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SPANISH EDITION

Lead Deve loper & Writer


Carlos B. Garcia Aparlclo
Additional Design
Sergio Almagro Torreclilas, Igna<io Juarez Romet1l. and
Pedro Almagro Torrecillas

O~ar Alca~iz Mu~iz.

Addional Writing
Oscar A1cai'liz Mull iz and Salvador Santacruz Zaragoza
Editing
SofiM! Sabe EI Leil
Graphic Design
Carlos B. Garcia Apari(io. Sergio Almagro Torre.:illas. Pedro Alrnagro
Torre<illas. and Jose F. Ganido Cercos

Mltsuba
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A cia GuiHem
Play testing
Diego Carua Duran. Go ... zalo B. Tello. Marias Entraiges. Jose Marin. Joaquin
BriMl Tortosa. Pablo BraYO Tortosa. Adria Espi Reig. Suman Lee Jang. Pedro
Valvenfe Porras. Javier Cruz AguUar. Ruben Zapater Ramos. Miriam Zapater
Ramos. Miguel Angel Rodriguez. Javier BoIado Ortiz, and Maria J~ Juarez

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Publ isher
los! M. Rey

E:-':GllSH EDITION
Cover Illustration

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homepage.mac.comjisap

Editing
BoardStorm Editlng. MLchael Hurley. Mar\( OCo ... nor. Guillermo Heras
Prieto. and James Torr

Interior 1IIustrations
Wen Yu LI
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Wntaru Kamiya

English Translation
Gerard Michael Burns. Laura Falglone. Lauraro LeiI'<!, and Janice Seller5

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Sarlsyu
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Yono Hiroshi / Music Nasca
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Hideyuki Matsumoto / Hidemt
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Aol Takehito / Aoikanntou
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Mauki Hirooka
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Additional Graphic Des ign


Andrew Navaro
Production Manager
Richard Spicer
Publisher
Chrisuan T. Petersen
Special T hanks
Jason Smith
Anima. Beyond Fanlasy Is Q 200S-2008 b)' Anima Projecl Studio and
Edge Entertainment; all il/'lWOrX Is Q 2001 - 2008 b)' their original creators.
all rights reserved. No part of thLs product may be reproduced WltOOul
specirlC written permiSsion. FantaS)' Flight Games aod the FFG logo are
trademarks of Fantasy flight Publishing. Inc. Fanta~y Flight Game~ is located
at 1975 West Count)' Road 82. Suite 1. RoSeville. Minne:;ota. 55111. USA.
and can be reached by telephone at 6516391905. Retain thl5 Information
for your records. For addltlonallnformauon. visit www.animarpg.com.

1111'.IS1
f'LlGII'I '
G,\llf;~

. Introduction

player's section
Chapter I: Character Creation

.I

What is a Character?
Characteristics
Race
Prim ary and Secondary Abilities
Archetypes and Classes
Development Points and Levels
Life Points and Initiative
Presence and Resistances
Creation Points
Common Advantages
Magic Advantages
Psych ic Advantages
Common Disadvantages
Magic Disadvantages
Psychic Di sadvantages
Some Fin al Details
Gaining Levels
Zero Level
Character Creation Example

8
8
10
10
11
12
13
14
15
15
18
19
20
21
22
23
23
24
25

Chapter 2: The Lost Souls

26

The N ephi lim


Jayan
D'Anjayni
Ebudan
Daimah
Duk'zarist

26
27
28
29
29
30

Chapter S: Between Life and Death

S2

Life Points
Death
Recovery

52
52
53

Chapter 6: Physical Abilities

S4

Chapter 7: Combat Modules

S6

The Idea Behind Modules


Weapon Modules
Style Modules
Mystical Modules
Psychic Module
Martial Arts

56
56
57
58
58
58

Chapter 8: Arms and Equipment

62

Weapons
Armor

67
75

Chapter 9: Combat

78

Combat Sequence
Actions
Combat Basics
H and-to-hand Combat
Options in H and-to-hand Combat
Ranged Combat
Options in Ranged Combat
Criticals
Open Rolls and Fumbles in Combat
Damage Resistance in Combat
Supernatural Abilities in Combat

78
79
79
80
83
87
88
90
91
91
91

Chapter 10: Ki Dominion

94

Origin of Ki
Ki Abilities
Dominion Techniques
Technique Creation
Effects
Disadvantages
Sample Techniques

94
95
97
98
99
106
106

Chapter 3: Classes

31

Choosing a Class
Class Descriptions
Warrior
Acrobatic Warrior
Paladin
Dark Paladin
Weapon master
Technician
Tao
Ranger
Shadow
Thief
Assassin
Wizard
Warlock
Illusionist
Wizard Mentalist
Summoner
Warrior Summoner
Mentalist
Warrior Mentalist
Freelancer

31
32
33
33
34
34
35
35
36
36
37
37
38
38
39
39
40
40
41
41
42
42

Chapter 4: Secondary Abilities

43

Chapter 14: States and Accidents

212

Ability Checks
Secondary Ability Descriptions
Creating N ew Secondary Abilities

43
45
50

Accidents
Effects
Traps
Trap Effects

212
212
213
214

Chapter II: Magic

108

Magic Theory
Mystical Powers
Spells
Spell D escriptions

108
109
112
117

Chapter 12: Summoning

176

Familiars
Invocation
The Arcana

180
181
182

Chapter 13: The Psychic Disciplines

192

PsychiC
PsychiC
Psychic
PsychiC
Psychic

192
193
195
195
211

Matrices
Points
Projection
Disciplines
Crystals

-J

Poisons
Age
Diseases
Special Types of Damage
Energy Intensities
Presence
Damage Barrier and Structural Damage

214
216
216
216
217
217
218

Chapter 15: Experience

219

What is Experience?

219

Game Master's section


Chapter 16: The Master's Work

222

Advice and Guidelines


Special Rules
Troubleshooting Recommendations
Playing in Gaia
Plots

222
223
224
225
225

'Chapter 17: Gaia's History

226

The Damnation of Oblivion


Their Arrival
The Birth of Gaia
The Shadows of the Cross
The Separation
ihe Holy Empire of Abel

226
226
227
228
229
229

Chapter 18: Countries and Cities

231

Geography
Politics
Principalities
Cities of the World

231
231
232
237

Chapter 19: Organizations

241

The Church
Tol Rauko
The Heaven Order
Samael
Black Sun
Wissenschaft
Selene

241
242
243
244
245
245
246

Chapter 20: The Supernatural World

248

The Structure of Existence


The Sea of Souls
The Wake

248
248
248

Chapter 21: Powers in the Shadow

250

The Truth
The Agreement
Imperium
Other Powers
Advice to the Game Master

250
251
251
253
253

Chapter 22: Hell

254

Hell
The Barrier
Khalis: The Sea of Clouds
Lunaris
Playing in Hell
Jayan
D'Anjayni

254
254
255
255
255
256
256

Sylvain
Daimah
Ebudan
Duk'Zarist

257
258
258
259

Chapter 23: Light and Darkness

260

The Lords of Light and Darkness


Elan
Mikael Beryl
Zemial Shajad
Uriel Bery
Jedah Shajad
Gabriel Beryl
Noah Shajad
Rafael Beryl
Erebus Shajad
Azrael Beryl
Abbadon Shajad
Barakiel Beryl
Eriol Shajad
Edamiel Beryl
Meseguis Shajad

260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275

Chapter 24: Supernatural Presence

276

Gnosis

276

Chapter 25: Common Characters

278

Character Examples

278

Chapter 26: Creation of Beings

282

Steps to Take
Types of Beings
Elementals
Damage Resistan.ce
Essential Abilities
Base Creation
Powers

282
283
283
283
284
286
286

Chapter 27: Creatures Compendium

297

Game Terms
Luminary
Lagor
Nezuacuatil
Shadow
Maiden of Light
Elementals
Hecatondies
Grendel
Dragon
Zombie
Slayer
Asagiri
Filisnogos
Abberation
Lord of Darkness

297
298
298
299
300
301
302
304
305
306
307
308
309
309
311
311

Appendix

313

System Conversion
Additional Rules
Glossary

313
313
315

Character Sheet

317

what is a Roleylaying Game?


Roleplaying is like a board game without the board, where the
fundamental e lement is your im agination. In a roleplaying game, there are
two types of participants: the players and the Game Master. The players
portray the fictional characters who are the protago nists of the story that
will unfold. Their objective is to give " life" to those characters an d to follow
them through all sorts of events. The players decide how the charjilcters
behave at every moment and what they do to try to succeed at whatever
task that has been put before them.

playing Anima
Anima is a game of dark fa ntasy. The characters are individuals who
will face diverse dangers. They find themselves caught between light and
darkness, witn esses of events that the rest of the world ignores completely.
They wi ll have to conquer their own fears and fight for their lives when
they become invo lved in stories related to the supernatural and plots
involving forgotten organizations that still influence the world. In order to
survive, they will need weapons, abi lity, talent, and the same supernatural
arts wh ich they confront.
The world of Ga"la presents all these elements and many more. It is a
setting that allows the Game Master to introduce that dark history to the
players or to use it from a more epic or realistic perspective. Anima does
not have to be played sole ly on Ga"la, however. It would not be difficu lt
to use the rules to play in other settings, even those that are not fantasy
world s. It is enough to use a little im agin ation and go with it.

Equiyment Needed
Except for this book, you need very few things to play Anima. The only
really indispensable thing is a pair of ten-sided dice . W ith them, you can roll
checks that reqUire a result from 1-10, or 1-100. To generate the latter,
roll both dice simultaneously, designating one as ones and the other as tens .
A roll of two Os equals a resu lt of 100.
Players will also need writing instruments and paper on which to
write their characters' abi lities; to make this easier, there is a blank Anima
character sheet at the back of th is book that can photocopied for personal
use. Miniature figures to represent where each character is located in a battle
can also enri ch the game experience. A calcu lator may also be useful.

If You Are Going to Be the Game Master


The work of a Game Master is more challenging than that of a player.
As a GM, you need to learn many more ru les than the other players, and
you create the plots of the adventures in which everyone plays. You decide
what is going to happen at every moment, and you need to modify events
depending on the actions of your players. Nevertheless, in spite of all the
added work that comes with being Game Master, it is also very satisfying
to write your own story and control your own world.

Examyle Of Game play


Celi~'s

\ventures begin.

The Game Master (GM) runs the game and portrays the rest of
the characters who appear (those not controlled by the players). The
GM is the writer of the basic plot, which the players wil l later develop
extemporaneously. He w ill also be the game's referee, applying the rules
and deciding the outcomes of events.

AB0UT THIS B00K


The book which you have in front of you is an instruction manual for
playing the Anima Rolepla ying Game. The players and the Game Master can
learn to play an d to portray their characters using the rules explain ed here.
The objective of the book is to be a quick reference guide. When you play
a game, it is not necessary to memorize all the rules, just be familiar with
them and know w here to look for them when you need to.
This book has two sections, the Player's Book and the Game Master's
Book. In the player's section you will find everything you need to know to
playa character - from how to create a character to how combat works. This
does not mean that all the game's rules are there, since some are explained
in the Game Master's section. We have also included only a small amount of
information on the world of Ga'ia in this part of the book, reserving most of
that knowledge for the GM . In the second part of the book, you will find all
the rules necessary to run a game, as well as details on the game's setting.

The following example wi ll better illustrate what a roleplaying game is


like. The Game Master takes his usual role as the principal narrator and game
referee. There are th ree other players, each acting out their characters, called
Lemures, Celia, and Pazusu, respectively. In the game, it is a dark night, and
the characters are following the tracks of a townsperson through a forest.
Game Master (GM): Finally, you leave the wooded area and arrive at
the top of a hill. Beneath you is a small valley full of bushes. At the bottom,
you can see an o ld abandoned church surrounded by an almost-ruined
cemetery. The night is dark, and you can't see well, but you are almost sure
that inside the church there is some type offaint light. You hear nothing but
the wind between the trees that you leave behind you.
Pazusu: Look, let's be realistic. I don't like this place. I would n't want to
visit it during the day, much less at night...
Lemures: Don't be like that. You worry too much about scary stories.
W hatever is happening, we're not going to find out by going back. What
do yo u thi nk? (Talking to Celia)
Celia: Th at this discussion is useless. We all know that we have to go,
so let's go.
GM: Very well . You begin to walk down toward the church. The path is
steep, so you have to be careful. The grass is damp and you do not notice
that your boots are getting wet. When you are about halfway there, you
sudden ly see the light in the church go out.
Lemures: Rats! They've seen us! I knew that we should have stayed
hidden.

Celia: We're not going to solve anything by argu ing, so let's keep
going. Perhaps it's on ly that someone has put out the light. Remember
that it's very late at night...
GM: You continue down and approach the church. A couple of minutes
later, you arrive at the abandoned cemetery. The building is only a few
meters from here.
Pazusu: At least we could avoid the cemetery! Can't we?
Lemures: If that means you'll calm down a litt le, su re. Is there a way we
can go to get to the church without crossing it?
GM: Yes. The cemetery is only in front of the church and on the sides,
so you can app roach from the back.
Celia: That's unusual (she says, a little surprised), cemeteries are usually
behind ch urches, not in front.
Lemures: Now you're starting? Come on, we go around the cemetery.
GM: You have no problems. In the rear, you see a smal l entrance and
some windows reinforced w ith metal bars. You hear nothing from inside.
Lemures: Fine, let me sneak up to make sure everything is OK.
GM: Make a Hide roll (The GM rolls the dice w ithout the players
seeing the result). Perfect. It seems that nobody has seen you, although
frankly, it also seems that no one is here. Everything is totally quiet.
Lemures: Hmm ... 1 look through the w indows. What do I see?
GM: Absolutely nothing. The windows seem to be covered on the inside.
Suddenly (the GM makes a dice roll and then talks to Celia), you have an
unusual sensation. You feel you are being watched, but you're not sure if it
isn't just the stress ofthe moment. You don't see anybody around.
Celia: I get ready to take out my sword if I need to, but I'm
waiting to see what happens with Lemures. And I'm watching in
case something approaches.
GM: OK. (Turni ng toward Lemures) W hat do you do now?
Lemures: I go to the door and try to open it, making the least noise
possible.
GM: First of all, you are surprised by the condition of the door and its
strength. You put your hand on the doorknob (he rolls dice) and you
open it with a loud squeak. Th e door was unlocked.
Lemures: I wave to them to come over.
Celia and Pazusu simultaneously: We go.
Celia: I unsheathe my weapon and go in. Nobody is there, right?
GM: You see a small room , maybe the sacristy. Everything is
destroyed - the furniture lies scattered allover the floor, as well as
books with torn pages and covers. Nobody is here, and the w indows
are covered w ith planks. The only exit besides the way you came in is a
small door that possibly goes to the main part of the church. Suddenly,
you hear a noise, and you see several dark forms coming toward you
from the ceili ng!
Celia: Ah! I move away and jump!
GM: Th e crows leave, flying inoffensively out the door. It appears that
you scared them .
Celia: (a littl e annoyed) No more than they did to me...
Lemures: (smiling) It wou ld be better if you let me go first. I go toward
the door at the other end of the room and try to open it. If th ere is
somebody here (looking at Celia), surely he's heard us NOW, so I do it
quickly.
GM: You try to open it but can't. This time the door is not only
closed, but it seems blocked in some way.
Lemures: I lean against it and try to knock it down.
Pazusu: I help him.
GM: OK. (After the appropriate rolls) You do it! The door yields w ith
a loud groan. You have not broken it, but the lock, or w hatever was
blocking it, has given way. It's exactly w hat it seemed, the main part of the
church, but everything is terribly dark and the only light comes in through
the enormou s stain ed glass w indows. ( In a slow, calm tone) Spider webs
and dust cover everything. The pews have been moved out of place, an d
at the end of the room, you can see the two enormous main doors. The
grou nd is covered w it h book pages t hat have been torn out.
Lemures: N obody's here? We go in cautiously, trying to look at
everythi ng.
Celia: A question: From here, can I see the window the light was in?
GM: Yes. It's the central w indow of the church, the one next to the altar.
Celia: Good. I approach the altar and look at it.
Pazusu: Seriously, I don't like any of this. I stay in the center of the room
and don't move.

Lemures: You're right. There's somethi ng here I don't like. We're


looking for somebody, not an empty church. What's happening here? I go
toward the main doors.
GM: I'll start w ith you, Celia. On the altar, you find a Bible which is
missing many pages. The few wh ich remain are stain ed and torn. In
fact, it looks like something has been written on them, but most of it is
incomprehensi bl e scrawls. There are many knocked-over candles, but
none seems to have been totally burned.
Celia: I try ... (a little nervously) I try to read it by bringing it closer to
the light.
GM: As for you, Lemures, you get to the doors and notice that they are
comp lete ly blocked. But there's something else - blood and some marks
that look like scr atches are all over the door.
Lervures: As if someone had been torn apart and blood had splattered
the door?
GM: No, more as if someone had cut his fingers w hile scratching at the
door, trying to open it from inside .. .and w hile you are doing this, (turn ing
to Pazusu) you stayed in the room, and you notice that a liqUid begins
to drip onto you r right arm; it falls heavily from something that is on
the ceiling ....

GAME MECHANICS
This section summarizes some of the essential rules and concepts
used in Anima. They will be described in more depth in later
chapters.

Luck
Even the best archer in the world cannot always hit the target,
in the same way that the best pianist sometimes makes a mistake
w hen performing. Although ability is certainly a fundamental factor in
reso lving situations, it is not eno ugh to so lve them all. In these cases,
luck w ill also have an influence.
In a roleplaying game unexpected things happen, just as in real
life. Even with a very capable character, the possibility of failure always
exists. Dice introduce t he element of chance when determining if you
are successful or not. Dice rolls provide uncertainty, an d this creates
drama for the players.

Making Dice Rolls


In a game of Anima, the players and the GM make frequent dice
rolls to see if certain actions or events are successful. Anima uses
ten-sided dice (d10) and one hundred-sid ed dice (d100) for all game
mechanics (for the later, roll a pair of ten-sided dice, designating one
die to represent tens). There are two types of possible rolls: Ability
Checks and Characteristic Checks. Ability Checks are the most frequent
(in fact, they are the basis of the system). Th ey are made by rolling
d100 and adding the result to the value of the skill being tested. The
greater the roll, the better the result. The second type of roll is t he
Characteristic Check, w hich is made w ith d10. In contrast with Ability
Checks, the lower th e result, the better .

Gyen Roll
This rule is used only w hen rolling d100. If the result is 90 or
greater, the player has an Open Roll that allows him to roll again and
add th e new result to the previous one. This new roll can also be an
Open Roll, but every time the requirement moves one point higher. For
examp le, the second consecutive Open Roll must be 91 or higher, the
t hird 92, the fourth 93, an d so on. A 100 is always open.
You can get an Open Roll on any d 100 check, except for Resistance
Checks and when determining Fumble Level an d Critical Level.

A cha ~a cte ~ makes an Aoob<ltics Check and rolls the dice, getti ng
<l 95, wh ich is an Open Roll. He ~o ll s ag<l in. This time he rolls 90 , but
since this is the second roll, he needs 91 to get a n ot he~ Open Roll. He
<ldds t he two numbe~s (95 and 90) tor <l Final ~es ult ot 185, which he
adds to his Ability Sco~e

1:

TABLE

characteristic checks

FUMBLE LEVEL

Fumble Roll

Result Modifier

These checks are made directly against Ch aracteristics. To make


one roll 1 d1 0; the goal is to get a result less than the attribute being tested.
The difference above or below its value is the level of success or fai lure
of the check. Naturally, the greater the value of the Characteristic, the
greater the possibility of success.

+15

-15

Fumbles
In the same way you can have a great success by means of an Open
Roll, the possibility exists that an automatic failure occurs due to a Fumble.
When somebody rolls d 100 and the result is 1, 2, or 3, he has fumbled.
A Fumble represents an immediate failure; the character has not been
successful in the attempted check. When a player rolls a Fumble, he must
next calculate the Fumble Level. The higher the number, the greater the
failure . To determine it, roll d100 and apply a modifier that depends on the
result that produced the Fumble. If the rolled Fumble was 1, add +15; if it
was 3, -15. There are no Open Rolls when determining Fumble LeveL.

For eX<lmple, Lemures rolls <lion <l Hi~e Check, which is <l
Fumble. His pl<lyer then rolls 1~100 to c<llcul<lte the Fumble Level,
<ln~ he gets 90. Since the origin<ll roll W<lS 1, the pl<lyer <l~~s 15 points
to this result. so Lemures hils <l fin<ll Fumble of 105.

Mastery
When a character has an Ability greater than
become a master. This means he is an expert without equal in
the field, a person who can do things that the rest of the world
would not believe possible. In real life, very few people
exist who have truly been masters in something. Only
the best Olympic champions or the most brilliant
scientists are considered to have reached Mastery
in their fields. It is much more difficult for a master
to make a mistake than it is for a normal person.
When a character becomes a master, Fumbles are
reduced by one level. A 3 is no longer a Fumble, a 2
means a penalty of -15 for the Fumble Level, and a 1 f
does not have a modifier.
.---'

For eX<lmple, we m<lke <l check on <l Ch<lrqcteristic with <l v<llue
of7. We roll1~10 <ln~ obt<lin <l result of 4, so we were successful by
3 points.
Normally, these checks are made as a test between two different
Characteristics. A character may need to test a Characteristic directly against
that of another character. For this, both players make the check and whoever
gets a positive difference more in his favor is successful. The amount by
which a character beats his opponent is his level of success on the check. The
possibility exists that both characters fail the check. In this case, the winner is
whoever has a lesser degree of failure. Note that the same Characteristics are
not always compared in such a check. Sometimes, different Characteristics are
opposed - such as Strength against Dexterity or Agility.

Celi<l <ln~ Lemmes hqve <In Opposed Ch<lr<lcteristic Check


fe<lturing Dexterity. Celi<l hils 9, where<ls her comp<lnion hils 10.
Celi<l's pl<lyer rolls for her qn~ gets <l 4, so she h'ls 'IS-point success.
Lemures' pl<lyer rolls 'In S, so, <l lthough he is <lIsa successful, it is only
by 2 points. In comp<lring the results, Celi<l be<lts Lemmes in the
check by 3 points (5-2~3).

~~ftf::;~

Celi<l hils re<lChe~ M<lstery in Acrob<ltics,


since her fin<ll Ability is gre<lter th<ln 200.
If she m<lkes <In Acrob<ltics Check <ln~ rolls
3, it will not be <l Fumble.

Ability checks
These are made by rolling d 100 and adding
the result to the character's Ability. There are
two different types: Difficulty Checks and
Opposed Checks. Difficulty Checks are those
_
in which a number decided on by the GM must '\~.
be beaten . In an Opposed Check, two Abilities are \~
compared directly to each other. These checks are ,\
diverse and specialized, so each will be explained in detiilin separate sections.

Resistance checks
Resistance Checks are the capacity of a character to avoid detrimental
effects or status. There are five different Resistance Checks, which depend
on what is affecting the character. In order to pass a Resistance Check, the
player must roll d 100 and add the result to the Resistance being tested. If he
beats the required Difficulty, he has avoided the effect. No matter what the
Difficulty of a Resistance Check is, a 100 is always successful. A Resistance
Check cannot have an Open Roll. If a character has a Resistance 50 points
greater than the difficulty being checked, he succeeds automatically.

It is very difficult for an individual with too large of a difference


between the Characteristics to lose simply by luck. Therefore,
if the difference between the Characterist ics is greater than 4,
each additional pOint counts as 2 when making the check.

Celi<l mokes <In Oppose~ Strength Check og<linst


Seren<l~e. Celi<l hils <l Strength of 5, while Seren<l~e is 'I
supem<lturql being who hils <In 11 Strength. Si nce the
~ ifference between the two Ch<lr<lcteristics is greqter
th<ln 4 (by 2 points), Serenq~e ~oubles those
two q~~ition<ll points when milking the check.
Therefore, Celi<l woul~ mqke 'I roll qgqinst
Strength 5, whereqs Sereno~e woul~ hqve, for
purposes of this check, <l13 Strength.

Rule of 10 and

When a ch aracter makes a Characteristic


Check with only a 1 d1 0, he falls under the Rule
of 10 and 1. If you roll a 10, substract 3 points to
the difference with the Characteristic (equivalent
to having rolled 13). If you roll a 1, add 3 points
to th e difference with the characteristic (as if you
had rolled a -2).

A ployer rolls 'I Dexterity Check, in which his


chqrqcter hqs '19. He rolls '11 , which is 'I ~ifference
Qfs points in his fqvor, but thqnks to the Rule of
1, he q~~S 3 paints, for'! tot'll of11 points. Ifhe rolls
10, insteq~ offqiling by 1, he woul~ fqil by 4.

IN C0NCLUSI0N
Now we'll begin to delve into Anima's system. Whether you intend to
be a player or a Game Master, you should begin by reading the Player's
Book to get used to how the more detailed rules work. But keep in mind
that the true essence of Anima (as with any roleplaying game) is in how
you pl ay it, which you should never forget no matter how many rules you
are given.

~~Jl

CHffiS8Ct~ClSEAt10D:_ _
Constitution (CON)
Connitution defines the stamina and vitality of a character. his
resistance to disease, and his ability to absorb damage. A character with a
high Constitution score will have good physical resistance and will recover
from wounds and sickness. This Character istic Indicates the amount of

damage a character can

WHAT IS A
CHARACTER?
The first thing you need to do to play Anima is create a character.
This fict ional individual wi ll be the ro le yo u po rtray du ring the game. Your
character is unique, based on the abilities and skills whkh )'01,1 decide,
created according to your preferences. It islmpo!"!ant that you have a clear
Idea of the type of character you want to play. so that you can ponmy him
to the fullest, Remember, characters are more than simply numben; and
statistics on a pie<:e of paper. Your actions and chokes in the game will
breathe life into each character you create.
The twO fundamental things you should always haY'C in mind before
creating a charaaer are his personality and past life. Who is this personl
Where is he from? What would he do on a given situation! TOe
answers to these questions will give you dues as to how you should
portray your character in various situations.

CHARACTERISTICS
The starting point in creating a Character is determining his
Primary Charaaeristics. Just as no two people are exactly aJike, each
charaaer In the game has different Characteristics mat represent the
diversity of people who inhabit the world. AtWna has eight differer1\
Primary Charaaenstics: Strength. Dexterity. Agility. Constitution.
Intellig<!nce, Willpowet-, f'<:lwer, and Perception. The first four deal
with the .character's physical abilities. while the following three
represent his psy< hic and spiritual capabilities. Perception is a
mixed attribute . influenced by the character"s physk al and
mental abil ities. Each Characteristic must have a number. Th is
number defines the q uality of the ability In each area. The
Characteristics of a human fall between 1 and 10, although
In exceptional ca.ses they can exceed these numbers.
Here . we describe the eight primary attributes o f
a chara(\er, describing what skills and capabilities are
included in each.
Strength (STR)
St~ngth defines a character's mUSCulatu~ and energy.
This Characteristic permits you to lift heavy weights. (a u~
major damage when hitting. and break objects.

Dexterity (DEX)
DextCfity ~p~sents a character 's physical skill and coordination.
It affects his ability to make precise attacks, as weI! as to block them.
Along with Agility, it also reP'"Cscnts his reaction speed.

Agility (AG I)
Agility represents character's speed Or"~_",,/
and balance. A high agility makes a character
more acrobatic and able to dodge
attacks. Together with Dexterity, it
defines reaction speed.

suf~r

before dying.

In telligen<e ( INT )
Intelligen<:e co.oers reasonlng.leamlng. and memoI')'. Intellectual knowledge
and logic depeod on it. as does the capacity to understand and dc'.'eIop $pells.
Po ..... er (POW)
Th is represenu the stille of mind and spiritu al power of a dlaraclcr.
The highe r it is . the better the Character's ability to infl uence and resist the
supernatural, as well as stand out in a crowd.
Willpower (WP)
This Charaaeristic measures the mental wengtil of an irldivldlJal, his
coolness and tenacity. It is also used to employ and resist psychic disclpline$.
Perce ption (PER)
This Characteristic encompasses the acuity of the character's senses,
and his ability to notice what Is going on around him. It represents the
five senses, as well as instin(\.

Generatillg Rolls
Because chance Introduces variety amoog characters In the
world of An,'ma, it plays a central role in creating scores for each
Characteristic. To represent chance. Characteristics an: generated
using ldl0. There is more than one way to generate these numbers;
the GM and players can decide which one they will usc.

MErnOD 1
The traditional and most recommended method of
generating Characteristics is to roll ld10 eight times
and write each number down on a sheet of
paper. Ignore any re~ ... lu o f 1, 2, or 3 and
reroll them, so th at a character doesn ' t
hay(! any abil ities that a~ CM.!rly low. O nce
you have eight numbers. discard the lowest
and ~place it with a 9. guaranteeing at least
one Characteristi< wil! be C!<Ceptional. Next.
arrange the numbers as you like under each of the
Primary Chara(\erislks. This method of character
cneation generates higher abilities on average and
takes into account the fact that player charactCf""S
should be exc:eptional individuals.

METHOD
The 5eCood method Is to roll 2dl 0 eight times. writing
down oo~ the higher of the two rolls each time. W hen you
have eight numbers, divide them among the Characterl$t~
as you wish. This method generates medium-high nvmbers,
but it is also possible to roll some km numbers.

MErnOD 3
This method is used when pla~ want
to average characters with no parti<ulariy
exceptional Characteristics. Roll ldl0 eight
times and write down the numbers in order
of the Primary Characteristics. Whatever the
roll, low o r high, yo u must keep it.

TABLE
The Ian method consists of rolling the dl 0 seven ti mes and adding the
numbers together. The total. a number between 7 and 70. can be divided
freely between the Charactef"ist ics. but In no ca<;e may a C haracteristk be
higher than 10.

To bette r expl<lln how to cte1te <I chatacter. we will 40 ex.1ctly


that throughout thiS chapter As we have sai4. the htSt thing to 40
is generate Chatacterlstlcs We will use Method 1, <IS It IS the m05t
common meth04 use<! After tolling the 4ice (<ln4 tetollmg 2 an4 3
as bemg too low), the final numbet5 we generate ate: 10, 8, 8, 6. 5,
5, 4 anQ 4 These numbetS will teptesent the Primary Characteristics
o( Celi<l, our player ch<lt<lcter Now. I\'e arrange the numbet5 among
the Characteristics (replaclllg one o( the 4s with a 9) II) the (oIlOl\'lIlg
w<ly: Strength 5, Dexterity 9. Agility 10. Constitution 5. Intelligence
8, Power 6, WillpcM'er 4. ami Perception 8.

Modifiers illid rl'cir USe


Now t hat we know o ur character 's primary characteristics. we need to
check their modifiers. a number that modifies all the ab ilities that depend
on it. Depending on the value of t he characteristic, t he mod ifi er is a positive
or negative number, as ind icated In Tab le 2.

Limits

011 H lllllml

clIarflctcristics

As mentlorled earher, 10 represents the maximum value o f natural


human Characterinks. If the Game Master permru;. however. a player can
increase his Character 's attributes beyond the Umlt, using Creation Points
(see page 15) or by irlCteasing In level. Even if the GM allows Characteristic
progression beyond 10. he may still wish to impose limits. To do this. he
could limit the additional advantages that those superhuman Characteristics
convey. For example, a GM might allow a character with a Strength of
11 to have a modifier of +20 to his Strength-related abilities and damage.
but not Increase the amount of weight that chara<ter can carry. For
psychic and intellectual chara<teristics-lntelligence, Power. W illpower,
and Pen;eption---glven the difficUlty of defining what can be understood as

2:

CHARACTERISTICS MODIFIERS

a-torhdcYolua

Mof-

~30

2
3

20
10

5
0
+5
+10

,.,

6-7

10

+15

1112

+20

13-14

15

+lO

""p

+"

18--19

+40

20

<-4,

"huma n" an d what ca n't, a character has all the benefits that an attribute
o f that value conveys. Th at Is, how does o ne justify 10 a wizard, given his
al ready superhuman capacity to caSI magic, that he can't increase his Power
beyond 10 and get the additional benefits?
This does not mean that a character would never be able to obtain the
benefits o f superhuman physk al Characteristics. Rather, he would have 10
achieve cer tain requirements to succeed - such as using Dominium abilitles
(as explained In Chapte r 10) or by means o f supematural methods.
It Is also ne<essary to point OUt twO exceptions to human Characteristlc
limits - namely. the Inhumanity and Zen. Inhumanity allows a character to
obl:aln the benefits of physical CharacteriSlics to a score of 13. while Zen
completely destroys the limits, granting the character the capacity to use
the ma.ximum advantages of his attribu tes. 80th abilities are explained in
greater detail In follO'wmg chapten,

Box 1: CHARACTERISTICS

~Ar DO C~CTERIST1CS

r-

VALUES REPRESENT?
1

The 1000000u Characteristic possible in the game. This is a subhuman


value, which generally should not be allowed In play.

2/ 3
The character has minimal ability In this area. For example. a 2 in
Intelligence Indicates a terribly limiting deficiency. including in speech.
In Strength, the equivalent would be that of a child two or three years
of age. A 3 11'1 InteHigence represents the capacity for limited speh.
but not for undentandlng complete SCfltences. A character with 3
Strength would have the strength of a chlld of flY/! or six.

4
\

A -4 represents a slight deficienCY. a minor inferiority with respe<t


to normal persons. Someone may be clumsy with a Dextefity of 4,
while the same score In COnstitution indkates an individual with a
weak physique and littte resistance 10 damage.

5
5 is the human average. It's the score that all people have in
those areas In whicfl they don't stand out. It's the score that the great
majority of people In the world have.

6
A score of 6 represents the high average for hum ans. A quick,
witted person has a 6 In Intelligence, and a healthy person has a
Constitution of 6, for example,

7/ 8
These numbers represent an exceptional ability. Those characters
with 7's and 8 's surpass most other people. Individual player
characters with these scores In their physical Characteristics would be
professional athletes or Olympic participants.

Only exceptionally gifted people have a Characteristlc with a


score of 9 - such as OIympk champions or Nobel Prize winners.

10
A 10 in a Characteristic rep~ts the maximum ability of a
human being, These levels are atlalned only rarely in history. and those
individuals are legendary. Einstein would have had a 10 in Intelligence,
and a legendary Olympic champion a 10 In Agility.

11

a/ld Greater

Scores greater thall 10 surpass what we know of as possible for a


human. These values In,rease geometrically, such that a being with a
Strength of 15 would be able to mO>'e a small mountain. Initially. no
method of Characteristic generation allows these scores.

(
\

p/iysical A~ilities
These capabilities depend directly on physical Characteristics, with no
effe<ts from other abilitle5 or knowledge skills. In Chapter 6 we explain
this in greater detail. FOr' now, only two interest us. M<Nemem Value and
fatIgue, A character's MQ.'ement Value is equal to his Agility. while fatigue
is equal to his Constitution.

For oamplc, Cella possesses all Agility of 10 and a Constitution


ofs Therefore, she hasa Movement Value o(lO .. ncl a Fatigue 0(5.

- -

TABLE

3:

SIZE

&

WEIGHT

-....

8" to 2"

10 to 3S Ibs.

"6 to2'

20 to 4S Ibs.

2' to )'.."

45 to 6S Ibs.

2'S" to 4'

4S to 110 Ibs.

, ..... to 4'6"

secondary damcteristics
Once YOll have the eighl Primary Characteristics and their modir.e~
YOll can calculate the 5e<:ondary Characteristla still remaining. Appearance
and Size.
A ppearance: Appearance refie.::ts beallty and is always caiclilated
after a character 's Primary Characteristia. The Game Ma5ter should de.::ide
if it will be calculated by roll ing Idl0. a5 w ith the other Characteristics.
o r by allawing the player to choose it freely. In contra5t to the other
Cha racteristia , Appearance can not be greater tllan 10, as that score would
represent such Incredible beau ty that the character would be attractive to
everyone. no matter what thei r tastes or personal preference5.
Size: Size indicates the height and weight of the character. To calculate
it, add a characters Strength and Constitution scores. For example, a
character with an 8 and 7 In those Char.K1.eristlcs would have a Size score
of 15. To decide the exact height and weight of the character, consult Table
3 and choose a number between those given for the appropriate Size.
Naturally. this table is used only for humans. You may subtra(! a point from
Size for female characters, if roo wish.

Retutning to Ceha, her pl.. yer cletermines her Appearance by


roiling ld10. He rollsa n Sand tecorcls that number uncler Appemnce
(she is going to be a very attractive woman). Next he calculates her
Size. which Will be 10 (Strength 6 plus Constitution 5, minus one
point for being female). Now .'e have cella's prmclpal attributes aml
soon we will5ee who she IS and what she does.

RACE
The next stage in character creation is choosing the character's race.
Ra(e here does not refer to ethnk ity, but rather to a true supernatural
species with attributes distln(t (rom ours. The world of Animo is
predominantly huma n, but if a player w ishes, he (al'l (hoose one
of the lost Souls deta iled in Cha p ter 2. Each of those races
has some supernatural elements th at grant a chara<ter spedal
abilities. For now. we will Ignon: them and focus on oth<!r
aspccu of (haracter creatioo.

PRIMARY AND
SECONDARY
ABILITIES
A characters Primary and 5e<:ondary abilities
represent his knowledge and skills. which tell us in what
areas he is competent and to what degree.

Primary A~ilities
Primary Abilities represent the ba5k faculties of
a character and are divided Il'Ito three areas: Com bat
Abilities, Psychic Abilities. and Supernatural Abilities. Each of
these encompasses a ser ies of skills related to iU specialty.

3'6" to nO

4' to 5'4"

6S to 110 Ibs.
6S to 135 Ibs.

15 to 15S Ibs.

4'4" to 5'4"

90 to 175 Ibs.

10
11

4'S" to S'S"

90 to 200 Ibs.

4'S" to 6'

110 to 220 Ibs.

5' to 6'

110 to 220 Ibs.

"
14

5' to 6'

110 to 310 Ibs.

5'4" to 6')"

110 to 330 Ibs.

15

5'4" to 6'6"

135 to 395 Ibs.

16

5'1}" to 6'10"

155 to 485 Ibs.

5'S" to 6'10"

175 to 530 Ibs.

5'1'" to rr

200 to 615 Ibs.

19

6'3" to 7'6"

220 to 615 Ibs.

III

6 '6" to 7'9"

245 to 705 II.

...

265 to 990 Ibs.

,.
17

6' 10~

21

22

to S'6

800 lbo,

C O M BAT A SILITIES
These abilities encompass the fighting skilts of a character. When
appropriate. add the corresponding Characteristic modifier to cakulate the
final ability scores. Combat Abilities are the following:
Attack A bility: This represents an individual's ability
to reach his opponent and get past his opponenfs
guard to inflict damage . This ability depends on
Dexterity.
Bloc k A b ility: This represents a character's
defensive ability - name ly, how well he (an
defle.::t or stop attac ks from hitti ng him. This
abi lIty depends 01'1 Dexterity.
D odge A b il ity: This represents a
character's ability to mcwe out of the way
of an attack. This ability depends upon the
Agility Characteristic.
Ki A b ilit ies: Permit an il'ldividual to
use his spiritual energy in physical WiIy$.
There are two Ki abilities: Ki and Ki
Accumulatiorl.
Weapon Mo du les: These represent
a characters ability to use a VMiety of
weapons.
Martial Ar ts: This re~seots a
character's knawiedge and ma5tery of
various unarmed combat styles.
Wear A r m or: This represel'lts a
character's ability to wear heavy armor
without penalty or restrictions. This ability
depends 0 1'1 Strength.

-f
t

".

"~
~

Box Il:

PSYCHIC ABILITIES
Ps)'thic Abilities COYer everything related to the area of psychic powers
and their use. Classes gifted with psychic powers - such as MentalistS - utilize
these abilities In the course of their adventures,
Ps ychic Po ints (PP): These represent points used by a ps)'dlic ch3raCter
to develop 3nd utilize his mental powers.
Psychic Pro je ction: This ~~ts a char.Kter's capacity to project
his mental powers at a target. This ability depends upon a character's
Dexterity score,
P syc hic Modules: This represents a characters capacity to use his
combat abilities to proJe<t mental powers at a target,

SVPERNATVRAl ABILITIES
Supernatural Abilities encompass all mystical knowledge and arts,
Classes gIfted with supernatural powers - such as Wizards, Summoners,
and IllusioniSts - utilize these abi lities In the course of their adventures,
Zeon: Indicates a character's total magic poi nts, These po ints delermine
t he l"Iumber of spells a magic user ca n cast.
Magic Accumu lation (MA): This ability represents a characters
ability to gather his Zeol"l to weave magic al"ld cast spells,
Magic Projection: This represents a characte!"'s ability to project spells
and aIm them al a desired target, This ability depel"lds upon a character's
Dexterity score.
Summon: This represents a characters capacity to bril"lg supemawra!
creatures 1I'Ito the world. This ablllly depends upon a character's Power
score.
Control: This repn!SCnts a character's capacity to control supematural
beil"lgs. Control depends upon a charncter's Willpower score.
Bind: This represents a characters capacity to trap the essence of
mystical beings Inside obje<ts or persons. Bind depends upon a characte.-'s
Power score.
Banish: This represents a chara<ter's ability to expel supernatural beIngs
from this plane of reality. It depends upon a char.me.-s Power score.
Mystical Mod ules: This rePffl$C!1ts a characters capacity to utilize his
combat abilities when casting spells.

secollnary Abilities
Naturally. a character possesses much more complexity than simply
being able to fight or c.t spells. He al!>O has many abilities and areas of
knowledge that differentiate him from others, Take yo urself for example.
You kl"low how to read , you have !>Ome knowledge of math , and you
know other things bared upol"l your life ex perier.ce. Eac h character al!>O
has these types of abIlities, which are called Seconda ry Abilities. Each
Secondary Ab ility I~ found under a speCifiC field and is linked to a spe<ifiC
Characteristic, For example, the Acrobatics ability I~ in the Athletics field
and depends upol"l a character'~ Agility score. while Sciences fall under the
In tellectual field and depel"ld uPOI'I a character's Il"Itelligence score. Above
Is a list of Se<ondary Abilities for Anjmo; you will find a more complete
description of them in Ch a pter 4 .

calculatillg alia USillg Ability Scores


To cakulate a characters final Secondary Ability score. add the base
Ability score (what you get tJy spending Development Points, page 12)
to the modirler of the CharactCf'istic tied to that Secondary Ability, and
then add any other special modifiers. The result will be the charncter's
final Secondary Ability score, the number added to Ability Che<k. rolls
(discussed more fully 11"1 Chapte r 4).
If a character has not developed a Secondary Ability (by spending
Development Points), his defal.llt base Ability score is -30, rather than O.
If, after adding CharactCf'istlCs and special modifiers, the l"Iumber remains
negative. subtract that number from each of the characters Ability Che<k
rolls, Some special abilities - such as Magic and Psychic Abilities ~ worl<
in a different way. These cases wi ll be explained in more deta il il"l their
respective chapters,

SECONDARY ABILITIES

~ECONDAR~ ABILITIES

ArHLETICS
Acrobatics
Athleticism
Climb
Jump

Ride
Swim

CREATIVE

SUBTERfUGE
Disguise
Hide

lock. Picking
Poisons
Theft
Stealth
Trap lore

An

INTEllECTUAL

DarICe
Forging

Animals
Appraiul
Herbal lore
History
Memorize
Magic Appraisal
Medicine
Navigation
Occult
Sciences

M,'"

Sleight of Hand

PERCEPTIVE
Notice
Search
Track

SOCIAL
Intimidate
leadership
Persuasion
S~.

VIGOR

compo<,~~

FeaU of Strength
Withstand Pain

R.etutnin9 to the ex<Imple o( Celia. her player spen4s 100 DP


(Development POints) In AcroNtiCS. gIVIng her a N5e Ability
score of so. Next., smce Acrobatics Jepends upon Agility. he ad4s
Celia's Agility Characteristic mcxlifier. which fOr her lIIould be +15.
TherefOre, her final ability SCOre 111 Acrobatics will be 65. absent any
additional mcxlifiers 4iscu55e<llatcr in this chapter.

ARCHETYPES AND
CLASSES
Classes represent spe<ialties the character has dedi(ated his life to
studying - that Is , t he training and philosophy he has received to succeed
in a specific profession. No ol"le can simply decide one day to become
~n archite<t and then Immediately start designing buildings. He must learn
and practice for several years. A chara(ter, therefore, must ul"ldergo ~imilar
trainil"lg!>O that he can function as a member of his class.

Arclletyyes
Before chOO5ing a class, a player should first choose an Archetype for
his character. The Archetypes are prototypes, ideal models that encompass
spe<iflC concepts about the class)'Ou will choo5e. There are We Archetypes.
which include many classes:
Domin e: Those Individuals who specialize in the use of thei~ spiritual
energy, through which they cal"l a(complis.h amazing actions. Domine seek
to master the Ki abilities.
Fighter: Fighter Archetypes specialize In armed and unarmed combat,
They seek to perfect their combat abilities with unwavering (ommitment.
Mys tic: This Archetype encompasses several classes which deal wi!il
the supernatura l realm. Mystic (haracters <an summon supematura l
(re~tures or change reality through their spells. They seek to master their
Supernatural Abilities,

P rowler: Ch3rac ters with this An::hetype use subterfuge 3nd wit to
accomplish theijr objectives, prefer ring to avoid dire<t confrontation.
PrQ'Nlers sp lalize In plly$lcal Secondary Abilities.

DEVELOPMENT
POINTS AND LEVELS

Psychic: This Archetype encompasses not only tho:oe characters gifted


with psychk powers. but al$o those who have dedicated themselves to
perfecting the psychic arts. Psychics seek mastery CNef" all Psychk Abilities.
N ove l: Characters With this particular An::hetype have not spe<ialized
In anything spifk during their apprenticeships and, therefore, h_ no
specifIC preferences. Mundane humans - wc:h as innkeepers and peasants,
as well as more advanced professionals - fall in to th is Archetype.

Bex 1lI: ARCHETYPES AND CLASSES

~CHETYPES ~D
1

CLASSES

FIGHTER

PROWLER

Acrobatic Warrior
Dark Paladin
Paladin
Ranger
ShJdow

Assassin
Illusionist
Ranger
Shadow
Th ief

T,o
Warrior Summoner
Warlock
WarTiof"
Warrior Mentalist
Weaponsmaster

PSYCHIC
Mentalist
Warrior Men talist
Wizard Mentall$l

DOMINE

MYSTIC

T,o

Illusionist
Summoner

W""'"'

Warrior Summoner
Wizard
W izard Mentalist

classes

:~:.i
Freelance

--

Now that we know the character An::hetypes, it's time to choose a


class. Having a class does not mean that $Omeone has dedicated himself
to a spific proftssion In the strlCitst senst. A Thitf doesn 't ne<:essarily
support himself by robbery, just as an Assassin nttdn't 50Iely go around
killing people.
Classes Indicate the development COSts of the character, limits OIl point
distribution. and some of his special abilities. Box UI: Archet~pes and Classes
lists the twe1Ity AAjlT)(l character classes divided by An::hetype, Detailed
information on all of these classes is found in Cha.pter l.
If you IooIc. at the bOll. carefull~, you will see that some classes are listed
under two different Archetypes. Some classes have a dual nature and Cal> fit
into more than one An::hetype. These are called mixed classes.
Now is time (or Celia 's player to choose J p~t h (or Celi~ to
(ol low Thlnkillg a little bit about Celia's backgrou nQ, he <lecr<les
tha t she has been F..scin~te<l w ith combat since sh e 1'.'a5 a young gIrl.
There(ore. chOOSing the Fjghter An::hetype makes the best sense (or
her. Now her pl~yer nee<l5 to choose Cella'5 class. G iven t hat neit her
Strengt h nor Constitu tion IS her strongest C h.l lQ cterlst ic, he passes
o n the t ~<litional Warrior class. H owever, he r hig h sco res in A g ility
an d Dexterity make her ~n l<leal ACtob~ti c Warrior. Beca use o(her
speed a n<l ~droit t)ess, CelJ~ can be a d~st~ t i ng o ppon e nt in a fig ht,
desp it e her lack o( except iona l Stre ngt h.

Development I\:lInts (DP) at"e fundamental in the creation of characters.


sif1,(e they alla.Y each characler to learn and cOlltinue to ach~ greater mastery
CNeI" their abilities. Unfortunately, OP at"e not limitless.; each player only has a
spedfK number available to spend on their characte.-. Ther'-ek>re, characters
having a number of different skiMs cannot really spedaize In any. Conversely.
highly spedaIized characlen: wiKnot have the breadth of skills that othe.- more
'M!II-rounded characters mighI. For example. a Thief who dedicates almost an
of his lime to Theft has probably spent a great majority of his DP in this skill.
Ho-.vever. In doing so hIS piayet' has neglected other abilities - r.uch as Stealth
and Hide. Consequently, he lYin be better than other thieves in Theft. although
his more balanced colleagues will po5!ieSS grealer skills in other areas.
Just as some people have a greater facility 10 learn while others must
make much more effort to reach the same level, characters in Animo do not
possess equal capabil ities In Improving their abilities. ThiS learning differential
Is represented In game by the concept of Deve lopment Costs. Development
Costs are. essentially. ratings which determine how difficult abil ities are
to Improve. In short, they Ind icate how many DP a player m ust spend to
improve a character's abilily. The lower the Deve lopment Cost, the fewer
DP a character needs to learn or advance in a particular area; the character
requires ~s effort 10 Improve. The value oflhese costs is determined by the
character's class, since II Is easier to Improve in one's specialties. Logicall~. a
Wizard wiLl Improve his mystical abilities at a Iesse<" cost than a Warrior will,
while the Warrior will learn combat skills more easily.

Power Levels
A charact('r's !eYe1 is a measure of pa.ver, indicaung the Streflgth of his
abilities. The highet" the !eYe1, the greater his powers. !.ince he has more DP to
spend on improving them. Al l characters begin the game at lst!eYe1with 600
DP. Don't make the common mistake of thinking that a character's Level
refers solely to his combat abi!itles. Instead, it represents the potential that
this person has realized in the world. One {ould say that Einstein was a 3rdor 4th-leve1 character WIthout it e'o'ef" meaning that he was good at fighting,
He was simply able to use some above-average abilities more than other
people, 50 his level also was greater than that of the general populace.

calculatillg a/ld
Distributing Points
Normally. character abilities th at are checked aga inst 1 dl00 have a
Development Cost between 1 and 3. This Indicales the number of DP
that a player must spend 10 improve a character's specific ability by 1
point. When you want 10 learn an ability in which your character has no
knowledge, you must spend sufficient DP to h~ a min imum base of 5.
Let's (m~gi ne that we W;jnt to spe nd 60 DP In a n ab ili ty 5uch ~s
Xlc t)ce I( the cost 0( thiS skill were 1, we would have an ability 0(60
poInts. Wit h a cost o( 2, our leve! It) the ability would be 50, With 3
It would be 2D, etc. As you can see, t he value varies in spite o(having
investe<l in each ca~ the Siime number o( DP.
Some abilities have different increase rates. Magic points, called Zeon,
Increase In Increments of S. Therefore, if they have a Development Cost of
2. they would increase 5 poinu for each 2 DP spent. Other abilities. such as
Magk Accumulation (MA) and Ki, grant spial benefits thaI 3rt improved
In different ways. We will discuss these s.pe<:ial cases in greater detail in each
o f the sections dedicated to them.

Point Distribution Limits


There is a limit to the number of DP a player can spend in each of his
character's three Primary Abilities (Combat, Psychic, and Supernatural).
Besides listing the Devdopment Com for a character, each class has a
different limit to the number of OP a player can spend on each Primary
Ability type . The sta nd ard rule Is that a player cannot spend more than
50% to 60% of his DP in any Primary Abil ity area, depending upon his

character's class, Players of 1st~~1 characters


whose class possesses a 50% limit in Combat
Abilities. for example, may Invest a maXimum of 300
DP in that Primary Ability area, while players of lst-level
cha racters whose class possesses a 60% limit on Psychic
~rs may invest a maxim um of 360 DP in that Primary
Ability area,
Secondary and special abilities have no limitations
o n DP expenditure .

Since Ce!I~ 's pl~yer h~s chosen the Acrobatic


Warrior cI~ss for her. that pl~yer can only spenQup
to 60% o( Celia's DP on Comb~t Abilities. and 50%
on Supernatural anQ Psychic Abilities. As Ce!i~ Is a
1st-level chat<lcter with6OO DP, her player can invest
up to 560 DP In Combat. However. that would
leave him only 240 DP to spend on Supernatul'al
and Psychic Abilities. as well as Secondary Abilities.

Limits on offenSive
and Defntsive Abilities
In addition to the limits to DP distribution that we
have already explaIned, there Is another general limitation
for each class: limits to offensive and defensive abil ities. A character can
n~r spend more than half of his DP total on Attack and Defense abilities,
that is, on Attack, Block. and Dodge,

As an Acrobatic WmiOl', Celia has a limit o( 60% for points


in her combat abilities (360 polnb at 1st level). Nonetheless, she
cannot spend mote than 300 DP on Attack and Dodge. since that
would be more thall halfofher DP total. This would leave 60 points
for other combat abilities, such as Kl, Wear Armor. Martial Arb, ami
Weapon Modules
It is not possible to have a difference greater than 50 between an
indivld ual's base Attack and Defense. Someone who, for example. has a
base Attack of 90 could not have more thal'l 1'10 il'l Block or Dodge. In this
case, to In(tease his Defense, he must nrst Increase his Attack.
A charaaer may want to increase only his Attack or Defense ability,
but not both at the same time. For example, a thief wants to Dodge only.
or an archer who only wants to learn to shoot with a bow. In thi$ $ituation,
the character can spend only half of the tota l points he is allowed to on
Attack and Defense (that Is. one quarter of his DP total). but he can ignore
the rule that requires him to have a difference of no more than 50 po ints
between his Attack and Defense.

Limits 011 Magic alld psychic projection


The laS! limit is located in the Magic and Psy<:hic Projection. Players
cannot spend m~ than half of their character's total allowable Magic or
P5y<:hic Abilities allocation (as dictated by class) on the Projection ability.

Pa2usu is a M~ntallst who has looke<! a ft~r Celia sinc~ sh~ I'o'<lS
smaiL Let's assume that he Is 1st lev~1 and, as with Celia, has 600
DP. of which his player may spend 360 on Psychic Abilities (60% of
the total). In this case. the maximum number of points that player
may spend on hiS Psychic Projection ability is 180 DP - half of the
amount allowed fOl' Pawsu's Primary Psychic Abilities.

IlInate class BOliuses


Some character abilities improve w ithout having to spend points. The
points a character gains through a class bonus count a5 special bonuses.
instead of additions to the base ability. If. for example, someone has a class
bonus of "'10 in a Secondary Ability. add 10 points as a special bonus.
Your character's class bonuses are determined by the class you choose.
These bonuses are applied not only at character creation. but are added
again when gaining a level.

Since Cella is an Acrobatic Warrior, she h~s a class bonus of ~10


pet level to her AcrobatiCS ability. If she had a 65 in this ability (50 in
the base ability pluslS for her characteristics), her final ability score
would be 7S after adding the class bonus.

Natural

BOIIIIS

Wheo a playef has spent his DP on a character's Se<:ondary Abilities. he


may then add another single Characteristic bonus to any single Secondary
Ability. This reflects a character's narural skill in a particular area The Increase
is made directly on your characteristics bonus. and oot the class bonuses
discussed abo>oe. Each time you gam a level you may do this again with any
Secondary Ability you choose (the same or a different one). and again add the
characteristics bonus. Naturally. you can use this only for a positive bonus.

Rdurning to our earlier example, Celia has a final score of75 in


AcrobatJr:s (50 base score, 15 (or her characteristic, and 10 (ot class
bonus) . I( she chose this ability to add her nat ul'al bonus to, she
would again add her Agil ity bonus ~ n<l obtain a fi nal ability of 90
(50 base score, 30 (or her characteristic. and 10 (or class bonus).

Milstery
When a character possesses a final ability seOn:' of 200, he has reached
mastery In that ab ility. He has become a true expert in that particular an:'3,
acquiring capabilities that others will find difficu lt to achieve. Einstein was
a master of science s, just as lOme Olympic champions master their diverse
athletic fields. For this reason, when a character uses an ability in which he
ha5 mastery, his Fumble number Is reduced by one so that he fumbles only
on a result of 2 on d1oo.
A character can achieve mastery;" Attack, Block. Dodge. Magic Profection.
any summoning ability, Psychic Projection. and all Secondary Abilities.

LIFE P0INTS
AND INITIATIVE
Ufe Points Indicate a character's resistance to wounds and th<: amount
of damage he can suffer before re<:eiving a critical wound. When a character
reaches 0 life Points. he may die.
The base Ufe Point score are based on Constitution. The base number
of Ufe Points for all living beings is always 20 points. to which you add
Constitution multiplied by 10 and afterward add or subtract your modiner.
For your conven ience. Base li fe Po ints are listed in Tab le 4 . To this number
you should add the class bonus for your character's class.

Let's return now to Ce!i~ in or,\c:r to ~ku!~te her Life Points.


Slr)ce her Constitution score is 5, her pl~yer consults T~ble 4 ~nd
determines that her Base Life POlr)t score is 70. Since she IS an
Acrobatic Warrior, her player then <ldds her ufe Point d<lsS bonus
(which IS fO) to her base scott!, fot<! tot'll Life Point S<:ott! of SO.

TABLE

4:

BASE LIFE PeiNTS

A player u.n increase his character's life Points by spending DP to


reach a life Point multiple. wtlich Is dcu:!rmined by a characlcr's class. This
Increase is a special ability. Each time a player 'lpCnds enough DP to reach a
multiple. he u.n increase his character's total life Points by a number equal
to that character's ConstitutOOfl score.

...5

20

40

55

70

6
7

"

no

95

120

10

135

11

150

12

160

13

175

14

,&5

200

16

215

17

225

18

240

19

250

...L

"~,

,.,

20

Returning to our sample charader. Celia's base Initiative Is


20 - Since she Is a normal-slzcq human. Because her D~etlty is 9
'Inc! her Agility is 10, her player ~n 'Ide! 25 (the totJl ofhet Dexterity
'Inc! Agility modifle~) to her PJ5I:, for a totql of 45. As an Acrobat
W<lrrior. Cella possesses an Initiatrve class bonus of 10. bringing her
Initiative total to 55. Finally, since she goes unarmed and does not
wear any armor, her player adds the un~rmed Initi<ltlve bonus of20
'Inc! c!oesn't need to subtract <lny ~rmor penalties to Initiative. Her
Nnal Initiative score is 75.

PRESENCE
AND RESISTANCES
M<lstet of the s\\"otq
Forexample, Cella's Life Point score (sO) means th~t she Is gOing
to have to \\"orry about \\"ounds. To 501~'e that problem. her player
spemls some DP to improve her dam<lge resistance. A5 an Acrobatic
W~rtlor, Celi<l"S life Point multiple is 20. Therefore. for e~ch 20 DP
spent. her player can ac!c! the V<llue of her Constitution S<:ote to her
uk: Points. After some thought. her player spends 20 DP. Incte1Sing
her Lik: Point score by 5 (the V<llue of Celia's Constitution 5COrc),
fot <l total of 85.
The base Inltiat~ of a normal-slred charader is always 20. To
calculate the f>llal Initiative score. add the charaCler's Dextenty and
Agility modifiers to his base Initiative, and then subtract any penalty for
using particular armor and weapons (unarmed character.; receive a "'20
modifier to Initiative). Finally. add a character's Initiative class bonus. Since
It Is possible for a character to have different Initiatives, depending on which
weapons or armor he uses. player.; should always use the fir.;t column of
the reaction table on the character sheet to ca lculate final unarmed and
unarmored Initiative, and then use the other.; for specific weapon/armor
combinations.

Presence Is the sum o f all the existential aspeas o f a character - both


physical and ~plritual. A player ,haraeter has an almost un limited potential
to develop his abilities; the more developed . the greater the Presence base
he has. Presence depends on the character's level and on the number of
total DP he possesses. Higher-level characters will, therefore. have a higher
Presence. To determine a character's Presence score. simply divide his t01.11
DP by 20 (for quick reference. see Table S). A lstlevel character has a
Presence of 30.

30

......,

35

'0

40
45
50
55

60

15

100

OS

.,.1 level

-5

......

PI .. anee
70

"

11

80

12

as

13

90

14

"

,(

'(

~-.
,~.,
"
-,,'

'

In Anjmo. there are fl~e types of Resi5tance. each one protettlng a


character against a different type of negative effe<:t. Resistance values are
cakulated by addmg a character's Presence to the applicable Characteristic
modifler (detailed below).

The rrve types of Resistance are:


D isease Res istance ( DR): P.epresenu a chara<ter's abitity to avoid
falling III or being affected by a disease. DR also indicates how quickly a
enameler can recuperate from an Illness. Based on Constitution.
H agic Resistanc e ( MR); Represents how wen a char.acter can ~t the
effects of a:!pell or of an ability of supernatural origin. Sased O<l Pcmer.
P hys ic a l Resis tance ( P h R): Re~ts a character's tolerance for
damage and sh<xk. PhR allows characters to aYOid falling unconscious and
~r(Ome the effects of criticals. Based on Constitution.
Ve n om Resistance (V R); Represents a tharauer's Resislaoce
to venom , poison. and toxic el'1Vlronmental cffe<ts.
VR allows a charaaer to alleviate or OYCn::ome ttle
effects of poison. Based on ConstItution.
Psyc hi c Resista nce ( Ps R): Represents a
character's force of will wh ich allows him to res ist
psychic attacks and any mind-altering attacks.
Based on Willpo'lN<!r.

Since Cella is a 1st-level charader. she has a


Presence o( 30. To c\etermine her R.esl~nces,
her player ac\c\s the relevant CharacteristIC
moc\ifiers to obtain the (ollowing results: DR
50, MR 35", phR 3D, VR 30. and PsR 25. Each
time Cella ac\vances a level. her player ac\c\s 5
points to her Presence, thereby increaSing
her Resistances.

Resistallce decks
On many occasions during a game session.
playen will need to roll Resimoee Checks. To
undertake a Resistance Che<k a player rolls
IdlDO and adds the result to his character's
Resistance score. If ttle total is greater than the
required dIfficulty of the check. that character has
saved agaInst the effect. OtherwIse. the amount by
which the {heck Is missed indicates the I~I of fallure.

CREATI0N P0INTS
The final step before a player begins to spend DP and complete a
character Is to allocate Creation Points o n Advantages and Disadvantages.
As with each creature that populates the world . Anjma characters have
s~ra l Idiosyncrasies not solely renected In their Characteristics and
Abilities. These idiosyncrasies are inherently tied to an individual' s essence
or nature. They are not learned and do nO! Improve; characters are either
bom with them. or they never have them.
Is my charncter ambidextrous. or does he have magical abilities? Wa5 she
born with ps)Clic gifts. or does she heal slowly! The answers to these questions
cannot rest solely on cha.nc;e. I"lOl" on the whim of each pIayer's desires.
Each character can acquIre Advantage'l and Disadvantages from
the following lists. Each Advantage or Disadvantage grants benefits or
Incorrvenien<es as described below. Player.; can spend up to 1 Creation PoInts
(CP) on the Advantage'l that he choose~ and bel~ most appropriate.
The COSt of the Advantage Indicates how many CP a player must spend to
gain it. Some Advantages h_ variable costs. which mean that they grant
greater ben<:fits 3((ordmg to the number of CP spent on them.
Disadvantages function In a similar manner. but instead of costing a
player CPO each Disadvantage gives a player Creation Points he can spend on
other Advantages. In this way the benefits and incol'1Venien<es balance out:
The more advantages)'Ou have. the greater )'Our problems will be. ~arers
can choose up to three Disadvantages for a character - although they don 't
have to choose any.
Un less specifically $\ated otherwise. players may choose each Advantage
or Disadvantage only once.

Commoll Advantages
~ayen

may choose the following Advantages regardless of a character's


class or race. Cost indicates the number of Creation Points needed to
pun::hase each Advantage.
ADD ONE POINT TO A CHARACTERlsnC
One of the character's attributes is greater than before.
Effects: Add a point to the value of a single Characteristic.
Re striction: Strength, O()(terity. Agility. and Constitution cannot be
ir1(reased to more than " thrwgh this Advantage. Intelligence. Powe!-.
Willpower. and Perception cannot be ir1(reased to more than 13 through
this Advantage.
Special: You may take this Advantage as many times as you wish.
C ost: 1

ACVTE SENSES
The character's senses are as developed as those of
an anima l.
Effects: This Advantage adds 1 poil1t to the characte..-s
Ft!rceptlon when making Characteristic Checks. It also adds
a special bonus of +30 to Notice and Search.
C ost: 1
ARTI FACT
The character possesses a mystical device
of enormouS power.
Effects: The player and the Game Master must agree
on the abilities of the device. Spending additional
points increases the capabilities of the object.
C ost: 1.2.3
AMBIDEXTROIJS
An ambidextrous person can use both hands
equally well.
Effec ts: An ambidextrous character can perform
maneuvers with either hand. In combat. he suffers
only -10 to attacks with an additional weapon.
C ost: 1
INCREASE ONE CHARACTERI5T1C TO N INE
This Advantage allows a player to increase the value
of one of his character'S Primary Characteristics.
Effects: Substitute one Characteristic's va lue for a 9. no matter what its
origina l va lue was.
Specia l: You may lake this Advantage as many times as yo u wish.
C ost: 2
ACC ESS TO ONE PSYCHIC DISCIPLINE
The character Is gifted with the ability to use the powers of a single
psychic discipline. Its abilities are limited to a single field and, no matter how
much it increases his potentia l. he will not have a((e:;s to powers that are
greater thall his natural capacities.
Effects: This Advantage allows use of PP to acquire affinity to a single
psychic discipline and the matrix powers.
C ost: I
CHARJ-1
The charneter has a certain personal magnetism that makes others
react positively toward him. He always receives a positive reaction from
people who do not Imow him. alld some individuals may even be slightly
more permissive with him.
Effects: The ~mits of this Advantage must be decided by the Game Master.
C on: I
DISOVIEflNG
A character with this Advantage can make people nervous whenever he
wishes. He can also dlscourage violence against himself or fon::e intimidating
people to agree with him.
Effects; The limits of this Advantage must be decided by the Game
Master.
C ost : I

ANIMAL AFfINI1Y
A Character with this Advantage has a special link with animals that allows
him to obtain a positive reaction. He is al50 able to communicate in a limited
~ WIth them, undfmtan<ling their generallnte!100ns, and vice versa.
Effects: The limits of this Advantage ml.lst be decided by the GM. In any
case, an anImal trained to attack will still do 50 in spite of this Advantage, but
probably after giving a warning and offering the character an opportunity
to escape. When combat against an animal is unavoidable. a rnaracter with
this Advantage will always be the last person attadced if he is in a group,
Cost: 1
DANGER SENSE
with this Adv.lntage '-e a sixth sense. v.tVct1 alloNs !hem to
detect when something dangerous approaches Of" threatens them - though they
wi. not be able to detect the origin Of" nature of the danger until they see it.
Effects: The character cannot be taken by surprise. unless his opponent's
Initiative score 15 1SO points or more higher than his.
Cost: 2
Charac~

BEEN AROVND
The charncter has already had experiences in the real world, by whiCh
he has learned great lessons.
Effects: The character begins the game with SO, 100, or 150 additional
Ex.perlence Points. depending on the amount of Creation Points spent. For
example, spending 3 CP Increases the Character's Experience Points by 150.
This Increase permits a conventional rise in level if the necessary point total
Is reached.
Cos t: 1. 2. ]

Apn1VOE IN A SVIIJECT
A CharaCter with this Advantage has an enormous capacity to
learn a single Secondary Ability, which allows him to develop it with very
little effort.
Effe cts: This Advantage redoces the Development Cost of a single
Sei:ondary Ability for each Creation Point spef1l. For example, a Wizard's
player could redoce the cost of the Composure ability from 3 to 2 if he
spent 1 point on this Advantage, or even to 1 if he spent 2 points.
Re stricti o ns: Development Costs cannot be redlXed below 1. This
Advantage works only for Secondary Abilities.
Cos t: 1. 2
ACCESS TO NATVRAL PSYCHIC POWERS
The character has a limited psychic capacity that allows him to use one
Psychic AbHity unconsciousry. He doesn't kl'low the origin of the power or
have complete control (;)o'er it, bl.lt he can u:;c it whenever he needs to.
Effects: The character can naturally use one specific Psythk Ability. He
Is not a true psychic and cannot use Psychic Points to acq uire new abilities
Of" to harness the power that he has. H is pS)'l:hic potential is not based on
Wi llpower and docs nO! require roiling dice, bl.lt al.ltomatically is Difficu lt
(D IF). The chosen power can be of any level. but it cannot have a base
reql.l lrement greater than Difficult. It can be used o nce pe r m inute without
the character Sl.Iffering a penalty, but each additional use wlt~lOUt the
required rest inflicts 1 point of fatigue. Spending additional points Increases
the natural psychic potential to Very Difficult (VDF) and Absurd (ABS),
respectively.
C05t: 1,2,3

ApnTVDE IN A FIELD
As per AptilUde in a Subjed. except that in this case. the cha",cter hru;
a great capacity to leam an entire area o f 5e<ondary Abilities.
Effects: The ~Iopment Cost for a field of Secondary Abilities is reduced
by 1 point. If the character 's class o ffers a Secondary Ability within this field
at a reduced cost. the benefits of this Advantage apply in addition to the
class benefit. For example . if an Explorer decides to reduce the cost of the
abi lities of the Intellectual field. these w ill cost 2 Instead of 3. The Medic ine
abi lity. which normally costs 2. w ill now con only 1.
Restrict ion s: Develo pment Costs canllot be reduced below 1. Th is
Advantage works only for Secondary Abil ltJes.
Cos t : 2
REPEAT A CHARACTERISTICS Roll
This Advantage allaws a player 10 modify one of his character's Primary
Characlerutiu.
Effects: Players may roll one additional die once they have generated
Characteristics and u~ the resliit in place of one of the previous rolls. The
new number cannot be less than the character's lowest roll.
Re stri ction : This Advantage is not compatible with the fourth method of
ge nerating Characte rist ics.
Spe cia l: You may ta ke this Adva ntage as many times as you wish.
Co st : 1
MARTIAL MASTERY
The Martial Knowledge of a character with this Advantage is superior
to others of his level. Usually, the character hru; received special training
that hru; allowed him to explore his Ki abilities - although it is a~ possible
that he has simply been born with eOOnTlOUS natural ability.
Effects: Adds 40 poI'Its to a character's Martial Knowledge (MK).
AdditJonal Creation Points incrt:ase this amount to 80 and 120 points.
respectively. For example. a character who~ player spends 2 Creation
Po ints wo uld rt:ceive 80 add itional poi nts to his Martial Knowl edge.
C ost : 1. 2 . 3

GOOD LVCK
Characters with this Advantage are exceptiorlally lucky in everything
they do and very rarely commit a ~rious mistake.
Effects: The required rlumber to fumble is reduced by 1 poirlL In normal
circumstal1(es. there~. the character will only fumble on a roll of 2. If a
character with this Advantage attains maStery in IJI"f ability. he will fumble
only on a 1 when using it.
Cost: 1

KI RECOVERY
This Ad vantage allows a character 's spirit ual energy to recover more
q uickly than normal.
Effe cts: The character re<:<l'o'ers 1 point of Ki every ten minutes. Instead
of every hour. Spending additional Creation Polrl\!; decreases tlle rec<l'o'ery
time to five minutes and one minute. respectively.
Cos t : 1.2.3
JACK Of ALL TRADES
Characters with this Advantage carl adapt to arry need that arises and
develop knowledge in aU fields arid subjects. No matter how rare or urlusual
the Se<.ondary Ability needed. they will always have some knowledge or
sklll useful in that situation.
Effect 5: The character never appUes the -30 penalty for no t spendi ng DP
in a Secondary Ability. and he also receives a special bonus of +10 in all his
Seconda ry Abilities.
Co st : 2
NATVRAL ARMOR
The character has extremely ~stant skIn and very hard muscles - such
that it is very difficult to penetrate them.
EHects: Grants natural anTlor of 2 against all classes of attacks except
energy-based ones. Although it coun\!; as armor. penalties are not applied
for using additional anTlor layers.
C ost : 1

MYSTICAL ARMOR
The character's aura fOrms a l3)'er of mystical energy !hat protects him
against supernatural attacks.
Effe cts: Grants a charactC!" a natural anTlor of " against energy-based
attacks. Although it counts as armor. penalties are not applied for using
additional anTlor layers.
C ost: 1
UNnRING
A character with thiS Advarltage possesses a supe rior endurance
relative to whal his Constitution would indicate.
Effects: A player can add 3 points to his character 's Fatigue. Spending
additiorlal CreatJon Points adds 6 arid 9 points. respectively. Thus. a
character whose player spends 2 Creation Points on this Advantage would
add 6 to his fatigue score.
C ost : 1. 2. 3
UNCOMMON SIZE
A character with this Advantage pos~$SCs an unusual Size relative
to his Strength and Constitutio n. This al lows someone who should be a
colossal mass of muscles to be a small person. or vice versa .
Effects: The player can irlcrease or decrease hfs characte r's Size up to 5
points d uri ng character creation.
C ost : 1
STARnNG WEALTH
The character has a greal fortune in materials and equipment.
Effects: This Advantage proyides starting money or equipment valued
at 2.000 gold crowns (CC). f urther poin\!; spent increase this amount to
5.000 and 10.000. respectively.
Restrictio n : The Game MastCf" may prefer to give a different amount o f
money. tailored 10 his game. In this case. both the GM and the player should
deCide the amount.
Cost: I. 2. 3
REGENERAnON: BASIC, ADVANCED, AND GREATER
Wounds suffered by the character heal eru;lIy.
Effe cts: This Advantage increases the character 's Regeneration by two
levels. Spending additional points il'lCreases Regeneration by four and six
level$. respe<:uvely.
C ost: 1.2.3

ElAN
A character with th is Advantage has attracted the attention of a Shajad
or a Beryl. Generally. thIS means th at an ancestor of the character was bourld
to me being and II slill mai ntalrlS some type of bond with all the members
of the family. It is also possi ble that t his atte ntion is due to some actions the
character has takerl. At the momerlt. he enjoys Its favo r - although after
the player begins playing his character. the relationship will depend on how
he behaves.
EHects: The character has Elan 2S for the entity he chooses. Spending
additional points increases the level to "5 and 60. respectively. Thus. a
charactCf" whose player spent 2 Creation Poirlts on this Advantage would
have Elan of 4S with the particular Shajad or Beryl whose favor he enjoys.
C ost : 1.2. 3

I MMVNITY TO PAIN AND FAnGVE


A character with t his Advantage is especially resista nt to the effects of
pairl and fatigue.
Effects : Penalties caused by pain and fatJgue are reduced by half.
C ost : 1
THE GIFT
The character can feel arid control supernatural energies inherent within
his own soul. Magic flows through his very spirit. and with the appropriate
knowledge. the character with this Advantage WIn be able to cast spells.
Effects: The c.haractC!" can ~e and use magic. He also adds a special
bonus of +10 to his MR. since his supernatural natl.lre better resists mystical
effects.
Cos t : 2

SEE SVPERNATVRAL
A tharacter with this Advantage can perceive the Soul Flow and at the
same time perceive the energy of pSJ":hic maUites.
Effects: The charatter sees supernatural things - Induding magic and
psythic matrices - u spiritual creatures. He does not apply the blinded
penalty in any- of these situations.
C ost: 1

N IGHT VISION
this Advantage allows a charatter to see in the dark and to
adapt qUlcidy 10 af!)' change In light Intensity.
Effects: The cllaracter may ignore al1)' penalt)' caused by" the
dark - except fOI' magkally Induced dark. or absolute lack oflight.
In which case the penalt), is reduced by" half.
Cost : 1

FORTVNAIT
A Fortunate character enjoys true luck. He can often escape
difficu lt sltu3tkms due to his lucky star.
Effects; The limits of this Advantage must be de<ided by the Game
Maner. In any case. the character wlflnever suffer the negative effects
of a trap or an attack determined sole lr by chance.
Cost; 1

EXCEPTIONAL MAGIC RESISTANCE


Characters with this Advantage possess heightened
resistance to magical attack$ and effects.
Effects: Add a special bonus of +25 to Magic Resistance
(MR). Spending a SC(ond Creation Point increases the bonus to

. 50.
Cost: 1,2

ExCEPTIONA L PHYSICAL RESISTANCE


Characters with this Advantage possess heightened re$istance to
physltal attacks and effects. Damage. poisons. and diseases do not affect
them as they do other people.
Effects: Add a special bonus of +2S to Physical ReSistance (PhR). Venom
Resistance (VR). and Disease Resistance (DR). Spending a second
Creation Point increases the bonus to "50.
Co st : 1, 2

EXCEPnONAL PSYCHIC RESISTANCE


FREE ACCESS TO ANY PSYCHIC DISCIPLINE
Characters with thiS Advantage may use an)' type of ps)"Chic discipline
and Its abilities.
Effects: this Advantage enables the character to use as marl)' psychic
disciplines as he wWles using his Psychic Points.
Cost: 2

QVICK R EfLEXES
The Characte r has exceptional renexes that allow him to respond
quickly to any- situation.
Effects; Grants a special bonus of +25 to a character's Inili.ative score.
Spending additional Creation Points will increase the bonus to .,.4S and "60.
respe!tivel)'. ThUs. a thar.tcter whose player spends 2 Creation Points on
this Advantage receives a "'45 bonus to his Initiative score.
Co st: 1. 2. 3

LEARNING
Characters with this Advantage possess an enormous capacity to learn
and develop their potential, alwa)'S gaining the maximum benefit from
whatever they have seen or done.
Effe cts ; Characters gain an add itiorlal 3 Experience Points when the
Game Master grants points at the end of each game session. Spending
3ddltlonal Creation Points Increases the benefit to 6 and 9 points.
respectively.
Cost: 1,2,3

NATVRAL LEARNER
Characters with this Advantage naturaJly improve in a speclfK:
Secondary Ability.
Effects: Grants a character an innate s.pecial modifier of +10 per level In a
single Secondary Abllit)'. Add this modifier to any- other innate tlass-based
bonus the character receiYe$. Spending additional points on this Advantage
Increases the bonus to " 20 and +30. ~veI)'. ThUs. a character whose
player spends 2 Creation Points 00 this Advantage 'NOukl receive a modifler
of +20 per level to a single Secondary Ability.
Cost: 1.2.3

NATVRAL LEARNER, FIELD


As Natural leamer. but In this case the charac:ter improves in all the
Secondary Abilities that beiong to a certain flCld.
Effects: Grants a spe<:la! "'S per level bonus to all the Se<ondary Abilities in
a fleld. Add this bonus to any- other Innate dass-based bonus the character
receives. Spending an additional point on this Advantage increases the
bonus to "'10. Thus. a character whose player spends 3 Creation Points on
this Advantage 'NOu ld recewe a modlfler of +10 per level to all Secondary
Abilities In Athletics, for examp le.
Cost: 2. 3.

The mind of a character with this Advantage possesses very


strong mental barriers that protect him from ps)'Chk attack$ and
other negative ps)'Chk effe<ts.
Effects: this Advantage adds a spetial bonus of "25 to a character's
Psychic Resistance (P<;R). Spending a second Creation Point Increases
the bonus to +50.
Cost: 1. 2

LIGHT SLEEPER
A charac:ter with this Advantage remains partially conscious
while sleeping and Is able to wake at the slightest noise or
rno.oement.
Effects: The thar.llcler applies a penalty of only ~20 10 his Notice
abllit)' while sleeping.
Cost: 1

Magic Advantages
The following Advantages can be acqUIred only if the character has
the Gift of magic. It Is not necessary that the character be a member of
a clus within the Mystic Archetype: anyone with the capacity to weave
spells can acquire these benefi ts.

ELEMENTAL (OMPATIBIU1Y
A character with this Advantage is natu rally compatible with the
powers of a speclflc magical path. being simultaneously weaker In its
opposite. His essence Is bound strongl), to thiS element. and his magic is
more powerful when he uses those spells.
Effects; The charactCf' has a special bonus of"20 to his MA and to his MR
in the magical path that he chooses. When he uses spells of the opposed
path, he has a penalt)' of -20 to his MA and to his MR. If the chosen path
is necromancy, appl)' the penalty to all other paths.
C ost: 1

N ATVIlAL K NOWLEDGE Of A PATH


A thar.lcter with thiS Advantage POSSC'Sse5 the capacity to cast certain
spells naturally, without having \0 study them. He can unconscious./y weave
the powerl of the Soul Flow for one Path - as if the Path were simply
responding to his abilities. The character knows how to use the spells
perfettly, but he does not understand the theory behind them, nor can he
explain it to others.
Effects: this Advantage grants innate knowledge of a Path at level 40
without Investing Magic levd points. As it is irlnate knowledge. the wizard
can continue to develop It beyond level 40 by spend ing new Magic Level
points.
Speci;ll; This Advantage can be acquired again for different Paths.
Cost: 1

CONTESTED SPEll MASTERY


The attad<- spells of a ~l1ar.u::ter wim tl1is Advantage are greater when
it tiasl1es against aootl1er Supematural Beam.
Effe~u: The ~l1ara~ter applies a bonus of +50 to l1is roll to cakulate me
result of a Collision against anomer beam.
Cos t : 1

ApnTVDE FOR MAGIC DEVELOPMENT


A el1araCler wim this Advantage l1as the capacity to und~tand and
achieve levels of power wIth his spells far greater man his Intelligence would
nannally allow.
Effects: A player can add 3 points to his character's Intelligence to
determine me maximum potential of me spell. This bonus is not applied to
any o ther ability - not even to cakulate me character's level of magic.
Co st: 1

Fot eXolmple. 'I chat<ictet with an Intelligence of 8 tries to


Gist 'I luminous spell of Imbue C~lm, Smce the spell has a limit of
Intelligence: x10. the maximum v~lue of the spell could not be gteqter
than 80 points_ However. with this Ad~ntage the charactet would
effectively have an Intelligence 11 (3 mote than his true ~Iue). 50 the
spell value would e,/u'll 110.

HAlF-ATIVNED TO THE TREE


As in Elemental Compatibility (see above), but in tIlis Ca5e tile el1aracter
is naturally compatible wim the magk of half o f the Mystical Tree.
Effects: The wl~ard has a speo::lal bonus of -+-20 to his MA and his MR in
me five magical Paths of a segment of the Tree. In me rest. l1e has a penalty
of -20 to his MA and his MR.
Restr iction : Necromancy Is OOt included in this Advantage.
C ost: 2

IMPROVED INNATE MAGIC


A charaCter with mis Advantage can execute h,s innate spells wim a
greater potential man nannaL
Effe~ts: The innate spells of the wiZard add +10 to meir potential as
indicated by meir MA, Additional CreatiO!1 Pt!ints increase the value to +20
and +30, respe<:tively. Thus a wizard with an MA of 100 whose player spent
2 points In mis Mvantage could cast hiS innate spells w ith a value of up to
60 (40 by his MA. pillS 20 due to the Advantage).
Cost: 1. 2. 3

UNSPOKEN CAsTING
A ~haracter with th is Advantage does no t need to speak to con trol the
powers of the Sovl Flow of souls,
Effe ~ts: The ch 3ra~te r ca n cast spells In complete silence w ithout rt!duci ng
his MA.
Cost: 1

GESTVR-ELE5S CASTING
A character with this Mva/ltage does not need to mak.e physical
gestures to use his magic:: he ~an take any type of physical action without
affecting his powers.
E" e~u: The character does not reduce his MA if unable to gestl,lre.
Cost: 1

SUPER-lOR- MAGIC RECOVERY


The essence of a character with this Advantage acts lik.e a magnet for
magic, ilI1d he Is able to regenerate his power at a faster rate man mat of
omer ~tJcal individuals.
Effects: The character retoYer"S his Zeon at twice his normal Zconic
regeneration rate. SpendIng additional Creation Points will triple or
quadruple me norma! rate.
Co5t: 1,2,3

psyc1lic Advantages
A character who has previously acquired an Advantage that gi~s him

access to psychic discip lines may

~hoose

from me fo llowi ng list:

AMPLIFY SUSTA INED POWE~


A character with th iS Advantage can maintain his psychic powers wim
more forte.
Effects: Arry powers maintained In this way are o ne difficulty level higher
than what the psychl~ cou ld normaHy attain.
Cost: 2

PSYCHIC POINT RECOVERY


A character with this Advantage can easily rE'C(N(r from using his
abilities.
Effects: The cl'laracter's recovery rate for Psychic: Points is 1 point every
10 minutes. Spending additional Creation Points Increases the rate to 1
polnt every fIVe minutes or every minute, respectively.
Cost: 1.2,3
PSYCHIC FATlGLlE RESISTANCE
A character wim this Mvantage never experiences exhaustion when
using his ps)'Chl~ powers.
Effe ~ts: If a cl1aractCf' falls in me use of one of his pov.rcrs. he does not
lose Fatlgve when he has used up his available PP. Third level powers are
not affected by tills Advan tage.
Cost: 2

PASSI VE C O N CEN TRA nON


A character with this Advantage can concentrate in any situation, no

matter the difflC;ulty or complications.


Effe cts; The psychic can conc:entrate to harness a power even while
exe<:uting active actions.
Cost ; 2
PSYCHIC I NCLINAnON

EXCLVSIVE W EAPON
A character with this Disadvantage is accustomed to fighting exdU5tvely
with a specifIC; weapon and thereklre is less able to fight with other weapons.
Effe c ts: The character applies a penalty of -30 to his combat ability with
any weapon other than his preferred one.
Re striction: Only classes in the Domine. Fighter. Prowler. and Na.-el
Archetypes can acquire this Disadvantage.
Be nefit: 1

A character with th is Advantage has developed one of hi!; P$ychic


D~lpljnes more than the rest of his abilities.
Effects; The character automatically gains one level of difficulty greater
than normal when using the powef'$ of a specifIC; discipline.
Cost ; 2

Foe",
Charactef'$ with this Mvantage can harness their ability more than
nOf'mal and focus their powef'$ on a particular objewve.
Effec ts; Psychic Point'l spent to imprt:Ne Psy<:hic Projection increase the
ability by +20 instead of + 10.
Cos t; 1
ExTII.EM E C O NCEN TRA'n O N
A character with thiS Advantage can concentrate much more than

most psychics. thereby gaining greater benefits from his abilities.


Effects; The psychic doobles the bonus he noonally gains from
concentration. For example, If he coocentrates for a full round, he gains
+20 instead of +10.
Cost 2

C01llll10l1

Disadvantages

These are the available Disadvantages a player may choose for hi!;
character. The Senefit indicates the number of Creation Points )'Ou gain
for acquiring the Disadvantage. Remember that you may not choose more
than three Disadvantages.
BAD L UCK
Charactef'$ with this Disadvantage have very bad luck in doing what
they:let oot to do: they fail much more than they wookllike.
Effe cu: The required number for a fumble increases by 2 points. Normal
abilities. therefore, fumble on a reSlJlt of 5 (4 if the character possesses
mastery In that abihty).
Benefit: 1
BLIND
A character with this Disadvan tage Is completely bli nd.
Effects : The chara<ter cannot use any ability that requires Sight. He applies
the blinded penalty at all times.
Be nefit: 2
D EAFN ESS
A character with this Disadvantage cannot hear anything.
Effects: The character cannot use any ability that requires hearing.
Benefit 1

MvrE
A character with this Disadvantage is incapable of speaking.
Effec ts: The chaldCter cannot speak.
Bene fit; 1
N EARSIGHTED
A character with this DIsadvantage canOOt see wei. Many things appear
blurry, and he has difficulty even reading.
Effects: Apply a - SO penalty to any Notice and Search rolls using vislOI1,
and a -3 to any Perception che<ks that require it. This penalty also applies
to aiming. A character can reduce this penalty somewhat (as determined by
the GM) by obtaining glasses.
Be nefit: 1

SEVEII.E A LLERGY
A character with thiS Disadvantage suffef'$ from some type of allergy
which is so serious that. by mere contact or inhalation. he w,1I have a
terrible allergic reaction lasting hours. Some examples of typical al lergies
are to metal, pollen, or even sunlight.
Effects: On making contact with the allergen . a character suffers penalties
between -40 to -80 on al l actions, depe nding on the severity or the length
of time In contact with the allergen.
Bene fit: 1
A DD lcnON O R SERIOUS VIC E
A character with this Disadvantage has an urgent need to tak!! some
type of actlon or to consume a specifK wbstance daily and will do anything
necessary to satisfy his vice - otherwi:le he will begin to feel very nervous
and go Into withdrawal.
Effects: The character applies a cumu lative penalty of -10 for every day
that passes without satisfying his addiction (up to -100).
Be n e fi t: 1
A TROPH IED U MB
A character with this Disadvantage has a severe problem with one of
his limbs. This limb may 5halce all the time, Of' it may not respond when
most needed.
Effects: The character applies a penalty of -80 to all physical actions that
require the use of the atrophied limb.
Bene fit: 1
SEII.IOVS I LLNESS
A chanlCter with this Disadvantage suffers from some type of degenerative
disease that will end up killing him. Usually. he has an average of linle more
than half a year of life remaining when beginning the game. However. the
period can be greater Of' lesser jfthe GM needs it \0 fit within the time frame
of his campaign. A character with this Disadvantage is not only very playable.
but he can also have an additional objective in findi ng a cure for himself.
Effe cts: The character applies a {umulative penalty of -10 to all aCtiOns
for e ach mooth of game time that passes. The GM secretly determines the
date when the character will die.
Benefit: 2
PHYSICAL W EAKNESS
A character with this Disadvantage is exceptionally weak physically;
whenever he receives a critical wound. he has a strong possibility of dying
or of soffering Irreversible damage.
Effects: Reduce the PhysIcal ~stance (PhR) of a character by half.
Be n e fit; 1
D EEP SLEEPER
A character with this Disadvantage sleeps very dffply and has dlffKUlty
awakening. He will remain asleep even with light ~I contact. and when
he finally does awal<.l!n. he will be stunned for several minutes.
Effects: The character applies a penalty of -200 to any Perceptive roll
while sleeping. For the first ten turns aher waking. he has a penalty of -40
to all actions.
Benefit: 1

D EDUCT

Two

POIN T5 FROM A C HARACTE RISTlC

One of the Characteristics of a character with this Disadvantage is less


developed than it should be.
Effects.: Deduct 2 points from one of the chalaaer's Primary Olaracteristics.
Restrictions: Characters can only acquire this Disadvantage once. You
cannot reduce a Characteristic below 3.
Be n efit:: 1

SLOW REACTIONS
The character 's reflexes leave him ilf.prepared to respond quickly to

-".
Effe<ts; The charncte.- applies a spedaI penalty of -30 to his Initiative. An
additional point In this Disadv.lntage increases the penaky to -60.
B enefit: 1. 2.

SUSCEPnBLE TO M AGIC
V NFORTVNATE
Misfortune follows the chara<ter wherever he goes. Terrible things
happeo to him no matter how much he tries to ;M)id them.
Effects: The GM will have to Interpret the limits of this Disadvantage. In
a group. an Unfortunate character will always be the one who ~random!y~
falls in the trap. and he will be the first one attacked when chance deddes
who is hit first.
Bene fit: 1

EASIl.Y POSSESS ED
A charac ter with this Dlsadllantage is easily contro lled by any being
with the ability to affect his mind or alter his personality - even if the
characte r' s will is strong.
Effects: The character receives -SO to any Physica l Resistance or Mag;c
Resistance aga inst any type of domination or possession capable of
modifying his conduct.
Benefit: 1

EXHAUSTED
A character with this Disadvantage is vulnerable to Fatigue. Not only will he
Ure more easily than othet's, but he particulany wffers the effects of Fatigue.
Effects: Doubles Fatigue penalties to actions and reduces the base Fatigue
of the character by 1 point.
Benefit: 1

SEVERE PH08IA
A character w ith this Disadvantage e>;periences a terrible fear of
something. which forces him to behave ;rrationally In Its presence. The
exact nalUre of the phobia Is at the discretion of the GM.
Effects: The character suffers the Fear State whenever he encounters the
object of his phobia.
Benefit: 1

V ULNE RAB LE TO PAIN


The character has no resistance to phys!ul pain. which terrif!e5 him.
Effects: Doubles any penalty caused by pain. Including those produced by
critical or mystical effects.
Bene fit: 1

SICKLY
A character with this Dlsadllantage suffers from bad health and
Sickens easily.
Effec ts: Reduce the ch aracter's Disease ReSistance (DR) by half.
Benefit: 1

SLOW H EALER
A characte!" with this Disadvan~ possesses a very low
recuperati'le cap<Kity and rec:o.oers from v.ounds with great
diffICUlty - even with wpernatural aid.
Effects: The character rec:O'o'Crs only half the life Points he
shoold by wtlatever means. whether through normal
or magical recuperation.
B e nefit: 1

SLOW lEARNER
A character with this Disadvantage cannot
learn as quickly as a normal indMdual.
Effects: The character suffers a penalty
of -4 Experier.ce Points to those granted
by the GM at the end of a ses.sion. An
addftiona l point In this Disadvantage
increases the pena lty to - 8.
Benefit: 1. 2.

A cholfdO;ter with this Disadvantage is

e~ly

affected by magical

energies.
Effects: Reduce the character's MR by half.
Benefit: 1

SUSCEPTlIKE TO POISONS
A character with this Disadvantage cannot combat the negative effects
of any type of harmful sub$tance.
Effect s: Reduce the character's Venom P.esistance (VR) by half.
Benefit: 1

VNA TTRACTlVE
A character with this Disadvantage suffers from terrible deformiti es
that make him very distasteful to look upon.
Effects: This Disadvantage reduces a characte r's Appearance to 2.
Restrictions: The character must have a minimum of 7 in Appearance
and it must have been generated by means of a die roll. not chosen by the
player.
Benefit: 1

VULNERABLE TO H EAT/COLD
character with this Disadvantage is particularly vulner.tble 10 heat or

cold (player 's choice).


Effects: The character suffers a penalty of -80 to his P.esistance against
the chosen clement and -30 10 all actions In extreme dimates.
B e nefi c: I

Magic Disadva/ltages
Only charatters with the Gift of magic may (h~ Disadvantages from
this liS!. Creation Points obtained with these Disadvantages may be used
only to buy magic Advantages. Remember that the maximum number of
Disadvantages Is three; If a player chooses three genel<ll Disadvantages. he
will not be able to seleCt one o f these.

ORAL REOUIREM ENT


A character with t hiS Disadvantage can only cast spells if he can
spea k.
Effects: The character must be able to speak to accumulate
magic and to cast hi s spells.
Benefit: 1

REQUIRE G ESTVRES
A character with this Disadvantage must have
complete freedom of movement in order to control or
use his powers.
Effects: The character must move freely to accumulate
magic and cast spells.
Benefit: 1

M AG ICAL EXHAV5TION
A characte!" with this Disadvantage suffers intense
fatigue whenever he uses magic. The mage will exhaust
himself If he casts spells of great power. weakening
if he uses his abilities too much.
Effects: The mage loses 1 point of Fatigue when
casting a spell with a potential greater than
100. 2 If it is greater than 200. and 3 if it
is greater than 300.
Benefit: 1

SHAMANISM
The magic practiced by this character has a tribal and shamanic
character. His supernatural ~rs are tied to the material world . and he
needs certain components to channel them and cast spells.
Effe cts; The character requires material components to cast spells. Eadl
spell requi~ a different component as determined by the GM - according
to Its origin and the knowledge of the character.
Be n e fit: 2
MAGICAL TIES
The powers of a character with this Disadvantage are tied to the same
roots as the magical paths. so hIS capacity to develop or specify his own
spells is practically Impossible. The character obtains knowledge of his paths
only and cannot research his own spells.
Effe cts; The magician canllOt choose free spells of his magical paths or
fr~ly access chosen spells.
Bene fit; 1
SLOW R.ECOVERY OF MAGIC
Magic has prob lems paSSing through the wizard's e~nce: he
experie nces dlfflcultles retcwering power he has used.
Effe ct$: Reduce the Zeonlc regeneratio n of t he charaCler by half.
Benefit: 1
MAGIC BLOCKAGE
MagiC does not flow naturally through the body and sol.ll of a character
with this Disadvantage. Some type of blockage prevents him from channeling
the powers of the environment. and his own soul does not regenerate
magic either. When he uses his ~r. the charact". never recovers it by
himself. The only way he can do so is to feed on the mystical energies of
other magical beings or objects.
Effects; The character lacks Zeonic regeneration and does not naturally
recover the points of Zeon he consumes. He regains magic only by draining
objects that allOW' It Of living beings with the Gift.
Ren riction: This Disadvantage cannot be combined with Slow RecOYery
of Magic.
Be n e fit: 2

AcnON

R.EOVIREMENT

The control that a character

ha~ oyer the powers of the Soul Flaw is


fickle. and they respond for him only while he performs a certain action.
If. for example. his magic is tied to dance . his spells will work only while he
dances. It is possible that the magical powers war!< solely In specific situations
or conditions, such as during the day or with one's feet on the ground.
Effe cts: The character may use magic on ly if the specific action is performed
or the spec.iflt conditions of the Disadvantage are met . If the action is a
Secondary Ability. the character must rol l a chec k aga inst Difficult (DIF)
to cast his spells.
Benefit: 1

psyc1lic DisadVimtages
Only characters with psychic capacities may choose Di5ildvantages
from this list. Creation Points obtained with them may be used solely to
buy psychic mental Advantages. Remember thai the maximum number of
Di5ildvantages is three: if a character choo<;es three general Disadvantages,
you will nol be able to select one of these.
PSYCHIC EXHAvsnON
The psychic powers of a character with this Disadvantage cause great
physical stress upon his body. leaving him terribly exhausted even when
using his Iow-level psychk abilities.
Effects: The character loses double the points of Fatigue Indicated
whenever using psychic powers.
Be nefit: 1
P SYCHIC CONSVMPnON
The psychic powers of a character with this Di!HIdvantage create serious
feedback In his body, causing Internal damage.
Effe cts: If the character suffers a psy<:hic failure, he automatically lo.scs the
same number of Life Points as the number by wh ich he fa iled.
Be nefit: 2

ONE POWER AT A TIME


The psychic pcwers of the character do not allow him to use several
abilities at once.lfthe character uses one power. his focus remains so intense
that he cannot project others - except those maintained uncon5Ciousiy.
Effe cts; The character can use only one psychic power per assault. This
does not prevent him from continuing 10 use others which are maintained.
as long as thoe)' began In previous assaults.
Bene fit; 1

No CONCENTRAnON
~rs of a charaner with this Disadvantage are 100
unreliable for him to plan ahead in their use.
Effects: A psychic with this Di5ildvantage does not apply bonuses to his
psychic polenbal by concentrating.
Benefit: 1

The psychic

S0ME FINAL DETAILS


Now that you know all the basic things needed to create rou~ own
ctlaracter. you can fill in)'OUr character sheet. but keep In mind that in the
M
two following chapters, WLost Souls and MCiuses,Myou will find additional
information that)'OU need.
This Is what you need to do to ueale )'Our characte.-. u5ing the

information we've given)'OU so far:

IfIlI<It'and
2.~'<~~:
3. Choo!eJlass.
4: U..~ Po;n" '" ""I.... Adv.ritagos'
...d Disa<t4n_
J:~ DP on Prift'lIIY..Abtlities.
6. Spend DP on SeConduy ~lIties.
1. AcId Innate i1aD bonuses.
8. Ad~'" na!tIraJ _
tda Secondary AbilitY9. c.lculato U!e Points and )'0'1' II~_,..
10.

Since you now have 100 additional points. you will be able to spend
SO or 60 DP In those p!""imary abilities whose limits are 50% and 60%,
respectively. Also don't forget thaI you cannot spend more than half of
)'Our total DP in Attack and Defense abilities of a primary ability. oor
exceed your limits In Magk or Psy!:hk Projettion.
After spending DP. a player can use a new natural bonus to Impl"OYe
one of his character's 5e<ondary Abilities. He can add this new bonus
to any ability. even one to which he previously applied a bonus. Next. a
player should total ali class bonuses.. with which he will determine the new
final abilitIeS of the character. Finally, characters also gain 5 points of base
Presence, wtlkh will increase Resistances.
This is a summary of the steps a player must take when a character
gains a level:

Primary

andt;,,!~~~~=".,

l.!tft Is an even

to one

,,"ma.,. tharacterlstlc.
3. Add a new natural bonus. to one

Secondary AbilIty
.... Add t"Y new class-Innate bonuses for

Remember. however. that a chara<:ter should be much more than


a piece of paper with notes an.d draWings. How a player aeu and
por~ his tharacter gives wlife to that page.

the 1M.
5. Intt.ease tife Points and InlllatiYe 'wfth

GAINING LEVELS
In order to advance in levels. a character needs to gain a specirled
number of Expe1"len<e Points. These points measure how much the
charn<:ter has learned. When a character earns the necessary experience,
he gains a new level and 100 new DP, which his player can use to obtain
J'lew abilities or Improve those he already has.
In order to raise a character's I~I, players must take steps similar to
those used to create the character. first, players should distribute the new
DP between their character 's Pr imary and Secondary Abilities, following
the po int distribution limitations discussed In this chapter.

TABLE

6:

,
2
l

.,..
.1

100

900

'1

US
37S

1100

1JOO

llOO

"
"

700
800
1000

12

_.......

N/A

600

I.

Limitations to combat class Bonuses


Some dasses galn an innate bonus of ~ 5 in their offensiYe and defen~
abilities. Whereas Improvement In other abilities has 00 limits. the dass increase
in Combat Abilities can never be greater than ..SO. that is to say. len levels of
class bonuses. Evc:n if the character changes classes, this limit applies.

PReGRESS10N BY LEVEL

.....,
0

A player can declde not to spend all his character's DP gained when
rising in level. reserving some of them for later. To check the amount of
experience necessary to rise in level, the DP fOr each level. or the base
Presence of )'Our character, see Ta.bl e 6 .

sse

MOO
1500

1900

15

2000

'1

'100

45

1225

6S

1loo

)I)

'1

'"

1800
2475

l8SO

.1

.1

,.
"
~

"

1800

14

35

7SO

~2S

"""

'1

'1

1700

20
30

"

80

."

l2S0

95

l67S

100

.,,.

'5

I/Icreasing ciJamcteristics
When a character ri~es in level, his player can Improve his attributes.
AI each even level of e.>Iperience. a player can add 1 point to one of his
character's Primary Chara<terislics. This increase represents the character's
natural progression, his Inherent capaclty to improve. For example, a
character of 6th level would have increased up to 3 points in whatever
attributes desired.
If a Primary Characteristic increases. it is possible thaI it modifies
some other aspts of a character. If the new Char.l(leristic has a different
bonus from the previous one. a player should change it and rec:akulale
final abilities. If Constitution improyes. for example, it will jn,":~ase base
life Points and the value of multiples, so a player will have to recalculate hiS
Character's Life Point total. If increasing Power, he will have to recakulate
his dlaracter's bas.e Zeon points.

clIa/iging classes
A player may decide he does nOt like his character's class and may want
to change it to a different one. Changing cI<l5s is a serious under taking for a
character. It not only repre!.ents forgetting his
prev ious focus, but also develop ing a new way
to aSSimilate what he learns.
In order to change class, the character
must work hard to modify his approach
to life. which requires time and train ing.
Therefore, the player mun declare that he
wants to change class two levels before the
change a<tually takes place. For example. a
player of a 2nd-level charactCf' who announces
that he wants to change class will be able to
do so when his charactCf' reaches 4th level. In
addition. a certain amount of game time must
pass after the declar.nion. since otherwise the
character cannot prepare himself.
Secondly, the charactCf' must make a
huge effort to change his abilities. speOOing
enough DP to affC(t the change. The difficulty
st!ol,lld be pr'Opo!'tional to the existing
difference be~n the two d<l5scs. Logically,
a Wizard mUSt make a greater effort to
become a Warrior than would a Paladin or a
Weaponsmaster. For that reawn. the amount
of OP which a player will have to spend to
change class varies depending on the present
A"hetype of t he character and the Archetype
of the fuwre chara<ter class.
If the ch~ n ge Is between two classes
that belong to the same Archetype - such
as a Warrior who wants to become a
Weaponsmaster. it costs 20 DP. If one or both
cI<l5scs are mixed (I.e., they belong to more
than one Archetype). but they have at least an
Archetype in common. the change costs 40
DP. This would be, for example. the case of
an As$3Ssln who tried to become a Shadow.
If both clas!.es belong 10 different Archetypes.
such as the change between a WiZard and a
Warrior. it will cost 60 OP.
You may change cia" by fulfilling all the
requirements. When doing so the character
does not forget his prevlol,ls abilities.. but
keeps them while leaming new ones. The
character s.heet cootlnues to show the same
!evel and maintains all the previous abilities.
but from then on the character has the costs
and special bonuses of the new class.

ZERO LEVEL
Level 0 is for characters during their first period of training and
development. They are young. lacking cllpe!ience and skills, and they have
not had the opportunity to do much of relevance in their lives. Most of the
lime, characters begin at 1st level, since adventurers are generally more
talented than the general populace. A GM may prefer. however. that his
players begin their characters during the training phase. in whkh case they
would be 0 level.
A Q.level character has only 400 DP. cannot use the natural bonus. and
adds only half of all claS$ bonuses (he gains the remainder upon becoming
lst level). Except for these things. creating a O-level character is exactly the
same as creating a lst-Ievel one. F'a5sing 0 level does not require a certain
amount of experience. Theoretically, characters are waiting until something
In their lives happens that allows them to reach 1st level. In most ca!.es.
this happens by means of training or natural ability. but on other occasions
the GM can require something much more Important happen . A character
becomes 151 level when the GM thinks he is prepared for it.

CHARACTER CREATION
EXAMPLE

5mce we now know cverythlO~ needed to create a

Now ner player 4fstrlbutes the remaining DP


Cell:fs Secondary Abilities_ FIt5i:, he
chooses the Sccon4<lry Abilities he is most
mtete5tc.j In, olrl<! then spelld~ the polon as he
Wishes. Since he b.ls reservcd 20 DP to increase
Cella's Life POloh, ark! he already Itlvested 360
DP, he is left With 220 DP to sperl<! After he
!rJvots them, Ccliis hase 5econ<\<lry Abilrtes will
be as follol'<s;
amon~

character. we can continue to 4evelop Cella Her

player has ~!~dy dl~trrbuted her Charactcnstlcs


and chosen her Acro~tic Wartiot dlSS. Next,
her pbyet IJeCJS to choose her AJ~ntlges and
Dlsadvantl~es USIll~

(teltion Pomts.

After lookmg at the list. he c:leckies


to choo:.e four Alvantl!;1e5 imel one
Disadvantage do obtlm the additional
Creation Pomt needed). He chooses

AthletiC; Acrobatics 15, Athleticism 10, Jump


5, Rf<\e10, SWim 5, an" Climb 5 (100 DP)
Pcrceptive; Notice 10, an4 ~tcn 5 (30 DP)
Crc:ltfve: Art 5, D<lncc 5, Sleight o(Hand 10
(40 DP)
Suhter(u';le: Theft 5 (10 DP)
Intellcctual, Animals 10 (50 DP)
Social: Style 5 (10 DP)

Ammal Afflmty. See SupernaturaL Good


Luck., ~lJcI OltC POll'lt or QuIck R.eAexes (or
Alvantages. iI~ well as Deep Sleeper for a
Disadvantage.
Now. the player must distribute
Celia's 600 PP among her abilities,

using the co:.t:s (or an Acrobatic

Warrior (sec Chapter 3- Clas$eS). He


be9fns distributing POint<; among
her Primary Abilities. Sillce she
is an Acrobatic Warrior, It seems
1o~lcal that her most Important

Prlrrwy Abilities will

be

Comb.lt Her plityer h~5


360 DP to :;perk! iI) this
fieM. as het cia has a
60% Jlmiqtion III that
field of th<Y..e points.
her player can ~nd only
300 In Attack and Dodge
(the def'ense ability she \\111
use preferenti~lIy). smce a
player m~ not spend mote
than h~IF of hiS chat<lctcr's
total DP on offensive ~I)d dcfenslve
~blhtla_ He chooses a sabet 'IS hcr
pl1mary we.1pon anq then )pends
points to learn <I martial art - which
costs 50 DP That ie.wes 310 DP. Next.
Ceha's player spen4\s 50 DP on the Wear
Atmor at-Ility Since the Development
CO'Jt Is 2. the so points become a N5e
of 25. As We;)t Armor depen4\s on the
Strel1gth Cbraden:;tic {which (or Celia
hasa bonus 0(0). and she doesn-t possess
any class bonu>o In thiS <It-lilly. her final
score is 25. NO\\' only 260 DP remain for
Attack all<! Dodge- Wanting to be sure
thitt she QI) 4\ef'en4\ hel'SCl( well. her player
spt.'t1ds 150 points on Dodge (which <lIsa
has a Development Co:;! of 2). giVIng Celia
<l1:>.:r5C al-Illty 0(75. As Do4gedepen4\s upon
Agility. her player adds Cell:l's Ch<lt<lcterlstlC
bonus (+15) as ",,-ell as her class bonus, 9i\109
her a final Dodge of95. Her pbyer 1)()\\'5peil<1s
the 110 I'Cm:lIlli~ points on Attack (which
al50 has a DevelopmentCost 0(2) itnd obqin5
a base o( 55. He repeat:. the SJme steps he diq
(or Do:tge. aJding the Chat<lctetistic bonus
an<\ her class bonu~ As this <lhllity depends on
De.>;terlty, he aJ4s -10 (Cella's Ch<lracterlstic
bonus). al14 tben <I -5 (for her class bonus),
(or an Att<lck score of70.

To these base ~bilities he ~dds the


bonuses dctlve<:! (rom cella's Primary
CharacterIstics, as well 015 those itl\lat<\ed
bequse of her Aaobtlc WJrtior
class. Celr~'s final ab111bes <Itt! <IS (ollows;
Acrob<ltlcs 40, Athlehcism 35, D<lnce 20,
Jump 15, Ride 25, Climb 20, Notice 20,
Search 15, Art 15, Theft 15, Sle1ght o( HJn<\
30, Anlm~ls 20, SWim 5, an<\ Style 10. Her
pbyer then chooses Acrob.ltics, allQ adds rts
natural BOI1U~, htU~ill';l that up to 55.
Theil, hetplayet ."I4ds up her Life Pornts ."Ind
Imttatlve. celra has a tat<ll ofss LIfe POtnts, due
to her pl<lyer Investing 20 DP 10 that, and an
IlJItlatlve of75. Het player ad4s the special -25
bonus she gets /l-om the Quick Re~exes A4V<1ntage,
hrillging het final hase Illltlatl\'C up to an even 100.
Frnollly, Celi<l'~ player Qlclliates het Resistance_ As With
all first-level char<lcfer-;, her B.1se Presence IS 30, to which he
a4ds the bonuses corresponding to e<lch. endIng With the
{ollowrng figurt!s: phil. 30, DR 30, VR 30, MR 35. Jnd 5 25_
)

~~1.

THE

Lost SOULS

In additIOn, Nephilim have a more difficult time learning from their


experiences than do true humans, as their divided natures consuntly
struggle over tnterpretirlg what happens to them. For that reason.
they suffer penalties to all Experience Points awarded to them by
t~. . .
-.~.... . ~ Game Master (GM) at the end of each gaming session.
No one knows how many Nephilim have been born, rlO!' hr:JN
many more may yet arrive. The only thing known for cenain is that
their numbers grow day by day. This alw means that there are fewer
Nephllim walUrlg to be relrlcarnated each day. Estimates peg their
birthrate as extremely low - about one for every 20.000 children born.
When the humarl reirlcarnatlon of a Nephilim dies. that soul never again
comes back to life. Instead. it returns to the e~ence of Ga"ia, becoming
one with the River of Ufe.
Since there were a multitude of supernatural races in antiquIty. there
They were once here. They walked this earth. as we do now.
are also many types of Nephilim in the game - depending o n the origin
They breathed the same air. And yl'!t. In the end, they stained the soli with
of the reincarnated soul. Eac h of t hese Nephilim types possesses its own
their blood. We were much alike, but thei r essences were more tied to the
special powers and drawbacks. Us uall y these powers are mystical In
supernatura l than Is ours. Like mere shadows, their civil izations sank inlO
nature, but Orl occasion may Innuence their bod ies - gilfirlg the Nephllim
darkness and disappeared, Their lifeless bodies covered the world, and all
exceptional physical Characteristic>. The Innuence exerted by their sou ls
their works vanished as e asily as tears In the rain.
also causes the Nephlllm to behave In certain predisposed ways, depending
Mankind erased the lUI traces of their existence. We concealed our
upon the type of soul reincarnated.
history by destro)'lng that whiCh was unlike us. Time passed, and those
Each of the descriptions below contairls irlformation about this habitual
beings were converted 10 myth and legend.
behavior. Players may use these notes to get all idea of the typical condl.lCt
But unkrlOlYn to us, before Ihey vanished and were lost to memory.
for each Nepl'lIhm type. However, this information exists simply to gIve
they left wmethlng behind.
each playeI'" a Ioundation from which to shape his partlcular character. He
Much more than their Legacy. More than their ~.
is not obligated to act In the described fashion.
They left hef"e theIr sools.
The foIlr:JNing paragraphs detail the typical characteristics of each
And thus were born the Nephilim.
Nephilim type. listlrlg relevant backgound irlformatiorl. as well as the
Advantages and Oisadvanuges each possesses. Tht$(' descriptions apply
only to the reincarnated Lost Soul and not to the origirlal races from which
they came. This InfOl'mation Is restricted 10 the Game Master, and is fully
explained in the Game Master's section.
Man Is not the only Intelligent race 10 have populated Gala. More than

"'.S.i~.:i'" t4< <Iit_


,AnIlJo..
JUt
et <r~. w, ""I'
B[....i! t4< Ani""",

I'"

,j I''''l-''''''~

THE NEPHILIM

nine centuries ago. other beings shared this v.Qrld with us - r.upernatural
beings WIth their r:JNn civilizations and cultures. All of tht$(' civilizations
disappeared without leaving proof of their existence, and no scholar or sage
can name the cause of their decline. Perhaps they destroyed themselves,
or maybe mankind brought about their end. However it happened, these
beirlgs slowly faded Into mere legerld. The majority of mankirld's myths are
based Orl stories of those creatures arld the time we shared with them.
Death. however. did not signal their end. For reasons we do not
understand, their souls were unable to travel to the beyond; they remained
bound to this wor ld, awaiting a moment of return. Trapped Without
recourse to any escape. these spirits began to reincarnate in human bodies.
Irlhabltirlg the forms of children who should have died stillborn and soulless.
And so. a rlew race Inhabited the world - human persons with rlon-human
souls gifted with unnatural p<:lW'ers. The Bible calls them Nephllim, the
children of men and Fallen Angels who populated the e arth ignorarlt of
their own nature.
The Anima system revolves mainly around players who corltrol human
characters confronting the supernatural as wmething truly exceptional
while never losing their human ity. It Is much more enten.ainirlg to confront
the unknown as a mere human being. rather than as a member of some
mystical ra<e. Nonetheless. aIw playing human characters could become
monOtonous. while playing a character with a mystical bent could be
deliciously attractiVe. If the GM and players agree. playe<"S can roleplay an
incarnated Nephllim: one of those men or women who bear WIthin them
the supernatural Inheritance of anothe!" race.
The Nephllim are the souls of supernatural beirlgs reincarnated In
human bodies. Though they remember nothing of their previous existence.
their mystkal essence gives them, in a limited way. acce~ to some of the
abilities and powers they once possessed. Tht$(' powe!"s exist as part of
the warp and weft of their very being, even as they remain unconscious of
the origin of their abilities. Often, NephiHm suffer from strange dreams or
nightmares which are. In reality. fragmerlts of past lives engraved forcefully
upon their very essence.

- - - -- -SyLVAIN-----The Nephillm of eIven origin arc the most numerous. 5ioce they were the
most populous of the antlent races. Their essence is connected more tightly to

Ught and Magic than the SJWiI. of other beings. For that reason. these Nephllim
are often born with the Gift. and they have great filOlity in developing ~Is.
The Sylvain are usually attractive people with fine features. They tend
to have fair hair, geoeraly blonde or chestnut-c:olored. and blue 01" green
eyes. The mOSI nou:wonhy of their facial features lies in their slightly
pointed cars - thoogh not fNef'Y one ~ these up~pt lobes. These
Nephilim are usually of slight build and limited height. No maner how muc:h
they eat 01" drink.. they nt'VeI'" become cwerweight. Sylvain tend to IiV(' a bit
longer than the average human. normally surviving a century. and they
retain their physical abilities until about 80 years of age.
Their essen<:e frequently Influences thear per.iOflalitJes. leading them to
deep reflection and giving them exceptional patience. They are generally
interested In things of beauty and often spend a good portioI1 of their time
engagir'lg In artistic pursui~ or studying various rtelds ofknQ'MCdge. Sylvain do
not make enemies easily. but OI'lCe crossed, they make exceptionally deadly
oppooents who !.how little rtgrtt for what they may be forced to do.
These Nephilim possess a natural antagonism toward the Dar k and
everything that It represents, but, unl ike true Elves. the ir human nature
does enable th em to b.xome accustomed to It. They feel a natural disgust
for any of the Duk'zarist race, although some speak of collaboration
between th ese Nephilim in rare cases.
The SylvaJn dream of their past lives much more than other Nephilim,
which causes them to feel out of place. FQr this reason, they often spend a great
deal of time traveling to find something to fill the emptiness they feel imide.
The nature of Sylvain souls has Important effects on their abilities and
gives them surprising powers - both physical and spiritual. Arrt player who
choose.-; to portray one of these Nephilim gains the following abilities and
drawbacks:
Exception;ll Re$i$tance$: As a reflection of their former existence,
the Sylvain Nephllim are exceptionally resistant to magic, psychic attacks.

and disease. They apply a bonus of"10 to their Magic /l.e$istance (MR)
and Psychic /l.e$istance (PsR). a ~ 20 to Disease Resistance (DR). and a +5
to f'hy5ic:al Resistance (PhR) and Venom Resistance (VR). In addition, a
Nephilim cannot choose the following Disadvantages: Sickly. Seriotl5ll1ness.
or Susceptible to Magic.
Unbalilllced Inclin;ltion to the Light: All Sylvain possess a natural
inclination to Ught. That natural Inclination gives them a spedal resistance
of +10 against any effect based on The Ught. Hcmever. that indination also
Im~ them from choosing the Elemental Compatibility (Dark) Mvantagf;.
Quick H ea ling: Sylvain possess an Incred ible capacity for recoycring
from phys ical Injury. They add one point to their natura l Regeneration.
Sense Light and Dark: Sylvain perceive the Dark or light essence
emanating from certain reincarnated sou ls. Thus. they can sense the
presence of arrt other Sylvain or Du\(z.arist N ephHim present - although

that does not mean they can identify them as soch. This ability does not
enable Sylvain to detect an Individual hidden by spells or Ki abilities.
Limited N eeds: Sylvain characters require much less food or sleep than
humans - though they stili need more than true elves. Basically. Sylvain can
survive on ha lf as much food or sleep as humans . This doesn't mean that
they don't experience hunger when denied food . only that in the end they
need less to survive.
Immortal Soul: like all Nephil im. the elvish soul of the Sylvain Is
conflicted by the contrast between what he learns wh ile living and his ancient
memor~. For that reason. a Sylva in suffers a -4 penalty to all Experience
Points awarded by the Game Master at the end of each gaming session.

-----------JAyAN
In the ancient language. laran means Giant. The layan were a race
mostly human In appearance. though of much greater size. legends mention
that they had hOf"ns and a third Eye on their foreheads with which they
could see spirits. layan have no particular inclination toward arrt element.
The number of Nephillm born from thes.e souls is considerable - though
they are not quite as numerous a'5 the Sylvain or the Daimah. Jayan souls
are simple but powerful. and they inOuence their bodies in a way that is
mostly physical. Spells and supernatural abilities easily affect these Nephilim.
despite their mystical origins.
layan have inherited their ancestors' great siZe. with females usually
standing greater than six feet tall. and males measuring seven feet tali or
higher. layan nearly always possess strong builds with welkleveloped mu5Cles.
Their skin is often swarthy. even among those from traditionally lighterskinned human races. layan also possess strong and welkJefine<l features.
with thick hair (usually brown). Their life expectancy is the same as that of
humans. but they maturt rapidly - often reaching full growth by the time they
are 15 years old. Although not common. a few Jayan have developed smal l
bumps on their foreheads that resemble tirrt horns. These protuberances
emerge at abo ut 10 years of age. and they grow slowly and painfully.

their souls" echoes makt; Jaran firm and resolute. with a great tendency
to lose their tempers and react violently. They have a strong preference fOf"
manual labor and depend on their strength to SOM! many problems. Once
a Jayan has begun something. it is very difficult to tum him from his path.
laran generally sec their way to the end. whatever the consequences.
In addition. they feel great affection br their companions and do not
hesitate to speak the truth bluntly in almost every situation. layan wor!<. well
as team members, and they do not tum down help wt.en they really need it.
In general. these Nephlhm cannot idly pass the time. and when they are not
otherwise occupied, they i0oi<. for something in which to i!West themselves.
Although they lack their ancestors' Third Eye. layan can. at times. see
the spirit world and sense supernatural things - experiences which tend to
trouble them. It Is rare for the layan to dream about their past lives. and
even when they do. they rarely act on thes.e dreams.
Though the Innuence of their souls manifests mostly in physical ways.
layan do preserve some part of the supernatural powers conferred on
them by the third eye. They h;we the follow ing abilities:

Giant; l ayan add 2 points to their Size Characteristic


and may not choose to reduce It using the Ull(ommon Size
Advantage.
Withstand Fatigue; The layan tire less than other charactel"$
with the same Connitutlon, and therefore they add 1 point to the ir
maximum f atigue number.
Resistance to Damage; laran souls make theIr bodies much
more resistant to the shock produced by damage. As a result, they
app ly a +1S bon us to th eir Physical Resistance (PhR).
Uncommon Strength; Because of their enhanced muscular
development, layan add 1 point to their Strength. Additionally.
layan may not use the DedUCt Two Points from a Characteristic
Oisadvantage to kmet" their Strength.
Spiritual Vis ion ; The residual power of the layan's third Eye
has left them with the ability to see spirits under certain conditlons.
To do so, they must close their eyes and allow their unconscious to
look for spiritual beings. While doing so. layan cannot see anything
in the material wand. this ability does not permit a charactCf" to
see spells. mystical effects. or psychic matrices - only souls invisible
to the human eye.
Susceptibility to Magic: Spells and mystical effects are
especially effective against layan, who suffer a - 10 penalty to the ir
Magic Resistance (MR.).
Immortal Sou l: like all Nephilim. the Jayan experiences conmct
between what he learns while living and his ancient memories. For
that reason. a layan suf~1"$ a -3 penalty to all EXpei'"ience Points
awarded by the Game Master at the cod of each gaming session.

------------D~NJAYNI----------The O'Anjayni were a race that lived in the shadows of history,


observing developments In the world and noting important occurrences.
The few sages who knO'W something of this race call them "the gray ones,"
due to their abil ity to act without attracting notice. Very few Nephillm
have Inherited the spirits of the O 'AnJayni; only the Ebudan have fewer
reincarnations. O'Aniaynl special abilities relate only to the supernatural
al'ld have very little effe<:t on their physical bodies.
little ~ and girls born with O'Anjayni souls often experience great
sadness. They grem up feehng left out, as other children often forget them
when games are being organized. 0' Anjayni appear oa different from an
average person - neither exceptionally good looking oar particularly ugly.
Their lifespan surpasses those of normal humans. O'Anjayni often reach the
century mark, but they grem and mature at a normal human pace.
These Nephilim usually behirVC peacefully and ca lmly. wishing to <M>id
vIole!lt behavior as mllCh as possible. They are observant and metJeulous,
prone to watch ralhe!' than participate irl events. O'Anjayrli tend to set longterm lOafs. and from the moment they have decided on one, t./'Icy focus
everything they possess (time , energy, resoIJrces) to acNe\le it, These Nephilim
break doNn their long-term obje<tives into smaller, attainable pieces without
v.orrying about how long it migtlt take to reach the final goal. O'AnjaynI also
prefer to be well inl"ormed bebre actWlg; at times they seem almost passive in
their Intense contemplation. AI.. the moment when action becomes necessary.
however. they use my means within the.- ~ - induding violence.
O'Anjayni are highly Individualistic and do not usually like to become
part of any group. though they will do so when circumstances oblige them.
Charactel"$ with this soul generally do not grow close to others, In part
because others pay little attention to them . They often abandon their
parental home<> at an early age to walk a lonely path.
These Nephilim often dream of their past lives - though usually In a
chaotk and senseless fashion. Typical ly, these man ifest as single visions of
some critical moment that repeats Itself frequently. O'AnJaynl hold their
names as something almost sacred. since part of their powel"$ are linked
to them. ThUs. they will often use meaningless pseudonyms, revealing their
true names only to those whom they trust implkitly.
Their souls give them strange mystical abilities that they only gradually
learn to control;
Pass Without Trace: When a O'Anjaynltravels barefoot, his track.s
erase themselves as he gOC5. Anyone attempting to track a O'AnJaynl
movi ng in this way suffel"$ a - 40 penalty to their Ability Check.

Forgetfulness: When O'Anjaynl wiSh, they may pass unnoticed


wherever they go: even those who 5aW them will not remember much
abo ut them. They arc capable of having a conversation with one or more
peop le while leaving those persons unable to remember their description
or the topic of conversation. In game terms. anyone who sees or speaks
with a O'Anjayni character must pass a Magic Resistance (MR) check of 100.
Failure Indkates that the person in quenion has forgotten the description of
the O'Anjayni and the conversation topic itself.
This ability is conside~ the equivalent of an automatk mystical effect
whose only conditions are an encounter with a O'anJaynl character wtIo!\as
not mentioned his true name. It is almost impossible to detect the use of
this ability. even for someone who can see magk. The per.;Dn5 affected do
not realize anything unnatural has happened. A wizard must pom a magk al
Oifflculty Che<:k of ImpossibJe to detect the use of this ability. This special
skill ceases to have effect If the O'Anjaynl reveals his true name during the
conveI"$3!ion . or if he runs Into Individuals who krlO'W his true Identity.
Common appearance: Because of their average looks, O'Anjaynl never
possess an Appearance of less than 3 O!' more than 7.
U ndetectability: The O'Anjaynl have the
mystical ability to re5ist detection by magic,!1
or KI-basecI means. FO!' that reason,
D'Anjayni apply a bonus of 130 to their
Resistance to detection. In addition, they
have a natural undel"$tandlng of the use
of Ki Concealment. which they perform
adding a bonu5 of +30.
Silent Whisper: It Is quite difficult
to hea r the words of a D' Anjaynl if
they are not dire<ted at you. Ar.yone
but the intended listener trying to
()iCrhear a O'AnJaynl applies a -60
penalty to the Ability Che<k.
Immortal Sou l: like all Nephllim.
the O'Anjayni experience ConflKt
between what they learn while IMng and their
andent memories. For that reason, ~ O' Anjayni
suffers a -3 penalty to all Experiell(e Points
awarded by the Game Master at the end of
each gamir.g session.

------------EBUDAN-----------~ ago. the celestial Ebudan (Iitefally. the MfoI~rs of destinyM) fell
from the heavens after losing their wings. Legend~ say that these creatures
had the ability 10 perceive changes 11'1 the Soul Flow, and that their bodies
were ro'eftd in mystICal tattom, called the wMarduk. by means of which
they attempted to foresee future events. Sages have taught that each Ebudan
had a distinct purpose In life, which they referred to as their Sue' Aman. and
that each Ebudan sought to achieve that purpose above all else.
M

~,

.'<j
<

"-",
~

The Ebudan an: the least numerous of all the Nephilim. They possess
builds like that of !'lOrmal humans. though they have a tendency to be
somewhat more muscular. Ebudan have deep eye and exceptionally fair
hair - sometimes ruMing to pure while. From the moment these Nephllim
come into the world. they bear particular symbok. reflections of their

previous Mardul<. tattoos (modem society sees these symbols as mere


birthmarks). During adolescern:e. a few more rueh marb appear. mostly
on more private areas of their bodies.
The Ebudanf souls strongly Influence their personalities. as their
previous Sue' Aman nlll drives them in Iheir new incarnation. Indeed, those
Ebudan who have accomplished their de~tiny never reincarnate . Reborned
ones have come 10 fulfill their uncompleted purpose. Their dreams always

relate 10 their particular Sue' Aman, and In these portentous dreams they
see their determined purpose clearly, Generally, Ebudan pass through their
childhoods undlsturl;Je(l by vi$ions. but at adolescef1ce. these Nephilim
suffer their first dream; thereafter Its sub;ect becomes an obsession for
them, Almost all Ebudan attempt to fulfill their de!>tiny. However, there are
a few who believe their dreams are nothing more than hopes of impo~bIe
futures, and t!'ley de<ide to keep their feet on the ground, Ebudan are
serene and spiritual persons who 5eem not to tare to form
dose boods With others.
Though they possess YerY limited supernatural abilities.
greater po.yer lays latent deep within \hem, The Ebudan's true
pcmers do not $Urface until they have achieved their Sue' Aman.
Until then. these! characters have access to a small portion ofthelr
full abilities. Normally. a Game Masterdetermines the Sue' Aman
of an Ebudan character - though GMs soould feel free to WOf'k
With the player to create a v.<>rXabie destiny,
Ebudan possess the following powers:
O r' in ie: The mystical symbo l with wh ich the Ebudan are born
Is known as the Or' lnle. It works as a shield against anythi ng
that m ight threaten to turn them from the ir Sue ' Aman. As a
consequence, Ebudan apply a bonus of +30 to their resistance
against Forgetfulness and Emotional Control effects that might
Impede the fulfillment of their destiny. Once an Ebudan obtains
his Sue' Aman, this ability disappears completely.
Cele s tial Essence: When an Ebudan has achieved his set
purpose, his full spiritual essence suffuses his body. preventing
him from suffering natural p/l)'skal injuries. In game terms, the
Ebudan becomes Invulnerable to any natural attack that isn't
capable of damaging Energy.
Se r ap h im W ings: The moment they achieve their purpose. Ebudan
recover part of their lost essence and gain tv><> luminous wings. These
energy w ings rept'esent the feathery appendages the Ebudan used to
possess In their former lives. They can summon these wings of energy
at will, but doing so requires an entire combat tum. An Ebudan's energy
wings grant him Flight Value 12. They can only use this ability after they
achieve their Sue' Aman.
Immortal Sou l: like all Nephilim. the Ebudan experience conflkt
between what they learn while living and their ancient memories. For that
reason . an Ebudan suffers a -3 penalty to all Experience Point'i awarded by
the Game Master at the end of each gaming session.

-------------DAIMAH

.\

The Daimah are the last of the races born of the Nephillm , and with the
possible ex<eptlon of the ewish SylV3i n. are the m= numerous.
Their essern:e is bound to nature itself. and many ancient sages
considered a number of the Dalrnah as forest spirits.
Though the Dalmah possess a few sma ll physical differences
from humans. they are not really inhuman in nature. Daimah
have slightly protuberant. almond-shaped pupils, sometimes
so pronounced that they resemble cal or fco< eyes. Their hair
grows very quickly and In an unruly fashion - especially that of
female Daimah. Males develop prominent sideburns. although
if they shave them. that hair never reappears. like the elvish
Nephilim. Daimah possess slightly pointed ears with small tofts
of hair sprouting from their ear tips. They are generally
small in st.'!ture. possessing slight builds. Their lifespan
is equal to that of normal humans.
Generally. Dalmah behave in a very cheerful and
furrlOing fashion. They face Hfe with a smile, seem 10
have no worries, and rarely. If ever. become
angry. They cannot bear to be inactive. and
thus always look for some diversion
to prevent boredom. Dalmah exhibit
extreme curiosity; they eavesdrop by habit
and readily stick their nO$<:S into
that sparks their Interest. Unfortunately.
this cu rios ity often leads t hem to throw

caution to the wind. and Ih ey often end up in situations from which


they cannot extricate themselves easily.
Dalmah have difficulty fixing their attention on anything for
too long. and they lose interest when something appears no longer
entertaining. In general. these Nephilim detest complicated plans and
tend to jump Into things without any preparation - trusting luck to
get them oul of trouble. They are natural explorers. and . although
they prefer forest'i. Daimah constantly yearn to discOller new plaCe!>
and emotions. They love good fellowship. and when Daimah take a
liking to someone. they stick to them like glue. aJways seeking to be
the center of their fliend 's attention.
Dalmah love to wear things \hat make them resemble
animals. For example. female Daimah may wear hair
bands that make them look as if they have cats' ears. or
wear clothing from which a tail seems to be protruding.
Presumably, this Is because they feel a strong affection for
certain creatures.
Oalmah rarely dream of their past lives.
though when they do. their curious nature leads
them to want to know more, at least until something
else distracts them. Their powers manifest primarily at
a spiritual level - espe<ially in forests or other
places where natore Is a definite presence.
The li~t of their abilities is as follows:

See th e Esse nce: The eyes of the Daimah see the souls of the living.
immediately Identifying the elemental or spiritual ties of any type of being.
This ability Is treated as an innate power of detei:tion. but an individual (an
also resist It naturally with a Magic flesistance check of "\40.
Se n se the Fore st : Though they cannot literally talk with plants, the
Dalmah can $Cflse the feelings of nature (both plants and animals), detecting
such things as fear, calm, Of" even Just disquiet.
N a tu re's Cure: As long as they are within the forest. the soul of the Damah
pn:wide:s their bodies With the essence of ife around them. Therefor"e, while in
thick forest or jungle, Daiml add three points to their Regener.ition.

Move m en t In t he Foren: The Daimah recognize nature 3'i their


home, and nature accepts them. No matter how thick the forest or
how tangled the brush, Dalmah suffer no penalties to movement.
S mall S i:;r;e: The Dalmah are not usually tall or heavily built. They
wblr:lct 1 from their Size Charaueristic:.
Im mor tal Soul: like all Nepllilim, the Dalmah eXpe<"ien<e conflkt
between what they learn while living and their ancient memories. For that
re<l.SOn, a Da<mah suffers a -2 penalty to all ExperielKe Points awarded by
the Game Master at the end of each gaming session.

------DUKZARIST-----M
The Duk'zarlst are also (ailed Mthe shadow sou 15 for they once
belonged to a race W'hose nature was tied to the Dark In spite of being one
of the dominant ancestral races, their numbers as Nephilim are quite few.
simply because there were few of them in life. like the etvish Nephilim. the
essence of the Duk'zarlstls notably supematural and ties them, especially
the women, very tightly to magic.
Duk'zarist are always very physically attractive. They tend to be
somewhat tall: Rare ly are the men under six feet tall, and the women are
only a few Inches shorter. They have perfe<:t physiques and never grow fat.
Duk'zarist are typically very pale-skinned. with ha ir that is sometimes quite
dark, and other times fair. perhaps asher!grey. Their eyes are IIght-colored, showing a
touch of red when reflecting light. They are
not 10nger.Jived than other humans, but they
maintain their physical abilities well into their
nineties, at which poinlthey age very rapidly.
The souls of the Duk'zarist influence
their personalities much more than is the case
for other Nephilim. They uncoosciou5ly obey
the cod.! of conduct they followed in their
former lives. They an: extremely competitive
in everything they do - whether in intellectual
or physical actNitles - but they lend 10 develop
the latter side more. Duk'zarist are attracted
to strength, and they usually admire others
that they see as Inuin~ally strong - even W'hile
desiring to surpass them. It is very diffICUlt for
Duk'zarist to admit W"hen something is beyond
them, and if they do a$k for help. It means
their situation Is truly desperate. Although
they do not like $OIltude. these Neph ilim are
very In-divlduallstic whel"\ It comes time for
a(llon. They can be devoted to those they truly
appreCiate . but t hey never mow such feeling
openly. Duk'zarlst are natural plotter.; and
manipulators. but their Impatient nature leads
them to frequently debate ()ier whether to act
Immediately or w.Jit for the proper moment,
Like the Sylvain. the Duk'zarist are
commonly assaulted by dreams about their
past lives. and although It doesn't trouble them
to the degree It does the elvim Nephilim. it
does at least make them uncomfortable.
The uncommon power possessed by the
souls of the Duk'zarist manifests Itself strongly in their human bodies,
conferring on them abllitics that are both physical and spiritual:
E xce ptiona l Resistan ces: The souls of the Duk'zarjst irlfluence their
homarl bodics at every stage of dCYelopment, thereby greatly in(..easing
their reSistances. This ability a(U differently irl men and women. Male souls
apply a bonus of + 15 to all ReslSlan(e rolls ex(ept Physical R.esistan(e (PhR),
for which they receive "' 20. Female Duk'zarist gain +15 to all Resistance
rolls e:>:ept Magic Resistance (MR). for whith they re<:eive +20.
Unbala nced In c lin a tion t oward the Dark: The Duk'zarist souls
have an Unbalanced Inclination toward the Dark. That natural inclination
g<ves them a special resinance of "'10 against any effe<:t based on The Dark.
However. that inclination also Impedes them from choosing the Elemental
Compatibility (light ) Advantage.

W ith stand D ea th : When they are in a state between life and death,
the Dllk'zal"ist do I"IOt need to p3'iS a Physical Resistan(e (PhR) chC(k
to survive, since their souls are so firmly wedded to their bodies they
automatically pass such checks.
Quick H ea ling: Duk'zarlst possess an incredible capacity for recovering
from any physical Injury. They add one point to their natural Regeneration.
Limite d N eed s : The Duk'zarlst need much less rest and nourishment
than any other race; they can survive on one-third the sleep and food
required by humans.
Se n se Ligh t a nd Dark: Duk'zarlst perceive the Dark or light essence
emanating from (ertain reincarnated
souls. Thus, they can sense the presence of
any other Sytvain or Duk'zarist Nephilim
present - although that does not mean
they can identify them 3'i such. This ability
does not enable Duk'zarist to dete<:t an
individual hidden by spells or Ki abilities.
Night Visio n : The eyes of the
Duk'zarist are more adapted to darkness
than any other human being. In game
te..-ms, this ability is not as developed 3'i
that acquired through spending a Creation
Point. but it permits the Duk'zarist
to reduce any penalty due to natural
darkness by one-half.
Deyotion to Fire: The psychic powers
of the Duk'zarlst are naturally tied to fire.
If they develop their mental abilities. the
first one they must acquire is the diSCipline
of Pyrokinesis.
Pe rfect Bodies: The essence of the
Duk'nrist prevents the ir bodies from
developing any natural malformation. A
Nephil im cannot choose the following
Disadvantages; Atrophied limb. Bl ind,
Deafness, Mute. NearSighted, Physical
Weakness, Serious Illness. Sickly, and
Susceptible to Poisons.
Alle rgic to Metal: The only weakness
of the Duk'zarist in their past lives was
their vulnerability to metals. especially
Iron and iror!-alloys. The onginal
Duk'zarist could be killed CYen by Simple
conta({ with metal; swords harmed them
more because they were made of metal than because they were sharp.
Although in a limited W?1f. the rebom Duk'zarist have inherited part of thiS
disadvantage. If their skin makes contact with any metal containing iron. the
Duk'zarlst must pass a Check of their base Presence against a DiffKulty
of 60, If they fall, they suffer an adverse reaction causing a Penalty to All
Action equivalent to the margin by W'hith they failed the Check. If the metal
is pure iron, the Check is against a Difficulty of 80. These negative effecu
d<sappear at a rate of 10 points per mirlute. The Duk'zarist Nephilim can
use clothing and gloves to avoid these effects.
Im m o r ta l Sou l: Uke all Nephilim, the Duk'zarlst experience tOnflict
between what they learn while living and their ancient memories. For that
reason, a Duk'zarist suffers a -S penalty to all Experience Points awarded
by the Game Master at the end of each gam ing session.

~~31

THE CLASSES
i".r't~6A,'t t~& tt.ift t.""i~
n6~6..t't ~.tfillt ("",k

IilPrt 1& .r- ...lIttu 6f (uk;


,;iid/o. k 6 ... lIttu 6/ t"t~nt.

CHOOSING A CLASS
Clas~es

determ ine the COSI of deve loping a character, as well as what

In!'late bonu~ they possess. It can be very useful to imagi ne your dlaracter's
paSt and personal ity befo~ chomlng a class. It Is fundamental to have a dear
idea of what you hope 10 do with him or her before making that important
decision. If you envision him as a wine-soaked old soldier about \0 get a
se<ond chance In life. II wouldn't be very fitting 10 make him a Wizard when
the Wanior and Weaponsmastef" classes would be much more appropriate.
The choice !>hould iIlO be bued on the kind of character the player believes
will be fun to play. 11 would not be a good Idea for someone who doesn 't
enjoy combat to choose a dass from the Fighter Archetype . when tle would
enjoy playing 11 ThIef, or something else. much more.
I! Is nalural to thlJ'lk that an Assassin must be a dark mall dedkated to
kill,ng for money. and that a Paladin. of <ourse. must be the embodimef1t of
all virtues. How-ever. the mef"e fact of belonging to a dass does not oblige the
character to behav-e In a predetermine<! fashion. A Paladin may well not be
a saintly man who Ognu for what he believes Is right. He may instead be a
twined IndMdual who lives by exploiting his learning and natural abilities to
~k his CfflflbeneOt. Although pl~r characters will certainly be l!X<:eptional
pe1"SOIls.lt should never be forgotten that they are flesh and blood. with their
own desires, eccentrkltles, and fears. The more real )'OU make Ihe character
in p1ay. the more Interesting the game will be. and the more IrNOtved )'Ou will
become In the world that surrounds )'Ou.

Creation of new classes


The classes desc;rlbed In this chapler provide a great number of options
for p l ~rs to develop unique and Interesting characters, and all of the classes
are balanced so that no single dass has an overall advanuge over the others.
Non et hele!iS, It Is also very common for players to wish to invent a new
class for their character. When that moment arrives, )"OU should Orst ask if
Ihat new class Is actua lly necessary and whether the character you have In
mind could be created with a class that already exists. The Creation Point5
given to each character exiSt for precisely that reason - to enable players to
customize and mold emerging characters to
Ot their vision. Imagine, for example. that
a player wishes to create a philosopher
prince , the noble warrlo<' enshrined In
Plato's R~. Rather than creating a new class
with good abilities In both combat and Intelle<:tual
pursult5, It would be better to '\imply choose the
Freelancer dass. and then Invest Creation Points to
reduce the COSt for acqu.ring Setondary Abilities related
to Intelligence. Another example might be a Witch Hunter.
It isn 't necessary to Invent a new class to give a (hataner
that specialty. A character of nearly any character class (from
Warrk>r to Assas'\in) who chooses that mission in life can fulf,lI the
pl~r' s witch hunting hopes perfectly. It would be enough to simply build
up the Character's Secondary Ability of -Occult. - and learn how to fight
against supernatural powers,
One special case Is the splrltualleadcr class present In many other
fa ntasy games (often <a iled a Cleric or Priest). Soch classes are not
present In Anjma, but that doesn't mean a player carl't create a piou~

character. Players who wish to roleplay soch a character could slmp1y choose
a class that most pleases the Power they wish to serve. and then t hey should
acqu ire the Elan Adllllntage wi th their Creation Point5.
For example , a god of Thievery would give powers to a burglar (rather
than to a priest who happened to belong to his cult) and a god of War would
favor a fighter over any other chara<ter.
Finally. it shou ld be mentioned that a Freelancer class exists to provide
room for all those P<"Ofessions that aren't expressly Included in any other
class. A Frcelancer can become anything he or she wishes. from a scholar to
a blacksmith,

Seline. Heaven
Order PalaQIrI

THE CLASSES
Below. we p<'eSel'lt brief portraits of the das'ieS from wtlidl a player tan
chao$!: his Of" he1" character, Ew. portrait includes the following inform~tion:

Arc1letyye: This Indicates the Archetype 10 which the <1m


belongs. There are six Archetypes: Domine. Fighte<". Mystic. N~I. Prowler.
and Psychic, Each class belongs to at least one Archetype. but might be
inc:luded In two in some cases. The classes that belong to two Archetypes
are catled RMixed

Classes. ~

Life Point Multiple: The Ufe Point Multiple

i5 me number

of ~Iopment Points (OP) that must be invested to add life Points to the
character's IOtal. Each Investment o f the life Point Multiple adds life Points
equal to the character's Constit ution value-I1ot its bonus.

Life

POl1Lts:

This is the innate bonus a player adds to his


chara(ter 's Uf~ Points. This numbe r o f points is added at fi m level and
every time Ihe character mC1<es up a I~I.

Initiative:

This Is the natural bonus a characler adds \0 his

initiative. This number of poinu is awarded at first level and every time the

character

Il'IO'o'eS

up

a level.

Martial K.}lolVlerige: Th" ,,,h. M"",I K"",","'",.""


character receives for belonging to a given class. They receive this number of
poinu at first level, and again each time they IT10Ye up a level.

[I/I/ate Psycllic Poillts:

'''''",,~

PSYCHIC ABllIlY
Psych ic Points (P P): This Is the COSt if! DPs that the character must
invest to 3CQLllre a new PP.
Psychic Projection: This Is the cost to develop the ability to direct
matrixes. No more than half of a character's total f'srchic Ability O~ can
be Il'I\IeSted In this.

Se

nda ry Ab il itt es:

CO
In tJiis se<tion, the COSt for developing
the Se<ondary Abilities for each class are listed. There is no limit to the
number of OPS that can be invested in them.

Reduced costs:

SomedasseshavelawerOevelopmentCosu
for certalrl Secondary Abil,ties than other abilities in the same group. For
e)(3mple. a Paladin develops Withstand Pain at a ml.lCh lower cost than
other abilities irl the Energy group. This se<tion explains whether Ihe dass
can purchase any ability at a reduced cost. as well as exactly what that
reduced COSt is.

HHlflte

Bonuses:

These are the special bonuses intrinsic to


each class . A character receives t hese bonuses upon choosing a class , and
then he receives the same points as a bon us each time he moves up a level.
The innate bonuses for Attacking. Blocking. or Dodging can never exceed
+50, but all others can Increa!le without limit.

specini:

This $(!ctionlisu any special class benefits not reflected


in the Development Costs or innale bonuses. This will not be listed if no
special advantage ex lsu.

m..,

Th"
how
PP ""
charactes- receives per level. Ar"rf character WIth Ps)'Chk Abili~ begins With
a single Ps)'Ch1c Fblnt (PP), and after gaining a certain number of levels. he
receives anothes- pp, without spending Development Fblnts. The numbel'" of
levels the dlarxter must gain to receive the PP depends on his class. If. for
example. he receives one additional Pf' for each 3 levels, he will acquire a
second PP at 4th level. a third PP at level 7, and ~ on.

primary Abilities:

This is the COSI for developing the


Primary Abilities of characters be longing to that class. Each Primary Ability
has a limit to the number ofOPs that can be invested in it (between 50% to
60% of the character's total DPs).
C OMBAT ABILI TY

Attack, Block, D odge: These are the costs of de\leloping a character'S


offenS ive and defensive Combat Abilities. N o mo re t han half of the
character's total DPs can be Invested In these abilities .
KI: This is the COSt of developing a new point of Ki for the character.
Ki Accumulation: Investing this number of Of's, the player adds one
point to the KI Accumulation of a charactcnstk.
W ear Armor: This Is the Cost to develop the ability to Wear Armor.
SVI>EI/.NATVIIAL A BILITY
Zeon: Zean Is not aCQUired in a traditional way. Rather. Zeon points are
purchased in blocks of five. When you spend the number of OPS indkated.
your character gains ftve additlQllal Zeon points.
MA Multi ple : This is the cost for adding a Magk Accumulation
Multiple to a character. All characters possessing The Gift begin with one
AccumulatlQll Multiple and by Investing the number Qf OPS listed. they add
a new one to the MA. for e)(3mple. ~meone with a base MA of 10 who
spends two Magic Accumulation Multiples can add 20 to his base. ending up
With an MA of 30. This Is fully explained In Chapter II .
Magic P rQjection: This Is the cost to develop the ability to direct spells.
No more than half of a character's total DPs for Supernatural Abilities can
be Invested In Magic Project Kill.
Summon, Control, Bind, and Ba ni s h: These numbers are the cost
of developing the character 's abilities rela ted to Summoning.

A young Ranger in

Pristin~

Forest

- - - - - - - WARRIOR--;("j
Tile Warrior is the vir(lJ(!/ embodirl'l(!n( or tIlf! Fighter Archetype. Thi5 don C<M!fl thost
wile ha~ ,omp~!ely df:(!jeened their lives 10 combo!, and it includes those who ore best oble
co fully exploit their WC1r1~ talents. This incUnotion ltads them not only to moster the llle of
~pons, btlt abo to vse 1M" spiritual ('nerg)' in 0 (igh!. Wafl"iori find it easy to dewlc:rp grNlt
kn~ in the ~Id of mlJillJry laCtic and become leaders of armies. Traditionally, WaIT'ion
con end up in 0 wkk voriecy of occup<lOOns, (rom ~re met""y,ones to $\OOtTI knights.
Arc hetype: Fjghu~r
Ufe Point Multiple: 1S
Life Points: .. 15 pe.-Ievel

In itiative: .. 5 per IeYeI


Martial Knowl edge: 25 per level
Innate Psychic Points: +1 evet')' 3 levels

PRIMARY ABILITIES
Combat Ability: Limit 60%

+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ I Wear Armor: 2
+1 Ki: 2
Accumulation Multipl e: 20

Supernatural Ability: Umlt 50%


+5 Zeo,,: 3
MA Multipl e: 70

+ I Magic Projection: 3
+1
+I
+1
+1

Summon: 3
C o ntrol: 3
Bind: 3
Banish: 3

SECONDARY ABILITI ES
+ I Athletics: 2
+1 Social: 2
+ I Pe rce ptive: 2
+ I Inte llectual: 3
+1 Vigor. 2
+ I Subterfuge: 2
+ I Creative: 2
Reduced Costs

+ I Feats of Strength: 1

I NNATE BONUSES
Primary
+5 Attack per level (maximum +50)
+5 Block per level (maximum +50)
+5 Wear Armor per level
Secondary
+5 Feats of Strength per level

Psychic Ability: limit SO%


Psychic Po ints: 20
+ I Psychic Projection: 3

'-

ACROBATIC
Acrobatic Wdrriors are FrghtNS who ilal'l! specialiZJed In getting !he biggest advanlOge out aftheir speed
and agility. Their greclest benefit lies in being a step "head of their adversaries and trying 10 {ini5h them off
before they can reoct. They also prefer 10 dodge onoch. often Standing os (or as possible from where their
enemy's blows actually land. They possess excelhlnt mobility. and they can jump, (oIl, or run with a f1eemesJ:
that few can mooch. Acrobatic Wdrriors can ploy almost any ro!e in SOCiety, but they generally grovilOte
fDWOrd prafessiom associated with combat - such os duelists or swordJ:men.
Archetype: Fighter
Life Point Multiple: 20
Ufe Point5: +10 per level
Initiative: +10 per I~I
Martial Knowl edge: 425 per level
Innate Ps)'<hic Points: . l every 3 levels

PRIMARY ABILITIES
Combat Ability: lim't 6Q'lE,
+1 Attack: 2
+1 Block: 3
+1 Dodge: 2
+ I Wear Armor: 2
+1 Ki: 2
Accumulation Mult ipl e: 20
Supernatural Ability: Umlt SO%
+5 Zeon: 3
MA Multipl e: 70
+ I Magic Projection: 3
+1 Summon: 3

Psychic Ability: limit 50%


Psychic Points: 20
+ I Psyc hic Projection: 3

SECONDARY ABILITIES
+ I Athletics: 2
+1 Social: 2
Pe rceptive: 2
+ I Inte ll ectu al: 3
+1 Vigor: 2
+ I Subte rfu ge: 2
+ I C ~ative: 2

+I

Reduced Costs
N~

INNATE BONUSES
Primary
+S Attack per level (maximum +50)
+S Dodge per level (maximum "'50)
Secondary

+ 10 AcrobatiCS per level


+ I0 Jump per level

+ 10 Athleticism per level


+ 10 Sleight of Hand per level
+ I0 Style per level

- -- - - --

PALADIN -

- - -----,{

Palodins a~ Fighters who are very oriented toward defensive fighting, and also malet use of (eftain mystical
copobililies. One of their spOOolties ii thot of banishing supem<:lwrol beings using Iheir OW!! noMoi powers.
GtneraJIy, thq< gulOO !hemseiYes by codes of COflduct bosed on (I religious belie( Of t~ir own ~nse of honortIlough this is not obligatory. They ore nowral leaders. capable of using !heir charisma to mobiJjz@ a great
o"mber of pt!Ople who may PiM be willing to give their lives in !heir m-vi<:e.
Archetype: Figtl1er
Life Point Multiple: li
Life Poiou: +15 per level
In itiative: "'5 per level
Martial Knowl e dge: 20 per level
Innate P$ychic Points: ... ' each 3 levels

PRIMARY ABILITIES

SECONDARY ABILITIES
+I
+1
+I
+I
+1
+I
+I

Athletics: 2
Social: 1
Perceptive: 2
Intellectual: 2
Vigor: 2
Subterfuge: 3
Creative: 2

Combat Ability: Urnit 60%

+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ I W ear Armor: 2
+1 Ki: 2
Acc umulation Multiple: 20

Supernatural AblUty: Umlt 50%


+5 Zeon: 2

Reduced Costs
+ I Withstand Pain: 1

INNATE BONUSES
Primary
+5 Block per level (maximum -SO)
+10 Wear Armor per level
+10 Banish per level
+20 Zeon per level

MA Multiple: 60

+ I Magic Projection: 3
+1 Summon: 3
+ I Control: 3
+1 Bind: 3

Secondary
+ 10 Leadership per I~I
+ 10 Withstand Pain per level
+5 Style per I~I

+1 Bani sh: 1

SPECIAL
Psychic Ability: limit SO%
Psychic Points: 20
+ I Psychic Projection: 3

If the Paladin doesn't want 10 develop any

supernatural ability, he (an exchange the 10


Banish and -20 Zeon innate bonuses for a'10
Composure per level bonus.

.-------DARK
Archetype: Fighter
Life Point Multiple: 15
Life Points: +15 per leve l
Initiative: +5 per level
Martial Knowledge: +20 per leve l
Innate Psychic Points:
every 3 levels

SECONDARY ABILITIES

PRIMARY ABILITIES

+ I Athletiu: 2
+1 Social: 1
+ I Perceptive: 2
+ 1 Intellectual: 2
+ 1 Vigor: 2
+ I Subterfuge: 2
+ I Creative: 2

Combat Abi lity: Umi! 60%


+1 Attack: 2
Block: 2

Reduced Costs
+ I Composure: 1

+,

INNATE BONUSES
. A., ...

m.',,,,,,. Multiple: 20

P rimary
+S Attack per level (ma.<imum ~50)
+S Wear Armor per level
t 10 Control per level
+20 Zeon per leve l

Multiple: 60

I Magic Projection: 3
+1 Summon: 3

Psychic Ability: limit SO%


Psychic Points: 20
+ I Psychic Projection: 3

Secondary
+ 10 Intimidate per level
+ 10 Composure per level
+S Style pel"" level
+5 PersuiIlOion per level

SPECIAL
If the Dark Paladin doesn't want to develop any
supernatural ability. he can exchange Ihe +'0
Control and +20 Zeon Innate oonuses for a "10
Withstand Pain per level bon us.

WEAPONSMASTER -1:If--l
Thi!se are Fighters who have dedicated themsell'l!s to perfecting their skill in ormed combel. Tiley
are born warriors wlto Ito.-e IOken !M;r combot skills 10 limits not recKhed by any other doss. Unlike ImIny
other fighterS, they disdain the use of onything btlt their obi/ilks with weapons in combot.ln a r~llI. they ignore
physical energifl and everything else e>:ept piJre ~s 0011. This does oothing 10 delnlCl from their
SlOWS as the mon able of aH Fighters and the mon strkdY~led to vue monia/e>lpertise. '~g"~~r
mojorit)' o(knight$ and merceoories ore of this doss.

Archetype: flg/'lter
Life Point Multiple: 10
Life Po ints: -<-20 per levd
Initiative: +5 per level
Marti a l Knowl e dge: .. 10 per levd
Innate Psychic Points: .. , e\Iff)'] levels

PRIMARY A BILITI ES
Combat Ability: LImit 60%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ I Wear Armor: 1
+I KI: 3
Accumulation Multipl e: 30
Supernatural Ability: LImit SO%
+5 Z e on: 3
MA Multipl e: 70
+ 1 Ma gic Proje ction: 3
+1 Summon: 3
+ 1 Contr ol: 3
+1 Bind: 3
+1 Banish: 3
Psychic Ability: LImit SO%
Psychic Points: 20
+ I Psychic Proje ction: ]

SECON DARY
AB ILITIES
+I At hlet ics: 2
+1 Social: 2
+ I Perceptive: 2
+ I Intellectua l: 3
+ I Vigor. 1
+ I Subterfuge: 3
+ I Creative: 2

Reduced Costs
None

INNATE BON USES


Primary
+S Attack per leve l
(moJdmum +SO)
+S Block per level
(mo~imum ~50)

+10 Wear Armor pe r leve l


Secondary
+S ~alS of Strength per level

SPECIAl
PUrchasing General Weapon Modules. Ardletyp;cal
Weapon Modules, and Slyte Modules (OSIS the
Weapon$lllaster only half the

usu~1

DP.

- - - TECHNICIAN -~~~~
A Technician is on e>lpo!rl 01 using Ki abilities, He hos deeply e>lplored the se<;rets of the body and soul,
developing abilities W t would be impossible (or the normal person. Technicians can sometimes take )'l'Of1O 10 rf><l/ize
the full potential a(the,r obi/itie." but w/l(on they do, they becomt persons of for mkJob/e power. Though they do
not have great gifts (or combot, when they use their 1<1control againsl on adversary, they can unleam inhumon

';~7A""")'P" Domine
Ufe
i Multiple: 20
Life Points: "'5 per I~I
Initiative:""5 per level
Martial Knowledge: "'50 per level
Innate Psychic Poin ts: "'1 ~ry 3 levels

PRIMARY ABILITIES
Combat Ability: limit 60%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ 1 Wear Armor: 2
+1 Ki: 1
Accumulation Multipl e: '0

HA Multipl e: 70
+ I Magic Projection: 3
+1 Summon: 3
+ 1 Control: 3
+1 Bind: 3
+1 Banish: 3

Psychic Ability: Limit 50%


Psychic Poin ts: 20
+ I Psychic Projection: 3

SEC0NDARY AB ILITIES
+ I Athl e tics: 2
+1 Soc ia l: 2

+ I Pe rceptive: 2
+ I Inte llectua l: ]
+1 Vigor. 2

+ I Subte rfuge: 2
+ I C rea tive: 2
Reduced Costs
None

I NNATE BONUSES
Primary
+S Attack per level (maximum +SO)
Se condary
None

"16I-rI!!'-- - - = - - - -

TAO - - - - -- --

Too ore moru,,' artists who spet;ia/ize in unarmed combot, though nothing prevents Too
(rom employing any type of wecpon. Dedicated to

go~ring

,,)1 the mortiel knowledge

can, these characters alwoys seek 10 develop new and unique fighting {!'dIniqul'S. Their training
~rmiu tl>em to qlJkkly loom any mortiol arts style they choose, toking from them the elements thot help
them bKonM' b<!tter f"ltten. WI>M the moment comes, Tao also lISe !heir intem<J1 energie to maximum
odvontoge to OerCO/TIe he<tvily ormed enem~.
Archetype: Fighter. Domine
Life Poin t Multiple: 20
Life Points: -0-'0 per level
Initiative: +5 per !eYel
Mar t ial Knowledge: +10 per level
Innate Psychic Poin ts: ' each 3 leveI~

Psychic Ability: limit 50%


Psychic Points: 20
+ I Psychic Projection: 3

SEC0N DARY ABIliTIES


+ I Athletics: 2

PRIMARY ABIliTIES

+ I Perceptive: 2

Combat AbJllty: Umit 60%


+1 At tack: 2
+1 Block: 2
+1 Dodge: 2
+1 Wear Armor: 2
+I Ki: 2
Accumulation Multiple: 15

+1 Inte ll ectual: 3
+ 1 Vigor: 2

+1 Social: 2

Supernatural Ability: Limit 50%


+5 Zeo n: 3
MA Multiple: 70
+1 Magic Projection: 3
Summon: 3
+1 Control: 3
+1 Bind: 3
+ I Banish: 3

+,

+ t Subterfuge: 2
+ I Creative: 2
Reduced Costs
None

INNATE BONUSES
Primary
Noo.
Secondary
+S Style per level

SPECIAL
Martial artS have a COSt of only 20 DP
(10 for the first martial art learned).

--~~~------RANGER--~--------=A Rong~ ;, the virtual em~{ of the troditionol adventurer - <I person who has mode !he most of
his ability to perceive whol is around him ond K'Ilture wheR others (ear to tread. A Rang~ usuo!ly Itos his
serl$('$~" ottooed to the envil'Ol'1merU, 50 it isn't oo5Y [0 take him by surprise. He is also (I tracker and (]
bam SUrvivoUSI, possessing incredible knowledge afforest and wilderness t'J1I'ironmen{s. In society. Rangers
often work 05 hunters, scouts, or even orchoeklgists, but mOSt of them ore simply people who haoe learned
lhese skills (rom living In remote oreas whN'f: such skills are necessary (or survival.

Arc h e type: Fighter. Prowler


Life Point Multipl e: 20
Life Points: +' 0 per I~I
Initiative: +5 per level
Martial Knowledge: +20 pe r leve l
Innate Psychic Points: +1 each llevel~

PRIMARY ABILITI ES
Combat Ability: Umlt 60%
+1 At tack: 2
+1 Block: 2
+1 Dodge: 2
+ I W ear Armor: 2
+1 Ki: 2
Accumulation Multiple : 25
Supernatural Ability: Um;t SO'Ib
+5 Z eon: 3
MA Multiple: 70
+1 Magic P rojection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
Psychic Ability: Umlt ~%
Psychic Po in ts: 20
+ I Psychic Projection: 3

SECONDARY ABILITIES
+1 Athlet iC$: 2
+1 Social: 2
Perceptive: 1
+1 Intellectual: 3
+1 Vigor: 3
+1 Subterfuge: 2
+1 Creative: 2

+,

+.+.

Reduced Costs
Trap Lore: 1
Herbal Lore: 2
+1 Animals: 1
Med icine: 2

+.

INNATE BONUSES
Primary
+5 Attack per

I~I (~ +50)

Secondary
+.0 Notice per level
+ 10 Seardl per level
+ 10 Track per level
+ 5 Trap l ore per level
+5 Animals per level
+5 Herbal lore per level

SPECIAl
+ 10 per level to Detect KI
(on ly if developed) . .

~~-------- SHAD0W --------------Sh~ are Fighters who mave in darkne!.S and take odvantage af their wrroundings. Although their Combo!
Abilities are excellent. they prefer ta defeat enem~s without giving them a chance ta fight bo<k. They empk>y wbterfuge
and complex tricks ar tactics ta gain the advantage a(wrpme. EI'f!tI when detted, a Shadow is able ta bottle his l'flemies
on eoen footing. WI his resistance tl'flds ta be 'M'Oker than other Fighters' in weh situations. Gl'flerally /OSI and agile,
Shadows prefer ta dodge rothu than meet attacks.

Archetype: Fighter. Prowler


life Point Multiple: 20
life Poinu: +5 per level
Initiative: +10 per level
Marti a l Knowledge: +25 per level
Innate Psy<hic Points: +1 ea<h llevek

SECONDARY ABI LITIES

+ I Athl etks: 2
+1 Social: 2
+1 Pe rce pti ve: 2

+ 1 Inte llectual: 3
+1 Vigor: 2

+ I Subterfuge: 2
PRIMARY ABILITIES

+ I Creative: 2

Combat Abi lity: Umit 60%


+1 Atta<k: 2
+1 Block: 3
+1 Dodge: 2
+ 1 Wear Armor: 2
+1 Ki: 2
Ac<umulation Multiple: 20

Reduced Costs
None

INNATE BONUSES
Primary
+S Attack pe r level (ma~imum +50)
+S Dodge pe r level (maximum +50)

Supernatural Ability: limit 50%


+5 Zeon: 3
MA Multiple: 70
+ I Magic Projection: 3
+1 Summon: 3

Secondary
+ 10 Notice per 1evt!1
+ I 0 Searth per I~I
+ I 0 Hide per level
+ 10 Stealth per 1evt!1

+1 Banish: 3

SPECIAL
+5 per 1evt!1 to KI Concealment (only If ~Ioped).

THIEFAs the name suggests, D Thid" ~ someone spedDlizrd in skills related ta molth, theft. cmd
They (lee direct contfontation, UlISting in their skills and wblerfuge It) get what , ",,",',.
~
Physicol Resislt)nce is usoolly not very high, Thieoes become adept at fleeing or
They can play d,Verse roles in sacie(y, althoogh they usoolly dedicate themseM!s "" p".." .,,' j
giW!s this class its name.

>""",&

Archetype: Prowler
Life Point Multipl e: 20
Life Point$: +5 per level
Initiative: +'0 per 1evt!1
Martial Knowledge: +20 per level
Innate PSy<hic Points: ... 1 each 3 levels

PRIMARY AB ILI TI ES
Combat Ability: limit SO%
+1 Attack: 2
+1 Block: 3
+1 Dodge: 2
+ I Wear Armor: 3
+I Ki: 2
Accumul ation Multipl e: 25

SECONDARY AB I LITIES
+ I Athletics:

+1 Sodal: 2
+ I Perceptive: 2
+ I Intellectual: 3
+1 Vigor: 3
+ 1 Subterfuge: 1
+ I Creative: 2
Reduced Costs

+ I Appraisal: 1

INNATE BONUSES
P rimary
+5 Dodge per level (maximum +50)

Supernatural Ability: Umlt 5mb


+5 Zeon: 3
MA Multiple: 70
+ I Magic Projectio n: 3
+1 Summon: 1
+ I Control: 3
+1 Bind: 3
+ I Banish: 3

Secondary
+5 Notice per level
+5 Search per level
+5 Hide per level
+5 Stealtl1 per level
+S Trap lO<"e per level
+5 Sleight of Hand per l('Vei
+ I 0 Theft per I~I

Psy<:hic Ability: lImit 50%


Psyc hic Points: 20
+ I Psychic Projection: 1

SPECIAL
+5 per level to the abil ity to KI Concealment
(only if developed).

ASSASSIN - - - - - Assossins art chor~ who spedoize;,. Sllbctrfuge and infrigue. They m<M' in ononymity ond pr-ekr tho! their victims die not knowing
who fUlled !hem. They 1M -r refrnN ~ that MIp!hem avoid open CMlbot, en they are I'ef)' 'AIIneroblfo in direct confrontations.
W'I!en !heir "I:ri: is done, they kx1e once again into !he ~ 0( cooxse, choroc~ (rom this doss are no!: necessan1y obligated to ~
role of Ititmtn within (I.sodety. Thetl! ort mony odIer ~ that their ~ obiitie$ eM be usdUI- wdI os in ~.
Ar<hetype : Prowler
Ufe Point Multiple: 20
Life Points: +5 per level

Initiative: +' 0 per level


Martial Knowledge: .. 20 per level
Innate Psychic Points: +1 each 3 levels

PRIMARY ABILITIES

SECONDARY AB ILITIES
... I
+1
... I
... I
+1
... I
+1

Ath letics: 2
Social: 2
Pe rce ptive: 1
Inte ll e ctual: 3
Vigor: 3
Subte rfuge: 2
Cre ative: 2

Combat Ability: limit SO%

+1 At tac k: 2
+1 Blo(k: 3
+1 Dods:e: 2

... I W ev- Armor: 3


Ki: 2
_ _ _ A,' "m,""';" Multiple: 2S

Supernatur-al Ability: Urnl! SO%

+S Z e on: 3
MA MUltiple: 70

... I
+1
... I
+1
+1

Magic Projection: 3
Summon: 3
Control: 3
Bind: 3
Banish: 3

Psychic Ability: limit 50%


Psy<:hic Points: 20
... I P$ychl c Projection: 3

----'---

- - - WIZARD

WlZIlrds 00..... the incredible ability !a manjptJlote mystKai energy. They IKr,.oe dedicated them~s,
body and sool, to ul!derstonding and mawmng magic. They spedolize in !he purest 0$pe<:t5 0(
mogic - ll$ing spetk dtot ore copoble o( bending reality to their will, (ocllSing and cflIlual/mg its
po.vers with complete ~edlion. WlZIlrds are al$(! interested in t'I'ery r~ 0( inr.ell!, though,
un(MIlOO!eIy, this makes !heir physical deYelopment SflIllewho! mferior to !hat a( others.
Archetype: Mystic
Life Point Multiple: 20
Life Points: +5 per level
Initiative: +5 per level
Martial Knowledge: +10 per level
Innate Psychic Points: +1 each "levels

PRIMARY A BILITIES
Combat Ability: limit 50%
+1 Attack: "
+1 Block: "
+1 Dodge: 2
+ I Wear Armor: 3
+1 Ki: "
A"umulation Multipl e : 30
Supernatural Abi lity: Limi t 60%
+5 Zeon: 1
MA Multiple: 50
+ 1 Magic Projection: 2
+1 Summon: 2
+ I Control: 2
+1 Bind: 2
+1 Ba nish: 2
Psychic Ability: Limit 50'16
P syc hic Points: 20
+ I Psychic Projeuion: "

SECONDARY
AB ILITIES
+I
+I
+I
+I
+1
+I
+I

Athleti c$: 2
Social: 2
Pe rcepti ve: 2
Inte ll e ctual: 2
Vigo r: "
Subterfuge : 2
Cre ati ve: 2

Reduced Costs
+ I Magic Apprai sa l: 1

I NNATE BON USES


Primary
+100 Zeon points per level
Secondary
+ I0 Magic Appraisal
+5 OcclIlI pel'" level

pel'"

level

Reduced Costs
... I Stealth: t
+ I Compos ure: 2
+ I Me morixe: 2

INNATE BONUSES
Primary
+S Attack per level (maximum -1-50)
Secondary
+ I0 Notke per level
+ I0 Search per level
+ I 0 H~ pel'" level
+ I 0 Stealth per level
+ I0 PoIsons per level
+10 Composure per level
+ I 0 Trap Lore per level

A Warlock Is a magkal warrior who develops both his martial and magical abilities. U~
Wizards. Warlocks contrOl the purest of wpematural abilities - the ability to u.st spells to
modify ~a6ty itself. Although they can concentrate on Just one a~a, a Warlock Is perle<tly
capable of be<oming a master-who controls both combat arms and wpematural am equally
well. Of cou~. doing this can leave other Important abilities neglected.
Archetype: fighter. Mystic
Life Point Multipl e: 20
Life Points: -10 per level
Initiative: +5 per level
Martial Knowledge: ~20 per level
Innate Psychic Points: .. ' each 3 levels

PRIMARY ABILITiES
Combat Ability: limit SO%
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ I Wear Armor: 2
+1 Ki: 2
Accumulation Multiple: 25
Supernatural Ability: limit 50%
+5 Zeon: ,
MA Multiple: 50
+ I Magic Projection: 2
+1 Summon: 2
+ I Control: 2
+1 Bind: 2
+1 Banish: 2

SECONDARY ABIliTIES
+ I At hletics: 2
+ I Soc.ial: 2
+ I Pe rceptive: 2
+ I Intellectual: 2
+ 1 Vigor: 2

+ I Subterfuge: 2
+ I C reative: 2
Re duced Costs
Noo.

INNATE BONUSES
Primary
+5 Attack per level (m<lJ(imum +50)
+5 Block per level (ma~imum ~SO)
+5 Dodge per level (ma~imum "'SO)
+20 Zeon points per level
Secondary
+S Magic Appraisal per level

Psychic Ability: Um't 5O'Ib


Psychic Poin ts: 20
+ I Psychic Projection: 3

ILLUSI0NIST - - - '
Illusionists combine their natilble skills at subterf~e with the conuo/ af magic. A good Illusionist malces it
impossible (or those wha witness his feats to ~II ifhe has dane them using supernatural powef"$ or mere oot.....,1
skill. His mystical powef"$ are nearly as great as those of ather spe/kastef"$. but he narrnolly lacks the ability to
(OSt spells quickly. In spite of being called Illusionists, these mogic usef"$ master not only the power of illusion,
but mony ether types of megic as well. They are ~ry vulnerable physically. however, end usoolly reject the Idea
of direct (omoot in fOvor of morn ingenious stratogems.
Archetype: Mystic. Prowler
Life Point Multipl e: 20
Life Points: ... S per level
Initiati ve: S per level
Martial Knowledge: +20 per level
Innate Psyc hi c Poi nts : '" each 3 levels

PRIMARY AB ILITIES
Combat Ability: Limit 50%
+1 Attaclc 3
+I Block: 3
+ 1 Dodge: 2
+ 1 Wear Arm o r: 3
+1 KI: 2
Accumulation Multiple: 25
Supernatu",' Ability: Limit 60%
+5 Zeon: 1
MA Multiple: 60
+ I Magie Pro jec ti on: 2
+ 1 Summon: 3
+ I C o nt rol : 3
+1 Bind: 3
+1 Banish: 3
Psychic Abi lity: Limit 50%
Psychic Poin ts: 20
+ I Psychic Proj ectio n : 3

SEC0NDARY ABILITIES
+ I Athletics: 2
+1 Social: 2

+ I Perceptive: 2
+ I Intellectu al: 2
+1 Vigor. 3

+ I Subterfuge: 2
+ I Creative: 2
Reduced Costs

+ I Sleight of Hand: ,
+ I Persuasio n: 1

INNATE B0NUSES
Primary
+75 Zeon points per leve l
Secondary
+5 Magk Appraisa! per level
+ 10 Stealth per level
+ 10 Hide per level
+ 10 Sleight of Hand per Itvel
+5 Disguise per 1evf!1
+5 Theft per level
+5 Perwaslon per level

WIZARD MENTALIST
The potentiol for Wirord Ao\en:olists is enormoos. Persons in this category are de<flCated !a
cantrell'ing the camj);nation of e>a:eptior>al aMi*, with wfIkh they are endc1wed - oo~, magk
and 1M psychic matrilOe'S. Although their resis!ance and Secondary AbWties may be wea~ d~ to their
e><tretne dedication, their abilily !a IalNldt spells and wppon those spells with psychic disc;p1lnes
moJre them e>a:eptionally (ormidable characters.
Archetype: Mystic. Psychic
life Point Multiple: 20
life Points: +5 per level
Ini tiative: +5 per level
Martial Knowl edge: + 10 per level
In nate Psychic Points: +1 each level

PRIMARY ABILITIES
Combat Ability: Umit SO%
+1 Attack: 3
+1 Block: 3
+1 Dodge: 2
+ I W ea r Armor: 3
+1 Ki: 3
Accumulation Multiple: 30
Supernatural Ability: limit 50%
+5 Ze on: 1
MA Multiple: SO
+ I Magic P roje ction: 2
+ 1 Summon: 2
+ I C o ntrol: 2
+1 Bind: 2
+1 Ban ish: 2
Psychic Ability: limit 50%
Psychic Points: 10
+ I Psychic Projection: 2

SUMMONER
S<lml11OMt'S are mystics endowed with the ability to summon
supernatural creolUres and force them into submission. Although, in and
of them~s, ncither their magkol paweo nor their physical abilitie$ are
especially ""tobie, the beings they summon may be capable of almost anything. Summoners can also
~r(orm irwocatiofls, caJling an help from great supernatural Powel'$ (Or a limj~ time.
Archetype: Mystic
life Point Mu ltip le: 20
life Points: +5 per le~e l
Initi ati~e: " 5 per level
Martial Knowledge: + 10 per level
Inn ate Psychic Points: l each 3 levels

PRIMARY ABILITI ES
Combat Ability: lImit 5IYlio
+1 Attack: 3
+1 Block: 3
+1 Dodge: 2
+ I Wear Armor: 3
+1 Ki: 3
Accumulation Mult ipl e: 30
Supernatural Ability: limi t 60%
-+5 Zeon: 1
MA Multiple: 60
+ I Magic Projec tion: 3
+1 Summon: 1
+ I Control: 1
+1 Bind: 1
+1 Ba nish: 1
Psychic Ability: limit 5IYlio
Psychic Poi n ts: 20
+ I Psychic Projection: 3

SEC0NDARY ABILITI ES
+ I Athl etics: 2
+ 1 Social: 2

+ I Perceptive: 2
-+ I
+1
+I
+I

In tellectu al: 2
Vigor: 3
Subterfuge: 2
Creative: 2

Reduced Costs
+1 Occult: 1

INNATE B0N USES


Primary
+50 Zeon poinu per level
+10 Summon per leve l
+10 Control per le~el
+ 10 Bi nd per level
+ 10 Banish per level
Secondary
+5 Magi< Appraisal pet' level
+ I0 O<:cult per level

SEC0NDARY ABILITIES
+ I Athletics: 2
+1
-+ I
-+1
-+ I
-+ I
-+ I

Social: 2
Perce ptive : 2
Intellectual: 2
Vigor: 3
Subterfuge: 2
Crea tive: 2

Reduced Costs
None

INNATE B0N USES


Primary
-+ 100 Zeon points per

le~eJ

Secondary
-+ 10 Magic Apprais.al per '~I
+5 Occult per level

WARRI0R SUMMONER
WJ'nor SUmmOtlt'fl bring tog~r the combat a/);!ifies or Fighters and !he Summoner's powers of
jmoocotion and confrOl. When they Oght, they con ;~ !he l'Iid o( greel Powers or employ the oid 0(
supe1"1I<Iwml creatures tI>ey call into this world and temporarily toke into their 5ervi(e~ UnfOrtunately, 05
with o!h~ mixed CIos~5. Worrior SumrllOllffl tend to neog/e({ orher important abilities d~ to ipending so
much effort learning 1WCI such d~ arts 05 those of combat and COiMXotion.
Archetype: Fighter. Mystic

Ufe Point Multipl e: 20


life Points: +10 per level

SEC0NDARY A BILITIES
+ I Athle tics: 2

PR IMARY AB ILITIES

+1 Social: 2
Pe rce pt ive: 2
Inte ll ectual: 2
+1 Vigor: 2
+ I Subt erfuge: 2
+ I Cre ative: 2

Combat Ability: Umit 5O'l6


+1 Attack: 2
+1 Block: 2

Reduced Costs
None

Initiative: +5 per'eYe!
Mutial Knowle dge: +20 per I_'
Innate Psychic Points: -1 eildl 3 levels

+I
+I

+1 Dodge: 2

+ I Wear Armor: 2

INNATE BON USES

.. Ki:2

Primary
+5 Attack per level (maximum +50)
+5 Block per level (maximum +50)
+S Dodge pe r level (mo ximum +50)
+10 Zeon points per level
+5 Summon per level
+S Contr ol pe r level
+5 Bind per level
+5 Banish per le vel

Accumulation Multiple: 20

Supernatural Ability: Umlt 50%


+5 Zeon: 1
MA Multipl e : 60

+I

Magi c Projec tion : 3


+1 Summon: 1
+ t Contro l: 1
+ I Bind: 1

+1 Banis h: 1
Ability: limit 5O'l6

Poin ts: 20

MENTALIST
Mentel/ists ore dtorocters who hove dedicated themsell'es to the maximum dewlopment
of their ps)'Chk powers. They are not satisfied with merely po~sessing menlO! disciplines; they
also wish 10 disc~r how ~ IOQ(K and how to master new abilities. Like Wizords, MenIOUns
hoVE' wide knowledge In the intellecwo! fields - though thot dedico tion leads their physical
development ond resis tonce to be less thon those of other dasses.
Archetype: Psych ic
life Point Multiple: 20
Life Points: " 5 per level
Initiative : .,.5 per level
Martial Knowledge: " 10 per level
Inna t e Psychic Points: + 1 each level

PRIMARY ABI LI TI ES
Combat Ability: Limit SO%
+1 Attac k: 3
+1 Block: 3
+1 Dodge: 2
+ I W ear Arm o r: 3
+1 Ki: 3
Accumulat ion Multipl e: 30
Supernatural Ability: Umlt SO'!!.
+5 Zeon: 3
MA Multipl e: 70
+ I Magic Pro jection: 3
+1 Summon: 3
+ I Control: 3
+1 Bind: 3
+1 Banis h: 3

Psychic Ability: Umit 60%


Psychic Points: 10
+ I Psychic Projection: 2

SEC0 N DA RY AB ILITIES
+ I Athletics: 2
+1 Social: 2
Perceptive: 2
+ I Intelle cru-al: 2
+1 Vigor: 3
+ I Subterfuge: 2
+ I Creative: 2

+I

Reduced Costs
N~

I NNATE B0N USES


Primary
Noo.
Secondary
None

Secondary
+5 Occult per level

Io',brrior Menlo/1m are fighters endowed with Ps)"llic Abilities who

complete {OliVo! o(tho~ powers 10 obIin on O<M>n~ in (Omm,~""':'~.:fl::;;~:::j


combol abilities con be os high 0$ !hOSE' of warriors - though ~'
can couse Ih<!m 10 underdeYelop !heir OtMr obi/ilies. Normally, <]
concentrates 01'1 O~ o(Utese ,1+0 rteld5., be<:coming (I warrior who ,,,,. .~
pf)'Chic pow<"l"S in combot, or vice W'I'SQ.

!"ki'<ii-

Archetype: Fighter. Psych ic

Life Poi nt Multiple: 20


Life Points: 10 ~ level
Initiative: " S per level

Martial Knowledge: -20 pe!" level


Innate Psychic Po ints: ~1 each level

PRIMARY ABILITIES
Combat Ability: limit SO%
+ I Att;u:k: 2
+1 Block: 2
+1 Dadse: 2
+ I W ear Armor: 2

+ I Athletics: 2
+1 Social: 2

+ I Perc eptive: 2

Accumulation Multipl e: 25

+1
+1
+I
+I

Supernatural Ability: Limit SO%


+5 Zeon: 3

Reduced Costs
None

+1 Ki : 2

Inte ll ectual: 3
Vigor: 2
Subterfuge: 2
Creative: 2

MA Mul tiple: 70

+ I Magic Projection: 3

INNATE BONUSES

+1 Summon: 3
+I Control: 3
+1 Bind: 3
+ 1 Banish: 3

Primary
+5 At tack per level (mo..omum +50)
+5 Block per level (m<!!<imum +50)
+5 Dodge per le vel (maximum +50)

Psych ic Ability: Limit 50%


P sy<: hic: Poin ts: 15
+ I P$y<:hk P rojection: 2

Secondary
N~

--FREELANCER-~~---Tilt FreeJorl(er doSJ represents someone who ~ rIOt r,,- ony of the other Archetypes. A
Freelonur chorocler hos no true speciolizoOOn. From formers OM bards. to nobles OM coort jesters,
the Fr~oncer closs is 0 storldord closs in Animo, one which o")Ol1e (on chorue. The Freeloncer
hos good abilities in oil fields. (rom magi<: to combot, though he specializes in none a( them. II
is especially easy for a citoroeter a( this type to sw,teh to any other class later. I( a player does
rIOt really know whot he wisllts to do with his character. he can begin as a Freelancer and later
change to 0 closs he finds moSt suiWble.
Archetype: Noyci
SECONDARY AB ILITIES
Ufe Point Multiple: 20
+1 Athletics: 2
Ufe Points: "'5 per level
+1 Social: 2
Initiative: "'S per level
+ I Perceptive: 2
Martial Knowledge: "'" 20 per level
+1 Intellectual: 2
Innate Ps)'(hic Po ints:
each 2 levels
+1 Vigor: 2

+,

PRIMARY AB ILITIES
Combat Ability: Lim it 60%
+1 Attack, 2
+ 1 Bloek: 2
+1 Dodge: 2
+1 Wear A rmor: 2
+1 Ki:2
Accumulation Multiple: 20
Supernatural Ability: Limit 60%
+5 Zeon: 2
MA Mul t iple: 60
+ I Magic Projection: 2
+1 Summon: 1
+ I Control: 2
+1 Bi nd: 2
+ I Banish: 2
P5ychit Ability: Limit 60%
Psyc hic Points: 20
+ I P sy<: hi c Pro jection: 2

+ I Subterfuge: 2
+ I C re ative: 2
Reduced Costs
N~,

I NNATE BONUSES
Primary
+1 0 Zeon point5 per level
Secondary
+ 10 to fIVe different abililie$

pe<"

IeYeI

SPEC IAL
It C~15 the Freelancer only 20 DP to change
class to any other Ardletype. or vice Yen.a (a
Fighter. for example. could pay illS/; 20 DP to
become a Freelancer character).

cC~4}

8EC0IJdf)RY .ABilitiES
Tltl! ~~'f

i.s tfa.t

"111)1'

W~b

n4Yer IHN:.I!I 01

HtAH Wl'1.b HtVlr

H-listllke

MlJ Nlytfa.,"1"

THE CONCEPT OF
SECONDARY ABILITIES
Secondary Abilities represent a wide array of skills and knowledge that

every character may dloose to develop - suc h as performing acrobatics,


knowing the uses of medicinal plants. or leading o thers. This chapter defines
those abilities and establish their advantages and limitations.

Different Types of Abilities


5ondary Abilities are divided into seven fields: Athletics.. Creative.
Intelle<tual. Perceptive. Social, Subterfuge, and Vigor. Each Secondary
Abilities Is tied direc.ly to onc of a character's Primary Characteristics.
which add their respective modifiers to the bMe ability score.

ABILITY
When a player WMes to perfOrm a particIJlar action, he may need to
'" "",. 31'1 Abil ity Check. The Game Mastel" determines ....t.ich Secondary
Ability Is approprite in a giYen situation and ~gnes a DiffKulty Level.
Anima uses ten DiffICUlty l.eveIs, and exh one involves beating a differeflt
number. The DiffICulty leYeh can be seen in T itble 7: Diffic ulty Ratings.
To perform the Ability Check. roll ldl00 and add that number to the
Ability KOI"e being used. for this die roll. either Open Rolls or fumbles
are pos~ble. If the combined die roll and final Secondary Ability KOI"e are
higher than the taSk 's Dimculty Level. the character has achieved what he
was trying to do. If it is lower than the DlfDculty Level. the character was
lInsuccessful. Remember that if a character does not invest any DP In a
particular Secondary Ability. he slIrrers a -30 point penalty to Ability Checks
with that undeveloped Second ar y Ability.

Success aua Failure


Beating the DifflClIlty Level established by the Game Ma~ter
alltomatlcally means the character has succeeded in his attempt. HOIYCYef".
It is pos$ible .or a result. to reach a nllmber that would have been reqllircd
for a higher level of Difftculty; in that case the effect can be even more
beneficial. If a character beats the reqllill!d Difficulty nllmber by 40 or
more points. he achieves great succe$s. If he beats the reqllired Difficulty
number by 80 points. he achieves an absoillte success.

TABLE

7:

D,FF,CULTY RATINGS

Routine

20

Normal actions almost 3/l)'One can do without thlflking - like going up stair.; two at a time
or healing a loud noise. The Game Master will usually not ask the player to perform an AbUlty
Check 011 these actions except under unusual drcumnanc::es.
Acbom we

''''

an III used to doInt - like mrw:mber1nt: a SOl\\. Even SQfl'leOrIe who


USUIIIy be able to do ttI~ widwI couple trias..

nothing about VIe w~ WIll

These

Moderate

are actions thai ~ujre a little bit of Imowtedge or experien<e to accomplIsh


- h~ pi<:king a simple ~k or curing a bothersome cold.

ooll5ist~tIy

120

These are very problematic KtIoN rot an Ql'dlnary pers<>J'\. They require a JOOd ~aI of ability
or uroc:ommon Iudc. to perbm - such :1$ $Callng a wan una4w or doIftJ drcus-leYoel Juggli"l'

Very DIfficu lt

140

this Is the uppe!'" limit of difficulty a !lonnal pct"$Oll can hope to 5urmOllnt Examples WOt.Ild
be walking a hlgh-wlre or dolog death-<ltfylng trapeze routines.

lib,,",

180

Almost
Imj>(mible

>40

""
320

Only tne JI1IIteSt ch ampions or tile fKte<IlbIy gtf&ed cat! acompUsh wch ehaDen" tasks ...&,
analyzing evur pos.slbIe move 0tI a chess board Is one example.

any~. Qulddy

Even the very best 11'1 til e v.<>dd find thes.e actlol'ls very difficult, and they usually fall. Calchlng
a fly with a pa.r of (hopstkk.s while blindfolded might be one example.
These ac~ stand.lt the margtn of what we call realty. but which. ~ miraclApus or
unbeloewble., are llieast physically concetvab/e. DodgJns a INIeI by calculating Its nJectory Is

...

"""",.

These are actiom thaI are beyond !o&ic. suth running 100 yards In two seconds. or $Coring a
fl on 18 holes of golf. Mere abilily added 10 iI d~ roll wtn not suffICe when It comes to thes.e
feats. It win be necessary for the chilr.lC!er to have access to Inhuman Actions to do these
things.

The5e Ire aaIOn5 thM are COIJIPIeteIy the scope of what ~ calf reall!)' - _ ndng a beIm of
Ifcht. As with InhumanlaSks, mere Dkty WIll notetlilble"~ actionS; mechar.lctet wII need

Z~

a supernatural capacIly to perfonn them.


On the other hand. not beating the established DiffICulty L~ means
the attempt was unwcct-uful, but not neceMarily an unmitigated di\aster. The
greater the margin by which the Abir.ty Check failed, the w::>rSe the result.

Passive Abilities
Some Secondary Abllitle~ are pa~sive, w hic h means there is no need
for the character (or pla~r) to decla re he wishes to use them in order for
them to have an effect. Passive abil ities are used automatically when the
Game Master considers It necessary - even at times when the player is not
aware of its use. An examp~ is the Notice ability. It wouldn't be v"'y logical
for a player to declare he w ill try to Notice that $Omeone is picking his
pocket, when of course he doesn't know it's happening. Instead. the Game
Master should secretly make an Ability Check using the character's N otice
ability to determine if the character realizes he is being robbed.

opposed decks
Secondary Abihtles sometimes directly oppose those of other characters
or NPCs. In such cases. an Opposed Ched:; of abilities is made. Each char.KleI'
perbrms an Ablhty Check. and whoever receives the higher !.C0I"e triumphs
his adversary. The greale.- the difference between the winning and losing
numbers. the better the effect for the triumphant charact"..
In some cases. specifIC Secondary Abilities have an advantage when
confronting other Seoondary Abilities, so that at times it is necessary to beat a
rivaI 's final Secondary Ability!.COI"e by a spe<ifoed margin in on:\ef" to wcceed.

0Iff

lO!mures 1551leaking intoJ mansioll to filld out what h~s hJppene<i


to Celi~. Slllce he h~s ~n so III Hit!e, he tries to ~oll,eal himself ill J
Toom which ap~trolling gU~Td is ~bout to enter. Lemures rolls a 24,
which gives Imll a fll)<l1 ability score o( 104 (80 + 24). The guart!,
who has a Notice o( 50. has better luck than Lemure,. and rolls an

85, glvmg him a total of 135 (50 + 8S) - whICh is 31 pomts hlghO!r
than lO!muTes. If thO!re ..... O!rO! no moclifiers in thiS Opposet! ChO!ck. thO!
gllart! would havO! t!etectet! Lemllre5. However, t!ctectlng a hiding
persoll reqUires ~ (inal ~bt!ity score 80 points gre~ter th~n that of
the persoll hlt!ing Therefore, Lemures remains undetected and can
continue his Illvestigation.
As It Is Impossible to foresee al l possible circumsta nces. there may

b<! confrontations between Secondary Ab ilities th at are no t listed In the


de!.Cnptlon. In such a situation, it is the Game Master who decides which
abi lities are In conffin. and if these arc directly equal in ~r or not.

Fltiliules
Secondary Ability checks can be fumbled just like Primary Ability
checks. If a character fumbles during an Op~ Check against anOther
charaCler Of' an NPC, the level of fumble Is subtracted from \hf! fumbling
character's final abilIty !.Core. If II is a direct action. the level of fumb~
Indicates the degree of failure as follows;

I to so: If the fumble ts less than 50, the attempt simply doesn 't work.
A person trying to IT'ICM: silently instead steps 00 a twig. or someone trying
to identify a plan! 1'135 no Idea of what it is. Of' illi effe<:ts.

SI to 100: Represents an attemplthat fails miserably and has a negall~


effect on the fumbling character. A character performing Acrobatics falls
and breaks a leg. or $Omeone attempti ng to g;"e another medical care
instead makes their condition worse.

+ 101: Thl$ lcw:1 of a fumble represent an absolute and tragi<: failure .


The character mistakes a poison for its antidote. or he sinks his ship
t rying to navigate It o ut of a ha rbor.

specializntion
Some Se<ondary AbHlties Intlude broad knowledge o~ expertise that
permits a character to specialize In one part of that discipline. Before
beginning his development. the player mundeclare ifhe wi!i.hes to specialize.
If he doe!; so. the character applies a bonus (or that specialty. but at the (oS!

of a negative applied to the other areas within the Sec:on<Iary Ability. It is


only possible to

speclali~

in the r!elds thai expreuly penni! this.

KJlolVledge-rdated Abilities
There are Sec;ondary Abilities that require certain academic knowledge.
It is therefore ne<essary (01" a character to be able to learn them from
teachers 01" book.s. In sl,II;h ca~. If the Sec:ondary Ability is undeveloped
(i.e .. the player ham'! spent any Development Points in the ability). the
characte<" Is unable to make che<k.s with that ability.

pe!lIllty for weari/lg Armor


A natural penalty is applied to certain Se<ondary Abi lities when
a character is wearing armor. They include abilities such a$ $wimming,
auobatlcs , or even moving quietly, The penalties ca n be ~ rcome by uSing
t he character 's W ear Armor ability, as explained in Chapter 8.

SEC8NDARY ABILITY
DESCRIPTl8NS
Atliletics
~

abilities depend on a character's mobihty, balanc:e. and agility.

ACROMncs (Agility)
Acrobatics helps a character perform physical tasks that require
baian<:t', <oordinaUOn, and mobility. such as tumbling or walking a tightrope.
It is also used to enable one to fall from heights WIthOUt iniury. A character
who falls can make an Acrobatic;$ Ability Che<.k to try and land Without
breaking bones. as explained In Chapte r 14.
Characters wearing armO<" suffer a penalty to this Secondary Ability.
ATHLETlCISM (Agility)
This Indicates a person's capability to push themselves to their physical
limits, skillfully perform a variety of athletic feats in extreme conditions. and
to distribute their energies In order to endure more without naggIng.
Characters wearing armor suffer a pe nalty to this Secondary Ability.
CLIMB (Agility)
This Secondary Ability Is used to climb up or down any kind of
vertical surface. such as walls or trees. If used with appropriate climbing
equipment, the character can apply a bonus of up to +40 to his Abil ity
Chctk. Normally. the rate at which a person can climb is one-quarter that
of his Movement V3lue. However, a character's climb rate tan be one point
higher
each level of Difflculty achieved abQoo.le the requirement for the
check (see Movement Value in Chapter 6 ).
Characters wearing armor suffer a penalty to this Secondary Ability.

ro...

)VMP (Svcngth)
This Secondary Ability penniu the cnaraaer to jump Yeftk:ally 01"
horizontally. The I"Iigher the level of DiffICUlty ach~, the further the
character (an Jump, as indicaled by his MQIoICment Value (see C hapter 6 ).
CharacterS wearing armor suffer a penalty to this Secondary Ability.
RIDE (Agility)
This me35lll"eS the ability of a perwn to ride animals. Almost ~
in the wor1d of AnimQ can ride a tame and obedienl hor.;e under normal
conditions; in r.uch cases. Ride checks aren 't usually necessary. Things get more
complkated wilen a ridcrwishcs to go very fan or when r.e takes his mount into
rougl1 terrain. This ability also permits the chara<ter to bend his mount's will to
his OWTI in problematic situations - obligating it to jump obstacles or continue
travel ing in spite of fatigue. It a's<> enables the character to perfom1 acrobatic
actions from the sadd le - svc:h as hkllng his body behind the mount while

riding 01" pitking up objetts from the ground without di5mOUnling. Al!hoogl1
traditionally employed In relation to horses. this Sctondary Ability also enables
a char.tc.ter (0 ride other animals, MJch as camels or elephants.
SWIM (Agility)
Thrs represents how well a person handles themselves in the water. and. at
higher ~ the speed with which they can swim 0<" dive in water. Characters
wearing armor sufli:r a penalty to this Sctondary Ability, but unlike other
penaIues. this one cannot be CMet'WITIe by the 'Near Armor ability.

socinl
These Secondary Abilities reflect a character's skill at interacting with
Influencing others.

I NnMIDATE (Willpower)
To intimklate someone Is to frighten them through one's attitude, ""'OI"ds.
or mere presence. An individua.l does not have to seem menacing to use this
Secondary Ability; il is enough to know hO<N to act to intimidate someooe.
LEADE~HIP (Power, possive)
This represents charisma and the ability to win the confidence of those In
your charge. even in dlfrlCult circumstarKes.lt is an aptitude that any monarch.
general, crother commander needs in order to lead well. A charismatlt leader
can eventually win the support and confidence of even his most skeptical
critics. or raise the morale of his troops in the worsl of dn::umstanccs.
PERSVASION (Intelligence)
Thl!; ability permits the character to influence and convince others. It can
often be important to dIStinguish between a player's skill of persuasion and thai
of his char.Kter's. Even the best plans and most logical ~ts can fall on
deaf ears If the char.tc.ers Persuasion ability l!; undeYeIoped. On the other hand.
if the character mal<zs a fa.orablc Penuasion Check. a reasonable Game Master
could help a struggling player fnd the right words for a given situation.

STYLE (Power, passn.e)


Style is the ability to continue looking good in any situation, whether
at a party or In a battle. Sorneor.e with a lot of Style can be confident that
no matter how bad thlnr get, he will at least go out with some class. Even
when being slugged in the (ace, a charaner can do a Style Check to make
sure his hair Is flung dramatkally around by the force of the blow. Of' that
the tril;kle of blood i!isuing from his lips just adds to his good looks. It also
insures that any scars he receives are attractive rather than horrifying. At
very high levels. a suc:cesful Ability Check would allow the thunder and
lightning of a SIOf'm 10 pr<:Mde rhythmic accomp<lniment to a character's
theatril;al mOYemenu.

perceptioll

TABLE

8:

PERCEPTleN SKJLLS MeDIFIRS

Dimly lit area

30

Complete dattcress

-60

Rain

20

. . . . onlyptlaby~

30

Target appropfiately camouflaged for the environment

30

Target (~tontramng IMth the CfMronment

"'-40

Observing character Is alerted

Observer With height advantaze

These abilities permit a character to make full use of his fIve senses and
analyze the information obtained.
Slight background noise
N onCE (Perception, passive)
This represenu a character 's aw<Ireness of everything happening
around him. A character can notice any stra nge thing that occ urs (or
w hich he finds) In his surroundi ngs - from an unusual piece of graffiti to
a kn ife-wielding assassin com ing at his back. Characters use all five se nses
for No tice. though the most commonly used are sight and hearing. If a
character loses one of those two senses, it cuu his ability In half, unless
circumstances dictate the use of only certain determined senses.
Ta bl e 8 lim modifiers for Notice divided according to a character's
five senses. Aside from those listed. an individual who is distracted suffers
an additional penalty of between -20 and -40 to his Ability Check, as
considered appropfiate by the Game Master.

SEAR.CH (Perception)
This

re~nts

a character's visual and intuitive ability to search for

~speakinl

.....

Loud nol$CS

-20

.....
-80

--'.~~~

Obvious odor

30

Vanoos smells ~nt

-30

-'\0

Previously known tast e

' 40

lnact/Ye ~te

some determined object using his senses, whether it is a trap door or a


hiding person. this ability i!i mon'! precise than N otke, since it is a conscious
action. Searching doesn't alw.Jr.; tum up what a character intended to
find - a playef" looking for a hidden object In a room might instead find
a hidden Staircase, for eJWllple. Searching for traps requires a level of
Dim-tulty one le$s than that of the trap itself.
this ability uses the same modifIerS as Notice. appearing in Tab le 8.

TRACK (Perception)
This enables a character to follow tracks and gather
Information from them - such as the number of persons who
left the tracks and how long ago the tracks were made.
Also included within thiS abi lity is the characte r' s skill in
orienting himself. In other word s. hl~ ability to follow
a trail and reCognize landmarks so that he knows
where he is.

Hltellectllnl
Intel lectual abilities a~ those that depend
mainly on knowledge, wisdom. and the
reasoning power of the character.
ANIMA LS (Ineel/igence, know1edge)
This Includes all knowledge related to
the animal world. It enables a character 10 not
only identify lhe characteristics and habits of
animals. but to also become ~pert in raising
and training them.
It is poSSIble to spe<ialize in one partkular
spe<ies, In whith tase the character obtains a
+40 bonus to these abilities.

H R.P.ALLORE (Intelligence, knowledge)


this Secondary Ability COVCf"S all knowledge about the world of
plants - Including their nature and uses.. as well as where they are found.
this ability can allow a tharacter to recognize edible plants Of' those whkh
contain antidotes or poisons. At advan<:ed levels. a character with herbal
lore can create compounds of any kind.
HISTORY (Intelligence, knowledge)
This ability Indicates knowledge of current. as well as past,
history. The characte r tan recognize insign ia!; . and he has
an idea of the pol itical Situati on of an area . as well as
knowledge of Its legends. It is pOSSible to specialize in
o ne particular fie ld. such as Biographies o f the Great.
Fables, or Eco nomics, which gives the character a
+4010 the che<: k of that abil ity.
MAcIC AWRA!5AL (PcMe-,~, knowItdge)
This Secondary Ability allows characters to
judge and evaluate magical forces. By means of
this ability, a tharacter can dete<:t magical beings.
supernatural objects. and spells. Only Individuals
who possess the Gift. or the ability to see magic,
are cap<lble of developing this ability. This is
explained in more detail in C hap te r II . whkh i!i
dedicated to Magic.

MEDICINE (Intelligence, knowledge)


Meditlne offers knowledge of humMl anatomy, the
Julianne
ability to diagnose illness and injuries. and the authority to
prescribe treatment. A character can diagnose an illnes
and figure out how to cure it if he Pa!;ses a Medicine Check against triple
the level ohhe disease. For example, a l evel 30 di~ease requires the healer
ApPR.AI SAL (Inlemgence, /:n(;,.vledge)
to beat a Difficulty of 90. If the tharacter di agnoses the di5ease successfully,
This talent allows eva luation of approximate monetary values of items.
and the patient fo llows treatment successfully, the sick person can make a
Even without knowledge of art or an tiquities. a character with this ability
new Disease Resistance ChCi:k. applying a bonus equillale nt to the margin
can attempt to figu~ out which object in a group is of t he highest value and
by which the hea ling character beat the req uired Difficulty.
determine what price It might fetch on the marlcet.

For ex<Imp!e. Celia h~s caught pneumonia. a Level 40 illness.


after wading through l1~r-freezil19 5w<1mr wijter. When she
m<lke5 It to a nearby city. she seeks the help 0 ~sius. a renowned
phy5ician. Fortunately, KaSIUS IS a very good doctor. With an ability

of SO in Me<licine. After exarmning her, he rolls his Me<jtclne Check

and gets a 65, which gives him a result of 145 (80 + 65). RecogniZing
Cella's Illness requllcs only a 120 (tht times the level of the di~se).
Kasius IS <Iufckly able to put her into trcatrncnt. As hiS die roll belt
the Difficulty requirement by 25 POints. Ceha Gill add +25 to her DR

Check If she follows the clodor's orders.


This

abi~ty

can only perbrm Medl6ne Checks once per wound or group of wounds (or
illr.es!ie'S). and the d!ec k must be periorme<I within a few !'tour> after they are
suffered. The number of Ule Points re<:OYered depend~ on the damage that
occurred. as Indicated In Ta ble 9. Naturally, a healer can treat himself. but will
apply a - 20 penalty to his Ability Che<k.
Characters <an use this Se<:Orldary Ability for first aid as well. A severely
wounded character with negative life Points can re<over from thiS dying
SLlte If someOrle performs a Medlcirle Check with a Moderate Difficulty. If
this is successfu l. the Inlured character Is out of daJ1ger and his life PoiJ11$
instantly move to zero. A new che< k <an be made ever y hour until the
victim Is eithe r brought out of danger or actually dies. If a character su ffers
a wound that bleeds, stopping the bleedlrlg requires passing a Medicine
Check of Easy Diffic;vlty.

Lemures. Cella's comrade In arms, has been I'.'Ounde4 in <ombat.


He has teeeived m'O sword woul1lls caUSing 50 an<! 40 points of

damage. respectively They Immediately take lemUre5 to Kas!us'


home ami aSK fot help With the WOUI1 K.:!SIUS puts his skills to worK
~in and this time tOils a 70. e~rnll1g a HrNll ability scote of 150,
equal to a Dlffi<ulty ratmg of Very Difficult. Consultmg Table 9,
Treatment of Woul1ds. we 5 that lemutes recovers 2m of his lost
life Points. whi<h ill this case amounts to 19.

9:

TREATMENT 0F W0UNDS

-_
40

80
120

""

180

Vigor

can also b<' employed to tte,l1 divef'se phy5ical wour4s. To do

this COfT'I'!(t/y. it is net~1y to have the appropriate materials. such as gauze or


bandages. otherw~ the healer will apply a penalty of -<10 to his che<:k.. Characteo.

TABLE

SciENCE (Intelligen<e, knowledge)


With the e>:eptjon of Medicine. the Science ability de5Cribes any
syst ematic field of study o r the kl'lowledge gained from such study. Some
examples of <onc;e pts related to this abili ty are mathematks, me<hania,
astronomy. and philO5Ophy. Naturally. the aptitudes a character may
develop in these flClds wi ll not be as advan<ed as tho~ of today's sc ience in
the real wor1d. be<:au~ their K ien\ lfl( trairling will not be part of a I,m ir-Ied
di5C:ipline as it would be today.
It is possible to spe<lallze In one parti<ular science, in which case the
c;haracter obtains a +40 bonus to tha t ability.

P'Jil'\

-"""

_...

""i! 0.'

E."

Stops Bleedirlg

Dimwit

+ 10% of Damage

""""'.

+2O%0f~e

Absurd

+30% of Damage

24d:

Almost Irnpossib/reo

+040% of Damage

280

Impos.slble

+50% of Damage

""

' '''-

.. 70% of Damage

M EMORIZE (inteJligeoce)
This measures a dlara<ter's ability to retai n InlOrmation. It allows him
to memorll e fa<tS and small details with great preciwrl. whether thl~ be In
relation to books. songs. 0( a person's face.
N AVIGATION (Imelligence, knowledge)
This abili ty is used to navigate any type of boat or ~ip, and to read
maritime maps. It does no t Just de tennine how the character handles the
helm . but also how I'll' takes advantage of currents to increase ~peed, and
how he avoids accidents.

The~

are the abilitle$ based on physical strength, endurarn:e, and


mental reslstan<e .
C OMPOSURE (Willpq.Yer, po$si~)
This is the ability to remairl unperturbed In the most critical situatiorls.
W ith this ability. an Individual <an remain ca lm and <oolheaded even In
the face of death. If a chara<te r Is the target of a supernatural effect that
affe<ts his moods or emotions. he <a n add II bo nus to the <orresponding
Resistanc;e accordlrlg to T a bl e 10.

C0MP0SURE

R..lstance.",..

.,

E~y

'0
80

-...

120

Difficult

."

140

Very OiffIcult

. ",

,..

A,,"",

. 25

AIrfIoIt ~bIe

'3D

280

Impossible

""

'""""'"

180

' 10

."
.""

W mtSTAND PAIN (Willpower)


Th is ability enables o ne to put up with p~1 or psychological pain.
The <hara<te r's Willpower gives him the abil ity to put these things out
of h is mind and ignore them. even when his body is at its limits. At lower
levels, the characte r can u ~ this ability to take damage without complaint.
while at higher levels. he can tolerate terrible tortures without breaking.
Withstand Palrl can be used to reduce the penalties to an action that a
character normal ly Incurs due to suffering or Fatigue. To do this, the player
must make a Withstand Pain Check aord lng to T a bl e II and subtra<t
the indicated figure from the penaltie s. Keep in mind that th iS abil ity only
reduces the penalties for pain or Fatigue. If the penalties are due to the
grave injuries (like II severed limb). or supernatural factors. this Secondary
Ability will have no effe<t .

TABLE

11 :

-~
80
120

WITHSTAND PAIN

--.
Moderate

""""'"

J.lft1CllM .Pel...dttII
10

.,.

wo

Very D,ffKutt

'80
240

......

...,

Almost Impossible

SO

Inhuman

70

Zoo

-80

280
O CCULT (Intelligence, kll<7Wledge)
This represerlts academic knowledge of the supematural fields. It
permits re<ognition of ritual daggers or traditional methods of getting rid
of a werewo lf. At the discret ion of the Game Master. it may also be used to
re<:ognlze su pematural creatures.

10:

..... ......., ...........

TABLE

,..,
""

.3D

<0

FEATS OF STRENGTH (Strength)


This Secondary Ability permits a character to get the most out of
his physical strength. It consists of knowledge about how to use muscles
In a way that applies the greatest possible force. This does not mean that
characters with this Secondary A~lity are actually stronger. only that they
know how to use their strength more effKientiy.
Characters wearing armor suffer a penalty to this Secondary Ability.

subterfi0e

T ABLE 13: HlDlNG

These Secondary Abilities are based on deception and the ability to act
without being detected.
THEFT (Delterity)
A character can use this Secondary Ability to steal sma!! objects
without the victim becoming aw.Ire of it. This is directly Opposed by the
Notice Ability of the Individual being robbed. If the fi nal ability score of
the Thief is higher. the victim remains unaw.lre of the loss. If what is being
stolen Is In d irect co ntact with the victim' s skin, or it is in a very d iffic ult
location - such as a r ing or pendant worn o n the body. the GM can ap ply
an ap propriate modifier. For a th ird person to realize that someone is
bei ng robbed while In his presence requires a No tice Ability Check (wit h a
- 40 penalty) Opposed against the offending character's Theft ability.
DISGVISE (Dexterity)
This Secondary Ability changes one 's apparent identity, allowing a
character to take on different appearances by dressing and using makeup
or similar techniques. It also measures the ability to imitate a particular type
of person, Including that person's way of moving arK! speaking. Disguise
is directly Opposed by the Notice and Search abilities of other persons.
To detect someol'le disguised, a character must beat the Opposer Ability
Check for Disguise by 80 points if he's using Notice. or by 20 points if he's
using Search. lithe character arK! his observe.- have met before, the margin
by which the observer mU$! beat the Opposed ability using either Notice
or Searth is cut In half.
In order to make best use of this ability, a character needs time and materials
for !he dasguise. These rac.tors modify chan<.es as 5hoYm in Table 12.

T ABLE

12:

Appropriate Hiding Place: The character is in a forest. a


storehouse full of large objects. or another similar place in which there
are many places 10 hide .
Sh a dowy Are a : An area with many shadows that offer the character
a good place to hide.
W e ll-lit Area: An area with 10\5 of ~ght and few shadows.
Empty Are a: An open space containing no large objects In which II is
very dift1cull to hide,

DISGUISE

lc!ss than one minute preparation

0vCI' one hour preparitlOn

. 2J)

Several hours preparation

.40

WlIhout material for dl5gu/st'

...,

Improvised disguise material

20

ApprtIpriate m aterlall

. 2J)

Prepared makeup and materials

.40

~
larger)

.2J)

Small Size ($IZII: 9 or SINIIer)

.",

Done In front of someone

200

Appn:Ipr1ae hldln' place

40

Large Size (size 18

0(

. 2J)

Shadowy area

20

'lMIll-ltt area

80

Emply room or featureless area

STEALTH (Agility)
This allows someone to perform actions - such as mCNe, climb, or
draw weapons In complete si lence - and remain unnoticed. Stealth is
directly Opposed by the Notice ability of other individuals, If the Stealth
ability of a character is higher than the Notice of an observer who does
not know the character 15 nearby, the character will surprise his adversary.
When a character moves silently, he must subtract four points from his
MCNement Value or apply a -80 penalty 10 this ability. This ability can also
be used to avoid leaving tracks. In which case it is directly Opposed by the
Tracking ability of a character's pursuers without any modifier.
Chas<ltters wearing armor suffer penalties to Stealth, Unlike the
penalties for wearing armor with other Secondary Abilities, these penalties
can only be reduced by half with the Wear Armor Combat Ability.
TRAP LORE (Dexterity)
This ability can be used to create, detect. and deanivate traps. Each
trap has a level (from 10 to 100) that indicates its overall complexity and
potential effectiveness, Higher Trap Lore Cheks allow for creating higher
level traps. as show In Table 14: Traps. The final complexity of a newly
created trap is further modified by the amount of time spent in preparat ion
and the type of materials used . as refi ected in Table 15. The exact nature
of a trap (3 cCNered ph. a falli ng cage. etc. ) is determined by ill; creator (see
Chapte r 14: State s and Ae e id e nu ).
Detecting and dea~tivaU ng a trap requi res beating a Diffi,ult~ rating
o ne less than that used to create it - unless the Game Master deCides
diffl'f'Cntl y, If in attempt ing to disarm a trap. the character fails his check by
a margin of 40 or more, he accidentally triggers the trap .

--

T ABLE 14: TRAPS


HIDE (Perception)
This is the ability allows a chara(ter to remain undetected by othen.
It can also be used to hide objects carned by the character. When used
10 conceal persons or objects. the Game Master can apply the modiftef"5
he thinks are appropriate according to the setting and their physical
characteristic.!;. Hiding directly Opposes other charaner.;' Notice and
Search a~lities. If someone remains motionless in their hiding place, an
observer using Notke must beat the Opposed Check by 80 points. If an
observe.- uses Search, he mUSI beat the Opposed Ability Check by 20.
There are various modifiers that can afrect the ability of a character to
Hide, These are reflected in Ta ble 13 .
Characters wearing armor suffer a penalty to this Secondary Ability,
La rge Size: The hidden person is of size 18 or larger.
Small Size : The hidden person is of size 9 or smaller.
Don e in Fro nt of Someo n e : If the charaner tries to hide while
clearly In view of another I n di~idual, apply this penalty only in rd at lon to
that individ ual.

20

flcutine

....

Level 10

40

'''l'

"'" 20

80

Moderate

Level 30

..... 40

120

HO
180
240

320

440

Very oHicult

"""'"'

Level SO

AlmOSllmpos$ible

"'" 60
L""" 70

Impossible

...... 80

Inhuman

Level 90

Level 100

-_........-

objens in the air and catching them before they faJ to the ground. It is possible
to spe<iaIize in one of these arts, applying a "'"40 bonU5 to chech U5ing that art.
S~ight of Hand may be opposed by another character's Notice ability.

T RAP P REPARATl0N

Less than one minute preparation

OYer one hour preparaIIon

-""
-'"

One dily of preparation

........ of~
Impn;M:.ed materials

LOC K PICKING (DeJ<terity)


Characte rs use this ability to open Of" se<:ure all types of locks or
similar me<:hanisms for which they have no key. If a keyed lock o r traditional
padlock is the object of the attempt. characters must use a lockpick or else
suffer a pena lty of -40 to their Ability Check.
POISONS (Intelligence, Know/edge)
This ab ility grants knowledge of poisons - incl ud ing their use.
preparation. and antidotes. They can be recognized by appearance . by
taste or smell. or by observing symptoms. If the chara<ter has appropriate
Ingred ients . it Is possible to mix antidotes or toxins according to Table 16
(See Chapter 14 for more Info on poisons).

T ABLE

16:

,-~
40

80
'20

1<0

..,
,.,
""
'80

440

-"-'
-"'"_..
--

P GIS0NS

'MY

~evell0

""" lD

DIfficult

"""'"

Impossible

""'"~
Zoo

""" 30

......
- '"50
...... ,.,
Level

'""" 70

"'" '"90
Level

crentive
These abilities are related to the art iStic or Inventive capacity of a
char.lcter.

ART (Power)
This measures the expertise of an Individual In fields of art. such
as painting Of" sculpture. A character can specialize in a certain artistic
discipline. In which case a "'''0 is used for those Ability Checks.
D ANCE (Agility, ~~)
This repre-sents the ability to dance and learn new dances. The higher
the ability. the greater number of dances a thara<ter can perform. It is
certainly a good way 10 make a liYing: a great dancer can always eam a
few coins. A char.w:ter can specialize In a certain type of dance. ballroom
danc ing. for example. in which case a 40 is used for those checks.
Char.Kters wearing armor suffer a penalty to this Secondary Ability.
M vslc (Power, ~ge)
This allows a character to play musical instruments well and to compose
and read music. It Is possible to specialize in a single instrument and obtain
a +40 bonus to Ability Che<:i<.s using that Instrument.
S LEIGHT Of HAN D (Dexterity)
This permits the use of manual dexterity to perform juggling tricl<s or
prestidigitation. Charatters use th~ Se<:ondary Ability for performing trkks.
such as pulling a card from t~r ~ in the middle of a game or tossing

FORGING (Dexterity, k~edge)


This refle<:ts tile ability of the person to forge metals and make tools
from metal Of" other materials. such as wood Of" leather. Simple objects.
wc;h as horseshoes. as well as weapons and m0f" of any type. can be
manufactured with this abihty. Of COt.lrse. it is also possible to repair
damaged objects Of" maintain equipment in perfect (Ondilion. Use this sk ill
according to tile instructions below:
First. decide what object will be created. As Table 18: Fo r ging
shows. each object has a different degree of Dinio::ulty for manufacture.
If a character beats thaI DIfficulty Level. he has succeeded In making the
object of normal quality. For eath two grades of Difnculty that the make!"
attains above the requ ired Difficulty. the object obtains an additional
+S to its quality. For eath level below the required Difficulty. the object
receives a -S to Its ql.lality. The maximl.lm bonus an object can receive is a
+15. The h ig her bonuses are not obtained by means of forging alone. but
also by supernatural means. Keep In mi nd that a +5 weapon Is already a
masterwor k In itself. while a +10 weapon wou ld be u nique and legendary.
Forging also requ ires a great investment of time . effort. and resoun::es
by the maker. To know the modifier the time employed triggers. conSI.II\
T able 11. ~p in mind that a day of work Is equal to 12 hours wor k in an
adequately equipped workshop or smithy. This ability allows specialiZatiOn
in one specific type of item - such as heavy armor. swords. or even
kitchen utensils. If this is done. add a +40 bonus to checks for this type
of manufacture.
~silius Is a well-kllol'm blacksmith with many years expenence III
(otging weapons. 011 thiS occasion. he has teceived an order !lom a
gene~l to make a ~stard 5.ord Our smith has an ability o( 110 at
FotglOg, am{ as we Glll see. the qjffi!;ulty (or a ~stard Swot<:! IS 120
He Invests one month (org lng It ( -20), uses Black Stee1. an<! a!;hleve5
a final ability sc:ote: of 240, so the lI."eapon 11.111 have a ~5 quality, since
it 11.111 have be.1ten the J"e(jUlretl quality level by two g~qes. The gene~1
Will be quite sabSHe<\

TABLE

17:

TIME EMPLOYED

Mod"""

Time employed 11'1 muufacture


One hoor

~ 60

Two to four hours

-40

One.day

~20

Two 01" three days

~10

A_k

Twoweeh

10

Oroe month

20

Two or three months


$;)( months

One year
Three or four yean
About ten years

CREATING NEW
SEC0NDARY
ABILITIES
Naturally. it isn't possible to list all conceivable Secoodary
Abilities. There is always a thance that someone will think. of
a new sk.ill that is 001 on the list. If this happens. the player
(an seck the agreement of the Game Master to create that
new ability. To do this, It must first be determined which
Characteristic governs the $kill. 5udl an ability will have the
r;.ame CO$I as others dependent on that field. Of course. it IS

nec:euary for the Game Master to appl'IIe the rules and agree
to the established advantages and limitations.

TABLE

18:

Dlmculty

FORGING

H_

Final abrut)'

Othe,

Horseshoes.
Leather Hood.
Forehead

Buckles, Hooks.
Sheets of Metal,
Bowls or Plates,

Plate

Saucepan, Frying

Cin:lel.

Easy

40

Standard Arrow. Flight Arrow. Club. Staff

Po",

'0

Harpoon, Bullets <For Sling). Spiked Ball, 0wI1fl,


Dagger. Blowgun Darts (Hand), Hoole:. Scythe.
Great Warttammcr. HandJxe. Sling. J~lin. lance,
Lasso. large Multi-Headed F1a,I, Warhammer. Flail,
MiKe. Heavy Battle Mace. Tonfa

Padded Armor,
Complete Leather.
leather. Hardened
leather, Fur

120

Bow, Bolas.
Bk:J,guo, ScImitar, Raven. Parrying Dagger. Shield,
Full Shield, Broad Sword. Bastard SM:lrd. Short
~,long Sword. Stiletto, Armor~ ArroN,
Two-Handed Axe, Battle ~. Kusari-Gama.
CNaIry lance. VVhip. Nuochakus. Glao;Iator's Net.
Budtiet", ShlJril.zn. Trident

Byrnie, Studdc<l
leather, Armored
longcoat.
Chairrmail.
Breanpiale, Partial
Plate

Mail COif.
Open Helm

Yo"
DifrlCult

140

Composite longbow, Crossbow, Heavy Cro~,


Boomerang. Cestus, Rapier. FOil, Katana. Katar.
Two-Handed Sword, No.Dachi. Swordbreakcr.
Saber, Sai. Shuko. Throto

Scale Mad. Ught


Plate. Half Plate

Great Helm

Absurd

180

Haru No Oklna. Two-Bladed Katana, Chakram,


Arquebus. Miniature Crossbow, Repeating
Cro~bow, Matchlock Pistol

Ful! Plate, Heavy


Full Plale, Ful l Field
Plate

Moderate

righting Fan, Halberd, Short Scm. lOllg

Dimwit

ar....s.

""""'

Imitation Jewelry.

Candelabras

Elabor.l.~

Imitation
Jewelry. Ught
Barding

Fine artesal'ly.
Chandelier
Eyeglasses.
Spyglass.
Compass

Wat~hes.

B0X IV: MATERIALS


The material 1,Jed by the character Is a fundamental factor In
determining the quality of the result and how easy it is to achieve. Below
Is a list of materials present In GaIa. and how they Il'IOdify Forging ilbility.

Quality: All materials, I'lO malter how well worked. have a limit to
their impl"O'o'ement. The quality Indicates wnere that limit is, as well as the
maJo:imum bonus the object can r"e(:efve.

Difficulty: This meawl'eS how complex it is to obtain a good result

Even i(BaSi!ius rolls high enough to beat the reqUite!! Difficulty


of the ....'e.lpon (orge<l by (our levels, It \\111 still h"V(' a maximum
quality of -5, beciluse It is ma4e o( BIJck Steel.

wor1tlng with the mentioned material. Naturally. obtaining a better result


with materials w ith a negative modifier is more dimwit. This modiflt(
should be applied to the mar-met's Forging Che.::k.

Out blacksmith h~5 selec;te4 a m.lteti.'ll often used (or making


hlgh--<juality \o\'eapons, Black Steel. for which re,"tson the ability
check I~ 40ne at a +20.

Ava ilability: A5 with equipment. every type of material has Its


availability according to its abundance in the world.
Materials classified as Inaccessible Shooid be treated by the Game Master
with great caution. since they are so rare that most fOrgr'S might never
have heard of them.
co~ndlng

LIST 0F MATERIALS

------------------------

STONE
Difficulty: -80
Max imum Quality: +0
Availability: Common
Descdptio n: Stone has been one of the most frequent ly used
materials for making tools since the beginning of history due to it!!
wide availability and simplicity o f use.

WHITE STEEL OF SHIVAT


Diffi c ulty: M40
Maximum Quality: ~ 1 0
Availability: Uncommon
Description: This whitish metal is found only in the mines of the
Island of Shlvat. Ills difficult 10 work. but when mastered. the results
are excellent. In the eastern lands. the te<hniques for its working are
kept as a tradition passed down from father to son.

BONE
Difficulty: -60
Maximum Qua lity: -tQ
Availability: Common
Desc riptio n : Uk/! stone. bone has been used to make ali sorts
o f uscful Items since the dawn of civllilatlon. The bone
referred to here comes from common animals.

BRONZE
Difficulty: -20
Maxi mum Qua lity: .0.0
Avail a bility: Common
Descript io n : Bronze was was one of the earliest alloys from
whkh objects were forged because of its high malleability. its light
weight. and the case with whkh it was produced. Unfortunately.
It Is not Vf!ry tough.

I RON
Difficulty: +10
Maximum Quality: +0
Availability: Com mon
Description: Iron Is a fil\lOrite mate rial for making Wl!apons and
armor because o f Its notable resistance and accessibility.

STEEL
Difficulty: -20
Mnimum Quality: +5
Availability: Common
Description: or all the {ommon metals. neel is without doubt
the best due to Its quahty and resislance.

BtACK STEEL
Diffic ulty: +20
Maxi mum Quality: +5
Availability: Uncommon
Descriptio n : This Is an exceptionally rare alloy. II Is called
Mbiack Mdue to It!! dan,; coloring. Its principal characteristic is it!!
incn:>dib!e hardness.

ILLVMINAruM
Diffic ulty: +80
Max imum Quality: +S
Availability: Inaccessible
Description: This Is a slivery metal of mystic nature characteri-zed by how easily It is molded while hot. Once cooled, it becomes
one o f the most resistant of existing materials.

ELEKTRA
Difficulty: +20
Maxi mum Quality: +10
Avai lab ility: Rare
De scription: Elelctra Is a rare alloy formed of black and
white steel In exaa proportions. The few artisans who
know the formula guard it with utmost jealousy. This is the
material usually used by the most powerful organizations
for their creations.

Difficulty: -40
Maxi mum Quality: +10
Avail a bility; Inaccessi~e
Descript ion: The wood of Ghcslal can be obtained only
from the Ramalen trees of the Duk zarist. Ail indications arc
that none remain upon the face o f Gaia - though legends claim
some might yet survive in old abandoned temple~. O nly th e artisans
of the Duk'Z3rlst know the sec re t of working thiS wood. A character
can spe<lallze In its use , and that changes its difficu lty to +40. but in
CX(hange. I'll' loses the ability 10 use o ther malerials.

MALEBOLGIVM
Diffi c ult Y: " 20
Ma ximum Quality: " 15
Availability: Inaccessible
De s cription: Malebolgium Is the name given to the metal formed
from the bonC$ of the most andent dragons. Though exceptiO<'\ally
difflCU)ltO forge. the results obtained with this metal are unequalled.
It is said thaI a well-made malebolgium weapon is capable of cUlting
solid malerials a$ though they were paper.

STAR METAL
Difficulty: ...80
Maximu m Quality: "15
Avail a b ility: Inaccessible
Descript io n: A legendary metal of unknown origin. Star Metal
supposedly carries supemall,lral powers. though most assume the
material eXIsts only in myth.

'.

~~5

BEtWEEn LiFE @d BEAtH


,/1",,"1 .~ "'~ ~l""f~ Ix If....."" ~fNr..
.)Hi'I

.k.,a i.I "tftlli:H;

l1~...t(..t ......

v4U

tit,...

lILt

(_1ft

tfwtt 1~

I ....

DEATH
Sooner or later. a bad ly wounded person can end up
dying. There are two ways someone might lose his lifc.
First. if he suffers a critical with amputation to the head
or thc heart (both vital point'l). death is automatk and
Impossible to avoid. A character also dies if he re<eives
wounds that reduce his LP to very low negative levels. If
his LP fall below :rero, me charactcr loses consclOl.lsnc~
immediately. but is not dead . A character does not die
until Ilc reaches a negatiYe number five times greater
than his Constitution. When damage causes a character's
LP to fait below that numbef-. he dies.
Someone with a Constitution of S, fOf" example. will
hang on Between life and Death until his LP drop below
-2S. while another individual with a Constitution of 8
would last until he dropped below -40.

Bleedill8 Olit
00

LIFE POINTS
When roo c.reat!! your cl'lara<ter, you calc ulate his total life Points
(LP). awxding 10 the character 's Constitution and Oass. These points
track the character's physical condition. When these are at their maximum.

a character Is in perfect condition. But as he suffers wounds or other


damage. his LP begin 10 go down.

There are many ways a character can lose LP. Receiving a wound In
combat. falling down a set of stair!;, or being rolled on by a horse are only
a few examples. Whefl an individual suffers damage. these are subtracted
from his lP.
When a dl;mlCICr posses~ more lP than another character. it means

that his damage resistance Is greater, and he is a~ to withstand greater


wounds. HCI'o'WeVCr. a chanCier with more LP does not actually ignore a

greater quantity of life-threatening wounds. For example, if a character with


90 LP Is hit by an attack that causes 130 points of damage It will result
in his immediate death. Such a blow could be desCTibed having smashed
through his rib cage and crushed his lungs. A blow like that would kill
anyone. But. say a character with 240 LP is hit with the same attack (130
points of damagc): this docsn t mean thc attack smashed through his rib
cagc and destl"O)'f!d this character's lungs. yet he somehow survived anyway.
Instead, is could be said that me attack dldn t break through t hiS sturdier
character's ribs. Therefore. even tho ugh he is serio usly hurt. the result is

W hcn a character receives a critical. he has received


a wound so formidable that the damage can become
worse due 10 blood loss - even if he suffers no Immediate
cffts. In such a casc. th e character loses one additional
life Point per mi nute until his wo unds ca n be treated and
Ihe bleeding Slopped. Ta king care of bleeding of t hiS type
requires a Medicine Check with an Easy Difficulty Level. For every S LP lost
through bleeding out, Ihe character su ffers a - 10 pe nalty. If mls bleeding
damage causes a character's LP to drop to zero. he becomes unconscious
and enters thc state Between Ufe and Death - altho ugh he stops to lose
life Po,nts due to bleeding.
The Game Master can deCide that bleeding has ceased naturally after
a given amount of time.

rile rllill Ulle Beiweell Life and Dentll


When a character's LP fall below zero (oot not far enough to kill him
outright), he is in a critical state called Between life and Death. In thiS
situation. It Is possible that the characters body may simply give out at any
tIme aoo die. A characler in a state Between life and Death must beat a
Pnyskal Reshtance Che<k WIth a DlffKulty of 120 every hour to Slabilize his
condItion, or else he loses one additional LP. If. due to this Io~ of LP, his LP
level falls below a ncgalive number five times greater than his Constitution,
or if he fails his PhR Check by more than 60. the character dies .
If a character succeeds in stabilizing himself. his life Point'l elevate to
:rero. and he re<overs conv::lousness - although he will suffer a -60 All
Action Penalty. That penalty is reduced by S point'l per day (unless the
character's Regeneralion indicates otherwise). A character can also be
stabi lIzed by beating a Medicine Check w ith Moderate Diffic ulty.

called Away

RECOVERY

When a person dies, his spirit remains in thi<; world one hoor for each

point of ~r he posses~. When Ihal time expire~. hiswul transmigrates

Most wound heals with time. blJl how long such healing takes depends

\0 the Beyond and never retums. While waiting for transmigration. the soul
will either remain with the body or In the place where the person died. as
con$ide~

T ABlE

on the

19:

F'

lll~

ps

RegeJ1emtioll

lr - ...........

The Regeneration of a character is based on his Constitution. Depending


on h<:1W high that number is. his healing wIll be slawcr or faster. as Gin
be !ieen in T..ble 19. II is not necessary to reach Inhumanity to receive
the Regeneration of a Constitution greater than 10, be<ause a living body
repairs itself naturally. Regenerations of 19 and 20 are special cases. Only
entitles with a Gnosis higher than 'l0 can reach those levels.
Below, In Table 20 , you can see the lP a perIDn recOl.l<"rs according
to his Regeneration. Resting characters must pass th e day receiving care and
moving as little as possible. The table also shows the penalties to action due
to physica l wounds. such as broken bones or concussion, during different
stages of the healing process. These are, for examp le, the effects produced
by critlcals above 50 that did not cause amputation. In the case of creatures
with Damage Resistance, the healing index for LP regenerated is mult iplied
by five.
Aside from the healing itself. the Regeneration can give the character
various Innate abilities as shown In the Special Capabilities column.

None

,,,,7

Iq

11

12

8 to 9

"

,
7

"
1S

"
"

10

17

11

12

19 or 20

of the wound and the character's Constitution. Each

B ASE R EGENERATION

1 to 2

5Cf'ioUS/lCSS

individual has his own heahng f"(IOf" that indicates the speed with which he
will 1"eC0Yef" from damage. This is called his Regeneration.

appropriate by the Game Master.

~5

per day

10 pel'" di)'

S per day

2Op'"''''

10 per d.1T

45 per day

)Q per day

15 per day

-5 per day

40",,,,,,

-10 per day

20 "" "'"
25 per day

-10 per day

30 ""..,

-15

100 pc!" day

SO per day

-20 per day

1'so per day

100 pet" day

-25

50 per day

15 per day

per day

pat'day

No st.arS remalfl
TM character doI& not suffer the effects of BleedIng Out
Cleanly amp!.jtated limbs recover if placed on the nump
within a week

As aboo.e. but within five dart

500 perdi)'

200 per day

-30 per day

10

1 permlnute

NA

-40 per day

AI aboe. but within one dIt'

As a~ but within three dar;. Tr.c character automatically


overcomes the state Between life and Death

2 per minute

NA

-SO per day

Arry amputated limb rec<wcrs If placed on the Slump within


a week

12

5 per~ute

NA

-5 per hour

As~.

13

10 per minute

NA

-'0 per hour

As above, but Within one day

"

1 per Tum

NA

.IS .... .....",

Ant ~ ~overs if placed or! the stump wtchn ~ hours


Atrt 11mb recovers Immediately If placed on the stump within

1S

5 per Turn

NA

-20 per hour

one Turn. Except foI" the head.


gl"ClWs back within a ~

"

10 per Turn

NA

-10 per mkwte

17

25

per Tum

NA

-10 per Tum

18

SO per Tum

NA

-2S perTum

".
20,

!OOperTurn

NA

ALL each Tilm

ZSOp.Tum

NA

ALLeodl Tum

11

'Regener(ltion 19 requires (I Gnosis

or 40; Regenero(ion 20 requires

(I

Gnosis

or 45.

but WIthin three days

any amputated member

E>cepl for the head. any amputated member grows back


Wilhln three days
Except for the head,
within few hours

any amputated member grows back

EJecept. b- the head. any amputated member' WOWS back

........... """

The (lmpvt01\'d 5mb rogrows (100 is complefEly fUnctJonoI in one Tum

AI pIIfsicGI attlaIIs ore o""uiIed

~~ ~

PHYsicAL ABilitiES
".
,.,.e ...N<e
(,Ht

If

tfu . _ .:til,/-

fr~1H tfu . -

n#

H.6tA..

When a character reaches a MO.tement Value greater than


10. he ~ at a 5pe('d no normal human could reach in real
life. Characterscannol thereb-e. po=s Mo.oement Values
greater than 10. even If their Agility is higher than that - unless
they hiJlle developed an ability to perbm Inhuman or Zen
actions. Entities that travel U1ing MO.tement Value 20 can
travel any distance they wtsh in a foingle Combat Tum.

]lw1)!i/lg

"trinMM

PHYSICAL ABILITIES
Physical Abili ties depend directly on t he character's attributes. T here
are three kinds: Movement Value. Weight Index, and Fatigue. Each of these
has different fu nctions, from deciding how fast II character ca n run to
Indicating the weight he can carry.

MOVeme/lt vallle
Moyement Value represents the maximum speed at which a person
can run. It Is eqlJlvalent to the Agility Characteristic: If a character has an

Agility of 7. his Movement Vall)e is also 7. To know how much disLlnc:e are
coYe<"ed by thiS _ment. COIl$un Table 1 1. The distance listed there Is
the maximum disL1n(c II character un run during one Combat Tum (which

is three secOl'lds long), while the character is alreadr moving. In unfavorablt:'


conditions. such as in mountainous or broketl terl'1llrl. this ~ can be
from one to three points lower, as (Onsidered appropriate by the Game
Master. This ability Is modified by the Athleticism Secondary Ability.

T ABlE

21:

McwwMnt
VloIIIJ'

A character's ability to Jump depends on his Movement Value.


With the appropriate runni ng Start. a character can jump
horizonta lly up to OI1e-fifth o f his Movement Val ue distance. ro unded down .
This abi lity is mod ified by the Jum p Se<ondary Ability.

Since Cella's Movement VaJue 15 10, she can fump up to 23 feet


hotlZontaJ\y If she gets a gooc:i running start.

weight Hlnex
This Indicates how much weight a character can carry. It is equivalent to
the Strength Characteristic. Thus, if a character has a Strength score of 7, his
Weight Index would be 7. as _II. To know how much weight a character can
carry. consult Table 22. The first column represents how much a character
can carry or lift over his head without diffICulty. If an individual is carrying
or lifting mof"C thiln that figure. it reduc:cs his MOYemCnt Value by 2 points.
He also ~ an addllional Fatigue Point for each half-hour spent carrying
it. The 5ecOl1d column Indicates the maximum weight a character can lift.
Arry person trying to moYe while carrying that much weight reduces his
Movement Value by 5 and ~ 1 Fatigue Point per Combat Tum. To hiJlle a
Weight Index higher than 10, one must be able to perform Inhuman or Zen
actions. A creature with a Weight Index of 20 is c.apable of lifting absolutely
any mass. as long as he is standing on something that wont give way first.

22:
~

M eVEMENT V AlUE

T ABlE

....

......,.

con'" tur'IJ..
Less than 3 feet

W EIGHT INDEX

~~~~~i~~'~~
==~
~

l.ess than 9 pounds

10 pounds

1Sfe<:!

10 pound>

25 feet

20 pounds

40 pounds

SO .....

3
4

30_.

Xlpou,,",

3
5

65 fect

SO pounds

JO~

90 pound>

260_

80fect

130 pounds

400 pounds

90,...

175 pound.

220 pounds

770 pounds

10

115 ....

10

330_

"'pound>

105 fect

925"...n&

11

130 feet

Inhumao

11

440 pounds

1.300 pounds

Inhuman

1T..,

Inhuman

250 feet

'''''''''''''

12

Inhuman

t2
13
14

"" ....

SOO ....

Inhumao

no_

9Opou,,",

130 pounds

13

1 Ton

3 Tons

14

sr....

25 Toni

15

800 feet

15

15 Tons

TOO Tons

16

',500 feet

16

100_

SOOT"",

17

3,000 feet

17

sao Tons

2,500 Tons

lB

3""'"

18

1,000 Tons

10,OOOTons

"

15 miles

"

10.000 Tons

150,000 Tons

Xl

Xl

s,ledol

.....
Zoo
Zeo
Zoo
Zon
Leo

Zen

T ABLE

--

I'onaIty

23 :

F ATIGUE

T A BLE

-120

-24:

P HYSICAL NEEDS

,...,..,

Minimal food and drink

-5

-80

One day without eating

-10

-40

One day Without drinking

-15

-20

Insuffic1ent sleep

-10

-10

No sleep

-20

FlItiglle
Fatigue is related 10 the physi<al activities performed by a chara(tcr.
Every time someone makes a physical effort. it drains him . This attribute

depends directly on a character's Constitution. Thus, a character with a


Constitution of 6 would have 6 Fatigue Points. These points drop at a rate
o f 1 for every I hirl y minutes of hard work or two hours of light work.
If a character wishes, he may voluntarily spend Fatigue Points to
improve his performance of physical actions. In a way, he is burning off
reserves to perform adlons that would otherwise be very diffkull. Each
point of Fatigue spent on an action gives a character a +15 bonus \0 his die
roll. This rule only pcrmlu impl"D'i'ement for Ability Checks on Secondary
Abilities that depend on Strength and Agility. as well as those Combat
Abilities based on Dexterity and Agility. It Is not possible to use Fatigue
Points to improve Magic Projection or Psyc.hk Projection. as they are not
dependant on physical effort.
Of course, no one can exhaust themselves with a singiemall!.lJ\o.Cr.
Therefore, a pi," may only spcod 2 of his character's fatigue Points per
Combat Tum - eIther to 1mprIM' a single aion (and obtain a +30 bonus)
or two different actions (and obtain a +15 bonus on each). A player must
de<::lare that his character will 5pend Fatigue f\:)ints before roBing the dice.
If fatigue Points are used in a Contested Ability Check, such as an anack or
defense, it must be declared
before the opponent makes
his roll. A character can
also expend Fatigue points
to impr"O'o"e his die roll fw
Strength. Dexterity. or Agility
Characteristic Checks. Every
point spent this w.rt confers
a bonus of one po1 nt on the
die rol l for that attribute.
l astly. Fatigue can be
used to increase a character 's
Supernatural Abllitics for a
very brief period of time.
Each Fatigue Point invested
in this way Increases a
character 's MA by
or
it adds a bonus of.' to all
his Ki Accumulation. for one
Combat Tum only.

.'5.

IQyne IS attempting
to escape /lom gU;j~S in
a CIty where she IS fdlsely
accused of a mu~et. As
they chase her. she h.:is to lump from the top of a house to by al><l
lose them_ To aVOlcllnluty, she ~s to perform an AcIO~tiC5 check.
Howevet, bef~ het playet throws the dICe, he declares that she wtll
spend 2 F~tlgue POints Oil the attempt. As a reult, she acids +30 to the
final ability score obtallJe<l through the <l,e roll.
uter, Rayne is fotceQ to make a Strength Check. Since she ollly
has a Strength of 5, ;jnd her pl;jyer w;jllts to make sure she passe; the
check. he Invcst5 1 Fatigue POillt before making the roll to lowet the
target number by olle. The roll tUtl)S out to be a 6, but, thanks to the
Fatigue Point Illveste<j, the result IS lowered to a 5, an.:! Rayne passes
the check by a hair.

If a character's Fatigue Points reach a very low level. he begins to suffer


the e ffects of exhaustion. When a character 's Fatigue Points drop to 4 or
Icss, physical and mental fatigue cause a pena lty to any action undertaken.
The value of this penalty Is Ind icated in Table 13. If a character naturally
has a Constitution of 4 or lower, he does not automatically suffer that
penalty consta ntly, but docs so as soon as he begins to lose Fatigue Points.
Characters recover Fat igue Poi nts at a rate of 1 for every thirty min utes of
complete rest or for every one hour without significant effort.

Remembering th;j{ RaYlle ill~ed 3 Fatigue Poillh to improve


II;jt/ous abilities, and given that she has a base Constitutioll of7, after
carrylllg out those actions she has only.4 Fatigue POlllh temaining.
Thi~ 9,Ve\ her ~ -10 pcll'llty to any actions because of exhaustion.
She shoulcl rest for a while to recovet.

Moveme/lt II/ld FlItigue


Naturally. as a person travels he gradually tires. Below, is a reference to
how much a character tlres at different l1'\OIICfTlent speeds.
W al king Pac e: The character is
walking normally. He loses 1 f atigue
Point every 6 hours.
Mar-ching: This Is a quick, steady
walk. It causes the loss of 1 fatigue
Point for f!oICry 2 hours of marching.
Running: The character is running.
but w ithoul pushing himself to the
maximum. He moves at a Movement
Value 21cvels below his maximum, but
loses only 1 fatigue Point for every
10 minutes of run ning. This period
of time Is doubled for each Difficulty
Level obtained a~ Moderate on an
Athleticism Check.
Maximum Speed: This is the
fastest a character can moYe . The
character uses his full MO'ICm(!nt
Value. but he loses 1 Fatigue Point
for every 5 Combat Turns that he
maintains such a pace. Each DifrKul!y
l~1 above Moder<lte achieved on
an Athleticism Check doobles that
period of lime.

pJ,ysicld Needs
Arrt normal human n~ both food and sleep: otherwise. he suffers
penalties to actions for each day that passes without satisfying those needs.
Ta ble 24 lists these penalties. Of course, a continued lack of food and
drink can end up causing the character's death.

~~'Jl

C0~AtD.!~0~dUL~E~8~_____
Jt i~
t,

"''''''''1&

Tile Modules

~,,'"

k_ ,w,d

.,'~r'tt"i>l1f

.LI/b '"tu

An individual i5n't limited to learning just one weapon: with


practice he can become eqwIy adep{ with many othen. The Weapons
Modules aIoN a character to elirTWlate the penalties br wieIdng weapons
other than the one they ~ inotia/ly, and even, on occasion, to use
their Combat Ability to launc:h ~ or ps)dlic. pov.oen. To acquire these
modules. it is necessary to speod the DP indicated br their cost.

Tile General weayo/l5 Modules

THE IDEA BEHIND M0DULES


Wher. a charncter devek>ps his Attack and o,.,fCl1se abilities. he does
so w ith a single weapol1, w hich he will have chosen from the beginning.
It is also poSSible to learn to fight Without weapons, in which case the
character's Combat Ability Is COrlsldered to be "Unarmed,"

Modifiers to combat Abilities


Even if he originally only learned to use one weapon. a char.lCler who
is an expert fighter will haVe at least some minimal notion of how" to fight
using many other types of weapons. Although the way they are used might
be quile different, there arc a~ cerlain similarities. So, when using a
weapon other than thaI with which he is trained . a character simply applies

a penalty 10 his AttaCk and Block abilitle!;, Thai penalty ~pcnds on the
degree of difference between his nOf'lTlal weapon and the weapon he is
currently USing.

TABLE

25:

MeDiFIERS Te CeMBAT ABlllTY

1'1po
Similar Weapon

MIxed<Iass Weapon

Different Class / Unarmed


Blocking and Dodging"
Similar Weapon: The chanlcte r knows how to fight w ith at least one
weapon of this class. This \YOuld be the case. for instance. for someone
who knows how to use a Long Sv.ord (Sv.ord class) and tries to use a Saber
(a lso Sword class).
MixedC lass Weapon: The chanlcter knows how to use a weapon,
but attempts to use one that is of more than one Class. incl uding one
if! whi<.h he is not trained. This \YOuld be the case of someone who, for
example. knows how to handle a long SY,.oord (S\YOrd class) but wishes to
wield a Bastard Sword (Sword and T"'-'O-handed Sword class.es).
Diffe rent Cl ass I Unarmed: The character is using a weapon with
which he has no training. This \YOuld be me case ro.. a person who knows
how to use a l ong Sword (Sword class) and tries to us.e a Warhammer
(Mace). II ~ also used when someone who knows only unarmed combat
tries to use a weapon, or vice versa.
Blockine and D o deine' This is the penalty tim mUSt be applied wilen
a person with the Block ability tries to Dodge an attack, or vice versa.
Remember that in addition to the -60. the two abilities are based on
different Charactenstics, and t.heref~ us.e different bonuses.

When we created Celia, (Ot example.......e decided that her main


.....eapon .....oul~ be a saber....... Ith ..... hich she has an Ability score 0(70.
I( she takes up a Rapier, a similar weapon, her attack is reduced to 50,
while I( she grabs a Mixe~-Class weapon, such as a Bastard Sword,
her ability 13115 to lust 30. And, i(she tries to Fight Vnarmed. or uses
a .....eapon With which she has no expertise. such as a Battle Axe, she
.....ould h,we an ability o( only 10.

These modules are listed as a Primary Ability for combat. Therefore,


any DP Invested In these modules count toward a characte!"'s point
distribut ion limit,

SIMILAR WEAPON
The character knows how to use tWO similar weapons.
Effects: Gives the character the ability to use an additional weapon of
the same class as o ne the character already knows.
Cos t: 10 DP

M IXED-CLASS WEAPON
The character knOW"$ how to use two weapons with some Similarities.
Effects: Gives the Character the ability to use an additional weapon that
shares at least one class with a weapon the chanlcter already knows.
Cost: 15 DP

DIFFERENT TYPE / VNARf-.1ED


The character knows how to use two very different weapons.
Effects: This gives the chanlcter the ability to use a weapon of a dass
with which he is not familiar.
Cost: 20 DP

WHOLE- CLASS WEAPONS


The charxter has managed to dominate the te<:hn;ques for use of all
weapons of a given dass. and he may use any of them without penalty.
Effects: Allows the use of any weapons of a determined class without
applying any penalty to his Combat Abilities. The player must choose a specifIC
class of weapon, wtlether mat is pure or mixed. If a character is trained In the

use of Swords. he can handle any of them without penalty, but that 'M)(Jld not
hold ~ a Bastard Sv.ord, bocause it Is mixed-dass weapon .
Cost: 50 DP
PIl.Q)ECTILE WEAPONS
The character Is able to us.e his aim wft/1 all projectile weapons.
Effects : The chanlcter can use any proje<:tile weapon using the same
Attack abil ity.
Cost: 50 DP

THROWING
The character is able to use his aim .,.,tJ~e throwing any object or weapon.
Effects: The chanlcter acquires skill at throwing all sortS of items with the
same Attack ability. ~p in mInd mat this doesnt physically permit the us.e of
weapons using the Throwable rule. just the ability to throw them.
Cos t : 50 DP

IMPROVISED WEAPONS
The f.ghter" in question is ~ sUIed at using whateYel"" objects happen to be
around to f.gl"( with.
Effects: Th is module allows any type of obje<t to be used as an
improvised weapon.
Cos t: SO DP

Tile Arc1ldyyical weayons Modules


These modules include a number of weapons that are Inlditionally used
with great mastery by certain types of people. If you wish, you can create
your own such modules, as long as the selection has a real relationship
with a traditional or archetypical figure. As with the foregOing, these are
considered Primary Abi lities for combat.

BARBARIAN MODULE
These big. powerful weapons

KNIGHT MODVLE
a~

often used by Ind ividuals with fien::e

and barbari<: fighting styles.


Effects: Awards skill In the following weapons: War Axe. Battle Axe.
TwcHlanded Sword. Bauard Sword. and Heavy Battle Mace.
Cost; 50 OP

NINJA MODVLE
These eJ<Otk weapons we~ used by oriental assassins.
Effects: Awards $Io;ill in the following weapons: Katana. T~nto. Claws.
Shuriken. and Kusari-gama.
Cost: 50 OP

These weapons are used by orthodox warrior.; who fight on foot or from
horseback.
Effects: Awards 0011 In the following weapons: Long Sword. Cavalry
Lance. Mace. Bastard Sword. and Shield.
Cost; 50 DP

GLADIATOR MODVLE
These are the exotic and showy weapons used by fighter.; in cin::uses and
arenas.
Effects: Awards $Io;illin the following weapons:: Short Sword. Gladiator'S
Net. Buckler. Trident. and Whip.
C ost: 50 DP

ASSASSIN MODULE
These pre<ise. deadly. and eM)'-to-hKk weapons were often used by dar!<.
figt1l:ers.
Effects: Awards skill in the following weapons: Short Sword. Miniature
Crossbow. Club. Blowgun, and Stilelto.
Cost: 50 DP

SOLDIER MODVLE
These are the weapons traditional ly taught to regular soldiers in most
any army.
Effects: Awards skillin the following weapons: Crossbow, Long Sword,
Halberd. Lance. and Shield.
Cost: 50 DP

I NDIGENOVS MODVLE
This is the combat equipment traditionally used by indigenous tribes of

little sophIStication.
Effects; Awards skill in the following weapons: Javelin. Lan{e. Full Shield.

Bow. and Blowgun.


Cost: 50 DP

BANDIT MODULE
These 5imple but menacing weapons are used by warriors who specialize
in theft and robbery.
Effects: Awards skillin the following weapo<1s: Dagger. Crossbow. ShOf't
Sword. Mace, and Club.
Cost: 50 DP

rlie style Modules


These modules permi! the character to Increase his combat effectiveness
by reducing the penalties for performing certain attack manelJ\/ef'5. As with the
foregoing. these are considered Primary Abilltie<; for combaL

A w~ttlot specializec! In wie!c!lng glac!iator weapons.


DUEL MODVLE
These weapons a~ used by sword men and fencing master.;.
Effects: Awards skill in the following weapons: Rapier. Foil. Parrying
Dagger. Saber. and Long Sword.
Cost; 50 DP

PIRATE MODVLE
These are the weapons ~t used by sailor.;.
Effects; Awards skill In the following weapons: Harpoon. Gladiator'S
Net. Hook. Saber. and Handaxe.
Cost: 50 DP

NOr-.\AD MODVLE
These weapons wet'e used by warrior.; who were raised in the desert.
Effects: Awards $Io;iliin the following weapons: Dagger. Chakram. Long
Bow. Scimitar. and Lance.
Cost: 50 DP

BATTO )VTSV / IAI JVTSU


This skill permfts a cha~ctef to unsheathe his weapon w ith perfect ease.
Effects: The character can unsheathe r.is weapon w ithout app lying tr.e
-25 penalty to the Attack or Block abilities. It has no effect for two-handed
weapons.
Cos t : 30 DP

AREA. ArrACK
The character specializes in broad maneuvers that can take out various
enemies with greater ease.
Effects: this reduces the penalty for an Area Anack maneuver by half.
Therefore a charncter applies -25 to his attack ability when U5ing this attack.
CO$(: 40 DP

PRECISION ArrACK
The character has a marked abilily to put his adversary in a Menace

f'o5ition.
Effects: This reduces the penalty for a Put at Weapon's Point manelJV('r

by half. Then!fore a character applies -50 to his attack ability when using

HVNT MODVLE
These weapons a~ used by fighters expert in subterfuge wno make use
of light. often projectile weapons.
Effects: Awards skill in the following weapons: Javelin. Bow. Short
Sword, Lance. and Bolos.
Cost: 50 DP

thiS attack.
Cost: 50 DP

DISARMING ATTACK
A character with this ablhty has specialized in disarming his opponents.
Effects: This reduces the penalty for a Disarm maneuver to -20.
Cost: 40 DP

Mystical Modules
These modules act as Primary Supernatural Abilities.

~.

any DP

inYested In these modules count Iowan::! a character's point distribution limit.

MAGIC PROJECTION AS AN ATTACK


Th~

represents a character's joining of his combat knowledge with the


ability to direct spells at an opponent. For this character. spells aCI like real
weapons that he <.an projcct like a true martial ability.

Effects: This

al~

me tharacter 10 use his attack ability when

..mdertaking an offensive Magk Projection. Only the base ability score


is used. not the poinu for innate improvement that come from combat
classes. This module cannOl be used to launch paMive or defensive spells.

Cost: 75 DP

For example. Exoc{o, " third-level Warlock. has a final A~ck


scme of 115. His pase <lbdlty IS 90, to which +10 is added (or his
Dexterity. and a +15 as an IImate bonus <lue to hiS class. As he has
no Magic Projection. he spenqs 75 DP to buy this mcxlule. When he
c\oes so, he C<llJnot use thc +15 inll~tc bonus given to him by his class.
Thi~

m4kes hl5 (in<ll ability SCOte 100 when uSing this module.

MAGIC PROJECTION AS A DEFENSE


The chara(ter U$CS his defensive knowledge to project his passive and
sI1ielding spells as though they were weapons or armor that intercept the
attacks of his enem>es.
Effects: ThiS permits a character's Defense ability to ~ used as a
defensive Magic ProJe<tIon. Onlr the base ability is used. not the points for
Innate Imp!"OVement that come from parti(Ular dasses. This module cannot
be used to direct offensive spells.
Con: 75 DP

Ti,e Psychic Module


This module acts as a Primary Psychic Ability. Therefore, ant or invested
in this module (ounts toward a character's Point di:imbvtion limil.

PSYCHIC PROJECTION MODULE


The character uses his Combat Abilities to proje<t his mental powers as if
they were actual weapons.
Effects: This gives the character the abilitr to U$C Combat Abilities as a
Pirthlc Projection. The ofknsl~e Is used to attack, and the defenSive to raise
shields, Onlr the base abilitr Is u5Cd. not the points for innate improvemenl
that come from partl(U lar classes.
Cos t: 100 DP

MARTIAL ARTS
In Animo. a character who fights onlr using his body can leam to
dominate martial arts. Arry of the styles ~Iow will allow the charaner 10
U$C his Attack or BI()(k abilities without penalty when fighting unarmed. In
a way. they are equi .... lent to an Empty-hands 'Weapons Module. but they
also offer theIr adherents additional advantages.
The ac::quisitlOO of a martial art by a character implies much
more than simplr knowing the style. Marry persons leam
these styles:. but that doesn't mean they really know how to
make use of the advantages they can offer. If a character in
Animo ~knows~ a martial art. It means he is a true master
who has learned it to perfection.
Learning a martial art Is done by investing the necessary
Development Points (OP). Each style costs SO DP - although if a charatter
de<ides to forego learning a weapon in order to develop his abilities with a
martial art, the first martial art learned will cost only half as marry points, If the
charac;ter is a Tao. the cost of the fIrst martial art learned will be only lOOP.
There are ten basic martial arts. and ten more advanced ones,
The basic ones a~ those that offer the character the ability to
fight unarmed. while the more advanced improve the abi lities
conferred by the basic ones. To learn an ad .... nced style. it is
therefore necessarr to first learn a basic one. For each martial
art )"Ou will find a ITst of the advantages it offers.

For example. H~y~to Nobun49~ deCides to develop his


Combat Ability directly 4S 4 m4rtlaJ artist. instead of learning
a weapon. It therefore costs htm only 25 DP. rather th~n the 50
DP It would cost to learn ~ m~rti~l ~rt Ifhe already knew the use of
~ v.'eapon.

combinilllJ Mi!rtinl Arts


A character can learn various martial arts and choose the advantages
that he prefers from each. He can also accumulate the abilities gained and
combine their effects - such as launching an additional attac::k Of" using a
Trapping maneuver with onlr half the nOf"mal penalty. He can also choose
the higher Final Damage of hiS multiple martial arts. Regarding special
bonuses to the Attack. BI()(k. or Dodge abilities, these are added as Innate
bonuses for a character's class. and so the maximum limit, combined with
those obtained Ihrough hiS profession. would be a .,.50.
Baskallr. this means that a character who knows 5CVCral martial arts is
not using them $Cparately: Instead. he has created his own martial art using
the characteristics that Interest l1im from each o ne.

Nobun~9a IS a m4s!er ofShotokan. Kempo. and ~mba. He can


therefote car~ out additional attacks 4pplYlllg only 4 -10 to his
ability. and any penalties to his comb.1t maneuvers arc halved. He
also adds to<Jcthcr the bonuses for Shotokan ~nd Samba. so that he
has ~ bonus of ~10 to his Attack. ~nd a ~1 0 to Block. Ad,:lttionally.
he em use the bilse clamage of Shotokan. which is much higher than
that of the others.

Limits to tlie Mnrtinl Arts


A character can onlr develop one Martial Art for every 40 points thai
he develops his Attack ability Of" Defense ability. If he wants to learn mO<"e
slyies. he must first bring up his Combat Abilities.

Nobun~ga has ~n Att~ck ~bllttyo(80 points. and a Doo:tge 0(50.


so he can learn a m~)(.imum o( thtee Martial Arts. This is because the
total o(hl~ Comb.1t Abilities is 130, 4nd clivided by 40 (the POints
tec!ulred to petmlt learning a new martial art) allov.'S him to Jearn up
to three styles (rounding down).

why Mewt There Martial Arts for weapO/lS?


Someone might ask why there are no martial arts for weapons. Of course,
a Samurai who uses a K.1tana has studied Kenjutsu, a style of fighting that
could be considered a martial art as much as Shotokan or Aikido. So.
whr are there no martial arts for weapons? The answer
Is that the arms themse lves offer the same special
characteriStics that martial arts do. The verr ab ility to
wield a particu lar weapon represents the possession
of different styles. Two characters who have the same
AttacK. ability with a Katana mar employ
different fencing styles, bUI even so. each
is getting the most possible out of his
weapon's chal'1lcterlslits. How they use
It is merely a question of aesthetics. On
the other hand. the spedal abilities
conferred by the martial arts are
considered specific anributes of
toose unarmed arts, because
the human body can be
used as a weapon in many
different ways.
The closest thing to
martial arts with weapons are
Ihe Style Modules explained
in the previous sedlon.

Nobun~ga. master o(
m~ny comb.1t styles.

Lenmillg tlie Martial Arts


It wouldn't be logical for a cilaracter to know a martial art without
having taken the time to train In It. Then!fore. even if he has the DP
oe<=ry. a character must $till have a way of studying it. as well as IDme
time to dedic:ale to it. It Is up to the Game Masler to determine how much
time is necessary to invest In oroer to mastCO' a martial an.

Tile Basic Martial Arts


Th~

a~

the simplest martial arts a charaCle<' can acquire. The

. characteristics of each of the ten are discu!.5Cd below:

Advantagc$: These are the adYantages that martial an offers the


character who learns it.
Requirements: To learn a style, it Is oe<essary to meet the requirements
lined In this section.

Martial Knowledge: The martial arts always confer a bonus to the


character's Martial Kn.owlcdge . which is listed In this section.

Bonuses: The bonuses awarded by the martial arts are like innate class
bonuses to the Anack, Block. and Dodge abilities. Therefore. me total of
those bonuses arc subject to the limit to Innate Improvement in combat.
They can never be greater than +50. Of course, a character only receives
the bonus when he masters the martial 3n , and not again every time he
levels up,

KEMPO
This is a frrewheeling style of combat that uses combinations of strikes.
The style uses rapid multiple attacks to try and nnd gaps in an opponent's
defenses.
Advantage s: The rapld nurry of bjows allows a Kempo master to carry
out additional attaclc$ with a penalty of -10 to his ability instead of the
usual -25. It has a BaloC Damage of 20, plus the character's Strength
bonus. Kempo \ISC"S the Blunt Tabje,
Requ irements: None.
Martial Knowledge: +10
Bonus: None,

CAPOEI M
Capoelra is a system of combat that appears chaotiC
and employs broad acroballc movemenl!i of the legs that

resemble a dance.
Advantages: The n'\CIYCments of Capoeira are so sweeping
that when the user makes an Area Attack. he Is considered
to be using a large weapon. and he can affect up to five
opponents. Capc>eira has a Base Damage of 20, plus the
character's Strength bonus. It uses the Blunt Table.
Requirements: Dance 40.
Mar tia l Knowledge: +10
Bonus: +10 to Dodge,

TAl C HI
More than just a martial art, Tal Chi is a
philosophy. It employs CVl:ry part of the body
using movements that are so fluid and elegant that
it does not CI'C!'I seem to be a real WlI:f of fighting.
Advantages: Tal Chi possesses a Base Damage
of 20, plus double the Power bonus of the character,
representing the usc of the character's internal energy. G~n that this
energy is used only as a force multiplier, Tai Chi attaclc$ occur on the Blunt
Table, and not the Energ)' table,
Re qu irements: Use of Ki.
Martial Knowledge: 130
Bonus: None.
SHOTOJV\ N
Shotokan is a manial art that employs fon:eful strikes with either the fISts
or the legs. The style cOllslsts of tak.lng advantage of the weak points of an
opponent's defenses to defeat him with a single attack. It is an offensive
martial art capable of Inflicting enormous damage.
Advantages: Shoto!<.an has a Base Damage of 30, plus the character's
Strength bonus. It uses the Blunt Table.
Requirements: None.
Martial Knowledge: +'0
Bon u s: +10 10 Attack (Uflarmed),

SAMBO
The name Sambo comes from Samooborona Biez Orousia, whkh meaflS
"unarmed personal derense,~ It is a very pre6se and defeflSive combat
style, developed for the training of certain military organizatiOlls.
Advantages: Practitioners of Sambo redIXe the penalties for the
follawing combat mall('UVCf'S In half: Trapping. Area Attack, Take-Down,
and Disarm. Sambo has a 8a.se Damage of20, plus the character's Strength
bonus. It uses the Blunt Table,
Requirements: None.
M artial Knowledge: ' 10
Bonus: "'10 to Block (Unarmed).

K VNG

Fv

Kung Fu is broad style developed by mall)' great Oriental masters of


martial arts. It tal<.cs its inspiration from various animals 3fld imitates their
mcwements while adapting them to human combat. Because its techniques
an:' highly varied, it is an art capable of adapting i15elf to situations as they
arise. Thus, 115 practitioners can modify their Style with great ease.
Advantage s: Every combat \lIrn, a master of Kung Fu can choose a
bo nus of ~ 10 to his Attack, Siock. Dodge. Damage, or In itiative. as he finds
cOl'lllenic nt. He sho uld declare the ability \0 wh ich his bonus is dedicated
before Initiative is calculated for the Combat Turn. If he uses It to improve
his Attack, 8lock, or Dodge ability, It Is not conSidered an innate class
bonus, and therefore con Increase It by more than +50. Ku ng Fu has a Base
Damage of 20 plus the character's Strength bonus. and attacl<s occur on
the Blunt Table.
Requirements: AcrobatiCS 40, Sleight of Hand 40. and Sl)'le 20.
Martial Knowledge: +10
80nu$: Variable +10.

TAEKWONDO
Taekwondo Is a system of combat that is ideal for combining with the
use of weapons. It Is a martial art that is based primarily on effe<t~
attacks with the legs that are directed with power and expertise.
Advantages: Taekwondo possesses a Base Damage of 20, plus
the character's Stnength bonus. It allows the character to make an
additional attack with his legs after all his other ,macks ha\le been
made. This extra attack suffers a penalty of only -20 and acts just
as an additional weapon would. It can be used even after making
an attack WIth a weapon. Taekwondo uses the Blunt Table.
Requ irements: None.
Martial Knowledge: +10
Bonus: None.

AIKI DO
Aikido Is a martial art that enables a practitioner to defend
himself agalnn attacks using the e nemy's OW'n strength
against him. its dCYotces easily trap or break their
attacker's arms or legs using minimal moyement.
Accordi ng to the philosophy behind thiS ar t, the
adversary's O'Wn violence is the only thing that will
defeat them,
Advantage s: The damage caused by Aikido Is 10,
plus the Strength Bonus of the Aikido artist. However,
when making a counterattack, twice the opporlf'nt's
Strength Bonus is also added (a minimum bonus of +5). The
attack occurs on the BllInt Tabje, and it allows one's opponent
to easily be controlled, so that there are 1'\0 penalties to the Trapping
maneuver during a counterattack.
Requirements: Sleight of Hand 40,
M artial Knowledge: +10
Bonus: "'10 to Dodge or Block (Unarmed).

MVAV THAI
Muay Thai maxlmi:zes utilization of the strength of those who practice it.
The fighter utilites the harder partS of his body, like his elbows and 1<.nees.1l!i
masters seek out the opponent's wea~st poinl!i. sIXh as the joints or ribs.
Advantages: Muay Thai has a Sase Damage of 20, plus triple thc
Strength bonus of the user (instead the habitual Strength bonus), It uses
the Blunt Table.
Req ui rements: Fea15 of Strength 40.
M artial Kn owledge: +'0
8 0n u s: None.

Gf!.APPLlNG
Grappling is an art that cOf'1slm of holding and trapping O<1e's opponeJ'lt.
Training In grappling Includes falls. pYnches. kicks. strangleholds, and throws.
The essence of the style Is to dose t~ distance between the fighter and his
opponent, take him down, and finish him off on the ground.
Advantages: Grappling penniu a character to use the Trapping and
Take-down maneuvel"$ Without any penalty. It has a Base Damage of20, plus
the character's Strength bonus, It utilizes the Blunt Table.
Require m e nts: Feats of Strength 40.
Mutia l Knowledge: +10
Bonus: None.

rile AIlvnllced Martial Arts


The Advanced Martial Arts are more complex styles of martial arts.
They are bas.ed on knowledge developed through the bask arts, but with
considerably higher Iev<!J techniques. Naturally, to learn an Advanced
Martial Art. It Is necessary to first havt' mastered one or more of the styles
on which they are based.
MELKAIAH
This is a strange system of fighting that maxi mizes the st rength and
abil ity of its pra<tltlonel"$ to Inhuman levels. The style Is based on ho lds.
throws, and take-<jowns of inaed ible effective ness. It is sa id that as long
as a practitioner of Melkaiah keeps his feet on the ground. he cannot be
defeated by conventional means.
Advantages: This martial art awards a bonus of +3 to Strength or
[)(oxterity Checks when performing Tak.e-Oown or Trapping maneuvers.
Requirem e n ts: Grappling or Sambo, Inhumanity, more than 160 In
both Att.lck and Defense (Unarmed).
Martial Knowl e dge : +10
Bonus: +10 to Attack (Unarmed).
SERAPHITE
According to tradition, Seraphlte is a style that was developed for
the pYrpost' of hunting demons. It is an art that uses unusually perilous
mCM!ments that put the practitioner at risk, but that .1150 mu'tiply the
effectlvenMs of the attack. In current times. this an is known by certain
sectors of t~ Chun:h. especially rTM!mbel"$ of the Inquisition.
Advantages: A character who employs Seraphite adds a ; 10 bonus to
the Final Damage of the Bask Martial Art style being used. If desired, he can
also temporar,ly add +20 to his Attack ability in exchange for a -30 to his
Defense ability. This must be declared before calculation of Initiative.
Re quire m e nts: Shotokan or Kempo. Presence Extrusion. more than
180 Attack (Unarmed).
Ma rtial Knowledge: +10
Bonus: +20 to Attack (Unarmed).

DVMAH
D~mah Is known as "the art of the w ind ." a name it received because It
teaches Its practitioners to use their hands and legs as though they were
cutting or thrusting weapons. This is a tribal practice usually transmitted
frpm parents to children within a famil~.
Advanta ge " A charatter who empt~ Dumah adds a +10 bonus to the
Final Damage of the Martial Art style being used, and he can also choose to
usc the Thrust or Cut Tables when attacking. The fon:efulness of these cuts
or thrusts Is suc;h that it reduc;es the opponent's Armor Type by twO poinu.
It also adds +10 to the Breakage of iu attacks.
Require ments: Kempo or Capoeira. Presence Extrusion.
Ma rtial Knowl e dg e: ... 10
Bonus: '10 to Attack (Unarmed).

EMP
Emp Is a refined ted\nique of fighting that prepares its users to fight
against armed enemies. Us"'g rapid and dizzying spiral lTI()Y('ITIenu. a
master of Emp Is capable of advandng on and rendering an opponent
helpless in a couple of short I\lOieS.
Ad va nta g es: This style permiu IU user to perform the Disarm maneuver
with no penalty to his abdity, and it adds a bonus of .,.3 to his Characteristic
in Contened Checks.
Re quire m e nts: Kempo or Taekwondo, Mastery of Attack (Unarmed).
Martial Knowledge : +10
Bonus: .20 to Attack (Unarmed) and +10 to Initiative when using
martial aru.

ENvrH
Known as -the art of dreams, Enuth was created during the period
of war between the Sytvaln and the Duk'zamt. One faction of the elves.
followers of the phil<opIly of C'lel. which forbids killing, created Enuth
in order to battle the Duk'zamt wtthout having to take their I~. Due
to the incredible resistance of the Duk'zarist, the style reached a level of
perfection of incredible extremes in order to equal the fighting power of
their antagonists.
Adva ntage s : Enuth permits the application of a"'2O bonus to the die roll
to calculate the Critical Level when the character stnkes intending 10 knock
his opponent unconscious. It can .1150 pennit the character to YOluntarily
reduce the amount of damage inflicted by his blow - even after the dice
have been thrown for both antagO<1iSts.
Requirem e n ts: Samba or Shotokan, more than 160 in both Attack and
Defense (Unarmed).
Martial Knowl e dge : +10
Bonus: +20 to Dodge and Block (Unarmed).
ri

SHEPHON
She phon is. probably, the most perfect system of defense that exists. It
is inspired by the flow of water, and w ith its free-flowing movcments, a
master of this style Is capable of avoiding almost an~ attack by changi ng its
trajectory.
Advantages: When a character decla res that he has entered into Total
Defense mode, illncreases the bonus for that maneuver to +60.
Requirements: Aikido and Kung Fu. Ki Control. Mastery of Defense
(Unarmed).
Ma rtia l Knowle dge: +10
Bonus: 20 to Dodge and Block (Unarmed).
ASAKVSEN
Although the word Asakusen is used today to designate any fighting
nyle used to kill, it is actually one of the most complex martial arts in the
world. It has been prohibited for centuries due to iu lethal nature. With the
passage of time, it was diluted into various styles ~ated by schools of Kung
Fu that are flO more than pale reflections oftrue Asakusen.
Ad vantages: Asakusen makes the variable +10 bonus of Kung Fu apply
to Dodge, Attack, SIoek, Initiative. and Damage all at the same time - as
long as martial arts are being used. However, the character stil! adds another
~ 10 to anyone of those abilities he chooses in the same way as is done for
Kung Fu.
Requiremen ts: Kung Fu. and more than 160 ,n both Attack and
Defense (Unarmed).
Martial Knowledge: +10
Bonus: Only those mentioned in Advantages.
VELEZ
To learn Vele"/; it 1$ necessar~ for the practitioner to control his internal
energy and know how to channel it. This style concentrates all the spiritual
power of the martial artist when he strike~ . permitting him to create a flow
of power capable of penetrating even physical matter. it is w i tho~t doubt
one of the rarest and most spectacular martial arts in the world - although
the few who know Its secreu al'(! reluc;tant to share them.
Adva ntage " Velez permits the character to strike using the Energy
Table. Nonetheless. attacks made with this style can be blocked normally,
slrl(e they are not intangible.
Re quire m e nts: Tai Chi or Kung Fu, Presence Extrusion.
Martial Kno wledge: ~ 2O
Bo nu s: "'20 to Block or Dodge (Unarmed).
SELENE
Accord,ng to mythology. Selene was the fil"$t martial art to be re<:ognized
as suc;h. It w.n practiced exclusively by women, and. traditionally, 00 man
was permitted to discover its secreu. Selene turns the attacker's own
fon:e against him, toss,ng him around like a rag doll. In sp,te of its great
complexity, the I\lOiements of Selene are so subtle that it often seems the
artist ha~'1 even moved.
Advantages: Due to his ability to llse his Defense ability, a master of
Selene doubles his bonus for counterattacking if he uses his Response
Action to attack his opponent with this martial an.
Re quire m e nts: Aikido, Mastery of Block or Dodge (Unarmed).
Martial Knowledge : +'0
Bonus: +20 10 Dodge and Block (U narmed).

HAKYOVKVKEN
Many <onslder Hakyoukukef'l to be the most perfect martial art that
has ever existed. Irl fiKt, Its origirl iso 't everl humarl. though its true source
is a mystery. The praaltiorler of Hakyoukukerl <011 trois the terlsion of every
muscle of his body and makes his atta<:ks with devastatirlg power. liter.dly
destroyirlg his adveruries from Irllide. This style also tea<hes one to get irl
the first strike: If there Is rIO attacker, there is rIO rteed lOr defense.
Advantage s: Hakyoukukerl adds a bonus of +20 to the Firlal Damage of
whatever martial art is belrlg u~. Most alTllOl'" offers rlO prote<::tion against

Its attacks and ro subtract a -2 from the AT if they are soft. As it destroys
an enemy's internal organs. add a +20 to the die roll cakulatirlg the Critical
Level due to attacks made uslrlg this martial art. This last advantage applies
on ly to organic beings.
Requiremen ts: SI"Iotokan Of" Muay Thai. Use of Necessary Energy.
Mastery in Attack (Urlarmed).
Martial Knowl edge: +10
Bonus : +20 to Initiative wherl us/rlg martial arts and +10 to AttMk
(Unarmed).

<C~~

8Rms illJd E~ulp~D-=-t__

J,

tile I'Jr~ upint. wm ~ Ctttt

;IHlI1'ter-.

,
~~utl..n t nt.,,,{ lilt tMs.e nt.eAtes.

./l.

it

Coios in Gaia are usually of similar size and ~ape


its kingdoms and prindpalities. Generally, they
.....,,".Ik~ MCrowns. ~ and each bears on one face the
seal of the Old Empire and on lhe other the symbol of
the principality in which it was minted. Gener.llly. coins
can be counted upo<1 to have the ~me valve in any
~, p,,,, , ",.;,. though there are places where the money

a rival kingdom is not accepted. or is taken only at


a discount. Of course. trade doesn't have \0 be tied
exclusively {O COinage. Wealth carl also be represented by
precious stones, land, or titles.

No matter what a character's expertise,

it

won't do much good If he

doesn 't have the right equipme nt. As he prospers and improves, he can
seek and acquire progressively better tools \0 meet his needs. This chapter
offers detailed Information about common equipment and some of the
!'le<essary arms and armor.

Exchange Rate
1

GC ~ lOOSC

ISC - l0CC

stnrt-Ii}' MOlley
Characters normally begin play with a spe<ified amount of start ..... p
money for expenses aJ'ld Initial equipment pun:::h~. The player may Invent
the explanation he wishes for the origin of the money - an inheritance.
wages received. or the result of a stroke of luck. for example. Those who
have Combat Abilities also begin with the basic weapon they know how to
use or some cheap piece of armor. as an alternative.
To determ ine the Starting Money of a character. you should fi .... t note
his social class. Ones origin has a lot to do with how much money ooe
begins With. The figures given below are for reference. and the Game Master
can modify the amounts listed if he finds it appropriate. It is re<ommended
that each player be allowed to choose his social class. as this will enable him
to O"t'ate his characters background exactly as he wishes. Social class may
also be detennlned randomly by rolling l dlO: I~Poor. 2-5"'Mlddle Class.
6-9=Upper Class. aJ'ld O=Minor Nobility.
Socia l Cl ass: Start-up Money
Poor 5 CC
Midd le Class 1 GC
Upper Cia$!; 20 GC
Minor Nobility 150 GC

Eqlli}'Jllwt Lists
Below Is a listing of the most useful and commonly available goods and
services. Incll.lded are the obje<ts price, weight. and availability.

An Anti<juity shop in \...lrmcl

MOlley nlld its uses


Money Is a fundamental n~eWty for buying and selling things. The
amount of money characters possess determines their ability to acquire
equipment. and it also serves as a measure of their social level. In the world
of Gaia. there are 1.t1ree denominations of money. each with a distinct value.
The most common and lust valuable are the copper coins (CC). They are
~d for everyday tr.Insactions to acquire inexpensive (ommon goods. In
some principalities. copper is substituted with iron or bronze. but the V3lue
Is identkal. The second most common coin is the Silver Coin (SC). which
Is worth 10 copper coins. Flnallr. the Gold Coin (GC) represe nts a mU(h
higher value: each Gold Coin is worth 100 silver coins. Gold coins are used
onlr for unusually expenSive items.

P r ice: The price Is for reference only. It is an average price. which


can vary depemllng on where the good or service is sought. The Game
Master may d~ide to increase the price of certail"l goods in large cities or in
isolated locales. In some cases. multipliers need to be applied to refle<:t the
quality of the item. which can change its value.
W eigh t: The weIght of Items Is given in pounds.
Avai la bility: Not all obje<.ts are easy to fil"ld. There are three levels of
availability: Common. Uncommon (U). and Rare (R). Common goods are
not marked on the list in any special way. and as the name indicates. they can
be found In almost any city Of" town. The Uncommon (U) equipment can
only be obtilined 11"1 larger cities or specifICally favorable locations. Finally.
the rarest Items are marked with the letter R. These are unique artifacts.
almost Impossible to obtain even in the greatest metropolis.
Not all objects are as easily fOl.lnd in one part of the world as In
another. Something that is very uncommon in one part of the world might
be plentiful elsewhere. As an example. eq uipment our world considers to be
of orienta l origin ca n only be fou nd commonly on GaIa in the principalities
of Lannet and Shlvat: elsewhere they are exotic imports.

ii

...1

"

EQUIPMENT
CLOTHING
Cost
Pants
Snirt

"'"

Tunic

e,p

J""',
Coat

D=,
Surf

G"""
Broad-brimmed hat

Mittens
Men's Undcrw(:ar
Women's Underwear

lingerie
Belt
Handkerchief
Ball Gown
Man's Formal QUInt

1 se
>se
15e
He
lSC
1 se
sse
sse
15e
1 se
lSe
<se
<se
lSe
sse
<se
<se
SGe
lGe

TRANSPORT
Availability

Animal

Cost

Pack Mule

1Ge
SGe
SOGe

2SOGC

Horse
Purebred Horse
w.mo~

Riding 8ul l

lGe
lGe
'Ge

Saint Berl"lard

~Ge

Trans port

Cost

Availability

e,"
Clotl'H!ndosed Wagon

, Ge
SGe

WCIOIkn<losed Wagon

30Ge

Working Ox

Pad< Bull

Availability

Standard Coach

.oGe

Luxurious Coach

lSOGC

lGe

Availability

Sleigh

Vessel

Cos t

Boat

lOGe

Man's Kimono

1S SC

Single-masted Salling Vessel

lS0GC

Woman's Klmooo

20Se

T......o-masted Sailing Vessel


Three-mastcd Salling Vessel

"SOGe
1,200GC

Footwear

Cost

Availability

Small Cruiser

3.500 GC

Cruiser

B.OOOGC

Walking Boots

see
sse
<se

Warship

lS,OOOGC

Sh~

fOOD AND DRINK.

Price modifie"
Mediocre quality

1/2

Decent quality
Good Quality

",'0

Lu)(ury or Desigfler

"00

Beverage

....,

By Sea

Cost

Short Passage (2-5 hours)

sse

Shan Voyage (1 day)

10 SC

LOflg Voyage (a week or more)

, Ge
SGe

By land

Cost

Shan trip (1 day)

lSC
SOSC
, Ge
SGe

Modest Voyage (2-5 days)

Exotk Drink5
Food

Con

Availability

Mediocre Food

4ee
6 ee
sse
SGe

Wine

Good Winl!
Excelle nt wine

TRAVEL COSTS

Milk
Availability

Juke

Normal Food

Significant Journey (2-5 days)


Modest Joumey (1-2 wcek5)
Long JO!.lmey (more thJn a month)

Availability

Good Food
R~

Food

'/2

De<en! quality

",5

Good Quality
lu)(ury travel
Dangerous Joumey

"00
,10

Cost

Weight

Field Ratiofl$ (mediocre)

lee
see
sse
lOSe

10 1M.

FIeld Rations (good)

Mediocre quality

Ration s (one week)

Field Ratlofls (deceflt)


Price modlflen

Availability

, ee
, ee
lee
5 ee
He
1 ee
see
1Ge

Good Beer

Coste

Field Rations (excelleflt)

Avail.

151bs.
201bs.
201bs.

LODGING
Lodging

Cost

Mediocre Lodging

SCC

Availability

25SC

Good lodging

SGC

luxurious Lodging

6lbs.
0.5 lb.

4GC
lOGe

41"-

Diadem

SGC

O.Blb.

Buckle

50SC

0.1 lb.

Slide

2GC

a.Blb.

Comb

3GC

O.S Ibs.

Earrings

2GC

a.llb.

2GC

O.Slb.

3GC

O.25Ih.

Availability

Cost

0.5 lb.

lSGC

Necklace

DWELLINGS
Dwelling

lOGe

C~

ISC

Decent lodging

Broach
Scepter

Shack

1S GC

Bracclet

House

60GC

""''''

Large House

150 GC

Mansion

800GC

Palace
Castle

Price modlflel1l

2.000GC

30,000 GC

Price modiflen
Mediocre quality

1/2

Decent quality

,1

Good Q!;ality

,2

luxurious

"0
,2

Urban area

SERVICES AND CONTRACTS


Per day
A_

or labor

Availabitity

Cost
10 SC

Medlocr<! quality

1(2

Decent qua It)'

,1

Good Quality

,2

Excellent quality

,10

Luxury or designer

,100

Gems (m edium size)

Cost

ZJ~oo

50GC

Various Gems

l00GC

Pearls

150GC

Sapphire

200GC

""by

300GC

Diamond

320GC

Emerald

440GC

Black Opal

SODGC

Black Pearl

650GC

R
Availab ility

Assassln

SGC

Guide

20SC

Blacksmith
Teacher / Instrvctor

" SC
1 GC

Painting

Cost

Physidan; Healer

1 GC

Common Painting

Messenger

55C

Good Palnllng

"GC
SOGC

Excellent Painting

125 GC

Mercenary

50SC

Valet; Lackey

15C

Thief

1 GC

Troubadour

55C

Known

Medlocn: (level 0)

,1

Decent (level 1)

,2

Professional (level 3)

,'0

Dose

Celel:ml.led (levelS)

"00

Candelabra

2GC

Coat of Arms

arlin

,4

,10

POISONS

ART AND DECOR


Glass China Cabinet

,2

arll~t

PN:5tiglou~

Price modifiers

Cost

Price modifiers

Legendary artist

Item

Availability

Availability

"GC
20GC

Cost

Availability

Acqua To((ana

2SGC

A1-Baladin

SOGC

Royal A.rsenk

280GC

Alroplne

2GC

Belladonna

BGC

Cantharidin

2GC

C)'3nlde

80GC

l00GC

1 GC

Carpet

SGC

C,,,,,,

Tapestry

4GC

Musc:arine
Ramalen s.ap
Avail.

800GC

20 SC

Silver. or Gold-smithing

Cost

Weight

Ring

2GC

0.25 lb.

White Cobra Venom

SODGC

F"

1 GC

0 .25 lb.

Serpent's venom

5 GC

Decorated Cane

3GC

3 lbs.

Salt of Saturn

3 GC

Thallium

MISCELLANEOUS ITEMS
Con

W eight

Fi~lng

Ava il.

Nel (3 foot)

HO'Jrgtass

10 SC

1 lb.

2Ge
lOOGe

1 lb.

4Slbs.

1 lb.

21bs.

Mechanical Clock

15e

To""

sec
2ee

Zibs.

Large Sack

Small Chesl

15 SC

4"".

Small Sack

2Se

O.Slb.

Large Chest

25 SC

20 Ibs.

Whistle

1050

0.25 lb.

H"!'OOo

SO 50

71bs.

luxuriOUs Tent

1050

4lbs.

large Tent

2QOGe
lOGe

13lbs.

2ee
2Se

41bs.

Pavilion Tent

lSOGC

30 Ibs.

O.Slb.

Small Tent

10k

0.5 lb.

Chalk

1 Ge
1 Ge
sec

Flint and TInder

15e

0.5Ib.

011

"""

Walking Stick
Small Bag

He

21bs.

Small Glass Bottle

20GC

2lbs.

Large Glass Bottle

SOGe
1 Ge
2Ge

7lbs.

Large Bag

light Chain (3 feet)


Heavy Chain (3 feel)
Qul~er

of Arrr;ms

u
u

2lbs.
2lbs.

21bs.
0.5Ib.

W ea pon

Cost

Weight

He

llbs.

Halberd

12 GC

7lbs.

25 SC

1 lb.

Harpoorl

SO se

4lbs.

250GC

1 lb.

Chain

SO se

4lbs.

7lbs.

Cestus

, Ge

1 lb.

Large Trap

so se
1 Ge

11 Ibs.

$tlmltar

lOGC

2 !bs.

Decent lock

105C

2lbs.

1 lb.

Good lod<

sGe

1 lb.

"'''~

SO se

Parrylrlg Dagger

10GC

1.5 lb.

SOGC

lib.

BroadSWOfd

31b.
1.Slbs.

2.5 Ibs.

"'"
""

Spyglass
Small Trap

Excellent lode:

1 lb.

Bastard Sworo
Short Sword

O.Slb.

long Sword

llbs.

Stiletto
Rapier

2SGe

Decent Rope (30 foot)

He

41bs.
4ibs.

Small Metal Mirror

se
sGe
2() se
1 Ge

Small Glass Mirror

200GC

1 lb.

Spectacles

lSOGC

0.2 lb.

e=,
Good Rope (30 foot)
EX(ellenl fV:lpe (30 foot)

Rope ladder (30 foot)

lock

Pi~k

Hook

",,'

2S

Small Blankpaged Book


Large Blank-paged Book

'Ge

41bs.
2lbs.

Hook

1 Ge

lib.

Club

sose

31bs.

Great Warhammer

15 GC

11 Ibs.

Scythe

20SC

S.SIb!;.

Two-ha nded Axe

40GC

11 Ibs.

Battle Axe

15 GC

3 lb!;.

Hand Axe

lance

2Ge
2Ge
4Ge

21bs.

Cavalry Lame

20GC

41bs.

sGe

llbs.

L,,~

2050

0.5 Ibs.

0.5 lb.

Two-handed Sv.on:I

SOGe

71bs.

2Ib<

large MultJ.headed Flail

15 GC

llbs.

0.1 lb.

Warhammer

4Ge

2.5 Ibs.

Flall

12GC

2.5 Ibs.

llbs.

lib.

1 lb.

l00GC

1 lb.

llbs.
4 1bs.

Backpa~k

2S se
sose
2() se
2() se
15e
lOse

MOflocie

2QOGe

W:nesldn

2Se
Ge
20 se
3S se
2Ge

0.5 lb.

l00GC

0.5 lb.

Lime

Stl~k

Lantern for Candles

Oil Lamp
Canvas (1 square yard)
Blanket

"'W
Papyrus
Decent Perfume
Good Perfume
Excellent Perfume

u
u

llbs.
0.5 lb.
41bs.

llbs.

N/A

Javelin

Whip

Ma~e

Heavy

N/A

Ma~e

2Ge

4ib!;.

l5GC

5.5 Ibs.

Gladlator'S Net

1 Ge

1 lb.

Saber

lOGe

2lbs.

Trident

, Ge

4lbs.

Staff

40SC

2lbs.

Parchment

so SC

N/A

sec

0 .5 lb.

u
u

llbs.

0 .5 lb.

Sharpening Stone

7 lb!;.

0.5 lb.

lib.

15 Ge

13 Ibs.

Avail.

3lbs.

Foil

1 Ge

ZOCC

4lbs.

$tourge

13 Ibs.

lS SC

15e

u
u

21bs.

Bucket

large Basket

4Ge
lOGe
2Ge
sGe
60se

sec
15e
15e
15e

Basket

Smlll

ARMS AND WEAPONS

7lbs.

20 SC

91bs.

u
u

Shields

Cost
GC

Weight

Avail.

Price modifiers

Shield

2()

50GC

"Ibs.
Hlbs.

Weapon - 5

Fllil Shicld
Budd~

'GC

21bs.

Weapon +S

Asian Ite ms

Cost

Weight

Avail.

SGC

0.5 lb.

lS GC

6.5Ibs.

'GC
50GC

lIb.

2Ib!.

Fun Pl ate
Complete leather

Katana

Weapon

\ GC

7 "".

50GC

20 Ibs.

400GC

201<

Full Field Plate

'GC
BOOGC

7k
4Slbs.

Fun Heavy Plate

700GC

6Slbs.

\ GC

7lbs.

Byrnle

\ GC

lib.
0.25 lb.

lGC
GC

O.Slb.

lib.

Armored long<eat

\ GC

lib.

21bs.

No-Da(hl

lOGC
,GC

1.5 Ibs.

Nunchaklls

Shuko
Tanto
Toofa

2()

31bs.

leather Coat

Weight

Hardened leather

lS GC

9lbs.

2S GC

101bs.

Salle Mail

nOGC

201bs.

SSC

3lbs.

Chalnmall

70GC

30 Ibs.

Breastplate

,,,

.. OGC

9lbs.

Cost

Weight

Avail.

Boomerang

lGC

1.5 lb.

SGC

4lbs.

lGC

1 lb.

PartJal Plate

.. OGC

Hlbs.

300GC

40 Ibs.

100 GC

30 Ibs.

Sword Breaker

30GC

21bs.

Ught Plate

"'w

"'GC

1.51bs.

Half Plate

Avail.
R

Projectile weapons

""'~""'
Short bow

""'
.bow
Composite longbow
Pistol Ball
Cann,,"ball

Cost

Weight

500GC

101bs.

'GC
2() GC

1.75 Ibs.

80GC
2() SC

"Ibs.

10GC

Avail.

light Ban:ling

20GC

Heavy Ban:ling

\5OGC

N/A
351bs.

Price modifiers

Armor -5

1/ 2 (Ost

Armor +()

xl cost

Armor +5

x20 cost

l00GC

250Ibs.

700 Ibs.

Crossbow

250GC
50GC

S.Slbs.

u
u

Miniature Crossbow

2SOGC

31bs.

RepeatJng Crossbow

200GC

9 lbs.

Heavy Crossbow

70GC

6.5Ibs.

Spiked Ball

\ GC
,GC

O.Slb.

Cannon

5,OOOGC

800 Ibs.

Blowgun

1 lb.

Blowgun Dart

\ GC
2() SC

0.25 lb.

Darts (hand)

50SC

0.25 lb.

Standard ArraN

2SC

0.25 lb.

FlIght~

ISC

0.25 lb.

50SC

0.25 lb.

600GC

41"'-

Gunpowder (2 shots)

10GC

0.25 lb.

Gunpowder (10 shots)

l00GC

lib.

Crossbow Bolt

15C

0.25 lb.

Mlnlature-<rossbow Bolt

2SC

0.25 lb.

Heavy-crossbow Bolt

ISC

0.5 lb.

Chakram

SGC

1.75 Ibs.

light Quarrel

10 SC

.. Ibs.

Heavy quarrel

SO SC

11 Ibs.

Matchlock piStol

Cost

For animals

Heavy Ballista

Armor-piert:ing ArTON

31"'-

light Ballista

801M

Studded leather

Exotk weapons
CI~

Avail.

""""'"

SOSC

41bs.

10GC

Con

Shuriken

Katana

{o<;t

Armor

S',

7SGC

Kusari-Gama

xl

x20 (ost

ARMOR

u
u
u
u
u
u
u

Dou~e-bladed

1/2 {on

~O

21bs.

special Equipment

Not all Items are orme same quality. At times. it may be possible to find
Items of unusual quality. such as ma8'1iflCentJy forged weapons and armor.
or even supernatural artifacts. Such equipment receives a special bonus
of between +5 and +-25. depending on the level of quality. While those
th.at possess a i 5 are simply extraordinary. perhaps forged by mastel'S.
Obje<:lS with a ... 15 or .;.20 have an ongin that is nearly divine and certainly
mysterious. The bonus for an objea (an never be more than +25. An item's
quality also affects its Presenc:e. and vke versa. The higher its bonus. the
higher Its power Is likely to be. Each bonus of +5 awards 50 points more

of Presence.
Below is a lin of the benefits awarded by these bonuses. These are also
explained In greater detail in their respective sections.

For each +5 an object possesses, add:


"'" SO to the obje<:fs Presence
+ 10 to Its fortlt ..dc
+' 0 to the A bility of the usef for that item

Each +5 to a weapon adds:


+5 to Attack and Block Ab ili ties
+5 to Speed
+10 to Its damage
+50 to its Pre~nce
+5 to its Brea kage
+ 10 to its Fortitude
-1 to the AT !,Jsed by the Defender
Each +5 for armor adds:
-5 to the nat!,Jral penalty and initiat ive
-S to the Armor Requirement
+1 to its AT
... SO to its Presen<:e
~ 10 to its Fortitude
-1 to the Movement Perlalty

Mediocre Eqllipmwt
Just as It Is possible to run into especially good equipment. it is also
pos~ble to run Into eql,llpment that is wom out ~ poony made. to which
a -5 is applied. These Items are handled similarly to tho~ that receive
positive bonuses, OOt with negative Instead of positive modifiers . Presence.
howC'V{'r. is not affected by an Item being otherwise substandard.

Fat <!X.lmple, a -5 Bto..ldsword 10IVers the user's Attack and Block


Abilities. His Initiative teeelve5 a -10 penalty, and its B<lS<" Damage is
only 45, but the lVe~pon's presence remaim at 25 in spite of the other
negatiVes.

WEAPONS
When a char.t(:ter enters combat. he win usually use a weapon rather than
only fIStS and feet. ~apons are objeru treated with the aim of being wielded
in some ~ as an effeaive means of attack and defense. Almost anything can
be considered a weapon. from a mere tree branch to an arquebus.

Types of Attack
When a weapon is being used in an attack. it attacks in a specifIC manner.
Then:- are ~ different attack types: Cut. Impact. Thrun. Heat. Cold.
Eleruicity. and ~. NonnaIly. ~ weapons attacl< uW!g the Cut. Impact.
or ThruSt tables - aIthougtl there are special or supernatural items that attack
using the Electricity, Heat, Cold, or Encrxr tables. The type of attack emplcred
is also called the Critical. FoIloNing is a brief description of each:
Cut: These are cutllng ~ slashing attacks that leave long and bloody
wounds. They possess a sharpened edge.
Impact: These are crushing or smashing blows. The damage done is
from the weight and fon:e o f the blow.
Thrust: These are penetrating attacks that punct ure and run thro!,Jgh the
body. The weapons involved usua lly ~ave a sharp po inted end.
H e at' These attacks are based on the effects of high temperatu res. They
cause burns and abrasive wounds.

Cold: These attacks produce damage from freezing. They are caused by
Ice and extreme low temperatures.
Elect ricity: These attacks are ba$Cd on the shock of electrical discharges.
like those caused by lightning.
Energy: These are attacks of mystical origin that affect the soul and
essence of an opponent.

Types of weapo/IS
There are eight Types of weapons, as described below:
Short Arms: These are small weapons, such as 5hort Swords. hand-tohand weapons. or daggers. They are usually easy to use and are generally
Cut ~ Thrust weapons. They are of Small (S) size.
Axe: This incllKles all types of axes. They are Medium (M) size
weapons.
Mace : This Includes all blunt weapons that cause damage directly due to
Impact.. They are Medium (M) size weapons.
Sword: All weapons with a long cuning edge are considered swords.
They are MedI um (M) sIze weapons.
Twohanded: The Two-handed weapons are those that. due to their
Size and weight . need 10 be Wielded with both hands. These afe Large (L)
weapons.
Pole W eapons: These are weapons that Include a long shaft or pole
topped with some type of damage-causlng device. They are usually used
with both hands. They are of Large (L) size.
Cord: The~ are the weapons made of chain links. cables. cords. or rope.
They are usually Medium (M) size weapons.
Mixe dClass: These afe weapons that possess characteristics of two Of"
more types. such as both Mace and Two-handed. Their size is that of the
largest ohhe types included.

weapoll Damage awl speed


All weapons produce a $peciroed Base Damage to which is added the
5tre1'lgth Bonus of the weapon's wielder in ordCl" to cakolate the Final
Damage. If the weapon is capable of being used two-handed. and the user
does wield it with both hands, the Strength Bonus is doubled. The Speed of
the weapon is the number used 10 calculate the Initiative of the character
using It. A weapon has either a positive or a negalive Speed that is added
to (~subtracted from) the Initiative. If the charactCl" is carrying a weapon
in each hand and tries to I.ISC both In combat, the Speed of the slower
weapon is used. Fighting unarmed has a Speed of 20 and a Base Damage of
10 - unless the character has maStered a martial art.

Lemures uses a Long Sword in combat. The Base Damage tOt that
We'lpon IS 50. ':lIld given that Lemures' Strength Bonus is +10. the
Final Damage caused will be 60. Ifhe were wielding a He~vy Mace.
whose Base Damage IS 60. Lemures would double his Strength Bonus
to -20 by using both hands. and the Final Damage would be 80.

special weapolls
N aturally. the quality of a weapon can affecl its speed. Ihe damage it
produces. and the apparen t skIll of the weapon'~ user. A character add~
the weapon's boous to his Attack and Block Abilities while u~ng it. That
bonus does not apply to Dodge. since that Is not affected by the weapon
being u~.
The Quality Bonu~ Is added to the Speed and Breakage and is doubled
with respect damage. In Other words. a +5 weapon would add 10 points
to the Base Damage, and a +5 each to 5peed and Breakage. A weapon of
exceptional quality can also penetrate more protective armor. Each +5 of
quality subtracts t from the Arm~ Type (AT) it is used against. Therefore.
a +10 sword WOI.Ild reduce an opponent 's AT by 2, a +15 reduces it by 3.
and so on. As WIth any other special object. the weapon's Presen<:e and
Fortitude also increase.

let's look at ~ B-lstard Sword for ex.lmple. If this is a ~10 .....eapon.


it would have a speeq of -20 (base speo;j of -50, improve<l by
+10) and woukl pto<luce a damage o( 90 (a Base Damage of 70
plus double the quality bonus. in othet words, a 20). The lVe'lpon's
Presence would be 125. and Its Fortitude and Bteaklge would go up
to 35 and 15. tespectively. As it is a -10 we'lpon. it also subtracts 2 AT
levels ttorn the opponent's armor. And finally, any character using
the weapon adds a -10 to his Attack and Block Abilities.

Required strellgt'l
To use a weapon effe<tIVcty. it is nessary 10 have the strength to wield
it. The ReqUired Strength Is the Strength a character must have to wield that
type of weapon effectively. If a character Is wielding a'weapon for which he
does not meet the R.eqUlred Strength. he subtracts -10 from his ability with
thaI ~apon (or ~ point he is short of the requirement.

Cel!a has a Strength 0(5, but she tries to use a r v.'O-hall,kd Sword
that ha~ a Re<Jutrei 5hength a As her Strength IS 3 POlllts beloo.v
the minimum re<fUitet:l. she beats a -30 penalty (Ot wielding It. She'd
be betteroftwlt h a ~ber

or

EllOnlloll5 mill Giallt We1lp0115


A weapon can also have certain advantages

01"

disadvantages based

purely 01"1 its stze. Those of EnormO\.lS (En) size are from two to fiYe tlmes
larger than normal. To wield them requires the character to be at least Large,
or even blgger. and requires two Strength points more than for the respe<:!ive
norma~sjzed weapon. An Enormous weapon increases its Base Damage by
50% (rounded dawn. in Increments of 5). Its Breakage increases by 3 points
and its Fortitude by 6 points. If a character of Medium 5ize wishe5 to wield
an Enormous weapon , he recefves a penalty of - 40 to In itiative due to being
too small to effectively handle the weapon. Giant weapon5 arc those more
than 5 times the normal Size. They can on ly be used by a Gia nt- or Colossussized creature, arod to wield them requires 5 Strength points more than a
normal weapon of that type. These weapons double the Base Damage for
that weapon type: their Breakage is 8 points higher. and their Fortitude i5 16
points higher than the respe<tive normak,zed weapon. If a large or Enormous
being wishes to wield a Giant weapon, he will suffer the same restrictions thaI
a Large human would using a merely Enormous weapon: a -40 to Initiative,
If the weapon has ally special bonus to its damage, thi5 is added affff the
weapon's increased Base Damage due to its size is cakulated.
An Erwtmous Long SI\'Orcj wo u l!! Glse ~ &~5e Damage o( 7S
points, but it requites a Strengt h o( 8 to use It. If t he we apon were
Giant Instea!!, Its B3se Damage ",,'Oul~ bemo, an!! it woul~ reqUire a
Streng t h score 0(11 to Wlel~. If it also ha j>pens to be a . 5 quality, t he
10 bonus to !!am~ge woul!! be applle<l afte t those Increases

special Rilles for weaj!oll5


Some weapons have a series of special characteristics in common. If
they also have some specific peculiarity, it Is explained in th e description
of the weapon.
Precision: These weapons perm it their user to reduce in half th e
penalt ies for hits d irected at a specific point. or for the Menace Altack
maneuver. This is applied only to handte-hand combat, not projectile
weapons .
Two-hand ed Weapons; These are weapor'ls that must be wielded with
both har'lds, They allow the character's Strength Bonus to be doubled for
cakulatlng Final Damage.
One- or Two-handed W eapons: These weapons can be used with
either one or t'We) hands. If used w ith two hands, the maracters Strength
Bonus i5 doubled for cakulating Final Damage. On the list. the Required
Strength to use the weapor'l \Wt:>handed 15 first, and the strength to use it
OJ'Ie.handedls second,
Complex: These are-wcapons whose use is especially difficult to learn.
Wielders of such weapons have. their Fumble rating is increased by two
points (1 - 5 OIl a 1d100), HOWI!Vef". if the character reache5 Mastery with
the weapon, the penalty disappears completely.
Th rowabl e: All weapons With this notation are designed or balanced to
be thrown, Characters who have Ability with these weapons can use them
e ither in hand-to-tland combat or by throwing them without needing to
acquirt the Throwing Module.
Trapping: These weapons enable the user to use specific maneuvers
to trap or pin an opponent. Unlike such an altempt made bare-handed,
the character trapping with one of these weapons uses the Strength of the
weapon, This represents the weapon's own intrinsic useful ness In ensnaring
an enemy. Naturally. the bonuses for Opposed Checks between opponents
are st ill made accordi ng to their own abilities. In the case of a weapon of
quality. a +1 Is added to the weapon's Strength for Trapping purposes for
each +5 to Its Quality.

Trapping W eapon: These are items that. due to their particular


design, offer the opportunity to trap an opponent's weapon or disarm him,
If, when bIockirlg with one of these weapons, a uxmterattack i5 achieved. the
charac:ter can make a DISarm atlade with no penalty against hi5 opponent.

MOHllted dnrges mid pole weapons


Given that Pole Weapons are especially effective in a charge, twke the
Strength Bonus of the mount Is added to the Base Damage of the attack.
This IS only apphed if the weapon can be used to Thrust.

Hlllld-to-Hlllld

weapolls

Hand-te-Hand weapons are those used when opponents are within


reach o f e ach other, Below, in Tables 26, 27, and 28, you can see a list of
them in which the following characteristics are Included:
Name: The name by which it is common ly kr'lown.
Type: This Is the weapon Type.
Damage: The Base Damage It caUSe5.
Speed; The speed of the weapon; the character adds or subtracts this
num be r to Initiative when using it.
Fortitud e: The resistance of the weapon to brea kir'lg,
Breakage; The ability of the weapon to break other weapons or armor
when It hits them.
Required Strength: TIl<! Strength necessary to use thi5 weapon effectively.
In the tase of weapons that can be used either one or two handed , the second
number i5 the Required Strength to use the weapon one-handed.
Presence: This is the weapon's power and resistance to supematural
effects,
Primary Attack Type: Thi5 i5 the type of anadc: made using the weapon.
Secondary Attack Type: This is a second type o f attack that is possible
with some weapons.
Special: These are spe<ial abilities the weapon may have.

T ABLE

26:

- --

C OMMON W EAPONS

15

25

15

Second

TrPe

Bastard Sword

70

-30

7/ 9

Battle Axe

70

-30

C",

Impact

Broadsword

55

-5

C",

Cavalry Laoce

80
25

-30
+10

8
3

Thrust

Cestus

1m""

TrPe

Sword.
Two-handed

""
Swo..

"'"

25

+0

Impact

Co

Club

30

+0

Impact

Mace

Flail

foil
Gladiator's

No<

Great
Warhammer

70

-35

60

Impact

6/ 11

C",

c'"

+5

4/6

Large MultIHeaded Flail

80

-SO

8/10

'-'"ro

+10

Long Sword

SO
40

+0
+0

C",
Impact

15

-2

1D

One- or

two-

Two-hand

handed

""

Throwable
Throwable. One- or

"'"
Pol.

Mace/Two-

h''''''''

--.
"",""on'
One- 0.-

15

16

15

20

15

15

15

11

-2

15

11

,.
10

-2

Thl'"CTNable. ooeor two-handed

13

'"

Complex

14

20

Complex. Trapping
(strength 9). Special

-4

1D

25

Impact

Co"

C"'

Swo..

13

25

Impact

Mace

14

15

12

20

11

11

Short Arm

Thrust

C",

Swo..

30
1D

C",

Thrust

5~"

12

20

c...

Swo..

13

20

C",

Pole /
Two-hand
She" Ann

two-handed

12

2S

Short Arm

Throwable,
Precision

+10
-15
+10

Impact

Saber

30
40
45

Scimitar

SO

-5

5"",.

35

+0

5/ 9

5hen ".,..

40

+15

Trapping weapon,
throwable.
Precision
Two-handed

C",

Thru"

Pole

Impact

+20

-10

6/7

100

-70

9/ 1'

Impact

90

-60

8/10

Impact

10

+1D

SO

-5
-20

,,,,,,,,",,,,,

Pole /

honded
Short Arm

35

One-or

M,o<

Hace/Two-

+15

Trideflt

Short Arm

Pol.

30

25

C",

7/10

40

Whip

13

+0

lance

Unarmed
Combat
Warhammer

13

Cord

-5

T'Io'O-handed

15

".,..

-2

Precision

Ax.

10

Throwable. Trapping.
(strength 10), Special

+15

+10

Two-handed

15

Thrust

35

30
35

Stiletto

-2

Swo.. /
Short Arm

6/10

Rapier

11

Throwable.
Precision
Complex

Mace / Cord

-15

Quarterstaff

15

Impact

60

Dogg'"

Parrying

13

+0

-5

Mace

15

40

35

H~k

-2

Thrust

Harpoon

Javelin

11

Hand Axe

M""

+1D

.,

Heavy Banle-

<_""

Complex. Trapping
8)

15
12

25
25
25

30

-15

Halberd

Spedal

Short Arm

Thru"

Chain

"""',

One- or

two-handed
Throwable

Thrust

-One- or

Thrcwable. Ofleo or

Impact

Ax. /

......""""

Two-handed

One- or
two-handed

TWl>handed

One-o.-two-

Unarmed

Precision

Co",

Complex. Trapping
(Strength 8)

h""""

Impact

20

12

-3

15

12

15

17

30

18

30

15

15

-3

20

TABLE

27:

EXOTIC OR CUSTOM- MADE WEAPONS


Req.

Dam...

--

Short Arm Throwabte, Special

10

15

12

15

12

2S

11

40

Type

STR

Boomerang

30

CI""

30

Haru No
Oklna

35

+15

",,""

so

+0

'/.

Katar

40

+10

Kusari-Gama

40

'5

Nodachi

80

-35

8/10

Nunchakus

30

"5

Imp'"

Coed

Raven

35

+10

Impact

Short Arm

Thrust

Shan Ann

Thrust

Short Arm

Short Arm

" 0

35

Impact

Cut

Col

Thrust

Short Arm

Thrust

Pol,

Thrust

Shuko

20

+10

Shuliken

2S

+20

5~ed

Breaker

so

-20

8/10

Tanto

40

'20

lessen
(War Fan)

30

+20

Tonfa

30

+20

Two-bIaded
Katana

55

T ABLE

28 :

.,

Thrust
Impact

Impact
Imp'"

Short Arm

Complex, Spedal

13

2S

Short Arm

TWl>handed.
Trapping

12

2S

14

40

11

15

11

25

12

2S

Special

2S

Throwable

10

/C"'"

,-.m 8). \p'.

T~

One- or

handed

two-handed

Complex.
Precision. Special
Trap weapons,
Precision

20

T~

One- or

handed

two-handed

,.

Short Arm

Precision

Short Arm

Predslon.
throwable

2S

Shan Ann

Precision

13

2S

Special

11

40

2S

40

I MPROVISED W EAPONS

.....

Req.
STR

15

+10

2S

20

Kitchen knife

2S

H~_

Broken Bottle

Impact

Complex
Two-handed, Spe<ial

Second
Attock

Fort.

-moe

Impact

Short Arm

Break. Pres.

-3

15

Imp'"

,.....

+10

Col

Short Arm

-1

'"

30

-20

Impact

12

10

Hco

30

-20

10

Metal bar

2S

-,

Col

M""
A><,

Impact

M",

12

Pick

40

-20

Thrust

Short Ann

SiCkle

35

10

Col

Thrust

TOl"(h

20

-10

Impact

Heat

15

10

20

+0

40

-10

Wooden Pole
'INoodsman's

""

'j7

T~

Impact

10
15

15

10

Short Arm

15

Mace

10

-2

20

Impa<:t

M",

-2

20

Impact

Mace

-1

10

One- or

"""' "'"

12

15

15

I
r

I
TABLE

29:

Req.
STR

Weapon
Buckler

Shield

--

SHIELDS

IS

-15 special

20

-25 special

T,..

Impact

Fort.

.......

14

20

16

25

" '0 to Blocking


+S to Dodging. Special
-20 to BIocb1g
""0 to DodgIog. Speca

Shield
Shield

~F~"~"~Sh~;~'~
~ ......~25~...~
~~,p<a
~;"~I... '~o..... '~m~p~.~,,~..........~S~h=.~ld~ ~~~~~~~~~~~2L~1:8____~....~25.

Silidds
Shields woric. difrerently than other weapons. Although they can certainly
be used for Impact attacks. they are pnmarily defensive weapons and award a
bonus to tile defensive ability of the user. Unlike the Buclder, Medium Shields
and Large

Shi~ds

require the use of one hand \0 hold tI'lem; however. u:ilng

the left har.d (or the right "and for left-handers) does not cause a penalty
to the Block Ability. although that penalty is used for a Shield Bash (attack
with the shield). Shields, id<c armor, cause a reductlon to Initiative that is
subtracted from the final ln ltlalWc as a special penally.
Using a shield defensively Is not considered the same as using a second
weapon. If a cniV'ilCICr does wish to use it in an attack as a :;e<ond weapon, it
does not add Its bonus to Defcnse Ability during that Combat Tum.

For ex;jmple, Kr~uset (s a watt/Or who uses a hand aX!'! in combat


giving him a FinallnitiatiVC of 45. If he also uses a shield. he apphes
a special penalty of -25 to his Initiative. and so hiS Finallnitiativc IS
re<:luced to 20. In eIIch~nge for being slowe<l4own this way. he adds
20 points to his S!ock Abl!ity by using the shield.
Another of the prindple advamages prtMded by ~ields is the abi lit)' to
block projectiles with rWuced penalties. If a dlaracter is using a ~ield to
block a firW projectile, there is o nly a -30 to his abilily, and no penally at all
if he is a Master. Against thrown projectiles. he suffers no penally.

TABLE

30:

......

RELOADING AND
FI~

Arquebus

Firing

Battle Axe

Throwable

Blowgun

80 m.

so m.

Throwable

80

20m.

Boomerang

Throwable

20m.

Cannon

finng

'"

Chakram

Throwable

80

Composite bow

12

250m.
30m.

Firing

9Om.

Crossbow

'" m.

so

20m.

Throwable

40

20m.

Throwable

100

Sm.

80

10m.

100

20 m.

Dagger

Harpoon

Throwable

Heavy Bailista

Firing

12

100m.

Heavy Crossbow

Firing

80m.

Javelin

Throwable

80

30m.

Lance

Throwable

80

30m.

Ught Ballista

Firing

10

150m.

Matchlock Pistol

Firing

SOm.

MlnlaNre
C=bow

Firing

rom.

""'.bow

Arlng

ParryIng Dagger

projc<tilcs. Include many !"IO<llla1 weapons (such as daggers and axes) when
using the Throwable ru le; they are simply thrown by hand. fired projeailes,
0<1 the other kand. are fired or launched by the power of some devicc.
and the uscr primarily has to aim them. Then! is a special rule for Firing
Weapons of high quality. Quality bonuses for Firing Weapons are applied to
their Allack Ability. but not to Damage. On the other hand. qual ily bonuses
for their mun itionsincrcase Damage. but not Attack Abilily.
In addition to the list of pro;ectiie and siege weapons (and their
munitions) in Ta bles II and l2, Table lO also indicates the Rate of Fire
(ROF). the reloading rate, and the wcapon 'S range.

......
Sm.

100

firing

Hand Axe

projectile weay0/15

OF FIRE

Bolo.

Gladiator's Net

Projectile weapons are those used to attack at a distance without


needing to mOYe within reach of the enemies' kand-held weapons. There
are two diffCf"ef1t Iypes: RrW or Thrown proje<:tiles. The Jallet. the Thrown

RAn:

Repealing

n".w,

en..t.ow

Firing

Short bow

Flrmg

Shuriken
Sling

'" m.

so

~m.

'" m.

4Om.
30

Firing

20m.
SOm.

Spiked Ball

so

20m.

Stiletto

30

30 m.

40

20m.

100

15 m.

T~n

Trident

r;Nar Fan)

--

T ABLE

31:
Req.
STR
-20

Arquebus

Pistol Shot

60

BoI~

30

Blowgun
Blowgun Darts
Chakram

-10

Type

-30

T,..

Fort.

Break.

'rea.

Proje<tile

Strength 11 .
Complex. Special

-3

20

Thrust

Munition

Munition for
Arquebus

11

15

Impact

Throwing

15

Projectile

-3

15

Munition

-4

15

Thl1.lst

40

Composite Bow

Second

"'-"
Type

-10

-- --

Primory

Trapping (Strength

10). complex, Special

Throwing

Special

20

Projectile

Two-handed

-2

25

20

Munition for bows,

Flight Arrcm

30

Thrust

Munition

Standard Arro.v

40

Thrust

Munition

Munition for bows

30

Thrust

Munition

Munition for bows.


Special

20

PrtlJeCtile

Strength B,one- or
two-handed, Special

-2

20

15

Armoriliercing
Ac~

c""""""

4/8

CI'"OS$OOW Bolt

40

D,,,,

20

Repeating
C"",bow
Crossbow Bolt

+0

5/8

40

Munition

Thrust

Throwing

Pro}ectile

Thrust

Munition

Short Bow

Th"'"
-10

Strength B, one- or
two-handed, Special
Munition for

Heavy

crossbow
Strength 6, Special

30

Strength 8, one- or
two-handed, Special

Munition

Projectile

7/ 10

60

Miniature
Crossbow

Ught Crossbow
Bol.

Thrust

Thrust
-20

Heavy Crossbow
Heavy Crossbow
Bol<

+20

Special

Munition

Projectile

Munition for light

20

15

-2

20

15

-1

20

15

15

,,,,,,bow

-1

15

Two-h3nded

-3

15

20

Munition (or bows.

Flight ArrcJN

30

Thrust

Munition

Standard Arrr:f.N

40

Thrust

Munition

Munition for bows

30

Thrust

Munition

Munition for bows,


Special

.3

20

Two-ond<d

-2

20

Munition for bows,


Special

20

Armor-pien::ing
~

-30

longbow

Special

20

Flight AfToN

30

Thl1.l$l

Munition

Standard AfTON

40

Thrust

Munition

MunitIon for bows

MunitIon

Munltlon for bows,


Special

20

Projectile

Strength 9.
Complex, Special

-3

20

11

15

-<

10

10

10

15

Armor-piercing
A~

30
4

Matchlock Pistol

Pistol Shot

Thrust

60

Sling

Sling Stones

15

Spiked Ball

20

Munition

Munition

rOf' pistols

Projectile

Imp'"

Munition

Impact

Throwing

MunitiOn for slings

20

TABLE

32:

SIEGE WEAP8NS

Damage Speed
-80

Light Ballista
Light Quarrel

Cannonball

Second
Attack
Type

Thrust
-100

NA
Thrust

150
-100

Cannon

Primary
Attack
Type

NA

120

Heavy Ballista
Heavy Quarrel

Req.
STR

NA

150

Impact

Descriytion Of weapons
This is a detailed list of the weapons and their workings. In some cases
there are special rules explained in the description:
Armor-piercing Arrow: An arrow with a penetrating tip made to go
through hard armor. It subtracts one additional point from the defender's AT.
Arquebus: The arquebus is a firearm made from a long metal tube through
which a ball of lead shot is propelled by an explosion of gunpowder. The arquebus
is basically a cannon small enough to be carried and fired by a lone man . Like
crossbows, they do not depend on the Strength of the user and, therefore, do not
use any Strength bonus the character may have. Instead, the Arquebus has its own
Strength, an 11, for which a +20 is added to the Base Damage of the shot fired. If a
Fumble is rolled with a level of less than 80 with the arquebus, the weapon fails to
fire. If the Fumble is higher than 80, the arquebus bursts, which ruins the weapon.
For each +5 to the weapon's quality, a point is added to the Strength with which it
fires, and also adds 15 to the level of Fumble reqUired to make it burst.
Bastard Sword: This is a sword halfway between a Long Sword and the
Two-handed Sword, measuring about five feet long. The weapon's long grip
and counterweight allow it to be used with either one or two hands.
Battle Axe: A more manageable version of the Two-handed Axe, a
Battle Axe can be wielded with just one hand.
Blowgun: This is a hollow tube of wood or metal from one to three feet
long. It is used to shoot small darts, which are usually poisoned. As a special
rule, the blowgun does not apply the Strength of the person to calculate the
damage caused. It reqUires both hands for use .
Bolos: A throwing weapon made up of three balls of metal or reinforced
leather tied together by cords. It is used to capture an opponent. Unlike
other weapons used for capture, it does not suffer a -40 penalty when
trying to trap an opponent.
Boomerang: A curved stick of wood or metal designed to be thrown
and to return if it doesn't hit anything. To catch it requires beating a Difficult
Sleight of Hand check.
Broadsword: A straight-bladed weapon slightly shorter than the Long
Sword. It is characterized by its broad blade and great Fortitude.
Buckler: This is a very small shield no more than a foot across. The
greatest advantage of the buckler is that it can be fastened directly onto the
forearm , allowing both hands to remain free.
Cannon: A firearm made of a large metal tube from which a large metal
shell is propelled by gunpowder. The shell is made to explode, creating a cloud
of shrapnel with a radius of 15 - 30 feet. Although the shell itself attacks in a
conventional way, the explosion does not. The accuracy is checked to see if
the shell hits where intended, (USing Table 45). After that, if a victim attempts
to Dodge or Block, he must pass a Dodge or Athleticism check of Absurd
difficulty if he is at greater than half the radius of the explosion, or against
an Almost Impossible level difficulty otherwise. Cannons do not depend on
the Strength of the user, instead they have their own Strength score (B), for
which reason a +25 is added to the Base Damage of the shells fired. If a Fumble
less than 70 is rolled with a cannon, the weapon falls to fire. If the Fumble is
higher than 70, the cannon bursts, which ruins the weapon. For each +5 to the
weapon's quality, a point is added to the Strength with which its shells fire. It
also adds 15 to the level of Fumble reqUired to make it burst.
Cavalry Lance: A longer and heavier version of the traditional lance, it
measures from nine to 12 feet long and can only be wielded from horseback. If
it is used to block an attack, the defender applies a -30 penalty to his ability.
Cestus: Metal covering for the hands, kneecaps, elbows, or forearms
that includes knives or spikes used for striking an enemy.
Chain: A length of metal links.
Chakram: Indigenous weapon that consists in a circular blade, used as
thrown weapon. It's known as Turcus in other cultures. It can return after
being thrown if it doesn't hit anything. To catch it reqUires beating a Very
Difficult Sleight of Hand check.

Weapon
Type

Special

Projectile

Strength 12, Special

Fort. Break. Pres.


18

Munition Munition for light ballista

16

Projectile

20

Strength 13, Special

Projectile

Munition for Heavy


Ballista
Strength 14, Special

24

Munition

Munition for cannon

20

Munition

18

25
8

15
30

12

15
30

14

15

Claws: Knives on a glove made to resemble animal claws.


Club: Made of wood or just stone, the Club is the quintessential Impact
weapon.

Composite Longbow: This is the largest and most powerful type of


bow. It is made of three pieces and measures more than 8 feet. It requires
two hands to use, but its Strength Bonus is not doubled .
Crossbow: A bow mounted on a stock with a groove from which crossbow
bolts are fired. It is cocked using a small winch . Crossbows do not depend
on the Strength of the user and, therefore, do not use any Strength bonus
a character may have. Instead, they have their own Strength score (8) for
which a +10 is added to the Base Damage of the quarrels fired. Each +5 to
the weapon's quality, aside from improving its accuracy, adds a point to the
Strength with which it fires. It reqUires both hands for use.
Dagger: A combat knife roughly eight to 12 inches long. It is usually
sharpened on both edges and balanced for throwing.
Darts: Small metal-tipped darts designed to be thrown by hand.
Flail: This is a shaft of wood or metal with a chain that ends in a spiked
metal ball. A version exists with several smaller chains.
Flight Arrow: A very light arrow that adds about 60 feet to the
maximum range of the bow.
Foil: A sword that is more slender and flexible than the Rapier. It is used
as a Thrust weapon .
Full Shield: A large heavy shield often as tall as a man . Generally used
by infantry soldiers, it has either a squared or pOinted base allowing it to be
stuck into the ground by its own weight.
Gladiator's Net: This weapon is a narrow net with weighted hooks
designed to entangle the person at whom it is swung or thrown. Although
it is a hand-to-hand weapon, its attack is against an area 9 feet wide, and
it can entangle various targets. Do not apply either the Strength Bonus of
the character or the -40 penalty usually applied to maneuvers aimed at
capturing the enemy when utilizing this weapon.
Great Warhammer: A very large two-handed Impact weapon . It
consists of a straight shaft crowned with an enormous metal hammer. Some
have sharp pointed tips on one side so that they can be used for a second
type of attack, a penetrating, or Thrust, attack.
Halberd: The halberd is a weapon made of a pole of wood or metal that
ends in an axe-like edged blade. It measures a total of between 5 feet and
six and a half feet in length.
Hand Axe: These are Light axes used with a single hand. They usually
have a counterweight that facilitates their use as thrown weapons. They
measure from one to two feet in length.
Harpoon: This is a short-hafted weapon similar to a javelin, but with a
barbed tip.
Haru No Okina (Three-section Glaive): A weapon of oriental
origin, it consists of two long poles connected by chains to a third, shorter
section . Each of the longer poles ends in a blade like that of the halberd, but
smaller. It is used placing the shortest, middle section against the back, while
the longer poles are maneuvered with each hand. To lend greater power to
the strikes, the weapon is twirled to use centrifugal force. Although both
hands are used, the Strength bonus is not doubled.J he TMree-section Glaive
allows a second attack per turn, as though a second weapon were being
used, but applying a penalty of only -10 to a character's Attack Ability.
Heavy Ballista: A larger version of the later weapon that requires five
persons to manage. It has a Strength of 13, and so adds +25 to the Base Damage
from its quarrels. Each +5 to the weapon's quality, aside from improving its
accuracy, adds a point to the Strength with which it fires. Its area attack extends
for 15 feet in a straight line from its initial point of Impact.
Heavy Crossbow: A large and heavy crossbow. It has a Strength of 10,
and so it possesses a bonus of +15 to the Base Damage of its quarrels. It
requires both hands for use.
Hook: A weapon that is small and curved with a sharp point.

Javelin: A short spear used almost exclusively for throwing.


Katana: A sword of Asian design, it has a curved blade sharpened on
only one edge. Similar to a saber, it is considerably heavier and more
effective, but not as resistant to breaking.
Katar: A gauntlet equipped with knife blades 10 to 12 inches long. It
possesses a complex mechanism that allows the blades to be extended and
spun. In those cases, they can block projectiles like a buckler.
Kusari-Gama: This is a sickle of Asian design that has a chain attached
to the bottom used to trap opponents. Although both hands are used, the
Strength bonus is not doubled. It can be used for conventional attacks, or
by whipping the chain to try to trap an opponent, in which case it causes a
Base Damage of only 10.
Lance: The lance is the quintessential pole weapon. It consists of a long
shaft of wood or metal ending in a fine two-edged point. It is very suitable
for use from horseback, or for keeping enemies at a distance. It can measure
from five to over seven feet long. Although it can be used with just one hand,
fighting in that fashion brings on a -10 penalty to the attack, unless being
used to resist a charge.
Large Multi-Headed Flail: A Flail of enormous dimensions. It has
various chains coming from the end of its shaft, each ending in a spiked
metal ball.
Lasso: A lasso is a rope prepared with a running knot for trapping animals
or people. As a special rule, it does not apply the Strength of the person to
calculate the damage caused. It requires both hands for use.
Light Ballista: The ballista is a crossbow of enormous proportions that
is used as a Siege weapon. It is moved on wheels because its large size makes
it impossible to carry. Light ballistae are manned by three persons, two who
move it laterally, and a third who aims and fires. Ballistae do not depend on the
Strength of the user and, therefore, do not use the Strength Bonuses of their
crews. Instead, the weapon has its own Strength score (12), for which a +20
is added to the Base Damage of the quarrels fired. Each +5 to the weapon's
quality, aside from improving its accuracy, adds a point to the Strength with
which it fires. As a special rule, the tremendous penetrating power of the
quarrel fired by the ballista allows it to make a type of area attack in a straight
line 10 feet long from its initial pOint of Impact.
Long Sword: A cutting blade with a sharp pOint. It is generally three
to three and a half feet long.
Longbow: Like the Short Bow, but with a size of between four-and-ahalf and six feet tall. It requires two hands to use, but its Strength Bonus
is not doubled.
Mace: This weapon consists of a wood or metal shaft about 18 inches
long topped w ith a heavy round or spherical head.
Matchlock Pistol: A smaller and more complex version of the
arquebus that can be fired with one hand. Like its larger counterpart, it
has its own Strength score (9), for which a bonus of +10 is added to the
Base Damage of the shot it fires. If a Fumble is rolled with a level of less
than 80, the weapon misfires. If the Fumble is 80 or higher, it bursts, which
ruins the weapon . For each +5 to the weapon's quality, a point is added
to the Strength with which it fires, and also adds 15 to the level of Fumble
required to make it burst.
Miniature Crossbow: A crossbow of very small size which may be
fired with just one hand. It has a Strength of 5, and so no bonus is added
to the Base Damage. In game terms, it works the same way as a normal
crossbow, and so it is not necessary to learn its use separately.
No-Dachi: A larger version of the Katana. It is used in a similar way,
but it is much longer and thicker.
Nunchakus: These are two short sticks of wood or metal connected
by a short chain.
Parrying Dagger: A variation on the traditional dagger designed
to block the attacks of enemy weapons a.nd trap them with the hilt.
At its base are two sharp edges.
Quarterstaff: This weapon is a pole of wood or metal that may be
as long as three feet. Although it can be used with just one hand, fighting
that way causes a -10 penalty to a character's Attack Ability.
Rapier: A fine and stylized two-edged sword.
Raven: A multi-bladed knife in the shape of a star with a hole in the
center. The thumb is placed in the hole, and the knife is spun hard . As it
spins, it can block missile attacks as though it were a Buckler.
Repeating Crossbow: In reality, this is not a different class of weapon
from the normal crossbow, so it can be used without any need to develop a
separate expertise. It is simply eqUipped with a system of gears that enable
it to fire a larger number of quarrels without needing to reload. Usually it
has a magazine containing from between 4 to 8 quarrels. It requires both
hands to use.

Saber: A light curved blade that is smaller and less durable than the
Long Sword, but much more maneuverable.
Sai: An unsharpened, pointed, knife-like weapon whose cross guard
curves forward to resemble a trident. It is used primarily to block an
opponent's weapons.
Scimitar: A large curved sword generally shorter than the Long Sword,
but with a broader blade.
Scythe: This weapon consists of long shaft ending in a long curving blade.
It also has a handle allowing it to be used with two hands.
Shield: A metal or reinforced wood surface with handles on the back so
it can be held. It is used mostly as a means of defense.
Short Bow: This weapon consists of a taut cord attached to either end
of a single curved piece of flexible wood and is less than about four feet tall.
It requires two hands to use, but its Strength Bonus is not doubled.
Short Sword: A straight sharp blade about a foot and a half long.
Although it can cut, it is used principally as a Thrust weapon . Its reduced
size makes it a very discrete weapon.
Shuko: This is a claw-like device held in the palms of the hands. It is
used both as a weapon and as a tool for climbing. Shuko add a + 10 to a
character's Climbing Ability.
Shuriken: Small Asian metal weapons used exclusively for throwing.
They can be various shapes, from simple sharp-edged disks to starshaped knives.
Sling: This is a small leather pouch tied to a cord. It is used with a
spinning motion to throw stones.
Spiked Ball: Metallic balls eqUipped with spikes to facilitate their
being thrown.
Standard Arrow: The most common arrow for use with bows.
Stiletto: A sharp needle-like knife whose main purpose
is for throwing, although it can also be used in hand-to-hand
combat.
Sword Breaker: This is a short sword of great weight.
containing a blade almost 10 inches wide. Due to its enormous
Impact potential, it is often used to break weapons or break
through an enemy's armor.
Tanto: Another oriental weapon, it resembles the Katana but
is much smaller.
Tessen (War Fan): An especially exotic oriental weapon,
its appearance is that of a fan, but sharp knives have replaced the
wooden slats of the fan. The base of the fan is a heavy counterweight
that can deliver a Impact attack.
Tonfa: This is a club with a short handle sticking out in the middle
used while being held along the line of the forearm.
Trident: A spear or lance with a three-part tip resembling a fork.
Its design does al low it to be thrown. It is slightly larger than the
trident used for fishing.
Two-bladed Katana: This is a staff with a Katana on each end.
It is held and maneuvered holding the long central shaft. Although
both hands must be used, the Strength bonus is not doubled.
Because of the way it is wielded. it allows a second attack per turn,
as though a second weapon were being used. However, it applies a
penalty of only -10 to a character's Attack Ability when being used
in that way.
Two-handed Axe: An enormous axe with a counterweight at
the base of the handle. Depending on the design, it can be single- or
double-bladed . Its size makes it almost imperative to wield it with
both hands. It can measure from 5 feet to over 7 feet long.
Two-handed Mace: A heavier version of the Mace with a shaft
almost 3 feet long. It is topped with a weight of enormous proportions.
Due to its size, it is usually used with both hands.
Two-handed Sword: The Two-handed Sword is the greatest of
swords and can measure more than 5 feet long. Used almost exclusively
with two hands, it is an awkward, but very deadly weapon.
Unarmed Combat: This is not a weapon, of course. Rather, these are
the numbers used for a character fighting without weapons. The attacks
made are made by punching, kicking, head-butting, and biting. Fighting
unarmed requires use of the whole body, so a character fighting this way
cannot apply the rules for attacks with other weapons.
Warhammer: A crushing weapon consisting of a shaft topped by a
great steel hammerhead.
Whip: A whip is a cord or chain appropriately made to be used as a
weapon. It is used with rapid flicks of the wrist and is capable of cutting or
trapping an opponent.

ARM0R
Characters can equip themselves with armor to avoid damage when in
combat or from traps. This protections are made from a set of pieces or
clothing that is intended to diminish the damage caused by various types
of attack.

Armor Type (AT)


Armor Type (AT) is the degree of protection offered by the armor
being worn. Each type of armor has an AT rating against specific types of
attack. The higher the AT, the better it protects against the specific type
of attack and, as will be seen in the following chapter, it can considerably
reduce damage. Armor Types range from 0 to 10, where a 0 means there
is no armor protection and a 10 means the wearer is very well protected
from that type of attack. Armor does not always have the same AT against
different types of attack. For example, while heavy armor may be very
effective against physical Impact, it won't help much against Electricity.

Armor class and Location


Armor does not necessarily protect a character's entire body. Aside
from helmets, there are three armor varieties, according to the part of the
body protected: breastplates, shirts, or complete. The first of these protects
only the chest and back of the character. Shirt armors also cover the arms,
though they le ave the legs uncovered. Lastly, complete sets protect the
entire body except for the head, which must be protected separately by
a helmet. The second way these are differentiated is in regard to their
hardness. The harder armor is rigid, while the softer ones are more flexible
and conform to the movements of characters.

Armor combinations
It is possible for the character to use various layers of armor together
to increase protection, for instance, by combining a scale piece with a piece
of chainmail. Unfortunately, using multiple types of protection is much
more complicated and is subject to two types of limitations:

wearing Armor and Its Requirements


Wearing armor isn't always easy. Just as it protects, it also limits or
slows down movement. For that reason, a character needs to get used
to wearing armor and learn to wear it without it causing difficulties. The ~
Armor Requirement is the level of difficulty of using each item. The heavier
and more complete it is, the greater the Armor Requirement. To be able t
use armor without problems, a character must develop the Wear Armor
ability to the degree required by each piece. A character who does not
develop sufficient ability suffers a penalty to all physical actions equal to
the difference between his Wear Armor rating and the specified Armor
Requirement.
The ability to Wear Armor is considered a Primary Ability for combat,
and so it must be developed within the point distribution limits set for that. It
is based on the Strength of the character, and so the bonus for that attribute
is added even if the character has not invested any DP in the ability.
For eXilmpl e, to use il set o(Pilri:iill pl ilk wh ich hqs q Requirement
o( 50, Ce liil needs to deve lop her lNeilr Armor to thqt level (bqse 50
+
Stre ngth bonus) . I( she now wishes to switch to sqle milil ilrmor,
which h'1 s '1 require ment o( 80, th e young lildy will surfer '1 pen'1lty o(
- 30 to '111 her qctions, beciluse thilt is the di((erence between her lNe'1r
Armor '1 b ility <1nd the Armor Req uirement o( Sqle M<1il. To be <1ble
to use SC<1 le M<1i1 without penqlty, Celi<1 will h<1ve to incre<1se her lNe<1r
Armor by 30 pOints.

Natural penalty and


Movement Restriction
Each type of armor bears a natural penalty that is subtracted from a
character's Initiative and certain Secondary Abilities. Such penalties are
applied from simply wearing armor. In addition, the heaviest armor also
comes with restrictions on a character's Movement Value. It is possible,
however, for a character to develop his Wear Armor ability such that
it reduces the penalties or eliminates them completely. The number of
Wear Armor points above the ReqUirement reduces the natural penalty.
In this way, having 20 pOints more than the ReqUirement for a particular
armor reduces that negative by 20 pOints. Each 50 points of Wear Armor
above that requirement also overcomes one point on the restriction of
movement.
Let us suppose th<1t Celi<1 is usi ng light pl<1te <1rmor
(ReqUirement 90) without d i((iculties bec<1use sh e hilS il 90 lNe<1r
A rmor. Even so, she must subtrilct 4 points (rom her Movement
V<1 lu e <1n d <1pply <1 - 35 to her Init iqtive <1nd those Second<1ry
A bilitiesil((ected by the lightpl<1te<1 rmor's n<1tur<11 penillty.I(Celi<1
h<1d'1 lNe<1 r Armor <1bility 0(110, she would h<1ve <1 n '1 tur<11 pen<1lty
o( only -15 points, bec<1use she would P<1ss the reqUirement (or
lig ht pl<1t e <1 rmor by 20 points. I( she h<1d p<1ssed th<1t figure by
more t h<1n 50 po ints (with <1 lNe<1r Armor 0(140), her restriction
on m ove ment would be only - 3.

-" I: Only one hard armor type may be worn - although it is


possible to combine that with up to two soft armor types-;

2: Each additional layer of protection (except for Natural


Armor) adds a special penalty of -20 to the character's InitiaUve
and certain Secondary Abflities. This penalty is automatic, and it
does not disappear no m.atter how much a character develops his
Wear Armor ability.

The ReqUirements for all armors worn is cumulative. If, for example,
two types are worn that have ReqUirements of 10 and 50 points, a Wear
Armor ability of 60 would be necessary to use these combined armors
w ithout penalty to actions. The penalties to Initiative are also cumulative,
as are those to a character's Secondary Abilities and Movement Value. A
character wearing two sets of armor with natural penalties of -20 and -25,
with respective penalties to Movement Value of 1 and 3 pOints, will suffer a
final negative penalty of -45 to his Initiative and Secondary Abilities, and a
-4 to his Movement Value.
To calculate the final AT resulting from the combination, take the
highest AT number as the base, and add half of any other armor's value,
rounding fractions down. For example, if an armor with an AT of 6 against
Cut attacks was combined with another armor that has an AT 5 against Cut
attacks, the final result for the AT against this type of attack would be 8 (the
6 of the higher-rated type, plus half of 5, rounded down to 2).

Let's imagine Lemu res wants to wear fur armor un~er his light
plate as extra protection Smce fur has a fIe'luitem . . " f of 10 anti
the light pl'lt. . hilS a re<lulrement 0( 90, he needs <l W c<\ t Armot of
100 to do that without Qiffic::ultle5. The sum of the tv.o penalties to
Initiative Is -45, but a special -20 is also subtracted tor wearing a
second lilyero( <lrmot, making a total pen"lty of - 65. Now we look
(ot the hi/her AT of the two ag<linst each type of iI~ck. and then
atld half 0 the protectlon offered by the less e(fcct!ve type The t'CSult
is worth the trouble, since the finill result is: Cut 6 (5 ..1), Imp."ld: 4
(4 - 0.5), Thrust 6 (5.-1), Helt 3 (3+0.5), Electricity 2 (0 +2), Cold 4(3+1), and Energy 1 (1 +0),

Higll Qjjality or specinl Armor


otl1<:!rs of the same type. Each 1-5 Quality Bonus the armor merits adds
one AT Jcvel againM all types of attacks (except Energy, unle$s the armor
Is magical). High quality armors are alID more managea ble than 10000r
qual ity examples. ID the quality bonus is also sulxracted from both the
armor's Requirement and Naturall\! nalty, it alID reduces the penalty to the
Movement Value by 1 for every +5 to the armor 's quality.

Let's Imagine that we have ~ (ull plate armor with a +10 Quality.
Thanks to the bonus. we can ~<l<l tv.o levels to the AT against all types
of attack. as follows: Cut 7. I mp~ct 7. Thrust 7. Helt 6, ElectriCity 2.
CoI<l 6. an<l Energy 4. The Armor Requirement ,",'Oul<l be only 90,
an<l Its N~tural Penalty \\'Oul<l be re<luceQ to -40. The perJ<llty to
movement wOl.II<l also be te<\uce<l by h\'O points. erJ<ting up as -2.

List Of Armors
Ta ble II Usu all of the available armors. described according to the
following characteristics:
N ame: This is the common name traditionally given this armO<".
Arm or Requirement: This is the Wear ArmO<" ability ne<:essary to
use that type without penalty.
Natura l Pe nalty: This Is the negative applied to Initiative and some
Secondary Ab1litles. This penalty can be negated if the character's Wear
ArmO<" S1Jrpasses the Requirement of thaI type of armor.

33:

N.....

ARMORS
Ann...
Requirement

Natu""
Penalty

Padded

-5

leather

Armored
Longcoat

-5

10

-10

,,,

Table 34 contaltls the liS! of AT for the armor discussed, in which the
degrees of protection offered can be seen.

TABLE

Armor of high quality gtves the person using il bene.- protection than

TABLE

Movem ent Re nriction: These are the poinU that must be


s1Jbtracled from a character's Movemenl Value when wearing this armor.
This p<!nalty Is reduced by 1 for each 50 poinu that the character's Wear
Armor surpasses the Armor Requirement.
Fo rtitude : This Is the resistance of the armor to breaking.
Presence: This is the Presence il has - inc luding iU resinance to
supernatural effects.
Lo cation: IrlCIkates the part of the body protected.
Class: Indicates if it Is soft 0<" hard.

34:

ARMOR PROTECTION VALUES

N ....
Padded
leather
Armored Longcoat

,,,

Cut Impact Thrust Heat Elee Cotd ElM


1
1
0
1
2
2
0
2
2
0
0
2
2
2
0
2

2
0

Studded Leather

Chalnmall

Breastplate

Partial Plate

Bymle

Half-Plate

Scale Mail

Ught Plate

Full Plate

Full Heavy Plate

Full Field Plate

Complete Leather
Hardened Leather

Manment
Rutrictlon

fortitude

2
2

0
0
0

0
3

0
2

..........

~n

C'-

Shirt

Soft

Shirt

Soft

o
o

10
12

25
25

o
o

10

25

Full Plate

Soft

10

25
25

Shirt

Soft

Full Plate

Soft

Complete Leather

10

12

Hardened leather

20

-10

13

Studded Leather

25

-10

Chainmail

30

Breastplate
Partial Plate

Breastplate

14

25
25

-15

15

30

Full Plate

40

-15

16

30

Breastplate

50

-20

15

30

Complete

Breastplate

H,,"
H,"'
Soft
H,",
H""

Byrnle

60

-20

15

30

Shirt

Soft

Half Plate

70

-1!J

16

35

Complete

Scale Mail

80

17

35

Complete

Ught Plate

90

-25
-35

17

40

Complete

4S
4S
SO

Complete

H""
H,"'
H""
H,",
H,"'
H,"'

Full Plate

100

-50

18

Full Heavy Plate

120

-60

Full Field Plate

150

-70

"

20

Complete
Complete

T ABLE

35:

N .....

. _- ........... .

H ElMET P R0TECTI0N V Al UES

Armor Requirement
0
0
0
0
0

Circlet
Forehead plate

Casque
Leather Hood

Open Helm

Great Helm

10

Mail Coif

.........,

0
0
0
0
-10
-20
-30

12
12
10

13
16
16

Armor DescriptioilS

H"d
H,,"

Head
Head

2'

Head

H,"'
Soft
Soft
H,,"

25

Head

H,,"

Head
Head

Circle t : This is a metal ring that goes around th e head of Ihc character.
protecting It from lateral blows or those attacks aimed at the forehead.

Forehead Protector: This Is it metal plale 10 block blows at the


forehead.
Leather Hood: This Is a hood of oil-treated leather that covers the

whole head except the face.


Casque: This Is it metallic helmet that protects the uPf>e!" part of the
head.
Mail Coif: This helmet is identical to the leather hood. but il is made of
rings or woven metal strar'lds. The Inside Is lined with cloth to avoid damage
to the wearer's skin.
Open H e lm: This is a full helm cewering the entire head. eXt:ept for
the face.
Great Helm: this Is a helm that C<Wl'rs the entire head. Usually, it has a
visor that can be raised for better vi\.lQn 01" lowered to prote<t the face.

Helmets

Perception Pe nalty: This Is the spedal penalty applied to the


character's secondary abilities of Notice and Search.

Type

LocotIon
H"d

He/met DescriptiO/Is

Padded: This is a simple armor made of variOUS layers of qui lted cloth 10
abwrb the fOfCe o f blows.
Leather: This Is armor made of very thick. leather treated with oils to
give it better reslnance.
Armored Longcoat: This Is armor made of treated leather but with
quilted layers to give It better con~stency.
Fur: Prote<tion made of layers of an ima l skins (fur). It is heavy and
difficu lt to use.
Complete Le ather: A verslor\ of leather armor that also prote<u the
legs. The joinu are made of cloth.
Hardened Leather: this Is an armor made of leather treated with oils
and unguenu unt,ll! be<omes completely solid.
Studde d leathe r: This is a soft leather armor studded with small metal
fragmenu. It is very useful. but difficult to wear.
Chainma il: This Is possibly tile most advanced armOl"ofiU era. It is
composed of flne metal rings Interv.<Wen or sewn to each other: it offers
enormous prote<:tion as well as great mobility.
Breastplate: This metal armor C<Wl'rs the chest and back..
Partia l Pl a te: ArmOl" made of various pieces of metal that CCHer the
most VItal parts of the body. Normally they are sewn onto a suit of leather
01" fur - though sometimes this Is done with joinu.
Byrnie: This Is a jacket made of metal rings Imerlaced with each other
and sewn onto a layer of suffened leather 01" cloth to hold it together.
Half Plate : this Is a complete metal armOl" made of dozens of pieces
perfectly forged and prepared to fit ,nto each other. It is lighter than -Full
Plate." since It sacrifices protection for mobility.
Scale Mail: This is a leather armor covered in metal scales like those
of a fish.
lig ht Plate: This Is heavy armor composed of a combi nation of metal
plates over articulated Joints. this has fewer pieces than Full Heavy Plate.
but it also covers the entire body.
Full Plate: These are true works of metallic art that are usually made
to order. The pieces making it up cover the entire body utilizi ng jolnu of
leather whlch.are In turn covered by metal plates. Unfortunately. iu weight
is exceSSive and permits litt le mobility.
Full Heavy Plate: A version of the previous type in which the metal
plate~ have two or three times the thkkness. Although it requires greater
strength and skill to tJse. the protection it offers is much better.
Full Fie ld Plate: This is the heaviest and most complete of all the
different types of armor. Even the joints are cCHered CHer with thick. I~rs
of metal that. although they make mOYement diffkult. protect every bit of
the anatomy.

Helms. or helmets. are used only to protect the head. The AT


they offer Is only used when a bIowhiu them directly. Using a helmet
with otheo' armor Is not considered a combination. be<:ause each
protecu a completely different area - although their requiremenu
and penalties are added togethCf'. Helms. however, coycr Ine eyes
and ears. reducing the sensing abilities of the character. They also
cause penalties to Notice and Search abilities.

15
15
15
15
20

Examp!e o( great helm


T ABLE

36:

P ReTECTl0N FR0 M H ElMETS


_
Name
Cut ImpactThrust Heat
Circlet
2
2
Forehead Protector 3
3
1
3
1
Leather Hood
0
2
3
4
3
Casque
4
0
2
0
Mail Coif
4
2
2
Open Helm
4
3
0
Great Helm
4
0

,
,
, , ,

Cold

2
1
3
3
4

0
0
0
0
0

~~~

COIrlli=-=At~_ _ __
-.
&,....t ~

Eu,t

"'IIIIY tlHu, '1M 4""" ~-.

tlte .tre":lt4 ""iM ",,",,4

'I'"

cnlwll1ting mitil1tive
It is very important to decide the ocder
of actions in a Combat Tum. because
combat win change a lot dependw.g on who is
able to act fll"$L This sequence of actions wiH
be useful not only fOr combat. but also when
ty,() or more character.; are trying to achieve
conflicting goals (SLdl as fOr an Opposed Check)
and it is necessary to de<:ide who will act first.

Mi<.

Initiative is not something fixed; it will

vary each Combat Turn. according to charn:e. To


1I......:;;.;.;,!io_..;iII.._ ..;a.;.._.........;iI::~;.._....;;::J~""......Ij:...~-..:,
determine the order of events. each combatant who

wishes to act rolls ldl00. adding the result to his own Final Initiat ive
score (see Initiati ve in C h ap ter I ). Fumbles ilfld Op<! n Rolls are app lied

to Initiative as (her are to anything else.


Each combatant dec lares and carries out his actions according to the
results obta ined. The combatant with the highest totallflitiatiV(' acts firsl.
and all others then act In the order of their Initiative For that Combat
Tum, If the character who has the Initiative wants to hold back. he may
do so. A character who holds back may act subsequently at any time he
chooses. If more than ooe combatant holds back. the chara<ter with the
lawen InitIative must act first.
When all combatants who will act ill the Combat Tum have done so,
the Combat Tum ends and a new one begins. Renember that all actions
takrn during a single Combat Tum happen simultaneou5ly. Initiative during
a Combat Tum simpty represeo1ts the fact that some characters h<lVe a faster
reacuon time. In practice. this can be a matter of tenths of a second.
A character's Final Initiative may vary according to which weapon
he uses or what kind of action he undertakes. Therefore. before rolling
any dice, players must declare to the Game Master that they are usiflg
weapons or taking actions that can affect their Final Initiative. If a character
uses two weapons simultaneously, for example. he fights more slOYVIy and.
therefore. his Initiative will be lower. On the other hand, a character who
fights unarmed can attaCk much faster, receiving a +20 to his Initiative, If
two or more combatants end up with the exact same result. whoever has
the highest Final Initiative score (before the d ice roll) acts first.

Box V:

'r:;

COMBAT TURN ORDER OF EVENTS


I. Calculate Initiative

2. Players declare and execute actions

4. Calculate damage and Criticals

A gte:lt battle
In Anima, not all situations can be resolved peacefully. Characters must
often nght for their lives against a variety of adversaries. In this chapter.
we bring together an elabornte combat system that gives the player a
broad range of options - from simple h.and--to-hand fighting to the use of
supernatural powers, like speikasting or summoning.
Remember. combat in Animo is much more than a simple exchange
of die rolls. Each Combat Tum is a ~uenc:e of attacks. dodges, and
COUnterattacks that can be Interpreted as colorfully as you like to help bring
the exdtement of battle to hfe.

C0MBAT SEQ11ENCE
When conflict occurs, each combatant's actions are divided into a
sequence known as a Combat Turn. Combat Turns are periods of time
that separate the many events happening simultaneously or sequentially in
combat. In Animo. they represent a period of 3 seconds.

J;

3. End the co mbat turn and begin the ne~

Surprise
There is a chance that a combatant's action happens so swiftly and
unexpeedly that It takes everybody eke by surprise. A combatant
Surprises his oppooents if he ends up with an Initiative at least 150 points
higher th.an theirs. Th,s effect occur.; specifKal1y between two or more
individual~, Just because one character's opponent is Surprised. doesn't
mean that all of his opponents are Surprised.
A character who has been Surprised suffers a -90 penalty to any ac:tion
directly opposed by the Surprising opponent - including any defense against
an attack. This penalty is only in effect for the first action taken by the
~ombatant who achieved that Surprise.
If a combatant has achie~ed Surprise aver an enemy. he may still decide
to hold back. If he does so. he wililosc some of the be nefits of Surprise but
acquire others In exchange. Although the -90 penalty no lo nger applies. he
may choose to Interrupt any action made by the Surpri~ed opponent, even
after the opponent has rolled his d ice.

For example:, Celia ancl lemuteS <)!'e locked in comb<)t with


thtee <;ity guards. Luckily, Celi" has achieve4 Surpri~ over all three
9U<lt,b thanks to an Open Roll on her IrJltiative, but she decides to
hold hack from acting to sec what theguatcjs do. While holding back,
she notices !..emutes successfully deCem! hims.eJ( from the attlcks of
tv.'O guatc!s. HQ'.'.'eVet. he thlf"<l 9U<lt4 make5 an attack with a vel)'
high <fice roll. and she fears lemures will be hurt. Celia can use her
Surprise advantage to intetvcnc ilnq try to push Lemures out of the

l'r.Iy. even though the guaNi h<is alte.ldy roll1"4 his dia:

ACTIONS
During each Combat Tum. a character (an carry out a vanNy of
actions. divided by their nature Into two types: Ac~ and Passive.
To carry out AcINI" Actioos. the character must have the Initiative. or
in other words, it must be his turn. Active Action s req uire an effor t and
clear intention - such as attacki ng, running at full speed, or using a spe< ilk
Secondary Ability. Normally. Act llte Actions are performed rout inely
wh ~n it is the character's turn. In some cases. however. it is possible for a
characte r to lose his ab ility to ca rry OUt Active Actions - if he is successfully
hit by an atta<ic., for e:<amp le.
Duri ng a Combat Tum . a character can normally perform only a single
Active Action. If he wishes to try to execute further actions. he suffe rs an
accumulating penalty of -25 to the abil ities used. For example. if someone
wishes to run at his full Moycment Value at an enemy. altack that enemy. and
then use the Search Secondary Ability to scan the area for hidde<1 enem~.
he wouid run without penalty, make the attack with a -25 penalty, and try
the Search at a-50 penalty. To determine the maximum number of AcINe
Actions a character Call attempt in one Combat Tum, total the charactel"'s
Dexterity and Agility points and consult Tab le 37: Actions.

T ABLE 37: ACTIONS

DaDo It) + AtJft&f


1 to 10

..,...... "'1

11 to 14

15 to 19

20 to 22

23 to 25

29 to 31

32 or more

10

16 to 28

If a play<!r wants his character to perfor m multiple Active Action s in a


Combat Tum . he must declare the eKact number of those actions before
the start of the Combat Turn. Note also that a character can normally
perform each type of Actilte Action only once per Combat Tum. However,
as explained in this chapter, it is sometim~ possible to carry out additional
attacks.
Reactions. or Passive Actions, are those performed instinctively, ,n
response to events - 1rw;ludlng such simple things as speaking Of" taking a
few steps in a gr..en dire<tion They are per formed instantly, as needed . and
do nOt imply any kind of Active Action. Therefore, characters can attempt
Passilte Actions as many times as the occasion demands without incurring
any penalties. Some Secondary Abilities are considered Passilte Actions and
therem do not use up a character's allowed number of Active Actions.
Box Vl liru rome examples of Active and Passive Actions.

Movement as ActiOIl
Duringa Combat Tum. chara<;ters mo.<e around the area where the battle
Is taking place. A character can mc:we up toone-quarter of his MOYCfTlCnt Value
as a PaMive Acuon during a tum. If he wishes to mo.re more than that, he must
use an Active Action . thereby applyi ng a -25 penalty to any subsequent Active
Action he performs during that Combat Tum.

secollnary ActiollS as Active ActiollS


Many s&ondary Abilities require the character to have the Initiative
during the Combat Turn to perlorm them. Nonetheless. a character may
use a Secondary Ability to Oppose the ability of an opponent even if it
is not his tum. Charactef1; (an, of course, use Passive Action Secondary
Abilities whenever they Wish.

Box VI:

EXAMPLES

OF

ACTIONS

Active Actions

, Attack an enemy
, Use Active spells or psychic powers.
, Use physical abilities
. MO"Ie more than V. of your Movement Value
. Use an Active Secondary Ability
, Withdraw from combat

Passive Actions
Defend against an attack
Draw or unsheathe a weapon (special)
, Use Passive spells or psychic powers.
Move less than II. of your Movement~alue
, Carry out an Opposed Check
Use a PassIVe Secondary Ability
. Speak

COMBAT BASICS
Onc:e we h_ learned to cakulate the order of action for the Combat
Tum, it Is time \0 look at the heart of the Animo combat system: Anack
Ability and Defense Ability.
As its name indicates. AttaCk Ability measure;. the expertise of an
individual In reaching an opponet1t. breaking through his defenses. and
causing him damage. It is employed with all Weapon Types. including hand-tohand and projectile weapons. It can also be used wfth other actiOrlS related
to fencing or aiming, such as trying to hit an an:hery target on a bet. Attack
Ability is based on Dexterity. Therefo<'e, a character adds his Dexterity bonus
to his Base Primary Abi lity Score (see C ha.pter I: Character Crea.tion
for more details). Some classes th at special ize In com bat also posse:;.s special
innate bonu scs that are added to cakul ate the characte r's Final Ability.
Defense Ability Is divided Into two different skills: the Bloc k Ability and
Dodge Ability. Both have th e same basic essence - avoiding an adltersary 's
attack. Block is based on Dexterity, and so a player adds the bonus for
that Characteristic to (alculate his character' s Final Block Ability. Ukewise ,
Dodge uses the Agility Character istic. JUSt as with the Attack Ability. some
classes add innate bonuses to their Block or Dodge Abilities.
The Attack Ability and Defense Abilities directly Oppose each o ther.
Attacks are Active Actions. Therem, a character must h<J\l'e the Initiauve
at that point durIng the Combat Tum in order to carry out an attack. When
a character makes an attack. the target may defend himself as a Pasm<e
Action. If lhe defender's Flnal Defense (see Hand-to-hand Combat below)
is superior, he will have gained the right 10 make a countef"anack and will
be able 10 act during his own initiative In the Combat Tum. On the other
hand, if lhe defender does not have a high enough Final Defense, he does
not achieve a counterattack and can not act in his tum.
In Anim(!, Combat Turns are much more than a mere exchange of-my
turn, your tum phases in which nch combatant attempts to strike his
a~rsary. When a character is unable to counterattack, it means that he is
so busy defending himself he can nOt do anything else. Naturally, a character
who has not been attacked is free to act when it is his tum .
The Onal essential element in combat is to know the amount of damage
an attack might ca use. The Attack Ability and Fi nal Damage are closely
related. Combining them giltes us the life Point total losl to whoever is
hit by the attack. Each weapon has its own Base Damage, to which the
Strength Bonus of the character Is added .
R

HAND-TO-HAND
COMBAT
Hand-to-hand combat occurs at dose distances and normally implies

physical contact betw~n the combatants. Once aga'n. players usc chance
10 calwlate success or failure by rolling ld l00 and add ing the number
obtained (taking into account any Open Rolls or Fumb les) to a character's
Attack. DOOgc. or Block Abilities. The resul!5 of this total

3rt!

called the

Final Attack or Final Defense. respe(!ively. The difference between t hem,

reac hed by subtracting the defender's Fin al Defense from the attacker's
Final Attack. is the number used on the Combat Tab le (see Table 38).
leCs look closely at each of the steps to be followed;

For eX4mple, Celia had iust. made al) attack With a favorabl e
margin 0(102 against the city guat<:\ . Since she is wiel<:\lng a saber
against an enemy wearing har<:\ene4 leather armor, her oppol)ent
uses 'II) AT o( 2 against her Cutting attack. Consu lting the Combat
Table, we see that Celia's attack produces 80% 4amage. Since the
Final Damage number is 45 (only the saber's Bijse Damage in this
case. sInce Celia has a OShength Bonus), the guard surrer<; only 36
points of 4arnage (80% 0(45) .
The combat phase ends, and if there is no ooe else left to perform Active
Actions. the next Combat Tum begin s with a recaiculatioo of Initiative. Of
course, both the attacker and defender can continue performing Passive
Actioos - such as defending against more attacks - during that Combat Tum.

THE AITACK MISSES OR HITS WITHOVT DAMAG E


STEP 1: CALCVLATE THE FJNAlAITACK
The attad(cr rolls ldl00 and adds the result to th e Attack Ability. Then
he adds the possible modifiers for wmbat situations from Table 40. The
resu lt obta ined is the Final Attack.

STEP 2, CALCVLATE THE FINAL DEFENSE


To defend . a character either uses the Block Ability or Dodge Abil ity,
depending on whkh on e his player wishes to usc. The defender ro lls
1d 100. adds the result to his chosen Defense Ab ility, and adds any situation
mod ifiers from Table 40. The resu lt is the character's Fina l Defense.
Because defend ing is a PasslVf! Action, a character always has the right
to defend himself - he can always ro ll the dice. no matter how poor the
chances. in the hope that luck wil l save him.

STEP 3: COMPARING RESVLTS


Subtract the attacker's Final Attack from the defender 's Final De fense.
The difference between the two indicates the Result of the Combat Turn.
as seen on the Combat Table (see Table 38). If the attacker's number
is higher. he has Ilit Ilis target. If tile defender's number is ll igl1er. Il e has
succeeded in defend ing himself and can even counterattack.

Fot eX4mple, Cella attacks one of the 9U<lt<:\5 with whom she was
eJrlier locke.:! in combat. Celia now has an Attack Ability of 120,
while the guat<:\'s Do<:\ge is only 60. Both of them to [1the <:\ice. Celia
rolls an 86, which, a<:\<:\e<:\ to her Ability, gives her a Final Attack of
206. The guat<:\'s dice roll is a 44, an.:! so his Final Defense is 104.
As Cella is the attacker, the guard's Final Defense i5 subtracted fro m
Celia's Final Attilck (206 - 104) . Tile resu lt used when referenCing
nble 38 Is, therefore, 102.

The combat Table


Tile Combat Table is an essential element of Anima because It explains
tile possible results of each Combat Tum. Each column shows the Armor
Type (AT) of the Defender, the value of wh icll ranges from 0 10 10. Eacll
row. on the other hand . lists the possible result from each Combat Turn (102
in tile above example of Celia's attack against the guard). The upper part of
the table co ntains the negative qu antities correspond ing to cOunterattacks.
wll ile tile I~r part contains tile pos itive figures representing me impact
of the attacker's strike. Remember tllat the Defender's Armor Type (AT)
varies according to the type of attack (Cut. Impact. Thrun. etc.) being used
at the moment. To use the tab le, first fi nd the appropriate AT for the type
of attack being made . then find tile correct column. and run down the
colu mn to see the Attack Result. The tombination of the two factors will
result in one of three possible outcomes:

THE AITACK HIT) AND CAVSES DAMAGE


A percent figure in me box indicates that the attack has hit and caused
damage. The percentage shown is applied to the attack's Fina l Damage. and
t fte result is directly subtracted from the Defender's tota l lP. The wounded
combatant loses any possibility of making an Active Action that Combat
Turn - even if he receives a counterattac k result from defending agai nst
subsequent attacks.

If the Attack Result is po$it ive, but the corresponding box OIl the
Combat Table is blank, it means that the attack hit something but caused
no damage - perhaps cutting only clotll ing or bouncing off me defender's
armor. The effects are the same as for a hit causing damage, except of course
that there is no damage. The defender Is ful ly occupied defending Ilimself and
can not make a counterattack or perform other Active Actions that tum. The
combat turn ends when no o ne can make any more ActiVf! Actions.

THE AITACK FAILS AND A COVNTERAITACK IS POSSIBLE


When th e Attack Result is a negative number (tile defender 's Final
Defense ends up be ing higher than the Final Attack of the attacker). the
defender can counte rattack. Achieving a countera!l3ck allows the defender
to perform Active Actions when his In itiat ive for that Combat Tum
occurs. On the Combat Table. all the boxes that perm it the defender to
counterattack are marked with the letter "c."
A character who ach ieves a counterattack may immediately make a
r iposte against Ilis atLlcker even if otller cllaraClers Ilave a higher Initiative. This
is called a Response Action. It Is on ly possible to perform a Response Action
if tile individual still has tile ability 10 attack tllat Combat Turn (a combatant
who has already lost the right can not return the blow). Remember that a
counterattack, even though it is caused by a Passive Action . Is sti ll considered

T ABLE

AT>
+15OC
281 10290

m 10]80

."" C

261 to-270
-25110-260
-241 10-lSO
131 1O.1oK)
221 to230

"130 C
-125 C
+l20C
'115 C
.110C
105 C
+l00C

'U5 C
.. HOC
'l25C
+120 C
-115 C
+110 C
105 C
+l00C

-" C
-90C
'SSC

"c
'90C
-ss C

+BO C

+BOC

." C
.", C

." C
.", C

"c
-90C
-asc
'80C
."c
70C

-" C
-60C

." C
'60C

-" C
60C

mlO 220
-20110 210
-19110 -200
-181 to -190
171 10 180
-'161 10 .170
15110 160
-141 to-15O
-BI 10-'140
-12110 -130
111 10 120
101 to-110
-91 10-100
-8110-90

71 to-80
-61 10-70
51 to-'O
-41,0 SO
.l1 10-<40
21 to-30

n 1010
-110 -10

,"',

10 to '19

"''''''
.......
30 10 39

.
"''''''
50 to 59

.. "'

801089

90","
10010 109
110 to 1'19

"""''''
,.. .....
130 10 139

""",M>
150 to 159

170 10 179
19010 189
190 10 199

~mc

-"" C

270 to 279

290 to 299

lOO .. ""
3101<>319

..,,,,m

"' .....
no to 339

... "''''
3!iO 10 359
310 to 379

380 .. " ,
39010399

+BOC

." C
-90C
..,c
8QC

"c
.", C

-" C
.", C
." C
.60C
'55C
'SOC

"c
-90C
-as C

.. sse

50C

+SOC

."s

C
"'''OC
-35 C
"'30 C
+25e

..."OC

"'''5C
."OC

." C
JOC
'25C
_20C

""s C

."5 e

." C
-90C
as C
8QC

"c
-90C
as C

"c
-90C
-SSC

+90C

+BOC

+BOC

+BOC

." C
.", C
-"C
60C

-" C
",c

-" C
.", C

." C
'60C

"c
lOC
-" C
'60C

." C
+SOC

-" C
.SOC

50C

"5 C
+"OC
---35 C
"'30C

'45C
+"oe

'3S C
JOC

.JOC

'25 C

-25C

-25 C

20C

'20C

-S C
C

-SC
C

""
.,.

,,%

'SC
C

'S C
C

- ...

""
"'"
""
"'"

,_

10%

'00%

,a.

'30%

120%

140%
'SO%

"Q%

'20"

140%
150%

130%
140%

110%

160"

150%

"0%

"""

190%
200%

,..,.

1m"
180%
190%

m..
"'"

80"

"'"

"0%

'"''
120%
llO%

14'"
150%
160%
110'

230%

l5O%

220%
230%

,..".

260%

290%

l5O%

210%

300%

300%

200%
210%

230%
2_
l5O%
260%
280%

300%

3""

3""
lSO%
360%

'90%

3BO%

lOO%
320%

340'
360%

''''

,_""""'"
'00%

3"""
350%
360%

70%

,,%
90"
100.
l1Q<ii,

"'"
30%

"'"
sa.
60'
70%

...25 C

- 20%

41'"

,,%

60%
10%

90.
100%

'0%

"'"

190%
200%

"0%

~O%

200%

170%
18Q%
190%

220%
230%

210%

,-

C
-3SC
'lOC

."" C
-3S C
+30C
+25C
-~C

,,%

"0%
130'>
140%
150%

140%
150%

1m.

190%

~O%

70%

,_ ....

"""
"""
""'" 240%
"""
2S'' '
"'"
""" "'" """
"'"
"'"
"'" "'"' """
.'"
.0%
"""'" "'"
"""
"0%
"'"
"0%
...."". "'"' """""" .'",.,.
""" "'"' """
230%

50%

+55 C

'SOC
..SC

'SC
C

'SC
C

-,-

-" C
'SOC

+65C

60C

.SC
C

'SC
C

lO"
,,%

-" C
'60C
-55 C
'SOC

+soc

'S C
C

'SC
C

"""

"c
'70C

+10e

s C
C

""
'""
"""
"'"

." C
70C
." C
.60C

-SS C

"lOe

+10C

20%

." C
+90C
- SSC

+l00C

+10C

+10e

60%

." C
-90C
-SSC
80C

+10e

"laC

70%

"c

+110C

10e

+10C

'"

-lOS C

'20C

-~C

30%

-115 C

.20C
'Be

20C
--15C
+10 C

-- - - -

-115 C
noc
+lOS C
,00C

~c

15 C
.10C

""
"'"
"""
"'"
"'"
'0%
8<,,,
"'"
,"',,,,,"" "'"
"'" ,'"
"'"

-115 C
+110 C
+,os C
+l00C

H5C

~c

20%

."" C

.4()

-~C

"'"
"'"

+45C
"'laC
.35 C

+l35C
.. 130 C
-125 C
+120 C

+150 C
'M5C
+1-40 C
+U5C
+l30C
-125 C
.. 120 C

-45 C

~c

"'"

+55C

+lSO C
-'145 C

+40C
'35C
_lOC
25C
'20C
'BC

." C
'JOC
-25C
20C

-20C
'Be

+lSOC
-'145 C
+'\10C
'135 C
+130 C
+l25C
.120 C

'135 C
+l30C
'125 C
+120C
115 C
+110 C
lOS C
+l00C

."" C

C
'3S C
.JOC
25C
'20C
.4()

-15OC
-'I4SC
"140C
-115 C
+l30C
'125C
+120C
-115 C
+110C
'OS C
+l00C

+40C
." C
-30C
25C
20C

210%

280 .. ",

.. l30C
-125C
+l20C
'115 C
+110C
.105 C
-l00C

+55 C

~O%

..

.. noc
l25C
+l20C
-115 C
+110 C
+105 C
+l00C

'SOC
..SC

2_

"",.

~H5C

+55 e

210 to 219

"'"
'" 249
lSO 10 259

~mc

+140 C
.. US C
"130 C
-125C
"'l20C
-115 C
110 C
+105 C
+100 C

+SO C

220",219
230 10 H9

"135C
+l30C
~12S C
+120C
+115 C
+110 C
-lOS C
"',OOC

-14SC
+1-40 C

." C
'60C
'55C

180%
190%
lOO%

200",209

."" C

+'I4SC
+'I40C

AT'
+lSOC
-'145 C

"'"
lO"

'0%
20%

la.

,,%
"'"
""" """
20%

I_ I_
60%
70"

"'" ""

100"
"0%
120%
"0%

90"
100%

150%

140%
150%

JO"

SO%
60%
70%

SO"

"'"
"'"

m%
80%
90%
100%

150%

-,_

"'"
"'"
,_ "'"
'''''' ....
"'"' ''''''
,"'"
"". ,_
.... .... '''''
""
....
"0%

220%
230%

llO%

210%
"""

110%
180%

190%

200%

110%

100%
n",

I_
I_ I_
120%

110%

'20%

150%

""'" ""'"
""" '''''
""" "'" """ 240%
"'"' """ """
"""
"'" """
""'"
""
320.
"""
.'"
"'"
"'"'
.'"
DO%
300.
"" "'"
""" 34"
"'"
l5O%

220%
230%

l5O%

250%

2)()%

280%

lOO%
310%
330%

3SO'

~O%

220%
2_

~O%

200%

2lO%
230%

~O%

2_

2)()%

280

2_

300%

2SO'
290%

320%

200%

2_

220%
230%

2_
l5O%

2)()%

300%

280%
290%

310%

300%

290%

3_

300%
310%

190%
200%
~O%

220%
2lO%

l5O%

2l\l%

280%

270%
280%

Cell~ C<1n act fi~. Seeing her escape IS cut of( <lnyv.'<Iy, she
launches Into the fight .:!ecldmg togo aftet Sol.:!iet B. Celia's attack hits
and causes 4amage, so GUJrd Bloses the tight to use any Active Action
dutlng tbt Combat Tum Now It'S the Officer's turn to attlck. <lnd
~ltnoo9h Celi~ .:!efend., hel5df successfully arnt teeelYeS a counterattack
tcSUlt. she stili can not ~et:u~lIy m~ke a COllnkrattick because she has
used up her Active Act:on for that Combat Tum. Since Guatt\ 6 can
not perform any Active Actions (CeiI<lS attKk ~s put htm on the
4ek:tlSive for that Comb.lt Turn), the Of1lyone who can stIli <let: is Guard
A who, fortunJteiy for our herome, SI'ings ",14Iy an4 misses. Smce all
comNtlnts who can act have now acted, the Comb.lt Turn en4s.
The next turn hov.'evet, Cdi<l's luck looks like it is going to fade
Her initiative roll bringS hetto a mere 82, while the officer an4 guards
en4 up WIth 83, 95, an4112, respectively. Every one of her opponents
C<11) act before she an. Seeing the dlsadv<wtage she's at. cella ded<lteS
to the GM that she will make two attacks 4uting the Comboll Turn,
which reduces het Attack Ability pet attack, <IS we will see. The first
to attack her is the officer_ However, Celta's defensive ability en.:!;
up being 76 points higher than her attacker's Final Attack, whIch
means she can make a counterattack With a bonus of ..35. M:'Iklng
the appropriate .:!Ice tolls, Cella wounds het opponent.
Guard A then attacks her, but Celia eaSily ':!efen':!s herself:
This time, Celia has a m:'lrgin of 36 points on the attack Resu lt,
which means th<lt once again she an counterattack. In normal
Circumstances, Cella wouldn't be able to make a second attack, but.

an Active Actloo. For that reawn, unless a character has the ability to make
additlooal attacks. it Is only possible to ,oomer-ma,k ono::e per Combat Tum.
If a char.KtCf' uses up aU of his potential Active Actions in a Combat Tum.
then he Catl not take advantage of a counterattack. even though the Combat
~It indicates that he has the right to make one.
Naturatly. a defendet- can only make a ~pon5e Action against the
combatant who h3$ attacked him. If a combatant wishes to atta,k a different
enemy. he must give up his right to a counterattack and hope that he still
has the right to attack when his awn tum comes up.
Another f3Ctor to take Into account is the margin by which the
defender avoided being hit. If he a-.oided being hit by a wide margin. the
defender reIves a bonus to his (oonterana,k 3$ indicated in the Combat
Table - the wider the margin. the biggC<' the counterattack bonus. The
number before the letter MC~ in the Combat Table results indicates the
bonus a counterattacking character receives. It is possible for a defender
to employ the counterattack to use a Secondary Ability to Oppose the
Secondary Ability of his immediate opponent. In such cases. add the
cou nterattack bonus to the character 's Opposed Check.

As she is Oeelllg the gu~rds, Ceha Is mtetcepted by a guard


officer. Our friend now has a ~rious problem, a:; she is Hghting three
adversatles by he~lf. All the combatanh C<1lculate their Initiative,
With the follOW ing results: Celia en.:!, up with a 95, the guard officer
h<l5 ~ 75. while 9t1ards A al)d B have <I 55 <lnd 64, respectively.
TABLE

39:

""'

"""
"'"
'""
"'"
""

100%

110%

120%
120%

--"""

CALCULATED DAMAGE TABLE

2
3

,,

12

10

,
,

14

28

16
18

24
27

10
11
12
12

20

.,

32
l6

"
24

l6

26

39

14

28

42
45

110%

17
18

190%

19

lOO%

20

",,,,
"""
"'"'
"'"'
"""
"""
"'"
"'"'

30'"

"""

320'

"""
"""
"'"'
"""

18

1S
16

~""

"

16
20
24

150%

''''''

12

10

12

""><
2S
26
27
28
29
30

"
,.
32
33

lS

"
37

"
19

'"
"
"
12
l4

33

.....

..,
52
56
60

42

48

so

)Q

55

60
6S

10

75

76

9S

60

80

100

'"
...
7S

80

as

90

lOS

88

110

92

100

104

"

16

><

18

'"

28
lS

.,.

"
.'"

42

48

42
48

49
56

56

60

18
8<
90

.
91

30

"

102
108

114
120
116
132
118

"

32

.
n

"27

20

l6

40

45
54

"n
81

30
SO

)Q

80

90

77

88

99

'17

120
HO

98

"

'08

1U

126

MO

105

120
128

'35

150

14'

'60

112

"'
'"

'16

H'

153

152

162
171

160

K<

",

...
'7{)

190

"0

'"

~O

16'
168

192
200

'"

22J)

,8<

207
216
ill

230
>40
250

V,

K<

125
130

150
156

182

206

234

160
2JO

'75

,..

~,

243

14S

'"

203

2>1
232

2SO

116

168
17<

2S2

f5/

290

90
91

120

150

180

~O

2...

1><

1SS
160
165

~7

248

261
110
219

'92

2><

,..

lOS

"

111

76

114

18

117

152
156

110

,,,
,..

231
238

2S6

300

288

320
330
l4<)

175

~O

245

Z72
280

180

216

2S2

288

185
190

259
266
273

2"
.,.,

306
l1S
124
III
342

~2

351

380
390

360

400

195

228
234

.,.,

200

18'

106

-8
'8

180

162

.7
'7

'68

135

1()2

.,-,
'5

147

""...

120

198

'2
3
3

'00

106

128
132
136
140
1<4
148

90

)Q

'04

'".,
.,

. .,..,
60

81

99

68

SO

"'.

68

56

60

4S

...

51

52

sa

40

...

.... . ..
'"
'" .'"
"'
.".. .
l8

1S
20
2S
30
lS

3SO

360
370

."
."'12

'12
-1l
'12

-"

-"
."
-"
-,.
16

-17
-17
-18
18

."
."

~s we temember. she dedared in advance that she woulcl


make two attacks this turn, and IS therefore able to make
another. Celia's counterattack adds a 15 to her Attack Abihty

(thanks to her opponent's negative atqck Result), .'lnd with a

<ieeent dice roll she manages to ","'Cund Guard A


Now It is Guatt\ S's tum. His attack aho fails to hit Celia. giv!r)g
her the tight to a third counterattack. Vnfottunately, Celia has

used up het two attacks and Coln not take actvantage of this third
Finally It is Cella's tum As she has not been hit. she
has not lost her right to petfOtm ilnActiveAdion. HO'o\'e'o'Ct. since
she h.:is al/el<!Y ~de twOActIVl! Actions (the t.-.ocoonterJfuck5),
Cella can do nothlt}9 more. ThccomhJt Tum en<is.
opporltllllty

Of course. Game Master.; don't have to limit themselves


to describing the in-game action using rules terminology (like

counterattacking). They can employ other cinematic imagery

a5

combat unfolds. For example. a GM might dC5l:ribe a coun ter.macldng


character as striking preemptive ly wh ile a clu msy attacker was still
winding up to sw ing his sword .

0PTI0NS IN
HAND-T0-HAND C0MBAT
Anima off~ playen; a mu~tude of options to personaliZe combat and
make It more Intense. Those options permil the char.lcler to use the se1:ung
he finds himself In to his advantage. or to try special ~ ~h as Take
Down or Disarm. As. roo will see. USIng such options can P<Wide a major
advantage. and these rules add fun and variety 10 !he routine lechniques of
combat. However. many of these special options also make !he (Curse of play
more tomplex; we therefore recommend thai !he GM permit !heir use only
after both he and the players ~ gotten used to the basic mechanics of play.

combat Situations

A Tol Rauko templar prepares to counterattack


be able to see large movements of his enemy. otherwise the combatant has
his VlslOfl Totally ObKured. as fo llows.
Vi sio l"l To t a lly Obscure d : The <ombatant can not see his opponent
al all - either from actual blindness. because of some unique faClor of
the setting. or because the baltlc ta~ place in lotal darkness. The same
modifier Is also used when flghling an enemy who is completely invisible.
Hig h er Ground: The Higher Ground advantage is used when a character
is at a higher eleYatloll than his opponef'U - such as on the top of a wall. or
on top of a large table. It is also used fO(" mounted combatants.
Fro m Gro und: A person fighting From Ground is one who. for some
ll'a'lOfl. is lying on the ground. An enemy who is sufficiently dose can also
apply the Higher Ground advantage.
P ar tiall y Im m o bili:tc d : The combatant' s mOYement is slightly
restricted in some wort - such as having one ankle chained to a wall or
having someont' grab one of his arms.
M ostl )' Imm o bili:te d : In this situation, the combatant may make onl)'
limited I'I"IOYelTK'nts. For example. his hands and feet may be In chains.

It Is common In battle for a number of extraneous circumstances to


influence the (Curse of combat It would be silly. of course. to pretend that
someone can defend themselves from an attacker who has
successfully snuck up OIl them as easily as they could def1:'nd
TABLE
SPEC1Al COMBAT S,TUATIONS
against a frontal attack. To reflect such circumstances. the
G M may appJy a series of modiHen; to the Attack or Defense
Abilities of the combatants (see Table 40).
In the case of being Ranked. for example. a combatant will
Flanked
-30
-30
-' 0
suffer a -30 penalty when trying to Block or Dodge an attack
From Betllnd
-30
-80
-80
coming from the side. al'!d a -10 penalty If trying to Altack an
enemy located thef'C. lfthcGame Master considen; it appropriate.
Sur pr ised
NA
-90
NA
-'0
he (3!1 also apply the same penalties to actions th at are not related
VIsion Partiall )' 0b5cuted
-30
-30
-15
to combat. The modirler to hand-t<Hw1d aaions Is applied only
Vl~lon lOully Obscured
-80
-80
to Se<oI"Idary Abilities thai are opposed between two persons.
Flank: Being flanked means the character's opponent is off
' 20
to one sJde and somewhat behind him . making It vert difk.;lt
From
Ground
-30
-30
-30
to defend himself or hit back, In theo!"y. a person of normal size
-'0
might flghl up 10 three enemies and still keep them all in fn:wlt of
-20
-20
-<0
20
him. bul the klurth and fifth enemy will certainly be able to get
Mostly Immobllized
-80
-80
-80
-30
to the defender's flanks If they surround him.
From Be h ind : Being attacked from behind means the
-200
-200
200
atta<ker is directly behind the defender. In hand-to-hand
Put at Weapon's Point
-50
20
120
-'20
combat. the sixth enemy fighting a surrounded rnar.lcter is
-20
20
-<0
considered to be dlre<tly behind him.
Surprised : In the same way that Surprise is achieved each
Flight Type 10- 'Ii
.
'0
.
'0
+'0
'0
turn. the modifier <an also be applied any time a person is
FIIht Type 15 or higher
20
'0
+' 0
not expecting, or can not detect, an 311Mk. It is not possijble

40:

-'00

'00

for a Surprised characler 10 Initiate an attack: he has


automatically lost Initiative. Naturally. though. he can still use
the counterattack rul~ normally.
Vision Partiall), Obscure d : This modifier i5 applied when
the combatant can not see his opponent clearly: this might be
due to a danling flash of light. or beaiuse the battle take~ place
in a ~hadO'W)' environment. At a mini mum . the combatant must

."

Charging

Drawing Weapon
Crowded Space

SmaH Adversary

'0

'0
25
40Sp.

-40 Sp.

'0
-20

-' 0

-90

-30
-90

-30
-<0

-60

200

-'00
.6Q

-20
-25

25
-<0

-20

Fully Immo biliz e d : 10 IhiS situatiOfl, the combatant in question


absolutely caooot move,
Put at W eapon's Point: Someone already has the drop 00 the
unfortunate persoo, Perhaps his opponent holds a knife al his throat.
or ao altacker rests the tip of a sword poiotedly oro his chest. While
the person isn't technically Immobilized. any moYement could cost
him his life, These penalties appty 0Il1y in relation to the adversary
hoIdiog him at weapon's poiot.
Levitating: Anyooe levitating supernaturally is wbjecl to
this modifier. It also applies 10 a pe1'SOo being held io the air
agaiost his will.
Fligh t T ype b e twee n 10 a nd 14: The combatant m<:NeS
through the air at the ~s indicated. This bonus cao only be
used if there is ample room to maoeuver.
Flight Type IS o r m o r e: As above . but with a
higher f1ighl speed.
Chargin g: The G M can apply this modifier if
the attacker runs at an enemy for at least one
Combat Tum. It Is ne<:essary to de<:lare that one is Chargiog
before calcu latiog In itiative. Someone already engaged in
hand-to-haod combat cannot exe<ute a charge. As a
spec ial rulc. a combaumt who de<:lares ~ is Charging
does not suffer the peoalty to Attack Ability oormally
applied to someone IT\O'o'l ng more thall OI1e-quarter
of their Movement Value.
D rawing W eapon: Although generally coosidered a Passive Actioo,
this penalty Is applied whenever a combataot attacks or defends while also
drawing a weapon during the same Combat Tum. A GM can also apply
this modifier to any character who switches weapons while In combat.
Unfortunately. if someooe is Surprised. whether due to a large disparity in
Initiatives. or because he suffers an unexpected attack. it is not possible for
that character to draw a weapon: he must defend himself without iL
Crowded Space: If combat occurs io a small space, such as a narrow
corridor less than 3 feet wide. the GM applies this modifoer. Keep in miod
that the penalties suffered to Attack and Defense only pertain to large-sized
weapons - slll(c the$<: require more spate. The Game Master tan also
apply this penalty to orner weapons if he believes it appropriate.
Smal l Ene my: The G M can apply this modifoer to a character fightlog
agaillst an opponent less than half his size. The penalty disappears if an Area
Attack Is made.
Tiny En e my: As before, but the GM applies this penalty when a
character fights an enemy rlO more than one-teoth his size. This peoalty is
also Ignored wheo making ao An::a Attack.

Additional Defenses
If a character suffers mu ltiple attack!; In a single Combat Turn. each
successive attack Is harder to Block or Dodge. For that reason . the GM
skould apply a peoalty of -30 to a character's Block or Dodge Ability agai nst
a setOlld attack, and an additlOllal -20 fOr each successi~ attack after that.
to a maximum of -90. This peoalty is cllmulati~ with other penalties - such
as beiog Flaoked or attacked From Behind.

TABLE

_no.

q.r.nsI_ PenaItJ

-SO

41:

PENALTY TO DEFENSE

-30

-70

-90

Additio/lal Attacks
principle, a comba\ar1t can only make one Active Action per Combat
Tum, as that v.ould use up the alloned time. However, characters with wffldcnl
abWty can make one add itional attack for each 100 points of Final Attack they
possess. Of course. by $pIitting his cfforts, an awcker does I'\Ot make his attacks
with the same care. therefon:: wffering a -25 penalty from his Final Ability for
each additlorlal attack he mal<cs during the Combat Tum.
10

If a combatant de<lares he will make multiple attacks


but is hit and klses his right to an Active Actioo before
exe<:uting them. he can not make any further attacks that
Combat Tum - no matter how many theoretkally remain
beu.use of his high Final Attatk score. Remember that a
chas;Kter may use eath additiOllal attatk dedared as a
touoterattatk. Thus. a character who is to make
IWO attacks (at a -25 penalty) cao use them to
make IWO such counterattacks instead.
The attadcel" using multiple attacks can use
each "attatk" for a distinct combat maneuver
or to aim at different targets. Remember,
however. that it doesn 't matter how many
attacks a combatant makes in a tum, they all
count as a siogle Active Action.
Finatly. a bit of darification: A combatant's
attack should not be taken to mean a siogle str ike. It
may actually represent a series. or flurry. of blows as
varied as the weapoos employed perm i\.

A Warrior with an AttackAbility oF220can


perform up to 3 attacks (1 ~s a notmally allo.....ec\
Attack ~nc\2 <lc\c\itiol)al clue toa high Final Attack
score) if he Wishes. while One With an attack
Ability of 60 can make only one However. the
lI.'attiot With an attackof220 will 5ee his AttackAbilrty tec\uc.ed to 170
(or each o( the three attacks. Slllce he must subtract 50 POints because
he IS making two aclditional attacks (-25 fOt e;jch).

Attacks witll Additio/lt!l weapons


A character may try to add to his offense by wielding a weapon in
each haod. If he does so, he may carry out an addltiol'lal attack while
paying a penalty of -40 only for the setond weapon. If the tombatant is
Ambidextrous. the peoalty for the setond weapon is reduced to a mere -10.
The attack made poible by wielding a second weapon can also be used
for making a couoterattatk. The Inil/allve of the combatant wielding two
weapon~ is always deticled according to the slower of the two weapons.

Lemures. who has ~n Attack Ability of140. is wielc\mg tv.o short


5worQs. SInce he Is Ambiclexttous, he can carry out tv.o ~ttacks per
turn. one at 140 and the second at 130. I( he has c\eclared that he
will make an ac\ditional attack. as expl,lIlleq III the previous 5edion,
he can early out a total o(three attacks. The hrst tv.'O ~t 115 (Attack
Ability of140. minus 25 (or makll1g an adclition~1 attack), an~ the
third. uSing the >cconq weapon, at 105 (Attack Ability of 140. minus
25 fot an ad~ltionJI attack. minus 10 for the seconc\ weapon).

specirti pl(rpose Attacks


A combatMI io hand-to-hand combat can attempt special purpose
attacks to try 10 actomp lish somethiog other than simply causing damage.
These tC<.hniques confcr penalties thaI the GM adds to any others (n effe<:t.
It is possible to pe<'form speda! purpose attatks as additional attacks.
incurring the appropriate additional penalties.
Disabl e: ThIs maoe\lYl!r disables an opponent without killing him,
perhaps by breaking his arm or leg. or cutting his teodorlS. If a tharacter
makes a Directed Attack against an opponent's arm or leg but declares that
he only wishes to disable his oppooent. the Fioal Damage of the attack Is
reduced by half. However, the GM should cakulate the damage fully for
determining the Crllical level. The designated arm or leg is coosidered a
vulnerable point when calculating the damage ne<:essary to create a Critini.
Disable does OOt work against creatures with Damage Resistance.
Directed A t tac ks: A character may decide to try aod strike a specirlC
part of ms opponent's body - applying the appropriate penalty to his Anad<;
Ability as Indicated on Table 42. or course, it is impossible to include poible
penalties br body parts. of creatures that may ~Iy be very different from
humaos: any necessary adJustmeots should be made by the GM as appropriate
to the circumstances. Naturally. Directed Awcks take into account only the
anner V>OrTI OIl the part of the body attacked. For instance. a Directed Attack
at the head of an opponent who is wearing Full Plate Armor but no ~met

would proceed as If the opponent .....ere unarmored . It is also unnecessary


to determ1ne the point where CribcaIs land.
Ta ke Down: As the name would indicate. the purpose of this attack is
to put the opponent on the ground. Characters attempting this maneuver
suffer a -30 penalty to their Attack Ability because of its intrinsk diffICulty
(the penalty increases to -60 If a char.lcter IIiei this manetNef" while wielding
a weapon). An enemy attacked using Take Dewn ~ po~ an Armor
Type (AT) of zef"Q (0). since armor does not help resist this Imd of attack.
If an attadcer Inflicts the minimum damage nec~ry (10%. which means a
margin of 30 or more on the Combat Table). then he has hit his target. aIld
a possibility exists of achieving the Take Dewn. To ~ if it worXs. the two
opponents perform an Opposed Check. in which the attacker c~ to
emplcy eiWe!" his Strength or his Dexterity. while the Defender must choose
between hIS Strength or his Agility. If we attacker succeeds in performing the
Take DcMm. his opponent Immediately falls to We ground.
If the attacking character receives a Result of Ies5than 100% Damage from
the Combat Table. he must apply a -3 penalty to wllichever Charaderistic
his player chooses for the Opposed Characteristic Che<:k. Likewise. if the
Character's attack Result indicates 200% damage, he applies a +3 bo nus to
whiche~er Characteristic his player chose for the Opposed Che<:k. Fourlegged creature$ have a natural bonU$ of +3 for these purposes. A Take
DowJ) can also produce damage to the opponent. but only if t he attacker
wishes it to, and the base is reduced by half, while the Defender's armor is
taken Into account for this purpose.
Knoc k Out; A Knock Out is a possible side effe<:t of a blow to the
head. If a chara<ter wishes. he can try to knock an opponent out instead
of a<tually killing him. For Wis purpose, he must make a Directed Impact
Attack against his opponenfs head. A character mllSt declare his intention
to Knock Out an opponent ahead of time. Knock Out attempts prodl.lCe
only half the damage Indicated on the Combat Table. but the GM should
consider the full damage for calcula\Jng the Critical level. If the Critical level
is higher than SO. the wounded combat IS automatically Knocked Out.
When a character uses wis maneuver. Critkab can not cause negative
effects beyond those of being Knocked Out or inflicting action penalties.
They can never cause automatic d<!ath.
A character attempting to Knock Out an opponent using sorneUt.ng other than
an Impact weapon suffers an additional penalty of -40 to his Attack Ability.
Put at W eapon', Point: This special purp<l'iE' attack is an attempt to
~~t the drop~ on an adversary by putllng a weapon in a position where it
(ould easily kill him (for instance. a knife at his throat or the point of a ~
resung on his chest), but not cause I1lm damage. A (harn<:ter attempting this
maneuver suffer.; a -100 penalty on his Attack Ability. and the Defenders
armor does count, since it redl.lCes the number of ~u l r.ef1lble places that can be
threatened. If the attacker obta ins a Result wat would normally cau~ damage,
the defender is Instead Put at Weapon's Point. with no 1015 of Life Points.
Unl ike in any other situatio n. a combata nt who has an opponent Put at
Weapon's Point can thereafter attack that opponent as a Passive Action
(though It does con$ume an Acti~e Action) - unles.s someone. even th e
affected opponent, obtains Surprise on the attacker.
If the GM permits. it is possible for an attacker to declare he will try Put at
Weapon's Point on an opponent even after he has thrown the dice for his
atta(k - as long as the Defender ha~ not yet thrown his dice.
Disarm: By means of this maneuver. a chara<ter can either use
Dexterity or brute Strength to knock a weapon from his enemy's hands.
When attempting a Disarm. a character applie~ a -40 to his Atta(k Ability.
Because armor does not protect against disarms. the GM should consider
the defender's AT to be O. If the Combat Table indicates that the anack
causes damage, the two opponents must perlorm an Opposed Check, with
each freely choosing to use either Strength or Dexterity.
If the attacking char.Kter receives a Result of less than 100% Damage from
the Combat Table, he must apply a -3 penalty to whichever Characteristic
his playet" chooses for lhe Opposed Charactcri~tic Check. Likewise, If We
character's attack ResUlt Indicates 200% dama~. he applies a +3 bonus
to wllkhever Characteristic his player ch~ for the Opposed Che<:k. If
We attacker wins the Opposed Check. he has disarmed his opponent. A
Disarm maneuver does not cause the defender 3I1y damage.
Tra pping: The objective of Trapping is to pin or Immobil i:ze an opponent.
Characters attempting this maneuver su ffer a -40 penalty to their Attack
Abilities. and th~ who try and defend against this maneuver have an AT of
O. Thi s m3l1euver can only be carried out while making an Unarmed attack
or wh ile using weapons that speciflca lly permit Trapp ing.

TABLE 42: DIRECTED ATTACKS


N"k
He..

Elbow
Heon
Groin

...,
...,
...,
-80

60

Foot

50

H~d

-40

.0,,,

Abdomen

-40

llJ

Ann

lIJ

Thigh

-llJ
-10

C'"
Torso

""

'0
100

Wrist

-40

Shoulder

30

If an attacker inflicts the minimum damage necessary (10%. which means


a margin of 30 or more on the Combat Table). then he has hit his target
and a possibility exists of Trapping his opponent. Both combatants must then
perform an Opposed Char.lcteristk Check. The attad<er can choose between
Strength or Dexterity. while the defender chooses between Strength or Agi~ty.
If the attacking character receIves a Result of less than 100% Damage from
the Combat Table. he must apply a -3 penalty to whichever Characteristic
his player chooses for the Opposed Char.JCterislic Check, Likewise. if the
(haracter's attack Result Indicates 2OO'J6 damage, he applies a T3 bonus to
whichever Characteristic hiS pIr chose for the Opposed Check.
If the attacker achieves the Trapping by a margin of 1('$$ than 3 points.
the defender Is ~ated as only Par tially Immo bilized. If the attacker
succeeds by a margin of 3-10. the defender is Mostly Immobilize d .
Finally. If the attacker sl.lCceeds by a margin of more than 10 points. the Trap
is perfect. and the defender Is therE'fore Fully Immobi lized and unable
to free himself. A Trapping can also prodl.lCe damage to We opponent. but
only If the attacker wishes It to. and the base is reduced by half. while the
Defender's armor is taken into account for th is purpose.
In order to frE'e himself. a Partially or Mostly Immoblli:zed character
can attempt a new Opposed Characteristic Check every time he has the
Initiative- although all sl.lCh attempts $uffer a -3 penalty to the Characteristic
used. If for some reason the Trapped person can not perform any Active
Action Ihat Combat Turn. he can still attempt to free himself at the end of
the tum, after all other combatants have acted.
Note thaI the combatant holding his opponent in a Trap is also treated is
Partially Immobilized because ofthr, need to maintain the hold iM)Ived.
S econ dar y Atta.ck T ype: All normal weapons make an attack of a
certain type - Cutting, Impact. or Thrust - depending on the weapon's
nature. Although moSt weapons use only one of those attack types, some
weapons also have a Secondary Attack Type that a character can use in
combat. A character can use a Two-handed Sword. for example. as an
Impact weapon (due to Its great W('ight and hardness). in spite of the fact
that it is intended as a Cutting W('apon.lf a weapon has a po$Slble Secondary
Attack Type, a combatant can use it instead of the Principal Attack Type.
applying a -10 10 his Attack Ability when doing so.
Area Attack: This kind of special attack allows a (haraCler to try and hit
several opponents with a single attack, Due to its difficulty, performing this
maneuver causes a -SO penalty to a characters Attack Ability, All of the
targeted individuals In the specified area must defend against an attack at
the attackers same Final Attack score. according to the order in which they
are s1tuated. If onc of the defenders obtains the right to counterattack using
his Block Ab ility. that dcfender manages to halt the area attack. Those who
have not yet defendc<l themselves are not subject to the attack at all.

If a defender obtains the right to counterattad< by using his Dodge Ability.


however. the Area Att3dc. conunues on its path; the defender must wait
untlt the attadc. finlYles before making his counterattack. In order for a
character to uullze an Area Attack. his victims must all be close to one
another and within reach of the attack. The maximum number of targets
for an Area Al.ta<:k depends eIOClusively on the size of the weapon used.
Small and Medium weapons tan reach only three and four oppooenu.
respectively, while l arge weapons can attack up to rIVe. These figures
are for humaMized opponents; the Game Master can adjust the number
upward or d()ONnwar<l as appropriate for opponems of o ther sizes.

specinl Defwses
Just as thert' are spe<ial purpose attadCi. there are also some defenses
wi th special characterlstlq;.
Pure Defense: A chara<ter using Pure [kfense adds a bonus of + 30 10
hiS Block or Dodge AbHity in exc:hange for no t bei ng able to undertake any
Active Action that turn. The character must walt until it is his own turn to
use an Active Actio n. and then dcda re that he is using Pure Defense. Once
begu n. Pun: Defense wntin ues in effect until the comb~tant ded~n:s that
he will not use It In the following tu rn .
PU$h Aside: Sometimes, a character who is Dodging might need to
push anOlh er Individual out of the path of an attack. This mane uver Is
conSidered an Active Actioo and can on ly be used to Pu sh ASide persons
very close to Ihe character perfor ming the ma neuver - assuming he has
the ne<essary Strength to do it. To Push Aside another persofl brings with
It a -30 penalty to a character' s Dodge Ability. If the PuYl Aside maneuver
fails. the character who attempted it takes the same amount of damage as
well as the person he tried to push out of harm 'S YRrf.
Absorb Hits; A character tan decide to forgo an attempt to Block an
attack and In$lead simply take the hits as they come. If a player declares that
his character will JUSt Absorb Hits. the character's base Defense Abilities
(Block and Dodge) are hat...ed - after which any other relevant penalties are
applied. In eJdlatlge, the combatan t tan perionn an Active Ac.tlon when It
is his tum - even if he has already been hit by someone else's attack and has
not earned the right to a counterattack. If the defender receives a Cri tical
that tause~ an effect, he does lose his right to an Active Action. This tactk
might be especially useful for a slow and heavily armored combatant.

Fortitillie nnd Breaknge


W hen tWO characters engage in combat. thei r clashing weapons
sometimes break. This optional rule allows the sturdi ness and breaka bllity
of weapo ns to be tested as th ey strike eac h other or hard armor. Each time
a characte r uses a weapon to Block an attack, he must make a Fo rtitude
Check to see If eit her weapon breaks. The attacker rolls 1d 10 and adds t he
resu lt to the Breakage of his weapon. If the final number is highe r t han the
Fortitude o f the defender's weapon . the defender's ,veapon breaks.
It Is Impossible to break weapons that have a quality bon us. W hen a
weapon of t 5 or higher quality brea ks. instead of being destroyed, it sim ply
loses a level of quality. So. when a +'5 weapon breaks. it becomes a + 10
weapon. and $0 on un til the bonus reaches zero. A weapon of zero quality
Is destroyed if the Fortitude Check indicates that it breaks. If the weapon
bn:aks while blocking an attack, the combatan t still has his normal Initiative
but can no longer use the weapon.
The Fortitude of armor works in a similar fashion . If someone wearing
armor is hit. but his armor protects him from damage. the annor may
Itself become damaged and diminished in usefulness. The Fortitude Check
(0( armor is made the same way as for weapons. but it uses the armOf"'s
Fortitude instead. If the defender is wearing more than one layer of armor.
the Breakage is applied to alilaycrs at once. When a piece of armor bn:alu.
Instead of belng destroyed. ill AT is lowered by one against each type of
attack. Once it reaches zero. the armor is useless.
It Is recommended that the Game Master not over use this rule. since
using it constantly would become fatiguing. II is better instead to use It
ooly when the difference between the attaCking wea pon and the armor is
suffiCie ntly high that destruction of someone 's arms or armor is a reali Stic
possibility.
The Breakage and Fortitude of each item is listed in t he Equipme nt list
of Chapte r 8.

Krau!ier Wields ~ long sword in confro ntation with an enemy


bearll1g ~ M'o-handed SI'.'OTd. KraU!ier loses the Initiiltive and tnes
to Block hiS enemy's strike. Although he succeeds in Blocking, he
must now make a Fortitude Check. His enemy, whose weapon has a
Break.:!le of6, n~s to roll an a or better to OVetCome the Fortitude
of the ong SI'.'Ord. Unfortunately for Ktiluser, hiSilttilcker rolls a 9,
ilnd Kriluser's weapon is cleilnly broken.

Box VJ] : BONUS

r;

TO BREAKAGE

Since an attacker' s stre ngth can increase t he


chances o f damagi ng his opponent's weapon, use
t he following figures as bonuses to Breakage.

Strength 8 or 9

+ 1 to Breakage

Strength
Strength
Stre ngth
Strength

+2
+4
+6
+B

10
11 or 12
13 or 14
15 or higher

to
to
to
to

Breakage ~
Breakage
Breakage
Breakage
_

Uilarllled Blocking
An Individual might be forced to block a weapon with his bare hands. in
which case he might injure himself - even If he manages to block the attack.
If a character attempts an unarmed Block. his player mun make a Fortitude
Check against the attacking weapon. u$ing his own body's Fortitude (which
Is the same as either his Constitution or Dexterity). If the result indicates
a bn:ak, the defender suffers 5 points of damage for each point by which
he failed the Chedc.. However. a character suffering damage in this way
does not lose his right to atl Active Action or counterattack. If a character
attempting an unarmed BIoc:k has armor that c(WCrs the arms, he may use
the armor's Fortitude instead.
A charactef" who reac::hcs Mastery of Unarmed Blocking can ignore
this Check, as his skill allows him to Stop even the $harpest weapon~ using
only his body.

Kti!user lost his weapon If) the previous c::oml>ilt tutl) and now
must defend hlm!ielf against his opponent's M'o-hilnded swo td uSing
ollly h!s f>are hands Although he manages to Block the attack he
must now make iI Fortitude Check to see Ifhe suffers any damilge
because he IViiS unarmed T1H! M'o-handed sword has a Break.:!ge of
6, while Kra user's Fortitude is 10 (the S<jme ~s hISConstitution). The
attacker tolls a 7, bcatil)g Kti!user's Fortitude by:; points (6 Breakage
plus 7 o n the roiL e'luals 13 mltlus 1D (Ot Krauser's Fortitude). Thus,
Kt,"luset suffers 15 LP of damage Although he has received damage,
Kriluser Qil still milke an unarmed counterattack.

seco/ldary Abilities in cOlllbat


A character can use some Sc<ondary Abilities advantageoUSly in
combat. BeIoN are a list of these Sc<ondary Abilities and the uses to which
they can be put in combat.
Sle ight of Ha nd (Defense Against Projectiles): Juggling. an ability
developed with Sleight of Hand. permits a person to catch projectiles in
mid-air before they reach their targets. and it can therefore be used as a
defense againn them. A character can catch projectiles thrown naturally
(meaning not fired and oot projected by means of magic. ps~hic powers.
or KI) by passing a Difficulty Check of Absurd. For faster projectiles, such as
arrows and bolts the Difficulty Check is set as Almost Impossi~. In order
for a character to even try and catch a projectile from a firearm . he must
nave reached Mastery. Suo:;h an attempt has a DiffICulty Check of Inhuman.
To catch projectiles thrown or fired supernaturally. an O pposed Check is
made between the Sleight of Hand Ability of the defender and the Attack
Ability of whocvcr launched the miSSiles. If a character's Juggling Check
IS higher than his opponent 's Final Attack, he catches the missile in m id
air. A character can use this ab ility as a passive defense. but an additional
pena lty of -2S Is added for each such Juggling Check made du ri ng tne sa me
Combat Turn.

Of COUr$(', periorming this maneo.wer requires a lot of strength if the


projectiles are large or propelled with great lOn::e. and so the GM can
require the defender to have a cutain Strength score in order to catch
some projectiles.
If a combatant fails to calch a projectile, he can slill attempt to Dodge it
at a penalty of -SO to his Dodge Ability.
Com bat Ridin g: A character who wishes to fight from atop
his mount must develop hi!> Riding Abil ity If he wishes to do so
effectively. Anyone attempting to flght from horsebac k wim out at
least a minimum acquaimance with Riding suffers a -20 to his
Attack and Block Abilities. If. on the other hand, he possesses a
Ridmg Ability above 40. the character has suffiCient proficiency
to use his mount in tombat, gaining a height advantage. While
mounted. a character U$CS his Rid ing Ability SCon! as maximum
to his Dod~ Ability.
When making a charge using a Pole Weapon. a chara(!er
can add twice the Strength Bonus of the mount to the Base
Damage of the attack after beating a Moderate Difficulty
Check.

For example, It Lemures nas a Do<Ige Ability


ot 120 ancl a Ricllng Ability ot 70, nls Do<Ige
Ability while ncling is only 70.
Acro batics in C ombat: Acrobatics can be
used In combat to great effect in various w.tfS.
Its first use is 10 allow a character to withdraw
from hal'ld-to-haod combat, even againSl
$CVeral adversaries at once - by jumping O'o'er
one of them or by tumbling past them. To do
this. a character must have the ability to act,
either because it is his turn to act. or because
he has earned the right to make a cou nterauack,
In such a moment. he perform!> an Acrobatics
Check opposing the Attack Ability of his opponent.
If he beats the Check by 40 poinu. he has succ~ed in fleeing
from the hanQ.-to-hand combat without permitting those around
him to carry out any attacks against him. If tt.e difference is less
than <to, then his enemies have Intercepted his escape. and he wlll suffer
auac.ks normally.
The secOfld type of maneuver Is much more complex: A character uses
Acrobatics to flank orget behind his oppon('!1t. which gives him aconsiderable
tactical advantage in combat. A chara(!er can attempt this either when he
has the Initiative or has earned a counterattack. To do so. he perform!> an
AcrobatiCS C heck that opposes either the Attack or A~robatics Abilities of
his opponenu. If the acrobatic attacker wins the Opposed Check by mOr(!
than 100, he has placed himself on his enemy's flank - if by more than
150. he has maneuvered behind him. This maneo.wer occurs in one motion
to~thet' with an attack; thus. the accompanying attack does not suffer an
Additional Attack penalty. Ukewise, if the maneuYef' fails. the defender has
prevented the ensuing attack and can thereafter tounterattack.

Retreat from combat


A character may attempt to escape from a fight he's involved in. Fleeing
Is an Active Action and thus can only be attempted when a character
has the Initiative. Retreating from a fight Is very risky, because it usually
allows one's opponent(s) a chance to hit you before you move out of
range. An opponent of a fieeing character who Is within ra!1ge and still
has the ability to perform Active Actions gains an automatic counterattack
(using a flank modifier) with which to try to hit the fleeing party. As with
counterattack. a character who has spent all his ActIve Actions can not take
advantage of this opportunity. If a fleeing charaCler suffers any dama~
from these counterattacks, his attempt at retreat fails fof' that Combat
Tum. If a character Surprises his opponents. he can retreat without being
altacked - he has simply fled too quickly fOf' anyone to react.

RANGED COMBAT
Characters use projectiles In fights where the combatanu are at some
distance from each other. Except for some differences explained in this
section. the rules are the same as thosc for hand-to-hand combat.
There are two kinds of projectiles - Thrown and Fired. The first
type - which indudes daggers. axes. or spears - are launched with the
hands, while Fi red projectiles are launched from a dcvice. such as a bow
or a crossbow. Each such projectile has a defined range that indicates the
maximum distance at which it can hit.

Attack Ability !Vitll projectiles


Unlike In lIand-to-hand combat. it does not matter how well a
target is hit. the maximum velocity a projectile can reach is always
the same. For this reason. using Thrown or Ared projectiles places
a limit on a character's Final Atlack Ability. A charaCler using
a projectile ~apon un never have a Final Attack greater
than 280 or. in other words . a DiffKulty of Impossible.
The penalties for special purpose attac ks are applied
before calculating that limit. Thus. It may well happen that
a character 's Final Attack would be 2BO. while his shot was
aimed at his opponent's head. If a character can extefld his Ki to
his weapon. he is capable of oven::omlng that limit. however.

Celia sees tv.'O enemIes who ~te far enough away


woulq take them sever~ 1 Com~t Turns to rc.lch
her fO r ha nq -to-h~nq comb.lt. Since they are within
range ot her bov-". she cleclqes to fire ~t them. Cella has
a Firing Ability ot 120 ancl rolls a 65; her attack has
a Final Result of 185. In the next Comb~ t Turn she
<lecicles to ~im tor her enemy's heacl. She gets lucky.
~n<l receives two Open Rolls, bringing her <lice roll to
a whopping 252 pOints. She tnen aclcls her firing ability
ot 120, bringing the figure to 372. Then, she subt,qcts 60
poinh forthe Dl rectecl Attack at her opponent's heacl. The
Final Result o( her attack IS theretore, ostenSibly, 312 (372 mmus
60). HO\\'ever, because of the Prolectlle limit, she must lower the
fig ure to 2BO, The GM must remember, thoU9h. that the shot 15 stili
aimecl at the heacl.
th~t It

cou/lterattacks Agaillst prOjectiles


In combat at a distance. a character not at poi nt-blank range who
gains the right to counterattack. does not apply any of the bonuses in the
Combat Table to his ability w ith project iles. No matter how well someone
defend$ themselves aga inst a projectile attack, It does not help them In
returning fire.

weapolls RallLJe
Every projectile weapon has an Effective Range - the range within which
it retains its full force and be)'ond which it loses force, making it less dangerous.
That point is nonnaIly at about half the weapon's Maximum Range (which is
the range at which the projectile simply falls to the groond). When a character
thru.vs ()(' fires a projectile to ITlOn! than its Effective Range. the wcapon suffers
a -30 to its Attack Ability ($CC Tab le 3D) and its damage is hafved.
Note that the stre ngth of the user modifies the Effective Range of
each weapon. The stronger the user. the greater ra nge rca~ h projectile
can travel. To find the modifier to apply for Strength. pl ea~ co nsult Ta bl e
43. Weapons that have their own Strength Bonus, such as crossbows. use
that score Instead of their users. However. not all missile weapons are
able to withstand superhuman Strength. In other words. il doesn't mailer
how $It'ong a character might be, a bow can never be drawn bqond its
maximum draw. or il will break. Therefore. the Game Master may pet'l1lit
a character with Inhuman Strength to uti~ze his Strength modifier only on
weapons with a +S or higher quality,

A long bow, which has an Effective Rilngc of 200 fect, has a


Maximum Rangc of 400 fect. HOI".'eVcr, if its U5er has a Strength 0(8,
Its Effective Range i~ses to 260, and its Maximum Rilngc to 460.

Sto....,

TABLE 43: RANGE X STRENGTH


3

100 feet

f
51 '

-30 ""

+30 ...

None

+60 feet

9
10
11

+100 ftoet
+300 fect

+,

12
13

+800 feet

+10

+1,500 fect

+10

14

... 1 mile

15

..3 m iles

+15
+15

16+

+5 miles

+20

+150 feet

OPTIONS IN
RANGED COMBAT
JUSt as there are options In hand-to-hand comb<lt. there are various
pos$lbllities available for comb<lt at a dIStance. Once again. it is up to the
Game Mastel" to decide whether Of" not to use these options .....tllie players
are learning ttle basic rules.

l/Iitiative

with projectiles/SilliultaileOiti SllOtS

Initiative works the same W<rt .....ith projectile atta<Ks as in hand-to-han<l


combat - a comb<ltant can only act when it is his tum . However. if the
differeoce bc~n the Initiative of two opponents is less than 25. each of
them has effectively la ... nched his weapoo before the other's proje<:tile hits.
Therefore. even if the character ..... ith the lower Initiative is hit by a miSSile.
he can stili use his crwn weapon as though he had not yet been hit. These
characters are. In effect. attacking simultaneously. The seco" d character
10 atlack In such a situation does so before rol ling 10 defend himself and
does "01 necessarily have to target th e person who targeted him . BOlh
characters can stili Block or Dodge normally.
This rule is not app lied ..... hen the projectiles are exchanged al pointblank range. nor In relation to hand'lo-hand attacks .

Relldy to Fi re
Normally. projectile weapons Imve a negative impact on Initiative, be<:ause
they take time to load and fire. HOWO?o'Cf, if a person prepares ahead of

time - if he has an alTClW kMx:ked and his bcw drawn and ready to fire, fOf"
elWTIpie - the weapoo's Initiative is the same as fOf" an UI"l3I"Ined action: 120.

Modifiers to IlI1 Attack Witll projectiles


Just as With hand-to-hand combat. a GM can apply a number of special
modifiers to attacks with projKtiles. In Ta bl e 44 we can see the bonuses
and penalties that apply to the Projectile Mack Ability.
Move Mo r e T han On e -quarter of Movem e n t Value: The current
MOYt'ment V~lue is used.
Ru n at Maxim u m Move m e n t Val u e: This represent!; the maximum
speed at ..... hich the person is able to move.
Poor Vi sib ili ty: Although he can locale his opponent perfectly,
the character cannot distinguish him clear ly. A good example would be
someone ~en thro~gh a dense fog.
Ta r ge t Be hind C ove r: This modifier applies when the charauer's
opponent hides behind 3 solid object and only unc~rs himself to peek out
or perform a qu ick action.

Ch a n ge Target: This refers to a situation in ..... hich a combatant is


aiming at one target b~t s..... itches to another ..... ithin the same Combat
Tum. A GM also uses th is modifier if the persoo firing Of" throwing has the
ability to attack more than once per turn and uses it to attack more than
one enemy. This penalty is nol cumulative.
Moving Tarlet: These modifiers are applied depending on the speed
With whkh the target is moving.
After H aving D efended T hat Tu r n : The GM uses this modifier If the
character was forced to defend himself in the same Combat Tum.
A ttacking Be yon d Effective Ra nge: When a projectile is at more
than It!; Effective Range (set' Table 30) it Io~s accuracy and suffen this
penalty as a consequence of the distano::e irwohoed.
Large Targe t: Add thiS bonU"S to a character'S Firing Ability if his target
is B fect tall or more. This modifier does not apply against creatures ..... ith
Damage Resistance.
Aim ing: Aiming at a target requires kEeping it in view all the tilTl('$. If a
chara<ter loses sight of his target even br a second, he may not apply this bonus
and must aim at his target again 10 reacquire the bonus. Aiming br more: than 9
seconds (three full Combat Turns) does not increase the bonus any more.
Po in t- bl an k Ra n ge: The larget is less than five feet from the person
targeting It. If two combatant!; are in hand-to-hand combat using projectile
weapons, any attac k made ..... ill be at point-blank range .

TABLE 44: PR0)ECTILE M0DIFIERS


Move More Than y;, of Movemen t Value

Run at Maximum Mo..ement Value

-- 10

-SO

Poo!- Visibility

-20

Target Behind Cover

-'10

Change Target

-10

TMi,et Hoving

More Than Speed 8

-20

Target MOVing Speed 10

-40

Taf!et MOVing More Than Speed 10

- 60

After Having Defended That Combat Turn

-40

Attacklng Beyond Effective Range

-30

Large Target

+30

Aiming for

+10

One Tum

Aiming for Two Turns

+20

Aiming for

+30

Thr"ft Turns

Point-blank Range

+30

FirillB Difficulty
A projectile can miss it!; target even if the Combat Tab~ indicates
damage. This might occur If the range was simply 100 great and the projectile
fell short. To judge this. a G M should u~ the Firiflg Difficulty Table (Tab le
45). II Indicates If the combatant's Firing Ability has allowed him to hit his
target. If the Final Result Is higher than the o;lfIculty required. lhe projectile
hit!;. The Game Master can use these figures as a reference to see If targets
not involved In combat are hit.

TABLE 45: FIRING DIFFICULTY


P oint BlanJc less than 5 feet

Slton Ra,.,.: 5 to 10 feet


Medium Ronp: 31 to 160 feet

Lone Ron,.: 161 to SOC feet


Very Lon, RClnp= 501 to 1.600 feet

Exlreme-Dbcctttcu: 1,60111:1 2,.500 feeL


UnctClu tfJoble: More than 2.500 feel

E,~

ModertIle
DiffICUlt

\/By """""
Absurd

Almost Impossible
Imposible

Celta 'lnq Lemutes fire their bows at a horseman coming towat4


them. Their target is at 300 feets fWm them. which is Long R.1nge.
so they must ~t a Difficulty Check 0(140 (Very Difficult>for their
Final Attack. After applying the appropriate ffio<hfiets, Celia rolls the
dice, but gets only a 132; her shot misses am! the mow IS wasted
Lemures, though, obtains a Fmal Atqd: of 183, meaning he has
teached hiS tilrget arl4 the defender must now defend hllllSClf a~lnst
an attack as normal

Defw5e Agai/15t projectile5


It is much harder 10 defend

on~lf

against projectiles than against

hand-held weapons. Only when someone has reathed Mastery of Block or


Dodge tan he easily evade an arrow or (ut it in half in flight.

A Cham(ICr attempting to defend against Fired projectile attacks


suffer.! a -SO penalty to his Block Ability and a -30 10 hiS Dodge Ability. If
the chamaer In question has reached Mastery. the GM noduces his BlOCK
penalty to -20. while his Dodge pena lty disappears altogether.
It i~ much easier to defend againn Thrown weapons - such as a dagger
or axe - as they do not have as high a veloc ity 35 Fired weapons. A character
attempting to defend against a Thrown weapon suffers no Dodge pe nalty,
while his Block abi lity suffers a -50 pena lty. This pena lty disappears entirely
when the character In question reaches Mastery.
Naturally. the~ penalties are cumulatlllC with any other modifiers
appl ied to defense. To help keep things Simple. consult Table 46. The
shields mentioned In the table are normal ones (Full Shield, Shield, and
Buckler). rather than supernatural barriers. which would suffer no penalty.

T A BLE

46:

........

D EFENSE AGAINST PROJECTI LES

Profectles

Block

-80

-so

Dod..

-30

NA

Block with Mastery

-20

NA

Dodge with Mastery

NA

NA

Block with shick!

-30

NA

Block with Mastery and shield

NA

NA

Rain of projectiles
In some cases. a character may need to defend himself from projectiles
fired by numerous adversaries. Whe n a large area is full of projectiles,
the GM can resolve the outcome as a single rain of projectiles instead of
resolving each attack separately. In this WiYf. the defe nding person only
needs to make a single defense dice roll - although this also brings with it
certain disadvantages.
A GM may use this ru le If a character suffers attacks from more than
ten adversaries who do not have a difference of more than 60 between
their various AttaCK Abilities. If there is a variance greater than 60, the
GM should group the attackers into differef1t bands. To calculate a group's
Final Attack. the GM should simply add 150 to the highest Attack Ability
among the group instead throwing the dice for the attacK. Depending on
the number of attackers. a defendCf" Dodging a rain of projectiles might also
suffer the penalty for Area AttaCK (descnbed in the section on Supernatural
Abilities In combat) If the zone coYered by the projectiles exceeds his
Movement Value.
Doe to the large numl>cr of attacKs. the Base Damage of the r.lin of
projelles is quadruple that caused by a single proie<tile.

RelOlld Tillie a/ld Rilte of Fire


Unlike when using hand-to-hand weapons. a character needs time to
ready projectile weapons before he can fire them again. The period of time
required to ready a Fired projectile weapon is called the Reload Time. For
example. a bow, whldl has a Reload Time of 1. can fire an JIT(lW" each
Combat Tum. whereas a Crossbow, with a Reload Time of 2, can be used
only every other Combat Tum. A character must spend the "lost - Combat
Tum reloading his weapon before he can Fire it again.

A5 with handto-hand combat. mose with high Combat Ability can reduce

the Rek>ad Time and even fire more than once per Combat Tum. For each
100 points of Attack Ability or SleigN. or Hand (use only the higher number).
a ch aracter can reduo::e the Reload Time for his weapon by one Combat
Tum - although he must apply a cumulative -25 penalty to each additional
shot made. If a character redUO::es the Reload Tome to less than 1 (as it would
be for a bow"). he can make more than one all.K.k per Combat Tum.

Celia has a hrmg ability of 120 With the (toS5bov.., a weapon


that normally has a R.eloaq TIme o( 2 NOfmally 5Om=ne with a
CI"05500wcoulQ only a~ck ollCeevery tv.o tums; hrn. . ever, thanks to
her supel10r abiltty, (dla can teduce the R.eload Time of her weapon
to 1. She could. therefore. fire a ctoSsbo.-. bolt C\'ery tum at a perJ<llty
of-25. Jf ~he uses a bow, which hasa ReIOdd TImeo(1. she could hit:
two artO\vs per combat tum. but at a -25 pen~lty for each.
Thrown weapons don't need reloading. However, these weapons
possess a Rate or Fire (ROF) . which indicates how many of them a
character can throw In a single Combat Turn. If a weapon has a ROF of 40,
a Character can throw one of them for each 40 points of Attack Ability or
Sleight of Hand he possesses (USing the higher of the two). In other words.
a combatant with an attack Abllit~ of 120 <auld throw three of them per
turo. A penalty of -10 to the Character's Attack or Sleight of Hand Abllit~
is applied for each additional projectile thrown.

For example. let's look at a character With all Attack Ability of


f70 who has scvet;ll stilettos (ROF 30) and a handaxc (ROF SO). If
he Wallts to h~t throw the Handaxe. and then as many stilettos as
possible. hiS Attack Ability \\'Ould allow hilT) to thtow up to thtce
stilettos ttl the !><Ime combat tum (SO+50 +50+50~f70). Hcm'evcr.
since he IS uSing a total of (our ptojecti[CS. his Attack Ability is
teduced by 30 (-10 penalty for each additional projectile). He will.
therefore. thto'o\, each one With an Attack Ability of only 130.
Reload Time and Rate Of Fire are summariZed in Ta ble 30, Ant object
not listed on the Projctlile Table has a ROF of 80 if it is small- or medium-sized. and 120 if il is large-siled. A combatant can always throw at least one
objeCt per Combat Tum. n.o mailer what his Ability or me object's Rate
of F,r(' might be.

If the character's failure level

CRITICALS

is greater than SO, the damage he

suffers irM)/ves something seriously


incapacitating - like broken bones or
It is inevit.abie that chas;Ktel"$ suffef"
joint dislocations. Half of the Action
damage In combat. However, not aU damage
penalty stems from shock. and pain, and
ino.o/ves merely losing a ~t numbef' of We
it dminishes at a rate of 5 points per
Poin1$. Whef1 someone receives a single
tum. HOW('Y('f', the other half iJ'M)ives
wound that makes him lose half his remaining
physical incapacitation. and it WIll last
LP, he has received a Critical hit. For example.
until the charactef" reco.oers from the
an Individual with 180 LP who receives a single
Critical. If the attack was not a Directed
hit that causes him to lose 90 or more Life
Attatk. u~ Table .. 8 to decide
Points has suffered a Critical. With his LP now
the body part affe<ted. If It hits the
reduced to 90. another hit causing just 45 LP
more would cau~ anothef" Critical.
head. the combatant is automatically
unconscious.
Whc:1l!;'VCI' a combatant suffers a Critical, the
For results higher than 100, the
possib;!ity exists that a very serious wound will
A oltiC'l1 m<ly nave de<ltnly COn5l!cuem:o:s
attack has destroyed the part of the body
result InYOIving brok.en bones or even lost limbs. To
that was hit. As before. half the penalty stems from shcx;k. and pain. and
nnd the result, It Is necessary to cakulate the level of the Critical. The attac:ker
it diminishes gradually. The other "alf. however, comes from real physical
rolls 1dl00 (no Open Rolls allowed) and adds that to the damage produced
incapac itation. If the part hit turns out to be an arm or leg, the GM should
by the attack. The result Is the Critkallevel. Reduce any amount al>oYe 200 by
consider that 11mb useless - whether due to bei ng crushed or otherwi~
half and add that to the total. Thus. the GM would reduce a Critical level of
heavily damaged - or even amputated . If the strike was a Directed Attack
260 to 230 (60/2 I 2(0) ar.c::l a level of 310 to 255 (110/2 +200).
at the heart or head (or some equally vulnerable part of a non-human's
The combatant who has suffered the Critical must then pass a Physical
anatomy). the character dies automatically.
Resinance Check against the leve l of Critica l (the player rolls 1dl00 and
Fina lly. if the result Is above 150. the effects are exactly as stated in the
adds the result 10 his PhR). If his final score is higher than the Critical level.
previous case, except that the character also inSl.anlly loses consciousness.
he passes the check and suffers no further ill effects from the hil - other
no mattef" where he was hit. The unmnscious character will die In a
than the original life Point damage. If. hO'WeVer. the charaaer fails the
number of minutes equal to his Constitution. unless medical attention with
PhR Check, the number by which he failed the Check - the difference
a Difrkulty Level of Very Difficult is obtained.
between the Critical level and "is C"eek score (his Pt1R score plus dl00
Unleu the victim's Heal ing Level indicates otherwi~. the Action
roU) - determInes the effeas of the Critical.
penalties are reduced at a rate of 5 points per week. Naturally. destroyed
or amputated limbs can oot reco.rer ext:ept by supernatural means.
As always, creating an appropriately colorful description for Criticals k;
In this section we will explain the different effeas that Criticals produce,
In the hands of the Game Master. If fighting cx;curs with creatures whose
as seen In Ta bl e "7.
bodies are very different from those of humans, the GM might need to
When a chanaer fails his Pt1R Check and receives a Critical. he
adjust the location of hits.
automatically suffers an All Action Penalty equal to the level of failure - the
difference between the Critical level and
C"eck score (his Pt1R score
TABLE
GENERAL LOCATlON
plus dl00 roll). If the ngure Is 50 or less, the attack may have been
painful, but It leaves nothing more than some bruises and a nice scar. The
character's Action penalty!~ caused by momentary shock and pain. not any
To=
1-SO
lasting physical effects. and it disappears at a rate of 5 points per Combat
rub>
Turn until, at last, it vanishes completely. It isn 't necessary, therefore. to
/-fO
determine the location of the hit, because there are no add itional effect:s.

Effects of criticals
"is

TABLE

47:

CRITICALS IN COMBAT

&.0.01 of

S1 to 100

No

Yeo

Suffers an All ActIon Penalty equal to


the level of the Critical. The penalty
diminishes at S polrtts pet' combat turn.

SUffers an All Action Penalty equal to


the level of the Crrtical. The penalty
diminishes at S poin1$ per combat tum
up to '/:I its value, HIt location tn\,IU be

...........,.
101 'to 150

Suffers an All Action Penalty equal to


the level of the viticaJ. The penalty
diminishes at S points per combat
tum up to 'h i1$ value. If the hit Is on
a 11mb, it Is Irreparably destroyed or
amputated . If it hits the head or heart,
the person dies.
ll~ the previoos. but the person Is
Immedlatefy ~ and dies
In "",n'lboer o f n'llnutcs equal to h is
Constitution If he doesn't get medical
attention.

'"""""

,-ll)
n_'"

Kidneys

31."

Stomach

Ch,"

c .......
1 1050

48:

Hw1
Right arm

J6.4/!
..",

51 -<0

Upper forearm

51-54

'--fore~

"-58

left arm

Upper~atBI

=4

Right leg

""'"
Coif

<00<

Left leg

"...
CoIf

"""-

Head

SUO
6170

"....
.....
fD-1O

71-80

71-74
15-J8

"...,

~ -90

.,-1/1
.....

89-..
91-00

vulnerable Poil1ts
There are certain places on the body that are more vulnerable to
Critkals than others. The!iC vulnerable points are areas most sensitive
10 damage. If a tharactcr receives a blow dire<::led at a vulnerable point.
losing a mere 10'J6 of his current life Points is enough to make him
Check against Criticals.
For any human, the head and heart are vulnerable P<*Its - although
3t1imak and supematur.JI creatures may not bIIow that pattern. Some
entities, in faa. don't even have.such weak points; hittl'lg them for half
thetr remairWlg lP is the only Wort to uuse !hem a Critical.

With 160 lP arlc:i In perfed

he.llth.

Krau~r nee.:ls to

lose SO

(tom a Single hit to Check for a Critical But an attack qltecte<!


at his heacl only n~ s to C<luse 16 points before he is forced to
make such a Check because It Is a vulnerable point.

0PEN R0LLS AND


FUMBLES IN C0MBAT
All dl00 dice rolls In combat use the rules for Open Rolls and
Fumbles that are cxplamed in Ihe IntrodlXtlon (determining Critical
levels is the only exception).

rlie Defwsive Fumble


When a combatant makes a Fumble on any of his defensive dice rolls,
It means he has made a grave mistake that benefits his enemy. The GM
must cakulate the level of the Fumble and subtract mat number from the
fumbling character's Defen~ Ability. If the result i5 also over 80. me Game
Master can decide If some other conseqtlt'nce, such as tripping or dropping
his weapon, is in order.

rile Attack Fumble


Fumbling an attack means. at a minimum. mat it does not hit its ~t. If
the Fumble oc<urs In h.lfld-to...Oand combat, the attacker pro.tIdes his enemy
with a chance to counter.mack. If the defender is capable of taking advantage
of that opportunity, f'Ie Carl add his opponent' s level of failure to his CNffi Attack.
Ability. Whatever me result. making a Fumble denies the fumbling character
any further Active Actions mat Combat Tum. If the level of Fumble Is hi~r
than 80. tf'le Game Master C,In de<lde on other possible consequences, such
as a character aCCidentally hitting someone on his own side.

TABLE

......
49:

..

THE FUMBLE eN INITIATIVE

01

- 125

02

-100

03

-75

rlie liIitintive FlllI/ble


Fumbling on Initlatlvc means mat the fumbling character !>imply was not
prepared b' what happened. and theclore f'Ie will act last. A5 Initiative is not
an Ability, me GM does not need to calculate the level of the Fumble. To see
if anrone has achieved Surprise on the fumbling character, h~, me GM
should apply the penalty sho.Yn in Table .9 to the character's Initiative.

DAMAGE RESISTANCE
IN C0MBAT
Very large animals and some supernatural <reatures use a special means
of defense ca lled Damage Resistance. Rather than using either the Block or
Dodge Abilities to protect themselves. these creatures depend on their
enormous capacity to absorb physica l damage. For that reason. a number
of slightly different ru les arc used for them In combat.

A Wyrm 15 a Damage Reslst<lllce crelture


First. these creatures do not lose their right to make Active Actiom
when mey suffer damage: they are always able to hit back.. However. they
do not benefit from the advantages of counterattack. and therefore must
walt until it is their tum to an duril'lg the Combat Tum.
They also do not posscs~ any defel'lslve capacity except their OWI'I
Mtural dice roll, which the GM subtracts directly from the Attack Ability
of the (features' oppornmts. This figure does not suffer any modific:ation
for additional attadu. projectiles. or any of the penalties to defense found
on Ta b le 38 . If a beil'lg with Damage Resistance is attacked by surprise. it
loses the ability to roll the dice to defend itself; it receives the full force of
the attack as if it were 31'1 inanimate object. If an opponent surprises it by
avoiding detection (lib: exccuung an unexpe<ted attack from behil'ld. for
Instan(e), thel'l the creature is irKapabie of making an attack against the
opponent in that Combat Tum.
8elngs with Damage R.esistar'K:e can also utilize magical or psychic
shields - if they have the ablhty to create such defenses. However. they use them
witl1 a -40 to their Projection Ability. and if the shield's defel'lse i5 oven::ome.
the creatures lose their actlon. The GM st10uld apply pernllties triggered by
situatiol'ls 11'1 Tabl e 40 (or other penalties) to their Attack Ability.
Criticals also wor\( ;1'1 a spedal way agai nst creatures with Damage
Resistal'lCe. Although they must lose half the ir life Poil'lts with a sll'lgle
attack to suffer a Crit ica l, the GM should automatically reduce the leve l
of the Critical by half. evel'l Without reaching 200. A Critical level over 50.
however. prevents mese creatures from acting that Combat Turn.
If a (feature with Damage ReslstallCe receives an Area Attack that
covers at least half Its body, it receives double the damage indicated on
the Combat Table. Although Area Attacb are most oftel'l produced by
supernatural meal'ls (fireballs. cones of destruction. ett.). the damage from
a weapon with an Area Attack sufficiel'ltly large enough to cover half the
creature's body is also doubled.
Finally, Fumbles have il'lcreased effects in battles with creatures with
Damage Resistar'K:e. If a creature with DR Fumbles. its opponel'lts receive
double the normal bonus awarded to their Attack Ability.

SUPERNATURAL
ABILITIES IN C0MBAT
It Is commol'l to use Supernatural Abilities In combat. or to face others
who use them. Although their use Is explained in detail in the followil'lg
chapters. we will look at how a GM can integrate tl1em into the Anima
combat system.

For exam ple. 5erellade IS loc keQ in com bat ag ainst


lemures. She WillS the Ini tiative, anQ dcci.des to toss t....,o
offcnslve spells at her ~Qve~'Y' Serenade red uces hcr MA
III ha lf that tum bequse she Qeclares sh e wilj petfotm actions
besides Clstmg the spells. Beca use she \\"'15 accumulMmg leon
during the previOUS turns, she has a suffiCient pool to cast the
hvo ~pells. lemures manages to partially Dodge both spells.
am{. although he: tloesn t get a counteratt-lck, he does escape
tla m<lge. As 110 one has IIltetrupted 5erenatle's <1ctlonS, she
Cln stili act she therefore attacks lemures III haI1Q -to-h<1I1Q
combat WIth <1 -25 to her AttJck Ability.

psychiC Abilities ill combat


Although based on very different principles. Psychic Abilities
are SImilar to magical ones in their combat effectiveness. Persons
possessing pS)'l:hlc ~rs use theIr Psychic Projection to direct their
disciplines. As with a wizard's Magic Proje<:tion, this ability is modified
only by Vision Partially Obscured or Vision Totally Obscured from
Table 40.
A combatant can attack and use his powers If! the same Combat
Turn, but he will apply a -25 to his Psychic Potential for each
additional Active Action already performed In that Combat Turn. If
he wishes to attack after using his powers, the GM appl ies a - 25 to
all subsequent actions. In no case does the character suffer penalties
to his Psychic Proje<:tlon for performing additional actions, ~nalties
to all action do also modify the combatant's Psychic Projection.
Not ~cry wc~pon Is ~ble to <h mage inmatetial cre<jtu res

Magic ill combat


Magkal or ITI)'$tkal abil ities ~n be very erfeaive in combat. When
f<King danger, a Wizard h.as a wide range of offensive and defcnWe spells
from whkh to choose. To ~st an Active Spell, it must be the Wizard's turn
to act. Even if he gets a counterattack. by u~ng a shield for defense. the
Wizard must wait until it Is his tlIm to act in the Combat Tum.
W izards use their Magk Projection as a Combat Ability to cast
attack. and defense spells. The GM ~kulates the Attack. Result as for any
fight - although due to its special nature. Projection is not go.-emed by the
same modiflt'rs as hand-to-hand or projectile combat. Wizards are capable
of projecting many spells and can therefore use their ~r repeatedly
during a single Combat Turn without suffering penalties for additional
attacks. When using offensive spells. wizards also ignore the modifiers for
special sitllatlOl1s found In Tabl e 40 - with the exception of those for Vision
Partially Ob!.Cured or Vision Totally Obswred. Magic also is not affoxted by
the modifiers of Ta ble 44. Only In the case of Attack Spells does the
combatant suffer penalties for aiming at spedfic parts of the body.
It is also important to note that Magic Proje<:tion does nOl use the
spelicaster'S aim; therefore he 'WOuld receive no bonuses for taking the
time to aim at a target. Nor 'WOuld he receive any bonuses from obtaining
the right to counterattack - even if In hand-to-hand combat. Direct Attack
Spells, such as lIghtbeam or Fireball, are considered Fired projectHes when
cakulatlng any penaltH:i for trying to Block or Dodge them.
The penalties to actiOl1 do modify the wizard 's Magic Projection.
-..".
A WIUrd <:.11'1 Clst as mJny spells USl119 the same Magic
Projection value as he WIShes luring a Combat Tum, lUst as he Cln
stop ~rious a~cks Without pen<1lty. If, for example. a W1Urd has
<1 ,",'Iagic Projectiol1 of 120. he ClI1 <1ttack <1S m any t imes as his MA
permits, al1Q he ClI1 block offen5l'/e spells with his shieMs - <111 With
<1n uIKhal1ging abIlity of 120.

syellCl!stillg while Fig/ltillg


Since casting spells counts as a normal action. it is possible for someone
10 attack and casl spells at the same time. H~r. since using a spell is
an Active Action, the combatant applies a -25 pllaity to any other actions
he performs. Although the Magic Projection ability is not affected, a mage
who needs to gesticulate must reduc:e his MA by half if he wishes to cast
spells while nghtlng_

Magical or PsycJlic s/Iields


The prirn;:ipal means of defense used by Wizards and Psychics Is the
ability to create magical Of psychic shields. Despite the fan that they are of
dIfferent origins. both have the same purpose: to prevent an attack from
landing,
It is Imponant to remember that most such shields are not simple
spheres completely surrounding their creator. For example, a Wizard tries
to proJt his shield focUSing on the points of the attack. because even if a
screen exists between him and his adversary, an attack. that is sufftcientJy
powerful could get through it.
Magkal Shields use the Magic Projection of the spelkaster as a method
of defense. Simply roll 1d100 and add the results to his Magic Proje<:tion to
calculate his Final Ability against each attack. Mentalists perform In me same
way, although they add their Psychic Proje<tion to the d100 roll. Characters
who use supernatural shields do not suffer penalties for additional defenses
from Ta ble 41 , nor do they suffe r penalties for the projectiles of Table
46 - as they are based on supernat ural abilities. The only modifiers a GM
appl ies to the shield's creator are Surprise, Put at Weapon's Point. Vision
Partially Obscured, or Vision Tota lly Obscured from Tabl e 40.
Although any bonuses to cou nterattacks gained using shields as a
defense are not applied to Magk Proje<:tion or Psychic Projection, they do
apply normally if used to carry out other actions - such as making a handto-hand attack_
If a shield succeeds in stopping an attack it might suffer damage or
even shatter, A shield that successfully stops an attack. receives the Base
Damage of that attack. Persons of high ability. therefore, nave the possibility
of shattering shields more qukkly by making additional attacks.
let's exam UJe a shielQ that can resist 300 points of d<1 m:tge put
up by SetellJde. lemures Jttlcks Serenade uSll1g a long s....wd With
~ B.lse D<1mage o( 60. A lthoug h Seren:ttle's shlelQ blocks t he S....111g
(she obtametl a Final Defel15e highe t thJ n her o pponent's Final
Attack), the s....'OtQ blov.'S IVc.:lken the shteld conSidera bly. The Imp<1ct
au tom:ttlcally te<:l uces the resIsta nce of the battiet by 60 poil1ts, so
that o nly 240 points of defense remain.
If an attack causes sufficient damage to break the shield. it penetrates
to hit Its real target. The combatant automatically suffers the impact of the
strike without any further chance to defend himself. H~r, the Base
Damage of the attack Is reduc:ed by whatever defense th e shield had left.

For example, Seren~de 's shield h~s only 40 points leM:, <lnd ~~'J<Ii 1l
Lemures ~ttacks The shield once ~g<lin IIltercepts his <lttlCK but
breaks. Serenade is hit, but the shattetln9 shield reduces the damage
to 20 (60 d<lm<lge ftom the lon9 swotd minus 40 from the shield's
remalnin9 defense).

covering ethers
A!.hield can be used to defend someone other than its creator. Sud! an
action Is I10t pas.siYe. so the !.hield must eIther have been pla<:ed beforehand
OYer the person. or el~ the per10Il projting the !.hield must have reserved
their right to act earlier io the Combat Tum. In this second case, a character
must <lnnOtlrw::e this Intention before all)' dice roll. The character suffers a
penalty of - 40 to his Projec.tion wIleo using the defensive barrier in this Wirf.
If the $hield does I10t $lOp the ImpaCi. the attack continues normally
and the targeted vittlm may defend himself normally.

srl)lenratuml Attncks
In spite of their great variability, supernatura l attack!; can be classified
In three general categories: Energy Attacks, Area Attacks, and Essence
Attacks. Each attack category req uires a different type of defense.
It Is possible for a $Ingle supernatural attack to Include twO or more
of these characteristics. In fact. It Is normal for attacks on Essence to be
based on Energy. and affect an Area. If this occur.;. the defender suffer.; all
the consequences together. Remember that aoy of these are considered
equivalent in effect to a Fired projectile, and so the defender suffer.; the
penalties listed in T ab le 46.
Energy Attacks: These attacks have 110 ~a1 substarxe. Sioce the
pc:!'Htf" that forms them Is oot really tangible. a normal individual Is incapable
of blocking them. Logitally. if SOIT\COI"Ie can oot touch
he 'MlU1d have a
seriou!i problem stopping an attxk made from it. His 8Iod<. Ability would be of
110 use, sioce there is 11O\hIng he can pul io betweerl himself and the attad<.
In such a case. the natur.tl reaction would be to Dodge it. since 8Iod<. Is
automaticaJy reduced to zero. A character an Dodge Enerw Attad<s with
no additional penalty bqond the diffkulty of Dodging Fired prn;ectiIes.
Remember that thert! Is a big dlffereoce between Energy Anack5
and those attacks that can damage energy. Many intangible supernatural
beings. or those WIth special protection, can 1101 be affected by attacks
that can not harm energy. For that reawn. a combatant must have a
magical weapon or KI Ability to hit supernatural bodies. Although these
weapons tall damage Intangib~ beings. they themselves are tangible. and
therefore can be blocl<.cd by normal weapons without any penalty. By
Energy Attacks. we refer to Intangible magical discharges or similar effects
that ca n pass through any materia l body to reach the ir objC<:ti ~e.
Some magical weapo ns have a Secondary Energy Attack Type (o r
a Heat. Cold. or Electric ity one). but continue to be of a material
nature. In such a case. even If It Is possible to force an oppone nt to use
his armor 's Energy AT by using a Sewndary Energy Attack Type. the
defender can stil l Block these attacks normally.
It is worth making s~lal mention of attacks made w ith Electricity.
Cold, or Heat, since In a more Ilmited~. these can also be difficult to
Block. If someone attempts to Block one of these attacks. such as an
igneous discharge. a penalty of 120 applies to hiS Ability for not being
able to Block Energy. Once again thOtlgh. there are no added penalties
to the Dodge Ability.
Blo cki ng En ergy and oth er su ~ rnaturaJ a ttacks: There
are special requirements for a character to Block energy. Normally.
supernatural we apons that can damage Energy an also Block
supernatural forces. Suc:h a weapon can CUI the lines of magic. or
the energy of p~ matrixes, or even block a fireball In the air. Ki
Abilities offef" another option for Blocking Energy Anaclc;. The Preseoce
Extr"VSion and Iwra Extension can also offer the ability 10 !;top such
attacks without penalty. In the case of magical shields or psychic shields.
each of them Indicates if il Is able to Block energy or 1101.
Are a A ttac ks: Area Attack!; have some devastating effects. They
are capable of covering large areas and hitting various targets at the
same l ime. Givcn that they affecl a wkle area, Blocking these attacks
the normal way Is not possible, and so the defender must possess the
ability to Block energy In order 10 protect himself - or else he applies
a penalty of -120 to his Block Abil ity.

enerw.

If yotJ Wilnt to determine If someone can Dodge an Area Attack. it Is


necessary to determine if he is able to rerll<:l'le himself from the area cwered in
that Combat Tum. Therefore. the character's MOIIement Value is fundamental
in determIning the result. If the character's M<M'ITI('nt Value is high enough
to fTlO.Ie him OUt of the area in one Combat Tum. the person can attempt to
Dodge the attack with no additional penalty to his Ability. H~r. if he is
I10t fast e nough. he wft'ers a penalty of -80 to his Dodge Ability. In on::ler for
a character to Dodge the Area Attack. he must have enough space if\I3ilabie
to permit such mOIIefT\COl. If. for example. a character's MOIIefl1COt Value
would let him moYe OtIt of a 5O-IOOt Area Anacl<.. but the room he Is in Is
smaller than that. the - 60 penalty still applies. AIr( wpematural shield can
Stop an Area Attack WIthout ant penalty.
E ssence A ttacks: These attacks directly affect the essence of
a pen.on or thing. In other words. they force the defender to make a
Resistance Check: an MR or PsR, for instance. Generally. normal humans
can not perceive these attacks because they act at a level beyond human
vision. It is completely impossible to see a psychic trying to read your mind
or a sleep spell crossing the room. for example. Anyone trying to defend
themselves against an Essence Attack without be ing able to see it must
apply the penalty for Vision Totally Obscured to their Ability. If it is also
unexpected . subtract -90 for Surprise.
This pena lty is only applicable if the attack affects only Essence. If. for
example , a character Is assaulted by a creatu re capable of paralyzi ng by
touch. there is no such penalty. because the creature's attac k itself is seen.
If the attack Is of mystical OI'lgln, It Is necessary for the defender to have the
ability to perceive magic or psychic matrices In order to avoid the penalty.
Repeating Re sistan ce Check s: If a person is affected by a
supernatural ability In combat that obligates him to repeat a Resistance
Check. these Checks are made at the beginning of the Combat Tum. before
all)' other combatant can act - no matter how quick they might be.

Jt l& IUtmlw"'$ Mw ......:r. dr."'$tr.

tr..

l#uL

& "'"

lnfu.se lntb tr.. W,,(y

Some people explain phy5ic:aI energy as a source of Wing heal That is


wi',- the undead - those who have lost their 5OU1s but ~ In this
WOI1d - exude an interue !>iritual chill.
Even thO\.lgh KI Is present In all living organisms, not ~
is fully aware of It. Only those able to $I'fl!.e their CNffi energy
and awaken It can control the!.e unbelievable abilities. By doing so.
they are breaking the One line between flesh and soul in order to
employ spiritual powers while st>ll inhabiting their bodies. The term
-Dominion~ derives from the ability these individuals pos!.ess to control
their energy and utili:re it to perform physical actions no other mortal
could accomplish.

Martial KllOwledge
Martial knowledge (MK) indicates a character's ability to awaken Ki
Dominion. MK points d iffer from Development Points in that a player can
U!.e them only toward acquiring Dominion knowledge - such as acquiring
Ki Abilities and special Te<hniques. A player cannOt buy additiona l Ki Points
or KI Accumulation with MK.
Characters 3cquire MK points as they move up in level. according to
the MK progression listed under each class summary found In Chapter 1.
Characters can also obtain MK with the Martial Mastery Advantage, or by
mastering some martial arts.

Kj Poi/Its alld AcClllllulatioll

The KI
This chapter

Domlnlo l)

makes Irlcre<!ible ~ee4s po5slble

wi. discuss the spe6al

abi~ties

some individuals can develop by

osng tiler loner energy and the use of the $pOOaI combat Technique;.

0RIGIN 0F KJ
KI is a force present In all fonns of life. When the soul penetrates a
living organism at the time of i[5 birth. it impregnates all of iB being and
becomes one with It. Even though all things ~ a :;.pirit. only those

beings truly ahve completely blend tI'IClr body and soul. If a stone breaks
in half. Its SOlJI divlde$ in two. When a living creature dies. the spirit is
separated from the body.
When souls clirlg \0 their earthly abode, they impregnate it with their
essence, thus <realiog the physical energy we call Ki. Such fon:e depends
exclusively on the fl.lSlon of body and spirit. and so it flaws internally through

all human beings. This is nOl to say only organic beings can use Ki: elemental
creatures without a physical form can develop these abilities as ~II. A soul's
true fusion with a material abode Is all it takes \0 make use of Ki Abilities.

Ki Points measure a character's internal energy. The more Ki Points the


character has, the greater the power he will have awakened. The amount
of Ki Points a character possesses depends upon his Strength, Dextetity,
Agility, Constitution, Power. and Will Characteristic. scores. In order to
calculate a character's Ki Points, analyze the S(;Qfe for ea~h Characteristic,
A character receives 1 Ki Point for each Characteristic point up 10 10,
and 2 Ki Points for each Characteristic point 0Yef" 10. For example, a
character with a Strength of 7 would re<eive 7 Ki points (1 for each point
of Strength). while a character With a Dexterity of 13 would receive 16 KI
Points (1 KI Point for eadl point of [}exterit)' up to 10. and 2 Ki Points for
each point of Dexterity over 10). Generic KI points are those not linked
to any specinc Characteristic. This means that players can choose which
Char;l(teristic 10 take the Ki Po inlli from .
Ki Accumulation represents a subject's capaCity for concentrating and
using KI Points at a higher speed. Its base va lue is also determined by
Characteristics, as shown in Tab le 50.
A player can give his character more Ki Points and Ki A<cumulat ion
by spending DP (as opposed to MK). The cost for in<reasing these abilities
varies according to character class. Each time a player spends the DP to
obtain KI Polnlli, he need to choose which Characteristic he will add them
to. Once a5s!gned, a player can not change this distribution. A character
recovers spent Ki at a rate of 1 point per hour for each Characteristic, or
twice as much if the character is concentrating or meditating.

lefs take 'I look at Celi;fs KI pomts 'Inq Ki Accumulation.


Accor4ing to her Chilt:ideristics, her Ki points shoul.:! be: St rength
(Ki 5), Dexterity (KI 9), A9.,lity (Ki to), ConS"!itut ion ( Ki 5), Pov.'er
(KI6), 'In.:! Will (Ki 4). As (or her initial A ccumulation, It shaulq be,
Stte~th (1), Dexterity (1) Agility (2), Consti tution (1). Pov.'cr (1),
allq Will (1).

T A BLE

50: 1(;

ACCUMUlATI0 N

Cblii'aewldk
1 to 9

'Oto12
13 to 15

' 16

,
,

.... kqeml .......


2

Characters can use as many KI Points per turn as their Accumulation


aHows. They may concentrate Ki from all their Character istiu 01" ooly
from specific ones. However. if a single turn's Accumulation is oot enough
to perfonn the Intended action. the charactel" may keep the Ki Points he has
gained and contil'lue to gather points throughout the follOWing turns. For
example. jf a character's Accumulation for any given characteristic is 2. he
may either use those 2 KI Points in a tum 01' save them for the next one (2
In the first. 'lIn the se<:ond. 61n the third. etc.).
Accumulating KI Is a Passive Action. W hen characters perform other
Actions in the same round . they must reduce their Accumulation to half.
rounding the number up. Cllaracters may continue to Accumulate KI ~
as many Combat Turns as they wish. However. if a chara<ter concentrating
his KI sto~ for one Turn. he must Immediately use what he Accumulated
or those points Will instantly diSSipate. returning to his Ki Point total. and he
will have to start over If he wishes to Accumulate those points again .
A tota l Accumulation of over 20 Ki Points will render a ch aracter's
aura visible and cause slight alterations in his surroundings (b reezes. tiny
earthquakes. and si milar phenomena). According to legend. eve ry living
creature 's aura has a different color. reflecting t he unique ness of its 5OUI.

lemures ~<ts t~e following Accumulation: Strength (1), D/!xterity


Agility (4.), Constitution (1), Power (2), ~n<l Will (1). If he
wncentt-ltes for two turns, he will h~ve Accumulated 2 points for
Strength, 6 fot Dexterity, 8 for Agility. 2 fot Constitution, 4. (or
Power and 2 for Will. Vnfortunately, performing any othet Action
in that turn would C<iUSC his Accumulation to drop by ~~If (roundll1g
the numl">et up). as shown belO\-\" Strength (1), Dexterity (2). Agllity
(2), Constitution (1), Power (1), ~nd will (1).
(3),

KJ ABILITIES
Ki Abilities are a set o f special pc;rwers that a cllaracter can deveiop by
using Manial Knowledge points. Mastery of these abilities allow<; characters
to perform spe<lal actions that no other human being could possibly
exe<ute. Each ability (osts a different number of MK points that a character
mU$t pay in order to acquire It. Since Ihere Is a logic to Ihe deveiopment of
Ki Ability. some pc;rwers may require p.-evious mastery of others.
Below Is a (omplete liSt of abilities. MK COSt. requirements. and the
special effects these abilit ies provide.
USE OF KI
This Is th e fou ndat ional KI Ability upon wh ich all others are based. It
allows a character to awa ken his Inner energy and use It subco nSCiously.
Re quirements: None
Martial Knowledge: '1 0
KI CONT1I.Ol
This ability allows total cont rol of Inner ene rgy. A character with this
ability Is fu lly aware of his supernatural po-ve r and can Accumulate Ki. O nce
acquired, KI Control allows chara(ters to learn Dominion Te<:hniques.
Require m e nts; Use of KI
Mar ti a l Knowledge: 30
KI DmcnoN
This ability allows a character to dete<:t a being's energy. Thus. a
character with this ability Is aware of any source of energy present in an
area. but he cannot determine its IOrm, size. or Intensily. Ki Detection
effortlessly overcome5 obstade5 such as solid objects and closed spaces. but
it can not penetrate sealed energy rlelds. The GM sho uldlTeat this powet'
as a special Secondary Ability and call calculate Its score by aver.!.ging the
character 'S lotal MK and his No tice score. To learn about the extent of its
reaCh. r.ee Box VIII .
Require ments: KI Control
Marti al Knowle d ge: 20

Celia has 120 MK~nd a Notice score 0(60. To calculate Celia's KI


Detection, add up both numbe~ and divide them by hl/o, whic~
shoul.:! give a Final Ability score 0(90.

BOX VlII : KJ

D ETECTION

This box de tails the effectiveness of the ability in


relat loo to the Dlfnculty Level atta ined.
Routine: The dlaracter can only dete<l the energy of those
In physical contact w ith him.
Easy: The dlaracter can detect the energies of those with in
a few feet of him.
Modenr.te: The (haraaer can detect energy up to 15 feet

""".

Diffic ult: The character can detect energy up to 30 feet

""".

Very Diffic ult: The character can detttt energy up to 60


feet away.
Absurd: The character can dete<! energy up to 150 feet <rNq.
Almost Impo ss ibl e : The Character can detect energy up to
300feet~.

...,.

Impossible: The character ca n detect energy up to 800 (eel

Inhuman: The character can detect energy up to half a mile


away. It requlres In humanity.
Zen: The charncter can detect energy hundreds o f miles
away. It Requires Zen.

ERvnmON

Erudition allow<; characters to determine the strength and fOflTl of


any energy perceived. The use of this ability makes it possible to tell if
someone is Accumulating Ki 01' if an opponent is pankulariy strong. It can
also provide In formation as to a particular individual's energy type when
spe<iflcaJly sought. For instan(e. a character might find the exact cell in
which his friends are captive without the n-eed of opening the door.
Require ments: KI Detection
Martial Knowledge: 10
W EIGHT ELIMINATION
Through coo trol of energy. a (haracter may affect his own body ma~
and partially ignore the effe<:ts of gravity. By uSIng this ability. a character
can temporarily per form actions otherwise virtually impossible - such as
running up walls o r ~n running on water. A character using this ability can
run along any type o f surface at his full Movement Value in a single turn .
For example. a Character with a MCNement Value of 70 feet per round
who attem pts to (TOSS to the o ther side of a rive r using th is ability will
suc::cessfu lly cove r the flrn 70 feel. but he will inev itably Sin k if the river
stretches beyond t hat poi nt. The effem of t his abil ity may be extended by
Investi ng 1 ge neric Ki Point In ever y rou nd.
Requirements: Use o f Ki
Martial Knowl e dge: 10
LEVlTATION
This ability allows a character 10 glide through the air and move freely.
Each Fl ight Value achieved COSts a character 1 generic Ki point. A character
using Levitation may only achieve a maximum Flight Value equal to onequarter of his Movement Value. rounded up. To maintain this ability and
remain levitating. the user must spend 1 extra Ki Point per m inute.
Re quire m e nts: VVelght Elimination
Martia l Knowl e dge: 20

For example, a c~~tacter With an Agility of8 can leviqfe up to a


Flijht Value 0(2 ifhe spernb 2 K! Points from any Chatacteristic. He
wll subsequently h~ve to spend allot her Kr Pomt for every addltronal
minute he wlS~es to remain III t~e arr.
OBJECT MonOI\
Armed w ith this ability. a character carl proje<:t his energy. using it as
an extenSion o f his own body. to touch and mOle objects over a distance.
An oblect so moved must be wit hin sight of the character. or the character
must have a very dennite notion of its locat ion. The use of Ihis abili ty costs
1 Ki point per t ur n for every 10 pound s t he object weighs .
Re quirement$: Levitation
Martia l Knowledge: 10

F LIGHT
This ability pro-ides a character with complete control of hi~ body
mass, enabling him to mov-e In the air as freely ali he would 01'1 the ground.
This ability releases the Movement Value restriction present in Levitation,
allowing for a Flight Value equivalent to that of a character's Movement
Value. A character must spend 1 generic KI Point for every Flight Value
achieved. Maintaining this ability costs 1 Ki Fblnt per minute.
Requirements: Levitation
Martial Knowle dge: 20

P RESE NCE ExTRVSION


This abi~ty allows a character 10 create an invisible aura ofKi around himself.
In this Wort. he can ph-fsically touch pure energy and ~tarlgible elements - such
as fire. spectral bei<lgs. 0( even magic. In physical combat. a character using
Presence Extn.rsion rna)' injure beings normally ooly vulnerable to supemawral
attadu. up to a value of twice his Presence. In other words, someone with a
Prescoce of 50 could potentially damage a creature as if he u5ed a mr.>licaI
weapon of Presence value 100. This ability also alk:Mrs characters to repel
supematural effects with the Block Ability or even slash a fireball in half.
Requ irements: U$t of Ki
Martial Knowledge: 10
EN ERGY A RJ.\OR
This abi lity allOYJs a character to use his aura as a spiritual shield against
esoteric effects and pure energy based attacks. Energy Annor grants a natural
AT of 2 against Energy. Even though this ability counts as a armor. a chara<:ter
does not suffer any penalties for using additionallayen of protection.
Requirements: Presence Extrusion
Martial Knowledge: 10

A VM ExTENSION
This abWty allows a character to extend his aura and convey energy to
any hand-hdd device as if it were a natural extensioo of the individual. Aura
Extension channels a chanKter's eSSCrKe through a weapon, for example,
making it mOt"e powerful and diffICult to break. This ability also allows a
character to extend the powen bestowed by Presen<e Extrusion to his
weapon, granting it the pos5lbility of damaging Energy ali if it were a mystical
device . These aura powe<"ed weapons obje<ts can also stop supernatural
attacks and similar effe<ts. Con5equently. Aura Extension increases a
weapon's Sase Damage by 10 points and adds 10 poinu to iu Fortitude
and 5 points to iU Breakage. The latter ability may also be applied to armor.
If two individuals engage in combat using wcapoos powered by ,his ability,
the clash of their sharp edges will send o ut sparks visible to everyone.
Requirements: Presence Extrusion
Martial Kllow ledge: 10

KI T RA NSM ISSION
This ability allows a character to transmit or absorb Ki from
another subje<:.t. When two indiViduals with this ability meet. they can
ex<hange their points freely. Naturally, the Ki exchanged occurs between
tile same Characterinics from whic:h they stem. The transmission index pel"
round Is equal to a character's Accumulation.
Require m ents: Use of KI
Martial Kno wledge: 10
K I H EAU r.;G
This ability allows a character to restOt"e 2 ute Points to a wounded creature
Klr every 1 generic Ki Point spent. A cIlaracter with this ability can heal himself
or any other individual with which he comes into contact This abi~ty can not
restore health completely; It can only repair up to half the damage.
Re quire m e llts: KI Transmission
Martial Knowl e dge: 10

VSE OF N ECESSARY EN ER.GY


A character w ith this abil ity can control his energy In such a war that
he emp loys only the required amount for each one of his actions. This
allows him to run or carry out sustained efforts for days without suffering
the effects of exhaust ion. Use of Necessary Energy multiplies the amount
of time a character can spend on physical labor. running. or performing
heavy tasks without losing Fatigue poinu by a factor of 10. For example,
a character using this ability and running at his maximum M(lYement Value
would lose 1 Fatigue Point every 50 tums. not every 5 tums as the rules
state for chal"llcten without this power.
This ability also makes it possible for characters 10 go beyond the
flonnal limits of exertion by Increasing the ma;<imum numw of Fatigue
Points allowed per turn. Instead of 2 Fatigue points pel" round. this ability
raises a character's spend Lng limit to 5. thus adding a " 75 bonus to a sIngle
Action, 0( several bonuses of qS to several at a time.
Re quire ments: Use of KI
Marti a l Knowl e d ge: 10

D ESTRvcnON By K I
Using this 3bili ty. an individual may proje<t his energy to destroy targets
encou ntered In his path. Characters using this ability must touch 01" be in
physical contact with the object they wish to destroy. Using this abil ity req uires
a character to spend 1 ger>efi<: Ki Point. which forces a targeted body to pass a
F'hysi<:a1 Resistance Che<.k against the base Presence of the character using this
ability. When u5ed against a IMng creature, Destructior1 By Ki caUSC'l damage
equal to tile target's Resistance Failure Level. Unle5s inorganic: objects pass their
Resist.1nce Check by 40 0( more. they are immediately ~ 0( decrease
in quality by one degree. Each extra Ki Fbint that a character spends on tile
ability adds 5 points to a charncttl"'s FTeseoce for purposes of tile Resistance
Check, up to a maximum of twice his Presence. A foghter may use his Attack
Ability to attempt physical conUCt with the enemy. Since Destruction By Ki is
regarded as an attack. it can not be maintained. A character must ~ new
Ki F\:)ints every tum he wishes to maloz this kind of attack.
Re quiremellts: Presence Extrusion
Martial Knowledge: 20

Lemures, ~ level 5 ch~t~ctet ( presellce 50 ), wi shes t o u se t his


to clettoy an enemy sUllci ing I>elOte him. He spends 1 KI
PoInt t o set oFf the attack, which (OI"CCS hiS o pponent t o pa ss an phR.
0(50. Ho wever, Lem ti teS uses 5 extra Ki POlllts t o ra ise the di ff1c u Ity
o( t he Check by 25 (for J cl i((jc tl lty 0(75 ). Fo rtunate ly , Lemurt.-s hlb
hi s adversa ry, w ho fa ils the Reslstallce Check by 35 points, the reby
suffering 35 LP of darn~g e .

"I->ility

Arias' KI arm or

Kt CONCEALMENT
A d'lara<ler with this ability h;des the traces of his energy. rendering it
invisible to Kt Detection and Erudition. Technically. it creates a 5piritual wid that
hinden tracking. like KI Detection. KI COO(ealment i<; cakulated as a Spe<:ial
Secondary AbIlity. Simply fond the <M!r.lge between a char.Jcters tolal MK and
his Hide scan:. When ~ with KI Detection tries to locate a dwacter
using Ki Coocealmenl. they mUSt make an Opposed check - the hiding
character's Conceoll!nent scan: is deducted from the searching character's
Detection scan:. An indIVidual Accumulating Ki while using thi<; ability must
!.Ulxral;t 10 from his COO(ealment scan: for every 1 Ki Point ill use.
KI Concealment also distortS energy Information gathered with
Erudition. By succeeding at an Opposed Check. individuals may send out
false information to those using Erudillon.
Finally, this ability also grants certain advantages against supernatural
det('(tlon. If a character using KI Concealment Is being tracked down by
a spell or psychic ability, he un add half his Ki Concealment score to the
Resistance Check he needs to pass in order to iIYOid detection.
Requirements: Use of Necessary Energy
Martial Knowledge : 10 MK

For e)l.Jmpie. LemuteS Is hYing to hide fl.om ~n enemy who's


to e!etect his enetgy. They ~re 30 feet ~ . . .-ay ane! both ""II
their e!ice. LemuteS calculates his FlIlal Score (130) in Ki Concealment
His acivelS'll)'. on the other hane!. receiVe5 a score of 175 fOr Detection.
The e!if(erence between the two scoteS Is 45, ine!iGlting a Difficulty
Level of Easy. A <juick look at Box VIII reveals that hae! LemuteS been
less th'ln 15 feet away nom his ae!vet';<ll)', he woule! have been e!etecte4.
Since he Is standing 30 feet away nom his opponent. Lemures rem~ins
hie!e!en. Furthermore. with a KI Concealment ahilityof100. he gets ~
..so bonus to any Reslstilnce ag.llnst supetn~tut<l! e!etection.

~ttempting

FA LSE DEATH
This ability enables a character to ~p into a comatose state very much
like death. Someone In this state can not Il'IOVe but will be aware of any event
taking place around him. Anyone examining his body will conclude the !.Ubject
is actually dead. The ~coo-pse~ possesses no breath. heartbeat. orThe only way to assess the cMrncter's true condition is IJt passing a Medicine
Check against an Impossible diffICulty. flJ!gaining control of the body after use
of False Death takes a wh<* tum. During this time. the recovering CMr.K:ter
still can not move - though his body's fUn(tions a~ returning 10 normal.
Requirements: KI Concealment
Marth,1 Knowledge: 10

enew.

Re quirements: Use of Ne<:essary Energy


Martial Knowledge: 20 MK

Celia has an Agility score of10. Vsing thisahility. 5hecan inctea5e


her Ch~t<lcterlstlc up to 13' To do thiS. hOVl'eVer, she must spene!13
KI Points (e!erlvee! ftom Agility), ane! then spene! one extta pomt pet
turn to maintain her augmente<l Agility.
INHVMANITY

This ability allows a character to perform physical tasks otherwise


Impossible to human beings. Inhumanity allows iu user to count any
Inhuman-level results they achieve on the DiffICulty Table and get the most
out of Ihe capabilities their Characteristics allow.
Requirements : Use of Ki
Martial Knowledge: 30
Z EN
Zen Is the state of ultImate ~rlection in body and sou l. It works exactly
like Inhuman ity. except for the f3ct that It enables characters to reach Zen
Difficulty In their Checks and Abilities.
Requirements: Inhumanity
Martial Know ledge: 50

LeamilIg Kj Abilities
lust because a character possesses the necessary Martiat Knowledge
to develop a particular KI Ability docs not automatically imply he can
learn It and use It Immediately. These abilities demand a huge amount of
dedication and pr.t.ctlce from the ~haracter developing them. It isn 't possible
for someone to suddenly master several abilities for no reason. Most of the
times. characters requIre an Instructor to help In the process.
Thus. the Game Masler may not allow characten to develop Ki Abilities
on their own. The recommended course of action is to have a chal'<lcter
spend some time on htS tr.aining In ordet- 10 acquire these abilities.
As a general
a cllaracter without an instructor and only a few hours
a day to practice could spend 1 MK point a week toward the development
of a new Ki Abihty once he had somehow gained Use of Ki. AI. this rate. it
'NOU1d take him 20 weeks to master a Ki Ability that cost 20 MK.lf a d'laracter
exdusivcly spends his time training. or- has an instrvCtor-. he can spend 1 point
~r day toward the devclopment of a new ability. These figures are merely
illustrations. It Is up to the GM to modify the time span required to master Ki.
He may even decide not to endow characters with Inhuman abilities at all, orlimit certain abil ities (like Inhumanity) to characters of certain levels.

""Ie.

ELIMINATION OF NECESSITIES

A character with this ability has virtually elimi nated his phys ical needs.
requiring only o ne-tenth the food . water. and sleep of a norm al ~rson.
Requirements: Use of N ecessary Energy
Cost: 10 MK
PENALlY REOvcnON

A character with this abIlity can ~duce ~na)ties applied to him from
Fatigue or Cnticals by half (rounding down). Penalty Reduction docs not act
upon penalties applied due to amputation or similar damage. nor ~nalties
caused by magk or ps)'Chk ~rs.
Requirements: Use of Ne<:es~ry Energy
Martial Knowledge : 20
RECOVERY

This ability allows a character to use Ki to recover from ~I


exertion. Recovery allows a Char.llCler to r('(over 1 Fatigue point for every
5 generic KI Points s~nt. Only 1 poinl may be recOYered per tum.
Require ments: Penalty ~UCllon
Martial Knowl edge: 20
CHARACTERI STIC AVCMENTAnON

By \.Ising Internal energy. Individuals with this ablity can increase their
Chara(teristio:s up to three points higher th3l1 their original values. The
number of KI Points a character must spend equals the target number they
want to reach In the partic.ular Charncleristic. Funhel'T1'l()l1". the KI points spent
must come from the Characteristic the character wants to impl'OYe. In addition
to the Initial KI ;rl\II,!$tn'\ent. this ability costs 1 Ki point per t um to main tain.
~al

D0MINl0N TECHNIQ1lES
Characten who can contrOl their interna l energy have mon'! than Ki
Abilities at their disposal. By investing MK points players can develop other
special capabi lities for their characters. These arts have diverse functions.
ranging from upgrading Al.tack and Defense Abilities to transporting characters
0ICf' long distances. These Tt!Chnlques make it possible for individuals to empiof
their internal energy to perform amazing actions. For example. a certain
Technique could proje<t an attack (M'f' a distance or irKrease a charactCf"s
speed so he can perform several penaltyfree actions in a single round.
Please note that every Technique is visually different from the
rest - even when It mIght Ilave the ~me effects. A long-distance attack
might take the tOrm ofa simple rippling in the air. or-the hurling of a weapon
might manifest as an energy whirtwind. It's up to the players themselves orthe Game Master 10 flesh out the visual signature of each Technique.
Using a Technique is a Passive Action when linked to another Action
with the purpose of enhancing II. If the Technique is used as an attack. it
must be the character's tum to attack. If it is meant for defensive purposes.
a simple Block or Dodge check will do. Those Techniques endowing special
abilities. such as TeleportabOrl or Energy Weapons. always require an Active
Action from the character. A player wivung to use a Te<:hn;que must declan'!
It before roiling Ihe dice. When modifying an Opposed Ability such 35
Defense or- Attack. It sllould be de<:lared before any opponents roll their dice.
When mod ifying Initiative. it should be declared before calculating Initiative.
Techniques usc Ki Points. Each time a character uses a Technique. he must
spend the correspond ing Ki required by the Technique in q uestion.

Tecili/ique EJiecution
In order to use a T hnique. a character need~ e nough concentra ted
Ki. An Individual may st.'!rt Ac:cumutating Ki until he reaches the required
amount. However. as SOOIl as a character starts executing a Technique or
stops Accum ulating Ki. any excess Ki f'oinu will return to the pool. and he
will have to Start Accumulallng again to use another Tedmique.
If a player de<:La.-es his intention to use a particular l"e<:hnique before his
character 5W'U Accumulatirlg Ki, he
1'101 be compelled to use it illYl1Cdiatety.
He can put the Technique on hold until the right moment arrives. Each tum
spent holding the Technique casu a number of generi<: Ki ~ts equal to the
Technique's level (nrst-4eYel Tedm.ques cost 1 point per tum, second-level
lechniques cost 2. and third-level Techniques cost 3). There is no penalty
against Accumulating Ki b' othet' Techniques after one has been prepa~: a
character may prepare more than one Tec:hnique at any particular ume.
Normally. characters perfo rming any other actions in a tum other t han
wncentrating Ki reduce their Accumulation by half. How~ r, ( haratters
do not halve their Accum ulat ion by performing the Action to which t hey
lIave linked tile Teclln ique in its execut ion , Cllaracters may also still per form
a Tec hniqu e If their Accumu lat ion i~ high enough to allow them use t he
Technique In a single turn . Therefore. lflt s an offensive Tec hnique. attacking
w ith It results In no penalty.

wi"

For example. Lemures h;)s

AccumuI;)tion of 3 for Dexterity

~nd ~IJ Ac.cumuI~tlon of 4 for Agility. He GIn perform ~Ily Technique

with ~ cost of Dexterity G) and Agility (4) to enhance his ;)tt;)ck in a


Single tutr}, tegattUcss o( other Simultaneous actions, beQuse he h;)s
enough Accumul;)tlon to ~lIow fot it He could Dcxlge a blow first
~nd then attack ;)nother opponent With th;)t Technique.

clloose which o f the two he wants to occ ur. This does not mean that a
character couldn't emp~ two different offensive Techniques in a si ngle
tum. He most cerlainly could do so. prCNided they linked to separate
actions. A figllter could. lor example, declare two attacks in the same turn
(with the corresponding penalty to Ability) and set off a different Tecllnique
in eacll of them.

TECHNIQ!J.E CREATION
A GM must take several elements into account when players create
Te<lIniques - Including their level. effects and Disadvantages. Given the
complex nature of creation . this book includes sever.!.1 samples Techniques
at the end of tills chapter to make the choosing process easier. Players and
Game Masters should use these tables until they have become familiar with
the creation process.

Techllique Levels
Tile powe r of a Technique is limited by Its level. There are three levels:
Basic (level 1). Majo r (level 2) and Arcane (leve l 3). Each level allows a
player to spend a maximum number of MK. access a certain set of abilities,
and a certain number of Disadvantages , Th ese limitations are shown In
Tabl e 51 , A second-level Technique req uires mastery of 2 first.jevel
tec hniq ues. wllereas an Arcane Tecll nique requires mastery of 2 secondlevel Techniques.

T ABLE

l.o0oi
1he~ is

no limit to the number of Techniques a character can


perfoo'm - other than the availability of Accumulated Ki. Howoever. multiple
Tecllniques linked to a single Action do not o.-erlap. A character who links
tv.<! Techniques to a single Attack can not add their effed.5 together. only

Box IX:

TECHNI<lJ!E LEVELS

MaxlmumMK ~ DIal

"'a..t

50

20

100

40

200

60

CREATION TECH N/Qj1E STEP BY STEP

Step I: Choos e Technique Level


Simply choose the level of the Technique to determine how
many MK polnts you can spend on it.

Step 2: Choose Ma in Effect


)
Choose the main effect of the Technique (remember the cost In KI
\ Points Is under Primary).
Step 3: Choos e Secondary Effects
Choosing second ary effects is not compulsory. Still. a player can choose
as many as his MK will allow. The cost of secondary effects in KI Points is
reflected in tile Secondary box

whlcll a player must add to tile Tecllnique's total COSI if he chooses to


distribute the KI Point cost among those Cllaracteristics.

For example. If the KI Point cost of ~ cettalll Technique's


eect is 10 Dexterity POillt<;. c,ut the effed h~ s +1 Agihty ami ~2
Power listed as optional dwaderistics, ~ player Ciln distri bute \
those 10 POIllt5 among Dexterity. Agility. and Power, If he does
~. however, the must add 3( +1 from Agility ~nd +2 from Power) (
to the to~ 1 KI Point cO)t, t~is lllg it to 13. Then, he C<ln distri bute
the new !0!,'!1 cost ~mol)g the three Cha~ deristics. For instance,
Dexterity 5. Agility 6 and Power 2.

HCf'e Is an example of a Techn ique creation:

Step 4: Calculate Technique MK


I Once a player has chosen the effects of the Technique. he must add up
their CO$! In order 10 arrive at the final MK necessary to develop It. If the
cost exceeds the points allcmed by the Technique Level. he must modify
{ the effecu or choose DI~dvantages 10 lower the MK cosL
) Step 5: Cal c ulate A c cumulation Cost
Check the KI Fbint cost of the effects and the Charaaeristics on which they
are based. If a player has chosen bur effects, he
have fOur difK!rent costs
) potentially !Jed to bur different Characteristics. If tv.<! effects are base<! on
the same 0I"!a. the player should add tI'6' Ki Point cost together.

wi"

\
)
I}
,

51:

Step 6 : Mo dify A ccumulation Co sts Between Attributes.


Now that the player knows the exact KI Point cost of each e ffecL he can
dIstribute that COSt among optional Characteristics. A player <an take all
(or Just a portion) ofthc KI Point cost It takes to power the Tecllnlque and
share it among as many optional Cllaracteristics as he wishes. However.
each optional Characteristic possesses an additional Accumulatioo cost

A pl~yet w'lllb to genet,'lte a fitst-le\'el Techni<juc WIth the


fol]OIo'.'1119 effern: 3OO-foot <11rt:lrx:e a~ck and +50 to damage.
where the m;)1n effect IS the Jis~nce ~ttack ~nd the d;)mage bonus
is the secon<\aty effect The MK cost for those moo effern IS 35 (20
fot the lonl-<llstance attack and 15 fot the damage bonus). The
playerthell ooks,'lt the K! PO!))t cost of the effects. He detetmlnes
that the cost of the 3OO-foot atttck (5 Ki PO!))ts) IS too high and \
decides to distribute 3 points of the K! cost to his ch<ltadet's Will.
Because the effect hst<; Will as an optional Charactetlstic with a +1 KI ~
Point cost. the totll cost of the effect becomes 6. and the pl~yct's
dlsttlbutlon for thIs effect looks like thiS: 2 POIo'.'e r .:wd 4- Will.
The pl~yer thell determines the cost of the secondaty effect (the t
+50 qama bonus), which h~ppens to be 6 Sttt:llgth. He decides
not to disttl bute these POints to ;)ny optional Charadetistics. {
Thus, the totll KI Point cost for this effect 1$ 2 POIo'.'er. 4 Will.
;)1><1 65trel19th

oention of Dominio/l Tech/liques

options

The first step 10 creating a Te<:hnique is choosing its level. A.5 5eefl
earlier. level indkates the number of HK points a player <an spend. which
is a fundamental (l$pect in Technique creation. Orn:e a pI<l)"i'r knows the HK
spending limit. he can decide what the effects will be.
Every Technique has a Single main effect. which may or may not be

Some of the effe<:ts listed below introduce different optional Advantages


from which to choose. While a player is not required to adopt any of these
Advantages. the ponibility to do so comes with the acquisition of the effect.
However, the iIdoption of optional Advantages will increa5C the Te<:hniquc's
MK and KI Point cost. There Is no restriction to the num~r of Advantages
a character can choo!ie. Maintaining these optional Advantages entails an
additional cost. JUSt like maintaining Te<:hniques.

accompanied by several sondary erre<:ts. The main effect represents


the core purpose of the Technique, while secondary effects

~ added abilities of a more diverse nature and lesser

=,-,",~

Impol"tance. Every effect has a spedfK HK and Ki


cost. Then! Is no change in HK points for main 01'"
5eCoodary effect. but the KI Point CO$! does follow
differe!'11 rules. Main effeas have Ki Point costs

lower than that of secondary effe<:u, since


they are the true essence of the Technique.
this KI Point CO$t Is always based on a

For el<amp!e, a player wishes to o~ ," two add itio nal ~ tta ck
effects - worth 30 MK ~nd 12 Ki POInts - (ot ~ ce rta in Tech n iq ue.
He a lso pla ns on developing one of t he optio na l AIV<lntages o(
t hat effect. Continuous Att~ck. \': ort h - 50 MK and -10 to Ki. By
d eveloping t his Advantage. the fi na l cost o( the effect goes u p
t o60 M K a nd 2 2Ki.

specific related Characteristic. In other

EFFECTS

words, if a player wants 10 enhance his

(harac!er's Attack Ability. thc KI Point cost


will come from Dexterity. If he wants to
Improve damage. the KI Point (Ost will come
from Strength. However, It might nOt ~
convenient for a player to bue a Te<:hnique
on an efrect's original Characteristla. He has the
option, therefore, of basing the effect on d ifferent
optional CharacteristKs - although In dolng so,
the player incurs an addItional Ki Point cost
fo<" the effe<t. Each Technique effect

The following is a list of possible Te<: hniq ue efrects.


But nrst. let us consider the elements take n into acco unt
during their creation:

Effects; The ablhties granted b)' the Technique.


Primary: The KI cost u the Te<:hnique's primary effe<t.
Se cond a ry; The KI cost as the Te<:hnlque 's sc<ondary
effect(s).
MK; The number of MK points required for learning or
dcvcloping the Te<:hnlque.
description lim the additional
Ki Point cost in<urrcd next to
~i>ll\\
Level; The power level of the effect. There are three levels:
the optional Charactcristic (see
'J Basic. Major and Arcane. Bask Techniques have no indication.
Box IX for more details).
~ Major te<:hnlqucs are marl<ed with a 2. and Arcane Techniques
finally. a player decides on whether to
are marl<ed with a 3. Players can only choose effects mat are
take Di~dvantages, which reduces the MK cost for
}_') ( not higher level as their Technique. In olller words. a player can
learning a Te<hnlque. or exu:~nd their duration, which
only choo!ie an effect marl<ed 2 fo<" Major or Arcane Techniques.
increases the HK COSt.
Primary Characte ri stic: The ba!iC Characteristic of the effe<:t.
~ Optional Char acte ristiC5; The Characteristia among which a player
J can distribute me KI Point co~t o~ the effect. Each optional Characteristic
posses~ an. add~d ~Iue. Indlcallng ~he extra KI ~'~ts a player must pay
Even though many Techniqu~ occur In!>lantaneously. some can
have a prolonged duration. In fact, some Techlliques can even remain
for dlstrlbullng KI Points to that specific CharacteristIC:.
active through many turns. A player wishing to extend the duration of a
Element: The related elements of the effect.
Technlque'~ effect must declare his wish at the time of development. Doing
M3inte n3nce: The cost of maintaining the Technique through several
so Increases the Technique 's MK cost according to its leve l _ b)' 10 MK at
rounds. This figure's use Is twOfold. It shows both how much the effect
first level. 20 MK at second level, and 30 MK at third level.
increases the cost, and the amount to be paid per turn .

"II.

i~~~~~~~~~;

'
, t
Tee JJl1lque Mal " ellllllCC

In addition to the MK Increase. extending the duration of a Te<:hnique


requires the char.Ktcr to pay a Maintenance KI Point cost each tum and adding
that ~me value to me KI Polnt cost of the Technique. A player may choose to
retain only certain effe<:ts of a Technique and let me others die oot.
The num~r of KI points necessary for the abilities to remain active
through the subsequent rounds is equal to the value added as maintenance
cost. Therefore. If maintenance costs B extra points, every subsequent
round will cost another 8 points. This amount should be paid using the
Characteristic.s Involved in the effect, although this is done innately
regardless of the character's Accumulation.
We intend to m,u ntain 'l60-foot attack Technique. Since this is
t he main effect, t he cost (s only 3 Ki and 10 MK points. Next, we add
the extra 10 M K points, and we get: a fin'l l value of 20 points. A fter
that. we add t he maint enance cost t o t he Ki point cost, w hich since
It'S only 2, m akes the effect's final val ue 5 Ki points. In su bseq ue nt
round s, t he 6O-(oot attack effect WII! cost 2 Ki points.
An extended technique only allows a character to reu!iC that te<:hnique
once per tum. but It doesn't add special properties to all his actions. For
example. a technique which adds a ... SO to the Attack Ability would apply
the bonus to only one of the character's attacks, even if he declares more
than one attack per turn or he uses an additional weapon.

offel!sive Effects
These effects improYe a character's Attack Abilities. They are general ly
used with the most aggressive Techniques.

A rrACK A SILIN
This effect adds a bonus to the Attack Ability. Upon rolling the dice, a
character adds the number under MAttack Bonus to his roll.
R

Attack Bonus

- 10

."
40

50
."
90

" 00
+125

Primary

Seconda ry

12
14

"

,,

"
11

18
22

,,
,
,

"
,
"" ,

MK Maint.
1

Lv1

10
15

20

25
'0

10
12
14

.'50
+ 17S

22

26

40

26

. 200

'0

""

45
50

2
2

Primary Ch31': Dexterity Related Elements: Air, Fire. Darkness


Option31 Char; Agility "'2. Power "'2 . Will +3. Strength +2

( OUNTERAITACK A BILITY
This effect adds a bonus to a character's Attack Ability when
counterattacking. These bonuses only apply after a !.UI:cessful defense thai
grants the possibility of a Counter-attack.
Attack Bonus

" 0

' 25
' 40

50

Primary Se condary

2
3
4

,"
.90

" 00
.125

12
14

. '50
+175

18
22

. 200

26

MK

, L.,

Maint.

2
4

5
5

5
6

'0
'0
15

12
15

)f)

25

18
22

30
l5

8
'0
12
14

26

40
45

16
18

,
31

2
3
4
6

2
2
3
3

2
3
4

. 50
75
90

. '00
' 125

" 50
- ",

-200

8
12
14
18
22

"
30

,, L.,

Maint.

5
5

6
8

'0
15

"

)f)

2
3
4

15

25

18
22

30
l5

8
'0
12
14
16

26
31

l6

40
45
50

2
2
3
3

LIMITED BLOCK ABILITY


This e ffect adds a bonus to a character' s Block Ability. but it docs not
allow him 10 counterattack - even iflhe Result indicates that a counterattack
can happen. Nothing prevenu a character from attacking on his Initiative.

" 0

,"
' 40
' 50
' 75
' 90
. '00

' 125
. '50

Primary Secondary

2
3
4
6
8
'0
12
16

+175

)f)

' )f)O

24

MK

2
4

5
5

5
6

'0
'0
15
20

,
"13B
)f)

"

24
29

40
45

30
l5

90

12
14

,"

" 00

Maint,

L.,

MK
5
5

5
6
B

'0
15

15

"

25

18
22

30
l5

26

)f)

+175

26

31

40
45

' )f)O

30

l6

50

,,

Maint.

2
3
4
5
B
'0
12
14
16

2
2
3
3

Primary Char. Agility Related Elements: lighL Air. Waler


Optional Char. Dexterity +2, Power +2, Will +3, Constitution t 2
LIMITED DODGE ABILITY
This effeci adds a bemus 10 a character's Dodge Ability. but il does not
alk)w him to counterattack - even if the Result indicales thai a counterattack
can happen.

25

40
50

' 75
90
, '00
. 125

" 50
. ",
' )f)O

Primary Secondary

2
3
4
6

8
'0
12
16

20
24

MK

,, L.,
,

Maint.

2
4

5
5

5
6

'0
'0
15
)f)

2
3
4

13

25
30
l5
40
45

8
'0
12
14

,
"
15

)f)

24
29

2
2
3
3

Primary Ch ar. Agility Related Elements: lighl. Air, Darkness


Optional Char. Dexterity +2. Power +2. wm+3. Constitution +2

These effects enharu::e Allack damage, prOYOking terrible consequences


upon the enemy.
DAMAGE MULnPLlER
This effect multiplies an attack's final damage. For instance, a character
attacking with a 6O-point Final Damage sword will inflict 120 damage using
a Technique thaI multiplies damage by two.
MUltipli er

,2

""

Primary Secondary

'0
15
20

15
20
30

15

, L.,

40
SO

8
12

MK

Maint.

2
3

Primary Char: Strength Related Elements: Are. Earth


Optional Char: Dexterity +3. Power +1. Will +1, Constitution +2
DAo\\AGE AVCMENTATION
This effect lno:reMe$ the damage caused by an anad<.. This bonus is not
added to the result shown In the Combat Table. but rather to the attack.s Base
Damage. For example, a character who wields a weapon that deals 60 damage
using a Technique supplying a +50 bonus would haYe a 110 Base Damage.

,
2
3
4
6
B
'0
12
14

18
22

Destructive Effects

Primary Char: Dexterity Related Elements: Light, Water, Earth


Optional Char: Agil ity +2, Power +2, Will +3, Strength +2

Block Bonus

2
3
4
5
B

" 0

BLOCK ABILITY
This effect adds a bemus to a characters Block Ability when using the
Technique. The player rolls the dice and adds the number under MBlock
M
BQnU5 to his dice roll.

- '0
' 25
' 40

. 40

Primary Secondary

. 50

Dodge Bonus

Thc.w cff(!cts Improve a character's Block or Dodge Abilities. They


are used with Techniques whose main objectiVe Is to stop attacks from an
opponent.

MK

25

+125

Defe/lsive Effects

Primary Secondary

'0

150

Primary Ch ar. Dexterity Re lated Elements: Air, Waler, Earlh


Optional Char: Agility +2, Power +2, Wil l +3, Strength +2

Block Bonus

Dodge Bonus

2
2
3
3

Primary Ch ar. Dexterity Related Elemenu: Ugh\, Water, Earth


Optional Char. Agility +2. I'oYver +2, Will +3 , Strength +2
DODGE ABILITY
This effect adds a bonus to a character's Dodge ability. For example. a
character with a 140 Dodge Ability performing this Technique with a .40
bonus will defend himself from one attack that turn by roll ing the dice,
adding 40 to that roll, and then adding that number to his Dodge Ability.

Damage Bonus

- '0

Primary Secondary

2
4

- '00

2
3
4
6
8
'0

+125

14

18

" 50

16
18
20

20

' 25
- '0

- 50
' 75
90

t 175

200

MK
5

5
'0
B

6
9

)f)

11

15

13

30
l5

22
24

40
45
50

L.'
,,,

Maint.

2
3
4
5

6
8
'0
12

2
2
3
3

Related Elements: Fire. Earth


Primary Char: Strength
Optional Char; De><terity +3. Power +2, Will +1. Constitution +1

Optional Advantage: Sacrifice

Optional Advantage: Continuous Attack

This Advantage allows a character to Increase his attack's Base Damage


~n more by me ans of a sacrifice added to the Technique - such as losing
life Points or Characteristics.
Optio n
Vital SacrifICe
Double Vital Sacrifke
Health SacrifICe
Characteristk SacrifICe

Cost

MK

Maint.

'4
- '0

15
50

3
4

'2
'2

'0
'0

2
2

This Advantage allows a character to deliver all of his attacks uninterrupted.


His opponent can not counterattack until aJl attacks are resolved. H~.
this Advantage doe$ not prevent the opponent's (OUnlerattack indefinitely.
If the Combat Result allows. he may take his counterattack right after his
attad<.er'
his last blow. In any even\. the fact thai an opponent can not
counterattack does not prevent him from withd~ from physical combat.

rlllishes

Option
Continuous Attack

V ital Sacri fice: A character can increase his Base Damage up to


an amount equal to the number of Ufe Points he sacrifkes when using a
Technique with this effect. If a char-mer spends 50 LP. for example. he adds a
... 50 bonus to the Te<:hnique's Base Damage. If a creature using this Advantage
has Damage ~tance. the amount should be increased by means of the Life
Multiplier. This LP IoS$ is equlv.!ler1t to the ~II Vital Sacrifice.
Double Vital Sacrifice: The same as aboYe. except damage is
Increased by twke the amount of sacrificed life Poinu.
Health Sacrifice: Allows for an Increase in an attack's Base Damage
equivalent to twice t he maximum LP sacrificed. Unlike Vital Sacrifice. life
Points sacrlnced In this way can never be recovered.
Characte ri stic Sacrifice: This Advantage Increases an attack's Base
Damage by 50 points for every primary Characteristic point sacrificed. For
example. a character who sa<rificed 2 Constitution poinu would add a "'100
bonus to the Technlque's Base Damage. This can only be done with those
Character inks employed in KI Accumulation. Therefore, Intelligence and
Pen::eption arc Cl<cluded. Sacrificed Characteristks can not be re<:O'o'ered
by any means.

Cost

MK

" 0

30

Maint.

Optional Advantage: Added Fatigue Bonus


This Advantage allows a charaaer to add any bonus he re<:eives from
using Fatigue Polflts to all the attacks he performs with this Technique. For
example, a character who uses 2 Faligue points to re<:eive a +30 bonus to
his Ana(k Ability would add thiS bo<1us to ~ry attack of the Technique.

.,

MK

Cost

Option
Added Fatigue Bonus

30

L IM ITED A DDITIONAL A TTACK

Characters may use thl5 ability to perform penalty~free add itionaJ


att3(ks. However. additio nal effects from th is Technique only apply to one
att;l(k and not the addilional ones.
For example, a Technique that grants two additional attacks. as wel l as
a +50 bonus to Attack Ability and another +50 to damage would allO'N a
characler to perform three attacks with a +50 bonus to his Attack Ability
and damage only on one of them.
Attacks
H

_2

-3
-4

,,

Primary Secondary

,,
3

12
15

Maint.

5
'0
15
2D

2
3

.,.,
.,

16

22

40

22

. '0

26

26
l2

50
60

12
15

"

MK

30

,,
4

10
12

2
2
3

Primary Ch ar: Dexterity Related Elements: Air. Water. Darkness


Optional Char: Agility +2, Power +3, Will +3, Constitution +1

Optional Advantage: Continuous Attack


This works Identically to the Continuous Attack Advantage described
under the Additional Attack effect aboYe.
MK
Maint.
Option
Cost
Cont inUOllS Attack
+ 10
30

ADDITIONAL DEFENSE

Action Effects
These effects allow a character to perform s~ral penalty-free
additional actions during the same turn.
A DDITIONAL A TTACK

This effect permiu a character to perform additional penalty-free


attacks. For eKample. a character who gets one ~tra attack can perform
tv..;) attacks in a single tum at full Ability. Arrt secondary effect of the
technique applies to all of the attacks.
Atta.cks

-,' 2
'3
'4

.,

MK

12

30

18
24
30

22

40

29
16

50
60

Primary Seco nd a ry

Mai nt.

2D

,,

12
B

L.'
2
3

Primary Char: Dexterity


Related Elements: Air, Water
Optional Char: Agility "'2. Power ... 3. Will +3. Constitution +1

Fo r ex.lmple, a Techni<Jue that grants two additional attacks. as


well <IS a t50 bonus to Attack Ability <lnd another +50 to damage
would allow a chat<lcter to perform three attacks with a +50 bonus
to his Attack Ability and damage on all of them .

This effect enables a character to make multiple penally-free Block


and Dodge attempts during a single turn. For example. a warrior using a
Technique that pr'OYides three additional defenses can attempt to Dodge
the: first three attacks on him without applying modifiers from Table 41 . If
he suffers a fourth attack . he will receive only a -30 penalty to Dodge (as
if it were actually a 5e<ond attack).

.,

Defenses

'2
-3
'4

.,.,
" 0
Unlimited

Primary Secondary

2
3
4
5

,
,
7

2
4

,,
,,
"

'0

MK
5
5
'0
B
2D
25
30
15

Maint.

2
3
4

,,
'0
12

2
3

Prim a ry Char: Agility Re lated Elements: light


Optional Char: Dexterity + 1, Power +3. Will +3. Constitution +1

Optional Advantage: Added Fatigue Bonus

PhR to pan

This Advantage allows a d1aracter to add any bonus he receives from


using Fatigue Points to ali defenses he pe!"fonns with this Te<:hnique.
Option
Added Fatigve Bonus

Cost

MK

Maint.

"

2<J

A DPlnONAL A cnON
This effect allows a character to perfOrm several Active Actions in
a single tum without applying penalties. For instan<:e, a character could
ITI<M! at his top M<M!ment Value, Uy and steal something. and perform
an acrobatk mancuver, <IYOidlng the penalties for perfOrming multiplc
Actions.

A ctions
, 1
' 2
.3

Primary Secondary
2
3
4

,,

MK

2
4

10

8
9

20

Maint.

,,

10

30

8
10

' 10

"

l5

12

2
3

Primary Char: Dextcrity


Related Elements: Air
Optiona l Ch a r : Agihty +1, Power +3, Will +3, Constltlltlon +1

Optional Advantage: Added Fatigue Bonus


This Advantage functions in the same way as Added Fatiguc Bonus does
undcr Additional Attacks and Additional Defenses.
Optio n
Added fatlguc Bonus

Co st

.,
Reaction Effects

MK

Haint.

2<J

These effects Increase a character's response tapabihty. They boost his


reactloo speed to critical situations.
I NITIATIVE A VCMENTATION

This effe<t increa~ a character's Initiative for the tum. Simply add
thc amount undcr "Bonus to Initiative" to his Initiative rolls. This must be
declared before calculating initiative for that tum.

MK

Maint.

10

13

20
25
30

1
2
3
4

l5

,,

18

40

Bonus to Initiative Primary Secondary

' 25

' SO
'75
' 100

+12S
. 150
+175
. 2<JQ

1
2
4

,
8
10

12
14

2
4

"
"

"

1
2

2
4

8
10

2<JQ

,.

,,
"

240

18

18
22

60
80
100
12<J
140
180

,,
l

13

,,

MK

10
~

,
3

2<J
2<J
30
50

,,
,

'0

10

2
2
3
3

Primary Cha r-: Power Re late d Elements: Darkness. Ught


Optional Cha r. Will +1. Strength "''', Dexterity +4, ConstitutJon "'''

There Is no limit to the number of states that a plr can add. Each
forccs an opponent to make a separate PhR Check. However, each
additional statc raises the Advantagc's Ki cost by 2 points. Thu~, if a
charac.ter acquires Action Penalty and then Blindness. thc cost of the laucr
will be "'7 Instead of +5.

" ,

25

Primary Secondary

Optional Advantage: Added State

1
2
3
4

.,.,
' 4

40

'.1

2
2
3
3

Prim a ry Char. AgilityRelated Elements: Air


Optional Char. Dexterity +1. Power t 3. Will +3. Coostitution "'2

Esoteric Effects
These effects place opponents in different states - ranging from
paralysis to coma.
STATES
This ability links some rorm of supernatural effect to a d1aracter's
offensive Tec:hnique. When receiving damage from this type of attack,
however small It may be, a character must pass a Physical Resistancc (PhR)
Chec:k. If the character f3ils the chcck. he suffers an esoterk effect. and the
consequcnccs of the attack automatically activate at the end of the tum.
The following table shows the ~stance Ched difficu lty of the effect.
A player must choose thc ~tatc to which an opponent will be SUbjected
from the Added Statc Optional Advantage.

Option
Action Penalty
PhR Reduction
Blindness
Charactcrlstlc RedlXtion
Partial paralysis
Damage
Un<:onsciousncss
Comma
Total Paralysis
Ufe Drain
Cootroi
0","

Cost
.2
' 2

.,
.,.,
2

'8
. 10

"

'8
"0

. 12

MK
10
~

10
10
10
~

30
2<J
~

40
50

2
2
2
3
l

Btindnen, Unc onscioo$nen and Damage: All these effects apply


in the general Wirf described in Chaptet" 1'1: States, Effects and Ac:cidents.
AU Action Pe nalty: This effect applies an All Action Penalty equal
to the number by which the target failed his PhR Check. Penalties are
rec<M!red at a 5 point per hour rate.
PhR Redu cti o n : This effe<:t redoces the victim's Physical Resistance
by an amount equivalent to thc number by which he failed thc PhR Check.
Penaltles are recOYered at a 5 point per hour rate.
Charac t e ri sti c Redu ction: This effect causes the victim to lose 1
Charactcrlstlc Point for every 10 points by which hc fails thc PhR Check.
The player must choose the spe<:ific Characteristic affected by this ability.
The affectcd charactcr w ill recover 1 Charactcristic Poi nt pcr hour.
Coma : This effect renders its victlm unconscious for 1 hour per point
by which he fa lls his PhR Check. Characters can not be awakened from this
state by any othcr means. Players may choose this effect only for secondlevel Techniques.
Partial Paralys is : The affe<tcd character will be subjected to partial
paralysis for a number of turns equivalent to his PhR Check failure level.
Total Paralysis: Same as above, exccpt paralysis is complctc. PIrs
may only c.hoose this effect for scc:Ofld..level Te<hniques.
Life Drain: This cffect causes additional Ufe Point damagc to the
victim equal to the amount by which he failed the PhR Check. Charactcrs
using this effect may absorb those drail"led Ufe Points and use them to heal
their own wounds. Ufe Points obtained in this Wirf may only come from the
drained points from this effect and not the total damage from thc attack.
PIrs may only choose this effe<t for sec:Ofld..level Techniques.
Con t r o l: This effect allows a player to exert complete convol OYer
the victim for onc hour for every 10 points by which the victim failed the
PhR Check. If a charactCf" gives his victim an order completely contrary to
his worldview Of" values, the victim receives another Resistance roll against
the same Difficulty. However. the victim uses his ~)'Chic Resistance instead.
Players may choose this effect only for Arcane Techniques.
D e ath : This effect kills victims who fail the Physical Resistance Chcck.
Players may only choose thiS effcct for arcanc Techniq ues.

special Effects

FORnTVDE AVGMENrAnON

This r;ectjoo organizes any remaining effects - from long-distance


attacks to tke creation of powerful ~nergy shields - not incorporated in
individual (ategories.

This effect allows a character to perform aimed attacks and other


combat aaJons, such as Disarm, while decreasing the penalty for the
maneuver. The penalty reduction value appears in the first column.

-10
-25
-SO

Prima r ), Seconda ry
2
2

-75

-'00
-120

Primary Char; Dexterity

,,
"
5

,,
,
" , ,

MK

Haint.

5
5

10
10

2
2

2
2

20

Related Elements: Air

Optional Char: Agility +1, Power +2. Will +2. Constitution +2


A~MOR INCREASE

this effect allows a character to increase his Armor Type for a complete
turn. It mar be combined with any other armor as an additional layer. but
It does not bring additional penalties to Initiative. This effect works against
all kinds of inack.

A .T.

2
3

,
5

, '0

, 20

2
3

Fortitude

COMBAT MANEVVERS AND A IMING

Pre cision

This effea Increases a dlaratter's weapon or armor fortitude.


rendering it more reslnant to blows.

Prim a ry Se condary

,
8
'0
12

'"

,,
"
"
13

18

MK

Maint.

5
5

'0
B

20
25
30

.0

L.'

2
2

,,

2
2
2

,
5

Primary Cha r: Constitution Re late d Elem e n t s: Earth, Water, Ught


Optiona l Ch a r : Power ~ 1, Will-2, Strength "' 2. Agility +3

,,,

Prima ry Secondary

5
5

, '0

,
5

,
8

'0
'0
B

>.0

'0

20
25

,25

,"

,,
,, 2
,

MK

Maint.

2
2

Prima ry Char: Strength Re lated Elem e nts: Earth. Fire


Optiona l Char: Will +1. Power +2, Dexterity "'4. Constitution +2
LONG-DISTANCE ATTACK
This effect allows tharncter.; to project attack'i CNer a distance. Arr-;
abil ity may be used In the attack, including Magkal or Psychic projection.
Arr-; Technique performed at a distance counts as a fired projectile as far as
calculating defense pena lties.
To determine a Technlques long-distance Base Damage. choose e ither
the damage produced by Ihe hand-held weapon or a value equivalent to
twice the users Base Presence plus his Power Bonus. Th us, a thirdI~1
character would produce a damage of 80 plus the corresponding value
supplied by his attribute.
Dist a nce
1S feet
30 feel
60 ",,,
50 feet
150 feet
800 feel
1,SOO feet
3.000 feet
3 miles
6 miles
60 miles

,
,
,

P r imar y Se condary

8
'0

'"

18
22

'0
'0
B

,
,
"
8

13

18
22
26

,, L.'
,
,

MK

Maint.

20
25
30

"

8
'0
12

2
2
2
3

,. ,,

40
45
50

Pr imar y Cha r: Power


Re late d Ele ments: Air. Waler. Fire
Optio nal Char: Will "' 1, Dexterity +2. Agility -+ 3, Constitution +4

ARMOR DESTilVCTION
This effect lowers the targeted ~ittim's Armor Type. The number by
which the ~ictlms AT Is reduced appears under the "Reduction" column.
Re duc tion
-1 AT
- 2 AT
-3 AT
-I AT
-S AT
-6 AT
-7 AT
- 8 AT

Primary Se condary

,
2

5
6

8
'0

,
,
"
5

13

MK
5
5

10
10

L.'
,,

Maint.

2
2
l

" ,

20
25

'0

2
2
2
l

Primary Ch ar: Strength


Re late d Elemen u : Darkness. Fire
Optiona l Ch a r : Power + 1. Will +2, Dexterity +2. Constitution +2

AREA ATTACK
The effect creates an attack that affects ~ry person within its rndiul
using a $lngle offensl~ roll. A pla~r must choose the radius and pay
the costs at the time of Technique Creation. It is not possible to specify
particular targets with an area attack.
Base Damage of ar'1 area attack uses e ither the weapon's nalural
damage or twite Ihe tharncter's Base Presence plus his Power Bonus.
Radius
3 fect
1S fect
30 feet
80 feet

SO'"
150 fecI
1.SOO feci

3,000 feet

BREAKAGE AVGMENTAnON
This effect increases the Breakage value of a charact('l"s weapon.
Breaka ge
5

,,,

, '0

,20
, 25
, '0

,"
'0

,
,
8
,.

Prim a ry Se condary

12

18

,,
""

18
22

,,
" ,
, ,
"

MK

Maint.

'0

20

25

30

.0

3 miles

Primary Secondar y

,
2

,
8
'0
12
16

'0
B

20

"

'0
'0

,
13
B

20

,, L.'

MK

Maint.

, ,
,
2

25

2
2
2

8
'0

50
60

P r imary Cha r : Power Re la t e d Ele men ts: Darkness. Ught. Fire


Optio na l Cha r: Will +1. Dexterity +2. Agility +3, Constitution "3

Optiona l Advantage: Target Choice


This Advantage allows a tharacter to choose specific targets within an
area attack. Unaccounted targets. such as tho!.C hidden from the tharacter.
can not be de-selected.

Prim a ry Ch a r : Strerlgth
Related Elements: Earth. Fire
Optional Char: W ill +1, Power +2, Dexterity +4, COrlstitution +2

Option
Target ChOice

Cos t

,2

MK
'0

Maint.

A vrOMATIC T RANSPORTATI ON
The character automatically covers the distance shoYm in the effect's
first column. Even though movement is automatic, the Tedlnique does IIOt
confer the ability to pass through solid bodies - except when the character
u5lng the Tedmiq ue is also an immaterial entity. If a charact('t' combines this
ability with an attack effect, he can attack the moment he appears. Automatic
Transportation can IIOt be used to gain alftomat:lcal!y the bonus for a Back or
Flank attack because an enemy can tum to face the attack. If combined with a
soccessful defen:le, a character can alftomat:lcaDy withdraw &om CombaL
Distance
30 feet

'" Itt,

ISO feet
300 feet
800 feet
1,500 feet
3,000 feet
3 miles
6 miles
60 miles

MK

Primary Se condary
2
4
5
4
6
5
6
9
11
10
13
18
18
22
22
16

Maint.
1
2

5
10
10
15
20
25
'0

,.

" 0
25
'0

. 50
75

90
'00

. 125

,
,

35

10
12

,50

18

22

22

+175
200

16

30

MK

Maint.
1
2

5
5
10
15
20
25
'0

L,I

4
6
8
10

35

12

16
32

40
45

16

"

50

18

14

Optional Advantage: Automatic Critical

.,

Cost

MK

Maint.

'0

.4

P HYSICAL K I W EAPONS
This effect allows to create a ~ weapon using KL It's quality depends
upon the fflested poin~ as Indil:ated by the table's fntcolumn. Charactencan
IIOt o-eate projectiles for Fired Weapons - although they can create Thrown
projectile weapon$. The weapons impact with the rlat...ai Attack Type of the
imitated artifact. A weapon created by Ki vanishes ono::e the khnique ends.
Quality
0
' 5
'0
15
20

Primary Secondary
2
4
4
6
6
9
11
10
1l

MK

5
5
10
15
20

Maint.
1
1
2

Pro je ction
4
6
8
10

18

2
2

Th is Advantage allows the Te<hnique to cause an automatic Critical If It


cau~ any amount of damage, regardle$S of the oppone nt' s Life Po ints. In
regards to creatures with Damage Resistance , th e Critical is no t automatic,
but the whole of the creature's body is considered a vulnerable spot.

L,I

, ,

Prima ry Char. Power Related Elements: UghL Darkness, Earth


Optional Char. WIII +" Constitution +1, Strength +2. Dexterity +3

Optional Advantage: Projectiles


Projectile creation al lows a Character to create Fi red Projectile weapons
and produce unlimited ammunition In the correspo nding quality.

Maint.

10

Prima ry Secondary:
2
4
5
4
6
5
6
9
8
11
10
13
14
18
18
22

MK
5
10
10
B
20

25
'0

35

'0

Maint.
1
2

L,I

5
6
7

2
2

, ,,

10

PROJ ECTIO N
The character strikes his opponent with the Stre ngth shown In the first
column of th is effect. If his opponent fails to pass an Opposed Check against
this TeChnique using his own Strength. he will be knocked back a distance
proportional to the number by which he failed the Check.

14
16

,,

MK

Primary Char: Strength Related Elements: Earth


Optional Char: Dexterity +1, W ill +2 , Co nstitution +2, Power +2

12

Primary Cha r. Power Related Elemen ts: Fire, Earth


Optional Char: Strength +1, Will +1. Dexterity +2, COrlst itutlon +2

Option
Automatic Critical

10
12
1.
16
18
20

2
2
2

, ,
,

.0
50

CII. ITICAL EN HA NCEMENT


Whenever an attack produces a Critical, this effe<:t allows a character
to add a borluS to his roll wherl calculating the Critical level.
Primary Secondary
2
4
5
4
6
5
11
12
15
14
18

T~p

4
5
6
7

Cost

T RAPPING
Upon attack. a char<lcter can attempt to trap his adversary. This effect
uses the same rules as the Trap combat maneuver. no penalties apply to
the attacker's Ability. I1owever. Instead of using his Dexterity or Strength, a
character uses the score shown in the first column fOr this effect.

L,I

Primary Char: Agility Related Elements: Air, Light. Darlo:ness


Optional Char: Strength +2, Power +3, Dexterity +2, Constitutiorl +2

Critical

Option
Projectile Weapon

20

Prima ry Secondary
1
2
2
4
5
4
6
5
6
9
8
11
10
13
12
15

MK
5
5
10
10
B
20

25
'0
35

Maint.
1
2

L,I

5
6
7
8
10

2
2

,,

Primary Char: Strength Related Elements: Earth, Fire


Optional Char. Power ->-1. Will +1. Constitution -t 2, Dexterity +3
EN ERGY SHIELD
This effect enables a character to create an energy shield to defend
himself until the end of the Combat Turn. The screen relies on the
character's Block or Dodge Abi lities for Its Defense Ability score, and It
Is governed by the same ru les as magical and ps)'(hic shie lds, Its reSistance
appears In the column marked LP, and each type of shield has a Damage
Barrier o f 40.
LP
100
200
'00
400
500

800
1,000
1,250
1,500
2,000

Primary Secondary
2
4
5
4
6
5
11
12
15
14
18
18
22
22
16
16
32

,
,

MK
5
5
10
15
20
25

30
35
'0
45

Maint.
1
1
2

L,I

5
8
10

12
14

,,
2

P rim a ry Char: fV,ycr Related Elements: Light, Water


Optional Char. Will +1. Constitution +2. Strength +2. Dexterity +3
I NTANG I ~llITY

The character and his belongings become intangible for the duration
of the Turn. He can travel through solid obje<:ts and ignore conventional
attacks, as long as none of them are based on energy.
Effect
In tangibility

Primary Secondary
5

MK Maint.

10

L,I

Primary Char: Power Related Element$: Light. Darkness. Water


Optional Char: W ill +1. Co nstitution ->-3 , Stre ngth +3, Dexterity +3

ELEMENTAL A rrACK

The character generates illusory Images of himself tIlat he can control.


These images may perform any action and even make individual attacks.
Since they ~ not real, ar1)'Ol"le witll the ability to detect energy or see
through illusions immediately grasps their true nature. The number of
beings treated Is speclfoed in tile MMirages~ column.
Minges

1
2
4
6
10

"

Prim a ry Se condary
1
2
4
2
4
6
6
11
10
13

20

12

25

14

,,

MK

Maint.
1
2
3
4
6

10
10

"

"
18

20

25
30

10

12

The attack has elemental properties: tIlerefore. it produces increased


effects against creatures especially vulnerable to them. It is neces.sary to
(/loose the specir,c element upon which it 5hall be based. If tile element
is Fire. it can attack u$ing the Heat Attack Type. If it is Air. it can us.e the
EItticity Attack Type. or the Cold Attack Type if it is Water. A character
using Stone attacks may opt between Thrust. Impact or Cut attacks

L.1
Attack
Elemental

2
2
2
3

Primary Secondary:
2
4

MK

Maint.

L. 1

Primary Char: Power Re lated El e ments: Variable


Optional Char: Will +1, Constitution +2. Strength -<- 3. Dexterity -+ 3

Primary Char: Will Related Elements: Water. Darkness


Optional Char: Power +1. Agility +2. Dexterity +3. Constitution +3

Optional Advantage: Non-detection


This Advant.1ge permits cha~cter5 to try and hide the illusory nature of
mirages from those trying to detect them through Ki Abilities. A character
who tries to detect the presence o f mirages must use his detection abi lity
and pass a Check at the difficulty prescribed by the Advantage.
Option
Moderate
Difficult
Very Difficult
Absurd
Almost impo~ible
Impossible
Inhuman

Zoo

Cost
.1
' 2
'3
'4

MK

'6

20
25
30

10
10

., "
.,., "

2
2
3

A rrACK M IIWJRING

W ith a slJ(ccssfu l defense. thiS ef~t confers the ability to relUm the
attack to the aggressor. This mirrored attack uses tile same Final Attack
Abilities of tile Initiator. as well as his attack roll. A mirrored amck is
regarded as a counterattack. so even though the character may add the
obtained counterattack bonus against the mirrored amck. he is unable to
perform a second atta,k after he has used this Technique, Esoteric effects
associated with the attack can not be mirrored.
Effect
Attack Mirror ing

Primary Secondal'Y: MK Maint.


Lvi
12
153062

Prim ary Char: Power Re lated Elements : Light. Darkness. Water


Optional C h ar: WIII -+1, Strength -+2. Agility -+ 3. Dexterity -+ 3

Optional Advantage: Target Choice


This Advantage al lows a character to redirect the mirrored attack to
any other target wltllin its radius.
Option
Target Choice

Cos t

MK

Maint.

'2

10

'2

Optional Advantage: Mirroring Esoteric Abilities


Other than damage. tile mirrored attack retains all of its special
abilities - Including those of a magical or psychic nature.
Option
Mirroring Esoteric Abilities.

Cost

MK

'4

20

Maint.

"

ENERGY D At-\AG! NG A rrACK


The allack is able to damage energy. regardle~ of the Presence

required for affecting the opponent.


Attack
Primary Secondary:
Energy
1
2

MK Maint.
5
1

Lvi

Primal'Y Char: Power Relate d Elements: Fire. Light. Darkness


Optional Char: Will +1. Constitution -<-2. Strength -+3. Dexterity +3

EJ4. a powerful fire Techniq ue


SVPERNATVRAL A TTACK

This effect makes an attack supematural in nature. Consequently. it


uses the Energy Attack Type. Since it Is an immaterial blow, only characters
wj{h the ability to StOP Energy Attacks can parry against supern atural
attacks.
Attack
Primary Secondary MK Maint.
Lvi
5
6
10
1
Energy
Pri mary Cha r: Power Re late d Ele m e nts: light, Darkness
Optional Char: Will + 1. Constitution +2. Strength -+ 3. Dexterity +3
D AMAGE R ESISTANCE

When using th is Technique . a character functionS as a u-ealUre with


Damage Resistance. Characters with Damage Resistance have a natural
Armor of 4 which they add to any other protection as an additional layer.
At the same time. characters add a bonus to their Life Points from which
they ded uct damage nrst before reducing their original LP.
+LP
100

200
300
400

2
3
4

,,

,,

MK

Maint.

10

1
2

11
B

20

30

Prima ry Secondary

,
4

'00
1,000

12
14

18

1.200

18

22

" ,
"3S ,

1.400

22

26

40

600

L.1

10

12

Prim ary Char: Constitution Related Elements: Ear th


Optional Char: Will -+!. Strength +3 . Power -+3. Dexterity +3

2
2
3

DISADVANTAGES

SAMPLE TECHNIQ11ES

Disadvantages lower the MK of Tedmiqlle5. First-level Tedmiques


may have one [);sadvantage. se<ond-level Techniques may have two
Disadvantages. and th irO-level Techniques may have three. Regardless of
the number of Disadvantages chosen. MK costs un not be ~ beyond
half meir original valve.

The following Is a list of SCYt'ral ready-made techniques Included to


make choosing a Tec hnique easier and to serve as an illustration in the
treation of your own Techniques.

looking back at ow previous Technique, its 30 MK seems high,

Cele<itas Is an art based mostly on speed. By controlling body energy to


enhance his senses. someone using this di~lpline can react at the speed of
thought. anticIpating any of his OPpoMf\ts actions. AI! Celeritas Techniques
are offensive. This art does not concern itself with defense of any kind. It
conquers and subjects.

50 we look (Ot a DIS<lclv.mtage. INe choose an Element"ll Blocling.


relating the Techmque to ty..u dements (air and fire). BeQuse o(thrs,
we <leduct 10 points ftom Its MK value. Since the MK value of the
Technl<jue is 3D, It can never be len...er than 15.

Excisum Aeris

ELEMENTAL BINDING

this Disadvantage forces the player 10 choose effects o nly related to


a particular element. Additional ly. this Disadvantage wil l also force the
character using it to choose that element again if developing a higherlevel Tech nique based upon it . In other word s. o nce a player dl00ses this
Disadvantage, all hlgherlevel techn iqlJes mlJst also carry this Disadvantage.
Option
Single Element
Two Elements

Cderitns

MK Reduction

-15
-10

Single Element: Effects mlJst be bolJnd to a single elemeot.


Two Ele m e nts: A!. before, except players must limit the effect to two
clements. Naturally, they can not be adopted simultaneously.

REVVCEV DAMAGE
This Disadvantage reduces or can<els Tedlnique-defived damage. It can
only be applied to offensive Techniques.

This Technique allows the character \ 0 emit a fu ll Ki explosion at a


specific moment , projecting a blow at such speed that it causes the air to
warp while he advances to attack. This Tech rtique uses the Base Damage
of the user s weapon.
level: 1
Req u ir e d MK: 25
AGI
DEX

"

POW

Effects: Long-Distance Attack SO meters, +50 to Initiative.

Velocitas Ventu5
By increasing his speed beyond human limits, a character can travel so
fast that his body seems to split. In tl1is way. he can attack four times during
the Combat Turn while also adding a bonus to his Finall"itiat.ive,
Requi r ed MK: 25
Leve l: 1
AGI
7
DEX
7

POW
Opt ion
No Damage
Half damage

MK Reduction

-20
-10

No Damage : ThIs Di$advaotage renders the attack null. regardless


of Combat Table results. Still. the Technique's esoteric effects occur as
usual - as long as the Impact makes it to the Combat Table.
Half damage: As above, only final damage is cut to half. These
Di$advantages can not be combined.
SPECIAL R, mvIREMENTS
Certain requirements must be met in order to perform the Technique.

Option
Simple Intensity
Major IntenSity
Determined Condition

MK Reduction

- 15
-10
- 5 to -25

Simple Inte n5ity: In orde r to use this Te<hnique. the character must
have at least two intensities of a specifIC element at hand. Without it the use
of the Technique ~ imposlble.
Major Inte nsity: Same as alxJ,oe, only the ~uiremeflt is eight or ~
intetl$itie$ of a particlJlar eiemenL Thee Disadvantages can not be combined.
Determined C o ndition: This Technique can only be peri:lnned under
special conditions. limitations and applicable MK reduction will be determined
I7t the player in concert with the GM. Examples of sWnpie conditions are
~riding exclusively on a $addle. ~ or -only effective at nighL - while complex
conditions would include - only effective against a particlJlar individual. ~

PREVETElltollNAnON
Prede termined TeclmlqllCs require that the character declares in
advance he w ill Accumu late Ki in order to use it. A5 soon as he is capable
of casting th e Technique, he must exe(lJte it straight away. A player can only
choose this Disadvantage for second- and third-level te<:hniques.
MK Reduction

-20

Effects: +3 limited Attacks, +50 to Initiative.

Excisum Magister
The fighter concentrates an his energy ,n a single move - an attack of
such speed that it has the ability to split an oppooent"s body. This Technique
increases both base Initiative and Attack Ability.
Re quire d MK: 45
Level: 2
AGI
8
DEX
8

POW

Effects: +75 to Attack Ability, +125 to Initi ative

Magnus Exactor
The character mO'o'es at full speed shattering all obstacles in his way up
to a 3Q.foot rad ius. The victims of the attack only manage to see someor'IC
suddenly materialize and charge against them. only to di$appear soon after.
This Technique uses the Base Damage of the user's weapon .
Require d MK: 45
Leve l; 2
AGI
7
DEX
7

POW

Effe cts: Area Attac\(: 30-fool radius, qSO to InllJative

Summun
The character reaches out his arms and vanishes momentarily. Right
at that moment, he begins to materialize around the victim. continually
going back and forth through his body, destroying him completely in the
process. The attacker appears to vanish, then materializes in a whirling
blur of motion that completely destroys his victim. This Technique allows
a character to perform nine altacks in the :;ame Combat Tum, the first o f
which is usually accompanied by Surpri~ due to its reaction speed.
Level; 3
Require d MK: 85
AGI
15
D EX
17
POW
8
Effects: +8 to additional limited alt aek. +175 to Initiative

Igllis

rile Dmgoll

Ignis is the e~nce of name - a style that uses Ki to perform powerful


fire attacks. This Style is often employed by many Duk'zarist. All Ignis
Tedmlques suffer the Elemental Binding Disadvantage to fire.

The sec::reu of this aTICient art are said to have beeri passed down
from one of the great beasts. All its Techniques are as varied as they are
powerful, and they resemble the powers of the creature upon which they
are inspired. Each ume a character uses one of these TechniqueS. his body
is ccwered with tattOOS suggestive o f dragon powoer.

Feuer
By ooncentratlng Ki In his weapon. a character can surround it with an aura
of fire. thus inq"easlng its Base Damage ~ 25 poinlli and gaining the possibility
of attacking In the Heat Table as a prtnary Critical. Feuer- can be maintafied
irwesting 1 KI Point b" Will and 1 for f"ooNer in each round. This is .ilia a key
Tedw1lque lOr perbnnlng subsequent attacks of greater p<lY'oI(!r.
Required HK: 20
Level: 1
Will
5
Maint 1
P<YN
1

ST.

Maine 1

Effecu: +25 to Damage. Elemental Attack: Heat. Maintained

The Scales
Dragons are equipped to face a multitude of enemies.. Thus. they can
repel several alla<ks without applying penalties. Th is Technique allows the
user to repel seven attaCks Without compromising hi!; Ability.
Re quired MK: 20
Level: 1

DEX

CON

.01
Effe cts: +6 Additional Defeoses.

Te<:hnlque

The Claws
l e Fe u
This Tech nique unleashes a po tent ball of fi re which can stri ke a target

up to 60 feet awat. Le Feu docs not use the weapon' s damage. but twice
the character 's 8.1SC Presence plus his Power Bor'lus.
Required MK: 20
Level: 1

There are few th ings as leth al as a dragon 's daws. Executing th is


T(!chn lque permits th e user to make two attacks, each with a 4o-polnt
boMus to Base Dam age .
Required MK: 30
Level: 1

DEX

WI L

CO N

DEX
P<YN

.01

4
4

STR
2
Effects: ... , additional Attack:. +40 to Damage.

ST.
Effec ts: +40 to attack. Long-Distance Attack: 60 feet

The Fang
Horecka
This Technique unleashes an Inferno that devour.; everything contained
within a 15O-(oot radius around the character ill a huge explosiol1, This
Fire is so intense it doubles the weapon's original Base Damage. Hore<:ka
requires a character to mail1taln the fir"$l..level Ted1l1ique. Feuer.
Required HK: 40
Level: 2
WIL
10
DEX
6

POW

STR
2
Effects! Damage Multiplier. )(2. Ma Attack: 150-foot radius
Requirements: Keeping Feuer active

This attack lowers the victim 's AT by six points while increasing
o ffensive ability and reduc;ing penalties for performing aimed Attacks.
Required MK: 45
Level: 2
DEX
5
CON
8

AGI

STR
3
Effects: - 6 to the victim's AT. -SO to aimed Attacks. +SO to Attack
Ability.

The Tail
A dragon 's tall flap can se nd enti re armies nyl ng. This te<:hniq ue allows

a characte r to make a forceful attac k within an SO-foot rad ius using his

Vat ra
Uke a phoerli)(, the attacker wreathes him~f in flames and charges against
his opponent with an attack that consumes him physically and spiritually. This
anaek Increases dam~. AttaCk AbIlity. ar'l d the resulting Critical (if any). Vatra
requires a character to maintain the first-level Technique. Feuer.
Require d MK: 40
Level s: 2
W IL
11

DEX

P<YN
6
STR
,
CON
3
Effe cts: "' 75 to the Attack . 75 to Damage. +40 to Critical
Requirem e nts: Keeping Feuer active

Eld
This frightening TeUil1l<1ue has devastating effects. both on the victim
and the performer. In order to employ it. a character must saoifice part of
his vital energy. suffefing the resulung Damage In the process. In addition to
increase the Attack Ability of the character. It IllO't'ases the Base Damage
in an amount equivalent to twice the Life PoInU saoificed. Eid requires a
character to maintain the firstlevel Technique. Feuer.
Re quired MK: 60
Le vel: 3
WIL
19
DEX
10
STR
10
Effect$: "'150 to Attack. Double Vi ta l Sacrifice
Requirements: Keep ing Feuer active

weapon 'S B.l se Damage and Increasing its offensive ability. Arrt indiv idual.
Anyone hit by this Tcc hnfque must make an Opposed Check against Stre ngth
16 or be knocked to the ground.
Required HK: 5S
Level: 2

DEX

CON

8
6
2

.01

STR
Effe cts : 140 to Attack Ability. Area Attack. 8o-foot radius. 16 Strength
Projection.

The Dragon's Breath


This Technique nres a puise of pure energy up to a maxi mum
dIStance of one mile. At the will o f the user. the pulse bursts. caus.ing Uller
destruction In a 300-foot radius. The damage Dragon ' s Breath deals is twice
the character's Base Presence. plus his Power Bonus. then multiplied by
1V><:l. Dragon 's Breath Is a Predetermined Technique and must be declared
before it is used.
Required HK; 80
Le vel: 3
DEX
10
CON
10
AG I
10

POW
STR

15
Effects: Lo ng-Dlnance Attack: 1 mile. M a a!lack: 300-fool radius.
Ene rgy Damaging Attack. Damage Mu ltiplier: x2.
Disadva.nta.ge: Predeterm inatio n


-.
i~

linked to the Fk:lw of Souls, although It


would be more precise to say It is one
of lei ;uperu. Magic spfings from splnts
lnd.!. tfo4; "''''''' ., H<m.
. .and reality itself. In a Wiry, it can be thought
of ;!$ the shadow of existen<;e; it does OOt
7:4<
<DutA
k ..... ... IIk, "".
re5pOI"ld to the ~ of ~ or logic, but it
alters the world ;!$ it pleases.
The power of magic is not homogeneous.
-..;;.~- It takes on varied shades as It merges with
souls and comes into contact With different
elements or emotions. In this way, it can be
organlzc:d into diverse types as it passes through
a wizard or stays in a specific, emotiona lly charged place. Dark spells.
Magic Is a fundamental element in Anima. It is from magic that
fueled by negative emotio ns, draw their powe r from magic that has been
spe lkasters derive the power to alter the very essence of reality. Magic Is
the principle upon wh ich supernatural beings and mystical objects rely. This
In contact with feelings of anger. rage. fear. or hatred. While those spells
associated with light rely on peace tranquility, calm. and 1<:I'Ve.
chapter will discuss the foundations of magic, the exc<ution of spells. and
the Wiry characters can use them to their best advantage.
Not everyone can control the power of souls. It is not an easy lask - not
even b- supernatural spirits themselves. However. some entities are born
with the ability to sense magic. They can let it fb.y through their bodies and
dianne! its energy in the form of spells. Wizards and warlocks are among
!hose born with the gift of altering reality as they please. Wizards are a light
11'"1 the darkness for magic: they are the centers around il5 power ~.
Magi<: influences the living and the dead. the real and the unreal. It may
They act;!$ portals for magical energies to manifest themselYes in the physical
be everything or nothing at all- bot it has always existed ar.d will be with us
world. Magic concCfltrates around them. penetrating inside them and growing
forever. Magic is constituted by the spiritual energy of the world. 115 own nature
within their liOuls until it breaks into the existence through a spell.
In reality, enchantme nts are simp ly a way to control existence
and to alter il5 rules. Sorcerers use their supernatural energy to
prodt.ICe spells that ~ave a net around the very essence of reality.
GestUft'$ and vt'I"SeS are words that they whisper to the soul of the
world to channel their energies belter, bot they are not netessary
to alter reality. Wizards can rely on their own will alone to handle
magic and cast spells. However, the use of rituals mar increas.e
their power considerably. Each wizard h;!$ their IOrmula to modify
existence. They create their spells using whatever knowledge and
means they have avaJiable; therefore. the execuuon of magic may
vary considerably from one person to the next.

:J <..LA

.nly

fbi 11M. t.ak

Minf :J

not

MAGIC THEORY

Tile Gift
The Gift is the principle through whid"l magic manifeSI5 Itself.
This is the name given to the ability some people have of handling
mystical forces. Those born with such a blessing (or curse) are
called wk-ards. Their souls not only have the ability to attract and
sens.e mystical energies, but they also can m;!$ter their power and
alter reality.
It is not clear why there are only a few bearers of the Gift.
Some entities argue that alllMng beings are capable of controlling
magic. and that having the Gift simply indicates the soul has
awakened to its own true power. Even so. there Is a true difference
between those born with the Gift and the rest of allli"lng beings.
Normally, wizards are not even aware they are in possession
of the Gift. They use magiC unconSCiously al l of their lives and
experience sensations that are unusual for others, but they never
manage to control their power. As. children. they are faced with
serious diffICulties - as they are d~n by in<omprehenslbie
fo:t'S that they can not always control. Only those wizards who
eventually gain access to arcane knowledge or to some form of
propel" instruCtion can ever become true magicians.
The Gift Is an exceptionally rare ability. and very few people
are oom with it. Only lout of 10,000 humans in Gaia have
it - although the percentage of those who go on to become true
spelkasters in the shadows is even smaller.

MYSTICAL POWERS
let's take a look at how magic wooo and 5peHs are cast.

Mngic Accullluintioll and Zeoli


Magk Accumulation and Zeon are the basis 01 the magk system in
Anima. Zeon Is the mystkal energy that wizards wmrol. It represents the
amount of power ilYallable to them - the -magic points" they can invest on
casting spells. In fact. the word Zoon meam many things. like Wonders of
God, Mana. Of" Erzawyu. Magic Accumulation (MA) reprer.ems the speed
with which a wizard can uti'ize his power. The higher the Accumulation
level. the faster the wizard (iln concentrate his energies. allOWing him to
(ast more powerful spells in less time. EveryorM' has MA and Zeon, although
only those who possess the Gift are able to control them.
Zeon is the magical "Iife- of the character. Base Zeon Is calculated
using the same procedure used for calculatiflg life Points. only substituting
Constitution with Power. To make things easier. calculations are offered
in Table 52. Players <an Invest the DP of their Supernatural Abilities to
Increase their maximum Zeon Points. As you can see from the cost, and
contrary to other abilltJes, Zeon points ~re acquired in groups of five. Thus.
a wizard w ith a ZeOl1 Cost of 1 who spends 20 DP 10 acquire more Zcon
wil l Increase his maximum by 100 points. Some categories of the Mystical
Archetype also have an Innate Zeon Lev<!I bonus which should be added to
this tOtal. The final sum of these points Is the Zeon Reserve, which is me
maximum amount of Zeon that wizards can contain.

--

T ABLE

1
2

52:

BASE ZEON

11

20
40
55

12

70

15
16

_z..on
150
160

H
14

175

120

17
18
19

185
200
215
225
240
250

135

20

US

85
95

no'

10

The MA is also based on f>a.Ner. Sase MA' s wil l vary according to this
characteristic - as shown on Table 53 . The next step Is to apply the number
of magic Mu ltiples to the base MA. The number of Multiples is me number
of times the Base MA needs to be multiplied to find out the number of
Zeon points me character Is able to accumulate per turn. All characters
start out w ith one MA Multiple am:! tan acquire more by InveSting DP.

T ABLE

53:

1 to 4

5 to 7

8 to 11
12 to 14

MA

BASE

MA
0
5
10
15

.......
15

_MA
20

16 to 17

25

18 to 19

'0
35

20

Exodus is a warlock With PO'Ner 7. which me~ns his ~se MA is 5


pomts. He Invests 100 DP to incre~se his magic Multiples to three.
giving him a final MA of15 (5 ~se points multiplie.:l by 3) If ..t ..
later stage Exodus shoul.:! manage to increase hiS Powet to Bane!
change hi; ~se MA to 10, hiS final Accumulation woule! re~ch 30
(10 base points multlplle.:! by 3) .

It is always advisable to maintain a balance between both abilities.


A wizard with a high Accumulation Lev<!I but little Zeon would quickly
exhaust his ability to use magic On the other hand. with a low MA level.
he would need sever.al turns to can even the simplest of spells and would
be unable to respond promptly in an emergency. A suggested balance is 10
Zeoo points per poll'll of MA (e.g . a character wim a 50 poinl MA 5hould
have a al le;ut 500 Zeon points).

Magic Recovery
Whenever a wizard uses his spells. he spend~ Zeon points. However,
points an! nOI permanently lost. In time, spellcasters can recover the magic
invested and repleni5h their Zeon re!ierYe. Their soul attracts lhe magic
in the environ mel'll and regenerates it a(Cording to their potential. The
higher the wizard's ability to concentrate its power, the higher his ability
10 regain lost energy. Characters regenerate their Final MA in Zeon points
every day.
5pell<asters may take Zeorl points from other spellcil5ters. a magic
conlalrler. or a magical creature that will voluntarily give them away. It is
necessary that both spellcasters be In conta(t wilh one another. so thai one
of them ,an allow his mystl(al power to flow into Ihe Olher. The perturn
transmiSSion index Is equivalent to the Fina l MA of the giver. Chara((ers
wimout the Gift can not use their magical power; mis means mey are not
able to glvc magic points 10 Individuals who can.

If Exodus's t.1A is 30, he l'.iJl be ~ble to te<:over 30 lost leon


points each e!ay

casti IILJ

spells

Characlers with the Gift <an <ast all the spells they know. at any time
they like. Ea,h spell has a Base Cost rt'presenting the number of Zeon
points mat need to be invested every urnI' the spell is ast. A spell's power
and lhe taster's Magi!: Ac(umulatlon togemer detl'f'mine how quickly the
spell (an be cast. For example. a wizard wlm a 50-p0in\ MA could cast a
spell costing 50 Zeon or less In a Single turn.

With ~ 30 POlOt f-.\A. Exodus attempts a Create light spell. Smce


the spell's cost is 20 points. he manages to c.:jst It m only one turn. If
he shoule! later attempt to Cist a mote powetful spell, such as Armor
of light with a base cost of 60, he woule! neee! two full tUttiS to
Accumulate (fout If he were fOT<:ee! to Accumulate 'It half C4pqdty
as we shaillatet see) enough.
Magic Accumulation Is a Passive Aclion. bUI if chara(ter~ perform any
action other th an Accumulating or (asting the spe llirl the same turn . their
MA will be redur::ed In half. To take full advantage of the A(Cumu lation,
spel lcasters mun also be able to pronounce conjuratiorls and make hand
gestures. Losing their abil ity 10 speak and or move meir body will reduce
their Accumulation by half (rounded up in groups of 5). Characters will
be able 10 use their n!ducecl MA to prepare and cast their spells. even if
completely restrained and gagged - unless mer havc me Oral Requirement
or the Require Gestures disadvantages.
Casting an enchantment may be an Active or Passive Action depending
on the nature of the spell. Active spells require me character to. have the
Initiative. while Passive spells may be used whenever they are needed.
Spellcasters are not limited to one spell per tum. As long as their
Accumulaled points allow, mey may perform simultaneous spells wim no
negative modlfer to action or MA. The use of magical power.; in combat
adds to Initiative the same amount as the U!ie of unarmed actions; +20.
There are two possible methods f'o( c;uting spells: Accumulating pure
magic to unchain it later, or pn:panng only a specific spell.
Acc umulating Pu re Magic: When characters start Accumulating
Zeoo points they are not obligatcd to declall" the enchantment they all"
preparing: they can $imply concentrate their mag;': and cast me spell or spells
they nnd appropriate. Howev<!r. they are not allowed to stop Accumulating
Zeon. They keep concentrating the power until an opportunity to cast
presents Itse lf. If a characler stOps Accumulating Zeon for even one turn,
all of his concentrated points will go back to the Zeon reserve, and I'll' w ill
lose 10 points in th e process.

As we have previously mentioned, spellcasters may use as many spe lls


in a single turn as their Accumulation allows them . However. the next tu rn
after p<: rfor ming any one spel l, al l of th eir unused Zeon will return to the ir
Zeon Reserve.

Exodus is prep'lril1g to GIst sever~ l spells. 50 he spends five turns


Accumu J~ting m'lgic. We know his " lA is 30. 50 by the fifth turn he
h~ s aJre~dy ~ccumuJated 150 points. At that time he uses a Create
Light spell. which costs him 20 points. a Shield of Light for 50 and
Induce Calm (or 40. The tota l amollnt comes to 110 pornts. which
me<ins he still has 40 points to spend . Unless he uses them to GIst
~nother spell in th'lt ~me tum. they will return to his leon Re>erve,
<ind he will lose 10 o( them in the process. Since he con not keep them
Accumulated forthe next turn, he will nee<! to start the Accumulation
process again if he wants to cast a spell at a bier time.
Preparing a Specific Spell: Instead of concentrating pure magic.
the spellcaster may choose to declare the spell he wishes to perform. In
th is case. he wi ll put his Accum ulatio n ca pacity to the service of only that
speC ifi< spell and will be unable to use the le<>n points for casting any
other. He must dec lare the spell and its potency. Nevertheless. unlike in
the previous method. he is not forced to cast it right away. He can hold it
for a numbe r o f turns eq ual to his Power Characte ristiC. After thiS waiting
period. he must dedde whet her to perform the spell or recOller his magic.
If he should choose the second option, he will lose 10 l eon points d ue
to the te nsion and e nergy consumption involved. Sp<:lIcasters may start
prepa ring a new spell or Accum ulati ng pure magic while they already have
a spell prepared . Some spellcaste rs will have MA bonuses when they use
certain kinds of magic. Said bo nuses only apply for specific spe ll casting. not
pure magic Accumulatio n.

A spellcaster may use Magic Projection to attack others, and


defend himse lf, with spells in the sa me way a warrior uses his Attack
and Defense abilities in combat. However. the only com bat penalties a
spellcaster ever applies to Magic Projection are Al l Action Penalties and
penalties for Blindness. as desc ribed in the Supe rnatural Abilities
in Combat section of Chapter 9. Furthermore. a Spellcaster who
successful ly casts a spell on a target that he is in physical contact with applies
a +40 bonus to his Ability (incl uding Attack and Sp iritual spells).

Because a City guard charges at him and another one shoots him
With iI crossPow. Exodus prepares to receive two attacks in one tu rt).
In order to defend himself. he deddes to create a Shield of Light
which he had been prepa ring for several turns. First comes the arrow
attack. whICh he manages to stop without pen~ l ties fo r defendIng
against a projectile attack. thanks to the magical natu re o( the shield .
He then receives the blow o( the sword from t he City guard, who
is hand to hand with him. He also does not receIVe the penalty (or
defending himsel( n\lice in a turn.
Magic Projection also indicates the maximum di~tance of spells. Any
spell can be cast up to the maximum distance indicated by the character's
own Magic Project ion - except for those which have the spelkaster as the
center of the spell by definition. Th e ability also measures the accu racy with
wh ich th e spe lkaster will hit inanimate targets. See Box X: Difficulties
in Magi<: P rojection.

Box X:

Exodus is now prep~ring to cast a Light Beam spell with a 60point potency. With his 30 MA. It should take him hvo tutl); to
have the spell ready. [ nstea~ of being (orced to cast it immediately.
he may go S tutr)s (as he has Power S) without casting it. Duri ng
this time. he can prepare another spell at start Accumu lating pure
m~gic I( ~fter 8 turns be does not GIst it. he Will recover only 50 of
the Accumulated POirJts.

Damage During Accumulation


If a spellcaster shou ld suffer damage wh ile Accum ulati ng magic, there
is a chance that he may lose his co ncentration. Keep ing the Accu mulated
leo n requi res passing a W ithstand Pain Check with a Difficulty eq ual to
twice the damage he re<:eived. If a character fails his Check with a number
less than the Base Damage of th e attac k. he will not only fail to maintai n
his co ncentrated Zeon, but he will also lose those points. If th e spel lcaster
is preparing to cast a specific spell. he can apply a +40 bonus to the roll.
Cre atu res with Damage Resistance do nOt need to pass this Check un less
they receive an attack that causes a critical. Receiving damage does no t
infl uence maintained spells.

While he w<!; accumulJting, Exodu; suffers an attack thilt causes


him 60 d<!m<lge. To avokllosing the mag ic he has prepared, he needs
to pass a WithstJnd Pain Check with a Difficulty of 120 (twice the
damage he received) . If he fuils. the accumu lated magic points will
retutr) to his leon re5Crve. [fhe rails the Check by more than 60 (the
amount of damage he ~uffete<l). all the l eon he had accumulated
will instead be lost.

Magic projection
Magic Projection is the ability a spellcaster has to control and dire<:!
his spe lls. Each time a caster attempts a spell. he needs to pass a Magic
Projection Check to deter mine if he succeeded in focusing his power
appropriately.

D IFFICUlTIES IN MAGIC PROJECT/ON

Routine: Spell effects may be used on the spelkaster himself


or on a person or obJect the spelkaster is contact with.
Easy: ProJecting spells up to a maximum of 15 feet.
Medium: Projecting ~pells up to a maxim um of BO feet.
Difficult: Projecting spel ls up to a maximum of 300 feet.
Very Difficult: Projecting spells up to a maximum of BOO feet.
Abs urd: Projecting spells up to a maximum of 1,500 feet.
Almost Impossible: This allows the spellcaster to hit targets out
of direct eyeSight if he has perfectly determined their exact location.
Some sort of supernatural detection that will reveal the exact location
is needed (e.g., a Spy of light spell). Coverage is 3.000 feet.
Impossible: Impossible: This allows the caster to affect targets
not within sight of the sorcerer with only an approximate notion of
their location. For Instance, if the spelkaster knows that his target
is located in a hous.e. he would be able to target the spell even
though he may not know the precise address. Distance should
not exceed three mi les.

Exodus is attempting to cast a Create Light spell 10 a dark room.


Since he does not wish to shed any light ~l"Ound him and reveal his
position, he attempts to centet the spell (which has a 15-(oot radius)
at the back of the room. which is 60 (eet aWay. If we check on Box
X, we see he needs to PilSS" Medium-difficulty Check (80) with his
Magic PrOjection .

syellcastillg fumbles
A Fumble resu lt in the Magic Projectio n Check means that th e spellcaster
has failed to focus his powers correctly. and even though he has spe nt
l eon po ints. the spe ll fails . A Fumble level of ove r 90 represents a spell
co mpletely o ut of control. with potentially dire consequences for the caster
and those arou nd him. The exact effects of such a failure are left to the GM's
discretion. dependi ng o n the spe ll being cast and the Fum ble level.
If a spellcaster Fu mbles an atte mpt to maintain an existi ng spell (as in the
case of magical shie lds and o th er defenses), the Fumble roll does not annul
the spell. but the Fum ble level is subtracted from the Magic Projection of
the spe llcaster.

Magic projection 1mbalallce


A spellc.llter has the optlOf\ of boosting his Magic Projection Ability

to favor Attack or Defen~. accoroing to his perwnal preference. When


he starts developing his Ability. he may choose to have a positive or
negative offensive imbalance. If. for Instance. he chooses a 15-point positive
Imbalance. thai number is added to the Ability of h~ offensive spells and
wblJ''3(\ed when he defends himself. Under no dn::umnance may this
differen<e be higher than 30 points. If the spelkaster Is unhappy with the
imbalance he hu chosen, he can alter it at a lQ.point rate each time he
m'o'e$ up a Level. The 30-p0lnt limit still stands, however.
The only way to achieve an offensive imbalance is to develop the Ability
by l!?>'Csting DP directly. and not through any one of the MyslKaI Modules.
Subjects that acquire the ability of Projection vja a Module will develop
only an Offensive or Defensive Ability depending on the Module they have

acquired.

When Exod,us first startC<\ to develop his M~gic PrOlection


Ability. he decided he preferred a Defellse-oriented ability. and he
.set for himself a negative offenSive Imbi\iance of 10 points, Since he
had a Final60-polnt Ability. he attlcked ~l1d projected his spells with
50. and he defended himself With 70, However. as hiS knowledge
increased. he realized his spells were becoming more offenSive. so he
decide<! to start modi/Ying his Projection to\\'arqs Afuck. Each time
his level increa5e<j. he modified his offenSive imbalance by 10 POlilts
until he re-ached the +30 limit. which he was able to do after haVing
moved up four levels.

clasllillg Of syells
During combat. it Is possible that two spells may clash with one
aoother. In a Situation like this, resvlts may vary according to the power
each or the opponents has. as _II as the spells they are using. Casting an
offensive spell that would intCf"<ept anothel'" Attack spell requires that the
character in question get$ a parallel !>hot in his or her Initiative roll, as it is
explained in the Optio ns in Range d Co mbat se<:tion of Chapt er 9. If
the se<:ond player declares he intends to inteRept the opponenfs altack,
he must make a Magic Projection Check and achieve a result within 50
point$ of his opponents ability (or that surpasses it). If the player manages
to achieve this resull. both spells meet and a clash is prod<Ked.
In order to resolve the clash. each spellcaster rolls ldl00 and adds the
result to the Ba$e Damage produced by his particular spell, then applies his
Power bonus. The difference between both result.'i is mmpared to Table
54: Discharge Collisio n.

-.

TABLE

54:

DISCHARGE COLlISI8N

There Is also the possibility of having two or more spellcasters ur'lite


their spells against a th ird spellcaster, In thiS case, the spell with the highest
Sase Damage Is treated as the primary spell. the $econd most powe!"ful
spell adds half of 11$ normal B:ase B:ase Damage to the total Base Damage.
the ttllrd most powerful spell adds one-third of its Base Damage. the fourth
most powerful spell adds one-fourth. etc.
This rule only applies 10 Attack spelts with direct damage, never to
Spiritual or Effect spells. HO'We'I'er. you can also use it with any kind of
supernatural discharge of a psychic nature, Ki abilities, 01'" special powers
(like a dragon breath). Only spelkasters have the possibility of adding up
the Power bonus to their spells.

Next. Exodus receives help from the f'5ychic Pazusu. and each
of them Clsts a spell to II1tel'Cept Serenades next attack. Exodus'
d~magc. plus hiS Power borlus. IS still 70. Jr'lq P;jZUSU'S spell has J
40-poll1t base. This means Exodus Cln acid 20 (hal( the clamage
produced by Pazusu's PsychiC Power) to his next Clash Check JgJlnst
Serenade's attack.

Wilate

Mngic

Some spellcasters have such mastery of magiC that they can utilize
supernatural energies present Irl the erw;ronmerlt without resortirlg to
their OW'n powers. Irl mls way, they can cast spells without spending Zeon
poirlts. These types of spells are called Innate, and work normally with their
appropriate Zoonlc potential. When casting an Innate spell, characters can
not use arly other spell during that turn. nor can they Accumulate magic.
If the Innate spell has maintenance. the spellcaster will be able to keep it
active withO\.lt spendIng magic po1nts. but he is unable to cast any other
Innate spell. Since Innate spells are based on the concept of managing
erwironmental magk, It Is In the hands of the GM to adiust the amount of
magic available In the surroundings and to give the characters a modifier
to their Innate Magic. The ma;c;imtlm value of Innate spens is reflected by
Ta ble 55: Innat e Magic.

T ABLE

55:

INNATE M AGIC

Sorcerw'. MA
10 to 50
55 to 70

-10 Zeon Points

20 Zeon F\:)ints

75 to 90

30 Zeon Points

9S to 110

iO Zeon PoInts

115 to 130

50 Zoon Points

135 to 150

dO Zeon Points

155 to 180

70 Zeon Poi rlts

1 to 50

Both spells are rlutlified

185 to 200

80 Zeon Fbints

51 to 100

The winner's spell passes throujh the other


spell, but its Due Damage 1$ reduced by naif.

' 200

90 Zeon Points

" 00

The lower spell is completely nultiflCd, and the


winner's spell moves on without any penalties.

Exodus is facing 5er~n;j<l~. ~ powerful Lore! o( Darkness. They roll


theit Initiative and get a difference that allows th~m to make parallel
shots. Serena<l~ shoots;j Dark Beam with ~ 100-point B.1se Damag~
an<! Exodus. In utter<lesp;jlr, responds In th~ same ~y, ;jtt~mpting to
II1tercept the attack even though hiS spell only Cluses 60 life Points
of qamag~. They both ;jtt;jck ;jn<l recelV~ a 150 an<! 190 respectively.
meaning that &o.:!us succeeds inintetccptlllg $er~nad~'s discharg~.
They both roll the <lICe: Exoqus gets ;j 40. which he then ;jdds to
the 60 points of dam;jge of his spell and to the 10 point Power
bonus; thiSYields a 110 result. Serenade is luckier an<lgets 65. which
he adds to hiS 100 dam;jge points ancl the 25 Power POll1t bonus.
His final result ;jccordil1g to these numbers 15 190. Comparing these
results. we Nne! Serenade has be;jt Exoqus by 00 points. $ercna,:je's
spell. though debilit~tcd and only ClUSirl9 hal(its cI~mage. has outpowered Exocius'sspdl.

Mystical objects: COlltainers and Amylifim


Among all existing types of magical objects, two of them are particularly
effICient forspellcastCf's; their particular nature earns them a special mention
in this chapter. They are Magic Containers and AmplirlCrs.
Magic Containers are supernatural objects WIth the ability \0 store pure
magic inside them and to allow spellcasters to te:h'er lost energies. In a
way, they act like magic batteries that spellcasters can use to absorb Zeon.
5peilcastCl"S may reco.ter or Intn::>d<Ke Zoon Point$ into the containers in
the same way they would with another character with the Gift - that is, at
a rate equivalent to their Final MA per tum. As inanimate objects, batteries
will not re-charge on their OW'n. but spelkaslers may re-<rltroduce energy
into them am:! thus prepare for an emergenC)'. The amount of magic that
carl be stored will depend Orl the object's power. Most batteries have a
very limited space. from SO to 100 Zeon Points, but some of them have an
enormOllS capacity and can ho ld more than SOO points.

Magic Ampline~ are undoubtedly the most powerful object!'; a


spellcaster can ever own. As their name indkates. they have the ability
to increase the magic energy used In spells. Spellcasters use amplifiers to
channel their power when they Accumulate mystical energy. E~n if they
have sevet"ill amplifIers, they can 001 be used simultdneously to COIKefltrate
magic spelka$u:rs can uSC' only one means for channeling their power at a
time. In game terms. Magic AmpliftcrS g~ spelkasters a bonus between 5
and 2S to their Final MA. Most of them add 5 points to Final MA, but the
mon powerful ones may increase it (rom 10 to IS porntli ~ivety. Magic
Amplifoers that add 20 or 25 points are almost divine objects. The most
powerful arnplifters also increase the character's Zeonic regeneration.

Joanne. whose FlI/al,V\A Is 50, obtains a mystical obsi4ian bracelet


that (undionsas a +10 r.\agicAmplifiet_ When it comes tocastmg spells.
this brings her t'v\A up to 40. VnfOrtunately, fin~lng anothet ampllfiet
....,th i~entiQI ch~l"<Ictetistics woul~ not give her ~ 20 ~mplification.

SPELLS
Spells arc an eSU!rltial element of magk because they rcpre5Cnt the true
power of speilcasters. The number of spells a character knows Indicates the
number of mystical abilities he or she pc>S5CSseS.

Tile patlls alld Magic Level


Spells arc organiled into Paths of Magic . Each Path concentrates
knowledge of a partkular upect of existence and represenu a
particular form of Inflvence. ThCf"e are eleven
separate Paths. dMded into two diffCf"ent
types - Lower and Higher. The Higher
Paths an:: the five thaI conlrOi the most
fundamental aspects of reality: light,
DarknC$S. Creation. Destruction. and
Necromancy. The Lower Paths are the six
that control the bask elemenu. souls. and lies:
Fire, Air, Earth. Water. Essence. and IllUSion.
Paths may be of level 1 through 100, and
characters are considered to have learned a spell
for every two levels they have achi('\led . Al:cordingly.
spellcasters reaching level 50 of the Path of light
would master the first 2S spells of light.
The knowledge spellcasters can reach
within a cer\.lln Path Is only limited by their
Magic L('\Iel. which repreSCnts their wlnrdry expertise and
Indicates the number of spells they will be able to under;tand.
Characters may Increase their Levcl in one Path. or split it into
as many as they wish. For Instance. Magic Level 30 may be used
to master only one Path at level 30. or two at Level 15.
The Magic Level depends exclusively on Intelligence as indicated
In Ta bl e 56. Stili, this does nOl mean spellca5ters will always have
their limit value automatically. Characters with the Gift do not normally
amleve their full knowledge level right from the start.. The recommended
polky is that the GM allows recently created character5 to develop half
their maximum Magic Level (fat" Mystical Archetypes) and only a fourth
of their potential !'or any other mixed an::hetypes.
Not all Paths have affinity with one another. Each Path has an
antagonist that represenu a power opposed to their nature and knowledge.
for Instance, Ught opposes Darkness and Creation opposes Destruction.
Chata(ters wishing to develop knowledge on a Path opposed to another one
they already master Will need to il"1lleSt1Wil:e the Magic Leveito do SO.

spellqstet with Intelligence 9. This me~ns his


is 40. He coul~ leatn one P~th up to Level
40. or one to Level 15 ~nd another to 25, at even (OUt ~ifferent
p~ths to 1~110 e~ch. However, i( any of the Paths fie deci~es to
leatn Is oppose~ to any of thco Paths nco h~s alrC'a~y knows. the new
one will cost him ~ouble. In other WOt~s. he ....111 neco~ to 5pen~ 20
M~giC Levels to get lust 10.
ExoQus Is

m~xjmum m~9lc I~I

TABLE

56:

MAGIC LEVEl

, to 5

0
10
20

40

10

50

11

75

12

100
150
200

7
8

13
14

'"

15

'00

16
17

400
500

;1

600

19

700
800

'"

free Access syells


Paths are not totally pre-det.ermined.
Tv.<:> spelkasteM; of a similar level
Wlth mastCf} CMer the same kind of
magic WiU not necessarily have identical
spells. - thanks to the existence of Free
~cC$S speh. Free ~cess spells are generic
charms without a partkular affili3tion to any
of the Paths. They are based on the idea that
not at speIIcasters develop exactly the same
mystical bases. and that each one Will research
spells that suit him best. By choosing Free ~cess
spells. characters with magical abilitiC$ customize
their pc:mers: this prevet1U all spellcaster; of the
same Path from being identical to one another.
Each magic Path allows characters to choose
a d ifferent number of FI"C(' Access spells. This is
precisely the main difference between the Lower and
Higher Paths. The Higher Paths have more spells of
their own, but they grant fewer chokes of Free Access
spells. On th e other hand, the Lower Paths have
fewer spe lls and a lot more Free Al:cess spell
slou. A spellcaster'S number of Free Access
spells is defined by his Magic Level and the
Path that he has mastered. Whenever
Mfree Access Mappear; in a Path's spell
)~nne obtaIns ~n E~bus
list, it means the caste!"" is entitled to
Armlet, a po.....erful mystiQI
choose a spell from that list if he has a
~ttifact
Free Access Slot.
There are tWO limitations to learning spells. Fir;t, the Free Access spell
may not be of a higher level than the magic option slot. For instance, if the
slot appears with the IT\CS$lIge MLevel: 1-30.~ the maximum level for the
Free Access spell will be 30. Second, some of these spells are closed to
certain Paths because their natune is in complete opposition to the magk
the Paths represent. In these ca~s. the Free Al:cess Spells can not be
chosen using that spec!f1c Path.

ExoQus's magic level is 40. He chooses to spen~ ~II o(lt on the Path
o( Light giving him four Free Access Slots. He chooses to le~tn the
follOWing spells: Fat the Level 4 Slot, Move Obrects CLevel1 to 10);
(or Level 14. Slippery A~~ CLevel1 to 20); (or Level 24, Vn~etst4n~
Langu~ges (Level 1 to 30), and finally (or Level 34, Spee4 CLevell
to 40).

,.

,f'~
,

(':.,

doosing sydls
A spellcuter may choose to lise his Magic level points to leam speclfK

spells instead of Inacaslng his level in one or more Paths. This method
allows

fot" mort' customlzatlon instead of learning more overall spells by

mastering an entire Path. The cost of the spells in terms of Magic Level
depwds on 00w high they arc. as Tabl e 57; Choosing Spells illustrates.
It is perleCiIy possible 10 combine both opuons and invest 50me Magic Level
points on a specific

T ABLE

Path and others on single spells.

57:

CHOOSING SPElLS
SpeI, ......
...... ...... Cost
2 to 10
2
4
12 \0 20
22 to 30

32 to 40
42 to 50
52 to 60

B
10

12

nto80

,.

82 to 90

1B

92 to 100

'"

62 to 70

14

H\.iJ11 ilnd Divine Magic


Spells of Level 81 and higher are considered

~ial.

The powers

they entail are 100 elevated to be controlled by mortals.; the majority of


spellcasten will simply fail to exe<ute them. This is not to say thaI they will
not understand them, but rather that the supernatural nature of that magic
is too lofty lor mortal use. The use of these spells is limited to entities with
enough Gnosis to cast them.
There are two kinds of special magic: High Magic (spells of a Level
81-90) and Divine Magic (spells of Level 91 and above). High Magic spells
are restricted to creatures that h~ a Gnosis s<:ore of at least 25. Divine
Magic requires a Gnosis score of 40 or above. High and Divine Magic apply
only for spells of the various Paths: these limitations do not count for Free
Access spells when they are chosen individually.

Magic Histruction
The amount of time required for char.lcters to learn any given spell. or
to advance a level of their Path. Is a very subjective iss ue. Each spellcaster
w ill need a different ti me span to learn. depending on the level of the
spell and the spellcaster's Inle lligence. Instead of going by a fi xed r ule, it is
preferab le to lea~ ilto the GM 's best judgment.
Bul. where do wiZards learn their spells? The usual form v.ould be to have
them a<:ceM mystical lextS or tutors to draw knowledge from. learning from
these books or Iostructors. spellcasler:'l have a real foundation 10 lean on and to
abso<"b the spells. H<:mcver. access to these eIeme<1ts is not indispensable if they
are already fammar with the prioclples of magic. Spelk.asters in full knowledge of
the supernatural prindpIes to cast ~ are able to develop spejls on their 0NI1
and advance on their Path. Hem they do il is entirely up 10 them. For example.
speIcasters of the Path of &$ence wiI spend the day meditating and ana/yzW1g
their souls in order to perfect their knowledge: Air 5pelcaslers may experimenl
with the wind aIld the weather instead. Stil the GM rTIUS{ taIce imo considefatioo
that learning the speIs bt autOdidactic methods should be a 101 more demanding
than doing it bt J"ostructlon. Remember also that d1ar.Kters who t-e invested
their entire Magic level have also reached the limit of their uoderstandng aIld
can not master any more spells until they ncrease their Intelligen<.e.

Willg

syells

Every spell has a base COSt. and spellcasters must Accumulate enough
Zeon with their MA to pay for the value of the spell and obtain the base
effoxt described. However. spells do not always need to be cast with the
same magk base value: spellcasters have the option of investing more Magk
Points to Crlhance its effects. This option can allow a single spell to cover a
wide speCtrum o f functions. depending on Ihe power t he char.lcter decides
to cast a spell with.

For every 10 extra Zeon Points spent on paterlCY. effoxts will increase
as shown In the Added Efft section of the spell's descriplion. For instarlce.
if spe llcasters spend 20 points over a spell's base value. they may add the
Added Effect twice. There is a limit to the maximum value reached by
each spell. depending on the cl'!ar.lclers Intelligence. The Intelligence of
the spelkaster defines his ability to foonulate effICient spells and to reach
a higher Zeonic Value. Ea<:h spell has a different limit. as indicated in the
Maximum Zcon sectiol'l of the spell's description. This limit is a multiplier
thai must be applied 10 Intelligen<e. The result is the spell's limit of Zcon
Points. There are frvc posslbic multipliers r.lnging from Intelligence times 10
to times SO. Acharacterwith Intelligence Blocking ata spell with MMaximum
Zeon Intelligence xlOM will only be able to cast il with a maximum potency
of 240 Zeon points (8 times lO). Irl cases when' the char.lcters Intelligence
does not even allow him to reach the minimum value of the spell. lhe
spelkaster will be incapable of urlderstandlng It.

Exodus GIsts ~ Crc<lte ught spell with his MA 30. The spell costs
20 points, so he Is ~ble to GIst It in one turn. With the initial value o(
the spell. he will get the b~se effect of illuminating a 15-foot ra4ius.
Since his Accumulation ~Ijows him to spencl10 extra Zeon Points, he
coul4 invest these to exten4 the ~4lus another 15 feet.
Later, he prepares to cast an Armor of Light to its fUllest extent.
looking Into the characteristics o( the spell. we Hn4 its maximum
value to be the Intelligence o( the user multiplie4 by 10. Since
Exo4us has an Intellfgence 0(9, he will be able to cast the spell up to a
maximum level 0(90 leon points (10 times 9). Exo4usspenclsthree
entire turns Accumulating the 90 points an4 then casts the spell. The
spell's base cost Is 60 leon, which gives an AT 2 against Ener.9Y. Since
Exo4us stfll has the 30 points, hI!! can Incteilse the effects of the spell
in three Mcle4 EfFects (each A44e4 Effect costs 10 points). In this
case, each M4e4 EfFect aqqs 1 to the spelj's AT, giving the Armor of
Ught spell a final AT 0(5.

Maintaining syells
Not .lit spell effects are instantaneoos and lempornry. Many of them
may be maintained over prolonged periods of time. provlded the spellcaster
continues 10 invest Zcon points to Ihal end. The amount of Zeon necessary
for keeping such spells active depends on their Zconic Value. Each spell that
can be maintained has a specifIC cost according to the amount of Zeon
Invesled on It. The spellcaster must spend that amOUrll to keep it active each
turn after it Is cast. For instance. if the spell has a -1 every 10~ Maintenance,
and it was cast with ISO points, the spellcaster will automatically lose 15
points of Zeon for every turn the caster wishes 10 maintain it. The cost is
rounded up in increments of fives.
Payirlg for ma i nten~nce Is an Innate Action. Spellcasters automatically
chain these spells to their essence, and they draw Zeon from their magic
reserve without alterirlg their MA. The spells themselves lake their
nourishment from the power of the spellcasters. 50 they can be mai ntained
even when the spellcasters are asleep or unconscious. In order to end a
maintained spell. spellcasters must conSCiously dispel it.
The only limitation for the number of spells spellcasters can maintain
is their Zeon reserve.

EiIo4us's Armor o( Light can be eaSily ma(n~ine4 (or a number


oftums. In this case, It costs 1 leon Pomt for every 20 points o( the
spell's leonic Value. Exo4us cast the spell at level 90, meaning it will
cost 5 points (touncle4 up from 4.5) per turn to maintain. EiIo4us
will maln~(n this spell auto~tically by <lrav-.ing the necessary 5
points every turn (Ot as long as ftt:! has leon Points avail~b!e, or until
hI!! chooses to I!!n<I the spell.
There is a second type of malntained spell; the so-called ~da.ilyM spejls.
These spells m~ also I'IaYe their duratJoos extended. but their cost is 50
redllCed that In$tead of spending Zeon PoInts by tum, payment is made pet'
day. The maintenance costs for daily spells are deducted from the caster's Zeon
~eneratlon. The costs of all daily maintained spejls are added together and
rounded up to the nearest rJVe. This sum redllCes the amount of Zeon the casler
regenerates each day. If the paymeol is higtler than the magic regeneration
amount. the excess ~nts are instead taken from the caster's Zeon Reserve.

Exodus has two <I ~ily spells th~ t consume 8 and 10 l eon points
each. Ifhe I'.;shel to m~illqi ll both spells. he l....oul4 have to recluce
his d~ily Zeon tegcncratlor}

by 20 points (8 plus 10,

20). Smce hIs MA is 30 points,

Excx{U$

tounc.le<l up to
would then only regenerate

10 leon points each <l<lYhe maintallled both claily spells. If he later

casts a thrrd spell with a .:tally maintenJnce of 20 points, insteacl


of teCOVcting m-l9ic, Exo<:Ius WQult! lose 10 points each qay he
malllulncd all three d::uly spells.

Types of spells
There are six different types of spells. This categorization has been made
to simplify explanation and make them easier to u~tand. However, this

does not mean each $pdf belongs 10 only one category. In many cones, they
may be mixed and irxlude

propertie'5

Only attacks on the Energy AT are capable of damaging Immaterial


beings or those Immune to non-Energy based damage. A5 magical as
It may be. a fire ball will not harm a specter, a more spiritual attack is
needed fOf' ach;eving this task.
FOf' cakulatJng the breakage of spells. the Base Damage they prod uce
must be divided by 20. FOf' example. a spell attack with Base Damage of 60
will have a breakage of 3.
D e fe n se: A5 the name indicates.. these are 5pel1s that allow characters
to use their MagiC Projec:tK:ln defensively against all sorts of attac.ks. U!.Ualy.
they come In the form of magic hields. but they may !lave different functions.
MagiC. hields never apply negatives for re<eiving additional attacks. Some of
their particulars are explained In the Supernatural Abilities in Combat
found In Ch a pter 9. Shields are perfectly visible while in use.

of one or two types simultane<Mty.

The following Is a brief description of each type and itli characteristiG:


Attac k: These spells produce an attack upon a target using the
spellcastcr's Magic Projection as a Combat Ability. All spells of this type
are attacks equivale.,t to projectile ~apo"s with their ow., Base Damage.
They attack following the natural rules of distance combat. The spellcaster
does not use any of the mod ifiers to Projectile Attack I., Table 44. a.,d
pena lties to ProJectlo., do not apply for additional actions. Attack spells are
perfectly visible. but their supernatural nat ure makes it necessary most of
the time to have the ability to Stop Energy in order to successfu lly Block any
of these attacks. They will be regarded as a Fired Projectile with respect
to cakulating penalties for the target. More on the particularities of these
spells can be found In the Supe rnatural Abilities in C o mbat section
of Chapter 9 .

Spiritua l: Spiritual spellS affect the essence of their targets. They


require spel kasters to attack using their Magic Projection and receive a
ml.,lmum damage of 10% on the Energy AT. If they succeed. they will
have accomplished their goal, and the affected character w ill need to pass
the spel l's MR to avoid the effects. If the targeted individ ual passes the
Resistance, the spell (ails and no further Checks are required.
Since they work. directly upon the soul. these spells are totally invisible.
and those attempting 10 defend against them will suffer the Bl inded penalty
unless they are able to see magic. A5 with Attack. spells, characters must be
able to tOl.'Ch Energy In order to succeed in Blocking them. If Ihe spe l lca~ter
falls to reach a 10% result on the Energy AT. the target has avoided the spell
and r'IO MR will be requ ired.
Spells that belong 10 both Altack and Spiritual categories will be
perle(tly visible.

[
~

"

Effec t: These spells produce automatic results on the environment


and on spellcaners themselves. They usually have positive consequences,
so they are infrequently met with Resistance. Spel lcasters will use them
for such varied tasks as lighting a room or materializing an obje<t. like
Spiritual spells, they can not be pct'Celved by those unable to see magic.
Their results. however. are usually visible to tvel")'Ol1e.
Au tomatic: This is the most complex (ategory on the tisL Spellcasters
do not need to use their Magic Projection upon targets in order to affect
them; the only thing ne<essary for the spell to be perl'ormed is the fulfillment
of a certain condition Slated in the spell itself. for instance, the spell Marle
offear requires that the targeted characters look right at the enchantment.
These spells are usually also Spiritual. If that should be the case, the targeu
who fulfill the condition that sets the spell off will automatically need to
pass the MR. If the target passes the Check. he will be immune to the
effects of the spell even if he sustains the action (such as not looking ;way
from Mark of fear). If he does so after f,fteer> seconds (5 Combat Turns),
he r>eeds to pass the MR Check again.
It Is important that these spells be dearly differentiated from those
simply with area effects. Area Attack or Sp ir itual spells require a spellcaster
to pass a Magic Projection Check against his target's Defense. whereas
Automatic spells take effe<t Immediately or> the ir>dividuals who fulfill the
condition stated In the spell's deSCription. However. Automatic spells still
demand a spellcaster to make a Magic Projection Check for the spe ll to be
successful and to manifen in the designated place.
D etectio n ; These are specialized versions of Automatic spel ls. As
their name Indicates. these spells allow spelkasters to retrieve information
about the c.haracterlstks and location of people and objects whenever they
fail the spell's MR. Detection spells can be resisted by IDme mystical effects
and the Kl Cooc::e alment Ability.

Commo/l spell Features


Each spell has iu own specific description, but there are also c<:nain
general rules that apply 10 most spells.
Affectab le Presen ce: All animate or inanimate entities have a
spiritu al fon:e that Indkates how vulnerable they are to mystical abilities.
which Is called their Affectable Presence. likewise, every spell has a Zeonic
Value that represents Its power. which Is dependant on both the nature
of the spell itself and the capabilities of the caster. The highcr a target 's
Affectable Presence. the higher the Zeonic Value needed to fulty affect the
target with magiC. In some cases. lower Zeonlc Value spe lls will work on to
a lesser extent. and In others they simply wltlnot work at all .
Some spe lls allow a caster 10 distribute the effecu of the spell amongst
mUltiple targets. as long as each Individual's Affectable Presence is lower
tha rl the Zeonlc Value of the spell. Other spells may allow a castcr to
increase the effect on a single weaker target. Generally, the presence of the
equipment characters carry with them Is already taken Into consideration in
the spell. This Is not to say that spellcasters can affe<t all ina nimate matter
they come Into contact with. but clothes. weapons, and backpack COntents
are usually Included. This rule excludes artifacts with a Presence higher
than 200.

The base spell Pass Without Leaving Trace win affect up to


maximum Presence of 120 poinh, but It GIn influence several
irJ<tivi.:!uaJs If Ih vaJue IS spJit It caul.:! be use.:! on a singJe 120Pt'CSence subject, two 6O- Presence 5ublects, one subject with 50
Pt'CSenc.e points an.:! two With 35, an.:! so forth.

All owing the Errect: An MR Check Is not always necessary to know


If a certain character has been affected by a Spiritual spell. Those individuals
who voluntarily de<lare their desire to be affected by the magic will not
require a Resistance Che<k.
Target Se lection: Spellcasters will only affect the targets of their
choice unless otherwise explici tly stated. On the o ther hand. they will not
be able de-sele<t targets Inside a radius unless they are perfecdy aware of
their existence.

Base Magic Resistance; All the spells that require Magic Resistance
have their DiffICulty k'vels specified in the description. However, some
Effect-type spells. which usually grant positive States. may happen to be
voluntarily resisted. In such cases, as long as the GM deems it ne<essary,
these spells can be treated as havlng a DiffICulty of 120. Bear in mind this
rule can only be used when the spell is directly affecting the essence of
individuals who state their will to resist, not for environmental spells. A
character hiding out In a dark place will not be granted the c.hance of
resisting a light spell that seeks to illuminate his hideaway.
Ghostly Spells: Some illusory spells possess a ghostly nature: they
are so believable that targets are truly convinced they are suffering their
consequences. None of the damage caused by any of these spells is real. but
the dece ived lodividual does not recognize this until the spell ends. Those
who die at the harlds of a gh05tJy spell are automatically left unconscious
and remain In that Slate for several hours. Additionally, if the damage
received is so great as to produce a mortal critical. the character carl
actually die of cardiac failure.
Ever y 5 Turn s: Chara,lers subject to a supernatural effect as a
cOrl seq uence of falUng an MR Check are e ntitled to a new roll every 5 tur ns
unless the spel l Indicates otherwise. f o r Instance. someone affected by a
Paralyze spell would not be able to move for the following fiye turns, but he
would get a new ro ll in the sixth, later at the eleven th. etc. On ly maintained
spells allow characters to roll for a new ReSistance. Spells that produce a
sustained effe<t after failing the Check (and do not require maintenance, as
is the C3$C of Destroy Memories) do not grant rlew rolls. This ru~ applies
only to effecu resistible by MR and does flOt include any other type of
Resistances.
Chan ge in Magic Resistance; As an exception to the previous rule.
al! characters are entitled to a new MR Check if their Magic Resistance is
temporarily increased by ~ of a supernatural effe<L This is to say, someone
affected by a Paralyze spell effe<t mq repeat the MR if an Increase Resistance
spell is cast upon him. There will be only one Check per supernatural effe<t.
A character In possession of a magk ring that applies a bonus to MR will not
be allowed to put it on and take it off over and over in ord~ to repeat the
Che<k every tum untn he passes It. No matter how many times puu it on.
he will be al~ a new MR Check the first time only.

Tile Appearmlce of spells


JUSt as there are no pre-established formulas for spells. there is no
reason why they should all be perceived 11'1 the same way. When it comes
to casting them, f!'Iery son:erer has created different magic , and therefore
their spells may also have a different look. It is not plausible that a Light
8eam spe ll always manifests itself In the form of a fine ray of light that
pierces through everything. Players have absol ute freedom to describe
the look of their spells the first time they cast th em. and of give them
whatever sh ape they choose. Once described. spells should always follow
similar guidelines so that effects have a personal touch. Let's take a Fire Ball
as an example. The mOSt traditional shape is that o f a huge flaming sphere
that springs from the son:erer's hands and bursu when it hits iu targeu.
However. the same spel! may take very different forms depending on what
the son:erer has in mind. A son:erer known as MThe DragonM could declare
that his spell are shaped like a black flame dragon that descends from the
skies and bursu once It reaches his target. Or, some magical symbols could
be drawn in the affected area and then suddenly burst into flames.
Spells of a more mystkal tendency are also likely to adopt some unusual
styles. The spell 81esslng could very well materialize in the form of t'WO
wings of light growing on the character's back, and the whole radius fils
with white feathers. It Is all up to the player's Imagination. But remember:
The ~ a spell is pen:eived does not modify the existing effects In the
least, nor add new ones. The character with Blessing may grow wings. but
he will not acquire the ability to fly_ and the feathers will be of no use
to him. All In all . the appearance of the spells is pure Hollywood. and Its
only purpose Is to collaborate with a propitious atmosphere that will help
players experierlce the mysticism of magic.

Magic Rituals

Magic AJlJlrllisal

Until now, we have focused on spells that require only a


few turns' preparation. Someumt:$ spelkaster.s will need to
prepare the ... spells lOr days in Of'der to obtain the desired

effects. Magi( rituals are ceremon ies that spellcasters


perfOf"m to increase the potency of their spells. o r to cast
spells their Intelligence would not normally allow them to
cast. Spellcasters may add a bonl,ls to their Inte lligence
In order to calculate the ma)<imum limit t heir spell s tan
readl - depending on the amount of time they employ.

Un fortunately, the ritual also increases the spell's


Zeonk Cost. which Is multJplled ac(Ording to
complexity level. All these effeas are described in

Ta ble 58: Magical Rituals.


No two magk rituals are alike: they vary
a<cording to the kind of magic characters use. and
the k.nowledge they possess. Rituals I,Isually IrlYOlve
superMlura l components ar'ld sanil1ces. Tile GM
should establish the requirements for each ri tual and the
components spel lcaster.; must be furn ished with. The GM
may even establish th at a certa in ritual Is to be performed
exclusiw: ly o n a specific day of the year, or amidst a sto rm,
An O<:cult Check may also be a requirement for knO'Ning the
pre<lse method.

TABLE

58:

"-One hour
An entire day
Three days

One week
A year

MAGIC RITUALS

INT_
+'
+2
+,
+4
+5

.............
c:..
+50%
Two times
Three times

Four times
Five times

~us wishes to <1ttempt <1 vety pcw.~tful Tt<1vel by light spell.


The spell's desctiption Indicates Its m<1xlmum level Is Intelligence:
x30, which me.lnS ~us I'oQuid norm<1lly be able to cast it at only
a 270-point maximum value, Ho".,.ever, ~us spends an entire day
preparing a ritual and Is thus able to Increase his Intelligence to 11 .
This allows him to te.lch a maximum level of 330 points, However,
the ritual dou bles the spell's cost, forcing him to spend 660 leon
poi nts In o rdet to cast It.

lvlal1ic C;rinlOires
A magk grimoire is any SOf't of manusc:ript that lists spells. Grimolres
are simply ~ Magk Theo<y- text books that Initiate spellcasters on the basks
of the supernatural. Chara<;ters with the Gift may cast the spells found
within simply by following the ios\.n.ICtions - even without knowledge of
the spell or of any other spells of the wne Path. H~r, since they are
Interp<'('ting magic and fol~ing written on:Ier.;. spelkastCf's usi ng gnmolres
must automatically reduce the ir MA by half. The use of a grimolre does not
endow characte r.; with any additional knowledge; they simply recite and
follow th e instruction s.
Grimo ire spells are pre-determl ned and can not modified when cast;
t heir Zeonic Value is fixed. W he n the Zeonic Value of a grimoire spel l is
higher than tile character's Intelligence allows him to cast. he simply cannot
cast It.
Some spells are d irected at very specifIC ends. which is another limit ing
factor foI' the sorCeref' using the grimoire. If a sorcerer has written a
Recreate spell witll the goal of recreating a lost eyeb<tll. th is spell will no t
work for recreating any other body paru except eyeb<tlls.

Magic appraisal is a vital ability for


spelIcasters. A5 explained in Chapter 4. this
abJ!lty permits spelkasters to me~ and
recogniZe magic. as well as to hide it from
others. Spellcasters may use it to detect
magi""l beings and other bearer.; of the
Gift . It isa PasSive abil ity. and pjayers who
declare tIlat tIlelr characters are being
attentive to tile magic fl uctuation
around them are entitled to a ne'W
roll each time they efl(oun tCf' any
magical force. Incidentally. It Will also
allow spelkasters to conceal their
supernatural power and spells Passively.
even in their sJeep. Those attempting to
analyze the level of power of someone
concealing their magic must pass an
Opposed Abil ity C he< k. If th iS Check
succeeds my more than '1 O polnl.S. the
magi<al aura around the target can be
perceived . If the difference Is more than
80, the spellcaster will be able to measure
his target's potential <ompared to his own.
It Is extremely diffICult to conceal
supernatural power while Accumula~g magic.
for th is reason, spelkasters receive a penalty
K<1tetine executes
to their Magic Appraisal equivalent to twice the
a ritual
Zeon Points they have Accumulated when trying to
conceal their power. In add ition to this. thl!f"e are other modifiers that could
influence a spellcasler's Magic Appraisal abaity. as explained in Tabl e 59.
The ability may also be used to recogn ize spells and effects. The
Diffi culty Level the char.lcter must pa$S is subject to t he complexity of the
spell (s~ Table 60). If the spellcaster wishes to conceal the spell , he may
use his Magic Appraisal as an Opposed Ability to decrease the ab1lity of the
examiner. If the character knows the spell he is examin ing. he can apply a
~40 bonus to his roll. As for magical objects. it is in tile hands of the GM to
decide what DiffICulty Level to assign to each.

The magic source Is more than 150 feet ffMrt

The magic source is more than300 feet away

-80

The magic source Is more than 1 mile WMI'f

- 120

TABLE

59:

.........

MAGIC DETECTION

source Is more than 60 feet

The mat

- 20

'iNiaf

-40

Environment slightly charged with magic-

- 40

.......... _ _ .... ....".,.

-8/)

*These modifiers WIll only apply to detect a specific magical e lement


in the environment.

TABLE

60:

MAG IC ANALYSIS

SpeUEasy

, Recognize the nature of the magiC

Medium

Magic Level 20

Difficult

Magic Level 40

Very DIffICUlt

Magtc~60

Absurd

Magic level 70

A/mootlln_

",'-'80

ImpoS5ibie

Magic Level 90

InhUman

Magic

I..eveI

100

:
~

SPELL DESCRIPTI0NS
What follows Is a list of spells In the

E~

Paths and Free Access

magic. The following InlOrmation Is 5p&ifted for each spell:

Le ve l: This number repre$ents the Magi<. level charaCl~ mU5t invest


spelt. For example, a spelkaster With a Magic Level of
40 in a specific Path v.ould know all the spells of the Path up to that level.
It also determines the COst of the spells in ~ pLJren wish to select them
individually.
in order to use the

Action : Spells may be either Passive or Active Actions. depending on


their nalure.

Cost: This is the amount of Zeon ne<:essary to cast the spell al its base
level. Spelkastef's without eoough Zeon to pay for the base co~t of the spell

FI RE: The firsl of the four Lower Elemental Paths rules CHer high
temperatures. These spells generate heat and fire. and they devastate large
areas of land. It also contains ~criflCe enchantments thaI consume certain
sides of an Individual to bring up others Irl turn. It is a very offensive Path.
The Path opposed to Fire is Water.
WATER: This Element hosts a variety of diverging concep~. This Is
the Path that confers dominion emf" liquids and the purity of things. It also
represents the powet' of ice and low temperalures. I~ power is offensively
and defensively balanced. The Path opposed to Water is Fire.

EA RTH:

Earth Is the pc:mer of the planet. stones. and minerals. It

is the most substantial of magics. and It governs the laws o f physics - like
gravity and magnetism. 1\5 Influence over spirits arid the immaterial is very

limited. Earth spells are the magic of resistance. endurance, and slown-ess.
The Path opposed to Earth Is Air.

are not able to use It. When chara<ters spend the required Zeon points.

the baS<' effe.:;t is produced.


Effect: This Is the description oftlle effect when the base cost is paid.
Added Effect: The power of the spells may be increa5ed by investing
additional Zeon Points. This Se<:tion shows how the effect is enhanced for
every 10 points the spell<aster adds to the base cost.

Mainte nance: Some spells may h~ their duration extended by


continuing to Irrvest Zeon Points after casting them. "NoR means the spell's
effect cannOl be maintained. For those spells that can be maintained. the
cost will depend on their Zeonic Level. For instarKe. if if a spell with a "1
every lOR malntenarKe was cast with 150 pointS orZeon. the spellcaster will
automatkally lose IS points of Zeon lOr every tom he wishes to maintain it.
The figure In parenthesis Is the maintenarKe already calculated from the
spell's base YlIlue. RDailyR means the YlIlue is so low that it is paid daily
instead of on a per turn basis.
Maximum Z e on: There is a limit 10 lhe amount of Zeon that
may be spent on every spell. and It depends on the Intelligence of
the spell<aster. There are flve different limits to the maximum Zeonic
Level - Intelligence xl0. x20. x30. x40. and x5O. A character with
Intelligence 11 attemptJng to caSt 3 spell with a maximum YlIlue of
Intelligence x20 should make sure that the Zeonic YlIlue of the
spel l does not rise above 220.
Type of Spell: This specifles the type of spell.

Tile Patlls of Magic


UGHT: This Is the Path that confers dominion over one of the two
Higher Elements. pure light. It controls man's most positive emo tions.
such as love. peace. and pleasure. Ugh! also regulates knowledge and
dettaiorl. Its offensiVe and defensive p<wvers are very balanced. The
Path opposed to Light is Darlc.ness.
DARKN ESS: Darkness does 001 govern the absence of light.
but rather It manipulates the very pc:mer of the shadows. It controls
all negative emotions. such as fear. anger. and hatred. It also represents
the power of secrets, among which concealment and obfuscation are
Induded. like light. its pc:mer Is very well balarKed. The Path opposed
to Darkness is light.
(REA nON: The power of creation is the magical ability to
organize and alter the reahty thaI surrounds speUcasters. These spells are
about change. healing. and creating things. It is a dislirKtly defensive magic.
The Path opposed to Creation Is Destruction.
DESTRUCTION: This Path allows the caster to channel the power
of the Flow of Souls. turning it against reality itself. These spells affect
both the material and spiritual worlds. It Is" naturally offensive power. Ifs
opposed by t he Path of Creation.

AI R: This Is the Path of the ethereal and incorporeal. It contains


movement and speed spells. W ith its power. space may be altered and
bodies may be transported from one place to another. This is also the Path
in charge of the weather and e ltricity. The Path opposed to Air is Earth.
ESSENCE: Essence controj~ life and sou ls. This Path has control ~
spirits and natural beings that belong to the world. II i~ also the Path of nature
am:! spells of a druidic origin. The Path opposed 10 Essence Is Illusion.
ILLUSION: The pc:mer of this Path gives
spelkastCf"S control ewer Deception and Illusion. Spells
un alter reality and the way it is perceived. The Path
opposed to Illusion Is Essence.
NECROMANCY: Necromancy is
II ~ion of magic. While the rest of the
Paths derive their power from the networlc. of
souls. these 5fX'JIs destn:ly the essence of life by
stagnanng and perverting the souls it uses. Its
p<mer gives back life to the dead. destroys
souls. and drains the life and essence of
other beings. Necromancy is opposed to
the rest of the magic Paths.

BC:XJK 8F LIGHT

~~~--------------~------------------------

Create. Ught
Level: 2
Cost: 20

Armor of Light

Action: Active

Level: 16
Cost: 60

Action: Active

Add e d effect: -15 feel radIus.

Effect: Fonns a mysli<al armof with AT 2 against Energy-based Attacks. and


an AT of 1 against all others. A1thoogh It (ounts as armor. it does not count as

Effect: Creates light In a radius of 15 feel

additlorlall~

of armot" for purposes of penalties 10 Initiative.

Maximum Z eo": Intelligence 11.20

an

Mainte nance: 1 every 10 (2) O ai ly

Add ed Effect: -1 to the' AT.

Type of Spell: Effect

Maximum Zea": Inlelligen<e 11.'0

Free Acce"
Leve l: 1-10

Type of Spell: Effe<:t

Main tenan ce: 1 every 20 (3)

Banish Shadows

Induce Calm

Leve l:

Action: Active
Level: 6
Cost: 40
Effect: Calms individuals feeling fear or hal~d within 50 feet
of the (uter. Makes any Fear. Terror. or Anger States disappear.
even If of supernatural origi n. It does not prevent violent actions
del iberately done in (Old blood . The MR or PsR Check to overcome
this spell has a Difficu lty of 80.
Added Effect: "'30 feet to radius and .. 5 to MR or PsR
Dlrnculty.
Maximum Zeon: Intelligence x10
Maintenance: No
Type of Spe ll: Spiritual

Detect Negative Emotions


Level: 20 Action: Active
Cost SO
Effect Detects any negative sentimentS such as hatred. ~ar. 01"
atlg WIthin 10 meters of the caster. It also senses creatures based
on such emotions. Re\.isting the spell requires beating a MR Ched<.
wilh a Dlffltulty of 80.
Added Effect: "'20 meters 10 radius and ""0 to the MR Difficulty.
Maximum Zeon: Intelligence x10
Maintena nce: 1 every 10 (5)
Type of Spell: Detection

Level: 8
Attion: Active
Cost: SO
Effect: Causes a welden flash of right for a radius of SO feet. It
blinds anyone looking at it when It goes off for as many combat
turns as he falls the MR check br, divided br 10. It is not possible
to designate specific targets within the f1ul"!. and everyone except
the taste!" Is equally affected. Charatlen can reist this spell by
passing a PhR Ched<. WIth a Dlrnculty of 140. If someQ<le is aclively
aYOidlng looking at the flash, the PhR Clleck Dlfflculty Is 80.
Added Effect: 15 feet to radius.
MaJI:imum Zeon: Intelllge<1ce xl0
Maintenance: No
Type of Spetlt Automatk;

light Beam
Level: 22 Action: Active
Cost: 50
Effe ct: Projects a beam of Ltght based magical energy. Light Beam
Is an Energy Attack Type with a Base Damage of 60.
Add e d Effect: ; 5 to Base Damage.
Maximum Zeon: Intelligence xl0
Maintenante: No
Type of Spell: Attack

Shield of Light

Perceive
Attion: Active
Level: 12
Cost: SO
Effect: This spell imprcr.oes the perception of the caster. ino"easing
his secondary abilllles of Nottee and Search br "'SO. it also
increases his Magical Appr3Jsal by the same amount, but only
for the purpose of detecting 0<" ~asurlng the magic potency of
something or someone. not to hide It.
Add e d Effect: .. 10 to NOllee. Search and Magical Appraisal.
Maximum Z eon: I"telligence xl0
Mainte nanc e: 1 every 10 (5)
Type of Spell: Effect

Free Access
Level: 1-20

Action: Active

Effect: Deilroys shadows within a radius of 10 meters. Afry darkness


based creatures within the radius must pa!.5 a MR Check with a Difficu lty
of 120. or lose the double theIr Failure level in Life Points (Damage
Reslnance creatures Increases this amount by its Damage Resistance
multiple). As long u thc spell 15 maintained <:Ner thc ueatu~s. they
must do a new MR Check each combat tum.
Added Effect: +20 meten to radius and ... 10 to the MR Difficulty.
Ma)limum Zcon: IntellIgence )110
Maintenance: 1 fNery 10 (6)
Type of Spell: Spiritual. Effect

Blinding Flash

Level: 10
Action: Passive
Cost: 50
Effect: Forms a bnrrier of Energy that protects the caster from
any source of attack. The shield ,an absorb up to 300 points befo~
breaking. but Is only damaged by su~rnatural attacks . Impacts based
on Darkness cause double damage.
Added Effect: "100 R.e$lstance Points.
Maximum Z~o n: lntelilgeoce x20
Maintenance: 1 every 10 (5)
Type of Spe ll: Defen~

Ie

Cost: 60

Free Access
Level: 1-30
)

Hologram
Level: "]J,
Action: ActiVe
Cost: 40
Effect Creates an immaterial luminous Iorm with a maximum size of
three square feet. The lSIer can ~ the hologram the appearance he
df!$Ores, making It -..ery dim,ult to tell it from something real. If he creates
a creature. it can peri;lnn any Inhuman action the caster wisI!es. but will
mimic the phy$Ical abMles of the caster. If. b- example. the hologram is used
10 Ioimulate an attack-It tKe5 the combat ability of the caster. The hoiogram cannot
touch i\Il)'OIle nor be touthed. but if It receives ~ damage based on Energy. It
disappears. To detect that the hologram is not real. it is nec~ 10 beat a Notlce
check agalnst a dlffic;ulty of Almo!it Impossible. 01" Search against Very Difficult.
Add e d Effec t: "'3 square ~et to maximum \.ire.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (4)
Typ e of Spell: Effect

i)

us us

Bonds of Light

Banish Negative Emotions

Leyel: 28
Attlo ... : Active
Cost: 60
Effect: It cast boOOs of light that hold t~ designated target immobile. All
attack is made using the I"\.Iles fOf" Trapping. although the caster suffef"S no
penalty to his Ability for performing this ma~r. The bonds use a Strength
of 8 for any Check. If anrone tries to help free the person Trapped. the Bonds
of Ught are treated as an Ene<"g)' weapon With a Fortitude of 20.
Added Effect: .l to Strength for all checks
Maximum Z e on: InteWgence x'O
Maintenance: 1 every 10 (6)
Type of Spell: Attack

Leyel: 40
Attion: Attive
Cost: 80
Effect: Temporarily banishes any negative sentiments such as hatred. fear, or
anger within 300 feet of the caster. Resisting the spell requires beating a MR or
PsR Check with a DlfOculty of 100.
Added Effect: ~ 150 feet to radius and "'5 to MR Of" PsR DiffICulty
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Spiritual

Control Light

~\
).)

Level: 30
Action: ActIVe
Cost: SO
Effect: Modifies and tontroh the form. color. or IntenSity of light in a 60foot radiUS. If cast at Ught-based bein~ . they must pass a MR Check with a
Difficulty of 80 or they will fall under the control of the caster. A creature can
only repeat the check If it 15 ordered to do something against its nature.
Added Effect: .30 reet to radius and.S to MR Difficulty
Maximum Zeon: Intelligence xlO
Maintenance: 1 every 10 (S)
Type of Spell: Spiritual. Effect

Level: 42
Action: Active
Cost: 80
Effect: Cali5eS whornevi:r the spe' Is directed at to recover 40 Ufe Points.
This spell does not restOl"'e per martentl)' lost or destroyed limbs, nor eliminate
penalties taused by Critical atucks.
Added Effect: "'"5 life Points
Maximum Zeon: Intelligence x10
Maintenance: No
Type of Spell: Effect
Free Access
Level: '50

Seeking Sphere

Detect Life
Level: 32
Action: Active
Cost: 60
Effect: Detects any life-form Within 80 feet. The spell only detects the number
of llfe-forms.md their exact location. ReSISting the spell requires beating a MR
Check wah a Difficulty of '140.
Added Effect: "'"30 feet 10 radius aOO "10 to MR DiffICulty
Maximum Zeon: Intelligence xl0
Maintenance : , every 20 (3)
Type of Spell: Detection

Level: 46

Action: Active

Cost: 120
Effect: Ul)Ieashes a sphere of lumirous energy ....,th Base Damage of 100. The
ClSleI'" can control It using hIS Magic Projection untJ it hits its target. If the ~t
successfuli)' dodges. the Seekng Sphere can continue attacking the bIoMng tum,
!ince It has not been destroted. When Seeking Sphere causes damage, Of" Is blocked.
the Sphere explodes and vantShes. If the caster abandons control of it. It ..... act
Rlependently, bbwlg its last deslp>ated target 'Nith a Magic Projectioo of 150.
Added Effect: "'5 to Base DamJge and "S to the Magic Projection of the
SeekJng Sphere
Ma Jiimum Z e on: Intelligence x20
Maintenance: 1 every 10 (12)
Type of Spell: AltaCk

Free Access
Leyel: 1-4()

Spy ofUght

.,>

Healina Light

Leyel: 36
Action: Active
Cost: 100
Effe ct: Creates a wnaH light of energy that rT'IOie:5 as wished by the caster,
with a Flight Value of 14. for a maximum distance of one mile. Through it, the
caster can see and hear as thoogh he W(!re present. but doing so OYerwhelms
his body's senses, and he CM only pen:e~ the work! through the Spy of Light.
Each combat turn the caster decides If he will see through the Spy of Ught, or
his own senses. The Spy of light has an ability of 100 at Notice and Search. If
attacked. it can defend Itself with the Magic Projection of Its caster. For purposes
of Initiative. It acts when 115 controller does. It I! only posslbje to attack it With
supemalUrJI attacks, although It is destroyed If It receives any damage.
Added Effect: +S to Notice aOO Search and ~1 mile to range
Maximum Zeon: Intelligence x20
Maintenance: 1 every S (20) Daily
Type of Spell: Effect

Zone of Detection
Level: 48

Action: AttNt

Cost: 140
Effect; This spell allows the caster to detect any being within the area of the
spell who does not beat a MR Check with a Difficulty of 180. The Zone of
Detection only tells the caster how many Individuals are in the zone. and Ihelr
exact location. It also senses spell~ of Dete<tion that allempt to enter into the
area. as long as the spe llcaster u~lng them does not beat the MR (rega rdless of
his act ualloc3tion). The affe<ted zone <an be no larger than 60 feet in radi u$,
and Is stationary In the place it wa~ cast.
Added Effect: ~30 feet to radius and +10 to MR Diffl<u lty
MaJilmum Zeon: Intelligence x20
Maintenance: 1 every 20 (7) Daily
Type of Spell, Detection

Enter Another's Dreams


Ecstasy
Level: 38

Action: Active

Cost: 60
Effect: Tlvs $pd ~tOl<kates ..."..one affected v.1th a ~ of utter eotasy. The
sensation of pleasure Is 50 powerful that the victim 's senses are completei)' clouded.
and he receives a -20 AJI Action Ptnahy.mle affected. ~. the well's victims
are also completey obIiviom and Immune to any pain or other" afflW::tiort based
penalty. e>cept tho$e lor attually being physicaIy Incapa<:itated. The MR Ched to
re5ist !hi!. spe!11las a OOIcuIty of 80. and affects a radius of 30 feet.
Added Effect: ... 3O f~t to radius and +5 to MR DiffICulty
Maximum Zeon: Inlemgence ~ 10
Maintenance : 1 every 10 (6)
Type of Spell: Spiritual

'.

..

~.J,.
,

Level: SO
Action: Acuve
Cost: 120
Effect: This allows the caster to phy5k:ally ente<" a sleeper's dreams. The caster
has no control oveI'" the dream world of the dreamer, iIOO anything that happens
there will be real to the caste<". The penon must /lave peaceful dreams to be
affected by this spell. and the moment the dream tums into a nightmare, or he
awakens or dies. the mage abandons the dream world and returns to reality.
Any Spiritual spell cast on the dreamer while the caster is present in his dreams
will a[<so affect the caster. The MR or PsR CIIed: has a DiffICulty of 140. Once
he is in the target per5Of'l's dreams. the caster Cart Jump to the unconscious of
)"!t another drean'lef" who is physically no more than 30 feet from the original
sleeper. Naturally. this new dreamer will have the right to his own MR Check.
If the dreamer's consciousness happens to be in the work! of The Wake, !/Ie
caster is trapped there even when tl\(! spell expires.
Added Effect: "30 f~t additional to jumping range and .5 to MR or PsR
Difficulty.
Maximum Zeon: In\ell igen<:e >e20
Maintenance: , every 20 (6) Daily
Type of Spell: Spiritual

..
. J
~,

,;;r,>
,~
.:J

~, ~)

&.
~

.).)",

Light Form

See Truth

Action; Act1w.
Level: 52
Cost: 100
Effe ct: The bod)' designated by the casler Is trnnsfurmed 10 pure luminous
t oefl)' and becomes Intangible to mailer and nor>-ene<'g)' attacks. While in
this state. the tsansfonned person gaillS a +SO bonus to his abilities of Notke
and Seal"l:h, and a +30 10 his ~stance against effects based on Ught. In this
Slate. the damage caused by Da ..... ness based 31U<:h Is doubled. The maximum
Presence that can be af(e<:ted Is 100.
Added Effeet: +10 to the maximum Prese nce thaI can be affected.
Maintenance: 1 etoIery 10 (10)
Type of Spell: Effect

Level: 60
Action: Active
Co$t: 100
Effect: f'I?mll\S the affected penOil 10 perceive supernatural forces thai are
Invisible to the human eye. Including m~. psrch1c matrices. and IflYis1ble or
spiritual beings. Although this spell does not dire<:tly work. agalmt 11'115I0Il spells
because they affe<t the mind. not the Ylslon . 3rl)'01le using See Truth agalnst
Ylsual illu~lons can apply a +SO bonU5to their MR Che<ks. since It ~Id help
dete<t thelr falseness. The maximum Presence that can be affected Is 80.
Added Effect: +10 to the maximum Prerence affected
Maximum Zeon: Intelligence ~10
Maintenance: 1 every 10 (10) D a ily
Type of Spell: Effe<t

Free Access

Shield from Negative

Leve l: 1-60

Le vel: 62
Action: Active
Cost: 140
Effe<:t: This spell enchants a cert.aln area, maklng it Impenetrable fOr beings
naturnlly based in negative emotIOnS or Dark.ne:ss. Arrt such creature entering
the zone must p.= a MR Check with a DifflClJtty of 120 or suffer the loss of a
number of li!e Points equal to the margin of failu~. Additionally. If It falls the
check. It receives an Immediate -40 Al l Action Penalty. The affected zone can be
no larger than 60 feet In rad ius, and Is sta~onary In the place It was cast.
Added Effect: +60 feet 10 radius and +5 to the MR. Difficu lty.
Maximum Zeon: Intelligence ~20
Maintenance: 1 every 10 (14) Daily
Type of Spell: Aulomatlc

Maximum Zeon: Intelligence xl0

Blessing

~
~(.)
~

\.'(
\0(.)

level: 56
Action: ActIve
Cos t: 100
Effect: Blessing endows the affected party with in<redible energy. Those
affected rece~ a bonus of +20 to all their actions and Resistances. All allies
within 15 feet of the caSler are affected. No one can be affected by mort! than
ooe Blessing at a time.
Added Effect: +15 feet to radiUS
Maximum Zeon: Intelligenc:e x20
Mainte nance: 1 ~ 20 (5)
Type of Spell: Effe<t

Free Access

Create Good Feelings

Level: 1-70

L evel: 58
Action: Active
Co st: 100
Effect: This creates positive sentiments such 3$ love, pleasure, or f.-;e ndshlp
In the people designated by the caster. The radius of the spell Is 60 feet. and
the MR or PsR Check has a Difnculty of 120. Those affected can ~peat the
Resistance Check o nce per day.
Added Effect: - S to MR or PsR DifOculty and +30-foot radiUS
Maximum Zeon: Inteiligeno:;e x20
Maintenance: 1 every 10 (10) Daily
Type of Spell: Spiritual

Find
Level: 66
Action: Active
Cost: 160
Enect: By means of Find. the C3$lerCan locale any person. place. Of" thing. and
know Its exact location In Ihal moment regardless of the dMante separati ~g
Ihem. Anything can be fOund, whether an individual obje<t. or a type of object.
Of" s1mply something that fulnlls a specified cond ition. For e~ample, the caster
can try to locate a city, the thief who stole his (I'osler (even if he doesn't know
who did it), or the clo!oeSt elig,ble malden of royal blood. Objects. places. or
people affected must make a dice roll against a MR Check with a Difficulty of
140 to avoid being located. Large places apply a -40 penalty 10 mis check.
Added Effect: +10 to the MR Dlmculty.
Maximum Zeon: Intelligeno:;e x20
Maintenance: No
Type of Spell: Detection

Restore
Le vel: 68
Action: Act ive
Cost: 160
Effect: This ~ allCM-"S the person affected to recover from any pe!1altles
including those C.1used by fatigue. hunger. ~ damage. and even spells.
althougtl not from actual p/1J'sicaIloss such as from the loss of a 1mb or other
body part. Restore automatlcally restoreS any number of fatigUe poCllS lost due
to fatigue. The maximum Preseoc.e that can be affected is 100.
Added Effect: -10 to the maximum Prerern:e affe<:ted.
Maximum Zeon: Intell igence x20
Mainte nance: No
Type of Spell: Effect

Hypnotic Display
Leve l: 70

Action: Active

Cost: 140

HypnotiC Dl5pl~y

Effect: Thrs spell creates spectacle of lights in a specirled place that has a
fasdnating and dumbfounding affect. All the chill"1lCler.> that see the display
cannot help but continue watching It. It is visible for a radius of half a mile. and
anyone.seeing It mU5t make a MR or PsR Check with a DiffICulty of 120 to resI$t
Its efferu. Those affected can pet"brm PassIve ActIons. but cannot mIM'. They
can rT\i\ke a new ResistanCe Check e-ery time they a~ a1.tiKked. The conditlOll
k>I" being affected is Ioolong dl~ at the Hypnotic DispI.Jy.
Added Effect: l mile to radius and"'S 10 MR or PsR DifflClJity
Maximum Zeon: Intelligence ~20
Maintenance: 1 every SO (3)
Type of Spell: Automatic

Catastrophic LIght

Free Acceu

Level: 72
Action: Active
Cost : 120
effec t : Creates a deadly disc:harge of Ught wltIl a Base Damage of 150.
Cata5trop~ic Ught has a radius of 80 f~t and is an Energy Ana6: Type.
Add e d Effect: "30 f~t to radius and"5 damage
Maxim ... m Z e on: Intelligence x20
Maintenanc e: No
Type ofSpe U: Attaek

Le vel : 1-90

Free Access

Level: 1-80

Luminous Material Objects


Level: 76
Action: Acllve
Co st: 150
Effe ct: Forms a material obJett from luminous enNg)'. Whether II is something
as complex as a clock_ Of" as sim~e as a sword. the object treated cannot have
a Pre$Cnce of more than 60. but for all purposes Ills treated as having a quailly
of - 10. As. an ex<:epllona l rule. Ihe quality of the object does not affect Its
Presence.
Added Effect: " 10 to the obJect's Presence
Maximum Zeon: Intelligence )(20
Maintenance : 1 e~ery 10 (15)
Type of SpeU: Effecl

Travel by Light
Level: 78
Acti o n: Acllve
Cost: 2SO
Effect: Transports Individuals or objects designated by the caster from one
light source to another that mUSt be less than 60 miles aYr.I)'. The quanlity
of Pre5erKe that can be lransported cannot be grealer Ihan 2SO. If someone
wishes 10 resist. the Mil. Chetk has a Difficulty of 120.
Added Effe ct:"5 to Mil. Dimculty. +20 to tranSpOnabie Preence and " 60
miles.
Miutimum Zeon: Intelligence dO
Milintenance: No
Type of Spell: Splntual. Effe<1

.:>.

Lordship Over Dreams

Level: 80
Action: Active
Cost: 300
Effe ct: Permits the conlrol of any Iype of dream. The casler has Ihe ability
to controllhe sl~per's dream world. modifying il as If he had a Gnosls of 45
(although It is not real). If the dream is fed by negative enef"&)', In otller words.
If il turns IntO a nightmare. 1'11$ Gnosls becomes only 30. If Ihe dreamer wishes
to resist the spel l. It requires beating a Mil. Check with a Difficu lty of 140. This
spell also has a second use. depending on whether or not the caster is in t he
W ake . Wi thin the WJke. lhe caster <In control his surroundings and acq uires
the powers of a creature with a Gnosis of "1O. as long as he Is in an area strongly
influenced by positive em~I1'es. If he Is In an area of neutral enel1ie~ . he i~
treated as having a Gnosl~ of 30.
Added Effect: +S to the Mil. Dirnculty.
Milltimum Z e on: Intelligence )(20
Maintenance: 1 every 5 (60) Daily
Type of Spe ll: Spiritual. Effett

HIGH MAGIC
Create Being of Light
Level: 82
Action: ActIVe
Cost: 2SO
Effect: Creates a luminous being WIth the appear.mc:e of life. but completely
under the control of the caster. The enllty Is developed as a Being Between ~
using the powen and limlt.loons of Ugh! Elementals explair>ed in Chapter 26.
The creawre !>as 600 DP and its maximum level is calculated using the same rules
as in the speR Create BelrIg from the Path of Creation.
Added Effe ct: ... SO DP.
Milximum Zeon' Intelligence )(30
Maintenance: 1 every 5 (SO) Daily
Type of Spell: Effect

Reflecting Prism
Level: 86
A ction : Passiw;
Cost: 160
Effect: Creates a bo<ty of ijght that worics like a prismatic shield. reflecting any
spdI. ~iI; attad<.. or KI technique bad:: at the caster. For the charge to be
reflooed back. It must lose a Clashing Sperls check against an equivalent of 100
Base Damage. It Is also neces.w-y to make a succesful Block using the PrIsm. If
defending agai~1 an Area Att.ld<.. the prlsim does not reflea the entire spell; It
win stoll aflett anyone In the area of the spell except the caster of the Reflecting
PrIsm. This spell Ooes not reflect Spiritual spells. The caster can use his Magic
Pro;ectlon to redlrea the attack. It will absorb 800 points of damage befon>
breaking.
Added Effe ct: "5 to damage for Oashlng Spells and +100 Re~i.5tance Points
Maximum Zeon: Intelligence x20
Mainte nilnce: 1 every to (16) D a ily
Type of Spell: Defense

Radius of Omniscience
Level: 88
Action: Acllve
Cost: 200
Effect: Permits the caster to be omniscient con<ernlng any occurrence or
thought Within a radius of 1.500 feet from his location. Affects only individuals
whose Presence Is less th~n 60 ~nd who do not have higher Gnosis than the
caster. The caster will automatically know everything that is happening and
everything Ihooght wit~ln the Radius. No ReSistance is poSSible.
Added Effec t : " 1.500 feet 10 radius and +5 to the affetted Base Presence.
Maximum Zeon: Intelligence )(20
Mainteniln ce : 1 every 5 ("10)
Type of Spe ll: Effett

Predict
Level: 90
Action: Active
Co$t: 200
Effect: Permits the caster to fo<-esee fuwre events that wIH IIappen around a
given person. piace, or thing. PredM;! shows the caster the most probable destiny
awaoting SOfl'le()Ile or something. providing him with detailed information about
future events. The ~ of time 00Yef'ed tan never be more than a year from
the moment of the predlc.lIOIl. The Game Masler can truthfully tell the caster
wtlat events will occur In the fulure. or coorse. these predictions are not infallible;
what Is seen Is only the most probabledestiny. wtlich may be <hanged through the
intervention of higher pcmers or the actlom of persons with elev.!ted Gnosis.
Added Effect: Doubl~ the period of time covered.
Maximum Zeon: Intelligence )(20
Maintenance: No
Type of Spe ll: Spiritual

DIVINE MAGIC
Prison of Light
Level: 92
Ac tion: Acti...e
Cost: 200
Effect: Enclose:s the vlctJm In an Inescapable WOf1d ofUght. a separate universe
which has no Interaction with oor own. While the victim Is imprisoned. he WI"
have no knowledge of anything that happens ootside the prison. nor does
a.nrone outside have any knowledge of the prisoner. To Iry to break out from
within. the prison will resist damage points up 10 100 times the Zeon value of
the spell. which defends itself according 10 the rules of Damage Reslstan<e with
an AT of 10. From the ootslde. Ihe prison <an resist only dooble the Zeon value
spent. It can only be damaged by Energy-based Attadu with a Presence greater
than 180. The prison reca.-trS from any damage with a Regeneration of 19. The
spell tan be iMlided by passing a Mil. Ched< with a Diffoculty of 140. bul if that
fails. the pnsoner has no chance to check again later; If he wants to gel oot. he
better be able 10 break through the spell.
Added Effect' " '0 to the Mil. Dlfflculty
Maximum Zeon: Intelligence)(20
Maintenance: 1 every 5 (40) Daily
Type of Spell: Spiritual

Free Acceu
Level, 1-100

One with the Light


Level: 96
Action: Active
Cost: 100
Effect: Permits the caster to enter a state of uner meditation in whkh his
body be<omes one with the Light. He abandons this world and aKends to
the flow of Souls to nourish himself from their energies. Apart from. and
without knowledge of anything happening elsewhere. he multiplies his Zeon
Regeneration rate by 10, and cures his wounds WIth a Healing Regene<ation of
16. Although there Is no malntenal"Ke (OS( for this spell. the LaSter can be In
the Flow of Souls lOr the equivalent of one day.
Added Effect: One day addItional stay in the Flow of Souls.
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spe ll: Effect

Ascension
Level: 98
Action: Ao::tive
Cost: 300
Effect: This spel l eJ<hanges the material ~rn:e of a pen;on for dlyjne e~.
modifying his spirit through pure supematural power. The affects of Ascension are
dlffert'nt depending on whett1er the LaSter Is casting it on himself. or on another.
When Incrt'asi ng his own power. the spell in(rt'ases hisGnosis by 10 points. If used
on another person. It (an give the target as much Gnosis as desired. up to a level
10 points below that of the caner. For instance. a caster with a Gnosls of 45 u n

raise another Individual to at most a Gnosk of 35. This spell can affea as many
targets as desired as long as the/!' accumulated presence is no higher than 80.
Added Effect: .. 10 to the maximum Presence affe<:ted.
Maximum Zeon: Intelligence x30
Maintenance: 1 every 10 (30) Daily
Type of Spell: Effect

Holocaust of Light
Level: 100
Action: Active
Cost : 600
Effect: this spell unlea~ the pcrwYeI" of Ught In its purest nate. sweeping
<tWa'! everything in the spiritual as
as the material world. The freed energy
~eps up and devours everything. unifying its existence to the Ught. Even
elemental creatures of light are aSsimilated by Its power. The Holocaun of Ught
creates a great luminous dome within which everything is dissolved. It has a
radiUS of 300 feet. attacks the Energy AT. and causes a Base Damage of 350.
Anyone receiving damage, no matter how small. must beat 11 MR Check WIth
a Difficulty of 160 or be falned with the Ught, and automatically destroyed
in body and soul. It Is not possible to designate spe<ifoc targets within the
Holocaust: all eK<ept the c3s\er art' equally affected.
Added Effect: '0 Base Oamage and dou bles Ihe radius of the spe ll.
Maximum Zeon: Intelligence x50
Maintenance: No
Type of Spell: Attack, Spiritual

wen

BOOK OF DARKNESS
Create Darkness

Shadow

Level: 2
Action: Ao::tIve
Cou: 20
Effect: Completely darkens an area within a 15-foot radiUS. EverythIng Wlth!n
the area Is perceived u though on a dark and moonless night.
Added Effect: ",'S-foot radius.
Muimum Zeon: IntelilgellCe x20
Maintenance: 1 every 10 (2) Daily
Type of Spell: Effect

Level: 12
Action: Passive
Cost: SO
Effect: this !-pell increases the LaSters ability to conceal. boosting his
Secondary AblI,ues of Stealtll and Hide by ~ SO. It also Increases his Magk:
Appnlsal by ..SO. but only for the purpose of hiding the magical potency of
something or someone, not to detect it.
Added Effe<:t: 10 Stealth. Hide, Magic AppraLMI.
Maximum Zeon: Intelllgence,.20
Maintenance: 1 every 10 (5)
Type of Spell: Effect

Free Access
Level: ,.10

Induce Fear
Level: 6
Action: Ao::tlIre
Cost: 40
Effect: Temporarily causes II Fear State in al l people within 50 feet of the
caster. The spellcaster decides what the victims arc afraid of. The MR or PsR
Check to overcome this spell hu a Difficulty of 80.
Added Effect: +S to MR or Ps R DiffiCUlty and 3().foot radiu s
Maximum Zeon: Intell igence xl 0
Maintenance: No
Type of Spell: Spiritual

See In Darkness;
Level: 8
Action: Ao::Il"ve
Cost: 40
Effect: Permits the caster. or anyone he selects. to see perfectly In the dark
ThIs spell can affe<:t u many targets as desired as long as their accumulated
Presence 15 no higher than 80.
Added Effect: 5 to the maximum Presence that CiI(l be affected.
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 10 (4) Daily
Type of Spell: Effect

Shield of Darkness
Level: 10
Action, Passive
Cost: SO
Effect: FOf"ms a balTier of Energy thaI protects from any source of attack . The
shield can absorb up to )00 points befort' breaking, but Is only damaged by
supernatural 311acks. Impacts based on light Ci!use it double damage.
Added Effect: "'100 Resistance Polnts.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (5)
Type of Spell: Defense

Free Access
Level: 1-20

Armor of Darkness
Level: 16
Action: Ao::tive
Cost, 60
Effect: Forms a mystl(al armor with AT 2 against Energy-based Attacks. and
an AT of 1 against all ot hers. Although it coun15 as arm or, it does not count as
an addl\fonallayer of armor fo r purposes of penalties to Initiative.
Added Effect: "'1 to AT
Maximum Zeon: Intelligence x10
Maintenance: 1 every 20 (3)
Type of Spell: Efrect

Banish Light
Action, Active
Level: 18
Cost: 60
Effect: Destroys amboent light WIthin a radius of 30 feet AIrt light-based crutures
within the radiUS mllSl pass a MR Check with a Difficulty of 120, or lose the
double their Failure level in life F\lin15 (Damage Resistance crutures incte.tses this
amount by Its Damage Resi~tance multiple). As long as the spell is maintained Ole<"
the creatures. they mllSl make a new MR Check each combat tum.
Added Effect: +10 to the MR Difficulty and +60-foot radiUS
Maximum Zeon' Intelligence ,,10

Maintenance: I every 10 (6)


Type of Spell: SpIritual. Effect

....

"

Hide Magic
level: 20
Cost: 50

Free Access
Le vel: 1-40

Action: Passive

Effect: Hides a spell, or the mystical propenies of an object. from any type
of magkal detection. In g.vne terms. il produces a -80 penalty to the Magk
Appraisal spell of anyone attempting to detect or measure a spell Of' objet:t that
has been hklden (It also hodes the Hide Magic speilitselt).
Added Effect: -10 to Magic Appraisal.
Maximum Zeon: Intelligence ,,20

Maintenance: 1 evef'Y 10 (5) Daily

Type of Spell: Effect

Dark Beam
Level: 22

Action: Active

Cost: 50
Effect: Projects a beam of Oark-based magic:al energy. Dark

~am

is an

Energy Attad<. Type with a Base Damage of 60.


Added Effect: "'5 10 8a.Ie Damage.
Maximum Zeon: Intelligence x 10
Maintenance: No
Type of Spell: Allack

Free Acce"
Level: 1-30

Darktone
Level: 26
Action: Ac~
Cost: 60
Effect: Creates a mystital environment that douds the senses of anyone Within
it. The Daruone Increases the djfficulty of any ~rceptive check within it by 2
levels. This ability also affects KI Detealoo. The ~II has a radius of 60 feet.
and It is not possible to designate targets within It. No Resistance 15 possi~.
Added Effe ct: ro.foot rad,Us..
Muimum Zeon: Intelligence K20
M<tintenance: 1 every 20 (3)
Type of Spell: Effect

Bonds of Darkness

Level: 28
Action: Acllve
Cost: 60
Effect: This ~II casts bonds of darime15 that hold the designated target
Immobile. An attack Is made using the rules for Trapping. atthoogh the caster
suffers no penalty to his Ability for performing this mane~r. The bonds use a
Strength of 8 for any Ched<.. If aM)<lne uies to help f~e the person Trapped. the
BOf1ds of D.arlo:ness a~ t~aled as an Energy weapon with a Fortitude of 20.
Added Effect: Strength +1
MaKimum Zeon: Intelligence x10
Maintenance: 1 every 10 (6)
Type of Spell: Attack

Control Darkness
Level: 30
Action: Active
Cost: SO
Effect: this ~I modifies and controls the intenSIty of darkness within a radius
of 60 feet. If cast at Dar1orness.bae(j beings.. they must pass a MR Check with a
DlfrICulty of 80 or they will fall under ~ control of the caster. A creature can
only repeat the check If It is ordered to do something against its natu~.
Added Effect: .L3().foot radius and +5 to MR Dlfftculty
Maximum Zeon: Intelligence x20
Maintenance: 1 ~ry 10 (5)
Type of Spell: Spiritual. Effect

Concealment
Level: 31
Anion : Passive
Cost: 60
Effe ct: Corn::eais the pre$CIlCe of the caster oc a target designated by him
from any type of detectlon. In game terms. it Increases the resistance to
supernatural (rTl)'$tlcal or psychk) dete<:tiom by +40. This ability also mcreases
the KI Corn;ealment of the person by 40 points, permitting him to hide his
energy even if he has not developed that ability.
Added Effect: +1 0 to Resistances against detections and +10 to KI
Concealment.
Maximum Z e on: Intelligence K20
Maintenance: 1 every 10 (6) Daily
Type of Spell: Effect

Obfuscilte
Le vel : 36
Action: Active
Cos t: 100
Effect: Mod ifies the body of the individual. blending him into the background
and permItting him to hide himself naturally. While the spell Is active. the
person can exchange hl5 own level of ability at Stealth and Hide for a base of
100. It also offers the same level of ability at KI Concealment, even If he has
not d~1oped that ablhty. Remember that these numbers are not added to the
person's Secondary Ablhlles, but a~ subslltuted for them if they are lower.
Add e d Effect: "'S Stealth. Hide and KI Concealmt'nt
Ma ximum Zeon: Intelligence x20
Maintenanc e : 1 every 5 (20) Daily
Type o f Spell: Effe<:t

Enrage
Leve l: 38

Action: Active
Cost: 60
Effect: PrOYOkeS a Rage Stale in those affe<ted. making them lose control and
attack the perSOfl clost'st to them. The spell 's victims apply a bonus of "'10 to
their offensive abilities and a -30 to all other checks. Enrage has a radius of 15
feet and can be resisted by beating a MR Check with a Difficulty of 80.
Added Effect: "' lS-foot rad ius and"'S to the MR Difficulty.
Muimum Z e on: Intelligence x10
Mainte nance: 1 every 10 (6)
Type of Spell: Spiritual

Banish Positive Emotions


Le vel : 40
Action: Active
Cost: 80
Effect: Temporarily bani~ any positive sentiments .such as irme<" peace.
calm. or !at WIthin 300 feet of the caster. Resisting this spell requires beating a
MR or PsR Check with a Difficulty of 100.
Add e d Effect: 'SO-foot radius and +5 to MR oc PsR Difficulty
Maximum Z e on: IntelligetlCe K20
Maintenan ce : No
Type of Sp e ll: Spintual

Night
Leve l: 42
Action: Ac~
Cost: 80
Effect: Forms adome of darknCl;s with a maxImum radius of80 feet. Everyo~
in the Interior area. eKCept the caster, is subject to the rules roc Vision Totally
Obscured, To see through thIS darkness, whether from Inside or outside the
done. requIres a difficulty check of Inhuman In Notice, or Almost Impossible
In Sean:h.
Added Effe ct: +80-rool radius.
Huimum Zeon: Intelligence K20
Maintenance: 1 every 10 (8)
Type of Spell: Effect
Free Access
Le ve l: 1-SO

Dark Sphere
Level: 46
Action: Active
C os t: 120
Effect : Unleashes a sphere of darlo: energy WIth Base Damage of 100. The
caster can control It uSIng h,s MagIC Projection until it hits its target. If the target
successfully dodges. the Dark Sphereun continue attacking the following tum.
since it has not been destroyed. When Darlo: Sphere causes damage. oc is
blocked, the Sphere CKplodes and v;anishes. If the caster abandoos control of
It. It will Xt IndepeNlently, following Its last designated target WIth a Magic
Projectior> of 150.
Added Effect: +5 to Base Damage and +5 to the Magic Projection of the
Dark Sphere
Maximum Z e on: Intelligence x20
Maintenance: 1 every 10 (12)
Type of Spell: Attack

..;;; .

--------

Zone of Concealment

Perdition

Level: 48
Auion: Active
Cost: 140
Effect: By casting this spell over a pal'1kular zone. the spelkaster create$
a mystkal area that Impedes the detection of anything within II. Anything
within the area is cOl'\Cealed. wtth a MR Check against a val\re of 180 to avoid
detections. Additionally. any KI Detection or Magic Apprai!>al used within the
:wne sl.lfkrs a -140 penalty to Its final Result. Similarly. any type of psychic
detection Is subject to a -40 penalty to Its PotentiaL The affected zone can be
no larger than 60 feet In radIUS. arid is stationary in the place It was cast.
Added Effect: +3()..foot radius. +10 to MR. -10 to Ki Detection, -10 Magk
Appraisal Bnd -10 to Ihe Potential of any psychic detection.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 20 (7) Daily
Type of Spe ll: Detection

Level: 56
Action: Active
Cost: 100
Effect: Perdltlon cau:;e:s a disturbed feeling among those affected. reducing
their abilltle$. Those withi"l Its area of Innuence must pass a MR Check with
a [)'fflcu~ of 120. or else receive a -40 AU Action Penalty. The area coYered
is that within 15 feet of the caste!". automatically affecting iIl1)'OI1I! Wlthin that
radius.. The penalties lOr PerdillOll are oot cumulalM-. and so 00 one ever
suffers a ~ penalty If In the area of innuence of more than one such spell.
Added Effect: +15 feet to radius and +5 to the MR DiffKulty.
Maximum Ze on: Inte"'gexe x20
Mainte nance: 1 every 20 (5)
Type of Spell: Automatic

"7"~"""

Create Negative Feelings


Leve l: 58
Action: Active
Cost: 100
Effect: This creates negative sentlmenlS such as hatred. fear. or anger in the
people designated by the caSler. The rad ius of the spell;s 60 feet. and the MR
or PsR Check to resist the effects has a DiffKulty of 120. Those affected can
repeat the Resistance Check once per day.
Added Effect: +30 feet to radius and +5 to MR or f'o;R Difficulty.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (10) Daily
Type of Spell: Spiritua l

Eliminate Traces

A Dolrk Sphere

Enter Another's Nightmares


Level: SO
Action: Ao::t~
Cost: 120
Effect: This allows the caster to pl1ysica11y enter in a sleeper's nightmares.
The spellcaster has no control (lYe!" the dream world of the dreamer. and
anything that happens there will be real to him. The person must hil'l'e terrible
nightmares to be affected by this spell, and the moment the dream turns Into
a peaceful dream . or he awa~ns or dies. the mage abandons the dream world
and returns to reality. Any Spjrltual speH cast on the dreamer wHi also affeCt the
(aster. The MR or PsR Check for the sleeper has a Difficulty of 140. Once he
Is Ir"I the other person 's nightmares, the caster can jump to the unconscious of
yet anot her dreamer who is physically no more than 30 feet from the original
sleeper. N aturally. this new sleeper will have the right to his own MR Chedc..
If the dreamer's consciousness happens to be in the world of the Wake. the
caster Is trapped there even when the spell expires.
Added Effect: +S to MR 01" PsR Difficu~, +30 feet to jumping range
Maximum Zeon: lr"ltell1gence x20
Maintenance: 1 every 50 (3) Dally
Type of Spell: Spiritual

Dark Form
Level: 52
Action: Active
Cost: 100
Effect: The body designated by the caster Is transformed to pure dark energy
and bec.omeslntanglble to mailer and non-energy attacks. While in this st.,te.
the transformed person gains a +50 bonus to his abilities of Stealth arid Hide,
and a "'30 to his ReSiSlance against efreclS based on Darkness. In this state.
the damage caused by any anacks based on Light are doubled. The maximum
Presence that can be affected Is 100.
Added Effect: "'10 to the maximum Presence that can be affected.
Maximum Zeon: I~telligence xl0
Maintenance: 1 every 10 (10)
Type of Spell: Effect

Free Acceu
Level: 1-60

Level: 60
Action: Active
CO$!: 100
Effect: The caner can erase the evidence that he has been in a certain place.
In fact. any sign whatsOever of I\ls passing. whether detectable naturally. or by
supernatural meMls, disappea~ completely. This speH even provide$lmmunity
from spells that permit someone to see the?<lSt of a place or an object. hiding
the po"I!sence of the caste!" of E6minate Traces from the recording of past events.
The only ~ to oYt'rcome the effects of this spell is by achieving a Z.,., level at
Trade.. The spell erascs all wen traccs within a 15().foot radiUS.
Added Effect: 0-150 feet to radiuS.
Maximum Zeon: Intel"gence x20
Maintenance: 1 every 10(10) Daily
Type of Spell: Effect

Shield from POlitive


Level: 62
Action: Acllve
Cost: 140
Effect: This spell enchar"lts a certajn area., making it impenetrable for beings
naturally based In positive emotions or Ught. Any such creature entering the
zone must pass a MR Checlc with a DlffKUlty of 120 or suffer the loss of a
number of Life Pornts eq ual to the margin of failure. Mditional 'y. if the creature
failS the che<:k. he receives an Immediate -40 AJI Action Pena lty. The affected
zor"le can be no larger than 60 feet In radiUS. and is st.<ttio~ary ir"l the place it
was cast.
Added Effect: "'60 feet to radius and"5 to the MR Difficulty
Maximum Zeon: Intelligence x20
Maintenanc e: II!Vffy 10 (14) Daily
Type of Spell: Automatic

Free Acceu
Level: 1-70

Dark
Level: 66

Auion: Passive

CO$t: 120

Effect: Create$ a shadow shield with the abilIty to SW3110w any allack spell
received. For the defense against an attaCking spell to YoOrt, it is ne<;essary to
achieve a Block against tile attack. If the defender does achieve it., the attacking
spell must then lose a Clashing Spells Check against a damage o f 80. The void
absorb's half the Zeon of the deYOUred spell. giving those points to the caste<".
It Is also possible for It to de-.our Area Attacks. The shield will resist 600 points
of damage before breaking.
Added Effect: .. 5 \0 damage for Clashing Spells and +100 Resistance Points
Maximum Zeon: Intelhgence x20
Maintenance: 1 every 20 (6)
Type of Spell: Def~nse

Devastate
Action:

Level: 68

Acl~

Cost: 100
Effect:

CaineS

penalties through an accumulation of pain, Stlffen ... g. misery.

and other negative mystical effKlS. The affected persorl must pass 11 MR Check

with 11 Difficulty of 120 or suffe!" an All Action Penalt)' and 11 penalty to his
~taJl(es equlvaleflt 10 the margin offallure althe Check.lfhe does not pass
the Ched<, the target of Devastate does not h~ the right \0 11 new check (or
as Ioog as the spell Is mairu.1II!'Ied.
Added effect: 5 to the MR DIfficulty
Maximum Zeon: Intelligence)[20

Ma intenance: 1 every 10 (10)


Type of Spell: SpIritual

Mark o(Fear
Level: 70

Action: Active

Cost: 140
Effect: forms a display of Shadows In 11 designated spot that terrorizes all

who see It. Anrone seeing the Mark of fear suffers the Terror Slale unless
Ihey beat MR or PsR with a Dlmculty of 120. The spell Is visible for a radiUS
of one miif'. The condition for being affected Is merely looking dir&tJy at the
Mark of Fear.
Added Effect: " 1 mile to radiuS and - 5 to MR or PsR Difficulty.
Maximum Zeon: Intelligence x20
Maintenance: 1 every SO (3)
Type of Spell: Automatic

Catastrophic Darkness
Level: 72
Action: Active
Cost: 120
Effect: Create'! a deadly discharge of Darkness with a Base Damage of 150.
The Catastrophic Darkness has a radius of 60 f~1 and is an Energy Attack
Type spell.
Added Effect: +5 Base Damage and ,,]Oloot radius.
Maximum Zeon: Intelligence x20
Mainte nance: No
T ype of Spell: Attack

Free Access
Level: 1-80

1 Dark Material Objects

Level: 76
Ac tion: Actio.te
Cost: 1.50
Effect: Forms a matCtiai object from dark energy. Whett.er It is something as
complex as a dock . or as simple 3$ a swon:l. the obje<:t created cannOt have a
Presence of ~ than 60, but for all purposes It is treated as having a quality
of ....10. As an e>:eptlonal "" Ie. the quality of the object does not affect Its
Presence.
Added Effect: +10 to the object's Presence.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (15)
Type of Spe ll: Effect

Travel by Shadow
Level: 78
Action: Actlo.te
Cos t: 250
Effect: Transports Individuals or objeas designated by the casler from one
shadow to anothe!' that must be less than 60 miles 3W<rf. The quantity of
Presence that can be transported annot be grealer than 250. If someone
wishes to resist, the MR Ched<. has a OifflCulty of 120.
Added Effect: +5 to MR OiffICUlty, ... 20 to tramportabIe Presence and"'60
miles.
Maximum Zeon: Intelligence x30
Maintenance: No
Type of Spe ll: Splntual, Effect

Lord of N ightmares
Level: 60
Action: Active
Cost: 300
Effect: f\o:rm,ts the control of any type of nightmare. The caster has the ability
to control a sleeper's dream world . modify ing it as if he had a Gnosis of 45
(although Is not real). If the dream Is fed by positive energy. In other words, if it
stops being a nightmare . his Gnosls becomes only 30. If the dreamer wishes to
resi$t the spell. It requires beating a MR Check with a Difficulty of 140.

This spell also has a second U$e. depending on whether or not the caster is
In the Wa~. Within the Wake. the caster an control his surroundings and
acquires the powers of a creature with a Gnosis of 40. as long as he is in an
area strongly Influenced by negative energies. If he is in an area of neutral
energies. he Is treated as h<wlng a Gnosis of 30.
Added Effect: +S to the MR Difflculty.
Maximum Z e on: Intelligence x20
Maintenance: 1 every 5 (60) Daily
Type of Spell: Spiritual. Effect

HIGH MAGIC
Create Being of Darkness
Level: 62
Ac tion : Actlo.te
Cost: 250
Effect: Creates a dark being with the appearance of Ijfe. but completely under
the control of the caster. The entity is developed as a Being Between Worlds.
u~ng the powers and limitations of Dark Elemental; explained in Chapter 26.
The being hu 600 DP. and to calculate Its max imum leve l the same rules are
used as for Create Being from the Path of Creatk>n.
Added Effect: +50 DP.
Maximum Z e on: Intelligence x30
Maintenance: 1 every 5 (SO) Daily
Type of Spell: Effect

Free Accen
Level: 190

Concealment from Magic


Level: 86
Action: PassIve
Cost: 200
Effect: Hides the presence of ~ individual from Automatic spells. causing
him to be directly unaffected by them. No an exception to ~ general rule.
an opposing <asler ma1Jnalning an)' Automatic Spell must 'SU(ceecl in fixing his
Magic Projection on the c.aSte<" who Is defending him$elf using Concealment
from Magle. as thoogh the Automatic Spell were a Spiritual one (even if the
caste<" of Concealment from Magic meets the condition for being subject to ~
Automatic Spell). The maximum Pne-sence that an be affected is 80.
Added Effect : ... S to the maximum Presence that can be affected.
Maximum Z e on: Intelligence x20
Maintenance: 1 every 10 (20) Daily
Type of Spe ll: Effect

Kingdom of Darkness
Level: 88
Action: Active
Cost: 200
Effect: Creates a ISO-foot radius zone around the caster in whk h total
da",ness reigns. The body of the spellcaster blends Into the shadows. Increasing
his res.!$tance to all Ioands of detection by +40. To locate him using the $en5eS
requires passing a <hedt of Im~sl~e difficulty with Search, or Inhuman using
Notice. Even while using KI Detection. It Is still necessary to beat an Inhuman
level check, In addition . as long as he Is one with the Da",ness. the caster can
transport himself each Combat Turn anywhere he wlshe<; within the Kingdom of
Darkness. The MA of the caster is also Increased by 20 points when using speHs
of darkness. and any living being (except Dark Elementals) wlth;n the c<wered
area automatically loses 10 points of Zeon per Combat Tum (20 points pet' turn
If an Ught Elemental). The spell is stationary In the place It W3$ <ast.
Added Effe ct: ... OO feet to radl\1S.
Maximum Zeon: Intelligence x30
Maintenance: 1 every 20 (10)
Type of Spe ll: Automatic

Undetectable
Level: 90
Action: Active
Cost: 360
Effect: The target of this spell ~ completeI>' immune to supemawral
detection, v.t1ethe!' 1TI)'5tica!. ps)dlIc. or based on KI. The only --t to locate the
perwn is through the pt1ysIcai senses such as SIght. hearing. or smell. The m<I)('mum
Presence that an be affected is 60.
Added Effect: +5 to the maximum Presence that can be affected .
Maximum Zeon: Intelligence x30
Maintenance : 1 every 5 (76) Daily
Type of SpeU: Effect

DIVINE MAGIC
Prison of Darkness
Leve l: 92
Cost: 200

Ac tion : Aalve

Effeet: Encloses the ~lctlm In an inescapable world of Darkness. a separate


univefse whlch hM roo Interaction WIth oor own. While the victim is Imprisoned.
he will "'ave no Imowtedge of anything thaI happens outside the prison. nor
does al'l)'One outside have any knowledge ohhe prisoner's mIllS or a(tivities.1f
the prisoner tries to break out from WIthin. the prison wiU resist damage poin~
up to 100 umes the Zeon value of the spell. which defends it.self a(cordlng to
the rules of Damage R.eslstarn:e wIth an AT of 10. From the outside. the prison
tar'! resist only double the Zeon value s.pent. It can only be damaged by EnergybMed Attacks with a Presence greater than 180. The prison re<overs from any
damage wllh a Regeneration of 19. The s.pell can be avoided by passing a MR
Check with a DiffICulty of 140, but If thaI fails, the prisoner hn 00 chance to
ched again later; If he wantS to get out. he better be able to break through
the $pell.

Added Effect: +10 to tile MR Difnculty.


Maxim um Zeon: Intelligence x20
Maintenance: 1 every 5 (40) Dally
Type of Spell: Sp iritual
Free Access
Level: 1 100

One Witn tne Darkness


Level: 96
Action: Active
C ost: 100
Effect: Permits the caster to enter a Slate of uner meditation in which his
body becomes one with the Dark. He abandoos this WOf"id and ascends to
the Flow of Souls to nourish himself from their energies. Apart from. and
without knowledge of anything happening elsewhere. he multiplies his Zeon
Reger.era~ rate tJt 10. and cures his wounds with a Heahng Regeneration of
16. Although there is no maintenance cost for this spell. the caster can be in
the Flow of Souls for the equivalent of one day.
Added Effect: One dar additional stay in the Fk;m of Souls.
Maximum Z eon : Intelligence x20
Maintenance: No
Typ e of Spell: Effect

Dark Ascension
Leve l: 98
Action: Active
Cost: 300
Effect: This spell exchanges the material essence of a per-son for divine energy.
mo<IIfylng his $pInt through pure supernatural~. The affects of Ascension
are different dependmg on whether the spell 1$ casting it on himself. or on
another. Wherllncreaslng his ~n pcmer. the speH tncrea~ his Gnosls by 10
poil"llS. If used on another person. It cal"l give him as mlJeh Gno5-is as desired.
up to a level 10 poinl$ below that of the caster. For instance. a caster with a
Gnosis of 'IS can r.use anothe.- Individual to at most a Gnosls of 35. This spell
can affect as mal'l}' targel$ as desired as Iol"lg as their accumulated Presence Is
no highe!- than 80.
Add e d Effect: 10 to the maximum Presence that can be affected.
Ma ximum Z e on: Intelligence dO
Maintenance: 1 every 10 (30) Daily
Type of Spell: Effecl

Holocaust of Darkness
Action: Active
Leve l: 100
Cost: 600
Effect: This spel l unleashes the pc..ver of Darkness in its purest state. s_eping
;w;ay all before II In the splrot ual as well as the materia l world. The f~ed energy
sweeps up and devours ever ything. unifying its exi stence to the Darkness.
The Holocau$I of Darkness creates a great dome of darkness withi n which
ev<:rythlng Is dissolved. It has a rad ius of 300 ff!(!t . attacks the Energy AT. and
causes a Base Damage of 350 points. Anyone recelvlng damage. no matter
haw small. must beat a MR Check with a Difficulty of 160 or be jo1ned with
the Darkness. and automatically destroyed in body <lAd soul. It Is nOt possible
to designate speclflc targets within the Holocaust; all except the caster are
equally affected.
Added Effect: .. 10 to Base Damage and doubles the radius of the spell.
Maximum Z eon: Intelligefl<e ltSO
Maintenance: No
T ype of S pell: Attado:;. Spiritual

B00K. 0F CREATI0N
Minor Creation

Create Energy

Level: 2
Action: Active
Cost: 30
Effect: Creates 8 simple object with a PreSefl<e of no mo re than 2S.
Added Effect: C~ates one add itional object.
Maximum Zeon: Intel ligence x10
Mainte nance : 1 every 10 (3)
Type of Spell: Effect

Level: 8
Action: ActJve
C ost: 40
Effect: Creates oi"le Intensily of one of the Ihree types of existing energies
(Cold. Fire. or Electricity).
Added Effect: "1 a<!d ltlonallntenslty
Maximum Ze o n: Intei ligefl<e x20
Mainte nance: 1 every 10 (4)
Type of SpeU: Effect

Free Access
Level: 110

Reconstruct
Actio n: Active
Leve l: 6
Co st: 40
Effect: ~toreS a non-organk. obfect. to Its original bm from parts or pieces
that remain. Note that II Is necessary to enher have all the pieces. or enough of
the prime material to rebuild the complete objet!. otherwise it wll be onty p31tty
reconSU"\.lCted. This spe:n affects objects with a Presence of no more man 20.
Added Effect: "S 10 the maximum Presence of the object
Ma ximum Z eo n : Intelligence x20
Maintenance: No
Type of Spe ll: Effect

Regeneration
Level: 10
Action: Acuve
Cost: 60
Effect: If"lCrease5 the ability of a body to heal all types of YoCIUnch. This spell
prot.'Ides a base Regeneration level of 'I to :I/l)"Of\t designaled tJt the caster.
substituting it for the pel'"SOlls natural Regeneration I f'Jel. If it if"lCrease5 above
H . two more Added Effecl$ are roec~ instead of one 10 continue lI">Creasing
It more. A Regeneration level of more than 18 cannot be achieved through this
s.peII unless the taSter has wfflCient Gnosis.
Added Effect: ~1 to the base Regeneration level
Maximum Z eo n: Intelligefl<e xl0
Maintenance: 1 every 10 (6) D aily
Type of Spe ll: Effect

Heal
Level: 20
Action: ActIVe
Cost: 80
Effect: Causes wl10mever the spell is directed at to recover SO life Points.
Th;s spell does not permit recO\lery of permanently lost or destroyed limbs.
bl.It doe.; eliminate the temporary penalties caused by Criti<:als. up to a quarltity
equtvalent 10 half the life Points returned.
Added Effect: +S Life PoInts.
Maximum Zeon: IntelllgerlCe xl0
Maintenance: No
Type of Spell: Effect

Damage Barrier
Level: 22
Action: huve
Cost: 60
Effect: The supernatural energies ptmed by tI1ls spell adhere to the body
of the designated Individual. and pn::wide l1im with certain immunity to damage.
In game terms. l1e obtalrlS a Damage Barrier of 30 points (see Chapter 14).
Added Effect: " S to the Damage Barrier
Maximum Z eon: Intelligence xl0
Maintenanc e: 1 ~ry 10 (6) Dally
Type of Spell: Effect

~\
)0)

Free Access
Level: 130

Create Homunculus

)
Inorganic Modification

A bat humunculus

Level: 12
Action: Active
Cost; 60
Effect: Through cootrol of magic, the caster call alter the form and nature
;:)

of an Inorganic object. transforming It Into a completely different thing but of


similar spiritual power. This permits the caster to transform something with a
Presence of 20 or less Into something else of eq ual or lesser Pr~nce.
Added Effect: +5 10 the maximum Presence that can be affected
Maximum Zeon: Intelligence xl0

Maintenance: 1 every 20 (3)


Type of Spell: Effect

Free Acceu
Level: \ -20

Increase Resistances
Level: 16
Action: ActIve
Cost: 80
Effect: Supematurally increases all Resistances by - 10 (DiseaSE', Magic
~I. Psydlic, and Verlom) of aro IndIVIdual. Multlple (astings of this $pell on

a !.Ingle target are not cumulative.


Added Effect:"'5 \0 all Resistances
Maximum Zeon: IntellIgence xl0
Maintenance: \ every S (16) Daily
Type of Spell: Effect

Royal Shield
Level: 18
Action: Passive
Cost: 40
Effect: Forms a barrier of Energy that protects tile ~aster from any source of
attack. The mield will absorb SOO points of damage before breakir>g.
Added Effect: +150 ReslslarlCe Points
Maximum Zeon: Intelligence x30
Maintenance: 1 every 20 (2)
Type of Spell: Defense

Level: 26
Action: Activ(!
Cost: 60
Effect: HomurlCulus are small magical elementals that Glsters use al times
for various purposes. from espionage to housewoO<.. The spell creates a zero.
level mysti<:al being under complete control of the GISler. as pet' the rules In
Chapte r 26. It is a Being Betwffn Worlds with a Gnosis of S. but, given Its
minor nature. the foIlowmg rule5 apply:
1- First of all. its characteristics can never be higher than S. nor can it h3\o'e
any Primary Abdity or Secondary Ability higher than SO.
2-lt also suffers a -2 penalty to size. and it cannot choose Uncommon Size.
3- h can't contain any Zeon points.
Each HomurlCulus treated migl1t be completely different.
Added Effect: ... 1 additional Homuna.dus
Maximum Zeon: IntelilgelXe ><20
Mainte nance: 1 every 10 (6) Daily
Type of Spell: Effecl

Minor Change
Level: 28
Cost: 60

Action: ActIve

Effect: This spell permits altering tne appearance of an object or be ing by


modifying Its form. The change Is limited to ""'')'i ng its exterior appearance.
and never alters Its original qua lities or nature. In this way. a shining short sword
migl1\ become old and rUSty. bl.It couid never become a walking stick. In the c~e
of living things. this spell can change tl1 lngs by IlO more than two points of $lze.
pemaps making an ugly and CNtrweight man into a young good looking one.
The MR D;ffkulty to avoid tne change Is 80. Regarding objec:ts. once affected
they l1ave IlO furtl1er right to make Resistance Checks, but people can repeat
the Check once a dar II they wlm 10 be free of the effec:ts.lt is p!W'ible to affect
va~ targets. as long as the sum of all their PreserlCCS is no higher than 60.
Added Effect: +5 to the MR ar.cl "' 10 to the maximum Presence thai can
be affected
Maximum Zeon: InlelhgelXe xl0
Maintenance: 1 ~ry 10(6) Daily
Type of Spell: Sptntual

Imitate
Action: Active
Level: 30
Cos t: 100
Effect: Creates an exact copy of an already existing lnorgani<: object within
reach of the caster. It creates a perie<:t imotauon of the original that retaons
all its qualities. includIng the supematural one!>. The copled object can not
have PreselXe greater than 30. The spell has no effect on magically animated
creatures. but can affect mechanical constructions as long as they have no soul.
Added Effect: " 5 to the maximum Presence that GIn be duplicated
Maximum Zeon: Intelligence x20
Maintenance: 1 every 20 (5) Daily
Type of Spell: Effect

<!.:

.:>,)
<:>

't
", l)

~)

f~).))

Immunity
Level: 32

Ac tion: ActIve

Cost: 80
Effect: This spell pennlts the caster. 0( those people designated by him, to be
Immune to S Intensities of a gtven type of Enerw. whether it Is Are, EIeuridty.
orCoid. rr an attack is ma~ using the type of Energy towhich they are immune.
each Imensity of immunity rtdo.x:eo; the Sase Damage by 5 points and pnMde$ a
5 to the RI:$Istances agalnst Its efleas.
Added Effect: ... , Intem.lty of Immunity
Maximum Z eo n: tnleillgerw:e x20
Mainte nance: 1 every 10 (8) Daily
Type of Spell: Effect

Free Accell
Leve l: 1-40

Reduction of Damage
Level: 36
Action: Pa5sive
Cost: 80
Effect: The magic of this spen affe<ts the power of an attack. redltilg the breI'
of Its Impaa. Upon being cast, this spell reduces lt1e Base Damage of an attack by
40 p6ots. If the damage Is IoNered to zero, the attack produces no effe<\. If. for
example, this ~ l ls used against an attack with Base Damage 60, when it actually
hl\$, It does so as If it were an attack of only 20. Reduction of Damage must being
cast befo<'e rolling Jr'o/ dice.
Added Effect: -S to the Base Damage of the anack
Maximum Zeon: Intelilgell(e .10

Maintenance: No
Type of Spell: A... tomatlc

Physical Control
Level: 38
Action: Actil/e
Cost: 120
Effect: UVng this spell, the caster k able to control the body of a being as though it
were a simple puppet. SInce the control Is p!Kdy ~, not ~, the subject
being controlled is not obliged 10 \JSe any Sopemarural Abi(ty (MagIC. Ki, 3nd
~N; Powers) agamst hIS wiI, aIthwgIl any narural fighting abilities ~ o.n:Ier the
caster's control. ResIsting the spell requires beating a MR ~ with a DiffIOJlty
of
The person being controlled t= the right to one new Resistance Check per
day. 3nd also any time he rt<:eiI/es orders that are entirely against his nat\lr"e.
Added Errect "'5 to the MR
Maxim ... m Z eon: Intelligence x20
Maintenance: 1 every 5 (2") Daily
Type of Spell: Splrit ... al

eo.

~()
I~

,01)

-:f)
~\

,~

,~
~

' 1)
)

,.(.)

Raise Abilities
Leyel: 40
Action: Active
Cost: 80
Effect: this spell temporarily Increases the Secondary Abilities of an individ ... JI,
providing him with 3 .. 40 bon ... s to divide fre.;,ly among them. except for those
Abi lities requlnng knowledge
Added Effect: ... 10 10 bonus.
Maxim ... m Z e on: Irltelilgence x20
Mainte nance: 1 every 20 (4)
Type of Spe ll: Effect

Fuse
Leye l: 42
Action: Acti~
Cost 140
Errect : Unites twO beings in a Single body. creating a new individual who
possesses the chal'llCterntia and abil,ties of both. The caster designates which
capaoties prevail, select,ng those that he is interested in from ea<:h. If the spell
joins a nghter and a psychic. lOr e>;ample, the resulting individ ... aI could /lave
the fight,ng ability of the wamor, the mental power; of the mentalist, and
the highest Secondary Abilities of each one. Corltrol of the resulung ... nited
body falls to whichever of the twO wins an Opposed Check of Willpower,
although some characteristicS typical of the other peM.onality (.an be retained.
The OI1glnal bodies remain in the state they wen:' In before the fusion and so.
when the spell lap$es. return to the state and condition they were In before It
was cast. The death of the Joint entity causes the death of both original people.
The total Presence of both originals cannot be more than 80. It Is also poss,ble
to Fu~ an Individual with objecf5. In which case the GM can award the result
the advantages and abilities he considers appropriate.

Added Effect: ~' 5 to the MR and +5 10 the maximum Presence affected


Maximum Z eo n: Intelligence x20
Mainte nance: 1 every 10 (14)
T ype of Spell: Effect
Free Acceu
Leve l:

'50

Create Memories
Leve l: 46
Action: Jlt.iVe
Cost: 140
Effect: Pe-rmits creatIOn of new memones In the target. without neces5.arlly
erasing the pre.existlng ones.. Most of the time. unless very deeply-rooted
memones are mod'fled. the person affected will feel slightly confused. but
will be cOl"l\llnced that his memories are real. The caster determines what
Informatlorl he Is trying 10 IntrOduce. n:'gardless of its complexity or duration.
Resisting the spell requires beating a MR or PsR Che<:K with a DiffICulty of 100.
Although this spell doesn't requln:' maintenance. the Individual affected has the
right to a new Resistance Check any time something makes him suspect his
memory might be Inaccurate.
Adde d EHect: +5 to the MR or PsR Oifficulty
Maximum Zeon: Intelligence x20
Maintenance: No
Type ofSpeU: Spiritual

Recover
Level: 48
Action: Jltive
Cost: 1SO
Effect: this ~I completely restores the physical condition of the subject. curing
... p to 300 Ufe Points of damage and remo.ting all physical penalties. unless caused
by amputations or similar losses. This speH does not restore Fatigue Points. nor
eliminate negative States caused by supemarural means..
Added Effect: 20 additional life f'ojnts
Maxim ... m Z eon: Intell igence x20
Mainte na nce: No
Type o f S pell: Effect

Acquire Powers
l evel: SO
Action: Active
Cost: 100
Effect: GIIIe$ the "uter. or the person on whom the spell Is cast. the abll,ty
10 acquin:' the abilities of supernatural beings. In game term$, it gives the
character 100 additional DP with which to acqUire any of the ~r; listed In
Chapter 26. as though they had a Gnosis of 25. These also temporarily affect
their physical form. If, for example. someone obtain Natural Flight. II would
be ~glcal for him to have developed enormo ... s wirlgs. The effects of this spe ll
are not wmulatlve and a subject can only be affected by one Acq ... lre Pow-ers
at a lime.
Added Effect: +10 DP with which to 3cquln:' powers
Maximum Zeon: Intelligence x20
Mainte nance: 1 every 5 (20)
Type of Spell: Effect

Create Monstrosity
Leye l: 52
Action: Active
Co st: 80
Effect: Creates a magical being with the appearance of life. b... t completely
under the contrOl of the caster. The being is developed as a Being Between
Worlds using the rules des<:ribed in Chapter 26. The creature is fir;l.Jevel
With t~ equlvalenl of Gnosls 20. The spell does not permit the (n:'ation of a
creature ofhlghef" level than the caster. since it is based on the caster'S Spiritual
presence. The MOI\StrOSity Is not able to receive a soul. so it is not possible to
give it Independent fife.
Added Effec t: "l level
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 10 (8)
Type of Spell: Effe<t

Free Acceu

..

Le vel: 160

Protective Aura

Reinforce Magic

Action: Pusive
Level: 56
Cost: 120
Effect: Supematurally Ioc;reases all the Re51stanc~ (VR. PhR, DR. MR, and
PsR) of all the designated Individuals within 1.500 f~t of the castel' by +20.
The efreds of this spell are oot cumulative. and a subje<:t can only be affe<:ted
by one Protectlve Aura at a ume.
Added Effe ct: .. 5 to the Resistances and +15O-/OOt radius
Maximum Zeon: Intelligence ~30
Mainte na nce: 1 every 20 (6)
Type of Spell: Effect

Level: 68
Action: Pas51ve
Cost: 100
Effe ct: Reinforce MagIC adds ~lTength to another spell launched either at the
$ame time or that Is being maintained. In game tenns. it adds an Added Effect
to the Zeon value of the Strengthened spell. Once the spelllap5eS. the added
power disappears.
Adde d Effect: +1 Added Effect
Ma~imum Z eon: Intell igence x10
Ma inte nance: I every 10 (10)
Type of Spe ll: Effect

Spiritual Standstill

Transmute

Level: 58
Actio n: Acti-.e
Cost: 150
Effect: As Ihe name IndICateS. thi$ spell preserves the spiril of the individual
on whom it Is <ast In the $ame state ,15 al Ihe moment II is caSI. From thai
momenl on. the affected person does 001 make any further MR or PsR Checks.
and remains inalterablr in the $ame spiritual condition. The person cannot be
affe<:ted by States of any kind. either posit~ or negative. The subject can
resist th iS spell by pmlng a MR Che<:k with a Difficulty of 100. Naturally. the
person affected by this spell cannot make any type of Check to free himself of
it while It is In effect.
Added Effect: +5 to the MR Difficulty
Maximum Zeon: Intelhgence ~20
Maintenance: 1 every 10 (15)
Type of Spe ll: Spiritual

Perfect Shield
Level: 60
Cost: 'ISO

Level: 70

A ction : Active

Cost: 250
Effe ct: The caster transfonns an Inorganic object, converting It to a different
one of similar spiritual power. This permits the <aster to modify something
with a Presence of SO or less Into something else of equal or lesser Presence.
If the object Is supernatural. or especially powerful. it can resist by passing a
MR Check with a Difficulty of UO.lfthe transmuted Presence is ewer 100. two
Added Effects are necessary In place of one to Increase the maximum value
that can be affected by 5 points.
Added Effe ct; "S to the MR Olfflculty and ~S to the maximum Presence
that can be affe<ted
Maximum Zeon: Intelligence ~30
Maintenance: No
Type of Spe ll: Spiritual

Metamorphism
Action: ActiV(!

Effect: Forms a barrier of Energy that protects from any source of attad<. The
shield can absorb 100 points of damage before breaklng.lfit is oot destroyed by
the end of the comb;!ttum. it automatically re<00'eI"S all last Resistance Points.
Adde d Effect: +20 Rc5ist.mCe Points
Ma~imum Zeon: Intelligel'Ke ~20
Mainten;u)ce: 1 every 10 (15) Daily
Type of Spell: Defense

VitaJity
Action: Ai;tlvc
Level: 62
Cost: 1SO
Effect: This!opell O'l!ates a state of supematural vitaliI)' in an Individual. increasing
his maximum Ufe Points by +SO whi~ the spell is ma.,taine<! . The effects of thk
spell are not cumulative. and onlr one casting can affect a subject at a time.
Beings with Damage Reslstar.ce apply thi!; quantity to their Damage Resistance
multiple.
Added Effect: ~5 to maximum Life Points
Ma~imum Zeon: Inte lligence ~20
Maintenance: 1 every 10 (15) Daily
Type of Spell: Effect

Free Access
Level: 1-70

Complete Creation
Level: 66
Actio n: Active
Cost: ISO
Effect: ~ates an object with a Presence of no more than SO. The creatJon
must appear In a location that k Iogi<al for It. according to Its nature. It would
oot be poSSible. for instanCe. to conjure up a ~all mountain in mld-air. and
then let il fallon someone. As a hmit. the Presence of the objecl canoot be
more than lWke the Base Presel'Ke of the caster. For example. a fiftJHevel
character with a Presence of SO could therefore create objects with a maximum
Presence of 100 (if he pays enoughs Added Effects. of course).
Added Effect: ... 5 to the maximum Presence of the object created
Ma~imum Z e on: Intelhgence ~20
Maintenance: I every 10 (1S) Daily
Type of Spell: Effect

Level: 72
Action: Active
Cost : ISO
Effect : Using this spell. the caster can transform a person or object Into
anything he wishes (a mouse. a statue. etc.) as long as the Presel'Ke of the
new form is oot higher than the target's orig,nal Presence. living things
mctamorphoslzed Into non-llving objects conunue \0 be al~ in their new
forms even if it happens that they (,111001 move or breathe. When the spell
lapses. the Individual or ob;ect retums to Its original form. Metamorphism
does oot permit the acqulsotion of essential powers or abilities. except those
po!>SeSSed by natural living O'l!atures With a GOOSIS of zero. Resisting this spell
reqUires passing a MR Check with a Difficulty of 120. It i~ only possible to
repeat the Resistan<e check once per day.
Added Effec t : +5 to the MR
Ma~imum Z e on: Intelligence ~20
Maintenance: 1 every 20 (8) Daily
Type of Spe ll: Spiritual

Free Acce.u
Level: 1-80

Recreate
Le vel: 76

Action: Active

Cost: 300
Effect: ManiJ>l'laMg the essel'Ke of both matter and soul. the caster I~ able
to restore any damage or loss an Individual or obje<:t might have ~uffered.
The caster can dlde which parts to re<reate. and is not obligated to restore
the target to its onginal state. If he uses the spell on a one-eyed. one-armed
person. the caster can Recreate only the eye, only the arm. or both of them
at ol'Ke. Casting this spell on a wounded Individual or a damaged object makes
any damage or penall)' disappears automaticallr (as long as the caster wlshe. it
to. of course). Recreate also elIminates the effe<ts of any Supernatural Abilities
that have diminished the individual or object physically or IopirituaUy; it restores
lost memories or DP.
This spell has only twO limitations. The first Is that it affects only loses or
damage suffered artirlClally, I'IOt due to natural or positive change. It therefore
<anoot restore " a person to an earlier state that was damaged or Inferior.
Secondly. It has no junsdlctlon over deceased souls. or those that have passed
into the FkIw. so is unable to return the dead to life. The maxImum Presence
that can be affected IS 60.
Added Effect: .... S to the maximum Presence that <an be affected
Ma~imum Zeon: Intel1lgel'Ke ~"'O
Mainte nance : No
Type of Spell: Effect
M

~
, ,\ ~

. r

..
Create BeIng
Level: 78

I, '

&

:;.,
,

Action:

Acti~

Co5t: 250
Effect: Creates a creature with the appearance of life. but
completely under the tontrol of the casler. The entity Is
developed as is a Being Betweef1 Worlds, WIth 600 DP and a
Gnosis of 25. Given thai their existence is directly lied \0 the
soul of the (aster. the number of beings that are created by and
that depend on him (whether through this spell or the L~I 82
spelk of the minor Paths) will limit the maximum level of the
entity. The 0l'31ure can therefore have al most the level of Its
creator minus the numbel' of entities he has magically created
and is maintaining. For eo:ample. ifthe caster creates ooly a !.ingle
being, It <an h<Ne at most one level less than its creator. two
levels less If there 3rt two ~ngs. thrre less if he is maintaining
three entitles. etc. If one or more beings were alread~ created
al Ihe highe$t possible level for tl\tm, and the casler thereafter
creates arlOther. the earlier ones automatically drop one level
Immediately. The level of the entity is measured by the <juantity
of DP It possesses: a treature with 8SO DP. for instance, would
be a level 4 creature.
Added Effect: ... SO DP
Maximum Zeon: Intelligence x30
Maintenance: 1 every 5 (SO) Daily
Type of Spell: Effect

Chimera

,,"()

~;)

Level: 80
Action: Act~
Cost: 250
Effect: The caster, or whomever he designates. ceases to be a
natural being to become a Being 8etweef1 Worlds with a Gn<Xis of
25, etIjcrj\I"Ig all the advantages and disadvantages that implies. He
abo obI;ains 150 additIOnal Of' 10 use to choose between Essential
Abilities and powers from the Creation of Beings. described
in Chapter 26. It also permits him to choose up to SO Of' In
Disadvantages or penalties to obtain additional poina
Elo::ess DP raises the O1iJ1"3cter level. In case of partial
impt'Oo'emellt, If for instanCe he only gel5 rn DP. the dlaracter
still Impro.oes ty,Q levels. but whe1l he goes up another level he will
receive 30 aditlonal DP to use. Thi!; ~I ,~ only on Natural
creature'S. and so cannot be tast on Being Between Worlds or
Spirits 10 Increase their abilities.
All the powe~ and gIfts aC<julred through th is spell depend
directly on the physica l body of the Individual. and so if by any
means he rewms to his prior state, or his soul transmigrates to another body
or form, he automatlcally loses the advantages received.
Added Effect: +10 DP and +5 DP In optional disadvantages
Mallimum Zeon: Intelligence >:20
Maintenance: No
Type of Spell: Effect

HIGH MAGIC
Zone of Safety

IC>

,~
r;j

"t.)
)

'O?J

Level: 82
Action: Actlve
Cost: 150
Effect: Creates a magical:wne ,"$ide which no person or object can be harmed
in 311)' YQf by anyone or anything. A person within the zone could not. fOr
instance. break down a door or even hann a tockro.ldl by stepping on It by
mistake. Zone of Safety automatkally affects anyone within the area. including
the VlSter. The aff.tl area has a radius of 300 feet and rem;uos where It was
cast without beiog lTIOJ3b1e by the caster. To overcome the effect requires beating
a MR. Check with a Difficulty of 120. It is only possible to repeal the Resistano:e
d>ed<. once per day. even if someone has left the zone and then returned.
Added Effect: +5 to the MR Difficulty and"150 feet in radius
Maximum Zeon: lotetligence lIlO
Mainten ance: 1 ~ 10 (lS) Daily
Type of Spe ll: Automatic
Fre~

Access

Level: 1-90

-me birth ora ne,.,. being


Maintain Magic
Level: B6
Cost: 2SO

Action: Active

Effect: Affects an existing aCII~ spell. tying it to the world in a more lanlng
Wlrf. In game terms, II adds SOO points of Zoon to keep up maintenance of the
deSignated spell. Remember these points do not add to the spell's power. on ly
to its Maloteoance.
Added Effect: SO toward the Maintenance of the designated spell
Maximum Zeon: Intelligence x40
Maint e nance: No
Type of Spe ll: Effect

Provide Soul
Level: 88
Action: Active
Cost: SOO
Effect: Thn;HJgh this spell. the caster Is able to create a complete soul, giYiog
the breath of hie 10 an obiect or body able to contain OtIe. If the soul is pr<Mded
to a magkally engendered creature such as those developed with the level 78
spell of this Path. or WIth the level 82 elemental spells, Provide Soul make$ It
unnecessary to conllnue maintaining those spells to sustain the creature. The
Creatore thereby breaks any bond it has with its creator. obtaining r~ wm as
JUSt one more Being Between Worlds.
Not .lit souls created by this spell are capable of entering the body Inlo whlctl
ther are Introduced. It 15 po55ible to provide souls to bodies or objects with a
Presence of no more than 30. It <:annot be used to provide a soul to something
that already has a living soul.
Added Effect: "5 to the maximum Presence that can be affected
Maximum Z e on: Inte lligence )<40
Mai ntena nce: No
Type of Spell: Effect

Greater Creation
Level: 90
Action: ActIVe
Cost: 400
Effect: G~s the caSler the gift of creating at whim. awarding him 500
Pre~nce points to distribute freely between variQu5 objects or constructions.
He can ~ale any In30imate obJe<t he W1mes. from castles to mountaln5. as
Ioog as the P~nce of each of his creations Is not ~aler than 180.
Added Effect: ~50 additional Pr~nce Points 10 share out
Maximum Zeon: Intelligence x40

MainteniiU1c e: 1 every 20 (20) Daily


Type. of Spell: Effect

DIVINE MAGIC

rest of the 'NCII"1d. That location disappears from view, and any ship salling In
the area will see only water, being transponed Immediately to another place
10 Innocently continue their YCy.Ige. The Barrier need not be made absolutely
perfe.:\. The caner can choose to deliberately leiJVe p.m.ages or openings. In
one or both directions. to use for aossIng. There are certain requirerTl<1nts for
someone to be able to pass througl"llt. To start wtth. II must be some<:>ne with a
Goosis ~ater than 25 who knows of The Sarrier and Its exact location. If both
conditions are fulfill!. he must pass a MR Check with a DiffICUlty of 120 to get
through. If he falls. he un onty repeat the d>ed<. once per day.
The spell un affect a territory of 60 square miles. 01" be extended In a line of
the same length. Once cast. It remains In the same location.
Add e d Effect: +5 to the MR D;(Jculty and "'60 miles
Ma.:o;imum Zeon: Intelligence xSO
MaJntenan te:' every 20(40) Daily
Type of Spe ll: Efftct

Eternal Magic

The Gift of Life

Level: 92
Action: Active
Cost: 600
Effect: As the name Indicates. thiS spell affects anothe r existing one.
enormously reducing (or even eliminating) Its Maintenance Cost. Eternal
Magic effects vary according to Whether o r nOI It affe<:l5 a spe ll with Daily
maintenance. If the spell In question Is Dally, Eterna l Magic stabi lizes it. making
maintenance unnecessary. The spell continues being controlled by its caster.
but It will continue In effect even after his dealh . If the speWs malntellance
requirement Is ~per Combat Turn. II becomes one requiring only Daily
maintenance. Eternal Magic only Innuences spells with a Zeonk value 100 or
less and thaI have a Path Levelles5 than 80.
Added Effect: +'0 to its maximum Zeoo value
Maximum Zeon: Intelligence xSO
Maintenance: No
Type of Spell: Effect

Level: 98
Action: Active
Cost: 800
Effe ct: The caster Is Imbued with the ability to cre~te a new form of life.
the newborn of a race that never existed berOf"('. The eation can be of any
class (Nalural. Spiritual. 01" Between W orlds) and can be tied to a particular
element. The maximum 1evt:1 of the creature canl'lOt be higher than t hat of his
creator. The creator should choose the Gnosis of his creation, award ing It no
more than ten points less than his own.
In the beginning It will be a Om 1evt:1 creatUre. although if It is a Natural Being
with a Gnosjs 20 of less. It will be given SO DP With which to select additional
racial powers and abilities. employing the rules described in Chapter 26.
Added Effect: +, to Itvtl if the creation 1$ a Between Worlds or Spiritual
Being and +10 DP If it Is Is a Nalural Being
Maximum Z eon : Intelhgence)(50
Mai nte nance: No
Type of Spell: Effect

Frf:e Access
Level: '100

The Barrier
Level: 96
Action : Active
Cost: 800
Effect: This unusual spell forms a breach III reality that Is capable of separating
the \YOI""1d Into two parts. This separation canJ"lOt be pen::elved naturally. evt:n
by those c.apable of seeing magic. II may adopt any appearance. from being
completely invisible to lookIng like a simple stone wall. Whalevt:r form it takes.
It does not permit anyone so much as a glimpse of what hides be)oond it.
Usually J"IOne are aware of Its exlstel1<;e. even when attempting to go through
it. If $Omeone attempts to aoss It, they exit at anoth~ po'nt of The Barrif,r,
completejy unaware of what is behind (It Is even possible to tum directly around
without noting It). Transpo<"l Is not automatic. rather. little by little. reality starts
adapting to the exIt locat",n almost impen::eptlbly (Inhuman difficulty fOl" Notice).
As an exam~e. The Barner can be used (Ner an Island . to separate it from Ihe

BooK. OF

Create
Level: 100
Action: Active
Cost: 1.000
Effect: Ptrmil$ the castel"" to obta,n absolute power 0\Ief" creation. giving hJm
the abihty to create anything he wishes: Continents, oceans. and even ent;e
workls. In game terms. It gr.ll'lts 5.000 Presence Points to create whatevt:r the
caster Wishes. as long as II doesn'l c>:eed 350 points of Presence.
This 1pe1l can also Impose new rules of reality; alter gravity. modify the rate at
which tIme passes. and so forth. Anyone with a Gnosls of less than half that of
the (aster Is affe.:ted by such changes.
Added Effect: +1.000 Presence Points
Maximum Zeon: Intelligence xSO
Maintenance: No
Type of Spell: Effect

DESTRUCTION

Fragility

Dismantle

Leve l: 2
Action: Active
Cost: 30
Effect: This spell alters the solidIty of an object, reducing its sturdiness and
making It easy to break. Anything affected automatic.ally loses Its Damage
Barrier; If the spell Is (as! on anns or armor. their Forutude receives a reduction
of -2. This spell affects objec.ts with a Presence of no more than 30.
Added Effect: "S to the maxImum Presence that can be afftcted and -,
to Fortitude
Maximum Z eon : Intelhgence xl0
Maintenance: 1 evt:ry 10 (3)
'.
Type of Spell: Effect

Level: 6
Action: Active
Cost: 40
Effect: DIsmantles an obje.:t made of vanous pieces. It affects inanimate
obfects with a Presence of no more than 20.
Added Effect: ~ 5 to the maximum Presence that can be afftcted.
Maxi mum Z eon : Intelligence )(10
Maintenance: No
Type of Spell: Effect

Free Access
Level: '-10

.,

Destroy Intensities
Level: 8
Action: Active
Cost: 40
Effect: Destroys one Intens<ty of one of the three types of existing energies
(Cold, Fire, or Ele<trldty).
Added Effect: -1 addltlonallnlenslty
Maximum Zeon: Inlelllgel1<;e x10
Maintenance: No
Type of Spell: Effe<t

, r

Minor Destruction
Acti on: ActiVi!
Level: 10
Cost: 50
Effect: Affects the essence of a lifeless materia! object. destroying it wmpletely.
a<; long as Its Presence Is no greater than 20.
Added Effect: ~ S to the maJllmum Presence that can be affe<.ted.
Maxim um Zeo n: Intelligence :.10

Mainte notnce : No
Type of Spell: Effe<t

\~

Sphere of Destruction
Level: 12
Action: Active
Cost: 30
Effect : ProJe<lS a ball of magical enefl!)'. Sphere of DestnJC:tion Is an Energy
Attack Type with a Base Damage of 30.
Add e d Effect: 5 to Base Dama~
M aximum Z eon: Intelligence )(10

Maintenanc:e: No
Type of Spell: Attack

Free Access
L eve l: 1-20

Increue Weakness
Level: 16

Action:

Acll~e

Cost: 50

Free Acceu
Level: 130

Wound
Leve l: 26
Action: Actl~
Cost: 80
Effect: Wound affects the physical condition of an individual. dOIng damage
to his health. It produces wounds and damage equaito 20% of his current life
F\:)ints, not of his total. Resisong the spell ~ulres beaong a MR Check with a
Dlmculty of 120.
Added Effect: - S% of life PoInts artd +5 to the MR DiffKulty
Maxim um Zeo n: Intelligence ,.10
Mainten an ce: No
Type of Spe ll: Spirilual

Destroy Ki
Leve l: 28
Actlon: Acove
Cost: 80
Effect: The magic unleashed by this spell pel"\etrates the soul of its vi<:tim.
dlssol""ng his reserve of KI. The ~ktlm must beat a MR C heck with a Di ffic ulty
of 120. or he ioses as many points ofKi as the level of Fail ure. Thecaslerchoo~
the order and distribution of points Ion amo ng the different characteristics.
Add e d Effect: +5 to the MR Difficulty.
Maximum Z eon: In telligence xl0
Maintenanc e: No
Type of Spell: Spiritual

Effect: This spell finds a being's weak points, and makes them weaker
supematllrally. In game terms. It doubles the penalty the individual suffers !'or

\~

...
\~
~
\ t)
1

lot)

Produce

light would suffer quadruple damage . InSlead of double damage. from an attack
using light. while a character vulnerable to poisorlS would have his VR reduced
to a fourth of Its usual ""Iue. To avoid beIng affected by I~ase Weilkness. its
target ~s to pass a MR Check WIth a Difficulty of 120. Ifhe fails. he can only
roU the Check again when he Is affected by h~ we3kness.
Added Effect: ... S 10 the MR Difficulty
Maxim um Z eo n: Inlelligenc:e x10
Ma intenance: 1 every 10 (5) Daily
Type of Spell: Spintual

Damage
Leve l: 30
Act ion: Active
C ost: 80
Effect: Through the use of this spell. the caster aUlomatical1y cau~ a wound in
an IndIvidual's body. Iflhe victim does not beat a MR Check wilh a Dimculty of
120. he suffef'S 40 po,nts of direct damage. Creatures with Damage ResislaflCe
muloply the damage by their Resistance multiple.
Added Effect: - S to the MR DiffICUlty and +10 10 the damage received.
Maxi mum Zeon: Intelligence ,.10
Mainte n ance: No
Type of Spe ll: Spiritual

Magic Destruction

Destruction of Senses

Le ve l: 18 Action: Pa55i~
Cost: 60
Effect: Destroys a spell whose Zeon value is 1\0 greater than 40. Since Magk
Destruttlon is passi~. It can be emplO)'ed to nullify any spell launched in the
same combat tum.
Add e d Effec t: "'S to the Zeon vallie of the spell
Maximum Z eon : Intell igence dO
Mainte nance: No
Type of Spell: Effect

Level: 32
Action: Active
Cost: 100
Effect: The caster cuts offlhe senses of an individual who fails ill MR Check with
a Difficulty of 100. The caster can choose whid15efl5e5 to take.
Added Effec t : +S to the MR Difficulty.
Max imom Z e on' Intelligence x10
Mainten a n ce: 1 every 20 (5)
Type of Spell: Splntual

Aggravate Damage

Leve l: 1-40

any vulnerabil ity. FOf" example . an elemental who is espe<:ially vulnerable \0

Leve l: 20
Action: Passive
Cost : 60
Effect: Inc:rea.ses the Base Damage of any attack (physical or supernatural) by
30 points. For example, If an atta(ker Is wielding a weapon with a Base Damage
of 60. using this spelllnc:reases it to 90. In spite of Its being a passiYe spell. it
must be cast befot"e any dke are rolled. 10 make it possible to cakulate the
O~ts' respective attack and defense factors.
Adde d Effect: ... S ~$IaJ'l(e F\:)ints
Maximum Z eon: IntelllgeJ'l(e x l0
Ma inte nance: No
Type of Spe ll: Effect

Destruction of Matrices
Leve l: 22
Actio n : Active
Cou: 80
Effect: This spell unravels the enef"g)' matrices of a ~ic Power whose
Potential is no ~ than 80 (that Is to SiIy, of Medium Difficulty). Since It is a
passive spell, It can be emplO)'ed 10 nullIfy any Ps)'Chi< Power launc/led In the
same combatlum.
Add e d Effect: +10 to Psy<hi< Potential of the power that can be affected
Maximum Strength: Inteil igenc:e x20
Maintenance: No
Type of Spe ll: Effe<:t

Free Access

Mystic Bolt
Leve l: 36
A c tion: Active
Cost: 80
Effect: ProJe<:ts a mystical bolt that affects a single target. The attack Is an
Energ)' Allack Type with a Base Damage of 100.
Added Effect: " 5 10 Base Damage
Maximum Zeo n: Intell'genc:e,.20
Mainte n ance , No
Type of Spe ll: Attack

Unravel Ties
Leve l: 38
Action : ActIVe
Cost: 100
Effect: Using this spell. the caster undoes any type of lie that permits ill summoner
10 Control his creatures. II ClIl be used with equal effect on either the controller'
or the conll'OlIeci creature, but 11 15 always the creator of the Bound whose MR is
checI<ed.lf cast upon me creature, II affem only the lie:; binding the two of them.
but If It is cast directly agrunst the summoner, it breaks an additional binding lOr
every 10 points by whIch the controller fails a MR with a DifflWtty of 120.
Added Effect: S to the MR Difficulty
Maximum Z e on: Intelligence x10
Mainte nance: No
Type of Spell: Spiritual


Destroy Resistances
Level: 40
Action: Ac.t1ve
Cost: 80
Effect: The person affected by this spell has all his Resistances re<ioced by an
3rT\01,lnt equal to the margin by which tie did not pass an MR Check with a
DiffICulty of 120.
Added Effect: "5 10 the MR DiffICUlty
Hu:imum Z eon: Inlelllgel'lCt x20

Maintenance: 1 ~ 10 (8)

Type of Spell: $plntual

Undo States
Leve l: 42
A cti o n : Active
Cost: 120
Effect: Immediately undoes any of the States described in Chapter 14. or
others that are equivaJent to ~m, This spell can affect as many targets as
desired as 1000g as their accumulated Presern:e is no higher than 120. The spell
cannot undo the penalties to action caused by a Critical. Resisting the spell
requires beating a MR Check with a Diffkulty of 100.

Added Effe ct : +5 10 the MR Difnculty and +10 to the maximum Presence


that can be affected
Maximum Zean: Intelligence :<.20
Maintenance: No
Type of Spell: Effect

Free Accen
Level: 1-50

Dome of Destruction
Level: 46
A ction: Active
Cost: 100
Effect: Unleashes a dome of supernalural energy thaI bursts ewer an a~a of
30 feel In radius. It Is not possible 10 choose targets within the a~a. The ,mack
is an Energy Attack Type with a Base Damage of 80.
Added Effect: +5 Base Damage arld"'15 feet to radius.
Maximum Z eo n: Inlelhgence :dO
Mainte nance : No
Type of Spe ll: Attack

Zone of Decay
Level: 48
A cti o n: Ac:tJve
Cost: 140
Effect: This spell cewers a flxed an:a of 30 feet in radius, within whkh all forms
of life begin to rot and decay al an accelerated pace. Anyone found with,n the
Zone of Decay k>ses 10% of their 10lailife Points unless they beat a MR Che<:k
with a Difficulty of 100. Eath IUrn they remain within the Zone they must
make a new check. regardless of whether they passed a previous check or not.
The condition for being affected is s,mply being within the area.
Added Effect: +15 feet to radius and "5 to the MR Difficu lty
Maximum Zeon: Intell,gence x20
Maintenance: 1 every 10 (14)
Type of Spell: Automatic

Aura of Destruction
Level: 50
Ac tion : Active
Cost : 150
Effect: Enchants a place or ob}e<:t. creating In the area an aura of magk that
destroys everything that comes Into contact with Il Anyorl!' wno touches II
must beat a MR Che<k wl\h a DIfficulty of 80. or he loses as many points ofUfe
PoInts equlv.1lent to the Failure level. The maximum Presence of the obje<:t or
piace affected is 60. However, even if the object Is very large. the aura cannot
extend ITI()I"e than rove feet long. This spell can affect eYen its caster.
Add e d Effec t: ~5 to Presence, ... 5 feet and +5 to the MR Difficulty
Maximum Z e on: Intellfgence)(20
Maintenance: 1 every 10 (15) Daily
Type of Spe ll: Effect

Destroy Memories
Level: 52

Action: Ac:tive

Cost: 140
Effec t: Affe<ts the memories of an Indrvldual . making him forget whalever the
caster wl~hes. The spell does not affect a person's abilities. only their conscious
memories. The MR or PsR to allOld the effects Is 100.
Added Effect: "'5 to the MR or PsR Difficulty
Ma)(;mum Zeon: Intel ligence x20

Maintenance: No
Type of Spell: Spiritual

Free Acceu
Leve l: 1-60

Block Learning
Level: .56
Action: Active
Cost: 120
Effect: This $peII1mpedes the ability of an Individual to learn, completely ~
him from developing or acquiring new knooMedge. 'NhiIe a per;oo is ...-!der the
effects of this $pel, he cannot xquire new ~ Points or develop any abiities
or power$. To <M:lid the effects of the speI. he mtnt beat a MR Ched; with a
Diffkuky of 120. It is only poSSIble to repeat the ~ dledc once per day.
Add e d Effec t : "5 to the MR Difficulty
Maximum Z e on: tnlelligerlce ~20
Maintena n ce : 1 every 10 (12) Da~y
Type of Spell: Effect

Forbid
Le vel : 58
Action: Ac:tive
Cos t: 100
Effect: The caster vetoes some specific action by the spe irs victim. completely
prohibiting him from even attempting to do II. The spell Forllid5 only Active
Actions. R.esllting the spell requires beating a MR Check with a Difficulty of
120. If the fortldden action Is very general. like attack or move. the target can
add a special bonu~ to his MR between ~ 10 and +30.
Added Effect : 5 to the MR Diffkulty
Ma)(lmum Z eo n : Intelligence ~20
Mainte nance : 1 every 20 (5)
Type of Spell: Spiritual

Destroy Powers
l evel: 60
Action: Actlve
Co$t: 140
Effect: The person affected by thrs spell Is completely unable to use any of his
supematural powers. He is thereby prevented from using any magICal, ps)'(hlC.
or Ki powers he possesses. Mystical beings also lose all their powers (although
not their natural abihtle$). To avoid the effects of the spell. its target must beat
a MR Che<k with a o,fflculty of 120.
Added Effect: "'5 to the MR Diff1culty
Ma ximum Z e on: Int~lIgence)<20
Mainte nanc e : 1 every 10 (14)
Type of Spe ll: Spiritual

Greater Mystic Bolt


Le ve l: 62
Ac tion : Active
Cost: 1S0
Effect: ProJecu a powerful supernatural bolt. The attack Is an Energy A!lack
Type with a Base Damage of 150.
Added Effe ct: +10 to Base Damage
Ma)(imum Z e on: Intelligence x30
Maintenance: No
Type of Spe ll: Attack

Free Access
level: 1-70

Destroy Will
Level: 66
Actio n : Active
Cost: 160
Effe ct: This spell affects a 3G-fool radius area. within which any IndMduai
who does not beat a MR Check WIth a Oirnculty of 120 automatically loses the
abil,ty to make deciSIons. While a person is Influenced by t!"is spell. he unnot
un.dertake any Active Action, even moving. t'lOCept in case Of ne<essity.
Add e d Effe ct: "15 feet to radius and"'5 to the MR DiffKUlty
Ma)(imum Z e on: Intelligence x20
'
Mainte nance: 1 eYery 10 (16)
Type of Spe ll: Spiritual

Zone of Weakness

Destroy Capabilities

Level: 66
Action: ActIVe
Cost: 200
Efft: With thl$ 5pel1 the couter weakens the fibers of reality Itself within a
given area. making ~rythlng Inside become fr.lgilCl and wlner.lble. Ant dama~
prod...ced Within the spell's area is automaticall)' double:!. and characters suffer
Crrtkals ou Ihough their enure body was a vulnerable point. Stn.oaures and
conslrUCtlons automatkally lose their Damage Banie.-. and objects with
a Fot-litude rating such ou sword~ and armor suffer a -$ penalty. The
spell affects an area With a radius of 60 feet. wnkh remains stationary
wI""rere it is caSl. Ant IMrlg ~ng can <MIid the spell's effects by beating
a Mil. Check with a DiffICUlty of 140. The condition br being affected by
the Zooe of WeJkness is simply to be Within its area. and it is only possible
to free oneself by !eiJIIlng It, since it is only pef1Tl1ned to repeat the
Resistaf1(e Check once per day.
Added Efft: "'5 to MR Diffltulty and"'30 fee't
Maximum Zeon: InteUigence x20
Maintenanc e: 1 ~ry 10 (20) Dally
Type of Spell: Automatic

Level: 78
Action : Active
Cost: 150
Effect: ThIs spell destr'1l part of the abilities 0.- powers of JI1 Illdividual. stripping
him of them klrever. The caster- ~ ~
50 Of' from the affected per'5Of1. choosing
~ Qlj)aCilies or fields affected. He could.
for instance. cut the per'5Of1s Attadc. Ability by
30 DP and take the remaining Of' from a Secondary
Ability he ~ It is also possible to destroy the
Supernatural Fbwers of mystical creatures ..... th this ~.
using the value In Of' listed in Chapter 26 br reference.
Destrot Capabilities also permits one to suip advantages
cho5en Witt. Creation !'b"'ts, at a cost of 100 Of' per CPo
The Mil. Dlffrculty to a-.o:>Id tt.e effects is 120.
Effect: "'S to the MR Difficulty and -lOOP
Maximum Zeon: Intelligence x20
Maintenance: No
Typ e of Spell: Spiritua l

o--A,""d

Essence of DestructIon
Leve l: 70
Action: Active
Cost: 150
Effect: The oster alters the material of a body.
trJl1sformlng It to a form of purely destructive e nergy
capable of dewuring ~rythi ng It comes in contact with.
WMe In this state. the body can only be damaged by attacks
capable of affecting supernatural targets. and anyone coming in
cootact with him mun beat a MR Check with a Difficulty of 80.
0.- lose ou many life Points ou the Failure Level. The maximum
Presence Illat can be affected Is 100.
Add ed Effect: ... 5 to the maximum Presence affected
M aximum Z eon: Intelligence x20
Maintenance: 1 every 10 (1$)
Type of Spell: Effect

Death
A ctio n : Active
Level: 72
Cos t: 200
Effect: The caSler is capable of producing the death of a
living being by se parating his soul from his body. The power
of Ihis ~II is so great that It can kill even spiritual beings
or necromantic creatures. (orrvertlng them 10 simple dead
souls or even destroying them completely. To resist the
effects of this terrible spell. II is necessary to beat an Mil. or PhR
against 120.
Add e d Effect: "'5 10 the MR or PhR, Diffkulty.
Maximum Zeon: Intelligence x20
Maintenan ce: No
Type of Spell: Spiritual

Free Access
Level: '-80

Devouring Zone
level: 76
Acti o n: Active
Con: 2S0
Effect: lh a deadly 'o()rtex. the ~ Zone spreads. ~redding
the essence of everyunng it finds in Its path by slowly conso..ming it. little
by Unle. the tt. ... gs this speI reaches ~~ until they an.' ...,made,
whether they are material obfects or living beWIgs. Every dar the victims
(either people 0<" things) remain within Its;na. they must beat a MR
0<" 1'toR, of 140. 0<" temporarily I\aYe their Base Presence redu::ed by fIVe
points. If their ~ falls 10 zero. they decompose IeoMng Iitde trace.
living beings also recelvt an additional All Action Penalty equivalent to
rw;ce the Presence PoInts lost. The spIriIWI damage Is recouped at a
rate of fIVe points pet" dOl)' once the per'5Of1 leiJ11e5 the area of the spelL
[)e-,.Quring Zooe affects an area with a radiL15 of 1. sao feet. vmich remains
stationary where it Is cast.
Added Effect: " 1.500 feet to radius and ... S the MR or PhR Difficllity
Maximum Zeon: Intelligence x30
Maintenan ce: 1 e\'ery 10 (25) Dally
Type of Spell: Automatic

Action: Active
Effec t : Al; tt.ough wielding a knife of nothingness. the <aster
can cut through reality Itse lf. annihilating anyth ing In his path.
Anytt.lng that comes In cootact with the spell is dcsU"O')'Cd
physically and spiritually. leaving flO sign that It ever existed.
The spel l pel'mlts either cutting- a line 30 feet long or
focusing all Its power in a single point. destroying everything
II touches completely unless the reqUired R.esistance Check
Is s...ccessful. In spite of being a Spiritual spell. the cut In reality
Is perfectly visible even to those incapable of seeing magiC. The
obje<;ts 0.- Individuals cut off by Sf:ver Existence are destroyed
complelely. and do fIOl return to the Flow of SotJls. The MR DiffICUlty
to resist the effects of the spell IS 120. but if focused 00 a Single point.
becomes HO.
Added Effect: "'30 feet to the line JI1d.,.5 to the MR Difficulty
Maxim um Z eo n: x30
Main tenance: No
Type of Spell: Spiritual

HIGH MAGIC
Rain of Destruction
l eve l: 82
Action : Active
Cost: 250
Effect: This spel l unleashes a storm of selective blasts that destroy only the
targets designated by the caster w ithin a 150.foot radius. It has a Base Damage
of 200. and attacks on the Energy AT. Additionally. If it impacts a target and
causes damage to him. the victim must beat a MR Check with a Dlfflculty of
140. or he loses a quantity of Ufe !'bints equal to the Margin of Failure.
Added Effec;t: .... 3().lbot radIUS . ... $ to Base Damage and "'S to MR DiffICulty
M ax imum Zeon: Intelligence x30
Mal nte na n ce: No
Type of Spell: Attack

Free Accen
Leve l: 1-90

Destruction of Zeon
l evel: 86
Action : Active
Cost: 200
Efft: By dIrectly afkctJng the essence of magic. this spell is capable of
cissipating the pa.ver of anothet" active spell. au'.omaticaJy diminishing Its
Zeon value I1t 60 points. If the. CUmJnished spell is thereby redu::ed bebN Its
base teSt, it disappean.
Added Effeo;t: -5 to the Zeon o f the spell.
Maxi mum Zeon: Intelligence x50
Mainte n a nce: No
Type of Spe ll: Effect

1I11IJ/f)I/fd Irt

11',,, )u I

Sweep (rom the Heavens

Chaos

Level: 88
Cost: 300

Action: A(.tive
l.e'Olel: 98
Cost: 700
Effect: Chaos Is a spell of almon Insuperable power. since It Is capable of
shaking the very pillars of reality. Upon being unleashed. the caster causes the
order of things to crumble. altering the balarn:e of all things in a completely
unexpecled WIJy. Inside the zone of Chaos. nothing works as it should. and all
t\IefIts are unnaturally twisted. For example. chaos can affect gr<IVIty. makIng
some things as light as feathers and othef's as heavy as lead. It can affe<t the
weather. causing Icy Winds only yards from ~caI gales or heat waves. This
spell does not affect only the natur,,1 elements. though. It can innuence the
feelings and Instlncl.'5 of livIng beings. making 10Yers hate each other with a
passion. or IlT'I'Concilable enemies form bonds of peace. The ~Il can even
affect the passage of lime. making it flow more qukkly or slowly (it cannot be
used 10 travel to the past. however). That Is to say. Chaos is capable of affectlng
practically any Imaginable facet of reality.
The caSler can designate a speclfi( aspect of reality he wishes to alter. or on the
other hand . transform It completely. In either case. this spell does not give the
castel' direct control over what Is changing. so the resu lts and consequences of
events can be. as the name of the spell Implies. completely chaotic.
Chaos covers 11 maximum radius of 60 miles. and is static in the place it was
cast. It automatically affe<1.'5 anyone with a Gnosis of 15 or less.
Added Effect: +60 miles to radius and ~ 1 to the Gnosis th at can be
affected.
Maximum Zeon: Inteillgem;e x50
Maintenanc e : 1 every 10 (70) Dally
Type of Spell: Automatic

Action: Active

Effect! By stealing ~ its very esseflce. this spell takes ;r.Mlf the divll'W!
presence of an entity. temporarily transforming It Into an eanhly creature. In
terms of the rules of the game. the (~ature affected by the spell has Its GI'IO$i$
value ~uced by 10. ThaI reduction affe<ts the pcrwers or abilities of the entity
thaI depef1d 0<\ GnO$is. and so It cannot use them wh~e III the redoced state.
Remting the spell requires beaung a MR Check with a Oiffw::ulty of 120. It Is 001
ponlble to repeat the Reststance Cned:: while it remains activt'.
Added Effect: -5 10 GoosIs and 5 to the MR Diffw::uIty.
Maximum Zeon: Intelligence x30

Maintenance: 1 ~ry 5 (60) Dally


Type of Spe ll: Effect

Void
Action: Active

L evel: 90

Co$t: 250
Effect: This spell forms a sphere of absolute '-Old that absorbs into Itself all
physkal and s.plritual matter around il. unmaking them completely. The dome
has a 15(oot radIUS and mU5I be located In an open space. Once cast, It
remains fixed 11'1 thaI kKation until the spell ends. Once created. it begins to
suck In anyth ing within 3 SO meter radius. The power of attraction of the ~II
employs 3r1 equivalent Strength of 14. and anrone failing In 3r1 O pposed Ched<
of char.lCterlstks will be drawn toward It at a rate of 30 feet for every point of
difference. The ...-::lId Is so ~rlul that anything coming Into (OntaCI with the
sphere weakens until It disappears. Each combat tum a victim remaln within the
dome. he must beat two dlsllnct Resistance Checks WIth a Difficulty of 120: one
Is a MR Che<k which IHailed causes him to lose a mmber of Zeon equivalent to
the margll1 of fallurt!. and the other is a PhR Check. which if failed causes him to
lose as many poinl.'5 of Ufe Poinl.'5 as the Margin of Failurt!. When a victim has lost
aU Zeon. he begins to ~anenlly lose one poiclt of Poo.ver for e.tery 100 points
of Zeon he 'M)U1d contlnue to lose. If his Power raMs to zero. or he dies from
loss of lire PoInts. his being is totally swallo.ved by the nothingness. Although
the casler Is not drawn by the attractive power of the dome. he will suffer the
effects of the VoId If he comes In contact with Its nucleus.
Added Effect: "'3 feel to radius. +150 feet to the area ofinnuence and +5 to
the MR and PhR DiffKulty
Maximum Zeon: Intelligence x30
Maintenanc e: 1 every 10 (25)
Typ e of Spell: Effe<t

Greater Destruction
Action: Active
Level: 92
Cost: 350
Effect: Provides t he abi lIty to destroy part of the material world on a grand
scale. disintegrating even large (Onstructions soch as entire CIties o r vast areas
of land. This spell can 3ffe<t as many Inorgank objects as desired as long as the
sum of their Presence is no higher than 100.
Added Effect: "'10 to the maximum Presence that Ca/'I be affected.
Maximum Zeon: Intelligence x30
Maintenance: No
Type of Spell: Effe<t

Free Acceu
Level: 1100

Destroy Souls
Action: Active
Le'Olel: 96
Cost: SOO
Effect: The power unleashed by the destruction of souls sweeps rrMrt the
SPIritual matter around the caster. ending the existcn<e of anyone who does not
resist itt effec:ts. Arry individual WIthin an area of 3 miles from the point where
the spell Is unleashed by the caster must make a MR Check against a [);ffKulty of
100 or have his soul complelely disintegrated . cau~ing immediate death.
Added Effect: +3 mile radius and +S to MR DIfficulty
Maximum Zeon: Intelligence x40
Maintenance: No
Type of Spell: Au tomatic

fll/alml,J ~ @I/"m h I j

Uncreation
Action: Active
l. e'Ole l: 100
Cost: 1.000
Effect: This spell permlls Ihe caster to designate an ~t of existence. one
as far-reac:hlng as a tit)' or race. or as pre<lse as a single specifIC individual.
and Simply make II so it ceases to exist. The unmade item or ~ is erased
from realily with all the consequences that implies. so that it never did exist.
No one who knew of what was unmade remembefi It. and aU events It may
have affected are modified as though what was unmade had no part in It; even
returning to hfe those whore death the unmade might have a~ (M long as
their ~s were not destroyed). Only entitles with a Gnosis of more than 40
wi!! be conscious of what happened. It Is only possible to makf: one MR Che<k
against a Diffkulty of 140 !o avoid the effects of this ~II. even if it affects a
mulutude or persons or objects. The MR Che<k is made using the highest
resIstance that anyone or anyone to be affe(ted by Uncreatic>n has at that exact
moment. It Is nOt possible 10 unmakf: elements of the past. only tIllngs tha! are
currentl~ present.
Added Effect: +S to the MR Difficulty
Maximum Zeon: Intell igence xSO
Maintenance: No
Type of Spell: Automatic

BeeK. eF AIR

------------------------~ . --------------------------

\~

Raise Wind

Air Blow

Level: 2
Action: Active
Cost: 30
Effe ct: Raises wind up \0 a maximum of 10 miles per oour. The speIlC35\er
needs to be in the open or in an area I'kely to experience wind drafts. Maximum
wind draft width is 80 feet.
Added Effect: +5 miles per hour and qS reet wide.
Maximum Zeon: l'lteHigeoce xl0

Level: 20
Cost: 40

Mai ntenance: 1 ~ry 10 (3)


Type

ofS~II :

Effect

Free Acceu
Level: 110
M~

Level: 6
Action: Active
Cost: 30
Effect: This spell allows tile spellcaster to mQYf! ina nimate obJec:1$ witho<.o.l
physical contact ever a dlstaocc with a maximum speed equiV1l.lcnt to Flight
Value 10. The maximum weight he can affect Is 60 po':!.nd~
Added Effect: +20 pounds.
Maximum Zeon: Intelligence x10
Maintenance: 1 every 10 (3) Daily
Type of Spell: Effec:t
Free Access
Level: 1-10

Weight Reduction
Level: 10
Action: Active
Cost: 40
Effect: It reduces a material body weight by 60 pouods.
Added Effect: -20 pounds
Maximum Zeon: Intelligence x30
Maintenance: 1 every 10 ('I) Dally
Type of Spell: Effec:t
Stop Breathing
Level: 12
Action: P;usive
Cost: 40
Effect: The target of this spell does not oeed to breame and Is no longer
aff.ted by lack of air. A spetkaster may 3f1PIy this spell to as many individuals
as he wishes, as k>ng as the sum of tIlelr com!>;ned Presence is 80 or below.
Added Effect: +10 to the ma>cimum Presence affec:ted.
Maximum Zeon: Intelligence x10
Maintenance: 1 every 10 ('I) Daily
Type of Spell: Effect

Free Accen
Level: 1-20

Free Motion
Action: Active
Leve l: 16
Cost: SO
Effect: The tal&Ct of this spell Is able to ~ freely along any type of solid
iUrface, completely untouched by gravity. Individuals under this spell are able
to walk on water 0<" ruo on walls and ceilings. A $pelkaster may apply this
spell 10 as many individuals as he wishes, as long as the sum of their combined
Presence is 80 or below.
Added Effe.::t: "'10 to the maxImum Presence affted.
Maximum Zeon: Intelligence x10
Ma intenance: 1 every 10 (5)
Type of Spell: Effect

Free Access
Leyel: 1-20

Effect: The

Action:
caste<"

Act~

unleashes a potent air blow that can either hit a $Ingle klog-

distance target or hold a group of people together over a distance. The blast of
air will cover a maximum area of 15 feet wide and exert ~re equMllent \0
Strength 6. When directed 31 a single target. a +4 bonus \0 Strength is appI<ed.
Though model. a blow of air can uuse real damage equiv<lknlto twice the bonus
of the blow's Strength; such an attack lISeS the Impact,ll,ttack Type.
SInce th~ is an airllroduced blow, only tkose who pass an AbsurO-level
Notice Ched. or who are able to see magic. will ~e~ the au.ad<. Once
a spellc35ler raises the impact Strength ~r 12, he will have to use 2 added
effixts to increase the spell's Strength by 1 point thereaftw.
Added Effect: +1 Strength and +15 feet wide
Maximum Zeon: Intelligence x10
Mai ntenance: No
Type of Spell: Attack

4Jr Screen
Action: Pas~ive
Leyel: 22
Cost: SO
Effect: This spell forms an air barrier that offers prottion against allk!nds
of attlldu. e:ept those based on Electricity or Eoery. In addition. the strong
winds rai~ will hinder any physical projKtile fired Of" thrown by the enemy,
causing, _SO penalty to the projectile's Final Attack. The ~ield can take up to
300 1amagqpo;nu before breaking.
Added Effect: ... 100 Resistance Poinu
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (5)
Type of Spell: Defense

FrM Actess
_Leyel: 1-30

Automatic Transportation
Level: 26
Action: Act~
CO$l:i SO
Effect: The recipient of this spell (all be transported up to a ma>clmum distance
of 1SO feet. This speU allow:5 Individuals to pass through physical objects, such
as walls 0<" dOOf"S - provided these are not based 00 energy. A ~stCf" may
apply this spell to as maoy individuals as he wishes, as long as the sum of their
tombined Prerence is 60 Of" below.
Added Effe.::t: +10 to maximum Pre$Cnce affted and "'150 feet
Ma ximum Zeon: lotelllgen<e xl0
Mainte nance: No
Type of Spell: Efft
Free Access
Leye l: 1-30

Flight
Le..-el: 30
Action: Act~
Cost: 60
Effect: This spell grants targets the a!>;lity to ITlOYC with flight Value 4. Once a
spelkaster empowers this spell to ITlOYC be)oond Flight 10, he will need to u~ 2
added effectS to increase the Flight Value by 1 point.
Added Effect: 4-1 to Flight Value.
Max imum Zeon: Intelligence ,,10
Maintenance: 1 every 5 (12) Dally
Type of Spell: Effect
Reaction Increase
Level: 32
Action: Active
Cost: 60
Effect: This spell Increases a wbJect's reaction lime by addIng a " 30 bonus to
his Initiative. If Inlllalive Is Increased over 200, the castw must U$C two added
effects to Increase it by 10.
Added Effect: .,.10 bonus to Initiative
Maximum Zeon: Intelligeoce ,,10
Maintenance: 1 every 20 (3)
Type of Spell: Effect

-.

Free AccelS'
Level: 1-40

Electrify

Action: ActWe
Level: 36
Cost: 80
Effect: This spd elecuiroes physical bodies, inIIicting woog discharges on tho5e
who toueh !hem. ~ who comes into physic.aI contaCt witt. an electrified
body. ndudlng the casler himself. must pa5$ a PhysitaI Resistance Ched< (ag~
a Oiff1culty of 1(0) pet Combat Tum to .M)id losing a ntmber of Ufe F\:>onts equal
to half his !eYe! of failure. This effect is considered an 8ectridty Mad< Type. The
electrified body can't have a Preseo greater than 40 and must be less than three

feet in size.
Added Effe ct: "'5 to PhR Check dlfficulty. ... 5 10 maximum Preence affected
and "'3 feet to sl~ affected
Maximum Zeon: Intelligence xl0
Maintenance: 1 fNery 10 (8) Daity
Type of Spell: Effect

Free Access
level: 1-40

Air Cut
Action: Acti~t
level: 40
Cost: 60
Effect: This spell produces a strong gust of wind capable of inmetJng cuts on
any surface it comes into contact with. The cut wilt affect a IO-foot line wflere
no targets can be selected. The Base Damage of th~ spell is 80. and it uses the
Cut Atuck. Type, reducing enemy AT by 2.
Added Effe<.t: +S Feet.
Maximum Zeon: Intelligence )(20
Maintenance: No.
Type of SpeU: Atuck.

Speed
Level: 42

Action: ActiYe
Cost: 80
Effect: This spell Increases its targe!'s speed. In game lerms. it doubles
the feet1ltr-l'Wnd rallo allowed to characters by their Mcwemem Value. A
spelkaster may apply this spelt to as many IndMdllals as he wishes. as long as
the rum of their combIned Presence is SO or below.
Added Effe<.t: "'10 to the maxlmllm Presence affected.
Maximum Ze on: intellIgence xl0
Maintenance: 1 every 10 (8) Daily
Type of Spell: Effect

Level: 1-50

Ethereal Form
Le'Olel: 52
Cost: 100

Action: Active

Effect: This spell transforms a d~gnated body into air. rendering it Intangible
and therefore Immune to all matter and non-energy based attacks. For as long
as the spell lasts. the rubject can mor.te throllgh the air wah a speed eqUivalent
to his nalllral M~ment Vaille. aod he will only be visible to indlvidlJals who
pass an Almost ImpoSSIble Notice Check or a Very DIfficult Sean:h Check.
Those who can see magic (an also see the ethereal indivldllat. Althoogh unable
to pass through physical matter. ethereal bodies may travel throllgh any cracks
or gaps t hat allow the passage of air. The maximum Presence affected by this
spell Is 100.
Added Effed: "'10 to the maximum Prese n<e affected
Maximum Zeon: Intelligel'l(e xl0
Maintenance: 1 fNety 10 (10)
Type of Spell: Effect

Free Access
le'Olel: 160

Air Control
le'Olel: S6
Action: Actfve
Cost: 80
Effect: This ~I I:'ndows the castCf with dominion <:Her air and any other
gaseous sllbstance in a 15O-foot radius. The wizard c.an manIpulate wind
currents and gaseous t~meots. llslng them at will. For instal'l(e. he could
depnve an eotlrt area of air or change the COllrst of a tornado. If cast against'"
being made of air, the c.aster can attempt to control it - provided the creatllre
fails an MR Che<k against a target Dlfflculty of 120.
Added Effec.t: ... SO feel and"'5 to MR Difficulty
Maximum Zeon: intelligence x20
Maintenance: 1 every 10 (8)
Type of Spell: Effect. Splrotual

Free Access

Electricity Control

Lightning
Action:

A<:t i~e

Cost: 80
Effect: This spell sets off iI lQO.point Base D.lmage lightning strike. After hitting
lIS target. e~ity bounces onte to the nearest body In a ISfoot radillS. callsing
a new attack wllh Identical d!aracterislks. Although the caster can not choose
the second target. he is exempt from this second attiKk. If the SollrTOllnding area
Is empty. lightning will eltheo- v.ml$h harmlessly or hit the ground.
Added Effect: "'1 ilddiIlonaI bounce. ... 15 feet m.l)(imum bouncing O$tance.
Maximum Zeon: Intellige-ncl:' x20
Maintenance: No
T ype of Spell: Attack.

Free Access
Level: 150

Whirlwind

Once the spell ends, Sl+speoded bodies wi ll fall from a distance of between 100
and 130 feet. The only coodition for being affected by the whlriw<nd is being
inSide the area from the nest round after the whirlwind has been created. The
(aster may propel the spell with speed 8. It has no efft<:t upon immaterial
bod~ or those not affected by air.
Added Effect: "'5 feet to the spell's radillS.
Muimum Zeon: Intelligence x20
M",intenan<.e: 1 every 5 (28)
Type of Spell: Automatic

Level: 160

Free Access

Level: 46

su

level: .so
Action: Active
Cost: 140
Effect: The caster raist'S a whlrtwlnd with a ma)(imum 100foot radius that
leaves nothIng 001 a trail of destruction behind it. Any subject within Its area wilt
alltomatlc.alty receive an atlack. (with a 180 Final Attack SOOf"e and a 4O-point
Sase Damage on the Impact Table). In addition. all those affecled wil l have to
pass an Opposed Strength or Agility Cheel<. against the eqllivalent of Strength
12. Otherwise. the whIrlwind sucks them Into the air. Victims trapped within the
whirlwind luffer a -60 All ActIon Pena lty for as long as they remain Inside.

level: 60
Action: Acti~e
Cost: 80
Effect: this spell grants control C7\fCr lt1e form and direction of electrical SOIln:ts
not tl<Ceeding 5 inteml!les.. If faced with a being made of electricity. the magician
can control it - pro:Mded the uealllre falls an MR Check. against a Difficulty of

140.
Added Effect: .1 electricity Inteoslty and ... 5 to MR Difficulty
Maximum Zeon: Intelilgencl:' x20
Maintenance: 1 I:'Vtry 10 (8)
Type of Spell: Effect. Spiritllal

Defensive Moyement
Level: 62
Action: Passive
Cost: 120
Effect: This spell allows the magician to rno.'t away from the read! of an
attack. When cast. this spen I.ISI:'S the castCf'S Magic Projection Ability in place
of his Dodge AbilIty. A mage (an ciefeod himself this way a maximum of three
times pet Combat Tum. For the purpose of counting penalties agaInst Area
Attacks. the spell grants the caster a speed equivalent to M~ment Vaille 8.
Added Effect: "'1 Dodge pet tum and "'"1 Mo.<ement VallJe to exit areas
Maximum Zeon: Intelhgence x20
Maintenance: 1 fNcry 10 (12)
Type of Spell: Defense

Free Access
level: 1-70

;.

Effect: The caner. or the charxter appointed by him. un be transported 10

Added Effect: ...80 f~t to radius


Ma~imum Zeon: Intelligence ~20
Malnte"Mce: 1 every 20 (7)
Type of Spell: Effect, Attack

a maximum dlstano;e of S miles. This spell allow.; individu als 10 pass thr'O\.lgh
physical obje<:u. pn:Mded these a~ nol made of energy. The spell may afre<:t
as many Individuals as the CMltr wishe<>. as long as tilt total P~seoce of the

Free Access
Leve l: 1-80

Teletransportation
Leve l: 66

Action: Active

CO$t: 1$O

af~ed ,haracte~ remains uJ10der 80.


Added EHeet: +10 to nwdmum ~e affected and

tw;ce

the rum

Maximum Zeon: Intelligence)(3O

Maintenance: No
Type of Spell: Effect

Free Acceu
Level: 170

Immateriality
Level: 70
Action: Acll~
Cost: 120
Effect: The designated body becomes wmpletely Immaterial, thus turning
intangIble to all non-energy based creatures. object\, ami attacks. Wh ile
rema iolng In this state. the subject In question will not be able to \ooch or be
IOv<hed. and he ca n pass through any material not of a supernatural origin. If
a mage casts this spell on an unwil ling target . the subjeu in question will have
to pass a MR against 100 In order to avoid being affeued. Shou ld the target
fa il the Che<;k arxl become Immaterial. he will be entitled to a new Check each
day. The caster can affe<;t creatures up to a maximum Presence of eo.
Added Effect: " 10 to maximum Presence affe<ted and +5 MR QfOOJlty
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (12) Daily
Type of Spe ll: Spiritual

Hurricane

~
"t
'''(.J

Action: Active
Level:
Cost: 200
Effect: This spell creates a tremendous gale that sweeps ;rw;ry everything
In a one mlle-ndlus area. All characters Inside the area must pass a Check
against S~ngth 12 or be taken by the wind. All construction Wlth i Damige
Barrier I~ than 60 shatters automaticaDy. while thme with a Barrier under
120 suffer 10 pomts damage per round until they are utterly desvored.
Construttion Wlth a Dama~ Barrier higher than 120 remains unaffected by
the eldritch hUf"l"kane.
Bodies dragged by the w,rxI remain In the air until the spell wears off. at which
time they plunge 10 the ground. Distance to the ground may vary according 10
the erlY,ronment and the magic'an's wllI- althoogh unde r no drcumstance can
It exceed 300 feet. Characters who pass the Opposed Strength Check are safe
and will not have to make further Che<:ks as long as they remain immobile. It
Is up to the GM 10 apply whatever bonus he deems fit to the Strength Check
of those affected.
Added Effect: +150 feet to radius
Maximum Zeon: Intel l'gence x30
Maintenance: 1 every 20 (10)
Type of Spell: Automatic
Free Acceu
Level: 1-80

Solid Air

<O J
'.J

Action: A<:tlve
Level: 76
COSt: 140
Effect: this spell solidlnes the very air. producing resistant. comp.xt matter.
The magician may choose ~ form and location. but the area of the solidified
air is limited 10 an 8().foot radius. Possible uses of this spell are obsuocting an
entrance with i solid block of air or building an Invisible blidge to cOYer a gap.
lOr example. Only energr damaging weapons can hann solid air, and it w,1I
resist up to 150 points of dima~ every 15 feet before breaking. The only way
this substance can be seen Is by the viewer passing an lnhuman-level Notk.e
Che<k or an Absurd-ievel Search Check.
The spell could also be used to fence people In, preventing them from mOYIng
about freel~. When used with this purpo:;e, attacks may be performed following
the Trapping r\lles : no penalties apply to the magidan', Proje<:tion Ability for
performing this maneuver. Solid Air affe<:1S all Individual, Inside spell area as If
,t possessed Strength 14.

Weilther Co"trol
Level: 80
Action: Active
Cost: 220
Effect: W,th this spell. a magklan can fully control the weather within a 3-m11e
radius. He has the power to m(~:hfy ;my meteorological elemef11 at will. thus
gradually tn:atlng the desired climatic situation.
Add e d Effect: .. 3 miles to radiUS.
Maximum Zeon: Intelligence x30
Mainte"ance: 1 every 5 (44) Daily
Type of Spell: Effect

HrGHMAGIC
Create Sylph
Level: e2
Action: Active
Cost: 250
Effect: this spell tn:ates a seemingly live tn:ature completely under the magiclan's
control. This enllty shall be developed as a Being Berweero Worlds. subject to the
elemental powers and Nmltations of Alr elementm established in Chapter 26.
The tn:ature shall h_ 600 DP and Its maximum level will be calculated using the
same rules as in the spell Create Being from the Path of Creation.
Added Effect: .. SO DP.
Maximum Zeon: Intelligence x30
Mai"tenance: 1 every 5 (SO) Daily
Type of Spell: Effect
Free Access
Level:

'90

Superior Psychoki"esis
Level: 86
Action: A<:tive
Co st: 160
Effect: This spell allows a spellcaner to IT\OYe organic and inorganic bod~ at
a distaflCe. sparing the need for physical contact. Objects mO'o'ed by this spell
can travel up to a speed equivalent to Flight Value 10. Superior Ps)'(hok,nesls
can affect a maximum weight of 100 tons. Uving creatures may resist this spell
by passing a MR Check with a Dlfnculty of 100.
Added Effect: Twice the maximum weight and "'5 to the M R difficulty
Maximum Zeon: Intel ligence x20
Maintena"ce: 1 every 5 (32) Daily
Type of Spe ll: Effe<;t
Free Acceu
Level: 190

Relocate Magic
Level: 90
Actio": Active
Cost: 180
Effect: The magician is able 10 transpoft the magical sources supporllng an
active s.peII from one place to IIIlOther. In this WIIf. the mage can relocate spells al
wlW. A charaaer casting this speI can relocate ;my mantalned s.peII with a Zeonoc
value k:mer' than 100 points - including those root under his control. Maximum
relocation distance is determined by the general rules of Magic Pro;ection. This
spell can be used agamSl pial:e-oriented. indMdual--oriented and object-iented
spells. When perlOrmmg the reIocalJOll of an Spiritual spell. all effero are treated
exact!)' as If the $peI1 had just beerl cast, aI\orNmg the new target. to defend himself
with a roorma! RHlstance Check.
Added Effect: .,.5 to the Zeonic value the spetl can afft.
Maximum Zeon: Intelligence x30
Maintemmce: 1 every 10 (18) Daily
Type of Spe ll: Effect

DIVINE MAGIC
Passive Magic
Level: 92
Cost: 300

Action: ActM

Effect: This ~I ~ the magician's esserK~. aftowIng magic to flow within


him In an instlncWe manner. The taSter Is at one with magi<:. and they respond to
eo.omts as <1 sO-lg\e entity. As long as he rna,nlilns this .spell. aU other spells that he
performs occur ;as Passive JI.ctIons - 'odur:Iing Anack and Spiritual spells. ThIS spell
affects a maximum Presence of 80 points.
Added Effect: ... S 10 mveimum P~sence affected.
Maximum Zeon: Inlel!igerKe )(30
M;aintenance: 1 every 10 (30)
Type of Spell: Effect

Free Access
Level: '.100

Lord of the Air


Level: 96

Action: AClive

Cost: 300

Effect: This spell grants a dlaracter control of all air or electricity nuclei .
regard less of the number of Intensities they are composed of. with in a 6O-mlle
radius. This dominion also allows for weather manipulation and the creation
of galcs. storms. or gusts of wind of all sizes. All alr-bued m~alures within the
spell area will be Immediately controlled by the caster unless they pass an MR
Check with a target Difncully of 140. Once passed; they will oot be required

10 make ano ther Check. The affe<ted panies are entitled to a new roll only if

they aller their base Reslstance.


Added Effect: + 60 miles 10 radius and +5 10 MR Oificufty.
Maximum Zeon: Intelhgence 1130
Maintenance: 1 ~ry 10 (30) Da ily
Type of Spell: AulomatlC
Free Access
Level: 1-100

A Place in the World


Level: 100
Action: ActiYe
Cost: 450
Effect: By perfOrming this spell. the character modjfies the very order of
the soul netwo-rK, thus altering realty Itself. EYeIl when not able to change
the essence of things. or their shape. Ihe spell grants the Gl,ter the ability
to moye them around and place them anywhere he wishes - with no other
limit than his own Will. Any object or being. both phy$i<al and ~piritual, can
be teletr.l.n~ported anywhere. There Is flO per rou nd limIt to the number or
condition of things that can be moved afld re located. The only way a character
or creature can ~YOld the effe<ts of the spe ll Is 10 succe<!d on a MR Che<k
with a Difficulty of 140. This spell's area of Influence is 30 miles. All bei ngs or
creatures within the area are automatically Mfe<:ted.
Added Effect: +5 miles to radius and ... 5 to the MR. Dinculty.
Mallimum Zeon: Intelligence x40
Maintenance: 1 e'oIery 10 (45)
Type of Spell: Automatic

BOOK OF WATER

--------------------~~--. -------------------------Spring
Cold ImmunIty
Action: Active
Level: 12
Action: Active
Level: 2
Cost: 50
Cost: 30
Effect: This spell dr.rws forth any nearby undergrotmd curren! 01" stream.
caUSing a spring to flow from the spot designated by the caster. The spell
aff~1S Mtural liquids within 300 feel of the character tasting the spell. bul it
tan not overcome energy barriers.
Added Effect: "100 feet 10 radius
Maximum Zeon: Intelligence ~20
Maintenance: 1 every 10 (1) Daily
Type of Spell: Effect

Effect: This spell grants the rIpient Immunity to 5 intensities of cold. When

sullenng:tn atta(k based 0f1 that element. tNery Itvel of intensity 10 which the
charactef" IS Immune decreases the 3tLlCks Sase Damage by 5 points and giYes
the immune character"'5 to Resistance Che<ks against cold effects.
Added Effect: Immune to ar\ additionallnlenslty of cold.
Mallimum Zeon: Intelligence x20
Maintenance: 1 every 20 (1) Daily
Type of Spell: Effe<t

Free Access
Level: 1-10

Free AcceSl

Create Chill

Protection Bubble

Action: Active
Leve l: 6
Cost: 10
Effect: Thlsspell creates one Ice or cold Ifltenslty. The temper.llure will remain
sLlbie for as long as the mage malfiLlins the spell.
Added Effect: +1 cold 01" ice intensoty
Maximum Zeon: Ifiteiligence ~10
Maintenance: 1 ~ry 10 (3) Daily
Type of Spell: Efrect

Level: 16
Action: Passive
Cost: 40
Effect: This spell creat~ a bubble of mag\Gl1 energy around the caster that stops
all attacks with a Base Damage ofles:o; than 40. An ann with a Base Damage of
40 or higher destrQ)'$ the bubble.
Added Effect: .. '0 to Base Damage.
Maximum Zeon: Intelligence 1110
Maintenance: 1 e:-Ie.ry 20 (2)
Type of Spell: Defense

Free Access
Level: 1-10

Level: 120

Free Access
Level: 120

Aquatic Capability
Level: 10
Action: Acuve
Co$t: 50
Effect: This spell granlS 1($ recipient the ability 10 breath and move freely in an
aql.laUc environment. The target of the spell can use his ma~imum Movement
Value. breathe Hqulds. and ~ISt any amouflt of pressure while underwatet".
The Glstef" may apply this spell to as many indMduals as he wishes. as long as
their total Presern:e Keres remain are not a~e SO.
Added Effect: "" 0 to m<uumum Presern:e affe<ted
Mallimum Zeon: Inleiligefice 1120
Maintenance: 1 every 10 (5) Dally
Type of Spell: Effect

Water Impact
Level: 20
Action: ActIve
Cost: 50
Effect: The spelkaster unleashes an off('flsNe burst of water. Although thIs
attack 1.I"Se$ the Impact Table. It can damage energy. The spell's Base Damage is
40 points. However. It also hIts the target with an additional impact of Strength
8. A character can raise the Impact Streflgth by using an Added Effeu. If the
Impact Strength Increases 10 12 in this wa:t. it will cost t'-"'O Added Effe<:ts to
Increase the Impact Strength by 1 point thereafter.
Added Effect: ... S to damage and 1 to impact Strength.
Maximum Zeofl: Inleilige nce ~'O
Maintenance: No
Type of Spell: Attack

;.

d
..,~

'd1 '
~

\t~

.~

A \\~tet elemental born from the CreJte VIJ~!Ile spell

liquid Control

Free AccelS

Leye l: 22
Action: Active
C ost: 60
Effect: Thi~ !.pell grants the caster complete control of one gallon of liquid

Level: 1 30

mass. The mage can alter thc physical chara<teristks (such as color and clarity)
of the I!quld. as well :u modify Its mass density. The liquid maS!> can even mOo/e
on its own. When this spell Is cast against a waler elemental. the magician can
control the creature if It does not pa!iS a MR Ched w ith a Difficu lty of 100.
EJementals wil l relve an additional MR Check if their (Ontrol ler give5 them
an order In direct oppoSit ion to their nature. They also receive an MR Check

each day.
This spell can also manipulate the bloodstream in living organisms. However,
victims receive ... 40 to their MR o r PhR Check In such cases. Bloodstream
manipulation allows the spelkaste<" to Call5e an All Action ~nal ty and
damage per round eqUIvalent 10 half the failure level. Victims of bloodstre am
manipulation can make an additional MR Ched< to free themselves from the

mage's Influence every 5 Combat Tums.


Adde d Effec t: Doubles the amount of hquid that can be affected and ..S to
MR Diflculty
Ma ~ imum Z e on: Intelligence xl0
Mai nte nance: 1 evefY 10 (6) Daily
T yp e o f Spe ll: Spiritual

Free Accen
Level: 1-30

Freeze Emotionl
Le ve l: 26
Ac tio n : ActIVe
C ost : 60
Effect: ThIs spell freezes a person's feelings. granting him ~llmmunity
to all emotional stales. The casle<" m3)' apply this to as many indMduais as he
wishes. as long as their total Pre$C'l'I(e IS not abo.re SO.
Adde d Effect: +10 to ma~lmum Presence affected
Ma~i mum Zeo n: Intellig.:nce xl0
Ma in te nan ce: 1 every 20 (3)
Type of Spe ll: Effect

Control Cold
Le ve l: 30
Action : Active
C ost: SO
Effect: this spell grants the taste!' an abi lity to contrOl the equivalent of 5
Intensities of cold or Ice. Cont~ Cold empowers the caster to alter poten<y to
half Its value. changing the shape or even sculpt ing It as he pleases. When this
spel l Is d,rected at a being made from cold or ice . the spellcaster can control
it - provided t he creature fal ls a MR Check with a Difficulty of 100. A creat ure
contro lled In this way can make a new MR Check each day or when recelYing
commands compjetely contrary to Its nature.
Added Effect: " 1 controllable IntenSIty of cold or ice and +5 10 MR target
Dlflwlty
Maxim um Z eo n: Inleillgence xl0
Main t e na n ce: 1 every 10 (5) Daily
T yp e of S pell: Splrlwal

Freeze
Level: 32
C o s t: 60

Act ion: Active

Effect: This spell inflicts Intense cold on one individual or ~ people at


once. free:ring their bodltS while encIo5ing them in ice pOsons. Freeze has a
t5-foot radl~ and an MR DIfficulty of 120 (140 when concentrated upo!' a
single opponent). The consequences of the spell will vary depending upo!' the
victim's failure ~1. A differen<:e of Ie than 20 points will produce M,nor
Paralysis, less than 80 pomts will produce Partial Paralysis. and a difference
equal to or greater than 80 points will pn:woke Total Paralysis.
A d de d Effect: " 15 (eet to radIUS and +S to th e MR target
Max imum Z eo n: Intelligence ~ 10
Ma inte n a nce: 1 every 10 (6) Da ily
Type o f Spe ll: Spintual

Free Access
Le ve l: 1-40

Ice Screen

liquid Body

Action: Passive
Level: 36
Cost: 60
Effect: This spell forms an ice barrier that offe~ protection from any .source
of attack. Whenever the s/1leld stoCcessfully I'(!pe/s a Ughl (IT DarknesHlased
enefl:Y attack, ,I can I'(!necl that auaclc. using the ~me F,nal Attaclc. Ability as
the original Slrlke, The ice shield can lake up 10 400 points of damage be~
!)I'(!aking.
Added Efft: -..100 Damage PoInts.
Maximum Z eo n: Inlelhgeroo::e x20
Maintenance: 1 every 20 (3)
Type of Sp e ll: Defense

Level: 52
Action: Active
Co st: 100
Efrect: This spell lfansforms a targeted body Into a liquid substan<:e immune
to many types of attacks and suscepuble to form shift at the spellcaster's
will, This hmited metamorphism Is very effec.tiYe, because anyone who sees
a character affected with this spell needs to pass a Very DiWcult-levei Notil;e
Chedc 10 perceive his body's liquid nature. This liquified form can turn its limbs
into wtious physical weapons wfth a .. 5 quality bonus.
Althoogh not, strictly speaklng. an Immaterial being. liquifoed bodies
can pass through any hole eH' crack that water can. While in this state,
characters are ullerly irM.olnerabie to non-energy damaging Thrust and Cut
aUa<ks. Furthermore, Impact attacks will have half their regular effect upon
them - unless they can damage energy, In whkh c:ase they wiU still have full
effect. Liqulfied charac::te~ do, however. become vulnerable to paralyzing (Old
effects, suffering a -20 penalty \0 Resistance Checks against them. This spell
affects a maximum Presence of 100 points,
Added Effect: ! 10 to the maximum Presence affected
Maximum Zeon: Intelligef>Ce ,,10
Maintenance: 1 every 10 (10)
Type of Spell: Effect

Free Access
Level: 1-40

Create Uquid5
Level: 40
Action: Active
Cost: BO
Effect: This spell produces IWO gallons of water or a similar liquid substance.
In the cases whe l'(! a suStanCe's Presence Is higher than water, the GM may
redoce the quantity as he sees nt, Mystical liquids can nOI be crealed using
this spell,
Added Effect: Double the amoun t of liquid created
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (8) Daily
Type of Spell: Effect

Ice Attack
Level: 42
Action: Active
Cost: 80
Effect: This spell I'(!leases a strong ice alla(k thaI can damage energy. The
spelkaster can decide whether to attack on the Cold or Thrust AT. 6ther way,
the spell has a l()().poont Base Damage.
Added Effect: "'5 to Base Damage.
Maximum Zeon: Intelllgen<:e x20
Maintenance: No
Type of Spell: Attack

Free Access
Level: 1-50

CrY5talliution
Level: 46
Action: Active
Cost: BO
Effect: This spell turl'lS a body Into crystal , rendering It fragile and bf'ittle, The
targeted indivklual must pass a MR or PhR Chec.k with a Difficu lty of 140 to SlOp
his whole body from fl'(!ezlng and being subjec.t to Immediate Minor Paralysis.
In addition, all damage recel ~d w ill automat ically be a Critical. regardless of Its
value. Creatures with Damage Resistance won't suffer automatic Criticals. OOt
this ~pcll does render their enure body a vulnerable spot.
Added Effect: ~5 to MR D,fficu lty
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 20 (4)
Type of Spell: Spiritual

Free Access
Level: 1-50

Reflected Control
Level: 50
Action: Active
Cost: 80
Effect: This spell mylotil;ally tles the vlc;tlm's body to the caster's, forcing the
target to mlmk the speIIaster'$ every move. In a way, the targeted individual
behaYes as a mirror image, automatlcally duplicating his dominator. In order
to resist this spell. the target mliSt pass an MR Check with a DiffICUlty of 80.
Vlctim~ receive subsequent Checks If the spelkaster fon:es them (0 engage In
an actlon entirely contr.lry to their nature.
Added Effect: ~ 5 \0 the MR Difficulty
Maximum Zeon: Intelligence x20
Maintenance: 1 every 20 (4)
Type of Spell: Sp lri\l.lal

Free Access
Level: 1-60

Reflect States
Leve l: 56
Action: Passive
Cost: 120
Effect: The caster creates a mystlcal mirror, with the ability to reflec.t any
supernatural state of which the spelicMter, (IT a nearby individual, may be a
W;tim. The effect automatlcally reflec.ts upon the originateH', who must pass a
MR Check w,th a D'flkulty of 120 In order to <MIid falling vKlim 10 his own
powe~. FeH' example, if a caster falls prey to a terrible pa,n of a magical nature,
tIlis spell would fof'ce the character wto.o ca~ the pain to pass a MR Check eH'
undergo the same suffering. This speH requires no malmenance; the reflected
state will rema,n for as long as the original target continues 10 suffer the ,n
effects. Each effect can only be reflected
tried to be reflected) ooce.
Added Effect: ~5 to the MR Dlnculty
Maximum Z eon: Intelligen<:e x20
Maintenance: No
Type of Spell: Automatk

IT

Free Acceu
Level: 160

Ice Storm
Level: 60
Action: Active
Cost: 120
Effect: This spell creates a heavy ice storm that freezes anything In Its path.
An)'One within Its range must pass a PtlR Check with a Difficu lty of 140 every
5 Combat Turns or automatically suffer a 1().point c~d.j)ased damage, plus
a cumulative -5 All Aoion Penalty, Due to the intense blizzards called forth
by th is storm. percept ive abHity difficulties increase by two levels. The storm
has a maximum 150-foot radiUS within which no targets can be selected. All
creatures inside the al'(!a of this spell's effect after the fi~t round it appears
must make their Reslslan<e Checks. The spell will ~main stationary.
Added Effect: +80 feet to radiu$
Maximum Zeon: Intelligen<:e x20
Maintenance: 1 every 20 (6)
Type of Spell: Automatic

Tide Control
Level: 62
Action: Active
Cost: 150
Effect: The CMter gains limited control of river and sea currents. and he Is
able to alter their course and strength. Through Ihe use of this spell. a mage
can even create small underwater earthquakes, tidal waves. or rever..e the
course of riven. The maximum area of Influen<:e IS a 1.500-foot radius which
the spellcaster can relocate M he wishes,
Added Effect: "' 300 feet to radius
Maximum Zeon: Intell'gence x40
Maintenance: 1 every 10 (15) Daily
Type of Spell: Effect

"

.---~----

Free Acceu

Free Access

Level: '-70

Level: 1-80

Water Confinement
Action: ActIVe

Level: 66
Cost: l40

Effect: This spell prodIKes a huge water mass that !>Wallows all IlldMduals
II encounters. W~r is trapped IMIde will fT'\OIoIe as if diving and will soon

drown unless he Is able to breathe in liquid environments. Potent turrenlS


push priSOners Inskk the center of the prison. making ,\ dlfrlCult for them
to break free. ArI ~ape attempt requires piIDlng an Qppo:;ed Strength '14
Ci'Ie<:k. Howt'Vef, dlaraclers receive a ~ 1 bonus to their Check ror every '>wIm
level above Easy that they pass. The waler mass appear.; as a cube 30f~t wide
and 30 feel high. All creatures Inside the area of this spell's effect after the first
round it appears must make their Opposed Chec:h.

Added Effect: +30 feet 10 length


Max imum Zeon: Intelligence x20
Maintenance: 1 every 20 (7)
Type ofSpcll: Automatic

Slow Time
Action: Active
Level: 80
Cost : 200
Effect: The spell acts upon the space-time fibers of a specifIC section of reality.
slowing down Its pace In su::h II Wirf that time pao;ses at a much slower rate for
l:Vel)Olle - Including the caster. The affected area 15 momentarily separated
from real,ty. One minute Imide the area equals one hour outside. The spell's
final rad,us is 300 feet around the caster. but It will extMd 30 feet per round
from the time It Is n.... t cast.
Individuals mterlng
zone afte<" the spell has been cast wiU be equally
affe<ted. Only entitles wnh Gnosis oYer 30 can J'oQid the consequences of the
spell by pnSlng an MR Check with a D'fficulty of 120.
Added Effect: +150 feet to radius and +5 to the MR Dlfkulty
Maximum Zeon: Intelligence x20
Maintenance: 1 ~ry 10 (20)
Type of Spell: AutomatJc

Free Access

HIGH MAGIC

Level: 1-70

Glacier
Action: Active
Level: 70
Cost: 200
Erfect: As Implied by its name. this spell creates an immense glacial rone
around the caner. totally Independent of the prevailing weather conditions.
The surroundings will Immediately be co.-ered with ice and snow. while
the temperature will drop several degrees below freezing. Natural weather
phenOmena wlQ not affe<t the cold for as long as the Q5ter ma'ntains the spell.
It covers a one mile radius.
Added Effect: +half mile to rad,us..
Maximum Z eon: Irnelhgen<:e x20
Maintenanc e: 1 ~ry 5 (40) Daily
Type of Spell: Effe<t

Action: ActNe
L.evel: 82
Cost: 250
Effed: This spell creates a h"ing water creature completely under the maglcian 's
contrOl. This enuty is developed as II Being Between Worlds subject to the
elemCl'1ta1 powers and limitations of Water e!ementah c~ In Chapter 26.
The cn:'ature has 600 DP and Its maximum ~ is calrulated u~ng the same rules
as;1"I the $pel Cn:'ate Being from the Path of Creatlon.
Added Effect: +50 DP
Maximum Zeon: Intelligence x30
Maintena n ce: 1 every 5 (50) Daily
Type of Spell: Effect

Tsunami

Free Access

Action: Active
Level:
Co st: 250
Effect: Th,s speR ralses a devastaung mlle40ng Tsunami that ravages the coost.
The eldritch Tsunami destrO)'S all)' construction with a Damage barrier ~ than
SO. while connruction with Damage Barriers greater than 80 suffer great damage.
All Individuals within the area of Impact suffer the logical consequences.
Added Effect: +1 mi le to length.
Maximum Zeon: Intelligence x30
Maintenance: No
T~pe of Spell: Effe<:1

Leve l: 1-90

~(.
.~

,.()

Free Access

Soul Reflec.tion

Il\
.~

.W)

rR

\"'t.)
1
'-(.J

Create Undine

Level: 1-80

Level: 76
Action: Active
Cost: 200
Effect: This spell prodl.lCes the lopIritual rcl\ealon of a ~ 01" creature. The
n:'sult is an animistic copy of the individual. featuring each and every qUality
~t in the original. This entity is identical 10 the original- e>o::ept it is a spiritual
bring. Although endowed with the c.apabllty of Interacting with the n:'a1 ...00<1.
and vi5lbIe to eveI")OOe. it Is immune to non-energy-base attacks. Powers of the
original creature that depend on Gnosis higher than 25 canoot be duplicated.
The refle.c.tIon
obey the spellc.asters orders.. but it can only materialize in the
presence of the subject upon wt-.ose li~ it has been created. This spell can
create a copy ofanyone's soU. pn:;Mded he has a Presence less than 40. Urw.'iling
participants can attempt to ~t the spell by passing a MfI. Check with a DiffICUlty
of 140. The spdIl'MI oot wort<. ~ the caster hirn~.
If a speHcaster uses Added Effe<ts to Increase the maximum affe<:ted Presence
10 60. It will take two Added Effe<u to increase the maximum Preserl(e by 5
thereafter. Only one reflection spell can be active upon the same individual at
a single time.
Added Effect: " 5 to maximum Presence affe<:ted and "'"5 to the MfI. [);fficulty
Maximum Zeon: Intelligente x20
Maintenance: 1 every 10 (20)
Type of Spell: Automatic

WI'

Freeze Magic
Level: 86
Action: Pas$1W!
Cost: 250
Effect: This ~ will freeze magic. temporarily stopping speRs and canceling their
effects. ~ Is do not II30lsh while they are stopped. However. they are suspended
and unable to affect anything. Suspended speis do not require maintenance while
in this state. Freeze Magic doe. affect both speilcaster<ontroiled and third-party
spells. po;Mded their Zeonic value Is not ab<we 150. The suspended spell will regain
activity as sooo as a caste!' ceases to maintain Freeze Magic. Since INs Is II Passive
spell. It can suspend other spells used In the same round it is cast.
Added effect: 1"5 to total Zeonic value affected
Maximum Zeon: Intelligence x30
Maintenance: 1 every 5 (SO) Daily
Type of Spell: Effect

Free Access
Leve l: 1-90

Inside

the Mirror
Level: 90
Action: ActIve
Cost: 300
Effect: The spellc.aster can conlure up the refie<:lion of a terrilory. thus
creaul"lg II parallel reality In the Image and likenes~ of an actual setting. The
n:'flealon will be identical. duplicatong the exact condition of construction.
flora. and weather present In the ong;nal at the time this spell Is cast. Only
living organisms w,th a Presence of20 0<" higher and locatlon5 with exceptional
characteristicS es<ape dupllc.atlon.
The caster creates seve<al door:; connecting the real worid to his creation In
wt1atever place 01" b"m he desires at the time of casting the ~. There is no top
limit to the number of passages that he can create - prcNided there is at least one.
This spell can n:'fle<t a maximum area of 1.500 feet in radiUs.
Added Effect: "300 feet to maximum radius
Maximum Zeon: Intelligence x40
Maintenance: 1 every 10 (30) Daily
Typ e of Spell: Effect

.'1)

DIVINE MAGIC
Lord of Ice
Level: 92
Cost: 300

Action : Ac.tIYe

Effect: This spell grants the caster control of all cold or ice nuclei in a 6O-m11e
radius - regardle5S of their number of intensities. He can decrease weather
temperature within the area of action and crystallize ke wherever needed. Any
coJd.based creature Inside 1~ area must pass an MR Cheel< with a Difficulty of
140 10 resist dominatlon by the CMler. These beings rcc:eive another MR Ctleck
anytime ther alter their Base Resistance or when the,r master gives them a
command thai goes against their very nature.
Added Effect: "60 mjle~ 10 radiUS and .. 5 to the MR Dificulty
Maximum Zeon: Intelhgence x30

Maintenance: 1 every 10 (30) Dally


Type of Spe ll: Automatic

Free Access
Level: 1-100

Lord of Water
Leve l: 96
Action: Active
Cost: 300
Effect: This spell grants absolute conlrol

~r all liquid subnarn:es in a 60


mile r.ld,us. The caner can manipulate oceans. rivers. and lakes of ""Y size.

molding them at will as if they were exten$lons of himself. Any water-based


creature Inside the area must pass a MR. Check with:ll DiffK:ulty of 140 to reSIst
domination by the caster. These beings receive another MR. Check anytime
they alter their Base Resistance or when thelr master gives them a command
that goes against their very tla.lUre.
Added Effect: +60 miles to radius arw:! -5 to the MR. DifK:ulty
Maximum Zeon: Intelligence ,.,30
Maintenance: 1 every 10 (30) D a ily
T ype of Spell: Automatic
Free Acceu
Leye l: 1100

A Perfect World
Leyel: 100
Action: Active
Cost: 450
Effect: ThIS spell freezes reality. gnrw:!lng the pas~ of time to a complete
halt Existence Is frozen for the duration of the spell. Onr the caster can ITl(Wt
and act freely upon his $ulTQ'Jndlngs. but he is unable to regene"'le Zeon. Only
entities with a 35 Gnosls or higher who paSS:ll MR. Check with a DiffK:u lty of 120
can avoid the consequences of this spell.
Added Effect: 1'5 to the MR. DI(j(u l t~
Maximum Zeon: Intelligence ,.,40
Maintenance: I every 5 (90) Daily
Type of Spell: Automatic

B00K.. 0F
FIRE
--------------------------

----------------------~~

Create Fir-e

(~

Detect Heat

Level: 2
Action: Active
Cost: 30
Effect: This spell ~ates a flre wnh an Intensity of 1. The flame is magical and
does not require at'Iy fuel. If placed upon flammable material, W material win
contlrwe bI.Im naturdy eYeIl after the ~I !las ended.
Added Effect:"1 fire Intensity.
Maximum Z e on: Intelligence x10
Maintenance: 1 every 10 (1) Daily
Type of Spell: Effect

Free AcceJJ

Leve l: 12
Action: Active
Cost: 60
Efrett: This spell enables
(aster to locate any source of heat in an 80-(001
rad,US. The aster can feel Intensillty level and size of the heat, and can ~
perceive heat comIng from warm-blooded creatures. bt.It not from inanimate or
invnaterial belO&S - such as goLems or undead. living creatures can resist this spell
by passing a MR Check with a. DiffICulty of 120.
Added Effect: +30 fe-et to radius and -10 to the MR DIfficulty
Maximum Zeon: Intelligence xl0
Maintenance: 1 e\lery 10(6)
Type of Spell: Detection

Level: 1-10

Free Acceu

Put Out Fire


Level: 6
Action: Active
Cost: 10
Effect: Th is spell reduces heal or fire 1'1 Intensity. Bea r In mind t hat some
sources of fire . such as vo lcanoes. reproduce themselves automatically when
not completely extinguished. When cast upon a flre-based being. the creature
suffers S points of damage for e\lery level of diminished intensity - provided
he falls am MR Check with :II DIfficulty of 100. Accumulation creatures get 25
damage points fo!" each InteMlty.
Added Effect: Fire reduced I' an additional -1 intensity and ... S to MR
DiffICulty.
Maximum Zeon: Inleillgen<e x10
Maintenance: No
Type of Spell: Effect. Spiritual

Free

Accen

Level: 110

.,..
..

" , ',

Immunity
~
LeveL: 10
Action: Active
Cost: 50
Effect: This spell grants the spellcaster. or whoever he designates, immunity
\0 S levels of heat IntenSIty. When att.Kked from such an element. W Base
Damage Is redu.::ed I' 5 points for every level of intensity to which the
character Is Immune. In addItion. the Immune character receives a +S bonus to
Resistances against fire for eiK h level of Intensity.
Added Effect: " 1 IntenSity Immunity
Maximum Zeon: Intell igence x20
Maintenan ce: 1 every 20 (3) Dally
Type of Spell: Effect

Fire

Level: 1-20

Fire Ball
Level: 16
Action: Active
Cost: 50
Effect: This spell projects a SO-point 8.lse Damage fire attack which explodes
In a 15foot radius. The caster can I'\()t select targets within the exp losion area.
The attack qualiOes as a Heat Attack Type.
Added Effect: "15 feet to radius and -S to Base Damage
Maximum Zeon: Intelligefl(e x20
Maintenance: No
Type of Spell: AtIXIe.
Free Acceu
Level: 120

Control Fire
L evel: 20
Action: Active
Cost: 50
Effect: This speligrat\lS the caster control of Ore up to 5 levels of intensity. He
can alter different aspects of the names, suc:h as color of flame and smokE: they
produce. If faced with a nre-based creat... re. the magician un control it if the
creat... re falls a MR Check. with a DiffICulty of 100.
Added Effect: .. , Ie\lc\ of nre intenSIty and +5 to the MR. DiffICulty.
Maximum Zeon: Intelligence xl0
Maintenance: 1 e\lcry 10 (5) Daily
Type of Spell: Effect . SpIritua l

;.

Fire Barrier

Fire Mine

Level: 21
Action: ActiVe
Con: SO
Effect: This spell creates a strong wall offll't'. Ant character attempting to break
tIv'outf1 the wall receives at'l automa\IC atta<k with a Final Attadt abi~ty of 240 and
at'l 80-p0int Sase Damage using the Heat Artack Type. Suffering damage does not
prevmt a creature from brtitChlng the wall The barrier has a maximum ~t and
length of 10 feet. In addition. the CA$ter may U!.e the wall as a magic 5hieId agrnnst
atucks based on water. cold. Of' fore. In this case. the 'Hal takes up to m damage
points before breaking.
Added Effect; "'5 to BaS(! Damage. .,.5 feet to heigtll and length. and "SO
Resistance Points.
Maximum Z eon: Intelligence xl0
Maintenance: I e-ery 10 (5)
Type of Spell: Automatk, Defense

Action: Ac!~
Level: 40
Cost: SO
Effect: This spell createS <Vl igneous mine ready to explode in a 3O-hot radius at
the caster's oommand. The atta<k has at'l SO-point Base Damage using tOe Heat
Attack Type. The extent of the potential damage is determined by proxmity. If the
disWl(e between a dw;xter and tOe mine Is more than half the expIcsion area.
the hapless YICUm mtKt defend agair6t an attack with a Fnal Attack Ability of 240.
Of' aganst a Anal Attadt AbIIoty of 280 if the distance is b
At a distance of less
than (lYe feet from Its SOlJ~. the explosaon has a Fonal Attack Abilil)' of no. The
caster may act/v.Ite tOe fire mioes al any ~ as an active action. The mines atTec.t
everything in their radlus.1ndudng the CA$ter.
Added Effect: .. 30 f~t to radius and'-5 to Base Damage
Maximum Zeon: Intelligence x20
Ma intenance: 1 e-ery 5 (16) O ;lily
Type of Spell: Effect

Free Access

Increase Critical

Level: 130

Igneous Weapon
Level: 26
Action: Active
Cost: SO
Effect: This spell Infu ses a weapon with fire. thus upgr1lding its attack Into a
Heat Attack Type. This eldritch fire Increases the weapon's Base Damage by 10
points without altering the weapon's Fortitude.
Added Effect: "'5 to the weapon's Base Damage.
Maximum Zeon: Intelligence xl0
Maintenance: 1 e-ery 10 (5)
Type of Spell: Effec:t

Action: Passive
Level: 42
C05t: 60
Effect: This spell adds a20 bonus when cakulatlng Criticalleveis for specific
attad:.s. This spell must be caSt before rolling any dice.
Added Effect: S to Criucal Level.
Maximum Zeon: Intell igence x10
Main tenance: No
Type of Spell: Effett

Free Acceu
Level: lSO

Free Accen

D,y

Level: 1-30

Action: Active
Level: 46
Cost: 80
Effect: This speilimmediatety dries any wet body in a l S-foot r1Idius. A mage
may use this s.pellto harm water eiementals. Such creatures much pass a MR.
Check with a Difficulty of 100 or suffer damage equal to twice their Fa,lure.
LMng creatures targeted by this spell must pass a MR Ched<. with a D,fficulty
of 100 or suffer damage equal to half their Failun:.
Added Effect: ... S meter.; to radius and -'-5 10 MR Difficulty
Maximum Zeon: Intelhgeme xlO
Maintenance: No
Type of Spell: Effec:t. Spiritual

Heat Wave
LeYeI: 30
C05t; 60

Action: Active

Effect: This ~ projects a powerful kigtHemper.nure wave that !las a 5().point


Damage using the Heat An.ld<. Type. Since vr.t.15 are irMsibIe to the huma/'l
eye. the victim must be able to see magic. have thermal VISion. or pass an AbnrdIeYeI Notice Check In order to awId a annded penalty against this attaO:..
Added Effect: "5 to Base Damage
Maximum Zeon: Intelligence x,O
Maintemmce: No
Type of Spell: Attack
~

Read the Ashes

:n

Action: Active
Level:
Cost: 60
Effect: This spel l transports t he caster's semes to the past. endO'Wing him with
the possib, llty of seeing the "luses of a specific fire. The caster must be present
in the remains of the fi re . but I~ not aware of reality around him while he Is
performing the spell. The spell allows for a one-hour time regression.
Add ed Effect: Doubles the regreSsion time.
M;lximum Z eo n: Intelligence x20
M;lintenance: No
Type of Spell: Effea

Free Accen

Free Access
Level: I-SO

Melt
Level: SO
Action: Acti..-e
Cost: 80
Effect: This spell heats up any inorganic obje<:t the caster desires in a 1SO-foot
radius. causing It to reach extremely high temperatures. The Intensity of the
heat causes any ObJeclthat ralls a 60 PhR. Che<:k to melt in 3 number of rounds
equal to Its Fortitude. Anyone in contatt with the objec:t in question must get
rid of It . or they will suffer Injury. Injury rolls occur on Tabl e 73.
Added Effect: "'30 feet to radiUS and"S to MR. DJfflculty
Maximum Zeon: Intelligence xl0
Maintenance: 1 e-ery 10 (8)
Type of Spell: Spirnual

Leve l: 1-40

Raise Weather Temperature


Level: 36
Action: Actl..-e
Cost: 60
Effect: Thl:\ spell causes temperatures to rise SO degreel Fahrenheit In
a one-mi~ radius. The caster ITliI)' use Added Effects to increase the rise in
tempera.tun: up to Dn additional "SO degreel. but be)'ond thaI. It costs two
Added Effec:ts to raise the temperature further byl degree.
Added Effect: "'1 degree and 1.500 f~l to radius
Maxi mum Zeon: Intelligence >:20
Mainte n ance: 1 every S (12) Daily
Type of Spell: Effect

Free Access
Level: 1-40

Body of Fire
A ction: Active
Level: 52
Cos t: 100
Effect: This speR tranSforms a designated body Into fire. Once tranSformed.
a fire body becomes ,mmune to all non-energ)'-. eold-. or watCf'-base<I aua<:ks.
All elements used to extlnguish fire (sand. foam. etc.) wiH injure the character.
1'>oweYef. The target receives a",30 Resistance bonus for heal-tased effects as
iong as he remains In thi5 state. Anrone who CO!1'leS ,nto contact with the fJames
that make up a fire body must pass a PhR. Check equal to twice the transformed
charactl'f"'s Pl"esence or wfl'er damage equal to half the failure le-e!. If a character
has fire prole<:l,on. he receives a -5 OOnvs for every AT point against Heat on
that roll. Thl~ spell can affec:t a maximum Presence of 60.
Added Effect: "' 10 to the ma~imum Pre~ence affected
Maxim um Zeon: Intelligence x10
Maintenance: 1 e-very 10 (10)
Type of Spell: Effec:t

r-r-----~ . ~-.

.-----.

- -

Free Access

Free Access

L evel: 1-60

l evel: 1-70

Direct Critical

Vital Sacrifice
Level: 56

Action:

At:t~

Cost: 120

Effect: This spell allows a spellcaster to consume tlis OM! viLlI eIlefg)' in order
to Increase his phy5IcaI apabililles whenever he requires. This sp<!11 grants the
Passive ability to lempor,riy !<KI'1foce Ufe Points In order to fl'(eive a bonus to a
specifIC aalon. For INer'f 5 life Points thus spent. a characte.- re.::eiYes +5 to one
of his rolls. Creatures with Damage Resittance shall mUltiply these points by theif"
DR multiple. This bonus ~ies only to phy5kal actions. but it can be added to
Primary Abibties _ such as Attld<. Defense. or Magic Projection. Even thougt.
this Is a Pauive action, the sao1fice must be declared prior \0 roI~ng the dice.
The spe!wt may abo bestow this ability upon another lOOividual. il whidl case
is the recipient deodes t-q,... many points to spend. Cllaracters recO>'ef" sacrifICed
Ufu Points at a rate of 10 per day. Independently of the character"s natural
~8et1erat\oll or any healing spells he mighl employ. The maximum number of
Ufe Points that a character can spend per round Is 40. Effe<t5 do nol overlap, and
only 01'\(' spell Oflhls class can be held active upon a specifIC Indivklual.
Added Effect: +10 to the maximum Ufe Points spent per round.
Maximum Zeon: In(e IUgen,e x20
Maintenance: 1 ~ry 20 (6) Daily
Type of Spell: Effect

Free Access
l evel: 1-60

l evel: 70
Action: At:tIve
Co st : 100
Effect This spell cau~ an Irltemal explosion irl an individual. res.ultirlg in an
automatk: level 120 Critlc.al - although the target tarl counteract il With his
PhR as the general rules dictate. A target can resist this spell by ~rlg an MR
wlm a DiffICulty of HO.
Adde d Effect: +10 10 Critlc.al Level and +5 to MR DiffICulty.
Maximum Zeon: IntelUgence xl0
Maintenanc e: No
Type of Spe ll: Spiritual

Magic for Capacities


level: 72
Action: At:uve
Cost: 120
Effect: ThIS spell allows a spellcaue!' to consume his emn Zeoo Irl order to
temporarity Increase hIS Characteristics and dependant abilitIes. This spel l grarlts
the caster the Passive ability to gain a -..1 to Orle of his CharacteristiCs (until the
end of the tum) for every 20 Zeorl points he sacrifices. The maximum number
of Zeon polrlts a characler can s3crifke per round Is 40. Effects do not overlap.
and only one spe ll of Ihls class can be held active upon a specifk individ ual.
Added Effe ct: +10 to the maximum Zeon points sacrificed per tum
Maximum Z e Orl: Inte lligence x20
M airlten~rlce: 1 eoIery 20 (6) D ai ly
Type of Spell: Effe<t

Incinerate
Action: At:tI've
level: 60
Cost: 100
Effect: This spell calls f~ doNn on any target within a ~t radius ~a
Ihal the caster designates.. The spellcaster rolls the dice to attack ~ry target he
intends to Incinerate. adding a +100 bonus on Table 7l: In Flames. Creatures
can resist this spell by passklg an MR Check with a DiffICulty of WO.
Added Effect: ~ 10 to Table 7l I"e$Ult. +5 to MR DifflCulry and ->-80 feet
to radius
Maximum Zeon: Intelligeno:e xl0
Maintenance : 1 every 10 (10)
Type of Spell: Automatic

Consume Essence
Action: At:tlve
l evel: 62
Cost: 120
Effect : This spell crtate$ a temfylng supematural aura around the spellca5ter that
can destroy the vital essence of people. consuming their energy and preventing
them from healing by natural meaM. Anyone in a 30-IOOt radius must pass a MR
Check wah it Difficulty of 120 o r suffer damage to Ufe Points and Z ean lXIual
to their Failure. Ufe Points Io5t through thiS spell can not be rovere<l naturally:
healing magk Is requ ired restore the health. SpelicaSle~ can only recover lost
Zean by absorbing It from other spellca$:ters or from mag" containers.
Added Effect: ' 15 f~t to radius and +5 to MR Difficulty
Maximum Zeon: Intelligence x20
Main tenance: No
Type of Spell: SpirItual

Free Access
l eve l: 1-70

Power Sacrifice
l eve l: 66
Action: ActIve
Cost: 120
Effect: This $j)tI1 ~11ow$ the spelkuter to consume his own magical energy
in order to Incre~ his Magic At:cumulation. It grants the caster the Passive
abilIty of spending Zeon points in O<"de.- to receive a temporary bonus \0 MA.
For every 10 poIrlts spent with this purpose. the character reives a -'- 5 bonus
on his MA unu' the end of the tum. The maximum numbe.- of Zeoo points a
char.ICter can l-acrifice per- round is 20. Effects do not e>.tef1ap. and only one
spell of this class can be held active upon a specifIC individual.
Added Effect: +5 to the m~im~m Zeon points sacrificed per round
Muimum Zeon: Intelligence x20
Main tenance: 1 every 20 (6) Dally
Type of Spell: Effe<:t

Free Access
l e vel: 1-80

Fire Storm
l evel: 76
Action: Active
Cost: ISO
Effect: The caster selects arl area wi\hlrl which a heiro')' fire stOl'TTl appea~.
burning e'<'eI)'thll18 II1Side it to the groo.n:I. Every tum. indMduals encompassed
within the a~a will suffer an automat/( attad: with a Final Altad: Ai>l1ity of 240
USIng the Heat Altadc Type. Th" attack possesses a Base Damage of 100. The
Storm area has a maximum BO-foot radius and afle<:ts all WithIn. irlCluding the
caner. This spell remalrls stattonary.
Added Effect: .,.80 feet to radIUS
Maximum Zeon: Intelligence x20
Mainterlance: 1 every 10 (15)
Type of Spell: AutomatiC

Free Access
leve l: 1-60

Consume Life for Magic


leve l: 80
Actiorl: Active
Cost: 120
Effect: This spell allows the spelicaster to COrlsume his emn vital erlergy in
order 10 lno:rease his magic reserve. This spell grants the Passive Ability to
lemporality sacrifice Ufe PoInts to retover Zeoo. For every 5 LP sacrificed,
the casler relves 50 Zeoo points to spend. Damage Resl5tano:e creatures WIll
Increase this number accordIng to thew OR Multiple. Ufe PoInts lost through this
spell r00'ef'S at a rate of 10 points per day. regardless of the character's natural
Regeneration or any healing spells he mlghl employ. The maximum number of
life Points a character may $ilcrifKe per round Is 20. Effects do not overlap. and
only one spell or thIS dass can be held aaIve upon a speriflC individual.
Add e d Effect: *10 to the m~imum number of life Points sacrilked per
~"d

Maximum Z e on: IntellIgence x20


Maintenance: 1 every 20 (6) Daily
Type of Spell: Effect

;.

HIGH MAGIC
Create trreet
Leve l: 62
Actio n : Active
Cost: 250
Effect : This ~II Cre31e5 alive fire (re~ture wmplelely ur>der the magician's
control. this entity Is developed as a Being Between Worlds, subject to the
powen and Ilmilillions of Flre elementals in Chapter 26. The creature has
600 OP. and Its maximum ' - ' is ykulaled using the Xlrne rules as in the spell

Create Being from the Path of Creation.


Add ed Effect: ~ 50 DP.
Maxim um Z eon : Intelligence x30
Haintemmcl': 1 every S (SO) Daily
Type of Spell: Effect

Free Access
level:

'-90

Pyre
Level: 86
Cost: 250

le~els

Sacrificing
Level: 92

Others
A ction: Active

CO$t: 250

Effect: Thlt spell binds other Individuals' essence and vital forte to the caster.
enabling him to consume them for his """" advantage. In gaming terms. it
allows the entity to use the Ufe PoInts and Zeon of those affec;ted by the spell,
for sacrifICe spells: Vital Sa<riflce. MagH:. for Capaatles, Power SacrifICe and
Consume Ure for Magic, This spell has a one-mile permallent area within whkh
the caster Is free to selec;t as marlY targets as he Wishes. MR to resist the speQ Is
120. The affec;ted parties wlR be entitled to a new roll every day. or at the time
their energy Is being consumed.
Added Effect: +'.500 feet to radius and +5 to MR Difficulty
Maximum Zeon: IntelUgern::e x20
Mainte nance: , every 5 (SO) Daily
Type of Spell: Effect. Spiritual
Free Access
Leve l: 1-100

Action: Active

Effect: This spell pro<1vces 10

DIVINE MAGIC

of fire Intensity. The created fire by this

spell comlrlul's to bUrr! Without consuming anything for the duration of the
spell. If set on flammable materia l. It bums naturally after the spe ll has ended.
Add ed Effect: *5 levels of fire Intensity
Maximum Z eon : Intelligence x20

Maintenance: 1 every 10 (25) Daily


Type of Spell: Effec;t

Free Access
Leve l: 1-90

Devastation
Level: 90
A c tion: Ac:tive
Cost: 200
Effect: This spell creates a 2()().poInt Base Dama~ flf'e explosion In a l,.sex>foot radius. Even though thiS spell can damage energy, it uses the Heat Attack
Type. The caster un not selec;t targets within the explo$ioc1 area.
Added Effe ct: +'.500 feet to radius
Maximum Zeo n: IntelligerKe x30
Mainte nance: No
Type of Spe ll: Attack

-.

Lord of Fire
Action: Active
Level: 96
Cost: 300
Erred: The caster controls all heat nuclei in a 200-mile radius. This dominion
extends control over planetary magma. thus alk:>Mng the spellcaster to prodllCe
-..olcaJlic eruptions. All firc base<! creaw~ within the spell area are subject to
the spellcaster'S <ontrol unless ~ pass a MR with a Diffl<:Ulty of 140. Affected
crcawres are enutled to a new roll only if they alter their base Resistance. A creature
that passes the dleck need not reroll unI~ Its base ResistanCe decreases..
Add ed Errect: "60 mlles to radIUS and ... 5 to MR DiffICulty
Maximum Ze on: Intel~gence x30
Mainte nance: 1 every 10 (30) Daily
Type of Spell: Automatic
Free Access
Level: 1-100
Armageddon
Level: 100
A ction: Active
Con: 4SO
Effect: The definitive fire spell allows the caste.- to consume a portion of
the -.-..orlds very f$sence.lrKlnerating everything. including souls. Armagedckm
Inhibits arlY form of exlnence In a five-mile radius. Any and all organ" or
Inorgank entities Inside the area mun pass a MR chec;k with a Difficulty of 140
every minute to a-..old being physically and spiritually InCi nerated. No life form
can be born or eated In the speWs lone of influence for as long as the spel l
is maintained .
Added Effect: +2 miles to radius. and +5 to MR Difficulty
Maximum Zeon: Intelligence x30
Maintenance: 1 every 5 (90) Daily
Type of Spe ll: Automatl(

BOOK OF EARTH

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _2 -_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _

Detect MlneraJs

Mineral Control

Leve l: 2
Action: Active
Cost: 20
Effect: The caster can detect a partkular mineral's location In a 3D-foot
radius. The $pel] also gives an approximation of the size and purity of the
SOUrte, Ent:rgy based barr1ers can not be overcome.
Add e d Effect: ~S meters to radius
Maximum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: Automatic

Level: 6
Action: Active
Cost: 30
Effec.t : This spell enables the caster to move, reshape, and control any mineral
substance with a Presence of 30 01" Io.ver. HOYieVf:r, the caster cannot endow
a minerai with capaCItIes it does not already possess. In other words. the caster
may reshape a pebble into an arrowhead, but he could not make it Innk!
elec;trlcal damage. Some goIems and stone elementals can be contrOlled with
this spell. Mllleral based creawres may avoid the effect of this spell by passing
a MR Check With a Difficulty of 100. The contrOl check must be repeated
Immediately If the creature is given an order completely opposed to its nature.
Added Effect: .10 to the maximum Presence affected and -5 to MR Oiflkulty
Maximum Z eo n: Intelligence "'0
Maintenance: , every 10 (3) Daily
Type of Spell: Effect, SpIritua l

Free Access
Leve l: ''0

~'
.~
~

~,

<0

Free Access

free Acceu

Level: 110

Level: ,30

Weight Increment

Shell

Level: 10
Action: Ac;tive
Cost: 40
Effect: It increases a physiUl body's weight by 20 kg.
Added Effect: 10 kg.
Mu:imum Zeon: Intelligence dO
Maintenance: 1 every 10(4) Daily
Type of Spell: Effect

Level: 26
Cost: 80
Effect: This spell creates a phy$IcaI shell with an AT 2 against all kinds of attack,
except energr-based attacks. Even though It is considered armor, no penalties
are applied to the tum Inltlau\oe for using extra protection I~.
Added Effect: +1 to Armor Type.
Maximum Zeon: Intelligence x10
Maintenance: I every 5 (16) Daily
Type of Spell: Effect

Transform Mineral
Level: 12
Action: P.mlve
Cost: 40
Effect This speH changes- one type of material into another. mod~ its
narurnl composition. It can affect rocks and metals with a base Presence
not hlgh~ than 30. For in$tance, It can tum a piece of limestone into a
gok! nugget. It can traMIOrm up 10 20 poul"Kk of matmal.
Added Effect: +S 10 the maximum Pre$ence affected
pounds
Maximum Zeon: IntellIgence x10
Maintenance: 1 every 20 (2)
Type of Spell: Effect

Free AcceSS'

Magnetic Shield
Level: 30
Action: Passive
Cost: SO
Effect: By controlling magnetic fields around
him, the spellca$ter raise$ a shield with the
abil ity of repell ing any attack of a metallic
natu re made against him. including bulie!'> and
arrows and darts with metal tip$. The shield 's
magnetism causes a distortion that results In a
-SO penalty to the attacker's offenswe ability.
The shield wHi take up to 300 damage points
before beIng broken , but it will only be affted
by energy damaging attacks. This barrier Is virtually
useless against Immaterial or Spiritual attacks.
Added Effect: ~ 100 ResIstance Points.
Mu;imum Zeon: Intelligence x10
Maintenance: 1 every 10 (S)
Type of Spell: Defense

Free AcceS$
Level: 120

Firmness
Action: Ac;tlve
Level: 16
Cost: SO
Effect: This spell enhances the endurance of
individuals or obje<ts, making them ~
resistant to damage. When cast upon a
living ~anilm, It grants a +20 bonm to
any PhR Check to .MIld the effects of a
CntJcal. On the other hand, when applied
to an obfect WIth fortitude, It increases It
by ,,2. Each F,rmness spell can affect only
one body or object at a time.
Added Effect: +S \0 PflR Of +1 to
fortitude
Maximum Zeon, Intelligence xl0
Maintenance: 1 every 10 (5) Daily
Type of Spell' Efft

Free AcceSS'
Level: 1-20

Stone Barrier
Level: 20
Action: PassIve
Cost; 60
Effect: Thi$ speH raIses a material barrier allow1ng
the spelkaster to repel any damaging attacks including
those based on energy. H(lW(:Yer. this 5hield is unable
to stop SplIituai effects that only call for MR or PsR.
The spell can lake up to 600 points before being broken. but
it has a Damage Barrier of 60 agaiMI physkal attacks.
Added Effect: +'00 Resistance Points and"'S to Damage Barrier
Mu:imum Zeon: Inlell igw<e x20
Maintenance: 1 every 20 (1)
Type of Spell: Defense

Slowness
Level: 22
Action: Active
Cost, 60
Effect: This spell decreases motion and reaction ~ of the
$elected IndIvidual, If the affected character does not pass a MR
WIth a Difficulty of 120. hi$ Initiative decreases by SO points and a
-2 penalty Is applied to his Movemef1l Value.
Added Effect: - S 10 MR Difficulty, -S to Initiative and -1 to
Movement Value
Maximum Zeon: Inte ll'gence xl0
Maintenance: 1 every 10 (6)
Typ e of Spell: Spiritual
1111I1/ml({/ Irr C) lI', n ~ It Ii

Pass Through Solid Matter


Level: 12 Action: Active
Cost: 80
Effect: This spell enables one Of more subjts, as appointed by
spellc.asler. to pass through solid objects. The recipie<lts of the spell do
not exactly become Immaterial, as they are still affe<:ted by heat or cold,
bUI they can completely Ignore all things no~ based. In this Wort.
characters can decide to pass through anything from walls to sword blades as
if they did not elliS!. It Is possible for the caSler to determine what materials
can be passed through and which cannot, The mall' mum tOlal Presence$ that
can be affected may not ellceed 100.
Added Effect: +10 to the mallimum Presence
Muimum Zeon: Intel ligence lIl0
Maintenance: 1 every 20 (4)
Type of Spell: Effect

free AcceSS'
Level: 1-'10

Earth Spike
Level: 36
Action: Active
Cost: 80
Effect: Giant stone spikes erupt from the ground and impale \ariets on
the surface, The spell allows for a maximum of two spi~ each
with a 60 point Base Damage in the Thrust Attack
Type: they C3nnot affect immaterial beings. or those
only damaged by energy, ulliess Earth Spike is combined
with an ErKhant spell. Each spike may be used to attitd< the
same, or dIfferent wgeu. ThIs spell cannot be employed to perbrm
a spell cI.WI.
Added Effect: One additional $Plke
Maximum Zeon: Intelligence x10
Maintenance: No
Type of Spell: Attack

free Acceu
Level: 1-'10

Free Access

Breakage
Level: 40

Action: Active

l.eve l: 1-60

Cou: 60
Effect: This magically II'\(rt!ases a targeted object 's or weapon's breakage by
four points
Added Effect: ... , to ~ obJe<I's Breakage
M aximum Z eon: Intelll~nce )(10
Main tenan ce: 11!Nerf 10 (6)
Type o f Spell: Effect

Telemetry
l evel: 42
C ost: 120

Action: Active

Effect: This spell alkJ,ys the cast~ to read the !itory of an object or person he
(omes Into contact 'Mth. including the 1l\QS\ Important events in which It has
been Ill'I'OIved during the past year. Individuals have the chance of repelling the
spell If they pass a MR with a Difficulty of 80.
Added Effect: 5 to MR Domwlt), and an additional rear

Maximum Zeon: Intelligence )(20


Maintenance: No
Type of Spell: Effect

Free Access

Free Acceu

Action: Aclive
Cost: 140
Effect: This spe lltrandorms a physical being into a stone statue . The targeted
Individual cannot move and has no awareness of the events going on around
him for the duration oftMe spell. This spell can be maintained for yeal>, but the
affected being does not age. As soon as the spell ends. the individual retums to
his origillal condition. Any damage or breakage inni<ted upon the statue may
result In damage. or even death. of the actual charac:ter. The tatget of this spell
can resist its affects by pa~ng a MR Ched: of 120 DiffICulty. A subject affected
by <I ~trify spell is entitled to <I reroll after the first day he h~ been affected.
and later. once a week.
Added Effect: " 5 10 MR Diffll:ulty
Maxim um Zeon: Intelligence x20
Ma intenance: 1 tNerY 20 (7) Daily
Type of Spell: Spiritual

Leve l:

l.eve l: 1-60

Petrify
Leve l: 60

'SO

Magnetic Control
Leve l: 46

Ac tion: AcINe

Cost: 100
Effect This spell grants control Oller the surrounding magnetic. fields in an 8(}'

me

foot radillS, allowing the caster 10 freely mCHe any metallic body WIth a
equiv3lerlt to Strength 13. Magnetism control is sudl that aaions are executed
~ an automatic effe.c.t on metal. For instanre. a character using this speI! could
paralyze someone on a ful! armor. or 5flatch the sword out of his hands. In
these cases. It IS possible 10 avoid such efferu by passillg an opposed Strength or
AgIlity Ched:. This control is an acWe action. thereb-e the caster must hil\le the
action In order to perfonn iL and consequently this cannot be used ~ a defense.
Against objects or creatures only partially composed of metals. or those thai are
energy $Illelded, the control is reduted to S~gth 8,
Add ed Effect: ..SO feel to radius
Mn:imum Z e on: Intelligence x20
Maintenan ce: 1 evel')' 10 (10)
Type of Spell: Effect

Free Access
l.e vel : 1-SO

Forge
I

\--11
'f)
~\

IV

I~
ffJ

\-?)

~)
\'l)

Resistance
l.evel: 56
Action: Active
Cost : 100
Effect: This spell confers the temporary ability to absoro almost any damage
infliCted on an IndMduai. It provides 500 additional Ute Points. which allow
the targeted IndIvidual to use the defense rules of Damage Resi~t.lnce beings.
These extra lP are sublr.icled before any of the target's ac:tuailP. Its Arrno<Type depetl-ds on the character's size. as it Is deso-ibed in Chapter 26. The
target of this spell cannot use any defense abilies for as long as the spell Is
maintamed. ReSlstafl<e spells affect only one indMdual at a time,
Added Effec t : - 50 extra lP
M aximum Zeon: Intelligence x20
M ain t enance: 1 every 10(10)
Type of Spell: Effe<:t

Action: Active
Level: 50
Cost: 160
Effect: This spell employs magi< with the purpose of forging objects, using the
equivalent of a Forging ability of 100. Since the action is b~ed on supernatural
~rs, none of the time modifiers in Table 17 apply. and no forging
equipment is ~ulred. ThIs spell does not prodoce the materials, soch as st~I,
needed for creating speclfll: items: the spelkaster must provide them.
Added Effe ct: +S to ForgIng ability
Maximum Z eon: !ntelilgence x30
Maintenance: No
Type of Spell: Effect

Solid Body
l.evel: 52
Action: Active
Cost: 100
Effect The wteted body becomes ~ solid WIth stone-like resistan<;e.
When cast upon ndMduals. they rcceIve a natural armor Type 6 (except against
enerw) and a Damage Ban1er of 100. The character's muscle<.; strengthen b~ long ~ !-.e remains In this state. Increasing his Strength char.Ktetistic: by 2 and
decreasmg his /'1o.Iemen1 Value by 2, The I11InSbmed body resembles a differerlt
material dependIng on the addlliom empiored i:1 the s.peIl; iron, granite. neej.
diamonds, etc. The maximum Presence thai can be affected is 100.
Add e d Effect: .. 10 10 the maximum Presence affected , -'- 1 to natural AT and
+10 to Damage Barrier
Maximum Zeon: Intelligence xl0
Mainte nance: 1 every 10 (10)
Type of Spell: Effect

Fissure
l.evel: 62
Action : Active
Cost: lSO
Effect: This spell casues a vlolenl. but highly concentrated tremor that splits
open the earth. creating a fissure 10 feet wide. 30 feet long. and 60 - 150
feet deep. Individuals In Ihe area of the fissure must pass an Agility Che<:k to
avoid fa lling Inside and suffering the appropriate impact damage. Constructions
in the area of the fissure <an al~ be severely damage. but any slOCture with
a Damage Barrier higher than 40 Is not be affected by this spell, slrn:e their
strU(:lure Is too dense.
Added Effec t : +10 f~t long, +3 feet wide and +S to Damage Barrier of
constroctlons affected
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Effect
Free Access
l. evel: 1-70

Reverse Gravity
Level; 66
Action: A<:tive
Cost: 200
Effect: This spell completely alter'S gravity in a particular area of the planet,
rever'Slng Its force. In a way. it turns the -.-..)rid upside dcmn. Everything
encompassed wfthin an 8O-foot radius Immediately starts to -fall- into the sky
up to a mill<imum distance of 150 feet. The Ca5ter may set limits on this spell.
such as only affecting the inlerio<' of a designated structure. Naturally. objects
rooted or otherwise fixed to the ground will not fall.lndMdua!s may avoid the
effects of the spell by passing a MR Check with a Difficulty of 120. The area of
effect remains stationary.
Adde d Effect: "30 melen to radius and height
Maximum Z eo n: Intelligence x20
Maintenance: 1 every 5 (40) Daily
Type of Spell: Automatic

Free Access
l.evel: 1-70

Mineral Creation
Action: A<tlv{!
Level: 70
Cos t: 120
Effect: The spelka~(er may use lhls sptll 10 (reate anything he wIshes,
provided 11 ~ composed of minerals or metal. The (nmed object carmol
h~ a Presence higher than 40, and it must appear In a logical location

according to its nature.

Added Effect: .. 5 10 the maximum Presence of the created obJe<1

Ma"imum Z e on: Intelhgente)(20


Ma intenanc e : 1 ~ry 10 (12) Daily

Type of Spell: Effect

Terrain Erudition

Level:
Action: Active
Co$t: 120
Effect: The caster gains Immediate and lOla! knowledge of ev{'rything In
(onta<t WIth the ground for ~ral miles around him. 80th comtruc:tions
and living creatun!s can be detected straightaway. provided mer are 1'10\
immaterial. This $pell does 001 affect energy-sealed placei. Terrain Erudition
cove~ a 1,200 foot radius around the caster.
Added Effe ct: +600 fect to radius
Maximum Zeon: Intelligence )(30

Maintenance: No
Type of Spell: Effect
Free Access
Level: 1-80
Earthquake
Level: 76
A ction: Ac!ive
Cost: 1SO
Effect: This spell causes a devestatlng ~mor In a 1.600-foot radius wilh
enough potential b"ce 10 destroy 3 eny. Arrt construction with a Oam<tge
Barrier lower than 40 IS M: Immediately destroyed, while the rest ~uffer 5
points of damage In the first round; this dam<tge 1$ doobled every subsequent
roo.rnd (10 in the second. 20 In the thIrd, etc.). Constructions with a
Damage BalTier hIgher th<ll1 lSO are not M: affe<ted by the earthquake at
all. All Individuals Inside the spell zone suffer the appropriate efferu from
falling debris. depeOOing on their surroundings.
Added Effec t : +800 feet to radius
Maximum Zeon: IntelligeJlCe x20
Maintenance : 1 every 10 (tS)
Type of Spell: Effect

'"

Golem

HIGH MAGIC
Create Golem

Free Acceu
Level: 1-80

Gravity Destruc.tlon
Leve l: 80
Action: Active
Cost: 180
Effect: This spell creates a high pressure gra~lty bubble that can trap any
physical entity and damage It to the point It bursts. Trapped creatures must pass
a PhR with a Dlmculty of 180 every round, or be subject to damage equal to
half the failure level. The victim receives a 5 bonus to the PhR roll forevery AT
point against Impact. The extreme pre<;sure prevents the target from escaping
Ihe area of effe unless It passes an Opposed Check againSt a Strength of
16. The powoer of gravity Is so strong that even immaterial beings are partially
affected by it, alltlough they can apply a +40 bonus to their Resistance controls
and .,.6 to Strength. The spell affects everything in a 6O-fool n>diu~ except for
the castel". The area of effect remains sUtoooary.
Added Effect : ... 15 fuel 10 radius
Maximum Zeon: Intelilgen<e x20
Maintenance: 1 every 10(18)
Type of Spell: Automatic

Level: 82
Action: ActIve
Cos t: 250
Effect: This 5pe1l cremes a living earthly creature completely under the ca5ter~
control. This entity Is treated as a Selng Setween Worlds and is subject to the
elemenu.1 powers and limitations of Earth elementals co.-ered in Chapter 26.
Tla! creature has 600 DP, and Its maximum level Is calculated using the !>ame
rules as in the spell Create Selng from the Path of Creation.
Added Effect: +SO DP
Maximum Z e on: Intelligence x30
Mainte nance: 1 every 5 (SO) Daily
Type of Spell: Effect
Free Access
Level: 1-90

Gravity Increment
Action: Active
Level: 86
C os t: 200
Effect: The spell mcreases the atmosphere'~ mass in a partkular area, thus
augmenting the pull of gravity and WIth It. the weight of everything contained
in the zone. In pming tenos. It automatically double<; the weigh! of everything
in a 1.500-foot radius.
Added Effect: Each Added Effect Increases the weight multiplier by one
(triples the weight. quadruple<; the weight. etc.)
Maximum Zeon: Intelligence x20
Mainte nance : 1 every 10 (20) Daily
Type of Spell: Automatic
Free Access
Leve l: 1-90

Meteor

.,'
d

>

Level: 90
Action: Active
Cost: 200
Effect: This spell a11cMts the CMte." to c<i down a small meteor from the heavern
that ~ Into the earth with devestatlng force. Everything within ~ feet of the
meteor's poirIt of Impaa suffer a Base Damage of 100 points against the Impact
AT. plus an additlonall00 pc:W1ts of d3mage agilimt the Heat AT. EverytImg 30150 ~t from the point of impact $UlTers the effea5 of the e:<pansion W<M:. Yo11ich
inmed!ately hits with the Iorce of a Strength 1'1 melee attack and inflicts a Base
Damage of 60 points. AIry point in space the caster un see is ~ered a valid
target for this 5ptII. The meteoo- ~ 1dl(>.-4 rounds to impaa after the spell has
been casl. Each addotlonal meteor. made possible rhrough the speI'$ Added Effect.
strike 1d 10 rooods after the first. The caster can direct eadl meteor ,'II a difl'erent
~t. but aM trgets must be designated ,'II the time the speI is cast and <:annot
later be changed. eveo if the meteors have not yet impacted.
This spell does not take full effect when c.ut indoor'S. 0/" In $Ubterrnnean $p<I<C5,
SO its <onsequences may be altered depending on the errvironment.
Added Effect: One additional meteor.
Maximum Zeon: Intelligence x20

Maintenance: No
Type of Spell: Attack

One with the Earth


Level: 96
Action: Active
Co st: 300
Effect: The spelkaner merges his essence WIth the world. obtaining complete
control of all mlnenl and metallic elemenu In a 6Q.mile radius. This alkm$ him
to alter the face of the earth by creating or removing mountains and Vi1111eys.
redlre<:ting rivffs. and so Iilrth. Every stone-based creature within the speIl's area
is reqUIred to pass a MR with a o.mculty of "140 In orderto;M)id bemgsubfect to
the $pCIkaster's Will. Once passed. no rerolls are necessary. The affected parties
are entJtled to a second roI only when th-ey hOM:' altered their base Resistance.
Added Effect: -60 mIles to radius. and "5 MR DiffICulty
Maximum Zeon: Intelhgente x30
Maintenance: 1 every 5 (60) Daily
Type of SpeU: Automatk
Free Aceess
Level: 1100

Atomic Control

DIVINE MAGIC
Gravity Control
Level: 92
Cost: 350

Free Access
Level: 1100

Action: Active

Effect: Tills spell grants complete control of all gravity forl:es in a particular
of the planet worn,n a 6O-mrle rndius of the caster. Ins.icle this area. Ihe
spelkaSler has absolute dominion of gr.Jllity. allowing him 10 Increase or
decrease Its affects up to IW times its original Vi11lue. or reverse iL Everything in
the area Is automatiCally affected.
Added Effect: +30 miles to radius
Muimum Zeon: Intelligence x40
Maintenance: 1 every S (70) Daily
Type ofSpeU: Automatk
~a

Level: 100
A<tion: Active
Cost: 4SO
Effect: The caster Is able to mold atorok maner in his surroundings like day.
To him, everything that moves is nothIng but a set of atoms to manipulate as he
wishes. He gains full dominion of all O!"&anic arid inorganic maner within a 3(X).
foot radius that does flO \ pow a PhR or MR with a Diffl<ulty of "140. There is flO
limIt to wnat the caster can do with a body or object under his dominion; Ill: may
aller iU !.hape and appean.nce. tr::Insfonn into anything else. or simply scaner
Its atoms. thereby cau!.ing its complete destruction. Since this spell only affe<:ts
physical matter. It has no effect upon souls or completely Immaterial bodies.
Added Effect: ",: 15 feet to radius. "S to MR or PhR DiffICUlty
Mu.imum Zeon: Intelligence x40
Maintenance: 1 every 10(45)
Type of Spell: Automat!<

B00K 0F ESSENCE

~------------~--~----------~-------------Natural Affinity
Leyel: 2
Action: Active
Cost: 30
Effect: This spell alters the essence of an IndIvidual. al lowi ng him to bond with
WIth natural beings so that sIKh beings recognize the ind ividual as one of tneir
owo. For I n st~nce. this spell co uld be used to gai n wolf affinity. so that wolves
wou ld recognlR the character as an actual wolf. This spell can affect up to a
total 60 Presence.
Added Effe<t: " 10 to the maximum Presence affected
Maximum Zeon: Intelligence x 10
Maintenance, 1 every 10 (3) Daily
Type of Spell: Effect

Free AceeJJ
Level: 110

Free Acceu
Level: 1- 10

Communication Through Essence


Leyel: 10

Action: Active

Cost: 30
Effect: The spell establ ishes a to nnection between the caster and another
living being. making it pos~ble for them to communicate spi ritually. Since thl~
spell docs not rely on spoken language , It is eve n possible to communicate
With plants or animals. The spell only affects being.; with a Presence lower
than 40.
Added Effe<t: " '0 to the maxImum Presence affected
Maximum Zeon: Intelhgence xl0
Ma intenance: 1 every 5 (6) Daily
Type of Spell: Automatic:

Detect Essence

NaturaJ Knowledge

Leye l: 6
Action: Acuve
Cost: 30
Effect: The spelkaster Is able to detect any belng's base essence in a 3D-fOol
radius. The caster does not obtain real information about the creatures but is
able to recognize 11.$ elemental bonding and is later able 10 identify beings with
the same type of essence or race. AvokHng the effect requires pa~ng an MR
with a Difnculty of 100. The spellcaster needs some evidence of an entity's
presence neartly In on:Ier to feel Its essence. This spell can affect spinl ual
creatures Invisible to the human eye.
Added Effe<t: " 5 meters to radius. +S to MR DiffICUlty.
Maximum Zeon: Intelll~nce x l0
Maintenance: 1 every 10 (3)
Type of Spell: Automatic

Level: 12
Action: Active
Cost: 40
Effect: This spell permits the analysiS of aU the ioformatiOfl pertaining to a
spe<iflc kind of natural being. such as planu or animals. A spelkasler using !his
spell might examine a strange plant and determine its taricity. or Identify any
spe<ial properties. It can only affe<1 plants and animals with a Presence lower
than 30.
Added Effect: "S to the maximum Presence affected
Maximum Zeon: Intelilgen<e xl0
Maintenance: No
Type of Spell: Effect

Free Access
Level: 1-20

Healing

Share Senses

Action: At;tlve
Level: 16
Cost: SO
Effect: this ~lIlnstanlfy heals one target c;.reatllre by restoring up to 30'% of
lost lP. The 5pel1 cannot I'CHCr lost Ilmb5. nor can it eliminate critical b~
penalties. 001 It does stop all types of bleeding. Oama~ ResiSWl(e beings only
recover half that percefltage.
Added Effect> .. S'l6life points
Mall:imum Zeon: Intell'gence )(10
M;tintenance: No
Type of Spell: Ef(oo

L evel: 22

Free Access
Level: 1-20

Action: Active

C ost: 60
Effect: this spell allows the c;a51er and one or more other c:.reatutes to share
sight and hearing. The spe!lcaSler may choose deny access to his 0Wf1 senses.
The l'T\a)\imum distance allowed fOf" the tonntion is one mile. Resisting the
spell require passing an MR or a PsR with a Oiffkulty of 100. All atrecled

partlH are entitled 10 a r>ew ReSIstance Check each hour. The spell may affect
-.everal indMduals Slmuhaneously pttMded the tolal of their Presences Is not
higher than 100.

Added Effect: +5 10 the maximum Pre!'cJl(e affected. +5 to MR or !>sA.


Dlfflrulty and ~ I mile
Maximum Z eon : Intelligence)<20
Mainte nance:
10(6) Daily
Type of Spell: Spiritual

'_ry

Free Access
Le ve l: 1-30

Modify Essence
Leve l: 26
Action: Active
Cost: 50
Effect: This spell allows the caster to modify his own, or another
subJect"s. essence at will. The spel l does not grant spedal abilities ilS
part of the change. but It does temporarily alter the animistiC base
of the being. In this manner. the spell could tum an elementals
earth essence InlO cold, causlng It to be<ome particularly vulnerable
to heat-based effects and attac:ks. If the creatuce should possess
powers exduslve 10 the element being modifled. It temporarily loses
those. powers. To avoid thiS effect It Is ne<e$$ary to pass a MR with a
Difficulty of 140.
Added Effect: 5 to MR Difflculty
Ma)<;mum Z eo n: Intelligence xl0
Ma intenance: I every 10(5)
Type of Spell: Spiritual
Free Accen
Level: 1-30

Soul Poison
Level: 30
Cost: 60

Action: Active

Effect: Soul polson Is a supernatural substance inoculated in the


$Oul of the targeted Indrvldual which spread through all of his body.
The caster 1$ free to de<lde the effects of the polson. following the
de5Cription on Chapter 14. The substance's level cannot exceed 20.
This spell can create antidotes If there Is enough Information available
about the original pol$On.
Added Effect: "S to polson level.
Maximum Zeon: Intelligence )(10
Main tenance: No
Type of Spe ll: Spiritual

Analyze Soul

Soul

Barrier
Level: 20
Action: Active
Cost: 60
Effect: This spell c~ates I barrier that stOps all Spiritual anad<s affecting
supernatural Resistan<:es. In other words, the shield can boI' used to stop the
attacks that would b-I:e the CMter to roll for MR or PhR. It Is not capable
or stopping atUCks that cause damage with added efre<ts, sum M Rain of
Destruction. The shield Itself does not have Ure Ppoints. since it does not
prote<t against damaging Impacts. The barrier canr.ot stop attack: anacks thaI
require a Resistance Check of 120 or higher.
Added Effect: "'5 to the value of Resistances that can be stopped
Ma)<;mum Z eo n: Intelligence )(10
Maintenance: 1 every 10 (6) Daily
Type of Spell: Defense

A ction: ActiVf':
Level: 32
Cost: 60
Effec t : This spell allows the caste.- to Spiritually scrut.nize IndMdual~
or creatures. obtaining detailed Infonnation about their natural
capacities and powers. Although the spell does not confer ac:cess to
subje<ts' k.nowIedge. or the le-..el of the abilities that depend on it. the
caster can measure the" spintual potential its Innate capabilities. For instance.
when directed at a supernatural being. the caste!" will discOYel" his powers and
their level. but he will not boI' able to teft what the creature is able to do, or
how good a flghter he I~. The target may resist this spell with a MR Che<k: of
120 Dlfflculty.
Add e d Effect: 5 to MR Diffkulty.
Maximum Z eon : Intelligence )(10
Maintenance: No
Type of Spe ll: Automatic
Free Access
Level: , .... 0

Acquire Natural Capacities

Alter Growth

Level: 36
Action: Active
Cost: 120
Effect: Thl$ spell grants the ch3nce of acquiring the abilities and charactemtics
of exist/ng plants or animals. It gives the urget 50 extra DPto acquire secondary
3bilitles. ~$ef1tJal abilltJes. 01" powers described in Chapter 26. Only secondary
abd,tJes from the physkaI fields of Agility. f'erl:eption and Strength. and only
s.pedal powef"S w,th Gno5is 0 requirements can be chosen. OP are irwested
according to the character's dass. Pnmary Abilities may not be increased, WIth
thIS spell. not can wpematural abilities to be acquired. ThIS spell can temporarily
affect the target's physical apPearance. FOf" '"stance. a character acqUIring an
Increased damage Natural Weapon might sprout horns. A maracter can 0I11y
be affected by one Acquire Natural Capacities spell at a ome.
Added Effect: "'5 DP
Maximum Zeon: Intelligence x20
Mainten .. nce: 1 every 5 (24) Daily
Type of Spell: Effect

Leve l: 46
Action: .A.c!ive
C ost: 100
Effect: This spell modifieS the natural development rate of any given organism;
It either doubles. orcuts In tlalf. the 3glng speed of a livingbod)' with a Pr~nce
no greater than 60. Resisting the effect requires passing a MR with a DiffICulty
of 100. This spell Is not capable of stopping the passage of time altogether. no
matter how many added effects are employed; tlowever. it can delay Its effects
considerably. FO<' instance, in the casc the spell is cast with fllle added effects to
qukken aging. each new day will count as 64 days for the targeted IndIVidual.
Added Effect: Doubles 0<' CUts In half the growth rate again and "5 to the
ma>(lmum Presence affected
Maximum Zeon: Intelligence xl0
Mainte n ance: 1 every 10 (10) Daily
Type of Spe ll: Spiritual

Free Access

Natural Imitation

Leve l: 1-40

Revitalize
Level: 40
Action: Act ive
Cost: 100
Effect: Thl5 spell creates a HO-foot radius area around the caster. within
which all living organisms are treated as having Regeneration 16.
Added Effect: "'60 feet to radius
Maximum Zeon: Intelligence >(20
Mainte nance: 1 every 10 (10)
Type of Spell: Automatic

Life Mind
Leve l: 42
Action: Jltive
Cost: 120
Effect: This spell connects the caster's essence with any living Of"83nism WIth
Gno5is 1001" bYer. Including plants and animals. within a 1.5()()..foot radius.
The spell enables the spclkastcr to sense the evo:'flts surrounding the affected
partles uSing thelr perception. but It wUI not enable him to e>(ert any control
Upon them. Since the caster Is al~ traIt$I1"\itting part of his $plrit. he can cast
spells through the conntected target with half his usual MA AIry Spiritual spell
cast upon the targeted organism wiH also affect the caster of Ufe Mind. The
targeted oraganlsm can re$l~t Life Mind by passing a MR with a Difficulty of
80. Once established as a guen In a specific body. the spellcaster can jump
on to any subject In the radius of effect. provided the new urget fails the
Reslst.1nce. An individual passing the Check cannot be affected by the spell
Independently of the caster'~ auempts. Affected people do not usually realize
they are being used even when spells are being cast through them. Anyone
hosting the c.,sters essence who leaves the area of effect of Ufe Mond is freed
from the caster's Influence.
The caster may speclncally urget any approprlate organism within the speWs
area of effect that he 15 aware of. but Ufe Mind cannot be used to detect
the presence of living organisms. If the spellcaster has no otNious target. he
can direct the pov;er of the spell to simply Join with the nearest appropriate
target. If there is one. HO'oVeYer. this method can be of vel/' limited use . since
It Is quite possible the nearest IMng OI"8anism 'MOuld be nothing more than a
blade of grass.
White this spell Is effect. the caster is not aware of events tak.ing place around
his true being.
Added Effect: +300 feet to radius and -5 to MR DiffICulty
Mu imum Zeon: Intelhgence >(20
Maintenance: 1 every 20 (6)
Type of Spell: Automatic:

Free Access
Leve l:

Free Access
Leve l: I-SO

'50

..

".

Leve l: SO
Action: .A.ctive
Cost: 60
Effec t: This spe ll creates one or more natural an imals under the spellcaster's
absolute control. The creature must be a Gnosis 0 animal. but may be from
any species. A single casllng of thi s spell creates up to two levels of creatures.
allowong the taster create a single Jevel 2 creature. or two level I creatures.
AnImals In chapter 25 can be used as a reference.
Added Effect: "1 level
Maximum Zeon: Intel!lgence x20
Mainte nance: 1 every 20 (3)
Type of Spell: Effect

Spiritual Form
Level: 52
Action: Active
Cos t: 100
Effect: Ttlls spell tramforms an ,ndiVldual's physkal form into spirltual matler.
rendering him invh,bie to those unable 10 ~ Iopirits and intangible 10 all nonenergy-ba.sed mauer. The urget can also survive without physical nece-ssJtles
Including O><)'8en. water. and food. kK as long as he remains in this state. The
affected charactt'l'" uses the rules klr Spiritual Beings described in Chapte r 26.
The m(l>amUm Presen<e ttlat can be affected Is 60.
Add e d Effect : "10 to the ma>(lmum Presence affected.
Maximum Zeon: Intelhgence >(10
Maintenance: 1 every 10 (10)
Type of Spell: Effect

Free Accen
Leve l: 1-50

Natural Control
Level: 56
Action: Active
Cost: 100
Effect: By meaM of thiS spell. the spellcaner gains ~bsolute dominion CM!r
a single living thing with Gnosis O. Valid urgets Indude animals. plants. and
even regular human beings. The aster transmits his orders directly through a
mystICal connection. Without the need of language. Resisting the effects of the
spell requires passing a MR with a DlffKUlty of 80. Psychic Resistance cannot
be used fOr reslsdng the spell, since I\' s Ihe subject's essence. and not Its mind.
that 15 being controlled. The target Is ef1ulled to a new check every day, and
every time It receives an order completely aga'nst his nature. The target may
receive a .20 bonus to the MR check if given all extreme order. wch sacrificing
its own life, Of" slaying a kwed one.
Added Effect: ~S to MR DIffiCulty.
Maximum Zeo n: Intelligence x20
Mainten a nce: 1 every S (20) Daily
Type of Spe ll: Spiritual

Free Access
Leve l: 150

State Induction
Level: 60
Cost: 100

Share Essence
Action: Active

Effect: Througfl wl,Il manipulation. the wbje<;:t c.an be induced inlo any of the

gwerle statt$ ~S(nbed in Chapte r 14. ~ept death. The caster chooses the
spedfic state at the moment Ihe spell Is cast. The MR o.mc.ulty for re*;ting 1~
spell Is SO. Chat'3Clers may add a . '10 bonus to their roll if the induced statl'S
are Comma or Com~le Paralysis.

Add ed Effect: 5 to MR DIfficulty.


Milllimum Zeon: Inleillgel'lCe dO
Maintena nce: No
Type of Spell: Spiritual

Return to the Flow


Level: 62

Act ion: Active

Action: Active
Level: 72
Cost: 140
Effect: The spellGll:ter ties the essence of two Individuals together- In an
Indlvmbie unity. In this ~. all damage and spiritual effects suffered by one
WIll affect the other. Both Individuals use the highest MR of the two against
Spiritual spells. When the essence of a regular being Is tied to that of a Damage
Accumulation being. the forml'f" only suffers one-flfth of the damage received
by ~ o-e3ture. The total of the Presenc~ that can be affected unnot exceed
100. Resisting thIS spell requires a MR check with a Difficulty of 120.
Added Effect: S to MR Dlfflculty and +10 to the maximum Preserw:e
affl'(ted.
Maximum Zeon: Intelligence x20
Mainte nanc e: 1 every 10 (14) Daily
Type of Spe ll: Spiritual

Cost: 100
Effect: This spell sends a spint back. to the flow of Souls. It can ",frea both

Free Access

dead wuls awaiting The Calling and cn:-atures of a spIritual nature. The essence

Level: 1-80

vanishes once it arrtves to the great beyond unlf:ss the entity has a Gnosis level

high enough to al low- It to go back to Ihe world. Undead are automatically


destroyed by this spell. The MR Dirnculty for avoiding the effects of this spell
is 120.
Added Effect: "'5 to MR Difficulty.
Maximum Zeon: Intelilgem::e x20
Maintenance: No
Type of Spell: Spiritual

Transmigrate Soul

Level: 170

Level: 76
Action: Active
Cost: 180
Effect: This spell con fers upon the caster the ability to tra nsport any soul in his
presence to a new host. The soul can be hosted In a living being. o r an inanimate
object such as a stone or a sword. A dead body, in good condition, can also
serve as a hon. in whkh case the body returns to life. The transmigrated soul
adopts all the p/lysiul capabilities and limitations of the new host. retaining only
Its own Intellectual. and possibly Its animktk. capabilities. f.or example. if the
new host IS a tree. the soul will be able think. but It will be unable to speak or
1'1IOYe. Once the transmigration Is complete. the soul remains with Its new host
until the host IS destroyed.
If the soul transmIgrates to a body. or 0brect. already inhablled by ano!het"
soul. the Intruding soul WIll naturally meet resrstance. The two souls engage In
a struggle for dominion by each rolling ldloo and adding their base Presence
(no open rolls aI~): the hlgkest total wins the struggle. If the difference
between the two results is 100 or more. the winner COl\SlJme5 the other
soul and takes control of the han permanently. If the difference Is SO-99. the
vvo:!aker soul is pacified and remains Indefinitely asleep until something;rwai(ens
it. If the difference Is I~s than SO. the winner gains temporary control OoIer
the host. but the vvo:!aker soul remains awake and Is entitled to a new ched<
once per day.
This spel! can affect souls with a ma~imum Presence of 60. Both the affl'(ted
soul and the targeted host can attempt to resist this !pell wilh a MR Check of
Diffkulty 100. This speU can affl'(t deceased spirits still awaiting the Calling. but
it unnol bring back $pirlts from the Flux. Whenever a supernatural being is
enclosed in a physical body. It may lose levels and animistic powers.
Added Effect: .S to MR Dlfflculty and +10 to the maximum Presence
affected.
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Spiritual

Supernll.tural Control

Free Access

Level: 70
Action: Active
Cost: 120
Effect: This spell grants total control of a spirit or a Being Between Worlds.
The Gll:(er transmits his orders through the rnyslkal connection dlreuly.
Wlthoot the need of language or a mutual understanding. An entity wishing to
resist the effects of this spell must pass a MR WIth a o.ffoculty of 80. and !>ince il
is the crealure's essence that is under control. It unnot use its M. The victim
is be entitled to a new control every day and every time it receives an ordl'f"
completely against Its nature.
Add e d Effe ct: "'S to MR DIfficulty.
Maximum Zeon: Intelligence x20
Maintenanc e: 1 every 5 (24) Dally
Type of Spell: SpIritual

Level: 1-80

Free Accl!u
Level: 1-70

ShieldAru
A ction : Active
Level: 66
Cost : 120
Effect: This spell haunts a specifoc area nuking It Impossible to be trespassed
by certain beIngs. The Spelka'iler- deddes whkh beings' acc~ will be restricted.
and there Is no limIt to Ihe number of creatures he un choose. For Instance.
ke could forbid ~ e<"lttanCe of flre elementals. or only allow the entrance
of humans. The affected area has a maximum 6O-foot radius and remains
suUonat")'. Any forbKIden creature that attempts to e<"ltl'f" the shielded area
must pass a MR check. with a DIfficulty of 120. Creatures that fail the Check. are
enUt!lto a new roll each hour. Creatures already In!>ide the area at the time
the spdlls Gll:t can cln:: .. late freely and may leave the !>/1lelded area without
hindrance. but once beyond the shielded area. they must pass a similar MR
check to re-enter the area.
Added Effect:"'5 to MR Dlfflculty.
Maximum Zeon: Intell igence x20
Maintenance: 1 every 10 (12) Daily
Type of Spell: Automatic

Free Access

Spiritulll Existence
l.evel: 80
Action: Actlv(!
Co st : 200
Effect: The caster is able to transcend into a spiI'it\laI state, forsaking his phy!.ical
body forever. from that point on. he Is no longer a Natural 0<" Being l3etween
INor1ds o-eature. Instead be<omIng a Gnosis 25 $piritual entity. with all the
benefItS this implies. In addlllOl"l. 150 extra Development Points are awarded.
100 of which must be spent In acquiring the SpIrit state. wttile the remaining SO
may be spent choosing among Natural Abilities and Fbwers of Being Creation.
described In Chap t e l' 26. The 5ptlkaster also has a choice of SO Deve\opmem.
fblnts In disadvantages and penalties in order to get addilional points.
This spell VIlli only WC)I"1(. on natural beings and ueatures Between Worlds.
therefore. It can not be caSI upon $pints \0 increase their exirung abilities.. If a
spiritual being should reincarnate In a physical form. il automatically Io~es the
ad\lantages and benents gained through this spell.
Added Effect: .. 10 DP and ~ 5 optional DP In d isadvantages
Maximum Zeon: Intel ligence x20
Maintenance: No
Type of Spell: Effect

;.

DIVINE MAGIC

HIGH MAGIC

Life Dominion

Spirit Creation
Level: 82
Cost: 250

Action: Active

Effect: The caSte<' uses magic to crute 11 spiritual entity under his complete
dornlnlOl'l. This entity Is developed as a Spirit. subject to the powers and
IUTlnations described in Chapte r 16 for such beings. The creature has 600
DP. and Its maximum level Is be cakulated using the same rules as In the spell
Create 8ejng of the path of Cn:ation.
Added Effect: +50 DP
M aximum Zeon: Intelligence dO
Maintenance: 1 evert 5 (SO) D aily

Type of Spell: Effe<t

Free Access

Le~el : 92
A<tion: "'tive
Cost: 300
Effe<t: By seizing control of a portion of the world's essence. the caste!" of
this spell gain absolute dominion CNer all Natural beings In a 60 mile radiuS.
He tramrnlt.s his order through a mystical connection. without the need for
physkal proxImity. Any entity wiming to resist the effects of this spell must
pass a MR check Wlth a o.fftcu/ty of 100. Affected oongs are entitled to a new
check eyery day and any time they receive an order completely against their
Ilature.
Added Effed: +60 miles to radius and "'S to MR DiffICUlty.
Maximum Z e on: Intelligence x30
Maintenance: 1 every S (60) Daily
Type of Spell: Automatk

Level: 1-90

Free Access

Tie Vital Essence


Leve l: 86
Cost: 200

Le~e l :

Effect: This spell ties an Ind ividual's ~u l to a p~ical object without completely

disengaging It from tile original body. An Individual affected by this can not die
from loss orUfe Po'nts. HIs body Is still vulnerable to damage. including critltals
that cou ld be completely incapacitating. but he remains alive even after being
reduced below the LP threshold that would normally kill him . Assuming the
Individual has access to some form of supematural healing (which this spell
does 1"101 provide). he can eventually rec"",er from any amount of damage.
This spell also renders the Indi~kluallmmune to all magical effects that directly
affect his essence.
If the object be<! to the soul Is destroyed. the Individual dies Instantly.
Furthem1ore. the Individual and the object must forever remain within one
mile of each othu, Of" the bond breaks. I6Iling the subject. The objec.t used as
the cont..1lnu unnot have a Presence hlghe..- than 30. Those wlmlng to resist
the effects of ttllS spell must pass a MR check with a DiffICUlty of 100.
Added Effe<t: +5 to the maximum Preseoce affected .,.S to MR Diffkulty
and ~ I mile apart.
Maximum Zeon: Intelligeoce x20
Malntenan<e: No
Type of Spell: Spiritual

Free Access
Le~el :

Resurrection
Level: 96

A<tion: Actl~
CO$!: 400
Effe<t: this spell snatches a soul from lhe Fl ux and returns It to life . Difficulty
depends on t~e amount of time elapsed slnce death . The longer the period. the
more the spirit has spread aoo attached to the Flow of Souls. The ~I has the
~r to brtng splrtts back, but not to tie them to their body or to heal it. For
a completely effective resurrealon. the soul should be placed in a SUitable body
using the spell Transmigrate Sou!. However. it is possible that the time elapsed
may hOM: produced Irreparable damage on the soul. therefore It is up to the
GM to put some limit on the subject's memories aoo knowtedge. Destroyed or
already retocamated souls can not be resurrected. Resurrected spirits cannot
have a base Preseoce higher than 30. and the elapsed lime sioce death must
be less than one month.
Added Effect: +S to the maximum Preseoce affected and twice the time
elapsed since the subject's death.
Maxim um Zeon: Intelligence x40
Main ten ance: No
Type of Spell: Effect

Free Ac<ess
Leve l: 1-100

190

Greenness
Le~e l : 90

1-100

Action: Active

Lord ofthe Souls


Level: 100
A<tlon:

A<tion:

Acti~e

Acti~

Cost: 2SO
Effect: Br merging his spirit with Nature itself,
the spellcaster is ab le to create ~getal and animal
life as he please5 Within a fj~e mile radius. Suc h life
emerges Insta n ~r, regardle~
,
of local climate and terraif\
conditions.
H~r,
sloce the maskal energy of
thrs spell has no duration.
the extended survivability of the newly
created He Is not guaranteed. Animals
and plants created with this spell
must belong to existing species.
Added Effe<t: ~ S mile to radlllS.
Maximum Zeon: Intelligence xSO
Maintenan<e: No
Type o f Spell: Effect

Effe<t: The spellcaster seltes partIa l control of the Flow of $ouls. giving
him absolu te dominio n (J-ICr alt souls. Spiritual Bei ngs. and simi lar
entltles In a 60 mile radius. Among othe r uses. the caste r can
snatch a soul from a body and rei ntrod uce it into an unborn child,
thus controll ing Nephilim bi rth .
The Lord of the Souls conveys his orders to those unde r h,s dominion
">-__ . ,. a mystkal connection that does not reqUi re p~cal proximity
or mutual language. Those wishing to resist the effects of this
spell mUSt pass a MR ched with a DiffICulty of 120. A being
who falls Is entitled to a new check each day control Is
maintained. or any time it is giVen an order completely
llthe caster is auempting to separate
soul from Its original body. the target receives a
+40 bonus to its MR dleck. This spell does not
affect undead.
Added Effect:: ""S MR Difficulty and
... 60 miles.
Maximum Zeon: Intelllgen<e xSO
Maintenan<e: I every 5 (120) Daily
Type of Spell: Automatic

.j"""""" """,re.

B00K 0F ----------~--------ILLUSI0N

"

Illusory Sound

Sweet Talk

level: 2
Action: A<;IM:
Cost: 30
Effect: This spell alk:m$ the caSler 10 create 80)' sound. indudiJlg human
voices, In a 6O-foot radius area. All sub;ects within the area of effe<:t mUM
pass a MR check Wlth a o,ffkulty of 100 to di!>beheve the effect. though the
spellcasteo' may choose which specific character.; heir tilt iIIus.ion.

Action: Active
level: 20
Cost: SO
Effect: This spell enhances the targeted indr.iduafs charisma and personal
charm. The char:Kter receives a "'SO bonus the Leadef'Shlp and PersuiWon
Secondary AbIlitIes.
Added Effect: ""0 to LeadershIp and Persuasion.
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 10 (5)
Type of Spell: Effe<:t

Added Effect: +30 feel to radius and +S to MR DMlculty.


Maximum Zeon: Intelligence )(10
Maintenanc e: 1 every SO (1)
Type of Spell: Automatic

Alter Appearance

Free Acceu
level: 1-10

Illusory Smell
Action: Actl~
level: 6
Cost: 30
Effect: This spell CN!atts an illusory smell. it affe<:ts those subjects in a 6(}.fool

radius who fail a MR Che<k with a Difficulty of 100. The

ca~ler

can choose

who will sme ll the Illusory scent and who wil l not.

Added Effect: +30 feet to radius and +5


Maximum Z eo n: Intelliger>te ~10
Maintenance: 1 every SO (1)
Type of Spell: Automatic

\0

MR Difficulty.

Free Access

Free Acceu
leyel: 130

level: ItO

$)
.!)

~f)

~)

~\

:;:;>

'~'
.!)

-;:i '

l e vel: 22
Action: Active
Cost: 60
Effect: The spellcaster can change the appearance of an individual or object
;l"Ito that of another of his choo~lng. ThIs ~ell will only increase or decrease
the targeted Indlvldual"~ Sl~e and Appearance by two degrees. All subjects In
contact IMth the Image can ~ee through the Illusion if they paloS a MR Che<:k
with a DIfficulty of 120. Once a viewer Is affected by an il lU Sion, he only
receives a new ReslSlan<:e Check when he has reason to doubt the Identity or
appearance of the subject.
Added Effect: +10 to MR Dlfntulty.
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 10 (6) Dally
Type of Spell: Automatk

Illusory Touch

Illusory Invisibility

level: 10
Action: Active
Cos t: 30
Effect: This spell can distort w touc:h or the taste of a specifl( element. The
caste<' decides the element's new tane 0<' feel, whidl is noticed by all within
a 6O-foot radius who fa!1 a MR Check WIth a DifftWIty of 100. The caster can
choose who ootkes the Illusion and wIIo does noL
Added Effect: "'30 feet to radius and' S to MR D,ffjculty.
Maximum Zeon: Intelilgen<:e xl0
Maintenanc e: 1 every SO (1)
Type of Spell: Automatic

leyel: 26
Action: Active
Cost: 60
Effect: ThIs s.peJ1 allows the ColStel'" to make any being or object 'r.Inish from
sight. He Coln affect any nl,lmbeo'" of peopIe.;u long as the sum of their Presence
does. not eJ:eed \40. Only IndMdua15 wIIo pass a MR. Check with a Dlffl(.l,Ilty
of 120 can dete<! the presence of the invisible charactel'" through their sense
of vision.
Added Effect: +5 to MR and ""0 to the maxImum Presence affe<!ed.
Maximum Zeon: Intelligence )(10
Maintenance: 1 every 20 (3)
Type of Spell: Automatic

Visual Illusion
level: t2

Action: Active
Cost: 40
Effect: this spell creates a (,)Ise Image Ih~1 can de<elve the vIewer. The Image
must remain natk and have only a maximum mass of S square feel. The spell
affe<ts anyone who sees the Im age and falls a MR Che<k with a Difficulty of
100. It b up to the caster to de<:lde who will see the Image and who will not.
Added Effect: .. S square feet to radius and ... 5 to MR Difficulty.
Maximum Zeon: Il"Itelilgence xl0
Maintenance: 1 every 50 (1)
Type of Spe ll: Automatic

Free Access
level: 1-20

Detect Illusion
Action: Active
level: 16
Cost: 60
Effect: Thb spell enables the spelkasler to sense the presence of a1llUu5ions
WIth a Zeonic Value of 80 or less In a 15O-foot radlU"\.
Added Effect: 30 feet to radius and '0 to Zeonk Value.
MallCimum Zeon: Intell'r:nce x20
Maintenance: 1 every 10 (6)
Type of Spell: Detecllon

Free Access
Level: '20

e e'

Free Acceu
Level: 1-30

Mirror Image
leye l: 30
Action: Active
Cost: 80
effect: This spell creates eight Illusory copies of any given target. The caster
can nOt ptace these mirror Images more than 15 ~t apart from one another.
Acting as mirrors, they perform the same actions as the targeted Individual.
Any Images hit by an Energy d~rnJIglng attad< are immediately destroyed.
Seeing through this illusion requires a MR Che<k with a DiffICulty of 120.
Added Effect: +5 10 MR and +2 Images.
Muimum Zeon: Irlle!ligen<e xl0
Mainte nance: 1 every to (8)
Type of Spell: Al,ltomatk

Total Illusion
Action: Active
Level: 32
Cost: 80
Effect: This spell creates a complete Illusion that deceIves all fIVe of a victim 's
senses. The caster can create any Inanimate object with a 'oQIume not exceeding
5 square feet. The illUSion can be destroyed by Energy damaging attacks. This
spell affects anyone able to 5ee, hear, smell, or feel the illusion who fails a MR
Che<k with a Dlfflculty of 120.
Added Effect: S square feet to 'oQIume and .5 to MR.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 50 (2)
Type of Spell: AutomatiC

-------

Free Accen

Ghostly illusion

Level: 1-40

Level: SO
Action: Active
Cost : 120
Effect: This spell c~ates one or several objects governed by the Ghostly
Spell rules. Nrt Inanimate object the caster desires can be produced.
from a sword to a wall, provided that its theontical Presence does not
el((eed 60. A character or creature (.1tI <lIIOid the spell and Ignore the
illusion If he or It passes a MR Check with a DiffICulty of 120.
Anyone can make another Check if he has reasoo to doutx the
reality of the object.
Added Effect: +5 to the maximum Presence of the object
and .. S to the MR DiffICulty.
MAXimum Zeo n: Intelligence 1<20
Mainte nance: 1 every 20 (6)
T ype of Spe ll: Automatic

Confusion
Level: 36
Action: Active
Cost: SO
Effect: This spell (~foun.ds all five se<1ses of a single target. The
target must pass a MR Ched< with a DI/fowlty of 120 to resist
the spell. If he falls. tie wIlers a penalty equal to his Failure
level to all of his pen::eption--based Se<ondary Abilities.
furthem'lore. if he fa~s b)' more than "0, the target ilho
$lJffeoos a -20 All Action Penalty due to diZZiness. An
affec:ted cannot make a new Che<:k unless he Increones
his ResIstances.
Added Effect: +S to MR o.fr.culty.
Maximum Zeon: Intelligence 1<10
Ma intenance: 1 every 20 (3)
Type of Spell: Spkltual

Free Accen
Level: 1-'10

Create Illusory Being


Level: <10
Action: Active
Cost: 60
Effect: This spell creates a flrst~evel illusory being.
The entity IS fMhioned according to the caster's desires..
uSing the rules set forth in Chapte ~ 26 for Beings Between
Worlds. However, the illusory being's nature automatically
gr<ults It the Physical El<emp\Joo ability.
Because the creature Is not real. it can not inflict damage or
affect p/Ical reality whatsoever. All non-Energr based attacks
pass right through it without damagittg it in 3fT)' --r. This spell must
be cast upon a specirIC. olrea not e><C~ a ndius of lIJ feet. Those
char.Kters etlt~ the spell's area of effect must pass a MR Check WIth
a Oifroculty of 120 to <l'>OId it. ~ though the spell is ~ 10 a
specifIC. zone. the iIusory creature can leave that area while chasing after
a sutlject affected by the spell. HoNeYer, it remains unseen b)' a!l)")ne not
pre'viousIr1nsldethe s.peII's area. Keep in mind that those subjecto;who pass the MR
Check do not e>Ust to the IIMory creature. and It wiI ignort'c them. illusions may
have a maxlmI.Im ofl'n<llevels more than the caster.
Added Effect: +S to MR. 1 to the created being's level and +S feet to
radius.
Mal<imum Ze on: Intelligence xl0.
Maintenance: 1 every 20 (3) Daily
Type of Spe ll: Automatic

Resistance to Illusions
Leve l: <12
A ction: Active
Cost: 80
Effect: This spell Increases a subje<Cs MR against il lusory effect5. It grant5 a +30
bonus to every MR Che<K ma~ against an Illusion spell. The effe<t5 of this 5pe1l
do not o.terlap. and subje<ts mil)' be affe<ted by it only ooce.
Added Effect: "'10 to MR agilillSt Illusions.
Mal<imum Ze on: Intelligence xl0
Milintenance: 1 every 10 (8) D aily
Type of SpeU: Effec:t

Free Access

Action: Active
Cost: 120
Effect: Casting this spell. the caster distorts the
resu lt of any supernatural detection methods
in a lSQ.foot radius. The distortion may be
applied In any possible way: increasing
or decreasing the potentia l. abHitles. or
situation of a creature or obJe<:1. The
character using the supernatural dete<tIon
will have to pass a MR Che<k with a Diffkulty of 120
to avoid deception.
This spell v.ork$ on me supernatural detection itself
and not on the individuals inside an area. Therefore,
characters attempting to dete<t something inside the
area must pass the MR even if they are ~ally
outside the spell's radius. An example of this <:oold be
a spellcaster trying to locate an iIIuloionist miles _ay,
through magiC.
Added Effect: +150 feet 10 rad,us and +S to the MR
DlffIC.ulty.
Muimum Zeon: Intelligence x20
Mai ntenance: 1 M!ry 10 (12) D aily
Type of Spell: Automatic

Free Access
Le ... el: 1-60

Le ... e l: 56
Action: Active
Cost: 100
Effect: This spell allows the caster to convince his audience to believe anything
he says. no matter how ridiculous or absurd. The affected parties wi ll not
necemrlly obey orders from him. but they will believe what he says to be true.
Any given subJec:t tan a"'lJid the result of the spell by- passing a MR Che<k with
a D,fflculty of 120. Characters are permitted a new ReSistance roll each hour.
In the use of an exteptlonally unbelievable lie . or if the subjects have been
warned of this ablhty. they may apply a ""0 bonus to their MR Che<k.
Added Effect: ... S to MR Difficulty.
Maximum Z eon: Intelligence xlO
Mai ntenance: I every 10 (10) Dilily
T ype of Spell: Spiritual

Frei!I A ccen

Detect Lie

Level: 1-60

Level: 46
Action: Active
Cost, SO
Effect: This \.peI1 automatically ~te<ts any lie told in me caster's presence.
Every time a lie Is deliberately told before him. the liar must make a MR or
P<5R Check with a Difficulty of 120 to prevent the casler from finding out. Lies
unknowingly told are not dete<ted by the spell.
Added Effect: +5 to MR or PsR Difficulty.
Maximum Z eon : Intelligence x10
Maintenance: 1 every 10 (8) Daily
Type of Spe ll: Automatic

Destroy Illusions

Leve l: 150

<:'1
,

Lie

Level: 1-SO

Free Access

.IP,

Level: lIJ
Action: ActiVe
Cost: 80
Effec.t: ThiS spell deslro)'S iI!l)' other Illusion ~I with a Zeonic Value not
greater than 60.
Added Effect: ~ S to Zeonic Value affe<ted by the spell.
Maximum Z eon : Intelligence x40
Maintenance: No
T ype of Spell: Effe<t

Ghostly Being
Level: 62
Action: Active
Cost: 80
Effect: This spell creates a 4th-level ghostly being fashioned according to the
caner's desires using the Being Between Worldsl'\lles In ChOlpter 26 , Ghostly
BeIng functions exactly as the spell ~ate Illusory BeIng (illusion level 40),
exc:ept that it has no arca limitatIOn, and those who fail the MR Check ~
subjected to the rules of Ghostly Spells, A char.Kter might rec~ a new Check
if he had reason to doubt the authermcity of the entity, The illusion may be a
maximum of three levels hlghu than the caster.
Added Effect: S to the MR DoffJculty and q to the Being's level,
M<lximum Z e on: Intelligence xl0
Milj n ten<lnce: 1 every 20 (4)
Type o f S pell: Automat/(

Free AcceSJ
Leve l: 1-70

Free Accen
Level: 1-80

Major Illusion
Level: 80
Action: Active
Cost: 250
Effect: ThIs spell creates an enonnous IIIusoon affe(Mg all fIVe hl.mall senses. The
5peII deYdops within a one mile OOUS within wtlidI people see, hear, feel, smeI.
and taste whatever the spelcaster de1ires. Fa- instanI:e, he may tnck someone into
thinking a whole t(Mll"! is deserted. when it is actually a thriving city. ,..,., character
ernenng the area of this spell Is automatically affected by the iIWon unless he ~
a MR Chedc. with a Difficulty of 120. Affected characters only receive a new Chedc.
upon enc:ountenng a reason to doubt the IIusory world <V"OUnd them..
Added Effect: ... sao meten. to radius and "'S to MR Difficulty.
M<l>eim um Zeon: Intelhgel'l(e)(3O
M<lin tenance: 1 every 10 (25) Daily
Type of Spe ll: Automat~

Gullibility
Leve l: 66
A ction: Active
Cost: 80
Effect: This spell weakens a target's Resistance against illusion spells. The
affected party must pass 3 MR with a Dlfnculty of 120 or suffer a penalty to
fUlUre MR and PsR Checks against Illusion spells equal to his Fa ilure Level. This
penalty will only work against spells of this Path.
Added Effe ct: +10 to MR Difficu lty.
Milximum Zeon: Inlelligellce >el0
Maintenance: 1 every 10 (8)
Type o f Spell: Spiritual

Free Acceu
Level: 1-70

Ghostly Attack
Leve l: 70
ActIon: Acu~
CO$t: 100
Effect: this spell projects a 1000000nt Base Damage discharge of energy that
uses the Ghostly Spell rules.. Character's <an aYOid the damage of this spell by
~slng a MR Check With i Diffil;uhy of 120. Given the attack's unreal SLltuS. it
can not clash against other discharges.
Added Effect: 5 to MR Difflc;ulty and"'5 to Base Damage.
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Attack. Spiritual

.:i?',)
>~

k
:;;>

. ~)

.:J
~I

:5

The Gift of lying

Leve l:
Action: Active
Cost: 140
Effec t: This spell can force an Individua l to lie. The Hlus ionist can compel the
Ulrget to lie in absolutely everything he says, or about a specific ~ubject matter.
The 3ffected party Is not be able to Indicate the deceptive natu re of his words
or convey any truthfullnformatJon. A character can 3YOki this spe ll's effe<:t5 by
passing a MR or PsR Check With a Difficulty of 120, Characters who fall this
Check receive a new chetk. each day.
Added Effect: +5 to MR or PsR Diffkulty.
Maximum Z eon: Intelligence x20
Maintenance: 1 every-IO (14) Daily
Type o f Spell: Spiritual

Free Acceu
Level: 1-80

Illusory life
Leve l: 76
Ac t ion: Active
Cost: 140
Effect: This spell Introduces fala!: memories into an IndMdual'~ mind. The
illusionist Is able to alter memories and include as much new information as
he desires, Once under the effects of this spell, cllaracters can not distinguish
illusory memories from their O'Nn real experlences. The MR or PsR Check for
resisting thiS spell has a Dlfflculty of 120. Characters recei~ a new roll only
upon finding a reason to doubt the authenticity of their recollections.
Add ed Effec t: "'5 to MR or PsR Difficulty.
Maximum Zeon: Intelligence x20
Maintenanc e: 1 every 10 (14) Daily
Type of Spell: Spiritual

HIGH MAGIC
Fix illusion
Leve l: 82

Action: Active

C05t: 2SO
Effect: This 5pe1l creat~ a permanellt Illusion, In game terms. it adds 1,000
Zeon Maintenance Points to any 5pe1l from the Path of Illusion. Bear In mind mal
this amount will not serve to increase the p<M'er of the spell. It only proYides
the caster With the points to malnLlln the illusion constantly, It cannot be used In
connection with Fiff Access spelfs even If these spells ~ from musion slots.
Added Effect: ... SO to the Zeon of the Maintained spell.
Maxim um Z eon: Intelligence x30
Ma intenance: No
Type of Spell: Effect

Free Access
Level: '90

Illusion of the Senses


Level: 86
Action: ActJ~
Cost: 200
Effect: The caster has the ability to lead a subject to believe whatever he wishes.
Though the caster does not actuaJly modify reaJity. his 5pe1l cOIl\finces "" affected
charocter that an IIlu:llon is $0 real, that he will react as if it were ~ Ir'I every
aspect. For examp~. if,," IllUsionist wants to trick somebody into thinking Ile has
no legs or arms. the subject Will lose all 5e1l5e of his limbs and faR to the groond
in the belief that he ha~. indeed , lost them. Another e><ample of this could be
a fighter suffering from wound~ who is led to believe. I'IOt only that he I~ In
perfect shape, 001 also that he possesses a +50 All Action Bonus, A th",,,,cter
convinced that he Is dead automatically lapses Into uncollsclousness. The MR or
PsR DiffICulty for resinlng the spel l is 120. A character re<:elves a new Resistance
roll only upon becoming convinced he is being deceived.
Add e d Effect: "'5 to MR or PsR DIfficulty.
Maxim um Zeon: Intelligence )(20
Mainten a nce: I every 10 (20)
Type of Spell: Sp,ntual

Free Access
Le ve l: 1-90

Non-existence
L evel : 90
Act io n: Active
C on: 220
Effect: The ~ of !hi!. spell cannot be pen;~ by any of the natural
senses - although he $\111 has a fNteriai existence. Others cannot see, vneII. hear.
touch. or taste his preset'lCe In any way. In addition to this. the target does not
~ave any vISible tr.Ke or marks behind wf\lIe the speI is malntailled The only ways
to realiZe a NM-e>elstent character'$ presence is via supematu",1 (magical or Ki
related) detection, A charnc:ter can resist the efferu of this spell by paMing a MR
Check with a Difficulty of 120. Tho$e subjects failing the Check are en~tled to
repeat II every time they have reaso<1 to believe there is someone around.
Added Effe ct: fS to MR Difficulty.
Maximum Zeon: Intelilgen(e x20
MaInte nan ce: I every 10 (22) Daily
Type of Spell: Automatic

>

DIVINE MAGIC

False Reality

Deceive Death
Level: 92

Action: Active

Cost: 500
Effe<t A per50fI affted I:7t this speI cannot die; the fb,v of Souls will ignore lin
~e and thus be unable to dalm him. However, ~ ptfysIcal brm Is vuIner.IbIe
to destruc;tIon. and even though his spirit wi! not abandon his body. he wiI stiR
suffer iII1)' adverse elkas produced I:7t damage. This spell does nol offer protection
from soul- de'5t1tJtWlg effects. The maximum Presence this speR affects is SO.

Add e d Effect: "'5 to the maximum Preence affected.


Moutimum Z eon: Intelligence )(40

Mainten ance: 1 every 5 (100) Daily


Type of Spell: Effect

Free Access
Level: '-100

World ofUes
Level: 96

Free Acceu
leve l: 1-100

Action : A<:tlve

Cost: 500
Effect: This spell crentes an artifICial reality that the caster can mod ify as he
pleases. He mlgl1t create a cit)' out of nowhere and tum it into a fantaSy land In
the next tllm, for ex.1mple. Imagination is the lim it This ~ I cavers a OM mile
I'lIdlus wittoin whid1 all lIIu~s have Ghostly Spell status. Everyor.e entering the
spell's radius must pa$S a MR Check with a Dilfwlty of 140 or fall ~eath the
power of this spell. World of LIH also alkms the Q15ler to create unreal creatures
to populate it. These creatures exist as illusions of a Ghostly nawre. The caster
has 100 levels at hili disposal to dinribute among these e<ltities-although none
of them can haYe more than half of thetr Ie.oeI I"OUI1ded up. In other ~, the
caner: he may (reate one hundred ht level Ghostly ~ te<l 5t1HeYe1 beings
and frYe 10t1HeYe1 beings. or any other possible (Ombitlation. The e<ltitles an:
fMhioned ac<Or'dlng to the caster's desires using the Beings ~ 'Norids rules
In Chapter 26, These creatures hiM! illusory intelligence and Hfe: they are able
to act in<:\ependef1t1y fOllowing the orders given by their master, Those characters
entaing the area of Influence and failing the Re!.istance Check can onty repeat It
....t.en encCMltering doubu on the reality of their SUI'TOUndings.
Add ed Effect: +5 to MR D,ffKI.dty. ... 50 levels distributed among Beings and
double the area of ccwerage.
Maximum Z eon : IllIeltlgel'l(e x40
Maintenance: 1 _I)' 5 (100) D aily
Type o f Spell: Automatk

l evel: 100
Action: Active
C os t! 600
Effect: This spen Creates a distorted reality and makes something fake real. In
this WI:y. events that un have never taken place can be inYl'flted and made to
produce effects upon the present. Hinory is not really altered. ~l'I(e the spell
only manages to change the status of things at the time it is c~l. HoweYer.
few people Ire able to teU the difference. The speW can not accomplish the
Impossible; II can only alter fea~ble events which an: likely to happen If the
appropriate situation Is created by the c~ter.
For example. the caster might say a certain mountain paSii h~ been blocked
due 10 a landslide caused by thieves making their esupe. AccO<'ding to this. the
False ~allty ~pell would affect a random bunch of burglars and aU irldlvidualsln
the mountain paSii at the time. Another exampl<! may be that the caster could
claIm that a non-exinent entity. called Ethon. Is about to destror a city. He only
needs to be able to justify the birth 0 1 the creature by saying. for instance. that
It was created by a powerful sorcerer In the past. It Is all up to the creatiVIty
he puts Into tile lie .
Utilizing MR ChecKS for this spell Is hard to do. It is necessary to flnd the being
or object with tile highest Resistance Introduced "withi n the lie " or affected by
it. In tile flrst of the examples above. the burglars would make the MR Check.
However. If a hlgh-I_llndlvid ual crossed tile pass at the time. lie would use
his Magic Resistance Instead of tile thieves. In tile second example. a sorcerer
powerful enough to create Ethon would be the one wllo do the Check.
Whoever he Is. the chosen Individual may resist (disbelieve) this spell witll
a MR Check witll a base Diffkulty of 120. The GM can adjust this OiffKUIt)'
dependIng on the !'IiIture of the False ~alty created. Extremely absurd events
or clrcumstances should be easfer to dlsbeli_.
Add ed Effect: +5 to MR Oifflculty,
Max imum Z eon: Inte1ligel'l(e xSO
Maintenance: No
Type of Spe ll: AI.Itomatic

BOOK OF NECROMANCY
.
Feel Deatk

Control Scavengers

Leve l: 2 Action: Active


Cost: 30
Effect: The necromancer automatically detects any deaths occurring 300 feet
around him. this spell also reveals undead creatures if they fail a MR Check
wim a Difficulty of 120.
Add ed Effect' +80 feet to radiUS and +S to MR DiffICult)',
Malllimum Z e on: Intelligence 11120
Mai ntenance: \ every 10 (3)
Type o f Spell: Detection

l e ve l: 8 Action: Active
Cost: 40
Effect: This spell grants the caster control Oier creatures that feed mostly on
the dead. The affected creatures mu~t all be within a 30.foot radius and hiI\fE:
a combll'\ed Presence leSii man 20. Some possible examples Include vultures.
crows, and maggots,
Added Effect: .. 30 feet to radius.
Maximum Z eo n : Intelligel'l(e x30
Ma intena nce: 1 every 20 (2)
Type of Spell: Effect

Free Access
Level: \10

See the Great Beyond


leve l: 6 A ction : Active
Cost: 30
Effect: This $pdI allows the taster to see speoers and other spiritual creatures
invisible to the human eye. The <:aSter may bestow this gift upon as many individuals
as he wishes. pl'ClVlded the lotal of their Presences do not exceed 80.
Add e d Effect: . ,0 to the maximum Presence afle<:ted,
Malllimum Z eo n : Intelligence xl0
Maintena nce: 1 _ ry 10 (3)
Typ e of Sp e ll: Effect

Spec.tral Skield
Level: 10 Actio n: Passive
Cost: 40
Effect: This spell creat~ a shield of necromantic energy capable of stopping
Spiritual assaults that affect the dlaracter's supernatural Resistances. The spell
does nOIStop physical attacKs, Spectral Shield offers prot ection against mystical
eflecu. as iong as they do not force the cllaracter to make a Resistance CheCK
with a DIfficulty greater than 140.
Added Effect: "5 to the value of Resistances that can be Stopped,
Malllimum Zeon: Intelligel'l(e x20
Mainte nance: 1 _ry 20 (2)
Type of Spell: Shield

&2

Drain life

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Level: 12 Ao;tion: Active


Cost: 50
Effect: This spell allows a necromancl:f" to alorb the life fon::e of a anothl:f" living
creature, severely Injuring the target In the proc:ess. while healing himself in tum,
The caster' mUSt be able to physically touCh the ~t. Ar'f Individual affected by
this s.peIJ ~ be fon::ed to pass a MR Ched< with a DiffICulty of 80 or lose a number
of Ufe PoInts equal to h~ Failure level, The <:a'S tef" then acids this numbel'" to his
own Uk PoInts, however M (annot ~ his r.ormaI maximum. Creatures
WIth Damage ResIstance lose flo.oe times the amount of their Failure LaoeI. but
the <:a'Sler only receives one-nfth of llul nul1'!bet- to Mal his awn woonds. For
example, a creature with Damage Resistanl:e thaI fails iu MR Ched: by 20 points
woold lose 100 LP, but the (.1stcr would only add 20 to his LP total.
Added Effect: " 5 10 MR Dinkulty.
Maximum Zeon: Intelligen<:e x20
Maintenance: No
Type of Spe ll: Spiritual

Free Acceu
Leve l: 120

Necromantic Detection
Level: 16 Action: Active
Cost: 50
Effect: This spell al laws the necromancer 10 detect any living Or undead
creature within 60 feet of him. Charac tcn who pass a MR Check with a
Difficulty of 120 remain undetected by this spell.
Added effect: +30 feet to radIUS and 10 to MR Difficulty.
Maximum Zeon: Intel~gen<e )[10
Maintenance: 1 every 10(5)
T ype of SpeU: Detection

Talk to the Dead


Level: 18 Action: Ac~
Cos t: 60
Effect: This spell allows the ne<romancer to communkate with dead ~Is
and spirits around him. The spell automatkally affects all spirits within 80 feet
of the caster that have a P~n<:e less thall 40. The (aster doesn't need to be
aware of a spirit's exact $oQtIon.
Added Effect .. 10 to the maximum Presence affected.
Maximum Z eon : Intelllgt'nce xl0
Maintenance: 1 every 20 (3 )
Type of Spell: Automatk

Necromantic ParalysiS
Leve l: 20 Action: Active
Cost: 60
Effect: Th is spell freezes the s~pernalura l essence of undead creatures.
rendeli ng th em unable to move. Any undead being In a 6O-fool rad ius from
the caster Is automatkally be subject to Total Paralysis If una ble to pass a MR
Che.: k with a Difficu lty of 120 .
Adde d Effe ct: +10 meter1i to radius and "'5 to MR Difficulty.
Maximum Zeon: Intell ,gen<:e )[10
Main tenance: 1 ~ry 10 (6)
Type of Spell: Spiritual

Necromitude
Level: 22 Action ' Active
Cost: 80
Effect: This spell allows all undead creature to recCNer SO Life Points. It has
no effect upon 11VIn8 bein8s.
Added Effect: .. S life ~Ints.
Maximum Z e on: Intelligence xl0
Maintenance: No
T ype of Spe ll: Effeo;t

Free Access
Level: 130

Death Beam
Leyel: 26 Action: Active
Cost: 60
Effect' This spell projects a strong necromantic discharge , The attack hits on
Ihe Energy AT and has a Rase Damage of 80.
Add ed Effect: +S to Base Damage .

Talk to the Dea~


Maximum Z eon : Intelligen<:e xl0
Mainte nilnce : No
Type of Spell: AtLlck

Raise Corpses
Leyel: 28 Action: Active
Cost: 80
Effect: Through necromantk enCfgy manlfllJlation. the caster can animate
corpses and turn Ihem Into zombies or skeletons under his control. The dead
do not keep the Specia l Abi li ties or knowledge they had while alive. But. they
maintain their bask abilities - wch as those aSSOC iated with natural Wf!apons and
some of their physICal Olaraclerlstks. The creature's Power and Resi5tances vary
according 10 Its body. For I"stance, a bear's cadaver would be considera~y more
dan~rous than that of a human. Basic Informalion on zombies is Included In the
Bestiary iI$ reference for the GM. A caster can ",Ise a numbel'" of corpses equ-al to
100 Presence points. as tong iI$ n-one of them are Individually highl:f" than 20.
Added Effect: " 20 to total number of affected Presences and "'5 to their
maximum value.
MilX imum Z eon: Intelligence x20
Maintenance : 1 every 20 (-4) D aily
Type of Spell: Effect

Dead Body
Le ve l: 30 Adio n: Act/vI:
Cost: 80
Effect: ThIs spell t~ stopS an Individual's bodily functions without
causing his death. The affected target can stin IT\OfIIe and act normally and be<omes
extremety resistant to damage effects and consequences b- as long as the spell
st.ays active. Ar'f phy$IcaI penalty hi! lncu~ 15 reduced by half. and he remains
conscious while in the nate between ~fe and death. In addition, anyone inspecting
the body wi~ be unable to determine Its true condition. The maximum total of
Presences affected by this spell (.1n not exceed 40.
Added Effect: +5 to the maJ(lmum Presence affected.
Milximum Zeon: Intelligence )[10
Maintenance: 1 ~ry 10 (8) Daily
Type of Spell: Effect

Drain Magic

Free Acceu

Level: 32 Action: Active


Cost: 60
Effect: ThIs spell drains the magical energy out of an individual o~ an object
a/'ld transfet'S It to the necromaocet'. ArT{ individual affected by this spell Is
forced to pass a MR Check with a Difficulty of 100 or lo5e a numbet' of Zeon
poitllS equal to twice the number by whl(h he failed the Check. The caster
Immediately abSOl'bs this Zeon.
Added Effect "S to MR Diffil;ulty.
M ~imum Zeon: Intelligen(e x20
Maintenance: No
T ype of Spell: Splntual

Level: 150

Free Access
Level: 1-40

Destroy the Undead


Leve l: 36 Action: Active
Cost: 80
Effect: This spell completely denroys the essence of the undead. Any
necromantic entity targeted by this spell Is fon::ed to pass a MR Check with a
Difficu lty of 120 or suffer damage eqUivalent to twice the number by which he
fJiled the Ched. Creatures wuh Damage Resistan ce increase this amount by
their Damage Resistance multiple.
Added Effect: "5 to MR Difficulty.
Maximum Zeon: Intelligence x20
Main tenance: No
Type of Spell: Spiritual

Necromantic Shield
Leve l: 46 Action: P.usive
Cost: 80
Effect: This spell creates an energy shield from the essence of dead souls thai
proteclS against all kinds of attaOO. The shield can absorb up to 1.000 po;nlS
of damage before breaking.
Added Effe<t: -100 ReSistance Points.
Maximum Zeon: Inteillgence x20
Ma intenance: 1 every 20 (4)
Type of Spell: Defense

Dominate Ufe
Level: 48 Action: Passive
Cost: 140
Effe ct: This spell allows the caster to ensl~ a living being's soul. The targeted
victim can resist the spell If he passes a MR Check with a Difficulty of 100. The
control led Individual recelvC5 a new Check each day. and he also receives the
chance to make anothe~ MR Check every time he receives an order completely
again$! his beh<J\llor.
Added Effect: +5 to MR Target Number Difficultr.
Maximum Zeon: Intelligence x20
Maintenance: 1 every 5 (28) Daily
Type of SpeU: Spiritual

Vampire Stigma
Level: 50 Action: Active

Drain Characteristics

Cost: 140

Leve l: 3a Action: ActIve


Cost: 80
Effect: 6y touching an living (reature, the necromancer can absorb one
of the Individual's Charactenstlcs. Incnming his own in the process. The
necromancer must Oecide the Characteristic that he will drain beiOre executing
the spell. The designated targetlo!.es 1 po;nt from that Characteristic for every
10 points by which he fal"s the 120 Dllfl(ulty MR Check. If the natural value of
the vil;tim's drained Chara<:teristic Is higher than that of the necromancers. the
necromancer adds that drained point to his own Characteri:stlc. If the target's
Characteristic "s lower. the necromancer needs to ab~ 3 Characteristic
poinlS to In(reasc hiS own by \. The In(reased attributes remain for as long
as the spell Is maintaIned. Lost Characteristics are recovered at a rate of 1 per
hour on(e the caster cancels the spell.
Added Effect: " 5 to MR Difficulty.
Maximum Zeon: Intelligence x20
Main tenance: 1 C'lery 20 ('I)
Type of Spell: Spiritual

Effect: The target of this spell automatically absorbs 10% of the damage he deals
to a..", opponent, Vampire Stigma will v.ori:; both on ~ attacks and direct
damage ~Is. as weU as SIr'I'Idar SlJpernatural powers. Attacks agamst creatures
with Damage ReSIstance give the caster only 2% of the deak damage.
Added Effect: ~S,*, additional damage absorption (+1% against ueatures
with Damage Reslstan(e).
Maximum Zeon: Inteillgenc:e x20
Maintenance: 1 every 20 (7)
T ype ofSpelt: Effect

Control the Oead


Level: 40 Action: Active
Cost: 100
Effect; The necromancer obtlilns absolute control of any undead creature in a
6O-foot radius. Dominion O{et' the undead s~ active for as long as the ~I Is
maintained, but it does not affect othet' r\eCI1)ITlilllOC U"eatures thaI might approoch
the area latet', The undead can attempt to lMJid being controlled by P=ing a MR
Ched< with B Diffi(ulty of 120. They wiD only be allowed to reroIupon recffling an
order compietcl'f (ontradiclory to their nature; therebre creatures without a win,
sudl as animated 00I"pSC$. can never be freed.
Added Effect: +30 feet to radius and ;-5 to MR Diffl(ulty.
Maximum Zeon: Intelli~n(e xl0
Maintenance: 1 every 10 (1O) Dail y
T ype of Spell: Spiritual

Wither Ufe
Level: 42 Action: Active
Cost: 80
Effect: This spell creatC5 a necromantic energy area that immediately kills any
inferior life form - such as small animals and plants - around the caste~. Any
living being with a Presence less than 20 that is within 30 feet from the c;ute~
automatically rots away.
Added Effect: +5 meters to radiUS.
Maximum Zeon: IntcHigence xl0
Ma intena nce: 1 evc~r 10 (10) Daily
Type of Spell: Automatic

Spectral Form
Level: 52 Action: ActiVe
Cost: 100
Effect: The necroman(er's physical body becomes a burning. spectral mass
that damages the essence of all living beings that come Into contact With It.
A~e touching ilS body fls the chill of death and;s forced to make a PhR or
MR Check wIth a Difficulty equa l to twice the necromancer's Presence. If the
affected character falls the Check. he suffers an All Action Penalty and loses a
number of life Points equal to half the number b)' which he failed the Check.
The necromancc~ can only be hit b)' Energy damaging attacks for as long as he
remains In this cond ition . The maximum Presence affe.::ted by thIs spell is 100.
Added Effect: +S to the maximum Presence affe.::ted.
Maximum Zeon: Intelligence x20
Maintel'lilnce: 1 every 10 (10)
Type of Spell: Effect

Free Access
Level: 1-60

Necromantic Modification
Leve l: 56 Action: Active

Co$t: 100
Effect: This spell can targelS either a living o~ undead enllty, temporarily
granllng it new f>owoen and Abil1ties. If the tMgtt is an undead creature. it
recelVe'l 100 ad<1itlOf\llI DP to obtain any of the Speoal Po....ers detailed in
Chapter 26. as a (l'I;!ature with a Goosis of 25 would. When directed at a
living being. the DP granted by the spell are reduced by half. The effects or thIS
spell do oot overlap. and subjects may be affe.::ted b)' it only once.
Added Effect: .. 10 DP.
Maximum Zeon: Intelligence x20
Maintenance: 1 C'lery 10 (10)
Type of Spell: Effect


Summon the Dead

Necromantic Chimera

Level: 58 ActiQf'l; Active

Level: 70 Action: Active


Cost: 2SO
Effect: This spell creates an undead creature subject to the ca~ter's control.
This Wllty Is developed as a Beillg Between World~ with 600 DP and a Gnosis
of 25. However, the necromancer c.anno! create the entity from scratch; in
order to develop it, he must gather pieces from several corpses. If looking 10
endow any power 01'" essential ability, he must first find the bocfle! of being~
that possessed tIlose powers. for Instance. If w.mting to come<" Natural Fl'ght,
he must find the corps,e of a creature who had that specific ability in life.
The existence of the chimera Is directly linked to the necromancer's soul.
Therefore. iU maximum level is calculated using the same roles as In the spell
Create Being of the path of Creation.
Added Effect: +50 OP.
Ma1l;mum Z e on: Intelhgence x30
Maintenance: 1 every 10 (2S) Daily
Type of Spell: Effect

Cost: 100
Effect: Thl~ spell tails the souls of dead people or 1pI'Cte~ to the necromancer.
The caster is able 10 summoo spirits sdectNely, although some other soul may
present itselflfthe spe<:lflC one ~ Is seeking to contaCt Is unavail<\ble. Summon
the Dead only IYOf'Iu on spints stili tied 10 the world. or on s.pedTa1 c~alure!;.
but no\ "'pon souls alrl;'ad)' transmlgrated to the F\ow of Souls. The maximum
total of Presences affected cannol exceed SO.
Added effect: -5 to the maximum Presence affected.

Maximum Zeon: Intelligence )(10

Maintenance: No
Type of Spell: erfe<;t

Raise Specters
Level: 60 Action: Activil
Cost: 200
Effect: By dominating the soots of the dead, me f\eO'Omancer QI/1 pervert ~r
essences and tum them Into speclt'1'S at ~ service. Th~ ghosts keep a =all part
of lt1e capacities they used 10 have In life, but they lose the majority of their old
powers and anribute5 in the process. A specter raised ~ this ~II reduces to half
(and round up) the Level athieved in life. H~r. It abides by the general rules
of undead spirits and receives 100 extra DP which the caster ernpkl)'s to prCNide
It with the powen; he ~ fit (as a GOO$iS 20 being). The spell will only worI< on
recently de<:eascd souls still waiting br the Calling. It can raises up to 100 Pre5ence
point5 among severnI spil1ts, proMed none of tIlem Is higl1er tIlan 30.
Added Effect: +20 to the number ofPreseno:es and +S to their maximum value,
Ma1l'mum Zeon: IntelligeOXe x20
Maintenance: 1 every 10 (20) Dally
Type of Spell: Effect

Drain Ufe Force


L~I: 62 Attion: Acuve
Cost: 180
Effect: Thi$$pI!11 absorbs an Individual's vital me and tr.msmit5lt to wh~r
the ne<romano::erdeslgnate5. The target must pass a MR Ched<. with a DiffICulty
of 100 or Io$e 1 ConSlitution and 1 Power Point for every 10 point5 by which
he fails the Check. The affected Ind,vidual also ages gradually. according to his
failure level. Absof"bed point5 allow the necromancer (or the subject ab50riling
them) to rejuvenate and recC\'ler part of his Ion vitality. up to starting levelS.
Characters deprived of their vital force can never rec<:Ner it, except through
supemarural abilities that make it possible.
Added Effect: +S to MR Difficulty.
Ma1limum Zeon: Intelllgeoxe:o:20
Maintenance: No
Type of Spell: Spiritual

Life Pervenion
Level: 72 Action: Active
Cost: 180
Effect: This spell corrupts the esse nce of a living being and stops its
bodily functions, Immediate ly transforming it Into an undead entity. The
affected character maintainS the same Characterlstks and abilities he had In
life .. although hl$ animated corpse status will naturally grant him the advantage
of Physical Exemption. Ind,vlduals may ;M)id transformation by passing a MR
Check with a DIfficu lty of 100.
Added Effect: +S to MR or PhR Dlfflcu lty.
Maximum Zeon: Intelligeoxe x20
Mainten ance: No
Type of Spell: Spiritual

Free Acceu
Leyel: 1..80

Vassalage

Leve l: 1- 70

Level: 76 Action: AaJve


Cost: 2SO
Effect: Thi's spell pennanwtIy loes an undead creature 's soul to that of the
necromancer. Thus, the $pI!lkaster automatkally becomes its hierarchical
superior, and the monner's existence depends upon him. Although this spell
does not endow the necromance<- with real control upon the creature, their
lives are tied together in a manner such thaI if the maSter is destroyed, the
creature will perish too. The affected undead may reslst Vassalage by pas~ing a
MR or PhR Check with a D,fficulty of 80.
Added Effect: +S to MR or PhR Difficulty.
Ma1limum Zeon: Intelligence x30
Maintenance: No
Type of Spell: Spiritual

Kill

Drain Souls

Level: 66 Action: Active


Cost: 100
Effect: n us spell Stops a subject's bodily fun<tlons causing Immediate death .
It only works on living beings and 15 useless aga,mt spirlt5 and some inanimate
Beings Between W<:H1ds. The affected character must pass a MR or PhR Check
with a Difficulty of 80 to survive.
Added Effect: .. S to MR or PhR D,fflCulty.
MaJlimum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: SpIritual

Level: 78 Action: Active


Cos t: 200
Effect: This $pI!1I aHows the necromaoxer to snatch another individual 's soul
so he may feed on IU essence and power. The strooger the ab50rbed spirit, the
greale<- the energy received. The targeted Indlvid~ must pass a MR Check with
a DiffICUlty of 120 or lose an amount of Presence equal to half the number by
which he failed the Check. for every S Presence poinu lost. the target loses 1
level and all the capacitle$" or ~ dependent upon it (with the exception of
1<.nowIedge-based ablhtles). If the target's Presence ~ reaches :zero, IU soul
is considered to be completely exllngUlshed and he dies. Fe.- every 10 points
of Presence ab$orbed, the necromancet" lemporanty increases one of his
Characterlsllcs by 1,01'" he can choose to receive 10 DP to acquire any I\lwer 01'"
Essential creature ablhty. These lnc.reased Char.teterlstics values will vanish at the
rate of one per day, and Of' will decrease at 3 rate of 20 per day.
Added Effect: +5 to MR Dlffoculty.
Milximum Zeon: Inlelligence x]:o /
Milintenance: No
Type of Spell: Spiritual

Free Acceu

Soul Beam
Level: 68 Action: Active
Cost: 'HO
Effect: This spell projeru a magical enef"g)' d'sdlarge compo~ of withered
~15. The ~II hits on the Ene'lY AT and has a 100 point Base Damage. II
only affects beings with a soul; hfeless physical bodies. such as wall~ or golems.
are ignored. Given the nature of the discharge, only th~e with the capadty of
seeing spirits are able to sense It.
Added Effect: +S to Base Damage,
Maximum Zeon: Intell igence x30
Maintenance: No
Type of Spell: Attack

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Surpass Death
Level: 80 Action: Active
Cost: 300
Effect: This spell allows a living person to defeat death. The Llrget bec~
an undead entity without ties and can therefore exist in the world on his own
pc7NI!'r. The $pel must be cast at the exact moment of the person's death - or a
few seconds before (It will not caU!;e death by itself). The caster is free to dec~
II the till'get ,n question becomes a Being Between Worlds or a Spirit, but in
ilr'f case ,t wlillwoe a Gnosis of25. The spell confom 150 extr1I DP to to use for
any of the essential abilities or powers described in Chapter 26. If the ~ter
chooses for the target to become a Spirit. the Llrget must spend 100 DP to that
eod. He can also choose up to 50 DP in Disadvantage and Penalties, which
Will gtve him extra points. E)((ess DP incre-= the jeo"el 3S described io the spell
Chimera. Surpass Death wUi only .....,.... on livmg creatures at the moment of
death; therefore, It will have no effect uporl creatures of a necromantK oature.
Added Effect: "10 DP and +5 optiooal DP in Disadvantages.
Maximum Zeon: Intelligf:nce x30
Maintenance: No
Type of Spell: Effect

HIGH MAGIC
True Rise
Level: 82 Actloo: Active
Cost: 320
Effect: This spell raoses a corpse allowing it to malntam Its km::.....ledge and every
one of the ~ and abilities it had 10 li~. Uobrtuoale!y, the raised creature
beo;omes an UncH-ad being lacking true soul. The spell affects deceased dwactet"$
or creatures WIth a Presence SCOfl'! less !han 30 whose bodies are al the rea<h of
thecaste<'.lf death occurred a long time befoo"ethespeil ~cast. the raised creature's
~ abilities might be damaged. Characters resurrected once through this $pel
caro not be resurrected again. Keep In mind that. even though the cIlar.Kter is. an
undead enbly, it is not uncIef' the control of the necromanc:er.
Added Erfect: " 5 to the maximum Presence affetted.
Maximum Z e on: InteiligerKe x30
Maintenance: No
Type of Spell: Effect
Free Access
Level: 1-90

Well of Life
Level: 86 Action: Active
Cost: 300
Effect: This spell creates a field of dark energy cer'llerd on the necromancer
t hat allows him to ab~rb half the life Poi ntsl~t by all living beings within 150
feet of him. These life Points go towards heali ng any ~rt of wou nd s he m ay
have suffered. Well of Life Itself does not Inf];<t damage, but necromaocers
usually combine Its effects with other damaging magics at their disposal.
Added Effect: +SO feet to radius.
Maximum Zeon: Ir'IIell'geoce x30
Maintenance: 1 every 10 (30)
T ype of Spell: Effect
Cursed Lilnd
Level: 88 Action: ActIve
Cost: 350
Effect: The caster corruptS a $mall fragmeot of the world. hauotiog a section
ofland.lns.lde this area. all deceased individuals.m- Instantaneously resurrected
as undeild c~at\lll!s subject to lIis control. Deceased charact~ automatically
bec;ome animated corpses, but one out of a hundred .m- resurrected as a
specter. These undead creatures ooly act 10$ide the cursed land (see level 28
and l~ 60 spells of this Path as a reference). The magic sustaioiog them will
v.mWllf they leave the all!a. The spell haunts a one mile radiUS, stationary to
the place where It was cast.
Added Effect: " 1 mile to radius.
Maximum Zeon: Intelhgence x40
Maintenance: 1 every 10 (35) D aily
Type of Spell: Effect

Sustenance
Level: 90 Action: Active
Cost: 200

_.

Effect: This: ~II affec.ts the esserKe of one or several undead creatures
malmalned by the spell, alkowlng for their existence even after the necromancer
stops paylog for their maintenance. For InstarKe, rfthe spellcaster uses Sustenance
uporl a zombie animated by the spen Rai!;e Corpses, the creature will continue to
stay iKtIve once that spell has ended. The caster may affect as maroy indMduals as
lie may wish, pnMded the total of their Presences is not higher than 60.
Adde d Effect: " 10 to the mooclmum ~nce affected,
Maximum Zeon: lotellfgence x20
Maintenance: No
Type of Spell: Effect

DIVINE MAGIC
Raw Material
Level: 92 Action: Active
Cost: 350
Effect: This spell generates the corrupt eoergy used by necromaotic magiC
to resurrect corpses and spirits, enabli ng the caster to create the raw mater ial
necessary to resurrect corpses at a later stage. The spell forms oecromam ic
material , eq u ,~alent to a thousand human bod ies, or a smaller amour'll of other
more powerful creatures Instead.
Added Effect: +1.000 additiona l bodies.
Ma ximum Zeon: Intell igence xSO
Maintenance: No
Type of Spe ll: Effect
Free Acceu
Level: 1- 100

Lord of the Dead


Level: 96 Action: Active
Cost: 300
Effect: The Lord of the Dead extends its presence io the worid, subdu,og
all undead creatures 10 a 60 mile radius. All creatures withio the spell area
are $Objected to the lopellcaster's cootrol uoless they pass a MR Check with a
DiffICUlty of HO. QrKe they do, no rerolls are necessary. Affected Individuals
are not entitled to a new control unless they alter their Resistances.
Added Effect: 60 miles to radi~ and +5 to MR Difficulty.
Maximum Zeon: Intelligence x30
Maintenance: 1 every 5 (60) Daily
Type of Spell: Automatic
Come Back from the Dead
Level: 96 Action: Active
Cost: 400
Effect: This spellll!tums a decea5ed creature's spi rit to the world . even after
it has gone back to the Flow of Souls or has been scattered . The character
returns as an undead beiog, with his soul and essence untollChed. If t he body
of the deceased character stil i exists. It will come back to it. If it does not, he
may relncamate In a new one o r become an Immaterial specter. As Is the
case In similar spells, the time elapsed between death and resurrection ;~ a
restralniog factor to the efftcacy of the spell. ResusciLlted SOIJls cannot h~ a
base Presence higher thao 30, and the elapsed time since death cannot el<Ceed
one month. Destroyed or resurrected $Ouls can not be affected by this spell.
Added Effect: +5 to the maximum Presel>Ce affected and twice the time
elapsed sirKe the subje<:t's death.
Maximum Zeon: lotelligeoce x40
Maintenance: No
Type of Spell: Automatoc

The Awakening
Level: 100
Action: AcINe
Cost: 900
Effect: The Awakening Is the most powerful of necromantic spells. By
corl'1Jptmg a part of the world, the caster extends his shadow OYer all existence
and bnogs back the dead, subjugating them to his full control. The AWolkeniog
Is oot limIted a normal area of effect; aij de<:eased persons in the world with a
Presence lower thao SO are affected. In QI!;e spirits are still awaiting the calilog,
they a~ raised either as specters or animated COrpSe5. A $mall pel'(eotage of
the deceased - ooe out of IYtry ten thousand - come back .....tth full fawlties.
Added Effect: +5 to the maximum Presence affected.
Maximum Zeon: In te1ligeoce x50
Maintena nce: No
Type of Spell: Automatic

FREE ACCESS INDEX

Le<Jd 10-20

Le<Jd 20-30

Le<Jd30-40

Create SOI..Inds

Inhumanity

Close with Magic


Cause Fear
Understand La nguages
No<
Serenity
Magic Shield
Magical Protection
Clouds
Send Message
S . . .,
Le vitation
Contrace ptive Protection

Resistance to Pain
True Close
Purification
Extend Presence
Alter Size
Invoke Aggressiveness
Change of Outlook
Heal Diseases
Magic Beam
Eliminate Dreams
Sense Feelings
Eliminate Spells

Le<Jd40-S0

Le<JdSO-60

Le<Jd 60-70

Le<Jd 70-10

Friendship
Quick Transport
Send Dreams

Blindness

Read Minds

Heal W01Jnds
Visualixe Cartography

Increase Psychic Charac.


Magical Weapon
Increase Physical Charac..
Minor Alteration
Body to Magic.
Paraly:r.e
Rejection
Plague
Create Emotion
Weakness
Re sist
Fo.-getfulness

Invisibility
Levitation Sphere
Uselessness
Dominion
Deflect Trajectory
Stall Spell
Detection Mark
Flight
Offensive Erudition
Defensive Erudition
Containment
Perfect Ta.-get

Tie
Create Fire
Opening
Move Objecu
Stop hI!
Clearltiness
Magic Detection
Create Mu sie
Undo Writing
Static Message
Jump
Change Color

Cancel Magic
Curse
Absorb Informiltion
Show the Invisible

Undo
Cause Sickness
Slow
Alter Ene.-gy

Fog
Breathe Liquids

Enchant
Re cre ate Image
Re pair
Climb
Pass Without leaving Trace
Slippery Area
Attract Hinor Vermins
Infinite Bag

Deafness
Inability to Speak

Sleep
Walk onWaUs
Magic Saddle

Merge with Body


Eliminate Fatigue
Acid Cloud

Leave Unprotected

Le<Jd 10-90

Le<Jd 90-100

Spell Return
Disenchantment
Natural Spell
Steal Spell
Immortality
Magic Prism

Eye of Time
Possession
Seal
Shield Against Powers
Imitate Spell
Conditioning
Link Maintenance
The Magistrate
The Gift of Knowledge
Strengthen Magic
Innate Magic
Predestination

Eliminate Needs

Prepare Spell
Physical Immunity
Gate
Teletransportation
Location

FREE ACCESS MAGIC


~LI-IO
Tie
Action: Active
Level: 1-10
Cost: 40
Effect: This spell causes chalns .-opes. 0<' any Iype of Slnng 10 be knotted with
a 'HO Base Abohty in Sleight of Hand. The caster may command strings to tie
a subject up. in which case the taJ'get will have to fight off an automatic allack
of Absurd DIfficulty. foIk1NIng the rules of Trapping (this is to say. he Wl)UId
receive a direct attack with a final ability of 180). The S~ngth of the binding
depends on the material used. Just as a reference. a very thick rope....ould have
S~ngth of 10. whereas metallic chains would have Strength 12. Note that
stnngs are not created by the spell.
Added Effect: +10 to Sleight of Hand ability.
Maximum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: EffC(t
Closed Paths: Destruction and illusion

Cr-eate Fir-e
Level: 1_10
Action: Active
Cost: 40
Effect: This spell creates a $Ingle fire Intensity if cast upon a flammable
substo:""ce. j( fire (,ltches on. It will not be necessary to malnUIn the spell.
Added Effect: "'1 fire intenslty.
Maximum Zeon: Intelligence )(10
Maintenance: 1 every 10 (4)
Type of Spell: Effect
Closed Paths: Water

Opening
Action: Active
Level: 1-10
Cost: 30
Effect: this spell aHows the caster to open any closed door. If the door IS
bIO(~. the 5pt'I1 will try 10 force 11 by employing a lock Pkking abi lity of 80.
Added Effect: +10 to l ock Pitking.
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Effect
Closed Paths: Destruction and Fi re

Move Objects

Static Message

Level: 1-10
Action: ActiYe
Cost: 30
Effect: Tl'lis spell n1<1o'es inorganic objeruwithout the need of physical mtact.
by gran\Jng them a Flight Value 10. Maximum weight that (an be affe<;led I~ SO
pounds.
Added Effect: +20 pounds
Maximum Zeon: Intell igen<e x10
Mainte nan ce: 1 every 10 (3)
Type of Spell: Effeo;t
Closed Paths: Destruo;tion and Earth

Level: 1-10
A ction: Active
Cost: 30
Effect: This !.pell creates a written m~age in a panicular place or on an
obJecL The spellcaster can make this message appear and disappear at will.
even when not physically present. However. if not present. he will not know If
th-e message Is actually read by someone. The message hill a 4Q-word limit.
Add e d Effect : +10 words limit
Maximum Z eon : Intelligence x20
Mainte nance: 1 every 20 (2) Daily
Type of Spe ll: Effect
Closed Path s: Destruction

Stop Fall
Level: 1-10
A(tion: PassIVe
Cost: 40
Effed: This spell (an(e1s the e(feo;ts of falling from greal heights. In game
temu. It (ompletely eliminates the Impact of falling from a ISO foot distance.
It may affe(! several individuals simultaneously. proYided the tOlal of their
Presen<:es Is nOI higher than 60.
Added Effec t: +30 eXira fuet of fall and +10 to the maximum Pre~ence
affected.
Maximum Zeon: Intelligence x20
Maintenance: 1 /!:'Iery 10 (4)
Type of Spell: Effect
Closed Paths: Earth

Cleanliness
Level: 1_10
A ction: Active
Con: 30
Effect: This spell re~ any minor physical impurity (soch as din or bad
$lTlt'1I) In the target's body and clothes. It un also be ~ to dean places or
obje<ts. It un affect up to a maximum f'resen<:e of SO.
Add e d Effect: +10 to the maximum P~nce affected.
Maximum Z eon : Intelligence x10
Maintenance: No
Type of Spell: Efk<:t
Closed Paths: None

Jump
Leve l: 1-10
Actio n: Active
Cost: SO
Effect: The targeted IndiVIdual (an supematuralty enhance his Jump Ability.
The spell adds a +SO bonus to me base of a character's Jump Abihty. and allows
hIm to reach Inhuman Difficulty Levels when making Jump Checks.
Added Effe ct: "20 to Jump Abi lity
Maximum Zeon: Intel ligence xl0
Mainte nance: 1 every 10 (5)
Type of Spell: Effect
Closed Paths: Earth

Change Color
Leve l: 1-10
Action: Active
Cost: 30
Effect: This spell WIll change the color of obj&ts. or even people. provided
their Presern:e does not exceed 40. The target (an resist this spell by pass.ing a
MR Check with a Difficulty of 100.
Added Effect : +5 to MR o.mculty and -'-5 maximum Presence affe<:ted.
Maximum Z e on: Intelligence x10
Mainte n;lnce: 1 every 20 (2) Daily
Type of Spe ll: Spifitual
Closed Paths: Destruction

Magic Detection
Level: 1-10
Action: Active
Cost: 40
Effect: The caster automatically detects any source of magk in a 80-foot
radius around him. If the magk Is hidden. this spell employs the equivalent of a
Magtc Apprai~ Ability of 140.
Added Effed: +10 to Magic Appraisal and +80 feet 10 radIUs.
Maximum Zeon: Intelilgen<:e xl0
Maintenanc e: 1 every 20 (2)
Type ofSpe!!: Effect
Closed Paths: Da rkness

Create Music
Level: 1-10
Action: Acti~e
Cost: 40
Effect: This spell creates music that is audible in a 30 foot radius. The piece Is
perrormed wltk a MusiC Ability of 80. This ~I can only play ple<:es the caster
Is familiar with. ev<!n if only In a vague way.
Adde d Effect: +25 meters 10 range and +5 to Mu~ Abj]ity.
Maximum Zeon: lnleiligen-c:e x20
Mainte nance: 1 every 20 (2)
Type of Spell: effect
Closed Path $: Destruction

Undo Writing
Leve l: 1-10
Action: Active
Cost: 40
Effect: The spell WIll erase a text up to 500 characters or letters. The material
upon whkh the tex! Is Imprinted Is could be altered by this spell. but not in
" damaging ~. for Instance. the spell causes Ink 10 fade away. or the space
treated by engr.wlng 10 be refilled. This spell can only affect objects with a
Presen-c:e less than 30.
Added Effect: ~ 5 to maximum Presence and +100 characters
Ma:o:imum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: Effect
Closed Paths: Creation

J9VEL 10-20
Create Sounds
Level: 10-20
Action: Active
C ost: 40
Effect: This spell creates a sound In a specific piKe nOI more than 150 feet
~ from the caster.
Added Effec t : +SO fe<!t
Maximum Zeon: Intelligence xl0
Mainte nance: 1 CIIcry 10 (4)
Type of Spell: Effeo;t
Close d Pa ths: Destruction

fog
Level: 10-20
Action: Active
C ost: 60
Effect: This spell creates fog In a 300-1001 radius. Density may be determIned
by the cillter. The fog remains stationary unless affected by wind. Ught breezes
will mal> the fog dnft; stronger winds simply disperse the fog.
Added Effect: .. SO feet to r.ulius
Maximum Z eon : Intelligence x20
Maintenance: 1 every 10 (6) D aily
Type of Spell: Effect
Closed Path s: fire

Breathe Liquids
Level: 10-20
A ction: Active
Cost : 40
Effect: This spell enables targets to breathe in a liquid environment just as
easily as they do in alr.lt may affeo;t several individuals simultaneously prcwIded
the total of their Presences is not kigher than 80.
Added Effect: .. 20 to the maximum Presence affected
Maxi mum Zeon: IntellIgence xto
Maintenance: 1 every 10 (4) Daily
Type of Spell: Effect
Closed Path s: Earth and Fire

Enchant

Attract Minor Vermins

Level: 1()'20
Action: Al;tlve
Cost: 50
Effect: This ~II IlIrns an obJe<t Of" place with a Presence of 50 or below
Into a supernatur.d element. The newly enchanted Sllbstance affects Intangible
beings and spells. For Instance, If cast upon a weapon. the weapon will be able
to Innict d~mage upon Immaterlal beings (emplatlng the obje<t's Pres.er>ce).
Ukewise. ett\ereal beings could not p;m through an enchanted wall.
Added Effect: ~10 to the maximum Preseno:e affected
Maximum Z eon : Intell'gence x10
Maintenance: I ~ 20 (3) D a ily
Type of Spell: Effect
Closed Paths: None

Leyel: 1()'20
Action: Active
Cos t: 30
Effect: This spell summons a total mass of 60 ~ of small vermin to a
designated spol This speU does OOt create J1('W creawrtS, it merely attr'act$ exhting
vermin In the area. This spell does not grant any control 0J'ef" these creawl'eS.
Added Effec t: ~ 20 pounds of mass
Maximum Zeon: Intelligence 1110
Mainte nance: I every 20 (2)
Type of Spell: Effe<t
C losed Path s: None

Recreate Image
Leyel: 1()'20
Action: Active
Cost: 40
Effe<t: This spell re<:reates an Image previously seen by the spellcaster. with a
maximum surface of nve square fee\. This apparitlon is a transparent hologram
with no substance that remaIns motloniess and stationary.
Added Effect: + 5 square feet
Maximum Zeon: Intelligence xl0
Mainte n ance: 1 every 10 (4)
Type of Spell: EffeCl
C losed Paths: Destruction
Repair
Leyel: 1()'20
Action: Active
Cost: 60
Effe<:t: This spell repairs an inorganic object entirely. but It does not recreate
mlSSdng pieces. PerformIng the repair requires that the fragments of the object
~ preserved. or that the nec:essary ~ materl.ili are available. It can be ~
upon anything, from weapons to buildings. WIth a Preseoc:e less than 30
Add e d Effect: +5 to the maximum Presence affected
Maximum Z eon : Intell,gence xl0
Maintenanc e: No
Type of Spe ll: Effect
Closed Paths: DestruCtion and lIJu~n

Climb
Leye l: 1()'20
Action: Active
Cost: 50
Effect: The targeted IndMdual has his Climb Ability supernallirally enhanced.
The spell adds a "50 bonus to the base of a character's Climb Ability and
allows him to reach Inhuman Difficulty levels when making Climb Ch&ks.
Added Effect: -+20 to the Climb Ability
Maximum Zeon: Intelligence x10
Maintenance: 1 every 10 (5)
Type of Spe ll: Effect
C losed Paths: Air

Pass Without Leaving Trace


Level: 1()'20
Action: Active
Cost: 60
Effect: This ~II elimInates the physical traces people leave behind. I! takes an
InhumarHevel Track Check to follow the traces of all)'Q<le using this spell. The
caster may affcct as many individuals as he wishes. pro.tIded the total of their
Presences 15 not higher than 120.
Added Effect: " 20 to the maximum Presence affected
Mallimum Z eon : Intell'gence dO
Maintenanc e: I every 10 (6) Daily
Type of Spe ll: Effect
Closed Paths: light

Slippery Area
Leyel: 1()'20
Action: Active
Cost: 50
Effect: This spell enchants a stat,c lS1oot radius area . rendering it as slippery
as wet Ice. Crossing this neld WIthout slipping requires an Acrobatics or
Athleticism Check of Difficult If walking. or of AbMJrd If running.
Added Effect: ... S meters to area
Maximum Zeon: Irltelilgence x20
Maintenance: 1 every 20 (3)
Type of Spell: Effect
C lose d Paths: Fire

Infinite Bag
Leyel: 1()'20
Action: Active
Cost: 40
Effect: This spell permits charatters to nil a bag. sack. or chest with up to ten
times Its normal storage capaCity - WIthout Increallng il$ weighl. The easternn
always draw the exact object he needs from the container, whereas the rest
of the characters will swmble upon ranoom objects. Objects are stlll limited
to a size that would normal lr nt Inside the container, so this spel l would not.
for ekample. permit a wagon to be stOf'C<l Inside a tr~cal backpack. The load
fully materializes upon termination of the spell; In this way, it Is possible that
the container mar burst.
Added Effect: "5 additional times II!; SlOI'age capacity
Maximum Zeon: Intelligence x10
Maintenance: 1 ev(!ry 10 (4) Dally
Type of Spell: Effect
Closed Path,: None

Inhumanity
Level: 1().20
Action: Active
Cost: 50
Effect: T~ts of this spell are able to achieve InhllmarKIifflCulty results in any
field or Sllb)ect matter. Sear In Il1Ind that this does not mean actions pe!'lOrmed
by these SllbJect5 are automatically I""uman. R.ather. it means that characters
can achieve them If their Characteristics Of" Ab;hty Che<ko; "'low. This spell can
affect ~ral Individuals SImultaneously, proy;ded their total Presence Kores
~ not higher than 60.
Added Effect: "' 10 to the maximum Presence affected
Maximum Z eo n : Intelligence xlO
Maintenance: 1 every 10 (5) Daily
Type of Spell: Effect
Closed Path s: None

WVEL20-3 0
Close with Magic
Leyel: 2()'30
Action: Al;llve
Cost: 100
Effect: This spell automatically closes any door or lock. Increasing the
necesSJry Difficulty to open II by one degree - up to an Inhuman maximum. In
other words. a dOOl" requlrlng a Medium-DiffICulty lock Picking Cke<:k to open
would now require a DIfficult Check. Although the lock itself is enchanted. the
caster doesn't need to pay fOI' maintenance; the spell will be active untJl the
door opens. ThIs spell wHi only affe<t one lock at a time.
Added Effect: "1 to Difficulty level for opening
Maximum Zeon: Intelligence x10
Maintenance: No
Type of Spell: Effect
Clo sed Pa th s: DeSlno:tion
C~u5e

Fear

Level: 2().3Q
Ac tion : Active
Cost: 100
Effe ct: All creatures within a ISfoot radius of the caster fall prey to a terrible
magical fear - unless they pa~s a MR. Check with a Difficulty of 100, Tho:;e who
fall the Check are subJe<:ted to the Fear State.
Added Effect: " S meter to radius and "'S to Mil.. DIffICulty
Maximum Zeon: Intelligence xl0
Mainte n ance: 1 every 10 (10)
Type of Spell: Spiritual
C losed Paths: light

Understand Languages
Level: 2()'30
Action: ActIve
Cost: 100
Effect: This spell wm allow the targeted ind"lYidualto galn temporary profICiency
In a language prevloosly not $pOken by him. When dealing with an exreptlonally
)mpiex idiom. the GM rs free to demand the irwestment of a larger aITIOllnt
of Zeon to master It. as he sees fit. The spell may affect as many Individuals as
designated. provided their total Presence scores do not exJ:eed 80.
Added Effect: ~ 10 to maxImum Preser1(e affected
Maximllm Zeon: Intelligence x20
Ma intenance: 1 every S (20) Daily
T ype of Spe ll: Effect
Closed Paths: None

Net
Leve l: 20-30

Action: Active

Clouds
Level: 20-30
Action: Active
Cost: 80
Effect: This spell forms a thick layer of douds WIth a maximum radIUS of 300
feet. The caster is In complete control of Ihem and may I'T>CNe them aroond or
mape them in any way he pleases.
Added Effect: - 60 feet 10 radIUS
Max imum Zeon: Intelligence x20
Maintenance: 1 every 10 (8) Daily
Type of Spell: Effect
Closed Paths: Fire and Earth
Send Message
Level: 20-30
Action: Active
Cost: 80
Effect: This spell ~end$ an oral message of SOO \'wOrds or less

\0

a familiar

Cost: 60

person not more lhan 60 ml~ dist.mt. The language of\.he ~ge must one

Effect: This spell will create high density magical fibers that form a very nkky
nel. The caster can u$C this net roc whatever he may desire, such as blocking

that is familiar to the caster.


Added Effect: "'60 miles 10 range and -.-100 words

a passage or entrapping creatures. The nefs maximum radius Is 10 feet. II


Maximum Zeon: Inleiligeflce x10
Traps With a Strength of 10. and It can endure 500 POUlts of damage be~oreMaintenance: No
breaking uSing an AT 4 Since Its substance IS of a mystical nature. only heat.
cold, electricity or supernawral attac ks w ill harm It
Added Effect: "'5 feel to radius and +50 Resistance Points
Maxim um Zeon: Inte lligence x l0
Maintenance: 1 every 20 (3)
Type of Spell: Effect
Closed Path s: None
Serenity
Action: Active
Level: 20-30
Cost: SO
Effect: This spell produces a feelIng of
tranquility and peace In the target,
IndllCing calm even when experif!n<ing
rage or terror'. It ufI(els aU fear,
terror, or rage St;lles experienced by the
target - mept If they are of a supematulGl
nature. A character can resISt this spell by
pass<ng a MR Check with a DiffICulty of 120.
Added Effect: S to MR DIffIculty
Maximum Zeon: Intelilgence xlO
Maintenance: I every 10 (5)
Type of Spell: Spil'ltual
Closed Path s: Fire and Dark.ness
Magic Shield
Level: 2()'30
Action: Pass ive
Cost: 60
Effect: This spell creates a magical Shield thaI
WIll protect the caster from all attack.s - Including
those of a supernatural nature. It can withstand
up to 300 polnu of damage before breaking.
Added Effect: +SO Resistance Poinu
Muimum Zeon: Intelligence x20
Maintenance: 1 every to (6)
T ype of Spell: Defense
Closed Paths: None

Magical Protection
Level: 20-30
Action: AcIiYc
Cost: 60
Effect: ThIs spell grants armor protection Wllh an AT 2
against all attack.s exc.ept for Energy-based attacks. It can
be used In conjufl(tion Wllh any other form of protection
as an addiUonallayer. However, it does nOI cause ~peda!
penalties to be applied 10 the Initiative.
Added Effect: +1 AT.
Maximum Zeon: Intelligence xl0
Ma in tenance: I every 10 (6)
Type of Spell: Effc<:t
Closed Paths: Destruction

Type of Spe ll: Effect


Closed Paths: Non e
Speed
. Level: 2()'30 ActIon Active
.~ Co st: 80
IJ\
Effect: This spell raIses a subject's Mo.rement Value by one degree
- , and also applies a ",20 bonus to his Initiative.lncrea!.lng Mo.rement
Value beyond 12 requires twO Added Effens for each addItional
degree of lr1(rease.
Add e d Effect +10 to Initiative and
to Mc.-ement Value
Maximum Zeon: Intelligence xtO
Maintenanc e: 1 every 10 (8)
of Spell: Effect
Paths: Earth

+'

Action: Active
Cost: SO
Effect: Targets of thIS 5pel1 gain the ability to levitate their
bodies vcnically in the air, with a RighI Value of 4. Thrs spell
may affect <1S many targeu as necessary - pr<Mded the sum of
their presenc~ scores do not exJ:eed 80.
Added Effect: +10 10 the maximum Pre5ence affected
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 10 (5)
Type of Spell: Effect
Closed Path s: Earth
Contraceptive Protection
Level: 20-30
Action: Active
Cost: 60
Effect: This spell pre.-enu sexually o-ansmitted diseases and
pregnancy.ltmayaffCdseveraJindividual$$imultaneously-prtMded
the total of their Presence scores do not exJ:eed 80.
Added Efrect: 10 10 the maximum Presence affected
Maximum Zeo n: Intelligence xl0
Maintenance: 1 every 10 (6) Daily
Type of Spell: Effecl
Closed Paths: None

Resistance to Pain
Leve l: 30-40
Action: Acllve
Con: 60
Effect: This spell Increases a living being's endurance. applying a +60 bonus to
il5 Withstand Pain Check.s.
Added Effect: .. 20 10 Withstand Pain.
Maximum Zeon: Intelligence )CIO
Main te n ance: 1 every 10 (6) D aily
Type of Spell: Effect
Closed Path s: Essence

True Close

Change of Outlook

Level: 30-40
A ction: Active
Cos t: 80
EHect: The ca~ter i$ Butomauc.al1y able to Obstrucl any type of door. shuller,
Of' window wllh B P~sence of 20 Of' beJaw.lf cast upon an open door, this spell
c.au~ 1110 dose by Itself. Of' if II has a lalch. the spell will fasten il dosed. FOf' as
long as the spell Is malntaloed. the<"e will be no pt1ysic.a1 yqy 10 open the door
:\hort of destruction Of' employing other maglc.al means.
Added Effe ct: " 5 to the maximum Presence affected
Maximu m Zeon: Intelligence x20
Maintenance: 1 every 20 (4) D aily
Type of Spell: Effe
Clo sed Path s: None

Effect: This spell modifies the face and body of its target. It can alter skin
color or physiognomy. but It cannot change height Of' weight beyond the limIts
set by the character's Size. In Of'der to reSist the makeover. a character must
pass a MR Check with a Difficulty of 100. If he falls the Check. he receives a
new one each day.
Added Effect: .. S 10 MR Difficulty
Maxim um Z eon: Intelligence x10
Maintenance: 1 every 10 (8) D aily
Type of Spell: Effect. Spiritual
Closed Paths: Destruction

Purification

Heal Diseases

Leve l: 30-40
Action: Actlve
Cost: 80
EHect: This 5pe1l purifies a body by elimInating any harmful submnces from Its
system, such as poisons. It automatkally eradicates any substance of level 30 or
below. Purification only affects the harmful elements of an organism. and thrue
alien to it. In thiS way. a Purification spell cast upon a poisonous snakf: would
not remove the snake's own polson. but the same spe ll cast upon a person
biten by the snake would be purified. The spell may affect as many individuals as
designated. provided the total of their Presence ~ores does not exceed 80.
Added EHect: -10 to Poison level affected and +10 to the maximum
Presence affected
Maximum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: Effe
Closed Path s: Creatlol'1

Leve l: 30-40
A ction: htive
Cost: 80
Effect: This spell automatically eliminates any Illness of level 30 or below. II
may be cast upon severallndMdual~ pro.-ided that the sum of their Presences
does not exceed
Added Effect: +10 to Disease level and +10 \0 the maximum Presence
affected
Maximum Zeon: Intelligence xl0
Maintenance: No
Type of Spell: Effect
Closed Path s: None

Extend Presence
L ~ I: 3Q-40
Action: ActIve
Cost: 100
Effect: The caster Is able to extend his Presence up 10 15 ~tlN'af from his body.
allowing him to perform action at a distance. As long as the Preseoce is detached
from the body. the caster Is unable to rno.'e. but he can return to his body without
the need of ending the $pd. The Presence is able to tou::h physical oI:>jects and even
attack. but ~ Is IrMYbIe 10 the htrnan ere. The only way 10 notl(e itS presence is
via Ki detectIOn. the abHity to see spirits. or some other mean<; of seeing ethereal
bodies. ~. if the Presence is holdIng an object. that object v.iI be perfectly
visible. The Presence is intangible and <:an only be harmed by Energy based attacks.
Nrt Ufe Fblntlost will also affect the taSter's body.
Add e d Effec t , +5 meters to range
Maximum Zeon: Intelligence x20
Maintenance: 1 every S (20) Dally
Type of Spell: Effe<:t
Closed Paths: None

Alter SIze
Level: 30-40
Action: Active
Con: 80
Effe ct: This spell increa~s or decreares the target's Size up to 2 points. No
matter hO'N many added effects a~ employed. the lowest value for size is 1. In
order to resist the spell. characters must pass a MR with a Difficulty of 120.
Add e d Effect: Increase or decrease 1 additlonal size point and 5 to MR
Difficulty
Maximum Z eon: Intelligence xl0
Maintenanc e: 1 every 10 (e)
Type of Spe ll: Spiritual
Closed Path s: Destruction

Invoke Aggressiveness
Leve l: 30-40
A ction : Active
Cost: 80
Effect: This spell incre~es aggressiveness In all living creatures and persons
within 60 feet of the caster. Each affe<:led ta~t can ~st the spell with a MR
or PsR Check with a DIfficulty of BO. The affected individuals will5hcm violent
behavior around any person Of' object that may serve ~ a target of their rage.
Added Effect: "'10 meters to radius and " 5 to MR or PsR Difficulty
Maximum Ze o n : Intelligence xl0
Mainte nance: 1 every 10 (B)
Type of Spell: Automatic
C losed Paths: Ught

Leve l: 3Q-40

Action: Active

Cost: 80

eo.

Magic Beam
Level: 30-40
Action: ActIve
C ost: 60
Effect: This 5pe1l projects a magical energy
and possesses a 8;!$e Damage of 40.
Added Effect: "'" 5 to Base Damage.
Maximum Z eon : Intelligence xl0
Maintenance: No
Type of Spe ll: AttaCk
Closed Path s: C~atJon

dl~harge

that uses the Energy AT

Eliminate Dreams
Leve l: 30-40
Actio n : htive
Cost: BO
Effect; The 5pe1l suppresses an Individual 's ability to dream. This spell afrem
all)'One with a Presence of 60 or below. Those wl5hing to resist must pass a
MR Check with a Difncuf!y of 120. The Check may be repeated every time the
character falls asleep.
Added Effect: ""5 to MR Difficulty and +5 to the maximum Presence
affected.
Maximum Zeon: Intell igence x20
Mainte nance: 1 every 20 (4) Daily
Type of Spe ll: Spiritual
Closed Path s: Ught and Darkness

Sense Feelings
Leve l: 30-40
Action; Acli~
C ost: 60
Effect: This spell detects a :specIfic feelIng in an Indlvklualless than 150 f~t
~ from Ihe caster, It is up to him to decide what feeling he would like to
percelv-e. Affected subjects can iI\oOId the effects Of the 5p!'11 by passing a MR or
PsR. Check With a Difficulty of 120.
Added Effect: "10 meter to radius and 5 to MR or ~R Diffic;ulty
Maximum Zeon: Intelligence xl0
Mainte nance: 1 every 20 (3)
Type of Spell: DetectiOn
Closed Paths: None

Eliminate SpeUs
Leve l: 30-40
Action: ActIve
Cost: 150
Effect: This 5pe1l de$lfOY$ another active spell WIth a Zeonk value below 60.
Added Effect: "'" 5 10 the Zeonic value affected
Maximum Z eon: Intelligence x20
Main t e nan ce: No
T ype of Spell: Automatic
Closed Paths: Creation

i9VEL4 0 -5 0
Friendship
L eye l: '10-50
Action: Acti~
Cost: 80
Effect: This spell creates a bond of hiendship between two dlaracters
designated by the Gaster. Keep in mind that the affeaed characters do not

become stupid. meaning they 'Nillno! IOIIow their new frierl<fs advice blindly.
Al all)' rate. they will a<t accon:ling to thelr ethics and personality. Chara<ters
Wishing 10 re!.ist thiS spell need to pm a MR or PsR Check with a Difficulty of
120. The Check will only be repeated 0fJ(> a day. or in a case where wmethlng
!>heels doubt on the tr\Je camaraderie between the characters.
Added Effect: +5 to MR or P$R OlfflC\llty.
Mal<imum Zeon: Intelligence )(10
Mainte nance: 1 every 10 (8) D Oli ly
Type of Spell: Splntual
Clo sed Paths: Darkness

Quick Transport
Le vel: 40-SO
Action: Active
Cost: 60
Effect: This spell transports tile larget up to a distance of 80 feet. The spell
allows characters to P.lSS through physical bodies, provided they are not based
on energy. MaXimum quantity of material mass to be Irar.sported cannot have
a Presence higher than SO.
Added Effect: +80 feet to range and +5 to maximum Presence affe<ted
Mal<imum Z eo n: Intelligence xl0
Maintenan ce: No
Type of Spell: Effect
Closed Paths: Earth

Send Dreams
A ction: Active
Level: 4O.SO
Cost: 120
Efrect: This ~II allows the aster to send image and words to a sleepiog
penon's wbconS(ious. The spell does not constitute a means of communication.
Since the caster will h_ no feedback on the actions or v..:lf'ds of the target. The

Curse
Leve l: 40-SO
Action: Active
Cost: 200
Effect: This spell creates a number of negative condroons on the afleeted
individual With the goal of bringing mishrtLlOC when the affected target attempts
a spedfIc action. E-my time the accursed character altempts the spedflCd action.
it automaucally falls. If the caster chooses to curse a Primary or Secondary Ability.
the vic:um suffen a -60 penalty to that Ability ~ oo-.e he uses it.
II IS in the nature of this spell \0 influence not only the target. bul alw those
around him. If thl!)' (!fIter the Oeld of the curse, III this case. each person Is
enutled to thtlr 0WJ1 MR Checlc, Fa<" irtstance. a young
romantically
il1terested III a boy wf'Io Is affected by a curse that prevents afI)'Q<'I(' from faUing
in love with him .....,."Id feel discouraged in her endeavor. unless $he passes the
MR Check. The basic MR Oimculty is 120. New Che<b ~n be made only after
their effects are re-<lCtivated.
Added Effect: +S to MR Dimculty
Mal<lm um Z eon: Intelligence x20
Mainte nance: 1 every 10 (20) Daily
',
Type of Spe ll: Spiritual
Closed Path s: No

8'"

'. '.',:.
.

Absorb Information

'.',

.
'

.,'.
Le vel: 40-50
Action: Active
Cost: 50
I
Effect: The caster can use this spell to ab~rb knowledge in any written or
graphic media Ihat15 wllhin Sight or at hand. In this way, he bn read a book
In a few seconds and remember the details as if he had Studied it carefuUy. He
may read up to 500 words (or an equivalent amount of information) for P:-ICry
tum the spell Is maintained, Once the s.pell is fini$hed. Ihe ca!iter's memory will
be responsible for storing the information correctly.
Add e d Effect: +500 words per turn
MaJ< ;mum Z eon : Intelligence x20
Mai ntena n ce: 1 t'VCry 5 (10)
Type o f Spell: Effect
Closed Paths: None

message may be delivered to any subject designated by the taSter. regardl~ of r---~[:::=::::::::::::::::\"C::;;\ljOl"'-l

diltilnc:t. provided the target's Presence does 001 exceed SO. The target must

be ~p to r"e<elve the message.


Added Effe(:t: "5 to ma><lmum Presence affected
Maximum Zeon: Intelligence x20

Mainte nan ce: No


Type of Spell: Automatic
Closed Paths: None

Read Minds
Level: 4().SO
Action: Active
Cost: 100
Effect: This spell enables the caster \0 delve into a subje<t's memories or
thoughts. It Is left 10 the GM's best jlXlgment to decide the number of Combat
Turns needed to find the d~red Information. dependir.g on hawdeep It is burled
In the character's memory, The t.arget may resist the5pCl1 by p=.ing a P$R or MR
Check With a Difficulty of SO, The caster wm apply a"'3O bonus to all Opposed
Checks against him for as long as he can read his opponent's Int",tions.
Added Effect: -5 to MR or PsR Diffkulty
Muimum Zeon: Intelligence x20
Mainte nance: 1 t'VCry 10 (10)
Type of Spell: Spiritual
Closed Path s: Darkness

Cancel Magic
Le vel: 40-50
Anion : Active
Cost: 150
Effect : thiS spell cancels the effects of all spells in a 30-OOt radius that h..... e
a Zeonic value below 60. Keep In mind thaI the spells are nol destroyed: the
effC(ts are merely neutral!zed within the area for the duration of the spell.
Added Effect: .. S to Zeonic: value affected and t S metCf'S 10 radius
M uimum Zeon: Intelligence x20
Maintenance: 1 t'VCry 20 (8)
Type of Spe ll: AutomatIC
Closed Paths: Creation

Yuri uses a Serenity spell to help her rest.

au

Show the Invisible


Action: Active

Level: 40-SO

Cost : 60

Effect: Thi$ spell exposes any me or InWlbIe ~e to pubflC view. The


spell reveals not only $Upematural effects. but aho beings of a spiritual nat\H"e. or
those who are completely WM~bIe. The spell CCOt'ef'S a radius of 150 fe.et. Affected
creawres;r.dd manifesting themselves tot passing a MR Chedc. wrth a DiffICUlty of
UO. The only condition b- being affected by the speU is being inside the area.
Added Effe ct: +'0 meters to radius and 5 to MR Difficulty
Maximum Z eon: Irltelll~nce ,,10
Maintenance: 1 every- 20 (3)

Deafness
Level: 50-60
Action: Active
Cost: 80
Effect: The spell will causes anyone within a 15foot radius to go deaf if they
fail a MR Check with a Oiffkulty of 120.
Added Effect: +30 feet to radius andS to MR Difficulty
Maximum Z eon: Inlelli~nce x10
Mainte nance : 1 every 20 (")
Type of Spe ll: Spiritual
Closed Path s: Creation

Type of Spell: Automatic

Inability to Speak

Closed Paths: Darkneu

Le vel : 50-60
Action: Active
Cost : 80
Effect: The spell cau~ any creature within a lSfoot radius 10 become mute
If they fail a MR Check with a DimClJlty of 120.
Added Effect: "30 feel to radius and +5 to MR Difficulty
Maximum Zeon: Intel ligence xl0
Maintenance: 1 every 20 (")
Type of Spe ll: Splntual
Close d Paths: Creation

Undo
A ction : Active

Level : 4()..SO

Cost: 100
Effect: This spell destroys up to 100 pounds of any inorganic material.
provided it does not pass a Reslstente Che<k with a Dlffku lty of 80. It cannot
arret! obJe<ts with a Presence higher than SO.
Added Effect: +SO pounds affe<ted and +5 to the Resistance Difnculty
Maximum Zeon: Intelligence xl0
Maintenanc e: No

Type of Spell: Effect


Closed Paths: Creation

Cause Sickness
Level: 40-SO
Action: Active
Cos t: 60
Effect: This s.peIl causes a level 30 sickness in any Individual who fails the
reqUIred DR Check.
Added Effect: 5 the [).sease level
Maximum Zeon: Irltelli~nce xlO
Maintenance: No
Type of Spell: Splntual
Closed Paths: Illusion and Water
Sl~

Leve l: 40-SO
A ction: Active
Cos t: 60
Effect: This spell decreases the Movement Value of a target by -2 if it falls a
MR Chc<k with a Difficulty of 120.
Added Effect: -1 to Movem('nt Value and +5 to MR Difficulty
Maximum Zeon: Intelligence xlO
Maintenance: 1 every 10 (6)
Type of Spell: Splriwal
Closed Paths : Air

Alter Energy
Level: 40-SO
A ction: Ac:llve
Cost: 100
Effect: The caster can transform up 10 10 Inten5itles of any kind of elemental
energy. luch as Oro. into another kind . $l.J(tI as electricity. If Itlest Intensities aro
magical or tlave a Presence of their (7Wn. they can resist ttle spell by passing 3
MR Check with a Target Difficulty of 120.
Added Effect : ... 2IntenS;ties and "'5 to MR Dimculty
Maximum Z eon : Intelll~nce x10
Maintenan ce: 1 every 10 (10) Daily
Type of Spell: Splrltllal
Closed Paths: Destruction

19VEL 50-60
Blindness
Level: 50-60
Act ion: Active
Cost: SO
Effect: The spell will cause anyone witl'un a ISfoot radiUS to go blind if they
fail a MR Check with a Difficulty of 100.
Added Effec t: . 30 feet to radius and +5 to MR Difficulty
Maximum Zeon: Intelligence xl0
Maintenance: 1 every 20 (")
Type of Spell: Spiritual
Closed Paths: Creation and light

Heal Wounds
Leve l: SQ.60
Action: Active
Cost : 100
Effect: This spell healS any kind of wound and restores 40 Ufe Points to
the target. Ttlis type of tleaUng will nOt regenerate miSSing organs or similar
damage. but it will stop the effects of bleeding.
Added Effect: "Slife Points
Maximum Z eo n: Intelligence xl0
Maintenance: No
Type of Spell: Effect
Closed Pa th s: Destruction

Visualize Cartography
Le vel: 50-60
Action: Active
Cost : 60
Effect: This spell enables the caster 10 visualize the surrounding landscape: in
a 15-m11e r.Jdlus. The spell Is effective b- locating cities. rivers. and mountains.
however. specifIC Individuals Of' constructions can 1'10{ be placed.
Add e d Effect: +15 m~es to radius
Maximum Zeon: Intelligence xl0
Mainte nance : No
Type of Spell: Effect
Clo sed Path s: Darkness

Sleep
Level: 50-60
Action: Active
Cost: 80
Effect: This spellinduc:es a deep $leep on all subjects within a 30-foot radius
wtlo do not pass a MR Check wittl a Difficulty of 100. Affected characters
fall fast asleep In little more than a minute. If a ctlaracter fails the Check by
more than 20 points. the effects of the spell will be Instantaneous. The affected
parties remain asleep for the duration of the spell. Potential Interruptions of
sleep during the ~II will pro;ic!e opportunities to Il!:roilltle Check.
Added Effect: ~30 Ifft to radius and +5 to MR Difflwlty
Maximum Z eo n : Intelligence xl0
Mainte nance : 1 every 10 (8) Daily
Type of Spe ll: Spln\uaJ
Clo sed Paths: None

Walk on Walls
Le vel: 50-60
Action: ActJve
Cost : 60
Effec t : Char.tCters gain the ablhty to walk on wans or ceilings as If they were
walking on the ground. The maximum Pre~nce affected by this s.peIlls SO.
Adde d Effect: 10 to the maximum Presence affected
Maximum Zeon: Intelligence xl0
Mainte nance: 1 ~ry 20 (3)
Type of Spell: Effect
Closed Paths: Water

Magic Saddle
Leve l: 50-60
Action: Actl~
Cost: 100
Effect : This ~II createS a supernatural being whose sole purpose Is that of
transpOrt. The creature 1m 00 attack ability. and II defends according to the
.....Ies lOr Damage Resistar.ce creat\ll'eS. This creature possesses a number of lk
PoiIlts ~aI to twice the Zoonic value irNested irllhe spell and its AT Is cak.ubted
accord.ng to Its Size. Its maximum Size i'! 20 arod Its maximum Mo.oement Value is
10. Magic Saddle uses KI II-.'eIght Elimirlatioll rules klrlTlOr"irlg.
Added Effect: l to maximum Size and"l 10 Movemenl Value
Muimum Zeon: Illtelligence )(10
Maintenance: 1 every 10(10) Daily
Type of Spe ll: Effect
Closed Path s: IllUSion

Merle with Body


Level: 50-60
Action: Ac~
Cost: 60
Effect: nus spell merges one or ~eral objects. such as weapons. suits of
armor. lockp1dts. wIth the designated character. The obje<:t remains h.dden
uroder some visible form. such as a scar or a tattoo. until the time the owner
decides to disclose II. The ma)(lmum Prerence of ob)e<:ts merged cannot exceed
100. As long as Ihey remain hidden. no we ight or size pena ltles are applied
to the ~arer. but neither will the bearer receive any bonuses or advantages
from hidden objects. No object exceeding ten times the bearer's size can be
merged. II takes a full turn for a merged obje<:t 10 materialize and detach from
a character.
Added Effec t: 10 to the maximum Presence affected
Ma.ximum Z eon: Intelligence xl0
Ma.inte nance: 1 every 5 (12) Daily
Type of Spe ll: Effect
Closed Path s: Destl""ll(tion

Eliminate Fatigue
Leve l: 50-60
Action: Actlve
Cost: 80
Effect: ThiS spell Induces feCCNery from physical exhaustion. alkming
characters to ~aln 1 lost fatlgue Point.
Added Effe ct: "l Fallgue Point 1"eC000red
Maximum Zeon: Intelll~nce xl0
Maintenance: No
Type of Spell: Erreet
Closed Paths: ~rkness

Acid Cloud
Level: 50-60
Action: Actl~
Cost: 100
Erred: This spell forms a corrosi~ cloud that melts any substance by mere
COl1\act. All bodies In contact with the <loud must P~S$ a PhR Check with a
Difficulty of 120 or lose a number of life Points equal to Failure le\lel of the
Check. Those objects that faU the Resislan<e by 50 pOints lose 1 level of quality.
For every tum that bodies are exposed to the cloud and fall the Ched<.. they
receive a -10 cumulatlve penalty to their subsequent Qeck.
The claud has a 15foot rndius. and it mOYes at the caster's will at a MCl'Jement
Value of 6. The CUter can rIOt select targets within the area of the cloud and
may even be affected himself.
Added Effect: 5 feet to rndlus. "'1 to cloud MOYeITlent Value and +5 to
PhR Difficulty
Maximum Z eon: Intelligence xl0
Maintenan ce: 1 every 10 (10)
Type of Spell: Automatic
Closed Paths: Earth

Leave Unprotected
Level: 50-60
Action: Ac~
Cost: 80
Effect: This spell /owef"s me victlm's AT by 2 levers if he. or his armor. fails a
MR Check with a Difficulty of 140.
Added Effect: -1 to AT and "'10 to MR Difficulty
Ma)(imum Zeon: InteHigence xl0
Maintenance: 1 every 10 (10)
T ype of Spell: Spiritual
Closed Path s: Creation

I9VEL60-7 0
Increase Psychic Characteristics
Level: 6().70
Action: Acti~
Cost: 100
Effect: Thi'! spell ad<k 1 point to one of the Psychic: Charac\enstics: Intelligence.
Power. Willpower. Of" Perception. An Intelijgence boost doe!; not aIk:m the caster
to Increase the maximum potential of his spells. A single casting of this spell can
ooly aflt ooe of the aboJe characteristics at a ti~. Increasing a charnttelislic.
beyond 12 requires two Added Effects pet" additional pamt.
Adde d Effect: +1 to enhanced Characteristic.
Maxi mum Z eo n: Intelligence xl0
Maintenance: 1 every 10 (10)
Type of Spell: Effect
Closed Path s: Destruction

Magical Weapon
Le vel: 60-70
Action: Acti~
Cost: 140
Effed: The caster uses magic to devise a supernatural weapon. His "'-'Ork 15
treated as a Quality " 10 Energy damaging object. The Presence of the weapon
cannot exceed 25. The object's quality has no effect on its Presence at the
lime of creatIon.
Added Effect: .. S maximum Presence of weapon.
Maximum Zeon: Intelligence x20
Mainte nance: 1 f!liery 10 (14) Daily
Type of Spe ll: Effect
Clos e d Path s: Destl""ll(tlon

Increase Ph)'1:ical Characteristics


Level: 60-70
Actfon: Active
Cos t: 80
Effect: This spell adds ooe point 10 one of me Pttysial Characteristics:
Dexterity. Aglhty. Strength. or Com\ltution. A single castlog of mrs spell can
only arreet one of the abco.-e charaCienstio at a ome. Increasmg a charactens\IC
beyond 12 reqUIres two Added Effects ~r additional point.
Added Effect: ... 1 to enhan<ed CharacteristIC.
Muimum Zeo n: IntelllgeJ>Ce xl0
Mainte nance: 1 every 10 (8)
T ype of Spell: Effect
Closed Path s: Destructlon

Minor Alteration
Le .... e l: 60-70
Action: Active
Cost: 80
Effect: This spell enables the caster to shape Inorgan!c mailer In such a way
as to thange one object Into anothe r of similar characteristics and the same
Presence. For Instance. a harpoon may be turned Into a spear. since they are
shaped similarly and they have the same Presence. but a harpoon could not be
turned Inlo a two-handed sWO<"d . since Presence and form differ greatly from
one another. The maximum Presence affected is 30.
Added Effect: "'5 to the maximum Presence affected
Mu:imum Zeon: Imelrrgente >0:20
Mainte nance: 1 every 20 (4)
Type of Spe ll: Effect
Closed Path s: Destruction

Body to Magic
Leve l: 60-70

Action: Active
Cost: 100
Effect: The designated body transforms into magical energy. thus becoming
intangible to all mailers and ooo-Energy based atracks. The maximum Presence
afreeted by this s~nls 80.
Add e d Effect ' ... 10 to the max.mum Presence affected
Muimum Zeon: Intelligence xl0
Maintena n ce: 1 every 10 (10)
Type of Spell: Effect
Close d Path$: Earth

aso

-.

Paralyze

Rejection

Level: 60-70
Action: Active
Cost: 140
Effect: Ant subiect In a 3O-foot radius Is exposed to the effects of Total
Paralysis unlom they pass a MR WIt a DIfficulty of 80.
Added Effect: .. S meters 10 radius ami +5 to MR Dlffl(ully.
Maximum Zeon: Intelligence x20
Maintenance: 1 ~ry 10 (14)
Type of Spell: Spirilual
Closed Paths: Air

Level: 6().70
Action: Active
Cos t: BO
Effect: This spell Imbues a body with map energy thaI pro.okes a Strength 8
Impact on anyone commg into contact with It. When sud! an impact oa:urs, the
~ affected beings make an Agility or Strength ~ Check. The difference
betweef1 that cheo:k. along with possible additional effecu of the surrounding
erIV1ronment deterrnin the severity of damage. at the GM' s discressioo.lncreaslng
this spel l's Strength beyond 14 requires twO Added Efferu per polnt of increase.
The designated body cannot have a Presence higher than 30.
Added Effect: " 5 to the maximum Presence affected and +1 to Strength
Maximum Zeon: Intelligence x 10
Maintenance: 1 every 20 (4) Daily
Type of Spell: Effect
Closed Paths: E~e. Water

Create Emotion
Level: 60-70
Action: ActIVe
Cost: 160
Effect: This ~pell creates a 5pe<iflcally designated feeling or emotion Within a
this 5pell
parlicular ch.uacter. The o.ff,culty for the MR or PsR Check to
is 120. A dlaraaer re<ce/Vl':S a new Ched<. each day .lIId whenever he becomes
suspldous of being supernaturally Influenced.
Added Effect: .. S to MR or PsR Difficulty
Maximum Zeon: Intelligence x20
Maintenance: 1 ~ry 10 (16) Daily
Type of Spe ll: Sp iritual
Closed Paths: Illu sion

a-.oo

Forgetfulness
Level: 60-70
Action: Active
Cost: 160
Effect: This spell affects the target"s mtlTlOf"y. causing him to forget whatever
the Cil$ter desires If he fails a MR or PsR Check with a DiffICulty of 120. If the
memories being targeted are deeply rooted In the character. a +40 may apply
to Ills MR Olede-. The spell hil$ no maintenance, but the target IS entitled to
make another Check when faced with potentlal reminders. The spell does not
affect a character's abililles. only conKOOUS memory.
Added EHect: ~ 5 to MR or PsR Di ffICulty.
Maximum Zeon: Intel ligence x20
Maintenance: No
Type of Spell: Spiritual
Closed Paths: ESse<1ce

Weakness
Leve l: 60-70
Action: Actlve
Cost: 80
Effect: The target of thl spe/lis temponrily subjected to "Weakness (as explained
in Chapter 14) unless he passes; a MR Ched<. With a Target DiffiCUty of 120.
Added Effect: +5 10 MR Difficulty
Maximum Zeon: Intell~rn:e xl0
Maintenance: 1 every 10 (B)
Type o f Spell: Spiritual
C losed Paths: Creation

~L70-80
Invisibility
Level: 70-80
Action: Active
Cost: 140
Effect: This spel l renders one or severa l bodies designated by the caster
Invisible. It affects as many people as desired, pr<:w1ded the sum of their
Presences does nOI exceed 80. Only by passing a Notice Check against an
Inhuman Difficulty or a Search Check ilgalnst Almost Impossible mayan
mdivldual pen:elve an invisible body.
Added Effect: ~ S to the maximum Presence affected
Maximum Zeon: Intelligence x20
Maintenance: 1 every 10 (14)
Type of Spe ll: Effect
Closed Paths: Essence

Levitation Sphere
Le vel: 70-80
Action: Active
Cost: 150
Effect: This spell causes objects and creatures In a Bo-fool radius to levitate.
The caster can decide what will levitate and what will not, regardless of welghl
or Slle. Objects or people suspended In the aIr are moved by the caster wlth a
Flight Value 6. Those wishing to resist the effects must pass a MR or PsR with
a Difficulty of BO. Only animated or live beings are entltiW to a Rl!sistance
Check. as are constnx:tloru; endowed With supernatural Characteristics.
Adde d Effe ct: .. 50 feet to radiUS and +5 to MR or PsR DiffICUlty
Maxim um Zeon: Intelligence x20
Mainte nance: 1 every 10 (15) Daily
Type of Spell: Spiritual
Closed Paths: Earth. Water

Uselessness

Level: 60-70
Action: Passive
CO$(: 80
Effect: This spell enhances one tyP'i' of Re$lstarn:e. bestowing a " 20 bonus for
the duration of the sP'i'li.
Added Effect: "10 to one Resistance.
Maximum Z e on: Intelligence xl0
Maintenance: 1 e:-Iery 5 (16)
Type of Spell: Effect
Closed Paths: Destructioo

Level: 70-80
Action: Active
Cost: 120
Effect: The target be<:omes dumsy and unable to P'i'rform p~cal maneuven.
He mun roll a MR Check with ~ Diffl<uJty of 120 or suffer penaltie5 to his
actions equivalef't to the number by which hoe failed the Check.. The spell
cannot affect magical. psychic. or pen:eptlYe abilities.
Added Effect: ... S to MR DiffICUlty
Maximum Zeon: Intelligence x20
Mainte nance: 1 every 10 (12)
Type of Spell: Spiritual
Close d Path s: Water

Plague

Dominion

Resist

Level: 61).70
Action: Active
Cost: 140
Effect: This spell must be casl upon a subject or piKe Infected With a dl5ea~.
By doing so. the Infection is automaticaly spread to all indMduals in a radiU5 of
one ml~. Affected beings; are be entitled to a DR Check. to avo;d he contaglOll.
The pI.lgue can also be avoided by passing a MR Check with a DiffICUlty of 100.
The ~ed disease Le.oel cannot higher than 20.
Added Effect: " 5 maximum Di~ase Level, +1 mi~ to radius and +5 10 MR
DifOculty.
Maximum Zeon: Intelligence x20
Maintenance: No
Type of Spell: Automatic
Closed Paths: 1I1usion

Level: 70-80
Action: Active
Cost: 160
Effect: this spell bends the will of anyone who does not pass a MR or PsR
with a Difficulty of 100. The affected party Is entitled to a new Check only
when ordered to perform an action completely against its nalure. A ... 20 may
be applied to his roll if the order is ex<eptlOnany acIverse.
Added Erfect: "'5 10 MR or PsR D'fficulty
Maximum Zeon: !ntelligence x20
Maintenance: 1 every 10 (16)
Type of Spell: Sp1ritua!
C lo sed Paths: None

Deflect Tnjectory

DefensIve Erudition

Level: 70-80
A ction : Passl~
Cos t: 100
Effect: The ust~ can alter a IOOYlng body's trajectory, redirecting its coone as
~ pleases.. This spell can affect objects of ant mass. from an am:tH to a la~ ship.
Howeve!'. this spell does not caus.e stationary objec~ to ~; it modifIeS the
d,recoon of those objects already in motoon. Oeflea. Trajectory Yn abo be used
defensively agaln$t _apon attadu. If the o:mer ~ceeds in
Mag;.: Projeaion
defense. he manages to redirect the attaCk to another opponent. The $pel may
be res.sted by passong a MR WIth a Dlmculty of 140.
Added Effect: S to MR
Maximum Z eon: Intelllgence)(20
Maintenance: No
T ype of Spell: Effect. Deferne
Closed Path s: Fire

Level: 70-80
A ction: Active
Cost:
Effect: With the aid of this spell. the caster is able to increase his defensive
Magic Projectlofi by "20. Only one Defensive Erudition spell at a time can be
used on a spa:if1c subject.
Added Effect: ..S to DefenSive Magic ProJeCtion
Maximum Zeon: Intelligence x10
Ma intena nce: 1 every 10 (6)
Ty pe of Spell: Effect
Cl osed Path s: Creauon

ms

StaJlSpeli
Action: Active
Level: 70-60
Cost: 1SO
Effect: This spell allows for another spell to be stored inside an object to be used
later. possibly by a different spellcaner. Stall Spell must be cast at the same time
as the spell II will affect. The spell that is stalled may be stored In all)' """ ilable
object easily lI'3l1sported items such as jewelry. staves. and pebbles are common
choices. The stalled spell can be aCtMled later. by any caster who pays the exact
Zeonlc COSt with which the spcll was cast The spellcaster in po=ession of the
object Is In full control of the spell as If he were the original caster. and he will evet1
be allowed to pol)' for Mainten<ll"lCe. if appicable. The stalled spell may be reused.
as long as the same Zeonlc cost is paid again. For example. an archmage could
store a ZeonIc\lalue 60 Are Bailin a staff and give it to his apprer1oce. who coulO
then use the staff to calit a Fire Ball every time he had SO Zeonio:: poin~ to spend.
Stat! Spell can affect all)' other spell with a Zeonic 'J3Iue of 100 or below.
Added Effect: +10 to maximum Zeonlc Villue of stored spell
Ma )(im um Zeon: Intelligence lt20
Mainte nance: No
Type of Spell: Effect
Closed Paths: Air

Detection Mark
Action: Active
Level: 70-60
Cost: 100
Effect: Th,s spell allows the caster to inscribe an arcane marie on a pel"'SOfl.
creature. or object. The marie. mannels the caster's fi~e senses. allowing
him to e)(peMence the slgh~. sounds. smells. tastes. and physical :;ensatlons
surroundIng the matlc.. regardless of Its location. The caster Is also always aware
of the exact location of the marie The target may not have a Presence higher
than SO. Uvlng beings and supematural objects can avoid th is spell by passing a
MR Check with a D,mculty of 120.
Added Effec t: ... S to maximum Presence affected and "'S to MR DifOcully
Max imum Zeon: Intel ligence x10
Ma intenanc e: 1 every 10 (10) Dally
Type of Spell: Effect. Spiritual
Closed Paths: Darkness

eo

Containment
Action: ActI~
Level: 70-60
C ost: 200
Effect: this s.pell haunts a given place. making it Impossible for anyone entering
II or. for those already within i~ boundaries. 10 leave the area unless they pass
a MR with a Dlffkulty of 120. Beings within the area of the Containment can
m<:Ne and a(1 normal ly w ithin Ihe spell's boundaries . Subjects are not allowed
10 repeat the Check for as long as the spell Is being mainta ined - unless they
Increase their Resistances. The caster can not select targe~ In the area and may
~n be subject to the spell himse lf. Area of coyerage can no t exceed a 30-foot
radius. and the condition to be affected by this spe ll is being inside its area In
the next round it Is cast.
Add e d Effect: "15 feel 10 radius and "'S MR Diffku lty
Maxim um Z eon: Intelligence x20
Maintenance: 1 every S (SO) D aily
Typ e of Spell: Automatic
Closed Paths: None

Perfect Target
Level: 70-60
A ction: Active
Cost: 80
Effect: This spell enchants a conventional projectt1e. cau~ng it to re3(h i~ target
inevitably. The projectile uses the ability of its thrower. and opp'men~ defend
themselves using the c~ntional roles against proje<:tiles. Nevertheleu. the
supernatural nature ofthe spell grants the offender a -.- 60 bonus to the Attack..
allowing the thrower to bypass the YIooting diffKult>es in Table 45. Range is
not a faClor, as long as the casler has ane of sight to the target. it can be hit.
The projectile's Presence can not exceed 40. Perfect Target muS! be as! in the
same round as the projectile Is fired.
Added Effect' +10 to the ma:<imum Presence of the proje<tile
Max imum Zeon: Intelligence x10
Mai ntena nce: No
Type o f Spell: Effect
Closed Paths: None

Spell Return

Action: Active
Level: 70-60
CO$!: 100
Effect: The target Is able to move w,th Fhgh.t Value 8.
Added Effect: "' l to Right Value
Maximum Z eon: Inteli lgeroce x10
Mainte nance: 1 every 20 (S)
Type o f Spell: Effect
Closed Path s: Earth

Action, Passl~
Leve l: 60-90
Cost: ISO
Effec t : this spell turnS an active spe ll agamst the original caster or all)' other
target :;elected. The retumed spell uses the same Magic Proje<tlon as the
person who (ast it. Retum 15 an automatic effect. The spell in question must
have a Zeonic value of 100 or less.
Add ed Effect: +S to the spell's Zeonic Villue
Maximum Zeon: Intelligence x20
Mai ntenanc e : No
Type of Spell: Automatic
Closed Path" None

Offensive Erudition

Disenchantment

Level: 70-80
Action : Active
Cost : 60
Effect: With the aid of this spell. the caster Is able to Increase his offensi~
Magic Projection by "'20. Only one Offens~ Erud;cJon spell at a time can be
used on a specific subject.
Add e d Effect: "'S to offensive Magic Projection
Maximum Z e o n : Intelligence x 10
Mainte nan ce: 1 every 10 (e)
Type of Spell: Effect
Closed Path s: Creation

Level: 8Q.90
A ction: ActIVe
Cost: 200
Effect: this spell automatically destroys magkai obje<:ts with Presence scores
lower than 80. The caSler un moose whether to destroy the object completely
or simply to deprive It of its supematural qualities.
Added Effect: " S to the maximum Presence affected
Maxim um Z eo n : Intelligence x20
Ma inte nance: No
Typ e of Sp ell: Effect
Closed Pa th s: Creation

Flight

Natural Spell

Prepare Spell

Leve l: 80-90
Action: Active
Cost : 350
Effe ct: Natural SpdI allows the caster to tie his essence to one or more spells
prepared In advance, thus enabling him to cast them later as mall)' times as
he I;~ WIth zero Zeonic cost. In this WOlf. the spelkaster can perform one of
thCl'e spells lf1nalely per tum. At the tJme of u5lng this natural spell. the caner
can't accumulate magk or prepare all)' othe<" spells. The total Zeoni' value of
the natural spell(s) cannot exceed 100 points. Only one Natural Spell at a t ime
may be kept active at a time.
Add e d Effe ct: .. 5 to Zeonic value effe<ted
Maximum Zeon: Intelligence x30
Maintenance: 1 every 5 (70) D a ily
Type of Spell: Effect
Close d Pa th s: Nooe

Level: S0-9O
Action: Active
Cos t: 200
Effe ct: This spell allows the caste.- to Introduce a seo;ond spell inside an object
or person. so that it can atltomatlcally be cast later. without ~paralion or
accumliialloo. Prepare Spell must be cast at the same time as the spell It will
affIX!. The prepared spell may be activated by the caste.-. the subject hosllng it.
or the bearer of the enchanted obje<!. It uses the Magic Projection of the original
caster. unless the bearer decides to use his own. Once cast. the spell vanishes.
The maximum Zeonic VOIllle of the spell cannot exceed 100. If maintenance
payment of Prepare Spell is discontinued, the se<ond spell will be lost as well.
Only one prepared spell m<l)l be tast per turn, regardless of how many spells
there are Stored inside an objecl. An obJt or peo-son m<l)l contain up to four
times Its Presence in Zeonic value. This meaflS an Individual with a Presence of
50 could have up to 200 Zeon points In prepared spells.
Added Effe ct : +5 to the total stored Zeonlc value
Maximum Zeon: Intelligence x30
Mainte nance: 1 every 10 (20) Daily
Type of Spell: Efft
Closed Path s: None

Steal Spell
Level: 80-90
Action: Active
Cost, 200
Effect: This spell allows the caste<" to take cootrol of ar.other spell that does
J\Ot belong to him and treat it as he had cast It himself. The stolen spell's Zeonk
va lue can not exceed SO points. On ly maintenance spells can be stolen, not
Jutomatk actiOn spells. The original spellcaster can attempt to pre<ent this theft
by passing a MR Check with a Diff>culty of 120.
Added Effe ct: .. 5 10 Zeonic value of the spell affted and -0-5 to MR
D~nculty

Maximum Zeon: Intelligence x20


Ma inte nance: No
Type of Spell: AutomalK
Closed Path s: None

Immortality
Leve l: 80-90
Action: Active
Cost , )()()
Effect: Targets of this spell do not age or In any way suffer the passage of time
for as long as the spell remains active. They also become inv ulnerable to polson
and natural illnesses. Despite Its name. this spell does not protect the subject
from death due 10 Injury. If this spell Is discontinued or destroyed, the affected
Individual will catch up with hiS real age at a much accelerated speed. This spell
can onJy afft subjects with a Presence under 60.
Adde d Effe ct : +5 to the maximum Presence affe<ted
Maximum Z e on: Intelligence x30
Mainte nance: 1 every 20 (15) Daily
Type of Spe ll: EffOO
Closed Path s, Destruction

MagiC Prism
Level, S0-9O
Action: Active
Cost: 200
Effec t: This spell solidifies magk, creating a supernatural contair>er for Zeon.
In game terms, It Creates a magic container with a maximum capacity of 400
Zeon points. The container appears empty. Only one: Magic Prism spell at a
time may be kept active.
Adde d Effect: .,.25 to the cootainer's Zeon capacity
Maximum Zeon: Intdlgence x20
Maintenance : 1 every 20 (10) Daily
Type of Spell: Effect
Closed Path s: Destruction

Eliminate Needs
Action: Active
Level: So-90
Cost: 300
Effe ct: This spell completely n'fT'o<M!S most physical needs from one or more
individuals. As long as the !>pell is kept acwe, the targets do not need to eat,
drink, or sleep and can easiJy cope With any weather conditions. This spell may
be applied to as many Individuals as the caster wishes. as long as tlw!ir total
Presence scores remaln under 120.
Add e d Effe ct: +5 to the maximum Presence affected
Maximum Z e on: Intelligence dO
Maintenan ce: 1 every 20 (15) Daily
Type of Spell: Effe<1
Closed Paths: Essence

PhysJcal lmmunity
Level: S0-90
Action: Active
Cost: 200
Effe ct: The designated object or Individual Is made completeJy invulnerable to
arl)' damage r.ol Energy related. It may be appHed to as marl)' Individuals as the
caster Wishes. as long as tlw!lr total Presence scores remain under 60.
Adde d Effect: .. 5 to the maximum Presence affected
Max imum Z eo n : Intelligence x20
Ma inte n a nce: 1 fNtry 20 (10) D ai ly
Type of Spell: Effect
Closed Paths, Essence

Gate
Action: Active
Le vel : SO-90
Cos t: SOO
Effe ct: Gate generates a magicaJ door between two distant ~aces. Anyone
crosslng)t)s automatically transported to the other side. The spen remains linked
to the spot where it is cast and to the designated exit. Therefore, the spellcaster
will J\Ot be able 10 change its location at a laler stage. He will. however, be able
to decide If It wi" work in ooJy one or both directions at the time the spell is (~.
The gate has a maximum length of 15 fee!. and the maximum distance between
the exit and the entrance is 500 miles. Each day. the gale can tranSpOrt a total
number of creatures equal to Presence score of 500.
Adde d Effe ct: "5O to the maximum Presence transported per day. +500 mUes
to distance between both ends of tile gate and ... 5 extra feel to gate width
Maximum Zeon: Intelligen(e x50
Maintenance: 1 e-;ery 20 (25) Dally
Typ e of Spell: Effect
Clo$ed Paths: None

Teletransportation
Le ve l: S0-9O
Action: ActIve
Con: 300
Effect: The caster, or wI>omever the caster designates. can Instantly travel
anywhere. up to a maximum distance of 50 miles. The spell allows dlaracten
to pass through ~I bodies.. pl'O\ltded they are not based 00 Energy. It may
be applied to as many indil'iduals as the cooJurer wishes. as loog as their total
Presence scores do not exceed SO.
Added Effect: +50 miles to range and +5 to maximum Presences affected
Maximum Zeon: Intell igence x40
Maintenance: No
Type of Spell: Effect
C losed Paths: Earth

.'

.
'.

'

Location

Seal

Level: 8()'90
Action :~
Cost: 300
Effect: location can be used for finding the exact position of a person . place,
or obje<:t at a speclfled time . provided it Is not more than 100 miles <rway
from Ihe caster. The caster must be able identify a specific target; gen(!r.l1
inque~ do worl<. w,th this spell. For example. he w,1I not be able to find his
brother's murde<'er unless he knoovs exactly who it is. Char.lcters wishing to
<Mlid dete<:tiotl must pass a MR Ched: with a Difficulty of 120. Very spacious
~;B Impose a -'1O penalty to this C/1.eck.
Added Effect: +510 MR DiffIculty and'" 100 mile 10 runge
Maximum Zeon: Intel ligence x30
Maintenance: No
Type of Spell: Detection
C losed Path" Darkness

Leve l: 90-100
Action: Active
Cost: 200
Effect: Seal will stall II maintained Spiritual spell in someone. making it
impossible for the tar&et to be freed from lIS effe<:ts. This enchantment is used
on Spiritual spel ls previously caSI successfully on an Individual Who failed the
Resistance Chedc.. In !his Wirj. the affected character Io$es all ability to make
another MR Cked<., regardless of general rules or what !he spelllt.self dictales.
untillhe Spiritual spell Itself is desvoyed or maintenance Is discontinued. Seal
h;B no effect upon llOI'H'1l3intenance .spells or those restrk;ted to a spedfoc
area. The affe<:ted enchantments must have II Zeonk value of 100 or below.
Added Effect: ~ 5 to Zeonic value affe<:ted
Maximum Zeon: Inte lligence ,,30
Maintenanc e, No
Type of Spell: Effe<:t
Closed P a th s: None

WVEL 90-100
Eye of Time
Level, 9().100
Action: Active
Cost: 300
Effect, This is a limited time travel spell al~ the caster to witness any event
that might have occurred within the last 100 years in his current locatlon. After
the spe" be<omes active, the c;Bter may he may go back and forth In time at
wm. btlt he may not p~Dy move ~ than a single step In any d,rection.
or the $pell Immediately ends.
Adde d Effect: *100 years
Maximum Z eon: Intelligence ><50
Maintenance: 1 every 20 (15)
Type of Spe ll: Effect
Closed Paths : Darkness

Possession
Level: 90-100
A<:.tion: A.ctive
Cost: 300
Effect: This 5pd1 enables the caster to take control of another individual's body.
temporarily relocating part of his splnt In the host. This allows the caster to use
al l the abilities of the Inv.lded subject freely or his own. In this 5eCOnd C<l$e. the
spelk;Bter uses the physical Charactens\JCS and bonuses of the host. If the victim
and the tasler h3Ve very dissmilar bodies. !he GM <:an apply a pena~y between
-20 and -40 on acCOI.Int of the difOculty ~ the change. The caster can
decide to use e!thet' his OM! abilities or his host's fNffy tum, but he cannot mix
them at the same time. The $peIIc;B\er'S body remains il a coma fOr;B long ;B
Pos.session Is active. N~ d~m~glng attacks wit affect the possessed body
only. whe~3s supernatural attacks will sublract life Fbints from bo!h. if the body
in "Iuestion Is that of 3 c~3ture wi!h Damage ResIstance. the U.SIet' suffers only
one-tenth (or less. In case the creature has II Damage ReslsW1ce multiple higher
than 10) of the damage received by the physical form. If the possessed body
should die while the castet' still has Ufe FbinlS left. his spirit immediately retum to
hls 0Iigi1lai k>rm. A-.oiding the effects 01 the $pelt requires the v;a;m 10 pass a MR
Check IWth a DdfICuity of 120. The affected party Is enutled to a new roll each day
or each time he Is made to carry 01.11 ;m action completely against his nature.
Added Effe ct: ~5 to MR DiffICulty
Maximum Z eo n: Intelligence ,,30
Maintenance: 1 e~ery 10 (30) Daily
Type of Spell: Spiritua l
Closed Paths: None

Shield Against Powers


Level: 9().100
Action: Active
Cost: 300
Effe<:.t: This spetl affe<:ts a specifIC area w,thin which no supematural powers
can take effect. No spells with Zeooic values of 150 or below. no Psy<:.hl(
Powers with Potentials lower than 150. and no KI Te<:hnlque costing les~ than II
total of 13 KI Points will work within this area. In !he same Wirj. no Summoning
activities with II Difficulty under 200 are allowed. The maximum area covered
wi!h this spell is a 15().foot rudius. which ~mains stationary.
Added Effect: +ISOffft to rudlus. +5 to ZeonlC value, -5 to l's)'Choc Potential.
...2 KI FbinlS and 10 to Sumrnooing Difficulty
Maximum Z eon : Intelligence x30
Maintenance: 1 ew!ry 10 (30) Daily
Type of Spell: AutomatiC
Closed Paths: Creation

Imitate Spell
Level: 90-100
Action: I'auive
Cost: 200
Effect: This spell allows !he caster to Imitate a spell being cast before him.
Any type of $pell. from automatic to maintained ones. c;m be imitated. pruvided
they are cast In the :;ame I'Q\.Ind as the Imitate SpeH and ha~ fewef' than 100
Zeon. This spell <:an even imitate High Magic: or Divine spells without !he need of
the caster having the required Gnosis level to cast !hem. The castet' detennlnes
whether to tnt his OM! Magic Projection or that of the original caster.
Added Effect:"5 to Zeon,c value affecled
Maximum Z eon: Intelligence ><30
Maintena nce: As the Imitated $pell's Zeonic value.
Type of Spe ll: Effect (variable)
Closed Paths: Destruction

Conditioning
Level: 90-100
Action: Active
Cost: 300
Effect: This spell directly affe<:ts othel' spells cast by the spelcastet', uallIng them
and dela)mg their activation until the advent of a particular- drcumstance or moment
preOOusty detennined t,. the caster. C0nd4tJoning must be cast at the same time ;B
the spells It will affect. Each restricted spell may be subject 10 a different condition.
but once set. a caster can not make any ch;mges at a I~ter date.
The cond itioned spell autOmallu.lly actJvates at the e~act designated
momef1t - ~n If the caSter is unawa~. for instance. a C;Bter may cond,tion
Stop Fall to activate when failing from great heights. In the same Wirj. a
necromancer may condition Defeat Death to activate at !he time of his death.
Conditioned spells thaI have not been triggered require no maintenance. If the
ConditIOning ~I itself d~ppears. all o!her spells linked 10 It also disappear.
Any number of spells may be Conditioned as k)ng;B the total number of Zeon
points Is 100 or below. Only one Conditioning spel l at a time m3y be kept
active. Spell action will be Active or Passive depending on Its own nature.
Added Effect: " 5 to the spell's Zeonlc value
Maximum Zeon: Intelligence x40
M;rJ nte nan ce: 1 every- S (60) Daily
Type of Spe ll: Effe<;t
Closed P a ths: None

Link Maintenance
Level: 9().100
Action, Active
Cost: 200
Effect: The ~lkaS1er may assIgn maintenance payment of one of his spells
to somebody else, thus fOrcing the target 10 ifT\feSt Zoon points unknowingly.
Unk Maintenance can only be used In persons with !he Glfl, or magical beings
or objects. Characlers wlsh,ng to aYOk:I this spell need 10 pass a MR Che<:k WIth
a Difficulty of 120. Those individuals unaware of the fact that Ihey are being
targeted can not roll again (or Resistance. If they realiZe !hIs and try to Stop it,
they wi ll be gramed another Check depending on the type of spell they are
being hnked to. Da lly maintenance spells grunt daily Checks. whe~as t he rest
will grunt one Che<:k every five turns. linking StOps;B soon as the tar&el paS$es
h,s MR or runs out of Zeon points.
Added Effect: "'5 to MR Difficulty
Maximum Zeon: Intelligence ><20
Maintenance: No
Type of Spell: Spiritual
Closed Paths, None

The Magistrate

Innate Magic

Level: 9()..loo
Action: Actm
Cost: 'ISO
Effect: W,th this spell. the caSler acts as a supreme judge of all events that
transpire In a 150-foot radiUS arouml him. Within this space. the caner has
the power to prohibit any Actlve ActIon taken by any person or creature
who does not pass a MR Checl< with a DiffICulty of 140. This check must
be repeated each round In whkh an Active Action is attempted. unless the
caster chooses to allow the action to occur. Only Active Actions
may be prohibited, 50 affected targets may stili perlonn Passive
Actions, such as repelhng attad<. In order the prohibit an action,
the caster must be aware of It. so some Individuals may be able
to cwerwme the effects of this spell through deception or
subterfuge. Prohibiting another's Active Action COunts as
a Passive Action for the caster. This spell's area of effect
remains stationary.
Added Effect " lSO feet to radius and +5 to MR Difficulty.
Maximum Zeon: Intelligern:e x40
Maintenance: 1 e~ery 10 (45) Dally
Type of Spell: Automatic
Closed Paths: None

Level: 90-100
Action: Active
Cost: SOO
Effect: This spell Irn:reases the envlronmentJI magical potential of an area.
thus Irn;reasing the capablhty for spellcasters to perfoml magic innately. The
spell enchants an 8O-foot radius area. wimin which innate spells have a -30
Potential (In addition to what the caster' MA Indicates). The caster of
Innate Magk can choose who will benefit from mis spell.
Added Effect: 30 feet to radiUS
Mllximum Zeon: Intel6gern:e xSO
Maintenllnce : 1 eYef)' 10 (SO) Daily
Type of Spell: Effect
Closed Path s: None

The Gift of Knowledge


Level: 90-100
Action: Active
Cost: 300
Effect: This spell grants me target 100
bonu5 points to Second~ry Abilities of
the Intellectual field, which he may
distn"bute freely as he sees fit. Only
one Gift of Knowledge may be active
in any give<\ subject at a tlme.
Added Effect! + 10 to be allocated
In Intellectual Secondary Abdilles.
Maximum Zeon: Inlclligence xSO
Ma.intenance: 1 every 10 (30) Dally
Type of Spell: Effect
Closed Paths : Des~

Strengthen MagiC
Level: 9().loo
Action: ActIve
Cost: 200
Effect: This spell intensifoes the power of
the magic used by the caster, making his
spells harder to destroy. ~ long as this spell
Is maintained . ali other spells the caster
perfonns are treated as having +SO Zeonk
value. This In<rease Is nOt actual Zeon, so It
cannot provide any Added Effect bonuses,
but it does ma ke spells harder to destroy.
For il1$tance, a <:haracter casUng Create
Ught With a Zeonk value of 30 while
Simultaneously maintain ing Strengthen
Magic would not see an Increase In the
Ught spell. but if another chal'3cter cast
Destroy against him, the spell would have,
to all pract ical purposes, a Zeon'c value of
80 instead of 30.
Add e d Effect: - 5 Zeonl' valve to spells
Maximum Z e on: Intelligence x40
Maintenance: 1 every 10 (20) Daily
Type of Spell: Effect
Closed Paths:DesU\K~on

Predestination
Level: 9(). tOO
Action: ACINe
Cost: 600
Effect: This spell allows the caster to modify
fut~re events according to his plan, th~s
predestining several circumstances in the future.
The complexity of the events is left to the
caster's own design. He may preordain one
event, leaving the different small happenings
that leJd up to its realization to chance.
or quite on the contrary, he may try to
detennln-e each one of me aspects inYOlve.:!
In producing a final resulL The spell Is not
meant to cause a completely Impossible
outcome. However. the odds are limited
only by the caster's imaglnat:iorl.
Preordained events may be set for a
specifIC date or they may be sdleduled
to repeat eternally through timesolstices in leap years. for example.
Gmn the huge complexity of the
spell, let's look at a few examples of
what it could be used for: An impreose
Predestinat:iorl would be a caster's
predict:iorl of mislonune befalling an entire
family and their offspring. condemn,ng all
their members to a homble death before
reaching a certain age. On the omer hand.
should the cruter wish to be more explict,
he could condemn their first born cl1ildren to
be murdered by wild wol~es on the w:ry night
of their bir th. Naturally. not all predestinations
need to be negat iw:; the caster might predestine
a child to become a king.
However. the future created by me spell IS not
absolute and Inevitable; there is always the chance
of preven ting it from coming true. An)'tlne outside the
limits preordained by the caster, that is. an)'Ofle passing the
MR Check, can keep destiny from fulfilling itself. In order to
neutralize me actJons of third partles. the caster may plan ahead
for some security meruures Inside the limits of the spell. A good example
of mls would be the Inclusion of a clause staling mat any one wtw tries to
thwart destiny will be murdcred by wolves. Preventing mis spell from 'M)(i{ing
only requires that the person. creature. or object wim the highest resistance
of those directly affected by the spell passes a MR Check with a DitflCulty of
140 at me ~me the spell I, be,ng cast. Those Influenced by its effts will not be
able to do anything to stop It from happening; chance will inevitably play against
mem In me most unawldable of ways. The MR can be repeated only when
some of the predestined events h;we come true. Therefore. me greater the
detail the greatcr the <:hances of preventing the event. If any of the preordained
events should be stopped. me whol!! spell Is carn;eJled.
Added Effect: -5 to MR OllflCulty
Maximum Zeon: Intelhgence x40
Maintenance: 1 every 20 (30) Daily
Type of Spell: Automatlc
Closed Path s: None

<C~

111-

SUmmODiD...=.G_ _
t ,; ~"'$ilt

",,4J1t M ..f"'"
61111

A~ fUlUut fA Put

~f

Even though 5ummoning is a supernatural


ability. Individuals who U5e these powers do not
necessarily need to have the Gift of magic. Al l they
need Is some knowledge and eflough svcngth of sou,
to force other beings to yield to their will.

"P4.tt M

"PUt ~tfur. t~ "b.

Summoning Abilities

Tile

Summoning is (omposed of foor diffel'"en\ abilities:


summon. (Oolrol. bind. and banish. Although they a~
indude<! within the Supernatural Primary Abilities.
these Summoning Abilities are developed and used In a

SUMM8NING
This chapter COo'er.; a ... other of the mystical abilities available to
char.Kters: summoning. The main function of the summoning powers is
to conjure creatures and supernatural forces that. by agreement or other
means of control. execute the will of those who call them.

origill
Magical abilities don't depend exclusive ly on the Gift. Some Individ uals
are able to control the esse ... ce of supernatu ral beings that exist in the Flow
of Souls a ... d bri"'g them to the material world. These summoners do so by
synchronizing their own soul with the essence of those entities they wish
to COntact. This way of harmonizing is often an elaborate process that can
require lengthy rituals and ceremonies. Nevertheless. some Summoners
develop their power and control to such a level that they can force creatures
into our world merely by speaking a name.
The only IMng beings that can be wmmooed are those whose pre$C0:
is subject to the Soul Flow. Most creatures that inhabit the world. such as
humans. common animals. and even some supernatural races. are not bound
to the Soul Flow. and thus are not affected by the innuen<e of summoners.
Their presence is much closer to the physica l world than to the spirlwal.

TABLE

0
2
3
4
5
6

7
8

10
11
12
13
14

15

SUiiUriOii
140
160
180
100
220
2<0
260

61:

Ziiii
10
20

Summon: This abihty allows the user to conjure supernatural


beings - magical beasts and powerful arcane entities - a ... d atvact them to
this world. It depe ... ds upon the Power characteristic.

SUMMONING DIFFICULTY

.."
160
200

100

120

300

:ISO
300

""

320
340

240
280
320

320
340

J8()

360

360.

200

380

400

220
240
260
280
300

400

440

420
440
460
480

480

380
400

420
440

160

......h

160
180
200
2'"
240

220
240
260
280

360

40
60
80

180
100

similar way to Secondary Abilities. Each Summoning Skill


is tied to a Characteristic that adds its bonl.ls to the Final
Ability Score. For a c.haracter to be able to use a Summoning Ability.
he must develop at least a base of 5 points. Uke with Se<:ondary Abilities, a
character can reach Mastery in any of the Summoning Abilities.
A player must deo::lare his Intention to use a Summoning Ability. Th~
are alway!; considered Active Ac.tions - although they don't pt"QYOIa!
penalties for using more than one at the same time in the same Comblit
Turn. Nevenheless. a player can mal: only one Check. of each Ability in a
tum. A Summoner. for example. can use Control and Bind during a tum
without suffering any penalties. but he would not be able to attempt a
second Bind Check until the next Combat Tum. Summoning Abilities use
the same Weapo ... I... iliative as unarmed actions and magiC; +20.
To use these abilities , a character must invest some Zeon points to
alter the Soul Flow and Innuence supernatural creatures. The dirnwlty and
cost in Zeon points depends on the summoned being'S level. The more
powerful the entity. the higher both costs will be. For the difficutty a ... d cost
of Summoni ... g. see Table 61 ; Summoning Di fficulty . The folJowing
contains a description of the four Summoni"'g Abilities and the bask ways
they function.

80

IlIl

51D
560

600

10

"

3D

100
120
140
160
180

z-,
5

10
5

20

260

40
50

100

25

280
300
320

60
70
80

220
240
260

30

340
360

90

280

100

300

IlIl

no

140
160
180

340

380
400
420
440
460

200

360

380

40
50

60
80
100
120
140
160
180

C o n t rol : A summoner's control oYer the Soul Flow allows


him to subjugate supernatural beings. Sy creating a Spiritual
Bond bctwl!Cn the summoner and the creature. he un force
it to obey Of"de~. This ability depends on the Willpcmer
Characteristic.
Bind : This ability allows the summoner to trap supernatural
creatures Inside phy*aI objeas or living <reatUre5. To keep a
creature trapped Inside a vessel, the summoner must spend a
certalr"! amount of Zoor"! poir"ll.5 daily to reinforce the bond. As long
as the character supplies the reqUired magic. a bound being car"! not
free Itself. This ability depends upon the Power characteristic.
Banish : This ability Is directly related to Summon. A summoner
can force supernatural beings to Ieiwe the material world and return
to the Soul Flow. This ability depends upon the f>cJ,yef characteristic.

0j1j1osillg

Abilities

It"s posSIble for two characters who can use Summoning


Abilities to try to use their power on the same creature. In this
case. the character with the highest Fina l Ability Score overrides his
opponent's Summoni ng attempt. If, for Cl<amplc, two characters
attempt to Control the same entity. the character w ith the highest
result will dominate the being - although both must spend the
same Zoon polnu.
When characters use Summoning Abilities against eac:h other.
they can pit summon against either itself 0( banish, and vke versa.
Control. however. can only oppose Itself.
Beings already under a Spiritual Bound automatically use Ihe
abilities of Iheir controller to a"oQid being banished. bound. or
control~ again. FO( example. if a Paladin successfully banishes
a creature controlled by wmeone else, the ~ature's controller
can use his Summon Ability to counteract the Paladin's power. A
character cannot summon. (ontrol. or banish a being while it Is
bour"!d Ir"!slde a physical form.

sunwlMlillg
When a character attempts to bring a supernatural creature to this
world. he must fi~t decide what kind of creature he wants to Summon.
However, the character does not need to know the IndMdual creature
personally. He merely needs to identIfy its typology (i.e .. he must have read
about the type of being. or have seen it, in Of"der to Summon it). If the
Summoner has only a rough idea of the creature he wanu to bring in to the
WOI"ld, he suffe~ a -50 penalty to his ability.
To find the level of a creature and know the difficulty ar"!d cost
Involved in Summoning. players should consult Tabl e 61. Once the player
determines the difficulty, he rolls 1dl00 and adds the result to his Summon
Ability Score. If the total is less than the amount needed. the difference
between the result and the difficulty becomes his level of Failure. If the total
is greater or equal, the character successfully brings the creature and It
appea~ either in his presence or in the place where the ritual was prepared
on the next turn. Note that the GM can keep the summoned ~ature's
level hidden from the plarer until the ritual is finished.
A char.lcte/" may try and control and bind a creature in the same tum
he Summoned it - even before it has materialized completely. When a
creature appears it tar"! act immediately. The creature's reaction depends
completely on its type and perwnality

control
Control uses the exact same rules for cakulating the diffkulty and
cost In Zeon points as summon. A character must be In the presence of a
creature In Of"der to control It, although the character doesn't necessarily
need to see the creature. If the roll is successful. the character takes control
OYer the entity. which canOt do anything to stop it.
Controled creau.-es stiH have free will. but !hey cannot refuse to carry
out any order their lord giYes them. Orders are canied directly by the spiritual
link thaI joins them. so it's not necessary b" the beIng 10 understand the
controllers language. H~. this communication is one~. The controlled
creature cootd be unable. or unwilling. to communicate with iU controller.
Thus. many il"ltelligent entities plot beNnd their master's back to find ways of
freeing themselloeS from the control without violating their masters orders.

Nath.. rie! accompanied by a demon she has dominated


The controlled creature and the controller always have an approximate
idea of where the other is. whatever the distance that separates them.
A controled being can try to free itself from control once per hour, or
~ time it receives an order thaI directly contradicu iu nature 0( usual
behavior. To avoid this. Ihe summoner has to overcome a new Check against
the Difficulty of the original control roiL However. maintain;r"!g domination
of a ~ature already under control doesnOt cost additional Zeon poir"!ts.
The only limllatiOfl this ability has is that a Summoner car"!'t absorb Zeon
from a controlled creature or the bor"!d breaks and the creature is freed
from control, even If bound.

Billd
A Spiritual Bond traps the essence and the body of a creature inside a
material object. Even if the entity has a p~al form. the Summoner can
trap It Inside objects that are much smalle<" than the entity. When doing
this. the summoner COl1Ver\$ the creature to a spiritual mass and trapS its
essence. While bound inside an object. the creature can not intervene in
the exteriof world in any WJf - except by communkating with the body
it's bound inside of or with the person who possesses the artifact. The
summoner can extract the entity from the vessel and return it inside at wi ll.
Even though this is a Passive action, Ihe being won't materialire until the
beginning of the next tum.
Or"!ce bound. a bei ngs essence Is completely frozen . Th is means that
wher"! the summoner binds a creature he has previously controlled, the
creature can not free itself from the control no matter how much time
passes - even though it may recei~ Of"de~ that go against its nature.
Furthermore. when a bound creature Is inside lu container. it is completely
immune to other Summoning Abilities. When a summoner wants to affect
a beIng bound inside an artifact. he must wait for the being to materialize
In the real world. If the container Is broken. or the person (ontaining the
bound creature dies, the entity is immedIately freed. Since the essences of
bound entitles are frozen. they cannot gair"! levels.

Evangeline has a light elemental boun<:\ to her wanq. The

EViingeline is f.:!cing iI group o( eight Shadol'.'S,


Aberrilt!ons. anJ a kincl o( clark elemental
she's never seen be(Ote. In the hr;t Combat Turn,
awate o( what shadCM'S ate QP~ble of, Evangeline
trIes to B<lnish all o( them. she ~pphes -50 to het
B<ln!sh Ab!lIty roll and makes one roll agamst
the eight Shadows, wIth a !:lifficulty o( 160 (they
ate thitd-Ievel creatures). Smce !t costs 15 leon
to expel ~ch one, banishmg all eight will
cost 120 points. In the next turn. E~ngelme
Coln attempt to tepe;lt the bamshment agamst
the Aberrat!ons or the unknown elemental.
whIChever she pre(ets.

creature Is controlleq ancl thanks to the Spiritual Boum\ it can

t V,IO

not free Itself In the filce of impcndil1'/,com bat. Evangeline


qe<l,ks to t4~ the elemental out oft e wand. which tlkes
the entire Combat Turn. During this tum. t he creature

can't atUck or be aHacke!. In the next t Utl},

hov,'(~ver.

the elementll completely milktiallzes and can ad as


any ot~r chatader While her elemental IS Inslqe
til<: v.~nq. It Is Immune to other character's
Summoning Abilities.
Not all vessels can contain every type of
creature or being. Binding the most powerful
entllies requires special priwns able to support

their high energy ~Is. A creature's Presence


determines whldl ~ssels can cO!1taln it. An
object must have a Pr5ence equal or

Ritl/als
The amount of time a character invests using a
particulat Summoning Ability influences the outcome.
This process is usual ly called a Ritual. Undertaking a
Ritual requires complete dedication. In order to Invest
an ent ire day to a r itual. a ehameter must spe nd at least
16 hours working on it. Each Ritual can be complete ly
different. depend ing on each individual's knowledge.
Some Rituals require very expensive components.
while o the r. simpler Rituals just need chants or gestures.
The Game Master and the player must de<ide together
the type of Ritual his character will normally use. The
more time invested In preparing the ritual . the larger the
bonus to the Summon, Control. Bind. or Banish Ability. The
possible Bonuses are listed in Tab le 62.

g~ater

to the creature's Presence to be able to hold it.


Living beings are the exception. They can hold

up to twice their Base Presence. If an object or


body already cont<"lin~ a creat ure bound inside.
me creature uses up part of the object's Presence.
reduc;ing me amount available to contain other
creatures.

or

A ..5 wan<l has a Ba5e Presence


80
(50 h~se 50 Bonus for <juality). 50 It Q Il
contam up 10 an 80 PtesenCe bemg If. (or
example, It alreaJy cont.llneJ a 5eCOn<l-Jevel
hemg. that IS. one wIth a Proence o( 35, it
couJ<I contam other creatures wIth a combine.!
45 total Presence.
Maintaining a Spiritual Bond requires
spend ing Zeon points daily. After each day is
over. the summoner must Invest the same amount
of points mat the binding originally cOSt. This cost is
the equivalen t of mai ntaining a daily spell.

TABLE

62:

TIME INVESTED IN RlTUALS


lliiiiiiiiiiillOi

doiiO _on diO

-'00

Immediate

A complete Tum

-lO
-20

..,

Three Turns

five Tums

t( bln<lmg a thlr<l-Ievel be!IJg cost E~ngeline 30 leon points.


she must spenJ 30 more points every <I.W to maintain the bond.

A minute

10

An hour

20

Banis),

Six hours

30
40

Ad'i,

A character ca n use the Banish Ability to expel supernatural beings


from the mater ial wor ld. As with control, me summoner only needs to
be In the presence of me being or to suspect of his presence In order to
banish it. If the character ove rcomes the required Difficulty. the creature
is immediately expelled from the material world and returns to the Soul
flow or the Wake. The difference by which the summoner CNertomes the
Difficulty Indicates the time . in days. that must pass before the entity can
return to the mat erial world - if it is able to do so by itself. of course.

I( E~n9dlne attempts to expel ~ Level 3 elemental. she will have


to ovetCOme ~ clifficulty 0(160 points ancl spernl15 leon points.

summoning MHltiyle Beings


A chamcter can use his Summoning Abilities. induding summon.
control, and banish, to affe<t a large group of creatures. The only exception
is bind'ng. wh ich a character must us.e separately on each creature. one by
one. When a character attempts to summon, control, or banish multiple
beings at the same time. he suffers a - 50 penalty to the specific Summoning
Ability used . In this case. the player makes one roll and spends the Zeon
points for each creature separately. The wmmoner can use his power on
one concrete type of creature per Turn. Thus. all of the creatures in a
summone group must belong to the same ethnic group. The character can
freely choose the number of beings he wants to affect. as long has he has
enough Zeon to do so. The character can designate which ones to expel
before roiling the d ice.

A,."

50
60
.70
80

Five years

. 90

Aweo'
A month
Six months

"',....,

'00
'20

More. than fifty years

Information and obje<ts a chamcter may possess can aid in Rilual~.


These are detailed In Tabl e 63: Su m moning Modifiers. UI<.e the
Ritual's prepamtion. th~ Bonuses can also be applied to Control. Bind.
and Banish.

TABLE

63:

...........

SUMM0N1NG M0DIFIERS

Know the being's true name

Possess an object: that belonp to It

Possess a part of it
Doesn't know the type of creature

20

'0

. 20
-lO

Know the be ing' s true name; Thi5 modifier requires the


character to know the true name. Because of this. m05t JX1""'Crful
creatures prote<t their true names names carefully, as they do not want
them to fall Into the wrong hands.
Posse5$ an obJec t that belongs to it; The chara<:ter must have
an obje<t that really belonged 10 the being and was important 10 it. This
modifreo- can only be applied once.!oO having more than one obje<t doesn't
provide any additional advantage.
Possess a part of it: The character must have a fragment of the being,
like a blood sample Of" a lump of flesh.
Doesn't know th e type of creature; This penalty only applies to
Summon, as explained In the Summoning se<tion.
E~nge!rne 15 preparing to summon, control. and bind ~ lesser
water elemental named Tel -Atain. EV'Ingelinc has a S<:Ote of120
in 'II! three Aelds, ancl since rel-Ar~in Is a third-level being, the
clifficulty is vety high for E~ngelirJe she "'ants to erJ5ure her success,
so she spends ~n entire month to prepare the Ritual. which gives her
a Bonus of +60 to her three Summoning Abilities. Also, she knows
the elemental's name and has an important belonging (an old Rute),
which adds another +30 to the roll. Since It's a third-level being, the
Summolling Difficulty 15 200, the Control Difficulty is 240, and the
Bincllng Difficulty is 220. E~ngellne makes a roll for e~ch one of her
abilities and, fortunately, she passes them 'III. The to~1 cost in leon
points for the process is 210 (60 fot Summon. 120 for Control. and
30 for Binding). Each clay she will have to pay 30 additional points
to maintain the Binding.

Grol9's of Summoners
It is possible for two or more Individuals to join forces and U5e their
Summoning Abilities together to increase the chance of success. This
Is often called a Cirde of Summone~. Two conditions must be met to
create a Circle of Summone~. Fi~t. the difference in Ability !eYe1 betweefl
the characte~ that tala: part can't be more than SO. If the Ability of any
participant is lower than this, Ihis character is not qualified to help in the
process. So. If a summOr"lef" has an ability of 160 in biod aod wants to Start a
group with othe~, none of the collaborato~ can h;rve a Biod Ability of less
than 110. When mOf"e than two summooe~ participate, the GM uses the
highest Ability level as the basis fof" the calculation.
The second condition is that all members must participate equally
In the Ritual. That Is. all must il"lVest the !ioiIme amount of time. If both
conditions are met. the highe$l-level Summoner receives a ... 10 bonus for
each character in the Circle (up to 1SO). In addition. characters in a Circle
can split the Zeon COSts freely among the members - although each must
pay a minimum of 10 points.
A Summoner can not use his ow n controlled o r bo und creatu res to
make a Circle, as their essence Is partiall y tied to his.

Gnosis altd Summoning


Since characters with Summoning can o nly use their Powe rs on beings
that are influenced by the So ul Flow, their powe~ only affect the Beings
Between Worlds and Spirits described In Chapter 26. However. :lOme
entities are ImmUrle to certain powe~. depending on their Gnosis. Given
that a creature's Gnosis keep counts how much its essence is innuenced by
the spiritual world. they could be too JX1""'Crful to be affected by earthly
JX1""'Crs. An entity with Gnosls greate<" than 30 cannOI be
COf"Itrotied. If Its Gnosls is greater than 35, it can't be bol.Ind.
Finally, a creature with a Gnosls of 40 or greate<" can not be
summoned or banished withOUt its consent.
This rule doesn't apply if the summoner is an entity with a
higher Gnosis than the being it is trying to innuence.

sl9'erllaturai Beillgs alld Resistance


Supernatural creatures are vulnerable to Summoning
Abilities. aod their capability to counteract them is very limited.
Nevertheless. some entitles are especially te5istan! to magic,
which allows them to better resist a summoner's powers.
Because of this. wpernatural beings that have some additional
bonus to their MR can add it to the Difficulty level of any
Summoning Ability directed aga inst them. Not al l of a creature 's
Magic Resistance Is added. only its special bonuses - even if suc h
a bonus comes from a spell or an artifact.
A lorcl of D~tkness i5 an extremely powerful Level 10
dark elemen~1 whose natural MR is 100. Howevet, it has
a 5yecJ~1 +20 bonus to its MR that it adcls to the Difficulty
of ~ny Summoning Ability used against it. Therefore, a
Summoner would need to scote 360 Summon. 400 in
Conftol. 3BO Bind, and 320 Banish to affect it.

Zeon Regweratioll by BOUlld Beillgs


Binding completely freezes the essence of a creature.
TherelOre. bound creatures that have the Gift are unable to
reco.oer spent Zeon points. They do. however. feed on the
magic given off by the Spiritual Bond. !oO they can absorb any
Zeon poinl$ the summoner ~nd$ to maintain their Binding for
use as their Zeonic regeneration.
Te! ' Arain, the "'ater elemental E~ngeline has Bound
is a lev~13 being, so the summoner must invest 30 leon
points daily to main~in the bond. Although rel-Arain
can't reCO\I~t leon by himself. he ~kes the 30 points that
Evangelin~ spends on the bond as If it were his leonlc
Regeneration.

Elementalist
Any character who develops his Summoning Abil ities can de<id e to
special iz:~ in a specific element. If so, the character receives a +30 bonus to
any Summoning Ability used on beings of a ~ Iated element. However. he
also suffer.; a -30 penalty to attempts at summoning beings of any otl1er
type. If the entity is made from an element opposite from the one in wh ich
a character has specialized in. he suffers a -60 pena lty to all Summoning
Abilities against that being. Once a character has specialized, he

FAMILIARS
Some people have the ability to join part of their esse nce with
supernatural creatures Jl"ld create an inv isible bond between them. To
create this bond. they mix their spirits in such a W<fj that they both have a
common desti ny. These entities are generally known as Fami liars.

Union

cannot change his specia lization.

Failure
When a character u:>cs a Summoning Ability
and im't able to overcome the Difficulty, the
attempt fails, wh ich can have grave consequences.
Remember that any Fumble Levels are subtracted
from t he character's Final Ability, making the
Fai lure much worse. Box XI lists the effects of
Summoning Failure at various levels of Failure.

Box Xl: FAILURE WITH


SUMMONING AniLITIES

A Summoner ~nd

her Familiar

FAllURE Tq~S",U",M"M",O,,-N_ __
,

BOlld

Creating an Union Bond that joins a famili ar and a person is


not easy. First of all, both partkipants must have a similar Base
Presence - otherwise the d ifference in spiritual power Vll<)uld
make the bond impos5lbie. In orde!' to focge the Un ioo Bond.
there can not be a difference of more than 5 Presence points.
or one level. between tile Summoner and tile potential Familiar.
tIlough it doesn't matter whkh of the tv..o is more pcmeriul.
The potential Familiar must accept this un ion and
give part of its blood. flesh and sp irit in the process. A
summoner can. hO'l'\fCVer. control a being and thereby
force its consent. Only Beings Between Worlds and
Spirits can become familiars.
Once these requirements are met, creat ion of the
bond can begin. The caster must pass a Bind Check on the
creature as if it were two levels higher. and he must invest
10 times th e cost in Zeon points requirecl to bind it. If he Is

Between -I and -10: SummonIng has no effect. but the character


loses no Zeon points.
Between - II and -25: Summoning has no effect. and the character 10eS
the Zoon points that he would havoe invested in a successful.summonlng.
Betwee n _26 and -50: Summoning has no effect. and the char.tcter Io5es
twice the Zeon points that he ....:>old havoe I~ed in a successful summoning.
Between -51 and -75: The effect of the summoning is oppoIite to what
was desired. Instead of Summoning the inte~ entity. a character ends up
Summoning another entity of a higher Level and completely opposlte nat ure.
The summoner h<l$ no ability to bind or control this being when it appears. and
he loses a/l)' bonuses gained from using a Ritual. The character 105<:5 tvvice the
Zeon point! that he would have lmested In a successful summoning.
Between _76 and _ 100: A large number of higher.. evel beings. whose
nature is oppo5ite to that desired. are wmmoned. The summoner ha~ no
abmty to and or control these creal1.lres when they appear. and he 10eS
any bonuses he may have gained from a Ritual. The character must pay four
times the Zeon cost that he vvould have invested in a successful summoning.
Wo ~ than _100: An error of this magnitude can COSI the summoner his
life. Instead of summoning the desired creature. the summoner is transported
into the presence of a very powerfu l entity of a completely different type
than the OIle he wanted to ~ummon. To make matter; worse. the character
lo~ all Zoon points.

______~F~A~I~lU~~~.T~O~B~IN~D_______
Between -I and -10: Bind ing has no effect. but the character loses no

Zeon points.
\
Between _II and _25: Binding has nO effect. and the chardcter loses the
Zoon points that he would have Invested in a successful binding.
Between -26 and -50: Binding has no effect, and the character loses
twice the Zeon points that he vvould have invested in a successful binding.
Betwee n -51 and -75: Binding has flO effect, and the creature Is
completely Immune to the character's Binding Ab1lity. All creatures that
were bound or controlled by the summoner are aUlOmaticaHy freed. The
summoner also loses twice the Zeon points that he would have Invested In
a successful b1nding.
Be tween _76 and _100: Binding has no cffe<:t, and the creature is i
completely Immune to the character's Control Abi lity. All creatures that .
were bound by the summoner are automatically freed and become immune
to hi5 pewees. The summoner loses four times the Zeon points that he would
have invested In a successful binding.
More than 100: Binding is reversed and the character's essence i1 bound \
to the being. The summoner shares his destiny with the creature. and dies If
it dies. Moreover. all <reature5 that the summoner had bound or controlled
are automatically freed and become immune to the summoner'~ Summoning
abil ities. The character 10eS all Zeon poInts.

______~
FA~I~lUR~E~~0~B~A~N~IS~H_______
FAILURE T0 C0NTR0!.
Between _ I and - 10: The control has no effect. but the character loses
no Zeon points.
Be~en -II and - 25: The COlltroi has nO effed.. and the character loses
) the Zeon points that he would have imested in a successful control.
Between -26 and - 50: The control nas no effect. and the character loses
twice the Zeon pornts that he would have Invested In a successful control.
Be tween _51 and -75: The control has no effect. and the creature is
complelel)o immune to the character\ Control Abihty. The Summonef" loses
twice the Zeon points that he "",,uld have irrvested In a ~uccessful control.
Between -76 and _100: The affect Is rever$Cd. and the creature takes
control of the SummoMr. as if the creature had successfu lly cast control on
him. The summoner I~s four times the Zeon points that he Vll<)uld have
invested in a successful control.
Worse t han 100: The effect is reversed and the creature takes control of
the character. The character loses his wi llpower and become a puppet to the
creature for the rest of Its life.

Betwe en -I and - 10: Banishment has no effect. but the character does
not lose any Zeon points.
\

th~;::;:;~~~~--!~~:~::~:; ~oae::~~~~1 ~~::~~.r loses


Between -26 and -SO: Banishment has no effect. and the rnaractef" loses
twice the Zeon points th.lt he would have itllleSted in a successful baow-.ment.
Between -51 and _75: Banishment not only falls, but the creature
becomes immUM to the character's Banish Ab1l1ty. The SummoMr also loses
twICe the Zeon points thaI he "",,uld have invested in a successful banishment.
Between -76 and -100: Banishment is reversed causing several
sim ilar entitles appear. all immune to the summoner's Banish Ability. The
summoner also loses four times the Zeon points that he "",,uld have invested
In a successful Banishment.
Worse than -100: Banishment is rever;ed causing a legion of similar
entities appears - all of them more powerful and completely immune to
the summoner's Banish Ability. The character loses all Zeon points.

!
\

successful. both the summoner and the c~atu~ a~ bound together.


A summoner may want to create a bond between two beings without
forming part of the bond himself. In this use, the future master of the
familiar must also accept the union \oOluntarily.
To maintain the bond, the master must spend half the cost in Zeon
points that \YOt.Ild be reqUired to keep a belng of that level bound. Unlike
the caloe with bound creatures, the character can't cl"loose whether or
not to spend these points; they are automatically subtracted from the
charact('l'"'S Zeonlc Regeneration. This is why only wizards and those with
supematural abilities can affOrd to have Familiars.

After spen<!ing time WIth her, Evangeltne decides to make


Tel-Aratn her fa mIliar. Tel-A~i n IS a thu'd-Ievel creature, and
Evangeline Is a fourth-level summoner. 50 the Presence ,jiff"eren<:e
betwef!1J them wIll allow the union Evan9.eline must pass a Bind
Check of260 (as If the elemental were a fifth-level creature ) and
ilJvest 500 l eon points. Afte r;\'ard, the bond will consume 15 l oon
points per day.

Familiar Powers
In many ways. a familiar Is Similar to a bou r>d ar>d COr>trolled creature,
except for the fact that both master and Familiar sha~ a fragmer>t of their
soul and e\IOlve together. This means that, ur>like the case with bound
beir>gs. the esser>ce of the Familiar is not frozen. Rather, it impf"O\leS as its
master's does. Each time a summor>er achieves a new I~I. his familiar also
gair>s an experience level and receives 100 new DP. A player car> use these
points to purchasc new Abilities or Powers for his Familiar, as explair>ed ir>
Chapter 26.
The Familiar's master is always aware of ~ his Familiar is.
Furthermore. a Summoner can sense things through the link with his Familiar
as if he were actually with the creature. Since part of his soul now resides
within the Familiar. a spelkaster can launch spel~ through the
Familiar - although doing so reduces his MA by half. A Familiar
n~ recwers Zeon poir>ts by itself. but it can re.:eM
part of its master's Zeonl< Regeneration If allowed to
do so. In this Wirf. Familiars use spetls or even nave
magical reserves on behalf of Its master.
WMn a familiar Is injured or dies, its master
suffers severely. Wher> a Familiar loses life
~~1~1~:.(;
f'l')ir>ts.lts Master mun automatJcaliy overcome I,Q
a PhR Check agair>st tWke the amount of
damage (or>e Check per wound) that the Famil iar
re.:eived. or suffer a -20 All Action Per>alty. This
per.alty reduces by 5 points every hour. If the
Summoner falls thc PhR Check by more than 50
poi nts, he falls unconscious. Those 5ummor>crs
with Damage Resls!ar>ce Famil iars only halle to
make a PhR Check against one-tenth of their
Familiars' damage. If a Familiar dies, its master
automatically suffers a -20 All Action Per>alty.
and he must pass a PhR Ctleck against the
damage that caused hIs Familiar's death. or fall
unconscious. If the Summoner fal~ this Chc<:k by more
than 60 points, he dies as well. All of these rules apply
to the Familiar jf its Master suffers damage or dies.

Breakillg tile BOlld


Neither a Fam~iar nor its master can \Qhmtarily break
the bond betweer> them. However, there are several ways the bond can be
broken. For example, as explaIned in the previous paragraph. if one of the
two dies and the other manages to survive, the bond is broker>; the SUrvM:>r
can be part of a new bond Ir> the future. Another Wirf that a bond can be
broken Is if a character cannot meet the daily Zeon requirement needed to
malr>talr> it. If a character's Zeonk ~neratlon is lOW('!"" than the amount
he must ImteSt. both Familiar and master suffer a cumulatille -10 Atl Action
Penalty every day. If this contlnucs to occur for a week. the bond is broken. If
the bond breaks ir> this way, the summoner permanentty loses 1 point from
his PoY.ter Characteristic due to the fragmer>tit'fg of his sout.

Hilideri'lfJ tile Familiar


If a Familiar's master desires. he can hinder the creature's progress by
not letting it achie\le Ie-JeIs along with him. Ir> this case, the creature loses the
chance to imprwe. and it must wait for its master to go up another level beklre
it has another chance to Imprwe. If this happens too often. the Presence
difference between the Famiiar and its master may stand at more than fIVe
points. Summoners sometimes!oee the need to 1M because they can't afford
the Zeon po;*lts necessary to mainW"i the bond with Yef}' po.YerfuI ~

INVOCATION
Besides Summoning Abilities. characters also have the abi~ty to cootact
Immensely powerful beings and ask them for temporary aid . Such beings are
Immur>e to the usual SommoningAbilities, but they stiU intervene in the world
in limited ways - sometimes sharing their po'NCr with those who cali them.

Tile mvocatioll Cere mOllY


The Orst thing a charactcr must do to receive the po.over from an
Invocation Is O'\fercome thc requIred Difficulty. T hc character uses the
Summor> Ability. as he would use to call any supernatural cr>tity. Each
Iffi'OCation costs a specific amoUr>t ofZeon points. which represents the cost
of the er>tity manifesting Itself In the material world. The Failure Level for an
Iffi'OCation works exactly the same as the negatilfe effects described in Box
IX: Failure t o Summo n . If the character car> overcome the DiffICulty
required, the Invoked belng appears before the (haracter. proposes a pact.
and disappears. The pack Is a request or condition that the charact('l'" must
meet to re.:eive the entity's po'NCrs. The invoker carl decide whether or not
to accept the cO/lditlons, but he is not obtiged to carry them out. Unless
the pact explicitly states otherwise, there is no time limit to carry out
the cor>ditions of the bargilln. When a character bel~s the pact has
been carried out correctly. he must invoke the entity again
ar>d ask the creature to seal the paa. If the character has
carried out the pact's conditions. the Invoked being grants
tlim the ability to summon its po'NCrs. If a chamcter asks
a being to seal the pact without having fulfiUed his end of
the bargair>. the IflIIOCation fails, and the character
loses the option of doing it agair> in the future.
Once a pact is sealed. there is no way to break
it - even if the required conditior> disappears.
There 15 r>o limit to the number of Irwocations
a character C3n acquire if he fulfills the cOr>ditlons
of all pacts. Howeller. a character leaves a part of
his essence with each In\lOCatior>. so wher> or>e of
the Arcana has granted a power to the character.
that char3cter cannot slgr> a pact with an opposing
Arcar.a. So, If the caster has been grar>ted thc power
of Justkc. he car> sigr> as m3ny pacts as he likes with
othef" Arnna. both pure and reversed. but r>ever with
Justke ReYcrsed.

EieclltiHg a InvocatioH
A character can use any IflIIOCation whose paC! has
been sealed. This is done by o.<ercomir>g the required
DIfficulty with the Summon AbilIty and spending the
needed amount of Zeor> poir>ts. The in'Ioker must
use the time modifiers from Table 62. bUI not the
general modifiers from Tabl e 6] . The true aim of Ill\IOCatioos is to endow
the Summoners wIth the ability of a superior wpematural belng. whkh
can be relied upon If they don't h~ time to use their own creatures.
Thus, IflIIOCations don't obey ttle general rules for Summor>ir>g, ar>d they
don't need to be Actille Actions. Durir>g the time a ctlaracter prepares an
Invocatior>, he concentrates and synchronizes with it, so it is po~ible to
use as a Passl\/(' Action. HOWf!IIef, each Irwocation can be Active or Passive.
depending on its own nature. It Is possible to use as many Invocations as
a charactcr r>eeds during a Combat Turn. although the time bor>us will
only apply to onc of them. Usir>g an Irwocation has the same Initiative as
ur>armed actions and magic: +20.

Tile

POIVer Of I/lvocatiol/s

When someone uses an IllYOCation. the entity manifests itself and uses
iu power agalnn the specified target. The c.harncter has a complete con t rol
a.-er its effects. as if it were a s~1 he' d cast. Each entity grants a different
set of abilities. effects. and duration. The grealer the character's Summon
Ability. the more pooM:rful mani{e$tation he achieves.
As a general rule. unless the effect of the Invocation stales otherwise,
these entitle1 are able to damage and defend themselves from any creature
0<' type of altac:k. whatever its Gn05is or immunities.

Invoking The High Priestess, which cte1tes an BOO-Life-Point


~e(enslve enetgy shlde!, "<IS a Difficulty 140, but the charader that
uses It achIeves a final result of 210, which is 70 points more than
the minimum requirecl. The Priestess'5 ability <llIo\\'s the Qstcr to
raise the Resistance of the shreiclloo points (or evety 10 points that

the caster overcomes the Difficulty, so the shield's total value will be
700 more,
The fo llowing provides a liSt of rome of the Invocations available
In the world of Ga,a, Each one of them is defined by the follow ing
characteristics:
Pact: The pact Is not the only possible interaction
for any Invocation of the same being. It's Just the
one most commOrlly requested by the entity. These
Pacts are provided as a gUide to the Game Master.
Diffi culty: The value a character must surp<l$s
with their Summon Ability to use the InYOCation.
C ost: The Zeon points that the InYOCation costs.
A t tac k Ability: If this is an offenWe InYOCation,
this is the Combat Ability it uses to attack, A '+'
symbol after the anlOUI1t means that an imooker's
I"t:IweI" can raise the Al:tack Ability of the Ir1\IOC.i)tion,
Defense Ability: Uke the attack ability. only
this is used to defend the imooker.
Effec t : This describes the e ffect the Ir1\IOC.i)tion
produces.
Duration: Haw long the Invocation or its effects
stays active. AJllnvocatlorls (mly last until the Combat
Turn in which they manifest themselves - unless
expressly specified otherwise,
U s ual Appe a rance : Uk!! Pacts. the InvocatiOrl 's
appearance isn't fixed. This is the most common
form they take on before mortals.

THE ARCANA
The Arcana have no physical form, and they
dOrl't interverle in the world, They aren't gods or
high powers, either. Rather. they are manifestations
of man's passions and spirit. persc)O'Iifications
created by the souls that reUirn to the now arid now
are nurtured by the very erlergies of reality. The

Tile Pl/re ArcaM


OThe Fool
The Fool Is both the weakest of the Arcana and the mOlOt powerful.
It represents the beginning and the end of everything. It h<l$ no spedflc
motivations and Is a completely innocent entity. It exerts an enormous
InOuence over the rest of the Arcana, both the Pure and the Reversed.
Pact: The Fool will ask ir'lYO!<en to initiate and <omply with a Pact with
another Arcana.
Difficulty: 120
Cos t: 100
Atk. Ability: NA
Der. Ability: NA
Action: Active
Effe ct: The Fool removes any bonus or penalty the imooker may receive
in any future Invocation, whether by ritual or some supernatural effect. In
game terms. the character will only have his own Ability to make Invocations.
no matter how much time he invens.
This power only affects the Summon Ability when making an Invocation.
Duration: 1 hour for each 10 points of SUCCe5S over the Difficulty.
U sual App e aranc e: The Fool usually manifests itself <1$ a young female
dressed like a dow n. When Inyoked , she dances around the inyoker and
then disappears.

I The Magician
The Magician is the first of al l Al"l:ana.
It represents beginnings and the will to
undertake projects. In general, everything
related to the fields of Abil ities are
attributed to it. It Is the Arcana that controls
supernatural pooNers.
Pact: The Magkian usually requires a
character to reach Mastery in an Ability. The
choice can be left 10 the Summoner. but
sometimes The Magician will indicate which
Ability an illYOker must master.
Difficulty: 130
Cost: 100
Atk. Ability: 120

Oef. Ability: t20

Action: Passive (variable).


Effect: When illYOked. The Magician can
Ca5t any Free Access Spell no higher than
level SO. Spells are C<l$t using its base value
with no modifit'f'S. The Invocation is Passive
in itself, but wherl it is used to cast an Active
spell. the character must have Action in the
Combat Turn 10 use it.
Du r ation: Instantaneous - but the cast
spel l persists 1 tum for every 10 points of
success over the Diffic ulty (on ly if the spell
is mainta ined).
Us ual Appearance: The Magiciarl
usually appears as a middle-aged wizard
with a wand and a ring, It materializes next
to the ill\lOker, imitatirlg him and castirlg the
spell as if it were a normal person.

II The

High Priestess

AI"l:an3 are suspended In the Soul Flow until they : 1~!!~::!~~~~~~:~!!~J


The High Priestess represents wisdom.
intullion. and memory. She holds all power
are called to the wof"Id. and their manifestations
are fot' a very short duration, Their appearance in
that can be considef"ed divine in any religion,
of Illusion.
and it protects everything sacred.
the physical world is always In the
and their avatars can't be attacked in any W<l'f. When a character IllYOkes
P a ct: As the Incarnation of wisdom. The High Priestess will pose a riddle
the Arcarla for the first time, they offer Pacts to ingratiate themselves. In
or enigma to the ii"lllOkcr, who must resolve it without any outside help.
exchange for fulnlling the Pact. the Arcana Join themselves spiritually to
Difficul ty: 140
Cost: 150
Atk. Ability: NA
Def. Ability: 160
these Irldlvlduals and allow them to Ill\IOke their powers. Except for The
Tower, all Arcana are divided into two different groups aording to the
Action: Passive.
existential aspect that lead to their birth, Arcana based on positive aspects
Effect: Creates an energy shield (usirlg the Priestess's Ability) that
of Reality are called Pure, while their dark. twins are called Reversed.
protects the If1YOker against any type of attack. The shield Is composed of
light and can withstand 800 points of damage before breaking, However, it
possesses 100 additiona l Resistance points for every 10 points the Invoker
succc::eds ovcr the Difficulty Level.
Durati o n: 1 Tum for each 10 points over wh ich the inYOk!!r exceeds
the DIffiCU lty.

rorm

U s ual Appearance: The Priestess manifests as an espedaUy


beautiful young woman who rad iates light. She wean religious garb that
fits with the invoker's beliefs. Her sh ield usually appear5 as six pair5 of white
wings which surround the character and protect him from all harm. after
which they float apart as feather5.

III The Empress


The Arcana known as The Emprl:Ss Is thl: fl:ma le aspect of ucation. It
represe nts inte lligence. creat ivity. and motherhood. It embodies the power
of maternity. which allows it to protect those who need it.
Pact: The Empress chooses someone weak who's very close to the
Invoker and who needs protecting. The Empress asks the character to
Insure that thiS person suffers no harm for the rest of their life in exchange
for sealing the Pact. The Empress will withdraw her power if the character
fails In this duty.
Difficulty: 150
Cost: 200
Atk. Ability: NA
De'. Ability: NA
Action: Passlve.
Effect: Augments by +20 all Resistances. either of the invoker or the
person designated by the invoker. This bonl,lS to Resistances Increases by
an additiona l +10 for every 10 points above the Difficu lty Level by whiCh
t he Invoker succeeds.
Duration: 1 Turn for each 10 points CHer the Difficulty by which the
Invoker S\Kceeds.
Usual Appearance: The Empress uSl,lally appears as a beautiful woman
wearing rl:'gaJ dress and a crown. She hugs the subject designated by the
Invoker al'ld leaves a light glow OYer the ~n.

IV The Emperor
The Emperor represents the maswline aspect of creation and natural
power. It ~ the fair ruler. a stable force that uses its power when necessary
and only in a proper proportion.
Pact: The InYOker must become the leader of a group of a numbl:r of
people which fO llow him of their own free will.
Difficu lty: 160
Cost: 200
Atk. Ability: 120
Def. Ability: NA
Action: Active.
Effect: When invoked. The Emperor takes the form of a warrior who
physically attacks the invoker's adversary. The attack has a Base Damage
of 60 points and uses the Cut. Impa<t. Ot' ThruSt Attau Type (the invoker
decides which). The Ernpet'(>( calls an additional WilmOt' that make; an
additional attack in the same Combat Tum for e-ery 10 points by which the
Invoker overcomes the Difficulty. All warriors disappear after their attack.
Duration: Instant.
Usual Appearance: It appears as a king or monarch with a crown
and scepter, When invoked. it appear5 seated on a throne floating above
the Inyoker. With a regal gesture. it causes a series of warriors to appear
aroulld the target. These warriors Imml:dlately attack and then disappl:ar.

V The Hierophant
This Arcana represents everything sacred and sanctified in any religion
and Illuminates mankind. destroying IgnOf'ance al'ld everything pagan.
Pact: The character must atone Ot' be pardoned lOr all of his past sins.
Difficulty: 170
C ost: 250
Atk. Ability: 160
Def. Ability: N A
Action: Active.
Effect: The Hierophant uses its Attack Ability to launch an energy blast
against a specific target in sight of the Invoker. This attack is conSidered
equivalent to an attack spell. It uses the Energy Attack Type and possesses a
Base Damage of 100. The blast inflicts double damage to creatures related
to dark.ness or evil energy. Unlike other Invocations. The Hierophant does
not need 10 aCl instantly. as it will Stay beside the Invoker as long as the
Invocation IMts. It disappear5 after making the attaCk.
Duration: 1 minute fOt' each 10 points CJYer which the Invoker exceeds
the Diff"ulty.
Usual Appearance: The Hierophant usually appears as an old man
dressed as a higtKanking priest of the invoker's church. It makes a gesture
of blessing. and among a chorus of rl:'ligious chants. it creates a huge (J'(lSS
that fires a bolt of sacred energy.

VI Tke lovers
This Arcana rl:'presents human sentiments and free will. It hM the
power of all basic posit;.,.e emotions in living beings.
Pact: The invoker has to find a person with whom he wants to share the
rest of his life and whom he loves more than anything.
Difficulty: 180
Cos t: 250
Atk. Ability: NA
Def. Ability: NA
Action: Passive
Effe ct: While th iS Arcana Is active. any person who In itiates an offensive
action against the InYOker must overcoml: an automatic MR or ~R Check
with a Difficu lty of 140 Ot' the attacker won't be able to execute the attack.
The Resistance Check must ocCl,lr each Combat Tum in which a new
offensive Action against the charaClCf' is declared. The affected parties can
continue to act freely. but they can't attack the character or di~tly cause
any other damage to him. It is equivalent to an Automatic Effect with the
condition of de<laring an attack against the invoker.
Duration: 1 Turn for each 10 points (M'r which the invoker exceeds
the DIfficulty.
Usual Appearance: This Arcana appears as a pair of beal,ltiful angels.
male and female. Each hM on ly one wing and they can fly only because
they hold each o ther. Wh en they are Inyokl:d. they don '! usuall~ physically
mater ialize. but rather they change the Invoker's appearance . making
him irresistibly beautiful to the observer. Each individual sees this Arcana
differently. but it keeps the same genCf'a1 appearance afld nature.

VII The Chariot


The Chariot represents movement and the ability to stay out ofharm's
Wiq. This Arcana governs material spacl: and perhaps time as well.

Pact; When it manifests itself. The Chariot will ask. the il'1VOker to
undertake a Journey to a specifIC place. The place will always be distant.
one which the character ha:s never visited.
Difficulty: 190
Cost: 300
Atk. Ability: NA
D e r. Ability: 200
Action: Passive
Effect: The Chariot instantaneously transports th e invoker. allowing him
to defend himself against any altack. In game terms. the invoker uses the
Arcana's Defensive Ability as if it were his own Dodge scon'. The Chariot
ntvet' suffers penalties due to the area of the attacks. No matter the range.
this Arcana (an lransport the invoker out of harm's way.
Dura tion: 1 Tum fof' every 10 points (M'r which the invoker exc:ecds
the DiffICUlty.
U s ual Appearance: ThcChariot never adopts a humanoid appearance .
Rather. it appears as :;ome:;ort or vessel or supernatural transport. When
Ill\I'Oked. It covers th e iflvoker and mCNt'S with him. avoiding attacks.

VIII The Strength


This Arcana represents strength and mastery - although at a more
basic level It represents the concept of pure POWl:r.
Pact: Strength will request a power trial from the character. and It will
force the invoker to face a being (normally a Major Elemental. though
generally not one of more than Level 6) it sl,lmmons for this purpose.
Difficulty: 200
Cost 350
Atk. Ability: 200
Det. Ability: NA
A ction: Act;.,.e
Effect: The invoker can make a physical attack using the Arcana 's Atta<k
Ability. This attack is made using the Energy AT. With a Base Damage of 100
pll,ls 10 for every 10 points over which the Ill\I'Oker exceeds the Difficu lty.
Duration: Instantaneous
U s ual Appearance: It manifests itself as a gigantic. perfectly ml,lscled
titan. or sometimes as a metafile beast. Strength appear5 by opening a bn'ach
In reality before the invoker arld then charging toward the adversary _ after
whkh it dlsappean the same way It appeared.
IH The Hermit
This Arcana n'presents meditation and austerity. It is as.sociated with
pea<e. tranqUility. and aUions that reject the path of violence.
Pact: It requires the invoker to intervene in a specific siluation. The
character mUSt avoid connict and find a peaceful :;olution.
Difficulty: 220
Cost: 400
Atk. Abilit~: NA
Def. Ability; NA
Action: Passive

Effe ct : This Ar<ana allOW'S the il'M>ker to defl:ond himself from ar!y kind
of attack as ifhe were a Damage-Resistance creatlll"e. The character may not
use ar!y other Defl:on~ Abi lities while benefiting from this trMXation. The
Hermit provides a base of 1,000 addilionallife Points to the character, as
well as an Armor Type of 6. PI~ Sllbtract these borius Life Points when
the character is hit by an attack. Once the bonus LP an:' gone, the character
loses his own LP directly. The irM:lker receives 100 additional LP for every 10
points f1oIf!f" which he fla:eeds the DifflClllty Level to..- this l....ocation.
D urati on: 1 Tllm to..- t:very 10 points OYer which the invoker fla:eeds
the DlfrlCulty.
U su a l A ppearan ce: The Hermit appea~ as an old man with a qlliet
look about him. He holds a lamp in one hand and a book in the other. The
l....ocallon manifests thr"Ol.lgh the Summoner's body and surrounds him like
a shield. When it receives an atta<k and suffe~ damage. it cracks like a glass
image. little by little, the protected character becomes visible. If it loses all
bonllS life F'oi!1ts. The Hermit shatte~ into hundreds of pie.::es. leaving the
invoker defenseless. If the Arcana does no! shatter when the duration expires.
it disappea~ In a billowing swarm of pages that erupt from its book.

}{ The Wheel of Fortune


N o o ther Arcana Is as chaotic and unpredictable as the W hee l of
Fortune. It symbolizes chance and lock - a positive change that nobody
knows wf"lere It will lead or what it wi ll bri ng. It exerts a great influence <:Ner
the rest of tf"le Arcana , acting as the balancing po int among them.
Pact : Wf"lether or not the W f"lee l will ateepl the inloOker is decided
purely by chance. Flip a coin (f"leads or tail s) or roll a die (odd or even).
Diffi c ulty: 240
Co st : 450
Atk. Abili ty: Variable
D e f. Abili ty: Variable
A ctio n: Passive (variable)
Effe ct: Wf"len ailed, the Wf"leel of Fortune pru.oic\es no Abilities in Itself;
instead it irwokes another An;ana chosen at random . Tf"le difference by
whkf"l the invoker has managed to OYercome the Difficulty required by the
Wheel of Fortu ne will be considered the points used by the co~nding
IrMXatlon. To decide which Arcana manifests itself. roll 1d1oo and check
Tab le 6<4 . The Arcana copied by the Wf"leel of Fortune need have no
other bond wltto the I~r. The IrMXation is Passive in itself, but if it
invokes an Arcana with an Active Action, the cf"laracter must wait to f"lave
tf"le Initiative In the Combat Tum to use the IrlYOCatlon.
Du r atio n : Variable
U s u a l Ap pea r a nce: The Wheel of Fortune always wears tf"le ~me face
and fol'm (ttoose o f a )'Qung girl of an indeterminate age). However. eacf"l
time it appears, tf"l ls form it looks different and wear different dottoing.
Wf"len tailed . It appears In a small wf"lirlwind disguised as the Arcana whose
powers It pl"OYldes. For example. if it appears as Tf"le Emperor, it appears as
a girl sitti ng on II throne wf"lo ails o n f"ler warr iors.

TABLE

......

...........

S to 10
11 to 1S

The Magkian

64:

W HEEl O F FeRTUNT

1 to S

"to'"

21 to 25

""''''

" .. ..,
~ to 35

41 to 45
46 to SO
51 to 55

" .. .,

The fool

Tho _

The Hlgf"l

Prl~tess

T... '"""'"

The Emperor

Tho ""'"

""_

Tho Owto.
The S\reI1gth

The Justk;e

Tho ...........

61 to 65

The Death

66 10 1St
71 to 75

Tho.....,.,.,..

76 .. eb
81 to 85
86 1090
91 to 95

The DevIl
Tho .....
The Star

ThoM_
The S<ln

.... 99

The J~1

<0O

The World

HI TheJustice
Justice is the fi~t of the upper Arcana. It represent!i justice and
legal ity in a strict SCfIse - scales that try to keep everything in balance.
Pact: The cf"laracte r must Judge a diffKult situation or prevent an unjust
aCl from taking place. Justice will often propose ttlat the Summoner
inte rvene In a concrete case ttlat it proposes.
D iff ic ulty : 260
C ost : 500
A t k. A bi lity : Variable
Def. Ability: 240
A c tio " : Passive
Effect : Justice reOe.::ts an attack suffered by ttle Irwoker. By default. it can
only return one attack In a Combat Ttlrn, but it f"las the ability of making
an additional defense (that is. return another attack) for every 10 points
over wf"l k f"l the Irwoker eJ:eeds t f"le Difficulty. To return ttle attack. Justi<e
must a<.hlC!Ve a counterattack using Its Defen~ Ability. without receiving
any penalty for additional attacks or combat modifie~. In game ter ms. the
defense of Junlce acts like a magical shield. Attacks are returned Wltf"l the
same Final Ability and damage witf"l wf"licf"l they were made. Tf"lis ability also
reflects esoter ic effects, as well as area attacks . Unfortunately. If It Is unable
to reflect the attack. Justice doesn t pru.oide the inloOker any addit ional
t~pe of protection and doesn 't redoce the attacker's ability. Wh oever
uses Ju stice will o nly have thei r natural defense roll to protect themsel~es.
wltf"l out adding any ability. This is MjUn. ,.
Durati o n : Instantaneous
U $u a l Appearan ce: Jllstice always appears as a fem ale warrior armed
witf"l a sword and scales. It forms in the air amid runes and steps between
ttle aggressor and the inYOker. It creates one or several mirro~ that absorb
attacks and r"(!flect them againn ttle attacker.

For ocample. a warrior am! a Wizard attack Evangeline in the

turn. Evangeline has made a pact with JUstice. The Summoner


manages a Fmal Summon Ability of200, so Justice will reflect up
to three ~tt"lcks for her thIS Comlhit Turn. The wizatd is the first to
act. He gets a Fmal MagIC Projection SCOte of225 using his Flte aall
spell. Luckily. JustIce rolls the dIce to protect Evangeline am{ rolls
a Fmal Defense o( 200. Evangeime retu rns the Fire aaUwith the
same Ability It was cast (225). Vn(orlunateiy. the W~ trlO~ rolls 305
thanks to two Open Rolls. and JustICe only rolls 10 on the dice, for
it FlOa! De(ense Ability of 250. Smce Justice did n't stop the impact.
E~nge!lne suffers an attack 0(305, an<! can only defend herself With
her natura! roll.
samc

H[[ The Hanged Man


The Hanged Man represenu heroism. sacrifice and atoneme nt _ t he
power of those wf"lo give up everything for their beliefs. wf"latever tf"l e
consequences.
Pac t : Tf"le cf"laracter must f"leroically ri sk his life for sometf"llng or
someone. Tf"l e cf"laratter 's life mllst trllly be in dange r. and t he poss ibility
of death must be real for Tf"le Hanged Man to pru.oide Its power.
DIffic ulty : 280
Cos t: 550
A t k . Ability : 240"
Def. Ability: NA
A c tion : Active.
Effe ct: Tf"le Hanged Man uses its Attack Ability 10 make an energy
blast against a specific target. In game terms. the attack is an attack spell.
This Ar<ana's Attack Ability increases by 5 points for ~ 10 points
by which tf"le illVOker exceeds ttle DiffICulty of this IrMXation. The Base
Damage of The Hanged Man's attack is four time; tf"le Life Points ttle
ifM;lker sacri/kes when Invoking. So. if f"le spends SO LP, the Base Damage
for the attack will be 200. Damage suffered ttlrougf"l ttlis ~criflCe can be
recovered normally.
Dura ti o n : Instantaneous
U su a l Appea r a nc e: The Hanged Man appea~ as a middle-aged man
witf"l rope marks on his f"lands and feet. His OYerall look may vary, but
It is commonl~ tf"lat of a knigf"lt with old and rusty armor. Tf"le Hanged
Man holds out its f"lands toward the illVOker and receives the cf"laracter's
saCrificed blood. The cf"laracter need no! do anytf"ling in If"lis process.
since temporary stigmata appear in the charaCler s body, and f"lis blood
flies toward the Arcana s hands. Once it f"las received the blood , The
Hanged Man kneads it. molds it into the shape of a crimson lance w itf"l
supernatural chains. and throws it against the adversary.

Hili The Death


This Arcana perronlfteS renewal and cleansing. It is a regenerative force
that transforms all it touches.
Pact : This Arcana usually requests that the character suffer a near..Je3th
experience and then re<0Yer. To do this, the lovoI<.er must reach the state
between life and death. and then pass the obligatory Che<k without outside
Interventiorl.
Difficulty; 300
Cost: 600
Atk. Ability: NA
Def. Ability: NA
Ac tion: Active.
Effe ct: When Death manifests itself. it completely cures the invoker or a
subject designated by the invoker, nullifying any negative or damaging effect
aCtiVe on him - even if the penalty is purely physical, like a missing limb.
Ukewise. all spells. p$)'dlic p<M"er;. and harmful supernatural effects are
automaucatly nullified by The Death's power.
Duration: Instantaneous
U sual Appearance: Death appear; as
a woman whose likeness changes constantly
from that of a child to an old woman In
seconds. It wear; a threadbare cloak made
completely out of dark ness, which leaves
only Its face and hands visible. When Invoked.
It appear; among pie<es of broken doak and
passes through the character, regenerating
him completely.

Usu a l Appearance: The Devil atways appear.; as a member of the


opposite sex from that of the irMlI!r. and it possesses a savage beauty. It
manifest bel<n him in an explosion 0( blue or green fill:'. and then It turns into
a shadow. When it fights. it joins with the IrM)I(er. changing his appearance.

BVI The Tower


The

~r

of this Mana Is the most terrible of all. Unlike the rest of

the Arcana. there is no reversed version of The Tower - since it embodies


both positive and negative aspects of existence. The Tower brings about
destructioo of reality and represents truncated destiny - evil in the root
of Ihc world.
Pact: The T~r only keeps a pact with one individual OIl a time. During
an l!1YO(ation. it whj~rs the rlame of the current Pact holder in the
Summoner's ear. He then must kill that Individual In order to receive the

Tower's power. Once the curreot holder dies,

.p;;;iiiip;;;:~~;;;;.j~~~~

XIV The Temperance


This Artana represents perfect balance
and harmony. It has the ability to help other;
ach~ their true potential.
Pact : It usually requests that a charatter reach
a specific pcmer leveL In game tCf'ms. Temperance
will request that a character reach between 6th
and 8th leve l before conceding its power. At the
very least a character must go up a level after the
Pact Is proposed for it to be sealed.
Difficulty: 320
Cost: 650
Atk. Ability: NA
Def. Ability: NA
Act ion: Active
Effec t : Temperance boosts the effe<t!; of other
IfIYOC.ltions. automatkany adding 100 point!; to
the score by which the Invoke<' exceeded the
Difficulty level for any other Invocation -Including
reversed Arcana.
Duration: 1 day for each 10 points by which
thl! Invoker exceeded the Difficulty.
U sual Appearance: The form it mO$!
commonly adopts is that of an angel of Indeterminate
sex. It appear; alTlOflg geometric fOrms and grant!;
Its bonus to the invoke<'. It then disappears. The
charactCf' is usually left with a special mark as a sign
that the InYOCatlons power is active.

The Tower
$COlis theinPact
witha the
;usassin.
from
the moment
which
Invoker
sealsThus,
the
Pact with The Tower. he knows thaI some day
another invoker will attempt to kill him to Invoke
the power. If the turref1! holder of the PacI dies
at someone else 's harld. or in an accident. The
Tower iflstantly ~als the PacI with the first
invoker who Summons it.
Difficulty: 360
Cost: 750
Atk. Ability: 320
De f. Ability: NA
Action: Active
Effect; The Tower makes an attack e<juivalent to
an Spiritual SpeI1.lfit prtMlI<Es damage, the affected
party must make an MR Check with a DiffICulty of
160 or temporarily lose all supernatural, magical.
pspic. and Ki Abilities. Abo. supematUf'al race$
will not be able to use any special pcmers.
Duration: 1 day fOr every 10 points by
which the Invoker exceeds th e Difficulty.
Usual Appearance: The Tower has no
ph)'skal form and never manifem iuelf. It
only speaks through barely under;tandable
whisper;. When it does appear, it is usually
accompanied by minor natural disaner;, like
small earthquakes or storms. When involo:ed.
ii's not seen, but those present will feel thai
something terrible and cold has come 10 thiS
world. Those who can see the supernatural
will be aware that a forte approaches them.
but they wil l not see a concrete fOrm.

XVII The Star


The Star is mankirld 's greatest gift - hope.

,J~~~~~~~~~~~~~;~~~

HV The Devil
This Arcana represents passion and energy - the p<:mer to apply one's
abilities to reach different ends.
Pact: The Devil will ask the character to Impede a specifIC invoker from
fulfilling a pact with one of the Rever;ed Arcana. The Devil will usually
choose the antagonist and will inform the character about it.
Difficulty: 340
Cost: 700
Atk. Ability: 300
De f. Ability: 300
Action: Active.
Effect: While The Devil is active, the character tan use the Artana's
Attack and Defense Abilities in combat. The Arcana's Defense is considered
a supernatural Block or Dodge, as the Invoker prefer;. Its Attack uses the
Cut. Thrust or Impact Attack Type and has a Base Damage of 80. In more
than one way. The Devil melds with the charac;ter while granting its power;.
Therefore. If an adversary counterattacks one of the Artana's Attacks, the
new blow is directed towards the invoker and not The Devil.
Duration: 1 Combat Tum for every 10 point!; by which the Invoker
excef!ds the DIfficulty.

and because of it. people continue trying to


Its
powerwhat
allONS
the de5ire.
impossible
to be done.
achieve
tI'!ey
It possesses
the
greatest defensive power of aI the Arcana.
Pa ct: The Character must raise up a symbol which brings
hope to a people or ethnic group.
Difficulty: 380
Cost: 800
Atk. Ability: NA
Def. Ability: 350+
Action: Pa~
Effect: It creates an energy shield that protects the Invoker against
any type of attack. using The Star's Defe nse Abi lity. In game terms. it is
considered a magical shield. The Defense Ability of the shield increases
by 10 for every 10 points by which the Invoker exceeds the Difficulty. The
sh~ld resists any amount of damage and cannot be broken. destrored. or
dispelled In any way.
Duration: 5 Turns for every 10 points by which the Involcer exceeds
the DiffICulty.
U sual Appearance: The fir;t time. this Artana appear; as a shooting
star that falls to the earth and turns Into a )'Clung woman with long golden
hair and a skirt that never ends. After that appearance, it simply manifests
as a column of light that illuminates the Invoker from above - even within
enclOsed places. The colu mn Is an Insurmountab le barrier which can not
be broken.

Actio ... : Active


Duration: Instantaneous
U sual Appe ara n ce: It usually takes the form of an archaic sun as
appears in old engravings. When i~, the sky opens and columns of fire
descend. which devastate only what the summoner chooses.

ax The Judgem e...t

HVIII The M oon


The Moon represents intuition and imagination - all that is in the mind
of mankind. It is the power of dreams becoming reality.
Pact: The <haracter must propose a liddle thai The Moon is nOI able
to resolve. TI'Ie Game MaSier must take into aooot all that this Ar<:ana
represents. Winning a battle of wits with The Moon is immensely diffkult.
Difficulty: 400
Cost: 850
Atk. Ability: 350
Def. Ability: NA
Actio ... : Active.
Effect: The Moon affeo::ts arl)QOe In an ar(!a of 300 feet around the i~r
who can not o.-ercome an MR Check with a Difficu lty of 160. In game terms.
this IllYOCatlon is <onsldered the same as an Spiritual Spe ll. Subjects who doo't
succeed at their MR Check ar(! subject to the irM)ker's wil l. He can Inflict
any state on them as he desires. Of' he can transform them Into anythi ng he
can imagine. The only limitation is that the abil ity can not be used to kill the
affected partles - although it can make the ta~ much easier.
Dura tion : 1 turn for every 10 points by which the invoker exceeds the
Difficu lty.
U sual Appearance: It appears as a fascinating woman dressed
<empletely In white. who walks together with hundreds of fantastic
creatures straight out of mankind's imaginaUon and dreams. When it
is called. everything grows a bit darker. and the il'lYOker begins to glaN.
surrounded by the Intangible fantasy creatures that accompany The Moon.

HlX The Su n
The Sun Is the $.Ource of all energy in the world, Induding life Itself. It is
the prime origin that creates and destroys things.
Pact; The charactCl" must be able to face the mloual destructive energy
of the Sun and survive. Only In thiS way does the Sun make sure that il'lYOker
has rea<:hed a point where he will be able to <ontro! such power. In short.,
when the Sun Is Invoked. it will submit the il'lYOker to its ana<:k and will only
seal the Pact If the invoker survives.
Difficulty: 420
Cost: 900
Atk. Ability: 300
Def. Ability: NA
Effe ct: This Artana uses its Attack Ability to make a heat blast against
a specific target or targets. The Base Damage is 300. plus 10 for every 10
points by which the Invoker exceeds the DiffiCUlty. It attacks using the Heat
Attack Type. The maximum ar(!a of attack is 300 feet. The il'lYOker can
choose targets within the area.

This Arcana is the second olden of them all. It pronounces judgement


00 all things and execut('5 sentences. Some say that it is the beginning of
etCl"nlty and destil'ly.
Pa ct: The Arcana usually asks the invoker if he is willing to be subject to
Its Judgment. and if $.0. it will judge all that the invoker has done throughoot
his life. The Judement Will not Judge a chara<ter's actions as to whether
they are simply good or bad. but rather whether the existence of the
chara<:ter In the world has been worthwhile and has influenced the events
in history. If the result Is favorable. it grants its POWef' to the character. Iflhe
invoker reo::eives an unfal'Or.lble Judgment. the Pact faas and he must pass an
automatiC MR. Check with a Difficulty of 160 or disappear from existence.
Difficulty: 440
Cost: 950
Atk. Ability: NA
Def. Ability: NA
Action: Active
Effect: When Invoked. Judgement will undo any event that has taken place
up to a maximum distance of one mile from the in\oOker. No time change is
Invo~. rather real ity itself;1> transformed. An injur(!d party's wounds could
be l'Iealed. fOf' example. and even the dead can be brought back \0 life if they
were killed in the time period transformed. It is not possible select among
evenu In the area and time period - everything that happened is undone.
The change is complete. but the affected individuals will be aware and will
remembcf everything that happened until then. This IrMXatlon can undo a
maximum of 1 minute. plus anothe!' mlllute for every 10 pointli by which the
invoker ~eeded the DiffICulty. The only ijmitation is that actions by creatures
WIth a Gnosis greatCl" than 40 can not be undone.
Duration: Instantaneous
U sual Appe ara nce: The few urnes it appears. this Arcana takes the
form of an elderly man through whkh the universe can be seen. When its
powcr is invoked. everything seem1> to move ba<kwan::ls in slow motion.

B}U The Wortd


The World is the supreme power among the An::ana. It represents
absolute perfection and complete glory. It is the perfect world in which
nothing can go wrong and no event can be changed. In a ~, divine
command is auributed to it.
Pact: Since it represents perfealon, it will not grant its power to an
individual until this person reaches all the objective!; they've set in their
life. Thus, the request will be different fOr each person, according to the
obte<tive!i thq'~ set lOr themselves in their life.
Diffic ulty: 460
Cost: 1,000
Atk. Ability: NA
D e f. Ability: NA
A ction : Active
Effett: The W:H1d ~ the Irr.clo:er" absolutely n.mune to all types of
damage, diudvantages. aOO negative efferu. The ~ can receive hundreds
of bkms, and the most destn.Ctive spells. and he v.ont even have to bother
with blocking them or setting up his ~stance. Also. the World grants an
3Utomatk svccess In any Opposed Abihty Check that doesn't imply kJlCM'!edge.
NeYertheless. this Il"MXation has no effect against the actions of entities with a
Gnosis greater than 40 - althwgh It does prote<:t against other Arcana.
Duration: 1 minute for everr 10 points by w hich the Invoker exceeded
the Difncultr.
Usual Appearance: The World never manifests Itself in a material
form. When called. It changes the Invoker 's surrout"ld ings, t urning them
into a paradise, with angels and the sound of heavenlr choirs.

Tile Reversed ArcaHa


o The Foot Reversed
The meaning of the Fool's refle<.tion is similar to its twin. but much
It represents Irresponsibility. the absurd. and everything that makes
no sense. It influences all the other An::ana. weakening them and causing
them to lose their connection with the world.
Pact : It will ask the illYOker to request a Pact with another An::ana and
fail to seal it.
Co st: 100
Difficulty: 120
Oef. Ability: NA
Atk. Ability: NA
Action: ActIVe
Effe ct: The Fool Reversed causes any lfM)(ation made in its presence to
suffer a -SO penaltr to Its Final Summon Ability - even if this prevents the
Invocation from taki"g place.
Duration: 1 minute for every 10 points by which the invoker exceeds
the Difficultr.
Usual Appearance: This An::ana appears as a wretched vagabond with
a bundle on his back. It appears and disappears near the invoker in bizarre
ways, such as by craw ling from beneath a rock.
da~r.

Cost: 150
Diffi culty: 140
Atk. Ability: 160
D ef. Ability: NA
Action: Active
Effect: This An::ana offers a 6O-foot radius energy area attack. using the
High Priestess's Attack Ability. This invocation is considered an attack spell
with a Base Damage of 80. The area of the spell iocreases by 30 feet fOr
every 10 points by which the IllYOker exceeds the Invocation's Difficulty.
The Summoner can not choose t.1l!tts inside the area of the spell.
Du ration : Instantaneous
U5u al Appear ance: This Arcana appears as a woman dressed in black
tinted religious dress. her face cO'o'el'"ed by a veil. When invoked. it turns
Into darkness. and a f\o(.k of supernatural crows nies out of it - destroying
everything thq touch.

III The Empress Reversed


The Empress Reversed Incarnates the darl=!. aspes of womanhood. It
represents infenillty and II lack of imagination that repeats things CN"er and (NE:f
again. motivated only by a vague vanity. It is barren terrain - a womb 01.11 of
which no life or fruit springs - and me mother whose children are stillborn.
Pact: The IfWOker must destroy anr works that they have created and kill
their descendants. If they have any.
Diffi cu lty: ISO
Cost: 200
Atk. Ability: 160
Oef. Ability: NA
A c tion: Active
Effect: This Invocation makes an attack on the Energy Table using its Attack
Abilitr. This Is considered an S~rilual Spell. If the spell affe<:ts an individual,
he must CNCn::ome II Magic Resistance Che(\( against a Difficulty of 120 or
he must repeat <In future turns) the same action he did during the Combat
Tum in which The Emprt'SS Reversed was invoked. The affected individual is
still able to take Passive actions. The MR DiffICulty increases by 5 fOr ew:ry 10
points by wIlich the IllYOker exceeded the lrM>Cauon's DiffICulty.
Duration: 1 Tum for every \0 points by which the ir"lloOker exceeded
the DiffICulty.
Usual Appearance: The Empt"ess ~ dresses ~ke the mou
elaborately attired queen Imaginable. Although !>he is particularly beautiful.
she looks fragile and sicklr. The Empress Reversed makes the same gestures
over and CN'er again. and !>he continually whispers the victim's name.

A summoner facing off agafnst a wizard invokes the pov.er ofne


EmpteSs Reversed The wizard tries to stop t he afuck with the shIel<=!
of light spell. Dut falls. In addition, he fails his Mit Check against
his opponent's InvOC<ltlon. Starting fi.om this current Combat Turn,
and ending aHer the e!ut"<ltlon of the Invocation, the wiure! will cast
a new Snfd<=! of light spell every turn ane! can not take any other
active acifon.
IV The Emperor Reversed

I The Magician Reversed


The Dark MagiCian represents supernatural ~r used without
control or care.
Pact: The Maglcilln will ask the IlNOker to summon a specific creature.
of which It will prQ'Yide limited information. However. the creature must
remain unbound and free in the world - the summoner must not exert any
sort of control ~ it.
Co st: 100
Difficulty: 130
Def. Ability: NA
Atk. Ability: 140
Action: Active
Effect: Invoking the Magician Reversed causes a blast of dan: energy. This is
an attaCk spell that ~ the Arcana's Final Attack Ability and possesses a Base
Damage of 100. Unlike other lrM>Cations, this Arcana doe<; not need 10 act
instantly. as it will stay beside the iO\Qker for the duration of the Invocation.
Dura tion: 1 Tum fOr every 10 POI"ts by which the illYOker exceeds the
Difficulty.
Usual Appearance: The Dark Magician man ifests next to the invoker,
taking the form of a dark wizard or II macabre beast. It gestures as if it were
casting a spell or. as a beast. it makes a supernatural cry.

II The High Priestess Reversed


The ~I of the High Priestess represents ignorance, lack of faith. and
ulterior motives. It is the po.ver that destr"I:7y$ what it dOC5n'1 I<rtov; out of fear.
Pact: It orders the Inyoker to destroy an object or supernatural creatu re.
The choice of target is left to the ilNOker.

The reverse of The Emperor represents trranny and despotism. It


uses its power to dominate those below them and fon::e them do its will.
Although this is a masculine aspect of creation. it is a corrupt and unnatural

-<.

Pact: The invoker must enslave by fon::e or intimidation several people


who considered themselves his equal. or who were at least free and
independent.
Difficulty; 160
Cos t: 200
Der. Ability: NA
Atk. Ability: 180
Action: Active
Effe ct: ThIS Invocation makes an attack on the Energy Table using its
Attack Ability. This anack is considered an Spiritual spell. If it affec:ts the
individual. he must pas.s an MR or PsR Check with a DiffKUIty of l40 or be
sub;ect to the complete control of the il'lllOke<". whom he will obey blindlr.
If the subject receives an order that goes completely against his behavior or
personalitr. he mar make a new Resistance Check.
D uration: 5 Turns for ~ 10 points by which the invoker exceeds the
Difficulty.
U sual Appearance : The Emperor Reversed doesn't USliaily physi<allr
manifest itself. Howev<:r. when It does. it takes the form of a trrant dressed
In Imperial robes. sitting on a throne held up by slaves of all races. Its true
pow-er lies in Its voice; when It speaks. the listener can not help but obey Its
orders. Usuallr when It Is IfWOked. It is only heared . W hen it does appear,
it orders its slaves to open a breach In realily.

V The Hierophant Reversed


The Hierophant Reversed represents paganism and false prophets. It
uses mankind's faith to control It, and keep it chained by its beliefs. It is the
champ ion of lies and false dogmas.
Pact: The invoker mun organize a cult and become its leader. The religion
need not have any real aim, except to deceive and enslave its fo llowers.
Difficulty: 170
Cost: 250
Atk. Ability: NA
Def, Ability: 180
Action: Passive
Effect: Creates an energy shie ld that protects the inl'Oker against any
type of attack while usi ng the Arcana's Defensive Ability. The Invocation
is considered a magical shield. formed of Darkness, which can resist 1,000
points of damage before breaking. The shield receives 100 extra Resistance
Points for every 10 po ints by which the invoker exceeds the Invocation's
Difficulty.
Duration: Insta ntaneous
Usual Appearance: It appears as a decrepit old man dressed as a high
level priest. It ca rries dozens of pagan objects and books of false prophecies.
When Invoked. it doesn 't make itself visible. Rather it forms a screen with
the pages taken from books of erroneous prophecies and fa lse dogmas.

VI The Loven; Reversed


The Dark. Lovers represent obsessions that consume everything and
everyone. They are the relatio nsh ips destined to failure and love that
corrupts.
Pact: For The Loyers Reversed to seal a pact. the character must sacrifice
3<1d destrO)' what he most loves in the world (object or person).
Difficulty: 180
Cost: 250
Atk. Ability: 200
Def, Ability: NA
Action: Active
Effect: The Loyers Reversed makes an attack (considered an Spiritual
spell) on the Energy AT using its Attack Ab ility. If it successfu lly affects an
individual. he must oyercome a MR Check of 120 or lose an amount of
life Points and Zeon equal to his Failure Level. The Difficulty of the MR
Check increases by 5 for every 10 points by which the Invoker exceeds the
Invocation 's Difficulty. The invoker absorbs the damage and recovers the
same amount of life Po ints and Zeon that his target suffered. For the victim
of the attack to recover. the invoker must first lose an amount of LP equal
to the Zeon points absorbed or spent.
Duration: Instantaneous.
Usual Appearance: It appears as the spectre of a voluptuous woman
or a desirable man , with no eyes and continuously bleeding eye sockets.
When invoked. it flies toward the target and embraces it. consumi ng his life
with kisses and false caresses,

VII The Chariot Reven;ed


This Arcana symbolizes chaos and movement without purpose. It
represents a lack of d irection - wandering aimlessly in the world.
Pact: If the invoker accepts the PaCt. the Chariot Reversed tra nsports
him (and all who accompany him) to a random place thousands of mi les
from his present locatio~. If the character manages to return to trte sta rting
point and invokes the Chariot Reversed agai n. the Pact Is sea led.
Difficulty: 190
Cost: 300
Atk. Ability: 220
Def. Ability: NA
Action: Active
Effect: It makes an attack on the Energy Table using its ability. In game
terms, the attack is considered equiva lent to an Spiritual spe ll. If the spell
affects the subject, he must succeed at an MR with a Difficulty of 160 or
automatically find himself transported to a random place 60 miles from his
present location. The distance moyed is increased by 5 miles for every 10
points by which the Invoker exceeds the Invo<:ation's Difficulty, The invoker
has neither control nor knowledge about where the subject is sent. The
invoker can allo use this ability on himself.
Duration: Instantaneous
Usual Appearance: The Chariot Reversed usually chooses to appear
as a breach in reality Itse lf. At times , It appears as an enormous mouth of
the void which swallows the Invoker or the person indicated, and makes him
immediately disappear.

VW The Strength Reversed


The twisted version of Strength Is vio lence. unchecked power, and
perverse might th at grows until it destroys everything.
Pact: Dark Strength forces the invok.er to initiate violent acts against
other people. Even without be ing inl'Oked. it whispers to the character
abo ut when and whom he should start fighting against. The Arcana informs
the character when it is satisfied and the character can seal the Pact.
Difficulty: 200
Cost: 350
Atk. Ability: 220
Def. Ability: NA
Action: Active
Effect: This Invo<:ation makes a physical attack every tum it remains in this
world using the Arcana's Attack Ability, The attack has a Base Damage of 100
and has an Impact Anack Type. Each time the Strength Reversed makes an
attack Without inflicting damage o n its adversary, the Base Damage It inflicts
increases by 20. So, for example. if it attacks in two Combat Turns without
inflicting damage, it will have a Base Damage of 140 In the th ird. The invoker
must force this Arcana to attack a l i~ or animated being every Combat Turn
it appears, otherwise it will turn against the il'lYOker himself and auack him.
Duration: 1 Turn for every 10 points by which the invoker exceeds the
Difficulty.
Usual Appearance: It takes the appeara nce of a huge savage beast that
breaks its cha im and charges the invoker's adversary.

[H The Hermit Reversed


The Hermit Reversed represents loneliness and mankind's isolation,
Passiveness and a monotonous life often come from its power.
Pact: The invoker must isolate himself from the world and stay alone for
at least a year with no contact with any other living being.
Difficulty: 240
Cost: 400
Atk, Ability: NA
Def. Ability: NA
Action: Active
Effect: The Hermit makes an attack on the Energy Table using its Abi lity.
This attack is conSidered equivalent to an Sp iri tual spell. The affected
subject must pass an MR Check with a Difficulty of 140 or be separated
from the rest of real ity In an empty part of The Wak.e. This separation lasts
for 1 day for each point by which the target fa iled its MR Check. The MR
Difficulty increases by 5 for every 10 points by which the invoker exceeds
the Invocation'S Difficulty. Afler the time of isolation ends. the affected
Character reappears in the same place where he disappeared.
Duration: Instantaneoos
Usual Appearance: It usually appearsasan exceptionally ga unt and thin old
man with a large beard. When Il'IYOked. th~ Arc3<1a creates a dome of energy
around the target and wraps it around him. The affected subject is usually left
on a lonely and stormy mountain. with noth ing allYe aro<;nd him. Sometimes.
however. it may appear in an endless cave, or surrounded by darl<ness.

}{ The Wheel of Fortune Reversed


This Arcana represents regression and negative cha nge. It is bad luck
which leads one to fail unexpectedly.
Pact: To make a Pact with the Wheel of Fo rtu ne Reversed, the invoker
must break a randomly chosen Pact previously sealed with another Arcana.
The character must have at least four Pacts for this to be po!;Slble.
Difficulty: 240
Cost: 450
Atk. Ability: 240
Der. Ability: NA
Action: Active
Effect: The Reversed Whee l uses its ab ility to create a supernatural
area with a 300 foot radi us around the invoker. All affected by the attack
must overcome an MR Check with a Difficulty of 120 or lose 1 level of
experience, plus another leve l for every 40 points by which the target fails
the Chec k. All who suffer its power start forgetting things and see their own
abilities permanently diminish, The Difficulty of the MR check increases by
5 for every 10 poi nts by which the invoker exceeds the required Difficulty.
Duration: Instantaneous
Usual Appearance: This Arcana often appears as a black cat.

XI The Justice Reversed


As the fIrSt of the upper Darl< Arcana. Justice Reversed Is tremendously
j>CMIerful. It represents injU5tice and inequality Ihat leads to chaos and anarchy.
Pact: Dark Justice asks the invoker to commit one or more unjust acts
of its own choosing. These acts must cause extensive chaos where they
take place.

Cost: SOO
Difficulty: 260
Atk. Ability: HO
Def. Ability: NA
Action: Active
Effect: Justice Reversed tips the sc;a!es of power in favor of the invoker.
This A~ana uses a supernatural attack (equivalent to an Spiritual spell)
against its victim. An affected character must pass a MR Check with a
DiWcuJtyof 140 Of" be completely drained of one of the three groups of
Primary Abilitle$: Combat. Supernatural, or Psychic. The affected character
will temporarily lose all powers of this type. which will be transmitted to
the inYOker who wilt be able to use them as if they were his O'Nn. FOf"
example. If Justice R.eversed Is InYOked againn a wilard. the Darl< Artana
will absorb all his magical powers and offer them to the inYOker. Zeon. Ki.
and PI' spent are not recewe~ when these povve<"s return to their rightful
user, but physical qualities. like exhaustion and Damage, reset when the
powers return.
Duration: ~rs remain drained for 1 minute for every 10 points by
which the Invoker exceeds the Invocation's Difficulty.
Usual Appearance: This A~arta adopts the appearance of a beautiful
blindfolded woman. Close inspection reveals holes in the blindfold that
al low her to see through it. She carried a sca le unbalanced by a pile of co ins
on one side and a spectral sword. When Invoked. It will thrO'N its sword at
the target. Tne weapon will pass through the target without harming it. but
it will steal part of its essence and tra nsmit it to the invoker.

HI! The Hanged Man Reversed


The Dark Hanged Man represents mankind's eternal suffering. our
senseless physkal and spiritual pain which tears at our hearts.
Pact: The character must accept an extraordinary suffering in his body
that will subject him to a COf)tinuous state of lntenloe Pain (in game terms, he
suffers a -80 All Action Penalty). The invoker can free himself from the pain
if he likes. but doing so breaks the Pact. To be released from the pain and be
able to seal the pact. he must find a person who will "'OIuntarily accept the
suffering from it, Once accepted. this suffering will be transmitted and the
one who accepted it will bear the pain until the day of his death.
Difficulty: 280
Co$t: 550
Atl(, Ability: 260
Def. Ability: NA
Action: Active
Effect: The Hanged Man Reversed U!0e5 its ability to make ISO-footradius supernatural area attack. All affected subjects must pons a Magic
Resistance Check wfth a Olffkulty of 1'10 Of" suffer an an All Action Penalty
equal to the amount by which they failed their Check. The Resistance
Difficulty Increases by S for every 10 points by which the il1\lOker exceeds
the required Difficu lty. The penalti es are ~uced at a rate of 10 points an
hour. unless the target's Failure Level is greater than BO, in which case the
penalties remain for life.
Duration: Instantaneous
Usual Appearance: This A~ana appears as a woman with open
wounds hanging face down by sharp chains.
X III The Death Reversed
Death Reversed represents the end of life. It is the concept of Death
as an end. but not a liberating end. Rather, it heralds the annihilation of all
exlsterw:e.
Pact : It asks the SummOfler to kill a large group of people for no other
reason than fulfilling the pact. The number of victims depends Of) the
character's power. but can never be less than 50 individuals.
Difficulty: 300
Cost: 600
Atk, Ability: 2'10+
Def. Ability: NA
Action: Active
Effect: Death uses lUi ability to make an energy attack Of) a person within
hancf..to-hand combat distance from the InYOker. This attack. is equivalent
to an Spiritual spell. but it can be loen~ by those unable to pe~eive the
supernatural. 11.5 Attack Ability irw:reases by 10 for every 10 points by which
the illYOkef" exceeds the Difficulty. The affected party mlJst pons an MR with
a Diffkulry of 1'10 or die Immediately.
Duration: Instantaneous
U sual Appearance: The Death Reversed usually adopts the dassk
pose of a skeleton covered with bliKk rags carrying a scythe or Sickle. It
appears out of the ;l1\IOker's shadow by cutti ng the doth of reality with its
weapon and attacking the deSignated victim. If it hits. no tra ce of physical
damage Is detectable In the body. but the victim falls Immediately, lifeless.

mv

The Temperance Reversed


The dark side of Temperance Is disharmonizing and chaotic power. It
represents Imbalance - mankind's emotions and power scattered.
Pact: The character must allow Temperance to take irN<rf part of the
character's power to accept the Pact. In game terms. the character loses 1
or 2 Experience Levels and reverts to the character sheet he had one 01"
two levels ago.
Difficulty: 320
Cost: 650
Atk. Ability: NA
Del, Ability: 280
Action: Passive
Effect: Dark Temper.ince crea tes an energy shield that protects the
invoker against any type of attack using the A~ana's Defensive Ability. The
shield can withstand SOC points of damage before breaking. but it is only
affected by supernatural damage. If an attacker uses a supernatural povve<"
and the shield stops the attack. he must pass an MR Check w.th a DiffICulty
of 160 or temporarily lose the ability to use the type of power in question.
For example. if a Fire Ball is used against the invoker. the wizard will lose
the ability to cast magic temporarily.
Duration: The shield Is instantaneo us. but it nul lifies a person's power
for 1 day for every 10 points by which the invoker exceeds the Difficulty.
Usual Appearance: Dark Tem pera nce appears as a fema le angel with
very beautiful black wings. When Invoked , she cewers the invo ker with
her black wings to protect him from any attac k. If its wings are broken. it
disappears In a pool of blood. but o therwise it creates a swirling mass of
black feathers that stick Into the attacker's body and steal he; essence.

XV The Devil Reversed


The Devil Revef"se<I is the power of unchained evil - the natural
darkness hidden in the heart of all mankind. It is a dark and malignant
entity that represents everything damned.
Pact: The Devil Reversed asks the tharatter to commit an act of pure
evil. It will not give advke 01" Incite the charact('l'. It wants the il"l'VOkel' to
look deep into his heart and choose the atrocity.
Difficulty: 3'10
Cost: 700
Atk. Ability: 300
Def, Ability: NA
Action: Active

Effect: The Devil Reversed forces the target to pass an MR Che<k


with a Difnculty o f 140 as if it were an Spiritual spell. If It is not resisted ,
the target will be possessed by the power of The Devil and will attadc. its
companions or friends, starting with the moSt toYed or appreciated, The
possessed chuacter uses TI'!e Dcvil's Attack Ability, but he won't defend,
!iO his companions might kill him, If the possessed subject dies. this Ar<:ana
will pass to his assassin like an automati( spell, fOrOng hIm to do a MR
Check with a DiffICulty of 140, Of' everything will begin again, A5 soon
as a subject passes the MR Check, The Devil fades iIW<l'f - even if the
It'MXation's Duration hasn't expired yet.
Duration: The Devil ReYersed stay'! in this worid pos~ng !iOuts fOf'
10 Tums fOr every 10 points by which the invoke..- exceeds the Invocation's
DiffICulty,
U sual Appearance: It traditionally takes the fonn of the bIblical devil
or the invoker's conception of evil. When it appears, the world is c()f>ICred
by shad<1WS and It Is accompanied by obscene chants.

BVI The Tower Reversed


In its most disturbing aspect. The Tower is much more than simple
destruction, It represents the end of everything from its beginnings, the
terr ible destiny that none can J1IQld and that will eventual ly sweep away
everything In Its path,
Pact: The Tower Reversed's Pact is the same as the pure Tower's, but In
this case. It requ ires the InYOker to r. nish off the holder of the Dark Arcana,
Difficulty: 340
Cost: 750
Atk. Ability: 300
Del. Ability: NA
Effect: The Tower makes an attack u~ng the energy Attack Type , This
It'MXation is con$idered an Spiritual ~II, If it causes damage, the affec.ted
party will be fon:ed to paM 13 different MR Checks all with a DifHwlty of 120
to <WOld the following negative effects (described in Chapter I.): All Actioo
Penalty. Fear of the Adversary. Terror, Pain, Weakness, Total Parat~, Rage,
Blindness, Deafness, Dumbness. Fascination. Damage. and Unconsdousoess.
The affected party must al!iO pass two more Resista.n<:e Check5, one against
poisons and the other against a degenerative Illness, both at level 60. The
level of all the Reslstaoce rolls increases by 5 points for every 10 points
the InYOk.er passes the ItMXation~ DIfficulty. None of these effects can be
completely a'>QIded, since the Dark Tower's power is inevitable. When a
subject passes one of the Resistance rolls, it is turned immediately again~
the i~r, who mllSt In tum make a Check. If he passes the Check as well,
the Resinance Check bounces back to the target. and it keeps C)'(ling until
one of the two doesn't pass. If the Arl:ana's original attack doesn't reach its
adversary. thCf'e 'S no need to make any Resistance roll.
Action: Active
Duration: Instantaneous
Us ual Appearance: The same as the Tower. since they are really the
same entity.

Kaine invokes the Dark Tower's power against a wiLlrq he faces,


the wiW~ Co1n't ~efend himself ~9amst the Arcana's attack.
The wiLlt~ must pass the MR. Checb against all of the effects, <lml
\\\10 a~~{tlonal Resistance rolls against Illness an~ Poison. He P<isses
h\'e of them, hut the other affect him, as per Chapter 14. The five
Resistance Checks he passe<l nO'.v tUtf) against Kaine, who must do
a Check against each of them. Fortunately, she is able to pass three.
These three then bounce back to the WiLlrct. {fhe passes them ag<lin,
the circle will continue until one of the tv.,o fails.
~n~

XVII The Star Reversed


Al!iO known u the Dark Heaven, the Star Reversed represeflts sadness
and desperation. It is the powet' which denies mankind hope. leaving it in
absolute darkness. It is the most ruthl~ Ar<:ana of all,
Pact: The character must destroy a country or ethnic group's hopes and
le~d thoosands of people to despair.
Difficulty: 380
Cost: 800
Atk , AblJJty: 320
Def. Ability: NA
A c tion : ActIve
Effect: The Star r.res a charge of dark energy using its Attack Abi lity. In
game terms, it is considered an Attack spe ll. Each Combat Tu m it stays, The
Star Reversed can make an additional attac k against any target the invo ker
chooses, It causes a Base Damage of 200. The damage caused by the Star
Reversed can never be cured by natural means. only by mystical powers.

Duration: 5 Tums for each 10 points by which the Invoker e)eeds


the Difficulty.
U sual Appe arance: The Star Reversed has the same appearance u
the Star, but with silver hair and black clothes. When Invoked, the sky
turns black and It descends like a dark comet. It hOYef"S above the invoker,
c~ating dark nashes with its hands and launching them like spells.

XVIII The Moon Reversed


The Moon Reversed represents lies and illusion - the power of d~ams
to confuse man's spirit. At a deeper level, it is also the An::ana which
represents fear,
Pact: The Invoker must create a lie big enough to fool an entire nation.
Difficulty: ",,00
Cost: 850
Atk. Ability: NA
Def, Ability: 350
Action: Acuve.
Effect: The Moon uses its Defensive Ability to teleport the invoker
to safety from attacks. In game terms. the invoke!" can use the Arcana's
Defense Ability 3S if he were Dodging. Every time the invoker successfu lly
defends himself, the Moon Reversed creates an illustion of another Invoker.
Determining which of the Images Is the real invoke r requires overcoming an
Inhuman-level Search or Ki Detection Check.
Durat ion: 1 tum for every 10 points the invoker exceeds the Invocation 's
DIfficulty,
Usual Appearance: The Mistress of lies adopts many guises. but the
most common is a beautiful harlequin. When invoked , everything turns to
darkness. and when it is attacked, the image of the invoker bl'eaks like glass,
with a new copy appearing out of the fragments.

HIH The Sun Reversed


The Dark Sun is the $OUn:;e of the e nergy thai consUme!i the
wor1d. II is !he power thai devours everything. even iuelf.
Pact: The Pact the Dark Sun usua M
y ~uests is appalling. From
!he momenl the invoker accepts il. he begins to lose one life
Point each Combat Turn. This damage cant be retoyered by any
natural or supernatural means. However. every time he or one of
his controlled crealures kills a living being with a Presence o f 20
or greater. he recoyers 1 lP. If the invoker manages to survive a
day this way. the Paci is sealed.
Difficulty: 420
Cost: 900
Atk. Ability: 150
Det. Ability; NA
Effect: This Arcana uses its Attack Ability to create an holocaust
of blazing destruction. This bI~1 ~ the Heat Attack Type and
possesses a Base Damage of 300. This attack has an area of 500
yards, plus 500 yards more fOI'" every 10 points by which the
Invokei'" exceeds !he Difficulty. The invoker cannot choose specific
targets Inside the area of the attack.
Action: Active
Duration: Instant.
U sual Appearance: Usually that of the archaic su n. bu t
with dark colors. When invoked, the sky splits In and an
enormous meteor of fire des<ends and explodes. destroying
everything - except the il1YOker.

HH The Judgement Reversed


This An::ana represents punishment and condemnation - the
dark judgment that nobody w ins. Some say thai it represents the
principal of nihilism, the opposite of eternity.
P a ct: Judgement Reversed brings the invom's worst enemy.
or !he perwn he most hates. before him and ~b that perwn to
pass sentence qn the invoker. If the Invoker voluntarily accepts the
punishment, Judgement Reversed w ill carry out the punishment
at the same time as it signs the Pact. If the Invoker refuses to suffer
the punishment, the Pact fails.
Difficul ty: 440
Cost: 950
Atk. Ability: NA
D ef. Ability: NA
Action: Active.
Effect ; When Invoked, Judgement Reversed reduces the
Gnosls of all entities (except the invoker) in a one-mile radius of
the Invoker to zero. Entities with Gnosis 45 or higher are not
affected by this ability. Supernatural powet"S that depend on Gnosis
are lost while the owner remaIns in the radius. It is an automatic effect. so
the target need only be inside the speCified area.
Duration; 1 minute for every 10 points by which the il1YOker exceeds
the Difficu lty.
Usual Appearance: It takes the form of a breach In real ity out of which
neither light nor darkness appears. When invoked, the opening expands at
a great speed, as if It were trying to devour the world.

HHI The World Reversed


The final Dark Arcana is !he worst of the il1V'ef"led Arcana - the most
terrible and terrifying power of all. It represents realltys imperfections. the
absolute failure which can not be repaired. It Is the worid of darkness. the
other side of the coin where good and evil are part of the same side.
Pact; The World Reversed will only grant its power to a person that has
failed In absolutely all life goals and h~ lost everything. Only a character left
with nOthing. with no reason to live, will be gra nted this power. This mea ns
that only after a desperate character tries to Invoke the World Reversed
and falls. will it appear and seal the pact.
Difficulty: 460
Cost: 1000
Atk. Ability: NA
Def. Ability: NA
Action: Active
Effect: The World Reversed perverts reality itself around the invoker in
a radius of one mile. plus an addltiollal mile fOI'" every 10 points by which
the invol<er exceeds the DiffICulty. Everyone inside the radius of the Dark
World automatically Fumbles every roll, whatever the result of the dice.
This Invocation h~ no effect against the actions of entities W ith a Gnosis
greater than 45 - although it does protect against other An::ana. who are
powerless Inside the area of effect. If an affected subject is protected by the
World pure, both powers nullify each other.

Aotare; the cojossus, ooe o( the Great Beasts.


Duration: 1 minute for every 10 points by which the il"M)ker exceeds
the Difficulty.
Usual Appearance: The Arcana modifies reality around the invoker.
transforming it into a dark. macabre image of the real world. made up of
metal. flesh, and blood. like The World, It Is still accompanied by choirs.
but these conSist of screams of pain and waili ng infanlS. Any person that
spends time In its inter ior usually ends up losing their mind.

THE GREAT BEASTS


The Arcana are not the only Invocations available to characters. ThC<'e
are Ceftain creatures thaI are also able to grant their powers to Il1YOkers.
These are generally called the Great Beasts or Aeoos. They are powerful
entitles that dont have enough Gnosis to grant Ela". but who attract agents
and foltowers by allowing them to use the entity's abi lities.
Ancient Dragons. Titans from past eras, Eleme ntal lords or Fa llen
Gods are o nly a few examples of these almost d ivine creatures. Despite
being grouped together here. they do not have necessarily anything In
common. Most of them are unaware of the other's existence. Each has its
own aims and motivations - be it destroying humanity, secretly helping It.
or something else completely different. In game terms. the Great Beasts
are gOYerned by the same Invocation rules ~ the Arcana - although their
abilities may be quite different. This book doesn t Include their specific
Invocatioos. Inventing their nature. powers. and Pacts 15 left to the Game
Master and the players. Properly u~. they can surely add a great deal of
fun to games.

<C~ 1(3)

THE PSYCHIC BlsclpLlnES


Tile We of psychic Powers

Now that we have examined K! Dominioo and Magic, we will move on


to exp lore the third and last of the Supernatural capabilities in Anjma: the
Psychic Disciplines. In this chapter. we shall learn about the unbelievable
feats those who develop their mind po-ver can achieve.

Characters endowed with Psychi<: Powers can make use of them


anytime they want. On<e a chara<ter gains access to a spe<ific Power.
there is no ilmitlo the number of times he can use iL Each Psychic Power
has a Diflkulty Level. which is an indicator of the complexity of its use.
In order to execute their Powers. characters must roll 1dl00 and add
the result to their P!.ychic Potential. If the Final Score eleeds the Power's
Difnculty level. that Power functions. This is called the Potential Calculation
roll (PC). and It utilizes both Open Rolls and Fumbles. A Psychic Power's
effects will vary according to a character's Final Score on the PC roll.

Let us S<ly Pazusu woulq like to use Minor psychokinesiS in

orqer to move a 10 pounq stone. Even though this Power


will work If he passes a PC toll with an 81sy Difficulty. such
a result will only allow him to move 'lr'I oblect 1)0 heavier
tharJ two poounds. leaving ~n object as heavy as the rock in
question offlirnits. Pawsu has a PsychiC Potentral of +60. He
tolls the qice and gets an 85. which he then aqds to his Psychic
Potential. for a Final Score of 145. By looking in the Pov.et
chart. we qiscQ'.'er that this result is enough to move up to 40
pounds - more than enough for Pazusu to lift the rock.

Control

OV(!t

fire: is <juite ~sy

tor q pytokmctic

PSYCHIC MATRICES
Not ~rythlng carl be explained through powers of the soul.
Some peop le can use their mind 10 alter their surroundings merely
through wil lpower. A person 's psyche produ<:cs an enormous amount of

energy - called a matrix - that can be used for controlling matter and
modifying the laws of physics. Psychics are capable of moving objects at a
dist;lnce: they can also set them on fire. or control their own adrenaline
~Is to boost their Abilities. However, psychic matrices do flO! affect
matter ex<:lusively. Thi~ energy al~ has the capability to enter into the
minds of others, making it po~sible for psychiC5 to read thoughts or
control a person's will. On cerlaln occasions, maui<;es can even intercept
environmental residues and reveal events that have occurred in the past.
MatriX control is not homogeneous. The eIlergy it produces is organized
into different DI~ciplmes, each of which grants the psychic acc('S.'l to very
different abilities. Thus, it is possible that a character who can read people's
minds and control their will may be unable to use ~ of a different
area - rur;h as those ~ted to temperature control. His power is simply
not able to tu ne Into that particular Psychic Discipline.
Ff:'N people develop a mastery of their P!.ychic f'owef-s. Only a very vnall
number of individuals have acC('S.'l to the part of the mind that remains asleep
lOr the rest of us. The reason why only some are able to accomplish such
!eats is unknown. Some argue this ability is entirely physical. and that psychics
possess more l">'Oived brains. Others attribute it completely to psychologkaJ
reasons. They daim that mastery of the mind is the only requirement to
awake!1 and control these abil ities. Be that as it may. one thing is (or
sure - Willpower allows them to use their abilit ies to the (ul lesL

Some P!.ychk Powers are Active; they require a character


to have the Initiative in order to execute them. Others. on the
contrary. are Pauive and can be used whenever needed. The
Pas~1Ye or Active nature of each Power appears in its descriptIon.
Characters can use more than one Psychic Power per tum.
depending on their Psychic Potential score. When it comes to
using their mental abilities. Characters may employ as many Powers
as they wish during the course of any giVf!fl tum. These multiple
Powers will all be regarded as a single action, incurring in no
multiple-action penalties.
However. if a character engages in any other Active action In
the same tlSrn that he uses his Psychic Powers. he suffers a -25
penalty to his Psychic Potential per additional action. In the same
way as magic. the use of Psychic Powers is equivalent to unarmed combat:
It has a Weapon Initiative score of +20.
It lakes a min imum of 10% damage on the Combat Table to affect an
opponent with a P!.)'Chk Power usi ng the character's Ps)'Cllic Projection. So.
after using the character's Potential to cak ulate the effects of the Power. a
character must make a P!.)'Chk Projection Chec k to hit the target and know the
rea<;h of his power. In most cam, unless the descri ption states otherwise. no
Armor Type protects against P!.)'Chic Powers. A character can Dodge Psychic
Matrix energle$. but he can only Block them i( he is somehow capable o(
stopping energy. EVf!fl if a character attempts to Dodge a Psych;.: Power, he still
suffers a ~Ity as If he were Blinded - unless he can see PsychIC Matrices.
All Psychic Powers count as Fired Projectiles when calculating Defense
scores.

psyc1lic petwtial
P!.ychic Potential Is the basis for all mental Powers. It is a measure of
an Individual's capadty for using his Disciplines and amplifying their ef(ects.
It takes the form of a bonus that a player adds to his character's Potential
Calculation roll each time he intends to use a Psychic Power. PsychiC
Potential depends directly on a character's Willpower Chara<teristic. To
find out a character's P!.)'I:hiC Potential. turn to Tab le 65 . Characters
wanting to use more than one Power per tum divide their Psychic Potential
the Powers Ihey want to use. They are free 10 allocate more points to those
Powers they wish to enhance the most. For instance. a character with a ... SO
P!.ychlc Potential USil'lg two mental abilities may choose to apply"'15 to the
first Power and save the remail'ling+35 for the second. It is not possible to
apply less than ~ 10 10 any given Power. Therefore. a character with a +40
Potential can use only 4 Psych ic Powers per tum by sp litting his potential
into (our ... 10 bonuses.

65:

B ASE P SYCHIC POTENTI AL

4 or below

->{)

- '0

.",

...,
30

"

-SO

'0

.60

12

'10
.80

-'"

"
,.
14

" 00

-120

15

+140

17
18

" 60

" 80
100

20

' 220

Some time later p~zusu has increase<! his Psychic Potential up to


he al) now use up to a Psychic Pov,'C'ts per tum with a +to
bonus to~ch_ Ifhe shoul4 wish to use three Powers in any given tum,
he may qisttibute his Psychic Potential points fi.eely. For Instance, he
may apply +20 to the first MOO rolls a/}(!.40 to the thmt. Each PO'....er
shall be IrnllVldually rolle<!, a4qing the cotteSpornllrJ9 bemus.
+80,50

concentration
Even though ~ychk Powers take immediate effoo:. it is possible for a

character 10 amplify them through Concentration. 8y these means. psychics


can il'lVC'Sl some time in the preparation of a mental ability. thus improving
the result. Upoo Initiating COl"lcentration, the character must state the

intended Power and Its objective. Depending on the Concentration level


reached . a character rc<:eives a bonus to his Psychic Potentia! - as shawn
in Table 66.
Concentration is considered to be a complete Active action. Therefore.
if 3 character engages In other actions or receives damage . he wil l be unable
to mnt inue to Concentrate, thereby los ing any accumulated bonuses.

T A BLE

66:

CONCE NTRATION

c:.o-......

AMI ble Bonus

One Turn

-'0

Three Tums
five Turns

-'"
.30

One Minule

-..,

One HO\If

-SO

psycllie Fililure /llln Filtigue


Every lime a psychic ta\ce$ a chance on using a Power with a base
DifrKulty Level higher than his Potential, he Is exposed to possible Failure.
If you look closely at the effect description for any Power. you will find that
occasionally the words are irl italics. and instead of the description. theword
MFatigue" appears. followed by a rlumber. If the end result, after adding a
Character's Poterltial to the roll, should fall Within the Fatigue range. the
character is unSUCCe$sful in usirlg lhe Power.
Psychic failure e xerts great pressure Orl the mind. since the psyche is
unable to I.ISe the energy II has generated. Therefore. the rlumber rlext to
Fatigue represents th e cOl'lsequel'lces characters have to face when they
fail. In ot her words. It Is the number of free Pl;ychic Points the psychk loses

wherl he falls. He subtracts this number from any unused points. Once a
character depletes his free PP. he Slarts cOrlsuming Faligue Points - until
he is eilher Urlconscious or able to rest. PP lost Orl account of Fatigue
is recwcred at the regular rate of points spent on acquiring temporary
Psychic Abilities. PsychiC Fatigue affects everl p/'IyskaHy tireless beings.
Bear In mind that if a charactel" Fumbles on his Potential Cakulation
roll. his player must $Ubtract the Fumble level from the Final Score. thus
worsening the consequences.

Pazusu, who possoses a .80 Psychic PotentiaL internts to use


shattet, a Power with a Difficulty level of Very Difficult. He has no
time to Concentt;lte, so he tolls <litectly an<l f's a 15. He then a<l<ls
his PsychiC Potential to the toll. fot a Final Score of95. This teSult
only olchieves a Me<liurn difficulty. two levels belew. his objective.
when checking thiS teSult on the Shatter Effed Table, we fin.:! that he
hassuftere<l Fatigue 4. Therefore, he loses 4 ofhfs fiee PsyChiC Points.
However, since he only has 3 left. he also loses 1 Fatigue point.
If a character's Fatigue drops to 0 or below Orl account of Psychic
Fatigue, I'll' immediately lapses fnto a she<:k of possib1e fatal consequences.
In this situ ation. all in nale Powers cease 10 be Mainta ined. and the character
must make a PsR Check w ith a difficulty of 100 in order to a\lOid fallirlg
into a coma that lasts for a number of days equal to his Fail ure level. Every
negative Fatigue Poirlt will irlcrease the difficulty o f this Check by +10. For
example, a character with -6 fatigue Points must pass a PsR Check with a
difficulty of 160. If a characH:r fails this Check by more than 80 poii'll';. his
mind )l'\attcrs and he dies immediately.
Even tirele$s characters and creatures. who can't los.e Fatigue Poii'll';.
are not exempted of Psychic Fatigue Checks.

PSYCHIC P81l'{TS
Pl;ychK Points - otherwise known as PP - constitutes yet another
fundamental elemenl of uslrlg merllal Powers. PP shaws how characters
spend their p<lychk energies. along with the aspects of their Powers they
seek to enharlCe. lr1 a way, it may be thought of as a set of wild cards
allowirlg the psychic a wide array of advantages - such as developing new
Discipline$ or temporarily Increasing his Potential. All characters start off al
1st level with orle PP: this amount can Incrcas.e by illll('sting DP or mO'o'lng
up in levels.
With some of the advantages brought by PP they are consumed
permanently: once the PP disappear, they can not be used again. Other
adva ntages, however, provide temporary benefits that do not (Onsume th e
PP forever. Characters can recO'o'er them after a while. The following is a list
of the abil ities PP provide, starti ng with the permane nt ones.

Affinity witll a psycl!ic Disciylille


Characters do riot Initially have any Psychic Discipline. In order to access
the Powers pertainirlg to any one Disclpllrle, they need to permanently
invest 1 PP point. By dolrlg so, they develop a certain affinity to that specific
Discipline. and from then on they are capab1e of mastering any of the
Powers within that o.sciplirle by i!'lveStirlg new PP points. There is no limit
to the rlumber ofO,sciplines that can be mastered. For instance, a chara.:ter
'ipending 4 Pf' points may have access to 4 different P!iychk Disciplines - such
as f's)<hokirlesis, Pyrokirlesis. Telepathy arid Physi<:al lrlcrease.

Mastering a New Melltal Power


Once a characte!' has developed arl affirlity to a Psychic Disciplirle. he
is ready to mUle!' its Powers. If he seeks to us.e a specifIC Power of a
Oiscipline with which hoe has an affirlity. he must first master it by i!'lveSting
1 PP point permanently. Characters may acquire as many Powers as they
desire, provided only that they master a first-level Power before mO'o'ing
on to a secorld.Jevel one, arid so Orl. Thus. a character with a Pyrokinesi5
affirlity and 3 Ul'lspent PP points. may master the Create Fire (first level).
Fire Immu nity (second level) and NO'o'a (third level) Powers by spending all
of his PP points.

Hlcrensing psyclric potential


PP are also IleIpM In ioo"e~g f's)dlic Potential thus signifocantly enlarging
ITlCf'Itai capabiity. Characters wiN get a bonus proportionate 10 the amount of PP
points they iwesL They add this bonus to !heir F's)d1ic Potential when using any
of their FbNers. Table 61 details what bonuses a character f'e<:efves ac<:ording
to the PP he ~ The ram roN ~ the amount of PP points required for
gctmg !he bonus to the rigtlt. These bonuses build off of each other. Therefore,
if a charncter- wants a .;.40 bonus. he must fnl ~ aI the points nec~ 10
achieve a + '0. +20, and +30 bonus. as well. The fIgUre in parenthesis represents
the total SI.J:TI of pp that it would take to read! that ronal bonus.

TABLE

67:

_.........

I NCREASE PSYCHIC POTENTIAL

.............
1(1)
2 (3)

-40

5 (15)
6 (21)

-60

7 (28)
8 (36)

Pazusus psychic potential is ~ 80, which allO'o'>"5 him to Maintain


his Innate Powers at a Medium Difficulty. tfhe successfully employs
a Psychic Shidcl ami allO'.\"5 it to remam active in su~uent turns,
It will have a Medium effect regardless of what his original Final
Potential Calculation was
He then wishes to Maintain Psychokinetic Flight. which requires
a level o( Difficult as an operative minimum. Even though naturally
he could only Maintain Medium-Difficulty P",,'ers, he can Malntlln
Psychokinetic Flight on a Difficult level. since it is the minimum
Difficulty t"equlted (or activation.

+10

-.,

3 (6)
4 (10)

If any given Power possesses an operative Base Dirnculty higher


than a ch3racter' s Psychic Potential, the character can Maintain It
Innately with the minimal Difficulty required .

-so

Free Psycllic

Poillts

PP not invested ~rmanently on any of the Powers listed before will


be referred to as Free PP. Free PP have several functi ons. ranging from
keeping character s from losing Fatigue poi nts. to bestowing special abilities
on psychics. These uses do no t consume Free PP completely, as In the cases
des"ibed abQve. They cost only temporary PP. Free pp used in thiS maon er
recOV{!r at a rate of 1 per ho ur. For instance , a characte r using 3 free pp
10 temporarily enhance his Powers. will take 3 hou rs to reCOVf!r them.
Spending pp is a Passive act ion. Their many functions are dC5<ribed below:

9 (45)

10 (S,S)

- 100

For example:, Pawsu spcnqs 1 PP in ot4et to get a +10 bonus to


his Psychic Potentiall(he later wisheq to in'~se it up to +20, he
shou!4 spenct 2 more pp, (which makes a to~1 of:~).

strwgtlrwillg a Power

Box XIl:

U SES

Of PP

ennaneflt uses (With PP consumption)


Affini ty to a Psychic D iscipline
Master a New Mental Power
Increase Psychic Potential
Strengthen an Power

Characters may choose to spend their PP on strengthening the natural


potentlal of a Power they already ~. In this Wily. they become expertS at

Acquire Innate Slot (Consum~ 2 PP)

certain abilities and are able to employ them with superior strength. Every PP
~pcnt on one of their ~ will give them ~ 10 to the'r Fbte<1t1al Cakulation
rolls. A character can not increase a F\:7Ner be)-ond a +50 bonus. Therefore.
the maximum amount of PP a characte<" can spend on a single ability is 10.

Temp0nlry uses (Hourly rate recovery)

P<lZUSU has psychokinetic Flight. and he would like to strengthen


it by spending 4. pp pOints. ConSC<Juently, he receives a ~40 bonus
which he <ldds to his PC roll every- time he uses Flight. This bonus
does not affect any oHis other Powers.

Acquiri/lg All l/l/Illte

slot

Some Psychic Powers can be Maintained, allowing characters to use


these abllitles contmually - like Oylng or establishing mental bonds with
their friends. for example. In oroer to Maintain a Power through several
Combat Turns without roiling. It Is lJe<:essary to have an Innate Slo t. Innate
Slots allow the psych ic to subconsciously tie one of their I'owffs to their
will. so that It can be used effortlessly In every tum. In this case, acqu iring
an Innate Slot requires that a character spends 2 PP points. There is no limit
to the amount of Innate Slot a Character can have.
The maintenance of an Innate Power is a Passive action; a charaner can
u~ these abilities even if he is asleep or unconscious. Bear in mind. Innate
Slots are oat tied to a single PQwer. A charaner w ith only one Innate Slot
may choose to maintain any one Power, according to his needs. He may
u~ it to remain suspended In night and soon after apply it to raise a mental
barrier, for example.
It is necessary fa<" characters to u~ a PQwer once before they can
keep It active. Once they successfully activate the PoY.ter. they mu5t declare
that they want to keep it as an Innate PQwer. Starting on the next turn,
Ihey will nOt need to roll any dice to use It. Innate Powers function In the
natural Dirnculty thaI their u~r's Psychic Pot ential allows without rolli ng or
applying any penalties. No additional Potential ach ieved through a roll or any
bonus may be applied \0 a Mai ntained Power. So. if the ch aracter has a +60
Potentia l. his Maintai ned Powers wil l function with an Easy Difficulty.

Improve Psychic Projection


Increase Psychic Potential
Eliminate Fatigue
Temporary Access to a Power
Improve in nate Power
Impro ye P syc h ic Projection: No Fatigue points may be invested
on Improving Psychic Projection: however. those characters using menta l
Powers can spend PP In order to Increase their abi lity on any given round.
Every PP spent to this effect w ill provide a .,.10 bo nus to the characters
Psychic Projection when using a specific Power. Not more than 5 PP may be
spent in improving Psychic Projection. so the maxi mum bonus that can be
appHed to the rolf by these means is +50. As is the case with Fatigue Points.
the expend,ture must be decla red prior to rolli ng the dice.
In crease Psychic Po t e n ti al : Characters may spend their PP in the
improYement o f a specific PQwer's Potential. Every PP spent to this effect
will ~e a +20 bonus to the ~Iected Powers Potential during that tum .
For instance. if a character spends 3 PP in the improYement of any given
mental abil ity, he would add +60 to its Potential. Once more. the u~ of PP
must be announced before the roll. Characters may spend up t o 5 free PP
in the improvemefll o f a spedfic Power.
Elimina t e Fa tigue: Characters declaring the use o f a PP in fatigue
e lim ination prior to calculating an ability s Psychic Potential will not lose
Fatigue Points in that turn. This mental activity will not tire the character
regardless of hiS Failure level.

Te mporary Access t o a Powe r : It is possible that characters


find themselves in need of a Ps)'thic Power they have no t yet mastered.
Ps)'thics can use a mental ability they have not mastered, but which
belongs to a Disciphne with which they have affinity, by imesting a PP
temporarily. ThIs allows them to use the fbwoer during that
turn . Temporarily acquired fbwoers cao not be Maintained
as an Innate Power.
P~WSu does not h~ve ~ccess to ~ychok.mctic
Shield HCM'eVer,
finds himself the subiect o(
an attack, and he is unable to re;pond. Since
he has 1 Free PP and Psychokme5ls affimty, he
spends It temporarily on Shield acce5'S during
that turn.

ne

Improye Innate Powe r: Characters


use their Free PP 10 Increase the strength of
an Innate Power. In order to do this. th ey
m ust spend the PP they wanl to use at Ihe
t ime t hey set the Power as an In na te . EYery
PP point invened in th is way Increases their
Psyc hic Potential by 20 points (or purposes
of determ ini ng ilS Maintained DiffICu lty
Level. In t his way. a character with a
psychic potential of 160. who would
normally Maintain an Innate Power wit h
an Easy Difficulty, would be able to raise
his Innate Power Difnculty to Medium
level if he ~nt 1 PP (thereby receiving a
~ 20 bonus to his PsychIC Potential). Psychics
may spend up to S PP to this end.
No te that characters do not recover PP spent in this way while they
Maintain an amplified Innate Power. Natural recovery rate wi' take effea
once they stop MaintainIng that PoNer.

Pazusu has created a Psych!c Shiel!:! he keeps as an Innate Power


with an SO-point Potential (Medium level). I(he qeciqes to spend
2 PP points to amplify hiS Innate Power, he could Maint~in It at a
120-point Potential (at a DIfficult level). !fhe spent 3 pp inste1d, he
could Maint~in it ~t 140, or a Very Difficult level.
On the other hand, If Pawsu keeps the Tot~1 Increase Power
~divt! with ~ ~ 80 PC)knti~ 1 ~nd ~ minimum difficulty of Absul"d, he
1'.'111 not be ~ble to raise m~inten~nce ,Illy mOte USing PP - since even
ifhe spent 5 pp (taking his Potenti~1 to 100), he would only teach a
180 Difficulty level. which would still be Absul"d.

Box XlIl : E XAMPLE OF PP

SPENDING

Now that we ar<! familiar with the different functions of PP.


let us see an example of how It could be spent.

P~zusu ha~ 10 fi.cc pp to ~Qrt aC<!ulNng PsychIC Powers


The first thin9 he does IS mv(...,t :! PP points in Qevelopin9 an
affinity to Telepathy ~nd Psychokme5is. After g~I!Jlng ~ccessto
Path Dlsclplmes, he spel14s 1 PP 01) the Tc:ep~th!c Power Area
Sc.:innirJ9 and m.l~ters It Smce he 1'."OUid also like to h~ve the
secon4-level Power psychokmetlc Flight, he spends his nod
2 pp pomb 01) Psychoku}CSls. He spends the first of these on
Mmor Psychokmcsjs, a fjr;t-!e-.'eI Pov.:ct thJt grants him ac~
to P~ychokUlebc Flight. men, he spends his second pp on
aC<jultlng psychokincltc Fhght.
He has already uweste<\ 5 o(hiS 10 PP pomb. The foLoWlrJ9 2
he chooses to ~pen<l 01) an Innate Slot to Maintain any one of his
POI'.'etS. He also spell<h 1 pp on enhallCing ilis Area Scanning
PC Checks I>y ~10. Finally, he dccldes to keep his last. 2 points
as Free PP to enhancc hi; PowetS and eliminate FaUgt/e
whenever neccss':l!y.

PSYCHIC PR81ECTI8N
PsychiC Projection is the ability to focus and control Ps)'thic Powers
upon a single target. In a way, it Is analogous to a wizard 's Magi< Projection.
Ps)'thi< Projection is not a measure of how sharp a characte.-'s aiming
abilities are. Rather, It represents Instead the level o f control he has
over his Powers w as to use them successfully. Psychics use their
Projection to attack .,nd repel attacks - although only the penalties
explaIned in the f's)'thi< Abilities in Combat s.ection in C hapte r
9 will apply.
Remember Psychic Abilities are illVi$ible to the hum an
eye. unless expli<it ly St.1ted OtherwIse. Therefore. the Blinded
penalty will be applied to the yictim if he can not see a psychic
attack. Although th is ability is typically used in combat only,
the GM may request characters to O'Iercome cert.1in
D,fncultJes In order to affect inanimate targets. See
Box X IV: Psyc h ic Projection Diffic ul t ie s for
an approxima te noUon. They fu nction in a way very
similar to that of Magical Abilities. The GM wi ll be
the Judge whe n It com es to calcu lating the Difficulty
of high-precisio n actio ns - such as threading a needle
using Psycho kinesis.

Box XlV:

PSYCHIC P ROJECTION

D IFFICULTIES
Routine The ability may be used on the psychic himself Of"
on a person Of" obJea with which he is in contact.
Easy: Affects targets less than 15 feet awirf from the pS)'d1ic.
Mode .... te: Affects t.1rgets up to 60 feet awirf from the psychic.
Dlfncult: Affects targets lip to 300 feet ~ from the psychic.
Very difficult: Affects targets up to 800 feet ~ from the
psychic.
Absurd: Affects targets up to 1.500 feet tNr.lf from the ps~hk.
Almost Impossible: AchieYlng this diffICulty allows the psychic to
hit a target whose exa<t location is known but not necessarily within
direct eyesight. It COYers up to one mile.
~
ImpoS$ible: Achieving this difncully allows the psychic to
a ffect targets out of his Sight and with only an approximate
locatlon up to 10 miles away.

PSYCHIC DISCIPLINES
Mental abil ities are organized Into leYels, each touchi ng on a par t icul ar
sph ere and featuring Powers com pletely different from the rest. These
spheres are called Psychic Discipli nes. Each Discip!i ne has a d ifferent nu mber
of Powers organized in th ree leve ls.
In certain cases. a Discipline will have wme kind of modifier that will
app ly accordIng to the situation In which its Powers are used . For instance,
TelepathIC AbilIties are more easily performed upon subjects in pI1ysic.a!
contact with the psychic. DisciplIne modifiers will affea all the Powers
comprised with ,n that Disciphne.
The following is a list o( the Yanous Psychic Disciplines, with the
following descriptions:
Leyel: Indicates the Power 's level.
A ction: Indicates whether the use o f the f'oweI' is an Active or PassiYe
action.
D e scription: This explains the Power's effects.
Mainte na n ce: It Indicates whether or not the Power may be kept as an
Innate Power.
Effe cts: This shows how the ability ImproYes, depending on the Difficu lty
L~I the psychic can reach WIth his Potential.

Effe cts:

TELEPATHY
Telepathy Is one of the most fas<:inating Disciplines ps)'Chics have at their
disposal. It synchronizes me energies of two Ps)'Chk Matrices. allowing the

Llser to access the minds of others. Some examples of Telepathic abilities are
mind reading. altering a subject's pen:eption. or even subduing their WIll.
Telepa.thy has no effect upon mindless beings - such as golems or similar
ctealu~. Unlike with other Disciplines. no I'$ychi<- Pmjeaion is required
for setting the target (the check is still needed to detennine the range of the
Power). but if the Ps)'(hk is not able to obtain a minimum of 10% damage
on the Combat Table, the affected target am add ... 60 to his PsR roll.
Modifi e rs: PsydliQ in ~ contact WIth the subjert against whom they
are using their Telepathic f'clwers may add a +20 bonus to their Potential.

AREA ScANNING

Level: 1

Action: Attive

Maintenance: Yes

D e sc ription : This rawer detects any active mind around the pS)'Chic.
It may differentiate between simple psyches - such as that of animals - or
those of a moch more compb: nature. However, it cannot locate a spe<ific
mind within the radius. Resisting thl~ f"ov.ter require~ 3 character to make a
socceuful PsR Check against the target Difficulty indicated by the Effects Table
belOW". Character:s failing this Che<:k will not be entitled to new Resistance
Checks while they remain within the scanned area. This ability does not call
for Psychic Projection; it will automatically affect e'Ver")'One within the area.
Effects:

.""'~-

Fatigue 1

280
3211
440

-:~poi"'"~
Inhuman

Zoo

MENTAL (OMMVNlCAnON
Leve l: 1
A c tion : Active
Mainte nanc e : Yes
D escription: The p~hk is able to engage irl long distance
COlW'Crsation with another character whose approximate location is knOW"n.
Unli~ with other PQwers, no Psy\=hic Projection i~ required for setting the
target, Maximum distance aliOW"Cd for conversatiorl is indicated by the
Power's effects.
Effects:

o
280
440

440
MENTAL RESTRAINT
Action: Al:tiYe
Maintenance: Yes
Le ve l: 1
D e sc ripti o n : The Iy\=hic is able to impose a very basic restraint upon
his target. preventing the victim from performing a spe<ificactlon. The ability
will only work on Al:tive actions - that is, mose requiring a character's
consciouS will. It will not affect Passive actions or those executed by mere
reaction. The affected character may reSist the effect by making a successful
PsR Check against the target Diffiwlty indicated by the Effem Table belOW".
He is al$O granted one additional Check every time he attempts to carry
out the forbidden action. In the case of a very generic restraint, or if the
prohibition limits the subJect 's freedom excessive ly. a +20 bonus may be
applied to a victim's Check.
Effe c u:

MIND R.EADING
Act io n : ActJve
Maintenance: Yes
Le ve l: 1
Desc ription : This Power allow-s the p$)'dlic to read a subject's current
thoughts - althoogh It does not permit him to delve into the victim's
memories. Resisting this Power requires the victim to make a successful
PsR Check against a target DiffICulty listed along with the Intensity of the
effect be~, A character can make a new Check every 5 turns, as klJ'lg as
he Is $OmehOW" awa~ of the fact that he is being targeted by this Power. So
long as he Is reading his opponent 's Intentions, the psy\=hic can apply a +30
bonus to any actions pitted against him .

di~tan<e

Any

PSYCHIC SHIELD
Leve l: 1
Action: Passive
Maintenanc e: Yes
D e sc r iption: Psy\=hk Shield enhances the p$)'dlic's PsR It may be used
to enhance another person's PsR, but such an enhancement is reduced 10
half the bonus Indicated.
Effe cts:

2ll

Routine

<0

E",

SO
120

MedIum
Difficult

140

~DifficulL

180
2<0
280

Absurd
Almost !!!!eossiblc
1m $Sible

3'"

Inhuman
Zoo

440

Fatigue 1

10
+30 PsR
+50 PsR
"'" 80 PsR
+'120 P~R
+160 PsR
+200 PsR
+240 PsR

PSYCHIC tUVSION
Action: Active
Maintenance: Yes
Le ve l: 1
D escr iption: This Power alters a subjecfs perception by introducing
il lu$Ory images or sounds into his mind. It enables psy\=hics to become
Invisible to Individuals, to throw iltu$Ory rocks at them, or even make
them think they are facing a dragon. If a char.!.cter decides to form iltusory
Cft'atures, they will Attack. and Defend themselves using the characters own
Psy\=hk Projection, Just as olher illusions wit1 (arrows, spe1 ls, explosions,
etc.) Resisting this Power requires a charaCler to make a successful PsR
Check against tnc target DiffKulty indicated by the Effec~ Table below.
Naturally, damage Is unreal and the opponenl will be entitled 10 a new PsR
Check upon being hit. If a charaCler know-s he ~ dealing with an illusion, he
can make an PsR Chec:k. every lurn.
Effects:

1D
40

"""<in
Eo.

SO

Medium
Difficult

100 P5R

V~Difficull

120 "R

120

1<0
180
<0
280
440

Absurd
Almost !mRoSS
1m ssible
n urnai')

Zoo

F!!!iuc2
Fati~e 1

SO,,"

140 PsR
180 PsR

'""

220 PsR

Le ve l: 2
Action: Ac.tlve
Ma inte nance: Ye5
De scription: Using this Power, the psychic delves into another
person's thoughts and memories. It i5 left to the GM's best judgment to
decide the number of turns a psychic needs to find the desired information,
depending 00 how deep it Is buried in the character's memory. The pS)dlic
will have access to the victim's knowledg<!. but oot to supernaturally altered
memories. The affected party may miSt the effect by making a successful
PsR Check against the target DiffICulty indicated by the Effects Table below.
He is al~ granted one additional Check every 5 turns.
Effecu:
20

40
'0

",""""

"

320

Medium
Difficult
Very Difficult
Absurd
Almost impossible
Impossible
Inhuman

440

Zoo

120
140

180
240
280

P5YCHIC ASSAULT
Level: 2
Action: Active
Des cription: The psychic casts
weakening his menta l resistance. The
Checks ('(jual to his Failure against
Weakened Resistance Is recO\lered at a
Effects:

20
40

Routine

80

""'.m
DiffICult
D: Difficult

120

140
180
240
"'0
320
440

EM

Al,,"'"
Almost !!lR2~ible
Im..f!>sslble
Inhuman

Z"

20
40

Routine

Fatl$ue '"
a~2

80

100 PsR
120 R
140 PsR
1
180 PsR

120
140
180
240
280

Medium
Difficult
Very DifrlCult
Absurd

Fatigue '

100
240 PsR

Maintenance: No
an attack upon a subject 's mind.
victim suffers a penalty to all PsR
the Check to resists thiS Power.
rate of 5 points per hour.
~,

fati ue '"
tigI,Ie 2
120 PsR
160 PsR

200 ""
noM
260 ""

PSYCHIC CONNECTION
Leve l: 2
Action: Active
Maintenance: Yes
Description: This Power connects the psychic's mind to the mind
of arlother wi lllrlg person. allowing them both to act upon each other's
physical bodies. Characters partlclpatlrlg In the switch retairl their
knowledge arid skills. but they are subject to the Physical Characteristics of
the host irldividual, which means their Base Abilities must be re<akuated
to account for the differe nt advantages and disadvantages of the host's
body. Since t he soul d~s not transmigrate . spelkasters cannot cast spells
upon Introducing their mind Into another physical for m. This is a voluntary
capability; ~hara~ters can not ~ forced to give up control of their bodies or
to control another body (rom a distance. Characters In control of another
body temporarily lose control of their own. If one pankipant dies while
(h(! (Onnectkm is active, the Power Is canceled and the surviving participant
returns to his normal state. The maximum dinance between the bodies is
determined by (h(! success level reached using the Effects Table below,
Effec ts:

Routine

Eo>
Med'lUm
DlfrICult
OiITi<;ult
Absurd
Almou Impos!ibk
1m ssible
tn uman

440

Zoo

ALTEF. MEMOF.Y
Level: 2
Action: Active
Maintenance: No
Description: This Power permits a psychic to edit a subject's
memories. eliminallng them ~ompletely or creating new ones. The exact
element to be deleted or created needs to be determined, Ea~h point of
difference between the victim 's roll and the reqUIred PsR Check represents
one hoor of memories that a psychic can modify. Even though no
maintenaoce is required. the victim is entitled to a new PsR Check against
the original target DiffICulty If he ~ or d<!CS anything that can prompt a
deeply rooted memory to surface.
Effe cu:

"

~,

fatigue 4

Fa,ligue 2

300 foot radius


1 SOO fOOLr.tdiu!>
1 mile radius
5 mile radius:
60 mile radius
600 mile radius
Arr distance

'20

E"

I mPOssible"'---~~~lm~~~~~

Im~OSSibl e --Almost
Inhl,lman

440

Zoo

ASTP.AL SHAPE
Action: Active
Leve l: 2
Ma.intena.nce: Yes
De scription: The psychic is can abandon his physical shape and
project his mind in space. For as long as he remains in thiS state, he is
ab~lutely intangible toward anything non-energy based, and he is invisible
to those without the ability to see Psychic Matrices. He can only be hur t
by attacks that affect Immaterial beings or damage their Resi~tances, If the
psychk is damaged in this state, the damage is transposed to his physical
body and causes the Astral Shape to be canceled. While in an Astral Shape,
(h(! pS)dlk hu a Flight Value equivalent to his Willpower, but he can only
use mental abilities. If his real body 5hould face death, the psychic 'M)uld is
trapped In the Astral Shape until the time of its end, which would also be
the time of his own utter destruction
Effects:

'r.~~

20
40

t::

.....

Ii

280

.;;;;;"

~::

"0

PSYCHIC n.ACKING
Level: 2
Action: Active
Maintenance: Yes
Description: This Power allows the psychic to pinpoint the locatio n
of a spec:lnc subject's mind within range - as determined by the psychic'~
success in a~tivating this Power, The psychic should know the matri;o; of the
subject he is seeking. but he may al~ be after only certain mental patterns.
Once he has found his subject, the psychic may Maintain thiS Power so as
to keep tra~k of the subJe<I'S location at all times. Resisting this Power
requires the victim to make a successful P!;R Check against the target Value
indicated by the E(feas Table below. The affected character is allowed a new
Che<k every 5 turns if he is aware that he is being targeted by this ability,
No Psychic Profectlon Is required. Psychic Tracking WO<i<s automatically
whenever the subject is inside the Power's area of action.
Effecu:

,,,.

40

120

Fatl ue 6

Difficult

,"

YO
180
280
440

Absl,lrd

."
1m

..bl
ssible

Zoo

.'

a~ 4

Fatl ue 2

140 P,

U to 6O-mile radius

160 PsR

U to fiOO.mile radius
U,lo

200""

Any distance and 260 PsR

MIND CONTROL
Leve l: 3
Action: Active
Maintenance: Yes
D esc ription : The p~ychk obtains full control of the subject who fails
the required PsR. The victim is entitled to a new Check every day. as well as
every time he receives an order completely against his normal behavior. He
is able to apply a +20 to his PsR If he receives a life-endangering command
or any ordCf" that would subject him to extreme actions.
Effe cts:

2<)
40
80
120
140
180
240
280

Routine

""

Medium
Difficult
Vel)' ()ffkult
Absurd
Almost Im~bIe
Im~sible

lID

Inhuman

440

Zoo

FatiP-12
Fatigue 8
Fatigue 6
Fati!l.ue 4
100 P5R
120 PsR

'"

160 PsR
180 PsR
220 PsR

P SYCHI C DEATH
Leve l: 3
Action: Active
Maintenance: No
Description: This Power auac ks a victim's mind and produces total
dev.mation from within. The character loses one point of Intelligence and
Willpower for every 10 points by whkh he falls the required Resistance.
Characters recover lost points at a fate of one pe r day. However, If either
of the two Characteristics should reach 0, the character has suffered
catastrophic damage to mind his mind and become; a hollow shell.
incapabile of independent actions. Mindless bodie; do not die. However.
they can be controlled thrQl,lgh Psychk Connection.
Effe cts:

20
40
80
120

140
180

Routine
Eas
" ,,""_
Medium
DiffIcult
.YID': Difficult
Absurd

Fa~~

16

Fati~e 12
F~ 8

Fatigue 6
F~ 4
140 P5R

mon
:240~~;,;l~~'~~~
Ir~"~__~~;;~"~~~R
~;::;::
440

Zen

240 PsR

A REA
Level: 3
Action: Active
Maintenance: Yes
Desc ription : Maintaining Area enable~ the psychic to use any other
Telepathic Power on all subjects within the radius - as determined by
the character' s 51.lCCeSS in activating the Power. Specific targets may be
designated . as long as the psychic is aware of their presence within the
radius. For Insta nce. If a character utilizes Psychk A~sault while this Power Is
Maintained on a Very Difficult level, all individuals designated by the psyc::hic
within a 30-foot area will be attacked.
Effects:

2<)
40
80
120
140
180

Routine

EM

F!!iiue 16
Fati ue 12

foIl",,8

280

Medium
Difficult
Very DiffICult
Absurd
AlmosL imposSible
Impossible

ll<l

Inhuman

440

Zoo

miles
300 miles

240

Fati~4

'" ,.,,,

300 feet
1 mile
5 miles

PSYCHOKINESIS
Psychokinesis Ii the psychic ability 10 move distant objects by the sole
action of mental fon:e. As levels progress. characters may even be able to
destroy objects or modify their atomic structure from a d istance.
There are no modifiers for this discipline.

M INO~ PSYCHOKINESIS
Action: Active
Maintenanc e : Yes
Leve l: 1
D escription: This Power allows a psychic to move inorgank matter
from a distance. The weight and speed of the action depend upon the
sI.lcc.css a psychic has in using thiS Power (as detailed on the Effects Table).
When used for hurling objects, as in long distance attacks. the character's
Psychic Proje1:tlon is redl.lCed by half. because the control thii Power offers
isn 't meant for that uses. A fighter with this F'l;mer wOO uses the Psychic:
ProJC(tion Module can gain control of a weapon and perform a long distance
attack using his Psychic: Projection rather than his AtI<Kk score (provided
of course he has developed his Anack Ability and Psychic Projection on
equal terms).
Effects:

20
40
80
12<)
140
180
240
280
320
440

Routine
Ea~

MedIum
Difficult
Vel)' Difficult
Absurd
Almost Impossible
Im.2!sible
Inhuman

Zoo

~1

21bs. Right Value 4


5 ~ Fr~ Value 6
10 Ibs:.l Flight Value 8
20 1bs.J FIiJ!!.! Value 10
40 Ibs,( Flight Value 12
80 Ibs. / FngIJl Value 14
2001bs. Flight Value 16
400 Ibs. L E!lght Value 1B
1.000 Ibs. / Flight Value 20

P SYCHO KIN ETIC IMPACT


Level: 1
Action: Active
Maintenance: No
D esc ription: This Power projects an Invisible fon:e that impacts its
target with variable potency. Even though its main function is to pUih the
target. PsychoklM!tic: Impact can cause damage equal to twice the Strength
bonus ind icated on the Effects Table, plus whatever the GM regards w itablc
considering the surroundings.
Effects:

2<)
40
80
12<)
140
180
2<0
280
l2<)
"0

Routine

~1Ie2

EM

Fatigue 1

Medium
DiffICult
~Difficult

Stren~

Strength 10
StrengY! 12
Stren~

14

Absurd
Almost '~ble
Im...ESS ibie
Inhuman

Strength IS
Streng0 16

Zoo

Strength 20

Streng~

lB

PSYCHOKIN ETIC TRA P


Leyel: 1
Action: Active
Maintenance: Yes
D escription: This Power enables the user to carry out Trapping
maneuvers through Psychic Projection - with no penalties. The sl.lCcess of
the Power 's activation determines the intensi ty of the Trap (as detailed in
the Effects Table). The Power could become so strong as to trap several
subjects within a given area. A -2 to the Power's Strength score applies
when trapping multiple targets.
Effects:

2<)
40
80
120
>10

180
240
280
l2<)
440

Rootine
Ea~

Medium
Dimwit
Vert Difficult
Absurd
Almost Impo~ble
ImE sibie
'nnuman
Z~

Fati

~uel
Strength 6
Strength 8

~~;,;
S~10

Strength12 IS-foot radius


Strengd] 14 foot radius
Stren 1$ 1S()..foot radius
Streng;h16 300-fool radius
Strength18 / l,SOO-foot radius

PSYCHOKINEnC SHIELD
Le yel: 1
Action: Passive
Maintena.nce: Yes
D escription : This Power creatcs a psychokinetic shield that protects
the user from physical attacks. including most weapons - even those with
magical enchantments. It docs not offer protection against spell or energybased damage. However, If a character creates a banier with a Power level
higher than Impossible. he can use it to stop ethereal effects and attacks.
Upon reaching a certain leve l, the shie ld gains a damage barrier (as detailed
on the Effects Table).

r/

:(.-"':\'..
-

Unlike others Maintained F'oNet"s. which a character can only Maintain


at a strength equal to his Base Psychk Potential. the Psychokinetic Shield
keeps the Ufe Points that it had when it was created. Forexampfe. someone
with a P$y(hlc Potential of 140 can Maintain a Power at a Very Difficult
level (giving the ~ield 700 LP). bUI If he uses a I'sy<:hokinetic Shiek! and
$U(ceeds at activating the Power with a roll of 210 (giving il 1500 lP). the
Shield would Maintain using the 1,500 lP instead of the 700 lP. However.
in each subsequent tum. It loses 5 Life Points until it has only 700 l P - its
normal Base Potential.
Effects:

20

Fatigue 1

40

80
120
140
180
240
280
320
440

f~ 2

Routlne

Medium
Dlfflcult
Difficult
Absurd
Almost Impossible

Im..P.2sslble
Inhuman
Zoo

300LP
500 LP
700
1000 lP
1500 LP L Dam~ Barrier 60
lOOOLP Om .
ene~

3.000' L

B:-;9t'?E..

g,.
s~ ~
SOOO l P / Omg. B. 160 I Stops energy

PSYCHOKINEnc ARMOR.

Level; 1
Action: Passive
Maintenance: Yes
Description: This Power creates a force armo r around the psychic, or
anrone he deSignates. The armor's AT offers prote.::tion against all attacks
save those based upon Energy. II can be used in cOf1junction w ith all)' other
protecticm as an additional layer, but it will not cause all)' spe<ial penalties.
Effe cu;

'"
40

120

1-10
180
240
280
320
440

Routine

FaJigue 2

En

Fati~

AT 1
An
AT4
AT'
ATS

"m
Difficult
VerY. O,(t'lcuft
Absurd
Almost I
Im~bIe

Inh uman

""

AT 10
At 12

AT 1-1

Z~

M OnON D mcnO N
Level; 2
Action; Ac~
Maintenance; Yes
De scription; All bodies In motion within the radius of t his Power
who fail the required PhR Check will be detected by the psychic. He will
perceive t he obJect' s speed, size, and direction, oo t he will not be able to
distlngulsl1 Its shape. The ability will o nly work o n physicaJ mate rial forms:
things without substance will remain undetected. Th is ability does no t call
for Psychic Proje<:tlon: It w ill automatically affect all parties w ith in its area
of e ffe<:l . Ki Concealment works against this Power by providi ng a bonus to
the PhR Check (as described in Chapter 10).
Effecu:

140
180
"0
280
320
440

'"

Dlfncult
Absurd
Aim_on Im~;ible
1m
bI.
In uman

Zoo

300-foot radius

1 SOO-foot radius
280 Ph ~ 1-mile radius
PhR S-mile "_~.~
~'-_
400 PhR / 6Q.mile radius

no

R EPVLSION
Level: 2
Action: Acllve
Ma intenance: Yes
Description: R.epulslon creates a barrier that violently repels any
physical body that comes into contaCl with It - un~s it wins an Opposed
Strength or Agility Check. No PsychiC Projection is ne.::essary for fOCUSing
this Power. Repulsion affects all objects or individuals in touch with the
barr ier. At the time a character creates the barrier, he can not use it against
specinc targets. The barrier 's length is determined by the character's
success in acti\lilting Ihe Power (as detai led In the Effects Table), Its shape,
however, Is left to the psychic to determine - wh ich means that he could
eve n decide to wrap the barrier around his body.

Effects;

20
40
120
1-10
180
' 40
280
320
4<0

fa~\tC

Routine

8
Fatigue 6

E!!L

,.

Medium
Difflcult

Absurd
Alll'IO$t I~ble

1m

"'''''

moo
Zoo

Fa~ 4

Fatigue 2
Srnam 6 ' 5-Coot line
tS-fool line
Stren~ 8
~

lOJ

Strength 12

3O-fool
6O-foot line

, '~

Strength 18 / 300-foot line

BAllIsncs
Level; 2
Action: Ac~
Maintenance: No
Description: This Power enables the psychic to th row obfects with
extreme precision using his ~ychic Projection, The higher the character's
potentiaJ, the higher the preclsl()(l and quanuty of elements he wi ll be able
to throw simultaneously, ranging from a simple dagger to thou:;ands of huge
rocks, Dependi ng on t he PC the psychic ha~ obtained , he CM increase either
the number of obje<:ts, so as to C(NCr a much larger area: o r the precision
of h is power. In other words, he must make a choice between a bo nus to
his projection or to throwing a mu ltitude of objects (NCr an area of effect.
Fo r example, if he ~athed difficu lty level Absurd, he would have to choose
between receiving a +20 projection bonus to throwing an element, or to
laundling a shO'M:r of attacks that wouk:! cover a 5O-foot radius. Da mage will
vary according to the elements being projected and to whether area of effect
is being used or not. If only one ob;ect is being thrown , damage depends
exclusively on the element being projected with Bal listics; if it Is a wt!apon , il
uses Its base Damage and adds the character's bonus for Willpower instead
of Strength. For objects In area attacks, damage depends on the kind of
elements being used; scenery clements (tab~, chairs. rocks) or weapons.
In the case of scenery elements, damage Is determined by the G M, who will
decide the value on a 30 to 150 fiCale, depending on how dangerous the
elements of the scenery available to the I)'Chic are. The use of a multitude
of weapons increases their base damage by 50%,
Projectiles launched by thiS ability fall be)'ond the psychic's control;
they need to be recovered before they eM be used a second time.
Effe cts:

20
40

eo

120
140
180
210 _

280

320
440

Routine

Eas),
edium
Difficult
YID: Difficult
Absurd
Almost Impossible
ImpoSsible
Inhuman
Zen

Fatigue 4
Fati ue 2

!laue}
+0 Projection

15 feet

+10 Pro~Uon
t
+ 20 P~ectru SO feet
+30 Pro~UOn 80
+40 Pro'ection 12S feet

reet

"'SO ~ectlon
feet
"'60 Projection / 500 feet

SHAm p.
Le ve l: 2
Action: Active
Maintenance: No
Description; This Psychic Power shatters a body. caUSing it to burst
into pieces from the Inside, If an obje<:t is targeted , it needs to pass a PhR
Check. to avoid being shattered, Note that Special Quality objects will not
break automatically: they will lose one level for f!-ICry SO poo'nts by which
they Fail the Check. If the target Is a naturally live being. he needs to use his
PhR against the reqUired DiffICulty or lose twice the number of LP by which
he Failed the Check. If the target is an object with Structural Resistance or
a creature with Damage Resistance, damage equals five times the Check's
Failure level. Natul'1llly, only material beings are susceptible to this Power.
Effects:

20
'0
80
120
140
180
240
280
320
440

Routine

Enr.
Medium
Difficult
~_~urt
Absurd
Afmost rm~le
1m osslble
Inhuman

Zoo

FiY&ue 8
Fatigue 6
f~ 4

Fatigue 2

100 PhR
120 PhR

140 PhR
160 PhR
t80 PhR
220 PhR

PSYCHOKINETIC FUGHT
Le yel : 2
Action: Active
Maintenance: Yes
D e scripti o n : The p~hic gets to mOYe freely throogh the air, with
the Flight Value Indicated by his st..W:cess In activating the Power, as detailed
on the Effects Table,
Effe cts:
20

40
120

140
180
240
280
320
440

~tine

v.",

....

,I,

Almo",lm~e
I~ibte

Inhuman

Z"

40

'"

120
140
180
2<0
280

,,,

Routine

DiffICult
Very Diffkult
Absurd
Almost Impq
Im~ble

Inhuman

440

ti&!e 6
Fatigue 4
Fatigue 2
200 Ibs.L Flight Value 4

z,"

1.000 Ibs.,l FI~ght Value 8


5,000 1m.
10,000 Ib5.

20

.0
120
140
180
40

280
440

M,cdium
Difficult
YID: Difflcul
Absurd
Almost tmR2SS1
1m ssible
Inhuman

z,"

'''Y

Medium
DiffKult
Very Diffie",lt
Absurd
Almost Impossible
'"If?ssible
Inhuman

z,"

20

Routine

40

EaU

.0

120
140
1B0
240

280
320

440

Fatigue 24
_ _~F~.~tigue 20
Fatigue 16
Fatigue 12
Fati ue 8
Fatigue 6
fatigue 4
140 PhR 250 unds
160 PhR / 10 tons
200 PhR / 100 tons

Medium
Difficu lt
Very Difficult
Absu rd
_ Almost Im~~$lble
_ ~'m~posMble
Inhuman

z,"

Fatigue 24
Fatigue 20
Fatigue 16
Fat igue 12
Fatigue 8
Fatigue 4
500 tons
~gtlt Value 4
10,000 ton~gl1t Value 6
100.000 tOIlS
liI1..1Yalue B
1,000.000 tons / Flight Value 10

100 PhR
140 PhR

"" """

Bight Value 12 / 180 PhR


F!iitJ! Va 14 200 Ph,

20.000 Ibs. / flight Value 16/220 PhR

R,,,"'"

Routine

M AIOR. PSYCHOKINESIS
Le ye l: 3
A ction: ActiYe
Maintenance: Yes
D escription: This is an amplified version of Minor Psychokinesis tim
allows chal'ilCters to mewe much heavier masses.
Effec ts:

GROVND CONTROl
Leve l: ]
Action: Active
Maintenance: No
D e scription: Ground Control grants the pS)'l:hk completc control
of thc area or tcrrain In which he stands. His dominion is absolute: he can
create a small earthquake or build a huge stone wall - as long as he stays
within the area of effect. If a ps)'l:hic wishes to affect something that has
~n built. Its possible destruction is subject to its Damage Barrier.
Effe cts:

40

'"

120
140

280
320
440

ORGANIC PSYCHOKINESIS
l e ye l: 2
Action: Active
Maintenance: Yes
D e scription : This Power allows t he psychic to move material objects
of an organiC nature - prtlYided th at t he target fai ls his PhR Chec k. Speed
Is determined by the psychic 's success in act ivat ing th e Power (as detailed
in the Effects Table).
Effe cts:
20

40

240

- ! ! ' Eht Value 6


E!!ght Value 8
Flight Value 10
Fli
Y<l!ue 12
Flight Value 14
Flight Value 16
Flight Value 18

Ab~nl

20

180

4
Fatigue 2

'''Y

Medium
Difficult

Effe cts:

,~

Fatigue 12
F tigue 8
~ue 6

Fatigue 4
30-foot radius Damage B3rrie r 40
300-foot radi\.15 / Dam~ Barrier
800-foot radius Damage Barrier 80
SOO-footradius ~barrier 100
1 mile radius / Damage Bamer 140

ATOMIC R E5TRVClVRlNG
Le yel: ]
Action: Active
Maintenance: No
D escription: The psychic is capable of restructuring the atoms of
all)' organic or inorganic material. transfonning its substance and form.
A psychic could tum a IMng being into a stone statue. or a pile of sand
inlO coins of gold, for example. Nevertheless, a character 's ability to mold
and forge 1$ limited by his knowledge of An and Forging. However, the
Difficulty lor Checks using these abilities are two levels lower than normal.
as the character can act freely upon the object to be changed. In terms
of material remodeling. a character can alter the quality of an object fIVe
grades up or down. Howcvcr. a psychic can not make materials of a mystical
nature - such as malebolgia, iIIuminatum. or stellar me!;)l. The degree to
which a cl1aracter slXcessfully activates this Powerdetermines tl1e maximum
amount of mass affected, as well as the Resistance target Difficulty for those
who do not wish to be affected by Atomic Restructuring (as det ailed In the
Effects Table below).

PYROKJNESIS
This discipline allows dominion ewer high temperatures and fire. The
psychic can control its shape 0<" become immune to the effects of heat.
Mod if iel': The surroundings of the psychic will increase or diminish
his potential in the following way:
Glacial Area or Arctic Zone
Intense Cold
Before a Big Bonfire
Fire of Immcnse Proportions
Volcano

-30
-10
+10
+20
+30

CREATE FIRE
Le ve l: 1
A ction: Ac~
Maintenance: Yes
D escript io n : This Power creates fire Intensities or arouse~ an existing
flame to equal proportions. If used upon a body capable of catching fire.
Create Fire doe$ not require Maintenance. If not. Mainten ance allows the
flame to bum without conwming anything - although IlOthing prevents It
from being extinguished.
Effects:

'"
40
80

''''

140
180
240
280
320
4<0

Routine

f atigue 1
1 IntenSity
3 Intens.itieii-

E~

Medium
DiffICult
Very D'fncult
Absurd
Almost Im~sible

5 Intensities
InteMities
10 Intensities
13 Inten~ties
16 Intensities
20 h'lten~ities
25 I nten ~ities

I~sible
In~uman

Zoo

EXnNCVISH FIRE
Leve l: 1
A ction : Active
Maintenance: No
D escripti o n : This Power lowers the Inten Sity of an exi ~llng fire .
W hen cast upo n a heat-based being. the creature w ill suffer 5 life Po ints
of damage for every diminished IntenSity - if it does nOI make a successful
Ph R Check. Damage Resistance creatures suffer 25 points of damage per
Intensity. Bear In mind that a fire not completely extinguished may regain
strength in the following turn.
Effects:

'"

40
80
120
140
180
240
280
320
440

Routine

E",
Medium
DiffICult
Very DiffICult

A""'''

Alm<t I
I

-40 I

120
140
180

Routine

Ea~

Fatigue 1
4 Intemitiel

M
..sd,um
Difficult
Yea Difflc::ult
Absurd

0
40

Routlne
E~

fatigue 2

80

Medium
DIfficult
Difficult
Absurd
Almost Impossible
1m ssible
n uman

f~ue1

''''

140
180
240
280

Zoo

440

fa gue-l
Damage 60
Dam~

80

ts.foot radius
-foot r.tdius
6O-foot radius

DamaV!: 100
Damage 120 l()G.bol radius
Dama~ 150
1S().foot radiUS
Dam~ 200 I 300.foot radius
Damage 250 I 650-foot radius

IGNEOVS MAINTENANCE
Actio n : Active
Leve l: 2
Maintenance: Yes
D escription: This Power ~ps several fire Intensities burning
and prevents them from extinguishing. There are no natural means for
extinguishing fire maintained by this method - including by sand or water.
In fact, fire sustained by IgnCQU$ Maintena nce does not rely on any sort of
fue l to burn.
Effects:

20
40
80
120
140
180
240
280
320
440

Routlne
E~
Medium
Difficult
~ Djfflcull

Absurd
Almost Impossible
1m ssible
Inhuman

Zoo

Fatigue"
Fatigue 2
F!!lgue 1
5 In tensities
10 Inten.si .
15 IntenSities
20 !ntensitles
30 Inlen~ties
40 Intensities
50 lntensit ieo;

FIRE IMMVNITY
Action: Passive
Maintenance: Yes
Le ve l: 2
D esc ripfio n : The psyo:hic, or the charactef' designated by him, gaill5
immunity to several heat Intensities - including those of a Supematul4l
nature. When receiving a fire-based attack, every Intensity level to which
the chara(ter is Immune decreases the attack's Base Damage by 5 points
and raises his Resistances by +5 against effe<ts.
Effects:

CONTROL FIRE
Leve l: 1
Actio n : Active
Mainte na n c e: Yes
Descriptio n : This Power controls the spread and size of a fire wilhin
the Inte nSity range specified by the psychic's SlJCcess in activating th is ability
(as detailed In me Effects Table). f or exam ple. a character may direct the
course of a fire 10 a sett lement. ignori ng the buildings he w ishes to leave
unha rmed . Control fi re also allows the psyc hic 10 choose t he sh ape and
color o f the flames. When used against fire wi th a Presence of its own. or
an eleme ntal ((eatun::, thiS effect can be avoided by passing a PhR Check
agai nst the Difficulty Indicated In t he Effects Table below.
Effe c ts:

20
40

Effe cts:

2
R
100 PhR

~~~~m:,"~,~'~' ~~::__~~~

440
IMMOLATE
Level: 1
Actio n : Active
Ma inte nance: No
D escription: The psychic creates an explosion of a variable Base
Damage (u~ng me Heat Attac::k Type) oYer a wide area. He cannot select
targeto; inSide the area, and he might even find himself affected unl~ he is
careful. Since it usually takes the form of a fire ball. the atta<k is perfectly
visible - ~n to those who c::an not see Psyo:hk Matrices.

20

40
80

''''

140
180
240
280
320
440

Routine
Easi'
Medium
Dlffleult
Very Difncult
Absurd
Almost Impossible
Impossibl~

Inhuman

Zoo

IGNEOVS BAR.RIER
Le ve l: 2
Action: Active
Mainte nance: Yes
Des cription: This ability will create a fire barrier wherever the
psyo:hk needs It. Trespassers will automatically receive a Psyo:hic Projection
attack from Its maker. It uses the Heat Attack Type and has a variable
Base Damage. The maximum length of the barrier is detennined by the
character's success in aC::livating the f'owef' (as detailed in the Effects Table),
but its shape is up to the psychic, In the same manner as Repulsion . Igneous
Barrier car< fIOt be cast directly upon targets.
Effe cts:

'"

Rov""e

40

E~

80

_tleQjum
Difflc::ult

120
14

180
140
280
320
440

AlmoS!

ImP9:~sible

1m

ssible
Inliuma n

Zoo

'"

fatigue 4

RA ISE TEM PERA TVRE


Le ve l: 2
Action: Active
M~inten~nce: Yes
D e sc ripti o n : The psychic can control the weather temperature and 15
able to increase it considerably In a wide radius.
Effe cts:

20

Routine

'0

E~y

120

l"jC<!ium
Diffkult

80

,'"

~Oirroeult

320

-,

Fatigue 6
Fatigue 4

440
( ONSVME
Action: Active
Le vel: 3
Maintenance: No
D esc ription: This Power causes objects to burn internally. consuming
their substance and reducing them to ashes. Whether it is inorganic objects
(such as swords) or living beings, no material substance can allOld destrtJ(tion
by Consume. Characte~ affected by this Power need to pass a PhR Check
to avoid Its effects. Those who Fail automatically suffer damage as indicated
by the Effects Table below. Creatures with Damage Resistance multiply this
amount by S. No AT offers protection against this ability. not even Heat.
since it operates direaly from within the victim 's bodies. Objects fal ling
their Resistance Check will be automatically dest~d - except for those
of exceptional quality. which will only lose one level of quality.
Effects:

140
180
240

280
320
440

Routine

1m

Eas

""'''

CRYOKJNESIS

Diffoeult
DiffICult
Absurd
Almost. !mP9s,sibie
Impossible
Inhuman
Zen

Routine

Imel1$ities

5 Intensities

Routine
Ea9'

80

Medium

120
140
180
2'10
280

Dimwit
Very Dimwit
Absurd
Almost !!!!Possible
Impossi ble

,l2O"!c___ Inhuman -

40
""""
80 .
u

440

Zen

120 life Points

440

10 Intensities

13 Intensilie5

I"p'?sslble
Iritiuman -

16 intensities
20 ntensities
25 Intensities

Zoo

F REEZE
Le vel: 1
Action: Active
Mainten~nce: Yes
Description : This Power freezes anybody who fails the required
Check. The victim receives an All Action Penalty equivale nt to the amount
by which he Failed the Check. If the dlfferen<e is higher than 40, the
victim is fro~en and 5I.lbJect to Partial Paralysis. The Cold AT may be used
defensively against this Power. Affected individuals ca n make a new Check
cvcry S turns.
Effe cts:

'"

.0
120

140
180
10 life Points
20 life PoinIl

"""

A"",,,,
Almos~ble

2BO

320

F!!!

1 Inten .

180

"0

20
40

.,0
.'0
. 30

CREATE C HILL
Le ve l: 1
Act ion: Aaive
Maintenance: Yes
D e scriptio n : This Power creates several levels of cold Intensity. If
applied to liquid bodies. Create Chili may produce ice.
Effe cts:

120

N OVA
Acti o n : Active
M~intenance : Yes
Level: 3
D esc ription : This Power allows a character to consume his own vital
energy in order to Increase his psychic capab ilities. In gaming terms . he is
allowed to trade life Points in exchange for a bonus to Psychic Potential.
Each point consumed allows him to Increase his Psychic Potential by 2 d uring
the current turn. Note that beings with Damage Resistance multiply lost LP
times S. The ma)(imum amount of life Points a character can saCrifice per
round Is determined by his success In activating this Power (as detailed in
the Effects Table). However, a character has the choice of investing fewer
points than the ma:dmum. Damage is fire based and heals half as fast as
conventional wounds.
Effe cts:

-30
- 10

Volcano
Fire of Immense Proport ions
Co ld and Rainy Ground
Intense Cold
Glacial Area or Ar<tlc Zone

60 Intemities

Jusllike Pyrokinesis refers to the control of fire . this Discipline focuses


on low temperatures and ice control. These Powe~ may go as far as freezing
people or decreasing temperature at~ very long distances.
Modifie r: As In Pyrokinesis, the surrounding area will increase or
decrease a character's Psrchic Poten tial in the following way:

'"
so

M~ium

5$ible
Z~

Almost

2>0

20
40
80
120

20

A""'
''
IITIJ12S~bIe ---~1,;ICl.

180

2'0

Effects:

2W-

,tl~

E~

Me lum
Difficult
Very DI/Tkult
Absurd

F.
Fao&!:!e 6

80 PhR

120 PhR

I kn~sible

2BO

Impossible

160 PhR

440

1!iti:\tlTlan
Zoo

220 PhR

30 life Points
60 life Points

M AJOR F IRE
Maintenance: Yes
Le ve l: 3
Action: Active
D escription: An amplir.ed version of Create Fire. A character can
create flames and temperatures of much greater strength. according to the
Effects Table below.

SENSE T EMPERATVRE
Le ve l: 1
A c tion : Active
Maintenance: Yes
D escription: The charaner can sense any variation In weather
temperature - Inclvding live body heat - within the area of effect. This
ability can OYCr<ome walls or obstacles that are not based on energy.
However, it is useless against KI Concealment or opponents who do not
emit heat. AlllndMduals within the area will be equally affected without the
need of Psychic Projection.

;0

80

120

Routine
'~y
Medium
Difficult

140
180
240

Abwnl
Almost Impossible

280

~sible

320

Inhuman

;;0

Zoo

~DlffKult

~;

Fatigue 2
Fatigue
3G-foot radius
ISMoot r.ldius
JOO.-foot radius
1.5O()...foot OOU5
1-mile r.ldiUS
S-mile radiUs
6O-mile r.ldius

Leve l: I
A c tio n : Ac;tlve
Mainte nance: No
Des c;ription: This Power decreases the temper.lture of an object.
being, or zone by sever.ll Intensiti es. When cast upon a co ld-based being,
Eliminate Cold causes 5 Ufe Poi nts of damage points for every dimi nished
Intensity - provided the creature falls the ap propriate PhR Check. Creatures
w ith Damage Resistance receive 2S Ufe Points of damage for eac h level of
Intensity dim inished .
Effects:
Routine
Faug
20
- 1 Intensity /' 80 PhR
;0
Medium
-3Intensities 7 100 PhR
60
-5 Inte nSities/ nO PhR
Difficult
120
-7 Intensl .
140 PhR
140
Vel)' DIfficult
- 10 Inten~ties / 160 Ph R
Ab5urd
180
240
-15 Inle~L 180 PhR
Almost Im~sible
- 20 Intensities 200 PhR
260
_..,j,'m:""p0S5lble
-30lnteosities 220 PhR
Inhuman
;;0
-40 Inten~ties / 260 Ph R
Zoo

''''

no

C OLD D OMINIO.'\S
Leve l: 1
Action: Active
Maintenance: Yes
D escripti on: Psychics with this F\?Ner can control ice and co ld within
a given area. They may modify it in any w.ry they please, breaking it or
cau~ng it to shift its Shape. At! elemental creature can avoid the effects
of Cold Dominion by passing a PhR Chec;k against the appropriate target
difficulty {u detailed in the Effe<ts Table below}
Effecu:

20
60
120

140
180
240
260

no

;;0

Routme

''''

Medium
Difficult
Very Difficult
Ab5 urd
Almost ImPQsslble
~ossi ble

Inhuman

Zoo

.Q!igue 2
Fatigue 1
4 Inten'ties 80 PhR
6 In tensitie~ 100 PhR
8 Inte~ties 1.. 0 PhR
12 Inten~ties ! 140 PhR
16 Irllensities L. 1 PhR
20 Inte nSi ties~h R
25 Intensities /.. 200 PhR
30 Intensities! 240 PhR

C "YSfALlIIE
Level: 2
Actio n : Active
Ma inte nance: Yes
D esc r iptio n: This Power crystallizes any type o f body that Fails the
required PhR Chei:k. All things froze" in thiS way become ex<:eptiooally
brittle and likely to break at the slightest bump. A crystallized character
is subject to Min()l'" Paralysis aod automatically suffef- a Critical with a -40
penalty to his F't1R Chc<k5 upon sulfering any sort of damage. Creatu res
with Damage Resistance will not re<:eive a dire<:t Critical. but their whole
body w ill be regarded as a vulner.lble Spol from thetl 00.
Effe cts:

20

;0
80

120

;0
160
';0
260
320
;;0

-~
,~

20

Rouune

;0

'''Y

60

Fa~12

Fatigue 8
Fatigue 6
Fa~~;L-_

320

MoolUm
DiffICult
Very Diftkult
Absurd
Almost Impossible
Impossible
- lnhum3n

;;0

Base Dam~ 100


Base Damage 120
Base Dam~ 160 L 15-foo1 area

Zoo

Base Dam age 200 / 8G-foot area

120
1;0

ELI MINATE C OLD

;0

ICE SPLINTERS
Le ve l: 2
A c ti o n : Ac;tive
Maintenanc e: No
Description: The ps)'CNc creates ice splinters that he can use as projectiles
dunng an atta<:k. They strike OIl the Cold ()I'" Thrust AT with a Base Damage
thai varies according 10 the Effects Table. These projectiles are perfectly visible
to eve<")OOC, including characters withoI.It the abi~ty to see Ps)'d1ic Matrices.
Effec ts :

180

240
280

Fatigue 2
Fatigue I
Base Damage 80

D ECREASE AMB IEN T TEM PEll.AlVRE


level: 2
Action: Ac;tive
Maintenance: Yes
D escription: The psychic Is 10 control of the temperature and can
decrease It coosiderably in a w ide are a of effect.
Effe cts:

20

;0
60
120

140
160
240
280

l2<l

;;0

Roulfne
Easy
MedIum
Difficult
Very Oiffkult
Ab5urd
AlmoS! Impossible
Impossible
Inb.LImao

Z"

Fatigue 6
Fatigue 4
~tlgue

Fatigue 1
-40' L -mile radius
-~~ 3-mile r.ldius
-60 LJ-mile r.ldius
-roOF { 15-mile r.ldius

-'

-IOO"F / 6O-mile radius

ICE SHIELD
Leve l: 2
A ction : Passive
Maintena nce: Yes
D esc r iptio n : This PoweI- creates a shield o f ice that protects the
psychic from any noo-energy based source of attack and beams from Light
or Darkness. Unlike o thet' Powers, Ice Shield works on the same Ufe PQjots
with whi<h it hu been created. Orn:e created. the shield loses 5 Life Poinl5
per tum until it reaches an amount that the psychic can Maintain naturally.
Effe cts:

20
;0

Routine

80

2~

Medium
D ifficult
Very: Dlf(lCu lt
Absurd
Almost Impossible

260

I m~sslble

'20

lohuman

120
140
180

;;0

Ea~

Zoo

F~tigue 6
Fatigue "

a~ue

600 LP
800 LP
1.200 lP

1.800 IF'

2, SOQ lP

6,000 LP

A ssOLVTE Z EW
Leve l: 3
A c tion : Active
Maintenance: Yes
D escription: The psychic Is able to cause the temperature to drop
to absolute zero. destroying all Oflanic or inorganic bodies within the
r.ldius. In gaming terms, every being or physical object failing a PhR Check
with a diffkulty of 100 each tum they remain within the area of effect are
automatically destroyed by the complete cold. All individuals within the
area will be affected equally without the need of Psychk Projection.
Effects:

Fatigue 8

20

Routine

faygue 16

FiI""ue

;0

Difficult
'kry DiffiCult
Absurd
Almost Impossible

Fatigue 4
Fatigue 2
120 PhR

Ea~

80

Fatigue n
Fatigue 8
Fatigue 6

Im~sible

160 PhR
180 PhR
220 PhR

Medium
Difficult
Verr. Difficult
Absurd
Almost Impossible
Impossible
Inhuman

""',m

In \Jman

Zoo

120

140
160
240
260

no

;;0

Zoo

~tlgue

15loot r.ldiu$
3Q.foot radius
6O-foot radius
15O-foot radius
3CJO.foot r.ldius

Effe cts:

EVE Rwn NC M OMENT


l e vel: 3
Action: Active
M~inte n~nce: Ye~
Desc ript io n : Through <old manipulation, psy<hics can create a low
temperature area within which any body in Il1(ltion, except for his OWI\. Is
imll1(lbilired - unless It passes the required PhR Check. If a character f ails
the Check by 1l1(lr"e than 40 points. he is completely frozen and subject to
full Paralysis. A Failure of less than 40 points inflicts an All Action Penalty
equal to the Failure IcIIeI.
Penalties last for as long as the Power is Maintained. Characters are not
entitled 10 new Re$istance rolls while they remain in the area of effe(.t. Even
Indilliduals who pass their PhR Check must repeat the Check eYery 5 lurns
while in the area of effe(.t. All individuals within the area will be affected
equally without the need of Ps)":hic Projection.
Effects:
Routine
~ve 16
40
Eas",;;.-_ _
Fati ue 12
..Medilim
a~
120
Difficu lt
fatigue 6
40
~ Dimcult
I\...ligue
40
180
280
320
440

AbSUrO~~~~~i'12~0~P~hIR~L~1S~_'~~~'t~id~;"~'~

Alm<t ImpQJslble
~o~~ible

Inhuman
Zen

140 PhBI
oot radius
160 PhRL~foot radius
180 P~foot radius
200 PhR/ 300-foot radius

M NOR C OLD
l e ve l: 3
Action: Active
M~inte n~nce : Yes
Descript io n : An amplified version of Create Chill. It permits pS)'Chics
to generate temperatures of an extreme nalure.
Effe cu:

20
40

Routine

Fi.!!gue 4

E~

.0

320

MedIum
DiffH:ult
Very DiffICult
Absurd
All110St Imj!OMibie
Ime?sslble
l nhuman

'40

Zffi

120

140

180
240
280

;:::=F~'~ti,gue 2

Dexterity 01' ~1l9: "'"1


Dexterit 01' ~ili "'" 2
Dex
~ 01' A&ili.ty +3
Dexteri 01' ~~
Dexterit)': Of ~ty +5
Dexteri 01' ~~
Dexteri!j or &ill..tY. ""8
Dexterity or Agility +'0

INCREASE A CROMn CS
l e ve l: 1
Act ion: Active
Maintenance : Yes
Desc riptio n: The ps)":hlc can perform slunning acrobatic tricks
and somersaults of almost Supernatu ral proportions. To this effect, a
certain bonus Is added to the Acrobatics Abi lity. In some cases. a ps)":hic's
Acrobatics Ability can reach 10 Inhuman or even Zen leYeis.
Effects:

20
40

.0
120

140

180
2'0

Routine
Eas
H lum
Dlmcult
Very Diftkult

Fatigue 2
+10 Acrobatics
+20 Acrobatics
+40 A<:robatic~
+80 A<:robatics

Almost Impossible

_-=:'~1~2~0~"'-~~lb~'~"~~~~~"~h~"~m~'~~~;~~

AbsurO

280

Im~ble

320

loh\lman
Zen

440

...
Acrobatics InhumilOi~
+220 Acrobatics Inhumanl
+29 Acro ~ e n
... 320 Acrobatics / Zen

INCREA5E 5TRENGrn
Act io n: Active
M~inten~nce: Yes
Le ve l: 1
D e$crlption: This F'tIweI- increases the psychic's Strength. Progression
is CUI In half once the In~ased Characteristic has gone be)'ond 10. In
other worOs, two added points are ne<:essary to Increase' point past that
number.

Effects:
20
40
60 Intensities

PHYSICAL INCREASE
This Discipline endows ps)":hics with a complete dominion of their
body and Ihe cells whldl comprise It. In this way. they control every inch
of their anatomy. Powers can be applied to the same individua l only once.
There are no modlflers for this Discipline.

INCREASE JUMP ARILl1Y


Action: Active
Maintenance: Yes
l e ve l: 1
D e sc ripti o n : The psychic can jump extraorOinarily high. The ps)'Chic
adds a variabJe bonu~ to his Jump Ability (in some caSes reaching to Inhuman
01' Zen leYels). depending on his success in activating this Power.
Effe cts:

80

120
140

180
280
320
440
240

fati~4

fatigue 2

__~S~"'"
='&!!! ' 1

MedIum
Difficult

very

ull

Absurd
_ Almost Impossible
_ ~IT.im,E'OMible
nbuman
Zoo

Strength +2
Strength +3
Stren~

Strength +S
_ _..;S,,'~=ngth +6
Strength +8
Strength +10

INHVMANIT"Y
Ac tion: Active
M~intenance: Yes
l e ve l: 1
De$ cription: With this Power. ps)":hics can reach Inhuman DiffICulty
levels when performing physical actions. In addition. Inhumanity impn:Nes
all Ath letics Secondary Abilities by applying bonuses to the corresponding
rolls.
Effecu:

20
40

"

120
110

180
240
280
3lD

INCREA5E A SILl1Y
Le vel: 1
Ac tion: Active
Maintenance: Yes
D e$cripti o n: This Power enh ances a psychic's Dexterity or Agility.
If the ps)":hk ChOO5eS Agility. on ly the Characteristic score increa~s:
Movement Value does not increase. Progression is cut in half o nce the
Increa~d Characteristic reaches 10. In other words. two added po ints are
necessary to Incrt!ase one poi nt past that number.

Routine

440

Routine
a~e4
E
fatigue 2
ium
nhwn~-,.-:-:.,.
OifflC\llt
Inhumanity../.: + $ to Athletics Abilities
Very Difrl(ult
InhurT!!OOY.
10 to
tics
i ities
Inhuman'
+20 to Athletks Abilities
AbsurO
Alm~t Impossible
-t
to AthIetia
Zen +40 to Athletics Abilities
I~sible
Inhuman
to AlhIetic5 Abilities
Zen / +80 to Athletics Abilities
Z"

INCREASE M OnON
l e ve l: 1
Ac tion: Active
Maintenance: Yes
Description: Psychics can move at much higher speeds than usual,
increasing their movement Value. Progression wi ll be cut in half once their
Movement Value reaches 10.

20
40
80
120
140
180
240
260

-,

Ro\Jtine

Difficult

l2Q

atii\le 2

capabilities. In gaming terms. It adds points to a psychic's Perception.


Progression will be cut in half if the Characte!ristic exceeds 10.
Effeca:

MoYement Value +3

m~ble

440

Description: This Power enhances a character's perceptive

MOYeIT1cnt Value -r

OifflWl

Ma inte nance: Yes

Fatigue 4

Movement Value -+1

Absurd

PERCEPTION lNCP.EASE
Level: 2
Action: Active

M""emenlVM +1
+S
MO'Yement Value .,.6

Imp-ossible

Movement Value

Inhwnan
Zoo

Movement Value +8

INCREASE REAcnON
Action; Acti..-e
Level: 2

Mainte nance : Yes

Description: By increasing their reaction speed and en hancing their


senses. thi$ ability allows llS)'I:hks to jump ahead of nOf"mal people when
responding to events. Reaction Increase provides a spe<ial Initiative bonus

for the next tum.


Effects:

20
40
80
'20
140
180
240
280

INCREASE ENDVRANCE
Rovtine

a~ue8

Eao/.

Fatigue 4

Fatigue 2

MIium
Difficult

AI

+20
f.40
+60
+80

"""',
A"""'

"""

Im~~ble

I~ble

32Q

Inhuman

440

Zoo

to Initiative
to Initiative
\0 Initiative
to Initiative

Leve l: 2
Action: Passive
Ma in tenance: Yes
D esc ription: The! psychic Is able to strengthen his body resistance
b)' controlling his own cells. In this way. he can absorb damage and receive
Impa<ts without suffering the consequences. This Power increases a
character's Pt1R as determined by the suc;cess achieved in activating it (see
the Effects Table).
Effeca:

....

"'120 to Initiative
+160 to InitiatIVe
+200 to Initiative

Fati ue 4

+10 to PhR
+40 to PhR

240
280
320
440

~Ph

+120 to PhR
+160 to PhR
+200 to PhR

REGENERATION
Level: 2
Action: Active
Maintenance: Yes
D esc ript io n : By controlling their bodies on a very primary level.
psychics can increase their healing rate. This Power increases a character's
Regeneration level - although it can not increase it past 18.
Effects:

20

Difficult

180

440
FAnGUE EUMINAnON
Leve l: 3
Action: Active
Mainte nance: No
Description: By using energy from their Psychic Matrix , character!i
can unload physical exhaustion. restoring some of their lost Fatigue Points.
Fatigue Points lost due to fail ing In the use of Psychic Powrs can no! be
restored with th is power.

==o-_

Effects~'_ _

20
40
80
120

HO
180
240
280

3
Lemutes

440

Routine

TOTAL JNC~EASE
Leyel: 3
Maintenance: Yes
A c tion: Active
D esc ription: Characters can increase all of their Physical
Characteristic;s at once. This Power pn:Mdes a bonlls to Strength. Dexterity.
Agility. ConstltlltiO<"!. and also ~rception. The effects of this Power will add
lip with those of any other Inc rea$(! kept active by the character. Progression
will be Cllt In half once their Char.tCteristics reaches 10.
Effects:
20
Routine
fati~ 16
'10
Ea'ry'
Fatigue 12
80
Medilim
F~ue 8
120
Dimwit
Fatiglle 6
1'10
Very Dimcllit
Fatigue 4
180
Ab$lIrd.
~kal Characteristics +1
240
Almon Impo5Slble
PhysICal Charactenstks +2
280
ImpoSSible
Physical Characteristic;; +4
320
Inhllman
~ CharacterIstics +6
440
Zen
Phys ical Characteristics +8
JMWE
Leye l: 3
Action: Active
Maintenance: Yes
D escription: This Power allows the psychiC to lise abilities from this
Discipline on other characters. Imblled Powers cannot have an activation
Dinculty higher than the one Indicated on the Effects Table below.
Effects:

20
40
80
120
140
180
240

Rolltlne

E""

Medium
Dimclltl
Very DifflClilt
Absurd
Almost Impossible

280

~sible

320

- - fnhllman

440

Fatigue 16
Fatigue 12
FMiglie 8
Fatigue 6
Fa~4

Ve

DifflCult-ievel Powers

Absurd-level Powers
Almost Im~sible-<evel Powers
Imp'osslbie-level Powers
Inhuman-leYel Powers

Zoo

ENERGY
This DiSCIpline allows psychics to use their Powers to generate pure
energy and. to a lesser extent. innuence Heat. Cold and Electricity. There
are no modifiers for thiS discipline.
EN ERGY ORJ ECT C~EAnON
Leyel: 1
Maintenance: Yes
Action: Active
Description: This Power creates one simple materia l object. such as
a sword. shaping it ou t of sheer energy. The material is Energy based and
has Resistance 2S. If a character creates a weapon. It has a Sase Damage
between 80 and 120 (depending on si~). and a natural speed of 10. Since il
Is pure energy. It does not use th e characters Strength bonus. but It altacks
on the Electricity AT.
Effects:

20
40
80
120
140
180
14

""l10

440

Routine

,,'
",

E:l!;;
Mo m

fatigue 2

DiffICult
DiffICult
Absurd
Almost r~ble

3 cubk feet
S cubic feet
10 cubk feet
15 cubic feet
60 cubic feet
100 cubiC feet
200 cubic. feet

~ible
rihvm~

Zoo

EN ERGY D ISCHA RGE


LeYe l: 1
Action: Active
Maintenance: No
Description: Energy Discharge allows characters to use their Psychic
Proje<tioo fo..- performing attacks. This Power uses the Ele<trkity Attack
Table with a Sase Damage that varies according to characterOsSlKceSS at
activating it (as detailed on the Effe<ts Table belOW). If a character SIKCeedS
at an Impossible or higher level activation . Energy Discharge can ev<!n
damage immaterial beings. This attack. Is perfect ly visible - even 10 those
who can not see P~y<:h lc Matrices.

Effects:

20

Routine

40

E..."

80
120
140
180
240
280

lID

440

Fatigue
Fatigue 2

Medium
fati~l
Damage 50
Diflkult
Very Dimwit
~70
Ab$urd
Damage 100
Almost IffiP.Ossibie
,.,120
Damage 1'10 affects immaterial ~
Impossible.
Inhuman
1
mmateriaI ~
Damage 220jtt affe<;ts immaterial beings
Z~

C REATE ENE~GY
Leyel: 1
Action: Active
Maintenance: Yes
Description: This f'owe<" creates Energy Intensities <"X arouses an existing
source to equal proportions. Any type of energy may be created. from bonfll"CS
to ligtltnlng. p!"O>'idcd that they do not have a Supernatural origin.
Effects:

20
40
80
120
140
180

240
280

320

Routine

E!!y
Medium
Diffi~ult

Very Dlfflcult
Absurd
Almost Imp05Sible
Impossible
Inhuman -

440

_ _~f",a!}g!!e 2
Fatigue 1
1 Ifltensi!),
3 Intensities
S IntenSities
7 IntenSities
10 Intensjties
13 IntenSitieS
1 Inlensities
20 Intensities

EN E~GY SH IELD
Leye l: 1
Action: f'lIsslve
Maintenance: Yes
D escription: This Power creates a shield of energy that protects the
psychIC from an scm of attacks - including those of a Supernatural origin.
Unlike othCf" Powe~. Energy Shield works on the Silme Ute Points with
whkh It was created instead of using the psychic.s natural Maintenance.
However. once created. it loses 5 Life Points per tum until it ~aches an
amount that the psychic can Maintain naturally.
Effects:

20
40
80
120

240

Routine
Easy
Medium
Difficult
Very Difficult
Absurd
Almost TmpOSSible

280

Im~05Slbl e

320

In.human

440

Zoo

,,<>

180

fatigue 6
Fatigue 4
Fatigue 2
300 life Points
500 Li(e Points
800 Life Points
1000 Life Points
1400 Life Points
2000 Life Points
3000 Life Points

S ENSE ENE~GY
Leyel: 1
Action: Active
Maintenance: Yes
Description: The character can dete<:t the energy around him.
including the Intensity and nature of the source - unless il is hidden in rome
way. This ab1lity does not call fOr Ps)'Chic Proje<tion; it will automaticaJly
affect all panies within its area of action.
Effects:

20
40
80
120
>40
180
240

280
320
440

Routine

f.

Enr

Fati~ 1

t1cQium
DimWit
Very DiffICult
At..""
Almost Impossible
ImpoSSible
Inhuman

.ra.dius
150-foot radius

Zoo

lOO-foo
800-foot radius
I,
foot radius
l-mi!e radius
5-mi!e radius
6Cknile radius

Effects:

level: 2
Action: Active
Maintenance: No
Description: This Powet' allows a psychk to tratlsfer sevel1lllnten5il~

of a partkular Energy Type to another type of Energy. For example. a


character using Modify Nature might tum Fire lnlO Electric.ity or Ice. A living
being. or anything with a Presence of its own, can <M>id the effe<ts of this
lWeI'" by making a succ("$sful PtlR Check (as detailed in the Effects Table).

Effects:

20

Routine

.0

F~

Eu

80

Me !Urn

12()

Difficult

_ _..""tigue 6
~~4

fatigue 2
6 Intensities
8 Intensities

14,O( -_-,,,,CD' Dlft'lcull


180

Absurd
Almost Impossible

280
320
440

I~sslble

hmuman

ZM

12
16
20
2S

100 PhR
120 PhR

Inten$/tleS
R
Inu:nsilies 160 PtlR
Intensfties 180 PhR
Intensities /220 PhR

UNDO ENERGY
Level: 2
Action: Act iye
Mainte nance: No
Description: This Power decreases the Intcnsfty levelof energy - eJ:cpt
for those of a Supernatural origin. When used against an Energy-based
being of any kind. It will cause 5 points of damage for every Intensity level
decreased - unless the creature succeeds at a Physical Resistance Check with
a target difficulty b<Ued upon the psychic's success at activating Undo Energy
(as detailed on the Effec.ts Table below). Note that creatures with Damage
Resistal1ce will suffer 25 points of damage for e-lery Intensity level decrease.
Effects:

20
.0

Routine

80

~e6

Fatigue
fati ue
-1 Intensi
-3 Intensities
-5 Intensities

180

Medium
DiffICult
Vel): Difficult
Absurd

240

A'moRI~bIe

280
320
440

ImJl:O$$ible
Inhuman

120
140

Inten~ties.

4
2
100 PhR

120
140 "'"
Ph"

"" "'.

-12 Intell$ities 180 PhR


-18 IntensitIeS 200 Ph"
-24 Intensities / 240 PhR

Zoo

IMMUNITY
L evel: 2
Action: Passive
Mainte nance : Yes
D escription: The psychic, o r whoever he designates. becomes
immune to scverallntensltles of a specific Energy Type. This is a single-type
Imm unity, which means that a character choosing immunity to Elearicity
will stili be affected by Cold and Heal. Characters can reduce the Base
Damage of an attack by 5 points for every IntenSity level of their immunity.
They also receive +5 to their ReslSlance Checks against effects from thC5e
attaCks for every Intensity level of th eir Immunity.
Effects:
20

RoJ.Jtlne

40
80

Medum
DiffICult
Very Dffleult
Absurd

120

140
180
240
280

AI

40
80
120

140
180
240
280
320
440

Fa~ue 6
Fatigue 4

utlne

20

Eu
M

ium
Dlffleult
Very Dlffleult
Absurd
Almost Impouible
Imt/:ssible
yman

In

ZM

""'~2
4 Intensities 80 PhR
6 IntCl1si
Ph"
8 IntCl1sities 120 PhR
12 Inler'lsltle$
Ph.
16 lnten~ties 160 PhR
20 Intensitie$
25 Intensities / 220 PhR

"'.

EN ERGY DOME
Level: 3
Action: Active
Maintenance: No
Description; The psychic is ~ble to generate an energy dome thai
will destroy anything that comes 11$ way. The attack will affect a wide area
withlrl which no targets carl be se1e<ted. The attack uses the Ele.::tricity
AT; its damage varies depending on the psychic's s\lCcess irl activatirlg the
f>oy,ter (as detailed on the Effe<ls Table). Note that the Energy Dome can
become so pure that It damages Immateria l beings. This atta,k is perfectly
visible - even to those who can not see Psychic Matrices.
Effects:
fatigue 16, _ _ _
20
Routine
~_

40
80
120
140
240
280

Easy
Medium
Difficult
Very Diffleult
Absurd
Almost Impossible
1m
sible

320

Inhuman

180

440

_ _~FF."ti~gue 12
Fatigue 8
fatigue 6

~.

Dama~ 8o-foot radius

Damage 120 L 1SO-foot radius


Damage 140 300-foot radius
Damage 160 65().(oot radius
It can darr"@ge immaterial bein~
Damage 200 / 1,500-foot radiUS
It can damage immaterial beings

M AJOR ENERGY
Level: 3
Action: Active
Maintenance: Yes
Description: An amplified ven;lon of Create Energy. Major Energy Is
capable of pl"OYOking much more devastating effects.

Effects:

20
.0
80
120
140
180
240
280

Routine

fati~1JJ

E~
Medium

Fatigue 16
_ _ _-;F!:
a~ue 12
Fatigue 8

_ _""1h;c~ue 6

320

Inhuman

440

Zoo

Fatigue 4
25 Intensities
35 Intensities
45 Intertsities
55 Irttensilies

SENTIENCE

Fatigue 4
Fa,!!gue 2
10 Intensities

Im~bIe

20

320

Inhuman

30 Intensities

440

Zm

40 Intensities

Inten~ties

C ONTROL ENERGY
Level: 2
Action: Active
Maintenance: Yes
Description: This I'I;.wer allows the psychic full control of several
Cold. Heat or Electricity Intensities. A character is free to manipulate and
manage these Intensities as he want - although his Psychic Projection will
be reduced by half i1$ value if he employs them offensively. A live being, or
anything with a Presence of 11$ own, can a-.oid the effects of this Power by
making a s\ICces$ful PhR Check (as detailed in the Effe.::1$ Table).

This Discipline allow$ the psychic 10 pen::eive and control other


people's ~Iings and senses. As is the case with Telepathy. it has no effe.::t
upon mindless beings, such as golems or simllar creatures. Unlike with
other Disciplines. no Psychic Projection 15 required for settiflg the target
(the che.::k is still needed to determine the range of the Power). but if the
Psyc;hic is not able to obtain a minimum of 10'lI0 damage Of! the Combat
Table, the affe.::ted target can add +60 to his PsR roll.
Modifier: I's)dlics in physical contact with a subject against which they are
using their Sentience Powers mar add a +20 bonus to their l's)d1ic Fbtential.

SENSE FEElfNG5
L evel: 1
Action: Active
Maintenance: Yes
De scription: The psychic can sense an ir.dividual's feelings at a particular
moment. Resisting this I'I;.wer requires the target to pass an PsR Check with
a variable target that depends upon the psychlc 's success at activatirlg the
Power (as detailed In the Effe.::1$ Table). The victim is entitled to a new Che.::k
e-lery 5 t urns on ly if he suspec1$ that he Is a victim of this Power.

Effects:
20
40

Effects:

Routine

M
Difncuk
Very Difficult
Absurd
tlmpossible
1m
"ble
Inhuman

Zoo

i!!lgue2
falue 1

""

120 ""

140""
160 ""

180 I'>R

200 " .

220 PsR
240 P5R

INTENSIfY FEELINGS
Level: 1
Action: Active
Maintenance: Yes
Des cription: This Power intensifies an individual'sdominant feelirlg or
mood at a spe<ific lime, Bear in mind that this Power does not accentuate
previously non-exlstent feelings. One might, for Im tance, drive an angry
person mad with wrath , or have a Qd person sink fast irlto deprcssiol1.
Characters w ishing to resist this Power must pass an PsR Check (as detailed
in the Effects Table). They arc e ntitled to a new Check every 5 turns o nly if
they suspect that th ey have beerl subject to IntenSify Fee lings.

Routine

<0
.0

'''l

120

Medium
Difficult

1<0

~DifrKutt

180

Absurd
Almost Impossible

2<.

280
320

H.

~ible

Inhuman

Zoo

fatigue 2
fatigue 1
100 PsR
120 ""

140 ""
160 ""

180 ""
200 " .
220 ""
240 PsR

D rner FEELINGS
Leve l: 1
Action: Active
Maintenance: Yes
D e sc ription : This Power detects a specific feeling in any subject within
Its area of effect, For Instance, If the psychic Is seeking to detect anger, the
sea rch would turn up angry Individuals within the area of influence. The
affected party may resist by passi ng an PsR Check again st a target difficulty
that varies with the psychic's success in activati ng the Powe r (as detailed
in the Effects Table). All individuals within the area will be affected equally
witho ut the need of Psychic Projection.

'M

'0
80
120
140
180
2<0
280

Fatigue 1

Medium
Difflcull
fficult

60 PhA.
100 PhR
120 PhR.
140 PhR

AI""",
I~csibie

""

30<00,

......

1SO-foot radius

800-l'oot radius

1 soo.foot radius

160 PhR

Almost ImPQsslble

Fa~2

Routine

160 PhR

l.-mile radius

In uman

200 PhI\ 5-miIe radius

Zoo

220 PhR / 6O-mlle radius

CONNECT SENSES
Leve l: 1
A ctio n: Acli>le
Mai nte n a n ce : Yes
D escr ipt io n : This Power links the psychic 's senses with t hose of
another individual, and vice versa, granting them both access to w hat each
of them hears and :leeS, It is the exclusive prerogative of t he psychic to
deny access to his ow-n senses, Characters who pass an PsR Check with
a va riable target d iffic ulty (as detailed in the Effects Table) successfully
resist t his ability and dC<1y the psychic access to t heir senses, If a character
affe<ted by Cont ro l Senses suspts that he is under the influence o f th e
Power, he can make a new PsA. Check every 5 turns, Maximum dista nce
between t he tv.Q connected bodies Is determined by th e psych ic' s success
in aCl iVill ing t he Power,
Effects:
fatigue 2
fatigue 1

20
Routine
40
Eas
80
Me um
120
Oifflcult
...~14~0!-_ Very Dlmcult
Absurd
180

240

Almost I~bk:

280
320
440

Im.ESsible
Inhuman
Zen

60 PsR 3O-fool radiUS


60?sR 300-fool radius
100 ?sR 1 SOO-fool radius
120?sA. l .-mile radius
t4 PsR. 5-mi1e r.dius
16O?sA. 6O-mile radius
160
6OO-m11e radius
200 PsR / Any distance

PRO)ECT SENSES
Le ve l: 2
A c t io n : Acllve
Ma intenan ce: Yes
D esc ript io n: Psychics are capable of projecting their senses at a
distance, Once they do, they cat! use their Secondary ~~ept;ve Abilities as
If they were really stand lrlg in that plac;e, The psychic's presence w ill Orlly be
deteaed by those Individuals able to sense Psychic Matrices, The Power can
rlot get through against energy barriers and magically protected areas.
Effects:

20
.0
80
120
140
180
40
280
320
0

fa~ue

8
fatigue 6
fa!i&ue 4
f atigue 2
1.-mile radius
5-mile radi us
3Q.mi1e radi~
6Q-mile radius

Routine

'M,

Medium
Oifflcult
Very Difficult
Absurd
Almost l~osSible
1m ssible

""-,

0="

Zoo

Any distance

ELI MINATE SENSES


Level: 2
A ctio n : Active
Ma inte n a n ce: Yes
D escriptio n : The psychic Is able to temporarily eliminate one of his
victim 's nve senses. One extra :lense may be eliminated for every 20 points
by which the victim fails his PsR Check. Victims will be allowed a new Che<.k
every 5 turns, but they will only recOY'Cr one sense at a time.
Effects:

20

Routirle

Fa~ue 6

40

,~

Fatigue 6

SO

Me(hum
Diff.cult
\1m: lj;tOwlt
Absurd
Almost III!P-2SSiblc
1m osslble
n \Jm~n

Fa~

120
140
180

280
0

Zoo

Fatigue 2
R
120 PsR

160 PsR
220 PsA.

C REATE FEE LINGS


Le ve l: 2
A cti o n : ActIve
Ma inte nance: Yes
D esc r ip t io n : This Power Instills new feelings In arl individual. For
innance, it may cause two people who despise each other to fall in \oYe,
01" two lovers to be repelled by one atIOther. This Power enables psychics
to subject their OPPOrlCrlts to any psychologkal state they desire - such as
fear, SOfT'OW, etc. Th~ wi~lng to resist these effe<ts need to pass arl PsA.
with a variable target Ihal depends upon the psychic 's success at activating
this Power (as detailed In the Efre.:ts Table), If the nature of the feelings
created is radically contrary to the victim's currerlt emotional state, the
target receives a +20 bonus to his PsA. Che<k. Victims suspicious of the
unnatural origlrl of their feelirlgs can make rlew Checks every 5 tur rlS.
Effects:

20

Routine

f~8

'0
00
120
140
180
240
280
320
0

'-"l'

fatigue 4
fau!',!!l; 2
60 PsR

Medium
DlfOcuit
Very Difficult
Absurd
Almost lmf!OSSible

100
120 PsR
140 PsA.
160 PsR
180 PsR
200 P,R

~$sible

Inhuman

Zoo

INFVSE FEELI NGS


Le ve l: 2
Action: Active
Maintenance: Yes
Descriptio n: This Power will Irl(use an object or place with a stror'lg
feeling that automatically affe<ts all individuals in contact with it. f or instlnCe.
an angcr.Jnfused swan:! would incite Immense rage in anyone who touched
it. If a place is Infused, the total area that a character can affect with Infuse
Feelings depends upon his success in activating this fbwer (as detailed in the
Effects Table). Characters wishing to resist win need to pass an PsA. Check with
the appropriate target diffICUlty. Victims who become suspicious that their
feelings are befllg manipulated by unnalUrai means can make new rolls every 5
rums. The psychic dod not need 10 use his Psychic Projection. All it taI<es is his
presence in the spedfk place or ph)'slcaI contact with the object. Effects vanish
immediately 0UUide the area or when contact with the object is interrtJpted.
Effecu:
Ro
~o""~""------~
",","8
.0
Eas
Fatigue 6
Med!um
F a tigue",-1
~_ _ ___
80

_____

'"

120
140
180
240
280
320
0

Dirncult
Very Difficult
Abs urd
Almost ImpOSSible
Impossible
Inhuman
Zen

Fatigue 2

100 PsR L lS-foot area.


120 PsR 30-foot area
140 PsR SO-foot area.
160 PsR 150-(oot area
160 PsRZ 6().fool area
220 Ps A. / l,5O().foot area

DESTROY FEELINGS
Le ve l: 3
A c tion : Active
Ma inte nanc e : No
Des criptio n : The psychic Is able to eliminat e unwanted feelings in
any given individual. In order to use this Power, it is ne<essary t o speci fy
the exact feeling and lderltify whether it is of a general nat ure or associated
with a particular element. Characters wishirlg to resist this Power rlced to
pass an PsR Check at the required Difficulty. Deeply roo ted emOOOrlS may
gi>le the n!sisting charactCf a +20 bonus to his COc<k. The psychic can erase
one extra fcellog for every 20 points by which the victim Fails the PsR, If the
victim fails the Check by mOn! than 60 points. the p5)'dlic could er.LSe an
feelings altogether from the victim's mind, turning him into a vegetable.
Effects;

20

.0
SO
120
1<10
180
2<0
280
320
440

Routirle

'M
H<

om
DiffICu lt

,.

,. ..,.

Fatigue 12
Fatigue 6

~Di(~u!t

Absurd
Almos! Impoible
Impossible
Inhuman

Zoo

120 PsR

160 Ps R
180 !'sA.
200 PsR

Effe cts:

A'EA
Action: A<:tive
Maintenance: Ye~
D escription: Th is Power works like the Area Power in the Telepathy
Discipline, except that it affe<:l'I only Sentience Discipline Powers In this
way. all Sentience Powers used while Area is active will affed any individual
w ithin the Indicated radius.
Effects:
Routine
20
Fa~16
;0
Fat" ue 12
E'~
Leve l: 3

80
120

""

180
240
280
320
440

F3~8

Medium
Difficult
Absurd

Fatigue .;
3O-foot radiuS
3QO-foot radius

Almost~ble

l-m"e radius

Impossible

S-mile radius
6O-mile radius

Difft<ult

Inhuman
Zoo

1.SOO-mile radius

TELEMETRY
Teh:mctry Is the menIal ability of sensing psych ic residue present In an
environment. All Psychic Matrices leave certain energy behind, depending
on their mood and thoughts. Characters mastering th is Discip line are able

to notice such residues and sense the

p<nt.

Modifier. Psychics in p~iul contact with the obje<:! they are applying
Telemetric Powers to may add a -+10 bonus to their Psychic Potential.

SENSE RESIDVES
Acti o n : Active
Maintenance : Yes
Le ve l: 1
D escript io n : The psychic senses environmental residues of Intense
feelings emilled long ago. These feelings need to have been strong ones - such
3$ a great passion 0(' Interl5e fear - in ordel"' for him to pen::eive them.
Effe cts:

20
40
80
120

EMl
M@dium
DiffICult

Fatigye: 1
OneHOI.Ir
SixHoors
One 0

~O

~Oimcult

nm~

180
2;0
280
320
440

Absurd
Almost Impossible
ImpoSSible
Inhuman

One Meek
One Month
One Year

Routine

Z,o

.""

One Centu ry

READ TH E PAST
Le ve l: 2
Action: Active
Maintenance: No
De scription: This Power enables the psychic to read the history of a
specific object or place. Absolutely all ~nlS that have taken place within
the time span of the Power can be read.
Effects:
l\ouUne

40

8.
120
110

E"
,,~

DiffICult
Dlffkult

20
40
80
120
~o

180
240

280
320
440

Routine

Fatigue 6.

EM

Fatigue"
Fatigue 2
One Day 80 "'"
Co, ""'" 100 PsR
One Month 120 Pl;R

Medium
DiffICult
Dimwit
Absurd
Almost ImposSible
Impossible
Inhuman
Z~

""" y=

140 "'"

Ten Year..
160 "'"
FiID' ~ars 180 PsR
All of his life / 200 PsR

SEE IN H ISTORY
Acti o n : Active
Ma intenance: Yes
Le ve l: 3
D e scriptio n : This Power allCl'WS psychics to proje their senses Into
the past in a manner such that they tan witness any event that might have
happened at the place where they are executing the Power. The number
of years a psychiC can go back is determined by his success in activating the
Power (as detailed In the Effects Table).
Effects:

20
40
80
120
~O

180
240
280
320
440

Routine

atlgue 16
Fatigue 12
Fatigue 8

E~

Me lum
Difficult
Yet Difficult
Absurd

F~ue 6

Fatigue oj
One Year

Almos~ible

ssible
nhuman

1m

Z~

Ten Years
One Centu
One Mi!lenniiim
Any Amount of Time

MATRIX POWERS
In addition to the mental abilities we have seen. there are bur generic
Powers to which all psychics have equal 3U:CS5. They do not belong to any
Discipline. wflich means they can be obtained by investing only 1 PP. or
simply by spending one temporarily for limited access.
These Powers are not organized into levels.

SENSE M ATP.ICES
Leve l: N/ A
Action: Active
Maintenance: Yes
D escripti o n : The psychic Is able to sense the use of Powers and notice
troe Presence of Individuals w~ share this abi lity. In this way. characters
"see" the energy of the matrices. Therefore, they suffer no Blindness
penalty against Invisible Psychic Abilities. For innance, anyone reaching a
Medlum~evel Difficulty will be ab le to sense active PsychiC Matrices and
detect latent Powers In people. all within an 8-foot area.
Effe cts:

,,

20

Ro utine

40

E'~

-.f!...tjgu
Fatigue 6

80

Medium

120

Difficult

150 feet
Recognile the Power in use.

140

Very: Olff'ocult

300 . .,

Fatigue 2

180
2;0
H V"''oAN E RVDITION
Leve l: 2
Action: Active
Ma intenance: No
Description: This Power endaNS the psychic with the ability of
analyzing an Individual's past in the allempt of d&a.<ering actions he
may have taken. The psychic may look for a specifoc action on the part of
the target. Of' he may ~k to nnd out what his actions were in a spe<iHc
opportunity. He could, for instance. find out if Oil certain individual has
committed murder. or learn exactly what the character was doing one
week from then. Resisting this Power requires the victim to pass an Pl;R
Check agalnn the required target (as detailed in the Effects Table).

280
320
440

30 feet

See active Ps hic Matrixes


De\ect latent Powers in ~

800 feet / CharactCf"S can notice


which Disciplincs a Psychic has
affinity with
1.500 feet / Characters are able to
Almost ImposSible
me.<I5UI"e another ~k.s PoLelltial.
1 mile / Characters detect another
Impossible
7S)'Chic'S free PP left
5 milcs "Characters IlOtice another
Inhuman

AI",,,.

Z~

"

60 miles

DESTROY MATRICES
Level; N/A
Action; Passive
Maintenance: Yes
Des cription: This ability will destrD)" active ?sychic Powers - pl'O'Jided
they are not of a hlgroer DIfficulty than the Effects Table Ind icates.

LINK MATRICES

20
40
80
120
140

lID

Routine
Easy
Medium
Diffocult
Very Difficult
Absurd
Almost Impo~ible
Impossible
Inhuman

440

Z~

180

240

280

Fatigue 6
Fatigue 4
Fatigue 2
Medium4eve1 Powers
DiWolit-levei Powers
Very Difficult-level Powers
Absurd-level f'owef;
Almon Impo~ible-level Power5
ImP:Q!>SIbie-leve1 Powers
Inhuman-level Powers

H IDE M ATRICES
A cti o n : PasSIVe
Ma inte na n ce : Yes
Level: Nj A
D escri p t io n : thiS Power hides the psychk's mental abilities from
the Sense Matrites Power. Hide Matrices decreases the results for Sense
Matrices by as many degrees of DiWculty as indkated on the Effe.::ts Table. If
an ad~ersary's Potential for Sense Matrices falls below the base re<juirement
(th at Is, Easy). the psychlc's Powers of the character remain unnotic:ed.
The Sense Matric:es Power Is on ly anulled agaisnt the Psychit using Hide
Matrices. It stil l works normally against other targets.
Effects:
Routine
Fatigue 2
20
Fatigue 1
40
Ea9'
Medium
-2 Difficult): Degrees
80
Dlffkult
3 Difflcu!!y Degrees
120
-4 Difficulty Degrees
140
Very Difficult
5 Diffoculty Degrees
Absurd
180
AllT\QsllmPQWble
240
6 Difficulty ~rees
.] Diffic~ Degrees
Im[KIssible
280
320
Irlhumat"l
..a DI~ Qw"ees
-9 Dlffkulty Degrees
440
Zoo

Level: NjA
A cti on: Active
Mai n te nan ce: Yes
D esc ript io n : This Power eMbles the psychic to conne.::t the minds
of several other psychic indMduals \0 his own. In thiS ~. one of the
c:onnected membe .... Is able to add the Willpower bonu5es of others to his
OWrl Psychic Potential. Only one character can use his Ps)'l:hk Abilities while
linked, since tOe otlle .... are merely enhandng the Potential of one person.
Conrlected charxters must uS(! their Powers to this effect ...:Iluntarily. The
number 01 indMduals admitted to the link is determined by a character's
success in activating this Power (as detailed in the Effects Table below).
Effects:

20
40
80
120
140
180
240
280
320
440

Routine
E~
Mcillum
Dlffocult
Very Difficult
Absurd
Almost Impossible
Im"posslble
Inhuman

Zoo

Fatl&Y! 6
Fatigue 4

2 Indi~iduals
llndMduals
4 Ind ivid ua ls
6 Indi~id\lals

Indi~idua ls

10 Individuals
20 Ind iVidua ls

For example, Paz:usu Is using this Power on a Very Di(f"jc:ult-leveL

'in'1 his minq is connecteq to two other psychics with Wdlpov-.'er


SCOi'd of 10 ,II1q11 respectively. If they both qeciqe to use their
C1Pild ties to Inc:rease Pawsu's Power, he will ~qq a +35 bonus to his
Potential. since his companiorJs' bonuses are +15 and. "20.

PSYCHIC CRYSTALS
Senient minds aren't the only things that can create and harness
p5)'1:hic: matric:e~' energies;. Thef-e are some kioos of matter whose
substance is able to synchronize with tOe matrices' energy, and act as
their re<epto .... and ampliflcators. These objects, usually called Ps)'l:hK
Crystals. have rlO concrete size or shape and, sometimes they CV(!n don't
look like crystals at all. However. all of them share a characteristic they
irlcrement tOe p~hk abilities of those who are ill contact with the
Crystal.
Two are the factors that Influence the quality of this illusual artifacts:
their si;re, and theIr wt. Size Is probably the most Important: the bigger
the Crystal. the better it will channel and ampl ify his owner's energies.
The most c:ommon Crystals have a si~e similar \0 th at of a (Oin. but
o th ers are much bigger.
The Crystal's cut c:an be as fundamental as its s i~e. If a Crystal Is
better prepared to re~nate with Psychic Matrices. then it will be able to
ampl ify more the powers of Its users .
Depending on Its si ~e and CUI, a Psychic: Crysta l grants a bonus
between +5 and +30 to the f's)'l:hlC Potential of its user. To get the
bonus. the character must be in physkal contacl with the Crystal. A
character can use tOe bonus of only one Crystal at a time. AI~, some
Crystals are orlly able to synchronize with the Matrkes at certain levels;
in these cases, the Crystal gives Its bonus only to the Powers of certain
DiSCiplines. For example. a Telemetric: Crystal will only grant a bonus to
use f'owef1; from the Telemetry Oisciplme.
Using a Psychk Crystal has risk.s, espe<ially when one falls into the
hands of an Inexperienc:ed psychic. Not everyone is ready to control
his mental powe .... through these artifa<:ts, and sometimes there is the
possibility that the e rlcrgy they gener.lte
escape control. Every +5
Psychic: Potential that a crystal grants Increases any Fatigue effect by one
caused by failing to use a Power. For example, if a psychk Obtained a
< 15 Crystal and trted to use It to ac:tivate Energy Shield but then only
managed to achieve 78 on his Chei:k, he would lose fIVe Fatigue pOints
irlstead of the usual twO.

wi.

<C~

1L4J.

StAtES And

AccidEn....::;..tS~_

6e~ ~...

,..."", l'" .. ~. "f

Combat

in t4

-'""1

not the only danger characters may facc in the cou rse

of their adventures. They wil l often have 10 deal with more ordirlary
problems - such as diseases , poisons, or falls. This reetion aims to des<ribe
the consequences and the rules that apply in each case,

ACCIDENTS
Accidents can happen to anyone for the most diverse number of
reasons; they always resulting in a negatlVe outcome,

Falls
Falling from great heights Is often dangerous. There are many reasons
why a character might end up fa lling during a game session - such as
fail ing a Climb Check or jumping from great heights. In orde r to assess the
consequen(es. a fal ling character must make an Acrobatics Check. Difficulty
is determined by the distance of the fall. as Base Damage is determined by
kinetic force . Both factors are shown In Table 68: Falls.
A fal l basically fu nctions as an attack that a character tries to repe l using
Acrobatics. He may employ his AT against Impact to alleviate the damage.
Provided the GM allQWl;. characters may also use Jump instead of Acrobatics.
increasing the Check Difficu lty by one degree. If the character in question
passes the Check aga inst the required Difficulty. the fall will not bear any
additi onal consequences. If he misses the Check. the number of points by
wh ich he failed the Check becomes the result applied to the Combat Table.
using the fall's Base Damage. If t he landing area is exceptional ly adverse.
such as a pit full of spikes or something along those lines. the GM may raise
the Base Damage from 10 to 40 po in~, or he may substitu te t he primary
Critical with a more ap propriate o ne.
Celia has 60 po ints (n Aoob.lt fcs. She sl(ps o n a roof 60 feet
hig h anq suffers ~ terrible f.:t ll. To avoid deilth, she rolls an A crobatics
Che<:kand she gcts 25. w hich ~dded to her Ab ility amounts to il Final
Res ult
85. Sin ce she had to pass an A bsurd-leve l Difficu lty. the re
is a 95-po in t d ifferen ce between her Fina l Abili ty a nd t he reqUi t ed
Diffi cu lty. Vsi ng the Impact nble ( with an A T 1, since Celia was
w~ring a Padded Suit of arm or), we find she suffers 80 U fe Points
of da m age . sillce the Ba5C Damage fo r a 60 - foot faJlls100. It was a

or

dose",Ii ...

Dlflkulty

5 feet

Easy

- .........

1St...

ModeMe

40

30 feet

D ifficult

60

TABLE

68:

SO","

FAlLS

20

IkryO""","

80

60 feet

Absurd

100

l00,feet

Almost impossible.

120

150 fee t

Impossible

140

Inhuman

160

Lllck Of nir
Several causes. ranging from strangl ing to prolonged underwate r
immersion . can ca use characters to be depri~ed of air and die. The period
of time a particu lar character may hold his breath depends spe<ikally upon
his Constitution. Ch ~racters drawing air and prepa ring to hold their breath
must perform a Co nstitution Check ~ry 10 Combat Turns (that is. every
30 seco nds) in order to resist witho ut complicat ions. Each time they pass
th is Che<k, they must temporarily deduct 1 poi nt from thei r Constit ution
for the next roll. Those characters unable to d raw ai r, or who are simply
unprepared. must app ly a ~3 p<! oalty to the value of the ir Constitution
when roll ing the Check. Characters with t he KI Ability MUse of Necessary
Energy~ o nly need to roll one Check every half hour.
From the moment a character fails the Check. he can no longer hold
his breath and is in desperate need of ai r. From then o n. he will need
to rol l a Ph R Check against a difficulty of 80 every three tums to stay
conscious. Failing the Check will result irl automatic loss of consciousness. If
an unconsc ious character fails another Check. he dies from lack of air.
Even if he manages to pass thiS Check , a cum ulative pena lty of -S will
apply 10 his Resistance on the following roll. If the character draws air again.
these pena lties will fade at a rate of 10 points pef round .

EFFECTS
Characters will often be subject to a Wide variety of Effec~ alo ng
the course of the ir adventures. Most of the time . they will need to pass
Resistance Checks to avoid them : their Vu lnerab ility to Effects will depend
on how successful their rolls are.
It is impossible to enumerate all the various States that characters
might be subject to. The fol lowing list is only an attempt at registering a few
of those most freq uently encou ntered in sesSions. As always. it is up to the
GM to modify and create new ones if the situauon requires .

All Action Pfllllity


The All Action Penalty is undoubtedly the most common adverse
effect in the game. Many reasons could cause these penalues to occur:
Fatigue. spells. Cr itk als. etc. A cha racter who receives a negati\/{! to all his
actions is in a deplorable conditio n. unable to pe rform at the top of his
potential both physically and menta lly. Therefore. these negatives ap ply to
all rol ls that use ldl00, wh ich includes Seco ndary Ability C hecks (Climb,
N otice. etc.) and Primary Ability Checks (Attac k. Defense. Summo ning.
Magical and Psychic Projection. PsychiC Potential. etc.). The o nly except ion
10 this r ule is Initiative calculation. where only half the pe nalty applies. The
characte r' s Resistances are no t affe<:ted eithe r. Furthermore. for every 20
penalty po ints. the character loses one po int from of all his Characteristics
for pur poses o f performing Opposed Checks. A ch aracter 's Moyement
Value and Weight Index wi ll drop one po int for every 20 All Action Penalty
points suffered. as wel l.
In additi on, these pe nalties affect the MA of wizards and Ki Accumulation
of martial masters - even ifnone oflhe Abilities require rolli ng dice for using
t hem. Characters suffer a penalty to thCir MA equivalent to half the tota l All
Action Penalty, ro unding the num ber up . C haracters suffer a de<:rease of
one point In Ki Accumulation for every 20 penalty points inc urred.

All Action Bonus


ThiS is the o pposite of the All Action Penalty. The character receives a
bon us to al l dl00 ro lls for his Secondary and Primary Combat Abi lity Checks.
In the same manner. he receives on e additional point to his Characteristiu;
(for purpose of determining O pposed Characteristic Checks) for every
20 po ints of All Actio n Bo nuses he receives. This effect does not increase
the characters' Supernatural Abilities in any of their aspects. The follow ing
cannot be affected by an Al l Action Bonues: Ki Accumu lation . Magical
Accumulation. Psych iC Potential, Summo ning powers, Movement Value .
and We ight Index.

otller Effects
Effe<ts will not only provide Action penalties or bonuses. This Is a list
of olhc!- common Effects likely to influence characters:
Fear: A character suffering Fear feels \he distressing need to iI\Qid
something or wmeone that he is certain will cause him tembole harm.
Fear imposes an -60 All Action Penalty, except 10.- actiorls related to

escaping from the SOUrtC of the Fear 1beIf. If fear should be caused by
means of a Supernatural Abihty. It lasts one hour bI" every 10 ~t5 of
difference between the Resistance's target number and me dtaraccIer'
roll - unless the Effect il5elf should state otherwisre..
Te rr o r: Although hard to dlrferent~ from ~
this term 1$ u$Cd In III the game to II'M!!)' a
state of anguWl. A terrified character can
control his actions and will be hopelessly bud'
flee from the source of Terror. The chanlcter
capable of facing the cause of his Terror

and

become Parnl)'Zcd if he should .~~:::'= ,::


If a Supernatural Ability causes the
It will Ian for one hour

for'_:~':":~.:",:~~;:

difference between the R

",.

number and the character's roll - unIea


Effe<t itself should st.,tc otherwise.

Situations se<tlon detailed in Cha pter 9 . Irl the turn previous to regalnirlg
his sight, a character affected by Blindness produced by a flam of light WIll
orlly suffer the penalties listed under "Vision Partially Obscured detailed
In Chapter 9. Unless ~plldtly stated otherwise. Blindness will last for 1
nour for every 10 points of difference bet~n the Resistance's target
"umber and the character's roll.
o..m.u: Same as Blindroess. only the affected charattcr will loS('
the abtIIty to hear. Unless explkitly Stated otherwise, deafJlCSS
wlllu!: for 1 hour for every 10 poIrots of difference between the
Reststaroce's ~ ",,",be.- arod the <:haractel"s roll.
..... Same as ~ only the affected <:haracter will
to conwnunca~ through verbal language.
hour for every 10 points of
the P.esIslance's target number and
stated otherwise.
is utterly absorbed irl
I
I
I
lasts.
not tnrNe or perform any ActillC
. ." " . .~ ,. .""'... . ."',,-;( penalty to Passive
M

Pa in: Intense Pain call occur when a ",,~Iii


fails a Resislarn::e check. Such a I'aIIure
an automatic -40 All A.c.tlon Penalty. PaIn
adjustable; the penalty may be doubled or ""..... "'.,
half, depending on the severity.
YVeakness
reduces
an
W ea kn eu:
Individual's physical capabilities. Characun
lose one point in \heir foIJr ba.sic ~
Char.Kteristics - Strength, Dextenty, AfJIIty.
and ConsUiutlon - for every 10 poonu aI
difference between the Che<l(' , target
number and the charao::ter'$ rot. Unte
~plicitly stated otncl'W1se. characters ~
from Weakness pcnal\Je'i at a rate of one
per hour.
Paraly sis: A Paralyzed charncter can not mOY('
freely: the aCtiOn penalty listed In the
Situations sectlon of Chapter 9 will
may be
subject is. I
I
be a Partial Paralysis, If not
Total Paralys is I

~::~<"~":::rendercd

unconscious

~ natural causes, such

as

rece/Viflg great damage. may


~ characters remain in a deep
10 points of difference between the

LU"'"....

~::.:.::.:.thc characr.ers

roO - unless the


If the differcroce Is lower than

..

1~=:~~~."

ClwirJkters stop seeing the real world


are stalked by uncontrollabic visions
. They regularly percel\iC
different than they are. The GM

j
Situations sectlon detailed In Chapter
is. -200). No action is allowed while
state, since the character Is unable to
mOY('. He remains paralyzed for om~
hour for every 10 points of dlffcrefl(c
between the Rc~stance' s target nlJlllber
and the character's roll - unless otherwise
staled. If the difference is lower than 10, he
shall be stalled lOr only one minute for every
Aftet her
point of difference.
combat. Te5S<"I
Rage: This state represents much more
Is In Weakness
than anger or fury. The character Iose$
State
his lemper completely and assails the
obje<t of his Rage, or. alternately, anyone
around. He Is forced to employ his most
powerful Abilities in the combat _ magicians WIll
cast their spells. nghters will use their Fatigue points and psychics Will spend
their Psychic Points to enhan<e their attach. Characters remain in this
state for one minute for every point of difference between the Resistance'S
target number and the character's roll- unless otherwise stated.
Coma: The character lapses into a profound sleep from which he can
not awaken. By dennition. a subje<t In a coma is Incapacitated.
Blindness: The character is subje<t to loss of eyeSight and to the penalties
listed under the "Vision Tota lly Obscured" modiner fou nd in the Combat

YRj\PS

:.dI ~
""r

Traps are a
11"1 the lives of charactet>.. this se<tion
is mtended to describe the
traps and their Effects usually WDr1r:. All
traps have two dlfTercrot charactCl'istICS - Complexity and Concealmeflt.
Complexity is a measure of the Ability a trap employ.;. In other WI)I""(is. il Is
a representation of the Check that Characters must pass to avoid the trap'5
Effects. The Ability depends cxcl\.lSivcly oro the nature of the trap. For instance.
an arrow being shot at a character would force him to use his Defense ability,
whereas avoiding a pit trap would call for a Jump or Acrobatics Che<k.
Sometimes traps are hidcen. The trap's level of Concealment is the
Dlflkulty of the Notice Che<k that characters need to pass in order \0
discover a trap's existerlce or understand its dynamic. Using Search wi ll
lower the D ifficulty by one level. This difficu lty depends on the level of the
trap, whidl Is an indication of how well bui lt or designed the device i

Ta ble 69 ). For example. a Lev!!I 40 trap represents a Concealment a nd


Complexity level of DifficulL
HoweYe!'. characten setting up a trap may choose to increase
ex decrease the Complexity or Concealment by one degree. Irl this
marll'\CI". Irlcreasirlg the Complexity DiffICulty by Orle level will decrease Its
Cooc:ealment by one level. These alterations do rIOt modify the level of the
trap, or difficulty in deactivating it.

Lemute5 IS looking to ptotect his 100m, so he sets up a ~eI


30 trap_ Generally. the device is supposed to work on a Mo.:Iet<lte
Difficulty level. ant! it re<:JUites a Mo.:Ierate Notice Check to detect It.
However, Lemures places a lot mote importance on Complexity. so
he chooses to decrease the Concealment Difficulty level byonedcgree
In order to Increase Its Complexity by one level. Con5e<juently, the
trap 1'.'111 possess a Difficult target (or its Complexity. but a character
would only have to pass an Easy Notice Check to spot it

TRAP EFFECTS
Here are some o f the most tradition al tra ps and thei r Effects, as well as
some recommendations for the ir exc<utio rl. Naturally, it is Im possible to go
Irlto all the possible cOrlsequerlces erl tailed , so as always. the firlal declsiorl
lies irl the hands of the Game Master,
Tra ppirlg: These trapS are irlterlded to imprisorl their victims. The
Strength of Trapping is eqlJal to the level of the trap. divided by S.
Pi t: The depth of the pit WI ll depend exclusively on its surroundings, on
haN far down the digging has come. or on the amount of preparation done.
Da m a ge: As for damage. the Effect of the trap will cause an Anack with
Its Complexity level equaling the Ability lev!!I of the Attack. Base Damage
may even duplicate the level of the trap.

T ABLE

69:

POIS8NS
PoIsonS are among the worst threats characters may have to face.
Arlimal or insect bit~, murder cOrlspiracies. or everl the simple iKt of eating
an exooc fru't may expose characters to tCf"rible roks. In Anima, poisons
are also classified accordirlg to their level of danger and potency. from leve-l
10 to 101)' This is an indicator of the necessary VR Check a character needs
to pass In order to <NOM:! the poison' s Effects.
Three fundamental factors modify poiserl othCf" than its \eYe1: Activ.uion
Time. Duration and Effect. All poiSOlls listed here have an aCllvation time
of I hour (that 15. the time it takes for the Effect to kkk irl) and a Duration
equivalent to the difference between the Resistance 's target number and
the character's roll , translated to hours. In order to work. poison needs to
be Ingested or introduced In the body through a bleeding wound. deperlding
Orl Its klrld. Poisorls may have afl)' of the Effects previously described in this
chapter. arld they may increase the ir level in some cases. Characters make
Ve llom Resistance Checks r:vcry 5 turns whe n they have ingested or beerl
otherwise exposed to poison. If a character slXcecds In the VR Check
against a substance. he can't be affected by it before 5 turns have passed .
Poisorls between levels 10 to 20 are usually derived from animals and
pla nts of a harmful. but only slightly dangerous , Ilatu re. Poiso ns between
Levels 30 alld SO sprlrlg from the dead liest arlimals and most exo tk plarlts.
Those betwei:rl levels 60 arld 70 are strong compounds co nsistirlg of many
different IngredIents. Finally. poisons at Lr:vc180 or above are o f a powerful
supernatural origin.
Characters or beings with natural poison immun ity are not affected by
poisons of Level 70 or below. as long as these are not produced II)' a being
with a Preserlce of 2S or above. or created via magical mean5.

TABLE

T RAPS

10

VR is against 20

20

E~y

'0

Moderate
Difficult

20
'0
'iO

VR is against 40
VR is against 60
VR is against 80

50
60
70

Very Difficult
Absord

50
60
70

VR is against 100
VR is against 120

.0

80

90

Almost Impossible
Impossible
Inhuman

90

VR Is against 140
VR Is against 160
VR is against 180

100

Zoo

100

VR is against 200

80

..... 71 :

POISONS

Blood

Normal

Conract

No rm al

Loo,

Ingestion

Halludnations VR 60

Normal

N",,,,,,

Through smell

50

Death VR 80

No rmal

Normal

Ingestion

50
50

Uncoosdousness VR 80

Quick

Loo,

Ingestion

Death VR 60

Instan taneous

Normal

Normal

Nonn.1

Ingestion
BOOj

Royal Arse nic


8eJJadona

Snake

30
20
'iO
60
80
40

White Cobra

70

AI-Saladin

..........

Nonnal

MUSCarine

Ramalen Sap

..don

Hailucinations VR 80

40
40

ParalysiS VR 80. Death VR 60

_.

Pain VR 60. Bli ndness VR 40

50

Salt of Saturn

Aqu~ Torrana

YR

Nonnal

60

Thallum

--..

QUiCK

Curare
Atropine-

Cantaridine

-..

Routine

10

Cyanide

POISON LEVElS

'--'

LMI

TABLE

70:

Rage VR

60

Pain VR 40

Norm al

Normal

Blood

Weakness VR 80. All Action Penalty VR 60

Retarded

Long

logestion

Damage VR 100. All Action Penalty VR 80

Quick

Nonnal

Blood

Terror VR 120. Blind ness VR 100

Quick

No"""

Contact

Death VR 60

Nonnal

Normal

Blood

Death VR 100

Instaf'ltaneol.Js

Normal

Blood

Modifiers
The poisons lined aboYe hirve di~t cnar.Kterink.s that may offer
cenaIn van.lIions. Next. let lIS take a look at these modifiers that will alter
poison level. Bear In mind these modifiers Will only afrea characteristics and
Effects. not the VR LlrgCt num~ tim a charactCl'" needs pass. For example. a
polson of level 70, If Deadly. WO\.Ild only require a VR wfth a target of 120 not
140 _ since its normal ~I fs 60, and the pl us 10 enhances only its Effects.
D ead ly Po ison : +10 to level
Its Effect is absolutely deadly. If a character fails his VR and does not get
an arttldote before the substance is activated, I'll' will die.
Coma. or Total Paralysis: +5 to level
Only If the Effect of the poison induces the chasa<ter to these states.
Qu ic k Effect: ... 5 to level
The poison OI1ly takes a (Ouple of minutes to kick in.

Instanu.neous Effect: +'0 to level


The poi$Ofl takes only two or three tums to kick In.

Long Duration: +5 to level


The poisoo has unuwally long effects, lasting 1 day for each point that the
character fails his VR Check. This modifier may be chosen repeatedly w ith the
purpose of extern:llng the time 5pan of the effect, thus doubling its duratiOf1.
C o ntact I Inhaling: +10 to level
The polS()(l can affect an individual mere ly by coming In contact with his
skin or by having him inhale the poison.
Retarded Effect: -10 to level
The POIS()(l will take several d~ 10 activate and affect those characte~
who have failed their VR Check.
Add e d Effect: +5 to level
The poison will have more than one Effect. Avoiding thew additional
Effects requires an individual to pass a VR Check with a target number 20
points below the initial Check. The victim rolls only once for the Resistance
Ched:, comparing the result against all the VR difncultie5 of the poison.
Th is w ill determine which of the Effects he wi ll be subject to. In the case of
deadly polson5, Resistance against death w ill always be the lowest.

Considet a poison that tequites a VI!. Check "'ith ~ ta~et of


100 and that has w.'o effecb - Weakness and Unconsciousness. I(
Weakness Is the hm Effect, m VR. ta rget is 100. I(Unconsclousness is
the 5C<Ond Effect, j~ \fR tatget will beOO. In this man net, i(Cc!ia ....-ere
to become In(ected \\ith thiS poISOn and roll an 85 on het VR Check,
she would be sub!ect ~o Weakness but would temaln conscious.

Royal Arsenic: This compound is created by sprinkling powdered le~


of the arsenic plant OYer a pii5 entrails. Liquids derived from putrefaction
of the entrails dissotves the powder. thus enhancing the poisonous quality
of the arsenic. Upon ingestion. this polson causes terrible abdominal pain
and migraine. followed by death.
Belladona: This polson or iginates from an uncommon plant capable of
inducing sleep. Once harvested, it is cooked to produce a highly toxic broth
whose main active substance is acetllcollne, a strong sleep ind ucer.
Cyanide: Bitter almonds, apricot pits, and other fruiU - such as peaches.
cherries. prunes , and Ioquau - contain a sugar known as glucoside, which
can be transformed Into hydrocyaniC acid inside the body. Extracted in
large quantitie~ and properly fermented. it constitutes a powerful polson.
C)'3nlde Is capable of causing sudden death by affecting the respiratory
airways and lungs.
Cantaridine: Cantaridine is the active principle in cantharidC$ - which
are green beetles common in the territory of the old Empire - that usually
live on willows and ash trees. They are known also as MEmpire FliC$.M
Wherl dried, redoced to dust. and given proper treatment, Ihey produce
hyperactivity and an exceptionally violent behavior that can also cloud the
victim's mind.
Thalium: Thalium poisoning causes painful chest and back spasms
associated with vomiting and balance dlsorde~. Thalium may sometimes
provoke hair loss.
Aqua Toffan a: The invention of this polson Is unclear. Some attribute it
to a reputed female poison". who lived centuries ago. It would seem that
the original formula was a juice compound made up of a number of herbs
to which an alcoholic product from Lannet was later added. It comists of
a transparent liquid with no particular aroma Of" flavo-r. A few drops are
enough to slowly undermine an individual"s health, causing anorexia and
extreme thirst. The victim then exhibits signs of progrcs5ive emaciation and
deterioration.
AI-Baladin: Thi5 i5 a potent nomad compound derived from certain
exceptionally rare planu that grow In some oasis in the desert. It Is a
powerful tOxin th at, when Introduced In the blood5tream, is capable of
altering its flow and causing veins and arteries to burst.
Ram a len Sap: This 5ap exudC$ from live Ramalen tree~ in its pure state.
Although extinct in theory, small quanllties of this polson can still be found
on the black market.
Snake: This is generic snake poison. It releases a strong toxin that affects
the hearL causing cardiac arrest.
White Cobra: This is probably the deadliest natural poison In the whole
world. It attach the nervous and motOf" systems, causing the brain to shut
down, followed by death a few seconds later.

List Of Poisons
The following i5 a 1i5t of the most typical polsons in Gaia.
Curare: This poison was originally employed by Indigenous
peoples to poison their arrows in hunting or combat. Its
composltion is a secret known to only the most expert shamans.
It is derived from the bark of certai!1 plants. which are left to
soak in water and then pressed to extract the juice. The ~lting
liquid, of a dark. red color, is then filtered, thereby creaung the
polson. Ctnre is deadly 10 humans. $lll(e it paraIy2s aI muscles
in the body. Symptoms produ::ed by CUi"<ll1:! include _akness.
difficulty breathing. and finally death from heart ;uTeSt. It is
most efflCient.....-hen delivered IntraYenOUSly.
Atrop ine: Atropine i~ one of the active SUbstancC$ in
Mandrake and Henbane plants and has strong hallucinogenic
properties. It can be ab~orbed th rough the skin. It is
exceptionally difficult to syntheslre, since It requires specific
knowledge of chemistry.
MU $uri n e: Musc:arine is derived from the mu!.hroom
Amanita Musc:aria, which is known for iu bright red cap.
This fungus has grown in Nordic birch woods for ages. and
it has probably served as the catalyst for many legends
featuring wild creatures. This is because Musc:anne is capable
of producing hallucinations and visions of small beings.
Salt o f Saturn: This fine, dusty, highly toxic substance
disolves almost instantly in liquids. When Ingested. it
produces in tense cholic pain, and a lesion to the centra l
nervous system that causes blindne5s.

TurqUOise e,yts.

Antidotes
Antidotes are used to alleviate or decrease the effects of toxic substances.
There are two kinds of antklotes - those of a general spectrum and those
specifocally intended for a particular poison. Generic antidotes have the ~
level as poisons (Table 70) and allow the victim to roll a new VR, applying 10
it a bonus or penalty equal to twice the difference between the substances'
level. fOI' iostarKe. if an antidote ha5 a level that is 20 points higher than a
poison level. it will offer a poiSOned 'lic:tim another VR Check with a -0-40
bonus. An IIntJdole
award only one new roll.
Spe<ific antidotes alleviate the Effects of the poisons they

WI.

SPECIAL TYPES
0F DAMAGE
Whenever characters receive an attack using the Heal, Cold, or
Electricity Attack Type. they can suffer additional effects other than the
damage itself. None of these attacks can cause the victim 10
bleed, but they (oold cause the following con~uences:

cold Damage

were made to counteract.

When a dlara((er suffers cold damage. he must


paS! a PhR Check with a Difficulty equal to cold
damage amount. If he fails the check, he suffers
an All Action Penalty equal to the amount by
which he failed. This penalty fades ~
at the rate of five poinb per turn. This
PhR Check is calculated independently
of any criticals. Beings with Damage
Resistance who fail this che<:k
instead suffer a pe nalty equal to the
number by which they failed divided
by five (rounded down).
OrganiC beings take twice as
much time as usual to heal from
cold damage because of the abrasive
f~ctor involved.

AGE
Anima fUl1(tions on the assumption that characters
are middle-aged peop le o r younger. However. either

through supernatural effects or the mere passage of


ti me . characters may be affected by aging. Anyone
reaching maturIty. th at is. beyond 60 years old for
human beings , wil l suffer a -2 penalty to physical
Characterist ic.s. Characters who are of old age. 80
)'Cars old or equivale nt. suffer an extra -2. for a total
of a -4 penally to physical Characteristics. as well as a
-60 penalty to physical actions.

DISEASES
Diseases l./SOally function in a slightly different w.rt than that of other
Efferu. Characters may fight the Efle<:b of diseases for weeks or months
WIthout being beaten by them , but not completely defeating them either.
Passing the required DR Chedc. does not automatically rid a character of the
disease altogether. It only brin~ about temporary freIom (rom the Effects.
Charact~ must mal<,e a new DR Chlxk each day. and only a 40 point
difference abo.-e the reqUired Difficulty will mtore their health completely.
Disease Effects may be the ones listed in this chapter. or the GM may
de<:ide them. Subjects in contact with a diseased person's blood or saliv.!o
must pass a DR Check as well to avoid contagion.

TABLE

72:

D1SEASES

..-

Ru'...,
is against 20

10
20

DR

DR Is against 40

30

Celia IS hit by an electrical spell th<lt luses 110 points of d~m~ge.


Even if this ~mour)t IS not enough to lUSt: a Critill. she must
overcome system shock by p<lS5ing a phR Check against a Qrget of
110. Vnforhillately. she gets il Final Result of 45, which relJde~ her
Ullcol)sclous (as she {;ji led hetCheck by mote than 60).

DR is against 60
OR i5 against 80

40
50

DR is against 100

60

OR Is ~nst 120

10
80
90

DR is against 140

DR Is againSt 160
180
DR is against 200
DR is against

100

Modifiers
Just like poisons.
alter their levels.

Electrical Damage
Damage caused by elec\Jicity also brings about negative effects. Every
time a character loses Life Points on account of this type of damage he
must pass a PhR Check using the number of Life Points he has lost from the
Electricity Attack as the difficulty. If the character fails his PhR Check. he
automatically suffers an All Action Penally equal to the number by whkh
he (ailed the PhR Check. This penalty will fade at a rate of 10 poinb per
turn. If the roll fails by over fJJ points. the character falls unconscious. This
Resistancc Check is cakulated In total independence from any Criticals
received by the damage in question.

dlsea~

can possess different chara((erinics that

Contagiou$: +10 to level


Characters who spend time with the victim . even those with no dire<:t
cootact. must pass a DR Check in order to avoid contagion.
Plagu e: ... 20 to level
Diseased individuals spread the disease wherever they go. Anyone less
than 150 feet away from the diseased person. or those who remain in a
place Inhabi ted by a d iseased person for more tha n three hours. must polSS
a DR Check In order to avoid contagion.

Heat Damage
lP loss asSOCiated with high temperatures may be extremely harmful
fo<" characters. Organic beings take twice the time in healing from heat
damage. In additiOO. whenever characters are affe<ted by fire. there is a
chance that their clothes. beloogings. or even skin will burn. Each time
they receive a fire attack. they must roll ld100 and add the result to the
amount of damage received. There are no Open Rolls in determining this
final number. The rnulting number will be an indicator of the effect of
flames on a character's body, such as reflected by Table 73 .
If a character wears clothes or gear especially prone to catch fire.
he must add betwecn 10 to 40 poinl'l to his roll. On the contrary, fireresistant Clolhes 01' armor allow" a character to deduct up to fJJ poinl5 from
the roll. If Fire IntenSities are deducted by any means. each IntenSity will
lower thc final number by 20 poinl5. Damage Resistance creatUre5 divide
the final number by 5.

TABLE

73 :

I N FLAMES

140 to 179
180 to 239
240 to 299

+300

Scorching
Buming
In Flames

Burning to a5hes

Pazusu su(fe~ 100 points o( damage /rom a fire attack. In


order to finq out If he IS in ~ame5. he rolls the dice and gets
70, which he then add) to th e 100 points teceiveq in the attack .
vnfortunately (or him, he's wearing very Aammable silk, which aclcl s
a nother 20 points to his roll. His Fmal Result is 190. which accorcliog
to Table 73 reveals that he Is m a Burnmg State.
Scorching: The character's clothes and hair are smoldering. He 5Uffeo
no additional damage, but he must Immediately make an effort. to prevent
the fire from be<:omlng WQrSe. suc.h as by ..e<ncwing his dothes 0<" plunging
into a body of water. A character can surpt"eSs the fire by rolling 1d10
and adding either his Dexterity 0<" Agi~ty Characteristic. Deduct that
amount from quantity on Table 73. Each consecutive round the fire is not
surpressed increases the number on Table 71 by 10 points.
Burning: Clothe:; and part of the character's hair are on fire and starting
to burn his skin. If not extinguished 0<" relT\C>o'ed, the (,re automatically inni<:ts
10 points of damage every turn that the character remains in such condition.
Creatures with Damage Resistance suffer 50 points of damage every tum
they remain In this state. The fire may be extinguished by employing the same
procedurc$ as aboYe. An anti-heat fuU suit of armor wi ll decrease damage
level. 50 every Heat Armor Type point will de<:rease the loss of LP by 2 (S for
creatures with Damage Resistance). If a character does not attempt to put
out the fire. the quantity on Tab le 7] Increases by 10 points per tum.
In Flames: A character's dothes. hair. and sk in are burning. Character.;
105e 25 LP per round automatkally (125 for creatures with Damage
resistance) - although as In the case aboYe. armor may be of some help.
In order to completely extinguish the fire, character.; will need to dive intO
water. (~r themselves with s.md, or use the method~ described abcNe.
Th05e who de<ide to rem~ their clothes or suit of armO<" wilt automatically
reduce 60 points the fire state. If characters do not attempt to put out the
fire. they add 10 points to their final numbet' on Table 13 per tum.
Burning to Ashes: Now the character's own body is being comumed
by the names. He automatically loses 50 tJ> per tum (250 for creatures with
Damage Resistance). However. characters; in this s.iruation wi' not be able to
use their armor for protection. unless they I"Iave natural armor. Eliminating
the effe<U of this State Is doffk:ull. Diving into water or being cOYered with
sand are the most effective methods, bot rolling on the ground 0<" putting the
fire OUt with whatever may be al hand should also be anempted.
Pazusu IS In a Burning State, so he loses 10 points of 4amage per
turn bec.luse o(the fire. However, $lnce he has an AT 0{3 against
heat. he can recluce the .:!amage to 4. LP per roun.:!.

.- ..
74 :

T ABLE

,.

~'.The flame of a candle

The

A small bonfire

A bi! bonfire
Enough fire to bum a house doNn
Big Furnace Fire
Castle In flames

200

"""'".

2SO

]1)

30
40
SO

cold wtellsities

75:

T ABLE

l"'I!"iiIIIoo

,..

5
10

CeLD I NTENSITIES

J.'!e!"u

SO

....

Frost

~
5

""'"

SO

I"
k<be..
Polar Storm
Gacia! Area.

'"30

2S

100
1SO
2SO

Electricity lIltensities
These IntenSities rate electrical energy potency, (rom plain static
to lightning. In the same manner as fire. electricity may produce severe
consequences to anyone directly exposed to ;t. Base Damage equals the
number of Intensities multiplied by five .

76:

ELECTRICITY INTENSITIES

I .........

~.

....

A Spark

Static

15

5
7

Small Discharge

25

EIe<:trIc Eel Discharge

]1)

lightning

3S
100
lDO

....

H_ _ _ ......

PRESENCE
Since everything forms part of the flow of soub. each liYing being
object, no matter how In$ignifkant it may seem. possesses a spiritual
Presence. This MSpirit" is Its soul, its intrinsk value to reality. Presence
indicates what an object's (0<" being's) Resistances are. and how easily it
can be Influenced by Supernatural Abilities. In the case of living beings.. their
base Presence corresponds to the level they po$SesS (as shown by Table
$), but Presence works differently fOf' inanim ate obje<:ts.
The Presence of Objects depends upon many different
factors - CompleXity, material, size, form, and even age. Since it is Impossible
to detail the Presence of every object in the world. GMs can use Table
77 and Table 78 as a reference to calculate the Presence of th05e most
<ommon objects. Sin(e Inanimate objects ha~e no Characteristics. their
Resistances (bas;cally PhR and MR) are eq ual to thei r base Presence. But
0<"

Fire wtellsities

name of a torch

This Index measul'e$ the severity of ke and cold - which is to say. the
effects of low temperatures. As opposed to fin::, cold does not inflict direct
consequences upon Individuab. However. prolonged exposure may pl'OYOke
a number of Effects ranging from Sickness to death. Therefore. the GM will
impose the additional Effe<:ts o( hls <hoke. Those beings espe<ial ly vulnerable
to <old may suffer the same B.1SC Damage as used in Fire Intensities.

ENERGY INTENSITIES

These Intensities demonstrate the potency. vigor and size of names.


Fire is OIl(' of the most powe!'ful natural elements, capable of consuming
and setting ablaze almost anything. Anyone touching names. or th05e in
relatively close proximity to fire, may suffer severe injuries. Base Damage
for contact with flames Is eqllal to the number of Intensities multiplied by
five. Effecl5 are calculated using the Combat Table and the Failure level of
an Ability Check as the GM sees fit.

....
.........
5
15
2S
3S
100
150

T ABLE

Intensities measure the level of potency of the three existing energy


types in the world: Heat. Cold. and Electricity. These energy type5 will have
vanous consequences In terms of damage or secondary Effects depend ing
on their Imporlance.
Both character.; and the GM Will need to have some knowledge about
Intensities and what they represent. Some Supernatural Abilities, for
example. atlow character.; to create, control, or mitigate certain Energy
Intensities, so it is important to know what can and can not be done.
For instance. a spe!tcaster attempting to prevent a nouse from burning
down will need to extinguish at lean 20 Intensities to achieve that. The
follOWing is a list of all typeS of elements, together with their correspooding
cO<l5C<juences according to their potency level.

FIRE INTENSITIES

remember. things are not merely the sum of their parts. Eath object hol$ Its
own existence , formed by hundreds of elements. which ol$ a whole produce
an entirely new entity. Therefore, knowing the Presente of something
entails not onl)' summing up the foundation from whidl each of the objects
Is composed. but also coosidering it holistically. For example. a building ma)'
be made up of walls. tons of furniture. utensils. etc. Instead of adding them
up ol$ separate un its.. the GM blends of all of them as a unique constrllCtion
With a Presence of its own.

T ABLE

77:

P RESENCES

E...-,..

Pr.

10 to 25

Complex objects
('o'htdIH. ~ c.)

>S106O

Gems. unusual materials and works of art


(Pfa!lnum, diamonds, Iorge pojmings, etc.)

40 to 80

(CowIages, large fCDWe$, hIIIi, c.)

Colossal objects
(Mountains, kJkes, major COIlStruCtion)

Structural points: These are an object's life Points.


Damage 81lrrie r: It Indicates an object's Damage Barrier, if any.
Base Pre$e nce: An object's An,mic or spiritual value.

II1CII

Small and simple objects


(Spooos, glosses, Ixmoos, eIC.)

_obJo<u

Rules in this section are meant to be used only in the case of


direct attacks. not if the weapons a~ put to a different use. A prisoner
trying to break free from his cell might use a knife as a chisel to work on
the stone and remove the metal bars. This situatioo requires that the GM
resor t to common sense. The following is a list of some objects. with their
Damage Barrier atld Structural Points.

80 to 120
120 to 180

DAMAGE BARRIER AND


STRUCTURAL DAMAGE
How long will a door hold before charauers tear it down? Can a
~kol$ter use a spell to destroy a wall? Both the GM and hiS players will
oftCflI\ave to face these kinds of questions. Answering requires knowledge
oot only of the Presence of the objc<ts. but also the exaCt amount of damage
these objects can withstand. The following list prOoIides a set of rules the
GM ma)' e mploy If he shoold find himself in ooe of these situations.
All bodies have certain stnll:tur.1I points which indicate the amoont of
damage they can withstand before they collapse. In game terms. these are
equlvillent to their LP. Objects are conSidered utterly destroyed when they
reach zero Structural Points. Characters attacking an object use the ru~
for Damage Resistance . However. since objects are by natoJre inanimate,
they can not roll for Defense. Naturally, not all weapons will be able to
destr"O)' objects. It would be il logkal to th ink that a simple knife can tear
down a heavy stone wall. for e)<ample.
In order to find out whether an attack is capable of damaging an
object, the G M should determi ne that object's Damage Barrier. This barr ier
represents the amount of Base Damage necessary to achieve In order to
actually ~tart damaging an Inanimate object. In essence. an attack with a
Base Damage lower than that of the object 's Damage Barrier will never
Innlct LP loss on the object. regardless of the attacker's skill.
The object"s Damage Barrier wil l not apply if the attacker is capable
of damaging Energy. By affecting the essence of things and their material
form . EnCflY damaging attacks will always cause strlJCtural damage - even
if the atlack possesses a Base Damage lower than the object's Damage
Barricf". Naturally. the GM Is free to alter this rule in certain situations.
requiring weapons or attacks to have a certain Presence in order to ignore
the Damage Barriers of some especially poweriul devices or monsters.

A chatackt with a Strength o( 9 striking a l00- Damage-Barricr


stone: wall \\1th a dagge:r will not be able: to te:ar it down, no matkr
how skille:d he: might be - as the: attack'5 Base: Damage: is only 40 (30
from the: wcapon, p!us10 from Shcngth). I(on the: conttaty, he: we:Te
using a we:apon with a 110 Base: Damage:, he: would beat the: wall's
Battle:r and cause: strudutal damage upon it.
There Is a chance thaI an attacking weapon might brea k when hilting
an object. Because of this, the GM needs 10 consider Ihe Sturdiness of the
attacked material and force the weapon to pass a Sreakage Check with Ihe
following modifi ers: -2 If it is soft materia l. +4 if it is ha rd materia l. and +12
If It Is of an exceptional material.

T ASlE

78:

.... ...

D AMAGE BARRIER

ElItrIMt

AND

S TRUtiURAL

POINTS

Sman stone

Pfuud
10

40

60

Huse Stone

30

' 00

Table

60

a-

20
15
20
ID

100
20
ID

Reinforced chest

Un

Cnalr
Sarrel

50
70

'0

70

50

25

150

40
50

300
350

80
40

40
50

300

60

Xl

450

IIri<Ig'

60
60

100
120

400

90

Solid Bridge

80

800

120

Regular door

20

100

40

30

200

80

40

'00
500
100

120
120
1ID

Carriage
Log wall

Stone .....
Solid stOlle _II

Wood and Iron

carved door

_0Porlcu llis

60

Metallic bars

40

60

Small Tree

30

200

40

Big Tree

60

500

60

Shack

.so

400

50
80
100
100
120

UbI"

JIl

600

Large House

100

2,000

M...-

120

Palace

140

c..de

160

',000
4,000
5,000

Tow"

140

Oty

160

Met,topolis

200

Boat

40
80
100
120

Longshlp
Caravel

GIl",,"

140

NA _
NA
NA

NA

200

40

NA
NA

600

JIl

1,000

80
80

2._

tC~1l5

;;;;;E
~
}{~
p ~~~
ErrCE
WHAT IS EXPERIENCE?
There 's no suc h thing as total victory in a roJeplayi rlg session. Players

do no! gather at the end of the game to figure out if they. or the GM.
have " won," What real ly matters is that everyor.e has fu n and that their
(haracter~

learn important lessons that will help them improve. This


improvement is expresse<lln terms of experience points.
This notion Is an abnran contept usually difficult to defir.e. At the end

of each session. the Game Master will endO'W each participating player with
a certain amount of experience poinu. This number measures the amount
of learning chara<ters have derived from dealing with spedfK situations.
Upon reaching a certain numbe!' of experience points. characters can mOYe

up to the next level, as described In Cha pter I.


Characters gain expenence points to,. severol reasons induding
fighting. <Wer(oming challenging sltuauom. and developing successful plans.
Players Will also receive points foo- ~playingH their characters in clever 00outstanding ways. The Game M<I$ter will talce Into account each of the
po!.Sibie causes for experienc:e points and will deliver them individually.
Normally. the experience system in Anim<:l is designed in such a w;ry that
at the end of the session. players will earn from 15 to 3S experience points
on average for their characters - depending on how they have conducted
themselves. H~r. a very diverse set of situations may present itself. and
an exceptional performance on the part of the playo::rs can result in a higher
or lower number of experience points. This is always subject to the style of
each group. The following is a list of the many situations that will translate
in experience points for the players:

Bex XV:

EXPERIENCE REFERENCE

Difficult Actions
Good Ideas or Plans
One-hour Session
Segment Closure

5 to 2S
1 to S

~:: ~

5to~

Normal SUI/Iltioll E!lyeriwce


There are many ~tuations other than combat actiom that Will proYide
players With experience points.
Playe r In te rpretation : The experience assigned to the players on
account of Interpretation ~ a subjective matter. subject solely to the Game
M<I$ter 's best Judgment. Inlerpn:lation is whal should count the m05t in
the Auima experience syste m, because o f this; it is more heavily rewarded
than other performan.;es. The GM could decide not to awa rd experience
points at all for Interpretation, and that is fine. Conversely. high ly active
characters may be rewarded with a number of 5 to 20 poi nts. as the G M
sees fi t. GMs may award from 5 to 25 expe rience poi flts <1$ they deem fit,
for exceptionally o utstanding performances.

D iff icul t Actio n s: This recognizes a chara(!er's capacity to


successfully employ his Se<.oodary Abilities, In order 10 qualify
for reward. the character's use of the Ability must bear certain
relevance, The action should also Imply some level of complication
for the character. For Instance . q.aracters Abilities of 20 should
be rewarded for accompliming Medium (MED) diffICulty actions in
imporunt situations. Characters With much higher Abilities. however.
shouldn 't receive a reward for performing the !>amI' action . The amount
of experll'flce endowed by the GM will be an average between a character's
diffiwlty in achieving the task , and the importance of the action. The
most transce ndental situations , and tho~e requiring th e highest difficulty,
may be rewarded with up to 5 points, w hile those of lower relevance and
complexity will yield o nly 1 or 2 points.
G ood Ide a s o r Pl a n s: Good Ideas or plans may be rewarded with
to 5 exper ience points, depending on the GM ' s assessment of the idea
in q uestion.
O ne-h our Se u ion: The simple fact o f taking part in a session should
con fer experience points. Players should receive 1 to 3 points per hour in
session. Once again , the amount to be awarded is up to the GM. who can
allow a higher or lower number of experience points according to how
entertaining the se5Sion has turned OUL On a regular session. characters will
usually receive 2 experience points per hour, where<l$ in an unsallsfa.::tory
session (because of inter-player bickering. or simply because things have
gone wrong), the GM may choose to award only 1 poinL A 31lOint per
hour reward should be reserved fOl' special sessions wnere everyone has
had a ~Iendid lime.
Segment Cl o su r e : The GM may grant 5 to 30 experience points for
succe!.Sful cl05Un: of a series of sessions or a multkession campaign. The
am o unt of points granted will depend on the number of sessions needed to
complete the chapter, and Ihe ~I of succe!.S obtained.

combat E!lyeriwCl
Anima does not mal: a po int of awarding ~Itemi zed" experience points.
It Is not men:ly defeating a power ful adversar y that confers experie nce
points , but ralh er the combat itselL lt is when characters ut ilize the ir powers
and ri~k theIr Hves In the process of faci ng oppone nts that they ca n really get
the most OUI of the situation and learn valuable lesson s. Defeating all archmagician no longer able to cast spells, or striking a deathblow on a chained
fighter docs not work to the character's adva ntage. Unless they have had
to endure real suffering in obtaining Victory, characters can not learn from
their experience, recognizing high points and learnIng from mistakes.
In order to estimate the amount of experience a character receives in
combat, the GM must first determine the level of difHculty etltailed in the
battle for the character or his group. The mOl"(' complicated the contest.
the higher the number of experience points those directly imooived should
receive. Ass~ng the difficulty of the combat is a task left completely to the
GM 's best Judgment. He alone will determine how compl;cated it is for the
charaClers to win the COlllest. as wcll as the level difference among them.
There are several other impClf'tant factors that should be kept in mind:
existing gear, current physical conditions. etc. Naturally. there is a great
distance between two identical fighters if one carries a rusty iron SWOf'd
while the other one has a mystical suit of armor and a -+-15 quality weapon.
In the same way, the combat will not be even if one of mem h<l$ penalties to
all his actions and half his Life Points. while his opponent is in perfect shape.
In om)' o f these cases, the G M may subtract or add one or two difficulty
levels, depending on the disparity introduced by the ~ituation .

In group combat, characters on the same side should be regarded as a


unit. Evidently, an almost impossible opponent for one character may tum
into a ~mple one for a !alie group. This Is why it Is important to cont rast
the threat level posed by the opponent with the suture of the characters
facing him, factoring in their number and might.
T a ble 77 shows the amount of experience characte~ earn for winning
a combat depending on the d ifnculty level InYOlved. Since it is comple tely
im possi ble to list every possible case, t he table is followed by some examples
meant to serve as a reference fo r the GM.
No twithstand ing what we have ex plained so far, always bear in mi nd that
characters may continue to Incn:ase their experience defeating adversaries
without the need o f a real combat. Thus. if an assassin :;neaks into a powerful

Box XVI: SAMPLE

sorceress' chamber and manages to take her life withoot giving her the
chance t o defend hersel f. he might not receive any combat experience
poinl$. However, the G M may well reward tile character with five points
for such an appropriate use of his subterfuge abilities. In tile same way, If
a spelkaste~ is unable to cast spells as a consequence of a Kheme that the
characte~ have per fealy devised and carried o ul, they may be rewa rded
w ith five points on account of t heir great idea .

combat Modifiers
Ch aracters do not always accomplish an unquestio nable defeat (NCr
their adve rsaries . During combat, a great num ber of ~tuations may alter
the o utcome of a fight.

COMBATS

PARTIALLY DEFEATED ENEMY


If the enemy eo;o::apes or combat is interT\Jpted before it comes to a
close, characters receive half the expet"ience points they would have earned
If they had accomplished complete defeat. Subd Uing the enemy does not
necessarily Imply killing him: characte~ will not be dedI/Cted points for
spar ing the enemy's life .

~tin."""" .,,, 6flgh" ~~'~'" couple o f dty guar$;


a !evel 10 arch-magician
a small army of 40 or 50
professiOl1 al soldie~.
Easy: A 1cvc1 2 warrior ve~us a plain guard : a group of characte~
level 3 or 4 ve~us a SIngle opponent of the same level.
Medium: A fighter ve~U5 a warrior with 20 or 30 poi nts less
In Combat AbIlity: a grwp with SlJpematural abilities versus a
~milar group without su pemawral abilities.
Diffiwlt: Two similar f.ghters with the same gear; two groups
with similar powe~ and abilities; one !eYe1 6 warrior versus SO
professional 5OIdicrs.
Very Difficult: One level " warrior versus 10 professlonal
soldiers: one level 5 or 6 freelancer versus a better equipped
warrior of the same level.
Absurd: A group of lcYcl 5 (haracte~ IlerSUS a Superior Elemental
of Darl<ncss: one 1st.Jevc1 warrior versus 10 d ty guards ...
Almost Impouible: Any character ve~us an o pponen t" or
5 levels highe r th an him: one level 2 o r 3 warrior versus five
elite sold ie~.

'mpo~;bI" A ,~p 01 "'='''~ ""'"

6" 7

~:~

Filisnogos; personal combat against an opponent seven or


eight levels higher ...

TABLE

79:

Difficulty
None

who are defeated In combat and manage \0 survive w ill be


granted one--third o f the exper ience they would have received for beati"'g
their opponent. Bear in mind that surviving the combat is not enough . slnce
it is only when characters put tIleir lIveS in danger that they really an: in a
poSition to learn from their mistakes. Defeat is o ften times a better teacher
than the greatest success.

Box XVII:

'y:
"

COMBAT MODIFIERS

points

Complete Victory

Fu ll

Partial Victory

Half points

One-third of t h e ::~

Defeat

--

COMBAT EXPERIENCE

-Routine

D EFEATED
C haracte~

These combats do not constit ute a challenge to the characters; they should be able to
achieve victory even In the face of the most adverse situations and the worst of luck.

Charactel"l have aU odds working to their fa\or and will eJSIly achieve victory. However,
unlike In the prmous case. they face a smaIt rtsk of losing the fight If k.d: should really
tum against thefn,

E""

Combat is even, but characters have

a slight advantage In

terms of numbers or ability.

Medium

Generally, they WIll w in the combaL However, a bit of bad luck could end up thwartIng
their ViCtory.

Oiffkuh

10

A truly balanced combat; both sId~ have exactly the same chances of winning.

Very Difficult

15

Combat is \/Cr y even, but in thiS case. the opponent has a slight advantage and is usually
the one to achieve Victory. To all effects, it this is the Medium level of difficulty, (rom the
opponent's point of view.

-"cd

20

Everything

seems to be against the characcors. and they are seriousty cwerpowtred by


lheir opponents. StiU, they hIM! a small chance of success.

These fights are practically 00Ief before they begin, due to the almost unfathomable
Almost Impossible

30

Impossible

60

disparity between the contestants. Mere

good

luck is nOt enough to win. and o nly

under some very extraordinary conditions (and with a series of very lucky rolls) could
characters achieve victory.

As implied by the name, t hese are combalS players simply cannot win without a true
mir.1(le. H~r what Is better than a roleplaying session for witnessing m irades .. .1

~~

11<'6

THE ma8t~8 WO~_


Tile Rules

in

As the GM, one of )QI.W" first ~biIities

If )'Ou arc reading this chapter. )'Ou have probably decided to act as
the Game Master. First of all, tOngratuiations. You are about to embark
on a truly gratifying endealoQr that wil l reward you with many hou~ o f
emertainmem. A~ the GM . you w ill be in charge of overseeing the session.
sett ing up exciting scenarios for t he characters, and adj udicat ing the
outcome of every situation. But above all. do not forget that )'Our main
objective Is for you and your players to enjoy yourselves.
This chapter 15 Intended to make mastering an Anima session as easy as
possible. The information found here mainly serve as advice and guidelines.
whkh )'Ou. as the GM, can Ignore whenever noxcssary.

ADVICE AND GWDELlNES


The following Is a liS! of recommendations every good Game M;uter
should kl"lOW. Most of them are generic and could apply to any roleplaying
game. while others refe!" 5pCCifically to th~ IY$tem.

will be the enfon:ement of rules during the seWon.


Naturally. you don't have to memoriZe them all, but
you 5hou1d have at least an approximate idea of koN the
roles apply 10 each situation. Even though as GM you are
the only one required to kn(M the rules, it is corwenient If
some of the players have a basic familiarity with them as well.
Fundamentally. Anima Is based on a Difficulty system that requires
char.lclcrs to pc!rform Chedo;s using ldlDO and exceed the target number
for each one. It"s up to you to decIde if the aaion is possible. and if II
Is. which Characlcrlnic or Ability the character must employ. As the GM,
you also set the Difficulty target for every Chttk. W hen faced a character
attempting to accomplish an anion he has abso lutely no appropriate Ability
(or (or if there simply just isrft an appropriate Ability). you can always
ask him to make a Characteristic Check USirlg ldl0 and applying whatever
penalUcs )'Cu d~m fit. These basIC rules will be completed later, with the
Inclusion of much more complicated ones regarding Combat Maneuvers
and Sc<:ondary Ability modifiers. Of course,)'Ou don't n~d to apply them
all. In fact, It would be better if)'Cu familiarize yourself with the basics of the
sY$tem before you start !'/sIng the more advanced rules.
Do not be misled. however. Askilg players to roll the dke unceasingly
is not conducive to flOe play. Over--rollillg may transform Che<ks ilto a
monotonous actNity. spoiling the fun during the most ext:itfng of Situation$.
Players should go about their usual tasks oormalty; they only need to roll the
dke in dangerous 5il.uations Where you think they might fail.
Before we finish this seion. take this pie<.e of advice:
No rule u.n sub-ititute for )'Our common sense;)'Ou must put
that first at all times.

cliallgillg tile Rilles


It is possible that you. or one of your players. may want
to change some of the rules in this book. First of all. we
assure
that each and every one of these rules has been
tested many times In order to avoid all sorts of prob lems.
Therefore, each one has a reason to exist. However. we
may have Introduced ru les that do not mesh with your way
o f playing. Before you set to changing a rule. as k yourself
this question: Is this a good change for me and the rest of
the players - one that will not become an obstacle for the
nor mal unfo lding of the session? If the answer is yes. do nOt
hes itate In making whatever alterations or corrections you
d~m necessary. That is what the Game Master Is for.

rou

Atmospliere
The auno~phere of the seswn ~ a very important
element if
want players to really invest themselve~ in
their character. Make it a point to gathel' in a quiet place.
aw1:f from the constant bustle of people going in and out of
the room. Dim the lights. or even try candlelight. Background
music Is alw helpful. There is always an appropriate melody
to create the right atmosphere for )'OUr session. Game or
movie soundtl"1lcks are usually among the most conducive.
For tension and fear. try The Dead Zone or Silent Hill. for
a more epIC type of ~es~lon. try Braveheart or Gladiator. If
you are into action, choose more modern titles like Blade
or xXx. My personal recommendation for the tensest
situations and the most dl"1lmatfc combats are classic titles
such as Carmina Burana or the ~Dies Il"1Ie~ m(1)oemenl from
Mozarts Requiem.

rou

Descriptioll
Make sure to render a deta~ed description of each of me scenarios the
players encounter. The first thing roo ~uld do is create a mental picture
of the place (or yourself and then e;w;plain It carefully to the players. If you
get them to "see" where they are. you will make them feel much more
Invol~ed

In your world . The same applies to characters or creatures crossing

their paths - they should be able to visualize

clearlr

characters standi ng in front of them. Be c;l.refl,ll not to

the creatures and


it. however.

~rdo

Nobody wants to hear a ten-minute accouOl of their surroundings or a


treatise on another character's outfit.

IIlte rp rda tio II


Interpretation is the very essence of roleplaying. Without it. sessions
would be reduc;:ed to a series of dke rolls In a board game without any

board. As the Game Master, one of your main functions is to promote


pl<l)'Cl'" interpretation of their characters. both during character genef'3.lion
and during sess;ons. Unlike many other systems, Anima eschews behavior
archetypes or standards. Frankl)'. even though It may help inexperienced
players create characters easily. circumscr ibing Individuals to a single
behavior pattern (vindictive, manlpulatlVl!, good) does not work wel l.
People are much more complex than that; they have diVl!r5C motivations.
desires and fears that un not and shou ld not be labeled using such generic
tags. Therefore. the task of developing a charaaer's personality and
background lies in the hands of the players. Part of your Job as the GM is to
help facilitate that development.
Talk to them and take an interest in helping them with whatever they
need. Try to make it as easy as possible for them to have an interesting
past that will easily justify who they are and the abilities they possess. If
one of them wants to play a spelkaster, make sure he unde~ds the
reper<usslons and develops a strong background that will allow him to have
adopted this clau.
Be very aware of the fact that you .set the example during sessions.
When you tak.e on the role of other characters and creatures. Irt and be
as rea listic as you can. It is re<ommended that you speak for non-player
character.; In first perron. This makes the character a lot more approachable
and real than It would if you narrated it in the third person. Identify yourself
with the individual you are playing so that you know how to react at all
times and can therefore behave in a believable fashion. Change the tone of
your '-'Oke accOf"ding to your charac::ter's mood. Gesture frantically when
playing a nervous character. Even yell and sMek if one of your Creatures
Is suffering. Each of th~ small details will bring realism to the session and
help character.; feel they reall)' are witnessing the situation.
And finally. when your character.; engage In combat. striVl! for the
spectacular. The wide range of possibilities opened by combat gives you
plenty of opportu nities to Interpret the eVl!nl$ in a cinematographic
fashion. Give It some though!. You don't need to limit yourself to game
statistics when describing a 40-LP Injury that a character has sustained,
when you could be explaining how both weapons collided and how. in a
skillful maneuver, one of the contender.; dove past his opponent'S guard
and 5COf"ed a deep wound to his ribs.

POlver Levels
One element not to be OYeI1ooked in Anima is the players' capabilities. In
this system. characters po5SeSS superior abilities when compared to ordinary
people. Even a first- level. newly created character is not precisely what you
would ca ll a " beginner.~ Normally. he would already have at his disposal a wide
range of resources to bail him out of sftuations on account of his experience
or pcMICr.;. In this way. a fighter may hardly be Intimidated by a (ouple of
city guards, Since they usually WOI.Jid not rep!"CSCnt a .serious menace fOr him.
However. make it a point to choose outstanding opponents for the characters
so that they can be challenged. Keep in mind, though. that since character.;
are exceptional individuals, exdusively $UlTOUnding them with extraordinary
opponents runs the risk of dampening Interest In the ~.
This does not mean, however, that you can not start your sessions
with more trivial adventures. If you are looking to pl3)' with common- or
beginner-level characters in a training period. you need to create level 0
characters. Starting off at this level allows players to experience the hard
knocks and suffering it takes to become truly powerful individuals. And
r1!member, no character is immortal - regardless of his level. As you shal l

see later, a simple soldier could take down a powerful character if luck is
on his $Ide. In this W3)'. player.; will never lose their fear of seeing another
character holding a weapon.
For an appn:;romate idea of what each level represents, remember that
chal"ac:ter.; from Level 4 and 5 are great masters oftncompar<lble abilities. while
Level B or 9 characters are living legends capable of defeating full armies Single
handedly. Anything abo.<e those ~ enter.; Into the realm of tlle divine.

Tile

players

Above all. remember the goal o f the session is to have fun. Do not
think of the players as your opponenl$, but as partner.; with the same
mission as yours - having a good time. Playing to win is perverting the
role of the Game Master. and conSidering that you control the outcome of
events. it would be no different than cheating at solitaire. This is not to say
the characters should have an easy time of it. Mak.e it hard for them. oot
allow them to succeed if they nave earned it. You will see how sweet the
taste of victory is when it is eamed with effort and sweat OIl their part.
All thiS leads us to a very important ~ond point: Always try to be fair.
Do not give special treatment to character.; on the sole grounds of personal
affin ity with the player. You will be raising well founded comp laints If you
do. As a general rule, try to avoid confliCts about ru les at all times. If a
problem of this nature should arise. present your reasons calmly but firmly
and go on with the session. It is best to agree beforehand that these issues
will be addressed after the session. when things cool off.
One Ian problem that may tum out to be particularly important is
thM of having a player using the rules to maximize his character in orde<"
to excel in combat or a particular area of the game. Theses cases are very
detrimefltal to those anempting to develop their Character foc:using on
Interpretation - since they are not able to follow tlle player'S pace. If this
should happen. confer with the player individually and try to make him
understand how you and the group feel about this.

SPECIAL RULES
There are a few rules that occur Infrequently, and as the GM you may
want to consider using them. if you wish.

special BO/luses
It is recommended that GMs grant spe<lal bonuses to player.; who
perform some of their Se<ondary Abilities extraOf"dinarily due to luck. If
a character should succeed in using one of these Abilities (due to a series
of Open Ro lls, for example) in a dramatically appropriate situation. even
though he knew that It would be practically Impossibie to achieVl! his
objective. reward him with a +S special bonus on that Ability. The reason for
this recommendation is simply to reward player.; who have had a stroke of
good luck at the right moment. In this way, the GM introduces an additional
Incentive for desperate rolls, since an occasional strik.e of good luck may
result in additional benefits.
A GM should reward these bonuses In situations of extreme good luck
only. 11 Is not surprising that a character with a mastery of a given Ability can
0YerC0n"IC an Almost Impossible DiffICUlty, since he could easily achieve this
with a normal roll. However. If a character with only a 30 or 40 in a given
Ability should succeed. it would be a completely different story. much more
so if this should happen in a dangerous situation that required it desperately.
Your capacity to grant special bonuses is not restricted to Seo:.ondary
Abilities rolls. Ullder some circum~tances. you might want to rew.\rd a pl ~(
without him having used an Ability at all. A character who impresses everybody
with a tr\!ly extraordinary action may very rightfully receive a Style bonus. or a
character facing a dragon may very weH be granted some CoIdne>l; points.
Grant points whenever you feel it I~ appropriate, but do not over do
It. If a particular character already has + 15 or 120 poinl$ in a-given Ability
thanlu to these bonuses. it is advisable that you stop granting poinl$ in that
spcdfJC area.
This rule applies only to Secondary Abilities. never 10 Primary
Abilities - such as Attack or Defen.se. Peward a character's moment of
brilliance using their Primary AbHities by granting additional experience
points. You would ,reate an imbalance to the detriment of the session's
harmony if you didnt.

Lallgllages
Characters In Anima do not abide by any fixed set of rules to esta!:tlis!l
the number of languages they slX'ak. There is no se<:ondary ab<lity that
~ificalty develops thi$:. either. On the contrary. we have decided to leave
the number oflanguages Individuals possess as dktated by their bado:ground

and Intelligence (at your discretion). In any case. and for reference PUrpose'i
only. it is advisable for characte~ with an Intelligence of 5 or below to speak
their native tongue only. An Intelligen.:e score between 6 and 7 v>ouid
indicate twO to three languages. Crealllres and dlaractcr<> with Intelligence

SCOf'eS higher than 7 can speak any number of languages.

But aboYe all, remember that character.;; speaking Of writing several


languages must have enough reasons 10 justify it. Having lived among several
cultures is a good reaSOf\ to speak a couple of languages. for example, but
it wouldn 't justify familiarity with the Duk'zarisl alphabet. In regard to

thaI language. It would not be out o f bounds to a5k for a certain Ie...el in
Occulti= or History. as a requirement for knowing it.

c/iaracter Size
~

char<lcters Increase in level. they may also in{rea~ their Strength or


Constitution: does t his mean they Inu ease their size as well? The answer is
yes and no. Actuallr, a character' s size wil l remain stable once he has reached
adulthood. An adult char<lcter ca lwlates his Size using base Characteristics
Independent of Level bonuses (but includ ing modifiers gained through the
use of Creation Points). This does not pr~nt characters from gaining a few
pounds on account of muscle mas.s. but that is up to you and the player.

strwgtli VS. COIIStitlltiOIl


Logic Imposes certain restrictions on the human bodr in tenn~ of
Strength and Constitution. In realitr. these characteristic; are very related,
so there shouldn't be an excessive difference between thcm.1t is advisable
that a character should not have a difference of more than S points between
the two Char.Kteristics. In other WOIs. an individual with Constitution of 4
should not possess a Strength SC:Of"e of 10.

TROUBLESHOOTING
RECOMMENDATIONS
Throughout hundreds of tests, some issues have arisen on subje<ts of
particular comp ie)(itr. This section will attempt to answer some of the most
common questions.

seeing tlie suyernatural


O ne of the most complicated aspects of the game is the Ability of
Seeing the Supernatura l. This abllitr comprises three different fields: magic,
ps)'Chic matrkes . and spir its. In every ca~. the Ability is alwa~ the same:
Characters can use their eyes to perceive things ;nvisib~ to the rest of
us. The base r ule of tnc Ability dictates that the Blinded penalty will flOt
apply when a character who can See the Supernatural defends against a
supernatural effe<t or spiritual creature.
How can char<lctCf"S see magic! Well. simplr in the w;ry you cons\def"
appropriate. depending on the spell cast. The spellcas.ter can choose the
form of the spells that affect the esseN:e of individuals, just as. nc can choose
tnc outlook of his visible spells. In the event of an Animic spell. a character
with the ability to see magic may perceive an ethereal claw reaching out to
his heart, or some ruoes being drawn in the air trying to inscribe themselves
in his body.
Bear in mind that the mere fact that an individual can see magic does
flOt necessarily imply that he can re<:og1lize it as. such. For instance. he mil)'
come to bel1evc that claw belongs to a supernatural being. not necessarilr
to a spell. In this way, ev<!n standing right in froot of a bewitched person
or a magical obje<t. he mar not know what it is (this is pre<isely what the
Se<ondarr Abilitr Magic Appraisal is for). Still. this Ability allows a character
to dete<t the strangeness of magical phenomenon. E~n If a spell takes. the
shape o f a swa rm of Insects. for example, the character would detect an
abnormal qualitr about It.

this natement leads us to another question: Are characters.


even ones who can see the supernatural, always ent itled to perceive
when the)' are about to be affe<ted b)' a spell? ~ a general rule, the
answer Is yes. their ability allows them to see a strange entity approaching.
However, they may not realize the imminence of the spell If they happen to
be distracted or rIOt expecting to be tMgeted. As tl"le GM, you may ask the
player to pass a Notice Check of moderate DifrlCulty (from Medium to Very
Dimcult), if you believe the circumstar>ee5 demand it.
These same rules apply to mental powers for those characters with the
ability to see pS)<hic matrices.

Illll5ioll5
Unlike certain spells - like Hologram or Create Musk - that produce
images and real sounds, illusory speNs only affect the perception of the
people affe<ted. These spells are lies, mere fabrications that only exist
to the Individuals who fall their MR Che<k. The spellcaster is capable o f
choosing specific targets with in the range of the spell. Those characters
who pass their MR Che<k, or who are not ta rgeted. would simplr not see
or fee l anrt hing - since the Illusion is non-existent to them.
Remember: th e mere ability to see magic does not allow a character
to recognize il lusIons. If It did. al l magicians would be immune to th em. For
instance. a character affected by an illusion proje<ting a creature would not
be ab le to tel l th at the being isn 't real. If he has failed his Resistance . his
senses are being deceived by the spell and. therefore, he is not able to see
the magic in the being.

Lack of Ability
The -30 penalty for not having Invested DP in an Ability only applies
to Secondary Abilities. Primary Abilities - such as Attack, Defense or even
Armor - do not apply this penalty, even if a character has. a 0 base sc:ore.

cOIwternttack
Undoubtedly, a character's capacity to counterattack is one of the
man common problems in combat. Remember. that characters using
counterattack can act onlr against their dire<:t offender: they mll)' not
engage In Actions that affects other opponents. such as an area-effcct Ki
Technique. In order to accomplish tha t kind of Action. the)' must give up
their counterattack and wait for their Initiative.
The counterattack is essentiallr eqUivalent to a normal attack, but
the character mar use It even If he doesn't have the Initiative )"Ct. It is
restricted to how many atlacb can do a character in a Combat Turn. For
examp le. If someone can attack twice in a Combat Tum he is able to do
two counterattacks. but then he wi ll not be allowed to engage in anr other
offensive action when he has th e Initiative; he doesn't have any attack left.

BO/llIS
As a generall"lJle, special

AcclHlmlation

bonu~s

to actions do not add up - with the


exception of very specific cases. For example. a character obtaining tWO
objects that both offer bonuses to a specific action will only take the higher
of the two bonuses.

Facilitating combat
Some methods will speed up combat once you have gained some
experien<e. To begin With. a cakulator may be of great help - especially
for cakulating the Final Abilities of damage without resorting to the tables.
For instance, a sword Injury with a Base Damage of 65 will cause 70%, so
we should multiplr 65 times 0.7 to get a result of 45.5, which rounded up
would equal 46 (these arc the lost life Points).
You can also calculate Armor effects without the Combat Table. As
you mar have nOllced. except for the weakest protections in the lowest
di fferences, every AT simply reduces 10 points of the Attack's result in
which the offender has produced damage. for instance. an AT 4 would
decrease the final rcsull favorable to the attacker by 40.

PLAYING IN GAIA
The style of each session Is a very Important element to determine.
You must have a dear notion of what )'Ou (and the players) like in order
to develop the events in a satisfactory manner for everyone. These are the
basic game models In the world of Gaia:

stnlkillg ill the slwdows

Ti,e Eternnl Middle Point


We have just seen the two sides of the coin. However. this style of
gameplay is usually a mixed mooel between the two. in such a way that
the story has an elaborate plot full of Interpretation and suspense. but
not without a great dose of action and combat at the right moments. You
may also be drawn to a certain gCflre. but want to make some changes in
the script: You can conduct a long campaign based on Interpretation using
political eiemCflts only.

Chara<tCf"S are 100000000d In Intrigues and strange mystery plots thaI will.
little by hule, become more somber. As the Story progresses. they will
begin to notice that 1\01 everything is what It seems, and that dark forces

PL8TS

pull the strinV of what is going on.


In these campaigns. Interpretation and Inter-dlaracter relationships will
take on bigger Importance. while combat re<:edes to the background. This

Gala p.-a.oides enormous play possibilities for both mystery packed


sessions and adventure. The following chapters will elaborate on !;Cttings.
but now Il!ad on for :some basic plotlines for inspiration. Naturally. these
are only elemental Ideas. but we hope they will help you get a sen'IC of how
to build a scenario.

Iy~

of play privileges dialogue aJ'ld character development. This is why)'Ou

will need \0 b<lild )'Our NPCs very carefully.

$0

that you can provide your

players with complex personalities to Interact with.


In this genre, a character's past ("an rcally be a fundamental element
that you should exp loit to the fu llest. Is anyone In the group able to see the
supernatural? What strange events did he witness as a Child, that are now
condemning him to experience the terrible circumstances that wl1ll.lnle~sh?
How did the spellcaster come to learn his spells? What conse<:juences
did the awakening of those ps)'Chk abilities brlng1 The answers to these
questions may proYide mall:riaJ for many sessions.
Make sure to work carefully on the plot and the settings. The more
complex and entangled the story. the more the players will feel like
something is beyond their control and everything they do has unknown
repercussiorls. Give 01,11 Infonnation only when they deserve It. and make
sure to always save the best for last - so that there is always a surpri!;C.
Fundamental elements are; Inducing paranoia in the appropriate moment;
transforming the world as the characters know it Into a s.cary place by
introduc.ing supernatural aspe<ts; creating the Impression that nothing is
what it seems. Make carefulu!;C of mystkallnflucoces: introduce them only
in moments where they are really necessary. so that your players are still
in J-Ne and reM of encounters with the $upemattJl'll. Iv! abu~ of hidden
fortes will cau$(' them to be<:ome naturalized and to 1o!;C their fear of
the unkrlown. In the same way, endow spedal Abilities in small doses so
that every ps)'Chic power. spell or 1(1 Ability they receive will be a real
accomplishment to them.

suyemntural Wnrriors
Endowed with abilities and powers that few people possess. these
characters are able to face any danger. even of a supernatu ral origin. There
is a lot more to the IoYOrid than mC<!ts the eye. and there are still hundreds
of mysteries to unveil and places to explore in a path that is undoubtedly full
of risks and mighty opponents.
This is the adventure genre par excellence. where chara<ters understand
that lhcir superior abilities will face big challenges and constant hazards in
an epIc manner. This Is u.ndoubledly the Ideal game type for an entertaining
evening. The maIn elements here are frantic adion and combat. Thus.
roleplaying will not take up a lot of time.
Make sure you do your best when creatmg opponents. come up with
chara<ter Yleets that include origl1"l31 powers and take full advantage of the
wH:Ie variety of skills thai the system provides. Psychics. spellcasters and
fighters with I(i Ab,lities - always try to surprise rour players with unusual
opponents that challel"lge their capabIlities. 11"1 this type of play. rou must
be very aware of )'Our players' Combal power as a group. Always try to
maintain 3 balance alTlO<1g their capacities In such a w;ry that no particular
character will stand out eX(CS$iYely from the group. monopolizing the
fun in every combat. II is not entertaining for payers to watch someone
consistently defeat everything that comes his way while the rest of the
group only cheers.
Do not refraln from granting all necessary powers and abilities for
characters to stand up to supernatural creatures on equal terms .

Uncover tlie Lie


Without a doubt. one ofGal'a's more interesti ng possible plots is having
characten accidentally cross paths with some of the setting'S secrets and
try to uncc::>ver the truth. This may lead Characters to conduct dangerous
investigations. raise the Ire of a secret cult, or run afou l of one, or several.
supernatural beings or powers In the darkness.

At ti,e Wrollg pl/lce


Characten witness a supernatural event that they shouldn't have - they
are chosen as vktIms of some secret society. or a dying man haods them a
strange arufact asking them to perform a vital task. for example. These are
cases where ~ chaoce leads them to face a dangerous situation and to
make deci5ions they hadn't even considered before. It is usually inten:sting to
let them see only the tip of the Iceberg and have them realize. as they try 10
solve the mystery. that 1\ is only part of a much larger and spookier plan.

Prevent all Accident


For some rea:son. the charaClef""S become aware that a terrible event
is about to happen. and thl!)' must try to stop It by any means available. A
supernatural entity may be preparing to escape the world of Wake. or a
church group may be plotting the murder of 3 nobleman in order to gain
control of the territory and extend its influence. for example.

Deadly PursHit
Characters are victims of an unknown danger. Something is after them
and is trying to take their lives or the life of someone close to them. The
Inquisition or Tol Rauko may have discovered their special skills and may
be after them. for example. Or a supernatural being may be trying to take
revenge for a past slight. The task could simply be to try to stay alive until
the threat passes. but it Is more Interesting if the characters have to discc::>ver
the reason why they are in danger.
To mak!! the characters really suffer. have some inexorable danger fall
upon them that will destroy them within a SpecifK time pe<"ioo - unle~ they
are able to solve it before their (ime is up.

Neyhilim
Nephilim are a never-ending source of possibilities for a plot. The
dreams they h_ about their past lives may prompt them to try and
discc::>ver the meaning of such visions or even to investigate the cau'IC of their
death. They may have a recurring vision of an unknown city or object. and
the search of the object may become the centTal theme of the campaign. ex
maybe the characters were murdered. and their executioner is stili trying to
find the,r SOI.Ils to finish them off
good. This is an ideal storyline to U'IC
M
with the MOeadly Pursult plotline.

ro.-

A
A

(1JnI, ""'tt.~u.t-r"'H$ '1-"11 FM .t/iM~u.t _ _2.&)

,(M.

"".Mmt "",,,,MUS.'& " (;j)u( ""iM~Ht (iI-tM1.

However.

~me of the creators


not satisfIed with their work. The
unknowns thOtlght that they had only

\vert'

Imite<:! themselves by carrying O<.It a simple


adaptation of a ~something~ that already
existed. TherefOre, they proceeded to give
life once again. This time, they dug deeper
the forgotten memories of man. their
endless fountain of impiration. and from the
imagination of the humankind would sprout a

new k.lnd of creature.


This new race would be an irlcarnation of

fantasy. born from our gobl ins and fairies. To differentiate them

THE DAMNATI0N
OF OBLIVION
And man forgot.
No one is able 10 say why it happened - or how. Perhaps wme sorl
of natural phenomenon erased our memories. Perhaps we broke a rule of
some unknown Power. and we were punished for that. Perhaps. simply put.
we did il 10 ourselves.
Uk.c small children. ~uced to something little more than animals.
we roamed throughoul cenluries while our arrogant civilization tumbled
down around us. Everythirlg turned 10 ruins. The ruins turned to dust. And
the dust was taken by the wind. The 'NOrld had a
different name then.
But no one remains to remember it.

even more from the Duk'zarist. they based their souls on the supernatural
powers of the light. Even now. we call them a name from our fa iry
tales - elves. H~ver. they have their own name: Sylvain.
Bul this second work. was not warm ly re<:eived by those who conSidered
the Duk'zarist and h~mans as the focal point of their attention. A silent
reprimand s~rrounded Ihe void in which the ue310rs lived. a silence Ihal
even the mortals could hear.
The situation worsened. While some limited themselves to observing.
others gave free reign to their crea\lvity. Not counting on the Others. they
again conceived nev.- c",ations. and an amalgam of creatu",s appeared in
that world With no name. They even gave life to the elements themselves
and to beings whose natu", is completely unexplainable - like great beasts.
gods and demons.
In very little time, disagreement
among
the
creators
reached
unimaginable levels - and Creation itstlf
would be witnes~ to its consequences...

THEIR ARRIVAL

Tile War in tile skies

At wme point. man caught their attention.


The fight did not last nine
Whyl We will never know. Perhaps something in
days or nine nights. Nor did it last
our nature attracted them to us. It is also possible
hours. Perhaps everything ended in
that we woke them with our silent cries. They
minutes - or maybe eve n less. In the
did not belong to thiS world. They came from far
end. howeve r, Ciel and Gaira stood
away. and thei r arrival split the sky and fragmented
amo ng the desolation. Were they living
the earth. For a time. the unknowns observed us
weapons built by the creators to assure
closely. studying who we were and what we had
mutual destruction? Were they beings
become. They were intrigued - far.cinated in their
capable of devouring gods with a simple
own way about our condition. Those beings cou ld
thought? Could they erase those who
had brought them into existence? Or
nOt deCide between intervening or. on the other
hand. remalnlng hidden and letting evolution
would they be the incarnation of the
conunuc unaltered.
conscious will of each side! Primordial
But in the end. they choose something
concepts priOf" to creation.
unexpected. They c",ated their own v.ork.
Whatcvcr the answer. neither
Inspired by liS.
one found a reason to continue the
Thus the Duk'zarist were born. They were
confrontation. And they were not alone.
a perfected version of man - dually shaped from
Seven beings. survivors of the battle.
the darkness of our ignorant years and the fire
were raised by each side. Alongside
that they hoped would ~ght their WWf. In them.
Ciel. who the etves of today call the
the principal human feelings were increased.
- >
lady of the Light. stood the Beryl. The
_~}'
They we", gifted with great powers. but at the
Shajad. the lords of Darkness. stood
~
same time. they carried a tremendous weakness.
with Gaira.
We would not be "lone "gain ..
However, the greatest difference that distinguished
No one knows why mortals did not
them from us was rooted deep within their very essence. Their souls. even
suffer the consequences of this conflict. Nor is it known what made Ciel
though made in the Image and lik.eneu of ours. were more closely bound
a"d Gaira decide to stay with us. Perhaps. within themselves, ther feft that
to the spiritual world than that of ours. Thus. they possessed super natural
they had to protect uS and nay next to all those children who were starting
powers. that. with time . we would once again call magic.
to take their first steps.
And thlls. from one day to the neXI. they walked beside us. And ever
As time drew on. the land had a new name. It would be called Gara.
since that sunrise. we would never be alone again.

'7 ""

. ...c _
.

THE BIRTH 8F GAIA


There is not a lot to be said about what h~ in the yean; following
the connic;t except that it ~ a period of 5pIeodor and progress. Every race
began to f10urnh and advanced quickly In several rJelds. pressing forward in

were In danger-. In fact. they suggested to Gain. that he should intervene.


The Dark Lord, howevt'r, preferred to sit back and Wille, probably
foreseeing what was to come.
It was only near the end that all the people of Gaia tI\Ity undemood what
th6r destroy might be. At that moment. between chaos and blood, an irldividuaJ
arose who accomplished what would never happen again - the union of all the
races against a common foe. Even r'IQN. we do not knQ,o,I who he was _ not
even hfs name. Natu rally, each cultu re who remembers the war believes that
this perwn was from their race. Nobody, however. has any proof.
Be that as it may. the last desperate alliance achieved the unthinkable - it
SlOpped the conqueror;' advance and made them retreat step by step.
This was an inconceivable thought for the Duk'zariSL They observed with
growing fnJStration and di5may as enemies who previously fell before them
started to hQId their own. Even WO~. these upstart races started to usc
the Duk'zarist weakne$S to metal against them. Through thos war. in fact,
the Sylvain had already become a formidable adversary. capable of matching
them almost on equal terms,
In the end, the Duk'zarist retreated to their own border. aware that
they nC1N fougnt for their very survival. Mort
then ask. they demanded that the Shajad
intervene in their f<M)r. aCCUSing the Dark
Ones of turning their backs on them when
things turned against them. In that moment of
absolute desperation, before the final battle,
Ghestalt himself challenged Gaira. urging the
Shajacl to i>l1ow him if he defeat their Lord.
No one doubted the outcome of this
confrontation - IlOt even Ghestalt himself.
What else could have happened?
After that final defeat. they retreated
Into the confines of their land. Reduced
In numbers. the Dukzarisl nC'o'er fu lly
recovered thc complete superiority they
enjoyed during this period.
Ga'ia W1IS In ruins. ready to
long process of re<onstruction.

the aru. philosop/ly, and ever! in new bms of science. Gties were established,
and the first kingdoms were formed - some of which even grew to become
empires. In the beginning. the newly arrived had little interaction betw1:!Cn
themselves. given that each race was found o.<er distant places along the globe.
Only the humans. spread out all o.oer the place. found themselves interacting
with various races at once. Back then. man still lived In a cultural stale that was
pretty primitive. However. thanks to the Innuence of other civilizations. we
began to find our pia<e, little by little. in the new 0I'der of things.
It was an era where the supernatural could be found everywhere. The
W1Irloclcs wielded mystical fon::es with ease. and the line that separated the
Wake from the material world ~ so thin that all types of creatures could
manifest themsefves physically. The ShaJad and Beryl continued to work during
this period of development. making small
Interventions and handing out knC1Nledge
to some. They taught the beginnings of
magic and Observed with joy how their
teachings were quickly assimilated. They
never demanded anything in return.
Neither of them had desire to become
gods or to re<eive adoration - although
many of their incarnations ino;pired cults
to a variety of deities and demons. As
time passed. each faction began to feel an
attraction for certain I"1Ices and cultures,
especially those that were e.oolving in a way
that was more akin to their ideal~.
like the first born. the civilizations
that progress! more qui(kly were the
Sylvain and the Dukzarist. The Sylvai n
gravitated 10 the philosophy of Ciel. who
maintained the idea that all living things
have a right to live in an established order
of complete equality. and they mOYed
The W1Ir affected everyone - especially
forward in ae<ordarn:e with this idea. On
the Elven Empire and the Duk'zarist. The
the contrary. the Dul':zarin developed a
relationship be~n the different races
culture that wa~ more simila~ to Gail"1l.
wef"e strained. but even so. they made an
whose Ideology affirmed that the ~trong
attempt to press forward. Many opened
should rule (Ner the meek. so as to
their borders and began to cooperate
avoid chaos and destructio n. Thus. the
amongst themselves. espe(;ally those who
Dukzarln evolved mi litarily, i~ nling
had formed part of the alliance. However.
weapons of great fon::e and fOCUSing on
the same level of trust that used to exist
the use of magic for warfare.
AI)<ltom~llus. Lor<l
Solomon
between the ra(cs would never be present
UnaVOidably. the different Ideologies
for fear that history would repeat itself.
between these two main cultures wen: clearly in connict. and the relations
It was without doubt a strange era - one In which a few individuals
between both races became more tense. Finally. the DukZMist came to
reached
exorbitant ~Is of p<:M'Cf". almost becoming gods. Some of them
the condusion that if things continued to evolve this way. all of Gaia would
find Itself plunged into anan::hy. Therefore. they decided thai the time had were able to aller the course of the tides simply by their preseoce, o;pht
mountains in two. and eliminate entire armies with horrifying efficiency. little
come to impose a new order. lead by Ghestall Noah Orbatos. their nrst
by little. both the Shajad and the Beryl began to Intervene less in the world.
emperor. they began what would be known as the War of Darkness,
;rw.are that their participation in arn:lent times cooid have caused the W1Ir.
Perhaps something deep within them. their human soun::e. drave them
II was during thiS time that humans. who were less affected by thc war.
to fighl.
would become a true fon::e. Spread t hrougho ut the world. we raised up
numerous kingdoms and empires. finding strength In our numbers. From
night to day. new cultures and civilizations appeared. some of which last even
The W1Ir was terr ible. and both earth and sky were stained with blood.
now. while others WQuld soon find themselves plunged into nothingness.
Humans even attained the ability to master supernatural secrets. Those
Ciel and the Beryl looked on in horror but decided not to intervene openly.
so as to prevenl Gaira from doing the same. AI. first. the Duk'zarist focused
who did shC1Ned off their powers by bending the weak undCf" their will.
all of their efforts against the elves. who were unable 10 face their beUic;ose
Isnt ironic; that, in our moment of greatest triumph. we were our C1Nn
might. They dominated demons. elemental! and dragons. and built flying
worst enemy? Very quickly. the human kingdoms got iflYOivcd in numerous
fortresses that laid waste to entire Cities. In Spite of their 5rTlallcr number. a
internal connic;\);, trying 10 conqueo- neighboring human lands. In these
Duk'zartst W1Irrtor could finish off more than ten Sylvain.
chaotic times. various men tried to unify all the lands. but their campaigns
Soon, the Duk'zarist began \0 W1Ige war on various fronts againn only brought failure and death. Even new some of their empires are stili
other races . believing that there W1IS no other force on the face of GaIa that
remembered - like Solomon. But those are stories for a different lime.
could $lOp them. They did not count on the support of all thc Shajad. some
of whom had looked on w ith satisfaction at the growth of the cultures that

TI,e dnos Em

or

The Wnr of Dnrk/less

THE SHAD0W 0F THE CR0SS

The

War

of God

Separated from the others, Rah had raised up a powerful nation.


wh ich he named Judas. Under his command. he united al l those who
Are we perhaps prisoners of an ironic destiny that forces us to ref>e3t
had reje<:ted the Christian dogmas or who had been persecuted by the
our pas!? Or is it simply that we wake from a dream fOrm another agel
Churth. Barbarians. pagans. and wizards were converled inlO the ir armies.
Because then. between the ashes of our own wars. there arrived a Me55lah
But Rah was not COntent. He made all iances with supernatural races and
called Christ. He was a simple man who had
creat ures. In his machinations. he e~en
nothing but wanted everything. He was a bright
contacted the Dukzarist. to whom he
figure. a light that dazzled beggars and kings. , ,
prom ised to give that which they mOSI
whose surroundings filled those who were lost and
longed for - an end to their weakness to
~eded something to believe In. It was said that he
meta l. In secret. he attracted the young
brought the word of an unknown God ~ a God
Duk'zarist empress. Ark Noah. to the
over all things who g~ us the power (Ner life and
isla nd of Tal Rauko. where he held her
death. And his word be<ame law.
to forte her people to support him.
H~ doctrine.said that all of us were equal under
Rah's obje<tive was not simply to
God, that we had a pla<:e in his home. He taught
conquer. He set his goals much higher. His
us compassion and forgiveness. but al:;o to rear the
goal was to destroy -God- so that man
lord and his vef1geance. Magic and the supernatural
could t urn into gods. For him, religion was
did not ~ a place in his precepts - nor did those
nothing more than chains thaI impeded us
who utilized such things. With him appeared twelve
from reaching our true potential, a cloud
apostles. bearers of his creed. by whom it reached
that bl inded our vision of the world . But
almost e'\o'eI')' comer of the ~d. And by '-<lice and
the Vatican was nOI his only adversary. He
sv-ord, he was about to accomplish that which had
also intended to destroy the non-human
never been done before - uniting us under one flag.
rel igions, consuming all the beliefs in the
But every paradise has its serpent.
pyre of his dreams. until the only thing left
At the gates of Solomon. the bst stronghold
of them was ash. Finally, when he believed
of an already wilting empire, Christ was betrayed
himself ready. he declared war on the
by one of his apostles, a man who responded to
""",rid. That was the year 223, a date that
the name of lS(ariot. As payment, they ga~e him
none wou ld never forget.
thirty pieces of black metal, which is said to ha~e
He commanded an army the likes had
contained the know ledge to change Gaia.
never been seen, not even in the era of
Beware anyone who holds one of the thirty,
darkness. Primordial horrors and Great
as our sins rest upon them .
Beasts walked alongside men. Duk'zarist
Christ was crl.'Cified that :same night. Over
and giants. destroying everything they
the course of thirteen hours he laid there on the
Zhome Giovanni
foun d in their way. The holy kingdoms did
cross tormer'lled alo ng th e walls of Solomon, When
not know how to react at firs!. Distanced because of minor disputes, they
he expired. the skies did not open nor did the ground tremble. The waters
were unable to respo nd cohesively against the coming forces; one after
did not turn into blood; neither d id the firmament darken.
another they fell, totally devastated . Rah's army immolated their enclaves
He simply died.
in chill ingly rap id succession. Serrano fell in only a day. 8edo ire did not last
ml.'Ch longer than that - even with their great technical advances. The blood
of mil lions cried out to t he heavens, but the blue sky remained Sile nt.
His death was only the beginning. The apostles finished that impossible
Seeing their ancient enemies rise again . the Elven nations and their
dream for him . tearing down the wal ls of Solomon, thus destroying the
allies offered thcir help. but mankind reje<:ted them without giving them
last remnants of the Chaos Era . A new stage of history was beginning, and
a single tIlought. Even so, the Sy lva;rI were well aware thaI they (auld not
every man, woman and child were able to sense it.
sit Idly by. and so they decided to initiate their war indep<!ndently. But they
The apostles built a city along the tomb of the Messiah. the holy
<auld do little against the combined power of Rah's fortes.
Arthangel. In due time. it would become the capital of the world, This
And then . against all odds. Zhorne Giova nni. the young uncrowned heir
city was the foundation of what would become the Sacred Holy Emp ire
to one of the holy kingdoms. changed the tide of the war and brought us
of Abel. The apostles. real izing that it was impossible for them to ma intai n
hope. A natural born leader. he was able to gather together the remaining
unity in thiS newly formed Empire, di~i ded the land into eleven dom inions.
ar mies and accepted th e allia nce proposed by th e elves and other races. But
proclaiming themselves prime spiritual leaders and, later, ho ly kings.
even united, tile power of Judas was difficult to CNertOme.
All of this happened approximately three years after the death of Christ,
Seeing his troops in trouble. Rah abandoned the islands so that he could
Strictly enforcing the new do<:trines, the apostles prohibited the
put himself in front of his armies. accompanied by his eight most powerful
use of magic and the mystic sciences. Thus. man slowly but inexorably
agents. the Can dave. who were like living gods Nothing seemed ab1e to
separated the supernatural from his life. The Em pire closed its borders to
stop them. However, someming happened unbeknownst to Rah . W hile
the olher races. wilh whom they stopped having even the sl ightest form
he was away. a single Dukzarist. named larvae. entered the underbel ly of
of re lationship. They. lost in their own thoughts. did nOI give this act the
Tol Rauko and rescued Noah from her imprisonment. In the depths of the
fundamental importance that it would have in the end.
island. larv.le found 50memi ng else as well. In that place. Rah was bu ild ing
Had the religioo veered from its original course. or was this alVola)'S the
a strange machine mat combined a lost technology wim magic. an artifact
intention of the Messiah? Be that as it may. the faith began to view the other
that channeled the 50uls of all the victims of the war. The liber-Ilion of Noah
races as monsters. demonic creatures that used dar k and impious arts. The
turned everything that had happened aroond. The Duk'zarist, on me brink
wizards and mystics were hu nted by a branch of inquisitors whose o<:cup;1tion
of obtaining a total victory over their eternal enemies. retreated from the
was to find and exe<:ute them. The eleven apostles. though ex<eptionally
connlet. destroying the arm ies of Judas that they encountered.
loog lived. finally bega n to die one after the other. leaving the crown to their
Zhorne saw the opportu nity that he had bee n waiti ng for, and continued
progeny. In no time, d isputes starled. The holy kingdoms began to separate
his offens i~e w ith renewed energy until he made Judas' fortes submit. Rah
themselves. joining together in various alliances that wouki maintain tense
had to retreat. returning to his castle to wait for a new opport unity 10
relations with each other for more then two hundred years.
regroup - an opporturlity that would never arrive. With blood. pa in and
But far ilNily in the core seas, formed in the shadows. there slood a
tears. the you ng Giovanni drove his armies through the desolated kingdoms
twelft h ki ngdom of men. Rah . the last descendent of Iscarlot. decided that
until he reached the beach. There. galheri ng alilhe fortes that remained at
the time had come to act.
his disposal. he rode the waves towards the ca pital of Judas.

The Eleven Holy Kingdoms

And at that lnstant, seeing the end from atop his castle in Tol Rauko,
Rah's tragic cackle could be heard &hoing across the island - an echo
redolent with sadness and bItterness. It was painfully obYious Ihat Rah's
dream had reached lu end, and so he: committed the greatest atrocity.
If he could not save the world. then he would destroy it.
With Zhome at the gates of his fortress. Rah started up the machine.
Even now, we are unable to comprehend the true repercussions of what he
did. but WIthout a doubt, he created an unpre<edented disturbance in the
physical and spiritual world. Both C'lei and Galra, who had up to this point
been merely observing the war from a distance, realized the severity of Rah's
actions and decided to Slop the holocaust before his device destroyed all of
creation. Their intervention prevented the machine from fully unleashing its
effect. However, the damage it wreaked was already severe. This would be
the last tIme that C'itl and Gain. intervened openly on Gala.
The Lord of Judas totally disappeared (rom the face of the earth.
PhysICally In contact with his construction during the moment ofiU activation.
his body, and perhaps his SOUl, couldn't withstand th e tremendous power
that was unleashed. Three years after iu genesis, the war ended - but could
anyone tl1,lly claim ~ictory?
More than one-t1undred mililoo died during the connkt. and every
civilization hung on the verge of extinctkln. Racial hatred had reached
outrageous levels: the war's surviloQl"S killed 3/l)'O'lC of anothel" species on sight
In addition. supernatural beings were suffering for some unknown reason. It
was as if they laclf.ed a Vital eJemef1t. like air. And then. from the shadc>.vs of
histOl")'. those who pulled the strings behind the world realiZed that the people
of Gara would oevet' be able to coexisl again.

THE SEPARATION
What happened next is dlfOcult to tell. At the
moment of absolute chao$. three hidden societies.
those puppeteers wtIo secretly guided the
history ohhe existence, began their preparations
to save us from our worst enemy - ourselves.
They were Imperium, The Technocracy and
the illuminati. and each belonged to the race of
Men. Sylvain. and Ouk'~st. respectively. They
had existed for thousandS of years . though their
actions had never been written down in books,
and they possessed a combination of urlknown
technology and magic, superior even to the one
Rah had used with such senselenness.
Everything began a few hours after the end
of the war. These th~ organizat ions released
a power that should ha~e been reserved only
for the gods - a force that shoo k the ~ery
fou nd ation of reality. Such an event did not go
unnoticed by C'iel and Gaira . who had received
an unexpected formal Invitation to be part of that
strange project. Shajads and Beryls manifested

THE HOLY EMPIRE OF ABEL

But... What had happened to Zhorne Giovanni? That child, barely


seventeen years old and cOYef"ed In the blood o f his friends and enemies,
would turn into the backbone of an Empire that would shake the very
pillars of the earth.
The holy kIngdoms had disappeared completely by noY"o', and barbarians,
bandiu and supernatural creatures plundered the establishments of the
refugees In search of gold and rood. They say that heroi$m is born from
need, and this was a time that cried out fOI" heroes. In that period of
decline, Zhorne, still in command of a small army, brought order to the
chaotk lands. In blood and fire, he killed thousanch of plunderers. alloY"o'ing
those whQ surrendered to Join In the cl1,lsade.
A host of those without hearth and home folloY"o'ed him, for he gave
them food and took care of the sick. A few months later. he reached the
l1,Iins of Archangel and ordered Its reo:::onstruction while he left with the
army to safeguard the o ther territories. Refugees from all over reached the
city. amazed by how much it had grown in only five years.
flnall~, after almost a decade of contin ues fighting, Zhome returned
to the capital, where he made his most Important decision. He gathered
his four most im portant generals, and he granted them the t itle of the
lords of War. From now on, they would maintain the integrit~ of the lands
und er his control and help incorporate new terntories. He also created the
position of Supreme Archbishop. who would be
In charge of spiritual matters and the Church.
To assure the political stability of the unified
lands, he separated them into Principalities,
placing nobles or Churdlleaders as govemon.
Thus it was that Zhome GioYaflni, on the "16th
of September, 233 ~ after Christ.. bJnded the
Sacred Holy Empin:> of Abel, procIain"WIg ~
Emperor and Supreme !\)otiff.
But the twen~year-old Emperor did
not remain inactive for long. EYen though the
Lords of War did an extelent job, he left once
ITIOI"e 10 personally lead his army in the annex:<ltion
of new principalities n an attempt to unify all of
Gaia UI1det- his sacred nag. During his traYeIs.
he diKOYered small isolated tOWllS inhabited by
supernatural beings 'Nho had tried to rebuild
their homes after the war. With great pain in his
heart. he felt obligated to exile them from his
lands. knowing that he could not perm it himself
to feel compassloo. If any resisted and refused to
le3'llC, he destr"OyCd them Without rne!"CY.
Nevertheless. some survivors hide themselves
among us, camounaging their appearance thanks
to their reduced supernatural abilities. To SONe this
.
(h
problem, the Church recreated the Inquisition.
It wa s a time 0 gtelt C al1g es
which wali provided with more pov.oer then It had

themselves as ambassadors for light and darkness in a meeting in whkh the


future of GaIa would be decided.
Everyone gathered had come to the same conclusion - it wali not possible
lOr the different races to live together without destroying each other. In
addition, Rah's n\lKhine had treated a von:ex that had reduced magic rM!f" a
vaslterritory. Although iU effecu would gradually disappe3l". any !oUpematural
beings wtIo lived In that area would sufoote due to a lack. of mystic energies.
Therefore, there was only one solution - separate the worid.
Imperium, The li:d1ncxracy and the III.mnatiraised tr.isibIewalisacross<U"
reality, creaoog an impaSSable Barrier sealed with the blood of the Shajad and the
Ber)t. The cf;stribution of territories was~. Humans.. who were the most
no.merous race. kept the largest zone - the one most af~ by RaIl's 11'\iICIli-le.
The three organizations came to a set of agreements amongst themselves. rules
that they committed themselves to foIoN so as to maintain the equilibrium. Each
of them would only deal with the encilM! inhabited by their own race. and they
would not intervene under 311)' circumstances In the affairs of other.; enclaves. At
the same time. they would keep the existence of the other worlds a.secret.
Since that tim e, we on ly have access to a third of the world. ignorant
about the existenCe of those creatures who live only In our myths .
These are our chai ns ... and our sa lvation.

ever had. The Inquisitors, indMduals selected with abilities that were almost
superiluman - were charged with the task of hunting <bNn the surviving
wiurds and supernatural crearur"eS and destroying them completely.
But Zhome did not want all of their works entirely Io!il.. He wished
that at least someone would remember the beIngs wtIo had walked beside
us belOre the war. ThereIOre. he created a b<anch of knights thaI aoswered
neither to the lords of War nor the Churdl, but only to him. He tasked them
with conserving in secret the knowledge and culture of the myths of Gaia.
assuring that they wouldn't be forgouen. This poweriul order settled in to
Rah's ancient fortress and became known as the Knights of Tol Rauko.
Over the course of fifty years, Zhorne and his four lords of WM
co ntinued their task. Atrt territories that did not want to join the Empire
were forced by the power of the army to seek ou t unification. First all
of the Old Continent. then Lannet and Shivat. and lastly, the western
continent - all gradually became a Principality of Abel. In this way. all of
Gaia found itself unified under a single flag. In the end, after al most half a
century of fighti ng, the Emperor could rest and spend some time with his
empress, who he had espo used when he had formed the Empire. And In
the year 355, at th e age of one-hundred and forty nine. Zhorne Giovanni
pa!i5ed iWlay like he had alwa$ hoped - peacefully and in his own bed.

His only son. Lazaro. inherited the crown of the Empire. Well instructed
Ma ny principalities and a great part of the Church rebelled against
to carry its ~ight since he was a babe, Lazaro exceeded his father'S
his decision, but the Em~ror let the protests fall on deaf ears. Uttle by
little. the new Archbishop began to show more power within the Empire.
expe<:tations of wise ru lership. Thus. the Giovanni House ruled O'>Ier Abel
for more than six centuries. and ushered in an age of great prosperity.
After a time. the Emperor would not make a decision without her advice.
Finally, Elias left Abel in her hands, blinded by the bJe that he felt toward
The Empire, however. did experience some difficulMs. It wou ld be a lie to
state otherwise. Lannet and Shivat tried to become inde~ndent on three
her. At that moment. Eljared was able to monopol ize as much power as the
occasions, and the Em~ror needed to sGuash
Emperor himself. making her own decisions
without giv ing any exp lanations.
these rebe llions. The Principality of Kushistan
direct ly opposed the Vatic~n church, developing
The principalities emphatically protested
its own re ligious doctrines, and the power
her act ions. until Maximi lian Hess. Lord of
Remo. accused her publicly of enthralling the
oYer the western continent began to dissipate
sk>wly and imperceptibly. Nevertheless. all of
em~ror with witchcraft. A week later, the
these problems were settled with great skill
Empire's troops wou ld descend upon Rcmo
and alacr ity by the GiO\lanni em~rors, who
with such enormous cruelty that the rest of
acted with just measures, always using the most
the principalities felt shaken. Soon. some lords
appropriate method to solve each problem.
declared themselves independent from the
Man, bit by bit. began to forget any history
Saint Holy Emp ire. Having been contradicted,
prior to the Empire, until the existence of
Eljared dedared war on every rebelling
su~rnatural beings and Wizards became simply
kingdom, ordering her troops to leave no stone
stories that the elders told around campfires.
unturned wherever they passed through.
Noth ing seemed to be able to damage the power
It was then that the Lord of War Tadeus Van
Horsman, personal friend to Elias and general
of Abel - until the reign of Lascar Gi0V3nni.
Corrupted by the absolute power of the
of the armies of Archangel. implored his friend
Emperor. Lascar led his (Ourt to a level of
to stop such atrocities. Elias. however, barely
depravity and crue lty the likes of which had
reacted to the supp lications of his old brother
r'lever been seen. He ordered executions
in arms, recommend ing that he should remain
without any meaning. possessed whatever
on the sidelines unless he himself wanted to
be accused of treason. Seeing that he had no
woman he desired. de<lared senseless wars.
and even d~ his wife to su icide after she gave
other options. Tadeus ra ised part of the armies
of Archangel and, in the name of the future
birth to his on ly son. Lucanor.
Empress Elisabetta, he stormed the palace.
Elias Barbados. pol itical cousin to Lascar
Tadeus simply wished to detain his lord
and the youngest and most idea listic of the four
Lords of War, saw the corrupt emperor's rule
EliS<lPetta. the child empteSS, qnd her tutor KiSid<in in much the same way that Elias had tried to
as a danger to the very foundation of the Holy
do years before with lascar. Again. however.
nothing ended as it should. The young Empress, who was on ly twe lve years
Empire. He cou ld no longer stand the aaions of his lord and rose up against
him. The {Oup d'etat occurred swiftly and with very little bloodshed. old. stopped Elias and urged his father to reconsider the start of the war.
Everything was o rganized in Archange l, and even the Church and Tol
Paranoid and crazed. the Em~ror accused the girl of being the basis of all
Rauko turned their backs on the Emperor. The plan was simple; Elias would
his sorrows, and he tried to execute her. At that moment, Kisidan, lord of
force his cousjn to abdicate in favor of his ron without causing hIm even
the Heaven Order and mentor to Elisabett3. intervened. Unfortunately, he
found himself obligated to end the Emperor's life. That fateful night was not
the slightest harm. The Lord of War knew that if he executed Lascar, the
Empire would crumble. as the Imperial Ruler wo uld lose his holiness.
like any otfler. An enormous storm cevered tfle skies of Gara ... and for a
Nevertheless, proud until the bitter end, Lascar forced his son Lucanor
few minutes they turned crimson, like blood.
The death of Elias revolutionized the Emp ire. An::hbishop Eljared
to kill him with the imperial sword of Zhorne. That action condemned the
disap~ared . and nothing more wou ld be known of her. Tadeus and the
heir and Abel urgently needed a new lord. Thus Elias. as the most dire<:!
Heaven Order placed themselves under the command of Elisabetta and
descendent to the tit le, was proclaimed Holy Emperor with the support of
the remaining Lords of War and the Supreme Archbishop Augustus. Unable
declared her the legitimate heir to the throne of Abel. However, the
rebe lling principalities refused to accept her as their supreme ruler, and
to bring himself to execute the young Lucanor, Elias sent him far away,
conferring on him the title of Prince to Lucredo, one of the most important some of the Lords of War believed that she was too inexperienced to hold
territories. Thus, in the year 9S7, the long genealogy of the GiO\lanni finally
such a high title. They pro<:laimed themselves sovereigns of the territories
abandOr'led the imperial throne after almost seven centuries of rule.
they controlled. And during that ~riod of chaos. the Church named the ir
own Supreme Archbishop who. in wait ing for a new Em~ror. believed that
he wielded absolute authority.
And for the first time since the dawn of the Empire, the world returned
Elias was the perfect ruler. as at home in politics as he was on the
to a period of uncertainty ..
battlefield. With skill and the proper deCisions. he maintained stability in the
Empire - even though many principalities believed that they had reached
the idea l moment to declare themselves inde~ndent. Unfortunately. Elias
It is now the year 989. Magic is returning with strength to GaIa, and
did not have such luck in his ~rsonal life, His wife died giving birth to his
the line that separates the world of Wake with ours is becoming evermore
first daughter. Elisabena, which left him deeply hurt. Throwing the blame of
fragile. The Empire has shattered into tiny pieces, and a three-way battle for
what had flappe ned on the ch ild. he put her in charge of the Heaven Order,
control is about to commence between the Empress, the Lords of War. and
his persona l guard, and avoided her whenever possible.
the Chun::h. The souls of the su~rnatura l beings who have died ever the
Soon after. his friend and mentor, the Supreme An::hbishop Augustus,
course of these last centuries are being reborn in human children, giving
passed away without leaving a clear successor. The decision to choose his
rise to the birth of the Nephilim. In addition, entities that have survived
replacement was a difficult task, since none of the applicants appeared
for eras hidden from man have realized that the moment has arrived to
to be Gualified. Nevertheless, in one of his Interviews. Elias met a young
manifest themselves in the world.
abbess, named Eljared. who, at barely twenty-liix years of age, had already
All of them can feel it. It has begun.
reac hed the highest rank that a woman could achieve Within the Chu rch.
The Emperor became fascinated with her, unable to get the young woman
And al l the things I have told ... I have seen them.
out of his head. They spent a lot of time together. and to the surprise of the
Because I never forgot.
whole Empire. he decided to grant her the title of Supreme Archbishop. an
That was my damnation.
act that contradicted every ecclesiastic tradition.

The Last Emperor

The Pre5ellt

~lllIJill'ilD. Jl.~

C0illJtlSlE8 And CItIE8


E,a ~~"""l$<
"t6,p ~ "'II><

"'"

"'''''

.t~8 "",umt "

"",.un.. ,n ~ &ent.r

ThiS chapter examines the geopolitical situation of Gala and explores


some of its major cities.

GE0GRAPHY
Ga"ia is divided into two large landmasse5. separated from each other by
a narrow ocean. In the east. we find the O ld Continent. divided in various
parts by an interior sea. The wntinenfs northern zo ne consists of a set of

mountains and thick forests. although there are also plenty of meadows
and prairies. It shares ~ral similarities with Europe and the upper part
of Asia. whose vegetation varies depending on the location between the
Atlantic and Padfic The weather tends to be fairly cold along the northern
coast. with constant ke and snowstorms. Neverthe less, the doser you get
to the Interior Sea. the warmer and more "Mediterranean" it becomes.
The southern portion of the Old Continent does not have many mountains,
and it Is genera lly a fertile area with a pleasant climate. However, there are
severa l desert-like zones with elevated temper.ltures. Last ly. in t he eastern
sect ion of the Old Continent, one can find the Isle of Varja, which stands
o ut because of their dense vegetation and elevated moumain~,
The New Continent is a zone Vllith a very diverse geography whose size is
similar to the American continei'lL The New Continent contains area wrth large
steppes and extensive forest vegetation - particularly toward the sooth.

P0LITlCS
Traditional ly. the Empire was d ivided into Princ ipalities, which were the
equivalent of coo.mtries or kingdoms. Each one possessed its own laws and
customs, as long as these customs did not contrad ict the norms and tradition
of the Empire. Many Principalities were governed by nobles or high-r<lnk ing
churchmen, although it was also possible that a counse l of bou rgeoisie or
wise men would rule. The Emperor was the supreme fogurehead mi litarily,
as well as politically and religiously. Al l spiritual and temporal power were
gathered in his person. He was the center of the Empire and his will was
respected by all. Ultimately. he was in charge of med iating the more
important d isputes be~n the Principa lit ies or his lords.
The only religion permitted In the Empire was Christianity. The Church
had a subtle influence in all the Pr incipa lities and controlled a great deal of
the higher ecclesiastic offices. whose words carried a great deal of weight
with the people.
Militarily, each Principality had the right to raise its own army. as long as
it didn 't exceed certain limits imposed by the Empire. Nevertheless, the true
mil itary power resided in the four Lords of War, who functioned as supreme
generals of the Emperor and were charged with supervising and maintaining
control in the Empire's drverse territories. One Lord of War was in command
of the New Continent, and three were in charge of the Old Continent - one
in the north. another In the south. and the third (and most important) in the
heart ofthe Empire. On some occasions, Irreconcilable differences developed
between the Pri ncipalities. in which case the Emperor would authorize a war
where civilian lives and the integrity of the people and city were n?spected.
The Lords of War controlled the5e conflicts as High Arbiters; once one of the
sides had suffered suffocient losses. the battle wou ld end. The true crusades.
however. were generally fought politically - influence. favor. and contacts
were much more important than a powerful army.

w/lt

~f tt.. ~t.IIH<I4r.

A lot has changed since then. however. Currently Gaia finds itself In
a precarious pol itical state. After the death of the previous Emperor. the
Sacred Holy Empire of Abel is fragmented. and many of its Principa lities
have dedared themselves independent, refUSing to ack nowledge Elisabetta
Ba rbados as the legitimate successor to the throne. On ly one of the four
Lords of War. Tadeus Van Horsman. the most powerful of them all.
supportS the young Empress - although Mihjail Mashen'ka, Lord of the
New Continent. is also slowly moving toward this position. The other two
lords have each proclaimed themselves heir to t~ Emp ire, and they are, for
the moment. trying to e)(pand their powers to establish their own kingdoms
in the territories they control. Lastly. a series of powerful Principa lities wish
to n?ma in autonomous. answer ing only to themselves.
The Church n?mains neutral. for now - waiting to see if the Empire
recovers or if a new politica l system will arise in its place. Either way, the
Church battles feverishly agai nst the Principalities that have split from the
Christianity and those that admit the existence of polytheism.
Currently, war does not mar the landscape. but a great tension e)(ists
between the various territories. Only time will tell if this tension will ease or
lead to grand scale con flict.

Some Notes of Interest


The Emp ire uses tile same calendar that we use currently - with twelve
months and four seasons of the year. Barring strange e)(ceptions. like that
of Lannet, Shlvat or Kushistan, Latin serves as the traditional language in the
Principalities. However. some ethnic groups or regions still retain the ir own
dialect, as well. In an attempt to 5Cparate themselves from the traditions
of the Empire. many of the Principalities and independent kingdoms have
Changed the calendar and "reset" to Year Zero.

Science and Technology


The average technological level of Gaia is similar to the last years of the
Renaissance period. Regard less. there is a great imbalance. skil~wise as well
as culturally, between certain PrincipalitieS. In fact, some areas - like Lucrecio.
Abel. IImora and Togarini - possess knowledge that puts them at the cusp of
the Enlightenment. while others. like Goldar. n?main most ly barbarians.
SurpriSingly, great progress has been achieved in mechanical engineering.
especial ly in those disciplines related to cogwhee ls used in clockwork. It
is even poss ible that some Principalities will develop the first big windup
engines - although as of yet no one has been able to achieve that.
Another of the great advancements appeared a little over a century
ago with the invention of black powder. Soon after that. weapon smiths
developed wick arg uebuses and pistols - but they are sti ll rare artifacts
sold at truly exorbitant prices. Currently. no army in the world co uld
afford to arm itself with forearms. Even Abel possesses only a few hundred
arguebuses. which they reserve for their elite troops.
Without a doubt. however. the most surprising and revolutionizing
advance came from Lucredo JUSt a few years ago. Luca nor G iovanni has
developed the first zeppelin in Giia. and he has started to build two
more models which will serve as a form of transportation between the
Principalities for those who can afford to pay the passage.

Law

and tile Courts

In genenl, the law of the Holy Empire i~ prettywt!1I established - similar


to the lasl years of the Enlightenment. with a few uncommon advances.
The same laws apply 10 nObles and the common citizenry. although each
class has Its own tribunal and, naturally, the aristocratic. tribunal is much
more permissive with privileged individuals. Each Prir.<:ipality once had its
own laws, but the Empire dictated a series of judicial doclrines which the
PrinCipalities had \0 adopt.
For cl<ample, the death penalty was only applied to situations that were
very uncommon - as a sentence fOr acts of high treason. 355a.Wnation. or
crimes of a religious nature (normally Judged by the illquisitors and the
e<:clesiastlc trib<.onals). Slave..-y was completely aboli~ regardless of the
color of one's skin. although not 'l('rvitude.
A great majority of the countries that have separated from the
Empire now Ignore the guidelines of Abel. On the other hand . some more
traditional countrieS, like Lannet. Goldar. Kushisun or Corinnla. have even
more antiquated laws.

PRINCIPALITIES
We sha ll now look at each of th e pr incipalities of Gaia, groupi ng them

by the different areas of Influence.

Tile Holy EII/pire of Abel


The territories of the Sacred Holy Empire of Abel are made up of
those Principalitl(!S that. after the fall of the Emperot'". r&ognized the
young Elisabetta Barbados as the legitimate successor to the throne. It
finds Itself situated in the central part o f the Old Continent. and dC!Spite
its dismemberment. II still constitutes the strongest economic and military
force in the world. It maintaIns the same political system from previous
rears. uMmg in the figure of the Empress all military and religious power.
All the armies of each loyal PrincipalIty. as well as the forces of the moSt
powerful lord of War. Tadeus Van Horsman, are at her command. Setting
aside their differen<es. all the gOYcmors of these regions dream of restoring
the Empire and occupying a place of privilege within it.

ABEL
Abel is the heart of the Holy Empire. lead by the child Empress
Elisabetta Barbados. it Is the most prosperous and powerful of any region In
all of Gaia. It is made up of a mu ltitude of towns and cities that have reached
an Impressive cultural dC!VClopment. thanks to its schools and universities.
Multip le ethniC groups and cultures coexist peaceful lr within its borders as
a tOnsequence of the co ntinued Imm igration of refugees looking for she lter
during periods of war. Al l of its citizens f~1 proud to be a part of Abel and
the Holy Empire - especially the members of the capital. Archangel. which
Is the most imporUnt city in the world .
Commerce with other Principalities ;s constant. livestock and
agriculture occupy a privileged place in the economy of Abel. The nobles
are divided Into aristocrats and bourgeoisie (wno bought their titles with
money), and control the great fiefs and large estates over the vast region.
The power that the Church wields is clear to both the people and hign.
ranking noble5. The Empress controls the vast majority of higlH"anklng
religious clerics, but they continue to have a strong link that binds them
to the Atbldion Church and the Supreme An:hbishop. The nobles and the
clergy maintain an undeclared war as they contend with each other to place
themselves near ElisabetU and influence her. However. she cUrn'ntly only
follows the advice ofTadeus and her tutors In the Heaven Order.

DALABORN
Found !1O<"th of Abd this territory Is gOYemed by Prin<e Edgar Vale.
although Tadeus Van Horsman actually exerci~ true control over this
reg;on from his twin places of residence - An:hangel and Eran. the fortified
caplul of Oalabom. This PrinCipality i~ almost a military state. Towers and
high walls rise everywhere. and the multitude of soldiers marching through
the streets give Its cities the appearance of constant battle readiness. The
aristocratic nobility occupies a place of favor. and the bourgeoisie are
sparse. The lack of ornamenta l architecture on buildings speaks a lot about
the practical ity of Oalaborn'S citizenry.

Great green plains. crowned occasiona lly with a few sparse forests
and separatoo by its only big river. the Anluin. COYer Dalabom. There
are a multitude of towns built around great castles and fortresses. which are
controlled by the feudallo.-ds and agents of Tadeus. The biggest of them alt
Is Ogara's Castle. also known as The Scarlet Fortress.

ALBERIA
Because of constant rain, Alberia finds itself full of leafy forests and
green mountaIns. The viftages and lowns tend to be close to one of the
multiple rM:t"s that cut through its territories. Big cities are uncommon.
Wood represents the princIpal source of income of the interior lands. and
ftshlng serves as the principal source of income for the coastal one5. Prin<e
Arthurias rules OYer the region, alongside of a democratic Parliament elected
by the people. This system has re<:ently caused some tension between the
nobles and the common people, however.
Alberia remains lora! to the Empire. but it strives to avoid any sort of
armed conflict. People here tend to be suspicious and conservative, preferring
to avoid foreigners. especially those who have separated them!ielves from
Abel. Alber la only t rades with Galgados or Dalaborn - although on rare
occasions it will deal with Kanon, providing them with raw material needed
In their shipyards. The large amount of forests, coupled with a wide
expanSe of unexplored regions, has created hundreds of myths and legends
concerning some of its verdant groves . Christianity. although considered
their official religion, is very seldom practiced in the towns. The villagers
have their own beliefs and superstitions based on stories or fables.

ILMORA
The small Principality of 'Imora is the CUrTel1t cultural core of the
Sacred Empire. It Is known for its high towers and the knowledge that It
holds within. A coun<iI made up of the twelve most renowned scholars
gO'o'ems the territory. Its Cities are prosperous, overflowing with creativity
and culture. given that the gcwemment encourages all kinds of academic
activities, creating schools and centers of st<.tdy that are free for everyone.
Educated people art' ~I thought of in IImora, unlike tho!ie who seem
belligerent or who act without manner'S. This region obtains its benefits
from Its comme."(t in art and the mulUt<.tde of schools that copy ~. In
addition. many patrons of other Principalities support llmora's you ...g aniSlS
or send their own children to study here.

GALGADOS
Galgados Is an immense area of hills and mou ntains. The Mountain
Range of the Winds delimits Its eastern border with Alberia and Dalaborn.
This range can onlr be crossed through a smal l pass of vital importance.
called Hecate, where the greatest amount of ancient ruins can be found .
Ga lgados lives off of Its Iron mines. that is exported almost completely
to Dalaborn for the fabrication of weapons . It possesses a hard climate ,
with strong wi nds that whip across the area frequently. After the death of
Victor Oaorland, the previous viceroy. his three heirs (two boys and a gir l)
find themsel~es In an Intricate Internal struggle to gain Elisabetta' s favor
and re<:elve control of the Principality. The problem is that two of them .
Karlson and Frederic. are twins, while Marina. the first bom. dedares her
right to th e throne for the same reasons that permit Elisabella to claim
her title as the Empress. The people also find themselves alienated Into
three factlon$. and In some cities, they have divided into municipalities.
commonly dashi ...g between the different parties. The people are anxiously
awaiting the Empress" decision. but whoever she chooses. it is sure to cause
problems.

KANON
The lands of Kanon make up the actual southem border of the Holy
Empire. Kaoon represents seventy percent of Abel's naval force, whose fl~t
controls the peace of the maritime routes in the Interior Sea. Its economy
maintains itself thanks to fishing and the levies it benefits from e;(orting
commercial crafts from other kingdoms. The repuUtlon of its ships Is well
known in all parts of the world. and the secrets of its warship construction
are )ealouslr kept by Kanon's master shipbuilders. In the interior, there
are a great deal of moors that extend across Kanon. Here. one can find
scattered farms and small estate5 th at dedicate themselves to prCNid ing
wood to the naval shlpbuildel"$.

Helenla I~ a tranquil region of stock breeders and farmer;. The population


1$ sparse. and it finds itself di$persed In a multitude of towns scatte.-ed far and
wide ~ the region. Its main source of income comes from the exportation
of c(!<"eats. cotton. and corn - although the rai~ng of horses also represenu
a great cconomk benefit. given that Helenian purebreds are famous all wer
the continent. Unfortunately, the steep mountains that border the Interial"
Sea prevent maritime conwnen:e or the exploitation of the sea. Nobles ~
Helenia are almost l'IOIlexistent, and only a few great landowner.; exercise
some son. of control ~ their farmlands. The ga.temment is in the hands
of Its prince. who assembles annually with the representatives of the t<WmS
and the noble<; to impose new ~ or modify existWIg ones. The only big city
in the entire area is Fama. where hoIld~ are normally celebrated for the
treatment of horses. grain. and other primary needs.

ARLAN
Integrated In the central nucleus of the Empire. Arlan is a commerdal
Principal ity that specializes in maritime transportation. The seven most wealthy
men and women ofthe territory control thi~ region. They call themselves The
CounCil and control the commerce and organizations of all the cities and
ports. making decisions that, In ge nera l. are good and fruitfu l for Arian's
development. The mo~t Important city is its capital . Kam. which serves as
one of the largest commel'(ial poru In Gaia and an indispensable place for
traveler.; to pass through. The PrinCipality ba.<;ically trades in products from
the New Continent, exporting them to the interior regions. Markets, stores,
and herballsu are found in all of its cities and towns, especially in the capital.
Arlan Is a loyal Principality of the Empire and a powerful economic fon:e
that off('f"'S a great deal of benefiu to the throne of Abel. lu armies are very
sparse, but II possesses some of the best guards in the Old Continent so a.<; to
assure the proper funCiioning of commerce.

The BnrrCll ICy Lnlills


The territories that are spread out
along the northernmost region or the
Old Continent are known as the Barren
Icy Lands. an appropriate name given
the low temperatures and constant
snowfall that plague the an:!a. The three
Principalities that comprise the Barrens
took advantage of the Emperor's death
to proclaim themselves free natiOflS.
None of them have the slightest intention
of n:!turnlng to the Holy Empire. They
ha~e Imposed t heir own laws and , in a
large part of these Principa lit ies, only
dialects that are distinctly different from
Latin are spoken.

King Er kk Sterki, nicknamed The Strong, governs over Hendel! after


the fall o f his fathef'. As of late. he ha.<; given his unconditional support to
one of the feudal lords or Goldar, waiting to obtain great benefits artel'" he
Is placed on the throne. Erick 1$ praised by his people a.<; a hero, and many
consicle..- him the greatC5t king in the history of HendeU. It is said that he is
also one of the most skilled fighten on the whole continent.

HAVFMAN
King Hagen 's ttf"ritory i$ almost made up en tirely of a large mountain
Idnge, known as the Ptak of the World, that keeps the kingdom isolated
from the rest of the continent. Through all or ilS territory. Haufman only
has three important cities - although a multitude of towns exist all along
the elevated areas of the mountains. Several islands also exist wilt1in the
kingdom, though most are uninhabited due to the extreme climate. Snow
can be found ail year round . and strong, Icy winds cootinuously whip the
land. Naturally, life Is very hard In such a hostile environment. Men and
women dress in thick animal skins, and hunt and fish for their sustenance.
Haufman's cultura l level is almon non-existent. and iU citizens trust more
In st rength than in any other quality. Considered pagans by the Church,
the people o f Haufman feel little fidel ity toward Christianity. Many wor;hip
their own gods that rule over mount ains and rivers.

Tile Dtlrk Lallds


The Dark Lands receive their name because of th e strange occurrences
those who travel their find themselves immersed in. Even during the time
it was controlled by the Empire, they were troubled areas filled with
myths, mysteries, and unexplored zones. Currently. The Dark Lands have
separated themselves from Abel who. it seems. has nOt made a de<:ision
regarding what to do about them. Perhaps this hesitancy occur; because
of lack of imerest, or maybe because the
forces of Abel would have tocross Goldar
to reach The Dark Lands.

MOTH

The vast, cold laods of Moth are


plagued with swamps and river.;, many
of whkh are surrounded by thkk and
dark foresu or dosed orr vall. A thkk
fog appear.; each day. giving the region a
dismal and dark appearance. Moth lives
in an almost complete nate of isolation
from the rest of the world. Prince Lucer
Grey rul es th iS land - though he exercises
little or no control ""er his Prindpality.
There are very few tit ies in Moth . and
even those few are genera lly meager in
si~e . In great part, the region is replete
Ol)e of the dark farah of Moth
with backwoods towns, governed by their
respe<tlve maror.; or feudal lords. 11$ people are very tied to their traditions
GOLDAR
and to mysticism, but many are also devoted Christian believers.
Winter Is very hard In Goldar. 11$ beautiful scenery and farms are
Although it seems Impossible, there are still many unexplored
atwa)':'i covered In snow during this time of year, whdl mak.es life in that
territories In Moth. Since some of iu sections are difficult to access, many
region very difficult. Though in )'('ars pa.<;t Goldar was a powerful nation
expeditions have disappeared while exploring. Rumor; h;rve been going
with a strong army, It has sunk into cultural decadence during the past
around thf' tast couple of rear.; that a great City, called Graven, is being built
two c('flturies. lIS people an:! n!Cognized fO<" their coarse customs and rude
in the center of thf' Principality. It seems that many h;rve found this city by
dealings, but they hilve a distinct sense of honor and duty to their lords.
chance. FurthermO<'(!. it i$ not listed on any map of the region, and those
In actuality, Goldar IVI't really a nation, but rathe..- a set of foefs that
people who leave G ...... en do not know how to return.
maintain an Intricale Intemal fight amongst themselves. Each one tries to
rise above the other.;, for which they progressively levy taxes that slowly
DwANHOLF
pkk at the farmen, with the Intention to fortify their personal armies. Only
Dw3nholf is an ideal place for outlaws. The interior lands that bO<"de..the threat of an exterior enemy makes thf' roefdoms come to any son. of
agreement. Goldar also stands out for iU den!oe foresu, filled with wo~
Moth and Hendell are barely fertile - and almost totally uninhabited. The
and wild animals that have been the ba.<;1$ for many legends and myths.
bad climate is constant In these humid land~, as is banditry and looting. The
Cities of Dwiinholf are always next to the sea. Its poru are Illegal, filled with
many plldtes of the Interior Sea. This Principality is wnstantly overnowing
HENDELL
with people and goods of doubtful origin. It is very unsafe to live or travel
Only the southern part of Hendell, known a.<; the Barren Warm Lands. i$
in these lands. especially at night. Nevert heless, taxes are non--existent, and
livable. while the northern sectloo is made up of frozen lak.es and glacier.; that
one can find all kinds of stolen goods at a reasonable price. The Principal ity
can be fatal for someone not accustomed to the climate. The territories or
is controlled by an association of nobles of dubious n:!putation . along with
the Barren Warm lands do not have a lot of settler.;. lIS inhabitanl$ generally
some rich bourgeol~ie, who arc attempting to reca pt ure the cities without
live In fortified towns, ca ll ed Bastions. In the fro~e n region of the north, oo ly
the help of the Empin:!.
a f~ nomadic tribe~, known as the People of t he Lakes. survive.

Tile const of cemmace


The principalities of Gabriel and Pnaion have found themselves
Immersed for the last several years in a desperate race to be the wltural
and economic leaders of the world. The (oasts. rich in rt'SOUrtes. gives
these lands the name that they so deserve. Maintaining independence from
the Empire. they do not reje<t commene or the irlfluences that comes from
trading with It. The climate and ~tation of the area largely resembles
that of the Med iterr-anean, like all of Interior Sea. The entire region is filled
with fertile vegetation and leafy 1Ores~.

GABRIEL
Gabriel i$ one of the nchest PrincIpalities in Gara. lu secret - ptmpenous
cities with productive lands and a benerlCial maritime cornmen:e with exotic
countries from the south. Palaces, amphitheaters, and high 10I0'I'er.i attest to
the beauty of its aliI's. Lu)(ury and wealth reigns in Gabriel. and its refined
inhab4tants foIlcw fashion trends as if their lives depended on it. Chancellor
Joshua Farde~s's leadership Is respon!>ible in great part for the curren!
economic climate. A (ound. fanned by the nobles orme city and lead by thc
Chancel lor himself. controls Its good functioning. Oblivious to the Empire,
whkh they consider to be decadent. Gabri I's citizens have focused their
sights on the exploitation of maritime commerce w ith lands to the routh and
ealit. Each noble house hali Its own army of mert:enaries. and politics takes
up a vital part of the nobles' t ime. In contrast to ro many splendors. the
poor and beggars work the streets trying to eam a bit of food that they c.m
eat _ though they are thrown out of the areali that nobles tend to frequent.

PHAION
Phalon is the prlr.c::ipal exporter of goods of Lannet.md Shivat to the Old
Cootinenl. Uve5tock and agriCutture guarantee that the needs of this Prindpality
are met. but the true SOUrl;e of its income resides in commen::e. Its enom1C1U"i
fIShing and commercial fleet pt"O>'ide great economic: stability. The Merch.mt
Association cootrols the cities. especially the great ports. from Manu/5hias.. the
capital. The inhabitants of Phaion hate Dwanhol/". which they detest b- that
Principality's piracy. Usualy. Phaion merchants cootraCt several men:en~as
escorts b- their ships.. They also do not have much appreciation for the people
of Gabriel. against ....nom they compete commercially. Phaionites regard those
from Gabfiel as O51.entatious and C1o'et"bearing.
The mil( of occidental and ooental cultures that exist In Phaion is
the most characteristic. feature of the region. The architecture of its cities
combines the traditional elements of the Empi~ with decorative det ails
from Lannet and ShiVOlt. Additionally, a great percentage of its people are
oriental. blending much more openly with ~stern cultures and peoples.

The strongest opposition block toward the Empire is formed by the


Azur Alliance. made upofthe principalities ofTogarinl. Remo. and Bellafonte
(where thl! Lord of War Matthew Gaul had his area of influence). Each one
of thl!se countries Is completely Independent. but they form a common
block against Abl!l. 11 is known by all that Gaul pretends to raise his awn
Empire, even though Remo and BeliafOl1te are not completely in accordance
with It. These countries h~ declared the start of a new calendar, and they
have started to mint their own currency.
In general. the lands of the Al!iance are fertile and possess a climate and
vegetation most ar"LaIogOl.ls to countries on the Atlantic. sidl! of the ......::>rId.

TOGARINI
Togarinl was the first regioo to declare independence from the Holy
Empire. The Lord of War. Mallhew Gaul, refused 10 accept Elisabella as
the new Empres5. He considered her ~ak and, as a ......::>man. incapable of
wielding such power. Gaul, who had his residency in Toganni, deposed the
previous prince and named himself LO<"d of the Principality and true heir
of the spirit of Abel.
Togarini is one of the most culturally and militarily advanced kingdoms
in the ......::>rld. Almon all of its roads are paved. its citie~ are werfJowing
with activity, and livestock (a~ ~II as agriculture) ~ep it prosperous. The
w ines and drinks that Togarini produces are known as the best in all of
Ga'a. In regards to its martial strength. Gaul has unified the old army of
the Principality with his own so ldiers. creating one of the strongest military
for<es In the world.

The Principality Is filled with prosperous towns and grand cities,


including its capital. Kaine - a fortified town built 00 top of an immense
plateau. Togarini leads the Azur Alliance alongside of Remo and Beliafonte.
Given that their nOf"thern borders lie alongside of Abel"s. there is a great
deal of friction between the two countries. Neither side. however. wishn
open warfare - at least not at the moment.

BELLA FONTE
The influence of the Episcopal States is noticeable in the territory
of Bellafonte. Monasteries and churches adorn its gr-een prairies and lew
scrublands. This region is well known not only for its good e<:onomy. but
also for the magnanimity of its Du~ and gOYCrnor. Juliano Stratto. The
penalties for minor crimes, perhaps too soft, has Inspired a great many
bandits and outlaws to venture In Bellafonte. On the other hand. rel1glous
<rimes are punished In an exceptionally cruel ~, leaving judgment and
execution to members of the Inquisition. There are very few towns, and
almost all of its people congregate in big cities that are scattered all along the
Principality. The nobility has strong ties with the Church. and it is common
that each o f the hundredS of arinocratic families of Bellafonte have at lean
one of their members undertaking an ecclesiastic career.
Bellafonte fiercely supports the Alur Alliance. as it believes that Abe l
has forgotten its Christia n roots. However. its leaders don 't wish to see
Gaulin the Empl!ror's position, either.

REMO
Poor administration and the corruption of its rulers have lead Remo.
formerly one of the richest Principalities. to fall in to great pa--erty. In
addition. many of its main cities were obliterated by imperial troops at the
order of EIJaTed, which has created a mass of refugees forced to beg wht!re
they may. Maritime commet"Ce with the New Continent. previously fluid
and important. has almost disappeared. since currently Man monopolizes
all of this trade. Imported products h_ now become a lUXUry. and few
are willing to pay for them. Filthy streets. ramshackle houses. and pathetic.
looking citizens are all that is left of a once great Principality.
The only thing of any value that Remo retains is a powerful army. Its
new gOYemOl' has 51gned a treaty with Togarin' to support Matthew Gaul in
return for economic ald. In this w.rt. thl! Principality hopes to rebuild and
renew itself. Remo's citizens openly support the Alliance. conwering the
Empire the source of their downfall. Remo also POS5eSSCS a great deal of
ancient ruins, rome of which h_ not yet been explored.

TI,e Eyiscoynl states


Argos and The Domin ion are traditionally called The Episcopal Statl!S,
as the Church, in one form or another. controls both Principalities.
Although The Episcopal States are ~ ot forma lly separated from the Emp ire,
they haW! not recognizl!d the Empress as the legitimate successor to the
throne, either. For now. they have elected a new Supreme Archbishop,
pcwer that traditionally belonged only to the Emperor.
Eccleslal law reigns with strength in its tOWnS and cities. Any act that
resembles witchcraft or other supernatural power is denounced without
hl!sitatlon by the Inquisition.

THE DOMINION
The Dominion is lhe headquarters for the Church. Many years ago.
the Empl!rQr granted the Supreme Ardlbishop his own Principality and.
like any other noble. the Churdl's leader could found his own capital. This
is how the Vatic.an city of Atbidioo. currently the diocese of the An;hbishop
Magnus. arose.
Originally, The Dominloo limited itself to two single islands found in
the SOI.tIh, but recently it has acquired a territory on the continent that
was ceded to It by Argos. A5 Is to be expected. the people who live in The
Dominion are exceptionally religious. Almost a fourth of The Dominion's
population is madl! up of clerics 01"" other eccleslal officers that h_ some
direct link to the Church. Those who wish to become priests have the right
to a free education. and many parents send their children to monasteries so
that they can be Instructed. These lands are continuously visited by pilgrims
who wish to know the holy Cit)'. For the rest, commerce is scarce. and the
little agriculture ~nd fishing that is produced are not enough to supp ly the
population. However. The Dominion is a powerful economic force thanks
to the donation~ and t ithes that come from all comers of the ""'rid.

STYGIA
Argos Is an independent territory mat receives se<ret subsidies on
behalf of me Church. It Is. wlmOl.lt a dOl.lbt. me military arm of me Vatican.
End<1Wed with a large army and de-voted cru!>aders. mis kingdom waits
for armed connlct to finally break OI.It against Kushistan. a Mpoisonous
country~ that is debasing the faim of the world. There are. h~r, less
spiritual Intel'C'lts at play CNCr Kushistan. as the King of Argos would gain
several economic benefits If hoe were to conqllef' mose lands.

lItdeywdmt states
The remaining states of the southern area of the Old Continent
are known by the name of Independent States. These principalities have
disconnected memselves from Abel, but they have not made a common
front of opposition, like that of the Azur Alliance. Simply put. they pretend
to be autonomous stales. more opposed to the Christian Church then to
the Empire proper. In reality. none of the Independent Stales ever truly fell
connected 10 il. bUllhe Empire's military power kept them bound.

KVSHISTAN
Small deserts and warm zones give way to green cities with abundant
water and vaulted designs. Exquisite palaces with exuberant gardens contrast
with the low-roofed day and cane houses found in its cit ies. Kushistan Is Orle
of the strongest economic and military powers of the Independent States.
Its settlers live In constant tension with the Church. Profoundly religious.
they have their own CUStOmS and traditions that differ radically from those
of Christianity. Because of that. they have a bad relationship with Argos.
including small skirmishes that break out along the border. The political
and religious leader of this Principality. Ben Sharid. controls Kushistan in an
Intri<.ate and complex pyramid system.
Since its separation from the Empire, slavery is permitted in Kushistan.
and women have tle<ome se<ond-d<us (Jtizens. The I.Jws. extremely ha~.
are ~ more draconian fOf' foreigners (who are often driven out of the
country). They speak their own language. called Jouhu - although a great
number also know Latin.

KASHMIR
Behind the Salazar deserts rise the Ka5hmir mountains. Stony terrain.
dry beds. and extremely not art!u gM! way to places more habitable and
fertile. Kashmir contains a great gathefing of towns. built of canes and day.
Hundreds of tribes coexist. each one with its own customs and traditions that
differ incredibly In each part ofthc territory. These tribes pay 00 attention to
the Empire or its Intert!Sts at all. They Hve off fi5.hing. hu nting, and livestock.

Stygia's economy Is based on .slavery and commerce, fruit of its gold


mines and Items fabricated with the precious metal~. Its citizens are dressed
in meager clothing. with a plethora of silver and gold adornments that show
off their burnished skin.
Unlike in Kushlstan. Salazar or Kashmir. Stygla allows women to hold
positions of importance within society - generally as priestesses. wise
women. or e'VefI warriors. Its four sole cities rise along the length of the
tributaries of the lomed'! RiV(!r in the north of the country. The southern
part of the kIngdom 1$ a terrible desert. populated only by a few spread
out nomadic tribes.
liberated by King Attiyoreph, considered to be the true Empenx. the
Strgians compose an Independent culture that (ounts on !he support of
Kushistan and KashmIr. Isolated from the west and immersed in its own
world. they reject any form of contact with the Empire or its political
interests.

SAHO
The lands of Baho are made up of steep mountain ranges. val leys, and
a few outlying lakes. In the past. inhabitants of Salazar emigrated from the
desert in search o f more fertile lands. The cur rent Inhabitants of Baho are
men and women accustomed to the altitude and terrible dimatlc changes.
Its two main cit ies. Sherena and Tirghu. are built from the same SlOrle that
makes up the mountains they live on and house almost al l of the people in
this Principality. Haughty and proud. the warriors of Saho follow their own
code of honor. and they are more than willing to help Kushistan in the face
o f a possible armed confrontation with the Church.
This PrinCipality has two leaders which are chosen from the wisest and
strongest of men every ten years.

vnrja, ti,e Eastem Lallds


The Eastern lands are made up of Lannet and Shivat. These two
Principalities keep themselves very Isolated from the rest of the cultures
and beliefs of the continent. All through history. they have led numerous
frustrated allempts to separate themselves from the Empire. With the fall
of Elias. they have found the Ideal time to do it. and both of them have
de<lared themselves independent states. The people of Varja. speak two
different languages - lannetense and Shiv.nense - and very few people
truly know Latin. T hey also h~ their own currency. different in shape
from those of the rest of the world. Anecdotally. both countries have been
facing off for years. but their desire not \0 be the Empire's prey prevents
a con fl ict from breaKIng out. In addition. they are separated by a steep
mo untai n range . requiring who le weeks to cross.

NANWE
Naowc consists of largely unexplored Jungles filled with deep rivers and
thick vegetation. Many exp lorers have ventured in to these places in search
of legendary cities or ancien t treasures. Every now and ,..._ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _...,::::;
then. expeditions are organized to thiS peninsula to
hunt exotic animals as well. A few noble~. given the
responsibility rears ago by the Empire as lords of these
lands. own a few diamond mines from which they gain
great benefit. The existence of some tribes native to the
jungle is documented. but no ooe knows much about
their society or customs.

SALAZAR
More man anything else. Salazar is an immense
desert. Few are the natural resources that can be I"ound
in such an erMronmel1t; life in such conditions is truly
difficult. Twelve nomadic clans are the only inhabitants of
the desert. constantly traveling its ardent sands to find the
scarce 0<UeS that exist scattered throughout the land. The
tribes find themselves peml3nently pilled against each
other in an Intri<.ate fight to conserve the be'st areas of
the desert. Naturally. watt'<" has more value than gold.
In the past Salazar was ruled by a delegation eleCled
from the tribes by the Emperor. an act that alway<; caused
problems and disagreements. After the fall of Abel.
the clans comp letely ignored the previous pnnce and
dedicated themselves to acquiring the best territories.

LANNET
Lannet is a land thai basically lives off fIShing and commerce with the west.
given that Its extravagant products are very sought after t1t west~. Among
many other tNn~ Its weapons and steel are renowned the world o.'eI" hi- their
quality. Nonetheless. the people of lannet are ~ty xenophobic with
'M!Stemers. and they only aIkm them in their port cities if they MYe a permit.
They are, without a doubt. a dosed Mt.rC with old trilditions and bmalities.
The population Is divided Into two diffcl'cot casts - serfs and nobles.
Nobles, who belong to samurai houses. are the only ones permitted to
carry arms. while serfs 1M! submerged In the most complete subjugation.
The lannetense sen$(' of honor, as well s many of their custom~ GIll be a
bit confuSing at times foe' westerners. They openly reject Christianity. which
has pt'CM)Iced a confrontation WIth the Churth. although not in such a direct
Wirf as it occurs with Kushistan.
Its territory Is small and v.:ry mountainous. but regardless o f lhll,
Its lands h~ a great many inhabitants. There are only two major dlies.
but hundreds of tow-ns exist, separated by moumain areas or lost within
'NOOded valleys. Cur rently. the Emperor Akira Tachibana rule'! the five
gCNeming houses o f the prinCipality. though hc maintains ccrtain disputes
with the Shogu n. an Important military gene ral.

SHIVAT
The lands of Shivat are fertile for the cultivation of rice, soybean and
spices, Deep rivers and great wooded mountains adorn its beautiful sceneries,
so extravagant to continental visitors. Although not as xenophobic as their
neighbors from the oorth, Shivat's inhabitanl5 wrely tolerate westerners.
Howevet", they do allow them toenter their tenitoriesand have even adopted
some characteristics from the Abel culture. The Shivat Emperor rules with
total power from the golden palac.e in Shan Lu. The nobles do not have as
much powet" In Shivat as their counterpartS do in othe<" Principalities. Uke
lAnoe!. this kingdom usualy ~ its produru in foreign countries, but it is a
self suffICient Principality. capable of mefling its own primary needs.
Shivat Is the birthpla<.e of the martial aru. Within it. set apart from the
mountains. sits Maishen, the greatest temple of combat styles in the world.
Every five years. a tournament of unarmed combat is organized. which
fame is well known In Gaia.

Ti,e Neutral Arens


There are two areas In the Old Continent that deserve to be mentioned
on their own, given that they do no t belong to any of the telTitOf'les that
have been mentioned so far.

LVCRECIO
The principality of Locre<:lo is warm. with a multitude of ri vers, green
fields. and small mountains. Everyone within its borders lives with a great
sense of well being. which often makes them ignore th e oul5ide world. This
Is due in great part to th eir charismatic ruler. Prince Lucanor GioY<mni. who
Is venerated by its inhabitants.
li)credo capital has changed names recently and. in honor of its lord. it Is
cal led Dulucart. The laws apply equally to everyone. and il5 people have an
elevated sense o f honor and duty. They f~ proud to IIYe where they do.
The cultural development in Lucrecio exceeds that of the maiori ty
of the Principalities, and its cities have libraries and public schools which
anyone can attend free of charge. It also has the Grand University. the most
important center of studIes in Gaia. where classes are given regardIng all
the known sciences,
Its armies are not very powerful. but il is said that Lucn:!do has the
greatest spy ring In the world. and that its 101 is aware of absolutely
everything that happens 111 Gaia. For now. no one knows exactly what the
last descendent of Zhome Giovanni's intentions are. He has not declared
himself Independent from the Sao:red Holy Empire. nor has he sworn loyalty
to the Empress. Only time wiU reveal this enigmatic man's objective.

THE INTERIOR SEA


The expanse of water that extends itself to the center of the Old
Continent is known as the Interior Sea, where hundreds of islands of all
sizes are found. The bigger ones belong normally to the principalities with
the nearest coasts. but the rest are a web of small fishing towns or pirate
islets thaI attack those boats that pass by them.

The Island o f Tol Rauko lies in the midd le of the InteriOf" Sea
found. This legendary place served as the ancient bastion of Rah and
the current headquarters for the knights who get their name from iL The
steep <liffs of the mountains that surround Tol Rauko altow a<:cess from
only two port areas, both of which are guarded ~II.

Tile New COl/tinwt


The New Continent is the <:ontinental mass that is found west of Gaia.
It has that name because it was the last territory annexed by the Empire.
and the one a.oer which Abel has had the least control. It is an area that 1$
geographically varied, containing great plains and huge forests. The lands
closest 10 the Old Continent are known as the Breached Coast. and those
are the areas moil travelled by snips. The western region takes It names
from the Interior lands. where the innuence of the Empire was felt tess.

MANTERRA
Manterra is no t vcry different from any other area under th e direct
supervision of the Empire. As the territory on the New Continent closest to
Abel. Its laws. beliefs. and soc ial struc:ture are a living embodiment of those
of the Sacred Holy Empire. Wh en the Emperor fe ll. Manterra remained
Indecisive. without daring to declare its support for the Empress. Currently,
Its prince. Misha Mashen'ka. desires complete independence from its old
roots. However. his youngest brother, the Lord of War Mihjail MashenKa.
lives In the same Principality and has a growing sympathy toward Elisabetta.
For now. there Is a great division o f opinion among the people, and although
a majority supports the young girl, they prefer to wait and see how things
develop before granting their fidelity.
Their main source of income comes from <:ommerce with Arlan.
trading Pf"Oduc:ts that have been acquired from the interior lands. Manterra
also en}oys a vigorous agricultural and livestock trade. This Principality has
many important cities - including its capital. Magda.

CORINIA
The Immense territory of Corinia consists o f a grand steppe on which
different dans and tribes live. Its inhabitants live in small tents. which they
pitch at night so as to continue riding during the day. Most of its citizens are
warriOf' nomads, many of whom struggle against each other as they seek
wealth and the nonOf' found in combat. JUSt three cities remaIn detached
from the conflict between the clans - Sheenar. Valruk and Rhundar. Each
one of them, founded centuries before Abel. is very different and has its
OWfi po litics and traditions. Nonetheless. there are two things they have in
commOfl - coarse and poorly maintained buildings. and dangerous streets
that require men and wome n to remain armed.
Ideological ly separated from the Emp ire for several years now. the fall
of the Emperor has had litt le significance to ( o rinia.

ARABAL
Arabal is known as the Kingdom of Water. because of its numerous
lakes. rivers. and tributaries. Some of its cities are built atop the waler and
are Impresslvcly beautiful. Arabal supports the reuniting of the Holy Empire
but believes that Ellsabetta is not ready to assume that position. Therefore.
its rulers are sure th3t she will be removed and are waiting for the naming
of her successor to pledge their allegiance.
Economically. Arabal Is one of the most powerful Principalities in this
part of the world - even though its armies are pretty weak and ill-prepared
foI'" a confrontation. On the other hand. the Arabal marines are the best In
Gaia. known lOr their fondness for taking long trips fOf" the thrill o r It and
covering the oceans wck and forth in search of wealth and lOrtune. like
Manterra. this Principality owes a great deal of its success to commen::e and
to its naval fleet.

YGDRAMAR
The extensive territOf'Y of Ygdramar is a collective ofindepcndent nefs.
Every lord has his own army. and it is common for his knights to control
large extensions of land. In spi te of soch ostentatious military might, it is a
tranquil territory where the reudallords se ldom fight amongst themselves
for territories or possessions. When disputes do arise. they are resolved
thro ugh some form of tourn ament or ritual combat. as the people of
Ygd ramar crave fame and notoriety r.NCr mo ney or power.

The crow-n is divided between the three most powef"ful nobles.


called The Trinit)'. These nobles act in one accord when they function
a~ the king. Ygdramar"s border with Corinia Is strongly watched by the
local fiefdom's troops. given that inc::un.ions by neppe tribes are common.
Ygdramar has separated iuelf from the Empire for purely pMosophkal
re~ns - their traditions make It diffICult to follow a woman.

PRISTINIA
The pnncipality of Prntinia is; a territory of thick 1Oreru. h~ls. and valleys.
where :IIlla' villas and towns coexist In perfect tlarmony with nature. Each one
has it!; own traditional O<"ganlutlon. icad by an eleaed m~. In EIna. Pristinia' s
only large Qt)'. one tan find Prince Vasili de Vica. who has no interest in ruling
over the territory and gives complete frttdom to eYeI)'OIle. He hopes that
the Empress will forget about his; InsignifICant kingdom and let them continue
living in peace. Pristinia's armies are practic.ally nonexistent - although its.
foresters are very skilled fighting in the woods.
Due to the shallow d<!pth or its beach fronts, as well as the multiple dills
that surround it. Pristlnia can access the sea only from a !imall port town, ca lled
Arces. This rough town ~ as a stopping point for navigators and sailors.
In the heart or Prist inla lies the Leaf Forest, one of the most extensive
forests of Gaia. It Is rumoured that its interior holds secrets from distant
times . but that is a legend which has never been proven.

ESPHERIA
Espheria is one of the few Pnnclpalities that maintains a dedared
opposition to the Chun:h. It all~ for any form of religion or practice.
even those considef"ed evil by the Vatican. If it weren't for the dinance.
The Dominion would consider Esphefia a blaspheming land like that of
Kushistan and would try 10 finl$h them ofr. In Espheria. then' is a complete
equality of the ~es, probably be<ause of the innueno::e of nearby Dafne. It
is; a land with revolutionary ideas on equality for all the social classes.
Its e<onomy is; based principally on cullivation. but it also po=ses
important industries that alk;r.v them to trade with the Principalities of the
Breached Coast.

ITlI
lUi is an extensive forested area with various tropical imnds. Several
native tribes live In these lands and try to remain separated from the
problems of the world. Decades before the fall of Elia~. maybe even before
the arrival of Las<:ar Giovanni to the throne. lui was already sep~rated from
the Empire. lui's prince disappeared under strange cin::umstances and. for
now, no one has taken his position.
It Is a very dangerous place. full of unexplored areas and un(i~ilized
aborigil"lCs that believe in super natural hoaxes and pagan rituals. It barely
deals with the rest of the Prlndpal lties. but every now and then . some
group of explorers penctrate~ its inner depths tryi ng to find gold
and other rkhes.

rile Far Away Islallds


Two Islarlds exist in the northern area near the New
Continent. They are pretty removed from the Empire and its
problems and don't really care about what happens in Abel.

DAFNE
Dafne, The Rose Island, is a place where political powet"" is; in
the hands of women. The suc:cesoor to the throne must always
be a female, who obtains the title of Dafne, Lady of the Roses.
Gender role's are IllYCrted on this i~and. ~nd the jobs that are
traditionally associated with men are done by women - and
vice versa. Even the guards and army are made up of women
perfectly trained In the an of war. The men play a sewodary
role In this soc:lety. Though not considered slaves, their YOice is
practically unheard.
The Island has great natural resoun:es - so much so. In
fact. that it does not need commerce or the support of other
Principalities to survive. Darne's citizens feel quite proud of that.
Unfortunately, rain is almost a constant in Dafne. and there arc
on ly a few times when one can see the sun. Its ( ities, stunning and
important. are also very oste n tatiou~. averloaded with details
and adornments.

BEKENT

A picturesque city o( EsphetJ.~


ELCIA
Ekia is a land that lives off llvestod< and the exportatioo of
spices to the Breached Coast. Its cities are very picturesque. a curious mix
between baroque and arabic an::hite(ture. Traditionally, it is said that their
women have a captivating beauty and are experts in the art of lave.
The various brotherhoods and unions demonstrate a power without
equal In the political life of the kingdom . as they cle<t their king and form
the parliament of each city. Each of these groups has their own dialect, a
secret guild slang that only Its members know hOW" to speak.

The inhabited Island farthest out in the world is Bekent. It


is a territory that was only dlscOllered a few centuries ago, and,
to this day. It has only been populated along its southern coast.
wile!"\! a few cities have found a place. The northern part of the
island Is exceptionally cold. and !./lOW is present almost all )"'ar
round. Because of this. it has yel to be completely explored. It is;
said that explorers have found ancient establishments and ruins in
the intCf"ior of the island. though their origins are unknown.
Bek.ent is a refuge for many fugitives and those who have
had problems With the Chun:h. Many nobles are trying to gain
control oYer It and be crow-ned with the support of the senled
population there.

CITIES OF THE WORLD


The mOSt Interesting places in Gaia are without a doubt its cities. Large
and small metropol ises are distributed along the length and breadth of the
world, filled w ith their own unique characteristics which reflect the customs
of its Inhabitants.

Th~ cities of Gaia are a g~at place for political intrigue. conspiracies,
secret mysterieS. and shadows that move in the night. A city is a perfect
setting for the development of many games 0.- even a campaign. Due 10
reasons of space, we can not detail every city in the whole world. However.
we can presenl some of the most intt'f"eSting so that they can serve as an
'nspiration for)'Ou as the Game Mast<'l'.

Arcllallgel, capital of ti,e world


Archan~1

e><isted even before the rise of the Holy Empire. Built In


the same year thaI Christ died. the cily was raised around the tomb of the
Meulah. so as to honOl' his memory. After the war ofRah. Zhome Giovanni
ordered the restoration of the ruined city and eventually. Archangel became
the capital of the Empire.
Archangel is. without a doubt. the biggest city in aJi of Gaia. Built on
an immense plain. Archangel e><tends itself IJfl!r several dozens of miles. Its
magnificence is Incompara~e. as It was built with a baroque archite<:lural
style of un like any other place. All o f its roads are completely paved. its
streets have lamposts to illuminate the night. and ,t has a modern sewer
system. The Zafir river crosses through Archangel in two different places.
pn::N iding the city with all the water It needs.
In the center of the city sits an immense col umn crowned with an openarmed stone angel whose wings are exte nded . This structu~. which gives
the City its name. Is almost 1.000 feet tall and can be seen from across the
region. There are three enormous forts that exist within An::hangel - the
Imperial castle. home of the Empress Elisabetta Barbados and her court.
the Averus castle. reserved for the lord of War. Tadeus Van Horsman.
and the currently uninhabited Holy Headquarters. the Vatican Cathedral.
traditional seat of the Supreme Archbishop. Also. there are hundreds of
splendid palaces owned by nobles and the most important bourgeoisie.
Since the dawn of the Empire. Archangel has sheltered all the cultures
and ethnk groups of Gaia. Each group has done its part for the city. which Is
ref1e<ted In AAhangel's festivities. traditions and organizations. Currently.
the city has almost th~ million people, more then double of any other city
In e><istence. Mhangel consists of different municipalities. each of which
has a eMl gc:JYel'nOl' that deals with security and answers in tum before the
delegate of the Empress and the master of the guards.
An::hangel has no defensive walls and it does not need them. The city
was not built with the intention of being a bastion. but rather a jewel that
dawes the whole world.
THE WINGS Of Tl-IE ANGEL
This Is the name for the center most section of the city. Here. one can
find the three largest palaces. as well as the richest hou'iCS and the most
luxuriOUS inns. The entire area is decorated with grand gardens. g~s. and
fou ntains . which are watered thanks to a modern system of channels that
redirect the flow of the river. There one can also fi nd the Chapel of the
Resurrection. where it is said the body of Christ was buried. In this d ist rict.
the guards have no jurlsd,ctlon. for It is the very same Heaven Order. the
personal agents of the Empress. who are in charge of maintaining the order
and watching out for the safety o f its citizens.
One needs an offKlal pass to access this area. which cmts 1 Gold

C_.

THE SEWERS
An::hangel possesses the most complex sewer system in the world - an
e><tensive and Intricate web of tunnels and levels that exlCl'ld across the length
of the whole city. Since sleeping in the strects of Archangel is prohibited by
law. the few vagabonds and beggars that live within the city find refuge in
the sewers at night. Nevertheless. many of the sewer's tunnels have been
sealed off by Imperial ooes. ~ those access points are too c\o5e to the
Empress' castle - although rumors speak of other strange secrets.
THE Lvs QUARTER
4's is the most important commen::ial area in the dty. While it is possible
to acquire amost any type of product on any given street Of" mart<et. the 4's
Quarter contains the r"iIre$t and most extravagant goods. brought from the lOur
comers or the world. Here. ooe can buy anything. from mechanical gadgets to
firearms. Nonetheless. it is also ooe of the most expensive merchant areas in all
of Gaia. with prices two to three times higher than other marl<Ets.

Hecate, tlie City atop tlie RllliIS


located In the only pass In the Winds Mountain Range of the Winds
in GalgadOS. Hecate Is a city t hat finds Itself juxtaposed with the mountain
Itself. As legend tel ls. It was bu ilt over the ruins of another citadel. which
sunk for unknown reasons during the War o f God. AlIlndkations suggest
that the ancient construction was not of human origin. but the elaborate
work of the Chun::h and that of To I Rauko have succeeded in corwincing the
majOl'ily of 115 Inhabitants to Ignore this fact.
Hecate is a huge. narrow gullet that joins Galgados with the rest of the
contlnef1t. It Is a very popular city. as anyone who wimes to entc<" Into the
Principality has to pass through it 01' lose several days to a long mountain
journey. Its inhabitanl5 are mainly miners. and they make their living
extractJng the iron buried in the pass. ~. in the last few years, the dty
has e><perienced a great economic: e><pIos.ion: many men::hants have Started
to settle within Hecate to sell their products to the tl<fVeliers who 'Iisit her.
The city has a very W1USUal shape - it ~ very narn::m and extends itself OYer
the length of the pass for a few miles. Nevertheless. to make the best of the
lirmted territory that they have at their disposal. its inhabitants built houses on
both waIs of the gullet. Held together by stone and wood beams. this new part
of the city almost ~ter.viiy hangs from the walls. In each one of its CIltran(es
there is a huge metal door which nonnaliy remains open until nightfall.
lady Marina Daorland rules the city. This noble is waiting 10 attain enough
economic and political power to cO!Wioce the Empress that she is the ideal
choice to be elected the ne><t princess of Galgados. Lady Marina has a great
number of guards. and she is very Intt'f"eSied in the safety of her SlJbjects.
Approximately 100.000 people live within Hecate. a truly staggering
number for such a small territory.
TH E STONE PASSAGE
This Is the part ofthe dty built directly into the earth between the two
wal ls of the gullet. It is the oldest area w here those of wealth live. since It is
easier to live here then against the walls . It is filled with taverns and sto~s.
as well as stone towers. The houses are extremely tall . normally four of five
stories. Generally. they have an exuberant and ostentatious appearance. a
sample of the character of Its denizens.

THE GREY ZONE


The Grey Zone is an enclave found in the northernmost part of the
City. It gets its l'Iickname because of the asherKolored rooftops of houses in
the area. The buildings within The Grey Zone. though 'iCparated from the
central area of the city. are luxurious multktorey affairs. This area is filled
with pubs. taverns. and inns. as well as gambling houses and othl'f' Illegal
establimme!ll5. It tends to be the liveliest area to visit at night. and each
business keeps its doors opel'! until sunrise. The guards turn a blind eye to
most mlall incidents. as well. This is probably the only place in town where
one <.an be the victim of a violellt theft.

THE T OWER OF TARTH WMEN


Rising fi fteen storeys in height. the tower of Tarth l Omen watches
0\Ief' the whole city. Its white-colored marble stands out against the darlc.
grey which is common ,n the rest of the cIty. Gargoyles in shapes of d<:M!:S
decorate its protrusions and balconies. and its dome ~ de<:orated with the
statue of a beautiful woman, arms upraised and extended toward the sky.
In reality. this fabulous structure is the only construction that remains
of the old citadel - although the people of Hecale are ignoranl of this fact.
The tower is the current residence of Marina. lady of the city. but the
young woman spends very little time within its walls. preferring instead 10
tr.lVe1 from one place to the next to iocrease her influern:e.

THE ARENA
Near the center of town. one can find the Arena. an impressive
colosseum that has room for almoS! 100.000 spectators. Many athletic
spectacles are performed here. observed closely by the emperors (who
can see from a nearby altar close to the palace). Every three years . with the
coming of spring, the Tao Zan. a prestigious combat tournament which pits
the be$! combatants In the world . Is held. The only thing not allowed in the
Tao Zan is the Intentional killi ng of your oppo nent.

THE H ANGING HOllSES


The hanging houses are the newest part of the city. where the miners
and people of little e<:onomic resources live. It is made up of huge bastions
of wood and stone buil t atop of w lumns. Climbing them tends to be
very complicated. as one must ascend a tal"lgled system of Sta il"(3SCs that
sometimes turn Into true labyrinths . In some places. the hanging ho uses
connect d irectly with mini ng areas.

THE ACCESS POINTS


These are openings that allow passage to the ruins of the citadel undcr
He<ate. The!>C entrances whcre dl5COYered by chance while the mines
where being excavated. Many people explored these ruins. revealing that a
great deal of that a(Kient CIty extended itselfbeiow the mountain . The kings
of He<ate pI"l'fet"red to hold this $C(ret for some time. as several explO<"efS
found very valuable ob;e<ts, and they hoped to extract a great deal of
wealth. Unfortunately, many of these people di$.lppeared or returned
completely cral)'. These events alerted the templar.; of To! Rauko. who
closed all the kl"lOWn etltrances, obl.gating the monarchs to create severe
laws against entenng the CItadel.
TH E SEAR.CHEItS
Before the closure of the access points. an extrav.lgant a\.Sociation.
called The Searcher.;, existed. The!>C metl and women dedicated them!>Clves
to exploration of the citadel. !>Carching for wealth amid the ruins. Although
The Searchers have officially disappeared, many groups continue to work
secretly either for wealthy nobles or for themselves. Even Man na Oaorland
has contracted one of these groups and charged them w ith exploring the
ru ins. She hopes to find something that will help her gain the position of
princess of Galgados.

Allieriel" City of Free Trade


It was during the peek of the Empire when the fir.;( city of free trade
was founded. During that time. bandits and villains formed small camps
where all types of illegal bUSiness were done. Little by littlc. these groups
grew around the ruins of abandoned cities and eventually. they became
true cities Independent of the Empire. The dispossessed. those who did
not have any other home. and fugitiveS from the Church ... all congregated
within these cities.
The Empire was aware of these Cities. but the emperors preferred to
leave them in peace as long as they did not pt"OIIOk.e Set"ious problems. The
princes were also con~ of the incredible economic benerltS that
these cities represented, as they caused money to now into their
Principal ities.
Americh is the forst and greatest of these Free Trade Cities.
It is located am id the cOllVef"gence of lucrecio's. Kanons.. and
Bellafonte's border.;, and it grew from old ruins destroyed by the
army of Rah. Americh is home to all types of people - from assassins
and thieve to nobles falletl from grace. Slowly, this city has become
a safer place to live In. Although its streets are never quiet at night.
certain rules have been put Into place. This Is due largely to thc
Council of Commerce that rules OYer the city. This council consiSts
of e leven Important bourgeoisie and crime lord s who control the
majority of the illicit b-u~lness and Illegal guilds of the nearby Cities.
Americh does not have it distinct type of architecture. In fact.
its d iversity of sty les Is Its style. Rustic stone houses . luxuriOUS
mans ions. oriental buildIngs, baroque towers - all have room in the
City of Free Trade. Currently. it has between 200.000 and 300,000
inhabitants - although that number is always growing.
Apart from Americh, there are three large Cities of Free Trade
that exist in lannet. Manterra. and Gabriel.
T HE H IGH A R.EA
The richest people of Americh live In this area, which is filled with
palaces and small walled fortresses. Its houses are heavily guarded by
merceoary armies that pn::wlde all of the $C(urlty that they need.
The members of the cll)"s Council of Commerce have their homes
here, as well as large bUSinesses and other more Illegal opelGtions.
Naturally, \hef"{' is a large rivalry that exists among council members.
and the struggle for power Is CO!IStant - and includes extortion and
assassination.
T HE BtACK MA RKET
If you have something iHegal to sell or buy. the Black Market
is the ideal place. Hundreds of ten~ occupy the grand trade plaza
of Amcnch and extend across dozens of narrow alleys. There. one
can acquire anything, as long as one has the proper payment. In
this place. assassinations and thef~ are common. and there are fe-w
merchants who do not employ mercenaries as bodyguards.

T HE SNIPING ST1l.Em
The empty streets filled with bakonle5 and windO'M are knOONn as The
Sniping Stree~. Its name becomes clear when some absent-minded passerby
happens to \ra'<el through - he Is riddled by arrcms from the sharpshootef1
placed In the houses and pic;b:d clean by thieves.. Many times, supposed guides
wait on the outskirts of the city for stranger.; to arrive. offering to lead them
through the safer areas of the city. These thieves qukldy lead unsuspe<ting
tourists to The Sniping Stree~. where their comrades await.
T HE C ONTRACT locAlES
In the taverns and Inns of Americh. one can find more than highgrade dnnks. A great majonty of these locales have private rooms where
shadowy figures close dirty business dealings and men:eoaries and assassins
bid for work.
TH E NGooD" N EIG HBO RHOODS
People refer to the safest areas In the city thiS way. Within them. the
Council of Commerce has banned theft and a!.SilSsinations, as many of the
famil ies who work for them live there. In fact. a group of mercenaries
makes sure that no one forgets these norms - and since Americh has no
jail. justice is often swift.
THE DARKN ESS
The Darkness Is the most dangerous neighborhood in all of Amench.
Even the wor.;t assassins fear its Intenor. and not even the Council of
Commerce has influence there. It Is found in the exact center of the city,
near the old ruins where bandits first raised their camps. The Darkness is
populated by all kinds of people who avoid even the slightest type of contact
with the rest of the city - or each other. Wizards and other supernatural
beings are JUSt a few of its inhabitants. All types of rituals are celebrated.
and te ..... ible experiments on people are all too common. The only ones
who walk through its streets are The Vagabonck. individuals with horrible
physical and mental mutations.

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THE 0~GillJizAti0D.~8

Gara is a land filled with soclct~, orden;, and groups that exercise a great
influence In Iv; devd o pment. Some of them are se<:rel. and they move In the
shadows. while others are large congooerations known by all. Next we are
going to refer to some of the organizations thaI have the greatest rd cvanq in
the """rid; we hope they will serve as InsplraUon for your sessions.

M AGNUS
The actual Supreme Archbishop, ele<:ted independently by
the council of cardinals without the appl'OYal of the Empress, is an
Individual called MagnU'S, Publicly, he is a man who is dC'oUut and feels
a true fanaticism for what he does. He is obsessed with the law of God
and with justly punishing those who do not follow it. It seems that he
is very pious but does not heslt.lte to hand out terrible lessons to those
who dare to defy the divine will. Secretly. he wishes to return the Church
to It ancient glory, giving It a role more predominant in all the political
decisions regarding the Principalities. In general, he does nOlleave Albldion,
where he is protected by a personal guard that he himself has chosen from
among his followen;.

THE CHURCH
Probably. the Vatican Church is the most important organization of Gaia. It
has as its goal the promotion of the ChrisUan faith amongst all of its inhabitants.
assuring that its y,onj reaches them. It also deal!; with charity and helps those
that are In need of it. Yet. It tab:s on another ~ that is much dario:Er. SInce
its rim appearance. it has sought to destror all that presenV; itself a danger to its
dogmas - rtduding wizards and beings of supernatural origin.
The Vatican Churdl was ( reated by Christ yean; before his death on
the walls of Solomon, but it was not until a little after when this Institution
obtained true s~gth. After almost disappearing during the War of God,
Zhome GOOnni raised the C hu rdl from its ashes with the obje<tive of
giving hope to man and uniting them under one flag. Over the course of
the centuries, it has turned In to a spiritual guide for millions of people,
and it has increased Iv; Influence In all the fields. Unfortunately. when
Eljared was named Supreme Ardlbishop, many opponenv; arose - both
between the Principalities and he r own hO\lse - red llCing considerably the
JXl"o'V"!r of the high eccleSiastic positions. To rcc.O\Ier it!; prestige, tile Churdl
has ~ccused EIJ~red of everyth ing that fl~ppened. arguing that they could
do not hing else o ther to comply w ith the Emperor's orders. Currently they
consider themselves part of the Holy Empire (more properly. they consider
Abel a part of the Church), but they maintain an open relationship with the
Azur All iance and the inde pendent Principalit ies that follow the ir doctrines.
They have named the ir own SlICcessor to the Archbishop , who now takes
pre rogatives w hk fl are reserved for the Emperor as the Supreme Pontiff.
The h~ of the Church starts w ith the Emperor, as CMst"s
maxlmum representati~ o n the world. Immediately below him is the
Supreme Archbishop, In whom the Pontiff has delegated many prerogatives
and pcmers (In practice, he is the true lord of the Chun:;h). After the Supreme
Arthblshop come the bI~ps. each of whom is in charge of controlling an
entire PrincIpality. The twelve most Important ones al!.O receive !he title of
Cardinal. and they meet periodically in the Sacred Gty of Albidion with the
Archbishop to make decislools of great ImportanCe. In the service of the
bishops art' the deacons. who deal With the different dioceses within the
PrincipalitJes. Anally, we reach detyjmen and priests, who are ill ~ of
transmitting the WOI"d of Christ d irectly to the people.
The objectives of this InstItUtion are varied. While the vast majority of its
members are good people who try to help othc<"s. rnant of those who display
a desire to attain the higher rank$ are power-hungry individuals who only
wish to Increase that which they already have. 6ther way, al l of the Churdl
seems to ~ centered Itself on the eflort to finish off any kingdoms that
have split completely from its bosom - like Kushistan or Espheria.
The economy of the Church is based principally on the tithes and
collections it rete/ve$ from all oYer the worid; these provide it with an incredible
financial capacity. It has iV; o..vn army like any other Prindpality, although its
troops are scan:e. ElthCl" W<ft. lfit needs a stroog military po.ver. it can resort. to
regiments from other kingdoms. especially those that beloog \0 Argos.

Sistet EVilngeline,
3 /lUt) un<let the
supetvl5ion of the

thirteenth Cat4inal.

THE FRAcnONING
For 5e'IIerai Ce<1turies now. there have beel1 many separation~ that
have arisel1 from the Christian doctril1es. but they have always remained
as ideological bral1ches withil1 the large Vatical1 Church. Yet. in the chaos
that followed the naming of Eljar(!d as the Archbishop. mal1y of the mOr(!
radical br.mches have split from their apostolic head offices. be<omil1&
independent from it much like the Principalities have done with Empire.
Other kil1gdoms. on the other hal1d. have completely abolished Christianity
in lieu of their own beliefs. as the kingdom of Kushistan has;.
THE INOUISITION
No other society within the Church deserves to be commel1ted on
individually like the Inquisition does. It is a branch of priests created to
find and purge heretiu. Its mission is that of exterm il1atirl& warJocks and
demons. but lor them. arly superl'latural being represents a demonic entity
thaI desuves death.
The Il'Iquislciol'l has all organization completely il'ldependent from the
Church. It Is III the hands of a thlrtet'nth Cardil'l3l. who reports Ol'lly to
the Archbishop himself. This man. who also hokls the title of Supreme
Il'Iquisitor. has carte blanche to commit al'l)' actlort without the permlsslol'l
of al'l)'OI1e. The il1qulsitors are ul'lder his charge. evert though In gel'leral all
of them act il'l a very Illdepel'ldent way.
The inq<li~ton are in no Wirf normal people. They are M~iaIM orphaned
dlildren. pkked up by members of the Ch<lrch al1d sent to the Holy city of
Albidion. There. completely separated from the outside world. hl.ndre<ls of
little ones are trained day and I1ight Wlthout rest until they be<ome true killing
machines. Many are not capable of withstarlding thIS superh<lmal'ltrail'lll'lg ...11d
die before they readl their adolescent years. Others do I10t have suffKient
aptlt<ldes to be<ome lI1q<l isitors. al1d they are relegated to be<ome g<lardial1
monks of the temp~ . prohibited from leavll1g there 50 as not to reveal any
secrets. Fll'lally. OI1ly tweoty percCf1t of the chlklren are ab~ to complete their
training and gain the title oflnqulsitO<'. By the time they leave. they have bet'll
COIl"o'erted imo fanatics who would give their lives for their ideals.
All InqulsitO<' Carl be either' sex. To destroy demol'ls. the Vatican does
I10t fond a difference among the genders. Each ooe can act separately Of' be
accompal1ied by a small number of ccclc:5iastic guards, chosen by them. When
they come face to face with a troe warlock or an authel'ltic supematural
beil'lg. they try to destroy it without leavll'lg any witnesses who can talk about
it. If this happel'lS In a big population. they use the clergymen of the area to
create a cO<'Mocing alibi. but if it happens In small tOWllS. they are capable
of burning them along with the innabitants so as; to <MlicI the chance that
forbiddeo knowledge "contaminates" other innocents. The legends of acts
committed by the Inquisition pn::M>ke true terror amongst the people.
Depel1ding Oil the wif( that each wishes to act. Il'Iquisitors can revt'al
the ir identity openly or use subterfuge to investigate their cases. Those who
are not Illcogl1ito wear black clothes with markings of the Blood Cross o f
the Inquisition. For fightil'lg. they are gral1ted Lawgivers . weapol'lS marked
with their cross that are capable of destroyll'lg supernatural creatures and
even stopping spells.
There are a thousand aClive inquislton 11'1 exlstCllce across all of Gaia.
THE HICH INQVISITORS
The fact that mall)' Inquisitors are gifted with supematural skills which
they themselves fight agail'lst seems curiOUS. During the tralnll'lg. t hei r
masters try to strel1gthen them so as to Il'Icrease their combat capacity
as; much as poSSible. Therefore. many lI1quisitors ~sess psythic; powers.
Ki abilities. or evel1 magic. Those who M""il1 a superior ~ are given the
title of High Inq<llsitors. al1d they be<:ome the acting Ml'ld of the Cardil1al
for more complex mi~iol'ls that require a greater ability. For tl1em. their
powers are I10t something demOl1Ic; rathCf' they see them as divll1e gifts
which are granted them so as 10 more effectively fight evil.
Their number to date is slightly over a hUl'ldred.
lNOVISITORIAL TRI8VNAl5
These are the jail<; that the Inquisitors use to intan::erate theiI' prisoners. It
is arI incorrect denomination. given that 110 one is judged there - aIJ who find
therrneIYes within its walls are always considered guilty. There are hug(' torture
dlambers in each Tribunal. as on some occasions an InquisitO<' mar capture a
~upematural being SO as to torment it al1d obtain benefICial information. All of
them are magically shielded so as to avokI escapes 0<' rescue attempts.

TOL RAUKO
Tol Rauko is al10ther o ne of the most powerful orgaolzations in all of
Gaia. It is a military order of Templars that dedicates Itself to r'l'Idlng and
preserving any non-human cultures or supematural entitieS that exist in
the world. Their goal is to il'lsure that these cultures al1d beings do flOt
disappear forever and to prevel'lt humans (rom having access to knowledge
that can tum out to be dal1gerous. Its members are exceptlol1al fighters
with great knowledge of archeology and the occult; they are prep4red (or
all)' type of difficulty. Their symbol Is a garnet cross that el1ds in a point.
The history of To I Rauko Is very complex. The first Emperor was terribly
aware that man should not comp letely forget its origins. I10r did It seem Just
to blame the supematural bell1gs for what had happened. NOl'letheless. the
hate that exiSted against them was too palpable. alld the possibmty always
remained that If someol1e were able to gain suffociem mystical power new
cOl1f1icts would break out and thousallds of people would once again suffer
its consequences. The atrOCities that the Emperor'S 0WIl Inquisition was
causil1g with their old allies caused him to react. and he created al'l Order
with his agel1ts of greatest confidence. He gave them total authority to act
in mailers that deal with t he supernatural. At the head of the orgal'llzation
he placed his first Marshall. Adam Graft. who did a superb job of convertll1g
the Order Irtlo a power only comp4rable to the Lords of War.
0vet' the years. Tol Rauko has beel1 <Kcl.Imulatingmore andlT'lOl"e power.
disassociating itself completely from 3n)' political ties save that of the fogure of
the Emperor. Currently it iI; under the orders of Marshall Malakias Graft. who
has sworn fidelity to the Empress. but who also mail1tail1S a dose relation
with the Azur Alliance al'ld marl)' of the Independenl Principalities. III reality.
his objective Is to remain loralto Abel. but foreseeing that troub~ times are
ahead. Malaklas does I10t want to Implicate himself opel'lly III a political war.
Tt,e whole world knows Tol R.auko. but few have a clear Idea of
what they dedicate themselves to exactiy. Given that In todil)"s dif( and
age practkaMy no one believes ill the unexplainable. most folks consider
this Order to be a group of privileged people who live off the f3\lOl' that
the Emperor COl1Ceded to them In anciel'lt times. NOl1etheless. people are
aware of tt,eir power and fear them.
The Templars travel all over the world il'l search of reliu al1d
superl13tu ral emitles. Whel'l they nl'ld some ruins. they explore them by
making detailed maps of what is inside. and they gather all the dangerous
artifacts that they find. After that. they seal the ruil'ls off with their mark
al'ld then hide them. Sometimes. if the place is especi<llly dangerous. they
simply dose It completely al1d leave a garrison in the area to guard It. Ga'a
is completely plagued by citadels and temples sea~ off by Tol Rauko.
although Its members are perfectly aware that the world is very big al1d
that they are still mi~sirtg many more that are to be found.
Whel'l they locate a supematural being. the Templars of Tol Ra uko act
il'l a total ly d,fferem way from Irtqulsitors. Their missiol'l is to capture it alive
and transport It to their cefltral fortress. If it is l'Iecessary. they will ca<lse
them any damage needed. although they never kill a supernatural creature
unless innocent lives are obviously in dJnger. On occasion. they will even let
some people die before they finish off the last of a specieS. They have no
jurisdiction over humal1 warlocks. although they do have authO<'ity over the
things that these spellc.asters may possess.
Militarily. Tol Rau ko has art army comparable to one of the Lords of
War. Their power call destabilize any Principality or evel1 ov<:rthrow it.
They have several thousand soldiers al their commal'ld. distributed all OYer
the world. and almost five hUl1dred Templars. The Order's similar mission
causes it to face off opeoly with the InquisitiOtl. who has; become their main
competitors over the span of the years. The 0117 reason that there has
I10t been an open war started betweer'l both organizations Is their mutual
loyalty toward the figure of the Emperor. In their begll111il'lgs. the Tcmplars
and Inquisitors were part of severa l clashes that alwa~ ended In bloodshed.
To avo id the death of his agents. the Emperor imposed a decree which
~tated that those who arrived to a place first had the prerogative lor the
IllV('stigation; the others would have to col1cede and leave. NOI1ethele~.
in some ca$CS there have still beel1 armed conflicts that have broken out
between the Templars and the Inquisitors. both arguing that they had
arrived first. They are also opposed to the Black Sun. which they have 0117
recently in the last decades obtained proof of their existence.

To! Rauko ~ governed IJt a completely


military hier.!rthy system. 11'1 charge of the Order
is the Marshall Malakias Graft. who has at his
dispo5althree Grand Flcld ComrTl.lflden that are
in charie of exe<uIing dilfereflt tasks. Each one is
in charge of an entire section of the Order.
B<M:aIy, Ihet-e are two dieo-ent categories
in the Order - the ~ and the Templars.
The Templars are the true agents of Tol
Rauko who seek to fulrll the <I$$lgnmenu
of the organization. They always wear the
same brown unifon"l'\s and crimson armor,
complete Of" just ~ pie<:es. depending on
the circumstances. Each Templar of To! Rauko
has his own armor, forged exclusively for him
IJt master ~acksmlths at the momel'l1 that
they are given their title. All of these suits are
different, but they always h~ a similar form ~
that their origin Is known. If a Templar dies. he
is buried with all of his equipmenL ex<;ept if it
is his express desire that his descendal'l1 inheri ts
A group otTempla rs returning ' 00 ",' ofth"
his weapon (mough ncvcr his armor). If they
lose it and their children are part of the Order.
TH E SEALED RUINS
it is entrus\Cd to them the mission of reco.oerlng them whatever the COSt.
The rui ... s sealed IJt Tol Rauko ... ormal ly do ... ot have an entrance in
The organl:tatiQn has had a family Bke ... ature since its inception. All
pial ... sight. as they either tore it down or hid it somehow. In the ca5eS _re
of the original members belonged to the no~e families that me fir.it
this is not possible. the Templars; seal It with black stl chains in which
Emperor chose to fof"m part of me Order. Since men. the majority ofmeir
their e ... graved symbol can be foond. Therefore. whoever decides to enter.
descendents have continued with me task of their ancestors;. Nonetheless.
knows without a doubt that they are Intruding 01'1 an area protected IJt the
Tol Rauko is open to /"leW blood. men and women alike. <1$ long <1$ me
Order. Every ... ow and the ... a regiment of ~ldiers chetks to make sure that
applicants prtJYe their abillty.llthey are accepted. they are given a noble title
these are still In place. If not. they alert their superiors.
and the Order taw on Itle responsibility of their families and desc:endents
Sometimes !Vim contalo remnants that can not be transported IJt
for the rest of their lives.
all)' means. due to their size or Instability. If these seem dangerous. Tol
A Templar of Tol Rauko Is a true demoo in a fight. They are trained in
Rauko builds a citadel n-earby to keep It under watch at aN times. These city
aU kinds of combat styles and art' prepared to face threats of a Sl.lpematural
fortresses. of whkh they already have more then twenty spread out all o.oer
character. 11'1 $Orne ways. they are the counterpart of the Inqui!.itOf"S. A few
Gaia. are bases of operatioo$ from which they organize their missions.
have developed Ki Abilities $0 as to better complete their mission. and they
are provided with supernatural equipment to support their elevated skills.
AI$O, they have a great know1edge of the occult and ancient dviliutions.
Almost all of the members; of the Order feel a true dedication for what
they do. They have an advel'l1urous spirit and they are passionate about
The Heaven Order is the Empress" private army. the pers;onal branch
facing the unk ... own.
of guards a ... d agelltS that deal with eXetutl ... g her will. All the members; of
The soldiers;, on the other hand. are simp ly a symbolic force whose
the Order feel truly proud of belonging to her, as there is no other m ilitary
fu ... cUo ... ls to Intimidate arl)'One who tries to get in the vvay ofthe Templars.
title that provides more honor than this one - except that of Lord of War.
and to he lp them on their simp le missions - like guarding a restricted
N ormally. they wear shiny armor and blue robes (usually trench (oats or
area. Or igina lly the Order was o ... ly made up of Templars. but its third
tu ... les) 11'1 which are inKrlbed the Uo ... Cmu of Abel. Only the knights of
Marshall, Samuel Graft. dec ided that they needed a greater number of men
high rank are allowed to wear white robes.
to properly execute their Job. Therefore. he raised his own army 11'1 each
There are only two ways of becom i...g part of the Order. The firs;t is IJt
territory, i... dependent of tile Empire. the Principa lities. or the Church.
receivi ... g 3 ... imitation from the Empress herself. and the Setond is IJt passing
a series of tests that are performed once a year in Archangel. Therefore.
T HE FORTR ESS OF TOL R.AUKO
amongst those who make up Its ranks. there is no distinction due to origin.
11'1 the centCO'" on the Interior Sea stands the castle of Tal Rauko. an6ent
gender. or ancestry - only martial abilities and initiative are important. Those
basbOrl of Rah. TIus fortress is the heart of the Order, where the Tem~
who ma ... age to ellter continue on tlvough hard traini ... g. cultivating body and
have compiled ancient Inbmation and everythi ...g else that they have found in
mind so <1$ to be able to respond 10 unison to any event.
these last SCYen centuries. ~ ioteriOf" subterranean chambers are immense
The Order was created IJt Zhome GioYan ... i. who granted this titJe
wan?houses fdled with shelves loaded with ba<es that contain thousands of
to the knights that accompanied him in his brigade when he an ... exed the
ITlf5tic artifacts and relics of an kinds. lIS ~btaries are (rammed with prohibited different Principalities of Abel. A ge ...eratioo later. all of the )'Clung idealiSts
texts and a lew magic tomes that have been rescued from the Irqj5ition.
wanted to join. Thus. dirfen:nt tests for access were developed to select
The greatest secret k.ept IJt Tol Rauko. however. is located in the !iOonly those who were truly deserving. There are very few knights that do
called Noahs Arc. All of the supernatural beings tIlat they nave captured
OOt dream of being called to its ra ... ks some day.
wer the course of time (an be found in the Arc. prisoners; of an imaginary
paradise that they hOM: (reated for them. Even so. the moS! dangerous
O R.GAN IZAnON
e ... tities are found in the containment chambers that Rah had developed for
The Heaven Order is dMded intO seven d~t IeYeIs. depeodi ...g OIl
his experime ... ts. submerged 11'1 a... eternal etstasy that keef>\ them between
the accomplishments and abilities of its members. Each of these grades is
life a ... d death.
numbered between the First and the Seveoth Heaven. which also indicates
There is probably no place in the world as safe as this island. Protected
IJt the best Templar.i and the highest levels of supematural Seturity systems. their attributes.
The Knights of the First Heaven have JUSt joined the Order. They
th is inaccessible fortress is unassalla~e eve ... by the most powerfu l creatures.
normally watch over and safeguard the central ... eighbomood of Archangel,
k ... own as The W i... gs of the Angel. The bra ... ch of K... ights of the Seco ... d
Heaven Is the most numerous of them al l. and It functions as the elite army

THE HEAVEN 8RDER

of the Empress, a((ompanying her on her travels. In today's day and age,
they are al~ the ones who guard the Vati(at1 cathedral of An::hangel until
the Chun::h once again takes charge of it. Those who belong to the Third
Heaven are In (harge of the knights below them, acting as figurehead~ to
their respective commands.
The Knights of the fourth and Fifth Heaven deserve a more detailed
explanation. These are the EmPf"('"Ss' spe<:ial agents who she sends out In
her name to carry OUt personal missions of all types. Often. these knights
hilYe not gone through the previous grades, rather they have ascended
directly to their current position. Sometlrnes. they are in<::ognito ~ as to
benefit the Interests of the Holy Empire. There Is no spedal rule for handing
OUt missions to one grade or the other. but in general the more comp\el<
missions are left for the Fifth Heaven.
Lastly. we have the KnIghts of the Sixth and Seventh Heaven. whose
naming is reserved only lOr Empreloii. They are her personal guards In
(harge of the security of the castle and of hcr person. The majority of
them are martial masters without equal or knights gifted with special
powers. Ui(e the Inquisitors, they Justify their supernat ural abilitie~ as
divine gifts given by God for the prote.::tion of the Empress.
Currenlly, there are only four Knights of the Seventh Heaven;
they fun(tlon as supreme praelorians to Ellsabctta. It is said that
o ne of Ihem alone Is capable of ~uashing an entire army without
suffering even a single WQund - artd more than likeiy this is rtot a
rumor. Its leader is Kisidan. mentor 10 the Empress. and his
three <ompartlons are Griever, lilith, artd T<amat.

SAMAEL
Not all of the supernatural b6ngs

were destrq'td after the Waf- of God.

!rt each major dty W1 which the Sam~ exists there is always a leader,
called an Arthon. He Is in dlarge of organiZing the se<:urity of the so6ety
and m~ sure that 00 problems arne amongst its (omponents. In some
rare occasions. the Archoos COf?o'efle counc:ils to deal with malter.; of vital
imponante. Theot"etically. they posses the capacity to issue dire(t 0I'"ders to
their partoer"S on rnatter> that can afl"oo. the seruIity of the group. but very
few make this dedsIon. Each An:hon is in contact with their peers of nearby

cities. uyiIlg 10 remairI inlbrmed of importaIlt eveIlts that can be of irlterest.. If


the situation or one of its members becomes difficult. or if they are discoo.-ered
and do OOt have the ability to adopt new 1dentJtJes. they are seIlt to a far off city
after inlbrmlng the local Archon as 10 the motives of their transfer.
Samael has the grt>atest influence on the Old Contirterlt. ill the
PrirtCipalities v.t.cf-e the ancient tr.lditions of the Holy Empire of Abel are
more established. In places where the IrtfluertCe of the Churdl is less, or where
man's belief 15 more prepared to accept the ~upernatural (Iii(e in the Barren
ley lands or the Dark. lartds), Samael has 00 reason to exist. Not every
supernatural being belongs to this group. The more powerful entities do
not need II, as ther do flOt fear the Chun::h or Tol Rauk.o - ~Ithough
there are also others that detest humarts ~ much that they will not
hide themselves in any way thai they consider (owardly.
Samacl sometimes has con tan with wizards' orders
(1Ii(e Magus or Yehudah) artd the Black Surt.

T HE FALLEN ANGELS
Although Samael appears 10 be an orgartlzatiort
without leaders. at its core there exists a group made
up of twelve members that manage it. This managirtg
group Is made up of those original creators of the society.
and a few entities of enormou~ power who joined afterwards.
They call themselves the Fallen Angels.
They organize the a(tions of the An:hons of each city.
and they make sure to keep them informed of what they
want and ignorant of whal they do not. The main concern
of the Angels is the survival of the organization. but at their
heart there Is a grt'at division of opinions 00Ier what path
to 1OI1ow. All of them are aware that the current situation
is flOl sustainable eternally. ThUs. irt the last century they
have become more active. One foction wishes to prepare
humanity ~ as to be able to show them~1ves openly. while
others have the irtlenlion of prwoking a crlsl-s that will lead
to the destruction of humartity and, irt the chaos. they
would reclaim a pliKe in the world.
Orte way or artother, the Artgels have taken
advantage of the de.::line of the Empire 10 initiate a
hlddert attack agairtst the Church, Introduc:irtg a few
of its agents wilhin high e.::cle~ial positions. Its plan
consists of subst itutirtg the Supreme Archbishop
wilh a puppet. thereby mntrol ling the Inqulsitlort
as well as the Christian dogmas. Hiddert from
their brothers. the three most extreme fal len
Artgels are uSirtg Samael to locate the Keys that
will awakert a creature of ertor mous power,
called Filisnogos. who can wreak true havoc
amortg the human beings.
The (ouncil of the Fallen Angels is found
In Kaill(', Togarirti"s Capital, the ciry in
which Samael has the most influen<e.

A good rtumber of them ~ behind


with us. hiding themselves in the most
(OI1IIerIienl ways thaI they ~ able
to. Some of them ~ started new
lives with", the dties. disguised as
humans thanks to their likene5s to man or due
to their mystic abilities. For )'C'an they have lived
independently from one aoothe!-. but it did not
take them long to be d!sco.ocrcd by the Inquisition
or Tol Raul<.o. who ehmlnated or caplured them
systematically. ~alizlrtg that It was only a matter
of tlme thai they disappeared if they continued on
like this, many of them dedded to foml a group
wilh the goal of helpirtg each other in times of
rteed. This Is how" Samael was born.
Samael Is a setret soc.iety made up of entities
artd supernatural beirtgs that strive to survive irt a
world thai Is hosille to them. Its members do not
belong to a specifi( ethrlkity; any who cart (ocxist
with man Is accepled within it. Elves. Ouk'zarist,
Oaimah. and endless rtumber of creatures that ~
would consider monstef"S art' only some of Samael's
components. Its prindpal objective Is [0 ~p its
members secret. hidirtg their presence from the eyes
of man as they walk among us. They have taken it
upon themsetves 10 support the notion that the
supernatural Is oothing more then a myth. cheap
superstitions born of ignont"lCe and litcratur-e.
THE SHAOOV\15
Most of them do not have a feelirtg of a
Perhaps amongst all the members
group. nor does companiorlship exist among them.
of Sarnael there is 001l(' as enigmatJe as
Kisid;)n, knight of the Seventh Heaven
Samae! Is simply a dan; web of irtfiuerlces that remairts io
the Shadow!;. the group made up of the
the shadows. but whkh aKows them to survive. Normally. members only
O'anjayni. They are the ones who deal with executirtg the hidden actions of
have 3 slight idea of who their partnef"S are within eadl city. Whtf1evef"
the Fallen Angels. and their work Is greatly appreciated by the Samaelleaders.
posslble, they Igrtore the others completely, choosing to help each other
Not In vain, two 1TI<:mbers of their race mai(e up part of the brotherhood
out only In cases of extreme need. If one of its members is captured.
that leads the organization. It is possibly one of the most effective spy webs
Samael agertts try to set him free before he puts the rest of them irt dartger.
In all of Gara, capable of irtfiltraurtg all)'Where Ihanks to their ability to go
In those cases which escape proves impossible. Samael agents may eliminate
unnoticed. The Shadows are perfect agents who carry OUI the orders they
captured creatures to avoid them te llirtg what they might krtow.
rece ive without questiort. Nortelheleloii, somelime5 Ihey act of their OWrt
accord to further ends that are. for the momertt. stil l unknowrt.

THE DIVISION

For a few deudes now-, a phel'lOmenon of racial uoifocatioo has begun


amoog the componeots of Samael that live io far from the heart of the
Empire. The members of <ertaio attuned ra<es have begun to gather in
different <lUes, formiog lmportilot town groups amoog whom there exiSts
a strooger feeliog of I,mity. ThI,lS. a great number of Sylvaio. Daimah. and
attuned <reatures of the light have gathef"ed in the metropolises of Gabriel
and Helenia. while the Duk'zarist and other beings with ties to the darkness
have done the same in Alberia. Although there is no direct opposition
among their <omponeflts. the tension bc~n both groups grows. while
the independeot beings <ompletely ignore it.

BLACK SUN
The Bla<k Sun is a se(ret organization of merchants who ha-e interested
themselves in mailers of a supernatural nature. It has th01.l:;ands of members
all CNer the world, and then:! an:! only a few importaot cities that do not have
at least one of Its orn<es. Formally. there Is no tie that unites the members of
the Bla<k Sun. Thus, they appear Simply to be a grou p of power ful merchants
who maintain profitable relations among themselves. However. all of these
merchants make up part of the same society. They are. in essence. the first
global "<orporation" in Ga'ia. Their legal businesses ind ude all types of
buying and selling of goods and tran$JXlrts. However, they se<retly dedkate
themselves to the traflk of supernatural artifacili and antiquities belonging to
other civilizations. In general. they sell a great deal of the obje<:1li that they
a<quire to those people who have means to purchase them, ~ flOW and
then. fo.oweve<'. they keep a few artifacts that would let them grow in power.
As a group. the lQIume of legal and iDegal operations that the Black Sun has
m.:wes approximately tweIYe percent of the economy of the Old Continent,
The organization was <reated by two powerful noble families - the
Delacroix and the Steiner - who, almost sln<e the dawn of the Empire.
have maintained fruitful business ende<M>rS with warlock.s and supernatural
creatures. Aware that some ofth~ wizards would pay or do whatever was
asked of them to attain that which they desired, these merchant families
began to extend lu web of klfluence among rich bourgeoisie and small
nobles to saUsfy the demarld of their buyers. Nevertheless, some time later
they became aware of the In<redible power that they had acquired, and
they Created the Black Sun to maintain Of'der amOl1g their subordinates,
Currently. the Black Sun Is go.-cmed by a p)'ramidal power system. The
Delaaoix and Steiner families are found at the top of the society; they make
the most Important de<isions, exercising an absolute control across all its
branches. Nothing that happens within the organization is missed by either
fam ily. Every territory or group of Principalities has a central offrce g(:>lerned
by one of the hlghestof'anklng directors, who deals with coord inating the
actions of the different societies under his charge. MarlY of these men wish to
ascend even further along the ladder and become equals with one of the two
gOYerning houses, but for flOW no one is able to chal lenge them.
To assure their Interests, the Black Sun has at its disposal a full allTl)'
of private mercenaries, some of whom even have supernatural abilities.
Normally they never take offensive action. but they do not fear violence
if they conSider it necessary. The organizatlOl1 holds some influence in all
the Free Trade cities, and In general, they always have one or two members
of the organization In the Merchant's COUIXil, or they keep dose relations
with some of them. Their illegal business with supernatural elements makes
them face off directly with Tal Rauko and, to a lesser extenL with the
Inquisition. On occasion, Tol Rauko has spoiled more than one of their
important operations. At the same time. the Black Sun has removed entire
shipments that wef'e being S(!nt to the island of the Templars.
THE ANnaVE STORES

As a general rule, the establiYlments that the Black Sun uses to sell
their "spe<ial~ goods tend to have the appearance of antique nores or old
bookstores. Acquiring one of those proctlKts is not an easy task at all, given
that only those people who have dealt with the <ompany before. or those
who have some form of re<ommendatlon, are allowed to buy them. In the
majority of cases, they work by speCial order, re<eiving requests from their
clients on specinc objects. If they do not have anything at that moment, they
consult one of the superior offices or they order it from one of the divisions
under their charge to get It.

These locales tend to have a se<ret entrance that leads to the room
where the artifacts are safeguarded. In these rooms are objects that are not
very dangerous, exc;ept for the grand orders that are waiting to be retrieved.
Naturally, behind a false appearance of tranquility, the se<ret sections of
these Stores have a high-level se<urity system, prote<:ted by mystic means
and spedal agents, Of course, given the type of dients that they deal with.
they have measures against attacks that are supernatural in Otigin.

R.ETRIEVERS
The R.:!trieven serve as the special Iorces of the Black Sun, obtaining
artifacts and other banned antiquities. Whet! they have proof of the exis\enc:e
of ruins or anc:lent vestiges, they send one of these divisions to oIxain everything
that they (.In, On other occasions. they are entrusted specifIC missions in
places that their dlents have! indkated. Retrieve!' divisions are normally made
up of frve or six people, one of whom (at least) possesses special abilities.
The more important groups can have at their command a division of private
soldiers. Sometimes the Black Sun. ff it is lackirlg specialized personal at that
moment. even <ontradS some of its clients to <an;' out the job.
T HE BOOK OF rHE DEAD

Fortythree years ago, the greatest division of Re~rs in direct servke


to the Dela<roix fami ly mack! a truly terrifying discO'o'ery. In the depths of one
of the ruins of Moth, they found a metal tome that had as its title Et Versiculum
Mortem, The Book of the Dead. Within iL dark rituals and necromantic se<rel!>
that had been lost since the War of Darkness itself were listeel. Once the book
arrived at the hands of Jean Plen'e DeIacroix. the patriarcl1 of the family. he was
aoware of the exvaordioary power that was within his reach.
Jean Pierre dec;ided to use his organization to test arld master the
se<:rets 01 the boo!<; - even though a great majority of them were (ompletely
beyond his understanding, Sinc:e then. he has bu~t several secret test umps
where he tries to fully expioit the tome. His immediate goal is to develop
powerful creations that he could use as weapons. able to destabilize any
Principality in Gaia.
These experimentation camps have an exr:::eptional :;ecurity system;
3(tual fortifN:ations that seem to be practkally impregnable. In eac:h
one, there is an IIXompiete copy of the book with a sma' fragment
the original manuscript; tile true kxatlon of the tome ;s only known by
Jean Pief're himS(!1f and his children. It seems that the book il5elf possesses
~trange p<:7'Ners. In faa, the members of the group of Retrievers who found
It were converted into different <lasses of undead creatures simply by being
in contaa with it for a prolonged time; they now- S(!f'Ve the Delacroix family
as elite agents. On one or two occasions, their rituals and practkes have
es<aped their control, completely destroying small tow-ns close to where
their experiment camps were located, Nonetheless, they ha~e made sure
to erase any trace thanks to their Influences.
The Ste iner family Is aware of t hese mechanizations and does not
support them, but it is also <onsciou$ that It can not start an internal war
without being sure of its vi<tory,

WISSENSCHAFT
Hidden from everyone's gaze, Lucanor GioYanni, Lord of Lucrecio.
the strings to an organization much bigger than his Principality, It
is a secret society that he has <reated from nothing and over which he
has absolute <ontrol. It goes by the name of Wissenschaft, whkh mean
~s<ience.~ Its principal members are s<ientist, akhemiru. and war1oc.ks
whom he has gathered from all over the world.
Lucanor is the last descendent of the Gio.Ianni lineage. who. at seven
years of age, saw himself obligated to rellOUnce the throne of the Empire
when his father used him as his instrument to commit sukide. Made Prin<e
of Lucreclo. that boy personally dominated all of his territory al the meager
age of twelve. Interested in the scien<es. he traveled to IImora. where he
was trained by the be'll tea<hers; he surpassed them three years later.
From that moment on. he began to study al<hemy. a field where he
showed the same level of talent. Po liti(lan, strategist, and administrator
without equal. he was able to make lucre<io flourish economically and
culturally. Now- poss(!ssing the necessary financial capacity, he gathered
th e first members of his organization, putting them to work on various
proje<ts under his supervision. In just a few years, the advances that they
m~

achieved where truly prodigious. and Wissen'iChaft grew exponentially. A


little bit lau:r. happenstan,e led Lucanor to meet Archbishop Eljared; he
was immediately aware that this woman was more then she seemed or
what people said of her. Interested in the 'iCief1tific and m~tic se<:rets that
she had in her power, he obtained from her a strange piece of black metal
tnat. th.anks to his knowledge. he was able to decipher in part. This led him
to Important advaoces in the alchemical and 'iCientiflC fields whkh he has
wasted no time In putting it Into pnctke.
Wissenschaft is divided in various sections that proceed with projects
of all kinds. luc.anor has placed his most UUsted men in charge of each one
of them - and many more watch them in secret. Each divi:;.ion possesses
an ample base of operations where they carry out their experiments: they
utilize a sophisticated security system so that no ooe can enter or leaYC
without Luc.anor's permission. The majority of these divisions are found in
Lucrecio, although as of late they have established new divi:;.ions In far off
lands (like Goldar) when:: the environmenlal conditions are more fiM)rable
for the projects. These bases are always in Principalities that barely have
a cu ltural level. Wissen$<haft would never risk establishing itself In places
where they could be discovered by Abel or the Azur Al liance.
Apart from $<Ientlsts. warlo<Ks. and alchemists. Wissenschaft has
a legion of agents thai are specialized in infiltration. espionage, and
assassinations lit the disposal of each section. If It needs logistical support.
it can count on the elite forces of Lucrecio and the secret army that It has
formed using Its experiments.
The main objective of the ocganization is to obtain as many advances in
its respe<:tive fields as poSsible. Although as a genera l rule they try to avoid
causing any unl"lecessary damage, they are capable of doing anything so as
to advance their projec:u - even if this means using human or intelligent
supernatural creatures as guinea pigs.
Lucanor is the soul of the ocganization. and he keeps it united. Without
him. Wissenschaft would collapse completely. That man is a genius in any
field - probably the moSt brilliant mind in hiSefltire era. Hedoes not tum his
back on anything that can represent progress. be it in medicine. mechanics.
alchemy. or magic. He bellt'VeS that any advance represenU more power
for man and. aboYe all. for himself. The great majority of the members of
Wissenschaft think that luc.anor plans to use these disc<:weries In the end
to become Emperor. reclaiming the title that by blood right belonged to
him. Hoo.vever. those who know him best are those who
understand even less what he Is truly planning.

LVCANOR
Lucanor Isan enigma to the whole world - cold.
cakulating. and methodical, but at the same time
abwlute ly unpredictable. His goals are a true
mystery. maybe even to himself. Although everyone
expe<:ts him to become Emperor one day. whether
by taking Ellsabetta as a wife or by his own means.
It is not something that is truly Imporlant to him.
All those who are sufficiently dose to him and
have dared to ask him about his intentions have
received the same enigmatic response:
~, OtlCe hod CI dreom ... Clnd that dreom is
worth ClR the blood I ' - t len behind Clnd
the thoosCInds Clf ccxirM.>r"s tho!: , will _lie

upon along my WCI)'. ~


In some way. Lucanor seems
to suspe<t or be conscious of
the e>listence of the powen
in the shadows. whose
mere preseoce Is terribly
bothersome to him. Knowing
that neither he nor his organization are
rivals for them in 11$ actual state. he hopes
to have enough powoer before laking his next
step - although ror Illat to happen he would
have to take r:1{Cr other $Ccret societies like the
Black Sun or SlImael.

One of the qark crows


ofwissenschaft:

THE GR.EAT VNIVERSITY


The Great University of lucrecio. known for being the mO'lt important
center of study In all of Gaia. is also the main se<:ret base of operations IQ(
Wissenschaft. The ocganizatioo uses it to complete its e>lperiments. which
are performed In some subterranean installations forbidden to students
and visitors. The University is the ideal place to recruit new talent. as many
members or the secret society also v.Qr"k as professors; they keep a watchful
eye especially OYer the students who tend to stand Oltl.

THE PROCESS
The Process Is the most secret and ambitious pro;ect. of Wissenschaft. II
is a scientific experiment and a mystic ritual at the same time. geared toward
substitumg 111 the blood of a living being br a strange black nuid. The alxJ,oementioned liquid Is created I1t mixing the remains of vatious supematur.ill
creatures with a compoond of unkOONn origin. The objective of the pro1ect Is
to bestow upon these living beings.. v.toich they call "The Processed.~ incredible
physical and ~ritual abilities. Unfortunately. the experiment is unSlable. The
Processed suffer terrible and monstroos debrmations. becoming progre5WeIy
In!MIne. If thai was not enough. their lives are shortened noticeabty, and they
need to drink great quantities of that dark compound to survive.
It seems that the informat ion for their development comes in part from
the piece of black metal that Lucanor obtained from Eljared. However. it
Is not complete, and he has Introduced some variations to make it more
powerfuL For now. his only and greatest success has been the creatiOf1 of
an enormous black panther called Daaku. which lucanor takes with him
everywhere as a bodyguard.
THE CR.OWS
The Crows an: one of Luc:anor's greatest creations. Uke all those who
v.Qr"k for him. they are completely loyal. and he uses them as his primary
agcots. sending them out 0f1 the most problematic missions. They are human
beings who have submitted to a reduced ver.iion of The Process. luc:anor
operates Of! them afterwards. Implanting within them a psychic crystal in the
left hemisphere of the brain. Both things gnsnts them incomparable wength
and speed. as well as the ability to use mental poNeI""5. Generally. they gain
telepathic. abilities and can r!:ad the intentions of their opponents.
Many Division Chiefs haYC Crows. or other variations of the original
experiment. at their command. Often. the Crows kidnap potential members
of Wissenschaft who refuse willingly to be part of the society. They are
provided with all the equipment necessary to carry out the tasks entrusted
to them. Therefore, it should not seem strange that they use firearms and
strange materials developed In the test laboratories of Wissen'iChaft.

SELENE
Selene is a select sen of assassins who have been carrying
out their work In a terrify ingly effective manner for the past
seven centuries. Its members are always women of great beauty
who U:lt' their appearance and supematural abilities to e"ecute
their contracts. They call themselves Sisters. even though there are
no blood tJes among them. They work in the shadows. not caring if
their victims are human Of" supernatural creatures as long as their
clients can pay the elevated fees they charge for lheir services.
The agents of Selene are mercenaries capable of carrying
out any type of job. As a general rule. they are dedicated to
assassination. but 00 many occasions they are also h.red out as
bodyguards or ~ The 0f11y w.rt to re<ognize them is I1t their
small silver amulet (forged in the shape of a stiletlo): this lets
them distJnguish each other as Sisters. The
great majority of its members are human
In origin. although there are a few Sisters
who belong to different races. The leader
of the sect (and the only member with true
authority o.>er the others) is a Sylvain named Alaxa
who Is now more then seven h<.lndred )'Cars old;
thanks to supernatural rituals. she has been able
to conserve her youth. The principal objective
of the organization is to survive. Therefore. they
desire to obtain as much power as possible.

The sect picks Its membe~ among the orphaned girls J'O'lnger than
eight yea~ old. If a ~lt1e girl Is alone arid has the appropriate
char;Ktertslics (attractive with a natural talent for fighting),
she is ~ad to the Island of Se~ne. where she is trained
in its doctrines and arts. On some occasions. a Siste.can choose to send her r:1M1 daughter ~ if she so
deW-es. The roong agents who h_ not yet completely
mastered the abilities of the Order iIf'e called Adepts.
The Adepts are under the direct command of Alaxa.
who can assign them missions so as to periea their
5ki11s in flghung and assassination. Whet! they feci
they are ready. they are pili. to a test to gain
the title of ~ter. and from thaI moment they
have the ability \0 leave the island whenever
they wish to go forth Into the world.
A Sisler of Selene relishes In the

Iota! freedom to do what~rshe wants,


withom Ihe obligation of ans~ring to
the organlzaHon for her acts. They must
o nly submit 10 three rules. They must

found themselveS Ideologically isolated from their peop le. They abandoned
their cu lture and helped any woman, Without regard to her race, who was
willing to study their philosophy. Many joined them. In the end, they made
the dedsion to establish a colony on a 5mall i51and they named Selene In
what we know today as the Interior Sea.
TIme passed. and even though their number was small. they always
lived In accordance to their ideals of cu!tivatlng body and mind. A5 a game.
they developed a complex style of fighting whICh be<ame one of the best
martial artS in exist~e. Unfortunately. when Rah started the War
of God. he saw the doctrines of Selene as 5imilar to the concept of
religion and ordered the total extennination of all of its members. In
spite of the vast knoY>'ledVO of fighting they possessed. that small
pacifist island proved to be no match for the combined annies of
the lord of Judas.
The only survi'oQl"S were a 5mal group of )'OlIng girls that
had been ~ on a mission entrusted to them by their teachers.
When they returned. all they found was blood. pain, and death
In the place that they had called home. In those times.. Alaxa
was only a little girl, but even she could felt tIlat desperation.
With tcarl in thcir Cj'C5, they S'NOre that their Order would
survive no matter what It took, even If they had to descend
Into the dcpths of hell - and that is what they did.
From death rose a new Selene. and death would
accompany them along th e way forevef'. From that
moment on. they inverted the basic principal5 of their
philosophy, and their training became a lethal weapon .
For rearl. they moved within the shadows. not
allowing anyone to know of their existence. However.
their objective was to rebuild their Order. and to do
that they needed means that they did nOI h3ve at
hand. To acquire it. they sold their services to the
highest biddcr. abilities that in those times of chaos
where needed to establish a new regime. little by
',ttle. they sunk more into the darkness. unlJl they
became the ~n5 they are today.

send th c sect half of all the money that


they eam as mercenaries and assassins,
so as to assure the survival of the Order.
Secondlr. they are not allowed, under
any circumstance. to kill 3rlOlhcr Sl5ter.lf
two agents have opposing missions, they
will face off if they have no othef" 1l!<0urse,
but the one that loses is obligated to admit
her defeat and surrender the battle. Lastly,
they can not reveal their SKrets. Undef' no
circumstances will they divulge the location
of the i~nd. nor can they train anyone in
theif' artS, especially If It is a man. Should
such a thing happen. the Slst~ would
become a traitor and the sea would hunt
both of them out to eliminate them.
A member of Selene can liYe her life
T HE ISLAND OF SELENE
freely if she has obtained at least 10,000 golden
The Island of Selene is the SKI'S only
crowns for the Order. Sometimes. they fonn
omce. It is hidden ~, practically
Inaccessible in the Interior Sea. Selene
a family and abandon their
of life. In these ~\1'
cases. they are only obligated in following the
is a true paradise. The Temple of the
three central I"IJles of the organization if they
A 515ter o ( Selene
Moon is the place where the )IOungest
want to be left In ~a(e. Usua lly. many of them
agents of the Order are trained. From there. the sect
despise men and prefer to partner with women - although this way of
coordinates the missions for the Adepts and keeps an eye to make sure
th inking is not shared by al l the Sisters.
that no one breaks their code. Thanks to the enormous wealth that t hey
The agents of Selene are the perfect assassins. Although they prefer
possess, the Temple has every resource It needs. and the Order never cuts
subterfuge. they are able to execute their victims in the open. even if
any e~ pense when equipping its members.
they need to go thro ugh an entire batta lion to do so. Normally, they use
The young girls who live in the Temp le of the Moon are very happy, as
their enonnous beauty as a weapon. seducing their ma le victims until they
their teachers (and Alaxa herself) treat them like the family they never had.
lower their guard, In general they are expert lovers, capable of satisfying
The instructors are normally Sisters whose advanced age does not permit
men and women al,ke. but that is not their WOrlt weapon. Al l the Sisters
them to correctly exercise their wort. Instead of starting a new hfe. they
are exceptional combatants. gifted with abilities far aboYe those humanly
prefer to return to Selene and do all that they can for the youngest ones.
posSible. They are experts In their own martial style and have developed
On the l!.Iand, Alaxa watches t;NCr the safety of the Order, prote<ted
fully their ability with Ki. Their preferred weapon is the 5tilettOS. which they
by four of the beSt SiSters. On very rare OCca51on5, she can 5ummon the
throw from a distance with terrifying Pf'C(ision. They usually coat these
whole Order by calling a meeting - although it is a very uncommon act that
weapons in white cobr.l venom to assure the death of their victims.
has only been done five times over the course of seven centuries.
Although they are not kr'lOWll by the general populous, Selene enj<Jts
a certain reputation among the underworld and in the hidden world; they
KAu TliE ExECvnONER
are even respected by the supernatural creatures. Currently, the pt'edse
In case some member of Selene should ever betray the sect. Kafi.
number of members Is unknown. but experts calculate it between two to
the daughter of Alaxa. has the assigned duty of finding her. She is the
three hundred. The organlzatton has a few contacts with the Black Sun.
Exe<utioner.
Samael, and the Council of Merchants of the Free Trade cities, for whom
Kali is a )'Clung half-elven, half-human woman. The identity of her father
they wort for as bodyguards from time to time.
remains unknown, as Alaxa has never revealed his identity. She is still )'Clung

w.rr

,4},"",

OR!GIN S
The origin of Selene is radically the opposite of what it has become
now. The bir th of the Order goes back epochs many rearl before Christ.
In the beginning. It was formed by a 5mall group of Duk'zarist women
who followed the philosophy of the Lady of the Moon. whose goal was
to reach physical and spirit ual perfection. After 11'11' War of Darkness. the
daughters of Selene, In a very sma ll group barely numbering a hundred,

for her species - only twenty years old - but !he has demonstrated an
incomparable ability for fighting. Only her mother is better.
The huntress does rIOt execut~ her companions for simply not paying
the established quotas. She hunts and executes those who directly betray
the codes of the organization or reveal one of its secrets. She is also sen t to
kill in those rare cases wherc a man has learned the se<rets of their arts and
Is powerful eno ugh to have fi nished off the assassin that found him out.

~~W

THE SUPERIJAtURBL UJOR,Ld


.

.AU t4t

It""~

'I

t4t ",frtl.

,. .....k "I' ~I II,,,, "II""" to

THE SEA OF
The Sea (or Flux) of Souls is the spiritual plane where concepts.
.,. 0'" and ~ings ~ born. It is known by dozens of rwnes depending

THE STRUCTURE OF
EXISTENCE
The world contains more than what we see or feel. Everrthing that
exists (and even what does not exist) has a soul- an idea that gives it shape
and meaning. The Flow of Souls is thc essence that feeds realily and gives us
birth. It is the start of everything - the spirit of the 0Wl1 eJ\istcnce.
To undcntand this idea. It is nec~ry to know that all things havt' an
Immaterial substar1(c. A book Is a physkal CoilectiOll of paper pages filled
With ink that fonns words. Howcvet-. fOf" us 10 say that something ex ists
called a book. it means that lhe.-e halo to be a concept of -book- thai
defines what it is. Therefore. the book that we hold in OUf hands is the sum
of many faceu - physical and conceptual - whith collectively make up a
-book.-Its corporal part Is the substance generated by lIle material world.
while Its essence exists on a different level. in the Sea of Souls.

on eamcu/ture - from the Ufestream to Genesis. Within it is found the


spirit of -.ythiog. iodudiog the essence of the world itself. This does
root mean lhat the world is a creature with a pe<"SOIlality.lts soots is much
/l1OI"\' elemental, a primordial mass from which ~ life and death.
The Aux of Souls is infinite. It's hke a gale of spirit and ectoplasm al'way$
In continual motion - similar to an immetlse sea without borders. The Nexus.
a gathering place of souls who have not been ~bom~ into the material world,
Sits at the center of the Flux. It Is the essence of potential- of chi ldren n.ot yet
been born, of inventions n.ot yet created, of 000103 not yet written .. ,
When someone d ies. their spirit returns to the Sea of Souls and slowly
melts Into it, In realil)', it does not disappear. Rather. it shares what it has
experienced and offers those experiences back to the Flux. With time,
It will reach the Nexus and. at the proper moment. will be born anew.
The time it takes for an individual soul to disappear and melt into the Flux
depends on how powerful it was in life. Depending on its Presence. the
fusion can take as long as a few decades or even thousands of years.

THE WAKE
The Wake is a shadOW)' facet of our world - a distorted re/1ecdon of reah!)'

as we know it It exiSts betweeo the Flux of Souls and the material world. though
it is a lot closer to us than we belie'e.lt coos;sts of the spiritual remnants of
Inan imate objects. human emotions, and the residues of energy left bellind
by dead souls. An thai is ... the world has an ilfluence ~ The Wake.
Every riYer. brest. or house has its duplicate in The Wake. produced by the
echo of the tn.Je object. This chaos is both real and illusionary, depending
on the depth to v.tlich one peneuata.
VISUillt)o. The Wake Is very similar to our reality. but it varies depending
on the emotions that reign in eYe!')' place. If. for example. a meadow is
influenced by positiYt feelings. it can become a true paradise of intadcatlng
beau!)' and 5eref1ity. 00 the othel' hand. in those places when: people have
suffered pain and extreme fear, The Wake turns dark and glOOrfl)'. adopting
the shape of a nightmare. PriSOOs, tOfture chambers. orold battleflelds are
the areas whe<'e the somber marks are greatest - they- fOl'TTl a true hell.
Human beings. as well as animals and natural plants. find oursel~$
most remcwed from The Wake. Gi~n that our nature does not hll'X!
a supernatural origin like other races. The Wake distances itself more
from us than from other beings whose essence is more linked to the
mystical. Entitles like the O'Anjayni or- the elves possess a certain
aptitude to reach The Wake. and yel. their influence on that plane Is
much less. It seems that human feelings and actions in the rea! world
produce greater repercussions in The Wake.

Access to Tile wake


k a general rule. people are not able to see or enter The Wake. As. a
parallel dimension that exists 00 a different level, Man can not perceive It,
as we walk unconsciously thl'Q\lgh Gaia without feeling what is beside us. tn
some places. however. the barrier separating both worlds is /l1OI"\' fragile,
and at certain limes. portal$ exist that aJloN entrance to it. These ~Ooors~
never have a defined shape. They can be practically anything. from some
stone rum to a simple old coin. There is also no established method
to make them work. ~. they seem 10 reaa to the most intense
~ings. Someone who tlur$ts into rage near a c!oo<", or a being who feels
exceptionally happy. has a slight chance of activating it and opening a hole
In to The Wake. NOI'TTlaily. those who activate a portal are n.ot aware of
what they have done. Sometimes, they are not even conscows thaI they
have been carried off to another world - until it is too late.

There art' scYef"a1 stages In which an ~ividual


can enter into The Wilke. AI the most bask state, a
person is able to make out fragment5 of that world. but
he can not interact with ilnything that is within It, and
vice versa. Some individuals are more receptive to these
visions than others. As a ger'leral rule, clairvoyants. cats.
the moribund. and those who are insane can feel It. Those
who are deranged art' actually exceptionally senWtive. as
their deliriums allow them to sense The Wake.
On the other hand. if a subject enter.; The Wa'Kl!
through a portal. that world is just as real to him as ours.
Those who penetrate The Wake disappear completely
from the face of the earth and find themselves trapped
In The Wake until they find a way to return.

Dreams alld Tile wake


Sornetimes: when we dream, our subconscious can
see the world of The Wake. and ~ can tr.Jo.OeI through it.
At that momef1t. ~ are transported to an appropriate
errv4roomem that symbolizes our dream. and we exist
paral lel in both planes at the same time. Normally. these
strolls do not present any kind of danger. gr..eo that the
sleeper does not delve deeply enough into The Wa'Kl! 50
as to receive real damage, Nevertheless. in extreme cases.
some indMduais ~~ thernseIYes so much within The
Wolke that they can ~(fer pnyskaI damage and C\ottI die.
Not all dreams are nec~1y a gateway to'N3l"d
The Wake. Usually when we sk!ep, the mind does not
Just Jo urney through our subconSCiOUS until it wakes up.
Only in some unusual cases are we able to reach The
Wake. Onte again, this is caused by intense feeljngs or
our proximity to a thin boundary between the worlds.
It is also possible that some rituals, or the ingestion of
tertain hallucinogenic ~bstances. can fa6!itate a journey
to The Wa'Kl!, In such Circumstances, those individuals
can submerge themselves into a trarn:e that transports their
subconscious there.

Tile settlers of Tile wake


The Wakl! is not a solitary place. It is populated by spiritual entities. those
beings who are ~ called ghosts or apparitions but whose most
appropriate name would be Wake Spectres.. Contrary to what the name might
~ggest. these spectres are not true sool5.. In reality, they are memories of liviT1g
beings whose death caused an echo that a part of their spirit and feelings created
an Image. a duplicate thaI survived their death and exists In The Wake.
O ften, individuals who have suffered a violent death. those who have
important unfinished business. or those who still have strong ties with the
world, become spectres. In general. they remain WIthin the same area,
trying to find a way to manif~t for a 5hort time in thoe real world, Normally.
they are not consdous of thoeir condition. and they survive by obsessing
~ that which was important 10 them in the world. The surroundings in
which they find themselves in al~ have an Influence on them, sometimes
granting them abilities that they d id not have in life. Sometimes. res idents of
the dar'Kl!st areas become living nightmares gifted with enormous power.
HO"Never, Wake Specters are not the only Inhabitants of this plane. An
undetermined amount of supernatural creatures - both spiritual entities as
well as fantastic beings - exist here. Many of them retreated to this WO<"Id,
fleeing from exte..-mination. or they were confined by some unknown
power, The majority of these creatures li've peacefully in The Wake,
although others arc waiting for the right moment to escape.

Tile NilJlltmare Lorns


Recently, a few entities of great p<M'ef" have appeared. claiming sma! areas of
The Wake that dreamers tend to visit. Many have adopted \tie title ofNigtltmare
Lon:Is. and they plan on extending their influence. htle by little, into the real
woI1d by tormenting sleeper's and feeding off their !ears. These creatures have
gathered together several powerful Wake Spectres and other dM?rsc creatures
that they use as agentli to acnH?vc \tIeir ends. Sometimes. they use their minions
to possess the body of dre~ and act freely In the real1llo'Orld.

Each one of these lords has a different origin. The majority of them
are locked in open (and subtle) battle against one another, trying to extend
their own areas of influence. As of right now. there are five Nightmare
Lords that stand OIlt above the rest, Malekith, Prince of Crows, is the
greatest of these. He has ere<ted a dark city. called Graven. in The Wa~
tenitOf)' of Moth. He raised this city stone by stone thanks to the *epers
who visit it each night. With time. he hopes to manifest Graven in the real
world and create an Immense gateway between both planes.
Anyway, all the N ightmare Lords are careful not to extend themselves
tOO much. Non e of them tra~el too far from the territories that they
control. as they know that The Wa'Kl! holds creatures of power that even
they do not want to trouble. Perhaps, if they keep Intreasing their influence.
there will come a time whoen they will try to tlalm the entire Wak.e as their
own - but such a time Is still a long WI'!~,

Tile syecial Rilles of Tile wake


The Wak.e is a world where souls and bodies melt together completely.
Within it. spiritual beings are physical and visible, and they can be harmed
by all types of attacks. no matter what kind of energy they affect (this does
not mean. hCM'C"Jer. that beings with enl'fl>' Immunity from other powers
and abilities lose their protettion), Spells and !)'Chic powers can be seen
by anyor'le in The Wab!. In addition, if a charatlCf' enters The Wake. hoe
automatically gains the ability to perform aalons with an Inhuman Difficulty,
if his rolls allO"N him to.
Dark and Light magic have varied effects. depending on the area of
The Wake in which the spe llcaster fi nds himself. Spells cast in a territory
Influenced by an element attuned to the magic used automatically gains 1 to
2 Power Levels added to them. while its opposite loses 1 to 2. Levels.

~~1,1l

THE P0wERS

in tHE 8HAd0W

THE TRUTH
Hum anity. as well as supernatural beings. are not alone in th is world.
Witho ut any of U5 know ing. we arc the prisoners of some puppeteers who
watcl1 us in secret. Since a long time ago. Man is no longer owner of his
own story.
There are tl1ree organizations that exist in Gala that pull the strings of
all the important events from the shadows. They call themselves Imperium.
the Technocracy. and The Illuminati. and they posses a powei"" Illat not even
tile immOf"tals can imagine. It is not possible to say when they appeared
exactly. although everything seems to indicate that they were bam
even befan: the War of Darkness. For these last few millenniums. their
intervention In the world has been scarce. but even the most minute of their
intrusions has changed the course of life lOr all the world's inhabitants. Each
one of the organiZalJOtlS is made up of members of the three dominating
races on Gaia. Impctium. the first among them. belongs 10 humans. The
Technocracy Is of the Sylvain. and the Iluminati from the Dukzarist. They
possess immense advilrH:ts in every field. combining science and magic with
other unknown forces. Their objective is not to dom.nate the woOd. If they
wanted to conquer it. they would only need a few hours to do so. They
watch O'o'er the events that happen on Gaia. and they dlannel the advance
of eacl1 people towards whatever goal they desire.
There Is a great tension between the tl1ree groups. but they find
themselves obligated to coexist with each other. They are very aware
that if any of them fought against the others. the connlct would tear apart
the whole reality In a way that would be irreparable. Whoever emerged
victorious would watel1 over absolutely nothing.

History from tile shadows


In an almost unperceivable way. Tile Powers in the Shadow have
Inlervened In tile I1lstory of Gaia practically since its beginnings. Although
very few are aware of the repercussions that this has had in the evolutioo
of the world . their actions explain many of the most important events that
have happened CNef" the length of these last centuries.
For millennia. they remained Inactive. The first important intrusion that
there Is evidence of Is during the Chaos Era. In that epoch. all of Gaia found
itself In an anarchist state. Human beings had given birth 10 new Civilizations.
but they were still very far from reaching the level of development that any
of the other races had. Also. they cOIltinual1y fought against each other. In
less then a cenlury. more than a hundred wars brol<e out that repeatedly
plunged the world Into darkness.
It was then that Imperium decided to Interfere with the destiny
of the world. Its first goal was to unify all of man under one flag and
afterwards control the evolution of their development. To do this. they
leaned towards a very risky social experiment with whicl1 tlley hoped to
analyze tile behavior o f man. They created a very adv.rnced ci~iJjzation tllat
could become a reference to follow by the others. They cl10se Solomoo. a
powerful empire of that epoch. and they bestowed upon it thirty fragments
of black metal that conta ined great information about Tecllnom agic. enough
knowledge capable of puttmg them above any other race or power on GaIa.
Tilose metal pieces were truly curious devices. Tiley were almost living
entiti es. artificial Intellige nces programmed 10 evo l~e on th eir own. Tiley

revealed. with the paulng of time. more and mort' of


the information that they contained. Solomon would
progreSli OYer the course of the centuries in the form
that Imperium designated, while they gathered the
data of their expenmenl.
W,th the pieces under their control. the Empire
prospered from one day 10 the next. and for man! than
fifty year.;, II reigned as the mon powerful force that the
'M:Ir\d had evt!r secn. lead by the Emperor Andromatius
and his senate. Solomon began innumerable advan<es,
like buUding mystical mariO<1cttes to take ure of the manual
labor. exterminating all di<\eases. and even deve~ping
supernatural machines that could magicalfy contrOl the weather.
SUI things did not turn out like Imperium had hoped. In their arTOgance.
the citizens of Solomon kept their knClYltledge only for themselves, submitting
by force all those that did not bow down before them and tuming them into
littJe more than slaves. Although this contradicted slightly their benefactors.
they also planned to start a similar offensive against the other races until
they domi nated all of GaIa . Fearing the consequences of what somethirlg
like this COIJld cau~ with the other ~rs in the Shadow or what could
be worse. the possibility of a confrontation against Beryls and SIlajads. the
reif>Onsc of Imperium was !>Witt. Uke a dMne puni!ihmenl. they leI loose the
power of Jijrgand. their ehte for"t5, against Solomon. devastating the Empire
In barely a few hours. They erased all the knowledge that they had beslowed
upon them. and demolished their works Slr.!ight 10 their foundations. The
heaYeOS had responded with ~ty. leaving behind It only pain. emptiness..
and blood. Nonetheless. something happened that escaped the designs of
Imperium - they were unable to rec~ the tIWty pie<es that Andromalius
had hidden using the same ans that he had learned from them.
ThaI experience was a !hom that Imperium .....::>UId never be able to
rernor,oe. and which even today continues to bother it. They be<ame aware
that cOlltroiling the eo.oIutJOn of man through knowledge v.<>uId be a faiiure;
therefore they decided to bind them WIth ignorance. But the intervention of the
organization had not gone unnotked by the Illuminati and The Thnocracy.
Bothered by that experiment. they warned Imperium that if they oper.!ted so
openly In the woMd . the other groups would do what was needed. To alleviate
that te<1se situation. the three PoNers in the Shadow came to an agreement.;
They would never again medd le In the destiny of GaIa in a similar way.
But without the other powers being aware of it. Imperium contlnl.!Cd to
~al"(h for a method to obtain its goal. They needed something that would
unite man and. at the same time. bind them to the ignorance of the truth.
And In the end. they found a solution in a place that they could le<llt imagine
It - In the legends of that we had furgotten . To ach~ their objectl~e.
they created a perfect human being and manipu lated history. designing an
adequate context for its development. Thus. playing God. they gave life to a
child named Abel. who. with time. would be known as Chrisl.
Imperium planned to unify all of humanity using religion. and this time theY
experiment bore fruil the ~I<.c!; of wt-.ich they would l1ave never hoped. Christ.
through whose veins ran each and ~ one of the dMne principles that he
repI'C5eI1led. fulfilled his mission to perfection. Fmly. to gain a martyr and aYOid
their creation from turning on them. they induc.ed him to die by uudfhdon on
the walls of Solomon. an allegory which only Ifnperiu"n understood.
But once ~gain something happened that was not within their plans.
Iscariot. one of the twelve apostles of Christ. received as payment for his
betrayal the thirty fragments of knowledge that Andromalius had hidden
centuries ago. For the people of Solomon. they no longer represented
anything of value. However. in the hands of Isc.ariot. one of the most
powerful hum~n beings of his era. they obtained a frightening meaning. He
hid l1im~lf in The Wake. and for several years learned as much as he could
from tile pieces and Its creators - until he became painfully aware of the
existence of the PQwers in the Shadow. Full of rage (or l1aving been used
like a puppet. he used the Technomaglc that he had assimilated to build a
macl1ine with which to control destiny and destroy Imperium. the illuminati.
and The Te<hnocracy. However. he was not able to fi nish it. and ceded the
work of his creation to I1h son.

THE AGREEMENT

Two hundred years later, Rah, his last descendent, manifested himself in
the world and began the War of God. The Instrument was almost finished.
but to be ab le to use it correctly, ft had to be charged w ith souls as a
source of energy. Therefore. Rah Initiated the war with two objectives - to
liberate man from the chains in which they were bound, and to complete
his creation. The f'oy.,ters in the Shadow attended the events that were
happening with great interest. although the pact they had made a century
before stopped them from acting openly again. When Rah was beaten, he
tried to activate the machine so as to aim a final monal blow to all three
organlutlons; whose instrumentals and powers became damaged.
Then. seeing what the world had become. Imperium. The Technocracy,
and the Illuminati gathered together so as to awid the c.atadysm toward
which all dvillzations were nearing. KnOWing that whateve<" de<ision they
decided to make would be so monumental that it 'would attract the attentiorl
of the ShaJads arld Beryls. they preferred to contact them and invite them
to participate in the ir meet ing. There they came to the conclus iorl that
the orlly viable solutiorl was to separate the world Into three different
exiStenCes , and each group would be. responsible exclusively for its <mn.
From that moment on. ImperilJm watched C1JeI" the Abel Empire, :oeeing
that it functioned correctly. They Wf!f"e VCf"'( satisfied with the good deeds of
Zhorne. The Emperor had unified the world just hke they had always wished.
and now the only thing left for them to do was to assure its stability. Sot
Imperium was cons6ous of the fact that human belngs would never be at peace
for very long undet" one flag, even if a common religion united us. To <Mlid
the segregation. they developed a system caHed Auspice. which allowed them
to inlluerlce the dedsiorls of people In high positions and prevent large-sc.ale
connicts from breaking out. For almost !.eVen centuries. everything happened
exactly as they had planned out; they manipulated history like puppetCi!rs in
the sIladOW'S. Even so. many people began to develop immun ities against the
Auspice. and the system became more and more unstable.
And then Eljared 5howed up. She was an outstanding member of the
Inner Cirde of Imperium who descended to earth and tried to take control
of the organiutlon for his own unknown objectives. for two years. she
used her influence to hide her actions. trying to gain all the jX1W"Cr that was
possible belOre they became aware of her true Identity. Being next to the
Emperor. and as the head of the Churth. she cc:wered her bases against
a dIrect intervention while $he ttitk.ed a group of JClrgand into placing
themselves in her servic:e. Also. she subjugated pow<!rful supernatural
entities who wished that The Powers in the Shadow would disappear.
In the exact Instant that Imperium became awa~ of what was happening.
Eljared attacked all of their systems, (omp~tely destroying the Auspice. The
confrontatfon between the insurrecting armada and the fort:es of Imperium
was too much. and caused true natural catastrophes. In the end. the rebel lion,
and the entities that supported it, Wf!f"e comp~tely extcrminated. Imperium
made sure it Immediately erased any traces of what happened. As lOr Eijared.
sIle had disappeared. Perhaps she escaped to Hell: although the possibility
still exists that she died attempting to Ilnish her true plans. which still remain
a mystery. But this confrontation had several negat/lle consequences for the
organization. The Auspice system was totally worthless now that man had
managed to become immune to it. and the Empire was crumbling. If that
was not enough, the internal battle caused a considerable weakening of their
powers, making Imperium vulnerable to an allack from the other Powers in
the Shadow for the Ilrst time in its history.

DUring the .separation. the three Powers ;n the Shadow reached an


agreement to not intervene beyond the territories which each one was
aSSigned to. They also committed themselves to maintaining the existence
of the other worlds as a secret. and to not give their knowledge to the
inhabitants ofthe surfitCe. Within its own section, an organization is free to
do whatever it wants. even executing members of the other organizations.
However, Gaira and Ciel asked that the free will of all the people of
Gai'a be maintained. Reticent. the f'oy.,ters In the Shadow accepted. as long
as the Shajads as well as the Beryls kept themselves completely rema.ted
from mortal matters. To date, the Agreement has been totally maintained
by alilhose who signed it. There was also a strange clause that was Induded
on the insistence of the Shajads and Beryls, in whiCh Imperium commits
Itself to not harm the progeny of Zhome GiOYanni. For one reason or
another. the lords of light (as weQ as the Lords of Darkness) follow the
partkulars of that lineage with special Interest - perhaps due to the fact that
Zhorne was ab~ to change the course of events during the War of God.

IMPERIUM
Imperium is the most powerful of the three Powers in the Shadow. It
is the organization of Mankind. watching CM:r us without us knowing. Its
principal goal is to care for the existence of human beings. They take care
of us, orienting us in the ~ they feel Is most appropriate. In some vqys.
they are our guardian angels. even though to do so they have become our
jailers as well, keeping us in ignorance.
It was the first of the three Powers in the Shadow to appear. Its true
origin is an enigma. although there are many theories about its creation.
The most extended between those who know the organization is that it
was made by a small group of human beings who had atta ined almost divine
powers after the War of Darkness. However. some ancient entities have
a hypotheSiS much more somber. They conjectured that the organization
started rrom a small group of men to whom the creators returned part or
their lost knowledge a~ an experiment. mixing these limited memories with
vast supernatural abilities. Either Wi<:f, they are only hypotheses, as the truth
1$ only known by a few members of the Inner Cirt:Ie.
Evetl now. weakened after the confrontation with Eljared, its power Is
~Ightly greater then those possessed by The Technocrncy or the Illuminati. No
creature. no matter how strong, can face Imperium - including those entitles
that human beings consider gods. Only the Shajads or the Beryls represent
a fort:e that they are not able to face. Their base is found on a flying i~and
called Jormungandr. It is focated In the inferior area of the 5tratosphere and
has the abil ity to move from o ne place to another. They also have some
grand substations. the majority of which are flying citadels - although there
are a few exceptions which are built under large dtles.
The organization is divided into dIfferent strata. each with different
attributes. The main body is its agents. those in charge of ma.ring across
the world and completing all the (leldwork. They are exceptionally complex
indMduals. and each one o( them possesses a totally different ability
perfectly adapted to the type of mission that has been entrusted to them.
Their functions are very diverse, like infittration, espiOflage. or covering up
the truth. They alwa~ work alone. and they do no! ~pend much time in the
same place - although sometimes they can hold positions of importance
next to powerful people so as to influence their decisions. The majority of
them are recru ited among individuals gifted with the abilities that Imperium
needs, although sometimes they are created through a combination
of genetic engineering and magic. The hlghest-ranking agents who find
themselves under the direct orders of the managing group receive the title
of ~Supervisors.- They coordinate the actions of the other agents. No one
ever leaves Imperium. but sometimes individuals are aJlowed to lose their
memory and restart a normal life without their special capabilities.
The second stratum is made up of research and development cells that
deal With social experiments and the creation of Tedmomagic advances. In
general. they work in the difkrent wbsta!lons - although there is a small
elite body that puts togethef" the equipment for JUrgand and Jormungandr.
Sometimes. they go down to Gala to take the data that they nCi!d first hand.

lastly. the managing group of Imperium is known as the Inner

Clrc~.

They are the ones that make each and every one of the important decisions
that are carried out. They mOYe the strings al'ld manipulate the destiny of the
wor1cl. Their identities are unkoown. since none of them are located on the
face of Gaia. They always reside in Jormungandr. and they only descend to
earth on very f~ occas;Ons. They are mostly (or -vere) human - although
they probably received supernatural implants or -vere birthed from the
beginnings ofTechnomagk.
HO'I"Ie\rer. there is yet one other flCJ'I"'f!r aba.te that of the Circle. A single
man dire<:ts them, and his orders are always immediately faJbNed. It is said
that he was the founding member oflmperium and that, over the length of the
thousands ~ars of history of the organization. he has always been the one in
charge. But the most surprising thing Is the fact that he is simply hl.ft'll v.tlo
has stopped aging. thanks to the means at his disposal. No one knows what
goes through his ~plicable mnd, not even the oldest members of the
Inner Circle - and they have known him lOr se'o1!fal m~lennia now. The
only thing known about him is that. when he presented himself in
front of the Shajads al'ld the Beryls. he called hlmsetf "8amabas-.
Over the course of the last seven centuries. the principal
task of Imperium has been to keep Its presence, as well as the
existence of other worlds (which they call Hell) . a secret. They
control all the information, trying to make sure that no one gains
even the slightest hint of the truth. They also prevent people
from crossing the Barrier, hunting dowfl those visitors who
come from afar.
If in some cases infonnation gets out. 01' someone
makes Inquiries that are exceptionally v..:>nisome, they use
some of their agents to eru.e the memories of the people
01' creatures implicated. It is even possible that they would
alter the memories of towns or entire dties. so as to
maintaifl their 5CCret. In gener.l). Imperium try to avoid
killing anyone. as they have sufficient flCJ'I"'f!r to do what
they want without having to kill. In the situation where
an especially flCJ'I"'f!rful Individual finds out too much .
they put thcm!Oelves in contact with him and they
offer him a position within the organization. Only if
he does not accept. and tums out to be a danger,
do they order his destruCtion.
Imperium leaves any 541pematural creature in
peace. no matter how pc:o.verful It is. as long as it
does not place the secret of Hell In Ganger. FOI' as
many massacres or as much destruct;on that it may
cause. they completely ignore It. preferring instead to walt
for TaJ Rauko or the Inquisition to deal with it. They will only
intervene if one or scvcr.ll beings of enormous flCJ'I"'f!r
endanger the entire human race. In wtlich
~"--"I
case they would use agents .......... .. .-:
of Jurgand to finish off
the threat. Even so,
during the first few years
that followed the formation of the
Barrier. Imperium hunted Cenaifl
espedally pcmerful entitles that
had bc.:ome aware of the separation of the world. Many
of them were absorbed by the organization. others
ended up destro)ied. while the eldest ones hid in
The Wake to avoid the purge. Only in very specifIC
cases were some beings granted perm ission to remain in
th is part of Ga"ia (m ain ly because of their favored relations with Shajads or
Beryls). In today 's age. Imperium does not care at all if someone comes or
goes from The Wake.. as long as It Is not a threat to their secret.
Sometimes. their research cells perform str.lnge experiments - Joke
ITIOYlng entire towns from one place to another so as to analyze the sodal
consequences. or !Oetting free one of their fl~ (reations to measure the
capabilities of the Inquisition and the Tol Rauko.
Imperium has many contacts in all the Principalities and organizations
in Gaia. though they have the greatest Influence among Tol Rauko. For the
last few centuries. they have manIpulated them to complete many of their
ends - like recOYering dangerous objects or recruiting n~ members for
the organ ization . In bct. Marshall Malakias Graft collaborates openly with
them . even though he has no idea of the true extent of their power.

The series of events caused by Eljarcd has partially diminished

~:~~Iy~'"~fl~'::~~':i;''''~:~~rld~::,~::';'~:;

because
of the disappearance
of the Au'iplce system.
the
capabilities
of Imperium to
of a miniscule symbiotic parasite
i
nose or the ears of a person. fUSing Itself to the br.lifl. Each one of them was
connected to a psychic web under the control of the organization, which
rendered people predisposed to do whatever Imperium wanted them to do
without totally controlling them. This way. they a\IOided the more serious
problems of the Empire Without havi ng to comp letely lim it the fr~ will of
humans as they had agreed to do with C'iel and Gair.l.
Currently. they only count on their agents to maintain the stability on
both continents, but their control is not as absolute as it has been befo<'e.
Either way. the Iflner Circle docs not worry too much about it. It is aware
that an epoch of change Is nearing. and it intends to observe the events
thoroughly before making the decision to Intervene again.
Ooe of its main (oocems is that of reco.oering the thirty black metal
fiagments of Solomon. >Mlich hold a knowledge that is too dangerous.
They are abo lightly ....:rned about the disc.O'.'eI)' of the Book of the
Dead by part of the factiO!1 of the Black Sun. For now. hor.ovever. they are
bllowing their policy of nonintervention: they intend to 1e3'\o1! them In
peace. But these are not the only goals of Imperium. The Inner Circle
plots a much more complex plan. one that has been germinating for
millennia now: They intend to destroy C'ieI and Galra. freeing
IhemseI\Ies defrlitively from their pres<.'fKe. 8amabas
kna..vs that this plan CllITeOtly Cl<Ceeds their capabilities.
but CJooIef the length of his hoocIreds of thousands of ~
he has learned to wait lOr the perkct moment.

Tile Techllolllagic
All the Powers in the Shadow have mastery
t:Ner sciences that escape our understanding.
In an incred ible fashion. they have been ab le to
combine supcrnatur.ll po-vers with technology
and biology, creating an art which they call
Techflomaglc Each one of them Is slightly
more specialized in a field. and their ~on~truc:ts
differ slightly from that of the others. Even so.
the three have similar knowledge. though its
application Is very different.
The technology that Imperium uses does
flOt seem like anything we have in today's day al'ld
age. The machines use magic or spiritual energy as
geflerators and . though they might appear strange, the
results that they ach ieve are incredibly effective. Their
creations have all kinds of uses. from controlli ng
natur.l l phenomena to eras ing people'~ memories.
They also possess an extenSive database saved on
very small psychic crystals.
Machinery is not the only field that they
combine with mag;c. Their knowledge of
bioIog)'. incorporated with their mastery of the
Stlpematur.ll, Is also extraordinary. They have
created vanouschemical 541bstances capable of CUriflg
dise3$C$ and healing almost any type of WO\Jnd.
Where they truly stand out, howeYer, is In genetic
engineering. Through the man ipulation and combination
of DNA. they can alter the physical and mental upabilities.
of any IMng being. Their most incredible creation In this
f~ has been The ladies. They are truly IMng computers
used to coord inate and control the 541bstationS. and to keep the wor1cI under
surveillance. The5e creatures have the appearance of women who are tied up.
physically linked via connections and cables to the central station of each base.
OIiginaily hOOIaIl. The Ladies. have been reconf~ dumg their ernbr)Qnic
Slate to have a 541pematuraJ intellect and capacity of reason. and they receive
dolens of implants so as to COI1I1eCt themselves to Imperium's S)'SIem5.
Almost an the advances are very onented to warfare. The organtution has
come up with an kinds of Instruments few' their agents - like living v.eapons that
can after their appeal<lll(e at will or project devastating discharges of energy
from a distance. In the same Wirj, there are numerous implants that allow them
to increase their abilities, li ke metamorphiC limbs. for example.

Another of theIr greatest advances Is the fabrication of goIems. Tht=


<reations are almost alive. and they can perform various tasks - depending
on the objective of its COIlstruc:tion. The Dolls are the most basic creatioc1.
whose CommOll tasks tend to be manual labor and the mainten.ance of the
sub'ltations. They can take OIl various I"onm and !.Izes depending OIl the nature
of thei!" assignments. though in general they are humanoid ill v,ape. The
second category is called The Manor.nettes. These goIems possess intelhgence
and cvm have personalities 5Ofnetimes. Imperium s.ave them for the more
complex assignments - though generally they are W;y Marionettes. heavily
armed and prepared for any cOIltirlgency. Some tall haYe a human aspect.
and no one would be able to distinguish them from a true living beIng.
Even today. Imperium COllunues to investigate all these fields so as to
achieve new adv.1lKes - JUSt hk!! the other fbwers in the Shadow do.

Jl1rgll/tn
Jjjrgand Is the eKeCUlor arm of Imperium. the secret army in which
their true power resides. Each one of it!! component!! is a living weapon that
has no equal. capable of exterminating entire arm ies in mere min utes. The
organ ization is structured into several sq uads of agents that are g~rned
by a mil itary system. The basic unit is made up of grou ps o f four. and eac h
member has di~rse abilities. The different sq uads are lead by Patriarchs
who receive their orders directly from the Inner Circle or from Barnabas.
Unlike the other agents of Imperium. they never move freely across Ga'a.
like angels of death. the members of li:irgand only descend to earth to carry
out search and destroy mfsslOf1S. and in general. their stay is exceptionally
v.ort. Imperium ~ to mak!! sure that they have the most minimal COOlact
as possible with the world. so as to avoid establiv,i1g emotional ties with its
inhabitants. For this reason . the agents of Jjjrgand consider themselves the
only true human beings and consider the settlers of Gala almost like animals.
Commonly. they refer to those that
00 the surface with the nickname
Mv.eepM or Mworms. MThey berlCV'e in what they dowith all of their heart. and
their totally loyal to tOeIr Ideals. 11'1 fact. they do IlOt kncm anything else.
In the rare times that a mission is entrusted to the Jurgand. they send
only one of it!! agent!! - unless the task is so compleK that it requires a full
group. All of the substations have on hand a limited number of them as a
means of protection. in addition 10 it!! other security systems.
Not ooly are they already gifted with god!y~il<J:o abilities, but they also
carry WIth them the most highly advarKed Technomagic equipment. N ormally.
they wear some very sophisticated symbiotk exo-armor. called Jjjrgeneth,
which increases their capabilities and bestows upon them mystkal powers.
The origin of the members of JGrgand can be very varied. Generally,
they are boys and girls less then two or three years old. who possess
exceptional super human abil ities from birth. If two agent!! are al lowed to
have a child. the little one w ill also automatkally become a part o f th e
organization. N evertheless. the majority of th em are test-tube bab ies
treated through Technomaglc. in which their human DNA is combined with
the essence of various divinities. the Protodeus. They will not. under any
circumstances. admit an adult to the Jurgand. no matter what abilities he or
she may posseS$: they will Join directly the "" normal" agent!! of Imperium.
The members of Jurgand resfde in Jormungandr. where they are taught
since they were little. The entire l!.Iand is a huge academy in which the young
ones learn all that they need to know - history. science, a<ld whatever type
of combat style. There an:! seven courses that depend on the level of abmty
that the student!! possess. How much time they spend in each one is not
dependent on their age but on the capabihti~ they possess. Their teachers
are higtw"anking agent!!. pcmcrlul mystical entities. or even member.; of the
Inner Circle. They try and stimulate competitiveness between student!! to
encourage his learning.
To stan. off with. they are dIvided into thin.een Houses governed by
member.; of the Inner Circle. who are called Patriarchs or Dem iurges. Each
student competes against the rival Houses and his companions to obtain
the best SCOf"eS. These points are used as a fonn of currency to acquire any
type of equfpment or dothes that the )'OlIng ones need. This~. their own
Instincu push them 10 do better. Naturally. they try to match the student
to the field In which they stand out. Once they find themselves in their
last course. they arc practically agent!! and can be sent on jobs under the
supervision of a profussor. To graduate. they m ust pass a final exam. which
can consist of a field mission or a lest prepared for such a contingency.
Those who achieve the best grades become group leaders.
The total number of Ju rgand agent!! is unknown.

ve

OTHER POWERS
The two remaining powers in the v,adow have much less influence in
our world. particularly because In light of the agreement of separation they
can not act without the permission of Imperium. Even so. it is possible that
01'1 occasion they would send one of their agents 11'1 secret with a specifK
goal. like espionage or the persecUtion of a fugitive.

Illulltinati
The Inuminati are a mystery among The Powers in the Shadow. It is the
secret society that keeps an eye on the Duk'zarist. and it is also the most
enigmatic of the three organizations. They practically never intervene in
the affairs of their people. even though they have always established ties
with the gO\fCmors of their empires. The technology of the Illuminati is
very similar to that of Imperium, though they mainl~ use Gesthal wood for
their creations. Their Impla nts are full of ru nes that grant them pow-er. Even
their bases are control led by the N oah. huge computer trees that are the
eq uivalent to The Ladles.
Litt le more Is known about them other than the fact that they are
closely tied to strange trad itions and rites. eve n though their customs and
beliefs differ completely.

The Teclt/tocracy
The Technocracy is the organization that gathers in its bosom the greatest
amount of supernatural races. In spite of its diversity. its main leaders come
from the Srlvain race and hold the true power within The Technocracy. The
society Is organized by racial ca~tes. though the attributions of the agents
are aSSigned by their capabilities and not because of their species. Given
that their people generally control magic. the Technocrats have centered
their knowledge on mechanKal engineering and on control of the psychic
matrices. where they haYe the greatest advances. Their Technomagic is
based on meta! and crystals. preferring to!caYe biology on a second plane.
Their control systems are made up of large crystals (similar to the ones
used by Imperium in which they store the minds of several individuals. They
completely eliminate their feelings and the increase their rational and logical
capacIty. that way they are capable of always finding the most appropriate
soluuon to each situation.

ADVICE TO THE GM
The Powers In the Shadow can be an Impo rtant Inspiration to create
an atmosphere for games. Sometimes it is po~sible that your players find
a clue that allow$ them to dlSCO\fCr the existence o f Imperium. or maybe
they e~n try to disc~r the truth and search for a method to travel to the
other WQrlds. Maybe they find themselves In possession of one of the lost
thirty fragment!! of knowledge. or ma~be they must stop someone who ha~
~en able to acquire one to unleash something terrible.
All of these possibilities are very attraClive. but keep in mind that these
organizations are nOt an adversary that the characters can face openly. It is
not recommended to CM!rwhelm the characters with the manipulatiOll of
Imperium. In spite of their great powers. the organizations in the shadows
are not omniscient. Be that because of scom. the restrictions imposed
on them by C'1eI and Gaira. or because of the impossibility of controlling
everything. many Important cvmt!! that happeo in Gaia escape their
attention. Therefore. it Is perfectly poS$ible that the majority of incident!!
that happen In games lak!! place without them knowing. Also. remember
that for them to act directly against a threat. the situation v,ould be so
extraordinary that It places all Humanity 11'1 danger. not just a lew thous.and
(or even an entire PrirKlpaJity).

----.

':',--

\ ,"V'

I ..

The world as we know it is but a fragment of the real


world. whether or nO! humanki nd is aware of this. Over
seven centuries ago. real ity split iflto three layers. forciflg us
to remain ignorarlt of the fact that we are not alone. that aUf
stories and legends are still real.
There is truth ...and there is He ll.

HELL
There are other worlds apart from ours. In them. creatures afld
SUperrlat urai efltities still e)(ist. and man is only a myth washed away by
time. These lands are a virtual purgatory for humans. populated by all kinds
of creatures that we would call demons and nightmares. To these beings,
however, any other wor ld - including ours - would be a terrible place to
live. They would have to hide in its shadows to avoid bei ng ca ught.
In the end. we are their hel l, as much as they are ours.
Aside from the eanh we know. there are mainly two large areas populated
by other races - each Ufl(lware of the other and differeflt ifl every aspect. utile
is known about these places. In fact. very few people know how the inhabitants
of these \o\oQrlds may have evolved duriflg these past sevefl ceflturies.

THE BARRIER
The worid is divided by an invisible Barrier that separates reality. It
resembles a huge wall enCircling the Old afld New COflti nent, and all of
the isla nds around them . No one can perceive it or reach the lands that
lie beyo nd it. It is located in ocean ic areas, always several miles off the
nearest shore. Gaias nearest po pulated area is a small is land to the north
of Bekent. located only 1. 500 miles away.
The Barrier does not function as a physical obstacle: its effects are much
more subtle and undetectable - which serves to conceal its existence wonderfully.
Once a person crosses the Barrier, his real ity alters slowly and progressively. until
the ~er is transported to a different place without even kllCMllng it. For the
most part. each section is linked to its exact opposite comer. thus creating !he
impression that the \o\oOrld is perfectly rourK!. In this manner. a :;.hip going west
from the New COl1tinent shall reach the western islarK!s after miles and miles of
ocean. Sometimes. unforeseen nuctuations happen. and a ship may end up at
the end of the \o\oQrId instead of where it was supposed to appear.
Generally. the Barrier takes the shape of a treme ndous sea stor m that
rocks ships for several miles ufltil t he leave it behifld. It is also preserlt in the
waki ng \o\oQrld The Wake. where it can be seefl as huge wall of souls and
chains that physically obstr ucts the pa5sage for any of its inhabitants.

Trallsit

spots

The Barrier is not perfect. though. or at least it was flat clesigfled to be .


Occasionally. small alterations will provide temporary windows that al low
pas.sage. There is no way of krtOWing for certain when or where the next tunnel
will materialize - although they do appear to tQlJo,v a general pattern.

Tile l<jys
The same powers that created the Barrier also created certain co ntrol
systems that allow them to pass through it and stay in touch . These objects
are ca lled " keys. " and they allow the bearer - 3rld somet imes those in his
compa fly - to ignore the Ba rrier. These key-; do not come in any defi nite
shape. but they usually ca rry some son of embedded crysral.
Amazi ngly eflough. some old artifacts created thousa nds of years
before the Barrier itself was formed. act as flatural keys. Imper ium has used
Tal Rauko to acquire all of the objects of this kind whose e)(i stence he was
aware of. but some may still remain scattered about.
Un fortunately. Imperi um is also aware that there Is eflough kflowledge
to develop a key USiflg the thirty black metal pieces that went miS5ing.

wterreigns
The Barrier is not homogeneous. Many alteo-atlons exist along its thousand
of miles. which sometimes prodlJl;C large Intermediate areas inside it. These
are usually vaunt areas, cootaining nothing but ocean. AI. other drne<> though.
they hk:le small islands that may even contain creatures. These are like tiny.
intermediate worids thai e-.o/ve without the superviOOn of the ~ in the
Shad<m, where unkncmn (ultu~ may have ttvived CHef the face of Gaia.

YBlJd rIlsill
There are two points wher"e the walls that dMde the three .....::Hids
converge. On the outermost part is Yggdmill. the Soul Clock.. Yggdrasill
is a humongous piece of machinery. as big as a metropolis. made of black
metal. wood and cryml. Its huge hands are always about to strike twelve.
They are locked In tIm positloro with Gaira chains and Ciel dC1YC5 which
keep them from mOYlng. Yggdrasill exists in all worlds and realities at Orlee.
connecting all the planes of existence.
Apparently. It is also a material point of access to the sea of:iO\Jls. II is
said that one of Its functionS is that of directing pas~ng spirits back to the
Flow - although It is very unl ikely that this is the case, sirxe the very stn.Jc:ture
of existence Is able to do that br itself. Its cn:Jtor has not been established with
certainty, but neither the SIlajads nor the Beryls have claimed any cred it for iL
It would be possible for an Ind ividual to gain access to it and wander its
strnnge and labrrinthine gears. but whatever mil)" be encountered inside eludes
our knowledge completely. Even several Jilrgand age<1ts have been unable to
retum after venturing too far inwe iL In the construction of the Barrier, the
Powers of the SIlad<:1.v emp~ a small portion of Yggdrasilrs energy and
redi~ed it to the machinery. Around the d:xk. are located the three Crooos
Pillan - tedlno magical artIfilCtS that create the waRs which d"rvide our reality.
Nobody knows for sure what exists within the sec:ond point of
convergeo<e. It may be ~mply a vacant area, 01" 'IOIT\ething both the
Powers in the Shadow and the Shajads and Beryls have tried to hide.

KHALIS: SEA OF CLOUDS


Khalis is the name of the world undet- the s.upervislon of the Technocracy:
It is the dwelling place of elves and other fairy races. Its geographical dispoSition
is truly un-neard of. FOI" 'IOIT\e unknown reason. the whole surface has been
subje<ted to death and desolation. Oceans have turned to blood. and an
impious aura now extends ~r the land. killing any living organism that dares
to tread upon it even for a few seconds. Still, its Inhabitants survive. They make
their abode In the skies upon huge Islands and flying continents, sur rou nded
br an Infinite sea of douds. They float thanks to the Tears. gigamic cryslals
that fel l from the sky during the desolation, c3usinglhose enormous bloc~ of
ground to rise and to become the populatlons oome.lts inhabitants beli~
them!.elves to be Gaia's only surviving r.lce. They use zeppelins and flying
creatures as a means of communication and transport.
Khalis is filled with magic:. and it is the home of many kir.ds of supernaturaJ
beings. Most of the islands and continents have already been di5cCNered. but there
are still hundreds of ~eries 10 be encountered 'Nithin its distant frontiers.

LUNARIS
lunaris is the second of the worlds we call Hell. It is the home of the
Duk'zari!oL as well as that of other supernatural entities. Unfortunately, we
do not h.,.,.e a lot ofint'onnation about this place. except for the fau that its
continental sl1\l(ture bears some re!.emblance to the world of men, that it
is slightly colder, and that its days are us.uaUy shorter.

PLAYING IN HELL
There is always the possibility that your players may end up in Hell or
have \0 face a c~ature hailing from there. You need to be familiar with al
least some of their behavior patterns and skills so that you can play Hell's
inhabitants properly. It may also be the case that some of your players wish
to playa completely supernatural being. We do not recommend this . but it
is up \0 you to decide what w ill fit )'Our game sty le best.

What follows Is a list of the main non-human races and some rules for
using them. These are, of (Curse, only a small1'eference. We are not ~n
remotely pre~nting the complete picture of supernatural races in Gaia, but
this is what space allows. Kt:!cp in mind most of these races are a lot more
p<1Werful than human beings, which will present a great disadvantage to the
rest of lhe human characters.
..

Level Modifiers
The supernatural attributes some of the non-tluman races possess
proyide a level Modifier. These ~addjtional levels do not bring the us.ual
advantages. but only count In terms of the experience n4xessary to mOole
up levels. In other words. even though their levels may increase because
they belong to a s.upernatural race, their life Points. Presence. Innate
Bonu!.es or Development Points will not increa!.e. Their Modified level will,
however, count toward acquiring experience points. These modifiers will
be expressed in terms of 8+1. where the first number is the creature"s true
level and the second one is the modifier.
R

Lcl's suppose v..et(! cte;)till9 ~ l.evei4 clvcn charader. He shoul~

have at least 375 Experience POints, but since elves have a +2 modifier
to their level. this woul~ norrnJlly e<!u~1 J level (, character i
750 points. Even though this ch'lt:lcter would not receive any

the adv:wtagcs of bel119 Level 6, and he wO\lld have all of the 5<lme
abilities anti chat:Jdetistics ofa level 4. character. he still would need
975 expetll~nce points to gain the next level.

Hell is (ull
o(am<lzing
Cte.1tures.

-----------JAYAN
they are Incapable of staying in one place OJ(!(' a long period of time if
it h<l$ adequate living conditions. A big part of theIr culture is ba~ on
war and combat; they think of themselves as a warrior race. Botti men and
'MJfllen learn to fight In the ... early childhood. but the women need to learn
more 50phisticated styles \0 compern.ate roc their smaller build.
Jayan are very attached to shamanic rituals and customs that determine
a signifICant part of their lives. It is not uncommon to see wmans or wizarm
advising their great warrior leaden. This is only natural; their third eye grants
them the ablhty to see Iopirilual beings. and this has become an important

pan of their daily life and cuitore. As a general rule. Jayan CO\Ief" their bodies
in paint and de<:orate themselves with k.lcky charms beiOre going into battle,
thereby guaranteeing the faYOf"S of the spirits.
The Jayan have a deep appreciation br !heir horns.. which they de<orate

meocl,lk>usly and use as a canvas upon which to engr<Mt' their feats. Hom
bn:!aking Is considered a 5erious offen5e. and It does not go unpunished.
Giant: Jayan add 2 poinl5 to their Size Characteristk and may not choose
to reduce their height using the Uncommon Size Advantage. However. they
should not reach Glgantk in Table 82. If adding this bonus pushes them to
that Size. the GM should not apply it.
Exceptional Build: Jaran are exceptional ly strong and more resinant
than many other races in Gai"a. so they add +2 to STR and +1 to CO N. They
may not use the Deduct Two Po inl5 from a Characteristic Disadvantage to
lower their Strength.
Withs tand Fatigue: Jayan have an uncanny resistance to fatigue. They
add 3 polnu to their maximum Fatigue value.
Re si stance to Damage: Jayan are resistant to the shock produced by
damage. As a result. they apply a +20 bonus to their Phy5kal Resistance

(PhR).
The Jayan are one of Gaia's :;e(ondary races, whose dispersion and
segregation stopped them from realiling !heir full potential. They are
big. humanoid creatures. usually around six 10 len feet tall. They h_ an
exceptionally well-developed buUd. and their muscle struClure and power
are simply OYerWhelming. Their skin is usually dark. with broNn or ochre
shad!S. They possess tv.<! big horns on their heads and a third eye In their
forehead. whKh is invariably red. Their hair is dark (as oppo~ to the
Nephllim) and frequently a mess. They have rigid and unsophisti(ated
features. altholJgh laran women do have a more human look. Their fingers
end in pointed nails. and their canine teeth are slightly werdeveloped in
both Jaws. Their vital cycle re~mbles that of humans. although generally
they can li~ up to one century Without major trouble.
laran are prone to flU of violence and anger. Usually suaightforward.
they do not rely 0<1 cons or lies to Jccompli:;/l their goals. Typically. they are
organlzc<l Into nomad ic tribes . They like to travel . but this does not mean

Th e Third Eye: Their fO<"ehead eye does not per<eive the wor1d in the
same way as the other w.o. This pupil has the natural ability to see spiritual
beings invisible to the world. This capadty is not related to spells. mystical
efreas. or psychk matrices.
Natura l Weapon s: Jayan claws and horns may be very effICient
weapons In (ombat. Even unarrne<l. lay-m attacks produce a Base Damage
of 40 or 60. plus their Strength bonus - depending on their siZe (See Table
80). NaturaHy. It Is necessary to develop their Combat Ability so as not to
apply negative bonuses.
Inhum a n Streng th: Their Incredible build allows them to perform
Inhuman-Difficulty tasks when making Strength-related Chech.
Susc eptibility to Magic: Spells and mystital effecl5 are eSpe<ially
effective against Jayan . who suffer a -20 penalty to their Magic Resistance
(MR). In add ition. layan subtract 1 poin t from their Power Characteristic.
Level Modifier: +1

---------D 'ANJAYNI --------The D ' An)aynl are one of Gai"a' s most mysterious races. They hM::
alwa)'5 lived In tnc shadows of history. never openly relating to other
culturc:s. Their skin Is completely white. and their blood vessels run
across it. forming bjue lines. Most of them arc: bald. and tho~
who are not possess black hair. They do not have fingerprinl5
or nails. Then: arc: very few visible differc:nces between men
and women. although women tend to be slightly slimmer and
their breasl5 are n1O<'e developed . Their faces are always
vert much alike. with few salient features. In order
to recognize each other. they mark their faces 0(
hands with Hou~ Insignia. thus Introdudng
Individual detail and particularities,
D ' Antarni live from three to four
centuries. and they attain maturity at
around 40 0( SO yean of age. Once
they reach adulthood. they do I"IOt age _ --::::
visibly. but their body consumes Itself
internally untO they die. The most
important time in their lives comes
soon after they are born. Duri/1g
pregnancy. mothers spiritually " feel"
the name of tne child they are bearing. and

ceremony Is performed that will marl<; them for life. Names are
vital to the O'Anjayni; whoever I<.noYvs their names holds great
~ o.-er them. They usually go by pseudonyms and only
reveal their tnJ~ name to those they trust completely.
D ' Anjaynl are usuatly detached and never lose their
cool. They do not get emotionally involved. They
are also very scrupulous and are careful observers
of reality. They are drawn to other cultures and
will secretly study them. Their goals arc: always
complex and their means to accomplish these
goals are well planned and Machiavellian. They
are remarkably patient and do not mind waiting
as long as it tab-s to see their desires fulfilled,
Their cities have always been built in secrecy.
~ from the rest of the world. Traditionally.
these cities are subterranean or located inside
a mountain cavern. They have an entirely
hierarchical social structure right from birth.
with fixed layers and zero mobility. O ' Anjaynl
are extremely formal and have a different ritua l
for f!'/ery occasio n.

Und e t ectability: The O'anjaynl have the mystical ability to resist


detection by magical or Ki-ba5ed means, For that reas.on, O'anJayni
apply a bonus of +SO to their Resistances to ~ detection, In addition,
they ~can- use Ki Concealment innately.
Forge tfulness: This ability worlu exactly lik!! it does for the Nephilim.
extept in this case. the Resistance Check has a Oifnculty of 120.
Face of th e Spider: A O 'Anjaynl's mO$! amatlngability is that of stealing
other people's Identities and making mem their own. To acwmplish this.
they need to tear off me victim 's facial skin and place the fragment on their
own face. In a few minutes. their fadal and body features will have adjusted
to the new form. Their \oQice will also adjust. but their body will not gain
or lose more than 4 inches or 20 pounds, Gender can not be altered. The
transformation will remain for as long as It is required, until me O'Anjayni
decides to abandon it. or until his face skin is severty Injured. If someone
s.ays the being's true name before him, the O'anJayni will retum to his

original appearance. The waiting time between identities is equal to the


amount of time spent using me last identity.
While Spider Face ~ in use, FOfletfulness will be signir.<:antly
weakened - the Resirunce Difr.cuity will drop to SO.
Pass Without Trace: When a Danjaynl travels barefoot. his trades
Cf"ase memselves as he goes. Anyone attempting to track a D'anjayni
moving in this way suffers a -60 penalty to their Ability Check.
Sitent Whisper: It is quite diffkult to hear the words of a O'anjayni if
they are not directed at you. Anyo ne but the inte nded listener trying to
O'Yemear a O'anjayni applies a -SO penalty to the Ability Check.
Obs ervant Nature: Their leamlng capability Is limited by meir passive
nature. If a D'Anjayni character is played by an actual player. that character
suffers a -3 penalty to me expcfience points received after me session.
Leve l Modifier: +1

------------SyLVAIN----------There are few beings as linked to fantaSy and magiC as me Sylvain.


Traditionally known in Gaia as elves. they are me most important race
related to light. They share most of their physica l traits with humans,
with the exception of lo ng. pointed ears and a slightly slimmer build. like
the Duk'zarist, their faces are always beautiful. with delicate and wellproportioned features. Sylvain are usually fair haired - although colors may
tend to be quae unusual at times. even moving in to shades of blue. Their
~s or haIr are never dark (except for those born without the Gift of Magie.
refurred to as Mthe Dark EIves- ). Since their life cycle is approximately ten
times that of humans. their lives are exteptlonally long. A t50-year-old elf is
really a lSyear-old boy in human tem"ls.
The Sylvain have a unique way of dealing with events. They always take
thlllgs easy. since their long life forces them to be exceptionally patient.
They are not of a violent nature, but they do not hesitate to take any
necessary measure to prote what they love. Even though they may be
upset when forced to take actions contrary to their beliefs. the Sylvain do
not understand the concept of remorse. W hat Is done is done. and it (an
not be changed. They appreciate knOWledge. beauty. and the am. They
are great thinkers and poets. They have an innate tendency to melancholy
and always have a certain air of sadn~ about them.
The Sylvain fear change the most. They see the world constantly
evolving around mem and are afraid to get Inyoived with other races
because of the knowledge that time will take i!rNay meir loved ones while
they remain unaltered.
TheIr SOCiety reSlS on the prinCIples or equality and Ofder. They have
few powerful leaders. but meir traditions cause them to revere them. It
Is usually men who perform the most physically demanding tasks - such
as fighting or working - but this does not mean the role of women as
decision makers is less relevant. Their civilization places an enor mous
Importance on magic and the supernatural. All of them are instructed
In magical issues throughout their hundreds of years of life; this has
become as natural a thing as breathing to the Sylvain. Even those whose
pI'Ofessions are not strictly related to the use of mystical abilities will have
at least some magical knowledge. On very rare occasions. an elf without
me Gift of Magk will be born. These are called dark elves. Although they
are treated as equals on the surface. they arc considered pariahs. bom
WIth Incomplete souls.
Superhuman Characteristics: Elves possess abilities and powers
higher than those of men. This translates Into a -1 bonus to DEX, AGI,
POW and INT. Howeve r. they are of a slightly slimme r build. so they
suffer a ~ 1 to STR and CON.
Exceptional Resistances: Elves are practically immune to the
majority of Magical and Psyc.hk Abilities. Therefore. they apply a +30
bonus to their Magical and Psychic Resistance (MR and PsR). Sylvain may
not choose Susceptible to Magic or Easily Possessed as Disadvantages.
Immun ity to Sickness and Natural Venom: They are immune
to any disease or venom of a non-myslical origin on account of their
supernatural nature. Sylvain re<:elve a +20 bonus to their DR and a +10
to their VR. They may not choose the following Disadvantages: Sickly.
Susceptible to poisons. or Serious illness.
Inhuman Actions: The Sylvain can attain Inhuman-Difficulty results
on their Checks.

Limited Needs: The Sylvain require only a fifth of the amount of food
or sleep as do humans.
Quick Healing: Sylvain possess an incred ible capadty for fCCO'YCring from
physical Injury. They add 3 points to their natural Regeneration level.
Sense Light and Dark: It is the same abi lity that the Nephillm elves
"""",.
Unbalanced Inclination to the light: All Sylvain possess a natural
inclination to Light. That indinatlon gives them a special ResistanCe of +10
against any attade. based on Light. However, that inclination also impedes
them from choosing the Elemental Compatibility (Dark) Advantage.
Ma gical Obligation: All elves are born with a strong supernatural
presence: they arc compelled to choose the Gift Advantage.
Sylvain Ethos: Their nature leads SylvaIn characters to see life in a
slightly different light than that of omer races. If a Sylvain character is played
by a player, that character suffers a -3 penalty to the experience points
received after the SCSSion.
Level Modifier: +2

Dalmah are essentially tied to nature and life. They bear


Cat-like Body: Daimah POS<ieS5 abilities
some apparent resemblance to the Sylvain. but there are also huge
arK! ~ greate!" than those of men; this
dJffererKes. From a ~al standpoint. !heir size and bUild is inferior to
tran$lates into a +1 bonus to DEX. AGI. POVV. and I
that of humans. and their shape is also mlXh more stylized. Daimah have
Howeve!-. their Re5istalKe is con5idefably iowef". which
decreases their CON by 1 point. They are also IIerf YOlatile.
cat-like. slanted eyes in a variety of colors - red. green. and even turquoise.
They have f<nt-growing haIr in the usual shades. but many of them may
so -1 penalty applies to their WP.
S e n se th e Forest : Though they can not literally talk
have green ha!!". They also possess a ut's tail and pointed ears with .some
hair. Dalmah nalls and canine teeth are 5lightly OYerdeveloperl.
WIth plants. the Daimah un sense the feelings of nature
but not enough to be used effe<tively as weapons. They
(both pants and animals). dele<ting such things as fear.
calm. or even just di$quiet.
have twice the life $pan 01 a regular pel""son and
their grtJWth is proportionate to that rate.
Natur.ll W e apons: Their claws and teeth may be
Daimah are usually higlKpirited. cheerful
used as natural weapons to a certain eJ<lent. Employed
individuals. They are. for the most part.
In this manner. they have a 30-p0int Base Damage. plus their
worry free and possess a positive. optimistic
Strength bonus. It is. of course. necessary to develop their
outlook on life that guarantees an eternal smile
~r.')j ."" 'Combat Ability to use them Without penalties.
on their face. They are very active and can never
Inhuman Actions: The Sylvain can attain InhumaJ)-remain idle for too long (except wher'l they sleep.
DiWculty results on Agil ity and De)<terity related ChecJ.:$.
which they Indeed love to do). Daimah adore fun ar'ld
Small Size : The Daimah are not usually tailor heavily
have a great sense 01 humor. They are curious by nature
built. They subm!Ct 1 from their Size Characteristlc.
and er'ljoy noslr'lg around and peeking Ir'lto evcrythir'lg that
Nature's Cure: lis. klI1g as they arc withlr'l the forest.
t ickles their fancy. Stil l. they are quite fickle and lose interest
the sou l 01 the Daimah pro.-ides their bod ies with the
easily if they have to er'lgage in ar'l excessively complex activity
essence of life arourK! them. Therefore. while ir'l thick forest
or one that does not fulfill their eXpe<tations.
or jungle. Dalmah add 8 point!; to !heir Regeneration level.
Re sistance to Falling: As a reflection of their animal
Dalmah enjoy bclr'lg the center of attentior'l. so they
to ~tar'ld out lrom the crowd as mlXh as they can. Travelir'lg and
characteristics. the Da imah h~ the capability to fall from great
exploring the world ir'l search of new di:;coveries is one of their faYQ r ite
heights without sulfering much damage (they are said to always land
on their leel). This ability is reflected by dedl.'Ctir'lg 2 levels from the
pastimes. However. their great attachmer'lt to nature often pre\'er'lts them
from leaving their beloved woods. They appreciate life and get attached to
Dlmcu~y reqUired to ilYOid damage on Table 68.
people easily. They dislike violence and use it as a last resort.
N a tu ral Immunity: Daimah are resistant to any harmful effect of
Daimah I~ In perfecl commur'lior'l with nature. They build their cities in
a natura! origin on account of their COlTVllOllion with nature. In other
woods or Iorests. taking as much adv.lntage of trees and plants as possible ",~~ll;i"'. words. they are immune to all -.eooms deriYed from animals or
without hurting them. They protect wildlife from those who would try to
natural plants. 3$ well as diseases without a mystical oIigin.
harm it. and it is common for them to patrol the land they inhabit. They
Mystical Esse nce: The soul of the Daimah is Iorever tied 10
have a slightly matriarchal organization; it is usually 'WOmen who hold the
magic; all members of the rate are forced to choose the Gift Advantage.
most important places as priestesses or princesses. Their leadef"S are kr'lowr'l
Movem e nt in the Forest : The Daimah recognize nature as their
as the Priests of the Four Seasor'ls. All of them pos<ieS5 great magical abilities
home. and r'lature accepts them. No matter how thick the forest or how
that they develop in the wild by observing nature. In tenflS of traditions and
tangled the brush. Daimah sulfer no penalties 10 movemer'lt.
culture. they bear great rcsemblar'lce to our eastern civ"ilizations. especially
Se e th e Essence: It Is the same ability that the Nephilim Daimah
to that of Lar'lr'let.
por.sess.
Level Modifier: +1

..

------EBUDAN-----Origina lly. the Ebudan were bei ngs born of angeliC legends. Their mission
was to watch over the ser ious alteratior'ls taklr'lg place in the material world
as a consequence of the fluctuatior'ls in the spiritu al real m and to corre<t
them. However. their Interver'ltior'l In major supernatural evcr'lts collided
with the goals of the Shajads. Annoyed by this. the Shajads decided to ba nish
the Ebudan from the hea\lens and strip them of their spiritual powers. Since
ther'l. the Ebudar'l ha\le been dlsorgar'llzed ar'ld scattered about. trying to
recover part of their lost abilities.
Their physk.al appeararlCe is illCrerlibly human. but they possess a big pair
of willgS that allows them to fly. These wings are usually located on their backs,
but they may spring from other places - ilKluding their heads. ann5. or hips.
Their whole bodies are CCI\Iefed in strange tattoos siroce birth. KrlOWIl as The
Marduk. these tattoos are an enigma that grants them the ability to foresee
important eYef1ts. Through its nudy. e3Ch Ebudaro cf&overs thaI he or she
should bring aboul a certair'l event. It may be big Of" small- the loss of a harvest
or the start of a war. They call this destlrrt M$ue ' Aman. M and it ~omes their
obsession unt~ they l'ulfiU it. If they are successful. they recOYer' their power and
are alI<:med to choose between stayWlg in Gaia or !)e(.omir'lg !.piritual beirlgS and
returnlr'lg to the animistic WOI1d. If they choose the rlrst option. The Marduk
disappears and their bodies give out a slight glimmer. However. IIerf few 01
them make that decision.
The Ebudar'l are a small race. k. previously spiritual indiYiduals. they are
not prone to demographic expansior'l. Stlil. their mortal existence is long;
they can Ii\le as ma")' as 300 years. They reach maturity arour'ld 25 or 30.
If they fulfill their objtl\le. the aging process stops and they can only die
of ~ioler'lt ~auses.
The Ebudar'l created some cities In heave n thanks to their magical
abi lit ies. but they ha~e neYer really developed big d~ilizations or cultures.

Even today, their main goal Is to reach Sue' Aman - although many
decided to put that behind them and start a new life. Socially.
their leaders are those individuals who show the greatest knowledge and
better judgment. The ones who have fulfilled their goal and remain on
earth usuaRy become mentors of the young and hold some superiority.
ha~

O r' ini e: It works In the same Wirf as the mystical symbol the Nephilim
are born with. Nevertheless. once they fulfill it, troe Ebudan can choose
between transcending Into the Flow of Souls and being reborn as spiritual
entities w ith a Gnosis of 30, or staying In the world as guides fo( others of
their kind. They get a +2 bonus to their PON and WP either Wirf.
Se r-aphim W ings; As opposed to the Nep/'lilim. the Ebodan have real
wings that allcm fo( a Flight Valve of 12. They <an increase or decrease the size

of their wJlgs at will, Dut they C3l"l not make them disappear. They may also be
used as natural weapons for attack and defense purposes in combat- although
not ~multaneou~ during night. As weapons. wings are comidered as a single
unit. They ~ a +20 lf1itlative, a Base Damage of 60 (plus Strength bonus).
they use the Cut Attack Type and they ~ a Fortitude and Breakage of
20 and 5 respectNety. Thcir Complexity prevents them from being used with
hand-he\d weapons. They <an also stop projeailes in the manner of a !>hield
Ebudan who fulfil Sue'Aman are able use them 10 damage Energy. On rare
excasions. the Nephilim win also Inherit these powers.
H e avenly En enc e; Exactly like the Nephilim ability; it will only manifest
aftel'" the goal has been reached.
Le ve l Mod ifie r: +1(+3 upon accompli!>hlng SueAman).

- - - --DUKZARIST----The Duk'zarist are the children of darkness - probably the most


powerful race ever to tread upon Gaia. Their essence is linked to darkness
and. to a lesser extent. fire. Physica lly, they resemble humans, but their skin
is white as marble. They have pointed ears and red eyes like embers. Their
features are alwa~ overwhelmingly beautiful by our standards. possessing
fine and elegant tra its. Their bod ies are almost perfect. free of excess weight
and deformity. They are also taller than we are. Males stand about six f~t
ta ll, and females al'l! only slightly smaller. Their hair is either bla<k like <row
feathers or ash white.
They have a most peculiar life-cycle. The Duk'zarist !ive very
long - between 500 and 1000 years. However. they age at the same rate
as humans until they rl:ach adolescence (between 15 and 18 years of age).
From that point on. their development is frozen for entire <enturies. This is
why all adu lt Duk'zarist never seem to be older than 35. When they are
approaching death. their skin cracks like parched mud. Finally.
they turn to ashes and are scattered by wind.
They possess a smal population. SIIlCe their pregnancies are
long and painful. In spite of their physical resistan<e, one out of
ten female Duk'zarist dies while giving birth. It is not strange that
only a ff!W coupleS decide to take the risk of conception.
The Duk'zarist hil\lt! a complex personahty. These are proud
lndMduais who llillue strength and knowledge the most. but at the
same time they despise gratultous lfioIence. They are enormously
attr.Kled to competition and challenges that are up to their
level. Aside from their race. they only show <on!.ideration for
indMcluals who prove to have power or ~om. The rest
simply do not exist for them. They develop an ImpresWe
capability for lOll! and for hatred. They never forget an
offense, but they arl: ready to saoirK;e their own lives for
the sake of someone they truly care about.
like themselves. their society is extremely complex , They
are very Individualistic, but they have a Stror1g sense of team
based on their ra<lal pride. They place greatlmportan<e on fam ily
and family ties. but as a gener.ll rule they act independently.
When they t'orm romantic bonds, It Is usually for life, but they
often spend big periods of time apart. taking care of their own
bu5iness. They are not sexist but rather elite-mlnded In all things
regarding personal power. Those who ex1:eI in any of their abilities
usually go on to become noblemen and hold a certain degree of
po.ver Oief" the others. All of them IOIIcm the Gaira phi~. but
more as an ideal than as structured religion.
The whole race Is strQngly endowed with Supernatural
AbIlities. As a general rule, men are enabled with Pyrokinetic
AbIlities and women are ~ry incline<! to the pr.Ktlce of
magi!:. However. this is not a fixed rule. as the roles are
inverted at times and there are also IndMcluals born with
both abilities. They are trained intensively in combat and
other am ~nce childhood. Traditionally, men improve
their Combat and KI Abilities while )'OIlng women
receive more of a mystlcallnstru::tion.
Sin<e they are vulnerable to metals. the
Duk'zarist base their whole civilization upon
wood exploitation, especia lly Ghestal trees. Their
artisan masters use them to sculpt weapons and
derive dark dothes to be used as po-.verful armo~

from the black leaves known as Ramalen. Their Cities are made of ivory and
black crystal; the largest ones are built around those colossal trees.
Pe rfection : The Duk'zarlst are almost physically and spiritual ly perfect.
An exceptional +1 modifier applies to all of their Characteristics (STR.
DEX, AGI, CON, INT. POW, WP, PER) However, this is also the reason
why they al'l! not allowed to chcore the following Disadv,lntages; Atrophied
Umb, Sickly, Susceptible to Po isons, Nearsighted, SeriOUS Ill ness, Mute,
Blind, or Deafness.
Eyes of Fire: Their eyes have the capability of seeing in the dark. so any
negati~ penalty apptied on that account will be reduced to half. They may
also detect sources of heat.
Inhuman Action s; The Duk'zarist can attain Inhuman-Diffkulty results
on their Checks.
Sense Light a nd Dark: It Is the same ability that the Nephilim
Duk'zarist possess.
Link to D arkne ss and Fire; They f~1 a strong spiritual
attachment towards darkness and fire - though not as strong as
that of the elementals. ~nce they can not be affected by s.pells
or skills that target only these types of beings. They have a great
connection with both elements. offering them a special +10 bonus on
Chedu loYOlving them. The Duk'zarist can not choose the Elemental
Compatibility (Light) .to.dvantage.
Exc e ption a l Resistance s; The Dukzarist possess very
elevated Re~stances, differing slightly between men and women.
Men enjoy a +15 to all their Resistances - except for Physical
Resistance (PhR), which has a bonus of +20. Female Duk'zarist
enjoy +15 bonus to all Resistances - except for Magic Resistance
(MR). which has a bonus of +20.
Extrem e Re sistance to Death; Not only do they
automatically pass all Checks to CNercome the state Between
life and Death. but they also stay conscio us. suffering a -40 All
Anion Penalty for as long as their lP 's remai n negative
Qui ck H e aling; Duk'zarist posselili an incredible capacity
for re<O'o'erlng from any physi<al injury. They add 3 points to
their natural Regeneration level.
Limi t e d N e eds: The Sylvain require only a 5eventh of the
amount of food or *ep as do humans.
Supern a tura l Obligation: The Ouk'zarist are obligated
to spend their Creatlon Points on Access to a Ps)'(hic
Discipline or the Gift Advantage. They must at least choose
one of them, although they may very well take both. If
they should go with Ps}<hic ~rs. their devotion to fire
determines that their first Discipline will be Pyrokinesis.
Alle rgy to Me tal s: Iron and its al~ are poison to the
Duk zarist. If their sIIln comes into contact with any metal
containing Iron. they will need to pass a Resistance Check
uSing their base Presence against a Dlfficulty of 40. If the
metal Is pure Iron, the Difficulty is 60 Instead. Those who
fail it will VoIl'lish completely, leaving their empty clothes
and belongings to fall to the ground.
Level Modifie r. +3

re~~

LiGHt 8IId D~I]E88

We have never been alone. Beings of endless power have been with us
sirlce our dar\(est hours. There ""lIS a time when magic W3lked right by our

side - when the supernatural and the natural coexisted in a world between

light and dark.ncS$.


This Is their Story.

THE LORDS OF LIGHT


AND DARKNESS
Two antagonist!< fon:es in nature have, to varying extents, meddled
with Gaia's business sinc:c the beginning of time. Their true origins are
unknown. The Orst retord of their presence dates back to the end of the
War of He_n, where both battled until they practically erased creation.
They are known by many names. but they are most ~uallr refe,-n,:j to as
C ' icl and Gair.l - the L0rd5 of light and Darkness.
What they are Is beyond explanation. They do not correspond to our
concepts of gods or demons; their poNer lies far beyond what we call
"divinlty.- Neither belonged originally to our reality. In fact. they do 001
belong to any reality whauoever. They never !)e(:orne personally involved
In Ga,,'s business. As a matter of fact. they have not intervened in the least
since the War of Darkness. Both are worshipped as deities by many and
are often represented in the shape of two huge dragons. This has eventually
gi ~en rise to their common name - the Dragon Gods.
C 'Ie l and Galra IrKarnate light and Darkness respecti~ely. and this is to
a great extent determined b)' their own will. They have chosen to represent
all of the principles and ideas these concepts imply. -Good~ and "E~iI~ are
simply not suitable terms to refer to them. They- have remained true to me
notions dosest to their own personal philos.ophies.
C'lells associated with the light. me clement that represents man's
most positi~e emotions - such as love. happiness, and hope. It is a feminine
entity: this is why many people call it ~the Lady o f the light~. It is often
depic;:ted as a golden-eyed human 01' eM:!n female of breathtaking beauty,
although its most extended re~tation is that of a colos~1 White
Dragon with angelic winv. Hundreds of symbols are conneaed 10 il In
different cultures. but the most common are probably a silver C)'C with a
reptilian pupil and a winged hand. Its philosophical principle is me pursuit
of equality lOr all of Gaia's peoples. in the hopes that one d<l)'. order and
prosperity wi" be achieved. It stands for life abolte all. and it is agatost taking
people's lives under any drcumstance. Nevertheless. Ciel has a negative
fa<:e too. and at times it does approve of measures that almost betray the
very ideals it SlaMS for.
On me other hand. Gaira is in cons.onance with the Darkness and
mafl)' of mall's most torturous behaviors and feelillgs. He is the Dark Lord,
the three--eyed Black Dragon whose !hadow can swallow the world. It
usually takes the appearance of a Duk. zarist or a human with a third C)'C
on Its forehead alld 10llg white hair spreadillg ill the wind. The symbols
most commonly associated with it are a black. pupil or a labyrinth of chains
elldlllg III hoolls.lts ideology stallds for Ga'as evolutiOfl. development. and
nability - even If the path to achieving this is a terrible one. Pain. sorrow,
even hatred and strife are only nuances that need to be overcome to reach

and finally. happiness. From its standpoint,


most powe!'ful individuals must be<ome leaders
for the rest. The strong rule CHef" the weak.; this is
the law of exiSlence.
Galra and C'iel are in strong opposition to one
another. but neither one wishes to start an open
conflict. Actually. they feel they lack. a true motive; they
need each other underneath it all.
Next to them rise a number of entities mat have been
with them since the beginning of umes - the 5hajads and
the Beryls. generals of the armies that collided In the War of Heaven.
There are seven on each side. They partake of the natures of C' iel and
Galra. although unlike them. they have Intervened ac(j~ely in the world.
In a way, they- need to fee l integrated in Gaia and have alwa)'S endeavored
to find a place In existence to claim for their own. For thousands of years,
they ha~e operated secretly through agents. cults. and religions. punuing a
variety of ends. None of them have a materia l identity. although they have
made ap~arances In the form of avatars or di~ine incarnations. In the pan
centuries their acti~ities have progressively diminished. In the present d<l)'.
both Beryls and 5hajads (as well as C' iel and Gaira) have di~ppeared from
reality altogether. We do not know if they are staying apart on actOullt of
their desire of noiHnterve!1tion, or i(they have really departed. The answer
to this qlX'stlon remains locked ;rway in silence.

Beryls
Beryls are me Daughters of light. seven entities that have been with
C'iet since the War of Heaven. Their powe!' is s.o vast that it escapes the
imagination of man. E>:ept lOr Uricl, they all possess female identities.
Their true Ilames are an enigma, The Beryls have adopted different
identities throughout history. but never really felt integrated with any of
them. MOI'tals usually refer to them with the titles of the seven archangels
of Christianity - the personalities they usually prefer to incarnate.
Due to the religious content of their intervention. some cultures
worship them as deities. Each have their own purposes and goals which
they- try to accomplish In whatever way they can. They usually do not gi~
orders to their followers. but they ha~ a multitude of agents ready to follow
their precepts autonomously. They generally collaborate with one another.
but they sometimes operate secretly. without explaining or justifying their
acti~ities to the rest. There are no dl~tsions among \I1em, and Ihey all rank.
equally high in importance - although Mik.ael is closest to C ' iel and can be
said to preside over them In some way.
It has always bel::n one of meir main desires to find a way to be<ome
completely Integrated with creation. This is wh)'o following C leI's e..:ample.
all seven have adopted several concepts as their own. Many are related to
man's positive feelings, but in other cases. they- represent more unusual
ideas. 8y fusing a portion of their essence to those concepts. they feel a
part of them becomes a pari of reality itself.

sllajads
The Lords of Dart.ness are Gaira's proselytes. those who have been
COflsidered gods of dart.ness for millenniums. 5i)\" of them are male. and
only one, Meseguis. has a female essence.
As a general rule. they go by the same names they have used since
the War of Heaven. but this does not prevent them from adopting the
identity of a di~ini!y from time to time. Like the Beryls. they began to feel
the need to be<ome Integrated with the world aher millenniums, s.o they
tOO personify sever.l1 principles. However. they incarnate s.omber ideas that
reflect man's most ghastly emotions.
They are Ol'gamred hierarchically according to power and influence.
Zemlal. Jedah, and Meseguis are the main 5hajads; positions among the
remaining four are quite chaotic and vary moment 10 moment. according
to the ir actions. Paradoxkally, there is lillie camaraderie among them; th e

same nvalry they feel tow;lrd the Beryls prevails inside their awn group.
Internal fights fof" power and influence are constant. although never
openly ~tated. The cause of this union Is everyone's respect and obedience
to Galra. who subjC(U them to rules they are obligated to follow. Shajads
intervention in the world through agents and followers is also scarl;e.
although it is ml.lCh mOl'"e active than that of the Beryls.

Magnus has received 70 Elan points t'tom Mikad. which affor4~


him the gifts Light of Hope (cost 5), Keep in the WOtJ" (cost: 5).
EItorcise EviJ (cost: 15). Miracle (cost 10), 'In" Heavenly Rcsls~ncc
(cost: 20). He stili wouJd have 15 points to spend: however. he woul"
not be allowed to ac</llite Resurrection (cost 10) because the gIft has
a 100~EJan tetjulslte. way above Magnu~' 70.

ELAN

Characters may obtain Elan from as many entities as they wish. They
may even acquire points from both Beryls and Shajads. if their actions allow.
Unfortunately however. as the synchronicity with one of them increases.
the link with the others Will begin to weaken. thus reducing the maximum
value of Elan they can achieve With the rest. The limits are reflected on
Table 80: Elan.
The number of iodividuals able to e arn more than 50 points of Elan is
not Infinite. The higher the number of people that spur the entity 's interest.
the lower the degree of allention that can be paid to all of them. In fact.
only his or her Incarnation. the chosen one. can really achieve 100 of Elan.
Many lords of Ught and Darkness do not have anyone to synchronize with
on high levels. either because they are tOO demanding or because they
personify principiI'S that are very dlmcult to follow. Table 80: Elan shows
the maximum number o f synchro nized characters.

Elan concentrates a number of concepts in itself. ranging from the


attention each individual awal<ens in a specifK Shajad or Beryl. to the gifts with
which they endow their priests and agents. H<lWeVef". more than anything
else. it measures the Msynchroniclty~ that can be e'llahlished with them. Just
as each Shajad or Beryl personifIeS concepts or principles. the more a person
draws dose to the ideas an Individual Shajad or Beryl incarnates. the higher
the synchronicity level that can be achieved. The reason for this is that as an
individual'~ essence gains a closer COrlne<:tion to these entities. he ber'ICfits
from a miniscule part of their powers and abilities.
ShaJads and Beryls may erldow Elarl on individuals on account of
persorlal sympathy or the ind ividual's ability to achieve commt,miOrl with his
or her ideas. A character's actiorls may cause his or her Elan to increase or
decrease. and with it the Abilities. Advantages. and Disadvantages associated
with It. Usually. the easiest way to obtain Elan Is to become a priest or age nt
of the great powers; however. it Is also possible for individuals to come
to their atterltiorl without worshipping them or even being aware of their
existern:e. In those cases. people are in unconscious synchronicity with a
Shajad or Beryl. igrloring the SOlJrce of the Supernatural Abilities granted.

SYI1ClJrollicity
Inside the system. Elan tnnslates into a numbel" between 0 and 100that
measures the Synchronicity level a (haraCler has achieved with a spe<ifK
Shajad or Bery1. This figure will determine the advantages and speo:ial
skills to be gained on account of the relationship with the entity. Once
a character calls the attention of one of them. even if slightly. his or her
subsequent actions can WO<"k toward Increasing or decreasing that affinity.
The higher the Elan. the greater the powers that can be channeled.
There are I\oYO Elan degrees. depending on the quantity each character
possesses. If I,Inder 50. the relationship established is very feeble and points
can be won and loS! easily. On the contrary. once the Elan rises above that
threshold. the character becomes e'lpetlally allractive to the entity. At this
point. the abilitle'l obtained are greater. but new points are also a lot more
difficult to obtain.
Each Beryl or ShaJad In(3rnates a multitude of concepts; those in
synchronicity with them are not necessarily cha nneling the same gifts . In the
fol lowing pages you wi ll find a description of the seven lords of Darkness
and the seven Daughters of Light. where the many ~rs they concede
are listed. Characters may emp loy their Elan points to acqu ire those Special
Abi lities closest to their nature and doctrines. As a general rule. it is up to
the GM 10 dccide the gifts he will concede. depending on what he con~iders
most suitable to the character In question. Naturally. there is no law against
agreeing on the powers to be conceded with )'Our players. according to
their interest. Bear in mind. gifts bestowed upon characters on account of
having reached certain Elan levels Will be lost if their actions cause them to
de<rease this level. If that should happen. those powers with the highest
value will be the first to disappear.
Points Invested in acqulnng Spedal Abilities are still counted when
cakulating total Elan. Remember 100 is the highest value to be achieved
by a character. It rePf"Csents the fact that the charaCler has attained a
perfect state of communion with the entity. to the point of unconsciol,lsly
Incarnating it. Aside from their (ost. these powers require the character
10 have reached a certain level of total Elan first. On some occasions. the
power may also require that the charaCler previously acquires some other
minor gift.

Synchronized: This Indicates the maximum amount of indiViduals


allowed to reach that level for any given enti ty.
Limit: This Is the maximum amount of Elan from other entities to be
had by a character. A character with 75 Elan points from a certain entity
would only be able to receive 30 points from another.

T A BLE

80:

Up to 49

.....

ELAN

LImIt

UnlimIted

Elan 50

SOlO 59

1.000

Elan SO

60 to 69

500

Elan 40

70 to 79

100

Ebn30

80 to 89

10

Elan 20

901099

Elan 10

100

Elan 0

word of Advice for the Game Mnster

As a GM. be careful when conceding Elan for the first time . It shou ld
be very difficult for someone to get points unless they perform exCeptional
actions. Save it for members of the clergy or characters w;th slXh an
outstanding behavior that It makes it Impossible not to concede it.
If In spite of all of this you should dC(ide to concede gifts. remember
that pI~ do not r>eed to know the amount of Elan their characters
have. nor the actions that may affect Its value. You can choose to keep
it a secret am:! give out only the information you consider to be strictly
nC(essary. Each description estabHshcs a series of cond\.lCtS that may impact
(positively or negatively) the character's Etan level. Remember. these are
only gUidelines; you <.an add or subtract poInts for any actions you may find
appropriate In each case.

MI RACLE : Communion with Mikael enables characters to recreate


any of the minor miracle~ performed by saints as told by the legends.
This Is a small effect ability that under no circumstance may imply a harm
to anyone. (I.e. walking on water, multiplying food ... ). Mir1lcles will be more
or Jess powerful depending on the characters Elan level.
Cost: 10
Requirements: Elan 60
Mikael is the first among the
Beryls - the most powerful and important
of all the Daughters of the UgIlt. She is
extremely consonant with C ' iej's ideas,
and she generally acts as her spokeswoman and representative. She was
also the first one to fed the need to form part of the existence which Is
alien to all of them, and fu=l a fr1lgme!1t of her essence with reality. as her
Lady had done before. Mikael Incarnates the purest guiding prindples of
creation, without whkh all fiving beings would be completely lost - hope am:!
satvation. For centuries. she has looked after the flourishi ng of all of GaIa's
r1Ices, givirlg Irttle thought to their affiliation to the ligllt or the Darkness.
She never felt any desire to be worshipped . Although scvcr1ll cultures
considered her a deity, her only goal was always \0 help and inspire the
others. Nevertheless, she felt a strong em pathy with thc principles and basic
conceplS of Christianity wl'ien they were developed. Fascinated by them.
she slowly began to respond to the fruitless prayer.; directed to God . until
in time, she became the most benign and merciful face of the god of men.
Those who synchronlu- with her are people of great hope ,n the future who
try to help other.;; they an! . above al l. strong believer.; of safvation.

List of Gifts
LIGHT Or H OPE: Character.; become a source of hope for others
wherevet' they go. Their mere presence stirs the joie de vtvre In people
little by little. and they give bliss back to the worid. Those in daily contact
with them are I'IcYef' discouraged nor lose their faith.
C ost: 5
Re qu ir e m ents: Elan 10
EUMINATE D ISEASE; It enables char1lcter.; 10 heal any disease of the
same or lower Elan value they possess. As an example. a char1lcter with 30
points of Elan would cure diseases up to that level.
R e quire m e nts: Elan 20
C ost: 10
K EEPI NG IN T HE W ORLD: Character.; may immed iately bring back to
life individuals In a Bet~e!1 Life and Death state, simply by imposing th eir
hands on the subject witho ul the need of a PhR check.
C ost: 5
Re quire m e n ts: Elan 30
H EAVENLY R.ESISTANCE: This gift gives character.; a special bonus equal
to half the amount of their Elan to al l of thei r Resistances.
C ost: 20
Re quire m e n ts : Elan 40
ExORCISE E VIL: Communion with Mikael enables char1lcters to exorcise
supernatural beings of a natur1llly negative essence. Exorcism worlu just like
the Banl$h Ability. meaning that any creature failing the required MR will
be expelled from the material plane and brought back to the Flow of Souls
or The Wake. This ability may also be used on powen the creature has
employed to harm otner.; dlre<:tly. It may only be applied ooce per creature
as long as the thar1lCler's Elan does not increase. The MR o,fficulty is
twice the e>>n:ist's Elan level. For instance, an exorcist with 70 Elan points
would pose a 140 MR DiffICulty for the creature attempting to resist the
eJlOl'dsm.
Re qu irem e n ts: Elan 50
C ost: 15
A VIlA: It gr1lnts the ability to extend a characters Re$istaoce bonus to
any Individual aroul'\d the character he or she does not choose to C)l.(lude
deliber1lte ly. The abllily"s action radius ;s half the char1lcters Elan level in
yards. For Instance. an)'One with 80 Elan points would concede a ..-40 bonus
to Resistance~ In a 40-yard (lID-foot) r1Idius.
C ost: 10
Re qu ire m e n ts: Elan 50, Heavenly resistance

U NDO N EGAnVE STATES: This gift dispels any harmful state (as
described in Chapter 14: States, Effects a nd A ccidents) present In
any one Individual. including the character himself. In the
of negatives
pro.oIr.ed by physical defects. il does not dispel them completely. but It
reduces them to half their original value. Effects caused by supernatural
means are not Immediately undone. but the affected char1lcter may repeat
the FlJ!slstance Check once.
Re q ui reme n ts: Elan 70
C ost: 10

SAVIOR: Whenever character.; perfor m an attion tending to save a life,


Mikael endows powers that reduce o ne level of Oifnculty on any Chctk
they need to make. They also receive a ..-40 on opposed chedu.
C ost: 10
Re qu ir e m e n ts: Elan 70
HEAvt:N LY ESSENCE: Character.; arc w dose to Mikaclthat they can
Irwoke her ange ls when they need their help. They are usually Maidens o f
the light, although other simi lar entities may alw per for m thiS task. Angels
are not obligated to obey, but they usually will agree to anything they are
asked to do because of their dose relationship with Mikael. Characters are
entitled to one summoning per month, but they may repeat it. sacrifiCing 1
Elan point permanently per additional call.
Cost: 15
Re q ui r ements: Elan 80
R.ISE FROM T HE D EAD: By adhering entirely to the coocepts embodied
by Mikael. char.teters galn the ability 10 give life back. to the dead if they
have died against their will. Those who have not yet reteived The Calling
can be brought back for absolutely no cost al all. On the contrary. bringing
back those who have already returned to the Flow of Souls will cost 1
permanent po,nt of Elan for each month elapsed since their death. The
ability is useless In reincarnated or destroyed spirits. Beings with Gnosis 40
or higher will not be affected, either.
C o st: 20
Requirements: Elan 90
R.ESVRREcnO N: Mikad's chosen ones are never too far from safvation.
even In death. This g,fl will allow the char1lcter In question to n!turn from
the dead with all of his or her faculties untouched. If the body is completely
destroyt!d or has been Injured severely. it will be regenerated automatically
at the time of Its resurrection. This will only work if the character still has
things to do in Ihe world and has the drive 10 live. Soukl estroying effects
like those of the spell Sever the Existence may annihilate the character
completely.
Re q u ireme nts: Elan 100
C ost; 10

Modifiers
Elan lowe r than SO
Giving back hope to an individual
Giv'ng back hope to a large number of people
Saving someones life
Helping someone In need
Undoing a minor wrong
Undoing a major wrong

5
3
3

Elan higher thon 50


Helping someone at one's own expense
Undoing a major wrongdoing
Risking one's life to save someone elses.
Give back the will to 1M:: to someone who has lost it

Elan negative bonuses


Losirtg hope
Ignoring someor'le In great need
Committing a really evil action

-5
-3
- 10

EXTERMI NAnNG PltESE NCE: The ~haracters' mere presence is like


poison to a)1 that exists. Anything iI few feet ~ from them will die or
weaken slowly, plants will wither wherever they go. and people's health
will deteriOl'"ate.
Re quirements: Elan f.IJ
Cos t : 10

Zemlal. the sI\a<:bN of existence. the


burden of all life - there are so many name$
for a nighunare that never should have been
named. Many arguments are made to sustain
his statuS as the greatest among the Shajack and Beryk, but Darkness itself
states his power- 1$ only compar.!ble to his insanity. Some legends say that
after the War of He......en. he exterminated entire races; other$ say he rebelled
against his 0NIl. Whatever 1'11$ a~tions may h~ been in the past. time has
washed them ;rway. The only thing we krlCM' for sure is that Gaira himself
locked Zemlal away In thc darimes"$ to prevent him from acting freely upon
the world. and chained him to the Void as punishment for hiS disobedicnce.
The very thought of the existence of a concept like Zemial is a contradiction.
Itlncamates unchained destruction . despair. and death without meani ng or
purpo<;e - it is the end of all existence. He makes no distinction between
Ught and Darkness; to him all that exists must be destl"O)'ed. There is no
record of cults who open ly worshipped him. although there have been cases
of individuals slightly synchrQl1lzing with him. The5e are destruct~ beings lt1at
I"lCithcr seck nOl'" need justifiution for their acts. subjects wilt1 nothing to!osc
01'" gain in life and. usually. wilt1 some degree of ps)'Chotic. disorder.

List

of Gifts

SPIRITUAL A SSAVLT: It enabics characters to kill any kind of creature.


even one of an immaterial nature or one with immunity to traditional
attacks. In gaming terms, It allows a charactCf" to damage Energy as
described In the KI ability Aura Extension
Cos t: 5
Re quire ments: Elan 10
D EMENTED Y EARN ING: OrKe they have ki lled. the characters' killer
instincts are awakened, allowing them to Ignore any ps)'Chological anempts
\0 be calmed down In any way. If they wish. they may dive into a Rage State
and receive a + 10 bonus to any offensive action leading to kill. The aDility
will linger for half an hour after having prO'JOked death.
Cost: 5
Re quire m e nu: ElM 20
INCREASED DAMAGE: Any violent action performed by the character
will have a strong increased effect. The ability will heighten Base Damage
on any attack In a proportion equivalent to half the character's Elan level,
ro unding the number down to the nearest five. A character with Elan 70
would increase his or her Base Damage by 35 points.
Co st : 10
Re qui re m e nts: Elan 30
AN IMI( DAMAGE: The characters' attacks not only affe<t their victim's
body, they also have a direct effect on his spirit. Damage prodoced through
this ability will not be recovered naturally, and wounds will not heal through
(onventioMI methods. The only way victims (an recover is through spells
or mystical abilities.
Cost: 10
Re quire m e nu: Elan -40. Spiritual A$sault
DfS1l1.DVER: Those who possess this gift are able to destrcr inorganic objoos
tJt mere contact. t\nWlg them to ashes or caWlg them to burst into pieces. In
this way. they are able to disintegrate any ob;ect with a Presence lower than half
their Elan level. plus 10. Fot- Instante. characten with Elan f.IJ would be able to
automatiollly desuot obte<ts with a maxirno.m presence of 40.
Cost: 15
Re quire m e nts: Elan SO
loRD O F D ESTRVCnON (TOVCH ) : This gift grants the ability to
destroy other creatures simply by touching them. Upon the character's
wish, anyone In contact with him WIll need to pass an MR or PhR Check
with a Difficulty equal to hiS Elan plus 80, or suffer a loss of a number of
Life Points equivalent to their Failure Level. The affected o nes must repeat
the Che<k every five turns for as long as (Ontact continues.
Cos t: 10
Re quirements: Elan SO

loRD O F DE5TRVCTION ( SIGHT): The field of action is widened; the


ability permits a char.Kter to innict damage just Dr staring. In this case, the
DiffICulty of the Resistance Check is equal to the character's Elan level. plus
60. FiXing the stare upon the same individual wiI fon:e the victim to repeat the
Chedc: every frve tums. Those who pass the Check three times in a I"WIw;Ii be
considered immune. ThIs 81ft can not be activated simultaneously with Touch.
Co st : 10
Re quire m e nts: Elan 60. (Touch)
LOR.D O F D ESTRvcnON ( A URA ) : Synchronicity with Zemial has
reached such proportions that the destructive essence of the chara~ter
ex.tends to his or her surroundings like an aura, prO'JOking damage to
everyone within a 3()..foot radius. The effect has an MR Difficulty equa l to
the character's Elan leve l. plus 40. The Ch&k must be repeated every five
turns for as long as the victims remain inside the aura. Those able to pass
it three consecutive times wil l be considered Immune. This gift can not be
activated simultaneously with Touch or Sight.
Cost: 10
Require m e nts: Elan 70, (S ight)
D ESTRucnVE A SSAVLT: It grants the ability to damage any creature
regardJess of power. supernatural presence, or special immunity. Those
victims with a Gnosis Level lower than the aggressor whose lives are taken
Dr him or her will have their souls completely destroyed instead of returning
to the Flow of Souls.
Re quireme n ts: ElM 80
Cos t: 15
BLOOD O F INSANITY: Zemial's blood of dementia rum through the
character's veins, allowing them to Infect others with it. VVhoever drinks
it will suffer the consequences of a level 80 supernatural poison with an
instantaneous effect and a 140 VR DiffICulty. Those who fail the Resistance
will enter a communion state WIth Zemial. thus gaining SO Elan pOints from
the entity (except, of course, if they already possessed a higher value). but
losing their mind In the proces~. From then on. the affected charactCf"S
will tum Into madmCf1 obsessed with killing and destroying everything that
crosses their path, not minding their own personal security at all.
Cost: 20
Re quire m e nts: Elan 90
B EAR.ER O F CATASTROPHES: In this level. unchained destruction and
are one with the Incarnation. The arrival of Zemial'5 ch05Cn one
brings forth all kinds of natural cataclysms and disasters. Volcanoes erupt.
earthquakes. hurr l,anes. and hail lash the earth. the seas go mad. ravishing
the coastlines. and fi re falls from the skies wherever they go. Terrible
consequences will always ensue from these events, and thousands of lives
will be lost tragically for no reason.
Cost: 10
Re qui rements: Elan 100
madne~s

Modifiers
EJan lower than 50
Killing someone ro.. no reason
ProYoklng large scale deaths for no reason
Instigatmg people to killing lor no reason
Losing ~nlty (once <Nef 10 Elan points)
Driving someone mad
Engaging In self- destruttiVe behavior

Elan higher than 50


Exterminating a ra<e
Pro.ooklng an unnecessary massacre
Destroying a nation or principality
Seeking death

,
5

,
5
3

Elan negative

bonuses
Consciously saving a life
Stopping a ma$Sacre
Showing concern for one's own we ll--being

-3
-6

-,

THE SPIRIT OF fREEDOM


The Free Spirit and The Rebel are
some of the names Unel is known by. He
is the only Beryl to take on a masculine
Identity. Inside the structure of reality, he
incamates Independence and free will; he is therefore opposed to tyranny.
slavery, and any law that seeks to limit the autonomy of people. In spite of
this. he believes the<'e are certain natural laws that all living creatures should
abide by, and that Individual freedom should be limited only to respect the
liberties of o thers. He dislikes violence, but approves of It as a last resort.
The Beryls think greatly of him. especial ly Mikael and Azrael. whom he is
quite close to. Even in spite of thiS. his desire for absolute freedom may
ca use him to slightly oppose his mates sometimes. Generally. his actions
(and all of himself) are entirely unpredktable . He has inspired many
rel igions. althoogh never in the form of an organized cult or ch urch. Oddly
enough, he was also worshipped as the god of thieves . a t itle for which
he has competed many times with the Shajad Eriol. Those who oppose
tyranny and the free spirits who live with no strings attached are the best
candidates for synchronicity with this entity.

List of Gifts
INmNCT Or LI&ERTY: Characters have a great ability for finding the

yay out from wherever they may be. Their natural instinct allows them to
escape from piKes they do not want to stay, and to sense what the most
trouble-free, available route will be. This is why it is said Unel's followers
are the greatest escapiStS in the world.
Co st: 5
Re quire ments: Elan 10
VNNOnCEP: Someone benefited by thiS ability may choose to
unnoticed among normal people, attracting very little attention.
Cost: 5
Re quire ments : Elan 20

go

INDOMITA&LE SPIRIT: The character possesses an fron will. A special


bonus. equivalent to his Elan level. is applied to Resistance Checks against
any form of domination.
Cost: 10
Req uirements : Elan 20
F REE SOVL: Those In contact with the character will gain a new sense of
lo nging for freedom and a desire to follow their impulses. In many aspects.
their behavior is contagiOUS, and they push their acq uaintances to pursue
their own dreams and rebel against oppression.
Cos t : S
R e quirements: Elan 30
V IS IONARV: By acquiring this gift. characters begin to receive visions
about possibie future ~nts. Images may come in any format the GM
desires - dreams. whispers In the air. or water renections. The higher the
EI.1n level, the clearer and more accurate the visions. The limits of this
advantage mun be interpreted by the GM. Naturally. predktions are not
entirely safe and only depict possible outcomes totally liable to modification
by the characters.
C o st : 10
Re quire ments: Elan 40
M EANS O r T RANSPORT: Characters always have a suitable means
o f transport at hand when they need it. A5 if by maigc. they will find
an appropriate fonn of Ir.tvel to wherever they nel to go - be it on
horseback, caravan, or ship. Naturally. this ability may be impaired by
certain circumstances.
Cost: 5
Require ments: Elan 40

BREA KING T HE C HAINS: Their union with Uriel allows characters


Ihe ability to free others (and themselves) from any type of supernatural
control, in the form of mystical. P$ychic or Summoning Abilities. that might
subdue them. This power requires the subduer to pass an MR Check or he
will free his prey from his control. It can only be used one time per subject.
as long as characters do not increase their Elan ievo:'l. The MR DiffICulty is
equal to twice the charactCf"s Elan. For ill5tance. a character with 65 Elan
would generone a 130 MR DiffICulty.
Co st : 10
Ae quire ments: Elan 50
EVES OF T HE FVTVRE: It grants the ability to foresee certain immediate
events, thus making it possible to alter their course. It operates in the same
way a sixth sense would. allowing characters to know what will happen
in the ne:o:t tum. Characters receive a +30 bonus to all Opposed Checks
because they already know the Intentions of their opponent. The ability
may be used once a day for every 10 Elan points. It may be used passively. if
the GM allows, to anticipate possib le danger or eliminate a surprise. Those
uses wi ll count as tWO Instead of one.
Cost: 20
Requ irements : Elan 60. Visionary
FREE PASSAGE: No wall or gate stands in the way of the recipients o f
this gift. Characters are allowed to move in and out freely, walking through
any material physical barriers as if they did not exist. Supematural walls or
barriers are not Included in this abil ity.
Cos t: 1S
Re quirement: Elan 60
C OMMVNION W ITH U RIEL: Characters obtain t extra point in their
Power. Willpower and Dexterity Characteristics as a reflection of their
direct relatiol'lShip with the spirit of freedom.
Cost: 10
Re quirement: Elan 70
SVPERNAlVRAl EsSENCE: The character is imbued with Uricl's power,
thus obtaining Gnosls 30 and all the advantages this implies.
C ost : 10
Ae quire m e nt: Elan 80

A SECOND CHANCE: Characters are entitled to a second roll upon


failing any ~istance Cheo;k that would subject them to a negative state.
Cost: 20
Requ ir e ment: Elan 90
T HE T RAVELER: Uric!'s chosen ones always fll1d themselves exactly
where they need to be. regardless of distance or obstacles that would
separate them from their destination. Once per turn, Travelers are able
to transport themse lves immediately to wherever they may wish to be,
ignoring all protection or barriers. Only the most powerful ITl)'1tical walls
are capable of stopping them. To transport one's self is an Active Action;
characters must must have the In itiative to exeCl.lte It.
Cost: 10
Requirements: Elan 100

Modifiers
flon lower than SO
Freeing a subdued person
Freeing a group of people
Awng freely. without ties
Ending tyrannkallaws
Rebelling against oppression
Showing people the value of freedom

2
5
2
2
2

Elan higher than SO


Freeing a nation from an oppressor
Instigating rebel!lon against oppression
Living in absolute freedom

3
2

Elan negative bonuses


Obeying unfair orders
Obeying tyrannical orders
Bonding to something forever
Slavery
Enslaving or subduing someone

-1

-2
-1

-2
-10

a subordinate with the purpose of carrying out specifoc orders. The powe!"
granted acts <1$ if the vassal's Elan was 20 points less than that of his Of" her
mastC!'. Nthough both can continue using it. each gift ca ... only be attn"buted
once. If the charactC!' wants to grant it to another servant, fll'St he >QUid have
to remoYe it from the one that currently holds it.
Cost: 10
Re quire ments : Elan 60
Jedah is the puppet master, the most
manipulative and machlavellian of the Shajads.
His goal is to control the Mtory of all living
beings. and to use them as p;rwr15 in a game.
The purpose of wch manipulation is nothing but to prevent society from falling
into chaos and destruction. Even though he does not aspire to a perfect. order,
he tries to lead people into what he believes to be the best of direction!;. To
this efId. he weaves an imlTlef\$t spider web in which everyone is inevitably
trapped. He avoids vIolcn<e and k!an5 to more subtle methods as much as he
can. HCl'HCVer. he will not hesitate to use wertion if all else fails. This is a prood
entity that woukl rather see Its plans fr1,lstrated than have to face humiliation.
Jedah in<;arnatC$ dominion, politics, and knawledge. To a lesser extent. he is
also associated with the shadows. He is one of the two most powerful Shajads
dosC$t to Galra. He is very much respected and feared, and has until now
never been defeated. He possesses a gigantic netv.lxk of influence both in
mortal circles and great powers. He is said to control the most powerful dark
entities. Those who synchronize with him are precisely those powerful and
intelligent enough to Influence others and have them follow their designs.
Jedah h<l$ a special appreciation fa!" particularly weak beings that face up to
impossible situations and manage to CM?f"Come them, He believes that is the
tnJe meaning of strength and will.

List Of Gifts

loRD O F S HAOO\ll6; Characters possess!iUdl command of the darkness


that they are able to n.oIr.e dark creawres and subject them to their service. k,
a general rule, beings responding to the cal will be Shadows. minor elementals of
~. ~, other entities of a similar nat...-e or ability may also manifest
themselves. Characters may n.oIr.e and sustain control o.oer one being b- every
2 Elan points they n-. ~ an entity is~. it shall be oecessary to
wait b- a whole new day until a new being can be summoned.
Cost: 1S
Requirements: Elan 65, Dark affinity.
DARK POWER; Characters who re<eive this gift will obtain part of
Jedah'~ supernatural power and increa~e their Power, Willpower. and

Inte lligence In one point.


Requirements; Elan 70
C ost: 15
TH E DOMINATOR (SI GHT); Dominion extends to the sense of sight:
characters are able to control others by staring at them for longe r than
two turns. In this ca$/!, the MR or PsR Dlfflcultr is equiva lent to their Ela ...
level, plu~ 40.
Cos t ; 10
Re quirements: Elan 70, The dominator (Speech)
S VPERNATVR.AL ESSE NCE: Characters are imbued with the spirit of the
Puppet Master. and they obtain Gnosis 30 with all the advantages that come
with II.
Cost: 15
Re quire m e nts ; Elan 80

T HE GiFT OF POLInG; It confers a disproportionate capability for


influencing and persuading. It gives a special bonus (equal to a t.haracters
Elan level) to the Persuasion and leadership Secondary Abilities. In other
words, someone with '10 Elan points would get a +'10 bonus fOf" his Of" her
Checks using the$/! Abilities.
Cost: 5
Req uirements; Elan 10

T HE DOMINATOR ( A VR.A ) ; The characters' very essence becomes!.O


powerfu l that it MJbducs all those I~ than 30 feet irN"iq from them. Anyone
inside that radius must pass an MR or PsR with a DiffICu lty equal 10 their
Elan level plus 20 to a'iOid being subdued. If the Resistance is passed. it does
not need to be rerolled until after an hOllr.
Cos t: 10
Req uiremen ts: Elan 90, The dominator (Sight)

INCREASED DOMINAnON; Union with Jedah allows the character to


use the forces of the Flow of $ol,Jls to s~bd~e s~pernat\lral beings. Because
of this. a user of thiS gift will apply a special bon~s to his or her Control
Summoning Ability equal to half the character's Elan. This gift will not work
agaimt light-b<l$ed beings.
Co st: 10
Re quirements: Elan 20

MAsTER O F P VPPETS: Those v.tlo synchronille with Jedah completely


will obtain the power of manipulating their subordinates <1$ mere extensions
of themselYes, lilce a puppet master ptJlling puppet strings. They will project
their awareness ~r their age<1ts anct act throogn all of them simultaneously.
regardless of number or distance. Even though they all retain their identities,
the puppet master knows what they are thinking or ~ Ii ng, and he is entitled
10 malce dlsions for them anytime he wants. These individuals wi ll keep their
own abilities. but while under their master's control, all intellectual knowledge
he may po~sess wi ll be available to them. I... addition to this, all creatures
mystically MJbdued by the master will lose the ability to free themselves from
him even upon receiving on:Iers opposed to their rlOrmai behavior.
Cos t: 10
Re quirem e nts ; Elan 100

S HADOW; Through supernatural means, characters are ab le to alter


their shadow's appearance or shape In anr WWf they like.
Cos t ; 5
Req uirements; Elan 30
DARK A fFI NITY; The re<eiver of this gift will obtain affinity with all dark
supernatural be ings who will re<og ... lze them as one of their own.
Cost: 5
Requirements: Elan '10
T HE POWER O F K NOWLEDGE; It ;ncrea~ the characters' intellectual
faculties coofening a bonus to all Intellectual Secondary Abilities equiValent
to half the characters' Elan level.
Cost; 10
Re quiremenu: Elan SO
T HE DOMINATOR ( S PEECH); Characters are able to MJbdue people
through their 'iOke. All those listening lOr more than frve turns must pass
an MR or PsR with a Difficulty equal to the Dominator's Elan level, plus
60. to avoid bel... g dominated. Subdued Individuals are not conscious of
their state; still. they may roll again for Resistance upon re<eiving an order
totally contrary to their behaviOf". If they pa$S the Resistance Check, they
will become aware of their having been u~ as puppets.
Cost: 10
Re quirements: Elan SO
CHAIN O F C OMMAND ; Characters expand the control CNer people and
creatures. anct they are now able to tr.Insfer some of their power to those
who act on their behalf. They are entitled to p<l$S on any gift they possess to

Modifiers
Elan lower than 50
Manipulating others towards an own objectiYe
Obtaining an important political position
Accepting the master's order'S reasonablr
ImpoSing order and stability In socJ(!!y
Oven::oming an Impossible situation
Promoting scholarship and knowledge

Elan higher than 50


Controlling a large number of people
Obtaining an Important amount of personal power
Manipulating societr from the shadows

3
3

Elan negative bonuses


Obeying the Offl:ak or stupid
Being control led like a puppet unknow inglr
Conducting one's self stupldlr or Irrationally
Being humiliated or losing one's pride

-2
-3
-2

LADY O F FEELINGS
Gabriel, the great lady of Feelings is
undoubtedly the Beryl who incamates the
largest number of positive feelings. It IS the
lady of 1oYe, friendship. artS, and peace.
Those who know the true identity of the Daughters of the Ugh! think
of her as the purest among them. She feels deYOtion for all livmg beings
and has always tried to protect and help them. For years she hou lived
among mortals under

~ral

different identities to feel integrated in their

soc::iely and to be able to understand them. She is said \0 have become


close enough with men as to even fall in love with one, although his identity
Is unk.nown. Gabriel promotes peace. friendship, I~ . and creative feelings
among artists and poeu. She thinks the best way to reach the dream orC'iel
Is to create an awareness of the Importance of these feelings. Her tapacity
for forgiving is limitless, and she usually tries to al'Oid Violent solutions.
Artists and lovers and tnose wnose lives are ruled by tne most positive of
feelings synchronize with her.

List of Gifts
A RTImC A PTITVDE: This gift will increase an individual's creativity by
endowing a special boous equal to his Elan level for the Art and Music
Secondary Abilities
Cost: 5
Requ ire m e n ts: Elan 10
G IlACE: Whoevef' posscs$CS this gift. will appear beautiful in everyone's
eyes without the need of altering his or he<" outlook. Peop~ will find
gracefulness even in lhe most monster-like of individuals.
Cost: 5
Requ ire ments: Elan 20
P05lnVE EMPATHY: It intensifles all positive feelings of those individuals
characters are in contact with. In a way. the bearer of thiS gift. possesses a
strong aura that brings out the best in everyone.
Cost: 10
Requirements: Elan 30
P EACE MAKER; Charatlcrs create a state of harmony that pacifies small
ql.larrels and bickering. Wars and largc-scaie con flicts can not be stopped
wltn Inis ability, but consequences of tn ese conflicts will be milder wnerever
the cnaracter Is.
Cost: 10
Re quirements: Elan 40
PSYCHOLOGICAL IMM VNI1Y: This power endows comp lete immunity
from any negative psycnological State - like fear. anger or sadness. In case
tnese are supemawrally Induced, characters may add their Elan level to
their MR Check as a special bonus to resist them.
Cost: 10
Requireme nts: Elan 40
FEELING PERCEPTION: II senses any kind of positive emotion prese!11 in
the surroundings. The higher the Elan level, the more exact the perception
will be, and me wider its radius.
Cost: 10
Requirements: Elan SO
IMSVING FEEUN~: This gift Infuses positive feelings ioto another
individual. In ordCl' for the gift. to work.. the character and the target should
talk for a long time or spend some time together. The MR Diff>culty is
twice the gifted charactet"s Elan level. If {he nature of the target Is especially
contrary to the specifIC emotion, a bonus between +10 and +40 may be
applied to th e roll. as the GM determi"es. Those who pass the Check will
no 10"ger need to repeat it until the character's Elan rises.
Cost: 15
Requirements: Elan SO

BOND: Gifted characters tie their lives to an individual extremely


Important to them; a strong bond is created between the \VIIO. based on
the feelings each one has for the other. From then on. they both acquire
certain spedal abilities that spring from that relationship. To begin with,
they can choose to I.lse whatever Resistance of the pair is higher. at any
gWc" cin:",mstance. Secondly. as long as one of them lives. they will both
automatically pass Checks to exit the Between life and Death state. Lastly.
they will be able to communicate with one anott>Cf' simply by exchanging
glances using their supernatural connection. For this gift. 10 be activated. it
is necessary that the character first finds someone who is drawn to him by
strong and mutual feelings of Jo,oe or friendship.
Cost: 15
Re quirements: Elan 60

H ELP: No matter how diffICult things get. the gifted character wilt always
find someone to lend a hand In any way they can. Oftentimes. he will only
need to ask for help to be assisted by whoever may be around.
Cost: 10
Re quirements: Elan 70
PEACE SONG: Characters have the capacity of si nging a song that incamates
the very nature of peace. When they do, Gabriel's voice springs from their
throat w ith a" !"describable melody that enraptures everyone who hears it
stripping them of their wi ll to fight. The so"g can be heard In a 6(}.foot radius
for every EI3J1 point the character possesses: feeli ngs are transmitted nraight
inlO the listener's so",l. Whoever hears it for longer than half a minute must
automatically pass an MR Check against twice the singer's Elan points to avoid
being subject. to his or her power. If characters have developed Music as a
Secondary Ability, each DiffICulty level aboYe Dimcuft they obtain in a Check
willl"crease the MR DiffICulty by 10 points.
Cost: 15
Requirements: Elan 80
PROTECTION: DlIt to their closeness with Gabriel. characters are
protected by a strong presence that acts upon any one who may try to
harm them. Every being capable of entertaining feelings needs to pass an
MR Check against ~e the Elan level of the character with ProtKtion in
order to harm him or her. Once passed. the Resistance can be ignored until
the next encountCl'.
Cost: 20
Re quire m e nts: Elan 90
PARADISE: Gabriel's chosen one possesses the quality of entering the
heart of good-natured people as a positive influence. forever remcNing all
negative emotlons from them. Wherever he or she is will be heaven on
earth. and no o"e with a lower Presence than his will be ab:e to cause
damage to others or fall prey to dark passions or emotions. Negative
bcl"gs wil l be forced to leave at once, or else be purified and Inevitably
tr.mdormed into benign creatures.
Cost: 10
Requirements: Elan 100

Modifiers
Elan lower than SO
Loving and caring for others
Stoppi"g a conflict
Saving someone'$ life
Promoting positive feelings among people
Creating art
flon higher thon 50
Stopping a war
Creaung iI maslerpie<e
Finding someone speoal to love
Protecting all forms of life

2
3

3
2
2

Elan negative bonuses


StarMg a conflict
Hating someone
Being overcome by dark feelings
De$lroylng beauty
CaUSing unnecessary death

-2
-3
-2
-I

-S

EaVIPMENT: This gift puts only the best re~urces into the characters
hands. Any device he employs will automatically acquire +10 QualiIY. as
long as the character is using it - be they weapons. paintbrushes. or similar
objects. The ability will not bear any effect upon artifacts with a pre-e;.o;istent
higher bonus.
Req ui r e m e nts: Elan 60
C ost : 10
Undoubtedly, Noah is Gaira's most
strict disciple. AbcNe all, I"oe values strength
and the drive to succeed that lies within
every living creature. Noah incarnates
competitiveness. combat, and victory. On the othel" hand. he aI~ represents
darlr.er concepts - such a$ war and violence. He believes the only truly .....-eak
beings are th<e without the will to f.gllt or to advance; such creatures are
nothing but an obstacle In the w.rt of evolution and universal progress. All
m<:ans are acceptable when it comes 10 bettering one's set(. He approYeS
of all conflicts. war. and the mO'it critJcal of situations no matter how tragic
or terrible, In the thought that those bring out the best in people and lead
them Into learning. Noah tremendously dislikes those that stupidly abuse
their power, and those unable of controlling it. He has opened many fronts
against the 6eryls, which he considers to be a weakness for the world. Many
cultu~s have worshipped him In his best known aspect as a god of war. but
he has adopted many other Identities throughout history. His main fol lowers
are typically g~at warriors or generals, but even thinkers and artists may al50
syT1chronize with him prOYlded they are competitive enough.

List Of Gifts
IN THE R.IGHT HAND5: This gift pro.tides an exceptional ability to find
the necessary equipment for ~ry cin::umstance. In this W<tf. a sworo:;man
who has lost his weapon Oeeing from a group of enemies will be likely to
stumble upon a sword on the way, while a thief without a picldock will
come a<.ross a device that will serve his purpose very dose to the door he
is attempting to open.
C ost: 5
Re qu ir e m e n ts: Elan 10
THE WILL To IMPROVE: The competitive spirit of the character is
transmitted to others, and he becomes a strong influence 10 the
people he is in regular contact with. Everyoone around him wants to improve
and better themselves.
Cost: 10
Re qu ir e m e nts: Elan 20
ea~1y

REsiSTANT: The gift alkms extraordinary resistance to physical damage and


its consequen<es. Characters get a PhR bonus equivalel1t to haW their Elan.
Co st : 5
Re quire m e n n: Elan 20
INHVMAN: It allows the bearer to reach Inhuman Difficulty Levels in
whatever fields the character excels or specializes.
C ost : 5
Re quire m e nts: Elan 30
IC;NORE PENALTIES: The gift will automatically eliminate an amount of
penalties 10 action equivalent to half the character's Elan level. As example.
anyone with Elan 60 suf~ring the combined eff~ts of penalties that come
to a total of -40 would only apply a -10. thank.s 10 this ability.
C ost : 10
Re qu ir e m e n ts: Elan '10
DARK POWER: Characters are able to enhance the outcomes of their
actions in certain moments by using Noah's power. This gift will grant as
many points as twice the subject's Elan level and they can be ~t in the
form of bonuses to rolls. It Is left to the character to decide the amount
to be invested prior to rolling the dice. but tl"oere is a 3()..point per action
limit. for instante. anyone with Elan 70 would gel 1'10 points. 25 could
be invested in a temporary bonus 10 Attack Ability. while 115 WOIJld still
remain to be spent at a later stage. Points spent are recovered at a rate of
five per day.
Cost: 15
Re quirements: Elan 50

IN THE FACE OF ADVERSITY: Characters are able to give the best of


themselves while faced with the Ie'"t faYO<"abie of circumstances. When
having to deal with a situation that dearly defies their limits, 0<" when dealing
with an impos.sible challenge. the receiver of the gift will apply a bonus to
the ability in 1ISC.ln a combat ~Iuation. kc 0<" W will receive +10 bonus for
Al1.adc. and Defense. Secondary Abifties are aided with a +20 bonus.
Cost: 15
Re qu ire m e nts : Elan 70
WAR AURA: All soldiers or subordinates commanded by the character
are imbued with his warfare power and receive a special +10 bonus to
Attack and Defense. The action radius of the gift is cquiVlllent to the
character's Elan level in yards. The bonus docs not allow any member of
the troops to achieve a Combat Skill higher than the charaaer with War
Aura. Given such a case, the +10 bonus would not apply.
Cos t : 10
Re quire ments: Elan 70
DARK AVATAR: The gift pro-tides ful l communion with the darkness: the
character's body becomes a portal through which the power of darkness can
be channeled. He can iMYOke his strength f<x a limited amount of time. during
which he turns into a ghastly avatar. 6y doing this. his physical form is altered;
he obtains natural weapons. a +30 All Action bonus, +3 to all Characteristics.
and can achieve Zen-();ffkulty Level actions. The gift can be used at any
tim<:, but will only hold lor 1 lum per Elan poinL Once time is up. power
O'oIef"Chargc will produce a -30 AD Action R!nalty for as many days as turns
the avatar was active. No transformation will be allowed during this period.
C o st: 20
Re qu iremen ts: Elan 80, Inhuman
THE SHADOW OF WAR: It brings out the war instinct in all of those
in contact with the character for a prolonged period of time. Their path
is Ihlls filled with violenc;e and war. Small quarrels and large-scale battles
break out wherever they go .
Cos t : 15
Re quire m e nts: Elan 90
THE VANOU!SHER: Only the YCry best can CVCf" become Noah's chosen
one - the one who can ncYef" be defeated. From the time the gift is awarded.
characters automatJcally rec~ the Primary or Secondary Ability of those they
beat. For instante. upon defeating an opponent with a higher Defense, they
will automatically Increase thc<r 0M1 ability until It matches mat of the victim.
Opponents an: n:garded as defeated when characters personally beat them In
combat or a balanced contest. Beating an enemy wt.o is under the effects of
negatives 10 his action will afford Vanquishers me opponent's Ability with me
!kl!Tle penalties. The Vanquisher wi ll assimilate the csscntial abilities and powers
of supernatural beings except for know\edgc-dcpendant abHities.
Cost: 10
Re quire m e n ts: Elan 100

Modifiers
Elan lowe r than 50
Being competitive
Ove:oming a complex challenge
Dedicating life to combat
Imbuing self-Improvement drive to others
Belt",ng one's setf

Elan higher than 50


Defeating a real!y difficult oppoi\ent
Indudng war
Creating a masterpiece or setting an unparalleled record

2
3
3
3
2

,
2
4

Elan negative bonuses


Ignoring a challenge for fear of failure
Being defeated by a opponCf1t o f equal or lower standing
Losing the wi ll to better one's self
AbUSing power fooHshly

-2
-5

-10
-2

levels. so will the Totem. who will be allowed to spend his DP In acquiring
any cs.scntlal Ability or power as a Spiritual Being with Gno$is 2S WOIlId.
The Totem has telepathic communication with hi~ or her master. and they can
connect their senses. In case the Totem is destroyed or killed. the mastCf'
bring him back to lile b)' sacrifICing 10 Elan points.
Cos t : 20
Re quirements: Elan SO

LJfe and nature are the aspects of


creation that Rafael one of the most
Independent Daughters of the Light. has
choseri to incarnate. She is mainly de-.<>ted to
people. animals. and plants that Inhabit the natural 'M)I"\d, oot deep down she
!aYes alllMng creatures equally. Even though 5he ~ magic: and the occ:ult
pawen. she regards them as unnecessary in comparisoo to natural eietnel1ts
and their laws. The only mystic:al creatures she openly sympathizes with are
those do~1y connected to nature. So..och as spirits of the v.oods or beings
associated with vegetation. She openly opposes those who destroy nature 01"
even worse pervert life. AIxM:! all. ~he di~li kes necromantic entities and all they
star.d for; she <onsiders them as a deviation. For centuries she has strugg~
with the Idea of Initiating active confrontation against them for fear of losing
an important part of her conscience In the process. Many druids and cultures
associated with forests worship her as the origin of all life and think of her as
a primary aspect of creation. Those who protect nature and life achieve the
highest level of synchronklty with her.

List

Of Gifts

M OniER. N ANRE K NOWLDGE: This gift will endow a special bonus


to the Herbal lore Secondary Abllity equivalent to the character's Elan
level. For Instance. anyone with 35 Elan points would add up a +35 boflus
to the Ability.
Cos t; 5
Re quire ments: Elan 10
A NIMAL KNO'NtfDGE: A char.!aerwith animal knowIedgewil deYeIop an
instinct to inter.KI with all kDjs of anmals; this translates into a spe6aI bonus to

the Ani'nals Secondary Ability equivalent to his or her Ban level.


Cos t : 5
Re quirements: Elai"\ 20
H EAlI N(;: Characte~ are able to heal their own. or somebody elses.
wounds b)' Imposing their hands. Recovery rate is 5 lP per tum. The
maximum amount of points per day they aN' allowed to heal is equal to
their Elan level. and they can be distributed freely among several subjects.
The gift will only work on living creatuN'S. If applied on undead creatures,
their essence wil l be consumed and hea ling will tum to damage. In this case,
characters force any necromantic being they touch to pass an MR Check
against twice their Elan level to 3yoId re<:eiving damage equivalent to their
FalluN! level (multiplied b)' flve for creatures with Damage Resistance).
Point loss cannot be higher than points allowC!d for healing per day.
Cost: 10
Require m e nts: Elan 20
FER.nUl'( C LOAK: The character's mere presence intensifies animal and
vegetaDie growth and expanSion In the aN!a. Plants 5prout with N!newed
stN!ngth until they reach their maximum splendor. while animals live strong
and healthy. It also has some minor effects on human beings ar>d similar
Re quirem e nts : Elan 30
EUMINATE N ATVRAL V ENOMS: It enables charac\cn to dispel the
effCi:ts of natural venoms of of Level equal to or lower than their Elan.
Cost 10
Re quirements: Elan 10

ExPANDED H EAlIN(;: It works exactly as Healing. except the character's


Gaily LP maximum to heal is multiplied by ten. According to this. someone
with SO Elan points would be able to heal up to 500 points.
Co st : 15
Ae quireme nts: Elan SO. Healing
M OTHER N ATVItE EvES: It allows the character to connect his or her
senses to tho~ of an animal. thus obtaining the ability to see and hear
through It. This gift can be used once a day for every 10 EJan points.
C o st: 10
Re quire m e n ts: Elan 60
INVOKIN(; AN IMAl.S : This gift grants the ability to irM)kc and command
a group of animals. The number of animals who will respond depends on
the species being summoned. For lower level. small size animals - such as
mice. cats, or snak.es - w ill respond; their number will be equivalent to the
character's Elan. The 13rge~t anima ls - such 3S bea~or even elephants - will
turn up In a one-to-fi~e ratio. The gift is restricted to a single species to be
chosen at the time It is a""llrded. Those closest to the character will N!spond
to the call. and they wil l hurry to him M much as they can. This gift will
work. once a day.
Cos t: 10
Require m e nts : Elan 60
AN II>"lAL TP.,I\N$FQRMAnON : It enables a character to transform into a
natural anmid, acquiring all its characteristics and physical features.. Charactcn
may choose to keep their own abilities in case they are higher than the beast's.
Tlley could. for instance. transform into a wolf to take advantage of his senses
and speed but keep their own combat abilities (not their damage. though). A
new specIeS can be chosen every 10 Elan points.
Cost: 10
Ae quirements: Elan 70
INCREASED INVOCATION: The character may choose to IllYOkc an
additional race for every 5 Elan points he or she possesses. or to multiply b)'
ten the numbet' of the species originally chosen. For instance, if a character
has Elan 85. he (an 11lYOk.e up to 170 bea~.
Cost: 10
Re quire m e nts: Elan 80. 1rM)i<.e anim31~
UN LI MI TED H EALIN(;: At this level, the character has an unlimited
amount of lP to hea l w ith per day.
Cost : 20
Re quire ments: Elan 90, Expanded hea ling
N ANRE C O NSCIENCE : Rafael"s chosen ones become the soul of the
woods. fo~sts. and lungles. and they a~ made aware of everything going
on Inside It. They can also perceive the feelings of all the plants and animals
of the world and communicate with them independently of the distance
between them.
Cost: 10
Re quirements: Elan 100

Modifiers
Elan lower than 50
Saviog the life of an iISllmal or plant
Savmg the lire of a large number of people or animals
Protecting nature
Destroying an undead creature
extending or planting forests. Jungles or v.oods

TOTEM: The charactef" establishes a communion with nature. attracting an


animal spirit or Totem. and b"glng In an unbreakable bond. The GM must
choose a natural animal (See Ch~ter 25 for reference) which wWI appear
to the character and accompany him from then on. In many W3y$. the Toti'm
will act similarly to the Familiars as Chapter 12: Summoning describes.
HClWC"VCr. characters with a Totem wi ll no! hold Ir\Je ~r over it (although
they can request its help YOluntarlly). The animal's character Statistio will
correspond to whate'VC!" ~I the species determines. but his Intelligence
Characteristic will be IncN!ased b)' 5 points. Whe<1ever the character ga ins

can

5
3
5

Elan higher than 50


Watching ewer the interests of plants and animals
Saving the lives o f a large number of peopte or animals
Extending or planting large fON!sts. jungle~ or ""'IX>()s

Elan negative bonuses


Taking a li fe for no N!ason
Unnecessarily damaging natu re
Altering nature or hfe supernaturally

2
1

-5

-3
-10

D REAM WA LJ(ER: Characters are able to slip into people's dreams and
fl"ly observe their onlrk universe. They must establish conta<l with the
dreamer first in order to achieve this. Dot once they do. they have free
access to pay as many viSits as they wish. 10 some occasions. the ability will
also allow them to physically introdl.lCe themseWes in The Wake. depending
on how fragile the barrier between both worlds is.
C ost: 10
Re quire m e nts: Elan 60
Erebus is one of the mon enigmatic
of Shajads; hiS actions and goals are always
wrapped In mystery. He is the lord of
Shadows, and he has chosen to inamate
the occult, the supernatural and fear. Throughout history, many cultures
h~ worsh ipped him as a god of magic. dreams. 01" wonders. He remains
away of the othe r Shajads' conflicts for power while conce<'1trating on his
own mysterious ends. He Is whimsICal and unpredictable. but he Follows a
strange set of self~mpo~ rules whkh he never b<"eaks. He supports the
followers of the occult and magic. as ~II as all those dreamers who are
able to create wonders In their sleep. Surprisingly. his il1fluence is as big in
dreams as it is ill l1ightmares. althol.lgh he Is ml.lCh more interested in the
latter. He has a peculiar fascil1atlon with fear. which he considers to be the
mon fundamental and primeval emotion of living beings. To him, this is the
secret drive behind all a<lS 111 the world and even the originator of existence
itself. He who is not afraid, and Is nOI able to understand thiS, has no future
and Is doomed to disappear. Whoever maners fear will have creation at his
feet. Those who employ supernatural forces and dabble in the occult will
synchronize with him. He is also drawn to those who leam to master fear,
as well as dreamers and poets.

List of Gifts
SVPERNAlVRAL KNOWLEDGE: The character develops an innate
knowledge about the supernatural world. This tramlates into a r.pec:ial bonus
to the Occult Se<oodary Ability eq...mlent to the characters Elan level.
C on: 5

Re qu ire m e n u: Elan 10

FRIGHTfVl P RESENCE: This gin will create a frightful aura around the
chara<ler, allowing him or her to Intimidate the others easily. The gift will
bring a special bol1uS to the Intimidate Secondary Ability equivalent to their
Elan level.
C ost: 5
Re qu ir e m e n ts: Elan 20
T HE PATH Of NIGHTMARES: Characters are able to influence people
and provoke nightmares. They have the power 10 Innict dark and terrible
dreams on whoever 15 sleeping In the surroundings: however, they do not
have a strict control on the contel1t of th e nightmares. The ability also
permits them to cause me opposite effect; to prevent bad dreams.
Cost: 5
Re qu ir e m e nts: Elal1 30
DREAM W HISPERS: The gift allows the bearer 10 {Ommunicale with
other people In their sleep by transmitting messages straight into the
sleeper's suoconKious mind. It is meant to be direded to subjects the
character is well acquainted with, but messages may be sent out with no
specific addressee In me hopes of finding a rt<eptive il1dividual.
C ost: 10
Re qu ir e m e n ts: Elan 40
NATVAAL Mvsnc: Characters have become so acclimatized to the
mystical world that they are able to cast some spells innately. without even
knowing them or possessing the Gift. They will have the equivalent to twice
their Elan level in Zeon points to cast any Free Access spells they choose.
The maximum level of the spell is that of their Elan level (the maximum
Zeon value, however, will depend on their Irnel1lgence) In other words. a
character with Elan 80 would have 160 Zeon points everyday to cast Free
Access spells up to level 80.
C ost : 15
Re q ui r e m e n ts: Elan 50
SVPERNAlVRAL IN FI.VX: The characters' communion with Erebus
enhances their supernatura l abilities. In this way. they get 2 additional
poil1ts 10 their Power or Wil lpower, depending on which Characleristic
their abi lities are mainly based on.
Cost: 10
Re quire m e n ts: Elan 60

CARDINAL FEARS: There are three pnmeval fears beyond common tCO"Ol"
individual fean: they are the fundamental principles and the soun::e of al
the others. Even creatures Immune to psydIoIogy are prey to these original
panics. so they too h.M:! to roll checks against their effens. Umbra is the first
one, Itrep<"CSCflts the essential tem>rwe all feel of darkness and the unknown.
Whenever it is ailed upon an individual. he must automatially pass an MR
or F't1R with a Difficulty of 140 or suffer the Blind and Terror Stales. Failing
wi ll result in a permanent phobia to darkness that will produce the Fear State.
Pa!>sing three times will make an Individual immune to Umbra.
Maiyer, the sccOl"ld cardinal fear, represents all living creatures' fear of suffering.
pain. and blood. Characters are required to pass an MR 01" PsR with a Difficulty
of 140 in order 10 lrIOid falli ng prey 10 the terror State and experiencing terrible
pain. From the moment they fall, they will have a phobia of being harmed in any
possible W6f. Passing th~ times will make an individual immune to Maiyer.
The third fear Is Caedus, the fear of death. All those it is called upon w ill
have to pass a PsR or MR Check with a Difficulty of 140 or Face death by
an unknown cause. Those who pass tile Chk twice will be considered
immune to Caedus.
C ost: 20
Re quire m e n ts: Elan 70
01"

5 VPERNATVAAL ENHANCEME/'o.'T: Any supernatural ability characters


may employ will enh~nce their potential as a consequence of Erebus"
influeoce. Every spell. ps~ discipline. or equivalenl power that requires the
opponent to roll lOr Resistance will have an Incre~ DiffICUlty of 20 points.
In other words, thiS gift will tum a spell with an MR of 80 inlO one of 100.
Re quire m e nts: Elan 80
C ost: 15

Nvx. A IlSOlvrE FEAR: Nux is the absolute fear. the inexpliable


terror thaI nothing and no one a n face. To confront it is to dissolve Into
not hingness. to vanish from reality without leaving a trace of ever having
existed. Calling Nux vpon an individual will automatically put him into a
stat e of Fear for hours (no Resistance che<:k$ allowed) by the mert' fact of
glimpsing at the primeval fear. In addition to thi~. the victim will need to roll
an MR or PsR with a Difficulty of 140 to a...oid meeting face to face with the
ab~lute terror and being utterly destl"O)'ed in bpdy and soul. Nux can only
be invoked upon the same person ol1ce.
C ost : 10
Re quire m e n ts : Elan 90. Cardinal Fears
D EMIVRG E: He or she who completely synchroni~ with Erebus will
become the Dcmlurge. lord of Dreams and the Supemalural. Dcmiurge
can use his power to oversee and control anyone s dreams. He obtail1s
the equl\f;! lent to Gnosls 45 111 The Wake. In addition to thiS, he relves 5
Characteristic points which he can distribute as they wish amol1g Intelligence.
f>Qv..ter, and Willpower according to what his abilities demand.
Cost: 10
Re quire m e n ts: Elan 100

Modifiers
low~r than 50
To delve Into the world of the occult and the supernatural
Mastering a supernatural discipline
Facing and oven::oming terror
!king faKinated by fear and all it entails
!king a dreamer who lives in a fantaSy world
Mastering the meaning of drt'ams

2
3
2
3
2
2

h igh~r than 50
Living between reality 311d fantasy
Devoting life to the nudy of the occult arts
Learning to master ol1e's fears

2
2
2

Elan

Elan

n~gative bonuses
Not having dreams or des/rt's
Neglecti ng Ihe opportul1ity to ad\f;!nce in Ihe occull

Elan

IMMVNITY; This gi ft will grant some immunity from evil supernatural


powers. Protected by It>e essence of Azrael, characters will ignore any
Mystkal or P5ychk Ability that requires them to roll for Re~tance Checks
lower than their Elan level. plus 40. For instance. a character with Elan 60
would automatically pass all MR. or PsR against a 100 DiWculty. while an
Elan character would be Immune to controls up to 125.
C ost: 15
Req ui remel'lts: Elan (jJ

as

QUEEN

Of SW()''''

Azrael is the warrior of the light. the

Beryl wno represents the concepts of good


and justice. This is a combative entity always
ready to employ violence In the defense
of the Innocent and all the principles she personifies. She has a rather
tumultuous story. At the beginning she was as peaceful as Mikael or Rafael
and devoted to helping everyone equally. But little by liltle, she started to
witness dally massacres of Innocent victims who were not helped by any of
the principles she stood for. All the pain. suffering. and death influenced her
deeply in her de<:ision to fight for all those who deserved protection and
Justice. Since Ihen. her philosophy has maved into a more violent direiorl.
its goal I>ting to (onfrorll evil and darkness eve n if thiS means going against

some of C'lel's ideas (whom she professes true devotion for). She Is the
Beryl who faces the ShaJads and the forces of darkness most d ire.:tly. She
combats the ir agents and fol lowers and Is at all-out war with them. In the
very few occasions C'lel requires the use of violence, it is usually Azracl's
agents and pa ladins she relies on. She Is the pre.:ept heroes incarnate. as
well as all those who fight to defend those in need even at the expense of
their own lives.

List of Gifts
lEADER: This gift will increase the bearef"s natural charisma with a
special bonus to leadership equivalent to his or her Elan level. For instance.
anyone with 50 Elan points would gain a +50 bonus.
C ost: S
R equ ireme nts: Elan 10
THE VALVE OF HEROES: The character isarmed with unusual courage
and Is thus able to remain undaunted where o lhers would run. This grants
him a special bonus to the Composure Soxondary Ability equiYalent to his
Elan level.
Req ui rements: Elan 20
C ost: S
ExALTAnON OF THE SPIRIT: The character Ileightens the sense of
Justice of those usually in contaCI with him and leads them to an awareness
of the Importance of good conduct.
Cos t : 10
Re quire m e nts: Elan 30
SENSE OF )vsnCE: It allows the bearer to sense an unjust or evil act
being committed In the surrou nd ings. It does nOt provide exact information
on the perpetrator. The higher the Elan level. the more pre<::ise the abi lity
and greater the coverage.
C ost: 10
Re qui re m ents: Elan 40
SACRED SPIRIT: Characters' closeness to Azrael affects their essence and
makes them holy beings. From then on. their whole essence is Inundated by
a potent positive energy. and they obtain a status similar to thaI of a pure
light elemental. A potent benign aura will appear as a result of supernatural
detection performed on the individual with Sacred Spirit.
C ost: S
Re qu ir e m e n ts: Elan 50
POWER AVRA: The essence of the character is so powerful that it
extends 10 the surTOl.lnding area. destr'O)'ing all sorts of dar!< or evil creatures
that may approach him or her. The coverage of the aura is equivalent to half
the character's Elan level In yards. Arrt negative-flatured being in its radius
of action will be automatically forced to pass an MR or PhR Check with a
Difficulty equal to twice the bearer's Elan level every five turns in order to
avoid damage equivalent to half the Failure Level per tum .
C ost : 10
Re quire m e n ts: Elan 60. Sacred Spirit

DESTROYER OF EVIL: It will double any damage to a dark

Of'

naturally

evH creature inOicted by the charactcr. The ability will work. lOr physical
attacks. as well as spells and special powe<"$ that cause direct. damage.
C ost: 1S
Require m ents: Elan 70
BLESSED; The charactCl" receives Azrael's blessing whenever he or she
attempts to destroy an evil creature or to perlonn a truly fair action. This
translates Into a +10 to any Check in connection with this purpose. If he
or she is spending a permanent Elan point. the blessing will reach +30 for
that turn.
Re quire m e l'lts: Elan 70
C os t : 20
AZRAEL WARRIOR; Receiving thiS gift. characters achieve communion
with Azl1lel _ thus Increasing their capabilities with an extra point in
Stre ngtt> and Dexterity.
C ost: 10
Re quire m e l'l ts: Elan 80
CONSECRATING; Characters are able to int roduce a part of their
sacred essence Into a place or object. thus endowing it with their blesSing.
Consecrated weapons will carry 50% additional Base Damage against dark
or eviklatured creatures. while consecrated places will be protected against
their Intrusion. Gaining access to a consecrated place requires them to
pass an MR Check with a DiffICUlty of 140. Otherwise. an invisible: barrier
will stop them. Consecrating will last 1 hour for every 10 Elan points the
character possesses. Consecrating permanently requires S3criflCll'lg 1 Elan
point. The consecrated weapon bonus can not be accumulated with the
bonus of the gift Destro)'Cr of Evil.
Cost: 15
Re qu irem e nts : Elan 90, Power Aura
YIHAD: Azrae!'s chosen one becomes her right hand in the fight against
evil and darkness. and she is empowered to de<::lare holy war or 'I'ihad to
destroy or protect whatever is worth protecting or destr'O)'ing. 'I'ihad works
as a call to all those with a high sense of justice and allows them to sense
the reason why they are needed. Whoever responds to it will be immune
to the effects of Fear and Terror and will also gain the capability of fighting
consciously and without negative bonuses even in a state Bet\vc.en Life and
Dealt> . The o utreach of the call lies at the hands of Azrael's chosen one:
it may affect the Inhabitant5 of a certain town or be made to cover the
entire world.
C ost : 10
Re quire m e n ts : Elan 100

Modifiers
Elan

lower than 50
Protecting the innocent
Destroying an eviljdark entity
Destroying a large number of dark/ evil beings
Preventing an evil act
Defending justice
Stopping! destroying a Shajad agent
Becoming a hero

Elan higher than 50


Performing a relevant heroic act
DeStr'O)'ing a powerful evil creature
Saving the li~ of a large number of innc>cents
Stopping iI Shajad plan
Elan negative bonuses
Committing an evil action
Taking an innocent person 's life
Collaborating with the forces of darkness

2
2
3

-2

-8
-2

DESTROYER OF THE SACRED: It doubles all damage characters may lnnlct


upon a c~ature of light or naturalty good. The ability will operate on physical
attacks and also spells and special pa.vers that cause direct damage.
Cost : lS
Re qu ir e ment: Elan 70

THE PRIMEVAL EVIL


Abbadon was originally the only Shajad
unable to find a place for himself within the
struc:ture of ~ality, Indecisive, he ended up
by absorbing in his essence all the minor
negati~ feelings not related to his companloo~ like di~gu~t, envy. anger or
pride. However. he did not (eel attached to those emotions and to ino:re;!$e
his importance he decided to personify the very principle of evil itself. As a
form of mockery to all what the Beryts ~present, his ((M)Iite In<:amation 10;
the traditional Christian devil; the figure of the fal len ange l. which symbolizes
all the sins of men and where he derives his name from. In time, he has
come to feel exceptionall)' attached to this representation. to the point of
considering It the maln aspc:<:t of his being. He is constantly competing WIth
the other Shajads for p<7NCf and conspiring against Jedah and Meseguis to
oYertakc their predomlnal'lCe. He is <ompletely absorbed by the precept he
has chosen and the role he plays. so he delights himself causing tragedies and
spreading evil. His follOW'e!'S are usually ~tanists or WOI"'Shippers of evil deities
from different cult\Jres. Those who synchronize best with him are low or
deranged Individuals whose liVes an:: guided by evil.

List Of Gifts
DARK EMPATHY: It Intensifies all dark feelings of those individuals the
character Is in contact With. The gift acts 11"1 the for m of a strong aura of evil
that brings out the worst 11"1 people.
Requi rem e n ts : Elal"l 10
C ost: 10
EvES OF THE EVIL: It enables characters to perceive the evil il"lslde
people. The highe r the Elal"l level. the more accurate the ability.
Cost: 5
Requirements: Elan 20
loRD OF SINS: The character stirs the capital sin most deeply rooted
inside Il"Idlviduals. The arrogal"lt will be consumed with conceit and the
gourmand will be oYertakcn by gluttony. The intensity and duration of the
effe<;t will depend on the failure level in the MR or PsR Check against twice
the Elan level of the lord of sins. The activation of the ability requires that
there be at least a couple of minutes talk or exchange of glances.
Cost: 10
Re quire ments: Elan 30
DA RK BEING: Evil has taken so badly into the character soul that It
cont<lminates him completely Ya.\ily turning him into an ev~ cn~alU~.
From then on. he achieveS a status equivalent to that of a dark elemental,
brimming With sheer evW. A potent evil aura will appear as a result of
supernatural dete<;tion performed on the Dark Being.
Co st : S
Re quire ments: Elal"l 40
SoVL C ORRUPTOR: CharaClers are able to influence people's wuls
perverting their spirits With evil. Even the pu~st of indiv;duals will be<ome
twisted and evil if he should fail an MR Check against the wul corruptor'~
Elan levd plus 60. The effects will be temporary unless the victim fails for
over 40 points. II is necessary to talk or look Into someone's eyes fOf"
a long period of tin1e to corrupt them. Those passing the Check Will be
considered immune to the ability for as long as the cor".ptor maintains his
or her Elan level.
Cost: IS
Re quire ments: Elan 50
DEMONIC INCARNATION: Evil transforms the very esSCl1ce of the
characters and turns them into true demons to all praclical purposes.
Demonic In<amation grants characters twice their Elan po ints In DP,
which allOlNs them the chance of <hoeslng any of the supernatural pom:rs
described In Chapte r 26 like a Gnolis 25 creature would.
Cost : 10
Require m e nt Elan 60, Dark Being

GIFT OF EVIL: Uk! an evil magnet, the bearer o f the gift will attract
dozens of creatures al"ld people of a negative nature who will feel sedUCed by
his or her presence. They will not be obliged to obey but will be fascinated
enough by his or her empathy with evil as to be receptive to directions or
suggestions.
Cos t: 10
Re quirement: Elan 80, Dark Being
DEMONIC SVMMONING: This gil'!. establishes a rink between char.Kt~
and the Abbadon demons. aIloMng to summon them br a variety of reasons.
These are supernatural creatures ofvaried natu~ like Lords of the Darllness
at the service of Abbadon or other entities of a markedly CVll nature. None
of them are forced to obey, OOt they generally act guided by blood pacts. in
e>o:hange of souls QI" other items that mar ~ their interesL Whoew!r
calls on these bein~ mar do w on their own behalf QI" simply to connect them
with other Interested parties. Characters will be entitled to one summoning
per month with the option of ~(rin( i ng On<! Elan point per summoning if they
should wish to use the ability further within the same period.
Co st: 15
Re quir e ment: Elan 80
SOUL DEVOURER: AI~ady transformed into a demonic entity. characters
are granted the capability of feedll"lg on the souls of ev il individuals with
which the)' greatly increase their own power. In order to devour a spirit,
the)' must have some right to it, in the form of a pact or other kind of
dominion. Althe time of the individual's death. the devourer claims his or
her rights to the soul and feeds on it Immediately or keeps it for later. The
devourer w ill re<;over 20 LP or Zeon points for every po int the CQl"Isumed
essence had in Power. If the)' are both al~ady at the tOp. the devourer can
increase his QI" he<' own charaClerisoo at a rate of +1 QUt of fIVe Power
points of the consumed soul. This method will not aiiOlN charaClen to pass
15 in any of their attributes, Advant<lges acquired through this gift will vanish
at a one point per dllY rate.
Cos t : 1S
Re quirement: Elan 90
TH E S EED OF TH E D EVIL: Abbadon Is the very essence of darl<.neu. a
primeval evil that even demons fear. This Is why. Ol'lCe the character attains
this level of synchrol"liza~ol"l, he is enabled to pass his ~ unto others. thu~
perverting their sools until the)' are transformed into truly demonic entities.
~ receiving the baptism of eviL will become a Being Between Worlds or
Spirit. with GlIOSis between 20 to 30 and a maximum of 200 additional DP
with which choose Essential Abilities and Powers of supernatural creatures.
The choscn one decides the number of DP and Gnosis level he will endow.
He may later il'lCre;!$e them up to their fuU value if he does not grant them
all at once. The ~ of the devil mar only be granted to really evil people or
creatures who wish to obtain the po.ver it entails.
Co st : 10
Require m e nt: Elan 100

Modifiers
Elan lower than 50
Being swept away by dark feelings
Committing a really evil actiO(l
Spreading evil among a large number of people
Originating evil 01" devil worshipping cults
Leading others into sin

Elan higher than 50


Corrupting a pure person"s heart
Causing a majOl" evil to the world

Elan negative bonuses


Helping others without ~rsonal gain
Committing a really good deed

,,
3

,
l

-,
-6

ORDER AVRA; Characters with order aura are able to make chaos
disappear gradually from their surroundings. Things fall into place and
unusual or strange event:! become less frequent. The effect will also oper.!.Ie
on people with Gnosls lower than 10 in contact with them: they acquire a
greater SC05e of order and a new respect lOr I~
C ost: 10
Req u irements: EJan 60

B
THE PERFECT GOD
Barakielisa pov.oerful Bery1whoirlcamates

the (on<epts of order and perfection. She


think!; of hcrsclf as the greatest and highest of
all powers, outdone only ~ C' lei herself, the
only entity w admires and wonhips. The goa! of her philosophy is to lead
all civilizations into a perfect order of absolute equality. She thinks the
10
achieve this is by establishing strict laws that govern every aspect of human
~fe. She abhors chaos and Instability. and fosters the advanment of the exact
Kiences. like mathematks and me<:hanlcs. She has a ten5e relationship with

war

her sisters; in her opinion all of them are W(!ak and impeded. Her attitude
has caused several opcrl connkts with Mikacl, whose privileged position next
\0 their Masler she covets. She is extremely strkt with her chosen ones and
foliaNers and demands them to maintain a scrupulous order and never 10
ma ke mistakes. Those who fail rarely receive a se<:ond chance 10 please her.
She Is va in and likes to fcel adored In all of the identities she takes on as a deity
of order, law and the sciences. She synchronizes with nard~istic peo~e who
are en~d with great abilities or powers and who above all conduct their
lives in an orderly fa.$hlon. She also fill,(lrs scientist:! and tho5e who worship
her in any of her faces.

List Of Gifts
AESTHEnC5; Whatever the character does is beautiful. This gift
translates Into a $pCCial bonus to the se<:ondary ability Style, equivalent to
the dlaracter's Elan level.
C o st : 5
Re quire m e nts;: Elan 10

A T11V\CT1vt:; Bearers of the gift are capable of awacting attention t0w.Jf"d5


them5eIves ~ they go and 10 raise the inlerest of aD tho5e they meet.
Unfortunately, chanKters can nol help being the center of attention at aD time.
'Nhidl can be either" a benefit or a disadvantage depending on the 5ituation.
C ost: 10
Requi r e m ents: Elan 20
SOENCE KNOWI.EDGE; Thank.s to Barak.iel, characten have a Ya5t
knowledge of all stlenllflc fields, this allows them 10 develop their abilities
bc>'ond common standards The gift w ill endow a special bonus 10 the
secondarr abllitr Science eq uivalent to their Elan level; a character with 40
Elan pol nl$ wou ld get a "'40 bonus to Ched.s.
Co st: 10
Re quire ments: Elan 30
SENSING IMPERFECnONS; It grant:! the possibil ity of stronglr sensing
Imperfuctions In everyone's behavior and bodr. The character will easilr
recognize personality trait:! ill the others such as an unstable or nervous
disposition. a disproportionate face feature. il!-health, etc.
Cost; 10
Req uireme nts; Elan 40
SENSING ORDER; The gift allows characters to pen::eiYe the natural
order of things as well as any chaotic. 01" supernatural alteration In their
surTOUlldings 01" In the people around. The higher the Elan level, the gr'e'ater
the outreach of lhc ability.
C ost: 5
Req u iremen ts; Elan 40
PERFECT BAvrr; Once the gift is granted, the bearer's ph)'sicaI appearance
begins to change sIoNIy until it reaches an unparalleled beaut)'. From then on he
or she will add one point 10 Appearance each week until it gets to 10.
Con: S

Requ ire ments: Elan 50

P ERFECT Bopv; Thegift wi ll operate changes on the bearer's bocIr until it is


translonned Wlto the Ideal prototype of a member of his or her race in !leight.
weighl and proportIOr!S. In this way. characters can reach Inhuman difficu lty
in Checks and no longer be affected by Fatigue (equivaJent to essential Abi lity
Untiring). O n top of this. they will not receive aging negatl.-e bonU5eS.
Cost; 1S
Re quirem e nts: Elan 50. Perfect Bea utr

BARAK.lEl'S EsSENCE: Br the time the dlaracter obtains this gift his or
her essence will be so close to Barakiel that all weaknesses 01" disadvantages
will fade at a rate of one per month until they can be completely ignored.
This Includes negative bonuses of both natural and supernatural creatures.
Cost: 20
Re quirements: Elan 70
VNA5LE To ERR: When (haracters reach this point. they are free from
making mistakes on account of bad luck.. They will no longer be capable
of Incurring into fumbles even with result:! of 01 . 02, 03 (3 result of 10 In
Opposed Characteristic Checks does keep il$ negati.-e bonus)
Cost; 10
Req uireme nts: Elan 70
DIVlNITY IN 8 0DY AND SOVL: This gift will push characters one step
beyond In their physical and spiritual evolution allowing th em to reach an
almost divine perfection In al l aspect:! of th eir being. O nce granted, the gift
causes characteristia to risc al a rate o f o ne point per month until they
reach a natura l base of ten, to which all modifiers or bonuses according
to race art! to be added (In this
a Duk'zarist would have 11 in all of
hls attributes . thanks to the race bonuses). It does not affect those with an
alreadr higher value.
Cost: 20
Requ irements: Elan 80, Perfect Bodr

war.

IMMORTALITY: Whoever reaches this synchronization level will


immediately stop aging alld become immune to any disease or natural
venom. In many ~ the ch.aracter has become an immortal entity. keeping
all of the abilities Inuct along the }"!ars until it dies of violent causes.
Cos t: 10
Requireme nts: Elan 90. Perfect bodr
ABSOlVTE PE~EcnON: Sarakicl's chosen one be<.omes a divine being
whose actions are utterly perfect from the first one to the last. Once
the definitive g,ft has been granted, the charactet" will stop ~Iing dices,
automatically add 100 to all ability 01" resistance rolls and get 1 in characteristic.
rolls. For instance, an)'Qlle with an attack ability of 180 point:! w,1I alwa~ be
considered to have a final result of 280. The 100 in a Resistance Check. does
notlmplr that the dlaracter will pass it automaticallr
Cost: 10
Re quirem ents: Elan 100

Modifiers
Elan lower than SO
Being the object of praise and adm iration on account of his/
her actions
Won.i"Iipplng a divine incarnation of Barakiel
Promoting I<JW and order
Undoing a chaotic situation
Making an Important scientirK advancement
Mak,ng a public d,splay of extraord,nary ability

2
2
3
5

Elan higher than 50


Being consl<le1"ed a djyinitr
Inducing societr Into order and law
Showillg the true meaning of perfection

2
3

Elan negative bonuses


Showing external weakness
Acting Inconsistentlr 01" dlaoticallr
Breaking the laws
Objectivelr failing something Important

-2

-2
-5
-10

CHAOS STIGMATA: This gift proyides characters with an amount of


DP equal to twice their Elan level to be used in ~Iecting any supernatuf1ll
power described In Ch a pte r 26 as if they had a Gnosls S(ore of 25.
Con : 15
Re quirements: Elan 50

The Angel of Chaos is one of the


stnlngesl Lords of DarkneM. His philosophy
digresse'l from the principles of balance that
both the Shajads and the Beryts have uied
to sustain. He is an anarchic efltity who, ironically. shares more doctrines
with Uriel than anyone would care to admiL He is very fickle and will easily
change hiS mind according to his mood. In spite of this. he is has a profound
bond with Gaira. to whom he is totally faithful. Eriol incarnates chaos and
luck. both good and bad. From his standpoinL existence is an infinite ~t
of possibilities within which anything is possible; the truly interesting thing
is to diS(over which of these possibilities will actually materialize. To him,
everything is a game he calls "The Law of Chance." Controll ing it is what
makes the difference between good or bad luck. Tho~ w ho synchronize
with him are people who do not respect other rules except for their (fWn,
and those who trust luck to guide their lives. Throughout history. Eriol
and his agents have inspired several cults aSSOCiated with the principles he
upholds - such as luck, fortune. or even chaos itself.

_-,o:..:""_.J

List Of Gifts
G RA Nn.-.:C M 'SFOil.T\JNE AN D DISGRACE: Wh~r has this
gift Is armed with the ability to Innuence other people's luck (positively
or negatively) In the short term. Intensity and duration can be molded
according to Elan level.
Cost : 10
Re qu irem e nt5: Elan 10
A LTERING T HE LAw O f ( HANCE: This ability exceptionally alters a
character's luck. inCn!aslng his chances of periorming great feats or famng
tasks tragically. Necessary results for obtaining an Open Roll will drop two
degrees for every 20 Elan points <md will extend in one for a fumble. In
this W<rj. someone with 80 Elan points will increase his chances of getting
an Open Roll or a Fumble by 8 and" respectively: he would get an open
result starting from 82 and would Fumble with 7 or less (6 ifhe is a master).
It is up to the character to deCide whether to u~ this ability before rolling
the dice.
Cost: 5
Requirements: Elan 20
SENSING C HAOS: IndMduals with th is gift wi ll supernaturally sense the
altef1ltions in reality taklng place around them. This pe!'Ception will allow them
to notice ~ inten~ty of chaos In the surrounding area or, at times, even in
people. The higher the Ban level, the wider the outreach of the ability.
Cost: 5
Re quireme nts : Elan 30
STEALING LVCK: lila: a parasite. thc character has the power to steal
the fortune of other IndMduals, tcmpof1lrlly benefiting from thc good
luck of the others. Consequently. those dep!'"ivcd of their good luck will
be unfortunate for a short period of time, until their natuf1ll luck comes
back. Methodology varies from bearer to bearer. Some people only need
to touch their vicums: In other cases. a more complex process is required.
Avoiding luck theft requires an Individual to pass an MR Check with a
Difficulty equal to twice the thief's Elan level.
Cost: 10
Re qu ire men ts: Elan 40

CHAOS AVRA: The character's presence strongly innuences his


surroundings. gradually enhancing the existing chaos in the area. When a
chaf1lcter stays in a place for a prolonged period of time. all kinds of unusual
events begin 10 happen. The effects will also be felt by chaf1lcters with a
Gnosis ievellower than 10; the~ individuals will become more chaotic and
lend to ignore laws and roles.
Cos t: 10
Re quire m e n ts: Elan 60
A LTERING FATE: The ability enhances the powers in Conjuring up
Providence. allowing another character or individual to repeat thcir rolls.
forcing a third party to reroll consumes two uses instead of one.
Cost: 15
Re quire m e nt: Elan 70, Conjuring up providence
FORCINC LVCK: By using this ability, characters may force one of the ir
rolls to be automatically Open. regardless of the result. The action must be
dec lared prior to roiling the d ice. There is a once-pergame-session limit
for eve ry 20 Elan points thc charneter has. It can on ly be applied once to
each Chec k.
Cost: 15
Re quire men ts: Elan 80
TRUNCATING FATE: Chaf1lcters are in control of someone else's fate
to the point of predetermining them to fall or to make a staggering wrong
decision in the short term. When this ability is emplo)'ed. targets must pass
an MR Check with a Difficulty equal to twice the Elan of the maf1lcter using
it. failure lurns their next roll Into a Fumble, no matter how high the result
is. In fact. the n:!SUit they get on this roll will constitute their fumble level.
The pooNer will remain active until the vW:tim perlorms an action. or a ful
minute goes by. This gift can be applied to the same individual only once a
day. Truncating Fate will only affect Actions Checks. nol Resistance Cheks.
Cost: 15
Re quire m e n ts: Elan 90
loRD O f CHAOS: Enol's cho~n ones will obtain absolute dominion
CNer chaos. and be ablc to alter the normal course of events as they please.
The gift allows them to control everything that goes on around them
through luck and chance, however unusual or strange it may seem. They
are not capable of modifying the surroundings by producing impossible
events. but they are able to bring about any event chance may originate.
For instance. they could easily cause an active volcano to erupt or have an
old chair fal l to pieces when someone sits d(fWn , but they would be unable
to caure something naturally Impossible to happen. like having someone fly.
The lO'NC r the cha nce there Is for something to happen the mo re time and
effort the Lord of Chaos needs to put into making it come to pass. The gift
does not operate on peopl"s psyche or control their actions.
Cost: 10
Re quire ments: Elan 100. Chaos AUf1l

Modifiers
Elan lower than 50
Ignoring law and orcIc:r
Promoting chaotIC situations
leaving all important event up chance
Showing othcn the Importance of chance
8ehaving anarchically

2
___ 2

5
1

_ _ _2

Elan higher than 50


~

C O N)VFJNG U p P RO\1DENCE: This gift allows chaf1lctCf"S to alter the


law of Chance by repeating one of their roUs and using the second result.
Once the ability is u~. the character is forced to go with the second resulL
even if it Is less fiM>l'3ble than the first one. Conjuring up providence may
be used only once per game session for every 10 Elan points the playcr has .
The same ~ult can not be modified twice.
Cost: 10
Re quire ments: Elan 50

Partially controlling the law of Chance


Unleashing chaos upon the world

____ 2
2

Being completely ruled by chance

Elan negative bonuses


Conducting one's self In an orderly fashion
FolI(fWlng orders or laws
DisregardiT1g (hance

-2
-3
-2

THE SPIRIT O F tMPTIr<E5S


There is 00 Shajad or Beryl 3!;
in=\ItabIe and unfeeling 3!; The Spirit of
Emptiness. Edamiel is separated from the
woMd try her ()NI'l d1oice. and un~ke her
sisters. sne Is not interested in becoming integrated with it. In the begin ning.. Y1e
tried to Incarnate ple3!;u re. the only feeling that brought her some satlsfa<tlon.
Unfortunately. she soon realized nOt even that was enough to nil the YOid she
<arried inside, and Y1e skJv,oty drifted apart from reality until she disappeared.
This is how she ilT.duntarily ume to repre5ef1t abstract notions.-ike ignorance
and oothingness-tl\at neither light nor Oar!<. wanted to pid: up.
In a WZf. she has a vague concept ofhow Impossible it is for lNing beings
to really ach ieve happiness. since however intens.e that feeling may be, it is
meant to fade. According to her. the only way for every being Is to become
on e with emptine~ and disappear forever without guilt, suffering. or grief. All
of her sisters are horrified by her attitude and try to help her, but unti l now,
they have tolerated her without adm itting the great threat Edamiel poses to
existence. Once in a while, she wiU fall back to her old incarnation and s.et
pleasure and desire loose in the world. but Y1e often uses them as emotions to
conlus.e the senses and throw people into nothingness. She has wonhippers
among many cultures, where she has adopted several identities 3!; a deity of
desire and pleasure. Alarmingly. the number of individuals synchronizing with
her Is a lot higher than one would expect-from people gCNerned try worldly
ple3!;ures to lonely bei ngs with no intention of integrating with the world.

List Of Gifts
D E5IMBLE: Something in the bearer of this gift is sexually enticing. Even
without being utractive, characters will awaken the libido and deSire of
everyone arou nd th em. The ability will generally affect those oflhe opposite
sex of the beaN!r morc strongly.
Cost: S
Requirements: Elan 10
P LEASURE AMPLIFIER: Th is gift allows the bearer to increase pleasure
for thos.e he Is If"IYOtvcd with in any WZf. E~n mere lip contact with a gifted
persoo will result in a much more ple3!;urable experience.
Cost: S
Require m ents: Elan 20
TH E V OICE O F P LEASURE: The character' s voice will enrapt ure
everyone listenIng to It for a prolonged period of time. They are allowed
to add their Elan level to the Persuasion Secondary AbIlity when making
Checks for trying to seduce an individual.
C ost: S
Require m ents: Elan]()
FEELING D ESIRE: The character is extremely pen::epti~ to people's
desires and passions. In a way. they are armed with a supern atural instinct
to tune Into those emot ions and guess th clr ca use.
Cost: 10
Requ irements: Elan 40
PSYCHOLOGICAL IMMUNITY: Characters Ios.e a great part of their
emotions and obtain full immunity to the effe.;15 of any p~hological Sute.
If they are being imbued try one supernatura lly, their Elan level can be added
to their Resistance Checks.
C ost: 10
Requi rements: Ela n SO

P ASSIVlTY: Edamiel's es.sen<:e will suppress the will of all those who
talk to the gIfted chara<ter or look into his eyes. Anyone doing any of
the two mUSt pass an MR Check with a Difficulty equal to twice the gifted
person's Elan. or be numbed into complete inca padty. unable to execute
any Active Action or even ma.e. Passl~lty will last for as long as the beare r
remains in the pres.ence of the targets. A new Check will be awarded If the
victims are !he object of an attack or suffer any damage.
Cos t : 15
Requirements: Elan 60
SUPPRESSION: Whoever is gifted with suppression is so close to the
void that he or she can neutralize any action perfonned try those around
them. T he ability permits th e bearer to cancel an Acti~e Action executed by
another Ind ividual during !hat tu rn. as well as any immedi ate event e nsui ng
as a consequence of that action . II the target does not pass an MR with a
DiffKUlty of 140. The allowed frequency is once a week for every 10 Elan
poinl5 of the bearer.
Cost: 15
Requirem e nt: Elan 70. Pluck Feelings AWZf
n .ANSmON To EMPTINESS: Once this point is reached. charac~ are
neither alive nor dead. but somewhere between existence and emptiness.
Their body is really nothing but a shadow of thcir old identity that stili ties them
to the v.ortd and allows for interaction. In this WZf, even though they can stili
suffer physical damage nonnally, IN1 are unat* to die-no maner hoN much
damage they suffer. Even if dec.apitated, they could still pid: up their head and
continue to act (with the corresponding negatives). They are also immune to
any spell or mystical ability that would cause a direct effca of death. This does
not indude $OUkiestroying ~ like S4:vcr the Existence. The ability will not
affect weapons or supernatural attacks with a Presence higher than 160. which
will be able to extenninate the character com pictely.
Cost: 1S
Re quirements: Elan 80

VORTEX: 8y becoming one with Edamiel. characters temporarily turn


their bod ies Into a vortex of nothlngness-a hole in existence itself that
is capable of absorbing all matter. (physical or spiritual) around it. The
effects of the gift are equivalent to the level 90 spell Vo;d from the Path
o f DestroctiQl'I. and it is cast with its Zeonic base V3lue. Urllike the spell.
however. the character will not be swallowed into thc vortex beca use his
own body is the vortex. The ability may be used once a day for every 10
Elan points the character has. It will last for fi~e turns.
Cost: 2S
Require m ents: Elan 90
A RRIVAL OF N On-iINGNE5S: The arriV31 of the chosen one is
pn'Ceded try a series of strange events that will affect anyone living in the
area. little try lillie. creativity will f3de lrom the area. and all things will fall
into obll~lon. The first signs are barely recognizable-although stili somber.
Weeks before. people stop having dreams. artists lose their Inspiration.
and poets are no longer able to write In ~erse. Once th e character finally
arrives. the strength and intensity 01 events are heightened. A$ t ime goes
try, everyone begins to slowly forget their lives until they can not remember
their own names. Then. they lose their emotions until, in the end. they tum
into empty shells without even a $OUI.
Cost: 10
Requirements: Elan 100

Modifiers
Elon lower thon 50
Conductong one's s.e!f with apathy
Surrendering to the pleasures of the fiesh
Dr;rwing someone into the world of desire and pleasure
Completely wiping something off from exIstence
Suppressing an individual's emotions through pleasure

3
3

2
S
4

Elon higher than 50


P LUCKI NG FEELIN GS AWAY: The gift wil l grant the ability to eradicate
a specifK feeling from any given Individual. wiping it completely -ar from
his or her memory and spiriL The subject must be willing to be rid of
the feeling and let the character tear it from within . Once des~. the
emotion can not be felt again .
Can: 10
Requireme nts: Elan 60

DestrD)'lng a great amount of mailer or souls


Dri~ing a population or culture In to desire
Suppre5$ing someone's emotions try fon::ing them to embrace
nothingness
Dri~ing a population or culture into apathy

2
3

flon negative bonuses


Taking decisions that promote people's being active
Repressing one's own worldly des ires or those of the others

-2
-2

THE LAMENT OF DARKNESS


Mcseguis. the Lady of Ven~ance. is the
only Shajad to have adopted a female idCl1tlty.
She is exceptiooally powerfu l and . together
with Jedan. $he ha'i great infJuence on Gaifa.
In her cssenc;e. she ha~ put together some of the ~ and most contr.ldktory
li:!cIirI~ of Man - such as hatn?d. pain. and sadness. However. contr.ll')' to what
one may expect. she has a profound dis/ie br these emotions and is always
trying to spare U5 from !hem. She ~ that forgM"Ig and for&etting is never
a good cure br the very same feelings W incamate$ and ~. II can only
pn:Mde a temporary shelter from hatred and sadness. but it is neYe!' a derlllitiYe
solution . This Is wtry Meseguis is so obsessed with vengeanc;e; according to
the Oarle. Lady. this Is the only true w.rt br achieving peace. So it is that those
consumed with hatred and 5On'OW are able to synchronize with herooly faintly.
while those who really believe in vengearl<:e and are willing to help others In
their vendettas can achieve a lI'\Je communion. Sh<!! Is said to be a melancholy
Cf1tity. often goyerned by her emotions for better or for \oYOr'SC. Sometimes
she will try to protect the ""leak. and at other times. her cruelty will reach
unfathomable proportions even to the gods.

List Of Gifts
SERENITY O F MELANCHOLY: Through this gift. pain and sorrow
Inundate characters. alk ..... illg them to suffer stoically through Situations that
\oYOuld make anyolle lose their composure. This gift will endow characters
with a special bonus 10 Ihe Composure and W lthstalld Paill Secolldary
Abilities equlvalellt to their Elan level.
Cos t : S
Requirements: Elan 10
T HE PATH O F V E1\ GEA NCE: Guided by Meseguls' hand . the gift will
endow , har;!.cters with a natural instillct to sense the best direction to take
on their revenge. This is not to ~ they will know exactly what to do, but
they wi ll always have alleast a due o n where to start looking.
Cost: S
Requirements: Elan 20
EVES OF SoRROW: It al lOW'S char;!.clers to sellse the sorrow and hatred In
people . The higher a character 's Elall level, th e more accurate his ability.
Cost: 10
Requirements: Elan 30
T EARS F OR O THE RS: It ellables charatters to influenc e others by making
their sadness and sorrow more bearable. although not completely taking
It lNr.J.y from them. The more suffering the charactcrs eliminate, the more
sorrow they w ilt throw upon themselves.
Cost: 5
Requ ireme nts: Elan 30
TItAN5.\\ITnNG PAIN: It allows characters 10 pass their cwn feelings of
pain and sormw o n to others (In some uses those close to them). In order
br this to happen. there should be physical contact betweell the two parties.
and the targeted Individual must have failed an MR or PsR Check with a
Difficulty C<jual to twice the Elan of the character uSIng the ability. If the victim
fails the Resistance Cl1eck, he shall be Immediately subject to the Pain State or
be affiicted t:r huge sadness, the intensity of which depends on how deep ly
rooted and strong the origillal emotions are. The ability can be exercised on ly
while the character or somCO!1e they care about Is suffe ring.
Cost: 10
Req uirements: Elan 40
SPIRIT OF VENGEA:-':CE: The nature of a character reaches out like an
aura. Influend ng the people they live w ith for a prolonged period of time.
These Ind ividuals sha!1 become extremely vindictive and act accordillgly
given the slIghtest of opportunities. If the gift bearer's Elan Level Is higher
than 60. they w ill be able to inleMify a spec ific persall'S thirst for n'Ve1lgt'.
Cost: 10
Requ iremen ts: Elan 40

T HE VOICE O F T HE D EAD: It enables charaClers to contact those who


have died In sorrow and suffering. They will only be allowed to hear their
beggillg or to ellgage in actual conYCrsalion depending on their Elan level.
The ability will only WOf"k on spiritli who have nol received The Call1llg yet,
or on spirits of the Wake.
C ost: 10
Require m e nts: Elan SO
DARK AVENGE~: Communion with Meseguis endows the character with
the obscure biessi ng of the Lady of Tears. Nourished by the ?C""'Cr of the
darle.ness, he receives a spedal +10 bonus to every Action leading to revenge.
Cos t: 10
Requirements: Elan 60
T HE VOICE O F PA IN : The words of the character tr.Insmit suffering;
he or she is able to illfflCl pain on those who listen. Listeners are compelled
to pass an MR Cl1eck with a Difficulty equal to the bearer's Elan level, plus
60. to avoid beillg subject to the Paill State at the bearer's command.lftney
fall t:r CNer 40 points, the applicablc negative State is Extreme Paill. Pa~~lllg
the Check three times will afford them Immunity.
C ost: 15
Requirements: Elan 60. Tr;!.nsmitting Pain
BEYOND DEATH Not even death is an obstac/(! for revenge. Even if they die.
characters will return from the great beyond within an undetermined period of
time to fulfm their vendetta. Transformed Into beings ha~ ber.veen life and
death. they shall automatically obtain 300 DP to acquire ?C""'Crs and essential
abilities like a creature with a Gnosis score of 30 WOIJId. Unklrtunately. the
amount of is limited; they willose 1 Elan point each passing ~. When their
Elan points run OIJI. or their reYCngt' is fnaly achieved, they die.
Cost: 10
Re quirements: Elan 70
DAR.K EXECVTOR: Being dose to Meseguis. the gift will increase the
Dark Avellger berms up to +20.
Co st: 10
Requirements: Elan 80. Darle. Avenger
DARK MI RROR: Characters are able to materialize the very essence of
revenge. reflecting on the souls of others their own sins and regrets to
destroy them. Targets will automatically need to pass an MR or PsR. Check
with a DiffKUlty of 140, Effects will vary according to failure Level. Falling
t:r less than 40 will cause Par.alysis while they are assaulted by visions of an
those they have damaged. If a target's Failure level is higher than 40. he shan
be deo.mIreci by his sins and lose his soul. which WIll be tortured ro.. eternity.
Dependillg on the target's own fcelillgs of guilt or fear. the DiffKulty may
be 20 points higher or lower. The ability tan only be performed once per
Individual until a long time has elapsed.
Cost: 15
Requirements: Elan 90
C OMMVN ION W IT}! T HE FALLEN ON ES: Their link to the sp irits who
claim revenge allows the chosen olles to commulle with them, acquiring their
knowledge. ablli\i.es, and p<)W(!rs in the process. hting as a darle. gate to the
great berend, when facillg an opponent, they can InYOke all those souls that
deeply hate the antagonist and desire to get even. Through this act, ctlaracters
are able to galn any power or ability these spirits had when they were alive. or
they can bring them to ijfe as lost souls at their ~e, Communion lasts for
as long as the confrontation lasts, and the powers or spectral manifestations
can only be used against the specifK opponent during combat.
Co st: 10
Requirement: El an 100, the YOice of the dead

Modifiers
Elan lower than 50
Being consumed t:r sorrow or gr ief
Devoting one's entire life to vengeance

8
8

Elan higher than 50


Helping a ""leak person take revenge
Fostering a sense of vengeance In the otheo;
Conwmmatlllg the revenge one has dedicated all one's life to

2
1
4

Elan negative bonuses


Forgiving someone
Illflicting paill or suffering for no reason

-3

_'I

<C~?2,4

8uPERDAt:QR8L PRESEnCE
;CMnltr ,"',.. tM'~

J!.U IU<U .

.ur "",,,.

in Me e>U! ......... tike

As a general rul e, al l supernatural treatures possess a high

Gnosis, given that they are bei ngs whose

9''''',

_~~::i"..,~~~I!~:"~,;j'

NOI all people. crealllres. or th ings haYe the same importance for reality.
There are some individuals who are innately rell':\I3nt to existence; their
acHons and WIshes create a greater impact on the world. It i~ even possible
that there are beings whose mere spiritual presence IS so strong. that they can
control their surroundl ~gs at will.

e~istente

tums out

to be artifiCia l 10 the world. Nevertheless. there are al!iO natural


individuals provided with an uncommon potential fo.- members of
th",jr species. In these u.ses. Ihey are alwar.; ex<eptional subjects,
born with the ability \0 aile<' their destiny and Ihose \0 wl\om Ihey

relate. Finally. there are

entJ~

with a Gnosis

$0

extraordinary thaI

they can only be con~ gods or great Powers in the qes of mortals.
They are almost be)ond the flow of Souls. fo<" which they are abll:' 10 aller

small parts of it as they Wish.

In game lenns. Gnosls Is an amount berwew 0 and 50 (although


theoretically. ;1 is po1Slbie to go higher than that). Depending on the number
PO!.Sessed by an Individua l. Ihey gain various spe<ial Abilities and Advantages.
Naturally. each level include$ the AdvanLlges offered by the previous OJle$. for
example. a being with GnO'lI~ 35 wi ll have aillhe powel'$ of someone
wilh a 25 or 30 Gnosls (except for the Crealion Bonus). We have not
~hO'Wn here all the Innate powers that an entity can have: the GM can
invent his Cffln if he deems It appropriate.

Gnosis ill

player diameters

Heroes. chosen ones. condemned - all pliI)"I':!" d\alOKters haYe a


common chalOKleristlc. Their liV'l':S are never normal. Over the COUI'$e
of game sessions. their path win be continuously filled wilh problems.
unusual circumstances. and other people who. like Ihemselves. are
far from normal. A.$ If this was not enough. their actions will h~
greater repercussion in relevant events. and very often. only the)' w;U
be able to solve what Is wrong.
let's be reallsllc. When a player Is in a town. there exist many
possibilities that he will end up crossing some unforeseen problems.
or that. upon Visiting a YOfcano thai has bIo:en inactive lew ~ars. II
unexpectedly begins to erupt Otherw;se. the sessions would bIo:
boring. since no one W3f11$ to plJ)' a blacksmith who simply spends
his entire life woI1Ung the metal in his shop. Because of this pnnclple.
the plaren are a local point for strange events and unusual Individuals.
among which it is ComlTlOfl 10 fi nd their own companions.
To re~SI':f1t these series of coiMidences. whal i~ recommended
is to attribute a certain amoun! of Gnosis to these characters. thus
showing that they are special. A.$ GM. it i~ up to you (and only to )'Q1.l)
to decide hCffl many polnl$ you are going to hand out 10 each one
of them. Normally. a GM gives each character an In illal Gnosls Score
of 10. Anything less WO\Jld make them common ind ividuals. wh ile a
higher total woukl tum out to be exce~sWe ~ since they would SlOp
being truly human (or Nephlllm).

GlIOsis 0 alld 5
Gnosis 0 Is the equivalent 10 whal natural beings haYe. siMe
their essI':r>(e Is not really linked to magic (in the case of humaO$ and
the great majority of animals). On the other hand. many races of a
mystical nature ~ like elves. th e Dukzari~t. or the Daimah ~ usuali)'
have a Gnosis Score of 5. These are physical being~ with souls that
are he<IVily Influenced by the supernatural. To have thiS leve l of Gnosis
dol':> not provide any type of special advantage.

GNOSIS
GIl<Ws is the measure of how much people can influence the splntual
world with their thoughts.. In some ~ it indicates the power of their
wpematural pre!ience and the Innale ability they possess 10 change the
nalural rules. The greater the GOOSIS of an indi'fiodual. artifact or entity. Ihe
greater relevance his actions will hJVl': In the soul nux and. at the Solme time.
the less he will be innuenced by It. In reahly. Ihis talent has little to do with Ihe
abilities or knO'Wledge a pefWO possesses. It is perfectly possible that there
are first level mystical entitles who have a Gnosis 50 great Ihat their wishes
alter the order of reality.

GlIosis 10 alld 20
These are the amounl$ Ihat more mystical races - like minor splrll$ and
many Bein~ Between Worlds (zombies. elementals. and othef' anlmaled
~atures) - pos=. It Is recommended that characters receive bet~
these amounts (~ferably 10). given Ihat they are singular beings whose
actions stands OUI amongsl their Cffln. The fact that a natural bIo:lng reaches
these levels of Gnosi~ implies that they are much more reiev.!.nt 10 reality.
These levels of Gnosis also do nol grant special abilities. except for those
described in an Interpretive level.

Gllosis 25
Only the most powerful of splriu and Beings 8etwef'!1 Worlds - like
some elementals of consklerable force. great 1pf'<ters, or other similar
creatures - hold a Gnosis of thl5levcl. They are entities whose ~r.c;e ~t<lnds
out intensely because ofilS supernatural power.

Mon ste r Powers: From this point 00, a being can use hi~ DP to freely
develop any Power described In Chapter 16.lfhe goe'l up in level. he can
better the ones he has or (an acquire new ones. even if they are different
to his spede:s or ethnklty.

Gllosis 30
This score re~ts the mosl remaru~ mystical beings in the
world. They hOM: a superior essence and. eve<1 though they are still
linked to the 5001 Flux. they InnuellCe it so that they can feel its
nuctuatlons and tenuously affect some of its elements. Powerful
angels and demons. ancient dragons. or unique beings are
some examples of creatures that posses this Gno~~.
Extended Perce ption: The being perceives the world
in a sl ightly different way. S;,use of his do5eness to the
spiritual plane, he is able to feel the alterationS to reality
in his surroundings and read the aura of peope. This way,
he can e~1y appraise the state of mind of people and can
discern if supernatural abilities h~ been released
(and to what extent) In particUlar places.
El e m e nta l Control: If the creature Is an
elemental. he can partially affect the medium that
he is connected to. Automatically. he innuenees
~ number of elemental Intensities equal to a
third of hIS Gnosis. He also commands a slight
innuence (Wt!r any being of his same element
with a Gnosis lower than his. If he Is root
an elemental. he can dominate any type
of IntenSIty. but this Is ~uced to a sixth
rather than a third of his GIlOSIS score.
Creation Bonus: this grants an
additional Creation PoInt. or 50 extra DP,
to obtain supernatural creature powet's ami
essential abilities.

Gliosis 35
From this point on, creatures do not find
themselves completely submitted to the Soul Flux
and are able to ignore many of Its rules. Their spiritual
power Is extraordinary. so much so that they make
smal l alterations In reality by mere force of their wil l. It
Is the amount of Gnosls that the lower Powers would
have. as well as those beings considered demigods.

Gllosis 40
An entity with GPlOSIS 40 Is essentially a great Power that has no tie to
the earthly or spiritual v..xd. He controls the !.mall C""'nlS of exist('rn:(! as he
~es, moldIng t~ n~ture of things and unfolding minor events. In many
ways. thIS SC~ re~nt beings that almou tou::h divinity.

Auspic e: He is able 10 inOuellCt his surroundings and course of


so that it becomes faYOrable to him. Therefore. he gains an
I '""~;'"' success on any Secondary Ability Check thaI does not
require krKJoYledge or Ihat Is directly ~ by another individual.
Auspke does nol allow him to automatically pass InhumarHevel
DIfficulty Of" higher. In the case of Opposed Checks. he gains
a
bonus (Including Combat Abilities) for every 5 points of
Gnotls aboYe his ad~rsary's.
Antillr. The entity can raise many avatars. projecting ~
part of Ills COI'Isclousness at a dIstance. He create:; ooe for
every 10 points of GJ1()~i~ lie pos:;esse:;. but he i~ unable
to gener.lle tWO of them In the same place . An iMltar has
between 5 and 10 levels below that of the original being.
ami It possesses 15 fewer Gnosis points. Its appearance and
shape Is variable, but its powers and abi lities must at
least appear to be similar in all of hiS incarnations. If
the soul of an avatar I~ somehow destroyed. or il
Is assassinated by a being with a GrlO$iS equal to
or higher than Its own. the entity k>~es the ability
to manifest that iMllar forever.
Creation Bonus: This grants 6 addillonal
Creation Points, or 300 extra DP. with which
to gain supernatural creature powers and
essential abilities.

.'0

GlIosis 45
In a more pronounced wzr than the prevK>uS
level. this score 1$ what those entities usually
caned MgodSM possess. Thee beings completely
Ignore inf\ueflce from the Soul Flux Of the
5piritual world, and they can control a part of it
as they wish. Some of them, although not all. are
also able to grant Elan In a limited wzr (but in general.
it Is ooly mi!'lOr gifts).
W alk Betwee n World s: Being beyond the
Innuence of the Soul Flux. the entity i~ able to mOie
freely between the spiritual world . the material one.
and The Wake. Even If he dies. he can manifest
himself again with all hi~ powers after a certain time
(depending on the nat ure of his death. it can take him
simply a few days to entire centuries) - except jf his
so ul Is destroyed or if he die:; at the hands of someone
with a Gnosis equal or greater than his.
Creation Bonus: This grants 10 additional
Creation Points, or 500 extra DP. with which to obtain
supernatural creature powers and essential abilities.

In flue nce Reality: Exteriorizing his power, the


e<1tity modifIes small aspects of the surrounding reality,
altering at will any Inanimate object with a Presenc<~ less
than their Gnosis <if he had a GrIIWs score of 35. for
exilmple. he could irlnvence things that had a Presence
of 30 or less). He un ooly Influence one object per tum. but
The spiritual power of creatures with GrlO$iS 50 is
JuclieL Ma iclen of
ooly when it is !'lOt In contact with a living being. This ability has a
Light, is ,11) entity with onl~ equaled by to thaI of the greater gods. We are dealing
limit of one...se per d~ for each point of Gnosis posse1Sed.
enormous Splrltu<I! po w er with entitles who are almost omnipotent. whose slightest
Immortal: The entity has surpassed death In many aspects.. and
thoughts or desires can create great changes in the reality
he can ooly be ex:tennlnated under certain 5ptciaI circumstances.
that surrounds them. Although it would be possi~ to
Even if he receives damage that 'M:IU1d reduce his LP lower than the State describe all the abilitIes and powers that this score grants, it is prefer.lble to
!caye it up to the GM's Interpl'etation. In general. they can do anything that
Between Ufe and Death. he will simply remain unconscious until he rec<Wers
they propose 10 do. WIthout regard to their antagonists. Beings with this score
from his wounds. Only beings whose Gnosis is root more than 25 points less
than his wi. be a1:>le to definitIVely klH him. Therefore. to kill a creature with
can grant Elan to their ~lIowers.
Gnosis 15 requires someone WIth a score of 10 Of more. the same W1rf a being
with.oW would ooly die at the hands of an indIvidual that possessed 15 points.
C reiltion BOnU I: This grants 1S addltiooal Creallon Points. Of' 750 exIra
Prese nce: their mere presence modifies their surroundings, making it
DP. WIth whkh to g~ln supernatural creature powers and essential abilities.
akin to their nature. For example. a dark elemental with Gnosis 35 or greater
would Innuence the environment turning il dark and somber.
CreatIon Bonus: This grants 3 additional Creation Points. or 150 extra
DP. 10 gain supernatura l Creature powers and essential abilities.

GlIosis 50

<C~~

C0rr:ID10[[ CHBMctlliS_
oA4f'I ....
.At(

11- -IIlr' nlUh<- U

'1 ... 1f1'<

BLACKSMITH

"dse

C ategory Freelance: Leve l 0


Initia tive 45/5: LP 85: AT Leather; Attack 20,
Bloc k 20: W eapons Hammer: Damage 35
AGI: 5 DEX: 6 CON: 6 STR: 6 PER: 5 INT: 5 WP:5
5
Abiliti e s: Notice 20; Search 10; Art 20: Forging 60;
Appraisal 30: Feats of Strength 30; Ride 10: Athleticism
10.
Resistance: PhR 25. DR 25. VR 25, MR 20. Ps R 20.

_~In tfu ""bTl;' -

CHARACTER EXAMPLES
W hen the lime tomes to carry out yo ur job as Game Master, i( will
Ix! necessary for you to create hundreds of non -playe r characters (NPCs)

that Il'Itervene in your game one way or another, In this chapter. we


present a reference guide with many an::hetypes that you will no doubt
find very useful. The following characters that are shown are only generic

prototypes. and you can change them as you wish. depe nding on what
you think is appropriate. AU o f them are equipped with the weapons and
armor that they wOlJld normally use, although nothirlg is stopping you
from Introducing pertinent modifiers. The following records have been
put together withou t taking into account their Creation Poinu. except for
those ar<hetypes with m~tical origins. Therefore. you are free to grant
any of them or simply Ignore them.

Commoll
This category en<ompasses a great majority of normal charaaers.
from simple farmers to high-ranking nobles. They are common people
who do not have the need 10 carry out great feats .

Category Freelance; Level 0


Initiative 40: LP 70: AT NA: Attack 20.
Dodge 20; W ea pons NA; Dilmilge to
AGI: 5 DeX: 5 CON: S STR: S PER: 5 INT: 5
Abilitie s: Ath leticism 20. Jump 20. Climb 20,
Notice 20. 5earch 20. Animals 30, He rbal Lore 30.
Swim 20, Ride 10.
Re sis tanc e: PhR 20. DR 20. VR 20. MR 20. PsR 20.

Cate80ry Ranger; Leve l 0


Initiativ e 50/0: LP 80. AT NA: Attack 40. Dodge 30;
W ea po n s long Bow; Damilge 30
AGI: 6 DeX: 6 CON: 5 STR: 5 PER: 6 INT: 5 WP:5
Abilities: Notice 30. $earth 30. Track 35. Animals 35.
Herbal Lore 35. Athletic;i$m 15. Jump 15. Climb 20. Ride
30. Stealth 30. Hide 30. Trap lore 30. Swim 10.
Resista nce: PhR 20. DR 20, VR 20. MR 20. PsR 20.

C ate80 ry Freelance; Level 0


Initiat ive 40: LP 70: AT NA; Attac k to: Dodge
10: W eapo ns NA; Damage 10
AGI: 5 DEX: 5 CO N: 5 STR: 5 PER: 6 INT: 6 W P:5
Abilities: Dance 20. Ride 20. Stealth 5. Notice
20, Search 20. Hide 5, Art 15. Mu siC 10. Animals 5.
History to, M emorl~e 10. Persuasion 30, App raisal 20.
Co mpos ure 5, Inti midate 5. Strle 20. Leadership 20.
Res istance: Ph R 20. DR 20. VR 20, MR 25. PsR 20.

r.n,w.

MINSTREL
Cate gory Freelance: Level l
Ini t iati ve 55: L.P 80; AT NA: Attack 10; Dodge 20; Weapons
Dagger: Damage 30
AGI: 6 DEX: 6 CO N: 5 STR: 5 PER: 5 INT: 6 WP:5 POW: 6
Abilities: AcrobatiCS 40, Dance 30. Notice 30. Search 30. Disg uise 30,
Art 30. Music 50. Sleight of hand 40. History 30, Persuasion 30. Strle
35. Theft 30.
Resista nce: PhR 30. DR 30. VR 30. MR 35. PsR 30.

MONK
Category Fret-lance; Levell
Ini tiative 45; LP 80: AT NA: Attac k 10: Dodge 10; Weapons
Hands: Damage 10
AG I: 5 DeX: 5 CON: 5 STR: 5 PER: 5 INT: 6 WP:6 POW: 6
Abilities: Notice 30, Search 40, MUSic 35. Science 30, Herbal Lore 40,
History 40, Medicine 40. Memorl~e SO. Pe~uasion 40.
Resistance: PhR 30, DR 30. VR 30. MR 35. PsR 35.

FORESTER
C atego ry Ranger: Level 2
Initiative 60/55: LP l IS; AT Leather: Attack 90:
Dodge 80; Weapons Short Sword; Damage 45
AGI: 6 DEX: 7 CON: 7 STR: 6 Pt:R: 61NT: 5 WP; 5 POW: 5
Abilities: Ride 30. Jump 20. Stealth 40, Climb 30. Notice 50.
Search 50. Hide 40. Trade 50. Trap Lore 40. Animals 40.
Herbal Lore 40, Swim 25. Poisons 20.
Special: Hu nt Module
Resi sta nce: PhR 40. DR 40. VR 40. MR 35. PsR 35.

FAMOUS BARD
C atego ry Freelance; Leve l 3
Initiative 65/65: LP 100: AT NA: Attack 20: Dodge
50; Wea pons Stiletto; D amage 25
AGI: 7 DEX: 7 CO N: 5 STR: 5 PER: 5 tNT: 6 WP:5 POW: 7
Abilities: Acrobatiu 40. Dance 40. Notice 40. Search 30.
Disguise 30, Art 30. Music 80, Sleight of hand 50, History
60. PCf"suasion 40. Strle 55. Theft 30.
Resistance: PhR 40, DR 40. VR 40, MR 45, PsR 40.

SAGE
C ategory Freelance: Level 3
Initiative 55; LP 70; AT NA; Attack 10; Dodge 10;
W eapo ns NA: Damage 10
AG I: 5 DEX: 5 CON: 5 STR: 5 PER: 6 INT: 8 WP:6
Abilities: Notice 30, Search 50, Art 45.
Music 45. Animals 40, Science 100. Herbal
Lore 40, History 100, Medidne 60.
M cmori~c 60. Occul t 50, Pe~uaslon
50, Appraisal 50
Resista nce: PhR 40, DR 40. VR 40.
MR 40. PsR 40.

Category Freelance; Level 3


Initiative 65/25: LP 105: AT Hardened Leather: Attack 40; Block
40; Weapons Hammer; Damage 35
AGI: 5 oEX; 8 CON: 6 5TR: 7 PER: 5 INT: 6 WP:7 POW: 6
Abilities: Notice 40; Search 40, An 80. Forging 180, Animals 60. Feau
of Strength 40. Appraisal 100.
Resisu.nce: PnR 45, DR 45. VR 45. MR 45. PsR 45.

ILLVSTRIOVS NOBLE
Category Freelance: Level 3
Initiative 65/ 60: LP 70: AT NA: Attack 100; Dodge 100; Weapons
Rapier; Damage 45
AGI; 6 DEX; 6 CON: 6 STR: 6 PER: 7 INT; 7 WP:7 POW: 7
Abilities: Dance 50. Ride 30. Stealth 10. Notice 20.. Search 30. Hide
10, Art 20. Hi$lory 20. Memorize 20, Persuasion 40. Appraisal 30,
Composure 20, Intimidate 20. Style 60. Leadership 60.
Resi stance: PM 45. DR 45, VR 45, MR 45. PsR 45.

Tlu{gs
In this section there are various prototypes of ruffia r'ls, thieves. and
killers. They are people that have specialized In carrying out illegal activities
of all kinds. from simple thieving to complex crimi na l activities.

BANDIT
Category Freelance: Level l
Initiative 45/25; LP 80: AT NA: Att ack 70: Dodge 60: Weapons
Club: Damage 30
AGI: 5 DeX: 5 CON: 5 STR: 5 PER: 6 INT: 5 WP:5 POW: 5
Abilities: Athleticism 20. Stealth 20. Climb 20. Notice SO. Search 30,
Hide 40. Appraisal 20, Intimidate 20.
Special : Bandit Module
Re sista nce: PhR 30, DR 30. VR 30. MR 30, PsR 30.

GANG LEADER
Category Freelarlce: Level 2
Initiative 50/ 45; LP 105: AT NA: Attack 80: Dodge 70; Weapons
Short Sword: Damage 40
AGI: 5 DEX: 5 CON: 6 STR: 5 PER: 7 INT: 6 WP:6 POW: 5
Abilities: Athleticism 30, Stealth 30. Climb 10. Notice 50. Search 40.
Hide SO. Appraisal 10. Composure 20. Irltimidate 20.
Special: Barldlt Module
Resistance: PhR 40. DR 40. VR 40. MR 35. PsR 40.

PROFESSIONAL KILLER
Category Assassirl; Leve l 4
Initiative 100: LP 115: AT NA; Attack 120: Dodge 110; Weapons
Dagger: Damage 30
AGI: 8 DEX: 8 CON: 7 STR; 5 PER: 8 INT: 7 WP:8 POW: 5
Abilities: AcrobatiCS 20, Athleticism 20. Swim 20, Stealth 120. Climb
20, Notice 100. Search 80, Disguise 30, Hide 120. Trap Lore 60. Poisons
60. Composure 60.
Special: Assasslrl Module
Resi sta nce: PM 50. DR 50. VR 50. MR 45. PsR 55.

PROFESSIONAL Spy
Category Assassin; Leve l 4
Initiative 90: LP 105; AT NA; Attack 100: Dodge 60; Weapons
Dagger: Damage 30
AGI: 7 DEX: 6 CON: 6 STR: 5 PER: 10 INT: 8 WP:8 POW: 6
Abilities: Stealth 140, Climb 20. Notice 175. Search 140, Disguise 170.
Hide 140, Memorize 40. Trap Lore 70. POISOrlS 70. Composure 70.
Resistance: PM 50, DR 50, VR 50. MR 50. PsR 55.

MASTER EXECVTIONER
Cate gory Assassin: Level 6
Initiative 120: LP 125: AT NA: Attack 150; Dodge 130; Weapons
Short Sword: Damage 40
AGI; 9 DEX: 9 CON: 7 STR: 5 PER; 10 INT: 8 WP:8 POW: 6
Abi lities: Acrobatlu 30. Athleticism 30. Swim 20. Stealth 150. Climb

20, Notice 140. Search 120. DisgUIse 50. Hide 1SO. Trap Lore 80. POisons
100. Composure 80.
Spe cial : Anassin Module
Re sistance: PhR 60. DR 60. VR 60. MR 60. PsR 65.

NINJA
C a tegory Shadow: Level 3
Initiative 90: LP 115: AT NA: Attack 100: Dodge 100; Weapons
Tanto; Damage 40
AGI: 9 DEX: 8 CON: 7 STR: 5 PER: 9INT: 7 WP:8 POW: 6
Abilities: Acrobatics 20, Athleticism 20. Swim 20, Stealth 100. Climb
20. Notice 100, Search 75. Hide 100. Poisons 20. Composure 20.
Special: Ninja Module and Martial Arts (Shotokarl).
Re sistance: PhR 50. DR 50. VR 50. MR 'IS, PsR 55.

MASTER SHINOSI
Category Shadow; Level S
Initiative 115: LP 125: AT NA: Attack 140: Dodge 140; Weapons
Ta nto: Damage 40
AGI: 10 DEX: 9 CON: 7 STR: 5 PER: 10 INT: 7 WP:B POW: 6
Abilities: Acrobatics 50. Ath leticism 40. Swim 20, Stealth 140. Climb
40. Notice 130. Search 100. Hide 140, POisorl 30. Composure 40.
Ki Abilities: Use ofKi, Ki Control, Weight Elimlrlation, Use of Necessary
Erlergy.
Spe cial: Ninja Module and Martial Arts (Shotokan).
Re sistance: PhR 55. DR 55. VR 55. MR 55. PsR 60.

LEGENDARY SHINOBI
Category Shadow; Level 8
Initiative 155: LP 150: AT NA; Attack 200: Dodge 200: Wea pons
Tanto; Damage 55
AGI: 11 DEX: 11 CON: 8 STR: 6 PER: 11 INT: 9 WP:9 POW: 7
Abilities: Acrobat ics 50. Ath'etici~m 50. Ride 40. Swim 20. Stealth 200.
Climb 40, Notice 200. Search 150. Hide 200, Poisons 40. Composure
50. KI Concealment 280.
Ki Abilities: Use of Ki. KI Control, Weight Elimirlation, Use of
Necessary Energy. KI Concealment. False Death. PreseIKe Extrusion.
Aura Extension.
Special: Ninja Module arid Martial Arts (Shotokan).
Re sistanc e: PkR 75. DR 75, VR 75. MR 70. PsR 75.

(VTPVRSE
Category Thief: Level l
Initiative 60; LP 75: AT NA; Attack 50: Dodge 60; Weapons
Dagger: Damage 30
AGI: 6 DEX: 6 CO N: 5 STR: 5 PER: 6INT: 5 WP;5 POW: 5
Abilities: Acrobatics 20. Ath leticism 20. Swim 20. Stealth 50. Climb 20,
Notice 50. Search 50. Disguise 25. Hide SO, Lock Picking 40. Theft 70,
Trap Lore 30. Sleight of harld 30. Appraisal 20.
Resistance: Ph R 30, DR 30. VR 30. MR 30, PsR 30.

SNEAK THIEF
Category Thief: Level 3
Initiative 85: LP 85; AT NA: Att ac k 70: Dodge 120: Weapons
Dagger: Damage 30
AGI; 8 DEX: 7 CON: 5 STR: 5 PER: 7 INT: 6 WP:5 POW: 5
Abilities: Acrobatics 30. AthletiCism 40, Swim 30, Stealth 80. Climb 30.
Notice 70. Search 70. Disguise 30, Hide 70. Lock Picking 60. Theft 100.
Trap Lore 40, Sleight of hand 60, Appraisal 40.
Resi stance: PhR 40. DR 40. VR 40. MR 40. PsR 40.

MASTER THIEF
Catego ry Thief; Level S
Initiative 115: LP 95: AT NA; Attack 110: Dodge 140; Weapons
Stiletto; Damage 2S
AGI: 8 DEX: 8 CON: 5 STR: 5 PER: 8 INT; 6 WP:5 POW: 5
Abilities: Acrobatics 30. AthletiCism 40, Swim 30. Ride 20. Stealth 100.
Climb 30. Notice 100, Search lOa, Disguise 30. Hide 100. Lode. Picking
BO. Theft 200, Trap Lore 50. Sleight of hand 80. Appraisal 40.
Re sistance: PhR SO. DR 50. VR 50. MR 50. PsR 50.

PROFESSIONAL SOLDIER

PRINCE OF THI EVES

Category Warrior; Level 3


Initiative 65/45: LP 140: AT Chaillmall:
Attack 110: Block 110; Weapons long Sword;
Damage 55
AGI: 5 DEX: a CON: 7 STR: 7 PER: 6INT: 5 WP:6 POW: 5
Abilities: Notice 50. Search 30. Feats of 5tre11gth 'IS,
Composure 30,IIltimidate 30. Withstalld Pain 30.
Special: Weapon Module (normally Soldier)
Resistance: PhR 'IS, DR 45. VR 45.
MR 40. PsR 45.

Category Thief: Level 8


In itiative 145/140: LP 125: AT NA: Attack ISO: Dodge
200: We a pons Sho.-t $WOf"d: Damage 40
AGI: 10 Dex: a CON: 6 STR: 5 PER: 11 INT: 8 WP:6
POW: 6
Abilities: A(:robatic.s 70. Athletici5m SO, Swim 40. Ride
50. Stealth 150. Climb 60, Notice 130, Search 130,
Disguise 80. Hide 150. lock Picking 120. Theft 200.
Trap Lore 80. Sleight of hand 120. Appraisal 80.
Resistance: PhR 70. DR 70. VR 70. MR 70. PsR

70.

Figllters and soldiers

Category Acrobatic Warrior. Level 3


Initiative 60: LP 125; AT NA:
Attack
110: Dodge
110;
Weapons Katana; Damage 60
AGI: 6 DEX: 7 CON: 7 STR: 7
PER: 6 INT: 5 WP: 7 POW: 5
Abilities: Notice 35. Sean:h
25, Feats of Strength 20.
Composure 30. Intimidate 30,
W ithstand Pain 20. Stealth 25.
Hide 20. Ride 20. Ath leticism
40, AcrobatiCS 'IS, Sleight of Mild
40. Jump 40. Style 40.
Special: A martial art (Shotokan).
Re$istance: PhR 45. DR 45. VR 45. MR '10.
PsR 45.

Here afe gathered variOUS ar(hetypes related to


military environmel'lts. They are fighters and soldiers

from various places. as wel l as some of their mon.'


(ommon leaders.

MILITIA/TOWN GUA RD
Category Freelance: Levell
Ini tiative 45/25: LP 75: AT Leather: Attack 40:
Block 40: Weapon s Long Sword: Damage 50

ACI: 5 DEX: 5 CON: 5 STR: 5 PER: 5 INT: 5 WP:5


POW; 5
Abilities: Athletkism 20, Jump 20. Climb 20. feats of
Strength 10. Notic:e 30. Search 20. Animals 30. Herbal
lore 25. Swim 20, Composure 10.
Re sistanc e : PhR 30. DR 30. VR 30. MR 30. PsR 30.

C ategory Warrior: Level l


In itiative 50/ 30: LP 100: AT Hardened leather: Attack 70: Block
70; We a pons Long Sword: Dam;lge 55
AGI: 5 DEX: 6 CON: 6 5TR: 6 PER; 5 INT; 5 WP:S POW; 5
Abilities: Notice 30. Sean::h 20. Feats of Strength 30. Composure 20.
Intimidate 20. Withstand Pain 20.
Spe cial: Weapon Module (normally Soldier)
Resista nce: PhR 35. DR 35. VR 35. MR 30. PsR 30.

REGULAR SOLDI ER
C atego ry Warrior: Leve l 2
Initiati ve 55/35: LP 125: AT Studded Leather; Attack 90: Block 90;
Weapons Long Sword: Damage SO
AGI: 5 DEX: 7 CO N: 7 STR: 7 PER: 5 INT: 5 WP:5 POW: 5
Abilities: Noti ce 30. Search 20. Feats of Strength 40, Composure 25.
Intimidate 25. W ithstand Pain 25.
Spe cial: Weapoll Module (Ilormally Soldier)
Re sistance: PhR 40, DR 40. VR 40. MR 35. PsR 35.

Samurai

ELITE SOLDIER

C atego ry Warrior: l evel 4


Initiative 60/ 55: LP 170: AT Breastplate; Attack 125; Block 125;
W eapons long Sword; Damage 60
AGI: 6 DEX: 8 CON: 8 STR: 8 PER: 6I NT: 6 WP;6 POW: 5
Abilities: Notke SO. $earth 50. Feats of Strength 60. Composure 30.
Illtimidale 30. Withstalld Pain 30.
Special : Weapoll Module (normally Soldier)
Resistance: PhR 55. DR 55. VR 55. MR 45. PsR 50.

ELITE KNIGHT
Catego ry We apO II$master: Level 4
Initiati ve 65/ 45/15; LP 170; AT Full Plate: Attack 125: Block 125:
W ea po n$ long Sword/Cavalry lance; Damage 60/ 90
AGI: 6 DE X: 8 CON: 8 STR: 8 PER: 6INT: 6 WP:6 POW: 5
Abilities: Ride 50, Notice 40, Search 20, Feats of Strellgth 40.
Composure 30, Illtlmldate 30. Withstand Pain 30.
Special: Knight Module
Re sistan ce: PhR 55. DR 55. VR 55. MR 45. PsR SO.

PRAETORIAN
Category Rallger; l evel 2
In itiative 50/ 20; LP 105; AT NA; Attack 80. Dodge 80: W eapon s
Short Bow: Damage 40
AGI: 7 DEX: 7 CON: 6 STR: 5 PER: 7 INT: 5 WP:5 POW: 5
Abilities: Ride 30. Swim 30. Stealth 40. Climb 30. Notice 75. Search
75. Hide 40. Track 70. Animals 40. Herbal Lore 20. Trap Lore 40.
Speci;ll: Weapons Module (nonnally HUllt).
Resist;lnce: PhR 40. DR 40. VR 40. MR 35. PsR 35.

K NIGHT
Cuegory W ea pons master: Level 2
Ini tiative 55/35/ 5: LP 135; AT Partial Plate: Att;lck 90; Block 90;
Weapons LOllS Sword/Cavalry Lallce; Damage 55/85
AGI: 5 DEX: a CON: 7 5TR: 7 PER; 5 INT: 5 WP:6 POW: 5
Abilities: Ride 40, Notice 30, Search 10. Feats of Strength 30.
Composure 25. Illtlmidate 25. WithSland Paill 25.
Special: Knight Module
Resistance: PhR 40. DR 40. VR 40. MR 35. PsR 40.

Category Warrior; Level S


Initia tiv e 60/65; LP 180: AT Half plate: Attack 145: Block 145:
W eapo n$ long Sword: Damage 60
AGI: 6 DEX: 10 CON: 8 STR: 8 PER: 6 INT: 6 WP:8 POW: 5
Abilities: Notke 70. Search 50. Feats of Strength 70. Composure 60.
Intimidate 40. Withst31ld Paill 40.
Special: Weapoo Module (Ilormally Soldier)
Resista nce: PhR 60. DR 60. VR 60. MR SO. PsR 55.

C APTAIN/ L IEUTENANT
Category Warrior: Level 3
Initiative 50/ 45: lP 140; AT Breastplate; Attack 110: Bloc k 110;
W ea pons l ong Sword: Damage 55
AGI: 5 DE X: 8 CON: 7 5TR: 7 PER: 6INT: 7 WP,8 POW: 6
Abilities: Ride 30. Notice 50. Search 30. Feats of Strength 25,
Composure 30. Illlimidale 30. Withstalld Pain 30. Leade~hip 50.
Spe cial: Weapoll Module (normally Soldier)
Resi stance: PhR 45. DR 45. VR 45. MR 45. PsR 50.

Category Warrior: l evel S


Initiative 65/60: lP 160: AT Breastplate: Attack 130: Block 130:
W eapons long Sword: Damage 55
AGI: 6 DEX: 8 CON: 7 STR: 7 PER: 7 INT: 8 WP:8 roW: 8
Abilities: Ride 40, Notice 60, Search 40. Fem of Strength 35.
Composure 40. Intimidate 40. Withstand Pain 30. leadership 100.
Special: Weapon Modu~ (normally Soldier)
Resistance: PhR 55. DR 55. VR 55. MR 60. PsR 60.

Mystics
Here IS an anOrlment of prototypes for warlo<h. spellcasters.
summoners. and other characters related with the supernatural.

WOLF
C ategory freelance: Level l
Initiative 60; LP 105: AT NA: Attack 60: Dodge SO; Weapons
Natural: D amaae 50
AGI: 8 oEX: 6 CON: 7 5TR: 8 PER: 10 INT: 3 WP:5 roW: 5
Abilities: Stealth 50. Notice 70. Search 35, Hide 50. Track 50. Jump 20.
Intimidate 20. Climb 20. Swim 20.
Special: Natural weapons: Fangs and claws (Thrust), Acute .sense:
smell.
Resistance: PhR 35. OR 35. VR 35. MR 30. PsR 30.

COMMON H ORSE

ApPRENTICE
Category Wizard: l evel 1
Initiative 50: LP 75; AT NA: Magic Projection 60
AGI; 5 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 8 WP:6 POW: 8
Abilities: Notice 20. Search 10. Science 20. History 25. Medicine 20.
Memor ize 20. Occult SO. Magic Appraisal 50.
MA: 40 Zeon: 560 Level on Path: 20
Re sista nce: PhR 30. DR 30, VR 30, MR 50. PsR 35.

EXPERT MAGE
C atego ry Wizard: Leve l 3
Initiative 65: LP 85: AT NA: Magic Projection 100
AGI: 5 DEX: 6 CON: 5 5TR: 5 PER: 6 INT: 10 WP:7 POW: 10
Abilities: Notice 25. Search 20. Science 35. History 45. Medicine 35.
Memorize 50. Occult 60. Magic Appraisal 80.
MA: 50 Z eon: 685 Leve l on Path: 40
Resistance: PhR 'la, DR 40. VR 40. MR 65. P<!R 45.

MASTER W,ZARD
Category Wizard: Level 5
Initiative 70; LP 95; AT NA; Magic Projection 130
ACI: 5 DEX: 6 CON: 5 STR: 5 PER: 7 INT: 11 WP:8 roW: 12
Abilities: Notice 60, Search 30, Science 'IS, History SO, Medicine 45.
Memorize 60. Occult 100. Magic Appraisal 110.
MA: 75 Ze on: 1.160 Level on Path: 60
Re sistance: PhR 50, DR 50. VR 50. MR 80. PsR 60.

ARCHMAGE
Catego ry Wizard; Level 8
Initiative 85: LP 110: AT NA: Magic Projection 175
AGI: 5 DEX: 6 CON: 5 STR: 5 PER: 6INT: 12 WP:8 POW: 13
Abilities: Notice 90, Search 40. Science 70. History 70. Medicine 50.
Memorize 70. Oc(ult 130. Magic Appraisal 180.
MA: 90 Zeo n: 1.600 Level on Path: 80
Resi stance: PhR 65. DR 65. VR 65. MR 100. PsR 75.

SVMMONER
Category Summoner: Level 2
Initiative 55: LP 80; AT NA: Magic Projection 10
AGI: 6 oEX: 5 CON: 5 STR: 5 PER: 6INT: 7 WP:9 POW; 10
Abili ties: Notice 30. Search 10. Animals 20. Science 15. History 15.
Medicine 20. Memorize 25. Occult 60. Magic Appraisal SO.
MA: 30 Zeon: 685 Level on Path: 10
Summon: 80 Control: 90 Bind: 85 Banish: 80
Resistance: PhR 35. DR 35. VR 35. MR 60, PsR 55.

All/mats
These are natural animals that can commonly appear in games.

MASTIFF

Spe cial: Natural weapons: Fangs and claws (ThrU5t). Acute .sen5C5 smell.
Re sistance: PhR 25, OR 25. VR 25, MR 20. PsR 20.

Category Freelance; Level a


Initia ti ve 55: LP 95: AT NA: Attack 50: Dodge 50: Weapons
Natural: Damage 45
AGI: 8 DEX: 6 CON: 7 STR: 7 PER: 9 INT: 3 WP:5 POW: 5
Abilities: Stealth 40. Notice 50. Search 30. Hide 30. Track 50. Jump
20. Intimidate 20. Climb 20. Swim 20.

Category Freelance: Leve l a


Initiative 40: LP 300: AT 3: Attack 40: Weapons Natural:
Damage 55
AGI: 10 oEX: 3 CON: 8 STR: 10 PE R: 'lINT: 2 WP:2 POW: 5
Abilities: Athleticism 100. Jump 20, Notice 25, Swim 20, Feats of
Strength 40.
Special: Damage Resistance. Natural weapons: kick (Impac t).
Resistance: PhR 30. DR 30, VR 30. MR 20. P5R S.

BEAR
Cate gory Freelance: Level 2
Initiative 50: LP 760: AT 4: Attack 70; Weapons Natural:
Damage 60
ACI: 6 oEX: 6 CON: 12 STR: 11 PER: 5INT: 3 WP:4 POW; 5
Abilities: Athleticism 60. Jump 10. Notice 30. Swim 20. Track 40.
Oimb 10. feats of Strength 120.
Specia l: Damage Resistance. Superhuma~ physical characteristics: t:::n~
Natural weapons Maw and claws (Cut) limi!~.
Resistance: PhR 55. DR 55, VR 55. MR 35, P<!R 30.

ELEPHANT
Category Freelance: Level 3
Initiative 25; LP 1.600: AT 6: Attack 60: Weapons Natural:
Damage 80
AGI: 5 OEX: 5 CO N: 13 STR: 13 PER: 'lINT: 2 WP:4 POW: 5
Abilities: Athleticism 60, Notice 30, Feats of Strength 140. Swim 20.
Track 15.
Special: Damaae Resistance. Superhuman physical characteristics.
Natural weapons: charge (Impact) limited.
Resistanc e: PhR 65, DR 65, VR 65, MR 'la, PsR 35.

G ORILLA
Catego ry freelance; Level 2
Initiative 60: LP 165: AT 4: Attack 70; Dodge 70: Weapons
Natural; Damage 40
AGI: 7 DEX: 7 CON: 10 STR: 11 PER: 5 INT: 4 WP:4 POW: 5
Abilities: Athleticism 60. Jump 30, Notice 20. Swim 20. Acrobatics 80.
Climb 100. f eats of Strength 60.
Spec ia l: Damage Resistance. Superhuman physical characteristics.
Natural weapons: Maw and claws (Impact) limi!~.
Resist a nce: PhR 50. DR 50. VR 50. MR 35. PsR 30.

IMPERIAL EAGLE
Category freelance: Level l
Initiati ve 50: LP 75: AT 4: Attack 60: Dodge 40: W eapons
Natural: Damage 40
AGI: 6 oEX: 4 CON: 5 5TR: 7 PER: l11NT: 3 WP:5 roW: 5
Abilities: Notice 120. Search 80. feats of Strength 80.
Special: Superhuman physical characteristics. Natural flight 12. Acute
sense: sight. Natural weapons: Oaws (Thrust) limited.
Resistance: PhR 30. DR 30. VR 30. MR 30. PsR 30.

~~u,

CREAt10D. 0F BEID.-=-G..;;;....8_
"t ft-e

Creature citaracteristics

deef hi relUbX frb,(uu6 mm6ter6.

As the GM. It Os your job to decide what the

Characteristics of you r creations are. Use )'O ur own


crite ria to grant the value you cOnSlde\ appropriate to

b ll

't

each u eature and character. Your only limitation consists

in that you (.mnot ass;gn them a value greater than 10.

g~n that to do that you need to invest DP in some of the


............__"'..._ ........olo..;.:;;._..,,;:!:t~'III....ii""..~-...~ Essential
Abilities that allow you to exceed th at amount

80th animals and supernatural (reatures are governed by rules slightly


different to what normal characters use. In addition to the generic N PC

Gnosis

and the monster compendium in the following chapter. in this section you

Determining the Gnosis of the entity is very impor tant. You have to
give it a certain amou nt depending on its innate power. If you intend to
create a natural being without special abilities (like an exo tic an ima l) the
most logical thing would be to give it O. while if you are dealing with a
creature with mystica l powt!rs. yo u can ass ign it something between 10 and
20. W hen you want it to possess a much more powerful essence, give him
even more points. The main function of G nosis in the creation of bei ngs is
to indicate which powers it has access to and which o nes he does not.

will find all the steps needed to create your own creatu res so you can use

them in your games.

STEPS T8 TAKE
Developing a creature is similar to cre3ting a character. although some
mod ifications are introduced to the method described in the Player's BoOk.
The first step is to de.::kle what type of eI1tity you are going to conceive. For
t hat. you will have to determ ine the amount of Gnosis it will have and clas sify
it under OM of the three general typologies: Natural. Between VIIorids and
Spiritual. As we w ill see later. each one of them has certain special pecu liarities.
Now. give it a Level . choose its Class. and buy its Essemial Abilities. Finally.
invest the DP that)'Ou consider appropriate to acquire its Powers and, from
that point on. develop it as If)'Ou were dealing with a normal charncter.

The Creation of Beings Tltrolig/l Magic


Some spells allows a caster to create magical beings using the ru les from
this chapter. HOW'eVCr, there are \VIO important limitations that they must
follow in comparison to t he creatures that the GM creates. First. given that
they are magical creatures conceived from spell5. they cannot develop their
Knowledge.related or Intelle.::tual se.::ondary abilities above the value of their
creator, and neither surpass him in Summon ing abi lities. Naturally, it is also not
possible for them to understand spells that their lord does no t know. There
is also the probk!m of their chamcteristics. Given that it is the wari()(k himself
who deckles its values. instead of throwing dice or choose them freely. he has
to acqu ire them by investing DP in them . just as it is indic.1ted in Table 81 .

TABLE

81:

CHARACTERISTICS IN MAGICAL BEINGS

Charactertsdc

DP ec.t

10

Gnosls

10

15

11

20

12

30

13

40

14
15

50
60

15
25

Unfortunately. a caster does no t have the ability to choose all of the


abil ities of his creatio n with complete accuracy. given that magiC tends to
normally be unpred icta ble . When he casts one of these spells. the GM has
the ability to freely di stribute between 100 and 200 DP of the creature.
This W<rj. he can give it the Abilities. Advantages and Disadvantages thaI he
co nsiders necessa ry.

Box

XVll1:

CREATION Of BEI NGS

-DCcide on the type of being and his Gnosis


2-Grant him a level and select his Class
3-Choose his elemental tie
4-Acquire his Essential Abilities
5-Choose its characteristics ~
6-lnvest his DP in powers
7 -Spend the rest of the DP normally

TYPES OF BEINGS
The creatures that populate the world can

separated into three

different categories: Natural Beings. Beings Between Worlds and Souls or


Spirits. At the same time, cach one of the them contains thousa nds o f
di fferent entitles. with their own Characteristics, Powers and Abilities. N ext
we wi ll describe each o f those categories.

Natural
These creatures are those that belong by their nature to the real world.
We are dealing with all the races that live in it and are a~ 10 reprodoce on

their own. like humans and animals. Ttlis is also the case of some supernatural
races (Sylvain. Duk'zarlsL Dalmah. etc,) whose essence is mainly material, On
5pile of finding itself strongly linked to the spirit world. To create these type
of beings. )'OU can (noose two different methods; use the rules for pl1r)'eI"
charadef"S, or us(! the ones from this chapter. If)'OU intend to create a humID
NPC or one of the play;lbIe races. use the general rulc$ from Chapter 1. On
the other hand, if)'OU want to develop IDimm or !>imbr creaUJres. use the
ones from this chapter using their DP to access the Essential Abilities that )'OU
deem convenient and their ~st of powers. They can have any Gnosis. but the
be$t thing would be to grant them an amount between 0 and 10.

BetweeIJ worlds
We are dealing with creatures and supernatural entities that find
themselves half way betweef1 the reJI world and that of the spirits. In spite of
having a phfsical form, they are not truly a part of the material reality. They
cannOt reproduce in a natural way. givef1 that their own essence requ ires
for one to be bom a special pro<:ess. like spe<ific events or magkal rituals.
Some examples of this category would be elementals. demons and golems,
although it can also come up that certain exceptional mystical races are found
here, like dragons. Any Being iktw1:!en Worlds must have at least a Gnosis o f
10. They use their DP to acqulrt' their Essential Abil ities and powers. If you
want. you (an make It so that they depend on a certain element. granting
them the advantages and penalties described in the section Elementals.

souls or Spirits
Contrary to what the name might S<lggest. the souls are not only ghosts
or spirits of beings that have passed avat. but also entities that belong by their
nature to the spirit<lal world and who lack a ~ form. They are unique
creatures that cannot reproduce by any means and who'iC birth is due to
very concrete events. TNs 'M;)U1d be the case of many various entities - forest
spirits. living nightmares. OUI$ in sorrow, etc. The creation of souls is the
same to that of Beings Between Worlds. although they possess certain
spe<ial partIC<llarities. first, the souls are intangible by naNre and they cannot
touch or be touched by bodle that are not based on energy or that cannot
harm iL They are Invisible to eYer)OOe that does not have the ability to see
spiritual beings or isn't able to detec;t their energy. and they innately possess
the Essential AbIlity Physical Exemption. Given that they Ia.::k a material
form. they use their f"ower characteristic to cakulate their life Points ;ll5tead
o f Constitutioo (or rather. both attributes are the same with souls). Oppos;te
to physical beings. they do not hold 00 to the State of Between life and
Death if the ir LP r<!ach negative numbers: in this (a5e. they are a utomatically
destroyed. As payment for these advantages, they must invest 100 DP by the
simple faa of being a part of this class of being: or what wou ld be the same,
they have an add itiona l leve l because of it. Their minimum Gnosis is 10.

Living DenJ
The living dead are a special category of entities. We are dealing with
beings that, for supernatural re3$Olls, have abandoned the soul flux in body
and soul. be<oming creaNres that do nol bcloog to the world. They are
divi<!cd into two completely d,ffef"cnt types - animated bodies and spe<lers.
The frst type are bodies thai ....t-.ere allYC beb-e and held a spirit. but thai
now walk the world without hMlg a soul. They are not like goIems or other
animated creatln'S, giYm even those beings possess the spirit of the material
that they are made up of, be that rocks. metals or even the essence of the
elements themselves. On the contrary. the animated MIlg dead completely lack
a soul: empty husks. mere shadows of their past ~fe. The ~ond type of MIlg
dead is the mcm powerful. These are defunct OU1s thai have been summoned
by the flux. but thai rem.m in the v.orid e5Caping its call. Now, their essence has
become completely independent. and they no longer bcloog to reality. If for atrt
reason they are destrnyed. they disappear forever as if they had never e>tisted.
To de\lelop living dead of the fl'"St type. that is to say. anmated bodies
without souls. the same rules for Beings Between Worlds are used. However,
they have \'M) spec;ial charactcrntics; they possess no ~ needs (they gain for
free the Essential Ability Physical Exemption) and they start O\Jt with a level
of Regeneration 0 (whkh means that they never heal their wounds, except
supem~tural means or gaining some form of Regerter.ltion as a power). As
for specters. they use the same ru les as Spiritual beings. If they intend to acquire
the A:::mer Spec tral body, they ooly h<M:! to spend 25 DP for it.

by

ELEMENTALS
An elemental being is a supemat...-al creature whose essence is based on an
eiemenL Therefon!. tl"1ere are certain limitations 00 the list of Essential Abilities
and paN!'f"S thaI they can <hoose. desoibed with eadl specifIC case. To balance
out this disadvantage, it is much easier lor them to acquire p<:merS. thereb-e
any poNe!" they <hoose costs 10 DP less than a being without elemental
bounds. The paN!'f"S that are made up of various selections. like Added
Mystical Effett (that req..ures that Effect as wei as Resi:stance is chosen). h<M:!
their COSts reduced only once and not ~ time that it is chosen. Elementals
haYe a bonU$ of + 20 agaill5l atrt Fl.esistatlCe effects cat6ed by the element which
they are anuned to. and a -20 against the one that is direaly their opposite.
Additionally. any damage based on its opposite is automaticaDy doubled.
Only the Beings Between Worlds and Souls can be elementals. Natural
beings, no mailer how attuned they are to one element or another, have
too much of terrestrial nature.

DAMAGE RESISTANCE
As it has already ~n mentioned in Chapter 9. there are certain beings
that exist that use spial rules for defense, named creatures with Damage
Resistance. We are dealing with beings that. be that be<:ause of their size or
whatever special condltk;x1, do not defend themsef..es from anacks. but rather
they face them absorbing the damage they cause. Let us put as an example a
dragon. Atthough he (an move to iIYOid attacks, what would normally happen
is that they would strikl! him, but thanlu!o his !>ire and protectioo. he would
be able to ignore the damage. Either way. do not coofuse )'OUrself: enormous
creatures are not the ooly ones who can have Damage Resistance. Other
beings. like zombies or goIems. un also be pIKed In Ihis (ategory. In the
following paragraph, we wiN list OUt the two spe<ial rules thaI are used 10
distribute the DP of those creatures that have Damage Resistance.
10 begin with. they do not develop !her lJ> ~ke other creawres do. They
normally calculate their base LP by using !her Connitution (see Table "). but they
increase it through the Multiples of Damage Resistance. an amounl thai is directly
multiplied by the DP that)Oll invest. If. lor example. a being has a Multiple of
Damage Resistance of 5 and spends 100 DP in his life Points. he adds SOO LP
to his base. The Multiple of Damage Resisunc:e is determined by the size of the
creature by the method indicated io Table 82, and not by its ems (although the
innate boooses thaI he gains by level continl.Je to be added). There is no mTlit to
the amount of DP that can be spent to ioo"ea5e the LP of a being with Damage
Resistance. Givefl that the amount of Ufe Points of the creatu res with Damage
Resistance is far greater than those that o f other beings. they multiply by fr.e the
speed of healing that is Indicated by their Regeneration, and the amount of LP
that they obtain through spells or supematur.ll abilities. Se<:ondly. they can ooly

spend a fourtt1 of their total DP 00 their anack ability, given that the ability of
defense is truly a great deal of the resistance that they possess,

Forexample, wecreaka record ota being with Dam~ge Resistance


ot the third level. which will give us 800 DP to spend. Given th<lt
we em only spend q fourth of the DP on hiS Attack Ability. the
maximum amount that we invest in it wiH be 200. In regds to his
LP, that will depend on hiS size and how many DP we U~ to increase
it. iF. for example. if we spend 300 DP and the being is of Middle Size.
and therefore hJS J Multiple of DJmage ResistJnce of 5, he would
have 1,500 (300 times 5) lP to add to his base. If 01] the other
hand he was of Enormous Size. he would have 3,000 add itio nal life
Points, given that his Multiple at Damage Resist-mce would be 10.
The rest oFthe record would be fillee! out normally.

ESSENTIAL ABILITIES
The Essential Abilities are eq ual to the Advantages and Disadvantages
that players (as well as NPCs) gain using Creatio n Points. They are the innate
abilities of the creatures. the characteristics that defi ne their own essence.
The Advantages are gained by investing the DP that its cost indicates. while
th e Disadvantages provide additional DP that ca n be used to acqui re other
Essential Ab ilities or powers. There is no limit to the number of Advantages
or Disadvantages that one can choose for a creature.

Advill1tilges
Below is a list of Advantages that you can select for any type of
creature. Un less its description states otherwise. each Advantage can only
be acqui red once. They are made up of the following clements:
Cost: The amo unt of DP that needs to be Invested.
GN: Is the minimum Gnosis that a creature should possess so as to have
access to said ability.

10

Fatigue Resistance: This Advantage grants two additional points to


Fatigue. It can be acquired several times to gain greater benefits.
Gift: The being is able to use magic. If we are dealing with an elemental.

he possesses a bonus of -+ 20 to his MA on the path that he is attuned


to , and a -20 on the opposite o ne.
Access to a P sychic Discipline: The being can use its PP to acquire
an affinity to a single psyo::hic discipline and use its powers. Fire elementals
ca nnot use cryokinetic powers, and vice versa.
Access to Psychic Disciplines: Same as the one before. except that it
grants access to several d iscipli nes.
Acute Se nse: One of its five senses is especially developed. Therefore.
apply a bonus of +30 to any perception-based Seco ndary Ability Check
that implies its use.
Attuned: The being is attuned to something specifically. from a type of
being to an element. If it is an clement, It receives a bonus of +20 to any
Resistance thai is rolled against effects caused by it. If, on the other hand , it
is a class of creature. any member of said spedes will feel some kind o f tie
towards it. as if it belonged to the same race.
Superhuman Physical Characteristics: It extends the maximum
limit you can choose for physical Characteristics (STR, DEX, AGI, CON
and PER) to a maximum of 13.
Superhuman Spiritual Characteris tics: It extends the maxim um
lim it you can choose for spiritual Characteristics (STR. DEX, AGI, CON and
PER) to a maximum of 13 .
Supernatural Physical Characteristics: The same as the previOUS
ones. except that the maximum limit of the physical Characteristics is
increased to 15.
Supernatural Spiritual Characteristics: The same as the previous
ones, except that it affects the spiritual Characteristics.
Divine Physical Characteristics: The GM can grant any value to the
physical Characterist ic of the being.
Divine Spiritual Characteristics: The same as the previous o nes,
except that it affects the spiritual Characteristics.
Attribute Increased + I: This ability only can be acquired through the
use of spells that gra nt monster abilities or to create racial mod ifjers of a
natural ethnicity. In these cases. they grant a +1 to a Characteristic and it
can be acquired agai n to in crease a different one. It cannot be chosen twice
for the same Characte ristic.
Attribute Increased +2: The same as the previous ones. except that
it grants a +2 to th e Characteristic.
Attribute Increased +3: The same as the previous ones. except that it
grants a +3 to the Characteristic This ability can be chosen again to increase
even further the same Characteristic. and in wt1ich case it grants a cumulative
+1 to the previous bonus. That is to say, it provides a +4 If acquired twke.
a +5 if it ls chosen three times. etc. The base Gnosis of this ability is 15, but
every time it is sele<ted again it increases its value by 5 points.
Unnatural s ize: The GM can increase o r decrease the base Size of the
being by a maximum of 5 po ints.
Ambidextrous: It works the same way as the creation Advantage of
the same name.
Inhumanity: For all intents and purposes. it works the same way as the
Ki Ability that has the same name.
Zen: The being can carry out naturally physical actions that have a
difficulty of Zen and have the full benefits of its Characteristics. It works
like the Ki Abi lity with the same name.
Aquatic Breathing: The creature can breathe underwater without
difficulty.
Without Unconsciousness: The creature can no t become unconSCiOUS,
regardless of what critical res ults or supematural effects ind icate.
Tireless: The creature does not get tired regardless of the amo unt of
physical or me ntal effort exerted. However. because of that, the being
cannot use Fatigue poi nts to increase its physical abilities.
Does Not Breathe: The creature does not require air to live.
Does Not Eat: The creature does not require food to live.
Does Not Sleep: The creature does not possess the physical need to
sleep. It ca n become unconsc ious as normal.
Immune to Natural Pois ons: No natural poison can affect the
creature. However, any harmful substance that comes from a being with a
Gnosis greater than 10. or that has been created through mystic means. will
conti nue to affect it no rmally.
Immune to Natural Diseases: Just like the one before, only that in
this case it's immune to any nat ural disease.
Immune to Climatic Phenomena: No matter how extreme thec limate
is. the bei ng does not suffer any type of problem from bei ng exposed to it.

Phy s ica l Elte mption: This ability represents all of the other reduction
of physlcal needs that have been explained. A being that possesses it
can have any of the foHowll1g advantages: Wit hoot Unconscioosness ,
Tireless, Does Not breath, Does Not Eat, Does N ot Sleep,
Immone to NatoraJ Poi sons, Immone to Natonl Diseases,
Immune to Climatic Phenome na.
Natoral Immonity to an El e ment, Half Damage: The being is
partially immune to the effe<ts caused by a specirlC element. Therefore, ifit
takes damage from \hls type. it is reduced to half. This ability is not effective
if the element comes from, or is gener.tted by. a being that possesses a
Gnosis g~ater than that of the creature. NOI'" will it work against damages
that are produced by Resistance Ched:;s (although in this use. it can apply a
"'40 to its rolls). Regarding clementals, the chosen ooe must be the element
that it is attoned to.
Natoral Immonity to an Eleme nt, Complete: The same as !he ooe
before, exr:ept that the damage au$Cd by the element is completely nullified.
Psychologicallmmonity: The mind o f the lH:ing is not able to feel any
type of ps)"Chological State. Therefore. it is completely immune to ps)"Chic
effeas. like Pain. Fear. Terror. or Rage.

Disadvantages
The following list describ!:s the natural Disadvantages that provide
add itional DP to Invest In other Powers and Essential Abilities. They are
made up of the following elements:
Bonos: The amount of DP that Is gained from choosing that specific
penalty.
GN: Same as in Adval1tages.

Magical il/ld psychic Advantages


These abilities worX exactly the !.lrT1e way as the Ct"eation advantag~
that have the same name. All of them are the e<juiva!cnt to the more bask
abilities that are gained by investing points. They an only be chosen by
Ct"eatures with the Gift or with psychic powers. respectively.

Vulnerable

20

Racial Vice: The creature has some form of natural "ice that it cannot
overcome by any means. Anytime that he has the opportunity to quench it
and it does not, ca uses the being to suffer a -20 All Action Penalty.
Atrophied Member: The IH:lng lach useab le extremities or the ones
that he possesses cannot be used correctly. applying a penalty of -60 to
any phys ical check that requires It. If the members are its legs. apply a - 6
penalty to its Movement Value. It can' t IH: selected by souls.
Racial Fe ar: The creature has an unsurpassable fear to something
specific, for which he suffers said state when found in its presence.
Racial Terror: Same as the ooe beb"e, except apply the State ofTerTOI".
Lack of a. Sense: The creature lacks a sef1se other than sight. and he
annot make perception rolls that require it.
Blind: It does nol possess a sense of sighl. and it does not have some
supematural way to see. It will always apply the penalty of Blindness.
Physica.l Need: The being has a need of a physlcal nature to surviYe.
FOI'" example. il requires something spe<iflC. like consuming iron. within a
determined time period or it suffei"S a cumulative All Action Penalty of -10.
If the need isnt satisfied r:Ner a long period of time, it can even die.
Extre m e Need: Same as the one before. except that if the being does
not carry It out on time, it will die automatically.
Natural vulnerability to an e le ment, SO" more damage: It is
naturally vulnerabie to the damage produced by an element, that in~es
its damage by 50%. Regarding elemental beings. the chosen elemCf1t has to
be the opposite of what its attuned to.
Natoral yolnerability to an element, Double damage: Same as
the one before. except that it doubles the damage taken.
Volnerabl e to a typ e of attack: This means that a specifiC type of
attack produc;es double damage to the lH:i ng. like for example. projectile
or Impact weapons.

eN

Effe ct
nor magic ~ ~ .
Natural knowledge of a path 20 ~~~
raI know~e of a path 40 (mgig!)
Natural knowledge of a ath 60 ~gkal
Naltlral n ~ 0 a pat
C!!Lag;cal

Cost

30

10
15
20

40

25

Natura! knowledge Of::'~e~'~"


it::9:::
0 m;;a,gkal
W le$$ Wtlng ~
dffisgOken casting ~gica2.
p':rOved innate magic (mag!!!.)
Am IIf sustained ower (e!Y'~
Ps hlc atigue re$f$lance (p':!ychlc)
Ps hie Point Rec~4~
lreme concentraUon (ps~ic)
Focus (psychic)
1i:1n'CIiriiUon (I!!ychic)
Passive concentration (psychic)

50

30

20
20
30
30
20
30
20

5
5
5

30
10
20

30

,
,
,
5

N a toral knowled,e of a path: In elemental beings. !he natural


knowledge has to be on that which !hey are attuned to. This advantage
annot be chosen through spells that allow the acquisition of abilities.

Magical a/ld psyclJic Pellilities


These penalties act exactly the Qme as the creation disadvantages that
have the same name. It is necessary ror the being to po~ the Gift or
access to psychic abilities.
Penalties
Oral reqlJiferr\eflt ..~

~ire g~tures ~SI~'"'el),==,

SloW recwery of fI!WC (~


Magic blockage mOl. ical
~cal e~ aus\ion (magi
Action Poe uirement magical
concen t~lc

~hiC ~xhau stion (e..syc~)

ychle consump.:tJon

(PJd!l9

Bon os

GN

10
,
10
5
10
5
30
5
10
5
20
5
10< - -......
10
5
20
5

ActiOIl Area

BASE CREATI0N
Now that you have selected your characteristics. advantages and
disadvantages for tile creature. you will have an idea of what it's going
to be like. Next. given that you know its Strength and Constitution,

calculate its Size and consult Table 82. The d imensions of the be ing are
a very importarlt eleme nt: it is not the same to face an adversary with a
human -nature than another that is a big as a mountain. Depend ing on
its proportions. the creature will find itself in one category or another if)

Some beings are so big that they can natura lly attack w ith an Area
Attack. Their bodies h a~e a dimension that is so colossal that when it
impacl5 it does not affect only one adversary. but rather all of those that
are found within the action radius of its strike. This ability is in nate. and the
being does not need to declare any specific attack nor apply any penalty
to its abil ity when executing it. In the column titled Action Area on the
Table 82, it is indicated if the being po=s the ability to cause Area
Attacks and the range it affecl5.

Table 82. that carries with it some mod ifications to its natural abilities. As
it is described next. there are seven claSSifications that exist;
Minuscule: Less than four inChes tal l.
Small: 8ein~ with the approx imate Sire of a child younger than one

year

of age which . in e ither case. they never exceed two feet.


Medium: Within thiS ample category are found all the creatures whose
Size is similar to that of a human . so much if Ihey are very small or very big.
To have mo re of an approximate idea. they are ai lihe beings thai measure
roughly ~tween two and six feet.
Big: This Size can double that of a tall human.
E normous: It represents be ings that have measurements similar La a
.\.IT1all building or big tree. Genera lly. its height is between 15 and 30 feet.
and can include creatures such as elephants. and young dragons.
Giant: This size describes creatures that can easily be compared to
towers or small castles; it is a very broad category that include anything
(rom roughly 40 feet tall all the way up to 300 feet tall.
Co lossal: The maximum size possib le. They are beings as big as
mountains. capable of darkening the horizon. They measure mo re than
300 hundred (eet and they can reach thousands of Ions in we ight.

syeed
like any pla~r charaaer, the Movement Value of the being is determined
by its Agil ity characteristic. Nevertheless, in the column Movement Value
of Table 82 there is a modifier that appears that is added or subtracted to
the base movement of the creature. depending on il5 Size .

Dtlmage Resistance
The last two columns of Table 82 are onl~ used in those cases that
the creatures possesses damage resistance. The colum n Armo r indicates
the base AT that the creature possess. while the second sets its Multip le
Damage Res istance. with which you will be able to calculate its life
points.

Breakage altd Fortitude of natural weayolls


If you are using the optional rules for Fortitude and Breakage, you will
need to know what they are for the natural weapom of the beings created.
In this case. yo u ca n use this reference to calculate it. If a being has Increase
damage as a power, increase by one po int the breaking point of its weapon
for every +10 it has.

Damage

83:

TABLE

Ifit does not use weapons. the base damage that Ihe creature proou<:es
depends on its Size and its fortitude. Depending on the category that it
finds itse lf in . the being will cause a base damage or another. to which its
Strength bonus must be added to . In Table 82 there are two columns that
indicate the base damage that the being produces. If it does not possess
natural weapons. using its extremities or that with which it is provided to
at\Jck, it will use the number indicated in the Phys ical attack column.
If on the contrary it possesses natural weapons. use the number in the
N atural weapo n s column, to which it will add its attribute bonus.

BREAKAGE AND F0RTITUDE

SIze

B~

Miniscule

-4
-2
0
4
8

-Small
Medium
Big
Enormous
Colossal

plus 15 fot Its cha~ctetistic bonus). ,md 75 in the In%lr)ce that it


had a natu~[ weapon (60 fot the weapon plus 15 bec.'tuse of its
Strength).

Initiative
It Is a fact that, the bigger that the creature Is, the more It wil l <ost It to
react at the same speed than be ings of a smaller size and vice versa . While
that. as was seen in th e Player's book, all of the characters possess a base
Initiative of 20 (as ft corresponds to an Medium oong) , that of creatures
can be mOdified depending on its Size. Therefore, the being will have as a
base Initiative the amount indicated in the col umn of Tab le 82.

TABLE

...

82:

Miniscwle

Small
Medium

Blg
Enormous
Giant

THE CREATION OF BEINGS

1 to 3
4 to B
9 to 22
23 to 24

25 to 28
29 to 33
34+

Zac:'
5

10
10

20
30
40

Now there is only one more step to lake before deve loping the record
as you would normally, and it is none other than dec iding what are its
p<l'Ners. The powers are the special abilities that characterize the creature,
the ab ilities that make them different from the rest. You can spend at
maximum ha lf of its total DP in the acquis ition of p<l'Ners.
Keep in mind that some of the powers listed here also have penalties.
This means. that choosi ng that specific disadvantage, its <ost is redlJCed by
the amount indicated. It is not possible to reduce the cost of a power in more
than half of its total value, no matter how many d isadvantages are chosen. For
example. if an Innate spell that costs 80 DP has the penalties of Conditioned
and Requires 10 turns of preparation (which would subtract -SO and -30 DP
respectively), they could only red~e the cost of me powe.- to 40 DP, mat is,
half of its v.l lue. There are also some direct disadv.lntages. like Degeneration

..... 2

-.

MoMtent

NA

30

NA

NA
NA

15-"..

"+2

6O-fee,

+3

100
120

20
19
0
-10

60

140

-20

60

20
28
34

P0WERS

lnltiadft
40

20
30
40

12
16

12
16

Giant

A being with Strength 10 ,lnq with <l Big Size wou[.:! cause <l fin<l[
q~m~ge of35 po ints if It att<lcke<j physlca[[y with Its lxxIy (20 base

Fo<tltu...
4
8

5-feet

-4

-2
NA
NA

.,.."... Annor

....litance
1
2
5
5
10

1
2
3
4

"

8
10

20

of lik. In said case, choosing it grants additional DP to the bei~g. that


you can use to acquire other powers. When at some point you want to
increase the powers that a creature possesses. it is not nec~ry that you
pay all of the DP that it costs you to acquire a new O<1e, 0<11y the difference in
points be~n this one and the one he already has. If. for example. the entity
possesses a M)'Swl flight 6 (with a cost of 40 DP) and wants to increase it
up to Mystical flight 8 (60 DP), It would only need to pay 20 DP. This rule
becomes specially Important in the cases of familiars.
Next )'(Iu will be able to 5ee a list of powers. their cost and the
minimum Gnosis that a creature mllSt have to have a((ess to it. Naturally. it
is completely impo~ible to rel1e<t absolutely all of the special abilities that
can exist, ror whkh if you. as the Game Master. want to develop some that
are not round reflected here. give It the cost that you consider appropriate
taking as a reference those that are shown.

OFFENSIVE ABILITIES
NAT1JRAL WEAPONS
The creature Is pr'Q\llded with natural weapons of any type: claws , jaws,
sharpened tall...or whatever we would like to Imagine for it. In game terms.
it allows the being to use as a base damage that which is indicated In the
column N atura l weapon. corresponding to Its Size o n Table 82. when
It comes time to use any of its attacks. They can be Cut, Impact or Thrust,
depending on what you deem appropriate for its nature . Like in those cases
of disarmed combat. its Initiat ive Is always +20.
Effect
Natural Weapons
Prohibitions: None

Cost
20

Effect
Additional attack With -60 to
Additional attack with - 50 to
Additional attack with -40 to
Additional attack with -30 to
Additional altack with -20 to
Additional attack with -10 to
Complete addiuonal attack
Prohibitions: None

Its final Atlack


iu final Attack
iu final Attack
its final Attack
Its final Attack
its final Attack

Cost

GN

20

0
0
0
5
5
10

30

'0
51)

60

80
100

15

Addition a l atta ck -X to its final Attack.: The penalty that is


indkated by the advantage is that whkh the creature suffers to its base
ability when carrying out iu additional attack. This way, a being with an
offensive ability of 100 that POSS5se5 an additional attack at -20. would
have two strikes per turn. one with ability 100 and the second one with 80.
Both of them will use the same base damage.
Comple t e additional attack: The being can carry out an additional
attack without any penalties to its final Attack.

INCREASED DAMAGE
It means that. for some reaSOIl, the being produces with on e of its
attack a greater deal of damage than would be normal for its siZ('. It can
be Justified by any Imaginable means, like that it has some disproportio nate
claws or it possesses a supernatural power. This ability must be bo ught
separate ly. so in the case that the being can carry out addit)Qnal attacks. the
Increased damage will only modify one of them.

GN

Natural weapon: Allows to use as a base damage that whkh is indicated


in the column N atural weapon on Table 82.

ADDITIONAL ATTACK5
The being can carry oot an additional attack thanks to the fact that he
is gifted with 5econdary extremities or other Similar means. The attaCks
are carried out using the beings 0Wf\ damage, be that what is indicated by
his physical attack Of" that of a natural weapoll. This way. if it is gifted with
the power of Natural weapons, it will carry out iu additional attacks alway<;
using the damage of said weapons. That does not mean that the being that
POSS5seS this ability is using the same type of attack all of the time. Lets
Imagine the case of a dragon; If It has acquired Natural weapons and
Additional attacks it can be perfectly gifted with jaws. claws, tail...and
each attack could represent the use of one of these methods.

Effect
+1 0 to damage
"'20 to damage
"'"30 to damage
- 40 to damage
"'SO to damage
+60 to damage
+80 to damage
+1 00 to damage
+120 to damage
Prohibitions: None

Cost

GN

10

0
0
0
0
5
10

20

30
'0
51)

60
80

20

100

25

120

30

+X to damage: Indicates the amount that is added to the base damage


of one of the beings attacks.

INCREASED REACTION
The beings reaction Is faster than what would seem natura l, for w hich
it adds a bonus to its InitlatlY<!.
Effect
+10 to
natural lnltlatiw:
+20 to the natural Initiative
+30 to the natural Initiative
Prohibitions : None

me

Cost

GN

10
20
30

0
10
20

+X to the natural Initia tive : It indicates the amoont that is added


to the cakulatlon of the Initlatlve of the being in combat, be that using its
physkal weapons. spells or other special abilitieS.

DAMAGE ENERGY
This allows to damage beings that are based on enCf"gy to be harmed
the same as the KI ability Presence Extru sion . It affu all the attacks
il carries out.
Effect

Damage ene'1Y

COlt

GN

10

10

Prohibitions: None

ARfvlOR M ODIFIER
The natural weapons of the being are prepared \0 get past with ease
even the mO$t resistant armor. for which the defender applies a penalty to
his AT. It only affects one of the attacks carr ied out.

Effe ct
Cost
GN
-1 to the defender$ AT
10
0
-2 to the defender$ AT
10
15
-3 to the defender$ AT
ll)
15
-4 to the defenders AT
25
20
-5 to the defenders AT
30
25
P,.ohibitions: None
.X to the defenden AT: It is the penalty suffered by the defender$ AT
against one of the beings attack.

SPECIAL ArrACK
The being has the ability to U$e a spedal attack, different to the ones
that it normally makes. It can be anything imaginable: a supernatural breath
in the shape of a (One, the ability to throw explosive spo~s around itself or
project energy at a distance. It is considered an actiVe action, for which the
creature must have the abil ity to act and renounce during this turn one of
its natura l attacks. to use the spedal attack in its place. It uses the (Om bat
ability of the character (or, In its defect. its Ps~hic or Magic Projection), but
it has an Independent damage to those created by his other attacks. that is
acqul~d using the DP indicated in the section of Damage. It tan only be
used once per day, except if new U 5CS are obtained.
Each one of its possible effects Is gathered In a separate Wlft. only being
able to acqul~ those that are of interest. An altack can cause damage in
a (Oncenlrated area in the being. or rather simply attack at a distance. it Is
even possible that it docs not cause damage and that it creates some type
of mystical effect. a trapping, poisoning ...
As GM . decide freely on what AT the attack Will effect depel'\ding
on Its characteristics: you can choose among Cut, Thrust, Impact, H eat.
Electricity. Cold or Energy.
Cos t
Distante
Up to a distance of 80 fc<:t
Up to a distance of 150 feet
~ to a distante of 300 feel
Up to a disun<c of 800 feet
Ui to a distan(e of 1.500 feet
Up to a distance of one mIle
~ to a distance of fiV'C miles
P to any visible distan(e
Oamage
Sase dilmag.
Base damage 50
Base damage 60
Base damage 80
Base damage 100
Base damage 120
Base d~e 150
Base damage 200
Base damage 2SO

10
20
30
40
>0
60
70

GN

10
15
20
25
30
l5

80

40

10
15
20
25
30

5
10
10
10
15
20
20
25
30

>0
60

80
100

A~,

Sfoot radius
10-foot radius
15-foot radius
W-foot radius
80-fool radius
1SO-foot radius
300-foot radius
An adchlional altack

10
ll)

30
40
>0
60

80
5

10
10
15
ll)

25
30
35
10

60
20
Penoltles
Requires one twn to ~
-10
5
Re<Juire5 2 turn to prepare
-20
5
Requires 3 turn to ~p':are '
-30
5
~ulrcs S turn to prepare
--40
5
P.equlres 10 tum to p~
-SO
5
Prohibitions: If the being is an elemental, the attack is carried out in Ihe
element that it belongs 10.
Distance: It indicates the distance that It can rea(h, For all inte nt and
purposes, It Is equivalent to an Attack spell when it is time to cakulate th e
penalties to defense.

D ;a.m;a.ge: It Indicates the base damage that the altack produc:es.


This amount does not add any type of characteristic bonus.
A,.ea: IndicatC$ the attack radius that the special altack effects. It can
be centered on the being. explode at the end of its trajectory or posses a
(onic form.
An ;a.ddition a l atta(k: The attack tan be used one additional time per
day. It Is possible to acquire this advantage as many times as is desired,
W ithout limits: It can be perfOrmed a limitless number of times a

,,,.

RequIres X turns to prepore (penolty): The being cannot use the


attack in an instantaneous way. The preparation is a passive action. for
which it can be performed while doing other actions.

POISONED ArrACK
The being has the ability to poison its adversaries when it causes them
damage. If the character struck takes damage, he must immediately pass a
VR so as not to be affected by it. ~ poiso n can be put together freely,
using Ihe rules in Chapte" 14. It only effects one of Ihe attacks that being
produc:es, (or which It wi ll have 10 be obtained several times If jt wants 10
use It on additional attacks. If it is desired. it ca n be attached to o ne of its
Speci;a.1 ;a.Uacks. Instead of one of its physical strikes.
Effect
Poison level 10
Poison level 20

Polson level 30
Polson level 40
Polson level 50
Poison level 60
Poison level 70
Poison level 80
f'Qison ~ 90
Polson 1evd100
Prohibitions: None

Cost

10
20
30

40
>0
60

GN

o
o
o
o
o
o
o

80
100
140

ll)

180

30

Poiso n level X : Indicates the level o ( strength of the poison.

10

ADDED M ysnCAL EFFECT


The crt'alUre has supernatural power$ that allows it to submil its
adversaries 10 various esoleric stales, if il is able 10 cau~ them dama~
with one of its anadu. When an individual Is struck by an attack thai cau~
damage and has an added mystical effe<!, he wHi have to pass a Resistance
check 10 iI\o'Old Its effects. !t is on ly added 10 one of the altacks that the
being carries out, for which it will have to be acquired several times if It
wants to be used with addilional auacks.lfills desi red, It can be attached to
a Special attack that the being has instead o f one of Its nalural attacks.
Effed
Resistance
MR. Ot" PhR. 40
MR. Ot" PhR. 60
MR. Ot" PhR. 80
MR. Ot" PhR 100
MR Ot" PhR 120
MRorPhR 140
MRorPhR 160
MR or PhR 180
MR or PhR 200
Effect
Fear
Ter1'"Qr
Pain
Extreme pain

w,,,,,,,,,

Cost

20

30

10

40

B
B

50

60

80
100
120
140
20
60

10

20
10
20
20
20

50

Double damage

60

Unconsciousness
Dominate

100
12ll
140

Do,.,

10
20

20

Slindneu
Deafness
MUle
faSCination
Simple damage

"",

20
25
30
l5
40

40

40
80
20
50
10
10
20
30

Partial paralysis;
Total paralysis

GN

10
10

10
20

10
20
20
25
25

20
20

Madneu

2Q

Ag'

60
60

.,

120
120

20
25

20

10

50

B
20

All Action ~aIrj


Destr"O'f characteristics
Possession
Drain
Half
Complete
",,"1>10

Additional effect
Peno/tJeJ
Conditional effea.
Proh ibitions: None

100
10
-20

eMh point failed on the roll. If it is greater, the madness is permanent. It is


possible to u~ the PsR of the affected to overcome its consequences.
D estroy c haracteristiu: The affected losses a point in one of its
charaaenstks for every ten points that the Resistance check was failed by.
It Is necessary to choose what attribute thiS e ffect will attack. The loss Is of
a permanent nature.
Ponessiol'l: The creature has the ability to pos~ss a corporal form that
Is not its own and introd uce itself Into Its body, subjugating the will of the
host. Whlle it is found within it. It will be able to use Its own abilities as well
as that of its host, although It would need to use the physica l characteristiCS
of the body. Its ability to take damage while with in a physical form. dependS
on Its nature. If we are dealing with a Being Between Worlds, there is the
posSibility that a sharp strike in the place that it is located in can damage
it normally. If it is a Soul. il does not take damage under Converltionai
means. but the phy$iu.1 form that It possesses does. The altacks based on
energy will effect the spirit as well as the Individual possessed. subtracting
Individually the LP of each one. The es~nce attacks can be used against
bolh at the same time or just against one, if and whe!1 the person casting
It Is aware of the situation. The possession Is permanent, but the body has
the right to a new fl.csjstance check every day that goes by. or on every
occas ion In which an action is taken that Is completely against Its nature.
Drain: It al lows the beir"lg to drain the life points that he produces with its
attack. If the affected individual does not pass a Resistance check.
Additiona l effect: It permits to attach new effects to the same
Resistarn::e. making it possible that a single attack can produce various
states at the same time. The add itional effects have a Resistance che<k 20
points less than their initial value, though the defender only has to roll once
againsl them. which allows resisting certain consequences but not otl"ler$.
The order of the effects must be organized depending on their DP value,
placing first tho~ that pos~ss a lesser cost.
For example. one can acqUire the effect Pain with a Resis~llce
0(120, and then it is followecl With the added effect o(Death in the
same attack. USlllg the <!bility o( Mdition;jl effect. The erJt ire process
will orJiy cost 270 DP (40 for the e(fec!y~ln, 160 for death. 60 (or
the Resistance and 10 fot the ~dded effect). Given that the effect
of Death is mote expenSive In DP of the two, It will be considete<\ a
seconqary effect. Therefore, If the creature IS able to caU5e damage
.... ith lb attack, the qefender will need to PiiSS iI f-.1R or phR agamst
120 to avoid the effect of pilin. an<! agamst 100 to pass the one for
death. Therefore, when tolling his check he ob~irJs <! 105. he \'n ll
have ilvolded the automatic .:Ieath. but will find hlln5elf submitted
to terrible pains.
Conditional Effect (penalty,: This means that the being can on ly cause
the effect under an additiona l determ ined circumstance. The condition can
be anything Imaginable. like during the day, know the name of its opponent
or having ImmObilized it with a Trapping.

INCREASED C RI TICAL
The attacks of the b6ng have the ability to cause additional consequences.

10
10

Resistance: Indicates the value of the Resistance 10 be passed. One can


choose to force a PhR or a MR roll. depending on if its origins are pt1ysical
or supernatural.
Effec t : It Is the effect that the targel is submilted to. should It fail its
Resistance check, The general state are those described in Chapter 14.
while the more uncommon ones arc listed In continuation.
Domin ate: The affected individual Is <ompletely under the attackers
control. for an hour for every 10 point difference that the Resistance
required was not passed by. If it is ordered to carry out an action that i~
completely against Its nature, It will have the right or a new Resistance roll
against the same diffkulty.
Death: Should the Resistance check fali. the character dies immediately
once the turn Is r:Ner.
Age: The affected ind"rviduaJ ages a number of ycar$ equal to its level of
failure. The consequences, although supernatural, are permanent.
Madn ess: The affected losses his sanity If he should fail his Resbtance
check. If the level of failure is less than 40, the madness lasts one day for

for which the value of the critical is incn:ased In lhe case that It is produced. It
only affects one of the attacks carried out, so il needs to be acquired several
times If it wants to be used with additional attacks.
Cost

GN
0
0
0

+50 to critical

10
20
30
40
50

60 10 cnli<;al

60

10

+70 to cnucal

'"

20

Effect
+10 to critical
+20 to critical
+30 to critical
+40 to critiul
j

+80 10 critical
+90 to cntlcal
+100 to critical
Prohibitions: None

80
90
100

5
5

30

30
40

+X to critiul: Indicates the amount that Is added to the amount


ca ltolaled for the level or the critical.

SPECIAL TRAPPING
The creature Is prwided with the natural ability to carry out a Trapping
attaCk. be it be<:ause it has tentades. extremities or any other supcmat\Jral
power that allows it to. The attack uses the rules of Trapping maneuvers
dCS(ribed In Chapter 9 on combat. but does not apply any penalties
to i~ offensive abilities in urrying it out. It al$O does not use its natural
charac:teristlu. given that this pc:!'Ner possesses its own Strength value. We
are not dealing with an additional at\al:k. for which it must h.;we the ability to
act and give up this turn one of its nat\Jral attacks $0 as to use the Trapping
Instead. Keep in mind that this ability does not imply thaI the creat\J!"eS
unnot normally use a Trapping maneuver with its conventional attadu.
Effect
Trapping 6
Trapping 8
Trapping 10
Trapping 12
Trapping 14
Trapping 16
Pro hibltion $: None

Cost
10
20

GN

30

"

10
20
25

60
SO

S\Jbterrane an movement: The being digs with ease and It


moves naturally under $Oft earth. like a mole or a worm.
S\Jpenor subterranean movement: Same as the one before, only In
this case the being can go through ~id stone and reach more diffICult areas.
Free movement thro\Jgh nature: It is able to mCNe forward through
jungle and foreS! areas without penalties to mCNement.

0
0

Trapping X: This Is the value of the characteristic that Is used to ca rry


out the che<ks that are compared with the defender.

SVPERNATVRAL ATTACK
This means that the method normally used for attacking by the being is
mystkalln origin, which means that It can only be stopped by using weapons
or means that are capable of nopping energy. It al$O allows the attacks to
be carried OIJt on the AT of EN Ergy. This affects all the being's attacks.

Supernatural Attack
Prohibition, : None

Cost

GN

60

20

Tr!tons possess AqU<lti( Movement

ELEMENTAL ATTACK

AvrOMATIC TRANSPORT

The nalure of the bell'lg causes its atlacks to be carried out by using a
specific element. Those based on fire can anack on the AT of Heat, those
based on Air can att.lck with Electricity. Cut Of" Impact, and those ba~ on
Water on the AT of Cold or that of Impact. This option is not obligatory,
for which the being cal'l continue to attack on the natural AT of its weapon
regardlen of being linked to a certa in element.
Cost
GN
10
10
Elemental Attack
Prohibition$: Elemental beings are obligated In using their own element.

MOVEMENT & TRANSPORT


SPECIAL MOVEMENT
In this section are the gathered the abiliti es of $Ome beings to mCNe
using unusual means.
Effect
~ua\ic

movement
Free mOYemef1t
Movemel1t without ~t
Subterranean mOYefTlent
Su~rior Subterranean movement
Frre movement through nawre
Prohibitions: None

Cost

GN

2ll

0
5

20
10
10
3Q
10

15
0
20
10

Aq\J2Itic movement: It is the ability to ITlO\Ie through aquatic terrain with


complete freedom. It can use its MOYefTIent Value as if it where on land.
Movement witho\Jt w e ight: The being mClYe"S without difficulty OIer
place~ where no physical creature could pass, like to st.lnd on a branch.
walk on water or even on clouds.
Free movement: Is the abi lity to move without respecting any of th e
rules of gravity. as long a~ there is a support point. It grants the ability to
walk on wall~ or even o n the (e ili ng.

In game term~. this ability Is what allows a being to instantly transport


itself from one place to another. The only limitation is that It cannot go
through surfacC$ sealed by energy or of supematural origin. Its Active, for
which It will have to have to ability to tarry out an action to execute it. It
can only be used once per day.
Effect
Dist.lnce
60 feet
150 feet
300 fect
800 feet
1.500 feet
1 mite
3 miles
15 mlle~
60 mite~

000,
An additional time
Unlimited amount of times
PenaltiC$
Requires a t\.Im to prepare
ReqUires 5 turns to prepare
Requires 10 wms to prepare
Through a specific terrain or eicment
Prohibitions: None

Cost

GN

10

10
10

20
40
60
80

100
120
140
160
200
10

15
15
20
25

30
35
35
10

100

35

-10

10
10
10
10

-30
-50

-30

Di$tance X: Indicates the maximum distarn:e that the being can


transport Itself.
Door: The en tity has no special limits at the moment that it transports
Itself. It is able to reach any place that he sets his mind to, even if it is not
realty found in the material wor ld.
An additional time: It allows one more time to tran~port itself per
day. Th is advantage can be used as many times as is wanted to increase th e
num ber of daily uses.

Unlimited times: It c.an be used when~r desired


Requires X turns of preparation (penalty): The being cannot
Instantaneously traosport itself. but rather requires several turns of
preparations to do it. The preparation Is a passive action. for which it cao
be c.arried out while performing other actions.
Through a specific terro ln or element (penalty): The transportation
CiIlInot Just happen, but rather there roeeds to be certain conditions met to be
able to carry it out. It is possible. for example, that a being can only transport
itself through mirrors. or that it has to do it when no one can see it.
INCREASED MOVEMENT
The being has a MOYement Value greater than what its Agility
lodicates.
Effect
Movemeot Value 1
Movemeot Value +2
MO'IICmeot Value' 3
MO'IICmerlt Value +4
Prohibitions: None

Cost

GN

10
20
30
40

0
5

10
20

Movement Valu e +X: It Is the amount that the being adds to its base
movement speed.
NATURAL FLIGHT VALVE
The beiog is provided with extremities that fuoction like wings and allow
it to fly. It has to ke<!p them In a good state, as well as having enough to room
to flap them arod be able to take off. Ifit l1Xeives a critical that prodoces some
kiI1d of ~gative consequence. it is immediately knocked dawn .
Effect
Natural flight 6
Natural flight 8
Natural flight 10
Natural flight 12
Nawral flight 1"1
Prohib itions: None

Cost

GN

40

0
0
0
0
10

00

80
100
120

Natural flight X: lrldlcates the Flight Value at which the being can
transport itself.
MYSnCAL FLIGHT VALVE
Same as the previous one. except that the being can fly thanks to Its
supernatural powers. Therefore. it cao e levate itself unde r any condition
and Is not knocked down. even If It suffers a critical.
Effect
Mystical flight 4
Mystical fl ight 6
Mxstical flight 8
tystlcal flight 10
Mystical flight 12
Mystical flight 14
Mystical flight 16
Penalties
CondttiMal fligtot
Prohibitions: None

Cost

GN

20
40

10

00

20
20
25
30

80

100
120
140
-2lJ

"

"
10

Mystical flight X : Indicates the Flight Value at which the being can
transport Itself through supernatural means.
Conditional f/iiht (penalty): The being can only fly if certain determined
requirements are c.anied out.

RESISTANCES & REGENERATION


IN CREASED PHYSICAL RESISTANCE
The creaturt' Is especially prepared for withstanding physical effects.
Therefore. apply a bonus to Its three Physical resistances (PhR. VR. or DR).

Effect
+10 (0 Resistances
+20 to Resistances
+30 to Resistances
+40 to Re~stances
.. 50 !Resistances

Cost

GN

10

0
0

20

30

10

40

2lJ

SO

30

-2lJ

10

Pen a lti es

Oo!y to one
Prohibitions: None

+X to Resistance: Is the amount that being adds to its PhR. VR and DR.
Only to one (penolty,: The bonus is only added to one of the three.

&

MYsnCAL
PSYCHIC RESISTANCE
It withstands the psychic and supematural preny well. Therefore. apply
a ooous to one of the two Resistances (PsR or MR).
Effect
+10 (0 Supernatural resistance
+20 to Sueernatural resistance
"30 to Supernatural reSistance
~40 to S~rnatural reslSlance
+50 to Supernat~ral resistance
Prohibitions: No ne

Cost

GN

10

10
15
20
25
lS

20

30
40
50

+X to Supernatural resistance: Is the amount that being adds to


its MR or PsR.
PENALTY TO MySTIC RESISTANCE (Penalty)
It is vuloerable to ps)'thic auacks or thOSt' magic In nature. for which it
possesses a penalty to its Resistances in one of the two rlelds.
Penalty
Bonus GN
- 10 to Mag!!; Of ~hk Re$iStance
10
10
-20 to Magic Of ps~hic Resistance
15
10
-30 to M~ or ~)'thk Resistance
20
10
-40 to Magic or ~ Resistance
2S
20
-50 to f.:!yk. or psychic Resistance
: -,.;1
30" -..,,,,,.
Prohibitions: With elemental beir'lgs. the penally to Resistances is doubled
by effects caused by its opposite elemeot.

X to the Resistances: This is the amount that the beiog subtracts to


one of the two Resistances.
REGENERATION
The cn:aturt' has a diffen:nt Regeneration thao prwided by its Constitution.
This amount is not added to its base. but rather it substitutes it.
Effect
Cost
GN
Regeneration 2
10
Regeneration 4
2lJ
o
o
Regeneratloll 6
30
Regeneration 8
40
5
Pgenerallon 10
00
10
Regeneration 12
100
15
Regeneration 14
140
Regenentlon 16
100
25
Regenention 18
180
lS
Regenention 19
2llO
45
Regeneration 20
22lJ
Penalties
It does wor1<. ~nst all attack or condition
-10
0
It only works under certain situations
---40
10
Prohibitions: With elemental beings. the Regeneration does not WOf"k
againSl wounds caused by the opposing element.

so

Regeneration X: Indicates the grade of Regen era lion that the creature
possesses.
It doe. not work aia/nrt an attock or condit/on: Som e type of attack
or condition nullifies the special Regeneration of the being. makiog it that it
recoyers w ith a leve l 1 the wounds that it receives in th is way.

It only works under certoln situations: The Regeneration only


functions againn a certain element or attack. or only if certain determined
things occur.

DEGENERAnON (Pe nolty'


Instead of regenenting. the beings ~I form degenerates daily and
maintains any wounds that It has suffered.
D e ge ne ratio n
Pq,Cl1eI"allon Zero
-10 life points a day
-25 Ufe points a ~
-SO life points a day
-100 life polots a dg
Prohibitions: None

Bonus
30

40
45

50
60

GN
10
10
10
10
10

Rege n e ration Zero: The being does not naturally reo::.rer from the
damage it suffers. needing to use supernatural means to do so.
- X Ufe points a day: Instead of recovering with the pas\.age of time.
the being loses the amount of LP indicated per day.

SPECIAL IMMUNITIES
IMMUNITY
It possesses a natural Immunity against certain phy$ical attacks. some
spells or psychic abilities.
Effe ct
Cost
GN
PhysIca.llmmunity
With any presence
40
15
Preseoc.e less than 80
60
2ll
Preseoce less than 100
80
2ll
PresetKe less than 120
100
25
140
30
Presence less than 140
Presenee less than 160
180
35
Magical Immunity
Zeonic value le~ than 60
30
15
Zeonic value k!ss than 80
40
Zeonic value less than 100
50
20
Zeonic value less than lSO
75
20
Zeonlc value I m n;200
100
25
125
30
Zeonlc value less than 250
Zeonic value less than 300
150
35
Immunity to matrices
Vl:ry DIfficu lt Potential
60
15
Absurd Potential
80
20
Almost lm~ssible Potential
12ll
25
Impossible Potential
140
30
PenaltiM
Conditions
-30
15
Prohibitions: Within elemental beings. the immunity does not function
against attacks Of' effects caused by opposite elements.

"

Physical immunity: The being cannot be damaged by pt,.sicaJ attaCks


that are not based on energy. For ~ supernatural reason. it is comple tely
immune 10 conventional attacks. though it WIll continue to receive the force
of the impacts and suffer the Jog;caJ consequences that those inYOlve. If. for
example, a being with this ability is crushed by something coll~ng on them.
it can remain trapped by the rocks even if these do not harm it in any ~.
The loeCond factor that Influences this ability is the presence needed
10 harm these beings. Sometimes it is necessary fOf' the assailant or the
weapon used to have a certain presence for it to be able to affect the
creature. In that case, the being will continue to be immune to the attacks
based on energy if these do not Ilave suffiCient presence. Attack spells that
can harm energy. and any supernatural ability that affects its R.esistam:es.
always produce e ffects and normal damage on the being.
Magical immunity: It is Immune to the spells that have a Zeonic value
less tllan the one indicated. For example. if it is to spells up to a value of
80. any spell with 90 or more points of Zeon would affect it normally. The
being can Ignore any effect caused by spells, be they directly against him

(like mystical attacks and effects), or those that affect his environment
(like Illuslon5 or modifICations to the temperature). Even so it is possible
that certain sc<ondary consequences can affect it (a fireball can collapse the
roof. cau$lng It damage w<th the debris).
Immunity t o matrices: Same as the previous one. only that In !his
case It Is Immune to the psychic d isciplines that h<woe a potential eqoal to or
less than the one indicated.
Condltiom (penohy): There is some condition that exists that modifltS
the Immunity of the being. It can be anything imaginilble. like only WOI"ks at
nigh{, or that Its assailant does not use projectile weapons against it.

DAMAGE BAR.R.IER
Forsome reason. the being is immune to phy$ical weapons that produce
a base damage that Is low. In game terms. they apply the rules of damage
barrier described in Chapte r 14. This ability does not work against attacks
capable of damaging energy.
Effe ct
Damage
Damage
Damage
Damage

barrie r 4O
barrier 60
barrier 80
barrier 100
Dam~ barrier 120
Damage barrier 140
Damage barrier 160
Prohibitions: None

Cost

GN

5
10

0
0
5
5
10
10
10

15

20
25

30
40

D a m a g e bar r ie r X : It is the amount of base damage that needs to be


caused by weapons so as to harm !he being.

EXTREME V VLNERABILITY (Pe nolty)


It Is exceptionally weak or vulnerable against something that causes
dl$3Strous consequences to it.
Pe nalty
\\JJner.tble 1
A specifk element
Against a ~C;r1C o\?jcc:t
A word or sound
To a generic material
To a rare material
To a ~I'l( e!.ace
~ersona l determined cond ition

Bono

GN

20

10

15
15

10

15

]fJ

15

10
10

20

10

25

10
10
20

20

15

20

10

]fJ

3Q

]fJ

.,

20

15

]fJ

15

Con~uences
Damag~ual to the level of failure
Penalt)': ~ual to tile Icv<:I o f failure
Unconsciousness
Complete p.!!!!rsls
Weakness
D..,,),
Resistance to con
uenees
MR Of' PhR against 1-40
MR or PhR against 160
MR or PhR agalnst 180
MR or PIlR against 200
Prohibitio n s: None

20
20

]fJ

25

]fJ

Vulnerable to: Here are listed the possible elements that the being can
be vulnenble to. It is necessary that afterwards the consequence !hat it
produces Is chosen. In the case that several elements or conditions cause
the same effect on the being. the consequence is only acquired once. It i5
l1eCes\.ary mat the chosen Resistance be greater than what the creature
naturally possesses.
A specifi c ele m e nt: It means to be in direct contact with one of the six
elements: Ugllt. Darkness. Earth. Water. Fire or Air.
Again st a determined object: It is in regards to a specific type of
object, like sacred symbols. m irrors ...
A word or sound: If the being hears a type of sound or a specific word .
like a Whistle. a cllild's laughter. its name ...
A generic material: Uke Iron. silve r, wood ...

A rare m e tal: A very spedflc. one and very uncommon. like stellar
metal. Ghestal wood ...
In a specific place: It suffers this If it finds itself in a spe<:ific place. like
a church. ship. underground ...
A pen; o nal d e t e rmine d condition: It suffers the effect if it faces an
individual that has a determined characteristic. like being a priest. a virgin
woman ...
C o nseque nce s: Here an:: listed the ~ble consequences that the
being will suffer when it faces that which it is vulnerable too. In these
circumstances. It will tIeed to make a Resi5lance che(k so as to not find it5Clf
affected. If il falls the roll. It WOf.Ild Immediately suffer the consequences
until what It is vulnerable to disappears. If it passes it but the (ondilion
continues. It will have to repeat the check INery fIVe tum. It is completely
necessary to choose a Resi5lance for the tondition. The general states are
deKribed In Ch a pte r 14.

ARMOR
PHYSICAL ARMOR.
The being possesses a natural armor of some type. like scales or plates.
that protects it from physical Impacts. It is applied agai nst all the types of
auacks except Ihose that are applied to the AT of Energy. It protects the
same across the entire body. This class of armor can be used in tombination
w ith other layers of connrl!C;ted armor. but it does not prodl!C;e any type
of added penalty to Initiative.
Effe ct

Cost

GN

AT 1
An
AT 3
AT4
ATS
AT'
AT7
AT'
AT'

10

0
0
0
S
10
15

20

30
40

50
60

80
100

120

SOULS
SPIR.ITIJAL ABILInES
The following list gathers a series of powers that can only be acquired
by spirits.
Effect
Interaction with the world
Manifestation
lnumation
Prohibitions: None

C~,

GN

30

30
20
30

20
60

Inte raction .... ith the world: In spite of being immaterial, if it wi5he5
it can touch things in the physical world. It is even able to attack. using its
natural weapons or employing material objects.
Manifestation: It can manifest itself freely when it desires. being seen
and heard by all)' type of person, not only by those that have the ability
to see spirits.
Incarnation: The spirit can materialize in the wor ld at will. taking when
It des ires a corporal form and Interacting like a physical being. Even if it
manifests Itse lf, It still Is Invulnerable to any type of attack that would not
be able to damage energy.

25

30
35

AT 10
140
AT 12
180
Penalties
Limited
- 10
0
Open
-10
0
Prohibiti o n s: Within elementals they do not have protection against their
opposite element.

'"'

AT X: It Is the type of natural armor that the !x-ing possesses against


attacks that are Cut. Impact, Thrust , Heat, ElectriCity or Col d.
Limite d (penalty): It does not protect again $( a determined anack. If, for
examp le, it is limited against attacks that are Cut, the AT would not be able to
be used against it. This penalty can be chosen on more than one occasion.
Open (penalt y): The armor has an unprotected area. Therefore. the
attacks aimed at that area do no enjoy its benefits.

Mvsn CAL A R.MOR.


Same as the one bebre. extepl in this case the ~g possesses a
supernatural aura that especially protects it against mag;c and mystical cflects.

GN

Effe ct

Cost

AT 1
An
AT3
AT4
ATS
AT6
AT7
AT.

10

20

10

30

15

'50"'
60

20
25
30

70
.0

40

35

Prohib ition s : Within elementais ther do not possess protection against


spdls of the opposing element.

AT X: It Is the type of natura l armor that the being possesses against


attacks that are of Energy.

INNATE SUPERNATURAL
ABILITIES
ELEMENTAL OR. IMN\ATER.IAL FORM
The being holds Cflf'tain Innate supematural physical conditions. In the case
that it possesses an elemental form, the creature uses the abilities deKribed
in the spells of physical transformation that appear in the magic IINeI 52 of
each clemental magk path. Mall)' of these spells cause that the damage
received by the opposing element Is doubled, but if the !x-ing is already an
elemental that suffers aggl'3Yoltcd damage against these a!1acks. it does not
Increase the amount of lifc points that are lou for a second time. Keep in
mind that an elemental form 1 not really a spell. so it cannot be magically
deteaed . nor affected by the abilities th at influence spells.

Immaterial fOrm
Elemental form

~""!'-!'~~

Cost

GN

80

)f)

100

)f)

100

'"

10

'"

Conditioned
-20
20
Prohib ition s: Only the lMng Dead can enter a ~ 1Oml. In the case of
elementals. they must always d-.oo5e a IOnn that is in accord with their nature.
Immaterial form : It is naturally intangible and. therefore. it cannot
touch or be touched by physical bodies thai are not based on energy or
that are not able to damag<! It. Naturally, it is immune to any type of attack
that is unable to Impact it.
Elemental form: The being has the abilities des<:ribe<i in the spells for
elemental forms of the magical paths.
Spectral form : The being has the abilities dC5Cribcd in the spell of
necromancy of level 52.
Physical form at w ill: In spite of the natural state of the creature being
what VIJ3S described, if it wishes it can assume a phy!;ical form.
Conditioned (penalty): It only works under a determ ined situation or
if certain requ isites are met .

I NNATE MAGIC
The being has the abiUty to innately cast a spell without the need of
paying its Zeonk value and having the Gift. This spells are linked to its essence.
for which it does not need to recite inontations nor make gestures to use
them. In this case, the COSt In DP varies depending on the Zeonk value that
)'Ou want the: $peI1 to have. To cakulate 1I. add 20 points to the spell Zeooic
cost and to the maintenance that)'Oll want it to have, and the resulting sum is
the cost of DP needed to acquire the ability. Its casting can be an acti\Ie action
or passive, depending on the: spells own nature. The Gnosis needed Is also
variable. and Is cakulated by dividing by two the level of magic for the spell.
and rounded up to the nearest group of fwe. For example. a spell that is level
70 would require a Gnosis of 35 to be able to be cast innately. Each spell is
acquired separ<ltely and can only be used once per day.

We w<lnt <I being that C<ln innately cast the spell ~nish Neg~tlve
Emotions. Although the ~se cost for the spell is only 80, we <lte
gOing to h~ve It C<lst with a Zeonic ~Iue of 120. which acMe<! to the
20 points that this ability ,osts. gets ~ total cost of 140 DP. Given
th~t the spell Is level 40. the being will need to have a Gnosis of 20
to be able to use It.
Innate spell
An additional use
Unlimited

Cost
GN
20+ Variable
5
10
100
30

Conditioned
-30
10
a full turn to pre are
-10
10
~uires 2 full turn lO ~re~
-20
10
Requires 3 full tum to prepare
-30
10
~u!res 5 full tu
to ~
-40
10
Requires 10 full tum to prepare
- SO
10
P rohibitions: In the case of elemental beings, the spell needs to be of
the path that corn:sponds to its element, or in defect. one of free access
that is not closed off to It. If this ability is chosen through a spell of Acquire
Powers or of Creation of beings. it is only possible to choose spells that the
warlock Is capable of using. and he will have to pay its Zeonic cost as well.
as an added value to the spell that he has cast.
~uires

If a warlock wants to trelte ~ water elementl! with


the spell Crelte Undine of level 82, that will be able to
be cast an innate 11 of Protection bubble, apart
from the value of the spell he w111 have p~y the
Etherell Form
40 Zeon points that the Bubble costs.
Innate spell: To calculate its cost. add 20 points to the Zeonlc
va lue of the spell and the maintenance that you want it to have.

An additional use: The spell can be cast an additional time per day.
This advantage can be chosen as many times as is needed to increase the
amount of uses for the spell.
U nlimited: The spell carl be cast as many times as needed.
Conditioned (Penalty): The being is not free to use the spell whenever
it wants. but rather it needs certain conditions to be able to use. It is
possible, fof" example. that it can only be cast at night. or that it needs to
k.now the: name of the person that its going to be used on.
Requires X turns of preparation (PenClIty): The being cannot use the
spell in an Instantaneous way. but rather it needs to prepare it for several
turns. The prepar<ltion is a passive action, therefore during that time other
actions can be performed.

I NNATE PSYCHIC ABILInES


The being possesses an innate pS)'Chic power thaI does not usc the gener<ll
rule fO<" mental abilities. The power chosen acts d irectly with a determined
Potential, whkh means that it does not roll dice nor can it spend PP to
increase its value. Uke In Innate magic, the cost In DP would vary depending
on the Potential with which the power is intended to be used at. To calculate
it, you must also add 20 to half of the final value of the Potential you wish the
Innate psychic power to possess, and the final resu lt is the amount of DP that
Is needed to be Invested. The Gnosis required varies depending 0f1 the level
of the ps)'Chic power. Those of first level require a Gnosls of 5, 1S for those
of second level and 25 for third level. lUi use as an active or passive action
depends on its own nature. Each power Is acquired separatejy and can only
be used once per day. unless additional uses are purchased. In the case that
the spell has a maintenance cost. its natur<ll dUr<ltion is fwe turns. after which
an additional use would be required to make it last another frve more.
Effect
Cost
GN
Innate Power
20+ Variable
An additional use
5
10
80
25
Unl!mlted
PenaJtie5
Conditioned
-30
10
Requires a ruillurn to repare
-10
10
~uires 2 full tum to pn;pare
-20
10
Reo:julres 3 full turn to prepare
-30
10
ulres 5 full tum to ~~
-4
10
Requires 10 full turn to prepare
-SO
10
Prohibitions: The water elemental beings cannot use pyrokinetic powers. the
same ~ that those made of fire will not have access to the cryokinetic ones.

Inna.te power: To calculate its cost, add 20 points to half the IOrce
that you wish it to possess,
An additional u se: The power can be cast an additional time per day.
er maintained during flVC additional turns. This advantage can be chosen as
many times as is needed to IfI(rease the amount of times that it can be used.
Unlimited: The power can be used as many times as needed.
Conditioned (Penany): The being is nol free to use the spell whenevel"
it wants. but rather it needs certain conditions to be able to use. It is
possible. for example. that it can only be cast at night. or that it needs to
know the name of the person that Its going to be used on.
Requires X turnl of pre poratlon (Penalty): The same as in the innate
spells.

Invisibility: In order to see the creature it is necessary to reach a


difficulty of Inhuman in a Notice or Search (heck.
Complete invisibility: The being cannot be seen by any means.
Und etectable against a se nse: It is not possible to detect the being
by a s.pedflC sense other than Sight. that Is to say. with ears. nose. taSte or
touch. It (ould perfectly signify that It produces no noise 01" that it does no!
expd any smell. Arrf perception check used to detect the creature using
only that sense. would suffer a - 140 penalty and would require the ability
to make checks of Inhuman Oifficulty.
Conditioned (Penalty,: It only works under determined situations. or if
certain requirements are met.

AVRA
METAMORPHOSIS
The cn~ature possesses the ability 10 change its aspecl freely.
Effect
Basic metamorphosis
Metamorphosis
Advanced MetamorphoSis
Penalties
Conditioned
Prohibitions: None

Cost

GN

40
60
100

20
25

-20

20

15

Basic metamorphosis: It allows the modifICation of certain bodily


traits In a limited way. like facial factions or the color of it!; skin.
Meta morphosis: It grants the ability to freely modify the physical form
up to double or half of its original size. Nevertheless. the tr.msformation
will not be able to completely ignore the original nature of the being.
Therefore. nothing that needs to breath can become a table. given Ihal it
would lack the means 10 survive in that form. but could perfectly become a
dog. It does not grant any of the: qualities of the imilaled form.
Advanced metamorphosis: It confers the: ability to take any shape
thatlhe creature can Imagine. as long as it Is nol ten times bigger 01" smaller
than its original size. Although il does not gain the abilities of the imitated
form. the creature does gain the advantages that its size gives it. the way it
is indicated on Table 82.
Conditioned ( Pe nalty): It only works und('f' a determined situation or
If certain requirements are met. like having previously seen that in what it
is going to transform into.

INVISIBILITY AND LJNDmcTABLE


These are the powers that allow c~atures to avoid being detected by
others. be that by natural or mystical means.
Effect

Cost

GN

10
l{)
40
80

10
20
20
25

M~tically

undetectable
+50 to Res istances
"'100 \0 ResIstances
+150 to Resistances
"'200 to Resista!'lces
Cr.ameleonic camoufla e
SPlrltual,nvlsjbility
Invisjb1lity
Com~te invisibilIty
Undetectable to a sense
Penalties
Only works under a certaIn mualion
Prohibitions: None

50

10

80
100
50

20
25
30
10

-30

l{)

150

The creature Irradiates a strong magical aura. which automatically


anyone that comes near It. This ability is similar to Added
mystical effects gathered in Offensive abilities. except in this case it is
not necessary to strike and cause damage to affect those that that are found
within its a~a of effect. In game terms. th iS power functions the same Wily
as an automatic spell whose condition comists of being with in the area. If
the Resistance is passed. It is not necessary to make another check until it
leaves th e area and then enters It again.
influenc~

Mystically undetectable: It permits it 10 add the amount indicated


to Resistance checks against any type of detection. be they of a magical or
psychic nature.
Chame leon ic camoufiage: To see the creature. if it finds itself
compk!tely still. reqllires a check of Absurd in Search and Almost Impossible
in Notice. If it mO'Jes. the difficulty drops dOWl1 to Very DiffICult in Search
and Absurd in Notice.
Spiritual invis ibility: It Is completely invisible. except for those beings
that posses the abi lity to see spirits or that reach a difficulty of Inhuman in
their Search check. or Zen In Notice.

Effect
Area
5foot radius
lS(oot radius
30-foot radius
SO-foot radius
ISO-foot radius
3O().foot radius
Resistance
MR or PhR !&alnst
MR or PhR agail'lSt
MR or PhR. against
MR. or PhR. agall'lSt
MR or PhR against
MR or PhR against
Effect

Cost

GN

40

20
l{)

'"

40
60
80
100
120
140

80

25

100
1l{)
140

2S
30

20
30

20
20

40

2S

35

50

25

Terrer

'"
'"

30

'''"

80

25

100
80
120

20
20
30
20
20
l{)
20
20
l{)
30

NO"

Extreme pain
Weakness
Partial paralYSiS
Complete paralys is
R..,
Blindness
Deafness
M,~

Fa'Klnation
Simple damage
Double damage
Unconsciousness
Dominate
Death
Madness

Ag.
PetrlncatJon
All Action Penalty
link an additional effect to the same Resistance
Penalties
AddItional condition
Prohibitions: None

80

35

80

30

60

20

'"

80
40
40
40

'"

100
120
140

''''
40

l{)

20

30
35

80

20
25

140
100
10

20
20

-30

20

30

Area.: Indicates the radius of effect of the ability. take as the center the
creature.
Resistance: Sets the Resistance that is needed to pass so as to ,JI,Qjd the
effect of the aura. You must choose If the being IOrces a MR or PhR check.
Effects: It is the state tr.at someone is submitted to if they are not able to
pass the aura 's Resistance. Its conseque nces are the same as those described
in Chapter 14 or In tr.e power Additiona.l mystical effects.

Additional effects: The same as wrth the Additional mystical


effects. this allows you to link new effecu to the same Resistance alkming
the aura to pnxI!.ICe various states at the same time. The additional effec:u
hiM'! a Resistance of 20 poinu below their initial value. although the defender
onl)' needs to carry out Of\(! cl'le<k against them . which permiu the ability to
withstand some effects and not others. The order of effectS must be made
depending on the Of' value. plac.ing the ones with a lowe<" cost rot.
AdditIonal conditIon (Penalty); It is not enoogh to just be witl'lin the
aura to find on~f forced to mab:- a Resistarn:e check. but rather another
condition must be fulfilled. Maybe it is necessary to look directly at the
creature. or even allac.k it. to have to pass the Resistance check.

See the supe rnatural; This ability functions the same way as the
creation advantage with the same name.

SVPERNATVRAl DrnCnON
This means that the creature has the supernatural ability to locate
things or people that are found around it. if they meet certain determined
conditions. This ability is eqUivalent to Detection spells. It is ne<:essary to
acquire the area of detection. the Resistance and the characteristics of
those that are detected.
Effect

Coste

ON

10
20

10
10

30

15
B

A~.

SPECIAL PERCEPTIONS
SPECIAL MEANS OF VISION
This ability granu creatures advantages when using their sense of sight.
Effect
Night vision
Comy lete night vision
Extrasensorlal viSion
See magic
See matrices
See Se!rits
See the supernatural
Prohibitions: NOrle

Coste

GN

10

20

10

10
10
10
10
10

30

20

30
10
10

Night vision: It allows to redlXe in half any perlalty that is applied due
to natural darkness.
Complete nieht vision; Completely nullifies any penalty that is caused
I1t natura.! darkness. In all effecu and purposes. it sees the same in total
darkness as In lighL
Extruensorial vision: The being ~ not need eyes to perceive that
which is around it. FOf" all intents and PUrpo5eS. it ~feels~ its surroundings
as if it coold see normally. for which it does not apply penalties to its checks
that use vision like conditions of darXness Of" angle of vision. Nevertheless.
it stili (annot s through walls or similar physital obje<:ts.
See magic; It possesses the ability to see magic.
See matrices: It grants the ability to see the psychic matrices.
See spirits: It allows it to see spiriU.

B "',
30 "',
80 feet
150 feet
200 feet
1,500 feet
One mile
Resistance
MR against 100
MR against 140
MR against 180
MR against 220
MR against 260
Detect life
Detect something specifIC
Prohibitions; None

40
50
60
80

10

20
20
25
10
10

20
40
80
120
20

25
10

30

20

15
20

Area.: Indicates the radius of effect of the ability. taking the creature as
the cente!".
Resi5tance: Sets the MR that is needed to be passed to aYOid being
detected.
Detect life; Detecu any source of life that is found within the area.
Detect something specifIC: It granu the ability to locate a determined
characteristk of something. To give an example. the being could locate
generic objecu.like preclooJs stones. 0<" a certain quality in things or people.
like members of royal families. This ability can be acquired several times
taking advantage of the same area and resistance that it already possesses.

~
~
l

"""
~

~,
~

'"

~~~~?C~0~M~:~~~~L
~
in

t,

ieAr it;

imk6l.1t ...y k

~.

trw

~Ir

it

Psychic Potential: The potential that is added to its pspic Checks.


Free PP: The amO\lnt of frff PP that it ~.
D isciplin es: Indicates its DIKipiines and Ps)"(hic PI:w~. If one of
them Is strengthened. its value can be fOund reflec:ted next to iL
Inn ate: The number of Innate Ps)"(hic Powers that the creature
can maintain.
Psychic P rojection: Its offensive and defensive ability using Ps)"(hic

a ..s"",tlr

tM1 11$11'"' tfw

,...Us

"'"'".

f!WUt~.

Esse nti al Abilities! Indicates the Essential Abilities that each


creall.lre possesses. In the great maiorily of cases. they already appear

. , ...; '. ' ::~::'~~ in 11$ attributes and statistics. granting them the abilities the exact
same way that as described In Chapter 26. If one of them requires some
kind of clarification. like Invulnerabil ities or ~aknesses . it is deta iled next
to the explanation of its powe~.
The world of Gafa Is populated by hundreds of supernall.lral creatures
Powers: This Is the list of powe~ and special qualities that are explained
of the most diverse kinds. like elementals. mythical beasts. or spiritu al
carefully after the exp'a .... at'on of the creature's Mod us Operandi. Keep in
entities. Having analyzed the methods to create them in Chapter 26, this
mi .... d that not all the powe~ need to be described. If, for example. a being
chapter describes some of those beings. Of course. they are only a small
has the special power to See the Supernatural. this means it possesses the
amount of the total that exist In Gaia. but for now they will be enough so
gift to disti .... guish splriu. magic, a.... d ps)"(hic matrices. the way that it is
that you can get ar'1 approximate idea of the 'WOrld's unusual inhabitants.
explained I.... Chapter 26.
The deKriptions of the entitles are always structured in the same way.
Special: Indicates the combat maneuve~ or weapons modules that it
gathering its statistJcs first. followed by an explanation of its appearance,
possesses.
conduct. and special abilitJes. Keep In mind that what is reflected in the
Size: Refle<:u the physical dime .... sions of the being.
re<:ords only represenu an ar<:hctype verslon of each creature. If you wiUl
Regeneration: 11$ level of Rege .... eratlon.
)'O\l can lnaease, decrease. or alter Its abilities. as you deem necessary,
Movement Va lue: Its lnOoIement speed.
H
Fatigue: Its fatigue poinu.lfthe word MTireless appear;.. the creature never
gets fatigued. bot it an abo I'IOt invest points to bener its physic:aI abilities.
S econdary Abil ities: The most common skills it possesses. If one of
them appears In cul'Si'Ye. this means that It has some type of special modifier
In the follOWing sectJon the terms that appear in each re<:ord will be
due to its nature or condition.
detailed. All the weaknesses or disadvantages of the beings an' shown In
cursive. differentiating them from their other powers, If one of them does
not have any abilities or special Characteristics in one specific field, they do
not appear in Its description.

Iii

GAME TERMS

Level: Defines the level of the creature.


Category: Indicates what type it Is and . depending on the case, if it is
elemental or undead. N ext to this note there is a val ue that states how
much Gnosls It possesses.
Life Poi n ts: These are its LP. If It uses Damage Resista nce. it w ill also be
Indicated here.
Class: Specifies what Class It belongs to.
Ch aracterinics: Indicates the normal value of the physical and spiritual
Characteristics of the creature.
Resistance: This is the Resistance value that the creature possesses
(PhR. MR. PsR. VR and DR).
Initi ative: This is used to cakulate its Initiative. This can have other
values. depending on the type of attack. that they use.
Attack Ability: Indicates the offensive ability of the being. making use
of its different types of attack. In some instances. certain creatures haYe the
capability to carry out more than one attack per Combat Tum. In these
cases, the Ability that they use to do this appea~ with a -I' symbol after the
pnncipal one.
D e fense Ability: Reflects the value thaI it uses to Block or Dodge
attacks. If the words Damage Resistance are shown. this indicates that the
being defends itself by Damage Resistance.
Damage: It i'5 the Base Damage that ib attacks produce. After each one of
them. the primary and sec:ondary Attack Type that they use is indicated.
AT: The armor with which the creature protec:u itself. If the word
Natural appea~ followed by a numeric value. it uses the same one against
all types of attack. even Energy.
MA: The Magic Accumulation of the creature.
Zeon: The max imum value that Its magic polnu can have.
Magic Proj ecti on: The ability with which it direcu spells. In some cases.
it can be differentiated between it Offens ive and Defe nsive Ability.

cause damage to ethereal 0( immatCl'ial creatures. When they pass


through an organic living being. they cause the effect Spiritual Graze.
Spiritual Graze: The light Claws cause differell1 conseq .. ences in
corporal beings. Their slightest contact is capable of tearing someone's
spirit. which reverberates on the body. ca .. sing deep sores and ukerations.
When a luminary does a successful attack against an organic living being.
It does not produce a IoSii of Ufe !'binl5 in a conventional way. but it forces
il5 target to make a ?hR check against a Difficulty of 120 or suffer damage
equal to the level of dlfferelKe of the failure.
Mys tical Flight: The Luminaries can s.. pematurally fly with a Val .. e 10.
The bonuses granted by this ability in combat are already reflected in their
statistiCs. given that they always ..sc it when fighting.

Lumina!)!.
M INOP. LIGHT ELEM"' -N T
=A
---L- - - - - - - - - - Category: Between WOf"Ids. Elemental 15
Life Po in ts: 1'10
Clan : AcrobatIC warrior
Str: 8 D ex: 8 Ag i: 8 Con: 8 Pow: 8 Int: 6 Wp: 8 Per: 8
PhR SO MR SO Ps R SO VR SO DR SO
In itiative: 90 Natural
Attac k Ability: 130 Light claws (60 in ground)
De fe nse Ability: 120 Dodge (SO in groufld)
Damage: 50 Light Claws (Cut)
AT: None

Lager

PSyCH IC:CS"P-:
'D-:
" , - - - - --

Esse ntial Abiliti es: Physical Exemption. Unnatural Size.


Powers : Natural Weapons: Light Claws (Damage En ergy. Elemental
Attack: Light. Supernatural Attack). Spiritual Graze (Effects: Damage 120
?hR). Elemental Form. Mystical Flight 10. See the Supernatu ral.
Size: 11 Medium
Move m e nt Value: 4/10

_ 5 ~m ' ~ ' ~. ' ~_ 5 ~ ' ~ D _ '

PhR SO MR 4S PsR 70 VR SO DR SO
Initlatiye: 80 Natural
Attack Ability: 100 Bite
D e fense Ability: 120 Dodge
Damage: 40 Bite (Thrust)
AT: None

Seconda ry Abilities: Notice 90. Search 75. Track 25. Style 15.
Often ~alled HBin;h of C'iel," the Luminar ies are the most common

light elementals. They have the ap~arance of enormous eagll"$ whose


bodies are made lip of a mass of crackling luminous energy. With its wings
extended. its !lze span is wider than three meters. They are always bright

Esse nti a l Abilitie s: Superhuman Spirit.. al Chara<:teristics. Atcess to


Psychic DiKiplines. Immune to Natural !'bison$. Extreme Concem.l'1!11ion.

white or blue tooes.

PaclOstic In nature. their greatest pastime is to tr.IVcl freely through


the sIdes in complete calm. In a confrontation. they take on a menadng
attitude. trying to Intimidate their advefSMie! and make them ~. Only if
the Luminaries are sufficiently pro'o'OIr.ed will they respond in an aggressive
W<ft, and they w.lloot stop until they completely destro)' their adversary.
Solitary and $Ullen. l uminaries only openly relate with creatures
that are attuned with Ught. Evcn so. they sometimes develop a dcYotion
tow.Jrd !lOme humans or other intelligent creatures. Although luminaries
understand dozens of languages. they are unable to expre5S themselves
in them. In fact. they ... se a language that only other luminous beings
unde~talld. They have a strong sense of responsibility and duty. which
makes them eX(elient guardians. l uminaries are ofte" fou"d in ruillS or
isolated places. trying to distance themsel~s from the eyes of man and
his problems. They appear alone as wel l as In numerous groups.

tCld< of 0 Sense.
Powel"S: Natural Weapons:
Mo.-ement.

Bite. Ifldigo VellOm (Lv 60). Spider

Psychic Potential: .80


Free PP: 4
Discip lin e s
~hokinesis: Motion Detection. Psychokinetic Impact.
Telepolhy: Mental Communication. Mind Reading -+10. Area Scanning.
Psychic Assault ~20. Mind Control.
Inn ate: 2
Psychi c Projection: 115
Size: 11 Medium
Movement Value: 8

~( __,
Luminary
The combat style of the lumi"aries is ~.
~
based o n th eir ability to maneuver in the air ~
~_
MODVS OPEMNDI

Regeneration: 1
Fatigue: 6

Secondary Abilities : Notice 20. Search 10 . Hide 30. Climb 40. Stealth 35.

"

"

The Lagor are known as psychic spiders because of their


similarity with gigantic tarantulas . The truth is. however.
that they are not true arachnids. They are a race of
supernatural creatures gifted with great menta l
\,
abil ities who came close to becoming extin<:t r:NC.r
,.i~ .....
the course of the last seven centuries. They
"
possess a relati~ly elevated imellect that h3$
allowed them to adapt to new life conditions
and to hide themselves from humans.
Lagor look like enormous grayish
spiders about the sire of a big mastiff.
They pos= three big ~
e)CSand jaws filed with sharp teeth.
Also. within 115 buIboui abdomen
can be seen part of it<; cerebellum
and it<; spinal column. that stands
out slightly abcNe it. They live
in small comm .. nities. between six and thirty membCl's. In
proportion of one female for every rIVe rm~. They lwe in foresl5
or mountains. and they thOO5C deep subterranean caves as their dens. LagO(
are fierce predators that hunt all kiflds of animals. even the ITlO'iI dangerous
ones. They also attack humans if they enter Into their territories. either for
feeding themselves 0( to iI\oIOKI being diKovered . Normally Lagor go out in

"'.d --

iI"

Ele mental Form: The natural state of the


Luminaries is completely Immaterial: therefore
they can only touch and be damaged by objects and
attacks that affect Energy. Morecwer. their l.. mill(lUS
essence offers them a bonus to their perception abilities.
which is already reflected in their statistics.
Light Claws : When throwing themsetves in combat. the
Luminaries always use their claws. They are natural weapons with Cut
Attadc. Type. Bre~kage O. and the ability to d~mage Energy. Be ing immaterial.
conventional defenses cannot stop them . .. nlcss they are able to defend
aga inst Sl,jpernawral attacks. As is the case with the Shadows. the claws only

-------Category: Natural 5

Leve l: "
Life Points: 125
Class: Mentalist warrior

Regeneration: 2
Fatigue: Tireless

and throw themselves atop of their enem ies


~
' .............
'"
at great speed. Therefore. they always loo k for
~
open places 0( wide chambers where they can
"t..
,',fly freely and get the most out of their mobHity.
\....
If. for some reason. Luminaries fifld themselves
~~ c::
forced to fight on land or enclosed spaces whose
~
.
.....
walls they cannot pass through . their attack and
defense are considerably reduced. In a battle.
" f
they act In dIfferent ways depending on the
~
body type of their antagonist. By their nature,
Ji.Yr'::
~-- ~
luminaries have no vulnerable poim.

small pm in $ean;h of prey. with a minimum of half of them remaining


behind In the lair with the female!;. They communicate with each others
thanks to their ~k Abilities. Lagor tend to live betwee<1 five and twenty
yean. ard they reach adutthood aftCf"!he frst twe/'ve months.
00 rare occasions. they un domnate a human being to U5e them as
an agent, klrcing him to carry out different servkcs that interest them.
MODVS OPERANDI
In gener.1l. the Lag always maintain active the same Innate
F's)dlk FV.Yers - Area Scanning and a Motion Oetectiotl at a level
of Medium and DiffICult. respectively. This way. any indMdual who
comes within at least 10 meters of them mUSt automati<:ally makE an
PsR Check (with a ();ff1culty of 100) to iMlid their mind from being
dete<tcd. and they must make a I'tlR Check (with a DiffICulty of 120)
or the spidel'" will dlSCOYer that something Is moving around il.
Once they have found a target. Ihey remain hidden and begin to
concentrate to try to control their victims psychically. Once dominated.
they lead them to a far off place and U$e their polson to paralyze them . If
the Lagor are discovered and must enter combat. they U$e their ability to
read m inds. trying to get ahead of the tactics of the ir enemies. In spite of
their arachnid appearance. they are great fighters - their sty le consists
of quick lumps to avoid attacks and great leaps toward their adY1!rsaries
to bite them. They are very competen t and coordinate strategy among
themselves with great ability. When many of them enter combat. some
wil l engage in melee. trying to capture Ihe attention of their enemies,
while a second group tries to dominate them psychically.
The abdomen. where their cerebral mass resides. is a Lagor's only
vulnerable point.
The characteristics described ~ thIS page represent an adult Lager with its
fun fatuities. The babies that an> )WIlgcr than a year possess lower attributa.
Indigo Poison: The Lagor create a potent toxio that they introduce
automatically into their victims if they 3re able to cause damage with
their bite. It Is a Le"vel 60 natural poison with immediate effects; it cau$es
complete paralysis if Its target fails a VR Check with a Difficulty of 100.
Spider Movement: In spite of its size, the Lager can fTlOYe across waDs
with the e.uc of arrt arachnid, as is described by the pcmet" Free r1OYement.
Lock of 0 S elUe: Lagor lack the $en$e of hearing.

Nezuacuaul
SWARM OF COCKROACHES
leve l: 5
C atego ry: Betw<!en Worlds 20
life Points: 960 Damage Resistance
Class: Shadow
Str: 12 Dex: 7 Agl: 8 Con: 12 Pow: 8
Int: 6 Wp: 8 P er: 8
PhR 70 MR 60 P s R 60 VR 70 DR 70
Initiative: 100 Natura!
Attack Ability: 160 Crushing or Trapping
(5tr 12)
Defense Ability: Damage Resistance
Damage: 80 Crushing (Impact)
AT: Physical 4
Essential Abiliti es: Superhuman Physical
Characternu<s. Inhumanity, Immunity to
Natural Di$ea$es. Vulnel"tlbk.
Po_rs: Extrasensory Vi$ion. Swarm Body
(Basic Metamorphosis. Mcr.oement WithOUt
Weight). Natural Weapons: Crushing. Ufe
Kiss (Special Trapping 12. Added M)'Stical
Effect: Conditioned Asphyxiation), Damage
Energy.
Size: H Big
Movement Valli e: 8

Regene ration: 6
Fatigue: 12

Secondary Abiliti es: Notice 120. Search 80, Stealth


140. Hide 100. Track SO.

of unknown origin, supernatural


creat ions whose only motivation is to feed off
fear and the desperation that they produce in
their victims dUring their last momCt1ts o f li fe. Their body is made up of an
enormous mass of millions of cockroaches, capable of creating a remotely
humanoid form. Each ooe of them is part of the co llective mind of the
monster. which controls them all as if they were one. Nezuacuatil reach a
height of th~ meters. and they (an weigh close to a ton.
The Nezuacuatil are ex<eptionaJly rare creatures. Their normal habitat
is barely civilized jungle areas. although they are always found near small
populatJons from where they choose their prey.
Generally. they remain lethargic Ibr several yean. until they awaken tu!gry.
they must MeaC during a few weeks to gather enough energy to continue theF
5Ieep. Through some rituals, an Individual can contact a Nezuacuatil and create
a blood pact in Cl<Change lOr a !aClifKe. In thc5e dn::umstances. it becomes an
unstoppable killer that wi. end any lik that its emplorcr 'oIIishes.

I..agOt

MoDVS OPERANDI

The most common of this crt:ature's method is to introduce itself


stealthily In a room at oight and strangle their vic:tims using their kiss. The
Nezu~CU3til relies a lot on its elevated subterfuge abilities. which normally
allow lIto pass unnoticed.
When it h discOolCl""Cd by men:: than 00(' person. it will try to flee
untli ll fiods a moment more adequate for kill ing. If the Nezuacuatll
fillds itself fon::cd to fight. the creature uses its enoonous strength
and mass to crush its opponents with ease. In those cases where
it finds that things arc getting difficult for its survival. it will try
,
to capture the W('a.i<est member of its
antagoniSts and k~ him. If it is able to
finish off all of them. the Nezuacuatil
will always try to U$e its kiss on the last
one and feed off of him.
The damage taken by the
monner represents how many
cockroaches that makE up its body
are destroyed. The time it takes for
it to regenerate constitutes the period
during which it attracts new insects to it
and incorporates them. By its nature, a
Newacuatil has no vulnerable poinL
Extrasensory Vision: Although its
cons.ciousne5s is limited. the millions
of beings that make up the body of
the Nezuacuatil let it feel everything
supernatural that Is found around it, without
applying penalties becau$e of darkness or angle
of vision. In some way. the Newacuatil is alwa)'S
looking toward all sides.
Swarm Body: The Newacuatil's mass of
cockroaches does not always have to rema in in
the same shape: It can alter Its structure to adapt

to Its needs at every moment. It is ab~ to slip through small gratings or


Similar spaces. Also, extending its mass sufficiently. it can moYe freely along
surfaces that It would be easy for a ccx:kroach, like walls and ceilings.
Trapping: Innead of its cO!l'Ventional crushing attack. the Nezuacuatil
can choose to engulf its victim with its body and trap him inside. This attack
does not cause damage. but if it is successful. the adversary must make an
Oppo~ Check against a Strength of 12 or find itself paralyzed. u~ng the
Trapping maneuver rules. In genetal. the Nezuacuatil v.<>uld u~ Its Kiss on
that same Combat Tum. but oothlng prevents it from attacking its victims
iJ'! the J'!~t tum . This ability oJ'!1y works OJ'! beiJ'!g whose ~ze is fIOt ~ater
than that of the creature.
Life Kiss: If the Nezuacuaul is able to hold its victim. it will try to kiss
hOm. trying to fill his throat and lungs with ccx:kroaches to asphyxiate
him. Once held. the defender must pass a PhR with a Difficulty of120
or the Insects will began to enter through Its ears, mouth. and nasal
Orifices. automatically forcing it to use the rules for lack of air. If the
victim has his face c<Mred In some~, he can apply a bonus of +20
to his ResIstance. Each turn that the victim remains trapped by the
Nezuatuatil, the creature can try to repeat its Kiss instead of carrying out its
conventloflal attack. The a$phyxia lasts as long as the creature remains alive
or the affected character is not more than 50 meters aW3Y from it ~ which is
the distance at which It will lose contro l oYer the ccx:kroaches.
Vulnerable: Glvefl Its natu re. the group of creatures that make up the
NezuaCu3tii are exceptionally vulnerable to the effects of fire; it receives
double damage from that element.

M INOR DARKNESS ELEi\\ENTAL


l eve l: 3
Category: Between INorkis. Elemental IS
life Points: 125
Clan: Shadow
Str: 8 D ex: 8 Agi: 8 Con: B Pow: 8 Int: 6 Wp: 8 Per: 8
PhR SO MR SO P sR 50 VR SO DR 50
Initiative: 90 Natural
Attack Ability: 120 Shadow d~
Defe n se Ability: 110 Dodge
Da.mage: 50 Shadow Claws (Cold)
AT: None
Essential Abi liti es: Phyr.ical Exemption. Racial Fear.
POWf!N: Natural Weapons: Shadow Claws (Damage Energy, Elemental
Attack: Cold. Supernatura l Attack). Cold Touch (Added Mystical Effects: All
Action Penalty and Death Conditioned), Elemental Form. Complete Night
Vision. Vulnerability to Light.
Regeneration: 2
Fatigue: Tireles~
Seco ndary Abiliti es: Notice 55. Search 45. Slealth 105. Hide 105.
A Shadow is a r.inister entity made up of pure darkness - II is a
malignant creature maintained by negative emotions. They feel an aversion
toward IMng beings that are oot attuned to their element and. when il is
ever possible for them. they try to destroy arl)'One who happern 10 cross
their path. However, it is also true that Shadows Iwve a natural indination
to follow orders from entiues or individuals with power. and they don't care
about their elemental alignment. Once they are in the service of someone.
Shadows are exln:mely loyal and carry out their as~gnmenlS irreproachably.
Uke their a.vn name indicates, they seem like true ~adows. dark spots that
CMl only be seen when lIIumlnated. Of vaguely human aspect. each one of
them has a different shape - although all possess disproportionate limbs that
end in something r.imilar to cl~. Completely flat. Shadows nonnally m<We
across til<! floor or on walls. bUI lhey are able to come off of them. When
they do. they seem like fragments of pure darkness walking by itself.
They do not age nor have needs. Imperceptible to common humans.
Shadows live anywhere, but most commonly gather around place5 where
dark energies are most powerful. They can act on their own or in numerous
groups. When many of them are gathered in one place. the environmental
temperature drops drastica lly because of their cold bod ies.

M ODVS O PE~NDI
Gener.llly lhe Shadows only act at night. staying ?Nr.I'f from the day
for fear of the light that results so hannful to them. They avoid direct
combat afld open places. preferring to stalk in the darkness and surpri~
their enemies. They enjoy causing terror and therefore, if they know that
their adversaries are not a true threat, they play a little before kiltiflg lhem.
When fighting, they act differefltly depending if their enemies are physical
or spiritual beings, given that their daws damage these entities differently.
By their nature, Shadows have flO vulnerable points.
Elemental Form: The Shadows are completely immaterial and can
only be harmed by Energy attacks or fire . By the same loken. they are
not able to touch anything material that is not also based on Energy. Also,
their flatUre offers them a boflUS to Subterfuge, which Is already reflected
on their statistics.
Shadow Claws: The Shadows use their Claws in combat. They have
a Cold Attack Type. Breakage O. and are able to damage SupematuraJ
entitles. Given that they are completely immaterial. no conventloflal
weapon can stop Its onrush If it is nOt able to parry EnCl1:1 (of course.
they can be Dodged normally). Not beiflg physical. the claws are only able
to damage supernatural beings that. like the Shadows. are also elhcreal or
immaterial. When they pass through aJ'! organic living being. they cause the
Cold Touch effect.
Cold Touch: When attacking physical prople. the Shadow'sdaws do OOt
produce the same effect as vmefl they cut through ethen:'al beings. If they
rush forward against a material living being. their body does oot produ::e
any type of damage. but the spiritual cold that they generate debilitates the
essenc;e of their viclims. This cafl even kill people. causing a cardiac arrest.
When a Shadow carries out a successful attack against an organic IMog
belflg. it does not reduce the Life Points of its enemy, but it does fon::e him
to make a PhR check with a Difficulty of 120 or receive a cumulative -10
All Action Penalty and a - 10 penalty to his Resistances.
If the victim does not even pass the Check with a Difficulty of 60. he
will die Immediately. suffer iflg terrible convulsions. This W3y. the ShadOW$
cOflt inuously attack their physical adversaries until they debilitate them
eflough so that their contact ends up bei ng mortal.

C om pl ete Ni ght Vi sion: The darknes~ does rlot affect their ability
to see at all. rlot everl supernatural darkrless.
Racial Fe ar: For some urlkrlowrl reaSOrl. Shadows are .scared of seeirlg
their own reflectlorl Irl a mirror or a similar surface. Urlder said cOrlditiOf1.
they firld themselves submi tted to the State of Fear.
Vu lnerabilit y to LI,ht: By Its OWrl esserlce. the Shadows are extremely
vulrlerable to the effes of high-powered lights. If Orle of them firKIs itself
in a place that is completely lit and without shadows. It mUSI make a PhR
check (With a Difficulty of 180) every 5 turns or il will !oUffet' damage equal
to its level of failure. Thq also firld themselves affe<ted by the C()rItact with
rlormal light. although In that case the PhR is only against 120. Weak light.
like that proje<:ted by torChes or lamps. has 00 effect Orl the Shadows.
although they stili do not like them.

Maiden.

01 Ltg,.:ht=----_
. :. :
__

GREATER E LEME NTA L


Category: Betweerl Worlds. Elemerlta l 30
Leve l: 10
Life Points: 210
Class: Warlock
Str: 9 Dex: 13 Agi: 10 Con: 8 Pow: 14 Int: 13 Wp: 12 Per: 13
PhR 85 MR 120 Ps R 95 VR 85 DR 8S
Initiative: 130 Natural. lOS Halberd. 120 lOrlgsword
Attack Ability: 230 with Sword or Halberd -+ 10
D e fen se Ability: 2SO with Sword or Halberd -+10
Dama ge: 100 Halberd (Cut! Impact). 70 long sword (Cut)
AT: None
MA: 80 Ught Spells. 60 Others
Z e on: 1.150
Magi c Projection: 180 OffensIVe.
200 Defens~
Leve l of Ma gic: 90 light
Abilities: Physical Exemption. Natural
Immurlity to an Element(Ugh!. Half Damage.
Irlhumanity. Gift. Gestureless Castlrlg. UMatural
Size. Supernatural Spiritual Characteristics.
SupelilUman Phy5k:al Characteristics..
Power'S: Ught-l:dge (Damage Energy.
Elemental Attack). Lumlrlous Wirlgs
(Mystica l
Flight
12).
Mystical
R.esistarlce MR -+20. Candltianed
Elemerltal Form (Physical Form at
Will). See the Supernatural.
Special: Magic ProJectlorl (as an
attack and as a defen!>e).
Size: 11 Medium
Regenera tian : 2
Mavement Value: 10/ 12
Fatigue: Tireless
Secondary Abiliti es: Notice 80 ( 130).
History 100. S<ierlce 55.
Occult 140. Magic Appraisal 140. Mu5ic
75. Persuasion 40. Style 100.
Sea~h 30 (80).

The Maidens. or EII\aym. are the most


powerful luminous elementak that exiSL
Thq wef"f: born of the purest light before the
War of Heaven happened. when the clements
~':;~:!:J:;';1~\
themselves took life. They have the appeill'1ltKe of
exceptiooally beautiful womerl arKI are gifted with white
wlrlgs. This arlgelic aspect hM ~timtllated many cultures to believe in
angels. arld It Is very possible that the Chu~h itself was irlSpired by them.
Their golden bright e)'e$. as well as hair that mCNeS as if it were alive. also
draws attentiorl. Elhaym radiate a strong aura of harmony that irlfluences
people who come close 10 them or with whom they talk - making them feel
as if they are irl the pre!>e nce of arl almOSI.;:!iY1rle em ity.

All of the Elhaym devotedly Follow the doctrines of Ciel arld of the
Beryls. arld in many cases they act dire<tly as agents of some the Daughters
of light. Their persorlahty V(lries deperlding on which Beryl they serve
more closely but. In gerleral. they gCNem themselves by the same carlO!1S
of conduct. In spite of feellrlg devotion to the arts and music. they are also
ex~ely belligerent and lose their temper with great ease. actirlg irl a
violent Wilf.
The Maidens are Immortal and (an Orlly perish because of massive
spiritual damage. Some of them have beerl alive sirlce the begmnirlg of
history. although the mafority of them are barely a few centuries old.
Currerluy. their rlUmbet' is very limited. Normally. they iM)j(J minglir.g with
mortals. giverl that they do not wish to e$lablish affectionate relatiorlship-;
with them because of the fear of seeirlg them die with the p<I55 of time.
Everl so. they observe us from afar arld even sometimes irlterfere to help
or punish us. It is known that many of them have fourld their home irl some
of the mOSI paradise like places irl The Wake. wh ile others carl be fourld
In old temples of Clel that have yet to be diKovered. Gerlerally. they act
alorle. but It is also possible that with them carl be fourld a great number of
Luminaries willirlg to fo llow its Irldicatlons.
M ODVS OPERANDI
The Malderls of light are gifted with great magical abilities . Normal ly.
the incarl tatlorls of their spells are songs that Intoxicate those that hear
them re<ite It. In general. they avoid physical con frcmtations by usirlg their
powers, but if they firld themselves forced to fight. they are supematural
combatarlts capable of destroy small armies Orl their own. Orl the battlefield.
they use weapons irl comblnatiorl with their mystical abil itiel; in a terribjy
effe<tlve way. giverl that they carl fight arld CMt spells without reducirlg
"Ol':;?:":,.;:
their Magical Accumulatiorl. They do not
have vulrlerable points. e>:ept for their
hean. where the nucleus of their
t'>::~ essence resides.
Some of them can gain
Elarl from the Beryl that

..,_.

Light_Edge: Irl the


moment that they are
bom. a weaporl emerges from the Maidens'
el;serlce that they always carry wherl they find
themselves obligated to fight. This anifact. called the Light
Edge. is a part of Its OWrler. the MaiderlS can make them
materialize or merge wllh their bodies freely. Normally. it
takes the shape of a 10rlgsword or a halberd with Quality
110 or +15 capable of damagirlg Erlergy and al1ackirlg like
an Elemental Weapo n of light. This bonus is also added
towardS the Magic Proje<tlOrl of the Maiderl when she casts
her spel ls. The Ught-Edges can orl ly be wielded by its OWrler
or those people to whom she has granted the right.
El e m e ntal Form (candltloned): The M lural state of
the Maidens Is that of beings made up of Light. incapable of being
damaged by attacks that caMot affect Erlergy. Although they
are physical arld can lauch and be touched by anyone. they carl
become immaterial arld pass though any type of physkal obje<t
at will. Even In Its elemental form. its appearance hardly changes
Irl the slightest. e)(cept that it emits a slight tumirleKerlt aura. only
pe~eptlble irl closed er1Vironments. While Elhaym find themselves
In this form. lhey obtain elevated bonuses to their pel'(eptiorl
abilities. reflected Irl their secorldary abilities irl parerlthesis. The
Maidens can only remain irl elemerllal IOrm while they are
irl areas that the light reachel; them. Irl iocauorls that are
completely dark. they become material.
Luminou s Wings: The Maidens are gifted with two greal
wings of pure light. which they carl manifest at will and which
allows them to travel through the skies with a Aight Value of
12. Irl reality. they do not use them irl the physical sense. but
they must materialize them to be able to fly. The bonuses that
they are granted while f1yirlg irl combat are not reflected Irl
Elhayrn
their statistics.
Immunity: Llght-bascd attacks produce half the damage Orl
the Elhaym.

R'I'I-~

T HE FOVR P Rl NClPLE5
SYLPH, AIR Elt.,ENTAL

Cat e gor y: Between Worlds. Elemental 20


Ufe Po in u: 130
Class: Warlock
SV: 5 Dex: 1) Ag i: 1) Con: 5 Po w: 11 In t: 8 Wp: 6 Per. 10
PhR 55 MR
Ps R 60 VR 55 DR 55

as
Initiat ive: no Natural

TITAN, EARTH ELE.\\ENTAL


Level: 6
Category: Between worlds. Elemental 20
Ure Poin ts: 2.025 Damage Resistance
Class: Warlock
Str: 13 De.: 8 Agl: 5 C o n: 13 Pow: 11 Int: 8 Wp: 10 Per: 8
PhR 100 MR 75 P s R 90 VR 100 OR 100

Initia t ive: SO Natural


At t ac k Ability: 160 Crushing
De fe nse Ab il ity: Damage Resistance
Da m age: 125 Crushing (Impact)
AT: Stone bodyl: Cut 9 Impact 9 Heat 9 Electricity 9 Cold 9 Energy 6

Atta ck Ability: 175 Wind strike


De fe n se Ability: 180 dodge
Dama ge: 40 Wind Strike (Impact)
AT: None

MA: SO Earth SpellS. 30 Others


Z e on: 710
Magic Pro jection: 20 OffenSive
Le vel o f Magic: Betwn 60 and 80 Earth

Ma gic Projection: 130 Offensive


Level of Magic: Between 60 and 80 Air

Eue nti a i Abiliti es: Physical Exemption. Immunity. Inhumanity. Gift.


Supernatural Spiritual Characteristics. Superhuman Physical Characteristics.
Natural Knowledge o f a Path 80, Gestureless Casting.
Powers: Natural Weapons: Stone Fists (E lemental Attack). Superior
Subterranean MovO!ment. Increased Physical Resistance +20. Elemental
Form. Damage Barrier 140170. See the Supernatural.

En ential Abilities: Physical Exemption. Immunity, Inhumanity, Gift,


Superhuman Spiritual Characteristics. Superhuman Physical Characteristics,
Natural Knowledge of a Path 80, Gestureless Casting. Conditioned Mogic.
Power5: Natural Weapons: Wind Strike (Elemental attack), Mystical
Resinance MR " 0, Elemental Form (Physical Form at Will). See the
Supernatural.
Spe cial: Magic Projection as an Attatk.
Size: 10 Medium
Move m e nt Va lu e: 13/ 13

Rege n e ration: 1
Fatigue: TIreless

Secondary Abilities: Notic.e SO. Dance 80. Magic Appraisal 75. Stealth
60.

Size: 26 Enormous
Move m e nt Value: 4

Regeneration: 6
Fatigue: TIreless

Secondar y Abilities: Notice 25. xience 80 (geology). Feats of Strength


80. Magic Appraisal 55.
VNI"lIM, WATER ELEMENTAL
Level: 6
C a t e gor y: Between Worlds, Elemental 20
Life Po in ts: 170
Class: Warlock
Str. 8 Dex: 11 Ag i: 11 Con: 8 Pow: 11 In t: 10 Wp: 8 Per: 10
PhR 65 MR 75 Ps R 65 VR 65 DR 65

EFREET, FIItE El..u.IENTAL

Str: n De . : 10 Agi: 7 Con: 11 Pow: 11 Int: 8 Wp: 11 Per: 8


PhR 75 MR 7S Ps R 75 VR 75 DR 75

Initiative: 110 Natural


At tack Ability: 170 Water Knives
De fe nse Ability: 170 Dodge
Damag e: 60 Water Edge (Cut)
AT: None

Initiative: 7S Natural. 30 Battle Axe +S


Atta ck Ability: 170 Fire Claws, 175 Battle Axe t 5
Defe n se Ability: 155 Fire Claws. 160 Battle Axe +S
Dama ge: 80 Claws (Heat), 100 Battle Axe +5 (Cut)
AT: None

MA: 60 Water Spells. 40 Others


Z e on: 685
Magic Projection: 140 Offensive
Le ve l of Magic: Between 60 and 80 Water. (sometimes from 10 to 40
In illusion).

Magic Projection: 140 Offensive


Le vel of Magic: Between 60 and 80 Fire

Esse ntial Abiliti es: Physkal Exemption. Immunity. Inhumanity. Gift.


Superhuman SpiritoJal Characteristics. Superhuman Physical CharacteristiCS.
Unnatural SIz.e. Natura l Knowledge of a Path 80. Gestureless Casting.
Po we rs: Natural Weapons: Water Knives (EIen1ental Attack). Damage
Energy. Aquatic Movement. Elemental Form (Physkal Form at Will). See
the Supematural. VlIinera!*.
Spe cia l: Magic Protection as an Attack.

Catego r y: Between Worlds, Elemental 20


Life Po inu: 210

Essential Abili t ies: Phy$k:al Exemption. Immunity. Inhuman. Gift. Access to a


Psychic Disclpine, Superlluman Spi<itual Characteristics. Superlluman Physital
Char.Kteli$tic.s. Natural Kna.Yledge of a Path 80. Gestureless Casting.
Power"$: Natural Weapoos: Claws (Elemental Allack). Damage Energy.
Elemental Form, See the Supernatural. Vulnerable.
Special: Magic Projection as an Attack. U5e of a Weapon (OOI'"mally a
Battle axe).
Psychic Po t e ntial: +70
Free PP: 1
Disciplines
Pyro/cinesi1: Create fire
Innate: None
Psychic Projection: 10
Regeneration: 5
Fa tigue : Tireles,;
Secondary Abiliti es: Notice 45. Feats of Strength 65 . Magic Appralnl
55. Forge 80.

Size: 13 Medium
Moveme nt Va lue: 8/ 11

Regen e ration: 2
Fatigue: TIreles,;

Second a ry Abilities: Notice 35. Search 20. Persua5lon 45. Navigation


SO. Magic. Appraisal 75.
Pure elemental5 are 5entient beings born from the four elements of
nature. Unlike the entities dependent on light and Darkness. they do not
have Inclinations to the philosophies of C'1eI or Gaira. and they only act
in 5earcn of their own interests. For each element. there exists hundreds
of different species - the same number as their different dCf'ivatives and
compounds. The creatures that are described here are the most common
greater elernentals of each class - although they are. of course. not the
only ones. Generally. each one of them works on their own. as there docs
not exist great associations of these creatures. Even so. sometimes small
groups may gather in places specially linked to their eleme nt or to obtain
a common end. They tend to feel an animosity towards members of the
opposite element. Therefore, feuds and tension are commo n.

/ ,

I'

SYLPH
The Sylphs are the spirits of air and very probably the most jOYial and
unconcerned of all the elementals. They have a feminine essence and aa in
a very men:urial manner. They are as likely to be content and create good
climate for the people. as they are to lose their temper. causing gales and
thunderstorms. Given that Sylphs are made up of wind, normal individuals
cannot see them. Those who are gifted with that ability often see the
silhouette of a beautiful young girl with wild hair.
Sylphs have fun by observing the world and traveling from one place to
another. Although they do not do it often, they can speak through whispers
and murmurs that are propagated by the wind.

MODVS O PE~NDI
Given that they are not real violent, it is rare to set' a Sylph enter into
combat. Since they are able to mOV1l and fly at a Value of 13, it is ea$)'
for them to avoid any unwanted confrontation. When they want to attac k
someone, the most normal thing is for them to maintain their distance
and cast spell!>.. When fighting hand to hand. they generate innately strong
wind impacl$, with wfIich they strike at their adversaries as if using natural
weapons. Since they do not need to make any gestures to cast their spells,
they can fight and concentrate their magiC with out redllCing their Magic
Accumulation. Curiously. their incantations seem like whistles that the Wind
drags along. They do not have vulnenbie poinl$.

use huge axes. but they can hoist other d ifferent weapons, as well. If they
face a large number of weaker enemies, they use destructive spdls of great
power.llke Undine and Sylphs. Efreetl can fight and Accumulate magk fully
while they talk. They have vulnerable points in the head and !he heart.
Ele mental Form: The body of an Efreet is completely surrounded

by names and, therefore. it possesses the powers and immunities that are
granted by the spell Body of Fire. Therefore. al1)'OOC who comes into ptTfskal
contact with them must make a PhR Check with a DiffICulty of 110 Of" suffer
damage eq\l<ll to half the number by which they failed the Check. ThiS ability
is also applied to physical attacks that the Efrett sllCcessfully carnes out.
Fire Wea.pon s: After us ing a weapon for a prolonged period of time.
the Efreetl are capable of extending an aura of flf"(! to it. Therefore. the
attacks that they perform with that weapon force vktims to make a Physical
Resistance Check equal to that caused by their cI~.
Immunity: Fire-based attacks cau!>C half their normal damage to Errett i.
Vulnero ble: Their Ignited bodies are terribly vulnerable to water and
cold. If they come Into contact with great quantitieS of either elemenL
they must pass a PhR Check with a Difficulty of 140 Of" suffer damage
equal to the number by which they failed the Check. The Resistance can be
calibrated depending on the quantity.
TITAN
The earth elementals ~ known as Titans. They resemble eoormou'l
colossi of stooe Of" metal, with a height that is around four Of" six meters. rltans
are sullen entities who iIYOid contact with other Intelligel1l beings. Normally,
they are fourn! on elevated mountains or in d~p caves belOW" ground where
they are rarely bothered.lfTitans are irritated. the consequences can be truly
devastating. as they ~ capable of creating dlasms Of" earthquakes that can
level a great amount of terrain. The only thing they truly like about humans
is their abOlity to create constructions, something that aw;lkens in them a lot
of intere-sL Stories and myths say that they know how to comm unicate In any
tang\l<lge. but ff that is trve. it hM never been proven.

Eleme ntal Form: Sylphs are air CreatuTC and, therefore, immune to all
attackS that do not harm Energy. On ly Individuals who are able to see magic
or those who pass a Notice Che<:k (againSt an Almost-Impossible Difficulty
level) Of" a Search Check (against a Very Difncutt l.eYe1). can set' them. Also,
they are able to m<:M: freely Of! the ground Of" in the air. The bonuses that
are proMed by flying are already refleo.ed in their Combat Abi~ties. No. Wlil.
a Sylph can be<ome so lid, thereby becoming visible and corporeal. although it
continues to be irrvulnerable to attacks that do not affect Intangible beings.
Immun ity: Supernatural attacks ba!>Cd on air or ele(tric.ity produce half
the damage on Sylphs.
M oDVS OPE~NDI
Conditioned Mogic: Sylphs can only cast spells if they find themselves in
Since they are indifferent and apathetic . it is difficult to prcMlke the wrath
place5 where there Is moving air. Otherwise. thei r MA Is reduced
of a Titan. Normally, when they are bothered, Titans simply advance toward
by half.
. ,-.., .
their antagonist to make it flee. If it does not eKape. it must face an
almost unstoppable mass of stone. While fightlng. Titans
Ef E~~
$how a resistance and stamina that is Without equal:
The greater fire elementais, or
this makes them very terrifying adversaries. As
Efrectl, are very violent creatures.
normal rule. they do not U!>C a lot of
Because of their appearance. many
magic. but they can ;r their enemies
people confuse them with flaming
~ dangerous riYal!>.. rnans do not
demons. They resemble large
have vulnerable poInl$. not
and grotesque dar\( humanoids
even their heads (set'ing as
covered In names. They possess
they can live without them). In
wide shoulders. and their heads
spite of their size. they are very
slow mewing (a speed of "). but
horns. Efreeti feel at"! lIversion
they do use a lot of Slr.!.tegies to
to many races. among them
surprise their enemies.
humans. Sometimes, they
For examp le . their stony
enslave creatures and place
appearance is a perfect camouflage:
them under their service
if they remain completely still against
as soldiers Of" servanl$.
a rocky wall. it is really hard to perceive
Opposite to other elemCl1tals,
their presence (Notice at a diffICulty of
they like weapons. espe<:lally
Very Difficult). Another one of the ir
large edged ones. They value
tactics consists in melding with the
their word a lot. and they do not tend to break
ground and grabbing the ankles of those
their pacl$ with ease. Efreeti live in volcanoes.
who come in reac.h. Sometimes. after
caves, and deserts that are very remote.
trapping someone, they slowly come out of
the ground to the horror of their prey.

M opvs O PER.;-\NDI

The Efreeti enjoy combat more than any


Ele mental Fo rm: The stone body
other elementals. They are passionate about
of Titans granl$ them the advantages
tening their abilities against adversaries that
described in the spell Solid Body. This armor is added as
are powerful. and they detest those that
an additional layer to the one that they naturally have.
cannot make the grade. Gifted with powerful
D amage Barrie r: Be<:ause of their stone composition,
claws. they can use them with mortal efficiency. but they prefur
Titans h<JVe a Damage Barrier of 140 agaillSt Cut and Thrun
to use weapons to fight. Their passion for weaponry pumes !hem
attacks. On the other hand, !heir Damage Barrier for Impact
to !>CaTCh out those of the best quality - especially since normal ooes
- , ' II'" weapons is only 70.
begin to melt after a few minutes of contact with them. Preferably. Efreeti

Superior Subte rranea n Moyement: The Titans are able to pass


through the ground. regardless if it is soft earth or solid rock. Only the
thICkest walls ~ the strongest metals represent an impediment for them.
Immunity: Earth-based attacks produce only half the damage to Titam.

VNDINE
The Undir.es ilI'e the ~dies of water. wt>o.like Sylphs. possess an essence
that is disMctly feminine. While they find themselves in liquid stn'OUndings..
they do not have a detcnnlned shape. but when they enter land undines always
take the shape of \QIuptuous woman of great beauty. In this bm. their skin
is ~ighlly blue. Undine;; are not entities especially malignant. but they are very
yengetUl. and those who incur their wrath can suffer tenible consequenc:es.
C~. no other elemental relates with other races like they do. They
feel a special attroction toward men (and sometmes women) that awaken
tIleir desires. FQf" that reason. Undines often learn ~Iusory spells with which to
camounagetheiridentities. Tragically. sometimes they are so passionate that they
(an choke thell" partnen while they are making 1oYe. If this happens. Undines
are completely ckv.Lstated. and be<ome melancholic for seve!aI years.

Ki : Sir 14 [)ex 10 Agi 10 Con 14 Pow 10 Psy 8


Ki A ccumulation: Str 2 Dex 1 Agi 1 Con 2 Pow 1 Wp 1
Abiliti es: U~ of KI. KI Control. Ki Detection. Erudition.
Esse ntial Abilities: Inhumanity. Physkal Exemption. Ambidextrous.
Superhuman Physical Characteristics. Psychologi(al Immunity. Elemental
Immunity. ExtrMle need. 'AJlnerable.
Powen: Natural weapons: Dragon Claws. Prehensile Tail (Additional
AlIa(k. Trapping 14). Damage Energy. Destructive Dome (Innate spell
Conditioned). Mystical Flight 12. Arm~ Physical 6 and Mr.;tical 3. Damage
Barrier 100. See the Supernatural. ~et1erotion.
Size: H Big
Moyement Va lu e: 8

Regen e ration : 0
Fatig..Je: Tireless

Seco ndary Abilitie s: Notice 70. Sean::h 55. Track 30. Feats of Strength
70. Science 50. Memorize 80. Style 20. Ki Detection 140.

Millennia ago. during the years of the 5p!endor of the Solomon Empire.
Andromallus and the Senate applied theirtechnomagical knowledge to develop
M ODVS O PERA ND I
an army of Combat Golems to use in wars. Although their
Undines do not care about fighting for what they k:><e. H~r. they".,,,,,{.~i~;ilG
creations would be numerous. the most
are so intelligent that they always try to twist things so any sftuatlon
surprising of their productions were
er.ds up in their fa-or. If It Is pos5ible. they wi ll try to take their
the Hecatondies _ the culmination of
adversaries to an aquatic erMronment. where the Undines are
all of their military investigations. Very
practically invil'ldble - while tIleir rivals apply a
few were fabrkated. as the requirements
penafty to rr.cwement. they tan fight. with their
needed for such prodU(tion were massie.
TheIr style of combat conslsts of tr.msforming their
even for a power like Solomon.
arms imo sharp edges or whips. which they use as
A Hecator.dies is a golem made of titanium
natural weapons. Ulce other eiementals. Undines also
ar.d shining white steel with two and a half meters in
combine their martial abilities with an effectiye use of
height. Visually. it appear5like a stylized and athleti<. manspells. be<ause they tan (ontentrate their magic without hMlg
dragon CCNered with strange decoratiYe ornaments.
to reduce their Magic. Acrumulation. Although ft i'! very LnCommon
It has claws instead of feet and hands.. ar.d a
b' an elemental. their heads are a vulnerable point.
serpentine tail on its back. Normaly. ft does not
need to walk. as ft floats a few centimeters from
Ele m e ntal Form: Und,oes are completely made of
the ground with great elegance. In spite of being
water. and they possess the abilities that the spell Liquid
artifICIal creations.. Hecatondies ilI'e pr.KtiCally alive
Body grants. Therefoo-e. they can change form in a limited
'<i)')>';:, and are upabIe of thinking and acting independently.
Wiry. ar.d they are immune to all the attacks that are not
Although originally they did not have feelings.. they
based on Fire or Energy. Impact attacks do affect them. but
have developed some human emotions ar.d very
they only produce half the damage.
different personalities CNer thousands of years.
Aquatic MOYe ment: Undines mcwe through water
After the destrl.JCtion of Solomon. a conSiderable
without any penalties. On the other hand. they are not as
amount of Hecatondies surviyed in the confusion. and
fast on land. where their mCNement Is reduced to 8.
they spread out across the world . Their survlYaI was not
Immunity: Water--ba!ied attacks only cause half the
easy for them. as all of their abilities and powers depend on a
damage. Cold also does not effect them. but it can slow
generator located In their chest; a motor that nourishes them with
them down or even free~e them. making them solid and.
magical energy. To keep functioning. they are required to continuously
therefore. vulnerable to conventional attacks.
recharge It. and they search for various supernatural objects
Vulnerable: Conta" with fire turns out to be really harmful
so as to introduce them in th eir interior like a battery.
for Undine and is capable of killing them. If the body of an
Depending on the power of each artifact. the golem can
Undine is placed Into contact with a fire of great Intensity (huge
keep Itself running for months or entire centuries.
bonfires. small fires. etc.). ft must pass a PIlR Check with a DiffICUlty
Hecatondieo; greateo;t weakness is the existence of
of 140 suffer damage equal to the number Dr whkh ft failed the Check. The
a Yerbal control code that allows tho~ who know It to
~tance Difficulty (an be adjusted depending on the potency of the fire.
become Its owner. Each one has a different keyword. afld
naturally they safeguard the se<ret diligently.

Hecatol1aies

Hecatotldies

SVPERJOR C OMBAT G OLEM

Category: Between Worlds 25


Ufe Points: 295
Clus: Warrior
Str. 12 D ex: 10 A gi: 10 Con: 12 Pow: 10 Int: 8 Wp: 8 Per. 10
PhR 90 MR 85 PsR 80 VR 90 DR 90
In itiatiye: 105 Natural
Attac k Ability: 230 Dragon Claws + 210 Trapping with its tail. or 230
Destructive Dome.
D e fen se Ability: 220 Dragon Claws
Da.mage: 80 Dragon Claws (Cut)
AT: Metal Shell Cut 6 Impact 6 Thrust 6 Heat 6 Electricity 6 Cold 6 Energy 3

MoDUS O PERANDI
Although each Heutondies has a different motivation. all of
them share a common instinct for survival and military combat
methodology. GIYen that it Is very difficult rer them to rec:aver
from the damage that they take. Hecatondies tend to avoid useless <ombats
that can proYe a threat. no matter how little it may be. EYen so. when they
nghl. their power is 5imply Immeasurable. In clo~ r.ghl they always perform
twO attatks pet' Combat Turn - one with their claws and anotheo'" with their
prehen5ile tail. They use complex tactics. using all types of maneuvers that
can be u~ful to them. If everything turns against them. they take off flying
so as to throw energy discharges from a distance. They are also capable of
developing KI Abilities and. in many cases. they can even use one or twO
combat Techniques.
Its vulnerable point is found in its chest. where the generator is. A critica l
located in that place w ith a Fina l Value greater tha n SO d isconnects them
automatically.

Preh e ns il e Tail: Its long and powerful tail is espa:ially prepared to


wrap itself around a~ and immobilize them. At will. it can use it to
try and Trap an IndModuai who$e Si~ i5 not greatCO'" than its CM'n, This action
counts as a natural addItional attOCk. whld1 can be used at the 'IafTle time it
rushes forward with its daws WIthoot Sllffcmg any penalty to its Ability.lfn hits.
the goIem's antagonist must perbrm an Opposed Check against ~gtIl14 Of"
rind itself paralyzed according to the general rules fOr Trapping maneuven.
Once its victim is held with Partial or Complete Paralysis. the goIem can
then squee~ It. forcing it to make an Opposed Strength Check against its tail
pef" tum (again. Strength H). The held Individual suffen 10 points of damage
for each point by which he lost the Opposed Check. HOW'e'Yer. the victim
can add a ' 1 to Its roll fOr every 2 hard AT that it has against Impact attach.
Even while the goIem maintains someone tr.Ipped. a Heatondies is capable
of cootinuing to fight. When it COllle5 time to receive attacks. tl1e tail counts
as a IlUlnerabie point of the goIem (-30 to Atta<k Ability for those who try
to carry out a targeted suik!! again5t it). If a Critic:al greate<" tl1an 20 is caused
agaimt it. the He<:antodles does not sufre.. any type of penalty to it5 actions or
add itional disadvantages. but its tall becomes completely useless.
Destructive D o me: A He<:atondles is gifted with mystical tombat
systems that allow illO proje<:t powerful di$Charges of magical energy through
it claws, When it Impacts against its target. these rays explode , destroying
everytl1 lng that Is found within a radius of ten meters. They have a Ba.se
Damage of 80. and t hey have an Attack Type of Energy. In game terms, they
are t he equivalent of the spell Dome of Destruction cast with zeonk value of
80. To use thIS power, tl1e golem must toncenlrale energy In its extremities
for tl1ree full turns. While doing so, it can nOI carry OUI any attac ks with its
claws. Much lik!! many of its otncr powe<"'S. this ability is dependenl on tl1e
magical reserve that is remaining in its generators. II is ooly able to execute
it nine time<; pef" day before exhauslirlg the energy that it has dedicated for
tl1is function. Naturally, using an exceptionally powerful object as a battery
can Increase In great measure tl1e num~ of daily uses.
Mystical Flight: The supematul"<ll generator of the He<:atondies allows
it to mystically move through the air with a Flight Value of 12. If its level of
energy Is too low. It Is not capable of flight.
Immunity: The me<:hanlcal nature of the He<:atondies allows it to
re<etve half of the damage against attaCks based on Fire and Cold.
Psyc hological Im munity: Depending 00 how much it has developed its
personality. each golem can be immune to dIfferent psychologICal States.
Regeneration: Given that their bodies are made of metal and magic ,
they are not capable of recovering from any damage taken. The only way
they have to recover lost life Points is to find, or fabricate. replacement
parts with which to reconstruct itself.
Vuln e rability: Electric:lty produc;es SO% additional damage.

Grendel
DARK HVNTER
Leve l: 3
Life Points: 1SO
Class: Ranger

Category: Nawral 10

_ ' ~ ~ 8 . 8 ~. ' ~_ 6 ~ 6 _ 6 _ 8

PhR SO MR 45 Ps R 45 VR 80 DR SO
Initiative: 7S Natural. 5S long sword; or like weapon
Attack Ability: 120 long sword. Claws. or Hunter's weapons
D e fen se Ability: 100 longs word. Claws or Hunte<"'s weapons
Dilmage: SO Claws (Cut). 60 long sword (Cut). or like weapon
AT: Chitin Armor Cut 4 Impact 4 Thrust 4 Heat 4 Electricity 4 Cold 4
Eneo-gr 0
Essential Abiliti es: Fatigue Resistance. Immune to Climactic phenomena.
Powers: Natural Weapons: Claws. Physical Armor 4 Open. Increased VR
"' 30, limited Chameleonic: Camouflage. Night viSlOll.
Spec ial: Hunt Module
Size: 18 Medium
Regeneration: 3
Movement Valu e: 8
Fatigue: 12
Secondary Abiliti es: Notice 60. Search 60. Track 60. Hide 40, Trap
lore 30. Climb 40. Stealth 30, AthletiCism 40, Swim 40.

The darlc. hunters are supef"nawral creations built by Rah thanks to


a combination of biology and magic:. His obje<:tive was to develop a large
army with whkh to reinforce his already coosidef"able forces. Therefore.
he IntrOduced genes of various mystkal beasts inside human beings. After
sevetal failed atlempts. he finally produced the first Grendels. whom, still
far from being the desired creature. conveniently served his intentions.
Physically, a Grendel looks lik!! a disproportionate man of crimson skin
with its whole body covered by a chitinous armor. They po!.Scss a square
jaw filled with sharp teeth. a5 well as claws for hands. They do not have
Ilair, but their head is adorned with two horns that come from its skull. To
be able to alter their corporeal str\.Kture and give them more resistance. his
creator developed an appendix that directly conne<ts its heart to its spinal
column; it extends on the outside of their body in a visible way.
The great majority of the hunters were exterminated in the war. but
there are still some nomadic communities that exist in territories that are
fanheSl out and wild, Primarily, Grendels hide themselves in forests or
moorlands. Sometimes. they are hired as mcr<enaries by other supernatural
entitles In exchange for elevated salaries.
MODVS OPERAN DI
Created as they were for war, tl1eir behavior is violent. Grendels love to
fight and sack. but they know thaI they must hide their existence if they wish
to survive. Therclorc. when the hunters attack a small tCM'n. they a~
mak!! sure tl1a! there are no survfllors to identify them. One of their f3'oQrite
tactics is to take advantage of their ability to camouflage themsehoes at night.
which a/b.Ys them to surprise it great majority of their adversaries.
In get'ICf"<Il. all Grendels use iongswords or ~ but their hard training
also grants them skills in the use of the following weapons - javelin. bow.
shott ~. lance, and bolas. between others. Their martial abilities are
(onsider.iliIe. although their true pov.oe<" resides in their numbers. The head
and the tentacle that ul'litts the r.ean to the spine are their vulnerable points.
Physical Armor (open): The thitinous plates that cewer their bodies
provide tl1em witl1 a type of complete Physical Armor. except for the
appendix that COl'lntcts tl1e heart to the spine.
Chameleo nic Camouflage: When a Grendel remains completely
immobile in a dark plate. Its body begins to slowly change color with its
surroundings. If It is able to remain still for more th an 30 seconds. a person
must make an Absurd Search Check or an Almost Im~ible Notice Che<:k
to detect them,

Dragon.
O~F~Tl-l
c:.E~W
C"70-'-L-D----------'-----

TH E SEEP

Category: Natural 20

Life Points: 3.005 Damage Re$istance


Clau: Warrior
Str: 14 Dex: 9 Alii: 6 Con: 14 Pow: 12 lnt: 8 Wp: 10 Per: 10
PhR 9S MR 110 PsR 75 VR 95 DR 95

Initiative: 70 Natural
Attack Ability: 190 Claws" 170 Bite or 190 Breath
Defense Ability: Oamage Resistance

0..-

140 Tail whip

Damage: 125 Claws (Cut). 145 Bite (Thrust), 100 Tail whip (Impact), 120

Breath (Variable)
AT: f>toy$ical + Scales: CUI 7 Imp 7 Thru 7 Hea 7 Ele 7 Col 7 Ene 6
Essential Abilities: Supernatural ~ical Characteristics. Superhuman
Spirftual Characteristics, Acute Sense, Zeo, Immunity. Vulnerability.
Powe": Natural Weapons: Claws. Bile (Additional Attack. Increased
Damage +20. Armor Modifier -1) and Tail. Breath, Damage Energy. Physical
Armor, Natural Right 12. Flap Wings. Increased Physical Resistance +10.
MY5tlc ResiSiance MR +30, Damage BarTier 80. See the Supernatural.
Si:te: 2B Enormous
Movement Value: 7/12

Regeneration: 8
Fatigue: 14

Secondary Abilitie s: Notice SO (Listen 80), Search 50, History 20,


Appraisal 15, Feats of Strength 60, W ith5tand Pa in 40.

M NOI!.
Level: 9
Category: Natura l 25
Life Points: 5,000 Damage Resistance
Class: Warrior
Str: 15 Dex: 9 Agi: 6 Con: 15 Pow: 12 Int: 10 Wp: 11 Per: 11
PhR 110 MR 120 Ps R 90 VR 110 DR 110
Initiative: 70 Natural
Attack Ability: 220 Claws '" 200 Bite Of" 220 Breath o r 170 Tail whip
Defense Ability: Damage Resistance
Damage: ISO Claws (Cut). 170 Bite (Thru5t). 120 Tail Whip (Impact), 150
Breath (Va'riable)
AT: Physical '" xales: Cut 91mp 9 Thru 9 Hea 9 Ele 9 Col9 Ene 8
Essential Abilities: Supernatural Physical chara.::teristics. Superhuman
Spiritual characteristics, Acute Sense, Zen, Immunity, Vulnerability.
Powe": Natural Weapons: Claws, Bite (Additional Attack. Imreased
Damage ... 20. ArmOf" Modifier -2) and Tail, Breath. Damage Ene<&)', Physical
Armor, Natural Flight 12, Flap Wings. Increased Physical R.esistame "'10.
Mystic Resistance MR +30. Damage Barrier 120. See the Supernatural.
Size: 30 GI~nt
Movement Value: 8/ 12

Regeneration: 9
Fatigue: 15

Secondary Abilities: Notice 80 (Usten 110). Search 70, Hinory )0,


Appraisal SO, Memorize 25, O(wlt 20. Feats of St rength 110. Withstand
Pain SO.

A"c E~T
Category: Between

World~

30

life Points: 7.015 Damage Resistance


Cl us: Warrior
S tr: 17 D ell:: 9 Agi: 6 C o n : 17 Pow: 13 In t: 12 Wp: 12 Per: 11
PhR 125 MR 135 P sR 100 VR 125 DR 125
Initiative: 70 Natural
Attack A b il ity: 240 Claws . 220 Bite; 2~O Breath: 190 Tail whip
D efense Abi lity: Damage Re5istance
D amage: 170 Claws (Cut). 190 Bite (Thrust). 140 Tall whip (Impact). 250
Breath (Variable)
AT: Physical" Scales: Cut 12 Imp 12 Thru 12 H!a 12 Ele 12 Col 12 Ene 12
Essential Abiliti es: Divine Physi~al Chara<:teristlCs. 5upemuman Spiritual
Characteristks. Acute Sense. Zen. Natural Immunrty. Vulnerability.
Powers : Natural Weapom: Claws. Bite (Additfonal Attack. Increased
Damage +20. Armor Modiner -3) and Tail. Breath, Damage Energy. P~cal
Armor, Natural Flight 12, Flap Wings, Increased Physical Resistance . '0,
Mystic Resistance MR . 30, Damage Barrier 160, See the Supernatural.
Size: 34 Colossal
Movement Va lue: 9/ 12

Regeneration: 11
Fatigu e: 17

Secondary Abilities : Notice 90 (Usten 120). Search 70, History60, Appraisal


70. Memorize 50, Occuh 60. Feats of Strength 130. Withstand Pain 50.
Since man has had memory, Dragons haye existed. Halfway between

myth and reality, this ancient race of reptiles Is one of the elemental forc;es

of creation. As the legends state. they are a fragment of the spirit of Gaia
itself - pure power Incarnate that no one can ~ontain .
The vision of a Dragon In all of It splendor is as fascinating as terrifying.
Although each one has a different appearance. all of them share the common
attributes of their race that have already be<ome so mythical - like their
extraordinary wings. Jaws. and claws without equal.
A Dragon's mon prodigious characteristic is its growth. Contrary to
other races. Dragons do not grow old: rather. they gain spiritual power
with the years. In fact. their Gnosls evolves With their age . geometJically
increa~ng the ability and powers that they possess. Having reached a cernin
point after several millennia of life. they transcend their form. no longer
existing a$ Natural creatures.. but be<.oming Beings Between INorlds.
Th~ ell:ists different subspecies of Dragons. Even without being proper
elementals. each of them Is StrOngly linked to one of the four p!'imary forces
which Influence their appearance and abllities. The most known are those
that are based on fire and earth, whose scales are red and green, respectively.
There are Dragons of other classes as well - like the Ice and storm Dragons.
The goats and ends of Dr.Igons are as varied and fathoml=. as their
nature. It Is just as possible that a Dr.Igon w:>Uid remaln isolated and peaceful as
it is that another w:>U1d seek to destroy eyerythlng that it found in its 'IVirj. Even
though they are Intelligent. In general Dragons are not able to communicate
with ~ngs that are ~ to their l1Ke. In spite of thal, some have learned to
talk various langua&e$ and malntaln relatlons wlth mortal creatures.
Currently. the greal majority of these powerful reptiles remain lethargiC.
due to the actfvation of Rah's machine. Affecting the magic of the world so
dire<t!y. the Dragons had probIefru surviving and IIOluntarily sank into a deep
sleep. Lost citadels. deep subterranean CiIYe'S or IIOkanoes are only some of
the places thaI they choose to hide themselves in. until time returns them
to their full pcmer. 8ther Wlrf. there exist many young Dragons that awoke
Just a few centuries ago when their eggs hatched. With their progenitors
still ~. these young Dragons have gathered a considerable amount of
mystical objects In their lairs to try and awaken the older ones.
DRAGO." C lASSES
Given thaI it Is Impossible to gather the chal1Kteristics of all the Dragons
in their different phases. they have been gathered in three separate records.
The minor ones, whose age Is made up of between 50 and 500 years. are the
youngest and ~akest.. The majority of them measure 8 to 10 met~ although
with their tail and wings extended they can double that ~gth. The so-called
major Dragons - whose age is between SOO and 2000 years - are already
an6ent. Their extraordinary bodies take up between 40 and 70 meters.. though
sometimes they are even larger. Finally. the ancient ones are those Dragons that
have transcended and reached a point where they have become entities that do

I'IOt belong to the physical or spiritual v.oOd. Creatures of extraordinary poY'o'tr


with m~lennia behind them. their bodies are the 5ize of =all mountains. '
Legends say that some primordial Dragons are so ex<eptionally old that
they have attained a superior level of power. If that were true, they would
have been alive slll(e the War of Heaven itself. Although !t 15 unknown If
beings like this truly exist. their sup<!trlatural abllities wpuld be far greater
then those reflected in the ronls for andents 0r'I(!S.
MODVS OPERANDI

Motivated by various ends. Dragons are (omplex creatures hard to


comprehend. Normally they do not engage in combat. as their antagonists
always flee against them. Even so, they have ample options at their d~sal
for any type of conflict. In general. they fight from !he ground, carrying
OUt two atta(ks per Combat Tum - one with !heir daws and another witll
their Jaws. If they feel that they are in danger. or jf they just do not want to
fight. they use their powerful breath to raze anything that is fOund In front
of them. Dragons are also able to fight from the air. where once again their
breath Is their preferred weapon. Their Yul~erable point is their head.
Bite: Because of the poY'o'tr of Its jilW and teeth . the bite of a Dragon redlXe5
the AT of its adversaries. The )'Qungest ones lower AT by 1 poinl, wh ile the
major and anc;ient ones redlXe it by 2 and 3 points. respect~ly. At ,the same
time. the Breakage of these alta(ks is 16, 22, and 26. depending on its class. The
bite counts a~ a natural additional attack.. which it can execute while it rushes
bward with its daws without suffering any penalty to its Atta(k Abil ity..
Tail Whip: When It faces a great number of adversaries. a Dragon can
use its tail like a whip to tarry out an Attack with an area effe<:;t of great
magnitude. The young onc~ sweep an area of 5 meters in length. 25 for
the major ones. and the ancient ones can take up around 100 meters with
his tail. If It carries out this attack, the Dragon can not use its claws or jaw
during this assault.
Breath: Without a doubt. the most feared atL1(k of the Dragons Is
their breath. The great majority of times:. draconic breath weapons are a
powerful spurt of fire and magma capable of meltJng e-.-erything that it comes
into (ontact with. Nevertheless. the less common species can b<'eathe ice
or lightning. Therefore. depending on the type of breath that the Dragon
possesses. It can attack on the AT for Heat. Cold. or Elec:tricity. The attack
has the shape of a cone: It begins at the mouth and gets wider as it advances
forward. The reach and exten:slon dependS on the Dragon. The mil'lOr ones
reach up to 250 metCfS and take up an area of a 5 meter radius. The major
ones get up to 500. with a radius of 10 meters. Finally. the breath of an
ancient one can reach more than 1 mile and possesses an SO-foot radius.
In order for It to use its breath, the Dragon needs to prepare itself for 3
fu ll Combat Turns during which It cannot attack with its jaws (although It
(an with its claws or tall). There is no limit as to how many times it can use
It in one day. but If a Dragon uses its breath weapon more than 3 times In
an hour. it lose a point of Fatigue for each additiona l dixharge.
Natural Flight The enonnous wings of a Dragon allow it to fly with a
Flight ValU(! 12. Unfortunatcjy, its great size make<; It exceptionally expef1We to
maintaln itself In the alr. for which it loses a point of FatiglH' f:"Iery half an hour.
Fl ap Wings: The Dragon can flap its wings with great forc;e to raise a
pawerful gale. Anything that flnds Itself within the wind must defend against
an air alta~k with an automatic Difficulty of Almost ImpoSSIble or it will
l'e<eive an impact equal to half the Dragoo's Strength. rounded up. This
attack has the same area of effect that the Tail whip does.
Im munity: Depending on its species. the Dragon ~ various
immunities. Those of fire automatkally Ignore any type of damage based
on heat. In the same Wirt, those of Ice and the ones of storm are immune
to cold and ele<tncity. respectively.
Vuln erability: Any attock that is based on the opposite element which
they are attuned to causes them double damage.

Zombie
ANIMATED CORPSE
Leve l: 0
Catego ry: 8etween Worlds, liYing Dead 10
Life Points: 345 Damage R.csistan<e
Class: Freelancer
Str: 8 D ell:: 5 Agi: 5 Con: 7 Pow: l in t: 2 Wp: 1 Per: 5
PhR 45 MR 0 PsR 0 VR 2S DR 2S

Initiative: 40 Natural (or like weapon)


Attack Ability: 50 Bite, Strikes or Weapons
D e fe n se Ability: Damage Resistance
Damage: 20 Bites and Strikes (Thrust / Impact). or like Weapon
AT: PIlysicall
Essential Abiliti es: Physical Exemption. Acute 5else: Smell. Complete
Night Vision, Psychological Immunity, Unnatural Size.
Powers: Increased Physical Resistance PIlR ' 20.

Regeneration:
Fatigue: Tireless
Seco ndary Abilities: Notice 30 (Smell 60).

~arch

20, Stealth 20.

Zombies are corpses animated through supernatural means. They


are the most basic of all the living dead. They do not have the ability to
reason, nor do they have a soul - although sometimes they can hold on to
vaguc memories of their life. Many of the basic experiments of Black Sun
with thc Book of the Dead have created a multitude of these (fCatures.
HCl'Never. they are not capable of dom inating them completely. If they are
1'\01 controlled. zombies walk around with the only desire to satisfy thCir
hU!1ger for live flesh. especially that of other living humaM.

MoDUS O PERAN DI
Zombies do not have rules of conduct; they simply stroll around
erratically until they find a liVing being on which to feed. They fight in a
chaotic way with strikes and bites. but they can also wield very simple
weapons. Their dead bodk:!s do not heal o f ""'Ilunds, and they become
emaciated willl the passage of time, until they are rIOt even able to move.
Their OIlly vulnerable point il; the head. and massive damage to it (or
de<:apitauon) destroys them automatkally. The characteristics described In
this chapter rep<'t'SCnt the animated corpse of a male adult of medium build.
Women. elderly. and children can have ~I abilities :;lightly inferior.

er ---------------------------slax.
UNDEAD~C~H-"-\E-RA
Category: Between Worlds. living Dead 20
Life Po ints: 3aO
Class: Wcaponsmaster
Str: 13 D ex: 6 Agi: 5 Con: 12 Pow: 8 Int: 5 W p: 6 Per: 7
PhR 70 MR 60 P s R 55 VR 70 DR 70
Initiative: 70 Natural
Attack Ability: 160 Claws and Bo nes
Defense Ability: 140 Claws and aones
Damage: 95 CIi\WS and Bones (Cut / Impact)
AT: Physical Cut 6 Impact 6 Thl\lSt 6 Heat 6 E~ 6 CokI6

Energy 0

Esse ntial Abiliti es: Inhumanity, Physical Exemption. Inhuman Physical


P$)'(:hologlcallmmunity. Unnatural Size.
Powers: Natural ~apons: Claws and Bones (Increased Damage).
Damage Energy, Increa$ed PIlyskal Resistance +20, Physical Armor 6
Open. Damage Barrier 50, Regeneration 16 limited. Extrasensory
Characterlnl~.

Regeneration: 0/16
Fatigue: TIreless
Secondary Abilities: Notice 40.
Strength 90. Jump 40.

~an::h

25. Feats of

This creature. nicknamed ~ for its need to quartet" MIg


beIogs. is or.e of the artifodal creations described in the Book of
the Dead. It is a terrifying expeliment that has as its objective the
COI'IStrvctioo of a powerful type of uoOead
with enormous
destructNe capabilities. A ~ is , ~~~:,~:::::::~;;~
than three meters irl height. All of its body
and bones; the spinal <oIumn splits its back in \""'I). and ~ has
a macabre skull ad face. It possesses disproportionate arms
like those of a giant gori lla. ar.d its legs arc strangely ill\lerted.
beginning at til<! hip. Thus. it walks in a ~ odd

war.

Its creation requires vast medical and .supernatural knowledge. F'trSt.


a metallic !-keietOll is forged as a base with a human reinfort:ed cranium,
and iatCt' adding atop of it different levels of mllSCuiature - human and animal.
Anally. some rituals, alchemy. and sacrifices are used to anmate it. After years
of nudies. ~ Sun has developed several of those creawres - aIthougtl their
quantity is CUl'rently ooknown. The organiziltioo uses them as destructive
weapons or guardians of their bases. in spite of the fact thaI their violent nature
sometimes takes 0\IeI', aod they kill anything that they find.

M ODUS O PERANDI
A Slayer Is a true prodigy for killing. Even when only using its mere brute
strength. it il; gifted w ith a supernatural instinct for death lIlat enormously
Increases its ability while figllting. Whcrl it strikes its opponetlts. a Slayer
is capable of splitting them Into pieces willl a mere graze of their <laws or
flm. Once it has found a possible victim, the Slayer follows It Inexorably and
without rest until It finishes it off. The only Ihing that (an delay"itli pursuit is
thc presence of a prey that is near. witll which It <an feed to heal itself.
Armor (Open): All of the muscles of the Slayer are reinfon::cd with
narrow filaments of black steel. Therefore, they naturally enjoy an effcctive
Jrmor against al l types of attack that are not based on Energy. N evertheless.
its skelctal hcad is not protc<ted like the rest. Therefo re . strikes directed at
the cranium do not obtain this protection.
Extrase nsory Vi s ion: Even without hav ing eyes. the Slayers can feel
their surroundIngs thanks to the supernatural powers that have been used
10 create them. However. they are not able to pen::eive magical or psychic
abilities, nor sp,r'tual bei!1gs.
Re ge n eration (limited): Although their dead body is not able to heal
itself on Its own. a Slayer can feed itself live flesh (or flesh of SOtnCOf\e that
has dfed less than nve minutes ago) to heal any type of damage. While it
finds itself eatmg. il5 level of Regeneration temporarily increa!.eS up to 16.
As a referetKe. devouring a whole human body allows them to regenerate
for 15 turns at a rate of 10 LP per turn.

Le ve l: "
Category: Spirit 20
Life Poin ts: 105 Beast! 130 Spirit

Ilthcy are attacked by means not capable of damaging


spirits. 11'1 fact. it Is possible to kill the beast without
affecting the spirit. using silver weapons or similar
Nevertheless. attacks capable of damaging
with enough Presence affect both equally. In
they have the same vulnerable poil'lts
that the Imitated animal.

Class: Assassin

Str. 6 De x: B Ag i: 8 Con: 6 Pow : a Int: 6


Wp: 8 Pe r. 9
PhR 55 MR 5S PsR 55 VR 55 DR SS
Initiative : 120 Beast! 100 Spirit

Atta ck Ab ility: 140 Claws and Jaw


Defe nse Ability: 110 Dod~
Damage: 60 Claws and Jaw (Cut / Thrust)
AT: Physl<al Cut 6 Imp 6 Thru 6 Hea 6 Ele 6 Col 6
Ene 3

Esse ntial Abilities: Inhuman ity, Physica l Exem ption.


Sup<!rhuman Special Physical Characteristics. Acute
Se rlse~ - smel l and hearing. Attuned.

Powe rs: Conditioned Posses~lon . Form of


(Conditioned Basic M etamorph osi~ N atural Weapo n ~:
Claws and Jaw. Increased Reaction '20). Path
of the Beasts (Increased Movement " 2. F~,-Movement through Nature), Condltkmed
Physkallmmunity 80. 'M!akness.

Site: 12 Medium
Regen e ration: 1
Move m e nt Va lu e: 10/ 8
Fa t igue: 8jTireles~
Se conda ry Ab ilitie s: Notice 60 (Smel
ond hearing 90). Sean:h 60. Hide 100. Track
60 (~90). Athleticism 20. Stealth 100,
The Asagirl are Irate femini~ spirits of nature dominated by a
strong predatory instintt. Sinte they have no body. they are intapable of
intervening with the physical world. Thus. Magin need to possess others to
feel the emotion of the hunt and the taste of blood.
k. spirits. Asaglri can only take possession of 'NOmen that are stili
maidens. Once they find an appropriate host. they bumlW into her soul
and stay lethargic ulllil the night o f the first full moon arr ives. In that instant.
the Asagiri obtains control of the body. transforming it illlo a bloody beast.
Ironically. the spirit holds onto vague memor ies of its host ess and fee ls
the deSire to kill those whom she most loves or hates, Even so. it does
not waste any prey - especial ly humans. W hen it becomes day again, th e
woman regai ns co ntrol. unable to remember what happe ned the night
before. History Is repeated again on the next ful l moon .
People who are gifted wtth the ability to see an Asagiri while it is in spiritual
brm Will perceive it like a turbulent Ihadow in constant motion whid1 possesses
some animal features mixed with a female appeat"1loce. Inside a human body.
it is a beast with some feminine char.Ktcmtics. Magin bodies are toycred With
a dense black fur. and its extremities end in sharp cI.1-M. Its face resembles any
other predator - ~kc panthers. v.dves. or other type of anirna).
The spirit can abandon its hostess at any moment. except when It
is in beiUt state. When its host dies. the Magin remains trapped Within
the corpse until the following full moon arrives: then it can free itself and
search for another body. If, during thIS time. someone deposits flowers
in the mouth of the dead 'NOman. the Asagiri remains bound to her and
completely disappears once night arrives. A few extremely complex Ill)'$tical
rituals are also capable of exorcising It.

MODVS OPERANDI
The hunt is the only thing that gives meaning to the existence of the
Asagiri. On the nights of full moon. they drag themselves stealthily in search
of victims that can satisfy their instincts. From the shadows. they po unce on
their prey and finish them off without giving them a chance to react,
W hile they are In spiritual for m. the Asagirl complctely avoid ~ny type
of cOl'lfro ntation . as they are unable to fight. On the other hand. as beasts
t hey do not fear fighti ng. alth ough general ly t hey prefer to use subterfuge .
The phys ical body and t he soul of the Asagl rl receive damage independ ently

Possessio n (co n dit ion ed): The ability to take


possession of a body only has an effect on women

~~~~~~~~'~h'~
;3I"C virgins.
To be
able to
~eakma~
into athe
interior
of 'their
soul. the
Magiri
must
suc:cessful

attack against their vic.tim. and ~ must fail


an MR Check against a DiHculty of 100. If she
the P.esiSlance. or the spirit abandons

I ~~' :::~:'~'~a later time. that 'NOman can never

\1

by one of them again. Having


relationship at a later time does not
the possession In any way.
Beast Form: Once introduc:ed within a body.
spirit can alter It during the nights that have
I
It the appearance of a beast.
Asagiri in-crease the physical
of their host considerably
(2 points to Dexterity and Agility. and 1
to Strength and Constitution). as well as
their reaction speed. Also. they gain
sharp claws and teeth that the Asagio
can use as weapons. The statistics reflected on the
record represeots the possession of a normal YoQman:
therefore. the CharaCieristics In cursive can be altered.
dependmg 00 Its host.
Attune d : While they are transformed. the Magiri have an affinity with
wolves. panthers. and other great predators.
Pa th of the Beasts: In beast bm. its COl1Yl1ll:lion wtth nature ~ it to
actvarw;e through brest or jungle areas without ant penalty to its speed. Also, its
f'1oItement Value is increased by 2 poFIlS when It rl'lO>'eS in those environments.
Phys ica l Immunity (condition ed): During the nights with full moon.
the Asagirl are completely immune to any attack that is in<apable of
damaging Energy WIth a Presence k-o.Yer than 80. This ability does not work
against silver weapons. which produc:e damage normally on their body.
WeClknen: If flowers are placed In the mouth of a cadaver possessed by
an Asagi rl. the spirit wiU per ish in an im mediate fashion once night arr ives.

- Ch,","ri"'"

Filisnogos

VEN GEA NCE OF ~


TH~E~A-:-N-C-IE-N- T- - - - - - - - - - Leve l: 15
Life Points: 8.565 Damage Resistantc
C la ss: Dark Paladin

Category: Between Worlds 40

_ a _ a ~ 8 _ . _ B ~ m ~ B - D

PhR 140 MR 180 PsR 180 VR 140 DR 140

Initiative: 105 Natural


Attack Abilit y: 300 Pillar of Souls + 260 Appendages (6 attacks): 300
Gravity Destruction
D e fe n se Ability: Damage Resisunce
Damage: 200 Pillar of souls (Cut ). 180 Appeodages (ImpaCl)
AT: Physical 10
Esse ntial Abiliti es: Divine Physkal Characteristics. Supernatural Spiritual
Characteristks. Physical exemption. Zen. Immunity. Ps)'dlOlogkallmmunity.

Vulnerability. Pfryskal Need.


Powers : N atural Weapons: Pillar of Souls (Increased damage +20) and
Appendages (Six additional attacks). Damage Energy. Gravity Destruction
(Innate spell). Superior Subterranean Movement. MR +50 and PsR +50.
Regeneration 17 CClndifioned. Physical Immunity 80. See th e Supematura l.
Vu/nerClble.
Size: 36 Colo$$al
Movement Value: 8/4

Secondary Abilitie s: Notice 1SO. Scarch 90. Feats of Strength 210.


Memorize SO.
To contemplate the Filisllogos is to witness the true meaning of Terror.
It is a unique creature whose power Is almost divine. nourished during Its
gt'statlon of cOtlnlless souls. It is the creature that the antiquity left behind
so as to avengt' itself on man and make him pay fO<" his sins. Not for oothlng.
its name stands for "Son of Death."
The Filisnogos Is a creature of wIossaI siZe. almost as big as a small city.
Made up of dark metals and marble. from a distance it has the appearance of an
immense mount3ln of corpses that J'I'IO>'eS sIa.Yty. Its J'l'L<Ii'I body Is a huge dome
in whose center Is found a replica of Its 0Ml creator; which acts like the core of
the entity. That beautAui figure Is crowned by four extraordinary wings. two with
an angelic aspect. but dark like ebony. and a second pair made of bones. From
Its dome arises dozens of irTvnense tentades that end in the heads of various
beasl$. For the common person. its surface :;eems to be completely smooth.
but those....no can see spirits win be iIW:If'e that its filled with thousa,rICk of dead
fa<es and bodies cootoned with pain and desperation.
The origin of this J'llghlmare goes way back to the War of God. during
which thousat1ds of beings died every day in conunuous agony and suffering.
Being between all that destruc:tlon. Gaudemus. named by his elven brothers
the Creator of Wonders. shaped a plan 10 avenge on those who had taken
away everything from him. Alone . in the penumbra. surrounded only by the
cadavers of those he loved. he put together an extraordinary golem using
the remains of his 0Wf1 city as r<m material. To give life to that moostrosity
he tried to tIlannel the souls of its InhabltaJ'lts. but unbe knownst to him. he
created a beacon for thousands of spirits rendered by hate. And that creature
nourished Itself on all that extraordinary power unul it be<:ame an entity like
none else had ever walked the world before. It was only partially awakened
101' few hours. but even so. death and destruction followed it. Uke a rleWbom
....no takes its first step$. and with only a fr.Ktion of its power ac:tivated. the
Fili~ razed aU fonns of life that was found within 100 miles.
It was only then when Gaudemus understood the true horror that
he had created and. Inupable of destroying it. he hid it. creating four keys
that would completely awaken It. Currently. it5 place of rest. as well M the
location when: the artifactS needed to awaken it are found. is unknown. If
at some point the Fm~ is reanimated. it would cover everything In an
ocean of b!ood like none have seen in centuries.

,,

M ODVS O PERAN DI
Imp<!lIed II)' pain and the wrath of the souls that created it. the only
desire that the Fllisnogos has is to avenge itself on humanity. It wishes to
bathe In the blood of men. crush it5 dvilizations. and erase them from the
face of Gaia fOl'eVer. Unfortunately. its hate is so immeasurable that it is
very posSIble that it would not stop there. and would advalKe uncontrolled
until it destroyed all life on the planet.
Once awakened and in its full fac:ulties. it will I'Il<::N'e across the world
seardling for great cities. It uses its appendages to explore. as it can deploy
them up to two miles from it5 body. If on the way it finds small populations.
the Fillsnogos does oot even stop - it has enough with one or two of
its tentac.les to destroy them. Only in an important city will the Filisnogos
manifest itself In all of Its glory. to the horror and desperation of it5 future
victims. The only thing that nops it is a deep river. since the creature feels
a strOng repulsion toward water.
The power of the Fllisnogos Is Immeasurable. It can destroy armies
and raze eJ'ltire cities with ease. In combat. it can carry out up to 7 attacks
per tum - one with the Pillar of Souls and six using its appendages. Also.
every two turns it ge nerates a field of Gracity Destruc:tion that the creature
generally uses agai nst bothersome adversaries or artillery. It does not have
any vulnerable po int5.
Pillar of Soul5: The ma in attack of t he Filis nogos is the Pillar of Souls. It
is an extraordinary black runic edge the destroyer can manifest or unmake
as he wishes. N ormally. It emerges from the ground. destroying anything
that It reaches. although it can also emerge from it5 body. This attack hM
a Breakage of 26.
Appendages: The six enormous appendages of the Filisnogos crush or
engulf anything that comes within it5 reach. Each one of them allows It to
make a natural additional altack. for which it does not suffer any penalty
10 Its abilIty. They can even fight even when it5 body is undef"ground. If one
appendage is attac.ked. it can withstand 500 point5 of damage (whkh Is not
subtracted from the total points of the creature) before being destroyed.
Once they have been cut down. they w~1 eme.-ge again from the central
body in S turns. Given its great size. It can only use " appendages against a
target of medium Of big sll!. although nothing pn?'ients it from using it in
conjunction with its Pillar of Souls. These attacks have a Breakage of 2....

Phys icililmmunity: A5 powerful as it may be. no weapoo that is


unable of damaglog Eoergy has any effect against the FilMogoS. Only
supernatural attacks with a presence greater thao 80 cao hurt it.
Grilvity D e struction: Its locredible supernatural power gral1ts the
creature a limited cootrol ~r the gravitational fields of the planet. allowing
it to execute ao lonate earth spell of Gravity Destructioo. The spell Is cast
with its Base Value. that Is to say, 180 points ofZeon. It needs 2 full turns of
preparation to execute it, duriog which time the body of Gaudemus begins
to gesticulate. It (aO cast it an uolimited amount of times. maintaining it uotil
everything that Is within the dome is destroyed.
Supe rior Subterranean Movement: The Filisnogos has the ability
to bury itself under the ground With ease. something that it normally uses
to protect Itself from the rain or to <M:Iid being detected from distance. It
needs 5 Combat Turns to bury Itself 0Yef" soft earth. and 20 under solid
rock. It Is also capable of mo.-ing across the subsoil, but its M~ment Value
is reduc:ed by half. While it Is burled. the Ailsnogos uses its appendages with
a penalty of - 40 to Its Ability.
Regeneration (conditioned): The body of the Filisnogos immediately
absorb5 all of the Inorganic physical matter that is found around it. so
as to cure Itself almost Immediately of any damage. Therefore, it has a
Regeneration of 17 and re<:overs 100 poims o f damage per turn. This abil ity
does not work against attacks based on water.
Psychic Immunity: Except for aoger 01" rage. it is Incapable of feeling any
other emo~OIl and. therefore, it ignores the rest of the psychological State.
Immunity: The Filisnogos Is virtually immune to aJi e lemental effecu.
except for cold and watC!'. Therefore, attacks based on air. electrkity. earth.
fire, light, or darkness only cause It half damage.
Vulnerability: The physical form of the Filisnogos is vulnerable to water
and to cold. therefore any elemental attack based OIl them produces double
damage. Also, contact with water In great quantities acts like a powerful
acid against it. If it gets at least a Ioorth of its body wet. it must pass a PhR
Check with a Difficulty of 200 or lose ao amount of Ufe Points equal to ten
times its failure level. This normally happens when it passes by rivers or it
comes to the surface while It rains. It must repeat the check every 5 turns
if it does not protect itself from the water.
PhYJicai Need: Once awakened, the vengeful spirits impel the Filisnogos
to kill all that Is found In its way and
to
off the death that It causes.
Therefore. It needs to end the life
of a number of people per day;
If it does nat. It will start to become
debilitated. If a week passes without
having k.illed anything, It wil l bury luelf
and will become drowsy once ag~ln.

reed

Aberra.tion
SPAWN OF PAIN
l e vel: 4
Class : Between Worlds, Elemental 20
life Points; 900 Damage Resistance
Category: ~aponsmaster
_ n ~. 6 _ 6 ~. ' ~_ 8 ~ 3 ~ ' _ '

PhR 5S MR S5 P s R 50 VR 55 DR SS
Initiative: 70 Natural
Attack Ability: 140 Oaws and jaws
Defense Ability: Damage Resistance
Damage: 1'0 Claws and jaws (Cut)
AT: Physical 3

MODUS OPERANDI
The only interest that motivates the Aberrations is death. They never
elaborate plans, nor do they seem like they need them. Simply. those
creatu res charge any living bemg that crosses their path to kil l them with
claws and bites. They can act on their own or 10 numerous groups. but not
even this way they behave In an organized fashion. In combat Aber ratiom
are terrifying adversaries, given that their bodies, lacking vital organs. (an
receive enormous amoonts of damage without suffering mortal wounds.
Either way, hidden behind lu ribs is found its heart. a vulnerable poiot. To
carry O!Jt ao aimed attack towards It has a peoalty of -60.

Claws and Jaws: The rl3tural weapoos of the Aberrations are prepared
to destroy Its adversaries from Inside with great ease; they ~t a +20 boous
to their rolls when cakulating any Critical. The Breaka~ of the attack Is S.
Bond of Suffering: Wheo aJ1
AJbo"~ti~ receives some type of
irl combat. it nstantly
creates a spiritual borld with
the pet'SOn that produc:ed
it. returning its palo ill aJ1
ir'lcTemerlted W<rj. Therefore.
aJ1)'OIle v.tlo causes the loss of
Ufe Points to aJ1 Aberratioo must
automatically pass aJ1 MR Check with
a Dimcu~ of 100 or it will find itself
submitted immed iately to the state of
Pain. All individual mu!>! pass a Check ooly
once per Combat Tum, even if it has
carried out several attacks with SUC:Clm
again!>! the creature. This ability ooly
works while the subject is within less
thao 5 meters of the Aberration:
far-the!" thao that. the spiritual resonance
I s so weak that it does not produc:e any effect.
A failed check can be rolled again e-ICfY S Combat Tums.
Regeneration: The metabolism of these creatures allows them
Abemtion to cure themselves at a prodigious speed: they rec~r 20 life Poiots
per minute. This ability only ~ on attacks caused by physical meaos. like
crushing or slashing. The damages suffef"ed of ao elemental nature (cold.
heat. electricity. light. darkne~ or other similar ones). are ooly regenerated
with level 3.
Compl e te Night Vision: Natural darkness does oot affect the ability
of vision of the Aberrations. but supetoatural darkness does.

Essential Abilitie s : Inhumanity. Fatigue Resistance . Superhumao Physk.al


Characteristics. Without Unconsciousness.
Powen: Natural weapon: Claws and Jaws (Increased Critical. Increased
Damage +10). Regeneration 12 cOIlditioned, Bond of Suffefing (Aura: Pain
condiUone<i), Complete Night Vision.
Size: 20 Medium
Movement Value: 6

No ooe knorm the origin of suc:h nightmares that, for lack of a better
name. are called Aberrations. These creatures are jum bles of bloody meat
aod pus. with enormous laws and sharp claws. Their appearance is very
chaotic: sometimes they seem similar to Immense lupine beasts larger
than adult lions. and other times they are more like a grotesque parody of
muscular human beings. A5 a group. they are a tn.lly a scary thing to see.
The Aben<luOIls are not originally from the rea! world. but rathet" from
The Wake, where they are fouod the majority of the time. Unfortunately.
they pos$ess an enormous ability to manifest them$dves through the
gates. being drawn by huge amounts of pain and torment. It is said that
when a person penetrates Into The Wake through a place charged with
suffering. they can leave behind many Aberratioos. These creatures have
ao unquenchable hunger for meat, and where they manifest themselves.
they always leave behind a path of destruction and death. Aberrations do
no t respect any living beings, except for their equals. In many ways. they
are the spawns of pain.

Re gen e ration: 12/3


Fatigue: 13

Secondary Abilities: Notke 20. Search 40. Climb 20, Hide 25. Feats
of Slrength 20.

Lord at Da.rkness
GR.EATER. ELEMENTAL
Level: 10
Life Points: 275
Class: Warlock

Cate gory: Between Worlds. Elemental 30

_ a _ D ~ ' ~ D _ D ~ a ~ a _ n

PhR 100 MR 120 Ps R 95 VR 100 OR 100

V\llnerable point, except for their heart - the fo<::us of their essence. On
some occasioos, they gain Elan from the Shajad whom they serve.

Initi ative: 115 Natural, 125 In human form


Attack Ability: 250 5hadO'W Claw'S
Defense Ability: 230 ShadO'W claws
D am age: 120 Shadow claws (Cut I COld)
AT: None
MA: 80 Darkness Spells, 60 Others
Z eon : 1,150
Magic Proj ec tion : 200 Offensive
level of Magic: 90 Dar1<.ness
Essential Abilities: f'hy$icaJ Exemption. Elemental Immunity: Dar1<.ness
(half the damage). Inhumanity. Gift. Gestureless Casting. Supernatural
Spiritual Charactcrlstics, SlIpemuman Physical Characteristics.
Powers: Natural 'Neapons: Dark Claws (Annor Modifier - 1. In(reased
Damage "40. Elemental attack), Damage Energy. Metamorphosis conditioned,
Mystical Resistance MR +20. Elemental Form conditioned, Physical Fonn at
Will. Shadow Ey.::s (See the Supernatural, Complete Night Vision),
Spedal: Magie Projelon as an Attack.
Size: H Big (Var.)
Movement Valu e: 8

Regeneratio n : 7
Fatigue: Tireless

Secondary Abi lities: Notke 85, Search 25. Hide 50 (100), History lDO,
Occult 140, Style 40, Intimidate SO, Magic: Appraisal 110, Stealth 25 (75). Art 60.
The Lords of Darkness are the somber twlns of the Maidens ofligtlt, the
most powerful of all the dark elementals. They can take many forms. but their
true aspect is a coloual humanoid (three met~ in height) made up of purt'
dark.nes.s. Their hands are grotesque claws, and their heads art' crowned with
two hllge homs. They do not have fao:;e, but their eyes ~ine like scarlet coal
that leaves behind them a trail. Given their terrifying aspect, it should not
be a surprise that many of them h."rve inspired a mllititude of ancient
demons ofthe Christian religion. When someone is in the presence
of one of these crt'alUres in their true form, they normally feel
a prick of rear running up the,r spine. Just like their light twins.
the Lords do not eat and drink, nor do they h."rve any needs.
In (act, they are practltally Immortal - they only periSh due to
violent c.auses.
The lords of Darkness are a contradiction in themselves.
They are attracted to violence and destruction. but at the
same time they loYC art and beautiful things. like theirsiners,
they normally follow the doctrines of one of the Shajads. and
on occasions they serve them personally. As a general rule,
the Lords of Darkness act in a cold and calcu lating way; it is
very uncommon for them to lose their nerve or be<:ome angry.
Nevertheless. when they do . the Lords always Ic3V<: a sea of
corpses In thcir way.
If they can avoid it. the Lords of Darkness do not
act in person, preferring to use subordinates that
work for them throllgh trickery or intimidation. They
also have a mllititllde of Shadows in their service,
which they lise fO!'" the simples! of tasks.
Given that the Lords can take a difkrent
appearance at night. they often mingle with humans and
even take on a stable idenmy. Even so, the most common
thing wollid be to find them in the most sinister areas of
The Wake, or in IInexpiored areas of Gaia. from whcre
they exertlse their influence.

Dark Claws: The Lords of Darkn~ use their enormous claws with
tef"rifylng precision In combat. They allack like a dark weapon capable of
damaging Energy (Breakage 8) and, thanks to their unnatural power. they
subuac:t a point from the defender's AT. In the cases where they assume a
human form, their Base Damage is reduced to 10(l
Meta m o rpho sis (conditioned): During the night. the Lords of
Darkness art' capable of altering their appearance to take on a male human
I"orm (also the aspect of similar (3ces, like Sylvain or Dukz.arist), The Lords
only make the change once per evening. although they recO\lef" their true
aspect any time they desire. On some occasiO<lS, espe<ially old elementals
can transform themselves more than once and take the shape of enormous
beasts or an imals. The temples of the Shajads and thc places where the
natura l darkness is especially powerful allO'W the lords of Darkness to
maintain their metamorphosis even during th e day,
Shadow Eyes: Darkness does not affe<t their ability to see at all. not
even darkness of supernatural origin. Equally so. they are able to see spirits.
magiC. and psychic powers.
Eleme ntal form (conditioned): In their true form. the Lords of
Darkncss are beings of pure darkness that are only damagcd by attacks that
efkct Energy. They have the abil ity to touch physical objects even when they
are intangible. This natural darkness grants them a bonus to their obfllscation.

",~h~:~;'~;~~f1e<ted in parenthesis in their


Abilities. During the time that
they are under another appearance. the
lordsc.annot maintain this ability and
become completely material.
Immunity: Attacks based
on darkn~ produce half
the damage on the Lords
of Darkness,

MoDVS O PERANDI
U~

the Maidens of Ught. the lords of Darkoess


possess magical abilities which give them a great
superiority Ole( any creatures. RImes and mystic
symbols are formed In the interior of their dark bodies
while they iIumlllate power; these glyphs allO'W them
to u~ spells without gesti(lIlating. even while they are
fighting. Although the Lords have a great confidence in their magic skills.
they enjoy physically fighting against all kinds of adversaries. Normally, the
Lords are more than powerfu l enough by jllst using their martial abilities bill.
in the improbable case that they find a threat for them . they can use their
spellS in a very effective way. Much like many elementals, they do not have any

Lor~ of Darkness

~~1I

HE0t
uve1s of power
Many times. the simplest thing to do is to

The Anima role playing game introduces the player in the complex world of
GaYa. but this is oot the only setting In which It aJlows to play. Tak.if1g the game
ru les as a base, any Game Master can tr.msport their play to the universe that
they prefer, easily adapting any e~ments that they need. In this appendix we will
try to make that task easll!r. gM"g some recommendations and advices.

SYSTEM C0NVERSlON
The case might tome up that some player or GM already has some
characters or creatures made from another RPG system, and they wish
to make a tOIlVer5lon so as to play with them in Animo or vice versa.
Although the best advice WOtJId be to try to adapt them by directly placing
the corn:ept of each character on paper. sometimes it can seem difficult to
accommodate the different rule; or levels of powers from one system to
another. Now we will show)'Qu a senes of suggestIOnS and routines that we

hope simplifIeS those cOI'lVersions.

Adnptntio/l Of cliarncteristics
mId classes

make a dire<t conversion of power levels. To


do this. keep in mind that the adwrKement of
the characters In Animo is cooslderably elevated.
and even a level one charaCler is in general very
superior to a oormal person. Normally. a level one
character is equal to level three or four in other
games. Depending on the progression of levels of
each sy:stem. the best recommendation is to d ivide
between two or five to find the equiwlent in Animo.

Conversion of percentile systems


In many RPG SYStems that do not use power levels the abilities are
ca lculated using a percentile number. In these cases. the conversion of
characters is carried out by dire<lly adapting these qual"llilies . Taking 100%
as mastery (or what wou ld be the same. a final ability of 200 in Anjmo). all
that is needed is doubling the percentile number to know how much the
character would have in that skill. For example. an attack ability of 65 % Is
equal to 130 in Animo. To cakulate Its level. we take into account how many
DP It has spent in theory.

ADDITl0NAL RULES
Although almost all the rules of this system can be applied perfectly
to any type of environment. it is also true that J'OU can find some small
problems that can be solved by using the following re<ommendations.

To COOJen. the class of a tharncter from one system to Animo should not
be a problem: rov slmply needs to choose the class what )"Xl think is the most
appropriate for him or her. In the case of games sy:;tems with no dl5tinction
between different d;l.';~. the ben recommendation ~ to directly choose
Freeli\I1cer as an an:l1etype. It will also not be a problem to =ume what
ch.aractemtics are equiwlents In one sy:;tem 01' another. Only Dexterity i\I1d
Agility are problematic, Slll<e many times they appear as one in other systems
(l ike rcfJcxes or $Imply dexterity). In these cases. )'Ou Ci\l1 opt to give them
the same value. or alter both of them by increasing one by one and reducing
the other by one. Either way. k/:(:p in mind that from 10 on the level of the
characteristics In Anima Increa~ geometrically: a being only needs a Stref1gth
15 to be able to ~ft 100 tons. YOI.I can usc as a rdcrx:n<:e Table 84. in whidl
appear a correspondence of various dwacteristic leYeIs.

T ABLE

8-f:

ADAPTATION OF CHARACTERISTICS

lIP

2
3

4
5
7

15
25
35

4
5

10
12
14

,
,
8

mIlO

45

55
65

75

16

as

100

12

18
20
22

13
14

30

15

40

10
11

25

"

It is !'lot difficult to adapt firearms to the system

Modern A/lima
There is no reason Animo has to be u~ Oftly for medieYal fantasy
settings. W ith a little imagInation. il is really easy 10 adapt the system ro... an
actual or a futuristic world. by simply introducing a few small alterations.
One of the first rules that )'Ou will need to apply concerns the use
of firearms. Except if )'Ou admil the use of supernatural abilities. it is
completely Impossible for a person to stop or dodge a shot from a modem
weapon. The refore. Ihe attacker continues to use its offensive ability In
the conventional way (naturally applying its pertinent penalties from Table
44 and 45 ). but the defend er ca nnot use Its skills to stop nor
I
having Its natural defense roll. Only the Characters
I
leve l of Inhuman In their phy:slcal control che<:ks are able to use

defense abilities. the same way that they use them against arrows and other
projectiles. Magic and psychic shields do stop bullets without any problem.
Another aspect about equipment where some modifications mould be
Introduted Is In armors and protections. Although as a general rule the
actual bulletproof vests (or similar protections) provide an AT Inferior to
the medieval armors. an them also have a Damage Barrier that reduces or
nullifies the Impact of bulleu and projectiles. Therefore. it r.. pouible to
nullify the Impact of a bullet. even having taken it full on.
In reference to the archetypes. it does not seem neceS&lry to intro<iute
any variations. The great majority of people would be coosidered Fret'lancers.
while the m~ spedarlted categories. like warrior or weaponsmaster. would
be simple enough to change the name to mercenaries. The same can be said
about the secondary abilities. although in this case il would be convenient
to IntrQdU(e a (~ n~ skills related with the actual environment. like
programming or mechanics. It would be also very appropriate to Include
the ability of driving with two different aptitudes; one for motorcycles.
based on Agility. and another for vehicles with four wheels . dependent on
Dexterity. All that matters Is the Interest you wish to put into it.

Magic

a/td otl,er supernatllral abilities

In many fantasy settings magic and other supernatu ral abilities are
something really common. The only thing needed 10 control its power is
to receive the appropnate training, given that the whole world is born with
the aptitude to c<ut spells. In these cases. it is possib le that some GMs think.
that all of the characters should naturally have the Gift. without the need
of Investing in it Creation Points. Although the idea might seem attractive.
this supposes a considerable disadvantage to those players that do not use
spellS. given that In the Animo system magic is extremely powerful, and
those points could noticeably unbalance the game. If this situation happens.
the best thing to do is to consider that the Gift advantage represents the

learning I~sted by the char.l.cter to be able to dominate the use of


spellc.asting, for whiCh he still needs to spend the two Creation Points 10
have access to the use of magic.
This leads us 10 another problem; it is possibko that at some point In
the game a player ~ts someone that can teach him magic. and even that
he wants to declare a class change. Unfortunately, given that during the
crt!ation of the char.Kter he did not spend the appropriate Creation Points
to use magic. he now nnds himself with the fact that he is unable of learning
it. To solve this difnculty. and only If the GM allows him to. the char.l.cter
could be able to acquire the Gift using the characteristics bonus points that
he Il!i:eives when he goes up an even level. Each one of these bonuses can
be used as equivalent of one Creation Point so. if the character wishes to
have the Gift. during his next four levels he would not be able to increase his
chan.cteristics to Mpayfl the two poinu required 10 access magic.
All of these rules are perfectly applicable to the use of ps)<hic abilities.
allowing the char.l.cters to awaken their mental abilities in a posterior
moment. Many times . these powers have a different origin in each world,
being able to represent various forces that have little 10 do w ith psychic
skills. although in game terms they usc the same rules.

play with suyernatural entities


II Is not tOO hard at all to playa game using supernatural beings. Just
app ly the rules In Ch a pter 26 to create any type of mystical creature. like
vampires. demons or other legendary beings. Their essen!ial abilities never
changes. although you can alter their powers when you level up. The value
of the DP of those powers and essential abilities count as a modifier to level.
One mould not mix the essential abilities that are acquired using Creation
Points with those that are gained by spending DP. like for example The Gift
or Access to psychk abilities.

GLOSSARY
Ability: A talent. skill. or aptitude that can be measured by a number.
Ability C heck: Oice roll made 10 detcnnlne If uSing an Abmty Is sU(cessf,,1.
A dl00 is rolled and the result added to the cn;)r.Kter's Ability score. If the
result Is grealer than the required DiffICulty, it Is successful; If it Is less. it fails.
Action: Charatters may make maneuvers of any type. There are two
typ<!s of actions: active and passive.
Active Actions: Actions that a character can make ooly during his time

to act In a rum.
Advan tage s: Innate character features. They ~ acquired during
tharacter creation using Creation Points.

Arche type: General group of charattcr dasses.


Armo r T yp e ( AT) : The protection level that armor provides against a
spedflt type of attack.
Attack : The Ability used to fight an enemy.
B ase Ability: The AbWty level acquired by means of Development Points.

befon:! adding any positive or negative modifiers.


Bu e Damage: The amount of average damage caused by an attack. This
number Is modified depending on the final result of the attack: It can e ither
IncreaM! or decrease the Base Damage.
Base Pre sence: The spiritual value of any being or object.
Block: How well a character StOpS his opponents attacks. One ofthc two
Defensive Ab<litles.
Bo nu s: Number that a character adds to his rolls whenever he uses an
Ability. Depending on the situation, it can be applied to all actions 01" only
to certain Abilities.
Breakage: Measures the capacity of weapons to break similar objects when
hitting them. Ched<. by rolling 1dl0 and adding the result to the Breakage
level. If the total is greater Ihan the Fortitude of the object, It has broken.
Character Le vel: Measures a character's power. The higher the le\Iel,
the greater one's Abilitles.
Characte ristic Check: Acheck made against a character's Ch aracteristic.
Made by roiling 1dl0 and trying to roll below the value of the attribute.
Class: The profesSion or specializatlorl of a character.
Combat Abi lities: The group of skills related to fighting. One of the
three Primary AbIlity Groups.
Cre ation Po inn ( CP): Points that all charactCl"'S have when being
created to acquire Advantages. Players begin with 3 CP. but they can get
more by choosing Disadvantages.
Dam age Resistanc e : Some creatures h;Ne the ability to resist damage
naturally, whether by size or innate abilities.
Defense: Used to <M>id an 3r1tagonist. It Is divided In to two different
ab<lIties: Block and Dodge.
Development Points (DP): Points nceded to acquire character
Abilities. They depend directly on level.
Difficulty: The number that a character must beat in an Ability Check to
succeed In his action.
Di sadvantag e s: Inherent weaknesses Ihal can be choosen to acquire
addillonal Creation Points.
Dodge: Hem well a character <M>lds his opponents attacks. One of the
two DefensIve AbIlities.
Domin iu m: The term u5ed to define the use of the soul In the human
body with the objective to increase the body's abilities. It is applied to
speclnc KI abilIlJe5.
Elan: A number between 0 and 100 that measures how much an individual
is noticed by beings of great power.
Experi e nc e Po ints ( XP): Points a character after each game session.
On acqUiring enough, the characler can increase In level.
Fatigue: Points thaI indicate how exhausted an Individual Is.
Final Ab ility: The resulting Ab<lily score after adding different modifiers.
Final Re$ult; The result from roiling d100 and adding the number
obtained to the Ability being used.
Flight Valu e: level of speed and maneuverability of a Ilying creature.
Fortitude: The resistance of weapons and armor when attacking others.
Fumbl e: A Fumble represents an automatic failure when roiling d 100.
Except In some circumstances. it is obtained If the result is a 1, 2, or 3.
Game Mas t e r (GM): The persoo who rims the game and narrates the
events that happen,

Initi a tive: Reaction speed. This number Is added to the roll made al the
begInning or eadl combat to decide who acts first..
Intens itie s: The power level of an energy source. such as fire, electricity.
or cold.
Ki : Points of soul energy uwd to perform exceptional combat feats.
Ki Accumulation: Speed with which ~body can use KI points. A
number that indicates how many are accumulated per tum.
Le vel of Failure: The difference by which one did no t make the reqUired
Dlmculty.
Life Points (LP): Measure a characters resistance to damage. The fewer
you have, the worse )'Our condition.
Magic Accumulation (MA): Capacity 10 control and to handle magiCal
~r. The number indicates how many magk points (Zoon) can be used
or concentnled per tum.
Magic Leve l: A characters magical knowledge. The higher it is, the
greater the numbet' of spells and charms one can use.
Mag ic Path: A category of magic spells.
Magic Projection: Ability with which a spelkaster directs spells he casts.
Martial Knowledge (MK): PoInu that a character has available to learn
KI abilities and combat techniques.
Movement Value: Speed at which a character moves.
Nonplayer Character (NPC): Character controlled by the Game
Masler In a game.
On e Hunded-sided Die (dIOO): Roiling dice for a result between 1
and 100. Usually, two ten-sided dice are used for dloo, In which one die
represenu the tem and the other, the ooes.
Open Roll : An open roll is obtained when rolling dl00 if the result is 90 01"
higher. When this happens, roll the dice again and add the following result.
Opposed Check: An Ability Che<k between two characters' Abilities.
Whoever gets the higher final result beau the other.
Pass ive Actions: Actions that all characters can attempt at any time,
even If it Is not yet Iheir Ilme to act In a turn.
Penalty: Negative number Ihat a character receives to his checks. Depending
on the siluatlon, It can apply to all actions or only to certain Abilities.
Pl a yer Character (PC): CharactC>' portnyed by a player in a game.
Primary Abilities: The main sknls of the character classes. There are
three groups: Combat. SupemalUraJ, and Psychic.
P sychic Abilities : A character's mental capabilities. One of the three
Primary Ability Groups.
Ps ychi c Di sciplines: The mental abilities of a character.
Psychic Points (PP): Points that allow psychics to improve their mental
abilities and to acquire new powers.
Psychic Potential: The capacity of an Individual to use mental Disciplines
and to amplify their effe<ts.
Psychic Projection: Ability with which a psychic directs his powers.
Race: The racia l or ethnic gro up of a character. Generally, it is used to
define the Nephilim.
Rege n e ration: The speed at which wounds recover.
Res is tance: Capacity of a character to resist dlffcrenteffects and damage:
depends on Presence. Five types of different Rcsostance exist: Disease
Resistance (DR), Magic ResIstance (MR), Physical Resistance (PhR), Venom
Res-stance (VR), and f'srchk Resistance (PsR).
Sec ondary Abilities: Skills related to fields other than the primary ooes.
Status: A dlaracter's O'oIerall condition.
Summoning: The mystical Ab<lItles that allow characters to summon,
control, a"d dismiss superna~ural beings.
Summons: Powerful beings that can be called in exchange for pacu to
obtain benefits from them.
Supe rnatural Abilities! Magical capabilities. One of Ihe th ree Primary
Ability Groups.
Surprise : Condition of someone when he Is nOI prepared or not
expecting SOmething. When a character is surprised, he suffer"$ a Penalty
of -90 10 all actions.
Ten 's ided Die (diD): Rolling a die fOl" a result between 1 and 10.
Type of Attack: The I'orm of an offensive action. depending on the
weapon or method used. Seven different types exist: Impact. Cold, Cut,
Ele<:tricity. Energy. Heat, and Thrust. An atlack is also critical if it causes the
loss of half of a characters remaining life Points.
Weight Index: How much weight a character can 11ft. Also measures the
maximum weight that can be carried.
Zeon: Magic points that are used to cast spe lls.

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