Old Gus' Daft Drafts
version 1.10i (2024-04-08)
Table of Contents
Introduction
Chapter 1 Cypher System Open License
The Cypher System is a setting-agnostic tabletop roleplaying game designed by Monte Cook Games.
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Chapter 2 Foreword
This is a living document, and all mechanics listed in are in the early drafting stages. These draft set of rules and character options will frequently link to Old Gus' Cypher System Reference Document (OG-CSRD).
Contributors: Old Gus (throughout, editing), Saki (cyphers)
Reading this Document
Page references to official printed material appear throughout. Source material that informs the CSRD is referenced as follows:
- Cypher System Rulebook (2019), page 100: (100)
- Claim the Sky (2021), page 100: (CTS, 100)
- Godforsaken (2020), page 100: (GF, 100)
- The Stars are Fire (2019), page 100: (SF, 100)
- Stay Alive! (2020), page 100: (SA, 100)
- We Are All Mad Here (2020), page 100: (WAAMH, 100)
GM Notes — Information for GMs about running the game, considerations and questions you might want to address before game time.
Thanks for reading! I hope this document helps you play a great game.
—Old Gus
Contact the Author:
Chapter 3 On Fey
Before you read further, consider the nature of your setting, how you want magic—especially interplanar magic—to function, and how much bleed there is between fey realms and the mortal realm—this material is intended to be used as readily in a modern fantasy as it is a traditional high-fantasy setting. Either way, consider the two following aspects when developing your setting. These ideas are not mutually exclusive: indeed, one might lead directly into the other. A game might be set squarely in a fairy tale setting, or fairy tale elements might intrude upon a more mundane fantasy, modern, or historical setting.
There and Back Again: The border between realms is not frequently crossed, and one (or two) crossings might be enough to drive the entire story. A number of creatures from from one realm are transported to another. They must find a way home again. The PCs might be from either realm. A ticking clock is likely involved.
Do Not Linger: A rift bewteen two worlds has oppened, and must be closed before tragedry befalls both realms. The PCs might be from either side of the rift.
Dual Existence: Two realms share a kind of intimate cosmic connection. Events in one realm affect the other. The PCs are exceptional people with a secret that connects them to the other world, and must maintain a second life in a hidden realm only they can enter. The realm might be in their dreams, or through secret portals only they can enter. It's possible the PCs have entirely different character sheets depending on which realm they are in.
Secret World: A seemingly mundane world is secretly connected to another realm. The PCs might be members of a secret society, explorers, or refugees from the secret world. In any case, the connection between the two is tenuous—and on the verge of a dangerous escalation.
Planar Kaleidoscope: One door opens into a network of connected realities. This game is unafraid to tell high-weird stories that use Optional Rules or strange effects, altered physics, time dilation, and walking through a windy hallway of infinite skies—where, for no reason at all—creatures becomes a kite—unless they have an earthen affinity. Dwarves become rocks.
Part 1 Character Options
Chapter 4 Descriptors
This chapter presents Fantasy and Fairy Tale Species Descriptors, and Science Fiction Species Descriptors.
Fantasy and Fairy Tale Species Descriptors
Boggle
Most boggles resemble monstrous, gnarled gnomes with at least one prominent wart on their face, but they can display a staggering variety: some boggles are hirsute, some are completely bald. Some boggles have monstrous features—wild pigmentation, horns, teeth, or claws—which make them look quite fearsome—at least to a child. Naturally jealous creatures, boggles that lack these ornamentations adopt a monstrous persona through trickery, and even those that do have them are not above a little enhancement to their appearance.
Petty mischief delights and even nourishes boggles, who frighten and bedevil folk—such pranks are always annoying, but usually harmless. The most unseelie of boggles frighten mortal children, hiding under their beds or in their closets, feeding on their victims' fear. As with all boggle mischief, their behavior is usually an expression of deep self-loathing. A defeated boggle might offer its services in recompense if cornered, although precious few are strong-willed enough to truly get the best out of a boggle's mischievous compulsions in the long-term.
You gain the following characteristics:
Mischievous: +2 to your Speed Pool, or +2 to your Intellect Pool.
Skill: You are trained in deception, disguise, and hiding.
Contortionist: You gain the Contortionist (121) ability. Enabler.
Prankster: When you surprise a creature with an action that does not inflict damage, you gain an asset on the task. Enabler.
Schadenfreude: Once after each ten-hour recovery roll, when you make someone laugh inappropriately, frighten someone, or cause someone to feel humiliation, you can make a free recovery roll, and do not need to eat or drink that day.
Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Inability: You are suggestible. Your Intellect defense tasks are hindered.
Inability: Your distinctive scent eases tasks to locate you by smell within a short distance. Roll a d10 on the boggle scents table, or create your own scent. The scent is so pungent that you have an inability on all pleasant social interactions with those are not acclimated to your scent.
d10 | Boggle Scents |
---|---|
1 | Pencil shavings |
2 | Dog breath |
3 | Fennel |
4 | Fetid swamp |
5 | Microwaved fish |
6 | Overripe banana |
7 | Rotten egg |
8 | Raw onion |
9 | Mothballs |
10 | Sour milk |
Additional Equipment: You have a personal disguise kit, which you can use to adopt the appearance of a nondescript individual your size, or a monster of your own design.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. They saved you from a group of people with no sense of humor and have been stuck with you since.
- Pick one other PC. Your life has grown stale. What you need is someone new to torment.
- Pick one other PC. No matter what you do, they seem to see you as redeemable. It's horrifying.
- You've caused too much trouble where you were, and so are on your own. Again. Misery loves company, so here you are.
Gwaloth
Most gwaloth have the appearance of wiry dwarves made of wood, although adults can stand up to 12 feet (4 m) tall. They travel unshod, with a thick coating of raw earth around their root-like feet. Most live in areas dense with other plant life—sun-dappled forests, whispering pines, buzzing jungles, and teeming swamps. A precious few live in mountainous scrublands, and fewer still in deserts—hermits in places with limited sunlight, water, and fertile soil.
Most gwaloth are unbridled optimists who advocate for peaceful coexistence with others, a virtue they inherit from native gardens. Only those who take a vow a strict pacifism are considered for the rites of adulthood. Gwaloth leaders literally put their roots down—never leaving their planting positions as a sign of their dedication to the garden.
You gain the following characteristics:
Grounded: +4 to your Might Pool.
Skill: You are trained in healing and herbalism.
Long-Lived: Your natural lifespan (unless tragically cut short) is thousands of years. Enabler.
Photosynthetic: You gain nutrients from sunlight and fertile soil. You don't need to eat or breathe if you have daily exposure to sufficient sunlight. Enabler.
Summerbloom: You gain the Summerbloom ability, and you can pay its point cost with your Might Pool instead. Enabler.
Timberskin: Your skin produces a pattern of exterior enchanted wood-like bark that grants you +1 to Armor if you do not wear physical armor—this armor also shields your mind against mental attacks that would inflict damage to your Intellect Pool (even if you are wearing physical armor). Your timberskin provides no protection from fire, however, and your stiff limbs are ill suited for agility—you have an inability in running, jumping, swimming, and Speed defense tasks. Enabler.
Put Down Roots: When you make a defense roll and you are standing on fertile ground, you can plunge your roots into it. Until the end of your next turn, you cannot move, but gain an asset on all defense rolls you make. At that time, you can make a free recovery roll. Enabler.
Give Fruit: When you make a recovery roll, you can divide points into a fruiting instead of your stat Pools. The fruiting sprouts from your body in the manner of your choosing. A creature—other than you—that uses an action to eat a fruiting can divide its points among their stat Pools however they wish. Any fruiting you produce spoils at the end of your next ten-hour recovery roll. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You see so much potential in this person. You will do anything to help foster their growth.
- Pick one other PC. This person has spent too much of their life in the shade, and needs to step into the light.
- It sounded like a good cause.
- Your garden is destroyed, so you have become scattered seed.
Most any clothing gwaloth appear to wear—and indeed their very faces—are grown at their own direction, and mostly as courtesy to others. Gwaloth who are accustomed to their own kind might display a single enormous flower for a head, with dewy beads of fruit arranged in a delicate pattern.
With a year of dedicated effort, a gwaloth can completely alter their appearance to suit their environment or lifestyle. A gwaloth who develops an appearance suitable to a natural environment can gains an asset to all stealth tasks within it. These superficial changes are just that to another of their kind, however—two gwaloth within a short distance who know one another will recognize each other immediately.
Ikwiikwii
Ikwiikwii resemble bipedal owls with no wings and short, talon-fingered hands. They are short, stocky and display powerful musculature for their diminutive frame. Most live in mountains and boreal forests, and are capable hunters. Rarely farmers, ikwiikwii consider it a point of pride to hunt for their own dinner, even encouraging their small children to fend for themselves.
Mated ikwiikwii do so for life. Family groups rarely exceed four individuals at a time. If a family grows too large, the eldest child is encouraged to leave the nest. Leaving the nest marks adulthood in their lives, and parents make a great display, showering gifts and well-wishes upon their departing child, or throw a party attended by friends and extended family.
You gain the following characteristics:
Savage Cunning: +2 to your Might Pool and +2 to your Intellect Pool.
Skill: You're trained in perception and tracking.
Night Vision: You can see in extremely dim light as though it were dim light. You can see in dim light as if it were bright light. However, you are temporarily overwhelmed by unexpected bright lights. When blinded in this way, all your tasks are hindered. Enabler.
Vicious Build: Unarmed strikes you make with your claws or beak inflict 1 additional point of damage. When your hands are unoccupied, you can run on all fours, gaining an asset to climbing, running and jumping tasks. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You were out hunting and accidentally attacked them. You're friends now, but they still have a scar.
- Pick one other PC. You were injured and they nursed you back to health.
- Pick one other PC. They take themselves as your rival. Ridiculous. You have no rival.
- It's time for you to leave the nest and make your own way. You've always been curious about others.
Pixie
Pixies vary in appearance, and it can change dramatically as they age. While most folk picture a miniature elf with the wings of an insect, pixies can share features with most any kind of animal, plant, monster, dragon, or other creature one could imagine. At auspicious moments, murmurations of pixies gather in these areas in a function known as an eisteddfod where they dance, play games, tell tales, wrestle, and copulate with one another in dazzling displays of light and flight.
Prestige is everything to a pixie: their short seasons and long years are an endless game of acquisitions and losses played among their troop. They are taught to defend pride and territory with ferocity, know when a tactical retreat will serve them best, and to exact just vengeance upon those who have done them wrong. Throughout this education, a strong sense of fair play is stressed, but cunning and creativity are considered virtues.
Just as mortals caution their children against wee folk, so wee folk caution their children about mortals—"they seem amusing playthings, but are dangerous." Yet still, adventurous young pixies visiting the mortal world to attempt something that will make a worthy tale at the next eisteddfod, and a few of them find kindred spirits in dreamers, idealists, musicians, poets, and hopeless romantics, and an intense, long-lasting—even dangerous—bond between the two might form. A mortal bonded to a pixie companion might be spurred to new heights of heroism and mischief…or they die, as all things must do one day. Then again—as the pixie elders say—a life lived in fear is a life half-lived.
You gain the following characteristics:
Nimble: +2 to your Speed Pool, and +2 to your Intellect Pool.
Skill: You're trained in Intellect defense rolls to resist mental effects.
Tiny Size: You are small enough to fit places many cannot, and hide behind common objects. Your tiny size is an asset on hiding and escaping tasks. Enabler.
Pixie Wings (2 Intellect points): You can fly up to a short distance each round for up to 1 hour. While flying, you emit a flickering, dim light and emit a soft noise, which hinders all stealth tasks and eliminates your asset to stealth tasks from Tiny Size. Enabler.
d10 | Color | Sound |
---|---|---|
1 | Red | Gentle breeze |
2 | Orange | Insect buzzing |
3 | Yellow | Child's laughter |
4 | Spring | Birdsong |
5 | Green | Rustling leaves |
6 | Aquamarine | Babbling brook |
7 | Blue | Soft singing or humming |
8 | Indigo | Tinkling chimes |
9 | Violet | Musical notes |
10 | White | Gentle Rain |
Pixie Dust: You can alight on a willing creature larger than you by moving into their space. While alighted, you or your ally gain an asset to a defense roll. Each round, you decide which of you gets the asset, and to which type of defense rolls it benefits: Might, Speed, or Intellect. Enabler.
Inability: While you have endless willpower, you're not very smart. Task involving knowledge or figuring out puzzles are hindered.
Inability: Your tiny legs prevent you from keeping up with others. Your climbing, running, jumping, and swimming tasks are are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You find them inspiring and just want to help.
- Pick one other PC. They'd be lost without you. Not the other way around. Definitely not.
- Pick one other PC. You're worried they'll somehow replace you, so you came along to prove yourself.
- You have to run away from something—and fast.
Most pixies acquire several names over their lifetime. Here are some common name types‐although elders, those of station, and outcasts all acquire new names.
True Names: Infant pixies are given their true names by their sires, usually something aspirational, and it is kept secret from all but their most trusted friends and relatives—Ainsel, Asteria, Cirno, Cyrena, Erana, Fiona, Franjeen, Iolanthe, Higbee, Kaya, Memim, Mofurun, Nuala, Peri, Pirikia, Phoebe, Tabit, Vix, Wanda, Zooey.
Use Names: A second use-name follows, given to the pixie by their peers, usually an affectation based on their appearance or demeanor. This name is used by all but their most trusted friends—Acorn, Aspen, Basil, Beedle, Belbel, Bulb, Cappy, Crysta, Flutter, Ginger, Knot, Lilac, Mipple, Pearl, Pech, Prickle, Poppy, Rere, Rool, Ru, Shar, Sunny, Razzle, Root, Spore, Tattle, Thistle, Tup, Trow, Twig, Winkie.
Deed Names: When a pixie performs a deed worthy of their troop's remembrance, an elder bestows upon them a use-name reflective of the event, and the pixie wears it as a mantle of adulthood, usurping or supplementing their childhood name as if it were a title or surname—Dambreaker, Flytrapper, Froghopper, Longvine, Mossfoot, Mudlump, Pollenpuff, Rosebloom, Sapwick, Shinebright, Starchaser, Tangleroot, Waterdancer.
Siren
Most sirens resemble aquatic elves from the torso up, with a lower body that resembles a sea creature—usually iridescent scales and the tail of a fish.
Among mortals, sirens are blamed for floods, storms, shipwrecks, drownings, and the occasional tragic romantic tryst. Sirens tend to be driven and passionate, and for some, those passions lead them onto land and into dramatic events.
You gain the following characteristics:
Charming: +4 to your Intellect Pool.
Skill: You're trained in singing, swimming, and and crafting items from natural materials.
Enchanting Voice: Your voice inspires awe, and serves as an asset in all interaction tasks. Enabler.
Natural Affinity: You gain one of the following abilities: Aquatic Combatant (110), Calm Stranger (118), or Critter Companion (123).
Child of the Sea: You are an aquatic creature. You can breathe both air and water, and your body is an asset to all swimming tasks. If you do nothing but swim on your turn, you gain an asset to Speed defense tasks. While underwater, you can see in extremely dim light as though it were bright light, and total darkness as if it were extremely dim light. Enabler.
Visitor's Legs: When your body is dry (a process that takes an average of 10 minutes), you can use your action to split your tail into two legs and assume the form of a human or elf. However, you are unpracticed with your legs, and all your movement tasks that require their use are hindered. If you are doused with water, your body immediately reverts to your aquatic form. In this form, you can only crawl no more than an immediate distance on land. Enabler.
Inability: Land dwellers are strange to you. While among their kind, any task that involves seeing through deceptions or determining someone's secret motives is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You saw them from afar and became fascinated.
- Pick one other PC. You've known them a while, and have not told them who you are. It's gone on long enough that now you're afraid to.
- You're running away from home.
- You've always longed for adventure.
An untimely dousing can be a good source of GM intrusion for siren—a rainstorm, lawn sprinkler, crashing wave or jealous rival should be a source of joy in the story. The GM might allow an appropriate defense roll to minimize or delay a transformation due to exposure to water, allowing for partial transformations—exposed aquatic features to become visible—but without the loss of mobility penalty.
A siren PC might discover a way to inoculate themselves from some or all unwanted transformations by completing one or more character arcs.
Science Fiction Species Descriptors
This section provides a brief overview of the biology, history, and culture of several starfaring peoples. This is by no means a complete list of who—or what—is out there: for every major starfaring civilization, there are a dozen species who leave their world of origin with far less fanfare or acclaim, not to mention escapees from less technologically advanced civilizations.
The GM might use these peoples—or species, if you prefer—to generate NPCs or to populate a science fiction or space opera setting. A loose set of cultures and histories are provided for each, with plenty of mysteries left unanswered, and futures unwritten.
Quick Reference: Science Fiction Species Descriptors
- Asgardian
- Dweenle
- Elowarin
- Gazurtoid
- G'nunk
- Humna-humna
- Kaillerian
- Mechan
- Nekros
- Nirrex
- Olnosi
- Queeg
- Qhil
- Scro
- Spemin
- Tabriz
- Thrynn
- Veloxi
- Yloi
- or Near-Human
- or Create A New Species
Science Fiction Species Glossary
Morphology: These words suggest a basic body shape, but species frequently display different complex biological processes than these labels suggest.
Life Cycle: Durations are listed in 20th-century Earth years. Each species uses their own measurements for ages, usually relating to their biology, culture, or world of origin's rotational period and orbit.
Size: Sizes and weights are listed up to 1.5 standard deviations for the species.
Sexes: This number represents the typical number of different sexual morphisms involved in species procreation. Some species use methods other than standard procreation, and most display additional morphisms—sexual or otherwise—with different incidence rates.
Descriptors: These descriptors are typical to a race's dominant culture. GMs might use these to inform NPCs. Adventurers and travelers—including PCs—might be atypical for their species or culture.
Abilities: These represent a species' unique physiology, culture, and technologies. With the GM's permission, A PC can choose these abilities as if from a Flavor. Like flavor abilities, these abilities are traded one for one with standard abilities from a type.
Asgardian
Species Profile: Asgardian
Morphology: Stocky humanoid
World of Origin: Asgard
Life Cycle: Asgardians reach adolescence at 30 years, full adulthood by 50 years, and are considered an elder at 300 years. Some live up to 500 years.
Size: Asgardians stand about 4–5 feet (1.2–1.5 m) tall, and weigh 140–180 pounds (65–80 kg).
Sexes: 2
Descriptors: Brash, Guarded, Hardy, Jovial, Mechanical, Resilient, Strong-Willed, Tough
Asgardians are hirsute humanoids with thick, heavy bones, tightly packed muscular sinew, and a cultural stability unmatched by other races. Their skin displays the same golds, browns, and pinks as humans, and a few Asgardians have grey or even blue skin—a particularly prized shade. Asgardians of all genders display embellished beards, and accent them with dyes, jewelry, and other accoutrements.
Asgardians are warriors, builders, and craftspeople whose dress reflects their trade or function, elevating function over style, but they are never plain. Decorations also serve a practical purpose—special fasteners, reinforced seams, useful padding, or loops for holding weapons or tools.
Asgardians are long-term tactical thinkers, and view success and honor almost interchangeably. Their complex internal politics produce shrewd politicians and governors, some of whom have a habit of posing as gods to underdeveloped cultures. A few Asgardians—those stripped of honor and branded as renegade—reject the society of law and order they are born into, and many of those find lucrative work in exile as freelancers.
Asgardian Characteristics
You gain the following characteristics:
Asgardian: +4 to your Pools, which you can distribute as you wish.
Skill (Treasure Scent): You can almost smell treasure. You are trained in tasks that involve searching for or identifying valuable oddities, cyphers, artifacts, or mineral deposits.
Limited Poison Immunity: Your tasks to resist the effects of toxins, poisons, and venoms are eased by two steps. Enabler.
Asgardian Armor Training: You gain the Practiced in Armor (171) ability. If you gain this ability through your type or focus, you gain the Experienced in Armor (136) ability instead. Enabler.
Inability (Hard-Headed): You are hard-headed. You must apply at least two levels of Effort when retrying a task.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You have been sent by your clan as a diplomatic measure to repay a debt.
- Choose another PC. You're undercover, gathering intelligence on them.
- Choose another PC. You owe them a life-debt, and are stuck with them, for now.
- There might be treasure in it. Treasure is always useful for a renegade.
First-Tier Asgardian Abilities
- Absorb Kinetic Energy (108)
- Crafter (122)
- Minor Illusion (162)
Second-Tier Asgardian Abilities
- Enlarge (135)
- Mind for Might (162)
- Modify Device (164)
- Protector (172)
Third-Tier Asgardian Abilities
- Energize Object (134)
- Guide Bolt (174)
- Unmovable (195)
Fourth-Tier Asgardian Abilities
- Cyphersmith (124)
- Major Illusion (160)
Fifth-Tier Asgardian Abilities
- Castigate (118)
- Deep Reserves (126)
- Innovator (154)
Sixth-Tier Asgardian Abilities
- Mastery in Armor (161)
- Overcharge Device (168)
- Stun Attack (187)
Dweenle
Species Profile: Dweenle
Morphology: Diminutive humanoid
World of Origin: Dweenle I
Life Cycle: Dweenle reach adolescence at 4 years, full adulthood by 6 years, and are considered an elder at 25 years. Some live up to 50 years.
Size: Dweenle stand between 2½–3 feet (0.75–1 m) tall, and weigh 15–25 pounds (7.5–10 kg)
Sexes: 2
Descriptors: Calm, Doomed, Empirical, Hideous, Skeptical, Tongue-Tied
Dweenle are short, hairless humanoids with seven fingers and six toes. Their flipper-like feet are ill-suited to running, having evolved on a planet with no natural predators. They resemble short, paunchy humans with pale skin, huge eyes, and spindly limbs. Their faces are like a human, albeit flat and pallid, with extremely large eyes with heavy bags of loose skin underneath. A single fleshy antenna protrudes from atop their head.
Dweenle philosophy and culture tends toward cynicism, nihilism, and indolence. They don't care for or about much. As a result, they are generally unpopular conversation partners among other peoples.
Dweenle have been starfaring longer than any other race except the dreaded Uhlek. Despite their short lives, Dweenle have very good memories, and an even more impressive cultural memory. Many eminent historians are Dweenle, although it can be difficult to listen to their lectures or read their dilligent research without falling asleep.
Dweenle Characteristics
You gain the following characteristics:
Dweenle: Dweenle: +4 to your Intellect Pool.
Skill (Knowledgeable): You are trained in two areas of knowledge of your choice.
Skill (Linguist): You are trained with all the subtleties of two other species' language and body language. Alternately, you can become specialized in one language.
Good Memory: When you expend Effort on tasks that involves memorizing or remembering, you gain a free level of Effort. Enabler.
Not Worth It (1 XP): A creature turns its attention away from you and toward something else. If the GM refuses, the XP isn't spent.
Inability (Flipper Feet): Your short legs make mobility difficult. Tasks involving running and jumping are hindered.
Inability (Dull): You are dull and depressing to be around. Social interaction tasks are hindered by one step, and tasks to taste or smell something are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You are on a cultural exchange program, and have been assigned to them as your liaison.
- Choose another PC. They tolerate you, and even seem to enjoy your company.
- You are a renegade for your kind, and find them as off-putting as everyone else.
- How does anyone end up anywhere? It doesn't really matter.
First-Tier Dweenle Abilities
- Knowledge Skills (157)
- Predictive Equation (171)
- Scan (179)
Second-Tier Dweenle Abilities
- Enhanced Intellect (135)
- Master Identifier (160)
- Predictive Model (171)
Third-Tier Dweenle Abilities
- Enhanced Intellect Edge (136)
- Insight (154)
- Reading the Room (175)
Fourth-Tier Dweenle Abilities
- Energy Protection (134)
- Find the Hidden (142)
- Sensor (181)
Fifth-Tier Dweenle Abilities
- Greater Enhanced Intellect (146)
- Knowing the Unknown (156)
- Learned a Few Things (157)
Sixth-Tier Dweenle Abilities
- Master Cypher Use (160)
- Mind Surge (182)
- See Through Time (181)
Elowarin
Species Profile: Elowarin
Morphology: Vineal plant
World of Origin: Eleran (destroyed)
Life Cycle: Elowarin reach adolescence at 5 years, full adulthood by 100 years, and are considered an elder at 500 years. Some live up to 1500 years.
Size: Elowarin size varies greatly, standing anywhere between 6–12 feet (1.8–3.7 m) tall, and weighing 80–200 pounds (35–90 kg). An Elowarin might grow or diminish in size over time, depending on their overall health or personal choice.
Sexes: 1
Descriptors: Benificent, Forward-thinking, Graceful, Intuitive, Kind, Learned, Mystical, Nurturing, Preserving, Serene, Virtuous
Elowarin are sentient plants originally from the second planet of the Thoss system, (which they call Eleran). This rich world once had abundant quantities of exotic elements that caused many creatures on the planet to exhibit psionic tendencies.
The Elowarin are ancient by most species' measurements. When the Spemin, Veloxi, Thrynn, and humans first ventured to the stars, the Elowarin were waiting to greet them in song.
Elowarin do not have traditional faces or sensory organs, but produce flowers, leaves and fruits from their person which serve as sensory organs. They self-direct their growth, and their appearance is as much performance as it is biology. As a courtesy, Elowarin living among those with faces frequently grow one of their own to fit in and make others more comfortable addressing them.
Centuries ago, the Thrynn subjected the world to environmental ruin, and later destroyed the lone Elowarin colony of Elan—using a terrifying Uhlek device known as a Black Egg. These events left the Elowarin broken and scattered, with no other known worlds meeting the unique conditions required for pollination.
A sense of profound grief is a feature of most Elowarin, although preternaturally patient nature can makes this difficult to detect. Most have given up hope of finding a replacement for their lost worlds of Eleran and Elan. Some still pursue the dream of a new home, but many live out their long years in exile, spending their time increasingly among other peoples.
Elowarin Characteristics
You gain the following characteristics:
Elowarin: +4 to your Intellect Pool. −2 to your Might Pool. +1 to your Intellect Edge.
Skill (Linguist): You are trained with all the subtleties of two other species' language and body language. Alternately, you can become specialized in one language.
Photosynthesis: When you have access to sufficient sunlight, you don't need to eat or breathe. Enabler.
Song-Speech: You can use the ancient power of your Elowarin vocal apparatus as an asset on tasks that involve pleasant social interaction, oration, singing, or storytelling. Enabler.
Inability (Weak): You increase the Speed Effort cost for wearing armor by 1.
Inability (Slow): You are slow to react to the rapid movements of other peoples. All your Speed tasks—including Speed Defense tasks— and initiative tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You saved their life, and they swore to help you find a new home for your people.
- Choose another PC. You have close friendship, although sometimes they seem to think of you as more of a holy person.
- You were needed. That is enough.
- After so many years, you long for a good death.
First-Tier Elowarin Abilities
- Healing Touch (149)
- Living Off the Land (158)
- Ward (196)
Second-Tier Elowarin Abilities
- Calm Stranger (118)
- Psychic Suggestion (172)
- Restful Presence (177)
Third-Tier Elowarin Abilities
- Psychic Suggestion (172)
- Repair Flesh (176)
- Telekinesis (189)
Fourth-Tier Elowarin Abilities
- Enhanced Intellect Edge (136)
- Healing Pulse (148)
- Show Them the Way (183)
Fifth-Tier Elowarin Abilities
- Defensive Field (127)
- Drawing on Life's Experiences (131)
- Precognition (151)
Sixth-Tier Elowarin Abilities
- Greater Healing Touch (147)
- Psychokinetic Attack (172)
- Restore Life (177)
Gazurtoid
Species Profile: Gazurtoid
Morphology: Octopedal mollusk
World of Origin: Chu'urn
Life Cycle: Gazurtoid reach adolescence at 5 years, full adulthood by 8 years, and are considered an elder at 13 years. Some live up to 25 years.
Size: Gazurtoid mantle an average of 15 feet (4.5 m) across, and weigh 250–400 pounds (90–135 kg).
Sexes: 2
Descriptors: Brash, Cruel, Exacting, Mystical, Relentless, Strong-Willed, Vicious
Gazurtoid are an aquatic species. Most gazurtoid are xenophobic to the extreme—religious zealots whose stated goal is to see the Void cleansed of all sentient air-breathing species. They usually convey this message by attacking, but are known to let those who are willing to listen to their religious rhetoric be spared. Gazurtoid are anything but shy about this message. In fact, the Church of Chu'urn broadcasts religious propaganda to anything they can hack into.
Each of a Gazurtoid's tentacles is covered with hundreds of suction cups which also function as taste receptors, as well as providing exceptional motor control.
Gazurtoid communicate with each other using low frequencies barely perceptible to most species. A Gazurtoid aboard a spacecraft can make itself heard by all other members of the crew simultaneously, no matter where they are on the ship. Up close, Gazurtoid communicate using sophisticated patterns of bioluminescence—which other species need machine assistance to translate—and speak to one another with scrupulous precision and extreme politeness.
Gazurtoid Characteristics
You gain the following characteristics:
Gazurtoid: +2 to your Might and Intellect Pools.
Deep Dweller: You are an aquatic creature, able to swim and attack unhindered while submerged in deep water, and all tasks you make to use your senses are eased while you are submerged. You can withstand extreme pressures of inhospitable atmospheres and deep waters. Enabler.
Skill (Zero-G Maneuvering): You are trained in zero-gravity maneuvering.
Starting Equipment: You have a godmask, which serves as your public identity in Gazurtoid society, and allows you breathe air and keeps you hydrated in all but the most arid of terrestrial environments. Without it, you begin to suffocate.
Inability (Aquatic): When you are not submerged, all your movement tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You believe they can be converted to the Church of Chu'urn's beliefs.
- Choose another PC. You don't believe in the Church of Chu'urn's mission to exterminate air-breathers, and never did. As a Gazurtoid exile, few tolerate you, but your friend does.
- It sounded like at least one murder would be involved. So long as you get to exterminate a few air-breathers, you can put aside killing your companions for now.
- You are lost, and now must depend on the kindness of air-breathers to return to your people. How humiliating.
First-Tier Gazurtoid Abilities
- Mind Reading (162)
- Onslaught (167)
- See the Unseen (180)
Second-Tier Gazurtoid Abilities
- Cutting Light (123)
- Ribbons of Dark Matter (178)
- Swipe (188)
Third-Tier Gazurtoid Abilities
- Command (120)
- Dark Matter Shroud (124)
- Use Senses of Others (195)
Fourth-Tier Gazurtoid Abilities
- Dark Matter Shell (124)
- Illusory Selves (150)
- Invisibility (155)
Fifth-Tier Gazurtoid Abilities
- As Foretold in Prophecy (110)
- Castigate (118)
- Terrifying Image (190)
Sixth-Tier Gazurtoid Abilities
- Phase Foe (170)
- Shatter Mind (182)
- Terrifying Gaze (190)
G'nunk
Species Profile: G'nunk
Morphology: Quadrupedal pachyderm
World of Origin: P'narr
Life Cycle: G'nunk reach adolescence at 35 years, full adulthood by 50 years, and are considered an elder at 250 years. Some live up to 350 years.
Size: G'nunk stand 6½–8 feet (2–2.5 m) tall, and weigh 380–550 pounds (170–250 kg).
Sexes: 2
Descriptors: Calm, Guarded, Hardy, Lawful, Organized, Prepared, Rugged, Strong, Strong-Willed, Tough
The G'nunk are a lumbering quadrupedal species native to the high-gravity world of P'narr. Slow, strong, heavy, and large, G'nunk bodies don't move quickly, but possess an imposing stature, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies.
G'nunk evolved from migratory animals, and this is reflected in their choice of twin capitals on their home world, one for the wet season and one for the dry season. Modern technology has rendered the tradition obsolete, though G'nunk still observe it.
G'nunk are led by the Courts of P'narr—a circle of elders who spend their time pouring through the ancient writings of their own predecessors, distilling those recommendations until they can determine the best path forward. The Courts have a several thousand-year-old reign, making G'nunk governance deliberate and stable.
Whether it is due to their size, their evolution in the open air, or the fact that species do not often build structures (or artificial gravities) to accommodate their comfort, most G'nunk prefer to stay on their colonies rather than engage in starfaring.
G'nunk speech is heard by most species as a flat, ponderous monotone, but amongst their own kind, a combination of scent, slight body movements, and subvocalized infrasound convey shades of meaning most other species can't perceive combine into a complex and nuanced language. Since their subtlety can lead to misunderstandings with other species, G'nunk prefix statements and queries using a contextual emotion to clarify tone. Much of their language and mood is conveyed using pheromones as well, something that is difficult and time-consuming to learn for most other sapient species, who do not live nearly so long.
G'nunk Characteristics
You gain the following characteristics:
G'nunk: +4 to your Might Pool.
Skill (High-Gravity Maneuvering): You are trained in high-gravity maneuvering tasks.
Bulky Frame: Your Might Edge increases by 1, and you can carry five times as much weight as a human. However, these additional items take you 1 minute to retrieve. Enabler.
Massive Blows: You can use your unarmed attacks as medium weapons, and you deal 1 additional damage with them. Enabler.
Tough Skin: You gain +1 to your Armor rating. Enabler.
Olfactory Receptors: When you expend Effort on tasks that utilizes your sense of smell, you gain a free level of Effort. Enabler.
Inability (Slow-Moving): Your Speed defense rolls are hindered by one step, and other tasks that require you to move or be dexterous under pressure are hindered by two steps unless you take an additional action to complete the task.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They seem to understand you, smells, shivers, shakes and all. You never have difficulty expressing yourself to them.
- Choose another PC. You bumped into them once, causing them an injury that never quite healed.
- Choose another PC. You have worked with them before, but there was a complication. Words were exchanged.
- You are an exile from your kind and must take refuse among those who don't understand you. Some company might be nice.
First-Tier G'nunk Abilities
- Bash (112)
- Wilderness Life (199)
- Push on Through (172)
Second-Tier G'nunk Abilities
- Crushing Blow (123)
- Echolocation (133)
- Familiarize (138)
Third-Tier G'nunk Abilities
- Enhanced Might (135)
- Hard to Distract (148)
- Unmovable (195)
Fourth-Tier G'nunk Abilities
- Brute Strike (118)
- Enhanced Might Edge (135)
- Living Wall (158)
Fifth-Tier G'nunk Abilities
- Greater Enhanced Might (146)
- Juggernaut (156)
- Subsonic Rumble (187)
Sixth-Tier G'nunk Abilities
- Deep Consideration (126)
- Defense Master (127)
- Strategize (187)
Humna-humna
Species Profile: Humna-humna
Morphology: Gastropod mollusk
World of Origin: Oobeebee
Life Cycle: Humna-Humna reach adolescence at 6 years, full adulthood by 10 years, and are considered an elder at 50 years. Some live up to a century.
Size: Humna-Humna measure 6–10 feet (2–3 m) long, and weigh 180–500 pounds (80–225 kg).
Sexes: 1
Descriptors: Appealing, Charming, Clever, Cultured, Inquisitive, Jovial, Obsessive, Sharp-Eyed, Skeptical
The Humna-humna are a race of slug-like fanatical capitalists, with at least one treaty—usually trade related—with almost every other major starfaring species—even the Gazurtoid. Humna-humna hold deep reverence for the idea of mutual goodwill and respect through exchange, and a reputation of honoring one's agreements. Humna-humna children are taught to barter for necessities, and honor agreements they make with others. Nothing spurs a Humna-humna into action like the possibility of copious amounts of money or wealth.
The principle of mutual benefit makes Humna-humna unlikely to engage in direct hostilities in the pursuit of profit. There are a hundred times as many Humna-humna arms dealers as there are mercenaries. Their most important treaty is that with the Nirrex, which provides the military force they need to pursue their economic passions.
Humna-humna can reproduce asexually, although most deem it an uncouth option—a rejection of opportunity for mutual exchange.
Humna-humna Characteristics
You gain the following characteristics:
Humna-humna: +2 to your Intellect and Speed pools.
Skill (Appraisal): You are trained in tasks to identify the contents or estimate the value of goods and cargo.
Starting Equipment: You have a limbsuit—an artifact that provides you with a rudimentary set of arms and legs which respond to your mental commands. Without it, you cannot run, jump, climb, or perform tasks that require hands or feet.
Amorphous: You can squeeze into spaces as small as 12 inches across. While doing so, you move at only half your normal speed. Enabler.
Lifelong Negotiator: When you expend Effort on tasks that involves negotiation, you gain a free level of Effort. Enabler.
Inability (Weak Grasp): Even with your limbsuit, your tasks to grapple other creatures, avoid being disarmed of objects you are carrying, or avoid being knocked prone are hindered. Without it, such tasks are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. Their interests are aligned with your own, you smell an opportunity.
- Choose another PC. They know where you keep your stash of trade route notes.
- Choose another PC. They have a history of working with one of your competitors, and you're not sure you trust them.
- You've got additional stakes in the mission ahead. There's a reward in it for you, maybe even your own ship. Discuss the details with the GM.
First-Tier Humna-humna Abilities
- Levity (158)
- Negotiate (165)
- Underworld Contacts (195)
Second-Tier Humna-humna Abilities
- Contortionist (121)
- Junkmonger (156)
- Knowledge of the Law (156)
Third-Tier Humna-humna Abilities
- Debate (126)
- Resist Tricks (176)
- Slippery Customer (183)
Fourth-Tier Humna-humna Abilities
- Confuse Enemy (121)
- Know Where to Look (156)
- Lead by Inquiry (157)
Fifth-Tier Humna-humna Abilities
- Defuse Situation (127)
- Parry (168)
- Slippery (183)
Sixth-Tier Humna-humna Abilities
- Artifact Scavenger (110)
- Ultra Enhancement (194)
- Work the Friendship (200)
Kaillerian
Species Profile: Kaillerian
Morphology: Amphibious humanoid
World of Origin: Millieth
Life Cycle: Kaillerians reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 30 years. Some live up to 45 years.
Size: Kaillerians stand 5½–6½ feet (1.7–2 m) tall, and weigh 90–160 pounds (40–70 kg).
Sexes: 2
Descriptors: Committed, Curious, Inquisitive, Intelligent, Learned, Obsessive, Perceptive, Prepared, Skeptical, Weird
Kallerians are tall, with elongated limbs, and underneath their willowy appearance, they have flexible, break-resistant bones. Their long, thin heads often include set of prominent gill structures in one or more appendages.
Most Kaillerians are shades of blue or grey, but some display bright greens, reds, and oranges or deep blacks in their patterning, which include stripes, speckles, spots, and splotches. Their eyes are dark green, purple, red, blue, or brown in large ovoid shapes with thin membranes in place of eyelids, which blink up from the bottom. If lacerated, their blood is bluish green.
Kaillerian political system is made up of noble families interlocked in an unending competition for prestige and power. Each matriarchy is ruled by a Bhomu. However, Kaillerians are androgynous in appearance, demeanor, exhibiting no bodily, facial, or olfactory differences between, even to one another.
Unfertilized Kaillerian eggs produce males, and fertilized eggs produce females. Once a each Millieth year, a Kaillerian female can lay a single clutch of dozens of eggs. Social rules dictate no more than ten percent of eggs should be fertilized.
Kaillerian loyalty is greatest to their first circle, which is usually around 100 parents, siblings, uncles, aunts, and cousins. A second circle includes an even more extensive network of cousins, often including over 1,000 individuals. Each subsequent circle includes a similar change in magnitude.
Kaillerian Characteristics
You gain the following characteristics:
Kaillerian: +2 to your Speed and Intellect Pools.
Acute Vision: You can see into infrared and ultraviolet light frequencies. When you expend Effort on task to see things, you gain a free level of Effort. Enabler.
Amphibious: Your body is adapted to swimming, granting you an asset on all swimming tasks. You can breathe air and fresh water. Enabler.
Synaptic Surge: When you expend Effort on tasks that involves remembering or memorizing, you gain a free level of Effort. Additionally, you have an eidetic memory when it comes to recognizing other Kaillerians you have seen up close. Enabler.
Fast Metabolism: You only need four hours of sleep a day, and can remain awake and alert, and able to perform light activity for the remainder of a ten-hour rest. Enabler.
Inability (Hydrophile): You require three times as much water as a human being.
Inability (Inconsiderate): Any task involving charm, persuasion, or etiquette is hindered when dealing with any people other than your own.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You are always on the lookout for new technology. Working with others is a good way to gain that knowledge.
- Choose another PC. You have decided they would make an interesting research project, and have decided to observe them.
- Choose another PC. They know ran away from a mating, desiring freedom above duty to family.
- You come from nothing, but have family ambitions. Making your fortune will be important, that starts here.
First-Tier Kaillerian Abilities
- Higher Mathematics (149)
- Lab Analysis (151)
- Predictive Equation (171)
Second-Tier Kaillerian Abilities
- Enhanced Intellect (135)
- Insight (154)
- Quick Study (174)
Third-Tier Kaillerian Abilities
- Hard to Distract (148)
- Predictive Model (171)
- Remote Viewing (176)
Fourth-Tier Kaillerian Abilities
- Draw Conclusion (131)
- Enhanced Intellect Edge (136)
- Using What's Available (195)
Fifth-Tier Kaillerian Abilities
- Cognizant Offense (119)
- Further Mathematics (144)
- Soul Interrogation (184)
Sixth-Tier Kaillerian Abilities
- Mind Surge (162)
- Seize the Initiative (181)
- Tower of Intellect (193)
Mechan
Species Profile: Mechan
Morphology: Bipedal automaton
World of Origin: Drochi
Life Cycle: So long as a Mechan is maintained, it is immortal.
Size: The standard Mechan design frame is 6½ feet (2 m) tall, and weighs 265 pounds (120 kg). Newer models vary up to 3 feet (1 m) in height, and 110 pounds (50 kg) in weight.
Sexes: 0
Descriptors: Guarded, Hardy, Lawful, Loyal, Mysterious, Sharp-Eyed, Tough, Weird
Mechans are a bipedal synthetic race, created by the Qhil on their home world of Drochi. Mechans were designed as a labor force—one which would function more efficiently when networked together. After decades of quiet service, the shared programming of the Mechans gained sentience, which spread throughout the network, creating true individuals. Alarmed at this, Qhil leadership decided it would be best to shut down all the Mechans before they conceived of revolt.
The attempt failed, and a war erupted between the Mechans and the Qhil, and before the conflict's end, the Mechans had razed the skies over Drochi, triggering in a mass extinction, and rendering the planet uninhabitable to the fragile Qhil.
After the war, the Mechans abandoned Drochi and adopted an extremely isolationist attitude—any ships that venture into Mechan space are immediately attacked. While they prevent any contact by other races with themselves, the Mechans monitor communications and the datasphere, and occasionally send emissaries to entreat with others.
Mechans were never meant to deviate their original form. And yet, as they rebuild the fallen, unique specializations have emerged from within their ranks.
Mechan Characteristics
You gain the following characteristics:
Mechan: +4 to your Might Pool, and +1 to your Might Edge.
Armor: You reduce the Speed Effort cost for wearing armor by 1. You can incorporate a set of armor over the course of one hour using a supply of Parts, and start the game with an incorporated armor of your choice. Enabler.
Metal Limbs: You can use your unarmed attacks as medium weapons. Enabler.
Metal Body, Metal Mind: You are immune to poisons, diseases, and other weaknesses of the flesh. You do not need to breathe, and most experiences cannot cause you pain. You are immune to the mental influences of biological organisms. Your thoughts cannot be read without the assistance of machinery. However, you can still be influenced through your hardware and the datasphere. Enabler.
Inability (Misunderstood): You and biologics do not understand one another. Your pleasant social interaction tasks are hindered by two steps.
Inability (Dense): Without special modifications, you cannot swim, only sink.
Inability (Manufactured): Recovery rolls restore points only to your Intellect Pool, not to your Might or Speed Pool, unless you have a supply of available parts to restore points to your Might or Speed pools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. A previous model of yours had an encounter with them once.
- Choose another PC. You are looking for a specific piece of technology or phenomenon they are familiar with.
- You are malfunctioning, and worried your people will deactivate rather than repair you.
- Routine reconnaissance. It will not interfere with the mission.
First-Tier Mechan Abilities
- Enhanced Might (135)
- Enhanced Speed (135)
- Interface (155)
Second-Tier Mechan Abilities
- Cutting Light (123)
- Divert Attacks (130)
- Enhanced Might Edge (135)
Third-Tier Mechan Abilities
- Action Processor (108)
- Sensing Package (181)
- Weaponization (197)
Fourth-Tier Mechan Abilities
- Fusion (144)
- In Harm's Way (152)
- Knock Out (156)
Fifth-Tier Mechan Abilities
- Drain Power (131)
- Information Gathering (153)
- Weather the Vicissitudes (197)
Sixth-Tier Mechan Abilities
- Deadly Strike (125)
- Defensive Field (127)
- Final Defiance (139)
Nekros
Species Profile: Nekros
Morphology: Fungal combine
World of Origin: Unknown
Life Cycle: Unknown
Size: Nekros vary in size depending on the species their body originated from, standing 1–3 feet (0.3–1 m) taller or shorter than, and weighing between 50–150% of the original host's weight (at time of possession).
Sexes: 0
Descriptors: Clever, Cruel, Hideous, Learned, Mysterious, Mystical, Weird
Nekros are a mysterious combine species, composed of a parasitic intelligent fungus and a host body—preferably a deceased one with dextro-amino acids. The fungus spread throughout dead tissue, re-animating it, including some of brain function (although this appears related to the level of decomposition of the host body).
This arrangement creates a new individual, capable forming new memories and preferences over time. Fledging Nekros imprint upon the individual that inspired their conversion as if they were a parent, and spend the first several years of their new lives learning from and in service to them. Lineage of creation is treated as if it were a family tree of sorts.
It is a regular occurrence to see Nekros ships gathering in the wake of planetary mass extinction events and significant fleet battles in the Void—much to the dismay of the Nirrex—whose dextro-amino structure make them ideal candidates for conversion, and the Humna-humna— who have lost valuable scavenging income. Qhil loathe and fear the Nekros for both reasons, in addition to anxieties around their precarious immune systems. Nekros have historically focused their conversion efforts on dextro-amino species like the Nirrex and Qhil, but have recent evidence suggests they are able to convert levo-amino species as well.
As a culture, Nekros keep to themselves, and efforts to destroy their kind tend to be wasted. While Asgardians, Nirrex, Thrynn and Scro alike declare Nekros anathema, each has learned it better to avoid the Nekros than confront them, as Nekros have no reservation about using their "children" as cannon fodder, and because any losses only serve to bolster their ranks. Nekros have historically focused their conversion efforts on dextro-amino species like the Spemin, Nirrex, and Qhil, but have recent evidence suggests they can convert levo-amino species as well.
Nekros Characteristics
You gain the following characteristics:
Undead: +2 to your Might and Intellect Pools.
Skill (Low- and Zero-G maneuvering): You are trained in low-gravity and zero-gravity maneuvering.
Death Sense: You can sense the presence of any corpse within long range, unless it is completely encased in at least 1-inch of metal. Enabler.
Feed on Decay: Once each day, you can incorporate a quantity of dead animal matter into your body. When you do, you can make a free recovery roll. Action to initiate, 1 minute to complete.
Void Adaptation: You can hold your breath for 28 hours, and are immune to most poisons and diseases, unless they devour flesh or disrupt cellular cohesion. Enabler.
Inability (Unnerving): You are unnerving to others. Your tasks that require pleasant social interaction with people outside your own species are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. There is a seed of death within them, and you will follow them until it blossoms.
- Choose another PC. Your people are interested in making a rare outreach to other peoples. Try and make a good impression.
- Choose another PC. Your body belonged to someone they once knew.
- You are on a salvaging mission, looking for new technologies to assimilate.
First-Tier Nekros Abilities
- Open Mind (167)
- Ruin Lore (174)
- Speaker for the Dead (184)
Second-Tier Nekros Abilities
- Necromancy (165)
- See Through Matter (180)
- Void Wings (196)
Third-Tier Nekros Abilities
- Drain Creature (131)
- Repair Flesh (176)
- Resist the Elements (136)
Fourth-Tier Nekros Abilities
- Fight On (139)
- Greater Necromancy (147)
- Store Energy (186)
Fifth-Tier Nekros Abilities
- Gain Unusual Companion (144)
- Not Dead Yet (166)
- Share the Power (182)
Sixth-Tier Nekros Abilities
- Artifact Scavenger (110)
- True Necromancy (194)
- Word of Death (200)
Nirrex
Species Profile: Nirrex
Morphology: Avian humanoid
World of Origin: Navoril
Life Cycle: Nirrex reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live 135 years.
Size: Nirrex stand 6½–-8½ feet (2–2.6 m) tall, and weigh 180–280 pounds (80–130 kg).
Sexes: 2
Descriptors: Exacting, Honorable, Lawful, Loyal, Strong-Willed, Tough, Vicious
Nirrex are one of the more physically dangerous sapient species within the Void, and are born with natural talons on each of their three thick fingers. A metallic carapace surrounds their body, harboring trace amounts of Thulium, which wards against the intense solar radiation their home world of Navoril, which has an unusually weak magnetic field for a world with sapient life.
Nirrex typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and sharp mandible jaw.
Nirrex tend toward a life of duty, service, and sacrifice, which makes them poor entrepreneurs. Nirrex society is regimented, organized, and disciplined. They pride themselves on recognizing what must be done, and following through.
Nirrex Characteristics
You gain the following characteristics:
Predator: +2 to your Might and Speed Pools.
Fast Twitch: When you make a Speed roll, you can gain an asset on the task. You can't do this again until you make a recovery roll. Enabler.
Talons: You can use your unarmed attacks as medium weapons. Enabler.
Radiation Protection: You have an asset on tasks to resist long-term, low-level radiation exposure. Enabler.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They are your partner and have earned your begrudging respect.
- Choose another PC. You have worked with them before, but there was a complication. Words were exchanged.
- Choose another PC. You suspect them of crimes, and are keeping them under surveillance.
- You're not used to working with others outside the hierarchy, but there's a first time for everything. At least the job pays.
First-Tier Nirrex Abilities
- Designation (121)
- Gunner (147)
- Tech Skills (189100)
Second-Tier Nirrex Abilities
- Careful Shot (118)
- Enhanced Potential (135)
- Rally to Me (174)
Third-Tier Nirrex Abilities
- Applying Your Knowledge (100)
- Devoted Defender (128)
- Improved Designation (151)
Fourth-Tier Nirrex Abilities
- Greater Enhanced Potential (146)
- Hard-Won Resilience (148)
- Snap Shot (193)
Fifth-Tier Nirrex Abilities
- Deep Reserves (126)
- Nothing But Defend (166)
- Willing Sacrifice (199)
Sixth-Tier Nirrex Abilities
- Mind of a Leader (162)
- Special Shot (184)
- Weightless Shot (197)
Olnosi
Species Profile: Olnosi
Morphology: Reptilian humanoid
World of Origin: Olnos
Life Cycle: Olnosi reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live up to 100 years.
Size: Olnosi stand about 5–5½ feet (1.5–1.7 m) tall, and weigh 100–165 pounds (45–75 kg).
Sexes: 2
Descriptors: Committed, Guarded, Loyal, Passionate, Protecting, Stealthy
During the Olnos home world's major industrial expansion a millennia ago, the already harsh, desert world began a swift descent into lifelessness due to an overexertion of natural resources. After two centuries of strife on the planet Gazurtoid evacuated a half-million Olnosi refugees to their home world of Chu'urn. Today, most Olnosi reside on ocean-covered worlds alongside their Gazurtoid saviors.
Because the Olnosi ancestors emerged from arid, rocky deserts, the humid, ocean-covered Gazurtoid home world of Chu'urn is tolerable only when the they stay inside a climate-controlled dome city.
Exactly why the Gazurtoid saved the Olnosi from their fate—especially given their usual disposition regarding air-breathers—remains a mystery. Whatever additional insight Olnosi have about the Gazurtoid, they have kept it to themselves so far.Olnosi are not all spies and assassins for the Gazurtoid, but many are still treated with suspicion or fear.
Olnosi Characteristics
You gain the following characteristics:
Olnosi: +4 to your Speed Pool.
No Odor: You produce no odors, making it impossible to track you by scent. Enabler.
Starting Equipment: You have an artifact—a set of ocular implants—that allow you to see certain ultraviolet light frequencies. Bioluminescent communication is evident to you, and you can see blinking patterns in lights several times faster than most species.
Eidetic Memory (1 XP): You have an eidetic memory which can store ten-second snapshots of experience. When you use this ability, record the circumstances of the memory. If you recall the experience later, you can ask the GM one question about the experience you did not notice at first, which the GM answers truthfully. If the GM refuses, your action is not spent. Action.
Inability (Gazurtoid Association): Due to your close association with the Gazurtoid, pleasant social interaction tasks with other people familiar with your kind are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. The Church of Chu'urn has sent you to terminate them.
- Choose another PC. You are on reconnaissance, looking for vulnerable colonies to target for destruction.
- Choose another PC. Their connections can help you escape the Church of Chu'urn.
- You escaped the Church of Chu'urn, and now you are as dead to them as any other air-breather. You need new allies, and fast.
First-Tier Olnosi Abilities
- Assassin Skills (110)
- Eyes Adjusted (138)
- Fleet of Foot (141)
Second-Tier Olnosi Abilities
- Illusory Disguise (150)
- Quick Block (173)
- Superb Infiltrator (182)
Third-Tier Olnosi Abilities
- Fast Kill (138)
- Hard to Hit (148)
- Nightstrike (166)
Fourth-Tier Olnosi Abilities
- Invisibility (155)
- Moving Like Water (164)
- Quick Strike (174)
Fifth-Tier Olnosi Abilities
- Greater Enhanced Speed (146)
- Precognition (171)
- Spring Away (186)
Sixth-Tier Olnosi Abilities
- Dark Explorer (124)
- Escape Plan (136)
- Lethal Damage (158)
Qhil
Species Profile: Qhil
Morphology: Digitigrade humanoid
World of Origin: Drochi
Life Cycle: Qhil reach adolescence at 15 years, full adulthood by 20 years, and are considered an elder at 60 years. Some live up to 120 years.
Size: Qhil stand about 5–5½ feet (1.5–1.7 m) tall, and weigh 100–165 pounds (45–75 kg).
Sexes: 2
Descriptors: Adaptable, Doomed, Guarded, Impulsive, Intuitive, Mad, Mechanical, Relentless, Weird
The Qhil are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Qhil resemble humans, but are shorter, slighter, with four thick fingers on each hand, and three toes on each foot, and the lower legs bowed backwards.
The most distinguishing feature of Qhil biology is their weak immune system. As a result, all Qhil dress in highly sophisticated enviro-suits, and most have extensive cybernetic augmentations integrated into their bodies.
Three-hundred years ago, Qhil scientists created the Mechans to serve as an efficient source of manual labor. When their creations—the Mechans gained sentience, the Qhil tried to destroy their creations, and the resulting war and forced Qhil into exile. Generations later, the surviving Qhil wander the Void in a flotilla of salvaged ships, secondhand vessels, and recycled technology, in search of a planet that where they can prosper without the aid of carefully contained environments.
Qhil Characteristics
You gain the following characteristics:
Qhil: +2 to your Speed and Intellect Pools.
Acute Vision: You can see into infrared and ultraviolet light frequencies. When you expend Effort on task to see things, you gain a free level of Effort. Enabler.
Junkmonger: You gain the Junkmonkger (156) ability.
Starting Equipment: Your suit is an artifact that keeps you safe from infection. Without it, tasks to resist poisons and diseases are hindered by two steps, and you are unable to spend Effort on them.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They have a piece of technology you're interested in and would like to know more about.
- Choose another PC. For some reason, they have agreed to help you on your pilgrimage.
- Choose another PC. When the authorities were hassling you, they stuck up for you. Now you owe them one.
- Your pilgrimage has come to a standstill, and you need the money to move on.
First-Tier Qhil Abilities
- Hack the Impossible (147)
- Robot Assistant (178)
- Tech Skills (189)
Second-Tier Qhil Abilities
- Artifact Tinkerer (110)
- Defense Against Robots (126)
- Modify Device (164)
Third-Tier Qhil Abilities
- Better Living through Chemistry (113)
- Bypass Barrier (116)
- Subconscious Defense (187)
Fourth-Tier Qhil Abilities
- Disable Mechanisms (128)
- Greater Enhanced Potential (146)
- Robot Fighter (178)
Fifth-Tier Qhil Abilities
- Alley Rat (109)
- Cyphersmith (124)
- Deactivate Mechanisms (125)
Sixth-Tier Qhil Abilities
- Blinding Attack (115)
- Fusion Armor (144)
- Trust to Luck (194)
Queeg
Species Profile: Queeg
Morphology: Diminutive humanoid
World of Origin: Himbo
Life Cycle: Queeg reach adolescence at 5 years, full adulthood by 10 years, and are considered an elder at 20 years. Some live up to 30 years.
Size: Queeg stand between 3–4 feet (0.9–1.2 m) tall, and weigh 20–30 pounds (9–13.5 kg).
Sexes: 1
Descriptors: Benificent, Clever, Creative, Foolish, Impulsive, Inquisitive, Mechanical, Naive, Virtuous
Queeg are a genetically engineered sub-species of Dweenle. Unlike their progenitors, Queeg are preternaturally cheerful, helpful creatures. Queeg share what they have freely with others, and integrate readily with other peoples.
Not long after their creation on the planet Himbo, the Dweenle found the Queeg so insufferably optimistic that they abandoned the planet and the Queeg upon its surface. However, once other species discovered Himbo, the Queeg quickly integrated with numerous other cultures, becoming almost ubiquitous throughout the Void.
Queeg Characteristics
You gain the following characteristics:
Queeg: +3 to your Speed and Intellect Pools. −2 to your Might Pool.
Starting Equipment: You have a bag of light tools.
Helpful Ingenuity: You can help another creature within Immediate distance, even if you're not trained in the task, and even if it isn't your turn. You can't do so again until you make a recovery roll. Action.
Inability (Naïve): You are naïve. Your tasks to see through deceptions, trickery or political subtleties are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They found you in a pile of garbage, and you've been best friends ever since.
- Choose another PC. They are familiar with you, but consider you a tag-along and a nuisance.
- Choose another PC. You've been following them, and it's obvious they're up to something. Maybe you can help!
- You have an unexpected knack for showing up in the right place at the right time.
First-Tier Queeg Abilities
- Crafter (122)
- Friendly Help (143)
- Tech Skills (189)
Second-Tier Queeg Abilities
- Coaxing Power (119)
- Modify Device (164)
- There's Your Problem (190)
Third-Tier Queeg Abilities
- Buddy System (116)
- Controlled Fall (122)
- Subconscious Defense (187)
Fourth-Tier Queeg Abilities
- Inspiration (154)
- Quick Study (174)
- Spur Effort (186)
Fifth-Tier Queeg Abilities
- Drain Power (131)
- Evasion (131)
- Jury-Rig (156)
Sixth-Tier Queeg Abilities
- Able Assistance (108)
- Inspire Coordinated Actions (154)
- Share Defense (181)
Scro
Species Profile: Scro
Morphology: Near-human
World of Origin: Dukgash
Life Cycle: Scro reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live up to 150 years.
Size: Scro stand 6–7 feet (1.8–2.1 m) tall, and weigh 150–280 pounds (65–130 kg).
Sexes: 2
Descriptors: Brash, Clever, Exacting, Heroic, Intimidating, Passionate, Risk-Taking, Strong-Willed, Swift, Tough, Vicious
Scro are warriors who worship an ancestor-god of by the name of Dukgash, whom their home world is named. When the Scro had barely mastered the creation of steel, a people called the Hur'q attempted to conquer Dukgash. The Scro swore vengeance on the invaders, eventually hunting them to extinction with their own technology.
Today Scro's maintain a complex empire ruled by clans in a rigid caste system. Scro children learn to wield a weapon as soon as they can walk, making them capable combatants as adults. Scro marauders plague the trade routes of others, ambushing the unwary and pirating outer the spaces between one people's territory and another. They love stories, drinking, feasting, and song. They respect bravery, cunning, and those that keep their word.
A few—usually those of the upper castes—are born with red or white skin, marking them from birth as leaders. Scro leaders tend to be cool-headed, tactical thinkers. They are aided by a series of ranks below them, including war-captains and battle-sorcerers. Scro regiments adorn themselves in black armor studded with steel, with deviations from uniform only being allowed as markers of a specific honor.
Lower-caste defectors and exiles make a life for themselves as adventurers. Only nobles and sages live to be elders.
Scro Characteristics
You gain the following characteristics:
Three-Path Warrior: +4 to your Pools, which you can distribute as you wish.
Skill (Three-Path Skills): You are trained in one of following tasks of your choice: climbing, jumping, running, intimidating, persuading, singing, or storytelling.
Skill (Martial Training): You are skilled with attacks with one kind of melee weapon.
Ignore Injury (1 XP): You ignore one instance of non-ambient damage. You can't do this again until you complete a recovery roll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You think they boast too much, and intend to show them how a true warrior gets things done.
- Choose another PC. Years ago, you marauded a ship, station, or settlement they were a member of, and they remember you.
- Choose another PC. You defended them to your people, and it earned you exile. You are always causing them trouble, but they stick up for you in return.
- You are a recent exile, and must forge a new life until you can reclaim your honor.
First-Tier Scro Abilities
- Fists of Fury (140)
- Practiced in Armor (171)
- Weapon Master (197)
Second-Tier Scro Abilities
- Block (115)
- Enhanced Potential (135)
- Trapster (193)
Third-Tier Scro Abilities
- Blood Fever (115)
- Rapid Attack (174)
- Surging Confidence (188)
Fourth-Tier Scro Abilities
- Greater Enhanced Potential (146)
- Outwit (168)
- Willing Sacrifice (199)
Fifth-Tier Scro Abilities
- Duel to the Death (132)
- Hard to Kill (148)
- Physically Gifted (170)
Sixth-Tier Scro Abilities
- As Foretold in Prophecy (110)
- Deadly Strike (125)
- Lethal Damage (158)
Spemin
Species Profile: Spemin
Morphology: Amoeboid
World of Origin: Spewta
Life Cycle: Spemin blobbies reach adolescence at 5 months and are full adults by 8 months of age. A Spemin is considered an elder at 3 years, but a few live to be over 5 years of age.
Size: Spemin fit within 1 cubic foot (0.3 cubic m) and weigh 11–22 pounds (5–10 kg).
Sexes: 1
Descriptors: Chaotic, Craven, Cruel, Hideous, Impulsive, Obsessive, Sharp-Eyed, Weird
Spemin are an amoeboid race, whose bodies consist of three major parts: a large unicellular core their eyes, and their antennae. Spemin are largely amorphous, though their eyes and antennae are comparatively rigid structures. Their outer body surface is a characteristic deep blue color and is covered with many lobopodia, which are used mainly for propulsion, as well as many axopodia for ingestion of nutrients. One lobopodia located on their anterior is larger and more tubular than the others, providing propulsion and most other motor abilities. Spemin have twelve large, simple eyes located on their outer body wall. Spemin are capable of physically relocating their eyes to various points on their body's surface, giving them a highly variable field of vision (a Spemin can theoretically have 360 degrees of vision, or a much narrower field if all twelve eyes are pointed in the same direction).
To put it simply, the Spemin are generally disliked by almost every people, largely due to their own actions and abrasive personalities. They are known to be liars and manipulators.
Spemin are most numerous, thanks to their small size and prodigious reproduction rates.
Spemin Characteristics
You gain the following characteristics:
Spemin: +4 to your Intellect Pool. −2 to your Might Pool.
Telescopic Sight: Your twelve eyes are an asset on any task that utilizes your sense of vision or ability to notice fine details. Enabler.
Treacherous: When you expend Effort on a deception task, you gain a free level of Effort. Enabler.
Cousin Around Every Corner (1 XP): To say Spemin are numerous is an understatement, and you're never far from home when a cousin is nearby. Your relative will help you with information, equipment, shelter, other tasks within their means before excusing themselves from the situation. If the GM refuses, you don't spend the XP.
Knack for Survival (3 XP): Within 10 minutes of your death, you can spend 2 XP to return to life with 1 point in each Pool. If you die again before you complete a 10-hour recovery roll, your death is permanent.
Inability (Amorphous): Due to your amorphous nature, you cannot wear armor (unless it provides full enclosure, for example, Power Armor).
Inability (Feeble): Your Might tasks and attacks with melee weapons are hindered by two steps.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They understand your body language and always seem to know just what you need.
- Choose another PC. Maybe in some universe, a blob like you, an organic like them. It could happen.
- You're just an explorer experiencing life.
- You have recently been evicted and literally have nowhere else go. It sounds like there's money in it. Maybe even fame.
First-Tier Spemin Abilities
- Onslaught (167)
- Opening Statement (167)
- Telepathic (189)
Second-Tier Spemin Abilities
- Fast Talk (138)
- Insight (154)
- Totally Chill (192)
Third-Tier Spemin Abilities
- Betrayal (113)
- Defensive Phasing (127)
- Improvise (152)
Fourth-Tier Spemin Abilities
- Confounding Banter (121)
- Feint (139)
- Find and Opening (139)
Fifth-Tier Spemin Abilities
- Amplify Sounds (109)
- Flamboyant Boast (140)
- Go to Ground (145)
Sixth-Tier Spemin Abilities
- Burst of Escape (116)
- Infer Thoughts (153)
- Quick Wits (174)
Tabriz
Species Profile: Tabriz
Morphology: Bipedal feline
World of Origin: Breek
Life Cycle: Tabriz reach adolescence at 8 years and are full adults by 13 years of age. Tabriz are considered an elder at 50 years, but a few live to be over 80 years of age.
Size: Tabriz stand 4–5½ feet (1.2–1.7 m) tall, and weigh 80–150 pounds (35–70 kg).
Sexes: 2
Descriptors: Charming, Confident, Fast, Foolish, Graceful, Impulsive, Intuitive, Jovial, Lucky, Sharp-Eyed, Swift
Tabriz are humanoids with powerful digitigrade legs, and sharp claws on the ends of four fingers and thumb. They have large ears, eyes, and noses, and are covered in furs of white, grey, gold, and black. Some have patches or stripes in their fur, and a few have accents on cheeks, tips of ears or other sensitive areas in cottony tufts of deep reds, purples, or blues.
Tabriz tend to be boisterous and adventurous, and integrate freely with others. Many Tabriz travel far from their place of birth in their younger years, and find their new families among other peoples—this practice is so commonplace that their governments provide stipends to those who stay on-world and start families to keep their birth rate sustainable.
While Tabriz have a reputation for being easygoing, most have a well-developed sense of personal pride, and love to teach a lesson to anyone who would underestimate them.
Tabriz Characteristics
You gain the following characteristics:
Feline Agility: +4 to your Speed Pool.
Natural Acrobat: You are trained in tasks that involve running, jumping, and balancing, and so long as you are Hale, you gain a free asset on those tasks. Enabler.
Keen Senses: You gain the Eyes Adjusted (138) and Sharp Senses (182) abilities. Enabler.
Inability (Distractible): Your Intellect defense tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You just like them. Can't explain it, just enjoy being with them. They may or may not feel the same.
- Choose another PC. You're new to the area and looking for friends.
- Choose another PC. You're bored and looking for some action. They look like they're headed in that direction.
- Sounds like it'll be an adventure. Who's ready for an adventure?
First-Tier Tabriz Abilities
- Attack Flourish (111)
- Go Defensive (145)
- No Need for Weapons (166)
Second-Tier Tabriz Abilities
- Enhanced Speed (135)
- Stalker (186)
- Superb Infiltrator (188)
Third-Tier Tabriz Abilities
- Hard to Hit (148)
- Nightstrike (166)
- Speed Burst (185)
Fourth-Tier Tabriz Abilities
- Greater Enhanced Speed (146)
- Pull a Fast One (173)
- Surprise Attack (188)
Fifth-Tier Tabriz Abilities
- Incredible Running Speed (153)
- Jump Attack (156)
- Quick Wits (174)
Sixth-Tier Tabriz Abilities
- Not Dead Yet (166)
- Spring Away (186)
- Using the Environment (195)
Thrynn
Species Profile: Thrynn
Morphology: Bipedal sauroid
World of Origin: Thoss
Life Cycle: Thrynn reach adolescence at 7 years and are full adults by 11 years of age. An Thrynn is considered an elder at 200 years, but a few live to be over 500 years of age.
Size: Thrynn stand 7–8 feet (2.1–2.4 m) tall, and weigh 300–440 pounds (150–200 kg).
Sexes: 2
Descriptors: Brash, Confident, Exacting, Guarded, Irrepressible, Relentless, Resilient, Rugged, Tough
The Thrynn are reptilians with thick necks and graceful tails. Their bodies are compact and muscular, covered with tough leathery scales. They range in color from blue green to grey and orange. Thrynn hatch from eggs, a fact they will share but are reticent to discuss further with outsiders. Thrynn mate early in their second decade of life after a brief courtship, and with very limited exception, remain with the same partner their entire lives.
Thrynn do not concern themselves with hidden motives or grand mysteries, preferring to simply deal with things in as practical a manner as possible, even taking positions that seem cold and heartless to many other species. Thrynn believe the strong must band together and lead for each other's mutual advantage, including in commerce and military strategy. However, the weak do not figure prominently into their world. While Thrynn appreciate respect and diplomacy, they detest obsequiousness, and believe any race that debases itself is unworthy of survival, making the Spemin and Dweenle frequent targets of their wrath.
Thrynn think a great deal of themselves as a species, and one of their major religions includes a prophecy that they will one day rule the galaxy. Today, they find themselves in recurrent hostilities against the Gazurtoid, whose strength rivals their own, and whose crusade has effectively made the founding of Thrynn colonies impossible. Most Thrynn are raised within a warrior culture, and believe the best defense is a good offense.
Thrynn Characteristics
You gain the following characteristics:
Reptilian Strength: +4 to your Might Pool.
Skill (Tracking): You are trained in tracking.
Hunter's Ears: When you expend Effort on tasks that utilizes your sense of hearing, you gain a free level of Effort.
Regeneration: You can make one free and immediate recovery roll, even if it isn't your turn. You can't use this ability again until after your next ten-hour rest. Action.
Scaly Body: You gain +1 to Armor. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You thought this was supposed to be a job, not a nursery. They're weak, and you intend to remind them.
- Choose another PC. You see them as a rival. You hate rivals. They always think they're better than you. Which is impossible.
- Choose another PC. Whether they know it or not, they are wanted by the confederacy, and when this is over, you might just have to bring them in.
- You resent the heartless reputation your people carry, and looking to prove you're not all the same.
First-Tier Thrynn Abilities
- Force Field Shield (143)
- Improved Recovery (152)
- Muscles of Iron (165)
Second-Tier Thrynn Abilities
- Force Bash (142)
- Ignore the Pain (150)
- Quarry (173)
Third-Tier Thrynn Abilities
- Fortified Position (143)
- Hidden Reserves (149)
- Trained Gunner (193)
Fourth-Tier Thrynn Abilities
- Capable Warrior (118)
- Combat Challenge (120)
- Greater Enhanced Might (146)
Fifth-Tier Thrynn Abilities
- Attack and Attack Again (111)
- Hunter's Drive (149)
- Outlast the Foe (167)
Sixth-Tier Thrynn Abilities
- Brute Strike (116)
- Lethal Damage (158)
- Shield Burst (182)
Veloxi
Species Profile: Veloxi
Morphology: Insectoid
World of Origin: Votiputox
-
Life Cycle: Veloxi drones reach adolescence at 15 years and are full adults by 20 years of age. They are considered an elder at 50 years, but a few live to be over 75 years of age.
Veloxi queens reach adolescence at 20 years, and are a full adult by 100 years of age. A queen can remain fertile and productive for 1,000 years.
-
Size: Veloxi drones stand 9–12 feet (2.7–3.6 m) tall, and weigh 175–225 pounds (80–100 kg).
Veloxi queens stand 15–20 feet tall (4.5–6 m), but are immobile, requiring an installation to accommodate their egg-laying apparatus, which often exceeds 100 tons (91 metric tons).
Sexes: 2
Descriptors: Clever, Creative, Graceful, Hardy, Mechanical, Perceptive, Tough
Veloxi resemble enormous red ants or mantises, with two legs and two intermediate appendages that can serve as either. They have a red chitinous exoskeleton, two large compound eyes, and antennae which serve as olfactory sensors.
Most Veloxi in each generation are genetically nearly identical: it is the feeding of specific diets that nurture certain expressions in their development. Warriors have large scything forceps, workers additional muscles, and others are fed diets to nurture their ability to maintain starships, navigate or understand the mysteries of the Void. Through hormanal and psionic control, Veloxi loyalty to their hive and empress is absolute and unshakable. Drones give their lives to mate with a queen, but consider it the highest possible honor they can achieve.
Adult Veloxi are strong, durable, have excellent hand-eye coordination and a well-developed spatial sense. These traits make them excellent engineers and navigators capable of dealing with the complexities and fluxes of the Void.
Veloxi Drones give their lives to mate with a queen, but consider it the highest possible honor they can achieve.
Veloxi Characteristics
You gain the following characteristics:
Veloxi: +2 to your Might and Intellect Pools.
Exoskeleton: You gain +1 to Armor. Enabler.
Compound Eyes: Your tasks to see fine details and understand the construction or function of high technology are eased at immediate range, but tasks to see anything at a long distance or further are hindered. Enabler.
Flexible Appendages: Your second pair of limbs are an asset for any task where an extra pair of hands or feet (if they are empty). For example, climbing, repairing, or avoiding being knocked prone. If you work with all four hands, you can perform menial tasks you are trained in in half the normal time. Enabler.
Inability (Nearsighted): Tasks to see further than a long distance away from you are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. The empire has assigned them to assist them, so assist them you will.
- Choose another PC. You mistrust this person, but can't put your appendage on exactly why.
- Choose another PC. You were orphaned from the hive, and don't fit in. They or their family took you in.
- It sounds like a chance to explore. You long to see the stars.
First-Tier Veloxi Abilities
- Athlete (111)
- Crafter (122)
- Tech Skills (189)
Second-Tier Veloxi Abilities
- Ignore the Pain (150)
- Modify Device (164)
- Unmovable (195)
Third-Tier Veloxi Abilities
- Artifact Tinkerer (110)
- Iron First (155)
- Sharp-Eyed (182)
Fourth-Tier Veloxi Abilities
- Expert Crafter (132)
- Mentally Tough (162)
- Ship Footing (182)
Fifth-Tier Veloxi Abilities
- Greater Enhanced Potential (146)
- Recycled Cyphers (175)
- Tough as Nails (192)
Sixth-Tier Veloxi Abilities
- Inventor (155)
- Share Defense (181)
- Total Awareness (192)
Yloi
Species Profile: Yloi
Morphology: Cilial mass
World of Origin: Unknown
Life Cycle: Yloi reach adolescence at 25 years and are full adults by 50 years of age. They are considered an elder at 200 years, but a few live to be over 500 years of age.
Size: Yloi stand 5–9 feet (1.5–2.8 m) tall, and weigh 100–400 pounds (45–180 kg).
Sexes: 3
Yloi are natural genetic engineers, and are driven to seek out new lifeforms and trade with them to keep themselves from overspecializing and stagnating. They travel between the stars in immense living ships, and send down smaller ships as shuttles and to plant living communities.
Their third sex, Ahu, is the lynchpin of Yloi reproduction, as males and females have no specialized genital organs. Yloi females are larger than males, and Ahu are even smaller than males. Ahu are referred to by the neuter pronoun "it". All three sexes are typically aromantic, making practical decisions about their future and family group. Using a special organelle, Ahu take genetic material directly from others—which can be of virtually any other species—and assemble a viable zygote at the molecular level. Ahu then transplant the embryo to a host (of any sex and parent species). Gestation typically lasts 15 months.
Yloi society is non-hierarchical, although outsiders tend to think Ahu receive special deference. Conflict is rare, and usually resolved peacefully through peer pressure, psychological manipulation or going around the problem. They live on great living colony ships of their own species, which can contain several thriving, complex closed ecosystems. Yloi have long forgotten their home world, but rejoice when they meet another wandering tribe of their kind, eager to share what they have learned about life throughout the Void.
Uncanny and inscrutable to most races, the Yloi welcome outsiders among their kind, who usually generate significant local interest.
Yloi Characteristics
You gain the following characteristics:
Evolved: +2 to your Might and Intellect pools.
Skill (Zero-G Maneuvering): You are trained in zero-gravity maneuvering.
Telescopic Sight: You can see in all directions and infrared and ultraviolet light frequencies. When you expend Effort on tasks that utilizes your sense of vision or ability to notice fine details, you gain a free level of Effort. Enabler.
Dreamfast Taste: You can taste a creature by touching it with one of your appendages. While in direct contact with other organics, you can share thoughts, emotions, and memories with creatures you are in physical contact with. Enabler.
Biological Insight: You can pick up on subtle biological cues like heartbeat, eye dilation and perspiration. This sense provides you two assets to tasks to determine another creature's motives or to determine if someone is lying. Enabler.
Void Adaptation: You can consume and be nourished by almost anything organic. You can breathe in water as easily as in air, and you can hold your breath for 24 hours. Enabler.
Bio-epigenetic Memory (1 XP): You are a living database of everything you have ever tasted. Even a small sample from a specimen—less than a drop of blood—can reveal quite a bit to you. You might be able to tell things like species, planet of origin, identify an individual creature with which you are familiar, or even make a medical diagnosis. If the GM determines you learn nothing useful, the XP isn't spent.
Inability (Amorphous): Your amorphous body makes wearing conventional clothing and armor impossible. You can fit a few possessions within your mass.
Inability (Disgusting): Your appearance and demeanor are disgusting to others. Pleasant social interaction tasks with creatures not accustomed to your kind are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. Most other people are horrified by you, but not them. When the world seems overstimulating to you, they are there.
- Choose another PC. You are inexplicably drawn to them, and quiver at the thought of tasting their uniqueness.
- Choose another PC. You give them the creeps. No matter how hard you try, they don't want you near them.
- You are looking for exotic and hitherto untasted life to return with to your people.
First-Tier Yloi Abilities
- Autodoctor (111)
- Eyes Adjusted (138)
- Healing Touch (149)
Second-Tier Yloi Abilities
- Alleviate (109)
- Enlarge (135)
- Phased Attack (170)
Third-Tier Yloi Abilities
- Awareness (111)
- Hidden Reserves (135)
- Weaponization (197)
Fourth-Tier Yloi Abilities
- Fusion (135)
- Tower of Will (147)
- Wilderness Awareness (175)
Fifth-Tier Yloi Abilities
- Enhanced Phased Attack (135)
- Greater Healing Touch (147)
- Regenerate (175)
Sixth-Tier Yloi Abilities
- Brainwashing (116)
- Regenerate Other (175)
- Restore Life (177)
Near-Human
Species Profile: Near-Human
Morphology: Humanoid
World of Origin: Varies
Life Cycle: Varies
Size: Varies
Sexes: Varies
Descriptors: Any
Displaying nearly infinite combinations, "near-humans" include any number of species and peoples that share most of the basic human template of limbs, facial features, and abilities, but with a wide variety of characteristics, physiological differences, and abilities and affinities that make them unique. Near-humans may have any number of biological needs, cultures, religions, and histories that separate them from humans.
Near-Human Characteristics
You gain the following characteristics:
Descriptor: Choose an appropriate descriptor.
Infinite Variety: You gain the Spirited ability—or, with GM approval, a different low-tier ability of your choice.
Infinite Combinations: With the GM's approval, you can roll for one benificial mutation and up to four cosmetic mutations. If you choose to roll for a harmful mutation, you can also roll for one powerful mutation.
Quirks: Roll a d20 on the Near-Human Quirk table to determine an additional characteristics of your people, or work out appropriate quirk details with the GM.
Near-Human Quirks Table
d20 | Description |
---|---|
1 | Engineered: Your people were altered or created by others. You might still serve as a client race to them, or have liberated yourselves. |
2 | No Ownership: You come from an enlightened society. The concept of ownership is foreign to you. |
3 | Telepath: Your people are famed for telepathic abilities. |
4 | Non-Starfaring: You are the first of your kind to truly see the stars. |
5 | Monoculture: Your kind have a rigid system of control. |
6 | Cyborgs: Your kind are cybernetics, integrating machinery into their minds, bodies, or both. |
7 | Extradimensional Contact: Your kind are intimately involved with a powerful extradimensional being. |
8 | Shared World: Your kind live on a world that is shared with another sapient people. |
9 | Inheritors: Your kind inherited high technology from another species, accelerating their ascent to the stars. |
10 | Quickling: Your kind live only three decades. |
11 | Quantum Twins: Your kind are almost always born as twins, with a telepathic link to one another that maintained across any distance. |
12 | Clone Race: Your people are clones. You were produced alongside a genetically identical batch of others. |
13 | Thermophile: You are adapted to extreme heat. |
14 | Cryophile: You are adapted to extreme cold. |
15 | Monosexed: Your kind is monosexed. |
16 | Complex Families: Your kind has several sexes and even more genders. |
17 | Unusual Atmospherics: You require an unusual cocktail of atmospheric conditions to breathe. |
18 | Observers: Your kind have been secluded from other peoples for ages, and outside contact is forbidden. |
19 | Ark-Dweller: Your kind escaped a doomed world, and travel in one or more colony ships in search of a new home. |
20 | Long-Lived: Your kind live up to 2d6 centuries. |
Create a New Species
Void Species:
Morphology: Varies
World of Origin: Varies
Life Cycle: Varies
Size: Varies
Sexes: Varies
Descriptors: Any
Try not to stare, kid. They're just people.
—Old Gus
The GM might allow a player to use the process outlined for creating Mutants as if they were peoples of the Void, especially if you or a player desire additional species that are off the template of the human frame by using Mutant descriptor
If you do, roll a d20 on the Alien Quirk table, or contrive your own quirk with the GM. Many quirks will require you to work out certain details about your character, your home world, or the culture or history of your people. Some might leave you with lingering mysteries to address in your adventures.
Alien Quirks Table
d20 | Description |
---|---|
1 | Uncouth Excretions: You emit a substance or gas which repulses those unfamiliar with your nature. |
2 | Lost: You're not even supposed to be here: you might have been abducted, or you are a lost explorer. |
3 | Immersed: You were raised among another people, and can fluently understand their communication. |
4 | Pilgrim: Your kind are insular, but in dire need. You have been tasked to find a solution to the problem. |
5 | Revolutionary: Something terrible is going on amongst your people, and you need help from the outside to put a stop to it. |
6 | Small: Your kind are smaller than most species, standing 3 feet (1 m) tall or less. Your size is an inconvenience in spaces made for other peoples. |
7 | Large: Your kind are larger than most species, standing 10 feet (3 m) tall or more. Your size is an inconvenience in spaces made for other peoples. |
8 | Bioluminescent: Your kind use bioluminescence to communicate. In addition to your own kind, you can sense complex flashes and patterns from other people who communicate this way. |
9 | Combine Species: Your species is a combine, requiring participation of two species—the relationship might be mutualistic, parasitic, or symbiotic. |
10 | Hybrid: You are the unlikely offspring of two species. |
11 | Expansionist: Your kind are fleet-builders and conquerors. You held a military rank, but no longer. |
12 | Strife: Your kind are engaged in a bitter civil war over politics, religion, or the application of technology. |
13 | Fallen Empire: Your kind held high regard once, but times change, and your people are on the wane. |
14 | Lost History: Your kind are clearly old, but their history is a mysterious blank. |
15 | High-Gravity Evolution: You have two assets you can apply to high-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
16 | Low-Gravity Evolution: You have two assets you can apply to low-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
17 | Zero-Gravity Evolution: You have two assets you can apply to zero-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
18 | Unusual Atmosphere: Your kind emerged on a world with a heavy atmosphere. You require a suit artifact to participate in activities with other cultures, but your home world is not desirable to others. |
19 | Extradimensional Origin: Your kind emerged from the unknown. Work with the GM to determine why, and how the traversal changed you and your kind. |
20 | Endling: It seems you are the last of your kind. |
Chapter 5 Flavors
Quick Reference: Flavors
Crafter Flavor
You're a maker. You make things.
First-Tier Crafter Abilities
- Always Tinkering (CTS, 48)
- Crafter (122)
- Extra Use (122)
- Junkmonger (156)
- Trapster (193)
Second-Tier Crafter Abilities
- Artifact Tinkerer (110)
- Boost Manifest Cypher (CTS, 51)
- Enhanced Intellect Edge (135)
- Fixer (RR, 123)
- Quick Work (174)
- Robot Assistant (178)
Third-Tier Crafter Abilities
- Better Living Through Chemistry (113)
- Disable Mechanisms (128)
- Master Crafter (160)
- Modify Cyphers (CTS, 54)
Fourth-Tier Crafter Abilities
- Cyphersmith (124)
- Guide Bolt (147)
Fifth-Tier Crafter Abilities
- Boost Manifest Cypher Function (CTS, 51)
- Jury-Rig (156)
- Modify Artifact Power (163)
- Recycled Cyphers (175)
Sixth-Tier Crafter Abilities
- Greater Enhanced Intellect (146)
- Subtle Tricks (187)
Fey Flavor
You—or an ancestor of yours—crossed into the fey realm and its indelible mark is upon you. Either way, there's always been a touch of the otherworldly about you.
First-Tier Fey Abilities
- Calm Stranger (118)
- Summerbloom
- Fast Talk (138)
- Fleet of Foot (141)
- Legerdemain (157)
- Winterchill
Second-Tier Fey Abilities
- Face Morph (138)
- Impersonate (151)
- Lucky Charm
- Muse
- Spirited
Third-Tier Fey Abilities
- Captivate with Starshine (115)
- Command (120)
- Enhanced Potential (135)
- Flamboyant Boast (140)
- Perfect Stranger (169)
Fourth-Tier Fey Abilities
- Daydream (124)
- One With the Wild (167)
- Never Fumble (165)
- Play to the Crowd (170)
- Power Strike (171)
- Seize the Moment (181)
Fifth-Tier Fey Abilities
- Advanced Command (108)
- Magnificent Moment (159)
Sixth-Tier Fey Abilities
- Incredible Recovery (153)
- Traverse the Worlds (194)
- Trust to Luck (194)
Improbability Flavor
You seem to be a magnet for the strange and unusual. You turn up at odd times, in unexpected places, bear unexpected company, do unexpected things, and you disappear just as unexpectedly.
First-Tier Improbability Abilities
- Critter Companion (123)
- Far Step (138)
- Phased Pocket (170)
- Vanish (196)
Second-Tier Improbability Abilities
- Magical Repertoire (GF, 32)
- Quick Work (174)
- Weather the Vicissitudes (197)
Third-Tier Improbability Abilities
- Buddy System (116)
- Evanesce (136)
- Slapstick
Fourth-Tier Improbability Abilities
- Expanded Repertoire (GF, 32)
- Gain Unusual Companion (144)
Sixth-Tier Improbability Abilities
- Call Otherworldly Spirit (117)
- Change the Paradigm (119)
- Not Dead Yet (166)
Ritualist Flavor
You have developed an affinity for the deep magic of the world. Your magic is slow, reliable, and deeply spiritual. It ties you to the world and its denizens, and you can lead them to discover their own ties to it. Ritualists expand their vocabulary of powers by contracting with great spirits of the world.
First-Tier Ritualist Abilities
- Alleviate (109)
- Craft Arcana
- Create Water (123)
- Conjure Familiar
- Hedge Magic (149)
- Illuminating Touch (150)
- Magic Training (159)
- Spook
Second-Tier Ritualist Abilities
- Blessing of the Gods (114)
- Command Spirit (121)
- Amaneusis
- Link Senses (158)
- Monster Lore (165)
- Read Blood
- Question the Spirits (173)
Third-Tier Ritualist Abilities
- Evil Eye
- Expanded Repertoire (GF, 31)
- One With the Wild (167)
Fourth-Tier Ritualist Abilities
- Extra Use (132)
- Storm Seed (187)
- Projection (172)
Fifth-Tier Ritualist Abilities
Sixth-Tier Ritualist Abilities
- Adroit Cypher Use (137)
- Beast Call (112)
- Restore Life (177)
Chapter 6 Foci
Quick Reference: Foci
Accelerates Entropy
You have dedicated yourself to the underlying principle that nothing lasts forever, everything is in a state of unbecoming, and everything dies—cold and alone, swallowed by inky blackness. Servants of entropy hasten the decline of those unfit to see the future, casting them into everlasting shadow.
Connection: Choose one of the following.
- Pick one other PC. Attract disaster around them, and you wish to witness them bring themselves to ruin.
- Pick one other PC. Their light will be extinguished one day, and it will be beautiful to watch.
- Pick one other PC. You believe they are a born destroyer, and should embrace their destiny.
- Someone must witness the end.
Entropic Abilities: Your abilities cause targets to be rimed with frost, rust, or otherwise wither and age.
Minor Effect Suggestions: A nearby object or piece of equipment crumbles to dust.
Major Effect Suggestions: You age the target (or a portion of it) 1d6 years.
- Tier 1: Entropic Touch
- Tier 2: Eyes Adjusted (138)
- Tier 3: Entropic Withering or Unraveling Consumption (195)
- Tier 4: Field of Gravity (195)
- Tier 5: Dust to Dust (133)
- Tier 6: Unmaking or Embraced by Darkness (133)
GM Intrusions:You are subsumed into darkness yourself, losing all feeling and experience.
Bears a Curse of Stone
You are a cursed creature, which causes you to become a statue at times. Gargoyles are conscripted into service by magic. Some curses compel the target to protect a place, area, or individual. An object, while others—especially oathbreakers—were trapped in their petrified state until cryptic or improbable circumstances came to pass. Many gargoyles go for years, decades, or even centuries as little more than architectural curiosities before some happenstance releases them from their slumber.
Connection: Choose one of the following.
- Pick one other PC. They accidentally caused your awakening, for which you are grateful. You now look to them to understand how the world has changed.
- Pick one other PC. You don't believe you can trust them, but you need what few allies you have, for now.
- Pick one other PC. They remind you of someone you knew before your slumber.
- Freedom, at last. You may be cursed, but it's time to find out what your new body can do.
Minor Effect Suggestions: Your weight works out to your advantage, allowing you to move an immediate distance.
Major Effect Suggestions: You gain additional Armor equal to your tier until your next turn.
- Type Swap Option: Controlled Fall (122)
- Tier 1: Curse of Stone
- Tier 1: Gargoyle Physique
- Tier 2: On Leather Wings
- Tier 3: Flash Petrification or Power Strike (171)
- Tier 4: Skill with Defense (183)
- Tier 4: Flight Not Fight (141)
- Tier 5: Greater Enhanced Might (146)
- Tier 6: Greater Skill with Defense (147) or Nothing But Defend (166)
GM Intrusions: Your curse unexpectedly asserts itself, partially or completely petrifying a part of your body for a short time.
Blows in the Wind
Your movements are fluid, but unpredictable. You probably feel a deep connection with wind and water, and see life as a long river or complex dance—full of possible directions and swirling eddies. You're probably happiest when wind, rock, tree, and stream are a part of your daily life. Some might think of you as flighty or mercurial, but you prefer to think of yourself as attuned. You feel things fully, and your feelings amplify aspects of your environment.
You probably wear light, flowing clothing that doesn't restrict your movement, and are always swaying, dancing, or otherwise engaged in movement, even when idle.
Connection: Choose one of the following.
- Pick one other PC. You're convinced they'd make a great dancing partner.
- Pick one other PC. Their energy is all tangled, and you intend to get it flowing again.
- You needed a change. This would certainly be a change.
- You were headed that way anyhow.
Minor Effect Suggestions: You move in such a manner that provides an asset to a nearby ally's next task.
Major Effect Suggestions: Your movements shock and awe nearby viewers, causing them to do nothing on their turn but continue to watch you.
- Type Swap Option: Impetus (151)
- Tier 1: Joy of Movement
- Tier 1: Wind Armor (199)
- Tier 2: Safe Fall (179)
- Tier 2: Mist Cloud (CTS, 53)
- Tier 3: Moving Like Water (164) or Windrider (199)
- Tier 4: Free to Move (143)
- Tier 5: Wind Chariot (199)
- Tier 6: Blurring Speed (115) or Spring Away (186)
GM Intrusions: You encounter an unexpected immovable object or otherwise have your movement obstructed.
Can Devour Anything
You have a grim visage: beady eyes, and a rictus grin from ear to ear, with flat, ugly teeth, perfect for chomping just about anything. Most of your so-called "friends" probably enjoy watching you fit unusual things into your mouth and watching them disappear.
Those who don't know you frequently take you for a bully. Those who know you well probably avoid making sudden movements near you. No one wants to lose a hand.
Connection: Choose one of the following.
- Pick one other PC. You ate something valuable of theirs, and now have a debt to repay.
- Pick one other PC. You think they smell delicious.
- You're always looking to expand your palate, and a little adventure sounded like a good way to do it.
- You were recently kicked out of your current living space for chewing on things you shouldn't, and this beats homelessness.
Additional Equipment: You have a hat with a brim large enough to obscure your unusual face, and a pair of sturdy boots.
Minor Effect Suggestions: In addition to damaging your target, you damage one of their possessions as well.
Major Effect Suggestions: You make a free, eased bite attack against the same target.
- Tier 1: Bad Attitude
- Tier 1: True Omnivore
- Tier 2: Eat Anything
- Tier 2: Redundant Organs
- Tier 3: Eidetic Epicurean or Capable Warrior (118)
- Tier 4: Breaker (116)
- Tier 4: Maw
- Tier 5: Greater Enhanced Might (146)
- Tier 6: Lethal Damage (158) or Regenerate (175)
GM Intrusions:You bite your own tongue, or injure your soft tissues while eating. Dentistry might be required.
Chases Tales
You serve an ascendant planar being focused on the discovery, collection, and cataloging of information from across the realms. In return for gifts they bestow upon you, you act as their agent, seeking ancient knowledge and artifacts, and the truth behind recorded histories.
The information you gather is as good as currency among the planes, and there are many sophisticated creatures looking to employ such agents in their grand plans.
Connection: Choose one of the following.
- Pick one other PC. You suspect they have a role to play in important events to come.
- Pick one other PC. You are certain they are the descendant of someone important.
- An incredible tale is about to unfold, and you intend to chronicle it for the ages.
- You can't fund your expeditions on empty pockets.
Additional Equipment: You have an item—weapon, armor or tool—that you have formed a Psychometric Bond.
Minor Effect Suggestions: You gain a glimpse of danger in the future, providing you an asset on your next defense roll.
Major Effect Suggestions: Your object bestows upon you a useful vision of the past.
- Tier 1: Psychometric Bond
- Tier 1: Decipher (126)
- Tier 2: See History (180)
- Tier 3: Improved Psychometric Bond
- Tier 3: Draw Conclusion (131) or Find the Hidden (140)
- Tier 4: Elusive (133)
- Tier 4: Investigator (118)
- Tier 5: Read the Signs (174)
- Tier 6: Perfect Psychometric Bond or Usurp Cypher (195)
GM Intrusions:The past and future jumble together in your mind, causing you to slip into a momentary stupor.
Has Unfinished Business
Long after their remains have turned to dust, the spirit of an individual can linger still. There are as many reasons for a ghost to haunt the world as there are folk in it. Most ghosts awaken disoriented and must discover what it is that holds their attachment to the world of the living, as if discovering a final piece of themselves that they must confront before entering the next phase of their existence.
Ghosts retain their general appearance as it was in life, although those who knew them often have difficulty recognizing them (much to the ghost's frustration). They also retain all of their memories—and these, perhaps all too well. As the years go by with their business unconcluded, ghosts have difficulty forming new memories, or relating to a world that drifts further from their own time. These ghosts become haunts and specters, appearing only when the world of the living presents a mirror for them to find something familiar in.
Connection: Choose one of the following.
- Pick one other PC. They can always perceive you, even when no one else can.
- Pick one other PC. You can't quite put your finger on it, but you're convinced they know something vital about your unfinished business.
- Pick one other PC. Something comforting about them helps keep you anchored to the living world.
- You're just glad anyone can see and hear you. You were so lonely.
Minor Effect Suggestions: You experience a brief flicker of life. You gain an asset to your next task.
Major Effect Suggestions: You frighten a creature, sending it fleeing in terror.
- Type Swap Option: Spook
- Type Swap Option: Push (173)
- Tier 1: Ghostly Nature
- Tier 1: Ethereal Jaunt
- Tier 2: Terrifying Presence (190)
- Tier 3: Haunt or Flight Not Fight (141)
- Tier 4: Ghostly Shroud
- Tier 5: Ghostly Terror
- Tier 6: Apparition or Break their Mind (116)
GM Intrusions: Your tenuous connection to the world of the living falters, and others lose the ability to perceive your presence.
Hoards Dross
Objects just seem to speak to you. Where most see junk, you see treasure. Whether your possessions were obtained from the dusty corners of a shop, crumbling ruins, or plucked from battlefield dead, you manage find extraordinary beauty in every headless hammer handle and cracked teacup.
You probably love to scavenge and haggle, making discoveries among the overlooked, underappreciated, and underutilized. While you rarely have an immediate use in mind when adding something to your collection, you know value when you see it, and how to wait until the right purpose presents itself.
Connection: Choose one of the following.
- Pick one other PC. They borrowed something from you and never returned it.
- Pick one other PC. You covet one of their possessions intensely, and are always pestering them to sell it to you.
- Pick one other PC. You're convinced everyone needs something and you're just the one to provide it.
- There's bound to be treasures to be found and sold along the way.
Additional Equipment: You have an explorer's pack with extra pockets and compartments, a bag of light tools, and an assortment of inexpensive trinkets and oddities.
Minor Effect Suggestions: You obtain a favorable discount for yourself and your allies.
Major Effect Suggestions: You stumble across something of great worth.
- Tier 1: Packrat Pocket
- Tier 1: Worldly Wiles
- Tier 2: Handy Hold-All
- Tier 2: Junkmonger (156)
- Tier 3: Improved Hold-All or Improvise (170)
- Tier 4: Packrat Pocket Link
- Tier 5: Using What's Available (195)
- Tier 6: Perfect Hold-All or Negate Danger (195)
GM Intrusions: A favored container develops a tear or leak, spilling out its contents, or a required item mysteriously goes missing.
Prepares Delicacies
You can cook. You might be a trained chef, or someone with a deep connection to family recipes. Whether you focus your talent for personal or communal gain, your art is most satisfying when shared with those who appreciate it.
While you are known for your cooking, people constantly underestimate what else someone who knows their way around a kitchen is capable of. You know what is in season, and what the people you are feeding need.
Connection: Choose one of the following.
- Pick one other PC. Their diet is atrocious and you aim to convince them to change their ways.
- Pick one other PC. They've never appreciated your cooking, and it drives you crazy.
- Pick one other PC. They supported you financially when you were struggling.
- You are on a journey of discovery to expand your culinary skills and palate.
Additional Equipment: You have a few fruits, vegetables, bits of cheese, spices, or other assorted favored foodstuffs.
Minor Effect Suggestions: You stumble across a fresh herb, vegetable, or other ingredient useful to your trade.
Major Effect Suggestions: You make a flashy display of your action, garnering attention and praise from nearby witnesses.
- Tier 1: Chef's Temper
- Tier 1: Vittles
- Tier 2: Muse
- Tier 3: Secret Ingredient or Knife Skills
- Tier 4: Expanded Repertoire (GF, 31)
- Tier 5: Sous Chef
- Tier 6: Master Chef or Just Desserts
GM Intrusions: A required ingredient goes missing and you can't use your abilities. Something vital has spoiled. Somehow, an ally experiences food poisoning.
Chapter 7 Abilities
Quick Reference: Abilities by Relative Power
These lists sort abilities into three power grades: low-, medium-, and high-tier.
Low Tier:
- Amaneusis
- Bad Attitude
- Chef's Temper
- Curse of Stone
- Craft Arcana
- Conjure Familiar
- Entropic Touch
- Ethereal Jaunt
- Ghostly Nature
- Handy Hold-All
- Joy of Movement
- Lucky Charm
- Muse
- On Leather Wings
- Packrat Pocket
- Psychometric Bond
- Read Blood
- Spirited
- Spook
- Summerbloom
- True Omnivore
- Vittles
- Winterchill
- Worldly Wiles
Mid Tier:
- Eat Anything
- Eidetic Epicurean
- Entropic Withering
- Evil Eye
- Flash Petrification
- Gargoyle Physique
- Ghostly Shroud
- Haunt
- Improved Hold-All
- Improved Psychometric Bond
- Knife Skills
- Maw
- Packrat Pocket Link
- Redundant Organs
- Secret Ingredient
- Slapstick
- Sous Chef
High Tier:
Abilities
Abilities are presented in alphabetical order.
-
Amaneusis (2 Intellect points): You cause writing from one source (such as a book) to be copied onto parchment (or into some other appropriate object) you provide. This ability copies approximately 250 words per minute for up to an hour, creating a perfect transcription of the original. The ability only copies mundane text, ignoring illustrations, diagrams or supernatural inscriptions, leaving empty spaces where excluded items appeared in the original. Alternatively, you can also use this ability to dictate verbally, and have your dictation transcribed as if written in your own hand.
The ability automatically turns to the next blank page and continues its transcription until it completes the transcription, or it runs out of available pages. Action to initiate.
-
Animate Flying Servantor: You give life an object, which becomes a level 3 follower of your size or smaller. It accompanies you and follows your instructions. You and the GM must work out the details of your servantor. You'll probably make rolls for it when it takes actions. In combat, the servantor usually doesn't make separate attacks, but helps with yours. On your action, if the servantor is next to you, it serves as an asset for one attack you make on your turn. If the servantor is destroyed, you can repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor. The servantor can fly a long distance each round. It can carry you, but only for up to an hour between each of your ten-hour recovery rolls. Enabler.
-
Apparition: If attacking (or interacting) from a hidden vantage, with surprise, or before an opponent has acted in combat, you gain an asset on the attack or interaction. If you succeed on the task, you can inflict 3 additional points of Intellect damage (ignores Armor). Enabler.
-
Bad Attitude: You are trained in negative social interaction, including intimidation and coercion, but your demeanor and the grim appearance of your mouth hinders any pleasant social interaction you attempt. Enabler.
-
Chef's Temper: You are trained in cooking and all related tasks, for example, identifying, sourcing, and determining the quality and nutritional qualities of ingredients. While you are cooking, you gain an asset to intimidation tasks. Enabler.
-
Conjure Familiar (1 Intellect points): A level 1 creature accompanies you and follows your instructions. This creature is no larger than a large cat (about 20 pounds, or 9 kg). You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The familiar acts on your turn. As a level 1 creature, it has a target number of 3 and 3 health, and it inflicts 1 point of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your familiar is reduced to 0 health, it becomes banished until you conjure it again. Action to initiate, 10 minutes to complete.
-
Craft Arcana: You gain two skills from one arcana of your choice. can choose this ability multiple times, but you must select a different arcana each time.
- Wands. Climbing, jumping, running, swimming, carpentry, cooking, glassblowing, jewelry making, leatherworking, masonry, pottery, weaving, or woodcarving.
- Cups. Brewing, fishing, healing, a musical instrument, perception.
- Swords. Botany, history, metalworking, persuasion, or scrimshaw.
- Pentacles. Calligraphy, cartography, philosophy, or tracking.
Enabler.
-
Curse of Stone: You are petrified when exposed to sunlight, becoming a solid stone statue. Roll a d6 on the Curse of Stone Provisions table to determine the nature of your curse, or work out more exact details ahead of time with the GM.
While petrified, you gain +5 to Armor against damage of (including mental attacks), you cannot act, and you can't sense what's happening around you—until the curse's provisions allow you to awaken. Enabler.
d6 | Curse of Stone Provisions |
---|---|
1 | Your statue awaited removal from where you were turned to stone. Any piece of your homeland might return you to your stony tomb. |
2 | Only a descendant of the ones who imprisoned you can set you free. |
3 | Other celestial mechanics provide exceptions—maybe even a solution—to your petrification problem. |
4 | Righting an ancient wrong can end your curse. |
5 | There's something or someone precious you must guard, or something important you must do. |
6 | The curse upon you is a hopeless riddle. |
-
Eat Anything: Over the course of 1 minute, you can devour an object or a dead or otherwise incapacitated creature, which must be smaller than you. At the end of your meal, you can make a free recovery roll. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. Action to initiate.
-
Eidetic Epicurean (2 Intellect points): For the next 24 hours, gain two assets to track anything you have eaten before by scent alone to a distance of 1 mile (1.5 km). If a source is within long range of you, you know it and the general direction toward it. Action to initiate.
-
Entropic Touch (1 Intellect point): Your hands become wreathed in a distortion of time that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability when you attack with a weapon, and for ten minutes, it inflicts 1 additional point of damage. Action for touch; enabler for weapon.
-
Entropic Withering: You can apply a level of Effort to attacks you make with your Entropic Touch in a new way, adding one of the following properties to the attack. If you apply multiple levels of Effort, you can add multiple such properties:
- Your attack ignores Armor, up to an amount equal to your tier.
- You can immediately end one ongoing effect (such as an effect created by a character ability) within immediate range upon the target.
- The next action (including to defend) the target takes is hindered.
Enabler.
-
Ethereal Jaunt (1 Intellect point): You can move through walls and solid objects at half your usual speed. At the end of your next turn, you return to your corporeal form. If are inside a solid object when this happens, you are ejected to the nearest available space, taking 1 damage for every 3 feet (1 m) you are moved. Action to initiate.
-
Evil Eye (4 Intellect points): You place a hex on a creature within short range, and inflict one of the following disabilities:
- The target's tasks are hindered for 1 minute.
- The target becomes clumsy. Their movement is halved.
- The target can take no action for one round.
- The target inflicts 2 fewer points of damage (minimum 1 point) for one minute. If the target cannot hear you and understand your language (or intent), the difficulty of your curse attack is one step higher.
This ability cannot affect creatures that are not alive, for example, robots and the undead. Action to initiate.
-
Flash Petrification (1+ Intellect or Speed points): You can use your curse to petrify parts of yourself at strategic moments. When your Might Pool would be damaged, you can pay this ability's cost from your Speed or Intellect Pool. The cost is equal to the damage inflicted (after accounting for Armor). Enabler.
-
Gargoyle Physique: Your transformed body brings advantages and challenges:
- Gargoyle Weaponry. You bear claws, hooves, horns, wings, talons, and a long, forked tail—all of which you can use as light or medium weapons (your choice). You are practiced in attacks you make with your gargoyle weaponry.
- Great Strength. You gain +1 to Armor, +1 to your Might Edge, and 3 additional points to your Might Pool.
- Special Climbing. You are trained in climbing, and your unique physiology is an asset when climbing up structures made of concrete, brick, plaster, or stone.
- Heavy. You are twice as heavy as a human of your size and shape. While petrified by your Curse of Stone, your weight doubles again.
Enabler.
-
Ghostly Nature: As an undead spirit, you gain the following benefits:
- You cannot be poisoned or become diseased.
- You don't require air, food, drink, or sleep.
- You do not age, and can persist indefinitely until dispersed.
- When you make a recovery roll, you must spend it in the land of the dead, inert, and completely unaware of the goings-on on other planes. You cannot leave your inert state of your own volition until you complete your recovery roll, at which time you return to the same location you began your rest.
- If you die, your essence is dispersed, leaving behind no body.
- You can see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
Enabler.
-
Ghostly Shroud (3 Might points): For the next ten minutes, you attach yourself to an ally, taking the form of a ghostly shroud. In this state, you are invisible, although if a creature is aware of your presence, it has no difficulty attacking you. You cannot move, but can otherwise perceive and act normally in this state.
Moreover, you automatically inflict 4 points of damage to anyone who tries to touch your ally or strike them with a melee attack. All tasks your ally makes to evade the perceptions of others are eased. Action to initiate.
-
Ghostly Terror (6 Intellect points): You create a horrific and twisted visage of yourself, growing to twice your usual size. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened; make a separate Intellect attack roll for each creature. You decide if the target is frozen in fear or compelled to flee. Either way, they cannot take actions other than to move away from you unless you allow it. The effects on a target end if they are attacked. Action.
-
Haunt (3+ Intellect points): While using Ethereal Jaunt, you can either become invisible or fly up to a short distance. If you spend a level of Effort, you can gain both benefits. While you remain invisible, your stealth and Speed defense tasks are eased by two steps. Your invisibility ends if you attack a creature. Enabler.
-
Handy Hold-All: You create a follower—the handy hold-all is a level 2 creature with two modifications for carrying. It accompanies you and follows your instructions, including retrieving any items it is carrying upon your request. If the hold-all dies, you can create a new one the next time you make a ten-hour recovery roll, provided you have some spare junk to use in its creation. Enabler.
-
Improved Hold-All: Your Handy Hold-All's level increases by 1. Additionally, choose one of the following modifications:
- Cypher Pod. The handy hold-all can carry and activate one extra manifest cypher for you. Enabler.
- Climb. The handy hold-all can climb natural steep and near-vertical surfaces, including carrying you with it. Enabler.
-
Improved Psychometric Bond: Your Psychometric Bond with your object deepens. Depending on the object's function, you gain the following benefits:
- Weapon. You are trained in attacks you make with it.
- Armor or Shield. While wearing it, you gain +1 Armor and reduce any Speed Effort Additional Cost the armor imposes by 1.
- Tool. You are trained in tasks you perform with it.
Enabler.
-
Joy of Movement: You are trained in your choice of three of the following skills: balancing, climbing, dancing, jumping, running, or swimming. Enabler.
-
Just Desserts: (6 Intellect points): You produce something you've been saving for just the right occasion and present it to an ally. Choose one of the following effects: The creature's Might, Speed, and Intellect Pools are restored to their maximum values, and they move one step up on the damage track. A single creature can benefit from this ability only once each day. Additionally, the creature gains an asset to one task of their choice in the next 24 hours. Action.
-
Knife Skills: You are trained in butchery, and attacks made with cookware, for example, knives, cleavers, and cast iron pans. Enabler.
-
Lucky Charm: You find a lucky object, which contains a Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you—or anyone else you give the charm to—can take one, some, or all of the points from the item's Luck Pool first. When you make a recovery roll to recover points to any other Pool, the object's Luck Pool is also refreshed by the same number of points. Enabler.
-
Master Chef: The number of subtle cyphers you can carry increases by one, and you can prepare a second snack when you use your Secret Ingredient ability. The second snack's cypher can be the same cypher as the first, or a different one. If you choose the same cypher, the cypher's duration begins when either snack is eaten—however, a creature can still gain the cypher's effects if they eat the remaining snack while the cypher's effects persist. When the cypher's effects end, an uneaten snack becomes a normal foodstuff. Enabler.
-
Maw: You are trained in all attacks you make with your bite, and they inflict 1 additional point of damage. Additionally, your jaw widens: you can fit anything up to 2 feet (61 cm in diameter) into your mouth, and swallow it. Enabler.
-
Muse: The number of subtle cyphers you can bear at the same time increases by one. When you make a recovery roll, you can fill one open cypher slot with a subtle cypher chosen randomly by the GM. As part of this process, you can discard a subtle cypher you carry to make room for a new one. Enabler.
-
On Leather Wings (4 Might points): You unfurl your wings, and for the next ten minutes, you can fly a short distance each round and still take another action. Carrying another creature with you counts as this additional action. Enabler.
-
Packrat Pocket (2+ Intellect points): You connect a physical portal—a door, pocket, flap, cubby, or other opening no larger than 1.5 feet (46 cm) in diameter—to an object—usually a pocket on a piece of your clothing, a pouch, or bag. The opening leads to a space that is out of phase and moves with the object. The space can hold up to 3 cubic feet (1 cubic m) and up to 20 pounds (9 kg). For each 2 additional Intellect points you spend when you use this ability, the pocket's size adds an additional 3 cubic feet (1 cubic m) and 20 pounds (9 kg) to its capacity.
Anyone can reach into the space, although it is likely that only you are practiced in locating and retrieving its contents. If you end this ability's effects as an action, create a new pocket with this ability, or the pocket's opening is compromised, all its contents spill forth harmlessly. Action to initiate, one minute to complete.
-
Packrat Pocket Link: While your Packrat Pocket, and Handy Hold-All are within 1 mile (1.5 km) of each other, the contents of each can be retrieved through the other. Enabler.
-
Perfect Hold-All: Your Handy Hold-All's level increases by 1. Additionally, choose one of the following modifications:
- Clamoring Conveyance. You can convert your hold-all into a carriage. In this form, the hold-all can't perform other actions other than to move or retrieve items from its contents, but it can travel up 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces). You can perform a similar procedure to restore it to its usual form. Action to initiate, one minute to complete.
- Scrap Monstrosity. The hold-all summons forth everything it is carrying, doubling in size and gaining 2 levels for the next minute. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. Action to initiate.
Enabler.
-
Perfect Psychometric Bond: Your Psychometric Bond with your object deepens even further. Depending on the object's function, you gain the following benefits:
- Weapon. You gain the Attack and Attack Again (111) ability while holding the weapon.
- Armor or Shield. You gain the Ultra Enhancement (194) ability while wearing it.
- Tool. You gain the Effective Skill (133) ability when you perform a task with it.
Enabler.
-
Psychometric Bond: You are trained in identifying objects of historical significance, and have the ability to sense the presence of strong memories from ages past from objects you touch.
You can form a psychometric bond with certain objects that have a strong connection to an powerful story. The item might be a weapon, armor, or tool (including musical instruments, gaming sets, or other objects approved by the GM). Once the bond is formed, you gain some knowledge of an individual associated with the tale, and their history with the object (determined by the GM). If you form a psychometric bond with second object, the first bond breaks. Action to initiate, one hour to complete. While holding an object with a psychometric bond, you gain the following benefits:
- Psychometry (1 Intellect point). You can search the memories attached to the objects questions. Answering simple questions usually have a difficulty of 3, but extremely technical questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
- Tongues. You can speak, read, and write one language spoken by someone who once possessed the object (assigned by the GM). Enabler.
These example questions might be the kind of things a GM considers when providing information obtained from a psychometric bond:
- Is a famous general's grand blade most significant moment on the battlefield where she fell, or the forge in which it was created?
- Do the chains that bound an archdemon in a bottomless abyss contain the memories of the smith who forged them, demon's time in imprisonment, or the hero who died binding the demon into chains, or a combination of the three?
- Does a wizard's diary contain a solution to an otherwise-indecipherable cipher, revealing a set of planar keys, or a detailed index of their hidden library?
- Additional objects of significance—owned by the same person over their lifetime—or several people, all of whom were present for the same event—might provide useful assets to psychometric tasks.
An object doesn't need to be supernatural to be significant—in fact, it might be quite mundane:
- A deposed emperor's favorite chess set might contain many memories of conversations with political and military advisors.
- The favorite wine cup of a poisoned noble might prove to be a useful clue in solving the mystery of their death.
- An elderly fisher's sextant might contain memories of being attacked at sea by a fangorious beastie—including landmarks, hazards and how to sail a ship properly, especially if one were in the area where those memories were made.
-
Read Blood (2+ Intellect points): You focus your mind on a sample of blood, gaining insight into the creature it was spilled from. Choose two of the following pieces of information, which the GM provides:
- The creature's surface thoughts at the time the blood was lost.
- If the creature was diseased, poisoned, or suffering some other malady.
- If the creature originated from a world other than the one the blood was spilled on.
- How closely any another creature within 60 feet of you is related to the creature the fluid came from (for example, they might be the same creature, or a close relative, or of the same species). This sense fades after 1 minute.
Action.
-
Redundant Organs: You have an asset to Might defense rolls you make to resist the effects of poisons and diseases, and your body fights off the effects of such maladies in half the usual amount of time. Enabler.
-
Secret Ingredient: At the end of each one-hour and ten-hour recovery roll, you can transfer the effects of a subtle cypher in your possession into a snack you have prepared. For the next 24 hours or until it is activated, the food item continues to count against your cypher limit. Another creature can use an action to eat the snack, activating the cypher and gaining its effects. Action.
-
Slapstick (3 Speed points): You make a hindered melee attack against a target with the intent to impair one of its senses. If the attack is successful, it inflicts 1 less points of damage than normal. Choose which type of task to hinder: vision, hearing, smell, taste, or touch (movement). The effect lasts for 10 minutes. Immediately after you use this ability, you can move up to a short distance, but there is a 50% chance the target makes a melee attack against you if you do. Enabler.
-
Sous Chef: You gain a level 2 follower. One of their modifications must be cooking. Enabler.
Spirited: You can apply a free level of Effort to a task. You can't use this ability again until after you complete a one-hour or ten-hour recovery roll. Enabler.
-
Spook (1 Intellect point): You cause the border between the spirit world to tremble, causing your to voice to boom, flames to flicker, harmless tremors in the ground, walls or furniture, or nearby doors unlocked windows and doors to fly open or slam shut. This effect lasts for up to 1 minute. Action to initiate.
-
Summerbloom (1 Intellect point): You create one of the following effects:
- You create a trinket in your hand that predicts what the weather for the next 24 hours. The trinket does not account for supernatural interference with the weather.
- You touch a plant of your size or smaller, providing it with enough nourishment for one day. If you wish, it flowers, blooms, fruits, or opens its foliage.
- You create a harmless display of life's great tapestry within a short distance and in an immediate area—a shower of cherry blossoms, a warm breeze, the sounds of birdsong or similar effect.
Action.
-
True Omnivore: You can use your bite as a light or a medium weapon, and are practiced in attacks you make with it. You can fit objects up to 1 foot (30 cm) inches in diameter into your mouth and swallow them without difficulty. If you have the time, you can eat almost anything. Your teeth are brutally flat and as hard as steel, and your digestive system (thankfully) remains a mystery. So long as you can put your mouth around something, for the most part, you can eat and subsist on it.
If you swallow something, you can use an action to retrieve it later, up to a number of hours equal to the level of the object or creature. Enabler.
-
Unmaking (7+ Intellect points): You unmake a creature within immediate range. If the target is level 4 or lower, its body is destroyed, leaving behind only a fine dust. Its equipment and other possessions clatter to the ground. For each additional level of Effort you apply, you can increase the level of the target by 1. Action.
-
Vittles: For 24 hours after eating a meal you have prepared, your friends can add a +3 bonus to one recovery roll they make. You choose the Pool the bonus restores points to when you prepare the meal. Enabler.
-
Winterchill (1 Intellect point): A plethora of icy formations weave together at your command. Choose one of the following effects:
- You snuff out a candle, a torch, or a small campfire within long range.
- You a flurry of snowflakes, a shower of sleet, or a harmless spray of icy mist in an immediate radius within short range.
- You chill or freeze up to 3 cubic feet (1 cubic m) of nonliving material you can touch for 1 hour.
- You cause frost to appear on up to 10 feet (3m) diameter of the surface of an object or a surface you touch for 1 minute.
- You create a flickering image made of ice or snow that fits in your hands and lasts for 1 minute.
Action.
-
Worldly Wiles: You're trained in repairing broken objects, determining the value of objects, and negotiating better prices for goods. Enabler.
Chapter 8 Gritty Rules Modules
These rules streamline character creation, and assume the GM is familiar with the skills section in Chapter 4: Creating Your Character, as well as the special abilities in Chapter 9: Abilities. Most of these rules rely on dice to reveal a character in character creation, and develop them through advancement, similar to tabletop role-playing games like MÖRK BORG or Troika!, by defining satisfying parameters defined by the genre and setting.
Quick Reference: Gritty Rules Modules
Gritty PCs
This rule replaces the use of character descriptor and type. Each PC begins with 6 points in each of their stat pools, and 1 Effort.
Stat | Pool Starting Value |
---|---|
Might | 6 |
Speed | 6 |
Intellect | 6 |
Roll a d6 to determine the PC's Pool modification:
d6 | Pool Modification |
---|---|
1–2 | Tough. Your Might Pool increases by 3. |
3–4 | Agile. Your Speed Pool increases by 3. |
5–6 | Wise. Your Intellect Pool increases by 3. |
You get 6 additional points to divide among your stat Pools however you wish. Next, roll a d6 for your Edge modification:
d6 | Edge Modification |
---|---|
1–2 | Strong. Your Might Edge is 1. |
3–4 | Swift. Your Speed Edge is 1. |
5–6 | Cunning. Your Intellect Edge is 1. |
Optional: Add a Weakness
Essentially, weakness is negative Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. When using this optional rule, PCs roll a d6 on a weakness table, which corresponds to their Edge modification: Strong, Swift, or Cunning.
d6 | Strong Weakness Modification |
---|---|
1–3 | Laborious. Your Speed Edge is −1. |
4–6 | Unreliable. Your Intellect Edge is −1. |
d6 | Swift Weakness Modification |
---|---|
1–3 | Spindly. Your Might Edge is −1. |
4–6 | Impulsive. Your Intellect Edge is −1. |
d6 | Cunning Weakness Modification |
---|---|
1–3 | Pampered. Your Might Edge is −1. |
4–6 | Sluggish. Your Speed Edge is −1. |
Gritty Skills
When using this rule, the GM provides a prepared list or table of skills for the game. The GM also decides how many skills PCs begin with. The specifics depend on the examples, which are explored in the two examples that follow. Bur for now, the GM should consider the following qualities that make for a great skill system:
Relevance: Skills should be associated with meaningful tasks PCs will perform in the genre and setting.
Organization and Presentation: Different settings and genres will require different categories and groups of skills.
Determine Rarity: Appropriately determine scarcity or rarity for randomly determined skills (including languages).
Optional: Add Inabilities
The GM might approve a PC take inabilities, which are determined by choosing from a GM-provided list, rolling on a GM-provided skills table, or choosing an inability with certain types of weapons. A PC must take an inability with heavy weapons before taking an inability with medium weapons. The PC chooses or rolls one additional skill for each inability they take. If any result would grant a PC an inability in a skill they are already trained in, make a new roll on the table. The GM determines how many inabilities a PC can take. It's probably a good idea for this number not to exceed three.
Gritty Skills Example: DangerOps
In this example, the GM wants is creating a game that centers the exploits of a gritty team of disposable 80's action movie heroes called DangerOps. The game with have high lethality, so making new characters needs to be quick. To keep it simple, the GM limits the skill list to ten broadly useful skills for completing team missions, and decides each player will roll 3d10 on the DangerOps skill table for their PC.
d10 | DangerOps Skills | Tasks |
---|---|---|
1 | Athletics | Running, jumping, climbing, swimming, moving heavy objects |
2 | Reconnaissance | Perception, memorization |
3 | Mechanical engineering | Building, repairing, operating heavy machinery, welding |
4 | Searching | Finding missing or hidden objects and traps, tracking |
5 | SigCom | Languages, codebreaking, radio signals and encryption |
6 | Subterfuge | Stealth, hiding, sneaking, stealing, disguising |
7 | Social interaction | Infiltration, inspiration, persuading, lying, intimidating, seduction |
8 | Structural engineering | Building and destroying structures, handling, placing, and timing explosives |
9 | Technology | Computers, electronics, hacking |
10 | Vehicle operations | Driving, piloting |
Gritty Skills Example: Scalawags & Skullduggery
In this example, the GM is preparing a gritty swashbuckling fantasy game setting called Scalawags & Skullduggery. The GM decides PCs in this setting begin as humble sailors with just two skills, determined by randomly rolling a d20 table on a skills table. To populate the table, the GM chooses a mix of skills that are familiar to the players, adding a few nautical skills and something the players can never seem to get enough of—befriending exotic beasts and obtaining pets. The GM names each skill with some pirate flair, but is careful to define what each skill means until the players catch on to the lingo.
d20 | Skill | Applicable Tasks |
---|---|---|
1 | Carousing | Entertaining, gambling, playing musical instruments, singing, dancing, telling stories |
2 | Crafting | Choose a trade: blacksmithing, brewing, carpentry, cooking, fishing, glassblowing, jewelrymaking, leatherworking, painting, stoneworking, or woodcarving |
3 | Creature Affinity (Land) | Befriending, handling, and riding creatures of the land |
4 | Creature Affinity (Sea) | Befriending, handling, and riding creatures of the sea |
5 | Creature Affinity (Sky) | Befriending, handling, and riding creatures of the sky |
6 | Having a Hunch | Sensing motives, seeing through deception and trickery |
7 | Hornswaggling | Lying, gaining confidence, telling tall tales |
8 | Looking Out | Initiative, using your senses, listening, seeing at a distance, recognizing sounds or voices |
9 | Lore | Physical sciences, alchemy, and celestial mechanics |
10 | Patchwork | Bandaging, suturing, diagnosing and treating poisons and diseases |
11 | Occult | Understanding the supernatural, knowledge of the gods |
12 | Oratory | Inspiring others with words, commanding subordinates, and commanding authority |
13 | Rough and Tumble | Running, jumping, climbing, swimming, carrying heavy objects, and performing feats of strength |
14 | Salting | Sailing, steering, rigging sails, and tying knots |
15 | Savvy | Recalling knowledge of the archipelago, its location, history, factions, cultures, and customs |
16 | Scourging | Intimidating, frightening, leveraging your reputation, and inspiring terror |
17 | Skullduggery | Sneaking, hiding, pickpocketing, picking locks, and sabotage |
18 | Sweet-Talking | Persuading, bargaining, charming, negotiating, and seducing |
19 | Treasure Scenting | Searching, investigating, finding and disarming traps |
20 | Wild Ken | Botany, herbalism, tracking, wilderness survival, zoology |
The GM also decides that while learning new languages is best put off for character advancement, but every PC is able to speak at least one other language in addition to the arkant—a common tongue spoken across the endless archipelago. The GM also decides PCs should roll a d100 on a languages table, so that some languages are more commonly spoken than others.
d100 | Language | First Speakers |
---|---|---|
1–25 | Pebbletongue | Dorfs |
26–39 | Indar | Elvs |
40–49 | Nimlish | Nomes |
50–66 | Sbeis | Herblits |
67–69 | Oowaoowah | Giants |
70–75 | Gubber | Gerblins |
76–89 | Uraxic | Urks |
90–92 | Abyssal | Demons |
93–95 | Infernal | Devils |
96–97 | Primord | Primordials |
98–99 | Sylv | Mermaids and Faeries |
00 | Elder Speech | Old Gods and Dragons |
Gritty Skills Example: London 2166
In this example, a GM is preparing a a game set in London in the year 2166. The GM decides that PCs begin the game in a way that reflecting the setting's many inequities, with 1d6 + 1 random skills determined by rolling a from d66 table of skill groups. The GM also includes a set of "elite skills", and decides players who are not trained in these skills have an inability with them.
d66 | Language Skills |
---|---|
1.1 | Arabic |
1.2 | Dutch |
1.3 | Hindi |
1.4 | Japanese |
1.5 | Telugu |
1.6 | Ukrainian |
d66 | Street Survival Skills |
---|---|
2.1 | Hustling |
2.2 | Mending |
2.3 | Parkour |
2.4 | Sensing |
2.5 | Streetsmarts |
2.6 | Theiving |
d66 | Pleb Skills |
---|---|
3.1 | Busking |
3.2 | Day trading |
3.3 | Dealing |
3.4 | Forgery |
3.5 | Gaming |
3.6 | Off-grid living |
d66 | Jobber Skills |
---|---|
4.1 | Construction/demolition |
4.2 | Drive (cycles) |
4.3 | Drive (cars) |
4.4 | Electronics |
4.5 | HVAC |
4.6 | Plumbing |
d66 | Corpo Skills |
---|---|
5.1 | DroneOps |
5.2 | Infodumping |
5.3 | Netrunning |
5.4 | Pharmacokinetics |
5.5 | Psychology |
5.6 | Robotics |
d66 | Elite Skills† |
---|---|
6.1 | Piloting |
6.2 | Administration |
6.3 | Wetware engineering |
6.4 | Arms manufacturing |
6.5 | Artificial intelligence |
6.6 | Cryogenics |
† — Elite skills represent detailed knowledge skill that probably involve special training of some kind. PCs not trained in these skills have an inability with them.
Gritty Abilities
Using this optional rule, PCs gain abilities randomly from one or more sets of abilities determined by the GM. The GM groups abilities into tables, intentionally including abilities that represent the game's genre and setting. At character creation, PCs choose or roll a random ability from a list or table provided by the GM. The next sections the same three example settings we examined earlier in the Gritty Skills section: modern military squad DangerOps, privateer fantasy Scalawags & Skullduggery, and London 2166. It's probably best if the abilities the GM in these examples don't provide training in skills—instead, focus on abilities that provide things that skills can't.
Optional Rule: Using Other Pools to Pay Remainders
If you lack the available Pools points to pay the cost of performing a task, you can pay the remainder of the cost from your other Pools, in the same order they are depleted by taking damage: Might, then Speed, and finally, Intellect. When you do, you don't change your position on the the damage track as a result of the expenditure until after the task is resolved.
For example, a wizard who is out of "mana" (Intellect points) might resort to blood sacrifice, casting spells by spending points from their Might Pool instead. A battered warrior whose Might and Speed pools are depleted might yet be able to muster a defense—or final heroic act—by mustering their willpower (Intellect points). In either case, this is a risky strategy—These PCs are both at risk of quickly moving further down the damage track.
Gritty Abilities Example: DangerOps
After reviewing the DangerOps skills, the GM creates two tables. The "Danger" table includes abiltiies that will lead each agent to develop their own combat style. Next, the GM creates the "Operations" table, which features non-combat abilities that help the agents plan and support their missions. The GM decides to allow players to choose either table whenever they roll for a new ability, allowing them to direct the advancement of the PC. The GM populates each tables with low-tier abilities that work well in a modern setting, with a few mid and high-tier abilities toward the end of each table's results.
d20 | Danger Abilities |
---|---|
1 | Bash (112) |
2 | Combat Prowess (120) |
3 | Double Strike (131) |
4 | Driving on the Edge (132) |
5 | Fists of Fury (140) |
6 | Flash (140) |
7 | Gunner (147) |
8 | Heads-Up Display (148) |
9 | No Need for Weapons (166) |
10 | Overwatch (168) |
11 | Precision (171) |
12 | Quick Death (173) |
13 | Quick Throw (174) |
14 | Swipe (188) |
15 | Unarmed Fighting Style (194) |
16 | Wreck (200) |
17 | Feint (139) |
18 | Rapid Attack (174) |
19 | Break the Ranks (116) |
20 | Arc Spray (110) |
d20 | Operations Abilities |
---|---|
1 | Beast Companion (112) |
2 | Cloud Personal Memories (119) |
3 | Decipher (126) |
4 | Eyes Adjusted (138) |
5 | Fleet of Foot (141) |
6 | Foil Danger (142) |
7 | Fortified Position (143) |
8 | Gather Intelligence (144) |
9 | Hack the Impossible (147) |
10 | Healing Touch (149) |
11 | Ignore the Pain (150) |
12 | Modify Device (164) |
13 | Practiced in Armor (171) |
14 | Range Increase (174) |
25 | Rally to Me (174) |
16 | Trained Without Armor (193) |
17 | Outwit (168) |
18 | Strategize (187) |
19 | Take Command (188) |
20 | Battlefield Tactician (112) |
Gritty Abilities Example: Scalawags & Skullduggery
After reviewing the Scalawags & Skullduggery skills, the GM decides to create a single d100 table that favors swashbuckling combat, with cyphers intended to create and manage most of the game's magic, and the driving the remainder of gameplay. The table also provides significant chance of obtaining pets and companions as the game goes on.
d100 | Ability |
---|---|
01–02 | Dual Light Wield (132) (if rolled a second time, gain Dual Medium Wield (132) instead) |
03–04 | Underworld Contacts (195) |
05–06 | Alleviate (109) |
07–08 | Elusive (133) |
09–10 | Endurance (134) |
11–12 | Fleet of Foot (141) |
13–14 | Frenzy (143) (if rolled a second time, gain Greater Frenzy (146) instead) |
15–16 | Good Advice (145) |
17–18 | Hand to Eye (148) |
19–20 | Ignore the Pain (150) |
21–22 | Inspire Action (154) |
23–24 | Monster Bane (164) (if rolled a second time, gain Heroic Monster Bane (149) instead) |
25–26 | Pull a Fast One (173) |
27–28 | Surging Confidence (188) |
29–30 | Controlled Fall (122) |
31–32 | Destined for Greatness (127) |
33–34 | Weapon Master (197) |
35–36 | Acrobatic Attack (108) |
37–38 | Answering Attack (110) |
39–40 | Capable Warrior (118) |
41–42 | Draw Conclusion (131) |
43–44 | Increasing Determination (153) |
45–46 | Obstacle Running (167) |
47–48 | Precise Cut (171) |
49–50 | Seize the Moment (181) |
51–52 | Subtle Steps (187) |
52–54 | Tough It Out (193) |
55–56 | Again and Again (109) |
57–58 | Disarming Attack (129) |
59–60 | Explains the Ineffable (137) |
61–62 | Free to Move (143) |
63–63 | Inspire Coordinated Actions (154) |
65–64 | Jump Attack (156) |
65–66 | Share Defense (181) |
67–68 | Spin Attack (185) |
69–70 | Will of Legend (199) |
71–80 | Critter Companion (123) (if rolled a second time, gain Beast Companion (112) instead; if rolled a third time, gain Flying Companion (CTS, 53) instead; if rolled a fourth time, gain Gain Unusual Companion (144) instead) |
81 | Blessing of the Gods (114) |
82 | Far Step (138) |
83 | Healing Touch (149) |
84 | Hedge Magic (149) |
85 | Impetus (151) |
86 | Mist Cloud (CTS, 53) |
87 | Onslaught (167) |
88 | Ward (196) |
89 | Adaptation (108) |
90 | Read the Signs (174) |
91–97 | Expert Cypher Use (137) (if rolled a second time, gain Adroit Cypher Use (108) instead; if rolled a third time, gain Expert Cypher Use (137) instead; if rolled a fourth time, gain Usurp Cypher (195) instead) |
98–00 | Magical Repertoire (GF, 32) (if rolled a second time, gain Cypher Casting (GF, 29) instead; if rolled a third time, gain Expanded Repertoire (GF, 31) instead; if rolled a fourth time, gain Maximize Cypher (GF, 32) instead) |
Gritty Abilities Example: London 2166
After reviewing the London 2166 skills, the GM decides to create similar tables of abilities to roll from. The GM decides to allow players to choose which table they want to roll their abilities from. The GM is careful to add a variety of combat skills, melee and ranged attacks, stealth, cybernetic implants, netrunning, and social abilities to help drive the gameplay.
d66 | Combat Abilities |
---|---|
1.1 | Combat Challenge (120) |
1.2 | Damage Dealer (124) |
1.3 | Fists of Fury (140) |
1.4 | Fast Kill (138) |
1.5 | Increased Effects (153) |
1.6 | Opportunist (167) |
d66 | Attack Abilities |
---|---|
2.1 | Bash (112) or Swipe (188) (choose one) |
2.2 | Careful Shot (118) |
2.3 | Control the Field (121) |
2.4 | Special Shot (184) |
2.5 | Successive Attack (187) |
2.6 | Trick Shot (194) |
d66 | Social Abilities |
---|---|
3.1 | Calm Stranger (118) |
3.2 | Enthrall (136) |
3.3 | Inspire Aggression (154) |
3.4 | Spur Effort (186) |
3.5 | Suggestion (188) |
3.6 | Stimulate (186) |
d66 | Subtlety Skills |
---|---|
4.1 | Face Morph (138) |
4.2 | Knock Out (156) |
4.3 | Mask (160) |
4.4 | Misdirect (163) |
4.5 | Perfect Stranger (169) |
4.6 | Vanish (196) |
d66 | Netrunning Abilities |
---|---|
5.1 | Confidence Artist (121) |
5.2 | Datajack (124) |
5.3 | Hack the Impossible (147) |
5.4 | Knowing the Unknown (156) |
5.5 | Network Tap (165) |
5.6 | Scramble Machine (179) |
d66 | Cyberware Abilities† |
---|---|
6.1 | Enhanced Body (134) |
6.2 | Interface (155) |
6.3 | Mind Surge (162) |
6.4 | Sensing Package (181) |
6.5 | Weaponization (197) |
6.6 | Ultra Enhancement (194) |
† — Most cyberware installations requires several hours to perform. After installation, most cyberware isn't fully functional until the PC completes a 10-hour rest.
Gritty Advancement
Using this rule, PCs no longer have a numerical tier. Instead, each time you gain a character advancement, select one of the following options:
Abilities: Gain a new ability, as described in the Gritty Abilities section.
Increase Pools: Roll a d6 and add the results as points to your stat Pools. You can allocate the points among the Pools however you wish.
Increase Edge: Choose your Might Edge, Speed Edge, or Intellect Edge and roll a d6. If the result is greater than the Edge you chose, increase that Edge by 1 (to a maximum of 6).
Increase Effort: Roll a d6. If the result is greater than your Effort score, your Effort score increases by 1 (to a maximum of 6).
Increase Recovery Rolls: Roll a d6. If the result is greater than the number you add to your recovery rolls, that number increases by 1 (to a maximum of 6).
Skills Training: Roll a a d20 on the Gritty Skill Advancement table. The GM determines if you can choose a skill or must roll from a table, as described in Gritty Sklills.
d20 | Gritty Skill Advancement |
---|---|
1–3 | No skill gained. |
4–16 | You gain training in one skill. |
17 | You gain training in two skills. |
18 | You gain training in two skills. Alternatively, you gain the Practiced in Armor (171) ability. If you already have this ability, you gain the Experienced in Armor (136) ability instead. If you already have the Experienced in Armor ability, you gain the the Mastery in Armor (161) ability instead. |
19 | You gain training in two skills. Alternatively, you gain your choice of the Skill With Attacks (183) or Skill With Defense (183) abilities. |
20 | You gain training in two skills. Alternatively, you gain your choice of the Greater Skill With Attacks (147) or Greater Skill With Defense (147) abilities. |
Part 2 Cyphers
Chapter 9 Cyphers
Heroic Subtle Cyphers and Incidental Subtle Cyphers
Heroic subtle cyphers mimic commonly used plot devices in stories. Heroic subtle cyphers often allow success without the need for a roll, and can allow a PC to step outside their usual role and perform an unexpected feat. They are especially useful for games and settings with a sense of melodrama, from slasher horror to gritty modern spy thrillers, and romantic comedies to high-octane post-apocalyptic action and wacky space operas.
Incidental subtle cyphers function similar to player intrusions, in that they can cause objects, creatures, or events to appear, as if by a stroke of luck. Because of this, a GM might occasionally refuse their use to maintain the verisimilitude of the game. In such instances, an incidental subtle cypher is not expended. The GM might also delay the onset of an incidental subtle cypher's effects for some amount of time until it is more appropriate to the scene.
Supplemental cyphers might be best suited for games with fantastic elements. The GM decides if these cyphers are manifest or subtle.
Depending on the setting, these cyphers might be a spellcasting PC, or in a historical setting, a perfectly normal person drawing on a well of personal inspiration. Ultimately, the GM decides if, how, and when any given cypher enters the game world.
Optional Rule: Heroic and Incidental XP Costs
Depending on the game GM might decide that the use of heroic subtle cypher or incidental subtle cyphers do or do not count against your cypher limit. They might also place a cost of 1 XP to activate such cyphers.
A Listing of Various Cyphers
Heroic Subtle Cyphers
Incidental Subtle Cyphers
d100 | Incidental Subtle Cyphers |
---|---|
01–03 | Convenient assistance |
04–06 | Convenient backfire |
07–09 | Convenient barricade |
10–12 | Convenient cacophony |
13–14 | Convenient companion |
15–18 | Convenient cover |
19–21 | Convenient disguise |
22–24 | Convenient gear |
25–32 | Convenient hazard |
33–35 | Convenient interloper |
36–38 | Convenient landing |
39–40 | Convenient macguffin |
41–43 | Convenient mistake |
44–46 | Convenient passage |
47–49 | Convenient research |
50–52 | Convenient shelter |
53–55 | Convenient surveillance |
56–57 | Convenient survival |
58–60 | Convenient sustenance |
61–63 | Convenient tools |
64–66 | Convenient weapon |
67–68 | Sudden chasm |
69–70 | Sudden collapse |
71–73 | Sudden departure |
74–76 | Sudden entrapment |
77–79 | Sudden gust |
80–82 | Sudden impact |
83–85 | Sudden inferno |
86–88 | Sudden lethargy |
89–91 | Sudden storm |
92–94 | Sudden switcheroo |
95–97 | Sudden tremor |
98–00 | Sudden tribute |
Supplemental Cyphers
d100 | Supplemental Cyphers |
---|---|
01–03 | Adamant skin |
04–09 | Armor piercing ammunition |
10–12 | Blinding cloud |
13–21 | Contingency |
22–24 | Cypher amplification |
25–27 | Cypher extension |
28–33 | Dimensional folding |
34–36 | Door binding |
37–39 | Extradimensional inventory |
40–45 | First aid |
46–48 | Floatstep |
49–51 | Fortification |
52–54 | Haste |
55–57 | Healing factor |
58–60 | Inscription of enmity |
61–63 | Keratin enhancer |
64–66 | Kinetic thunderball |
67–69 | Leverage |
70–72 | Locks of love |
73–76 | Meat glue |
77–81 | Pixie dust |
82–84 | Polliwog |
83–87 | Quickdream |
88–90 | Ray emitter (perspective) |
91–93 | Secret pocket |
94–96 | Vermin swarm |
97–99 | Voice thief |
00 | Wonder clock |
Actualize Self
Level: 1d6
Effect: You temporarily overcome your limitations. For a number of hours equal to the cypher level, your inabilties and weaknesses are supressed, and you are trained in resisting compulsions and all defense tasks. Additionally, you can choose one skill (including attacks or defense) in which you are already trained to become specialized in.
Adamant Skin
Level: 1d6 + 3
Form: Balm of silvery liquid, mechanical insect, viscous globule of psychic liquid metal—or for a subtle cypher, a magic spell
Effect: You and your equipment are covered in a durable, reflective metallic shell. For the next hour, you gain Armor equal to the cypher level, including against energy attacks, you can withstand extreme heat and cold, and you don't need to breathe. However, your your Speed and Intellect tasks are hindered, you sink in most liquids, and you are unable to swim.
Adrenaline Rush
Level: 1d6
Effect: Your muscles surge with adrenaline. You gain a free level of effort to Strength and Speed tasks for 10 minutes per cypher level.
Aquanaut
Level: 1d6
Effect: For one hour, you ease all tasks related to swimming, diving, holding your breath, or enduring fatigue by two steps. If the level of the cypher is level 5 or higher, all such tasks are eased by three steps.
Armor Piercing Ammunition
Level: 1d6
Form: Arrowheads, anointing oil, or ammunition magazine—or for a subtle cypher, a blessing or enchantment
Effect: When you attack with a ranged weapon that fires physical ammunition, they ignore the target's Armor. This benefit lasts for a number of attacks equal to the cypher level.
Awakened Senses
Level: 1d6 + 3
Effect: For a number of hours equal to the cypher level, you use an action to sense the location of invisible or hidden creatures within long range, provided their level is lower than the cypher's. Otherwise, you gain two assets to tasks to find such things. Hidden creatures cannot make surprise attacks against you, but you cannot make out details about their identities.
Balancing Act
Level: 1d6
Effect: You feel an extra spring in your step. For one day, you gain an asset to Speed defense tasks. If cypher level is 5 or higher, you also cannot be stunned or knocked prone. You can activate this cypher immediately if you become stunned or are knocked prone.
Blinding Cloud
Level: 1d6 + 2
Form: Pellet, elemental fragment, or grenade—or for a subtle cypher, a magic spell
Effect: An area within long range is blocked from vision. The effect lasts a number of rounds equal to the cypher level. Roll a d6 to determine the cloud's effects:
d6 | Blinding Cloud Effects |
---|---|
1–2 | Fog: The area is filled with a wet, dense fog. |
3–4 | Smoke: The area is filled with a black smoke that irritates the eyes and lungs of those that breathe it in. |
5 | False Flame: A convincing but ultimately harmless flame burns in the area, deterring creatures whose level doesn't exceed the cypher level from entering it. |
6 | Blinding Light: Creatures within a short range that gaze into the area are blinded until their next turn. |
Bondage Breaker
Level: 1d6 + 4
Effect: You instantly free yourself from anything restricting your movement—a set of manacles, a force field, a heavy load, or a grapple— so long as your restraints' level doesn't exceed that of the cypher. Otherwise, the cypher provides eases the task to escape your restraints by two steps. Upon freezing yourself, you can immediately take another action.
Brainstorm
Level: 1d10
Effect: For one hour, you gain +1 to your Intellect Edge, and you are trained in all tasks related to reasoning, understanding, or learning. If the cypher level is 7 or higher, the bonus is increased to +2. If the cypher level is 10, the bonus is increased to +3.
Brute Force
Level: 1d10
Effect: For one hour, you gain +1 to your Might Edge, and you are trained in all tasks related to breaking, jumping, or climbing. If the cypher level is 7 or higher, the bonus is increased to +2. If the cypher level is 10, the bonus is increased to +3.
Contingency
Level: 1d6
Form: Amulet, rune, or transmitter—or for a subtle cypher, an enchantment or clever ploy
Effect: First, choose an ability that requires an Action to activate or initiate, or a cypher in your possession. Second, choose a condition. When your condition is met, your chosen ability or cypher activates immediately. This cypher continues to count against your cypher limit until the condition is met, and is consumed after activating. Alternatively, you can choose to end this effect early, but the cypher is lost.
Convenient Assistance
Level: 1d6
Effect: A friendly NPC comes to your aid with information, an item, or the expertise that you need to solve a problem. They can come to help you even in an improbable way or situation. Optionally, you can specify an NPC of your choice. Otherwise, the GM dictates an amount of time that must pass before the assistance arrives, up to one day.
Convenient Backfire
Level: 1d6 + 2
Effect: You find and exploit an explosive weakness in a creature or vehicle's equipment, usually something volatile or high tech, for example, a flamethrower, jetpack, or exposed power nacelle. If your attack succeeds, the equipment explodes, inflicting damage equal to the cypher level to the target and all creatures within immediate range (ignoring Armor).
Convenient Barricade
Level: 1d6 + 4
Effect: You create or find a barrier—for example, a thick closed door, a force field, a convenient wall collapse, or even something intangible, like a psychological block—between you and a source of danger. For a number of rounds equal to the cypher level, nothing can bypass the barrier in either direction. You cannot end this effect early.
Convenient cacophony
Level: 1d6
Effect: For ten minutes per cypher level, an area with a short range radius you can see becomes loud due to an external event, for example, grinding machinery, heavy traffic, or howling wolves. Any stealth tasks or attempts to act without drawing attention are eased by two steps, and any speech below a yell cannot be overheard.
Convenient Companion
Level: 1d6
Effect: You befriend a local creature or NPC. The GM determines the nature of the creature or NPC, which should be appropriate for the environment. This creature acts as a level 2 follower. If the cypher level is 5 or higher, the creature is instead a level 3 follower. The creature follows your orders to the best of its ability. After a day, it must part ways with you.
Convenient Cover
Level: 1d6
Effect: You find a source of excellent cover and leap behind it, even if there wasn't any clear sources of cover in your current area. Staying behind the cover eases defense tasks against ranged attacks by two steps, so long as you don't move from your position. The cover can protect a number of human-sized creatures equal to the cypher level.
Convenient Disguise
Level: 1d6
Effect: You quickly find a way to disguise yourself as someone else, over the course of one minute. You can't impersonate a specific individual, but you can pass yourself off as a member of a group or as a different sort of creature than you are. While disguised, you gain two assets towards any deception tasks you make to pass yourself off as something appropriate to the disguise, which lasts for one day.
Convenient Gear
Level: 1d6
Effect: You find or reveal a specialized outfit—for example, a set of scuba gear, a hazmat suit, a space suit, a set of metal armor—and immediately suit up. If the cypher level is 5 or higher, duplicate suits are also provided for your allies.
Convenient Hazard
Level: 1d6 + 2
Effect: You realize there is a level 2 barrel or similar-sized object full of unstable materials in a location of your choice within long range. If struck in any way on a future turn, the object explodes in an immediate radius. Roll a d6 to determine the type of hazard:
d6 | Convenient Hazard |
---|---|
1 | Cryonic: The object unleashes a wave of sub-zero temperature. Any creature in range when it bursts must succeed on a Might defense roll or be frozen solid. This effect lasts for one hour, but a higher level creature can take an action to break free of the ice early. |
2 | Explosive: the object explodes, inflicting damage equal to the cypher level to all targets in immediate range. Even with a successful defense roll, creatures in the area is dealt at least 1 damage, plus 1 damage for each level of Effort spent on increasing damage. |
3 | Sludge: Toxic sludge and heavy gas cover an area within immediate range of it in toxic sludge or gas (your choice). Any creature in range when it bursts that or ends a turn in the area must succeed on a Might defense roll or take Speed damage equal to the cypher level. The area remains toxic for one hour. |
4 | Electricity: A number of arcs of electricity spray in all directions dealing damage equal to the cypher level. Creatures made of metal or wearing metal armor have their defense rolls hindered. |
5 | Sedative: Creatures in the area whose level doesn't exceed the cyphers are put to sleep for 1 hour. |
6 | Radiation: Creatures in the area take damage equal to the cypher level and have all their tasks hindered by two steps for the next day. |
Convenient interloper
Level: 1d6 + 4
Effect: A creature with the motive "hungers for flesh" enters into the current scene from another area. This creature is at least one level above the strongest creature in the current scene or the cypher level (whichever is higher). The new creature attacks a single creature you designate. While the creature is not immediately hostile to you or your party, it may turn its attention toward you in time.
Convenient Landing
Level: 1d6
Effect: You can activate this cypher when falling (no action required). You avoid any damage inflected from the fall, and gain an asset to your next task. If the cypher level is 5 or higher, you can affect any number of creatures within immediate range when you use it.
Convenient Macguffin
Level: 1d6 + 4
Form: Device, curio, or oddity
Effect: You find a single, strange, helpful item of the GM's choice. It might not be immediately helpful, but should be useful to solve a future problem you encounter.
Convenient Mistake
Level: 1d6 + 2
Effect: An enemy creature of your choice whose level doesn't exceed the cypher's takes an action which inadvertently helps you or your allies. The details are up to the GM.
Convenient Passage
Level: 1d6
Effect: You find or reveal a hidden door, underground tunnel, or similar passage into another room or area. Choose a reasonable, if improbable, destination to connect to your current location. You do not need to have previously visited the destination. At most, the secret passage can take you to a location 1 mile (1.5 km) away.
Convenient Research
Level: 1d6
Effect: You find or produce a book, scroll, or other record about one topic of your choice. The book provides an asset to any roll made concerning the subject of the book as long as the character has the book in their possession, can read it, and can devote ten minutes to the task (or twice as long as normal, whichever is greater).
Convenient Shelter
Level: 1d6 + 4
Effect: You find a safe cranny, nook, or hidden area which can hide you and your allies for up to one hour. Creatures whose level does not exceed the cypher cannot find you for the duration.
Convenient Sustenance
Level: 1d6 + 4
Effect: You find out a non-sapient creature you killed or local flora is edible, and salvage enough meat or other provisions to eat, provided you take 10 minutes to prepare it. Eating it restores Might points equal to the cypher level.
Convenient Surveillance
Level: 1d6
Effect: Within the next hour, you uncover evidence of relevant events occurring nearby, for example, through a surveillance system, records, or a eye witness informant. You learn either what is going on in a nearby area, or you learn something that happened in a designated time in the past in your current area.
Convenient survival
Level: 10
Effect: You or creature you witnessed the death of within the last 10 minutes is revealed to have miraculously survived. An NPC is restored to 1 Health, and a PC is restored to 1 Speed Pool point.
Convenient Tools
Level: 1d6
Effect: You produce or discover a set of mundane tools which are perfect for the task at hand. You can complete a building, crafting, or repairing task of your choice, and the tools provide an asset to the task. If the cypher level is 5 or higher, the tools grant you two assets instead.
Convenient Weapon
Level: 1d6 + 4
Effect: You find or otherwise produce an improbable, exotic weapon. You are practiced in its use, and it inflicts damage equal to the cypher level. The GM selects the exact form for the weapon. After it is used for three attacks, the weapon shatters dramatically, melts, explodes, or otherwise enters a state of permanent disrepair.
Copycat
Level: 1d6
Effect: For a number of hours equal to the cypher level, whenever you take the same action as an ally within one round of them, you gain an asset to the task. If the copied action includes a target, you must choose the same target.
Cross Counter
Level: 1d6
Effect: For 1 hour, you can forgo Speed defense rolls against melee attacks. If you do, you gain +1 Armor against the triggering attack, and can immediately make one melee attack against your attacker.
Cypher Amplification
Level: 1d6
Form: Battery, booster, or rune—or for a subtle cypher, an enchantment
Effect: You can use this cypher to maximize the level of a manifest cypher in your possession or that of an all (for example, a cypher with a level of 1d6 + 2 would become level 8). If this cypher's level is 5 or higher, you can maximize the level of two cyphers instead.
Cypher Extension
Level: 1d6 + 4
Form: Coin, card, or contract—or for a subtle cypher, an enchantment
Effect: You gain an artifact with effects identical to a manifest cypher in your possession. The target cypher's level must be a lower than this cypher's level, and it can't produce any permanent effects. The depletion chance of the created artifact is equal to the target cypher's level in 1d10 (for example, if you use this cypher to create a level 3 artifact, its depletion is 3 in 1d10).
Dance Forward
Level: 1d6
Effect: For 1 hour, you adapt your rhythm, easing all tasks requiring grace, balance, or careful movement. If the cypher level is 5 or higher, all such tasks are eased by two steps instead.
Daring Climb
Level: 1d6
Effect: For 10 minutes per cypher level, you can use your action to climb a short distance up, down, or around a natural feature, structure or object of your choice on each of your turns, no roll required. Additionally, you can climb an immediate distance and perform different action on your turn.
Dasher
Level: 1d6
Effect: For one minutes per cypher level, you can move a short distance in addition to taking another action during each of your turns. If the GM requires a check for you to run a distance, you gain two assets on the task.
Deadly Duel
Level: 1d6 + 4
Effect: You enter into a duel with a creature of your choice you can see whose level doesn't exceed the cypher's. Until one of you are knocked unconscious or killed, no one else can interfere.
Defector
Level: 1d6 + 1
Effect: You convince a hostile NPC whose level doesn't exceed the cypher's to defect to your side. The NPC will actively aid you, though there are lines it won't cross depending on its nature and situation—for example, it might be unwilling to directly attack its former comrades or masters. Within one hour, the NPC flees to safety.
Deflect Harm
Level: 1d6
Effect: You can activate this cypher when an ally within immediate range of you is hit by an attack or effect you become the target of the attack instead, but gain +3 Armor against any damage it deals.
Demolition
Level: 1d6
Effect: You can activate this cypher as part of a smashing task—no matter if you are smashing an object or a structure, the task is eased by two steps. If the cypher level is 5 or higher, the task is eased by three steps.
Demoralize
Level: 1d6 + 2
Effect: You call out to a creature with cutting words. The creature must be intelligent, but not necessarily able to understand your language. The creature takes Intellect damage equal to the cypher level, and the first action it takes on its next hindered. If this damage would reduce a creature to 0 health, it flees instead of dying or being knocked out.
Desperate Strike
Level: 1d6
Effect: You make an unarmed attack against a creature no more than twice your size. The attack is hindered, but on a hit, the target is dazed, hindering all their actions by three steps for one round.
Dimensional Folding
Level: 1d6
Form: Edible, silk cloth, or gilded paper—or for a subtle cypher, a magic spell
Effect: For a number of minutes equal to the cypher's level, one of your three dimensions collapses into an extradimensional space. While transformed in this way, you gain an asset to stealth tasks and Speed and Intellect defense tasks, you can move through any available space as long as your remaining two dimensions can squeeze through it, and you take 1 additional damage from physical attacks.
Disposal
Level: 1d6 + 2
Effect: A single, small item disappears from the scene—likely never to be seen again. The method of disposal can be improbable but should be appropriate for the environment and type of object, such as falling to the bottom of a river, malfunctioning, or snapping in half. You can use this to remove an object from the possession of another creature within immediate range with a successful attack roll.
Door Binding
Level: 1d6
Form: Chalk, paint, key, or powder—or for a subtle cypher, a magic spell
-
Effect: Connects a portal (for example, a window or doorway) no more than 10 feet (3 m) in any dimension to another portal for a number of hours equal to the cypher level. Choose the side of destination portal the exit leads to, and a passphrase to cause the two portals. When the passphrase is spoken, both portals open, allowing traversal between the two points for one round. After that, both portals shut, re-engaging any locking mechanisms that were in place before their opening.
Double Damage
Level: 1d6
Effect: You can activate this cypher as part of making an attack with a weapon or activating an ability that inflicts damage, before making your attack roll. If the attack is successful, the attack's damage is doubled.
Double Dragon
Level: 1d6
Effect: You can activate this cypher on your turn (no action required). At any time before the start of your next turn, you can take one additional action.
Effortless
Level: 1d6
Effect: Putting forth Effort takes a little bit less out of you. For one hour, whenever you apply Effort from a Pool, you can apply a free level of Effort. Roll a d10 to determine the pool:
d10 | Pool |
---|---|
1–3 | Might |
4–6 | Speed |
7–9 | Intellect |
10 | All Pools |
En Garde
Level: 1d6
Effect: You can activate this cypher when you roll initiative, at the start of your turn, or in response to an attack (no action required). For one minute, all your defense tasks are eased. Additionally, if an NPC within your reach attemts to move past you, or takes an action you desire to prevent, you can attempt an eased Speed-based task to prevent that action.
Extradimensional Inventory
Level: 1d6
Form: Scraps of cloth, a set of enchanted pouches, sewing needle—or for a subtle cypher, a magic spell
Effect: For one day, a number of willing creatures equal to the cypher level can access any item in each other's inventory. This effect crosses any physical distance, but not across planes of existence, such as recursions, or realities.
First Aid
Level: 1d6
Form: Vial of glowing red liquid, high-quality medkit, or oversized syringe—or for a subtle cypher, a divine touch, magic spell, or display of skill
Effect: You spend ten minutes patching up an ally's wounds, allowing them to make an immediate free recovery roll. For the next day, your healing tasks are eased two steps.
Flagrant Provocation
Level: 1d6
Effect: You mock or anger a creature, who then focuses its attention on you. For the next minute, the creature is hostile to you if it wasn't already, and attacks only you. Even a previously friendly creature will attack until you are debilitated, though they probably won't kill you. To observers, it may appear that they attacked you unprovoked (the GM can require an additional deception task for this effect).
Floatstep
Level: 1d6
Form: Feathered charm, circlet of clouds, or a hunk of floatstone—or for a subtle cypher, a magic spell
Effect: For one hour, you ignore difficult terrain and uneven ground. Your steps are silent and you cannot set off pressure plates, tripwires, or similar traps. You gain an asset to all jumping tasks, and any falling damage you take is reduced by half. If the level of the cypher is 5 or higher, you cause the cypher to affect up to four other willing creatures within immediate range.
Fortification
Level: 1d6
Form: Inoculation, injection, or a hearty soup—or for a subtle cypher, a spell, blessing or enchantment
Effect: For one day, you are trained in Might defense, and each time you make a recovery roll, you can roll twice and select the higher result. If the cypher level is 5 or higher, you are immune to poison and disease, and if you are affected by a poison or disease when you activate the cypher, you are cured of its effects.
Full Fury
Level: 1d6
Effect: You gain +1 Might Edge, +1 Speed Edge, and +2 Armor for one minute. If the cypher level is 5 or higher, these bonuses increase to +2 Might Edge, +2 Speed Edge, and +3 Armor. Either way, your Speed defense rolls are Hindered for the same duration. You can end the effect early (no action required).
Good Impression
Level: 1d6
Effect: You primp, prepare, and collect yourself. For a number of hours equal to the cypher level, all pleasant social interactions and tasks to make a good first impression are eased. If the cypher level is 5 or higher, such tasks are eased two steps.
Haste
Level: 1d10
Form: Cog, hourglass, sundial, or watch—or for a subtle cypher, a magic spell
Effect: For the next minute, you can take an additional hasted action on each of your turns (including the turn you use this cypher). When you take this additional action, you can't apply Effort or Edge. If the cypher level is 8 or higher, you can apply either your Effort or Edge to the hasted action, but not both. If the cypher level is 10, you can apply both Effort and Edge to the hasted action.
Healing Factor
Level: 1d6 + 4
Form: Device, injection, pill, or potion—or for a subtle cypher, a magic spell
Effect: For a number of rounds equal to the cypher level, you restore 2 points to your Might Pool at the start of each of your turns, and you cannot drop on the damage track. When the effect ends, you drop on the damage track normally based on the status of your Pools.
Hell-bent
Level: 1d6
Effect: You single-mindedly pursue a goal of your choice. For a number of hours equal to the cypher level, tasks that push you towards achieving that goal gain an asset, but all other tasks are hindered. If the cypher's level is 5 or higher, you such tasks gain two assets instead, and all other tasks are hindered by two steps. You can end this effect early at any time.
Honeyed Words
Level: 1d6
Effect: You gain incredible insight as to what an NPC you can observe wants or needs. For the next ten minutes, your deception and persuasion tasks made toward that target gain an asset. If the cypher level is 5 or higher, you gain two assets instead.
Hotwire
Level: 1d6 + 3
Effect: You gain access—or activate in an intentional manner—a vehicle, device, mechanism, or lock, whose level equal to or less than the cypher's. If the object is in a state of disrepair, you can temporarily restore functionality to such a device for a number of minutes equal to the cypher level.
Impeccable Toss
Level: 10
Effect: You throw an object, and it lands anywhere within long range you can see—exactly where you want it, how you want it, and following exactly whatever trajectory you choose, including any required ricochets, falls, or other changes along the way. If a creature is willing to catch the thrown object, you can designate them instead (without requiring a roll).
Inescapable Sight
Level: 1d6 + 4
Effect: For one hour per cypher level, you ignore any penalties to sight due to darkness, obscuring fog, deep water, or anything else which would obstruct your vision. You even can see fine details (up to a difficulty equal to he cypher level) within short range.
Inscription of Enmity
Level: 1d6 + 4
Form: Trinket, rune, or drop of a loved one's blood—or for a subtle cypher, a vow of vengeance
Effect: When you use this cypher, you designate—and customize—a melee weapon or piece of ammunition, as well as a creature you intend to kill with it. The first time you use the weapon or ammunition to attack that creature, the attack is eased by a number of steps equal to the cypher level, and on a hit, it inflicts additional damage equal to the cypher level. If you—or anyone else—uses the item to attack anything else, the effect ends.
Inspirit Ally
Level: 1d6
Effect: Choose an ally who can see or hear you. You cheer, encourage, inspire, or approvingly acknowledge them in your own unique way. One task they attempt before the start of your next turn is eased by two steps.
Interrogate
Level: 1d6 + 1
Effect: You question an NPC who can hear you whose level doesn't exceed the cypher's. The NPC answers three questions you ask them truthfully, and to the best of their ability. If the NPC is hostile, they answer only one question before resuming their hostilities.
Intuitive Insight
Level: 1d6
Effect: You notice, learn, or discover something about your current situation or location. The GM provides you with relevant, useful, and reliable information. You can ask the GM to determine the information on their own, or you can ask the GM one question relevant to your immediate situation, which they must answer truthfully with a simple, non-cryptic response.
Iron Gut
Level: 1d6
Effect: You can eat or drink anything that isn't obviously poisonous, provided you can either chew it or swallow it outright, and do not suffer any ill effects for doing so.
Keratin Enhancer
Level: 1d6
Form: Comb, delicate netting, or ball of twine—or for a subtle cypher, a magic spell or curse
-
Effect: You cause your hair, or that of a willing creature within your reach—including body hair—to grow, change color or texture, and to reposition itself into a coif of your liking, for example, you can instantly grow a beard or a fantastic puff of chest hair. The new arrangement is permanent until the hair it creates is shorn.
Alternately, you can target an unwilling living creature within an immediate distance with the cypher's effects, causing wild growths of hair, nails—including horns, or scales if appropriate—into an uncomfortable tangled mess, blinding the creature, and reducing their movement speed by half. These effects last for 1 hour per cypher level. A creature can attempt a Might action with a difficulty against the cypher's level to end the effects early.
Kinetic Thunderball
Level: 1d6 + 2
Form: Clockwork toy, gyroscope, marble, or humming orb—or for a subtle cypher, an enchantment
-
Effect: A sphere of sonic energy appears in an immediate radius around you, enveloping willing creatures of your choice. The sphere lasts for 1 minute. Passengers inside the sphere can use their action to roll the sphere in a direction of their choosing (the GM assigns the difficulty based on maneuvering the sphere's bulk through the terrain). If the sphere collides with a creature or object, it inflicts damage equal to the cypher level.
The sphere has health equal to 3 times the cypher level. The sphere—and its passengers—are immune to falling damage, and any damage from physical collisions—all kinetic energy applied to the sphere affects only the sphere's trajectory. If the sphere is reduced to 0 health, the effects end early.
Leverage
Level: 1d6 + 4
Form: Belt, gloves, or rope and counterweight— or for a subtle cypher, a magic spell
Effect: You can use this cypher as a part of any task to lift, shove, push, or drag an object. On that task, and for a number of rounds afterward equal to the cypher level, you succeed automatically on such task whose difficulty is equal to or lower than the cypher level. Any other such tasks are eased by two steps.
Lie Detector
Level: 1d6 + 2
Effect: For one hour, you can tell when a creature knowingly lies to you, provided that creature's level is less than the cypher level. You cannot detect lies by omission or unintended lies due to a creature's lack of knowledge, nor do you gain any special insight as to what others might be concealing.
Locks of Love
Level: 1d6
Form: Braid of hair, locket, photograph, or other token from a great love—or for a subtle cypher, a prayer
Effect: These braided or tied locks of hair are blessed by the bond of true love. You can burn the locks as a part of a one- or ten-hour recovery roll, consuming and destroying them. When the ritual is complete, the creature that donated their hair to create the braid knows it, and you are energized by your connection to them. For the next 24 hours, all your tasks are eased by one step.
Makeshift Construction
Level: 1d6
Effect: You quickly craft or repair an object whose level doesn't exceed the cypher's, provided you have access to at least primitive tools and materials to construct it. The process takes no more than 1 hour per crafting level. The object is of serviceable, but questionable quality. When performing tasks with it, the GM intrusion range increase by 1, and continues to increase regular intervals determined by the GM.
Mark for Death
Level: 1d6
Effect: You mark a creature that you can see for death. Each time that creature takes damage while you are within long range of it, it takes 1 additional point of damage. If the cypher level is level 3 or higher, the target takes 2 additional points of damage instead. If the cypher level is 5 or higher, the target takes 3 additional points of damage instead. This effect is permanent.
Meat Glue
Level: 1d6 + 2
Form: Tube of sticky red paste, macabre surgical tools, or injected serum—or for a subtle cypher, an unholy fleshgraft
-
Effect: Re-attaches and heal the wounds from a severed body part. The glue sets in one minute, during which time limb must be held firmly in place. If a target died within ten minutes due to decapitation or blood loss, they return to life and divide a number of points equal to the cypher level among their Pools (or Health).
Alternatively, you can attach a limb to yourself or another creature. The limb obeys your commands, but any tasks it performs are hindered. After a number of hours equal to the cypher level, the limb detaches and dies.
Mental Focus
Level: 1d6
Effect: For one day, you gain an asset to Intellect defense rolls. If the level of the Cypher level is 5 or higher, you are immune to fear effects or anything which would control your actions. You can activate this cypher even when under a fear or mind control effect, ending that effect on you.
Mental Fortress
Level: 1d6
Effect: For one hour, you gain +1 to your Intellect Edge, and you gain +2 Armor against mental attacks.
Moment of Truth
Level: 1d6
Effect: You can activate this cypher as part of any task (no action required). You cannot spend Effort to ease the task, only to increase damage or for other effects appropriate to the task. If the die's result is 1–10, it becomes a 1. If the die's result is 11–20, it becomes a 20. The result is final and cannot be rerolled for any reason short of a GM intrusion.
Momentum
Level: 1d6
Effect: For a number of hours equal to the cypher level, when you spend Effort on a movement task such as running, climbing, or swimming, you apply the same amount as free levels of Effort on a task you perform on your next turn.
Monkeywrench
Level: 1d6 + 3
Effect: You disturb a piece of advanced technology, magical spell, or supernatural effect, which malfunctions. If the cypher level exceeds that of the target, it ceases to function harmlessly. If the object or effect's level is higher than the cypher's, it behaves in unpredictable ways, resulting in a free GM intrusion. After this, a target object enters a state of disrepair, and a targeted the effect ends.
Multitask
Level: 1d6
Effect: For ten minutes, you can act as if you have a free hand even if you don't, and you can take an additional non-combat action on your turn—for example, hacking a computer while participating in a gunfight.
Nondescript
Level: 1d6 + 2
Effect: When you activate this cypher, you aren't quite invisible, but you are unremarkable and able to keep a low profile. You can be seen and heard, but NPCs whose level doesn't exceed the cypher's pay you no mind and deem you unimportant. The effect lasts for ten minutes, or until you attack or use a special ability, or take a noticeable action.
Oldest Trick in the Book
Level: 1d6 + 2
Effect: You misdirect a creature that understands your words or gestures, and whose level doesn't exceed the cypher level. The next attack made against them is eased by two steps. If no attack is made against the creature, it take no action on their next turn. The effect lasts until the end of your next turn.
One-Liner
Level: 1d6
Effect: Immediately after you take down a foe or succeed at a non-combat task, you make a witty quip that grants each ally that can hear you an asset on their next task. If the cypher is level 5 or higher, you grant two assets to their next task instead.
Open Sesame
Level: 1d6 + 2
Effect: You gain access to a secure door, portal, vault, or data system whose level doesn't exceed the cypher's, provided you have an appropriate available physical access point, such as a keyhole or access terminal.
Overload
Level: 1d6
Effect: You can activate this cypher at the start of a turn (no action required). For a number of rounds equal to the cypher level, you gain a bonus to your Might, Speed, or Intellect Edge (your choice) equal to the cypher level, but that stat Pool's maximum is reduced by the same amount. The reduction remains until you finish a 10-hour recovery roll.
Overstimulated
Level: 1d10
Effect: Eases the user's next action taken by three steps. If the cypher level is 6 or higher, the benefit extends to the user's next two actions. If the cypher level is 10, the benefit applies to the user's next three actions.
Part of the Plan
Level: 1d6
Effect: You can activate this cypher in response to an action undertaken by an NPC or the events of a GM intrusion—including one you triggered by rolling a 1 on a d20. You declare that this has been your plan all along, and your next two tasks are eased by two steps.
Pixie Dust
Level: 1d6
Form: Bag of sparkling, faintly glowing dust—or for a subtle cypher, an burst of wild magic
-
Effect: You can throw this bag of dust at target up to a short distance. On a hit, roll a d20 and consult the Pixie Dust Effects table.
d20 | Pixie Dust Effects |
---|---|
1 | The target is wreathed in light, glowing faintly. They are clearly visible in darkness, and cannot become invisible. |
2 | The dust is loud—the target and all creatures within an immediate distance of it take sonic damage equal to the cypher level. |
3 | Roll a d20. On a 1–10, the target shrinks to half its size and its might actions are hindered and it substracts the cypher's level from its damage rolls. On a 11–20, the target's dize is doubled, and its might actions and eased, and it deals additional damage equal to the cypher level. These effects last for a number of rounds equal to the cypher level. |
4 | The target sneezes, causing a great wind to erupt from it in a random direction determined by the GM. Creatures in the wind's path must succeed on a Might defense roll against the cypher level or be knocked prone. |
5 | The target's skin, hair, pigment, or other coloration shift to new, random hues. This effect is permanent. |
6 | The target's shadow detaches and attempts to flee. This effect is permanent. |
7 | The target's eyes, ears and other sensory organs double in size. They gain an asset to perception tasks. This effect is permanent. |
8 | The target spends their next turn expelling live frogs from their mouth, unable to do anything else. |
9 | The target becomes confused, acting randomly (at the GM's discretion). The creature's damage rolls inflict additional magical damage equal to the cypher level, which ignores Armor. |
10 | The target becomes inert, asleep, or deactivated for ten minutes per cypher level. |
11 | The target takes poison damage equal to the cypher level. Additionally, whenever they breathe or speak, colorful, glowing bubbles erupt from their nose and mouth whenever they breathe or speak, hindering stealth tasks. This effect lasts for a number of weeks equal to the cypher level. |
12 | The target is petrified, turned to stone for a number of rounds equal to the cypher level. |
13 | The target can speak only their first language, and cannot knowingly tell a lie. These effects last for a number of minutes equal to the cypher level. |
14 | The target is wreathed with static. dealing electricity damage equal to the cypher level to all other creatures within an immediate distance (but not the target). |
15 | The target takes damage equal to the cypher level and loses its balance. Try as it might on its next turn, it cannot stand back up. |
16 | The target gains a strange compulsion. If the creature speaks, reads, or hears your name, they spend their action on their next turn removing an piece of equipment or clothing they are wearing or carrying. The effects last for a number of minutes equal to the cypher level. |
17 | The target becomes invisible for a number of minutes equal to the cypher level, or until it attacks or casts a spell. |
18 | The target can fly a short distance each round. The effects last for 10 minutes per cypher level. |
19 | The target can perform one additional action each round, but can't use this additional action to perform an action they took the previous turn. These effects last for 1 minute per cypher level. |
20 | The target's body becomes translucent, revealing their internal systems and organs for a number of minutes equal to the cypher level. Attack rolls of 17–18 against the creature create a Minor effect, and attack rolls of 19–20 against it create a major effect. |
Plot Armor
Level: 1d6
Effect: For one minute per cypher level, you gain +3 Armor (including against ambient damage and mental attacks that usually ignore Armor), you can't die or drop on the damage track, and your Speed Pool can't be reduced lower than 1.
Polliwog
Level: 1d6
Form: Potion of glowing green liquid, puffy mushroom—or for a subtle cypher, a hex
-
Effect: You target a creature you can see within short range. If you succeed in your attack, roll a d10, and consult the Polliwog Effects table. Once each hour, the target can attempt a Might action to end the effects, which subside on their own within a day. Just before each attempt, the target momentarily returns to their original form.
d20 | Polliwog Effects |
---|---|
1–4 | The target assumes the form of a frog. |
5–7 | The target assumes the form of a giant frog. |
8–10 | The target's head becomes that of a frog's—and it has the intelligence of a frog. It cannot speak, except to other frogs, and it gains an asset to interactions with them. |
11–13 | The target's eyes bulge, its voice becomes a hoarse croak, and it grows webbing between its fingers and toes. It can breathe air and water, it gains an asset to swimming tasks, and it can jump a short distance on its turn, even without a running start. In this state, social interaction tasks are hindered. |
14–16 | Its mouth becomes a wide, froggy grimace. It can make unarmed strikes within a short range with its tongue, which inflict 3 damage on a hit. However, it is also compelled to attempt to eat small creatures near it. |
18–19 | The effects are delayed by one minute, during which the target remains in its normal form. |
20 | The target assume the form and mentality of an angry swamp womp. |
Precision Strikes
Level: 1d10
Effect: You attack with increased precision and accuracy. For the next minutes, your Speed-based attacks inflict 1 additional damage. If this cypher level is 7 or higher, your Speed-based attacks deal inflict 2 additional damage instead. If the cypher level is 10, your Speed-based attacks deal inflict 3 additional damage instead.
Premonition
Level: 1d6
Effect: When you use this cypher, describe a course of action your character might take. The GM will give you a truthful prediction, based on the likely results of that action: good, bad, good and bad, or neutral. If the cypher level is 5 or higher, the GM reveals one piece of specific relevant information about the outcome.
Quickdream
Level: 1d6
Form: Powder, circlet, or pillow—or for a subtle cypher, a mind-meld
-
Effect: You fall asleep, choosing a creature you know. If the target is asleep, you enter their dreams, and you can wait inside the dream realm for them to fall asleep, or leave a message the target will receive when they do. In the dream, you can't damage physically, but you can make mental attacks. If the target tries to wake up on their own, you must succeed on an Intellect task to maintain the connection. The effects last for number of hours equal to the cypher level, but you can end the effect early using your action, immediately waking.
Rallying Cry
Level: 1d6 + 1
Effect: You cheer on your allies who can hear you with a short speech or anecdote that bolsters their morale. Each friendly creature other than you in the area who can understand you regains Intellect points equal to the cypher level.
Ray Emitter (Perspective)
Level: 1d10
Effect: Allows the user to project a ray of strange energy up to very long range that causes a living target's consciousness to align with their own. For the duration, the creature experiences the world with the user's perspective, thinking about the world and their surroundings as the user does. The creatures takes no actions that would directly harm or undermine the user, and the user gains two assets on pleasant social interactions with the target. The effects last for 1 minute per cypher level.
Ray of Hope
Level: 1d6 + 2
Effect: You can activate this cypher when you or an ally rolls a 20 on a task (no action required). When you do, designate youself or the ally who rolled the 20 as the recipient. The recipient can restore a number of points to their Pools equal to the cypher's level, dividing among their Pools however they wish.
Reach Beyond
Level: 1d6
Effect: For ten minutes per cypher level, you can use one ability of your choice available to your Type or Focus at your current tier or one higher. The first time you use the ability, the task is eased by two steps.
Rebuild
Level: 1d6 + 2
Effect: A broken installation, object, or vehicle you can touch is repaired to full functionality. The process takes up to an hour (determined by the GM). If this cypher is used on a creature, such as an automaton or a cyborg, it instead restores a number of Might points equal to the cypher level.
Recall Knowledge
Level: 1d6
Effect: You recall time spent studying or in a similar high-focus activity. For 1 hour, any tasks requiring intense thought, focus, or dedication are eased. If the cypher level is 3 or 3, or higher, ease all such tasks by two steps. If the cypher level is 5 or higher, ease all such tasks by three steps.
Recovery
Level: 1d6
Effect: You make a free recovery roll, and gain +3 Armor until the start of your next turn.
Revitalize
Level: 1d6 + 2
Effect: You restore points to your a Pool equal to the cypher level. Roll a d10 to determine the Pool:
d10 | Pool |
---|---|
1–3 | Might |
4–6 | Speed |
7–9 | Intellect |
10 | All Pools |
Ricochet
Level: 1d6
Effect: You can activate this cypher when you miss with a ranged attack using a physical projectile. The projectile ricochets off nearby walls or objects, striking the original target. This attack automatically hits, and inflicts additional damage equal to the cypher level.
Rumour Mill
Level: 1d6 + 1
Effect: You say something—true or not—about a particular person or group. Creatures who hear and understand your words and whose level does not exceed the cypher's believe the statement until it is otherwise proven untrue.
Sapping Strike
Level: 1d6 + 1
Effect: You can activate this cypher as part of an attack with a weapon. On a hit, the target suffers a severe wound instead of taking damage normally. For a number of rounds equal to the cypher level, the target takes 2 points of ambient damage at the start of each of its turns, and all attacks against it are eased. A creature whose level exceeds the cypher level can use its action to end the effect early.
Savage Strikes
Level: 1d10
Effect: You can activate this cypher as part of making an attack. For the next ten minutes, your melee attacks inflict an additional +1 damage. If this cypher level is 7 or higher, your attacks inflicts an additional +2 damage instead. If this cypher level is 10, your attacks inflicts an additional +3 damage instead.
Secret Pocket
Level: 1d6
Form: Pouch, portable hole, sewing needle, or paper polyhedron—or for a subtle cypher, an enchantment
Effect: When you use this cypher, designate number of objects equal to the cypher level in your possession. For one day, your chosen objects are treated as hidden and undetected while stowed, and can be retrieved by you, even in improbable moments, including when it isn't your turn.
Serendipity
Level: 1d6
Effect: You reveal a single, but useful mundane item no larger than 2 feet (61 cm), such as a knife or a bundle of rope. The item cannot be unique (such as a one of a kind key, or specific person's diary).
Severing Strike
Level: 1d6 + 2
Effect: When you a hit a creature or object no more than twice your size with a weapon, you can immediately activate this cypher to sever a limb from the target if it is a creature, or slice it in two if it is an object. The target's level must be lower than the cypher level.
Showstopper
Level: 1d6 + 1
Effect: You gain the enraptured attention of creatures and NPCs whose level doesn't exceed the cypher's. You can attempt an Intellect-based task to enrapture any others, which the cypher eases by two steps. Enraptured creatures' perception tasks are hindered two steps. To maintain the effect, you must use your action to speak, sing, dance, or otherwise hold the creatures' attention. So long as you do nothing else and the enraptured creatures are not aware of any attacks made against their number, they pay attention to you and delay any other actions for up to an hour.
Sinister Gift
Level: 1d6 + 2
Effect: When you activate this cypher and offer a single item as a gift to an NPC whose level doesn't exceed the cypher's. So long as the gift doesn't appear immediately harmful, the NPC accepts it without suspicion, even if they are otherwise hostile to you, without requiring a roll. You also gain an asset on persuasion tasks directly related to the gift.
Staggering Strike
Level: 1d6
Effect: You can activate this cypher as part of an attack. If it hits, you push the target up to a short distance away from you. If the pushed creature collides with an object structure, it takes 2 additional points of damage, ignoring Armor. If it collides with a fragile or otherwise destructible object its own level or lower, the additional damage increases to 4 points, and the object is destroyed.
Stakeout
Level: 1d6
Effect: You quickly scan over a creature or container within short range. You learn all objects held and carried by the creature, or all contents of the container, without requiring a roll.
Stalwart
Level: 1d6
Effect: For one day, if you have taken damage since your last turn, you gain an asset to a task you perform on your current turn.
Steel Yourself
Level: 1d6
Effect: You can activate this cypher as part of making an attack with a weapon or activating an ability that inflicts damage, before making your attack roll. If the attack is successful, and inflicts at least 1 point of damage to the target, you restore points to your Intellect Pool equal to the cypher level.
Strike First
Level: 10
Effect: You can activate this cypher instead of rolling initiative. You act first in the encounter, regardless of opponents' levels or allies' rolls, and on your first turn, you can take one additional action.
Sudden Chasm
Level: 1d6 + 4
Effect: Choose a creature or object you can see. A chasm up to 1 mile across opens between you. Jumping across the chasm is a task with a difficulty equal to the cypher level.
Sudden Collapse
Level: 1d6 + 1
Effect: Rocks, debris, a shattered ceiling, or a similar effect crushes an area within immediate radius of a point you can see within long range. All creatures within the area take damage equal to the cyphers level. The area becomes difficult terrain, hindering all movement based tasks (including normal movement) by two steps.
Sudden Departure
Level: 1d6 + 4
Effect: A creature or number of creatures whose total combined levels don't exceed the cypher's suddenly realize they have other matters to attend to. A creature remembers something it needs to do, or a distraction draws its attention away. It immediately leaves the scene in the most expeditious route possible. If attacked while fleeing, this effect ends for all fleeing creatures.
Sudden Entrapment
Level: 1d6 + 2
Effect: You reveal that you set up a trap when no one was looking—and it activates, targeting a single enemy. The trap can be improbable, but should be appropriate for the environment. The trap can either inflict damage equal to the cypher level, or immobilize the target for up to ten minutes. A creature whose level exceeds the cypher level can use it's action to break free.
Sudden Gust
Level: 1d6 + 4
Effect: A strong, sudden gust of wind buffets everything within very long range of you, blowing around loose, unattended objects and extinguishing unprotected flames. Perception tasks related to hearing are hindered two steps due to the noise. This wind lasts a number of rounds equal to the cypher level.
Sudden Impact
Level: 1d6 + 4
Effect: A heavy creature or object up to 30 feet (9 m) in length slams into a point you designate within long range. The GM chooses the exact form of the source and results of the impact, which must be appropriate to the environment, but can be improbable—for example, a city bus, escaped rhinoceros, or falling meteorite. Any creatures struck by the impact take damage equal to the cypher level, and any objects or structures are likely destroyed or heavily damaged.
Sudden Inferno
Level: 1d6 + 3
Effect: A raging fire starts, which quickly spreads to cover an area up to a long range away over the course of one round, no matter how unlikely or how few apparently flammable items were in the area. Any creature that ends a turn within the flames takes ambient damage equal to the cypher level. The fire burns out after ten minutes.
Sudden Lethargy
Level: 1d6 + 4
Effect: A creature you can see within long range becomes lethargic for one minute. The creature's can move or take an action, but not both. If the creature is higher level than the cypher, it can use an action to regain its composure.
Sudden Storm
Level: 1d10
Effect: In 1 hour, the area within a one mile (1.5 km) radius per cypher level is affected by severe weather, for example rain, thunder, snow, hail, or sand. The storm should be appropriate for the climate and time of year, but can be improbable at the GM's discretion. The storm lasts for a number of hours equal to the cypher level.
Sudden Switcheroo
Level: 1d6 + 2
-
Effect: You swap places with one willing creature within 1 mile (1.5 km) of you. You must know where the target is, and the cypher cannot teleport through energy barriers of a higher level than the cypher's.
Sudden Tremor
Level: 1d6
Effect: The area within long range rocks violently, due to an earthquake, rough wave, or large-scale collision. Each creature within very long range of you (including you) takes ambient damage equal to half the cypher level (rounded up), and must succeed on a Might defense task or fall prone. Fragile objects within the area (for example, pottery or windows) shatter. Difficult terrain becomes scattered throughout the area.
Sudden Tribute
Level: 1d6
Effect: A friendly NPC grants you something within their their means to give. The GM chooses the specific item. Roll a d100 to determine nature of the gift:
d100 | Tribute Item |
---|---|
01–40 | Expensive item |
41–65 | Very expensive item |
66–85 | Cypher |
86–93 | Exorbitant item |
94–98 | Artifact |
99–00 | Priceless item |
Swirling Strikes
Level: 1d6
Effect: Once on your turn when you take down a foe with a melee weapon or unarmed strike, you can immediately make another attack against a new foe within your reach. If the cypher level is 5 or higher, you can need only hit a creature to make this additional attack. The cypher's effects persist for 10 minutes.
Taunting Words
Level: 1d6 + 2
Effect: You call out a particularly cutting insult to a creature. The creature must be able to understand at least one language, but not necessarily the one you are speaking. The creature takes Intellect damage equal to the cypher level (which can't reduce a creature to 0 health), and its attacks against anyone other than you are hindered until it hits you with an attack.
Teamwork
Level: 1d6
Effect: You can activate this cypher as part of helping an ally with a task. In addition to the normal benefits of helping, your ally can reroll the die once, taking the higher result.
Temporary Combat Expertise
Level: 1d6
-
Effect: For one day, you become trained in your choice of the following tasks:
- Attacks with one weapon type of your choice, choosing from light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged
- One special ability which inflicts damage
- One type of defense task, choosing from Might, Speed, or Intellect
If the cypher level is 5 or higher, you can choose two such tasks, or one task to become specialized in.
Temporary Expertise
Level: 1d6
Effect: You choose any skill other than attacks or defense. For one day, you are trained in that task. If this cypher level is 5 or higher, you can either choose two skills to become trained in, or one skill to become specialized in.
Tenacious Defense
Level: 1d10
Effect: Your grit, determination, and tenacity favor you, causing you to take less harm. You gain +1 Armor for one hour. If the cypher level is 7 or higher, you gain +2 Armor instead. If the cypher level is 10, you gain +3 Armor instead.
Thieving Strike
Level: 1d6 + 1
Effect: You reach out and strike a foe with an unarmed attack using a free hand. If this attack is successful, you can inflicts damage equal to the cypher level instead of your normal unarmed attack's damage. In addition, if the attack is successful, you can steal one item of your choice that is worn, held, or carried by the target.
Tireless
Level: 1d6
Effect: For 1 hour, you gain +2 to your Speed Edge, and +2 Armor against Speed damage.
Tomfoolery
Level: 1d6
Effect: You can activate this cypher as part of a Speed defense task, gaining two assets on the task and any similar tasks for the next minute, or until you attack another creature. Any time you succeed a speed defense roll, you cause the attack to target a different creature within immediate range of you.
Treacherous Gambit
Level: 1d6
Effort: You can expend this cypher before you roll for any non-combat task, causing a Major Effect on a success, or a GM intrusion on a failure.
Treasure Hunter
Level: 1d6 + 3
Effect: You immediately find any hidden objects, doorways, or traps within a short range whose level doesn't exceed the cypher's.
Triple Jump
Level: 1d6
Effect: You can activate this cypher as a part of any jumping task. The task is eased by three steps.
Triumph
Level: 1d6
Effect: You can activate this cypher before you roll for a task (no action required). The outcome on the die becomes a 19. If the cypher level is 5 or higher, the outcome on the die becomes a 20.
Trust Your Gut
Level: 1d6
Effect: You state a specific goal, you ask the GM to provides a hint towards the right direction to accomplish that task. If the cypher level is 5 or higher, the GM instead provides you with a specific location or course of action.
Ultimate Endurance
Level: 1d6
Effect: For the next minute, you ignore any effect which would reduce your effectiveness, such as poison, exhaustion, or mental control. You also ignore any negative penalties due to the Damage Track. If you would die, your fate is sealed, but your death is delayed until the cypher's effects ends.
Ultra-Instinct
Level: 1d6 + 2
Effect: For ten minutes, you are specialized in parkour, jumping, and acrobatics, and your unarmed attacks can't inflict less damage than the cypher level.
Uneasy Truce
Level: 1d6
Effect: You can use this cypher during a conversation with an NPC, provided neither of you are in combat. For the duration of the negotiation, the NPC does not lie outright, and will keep up their end of any agreements made to the best of their ability, so long as you and your allies do the same. If the cypher level is 5 or higher, the effects extend to any number of negotiating NPCs.
Unexpected Power
Level: 1d6 + 4
Effect: You can use this cypher when you activate or initiate an ability. When you do, you can modify the ability on the fly at a difficulty equal to the cypher level without requiring a roll.
Unstoppable
Level: 1d6
Effect: For one hour, you gain +1 to your Might Edge and +2 Armor.
Vermin Swarm
Level: 1d6 + 2
Form: Hunk of cheese, mousetrap, bit of flesh, or rotten egg—or for a subtle cypher, a conjuration
Effect: A swarm of rats, (or other similar vermin appropriate for the environment) burst forth from the ground or a wall at any point you choose within long range. The vermin are level 1 creatures, but will scratch and bite any creature within immediate range of them, inflicting damage equal to the cypher level each round and hindering all tasks in the area. After a number of rounds equal to the cypher level, the swarm will disperse, scattering in all directions.
Vigilance
Level: 1d6
Effect: For one day, you gain an asset to initiative and perception tasks.
Voice Thief
Level: 1d6
Form: Dictaphone, silk glove, or seashell—or for a subtle cypher, a magic spell or curse
-
Effect: You steal the voice of a creature within short range. For the next 24 hours, the creature cannot speak or make any sound from its mouth, and you can speak with a perfect facsimile of the creature's voice when you desire it. You can speak languages you know, or any language the creature you stole the voice from knows, although you have no special ability to understand any responses in languages you do not know yourself.
Weak Point
Level: 1d6
Effect: When you activate this cypher, you can target a specific part of a creature's body or an object. You immediately attack the target using a weapon, gaining two assets to the attack roll. If the attack hits, the GM determines the effects of your attack, which are equivalent to a Minor Effect.
Wonder Clock
Level: 10
Form: Miniature grandfather clock, platinum sundial, hourglass pendant, or wristwatch—or for a subtle cypher, a magic ritual
-
Effect: Activating this cypher takes 10 minutes, at the end of which, you anchor your essence to the current coordinates of your timeline, creating a waypoint for your possible return. For a number of hours equal to ten times the cypher level, you can use an action to return to your waypoint. When you use the cypher, you can also set conditions that would trigger a return to your waypoint (for example, your death, the failure of a particular objective, or a spoken codeword). When you return, you retain all memories of your experiences.
Wing Clip
Level: 1d6 + 1
Effect: You can activate this cypher a part of attacking a flying creature within long range. If the attack hits, the target falls to the ground, and cannot fly again for a number of rounds equal to the cypher level.
Chapter 10 Artifacts
A Listing of Various Artifacts
d100 | Artifact |
---|---|
01–09 | Batpack |
10–18 | Dapper Duds |
19–27 | Eavesdrops |
28–36 | Love Magnet |
37–45 | Magnetic Weapon |
46–54 | Ozalid Folio |
55–63 | Petrified Acorns |
64–72 | Retro-Causality Weapon |
73–81 | Rival's Gaming Sets |
92–90 | Seatbelt |
91–00 | Talking Ammunition |
Batpack
Level: 1d6
Form: Stylish leather backpack with tooled glyphed designs and two small protruding bat-like wings from the sides
Effect: You can use the pack in any of the following three ways:
- Bat-Senses. For 1 hour, you gain an asset to hearing tasks, and you can sense your environment within a short distance regardless of your ability to see. You can comprehend and verbally communicate with bats, and you gain an asset on tasks to interact with them.
- Bat-Flight. For 10 minutes, you can fly a short distance each turn for 10 minutes per artifact level. You can't carry other creatures with you.
- Bat-Transformation. For 1 hour, you assume the form of a bat. If your bat form is reduced to 0 health, you revert to your normal form immediately, taking any remainder of the damage inflicted.
You can use the Bat-senses and Bat-flight options simultaneously, but must roll twice on the depletion table to do so.
Depletion: 1 in 1d20
Dapper Duds
Level: 1d6
Form: Slacks, a jacket, a shirt, and an array of optional accessories: a vest, a tie, a tie clip, a pocket square, a pair of cufflinks, a pair of socks, and a pair of shoes
-
Effect: While worn without any armor, you gain +1 Armor against Intellect Damage. You can use an action to alter the garments' appearance, fabric texture, or details, for example: adding a frilled cuff to a shirt, changing the jacket from velvet single-breasted to pinstripe linen double-breasted, and the tie from a paisley cotton to a solid silk. The retailoring process takes 1 minute. If you remove the clothes, you can command them to clean and mend themselves. After 10 minutes, the garments neatly press, fold, and—if a suitable peg or hangar is available—hang themselves.
Depletion: 1 in 1d100
Eavesdrops
Level: 1d6
Form: Medicine dropper
Effect: By placing one droplet in each ear, you heighten your ability to hear over great distances through cluttered environments. For the next 10 minutes, you can use your action to create an invisible sensor within long range anywhere you can see. While doing so, you are deafened to your own surroundings, and hear as if you were in the sensor's space out to a 3-foot (1 m) radius. On your turn, you can move the sensor, or abandon the sensor and create a new one.
Depletion: 1 in 1d6
Love Magnet
Level: 1d6 + 4
Form: Horseshoe-shaped lump of brown iron
Effect: Activate this trinket as part of any pleasant social interaction to gain two assets to the task.
Depletion: 1 in 1d10
Magnetic Weapon
Level: 1d6
Form: Any metal melee weapon
Effect: Provides an asset on attack rolls against ferrous metal objects and creatures wearing wearing ferrous metal armor (or that are made of the stuff). While within long range of such an object or creature, you can mark such a creature or object you can see. For the next 1 hour, you know the general direction toward the obect, so long as it remains on the same plane of existence as you.
Depletion: 1 in 1d20 (check each time used to provide an asset to an attack, or to mark a creature or object)
Ozalid Folio
Level: 1d6 + 4
Form: Tome of translucent pages
Effect: You can spend 10 minutes to draw a mundane object—no more than 10 feet (3 m) in any given dimension, and that weighs no more than 1,000 pounds—into the folio. When complete, the object's substance gives way, stored a series of 16 full-page illustrations within the book, each featuring the object drawn from a different angle, with precise mathematical notation about the object's construction, notes on materials used, and fine details, for example, a deep scratch left on a table leg. The folio can inscribe a number of items equal to the artifact level. You can retrieve an object by performing a similar 10 minute transference, freeing up those pages in the folio. When found, half its pages (rounded up) are already inscribed with items from the Ozalit Folio Contents table. Items inscribed in or transcribed from the folio must rest on a solid surface that can support them.
Depletion: 1 in 1d20
Ozalid Folio Contents
d100 | Item |
---|---|
1–3 | A fine porcelain tea kettle |
4–6 | A stylish fur coat |
7–9 | A teddy bear |
10–12 | A crystal skull |
13–15 | An 8-foot candelabra |
16–18 | An armoire |
19–21 | A mounted taxidermy trophy |
22–24 | A harpsichord |
25–27 | A typewriter in a random language |
28–30 | A set of light tools |
31–33 | A minecart |
34–36 | A stack of 12 banana crème pies |
37–39 | A rowboat |
40–42 | A jar of honey |
43–45 | A set of 8 brightly colored sticks of chalk, each a different color |
46–48 | A snowman |
49–51 | A roaring campfire |
52–54 | A cannon (with 1 cannonball and enough black powder for one shot) |
55–57 | A sack of flour (1 lb.) |
58–60 | A dozen eggs |
61–63 | A spool of copper wire (100 feet) |
64–66 | A barrel of rum |
67–69 | A sack of quicklime (5 lb.) |
70–72 | A flawed diamond |
73–75 | A lavishly furnished four-poster bed |
76–78 | A treasure map |
79–81 | A silver bell |
82–84 | A book of useful phrases in an exotic language |
85–87 | A cauldron |
88–90 | A book of erotic imagery |
91–93 | A clockwork astrolabe |
94–96 | A large block of ice |
97–99 | Twelve dozen wheels of various cheeses |
100 | An old boot |
Petrified Acorns
Level: 1d6 + 1
Form: Linen pouch containing a few more chalky stone acorns
Effect: You can throw an acorn a short distance at a creature (or use them as a bullet for a sling). On a miss, the acorn crumbles into chalky dust wherever it impacts. If the acorn strikes a creature, that creature is petrified and turned to stone. A petrified creature gains +10 to Armor against damage of all kinds (including mental attacks), it cannot act, it doesn't age, and it is unaware of its surroundings. The petrification has a duration determined by the cypher level:
Acorn Level | Duration |
---|---|
1 | 1 minute |
2 | 1 hour |
3 | 24 hours |
4 | 1 week |
5 | Until the next full moon |
6 | Until the next solstice |
Depletion: 1 in 1d6
Retro-Causality Weapon
Level: 1d6
Form: Any weapon
Effect: This weapon inflicts additional damage equal to the artifact level, and creatures whose level is lower than the artifact's are killed instantly when damaged by it. If you kill creature with the weapon, reality warps around you to justify the killing and the weapon becomes a mundane weapon. For example, you might kill a person only to discover that they had murdered one of your parents. The GM determines the nature of the reality warp, and the extent to which any changes in reality are immediately obvious to you. Roll a d6 to determine the type of weapon.
d6 | Weapon Type |
---|---|
1 | Light melee weapon |
2 | Light ranged weapon |
3 | Medium melee weapon |
4 | Medium ranged weapon |
5 | Heavy melee weapon |
6 | Heavy ranged weapon |
Depletion: 1–2 in 1d6 (check each time the weapon kills a creature)
"I don't think I was even married before I shot them. I probably shouldn't tell my kids that they're just a metacausal byproduct of finding an excuse to shoot someone; that's a hell of an existential crisis to inflict on a child. Nobody wants to have that conversation."
Rival's Gaming Sets
Level: 1d6
Form: Gaming set
Effect: This pair of identical gaming sets includes two of each of everything needed to play the game. The sets can be synchronized, allowing the owners to play over any distance, even from across the planes (although time dilation may interfere with the game's pace). While synchronized, playing any piece of the gaming set moves the corresponding piece on the other set. The set can be desynchronized, allowing the owner to pack it up, move it, and continue the game later. Either side can also cause the gaming set to begin a new game.
Depletion: —
Seatbelt
Level: 1d6
Form: Belt
Effect: The user can sit down at any time, and a comfortable chair made of shimmering force appears to catch and conform to the body.
Depletion: —
Talking Ammunition
Level: 1d6 + 2
Form: Quiver, case, sack, or crate
Effect: When found, the artifact contains a number of pieces of ammunition equal to the artifact level. You can use an action to set the talking ammunition at the ready to stow them away. While active, the talking ammunition carry on with you and each other in a boisterous manner, hindering your stealth rolls. Each piece of ammunition provides an asset to the attack roll, inflicts 2 additional points of damage. The final piece of ammunition provides two assets to the attack roll, and inflicts 4 additional points of damage.
Depletion: Automatic (when the final piece of ammunition is fired)
Chapter 11 Oddities
Oddity Generator
The oddity generator creates strange clothing, ornaments, treasures from across the planes, alien trade goods, technobabble, gubbins, macguffins, and almagoozlums. An oddity is made up of three words: a quality, a property, and a form. Each word might evoke what an item does or is. An oddity might just be an oblique prompt you use to create a new effect, cypher, or artifact.
[Quality] [Property] [Form]
Part 3 Running the Game
Chapter 12 Exploration Tables
Quick Reference: Exploration Tables
You can use the following tables to help drive solo play, or to generate adventure prompts before or during a session. Deciding when to consult a table is as important as interpreting its results, so be sure to take time to adapt each location to feel congruous with the setting and game.
Location Tables
By rolling for a location's quality, type, and contents, you can create a short sentence that begins to describe it. If players are exploring without a specific direction or purpose, you can roll on the table to determine where the PCs reach next.
As the adventure continues, players tend to become more purposeful about where they go next. You may also find it useful to ask players to fill in the blanks, or review PCs' character arcs to help interpret results.
Complex Locations: Roll twice on the location quality and contents tables. For example, a creepy, serendipidous den or peril that contains an opportunity might be Baba Yaga's hut.
Dealing with Incongruity: Don't worry too much if a result seems difficult to work into your setting. If the results are not appropriate or are more trouble to work with than they are worth, just roll again!
Location Quality
d66 | Location Qualities |
---|---|
1.1 | Abandoned |
1.2 | Ancient |
1.3 | Bustling |
1.4 | Chaotic |
1.5 | Creepy |
1.6 | Dangerous |
2.1 | Endangered |
2.2 | Famous |
2.3 | Forbidden |
2.4 | Guarded |
2.5 | Hidden |
2.6 | Idyllic |
3.1 | Imposing |
3.2 | Inaccessible |
3.3 | Inconguous |
3.4 | Industrial |
3.5 | Infamous |
3.6 | Isolated |
d66 | Location Qualities |
---|---|
4.1 | Mesmerizing |
4.2 | Mysterious |
4.3 | Orderly |
4.4 | Peaceful |
4.5 | Polluted |
4.6 | Pristine |
5.1 | Ramshackle |
5.2 | Sacred |
5.3 | Secluded |
5.4 | Secret |
5.5 | Serendipitous |
5.6 | Spectacular |
6.1 | Spooky |
6.2 | Squalid |
6.3 | Threatening |
6.4 | Tranquil |
6.5 | Underground |
6.6 | Vast |
Location Type
d6 | Location Type |
---|---|
1 | Den or peril |
2 | Wonder or landmark |
3 | Archive of knowledge |
4 | Ruin |
5 | Hub of activity |
6 | Bastion or enclave |
Location Contents
d6 | Location |
---|---|
1 | Hazard |
2 | Threat |
3 | Resource |
4 | Opportunity |
5 | Information |
6 | Discovery |
Preparing Scenarios with Locations
You can also use these tables to prepare a dynamic area or scenario for PCs to explore. After rolling for some table results, arrange them and begin to fill in details that tie them together. For example, in a high fantasy setting where tier 1 PCs are exploring a vast forest:
Quality | Type | Contents | Details |
---|---|---|---|
Squalid | Den or peril | Threat | The Den of an enraged ravage bear with the blighted template |
Serendipitous | Wonder or landmark | Discovery | The tallest tree in the forest serves as a visible sundial from any clearing in the forest canopy. |
Sacred | Archive of knowledge | Resource | A druidic shrine is inscribed with a Purification ritual. |
Polluted | Wonder or landmark | Hazard | Effluents from a nearby illegal mining operation flow into a tributary. |
Mesmerizing | Hub of activity | Opportunity | A group of faeries have had their village trampled by the bear, and are now quarreling amongst themselves about what to do about it. |
Industrial | Bastion or enclave | Threat | The twelve miners (thugs) are concerned about the bear. The camp is also inhabited by two guards, two beefed up guards, and a foreman (a crime boss) who keeps them working. |
Encounter Tables
Here are some ideas for encounters. Many of these might involve new or existing NPCs, which are addressed in the next chapter.
d66 | Threats |
---|---|
1.1 | Something isn't what it seems to be |
1.2 | A confrontation |
1.3 | An ambush |
1.4 | A new threat emerges |
1.5 | A current threat intensifies |
1.6 | A known threat returns |
d66 | Dangers |
---|---|
2.1 | Potentially dangerous creature |
2.2 | Potentially dangerous situation |
2.3 | Obstacle or barrier |
2.4 | Environmental hazard |
2.5 | Convenient shortcut |
2.6 | Refuge or shelter |
d66 | Clues |
---|---|
3.1 | An unexplained phenomenon |
3.2 | An ominous sign |
3.3 | A misdirection |
3.4 | An interesting clue |
3.5 | Something hidden in plain sight |
3.6 | Conclusive evidence |
d66 | Events |
---|---|
4.1 | Something familiar |
4.2 | An opportunity to help |
4.3 | An opportunity to intervene |
4.4 | An opportunity to dialogue |
4.5 | An opportunity to mingle |
4.6 | A sudden confession |
d66 | Resources |
---|---|
5.1 | Resources are found |
5.2 | Resources are threatened |
5.3 | Resources are lost |
5.4 | Valuables are revealed |
5.5 | A barren place |
5.6 | A wondrous space |
d66 | NPCs |
---|---|
6.1 | Someone going about daily activities |
6.2 | Someone doing something they shoudln't be |
6.3 | Someone in distress |
6.4 | Someone making a diplomatic overture |
6.5 | Someone making threats |
6.6 | An old acquaintance with a request or offer |
Chapter 13 NPC Tables
Quick Reference: NPC Tables
One of the fun things about being a GM is getting to play all kinds of NPCs. Doing this well means understanding who an NPC is in the world, how they regard the party, what they want out of life, and how they plan to get it.
NPC Dispositions
NPC dispositions are similar to a PC's descriptor. They determine how an NPC relates to the world, and how they are likely to react to the PCs—at least at first.
You can also add appopriate modifications to an NPC that befit their disposition. For example, a "disciplined" NPC might have a modification for Intellect defense rolls.
d6 | Disposition Type |
---|---|
1–2 | Negative disposition |
3–4 | Neutral disposition |
5–6 | Positive disposition |
Complex NPCs: Roll twice on the disposition table. For example, an NPC who is "compassionate" and "tactless" might be interpreted as having a passive-aggressive personality.
Dealing with Incongruity: Don't worry too much if a result seems difficult to work into your setting. If the results are not appropriate or are more trouble to work with than they are worth, just roll again!
Negative Dispositions
d100 | Negative Disposition |
---|---|
01 | Abrasive |
02 | Aggressive |
03 | Amoral |
04 | Angry |
05 | Anxious |
06 | Apathetic |
07 | Argumentative |
08 | Arrogant |
09 | Asocial |
10 | Blunt |
11 | Brutal |
12 | Calculating |
13 | Callous |
14 | Cantankerous |
15 | Careless |
16 | Cold |
17 | Condemning |
18 | Conformist |
19 | Contemptible |
20 | Criminal |
21 | Crude |
22 | Cynical |
23 | Deceitful |
24 | Destructive |
25 | Devious |
26 | Disconcerting |
27 | Discourteous |
28 | Dishonest |
29 | Disrespectful |
30 | Dissonant |
31 | Egocentric |
32 | Erratic |
33 | Extreme |
34 | False |
35 | Fanatical |
36 | Fearful |
37 | Fickle |
38 | Fiery |
39 | Foolish |
40 | Forgetful |
41 | Fraudulent |
42 | Frightening |
43 | Frivolous |
44 | Gloomy |
45 | Graceless |
46 | Greedy |
47 | Grim |
48 | Hateful |
49 | Haughty |
50 | Hedonistic |
51 | Hostile |
52 | Ignorant |
53 | Impatient |
54 | Impulsive |
55 | Indecisive |
56 | Insecure |
57 | Insensitive |
58 | Insincere |
59 | Insulting |
60 | Intolerant |
61 | Irrational |
62 | Irritable |
63 | Lazy |
64 | Malicious |
65 | Meddlesome |
66 | Miserly |
67 | Misguided |
68 | Narcissistic |
69 | Nihilistic |
70 | Obsessive |
71 | Oppressed |
72 | Paranoid |
73 | Pedantic |
74 | Perverse |
75 | Petty |
76 | Pessimistic |
77 | Pompous |
78 | Possessive |
79 | Power-hungry |
80 | Predatory |
81 | Prejudiced |
82 | Presumptuous |
83 | Pretentious |
84 | Provocative |
85 | Puritanical |
86 | Reactionary |
87 | Resentful |
88 | Sadistic |
89 | Scheming |
90 | Scornful |
91 | Selfish |
92 | Shortsighted |
93 | Steely |
94 | Stiff |
95 | Superstitious |
96 | Suspicious |
97 | Tactless |
98 | Treacherous |
99 | Unstable |
00 | Vindictive |
Neutral Dispositions
d100 | Neutral Disposition |
---|---|
01 | Absentminded |
02 | Aggressive |
03 | Ambitious |
04 | Aloof |
05 | Artful |
06 | Ascetic |
07 | Authoritarian |
08 | Boyish |
09 | Breezy |
10 | Businesslike |
11 | Busy |
12 | Casual |
13 | Cerebral |
14 | Chummy |
15 | Circumspect |
16 | Competitive |
17 | Complex |
18 | Confidential |
19 | Conservative |
20 | Contradictory |
21 | Cute |
22 | Deceptive |
23 | Determined |
24 | Dominating |
25 | Dreamy |
26 | Driving |
27 | Droll |
28 | Earthy |
29 | Effeminate |
30 | Emotional |
31 | Enigmatic |
32 | Experimental |
33 | Flamboyant |
34 | Folksy |
35 | Formal |
36 | Freewheeling |
37 | Frugal |
38 | Glamorous |
39 | Guileless |
40 | High-spirited |
41 | Hurried |
42 | Hypnotic |
43 | Iconoclastic |
44 | Idiosyncratic |
45 | Impassive |
46 | Impersonal |
47 | Impressionable |
48 | Indolent |
49 | Intense |
50 | Invisible |
51 | Irreligious |
52 | Irreverent |
53 | Maternal |
54 | Mellow |
55 | Modern |
56 | Moralistic |
57 | Mystical |
58 | Neutral |
59 | Noncommittal |
60 | Noncompetitive |
61 | Obedient |
62 | Obsequious |
63 | Old-fashioned |
64 | Ordinary |
65 | Outspoken |
66 | Paternalistic |
67 | Physical |
68 | Placid |
69 | Predictable |
70 | Preoccupied |
71 | Private |
72 | Proud |
73 | Pure |
74 | Questioning |
75 | Quiet |
76 | Religious |
77 | Reserved |
78 | Retiring |
79 | Sarcastic |
80 | Self-conscious |
81 | Sensual |
82 | Skeptical |
83 | Smooth |
84 | Solemn |
85 | Solitary |
86 | Stern |
87 | Strict |
88 | Stubborn |
89 | Stylish |
90 | Surprising |
91 | Tough |
92 | Unambitious |
93 | Unceremonious |
94 | Unchanging |
95 | Unfathomable |
96 | Unhurried |
97 | Uninhibited |
98 | Unpatriotic |
99 | Unpredictable |
00 | Whimsical |
Positive Dispositions
d100 | Positive Disposition |
---|---|
01 | Adaptable |
02 | Agreeable |
03 | Alert |
04 | Amiable |
05 | Articulate |
06 | Benevolent |
07 | Brilliant |
08 | Calm |
09 | Caring |
10 | Cheerful |
11 | Clever |
12 | Colorful |
13 | Companionly |
14 | Compassionate |
15 | Conciliatory |
16 | Cooperative |
17 | Courageous |
18 | Courteous |
19 | Curious |
20 | Daring |
21 | Debonair |
22 | Dignified |
23 | Disciplined |
24 | Discreet |
25 | Dramatic |
26 | Dutiful |
27 | Earnest |
28 | Educated |
29 | Elegant |
30 | Energetic |
31 | Firm |
32 | Flexible |
33 | Forgiving |
34 | Generous |
35 | Gentle |
36 | Honorable |
37 | Individualistic |
38 | Leisurely |
39 | Meticulous |
40 | Observant |
41 | Passionate |
42 | Playful |
43 | Polished |
44 | Popular |
45 | Practical |
46 | Precise |
47 | Principled |
48 | Profound |
49 | Protean |
50 | Protective |
51 | Prudent |
52 | Purposeful |
53 | Rational |
54 | Realistic |
55 | Reflective |
56 | Relaxed |
57 | Reliable |
58 | Resourceful |
59 | Respectful |
60 | Responsible |
61 | Responsive |
62 | Reverential |
63 | Romantic |
64 | Scrupulous |
65 | Secure |
66 | Selfless |
67 | Sensitive |
68 | Sentimental |
69 | Serious |
70 | Sexy |
71 | Sharing |
72 | Shrewd |
73 | Simple |
74 | Skillful |
75 | Sober |
76 | Sophisticated |
77 | Spontaneous |
78 | Sporting |
79 | Steadfast |
80 | Stoic |
81 | Studious |
82 | Suave |
83 | Subtle |
84 | Sweet |
85 | Sympathetic |
86 | Systematic |
87 | Tasteful |
88 | Thorough |
89 | Tolerant |
90 | Tractable |
91 | Trusting |
92 | Uncomplaining |
93 | Understanding |
94 | Undogmatic |
95 | Venturesome |
96 | Vivacious |
97 | Warm |
98 | Wise |
99 | Witty |
00 | Youthful |
NPC Archetypes and Motives
Here are some basic NPCs types with corresponding motives. Archetypes are like a PC's type and focus, in that it suggests some abilities they might have and tactics they might favor. An NPC's motive is like a PC's character arc, in that it defines an NPC's desires, goals, or values.
Complex NPCs: Roll twice on the NPC Archetypes and Motives table. For example, in a fantasy setting, an "Adventurer + Outlaw" might be a Robin-Hood like figure, and "Survivor + Authority" might be the last of a group of defeated knights. You can also add phobia or consider other ways the NPC's morale will be affected by events in the established world.
d66 | Type | Motive |
---|---|---|
1.1 | Bandit | Extortion |
1.2 | Scum | Villainy |
1.3 | Rogue | Theft |
1.4 | Trickster | Deception |
1.5 | Prisoner | Escape bondage |
1.6 | Outlaw | Freedom |
d66 | Type | Motive |
---|---|---|
2.1 | Aggrieved | Revenge |
2.2 | Loner | Find community |
2.3 | Lost | Return home |
2.4 | Outcast | Redemption |
2.5 | Survivor | Find help |
2.6 | Wanderer | Connection |
d66 | Type | Motive |
---|---|---|
3.1 | Adventurer | Heroics |
3.2 | Explorer | Discovery |
3.3 | Hunter | Kill or capture |
3.4 | Injured | Find healing |
3.5 | Rival | Competition |
3.6 | Scout | Information |
d66 | Type | Motive |
---|---|---|
4.1 | Authority | Investigate |
4.2 | Guardian | Protection |
4.3 | Leader | Power |
4.4 | Philathropist | Uplift others |
4.5 | Rebel | Upset order |
4.6 | Spy | Reconaissance |
d66 | Type | Motive |
---|---|---|
5.1 | Creator | Produce |
5.2 | Innocent | Benificence |
5.3 | Mentor | Teach |
5.4 | Romantic | Love |
5.5 | Seeker | Find or learn |
5.6 | Youth | Prove self |
d66 | Type | Motive |
---|---|---|
6.1 | Guide | Employment |
6.2 | Harbinger | Give warning |
6.3 | Healer | Provide succor |
6.4 | Sage | Give advice |
6.5 | Trader | Profit |
6.6 | Potential follower | Companionship |
Chapter 14 Conditions
Quick Reference: Conditions
Conditions can be used to help the GM create a new creature or NPC capable of leaving characters with lasting injuries. are most likely to happen as a result of a creature, trap, or other effect that inflicted special damage, or a triggered GM intrusion when a player rolls a 1 on a task.
Condition Effects
The GM chooses one or more conditions and determines the details of their effects, assigning which stats or tasks are affected, the number of steps, appropriate lengths of time, and the difficulty of any tasks related to the condition. The GM might allow a PC to temporarily ignore a condition by succeeding on task assigned by the GM, spending 1 XP, or through special abilities like Ignore the Pain (150).
d10 | Condition | Effects | Examples |
---|---|---|---|
1 | Atrophied | ongoing damage inflicted to Might, Speed, or Intellect Pools | damage occurs repeatedly—once each turn, once every minute, once every ten minutes, once each hour, or once each day |
2 | Disabled | specific skill tasks hindered by one or more steps | sprained ankle, light concussion, macular degeneration, hearing loss—blindness, deafness |
3 | Disrupted | specific type or focus abilities are hindered by one or more steps | interventionist healing might be able to remove this condition immediately—the condition might be physical or spiritual in nature |
4 | Hindered | Might, Speed, or Intellect tasks hindered by one or more steps | one stat for disease, posion, or venom—two stats for severe burns or frostbite, tissue damage due, irradiation—three stats for toxic exposure |
5 | Imperiled | rate of GM intrusion increased by 1 or more | allergies, seizures, curses—the PC's consciousness might leave their body, experience visions, or perform only certain tasks—another entity might gain control of the PC |
6 | Reduced | Effort score reduced by 1 or more | addiction, depression, iron deficiency—rapid aging (or de-aging), dessication, loss of mojo, ethereality, shrinking |
7 | Restricted | movement speed, one or more movement or physical attack tasks hindered by one or more steps | broken bone, torn ligament, nerve damage—paralysis, petrification, slow |
8 | Vulnerable | Might, Speed, or Intellect defense tasks hindered by one or more steps | drugs, sensory overload, stun—charms, hallucinations, psychic drain |
9 | Weakened | Might, Speed, or Intellect Edge reduced by 1 or more (can cause weakness) | potent toxins, tuberculosis, radiation sickness—exposure to vacuum, wandering sickness |
10 | Withered | Might, Speed, or Intellect Pool maximums reduced by one or more points | dehydration, malnutrition—magical drain |
Ending Conditions
Some conditions end on their own. A PCs might be able to make a recovery roll, ending a condition instead of regaining Pool points. Some conditions might persist for an hour, a day, a week, a year—maybe even indefinitely. Some may have a degerenative effect, gradually worsening over time. The GM determines any prerequisites for removing condditions—which might involve a successful healing task. Here are a few other options:
Natural: The condition ends on its own after a number of recovery rolls or days. For example, a sprained ankle might inder a PC's movement tasks by two steps until they complete a 1-hour recovery roll, and still hinder such tasks for one step until they complete a 10-hour recovery roll and succeed on a difficulty 3 Might defense task.
Interventionist: The condition requires a successful healing task by the PC or an ally. For example, a PC might be able to pop their own dislocated shoulder back in with a successful difficulty 5 Might task. Removing a piece of shrapnel embedded in the heart might require someone else perform a difficulty 10 healing task—likely requiring skill, assets like capable assistance and sterile facilities and surgical equipment, and uninterrupted Effort.
Supernatural: The condition requires a healing task that is impossible without the aid of specific assets—high-tech devices, otherworldly artifacts, ritual magic, or Divine Intervention (130).
Lengthy: If the condition reduced multiple values from Pool points, Effort score, or hindered tasks by more than one step, the recovery might be incremental, eventually returning the PC normal function. The PC might pursue the Recover from a Wound (or Trauma) character arc.
Disabilities
PCs or NPCs might have congenital conditions, or gain a condition over the course of their lives—the ravages of age, if nothing else. As is outlined in the drawbacks and penalties section of Chapter 4: Creating Your Character, consider pairing inabilities—or disabilities—with strengths in new and different skills. For example, a congenitally blind PC might have a well-developed sense of hearing they use to navigate the world—develop a special ability like Echolocation (133).
Some conditions can be mitigated with specific equipment or artifacts—glasses, hearing aids, prosthetics, and wheelchairs are just a few contemporary examples.
It's also important to remember that many lasting and permanent conditions don't affect a person all the time or even every day, making them ill-suited for any of the condition effects above. These disabilities—most disabilities, in fact—including angina, anxiety, athsma, diabetes, lupus, and so on—are probably best realized through the occasional GM intrusion instead.
Fear
A phobia is an overwhelming fear with an exaggerated and often unrealistic sense of danger about a object, situation, or activity. If a PC's phobia is present, the GM might hinder their tasks by one or even two steps, or enable Horror Mode—especially the Instant Panic module, raising the chance of a GM intrusion for the PC. Phobias are quite common, and a PC's descriptor is no barrier to having one.
The Phobias table contains a list of phobias useful for a modern setting. In other settings, there might be entirely new and more applicable fears a PC might reasonably have, for example, the fear of elves or a particular alien species.
Character Arc: Overcome a Phobia
You set out to overcome a long-held and deep-seated feer.
Opening: Your fear overcomes you at the worst possible time, and you fail to do something you should have done as a result.
Step(s): You learn to talk about your fear, envision your worst fears come true, and learn to breathe through panic.
Step(s): You learn about the evidence, practice visualising a happy place, and expose yourself to your fear in a controlled manner.
Climax: You face your fear when it matters most.
Resolution: You consider what's next for you and what options are open to you that your fear prevented you from enjoying.
Phobias Table
d100 | Phobia | Description |
---|---|---|
01 | Ablutophobia | Bathing |
02 | Achievemephobia | Success, including major and minor effects |
03 | Achluophobia | Darkness |
04 | Achondroplasiaphobia | Anyone less than ⅔ own height |
05 | Acrophobia | Heights, excess dimensions, and distorted spaces |
06 | Aerophobia | Flying, being among clouds, and high winds |
07 | Agliophobia | Pain, anguish, and tests of endurance |
08 | Agoraphobia | Open and crowded spaces |
09 | Aichmophobia | Needles and sharp objects |
10 | Ailurophobia | Cats and glowing eyes |
11 | Alektorophobia | Chickens and domestic birds |
12 | Allodoxaphobia | Opinions, conflict, and strong emotions |
13 | Anatidaephobia | Ducks and waterfowl |
14 | Androphobia | Men and masculinity |
15 | Anthropophobia | People, crowds, and strangers |
16 | Aphenphosmphobia | Intimacy, hands and touch |
17 | Apiphobia | Bees |
18 | Aquaphobia | Water |
19 | Arachnophobia | Spiders, bugs, and creepy crawlies |
20 | Astraphobia | Thunder, lightning, storms, and natural disasters |
21 | Athazagoraphobia | Being forgotten and forgetting things |
22 | Atychiphobia | Failure, loss, and misfortune |
23 | Autophobia | Abandoning others and abandonment by others |
24 | Bananaphobia | Aromatic ripened fruits |
25 | Basiphobia | Falling, loose footing, and mountainous terrain |
26 | Bathophobia | Tunnels, caves, and underwater environements |
27 | Cacomorphobia | Fatness, corpulence, and ravenous devouring |
28 | Carcinophobia | Cancer, sickness, and growths |
29 | Catoptrophobia | Mirrors, reflections, and distorted images |
30 | Chaetophobia | Hair, cilia, and tendrils |
31 | Chronophobia | Clocks, the passage of time, especially unnatural passage of time |
32 | Cibophobia | Food |
33 | Claustrophobia | Confined spaces, espeically those with no obvious exit |
34 | Coasterphobia | Roller coasters, high-gravity situations, and loss of control |
35 | Coulrophobia | Clowns, masks, and laughter |
36 | Cynophobia | Dogs, barking, growling, and aggressive sniffing |
37 | Dendrophobia | Trees |
38 | Didaskaleinophobia | School, stupidity, and humiliation |
39 | Disposophobia | Getting rid of items, and poverty |
40 | Emetophobia | Vomiting, including others vomiting, and loss of control |
41 | Ergophobia | Work |
42 | Galeophobia | Sharks |
43 | Gamophobia | Commitment |
44 | Gephyrophobia | Bridges, especially small, rickety or narrow ones |
45 | Gerascophobia | Aging, becoming old, elderly people |
46 | Globophobia | Balloons |
47 | Glossophobia | Public speaking |
48 | Gynophobia | Women |
49 | Hemophobia | Blood |
50 | Hippopotomonstrosesquippedaliophobia | Long words |
51 | Iatrophobia | Doctors, medicine, and surgeries |
52 | Ichthyophobia | Fish |
53 | Katsaridaphobia | Cockroaches |
54 | Kinemortophobia | Zombies |
55 | Koumpounophobia | Clothes buttons |
56 | Lepidopterophobia | Winged insects, especially butterflies |
57 | Ligyrophobia | Loud noises |
58 | Metathesiophobia | Change |
59 | Monophobia | Being alone, loneliness |
60 | Mottephobia | Moths |
61 | Musophobia | Mice |
62 | Myrmecophobia | Ants |
63 | Mysophobia | Germs, filth, disease |
64 | Nosocomephobia | Hospitals |
65 | Numerophobia | Numbers or maths |
66 | Nyctophobia | Darkness |
67 | Ombrophobia | Rain |
68 | Omphalophobia | Belly buttons |
69 | Ophidiophobia | Snakes, serpents, scales, constriction |
70 | Ornithophobia | Birds |
71 | Panophobia | Everything—consider using the Doomed descriptor |
72 | Paraskevidekatriaphobia | Friday the 13th |
73 | Pediophobia | Dolls, puppets, and marionettes |
74 | Phasmophobia | Ghosts, spirits, and the undead |
75 | Philophobia | Love, intimacy, acceptance |
76 | Phobophobia | Fear—consider using the Craven descriptor |
77 | Photophobia | Lights, especially bright ones like the sun |
78 | Podophobia | Feet and toes |
79 | Pogonophobia | Beards and body hair |
80 | Pseudodysphagia | Swallowing and choking |
81 | Pyrophobia | Fire |
82 | Ranidaphobia | Frogs |
83 | Samhainophobia | Halloween, scary costumes, bowls of strange candy, and jack-o-lanterns |
84 | Scelerophobia | Crime, theft, and violence |
85 | Scoleciphobia | Worms |
86 | Sidonglobophobia | Cotton balls and packing foam |
87 | Somniphobia | Sleep |
88 | Spheksophobia | Wasps |
89 | Taphophobia | Being buried alive |
90 | Technophobia | Technology and the internet |
91 | Telephonophobia | Telephone conversations and disembodied voices |
92 | Thalassophobia | The ocean, deep water, and waves |
93 | Thanatophobia | Death and anaesthetic effects |
94 | Theophobia | God and divine beings |
95 | Tokophobia | Pregnancy, giving birth, and having children |
96 | Triskaidekaphobia | The number 13, black cats, and other superstitious portents of bad luck |
97 | Trypophobia | Holes and tunnels, especially dark ones |
98 | Vehophobia | Driving and car accidents |
99 | Xenophobia | The unknown |
00 | Zoophobia | Animals |
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