TEXT:   
  COMPLETE GUIDE 
  
   
   
   
   
   
   
   
   
   
  ELEMENTAL Complete Guide 
  Version 1.1 
   
  Writing and Design: Gildor Games 
  Front Cover Art: David Revoy 
  Back Cover Art: Lord Zsezse Works 
  Interior art featuring the amazing talents of: 
  Mohammed Agbadi, Jeff Brown, Chris Grobelski, Benoit Hsu, 
  Norah Khor, Camille Kuo, Aaron Lee, Joyce Maureira, Ramiz 
  Morina, Nottsuo, Joakim Olofsson, pixabay.com, Grzegorz 
  Pedrycz, Nick Ong, Borja Pindado, David Revoy, Michael 
  Richards, Emilien Rotival, Tan Ho Sim, John Sommo, Guilherme 
  Vargas, Ekaterinya Vladinakova, David Zhang 
   
  To the Gildorians: early adopters, patient playtesters, creators, lifelong friends. 
   
  Contact: gildorgames@yahoo.com 
   
   
   
   
   
   
  © 2018 Gildor Games. All Rights Reserved. 
  ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries. 
  Gildor Games grants permission to print or photocopy this document, in whole or in part, for personal use only. 
  Electronic distribution is strictly forbidden. 
   
  
  TABLE OF CONTENTS  
  3 
  Contents 
  The Character Sheet ...................................................................................................... 4 
  HOW TO PLAY ................................................................................................................ 6 
  One Page Rules .................................................................................................. 7 
  Characters ........................................................................................................... 8 
  Core Mechanics .................................................................................................. 12 
  Combat ................................................................................................................ 16 
  Special Situations ............................................................................................... 20 
  Powers ................................................................................................................. 24 
  SKILLS AND FLAWS ........................................................................................................ 26 
  Skills .................................................................................................................... 26 
  Flaws ................................................................................................................... 37 
  EQUIPMENT .................................................................................................................. 39 
  Weapons ............................................................................................................. 39 
  Armor ................................................................................................................... 41 
  Vehicles ............................................................................................................... 41 
  Miscellaneous Items .......................................................................................... 43 
  GAME MASTER’S GUIDE ................................................................................................. 44 
  Level-Setting ....................................................................................................... 44 
  Designing Adventures ........................................................................................ 45 
  Creating Content................................................................................................. 48 
  Running the Game ............................................................................................. 51 
  FANTASY ....................................................................................................................... 53 
  Archetypes .......................................................................................................... 54 
  Spell List .............................................................................................................. 57 
  Spells A-Z............................................................................................................. 59 
  Magic Items ........................................................................................................ 96 
  Monsters ............................................................................................................. 97 
  HORROR ....................................................................................................................... 124 
  Archetypes .......................................................................................................... 124 
  Sanity ................................................................................................................... 125 
  Corruption ........................................................................................................... 126 
  Spells A-Z............................................................................................................. 126 
  Monsters ............................................................................................................. 129 
  Characters ........................................................................................................... 133 
  SCIENCE FICTION .......................................................................................................... 134 
  Archetypes .......................................................................................................... 134 
  Weapons ............................................................................................................. 135 
  Armor ................................................................................................................... 137 
  Vehicles ............................................................................................................... 138 
  Cybernetics ......................................................................................................... 139 
  Psionic Powers A-Z ............................................................................................. 140 
  Characters ........................................................................................................... 146 
  Robots ................................................................................................................. 150 
  PULP & SUPERHEROES .................................................................................................. 151 
  Super Powers ...................................................................................................... 151 
  Super Flaws ........................................................................................................ 152 
  Power Levels ....................................................................................................... 152 
  Powers A-Z .......................................................................................................... 153 
  INDEX ........................................................................................................................... 166 
  
   
   
  The Character Sheet 
   
  
   
   
   
   
  
  HOW TO PLAY 
  6 
  How to Play 
   
  Unleash Your Game! 
  ELEMENTAL is a universal roleplaying game that 
  does things a bit differently. Our design philosophy 
  can be summed up in four words: One rule, many 
  applications. In other words, the system covers any 
  genre and any situation with a few general rules, 
  rather than many specific rules. What this means is 
  that the rules are easy to learn, easy to remember 
  and easy to use at the table. Plus, there are no rules 
  where none are needed. The game can “breathe” 
  and let everyone experience the simple joy of 
  roleplaying. The result, ironically, is that the focus 
  of the game falls on what’s not in this book: the 
  characters and the story. In other words, the rules 
  exist only to serve the fictional content you bring 
  to the table. 
  Designing and playtesting this game has been a 
  gradual process of unlearning what other games 
  were telling us we needed; of boiling everything 
  down to its “elemental” core. Antoine de Saint-
  Exupery said it best: 
  “A designer knows he has achieved perfection not 
  when there is nothing left to add, but when there is 
  nothing left to take away.” 
  We don’t presume to have achieved “perfection”, 
  but we feel as though we’ve “taken away” as much 
  as possible. There aren’t many rules to begin with, 
  so there’s plenty of room for you to tailor the game 
  to your taste. Don’t be afraid to tinker with or add 
  to these rules. They don’t mind, it’s your game! 
  ELEMENTAL powers the ideas you bring to the 
  table by giving you the tools to turn any source of 
  inspiration into a great game. But we want to be 
  totally upfront about something: this isn’t a book 
  of ideas. A lot of game books contain interesting 
  and original setting material. This is a different kind 
  of book. This book is for when you have an 
  awesome character or story idea (maybe from a 
  movie, or another book) and want an easy way to 
  turn it into something you can play. To that end, we 
  wanted to give you more than just a set of simple 
  rules. In these pages you’ll find stats for hundreds 
  of powers, characters and creatures you’ve seen in 
  countless other games and stories.  They are there 
  as familiar reference points, elements you can just 
  drop into a game or modify to suit your needs. 
  In short, ELEMENTAL takes a minimalist approach 
  to rules and a maximalist approach to playable 
  content. We think it’s a winning combination. 
  We’ve run the game at conventions and the 
  reception has been fantastic. The most common 
  response we hear is some variant of "it's so easy to 
  play" or "I can just focus on the scene and not worry 
  about the rules". The rules are familiar and intuitive, 
  so you should have no trouble introducing new 
  people to the game. There’s nothing particularly 
  strange or novel about rolling 1d6 + attribute + 
  skill. And that’s a good thing! You’ll soon be 
  creating PCs in minutes and NPCs on the fly. 
  We can’t wait to see what you come up with! 
  NEW TO ROLEPLAYING GAMES? 
  If you don’t really know how a roleplaying game 
  works, the best way to grasp the concept is to see 
  it in action. There are a number of online shows like 
  Critical Role and Acquisitions Inc where you can 
  watch people play RPGs. Pay attention to how the 
  conversation ebbs and flows. Because that’s what it 
  mostly is: a conversation! 
  
  HOW TO PLAY 
  7 
  ONE PAGE RULES 
   
   
   
  Creating a Character 
  Take a look at the character sheet (page 4). 
  You have 20 Experience Points (XP) to spend. Use 
  them to raise your four attributes (they start at 0) 
  and acquire new skills. To raise an attribute or skill 
  level by one, you must spend a number of XP equal 
  to the number you want to raise it to. 
  Example: I want to give my character the Battle 
  Rage skill at level 2. I need to spend 3 XP (1 for level 
  1, and 2 for level 2). I write “Battle Rage 2” under 
  the Will (WIL) attribute. 
  Remember: skills only go up to 3. Attributes can go 
  as high as you like. 
  Put any unused XP in “Reserve.” 
  Calculate your derived stats: Move, Health, 
  Initiative, Spirit. These are equal to 9 + the number 
  of XP you spent on the corresponding attribute. 
  Example: I spent 6 XP to get my Toughness (TOU) 
  up to 3. This gives me a Health of 15. This number 
  might go down if I get injured in the game, so I’ll 
  use the space underneath to track my current level. 
  Playing the Game 
  To do anything in the game where success is 
  uncertain, make an attribute roll: 
  • Take the most relevant attribute. 
  • Add any skills that apply. If you’re not sure if a 
  skill applies, consult the skill description or ask 
  the GM. 
  • Add any situational modifiers that apply. 
  Modifiers are always between -3 and +3. 
  • Add a die roll (d6). If you rolled a 6, you’ve 
  scored a break! Roll the die again and add the 
  new result. If you roll 6 again, that’s great! But 
  you don’t get a third roll. 
  • Announce your total. The GM will make an 
  opposed attribute roll. Compare the results. 
  - 
  If your result is higher, you succeed. 
  - 
  If your result is lower, you fail. 
  - 
  If the results are tied, the outcome is mixed, 
  or you succeed at the cost of 1 Health. 
  - 
  If both sides rolled a break, the winning 
  side gets a critical success, or the losing 
  side critically fails. 
  That’s pretty much the whole game! 
  Now, let’s see how it works in a few situations. 
  Combat 
  Attacks are resolved by comparing an attack roll 
  and a defense roll using the preceding rules. 
  To make an attack roll, add your Agility (AGI), plus 
  any skills and other modifiers that apply to the 
  attack, plus a die roll. 
  To make a defense roll, add your Agility (AGI), plus 
  any skills and other modifiers that apply to the 
  defense, plus a die roll. 
  If the attack succeeds, the attacker makes a 
  damage roll by adding their Toughness (TOU), or 
  the weapon’s Damage (DAM), plus any skills and 
  other modifiers that apply to damage, plus a die 
  roll. Remember, the damage roll is an attribute roll 
  like any other, so if a 6 is rolled, you roll again. 
  Ouch!! 
  The resulting damage is subtracted from the 
  defender’s Health. If they are wearing armor, this 
  can absorb all or part of the damage. 
  Using a Power 
  To cast a spell or use a power, make a casting roll 
  by adding your Awareness (AWA), plus your skill 
  level in the power, plus a die roll. 
  The casting roll is opposed by an attribute roll 
  made by the GM, using the spell or power’s 
  Difficulty (DIF) attribute, plus a die roll. 
  If the spell succeeds, the spell description tells you 
  what happens. Whether the casting succeeds or 
  fails, you lose a number of Spirit points equal to the 
  spell or power’s DIF. 
  Be a Hero! 
  Did you leave any XP in your Reserve? That’s good, 
  because once per session you are allowed to 
  sacrifice 1 XP from your Reserve to modify any roll 
  by +3 or -3 after the fact. Even if the roll was made 
  by a companion or NPC! 
  Death 
  If you suffer damage that pushes your Health to 0 
  or a negative number, you’re in trouble! Make an 
  attribute roll by adding your Toughness (TOU), plus 
  a die roll. The GM will make the opposing roll using 
  your current Health as the Difficulty (DIF) attribute. 
  (Example: if your Health is at -4, the DIF is 4). 
  If you fail…go back to the top of the page! 
  
  HOW TO PLAY 
  8 
  CHARACTERS 
   
   
   
  Who will you be? Put those dice away. The first 
  thing you need to do is something the rules can’t 
  help you with: have a character concept. Rather 
  than forcing you to pick a class, race or archetype, 
  ELEMENTAL gives you full control over your 
  abilities and restrictions, so you decide: who will 
  you be? Got it? Good! Now we’ll help you put it on 
  paper. Don’t worry, this part is quick and easy. 
  Have a look at the character sheet on page 4. The 
  main thing we need to do is enter scores for the 
  four attributes on the left side of the sheet, and 
  enter some skills in the spaces below. Once you get 
  the hang of it, you’ll be able to go from a concept 
  to a playable character in about ten minutes. 
  Experience Points 
  Experience points (XP) tell you how “powerful” or 
  “heroic” your character is. A 20 XP character is 
  gifted. At 40 XP, you might be an action hero or 
  “best of the best” at what you do. At 60 XP, your 
  exploits might be the stuff of legend. XP are a 
  convenient way to set the tone of the game. 
  Furthermore, they help you keep track of your 
  character’s advancing “experience” by giving you 
  the basic currency to increase your attributes and 
  skills. We’ll talk more about these later. 
  Beginning player characters (PCs) typically start with 
  20 XP to spend. The XP cost of raising the level of 
  an attribute or skill by one is equal to the level you 
  want to bring it to. In other words, it costs 1 XP to 
  bring an attribute from 0 to 1, 2 XP to bring it from 
  1 to 2, 3 XP to bring it from 2 to 3, 4 XP to bring it 
  from 3 to 4 and so on. Likewise, it costs 1 XP to 
  acquire a skill at level 1, 2 XP to bring it from level 
  1 to level 2 and 3 XP to bring it from level 2 to level 
  3 (the maximum level attainable in a skill). Thus, to 
  buy a skill and bring it directly to level 3 would cost 
  1+2+3 = 6 XP. 
   
  Example: The GM tells the players to create 
  characters with 20 XP. You decide you want to play 
  a savage northern warrior-woman called Brynhild. 
  You spend a few minutes thinking about Brynhild’s 
  particular abilities, and decide to allocate your 20 
  XP as follows: 
  ATTRIBUTES / Skills 
  Level 
  XP Cost 
  AGILITY 
  2 
  3 XP 
  Weapon Mastery: Sword 
  1 
  1 XP 
  TOUGHNESS 
  3 
  6 XP 
  Armored Combat 
  1 
  1 XP 
  Second Wind 
  1 
  1 XP 
  Mighty Blow 
  1 
  1 XP 
  AWARENESS 
  1 
  1 XP 
  Survival: Northern Climes 
  1 
  1 XP 
  WILL 
  2 
  3 XP 
  Battle Rage 
  1 
  1 XP 
  Intimidation 
  1 
  1 XP 
   
  Total 
  20 XP 
  TIP: BALANCING ATTRIBUTES AND SKILLS 
  A good rule of thumb is to spend about half your 
  XP on attributes, and the other half on skills. This is 
  just a general guideline though. Your character 
  concept should be the main thing you use when 
  deciding how to spend your XP. 
  When you gain XP, they are added to the 
  character’s XP Reserve. Between game sessions, 
  you may choose to spend some or all the XP in your 
  Reserve to raise existing skills and attributes, or 
  learn new skills. Unused XP will always remain in the 
  XP Reserve until you spend them as above, or use 
  them to perform a heroic action (page 15). 
  Example: At the end of her first adventure, Brynhild 
  gains 2 XP, which are added to her Reserve. 
  Between sessions, you decide to remove them from 
  the Reserve and spend them on raising her Second 
  Wind skill from level 1 to level 2. Alternatively, you 
  could have learned a new skill perhaps, or left the 
  XP in your Reserve, saving them for future use. 
  GM TIP: ONE-TRICK PONIES 
  There is no explicit rule limiting how many XP you 
  can spend on a single attribute. Most players prefer 
  to 
  create 
  interesting 
  and 
  multi-dimensional 
  characters rather than over-specialized ones. 
  However, feel free to impose some kind of 
  restriction if you think it’s needed in your game.  
  
  HOW TO PLAY 
  9 
  Gaining XP 
  There is no hard and fast rule in ELEMENTAL about 
  how XP should be awarded. The GM can use any 
  system that suits the campaign and players. For a 
  typical long-term campaign, an average gain of 
  about 2 XP per character per session is about right, 
  but there’s nothing wrong with making it faster or 
  slower. If you are the GM, consider the length of 
  the campaign, and how competent you want the 
  characters to become. 
  As a general piece of advice, avoid handing out XP 
  just for killing monsters and taking their stuff. 
  Better to reward individual and collective play that 
  advances the story in interesting directions and/or 
  contributes to everyone’s fun at the table. 
  The GM might award XP in the following instances; 
  feel free to use any combination of these methods: 
  Adventuring: 1 XP at the end of the session for 
  everyone who played. 
  Accomplishment: Additional 1 XP for everyone if 
  the party accomplished something significant. 
  Inspiration: A character’s heroism inspires others. 
  When a character rolls a critical success (see page 
  13), the player receives 1 XP which he must 
  immediately give to another character of his choice. 
  Failure: A spectacular failure can be a learning 
  experience or a cautionary tale for others. When a 
  character rolls a critical failure (see page 13), the 
  GM awards 1 XP to a character of her choice (the 
  one who rolled the critical failure, or someone else). 
  Practice: Due to in-game experience or training, 
  the GM immediately grants one or more characters 
  a new skill at level 1. If a character already has the 
  skill and helps train the other(s), they gain 1 XP 
  instead. This type of award is useful if characters 
  train in a skill they will need later in the adventure. 
  For instance, if the party is preparing to explore 
  underwater ruins, they might undergo specific 
  underwater training and receive the Aquatic skill. 
  Attributes 
  Just as it is said that everything is composed of four 
  elements, 
  every 
  character 
  and 
  creature 
  in 
  ELEMENTAL has four character attributes that 
  fundamentally determine how well they perform in 
  the game: 
  Agility (AGI) 
  This attribute is used whenever you want to 
  perform a task requiring dexterity, reflexes, speed 
  or hand-eye coordination. 
  Toughness (TOU) 
  This is a general measure of bodily strength, 
  constitution and the ability to resist punishment. 
  Awareness (AWA) 
  This is your general understanding of the world 
  around you: intelligence, education and general 
  knowledge, but also senses, perception, instincts 
  and attunement fall within this category. 
  Languages: As a general rule, assume that 
  characters can read and speak a number of 
  languages equal to their AWA score. Characters 
  with AWA 0 can speak their native tongue but 
  cannot read. Depending on the type of game being 
  played, the GM may or may not require players to 
  define a character's languages when it is created. 
  Will (WIL) 
  This 
  attribute 
  measures 
  your 
  strength 
  of 
  personality: willpower, persuasiveness, courage, 
  sanity, charisma and leadership abilities fall under 
  this category. It is the ability to influence others, 
  and not to be influenced oneself. It can also be a 
  measure of how “lucky” your character is in certain 
  circumstances beyond their direct control. 
  The table below provides a guideline for 
  understanding what different attribute scores 
  represent. For character attributes, a score of 1 is 
  considered “human average”: 
  Attribute Score Comparison 
  Score 
  XP Cost 
  Description 
  0 
  0 
  Low 
  1 
  1 
  Average 
  2 
  3 
  Above Average 
  3 
  6 
  High 
  4 
  10 
  Very High 
  5 
  15 
  Exceptional 
  6 
  21 
  Amazing 
  7-9 
  28-45 
  Legendary 
  10-12 
  55-78 
  Godlike 
  
  HOW TO PLAY 
  10 
  In addition, five non-character attributes are 
  commonly used in the game: 
  Difficulty (DIF) 
  This 
  attribute 
  represents 
  the 
  difficulty 
  of 
  performing a challenging task that’s not opposed 
  by another character or creature; such as scaling a 
  wall, picking a lock, or casting a spell. A DIF 1 task 
  is tricky but not too difficult, while a DIF 6 task is 
  incredibly difficult. DIF scores are only given to 
  tasks that have a reasonable chance of failure. 
  Difficulty rolls are explained on page 13. 
  Damage (DAM) 
  This attribute represents how much damage is 
  caused by firearms, traps, explosions and other 
  sources of physical harm; excluding melee or 
  thrown weapons (these use the wielder’s TOU 
  instead). Damage rolls are explained on page 18. 
  Armor (ARM) 
  This attribute represents the degree of protection 
  afforded by a suit of armor, a creature’s natural 
  protection, or a vehicle’s plating. The way it works 
  is explained on page 19. 
  Potency (POT) 
  This attribute represents the virulence of a disease, 
  poison or radiation. Their effects are described on 
  page 23. 
  Area of Effect (AOE) 
  This attribute represents how many creatures can 
  potentially be affected by a gun burst, explosion or 
  similar attack. It serves as a useful guideline when 
  running combat scenes where maps and miniatures 
  are not used to keep track of everyone’s exact 
  position. There is more information and typical AOE 
  scores for different weapons on page 39. 
  Derived Stats 
  Your character’s attributes will generally remain 
  constant throughout a session, improving only 
  when XP are spent between sessions. Derived 
  stats, on the other hand, measure your character's 
  current well-being. Derived stats tend to vary often 
  during the course of play, as your character suffers 
  physical and mental trauma. 
  Move 
  This stat measures how many yards you normally 
  cover in an action round (see page 16), given 
  typical combat conditions. Maximum Move is equal 
  to 9 + the number of XP spent on AGI. Thus, a 
  character with an AGI of 2 (3 XP) would have a 
  maximum Move score of 12. 
  Carrying too much can slow you down. You can 
  normally carry up to ten times your maximum 
  Health, in pounds. If you carry more than that, you 
  become Impaired (described on page 22, meaning 
  your Move is reduced to 50% and you suffer -2 to 
  most rolls). You can lift up to twenty times your 
  maximum Health and move it a short distance. 
  Equipment described later in the book has weights 
  listed. For everything else, just guesstimate! The 
  exact number doesn’t matter as long as you’re 
  carrying less than 10xHealth lbs. 
  When traveling overland or overseas, a party can 
  cover Move x2 miles per day. Take the Move score 
  of the vehicle, mount or slowest member of the 
  party, as applicable. If terrain or weather are 
  particularly difficult, the party only covers Move x1 
  miles. If traveling day and night without rest, they 
  travel at Move x3 under normal conditions, or 
  Move x2 if terrain or weather are difficult. However, 
  the resulting fatigue causes the party members to 
  become Slightly Impaired (meaning they suffer -1 
  to their rolls) until they get some rest. 
  Health 
  This stat measures what physical shape you are in 
  at the moment. Maximum Health is equal to 9 + the 
  number of XP spent on TOU. Thus, a character with 
  a TOU of 5 (15 XP) would have a maximum Health 
  score of 24. As explained above, you can carry up 
  to 10 times your Health (in lbs.) without suffering 
  encumbrance penalties. 
  If you get hurt, Health is reduced according to the 
  severity of the damage. If your Health falls to 0 or 
  less, you are at the brink of death (page 21). You 
  can regain depleted Health through various means 
  including rest and recovery (page 23). 
  
  HOW TO PLAY 
  11 
  Initiative 
  This stat determines how likely you are to be 
  caught off-guard, and when you act in an action 
  round (page 16). Maximum Initiative is equal to 9 + 
  the number of XP spent on AWA. Thus, a character 
  with an AWA of 1 (1 XP) would have a maximum 
  Initiative score of 10. 
  Initiative rarely changes during the course of play, 
  although some skills and flaws may cause it to be 
  reduced by a number of “steps”. Initiative steps are 
  simply the levels corresponding to different AWA 
  scores. For example, if your Initiative is normally 15 
  (AWA 3), a one-step reduction is 12 (AWA 2) and a 
  two-step reduction is 10 (AWA 1). One step below 
  9 is 6, and two steps below 9 is 3. 
  Spirit 
  This stat measures the mental and spiritual reserves 
  at your disposal. Maximum Spirit is equal to 9 + the 
  number of XP spent on WIL. Thus, a character with 
  a WIL of 4 (10 XP) would have a maximum Spirit 
  score of 19. 
  Spirit decreases over the course of the game due 
  to mental exhaustion. This can happen if you cast a 
  spell, use the Battle Rage skill, lose the will to resist 
  interrogation, and so on. If your Spirit falls to 0 or 
  less, you are at the brink of madness (page 22). 
  Depleted Spirit is normally regained through rest 
  and recovery, as explained on page 23. 
  Skills 
  The attribute scores determine how proficient you 
  are in the four general areas. You may acquire 
  further expertise in specific fields by learning skills. 
  Skills can be acquired at a level of 1, 2 or 3. 
  The skills are listed and described starting on page 
  26. In most cases, you simply add your skill level to 
  rolls that use the skill. 
  Some skills allow you to attempt things that would 
  be impossible to accomplish without the skill. 
  Skilled actions are further discussed on page 14. 
  Skills are categorized by related attribute, because 
  each skill tends to modify rolls based on one of the 
  four attributes. In some cases, a skill can be used 
  with another attribute, if it makes sense given what 
  you are attempting. For instance, in most situations 
  the Stealth skill uses AGI. However, if you’re looking 
  for the best route to approach a building without 
  being detected, using Stealth with an AWA roll 
  might be more appropriate. 
  If several skills apply to a given roll, all the modifiers 
  are added up. However, level 3 represents the 
  maximum ability you can attain in any given skill. If 
  you benefit from powers or equipment that grant a 
  skill you already have, the levels are added up but 
  the total for that skill can only be raised to a 
  maximum of 3. 
  TIP: DESIGNING NEW SKILLS 
  The skills on page 26 were carefully designed and 
  balanced to cover multiple genres, drawing on our 
  experience creating hundreds of characters over 
  the years. However, some people feel the urge to 
  create a skill or power that isn’t in the book. Maybe 
  you have a great idea for a spell that fits the 
  character concept you have in mind. Or maybe you 
  think that a more specific skill like Parachuting or 
  Skateboarding would bring your character to life 
  better than the more general Athletics skill. 
  Our advice: Go for it! Giving people the freedom to 
  play any character concept is a core feature of the 
  game, so creating something that isn’t in the book 
  isn’t cheating, it’s using the system exactly as 
  intended. Just make sure the new skill or power 
  you’re creating isn’t a lot more useful than the 
  existing ones. Otherwise, everyone will want to 
  have it and it won’t be unique anymore. 
  Flaws 
  You can customize your character even further by 
  giving it a weakness, handicap, fault, hindrance or 
  some type of disadvantage in the game: a flaw. 
  Flaws are defined in the same way as skills, with 
  level 1 being the mildest and level 3 the most 
  severe. The levels generally correspond to a 
  negative modifier to certain rolls, equal to the level 
  of the flaw (sometimes, the level translates as a DIF 
  level for doing something instead). Players are free 
  to give their characters a flaw (or up to 3 levels 
  spread among several flaws). In exchange, the 
  character gets an extra number of XP to spend equal 
  to the sum total of the flaw levels. 
  Example: Ben Birkett has suffered from asthma 
  since he was a child. The player gives him the 
  Breathless flaw at level 2. Ben now has an extra 2 
  XP to distribute among his attributes and skills. 
  Flaws must generally be set once and for all when 
  the character is initially created. They normally do 
  not change during the course of play, though you 
  might gain additional flaws (and associated XP) if 
  the corruption rules are used (page 126). 
  
  HOW TO PLAY 
  12 
  CORE MECHANICS 
   
  At the heart of the game is a simple mechanic to 
  figure out if you succeed at an action you are 
  attempting. This mechanic underpins pretty much 
  every rule and situation that can come up, hence 
  the game’s simplicity: you don’t have to learn 
  multiple systems, remember exceptions or look up 
  a bunch of tables. In our games, we like the 
  complexity to stem from character interactions and 
  challenges thrown at us by the GM, and we believe 
  the rules should get out of the way. 
  Another way we keep it simple is by basing all die 
  rolls on the good old six-sided die (“d6”). So when 
  we say “roll 2d”, we mean two six-siders. 
  When Do You Roll? 
  In human-run RPGs (as opposed to computer 
  games), players can try to do literally anything they 
  can imagine. When you want your character to do 
  something, the GM decides whether to call for a 
  roll. If the task is easy, or if success is necessary for 
  the story to continue, the GM should allow the 
  character to automatically succeed. Other actions, 
  like jumping across a chasm, require the character 
  to make a roll to see if the attempt succeeds, 
  partially succeeds or fails. 
  The GM should make rolls for NPCs, but only when 
  they attempt something that directly affects a PC. 
  In most cases we don’t recommend rolling for NPCs 
  when they fight each other, for instance. In general, 
  NPC actions are part of the background, and player 
  actions determine how a story unfolds. For 
  instance, if there is a large battle involving PCs and 
  NPC allies, the NPC allies might engage enemy 
  “mooks”, giving the PCs the time and the 
  opportunity to take care of the main villains. 
  Without PC intervention, situations nearly always 
  end badly. Only the PCs can save the day! 
  Attribute Rolls 
  Actions are normally resolved by comparing two 
  attribute rolls. The character who rolls highest 
  wins the contest and succeeds in what they are 
  attempting. If the rolls are tied, this is called a draw; 
  we’ll explain what this means on page 13. 
  An attribute roll is made by taking the most 
  relevant attribute and adding a die roll to it (1d6). 
  In many cases you can use a character attribute for 
  this roll. 
  Example: Roderick the gnome wants to sneak past 
  Grodz the ogre and steal the Shield of Gallantry. 
  Roderick makes an attribute roll based on AGI 
  (since this is most related to sneaking) by taking his 
  AGI score and adding a die roll to it. Grodz makes 
  an attribute roll based on AWA (since this is most 
  related to alertness and spotting things) by taking 
  his AWA score and adding a die roll to it. Whoever 
  rolls the highest total succeeds in what they’re 
  trying to do. If Roderick rolls higher, he successfully 
  sneaks past the ogre. If Grodz rolls higher, he spots 
  the would-be thief. 
   
   
   
  
  HOW TO PLAY 
  13 
  Sometimes, an action is not directed at or opposed 
  by another creature. In this case, opposed attribute 
  rolls are still made, one roll for the character 
  attempting the task, and one roll representing the 
  difficulty of the task, using the task’s DIF attribute. 
  GMs should use the table below as a general guide 
  when determining a task’s DIF: 
  TASK IS… 
  DIF 
  Tricky 
  1-2 
  Difficult 
  3-4 
  Formidable 
  5-6 
  GM TIP: SETTING AND ROLLING DIFFICULTY 
  If you’re not sure, take DIF 2 (Tricky) by default. No 
  need to agonize over the decision! Just make a 
  reasonable call and roll. Your players don’t have to 
  know what DIF number you’re using, so if you think 
  you got it wrong, you can simply change it the next 
  time. In fact, you don’t even have to tell the player 
  if they succeeded or failed a roll. Perhaps you want 
  the player to make a roll, but the outcome isn’t 
  immediately obvious to them. Just remember, only 
  tasks that have a reasonable chance of failing 
  should be given a DIF level. If it is an easy task, or if 
  success is necessary for the story to continue, you 
  should just let the character succeed automatically. 
  Success and Failure 
  An attribute roll has five possible outcomes: 
  ATTRIBUTE ROLL RESULT 
  OUTCOME 
  Rolling higher than the opposing roll, 
  with breaks on both rolls 
  Critical 
  Success 
  Rolling higher than the opposing roll 
  Success 
  Rolls are tied  
  Draw 
  Rolling lower than the opposing roll 
  Failure 
  Rolling lower than the opposing roll, 
  with breaks on both rolls 
  Critical 
  Failure 
  Breaks 
  If you roll a natural 6 on an attribute roll (meaning: 
  “6” is rolled on the die, before anything is added to 
  it), this is called a break. In this case, the die is rolled 
  a second time and you add the new result to the 
  total. This applies to all attribute rolls except when 
  the attribute is 0, in which case you don’t get a 
  second roll. Only one additional roll is ever 
  permitted, even if you roll a 6 again. 
  When your character rolls a break, it means you 
  have performed exceptionally well. If a break is 
  rolled on a DIF roll, it might indicate that some 
  unlucky event or circumstance occurred. We 
  encourage you to add descriptive color to explain 
  the break, but it usually doesn’t have a particular 
  effect beyond simple success or failure. And 
  remember: actual success is only achieved if you 
  beat the opposing roll, regardless of breaks. 
  Criticals 
  If natural 6’s are rolled on both the opposing 
  attribute rolls, the result is a critical; a “critical 
  success” for the winning side and/or a “critical 
  failure” for the losing side.   
  A critical success means: “You succeed, AND…”, 
  with an additional advantage attached to the 
  success. This can be due to a truly heroic 
  performance or simply a stroke of luck. On the 
  other hand, a critical failure (also known as a 
  “fumble”) means: “You fail, AND…” with an 
  additional negative game effect due to exceptional 
  failure or bad luck. 
  The GM decides what happens when a critical is 
  rolled. So if you are the GM, have fun with it! Use 
  your 
  imagination 
  and 
  think 
  of 
  something 
  interesting that might happen if the scene was in a 
  book or movie. The next chapter gives examples of 
  possible critical effects in combat (pages 17-18). 
  A critical might also trigger an XP award, as 
  explained on page 9. 
  Draws 
  If opposed attribute rolls are tied after all the 
  attributes and modifiers are added up, this is called 
  a draw. A draw normally results in some sort of 
  mixed outcome. This can be a stalemate, partial 
  success, a chance to re-attempt the action later, 
  success with an unexpected complication, failure 
  with an unexpected benefit, or a dilemma where 
  the character has a choice between failure and 
  success but at a cost. For example, if the PCs roll a 
  draw to obtain information from an NPC, the GM 
  might decide that the NPC will agree to provide the 
  information, but only in exchange for a significant 
  payment or favor. 
  In short, a draw means: “You succeed, BUT…” or 
  “You fail, BUT…”, with something that mitigates 
  outright success or failure. 
  Example: X-TEC7, a cybernetic soldier, is fighting a 
  swarm of bat-like aliens on a volcanic planet. He 
  fires his blaster at the swarm, and rolls a draw. The 
  GM considers the situation for a moment and 
  decides that the blaster shot hit the aliens, but also 
  dislodged a chunk of stone on the ceiling of the 
  
  HOW TO PLAY 
  14 
  cave. She describes an ominous rumbling, as pieces 
  of stone begin to fall from the ceiling. X-TEC7 and 
  his companions need to clear out of the area soon, 
  before the whole ceiling comes crashing down! 
  Quick Draws: If you are the GM, “BUT…” can be a 
  powerful narrative tool, allowing you to add drama 
  to a situation, create an interesting outcome or 
  steer the scene in an unexpected direction. 
  However, there are times when you just want to 
  move the game along rather than deal with the 
  added complexity of a mixed outcome. As an 
  alternative, you can rule that the character 
  succeeds on a draw, but at the cost of 1 Health (if 
  they made an AGI or TOU roll) or 1 Spirit (if they 
  made an AWA or WIL roll). In other words, you can 
  succeed but it will take a bit more effort. If the 
  player does not want to expend the Health or Spirit 
  point, they can choose instead to fail the roll. 
  GM TIP: DRAMATIC DRAWS 
  Here’s a little secret (shh!): Draws give you the 
  ability to adjust the difficulty of an encounter on 
  the fly. Are the PCs struggling to get through what 
  should have been an easy encounter? Use the 
  Quick Draw rule. Are they having too easy a time? 
  Then introduce a mixed outcome. In any case, if you 
  can’t think of anything interesting or you just want 
  to speed up the game, use the Quick Draw rule and 
  let the PC succeed at the cost of 1 Health or 1 Spirit. 
  Modifiers 
  Skills, equipment and situational factors can modify 
  an attribute roll up or down. Suppose you attempt 
  to block a sword-blow. If you’re wearing a shield, 
  you get a positive modifier. If you’re Impaired, you 
  get a negative modifier. As there is no limit to the 
  modifying circumstances that can occur, there is no 
  limit to the number of modifiers that can be 
  stacked onto a single roll. But as with skill levels, no 
  single modifier can be lower than -3 (penalty) or 
  higher than +3 (bonus). Of course, the sum of 
  several modifiers can very well exceed these limits. 
  Example: Remember Roderick’s attempt to sneak 
  past Grodz the ogre? If Grodz had the Observation 
  skill at level 1, he could add a +1 to his AWA roll. If 
  he was asleep, the GM might rule that this warrants 
  a –3 modifier on top of that. Meanwhile, Roderick 
  might have the Stealth skill at level 3 (+3 to his roll), 
  and padded footwear adding a further +1 to his 
  roll. Just take the underlying attribute, add up all 
  the modifiers, and make the roll.  
   
  TIP: MANAGING MODIFIERS 
  Multiple factors can modify a die roll, so you should 
  mentally add up the attribute and all the modifiers 
  in your head before you roll the die; you’ll be 
  surprised how much easier and faster it is than 
  rolling first and then working through the math. 
  As a general rule, a player is responsible for 
  remembering to apply relevant skills and other 
  modifiers listed on their character sheet, and any 
  modifiers linked to the character’s condition. If 
  there’s any doubt, ask the GM if a given skill or 
  modifier applies to the situation. We recommend 
  that the GM use her roll to take care of any 
  modifiers linked to NPCs or circumstances. For 
  instance, if a player character fires a ranged weapon 
  at a target that’s far away, the GM might want to 
  apply the range penalty as a bonus to the target’s 
  defense roll rather than making the player take a 
  penalty to his attack roll. Why? Mathematically, a 
  penalty to the player’s roll is exactly the same as a 
  bonus to the GM’s roll. However, since the GM is 
  the final arbiter of everyone’s relative positions 
  (especially if miniatures aren’t being used), it makes 
  sense for the GM to apply modifiers linked to 
  circumstances such as range or visibility, and let 
  players just worry about their characters. 
  Skilled Actions 
  Attribute 
  rolls 
  are 
  usually 
  defined 
  as 
  “Attribute+Skill”. For instance, jumping across a 
  chasm might require you to “roll AGI+Athletics vs. 
  DIF 3”. What this means is that the character 
  attempting to jump the chasm should make an 
  attribute roll based AGI and add their Athletics skill 
  level, while the GM should make an attribute roll to 
  represent the difficulty of jumping the chasm, using 
  DIF 3 as the attribute. 
  But what if your character doesn’t have the 
  Athletics skill? Generally, you can still make the roll; 
  in this example, you would simply add your AGI. In 
  other words, most actions don’t require a skill, but 
  a skill can help. 
  However, some tasks are simply beyond the ability 
  of anyone who isn’t specifically trained in them. You 
  need to have the Languages skill to have any 
  chance of deciphering Egyptian hieroglyphics, or 
  the Computers skill to hack into a secure network. 
  To describe such actions, the skill is noted with an 
  asterisk. So if it says “roll AWA+Computers* vs. DIF 
  5”, this means that you need to have the Computers 
  skill to even attempt the task. 
  
  HOW TO PLAY 
  15 
  Heroic Actions 
  Great heroes can accomplish miraculous things. 
  They might demonstrate unparalleled ability, or 
  enjoy a stroke of luck at just the right time. 
  Sometimes, they will throw caution to the wind in 
  assisting a companion, perhaps saving them from 
  certain doom. Once per session, you can sacrifice 
  1 XP saved up in your Reserve to modify an 
  attribute roll by +3 or -3 after the fact. This must be 
  done immediately after the unmodified outcome 
  has been determined. The modifier can be applied 
  to any attribute roll, whether made by the 
  character, another party member, an NPC, or even 
  a DIF roll. The only requirement is that you must be 
  present at the scene; another good reason to 
  “never split up the party!” 
  Example: Professor Tremayne, tired and injured 
  after having explored the Caves of Bora-Bathul, is 
  ambushed by a group of degenerate troglodytes. 
  Spears are hurled as Tremayne tries to duck behind 
  a rock formation. One of the troglodytes rolls a 
  total of 13 on its attack (due to a break), while 
  Tremayne only rolls an 8 to avoid it. Tremayne is 
  hit! To make matters worse, the GM then rolls the 
  damage, which totals 5. As Tremayne only has 4 
  Health points left, he would normally be struck 
  down and find himself at the brink of death. At this 
  point, the player could sacrifice 1 XP from his 
  Reserve and apply a +3 modifier to Tremayne’s 
  defense roll or a –3 modifier to the trog’s attack roll. 
  Sadly, neither of these would be enough to change 
  the outcome: the difference between the rolls is too 
  high. But wait! He can apply a -3 modifier to the 
  spear’s damage, reducing it to 2 instead of 5. The 
  stolen idol in Tremayne’s backpack deflected some 
  of the spear’s deadly force! This leaves the poor 
  fellow at 2 Health points; hurting badly…but alive! 
  The character must have at least one XP in Reserve 
  to accomplish this, and if the option is not exercised 
  during a game session it cannot be “saved” for 
  future sessions. Only one XP can be applied to a 
  given roll, however both opposing rolls could be 
  modified. For example, if the PCs try to foil an NPC’s 
  attack, one character could sacrifice an XP to 
  increase the defense roll and another character 
  could sacrifice an XP to reduce the attack roll. 
  Alternatively, you can use the XP sacrifice to reroll 
  a stat check (yours or another character’s; stat 
  checks are explained below). Only one reroll is 
  allowed, and the new result stands. 
  The GM can also give major NPCs the benefit of 
  performing heroic actions in the same manner. It’s 
  only fair! 
  Stat Checks 
  Most situations are handled with attribute rolls, as 
  described previously. A stat check is a special type 
  of roll you make when your current state – mobility, 
  physical condition, alertness, luck, sanity or morale 
  – is relevant and being tested. 
  Stat checks are made by rolling two dice (2d) and 
  multiplying the results. For instance, rolling 3 and 
  5 gives a result of 15. Compare this number to one 
  of your derived stats (Move, Health, Initiative or 
  Spirit). If the die roll is equal or lower, the check is 
  a success. If it is higher, the check fails. Rolling 
  double 1 (“snake eyes”) can be some sort of 
  exceptional success, while double 6 (“boxcars”) is 
  always a failure (regardless of the target number) 
  and can even be exceptional failure. 
  Stat checks are normally made on 2d. However, the 
  GM can make it more difficult by requiring a check 
  on 3d instead. Or the GM might ask for a 2d check, 
  and if this succeeds, ask for a third die to be 
  multiplied to see if it is a more significant success. 
  Here are the most common situations that call for 
  a stat check. Most of these cases refer to specific 
  situations mentioned later in the rules: 
  Move check: Running across difficult terrain 
  without tripping and falling, reaching a foe in time 
  to make an attack this round, disengaging from a 
  foe without exposing yourself to a free attack. 
  Health check: Shaking off the effect of being 
  stunned, paralyzed, poisoned, crippled due to 
  massive damage, or other afflictions that cause you 
  to become Impaired (page 22). 
  Initiative check: Determining if you are surprised 
  at the start of combat (page 16). 
  Spirit check: Unlike other stat checks, Spirit checks 
  almost always use your maximum (rather than 
  current) Spirit. Spirit checks are used to: 
  • Determine if circumstances are in your favor or 
  luck is on your side. For example, if you look for 
  an axe in a cottage shed and the scenario 
  doesn’t specifically mention that one is there, a 
  Spirit check could be made to determine 
  whether there happens to be one or not. 
  • Shake off the effects of Intimidation, Fear or 
  other mind-affecting conditions. 
  • Determine if you remain stoic in the face of a 
  horrifying experience, if the optional sanity 
  rules are used (page 125). 
  • Determine an NPC’s morale when it is losing a 
  fight; failing the check might mean it surrenders 
  or flees. One roll can be made for a group. 
  
  HOW TO PLAY 
  16 
  COMBAT 
   
   
   
   
  Order of Actions 
  “Combat” is really a catch-all term for any action 
  scene where it is important to know exactly who 
  does what and when. These kinds of situation often 
  occur when the PCs encounter one or more NPCs 
  who are clearly foes, or when an NPC attacks a PC 
  (or vice versa). 
  Whatever the case, the first step is to resolve 
  whatever triggered the combat situation. If the PCs 
  stumble on a group of flesh-eating trolls, the GM 
  would describe the scene before moving to the 
  combat proper. If the PCs are in a tense negotiation 
  with a group of NPCs and an NPC suddenly attacks 
  a PC, the attack is resolved before moving to the 
  general combat situation. 
  The next step is to determine if anyone is 
  “surprised”. If one or both sides in the encounter 
  can potentially take the other side unprepared or 
  flat-footed, the GM can require surprise checks. The 
  GM decides who, if anyone, can potentially be 
  surprised. This completely depends on the 
  situation. If the PCs heard the trolls in advance 
  (maybe they made a successful AWA roll) but the 
  trolls were unaware of the PCs, then only the trolls 
  should check for surprise. If the PCs are in a tense 
  negotiation and everyone has a hand near their 
  weapon, then nobody should check to see if they 
  are surprised when the NPC suddenly attacks. 
  To see if a PC or NPC is surprised, make a 2d Initiative 
  check. NPC groups should make a single check for 
  the entire group, using their highest Initiative (often, 
  that of the leader). If the check fails, the PC or NPC 
  group is surprised. A surprised character is unable to 
  act in the first round of the encounter as they gather 
  their wits or fumble for a weapon (though defense 
  rolls – which are “free” actions - are still allowed). 
  The action then moves to the first round of combat. 
  Each round is about 6 seconds long, so there are 
  ten rounds to a minute. 
  During a round, PCs and NPCs will take turns to act 
  in descending order of Initiative, from the highest 
  “step” to the lowest. So characters with Initiative 15 
  might go first, followed by characters with Initiative 
  12, followed by characters with Initiative 10. If 
  several characters have the same Initiative, the 
  players can decide in what order they act. NPCs on 
  the same side all act at the same time, on their 
  highest Initiative (often, that of the leader). If PCs 
  have the same Initiative as the NPCs, the players 
  can decide to act before or after the NPCs. Once 
  everyone has had their turn, the action moves to 
  the next round, starting again with whoever has the 
  highest Initiative. 
  GM TIP: QUICK INTIATIVE 
  Take note of PC Initiative scores before the game 
  begins; that way you won’t have to spend precious 
  time figuring out the order during play. If several 
  characters have the same Initiative, you can either 
  ask them in what order they’d like to go, or simply 
  go to each PC in the order you noted them. 
  Once a character’s turn comes up, they can do 
  something that takes 6 seconds or less; generally, 
  this means one “action”. Of course, not everything 
  a character does counts as an action. You can 
  breathe, walk, shout an order or cry out in pain and 
  still take an action. Defending against an attack 
  does not count as an action and can be executed 
  at will in addition to the normal action allowed. 
  Also, it is usually possible to both move and attack 
  on the same round, but the GM may impose 
  restrictions or penalties to the attack. For instance, 
  a character charging into combat with a spear 
  might be required to place their Weapon Mastery 
  skill (see page 36) into damage. A man firing a 
  pistol on the run might suffer –3 to his attack roll. 
   
   
  
  HOW TO PLAY 
  17 
  Attack Rolls 
  When you try to hit an opponent, with or without a 
  weapon, you make an attack roll. This is an attribute 
  roll, based on AGI in most cases, or AWA if you are 
  using a heavy ranged weapon (such as a siege 
  engine or vehicle-mounted cannon).  
  Attack rolls can be modified by a variety of factors. 
  Common attack roll modifiers include: 
  Skills: Skills like Weapon Mastery, Heavy Weapon, 
  Unarmed Strike and Multistrike can modify attack 
  rolls under certain conditions, as specified in the 
  skill description.  
  Range: Every type of distance weapon has a Base 
  Range, expressed in yards. This is the range up to 
  which attack rolls are made with no penalty: 
  RANGE Up to 
  Attack Modifier 
  Base Range 
  0 
  BR x 2 
  -1 
  BR x 3 
  -2 
  BR x 4 (max) 
  -3 
  Position: Attacking from a superior position can 
  give you an advantage. For instance, attacking 
  from behind an opponent might grant +2 to the 
  attack roll, while attacking from higher ground 
  might grant +1. 
  Attacker Critical Successes 
  If the attack and defense rolls result in a critical 
  success in favor of the attacker, the GM decides 
  what the effect is. Here are some suggestions: 
  • The attacker finds a gap in the defender’s armor. 
  The defender does not deduct its ARM from the 
  damage suffered. 
  • The attacker knocks down the defender, who is 
  prone (Impaired; must spend one action getting 
  up, or suffer -2 to rolls and Move reduced 50%). 
  • A second adversary must also make a defense 
  roll against the attack or be hit as well. 
  • The defender is struck off-balance and the 
  attacker gets a second attack immediately. 
  • The blow shatters the weapon, shield or another 
  item on the defender’s person. 
  • The blow causes the defender to drop their 
  weapon. 
  • The attack maims the defender and the damage 
  roll affects both Health and Move. Move is 
  regained at the same rate as Health.  
  • The defender must make a Spirit check or else 
  retreat, surrender or seek to escape. 
  Defense Rolls 
  The target of an attack tries to avoid it by making a 
  defense roll and comparing the result to the attack 
  roll. The defense roll is an attribute roll based on 
  AGI, as the defender typically tries to parry or 
  dodge the attack. 
  Remember, a defense roll is a free action so you 
  automatically make one against each attack that 
  comes your way, and this can happen any number 
  of times during the round. 
  Defense rolls can be modified by a variety of 
  factors. Common defense roll modifiers include: 
  Skills: Skills like Weapon Mastery, Athletics, Missile 
  Deflection and Cover can modify defense rolls 
  under certain conditions, as specified in the skill 
  description.  
  Cover and Concealment: If your body is partially 
  protected or concealed, you might get a positive 
  modifier to your defense rolls. The modifier 
  depends on how much of the body is covered, and 
  whether the attack can penetrate the cover. Using 
  a shield or hiding in foliage is typically +1. Standing 
  behind the battlements of a castle might be +2. 
  Firing through a narrow murder hole carved into a 
  wall might give you +3. 
   
   
  
  HOW TO PLAY 
  18 
  Defender Critical Successes 
  If the attack and defense rolls result in a critical 
  success in favor of the defender, the GM decides 
  what the effect is. Here are some suggestions: 
  • The attacker’s weapon jams or breaks. 
  • The attacker is struck off balance, suffering -3 to 
  their next defense roll. 
  • The attacker causes harm to self. 
  • One of the attacker’s allies must roll against the 
  attack or be hit instead. 
  • The attack inadvertently hits an important 
  object nearby – to the attacker’s detriment. 
  • The attacker impales self on the defender’s 
  weapon, which scores an automatic hit (ignore 
  the defender’s skill modifiers when rolling 
  damage). 
  • The attacker is struck off balance and the 
  defender gains a free attack immediately. 
  • The defender enrages the attacker by making 
  them look ridiculous. The attacker must make a 
  2d Spirit check or suffer –1 to subsequent 
  defense rolls. 
  Draw Effects 
  If the attack and defense rolls are tied after all 
  modifiers, the normal draw rules from page 13 
  apply: The outcome is mixed, or the PC succeeds at 
  the cost of 1 Health. If the result is a mixed 
  outcome, the GM is encouraged to come up with 
  something relevant to the situation. 
  Here are some generic suggestions: 
  • The attack is partially deflected at the last 
  second, resulting in a glancing blow: apply -3 to 
  the damage roll. 
  • The defender dodges the attack but leaves 
  themselves open or knocked off-balance, 
  suffering -2 to their next defense roll. 
  • The attack hits and deals damage but leaves the 
  attacker exposed, suffering -2 to their next 
  defense roll. 
  • The attack misses the opponent but dislodges 
  something in the area, causing an impediment 
  or distraction. The defender suffers -2 to their 
  next attack roll 
  • An ally suddenly blocks the attacker’s line of 
  sight. The attacker can choose to hold the attack 
  or go through with it. If they go through with it, 
  the ally must make a defense roll against the 
  attack or be hit instead of the intended target. 
  • You succeed on the attack or defense roll, but 
  see or hear enemy reinforcements approaching. 
  • You fail the attack or defense roll, but your allies 
  show up at that moment. 
  Damage Rolls 
  If the defense roll exceeds the attack roll, the 
  defender typically escapes the attack unscathed. If 
  the attack roll exceeds the defense roll, the 
  defender typically suffers a damage reduction to 
  their Health. The amount of damage is determined 
  by an attribute roll made by the attacker: the 
  damage roll. The damage roll is based on the 
  weapon’s DAM. In the case of natural weapons, 
  melee weapons or thrown weapons that use the 
  attacker’s size or strength, DAM is determined by 
  the attacker’s TOU. 
  As with any attribute roll, the damage roll is subject 
  to breaks and modifiers. If the result of the damage 
  roll is zero or negative, the attack causes no 
  damage whatsoever. 
  Damage rolls can be modified by a variety of 
  factors. Common damage roll modifiers include: 
  Skills: Skills like Weapon Mastery, Heavy Weapon, 
  Unarmed Strike, Strength, Charge, Mighty Blow and 
  
  HOW TO PLAY 
  19 
  Battle Rage can modify attack rolls under certain 
  conditions, as specified in the skill description.  
  TOU-Based Weapons: Weapons that rely on 
  bodily strength use the attacker’s TOU for the 
  damage roll. However, the type or size of weapon 
  can modify the damage roll (typically by +1 or -1) 
  as indicated in the weapon description. 
  Unarmed Attacks: When striking a foe with bare 
  hands or feet, the damage roll incurs a -3 penalty. 
  Beasts and monsters do not suffer this penalty 
  because they are assumed to have natural weapons 
  such as claws or teeth. 
  Armor: Armor absorbs physical damage up to its 
  ARM score. Whenever the defender suffers 
  damage, only the amount in excess of the ARM 
  score is transferred to their Health. This assumes 
  that the damage is from something that the armor 
  is effective against; page 41 has more information 
  on how armor protects against various forms of 
  damage. If the defender benefits from several 
  sources of ARM, only the best one applies (i.e. ARM 
  values don’t stack). 
  Typical Damage Scores 
  WEAPON 
  DAM 
  Bare Hands or Feet 
  TOU (-3) 
  Melee or Thrown Weapon (small) 
  TOU (-1) 
  Melee or Thrown Weapon (medium) 
  TOU 
  Beasts and Monsters 
  TOU 
  Melee Weapons (large, two-handed) 
  TOU (+1) 
  Bow 
  1 
  Pistol/Handgun 
  2 
  Submachine Gun 
  2 
  Blaster Pistol 
  3 
  Rifle 
  3 
  Shotgun 
  4 
  Hand Grenade 
  5 
  Heavy Machine Gun 
  5 
  C4 (2 lbs.) 
  9 
  Rocket 
  13 
  Massive Damage 
  Massive damage occurs when a natural 6 is 
  generated on a damage roll which results in a 
  break (see page 13). The die is rolled a second time 
  and the new result is added to the total, as normal. 
  In addition, the defender must roll TOU+Endurance 
  against the damage roll or become Impaired (Move 
  50%, -2 to rolls; see page 22). Remember that the 
  damage roll itself is not affected by ARM, so the 
  victim might very well become Impaired even if 
  little of no Health was actually lost due to armor. 
  If you become Impaired due to massive damage, 
  on your turn you can either take an action at -2, or 
  use your action to try shaking off the Impaired 
  condition. Shaking off the condition is done by 
  making a successful 2d Health check. The condition 
  also ends if you regain any Health thanks to a 
  healing power, Second Wind skill or other means. 
  
  HOW TO PLAY 
  20 
  SPECIAL SITUATIONS  
  This chapter provides more specific rules for several 
  common occurrences in the game. They’re listed in 
  alphabetical order for ease of reference. These rules 
  apply equally to PCs and NPCs. 
  Area of Effect Attacks 
  Attacks with AOE 2 or higher – bursts of gunfire, 
  explosive devices, some powers – potentially cover 
  a large area with a single attack. In these cases, any 
  creature potentially in the area of effect should 
  make a defense roll against the attack roll or 
  casting roll. This includes any allies in close combat 
  with the intended targets. Targets who fail their 
  defense rolls typically suffer damage. Make a 
  separate damage roll for each creature affected. 
  Breaking Things 
  Inanimate objects have an ARM score. To break an 
  object quickly (i.e. in a typical combat situation), 
  you must deal damage to it greater than its ARM 
  with a single attack; any attack that deals damage 
  that is equal or less than its ARM is simply ignored. 
  The GM should use common sense to determine 
  whether attack rolls should be made, and whether 
  the item can be affected by the type of damage in 
  question. A bullet won’t destroy a wooden door, 
  though it might make a hole in it. It might destroy 
  the lock, but aiming for the lock from a distance 
  would probably require an attack roll. 
  Here are some typical item ARM scores: 
  OBJECT 
  ARM 
  Bars, Metal 
  10 
  Chain 
  10 
  Crystal Decanter 
  0 
  Door, Normal 
  6 
  Door, Heavy 
  8 
  Handcuffs 
  10 
  Lock 
  6 
  Rope 
  2 
  Shield 
  8 
  Statue 
  8 
  Weapon 
  8 
  Chases 
  The following rules can be used for a foot chase 
  through crowded streets, spaceships hurtling 
  through a nebula, or investigators tracking down a 
  serial killer. First, the GM must determine the 
  appropriate unit of time and the most relevant 
  attribute for the chase. Examples: 
  BASIS 
  ATTR. 
  TIME 
  EXAMPLE 
  Speed 
  AGI* 
  Minutes 
  Foot or vehicle chase 
  within line of sight 
  Stamina 
  TOU ** 
  Hours 
  Overland 
  pursuit, 
  parties miles apart 
  Guile 
  AWA 
  Days 
  Following 
  clues 
  to 
  track a quarry 
  * For vehicle chases, use vehicle AGI  
  **For mounted chases, use mount TOU 
  On every “round” (i.e. unit of time), each participant 
  in the chase makes a roll on the relevant attribute. 
  Add any skills that apply. If several creatures are 
  working together, use the Group Actions rule (one 
  character makes the roll, applying +2 or -2 if the 
  rest of the group helps or hinders). 
  These rolls can also be modified by derived stats: 
  Relative Speed (Move): if one side moves faster 
  than the other, it might get +1 to its roll (up to 50% 
  faster), +2 to its roll (50-100% faster) or +3 to its 
  roll (more than 100% faster). 
  Injury or Fatigue (Health): If one side is wounded, 
  fatigued or incapacitated, the GM can apply a 
  negative modifier to their roll. 
  Rolls are compared each “round”. If they are tied in 
  a draw, neither side gains ground during that 
  minute/hour/day and the chase continues. 
  If the pursuer’s roll is higher, they get closer to their 
  quarry, may engage it with ranged weapons or get 
  a clue as to the quarry’s whereabouts. In game 
  terms, the pursuer gains a +1 cumulative modifier 
  to subsequent chase rolls. If it succeeds a second 
  time, the modifier goes up to +2, if it succeeds a 
  third time it goes to +3. On the fourth success 
  (successes need not be consecutive), the pursuer 
  catches up to and corners its quarry. On a critical 
  success, the GM might rule that the quarry has 
  fallen or crashed (if on a mount or vehicle), 
  suffering a Health damage roll using DAM equal to 
  one-tenth the vehicle or mount’s Move. 
  If the pursued side’s roll is higher, it puts more 
  distance between itself and the pursuer. In game 
  terms, the pursued side gains a +1 cumulative 
  modifier to subsequent chase rolls. If it succeeds a 
  second time, the modifier goes up to +2, if it 
  
  HOW TO PLAY 
  21 
  succeeds a third time it goes to +3. On the fourth 
  success (successes need not be consecutive), the 
  pursued side gets away and loses the pursuer. On 
  a critical success, the GM might rule that the 
  pursuer has fallen or crashed (if on a mount or 
  vehicle), suffering a Health damage roll using DAM 
  equal to one-tenth the vehicle or mount’s Move. 
  The chase ends when either the pursuer catches up 
  to the pursued or the pursued gets away, whichever 
  happens first. 
  Death 
  If your Health is reduced to zero or a negative 
  number, you are at the brink of death. You are 
  considered Paralyzed (page 22) and can take no 
  actions except perhaps mumble some final words. 
  From this point on, any change in Health 
  determines whether you live or die. If you can be 
  brought back to Health 1 or more through a 
  healing power, spell, potion or the like, you live. If 
  you suffer even a single point of Health damage, or 
  if the healing attempt fails to bring you up to 
  Health 1 or more, you die. Life or death is 
  determined as soon as any Health is recovered or 
  lost while at the brink of death, so the dying 
  character could not benefit from multiple uses of a 
  spell or power. 
  If no Health has been gained or lost within a few 
  minutes, you can make a final TOU+Endurance roll 
  to survive. This roll is made against a DIF level equal 
  to your current Health. For example, if your Health 
  is at -4, the GM makes the opposing roll at DIF 4. If 
  the TOU roll is successful, you wake up alive at 
  Health 1. If not, the character dies. If you roll a draw, 
  you pull through but might be left with a 
  permanent injury of some kind. 
  The brink of death rule may or may not be applied 
  to NPC’s, at the GM’s discretion. Major NPC’s might 
  have the same last chance to be saved, while minor 
  NPC’s and monsters are automatically slain, or 
  perhaps knocked out if reduced to exactly 0.  
  If a player character dies, the player should re-enter 
  the game with a new character at the earliest 
  convenient point. The new character starts with 
  10% fewer XP than the former character when it 
  died. The 10% penalty applies even if the former 
  character is somehow brought back to life.  
  Delayed Actions 
  When your turn comes up in the Initiative order, 
  you can choose to hold your action until a later 
  time in the round. You must declare your future 
  intention, and what circumstance will trigger your 
  action. For instance, you could say: “When the 
  gargoyle swoops down within range, I’ll stab it with 
  my sword.” When and if the trigger occurs, you can 
  immediately go through with your action, or cancel 
  it. You can’t decide to do something else until your 
  turn comes up again. 
  Falling 
  You can automatically break a fall from a number 
  of yards equal to or less than your AGI score. For 
  greater heights, make an AGI+Athletics roll in order 
  to avoid taking damage, against a difficulty roll with 
  DIF equal to the number of yards fallen. If this roll 
  fails, you take Health damage equal to the 
  difference between the rolls. Armor generally offers 
  no protection against falling damage. 
  Firing into Melee 
  At some point, someone is going to decide that it’s 
  a good idea to fire a ranged weapon at a foe that 
  is adjacent to or engaged with one or more allies 
  or innocent bystanders. If the attack misses its 
  intended target, a randomly-determined creature 
  near the intended target must also make a defense 
  roll against the attack, or be hit instead. Taking 
  careful aim with the Marksmanship skill (page 31) 
  reduces the chance of this happening. 
  Group Actions 
  To make a success roll for an entire group, the most 
  competent character or group leader makes the 
  roll. For example, to determine if the PCs encounter 
  a pack of dire wolves when moving through a 
  forest, the ranger might make an AWA+Survival 
  roll, with success indicating that he leads the party 
  through the forest safely. 
  If one or more others lend assistance, then the 
  leader makes the roll at +2. Such would be the case, 
  for example, if several characters were trying to 
  push something heavy out of the way. If the task 
  requires a specific skill (e.g. defusing a bomb), the 
  assisting character(s) must also have the skill. 
  If on the other hand, the presence of the group is a 
  hindrance, then the roll is made at -2. Such would 
  be the case, for example, if the PCs were sneaking 
  down a hallway. The stealthy rogue leads the group 
  and makes the roll, but suffers a penalty due to her 
  noisy companions. 
  
  HOW TO PLAY 
  22 
  Impairment 
  Characters endure all sorts of abuse; they suffer 
  being knocked around, knocked over, stunned, 
  starved, poisoned, blinded, and many such 
  indignities. Whatever the cause, they typically 
  become Impaired, suffering -2 to any roll that 
  would logically be affected by the condition, and 
  suffering Move reduced by 50%. 
  Sometimes, you can become a bit more or a bit less 
  Impaired, as follows: 
  Condition 
  Roll 
  Penalty 
  Move 
  Effect 
  Examples 
  Slightly 
  Impaired 
  -1 
  No 
  Effect 
  Frightened 
  Fatigued 
  Inebriated 
  Impaired 
  -2 
  Move 
  50% 
  Massive Damage 
  Knocked Prone 
  Encumbered 
  Blinded         
  Tear Gassed   
  Pepper Sprayed 
  Severely 
  Impaired 
  -3 
  Move 0 
  Grappled 
  Restrained 
  Stunned 
  Poisoned 
  Incapacitated 
  Effects can be cumulative, so for example if you are 
  knocked prone, then take massive damage and fail 
  your TOU roll, you would end up Severely Impaired. 
  Shaking off an Impaired condition depends on the 
  cause. If you are knocked prone you might simply 
  need to get back up (taking one round), if you are 
  blinded from a smoke grenade you might need to 
  leave the area, if you are fatigued or inebriated you 
  might simply need some rest. In other cases, you 
  typically make a 2d Health check at appropriate 
  intervals (which can be every round, minute, hour 
  or day, depending on the condition); as soon as the 
  check succeeds, the impaired condition ends. The 
  “shaking off” check always counts as an action on 
  the round it is made. 
  Madness 
  If your Spirit is reduced to zero or a negative 
  number, you are at the brink of madness. This can 
  happen if you use a power that consumes more 
  Spirit than you currently have, or if you are 
  subjected to severe mental stress. At this point, you 
  might “snap”, go temporarily insane, act irrationally 
  until the end of the encounter, or finally talk if being 
  interrogated. You keep control of the character, but 
  the GM might force you to do or not do certain 
  things. From that point on, any change in your 
  Spirit determines whether you regain your senses 
  or completely succumb to madness. 
  If no Spirit has been gained or lost within a few 
  minutes, you can make a final WIL+Focus roll to 
  preserve your sanity. This roll is made against a DIF 
  level equal to your current Spirit. For example, if 
  your Spirit is at -4, the GM makes the opposing roll 
  at DIF 4. If the WIL roll is successful, you regain your 
  senses and are at Spirit 1. If not, you go completely 
  mad and leave the game as a player character. If 
  you roll a draw, you’ll regain your senses but might 
  be left mentally scarred from the experience. 
  Moving in Combat 
  Movement during combat and other tactical 
  situations is determined by a creature’s Move 
  score, in yards per round. However, opponents and 
  unforeseen obstacles can make things difficult. At 
  the GM’s discretion, you might be required to make 
  a Move check on 2d (or 3d if conditions are 
  particularly difficult). If the check fails, there is an 
  unforeseen delay (e.g. you trip and fall) or 
  opponents may get free attacks, depending on the 
  situation (e.g. if you disengage from close combat). 
  Non-Lethal Combat 
  Sometimes you just want to knock out a foe, 
  instead of dealing a killing blow. When you deliver 
  a melee attack that would cause the target’s Health 
  to drop below 0, you can instead decide to reduce 
  the target’s Health to exactly 0, knocking them out. 
  Paralyzed 
  You suffer -3 to defense rolls and +3 to damage 
  received from melee attacks. You cannot speak or 
  take actions except to try shaking off the effect. This 
  is done by making a 2d Health check, which can be 
  attempted every following round or minute, 
  depending on the cause. The “shaking off” check 
  always counts as an action on the round it is made.  
   
   
  
  HOW TO PLAY 
  23 
  Poison, Disease & Radiation 
  Most poisons, venoms, radiation and other toxic 
  substances have an attribute called Potency which 
  measures how strong they are. Typically, a 
  character exposed to such a substance must roll 
  TOU+Resistance (poison) vs. POT, or suffer its 
  effect. Here are the more common effects: 
  Disease: Takes effect one day after exposure. You 
  suffer Health damage equal to the POT roll, and are 
  Severely Impaired (Move 0, -3 to all rolls). Attempt 
  a 2d Health check every following day to shake off 
  the condition. Some diseases may have additional 
  effects. 
  Venom: Takes effect TOU rounds after exposure. 
  You suffer Health damage equal to the POT roll, 
  and are Severely Impaired (Move 0, -3 to all rolls). 
  Attempt a 2d Health check every following day to 
  shake off the condition. 
  Paralytic Poison: Takes effect TOU rounds after 
  exposure. You are Paralyzed, unable to take actions, 
  suffering -3 to defense rolls and +3 to damage 
  received from melee attacks. Attempt a 2d Health 
  check every following minute to shake off the 
  condition. 
  Truth Serum: Takes effect TOU minutes after 
  exposure. You cannot knowingly tell a lie for one 
  hour. 
  Radiation: If exposed to radiation, you must roll 
  TOU+Resistance (radiation) vs. POT when first 
  exposed, and every minute thereafter. As soon as 
  you fail the roll, radiation sickness takes effect one 
  day after exposure. You suffer Health damage 
  equal to the POT roll, and are Severely Impaired 
  (Move 0, -3 to all rolls). Every day following 
  exposure, you lose one point from a random 
  attribute until POT points are lost. If an attribute 
  falls below 0, you die. If you survive and receive 
  appropriate treatment, you may attempt a 2d 
  Health check each following day to shake off the 
  effects. 
  Rest and Recovery 
  At some point, the PCs are well advised to take a 
  break from all their adventuring, or they risk 
  suffering the effect of fatigue (Slightly Impaired: -1 
  to rolls). Getting rest also allows characters to make 
  recovery rolls to replenish depleted Health and 
  Spirit levels. 
  A “short rest” of about one hour, with no strenuous 
  activity, grants you a WIL+Focus roll, with the result 
  added to your current Spirit, up to its maximum. 
  You can take as many short rests as desired and 
  needed during the day or night. If you use powers, 
  a short rest might involve prayer, meditation or 
  study, depending on the nature of your powers. 
  A “long rest” of about eight hours, or the equivalent 
  of a night’s sleep, grants you a TOU roll, with the 
  result added to your current Health, up to its 
  maximum. Only one long rest can be taken each 
  day. If anyone in the party has the Medicine skill, 
  then it is added to the recovery roll. 
  Constructs and vehicles do not make recovery rolls; 
  they must instead be repaired with the Fixing skill 
  (page 29). 
  Social Interactions 
  When you attempt to influence an NPC, roll 
  WIL+Persuasion vs. WIL+Focus. The GM can apply 
  a modifier depending on the situation. 
  This game system doesn’t put a lot of rules around 
  social interaction; roleplaying is the primary means 
  to handle these types of situations. The GM can 
  frequently call for a roll to add an element of 
  chance to the outcome, but the result should 
  always be subservient to the character’s actions 
  and the needs of the story. 
  Example: Balthazar tries to convince the king to 
  lend some men-at-arms for an important quest the 
  PCs wish to undertake. The player makes an 
  impassioned speech, in character, pleading the 
  party’s case. Based on the player’s performance, the 
  GM might decide that the king agrees to lend 
  assistance, and the roll determines if he sends ten 
  men or twenty men with the PCs. If on the other 
  hand, failing the roll had meant that the king 
  refused to lend any assistance, the player’s speech 
  would not really have mattered since it just came 
  down to a roll in the end. When faced with a similar 
  situation again, the player might decide just to roll 
  the dice instead of acting in character. That’s “roll” 
  playing, not role-playing. 
  Swimming and Drowning 
  If you don’t have the Aquatic skill (page 27), you are 
  effectively Impaired when operating in water. This 
  means you can swim at 50% Move and suffer -2 to 
  most rolls. Without special equipment, you can 
  hold your breath for a number of rounds equal to 
  TOU+Endurance if engaged in combat, or the same 
  number of minutes otherwise. After this time you 
  begin to suffocate, suffering DAM 0 each round 
  until you drown or get some air. 
   
   
  
  HOW TO PLAY 
  24 
  POWERS 
   
   
   
   
  Unless the GM is running a game that is heavily 
  based in mundane reality, there’s a decent chance 
  that PCs will at some point have access to 
  exceptional abilities of a magical or pseudo-
  scientific origin. Whatever the origin or nature of 
  these abilities, we refer to them collectively as 
  powers, and they follow the rules below. 
  There are two types of powers, arcane powers and 
  super powers. Each has a different set of rules 
  governing how they are gained and used. 
  Arcane powers are used in game worlds where 
  supernatural abilities are somewhat rare and 
  mysterious in nature. This includes spells in fantasy 
  settings, eldritch summonings in Lovecraftian 
  settings, or psionic abilities in space opera settings. 
  While the effects might vary widely from one 
  setting to another, the rules explained here are 
  exactly the same. The Fantasy, Horror and Science 
  Fiction chapters later in the book describe specific 
  spells or powers that might be available in these 
  kinds of settings. 
  Super powers are used in pulp, superhero and 
  similar comic-book settings where larger than life 
  heroes 
  and 
  villains 
  have 
  special 
  talents, 
  supernatural abilities, alien technology, weird 
  science or the like. The way these work is explained 
  in the Pulp & Superheroes section beginning on 
  page 151. 
  Arcane Powers 
  To use spells or powers, you must first have the 
  Arcane Lore skill at a high enough level (see page 
  27). You can then learn specific powers available in 
  your game at level 1, 2 or 3, using XP just like any 
  other skill. Write down all the powers you know in 
  the skill slots under the AWA attribute. You can only 
  use a spell or power if you have learned it. 
  Arcane powers all have the following characteristics 
  specified in their individual descriptions: 
  Power Difficulty (DIF) 
  This is the difficulty of invoking the spell or power. 
  Using a spell or power requires you to roll 
  AWA+[skill level in the power]* against a DIF roll 
  using the power’s DIF: this is called a casting roll. 
  Whether the roll is successful or not, the effort 
  spent casting a power drains DIF points from your 
  Spirit each time you make a casting roll. If you fail 
  the casting roll, the power does not come into 
  effect. You can attempt to cast a power as many 
  times as you wish, as long as you spend the 
  required time and pay the Spirit cost. You can even 
  attempt to cast a spell or power that drains more 
  Spirit than you currently have. However, this pushes 
  your mind to the brink of madness (see page 22). 
  You regain depleted Spirit points through rest and 
  recovery, as explained on page 23. 
  Critical Success: If the casting roll results in a 
  critical success, the power works beyond your 
  expectations. For the purpose of determining the 
  effect, your WIL is increased by the difference 
  between the casting roll and the difficulty roll. 
  Critical Failure: If the casting results in a critical 
  failure, the power backfires and the release of 
  energy burns you for a number of Health points 
  equal to the power’s DIF. 
  Resisting Power Effects: The target of a spell or 
  power can sometimes try to resist its effects. If this 
  is possible, the target must make a defense roll, 
  using the Attribute+Skill specified in the power’s 
  description, and compare it against the casting roll. 
  Casting Time 
  This is the amount of time it takes to bring a spell 
  or power into effect. The casting time for most 
  powers is 1 round, meaning you can cast the 
  power with a simple action: on your turn, if you are 
  able to concentrate (see below), you make the 
  casting roll and the power comes into effect if the 
  roll is successful. 
  Some powers require longer to cast; 1 minute (10 
  rounds), 1 hour, 1 day or even longer. These powers 
  are generally of little use in combat. 
  Range 
  This is how far from the caster the power’s effect 
  can extend. Range categories are as follows: 
  Caster means that you can cast the power on 
  yourself only. 
  Touch means you must cast the power on a 
  creature you touch (which can be yourself); possibly 
  having to make an unarmed attack roll if the target 
  is unwilling and unrestrained. The attack roll is 
  made immediately after the casting roll. 
  WIL x yards means you can target a spot, item or 
  creature up to the distance indicated, which is a 
  multiplier of your WIL (usually 10). You must be 
  able to see the targeted location. 
  Sight means you can target a spot, item or creature 
  up to any distance away, as long as you can see it. 
  Unlimited means you can target a spot, item or 
  creature up to any distance away, whether you can 
  
  HOW TO PLAY 
  25 
  see it or not. If the target is a creature, you need to 
  name it by its true name. If it is an item, you must 
  generally know its location. 
  Duration 
  This is usually either Instant, meaning the power 
  just has an instantaneous effect when cast, or the 
  power lasts for a number of rounds, minutes or 
  hours, often expressed as a multiplier of WIL. Some 
  rare powers are Permanent which means they last 
  forever unless a specified condition is met or 
  another power is used to cancel them. 
  Unless otherwise indicated, you can cancel a non-
  permanent power you’ve cast, before the end of its 
  normal duration, as an action on your turn. 
  Concentration 
  Invoking a power requires concentrating during the 
  casting time. Once in effect, powers usually remain 
  in effect automatically for the duration; however, 
  some powers require concentration to maintain 
  (this is specified in their description). Concentration 
  must be uninterrupted for the required period of 
  time. While concentrating, you cannot perform 
  other actions during your turn, though you can still 
  make defense rolls and perform “free” actions, i.e. 
  simple tasks like moving or speaking. You must 
  have a clear mind, so extreme physical or mental 
  discomfort makes it difficult or impossible to use 
  powers. If you take damage while concentrating, 
  you must roll WIL+Focus against the damage roll, 
  or your concentration is disrupted. Should your 
  concentration be disrupted while you are casting a 
  power 
  or 
  maintaining 
  a 
  power 
  requiring 
  concentration, the power fails immediately. Note: 
  Spirit points are drained only when a casting roll is 
  made, so if your concentration is broken before the 
  end of the casting time, the casting is interrupted 
  but no Spirit points are lost. 
  Rituals and Ceremonies 
  Several casters can join forces (and hands) to cast a 
  single spell or power, if two or more of them know 
  how to cast it. Dark cults and covens of hags are 
  fond of this method. This is handled like other 
  Group Actions, with the caster leading the group 
  making the casting roll at +2. The Spirit cost is 
  borne fully and equally by each participant. 
  Innate Powers 
  Items and NPC creatures of magical, psionic or 
  advanced technological nature are able to replicate 
  the use powers. The key difference is that they do 
  not need to overcome a DIF roll; their powers can 
  be activated automatically. Other than that, the 
  same rules apply: they have a WIL score which is 
  used to determine the magnitude of the effect, and 
  the use of a power drains their Spirit. Sometimes, 
  they still need to make a casting roll in order to 
  overcome a target’s defense. Creatures do this 
  exactly like characters. In the case of items, the 
  casting roll uses the wielder’s AWA and the item’s 
  skill level. 
  
  SKILLS & FLAWS  
  26 
  Skills and Flaws 
  SKILLS 
  AGILITY 
  TOUGHNESS 
  AWARENESS 
  WILL 
  Assassination 
  Aquatic 
  Appraisal 
  Animal Handling1 
  Athletics 
  Armored Combat 
  Arcane Lore 
  Art1 
  Cover 
  Charge 
  Background1 
  Bargaining 
  Driving 
  Endurance 
  Computers 
  Battle Rage 
  Grappling 
  Mighty Blow 
  Criminology 
  Command 
  Marksmanship 
  Resistance1 
  Fixing 
  Focus 
  Missile Deflection 
  Second Wind 
  Heavy Weapon1 
  Followers 
  Multistrike 
  Strength 
  Languages1 
  Impersonation 
  Piloting 
  Unlife 
  Locks & Traps 
  Intimidation/Fear 
  Riding 
   
  Medicine 
  Luck 
  Sailing 
   
  Memory 
  Oratory 
  Sleight-of-Hand 
   
  Nightvision 
  Persuasion 
  Stealth 
   
  Observation 
  Politics 
  Sworn Enemy1 
   
  Power or Spell1 
  Reputation1 
  Team Tactics 
   
  Psychology 
  Street Smarts 
  Unarmed Strike 
   
  Research 
  Trickery 
  Weapon Mastery1 
   
  Senses  
   
   
   
  Sixth Sense  
   
   
   
  Survival1 
   
   
   
  Surgery 
   
   
   
  Surveillance 
   
   
   
  Trivia 
   
   
   
  Underworld 
   
   
   
   
   
  1. 
  A specific application or specialty must be chosen; see skill description. 
   
   
  TIP: Print the character sheet 
  template on page 4, or use the 
  editable PDF file (available at 
  drivethrurpg.com) which lets you 
  enter the information and Copy/ 
  Paste your character’s skill, flaw 
  and power descriptions. 
  
  SKILLS & FLAWS  
  27 
  Animal Handling: You know the habits of ordinary 
  animals from your milieu, or one special beast type 
  to be defined. You know how to train such animals 
  and elicit desired behaviors. Add the skill level to 
  attribute rolls pertaining to such activities. 
  At level 3, you may have a beast companion or 
  familiar. The beast has a total number of XP equal 
  to the XP you spent on WIL. Work with the GM to 
  determine the type of beast and its stats. The beast 
  will accompany you, act on your Initiative and 
  generally obey commands (commanding the beast 
  takes one round). If the beast dies, you can attract 
  a new beast in a number of days equal to its XPs. 
  Appraisal: You can determine the approximate 
  value of items including jewelry, works of art and 
  other rare or exotic items. You are also a skilled 
  scavenger, able to find items of value in cluttered, 
  ruined or abandoned environments. Add the skill 
  level to attribute rolls pertaining to such activities. 
  Aquatic: You are a proficient swimmer and feel at 
  home in watery environments. At level 1, you are 
  only Slightly Impaired (instead of Impaired) in 
  water, meaning you suffer -1 to your rolls but can 
  swim at your full Move rate. In addition, you know 
  how to use any diving equipment appropriate to 
  the setting. At level 2, you can remain underwater 
  for TOU hours without equipment. At level 3, you 
  are completely native to water; you can remain 
  underwater indefinitely, communicate normally, 
  operate unimpaired and use powers as if on land. 
  Arcane Lore: You are versed in the supernatural, in 
  whichever form it manifests itself in your world. You 
  may be able to identify manifestations of the 
  occult, understand a magical tome or religious 
  symbol, recognize a divine omen or know how to 
  use an alien or magic item. Add the skill level to 
  attribute rolls pertaining to such activities. 
  If arcane spells or powers are available, the skill 
  indicates your general ability to learn them. At level 
  1 you can learn spells or powers of up to DIF 3, at 
  level 2 you can learn spells or powers of up to DIF 
  6 and at level 3 you can learn spells or powers of 
  up to DIF 9 (the maximum level). Note: Spells and 
  powers must still be learned (using XP) as individual 
  skills, and the Arcane Lore skill level does not 
  modify casting rolls (casting rolls use the specific 
  spell or power skill level instead). 
  Armored Combat: You need this skill in order to 
  fight in armor and use shields. At level 1, you can 
  use a shield if you have a free hand, and wear armor 
  weighing up to 20 lbs. At level 2, you can wear 
  armor weighing up to 40 lbs. At level 3, you can 
  wear armor weighing up to 60 lbs., or power armor 
  weighing more. 
  Art: You have artistic flair and are proficient in one 
  art form. Specialties include things like: cooking, 
  dancing, literature, a musical instrument (specify 
  which), painting/drawing, photography, sculpting, 
  singing. Once per game session, you can put on a 
  truly inspiring performance. This takes at least a few 
  minutes, and the player should take a bit of time to 
  describe it. All who witness the performance, 
  including the performer, recover a number of Spirit 
  points equal to a WIL+Art* roll by the performer. 
  Assassination: You are a trained killer. Add the skill 
  level to the first attack and damage rolls when 
  attacking an opponent by surprise with any 
  weapon. This includes opponents who are 
  surprised on the first round of combat, and 
  opponents who are successfully attacked using the 
  Stealth skill. Creatures that use ambush tactics on 
  their prey also have this skill. 
   
   
  
  SKILLS & FLAWS  
  28 
  Athletics: You are skilled at jumping, climbing, 
  dodging, 
  escaping 
  restraints, 
  breaking 
  falls, 
  performing various physical stunts and feats of 
  balance. Add the skill level to attribute rolls 
  pertaining to such activities; for instance, when 
  making AGI rolls to dive out of the way of harmful 
  traps or powers. 
  You can also use the skill to tumble and dodge in 
  combat. This allows you to add the skill level to 
  defense rolls against physical attacks, however it is 
  an active measure so you must forfeit your attacks 
  (and most other actions) while doing so. 
  Background: 
  Your 
  background, 
  profession, 
  training, provenance or education gives you very 
  specialized knowledge in an area not covered by 
  other skills. You automatically know most things 
  related to your background. For more difficult tasks 
  requiring a roll, add the skill level. Examples of 
  backgrounds might include: 
  • An academic or scientific specialty like Biology, 
  Chemistry, Anthropology, Astronomy or History 
  • A craft or trade like Brewing, Metalworking, 
  Glassblowing, Farming, Shipbuilding, Carpentry, 
  Leatherworking, 
  Gunsmithing, 
  Armoring, 
  Construction or Stonemasonry 
  • An Engineering skill (Electrical, Mechanical, Bio, 
  Genetic…) 
  • A professional skill like Accounting or Law 
  • Knowledge of a particular place or culture 
  Bargaining: You are a skilled negotiator, trader, 
  merchant, seller and deal maker. You generally 
  know how to find buyers or sellers for something. 
  Add the skill level to attribute rolls pertaining to 
  such activities. 
  Battle Rage: You are able to enter a state of 
  berserk blood lust by making a successful 2d Spirit 
  check. One attempt can be made per round, as a 
  free action before attacking. While in this state, you 
  get a temporary Health increase equal to the XP 
  spent on the skill (this can push your Health beyond 
  its normal maximum), and apply the skill level to all 
  TOU-based damage rolls. Battle Rage drains one 
  Spirit point each round, and must continue until 
  you either run out of Spirit, or combat ends. 
  Charge: When you move into melee combat from 
  a distance, whether on foot or on a mount or 
  vehicle, your first attack delivers additional damage 
  equal to the skill level (if it hits). Furthermore, the 
  opponent must roll TOU against the damage roll or 
  be knocked prone, i.e. Impaired (Move 50%, -2 to 
  rolls) until they use an action to get back up. 
  Creatures that attack by diving, tackling or leaping 
  onto their foes have this skill. 
  Command: You know how to organize, command, 
  inspire and deploy groups large and small. You can 
  captain a ship and are versed in military strategy 
  and battlefield tactics. When you are part of a 
  group action, your Command skill is added to the 
  roll. Group actions are explained on page 21. You 
  can only apply this skill to rolls that are made by a 
  group. You cannot assist individual efforts, so could 
  not help someone pick a lock, for example. 
  
  SKILLS & FLAWS  
  29 
  Computers: You know how to break into computer 
  systems, operate virtual networks and decipher 
  coded or encrypted information. Add the skill level 
  to attribute rolls pertaining to such activities. 
  Cover: You keep others out of danger and may add 
  this skill to an ally’s AGI defense rolls. You can grant 
  cover to the ally from a distance if you have a 
  ranged weapon, otherwise you must be next to the 
  ally. This is an active measure, so you cannot attack 
  or take other actions except defend while granting 
  Cover (but the ally can fight or do other things). 
  Criminology: You know how to gather and analyze 
  evidence from crime scenes. Ballistics, toxicology, 
  fingerprint collection, DNA analysis and other 
  forensic sciences fall under this skill. You also know 
  the methods of crime; extortion, identity theft, 
  racketeering, disposal of bodies and so on. Add the 
  skill level to attribute rolls pertaining to such 
  activities. Criminals and crime fighters both have 
  this skill. 
  Driving: You are skilled at handling land vehicles 
  common to your setting and background. Add the 
  skill level to attribute rolls when attempting difficult 
  maneuvers or avoiding attacks. Note: such rolls 
  normally use the vehicle’s AGI (not the driver’s). 
  Endurance: You are better able to function in the 
  face of physical punishment. This includes: 
  • Maintaining strenuous physical activity for an 
  extended period of time before suffering the 
  effects of fatigue. Add the skill level to the 
  number of minutes, hours or days such activity 
  can be maintained, depending on the activity. If 
  you make a roll to prevent or overcome fatigue, 
  add the skill level to the roll. 
  • Add the skill level to prevent being Impaired 
  when receiving massive damage (see page 19). 
  • Add the skill level when making the TOU roll to 
  survive when at the brink of death (see page 21) 
  Fixing: You can repair mechanical, electrical and 
  electronic devices, constructs or vehicles found 
  commonly in your world. It generally takes one 
  hour to fix something, after which you make an 
  AWA+Fixing* roll to determine how many Health 
  points the damaged item regains. If there was some 
  sort of malfunction (e.g. a robot was Impaired by 
  massive damage), the GM makes a DIF roll to see if 
  the malfunction is successfully repaired (DIF 3 by 
  default). Fixing requires the proper tools. If you are 
  out in the field with a repair toolkit, only one Fixing 
  roll can be made for each instance the device took 
  damage. If you can bring the item to an installation 
  with the requisite spare parts (a lab, workshop, 
  smithy, etc), then Fixing rolls can be made as often 
  as desired, each taking one hour to perform. 
   
   
  
  SKILLS & FLAWS  
  30 
  Focus: You are blessed with exceptional mental 
  strength, 
  whether 
  from 
  willpower, 
  courage, 
  ancestry, religious devotion or fanaticism. Your skill 
  level is added to rolls made to maintain 
  concentration, morale, or to resist the effects of 
  Intimidation/Fear, enchantments, mind-affecting 
  effects and interrogation attempts. You also add 
  the skill level to WIL/Spirit recovery rolls, and when 
  making a WIL roll to preserve your sanity while at 
  the brink of madness. 
  Followers: You are a natural leader and can enlist 
  others to your cause. If the GM agrees, you may try 
  to attract followers, given about a month’s time in 
  a populated area, and assuming there are no racial 
  or cultural compatibility issues. The total follower 
  XPs that can be attracted is equal to your XP total, 
  multiplied by the Followers skill level. Work with the 
  GM to determine how the XPs will be split among 
  follower NPCs. No single follower’s XPs may exceed 
  your XPs. As your XP total increases, so will the total 
  XPs of the follower group. 
   
  Example: a 40 XP character with the Followers skill 
  at level 2 decides to attract followers. The initial 
  follower group will have a total of 40x2=80 XPs. The 
  GM rules that the character has attracted a 30 XP 
  “sidekick” and ten “grunts” each having 5 XP (1 in 
  each attribute and a skill at level 1). Each time the 
  character gains an XP, the follower group gains 2 
  XP. These can be given to the current followers or 
  saved up to attract a new grunt or sidekick. Killed 
  followers are not automatically replaced, and 
  “replacements” must be recruited as initially. 
  While 
  generally 
  loyal, 
  followers 
  behave 
  as 
  individuals and not just automatons to do your 
  dirty work. They expect to be housed and fed 
  (including their families), and close henchmen 
  expect a piece of the action; assume that each 
  follower XP costs around 10 gold pieces (gp) or 
  $1000 per month. 
  Grappling: You know how to tackle, pin, wrestle, 
  hold or choke opponents. First, you try to grab an 
  opponent by making an AGI+Grappling attack roll. 
  If successful, the opponent takes no damage but is 
  Severely Impaired (Move 0, -3 to rolls). On its turn, 
  the restrained opponent may attack you (at -3) or 
  attempt to break the hold by rolling TOU+Strength 
  vs. TOU+Strength (without the -3 penalty). While 
  the opponent is restrained, you can simply distract 
  or pin the opponent down for no damage, or attack 
  the opponent with a weapon or unarmed strike 
  (with the opponent defending at -3). 
  Monstrous Ability: Creatures with tentacles, pincers 
  and the like typically have this skill, often attacking 
  restrained opponents with another body part (bite, 
  poison sting, etc.) using the rules above. 
  Heavy Weapon: You know how to use one type of 
  vehicle mounted weapon, artillery gun, siege 
  weapon or the like. You may add the skill level to 
  the attack or damage roll. Note: Heavy weapons 
  use the attacker’s AWA, rather than AGI. 
  Impersonation: You are an accomplished actor. 
  You can “become” someone else by changing your 
  appearance (with the proper materials), speech, 
  accent and manner. You can blend in almost 
  anywhere by knowing the proper customs, 
  manners and conversation. In addition, you know 
  how to imitate another’s handwriting and forge or 
  modify official documents, given enough time and 
  the right tools. In either case, viewers should roll 
  AWA+Observation 
  vs. 
  WIL+Impersonation 
  to 
  detect a fake. Creatures that can change their 
  appearance with illusions or other means also have 
  this skill. 
  
  SKILLS & FLAWS  
  31 
  Intimidation: You can terrify someone through 
  your appearance or manner by making a successful 
  WIL+Intimidation vs. WIL+Focus roll. This can be 
  used 
  to 
  interrogate 
  someone 
  and 
  extract 
  information from them. It can also be used as an 
  action in combat to frighten an opponent. If 
  successful, the terrified opponent is Slightly 
  Impaired (-1 to rolls). The frightened opponent can 
  shake off the effect by making a successful 2d max 
  Spirit check, using an action. 
  Monstrous Ability: Some creatures have an 
  improved version of the frightening effect called 
  Fear. Unlike Intimidation, Fear does not require an 
  action, and all opponents witnessing the creature 
  must make the above roll or become Slightly 
  Impaired. If multiple creatures causing Fear are 
  present, only one roll is made but it is at +2 (as per 
  the group actions rule). Fear is not available to 
  player characters. 
  Languages: You know an additional number of 
  languages equal to the skill level, and may be able 
  to decipher ancient or obscure languages on a 
  successful AWA+Languages* roll. 
  Locks & Traps: With the proper tools, you can 
  attempt to pick keyed locks and crack combination 
  locks. Add the skill level to attribute rolls pertaining 
  to such activities. You also know how to set and 
  disable complex traps and snares of different kinds. 
  This skill can be used for building, setting and 
  defusing explosive devices. Traps of a magical or 
  technological nature might also require other skills 
  as well such as Arcane Lore or Fixing. Detecting a 
  trap requires an AWA+Observation roll against the 
  trap maker’s AWA+Locks & Traps roll. Disabling a 
  trap requires an AWA+Locks & Traps roll against 
  the trap maker’s AWA+Locks & Traps roll. If the 
  trap-maker has the skill and means to create an 
  effective trap, it can only be disabled by someone 
  who also has the skill. 
  Luck: Breaks tend to go your way. Whenever you 
  roll a break on any attribute (a natural 6 permitting 
  a second roll), add the skill level to the total. 
  Marksmanship: You can perform the following 
  feats of accuracy with any targeted range weapon 
  (AOE 1), whether fired or thrown: 
  • Aim: If you don’t move during the round and take 
  a few seconds to aim (Initiative reduced by two 
  steps; see below), you may add this skill to the 
  attack roll. If firing into melee (see page 21) and 
  you miss your target, you deduct the skill level 
  from the attack roll for the purpose of 
  determining if you hit an adjacent creature. 
  • Kill Shot: You are adept at striking vital areas on 
  the body. You may add the skill level to the 
  damage roll if your target is within Base Range. 
  In both cases, the weapon can be fired only once 
  during the round. Reducing Initiative by two steps 
  means that you act on the same Initiative as if your 
  AWA was two points lower. Examples: 19 becomes 
  12, 15 becomes 10, 12 becomes 9. Below that, 10 
  becomes 6 and 9 becomes 3. 
  Medicine: You have medical knowledge and know 
  how to treat injured, poisoned or diseased 
  creatures. You can administer the treatments 
  below. It is assumed that you have a medical kit on 
  hand. Otherwise, make the rolls at -2. 
  • First Aid: You tend to a character’s fresh wounds 
  for one minute. Roll AWA+Medicine* vs. DIF, 
  where DIF is equal to the number of minutes 
  elapsed since the patient was last injured. For 
  example, if you began to administer First Aid 
  right after the patient was injured, your first 
  attempt is against DIF 1. On a success, the patient 
  recovers 1 Health. You can administer First Aid 
  multiple times to the same patient. 
  • Treating the wounded: You and all allies under 
  your care add your skill level when making 
  TOU/Health recovery rolls after long rests (page 
  23). If several healers are present, use the one 
  with the highest skill level. 
  • Treating the sick/poisoned: Roll AWA+Medicine* 
  vs. POT (see page 23). On a success, the patient 
  automatically succeeds on the next Health check 
  they make to shake off the impaired condition. 
  Otherwise, you can reattempt the treatment after 
  the next Health check. Note: The treatment does 
  not heal any previously suffered Health damage. 
  • Saving a life: If you tend to a character at the 
  brink of death and they must make a TOU roll to 
  survive (see page 21), they add your skill level. If 
  there are several critically injured characters, you 
  can only tend to one. 
  Memory: You have a photographic memory. Add 
  the skill level whenever a roll is made to remember 
  details from the past. 
  Mighty Blow: You can apply +3 to a TOU-based 
  damage roll up to one, two or three times per 
  combat encounter, depending on the skill level. To 
  do so, you must sacrifice one point of Health before 
  the attack roll is made. 
  
  SKILLS & FLAWS  
  32 
  Missile Deflection: You can deflect missiles with a 
  hand or weapon. Add the skill level to defense rolls 
  against arrows, crossbow bolts, sling stones and 
  similar light, low-tech projectiles. If the defense roll 
  is equal or greater than twice the attack roll, you 
  catch the missile or cause it to bounce back 
  towards the enemy. You must be standing relatively 
  still, so the skill cannot be used in conjunction with 
  Athletics. 
  Multistrike: This skill allows you to make an 
  additional number of melee attacks equal to the 
  skill level. However, all your attacks are made at -2 
  to the attack and damage rolls. For example, if you 
  have the skill at level 2, you can make three melee 
  attacks instead of one. The attacks can target the 
  same or multiple opponents, however you can’t 
  make more than two attacks against the same 
  opponent. You can use Multistrike in combination 
  with other skills like Weapon Mastery (with a melee 
  weapon), Unarmed Strike or Charge. 
  Monstrous Ability: Large creatures with multiple 
  appendages can use Multistrike in combination 
  with Grappling. In this case, the penalty is only 
  applied to the attack roll (since there is no damage 
  roll with Grappling). Player characters cannot use 
  Multistrike in combination with Grappling. 
  Nightvision: You can see clearly in the dark up to 
  20 yards away per skill level. 
  Observation: Like Sherlock Holmes, you have the 
  unusual ability to notice significant little clues. This 
  is not the same as Senses, because it relies more on 
  mental acuity. Senses may cause you to see 
  something, but you need Observation to notice it 
  as relevant. The skill level is added to rolls 
  pertaining to activities such as identifying signs of 
  passing creatures (tracking), detecting traps or 
  finding secret doors. 
  Oratory: You have the ability to inspire groups of 
  others through your words, exhorting them to 
  greater efforts towards a common goal. Before or 
  during combat, you may roll WIL+Oratory* against 
  the highest opponent attribute. For instance, if foes 
  were led by a dragon with TOU 10, use this for the 
  difficulty roll. If successful, you choose one of the 
  following benefits: 
  • Inspiration: for the duration of the fight, you and 
  all your allies get a boost to your derived stats 
  (Move, Health, Initiative, Spirit) equal to the 
  Oratory skill level. 
  • Courage: For the duration of the fight, you and all 
  your allies add the Oratory skill level to rolls 
  against fear, losing morale and other mind-
  affecting effects; this is similar to the Focus skill. 
  • Frenzy: for the duration of the fight, you and all 
  your allies get +1 to all TOU-based damage rolls. 
  But if they have the Weapon Mastery skill, they 
  cannot allocate it to defense. 
  Performing Oratory takes at least one minute and 
  only one attempt can be made on any creature or 
  group. The effect is cancelled immediately if you 
  are incapacitated, slain or otherwise leave the fight. 
  Persuasion: Add the skill level to WIL rolls you 
  make to influence, convince, seduce, bluff, fast-talk 
  or otherwise get agreement from someone, using 
  charm or quick wit. The attempt is opposed by the 
  target’s WIL+Focus roll, possibly modified by the 
  target’s disposition and the nature of the request. 
  Piloting: You are skilled at handling aircraft or 
  spacecraft 
  common 
  to 
  your 
  setting 
  and 
  background. Add the skill level to attribute rolls 
  when attempting difficult maneuvers or avoiding 
  attacks. Note: such rolls normally use the vehicle’s 
  AGI (not the pilot’s). 
  Politics: After spending a bit of time in a society, 
  you understand the power structures and can 
  identify the key individuals who wield influence, 
  either overtly or behind the scenes. Given a bit 
  more time, you can establish yourself in these 
  circles, trade information and begin to wield some 
  influence yourself. Eventually, you become very 
  connected and often seem to “know the right 
  people”, or someone who owes you a favor. When 
  you need a favor, you can attempt a WIL+Politics 
  roll to get it. The GM should set the difficulty based 
  on the nature of the request, your familiarity with 
  the area, reputation with the locals, etc. 
   
   
  
  SKILLS & FLAWS  
  33 
  Power or Spell: You have the ability to use one 
  spell, power or supernatural ability and add the skill 
  level to the casting roll. A spell or power can only 
  be learned if you have the Arcane Lore skill at the 
  appropriate level (see description). The GM has the 
  final say on what specific powers are available in 
  the setting. 
  Monstrous Ability: Some NPC creatures have Innate 
  spells or powers. This means they don’t need to 
  overcome a DIF roll in order to use their powers 
  (however they may still need to make a casting roll 
  in order to overcome a target’s defense). 
  Psychology: You are highly attuned to the 
  emotions of those around you and are able to 
  sense another character’s general motivation and 
  state of mind with a successful AWA+Psychology 
  vs. WIL roll. 
  Reputation: Your personal reputation, title or 
  affiliation precedes you. You tend to impress others 
  as a result, and may enjoy privileges in some circles. 
  In cases where your reputation might be a factor, 
  add the skill level to WIL rolls made to elicit positive 
  reactions from others. 
  Research: Research allows you to effectively find 
  things out through the usual channels of 
  investigation: 
  newspaper 
  clippings, 
  libraries, 
  databases, the internet, etc. Add the skill level to 
  attribute rolls pertaining to such activities. This 
  does not apply to interviewing live sources, which 
  is covered by the Street Smarts skill. 
  Resistance: You are unusually resistant to one of 
  the following: acid, cold/frost, electricity, fire/heat, 
  poison/disease, radiation or spells/powers. You 
  may ignore the effects of any “natural” occurrence. 
  For instance, if you have Resistance (fire/heat) you 
  could move through a burning building, if you have 
  Resistance (cold/frost) you could survive in 
  extremely cold climes without special clothing, and 
  if you have Resistance (poison/disease) you won’t 
  contract a naturally-occurring disease. Against 
  attacks of the specified type (or unusually intense 
  exposure), you add the skill level to any TOU rolls 
  made to resist the effects. In addition, you have an 
  innate ARM score equal to your TOU multiplied by 
  the skill level, which fully or partially absorbs any 
  damage of that type. 
  Monstrous Ability: Creatures can have Resistance to 
  other things, like non-magical attacks or non-silver 
  weapons. In some cases, creatures have complete 
  Immunity to one or more of these damage types, 
  meaning they ignore damage from any source of 
  the relevant type. These options are not available 
  to player characters. 
   
   
  
  SKILLS & FLAWS  
  34 
  Riding: You are skilled at riding horses or other 
  beasts common to your setting and background. 
  Add the skill level to attribute rolls when 
  attempting difficult maneuvers or avoiding attacks. 
  Note: such rolls normally use the mount’s AGI (not 
  the rider’s). 
  Sailing: You are skilled at handling watercraft 
  common to your setting and background. Add the 
  skill level to attribute rolls when attempting difficult 
  maneuvers or avoiding attacks. Note: such rolls 
  normally use the vehicle’s AGI (not the sailor’s). 
  Second Wind: You can shake off damage thanks 
  to biological regeneration, divine aid or simple 
  hardiness and stamina. As a one-round action, you 
  can recover a number of Health points equal to a 
  TOU roll. This special recovery roll can be 
  accomplished once, twice or three times per game 
  session, depending on the skill level. The Medicine 
  skill cannot be applied to the roll it since it is a 
  purely innate ability. Second Wind can be used to 
  come back from being knocked down to zero or 
  negative Health (but remember: you’ll die if the roll 
  fails to bring you back to Health 1 or more, per the 
  Death rules on page 21). 
  Senses: The skill level is added to seeing, hearing, 
  smelling and tasting rolls. 
  Sixth Sense: Some people have an acute sense of 
  danger and other intangible "things in the air", or 
  perhaps they’re just extremely wise. They can 
  sometimes sense when they’re being watched, 
  when something’s wrong, when there is a major 
  villain nearby, or instinctively know the right course 
  of action. In practice, you may ask for a “sixth sense” 
  clue from the GM one, two or three times per game 
  session, depending on the skill level. 
  Sleight-of-Hand: You are skilled at picking 
  pockets, hiding or planting items, juggling and 
  performing various other tricks and feats of 
  prestidigitation. Add the skill level to attribute rolls 
  pertaining to such activities. 
  Stealth: You can move silently and hide or 
  camouflage yourself successfully, whether in the 
  shadows, vegetation or another hiding place. You 
  are also able to follow someone without being 
  seen. To remain undetected, you roll AGI+Stealth 
  against the target’s AWA+Senses. If you initiate 
  combat while undetected, your first attack is 
  resolved before your foes can react. If they were 
  potentially caught unprepared, they should then 
  make a surprise check (2d Initiative) to see if they 
  can act on the first round of combat. 
  Vehicles and electronic equipment that grant 
  Stealth typically add a skill level when rolling to 
  defend against detection attempts by radar or 
  other electronic means. 
  Street Smarts: You are adept at locating people in 
  urban areas and gathering information from them. 
  Add the skill level to attribute rolls pertaining to 
  such activities. This does not apply to finding 
  information from libraries and the like, which is 
  covered by the Research skill. 
  Strength: You are blessed with exceptional 
  strength. Add the skill level to TOU-based damage 
  rolls, and when performing feats of strength. 
  Surgery: You understand anatomical structures. 
  Given the right tools, you can perform surgical 
  operations and autopsies. You can perform Surgery 
  to repair an undead creature or construct made of 
  organic material, such as a cyborg, flesh golem or 
  zombie. This works exactly like the Fixing skill: it 
  takes one hour to perform the operation, after 
  which you make an AWA+Surgery* roll to 
  determine how many Health points the damaged 
  creature regains. Surgery requires the proper tools. 
  If you are out in the field with surgical tools, only 
  one Surgery roll can be made for each instance the 
  
  SKILLS & FLAWS  
  35 
  creature took damage. If you can bring the creature 
  to a medical installation with the requisite tools 
  then Surgery rolls can be made as often as desired, 
  each taking one hour to perform. 
  Surveillance: You are capable of tailing others 
  while remaining unseen and observing them at a 
  distance, possibly using electronic tools including 
  wiretaps, directional microphones, hidden cameras, 
  bugs, radar and direction-finding equipment. You 
  can also design, install and monitor this equipment. 
  Add the skill level to attribute rolls pertaining to 
  such activities. 
  Survival: You are familiar with one type of 
  environment. You know the basic skills necessary to 
  survive in that milieu: significant landmarks, 
  hunting for food, building a shelter, keeping warm 
  (or 
  cool), 
  avoiding 
  dangers, 
  knowing 
  the 
  inhabitants, predicting the weather, finding your 
  way, using maps and navigational equipment, etc. 
  Add the skill level to attribute rolls pertaining to 
  such activities. 
  Choose among the environment types below; 
  depending on the campaign being played, they 
  might need to be defined more specifically. 
  Air/Skies 
  Underground 
  Cities 
  Underwater 
  Planes/Multiverse 
  Desert/Wasteland 
  Seas/Lakes/Rivers 
  Wilderness 
  Space/Alien Planets 
   
  Sworn Enemy: You add the skill level to attack and 
  damage rolls when fighting a certain race, type of 
  creature or NPC and its minions, to be specified. 
  Team Tactics: You are more effective at fighting in 
  a team of allies who also have this skill. At level 1, 
  you gain +1 to attack rolls when fighting alongside 
  unimpaired allies who also have the Team Tactics 
  skill. At level 2, you gain +1 to attack and defense 
  rolls. At level 3, you gain +1 to attack, defense and 
  damage rolls. You gain the full benefit determined 
  by your skill level as long as at least one ally also 
  has the skill, regardless of their own level. Creatures 
  that use pack tactics to gang up on their foes may 
  have this skill. 
  Trickery: You use guile to gain an advantage in 
  combat, and can perform the following maneuvers: 
  • Taunt: As an action, you can compel a foe to 
  direct its next attack towards you with a 
  successful WIL+Trickery vs. WIL+Focus roll. If 
  the trick is employed on a player character, the 
  PC can choose to forego her next attack instead. 
  • Distraction: As an action, you cause a foe to 
  suffer -3 on its next defense roll (regardless of 
  who attacks it) with a successful WIL+Trickery vs. 
  AWA+Observation roll. After the first distraction 
  attempt, the foe will be on its guard so 
  subsequent distraction attempts by you are 
  made at -2. 
   
   
  
  SKILLS & FLAWS  
  36 
  Trivia: You are a wealth of apparently useless 
  information on many and varied topics.  You might 
  be able to pull a relevant piece of information “out 
  of your hat” with a successful AWA+Trivia roll. You 
  are also able to bluff your way as an “expert” on 
  almost any subject with a successful AWA+Trivia vs. 
  AWA (+relevant skill) roll. 
  Unarmed Strike: You are adept at fighting without 
  a weapon, either due to skill or because you have 
  natural weaponry such as claws or fangs. When 
  fighting without a weapon, the skill level is added 
  to your attack rolls. In addition, the -3 damage 
  penalty for unarmed attacks is reduced by the same 
  amount. At skill level 2, therefore, your attack rolls 
  are made at +2 and the base damage is TOU-1 
  instead of TOU-3. This skill also applies to attack 
  rolls when using a power that requires touching an 
  unwilling target. 
  Monstrous Ability: Since beasts and monsters 
  ignore the -3 damage penalty for unarmed attacks, 
  they only benefit from the attack roll bonus.  
  Underworld: 
  You 
  are 
  familiar 
  with 
  crime 
  syndicates, terrorist groups, mercenary bands and 
  other shady organizations. Add the skill level when 
  rolling to determine if you know something about 
  such groups. 
  Unlife: You are an undead or artificial being of 
  some kind: a vampire, robot, android, golem, 
  clockwork creature or the like. Your body gives you 
  ARM 1, 2 or 3 depending on the skill level. This 
  protection doesn’t stack with worn armor (use the 
  highest score). Furthermore, you do not breathe 
  and are completely immune to disease, poison and 
  possibly other things that only affect living beings, 
  at the GM’s discretion. However, you are unable to 
  heal Health naturally or through any biological, 
  chemical or magical means. Resting does not grant 
  recovery rolls. Instead, you must be repaired with 
  the Fixing skill; or the Surgery skill, if you are 
  composed primarily of organic material. See the 
  Fixing or Surgery skill description. 
  Weapon Mastery: You possess exceptional skill 
  with one type of weapon, which must be specified 
  and defined fairly narrowly, e.g. pistol, shotgun, 
  long sword, lightsaber, etc. The skill level can be 
  added to either attack rolls or damage rolls. The 
  choice must be made before dice are rolled, and is 
  assumed unchanged from round to round unless 
  you expressly declare a change in stance. 
  If you are using a melee weapon that can parry the 
  attacks, you have the option to allocate the skill to 
  defense rolls instead. This generally can’t be done 
  if ranged weapons are being used. 
  If you are using a small melee weapon (DAM: TOU-
  1 typically), you can wield one in each hand. In this 
  case, you may split the skill modifier as desired 
  between attack rolls, defense rolls (if applicable) 
  and damage rolls. For instance, if you wield daggers 
  and have the skill at level 3, you could choose to 
  take +1 on attack rolls and +2 on damage rolls. 
  If you are using an automatic or semi-automatic 
  ranged weapon, you can add the skill level to the 
  number of attacks instead of the other options, if 
  enough ammunition remains. For instance, if you 
  use an assault rifle and have the skill at level 2, you 
  could make three attacks (i.e. fire three single shots 
  or three bursts) instead of one, instead of using the 
  skill for the attack or damage roll. This option can’t 
  be used with bows, crossbows, thrown weapons, 
  bolt-action rifles, antique firearms and other 
  weapons with a low rate of fire. 
   
   
  
  SKILLS & FLAWS  
  37 
  FLAWS 
   
  AGILITY 
  TOUGHNESS 
  AWARENESS 
  WILL 
  Clumsiness 
  Breathless 
  Absent-Mindedness 
  Addiction* 
  Handicap 
  Frailty 
  Blindness 
  Cowardice 
   
  Sunlight Sensitivity 
  Deafness 
  Code of Honor* 
   
  Vulnerability* 
   
  Flashbacks 
   
  Weakness 
   
  Greed* 
   
   
   
  Outcast* 
   
   
   
  Phobia* 
   
   
   
  Unluck 
   
   
   
  Unmistakable Feature* 
  Absent-Mindedness: 
  Your 
  mind 
  is 
  usually 
  elsewhere. This causes your Initiative to be reduced 
  by a number of steps equal to the flaw level. For 
  example, if you have AWA 3 and the flaw at level 2, 
  your actual Initiative is 10 instead of 15. In addition, 
  you tend to be distracted or forgetful. Deduct the 
  flaw level when rolling to remember something. 
  Even if it’s something you would normally 
  remember, the GM might require you to make an 
  AWA roll vs. DIF X where X equals the flaw level. 
  Addiction: You are addicted to a substance such 
  as alcohol, tobacco, caffeine, marijuana or heroin. 
  Failure to consume the desired substance 1, 2 or 3 
  times a day (depending on the flaw level) causes 
  you to become Slightly Impaired (-1 to all rolls) 
  until the cravings can be satisfied. If presented with 
  the opportunity to partake of the substance, you 
  must make a WIL roll vs. DIF X (where X is the flaw 
  level) to resist the temptation. 
  Blindness: Your vision is poor. You suffer a penalty 
  to rolls that rely on sight (including attack and 
  defense rolls) equal to the flaw level. Wearing 
  corrective lenses diminishes the penalty by one. 
  Breathless: You are short-winded. After TOU 
  minutes of strenuous activity such as running or 
  fighting, you suffer the flaw level as a penalty to AGI 
  and TOU rolls, until you take a short rest (1 hour). 
  Clumsiness: Deduct the flaw level when rolling to 
  accomplish a task requiring manual dexterity. In 
  situations where tripping, dropping something or 
  knocking something over is likely (such as when 
  sneaking around a darkened house), you must 
  make an AGI roll vs. DIF X (where X is the flaw level) 
  to avoid doing so. 
  Cowardice: In a life-threatening situation, you 
  must make WIL roll vs. DIF X (where X is the flaw 
  level) or you run for cover, run away or refuse to 
  undertake a dangerous activity. Deduct the flaw 
  level when making a roll to resist torture. 
  Code of Honor: You have a set of values, morals, 
  principles, a behavior pattern or religious beliefs 
  that restrict your ability to act freely in all situations. 
  The flaw level depends on how restrictive or 
  compelling the principles are. If you ever violate 
  your principles, you become Slightly Impaired (-1 
  to rolls) until you can atone for your actions. 
  Deafness: Your hearing is poor. You suffer a 
  penalty to rolls that rely on hearing, equal to the 
  flaw level. 
  Flashbacks: You have suffered a severe trauma in 
  the past. When in a situation that is reminiscent of 
  the traumatic event, you must make a WIL roll vs. 
  DIF X, where X equals the flaw level. Failure causes 
  you to freeze in terror and become Severely 
  Impaired (Move 0, -3 to rolls). You can attempt to 
  shake off the effect as an action, by making a 2d 
  Spirit check. 
  Frailty: You are somewhat fragile (and possibly 
  small). Your max Health is reduced by the flaw level. 
  Greed: You crave something like gold, revenge, 
  information about something, or a type of food. If 
  presented with the opportunity to gain the object 
  of your affection, you will pursue it no matter how 
  unwise the decision. You can attempt to resist this 
  urge by making a WIL roll vs. DIF X, where X is equal 
  to the flaw level. 
  Handicap: You are old, obese or physically 
  impaired somehow. Deduct the flaw level whenever 
  you roll to perform a feat of agility that involves 
  jumping, climbing etc. Furthermore, your maximum 
  Move is reduced by the flaw level. 
  
  SKILLS & FLAWS  
  38 
   Outcast: Due to reputation, temperament or 
  appearance, you tend to elicit negative reactions 
  from others. Deduct the flaw level when making 
  social interaction rolls. If you are admired by some 
  and reviled by others, you might have the 
  Reputation skill and the Outcast flaw, applying 
  whichever one is appropriate to the audience. 
  Phobia: You are deathly afraid of something that’s 
  fairly common. Whenever the feared object or 
  situation is encountered, you must make a WIL roll 
  vs. DIF X (where X is the flaw level) or refuse to face 
  the object of your phobia. 
  Sunlight Sensitivity: Your skin and eyes cannot 
  handle direct sunlight; if exposed, you must deduct 
  the flaw level to all rolls. Protective clothing can be 
  worn to compensate, but it must cover all the skin 
  and obscure the face. 
  Unluck: You are cursed by Fate to some degree. 
  Whenever you roll a break on any attribute (a 
  natural 6 permitting a second roll), deduct the flaw 
  level from the total. 
  Unmistakable Feature: You can easily be 
  identified because of a physical trait, symbol or 
  garment that’s always in evidence on your person. 
  The flaw level reflects how obvious, well-known and 
  difficult to hide the feature is. 
  Vulnerability: You are especially vulnerable to one 
  of the following: acid, cold/frost, electricity, 
  fire/heat, poison/disease, or spells/powers. You 
  must deduct the flaw level from TOU rolls made to 
  resist aggressions of this type, and increase any 
  damage suffered by the same amount. 
  Monstrous Vulnerability: Creatures can have a 
  Vulnerability to something else, like silver weapons 
  or bludgeoning weapons. 
  Weakness: You deduct the flaw level when making 
  rolls requiring strength. This includes TOU-based 
  damage rolls with melee weapons or unarmed. 
   
   
  
  EQUIPMENT 
  39 
  Equipment 
  WEAPONS 
  Ammo is the number of times the weapon can be 
  fired before having to be reloaded. If two numbers 
  are shown, the second generally refers to a burst (1 
  burst = 10 bullets). 
  Rel indicates the number of rounds it takes to 
  reload the weapon once Ammo is expended. 
  Range is the distance, in yards, at which the 
  weapon can fire with no penalty to the attack roll. 
  The weapon can fire up to twice this distance at -1 
  to the attack roll, three times the distance at -2 and 
  four times the distance at -3. 
  DAM is the attribute used for rolling the weapon’s 
  damage. For melee and thrown weapons, DAM is 
  equal to the character’s TOU, sometimes with a 
  modifier as indicated. 
  AOE (Area of Effect) is the attribute that represents 
  the number of foes affected by the attack in a 
  typical combat situation against human-sized 
  opponents. Everyone caught in the area must roll 
  to avoid the attack. If the AOE is above 1, this 
  includes any allies adjacent to or in close combat 
  with the affected foes. If the weapon creates a 
  circular blast, the AOE number also represents the 
  yard radius of the blast around its center. When two 
  numbers are indicated this generally means the 
  weapon can fire in either single shot or burst mode. 
  Lbs. is the encumbrance of the item in pounds. This 
  represents bulk as well as pure weight. 
  Notes/Enhancements includes, among other 
  things: minimum TOU required to wield; the effect 
  of firing with telescopic or laser sights (Note: they 
  restrict to firing once per round); and any special 
  conditions the weapon may inflict such as 
  Impairment, 
  Paralysis 
  or 
  Poison 
  (see 
  rules 
  concerning these conditions starting on page 22). 
  MEDIEVAL WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Axe, Battle or Wood 
  - 
  - 
  - 
  TOU 
  1 
  7 
   
  Axe, Small 
  - 
  - 
  8 
  TOU-1 
  1 
  2 
  Hatchet, Tomahawk, etc 
  Axe, Great (two-handed) 
  - 
  - 
  - 
  TOU+1 
  1 
  11 
   
  Ballista 
  1 
  1 
  50 
  7 
  1 
  - 
  Crew: 2 
  Bow, Long 
  - 
  - 
  50 
  1 
  1 
  4* 
  * Add 2 lbs. for 20 arrows 
  Bow, Short 
  - 
  - 
  40 
  1 
  1 
  2* 
  * Add 2 lbs. for 20 arrows 
  Catapult 
  1 
  2 
  100 
  8 
  4 
  - 
  Crew: 6 
  Club, Small 
  - 
  - 
  - 
  TOU-1 
  1 
  2 
  Includes baton, nunchaku, etc. 
  Club, Large (two-handed) 
  - 
  - 
  - 
  TOU 
  1 
  10 
   
  Crossbow, Heavy 
  1 
  1 
  60 
  2 
  1 
  18* 
  * Add 2 lbs. for 20 bolts 
  Crossbow, Light 
  1 
  1 
  45 
  2 
  1 
  5* 
  * Add 2 lbs. for 20 bolts 
  Dagger or Knife 
  - 
  - 
  8* 
  TOU-1 
  1 
  1 
  * Throwing Knife only 
  Dart or Shuriken, Poisoned 
  - 
  - 
  8 
  0* 
  1 
  0.25 * Target rolls TOU vs. POT or is 
  poisoned (see poison effects p.23) 
  Flail 
  - 
  - 
  - 
  TOU 
  1 
  5 
   
  Hammer, Throwing 
  - 
  - 
  8 
  TOU-1 
  1 
  2 
   
  Hammer, War 
  - 
  - 
  - 
  TOU 
  1 
  5 
   
  Javelin 
  - 
  - 
  10 
  TOU-1 
  1 
  2 
   
  Lance 
  - 
  - 
  - 
  TOU 
  1 
  8 
   
  Mace 
  - 
  - 
  - 
  TOU 
  1 
  4 
   
  Morningstar 
  - 
  - 
  - 
  TOU 
  1 
  4 
   
  Net 
  - 
  - 
  - 
  * 
  1 
  3 
  * Target is Severely Impaired; can 
  try to escape each round with a 
  2d Health check 
  Object, Hard 
  - 
  - 
  - 
  TOU-2 
  1 
  1 
  Rock, chair, mailed fist, torch 
  Oil Pouch, Burning 
  - 
  - 
  12 
  1 
  1 
  1 
   
  Polearm (Halberd, Pike…) 
  - 
  - 
  - 
  TOU+1 
  1 
  16 
   
  Punch or Kick 
  - 
  - 
  - 
  TOU-3 
  1 
  - 
   
  Sling 
  - 
  - 
  40 
  0 
  1 
  1* 
  * Add 2 lbs. for 20 stones 
  
  EQUIPMENT 
  40 
  MEDIEVAL WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Spear 
  - 
  - 
  5 
  TOU 
  1 
  4 
   
  Staff 
  - 
  - 
  - 
  TOU-1 
  1 
  6 
  Can split Weapon Mastery skill 
  Sword, Long 
  - 
  - 
  - 
  TOU 
  1 
  5 
   
  Sword, Short 
  - 
  - 
  - 
  TOU-1 
  1 
  3 
  Includes Rapier, Sabre, Scimitar, 
  Machete, Sword Cane, Sickle, etc. 
  Sword, Great (two-handed) 
  - 
  - 
  - 
  TOU+1 
  1 
  9 
   
  Sword, Katana 
  - 
  - 
  - 
  TOU+1 
  1 
  4 
   
  Trident 
  - 
  - 
  8 
  TOU 
  1 
  5 
   
  Whip 
  - 
  - 
  4 
  * 
  1 
  3 
  * Target rolls TOU vs. TOU or is 
  prone (Impaired) or disarmed 
   
   
   
   
   
   
   
   
  ANTIQUE FIREARMS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Cannon, Black Powder 
  1 
  1* 
  100 
  6 / 5 
  2 / 4 
  - 
  Solid Shot / Shrapnel 
  * If less than 4 crew, Rel: 2 
  Machine Gun, Gatling 
  10 
  1 
  50 
  3 
  2 
  40 
  May not move 
  Pistol, Flintlock 
  1 
  2 
  10 
  2 
  1 
  3 
   
  Pistol, Revolver 
  6 
  1 
  15 
  2 
  1 
  4 
   
  Rifle, Musket 
  1 
  2 
  25 
  3 
  1 
  15 
  Bayonet DAM = TOU-1 
  Shotgun, Blunderbuss 
  1 
  2 
  20 
  4 
  1 
  12 
  Apply range penalty to DAM 
   
   
   
   
   
   
   
   
  MODERN WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Acid, Mild 
  - 
  - 
  4 
  1 
  1 
  1 
   
  Brass Knuckles 
  - 
  - 
  - 
  TOU-2 
  1 
  1 
   
  C4/Semtex 
  - 
  - 
  - 
  9 
  4 
  2 
  2 lbs. 
  Cannon, Automatic 
  - 
  - 
  100 
  8 
  4 
  - 
  a.k.a. Chain Gun, Autocannon 
  Chainsaw 
  - 
  - 
  - 
  5 
  1 
  20 
  On a critical failure: hits user 
  Dynamite 
  - 
  - 
  4 
  2 
  2 
  2 
  1 stick 
  Flamethrower 
  10 
  1 
  5 
  5 
  4 
  70 
  Ignores partial body armor 
  Grenade, Fragmentation 
  - 
  - 
  10 
  5 
  4 
  2 
   
  Grenade Launcher 
  1 
  1 
  50 
  * 
  * 
  8 
  * Same effect as Grenade type 
  Grenade, Smoke 
  - 
  - 
  10 
  * 
  4 
  2 
  * Obscures area for 1d6 rounds, 
  all within the area are Impaired 
  Grenade, Tear Gas 
  - 
  - 
  10 
  * 
  4 
  2 
  * Target rolls TOU vs. DIF 3 or is 
  Impaired; can try to shake off with 
  a 2d Health check 
  Machine Gun, Heavy 
  20 
  1 
  100 
  5 
  2 
  84 
  May not move 
  Machine Gun, Medium 
  25 
  1 
  60 
  4 
  2 
  30 
  M60, MG34, MG42, etc. 
  Mine 
  - 
  - 
  - 
  5 
  4 
  10 
   
  Missile Launcher 
  - 
  - 
  200 
  14 
  4 
  - 
  1 round aim grants +1 to attack 
  Molotov Cocktail 
  - 
  - 
  12 
  1 
  1 
  2 
   
  Pepper Spray 
  1 
  - 
  2 
  * 
  1 
  2 
  * Target rolls TOU vs. DIF 3 or is 
  Impaired; can try to shake off with 
  a 2d Health check 
  Pistol, Automatic 
  8 
  1 
  25 
  2 
  1 
  3 
  Silencer: Range reduced 50% 
  Rifle, Assault 
  30/3 
  1 
  50 
  3 
  1 / 2 
  9 
  Laser sight: Marksmanship 1 
  Rifle, Hunting 
  6 
  1 
  50 
  3 
  1 
  10 
  Telescopic sight: Range x2 
  Rifle, Sniper 
  11 
  1 
  100 
  5 
  1 
  35 
  Fires once per round 
  Rocket Launcher 
  1 
  1 
  50 
  13 
  4 
  10 
  RPG, light anti-tank weapons 
  Shotgun 
  6 
  1 
  25 
  4 
  1 
  10 
  Apply range penalty to DAM 
  Submachine Gun 
  30/3 * 
  1 
  25 
  2 
  1 / 2 * 
  10 
  * Single Shot / Burst 
  Stun Gun/Taser 
  1 
  1 
  4 
  * 
  1 
  3 
  * Target rolls TOU vs. DIF 3 or is 
  Severely Impaired; can try to 
  shake off with a 2d Health check 
  Tank/AT Gun, Light 
  - 
  - 
  150 
  12 / 5 
  1 / 4 * 
  - 
  * Armor Piercing / Explosive 
  Tank/AT Gun, Medium 
  - 
  - 
  150 
  16 / 8 
  1 / 4 * 
  - 
  * Armor Piercing / Explosive 
  Tank/AT Gun, Heavy 
  - 
  - 
  200 
  21 / 12 
  1 / 4 * 
  - 
  * Armor Piercing / Explosive 
  
  EQUIPMENT 
  41 
  ARMOR 
  ARM: Armor absorbs physical damage up to this 
  score; any excess damage is transferred to the 
  wearer’s Health. Armor isn’t as effective against 
  energy or chemical attacks: 
  Heat/Cold/Explosive: Only works if it fully covers the 
  body, leaving no areas exposed. 
  Acid: Offers protection but is itself damaged in the 
  process, reducing its ARM score by 1 thereafter. 
  Electricity: Only protects if not made of metal. 
  Radiation: Offers no protection unless designed 
  specifically for this purpose. 
  Remember, you need the Armored Combat skill 
  (page 27) to wear armor without being hindered. If 
  you benefit from several sources of ARM, only the 
  best one applies (i.e. the ARM values don’t stack). 
  Lbs.: This is the encumbrance of the item in 
  pounds. It represents bulk as well as pure weight, 
  and applies when the armor is fitted and worn. 
  Double the value if not worn or fitted properly.
   
  ARMOR 
  ARM Lbs. Notes/Enhancements 
  Light (Leather, etc.) 
  1 
  20 
  Includes appropriate clothing, footwear, headgear (e.g. leather cap) 
  Medium (Chain, etc.) 
  2 
  40 
  Includes appropriate clothing, footwear, headgear (e.g. helmet) 
  Heavy (Full Plate) 
  3 
  60 
  Includes appropriate clothing, footwear, headgear (e.g. helm) 
  Shield 
  - 
  10 
  +1 to defense rolls 
  Flak Jacket/Kevlar Vest 
  2* 
  12 
  * ARM 4 against bullets 
   
  VEHICLES 
  Vehicles include everything from bicycles to cars, 
  tanks, aircraft, and spacecraft; even mecha, in some 
  settings. Remember, vehicles are not characters, so 
  they do not get their own turns or actions. However 
  they can be driven or attacked by characters, so 
  they have the following statistics: 
  Crew/Pass indicates how many people are 
  required to operate the vehicle (including weapon 
  systems), and how many additional passengers it 
  can carry. 
  AGI indicates maneuverability so it is the attribute 
  used when someone makes a roll to drive or pilot 
  the vehicle (the roll can be modified by the driver’s 
  Piloting or Driving skill). AGI is also used for defense 
  rolls when the vehicle is targeted by an attack. 
  Attack rolls from the vehicle use the attacker’s 
  attributes instead. 
  Move is the vehicle’s rate of acceleration per 
  round, followed by its top speed, in yards per 
  round. This refers to speed in typical combat 
  situations, rather than the theoretical maximum. 
  ARM is the amount deducted from any damage 
  inflicted on the vehicle. Any excess damage passes 
  through to the vehicle’s Health. 
  Health is the amount of damage the vehicle can 
  sustain before being rendered inoperable. If the 
  vehicle sustains massive damage (meaning: the 
  damage roll is a break), it must make an ARM roll 
  vs. the DAM roll to avoid becoming Impaired (Move 
  50%, -2 to rolls). Alternatively, the vehicle can suffer 
  a malfunction, as decided by the GM. Unlike living 
  creatures, vehicles cannot shake off the condition 
  or heal naturally. They can he “healed” by someone 
  with the Fixing skill and the right tools; see the skill 
  description on page 29. 
  Notes/Enhancements includes maximum capacity 
  in cargo and men, mounted weapon systems or 
  other features. Mounted weapons use the 
  operator’s AWA and Heavy Weapon skill. 
   
   
  
  EQUIPMENT  
  42 
  CIVILIAN LAND 
  Crew/Pass 
  AGI 
  Move 
  ARM Health Notes/Enhancements 
  Car, Compact 
  1/3 
  3 
  20/72 
  3 
  7 
  Neon, Prius, Mini Cooper, etc. 
  Car, Early 20th Century 
  1/3 
  3 
  10/32 
  2 
  6 
  Model T, etc. 
  Car, Mid-Sized 
  1/4 
  3 
  40/80 
  3 
  8 
   
  Car, Sports 
  1/3 
  3 
  60/112 
  3 
  7 
  Mustang, Corvette, Ferrari, etc. 
  Dirt Bike 
  1 
  4 
  30/64 
  2 
  6 
   
  Horse & Carriage 
  1/3 
  2 
  20* 
  2 
  8 
  * or other animal’s Move 
  Motorcycle 
  1/1 
  4 
  40/72 
  2 
  6 
  Street bike 
  Semi / Tractor Trailer 
  1/1 
  1 
  10/60 
  4 
  12 
  Mack, Peterbilt, etc. 
  SUV 
  1/7 
  3 
  40/80 
  3 
  11 
   
  MILITARY LAND 
  Crew/Pass 
  AGI 
  Move 
  ARM Health Notes/Enhancements 
  APC, Modern 
  2/8 
  2 
  14/40 
  3 
  12 
  1 Medium MG, 1 Heavy MG 
  Armored Car, WWII 
  2/3 
  2 
  10/40 
  4 
  11 
  Light Tank Gun, 1 Medium MG 
  Infantry Fighting Vehicle 
  3/7 
  1 
  10/28 
  4 
  12 
  Auto Cannon, Missile Launcher 
  Jeep 
  2/3 
  3 
  20/80 
  1 
  6 
  1 Heavy Machine Gun (MG) 
  Tank, Modern Battle 
  4 
  1 
  10/48 
  12 
  17 
  Hvy Tank Gun, 2 Med & 1 Hvy MG 
  Tank, WWII 
  4 
  1 
  10/20 
  5 
  12 
  Med Tank Gun, 2 Medium MG 
   
  CIVILIAN AIR 
  Crew/Pass 
  AGI 
  Move 
  ARM Health Notes/Enhancements 
  Biplane 
  1 
  3 
  20/60 
  1 
  10 
   
  Corporate Jet 
  2/10 
  3 
  50/400 
  2 
  12 
  Learjet, etc. 
  Helicopter, Commercial 
  1/3 
  3 
  40/100 
  2 
  9 
   
  Small Propeller Plane 
  1/3 
  3 
  40/96 
  2 
  10 
  Cessna Skyhawk, etc. 
  Space Shuttle 
  1/40 
  3 
  140/1600 
  4 
  12 
   
   
  MILITARY AIR 
  Crew/Pass 
  AGI 
  Move 
  ARM Health Notes/Enhancements 
  Bomber, WWII 
  10 
  2 
  20/252 
  2 
  15 
  8 Heavy Machine Guns, Bombs 
  Fighter, Modern Jet 
  1 
  4 
  100/1400 
  4 
  12 
  Auto Cannon, 8 Missiles, Bombs 
  Fighter, WWII 
  1 
  3 
  40/300 
  2 
  10 
  6 Heavy Machine Guns 
  Helicopter, Attack 
  2 
  3 
  40/120 
  4 
  12 
  Auto Cannon, 16 Missiles 
  Helicopter, Vietnam Era 
  4/12 
  3 
  30/96 
  2 
  12 
  2 Medium Machine Guns 
   
  WATERCRAFT 
  Crew/Pass 
  AGI 
  Move 
  ARM Health Notes/Enhancements 
  Cigarette Boat 
  1/3 
  3 
  40/80 
  2 
  8 
   
  Galleon 
  20/80 
  1 
  4/12 
  4 
  16 
  46 Black Powder Cannons 
  Galley 
  20/100 
  1 
  4/16 
  4 
  15 
  Catapult 
  Hydrofoil 
  1/9 
  2 
  8/26 
  3 
  12 
  Can sport various weapons 
  Patrol Boat, Vietnam Era 
  4 
  2 
  6/24 
  4 
  11 
  3 Heavy MG, 2 Medium MG 
  Patrol Boat, WWII (PT) 
  10 
  2 
  6/20 
  2 
  11 
  2 Heavy MG, 4 Torpedo Tubes 
  Rowboat 
  1/3 
  1 
  2/4 
  2 
  6 
   
  Small Yacht 
  1/9 
  2 
  4/20 
  2 
  11 
   
   
   
   
  
  EQUIPMENT  
  43 
  MISCELLANEOUS ITEMS
  ITEM 
  Lbs1 
  Notes 
  Backpack 
  2 
  12 lbs. full 
  Barrel (empty) 
  70 
  500 lbs. full 
  Bedroll 
  6 
   
  Blanket 
  4 
   
  Bottle 
  2 
   
  Book (large) 
  4 
   
  Camera 
  2 
  Professional 
  Candle 
  1 
  4 yds for 1 hr 
  Cellphone 
  - 
   
  Cell Interceptor 
  5 
   
  Chain (4 yards) 
  10 
   
  Chest (empty) 
  25 
  300 lbs. full 
  Climbing Gear 
  12 
   
  Clothes (incl. footwear) 
  4 
  Winter: 8 lbs. 
  Coins or gems (50) 
  1 
   
  Computer (laptop) 
  5 
   
  Crowbar 
  3 
   
  First Aid Kit 
  2 
   
  Flashlight 
  3 
  20-yd. beam 
  Flask/Tankard 
  1 
   
  Flint & Steel/Tinderbox 
  1 
   
  Grappling Hook 
  3 
   
  Hammer 
  2 
   
  Handcuffs 
  2 
   
  Holy Symbol 
  1 
   
  Ladder (10 feet) 
  25 
   
  Lantern/Lamp 
  2 
  12 yds for 6 hrs 
  Lighter 
  - 
   
  ITEM 
  Lbs1 
  Notes 
  Lock 
  1 
   
  Lockpicks 
  1 
   
  Manacles 
  6 
   
  Musical Instrument 
  2 
  10 lbs if bulky 
  Nightvision Goggles 
  3 
  Skill @ level 2 
  Oil (1 pint) 
  1 
   
  Parabolic Microphone 
  4 
  Range: 200 yd. 
  Pick (miner’s) 
  10 
   
  Pole (10 feet) 
  7 
   
  Pot (iron) 
  10 
   
  Potion 
  1 
   
  Quiver (full) 
  2 
  20 arrows 
  Rations (1 day) 
  2 
   
  Rope (20 yards) 
  10 
   
  Shovel 
  5 
   
  Sledgehammer 
  10 
   
  Soap 
  - 
   
  Spyglass 
  1 
   
  Tent (two-person) 
  20 
   
  Toolkit 
  5 
   
  Torch 
  1 
  10 yds for 1 hr 
  Transmitter Detector 
  1 
   
  Trap (hunting) 
  25 
   
  Umbrella 
  2 
   
  Wand 
  1 
   
  Waterskin/Canteen (full) 
  5 
  1 lb. empty 
  Whetstone 
  1 
   
  Whistle 
  - 
   
  1. 
  Typical encumbrance value, representing bulk as well as pure weight.
  
  GAME MASTER’S GUIDE  
  44 
  Game Master’s Guide 
   
  LEVEL-SETTING 
  Regardless of genre, the game assumes that player 
  characters are somewhat gifted individuals. Anyone 
  can reach 15 XP through experience and training. A 
  lucky few are blessed with uncommon gifts. This 
  applies to the player characters certainly, but also 
  to the most important allies and adversaries they 
  will encounter during their adventures. 
  As the GM, one of the first and most important 
  things to decide is how “realistic” vs. “heroic” you 
  want your game to be. This will affect the whole 
  tone and feel of your game. As you can see from 
  the table below, different genres typically lend 
  themselves to different levels along this scale. If 
  starting a long campaign, you may want to start the 
  player characters at 20 XP and have them work their 
  way up the ladder, eventually growing to be major 
  forces in the world. But if you’re running a one-off 
  scenario or short campaign, we recommend 
  generating player characters at an appropriate XP 
  level for the genre. To further fit characters to the 
  setting, the setting expansions give typical 
  attributes 
  and 
  skills 
  for 
  various 
  character 
  archetypes from that setting. Use these as a guide, 
  but don’t force players to abide by them – unlike 
  other systems, ELEMENTAL gives players full 
  control over their abilities and doesn’t force them 
  to play certain races or classes. The best characters 
  aren’t just gifted; they’re also unique.
   
  LEVEL 
  XP 
  Examples / Appropriate for… 
  Ordinary 
  Characters 
  Generic NPCs 
  Mook 
  3 
  Typical cannon fodder: TOU 0, Health 3, 1 in other attributes 
  Normal 
  5 
  1 in each attribute and one skill at level 1 
  Competent 
  10 
  Squad leader, guard captain, etc. 
  Expert 
  15 
  Field commander, uncommon/experienced professional 
  Special 
  Characters 
  PCs 
  Important NPCs 
  Gifted 
  20-29 
  Starting-level PCs in a campaign; Cthulhu investigators 
  Trained 
  30-39 
  Post-Apocalyptic, Cyberpunk, Sci-Fi Horror 
  Elite 
  40-49 
  Pulp Heroes, Action Heroes, Space Opera 
  Heroic 
  50-59 
  Heroic Fantasy, character party is renowned for its exploits 
  Superheroic 
  60-99 
  Classic Superheroes (Marvel Avengers, etc.) 
  Iconic 
  100+ 
  God-like NPCs (Gandalf, Yoda, Superman, etc.) 
  
  GAME MASTER’S GUIDE  
  45 
   
  DESIGNING ADVENTURES 
  It may be strange to begin a chapter on adventure 
  design by minimizing the importance of adventure 
  design. However, it is true that the success of a 
  game session depends on many factors, only some 
  of which are under the GM’s control, and even 
  fewer which can be planned in advance. Every GM 
  has experienced times when they’ve spent hours 
  preparing a game that fell flat, and other times 
  when they ran something by the seat of their pants 
  to great effect. The goal of this particular chapter is 
  to bring attention to a few elements we think do 
  deserve to be considered in advance. Much like 
  play itself, we want game preparation to be quick 
  and fun rather than a burden, so if it’s not on this 
  list, it probably doesn’t matter that much. 
  Adventures traditionally follow a rigid structure 
  where things happen in a certain order, at a certain 
  time, or keyed to specific locations on a map. In 
  contrast to this approach, we advocate a more fluid, 
  player-driven model in which interesting things are 
  triggered by player actions rather than external 
  design. In essence, you’re trying to create a sense 
  that the characters are somewhat masters of their 
  fate, and that nothing is completely inevitable. 
  For instance, you might come up with an 
  interesting reward (e.g. a magic sword) but rather 
  than defining where it is and how to find it, you can 
  let the party “find” it if you feel they’ll need it for 
  the next encounter – or you simply want to reward 
  them for a fine performance. The same philosophy 
  can be applied to any encounter: no need to define 
  exactly when it will occur, just use it (or not) when 
  the time feels right during the session. Following 
  this model, all you’re doing when writing your 
  adventure is creating a “bag of tricks” to pull from. 
  What “tricks” do we need, then? Before a game 
  session, we recommend generating and organizing 
  material under three headings: 
  1. Background 
  2. Encounters 
  3. Appendix 
  How much you need to have prepared is up to you, 
  depending on how comfortable you are with filling 
  in the details on the fly. I personally find I like to 
  have 1-2 pages of text under each of the above 
  headings, and another 1-2 pages of maps, 
  handouts, images or other props. The free 
  ELEMENTAL Discovery Guide contains a sample 
  adventure that follows this template. Let’s have a 
  look at what goes into each heading: 
   
   
   
  
  GAME MASTER’S GUIDE  
  46 
  Background 
  This section includes background information that 
  needs to be understood and absorbed in advance 
  of running the adventure, but probably doesn’t 
  need to be referred to during the adventure. It 
  might contain: 
  Player Characters: If the adventure is a one-shot, 
  provide guidelines for what types of characters the 
  players should generate, XP levels, skill/spell/power 
  restrictions, and so on. The GM can provide these 
  guidelines to the players and then review the 
  scenario while the players create their characters. 
  Synopsis: The overall “plot”. But don’t plan out the 
  story like a book! Here’s the main thing the GM 
  should come up with in advance: some kind of 
  “twist”; something unusual or memorable that will 
  make this adventure stand out from the dozens of 
  other adventures like it. The twist can be a surprise 
  turn of events, a revelation, a unique location, or a 
  unique situation the PCs find themselves in. In 
  terms of how the story unfolds, we should think a 
  bit about the beginning, middle and end, but let 
  “what happens” be mainly dictated by the players. 
  • Beginning: Have an interesting “hook” that 
  compels the PCs to take action. 
  • Middle: Consider how events might unfold (try 
  to think of several possibilities). Remain 
  flexible…this is typically the most “player-driven” 
  part of the adventure, so avoid the temptation 
  to “railroad”. Instead, just consider means to get 
  the party back on track (or back together) if 
  necessary to get to… 
  • End: Can be a bit more structured than the 
  middle. Even if there are different means to get 
  there and the specifics might depend on what 
  happened before, it should be climactic or 
  dramatic. Throw the kitchen sink, don’t fear the 
  TPK (Total Party Kill) and let the dice fall where 
  they may! 
  Setting: This isn’t the kind of game where you need 
  a thick sourcebook to describe your setting. The 
  players care more about their characters and what 
  happens to them, so all you need here is a nice 
  canvas for their adventures, with a few interesting 
  things to spice it up. Here’s what it might include: 
  • Game 
  Setting/Era: 
  Include 
  any 
  special 
  equipment, powers or “house” rules specific to 
  the setting. Tinkering with the ELEMENTAL 
  system is encouraged…it’s your game! 
  • Background/History: only the relevant and juicy 
  bits…forget about stuff the players will never 
  learn or care about! 
  • Background Location Features/Description: use 
  your imagination and put the characters 
  somewhere interesting. Forget “boxed text”, 
  which always sounds bad when you read it 
  aloud; better to write down a few evocative 
  words you can use to quickly set the scene. 
  Remember, 
  the 
  players 
  are 
  only 
  doing 
  something when you’re not talking! 
   
   
  
  GAME MASTER’S GUIDE  
  47 
  Encounters 
  This section includes details for the significant 
  scenes that might take place, which can include 
  locations, events, NPC interactions or challenges 
  (collectively 
  referred 
  to 
  as 
  “encounters”). 
  Encounters are what the GM uses to drive the 
  action, respond to things the PCs decide to do, and 
  give the PCs things to respond to. Each encounter 
  description probably needs to be referred to once 
  during the session, before running it. Don’t clutter 
  this section with creature and NPC stats; better to 
  put them all together at the end (next section). 
  A good scenario has an interesting and varied mix 
  of encounters. Mix it up! Have at least one major 
  challenge against each attribute: 
  AGI: combat encounters, tests of speed (running) 
  or movement (stealth), sleight-of-hand, scaling 
  sheer surfaces. 
  TOU: combat, tests of strength, tests of endurance 
  (survival) or constitution (poison, radiation, heat, 
  cold, drowning, hunger…). 
  AWA: finding clues, puzzles, seeing or hearing 
  things, gathering information, detecting a lie, 
  detecting a weakness to exploit. 
  WIL: roleplaying encounters, leading others, 
  persuading or deceiving others, tests of will, 
  bargaining for one’s life (or someone else’s). 
  Appendix 
  This section includes game stats and other specific 
  details you might refer to multiple times during the 
  session. For example: 
  Stats: Including descriptions and roleplaying notes 
  for NPC’s, monsters, etc. If the adventure features 
  pre-generated PC’s, include them as well as 
  character sheets for the players. 
  Stat block format for NPCs and monsters: 
  Name 
  AGI _ 
   
  Move __ 
  TOU _  
  Health __ 
  AWA _  
  Initiative __ 
  WIL _ 
   
  Spirit __ 
  • Skills/Flaws/Spells 
  • ARM (if applicable) 
  • Other game effects, restrictions etc. 
  • Evocative words that bring the character or 
  monster to life in a memorable way; roleplaying 
  notes. 
  Rewards: Think outside the treasure box!  
  • Coins/gems/valuables 
  • Special items (magic, gadgets, vehicles…) 
  • Clues 
  • Plot achievements 
  • XP awards (individual or group) 
  • Follower(s) 
  • Favor, debt or obligation (from an NPC) 
  • Reputation 
  Props:   
  • Maps 
  • Combat tracking aids (e.g. PC Initiative scores) 
  • Links 
  • Handouts 
  • Images 
  • Videos 
  • Music 
  Don’t over-use images; make sure they’re as good 
  or better than what players can visualize from your 
  words. No art is better than bad art! 
  Let’s conclude this section by addressing the age-
  old question: “where can I get ideas from?” Here’s 
  a secret: get your ideas from the players. Ask them 
  to flesh out their characters with personalities and 
  backgrounds. Think about interesting situations or 
  dilemmas that each character might face. Now try 
  to link these situations together. If that’s not 
  enough, go back to your players and ask them for 
  more details on their characters. Congratulations, 
  you’ve just come up with an adventure or campaign 
  outline. It was essentially fed to you by the players, 
  and they didn’t even realize it! 
   
   
  
  GAME MASTER’S GUIDE  
  48 
  CREATING CONTENT 
  ELEMENTAL is remarkably fast and flexible when it 
  comes to figuring out game stats for fictional 
  content. Creating an NPC is usually a simple matter 
  of picking four numbers for the attributes and a few 
  appropriate skills. What’s more, this book contains 
  hundreds of examples you can use as starting 
  points for your own creations. These examples 
  cover broad genre categories like “fantasy” and 
  “horror”, but you could just as easily create similar 
  content for any setting, whether from a movie, a 
  book or your own imagination. 
  The easiest way to create new content is to simply 
  “reskin” existing content. Zombies are listed in the 
  Fantasy section, but you can just as easily transpose 
  them to your apocalyptic horror setting. Want your 
  zombies to be “runners”? Ok then, let’s take away 
  their Unarmed Strike and Grappling skills but give 
  them AGI 2 instead of 0. You get the idea. 
  Here are the kinds of things you might need to 
  create stats for: 
  Character Archetypes 
  This is how ELEMENTAL handles things like “races” 
  and “classes”, as seen in other games. Just list the 
  skills you might choose and the attribute you might 
  favor if you were creating a specific character type 
  for the setting. You could tell the players they need 
  to pick from an archetype when designing their 
  characters, but in general we don’t recommend it. 
  Let them use the archetypes as guidelines and 
  suggestions to help them create exactly the 
  character they want. As an alternative, you could 
  provide the players with a list of skills that you want 
  every PC, or at least one PC, to have. This makes 
  sense if everyone has the same background or is 
  supposed to have received the same training, as in 
  a military campaign. 
  While we believe that players should be allowed to 
  create the character they want, this doesn’t mean 
  they can play anything. Ultimately, you the GM 
  need to be comfortable with it. The rules place no 
  restriction on how players can allocate their XP or 
  what available skills and powers they can choose. 
  This kind of freedom works well if the players are 
  interested in playing characters that fit the kind of 
  story you’re interested in exploring. But it also puts 
  the onus on you to give players specific guidance 
  on what kinds of characters are appropriate, and to 
  veto any character idea that isn’t (or better yet, 
  work with the player to amend it). 
  Equipment 
  You might want to think about the weapons, armor, 
  vehicles and other items available in your setting. 
  The Equipment section (starting page 39) explains 
  how they work and has lists of typical historical and 
  modern items (futuristic items are described 
  starting on page 135). These lists should give you a 
  good starting point to build from. 
   
   
  
  GAME MASTER’S GUIDE  
  49 
  Powers 
  In many settings, characters can acquire spells or 
  powers of some kind. There are hundreds of 
  examples in this book. This isn’t to say they are all 
  available in your game; this completely depends on 
  the setting. You might even want to come up with 
  different powers that better fit the flavor of your 
  game. Some players like to invent new powers to 
  fit a character concept. In general, you should let 
  them do so. Just work with the player to come up 
  with the effects, and assign a reasonable DIF level 
  by comparing it to existing powers. Many of the 
  powers listed in this book were originally conceived 
  by players. 
  In games where “magic” or something similar is 
  common, powers might be available when 
  characters are initially created. In other types of 
  games, powers are discovered during play; by 
  finding a dusty old tome or gaining the confidence 
  of a shaman, perhaps. Once available, powers are 
  learned just like other skills, by spending XP (and 
  you also need to have the Arcane Lore skill). 
  If powers are not available in your setting, make 
  sure the AWA and WIL attributes are important in 
  other ways. This is especially true if there are a lot 
  of combat encounters, because players might be 
  tempted to put all their XP into AGI, TOU and 
  related skills. One way to deal with that is to make 
  investigation and/or social interaction important 
  and fun parts of the game. 
  Creatures 
  Most campaign worlds are populated with all 
  manner of ordinary and exotic beasts, animals, 
  monsters, beings or other entities. Creatures 
  generally follow the same rules as characters. Most 
  creature special abilities can be captured with the 
  existing skills – see the examples below. If no skill 
  applies, you can give the creature a unique special 
  ability and define its game effects. 
  Here are some specific guidelines for creatures: 
  AGI: This represents the creature’s general reflexes 
  in combat. Large creatures often have a low AGI, 
  but their proficiency with natural or wielded 
  weapons typically gives them combat skills such as 
  Unarmed Strike, Weapon Mastery or Grappling. 
  Move: this will usually depend on the creature’s 
  innate means of locomotion, rather than its AGI. 
  Creatures with several modes of locomotion 
  (swimming, flying, climbing...) should be given a 
  Move score for each one. Flying Move is typically 
  3x a creature’s land Move. 
  TOU: This reflects how much damage a creature 
  can dish out as well as how much it can take. As a 
  general rule, the larger the creature, the higher its 
  TOU. Creatures that fight without weapons are 
  assumed to have natural modes of attack (claws, 
  fangs, etc), so unlike characters they do not suffer 
  a -3 penalty to unarmed damage. 
  Health: this is usually calculated in the same way 
  as for characters. One notable exception is that 
  small or disposable creatures with TOU 0 can have 
  less than 9 Health. 
  "Small” creatures have Health 6. 
  “Tiny” creatures have Health 3. 
  Disposable “mooks” and lesser minions might also 
  have TOU 0 and Health 3 or 6, even if they are 
  normal-sized. 
  AWA: 
  This 
  score 
  generally 
  represents 
  the 
  creature’s intelligence and insight. If the creature 
  has acute senses, give it the Senses skill. For 
  supernatural creatures, AWA represents their ability 
  to use spells or powers. 
  Initiative: This is calculated the same way as for 
  characters. Per the combat rules, make Initiative 
  rolls to determine if the creature is surprised, and 
  the Initiative score determines in what Initiative 
  order it acts during a round. If a group is composed 
  of several types of creatures, they all act together 
  on their highest Initiative. 
  WIL: This generally relates to the creature’s morale, 
  bravery or will to fight. For supernatural creatures, 
  it may measure how powerful their spells, psionics 
  or other powers are. 
  Spirit: This is calculated the same way as for 
  characters. Spirit rolls can be used to determine the 
  combat morale of a creature or group of creatures. 
  Whenever the GM feels it appropriate, have the 
  creature or group of creatures make a 2d Spirit 
  check. If it fails, they might retreat, flee, surrender 
  or lose their will to fight. 
  Monstrous Abilities: You can define any other 
  powers, restrictions or distinguishing features the 
  creature may have. Examples include skills, spells, 
  flaws, 
  breath 
  weapons, 
  energy 
  drain, 
  immunities...you name it! Creatures can have 
  existing skills or new abilities entirely. Some skills 
  have improved “monstrous” versions with special 
  rules that apply only to monsters. For instance, 
  creatures with “Innate” spells or powers don’t need 
  to overcome a DIF roll in order to use them. To 
  make life easier, try to use existing skills, flaws and 
  spells/powers as much as possible. Here are some 
  examples: 
  
  GAME MASTER’S GUIDE  
  50 
  MONSTROUS ABILITIES 
  SKILLS/FLAWS 
  Proficient with claws/fangs/etc 
  Unarmed Strike 
  Multiple appendages 
  Multistrike 
  Natural armor 
  ARM score 
  Pincers or tentacles 
  Grappling 
  Causes fear or sanity loss 
  Intimidation (Fear) 
  Can see in the dark 
  Nightvision 
  Hard to kill 
  Second Wind 
  Hard to detect 
  Stealth 
  Can ambush/attack by surprise 
  (e.g. from below, or above) 
  Assassination 
  Good climber 
  Athletics 
  Has a racial enemy 
  Sworn Enemy 
  Has a racial/signature weapon 
  Weapon Mastery 
  Can leap or charge its enemies 
  Charge 
  Golem 
  Unlife 
  Undead 
  Unlife 
  Is a robot, cyborg or android 
  Unlife, 
  Flaw:Vulnerability 
  (Electricity, EMP) 
  Can regenerate 
  Second Wind 
  Can make devastating attacks 
  Mighty Blow 
  Takes less damage from… 
  Resistance 
  Has innate magical abilities 
  Spell/Power  
  Has acute senses 
  Senses 
  Berzerk/frenzied fighter 
  Battle Rage 
  Uses misdirection/distraction 
  Trickery 
  Charm or sleep resistant 
  Focus 
  Uses pack tactics to gang up 
  Team Tactics 
  Shuns the light 
  Sunlight Sensitivity 
  XP Value: A creature’s XP value indicates roughly 
  how it equates to a PC with comparable XP. XPs for 
  attributes and skills are calculated the same way as 
  for PCs. Special abilities that aren’t skills are given 
  an XP value of 1, 3 or 6 depending on how powerful 
  they are. 
  While the XP value is a useful guideline for 
  designing encounters, ELEMENTAL isn’t the kind of 
  game where you need to carefully balance 
  challenge levels to the PCs. Let the players decide 
  whether the odds are with them or not. Sometimes, 
  avoiding or fleeing an encounter is the wisest 
  course of action. Embrace unpredictability and 
  have fun being as surprised as the players when the 
  supposedly expendable goblins put up a stiff fight, 
  or when the PCs take down a major villain with a 
  lucky break on the damage roll. The next challenge 
  is always right around the corner! 
  What About Rules? 
  ELEMENTAL is like a basic model of car with no 
  options. It runs great and has everything you need, 
  and nothing more. It’s extremely customizable. Just 
  swap in leather seats, a fancy navigation system 
  and custom rims, and suddenly it feels like not just 
  a good car, but your car. 
  It’s the same with the rules. If you’ve been a GM 
  before, chances are you never play RPGs exactly the 
  way it says in the book. We all love our houserules! 
  So houserule away. If you’re adding something on 
  top of the existing system, you should be fine. If 
  you want to change something about the existing 
  system, now you’re opening the hood and tinkering 
  with the engine. You might be okay, but it’s a little 
  more risky. 
   
   
  
  GAME MASTER’S GUIDE  
  51 
  RUNNING THE GAME 
  We could write an entire book about how to run a 
  good game, and it would still be incomplete 
  because we continue to refine our skills and learn 
  new things all the time. So we’re just going to touch 
  on a couple of points that you may not have read 
  elsewhere and that highlight the type of gaming 
  that ELEMENTAL was designed for. 
  Pacing 
  ELEMENTAL is designed to play as quickly as telling 
  a story. After your first couple of sessions, the time 
  spent looking up or adjudicating the rules should 
  be minimal. The game follows the “rulings, not 
  rules” philosophy. Rather than providing a rule for 
  every situation, the game provides a flexible 
  mechanic that empowers you to make your own 
  judgment for “what to roll” in any situation. For 
  people who are used to games that constantly 
  require you to double check situation-specific 
  rules, this can be very liberating. 
  Of course, the story is being told by several people, 
  so games can get bogged down if a large group is 
  involved. The following guidelines will help you 
  move the game along no matter how big the party, 
  and without taking over the game and railroading 
  the players. 
  First, the GM must actively dictate and manage 
  “game time.” What is game time? Simply put, it’s 
  the basic unit of time measurement in the scene at 
  hand. If you’re playing a combat, game time will be 
  in rounds (6 seconds). If the PCs are searching an 
  area, it might be minutes or hours. If they are 
  traveling overland, it might be days or even weeks. 
  So, if you want to accelerate the game, think about 
  taking game time up a level and ask something like: 
  “What do you do for the next hour?” 
  The players want to control their characters’ 
  actions, but not everyone wants or needs to be 
  doing something important all of the time. A 
  common mistake is for the GM to ask each player 
  in turn what his or her character does. This is fine 
  for an action scene, but you don’t necessarily want 
  to do it systematically during the “slower” parts. 
  Not only does it slow the game down even further, 
  it forces all players to do something even though 
  they may not have something useful or interesting 
  to do. There are two better ways: 
  First, you can call for a party decision rather than 
  individual actions. Let the players have a discussion, 
  arrive at a consensus and announce their plan. 
  When individual actions are called for, you can 
  make a general call for actions. The first player to 
  speak announces and resolves their action. You 
  make another general call to the others, and so on 
  until all characters wanting to act have had a 
  chance to do so. Play then moves to the next unit 
  of game time. 
  This gives players who have nothing useful to do a 
  chance to enjoy the game in silence, yet gives 
  everyone a chance to act if they wish. Also, it’s more 
  realistic: characters “doing nothing” can be 
  assumed to be eating, resting, reading, maintaining 
  their equipment or otherwise engaged in all the 
  necessary but mundane tasks in the life of an 
  adventurer. 
   
   
  
  GAME MASTER’S GUIDE  
  52 
  Player Engagement 
  You want players who are engaged and active 
  participants. If you monopolize the conversation, 
  they’ll feel like bystanders. Don’t do that! 
  Remember, you are but one participant in this 
  game (albeit one with a special role), so don’t take 
  up more “air space” than you need to. Describe 
  interesting situations using concise and evocative 
  language, then get out of the way. 
  The rules assume that the game is run from the PC’s 
  perspective. Maintaining PC perspective reduces 
  the “distance” between the player and the 
  character, thereby maximizing player immersion in 
  the game. The player sees the world through the 
  eyes of the PC, and has full control over the PC’s 
  actions, as if they were the PC themselves. 
  A good way to keep players engaged and maintain 
  PC perspective is to avoid rolling for NPCs who 
  aren’t directly engaging the players. Only roll dice 
  for things that directly challenge the PCs, and 
  describe everything else as part of the background. 
  This is a bit different from how some other games 
  approach things. For instance, some games have a 
  set of rules for playing out mass battles involving 
  large armies (RPGs initially grew out of wargames, 
  after all). In ELEMENTAL, we recommend playing 
  mass battles from a PC perspective. The benefit of 
  this approach is that you don’t need a complicated 
  subsystem, you can handle it in much the same way 
  as you would any other adventure: the PCs play 
  through a number of encounters (set up by the GM 
  or initiated by the players), with the battle in the 
  background. The PCs can lead skirmishes, infiltrate 
  the enemy camp, battle the enemy leaders, 
  negotiate terms of surrender, steal or destroy an 
  enemy weapon, etc. The outcome of these 
  encounters determines which side wins the day, or 
  at least influences the outcome of the larger battle 
  in a meaningful way. 
  Compared to other games, ELEMENTAL favors PC 
  perspective in a couple of ways. First, by eliminating 
  rules that create a separation between the player 
  and the character. For instance, there are no rules 
  that tell players how their characters should 
  behave: no alignments, motivations, drives, or 
  anything of the sort. Second, combat is designed 
  so you can run it with or without miniatures and 
  battlemaps. Minis and maps are cool, but 
  sometimes they’re not great at maintaining PC 
  perspective because they pull the players away to a 
  third-party perspective looking down on the action. 
  Third, this isn’t the type of game where the players 
  are expected to inject story elements outside of 
  their 
  characters’ 
  decisions. 
  Collaborative 
  storytelling can be fun, but it encourages players to 
  act “out of character” and that isn’t the experience 
  we’re going for. 
  On the other hand, you should feel free to add 
  collaborative storytelling or “alignment” rules if 
  you’re into that sort of thing. We bring up these 
  points to explain how ELEMENTAL was designed to 
  be played, but that’s not to say that you can’t play 
  it differently. Don’t be afraid to think outside the 
  box and try different things. If you and your players 
  are having fun, you’re playing it the right way. 
   
  
  FANTASY  
  53 
  Fantasy 
   
  One of our design goals with ELEMENTAL is to take 
  the work out of RPGs; to let you move quickly and 
  easily “from inspiration to game.” This means we 
  need to address not just how the game runs at the 
  table, but also what it takes to create great worlds 
  and scenarios (if you are the GM) or make exactly 
  the character you want (if you are a player). 
  The rest of this book is designed to help you with 
  that. 
  The following chapters aren’t written with the idea 
  that you’ll sit down and read them like a normal 
  book. Rather, they are designed to be a toolkit, a 
  quick and easy list of options you can use to create 
  your characters and populate your adventures. The 
  entries provide game information stripped of any 
  setting or background information, because they 
  are designed to fit into a variety of settings. For this 
  reason, we try to focus on common examples of 
  characters, creatures and spells. Everyone knows 
  what an orc or a dragon is, so providing stats for 
  them is more useful as a reference point than 
  providing stats for something you’ve never heard 
  of. The expectation is that you will use these as a 
  starting point to build your own original creations. 
  We want to help you turn any source of inspiration 
  into a game, but the inspiration part is up to you. 
  And so we begin with the genre that practically 
  defines roleplaying games: Fantasy. This chapter 
  honors the tradition of fantasy roleplaying games 
  with a wealth of content. The following pages 
  contain templates for creating typical character 
  races and classes, while leaving you free to 
  customize your character with exactly the abilities 
  you want. There are over two hundred spells to 
  choose from, and a bestiary containing all the 
  monsters you expect. Go ahead and drop them into 
  your games, or modify them to craft your own 
  diabolical creations!
   
   
  
  FANTASY  
  54 
  ARCHETYPES
  RACE 
  Attributes 
  Typical Skills & Spells 
  Dwarf 
  Highest: TOU 
  Lowest: WIL 
  Skills: Armored Combat, Background (stonework), Background (metalsmith, 
  stonemason, brewer), Endurance, Nightvision, Resistance (poison/disease), 
  Weapon Mastery (axes, hammers) 
  Elf 
  Highest: AGI 
  Lowest: TOU 
  Skills: Arcane Lore, Focus, Languages, Marksmanship, Nightvision, Senses, Stealth, 
  Weapon Mastery (swords, bows, crossbows); Flaw: Sunlight Sensitivity (dark elves); 
  Spells (DIF): Any DIF 0 Spell, Faerie Fire (1), Witch Gloom (2) 
  Halfling 
  Highest: AGI 
  Lowest: TOU 
  Skills: Athletics, Focus, Luck, Resistance (poison/disease), Stealth, Trickery 
  Human 
  Highest: Any 
  Lowest: Any 
  Any 
  Dragonfolk 
  Highest: TOU 
  Lowest: AGI 
  Skills: Arcane Lore, Resistance (acid, cold, electricity, heat or poison), Strength; 
  Spells (DIF): Acidic Spittle (1), Bazrak’s Breath (3), Claws of the Dragon (2), 
  Dragonskin (2), Draconic Form (7), Dragon’s Breath (4), Eyes of the Dragon (1) 
  Gnome 
  Highest: AWA 
  Lowest: WIL 
  Skills: Arcane Lore, Background (Alchemy), Fixing, Focus, Languages (small beasts), 
  Nightvision; Spells (DIF): Minor Illusion (0) 
  Half-Elf 
  Highest: WIL 
  Lowest: TOU 
  Skills: Focus, Nightvision 
  Half-Orc 
  Highest: TOU 
  Lowest: AWA 
  Skills: Endurance, Intimidation, Mighty Blow, Nightvision, Second Wind, Strength 
  Fiendling 
  Highest: AWA 
  Lowest: TOU 
  Skills: Arcane Lore, Nightvision, Resistance (heat/fire); Flaw: Outcast; Spells (DIF): 
  Minor Sorcery (0), Fire of Vengeance (1), Witch Gloom (2) 
   
   
   
  CLASS 
  Attributes 
  Typical Skills & Spells 
  Barbarian 
  Highest: TOU 
  Lowest: WIL 
  AGI: Athletics, Cover, Multistrike, Riding, Stealth, Weapon Mastery; TOU: Charge, 
  Endurance, Mighty Blow, Second Wind, Strength; AWA: Animal Handling, Arcane 
  Lore, Observation, Senses, Survival; WIL: Battle Rage, Focus, Intimidation, Trickery; 
  Spells (DIF): Animal Speech (1), Animal Sense Projection (3), Awrok’s Flight (3), Beast 
  Form (4), Caeradinn’s Elemental Discourse (4) 
  Bard 
  Highest: WIL 
  Lowest: TOU 
  AGI: Athletics, Multistrike, Sleight-of-Hand, Weapon Mastery (swords and daggers); 
  AWA: Arcane Lore, Background (any), Medicine, Psychology, Trivia; WIL: Art, 
  Intimidation, Persuasion, Oratory, Trickery; Spells (DIF): Dancing Lights (0), Minor 
  Illusion (0), Reconstruction (0), Witch Glow (0), Wizard’s Hand (0), Animal Speech (1), 
  Bazrak’s Rage (1), Faerie Fire (1), Hand of Healing (1), Lordly Presence (1), Secret 
  Script (1), Witch Sight (1), Dancing Flames (2), Flash (2), Minor Elemental Servant (2), 
  Phantom Sight (2), Song of Healing (2), Vanishing (2), Bazrak’s Command (3), Bazrak’s 
  Fury (3), Cure (3), Dispelling (3), Major Illusion (3), Masque of Terror (3), Phantasm (3), 
  Shattering (3), Sleep Song (3), Speak With the Dead (3), Water Mirror (3), Word of 
  Healing (3), Wind of Healing (4), Windwalk (4), Whispering Wind (4), Jester’s Joke (5), 
  Mind Blast (5), Music of the Gods (5), Shade (5), Awesome Presence (6), Eternal Sleep 
  (6), Inhabit Other (6), Turn to Beast (6), Spiritwalk (7), Sword Call (7), Power Word: 
  Stun (8), Rapture (8), Death’s Keeper (9), Power Word: Death (9), Power Word: 
  Healing (9) 
  Cleric 
  Highest: WIL 
  Lowest: AGI 
  AGI: Cover, Weapon Mastery (mace, hammer, crossbow); TOU: Armored Combat, 
  Mighty Blow; AWA: Arcane Lore, Background (History, Theology), Medicine, 
  Psychology, Research, Sixth Sense, Surgery, Survival; WIL: Animal Handling, Focus, 
  Followers, Oratory, Persuasion; Spells (DIF): Minor Sorcery (0), Reconstruction (0), 
  Witch Glow (0), Arcane Shield (1), Hand of Decay (1), Hand of Healing (1), Witch Sight 
  (1), Bazrak’s Bark (2), Essence Filter (2), Eternal Flame (2), Flash (2), Hoan’s Undead 
  Banishment (2), Prayer of Healing (2), Song of Healing (2), Vanishing (2), Bless/Curse 
  Weapon (3), Cure (3), Dispelling (3), Minor Necromancy (3), Speak With the Dead (3), 
  Water Mirror (3), Word of Healing (3), Blind Faith (4), Celestial Light (4), Death Ward 
  (4), Essence Surgery (4), Sage’s Wisdom (4), Sculpture (4), Soul Gaze (4), Wind of 
  Healing (4), Windwalk (4), Minor Demon Summoning (5), Raise Golem (5-8), Swarm 
  
  FANTASY  
  55 
  Plague (5), Divine Servant (6), Magic Circle Enchantment (6), Major Necromancy (6), 
  Pestilence (6), Sacrifice (6), Self-Image Replication (6), Abjuration (7), Death Swarm 
  (7), Dreamwalk (7), Lay to Rest (8), Death’s Keeper (9), Heaven’s Wrath (9), Succor (9) 
  Druid 
  Highest: AWA 
  Lowest: AGI 
  AGI: Weapon Mastery (staff, club, dart, sling, short sword, dagger, spear, javelin); 
  TOU: Resistance (poison/disease); AWA: Animal Handling, Arcane Lore, Background 
  (Theology, Herbalism), Languages (druidic), Medicine, Psychology, Senses, Surgery, 
  Survival, Background (woodworking); WIL: Focus; Spells (DIF): Reconstruction (0), 
  Animal Speech (1), Faerie Fire (1), Hand of Healing (1), Leap (1), Regeneration (1), 
  Witch Sight (1), Fire Form (2), Oilskin (2), Prayer of Healing (2), Spider Climbing (2), 
  Witch Gloom (2), Animal Sense Projection (3), Cure (3), Dispelling (3), Fish Breathing 
  (3), Gaseous Form (3), Spirits of Nature (3), Thunder Strike (3), Wall of Wind (3), Water 
  Mirror (3), Word of Healing (3), Beast Form (4), Caeradinn’s Elemental Discourse (4), 
  Plant Animation (4), Sculpture (4), Snake Sticks (4), Stoneskin (4), Tree Animation (4), 
  Tree Shape (4), Whispering Wind (4), Wind of Healing (4), Windwalk (4), Any Beast 
  Form (5), Elemental Summoning (5), Mind Blast (5), Quicksand (5), Raise Wall (5), 
  Swarm Plague (5), Forest Beckoning/Ward (6), Turn to Beast (6), Aging (7), Death 
  Swarm (7), Dreamwalk (7), Myriad Beast Forms (7), Song of the Wyrm (7), Rapture (8), 
  Wave of Destruction (8), Death’s Keeper (9), Heaven’s Wrath (9), Whirlwind of 
  Destruction (9) 
  Fighter 
  Highest: AGI 
  Lowest: AWA 
  AGI: Athletics, Charge, Cover, Driving, Marksmanship, Missile Deflection, Multistrike, 
  Riding, Team Tactics, Weapon Mastery; TOU: Armored Combat, Endurance, Mighty 
  Blow, Second Wind, Resistance (any), Strength; AWA: Arcane Lore, Background 
  (History), Medicine, Psychology, Senses, Survival, Background (weaponsmith); WIL: 
  Animal Handling, Command, Intimidation, Followers, Oratory, Reputation, Trickery; 
  Spells (DIF): Arcane Shield (1), Arcane Armor (3), Soul Gaze (4) 
  Monk 
  Highest: AGI 
  Lowest: WIL 
  AGI: Assassination, Athletics, Grappling, Missile Deflection, Multistrike, Stealth, 
  Unarmed Strike, Weapon Mastery (shortsword, staff, club); TOU: Endurance, Mighty 
  Blow, Resistance (spells/powers, poison/disease), Second Wind, Strength; AWA: 
  Arcane Lore, Background (History, Theology), Nightvision; WIL: Focus; Spells (DIF): 
  Boil/Freeze (0), Minor Illusion (0), Shocking Grasp (0), Firehand (1), Hand of Decay (1), 
  Regeneration (1), Bazrak’s Flying Fist (2), Claws of the Dragon (2), Diminishment (2), 
  Enhancement (2), Essence Filter (2), Essence Transfer (2), Fire Form (2), Neural 
  Transfer (2), Oilskin (2), Vanishing (2), Witch Gloom (2), Bazrak’s Breath (3), 
  Caeradinn’s Psychic Switch (3), Essence Burn (3), Fireball (3), Fluency/Babble (3), 
  Gaseous Form (3), Shattering (3), Skill of the Snake (3), Wall of Wind (3), Essence 
  Surgery (4), Stoneskin (4), Mind Blast (5), Word of Passage (5), Elemental Imbalance 
  (6), Dreamwalk (7) 
  Paladin 
  Highest: TOU 
  Lowest: AWA 
  AGI: Cover, Multistrike, Riding, Sworn Enemy, Team Tactics, Weapon Mastery; TOU: 
  Armored Combat, Charge, Endurance, Mighty Blow, Resistance (poison/disease), 
  Second Wind; AWA: Arcane Lore, Background (Theology), Medicine; WIL: Focus, 
  Intimidation, Oratory, Persuasion; Flaw: Code of Honor; Spells (DIF): Hand of 
  Healing (1), Witch Sight (1), Bazrak’s Bark (2), Essence Filter (2), Essence Transfer (2), 
  Hoan’s Undead Banishment (2), Prayer of Healing (2), Awrok’s Flight (3), Bazrak’s 
  Command (3), Bless/Curse Weapon (3), Cure (3), Dispelling (3), Holy Armor (3), 
  Righteous Anger (3), Smite (3), Blind Faith (4), Celestial Light (4), Death Ward (4), 
  Essence Surgery (4), Soul Gaze (4), Thunder Blast (5), Magic Circle Enchantment (6), 
  Abjuration (7) 
  Ranger 
  Highest: AGI 
  Lowest: WIL 
  AGI: Assassination, Athletics, Marksmanship, Multistrike, Stealth, Sworn Enemy, 
  Weapon Mastery (sword, bow); AWA: Animal Handling, Arcane Lore, Locks & Traps, 
  Observation, Senses, Sixth Sense, Survival; WIL: Focus; Spells (DIF): Animal Speech 
  (1), Gideon’s Whistling Stones (1), Hand of Healing (1), Leap (1), Witch Sight (1), 
  Seeker’s Blessing (2), Witch Gloom (2), Animal Sense Projection (3), Cure (3), Fish 
  Breathing (3), Wall of Wind (3), Caeradinn’s Elemental Discourse (4), Stoneskin (4), 
  Windwalk (4) 
  Rogue 
  Highest: AGI 
  Lowest: TOU 
  AGI: Assassination, Athletics, Marksmanship, Sleight-of-Hand, Stealth, Weapon 
  Mastery (short swords, daggers, crossbows, short bows); TOU: Mighty Blow; AWA: 
  Appraisal, Arcane Lore, Background (Poisons), Criminology, Languages, Locks & 
  Traps, Observation, Psychology, Senses, Underworld, WIL: Bargaining, Focus, 
  Impersonation, Intimidation, Luck, Persuasion, Street Smarts, Trickery; Spells (DIF): 
  
  FANTASY  
  56 
  Minor Illusion (0), Wizard’s Hand (0), Bazrak’s Bark (2), Mechanical Manipulation (2), 
  Vanishing (2), Bazrak’s Command (3), Major Illusion (3), Windwalk (4), Impostor (5) 
  Sorcerer 
  Highest: WIL 
  Lowest: TOU 
  TOU: Resistance (any); AWA: Arcane Lore; WIL: Focus, Intimidation, Luck, Persuasion, 
  Trickery; Spells (DIF): Dancing Lights (0), Minor Illusion (0), Minor Sorcery (0), 
  Reconstruction (0), Shocking Grasp (0), Witch Glow (0), Wizard’s Hand (0), Arcane 
  Shield (1), Bazrak’s Bolts (1), Eyes of the Dragon (1), Leap (1), Witch Bolt (1), Witch 
  Sight (1), Abib’s Levitation (2), Blood Freeze (2), Dancing Flames (2), Dragonskin (2), 
  Flash (2), Gift of Luck (2), Growth/Reduction (2), Phantom Sight (2), Snow Balls (2), 
  Spider Climbing (2), Vanishing (2), Witch Gloom (2), Awrok’s Flight (3), Bazrak’s 
  Command (3), Dispelling (3), Ethereal Phasing (3), Fireball (3), Fish Breathing (3), 
  Gaseous Form (3), Major Illusion (3), Masque of Terror (3), Minor Wildcast (3), 
  Murphy’s Curse (3), Phantasm (3), Shattering (3), Skill of the Snake (3), Sleep Song (3), 
  Thunder Strike (3), Water Mirror (3), Stoneskin (4), Whispering Wind (4), Raise Wall 
  (5), Swarm Plague (5), Telekinesis (5), Awesome Presence (6), Eternal Sleep (6), 
  Forcetrap (6), Major Wildcast (6), Turn to Beast (6), Death Swarm (7), Dreamwalk (7), 
  Spiritwalk (7), Power Word: Stun (8), Rapture (8), Power Word: Death (9) 
  Warlock 
  Highest: WIL 
  Lowest: AGI 
  TOU: Resistance (any); AWA: Arcane Lore, Background (History, Theology), 
  Languages, Nightvision, Research; WIL: Animal Handling, Focus, Intimidation, Luck, 
  Persuasion, Trickery; Spells (DIF): Minor Illusion (0), Wizard’s Hand (0), Animal 
  Speech (1), Bazrak’s Bolts (1), Faerie Fire (1), Firehand (1), Fire of Vengeance (1), Hand 
  of Decay (1), Leap (1), Lordly Presence (1), Secret Script (1), Witch Bolt (1), Witch Sight 
  (1), Abib’s Levitation (2), Bazrak’s Bark (2), Dancing Flames (2), Dragonskin (2), Gift of 
  Luck (2), Minor Elemental Servant (2), Ozric’s Tentacles (2), Spider Climbing (2), 
  Vanishing (2), Witch Gloom (2), Animal Sense Projection (3), Arcane Armor (3), 
  Awrok’s Flight (3), Bazrak’s Command (3), Bless/Curse Weapon (3), Dispelling (3), 
  Fireball (3), Gaseous Form (3), Major Illusion (3), Masque of Terror (3), Phantasm (3), 
  Sleep Song (3), Scourge of Flame (3), Shattering (3), Smite (3), Speak With the Dead 
  (3), Vampire’s Kiss (3), Borrowed Power (4), Whispering Wind (4), Contact Other Plane 
  (5), Gideon’s Displaced Senses (5), Elemental Summoning (5), Mind Blast (5), Minor 
  Demon Summoning (5), Telekinesis (5), Awesome Presence (6), Divine Servant (6), 
  Forcetrap (6), Magic Circle Enchantment (6), Major Necromancy (6), Dreamwalk (7), 
  Petrification (7), Song of the Wyrm (7), Orb of Imprisonment (8), Power Word: Stun 
  (8), Rapture (8), Power Word: Death (9) 
  Wizard 
  Highest: AWA 
  Lowest: TOU 
  AWA: Arcane Lore, Background (Alchemy, Other), Research, Sixth Sense, Surgery, 
  Trivia; WIL: Focus; Spells (DIF): Boil/Freeze (0), Dancing Lights (0), Minor Illusion (0), 
  Reconstruction (0), Shocking Grasp (0), Witch Glow (0), Wizard’s Hand (0), Acidic 
  Spittle (1), Arcane Shield (1), Bazrak’s Bolts (1), Eyes of the Dragon (1), Gideon’s 
  Elastic Elongation (1), Gideon’s Whistling Stones (1), Leap (1), Secret Script (1), Witch 
  Bolt (1), Witch Sight (1), Zvaltt’s Animal Bonding (1), Zvaltt’s Polarization (1), Abib’s 
  Hovering (2), Abib’s Levitation (2), Blood Freeze (2), Dancing Flames (2), Eternal Flame 
  (2), Flash (2), Growth/Reduction (2), Magic Seal (2), Mind Reading (2), Minor 
  Elemental Servant (2), Ozric’s Tentacles (2), Phantom Sight (2), Spider Climbing (2), 
  Snow Balls (2), Thunder Clap (2), Vanishing (2), Witch Gloom (2), Awrok’s Flight (3), 
  Bazrak’s Command (3), Bless/Curse Weapon (3), Dispelling (3), Ethereal Phasing (3), 
  Fireball (3), Fish Breathing (3), Gaseous Form (3), Gideon’s Improved Elastic 
  Elongation (3), Gideon’s Shocking Blood Ward (3), Major Illusion (3), Masque of 
  Terror (3), Minor Necromancy (3), Phantasm (3), Shattering (3), Skill of the Snake (3), 
  Sleep Song (3), Thunder Strike (3), Vampire’s Kiss (3), Water Mirror (3), Bounty of 
  Water (4), Gideon’s Fragmented Perceptions (4), Gideon’s Improved Aeronauticality 
  (4), Gideon’s Mnemonic Aid (4), Gideon’s Multi-Purpose Entropic Protector (4), 
  Gideon’s Temporary Metabolic Cessation (4), Sage’s Wisdom (4), Sculpture (4), 
  Stoneskin (4), Translocation (4), Whispering Wind (4), Contact Other Plane (5), 
  Elemental Summoning (5), Gideon’s Displaced Senses (5), Mind Blast (5), Raise Golem 
  (5-8), Raise Wall (5), Shade (5), Telekinesis (5), Word of Passage (5), Awesome 
  Presence (6), Eternal Sleep (6), Forcetrap (6), Magic Circle Enchantment (6), Major 
  Necromancy (6), Turn to Beast (6), Clone (7), Dreamwalk (7), Petrification (7), 
  Spiritwalk (7), Sword Call (7), Power Word: Stun (8), Rapture (8), Soul Trap (8), Troll 
  Call (8), Power Word: Death (9), Succor (9) 
   
   
   
  
  FANTASY  
  57 
  SPELL LIST 
  DIFFICULTY 0 
  Blood Rain 
  Boil / Freeze 
  Dancing Lights 
  Minor Illusion 
  Minor Sorcery 
  Polish / Soil 
  Reconstruction 
  Shocking Grasp 
  Smokeshape 
  Turn to Water 
  Witch Glow 
  Wizard’s Hand 
  DIFFICULTY 1 
  Acidic Spittle 
  Animal Speech 
  Arcane Shield 
  Bazrak’s Bolts 
  Bazrak’s Rage 
  Breathable Air 
  Eyes of the Dragon 
  Faerie Fire 
  Firehand 
  Fire of Vengeance 
  Foul Air 
  Gideon’s Elastic Elongation 
  Gideon’s Whistling Stones 
  Hand of Decay 
  Hand of Healing 
  Hoan's Chant 
  Leap 
  Lordly Presence 
  Regeneration 
  Secret Script 
  Swiftfoot / Clubfoot 
  Witch Bolt 
  Witch Sight 
  Zvaltt’s Animal Bonding 
  Zvaltt's Polarization 
  DIFFICULTY 2 
  Abib’s Hovering 
  Abib's Levitation 
  Bazrak’s Bark 
  Bazrak’s Flying Fist 
  Blood Freeze 
  Claws of the Dragon 
  Dancing Flames 
  Diminishment 
  Dragonskin 
  Enhancement 
  Essence Filter 
  Essence Transfer 
  Eternal Flame 
  Fire Form 
  Flash 
  Giant Strength / Weakness 
  Gift of Luck 
  Growth / Reduction 
  Hoan's Undead Banishment 
  Magic Seal 
  Mechanical Manipulation 
  Mind Reading 
  Minor Elemental Servant 
  Neural Transfer 
  Oilskin 
  Ozric's Tentacles 
  Phantom Sight 
  Prayer of Healing 
  Rope Animation 
  Seeker’s Blessing 
  Snow Balls 
  Song of Healing 
  Spider Climbing 
  Thunder Clap 
  Treasure / Trinket 
  Vanishing 
  Witch Gloom 
  DIFFICULTY 3 
  Animal Sense Projection 
  Arcane Armor 
  Awrok’s Flight 
  Bazrak’s Ball 
  Bazrak’s Fury 
  Bazrak’s Breath 
  Bazrak’s Command 
  Bless/Curse Weapon 
  Caeradinn’s Psychic Switch 
  Cure 
  Dispelling 
  Essence Burn 
  Ethereal Phasing 
  Fireball 
  Fish Breathing 
  Fluency / Babble 
  Gaseous Form 
  Gideon’s Improved Elastic 
  Elongation 
  Gideon’s Shocking Blood Ward 
  Holy Armor 
  Major Illusion 
  Masque of Terror 
  Mind Guard 
  Minor Necromancy 
  Minor Wildcast 
  Mole Burrowing 
  Murphy's Curse 
  Phantasm 
  Righteous Anger 
  Scourge of Flame 
  Shattering 
  Skill of the Snake 
  Sleep Song 
  Smite 
  Speak with the Dead 
  Spirits of Nature 
  Thunder Strike 
  Vampire's Kiss 
  Wall of Wind 
  Ward of Passage 
  Water Mirror 
  Word of Healing 
  DIFFICULTY 4 
  Blind Faith 
  Beast Form 
  Borrowed Power 
  Bounty of Water 
  Caeradinn’s Elemental 
  Discourse 
  Celestial Light 
  Death Ward 
  Dragon’s Breath 
  Eruption of Earth 
  Essence Surgery 
  Gideon’s Fragmented 
  Perceptions 
  Gideon’s Improved 
  Aeronauticality 
  Gideon’s Mnemonic Aid 
  Gideon’s Multi-Purpose 
  Entropic Protector 
  Gideon’s Temporary Metabolic 
  Cessation 
  Hatred 
  Ironbite 
  Iron Guard 
  Plague Rats 
  Plant Animation 
  Sage’s Wisdom 
  Sculpture 
  Snake Sticks 
  Soul Gaze 
  Stoneskin 
  
  FANTASY  
  58 
  Translocation 
  Tree Animation 
  Tree Shape 
  Whispering Wind 
  Wind of Healing 
  Windwalk 
  DIFFICULTY 5 
  Anti-Magic Ward 
  Any Beast Form 
  Contact Other Plane 
  Elemental Summoning 
  Gideon’s Displaced Senses 
  Impostor 
  Jester’s Joke 
  Mana Stone 
  Mind Blast 
  Minor Demon Summoning 
  Music of the Gods 
  Quicksand 
  Raise Flesh Golem 
  Raise Wall 
  Shade 
  Spell Magnet 
  Spell Mirror 
  Swarm Plague 
  Sword Magnet 
  Sword Mirror 
  Telekinesis 
  Temporal Projection 
  Thunder Blast 
  Word of Passage 
  DIFFICULTY 6 
  Awesome Presence 
  Divine Servant 
  Eldritch Lore 
  Elemental Imbalance 
  Eternal Sleep / Awaken 
  Forcetrap 
  Forest Beckoning / Ward 
  Inhabit Other 
  Magic Circle Enchantment 
  Major Necromancy 
  Major Wildcast 
  Pestilence 
  Raise Clay Golem 
  Sacrifice 
  Self Image Replication 
  Turn to Beast 
  Vaprach’s Curse 
  DIFFICULTY 7 
  Abjuration 
  Aging 
  Clone 
  Death Swarm 
  Draconic Form 
  Dreamwalk 
  Force of the Eternal Warrior 
  Item Invulnerability 
  Item Recall 
  Myriad Beast Forms 
  Petrification 
  Raise Stone Golem 
  Skull Stone 
  Song of the Wyrm 
  Spiritwalk 
  Sword Call 
  Wind of Rust 
  DIFFICULTY 8 
  Lay to Rest 
  Hero's Blessing   
  Hero's Curse 
  Orb of Imprisonment 
  Power Word: Stun 
  Raise Iron Golem 
  Rapture 
  Soul Trap 
  Troll Call 
  Wave of Destruction 
  DIFFICULTY 9 
  Death’s Keeper 
  Heaven’s Wrath 
  Power Word: Death 
  Power Word: Healing 
  Succor 
  Whirlwind of Destruction 
   
   
  
  FANTASY  
  59 
  SPELLS A-Z 
  The spells are presented below in alphabetical 
  order, regardless of DIF. If several versions of a spell 
  are indicated (separated by a /), the caster may 
  choose to cast either one at the time of casting (he 
  need not learn each one separately). The general 
  rules concerning spellcasting are found on page 24. 
  Abib's Hovering 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You can lift yourself or another creature or object 
  one yard (3 feet) into the air. Unwilling creatures 
  can roll TOU+Resistance (spells/powers) against 
  the casting to resist its effect, in which case the spell 
  is cancelled. The object or creature lifted can weigh 
  no more than WILx200 lbs. If a creature is lifted, 
  then it may move at will horizontally, at a rate no 
  faster than Move 6. If it is an object, then you may 
  control its movement. You must concentrate in 
  order to keep the object or creature afloat. 
  Furthermore, the target of the spell may not move 
  further away from you than the range of the spell. 
  If your concentration ceases or the target moves 
  out of range, then the spell is immediately broken. 
  Abib's Levitation 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You can lift one object or creature into the air as 
  long as you concentrate on the spell, up to the 
  maximum duration. Targets can be lifted or 
  lowered only vertically, at a maximum rate of Move 
  6. The object or creature lifted can weigh no more 
  than WILx200 lbs. Unwilling creatures can roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting to resist its effect, in which case the spell is 
  cancelled. If during their ascent they can get a 
  secure hold on a fixed object (tree branch, tied rope 
  etc.), then a successful TOU+Strength roll against 
  the casting will prevent them from rising further. 
  The target of the spell may not move further away 
  from the caster than the spell’s range. When the 
  spell ends, the target floats gently to the ground. 
  Abjuration 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WIL yards 
  Duration: WIL minutes 
  This spell is designed to ward off undead creatures 
  and creatures from the lower planes. Once in effect, 
  all such creatures within WIL yards of you must roll 
  TOU+Resistance (spells/powers) against the casting 
  at -3. Those failing their roll are thrown out of the 
  area by a tremendous force, landing prone 10 yards 
  away (Impaired; Move 50%, -2 to rolls until they use 
  an action to get back up). Thereafter, the creatures 
  cannot enter the area of effect, or use their powers 
  on creatures within the area. Spells and attacks can 
  still be made from within the area. The area of effect 
  is always centered on you and moves with you. 
  Acidic Spittle 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WIL yards 
  Duration: See below 
  You spit a gob of acid, which hits a single target 
  unless they make a successful AGI+Athletics roll 
  against the casting. The acid causes WIL points of 
  Health damage the first round, WIL-1 damage the 
  second round, WIL-2 damage the third round, and 
  so on until 0. For example if you have WIL 2, the 
  acid causes 2 points of damage on the first round 
  and 1 point of damage on the second round. The 
  acid can be wiped or rinsed off, but this will take 
  one round and destroy any object being used to 
  wipe. Worn armor will reduce the damage on the 
  first round only, and will be permanently damaged 
  so that its ARM score is reduced by 1 thereafter. 
  
  FANTASY  
  60 
  Aging 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Permanent 
  This terrible curse causes a single creature to 
  permanently age by WILx10 years. If the target ages 
  beyond its maximum life expectancy, it withers and 
  dies. Otherwise, it loses a point of TOU (and 
  corresponding Health). The spell’s target must roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting to resist the effect. 
  Animal Sense Projection 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: WILx10 mi 
  Duration: WIL minutes 
  You project your senses to a place no further than 
  WILx10 miles away. You may then “see” through 
  the eyes of any natural animal located in the area. 
  You will sense everything the animal senses, 
  including smells, sights and sounds. If there are 
  several animals in the area, you can switch your 
  senses from one to the other at will, for the 
  duration of the spell. You may not influence the 
  animal’s actions in any way. 
  Animal Speech 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You gain the ability to speak with and comprehend 
  natural animals for the duration of the spell. This 
  can also come in useful if you want to imitate the 
  sound of an animal. You may persuade an animal 
  to perform a small favor on a successful 
  WIL+Persuasion vs. WIL roll. This roll can be 
  modified by the animal’s attitude towards you, and 
  the favor being asked. 
  Anti-Magic Ward 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: 1 hour 
  You bestow one target total immunity from all 
  magical spells and effects with a DIF score equal to 
  or lower than you WIL. 
  Any Beast Form 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL hours 
  You 
  change 
  into 
  an 
  animal 
  form. 
  The 
  transformation lasts for the duration, or until you 
  choose to cancel the spell. The spell is cancelled 
  automatically if you drop to 0 Health or die. The 
  form can be any natural animal (including giant 
  versions and dinosaurs). You can turn into a normal 
  or giant-sized version of the animal, as long as it 
  has equal or less XP than you. Your attributes, stats, 
  skills and other special abilities are replaced with 
  those of the chosen beast. Note: giant-sized 
  versions of beasts have higher TOU/Health than 
  their normal-sized brethren, but other stats and 
  abilities are usually the same. When you revert back 
  to your normal form, your derived stats such as 
  Health and Spirit return to the levels they were at 
  before the transformation. You are limited by the 
  nature of the new form, so you cannot speak. Your 
  equipment melds into the new form, rendering it 
  unusable. 
  Arcane Armor 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  You create an invisible force field around the 
  recipient. The field blocks any type of attack that 
  deals Health damage. Make a WIL roll. The field will 
  absorb a number of Health points equal to the roll 
  before being destroyed (any excess damage on the 
  last strike carries over to the recipient). Only attacks 
  that would normally hit the recipient will cause 
  damage to the armor. The armor remains for one 
  hour or until destroyed. 
  Arcane Shield 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  You create an invisible wall of force which moves in 
  front of the recipient. It blocks any type of ranged 
  attack that deals Health damage (but not melee 
  attacks). Make a WIL roll. The shield will absorb a 
  number of Health points equal to the roll before 
  being destroyed (any excess damage on the last 
  strike carries over to the recipient). Only attacks 
  that would normally hit the recipient will cause 
  damage to the shield. The shield remains for one 
  hour or until destroyed. 
  
  FANTASY  
  61 
  Awesome Presence 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You suddenly become frightening, powerful and 
  larger than life. Clouds may form overhead, a ray of 
  light might envelop you, lightning may crackle. 
  Your voice might boom, or become melodious and 
  beautiful, depending on the desired effect. As this 
  happens, you speak a short sentence, suggesting a 
  course of activity to up to 10xWIL creatures in 
  range. Addressed creatures must roll WIL+Focus 
  against the casting or feel compelled to follow the 
  suggestion. The suggestion must sound reasonable 
  and so clearly suicidal commands will be ignored. 
  While the visible effect dissipates after the 
  suggestion is spoken, affected creatures will remain 
  compelled by your words for up to WIL hours and 
  pursue the suggested course of action to the best 
  of their abilities during that time. If you or your 
  allies cause damage to an affected creature, the 
  spell is immediately broken for that creature. 
  Awrok’s Flight 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  The creature touched (which can be you) grows 
  wings of some sort and is able to fly at triple its 
  Move. The spell lasts a number of minutes equal to 
  a WIL roll, made secretly by the GM using your WIL. 
  The flying sensation and lack of footing are 
  somewhat disorienting and unfamiliar to most, so 
  spells cannot be cast while flying, and recipients 
  other than you are Slightly Impaired (-1 to rolls) 
  while flying. 
  Bazrak’s Ball 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  This spell causes a magical ball of force to shoot 
  from your hand. It may be aimed at a single target, 
  which can avoid the missile if it successfully rolls 
  AGI+Athletics against the casting. If it hits, make a 
  damage roll using your WIL. Armor works normally 
  for damage absorption. 
  Bazrak’s Bark 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  At the end of the casting, you give a clear one-word 
  command. The spell’s target(s) will immediately 
  follow the order to the best of their ability. 
  Examples: “Drop”, “Approach”, “Flee”, “Grovel”, 
  “Halt”, etc. The order must be within the target’s 
  power, so “die” would not work, while “sleep” might 
  simply cause them to lie down. Targets must roll 
  WIL+Focus against the casting to resist the effect. 
  Upon casting the spell, you may decide whether to 
  affect one target for WIL rounds or up to WIL 
  targets (within range) for one round. 
  Bazrak’s Bolts 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  This spell causes crackling bolts to shoot from your 
  fingertips. A number of bolts equal to your Arcane 
  Lore skill level can be fired, each causing DAM 0. 
  The bolts can be split among different targets 
  within range, or focused on one target. Targets 
  must roll AGI+Athletics against the casting to avoid 
  each bolt. The bolts pass through normal armor, so 
  the target’s ARM is ignored unless it of magical 
  origin. 
  Bazrak’s Breath 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: See below 
  This spell enables you to breathe out a cone of fire, 
  frost or gas. The cone is WILx3 yards long and has 
  AOE=WIL. Creatures in the area of effect must roll 
  AGI+Athletics against the casting, or suffer one of 
  the effects below: 
  • 
  Fire or Frost: Damage equal to difference 
  between the casting roll and the defense roll; 
  armor offers protection only if it covers the 
  entire body. 
  • 
  Gas: Targets are Impaired (Move 50%, -2 to 
  rolls). As an action, a target can attempt a 2d 
  Health check to shake off the effect. 
  Bazrak’s Command 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  At the end of the casting, you give a short, clear 
  one-sentence command of up to WIL words. The 
  spell’s target(s) will immediately follow the order to 
  the best of their ability. Examples: “Stab the 
  gnome”, “Eat your hat”, etc. Targets must roll 
  WIL+Focus against the casting to resist the effect. 
  Upon casting the spell, you may decide whether to 
  affect one target for WIL rounds or up to WIL 
  targets (within range) for one round. 
  
  FANTASY  
  62 
  Bazrak’s Flying Fist 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  This spell creates a magical mailed fist that flies to 
  an opponent up to the spell’s range and makes 
  unarmed attack rolls using your AGI+Unarmed 
  Strike. The Fist’s DAM is equal to your Arcane Lore 
  skill level. It will continue to attack as long as you 
  concentrate, up to the spell’s duration. If you cease 
  concentration, the Fist vanishes and the spell is 
  broken. Armor works normally against damage 
  caused by the Fist, however the Fist is magical so it 
  is not affected by a creature’s resistance to non-
  magical attacks. 
  Bazrak’s Fury 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 minute 
  The target of this spell becomes a frenzied fighting 
  machine for one minute. Unwilling recipients can 
  roll WIL+Focus against the casting to resist the 
  effect. The recipient temporarily gains an extra WIL 
  Health points, which are lost first. It also gains +2 
  to all attack rolls and TOU based damage rolls. Its 
  Weapon Mastery skill cannot be placed in defense, 
  however. If all enemies are killed or rendered 
  unconscious before the spell ends, the recipient 
  must make a 2d Spirit check or attack the nearest 
  creature, friend or foe. If attacking friends, the 
  recipient can attempt the 2d Spirit check each 
  round until the spell expires. 
  Bazrak’s Rage 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 minute 
  The target of this spell becomes a frenzied fighting 
  machine for one minute. Unwilling recipients can 
  roll WIL+Focus against the casting to resist the 
  effect. The recipient temporarily gains +1 to all 
  attack rolls and TOU based damage rolls. The 
  Weapon Mastery skill cannot be placed in defense, 
  however. If all enemies are killed or rendered 
  unconscious before the spell ends, the recipient 
  must make a 2d Spirit check or attack the nearest 
  creature, friend or foe. If attacking friends, the 
  recipient can attempt the 2d Spirit check each 
  round until the spell expires. 
  Beast Form 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL hours 
  You 
  change 
  into 
  an 
  animal 
  form. 
  The 
  transformation lasts for the duration, or until you 
  choose to cancel the spell. The spell is cancelled 
  automatically if you drop to 0 Health or die. The 
  new form is a specific natural animal type, which 
  must be chosen when you learn the spell (you can 
  learn several versions as separate spells). You can 
  turn into a normal or giant-sized version of the 
  animal, as long as it has equal or less XP than you. 
  Your attributes, stats, skills and other special 
  abilities are replaced with those of the chosen 
  beast. Note: giant-sized versions of beasts have 
  higher 
  TOU/Health 
  than 
  their 
  normal-sized 
  brethren, but other stats and abilities are usually 
  the same. When you revert back to your normal 
  form, your derived stats such as Health and Spirit 
  
  FANTASY  
  63 
  return to the levels they were at before the 
  transformation. You are limited by the nature of the 
  new form, so you cannot speak. Your equipment 
  melds into the new form, rendering it unusable. 
  Bless/Curse Weapon 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  Bless Weapon turns an ordinary weapon into a 
  magic weapon for the duration of the spell. If 
  wielded in melee, the weapon gains +1 to attack, 
  defense and damage rolls. If it fires missiles (e.g. a 
  bow, crossbow or sling), the weapon gains +2 to 
  attack rolls. If the weapon itself is fired or thrown as 
  a missile (e.g. an arrow, bolt, thrown spear), it gains 
  +3 to attack or damage rolls (your choice, when 
  you cast the spell). 
  Curse Weapon works the same way, but the 
  modifiers bestowed are negative. 
  Blind Faith 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 hour 
  When you cast this spell, one recipient is filled with 
  faith that they cannot be harmed. It will take no 
  damage from the first successful physical or 
  magical attack against it. The next successful attack 
  has a 1 in 6 chance of harming it normally and 
  breaking the spell. If this doesn’t happen, the third 
  attack has a 2 in 6 chance of harming it normally 
  and breaking the spell. The chance continues to 
  increase by 1 until the spell is broken or the 
  duration has elapsed. 
  Blood Freeze 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You lower a target’s body temperature, causing it 
  to become Impaired (Move 50%, -2 to rolls) unless 
  it rolls TOU+Resistance (spells/powers) against the 
  casting. The spell lasts up to WIL rounds. During 
  this time, the target can attempt to shake off the 
  effect as an action, with a 2d Health check. 
  Blood Rain 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx100 yards Duration: WIL minutes 
  You cause the sky, or ceiling, to rain blood in a 
  WILx100 yard stationary radius around where 
  you’re standing when you cast the spell. 
  Boil / Freeze 
  DIF: 0  
   
  Casting Time: See below 
  Range: WILx10 yards 
  Duration: See below 
  The Boil spell causes an area of liquid to start 
  heating spontaneously, as long as you concentrate 
  on the spell. The affected volume of liquid will 
  reach boiling point after a number of rounds equal 
  to the number of cubic yards affected (or fractions 
  thereof). For instance, a bathtub (1 cubic yard) will 
  boil the round after the spell is cast. The spell can 
  affect a maximum of WIL cubic yards. The reverse 
  of the spell, Freeze, essentially works the same way 
  but freezes the liquid instead. Both versions will 
  affect a limited area even if it is contained in a larger 
  body of water, such as a lake. 
  Borrowed Power 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL hours 
  By casting this spell upon a target creature, the 
  caster is able to switch one of its attributes with the 
  creature's. The target creature can try to resist this 
  effect by making a roll against the casting with the 
  attribute that is being "switched”. Derived stats 
  (Move, Health etc.) are unaffected. 
  Bounty of Water 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You cause a torrent of water to emerge from the 
  ground, walls and ceiling from any area within range. 
  Each round after casting, enough water comes forth 
  to fill 100 cubic yards of space, or enough to fill a 
  10x10 yard room 1 yard deep. All creatures within 6 
  yards of where the water emerges (AOE 6) must roll 
  AGI+Aquatic against the casting every round, 
  otherwise they lose their balance and become 
  Impaired (Move 50%, -2 to rolls). If the water is 
  contained in a small enough area where it can’t 
  escape, then two failed rolls in a row indicate the 
  victim is drowning and suffers a DAM 0 roll each 
  round until someone saves them. The GM could rule 
  that 3 failed rolls are necessary, if for instance the 
  containment area is large or if the victim is huge. 
  Dispelling (DIF 3) will stop the flood, but water 
  already present will remain. 
  
  FANTASY  
  64 
  Breathable Air 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL hours 
  You cause a WILx10 yard radius stationary sphere 
  around you to have breathable air for WIL hours. 
  Harmful gases cannot penetrate the area. The 
  sphere remains where it was summoned. 
  Caeradinn’s Elemental Discourse 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: WIL yards 
  Duration: See below 
  You gain the ability to communicate telepathically 
  with an elemental body within range (i.e. a rock, 
  burning campfire, pond etc.). Keep the discourse 
  simple, due to the limited intelligence of the weak 
  elemental spirit inhabiting the body. Furthermore, 
  elemental spirits will tend to answer questions in a 
  truthful but cryptic way. They will not be 
  omniscient, but they will know what they have seen, 
  heard or sensed in the area. You may ask up to WIL 
  questions and receive WIL answers before the spell 
  ends. 
  Caeradinn’s Psychic Switch 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You may switch any two of your attributes for the 
  duration of the spell. Derived stats (Move, Health 
  etc.) remain unchanged. 
  Celestial Light 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You summon forth a light from the heavens (or 
  ceiling), which blazes down in a WILx3 yard radius 
  (AOE=WILx3) centered somewhere within range. 
  All seeing creatures in the affected area must roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting or be blinded (Impaired: Move 50%, -2 to 
  rolls). Undead creatures will, in addition, take 
  damage equal to a WIL roll. As an action, a blinded 
  creature can try to shake off the effect with a 2d 
  Health check.  
  Claws of the Dragon 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  This spell grants +3 to the damage you inflict with 
  your bare hands. 
  Clone 
  DIF: 7  
   
  Casting Time: 1 minute 
  Range: Caster  
  Duration: WIL hours 
  You create a temporary clone of yourself. The clone 
  has TOU equal to your WIL and the same AGI as you, 
  but an AWA and WIL of 0. Furthermore, the clone 
  has no skills or spells. The clone's mind overlaps with 
  yours, although its mind is by no means complete. 
  The clone can carry out reasonably complex tasks 
  commensurate with its low AWA, and is essentially 
  an extension of you. The clone is created wreathed 
  in simple illusions which mimic your possessions, 
  though they serve no other purpose, and can be 
  discarded at the clone's will (as the clone may have 
  real clothes or the like available). The clone itself is a 
  magical construct, and is detectable as such in the 
  normal ways (e.g., Witch Sight will reveal its true 
  nature). Due to the mental overlap of the clone's 
  mind with yours, the clone has the following abilities 
  while within WILx100 yards of you: 
  • You sense where the clone is even if you cannot 
  see it. 
  • You can communicate telepathically with the clone 
  (silently and accurately convey concepts, as if 
  talking to yourself). 
  • You can cast spells through the clone. You cast the 
  spell normally, the only difference being the spell's 
  point of origin, which is the clone: all effects (not 
  including side effects) use the clone as the caster. 
  • You can swap the clone's senses with your own 
  at will. For example, you can swap sight with the 
  clone, and see through the clone's eyes (and the 
  clone would see through yours). You can then 
  swap back to your normal sight at will. 
  
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  Contact Other Plane 
  DIF: 5  
   
  Casting Time: 1 minute 
  Range: Caster  
  Duration: 1 minute 
  You mentally contact a god, the spirit of a long-
  dead sage or some other mysterious entity from 
  another plane. Contact with an extraplanar 
  intelligence can strain or even break your mind: if 
  the casting fails, you suffer an additional DAM 0 roll 
  to your Spirit (in addition to the normal casting 
  cost) and go temporarily insane until the Spirit 
  points are recovered. While insane, you speak in 
  gibberish, can’t understand what others say or take 
  any useful actions. 
  If contact is made and your mind remains whole, 
  you may ask the entity up to WIL questions before 
  the spell ends. Answers gleaned are generally one 
  word such as “yes”, “no”, “maybe”, “never”, 
  “unclear” or “irrelevant”. 
  Cure 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You remove all poison and cure all disease from 
  one creature. Note: Health damage already 
  incurred from the disease or poison is not healed 
  by means of this spell. 
  Dancing Lights 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Concentration 
  You create up to WIL lights within range that look 
  like torches, lanterns or glowing orbs hovering in 
  the air. You can move them independently, but 
  they blink out as soon as you break concentration. 
  Dancing Flames 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Concentration 
  You begin weaving fire patterns in the air with your 
  hands. This spectacle has a hypnotic effect on all 
  onlookers: all seeing creatures, including allies, 
  must roll WIL+Focus against the casting or be 
  entranced by the dancing flames. They will stop 
  doing whatever they are doing and simply stare, 
  unaware of what is going on around them. If a 
  dazed creature is attacked, it defends at -3 but is 
  shaken out of its trance if it takes damage. An 
  unaffected creature can try to shake a dazed 
  creature from its trance, requiring a successful WIL 
  vs. WIL roll (one attempt can be made each round). 
  Note that you are unable to do anything else while 
  concentrating on the flame dance: if you interrupt 
  this activity, the spell is broken. 
  Death’s Keeper 
  DIF: 9  
   
  Casting Time: 1 hour 
  Range: Touch  
  Duration: Permanent 
  This most powerful spell brings back a slain 
  creature as long as the body is available, it has been 
  dead no longer than WIL centuries, the soul is 
  willing and it did not die of old age. It will neutralize 
  poisons and other toxins in the body and restore 
  lost limbs, but curses or other afflictions of a 
  magical nature are not removed. Undead are not 
  affected. You apply your hands to the corpse whilst 
  chanting the words of the spell, and the subject 
  wakes from the dead, weak (Health at 1) but 
  otherwise alive and able to recuperate fully. The 
  subject has 10% fewer XP than it had before it died 
  (these are deducted as desired by the player, if the 
  subject is a PC). This spell can only be attempted 
  once on a given creature each time it dies; if the 
  casting fails, the creature’s death is permanent. 
  Death Swarm 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You target one creature, causing it to be 
  surrounded by a swarm of biting insects. Each 
  round the spell is in effect, they suffer a DAM 0 roll 
  and are Impaired (Move 50%, -2 to rolls). There is 
  no roll to resist the spell. 
  Death Ward 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  You bless one creature, granting it some measure 
  of protection from death. The first time they would 
  drop to Health 0 or less as a result of taking 
  damage, the target instead drops to Health 1 and 
  the spell ends. If the target is subjected to an effect 
  that would kill it instantaneously without dealing 
  damage (e.g. a Power Word: Death spell), that effect 
  is negated and the spell ends.  
  Diminishment 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  Upon casting this spell, you immediately try to 
  touch a creature by making an unarmed attack roll. 
  If you do, one point is drained from an attribute you 
  
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  choose, and the corresponding derived stat 
  maximum is reduced as well. Attributes cannot be 
  reduced below 0 by means of this spell. 
  Dispelling 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You attempt to cancel a spell that is cast on a 
  creature, place or item within range. In order to 
  succeed, the casting roll must overcome the 
  targeted effect's casting roll. If Dispelling is 
  attempted on a permanent spell like Magic Item 
  Enchantment or Raise Golem, it only suppresses the 
  effect of the targeted spell for WIL rounds. 
  Divine Servant 
  DIF: 6  
   
  Casting Time: 10 minutes 
  Range: WILx10 yards 
  Duration: See below 
  You beseech an otherworldly entity for aid. The 
  entity must be known to you. It could be your 
  patron deity, a demon prince or other being of 
  cosmic power. If successful, the entity sends a 
  powerful servant; typically an angel, elemental, 
  demon, devil or the like. When the creature 
  appears, it is under no compulsion to serve you, so 
  it will typically demand some form of payment in 
  exchange for the requested service. Depending on 
  the creature and service requested, payment could 
  be in the form of gold, a magic item, a quest or 
  blood sacrifice. WIL rolls should be made in the 
  negotiation, as appropriate. The harder the task, 
  the higher the payment. Tasks that are aligned with 
  the creature’s own goals or ethos will be more 
  favorably viewed, requiring less or no payment. 
  If a bargain is struck, the creature attempts to 
  complete the task, reports back to you and returns 
  to its home plane. If no bargain is struck, the 
  creature immediately returns to its home plane. 
  Draconic Form 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: 1 hour 
  This powerful transformation turns you into a 
  dragon. Your equipment is absorbed into the 
  dragon form and cannot be used, nor can spells be 
  cast. When in dragon form, you gain an additional 
  WIL points of TOU, as well as the associated Health 
  increase, and you can now run at Move 16 or fly at 
  Move 32. Your other stats remain unchanged. Once 
  every 3 rounds you may exhale a deadly breath 
  with AOE equal to WIL, and DAM equal to TOU in 
  the new form (AGI+Athletics vs. DIF 3 to avoid). 
  Draconic Form lasts a maximum of one hour, 
  although you may cancel it at any time. 
  Dragon’s Breath 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Instant 
  You breathe forth a deadly substance, much like a 
  dragon. You must choose among five breath forms 
  when the spell is cast: Fire (cone), Frost (cone), Acid 
  (spurt), Gas (cloud) or Lightning (bolt). The deadly 
  exhalation has AOE and DAM scores equal to your 
  WIL. Targets caught in the breath’s area of effect 
  must roll AGI+Athletics against the casting to avoid 
  taking damage. 
  Dragonskin 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You turn the recipient's skin into rigid dragon 
  scales of a color you choose. These scales grant 
  ARM 1 against physical blows, and ARM equal to 
  your WIL against cold/frost (white), acid (black), 
  poison/disease 
  (green), 
  electricity 
  (blue) 
  or 
  fire/heat (red). If the recipient benefits from several 
  sources of ARM, only the best one applies (i.e. ARM 
  values don’t stack). 
  
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  Dreamwalk 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  You send yourself and up to WIL other creatures in 
  contact with each other to another plane of 
  existence, at or near a location to be specified. The 
  spell can also be used to send an unwilling creature 
  to another plane. You try to touch the target by 
  making an unarmed attack roll as the spell is cast. 
  If touched, the target is sent to a random location 
  on another plane named by the caster. 
  Eldritch Lore 
  DIF: 6  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL minutes 
  By touching a magical item or place and casting 
  this spell, you have visions of its past history for WIL 
  minutes. The level of detail is left up to the GM. 
  Elemental Imbalance 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  The bodies of most creatures are composed of a 
  mixture of all four elements (Air, Water, Fire, and 
  Earth). Upon casting this spell, you touch a creature 
  (possibly needing to make an unarmed attack roll), 
  thereby creating an imbalance in its natural physical 
  make up, and increasing the proportion of one 
  element relative to another. For example, you can 
  increase the amount of elemental fire in the target's 
  body, and in so doing reduce the amount of 
  elemental water. 
  There are four versions of the spell; you choose any 
  one of them upon casting it. The imbalance directly 
  affects the target's attributes by strengthening one 
  and weakening another: 
  Version 
  Associated 
  Opposing 
  1. Air 
  AGI 
  TOU 
  2. Fire 
  WIL 
  AWA 
  3. Earth 
  TOU 
  AGI 
  4. Water 
  AWA 
  WIL 
  You improve the target's associated attribute by WIL 
  points and weaken the opposing element’s attribute 
  by the same amount. The lowered attribute cannot 
  go under 0, so this may limit how high the other 
  attribute will rise. 
  For example, you cast Earth Elemental Imbalance on 
  Lord Halminok who has TOU 2 and AGI 4. Since you 
  have WIL 5, you would normally cause Halminok’s 
  TOU to increase to 7. However, since his AGI can only 
  go down 4 points, he ends up with AGI 0 and TOU 6. 
  If Halminok suffers an injury while the spell is in 
  effect, the extra Health points due to his increased 
  TOU will be lost first. 
  Elemental Summoning 
  DIF: 5  
   
  Casting Time: 1 minute 
  Range: WILx10 yards 
  Duration: See below 
  You summon a creature from one of the four 
  elemental planes to this world. The summoning 
  must be performed at an appropriate location (near 
  a body of water, a raging fire, in windy conditions, 
  etc). Elemental creatures summoned have the 
  following stats: 
  ELEMENTAL (FIRE, WATER, AIR OR EARTH) 
  AGI 3 
   
   
  Move 15 (30 in element) 
  TOU caster’s WIL 
  Health variable 
  AWA 0  
   
  Initiative 9 
  WIL 0 
   
   
  Spirit 9 
  Skill: Endurance 2, Resistance (non-magical 
  attacks) 2, Nightvision 1 
  Flaw: Vulnerability 3 (opposite element; fire 
  opposed to water, air opposed to earth) 
  Elemental Immunity: Elementals are immune to 
  their own element. 
  You have a telepathic link with the Elemental within 
  the spell's range, but must concentrate in order to 
  maintain control over it by giving it simple orders. 
  Each minute, you must roll WIL+Focus against a DIF 
  level equal to the number of minutes elapsed. As 
  soon as this fails, the Elemental breaks free of your 
  control and becomes hostile to you for one hour or 
  until destroyed. You can dismiss the Elemental back 
  to its own plane at will, but only while it is still under 
  your control. 
  
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  68 
  Enhancement 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You add one point to any attribute of a creature 
  you touch; the corresponding derived stat 
  maximum increases accordingly. An attribute can 
  only ever be raised by one point, so repeated 
  castings on the same attribute will not have a 
  cumulative effect. 
  Eruption of Earth 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You cause a mass of sand, soil and stones to erupt 
  from the ground from any area within range. Each 
  round after casting, enough earth will come forth to 
  fill 100 cubic yards of space, or enough to fill a 10x10 
  yard room 1 yard deep. All creatures within 6 yards 
  of where the earth emerges (AOE 6) must roll 
  AGI+Athletics against the casting every round, 
  otherwise they lose their balance and become 
  Impaired (Move 50%, -2 to rolls). If the earth is 
  contained in a small enough area where it can’t 
  escape, then two failed rolls in a row indicate the 
  victim is buried alive and suffers a DAM 0 roll each 
  round until someone saves them. The GM could rule 
  that 3 failed rolls are necessary, if for instance the 
  containment area is large or if the victim is huge. 
  Dispelling (DIF 3) will stop the eruption, but earth 
  already present will remain. 
  Essence Burn 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  Upon casting this spell, you immediately try to 
  touch a creature by making an unarmed attack roll. 
  If you do, the target is drained of WILd6 Health (do 
  not reroll 6’s). In so doing, you are drained of 1 
  Health point for each d6 of damage you inflicted. 
  Essence Filter 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You transfer part of your vital essence to cure 
  yourself or another creature. Once the spell is 
  completed, you touch the target and attempt to 
  eliminate all poison or disease from the recipient's 
  body. You must sacrifice a number of your own 
  Health points equal to the poison’s POT, and 
  cannot sacrifice more than WIL points by means of 
  this spell. Note: Health damage already incurred 
  from the disease or poison is not healed by means 
  of this spell. 
  Essence Surgery 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You transfer part of your vital essence to heal 
  yourself or another creature. Once the spell is 
  completed, you touch the target and attempt to 
  restore lost limbs. You must sacrifice a number of 
  your own Health points equal to the recipient’s 
  TOU, and cannot sacrifice more than WIL points by 
  means of this spell. 
  Essence Transfer 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You transfer part of your vital essence to heal 
  yourself or another creature. Once the spell is 
  completed, you touch the recipient, granting it 1d6 
  Health for each Health point you sacrifice. For 
  example, sacrificing 5 Health would heal the 
  recipient by 5d6 Health points. This spell can only 
  be used for healing, it may not push the recipient's 
  Health beyond its maximum. Furthermore, you 
  cannot sacrifice a number of Health points greater 
  than your WIL. 
  Eternal Flame 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Permanent 
  You cause an object to ignite with a special fire that 
  illuminates a 20-yard radius. The flame does not 
  burn, and will alight on all materials, even metal. 
  Furthermore, it cannot be extinguished by non-
  magical means. The Eternal Flame can assume any 
  color you choose. 
  Eternal Sleep / Awaken 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  This spell will not affect lycanthropes, undead, 
  enchanted creatures, or creatures from other 
  planes. Upon casting the spell, you immediately try 
  to touch a creature by making an unarmed attack 
  roll. If you do, the target falls into a deep sleep from 
  which it cannot be awakened normally. The sleep is 
  permanent until the prescribed conditions set by 
  the caster are met. These conditions must be 
  
  FANTASY  
  69 
  possible and reasonable (GM’s discretion). The 
  target does not age and requires no food or water 
  while under the spell. 
  The reverse of the spell, Awaken, wakes a single 
  creature from magical slumber. 
  Ethereal Phasing 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: See below 
  Once this spell comes into effect, you roll a die each 
  round: on a roll of 4-6, you shift from your current 
  plane to the Ethereal Plane, or back to your current 
  plane if you are in the Ethereal Plane. When shifting 
  back to your current plane, you will appear in a 
  chosen unoccupied space no further than WIL 
  yards from your previous location. While in the 
  Ethereal Plane, you can see what’s happening in 
  your previous plane (in ghostly shades of gray), but 
  cannot affect or be affected by creatures who aren’t 
  themselves in the Ethereal Plane, nor can you be 
  seen by them unless they use Phantom Sight or 
  similar means. The spell ends when you have 
  shifted WIL times, or you can cancel it any time 
  before as an action. 
  Eyes of the Dragon 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You touch a creature (which can be yourself), 
  granting it the visual acuity of a dragon for the 
  duration. The recipient gains the Senses and 
  Nightvision skills at level 3. This is not cumulative 
  with existing skills so if the recipient already has 
  Senses or Nightvision, the spell simply raises them 
  to level 3. 
  Faerie Fire 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 minute 
  You cause up to WIL creatures or objects within 
  range to glow with a faint blue, green or violet light 
  (your choice). Targeted creatures can try to resist 
  the 
  effect 
  by 
  rolling 
  TOU+Resistance 
  (spells/powers) against the casting. Otherwise, they 
  suffer -1 to their defense rolls and cannot become 
  invisible for the spell’s duration. 
  Fireball 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You cause a ball of fire to streak forth from your 
  hands. When it reaches its target point, which must 
  be in your line of sight, the Fireball explodes in a 6-
  yard radius sphere (AoE 6). All creatures within the 
  area of effect must roll AGI+Athletics against the 
  casting, to avoid the flames. Make a damage roll 
  against each creature burned, using your WIL. 
  Fire Form 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You turn yourself and all your equipment into a 
  blazing bonfire about the same size as you. When 
  in Fire Form, you cannot move, speak, cast spells or 
  act in any way. You can only be harmed by water, 
  which inflicts a DAM 1 roll per round or attack. This 
  damage is caused to your maximum Health, 
  meaning it is permanent until you raise your TOU. 
  If oil is poured over you when you are in Fire Form, 
  it heals 1d6 Health per pouch or equivalent. 
  Firehand 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  Your hands catch fire. The fire does not burn you, 
  but it can be used to ignite other things. 
  Furthermore, it provides illumination in a 20-yard 
  radius. If used to strike an opponent, it grants +1 
  to the damage you inflict with your bare hands. 
  Fire of Vengeance 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  On any round after you take damage from a 
  creature, you may point an accusatory finger at it 
  and cast this spell. The creature must roll 
  AGI+Athletics vs. the casting or be enveloped in 
  hellish flames. If this happens, make a damage roll 
  using your WIL. 
  
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  70 
  Fish Breathing 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: 24 hours 
  This spell grants up to WIL creatures within range 
  the ability to breathe underwater for 24 hours. 
  Flash 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  A blinding light flashes in front of a creature’s eyes, 
  causing it to become Impaired (Move 50%, -2 to 
  rolls) unless it rolls TOU+Resistance (spells/powers) 
  against the casting. The spell lasts up to WIL 
  rounds. During this time, the target can attempt to 
  shake off the effect as an action, with a 2d Health 
  check. 
  Fluency / Babble 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  Fluency allows one creature to speak an additional 
  language of your choice for the duration. 
  Babble cancels the effect of Fluency or causes all 
  verbal communication in a given language to be 
  unintelligible within range. 
  Force of the Eternal Warrior 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: 1 hour 
  This spell turns one creature into a formidable 
  fighter: its AGI and TOU scores become equal to 
  your WIL for one hour. You can only cast this spell 
  on a willing recipient. 
  Forcetrap 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  A shimmering bolt shoots from your fingers 
  towards a target creature. The target must roll 
  AGI+Athletics against the casting or be struck by 
  the bolt, which erupts into multiple bands of force 
  that envelop the target. The target is now 
  Paralyzed: unable to act, suffering -3 to defense 
  rolls and +3 to damage from melee attacks. 
  Anyone else touching the victim must roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting or become entrapped as well. Victims can 
  attempt to break free once per round on their turn, 
  by rolling TOU+Resistance (spells/powers) against 
  the casting. 
  Forest Beckoning / Forest Ward 
  DIF: 6  
   
  Casting Time: 1 hour 
  Range: See below 
  Duration: Permanent 
  These powerful enchantments are placed upon a 
  wooded area in which you are located when you 
  cast the spell. Any creature entering within WIL 
  miles of where you cast Forest Beckoning must roll 
  WIL+Focus against the casting or be compelled to 
  go to the place where the spell was cast. Affected 
  creatures will not even realize this, assuming that 
  they simply stumbled upon the place. 
  Forest Ward works the same, except that creatures 
  who fail the roll will not find the place, even if they 
  are actively looking for it. Making the roll doesn’t 
  mean they will automatically find the place, only 
  that they have a normal chance of doing so. 
   
   
  
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  Foul Air 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 minute 
  The air in a WILx3 yard radius sphere within range 
  becomes totally unbreathable. Creatures remaining 
  in the area lose 1 Health per round from choking and 
  are Impaired (Move 50%, -2 to rolls). 
  Gaseous Form 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You transform a willing creature and all its 
  equipment into a visible cloud of mist. The target 
  cannot speak, attack, cast spells, use equipment or 
  manipulate objects while in this state. It gains 
  Resistance to non-magical attacks at level 2, per the 
  skill. It can float through the air at 50% Move. It can 
  pass through the smallest apertures (keyholes, etc.) 
  but cannot pass through liquids. You (the caster, 
  not the target) may cancel the spell at will. 
  Giant Strength / Weakness 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  Giant Strength grants a targeted creature the 
  Strength skill at level 3 for the duration. Weakness 
  gives the Weakness flaw at level 3 for the duration. 
  Unwilling 
  targets 
  can 
  roll 
  TOU+Resistance 
  (spells/powers) against the casting to avoid the 
  effect. If the target already has the skill or flaw, it is 
  replaced by the spell effect (i.e. they are not 
  cumulative). 
  Gideon's Displaced Senses 
  DIF: 5  
   
  Casting Time: 10 minutes 
  Range: WIL mi  
  Duration: WIL minutes 
  You send your senses roaming across the 
  countryside, to any location within WIL miles that is 
  known to you, or obvious (such as behind a door). 
  As an additional effect, you can display a ghostly 
  image and project the sound of your voice across 
  the distance, if desired. Warning: while your senses 
  are wandering, your body is Paralyzed: you are 
  unable to act, suffer -3 to defense rolls and +3 to 
  damage from melee attacks. 
  Gideon’s Elastic Elongation 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You touch an item upon casting this spell and the 
  item's solidity becomes somewhat compromised. 
  As the forces holding matter together are warped, 
  the item in question, which cannot be larger than 
  WIL cubic yards, becomes stretchable and cannot 
  hold a rigid form. However, it gains a certain 
  malleability and can be drawn out to WIL times its 
  normal length. Weapons targeted in this manner 
  will suffer a -3 penalty to damage as the material 
  becomes too rubbery to do serious damage. Note 
  that this spell does not affect biologically active 
  items. No attempts have been made to affect the 
  undead with this spell, however speculations 
  indicate that it may prove of moderate annoyance. 
  Gideon's Fragmented Perceptions 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  This spell may affect up to WIL creatures you choose 
  within 
  range. 
  Affected 
  creatures 
  must 
  roll 
  WIL+Focus against the casting or become confused 
  and temporarily unable to distinguish friend from 
  foe. This sudden perceptual shift manifests itself 
  such that each round the creature will either: 
  d6 
  Effect 
  1-2 
  Stand completely confused, unable to attack and 
  only able to defend at -2 
  3-4 
  Attack the closest creature (friend or foe). If 
  several are nearby, it attacks one at random 
  5-6 
  Wander away in a random direction 
  Affected creatures can roll WIL+Focus against the 
  casting each round, with success indicating that the 
  spell is broken for that creature. 
  Gideon's Improved Aeronauticality 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: 1 hour 
  This adaptation of Awrok's Flight allows you the 
  freedom to move in three dimensions for one hour. 
  As this is a purely mental effort on your part, the 
  relative velocity is a function of how fresh you are, 
  and your Move is equal to three times your current 
  Spirit while in the air. While movement requires 
  concentration, you can stay suspended in the air 
  and engage in other strenuous activity. 
  
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  Gideon's Improved Elastic Elongation 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL rounds 
  The effects of this incantation are similar to those of 
  the original Gideon’s Elastic Elongation spell, except 
  that this spell affects biological materials as well. 
  Upon casting the spell, you immediately try to touch 
  a creature with an unarmed attack roll. If you do, the 
  target loses a certain degree of cohesion. This is 
  disorienting, causing the target to become Impaired 
  (Move 50%, -2 to rolls) on the first round of effect, as 
  limbs begin drooping and extending randomly until 
  control is asserted. The target gains an ARM score 
  equal to your Arcane Lore skill level, as rubbery flesh 
  gives way under bludgeoning attacks and reseals to 
  a certain degree around piercing and slashing 
  attacks. Objects held in the target’s hands will drop 
  unless the target rolls AGI+Sleight-of-Hand against 
  the casting each round, as fine motor skills are 
  compromised in the elongation. Elongation allows 
  the target to strike others in melee combat up to WIL 
  times its body length away (caster’s WIL). Warning: a 
  critical defense roll against an elongated attack may 
  result in limb loss if the defender can sever the 
  rubbery limb in the process. 
  Gideon's Mnemonic Aid 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: See below 
  Duration: WIL minutes 
  This spell allows you to show others your memories, 
  or others to show you theirs. This is particularly 
  useful when attempting to recall someone's features 
  or demeanor and allows for full recreation of scenes 
  within the confines of the spell area, which is equal 
  to a 10-yard cube in front of the creature whose 
  memories are being shown. When cast upon 
  someone else, you must remain in physical contact 
  with the subject for the spell’s duration. While it is 
  possible to extract memories from an unwilling 
  subject, the latter gets a WIL+Focus roll against the 
  casting to resist the effect. 
  Gideon's Multipurpose Entropic Protector 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You specify an energy type such as fire, electricity, 
  sonic, acid, or poison gas, and create a protective 
  membrane against it. Upon completion of this spell, 
  you belch forth a large volume of web-like material 
  that envelops the target's body and hardens into a 
  thin, transparent, flexible cocoon. While weapons 
  can still be used, the target's other belongings are 
  protected against the effects of the energy type 
  specified, but inaccessible for the duration of the 
  spell as they are encased in the spell membrane. The 
  spell provides an ARM score of WILx2 against the 
  specified form of energy for the duration. 
  Gideon's Shocking Blood Ward 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  This started as a simple experiment in polarization 
  which took a left turn somewhere. The net effect of 
  casting this spell is to cause the target’s blood to 
  become super-charged with electricity. While 
  harmless to the target, the target’s electrified blood 
  delivers an electric shock to anyone coming into 
  contact with it, via flesh or a metallic weapon or 
  object. Such contact will result in the victim 
  suffering a damage roll, using your WIL. Any cutting 
  or piercing weapon that damages the target 
  (including claws and teeth) is assumed to come into 
  contact with the target’s blood. 
  Gideon's Temporary Metabolic Cessation 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You immobilize one target, causing them to become 
  Paralyzed: unable to act, suffering -3 to defense rolls 
  and +3 to damage from melee attacks. The target 
  must roll TOU+Resistance (spells/powers) against 
  the casting to resist the effect. A new roll can be 
  made each round until the spell is broken. This spell 
  only works on targets that have a metabolism. This 
  excludes undead creatures, constructs, amoebic or 
  gelatinous creatures and magically created hybrids. 
  Gideon’s Whistling Stones 
  DIF: 1  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL days 
  This simple enchantment makes stones whistle 
  when someone other than you walks on the 
  affected area. You can program the melody to be 
  
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  73 
  pleasant or shrill and quiet or loud, so that it can be 
  heard up to a maximum of WILx100 yards from its 
  point of origin. You can enchant an area as large as 
  a WILxWIL yard square. You trace the area in a 
  bright arc of thaumaturgical energy which fades as 
  the incantation ends. 
  Gift of Luck 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You give the creature touched the benefit of re-
  rolling a single one of their die rolls, within the 
  spell’s duration. The recipient may choose to keep 
  the new roll or the original roll. The spell is broken 
  as soon as the die has been rerolled, or the duration 
  expires. Casting the spell multiple times on the 
  same creature allows it to reroll multiple different 
  rolls, but any single roll cannot be rerolled more 
  than once.  
  Growth / Reduction 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx5 yards 
  Duration: WIL rounds 
  Growth temporarily adds a number of points to a 
  target creature’s TOU equal to your Arcane Lore 
  skill level. Reduction subtracts the same amount of 
  TOU, down to a minimum of 0. Unwilling creatures 
  can roll TOU+Resistance (spells/powers) against 
  the casting to resist the effect. The creature’s size 
  roughly doubles in the case of Growth and roughly 
  halves in the case of Reduction. If there isn’t enough 
  room to double in size, the creature grows as much 
  as it can in the space available. Its Health adjusts to 
  the new TOU score for the duration. Worn and 
  carried items change size as well, but return to 
  normal size if they are dropped. 
  Hand of Decay 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  Upon casting this spell, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, make a damage roll using your WIL. The wound 
  caused by this spell is visibly repellent and does not 
  heal except through magical means. 
  Hand of Healing 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  The creature touched as you cast Hand of Healing 
  recovers WIL points of lost Health. 
  Hatred 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: WILx10 yards 
  Duration: 1 hour 
  You cause a group of up to WILx3 creatures you 
  choose to be filled with hatred. They begin arguing 
  with each other at first. Have each creature affected 
  roll WIL+Focus against the casting. Those who 
  succeed will feel the spell's effect but will otherwise 
  remain in control. Those who fail the roll will feel 
  compelled to attack the other affected creatures 
  after a number of minutes equal to their roll. 
  Heaven’s Wrath 
  DIF: 9  
   
  Casting Time: 1 round 
  Range: Sight 
   
  Duration: WIL rounds 
  A churning storm cloud forms, centered on a point 
  you can see and spreading to 120 yards in radius. 
  Lightning flashes in the area, thunder booms and 
  strong winds roar. You must concentrate on the 
  spell to maintain it. Each round, you may cause one 
  of the following effects: 
  Hail: Large hailstones rain down from the cloud 
  and every creature under it suffers a DAM 0 roll. 
  Lightning: You call down up to WIL bolts of 
  lightning from the cloud to strike creatures or 
  objects of your choice beneath the cloud (Note: a 
  given creature or object can’t be targeted by more 
  than one bolt). Targeted creatures and objects 
  must roll AGI+Athletics against the casting or suffer 
  a damage roll using your WIL. 
  Fog: An eerie calm descends on the scene, 
  accompanied by a thick magical fog. All creatures 
  under the fog are effectively Impaired (Move 50%, 
  -2 to rolls) while in the shrouded area. 
  Wind: Hurricane-force winds buffet the area. Fogs, 
  mists and similar phenomena are dispersed, and 
  any ships under the cloud must roll AGI+Sailing 
  against the casting to avoid capsizing. 
  
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  74 
  Hero’s Blessing 
  DIF: 8  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: 1 hour 
  Upon casting this spell, you temporarily grant 
  someone an additional number of XP equal to the 
  XP spent on your WIL. You allocate these additional 
  XP to the recipient’s attributes and existing skills. 
  For example, if you have WIL 6 you can allocate an 
  additional 21 XP, as you choose, to the recipient’s 
  existing attributes and skills. New skills cannot be 
  learned with these additional XP. 
  Hero’s Curse 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: 1 hour 
  Upon casting this spell, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, you drain WIL points from the target’s 
  attributes for one hour, divided among them as you 
  choose 
  (derived 
  stats 
  are 
  also 
  reduced 
  accordingly). Example: if your WIL is 6, you could 
  choose to drain the target creature’s TOU by 3, AGI 
  by 2 and AWA by 1. If an attribute drops below 0, 
  the target creature suffers an additional effect: 
  ATTRIBUTE 
  EFFECT IF REDUCED BELOW 0 
  AGI 
  Paralyzed 
  TOU 
  Unconscious 
  AWA 
  Total Memory Loss 
  WIL 
  Charmed (by caster) 
  Hoan's Chant 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You fall into a trance whilst chanting. As long as you 
  concentrate and the chanting continues, all allies 
  within range gain +1 to their defense rolls. The 
  nature of the chant is such that you are not aware 
  of what is happening around you. During this time, 
  you are Paralyzed: can take no other actions, suffer 
  -3 to defense rolls, and melee attacks against you 
  deal +3 damage. If you take damage, you must roll 
  WIL+Focus against the damage roll to maintain 
  concentration. The spell drains 1 point of Spirit per 
  round spent chanting. You can break the chant at 
  any time. If you run out of Spirit, the spell is broken 
  (and you are at the brink of madness, see page 22). 
  Hoan's Undead Banishment 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx5 yards 
  Duration: 1 minute 
  You cause undead creatures to flee or be 
  destroyed. All undead creatures within range must 
  roll WIL+Focus against the casting to avoid the 
  effect. If a creature fails the roll, the effect depends 
  on its total XP relative to the XP you spent on WIL. 
  If the creature’s XP is lower, the creature is instantly 
  destroyed. If the creature’s XP is equal or higher, it 
  attempts to move away from you for the spell’s 
  duration, taking no other actions and unable to get 
  within the spell’s range of you. 
  Holy Armor 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  A creature you touch is blessed with an invisible suit 
  of armor that gives it ARM 3. Holy Armor is invisible 
  to anything other than magical detection (Witch 
  Sight, for instance), and it is weightless, so it does 
  not encumber the wearer. Holy Armor does not 
  stack with other types of armor (apply the highest 
  ARM), but the recipient may carry a shield. 
  Impostor 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL hours 
  You assume the appearance of any other individual 
  you have met. The copied individual must be a 
  humanoid of approximately the same size (i.e. 
  within 1 foot) and build (within 60 lbs). This is an 
  illusion which can copy a person’s speech pattern 
  and appearance, including clothing. Equipment can 
  be copied if you carry something of similar shape, 
  although function will never be reproduced. For 
  instance, the spell can cause a normal sword to look 
  like a magical sword of approximately the same 
  size, but the copy will not have magical properties. 
  Anyone more familiar than you with the copied 
  individual rolls AWA+Observation against the 
  casting to realize that there’s something off with 
  the copy’s appearance or manner. 
  Inhabit Other 
  DIF: 6  
   
  Casting Time: 1 minute 
  Range: WILx10 yards 
  Duration: Permanent 
  You permanently switch bodies with another 
  creature. Unwilling targets must roll WIL+Focus 
  against the casting to resist the effect. The switched 
  
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  entities gain the attributes, derived stats and 
  physical abilities of the new body, including innate 
  powers such as breath or gaze attacks. Spells and 
  skills are also switched, i.e. retained from the 
  previous form. This spell is permanent, and cannot 
  be cancelled unless recast. 
  Ironbite 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL rounds 
  You cause a single iron weapon within range to 
  become searing hot for the duration. This causes 
  no harm to the wielder, but the weapon can light 
  things on fire, and anyone hit with it will suffer an 
  additional damage roll using DAM equal to your 
  Arcane Lore skill level. 
  Iron Guard 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL rounds 
  Any 
  metal 
  passes 
  harmlessly 
  through 
  the 
  recipient’s body. Any other substance still harms 
  the recipient, so a flaming sword would still burn, 
  and a poisoned dagger would still poison. 
  Item Invulnerability 
  DIF: 7  
   
  Casting Time: 1 hour 
  Range: Touch  
  Duration: Permanent 
  This spell makes one non-living object, which can be 
  as large as a gate or door, indestructible by non-
  magical means. Against magical weapons and 
  attacks, its ARM score is increased by WIL. 
  Item Recall 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Unlimited 
  Duration: See below 
  You cause one non-living object to teleport from 
  its present location into your hand, even if it is on 
  another plane of existence. The object must weigh 
  no more than WILx2 lbs. You must be very familiar 
  with the item and its exact location, or the spell will 
  not work. You must also have prepared the item 
  beforehand by sprinkling it with a special powder 
  costing 1,000 gold pieces; the powder becomes 
  invisible and does not interfere with the item in any 
  way. If another being possesses the item on its 
  person, the spell will not work, but you will sense 
  who the possessor is and where they are. 
  Jester’s Joke 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  After you cast this spell, the first thing you say will 
  seem hilariously funny to up to WIL designated 
  listeners within range, as long as they can hear and 
  understand you, and fail a WIL+Focus roll against 
  the 
  casting. 
  Those 
  affected 
  will 
  laugh 
  uncontrollably and become Severely Impaired 
  (Move 0, -3 to rolls). As an action, a victim can 
  attempt a 2d Spirit check to shake off the effect.  
  Lay to Rest 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Permanent 
  This spell causes all undead creatures within range 
  to be reduced to lifeless remains (if non-corporeal, 
  they are reduced to dust). Targeted creatures must 
  roll TOU+Resistance (spells/powers) against the 
  casting to resist the effect. 
  Leap 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: Instant 
  You are able to make a giant leap, horizontally or 
  vertically, jumping a number of yards equal to your 
  current Move. You can cast this spell while running. 
  Lordly Presence 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You grant someone the Persuasion and Oratory 
  skills at a level equal to your Arcane Lore skill level. 
  If the recipient already has these skills, they can be 
  raised to a maximum of level 3. 
  Magic Circle Enchantment 
  DIF: 6  
   
  Casting Time: 1 hour 
  Range: Touch  
  Duration: WIL centuries 
  This is the enchantment necessary to activate 
  pentacles, pentagrams, thaumaturgic triangles and 
  other wards. The circle can either contain an extra-
  planar creature, or protect those within it by 
  preventing extra-planar creatures from entering it. 
  The circle also grants +3 to defense rolls against 
  ranged attacks from such creatures. Note that each 
  type of circle will only work against one type/group 
  of extra-planar creature, which must be specified at 
  casting: e.g. demons, devils, elementals or angels. 
  It is essential to use the proper ingredients when 
  
  FANTASY  
  76 
  making the circle: chalk or wax may be enough to 
  contain a minor demon, but more powerful entities 
  will require powdered gems, mercury and the like. 
  The circle can be no more than 10 yards in 
  diameter. Assume that the value of material 
  components must be at least equal to 100 times 
  the entity's XP total (in gold pieces). Assume also 
  that you can make the enchantment strong enough 
  for a creature whose XP do not surpass twice your 
  own. Failing any of these requirements, or failing to 
  cast the spell successfully (the GM should make the 
  casting roll secretly) means the ward is too weak 
  and no match for the creature - much to the 
  caster's regret, generally. 
  Magic Item Enchantment 
  DIF: See below  
  Casting Time: See below 
  Range: Touch  
  Duration: See below 
  You create a magic item that allows its user to cast 
  another spell. You need not know the spell you 
  want to enchant the item with, as long as your 
  Arcane Lore skill would theoretically allow you to 
  learn it. Over time you can create several items, or 
  one item with several spells. However, the 
  cumulative DIF of the spells enchanted in such 
  items can never exceed your WIL, multiplied by 
  your Magic Item Enchantment skill level. For 
  example, if you have WIL 4 and Magic Item 
  Enchantment at level 2, you could create a single 
  item with a DIF 8 spell, one item with a DIF 5 spell 
  and a second item with a DIF 3 spell, one item with 
  two DIF 4 spells, or four items with DIF 2 spells. Until 
  these items are used up or destroyed, you cannot 
  create additional items. 
  Enchanting an item takes one day and costs 1,000 
  gp per DIF level of the spell you want to enchant 
  the item with. For example, Ulfryd enchants a 
  crystal with a powerful rune, granting it the power 
  of Major Illusion (DIF 3). It will take him 3 days and 
  cost 3,000 gp in materials, labor and facilities. 
  At the end of the crafting process, make a Magic 
  Item Enchantment casting roll against the DIF level 
  of the spell you want to enchant the item with; 
  failing the roll means that you have spent the time 
  and money for nothing; you can abandon the effort 
  or start over. 
  If you succeed, the item gains a WIL score and 
  maximum Spirit equal to yours, and the enchanted 
  spell at a skill level equal to your Arcane Lore skill. 
  It can be used by anyone, and follows the normal 
  rules for innate spells: casting the spell requires no 
  DIF roll; if a casting roll is still required to overcome 
  a target’s defense, use the item wielder’s AWA 
  modified by the item’s skill level, and the item’s WIL 
  for determining the effect. Using the item drains 
  the item’s Spirit normally. Once the item runs out 
  of Spirit, it loses its magical properties. 
  Returning to the example, Ulfryd’s crystal gains WIL 
  and Spirit equal to Ulfryd’s, and the Major Illusion 
  spell at a level equal to Ulfryd’s Arcane Lore. Ulfryd 
  gives the crystal to Oswald, who can now use it to 
  cast Major Illusion as an innate spell. Each use 
  drains 3 Spirit from the crystal. 
  Magic Seal 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  You magically lock a closed door, window, gate, 
  chest or other entryway. You and other designated 
  creatures can open the object normally. You may 
  also set a password that, when spoken within 2 
  yards of the object, suppresses the lock for 1 
  minute. Otherwise, DIF rolls for picking the lock or 
  forcing it open are made at +3. The spell is 
  permanent, but you can cancel it with a touch. 
  Major Illusion 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You create the illusion of an object, creature or 
  other visible phenomena. The illusion cannot cover 
  a volume greater than a 10x10x10 yard cube. The 
  image seems completely real, including sounds, 
  smell and temperature appropriate to the thing 
  depicted. Sensory inputs cannot be intense enough 
  to cause damage (e.g. heat cannot burn, sound 
  cannot deafen, etc.). By concentrating on the 
  illusion while within range, you can cause it to walk, 
  move, emit sounds or even speak in a manner that 
  appears completely natural. Physical interaction 
  with the illusion reveals it for a fake because things 
  pass right through it. Viewers using an action to 
  examine the illusion can roll AWA+Observation 
  against the casting to see it for what it is. 
  
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  77 
  Major Necromancy 
  DIF: 6  
   
  Casting Time: 1 minute 
  Range: WIL yards 
  Duration: 24 hours 
  This spell must be cast at night. It allows you to turn 
  up to WIL humanoid corpses into Ghouls under your 
  control. After 24 hours have elapsed, the creatures 
  are no longer under your control unless you cast the 
  spell on them again before the duration has elapsed. 
  You may optionally create one Ghast instead of two 
  Ghouls, one Wight or Mummy instead of three 
  Ghouls, or one Ghoul Lord or Zombie Lord instead 
  of five Ghouls. See the Monsters section for creature 
  statistics. 
  Major Wildcast 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: See below 
  Duration: See below 
  This method of spellcasting taps into the raw force 
  of chaos called Wild Magic, resulting in an effect 
  that you only partially control.  
  Upon a successful casting, roll 1d6. The result 
  indicates the DIF of the spell effect that you bring 
  forth. You may choose any spell with the DIF score 
  indicated, which works normally, using the Major 
  Wildcast roll as its casting roll. 
  Mana Stone 
  DIF: 5  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: See below 
  You enchant an ordinary gemstone so that it can 
  hold Spirit points that can be used to cast spells. 
  You may store WIL points of Spirit into a gem worth 
  no less than 100 gp per Spirit point stored. The gem 
  must then be worn around your neck or on a ring 
  in order to grant you the extra Spirit points. These 
  extra points will only be consumed after your 
  normal Spirit has been used up (so you are advised 
  to save these extra points for emergency use only). 
  Points contained inside the gem never return once 
  consumed. If the gem is emptied of its Spirit, it is 
  reduced to dust. 
  Masque of Terror 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL minutes 
  Your face appears to change, assuming a form so 
  horrible that all those within range must roll 
  WIL+Focus against the casting or become Slightly 
  Impaired (-1 to rolls) and flee in terror. Friendly 
  creatures are also affected, but they get +3 to the 
  WIL+Focus roll. WIL rounds later, a creature 
  affected by the spell can attempt a 2d vs. maximum 
  Spirit check. If it succeeds, the spell ends for that 
  creature. If it fails, the creature remains under the 
  spell for WIL more minutes. 
  Mechanical Manipulation 
  DIF: 2  
   
  Casting Time: See below 
  Range: WILx3 yards 
  Duration: Instant 
  You understand the workings of various non-
  magical mechanical devices and can manipulate 
  them at a distance. This allows the opening of locks 
  or barred doors and can be used to activate traps 
  (although the resulting effect may still be harmful). 
  To cast the spell, you must wiggle your fingers for 
  2d6 rounds as if utilizing the device. You can only 
  affect one mechanism each time you cast the spell. 
  Mind Blast 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You select up to WIL targets within range. The 
  targets must roll WIL+Focus against the casting or 
  suffer Spirit damage equal to the amount failed by, 
  and become Impaired (Move 50%, -2 to rolls). A 
  victim can attempt a 2d check vs. maximum Spirit 
  each round, as an action, to shake off the effect. If 
  reduced to 0 Spirit or less, a victim “snaps” and 
  teeters at the brink of madness (see page 22). If the 
  fully drained victim is in combat, a 2d check vs. 
  maximum Spirit can decide whether it keeps 
  attacking or abandons the fight. If being 
  interrogated, the victim might finally break and 
  answer questions. The spell has no effect on 
  golems and other mindless creatures. 
  Mind Guard 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  This spell protects the recipient from all types of 
  mental attacks, granting +3 to rolls against being 
  charmed, mind reading, fear, Mind Blast and other 
  mind-affecting spells and effects. 
  Mind Reading  
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You read the mind of another creature and 
  understand their current surface thoughts for the 
  duration. Such an intrusion goes unnoticed as you 
  are only receiving broadcast signals. 
  
  FANTASY  
  78 
  Minor Demon Summoning 
  DIF: 5  
   
  Casting Time: 1 hour 
  Range: WILx10 yards 
  Duration: See below 
  This spell summons a minor Demon before you. 
  The casting of the spell requires you to sacrifice 
  some of your own blood as you chant the words of 
  the spell, letting it spill into the area where the 
  Demon must appear. In game terms, the casting 
  drains 5 Health as well as 5 Spirit. The creature 
  summoned will be forced to perform a single task 
  for you. Once the task has been performed, the 
  creature is free to return to its home plane. Or it 
  may try to seek out and kill you. 
  Demons come in many shapes and sizes. Use the 
  random system below to generate a minor Demon, 
  whose appearance is limited only by the GM's 
  imagination: 
  DEMON, MINOR (Variable XP) 
  AGI: 1d6 
   
  Move: variable* 
  TOU: caster’s WIL 
  Health: variable 
  AWA: 1d6 
   
  Initiative: variable 
  WIL: 1d6 
   
  Spirit: variable 
  Innate Spells (@ level 1): One per DIF level, up to 
  the Demon’s AWA 
  *Roll 1d6. A roll of 6 indicates that the demon can fly at 
  twice its ground move. 
  Minor Elemental Servant 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You call forth a minor elemental spirit. The 
  elemental will perform your bidding, though it 
  must remain within range of you, or it disappears. 
  It is small (1 foot high) and far too weak to fight. 
  However, it can communicate telepathically with 
  you, lift up to 5 lbs. and move at a rate of 10 
  (assume it has 0 in each attribute). Depending on 
  the element, it may be able to light something on 
  fire, pour water, dig a hole or blow out a torch. It 
  will remain for WIL minutes or until it takes any 
  damage, which sends it back to its home plane. 
  Minor Illusion 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL rounds 
  You create a sound or image of an object for up to 
  WIL rounds. If an image is created, it can’t be larger 
  than a 2x2x2 yard cube, does not move and does 
  not include any other sensory effects. This includes 
  touch, so something coming into contact with the 
  illusion passes right through it. Creatures taking at 
  least one round to examine the illusion can roll 
  AWA+Observation against the casting to see it for 
  what it is. 
  Minor Necromancy 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: WIL yards 
  Duration: 24 hours 
  This spell creates mindless undead servants under 
  your control. You can raise the remains of up to WIL 
  humanoid corpses. They will turn into Zombies if the 
  corpses aren’t fully decomposed, or Skeletons if only 
  the bones remain. After 24 hours have elapsed, the 
  creatures are no longer under your control unless 
  you cast the spell on them again before the duration 
  has elapsed. You may optionally create 1 Gildorian 
  Skeleton instead of 2 Skeletons. See the Monsters 
  section for creature statistics. 
   
   
  
  FANTASY  
  79 
  Minor Sorcery 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You choose one of the following effects: 
  • Your voice booms loudly for up to WIL rounds 
  • Flames flicker, brighten, dim or change color 
  for up to WIL rounds 
  • Harmless tremors shake the ground for up to 
  WIL rounds 
  • A sound you choose is heard briefly from 
  somewhere within range 
  • An unlocked door or window flies open or 
  slams shut 
  • You alter the appearance of your eyes for up to 
  WIL rounds 
  Minor Wildcast 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: See below 
  Duration: See below 
  This method of spellcasting taps into the raw force 
  of chaos called Wild Magic, resulting in an effect 
  that you only partially control.  
  Upon a successful casting, roll 1d6. The result 
  indicates the DIF level of the spell effect that you 
  bring forth, per the table below: 
  D6 ROLL 
  SPELL DIF 
  1-3 
  1 
  4-5 
  2 
  6 
  3 
  You may choose any spell with the DIF score 
  indicated, which works normally, using the Minor 
  Wildcast roll as its casting roll. 
  Mole Burrowing 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You can burrow into normal mud, sand or earth at 
  a rate of one-tenth your Move. The spell works 
  through anything as hard as packed earth, but you 
  may not move through solid stone, such as that 
  found in caves and dungeons. 
  Murphy’s Curse 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  Upon casting this spell, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, the target must re-roll every one of its dice, 
  taking the worst of the two rolls, for the duration. 
  Only die rolls that are made for actions undertaken 
  by the creature, or pure “luck” rolls, are re-rolled. 
  Defense rolls are unaffected. 
  Music of the Gods 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You cause an otherworldly, ethereal music to 
  resonate as if from the heavens. Those hearing it 
  will be filled with deep emotion: apathy if the music 
  is soft and dream-like, bloodlust if it is violent, and 
  so forth. You conduct this supernatural orchestra, 
  willing the music to express the emotions you 
  desire. Maintaining the performance requires 
  concentration. Those hearing the music within 
  range, including allies but excluding you, must roll 
  WIL+Focus against the casting to avoid falling into 
  a trance and becoming Severely Impaired (Move 0, 
  -3 to rolls). One minute later, assuming the music 
  continues, a victim can attempt a 2d check vs. 
  maximum Spirit to break out of its trance. The Spirit 
  check can be attempted once every minute 
  thereafter. If the Spirit check is successful, the spell 
  ends for that creature. 
  Myriad Beast Forms 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL hours 
  You gain the ability to turn into different animals. 
  The ability lasts for the duration, or until you 
  choose to cancel the spell. The spell is cancelled 
  automatically if you drop to 0 Health or die. The 
  forms assumed can be of any natural animal 
  (including giant versions and dinosaurs). You can 
  turn into normal or giant-sized version of animals, 
  as long as they have equal or less XP than you. Your 
  attributes, stats, skills and other special abilities are 
  replaced with those of the chosen beasts. Note: 
  giant-sized versions of beasts have higher 
  TOU/Health than their normal-sized brethren, but 
  other stats and abilities are usually the same. While 
  the spell is in effect, you can turn into any beast as 
  a simple one round action, and any injuries are 
  automatically healed. If you revert back to your 
  normal form, the spell ends immediately. When the 
  
  FANTASY  
  80 
  spell ends, your derived stats such as Health and 
  Spirit return to the levels they were at before you 
  cast the spell. You are limited by the nature of the 
  new forms, so you cannot speak. Your equipment 
  melds into the new forms, rendering it unusable. 
  Neural Transfer 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  You establish a neural connection with another 
  creature. You may then begin transferring Spirit 
  points from yourself to the recipient, at the rate of 
  one point per round, as long as you remain in 
  physical contact. There is no limit to the number of 
  Spirit points you can transfer in this way, but each 
  point transferred above the recipient’s normal 
  maximum causes it to lose one Health point. 
  Oilskin 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You skin become so slick that blows and weapons 
  simply slide off. You gain +1 to defense rolls 
  against most physical attacks. 
  Orb of Imprisonment 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL centuries 
  You hurl an orb of shifting colors towards a 
  creature. When it hits its target, the Orb appears to 
  grow and envelop the hapless creature. Unwilling 
  targets must roll TOU+Resistance (spells/powers) 
  against the casting to break free of the colors. 
  Otherwise, the target is trapped within the sphere, 
  in stasis, for WIL centuries. Creatures so trapped are 
  in a state of perpetual dreaming, unconscious of 
  present time and space, and immune to the effects 
  of age. 
  Ozric’s Tentacles 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL minutes 
  Your arms turn into huge tentacles. Starting the 
  following round, each tentacle can make an attack 
  roll against any creature within range, using your 
  WIL. A creature struck by a tentacle becomes 
  Severely Impaired: Move 0, -3 to rolls. As an action, 
  the victim can attempt a 2d Move or 2d Health 
  check in order to break free. 
  Pestilence 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You unleash a terrible disease on one creature 
  within range. The target must roll TOU+Resistance 
  (poison/disease) against the casting. If it fails, the 
  victim suffers a damage roll, using your WIL. One 
  hour later, even if the damage was healed, the 
  victim becomes Severely Impaired (Move 0, -3 to 
  rolls). The victim can attempt to shake off the 
  impaired state each day thereafter, by making a 
  successful 2d Health check. 
  Petrification 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You turn a single creature and all its equipment into 
  stone if it fails a TOU+Resistance (spells/powers) 
  roll against the casting. This condition lasts WIL 
  rounds, unless you concentrate on the spell for one 
  minute after it is cast, in which case it is permanent. 
  A successful Dispelling can remove the curse. 
  Phantasm 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You create an illusion that takes root in the mind of 
  a single creature within range if it fails an 
  AWA+Observation roll against the casting. The 
  phantasm can be no larger than a WILxWILxWIL 
  yard cube and is perceivable only to the target. You 
  must concentrate on the phantasm in order to 
  maintain it. Mindless creatures like undead or 
  contructs cannot be affected. The phantasm covers 
  all senses including sound, smell, temperature and 
  touch. The target may consciously attempt to 
  disbelieve the phantasm by taking an action and 
  making an AWA+Observation roll against the 
  casting. While affected by the spell, the target 
  treats the phantasm as if it were real. It will 
  rationalize seemingly illogical outcomes from 
  interacting with the phantasm. For example, if it 
  attempts to walk across a phantasmal bridge that 
  spans a chasm, the inevitable fall might be blamed 
  on being pushed or blown off by a sudden gust of 
  wind. If the phantasm is something that could 
  logically deal damage to the target, it may inflict 
  DAM 0 each round to the target’s Spirit (although 
  the target believes it is suffering physical wounds). 
  A target whose Spirit is reduced to 0 will believe it 
  is slain and fall unconscious. 
  
  FANTASY  
  81 
  Phantom Sight 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL hours 
  Invisible and ethereal creatures and objects 
  become visible to you (ethereal creatures appear 
  ghostly and translucent). 
  Plague Rats 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx5 yards 
  Duration: WIL minutes 
  This spell only works in a city or dungeon 
  environment where rats breed. You call forth a 
  swarm of the vile creatures. The Plague Rats will 
  viciously attack everyone within range of the spell, 
  except you. They remain in the area for the duration 
  of the spell before dispersing. 
  PLAGUE RAT SWARM (32 XP) 
  AGI 2   
  Move 0 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 4 
   
  Spirit 19 
  Skills: Resistance (AOE 1 attacks) 2, Senses 2 
  Biting: A swarm does not make normal attacks. 
  Instead, it automatically inflicts DAM 0 each round 
  to anyone it is in contact with, ignoring armor 
  unless it completely covers the body. 
  Small Spaces: Can pass through any space large 
  enough to fit a rat. 
  Disease: Anyone bitten by the rats catches the 
  plague 
  if 
  they 
  fail 
  a 
  TOU+Resistance 
  (poison/disease) vs. POT 4 roll. Within a day, the 
  victim suffers a POT 4 damage roll and becomes 
  Severely Impaired (Move 0, -3 to all rolls). The 
  victim may attempt a 2d Health check every 
  following day to shake off the condition. 
  Plant Animation 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  This spell must be cast in an overgrown area. You 
  cause all plants within WILx10 yards of you (at the 
  time of casting) to grab and hold others. Each 
  round they remain in the area, all foes you 
  designate must roll AGI+Athletics against the 
  casting or become Severely Impaired (Move 0, -3 
  to rolls). Impaired creatures can attempt to free 
  themselves each round by rolling AGI+Athletics 
  against the casting, but the plants will keep 
  attempting to grab them as long as they remain in 
  the area. 
  Polish / Soil 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  Polish causes the item or area affected to become 
  spotlessly clean. Soil causes the item or area to 
  become quite filthy. You can affect a maximum area 
  of WILxWIL yards within range. 
  Power Word: Death 
  DIF: 9  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You utter a word of power and point to a creature 
  you can see within range. If the target has less XP 
  than you, it dies on the spot. 
  Power Word: Healing 
  DIF: 9  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  You touch a creature, and a wave of healing energy 
  washes over it. The target regains all Health and 
  Spirit points. If it is Impaired, the condition ends. 
  Undead creatures and constructs are not affected.  
  Power Word: Stun 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You utter a word of power and point to a creature 
  you can see within range. If the target has less XP 
  than you, its mind is overwhelmed and it becomes 
  Paralyzed: cannot act, -3 to defense rolls, +3 to 
  damage received from melee attacks. The target 
  can attempt a 2d Health check each round, as an 
  action, to shake off the effect. 
  
  FANTASY  
  82 
  Prayer of Healing 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You recite a prayer, lay hands on a creature and 
  make a WIL roll. The creature regains that many 
  points of Health. 
  Quicksand 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Permanent 
  You turn a WIL yard radius area (AOE=WIL), 
  centered on a point you choose within range, into 
  quicksand. Land-based creatures and objects in the 
  area must roll AGI+Athletics against the casting to 
  move out of the area or grab hold of something. 
  Otherwise, they become Severely Impaired (Move 
  0, -3 to rolls) and begin to sink. Each round 
  thereafter, they should make a 2d Health check to 
  remain above the quicksand. As soon as a check 
  fails, they begin to suffocate, suffering DAM 0 each 
  round until they die or are rescued by someone. 
  Raise Clay Golem 
  DIF: 6  
   
  Casting Time: 1 month 
  Range: Touch  
  Duration: Permanent 
  This is the process of creating and animating a Clay 
  Golem under your command (see Monsters section 
  for stats). The casting time must be spent 
  fashioning the construct using 60,000 gp of 
  materials, culminating in an eldritch incantation 
  that brings it to life (or a terrible semblance 
  thereof). If the spell fails, the construction effort has 
  been for naught, and you must begin again from 
  scratch. On a critical failure, the Golem wakes up 
  and attempts to destroy its maker. 
  Raise Flesh Golem 
  DIF: 5  
   
  Casting Time: 1 month 
  Range: Touch  
  Duration: Permanent 
  This is the process of creating and animating a 
  Flesh Golem under your command (see Monsters 
  section for stats). The casting time must be spent 
  fashioning the construct using 50,000 gp of 
  materials, culminating in an eldritch incantation 
  that brings it to life (or a terrible semblance 
  thereof). If the spell fails, the construction effort has 
  been for naught, and you must begin again from 
  scratch. On a critical failure, the Golem wakes up 
  and attempts to destroy its maker. 
  Raise Iron Golem 
  DIF: 8  
   
  Casting Time: 1 month 
  Range: Touch  
  Duration: Permanent 
  This is the process of creating and animating an 
  Iron Golem under your command (see Monsters 
  section for stats). The casting time must be spent 
  fashioning the construct using 80,000 gp of 
  materials, culminating in an eldritch incantation 
  that brings it to life (or a terrible semblance 
  thereof). If the spell fails, the construction effort has 
  been for naught, and you must begin again from 
  scratch. On a critical failure, the Golem wakes up 
  and attempts to destroy its maker. 
  Raise Stone Golem 
  DIF: 7  
   
  Casting Time: 1 month 
  Range: Touch  
  Duration: Permanent 
  This is the process of creating and animating a 
  Stone Golem under your command (see Monsters 
  section for stats). The casting time must be spent 
  fashioning the construct using 70,000 gp of 
  materials, culminating in an eldritch incantation 
  that brings it to life (or a terrible semblance 
  thereof). If the spell fails, the construction effort has 
  been for naught, and you must begin again from 
  scratch. On a critical failure, the Golem wakes up 
  and attempts to destroy its maker. 
  
  FANTASY  
  83 
  Raise Wall 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You cause a wall to rise out of the ground, made 
  from whatever material the ground is composed of 
  (earth, ice, water...). The wall can be up to 5 yards 
  high and WILx10 yards long, or 10 yards high and 
  WILx5 yards long. It can be shaped as you choose. 
  If you attempt to enclose one or more creatures, 
  they must roll AGI+Athletics against the casting to 
  avoid being enclosed. The wall’s solidity depends 
  on the material: 
  Material 
  ARM 
  Health 
  Sand 
  0 
  20 
  Earth 
  3 
  20 
  Ice 
  5 
  20 
  Stone 
  8 
  20 
  Solid walls last until destroyed by time or force. 
  Walls made of non-solid materials (water, sand) last 
  as long as you concentrate on them. 
  Rapture 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL hours 
  You charm one creature if it fails a WIL+Focus roll 
  against the casting (the roll is made at +2 if the 
  target is fighting you or your allies). You have a 
  telepathic link with the charmed creature as long as 
  you are on the same plane, and it will do its best to 
  obey you for the duration. If the charmed creature 
  takes damage from you or your allies, it can 
  attempt a new WIL+Focus roll against the casting 
  to break the spell. 
  Reconstruction 
  DIF: 0  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You repair one object from the broken pieces. The 
  item must be small enough that you can lift it when 
  repaired. You can physically repair magic items, but 
  their magical properties won’t be restored with this 
  spell. You can repair up to WIL fractures or breaks. 
  The GM should make the DIF roll secretly. On a 
  critical failure, the spell appears to work but in fact 
  the pieces are badly welded together, and the item 
  will break the first time it is used. 
  Regeneration 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: Instant 
  You regenerate tissue damage and regain a 
  number of Health points equal to a WIL roll. 
  Righteous Anger 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  Designate a recipient and make a WIL roll. The 
  recipient is filled with such righteous anger that it 
  gains a temporary boost in Health equal to your 
  roll. The magically gained Health is lost first if the 
  recipient is damaged while the spell is in effect. 
  Rope Animation 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You hold the end of a rope no longer than WILx10 
  yards long, and animate it to your will. You may 
  cause the rope to tangle or disentangle itself, tie or 
  undo any knot, stretch itself vertically rigid, etc. You 
  may command the rope to tie itself around a 
  creature. The target must roll AGI+Athletics against 
  the casting to avoid becoming Severely Impaired 
  (Move 0, -3 to rolls) as long as you hold on to the 
  other end of the rope. As an action, the victim can 
  attempt a 2d Move or 2d Health check in order to 
  break free. 
  Sacrifice 
  DIF: 6  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: See below 
  You bless another creature so that any harm to it 
  partially affects you instead. Upon casting the spell, 
  you specify a duration of up to WIL months. Until 
  that time, half of any Health damage suffered by the 
  recipient (rounded down) is borne by you instead of 
  the recipient, and you feel the same pain as the 
  recipient no matter how far away you are from each 
  other. Once cast, you cannot cancel the spell, and it 
  will last until the duration expires or you or the 
  recipient is slain. 
  Sage’s Wisdom 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You grant one creature an AWA score of 6 for the 
  duration. The blessing only works if the recipient’s 
  AWA is initially less than 6. 
  
  FANTASY  
  84 
  Scourge of Flame 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You cause a mass of roaring flames to appear 
  anywhere within range. The flames cover a 2-yard 
  radius (AOE 2) and remain for WIL rounds. 
  Creatures in the area must roll AGI+Athletics 
  against the casting or suffer a damage roll, using 
  your WIL. Damage rolls are suffered each round 
  they remain in the area. 
  Sculpture 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Permanent 
  You can shape a piece or section of solid stone or 
  clay however you wish. The volume of stone or clay 
  shaped by the spell can be no larger than a 
  WILxWILxWIL yard cube. 
  Secret Script 
  DIF: 1  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL months 
  This spell only works on a book or scroll written by 
  your own hand. Upon casting this spell, the text 
  appears unintelligible to all but you and anyone else 
  you designate. Alternatively, the writing can be made 
  to say something entirely different. Phantom Sight 
  allows the reader to see through the illusion and 
  discern the original text. Witch Sight allows the 
  reader to detect the enchantment, but not to see 
  through it. Dispelling can remove the illusion, but on 
  a critical failure the original text is destroyed. 
  Seeker’s Blessing 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You polarize the metal tip of a projectile, allowing 
  other projectiles of that type to more easily follow 
  the ensorcelled missile to its destination. Thus, the 
  first projectile has no special bonuses. If it hits its 
  target, every subsequent missile of that type fired by 
  anyone at the same target, adds your Arcane Lore 
  skill level to the attack roll. If the enchanted missile 
  is extracted and moved before the duration of the 
  spell expires, any subsequent missiles will be 
  attracted to the new location. One casting allows you 
  to imbue up to WIL missiles with the spell. 
  Self-Image Replication 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You create an illusion that causes up to WIL other 
  creatures 
  you 
  designate 
  to 
  assume 
  your 
  appearance. Their clothing, equipment and voice 
  will likewise be copied. The illusion affects all 
  onlookers, including the targets themselves. A 
  successful AWA+Observation roll against the 
  casting is necessary to distinguish a fake, since the 
  appearance and manner of the copy is subtly 
  different from the original. Copied equipment is 
  only copied in appearance, so a sword made to 
  look as a staff would still function as a sword. 
  Shade 
  DIF: 5  
   
  Casting Time: 1 minute 
  Range: Caster  
  Duration: WIL hours 
  Your spirit temporarily leaves your body in the form 
  of a shadow-like twin. The shade cannot physically 
  affect things, nor can it be harmed by normal 
  means (physical objects pass right through it). The 
  shade can fly at twice your Move and pass through 
  the smallest spaces. You can see, hear and even 
  speak through the shade. You may cast only one 
  spell through the Shade: Inhabit Other (DIF 6). 
  While projecting through the shade, you are 
  unaware of your surroundings and your physical 
  body is effectively Paralyzed (cannot act, -3 to 
  defense rolls, +3 to damage received from melee 
  attacks). If you suffer damage, you may voluntarily 
  break the spell and return to your physical body, or 
  roll WIL+Focus against the damage to maintain 
  concentration on the spell. 
  Shattering 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You point at an object within range. The object 
  must roll ARM against the casting, or it breaks. 
  Non-magical items make this roll at -3. See typical 
  ARM scores on page 20. The object must be 
  inorganic and made of one piece, so if you want to 
  destroy a sword you could target the blade or the 
  hilt. Golems and similar constructs that can shatter 
  are affected by this spell, and roll against the 
  casting using TOU+Resistance (spells/powers). 
  
  FANTASY  
  85 
  Shocking Grasp 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  Upon casting this spell, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, lightning springs from your hand. Make a 
  damage roll using your Arcane Lore skill level as the 
  DAM score. Metallic armor offers no protection. 
  Skill of the Snake 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL rounds 
  You grant one creature an AGI score of 6 for the 
  duration. The blessing only works if the recipient’s 
  AGI is initially less than 6. 
  Skull Stone 
  DIF: 7  
   
  Casting Time: 1 hour 
  Range: Touch  
  Duration: Permanent 
  You imbue a formerly mindless Golem or undead 
  creature (typically a skeleton or a zombie — 
  free-willed undead cannot be affected by this spell) 
  with AWA (but not a soul). In casting this spell, the 
  subject's brain, or the remains thereof, is removed 
  and replaced with a specially prepared gem. The 
  crystalline structure of the gem acts as a focus to 
  draw together and intensify the dark forces already 
  present in the creature, giving it an intelligence of its 
  own. In no case can the AWA of the affected creature 
  exceed yours at the time of casting. 
  Although the creature has AWA, it does not have 
  free will and is still subservient to you. However, the 
  added AWA enables it to remember and carry out 
  more complex commands and, within certain limits, 
  even display some initiative. 
  Gem Value 
  AWA Ability Level 
  100 gp 
  0 
  Obey 
  simple 
  commands, 
  limited memory 
  500 gp 
  1 
  Simple strategies (ambush), 
  good servant 
  1,000 gp 
  2 
  Intelligent communication 
  2,000 gp 
  3 
  Command 
  of 
  mindless 
  creatures of similar type 
  5,000 gp 
  4 
  Impersonation of humans 
  10,000 gp 
  5 
  Extremely cunning 
  General intelligence is gained, along with the ability 
  to speak in a hollow, sepulchral tone (the gem is 
  emitting the sound, which echoes in the otherwise 
  hollow skull). The undead creature can perform at a 
  level given by the table above. It can display initiative 
  within its orders, but no more: an animated general 
  given the order "take these troops and defeat that 
  army", would do so to the best of its ability, utilizing 
  appropriate battlefield tactics. However, it would not 
  break off the attack to inform its master that the 
  army is actually composed of allies. At the higher 
  levels of intelligence, there are rumors that the 
  undead gain levels of self-consciousness. They are 
  forbidden by the spell from disobeying their orders 
  in the slightest or taking actions not supported by 
  orders, but they can use badly formulated orders to 
  the disadvantage of their master. In the former 
  example, for instance, a very intelligent undead 
  general might order its troops to concentrate on the 
  leaders of the friendly army, knowing them to be 
  friends of the caster. Nevertheless, the draw for 
  necromancers to create such undead is immense, 
  since they can be given very general commands — 
  a super-genius skeleton (especially a disguised one) 
  single-mindedly pursuing the goal of killing a single 
  person can do so in unbelievably cunning ways. 
  Should you die, the undead affected by this spell 
  retain their intelligence and gradually gain their own 
  free will over a period of one year. Defeating one of 
  these undead in battle has a 2 in 6 chance of 
  smashing the skull of the undead, therefore 
  destroying the gem in a backlash of energies. 
  Otherwise, the gem may be extracted and reused. 
  
  FANTASY  
  86 
  Sleep Song 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  This spell allows you to put chosen creatures to 
  sleep. The spell can affect a total amount of TOU 
  equal to your WIL, split as you desire among 
  creatures 
  within 
  range. 
  Targets 
  must 
  roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting to resist the effect. Victims fall into a 
  sorcerous slumber until either the spell ends, or the 
  sleeper takes damage, or someone uses an action 
  to wake them (it takes one round to wake a single 
  creature). 
  Smite 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: See below 
  Upon casting this spell, you immediately attempt to 
  strike a creature with an armed or unarmed melee 
  attack. If you do, the blow deals normal damage, 
  plus an additional damage roll using your Arcane 
  Lore skill level as the DAM score. In addition, the 
  target must roll TOU+Resistance (spells/powers) 
  against the casting or become Impaired (Move 
  50%, -2 to rolls). The victim can attempt a 2d Health 
  check each round, as an action, to shake off the 
  effect. A failed casting doesn’t prevent the attack, 
  but simply causes it to deal the same damage it 
  normally would. 
  Smokeshape 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  This spell allows you to shape an area of smoke, gas 
  or vapor into any form. The shape must be no 
  larger than a WILxWILxWIL yard cube. The shape is 
  visible for a few seconds and you can cause it to 
  move briefly before it dissipates. 
  Snake Sticks 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL minutes 
  You turn normal wooden sticks into poisonous 
  adders. You can turn up to WIL sticks into snakes. 
  ADDER 
  AGI 3 
   
  Move 9 
  TOU 0  
  Health 3 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Bite: Delivers POT 3 poison (Venom; see page 23) 
  Alternatively, the spell can transform a single 
  branch, bough, staff or stake into a boa constrictor. 
  BOA CONSTRICTOR 
  AGI 2 
   
  Move 6 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skill: Grappling 1 
  Snakes aren’t under your command, so they will 
  indiscriminately attack the nearest creatures within 
  range of their Move. 
  Snow Balls 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 meters Duration: See below 
  Upon casting this spell, you throw a magic snow 
  ball with an attack roll, using your AGI. If it hits, the 
  freezing effect causes the target to become Slightly 
  Impaired (-1 to rolls). On the next round, another 
  snow ball magically appears in your hand. You will 
  thus receive WIL snow balls at the rate of one per 
  round. Snow balls must be thrown on the round 
  they materialize; holding a ball in your hand causes 
  it to melt, thereby freezing you. Snow balls have a 
  cumulative effect. If a target is struck by a second 
  
  FANTASY  
  87 
  ball, they become Impaired (Move 50%, -2 to rolls). 
  If struck by a third ball, they become Severely 
  Impaired (Move 0, -3 to rolls). Being struck by four 
  or more snow balls has no further effect other than 
  causing further humiliation. Impaired creatures can 
  attempt to shake off the effect by making a 2d 
  Health check, using an action. 
  Song of Healing 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: WILx3 yards 
  Duration: Instant 
  You designate up to WIL creatures within range; 
  they recover WIL points of lost Health. 
  Song of the Wyrm 
  DIF: 7  
   
  Casting Time: 10 minutes 
  Range: WILx10 yards 
  Duration: See below 
  This incantation summons an Ancient Dragon 
  before you (see Dragon, Ancient in the Monsters 
  section). When the Dragon appears, it is under no 
  obligation to serve you, so it will typically demand 
  some form of payment in exchange for its service. 
  Depending on the requested service, payment 
  could be in the form of gold, a magic item or a 
  quest. WIL rolls should be made in the negotiation, 
  as appropriate. The harder the task, the higher the 
  payment. Tasks that are aligned with the Dragon’s 
  own goals will be more favorably viewed, requiring 
  less or no payment. If a bargain is struck, the 
  Dragon attempts to complete the task, reports 
  back to you and then flies back to its lair. If no 
  bargain is struck, it immediately flies back to its lair. 
  Soul Gaze 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You gaze upon a creature and can know its total XP 
  value. If the target makes an AWA+Arcane Lore roll 
  against the casting, it feels your gaze. It may then 
  attempt a WIL+Focus roll against the casting to 
  hide itself from the unwanted prying and prevent 
  you from gaining the knowledge. 
   
   
  
  FANTASY  
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  Soul Trap 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  The creature targeted by this spell must roll 
  WIL+Focus against the casting. On a failed roll, you 
  force the target’s soul into a gemstone. While its 
  soul is so trapped, the target’s body and all the 
  equipment it is carrying cease to exist. The gem 
  holds the target indefinitely or until the gem is 
  broken, at which time the target’s body re-forms 
  next to the gem and in the same state as when this 
  spell was cast on it, with all the equipment it was 
  carrying when it was trapped. You, and you alone, 
  can communicate telepathically with the trapped 
  soul. Other creatures that inspect the gemstone see 
  a tiny figure inside it. You must provide a gemstone 
  worth at least 100 gp times the target creature’s XP. 
  Speak with the Dead 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: 10 minutes 
  You grant a corpse a semblance of life for a while. 
  The corpse must have a mouth, cannot be an 
  undead creature and cannot have been the 
  recipient of this spell within the last 10 days. 
  You can ask the corpse up to WIL questions until 
  the spell ends. The corpse knows only what it knew 
  in life (including languages) and is unable to 
  comprehend new information or events that 
  happened after it died. Answers are generally brief, 
  cryptic or repetitive, and can be misleading if you 
  hostile or recognized as an enemy. 
  Spell Magnet 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You cloak one creature in a coat of darkness. The 
  target cannot make rolls to resist against spells for 
  the duration. The target may roll TOU+Resistance 
  (spells/powers) against the casting to resist this 
  spell. 
  Spell Mirror 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You imbue one creature with a shimmering, 
  reflective suit of armor. The spell grants the target 
  a protection that causes spells that are specifically 
  directed at the target to “bounce back” and affect 
  their caster instead. Casters subjected to “bounced” 
  spells follow the normal rules to resist the effects of 
  their own spells. Spell Mirror does not work against 
  spells that affect an area or more than one target. 
  Spider Climbing 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WILx10 min. 
  You grant one recipient the ability to scale sheer 
  surfaces, vertically or upside-down, at half their 
  normal Move, while leaving their hands free. 
  Spirits of Nature 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  This spell can only be cast in a natural outdoor 
  setting. You cause the spirits of the trees, stones or 
  other natural formations to be unleashed upon a 
  single creature within the range. Nature spirits will 
  appear as flying, ghostly shapes, ever-changing 
  and wailing frightfully. The creature attacked by the 
  spirits will not suffer any physical damage, but it 
  must roll WIL+Focus against the casting or be so 
  terrorized as to suffer a DAM 0 roll to Spirit, and 
  become Impaired for the duration of the spell 
  (Move 50%, -2 to rolls) as it tries to fight off the 
  insubstantial ghosts. 
  Spiritwalk 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  You instantly transport yourself and up to WIL 
  other willing creatures, or a single object no larger 
  than a WILxWILxWIL yard cube, to another location. 
  
  FANTASY  
  89 
  The target creatures or the object must be in 
  physical contact when you cast the spell. They are 
  transported to any location you designate on the 
  same plane of existence, with whatever they are 
  carrying, as long as you know the exact location. If 
  you have seen the destination, they will arrive at the 
  desired location. If you have not seen it but you 
  know where it is, they will appear (1d6-1) x10 miles 
  from the desired location. 
  Stoneskin 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL minutes 
  You make the skin of a willing creature as hard as 
  stone, granting it ARM 3 for the duration. 
  Succor 
  DIF: 9  
   
  Casting Time: 1 day 
  Range: Touch  
  Duration: See below 
  You imbue a specially prepared object worth no 
  less than 5,000 gp with a powerful enchantment. 
  You then give it to a willing creature, along with a 
  command word to be spoken when the item is 
  used. To make use of the item, the recipient must 
  speak the command word and break the item (1 
  action). When this is done, the creature and 
  everything it carries are instantly transported to a 
  location predetermined by you; usually your abode 
  or some other well-known location. No other 
  creatures can be affected. 
  Alternatively, you can cast the spell to transport 
  yourself to the possessor of the enchanted item, 
  when it is broken and the command word spoken. 
  You will have a general idea of the location and 
  situation of the item’s possessor, but be compelled 
  to go to their location. 
  Swarm Plague 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Concentration 
  You call forth a cloud of flying insects in a WIL yard 
  radius (AOE=WIL) centered on a point within range. 
  The swarm remains in that location as long as you 
  concentrate on it. Creatures in the area become 
  Slightly Impaired (-1 to rolls). In addition, they must 
  roll TOU+Resistance (spells/powers) against the 
  casting, immediately and each round they remain 
  in the area, or suffer a damage roll, using your WIL. 
  Swiftfoot / Clubfoot 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  With Swiftfoot, you imbue one creature with an 
  extra WIL points of Move on land. The reverse, 
  Clubfoot, slows the target’s land Move by WIL 
  points. Unwilling targets can roll TOU+Resistance 
  (spells/powers) against the casting to resist the 
  effect. 
  Sword Call 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  A number of swords and daggers you hold, up to a 
  maximum of WIL, fly out of your hands and 
  simultaneously attack targets you designate. Make 
  attack rolls for each weapon, using your AWA. 
  Make damage rolls using DAM 1. You must 
  concentrate while the spell is in effect, or the blades 
  will stop their deadly dance and fall to the ground. 
  Sword Magnet 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You wreathe one creature in web-like strands of 
  darkness. The target suffers a -2 penalty to defense 
  rolls against physical blows and projectiles, and +2 
  to damage received from them, for the spell’s 
  duration. The target must roll TOU+Resistance 
  (spells/powers) against the casting to resist the 
  effect. 
  Sword Mirror 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL rounds 
  You imbue one creature with a shimmering, 
  reflective suit of armor. Any physical blow or 
  projectile directed against the target attacks the 
  attacker instead, who must defend against its own 
  attack rolls and suffer its own damage rolls. 
  Telekinesis 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Concentration 
  You gain the ability to move creatures and objects 
  by thought alone. Each round of concentration, you 
  can attempt to move one creature or object. You 
  may switch your attention freely from one target to 
  the other but only one will be affected on any given 
  
  FANTASY  
  90 
  round. Moving something or maintaining it in the 
  air requires concentration. 
  Moving a creature: You can use an action to move 
  a creature up to 10 yards in any direction within 
  range. While under the telekinetic grip, the creature 
  is Severly Impaired (Move 0, -3 to rolls). The target 
  can attempt a TOU+Resistance (spells/powers) roll 
  against the casting to resist the effect each round. 
  Smashing the target into something causes 
  damage equal to the amount the target’s resistance 
  roll failed by. 
  Moving an object: You can use an action to move 
  an object weighing no more than WIL tons, moving 
  it up to 10 yards in any direction within range. If the 
  object is being worn or carried, the wearer may 
  attempt a TOU+Strength roll against the casting 
  each round to keep it from being pulled away. You 
  can exert fine control on objects under the 
  telekinetic grip, such as manipulating a simple tool, 
  opening a door or a container, or pouring the 
  contents from a vial. If you hurl an object at 
  someone or use it to attack, the target should roll 
  AGI+Athletics against the casting or suffer damage 
  equal to the amount failed by. 
  Temporal Projection 
  DIF: 5  
   
  Casting Time: 1 minute 
  Range: Caster  
  Duration: WIL minutes 
  You cast your spirit back through the corridors of 
  time. This allows you to "see" into the past, as a 
  spectator in the exact spot you are standing in. You 
  can cast your mind back up to WILx100 years. You 
  can "lock" on to a specific event if you know 
  approximately when to look. You may not act, 
  move or speak in the past scene, and your spirit is 
  invisible to the normal eye. Witch Sight shows you 
  as a ghostly form devoid of substance, an outline 
  that can't be harmed or heard. In the present, you 
  appear to have fallen into a deep trance and are 
  effectively Paralyzed: cannot act, -3 to defense rolls, 
  +3 to damage received from melee attacks. 
  Thunder Blast 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Instant 
  You strike the ground with a thunderclap, creating 
  a wave of destructive energy that targets any 
  number of creatures you choose within range. 
  Targeted creatures must roll TOU+Resistance 
  (spells/powers) against the casting or suffer a 
  damage roll using your WIL, and be knocked prone, 
  becoming Impaired (Move 50%, -2 to rolls) until 
  they use an action to stand back up. 
  Thunder Clap 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WIL yards 
  Duration: See below 
  This spell radically polarizes your hands, creating a 
  highly short-lived and unstable field. You then 
  bring your hands together, realigning the polarities 
  to create a deafening thunderclap. This partially 
  stuns all creatures within range who fail a 
  TOU+Resistance (spells/powers) roll against the 
  casting. Affected creatures become Impaired 
  (Move 50%, -2 to rolls). As an action, a victim can 
  attempt a 2d Health check to shake off the effect 
  (the effect dissipates after WIL rounds regardless). 
  Caution: this spell should be avoided in the 
  presence of flammable gases. 
  Thunder Strike 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You cause a lightning bolt to leave your fingers and 
  extend up to the range of the spell. The bolt targets 
  all creatures and conductible objects in its general 
  
  FANTASY  
  91 
  path 
  (AOE 
  4). 
  Target 
  creatures 
  must 
  roll 
  AGI+Athletics against the casting to avoid being 
  struck. Make a damage roll against each creature 
  struck, using your WIL. Creatures made of metal or 
  wearing metal armor suffer -1 to the AGI roll and 
  +1 to the damage roll (and the armor damage 
  reduction is ignored). 
  Translocation 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You instantly transport yourself and up to WIL 
  other willing creatures to any spot within range. 
  The location does not have to be seen; you can 
  simply visualize or specify it. Creatures transported 
  in this way can bring only as much as they can carry, 
  and they must be in contact with you when you cast 
  the spell. If the desired location has no space to 
  accommodate you and everyone else you bring, 
  the spell fails and you each suffer a DAM 3 roll. 
  Treasure / Trinket 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  Treasure: Causes one item to appear to be worth 
  about ten times its real value for the duration. 
  Trinket: Causes one item to appear to be worth 
  about one-tenth its real value for the duration. 
  Creatures who actively examine the affected item 
  must roll AWA+Observation against the casting to 
  see the object as it really is. In any event, the illusion 
  will last WIL hours or until you dismiss it. 
  Tree Animation 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 hour 
  This spell animates a tree or other large plant within 
  range and places it under your control. Animated 
  trees generally obey your wishes, but they are 
  intelligent and will never do anything that brings 
  harm to the forest. 
  ANIMATED TREE 
  AGI 1 
   
  Move 10 
  TOU *  
  Health * 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Multistrike 2, Stealth 2 (in forest), Unarmed 
  Strike 2 
  Flaw: Vulnerability (Fire) 2 
  Bark: ARM 2 
  *Tree size (TOU) equal to your WIL 
  Tree Shape 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 hour 
  You transform yourself and up to WIL willing 
  companions within range into stout oak trees. The 
  spell lasts a maximum of one hour, but you (and 
  you alone) may cancel it beforehand. Targets of the 
  spell can be harmed normally while in tree form. 
  Troll Call 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL hours 
  You summon WIL fierce Trolls to serve you for WIL 
  hours. Trolls will appear within range, but you can 
  send them to accomplish tasks farther afield. See the 
  Monsters section for Troll stats. 
  Turn to Beast 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL hours 
  You transform one creature within range (which 
  can be you) into a new form. Unwilling targets must 
  roll WIL+Focus against the casting to resist the 
  effect. The transformation lasts for the duration, or 
  until cancelled by you, or the target drops to 0 
  Health or dies. The new form can be any natural 
  animal (including giant versions and dinosaurs) 
  with the same or lower XP than the target. The 
  target’s attributes, stats, skills and other special 
  
  FANTASY  
  92 
  abilities are replaced with those of the chosen 
  beast. When it reverts to its normal form, the 
  target’s derived stats such as Health and Spirit 
  return to the levels they were at before the 
  transformation. The target is limited by the nature 
  of its new form, so it cannot speak. Its equipment 
  melds into the new form, rendering it unusable. 
  Turn to Water 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Permanent 
  You turn any liquid into ordinary water. The liquid 
  must be clearly visible to you (for instance, it is 
  impossible to turn a creature's blood into water). 
  The spell affects a maximum volume equivalent to 
  a WILxWILxWIL yard cube. 
  Vampire’s Kiss 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: See below 
  Upon casting this spell, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, the target suffers a damage roll, using your WIL. 
  Your own Health increases by half the damage 
  caused. You can push your Health up to twice its 
  normal maximum by means of this spell. The stolen 
  Health is lost first if you take damage, and any 
  remaining will dissipate after WIL hours. 
  Vanishing 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: 1 hour 
  You make up to WIL creatures invisible, along with 
  any items they are wearing or carrying, including 
  any light emitted from such items, as long as they 
  are on the target’s person. Invisible creatures make 
  their defense rolls and first attack roll at +2. When 
  an invisible creature attacks or casts a spell, the 
  spell ends for that creature. If an invisible creature 
  initiates combat while undetected, its first attack is 
  resolved before foes can react. If the foes were 
  potentially caught unprepared, they should then 
  make a surprise check (2d Initiative) to see if they 
  can act on the first round of combat. 
  Vaprach’s Curse 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Permanent 
  This horrid curse causes one creature within range, 
  who fails a TOU+Resistance (spells/powers) roll 
  against the casting, to slowly and agonizingly rot 
  away. The target loses WIL Health points 
  immediately and is Impaired (Move 50%, -2 to 
  rolls). Thereafter, it will continue losing 1 Health 
  point per day until it dies. Health points lost due to 
  this spell cannot be healed naturally or with healing 
  spells until Cure is successfully cast on the victim. 
  Wall of Wind 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You cause a wall of strong winds to rise from the 
  ground. It can be up to 20 yards long and 5 yards 
  high, shaped as you choose. Every creature caught 
  along the path of the wall must roll TOU against the 
  casting or be thrown back, suffering a DAM 3 roll. 
  The wind keeps fog, smoke and other gases at bay. 
  Gaseous creatures and small flying creatures 
  cannot pass the wall. Loose, lightweight objects 
  coming into contact with the wall fly upward. This 
  includes arrows and other small projectiles, which 
  automatically miss their targets. 
  Ward of Passage 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Until Triggered 
  You trace an invisible ward around an area 10 yards 
  in radius or less. If any other creature enters the 
  area, you become aware of the intrusion. The ward 
  is permanent until triggered and it will signal you 
  no matter how much time has elapsed or how far 
  away you are. 
  Water Mirror 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL minutes 
  You cause a small expanse of water to reflect a 
  scene from anywhere on the same plane of 
  existence. No sound accompanies the image. You 
  must know exactly where the area is located in 
  order for the spell to have a normal chance of 
  functioning. Approximate knowledge results in a -
  2 penalty to the casting, and no knowledge at all 
  results in automatic failure. Creatures observed in 
  this way can roll AWA+Senses against the casting 
  in order to get the feeling they are being watched. 
  
  FANTASY  
  93 
  Wave of Destruction 
  DIF: 8  
   
  Casting Time: 1 minute 
  Range: Sight 
   
  Duration: See below 
  You cause a wall of water to emerge at a point you 
  choose within range. The wave can be up to 100 
  yards long, 70 yards high and 20 yards thick (AOE 
  60). Every creature within the area must roll 
  TOU+Aquatic against the casting to escape the 
  wave, otherwise they are caught inside it, suffer a 
  DAM 6 roll and are Severely Impaired (cannot move 
  away from the wave, -3 to rolls). Each round 
  thereafter, the wave and all who failed their rolls 
  move 20 yards away from you, picking up any new 
  creatures along the way. Creatures caught in the 
  wave may attempt a 2d Health check each round to 
  escape. Each round after the first, the wave’s DAM 
  is reduced by 1 and its height is reduced by 10 
  yards until it dissipates. You must concentrate on 
  the wave to maintain it, or it dissipates immediately. 
  Whirlwind of Destruction 
  DIF: 9  
   
  Casting Time: 1 minute 
  Range: WILx100 yards Duration: Concentration 
  You create a whirlwind of about WIL yards in radius 
  around its center (AOE=WIL) and WILx5 yards high. 
  You may control its movement up to the maximum 
  range of the spell, causing it to Move at a rate equal 
  to your Spirit maximum. Anyone coming into 
  contact with the Whirlwind of Destruction must roll 
  TOU against the casting or be sucked into the 
  typhoon, suffering a damage roll using your WIL 
  and becoming Severely Impaired (cannot move 
  away from the whirlwind, -3 to rolls). They will take 
  damage and be dragged along by the typhoon 
  each round until they break free by making a 2d 
  Health check (one attempt can be made each 
  round). You must concentrate on the whirlwind to 
  maintain it, or it dissipates immediately. 
  Whispering Wind 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: Unlimited 
  Duration: See below 
  You cause a magical breeze to issue forth. The 
  Whispering Wind can carry a spoken message to 
  any recipient you wish, wherever they may be. The 
  wind will travel at a rate of 100 miles per hour if the 
  recipient is on the same plane of existence. If the 
  recipient is on another plane of existence, the 
  message will arrive in 1d6 weeks. The Whispering 
  Wind can carry a maximum of WIL words. You will 
  not know if and when the message reaches its 
  destination, so the GM should make the DIF roll 
  secretly and not reveal if the casting was successful. 
  Wind of Healing 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You designate up to WIL creatures within range and 
  make a WIL roll; they regain that many points of 
  lost Health. 
  Wind of Rust 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  The Wind of Rust causes all iron and steel objects in 
  range, except those you carry, to rust and become 
  useless. Magic items can roll ARM against the 
  casting to resist the effect (see typical ARM scores 
  on page 20). Iron Golems and similar constructs can 
  roll TOU+Resistance (spells/powers) to resist the 
  effect. 
   
   
  
  FANTASY  
  94 
  Windwalk 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  The creature you touch becomes unhindered by 
  difficult terrain. Shrubs will part at its passage, 
  stones will roll away, and the creature's feet will not 
  sink into swamp-mud. Spells and other magical 
  effects cannot restrain it or reduce its Move. It 
  automatically escapes non-magical restraints and 
  Grappling attacks. It is not Impaired in water and 
  can swim at its full Move. The spell does not affect 
  encumbrance limits and penalties. 
  Witch Bolt 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: See below 
  Crackling electricity bolts from your fingers towards 
  one creature within range. The target must roll 
  AGI+Athletics against the casting or suffer a DAM 
  0 roll from electrical damage. Each round 
  thereafter, you can use your action to automatically 
  deliver another DAM 0 roll to the target, by 
  maintaining concentration on the bolt. The spell 
  ends if the target moves out of range or finds cover, 
  if you lose your concentration, choose to do 
  something else, or WIL rounds have elapsed. 
  Witch Gloom 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You cause a magical darkness to spread out in a 5-
  yard radius from either a chosen point within range 
  or an object you touch. Creatures with Nightvision 
  can’t see through the darkness, and non-magical 
  light can’t penetrate it. If cast on an object, the 
  gloom then moves with the object but it will be 
  blocked if the object is completely covered or 
  contained in an opaque receptacle. The spell can 
  be broken by someone casting Dispelling or Witch 
  Glow with a higher casting roll. 
  Witch Glow 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL hours 
  You cause one item, which can be no larger than a 
  3x3x3 yard cube, to give off light in a 10-yard 
  radius. The light can be any color you choose. The 
  spell ends after WIL hours or if you cancel it as an 
  action. If you target an object held or worn by a 
  hostile creature, the creature can roll AGI+Sleight-
  of-Hand against the casting to avoid the effect. The 
  spell can be cancelled by someone casting 
  Dispelling or Witch Gloom with a higher casting roll. 
  Witch Sight 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Concentration 
  You can detect magical emanations on objects, 
  places and creatures within range. You can 
  determine 
  approximately 
  how 
  powerful 
  the 
  detected magic is. The spell can penetrate most 
  barriers but is blocked by 1 foot of stone, 1 inch of 
  metal or 1 yard of wood or dirt. 
  Wizard’s Hand 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL rounds 
  A spectral hand appears anywhere within range. 
  You can use actions to control the hand. It can 
  manipulate objects, open unlocked doors or 
  containers, stow or retrieve items from open 
  containers, or pour the contents out of a vial. It 
  can’t attack, activate magic items or carry more 
  than WILx2 lbs. 
  Word of Healing 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You designate one creature within range and make 
  a WIL roll. The creature regains that many point of 
  lost Health. 
  Word of Passage 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: WIL minutes 
  You cause a passage to be bored into a non-living 
  substance such as a stone wall. The passage will be 
  up to 2 yards wide, 3 yards tall and WIL yards deep, 
  and will last for the duration of the spell. The 
  passage creates no instability in the structure 
  surrounding it. Stone, metal, water, gas, or even fire 
  are affected, though magical substances, sanctified 
  areas and magically locked objects cannot be 
  penetrated. If the passage is in a solid substance 
  and any creatures are still in it when it disappears, 
  they will be safely ejected to the location where you 
  cast the spell. 
  
  FANTASY  
  95 
  Zvaltt’s Animal Bonding 
  DIF: 1  
   
  Casting Time: 1 minute 
  Range: WILx10 yards 
  Duration: Permanent 
  You summon a small animal, bonding it to the 
  person named. The bonded animal will wish to 
  remain with the target and do its best to please 
  them, and will try to seek out its master if they 
  become separated. Should the person bonded to 
  the animal kill the animal, then all animals of that 
  species will behave aggressively in the presence of 
  the murderer for one year after the slaying. 
  When casting the spell, you name a subject within 
  range by his true name. A small animal appropriate 
  to the environment will appear within range in 2d6 
  minutes. Roll on the table below (1d6) and select 
  an animal with the appropriate stats: 
  Roll 
  AGI 
  TOU 
  AWA 
  WIL 
  Example 
  1. 
  1 
  0 
  1 
  2 
  Songbird 
  2. 
  1 
  1 
  2 
  0 
  Cat 
  3. 
  0 
  1 
  2 
  1 
  Toad 
  4. 
  1 
  2 
  0 
  1 
  Boar 
  5. 
  2 
  1 
  1 
  0 
  Lizard 
  6. 
  2 
  0 
  1 
  1 
  Bat 
  The creature bonded to the animal can teach the 
  animal one "trick" soon after the bonding. It can be 
  trained to learn one additional trick each year 
  thereafter. 
  Zvaltt's Polarization 
  DIF: 1  
         
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You may cause designated items to attract or repel 
  each other. One casting allows you to affect WIL 
  pairs of objects. On the round the spell is cast and 
  each round thereafter, you concentrate and name 
  two objects within range, and the effect wished for. 
  For instance, you may say "Roderick's sword, orc's 
  ring, attract!". The lighter object of the two will race 
  towards, or be repelled by, the heavier object. The 
  effect is instantaneous and the objects are 
  immediately de-polarized. In the example above, 
  the orc's ring flies towards Roderick's sword, 
  bounces off it and fall to the floor. 
  Note that objects must weigh no more than 10 lbs 
  per time they are named (i.e. it is possible to name 
  the same two objects repeatedly on successive 
  rounds, if they are heavier than 10 lbs). 
  Items must be named each round. If items are not 
  named on any round after the spell is cast, one use 
  of the spell is lost. You must concentrate on the 
  items named, so no other actions may be 
  undertaken while the spell is in effect. 
  A creature holding a named item may roll 
  TOU+Strength against the casting to prevent it 
  from flying away. If the item is being worn loosely 
  (such as a hat), then an AGI+Sleight-of-Hand roll is 
  required. Other worn items such as cloaks cannot 
  fly away, but can be used to attract or repel other 
  items. 
   
   
  
  FANTASY  
  96 
  MAGIC ITEMS 
  A magic item allows its user to cast spells. The spells 
  are innate to the item, meaning that you don’t 
  need to overcome a DIF roll in order to activate 
  them. A spell activated through an item uses the 
  item’s WIL score to determine the effect, and drains 
  the item’s Spirit. An item’s Spirit doesn’t come back, 
  so when it is used up, the item loses its magical 
  properties. Some items are permanent, but they are 
  extremely rare (see “Artifacts”, below). 
  If the spell requires a casting roll to overcome a 
  target’s defense, use the wielder’s AWA and add 
  the item’s skill level. 
  Magic items are created using the Magic Item 
  Enchantment spell (see page 76). Examples: 
   
  MAGIC ITEM EXAMPLES 
  WIL 
  Spirit 
  Spells 
  6 Potions of Healing 
  2 
  12 
  Prayer of Healing 1 
  Ring of Invisibility 
  1 
  10 
  Vanishing 1 
  Staff of the Archmage 
  6 
  30 
  All @ level 2: Elemental Summoning, Dispelling, Fireball, 
  Scourge of Flame, Vanishing, Thunder Strike, Word of 
  Passage, Dreamwalk, Telekinesis, Forcetrap, Witch Sight, 
  Growth/Reduction, Witch Glow, Wizard’s Hand 
  Weapon, Enchanted 
  5 
  24 
  Bless Weapon 1 
  ARTIFACTS are unique and powerful items that 
  have permanent powers and don’t necessarily 
  follow the normal rules. They might replicate 
  existing powers or do something different entirely. 
  They might only reveal their powers when used by 
  a specific type of creature (“A knight of pure heart”, 
  “He who bears the Eye of Morwyn”, etc), or they 
  might require knowing a specific formula or 
  command word to activate. 
  Destroying an artifact might likewise prove difficult. 
  Perhaps it needs to be cast into the fires of a 
  specific volcano, or something similar. An artifact is 
  generally the crux of an entire quest or adventure, 
  rather than just something to be used by the 
  heroes. Here are some examples: 
  The Cloak of the Bat: Grants Stealth 1. In areas of 
  dim light or darkness, the wearer can grasp the 
  edges with both hands and fly as a bat with Move 
  15. Also in dim light or darkness, the wearer can 
  cast Beast Form to turn himself into a bat for one 
  hour, once per day.  
  The Dice of Destiny: This item appears as a white 
  die and a black die. Whomever rolls the Dice of 
  Destiny together determines his fate. If the white 
  die is higher, a beneficial event will occur for the 
  roller. If the black die is higher, then the character 
  will suffer a detrimental event. The event, which the 
  GM is free to decide upon, should be all the better 
  or worse depending on the difference between the 
  two dice. The event will occur in a number of 
  months equal to the sum of the dice. Once rolled, 
  the dice won't have any further effect on the 
  creature, although they can be passed onto 
  another creature. Finally, it is important that the 
  creature rolls the dice willingly, or the result will 
  have no effect. If the result is a tie, then the 
  character's good and bad luck is evenly balanced 
  and the dice have no effect. 
  Heartfang: This spear has Base Range 10 and 
  causes DAM: TOU. If it hits its target, it buries into 
  its flesh. On its next turn, the spear extracts itself 
  from the wound, automatically causing DAM 3 as 
  its barbed tip tears through muscle and sinew! It 
  then returns to its wielder’s hands. On its turn, a 
  creature can prevent the spear from extracting 
  itself from the victim by making a TOU+Strength 
  vs. DIF 3 roll (this must be accomplished each 
  round, to prevent the spear from leaving). If the 
  spear brings a creature’s Health to 0 or less, it finds 
  the victim’s heart and hideously extracts it. 
  The Black Sword: This sword is a sentient, 
  malevolent demon. It is free-willed and capable of 
  independent action as a creature with a score of 6 
  in each attribute. It may grant its wielder +3 to 
  attack, defense and damage (on top of the base 
  damage of TOU+1 and any skills that apply). It may 
  fly itself through the air (not the wielder) at Move 
  24. Whenever the sword causes Health damage, it 
  drinks the same amount of Spirit from the 
  unfortunate victim and transfers half of it to the 
  wielder’s Health. The wielder can thus gain up to 
  twice his normal Health in this way. Gained Health 
  is lost first in combat, and after the fight it 
  dissipates at the rate of one point per hour. When 
  the sword drains all of a creature’s Health or Spirit, 
  the victim dies in agony and any remaining Spirit is 
  sucked dry and transferred as above. The sword’s 
  appetite for souls is prodigious, so until it is sated 
  it may roll WIL vs. WIL to compel its wielder to strike 
  the nearest friend or foe. Sometimes, it is unclear 
  who wields who. 
   
  
  FANTASY  
  97 
  MONSTERS 
   
  AIR MAIDEN (29 XP) 
  AGI 4 
   
  Move 19 
  TOU 2  
  Health 12 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skill: Resistance (non-magical attacks) 3 
  Swirling Winds: With a successful attack, no 
  damage is inflicted. Instead, the Maiden will cause 
  the victim to become Impaired (Move 50%, -2 to 
  rolls) while she is in melee range. 
  AMBER CRYSMAL (47 XP) 
  AGI 0 
   
  Move 9 
  TOU 4  
  Health 19 
  AWA 4  
  Initiative 19 
  WIL 4 
   
  Spirit 19 
  Innate Spells (all @ level 1): Mind Blast, Neural 
  Transfer, Power Word: Stun, Rapture, Telekinesis 
  Hard: ARM 4; any non-magical weapon that hits 
  this creature has a 1 in 6 chance of breaking. 
  APE, MOUNTAIN (18 XP) 
  AGI 3 
   
  Move 15 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Athletics 3 
  Falling Rocks: Thrown boulders have a DAM score 
  equal to the number of Apes that threw the boulder 
  (more Apes = bigger boulder). 
  Mountain Apes live in caves, much like prehistoric 
  humans. They have their own language. They look 
  like baboons but are about the size of gorillas. They 
  generally ambush parties from high up, hurling 
  boulders down to crush their victims.   
  BAT, GIANT NIGHTWING (21 XP) 
  AGI 2 
   
  Move fly 24 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2 (in dimly lit or shadowy areas), 
  Nightvision 2, Senses 2 
  Screech: Once per encounter, a group of 
  Nightwing Bats can emit a piercing screech. All 
  hearing creatures within 10 yards must make a 
  TOU+Endurance vs DIF 2 roll or be Impaired (Move 
  50%, -2 to rolls); victims can attempt a 2d Health 
  check each round to shake off the effect 
   
   
  
  FANTASY  
  98 
  BEETLE, GIANT (16 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Poison Bite: If the target takes damage, it must 
  make a TOU vs. POT 4 roll or become Slightly 
  Impaired; if it fails against a second bite, the target 
  becomes Impaired; if it fails against a third bite, it is 
  Severely Impaired; if it fails against a fourth bite, it 
  is Paralyzed. The victim can attempt a Health check 
  every minute to shake off the effect. 
  Carapace: ARM 1 
  BEHIR (55 XP) 
  AGI 3 
   
  Move climb 15 
  TOU 7  
  Health 37 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 1, Nightvision 2, Senses 1 
  Immunity: Electricity 
  Lightning Breath: once every 3 rounds, can exhale 
  a bolt of lightning 6m long (AOE 2); targets roll 
  AGI+Athletics vs. DIF 3 or suffer a DAM 13 roll. 
  Swallow: If a human-sized or smaller opponent is 
  grappled (using the tail), the behir can attack it with 
  its bite starting on the next round. If it succeeds, the 
  victim takes damage and is swallowed whole. 
  Swallowed creatures are Severely Impaired and 
  suffer a DAM 4 roll each round. But if the behir 
  takes damage from outside, it must roll TOU vs. the 
  damage or regurgitate the swallowed creature. 
  Only one creature can be swallowed at a time. 
  BRAIN-EATER (54 XP) 
  AGI 1 
   
  Move 10 
  TOU 2  
  Health 12 
  AWA 3  
  Initiative 15 
  WIL 4 
   
  Spirit 19 
  Skills: Grappling 2 (tentacles), Unarmed Strike 1, 
  Resistance (spells/powers) 2, Arcane Lore 3, 
  Nightvision 2 
  Innate Spells (@ level 1): Abib’s Levitation, 
  Dreamwalk, Mind Blast, Rapture, Soul Gaze 
  Eat Brain: If the Brain-Eater makes a successful 
  Unarmed Strike on a creature it has grappled in its 
  tentacles, the attack causes DAM 11 
  Breastplate: ARM 1 
  BULLYWUG (9 XP) 
  AGI 1 
   
  Move 9 (swim 15) 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2 (in swamps only), Charge 2 (leap) 
  These intelligent bipedal frogs typically fight with 
  spears. 
  CHAOS KNIGHT (76 XP) 
  AGI 3 
   
  Move 15 
  TOU 5  
  Health 24 
  AWA 3  
  Initiative 15 
  WIL 3 
   
  Spirit 15 
  Skills: Multistrike 1, Resistance (spells/powers) 1, 
  Second Wind 2, Nightvision 3 
  Innate Spells (@ level 1): Acidic Spittle, Arcane 
  Armor, Fireball, Foul Air, Major Illusion, Mind 
  Reading, Murphy’s Curse, Soul Gaze, Vanishing, 
  Witch Sight, Wizard’s Hand 
  Chaos Sword: a twisting weapon of changing 
  shades of crimson, that seems alive in its grip like a 
  loathsome tongue. It grants +1 to attack, defense 
  and damage, but in the hands of someone not 
  sworn to Chaos, it will attack a random creature 
  within range, friend or foe. 
  Baroque Armor: ARM 3 
  Polymorph: Able to assume human form. 
  The Chaos Knight is a grotesque, toad-like bipedal 
  creature from the Plane of Chaos. It is partially clad 
  in baroque breastplate, shinplates, bracers and 
  gauntlets. If slain on this plane, it is sent back to the 
  Plane of Chaos. 
  COBRA, KING (15 XP) 
  AGI 2 
   
  Move 9 
  TOU 0  
  Health 3 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Senses 2, Intimidation 1 
  Poison Bite: If a target is bitten, it must make a 
  TOU vs. POT 2 roll or suffer venom’s effect TOU 
  rounds after exposure: The victim suffers Health 
  damage equal to the POT roll, and is Severely 
  Impaired (Move 0, -3 to all rolls). Make a 2d Health 
  check each following day to shake off the 
  condition. 
  
  FANTASY  
  99 
   
  CRABSPRING (33 XP) 
  AGI 2 
   
  Move 15 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 2, Stealth 2 (in rocky terrain), 
  Aquatic 1, Charge 3 (leap), Senses 2 
  Shell: ARM 3 
  CROCODILE (23 XP) 
  AGI 0 
   
  Move 6 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 2, Stealth 2, Unarmed Strike 2, 
  Aquatic 2, Senses 2 
  Hide: ARM 1 
  CROCODILE, GIANT (47 XP) 
  AGI 0 
   
  Move 12 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 3, Multistrike 1, Stealth 2, 
  Unarmed Strike 3, Aquatic 2, Senses 2 
  Thick Hide: ARM 2 
  DARK RIDER (74 XP) 
  AGI 4 
   
  Move 19 
  TOU 5  
  Health 24 
  AWA 3  
  Initiative 15 
  WIL 4 
   
  Spirit 19 
  Black Spear: Half the damage caused by its sword 
  is absorbed by the Dark Rider in the form of 
  temporary Health. 
  Innate Spells (@ level 2): Blood Freeze, Masque of 
  Terror, Minor Necromancy, Troll Call, Vampire’s Kiss 
  Immunity: Immune to non-magical attacks. 
  It is swathed in a long cloak and carries a long spear. 
  Its face is invisible, lost in the shadow of the hood 
  that covers its head. It often rides a Hell Horse. 
   
  DEATH KNIGHT (90 XP) 
  AGI 2 
   
  Move 12 
  TOU 5  
  Health 24 
  AWA 4  
  Initiative 19 
  WIL 4 
   
  Spirit 19 
  Skills: Multistrike 2, Weapon Mastery (long sword) 
  2, Resistance (spells/powers) 2, Unlife 3, Arcane 
  Lore 3, Nightvision 2 
  Spells (@ level 2): Bazrak’s Command, Bless/Curse 
  Weapon, Dispelling, Fireball, Forcetrap, Smite, 
  Thunder Blast 
  Armor & Shield: ARM 3, +1 defense 
   
   
  
  FANTASY  
  100 
  DEEP ONE (17 XP) 
  AGI 1 
   
  Move 10 (swim 10) 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Arcane Lore 1, Nightvision 2, Senses 1 
  Innate Spell: Phantom Sight 1 
  Flaw: Sunlight Sensitivity 1 
  Spear: Range 5, TOU 
  Net: If it hits, the target is Severely Impaired (Move 
  0, -3 to rolls); can try to escape each round with 2d 
  Health check. 
  Slippery: A Deep One gains +2 to defend against 
  or escape from Grappling attacks. 
  Sticky Shield: +1 to defense rolls. If a weapon 
  misses the Deep One, its wielder must make a 
  TOU+Strength vs. DIF 2 roll or the weapon 
  becomes stuck to the Deep One’s shield. It can be 
  pulled free as an action by making a TOU+Strength 
  vs. DIF 2 roll. 
  Amphibious: Although Deep Ones breathe by 
  means of gills, they can survive indefinitely on land. 
  DEEP ONE PRIEST (37 XP) 
  AGI 2 
   
  Move 12 (swim 12) 
  TOU 3  
  Health 15 
  AWA 3  
  Initiative 15 
  WIL 2 
   
  Spirit 12 
  Skills: Grappling 1 (pincer staff), Arcane Lore 2, 
  Nightvision 2, Senses 1 
  Innate Spell: Phantom Sight 1 
  Spells (all @ level 1): Bazrak’s Flying Fist, Forcetrap, 
  Holy Armor, Minor Sorcery, Water Mirror, Wind of 
  Healing, Witch Sight 
  Flaw: Sunlight Sensitivity 1 
  Slippery: A Deep One gains +2 to defend against 
  or escape from Grappling attacks 
  Amphibious: Although Deep Ones breathe by 
  means of gills, they can survive indefinitely on land. 
  DEMON, BALOR (116 XP) 
  AGI 3 
   
  Move 15 (fly 30) 
  TOU 9  
  Health 54 
  AWA 4  
  Initiative 19 
  WIL 6 
   
  Spirit 30 
  Skills: Weapon Mastery (sword and whip) 2, 
  Resistance (cold, electricity, spells, non-magical 
  attacks) 1, Nightvision 2 
  Immunities: Immune to fire and poison 
  Death Throes: When it dies, the Balor explodes 
  dealing DAM 14 to all within a 10-yard radius who 
  fail an AGI vs. DIF 4 roll 
  Fire Aura: All creatures within melee range of the 
  Balor take DAM 0 from heat each round 
  Teleport: As an action, can automatically teleport 
  itself to a spot it can see up to 40 yards away. 
   
  DEMON, GUARDIAN (53 XP) 
  AGI 2 
   
  Move 12 (fly 24) 
  TOU 5  
  Health 24 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skill: Multistrike 2, Weapon Mastery 2 (whip), 
  Resistance (non-magical attacks) 1 
  Innate Spell: Bazrak’s Fury 2 
  Iron Scales: ARM 3 
  Breath: usable 3 times per day, a cone of fire 10 
  yards long, 3 yards wide at its base (AOE 2) which 
  causes DAM 5 to those caught in its path who fail 
  an AGI+Athletics vs. DIF 3 roll. 
  Tongues: Able to converse in any language. 
   
   
  
  FANTASY  
  101 
  DEMON LORD (153 XP) 
  AGI 3 
   
  Move 15 (fly 30) 
  TOU 11  
  Health 75 
  AWA 4  
  Initiative 19 
  WIL 5 
   
  Spirit 24 
  Skills: Unarmed Strike or Weapon Mastery 3, 
  Resistance (spells/powers) 1, Senses 1 
  Innate Spells (@ level 2): Death Swarm, Dispelling, 
  Ethereal Phasing, Gaseous Form, Minor Demon 
  Summoning, Plague Rats, Scourge of Flame, 
  Spiritwalk, Witch Sight 
  Thick Hide: ARM 3 
  Immunity: Immune to non-magical attacks 
  Foul: The Demon produces a foul stench, swarm of 
  flies or something similar. A creature in melee 
  combat with it must roll TOU vs. POT 4 or become 
  Impaired (Move 50%, -2 to rolls) until it moves out 
  of melee range. 
  Telepathy: The Demon Lord can communicate 
  telepathically with any creature within 40 yards that 
  has a language. 
  DEMON, ICE (63 XP) 
  AGI 2 
   
  Move 12 (fly 24) 
  TOU 7  
  Health 37 
  AWA 3  
  Initiative 15 
  WIL 4 
   
  Spirit 19 
  Skills: Weapon Mastery 2, Resistance (non-magical 
  attacks) 1 
  Ice Sword: Anyone taking damage from the sword 
  must roll TOU vs. DIF 4 or become Impaired (Move 
  50%, -2 to rolls). The victim can attempt a 2d Health 
  check every hour to shake off the effect. 
  Coat of Ice: ARM 3 
  A horned giant the size of two men, with giant bat 
  wings dripping with icicles, armor like sheets of ice 
  and a huge sword of white metal that seems to be 
  steaming with frost. 
  DEMON, IMP or QUASIT (33 XP) 
  AGI 3 
   
  Move 12 
  TOU 0  
  Health 9 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Arcane Lore 2, Nightvision 2 
  Innate Spells (@ level 1): Beast Form, Hand of 
  Decay, Masque of Terror, Vanishing, Witch Sight 
  Immunity: Immune to fire, poison and disease 
  Familiar: Imps like to bond with other creatures, 
  acting as servants while goading their masters 
  towards their own ends. If they are within one mile 
  of each other, the Imp and its master can 
  communicate telepathically, and the master senses 
  what the Imp senses. If they are within 10 yards of 
  each other, the Imp can share its Spirit points with 
  its master. 
   
  DEMON, MINOR (Variable XP) 
  AGI 1d6  
  Move variable* 
  TOU 1d6+1 
  Health variable 
  AWA 1d6 
  Initiative variable 
  WIL 1d6 
  Spirit variable 
  Innate Spells (@ level 1): select one per DIF level 
  up to the Demon’s AWA 
  Roll 1d6. A roll of 6 indicates that the creature can 
  fly at twice its ground move. 
  DEMON, TIGER (32 XP) 
  AGI 3 
   
  Move 15 
  TOU 5  
  Health 24 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skill: Weapon Mastery (Scythe) 1 
  Immunity: Immune to all weapons except the 
  scythes of demonic origin they wield themselves. 
  
  FANTASY  
  102 
  DINOSAUR, DIPLODOCUS (86 XP) 
  AGI 1 
   
  Move 12 
  TOU 11  
  Health 75 
  AWA 0  
  Initiative 9 
  WIL 2 
   
  Spirit 12 
  Skills: Multistrike 2, Charge 3, Mighty Blow 3, 
  Senses 1 
  DINOSAUR, PTERODACTYL (11 XP) 
  AGI 2 
   
  Move fly 24 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 1, Senses 2 
  DINOSAUR, TRICERATOPS (39 XP) 
  AGI 1 
   
  Move 15 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 2 
   
  Spirit 12 
  Skills: Unarmed Strike 1, Charge 2, Senses 2, 
  Intimidation 1 
  Thick Hide: ARM 3 
  DINOSAUR, TYRANOSAURUS REX (51 XP) 
  AGI 1 
   
  Move 15 
  TOU 8  
  Health 45 
  AWA 0  
  Initiative 9 
  WIL 2 
   
  Spirit 12 
  Skills: Stealth 1, Unarmed Strike 2, Senses 2, 
  Intimidation (Fear) 1 
  Thick Hide: ARM 2 
  DOPPELGANGER (40 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 2  
  Initiative 12 
  WIL 3 
   
  Spirit 15 
  Skills: 
  Assassination 
  2, 
  Nightvision 
  1, 
  Impersonation 3, Trickery 2 
  Innate Spells: Impostor 2, Mind Reading 2 
   
   
   
  
  FANTASY  
  103 
  DRAGON, ANCIENT (140 XP) 
  AGI 2 
   
  Move 15 (fly 45) 
  TOU 12  
  Health 87 
  AWA 3  
  Initiative 15 
  WIL 6 
   
  Spirit 30 
  Skills: Multistrike 2, Unarmed Strike 3, Nightvision 
  2, Senses 2, Intimidation (Fear) 1 
  Scales: ARM 4 
  Immunity: Dragons are immune to their native 
  element, i.e. fire-breathing red dragons are 
  immune to fire, gas-breathing green dragons are 
  immune to poison, etc. 
  Breath: once every 3 rounds, the dragon can 
  exhale a deadly breath, the nature of which 
  depends on the type of dragon; fire, frost, lightning, 
  acid or poison gas are typical. Each creature in the 
  area (AOE 6) must roll AGI+Athletics vs. DIF 4 or 
  suffer a DAM 18 roll. 
  Polymorph: At the GM’s option, some dragons are 
  able to assume humanoid form 
  DRAGON, ADULT (95 XP) 
  AGI 2 
   
  Move 15 (fly 45) 
  TOU 9  
  Health 54 
  AWA 2  
  Initiative 12 
  WIL 5 
   
  Spirit 24 
  Skills: Multistrike 2, Unarmed Strike 2, Senses 2, 
  Nightvision 2, Intimidation (Fear) 1 
  Scales: ARM 3 
  Immunity: Dragons are immune to their native 
  element, i.e. fire-breathing red dragons are 
  immune to fire, gas-breathing green dragons are 
  immune to poison, etc. 
  Breath: once every 3 rounds, the dragon can 
  exhale a deadly breath, the nature of which 
  depends on the type of dragon; fire, frost, lightning, 
  acid or poison gas are typical. Each creature in the 
  area (AOE 4) must roll AGI+Athletics vs. DIF 4 or 
  suffer a DAM 13 roll. 
  Polymorph: At the GM’s option, some dragons are 
  able to assume humanoid form 
  DRAGON, YOUNG (65 XP) 
  AGI 2 
   
  Move 15 (fly 45) 
  TOU 7  
  Health 37 
  AWA 1  
  Initiative 10 
  WIL 4 
   
  Spirit 19 
  Skills: Multistrike 2, Unarmed Strike 1, Nightvision 
  2, Senses 2 
  Scales: ARM 2 
  Immunity: Dragons are immune to their native 
  element, i.e. fire-breathing red dragons are 
  immune to fire, gas-breathing green dragons are 
  immune to poison, etc. 
  Breath: once every 3 rounds, the dragon can 
  exhale a deadly breath, the nature of which 
  depends on the type of dragon; fire, frost, lightning, 
  acid or poison gas are typical. Each creature in the 
  area (AOE 2) must roll AGI+Athletics vs. DIF 3 or 
  suffer a DAM 11 roll. 
  
  FANTASY  
  104 
  DRAGON, WYRMLING (27 XP) 
  AGI 2 
   
  Move 12 (fly 24) 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Nightvision 1, Senses 1 
  Scales: ARM 1 
  Immunity: Dragons are immune to their native 
  element, i.e. fire-breathing red dragons are 
  immune to fire, gas-breathing green dragons are 
  immune to poison, etc. 
  Breath: once every 3 rounds, the dragon can 
  exhale a deadly breath, the nature of which 
  depends on the type of dragon; fire, frost, lightning, 
  acid or poison gas are typical. Each creature in the 
  area (AOE 1) must roll AGI+Athletics vs. DIF 2 or 
  suffer a DAM 5 roll. 
   
  DRAGON TURTLE (67 XP) 
  AGI 3 
   
  Move 9 (swim 15) 
  TOU 9  
  Health 54 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Multistrike 2, Unarmed Strike 1, Resistance 
  (heat/fire) 1, Nightvision 2 
  Steam Breath: once every 3 rounds, the dragon 
  can exhale a scalding steam breath, which works 
  equally underwater and above water. Each creature 
  in the area (AOE 4) must roll TOU vs. DIF 3 or suffer 
  a DAM 10 roll. 
  DRIDER (37 XP) 
  AGI 3 
   
  Move 15 (climb 15) 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Multistrike 2, Nightvision 2, Focus 2 
  Innate Spells (@ level 1): Dancing Lights, Witch 
  Gloom, Faerie Fire 
  Flaw: Sunlight Sensitivity 2 
  Poisoned Arrows: Longbow Range 50, DAM 3 
  These creatures are the product of implanting the 
  Spider Queen’s egg into a humanoid creature. 
  Within three months of implanting the egg, the 
  victim’s lower body will transform into that of a 
  giant spider and it will grow fangs. 
  DUST DEVIL (26 XP) 
  AGI 3 
   
  Move fly 15 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: 
  Resistance 
  (non-magical 
  attacks) 
  3, 
  Nightvision 1 
  Innate Spell: Sleep Song 1 
  Blind: Anyone taking damage from the Dust Devil 
  must make a TOU vs. DIF 1 roll or become Impaired 
  due to blindness (Move 50%, -2 to rolls). As an 
  action, the blinded victim can attempt to shake off 
  the effect with a 2d Health check. 
  
  FANTASY  
  105 
   
  DWARF (12 XP) 
  AGI 1 
   
  Move 9 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery (axe or hammer) 1, 
  Armored Combat 2, Resistance (poison/disease) 1, 
  Nightvision 1 
  Armor: Chainmail (ARM 2), Shield (+1 defense) 
  These stats refer to a typical dwarven warrior. 
  DWARF, GRAY (29 XP) 
  AGI 1 
   
  Move 9 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Weapon Mastery (war pick) 1, Armored 
  Combat 
  2, 
  Arcane 
  Lore 
  2, 
  Resistance 
  (poison/disease, spells/powers) 2, Nightvision 2, 
  Survival (underground) 1, Focus 2 
  Innate Spells (@ level 1): Growth/Reduction, 
  Vanishing 
  Flaws: Greed (gold) 2, Sunlight Sensitivity 2 
  Armor: Scale mail (ARM 2) and shield (+1 defense) 
  These savage warriors are the sworn enemies of the 
  dark elves. Their innate constitution makes them 
  resistant to the spider venom and spells of the dark 
  elves. Favored weapons are war picks with handles 
  made of bone poured with molten iron for added 
  strength, or pikes bearing the Gray Dwarf banner: 
  the Iron Skull. Patrols and war parties will usually be 
  accompanied by Hell Hounds. The stats above refer 
  to a typical warrior. 
  EAGLE, GIANT (14 XP) 
  AGI 2 
   
  Move fly 37 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Senses 2 
  ELEMENTAL (FIRE, WATER, AIR, EARTH) (21 XP) 
  AGI 3 
   
   
  Move 15 (30 in element) 
  TOU 4  
   
  Health 19 
  AWA 0  
   
  Initiative 9 
  WIL 0 
   
   
  Spirit 9 
  Skills: Endurance 2, Resistance (non-magical 
  attacks) 2, Nightvision 1 
  Flaw: Vulnerability 3 (opposite element; fire 
  opposed to water, air opposed to earth) 
  Elemental Immunity: Elementals are immune to 
  their own element. 
  ELEMENTAL, GRAVE (23 XP) 
  AGI 3 
   
  Move 15 (30 in graveyards) 
  TOU 4  
  Health 19 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skill: Endurance 2, Resistance (non-magical 
  attacks) 2, Nightvision 1 
  Flaw: Vulnerability 3 (living matter; suffers +3 
  damage from unarmed attacks) 
  Bury: On a massive damage roll, the victim is 
  buried alive and will die unless rescued within a 
  number of minutes equal to its TOU. 
  This is a rare variant of the Earth Elemental. 
  
  FANTASY  
  106 
   
  ELF (12 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 1, Weapon Mastery (sword or bow) 
  1, Armored Combat 1, Nightvision 1, Senses 1, 
  Focus 1 
  Armor: Leather (ARM 1) 
  These stats above refer to a typical elven warrior 
  ELF, DARK (25 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 1, Weapon Mastery (sword or 
  crossbow) 1, Armored Combat 1, Nightvision 2, 
  Senses 1, Focus 1 
  Innate Spells (@ level 1): Dancing Lights, Faerie 
  Fire, Witch Gloom 
  Flaw: Sunlight Sensitivity 2 
  Armor: Chain Shirt (ARM 1) 
  Dark Elf Poison: Anyone taking damage from a 
  dark elf crossbow bolt must roll TOU+Resistance 
  (poison) vs. POT 2 or become Impaired (Move 50%, 
  -2 to rolls). The victim can attempt a 2d Health 
  check each subsequent hour to shake off the effect. 
  The stats above refer to a typical dark elf warrior. 
  FLYTRAP, GIANT (19 XP) 
  AGI 0 
   
  Move 0 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Assassination 2, Grappling 2, Stealth 2, 
  Endurance 2 
  Immunity: Immune to mind-affecting effects 
  Acid: Once grappled, a victim automatically suffers 
  DAM 0 each round as it is slowly digested by the 
  plant’s enzymes. 
   
  GARGOYLE (23 XP) 
  AGI 2 
   
  Move 9 (fly 24) 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 2 (in rocky terrain), Charge 2, 
  Resistance (non-magical attacks) 1, Nightvision 1 
  Immunities: Petrification, poison/disease 
  Stonelike Skin: ARM 2 
  Statue: Gargoyles can remain motionless for years, 
  making them indistinguishable from normal 
  statues. 
  These perversions of nature can fly, yet they are 
  made of living stone. 
   
   
  
  FANTASY  
  107 
  GAZER (89 XP) 
  AGI 3 
   
  Move float 15 
  TOU 5  
  Health 24 
  AWA 5  
  Initiative 24 
  WIL 6 
   
  Spirit 30 
  Innate Spells (@ level 1; can cast up to three per 
  round): Forcetrap, Petrification, Power Word: 
  Death, Power Word: Stun, Rapture, Sleep Song, 
  Telekinesis, Thunder Strike 
  Antimagic Cone: A Gazer’s central eye continually 
  produces a 50-yard antimagic cone extending 
  straight ahead from the creature’s front. All magical 
  and supernatural powers and effects within the 
  cone are suppressed; even the Gazer’s own eye 
  rays. Once each round, during its turn, the Gazer 
  decides which way it will face, and whether the 
  antimagic cone is active or not (the Gazer 
  deactivates the cone by shutting its central eye). 
  Note that a Gazer can bite only creatures to its 
  front. 
  GHAST (19 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Unlife 1, Nightvision 1, Senses 1 
  Undead: ARM 1 
  Paralysis: A successful attack causes victim to be 
  Paralyzed on a failed TOU roll vs. the damage roll. 
  The victim can attempt to shake off the paralysis as 
  an action with a 2d Health check. 
  Stench: A creature entering within melee range of 
  a Ghast must roll TOU vs. DIF 2 or become Slightly 
  Impaired (-1 to rolls) as long as they remain within 
  melee range. 
  GHOST BLADE (29 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 1 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery 3, Unlife 1 
  Ghost Warrior: Only the weapon can be damaged. 
  The ghostly wielder is just an image, so it cannot be 
  harmed in any way. An attacker must specifically 
  state that he is targeting the weapon. 
  Object: The weapon has ARM 10, however it is 
  shattered if it suffers a single point of damage. 
  There are intelligent weapons of such great power 
  that when their wielders die, their souls become 
  burned into the weapon. The weapon releases these 
  undying souls as ghostly figures to wield the 
  weapon again and continue the fight. 
  GHOUL (11 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Unlife 1, Nightvision 1, Senses 1 
  Undead: ARM 1 
  Paralysis: A successful attack causes victim to be 
  Paralyzed on a failed TOU roll vs. the damage roll. 
  The victim can attempt to shake off the paralysis as 
  an action with a 2d Health check. 
  GHOUL LORD (50 XP) 
  AGI 4 
   
  Move 19 
  TOU 4  
  Health 19 
  AWA 2  
  Initiative 12 
  WIL 4 
   
  Spirit 19 
  Skills: Unlife 2, Nightvision 1, Senses 1 
  Undead: ARM 2 
  Paralysis: A successful attack causes victim to be 
  Paralyzed on a failed TOU roll vs. the damage roll. 
  The victim can attempt to shake off the paralysis as 
  an action with a 2d Health check. 
  Rot: Bite causes a rotting disease. On a failed TOU 
  roll vs. the damage roll, victim loses one point of 
  TOU immediately and each week thereafter, finally 
  turning into an ordinary ghoul controlled by the 
  Lord. A Cure spell reverses the effect. 
  GIANT, FIRE (56 XP) 
  AGI 1 
   
  Move 12 
  TOU 8  
  Health 45 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Multistrike 1, Weapon Mastery (greatsword, 
  boulder) 3, Senses 1, Focus 1, Intimidation 1 
  Plate Armor: ARM 3 
  Boulder: Base Range 20, DAM 8 (TOU) 
  Immunity: fire/heat 
   
   
  
  FANTASY  
  108 
  GIANT, FROST (44 XP) 
  AGI 1 
   
  Move 15 
  TOU 7  
  Health 37 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Multistrike 1, Weapon Mastery (greataxe, 
  boulder) 2, Senses 1, Focus 1, Intimidation 1 
  Patchwork Armor: ARM 2 
  Boulder: Base Range 20, DAM 7 (TOU) 
  Immunity: Cold/frost 
  GIANT, HILL (32 XP) 
  AGI 1 
   
  Move 15 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Multistrike 1, Weapon Mastery (club, 
  boulder) 2, Senses 1, Intimidation 1 
  Furs: ARM 1 
  Boulder: Base Range 20, DAM 6 (TOU) 
  GIANT, STONE (48 XP) 
  AGI 2 
   
  Move 15 
  TOU 7  
  Health 37 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Athletics 2, Multistrike 1, Stealth 2 (in rocky 
  terrain), Weapon Mastery (greatclub, boulder) 1, 
  Nightvision 1, Senses 1, Focus 1, Intimidation 1 
  Stonelike Skin: ARM 2 
  Boulder: Base Range 20, DAM 7 (TOU) 
  GIANT, STORM (129 XP) 
  AGI 2 
   
  Move 20 (swim 20) 
  TOU 9  
  Health 54 
  AWA 6  
  Initiative 30 
  WIL 6 
   
  Spirit 30 
  Skills: Multistrike 1, Weapon Mastery (greatsword, 
  boulder) 3, Aquatic 3, Resistance (cold/frost) 1, 
  Arcane Lore 3, Intimidation 1 
  Innate Spells (@ level 1): Abib’s Levitation, Fish 
  Breathing, Heaven’s Wrath, Thunder Strike 
  Scale Armor: ARM 1 
  Boulder: Base Range 20, DAM 9 (TOU) 
  Immunity: electricity/lightning 
  GNOLL (10 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: 
  Multistrike 
  1, 
  Armored 
  Combat 
  1, 
  Nightvision 1 
  Armor: Hide (ARM 1) and shield (+1 to defense) 
  Ranged Attacks: Fights with spear (Range 5, TOU) 
  and longbow (Range 50, DAM 1) 
  GNOLL, PACK LORD (22 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: 
  Multistrike 
  1, 
  Armored 
  Combat 
  1, 
  Nightvision 1, Focus 1, Oratory 2 (Frenzy) 
  Armor: Hide (ARM 1) and shield (+1 to defense) 
  Ranged Attacks: Fights with spear (Range 5, TOU) 
  and longbow (Range 50, DAM 1) 
   
  GNOME (12 XP) 
  AGI 1 
   
  Move 9 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Arcane Lore 1, Background (alchemy) 1, 
  Fixing 1, Languages (small beasts) 1, Nightvision 1 
  Spell: Minor Illusion 1 
   
   
  
  FANTASY  
  109 
  GNOME, DEEP (26 XP) 
  AGI 1 
   
  Move 9 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2 (in rocky terrain), Armored Combat 
  1, Appraisal 1, Arcane Lore 1, Nightvision 2, Focus 1 
  Innate Spells (@ level 1): Elemental Summoning 
  (Earth), Flash, Treasure/Trinket 
  Flaw: Greed (gemstones) 1 
  Chain Shirt: ARM 1 
  Poisoned Dart: Range 10, DAM 0; anyone taking 
  damage must make a TOU+Resistance (poison) vs. 
  DIF 2 roll or become Impaired (Move 50%, -2 to 
  rolls). The victim can attempt a 2d Health check 
  each subsequent minute to shake off the effect. 
  The Deep Gnomes live in underworld caves 
  containing fireplaces, fine pottery implements, a 
  banquet hall and kitchens (for they excel in the 
  culinary arts, though their food is strange to 
  surface-dwellers). More practical-minded than 
  artistic, they love making things and are avid and 
  skilled stone-cutters. Wood is unknown to them, 
  and they will be truly amazed at seeing some. In 
  fact, they may even be willing to give up one of 
  their precious gems in exchange for a wooden 
  implement. 
  GOBLIN (8 XP) 
  AGI 2 
   
  Move 12 
  TOU 0  
  Health 6 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Assassination 1, Riding 1 (wolf), Stealth 1, 
  Nightvision 1, Animal Handling (wolf or rat) 1 
  Shortbow: Though they can fight hand-to-hand if 
  needed (usually with short, curved swords), they 
  prefer to stand back and fire their short bows 
  (Range 25, DAM 0). 
  These small and silent killers of the night have 
  malevolent yellow eyes and long, pointy noses and 
  ears. No doubt aware of their size disadvantage, 
  goblins tend to strike by surprise and melt back 
  into the shadows, patiently wearing down their 
  foes. If captured, goblins will reveal their cowardly 
  natures, doing or saying whatever they can to save 
  their skins. 
  GOBLYN (39 XP) 
  AGI 3 
   
  Move 15 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 4 
   
  Spirit 19 
  Skills: Grappling 2, Stealth 2, Nightvision 2, 
  Intimidation (Fear) 2 
  This horrific creature was once human, now warped 
  by evil magic into serving its master’s every whim. 
  It is known to feast on live victims by taking hold of 
  them with its claws and literally tearing them apart. 
  GOLEM, CLAY (33 XP) 
  AGI 1 
   
  Move 9 
  TOU 5  
  Health 24 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Unarmed Strike 2, Resistance (spells/powers) 
  1, Unlife 1, Nightvision 1, Battle Rage 1 
  Construct: ARM 1 
  Immunities: non-magical attacks, acid, poison, 
  paralysis, mind-affecting and form-altering effects 
  Acid Absorption: Acid damage heals it instead 
  Gouge: When it hits, opponent must roll TOU vs. 
  DIF 3, or the damage comes off their maximum 
  Health. Such damage will not heal unless removed 
  with a Cure spell or similar magic. 
  GOLEM, FLESH (20 XP) 
  AGI 1 
   
  Move 10 
  TOU 4  
  Health 19 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Unarmed Strike 1, Nightvision 1, Resistance 
  (spells/powers) 1, Battle Rage 1 
  Flaw: Vulnerability (Fire) 2 
  Immunities: 
  non-magical 
  attacks, 
  lightning, 
  poison, paralysis, mind-affecting and form-altering 
  effects 
  Lightning Absorption: Lightning damage heals it 
  instead 
   
   
  
  FANTASY  
  110 
  GOLEM, GLASS (45 XP) 
  AGI 1 
   
  Move 10 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: 
  Weapon 
  Mastery 
  2, 
  Resistance 
  (spells/powers) 1, Second Wind 3 (in direct sunlight 
  only), Unlife 1, Nightvision 2 
  Construct: ARM 1 
  Immunities: non-magical attacks (except blunt 
  weapons), poison, paralysis, mind-affecting and 
  form-altering effects 
  Blinding Radiance: Once every 3 rounds, can 
  cause all opponents in melee range to roll TOU vs. 
  DIF 3 to avoid being Impaired (Move 50%, -2 to 
  rolls). As an action, a victim can attempt a 2d Health 
  check to shake off the effect. 
  GOLEM, IRON (55 XP) 
  AGI 1 
   
  Move 10 
  TOU 7  
  Health 37 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: 
  Weapon 
  Mastery 
  3, 
  Resistance 
  (spells/powers) 1, Unlife 3, Nightvision 2 
  Construct: ARM 3 
  Immunities: non-magical attacks, fire, poison, 
  paralysis, mind-affecting and form-altering effects 
  Fire Absorption: Fire damage heals it instead 
  Poison Breath: Once every 5 rounds, can exhale 
  poisonous gas up to 5 yards away. Each creature in 
  the area (AOE 2) must roll TOU vs. DIF 3 or suffer a 
  DAM 9 roll. 
  GOLEM, STONE (41 XP) 
  AGI 1 
   
  Move 10 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: 
  Weapon 
  Mastery 
  2, 
  Resistance 
  (spells/powers) 1, Unlife 2, Nightvision 2 
  Construct: ARM 2 
  Immunities: 
  non-magical 
  attacks, 
  poison, 
  paralysis, mind-affecting and form-altering effects 
  Slow: once every 3 rounds, can cause all opponents 
  in melee range to roll WIL vs. DIF 3 to avoid being 
  Impaired (Move 50%, -2 to rolls). Victim can make 
  a 2d Spirit check each round to shake off the effect. 
   
  GRIFFON (23 XP) 
  AGI 2 
   
  Move 12 (fly 37) 
  TOU 4  
  Health 19 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Grappling 1, Multistrike 1, Charge 1, 
  Nightvision 1, Senses 3 
  HAG (56 XP) 
  AGI 1 
   
  Move 10 
  TOU 4  
  Health 19 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Unarmed Strike 1, Resistance (non-magical 
  attacks except silver weapons) 1, Arcane Lore 2, 
  Nightvision 1, Trickery 2 
  Innate Spells (all @ level 1): Animal Speech, 
  Contact Other Plane, Cure, Dancing Lights, 
  Diminishment, Gideon’s Displaced Senses, Minor 
  Illusion, Phantasm, Pestilence, Sleep Song, Thunder 
  Strike, Turn to Beast, Vanishing, Water Mirror, 
  Witch Sight 
  Mimicry: A Hag can copy any voice she has heard. 
  Roll AWA vs. WIL 2 to detect as fake. 
  Illusory Appearance: A Hag can assume the form 
  of another humanoid creature of similar size. The 
  illusion covers anything carried or worn. Taking an 
  action to make an AWA vs. DIF 4 roll is required to 
  see through it. 
  Hags sometimes form covens of three, which 
  enables them to cast their spells in ceremony. 
  
  FANTASY  
  111 
  HALFLING (12 XP) 
  AGI 2 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: 
  Athletics 
  1, 
  Stealth 
  1, 
  Resistance 
  (poison/disease) 1, Focus 1, Luck 1, Trickery 1 
  HANGMAN’S TREE (39 XP) 
  AGI 1 
   
  Move 0 
  TOU 6  
  Health 30 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 2, Multistrike 2, Stealth 2 
  Flaw: Vulnerability (fire) 3 
  Tough Bark: ARM 3 
  Tentacles: A grappled opponent is yanked 
  upwards and “hung” by a tentacle, automatically 
  taking DAM 0 each round in addition to being 
  Severely Impaired (Move 0, -3 to rolls). If a tentacle 
  is specifically targeted, it can take 4 points of 
  damage before being severed (and it benefits from 
  the ARM). Severed tentacles regrow in one hour. 
  HELL HORSE (36 XP) 
  AGI 2 
   
  Move 24 (fly 37) 
  TOU 5  
  Health 24 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Innate Spell: Ethereal Phasing 1 (includes the rider) 
  Immunity: Immune to fire/heat 
  Grant Resistance: The Hell Horse grants the 
  Resistance (fire/heat) skill at level 2 to its rider 
  Once a pegasus, captured by a demonic cult, 
  clipped of its wings and turned to evil. 
  HELL HOUND (23 XP) 
  AGI 2 
   
  Move 19 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Team Tactics 1, Charge 1, Nightvision 1, 
  Senses 2 
  Immunity: Immune to fire/heat 
  Fire Breath: once every 3 rounds, can exhale fire 
  up to 6m away (AOE 2); targets roll AGI+Athletics 
  vs. DIF 2 or suffer a DAM 4 roll. 
  Hell Hounds roam in packs, preying upon the weak. 
  They are relatively cunning, and fearsome in 
  appearance with their gaunt bodies, red eyes and 
  snapping jaws inside which a brazier seems to burn. 
  HIPPOGRIFF (10 XP) 
  AGI 1 
   
  Move 15 (fly 24) 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Multistrike 1, Unarmed Strike 1, Senses 2 
   
  HOBGOBLIN (12 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Sworn Enemy (elves) 1, Team Tactics 1, 
  Armored Combat 2, Nightvision 1, Specialty 1 
  (Riding, Heavy Weapon or Animal Handling) 
  Armor: Chainmail (ARM 2) + shield (+1 to defense) 
  Weapons: Fights with sword (TOU) and longbow 
  (Range 50, DAM 1) 
   
   
  
  FANTASY  
  112 
  HOBGOBLIN WARLORD (34 XP) 
  AGI 2 
   
  Move 10 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Multistrike 2, Riding 1, Sworn Enemy (elves) 1, 
  Team Tactics 1, Weapon Mastery (sword, javelin) 1, 
  Armored Combat 3, Heavy Weapon 1, Nightvision 1, 
  Animal Handling 1, Command 2 
  Armor: Plate mail (ARM 3) + shield (+1 to defense) 
  Weapons: Fights with sword (TOU) and javelin 
  (Range 10, TOU-1) 
  HOOK HORROR (20 XP) 
  AGI 1 
   
  Move 10 (climb 10) 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Assassination 1, Multistrike 1, Unarmed Strike 
  1, Nightvision 1, Senses 1 
  Exoskeleton: ARM 2 
  Monstrous and cunning, it resembles a 9-foot tall 
  cross between a beetle and a vulture, with great 
  barbed hooks for claws. 
   
  HUMAN, ASSASSIN (31 XP) 
  AGI 3 
   
  Move 15 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Assassination 2, Athletics 2, Stealth 2, Mighty 
  Blow 1, Background (Poisons) 1, Trickery 2 
  Weapons: Shortsword (TOU-1) and light crossbow 
  (Range 45, DAM 2) coated with POT 3 venom. 
  HUMAN, BANDIT (6 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Intimidation 1, Activity-Related Skill 1 (e.g. 
  Sailing, Riding, Arcane Lore, Stealth) 
  Weapons: Small and/or ranged weapons such as 
  club, scimitar, dagger, sling or crossbow 
  These stats cover roadside bandits, outlaws, 
  common thugs, pirates, cultists and the like. 
  HUMAN, BERSERKER (11 XP) 
  AGI 1 
   
  Move 10 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Weapon Mastery (battle axe) 1, Armored 
  Combat 1, Battle Rage 1 
  Hide Armor: ARM 1 
  Battle Axe: TOU 
   
  HUMAN, COMMONER (5 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Background (any) 1 
  Weapon: Small or improvised weapon such as 
  club, dagger or pitchfork (TOU-1) 
  
  FANTASY  
  113 
   
  HUMAN, COMMON FIGHTER (5 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Armored Combat 1 
  Light Armor: ARM 1 
  Shield: +1 defense 
  Weapons: Typically sword or spear (TOU) 
  These stats cover common guards, militiamen and 
  the like. 
  HUMAN, NEANDERTHAL (6 XP) 
  AGI 1 
   
  Move 10 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Survival 1 
  Weapons: Primitive weapons such as spear, stone 
  axe, club or stone hammer (TOU) 
   
  HUMAN, TRAINED FIGHTER (8 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery 1, Armored Combat 2 
  Medium Armor: ARM 2 
  Shield: +1 defense 
  Weapons: Medium and/or ranged weapons such as 
  long sword, spear, bow or crossbow 
  These stats cover elite guards, professional soldiers, 
  mercenaries, veterans and the like. 
   
  HUMAN, TRIBESMAN (6 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Team Tactics 1, Survival 1 
  Spear: Range 5, TOU 
   
   
  
  FANTASY  
  114 
  HYBRID HORROR (6-40 XP) 
  AGI 1d3+1 
  Move 12-19 
  TOU 1d6-1 
  Health 9-24 
  AWA 1d6-3 
  Initiative 9-15 
  WIL 1d6-3 
  Spirit 9-15 
  Skills: Charge 1, Battle Rage 1, Intimidation (Fear) 
  1 (2 against former acquaintances) 
  These part-human, part-beast monstrosities are 
  the results of a sorcerer’s insane experiments. The 
  creatures’ faces are twisted with hate, but there is a 
  faint sign of human recognition before they die. 
  HYENA, GIANT (HYAENODON) (12 XP) 
  AGI 2 
   
  Move 19 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Charge 1, Senses 1 
  ICE TOAD (24 XP) 
  AGI 1 
   
  Move 10 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Grappling 1 (tongue), Unarmed Strike 1 
  (bite), Charge 2 (leap), Nightvision 1 
  Swallow: If a human-sized or smaller opponent is 
  grappled by the tongue, the toad can attack it with 
  its bite starting on the next round. If it succeeds, the 
  victim takes damage and is swallowed whole. 
  Swallowed creatures are Severely Impaired and 
  suffer a DAM 2 roll each round. But if the toad takes 
  damage from outside, it must roll TOU vs. the 
  damage or regurgitate the swallowed creature. 
  Only one creature can be swallowed at a time. 
  Frost Aura: Once every 3 rounds, the toad can 
  radiate an intense cold which causes all creatures in 
  melee combat with it to roll TOU+Resistance 
  (cold/frost) vs. DIF 2 or suffer a DAM 0 roll and 
  become Impaired (Move 50%, -2 to rolls). Victims 
  can use actions to attempt shaking off the effect 
  with a 2d Health check. 
  Icy Skin: ARM 1 
  KOBOLD (5 XP) 
  AGI 2 
   
  Move 12 
  TOU 0  
  Health 6 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Locks & Traps 2, Nightvision 1 
  Flaw: Sunlight Sensitivity 2 
  Weapons: Fight with sharp, rusty daggers (TOU) 
  and slings (Range 10, DAM 0). 
  Winged Kobold (Variant, 10 XP): Fly 12; instead of 
  dagger: whip (Range 3, TOU vs. TOU or target is 
  either knocked prone (Impaired) or disarmed; 
  instead of sling: drops rocks (DAM 1) 
  These 
  egg-laying 
  reptilian 
  humanoids 
  live 
  underground and like to gather trinkets. They are 
  expert trap-makers and tunnelers. 
   
  LICH (154 XP) 
  AGI 3 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 8  
  Initiative 45 
  WIL 6 
   
  Spirit 30 
  Skills: Unarmed Strike 1, Resistance (cold/frost, 
  electricity) 3, Unlife 3, Arcane Lore 3, Nightvision 2, 
  Focus 3, Intimidation 1 
  Spells (all @ level 1): Acidic Spittle, Anti-Magic 
  Ward, Arcane Shield, Bazrak’s Bolts, Dispelling, 
  Dreamwalk, 
  Fireball, 
  Gideon’s 
  Fragmented 
  Perceptions, 
  Major 
  Necromancy, 
  Minor 
  Necromancy, Pestilence, Power Word: Death, 
  Power Word: Stun, Rapture, Snow Balls, Thunder 
  Clap, Vanishing, Water Mirror, Witch Sight, 
  Wizard’s Hand 
  Undead: ARM 3 
  Immunity: non-magical attacks. 
  Phylactery: The Lich’s soul is contained in a 
  phylactery. Unless the phylactery is destroyed, a 
  
  FANTASY  
  115 
  slain lich reforms a new body near the phylactery 
  after 2d6 days have passed. 
  Paralysis: A successful attack causes victim to be 
  Paralyzed on a failed TOU roll vs. the damage roll. 
  The victim can attempt to shake off the paralysis as 
  an action with a 2d Health check. 
  Magic Items: Liches always have one or more 
  magic items at their disposal, at the GM’s 
  discretion. 
  LIZARD, GIANT (6 XP) 
  AGI 1 
   
  Move 10 (climb 10) 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skill: Nightvision 1 
  Scales: ARM 1 
  LIZARD MAN (12 XP) 
  AGI 1 
   
  Move 10 (swim 10) 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 1, Weapon Mastery (javelin, club) 1, 
  Senses 1, Survival 1 
  Scales: ARM 1 
  Shield: +1 defense 
  Javelin: Range 10, TOU-1 
  LIZARD SHAMAN (26 XP) 
  AGI 1 
   
  Move 10 (swim 10) 
  TOU 2  
  Health 12 
  AWA 3  
  Initiative 15 
  WIL 2 
   
  Spirit 12 
  Skills: Stealth 1, Unarmed Strike 1, Arcane Lore 2, 
  Senses 1, Survival 1 
  Spells (@ level 1): Beast Form (crocodile), Dragon’s 
  Breath, Eyes of the Dragon, Plant Animation, Skill of 
  the Snake 
  Scales: ARM 1 
  LIZARD KING/QUEEN (32 XP) 
  AGI 2 
   
  Move 12 (swim 12) 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Stealth 1, Weapon Mastery (trident) 1, 
  Mighty Blow 3, Nightvision 1, Senses 1, Survival 1, 
  Focus 1 
  Scales: ARM 1 
  Demon’s Gift: The Lizard King wields a trident that 
  grants it temporary Health equal to half the 
  damage it causes. 
   
  MINOTAUR (40 XP) 
  AGI 1 
   
  Move 15 
  TOU 5  
  Health 24 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Unarmed Strike 2, Weapon Mastery 2, 
  Charge 2, Nightvision 1, Senses 2, Battle Rage 2, 
  Intimidation 2 
  Thick Hide: ARM 1 
  MUMMY (27 XP) 
  AGI 0 
   
  Move 9 
  TOU 4  
  Health 19 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: 
  Unarmed 
  Strike 
  2, 
  Resistance 
  (poison/disease, non-magical attacks) 1, Unlife 2, 
  Nightvision 1, Focus 2, Intimidation 1 (gaze) 
  Flaw: Vulnerability (Fire) 2 
  Undead: ARM 2 
  Mummy Rot: Anyone struck by the Mummy must 
  roll TOU vs. DIF 2 or be cursed with Mummy Rot: 
  victim loses one point off their maximum Health 
  each day until they die or receive a Cure spell 
  (which reverses the effect). 
  
  FANTASY  
  116 
  MUMMY LORD (89 XP) 
  AGI 1 
   
  Move 9 
  TOU 5  
  Health 24 
  AWA 5  
  Initiative 24 
  WIL 5 
   
  Spirit 24 
  Skills: 
  Unarmed 
  Strike 
  2, 
  Resistance 
  (poison/disease, 
  spells/powers, 
  non-magical 
  attacks) 2, Unlife 3, Background (history, theology) 
  1, Nightvision 1, Focus 2, Intimidation 1 (gaze) 
  Spells (all @ level 1): Bazrak’s Bark, Bazrak’s Bolts, 
  Bazrak’s Flying Fist, Contact Other Plane, Death 
  Swarm, Dispelling, Forcetrap, Hand of Decay, Holy 
  Armor, 
  Minor 
  Necromancy, 
  Minor 
  Sorcery, 
  Pestilence, Swarm Plague 
  Flaw: Vulnerability (Fire) 2 
  Undead: ARM 3 
  Rejuvenation: If a Mummy Lord is destroyed but 
  its heart is intact, it regains a new body at full 
  Health and Spirit one day later 
  Feast: If a Mummy Lord consumes a specific kind 
  of victim (to be specified, e.g. an ancient enemy, or 
  someone who awoke it), it regains a semblance of 
  life. After three such victims are consumed, the 
  Mummy Lord appears fully human again 
  Mummy Rot: Anyone struck by the Mummy Lord 
  must roll TOU vs. DIF 3 or be cursed with Mummy 
  Rot: victim loses one point off their maximum 
  Health each day until they die or receive a Cure 
  spell (which reverses the effect). 
  MUMMY, ICE OR SAND (37 XP) 
  AGI 0 
   
  Move 9 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Assassination 2, Stealth 3, Unarmed Strike 2, 
  Resistance (poison/disease, non-magical attacks) 2, 
  Unlife 2, Nightvision 1, Focus 2, Intimidation 1 
  (gaze) 
  Flaw: Vulnerability 2 (heat/fire for Ice Mummy, 
  cold/frost for Sand Mummy) 
  Undead: ARM 2 
  Burrow: Can burrow through snow or sand and 
  attack foes by surprise (Stealth, Assassination) 
  Touch of Pain: Anyone struck by the Mummy must 
  roll TOU vs. DIF 2 or be Slightly Impaired (-1 to rolls) 
  due to frostbite (Ice Mummy) or burning (Sand 
  Mummy). The victim can try shaking off the effect 
  starting the next day and every following day by 
  making a 2d Health check. 
   
  OGRE (21 XP) 
  AGI 1 
   
  Move 15 
  TOU 5  
  Health 24 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery 1 (Greatclub), Nightvision 
  1, Intimidation 1 
  Hide Armor: ARM 1 
  OOZE (36 XP) 
  AGI 0 
   
  Move 6 (climb 6) 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2, Unarmed Strike 2, Resistance (acid, 
  cold, heat, electricity) 2, Nightvision 1 
  Immunities: poison, mind-affecting effects 
  Amorphous: Oozes can pass through spaces as 
  small as 1 inch wide 
  Spider Climb: Can move along walls and ceilings. 
  Split: If an Ooze is subjected to a slashing or 
  electrical damage it splits into two oozes, each with 
  half the Health of the original (rounded down) and 
  TOU 2 instead of 3. It can be split again, which 
  divides its Health and lowers TOU by one each time. 
  Acid: Oozes are made of acid and can eat through 
  2 inches of non-magical wood or metal in one 
  round. If it hits a target wearing armor, the armor 
  absorbs part of the damage normally but then the 
  ARM score is reduced by 1. If it is hit by a non-
  magical weapon, the weapon suffers a cumulative 
  -1 to damage (and is destroyed once it reaches -4). 
  If the attacker is engaged in melee combat with the 
  Ooze, it suffers DAM 0 from an acid splash. 
  
  FANTASY  
  117 
   
  ORC (11 XP) 
  AGI 1 
   
  Move 10 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 1, Weapon Mastery 1 (battle axe, 
  scimitar or spear), Armored Combat 1, Nightvision 
  1, Senses 1, Intimidation 1 
  Hide Armor: ARM 1 
  These stats refer to a typical orcish warrior 
   
  ORC CHIEF (26 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Multistrike 1, Stealth 1, Weapon Mastery 
  (battle axe) 2, Armored Combat 2, Nightvision 1, 
  Senses 1, Intimidation 1, Battle Rage 1, Oratory 1 
  (battle cry) 
  Partial Plate Armor: ARM 2 
  OWL, GIANT (14 XP) 
  AGI 2 
   
  Move fly 24 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Senses 2, Nightvision 2 
  These guardians of the woodland realms live in 
  highly organized societies. They have their own 
  hooting language. 
  PEGASUS (17 XP) 
  AGI 2 
   
  Move 24 (fly 37) 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Senses 1 
  Flaw: Code of Honor 1 (undying bond with rider) 
  PURPLE WORM (82 XP) 
  AGI 0 
   
  Move 19 (Burrow: Earth 12, Rock 6) 
  TOU 10  
  Health 64 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: 
  Multistrike 
  1, 
  Unarmed 
  Strike 
  3, 
  Nightvision 1 
  Swallow: If an attack is successful against one 
  target, the target takes damage normally and also 
  must make an AGI+Athletics vs. DIF 3 roll or be 
  swallowed whole. Swallowed creatures are Severely 
  Impaired (Move 0, -3 to rolls) and suffer a DAM 4 
  roll each round. But if the worm takes damage from 
  outside, it must roll TOU vs. the damage or 
  regurgitate the swallowed creature(s). Multiple 
  creatures can be swallowed. 
  Tail Stinger: If an attack is successful against a 
  second target (using Multistrike), the second target 
  takes damage normally and also must roll 
  TOU+Resistance (poison/disease) vs. POT 3 or 
  suffer the venom’s effect TOU rounds after 
  exposure: the victim suffers Health damage equal 
  to the POT roll, and is Severely Impaired (Move 0, -
  3 to rolls). It can attempt a 2d Health check every 
  following day to shake off the condition. 
  Rubbery Skin: ARM 3 
  Tunneling: The Purple Worm can burrow through 
  rock at Move 6, leaving a 3-yard diameter tunnel in 
  its wake. 
   
   
  
  FANTASY  
  118 
  RAKSHASA (83 XP) 
  AGI 3 
   
  Move 15 
  TOU 3  
  Health 15 
  AWA 4  
  Initiative 19 
  WIL 4 
   
  Spirit 19 
  Skills: 
  Arcane 
  Lore 
  3, 
  Nightvision 
  1, 
  Art 
  (Storytelling) 2, Trickery 1 
  Innate Spells (all @ level 1): Bazrak’s Command, 
  Dreamwalk, Gideon’s Improved Aeronauticality, 
  Major Illusion, Mind Reading, Minor Illusion, 
  Rapture, Soul Gaze, Vanishing, Witch Sight, 
  Wizard’s Hand 
  Flaw: Vulnerability 2 (magic weapons) 
  Malleable Form: ARM 1 
  Polymorph: Can assume any humanoid form (in its 
  natural form it resembles a tiger-headed human) 
  Immunities: Immune to non-magical attacks and 
  all spells/powers of DIF 6 or below (unless it wants 
  to be affected). 
  Dreadful Visions: Anyone taking damage from the 
  Rakshasa begins to experience horrible images and 
  dreams. The victim no longer gets Health or Spirit 
  recovery rolls after taking short or long rests. The 
  curse must be magically removed. 
  Evil Reborn: If slain on the Material Plane, the 
  Rakshasa’s essence returns to its home plane, 
  where it reforms a new body. This process can take 
  several months or years. 
  RAT, GIANT (7 XP) 
  AGI 2 
   
  Move 12 
  TOU 0  
  Health 6 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Nightvision 1, Senses 2 
   
  SCREECHER (12 XP) 
  AGI 1 
   
  Move 12 (climb 12) 
  TOU 0  
  Health 6 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Athletics 2, Stealth 1, Team Tactics 1, 
  Nightvision 1, Senses 2, Intimidation (Fear) 1 
  Screechers are forest-dwelling carnivorous white 
  apes that operate in groups of at least a dozen. 
  There is a bloodthirsty malice in their red eyes. They 
  are patient, following their victims at a safe 
  distance, screeching incessantly at night to keep 
  them awake, then finally making their move with 
  savage abandon when their prey are at their most 
  tired, unnerved and vulnerable. 
  SHADOW (25 XP) 
  AGI 2 
   
  Move 15 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2 (in dim light or darkness), 
  Resistance (acid, cold, fire, electricity, non-magical 
  attacks) 3, Unlife 1, Nightvision 1 
  Flaw: Sunlight Sensitivity 3 
  Undead: ARM 1 
  Amorphous: Shadows can pass through spaces as 
  small as a ½ inch wide (under a door, for instance). 
  Vitality Drain: The Shadow’s touch causes normal 
  damage and the victim must make a TOU roll vs. 
  the damage roll or lose one point of TOU. Victims 
  brought below 0 TOU will be slain, rising again as 
  Shadows 1d6 hours later. Otherwise, TOU returns 
  to normal after a night’s rest. 
   
  
  FANTASY  
  119 
  SKELETON (4 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Unlife 1, Nightvision 1, Intimidation 1 
  Flaw: Vulnerability (bludgeoning) 3 
  Undead: ARM 1  
  Gildorian Skeleton (Variant, 12 XP): once smashed, 
  it reconstitutes itself in one minute. It will rebuild 
  itself twice before it is permanently destroyed, so it 
  must be killed 3 times! 
  SPIDER, CRYSTAL (28 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skill: Resistance (slashing weapons) 2 
  Crystal Body: ARM 3 
  Crystal Web: This creature spins its glass web in 
  entryways or passages where unwary passers-by 
  are likely to travel. If a group of potential victims is 
  present, the first in line must roll AWA+Senses vs. 
  DIF 2 to avoid suffering a DAM 3 roll. 
  Ray of Light: The spider can direct a light attack at 
  one target within 30 yards. The victim must roll TOU 
  vs. DIF 2 or suffer a DAM 2 roll and become partially 
  blinded (Impaired; Move 50%, -2 to rolls). The 
  victim can attempt a 2d Health check as an action 
  each round to shake off the blinding effect. 
  Shatter: Slashing weapons have a 2 in 6 chance of 
  breaking when they hit the creature. 
  SPIDER, GIANT (26 XP) 
  AGI 2 
   
  Move 15 (climb 15) 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 1, Nightvision 1, Senses 2, 
  Intimidation 1 
  Poison Bite: If a victim takes damage from the 
  spider, it must roll TOU+Resistance (poison) vs. 
  POT 2 or become Paralyzed: no actions, -3 to 
  defense rolls, +3 to damage received from melee 
  attacks; the victim can attempt a 2d Health check 
  every following minute to shake off the effect. 
  Web: Can shoot a sticky strand at one creature 
  (Base Range 6); if it hits, the victim is Severely 
  Impaired (Move 0, -3 to rolls). The victim can either 
  be freed by someone else (taking one round) or it 
  must use an action and make a TOU+Strength vs. 
  DIF 2 roll. 
  SPIDER, PHASE (28 XP) 
  AGI 2 
   
  Move 15 (climb 15) 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 3 
   
  Spirit 15 
  Skill: Stealth 1, Nightvision 1 
  Innate Spell: Ethereal Phasing 1 (starts in the 
  Ethereal Plane) 
  Poison Bite: If a victim takes damage from the 
  spider, it must roll TOU+Resistance (poison) vs. 
  POT 2 or become Paralyzed: no actions, -3 to 
  defense rolls, +3 to damage received from melee 
  attacks; the victim can attempt a 2d Health check 
  every following minute to shake off the effect. 
  This creature is native to the Ethereal Plane but can 
  make brief forays into the Material Plane. Its web, 
  made of ethereal material, alerts the creature which 
  then ambushes its victims. Only Witch Sight or 
  similar magic will reveal the web’s existence. 
  SWARM (29 XP) 
  AGI 2   
  Move (see below) 
  TOU 3  
  Health 15 
  AWA 0  
  Initiative 9 
  WIL 4 
   
  Spirit 19 
  Skills: Resistance (AOE 1 attacks) 2, Senses 2 
  Move: Depends on the type of creature it is 
  composed of; Crawling Insects 9, Snakes 10, Rats 
  12, Fish 12 (swim), Flying Insects 15 (fly), Bats 15 
  (fly), Birds 19 (fly) 
  Biting or Stinging: A swarm does not make 
  normal attacks. Instead, it automatically inflicts 
  DAM 0 each round to anyone it is in contact with, 
  ignoring armor unless it completely covers the 
  body. A swarm normally covers a 10-yard diameter 
  space or so (AOE 4). 
  Small Spaces: Can move through any space large 
  enough to fit the type of creature it is composed of. 
   
   
  
  FANTASY  
  120 
  TROGLODYTE (13 XP) 
  AGI 1   
  Move 10 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2, Unarmed Strike 1, Nightvision 1 
  Flaw: Sunlight Sensitivity 2 
  Stench: Anyone in close combat with a Troglodyte 
  must roll TOU+Resistance (poison) vs. DIF 2 or 
  become Impaired (Move 50%, -2 to rolls). The 
  victim can attempt to shake off the effect as an 
  action by making a 2d Health check. Once the 
  effect is shaken off (or if the resistance roll 
  succeeds), the victim is immune to the effect for 
  one hour. 
  Troglodyte communities fester deep underground. 
  They are bestial, savage and without a trace of 
  decency, dignity or mercy. 
  TROLL (31 XP) 
  AGI 1 
   
  Move 10 
  TOU 5  
  Health 24 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Unarmed Strike 1, Nightvision 1, Senses 2 
  Rubbery Skin: ARM 1 
  Regeneration: Recovers 2 Health per round, even 
  when under 0. Can only be killed if brought to 0 
  Health by fire or acid, or if fire or acid are applied 
  to it when it is at 0 Health. 
  Severed Limbs: If it takes damage, there is a 3 in 6 
  chance that a body part is severed, becoming a 
  monster with 0 in each attribute and Health equal 
  to the damage suffered. 
  Trolls never fight with weapons, preferring instead 
  to maul their victims with their dirty claws and 
  sharp teeth. There is an aquatic variety with the 
  same stats, but which can only regenerate in salt 
  water. 
  VAMPIRE (45 XP) 
  AGI 4 
   
  Move 19 
  TOU 4  
  Health 19 
  AWA 4  
  Initiative 19 
  WIL 4 
   
  Spirit 19 
  Skills: Unarmed Strike 1, Second Wind 1, Unlife 3, 
  Intimidation 1 
  Innate Spells (@ level 1): Bazrak’s Command, Beast 
  Form (bat), Beast Form (wolf), Gaseous Form, 
  Plague Rats, Rapture, Spider Climbing, Vampire’s 
  Kiss 
  Flaw: Sunlight Sensitivity 3 
  Undead: ARM 3 
  Sire: Victims killed with Vampire’s Kiss will 
  eventually rise again as vampires under the 
  Vampire’s control 
  Regeneration: The Vampire recovers one point of 
  Health every round, even if Health is under zero. 
  Damage from sunlight or holy water does not 
  regenerate (see below). 
  Allergies: Direct exposure to sunlight or holy water 
  causes the Vampire to become Impaired (Move 
  50%, -2 to rolls) and lose of 4 Health per round. 
  Unholy: If a holy symbol is displayed, the Vampire 
  must make a WIL vs. WIL roll in order to attack the 
  one holding it. 
  Forbiddance: A Vampire may not enter a private 
  dwelling unless invited. 
  Stake to the Heart: A vampire hit with a called shot 
  to the heart (-3 to the attack roll) must make a TOU 
  roll vs. the damage roll. If successful, it takes 
  damage normally. If it fails, it disintegrates to dust. 
  WEREBEAR (35 XP) 
  AGI 2 
   
  Move 15 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skill: Senses 1, Battle Rage 1 
  Innate Spell: Beast Form (bear or bear/human 
  hybrid) 1 
  Infection: Anyone bitten by the beast must make 
  a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, 
  becoming a Wereboar at the next full moon. 
  Immunity: Non-magical attacks except silver 
  weapons. 
  Lycanthropy: The werebeast normally appears in 
  its original humanoid form, though it can cast Beast 
  Form if it wishes. When the full moon rises, the 
  curse cannot be resisted and it will automatically 
  transform, remaining in beast form for the full 
  duration of the spell. 
  The above stats apply to humanoid, hybrid or beast 
  form and assume it is armed with a melee weapon 
  in humanoid or hybrid form. 
   
   
  
  FANTASY  
  121 
  WEREBOAR (32 XP) 
  AGI 2 
   
  Move 15 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Charge 2, Second Wind 1, Battle Rage 1 
  Innate Spell: Beast Form (boar or boar/human 
  hybrid) 1 
  Infection: Anyone bitten by the beast must make 
  a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, 
  becoming a Wereboar at the next full moon. 
  Immunity: Non-magical attacks except silver 
  weapons. 
  Lycanthropy: The werebeast normally appears in 
  its original humanoid form, though it can cast Beast 
  Form if it wishes. When the full moon rises, the 
  curse cannot be resisted and it will automatically 
  transform, remaining in beast form for the full 
  duration of the spell. 
  The above stats apply to humanoid, hybrid or beast 
  form and assume it is armed with a melee weapon 
  in humanoid or hybrid form. 
   
  WERERAT (25 XP) 
  AGI 2 
   
  Move 15 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Stealth 1, Senses 1, Battle Rage 1 
  Innate Spell: Beast Form (giant rat or rat/human 
  hybrid) 1 
  Infection: Anyone bitten by the beast must make 
  a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, 
  becoming a Wererat at the next full moon. 
  Immunity: Non-magical attacks except silver 
  weapons. 
  Lycanthropy: The werebeast normally appears in 
  its original humanoid form, though it can cast Beast 
  Form if it wishes. When the full moon rises, the 
  curse cannot be resisted and it will automatically 
  transform, remaining in beast form for the full 
  duration of the spell. 
  The above stats apply to humanoid, hybrid or beast 
  form and assume it is armed with a melee weapon 
  in humanoid or hybrid form. 
  WERETIGER (31 XP) 
  AGI 2 
   
  Move 15 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Stealth 1, Weapon Mastery (longbow) 1, 
  Charge 1, Battle Rage 1 
  Innate Spell: Beast Form (tiger or tiger/human 
  hybrid) 1 
  Infection: Anyone bitten by the beast must make 
  a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, 
  becoming a Weretiger at the next full moon. 
  Immunity: Non-magical attacks except silver 
  weapons. 
  Lycanthropy: The werebeast normally appears in 
  its original humanoid form, though it can cast Beast 
  Form if it wishes. When the full moon rises, the 
  curse cannot be resisted and it will automatically 
  transform, remaining in beast form for the full 
  duration of the spell. 
  The above stats apply to humanoid, hybrid or beast 
  form and assume it is armed with a melee weapon 
  in humanoid or hybrid form. 
   
  
  FANTASY  
  122 
  WEREWOLF (27 XP) 
  AGI 2 
   
  Move 15 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Senses 1, Battle Rage 1, Intimidation (Fear) 1 
  Innate Spell: Beast Form (wolf or wolf/human 
  hybrid) 1 
  Infection: Anyone bitten by the beast must make 
  a TOU vs. DIF 2 roll or be afflicted with Lycanthropy, 
  becoming a Werewolf at the next full moon. 
  Immunity: Non-magical attacks except silver 
  weapons. 
  Lycanthropy: The werebeast normally appears in 
  its original humanoid form, though it can cast Beast 
  Form if it wishes. When the full moon rises, the 
  curse cannot be resisted and it will automatically 
  transform, remaining in beast form for the full 
  duration of the spell. 
  The above stats apply to humanoid, hybrid or beast 
  form and assume it is armed with a melee weapon 
  in humanoid or hybrid form. 
  WIGHT (21 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skill: Resistance (non-magical attacks except silver 
  weapons) 1, Unlife 1, Nightvision 1 
  Flaw: Sunlight Sensitivity 2 
  Undead: ARM 1 
  Vitality Drain: The Wight’s melee attack causes 
  normal damage and the victim must make a TOU 
  roll vs. the damage roll or lose one point of TOU. A 
  victim brought below TOU 0 is slain. If the victim’s 
  body is not destroyed it will rise again as a Zombie 
  under the Wight’s control 24 hours later. Otherwise, 
  TOU returns to normal after a night’s rest. 
  Longbow: Base Range 50, DAM 1 
  WOLF (7 XP) 
  AGI 1 
   
  Move 15 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Team Tactics 1, Charge 1, Senses 2 
  WOLF, DIRE OR WORG (16 XP) 
  AGI 2 
   
  Move 19 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Team Tactics 1, Charge 1, Nightvision 1, 
  Senses 2 
  This cunning and malevolent breed of wolf is 
  commonly used as a pet or steed by giants, orcs 
  and goblins. 
  WOLF, WINTER (25 XP) 
  AGI 1 
   
  Move 19 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Stealth 2 (snowy terrain), Team Tactics 1, 
  Unarmed Strike 1, Charge 1, Senses 2 
  Immunity: Cold/frost 
  Cold Breath: once every 3 rounds, can exhale a 
  cone of frost up to 5 yards away. Each creature in 
  the area (AOE 2) must make an AGI+Athletics vs. 
  DIF 2 roll or suffer a DAM 4 roll. 
  YETI (49 XP) 
  AGI 1 
   
  Move 15 (climb 15) 
  TOU 6  
  Health 30 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skill: Multistrike 1, Stealth 2 (in snowy terrain), 
  Unarmed Strike 2, Nightvision 1, Senses 2, 
  Intimidation (Fear) 1 
  Flaw: Vulnerability (Fire) 1 
  Thick Hide: ARM 1 
  Immunity: Cold/Frost 
  Chilling Gaze: targets one creature within 10 yards; 
  must roll TOU+Resistance (cold/frost) vs. DIF 3 or 
  suffer a DAM 3 roll due to cold and be Paralyzed: 
  cannot act, -3 to defense rolls, +3 to damage 
  received from melee attacks, can attempt a 2d 
  Health check each round to shake it off. 
  Cold Breath: once every 3 rounds, can exhale a 
  cone of frost up to 10 yards away. Each creature in 
  the area (AOE 4) must roll TOU+Resistance 
  (cold/frost) vs. DIF 3 or suffer a DAM 6 roll. 
  It is said that none has glanced a yeti and lived to 
  tell the tale, though huge footprints are sometimes 
  seen in the snow.  
  
  FANTASY  
  123 
  ZOMBIE (9 XP) 
  AGI 0 
   
  Move 9 
  TOU 2  
  Health 12 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Grappling 1, Unarmed Strike 1, Second Wind 
  1, Unlife 1, Nightvision 1, Intimidation 1 
  Undead: ARM 1 
  Hard to Kill: The Zombie uses its Second Wind skill 
  the first time its Health drops to zero or less. 
  ZOMBIE LORD (50 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 3  
  Initiative 15 
  WIL 3 
   
  Spirit 15 
  Skills: Grappling 1, Unarmed Strike 1, Second Wind 
  2, Unlife 2, Arcane Lore 1, Nightvision 1, 
  Intimidation (Fear) 1 
  Spells (all @ level 2): Minor Necromancy, Speak 
  with the Dead 
  Undead: ARM 2 
  Vitality Drain: The Zombie Lord’s touch causes 
  normal damage and the victim must make a TOU 
  roll vs. the damage roll or lose one point of TOU. A 
  victim brought below TOU 0 is slain. If the victim’s 
  body is not destroyed it will rise again as a Zombie 
  under the Lord’s’s control 24 hours later. Otherwise, 
  TOU returns to normal after a night’s rest. 
  Stench: Anyone in close combat with a Zombie 
  Lord must roll TOU+Resistance (poison) vs. DIF 3 or 
  become Impaired (Move 50%, -2 to rolls). The 
  victim can attempt to shake off the effect as an 
  action by making a 2d Health check. Once the 
  effect is shaken off (or if the resistance roll 
  succeeds), the victim is immune to the effect for 
  one hour. 
   
   
   
  
  HORROR  
  124 
  Horror 
   
  ARCHETYPES 
  OCCUPATIONS 
  Highest 
  Lowest 
  Typical Skills & Flaws 
  Antiquarian 
  AWA 
  TOU 
  Appraisal, Background (Antiquarian), Languages, Observation, Research, 
  Bargaining 
  Artist 
  WIL 
  TOU 
  Background, Observation, Psychology, Art, Reputation 
  Athlete 
  AGI 
  AWA 
  Athletics, Grappling, Marksmanship, Unarmed Strike, Aquatic, Strength, 
  Endurance, Second Wind, Reputation 
  Author 
  AWA 
  TOU 
  Background, Arcane Lore, Languages, Psychology, Research, Trivia, Art 
  (Literature), Reputation 
  Clergy Member 
  WIL 
  AGI 
  Background (Theology), Psychology, Research, Focus, Followers, Oratory, 
  Persuasion 
  Criminal 
  TOU 
  AWA 
  Grappling, Sleight-of-Hand, Stealth, Unarmed Strike, Weapon Mastery, 
  Appraisal, 
  Background 
  (Chemistry), 
  Criminology, 
  Locks 
  & 
  Traps, 
  Observation, 
  Surveillance, 
  Underworld, 
  Bargaining, 
  Impersonation, 
  Intimidation, Street Smarts, Trickery; Flaw: Greed 
  Dilettante 
  WIL 
  TOU 
  Driving, Riding, Weapon Mastery, Appraisal, Trivia, Art, Persuasion, Politics, 
  Reputation 
  Drifter 
  TOU 
  WIL 
  Athletics, Stealth, Observation, Survival, Trickery, Street Smarts; Flaw: 
  Outcast 
  Engineer 
  AWA 
  WIL 
  Driving, Background (Engineering), Background (Physics), Fixing, Research 
  Entertainer 
  WIL 
  TOU 
  Psychology, Art, Impersonation, Oratory, Reputation, Trickery 
  Farmer 
  TOU 
  WIL 
  Driving, Background (Farming), Fixing, Observation, Survival 
  Hacker 
  AWA 
  TOU 
  Computers, Fixing, Research, Politics (social networks) 
  Journalist 
  AWA 
  AGI 
  Art (Photography, Writing), Background (History), Research, Impersonation, 
  Persuasion, Politics, Street Smarts 
  Lawyer 
  WIL 
  TOU 
  Background (Law), Psychology, Research, Bargaining, Oratory, Persuasion 
  Librarian 
  AWA 
  TOU 
  Arcane Lore, Background, Languages, Research 
  
  HORROR  
  125 
  OCCUPATIONS 
  Highest 
  Lowest 
  Typical Skills & Flaws 
  Medical Doctor 
  AWA 
  TOU 
  Background (Biology, Chemistry), Medicine, Psychology, Surgery 
  Military Officer 
  TOU 
  AWA 
  Team Tactics, Weapon Mastery, Background (Military), Surveillance, 
  Survival, Command 
  Missionary 
  WIL 
  AGI 
  Background (Theology), Fixing, Medicine, Psychology, Art, Focus, Oratory, 
  Persuasion 
  Musician 
  WIL 
  TOU 
  Psychology, Art (Instrument), Oratory, Reputation; Flaw: Addiction 
  Parapsychologist 
  AWA 
  AGI 
  Arcane Lore, Background (Anthropology), Psychology, Research, Sixth 
  Sense, Art (Photography), Focus 
  Pilot 
  AGI 
  TOU 
  Piloting, Fixing, Surveillance, Survival (Air/Skies), 
  Police Detective 
  AWA 
  TOU 
  Weapon Mastery, Criminology, Observation, Psychology, Impersonation, 
  Persuasion, Street Smarts, Surveillance 
  Police Officer 
  TOU 
  WIL 
  Driving, Grappling, Unarmed Strike, Weapon Mastery, Criminology, 
  Medicine, Observation, Psychology, Intimidation, Street Smarts 
  Private 
  Investigator 
  AWA 
  TOU 
  Weapon Mastery, Computers, Criminology, Locks & Traps, Observation, 
  Persuasion, Psychology, Research, Art (Photography), Impersonation, 
  Politics, Street Smarts, Surveillance, Trickery 
  Professor 
  AWA 
  WIL 
  Background, Languages, Research; Flaw: Absent-Mindedness 
  Soldier 
  TOU 
  AWA 
  Assassination, Athletics, Cover, Driving or Piloting or Sailing, Grappling, 
  Marksmanship, Stealth, Team Tactics, Unarmed Strike, Weapon Mastery, 
  Aquatic, Armored Combat, Endurance, Second Wind, Fixing, Heavy 
  Weapon, Medicine, Surveillance, Survival; Flaw: Flashbacks 
  Tribe Member 
  AGI 
  WIL 
  Athletics, Stealth, Weapon Mastery, Aquatic, Arcane Lore, Background 
  (Herbalism), Senses, Survival, Focus 
  Zealot 
  WIL 
  AWA 
  Stealth, Background (History), Locks & Traps, Focus, Oratory, Persuasion, 
  Psychology 
   
  MONSTROUS 
  Highest 
  Lowest 
  Typical Skills & Flaws 
  Angel 
  WIL 
  AWA 
  Skills: Cover, Sworn Enemy (demons), Mighty Blow, Strength, Focus; Spells: 
  Eldritch Flight, Essence Transfer; Flaw: Code of Honor (patron god) 
  Demon 
  TOU 
  AWA 
  Skills: Sworn Enemy (angels), Endurance, Resistance (any), Intimidation; 
  Spell: Magic Sense/Shroud; Flaws: Sunlight Sensitivity, Vulnerability (cold 
  iron) 
  Patchwork 
  TOU 
  AWA 
  Skills: Strength, Unlife, Battle Rage; Flaws: Flashbacks, Outcast, 
  Vulnerability (electricity) 
  Vampire 
  Any 
  Any 
  Skills: Unarmed Strike, Endurance, Second Wind, Strength, Unlife, 
  Persuasion; Flaws: Addiction (fresh blood), Sunlight Sensitivity, Phobia 
  (garlic, entering uninvited) 
  Werewolf 
  TOU 
  AWA 
  Skills: Unarmed Strike, Nightvision, Senses, Intimidation; Spell: Beast Form 
  (wolf); Flaw: Phobia (wolf’s bane) 
  SANITY 
  Repeated exposure to the horrific, and the gradual 
  discovery of things we were not meant to know, 
  causes people to mentally deteriorate over time. 
  The following is an optional rule for horror-themed 
  games where losing your grip on sanity is a factor. 
  When you experience something shocking or 
  horrifying, you must make a 2d check against your 
  maximum Spirit. If you witness something truly 
  unspeakable, make a 3d check. 
  If the check succeeds, you maintain your senses 
  and are able to process the situation. If the check 
  fails, you lose one point of WIL; your maximum 
  Spirit is also reduced accordingly. In addition, you 
  temporarily “snap” and must act accordingly. 
  Perhaps you squeeze that gun trigger, or make a 
  run for the window! The GM has a say and can 
  suggest or veto a course of action. If your WIL falls 
  below zero, you completely succumb to madness 
  and leave the game as a player character. 
  Otherwise, you can regain WIL by spending XP 
  between sessions, using the normal rules. 
  
  HORROR  
  126 
  CORRUPTION 
  The lure of power is strong, but it can warp those 
  who seek it. The following rule can be used in any 
  campaign (in any genre) where the characters can 
  fall prey to forces of darkness. 
  A character who suffers the effects of Corruption 
  immediately gains 1 XP, and one level in a flaw. 
  The GM decides when and how Corruption is 
  triggered in the particular game being played. For 
  example, Corruption might occur when a character: 
  • Performs an evil act. 
  • Spends an XP to gain +/- 3 to a roll (i.e. calls 
  upon dark forces for aid). 
  • Acquires a corrupt item. 
  • Uses a Power in anger. 
  • Uses a Power (anytime). 
  EQUIPMENT 
  The weapons, vehicles and other equipment 
  available in a horror game largely depend on the 
  types of characters being played and the time 
  period in which the game is set. See the equipment 
  lists starting on page 39. 
  SPELLS A-Z 
  Magic should be rare in Horror settings, and 
  probably dangerous. Characters can only learn 
  spells they specifically find in forbidden books, are 
  taught by practitioners of the occult, etc. Spells are 
  learned normally using XP; if appropriate within the 
  story, the GM might allow a spell to be learned 
  during the adventure or game session. As usual, 
  you must have the Arcane Lore skill at the 
  appropriate 
  level 
  (Arcane 
  Lore 
  represents 
  knowledge of the Occult). If several versions of a 
  spell are indicated (separated by a /), you may 
  choose either one at the time of casting (you need 
  not learn each one separately). The general rules 
  concerning spell casting are found in the Powers 
  section of the core rulebook (see page 24). 
  The Fantasy section gives numerous examples of 
  spells that could be considered in a Horror game 
  (starting on page 57). Effects should be described 
  in a manner that conveys the tone and feel of a 
  Horror setting, rather than a fantastic one. Below 
  are some additional spells that might be 
  particularly appropriate. 
  Aging 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Permanent 
  This terrible curse causes a single creature to 
  permanently age by WILx10 years. If the target ages 
  beyond its maximum life expectancy, it withers and 
  dies. Otherwise, it loses a point of TOU (and 
  corresponding Health). The spell’s target must roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting to resist the effect. 
  Banishing 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You attempt to force an extra-dimensional entity 
  back to its realm. The target of the spell must roll 
  WIL+Focus against the casting to resist the effect. 
  Binding 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL days 
  You attempt to force an extra-dimensional entity 
  into servitude for the duration. The target of the 
  spell must roll WIL+Focus against the casting to 
  resist the effect (in which case it acts as it pleases). 
  
  HORROR  
  127 
  Commands must be expressed by some method 
  the entity understands. If the spell is successful, the 
  entity must obey commands you give it. If the 
  entity resists the spell, it may follow the instructions 
  to the letter but seek to twist the words to its 
  advantage (and to your detriment, usually). The GM 
  should make the difficulty roll secretly. The entity 
  can attempt a 2d Spirit check to shake off the effect 
  if given an order that is clearly self-destructive or 
  against its nature. 
  Eldritch Flight 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL rounds 
  You are able to fly at double your Move. 
  Grave Sense 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WIL miles 
  Duration: WIL hours 
  You can see and hear through the senses of undead 
  creatures, as if through your own eyes and ears. The 
  creatures must have been animated by you 
  (through Minor Necromancy, for example; see page 
  78). If there are several creatures within range, you 
  can switch between them as a free action once per 
  round. If a creature moves out of range, the 
  connection is severed. The spell grants no control 
  over the creatures, nor can you speak to or through 
  them by means of this spell. 
  Grave Speak 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: See below 
  Duration: 10 minutes 
  You reach beyond the grave and question the spirit 
  of a deceased individual. You must know the name 
  of the deceased, and possess a treasured item 
  (which can be the corpse, or part thereof). 
  You can ask the deceased up to WIL questions until 
  the spell ends. The deceased typically knows only 
  what it knew in life (including languages) and is 
  generally unable to comprehend new information 
  or events that happened after it died. Answers are 
  generally brief, cryptic or repetitive, and can be 
  misleading if you are hostile or recognized as an 
  enemy. 
  If the casting fails, the spell attracts the attention of 
  a demon or other malevolent entity instead. The 
  entity may impersonate the spirit of the deceased 
  and seek to provide inaccurate or dangerous 
  information leading to the caster’s death. 
  Magic Sense/Shroud 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: See below 
  Duration: See below 
  With Magic Sense, you sense any supernatural 
  creature, object or effect within a range of WILx100 
  yards, whether you can actually see it or not. The 
  duration is Instant. 
  The spell can be reversed to conceal you and 
  anything magical on your person from Magic Sense. 
  This version of the spell has a duration of WIL 
  minutes. When Magic Shroud is in effect, the Magic 
  Sense casting roll must overcome the Magic Shroud 
  casting roll in order to detect you or anything 
  magical on your person. 
  Major Consecration 
  DIF: 4  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL hours 
  You create an area of holy ground in a WILx10 yard 
  stationary radius around you. Any supernatural evil 
  creature entering the area must roll WIL+Focus 
  against the casting or be Impaired (Move 50%, -2 
  to rolls) as long as they remain within it. 
  Minor Consecration 
  DIF: 2  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: WIL minutes 
  You create an area of holy ground in a WILx3 yard 
  stationary radius around you. Any supernatural evil 
  creature entering the area must roll WIL+Focus 
  against the casting or be Slightly Impaired (-1 to 
  rolls) as long as they remain within it. 
  Nightmare 
  DIF: 7  
   
  Casting Time: 1 hour 
  Range: WILx10 miles 
  Duration: See below 
  This spell requires you to know a target’s true 
  name, and possess something that belongs to the 
  target. The next time it falls asleep, the target is 
  afflicted with horrific nightmares containing scenes 
  implanted by you. The target must roll WIL+Focus 
  against the casting. Failure will cause it to: 
  Not make a recovery roll from resting. 
  Lose one point of WIL and corresponding Spirit, per 
  the Sanity rules on page 125. 
  Become Slightly Impaired (-1 to rolls). The victim 
  can try to shake off this condition with a 2d Spirit 
  check once per following day. 
   
   
  
  HORROR  
  128 
  Spirit Shield 
  DIF: 3  
   
  Casting Time: See below 
  Range: WILx3 yards 
  Duration: See below 
  This spell creates a barrier in a WILx3 yard 
  stationary 
  radius 
  around 
  you. 
  Any 
  ghosts, 
  poltergeists, ethereal creatures or other incorporeal 
  beings must roll WIL+Focus against the casting in 
  order to penetrate the barrier. The Spirit Shield 
  does not prevent such beings from taking actions 
  against you from outside the barrier. For example, 
  while they might not be able to enter the area 
  themselves, they could still hurl objects inside it. 
  The spell is ineffective against material creatures. 
  You can choose to cast the spell in one of two 
  versions: either with a Casting Time of 1 minute and 
  a Duration of WIL minutes, or a Casting Time of 1 
  round and a Duration of WIL rounds. 
  Summoning 
  DIF: 6  
   
  Casting Time: 10 minutes 
  Range: WILx10 yards 
  Duration: See below 
  To summon an otherworldly entity, one must meet 
  certain unique requirements. Many demons require 
  a blood sacrifice (performed in a specific way, of 
  course), while a Great Old One might require the 
  ritual to be performed at a certain time of the year. 
  Please consult your occult tome of reference, and 
  perform the instructions exactly as specified. 
  Once these conditions are met, this spell summons 
  the entity before you, at any point within range. If 
  the entity is not bound or restrained in some way 
  (through Binding or Magic Circle Enchantment, for 
  instance), it will probably ignore any entreaties and 
  simply act according to its nature. 
  If proper precautions are taken, you may request a 
  service and try to strike a bargain with the entity by 
  rolling WIL+Bargaining vs. WIL+Focus. The GM 
  may apply modifiers to the roll depending on the 
  cleverness of the request and the nature of the 
  entity. The GM should make the roll secretly and 
  consult the table below: 
  WIL ROLL 
  ENTITY’S RESPONSE 
  Critical 
  Success 
  The entity agrees to the bargain, follows 
  the instructions and gives the caster a 
  phrase or object allowing the caster to 
  summon it again automatically 
  Success 
  The entity agrees to the bargain and 
  follows the instructions. It then returns 
  to its realm 
  Draw 
  The entity agrees to the bargain and 
  follows instructions to the letter, but 
  seeks to twist their meaning to its 
  advantage (malevolent beings will try to 
  punish the summoner in the process). It 
  then returns to its realm 
  Failure 
  The entity refuses the bargain. If 
  unconstrained, it is unleashed upon the 
  world, leaving the caster physically 
  unharmed (but maybe not his friends) 
  Critical 
  Failure 
  The entity pretends to agree to the 
  bargain, but doesn’t follow through with 
  it. Instead, it tries to exact revenge, 
  torment and/or kill the caster 
  A Binding spell can supersede the above result for 
  a time. If that is the case, the result indicates how 
  the entity behaves after the Binding has elapsed. 
   
   
  
  HORROR  
  129 
  MONSTERS 
  The Fantasy expansion has numerous examples of 
  creatures that could be considered in a Horror 
  game (starting on page 97). When transposing 
  Fantasy creatures to a Horror setting, they should 
  be given the Intimidation (Fear) skill, as people in 
  our world are mentally ill-equipped to deal with the 
  supernatural. Below are some additional creatures 
  that might be particularly appropriate. 
  BLACK TREE (74 XP) 
  AGI 1 
   
  Move 10 
  TOU 8  
  Health 45 
  AWA 2  
  Initiative 12 
  WIL 3 
   
  Spirit 15 
  Skills: Unarmed Strike 3, Resistance (piercing 
  weapons) 1, Intimidation (Fear) 1 
  Flaw: Vulnerability (fire) 3 
  Tough Bark: ARM 3 
  Entangling Roots: A creature that starts its turn 
  within 6 yards of the Black Tree must make a 2d 
  Health or 2d Move check to avoid being Severely 
  Impaired (Move 0, -3 to rolls) until its next turn. 
  Bloodsucking Branches: Anyone suffering a 
  critical failure or massive damage is impaled by a 
  branch and Severely Impaired (Move 0, -3 to rolls; 
  2d Health check every round to shake off) 
  Sticky Sap: Anything touching the tree is stuck fast, 
  requiring a TOU+Strength vs. DIF 4 to pull free. 
  Pulling free can be attempted immediately; if it 
  fails, it can be attempted again later as an action. 
  BLOB (64 XP) 
  AGI 0 
   
  Move 9 
  TOU 6  
  Health 30 
  AWA 0  
  Initiative 9 
  WIL 4 
   
  Spirit 19 
  Skills: Grappling 3, Unarmed Strike 3, Second Wind 
  2, Senses 3, Intimidation (Fear) 1 
  Immunities: Poison and disease, mind-affecting 
  effects 
  Absorption: When a victim is killed, it is absorbed 
  by the Blob, adding one point to its TOU, and 
  corresponding Health. 
   
   
   
  
  HORROR  
  130 
  BYAKHEE 
  AGI 2 
   
  Move 9 (fly 24) 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 1, Intimidation (Fear) 1 
  Innate Spells: Sometimes; GM’s discretion 
  Tough Hide: ARM 2 
  Blood Drain: While foe is grappled/restrained, 
  Byakhee automatically drains blood from its victim, 
  reducing TOU by one point each round until it dies. 
  Lost TOU recovers at the rate of one point per day. 
  Cosmic Steed: Can fly through space and carry a 
  rider 
  There flapped rhythmically a horde of tame, trained, 
  hybrid winged things…not altogether crows, nor 
  moles, nor buzzards, nor ants, nor decomposed 
  human beings, but something I cannot and must not 
  recall. —H.P. Lovecraft, The Festival 
  CRAWLING HAND (19 XP) 
  AGI 3 
   
  Move 9 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 3 
   
  Spirit 15 
  Skills: Athletics 1, Grappling 1 (throttle), Stealth 1 
  DEMON, PAZUZU (64 XP) 
  AGI 2 
   
  Move 12 (fly 24) 
  TOU 6  
  Health 30 
  AWA 3  
  Initiative 15 
  WIL 2 
   
  Spirit 12 
  Skills: Stealth 2, Unarmed Strike 3, Endurance 2, 
  Resistance (non-magical attacks except cold iron) 
  2, Intimidation (Fear) 2, Persuasion 2, Trickery 2 
  Immunities: poison and disease, mind-affecting 
  effects 
  Illusionary Appearance: Pazuzu can asume 
  human form 
  DEMON, SEDUCER (48 XP) 
  AGI 1 
   
  Move 10 
  TOU 2  
  Health 12 
  AWA 4  
  Initiative 19 
  WIL 4 
   
  Spirit 19 
  Skills: Weapon Mastery (any) 1, Endurance 2, 
  Resistance (poison/disease, non-magical attacks 
  except cold iron) 2, Intimidation (Fear) 1 (in its 
  natural form), Persuasion 3, Street Smarts 1 
  Dark Gifts: The Seducer can grant wishes –for a 
  price. If a Seducer’s gift is accepted, the target also 
  gains between 1 and 5 points of flaws, depending 
  on the size of the gift. Here are some examples of 
  Dark Gifts: 
  DARK GIFT 
  EXAMPLES 
  Ability 
  Target gains XP, but must take 
  equivalent points in flaw penalties 
  Wealth 
  Target signs a lucrative contract, or 
  inherits a tidy sum (2 flaw points) 
  Love 
  Object of the target’s affections falls in 
  love with the target (2 flaw points) 
  Revenge 
  Someone named by the target suffers 
  a misfortune (2 flaw points) 
  Power 
  The target ascends to a leadership 
  position (3-5 flaw points) 
  Accepting a Dark Gift puts the recipient on a 
  slippery slope, of course. Dark Gifts tend to create 
  unintended 
  consequences 
  and 
  further 
  complications requiring more Dark Gifts to “make 
  right”. Once the target accumulates a number of 
  flaw points equal to his WIL, his soul is utterly 
  corrupted and he is surely doomed. How this 
  manifests itself is up to the GM. 
  DEMON, SPINED (39 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Athletics 2, Stealth 1, Unarmed Strike 2, 
  Endurance 2, Resistance (poison/disease, non-
  magical attacks except cold iron) 2, Senses 1, 
  Intimidation (Fear) 2 
  Volley of Spines: The demon unleashes a volley of 
  sharp spines as an action. Targets up to 20 yards 
  from the demon (AOE 4) must roll AGI+Athletics vs. 
  DIF 4 or suffer a DAM 1 roll  
  DIMENSIONAL SHAMBLER 
  AGI 1 
   
  Move 10 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 1, Intimidation (Fear) 1 
  Thick Hide: ARM 3 
  Trans-Dimensional Travel: As a one-round action, 
  the Shambler can shimmer and fade out of the 
  
  HORROR  
  131 
  current dimension into another, taking any held 
  item or grappled creature with it. This costs the 
  Shambler 4 Spirit points, plus the TOU of any other 
  creature transported (e.g. if the grappled creature 
  has TOU 2, the cost is 6 Spirit). Objects and victims 
  lost are never found again. 
  Shuffling towards him in the darkness was the 
  gigantic, blasphemous form of a thing not wholly 
  ape and not wholly insect. Its hide hung loosely upon 
  its frame, and its rugose, dead-eyed rudiment of a 
  head swayed drunkenly from side to side. Its 
  forepaws were extended, with talons spread wide, 
  and its whole body was taut with murderous 
  malignity despite its utter lack of facial description. 
  —H.P. Lovecraft and Hazel Heald, The Horror in the 
  Museum 
  ELDER THING 
  AGI 1 
   
  Move 12 (fly 15) 
  TOU 7  
  Health 37 
  AWA 3  
  Initiative 15 
  WIL 1 
   
  Spirit 10 
  Skills: Grappling 1, Multistrike 3, Intimidation 
  (Fear) 1 
  Innate Spells: Sometimes; GM’s discretion 
  Thick Hide: ARM 7 
  Technology: use advanced technology 
  They represented some ridged barrel-shaped object 
  with thin horizontal arms radiating spoke-like from 
  a central ring and with vertical knobs or bulbs 
  projecting from the head and base of the barrel. Each 
  of these knobs was the hub of a system of five long, 
  flat, triangularly tapering arms arranged around it 
  like the arms of a starfish. 
  H.P. Lovecraft, Dreams in the Witch House 
  FOUL SCARECROW (28 XP) 
  AGI 2 
   
  Move 12 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Multistrike 2, Stealth 2, Weapon Mastery 
  (scythe) 2, Mighty Blow 2, Unlife 2, Senses 1, 
  Intimidation (Fear) 1 
  Flaw: Vulnerability (Fire) 2 
  Construct: ARM 2 
  GHOST (49 XP) 
  AGI 5 
   
  Move 24 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 4 
   
  Spirit 19 
  Skills: Stealth 3, Unlife 2, Senses 3, Intimidation 
  (Fear) 3 
  Undead: ARM 2 
  Immaterial: A Ghost is invisible. When in ethereal 
  form, it can only be harmed by magical attacks or 
  ultraviolet light; it can materialize at will, in any 
  form it had in life; as a child, for instance, or as it 
  appeared at the moment of its death. 
  UV Sensitivity: A Ghost can be harmed by 
  weapons that use UV technology. Exposure to 
  sunlight causes it to suffer a DAM 0 roll each round. 
  Bane: Every Ghost is vulnerable to a bane, 
  something associated with its life or death. 
  Whatever it is, the Ghost must make a WIL vs. DIF 6 
  roll in order to attack anyone holding its bane. But 
  if the Ghost makes the roll, it flies into a rage and 
  gains the Battle Rage skill at level 2 
  Move Objects: A Ghost can manipulate things in 
  the material world even when in ethereal form; if it 
  hurls an object at a foe, use the Ghost’s AGI to 
  attack and its TOU for damage 
  Resolution: A Ghost is a restless spirit that cannot 
  find peace because of something unresolved from 
  its past life. Should whatever keeps a Ghost active 
  be resolved, the Ghost fades away from the 
  physical world. 
  KILLER CLOWN (32 XP) 
  AGI 3 
   
  Move 15 
  TOU 3  
  Health 15 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Athletics 2, Unarmed Strike 2, Observation 1, 
  Intimidation (Fear) 2, Persuasion 2, Trickery 2 
  MI-GO, THE FUNGI FROM YUGGOTH 
  AGI 1 
   
  Move 10 (fly 19) 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Grappling 1 (seize and fly), Unarmed Strike 
  1, Resistance (bullets, piercing weapons) 3, 
  Intimidation (Fear) 1 
  Innate Spells: Sometimes; GM’s discretion 
  
  HORROR  
  132 
  Hypnosis: By introducing ultrahigh and ultralow 
  frequency tones into its buzzing, the Mi-Go can put 
  humans listening to it into a trance state. Those 
  within 12 yards of a buzzing Mi-Go must succeed 
  in a WIL vs. WIL roll or become incapable of action. 
  Mi-Go can speak telepathically to humans, which 
  costs 1 Spirit per 5 rounds. The human can resist 
  the communication with a WIL vs. WIL roll. 
  Void Light: Creates a sink from which photons will 
  not emerge. The Mi-Go must spend 1 Spirit for 
  every cubic yard of blackness desired. No light can 
  escape the affected area, making a useful visual 
  protection for these fragile aliens. The darkness 
  may be like a sheet or a spherical volume. 
  Interstellar Travel: Mi-Go are able to fly through 
  interstellar space, however the Earth’s atmosphere 
  makes their maneuverability clumsy at best. 
  Alien Chemistry: Ordinary photographic plates 
  will not take an image of these beings. 
  They were pinkish things about five feet long; with 
  crustaceous bodies bearing vast pairs of dorsal fins 
  or membranous wings and several sets of articulate 
  limbs, and with a sort of convoluted ellipsoid, 
  covered with multitudes of very short antenna, 
  where a head would ordinarily be…Sometimes they 
  walked on all their legs and sometimes on the hind-
  most pair only. 
  H.P. Lovecraft, The Whisperer in Darkness 
  POSSESSED PUPPET OR DOLL (24 XP) 
  AGI 3 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Stealth 1, Unlife 2, Focus 2, Intimidation 
  (Fear) 1, Trickery 1 
  Construct: ARM 2 
  STAR SPAWN OF CTHULHU 
  AGI 1 
   
  Move 24 (swim 24) 
  TOU 9  
  Health 54 
  AWA 7  
  Initiative 37 
  WIL 7 
   
  Spirit 37 
  Skills: Grappling 2, Multistrike 3, Unarmed Strike 2, 
  Intimidation (Fear) 1 
  Innate Spells: Yes; GM’s choice 
  Hide and Blubber: ARM 10 
  Regeneration: Recovers 3 Health each round as 
  long as it is alive 
  They all lay in stone houses in their great city of 
  R’lyeh, preserved by the spells of mighty Cthulhu for 
  a glorious resurrection when the stars and the earth 
  might once more be ready… 
  H.P. Lovecraft, The Call of Cthulhu 
  XENOMORPH (39 XP) 
  AGI 3 
   
  Move 19 
  TOU 3  
  Health 15 
  AWA 2  
  Initiative 12 
  WIL 3 
   
  Spirit 15 
  Skills: Athletics 1, Grappling 1, Stealth 1, 
  Nightvision 1, Senses 1, Intimidation (Fear) 1 
  Paralyzing Tail: A successful attack causes the 
  victim to be Paralyzed if they fail a TOU+Resistance 
  (poison) roll vs. the damage roll. The victim can 
  attempt to shake off the paralysis as an action with 
  a 2d Health check. 
  Acid Blood: If damaged by a piercing or slashing 
  attack, an acid splash causes DAM 0 to all those in 
  melee combat with the alien. Armor can absorb the 
  damage, but its effectiveness will be reduced 
  thereafter (ARM reduced by 1) 
   
   
   
  
  HORROR  
  133 
  CHARACTERS 
  CULTIST (5 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Arcane Lore 1 
  Flaw: Code of Honor (cult teachings) 1 
  Spells: Sometimes; GM’s discretion 
  Equipment: Ceremonial robes, dagger (TOU-1) 
  CULT LEADER (38 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 3 
   
  Spirit 15 
  Skills: Weapon Mastery (dagger) 2, Arcane Lore 2, 
  Command 2, Followers 2, Oratory 2, Persuasion 2 
  Spells: Any three at level 2 
  Equipment: Ceremonial robes and dagger (TOU-1) 
  MAD SCIENTIST (27 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 4  
  Initiative 19 
  WIL 3 
   
  Spirit 15 
  Skills: Arcane Lore 2, Background (weird science) 2 
  Spells: Any one at level 2; suggestions: Magic Item 
  Enchantment (page 76), Minor Necromancy (page 
  78), Major Necromancy (page 77), Raise Flesh 
  Golem (page 82) 
  Equipment: Scientific equipment, creations, one 
  weapon 
  POLICE, PATROLMAN (10 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Driving 1, Weapon Mastery (baton, pistol) 1, 
  Armored Combat 1, Intimidation 1, Street Smarts 1 
  Equipment: Kevlar Vest, Automatic Pistol, Baton 
  POLICE, LIEUTENANT (18 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Driving 1, Weapon Mastery (pistol) 1, 
  Armored Combat 1, Criminology 1, Observation 1, 
  Research 
  1, 
  Surveillance 
  1, 
  Command 
  1, 
  Intimidation 1, Street Smarts 1 
  Equipment: Kevlar Vest, Automatic Pistol 
  POLICE, SWAT (15 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Athletics 1, Driving 1, Marksmanship 1, Team 
  Tactics 1, Armored Combat 1, Locks & Traps 1, 
  Intimidation 1 
  Equipment: Kevlar Vest, Automatic Pistol, Baton, 
  Submachine Gun 
  SERIAL KILLER (42 XP) 
  AGI 2 
   
  Move 12 
  TOU 5  
  Health 24 
  AWA 1  
  Initiative 10 
  WIL 3 
   
  Spirit 15 
  Skills: Assassination 1, Driving 1, Multistrike 2, 
  Stealth 2, Weapon Mastery (trademark weapon) 1, 
  Endurance 2, Mighty Blow 1, Second Wind 2, 
  Observation 1, Battle Rage 1 
  Flaw: Outcast 1 
  Equipment: Trademark Weapon
  
  SCIENCE FICTION  
  134 
  Science Fiction 
   
  There are far too many flavors of Science Fiction to cover in one chapter. Below are a few common tropes. 
  Use them “off the shelf”, or take them as a starting point and rename/modify them to suit your needs! 
  ARCHETYPES  
   
  ALIEN RACES 
  Highest 
  Lowest 
  Typical Skills & Flaws 
  Aquatic 
  AWA 
  TOU 
  Sworn Enemy, Aquatic, Survival (Oceans); Flaws: Addiction (immersion in water) 
  Bestial 
  AGI 
  AWA 
  Stealth, Unarmed Strike, Strength, Nightvision, Senses, Intimidation; Flaws: 
  Clumsiness, Outcast 
  Construct 
  TOU 
  AGI 
  Resistance (radiation), Unlife, Computers, Fixing, Memory, Nightvision, 
  Observation, Senses, Trivia, Focus; Flaws: Addiction (power source), Code of 
  Honor (programming), Outcast, Vulnerability (electricity) 
  Human 
  Any 
  Any 
  Any 
  Insectoid 
  TOU 
  WIL 
  Grappling, Unarmed Strike; Flaws: Outcast 
  Many-Limbed 
  AGI 
  TOU 
  Athletics, Grappling, Multistrike, Unarmed Strike, Weapon Mastery; Flaws: 
  Frailty 
  Parasite/Host 
  TOU 
  AGI 
  Battle Rage, Focus; Flaws: Clumsiness, Handicap, Outcast 
  Plant-Like 
  AWA 
  WIL 
  Endurance, Second Wind, Senses; Flaws: Addiction (sunlight), Vulnerability 
  (fire/heat) 
  Reptilian 
  AGI 
  WIL 
  Assassination, Athletics, Stealth, Unarmed Strike, Senses; Flaws: Vulnerability 
  (cold) 
  Telepath 
  WIL 
  TOU 
  Arcane Lore, Senses, Sixth Sense; Psionic Powers (any); Flaws: Weakness 
  
  SCIENCE FICTION  
  135 
  WEAPONS 
  See general rules concerning weapons on page 39. 
  Below are some additional notes concerning 
  futuristic weapons: 
  Linked Weapons: Heavy weapons are sometimes 
  linked and operated together. For instance, a gun 
  turret could have four blaster cannons linked 
  together. In this case, the cannons fire at the same 
  time, so the firer makes just one attack roll. The 
  defender(s) would then make separate defense 
  rolls against each cannon, and suffer individual 
  damage rolls for every cannon that hits.
  MELEE WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Stun Baton 
  - 
  - 
  - 
  TOU* 
  1 
  2 
  * Target rolls TOU vs. DIF 3 or is 
  Severely Impaired; can try to 
  shake off with a 2d Health check 
  Sword, Laser 
  - 
  - 
  - 
  TOU+3 
  1 
  5 
  Ignores armor; cannot be parried 
  by other weapons; allows Missile 
  Deflection skill on blaster fire 
  Sword, Molecular 
  - 
  - 
  - 
  TOU+2 
  1 
  8 
   
  Vibro-Axe 
  - 
  - 
  - 
  TOU+2 
  1 
  8 
  On a critical fail: hits wrong target 
   
   
   
   
   
   
   
   
  RANGED WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Flak Gun 
  6 
  1 
  24 
  6 
  6 
  15 
  Fires exploding shrapnel balls 
  Flamer, Heavy 
  30 
  1 
  9 
  14 
  4 
  30 
  Ignores partial body armor 
  Flamer, Light 
  10 
  1 
  5 
  7 
  4 
  5 
  Ignores partial body armor 
  Grenade, EMP 
  - 
  - 
  10 
  5* 
  4 
  0.25 * Only affects electronics (robots, 
  power armor, vehicle 
  computers…); ignores ARM 
  Grenade, Fragmentation 
  - 
  - 
  10 
  5 
  6 
  0.25  
  Grenade, Smoke 
  - 
  - 
  10 
  * 
  6 
  0.25 * Obscures area for 1d6 rounds, 
  all within the area are Impaired 
  Grenade, Stun 
  - 
  - 
  10 
  * 
  2 
  0.25 * Target rolls TOU vs. DIF 3 or is 
  Severely Impaired; can try to 
  shake off with a 2d Health check 
  Grenade, Thermal 
  - 
  - 
  10 
  11 
  2 
  0.25 Ignores partial body armor 
  Grenade Launcher 
  20 
  1 
  48 
  * 
  * 
  8 
  * Same effect as Grenade type 
  Machine Gun, Blaster 
  10 
  1 
  48 
  7 
  2 
  12 
   
  Machine Gun, Colonial  
  500/50 
  1 
  70 
  5 
  1 / 2 
  35 
  Targeting grants Marksmanship 1 
  Machine Gun, Laser 
  80 
  1 
  100 
  8 
  2 
  20 
   
  Missile Launcher, Portable 
  1 
  1 
  100 
  15 
  2 
  8 
  Guided missiles: +1 to attack 
  Pistol, Blaster 
  100 
  1 
  24 
  3 
  1 
  1 
   
  Pistol, Disintegrator 
  5 
  1 
  6 
  11 
  1 
  5 
  Massive damage: loss of limb 
  Pistol, Gyrojet 
  10 
  1 
  24 
  5 
  1 
  3 
   
  Pistol, Laser 
  50 
  1 
  30 
  1 
  1 
  2 
   
  Pistol, Plasma 
  8 
  1 
  24 
  7 
  1 
  7 
  Ignores partial body armor 
  Rifle, Blaster 
  100 
  1 
  48 
  5 
  1 
  5 
   
  Rifle, Disintegrator 
  5 
  1 
  10 
  11 
  1 
  12 
  Massive damage: loss of limb 
  Rifle, Gyrojet 
  30 
  1 
  48 
  12 
  6 
  10 
  Minimum Range: 40 
  Rifle, Laser 
  100/10 
  1 
  60 
  4 
  1 / 2 * 
  8 
  * Single Shot / Burst 
  Rifle, Plasma 
  12 
  1 
  48 
  11 
  1 
  12 
  Ignores partial body armor 
  Submachine Gun, Blaster 
  100/10 
  1 
  24 
  3 
  1 / 2 * 
  1 
  * Single Shot / Burst 
  Submachine Gun, Laser 
  100/10 
  1 
  30 
  1 
  1 / 2 * 
  4 
  * Single Shot / Burst 
  Stun Gun 
  12 
  1 
  10 
  * 
  1 
  1 
  * Target rolls TOU vs. DIF 3 or is 
  Severely Impaired; can try to 
  shake off with a 2d Health check 
  
  SCIENCE FICTION  
  136 
  MOUNTED WEAPONS 
  Ammo Rel 
  Range 
  DAM 
  AOE 
  Lbs. Notes/Enhancements 
  Autocannon, Light 
  10 
  1 
  100 
  7 
  4 
  - 
   
  Autocannon, Medium 
  10 
  1 
  100 
  8 
  4 
  - 
   
  Autocannon, Heavy 
  10 
  1 
  150 
  12 
  4 
  - 
   
  Bomb, Small 
  - 
  - 
  Drop 
  27 
  6 
  250 
  Conditions can impose penalty to 
  the attack roll e.g. lack of visibility 
  or very high altitude 
  Bomb, Medium 
  - 
  - 
  Drop 
  38 
  20 
  500 
  Bomb, Large 
  - 
  - 
  Drop 
  49 
  40 
  1K 
  Bomb, Block Buster 
  - 
  - 
  Drop 
  49 
  60 
  4K 
  Bomb, City Buster 
  - 
  - 
  Drop 
  49 
  100 
  8K 
  Cannon, Small 
  50 
  1 
  100 
  11 
  4 
  - 
  Can only fire once per round 
  Cannon, Medium 
  40 
  1 
  150 
  16 
  4 
  - 
  Can only fire once per round 
  Cannon, Heavy 
  30 
  1 
  200 
  22 
  6 
  - 
  Can only fire once per round 
  Cannon, Super Heavy 
  20 
  1 
  300 
  27 
  6 
  - 
  Can only fire once per round 
  Flamethrower, Heavy 
  30 
  1 
  9 
  14 
  4 
  - 
  Ignores partial body armor 
  Grenade Launcher 
  20 
  1 
  48 
  5 
  6 
  - 
   
  Laser Cannon, Light 
  100 
  1 
  300 
  5 
  1 
  - 
  Can only fire once per round; 
  multiple cannons can be linked 
  Laser Cannon, Medium 
  100 
  1 
  300 
  11 
  1 
  - 
  Laser Cannon, Heavy 
  100 
  1 
  300 
  16 
  1 
  - 
  Laser Cannon,Super Heavy 
  100 
  1 
  300 
  27 
  1 
  - 
  Laser Cannon, Massive 
  100 
  1 
  300 
  38 
  1 
  - 
  Laser Cannon, Mega 
  1 
  1 
  300 
  49 
  1 
  - 
  Minigun 
  100 
  1 
  48 
  7 
  2 
  - 
   
  Missile, Light 
  1 
  1 
  400 
  15 
  2 
  - 
   
  Missile, Heavy 
  1 
  1 
  400 
  22 
  4 
  - 
   
  Plasma Cannon 
  20 
  1 
  100 
  12 
  2 
  - 
  Ignores partial body armor 
  Pulse Laser Cannon 
  10 
  1 
  150 
  6 
  6 
  - 
   
  Torpedo, Light 
  1 
  1 
  600 
  46 
  6 
  - 
  Half range in water 
  Torpedo, Heavy 
  1 
  1 
  600 
  59 
  6 
  - 
  Half range in water 
   
   
   
  
  SCIENCE FICTION  
  137 
  ARMOR 
  See general rules concerning armor on page 41. 
  Below are some additional notes concerning 
  futuristic armor: 
  Notes/Enhancements: Some armor grants the 
  wearer skills. If the wearer already has the listed 
  skill, it may be raised by the listed amount but only 
  to a maximum of level 3. 
  Power Armor: The weight of power armor does 
  not encumber its wearer as long as it is functioning 
  properly. In addition to the enhancements listed, all 
  Power Armors grant Senses 1, Nightvision 3, 
  Resistance (poison/disease, heat, cold) 3 and come 
  equipped with HUD, communication equipment, 
  oxygen tanks and energy for up to 72 hours (6 
  hours to recharge).
   
  ARMOR 
  ARM Lbs. Notes/Enhancements 
  Body Armor 
  4 
  4 
  Can be worn under clothing 
  Combat Armor 
  6 
  12 
  Includes jumpsuit, helmet, boots and gloves 
  Energy Skin 
  8* 
  5 
  *Only protects against laser attacks 
  Glide Suit 
  1 
  8 
  Allows wearer to glide at horizontal Move 100 (descend Move 10) 
  Personal Force Field 
  4* 
  4 
  * If worn alone as a belt; if worn with other armor, adds 3 to ARM 
  Polymer Shield 
  - 
  6 
  +2 to defense rolls 
  Smart Suit 
  2 
  12 
  Grants Resistance (heat, cold) 2 and Stealth 1 
  Spacesuit 
  1 
  20 
  HUD, radio (75 mi range), oxygen (8 hours), thrusters to maneuver 
  in zero-gravity (Move 12); grants Resistance (cold, radiation) 3 
  Spacesuit, Combat 
  4 
  26 
  Same as above but heavier and with ARM 4 
   
   
   
   
  POWER ARMOR 
  ARM Lbs. Notes/Enhancements 
  Assault Suit 
  14 
  200 Grants Strength 2 
  Command Suit 
  12 
  200 Grants Senses 2, Command 1, Move 15 
  Fire Support Suit 
  16 
  300 Grants Weapon Mastery 1 (mounted Medium Auto-Cannon), 
  Senses 2, Strength 2 
  Speed Suit 
  8 
  100 Triples Move; Jump 2xMove horizontally or 1xMove vertically 
  Scout Armor 
  8 
  100 Grants Senses 2, Stealth 2 
  Zero-G Armor 
  8 
  100 Magnetic pads, Propulsion thrusters (Move 12 in zero-gravity) 
   
   
  
  SCIENCE FICTION  
  138 
  VEHICLES 
  See general rules concerning vehicles on page 41. 
  Below are some additional notes concerning 
  futuristic vehicles: 
  Move: This refers to speed in typical combat 
  situations in a planet’s atmosphere, rather than the 
  theoretical maximum. In space, use the same values 
  but increase the scale by 100. “/HS” indicates 
  hyperspace capability. 
  Health: When “+X” Health is indicated this means 
  the vehicle is equipped with energy shields that 
  provide additional Health of “X”, which is depleted 
  before the vehicle suffers physical damage (shields 
  do not benefit from ARM damage reduction). If all 
  power is diverted to shields (meaning no weapons 
  are fired and engines are powered down), shields 
  recharge 10% of their maximum value per round. 
  Notes/Enhancements: 
  Mech 
  walkers 
  have 
  mechanical arms that can be used to lift things or 
  strike opponents using the TOU score indicated. 
  When using the arms in combat, use the mech’s 
  AGI for attack and defense rolls, and the mech’s 
  TOU for damage. When using the arms, the 
  operator can apply his Driving skill to either attack, 
  defense or damage in any given round. Other 
  mounted weapons use the operator’s AWA and 
  Heavy Weapon skill, as normal.
  LAND VEHICLES 
  Crew/Pass 
  AGI 
  Move 
  ARM 
  Health Notes/Enhancements 
  A.P.C. 
  16 
  2 
  10/30 
  17 
  15+60 Medium Autocannon, 2x Miniguns 
  Car, Hover 
  4 
  3 
  60/130 
  3 
  9 
   
  Cargo Truck 
  2 
  2 
  30/70 
  5 
  18 
   
  Exploration Vehicle 
  18 
  1 
  6/10 
  6 
  22 
  Amphibious 
  Limousine, Armored 
  10 
  3 
  60/120 
  10 
  11 
   
  Motorcycle, Hover 
  1 
  4 
  30/90 
  0 
  5 
   
  Tank, Hover 
  4 
  1 
  10/30 
  29 
  15+60 Super Heavy Cannon, 2x Miniguns 
  Tank, Main Battle 
  4 
  1 
  10/20 
  30 
  19+80 Heavy Cannon, 2x Miniguns 
   
   
   
   
   
   
   
  MECH WALKERS 
  Crew/Pass 
  AGI 
  Move 
  ARM 
  Health Notes/Enhancements 
  Anti-Infantry 
  1 
  3 
  48 
  5 
  15+60 Robotic arms (TOU 8); quad-linked 
  Light Laser Cannons, quad-linked 
  Small Cannon, Heavy Flamethrower, 2x 
  Miniguns 
  Assault 
  1 
  2 
  36 
  14 
  19+80 Robotic arms (TOU 10); dual-linked 
  Heavy Autocannons, missile launcher 
  with 12 Light Missiles and 8 Heavy 
  Missiles 
  Brawler 
  1 
  2 
  36 
  16 
  19+80 Robotic arms (TOU 10) with chain-
  blades (DAM=TOU+3), jump jets grant 
  Charge 2 with arm attack; missile 
  launcher with 8 Heavy Missiles 
  Heavy 
  1 
  1 
  24 
  20 
  22 
  +100 
  Robotic arms (TOU 12); dual-linked 
  Heavy Cannons, dual-linked Medium 
  Laser Cannons, missile launcher with 
  16 Heavy Missiles 
  Scout 
  1 
  3 
  72 
  11 
  15+60 Robotic arms (TOU 8); dual-linked 
  Heavy Laser Cannons, missile launcher 
  with 8 Heavy Missiles 
  Stealth Walker 
  1 
  3 
  48 
  5 
  15+60 Robotic arms (TOU 8); dual-linked 
  Heavy Laser Cannons, missile launcher 
  with 8 Heavy Missiles; Stealth system 
  grants Stealth 2 
   
   
  
  SCIENCE FICTION  
  139 
  STARSHIPS 
  Crew/Pass 
  AGI 
  Move 
  ARM 
  Health Notes/Enhancements 
  Battleship 
  1000 
  1 
  50/500/ 
  HS 
  23 
  39 
  +200 
  4x dual-linked Light Laser Cannons, 
  bomb bay with 2 City Busters, 4 Block 
  Busters and 12 Large Bombs, 4x 
  Missile Launchers with 16 Heavy 
  Missiles, 2x torpedo tubes with 20 
  Heavy Torpedoes 
  Bomber 
  5 
  4 
  90/1200 
  14 
  19 
  2x dual-linked Medium Laser Cannons, 
  bomb bay with 20 Large Bombs, 8 
  Medium Bombs and 12 Small Bombs, 
  missile launcher with 12 Light Missiles 
  Cutter 
  50 
  3 
  100/1200
  /HS 
  8 
  27 
  +120 
  2x dual-linked Medium Laser Cannons, 
  1x Super Heavy Laser Cannnon, 2x 
  torpedo tubes with 8 Heavy Torpedoes 
  Dropship 
  4/40 
  4 
  90/1200 
  14 
  19+80 1x dual-linked Medium Autocannons 
  Fighter 
  1 
  5 
  140/1800 
  7 
  15+60 1x quad-linked Medium Laser Cannons 
  Freighter, Light 
  5 
  4 
  110/1400
  /HS 
  6 
  19+80 1x dual-linked Heavy Laser Cannons 
  Freighter, System 
  300 
  2 
  60/700 
  10 
  32 
  2x dual-linked Heavy Autocannons 
  Passenger Liner 
  3200/2800 
  0 
  40/300/ 
  HS 
  13 
  36 
  6 shuttles for planetary excursions 
  Pirate Ship 
  50 
  3 
  100/1200 
  8 
  27 
  +120 
  2x dual-linked Light Laser Cannons, 2x 
  dual-linked Medium Laser Cannons, 2x 
  torpedo tubes with 8 Light 
  Torpedoes+8 Heavy Torpedoes 
  Research Ship 
  50/200 
  3 
  80/1000/ 
  HS 
  8 
  27 
  2 shuttles and 1 exploration vehicle 
  Shuttle 
  1/50 
  5 
  100/1400 
  5 
  15 
   
  Space Station 
  20,000 
  0 
  10/100 
  20 
  35 
  +320 
  6 Fighters for defense 
  Strike Carrier 
  3700 
  0 
  20/100/ 
  HS 
  13 
  36 
  4x quad-linked Light Laser Cannons, 2x 
  torpedo tubes with 20 Heavy 
  Torpedoes; carries 3 Dropships, 12 
  Fighters, 3 Bombers and 500 marines 
  Troop Ship 
  1250/900 
  1 
  50/300/ 
  HS 
  11 
  36 
  2x Heavy Autocannons, 2x missile 
  launchers with 16 Heavy Missiles; 3 
  Dropships 
  CYBERNETICS 
  Cybernetic 
  implants 
  grant 
  their 
  recipients 
  additional skills or increase existing skills. For 
  instance, a retractable blade implant in the arms 
  might grant you Unarmed Strike 2, meaning you 
  acquire the skill at level 2 or increase it to level 3 if 
  you already have it at level 1 or 2. Remember, no 
  skill may be raised beyond level 3. 
  Because of the strain that cybernetic implants place 
  on the mind and body, you cannot gain more skill 
  levels from cybernetics than the sum total of your 
  TOU and WIL. So if you have TOU 2 and WIL 3, you 
  can gain at most 5 levels of skills from cybernetics. 
   
   
  
  SCIENCE FICTION  
  140 
  PSIONIC POWERS A-Z 
  The powers are presented below in alphabetical 
  order. If several versions of a power are indicated 
  (separated by a /), you may choose to cast either 
  one at the time of casting (you need not learn each 
  one separately). The general rules concerning 
  Powers are found on page 24. 
  Anger/Peace 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  With Anger, you create feelings of open hostility in 
  one creature. The target must roll WIL+Focus 
  against the casting, or it immediately starts fighting 
  the nearest creature. The target attacks known 
  enemies first, but turns on friends if none are 
  present. Peace removes feelings of hostility, but 
  does not make the target friendly. The target must 
  roll WIL+Focus against the casting, or immediately 
  cease all hostile actions for the duration. If 
  attacked, the target defend itself and is allowed 
  another roll to free itself of the power’s effect. 
  Likewise, if you or your allies perform an action the 
  target finds reprehensible, such as attacking its 
  allies, the target is entitled to make another roll to 
  break free of the power’s effect. 
  Battle Meditation 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: 1 Spirit/round 
  You focus deeply on your surroundings and 
  enhance the tactical intuition to your allies. For 
  every round you remain in concentration and 
  expend 1 Spirit, all allies in range receive +1 to their 
  attack, defense, driving and piloting rolls. You must 
  actively concentrate to maintain the effect; if you 
  take damage during this time, you must roll 
  WIL+Focus against the damage roll to maintain 
  concentration, or the Battle Meditation ends. 
  Breath Control 
  DIF: 0  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: 1 Spirit/5 min 
  You can hold your breath for long periods of time, 
  expending 1 Spirit for every 5 minutes. 
  Charismatic Force 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You radiate exceptional confidence and charm. You 
  gain the Persuasion and Oratory skills at a level 
  equal to your Arcane Lore skill. If you already have 
  these skills, they are raised by the Arcane Lore skill 
  to a maximum level of 3. 
  Confusion 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You can overload weaker minds with this power. 
  You pick a single target within range, who rolls 
  WIL+Focus against the casting. If it fails, the victim 
  becomes Slightly Impaired (-1 to rolls) for the 
  duration. If the casting roll is equal to twice the 
  resistance roll or more, the victim is Impaired 
  instead (Move 50%, -2 to rolls). 
  Control Animal 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You gain the Animal Handling skill with any animal, 
  at a level equal to your Arcane Lore skill. If you 
  already have Animal Handling, it is raised by the 
  Arcane Lore skill to a maximum level of 3. 
  
  SCIENCE FICTION  
  141 
  Crush 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You can physically crush objects and creatures with 
  the power of your mind. The target must roll 
  TOU+Resistance 
  (spells/powers) 
  against 
  the 
  casting to resist the effect. Otherwise it suffers a 
  damage roll, using your WIL. Objects must instead 
  make an ARM roll at -3 to resist the effect. 
  Cure 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You remove all poison and cure all disease from 
  one creature. Note: Health damage already 
  incurred from the disease or poison is not healed 
  by means of this power. 
  Darksight 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You alter your vision to see normally without light, 
  negating all penalties for bad lighting, even 
  conditions of darkness created by psionics or 
  technology. You must be capable of sight in order 
  for the power to function—it does not allow the 
  blind to see. 
  Decipher 
  DIF: 1  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  Whether exploring the ancient texts of a long-dead 
  civilization or stealing coded papers from enemy 
  spies, the ability to understand texts in an alien 
  language can reveal valuable information. You gain 
  an immediate basic understanding of the contents, 
  though you do not know specifics. For instance, 
  you might learn that the text is a coded message 
  regarding a secret space station, but you do not 
  glean its location, function, size, or whatever—only 
  that it exists. 
  Deflection 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL rounds 
  You 
  increase 
  your 
  reflexes 
  and 
  situational 
  awareness in combat. You temporarily gain the 
  Missile Deflection skill at a level equal to your 
  Arcane Lore skill. If you already have Missile 
  Deflection, it is raised by the Arcane Lore skill to a 
  maximum level of 3. 
  Demoralize 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You utterly demoralize your enemies, causing them 
  to stand in awe, become dejected or freeze in fear. 
  All adversaries within range must roll WIL+Focus 
  against the casting or lose the will to fight. 
  Empathy 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  Empathy is the ability to read surface emotions. 
  With a successful casting, you learn the emotional 
  state of one target within range. So long as the 
  power is on, you gain or increase the Persuasion 
  skill at level 1 when dealing with the target, as you 
  understand the target’s current state of mind 
  (though you don’t necessarily know the reasons 
  why the target is feeling that way). 
  Fly 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You gain the ability to fly at three times your 
  normal Move.   
   
   
  
  SCIENCE FICTION  
  142 
  Foresight 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Caster  
  Duration: WIL minutes 
  You glimpse scenes from the vicinity in the future. 
  Visions of the future are not static; any change may 
  alter their potential outcome, however, the DIF 
  increases by 2 each time you try to revisit the scene 
  of a previous vision. 
  Forget 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You cause one creature to forget everything that 
  has occurred in the last WILx10 minutes. The target 
  must roll WIL+Focus against the casting to resist 
  the effect. 
  Healing Energy 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Instant 
  You can transfer any number of Spirit points into 
  your own or another creature’s Health.  
  Ignite 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You cause an object to instantly heat to its 
  combustion point. If clothing catches fire, the 
  wearer suffers DAM 0. If cast on a combustible 
  object, the fire spreads as normal. 
  Increased Senses 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  Your senses sharpen considerably. You gain the 
  Senses skill at a level equal to your Arcane Lore skill. 
  If you already have Senses, it is raised by the Arcane 
  Lore skill to a maximum level of 3. 
  Ionize 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Instant 
  You deliver a ray of ion damage to a robot, suit of 
  power armor, vehicle computer or other electronic 
  device. If the device has a Health score, the power 
  inflicts a damage roll to it, using your WIL and 
  ignoring ARM. Otherwise, the device is simply 
  knocked out until it can be restarted. 
  Lightning 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  With this sinister ability, you direct arcs of lightning 
  at up to three targets in front of you. Targets must 
  roll AGI+Athletics against the casting or suffer 
  damage rolls, using your WIL. 
  Machine Mind 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You become as one with your vehicle. You gain the 
  Driving or Piloting skill with any vehicle under your 
  control, at a level equal to your Arcane Lore skill. If 
  you already have Driving or Piloting, it is raised by 
  the Arcane Lore skill to a maximum level of 3. 
  Mind Cage 
  DIF: 7  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: WIL days 
  Upon casting this power, you immediately try to 
  touch a creature with an unarmed attack roll. If you 
  do, the target’s mind is utterly cut off from sources 
  of psionic energy and the target is unable to use 
  any powers for WIL days. 
  Mind Probe 
  DIF: 3  
   
  Casting Time: 1 minute 
  Range: Touch  
  Duration: Instant 
  You penetrate and pry into another creature’s 
  mind. The target must roll WIL+Focus against the 
  casting or suffer Spirit damage equal to the amount 
  failed by, and you retrieve one sought-after image 
  or piece of information from the target’s mind. If 
  reduced to 0 Spirit or less, the victim “snaps” and 
  teeters at the brink of madness (see page 22). If the 
  target has the Arcane Lore skill and successfully 
  resists the casting, the target actually turns the 
  tables on the caster, who becomes the victim and 
  suffers Spirit damage equal to the amount failed 
  by. This power has no effect on robots and other 
  mindless creatures. 
  Mind Reading 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You read the mind of another creature and 
  understand their current surface thoughts for the 
  duration. Such an intrusion goes unnoticed as you 
  are only receiving broadcast signals. 
  
  SCIENCE FICTION  
  143 
  Mind Riding 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL rounds 
  You place your mind inside another creature’s 
  body. If the target is unwilling or oblivious, it must 
  roll WIL+Focus against the casting to resist the 
  effect. You gain no control over the target, but have 
  access to its senses and can see, hear, smell, taste, 
  and feel everything the target does. If the target is 
  injured in any way, you must make another casting 
  roll or lose contact. If the target dies, the spell is 
  broken and you become Slightly Impaired (-1 to 
  rolls) for one day. 
  Mind Swap 
  DIF: 8  
   
  Casting Time: 1 round 
  Range: Touch  
  Duration: Permanent 
  Legends tell of psions able to achieve immortality 
  by transferring their minds to other bodies. If 
  unwilling, the intended target must roll WIL+Focus 
  against the casting to resist the effect. Otherwise, 
  you successfully transplant your mind into the 
  target’s body, and cause the target’s mind to 
  inhabit your former body. Each individual retains 
  their AWA, WIL and associated skills and flaws, but 
  gain their new body’s AGI, TOU and associated 
  skills and flaws. 
  Mind Trick 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WILx3 yards 
  Duration: Instant 
  You can make an otherwise unpalatable suggestion 
  seem perfectly reasonable to the weak-minded 
  individual. Such a suggestion cannot involve the 
  direct danger or threat to harm the target. The 
  target must roll WIL+Focus against the casting to 
  resist the effect. 
  Object Reading 
  DIF: 3  
   
  Casting Time: See below 
  Range: Touch  
  Duration: Instant 
  You see into the past of a specific, inanimate object, 
  discovering who held it, where it has been, etc. 
  Holding it for one round grants you a quick image. 
  Holding it for one minute shows more detail as you 
  see previous owners and scenes related to the 
  object, starting with the most recent and working 
  backward. In both cases you see only images—you 
  cannot learn 
  a person’s name or current 
  whereabouts through this power. 
  Postcognition 
  DIF: 4  
   
  Casting Time: 1 minute  
  Range: Caster  
  Duration: WIL rounds 
  You view your current surroundings as they were 
  up to WIL days ago. For all intents and purposes, 
  you view the scene as if you were actually there in 
  the past. So if you turn, you see the scene from a 
  different angle. 
  Precognition 
  DIF: 4  
   
  Casting Time: 1 round  
  Range: Caster  
  Duration: WIL rounds 
  You have a limited ability to glance into the 
  immediate future. If the casting is successful, you 
  may ignore your Initiative and act any time during 
  a round, starting the round after the power is cast. 
  You may even interrupt another creature’s action. 
  Furthermore, you gain +1 to all your rolls while the 
  power is in effect. 
  Psychic Sense/Shroud 
  DIF: 2  
   
  Casting Time: 1 round 
  Range: WIL miles 
  Duration: See below 
  With Psychic Sense, you sense any psionically 
  endowed creature, object or effect within WIL 
  miles, whether you can actually see it or not. The 
  duration is Instant. 
  
  SCIENCE FICTION  
  144 
  The power can be reversed to conceal you from 
  Psychic Sense, and the area within WIL miles of you 
  from Remote Viewing. This version of the power has 
  a duration of WIL minutes. When Psychic Shroud is 
  in effect, the Psychic Sense or Remote Viewing 
  casting roll must overcome the Psychic Shroud 
  casting roll in order to see through it. 
  Push 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Instant 
  You send out a powerful wave of telekinetic power 
  in front of you (AOE: 4). Creatures in its path must 
  roll TOU+Resistance (spells/powers) against the 
  casting or suffer a damage roll using your WIL and 
  be knocked prone, becoming Impaired (Move 50%, 
  -2 to rolls) until they use an action to get back up. 
  Rage 
  DIF: 6  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  You channel your anger into a fearsome and 
  destructive rage. You gain the Battle Rage, Focus 
  and Intimidation skills at a level equal to your 
  Arcane Lore skill. If you already have these skills, 
  they are raised by the Arcane Lore skill to a 
  maximum level of 3. 
  Regeneration 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: Instant 
  You regenerate tissue damage and regain a 
  number of Health points equal to a WIL roll. 
  Remote Viewing 
  DIF: 2+  
   
  Casting Time: 1 minute 
  Range: See below 
  Duration: WIL rounds 
  You gain knowledge of present events and 
  locations across vast distances by projecting your 
  own inner eye away from yourself to another 
  location. You need not have ever been to the 
  location for this power to work. You can see the 
  desired location as if you were standing there, for 
  the duration. The vision is always very clear, but you 
  only have visual knowledge of the environment and 
  no other senses. To use this power, you must close 
  your eyes and stretch your consciousness to the 
  desired area. The power’s DIF depends on how far 
  away you try to project your consciousness: 
  DIF 2 – Same City  
  DIF 3 – Same Continent  
  DIF 4 – Same Planet  
  DIF 5 – Nearby Planet  
  DIF 6 – Same Star System  
  DIF 7 – Same Sector  
  DIF 8 – Same Galaxy 
  Self Enhancement 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL rounds 
  You add one point to any one of your attributes, 
  and the corresponding derived stat maximum 
  increases accordingly. An attribute can only ever be 
  raised by one point, so repeated castings on the 
  same attribute will not have a cumulative effect. 
  Speak Language 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL minutes 
  This power allows you to speak, read and 
  understand any advanced (non-animal) language. 
   
   
  
  SCIENCE FICTION  
  145 
  Stun 
  DIF: 4  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: See below 
  You project a cone of energy that can stun foes 
  within range (AOE=WIL). Targets must roll 
  TOU+Resistance (spells/powers) or WIL+Focus 
  against the casting (whichever is highest) or 
  become Severely Impaired (Move 0, -3 to rolls). A 
  stunned victim can try to shake off the effect as an 
  action, by making a 2d Health or 2d Spirit check. 
  Alternatively, you can target a single creature 
  within range, in which case instead of Severely 
  Impaired it is Paralyzed (unable to act, -3 to defense 
  rolls, +3 to damage received from melee attacks). 
  This power is ineffective against robots and other 
  inorganic beings. 
  Surge 
  DIF: 3  
   
  Casting Time: 1 round 
  Range: Caster  
  Duration: WIL rounds 
  Your Move increases by the number of XP placed 
  in WIL, you can jump horizontally or vertically a 
  number of yards equal to a WIL roll, and you gain 
  the Athletics skill at a level equal to your Arcane 
  Lore skill. If you already have Athletics, it is raised 
  by the Arcane Lore skill to a maximum level of 3. 
  Telekinesis 
  DIF: 5  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: Concentration 
  You gain the ability to move creatures and objects 
  by thought alone. Each round of concentration, you 
  can attempt to move one creature or object. You 
  may switch your attention freely from one target to 
  the other but only one will be affected on any given 
  round. Moving something or maintaining it in the 
  air requires concentration. 
  Moving a creature: You can use an action to move 
  a creature up to 10 yards in any direction within 
  range. While under the telekinetic grip, the creature 
  is Severly Impaired (Move 0, -3 to rolls). The target 
  can attempt a TOU+Resistance (spells/powers) roll 
  against the casting to resist the effect each round. 
  Smashing the target into something causes 
  damage equal to the amount the target’s resistance 
  roll failed by. 
  Moving an object: You can use an action to move 
  an object weighing no more than WIL tons, moving 
  it up to 10 yards in any direction within range. If the 
  object is being worn or carried, the wearer may 
  attempt a TOU+Strength roll against the casting 
  each round to keep it from being pulled away. You 
  can exert fine control on objects under the 
  telekinetic grip, such as manipulating a simple tool, 
  opening a door or a container, or pouring the 
  contents from a vial. If you hurl an object at 
  someone or use it to attack, the target should roll 
  AGI+Athletics against the casting or suffer damage 
  equal to the amount failed by. 
  Telepathic Broadcast 
  DIF: 2+  
   
  Casting Time: 1 minute 
  Range: See below 
  Duration: 1 round 
  You can send a short message to someone you 
  know, choosing from the table below based on 
  where you think the target is. To use this power, 
  you must close your eyes and stretch your 
  consciousness to the desired area. The power’s DIF 
  depends on how far away you try to project your 
  consciousness: 
  DIF 2 – Same City  
  DIF 3 – Same Continent  
  DIF 4 – Same Planet  
  DIF 5 – Nearby Planet  
  DIF 6 – Same Star System  
  DIF 7 – Same Sector  
  DIF 8 – Same Galaxy 
  Telepathic Link 
  DIF: 1  
   
  Casting Time: 1 round 
  Range: WILx10 yards 
  Duration: WIL minutes 
  You transmit your thoughts to someone you are 
  aware of within range. Once contact has been 
  established, mental communication works in both 
  directions. For as long as the power lasts, 
  communication occurs as if the subjects were 
  talking face-to-face. Skills such as Intimidation, 
  Persuasion and Trickery can be used through the 
  telepathic link. 
   
   
  
  SCIENCE FICTION  
  146 
  CHARACTERS 
  ASSASSIN (23 XP) 
  AGI 3 
   
  Move 15 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Assassination 2, Athletics 1, Marksmanship 
  1, Stealth 1, Weapon Mastery (sword) 1, Armored 
  Combat 1, Background (Drugs/Poisons) 1, Locks & 
  Traps 2, Observation 1, Intimidation 1 
  Flaws: Code of Honor (always finishes the job) 2 
  Equipment: Body Armor (ARM 4), Molecular Sword 
  (TOU+2), Laser Rifle 
  ASSASSIN, MASTER (48 XP) 
  AGI 3 
   
  Move 15 
  TOU 2  
  Health 12 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Assassination 2, Athletics 2, Marksmanship 
  1, Stealth 3, Weapon Mastery (sword) 3*, Weapon 
  Mastery (rifle) 2, Armored Combat 1, Background 
  (Drugs/Poisons) 1, Locks & Traps 2, Observation 1, 
  Senses 1, Impersonation 2*, Intimidation 2 
  Flaws: Code of Honor (always finishes the job) 2 
  Equipment: Body Armor (ARM 4), Laser Sword 
  (TOU+3), Laser Rifle 
  Cyberware (*): Face Changer (Impersonation 2), 
  Enhanced Reflexes (WM: Sword 2). Skills marked 
  with * include cyberware. 
  BOUNTY HUNTER (21 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery (knife, baton) 1, Weapon 
  Mastery (rifle) 1, Armored Combat 1, Endurance 1, 
  Senses 
  1, 
  Surveillance 
  2, 
  Intimidation 
  1, 
  Observation 2, Street Smarts 1, Trickery 1 
  Flaws: Greed 1, Outcast 1 
  Equipment: Body Armor (ARM 4), Blaster Rifle, 
  Molecular Knife (TOU+1), 3x Stun Grenades, Stun 
  Baton, handcuffs 
  CYBORG (38 XP) 
  AGI 2 
   
  Move 12 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 2 
   
  Spirit 12 
  Skills: Weapon Mastery (sword) 2, Weapon 
  Mastery (rifle) 1, Armored Combat 1, Endurance 3, 
  Resistance (radiation) 1, Unlife 2, Nightvision 2, 
  Observation 2, Focus 2, Intimidation 1 
  Flaws: Code of Honor (complete the mission) 2, 
  Vulnerability (electricity) 2 
  Construct: ARM 2 
  Equipment: Combat Armor (ARM 6), Molecular 
  Sword (TOU+2), 4x Frag Grenades, Laser Rifle 
  
  SCIENCE FICTION  
  147 
  DIPLOMAT (28 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Driving 1, Psychology 1, Research 1, 
  Underworld 1, Bargaining 2, Intimidation 2, Oratory 
  1, Persuasion 2, Politics 2, Street Smarts 2 
  Equipment: Personal data device 
  EXPLORER (21 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Driving 1, Piloting 1, Stealth 1, Weapon 
  Mastery (pistol) 1, Armored Combat 1, Background 
  (science) 1, Observation 1, Survival 2, Trivia 2 
  Equipment: Smart Suit (ARM 2), Laser Pistol, 
  Machete (TOU-1), Personal Data Device, Survival 
  Gear 
  HACKER (18 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Driving 1, Computers 3*, Fixing 2, Research 
  1, Street Smarts 1 
  Cyberware (*): Cyberjack (Computers 2). Skills 
  marked with * include cyberware. 
  LAW ENFORCEMENT (9 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Weapon Mastery (pistol, baton) 1, Armored 
  Combat 1, Observation 1, Intimidation 1, Politics 1 
  Flaws: Code of Honor (perform duty) 1 
  Equipment: Body Armor (ARM 4), Automatic Pistol, 
  Stun Baton, handcuffs 
  MARINE (10 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Driving 1, Stealth 1, Team Tactics 1, Weapon 
  Mastery (rifle) 1, Armored Combat 1, Locks & 
  Traps 1 
  Equipment: Combat Armor (ARM 6), Laser Rifle, 
  Molecular Knife (TOU), 2x Frag Grenades 
  MARINE OFFICER (18 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Driving 1, Stealth 1, Team Tactics 1, Weapon 
  Mastery (pistol, sabre) 1, Armored Combat 1, Locks 
  & Traps 1, Command 1, Intimidation 1, Oratory 1 
  Equipment: Combat Armor (ARM 6), Laser Pistol, 
  Molecular Sabre (TOU+1) 
   
   
  
  SCIENCE FICTION  
  148 
  MERCHANT, GALACTIC (16 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Piloting 1, Bargaining 2, Command 1, 
  Persuasion 1, Politics 1, Reputation 1, Street 
  Smarts 1 
  Flaws: Greed 1 
  Equipment: Personal data device 
  PIRATE (6 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Piloting 1, Stealth 1, Weapon Mastery 
  (cutlass, pistol) 1, Intimidation 1 
  Flaws: Greed 2, Outcast 1 
  Equipment: Spacesuit (ARM 1), Cutlass (TOU-1), 
  Blaster Pistol 
  PIRATE OFFICER (16 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Piloting 1, Stealth 1, Weapon Mastery 
  (cutlass, pistol) 1, Armored Combat 1, Endurance 1, 
  Fixing 1, Observation 1, Command 1, Intimidation 
  2, Trickery 1 
  Flaws: Greed 2, Outcast 1 
  Equipment: Armored Spacesuit (ARM 3), Molecular 
  Cutlass (TOU+1), Blaster Pistol 
  PIRATE CAPTAIN (35 XP) 
  AGI 2 
   
  Move 12 
  TOU 2  
  Health 12 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Piloting 1, Stealth 1, Weapon Mastery 
  (cutlass) 2, Weapon Mastery (pistol) 1, Armored 
  Combat 1, Endurance 1, Second Wind 1, 
  Observation 
  1, 
  Command 
  2, 
  Followers 
  3, 
  Intimidation 2, Oratory 2, Trickery 1 
  Flaws: Greed 2, Outcast 1 
  Equipment: Combat Armor (ARM 6), Molecular 
  Cutlass (TOU+1), Plasma Pistol 
  PSYCHIC WARRIOR (32 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Missile Deflection 1, Weapon Mastery 
  (sword) 3, Armored Combat 1, Endurance 1, Mighty 
  Blow 1, Arcane Lore 2, Focus 1, Intimidation 1 
  Powers: Deflection 2. Stun 2, Surge 2 
  Flaws: Code of Honor 2 
  Equipment: Energy Skin, Laser Sword (TOU+3) 
  PSIONICIST (27 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 3  
  Initiative 15 
  WIL 2 
   
  Spirit 12 
  Skills: Weapon Mastery (knife, pistol) 1, Armored 
  Combat 1, Arcane Lore 2, Focus 1 
  Powers: 
  Deflection 
  2, 
  Speak 
  Language 
  2, 
  Telekinesis 2 
  Equipment: Body Armor (ARM 4), Energy Knife 
  (TOU+2), Laser Pistol 
  SCIENTIST (13 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Background (any two sciences) 2, Fixing 1 
  Equipment: Personal data device 
   
   
  
  SCIENCE FICTION  
  149 
  SMUGGLER (15 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: 
  Armored 
  Combat 
  1, 
  Underworld 
  1, 
  Bargaining 1, Politics 1, Street Smarts 1, Trickery 1 
  Flaws: Greed 1 
  Equipment: Energy Skin, Laser Pistol 
  SPY (20 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Athletics 1, Stealth 1, Computers 1, Fixing 1, 
  Locks & Traps 1, Observation 1, Underworld 1, 
  Politics 1, Street Smarts 1, Trickery 1 
  Equipment: Laser Pistol, Molecular Knife (TOU) 
  STARSHIP CAPTAIN (17 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 2 
   
  Spirit 12 
  Skills: Piloting 1, Unarmed Strike 1, Weapon 
  Mastery (pistol) 1, Survival (deep space) 1, 
  Command 
  2, 
  Intimidation 
  1, 
  Oratory 
  1, 
  Persuasion 1 
  Flaws: Code of Honor (chain of command) 1 
  Equipment: Personal data device 
  STARSHIP CREW (5 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Any one skill at level 1 
  Equipment: Personal data device 
  ALIEN CREATURES AND MUTANTS 
  Many creatures from the Fantasy (page 97) and 
  Horror (page 129) expansions can be used by 
  simply “reskinning” them as mutants or aliens. 
  STARSHIP ENGINEER (12 XP) 
  AGI 2 
   
  Move 12 
  TOU 1  
  Health 10 
  AWA 3  
  Initiative 15 
  WIL 1 
   
  Spirit 10 
  Skills: Fixing 1 
  Equipment: Personal data device, tool belt 
  STARSHIP GUNNER (9 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Heavy Weapon 2 
  Equipment: Personal data device 
  STARSHIP MEDIC (9 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Medicine 2 
  Equipment: Personal data device, Medical kit 
  STARSHIP PILOT/NAVIGATOR (8 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 2  
  Initiative 12 
  WIL 1 
   
  Spirit 10 
  Skills: Piloting 1, Survival (deep space) 1 
  Equipment: Personal data device 
  THUG (6 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 0  
  Initiative 9 
  WIL 0 
   
  Spirit 9 
  Skills: Grappling or Unarmed Strike 1, Weapon 
  Mastery 1, Underworld 1, Intimidation 1, Street 
  Smarts 1 
  Skills: Outcast 1 
  Equipment: Weapon e.g. club, knife, pistol 
   
   
  
  SCIENCE FICTION  
  150 
  ROBOTS 
  ANDROID (25 XP) 
  AGI 1 
   
  Move 10 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Resistance (radiation) 2, Unlife 2, Computers 
  2, Memory 2, Nightvision 2, Observation 1, Trivia 1, 
  Focus 2, Persuasion 2 
  Flaws: Vulnerability (electricity) 2, Addiction (power 
  source) 1, Code of Honor (programming) 3 
  Construct: ARM 2 
  Human-looking: if Android loses half its Health, its 
  true nature is revealed (metal endoskeleton) 
  BATTLE BOT (35 XP) 
  AGI 1 
   
  Move 10 
  TOU 4  
  Health 19 
  AWA 1  
  Initiative 10 
  WIL 1 
   
  Spirit 10 
  Skills: Unarmed Strike 2, Weapon Mastery (laser 
  machine gun, grenade launcher) 2, Resistance 
  (radiation) 2, Unlife 3, Nightvision 2, Senses 2, 
  Focus 2 
  Flaws: Vulnerability (electricity) 2, Addiction (power 
  source) 1, Code of Honor (programming) 3 
  Construct: ARM 3 
  Weapons: Laser Machine Gun, Grenade Launcher 
  REPAIR BOT (19 XP) 
  AGI 1 
   
  Move 9 
  TOU 1  
  Health 10 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Resistance (radiation) 2, Strength 1, Unlife 2, 
  Fixing 3, Nightvision 2, Focus 2 
  Flaws: Vulnerability (electricity) 2, Addiction (power 
  source) 1, Code of Honor (programming) 3 
  Construct: ARM 2 
  Magnetic Pads: can move up and down metal 
  surfaces 
  Tools: assortment; including laser cutter 
  SENTRY BOT (18 XP) 
  AGI 2 
   
  Move fly 12 
  TOU 0  
  Health 6 
  AWA 1  
  Initiative 10 
  WIL 0 
   
  Spirit 9 
  Skills: Weapon Mastery (SMG) 1, Resistance 
  (radiation) 2, Unlife 3, Nightvision 2, Senses 2, 
  Focus 2 
  Flaws: Vulnerability (electricity) 2, Addiction (power 
  source) 1, Code of Honor (programming) 3 
  Construct: ARM 3 
  Weapons: 2x Laser Submachine Guns  
   
  
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  Pulp    Superheroes 
   
   
  SUPER POWERS 
  Super Powers are gained and used very differently 
  than Arcane Powers. First, you don’t learn them like 
  skills using XP but rather you automatically gain 
  them when an attribute reaches a level of 4 or 
  more. You gain one Super Power when an attribute 
  reaches 4, and one additional Super Power for each 
  level above 4. 
  Example: Arachnoid has AGI 6, TOU 6 and AWA 4. 
  This means he has three Powers linked to AGI 
  (Defense, Leap, Attack), three Powers linked to TOU 
  (Armor, Binding, Swinging) and one Power linked to 
  AWA (Super Sense). 
  You are free to link any Super Power with any 
  attribute. As described here, the Super Powers are 
  simply generic game effects. You are free to specify 
  whatever form you wish the power to take for your 
  character, and rename it appropriately. 
  For example, the Ranged Attack power could 
  represent a special bow that fires explosive arrows 
  (if linked to AGI), throwing massive objects at 
  enemies (TOU), a high-tech energy weapon (AWA) 
  or a blast of psychic force (WIL). All these things 
  look very different, but from a rules perspective 
  they work the same way. 
  Attributes with Super Powers linked to them are 
  called Power attributes, or POW. If a roll is required 
  to use a Super Power, you make the roll using your 
  POW, meaning whichever of the four attributes the 
  Power is linked to (POW is not a separate attribute). 
  Super Powers are not bought like skills, so they do 
  not have a level attached to them; if a roll is 
  required, you just roll your straight POW. 
  Unlike Arcane Powers, Super Powers have no 
  Casting Time. Unless specified otherwise, activating 
  a Super Power is just a one-round action. Super 
  Powers have no DIF, meaning they can be activated 
  automatically, as often and for as long as desired 
  (they don’t drain Spirit or any other stat). Some 
  Super Powers require Concentration to maintain, 
  which works the same as for Arcane Powers: you 
  can’t do anything else except defend, and your 
  concentration can be broken if you take damage 
  (roll WIL+Focus against the damage roll to 
  maintain concentration). 
  
  PULP & SUPERHEROES  
  152 
  Here’s how to read the Super Power descriptions: 
  Range: This is usually some multiplier of your POW, 
  expressed in yards. You can usually target any spot 
  within range, as long as you have line of sight to it. 
  Manifestations: These are specific ways the Power 
  could manifest itself for a given hero. They are 
  suggestions and examples only, you are free to 
  come up with anything you choose for your 
  character (with GM approval, of course). 
  Effect: This simply describes how the Power works. 
  Some Powers require you to specify one particular 
  type of matter or energy the power affects or uses. 
  Choose from the following: 
  • Energy: Cold, Darkness, Electricity, Fire/Heat, 
  Kinetic/Force/Gravity, Light, Magnetism, Mental, 
  Radiation, Sound, Vacuum, Wind. 
  • Matter: Air, Biological (Animal/Human tissue), 
  Poison/Disease, 
  Earth/Stone, 
  Metal, 
  Plant, 
  Water, Solid Force or Light. 
  If the Power targets others with some form of 
  attack, you make a POW roll, and each target 
  makes a roll to resist the effect using an 
  Attribute+Skill specified in the Power’s description. 
  If the target succeeds, it successfully resists the 
  attack. If the target fails, it suffers the Effect 
  specified. Draws are handled normally. 
  Major Effect: Some Powers have a Major Effect. 
  This happens if the POW roll is double the target’s 
  resistance roll or more, or if you roll a critical 
  success against the target creature. 
  SUPER FLAWS 
  Even the mightiest heroes aren’t perfect, and the 
  most fearsome villains aren’t invincible. Every hero 
  and has a weakness, something the cleverest 
  villains will eventually discover and try to exploit. In 
  game terms, every hero must be given one Super 
  Flaw. It isn’t linked to any specific attribute, nor 
  does it have a modifier associated with it. No XP are 
  gained for it; that’s just the price you pay for being 
  a superhero! 
  Here are a few to choose from. Feel free to come 
  up with something else if it’s interesting, 
  consequential and the GM allows it. 
  Alien: You are not of this world. You may look 
  incredibly strange (giant insect or space monkey, 
  anyone?) or be completely clueless about our 
  world. Beyond the obvious roleplaying challenges 
  this poses, you suffer a -2 penalty on any 
  knowledge or interaction rolls with earthlings. 
  Allergy: If exposed to a something uncommon, to 
  be specified (like gold, holy ground, or a mineral 
  from your home planet), you are robbed of all your 
  powers and become Impaired (Move 50%, -2 to 
  rolls). 
  Alter Ego: You normally go about your business as 
  an ordinary (though highly talented) human. To 
  become a superhero and gain access to your 
  powers, you need to do something like put on a 
  suit, turn green, drink blood, pop a pill, etc. 
  Whatever the gimmick, it takes at least one round 
  to perform, during which you can do nothing else. 
  Furthermore, you cannot access your Powers if you 
  are somehow prevented from using the gimmick. 
  Arrogance: You can’t resist lecturing your foes, 
  announcing their doom, showing how smart you 
  are, talking about your master plan, scolding them 
  for their misdeeds, coming up with a clever quip, 
  etc. On the first round of any combat, you must 
  spend one round doing nothing other than talking 
  while everyone else gets on with the fight (likely 
  ignoring your words). If you are surprised, you must 
  do this on the first round you would normally be 
  able to act (i.e. not the round you are surprised). 
  Dependency: You must consume or have contact 
  with some sort of common substance at least once 
  every 24 hours. An aquatic creature might need to 
  immerse itself in water, a vampire might need to 
  drink a pint of blood, etc. Failure to do so causes 
  you to become progressively weaker until you die. 
  On the first day without the substance you become 
  Slightly Impaired (-1 to rolls), on the second day 
  you are Impaired (Move 50%, -2 to rolls) and on the 
  third day you are Severely Impaired (Move 0, -3 to 
  rolls). If still without the needed substance, you die 
  at the end of the third day. 
  POWER LEVELS  
  Pulp and Superhero games range from heroes and 
  villains who are basically normal people with 
  exceptional skills and talents, to god-like beings  
  POWER LEVEL 
  XP Range 
  POW 
  Examples / Appropriate for… 
  Pulp Heroes 
  40-60 
  4-6 
  Crime fighters with special talents or weird science 
  Comic Book Superheroes 
  70-90 
  4-9 
  Classic “four-color” superheroes and supervillains 
  Cosmic Champions 
  100-120 
  4-12 
  Godlike beings waging battles across the Multiverse 
  
  PULP & SUPERHEROES  
  153 
  POWERS A-Z 
   
  Absorption 
  Defense 
  Invisibility 
  Speed 
  Acceleration 
  Duplication 
  Languages 
  Storm 
  Altered Form 
  Earthquake 
  Leap 
  Stun 
  Animal Control 
  Energy Control 
  Malfunction 
  Super Agility 
  Animal Form 
  Energy Drain 
  Matter Control 
  Super Awareness 
  Armor 
  Explode 
  Mind Control 
  Super Sense 
  Attack 
  Fear 
  Mind Reading 
  Super Toughness 
  Binding 
  Flight 
  Minion 
  Super Will 
  Broadcast 
  Force Field 
  Meld with Stone 
  Swinging 
  Chameleon 
  Illusion 
  Paralysis 
  Telekinesis 
  Damage 
  Immortality 
  Possession 
  Telepathy 
  Damage Field 
  Immunity 
  Ranged Attack 
  Teleportation 
  Deadly Touch 
  Intangibility 
  Restoration 
  Whirlwind 
  Decay 
  Invention 
  Shrinking 
   
   
   
   
   
   
   
   
   
  
  PULP & SUPERHEROES  
  154 
  Absorption 
  Range: Hero 
  Possible Manifestations: Waves of energy, body 
  of reflected matter, magic 
  Effect: You reduce by a POW roll any damage 
  suffered from one type of matter or energy, to be 
  specified. See the Matter and Energy types listed on 
  page 152. 
  Major Effect: If the POW roll is twice the damage 
  roll or more, you may either direct the damage 
  back to the original attacker or transfer it to 
  increase your own Health for POW rounds (even 
  going beyond your normal maximum). 
  Acceleration 
  Range: Hero 
  Possible Manifestations: Super speed, adrenaline 
  surge, super-analytical mind, temporal control 
  (“bullet time”) 
  Effect: You can take two actions per round instead 
  of one. For actions that take longer to perform, 
  actions that take minutes to perform are 
  accomplished in the same number of rounds, while 
  actions 
  that 
  take 
  hours 
  to 
  perform 
  are 
  accomplished in the same number of minutes. 
  Note that this power does not affect your Move 
  (the Speed power does that), nor does it accelerate 
  actions that require interacting with creatures or 
  devices that can’t match the accelerated pace. 
  Altered Form 
  Range: Hero 
  Possible Manifestations: Body composed of a 
  specific matter or energy, elasticity, stretching. 
  Effect: Your body is composed of a particular type 
  of energy or matter (to be specified when the 
  power is acquired). You can stretch or contort your 
  body into any shape, flatten yourself into ooze, or 
  reach POW yards out with your arms. Furthermore, 
  you take -3 to damage rolls from falling or 
  collisions and recover 1 Health per round when in 
  contact with the matter or energy in question. 
  Animal Control 
  Range: 1 mile 
  Possible Manifestations: Jungle folk, animal 
  characteristics, high tech device, charms 
  Effect: 
  You 
  mentally 
  detect, 
  control 
  and 
  communicate with natural animals up to 1 mile 
  away. You may control a swarm of rats, birds, 
  insects or reptiles, or up to POW larger animals of 
  a given type. If the animals are initially hostile 
  towards you, they may roll WIL+Focus vs. POW to 
  resist the effect. 
  Major Effect: You create a permanent link with the 
  animals. They can now be summoned or dispelled 
  as an action, no matter how far away. 
  Animal Form 
  Range: Hero 
  Possible 
  Manifestations: 
  Totem 
  animal, 
  shamanism, morphability, magic 
  Effect: You change into an animal form. The 
  transformation lasts until you choose to cancel it. It 
  is cancelled automatically if you drop to 0 Health or 
  die. The new form can be any natural animal 
  (including giant versions and dinosaurs) with the 
  same or lower XP than you. Note: giant-sized 
  versions of animals have higher TOU/Health than 
  their normal-sized brethren, but other stats and 
  abilities are usually the same. Your attributes, 
  derived stats, skills and other special abilities are 
  replaced with those of the chosen animal. When 
  you revert back to your normal form, your derived 
  stats such as Health and Spirit return to the levels 
  they were at before the transformation. You are 
  limited by the nature of the new form, so you 
  cannot speak or use powers. Your equipment 
  melds into the new form, rendering it unusable. 
   
   
  
  PULP & SUPERHEROES  
  155 
  Armor 
  Range: Hero 
  Possible Manifestations: Body armor, hardened 
  skin, a shell, powered suit. 
  Effect: You have a form of protection which grants 
  you ARM equal to your POW. This power does not 
  stack with other sources of ARM (use the highest). 
  Attack 
  Range: Hero 
  Possible Manifestations: Extra body parts, martial 
  arts, brawler, weapon skill, flurry of blows 
  Effect: You gains +3 to attack rolls in melee 
  combat. 
  Binding 
  Range: POWx10 yards 
  Possible Manifestations: Glue, ice, vines, electrical 
  net, mud, handcuffs, spider webs, lasso 
  Effect: You cause one target within range to roll 
  AGI+Athletics vs. POW or become Impaired (Move 
  50%, -2 to rolls). As an action, the target can 
  attempt a 3d Health check to break free. 
  Major Effect: the victim is Severely Impaired 
  instead (Move 0, -3 to rolls). 
  Broadcast 
  Range: POW miles 
  Possible Manifestations: Cybernetic implant, 
  device, helmet, interfacing 
  Effect: You can tap into radio, television, wireless 
  and cellular broadcasts as long as there is a 
  connection to the network within POW miles. 
  Normal transmissions require you to roll POW vs. 
  DIF 3, and encrypted transmissions typically require 
  you to roll POW vs. DIF 5. 
  Major Effect: In addition to listening and viewing 
  the transmission being broadcast, you can 
  manipulate 
  the 
  sounds 
  or 
  images 
  being 
  transmitted. Anyone else viewing or listening must 
  roll AWA+Observation vs. POW in order to realize 
  that the broadcast is being tampered with. 
  Chameleon 
  Range: Hero 
  Possible Manifestations: Malleable form, mimicry, 
  illusionary appearance. 
  Effect: You assume the appearance (but not the 
  stats) of another being, animal or object of 
  approximately the same size as you. Onlookers can 
  roll AWA+Observation vs. POW to notice that 
  something is off (apply a penalty to the roll if far 
  away, or a bonus if the onlooker is familiar with the 
  original). If copying a person, you gain the 
  appearance and voice of the original but not the 
  original’s stats, skills or knowledge. 
  Damage 
  Range: Hero 
  Possible Manifestations: Claws, rock hard fists, 
  signature weapon, martial arts, super strength. 
  Effect: You ignore the -3 damage roll penalty for 
  unarmed attacks and gain +3 to damage rolls in 
  melee combat. 
  Damage Field 
  Range: See below 
  Possible 
  Manifestations: 
  Acid, 
  fiery 
  aura, 
  radiation, raw energy, cold, spikes. 
  Effect: You activate or dismiss a dangerous aura or 
  field centered around you wherever you go. 
  Choose one energy or matter type when you 
  acquire the power. All creatures caught in the area 
  must roll AGI+Athletics vs. POW to jump out of the 
  way, or they suffer a damage roll. The field’s AOE 
  and DAM must add up to your POW. For instance, 
  if your POW is 8, the field could deliver a DAM 7 
  roll to a single target (AOE 1), or a DAM 4 roll to 4 
  targets (AOE 4 i.e. 4-yard radius), etc. 
   
   
  
  PULP & SUPERHEROES  
  156 
  Deadly Touch 
  Range: Touch 
  Possible Manifestations: Corruption, toxin, virus 
  Effect: To use this power, you try to touch a 
  creature with an unarmed attack roll. If you do, the 
  target must roll TOU+Resistance (poison) vs. POW 
  or be infected: TOU rounds later, the victim suffers 
  Health damage equal to the POW roll. If the victim 
  survives, it becomes Severely Impaired (Move 0, -3 
  to rolls) and must attempt a 2d Health check every 
  following day to shake off the condition. 
  Decay 
  Range: Touch 
  Possible Manifestations: Rust, corrosion, rot, acid 
  Effect: Your touch can destroy matter if you 
  choose. Each round spent in contact with a living or 
  dead substance can destroy POW lbs. of it. You can 
  try to touch a creature with an unarmed attack roll. 
  If you do, make a damage roll using your POW. 
  Worn armor can absorb the damage once, but it is 
  then destroyed. 
  Defense 
  Range: See below 
  Possible Manifestations: Swirling winds, mystic 
  shield, fast reactions, uncanny sense 
  Effect: You grant either yourself or an adjacent 
  creature +3 to defense rolls against most physical 
  attacks. You can still take other actions, but you 
  must designate a target (the creature you are 
  defending) on your turn. 
  Duplication 
  Range: POWx3 yards 
  Possible 
  Manifestations: 
  Dimensional 
  twin, 
  homunculus, illusion, future self 
  Effect: You create a clone of yourself, which 
  appears within range (it may then move out of 
  range freely). The clone has the exact same 
  attributes, derived stats, skills and powers as you, 
  except for the Duplication power itself. However it 
  is an imperfect copy, so it is Slightly Impaired (-1 to 
  all its rolls). Furthermore, anyone witnessing the 
  clone can roll AWA+Observation vs. POW in order 
  to detect a flaw (perhaps it doesn’t sweat, breathe, 
  cast a shadow, or something similar). The clone is 
  under your telepathic control, requiring one round 
  to be given orders. You can dismiss the clone at any 
  time. You can only create one clone at a time. 
  Earthquake 
  Range: POWx10 yards 
  Possible Manifestations: Tremor, Sonic vibration 
  Effect: You cause violent tremors in a POW yard 
  radius (AOE=POW), centered on a point within 
  range. The tremors last POW rounds. Anyone 
  standing in the area of effect must roll 
  AGI+Athletics vs. POW or fall prone, becoming 
  Impaired (Move 50%, -2 to rolls until they use an 
  action to get back up). Targets in the area must roll 
  each round, until the earthquake stops. Walls and 
  buildings found within the area of effect suffer a 
  damage roll each round, using your POW. 
  Major Effect: The victim suffers a DAM 3 roll from 
  falling debris and is hurt or pinned down, becoming 
  Severely Impaired instead (Move 0, -3 to rolls). As 
  an action, the victim can attempt to shake off the 
  effect by making a 3d Health check. 
  Energy Control 
  Range: POWx10 yards 
  Possible Manifestations: Body of energy, device, 
  magic 
  Effect: You summon and manipulate one type of 
  Energy (see energy types listed on page 152). You 
  may cause one of the following effects in any area 
  within range measuring AOE=POW: 
  Control: You make the area very distracting or 
  uncomfortable. All creatures within the area are 
  Impaired (Move 50%, -2 to rolls) as long as they 
  remain in the area. The effect lasts as long as you 
  maintain concentration on it. 
  Damage: You cause a burst of energy that inflicts 
  a DAM 1 roll to all creatures in the area who fail a 
  TOU+Resistance vs. POW roll (Resistance must be 
  against the appropriate type of energy). Major 
  Effect: the target is Impaired (Move 50%, -2 to 
  rolls); as an action, it can attempt a 2d Health check 
  to shake off the effect. 
  Nullify: You protect the area from the given energy 
  type as long as concentration is maintained. The 
  energy is negated and cannot penetrate the area. 
  Energy Drain 
  Range: POW yards 
  Possible Manifestations: Device, parasitic touch, 
  vampirism 
  Effect: You choose an adversary’s attribute and 
  make an opposed POW roll against it. If successful, 
  the attribute is temporarily reduced by one point. 
  The corresponding derived stat maximum is also 
  
  PULP & SUPERHEROES  
  157 
  reduced accordingly. The power can be used 
  several times on the same target/attribute, but no 
  attribute can be brought below 0. If the target has 
  Super Powers and its POW is reduced, it loses one 
  of its Powers (determined at random). As an action, 
  the affected target can attempt an Attribute vs. 
  POW roll each round to shake off the effect. 
  Major Effect: the victim’s attribute is reduced by 
  two points instead of one, with a corresponding 
  reduction in the derived stat and a loss of two 
  powers, if applicable. 
  Explode 
  Range: POW yards 
  Possible Manifestations: Bomb, radioactive form, 
  gathering energy 
  Effect: To use this power, you must first stand still 
  and take no action for one round as you gather 
  energy. On your turn the following round, you 
  literally cause an explosion, centered on yourself, 
  that delivers a damage roll, using your POW, to all 
  creatures within POW yards (AOE=POW) who fail 
  an AGI+Athletics vs. POW roll. You are unaffected 
  by the explosion, or reform immediately afterward. 
  Fear 
  Range: POWx10 yards 
  Possible Manifestations: Cold stare, horrible 
  visage, mask, dark cowl 
  Effect: You project such menace that all enemies 
  within range must roll WIL+Focus vs. POW or be 
  struck with terror, becoming Slightly Impaired (-1 
  to rolls) for POW minutes. 
  Major Effect: The target surrenders or flees (if it is 
  an NPC).  
  Flight 
  Range: Hero 
  Possible Manifestations: Wings, jet pack, alien 
  ability 
  Effect: You can fly at the following rate: 
  POW 
  MAXIMUM SPEED 
  (divide by 2 to get mph) 
  Attack 
  Penalty 
  4 
  2xMove 
  0 
  5 
  4xMove 
  -1 
  6 
  10xMove 
  -1 
  7 
  20xMove 
  -2 
  8 
  40xMove 
  -2 
  9 
  100xMove (~Mach 1) 
  -3 
  10 
  Supersonic 
  -3 
  11 
  Near Light Speed 
  N/A 
  12 
  Warp Speed 
  N/A 
  The Attack Penalty is suffered by foes attempting 
  to strike you, if they are stationary. N/A means that 
  you are flying too quickly and cannot be hit by 
  stationary foes. 
  Force Field 
  Range: POWx3 yards 
  Possible Manifestations: Pure energy, force field, 
  tangible illusion 
  Effect: You create an energy bubble around 
  yourself, which extends up to POWx3 yards around 
  you (it can cover a smaller area, if you desire). The 
  Force Field does not move, however you can decide 
  whether it prevents entry only, exit only or both. 
  The field’s ARM is equal to your POW, and its 
  Health is equal to the POW’s derived stat 
  maximum. For example, if your POW is 8, the Force 
  Field has ARM 8 (meaning that it absorbs up to 8 
  points of damage) and it has a Health of 45, 
  meaning that it can withstand 45 points of damage 
  before being destroyed. You must concentrate on 
  the Force Field in order to maintain it. 
  Illusion 
  Range: POWx10 yards 
  Possible Manifestations: Holographic images, 
  light manipulation, mind tricks, dream weaving 
  Effect: You can cause either one of the following: 
  An illusion of an object, creature or other visible 
  phenomena. The illusion cannot cover a volume 
  greater than a 10x10x10 yard cube. The image 
  
  PULP & SUPERHEROES  
  158 
  seems completely real, including sounds, smell and 
  temperature appropriate to the thing depicted. 
  Sensory inputs cannot be intense enough to cause 
  damage (e.g. heat cannot burn, sound cannot 
  deafen, etc.). By concentrating on the illusion while 
  within range, you can cause it to walk, move, emit 
  sounds or even speak in a manner that appears 
  completely natural. Physical interaction with the 
  illusion reveals it for a fake because things pass 
  right through it. Viewers using an action to examine 
  the illusion can roll AWA+Observation vs. POW to 
  see it for what it is. 
  A phantasm that takes root in the mind of a single 
  creature 
  within 
  range 
  if 
  it 
  fails 
  an 
  AWA+Observation vs. POW roll. The phantasm can 
  be no larger than a POWxPOWxPOW yard cube 
  and is perceivable only to the target. You must 
  concentrate on the phantasm in order to maintain 
  it. Mindless creatures like undead or contructs 
  cannot be affected. The phantasm covers all senses 
  including sound, smell, temperature and touch. The 
  target may consciously attempt to disbelieve the 
  phantasm by taking an action and making an 
  AWA+Observation vs. POW roll. While affected by 
  the phantasm, the target treats it as if it were real. 
  It will rationalize seemingly illogical outcomes from 
  interacting with the phantasm. For example, if it 
  attempts to walk across a phantasmal bridge that 
  spans a chasm, the inevitable fall might be blamed 
  on being pushed or blown off by a sudden gust of 
  wind. If the phantasm is something that could 
  logically deal damage to the target, it may inflict 
  DAM 0 each round to the target’s Spirit (although 
  the target believes it is suffering physical wounds). 
  A target whose Spirit is reduced to 0 will believe it 
  is slain and fall unconscious. 
  Immortality 
  Range: Hero 
  Possible Manifestations: Undead, god-like, alien 
  life form, dimensional being 
  Effect: For you, death is but a temporary state. You 
  cannot die of old age. If slain, you return at some 
  predetermined or dramatically convenient point, 
  having lost 10% of the XP you had before you died 
  (these are deducted as desired by the player, if the 
  hero is a PC). Unfortunately, there is a way you can 
  die or be killed permanently. If you are a PC, the 
  means by which this can happen should be 
  discussed and agreed upon with the GM. You are 
  well advised to keep the means a secret and to 
  prevent it from falling in the wrong hands. 
  Immunity 
  Range: Hero 
  Possible Manifestations: Body adaptation, suit, 
  transmutation 
  Effect: You take no damage from one type of 
  Energy or Matter, to be specified (see types listed 
  on page 152). 
  Intangibility 
  Range: Hero 
  Possible Manifestations: Density control, mist 
  form, energy form, ghost, phasing, swarm of insects 
  Effect: You can assume an intangible form that 
  cannot affect or be affected by physical and energy 
  attacks or objects. In this form you can pass 
  through barriers such as walls, but cannot affect the 
  physical world while intangible. Though you are 
  visible and may speak, you pass silently, gaining +2 
  to stealth rolls. All items on your person also 
  become intangible and do not function. Any living 
  things you carry do not become intangible, and are 
  dropped. It takes an action to assume intangible 
  form or revert back to tangible form. 
  When intangible, you are still vulnerable to at least 
  one form of attack. For instance, if you turn to mist, 
  you might be vulnerable to fire or wind attacks, 
  while a ghost would be vulnerable to magical or 
  psychic attacks. 
   
   
  
  PULP & SUPERHEROES  
  159 
  Invention 
  Range: Touch 
  Possible Manifestations: Gadgets, scientist, super 
  genius 
  Effect: This unique power must use AWA as your 
  POW, requires the Fixing skill at level 3, and you 
  must have access to proper parts, facilities (e.g. a 
  lab) and resources. It allows you to assemble a 
  device that can mimic either any Super Power, or 
  up to POW XP worth of skills. The device uses your 
  POW (AWA) and can be used by you or given to 
  someone else. It takes a full day to assemble a 
  device, and only one device can be assembled at 
  any given time. If a new device is assembled, the 
  previous 
  device 
  stops 
  functioning 
  or 
  is 
  disassembled. 
  Invisibility 
  Range: Hero 
  Possible Manifestations: Cell alteration, cloaking 
  device, stealth suit 
  Effect: You make yourself nearly invisible, along 
  with any items you are wearing or carrying, but not 
  including light emitted from such items. You always 
  leave some trace of your passing (a sound, a 
  shimmer, a smell…), so others get an AWA+Senses 
  vs. POW roll to detect you if given a reason to do 
  so, or if you close within 10 yards, or if you make 
  your presence known. The GM might apply 
  situational modifiers to the roll, for instance if you 
  are emitting light or standing in the rain. While 
  invisible, you gain +2 to your attack and defense 
  rolls if undetected, or +1 if you have been detected. 
  If you attack someone while undetected, you then 
  become automatically detected by that creature. If 
  you initiate combat while undetected, your first 
  attack is resolved before your foes can react. If they 
  were potentially caught unprepared, they should 
  then make a surprise check (2d Initiative) to see if 
  they can act on the first round of combat. 
  Languages 
  Range: Hero 
  Possible Manifestations: Device, mind reading 
  Effect: You can communicate with any sentient 
  being, even an animal. If exposed to a new 
  language you become conversational in a few 
  minutes and fluent in a few hours. 
  Leap 
  Range: Hero 
  Possible 
  Manifestations: 
  Massive 
  strength, 
  springs, thick legs 
  Effect: You can jump great distances: 
  POW 
  Vertical 
  Distance 
  Horizontal 
  Distance 
  4 
  4 yards 
  8 yards 
  5 
  6 yards 
  12 yards 
  6 
  8 yards 
  16 yards 
  7 
  12 yards 
  24 yards 
  8 
  16 yards 
  32 yards 
  9 
  24 yards 
  48 yards 
  10 
  32 yards 
  64 yards 
  11 
  48 yards 
  96 yards 
  12 
  64 yards 
  128 yards 
  You ignore falling damage for heights up to your 
  vertical distance. You may scale any height as long 
  as you have an opposing wall within half your 
  horizontal distance to bounce off of. Finally, you 
  automatically gain the Charge skill at level 3 when 
  leaping into combat (see skill description). 
   
   
  
  PULP & SUPERHEROES  
  160 
  Malfunction 
  Range: POWx3 yards 
  Possible Manifestations: Electromagnetic pulse, 
  hex, bad luck 
  Effect: On a POW vs. DIF 5 roll, you cause a 
  technological device within range to fail. If the 
  device can do multiple things, then a randomly 
  determined important subsystem, function or 
  application will fail. 
  Major Effect: You can target a specific subsystem, 
  function or application. 
  Matter Control 
  Range: POWx10 yards 
  Possible Manifestations: Concentration, magic, 
  mutant powers, altered form 
  Effect: You summon and/or manipulate one type 
  of Matter (see matter types listed on page 152). You 
  may cause one of the following effects within 
  range: 
  Manipulation: You manipulate up to POW tons of 
  the matter in question, using POW as the basic 
  attribute for any pushing, binding, lifting, attacking 
  or similar rolls. 
  Shape: You shape up to POW tons of the matter 
  however desired. Solid shapes made with existing 
  material last until destroyed by time or force. Non-
  solid shapes (sand, water, metal pieces) or shapes 
  made with summoned material last only as long as 
  you concentrate on them. If you attempt to 
  imprison one or more creatures with a cage or 
  barrier 
  (max 
  AOE=POW), 
  they 
  must 
  roll 
  AGI+Athletics vs. POW to avoid being enclosed. 
  The barrier’s ARM is equal to your POW and its 
  Health is equal to the corresponding derived stat 
  (regardless of the material). 
  Construct: You give a vaguely human or 
  monstrous form and semblance of life to the 
  substance. 
  This 
  requires 
  concentration. 
  The 
  construct has AGI 2, TOU (POW), AWA 0, WIL 0, 
  derived stats calculated normally and the Unlife 
  skill at level 2. In addition, it is able to fly at its 
  normal Move of 12. It obeys your telepathic 
  commands but may not go beyond the power’s 
  range, and dissolves once concentration ends. 
  Mind Control 
  Range: POWx10 yards 
  Possible 
  Manifestations: 
  Rings 
  of 
  energy, 
  mesmerism, voodoo dolls 
  Effect: You turn others into puppets under your 
  control. Targets must roll WIL+Focus vs. POW to 
  resist the effect (the roll is made at +2 if the target 
  is fighting you or your allies). The power lasts as 
  long as you concentrate, providing the target 
  remains within range. If you also have the Telepathy 
  power, a telepathic link is created that allows 
  control and communication to occur even if the 
  subject ventures out of range. The target will do its 
  best to obey you, but if compelled to act against its 
  nature (e.g. perform a suicidal action, or attack a 
  loved one), it can attempt another roll in order to 
  break free of your grip. 
  You can attempt to control more than one creature 
  within range by taking a penalty on the POW roll: a 
  -1 penalty if attempting to control two creatures, -
  2 if attempting to control three creatures and -3 if 
  attempting to control the maximum of four 
  creatures. 
  Major Effect: When control ends, the subject 
  “wakes up” with no memory of what occurred while 
  they were controlled. 
  Mind Reading 
  Range: POWx10 yards 
  Possible Manifestations: Concentration, telepathy 
  Effect: You can read another’s surface thoughts. 
  The target automatically rolls WIL+Focus vs. POW 
  to resist the effect, and AWA+Psychology vs. POW 
  to be aware that someone is in their head. 
  Major Effect: You can also do one of the following: 
  Memory Detection: You can uncover a single 
  memory or piece of knowledge. If the Major Effect 
  was due to a critical success, you are even able to 
  change or erase the memory or piece of 
  knowledge. 
  Sense Projection: You can see, hear, taste, touch and 
  feel through the target’s senses. This requires 
  concentration. 
   
   
  
  PULP & SUPERHEROES  
  161 
  Minion 
  Range: POWx10 yards 
  Possible Manifestations: Servant, sidekick, gang, 
  guards, robots 
  Effect: You summon one or more loyal allies under 
  your command. They arrive within range in 1d6 
  rounds. Your minions must be designed in advance. 
  They can be given any weapons, armor or vehicles 
  allowed by the GM. They can have no more than 
  POWx5 XP distributed among them, and may have 
  Super Powers if they have attributes of 4 or more 
  (per the normal rules). If a minion is killed, it is 
  replaced somehow (hired, summoned, rebuilt, 
  resurrected…) in 1d6 days. 
  Meld with Stone 
  Range: Hero 
  Possible 
  Manifestations: 
  Earth 
  control, 
  transformation into sand. 
  Effect: You meld into sand, earth or stone (but not 
  metal). You can sink into a wall or under the 
  ground, remaining just beneath the surface. While 
  in this state: 
  You can move through sand at full Move, earth at 
  50% Move or stone at 10% Move. 
  Other creatures must roll AWA+Observation vs. 
  POW in order to detect you. 
  If detected you can be attacked, suffering -1 to 
  defense rolls but gaining ARM 3 while in the 
  melded state. 
  While in the melded state, you can see and hear but 
  cannot speak or make attacks. 
  If you ambush foes by erupting through the earth, 
  they must make 3d Initiative checks to avoid being 
  surprised (unable to act on the first round of 
  combat). 
  Paralysis 
  Range: POW yards 
  Possible Manifestations: Poison sting, fetid 
  breath, tendrils 
  Effect: You temporarily immobilize a foe within 
  range. The target must roll Attribute vs. POW using 
  its highest attribute, or be Paralyzed: cannot act, -3 
  to defense rolls, +3 to damage received from melee 
  attacks. To shake it off, the victim can use an action 
  to attempt a new Attribute vs. POW roll. 
  Possession 
  Range: POWx10 yards 
  Possible Manifestations: Ghost, soul swapping 
  Effect: You literally inhabit and take control of 
  another being. The target must roll WIL+Focus vs. 
  POW to resist the effect (the roll is made at +2 if 
  the target is fighting you or your allies). If the target 
  succumbs, you take control of its body for POW 
  rounds. While possessed, the target retains all its 
  attributes, derived stats, skills, powers and abilities; 
  it is simply controlled by you. Meanwhile, you have 
  left your former body behind, leaving it Paralyzed: 
  cannot act, -3 to defense rolls, +3 to damage 
  received from melee attacks. If either body takes 
  damage, you must roll WIL+Focus against the 
  damage roll, or the possession is immediately 
  broken and both minds snap back to their original 
  bodies. 
  Major Effect: You take control of the target for as 
  long as you wish (unless the possession is broken 
  due to taking damage, as explained above). You 
  can then move the target’s body out of range, if 
  you desire. 
  Ranged Attack 
  Range: POWx10 yards 
  Possible Manifestations: Bolt, blast, force, heat 
  ray, fire, throwing object, high tech gun, grenade 
  Effect: You make a ranged attack of some sort. The 
  target(s) must roll AGI+Athletics vs. POW or suffer 
  damage. The attack’s AOE and DAM must add up 
  to your POW. For instance if you have POW 8, your 
  attack could deal a DAM 7 roll to a single target 
  (AOE 1), or a DAM 4 roll to 4 targets (AOE 4), etc. 
   
   
  
  PULP & SUPERHEROES  
  162 
  Restoration 
  Range: See below 
  Possible Manifestations: Healing touch, miracles, 
  blessed, alien science 
  Effect: You can do any of the following: 
  Touch one creature (or yourself) and cause them to 
  regain Health equal to a POW roll. 
  Cause up to POW chosen creatures within POWx3 
  yards to regain POW Health. 
  Remove any poison, disease or sickness from one 
  creature (or yourself) with a touch, if a POW roll 
  overcomes the effect’s POT roll. This application 
  does not heal any damage previously inflicted by 
  the poison or disease. 
  The above applications can only be administered 
  once per day to any given subject. This means a 
  subject could receive a healing touch and a remove 
  poison application, but not two healing touches on 
  the same day. 
  Shrinking 
  Range: Hero 
  Possible Manifestations: Pill, suit, magic words, 
  mutated metabolism 
  Effect: You shrink yourself and your equipment 
  down while retaining your normal strength. At 
  POW 4 you can roughly halve your size, and each 
  level after that roughly halves your size again (or 
  you can choose to shrink less than the maximum).
   
  POW 
  Move 
  Stealth 
  Defense 
  4 
  50% 
  +1 
  +1 
  5 
  50% 
  +1 
  +1 
  6 
  25% 
  +2 
  +2 
  7 
  25% 
  +2 
  +2 
  8 
  10% 
  +3 
  +3 
  9 
  10% 
  +3 
  +3 
  10 
  Microscopic 
  11 
  Atomic 
  12 
  Sub-Atomic 
   
  Your Move is reduced to a percentage of normal, 
  you gain bonuses to stealth rolls and AGI defense 
  rolls 
  against 
  normal-sized 
  opponents. 
  In 
  Microscopic, Atomic or Sub-Atomic form, you can 
  generally not directly affect nor be affected by the 
  normal world. you can enter the smallest spaces, 
  but exist in an environment with its own challenges 
  and dangers. you maintain your normal attributes, 
  derived stats, skills and powers in the microscopic 
  world. 
  Speed 
  Range: Hero 
  Possible Manifestations: Powerful legs, blur of 
  motion, ground vehicle 
  Effect: You can move like lightning, by your own 
  power or with technological assistance: 
  POW 
  Move 
  Multiplier* 
  Ability 
  Gained 
  Attack 
  Penalty 
  4 
  2x 
   
  0 
  5 
  4x 
   
  -1 
  6 
  10x 
   
  -1 
  7 
  20x 
   
  -2 
  8 
  40x 
   
  -2 
  9 
  100x (~Mach 1) 
  Any Surface 
  -3 
  10 
  Supersonic 
  Deflection 
  -3 
  11 
  Near Light Speed 
  Vibrate 
  N/A 
  12 
  Warp Speed 
   
  N/A 
  *Divide resulting Move by 2 to get mph 
  The Attack Penalty is suffered by foes attempting 
  to strike you, if they are stationary. N/A means that 
  you are moving too quickly and cannot be hit by 
  stationary foes. 
  At higher levels, you gain special abilities: 
  Any Surface: You can move across any surface, 
  even water, or up the side of a building. 
  
  PULP & SUPERHEROES  
  163 
  Deflection: You gain or improves the Missile 
  Deflection skill to level 3. You may use it to dodge 
  any physical projectile, even a bullet! 
  Vibrate: You can cause your molecules to vibrate 
  so quickly that you can literally pass through solid 
  objects at 50% your normal Move. This is 
  exhausting so you must expend 1 Health per round 
  while doing so. 
  Storm 
  Range: 6 miles 
  Possible Manifestations: Thunder & lightning 
  Effect: You can either summon a storm or drive 
  one away within 1d6 rounds after using this power. 
  Summoning a storm can only be done outdoors. It 
  appears overhead in a stationary 6 mile radius. Fires 
  are extinguished in 2d6 rounds. Creatures in the 
  area are Slightly Impaired (-1 to rolls). The ground 
  becomes very slick, requiring Move checks to avoid 
  slipping and falling prone (Impaired: Move 50%, -2 
  to rolls until they use an action to get back up). You 
  are unaffected by any harmful or distracting effects 
  from the storm, but your allies and enemies are 
  affected. 
  You must concentrate on the power to maintain it. 
  Each round after the storm appears, you may cause 
  one of the following effects: 
  Fog: An eerie calm descends on the scene, 
  accompanied by a thick fog. All creatures under the 
  fog are effectively Impaired (Move 50%, -2 to rolls). 
  Lightning: You call down a bolt of lightning to 
  strike a creature or object you can see. The target 
  must roll AGI+Athletics vs. POW or suffer damage 
  roll, using your POW. 
  Wind Blast: You cause a strong wind to sweep 
  through an area up to POWx10 yards away from 
  you. The wind causes all within AOE 6 to roll TOU 
  vs. POW roll or suffer a DAM 0 roll and fall prone, 
  becoming Impaired (Move 50%, -2 to rolls until 
  they use an action to get up). 
  Stun 
  Range: POWx3 yards 
  Possible Manifestations: Mind lash, deafening 
  noise, electricity, toxin, dazzle, blinding light, mud 
  Effect: You project a cone of energy that can stun 
  foes within range (AOE 4). Targets must roll 
  TOU+Resistance (spells/powers) or WIL+Focus vs. 
  POW (whichever is highest) or become Severely 
  Impaired (Move 0, -3 to rolls). A stunned victim can 
  try to shake off the effect as an action, by making a 
  2d Health or 2d Spirit check. 
  Major Effect: The victim is Paralyzed instead 
  (unable to act, -3 to defense rolls, +3 to damage 
  received from melee attacks). 
  Super Agility 
  Range: Hero 
  Possible Manifestations: Uncanny reflexes, ESP, 
  danger sense 
  Effect: As an action, you can switch your POW with 
  your AGI. Powers and derived stats are also 
  switched between the two attributes. 
  Super Awareness 
  Range: Hero 
  Possible Manifestations: Massive brain, super 
  senses, Zen training, ESP, premonitions 
  Effect: As an action, you can switch your POW with 
  your AWA. Powers and derived stats are also 
  switched between the two attributes. 
  Super Sense 
  Range: See below 
  Possible Manifestations: X-Ray vision, animal 
  senses, mutation, infrared vision, radar, ESP 
  Effect: This power grants you a special sense such 
  as X-Ray vision, super smell, super hearing or bio-
  electrical sensors (the sense must be chosen when 
  you first acquire the power). You use POW for 
  detection rolls with the appropriate sense, which 
  can 
  function 
  up 
  to 
  POW 
  miles 
  away 
  if 
  unobstructed. The sense can also detect things 
  through solid objects up to POWx10 yards away, 
  though such rolls are made at a -3 penalty. Each 
  Super Sense can be blocked by a relatively common 
  material (e.g. lead for X-Ray vision) or circumstance 
  (e.g. loud noises for super hearing). 
   
   
  
  PULP & SUPERHEROES  
  164 
  Super Toughness 
  Range: Hero 
  Possible Manifestations: Massive size, super 
  strength, power armor, incredible constitution 
  Effect: As an action, you can switch your POW with 
  your TOU. Powers and derived stats are also 
  switched between the two attributes. 
  A question that sometimes comes up in superhero 
  games is how much a character with exceptional 
  TOU (i.e. super-strength) can lift. Use the table 
  below as a rough guideline, on the basis of the 
  character’s TOU, plus their Strength skill: 
  TOU+ 
  Strength 
  Lifting 
  Capacity 
  Examples 
  4 
  500 lbs. 
  Lamp Post 
  5 
  1,000 lbs. 
  Tree 
  6 
  1 ton 
  Statue 
  7 
  2 tons 
  Car 
  8 
  5 tons 
  Small Truck 
  9 
  10 tons 
  Large Truck 
  10 
  20 tons 
  City Bus, Bulldozer 
  11 
  50 tons 
  Tank 
  12 
  100 tons 
   
  13 
  200 tons 
  Commercial Jet 
  14 
  500 tons 
   
  15 
  1,000 tons 
   
  Super Will 
  Range: Hero 
  Possible Manifestations: Concentration, divine 
  beauty, fanaticism 
  Effect: As an action, you can switch your POW with 
  your WIL. Powers and derived stats are also 
  switched between the two attributes. 
  Swinging 
  Range: See below 
  Possible Manifestations: Web-lines, cable gun 
  Effect: You can swing through feature-rich 
  environments such as tall buildings or forest trees 
  at 2xMove, and move along any vertical or 
  horizontal surface. Your lines can safely hold up to 
  POWx100 lbs of weight. 
  When falling, you can make a POW vs. DIF roll to 
  catch yourself at a mid-point of your descent. The 
  DIF is equal to the distance to the nearest anchor 
  point (in yards) divided by 10. You can use the same 
  method to snag a falling victim, or an object. 
  If attempting to snag an item away from someone, 
  you make a POW roll as above to latch on to the 
  item. If you latch on to the item, the holder can then 
  attempt a TOU+Strength vs. POW roll to hold on to 
  it. Otherwise, you tear the item from the holder’s 
  grasp and it falls to the ground. 
  Major Effect: You retrieve and immediately catch 
  the snagged victim or object with your hands. 
  Telekinesis 
  Range: POWx10 yards 
  Possible Manifestations: Animation, mind over 
  matter 
  Effect: You gain the ability to move creatures or 
  objects by thought alone. Each round of 
  concentration, you can attempt to move one 
  creature or object. You may switch your attention 
  freely from one target to the other but only one will 
  be affected on any given round. Moving something 
  or maintaining it in the air requires concentration. 
  Moving a creature: You can use an action to move 
  a creature up to 10 yards in any direction within 
  range. While under the telekinetic grip, the creature 
  is Severely Impaired (Move 0, -3 to rolls). The target 
  can make a TOU+Resistance (spells/powers) vs. 
  POW roll to resist the effect each round. Smashing 
  the target into something causes damage equal to 
  the amount the roll failed by. 
  Moving an object: You can use an action to move 
  an object weighing no more than POW tons, 
  moving it up to 10 yards in any direction within 
  range. If the object is being worn or carried, the 
  wearer may attempt a TOU+Strength vs. POW roll 
  each round to keep it from being pulled away. You 
  can exert fine control on objects under the 
  telekinetic grip, such as manipulating a simple tool, 
  opening a door or a container, or pouring the 
  contents from a vial. If you hurl an object at 
  someone or use it to attack, the target should roll 
  AGI+Athletics vs. POW or suffer damage equal to 
  the amount failed by. 
  Telepathy 
  Range: POW miles 
  Possible Manifestations: Communicator, psychic 
  connection 
  Effect: You can communicate mentally with others. 
  You can establish a connection with up to POW 
  other willing minds within range, enabling them to 
  communicate with you and (if you allow it) each 
  other. 
  
  PULP & SUPERHEROES  
  165 
  Teleportation 
  Range: See below 
  Possible Manifestations: Teleportation discs, 
  phasing out, cloud of smoke 
  Effect: You instantly transport yourself and up to 
  POW other willing creatures, or a single object no 
  larger than a POWxPOWxPOW yard cube, to 
  another location. The target creatures or the object 
  must be in physical contact for the power to work. 
  They are teleported to any location you designate 
  within range, with whatever they are carrying, as 
  long as you know the exact location. If you have 
  seen the destination, they will arrive at the desired 
  location. If you have not seen it but you know 
  where it is, they will appear (1d6-1) x10 miles from 
  the desired location. 
  You must concentrate for one round or one minute 
  to use the power. This determines the maximum 
  distance travelled: 
  POW 
  Max. Range for 
  Concentrating 1 rd. 
  Max. Range for 
  Concentrating 1 min. 
  4 
  10 yards 
  100 yards 
  5 
  100 yards 
  1 mile 
  6 
  1 mile 
  10 miles 
  7 
  10 miles 
  100 miles 
  8 
  100 miles 
  1,000 miles 
  9 
  1,000 miles 
  Same Planet 
  10 
  Same Planet 
  Same Solar System 
  11 
  Same Solar System 
  Same Dimension 
  12 
  Same Dimension 
  Anywhere/Multiverse 
  Whirlwind 
  Range: POWx10 yards 
  Possible Manifestations: cyclone, poltergeist 
  Effect: You summon a whirlwind at any point 
  within range. The whirlwind has AOE 4 and can 
  move at a rate equal to your POW’s derived stat 
  maximum (e.g. your max Initiative determines the 
  whirlwind’s Move rate if your POW is AWA). You 
  must concentrate to maintain the whirlwind, and 
  use actions to move it. Anyone coming into contact 
  with it must roll TOU vs. POW or be knocked prone, 
  becoming Impaired (Move 50%, -2 to rolls) until 
  they use an action to get back up.  
  Major Effect: The victim thrown violently against 
  something hard, suffering damage equal to the 
  amount their TOU roll failed by. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  INDEX 
   
  166 
  INDEX 
  Acid damage, 41 
  Action round. See Round 
  Actions, 16 
  Adventures (designing), 45 
  AGI, 9 
  Agility (attribute). See AGI 
  Alien races, 134 
  AOE, 10, 39 
  Arcane Powers, 24 
  Archetypes, 48 
  Archetypes (fantasy), 54 
  Archetypes (horror), 124 
  Archetypes (science fiction), 
  134 
  Area of Effect. See AOE 
  Area of effect attacks, 20, 39 
  ARM, 10, 41 
  ARM scores (objects), 20 
  Armor (attribute). See ARM 
  Armor (equipment), 19, 41 
  Armor (futuristic), 137 
  Artifacts, 96 
  Attack rolls, 7, 17 
  Attacker critical successes, 17 
  Attribute rolls, 7, 12 
  Attribute score comparison, 9 
  Attributes, 7 
  AWA, 9 
  Awareness (attribute). See 
  AWA 
  Balthazar, 23 
  Base Range, 17, 39 
  Ben Birkett, 11 
  Black Sword, 96 
  Blinded, 22 
  Breaking things, 20 
  Breaks, 7, 13 
  Brink of death, 21 
  Brink of madness, 22 
  Brynhild, 8 
  Casting rolls, 7, 24 
  Casting Time, 24 
  Ceremonies, 25 
  Character attributes, 9 
  Character creation, 7, 8 
  Characters (horror), 133 
  Characters (science fiction), 
  146 
  Chases, 20 
  Classes, 54 
  Cold damage, 41 
  Combat, 7 
  Concealment, 17 
  Concentration, 25 
  Corruption, 126 
  Cover, 17 
  Creating content, 48 
  Creatures (designing), 49 
  Criticals, 13 
  Cybernetics, 139 
  DAM, 10, 39 
  Damage (attribute). See DAM 
  Damage rolls, 7, 18 
  Damage scores (typical), 19 
  Death, 7, 21 
  Defender critical successes, 18 
  Defense rolls, 7, 17 
  Delayed actions, 21 
  Derived stats, 7, 10 
  Dice of Destiny, 96 
  DIF, 10, 13 
  Difficulty (attribute). See DIF 
  Difficulty, setting, 13 
  Disease, 23 
  Disengaging, 15 
  Draws, 13 
  Draws (combat effects), 18 
  Drowning, 23 
  Dual-wielding, 36 
  Duration (powers), 25 
  Effect (super powers), 152 
  Electrical damage, 41 
  Encounters, 47 
  Encumbrance, 10, 22, 39, 41, 
  43 
  Energy shields, 138 
  Energy types, 152 
  Experience Points, 7, See XP 
  Explosive damage, 41 
  Falling, 21 
  Fatigued, 22, 23 
  Firing into melee, 21 
  Flaws, 11, 37 
  Flying creatures, 49 
  Frightened, 22 
  Game time, 51 
  Grodz, 12, 14 
  Group actions, 21 
  Health, 10 
  Heartfang, 96 
  Heat damage, 41 
  Heavy weapons, 17 
  Heroic actions, 7, 15 
  Impairment, 22 
  Incapacitated, 22 
  Initiative, 11, 16 
  Initiative steps, 11 
  Innate powers, 25 
  Languages, 9 
  Level-setting, 44 
  Linked weapons, 135 
  Long rests, 23 
  Luck (check), 15 
  Madness, 22 
  Magic items, 96 
  Major Effect (super powers), 
  152 
  Manifestations (super powers), 
  152 
  Mass battles, 52 
  Massive damage, 19 
  Matter types, 152 
  Mecha, 138 
  Miniatures, 52 
  Miscellaneous items, 43 
  Modifiers, 14 
  Monsters (fantasy), 97 
  Monsters (horror), 129 
  Monstrous abilities, 49 
  Mooks, 44, 49 
  Morale, 15, 49 
  Move, 10 
  Moving in combat, 22 
  New characters, 21 
  Non-character attributes, 10 
  Non-lethal combat, 22 
  Occupations, 124 
  One Page Rules, 7 
  Pacing, 51 
  Paralytic poison, 23 
  Paralyzed, 22 
  PC perspective, 52 
  Player engagement, 52 
  Plot, 46 
  Poison, 23 
  Position, 17 
  POT, 10, 23 
  
  INDEX 
   
  167 
  Potency (attribute). See POT 
  Potion of Healing, 96 
  POW, 151 
  Power armor, 137 
  Power difficulty, 24 
  Power levels (superheroes), 
  152 
  Powers (designing), 49 
  Powers (rules), 7, 24 
  Prone, 22 
  Props, 47 
  Psionic Powers, 140 
  Quick draws, 14 
  Races, 54 
  Radiation, 23, 41 
  Range, 17 
  Range (powers), 24 
  Recovery, 23 
  Recovery rolls, 23 
  Reserve, 7, See XP Reserve 
  Resisting power effects, 24 
  Rest, 23 
  Restrained, 22 
  Rewards, 47 
  Ring of Invisibility, 96 
  Rituals, 25 
  Robots, 150 
  Roderick, 12, 14 
  Round, 16 
  Rules (modifying), 50 
  Sanity, 125 
  Setting, 46 
  Shaking off, 15, 19, 22, 23 
  Shields, 41 
  Short rests, 23 
  Skilled actions, 14 
  Skills, 7, 11, 26 
  Skills (designing), 11 
  Small creatures, 49 
  Social interaction, 23 
  Spells (fantasy), 57 
  Spells (horror), 126 
  Spirit, 11 
  Staff of the Archmage, 96 
  Starships, 139 
  Stat checks, 15 
  Stunned, 22 
  Super Flaws, 152 
  Super Powers, 153 
  Super Powers (rules), 151 
  Surprise, 16 
  Swimming, 23 
  TOU, 9 
  TOU-based weapons, 19 
  Touch, 24 
  Toughness (attribute). See 
  TOU 
  Traveling speed, 10 
  Tremayne, 15 
  Truth serum, 23 
  Unarmed attacks, 19 
  Vehicles, 41 
  Vehicles (futuristic), 138 
  Venom, 23 
  Weapons, 39 
  Weapons (futuristic), 135 
  When do you roll?, 12 
  WIL, 9 
  Will (attribute). See WIL 
  XP, 7, 8, 9 
  XP Reserve, 7, 8 
  XP value (creatures), 50 
  X-TEC7, 13 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  UNLEASH YOUR GAME! 
  ELEMENTAL is a fast and flexible 
  roleplaying game for any character, 
  any setting, any story. 
  The rules work efficiently behind the 
  scenes, so your characters and stories 
  always take center stage. 
  Everything you need is in this book. 
  There are statistics for hundreds of 
  spells, powers, weapons, vehicles, 
  creatures and characters, covering all 
  the major types of adventure fiction: 
  Fantasy, Horror, Science Fiction, Pulp 
  & Superheroes. 
  Turn any source of inspiration into 
  an incredible game! 
   
  
SOURCE: textdata/thevault/Standalone/Elemental - Complete Guide.pdf