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. 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
26
26
27
28
29
29
30
S2
Life Points
Death
Recovery
52
52
53
S4
S6
56
56
57
58
58
58
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
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
43
212
Ability Checks
Secondary Ability Descriptions
Creating N ew Secondary Abilities
43
45
50
Accidents
Effects
Traps
Trap Effects
212
212
213
214
108
Magic Theory
Mystical Powers
Spells
Spell D escriptions
108
109
112
117
176
Familiars
Invocation
The Arcana
180
181
182
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
219
What is Experience?
219
222
222
223
224
225
225
226
226
226
227
228
229
229
231
Geography
Politics
Principalities
Cities of the World
231
231
232
237
241
The Church
Tol Rauko
The Heaven Order
Samael
Black Sun
Wissenschaft
Selene
241
242
243
244
245
245
246
248
248
248
248
250
The Truth
The Agreement
Imperium
Other Powers
Advice to the Game Master
250
251
251
253
253
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
260
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
Gnosis
276
278
Character Examples
278
282
Steps to Take
Types of Beings
Elementals
Damage Resistan.ce
Essential Abilities
Base Creation
Powers
282
283
283
283
284
286
286
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
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.
\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.
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.
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.
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
+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.
~~ftf::;~
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.
Rule of 10 and
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
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.
Limits
011 H lllllml
clIarflctcristics
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
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
\
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.
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
(
\
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.
- -
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.
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'
5' to 6'
"
14
5' to 6'
5'4" to 6')"
15
5'4" to 6'6"
16
5'1}" to 6'10"
5'S" to 6'10"
5'1'" to rr
19
6'3" to 7'6"
III
6 '6" to 7'9"
...
,.
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 .
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
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
~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
--
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.
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,
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.
Natural
BOIIIIS
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.
TABLE
4:
...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
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.
30
......,
35
'0
40
45
50
55
60
15
100
OS
.,.1 level
-5
......
PI .. anee
70
"
11
80
12
as
13
90
14
"
,(
'(
~-.
,~.,
"
-,,'
'
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
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
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
. 50.
Cost: 1,2
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
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
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
psyc1lic Advantages
A character who has previously acquired an Advantage that gi~s him
~hoose
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
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
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
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
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.
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
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.
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
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
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
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
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.
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
(teltion Pomts.
be
~~1.
THE
Lost SOULS
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:
------------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
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
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 $Cflse the feelings of nature (both plants and animals), detecting
such things as fear, calm, Of" even Just disquiet.
N a tu re's Cure: As long as they are within the forest. the soul of the Damah
pn:wide:s their bodies With the essence of ife around them. Therefor"e, while in
thick forest or jungle, Daiml add three points to their Regener.ition.
------DUKZARIST-----M
The Duk'zarlst are also (ailed Mthe shadow sou 15 for they once
belonged to a race W'hose nature was tied to the Dark In spite of being one
of the dominant ancestral races, their numbers as Nephilim are quite few.
simply because there were few of them in life. like the etvish Nephilim. the
essence of the Duk'zarlstls notably supematural and ties them, especially
the women, very tightly to magic.
Duk'zarist are always very physically attractive. They tend to be
somewhat tall: Rare ly are the men under six feet tall, and the women are
only a few Inches shorter. They have perfe<:t physiques and never grow fat.
Duk'zarist are typically very pale-skinned. with ha ir that is sometimes quite
dark, and other times fair. perhaps asher!grey. Their eyes are IIght-colored, showing a
touch of red when reflecting light. They are
not 10nger.Jived than other humans, but they
maintain their physical abilities well into their
nineties, at which poinlthey age very rapidly.
The souls of the Duk'zarist influence
their personalities much more than is the case
for other Nephilim. They uncoosciou5ly obey
the cod.! of conduct they followed in their
former lives. They an: extremely competitive
in everything they do - whether in intellectual
or physical actNitles - but they lend 10 develop
the latter side more. Duk'zarist are attracted
to strength, and they usually admire others
that they see as Inuin~ally strong - even W'hile
desiring to surpass them. It is very diffICUlt for
Duk'zarist to admit W"hen something is beyond
them, and if they do a$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
CHOOSING A CLASS
Clas~es
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.
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:
Classes. ~
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:
Initiative:
initiative. This number of poinu is awarded at first level and every time the
character
Il'IO'o'eS
up
a level.
'''''",,~
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
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:
specini:
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:
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
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
+ 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
'-
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
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
- -- - - --
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
+1 Attack: 2
+1 Block: 2
+1 Dodge: 2
+ I W ear Armor: 2
+1 Ki: 2
Acc umulation Multiple: 20
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
.-------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
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
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
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
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
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~
PRIMARY ABIliTIES
+ I Perceptive: 2
+1 Inte ll ectual: 3
+ 1 Vigor: 2
+1 Social: 2
+,
+ 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$('$~" ottooed to the envil'Ol'1merU, 50 it isn't oo5Y [0 take him by surprise. He is also (I tracker and (]
bam SUrvivoUSI, possessing incredible knowledge afforest and wilderness t'J1I'ironmen{s. In society. Rangers
often work 05 hunters, scouts, or even orchoeklgists, but mOSt of them ore simply people who haoe learned
lhese skills (rom living In remote oreas whN'f: such skills are necessary (or survival.
PRIMARY ABILITI ES
Combat Ability: Umlt 60%
+1 At tack: 2
+1 Block: 2
+1 Dodge: 2
+ I W ear Armor: 2
+1 Ki: 2
Accumulation Multiple : 25
Supernatural Ability: Um;t SO'Ib
+5 Z eon: 3
MA Multiple: 70
+1 Magic P rojection: 3
+1 Summon: 3
+1 Control: 3
+1 Bind: 3
+1 Banish: 3
Psychic Ability: Umlt ~%
Psychic Po in ts: 20
+ I Psychic Projection: 3
SECONDARY ABILITIES
+1 Athlet iC$: 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.
+ 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
Reduced Costs
None
INNATE BONUSES
Primary
+S Attack pe r level (ma~imum +50)
+S Dodge pe r level (maximum +50)
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$: +5 per level
Initiative: +'0 per 1evt!1
Martial Knowledge: +20 per level
Innate PSy<hic Points: ... 1 each 3 levels
PRIMARY AB ILI TI ES
Combat Ability: limit SO%
+1 Attack: 2
+1 Block: 3
+1 Dodge: 2
+ I Wear Armor: 3
+I Ki: 2
Accumul ation Multipl e: 25
SECONDARY AB I LITIES
+ I Athletics:
+1 Sodal: 2
+ I Perceptive: 2
+ I Intellectual: 3
+1 Vigor: 3
+ 1 Subterfuge: 1
+ I Creative: 2
Reduced Costs
+ I Appraisal: 1
INNATE BONUSES
P rimary
+5 Dodge per level (maximum +50)
Secondary
+5 Notice per level
+5 Search per level
+5 Hide per level
+5 Stealtl1 per level
+S Trap lO<"e per level
+5 Sleight of Hand per l('Vei
+ I 0 Theft per I~I
SPECIAL
+5 per level to the abil ity to KI Concealment
(only if developed).
ASSASSIN - - - - - Assossins art chor~ who spedoize;,. Sllbctrfuge and infrigue. They m<M' in ononymity ond pr-ekr tho! their victims die not knowing
who fUlled !hem. They 1M -r refrnN ~ that MIp!hem avoid open CMlbot, en they are I'ef)' 'AIIneroblfo in direct confrontations.
W'I!en !heir "I:ri: is done, they kx1e once again into !he ~ 0( cooxse, choroc~ (rom this doss are no!: necessan1y obligated to ~
role of Ititmtn within (I.sodety. Thetl! ort mony odIer ~ that their ~ obiitie$ eM be usdUI- wdI os in ~.
Ar<hetype : Prowler
Ufe Point Multiple: 20
Life Points: +5 per level
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
+1 At tac k: 2
+1 Blo(k: 3
+1 Dods:e: 2
+S Z e on: 3
MA MUltiple: 70
... I
+1
... I
+1
+1
Magic Projection: 3
Summon: 3
Control: 3
Bind: 3
Banish: 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
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
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
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
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
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
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
.. 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
+I
+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
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~
Secondary
+5 Occult per level
!"ki'<ii-
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
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)
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
H-listllke
MlJ Nlytfa.,"1"
THE CONCEPT OF
SECONDARY ABILITIES
Secondary Abilities represent a wide array of skills and knowledge that
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.
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
''''
These
Moderate
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~
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
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
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.
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!
speclali~
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.
SEC8NDARY ABILITY
DESCRIPTl8NS
Atliletics
~
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.
perceptioll
TABLE
8:
30
Complete dattcress
-60
Rain
20
. . . . onlyptlaby~
30
30
"'-40
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
~speakinl
.....
Loud nol$CS
-20
.....
-80
--'.~~~
Obvious odor
30
-30
-'\0
' 40
lnact/Ye ~te
TRACK (Perception)
This enables a character to follow tracks and gather
Information from them - such as the number of persons who
left the tracks and how long ago the tracks were made.
Also included within thiS abi lity is the characte r' s skill in
orienting himself. In other word s. hl~ ability to follow
a trail and reCognize landmarks so that he knows
where he is.
Hltellectllnl
Intel lectual abilities a~ those that depend
mainly on knowledge, wisdom. and the
reasoning power of the character.
ANIMA LS (Ineel/igence, know1edge)
This Includes all knowledge related to
the animal world. It enables a character 10 not
only identify lhe characteristics and habits of
animals. but to also become ~pert in raising
and training them.
It is poSSIble to spe<ialize in one partkular
spe<ies, In whith tase the character obtains a
+40 bonus to these abilities.
and gets a 65, which gives him a result of 145 (80 + 65). RecogniZing
Cella's Illness requllcs only a 120 (tht times the level of the di~se).
Kasius IS <Iufckly able to put her into trcatrncnt. As hiS die roll belt
the Difficulty requirement by 25 POints. Ceha Gill add +25 to her DR
abi~ty
can only perbrm Medl6ne Checks once per wound or group of wounds (or
illr.es!ie'S). and the d!ec k must be periorme<I within a few !'tour> after they are
suffered. The number of Ule Points re<:OYered depend~ on the damage that
occurred. as Indicated In Ta ble 9. Naturally, a healer can treat himself. but will
apply a - 20 penalty to his Ability Che<k.
Characters <an use this Se<:Orldary Ability for first aid as well. A severely
wounded character with negative life Points can re<over from thiS dying
SLlte If someOrle performs a Medlcirle Check with a Moderate Difficulty. If
this is successfu l. the Inlured character Is out of daJ1ger and his life PoiJ11$
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.
9:
TREATMENT 0F W0UNDS
-_
40
80
120
""
180
Vigor
TABLE
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~
C0MP0SURE
R..lstance.",..
.,
E~y
'0
80
-...
120
Difficult
."
140
Very OiffIcult
. ",
,..
A,,"",
. 25
AIrfIoIt ~bIe
'3D
280
Impossible
""
'""""'"
180
' 10
."
.""
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
subterfi0e
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:
DISGUISE
. 2J)
.40
...,
20
ApprtIpriate m aterlall
. 2J)
.40
~
larger)
.2J)
.",
200
40
0(
. 2J)
Shadowy area
20
'lMIll-ltt area
80
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 .
--
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
-""
-'"
........ of~
Impn;M:.ed materials
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
TABLE
17:
TIME EMPLOYED
Mod"""
~ 60
-40
One.day
~20
~10
A_k
Twoweeh
10
Oroe month
20
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
Po",
'0
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
Great Helm
Absurd
180
Moderate
Dimwit
ar....s.
""""'
Imitation Jewelry.
Candelabras
Elabor.l.~
Imitation
Jewelry. Ught
Barding
Fine artesal'ly.
Chandelier
Eyeglasses.
Spyglass.
Compass
Wat~hes.
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.
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.
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
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.
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
called Away
RECOVERY
When a person dies, his spirit remains in thi<; world one hoor for each
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$ide~
T ABlE
on the
19:
F'
lll~
ps
RegeJ1emtioll
lr - ...........
None
,,,,7
Iq
11
12
8 to 9
"
,
7
"
1S
"
"
10
17
11
12
19 or 20
B ASE R EGENERATION
1 to 2
5Cf'ioUS/lCSS
individual has his own heahng f"(IOf" that indicates the speed with which he
will 1"eC0Yef" from damage. This is called his Regeneration.
~5
per day
10 pel'" di)'
S per day
2Op'"''''
10 per d.1T
45 per day
)Q per day
15 per day
-5 per day
40",,,,,,
20 "" "'"
25 per day
30 ""..,
-15
SO per day
-25
50 per day
15 per day
per day
pat'day
No st.arS remalfl
TM character doI& not suffer the effects of BleedIng Out
Cleanly amp!.jtated limbs recover if placed on the nump
within a week
500 perdi)'
10
1 permlnute
NA
2 per minute
NA
12
5 per~ute
NA
-5 per hour
As~.
13
10 per minute
NA
"
1 per Tum
NA
1S
5 per Turn
NA
"
10 per Turn
NA
17
25
per Tum
NA
18
SO per Tum
NA
-2S perTum
".
20,
!OOperTurn
NA
ZSOp.Tum
NA
ALLeodl Tum
11
(I
Gnosis
or 45.
........... """
~~ ~
PHYsicAL ABilitiES
".
,.,.e ...N<e
(,Ht
If
tfu . _ .:til,/-
fr~1H tfu . -
n#
H.6tA..
]lw1)!i/lg
"trinMM
PHYSICAL ABILITIES
Physical Abili ties depend directly on t he character's attributes. T here
are three kinds: Movement Value. Weight Index, and Fatigue. Each of these
has different fu nctions, from deciding how fast II character ca n run to
Indicating the weight he can carry.
MOVeme/lt vallle
Moyement Value represents the maximum speed at which a person
can run. It Is eqlJlvalent to the Agility Characteristic: If a character has an
Agility of 7. his Movement Vall)e is also 7. To know how much disLlnc:e are
coYe<"ed by thiS _ment. COIl$un Table 1 1. The distance listed there Is
the maximum disL1n(c II character un run during one Combat Tum (which
T ABlE
21:
McwwMnt
VloIIIJ'
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~~'~~
==~
~
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
,...,..,
-5
-80
-10
-40
-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
.'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.
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
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:
1'1po
Similar Weapon
MIxed<Iass Weapon
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
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
BARBARIAN MODULE
These big. powerful weapons
KNIGHT MODVLE
a~
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.
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
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 $Io;iliin the following weapons: Dagger. Chakram. Long
Bow. Scimitar. and Lance.
Cost: 50 DP
AREA. ArrACK
The character specializes in broad maneuvers that can take out various
enemies with greater ease.
Effects: this reduces the penalty for an Area Anack maneuver by half.
Therefore a charncter applies -25 to his attack ability when U5ing this attack.
CO$(: 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
Effects: This
al~
Cost: 75 DP
m4kes hl5 (in<ll ability SCOte 100 when uSing this module.
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$C his Attack or BI()(k abilities without penalty when fighting unarmed. In
a way. they are equi .... lent to an Empty-hands 'Weapons Module. but they
also offer theIr adherents additional advantages.
The ac::quisitlOO of a martial art by a character implies much
more than simplr knowing the style. Marry persons leam
these styles:. but that doesn't mean they really know how to
make use of the advantages they can offer. If a character in
Animo ~knows~ a martial art. It means he is a true master
who has learned it to perfection.
Learning a martial art Is done by investing the necessary
Development Points (OP). Each style costs SO DP - although if a charatter
de<ides to forego learning a weapon in order to develop his abilities with a
martial art, the first martial art learned will cost only half as marry points, If the
charac;ter is a Tao. the cost of the fIrst martial art learned will be only lOOP.
There are ten basic martial arts. and ten more advanced ones,
The basic ones a~ those that offer the character the ability to
fight unarmed. while the more advanced improve the abi lities
conferred by the basic ones. To learn an ad .... nced style. it is
therefore necessarr to first learn a basic one. For each martial
art )"Ou will find a ITst of the advantages it offers.
Nobun~ga. master o(
m~ny comb.1t styles.
a~
Bonuses: The bonuses awarded by the martial arts are like innate class
bonuses to the Anack, Block. and Dodge abilities. Therefore. me total of
those bonuses arc subject to the limit to Innate Improvement in combat.
They can never be greater than +50. Of course, a character only receives
the bonus when he masters the martial 3n , and not again every time he
levels up,
KEMPO
This is a frrewheeling style of combat that uses combinations of strikes.
The style uses rapid multiple attacks to try and nnd gaps in an opponent's
defenses.
Advantage s: The rapld nurry of bjows allows a Kempo master to carry
out additional attaclc$ 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
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.
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~~
J,
;IHlI1'ter-.
,
~~utl..n t nt.,,,{ lilt tMs.e nt.eAtes.
./l.
it
it
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.
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
lS0GC
Woman's Klmooo
20Se
"SOGe
1,200GC
Footwear
Cost
Availability
Small Cruiser
3.500 GC
Cruiser
B.OOOGC
Walking Boots
see
sse
<se
Warship
lS,OOOGC
Sh~
Price modifie"
Mediocre quality
1/2
Decent quality
Good Quality
",'0
Lu)(ury or Desigfler
"00
Beverage
....,
By Sea
Cost
sse
10 SC
, Ge
SGe
By land
Cost
lSC
SOSC
, Ge
SGe
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
Availability
Good Food
R~
Food
'/2
De<en! quality
",5
Good Quality
lu)(ury travel
Dangerous Joumey
"00
,10
Cost
Weight
lee
see
sse
lOSe
10 1M.
Mediocre quality
Availability
, ee
, ee
lee
5 ee
He
1 ee
see
1Ge
Good Beer
Coste
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
or labor
Availabitity
Cost
10 SC
Medlocr<! quality
1(2
,1
Good Quality
,2
Excellent quality
,10
Luxury or designer
,100
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
,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.
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
15e
0.5Ib.
011
"""
Walking Stick
Small Bag
He
21bs.
20GC
2lbs.
SOGe
1 Ge
2Ge
7lbs.
Large Bag
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
He
41bs.
4ibs.
se
sGe
2() se
1 Ge
200GC
1 lb.
Spectacles
lSOGC
0.2 lb.
e=,
Good Rope (30 foot)
EX(ellenl fV:lpe (30 foot)
lock
Pi~k
Hook
",,'
2S
'Ge
41bs.
2lbs.
Hook
1 Ge
lib.
Club
sose
31bs.
Great Warhammer
15 GC
11 Ibs.
Scythe
20SC
S.SIb!;.
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<
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
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
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<
'GC
BOOGC
7k
4Slbs.
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.
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.
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.
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.
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.
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
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
Hlllld-to-Hlllld
weapolls
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
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
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:
Dam...
--
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"'"
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
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
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.
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
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
Throwing
Special
20
Projectile
Two-handed
-2
25
20
Flight Arrcm
30
Thrust
Munition
Standard Arro.v
40
Thrust
Munition
30
Thrust
Munition
20
PrtlJeCtile
Strength B,one- or
two-handed, Special
-2
20
15
Armoriliercing
Ac~
c""""""
4/8
CI'"OS$OOW Bolt
40
D,,,,
20
Repeating
C"",bow
Crossbow Bolt
+0
5/8
40
Munition
Thrust
Throwing
Pro}ectile
Thrust
Munition
Short Bow
Th"'"
-10
Strength B, one- or
two-handed, Special
Munition for
Heavy
crossbow
Strength 6, Special
30
Strength 8, one- or
two-handed, Special
Munition
Projectile
7/ 10
60
Miniature
Crossbow
Ught Crossbow
Bol.
Thrust
Thrust
-20
Heavy Crossbow
Heavy Crossbow
Bol<
+20
Special
Munition
Projectile
20
15
-2
20
15
-1
20
15
15
,,,,,,bow
-1
15
Two-h3nded
-3
15
20
Flight ArrcJN
30
Thrust
Munition
Standard Arrr:f.N
40
Thrust
Munition
30
Thrust
Munition
.3
20
Two-ond<d
-2
20
20
Armor-pien::ing
~
-30
longbow
Special
20
Flight AfToN
30
Thl1.l$l
Munition
Standard AfTON
40
Thrust
Munition
MunitIon
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
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
16
Projectile
20
Projectile
24
Munition
20
Munition
18
25
8
15
30
12
15
30
14
15
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 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:
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),
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
34:
N ....
Padded
leather
Armored Longcoat
,,,
2
0
Studded Leather
Chalnmall
Breastplate
Partial Plate
Bymle
Half-Plate
Scale Mail
Ught Plate
Full 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
120
-60
150
-70
"
20
Complete
Complete
T ABLE
35:
N .....
. _- ........... .
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.
Helmets
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.
15
15
15
15
20
36:
,
,
, , ,
Cold
2
1
3
3
4
0
0
0
0
0
~~~
COIrlli=-=At~_ _ __
-.
&,....t ~
Eu,t
'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<.
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
Box V:
'r:;
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;
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.
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.
..,...... "'1
11 to 14
15 to 19
20 to 22
23 to 25
29 to 31
32 or more
10
16 to 28
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.
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
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.
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.
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.
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'' '
"'"
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"'"
"'"
"'" "'"' """
.'"
.0%
"""'" "'"
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"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.
39:
""'
"""
"'"
'""
"'"
""
100%
110%
120%
120%
--"""
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
."
."
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
a5
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
40:
-'00
'00
."
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
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 $pIitting his cfforts, an awcker does I'\Ot make his attacks
with the same care. therefon:: wffering a -25 penalty from his Final Ability for
each additlorlal attack he mal<cs during the Combat Tum.
10
Elbow
Heon
Groin
...,
...,
...,
-80
60
Foot
50
H~d
-40
.0,,,
Abdomen
-40
llJ
Ann
lIJ
Thigh
-llJ
-10
C'"
Torso
""
'0
100
Wrist
-40
Shoulder
30
specinl Defwses
Just as thert' are spe<ial purpose attadCi. there are also some defenses
wi th special characterlstlq;.
Pure Defense: A chara<ter using Pure [kfense adds a bonus of + 30 10
hiS Block or Dodge AbHity in exc:hange for no t bei ng able to undertake any
Active Action that turn. The character must walt until it is his own turn to
use an Active Actio n. and then dcda re that he is using Pure Defense. Once
begu n. Pun: Defense wntin ues in effect until the comb~tant ded~n:s that
he will not use It In the following tu rn .
PU$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$lead simply take the hits as they come. If a player declares that
his character will JUSt Absorb Hits. the character's base Defense Abilities
(Block and Dodge) are hat...ed - after which any other relevant penalties are
applied. In eJdlatlge, the combatan t tan perionn an Active Ac.tlon when It
is his tum - even if he has already been hit by someone else's attack and has
not earned the right to a counterattack. If the defender receives a Cri tical
that tause~ an effect, he does lose his right to an Active Action. This tactk
might be especially useful for a slow and heavily armored combatant.
r;
TO BREAKAGE
Strength 8 or 9
+ 1 to Breakage
Strength
Strength
Stre ngth
Strength
+2
+4
+6
+B
10
11 or 12
13 or 14
15 or higher
to
to
to
to
Breakage ~
Breakage
Breakage
Breakage
_
Uilarllled Blocking
An Individual might be forced to block a weapon with his bare hands. in
which case he might injure himself - even If he manages to block the attack.
If a character attempts an unarmed Block. his player mun make a Fortitude
Check against the attacking weapon. u$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 $harpest weapon~ using
only his body.
Kti!user lost his weapon If) the previous c::oml>ilt tutl) and now
must defend hlm!ielf against his opponent's M'o-hilnded swo td uSing
ollly h!s f>are hands Although he manages to Block the attack he
must now make iI Fortitude Check to see Ifhe suffers any damilge
because he IViiS unarmed T1H! M'o-handed sword has a Break.:!ge of
6, while Kra user's Fortitude is 10 (the S<jme ~s hISConstitution). The
attacker tolls a 7, bcatil)g Kti!user's Fortitude by:; points (6 Breakage
plus 7 o n the roiL e'luals 13 mltlus 1D (Ot Krauser's Fortitude). Thus,
Kt,"luset suffers 15 LP of damage Although he has received damage,
Kriluser Qil still milke an unarmed counterattack.
RANGED COMBAT
Characters use projectiles In fights where the combatanu are at some
distance from each other. Except for some differences explained in this
section. the rules are the same as thosc for hand-to-hand combat.
There are two kinds of projectiles - Thrown and Fired. The first
type - which indudes daggers. axes. or spears - are launched with the
hands, while Fi red projectiles are launched from a dcvice. such as a bow
or a crossbow. Each such projectile has a defined range that indicates the
maximum distance at which it can hit.
weapolls RallLJe
Every projectile weapon has an Effective Range - the range within which
it retains its full force and be)'ond which it loses force, making it less dangerous.
That point is nonnaIly at about half the weapon's Maximum Range (which is
the range at which the projectile simply falls to the groond). When a character
thru.vs ()(' fires a projectile to ITlOn! than its Effective Range. the wcapon suffers
a -30 to its Attack Ability ($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 $It'ong a character might be, a bow can never be drawn bqond its
maximum draw. or il will break. Therefore. the Game Master may pet'l1lit
a character with Inhuman Strength to uti~ze his Strength modifier only on
weapons with a +S or higher quality,
Sto....,
100 feet
f
51 '
-30 ""
+30 ...
None
+60 feet
9
10
11
+100 ftoet
+300 fect
+,
12
13
+800 feet
+10
+1,500 fect
+10
14
... 1 mile
15
..3 m iles
+15
+15
16+
+5 miles
+20
+150 feet
OPTIONS IN
RANGED COMBAT
JUSt as there are options In hand-to-hand comb<lt. there are various
pos$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
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.
-- 10
-SO
Poo!- Visibility
-20
-'10
Change Target
-10
TMi,et Hoving
-20
-40
- 60
-40
-30
Large Target
+30
Aiming for
+10
One Tum
+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.
E,~
ModertIle
DiffICUlt
\/By """""
Absurd
Almost Impossible
Imposible
on~lf
T A BLE
46:
........
Profectles
Block
-80
-so
Dod..
-30
NA
-20
NA
NA
NA
-30
NA
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.
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.
CRITICALS
Effects of criticals
"is
TABLE
47:
CRITICALS IN COMBAT
&.0.01 of
S1 to 100
No
Yeo
...........,.
101 'to 150
'"""""
,-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.
he.llth.
Krau~r nee.:ls to
lose SO
TABLE
......
49:
..
01
- 125
02
-100
03
-75
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.
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 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.
tr..
l#uL
& "'"
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.
The KI
This chapter
Domlnlo l)
abi~ties
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.
T A BLE
50: 1(;
ACCUMUlATI0 N
Cblii'aewldk
1 to 9
'Oto12
13 to 15
' 16
,
,
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
BOX VlII : KJ
D ETECTION
""".
""".
...,.
ERvnmON
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
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
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
"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
~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.
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
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"
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
Box IX:
TECHNI<lJ!E LEVELS
MaxlmumMK ~ DIal
"'a..t
50
20
100
40
200
60
wi"
\
)
I}
,
51:
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
=,-,",~
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.
EFFECTS
"II.
i~~~~~~~~~;
'
, t
Tee JJl1lque Mal " ellllllCC
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
( 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
" 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
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
,2
""
Primary Secondary
'0
15
20
15
20
30
15
, L.,
40
SO
8
12
MK
Maint.
2
3
,
2
3
4
6
B
'0
12
14
18
22
Destructive Effects
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
MK
25
+125
Defe/lsive Effects
Primary Secondary
'0
150
Block Bonus
Dodge Bonus
2
2
3
3
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
Cost
MK
Maint.
'4
- '0
15
50
3
4
'2
'2
'0
'0
2
2
rlllishes
Option
Continuous Attack
Cost
MK
" 0
30
Maint.
.,
MK
Cost
Option
Added Fatigue Bonus
30
_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
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
-,' 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
.,
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
PhR to pan
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
Co st
.,
Reaction Effects
MK
Haint.
2<J
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
' 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
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
1
2
3
4
.,.,
' 4
40
'.1
2
2
3
3
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
special Effects
FORnTVDE AVGMENrAnON
-10
-25
-SO
Prima r ), Seconda ry
2
2
-75
-'00
-120
,,
"
5
,,
,
" , ,
MK
Haint.
5
5
10
10
2
2
2
2
20
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
Pre cision
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
,,,
Prima ry Secondary
5
5
, '0
,
5
,
8
'0
'0
B
>.0
'0
20
25
,25
,"
,,
,, 2
,
MK
Maint.
2
2
,
,
,
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
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
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
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
.,
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
L,I
, ,
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
12
Option
Automatic Critical
10
12
1.
16
18
20
2
2
2
, ,
,
.0
50
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
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
,,
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
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
ELEMENTAL A rrACK
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
L.1
Attack
Elemental
2
2
2
3
Primary Secondary:
2
4
MK
Maint.
L. 1
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
Cos t
MK
Maint.
'2
10
'2
Cost
MK
'4
20
Maint.
"
MK Maint.
5
1
Lvi
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
2
2
3
DISADVANTAGES
SAMPLE TECHNIQ11ES
Excisum Aeris
ELEMENTAL BINDING
Cderitns
MK Reduction
-15
-10
REVVCEV DAMAGE
This Disadvantage reduces or can<els Tedlnique-defived damage. It can
only be applied to offensive Techniques.
"
POW
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
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 $addle. ~ or -only effective at nighL - while complex
conditions would include - only effective against a particlJlar individual. ~
PREVETElltollNAnON
Prede termined TeclmlqllCs require that the character declares in
advance he w ill Accumu late Ki in order to use it. A5 soon as he is capable
of casting th e Technique, he must exe(lJte it straight away. A player can only
choose this Disadvantage for second- and third-level te<:hniques.
MK Reduction
-20
Excisum Magister
The fighter concentrates an his energy ,n a single move - an attack of
such speed that it has the ability to split an oppooent"s body. This Technique
increases both base Initiative and Attack Ability.
Re quire d MK: 45
Level: 2
AGI
8
DEX
8
POW
Magnus Exactor
The character mO'o'es at full speed shattering all obstacles in his way up
to a 3Q.foot rad ius. The victims of the attack only manage to see someor'IC
suddenly materialize and charge against them. only to di$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
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
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
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
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.
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~
:J <..LA
.nly
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.
--
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
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.
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.
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.
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.
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.
acquired.
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
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
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
1 to 50
185 to 200
80 Zeon Fbints
51 to 100
' 200
90 Zeon Points
" 00
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.
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
'"
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
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
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
~ial.
The powers
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.
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}
Excx{U$
tounc.le<l up to
would then only regenerate
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 $pdf belongs 10 only one category. In many cones, they
may be mixed and irxlude
propertie'5
[
~
"
Base Magic Resistance; All the spells that require Magic Resistance
have their DiffICulty k'vels specified in the description. However, some
Effect-type spells. which usually grant positive States. may happen to be
voluntarily resisted. In such cases, as long as the GM deems it ne<essary,
these spells can be treated as havlng a DiffICulty of 120. Bear in mind this
rule can only be used when the spell is directly affecting the essence of
individuals who state their will to resist, not for environmental spells. A
character hiding out In a dark place will not be granted the c.hance of
resisting a light spell that seeks to illuminate his hideaway.
Ghostly Spells: Some illusory spells possess a ghostly nature: they
are so believable that targets are truly convinced they are suffering their
consequences. None of the damage caused by any of these spells is real. but
the dece ived lodividual does not recognize this until the spell ends. Those
who die at the harlds of a gh05tJy spell are automatically left unconscious
and remain In that Slate for several hours. Additionally, if the damage
received is so great as to produce a mortal critical. the character carl
actually die of cardiac failure.
Ever y 5 Turn s: Chara,lers subject to a supernatural effect as a
cOrl seq uence of falUng an MR Check are e ntitled to a new roll every 5 tur ns
unless the spel l Indicates otherwise. f o r Instance. someone affected by a
Paralyze spell would not be able to move for the following fiye turns, but he
would get a new ro ll in the sixth, later at the eleven th. etc. On ly maintained
spells allow characters to roll for a new ReSistance. Spells that produce a
sustained effe<t after failing the Check (and do not require maintenance, as
is the C3$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.
Magic Rituals
Magic AJlJlrllisal
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
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.
-80
- 120
TABLE
59:
.........
MAGIC DETECTION
The mat
- 20
'iNiaf
-40
- 40
-8/)
TABLE
60:
MAG IC ANALYSIS
SpeUEasy
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~
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:
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.
BC:XJK 8F LIGHT
~~~--------------~------------------------
Create. Ught
Level: 2
Cost: 20
Armor of Light
Action: Active
Level: 16
Cost: 60
Action: Active
additlorlall~
an
Free Acce"
Leve l: 1-10
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
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
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
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
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$t: 100
Effect: f'I?mll\S the affected penOil 10 perceive supernatural forces thai are
Invisible to the human eye. Including m~. psrch1c matrices. and IflYis1ble or
spiritual beings. Although this spell does not dire<:tly work. agalmt 11'115I0Il spells
because they affe<t the mind. not the Ylslon . 3rl)'01le using See Truth agalnst
Ylsual illu~lons can apply a +SO bonU5to their MR Che<ks. since It ~Id help
dete<t thelr falseness. The maximum Presence that can be affected Is 80.
Added Effect: +10 to the maximum Prerence affected
Maximum Zeon: Intelligence ~10
Maintenance: 1 every 10 (10) D a ily
Type of Spell: Effe<t
Free Access
Leve l: 1-60
Le vel: 62
Action: Active
Cost: 140
Effe<:t: This spell enchants a cert.aln area, maklng it Impenetrable fOr beings
naturnlly based in negative emotIOnS or Dark.ne:ss. Arrt such creature entering
the zone must p.= a MR Check with a DifflClJtty of 120 or suffer the loss of a
number of li!e Points equal to the margin of failu~. Additionally. If It falls the
check. It receives an Immediate -40 Al l Action Penalty. The affected zone can be
no larger than 60 feet In rad ius, and Is sta~onary In the place It was cast.
Added Effect: +60 feet 10 radius and +5 to the MR. Difficu lty.
Maximum Zeon: Intelligence ~20
Maintenance: 1 every 10 (14) Daily
Type of Spell: Aulomatlc
Blessing
~
~(.)
~
\.'(
\0(.)
level: 56
Action: ActIve
Cos t: 100
Effect: Blessing endows the affected party with in<redible energy. Those
affected rece~ a bonus of +20 to all their actions and Resistances. All allies
within 15 feet of the caSler are affected. No one can be affected by mort! than
ooe Blessing at a time.
Added Effect: +15 feet to radiUS
Maximum Zeon: Intelligenc:e x20
Mainte nance: 1 ~ 20 (5)
Type of Spell: Effe<t
Free Access
Level: 1-70
L evel: 58
Action: Active
Co st: 100
Effect: This creates positive sentiments such 3$ 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
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
.:>.
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
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
....
"
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
Dark Beam
Level: 22
Action: Active
Cost: 50
Effect: Projects a beam of Oark-based magic:al energy. Dark
~am
is an
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
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$. Those withi"l Its area of Innuence must pass a MR Check with
a [)'fflcu~ of 120. or else receive a -40 AU Action Penalty. The area coYered
is that within 15 feet of the caste!". automatically affecting iIl1)'OI1I! Wlthin that
radius.. The penalties lOr PerdillOll are oot cumulalM-. and so 00 one ever
suffers a ~ penalty If In the area of innuence of more than one such spell.
Added Effect: +15 feet to radius and +5 to the MR DiffKulty.
Maximum Ze on: Inte"'gexe x20
Mainte nance: 1 every 20 (5)
Type of Spell: Automatic
"7"~"""
Eliminate Traces
A Dolrk Sphere
Dark Form
Level: 52
Action: Active
Cost: 100
Effect: The body designated by the caster Is transformed to pure dark energy
and bec.omeslntanglble to mailer and non-energy attacks. While in this st.,te.
the transformed person gains a +50 bonus to his abilities of Stealth arid Hide,
and a "'30 to his ReSiSlance against efreclS based on Darkness. In this state.
the damage caused by any anacks based on Light are doubled. The maximum
Presence that can be affected Is 100.
Added Effect: "'10 to the maximum Presence that can be affected.
Maximum Zeon: I~telligence xl0
Maintenance: 1 every 10 (10)
Type of Spell: Effect
Free Acceu
Level: 1-60
Level: 60
Action: Active
CO$!: 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$lmmunity
from spells that permit someone to see the?<lSt of a place or an object. hiding
the po"I!sence of the caste!" of E6minate Traces from the recording of past events.
The only ~ to oYt'rcome the effects of this spell is by achieving a Z.,., level at
Trade.. The spell erascs all wen traccs within a 15().foot radiUS.
Added Effect: 0-150 feet to radiuS.
Maximum Zeon: Intel"gence x20
Maintenance: 1 every 10(10) Daily
Type of Spell: Effect
Free Acceu
Level: 1-70
Dark
Level: 66
Auion: Passive
CO$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
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
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
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
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
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
;:)
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
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
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~
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-: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.
'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 ,"$ide which no person or object can be harmed
in 311)' YQf by anyone or anything. A person within the zone could not. fOr
instance. break down a door or even hann a tockro.ldl by stepping on It by
mistake. Zone of Safety automatkally affects anyone within the area. including
the VlSter. The aff.tl area has a radius of 300 feet and rem;uos where It was
cast without beiog lTIOJ3b1e by the caster. To overcome the effect requires beating
a MR. Check with a Difficulty of 120. It is only possible to repeal the Resistano:e
d>ed<. once per day. even if someone has left the zone and then returned.
Added Effect: +5 to the MR Difficulty and"150 feet in radius
Maximum Zeon: lotetligence lIlO
Mainten ance: 1 ~ 10 (lS) Daily
Type of Spe ll: Automatic
Fre~
Access
Level: 1-90
Action: Active
Effect: Affects an existing aCII~ spell. tying it to the world in a more lanlng
Wlrf. In game terms, II adds SOO points of Zoon to keep up maintenance of the
deSignated spell. Remember these points do not add to the spell's power. on ly
to its Maloteoance.
Added Effect: SO toward the Maintenance of the designated spell
Maximum Zeon: Intelligence x40
Maint e nance: No
Type of Spe ll: Effect
Provide Soul
Level: 88
Action: Active
Cost: SOO
Effect: Thn;HJgh this spell. the caster Is able to create a complete soul, giYiog
the breath of hie 10 an obiect or body able to contain OtIe. If the soul is pr<Mded
to a magkally engendered creature such as those developed with the level 78
spell of this Path. or WIth the level 82 elemental spells, Provide Soul make$ 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
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
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
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)
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.
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
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
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$is. and so It cannot use them wh~e III the redoced state.
Remting the spell requires beaung a MR Check with a Oiffw::ulty of 120. It Is 001
ponlble to repeat the Reststance Cned:: while it remains activt'.
Added Effect: -5 10 GoosIs and 5 to the MR Diffw::uIty.
Maximum Zeon: Intelligence x30
Void
Action: Active
L evel: 90
Co$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
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
;.
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
tw;ce
the rum
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
Free Access
Level: '.100
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
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~
.~
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
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
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
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
Free Access
Level: 1-100
Lord of Water
Leve l: 96
Action: Active
Cost: 300
Effect: This spell grants absolute conlrol
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
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
: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
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
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
;.
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
Free Access
level:
'-90
Pyre
Level: 86
Cost: 250
le~els
Sacrificing
Level: 92
Others
A ction: Active
CO$t: 250
Effect: Thlt spell binds other Individuals' essence and vital forte to the caster.
enabling him to consume them for his """" advantage. In gaming terms. it
allows the entity to use the Ufe PoInts and Zeon of those affec;ted by the spell,
for sacrifICe spells: Vital Sa<riflce. MagH:. for Capaatles, Power SacrifICe and
Consume Ure for Magic, This spell has a one-mile permallent area within whkh
the caster Is free to selec;t as marlY targets as he Wishes. MR to resist the speQ Is
120. The affec;ted parties wlR be entitled to a new roll every day. or at the time
their energy Is being consumed.
Added Effect: +'.500 feet to radius and +5 to MR Difficulty
Maximum Zeon: IntelUgern::e x20
Mainte nance: , every 5 (SO) Daily
Type of Spell: Effect. Spiritual
Free Access
Leve l: 1-100
Action: Active
DIVINE MAGIC
spell comlrlul's to bUrr! Without consuming anything for the duration of the
spell. If set on flammable materia l. It bums naturally after the spe ll has ended.
Add ed Effect: *5 levels of fire Intensity
Maximum Z eon : Intelligence x20
Free Access
Leve l: 1-90
Devastation
Level: 90
A c tion: Ac:tive
Cost: 200
Effect: This spell creates a 2()().poInt Base Dama~ flf'e explosion In a l,.sex>foot radius. Even though thiS spell can damage energy, it uses the Heat Attack
Type. The caster un not selec;t targets within the explo$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
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
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
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
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
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.
'_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
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
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.
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
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
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
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
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
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
ca~ler
can choose
who will sme ll the Illusory scent and who wil l not.
\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
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
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
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.
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
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
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
~I
r ~
~
"
&2
~\
rl~j)
.~
~7
~,
'i"
111
~;
~
.:>.
.:>
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.,
~
.:>
~"
..~
,)
A'
'~
;}
~,
s-
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
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 .
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: 150
Free Access
Level: 1-40
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
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
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
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.
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
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
Kill
Drain Souls
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
0.
<!..
$r
~
.:>
~\
~~)
<\'l)
rl~))
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
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
Le<Jd 10-20
Le<Jd 20-30
Le<Jd30-40
Create SOI..Inds
Inhumanity
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
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
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
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
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
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
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
+'
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
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
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
au
Level: 40-SO
Cost : 60
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
Inability to Speak
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
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
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
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
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
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
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-
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Summoning Abilities
Tile
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
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
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
0j1j1osillg
Abilities
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.
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.
t V,IO
hov,'(~ver.
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
or
TABLE
62:
-'00
Immediate
A complete Tum
-lO
-20
..,
Three Turns
five Tums
A minute
10
An hour
20
Banis),
Six hours
30
40
Ad'i,
A,."
50
60
.70
80
Five years
. 90
Aweo'
A month
Six months
"',....,
'00
'20
TABLE
63:
...........
SUMM0N1NG M0DIFIERS
Possess a part of it
Doesn't know the type of creature
20
'0
. 20
-lO
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.
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
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.
A Summoner ~nd
her Familiar
FAllURE Tq~S",U",M"M",O,,-N_ __
,
BOlld
______~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.
\
!
\
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.
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.
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$tation he achieves.
As a general rule. unless the effect of the Invocation stales otherwise,
these entitle1 are able to damage and defend themselves from any creature
0<' type of altac:k. whatever its Gn05is or immunities.
the caster overcomes the Difficulty, so the shield's total value will be
700 more,
The fo llowing provides a liSt of rome of the Invocations available
In the world of Ga,a, Each one of them is defined by the follow ing
characteristics:
Pact: The pact Is not the only possible interaction
for any Invocation of the same being. It's Just the
one most commOrlly requested by the entity. These
Pacts are provided as a gUide to the Game Master.
Diffi culty: The value a character must surp<l$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
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
II The
High Priestess
rorm
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.
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.
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.
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.
~r
.p;;;iiiip;;;:~~;;;;.j~~~~
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.
,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.
HlX The Su n
The Sun Is the $.Ource of all energy in the world, Induding life Itself. It is
the prime origin that creates and destroys things.
Pact; The charactCl" must be able to face the mloual destructive energy
of the Sun and survive. Only In thiS way does the Sun make sure that il'lYOker
has rea<:hed a point where he will be able to <ontro! such power. In short.,
when the Sun Is Invoked. it will submit the il'lYOker to its ana<:k and will only
seal the Pact If the invoker survives.
Difficulty: 420
Cost: 900
Atk. Ability: 300
Def. Ability: NA
Effe ct: This Artana uses its Attack Ability to make a heat blast against
a specific target or targets. The Base Damage is 300. plus 10 for every 10
points by which the Invoker exceeds the DiffiCUlty. It attacks using the Heat
Attack Type. The maximum ar(!a of attack is 300 feet. The il'lYOker can
choose targets within the area.
Cost: 150
Diffi culty: 140
Atk. Ability: 160
D ef. Ability: NA
Action: Active
Effect: This An::ana offers a 6O-foot radius energy area attack. using the
High Priestess's Attack Ability. This invocation is considered an attack spell
with a Base Damage of 80. The area of the spell iocreases by 30 feet fOr
every 10 points by which the IllYOker exceeds the Invocation's Difficulty.
The Summoner can not choose t.1l!tts inside the area of the spell.
Du ration : Instantaneous
U5u al Appear ance: This Arcana appears as a woman dressed in black
tinted religious dress. her face cO'o'el'"ed by a veil. When invoked. it turns
Into darkness. and a f\o(.k of supernatural crows nies out of it - destroying
everything thq touch.
-<.
Cost: SOO
Difficulty: 260
Atk. Ability: HO
Def. Ability: NA
Action: Active
Effect: Justice Reversed tips the sc;a!es of power in favor of the invoker.
This A~ana uses a supernatural attack (equivalent to an Spiritual spell)
against its victim. An affected character must pass a MR Check with a
DiWcuJtyof 140 Of" be completely drained of one of the three groups of
Primary Abilitle$: 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.
mv
<C~ 1(3)
Control
OV(!t
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
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:
4 or below
->{)
- '0
.",
...,
30
"
-SO
'0
.60
12
'10
.80
-'"
"
,.
14
" 00
-120
15
+140
17
18
" 60
" 80
100
20
' 220
concentration
Even though ~ychk Powers take immediate effoo:. it is possible for a
T A BLE
66:
CONCE NTRATION
c:.o-......
One Turn
-'0
Three Tums
five Turns
-'"
.30
One Minule
-..,
One HO\If
-SO
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 $Ubtract the Fumble level from the Final Score. thus
worsening the consequences.
PSYCHIC P81l'{TS
Pl;ychK Points - otherwise known as PP - constitutes yet another
fundamental elemenl of uslrlg merllal Powers. PP shaws how characters
spend their p<lychk energies. along with the aspects of their Powers they
seek to enharlCe. lr1 a way, it may be thought of as a set of wild cards
allowirlg the psychic a wide array of advantages - such as developing new
Discipline$ 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.
TABLE
67:
_.........
.............
1(1)
2 (3)
-40
5 (15)
6 (21)
-60
7 (28)
8 (36)
+10
-.,
3 (6)
4 (10)
-so
Free Psycllic
Poillts
9 (45)
10 (S,S)
- 100
strwgtlrwillg a Power
Box XIl:
U SES
Of 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.
slot
ne
SPENDING
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
'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""
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
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
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
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/
:(.-"':\'..
-
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
, '~
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,"
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
"" """
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
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
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$ities
5 Intensities
Routine
Ea9'
80
Medium
120
140
180
2'10
280
Dimwit
Very Dimwit
Absurd
Almost !!!!Possible
Impossi ble
,l2O"!c___ Inhuman -
40
""""
80 .
u
440
Zen
440
10 Intensities
13 Intensilie5
I"p'?sslble
Iritiuman -
16 intensities
20 ntensities
25 Intensities
Zoo
F REEZE
Le vel: 1
Action: Active
Mainten~nce: Yes
Description : This Power freezes anybody who fails the required
Check. The victim receives an All Action Penalty equivale nt to the amount
by which he Failed the Check. If the dlfferen<e is higher than 40, the
victim is fro~en and 5I.lbJect to Partial Paralysis. The Cold AT may be used
defensively against this Power. Affected individuals ca n make a new Check
cvcry S turns.
Effe cts:
'"
.0
120
140
180
10 life Points
20 life PoinIl
"""
A"",,,,
Almos~ble
2BO
320
F!!!
1 Inten .
180
"0
20
40
.,0
.'0
. 30
CREATE C HILL
Le ve l: 1
Act ion: Aaive
Maintenance: Yes
D e scriptio n : This Power creates several levels of cold Intensity. If
applied to liquid bodies. Create Chili may produce ice.
Effe cts:
120
N OVA
Acti o n : Active
M~intenance : Yes
Level: 3
D esc ription : This Power allows a character to consume his own vital
energy in order to Increase his psychic capab ilities. In gaming terms . he is
allowed to trade life Points in exchange for a bonus to Psychic Potential.
Each point consumed allows him to Increase his Psychic Potential by 2 d uring
the current turn. Note that beings with Damage Resistance multiply lost LP
times S. The ma)(imum amount of life Points a character can saCrifice per
round Is determined by his success In activating this Power (as detailed in
the Effects Table). However, a character has the choice of investing fewer
points than the ma:dmum. Damage is fire based and heals half as fast as
conventional wounds.
Effe cts:
-30
- 10
Volcano
Fire of Immense Proport ions
Co ld and Rainy Ground
Intense Cold
Glacial Area or Ar<tlc Zone
60 Intemities
'"
so
M~ium
5$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
Zoo
120
1;0
;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
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
-'
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:
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
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$crlption: This F'tIweI- increases the psychic's Strength. Progression
is CUI In half once the In~ased Characteristic has gone be)'ond 10. In
other worOs, two added points are ne<:essary to Increase' point past that
number.
Effects:
20
40
60 Intensities
PHYSICAL INCREASE
This Discipline endows ps)":hics with a complete dominion of their
body and Ihe cells whldl comprise It. In this way. they control every inch
of their anatomy. Powers can be applied to the same individua l only once.
There are no modlflers for this Discipline.
80
120
140
180
280
320
440
240
fati~4
fatigue 2
__~S~"'"
='&!!! ' 1
MedIum
Difficult
very
ull
Absurd
_ Almost Impossible
_ ~IT.im,E'OMible
nbuman
Zoo
Strength +2
Strength +3
Stren~
Strength +S
_ _..;S,,'~=ngth +6
Strength +8
Strength +10
INHVMANIT"Y
Ac tion: Active
M~intenance: Yes
l e ve l: 1
De$ 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
MoYement Value +3
m~ble
440
MOYeIT1cnt Value -r
OifflWl
Fatigue 4
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
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
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~
Effects:
20
Routine
.0
F~
Eu
80
Me !Urn
12()
Difficult
_ _..""tigue 6
~~4
fatigue 2
6 Intensities
8 Intensities
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"
"" "'.
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
~.
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).
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
Zoo
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
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
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.
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
_____
'"
120
140
180
240
280
320
0
Dirncult
Very Difficult
Abs urd
Almost ImpOSSible
Impossible
Inhuman
Zen
Fatigue 2
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
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
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
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~ ~...
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 .
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$Cd In III the game to II'M!!)' a
state of anguWl. A terrified character can
control his actions and will be hopelessly bud'
flee from the source of Terror. The chanlcter
capable of facing the cause of his Terror
and
for'_:~':":~.:",:~~;:
",.
Situations se<tlon detailed in Cha pter 9 . Irl the turn previous to regalnirlg
his sight, a character affected by Blindness produced by a flam of light WIll
orlly suffer the penalties listed under "Vision Partially Obscured detailed
In Chapter 9. Unless ~plldtly stated otherwise. Blindness will last for 1
nour for every 10 points of difference bet~n the Resistance's target
"umber and the character's roll.
o..m.u: Same as Blindroess. only the affected charattcr will loS('
the abtIIty to hear. Unless explkitly Stated otherwise, deafJlCSS
wlllu!: for 1 hour for every 10 poIrots of difference between the
Reststaroce's ~ ",,",be.- arod the <:haractel"s roll.
..... Same as ~ only the affected <:haracter will
to conwnunca~ through verbal language.
hour for every 10 points of
the P.esIslance's target number and
stated otherwise.
is utterly absorbed irl
I
I
I
lasts.
not tnrNe or perform any ActillC
. ." " . .~ ,. .""'... . ."',,-;( penalty to Passive
M
~::~<"~":::rendercd
unconscious
as
LU"'"....
~::.:.::.:.thc characr.ers
..
1~=:~~~."
j
Situations sectlon detailed In Chapter
is. -200). No action is allowed while
state, since the character Is unable to
mOY('. He remains paralyzed for om~
hour for every 10 points of dlffcrefl(c
between the Rc~stance' s target nlJlllber
and the character's roll - unless otherwise
staled. If the difference is lower than 10, he
shall be stalled lOr only one minute for every
Aftet her
point of difference.
combat. Te5S<"I
Rage: This state represents much more
Is In Weakness
than anger or fury. The character Iose$
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
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
Snake
30
20
'iO
60
80
40
White Cobra
70
AI-Saladin
..........
Nonnal
MUSCarine
Ramalen Sap
..don
Hailucinations VR 80
40
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
Retarded
Long
logestion
Quick
Nonnal
Blood
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.
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
AGE
Anima fUl1(tions on the assumption that characters
are middle-aged peop le o r younger. However. either
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
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~
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
.- ..
74 :
T ABLE
,.
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
]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
....
.........
5
15
2S
3S
100
150
T ABLE
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
40 to 80
Colossal objects
(Mountains, kJkes, major COIlStruCtion)
II1CII
_obJo<u
80 to 120
120 to 180
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
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~
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
Bex XV:
EXPERIENCE REFERENCE
Difficult Actions
Good Ideas or Plans
One-hour Session
Segment Closure
5 to 2S
1 to S
~:: ~
5to~
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 .
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
6" 7
~:~
TABLE
79:
Difficulty
None
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""
a slight advantage In
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
These fights are practically 00Ief before they begin, due to the almost unfathomable
Almost Impossible
30
Impossible
60
good
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
in
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.
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
clearlr
~rdo
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
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
~
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.
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
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:
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
Iy~
$0
suyemntural Wnrriors
Endowed with abilities and powers that few people possess. these
characters are able to face any danger. even of a supernatu ral origin. There
is a lot more to the IoYOrid than mC<!ts the eye. and there are still hundreds
of mysteries to unveil and places to explore in a path that is undoubtedly full
of risks and mighty opponents.
This is the adventure genre par excellence. where chara<ters understand
that lhcir superior abilities will face big challenges and constant hazards in
an epIc manner. This Is u.ndoubledly the Ideal game type for an entertaining
evening. The maIn elements here are frantic adion and combat. Thus.
roleplaying will not take up a lot of time.
Make sure you do your best when creatmg opponents. come up with
chara<ter Yleets that include origl1"l31 powers and take full advantage of the
wH:Ie variety of skills thai the system provides. Psychics. spellcasters and
fighters with I(i Ab,lities - always try to surprise rour players with unusual
opponents that challel"lge their capabIlities. 11"1 this type of play. rou must
be very aware of )'Our players' Combal power as a group. Always try to
maintain 3 balance alTlO<1g their capacities In such a w;ry that no particular
character will stand out eX(CS$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 .
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
,(M.
However.
\vert'
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
'7 ""
. ...c _
.
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
War
of God
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
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 Pre5ellt
~lllIJill'ilD. Jl.~
"'"
"'''''
"",.un.. ,n ~ &ent.r
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.
Law
PRINCIPALITIES
We sha ll now look at each of th e pr incipalities of Gaia, groupi ng them
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$. and In some cities, they have divided into municipalities.
commonly dashi ...g between the different parties. The people are anxiously
awaiting the Empress" decision. but whoever she chooses. it is sure to cause
problems.
KANON
The lands of Kanon make up the actual southem border of the Holy
Empire. Kaoon represents seventy percent of Abel's naval force, whose fl~t
controls the peace of the maritime routes in the Interior Sea. Its economy
maintains itself thanks to fishing and the levies it benefits from e;(orting
commercial crafts from other kingdoms. The repuUtlon of its ships Is well
known in all parts of the world. and the secrets of its warship construction
are )ealouslr kept by Kanon's master shipbuilders. In the interior, there
are a great deal of moors that extend across Kanon. Here. one can find
scattered farms and small estate5 th at dedicate themselves to prCNid ing
wood to the naval shlpbuildel"$.
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.
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.
MOTH
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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'.
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$t and most extravagant goods. brought from the lOur
comers or the world. Here. ooe can buy anything. from mechanical gadgets to
firearms. Nonetheless. it is also ooe of the most expensive merchant areas in all
of Gaia. with prices two to three times higher than other marl<Ets.
THE ARENA
Near the center of town. one can find the Arena. an impressive
colosseum that has room for almoS! 100.000 spectators. Many athletic
spectacles are performed here. observed closely by the emperors (who
can see from a nearby altar close to the palace). Every three years . with the
coming of spring, the Tao Zan. a prestigious combat tournament which pits
the be$! combatants In the world . Is held. The only thing not allowed in the
Tao Zan is the Intentional killi ng of your oppo nent.
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.
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
!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
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.
THE DIVISION
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
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~
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
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
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.
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
.AU t4t
It""~
'I
t4t ",frtl.
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.
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.
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'!~,
~~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.
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.
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.
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.
~:~~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.
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 ..
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
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.
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
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.
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
..
------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).
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~~
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
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.
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.
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.
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
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.
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
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
-5
-3
- 10
List
of Gifts
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
,
5
,
5
3
Elan negative
bonuses
Consciously saving a life
Stopping a ma$Sacre
Showing concern for one's own we ll--being
-3
-6
-,
List of Gifts
INmNCT Or LI&ERTY: Characters have a great ability for finding the
yay out from wherever they may be. Their natural instinct allows them to
escape from piKes they do not want to stay, and to sense what the most
trouble-free, available route will be. This is why it is said Unel's followers
are the greatest escapiStS in the world.
Co st: 5
Re quire ments: Elan 10
VNNOnCEP: Someone benefited by thiS ability may choose to
unnoticed among normal people, attracting very little attention.
Cost: 5
Re quire ments : Elan 20
go
Modifiers
flon lower than SO
Freeing a subdued person
Freeing a group of people
Awng freely. without ties
Ending tyrannkallaws
Rebelling against oppression
Showing people the value of freedom
2
5
2
2
2
3
2
-1
-2
-1
-2
-10
a subordinate with the purpose of carrying out specifoc orders. The powe!"
granted acts <1$ 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
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
3
3
-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
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
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
-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
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
2
3
3
3
2
,
2
4
-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
List
Of Gifts
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
can
5
3
5
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"
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
as
QUEEN
Of SW()''''
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
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
2
2
3
-2
-8
-2
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;!$e them up to their fuU value if he does not grant them
all at once. The ~ of the devil mar only be granted to really evil people or
creatures who wish to obtain the po.ver it entails.
Co st : 10
Require m e nt: Elan 100
Modifiers
Elan lower than 50
Being swept away by dark feelings
Committing a really evil actiO(l
Spreading evil among a large number of people
Originating evil 01" devil worshipping cults
Leading others into sin
,,
3
,
l
-,
-6
ORDER AVRA; Characters with order aura are able to make chaos
disappear gradually from their surroundings. Things fall into place and
unusual or strange event:! become less frequent. The effect will also oper.!.Ie
on people with Gnosls lower than 10 in contact with them: they acquire a
greater SC05e of order and a new respect lOr I~
C ost: 10
Req u irements: EJan 60
B
THE PERFECT GOD
Barakielisa pov.oerful Bery1whoirlcamates
war
her sisters; in her opinion all of them are W(!ak and impeded. Her attitude
has caused several opcrl connkts with Mikacl, whose privileged position next
\0 their Masler she covets. She is extremely strkt with her chosen ones and
foliaNers and demands them to maintain a scrupulous order and never 10
ma ke mistakes. Those who fail rarely receive a se<:ond chance 10 please her.
She Is va in and likes to fcel adored In all of the identities she takes on as a deity
of order, law and the sciences. She synchronizes with nard~istic peo~e who
are en~d with great abilities or powers and who above all conduct their
lives in an orderly fa.$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 $pCCial bonus to the se<:ondary ability Style, equivalent to
the dlaracter's Elan level.
C o st : 5
Re quire m e nts;: Elan 10
BARAK.lEl'S EsSENCE: Br the time the dlaracter obtains this gift his or
her essence will be so close to Barakiel that all weaknesses 01" disadvantages
will fade at a rate of one per month until they can be completely ignored.
This Includes negative bonuses of both natural and supernatural creatures.
Cost: 20
Re quirements: Elan 70
VNA5LE To ERR: When (haracters reach this point. they are free from
making mistakes on account of bad luck.. They will no longer be capable
of Incurring into fumbles even with result:! of 01 . 02, 03 (3 result of 10 In
Opposed Characteristic Checks does keep il$ 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.
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
2
3
-2
-2
-5
-10
_-,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
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
____ 2
2
-2
-3
-2
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
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
2
3
-2
-2
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
Modifiers
Elan lower than 50
Being consumed t:r sorrow or gr ief
Devoting one's entire life to vengeance
8
8
2
1
4
-3
_'I
<C~?2,4
8uPERDAt:QR8L PRESEnCE
;CMnltr ,"',.. tM'~
J!.U IU<U .
.ur "",,,.
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
entJ~
with a Gnosis
$0
extraordinary thaI
they can only be con~ gods or great Powers in the qes of mortals.
They are almost be)ond the flow of Souls. fo<" which they are abll:' 10 aller
Gnosis ill
player diameters
GlIOsis 0 alld 5
Gnosis 0 Is the equivalent 10 whal natural beings haYe. siMe
their essI':r>(e Is not really linked to magic (in the case of humaO$ 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.
.'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.
GlIosis 50
<C~~
C0rr:ID10[[ CHBMctlliS_
oA4f'I ....
.At(
BLACKSMITH
"dse
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)
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 .
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.
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
70.
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
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
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.
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.
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.
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
b ll
't
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
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.
TABLE
81:
Charactertsdc
DP ec.t
10
Gnosls
10
15
11
20
12
30
13
40
14
15
50
60
15
25
Box
XVll1:
TYPES OF BEINGS
The creatures that populate the world can
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,
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
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.
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
50
30
20
20
30
30
20
30
20
5
5
5
30
10
20
30
,
,
,
5
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
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.
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.
SIze
B~
Miniscule
-4
-2
0
4
8
-Small
Medium
Big
Enormous
Colossal
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
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
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
Cost
GN
20
0
0
0
5
5
10
30
'0
51)
60
80
100
15
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
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
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
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.
,,,.
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
10
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
Additional effect
Peno/tJeJ
Conditional effea.
Proh ibitions: None
100
10
-20
INCREASED C RI TICAL
The attacks of the b6ng have the ability to cause additional consequences.
10
10
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
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 $: None
Cost
10
20
GN
30
"
10
20
25
60
SO
0
0
SVPERNATVRAL ATTACK
This means that the method normally used for attacking by the being is
mystkalln origin, which means that It can only be stopped by using weapons
or means that are capable of nopping energy. It al$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
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$: Elemental beings are obligated In using their own element.
movement
Free mOYemef1t
Movemel1t without ~t
Subterranean mOYefTlent
Su~rior Subterranean movement
Frre movement through nawre
Prohibitions: None
Cost
GN
2ll
0
5
20
10
10
3Q
10
15
0
20
10
000,
An additional time
Unlimited amount of times
PenaltiC$
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
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.
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
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.
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$ical attacks. some
spells or psychic abilities.
Effe ct
Cost
GN
PhysIca.llmmunity
With any presence
40
15
Preseoc.e less than 80
60
2ll
Preseoce less than 100
80
2ll
PresetKe less than 120
100
25
140
30
Presence less than 140
Presenee less than 160
180
35
Magical Immunity
Zeonic value le~ than 60
30
15
Zeonic value k!ss than 80
40
Zeonic value less than 100
50
20
Zeonic value less than lSO
75
20
Zeonlc value I m n;200
100
25
125
30
Zeonlc value less than 250
Zeonic value less than 300
150
35
Immunity to matrices
Vl:ry DIfficu lt Potential
60
15
Absurd Potential
80
20
Almost lm~ssible Potential
12ll
25
Impossible Potential
140
30
PenaltiM
Conditions
-30
15
Prohibitions: Within elemental beings. the immunity does not function
against attacks Of' effects caused by opposite elements.
"
(like mystical attacks and effects), or those that affect his environment
(like Illuslon5 or modifICations to the temperature). Even so it is possible
that certain sc<ondary consequences can affect it (a fireball can collapse the
roof. cau$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
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.
'"'
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
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
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.
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.
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
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
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.
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
a ..s"",tlr
,...Us
"'"'".
f!WUt~.
. , ...; '. ' ::~::'~~ 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
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-:
" , - - - - --
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
tCld< of 0 Sense.
Powel"S: Natural Weapons:
Mo.-ement.
~( __,
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.
"
"
"'.d --
iI"
-------Category: Natural 5
Leve l: "
Life Points: 125
Class: Mentalist warrior
Regeneration: 2
Fatigue: Tireless
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
I..agOt
MoDVS OPERANDI
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=----_
. :. :
__
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
..,_.
R'I'I-~
T HE FOVR P Rl NClPLE5
SYLPH, AIR Elt.,ENTAL
as
Initiat ive: no Natural
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
Size: 13 Medium
Moveme nt Va lue: 8/ 11
Regen e ration: 2
Fatigue: TIreles,;
/ ,
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
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.
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
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.
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.
Dragon.
O~F~Tl-l
c:.E~W
C"70-'-L-D----------'-----
TH E SEEP
Category: Natural 20
Initiative: 70 Natural
Attack Ability: 190 Claws" 170 Bite or 190 Breath
Defense Ability: Oamage Resistance
0..-
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
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
A"c E~T
Category: Between
World~
30
Regeneration: 11
Fatigu e: 17
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
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
Regeneration:
Fatigue: Tireless
Seco ndary Abilities: Notice 30 (Smell 60).
~arch
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
Regeneration: 0/16
Fatigue: TIreless
Secondary Abilities: Notice 40.
Strength 90. Jump 40.
~an::h
25. Feats of
war.
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
Class: Assassin
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
~~~~~~~~'~h'~
;3I"C virgins.
To be
able to
~eakma~
into athe
interior
of 'their
soul. the
Magiri
must
suc:cessful
\1
- Ch,","ri"'"
Filisnogos
_ a _ a ~ 8 _ . _ B ~ m ~ B - D
,,
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....
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.
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.
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
_ a _ D ~ ' ~ D _ D ~ a ~ a _ n
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.
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.
MoDVS O PERANDI
U~
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
Adnptntio/l Of cliarncteristics
mId classes
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
"
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
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
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.
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.