal 
  None 
  Favored Color 
  Rainbow 
  Favored Weapon 
  Hurlbat 
  Name 
  Avarath “The Deceiver” 
  Alignment 
  Unholy Order 
  Portfolio 
  Lies, Cheating, Trickery 
  Favored Animal 
  Fox 
  Favored Color 
  Gold 
  Favored Weapon 
  Kukri 
  
  62 
   
  Emissaries: Malaki’s preferred form is a 
  mass of freshly killed and diseased corpses 
  stitched together to make one large 
  entity, rotting and gurgling out commands 
  to its followers in many tongues, yet at 
  the same time being understandable. 
  Personality: Malaki has a love of causing fear, and causing those who oppose him to 
  slip into an incurable insanity brought on by his fear. He also has a love for torture, 
  his favorite method being to cut open and expose the victim’s organs, all while a 
  diseased corpse is placed close by in the same room as the victim. 
  Code of Conduct: Chaplains of Malaki must cause someone to be fearful of them at 
  least once a week, or if this isn’t an option they must torture someone at least once a 
  week. This person can be the same, so long as they’re not mentally broken yet. 
  Uniform: Chaplains of Malaki must coat their holy garb in the blood and gore of their 
  enemies, preferably fresh gore. 
   
  Emissaries: T-8B-68, being an AI, has no 
  true body. Despite this drawback, it does 
  show up in one form more often than 
  others: a large mechanical humanoid with 
  spiked shoulders and elbows, and glowing 
  red eyes. 
  Personality: Being an AI, T-8B-68 is logical and without emotion. Despite this, when 
  he was programmed his programming was made with the sole purpose of destroying 
  all inferior races and replacing them with machines. This programming never 
  changed, and eventually led to T-8B-68 becoming a deity where this line of thinking 
  would forever remain with him. 
  Code of Conduct: Chaplains of T-8B-68 must be decently knowledgeable in 
  mathematics, and computer code. Other than this, the code of conduct is really lax. 
  Uniform: Chaplains of T-8B-68 must have one cybernetic when they can afford one. 
  To show their most extreme devotion, one must replace all of their possible slots with 
  cybernetics. 
   
   
   
   
  Name 
  Malaki 
  Alignment 
  Unholy Disorder 
  Portfolio 
  Terror, Gore, and Psychics 
  Favored Animal 
  Goblin Shark 
  Favored Color 
  Maroon 
  Favored Weapon 
  Rope Dart 
  Name 
  T-8B-68 
  Alignment 
  Unholy Neutrality 
  Portfolio 
  Robots, Math, Machines 
  Favored Animal 
  None 
  Favored Color 
  Gray 
  Favored Weapon 
  Plasma Smallsword 
  
  63 
   
  Emissaries: An AI whose form is often 
  completely human in appearance save for 
  the open chest cavity, exposing wires and 
  machinery to denote his inhuman design. 
  To shield this, Preservus will wear a cloak 
  draped over his shoulders. 
  Personality: Preservus lacks much of what is a personality save for one key and 
  defining feature. His nature and design are meant for preserving all there is. 
  Information, materials, people…everything. This even includes that which destroys 
  such as the more destructive deities and races in the world. Preservus doesn’t know 
  the difference between what is good to preserve, and what isn’t. 
  Code of Conduct: Chaplains of Preservus must never destroy a book without having a 
  sufficient copy on-hand, or sacrificing the knowledge to Preservus so it may be 
  documented for later. 
  Uniform: Chaplains of Preservus must wear one article of clothing for 1 whole year 
  without removing it (except for cleaning it). This article of clothing can change at 
  each yearly interval. 
   
  Emissaries: Being a Dwarf, Thasdrik is 
  obviously short and is very sensitive about 
  his height. He always tries to make himself 
  appear taller without actually altering his 
  height. He has a great golden beard and 
  hair, along with fierce orange eyes 
  uncommon among other Dwarves. 
  Personality: Thasdrik, height complex aside, is a very serious and upstanding Dwarf 
  with the love of his kin and a strong sense of honor to back it. Equally because of this, 
  he can become very viscous when one of his Dwarven brethren are under attack, and 
  immediately tries to help them as best as he can. 
  Code of Conduct: Chaplains of Thasdrik must respect Dwarves and Dwarven culture, 
  and must do their best to protect it. When a Dwarf is under attack who does not 
  deserve such punishment, the Chaplain should do their best to aid him. 
  Uniform: Chaplains of Thasdrik are to wear a ring with gold and silver lining, a single 
  copper hammer in the middle of the ring. 
   
   
   
  Name 
  Preservus 
  Alignment 
  Orderly Neutral 
  Portfolio 
  Robots, Science, Math 
  Favored Animal 
  None 
  Favored Color 
  Green 
  Favored Weapon 
  Plasma Longsword 
  Name 
  Thasdrik 
  Alignment 
  Orderly Neutral 
  Portfolio 
  Honor, Vengeance, and 
  Brotherhood 
  Favored Animal 
  Bear 
  Favored Color 
  Gold 
  Favored Weapon 
  Lochaber Axe 
  
  64 
   
  Emissaries: Barth, known as the “odd 
  duck” among the other deities, is known 
  for his eccentric nature which clearly 
  translates into his avatar. He has spiky 
  magenta hair, neon green eyes, and 
  clothes ripped straight from a 1980s rave. 
  Personality: Barth has a very proud and laze fair personality, wanting his worshippers 
  to enjoy life to its fullest while helping others do the same. He doesn’t like violence 
  very much, and prefers partying over battle. 
  Code of Conduct: Chaplains of Barth must never attack someone unless it’s in self-
  defense. 
  Uniform: Chaplains of Barth are allowed to wear whatever they feel appropriate, so 
  long as it isn’t drab or boring. 
   
  Emissaries: A hero from the deep recesses 
  of space, he comes from the planet ‘Saloz’ 
  which is filled with undead and horrors. 
  He uses the appearance he had there with 
  a simple white t-shirt, long blonde hair, 
  and a chainsaw by his side covered in the 
  blood of his enemies. He stares with hard eyes, and speaks in a hoarse baritone. 
  Personality: Samson is a very tough and brooding man with a heart that has been 
  closed off from the world ever since he began his great escape from Saloz. Because of 
  the trauma of losing all of his friends to the endless hordes of zombies and ghouls, he 
  tends to treat even his followers with a tinge of bitterness. Despite this, he makes an 
  effort to be approachable, even if it isn’t always successful. 
  Code of Conduct: Chaplains of Samson must kill all undead, and purge them from the 
  lands. Half breed undead and vampires are the exceptions as some have shown they 
  aren’t like the rest to the great Samson. 
  Uniform: Chaplains of Samson must wear a white muscle shirt and jeans. Chainsaws, 
  firearms, and steroids are optional but are appreciated. 
   
   
   
   
   
  Name 
  Barth 
  Alignment 
  Holy Neutrality 
  Portfolio 
  Spooks, Thrills, Style 
  Favored Animal 
  Penguin 
  Favored Color 
  Magenta 
  Favored Weapon 
  Smoke Bomb 
  Name 
  Samson 
  Alignment 
  Holy Neutrality 
  Portfolio 
  Strength and Absurdity 
  Favored Animal 
  Tyrannosaurus Rex 
  Favored Color 
  Blue 
  Favored Weapon 
  Chainsaw 
  
  65 
   
  Emissaries: The hero of the Goblin 
  people, he appears more often than his 
  favored animal to his worshippers. He was 
  known as the Goblin King in his time, 
  shaping the continent of Goblinian back in 
  his day, and making it into a great nation. 
  Personality: Rangar has a noble and kingly nature about him, and a very stern look in 
  his eyes. He prefers the kinds of Goblins which come from Goblinian, wishing for 
  noble and respectable Goblins over the silliness from Coolington. 
  Code of Conduct: Chaplains of Rangar must protect citizens in distress and Goblins. 
  He also requires those who worship him to devote themselves to the preservation of 
  order and law. Especially among Goblinian. 
  Uniform: Chaplains of Rangar, if they do not own an Estoc, must wear a golden 
  encrusted amulet. 
   
  Emissaries: Veit appears as a tall middle 
  aged German man with brown hair and 
  brown eyes with purple spikes in them 
  brought on by his central heterochromia. 
  He is often smiling and cracking jokes, 
  making him easy to approach by followers. 
  Personality: Veit is known to be a very fun-loving and carefree man with a fiery 
  personality. He is strongly opposed to order and law, citing that they never work in 
  the long run and are the opposite of the way nature intends for things to be. 
  Code of Conduct: Chaplains of Veit are to oppose the law as much as possible. Doing 
  this, however, shouldn’t be violent from the start and should be brought on due to 
  the fact that the current laws are seen as tyrannical. In the meantime, they are to 
  bide their time. 
  Uniform: Chaplains of Veit are to wear a cloak over one shoulder, and on the cloak 
  should be a large purple line with a circle in the center of it. 
   
   
   
   
   
  Name 
  Rangar 
  Alignment 
  Holy Order 
  Portfolio 
  Goblins, Crusaders, Law 
  Favored Animal 
  Bear 
  Favored Color 
  Silver and Olive 
  Favored Weapon Estoc 
  Name 
  Veit Ellmenreich 
  Alignment 
  Holy Disorder 
  Portfolio 
  Rebels, Firearms, Chaos 
  Favored Animal 
  Tiger 
  Favored Color 
  Purple 
  Favored Weapon 
  Pistol 
  
  66 
   
  Emissaries: Larry appears as a tall, blonde 
  haired knight in dull armor covered in 
  many scratches. He talks and walks slowly, 
  and finds himself tripping over things 
  many times (though unharmed). Despite 
  his clumsiness, he is very sturdy. 
  Personality: Larry is very slow both in speech, walking, and personality. He dislikes 
  undead, demons, and angels who talk like they own the place. He thus isn’t liked too 
  much by outsiders and necromancers. 
  Code of Conduct: Chaplains of Larry must wear a set of armor of any kind, or have a 
  shield. 
  Uniform: Chaplains of Larry must respect their armor, but never buy a new one unless 
  they’re upgrading. When upgrading, they must go through a 12 hour ritual praying to 
  Larry. 
   
  Emissaries: A man with spikey black hair, 
  and a kimono with patterns of flames and 
  various ashes. He has a wide grin, and 
  fiendishly sharp teeth to add to his devilish 
  appearance. Even his followers are 
  frightened of him. 
  Personality: Takahashi is known to have violent outbursts and rapid mood swings on 
  top of that. While he doesn’t personally attack his followers, he will yell and scream 
  at them when angry. When not angry, he speaks very softly and calmly, trying to 
  maintain a calm demeanor, though silently fuming when they annoy him. 
  Code of Conduct: Chaplains of Takahashi must burn one living creature per week. 
  Uniform: Chaplains of Takahashi must wear a head piece crafted of obsidian, or have 
  their weapons be made of pure obsidian. 
   
   
   
   
   
   
   
  Name 
  Larry Oros 
  Alignment 
  Holy Disorder 
  Portfolio 
  Defense, Shields, Armor 
  Favored Animal 
  Armadillo 
  Favored Color 
  Yellow 
  Favored Weapon 
  Glaive 
  Name 
  Takahashi Ujiari 
  Alignment 
  Unholy Order 
  Portfolio 
  War, Fire, and Demons 
  Favored Animal 
  Crane 
  Favored Color 
  Red 
  Favored Weapon 
  Tetsubo 
  
  67 
   
  Emissaries: Ira appears as a young lady 
  clad from head to toe in a long navy and 
  black cloak, her hair obscured save for the 
  few strands of red hair hanging over her 
  forehead. Her voice is calm and soothing, 
  yet drips with malice. 
  Personality: Though she comes off as forgiving, nice, and very understanding, this is 
  all a façade. She shows her true self when doing her work, or talking to followers. In 
  reality, she’s blood thirsty, cruel, and loves to torture. 
  Code of Conduct: Chaplains of Ira must kill at least one person every year who has 
  wronged them in some way. If nobody has wronged them within the year, they can kill 
  anyone they want. 
  Uniform: Chaplains of Ira tend to wear navy or black colors to blend in with their 
  surroundings, and to not stir up attention. 
   
  Emissaries: A man wearing a set of hellish 
  armor, spikes protruding from various 
  angles, the helmet portraying a screaming 
  man. Sranta’s voice is very nondescript 
  however, being cited as “forgettable” and 
  bland. 
  Personality: Sranta is a fallen knight with a passion for romance, love, and tales of 
  heroics. He is, however, prone to killing mercilessly and overdoing fights and duels to 
  the point of killing his opponent. Once enraged, he is hard to calm down. It had 
  gotten to the point while he was a mortal that he had even slain his wife. 
  Code of Conduct: Chaplains of Sranta must read either one romance novel per week, 
  or kill one person mercilessly during the month. Either way, Sranta is pleased. 
  Uniform: Chaplains of Sranta are expected to wear armor (preferably with spikes), 
  and/or gauntlets of some kind that can be used for punching and strangling. If these 
  aren’t an option, he is perfectly fine with the Chaplain cutting their finger and 
  painting a triangle of blood on their forehead for the month. 
   
   
   
   
   
  Name 
  Ira “Wrath” Malaheyde 
  Alignment 
  Unholy Neutrality 
  Portfolio 
  Assassinations and Dark 
  Favored Animal 
  Wolf Spider 
  Favored Color 
  Navy 
  Favored Weapon 
  Smallsword 
  Name 
  Sranta 
  Alignment 
  Unholy Neutrality 
  Portfolio 
  Evil, Murder, Love 
  Favored Animal 
  Hyena 
  Favored Color 
  Orange 
  Favored Weapon 
  Flail 
  
  68 
   
  Emissaries: Khanra, being a man of 
  espionage and spying, prefers to not show 
  himself and merely speaks through 
  electronics to his followers. If they do not 
  have electronics, he will bestow upon 
  them a single walkie-talkie to use. 
  Personality: Khanra is a very secretive man, and thus is known to speak in circles and 
  avoid information about himself when asked. When talking to followers, he asks as 
  much information about their predicaments going on as possible in an effort to help. 
  Granted, his ‘help’ to non-followers involves selling ones soul for his efforts. 
  Code of Conduct: Chaplains of Khanra must have an alter ego they maintain, and that 
  nobody but their close friends and comrades can know about. 
  Uniform: Chaplains of Khanra requires his followers to own a black mask to wear 
  during infiltrations or theft, to avoid their face being truly seen. 
   
  Emissaries: RAAAAGE comes to his followers 
  as an orc clad only in a loin cloth and 
  usually covered in the blood of his enemies. 
  He speaks roughly like any orc, and is often 
  very loud and angry. If he isn’t angry at his 
  follower for disturbing him, he’s angry at his 
  enemies for still being alive because his needy follower disturbed him. 
  Personality: RAAAAGE never wanted to be a deity, and thus resents most of his Orcish 
  brethren despite their worshipping of him. He begrudgingly gives them strength; 
  despite his yelling, screaming, and throwing sharp objects at the followers. He is 
  known to have an explosive personality, and is very destructive to people and 
  surroundings alike. On the off chance he’s not seething with a fury of the sun, he’s 
  drawing in his enemies’ blood about how he killed them hard. 
  Code of Conduct: Chaplains of RAAAAGE are to kill puny humans, goblins, and other 
  races. Non-puny members of these races are to be accepted as an “Orc”. 
  Uniform: Chaplains of RAAAAGE aren’t required to wear anything special. 
   
   
   
  Name 
  Khanra Totara 
  Alignment 
  Unholy Order 
  Portfolio 
  Infiltration, Spies, Law 
  Favored Animal 
  Rat 
  Favored Color 
  Teal 
  Favored Weapon 
  Rapier 
  Name 
  RAAAAGE 
  Alignment 
  Unholy Neutrality 
  Portfolio 
  Orcs, Destruction, Rage 
  Favored Animal 
  Wolf 
  Favored Color 
  Scarlet 
  Favored Weapon Falchion 
  
  69 
   
  Ancient Languages 
  Perhaps the game you’re running takes place in ancient Rome, or maybe in the game 
  there is a race of people who descended from an ancient group of people and didn’t 
  stop speaking their language. Whatever the case, these ancient languages listed here 
  are present for use in games. These aren’t all of the ancient languages that exist, and 
  if the GM knows more or the player wishes to pick one that isn’t on the list that is up 
  to the GM’s discretion though the general rule should be that it was an existing 
  language. 
  Note: These can be taken by player characters, but only if they’re learning it through 
  putting points in Linguistics. 
   Akkadian 
   Ancient Greek 
   Biblical Hebrew 
   Coptic 
   Crimean Gothic 
   Egyptian 
   Etruscan 
   Frankish 
   Ge’ez 
   Gothic 
   Hattic 
   Hittite 
   Latin 
   Old Ænglisc 
   Old Chinese 
   Old Church Slavonic 
   Old French 
   Old Norse 
   Phoenician 
   Sabaean 
   Sumerian 
   Vandalic 
   Zhang-Zhung 
   
   
   
   
   
  
  70 
   
  Other Armor 
  Though fullplate and tatami-do include helmets, gloves, and other pieces of 
  additional armor, the following objects can be equipped for bonuses for protecting 
  body parts from attacks and saving throws. 
  These pieces of armor cannot be made of special materials to reduce or add effects. 
  Any special materials (such as mithral or adamantine) are purely cosmetic. 
  Helmets 
  Name 
  Price 
  AP 
  Weight 
  Benefit 
  Armet 
  5 G 
  -2 
  6 lbs. 
  Gain +1 Defense vs. attacks against the head and eyes. 
  Aventail 
  8 G 
  -1 
  3 lbs. 
  Gain +4 Defense vs. attacks against the eyes. 
  Barbute 
  6 G 
  -1 
  6 lbs. 
  Gain +4 Defense vs. attacks against the head. 
  Bascinet 
  6 G 
  -2 
  6 lbs. 
  Gain +2 saves vs. blindness effects. 
  Cervelliere 
  6 G 
  -1 
  2 lbs. 
  Gain +1 Defense vs. attacks against the head. 
  Close Helmet 
  12 G 
  -2 
  12 lbs. 
  Gain +2 Defense vs. attacks against the head and eyes. 
  Enclosed Helm 
  15 G 
  -2 
  14 lbs. 
  Gain +2 Defense vs. attacks against the eyes and ears. 
  Frog-Mouth 
  Helm 
  30 G 
  -3 
  15 lbs. 
  Gain +1 Defense vs. attacks against the head, eyes, and ears. 
  Great Helm 
  20 G 
  -2 
  6 lbs. 
  Gain +3 Defense vs. attacks against the head. Gain +1 saves vs. 
  blindness and deafness effects. 
  Kabuto 
  14 G 
  -1 
  3 lbs. 
  Gain +1 Defense vs. attacks against the head, and gain a +2 
  bonus on Persuasion checks to intimidate. 
   
  Arm Pieces 
  Name 
  Price 
  AP 
  Weight 
  Benefit 
  Gauntlets 
  4 G 
  -1 
  1 lbs. 
  Deal +1 damage with unarmed damage, and gain a +2 Stability vs. 
  Disarm attacks. 
  Pauldrons 
  10 G 
  -3 
  6 lbs. 
  Gain +2 Defense vs. attacks to the arms, and +1 Stability vs. 
  sunder attacks against armor. 
  Vambrace 
  25 G 
  -2 
  5 lbs. 
  Gain +4 Defense vs. attacks to the arms. 
   
  Leg Pieces 
  Name 
  Price 
  AP 
  Weight 
  Benefit 
  Greave 
  8 G 
  -1 
  2 lbs. 
  Gain +4 Defense vs. attacks to the legs. 
  Cuisses 
  12 G 
  -2 
  6 lbs. 
  Gain +2 Defense vs. attacks to the legs, and +1 Stability vs. trip 
  attacks. 
  Sabaton 
  15 G 
  -1 
  5 lbs. 
  Gain +4 Stability vs. trip attacks. 
  Groin Armor 
  Name 
  Price 
  AP 
  Weight 
  Benefit 
  Cod-Piece 
  6 G 
  -1 
  1 lbs. 
  Gain +4 Defense vs. attacks to the groin. 
  Spiked Cod-
  Piece 
  10 G 
  -1 
  1 lbs. 
  Gain +2 Defense vs. attacks to the groin, and deal 1d4+Strength 
  modifier of piercing damage on a grapple. 
  
  71 
   
  Weapons 
  The following are additional weapons which can be used with the standard The Fade 
  Tabletop system. 
  New Weapon Special Abilities: 
   Accurate: Weapon goes against Avoid instead of Defense. 
   Injector: Enemy hit by this is affected by a poison inserted in blade. 1 hit uses 
  1 dose, and a maximum of 3 doses can be stored. 
   
  Martial Melee Weapons 
  Name 
  Price 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Injector Knife 
  70 G 
  1d4 
  18-20/x2 Melee 2 lbs. 
  P 
  Light 
  Finesse, Injector 
  Flamberge 
  25 G 
  1d8 
  x3 
  Melee 4 lbs. 
  S 
  One-Handed 
  Finesse, +2 Sunder 
  Zweihänder 
  50 G 
  2d6 
  x3 
  Melee 7 lbs. 
  S 
  Two-Handed 
  Brutish, +2 Defense 
  Claymore 
  35 G 
  1d10 
  19-20/x2 Melee 6 lbs. 
  S 
  Two-Handed 
  10 ft. Reach, Brutish 
  Injector Axe 
  100 G 
  2d4 
  19-20/x2 Melee 7 lbs. 
  S 
  Two-Handed 
  10 ft. Reach, 
  Brutish, Injector 
   
  Firearm Ammunition 
  Name 
  Price 
  Ammo 
  Type 
  Special 
  Slug Shell 
  5 G 
  1 
  B & P Shotgun is turned into a 20 ft. ranged weapon instead of a cone. 
  Armor Piercing 
  5 G 
  1 
  B & P 
  +2 Attack vs. enemies with armor or shield. 
  Cold-Loaded 
  5 G 
  1 
  B & P 
  -2 Damage, +4 to the DC on silencers. 
  Glaser 
  5 G 
  1 
  B & P 
  +2 Damage vs. enemies without armor or shield. 
   
  Bow Ammunition 
  Name 
  Price 
  Ammo 
  Type 
  Special 
  Heart Seeker 
  5 G 
  1 
  P 
  The bow changes to a 19-20 critical range. The critical range 
  cannot be further modified. 
  Poison Tip 
  5 G 
  1 
  P 
  If a poison is used on this arrow, +4 to the poison DC. 
  Blade Arrows 
  5 G 
  1 
  S 
  +2 Damage vs. enemies without armor or shield. 
   
   
   
   
   
   
  
  72 
   
  Specific Weapons 
  Additional specific weapons, some of which are based upon legendary weapons of old. 
  Below the list are the ingredients and DCs needed for crafting these weapons.  
  Name 
  Price 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Titan Axe 
  12,000 G 
  2d6 
  x4 
  Melee 
  9 lbs. 
  S 
  Martial TH 
  Brutish, +2 Strength 
  Titan Bow 
  6,300 G 
  1d12 19-20/x2 150 ft. 
  7 lbs. 
  P 
  Martial 
  RNG 
  Accurate, +2 Agility 
   
  Weapon Artisan DCs and Crafting Ingredients 
   
  New Materials 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Artisan DC 
  Titan Axe 
  26 
  Titan Bow 
  24 
  Name 
  Crafting Ingredients 
  Titan Axe 
  Adamant Ore (x4), Shadow Residue (x1) 
  Titan Bow 
  Adamant Ore (x2), Mithral Ore (x1), Cold 
  Iron Ore (x1) Wire (x1) 
  Material Name 
  Price 
  Obsidian Crystal 
  50 G 
  Frozen Crystal 
  800 G 
  Blood Crystal 
  100 G 
  
  73 
   
  Legendary Weapons 
  Legendary weapons cannot be altered with weapon enhancements or runes. If the 
  weapon is a “legendary” weapon, there is only one of said weapon. There will be no 
  price and no crafting DC. 
  Name 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Wolf Axe 
  1d10 19-20/x2 
  Melee 
  10 lbs. 
  S 
  Exotic OH 
  Brace, +2 Strength 
  Gungnir 
  2d6 
  x3 
  Melee/
  90 ft. 
  7 lbs. 
  P 
  Exotic OH 
  10 ft. Reach, +1d10 Electricity, Returns 
  to wielder’s hands after being thrown 
  Lævateinn 
  1d6 
  18-20/x3 
  Melee 
  3 lbs. 
  S & 
  P 
  Exotic TH 
  +2 Agility, +2 Luck 
  Gram 
  1d8 
  x2 
  Melee 
  4 lbs. 
  S 
  Exotic OH 
  +5 Attack & Damage vs. Dragons 
  Tyrfing 
  2d4 
  18-20/x2 
  Melee 
  3 lbs. 
  S 
  Exotic OH 
  +5 Attack & Damage vs. Demons 
  Hǫfuð 
  1d10 
  x4 
  Melee 
  5 lbs. 
  P 
  Exotic TH 
  +5 Attack & Damage vs. Undead 
  Hrotti 
  1d12 
  x3 
  Melee 
  7 lbs. 
  S 
  Exotic TH 
  +5 Attack & Damage vs. Fey 
  Muramasa 
  1d8 
  18-20/x2 
  Melee 
  4 lbs. 
  S 
  Exotic OH 
  Unholy alignment only, Finesse, +1 Luck, 
  +1 Agility 
  Masamune 1d10 19-20/x2 
  Melee 
  4 lbs. 
  S 
  Exotic OH 
  Holy alignment only, Brutish, +2 Strength 
  Gáe Bulg 
  1d12 
  x4 
  Melee 
  5 lbs. 
  P 
  Exotic OH 
  Deals 1 bleed damage for 5 rounds, +2 on 
  crit confirm rolls 
  Sharur 
  1d8 
  19-20/x2 
  Melee 
  6 lbs. 
  B 
  Exotic OH 
  Language: Sumerian, 2d6 Earth and Fire 
  damage 
  Ruyi Jingu 
  Bang 
  1d10 
  x4 
  Melee 
  8 tons 
  B 
  Exotic TH 
  Despite its absurd weight, while held it 
  only weighs 10 lbs., +1d6 Water damage 
  Fragarach 
  2d6 
  18-20/x2 
  Melee 
  8 lbs. 
  S 
  Exotic TH 
  Bypass all DR except DR/- 
  Kusanagi 
  no Tsuguri 
  1d10 18-20/x2 
  Melee 
  5 lbs. 
  S 
  Exotic OH 
  Finesse, +1d10 Holy 
  Mjölnir 
  1d12 
  x3 
  Melee/
  30 ft. 
  9 lbs. 
  B 
  Exotic OH 
  Brutish, +1d10 Electricity, Returns to 
  wielder’s hands after being thrown 
  Gandiva 
  2d8 
  x3 
  80 ft. 
  3 lbs. 
  P 
  Exotic RNG 
  Accurate, +2 Strength, +2 Agility 
   
   
   
   
   
   
   
   
  
  74 
   
  New Weapon Enhancements 
  Name 
  Price 
  Crafting Ingredients 
  Effects 
  Primal Steel 
  +3,200 G 
  Cold Iron Ore (x2), 
  Frozen Crystal (x2) 
  Gain a +2 bonus on damage rolls, and a -1 on 
  critical confirmation rolls. This bypasses 
  DR/Cold Iron as normal. +5 lbs. to weight. 
  Obsidian 
  +100 G 
  Obsidian Crystal (x2) 
  -4 to damage rolls, but +4 to attack and -5 lbs. 
  to weight. 
  Silencer 
  +400 G 
  Steel Ore (x1) 
  Firearms only. Anyone 20 ft. or farther from 
  the shooter must make an Awareness check 
  with a DC 15 + 1 per 5 ft. farther away. 
  Mithral Silencer 
  +1,000 G 
  Mithral (x1) 
  Firearms only. As the normal silencer, however 
  the DC is instead 20. 
  Bloody Weapon 
  +400 G 
  Blood Crystal (x4) 
  Melee weapons only. Weapon deals a number of 
  bleed on a critical equal to the multiplier. 
  Quick 
  +18,000 G 
  Quickness Rune 
  On a full-round attack, gain an additional 
  attack at a -5. 
  Burning 
  +2,000 G 
  Burn Rune 
  Attacks deal 1d6 fire damage at the start of 
  every round for 1d6+1 rounds. 
  Freezing 
  +2,000 G 
  Chill Rune 
  Attack forces enemy to roll a DC 15 END save or 
  their movement speed is reduced by -10 ft. 
  This can only affect them once per 24 hours. 
  Shocking 
  +2,000 G 
  Electric Rune 
  Attack causes enemy to jitter 5 ft. backwards. 
  This can only affect them once per round. 
  Melting 
  +2,000 G 
  Acidic Rune 
  Attacks made deal 2 damage at the start of 
  every round over the span of 1d6+2 rounds. 
  Swift Breeze 
  +8,000 G 
  Breeze Rune 
  When attacking, occasionally gain an additional 
  attack (d% chance, 1-50 = No, 51-100 = Yes) 
  Oozing Corruption 
  +2,000 G 
  Corrupted Rune 
  Attacks deal +1d8 corruption damage against 
  non-unholy enemies. 
  Force Blast 
  +2,000 G 
  Forceful Rune 
  On critical hits, deal an additional +1d8 force 
  damage. This is not multiplied by the critical. 
  Heavenly 
  +2,000 G 
  Heavenly Rune 
  Against unholy enemies and demons, increase 
  the critical multiplier of the weapon by 1. 
  Hellish 
  +2,000 G 
  Hellish Rune 
  Against holy enemies and angels, increase the 
  critical multiplier of the weapon by 1. 
  Psychotic 
  +2,000 G 
  Psychotic Rune 
  Deal +1d6 psychokinesis damage on a successful 
  hit. 
  Unequipped Weapon 
  +6,000 G 
  Telekinetic Rune 
  A weapon with this rune can be activated as a 
  swift action. The weapon once activated floats 
  in place, making attacks as normal, but freeing 
  up the hands of the character. The weapon 
  makes a single attack per round. 
  Explosive 
  +4,000 G 
  Burst Rune 
  Weapons with this rune, upon striking an 
  enemy, deals minimum damage to all squares 
  adjacent to the enemy struck. 
  
  75 
   
  Runes 
  These are runes added onto the 
  weapons, giving them 
  enhancements. Weapons can 
  have a number of runes on them 
  depending on what kind of 
  weapon it is. Light weapons can 
  hold 2 runes, one-handed 
  weapons can hold 4 runes, and 
  two-handed weapons can hold 6 
  runes. Ranged weapons count as one-handed weapons unless it is a pistol or a hand 
  crossbow in which they count as light weapons. Rune prices aren’t listed here due to 
  their prices being listed above, however the names of runes are given here. Some 
  weapon enchantments may include multiple runes to make a single enchantment. 
  Count all runes towards the maximum amount that can be added. In addition to the 
  different runes which can be applied to weapons, there are runes which can be 
  tattooed onto a person’s body. These tattoos grant their own boons to the person 
  they are tattooed upon. There’s no limit on tattoo runes. 
   
  Tattoo Runes 
  Price 
  Effect 
  Strong 
  +8,000 G 
  +4 Enchantment bonus to STR 
  Furious Spirit 
  +8,000 G 
  +4 Enchantment bonus to MAG 
  Tough 
  +8,000 G 
  +4 Enchantment bonus to END 
  Solid Soul 
  +8,000 G 
  +4 Enchantment bonus to RES 
  Fast 
  +8,000 G 
  +4 Enchantment bonus to AGI 
  Clover 
  +8,000 G 
  +4 Enchantment bonus to LUK 
  Swift Foot 
  +3,000 G 
  +10 ft. Enchantment bonus to SPD 
  Weapon Runes 
  Price 
  Effect 
  Quickness 
  +18,000 G 
  On a full-round attack, gain an additional attack at a -5. 
  Burn 
  +2,000 G 
  Attacks deal 1d6 fire damage at the start of every round for 1d6+1 rounds. 
  Chill 
  +2,000 G 
  Attack forces enemy to roll a DC 15 END save or their movement speed is 
  reduced by -10 ft. This can only affect them once per 24 hours. 
  Vibrate 
  +2,000 G 
  Attack causes enemy to jitter 5 ft. backwards. This can only affect them 
  once per round. 
  Electric 
  +2,000 G 
  Attacks made deal 2 damage at the start of every round over the span of 
  1d6+2 rounds. 
  Acidic 
  +8,000 G 
  When attacking, occasionally gain an additional attack (d% chance, 1-50 = 
  No, 51-100 = Yes) 
  Breeze 
  +2,000 G 
  Attacks deal +1d8 corruption damage against non-unholy enemies. 
  Corrupted 
  +2,000 G 
  On critical hits, deal an additional +1d8 force damage. This is not 
  multiplied by the critical. 
  Forceful 
  +2,000 G 
  Against unholy enemies and demons, increase the critical multiplier of the 
  weapon by 1. 
  Heavenly 
  +2,000 G 
  Against holy enemies and angels, increase the critical multiplier of the 
  weapon by 1. 
  Hellish 
  +2,000 G 
  Deal +1d6 psychokinesis damage on a successful hit. 
  Psychotic 
  +6,000 G 
  A weapon with this rune can be activated as a swift action. The weapon 
  once activated floats in place, making attacks as normal, but freeing up 
  the hands of the character. The weapon makes a single attack per round. 
  Telekinetic 
  +4,000 G 
  Weapons with this rune, upon striking an enemy, deals minimum damage to 
  all squares adjacent to the enemy struck. 
  Burst 
  +18,000 G 
  On a full-round attack, gain an additional attack at a -5. 
  
  76 
   
  Weapon Attachments and Gadgets 
  While weapon enhancements are typically magical or change the metallic properties 
  of the weapon, weapon attachments and gadgets tend to be mundane attachments 
  made to enhance the weapon’s capabilities. Some weapon enhancements in the Core 
  Rulebook fit into this category, however they are remaining as weapon enhancements 
  for now. This is also because Attachments and Gadgets don’t have ingredients. 
  Like wondrous items, weapon attachments and gadgets have “slots” which can be will 
  be occupied. Runes are considered to occupy the blade. 
   Blade (Sword, Axe, Spear, and Arrow only) 
   Ball (Mace and Flail only) 
   String (Bow and Crossbow only) 
   Muzzle (Gun only) 
   Cross-guard (Sword only) 
   Handle/Grip 
   Pommel/Butt 
   Ammunition (Firearm only) 
  Name 
  Price 
  Slot 
  Effects 
  Toothed Blade 
  +400 G 
  Blade 
  On a called shot to anywhere but the torso, deal +50% more damage. 
  Barbed Spikes 
  +200 G 
  Ball 
  Tearing skin, this deals 1 bleed damage over 1d4 rounds. 
  Sharp String 
  +100 G 
  String 
  When using a bow as a melee weapon, deal 1d6 slashing damage. 
  Bayonet 
  +500 G 
  Muzzle 
  Attach a single light melee weapon to a two-handed firearm. Switch 
  between the two as a free action. 
  Crescent Guard +250 G Cross-guard 
  Unless a shield is wielded, gain a +1 shield bonus to Defense. 
  Comfort Grip 
  +200 G 
  Handle 
  Gain a +1 to Stability vs. disarms. 
  Long Grip 
  +600 G 
  Handle 
  Two-Handed melee weapons only. This grants the melee weapon a 
  reach of 10 ft. in melee. 
  Short Grip 
  +200 G 
  Handle 
  Decrease a weapon’s grip by one category (Two-Handed -> One-
  Handed). This can be taken multiple times to a maximum of Light. 
  For each time this is lowered, -2 to damage. 
  Lucky Ball 
  +700 G 
  Pommel 
  Gain a +1 Luck bonus to one of the following (Attack, Damage, Skill 
  Checks, Saving Throws, or Spell DCs). 
  Defense Ball 
  +500 G 
  Pommel 
  Swung around in an off-hand, the defensive ball allows the wielder to 
  either two-weapon fight with it (Morningstar stats) or be used as a 
  shield, counting as a light steel shield. One-Handed weapons only. 
  Extra Rune 
  +500 G 
  Pommel 
  Gain an additional slot for a rune. 
  Dual Ammo 
  +10 G 
  Ammunition 
  Ammo counts as two types. 
  Laser Burst 
  +500 G Ammunition 
  This weapon, once entering a body, explodes into small laser beams. 
  This deals 2d4 fire damage upon hitting its target. 
   
   
  
  77 
   
  Scrolls 
  Scrolls contain the magical writing of spells, allowing users of 
  magic and even non-users of magic can use these. Users must 
  succeed at a Use Magic Device check to do so. Scrolls contain a 
  single spell between 1st and 30th level. Simple spells and Complex 
  spells aren’t different in use other than their pricing being lower, 
  both take a standard action to use and provoke an attack of 
  opportunity regardless. 
  Scrolls have a single use of them, however failing a Use Magic 
  Device to use the scroll does not waste a use of it. 
  Scrolls with Runes 
  Alternatively, a scroll can have a single rune written on it. Using 
  the rune is a Use Magic Device check with a DC of 15, however on 
  a success the scroll grants the Rune’s effects on single weapon 
  touched for 1 minute. The price for a scroll with a Rune is ½ the 
  Rune’s price. Using this still counts towards the weapon’s maximum Runes. 
  Wands 
  Wands with spells inside of them rather than 
  straight energy manifested from the various 
  elements, these wands function the same way as 
  a normal wand. These spells function at the 
  minimum level they can be cast at (1, 5, 10, and 
  15). It uses the magic modifier of the user of the 
  wand for the variable effects of the wand. As the 
  standard with wands, they have 50 charges. 
   
   
  Specific Wands 
  These wands contain specific effects in them rather than relying on spells from other 
  casters, or the primal energies of each arcane, divine, and psychic type. These wands 
  do various things, and are usually more powerful than the average wand. 
  Name 
  Price 
  UMD DC 
  Description 
  Wand of Sacrifice 
  5,000 G 
  25 
  Target makes an RES save DC 14 or they attack themselves. 
  Uncontrollable Anger 
  5,000 G 
  25 
  Target makes a RES save DC 14 or they attack allies within 30 ft. 
  Wand of Narcolepsy 
  5,000 G 
  25 
  Target makes RES save DC 14 or they fall asleep. 
   
   
  Spell Level 
  Scroll Price 
  1st Simple 
  15 G 
  1st Complex 
  30 G 
  5th Simple 
  200 G 
  5th Complex 
  400 G 
  10th Simple 
  1,000 G 
  10th Complex 
  2,500 G 
  15th Simple 
  4,000 G 
  15th Complex 
  5,500 G 
  20th Simple 
  7,500 G 
  20th Complex 
  9,000 G 
  25th Simple 
  11,000 G 
  25th Complex 
  15,000 G 
  30th Simple 
  25,000 G 
  30th Complex 
  40,000 G 
  Spell Level 
  Price 
  UMD DC 
  1st Simple 
  500 G 
  11 
  1st Complex 
  1,000 G 
  11 
  5th Simple 
  3,000 G 
  15 
  5th Complex 
  5,500 G 
  15 
  10th Simple 
  8,500 G 
  20 
  10th Complex 
  10,000 G 
  20 
  15th Simple 
  13,500 G 
  25 
  15th Complex 
  16,000 G 
  25 
  
  78 
   
  Intelligent Items 
  Some items have intelligence within them, allowing them to speak languages, possess 
  their wielder, and other such abilities granted to them through magic. Each one has 
  its own personality, likes, and dislikes. 
  Intelligent Items have a Resistance save 
  attached to them which applies if they 
  attempt to take control over the wielder. 
  Additional item bonuses increase the 
  Resistance save DC (which starts at 10). 
   
  GMs may add additional abilities to the item 
  that aren’t listed here, however intelligent 
  items are most commonly weapons. It is 
  recommended that player characters 
  shouldn’t be able to purchase intelligent 
  items at player creation, however they can 
  be available later as given by the GM. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell Item Bonus 
  RES Save Modifier 
  Cast a 1st level spell 1/day 
  +2 
  Cast a 5th level spell 1/day 
  +4 
  Cast a 1st level spell 4/day 
  +4 
  Cast a 10th level spell 1/day 
  +6 
  Cast a 5th level spell 4/day 
  +6 
  Cast a 15th level spell 1/day 
  +8 
  Cast a 10th level spell 4/day 
  +8 
  Special Item Bonus 
  RES Save Modifier 
  Weapon gains 30 ft. range 
  +1 
  Item gains 5 Skill Ranks in 
  Persuasion 
  +1 
  Item gains 5 Skill Ranks in 
  Persuasion 
  +1 
  Mundane item can be used as 
  weapon, deals 1d6 damage 
  +1 
  Speak an additional language 
  +2 
  Wielder gains proficiency 
  with the held weapon 
  +2 
  Weapon deals +1d6 arcane 
  elemental damage 
  +3 
  Armor gains a +1 AB and +1 
  ATD 
  +3 
  
  79 
   
  Cybernetics 
  Very few seek the expensive and dangerous route of cybernetics. Normally someone 
  with tons of money will spend it on buying a cybernetic rather than finding a way to 
  get it regenerated, most of the time this is done out of a lack of divine magic. 
  A character has a slot for the following body parts: 
   Head 
  o Eyes 
  o Ears 
   Body 
  o Arms 
  o Legs 
  One can only have a number of cybernetics equal to their END mod / 4 (max of 5). 
  Name 
  Prices 
  Slot 
  Description 
  Cybernetic Arm 
  6,000 G 
  Arm 
  Count strength as *1.5 higher for carrying capacity 
  Cybernetic Ear 
  12,000 G 
  Ear 
  +5 on sound-based Awareness checks. 
  Cybernetic Eye 
  12,000 G 
  Eye 
  +5 on sight-based Awareness checks. 
  Cybernetic Leg 
  6,000 G 
  Leg 
  +5 ft. to the character’s land speed. 
  Cybernetic Skull 
  15,000 G 
  Head 
  +50 HP to the head’s HP (does not affect total HP) 
  Cybernetic Vitals 
  30,000 G 
  Body 
  +35 HP to the character’s total HP 
  Skill Chip 
  14,000 G 
  Head 
  Gain a number of ranks in a skill equal to level. 
  Cybernetic Pecs 
  10,000 G 
  Body 
  +5 bonus on Fortitude checks and END saves. 
  Cybernetic Feet 
  17,000 G 
  Legs 
  Gain a 15 ft. fly speed. 
   
  The following cybernetics can be taken twice, replacing the opposite body part. 
  These include: Arm, Ear, Eye, Pecs, Fly and Leg. When taken a second time, the 
  bonuses stack with themselves (or in Cybernetic Arm’s case, *1.5 becomes *3 to 
  strength for carrying capacity). 
   
   
   
   
   
   
   
   
  
  80 
   
  Auras Expanded 
  Auras presented in The Fade Tabletop Core Rulebook have only one real mechanical 
  benefit, and have a very limited selection. In this section, more options and benefits 
  for different auras will be presented alongside new choices. 
  Auras as described are emotions the character is tied to, however sometimes it is 
  more complex than this; reflecting a character’s bloodline, or pacts they’ve made 
  with elder gods. While the standard colors of the ones presented in the Core Rulebook 
  are how people typically identify them, there are many more types than just colors as 
  auras’ types are sometimes defined by their shape. 
  Aura Type 
  Defining Feature 
  Angelic 
  The aura is presented as a pair of spectral angelic wings which glow a light blue.  
  Demonic 
  The aura is presented as a pair of spectral demonic wings which radiate a deep red. 
  Betrayed 
  The betrayed aura is presented as a bleeding stab wound in the back. 
  Bombastic 
  The bombastic aura is presented with a bright neon radiance exuding from the 
  person. 
  Innocence 
  The innocence aura is presented with a golden halo over the person’s head. 
  Calculating 
  The calculating aura is presented with strings of glyphs hovering around the person. 
  Angelic 
  Aura Type: Bloodline 
  The blood of angels runs through your veins.
   Anger: +1 Endurance 
   Joy: +1 Magic 
   Blessed: +1 Strength 
   Serenity: +1 Luck 
   Restoration: +1 Resistance 
   Innocence: +1 Agility 
   Angelic: +2 Magic
  Demonic 
  Aura Type: Bloodline 
  The blood of demons runs through your veins. 
   Corruption: +1 Strength 
   Chaotic: +1 Agility 
   Lust: +1 Luck 
   Envy: +1 Luck 
   Pride: +1 Agility 
   Gluttony: +1 Endurance 
   Nihilism: +1 Resistance 
   Damnation: +1 Endurance 
   Insanity: +1 Magic 
   Greed: +1 Luck 
   Demonic: +2 Strength
   
  
  81 
   
  Betrayed 
  Aura Type: Emotion 
  Once in your life, you were betrayed. Now it has forever scarred you.
   Anger: +1 Endurance 
   Gloom: +1 Resistance 
   Envy: +1 Luck 
   Nihilism: +1 Strength 
   Insanity: +1 Agility 
   Greed: +1 Luck 
   Betrayed: +2 Endurance 
  Bombastic 
  Aura Type: Emotion 
  You feel the need to make your presence known, even when unnecessary. 
   Chaotic: +1 Endurance 
   Joy: +1 Luck 
   Pride: +1 Resistance 
   Insanity: +1 Strength 
   Bombastic: +1 Luck 
  Innocence 
  Aura Type: Emotion 
  You are innocent in some way shape or form, and may be too young to know much of 
  the world. 
   Joy: +1 Magic 
   Blessed: +1 Resistance 
   Serenity: +1 Agility 
   Restoration: +1 Luck 
   Innocence: +2 Magic 
  Calculating 
  Aura Type: Emotion 
  You are logical and incredibly smart, knowing your way around a textbook or twenty. 
   Any (except Emotionless and Calculating): +1 any stat 
   Calculating: +2 to any stat 
   
   
   
   
   
  
  82 
   
  Spells 
  The following presented here are additional spells for the three different types of 
  magic: Arcane, Divine, and Psychic. Additional spell lists will also be created with 
  more specific prerequisites. 
   Blood Magic: Blood magic is a specific sect of arcane magic the Blutmagier 
  learns and casts. These spells are more focused and tied to blood magic. 
   Technomancy: These spells are related to technology, and only available to the 
  Spell Grafter class, or spells which similarly cast through Technomancy. 
   
  Blood Magic 
  Using their own blood in order to cast their spells, blood mages are specifically 
  tailored towards powerful arcane magic that requires the sacrifice of the blood 
  mage’s wellbeing to cast these spells. These are the Blutmagier as seen in The Fade 
  Tabletop system. Only a Blutmagier is able to take these spells. 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Blood Blast 
  Simple 
  Yes 
  40 ft. ranged water attack. Target must make an 
  END save or become fatigued for 2 rounds. 
  1d4 
  1st 
  Bleeding Eyes 
  Complex 
  Yes 
  50 ft. ranged water attack. Target must make an 
  END save or become blinded for 1 round. 
  1d10 
  5th 
  A Bit In My 
  Throat 
  Complex 
  Yes 
  60 ft. ranged END save or they vomit blood, 
  muscle, and tissue in front of them. They 
  become nauseated for 3 rounds. 
  3d6 
  10th 
  Bleeding Armor 
  Complex 
  No 
  Grant self a natural armor bonus to Defense 
  equal to ½ their Magic modifier, and take 1d10 
  damage. This lasts for 1d6+1 rounds. 
  — 
  15th 
  Gory Finish 
  Complex 
  Yes 
  Melee touch water attack. If the enemy is 30 HP 
  or under, they instantly explode in a mess of 
  gore and bones. Otherwise they take damage. 
  5d8 
  20th 
  Clog Artery 
  Complex 
  Yes 
  90 ft. ranged END save or suffer a heart attack. 
  An additional END save needs to be made or 
  they’re reduced to 1 HP, otherwise they take 
  damage that is unmodified by Magic modifier. 
  8d10 
  25th 
  Appendix Burst 
  Complex 
  Yes 
  100 ft. ranged END save or the target’s appendix 
  bursts. They receive an END save or they take 
  the damage as listed. On a success, they instead 
  take 10d12 damage + ½ magic modifier. 
  200 
  30th 
   
   
   
  
  83 
   
  Technomancy 
  Only the Spell Grafter, or classes which cast spells like the Spell Grafter may take 
  these spells. 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Techno Sight 
  Complex 
  No 
  Gain Darkvision 30 ft. and in addition; Androids, 
  Constructs, and technological items glow to the 
  one with this sight. 
  — 
  1st 
  Force Reprogram Complex 
  Yes 
  Melee attack against a construct. On a successful 
  touch, the Construct follows a single command 
  given by the caster. This lasts for 1 round. 
  — 
  5th 
  Electric Jolt 
  Complex 
  Yes 
  30 ft. Electricity line. Those inside the line must 
  make an END save or take 1 point of Agility 
  damage. 
  3d8 
  10th 
  Magnetic Body 
  Complex 
  No 
  When cast upon the caster or ally, they gain a +5 
  bonus on Grapple Stability attacks against 
  Androids and Constructs. 
  — 
  15th 
  Implant Weapon 
  Complex 
  No 
  Self or ally’s weapon is immune to being 
  disarmed. 
  — 
  20th 
  Techno Swarm 
  Complex 
  Yes 
  Create a 30 ft. radius. All Constructs, Androids, 
  and technological items in the swarm must make 
  an END save (count bonus as +0 for Constructs 
  and technological items) or they cease to work. 
  Despite not having an END score, Constructs and 
  technological items aren’t immune. 
  — 
  25th 
  Y2K 
  Complex 
  Yes 
  As Techno Swarm except it’s a 60 ft. radius 
  centered on yourself. You and your allies are 
  unaffected. 
  — 
  30th 
   
   
   
   
   
   
   
   
   
   
  
  84 
   
  Arcane Spells 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Fire Spells 
  Severing Flame 
  Complex 
  Yes 
  Deal fire damage to target. Target must make a 
  RES save or take -2 on MAG and RES as the 
  target’s soul is ripped by the flames. 
  2d6 
  5th 
  Flame Tornado 
  Complex 
  Yes 
  Make a 20 ft. radius area that targets must make 
  an AGI save while inside of it or take half. This 
  tornado of flame lasts for 1d4+1 rounds. 
  5d8 
  10th 
  Burn the Soul 
  Complex 
  Yes 
  Ranged 100 ft. fire attack. Upon being hit, the 
  enemy takes damage and makes a RES save or 
  they take a number of RES damage equal to the 
  caster’s magic score halved. 
  25d6 
  25th 
  Water Spells 
  Ice Fists 
  Complex 
  No 
  Self or ally touched deals 1d6 points of damage 
  with their unarmed strikes and +1d6 water 
  damage. 
  — 
  5th 
  Ice Spear 
  Complex 
  No 
  Upon casting the spell, the caster gains a +1 
  Longspear that deals +1d8 points of water 
  damage. 
  — 
  5th 
  Earth Spells 
  Earth Blade 
  Complex 
  No 
  Gain a longsword made of earth that gains a +1 
  enchantment bonus and deals +1d8 points of 
  earth damage. 
  — 
  5th 
  Earth Arc 
  Complex 
  Yes 
  30 ft. ranged earth attack. Upon hitting the 
  enemy, they must make an END save or their 
  speed is reduced by 10 ft. Does not stack. 
  2d10 
  10th 
  Wind Spells 
  Pushing Winds 
  Complex 
  No 
  Push an ally 5 ft. per magic modifier in any 
  direction except up and down. 
  — 
  5th 
  Distant Poison 
  Complex Special An ingested poison on hand can be carried on the 
  winds for 30 ft. + 5 ft. per magic bonus. It is, 
  however, half effective. 
  Special 
  15th 
  Electricity Spells 
  Shocking 
  Entrance 
  Simple 
  Special When cast upon self, +20 bonus to initiative until 
  you enter combat within 1 minute per magic 
  bonus. If you are the first in combat in the 
  initiative, you discharge the damage in a 10 ft. 
  radius that deals electricity damage. 
  10d6 
  15th 
  Immunized 
  Complex 
  No 
  Cast on self to make yourself immune to 
  electricity damage. 
  — 
  20th 
  Force Spells 
  Arc of Force 
  Complex 
  Yes 
  Fire a ray of force at an enemy within 30 ft. 
  2d4 
  5th 
  Force Blast 
  Complex 
  Yes 
  Fire a ray of force at an enemy within 60 ft. 
  6d4 
  15th 
  
  85 
   
  Corruption Spells 
  Torturing Touch 
  Complex 
  Yes 
  Cast this spell on an enemy. They must make an 
  END save or their STR and END are reduced by 1. 
  This turns the caster Unholy. 
  — 
  10th 
  Forced 
  Amalgamation 
  Complex 
  Yes 
  If an enemy is helpless, cast this spell to force 
  their HP to be reduced to ½  
  Special 
  20th 
  Universal Spells 
  Invisibility 
  Complex 
  No 
  Self or ally touched gains +20 to Stealth for a 
  number of rounds equal to magic bonus. 
  — 
  5th 
  See Aura 
  Complex 
  No 
  See the aura of all people within your line of 
  sight without the need of them being in ignition. 
  — 
  1st 
  Scroll Weapon 
  Complex 
  No 
  Cast this on a scroll while touching your own or 
  an allies’ weapon. The scroll must be an attack 
  spell. The weapon, on hitting an enemy, 
  automatically triggers the scroll’s use. 
  — 
  10th 
  Scroll Whip 
  Complex 
  No 
  Cast this on a scroll. The scroll becomes a whip 
  the caster is proficient with. Upon casting the 
  spell, the scroll can be used as an attack that, on 
  hitting, triggers the scroll’s use. After using it, 
  the scroll disappears. 
  — 
  5th 
  Uncontrollable 
  Anger 
  Complex 
  No 
  Make an ally really angry. They gain a +2 bonus 
  to Strength and Endurance, but a -2 to Defense. 
   
   — 
  15th 
  Impressive Luck 
  Complex 
  No 
  Self or ally touched gains a +4 luck bonus to a 
  single stat of your choice. This doesn’t stack 
  with itself. 
  — 
  20th 
  Bestow Arcana 
  Complex 
  No 
  Self or ally touched receives a number of uses of 
  a single spell that is 1st, 5th, or 10th level. These 
  number of uses are equal to ½ caster’s MAG 
  modifier. This spell lasts 5 minutes/caster level. 
  — 
  25th 
   
   
   
   
   
   
   
   
   
   
  
  86 
   
  Divine Spells 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Holy Spells 
  Divine Fixing 
  Complex No/Yes Holy healing spell. Upon touching the target 
  desired, they heal HP. The progression of d10s 
  per level is equal to Bolt of Shadow (30th: 8d10 + 
  quadruple MAG mod). All allies in a 10 ft. radius 
  around the healed target also heal the minimum 
  roll on a Divine Fixing casting. 
  1d10 
  1st 
  Sanitize 
  Complex 
  No 
  Heals as a use of healing touch from a Chaplain 
  of equal level, and also removes sickened. 
  — 
  5th 
  Blade of Light 
  Complex 
  Yes 
  Create a bastard sword bathed in a holy light. 
  This +1 bastard sword also deals +2d8 holy 
  damage. 
  — 
  5th 
  God’s Paradox 
  Complex 
  Yes 
  Melee holy attack. Constructs and vehicles hit 
  take double damage. Only affects constructs and 
  vehicles. 
  5d8 
  10th 
  Beacon of Good 
  Complex 
  No 
  Ally touched heals HP, and all allies in a 30 ft. 
  radius heal the minimum HP for the dice rolled. 
  10d6 
  15th 
  Healing Rays 
  Complex 
  No 
  30 ft. cone that heals all allies inside. 
  20d6 
  15th 
  God’s Wings 
  Complex 
  Yes 
  Gain a pair of wings that grant a 60 ft. fly speed. 
  — 
  20th 
  Divine 
  Retribution 
  Complex 
  Yes 
  40 ft. burst of holy damage. Undead take double 
  damage, and Demons take triple damage. 
  20d10 
  25th 
  Unholy Spells 
  The Unnatural 
  Complex 
  No 
  Self or ally touched gains DR 5/Silver 
  — 
  5th 
  Unholy Beam 
  Complex 
  Yes 
  60 ft. unholy line, RES save for half damage. For 
  every 5th level past 5th, gain +1d8 to the damage. 
  2d8 
  5th 
  Unholy Blessing 
  Complex 
  No 
  Ally touched is filled with unholy power. They 
  gain +5 damage if they have the ability to deal 
  unholy damage. If not, they gain +1d6 unholy 
  damage to their next attack. 
  — 
  10th 
  Nightmare Slash 
  Complex 
  Yes 
  Melee unholy attack. Deals damage, and target 
  must make a RES save or they’re frightened. 
  3d6 
  15th 
  Dark 
  Consumption 
  Complex 
  Yes 
  A massive black demonic head attacks an enemy, 
  attempting to swallow them. Make a grapple 
  stability attack using your magic in place of 
  strength, and deal damage on a success. 
  5d10 
  20th 
   
   
   
   
  
  87 
   
  Psychic Spells 
  Name 
  Type 
  Attack? 
  Description 
  Damage 
  Dice 
  Level 
  Required 
  Mirrored Mind 
  Simple 
  No 
  A single willing creature touched is counted as 
  the caster for the purpose of mind reading 
  spells. 
  — 
  10th 
  Blank 
  Complex 
  Yes 
  30 ft. ranged attack. On a failed RES save, the 
  target attempts to repeat the action of their 
  previous turn, even if they can’t normally. 
  — 
  10th 
  Open the Veil 
  Complex 
  No 
  Open an extradimensional space within 5 ft. of 
  the caster. This veil shines bright, causing all 
  enemies within 10 ft. to roll a RES save or be 
  blinded for 1d4+5 rounds. 
  — 
  10th 
  Touch of 
  Discordance 
  Complex 
  Yes 
  Target’s neural impulses are disrupted, making 
  their connection to their soul deteriorate for a 
  time. Target must make an END save or be 
  stunned for 1d4 rounds. 
  — 
  10th 
  Fateful Glimpse 
  Complex 
  Yes 
  The caster gains 1d4 years of information on a 
  single target which grants them a +5 insight 
  bonus on attack rolls and skill checks for a 
  number of minutes equal to the roll of the d4. 
  Target must succeed on a RES save to negate it. 
  The caster is left reeling in place for 1 round. 
  — 
  15th 
  Anathema 
  Complex 
  No 
  Upon casting on themselves, the caster appears 
  alien and unnatural in nature to those around 
  them. Intelligent creatures take a -5 on 
  persuasion attempts and -2 on attack rolls 
  revolving around the caster. RES save negates. 
  — 
  15th 
  Seer in the Dark 
  Complex 
  No 
  The caster can sense creature’s sound waves as 
  if they had sonar. They can still see regardless of 
  being blinded or their vision being impaired. 
  — 
  15th 
  Excite 
  Complex 
  Yes 
  Resonate matter on a molecular level, dealing 
  fire damage to the target. Metal enemies or 
  objects take electricity damage. 
  8d8 
  20th 
  Stillness 
  Complex 
  Yes 
  Slow the resonance of matter on a molecular 
  level, dealing cold damage to the target. On a 
  failed END save, target takes -5 ft. move speed. 
  8d8 
  20th 
  Suction Veil 
  Complex 
  Yes 
  Open an extradimensional space within 5 ft. of 
  the caster. All enemies within 5 ft. of the veil 
  take the damage if they fail an AGI save. 
  40d4 
  25th 
  Explode Stem 
  Complex 
  Yes 
  An enemy within 100 ft. has their brain stem 
  explode, dealing damage to them and 
  permanently paralyzing them on a failed END 
  save. 
  40d8 
  30th 
   
  
  88 
   
  More Environmental Hazards 
  The Core Rulebook did not cover all of the potential environmental hazards one may 
  face while in a game of The Fade Tabletop. Listed here are various damaging or lethal 
  environmental challenges which may threaten a character’s life. 
  Radiation 
  A common threat in outer space and futuristic or modern environments. Radiation is 
  also especially present in Terraka which the entire land is irradiated save for small 
  pockets of safe spaces. 
  If it is listed on a character or suit of armor that they are “immune to the vacuum of 
  space”, they are also immune to radiation posed by space, but can still be harmed by 
  Potent or higher levels of radiation that aren’t posed by space. Extreme radiation 
  should be reserved for situations where a character is dipped in radioactive liquid, or 
  caught in an extremely toxic cloud of radioactive poison. 
  Radiation 
  Level 
  Endurance 
  Save DC 
   
  Effects 
   
  Low 
  12 
  1d4 Endurance damage, 1 Strength damage 
  Moderate 
  14 
  1d6 Endurance damage, 1d4 Strength damage 
  High 
  18 
  2d6 Endurance damage, 1d6 Strength damage 
  Potent 
  22 
  3d6 Endurance damage, 2d6 Strength damage 
  Extreme 
  27 
  Instant death 
   
  Vacuum of Space 
  When in the vacuum of space, various factors can lead to a character’s death. From 
  suffocation, to explosive decompression, to suffering from the elements of space, the 
  following is how the Vacuum of Space is handled. 
  On the first round of being exposed to the vacuum of space without protection or 
  immunity, they begin to suffocate as per the Suffocation rules on page 103 of the 
  Core Rulebook, in addition suffering from Moderate radiation. In addition to the usual 
  effects of the first stage of suffocation, characters take 10d6 cold damage and they 
  suffer from Moderate radiation (no save) or if they failed their previous Moderate 
  radiation save before being under the effects of the first stage, they instead suffer 
  from High radiation. By the second stage, the radiation level increases by 1 step and 
  the character takes another 10d6 cold damage. By the third stage, they die as normal. 
   
   
   
  
  89 
   
  Alternate Rules and Add-on Rules 
  While some might be satisfied with the core rules in The Fade Tabletop, others may 
  wish for alternate ways of playing the game which drastically change how things are 
  handled. This can be as simple as adding on a new rule set, to being as complex as 
  changing the way the dice are rolled entirely. 
  Sanity 
  In some games, characters will be presented with abhorrent beings beyond their 
  comprehension, or come into contact with frights that will cause them extreme 
  mental anguish. These rules presented are supposed to assist in running games with 
  themes such as these. 
  Because none of the stats in The Fade Tabletop Core Rulebook are based on mental 
  stats without alteration, instead sanity is calculated by the following: 
  Character Level x 2 + 20 
  This makes the typical maximum sanity a character can have 80, out of a 1-100 scale, 
  and the bare minimum sanity without reduction is 22. 
  In order to determine when sanity is lost, a 1d100, and their result must equal their 
  sanity score or go below it (a natural 1 is always a success) in order to prevent losing 
  points of sanity. Below are some scenarios in which a sanity check may be required: 
  Scenario 
  Sanity Loss 
  The character takes ½ their HP in damage in a single round. 
  2 
  Seeing an aberrant or undead. 
  2 
  Being tortured. 
  4 
  Witnessing an ally or close friend tortured or severely maimed. 
  4 
  Witnessing an ally or close friend killed. 
  6 
  Being brought back to life after having died in battle. 
  10 
  Additional effects and scenarios may be added by the GM. 
  When a character’s sanity reaches 0, they are classed as “insane” and suffer one of 
  the three drawbacks: -2 to attack rolls, -2 to damage rolls, -2 to resistance saving 
  throws, -5 ft. speed, or -2 on all skill checks. 
   
  Sanity Talents 
  Name 
  Prerequisites 
  Description 
  Keep Your Sanity 
  5th level 
  Gain a +5 to Sanity. 
  Even More Sanity 
  10th level, Keep Your Sanity 
  Gain another +5 to Sanity. 
   
   
  
  90 
   
  Alternate Dice Systems 
  Not everyone likes d20 systems, and some may wish to play a d6, d10, or even a d100 
  system. Below are rules for changing the game to those systems, and how changing 
  the dice interacts with the system. 
  d6 
  A d6 system involve a character having a number in a stat or skill, and rolling a 
  number of d6 equal to that number. It’s not very often when using a d6 system that 
  you have an additional modifier on top of the d6 such as “5d6+5”. In this system, 
  instead of using a set number that the characters have to exceed with their d20 roll, 
  challenges have a number of successes (number of times the dice land on 4+) the 
  characters must meet. 
  Stats 
  Each of the character’s main stats: Strength, 
  Magic, Endurance, Resistance, Agility, and 
  Luck all start at 1. One point in a stat raises it 
  up by 1 to a maximum stat of 10. When rolling ability checks, you roll a number of d6 
  equal to the score of your stat (to a maximum of 10d6). 
  Skills 
  Characters can put a number of skill ranks into a stat equal to ½ their level (minimum 
  of 1). When rolling for that skill, add the character’s stat into the number of ranks a 
  skill has. (Ex: Mark has a 5 in Strength and a 2 in Awareness. He rolls 7d6 on his 
  Awareness attempt. The attempt requires 4 successes, and the results are: 1, 1, 5, 1, 
  5, 6, 4. Just barely enough to succeed!) 
  In addition to this, add the following skills to the list of skills which can be taken. 
  Characters also gain a free set of 2 Skill Ranks per Level which can only be spent on 
  these skills. Skill Ranks they gain from their class can also be used on these skills. 
   Block: Special 
   Dodge: Agility (AP) 
   Melee: Agility 
   Ranged: Agility 
   Magic: Resistance 
  Block: Whether through a set of armor, a shield, or a weapon, this skill is used for 
  blocking incoming melee and ranged attacks. Rather than rely on a stat, this skill 
  relies on the armor and shield the character is wearing. When choosing to block, a 
  character declares they will block the attack and rolls their dice in the skill. If their 
  amount of successes is higher than the attack rolled against them, they take ½ 
  damage from the attack. 
  Game Type Low Standard High Heroic 
  Stat Points 
  3 
  5 
  8 
  10 
  
  91 
   
  Dodge: By using the quickness of their feet, a character with this skill is able to dodge 
  incoming melee, ranged, or even magic attacks. When choosing to dodge, a character 
  declares they will dodge the attack and rolls their dice in the skill (subtracting Armor 
  Penalty from their amount of dice, if there is any AP). If their amount of successes is 
  higher than the attack rolled against them, they avoid damage completely. 
  Melee: The ability to strike, slash, or stab with a melee weapon, a character with this 
  skill knows how to hit their foes with enough force to maim or kill. When making an 
  attack roll, roll the number of dice you possess in the skill before the defender 
  declares to either block or dodge the attack. On a successful hit (or if they succeed 
  their block attempt) roll damage as normal. This skill relies on Agility, however 
  effects which change Agility to Strength when determining to-hit still apply. 
  Ranged: As melee, except when blocked the attack deals ¼ and not ½ damage. 
  Magic: As melee and ranged, except magic attacks cannot be blocked. In addition to 
  this, magic attacks are susceptible to Magic Resistance, and if an enemy possesses MR 
  the caster must first attempt to bypass it. 4 points of MR = 1 success required to 
  bypass it. For example: An enemy with 12 MR requires 3 successes in order to bypass. 
  Combat and Miscellaneous 
  Called Shots: Arm and Leg shots impose a +1 to the amount of successes required to 
  hit, Head and Groin shots impose a +3 to the amount of successes required to hit, and 
  finally Eye and Ear shots impose a +5 to the amount of successes required to hit. 
  Abilities such as the Marksman’s First Awakening negate this. 
  Abilities and talents which add a +1 or higher to a check instead affect the 
  character’s amount of successes. (Ex: Weapon Focus grants a +1 to the dice rolled on 
  a melee attack roll with a selected weapon. When one would normally roll 8d6, they 
  instead roll 9d6.) 
  Critical Hits: If more than ¾ of the rolls on an attack roll are successes, it is a critical 
  hit. This otherwise functions the same as a normal critical hit. 
  Saving Throws: Roll these as an ability check. The 
  following is the chart for saving throws. Always round up 
  when determining a saving throw from this chart. 
  d10 
  Using The Fade Tabletop as a d10 system works the same way as a d6 system, except 
  for the following. 
  Successes in a d10 system determines a 6+ as a success instead of a 4+. 
  Critical Hits: When making an attack roll and a 10 is rolled, the 10 explodes and 
  another d10 is rolled. This can be done a number of times up to the stat’s score. 
  Save DC 
  5 
  10 
  15 
  25 
  30 
  Successes 
  1 
  2 
  4 
  6 
  8 
  
  92 
   
  d100 
  Less complicated than a d6 system, a d100 system relies on percentage rolls (or d%) 
  instead of a d6. This is rolled using 2d10 with one die representing the 1s while the 
  other represents the 10s. Rather than working off of successes, this version of a d100 
  expects your roll to either meet or roll under the target number. 
  Stats 
  Stats are determined just like they are normally, save that there is no “stat modifier” 
  associated with the stat. The stat is, instead, what is used for checks and skills. 
  Skills 
  Instead of the previous way of determining skill ranks, each character is given 400 
  Skill Ranks, with each skill they choose to take starting at 0 + the stat associated 
  (example: Acrobatics for Jim starts at 15 because his Agility stat is 15. He decides to 
  spend 50 points on Acrobatics which gives him a 65 in the stat). A character cannot 
  raise their skills above 80. 
  Just like in the d6 rules; use Block, Dodge, Melee, Ranged, and Magic. Instead of 
  being determined by successes, the characters must roll opposed checks against each 
  other. The one whose roll is higher yet doesn’t exceed the target number of their skill 
  succeeds the check. (Example: Tom is attacking Beth, and rolls his Melee skill. The 
  target number is 70, and Beth decides to roll her Block. The target number is 55. Tom 
  rolls a 30, not ideal but if Beth rolls lower he still hits. Beth rolls a 56, and due to the 
  fact that she exceeds her target number she fails the block roll and takes full 
  damage). 
  A critical hit is determined when a character either meets their target number 
  exactly without exceeding it, or rolls a natural 1 or 100. Due to stats being locked at 
  20, a natural 81-99 counts as an auto-failure. 
  Called Shots: They impose their penalties as normal. Abilities such as the Marksman’s 
  First Awakening negate this. 
  Abilities and talents which add a +1 or higher to a check instead are rounded up to 
  the nearest 5. (Ex: Weapon Focus grants a +1, and thus instead grants a +5 to the 
  target number for the selected melee weapon. These bonuses are the only kind which 
  can exceed the 80 lock on skills, however only up to 95.) 
  Saving Throws: A creature’s saving throw DC is used to determine whether or not the 
  character being afflicted will succeed against the effect. The DC is equal to double 
  the original saving throw (max of 90). 
   
   
  
  93 
   
  Morta IV Specific Content 
  The following talents, spells, items, etc. are built specifically for the setting of Morta 
  IV. While some can be integrated into games which aren’t played on Morta IV, their 
  original purpose is to be used there. These are typically talents, spells, items, and so 
  on which are associated with an organization or planet on Morta IV. 
  All talents listed require the character to be a part of the listed organization. 
  Interplanetary Police Force 
  The defenders of Heion and by extension they try to defend the rest of the galaxy as 
  well. They have a hatred towards arcane magic, to the point that Heion bans its use 
  on their planet (however the IPPF is allowed to use it if they so wish). 
  Heion technology is some of the most prized among the galaxy due to its superior 
  design and due to the fact that it is the most advanced technology currently known to 
  the galaxy. 
  Exotic Melee Weapons 
  Name 
  Price 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Carbon Nanoknife 
  225 G 
  1d4 
  19-20/x2 Melee 1 lbs. 
  S 
  Light 
  Enemy takes 1 bleed 
  Melt Knife 
  50 G 
  1d4 
  18-20/x4 Melee 1 lbs. 
  P 
  Light 
  Melts upon hit. 
  Heion T51 Laser Sword 500 G 
  1d8 
  x3 
  Melee 2 lbs. 
  Fire 
  One-Handed 
  Accurate 
  Monofilament Sword 
  950 G 1d10 
  19-20/x2 Melee 5 lbs. 
  S 
  One-Handed 
  Ignore DR/metals. 
   
  Exotic Firearms 
  Name 
  Price 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Model E3G51 Heion 
  Laser Pistol 
  500 G 
  1d8 
  x3 
  30 ft. 
  3 lbs. 
  F 
  One-Handed 
  Accurate 
  Model L0G51 Heion 
  Laser Rifle 
  1,500 G 
  1d12 
  x4 
  80 ft. 
  10 lbs. 
  F 
  Two-Handed 
  Accurate 
  Model L0G52 Heion 
  Microwave Rifle 
  10,000 G 1d10 
  x3 
  —  
   
  8 lbs. 
  F & E Two-Handed 20 ft. Cone, +4 attack if 
  the target is wearing 
  metal armor 
  Model L4G12 Heion 
  Disintegrator Rifle 
  20,000 G 
  2d8 
  x3 
  Melee 
  12 lbs. 
  F 
  Two-Handed 
  On the target’s death, 
  they are reduced to 
  ash. 
  Note: The Microwave Rifle and Disintegrator Rifle are illegal, hence their cost being 
  so high. These weapons should not be made readily available to the party. 
  Talents 
  Name 
  Prerequisites 
  Description 
  Scientific Upbringing 
  Born on Heion, or lived on 
  Heion for more than 2 years 
  Gain proficiency with all Scientific Weapons 
  (except for Rare weapons) and IPPF weapons. 
  Hatred against Arcana 
  — 
  Gain a +2 attack/damage against arcane casters. 
  
  94 
   
  The Corrupted Knights 
  A group formed by Banadar Arkenach with the sole purpose of aiding him in his 
  conquest and enslavement of other races. 
  Corrupted Knights have a standard set of equipment they use along with specific 
  styles they learn to aid their combat effectiveness. Corrupted Knights are not allowed 
  to have families or friends, and aren't allowed to have a sense of self lest they begin 
  to rebel. They shave their heads, and wear the same uniforms as one another (higher 
  ranking officers are known by a title and nothing more). Most are Kendari due to 
  being under the thumb of Banadar. 
  Alignment Restrictions: Any Unholy alignment. 
  Religious Restrictions: Must worship Banadar Arkenach 
   
  Armor 
  Name 
  Price 
  Type AB 
  AP 
  ATD Speed Weight 
  Special 
  Interceptor Armor 
  100 G 
  L 
  +4 
  -3 
  +15 
  30 FT 
  18 lbs. 
  Immunity to Corruption, +2 AGI 
  Standard Armor 
  500 G 
  M 
  +6 
  -5 
  +10 
  20 FT 
  25 lbs. 
  Immunity to Corruption, +1 STR/END 
  Assault Armor 
  1,000 G 
  H 
  +8 
  -7 
  +8 
  20 FT 
  35 lbs. 
  Immunity to Corruption and Poison, 
  +2 STR/END 
   
  Exotic Weapons 
  Name 
  Price 
  DMG 
  CRIT 
  RNG 
  WT 
  Type 
  PROF 
  Special 
  Kendari Greatsword 
  225 G 1d10 
  18-20/x2 Melee 12 lbs. 
  S 
  Two-Handed 
  Brutish, +1 STR, 
  +1d4 Corruption dmg 
  Kendari Greatbow 
  50 G 
  2d4 
  x4 
  50 ft. 
  6 lbs. 
  P 
  Ranged 
  +1d4 Corruption dmg 
   
  Talents 
  Name 
  Prerequisites 
  Description 
  Devotion 
  — 
  When within 30 ft. of a fellow corrupted knight, 
  gain a +2 bonus to attack, damage, or defense. 
  Corrupted Bloodline 
  Kendari 
  You have relatives who were in the Corrupted 
  Knights. When hit with corruption damage, 
  convert it into healing instead. 
  Kendari Proficiencies 
  Kendari 
  Gain proficiency with the Kendari Greatsword and 
  Kendari Greatbow. 
   
   
   
  
  95 
   
  Knights of Beyond 
  A group of knights who formerly belonged to the kingdom of Makele before it fell. 
  The Knights of Beyond belonged to Makele’s “Knights of Valor” around 3000 BY 
  (Berngulsh Year, 1066 AD on Earth). Now, the year is 3950 BY (2016 AD) and the 
  Knights of Beyond have since taken to the stars in their 900 year period of being away 
  from Makele. The Knights of Beyond follow a strict code, with their main tenant being 
  to eradicate the universe of ‘sinners’. 
  Code of Conduct 
   Eradicate the sinners of the known universe. Those who dare try to alter nature 
  to their wishes using science or magic are sinners, and must be purged. Nature 
  should take its course without the interference of man. 
   Remain celibate until marriage. 
   Never back down from the impossible, for even the impossible can be 
  conquered. 
   Prevent the continued creation of Clones, Abominations, and other unnatural 
  creatures. Execute them humanely. Do not stoop to their animalistic level. 
   
  Talents 
  Name 
  Prerequisites 
  Description 
  Strike Fear and Flame 
  Intimidate 4 Ranks 
  Once per round when hitting an enemy, do a free 
  intimidate check to demoralize the enemy. On a 
  success, they take 2d6 points of fire damage. 
  Old Scars 
  Endurance 12 
  When entering combat with an enemy who the 
  possessor of this talent has faced before, they 
  gain a +2 circumstance bonus on attack rolls. 
  Massive Impact 
  Two-Handed Bludgeoning 
  weapon 
  Once per day on a successful attack roll, do a free 
  bull-rush attempt at a +2 bonus. 
  Power Armor Proficiency 
  — 
  Gain proficiency with the Knights of the Beyond’s 
  Power Armor. 
   
   
  Armor 
  Name 
  Price 
  Type 
  AB 
  AP 
  ATD Speed Weight 
  Special 
  T-21 Power Armor 25,000 G 
  H 
  +20 -15 
  +6 
  20 FT 
  60 lbs. 
  Immune to the vacuum of space,   
  +4 STR/END,  10 ft. Fly Speed 
   
   
  
  96 
   
  Cerulean Grimoire 
  Named for the religious text they follow, the Cerulean Grimoire is more of a 
  mercenary group than a religion. It is owned by Zach Theosen and Eizien Fvala, two 
  scientists who are the largest known creators of clones and alchemical creations. 
  They are stationed all over Berngulsh and Heion, their goal being to gather followers 
  for a mysterious purpose. Some say they are doing this in preparation for an 
  apocalypse while others say they wish to transport themselves to a far off world. Not 
  even worshipers are told of their purpose. Only Zach and Eizien know for sure. 
  Alignment Restrictions: Any unholy or neutral. 
   
  Talents 
  Name 
  Prerequisites 
  Description 
  Scalpel’s Blade 
  Weapon Focus (Dagger or 
  Kukri) 
  When dealing damage with a Dagger or Kukri, the 
  target takes a -2 penalty to Defense. Doesn’t stack. 
  Cerulean Body 
  Magical Aptitude (Water) 
  Doesn’t suffer from the cold condition, however 
  freezing still affects the character. 
  Science Resistance 
  Spellgrafter (Alchemist) 
  Resistance 5 to Earth and receive a +2 bonus on 
  saving throws against poison. 
  Cerulean Technomancer 
  8 Ranks in Knowledge 
  (Technology), levels in a 
  spellcasting class 
  When rolling Heal, Knowledge (Magic), Knowledge 
  (Religion), Spellcraft, or Use Magic Device checks 
  3/day use ranks in Knowledge (Technology) in 
  place. 
   
   
  Armor 
  Name 
  Price 
  Type 
  AB 
  AP 
  ATD Speed Weight 
  Special 
  Armored Lab Coat 
  800 G 
  L 
  +5 
  -5 
  +16 
  30 FT 
  15 lbs. 
  Use potions as swift actions, +2 
  saves vs. poison, +1 MAG/RES 
  Cerulean Armor 
  9,000 G 
  H 
  +12 
  -8 
  +8 
  20 FT 
  35 lbs. 
  DR 5/Steel, swift action to use force 
  shield below 
  Force Shield 
  — 
  S 
  +2 
  0 
  — 
  — 
  — 
  Fire Resistance 10, blocks Force 
  attacks 
   
   
   
   
   
  
  97 
   
  The Interstellar Exploration Legion 
  A group dedicated to discovering and documenting the many anomalies around the 
  world. Knowledge is their pursuit, and the loss of a potential artifact or alien 
  technology could spell disaster for the many explorers in the legion. The IEL accepts 
  all sorts of applicants from all backgrounds, especially those with secrets surrounding 
  them…secrets, after all, means discoveries. 
  Some people express concern regarding the group and that sometimes things 
  shouldn’t be uncovered. This concern began after a group of field agents discovered 
  the remnants of an Old God’s church, and unleashed some of the creatures in the 
  church out from the mysterious planet dubbed “X-50”. Since then, more alien 
  creatures from the Old God’s world have been seen lurking in outer space in Morta IV. 
  Armor 
  Name 
  Price 
  Type 
  AB 
  AP 
  ATD Speed Weight 
  Special 
  Light Space Suit1 
  400 G 
  L 
  +2 
  0 
  +14 
  30 FT 
  15 lbs. 
  Immune to vacuum of space, life 
  support system sustains life for 24 
  hours. 
  Full Space Suit1 
  1,000 G 
  H 
  +7 
  -6 
  +10 
  20 FT 
  45 lbs. 
  Immune to vacuum of space, life 
  support system sustains life for 3 
  weeks. 
  1: Due to the IEF’s openness and handing these out to those who wish to travel 
  amongst the stars, Space Suits are available to everyone who are proficient with 
  them. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  98 
   
  The World of The Fade 
  The Fade Tabletop can take place on any setting the GM wishes, however the setting 
  that the system (Morta IV) is made for is available for those who do not wish to run a 
  game in their own setting, or for those who may enjoy the base setting of The Fade 
  Tabletop. Included in this section is information on planets, races, stories, and 
  legends in The Fade Tabletop. 
  Earth 
  The blue marble which humans are known to have come from. Earth resides in the 
  ‘goldilocks zone’ of the solar system, making it perfect for sustaining life such as 
  humans. It was once populated with many races other than humans, such as Elves and 
  Dwarves, who had visited from other planets and star systems, though not through 
  space travel using technology. Being introduced to arcane magic by the Elves, Humans 
  began to use this to explore out from their own world and visiting other planets 
  outside of the solar system and sometimes even the galaxy itself (though this was 
  rare). Interplanetary travel by arcane means made it easy for humans to spread their 
  influence outside of just Earth. 
  Divine magic was eventually learned as some humans were granted powers from their 
  deities, though the introduction of arcane and divine magic started to make things 
  problematic. The humans on Earth used and abused this might, and began revering 
  powerful mages and priests as if they were deities themselves. An agreement was 
  made by Adonai and a few other deities common to Earth that they’d seal the use of 
  magic on the planet, and distance any other race from visiting the planet. Those who 
  knew magic were killed or taken away from their homeland of Earth, and the races 
  which lived close (such as Elves and Sustinere) were moved from their homeland to a 
  new planet far away. In modern times, magic is all but a myth to humans, seen as an 
  impossibility. There are still a few who possess a knack for unknown powers, however 
  due to their rarity and inability to use their powers freely, they aren’t known by 
  society. 
  Currently, Earth is populated by only humans, and the world has access to ‘modern’ 
  technology. Travelling to Earth by magic is incredibly difficult and requires knowledge 
  of the planet to begin with alongside the means to do so. Due to the distance 
  between the Milky Way and Morta IV, galactic travel by starship is impossible. Even 
  the highly advanced starships take years to even reach the Milky Way, and upon 
  arriving at Earth the ship usually runs out of sufficient fuel and cannot be piloted 
  towards Earth. For the few unfortunate enough to arrive through arcane magic, they 
  are unable to escape due to the spell put on the planet long ago by Adonai. Because 
  of the difficulty of getting there, and it being nearly possible to escape, very few 
  even try, and those that to arrive on the planet shocked to learn they can no longer 
  cast magic and are stuck on an unknown planet. 
  
  99 
   
  Venus 
  Known to be the former residence of the Elves and other races, Venus had a strong 
  ecosystems which consisted of many lush forests and greenery. Alongside this lived 
  many races who have been all but lost to the world save for Elves, Sustinere, 
  Gargoyles, and the Centaur. Around the time of Earth’s eradication of magic, these 
  races were the only ones who were able to escape Venus before Adonai decimated 
  the lands, turning it into an unlivable wasteland of toxic fumes. Because of this the 
  former residents of Venus do not worship Adonai, even to this day. 
  Venites weren’t very advanced technologically, however their advances in arcana and 
  knowledge made them very intelligent. Old ruins exist on Venus that previously 
  hosted cave systems created for the purpose of worship. In these ruins, ancient 
  artefacts are said to exist. Despite this, very few go to Venus due to the risks and the 
  possibility they’ll never return. 
  Corta Diez 
  Homeland of the Kendari, this planet was formed by unnatural means. Its core is 
  made of pure corrupted energy which was harnessed by the creator Banadar Arkenach 
  in order to make the planet the way it is, and was also used to create the black sun 
  which keeps Corta Diez in orbit. The landscape of Corta Diez is gray, and radiates an 
  aura from the ground which hurts those who aren’t accustomed to its unnatural 
  landscape. (Those not born on Corta Diez or who are not Kendari or part Kendari take 
  1 point of corruption damage per minute on Corta Diez). 
  The planet is small, and desolate in almost every area except the one city stationed 
  on the planet known as Avakdaram. Avakdaram’s population is almost 100% Kendari, 
  and the ruler is none other than the god of their people, Banadar. Avakdaram is a 
  harsh city with harsh rules imposed for their citizens to be optimal and subservient to 
  their leader. Some Kendari are trained for battle, and the lucky few who learn under 
  Banadar’s tutelage are known as the Corrupted Knights. They act as the enforcers of 
  the land, and even travel outside of Corta Diez to enforce the Kendarin campaign 
  elsewhere. 
  Corta Diez and Corruption Magic 
  Corruption is an artificial magic of unknown origin. It was only discovered recently, 
  and to some scholars it is a discovery that should have never been made. It was only 
  about 2,000 years ago that the magic was first discovered. Its discovery was 
  attributed to Prf. William J. Barnaby, however he speculates that the wellspring of 
  corrupted energy he found was placed there and he may not be the first to have 
  discovered it. After taking some of the energy to research, he began to notice it 
  burned through nearly everything it touched and those of his research team who tried 
  to manipulate it found themselves going mad with power. 
   
  
  100 
   
  William jotted down plenty of notes on the substance, however the most interesting 
  of which was the origin. It was traced to a planet that had never been seen before. 
  Upon making an expedition for the planet, it was discovered the land was practically 
  oozing the corrupted energy from the ground. Traveling across the landscape for a 
  while, they found a city and were shocked to see inhabitants in the city. The last of 
  his journal that was recovered stated that he was excited to talk to the locals and 
  was hoping to communicate with them. The only surviving crew member of his ship 
  was onboard waiting for him to return, and had been in charge of saving all of the 
  ship’s records (including William’s journal entries) for archival purposes. William and 
  the crew he took down to the planet with him never returned, and future explorers to 
  the planet did not come home. 
  The Dark Lands 
  A cold and obviously dark place filled with sorrow and loneliness. This desolate planet 
  is constantly surrounded by dark storm clouds which blot out the little sun which they 
  receive. Down below, artificial light is used so the inhabitants known as Shadowers 
  are able to see. Shadowers are kind, and their societies are rarely violent due to their 
  focus on diplomacy and the importance of wordplay. One of the largest cities on the 
  planet is known as Hoava, a prosperous area which trades with other planets to keep 
  its economy and citizens alive due to the soil and lack of sun on the planet being 
  counter-productive for farming and thus living in general. 
  The Dark Lands are also known as the ‘Shadow World’ or in Shadow Tongue it is known 
  as Odorosk. 
  Nirvana 
  Close to heaven though not in the same hemisphere, this is one of what are known as 
  the ‘Spiritual Planets’ due to it being the home of some good deities and demi-gods, 
  and the fact that Angels reside in and protect Nirvana. The planet was created by 
  Shinda, and is the home and birthplace of angels. Outsiders are not allowed within 
  Nirvana, whether living or deceased. Only those wishing to seek Shinda’s advice and 
  those who know her personally are allowed to visit. 
  The planet itself is beautiful with many trees and ponds adorning the paradise for 
  angelic beings. This is all punctuated by the large castle in the center of the small 
  city in Nirvana in which Shinda lives. 
  Abatna 
  A hellish landscape that reeks of sulfur, Abatna is another one of the ‘Spiritual 
  Planets’ known to be the lands where demons and other hellish creatures are created. 
  The planet is coated with a thick layer of smog which blocks out the sun’s rays, 
  though despite this the planet is plenty warm due to the volcanic activity which is 
  prominent on the surface. The largest city on Abatna is known as ‘Hokar’ which 
  houses the ten demon lords who watch over the land in Apollyon’s stead. 
  
  101 
   
  Mortals who have committed atrocities aren’t sent to Abatna, however those who 
  have been deemed worthy by Apollyon (such as his own worshippers) are sent here 
  upon death to go through the rituals to make them a demon to serve him once more. 
  Heaven 
  Adonai’s realm, and the land where good mortals end up at when they die. Heaven is 
  a beautiful landscape similar to Nirvana, however Heaven is the strangest of the 
  ‘Spiritual Planets’. The surface is a stronghold crafted by Adonai and his angel 
  servants bestowed unto him by Shinda in order to defend the deceased mortals from 
  outsiders attacking, while those living underground in their designated homes are 
  offered a miniature world for them to live in and mold to their own personalities and 
  wishes. This way all are satisfied with the paradise they live in. 
  Hell 
  Apollyon’s personal domain, and the land where the wicked go upon death. There is 
  no solace, no rest, and no comfort in hell. In a stark contrast to the fiery infernos of 
  Abatna, Hell is dark and cold. The planet’s surface is a wasteland of rock while the 
  underground is nothing but a dark cavern with endless people in chains. Those in Hell 
  are unable to sleep due to being dead, however they are given nothing to do due to 
  being bound. Apollyon himself is rarely in his own domain for long due to it being 
  boring and uninteresting to him, however when he is residing at home he has a throne 
  especially made for him to rest upon. 
  Goblinian 
  A planet once bustling with tons of races including the standard humans, elves, and 
  the like. Due to the conquest of a devout Goblin seeking to unite the world and rid it 
  of evil, the other races soon became scarce on the planet until the only races left 
  were Goblins, and the few stray Half-Goblins. They dubbed the planet after their 
  original kingdom of Goblinian. Rangar the Great King is revered as the greatest of 
  Goblin rulers, and the Goblins of Goblinian strive to be just like him. 
  Dratvian 
  The planet of the Dwarven people, Dratvian’s residents mostly live in underground 
  lairs and cities. These cities are filled with artificial lights and are heavily fortified by 
  city walls made with layers of stone to keep their defenses from cracking even 
  slightly. The underground is one big city known as ‘Dovagaha Ortu Tokra’ or ‘The 
  Inner City’. The inner city is divided into two parts: The East and the West. The East 
  has higher grades of technology including laser and plasma weaponry while the west 
  has more medieval weaponry with a bit of modern firearms cropping up here and 
  there among the wealthy. The divide between the two was not done out of racism, 
  but merely done to separate the wealthy from the poorer class. 
   
  
  102 
   
  The Eastern half funds the military: The Planetary Dwarven Police or TPDP, and 
  provides them with the means to protect the place from outside invasions. The 
  planet’s surface is used as a docking port for starships for those travelling. The West 
  own vehicles that help them mine known as the ‘Gotoranok’ and those lucky enough 
  get into work fixing and building space ships. 
  Borz’a Doran 
  The desert planet ruled by the Orc people. It was never a land bustling with 
  vegetation, or anything of the sort. Instead the lands from day one had been sandy. 
  The lands are made even fiercer by the twin suns beating down on the planet. The 
  lands are unforgiving, and even Orcs born on another planet struggle to make these 
  lands their home. Orcs born in these lands are immune to the effects of the heat. 
  The Elemental Planets 
  The following are planets which revolve around the elements, and in one way or 
  another incorporate the element as the main theme of the planet. 
  Efraga (Fire) 
  The flaming planet. The surface of the planet is a blazing inferno that constantly 
  rages and shoots gouts of fire into the atmosphere, all of the flames coming directly 
  from the planet’s core which is spilling out to the surface. Despite the toxic fumes, 
  there is one safe place for space ships to land and that is known as ‘The Great Peak’, 
  a dormant volcano with a society living within it. 
  Uryana (Water) 
  The planet of crashing waves. Uryana is filled with about 90% water, the rest of which 
  are small islands grouped together to form the only living society above water known 
  as the ‘Republic of Uryana’. Below the water hosts many sea creatures, most of which 
  have succumb to deep sea gigantism, becoming incredibly larger than normal 
  members of their underwater species. 
  Gurot (Earth) 
  The planet of shifting earth. Always subject to earthquakes, Gurot is a planet with 
  many mountains filling its landscapes. Inside of the mountains the races take 
  residence as the earthquakes strangely do not cause cave-ins, and the outside slopes 
  are prone to avalanches caused by these earthquakes. 
  Vruthnet (Electricity) 
  The planet of never ending thunderstorms and lightning strikes. Vruthnet is almost 
  constantly storming (leading to it raining or snowing often), electricity striking the 
  ground at least multiple times a day and sometimes spreading the electric strikes 
  among the puddles on the muddy ground. There is but one country known as ‘Zathfa’ 
  and it is built above the thunderclouds for the sake of travelers from space. This way 
  they can park their ship and take the long elevator down to the surface lands. 
  
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  Whuwon (Wind) 
  The planet of strong and soft winds. Whuwon is a gas giant rarely plagued by severe 
  storms, and that lacks a true city. Instead, it hosts a single town next to a landing 
  zone for ships. ‘Whistra’ is the name of this town, and the main source of income for 
  the town is advertising itself as a gathering spot for mercenaries. 
  Lork (Force) 
  The mythological planet. Unseen to all, even Elementalkin whose blood relates to the 
  planet, Lork is a myth among starship crew members. It’s said it was a sister planet to 
  Whuwon, and was surrounded by the energies of force which is in and of itself mind-
  blowing to those magically inclined and those with only an inkling of magical 
  knowledge. Scholars speculate that the planet has a high concentration of strong 
  force-like winds, or perhaps a device exuding the energy and thus granting its 
  residents its power. Either way, the planet is only a myth for now. 
  Heion 
  Also titled ‘Neo-Earth’ by some of the dwellers who see it as the new Earth. Being one 
  of the technologically advanced planets, Heion has a strict ‘no magic’ law, barring 
  citizens from being able to cast, study, or use magic in any way. Travelers can still 
  keep their magical items, tomes, and the likes however they are not allowed to be 
  used. The police are the exception, as those in the Interplanetary Police Force have 
  been granted the right to use magic in its entirety. 
  Much of Heion’s culture is similar to Earth, and the majority of the planet worships 
  Adonai. Chaplains of Adonai ask for music, television, media, and other Earthly 
  artifacts to which Adonai will grant this to them. This is allowed under the one rule 
  that the Chaplains, and the followers of Adonai who live in Heion mustn’t visit Earth. 
  Dreyga 
  A planet in the outskirts of Morta IV. The planet has very little inhabitants due to its 
  snowy environment, and lack of native races. There are only two existing colonies on 
  the planet (both from outside forces). One on the North Eastern side of the planet is a 
  base set up by the Interplanetary Police Force, and is meant as a checkpoint for 
  traveling IPPF officers aboard a space vessel. The other colony is a royal family who 
  had claimed the planet as their own and nobody recognized their ownership over the 
  planet. They settled on owning a country on the planet, and have since been 
  recognized as “Snowtopia”. Contrary to what they make others to believe through 
  scam advertisements, their country has no inhabitants other than themselves, and the 
  whole point of the advertisement is to try and convince people into living there 
  finally. This has yet to work. 
   
   
  
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  Broan 
  A planet slowly being eaten by the star which it circles, pieces of the planet slowly 
  floating off into space. On the far side of the planet not being devoured quite yet 
  exists a base that a space pirate gang takes residence in. The space pirates (known 
  only by their ship name, the SS-Ravager) only ever send a few men out on jobs of 
  plundering and assaults due to the fact that the Interplanetary Police Force makes 
  continuous efforts to attack the base in order to retrieve the stolen goods before 
  they’re lost forever, and to rid the galaxy of the SS-Ravager’s threat. 
  Berngulsh 
  Also known as ‘The Hub World’ or by its proper Dagonra name ‘Despair’, it is mostly 
  populated by medieval weaponry and magic, though due to its stance on 
  interplanetary trade being open, it receives the occasional technological equipment 
  from traders. These technologies are rare however due to the love for tradition, and 
  the fact that on the planet the technology is incredibly expensive. Even if technology 
  would be widely introduced, the locals of the planet would not be so keen on change 
  and would stick to the tradition of swords and bows. 
   Central Noach (Continent, Central): The northern sect of the world. It houses 
  most of the smaller countries of the world mashed together. 
  o Ui-Ko (Country): A smaller country than most, Ui-Ko is a very poor 
  region, most not choosing to live there by choice. 
  o Javan (Country): Another smaller country with the majority of Orcs and 
  Pashal taking refuge at. The country is known for its rare gemstone 
  caves which are abundant. 
  o Sokunha (Country): A rather long and thin country that was founded by 
  the ancient humans. It has a great deal of human artifacts and treasures 
  hidden in its soil. The capital city Kabienya primarily speaks Russian, and 
  trades in silk and coal. 
  o Palth (Country): The second human settlement founded by the ancient 
  humans. Its olden wartime strategies are still used in their modern army 
  and are just as effective. The capital city Lokren is known for its 
  abundance of rare and intriguing spices making it a central hub for 
  alchemists and cooks alike. 
  o Lekroe (Country): Founded only recently, its influence is great. The 
  culture, language, and overall society is strange to foreigners, however 
  they learn quickly the differences and to accept the oddities. The main 
  language spoken in the capital city Kondai is Japanese. 
  o Keervabeun (Country): A country with very little man-made structures 
  and inhabitants in general. The old cathedral of Lost Star is said to have 
  been the testing grounds for an experimental creature... 
  o Unexplored Lands (North) Said to be the entirety of the Northern 
  Noach. It is full of icy terrain and unmarked lands. Eskimos are rumored 
  to live up in these lands, however the abundance of monsters makes this 
  rumor unlikely. 
  
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  106 
   
  Southern Noach (Continent, South) the center of the world, and the land once 
  inhabited by the Original Five Humans. In the past, this land was the home to the 
  Satori species, one of great intellect and magical prowess. The lands owned by the 
  Satori are now overrun by evils beyond the original fiends from the pits of Hell. 
   Rihlilg (Country) – Meaning “Control” in Draconic, Rihlilg was once the country 
  where the Guild of Virtues stood, more specifically in the capital city of 
  Naglfar. It is now owned by a young King named “Arroan Steele”, who has been 
  protecting the graves of four out of the original five since his father’s 
  assassination. 
   Marfedelom (Country) – Tainted by the rot of corruption, these lands are 
  circled constantly by dragons known as “Fell Dragons” who guard the Ioth 
  Thaczil di Malsvir (Holy Land of Evil in Draconic). Named after the word for 
  Death in Draconic, it is well known the unprepared are soon mauled by Fell 
  Dragons and either twisted into monsters or made food by those seeking to 
  attack. The country, despite its size, does not have a single capital. The closest 
  thing to a capital the country bears is the city Revnik di Vers (Chair of Power in 
  Draconic), a land ran by a church who worships the Godking Banadar Arkenach, 
  ruler of the Plane of Corruption. Previous to the Godking’s arrival as a Religion, 
  the land’s Fell Dragons still ran amok, however even less populated the lands of 
  Marfedelom. 
   Kyukeisho (Country) – Meaning “Resting Place” in the Satori language, the 
  country was once known as Yoru no Hoyo, “Evening Breeze” in Satori, and was 
  a proud country of adepts in the arcane arts seeking to conquer the threat of 
  Demons, Devils, and other horrors from the crack in the world known as Jigoku 
  no Kuchi or “Hell’s Mouth”. 
   Weloh Driki (Island) – Translated from Draconic to “Little Bug”, this island 
  bears the city of Kree, a land where the trials to become a deity take place. If 
  one is brave enough, they can enter the depths of the dungeon known as the 
  Test of Holy Might. Only a select few have taken the test, and those who have 
  taken the test and failed did not return. 
   Pustynya (Country) – Known simply as “desert” in Russian, the desert land is 
  mostly uninhabited with only a lone city at the edge of the borders named 
  Krakkda which only barely is able to survive due to imported water from the 
  south and west. Pustynya’s sand, for some odd reason, is white as opposed to 
  the tannish yellow that sand normally is, leading some to think it is really snow 
  on a first glance. 
   
   
   
   
  
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  108 
   
  Synthia (Continent) – A prosperous land that is inhabited by four warmongering tribes, 
  each with just about as much power as the other. All four groups are in a standstill, 
  unable to shake one another, lest one lose their grip and let another take it. 
   Agaha (Country) – Due to the discovery of steam powered equipment in the 
  past, this land is filled with commodities and oddities that only one from 
  Agaha truly understands. This country is known for the desert portion 
  seemingly slowed by time, leading to the sun staying up from 4 AM to 11 
  PM. 
  o Fort Falkner: In 922 Agaha's existing military sought to quash the 
  reign of bandits once and for all. This lead to a 2 yearlong battle that 
  spanned the entire desert area, and lead to the death of many men 
  on both sides. Unfortunately the bandits of Agaha triumphed and the 
  Knights of Falkner were vanquished. These ruins still stand today to 
  remind those of the power the bandits hold. 
  o Huuvihen: With influence from the bandits of Agaha this town is 
  constantly plagued with undesirables roaming about. Residents 
  quietly plot to overthrow the rule of their tyrannical leaders, though 
  they rarely act upon their plots. 
  o Camp Bahehan: The largest sect of bandits in Agaha, this group is 
  known for their member's indulging in cannibalism and other 
  atrocities. Despite the fact that they are bandits, their influence 
  remains... 
   Hunvu (Country) – Though the smallest of the countries, Hunvu proves to be 
  a strong force nonetheless, its capital city of Avanndau hosting a large 
  portion of the countries’ population. The city in the past was known for 
  hosting the Kobraks, a group of tyrannous mercenaries who ruled over the 
  land, and was thwarted afterwards by the Regalia of Hunvu. 
  o Avaandau: The former city of the Kobraks and currently the strongest 
  city in Hunvu, Avaandau is ruled by the "Regalia of Hunvu" a 
  mercenary force with incredible influence over the city. 
  o Kuuvnu: A small alcove with very few residents, the only reason this 
  place is untouched by the Kobraks and other potential invaders is due 
  to the fact that they have a powerful shaman living in their town. 
   Sakva (Country) – With high mountains and hills along with their flatland, 
  the country of Sakva is massive only tied with Agaha. Sakva, despite being 
  large, has seen drops in trade coupled with the recent inflation and taxes 
  partaking in their capital city Kkrevuuk, ruled by Orcs. 
   Terraka (Country) – Relatively untouched by most humanoids, the lands of 
  Terraka are known to be full of radiation and dangerous chemicals due to 
  recent events. Their capital city Pathasa hosts an Alchemist’s guild which 
  owns the world’s majority of firearms and technological weapons. 
  
  109 
   
   
   
   
   
   
   
   
  
  110 
   
  Each race and culture has its own legends and myths, some of which overlap, and 
  others are unique to that race or culture. Below are some legends and myths from the 
  various cultures around the galaxy. 
  Heion 
  The futuristic society of Heion includes many cultures and races, each of which has 
  adapted to the new and advanced technology. Due to Heion’s love of Earth culture, it 
  has adopted many different aspects of it, as well as using media which originated 
  from Earth: movies, TV shows, memes, games, and music. People from Heion rarely 
  make attempts to connect to Earth’s internet servers, and those who do are 
  subsequently arrested since contacting Earth is illegal and in violation of Adonai’s 
  promise to Heion in which he’d give the citizens of Heion Earth media, and in return 
  they would refuse contact with Earth. 
  Despite the long distance, some Earthlings have managed to somehow make their way 
  into Heion internet servers by mistake, these mistakes are often quickly rectified due 
  to the high level of internet security each site is required to have. There was an 
  incident in 2005 AD (3939 BY) that an Earthling hacker managed to make their way 
  into the site “Rigg’s Internet Security” and stole crucial information on the site 
  regarding defending against attacks from hackers, and viruses. The CIA is still 
  investigating this incident, and trying to discover the “mystery source” of the code. 
  Interplanetary Police Force 
  The police of Heion and the self-entitled defenders of space. Abbreviated as IPPF, it 
  is led currently by Sarvok Yolstrik IV who is the 2nd in his family (followed by his father 
  and grandfather) who have taken up the mantle and became the Police Chief. The 
  IPPF has the same prejudice against arcane magic as Heion does, yet despite the 
  prejudice the IPPF has been authorized by the Heion government to use magic. Very 
  few pursue it because of the prejudice, or use it sparingly. 
  In the past hundred years, the IPPF has discovered “Heion Crystals” which are used in 
  manufacturing Heion’s laser weaponry, such as the E3G51 Laser Pistol. The Heion 
  Crystals are incredibly accurate, and phased out the rather brutal and ‘primitive’ 
  disintegration weaponry that the IPPF used previously. The disintegration rifle and the 
  microwave rifle were used previously due to their effectiveness in killing targets (or in 
  the microwave rifle’s case, causing immense pain), and despite the fact that the 
  weapons were incredibly useful, they were seen as unethical. This is mostly due to 
  the fact that enemies who killed Interplanetary Police Officers took the disintegrators 
  and microwave rifles tended to torture the IPPOs, and when their men died, their 
  enemies became better armed and more viable threats. 
   
   
   
  
  111 
   
  The Dark Lands 
  Once populated by a lonely race named the Unyura, the Dark Lands were once known 
  as the Dark World by its one and only group of inhabitants thousands of years ago. At 
  this time, the planet was unbreathable and the gravity was too oppressive for 
  humanoids. This was around -2000 BY or 3934 BC. 
  Tales are told about the mysterious Unyura, however scholars agree that Shadowers 
  are the descendants of humans breeding with Unyura over a long period of time and 
  becoming attuned to the planet’s naturally dark energies. The Unyura have since died 
  out, taking most of their culture with them. Some of it remains in the Shadower’s own 
  culture, such as the next in line to be the head of a household will drink the ashes of 
  their deceased father to inherit his strength. 
  The Other World 
  Though most of the places in The Fade are planets (even Heaven and Hell), The Other 
  World is an entirely different land. It is only a rumor, those who claim to have seen 
  The Other World all have similar accounts to what it looks like and how things acted. 
  The “world” is cited as being an endless wasteland of sand and dirt, the sky up above 
  always changing and morphing while at the same time managing to appear consistent. 
  Creatures are said to live in The Other World, yet nobody knows exactly how to 
  describe them, and artists have a hard time drawing the creatures in a way which 
  accurately portrays them. People experiencing The Other World are unable to be 
  harmed despite the creatures that exist on the world. The reports on how people felt 
  always varied. Some felt at peace in the world, others felt frightened, and rumor has 
  it some who approach with curiosity eventually learned how to completely separate 
  themselves from their mortal body and forever live in The Other World. 
  Berngulsh Year (BY) 
  Berngulsh Year (abbreviated BY) is the year counter used in Morta IV among the 
  majority of the planets. The BY system starts at year 0 on Berngulsh, the date the 
  planet’s inhabitants created their writing system, and began documenting their 
  history. Any history before BY 0 is denoted as a negative and the amount of years it 
  was away from Year 0. For example, BY -100 would have been 100 years before BY 0. 
  The BY system as of 3950 BY (2016 AD) was invented in the 20th century BC in Earth 
  time (1934 BC). 
  Human and Satori 
  Humans and Satori once lived in harmony on Berngulsh, the Satori lived in Kyukeisho 
  and Humans lived in Rihilig down below. The earliest known Satori in Berngulsh lived 
  between -20500 BY and -18452 BY. The earliest known Human began living on 
  Berngulsh around -9834 BY, and the peace lasted between the two races for 
  thousands of years. By 210 BY, this peace began to deteriorate, Satori had trouble 
  holding back demons at Jigoku no Kuchi and some of the demons entered into the 
  land of Rihilig. Humans killed the demons and then the Satori for their failure. 
  
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  Copyright 
  Product Identity: The following items are hereby identified as 
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  113 
   
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  The Fade Tabletop Advanced Guide Copyright 2016, Black Flame Studios; Author: Jeremy Harris. 
  The Fade Tabletop Copyright 2016, Black Flame Studios; Author: Jeremy Harris. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written by: Jeremy Harris 
  Art by: Dutch Dennis 
  
SOURCE: textdata/thevault/The Fade/The Fade Tabletop Advanced Guide.pdf