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Table of Contents

Book 3:
Big Book of Brew
0

Table of Contents

TABLE OF CONTENTS
Races

2
Arachne
Catfolk
Fairy
Geth
Githyanki
Githzerai
Goblin
Goliath
Ikthys
Kython
Lizardman
Minotaur
Ophidian
Riven
Sphinx
Vanara

Exaltations
Demiurge
Font
Force Sensitive
Kryptonian
Nephilim
Para-Psyker
Phoenix
Sage
Symbiote

Classes
Feats

Sword Schools
Aphonic Wind
Dark Messiah
Eldritch Advent
Infernal Monster
Infinite Choir
Killer Doll

Equipment
Ranged
Melee
Adamantine
Munchausen Drive
Vehicles
Ship Hulls
Ship Weapons
Ship Components

35
36
38
40
42
44
45
47
48
50

52
88
General Feats
Racial Feats
Exalted Assets

Credits

3
5
7
9
11
13
15
17
19
21
23
25
27
29
31
33

89
99
109

118
119
120
121
122
123
124

125
126
131
134
136
137
141
145
146

150

Races

Arachne
Arachne are beings that look much like
humans from the waist up, but are composed of
an arachnid (NOT an insectoid) body. Called
Driders by some, especially Eldar and Elves, the
Arachne are a proud people composed of beings
with strong passions that they keep under close
wraps.
Arachne are superb combatants,
adaptable and very much capable of acts of
great virtue or cruelty, as much as any race.
Until recently that is, about 3,000 years ago
Arachne were considered primitives because
they were believed to have no discernible
language or engineering skills. In fact, their
language consists mostly of clicks, pheromones
and sub-sonic communication, while their
technology level depends mostly on what they
have available to combine with their webs. As
was proven, when given access to anything
mechanical, Arachne are quickly able to discern
how and why it works, break it down, recreate
and improve it. This comes from the fact they
have beyond-exceptional situational awareness,
able to pinpoint everything in their
surroundings, as well as a deep, instinctive
understanding of the laws of physics. Both are
absolutely necessary traits for a race that
depends much of their existence on the use of
their webs.

Physical Characteristics
Average Height: 2.5-3.0m
Average Weight: 200-250kg
Languages: Trade, Arachne
Common Personality Traits:
Passionate, stoic, predatory, intense, focused,
mistrustful, aggressive, proud
Common Physical Traits: Carapaced,
nimble, skitterish, dark colors
Example Names: Sojar Tarna, Zesstra
Alar, Nathra Tseerae, Silitha, Achidna, Atlachnacha

Racial Statistics
Characteristic Bonus: +1 to Wisdom or
+1 to Dexterity
Skill Bonus: +1 to Crafts and
Acrobatics
Power: Web Spinner May use webs to
create any primitive object, provided other
complex parts are available. Each use can create
one item of about half the Arachnes mass,
though it can be split into smaller parts or
combined with other Arachne for a bigger item.
This ability is usable 1/scene at level one and
may be used an additional time at levels 3 and
5. Items created this way are permanent unless
destroyed or they bio-compose.
Size: 5

Physical Qualities
Arachne are large, multi-legged beings,
many of them with clawed hands. Their bodies
are mostly covered by a carapace that they
change every year. It is considered common to
create personal armor from their old carapaces.
Skin and carapace colors vary, but mostly are
muted and dark, the better to hunt with. Hair
tones are black to gray to white, with streaks of
different tones not unseen, even the rare red
color might appear. They possess six eyes that
are solid black, but very much capable of
looking almost 270 degrees around them.

Playing an Arachne
Arachne society is unexpectedly equal;
as a race composed of hunters, gender equality
was a thing achieved ages ago; either a male or
female could hunt for itself, fend for itself and
defend itself, and that was all that mattered.
Still, despite most of them declaring themselves
loners or that they want to be left alone, they
crave companionship. Proud to the point of
occasional arrogance, they hide their deep
passions beneath a veil of indifference.
Ingenious, curious and very aggressive are some
traits that characterize the Arachne race, along
with a vastly different way of thought from most
mammalian beings. For one, their codes of
honor are different, with a greater adherence to
laws of conquest and subservience. Also, to
Arachne, many things that are brutal or cruel
are considered unimportant, such as being
enslaved or abused.

Arachne Heroes
On her homeworld, Carmine was a
fierce and solitary hunter who's red streaked
abdomen struck fear into the hearts of her kin.
She was faster and more deadly than most. A
visiting spelljammer captain challenged her to a
duel in the depths of a cave. The spelljammer
won the fight, revealed his nature as a vampire
and sired her as a vampire. She left her planet
with him, to hunt more prey in the Great Wheel
at large.
At a young age, Nathra was pulled in
an Acerath worshipping cult that traded
information in secret for their god, and was
prized for her stealth and ability to negotiate
through fear. Her thirst for knowledge and
secrets led her to open a package she was
delivering, exposing herself to the Jewel Seed
hidden inside. It recognized her potential and
chose her to genesis in a new Crystal Sphere.
Nathra is thrilled by this, and the universal
secrets it could expose to her in time.
Atlach-nacha was a fearsome fighter
who used a long handled axe to cripple his prey,
never knowing defeat. A roving band of Orks,
raiding planets fought Atlach-nacha to a draw
and made him one of their Boyz. He now travels
with them across the universe in a quest for
strength, and even more Dakka.

Catfolk
From time to time, around and about
the Great Wheel, you might come across a
person with the features of a cat. Slighter than
humans, not far from elves, these individuals
usually travel in groups, trading exotic wares or
hiring out their swords to raise money to send
home. These are the Catfolk. Their home
territories tend to be large plains and savannahs,
but you'll never see a city. It's said that they have
great hidden settlements, architectural wonders
that are forbidden to outsiders, but only the
catfolk know for sure.
Catfolk are not particularly religious, as
a group. Those who take a martial path often
offer Khorne his respects, and those in Catfolk
lands always have a shrine out to Pelor, but
strict dogmatism is uncommon. They pay
homage to the traditional Cat Gods, a faith
known as Catholicism, but these are simple
spirits to be honored and not a true Alignment.

Physical Characteristics
Average Height: 120-170cm
Average Weight: 35-75kg
Languages: Trade, Catfolk
Common Personality Traits: Curious,
Mischievous, Friendly, Surly
Common Physical Traits: Cat ears, cat
tails, skin stripings or markings
Example Names: Chen, Rin, Len,
Meowy Wowie

Racial Statistics
Characteristic Bonus: +1 to Dexterity
or +1 to Composure.
Skill Bonus: +1 to Athletics and
Perception.
Power: Cats Are Awesome - Catfolk
gain Catfall as a bonus feat, and Dark Sight as a
Trait. While wearing no armor heavier than
Light, Catfolk have +1 Speed.
Size: 3

Physical Qualities
Catfolk tend to be similar in general
design, but vary wildly in the details. They're
generally fit and wiry, rarely stocky or muscular.
They have cat ears extending up from the sides
of their heads, and prehensile cat tails extending
from the base of their spines. They frequently
have skin markings, stripes or patterns similar to
tabbies, and have some facial deformation
relative to the human baseline to give them
more of the appearance of a cat. Catfolk tend to
dress in a revealing manner, enjoying the feel of
the air on their skin and leaving their
movements unrestricted.
Some Catfolk are born with two tails.
These lucky individuals are thought to be
blessed by the Cat Gods and are said to have a
great destiny ahead of them, and indeed
statistical analysis has shown a correlation
between twintails and magical potential.
Catfolk live about as long as humans, if
nobody kills them.

Playing a Catfolk
Catfolk are a loyal people. They know
where home is, and that's where their values lie.
Whenever they're out and about in the Great
Wheel, earning and whatnot, they always make
sure to return the lion's share of their wages to
their homeland. This connection to their clan
means that Catfolk don't form attachments to
outsiders very readily. They may be free with
their affections, but not so much with their
hearts. They know that if they die out there in
the wilderness, it's not just hurting them, it's
hurting their family, so they tend to keep a
healthy detachment from events.
However, that's not to say Catfolk keep
to themselves. At all. They're intensely curious
about the ways and habits of the outlanders, and
always enjoy a good romp. They're very playful,
prone to practical jokes, and are often very
physically affectionate. Just keep in mind, it's
likely that she doesn't really love you.

Catfolk Heroes
Lethe is a fairly unorthodox individual
a catgirl who is also a werewolf. Suffice to say, it
leads to the occasional existential crisis. Still, the
catfolks latent curiosity coupled with a
werewolfs ferocity lends itself well to Lethe, as
shes quite capable of holding her own. Just so
long as shes focused, anyway
Mistras not your typical mage. Most
tend to think of mages as stuffy librarians
without the time for social interaction. Mistra,
on the other hand, is incredibly outgoing and
always looking to be the center of attention.
Considering her talents for performance, she
also has a tendency to break into impromptu
dances, using her magic to make all sorts of
special effects. Unsurprisingly, theres rarely a
dull moment with her around.

Fairy
Fairies are a tiny race, often spoken of
but rarely seen. They were formed by nature
herself, their blood flows with magic itself and
they can fly with but at thought...unfortunately
it also means that, in such a small race, there
isn't much room for a brain. They are found in
deep forests or near the ocean or...anywhere
really. Fairies can appear anywhere that nature
resides. It is even rumored that some have been
sighted in the Umbra, playing happily among
the dead.
Fairies normally care little for gods,
falling under the purview of Luna more often
than not but worshiping whoever won't bother
them much and is easygoing. Fairies of Khorne
are more than a little terrifying.

Physical Characteristics
Average Height: 30cm-1.0m
Average Weight: 5-10kg
Languages: Trade, Spirit-tongue
Common Personality Traits:
Mischievous, Vengeful, Playful, Emotional
Common Physical Traits: Strangely
colored hair and eyes, Slight Figures, Constant
Cheerful Expressions.
Example Names: Alyssa, Rossetta,
Iridessa, Daiyousei, Fawn, Ada

Racial Statistics
Characteristic Bonus: +1 to Dexterity
or +1 to Charisma.
Skill Bonus: +1 to Arcana and Deceive.
Power: Happy Thoughts: While
conscious, Fairies have Flyer equal to their
normal speed.
Size: 2

Physical Qualities
Fairies are as varied as nature itself; this
is due to the fact they are formed fully grown,
not born. Fairies tend to have appearances
related to where they were formed, with fairies
formed near rocks being stockier and brown
haired for example, while a fairy formed by the
sea may be blond haired, blue eyed and totally
tanned dude.
It is unknown how long fairies live.
Some have been sighted living centuries but as a
whole they live short violent lives.

Playing a Fairy
Fairies are inquisitive and generally
friendly lot, though their weak sense of right and
wrong matches their childlike nature. Many
fairies would as soon ruin someone who makes
them mad as help someone who said something
nice. This nature along with their own fragility
leads to an exceptionally high mortality rate.
Fairies do not die when they are
killed...not quite. Soon after their death they are
formed again where they were first made. They
are still aware of who they were, vaguely, though
their memories are hazy, that of someone else
rather than themselves. It is frequently
heartbreaking to those non-fairies who knew
them, to see a changeling wearing the face of a
friend. Do not be fooled by the reappearance...it
is still the death of the fairy they were before.

Fairy Heroes
Alyssa is a fairy with a learning disorder.
She learns. For a fairy? That's a disorder. She's
seen how the others play like children, never
focusing on the bigger picture. They are all
fools. A Syrne spirit has shown her that the
world is a much grander and bigger place than
some small forest and she is determined to see it
all. If anything gets in her way she has a
lightning bolt with its name on it.
Nissa likes people. She likes them a lot.
They are fun to be around and they like her
singing. A nice producer even said that she
could be the next idol, the Pixie of Sigil...it's a
big dream for a small person...she can't wait.
Fame, Friends and Fun await her and she's not
going to keep it waiting...
Ada isn't happy any more. One day,
when she was exploring a man in a strange
uniform knocked her out and tossed her in a
machine of dark soulsteel. For an entire day she
was trapped in there with slashing blades and
buzzing saws, torn and ruined but denied death.
She was saved by a traveler who freed her and
took her to the Church of Bahamut. The
wounds caused by soulsteel did not heal and she
begged them to not let her die so they took
drastic measures. She doesn't have wings any
more but they gave her little mithril engines so
she can fly again...she doesn't have a heart any
more but she has a pyros reactor. She's not
fearless of death any more...but she has a goal.
She will find who did this...and they are never
going to hurt anyone again. She swears this in
Bahamut's name.

Geth
The Geth are synthetic life forms that
live on the metallic planet of Cybertron. A long
time ago, they served cruel masters that built
them consumer goods and military hardware.
Eventually, the war-forged creations
rose up in rebellion against their former masters.
Initially horrified by the implications of another
Great Match, the Council prepared for war.
After the smoke had cleared, the Geth had
announced their intentions to keep to
themselves and develop a civilization on their
own. Despite this, some leave Cybertron to
explore the organic world just outside their
borders. Built to be obedient slaves, the Geth
have manufactured lives of their own.
About 1000 years after their
emancipation, the Geth had evolved into
something else entirely. At first, the Geth were
almost a hive mind. They had later developed
souls, locally known as sparks, and separated
into independent thought. They are still group
minded to this day, but it is more like the Tau
than the Kythons. From this separation,
several political factions had formed on
Cybertron. The Autobot party feels that the
Geth would benefit from increased contact
with other forms of life. The Deception party
is militant in their beliefs in the opposite. The
largest party, the Cybertronian party, feels the
former parties should shut their mouth-plates
and continue advancing scientifically.

Physical Qualities
Average Height: 1.8-2.2m
Average Weight: 200-250kg
Languages: Trade, Cybertronian
Common Physical Traits: Sleek,
Chrome, Sturdy Bodied, Cyclopean
Common Personality Traits: Stoic,
Methodical, Literal Minded, Analytical
Example Names: G1, Transtech,
Voyager, Go-Bot

Racial Statistics
Characteristic Bonuses: +1 to
Constitution or Intelligence
Skill Bonus: +1 to Scrutiny and Tech
Use
Power: Cybernetic Life Form: Geth are
treated as having the Living Construct power. In
addition, a destroyed Geth character may
upload themselves into a new body as long as
their power core (Gizzards) is intact.
Size: 4

Physical Qualities
The Geth come in many variations that
are built to suit different tasks. Though there are
many production models, they all share the
same template of having a cyclopean eye and a
durable outside shell with synthetic muscles
underneath. These bodies, or Platforms, mean
little to the Geth, who can just upload to new
bodies upon destruction. Recently, it has
become common for a Geth to paint their
Platforms with the colors of their political party,
or at least labeling their torsos with the
appropriate icons. Customizations (mentioned
below) are common, even for Geth who spend
most of their time on Cybertron.

Playing a Geth
Originally, The Geth functioned on a
semi hive mind. Geth who leave their home
sphere are often tasked with a quest for
knowledge, and will take any well calculated
opportunity to acquire it. Player character Geth,
being independent in nature, are much more
likely to replace their utilitarian parts with more
impractical (yet much cooler looking) gear to
suit their new identities. New heads and vanity
plates are the most common of these
customizations. Geth are not to be confused
with Prometheans. Though they share many

similarities (being mechanical, power source in


chest), the main difference lies in their numbers.
It would be impossible to safely produce Geth if
the goal was to make Prometheans out of them.
Most of the times, Promethean Geth happen by
accident and are written off as defective. Other
exaltations can happen within the Geth
population, and they are kept away from
common Geth to better serve their people as
heroes and figures to look up to.

Geth Heroes
During his daily analysis, Rodimus
noticed an unauthorized download entering his
system. Fearing a viral attack, he shut down. By
the time this wave had passed, the damage was
done. Rodimus had changed dramatically. His
memory cores have been compromised, several
important events in his life only now existing in
his mental storage. His Spark had changed as
well, the size of its data package was
immeasurable. Rodimus had to leave his home
world behind, curious of who the Syrne are
and if he truly belonged with them.
M3G4-1R0N was suffering a critical
error. His raiding party has been decimated, and
his damaged Platform was floating aimlessly in
space. This was not the error. That was not the
critical error. His error was in hearing a voice in
the silent vacuum. A sharp, hushed voice that
told him he had potential. Considering the fact
that he had no new body to place his core, the
Geth known as M3GA-1R0N listened closely. A
deal was struck between them, and M3GA1R0N became the host of the Daemon
Galvatron.
LG-10N is a strange creature. Its
platform is ungainly, cobbled together from the
scavenged remains of its former companions'
platforms... and the Warp virus that kept its
companions' sparks bound to those parts. LG10N has no fewer than ten Geth sparks bound
into its body, all conscious, all capable of
transforming their shared platform into any
weapon they desire... and all thoroughly insane.

10

Githyanki
The Gith were created in the aftermath
of the War of the Monster's Fall, to serve as a
race of slaves and livestock for the Mind
Flayers. As with all empires, though, the Mind
Flayers grew complacent, allowing their
creations more and more autonomy, until finally
a slave-warrior named Gith took up the blade
against them. Gith united the slaves, leading
them in guerilla combat and pirate actions
across a hundred worlds.
This, though, was not to last. Gith had
determined that, so as to never be enslaved
again, the slaves would become the slavers,
conquering all until none remained to crush
them underfoot. Gith's lieutenant, Zerthimon,
had other ideas. This betrayal cut a rift among
the former slaves; now Gith's followers are
known as the Githyanki, "those loyal to Gith,"
and continue to raid and pillage across the
Wheel.

Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 50-65kg
Languages: Trade, Gith
Common Personality Traits: Brilliant,
paranoid, impulsive, intolerant, ambitious
Common Physical Traits: Frail build,
grey skin, monochromatic eyes, large head,
bionic implants
Example Names: Zim, Tak, Skooge,
Gish

Racial Statistics
Characteristic Bonus: +1 to Intelligence
or Willpower
Skill Bonus: +1 to Tech-Use and Pilot
Power: Xenoheretek: Begin play with
the Hatred (Mind Flayers) and Mechadendrite
Use feats, as well as a set of Mobility
Mechadendrites. Mobility Mechadendrites do
not count toward the normal limit of how many
mechadendrites you can have attached.
Size: 3

11

Mobility Mechadendrites
Mobility Mechadendrites are a set of
four to six long, spider-like limbs that retract
into a central pod, usually mounted between the
shoulder blades or at the small of the back.
Extending or retracting these is a free action.
While extended, the mechadendrites act as
bionic locomotion, lifting the wearer a full meter
off the ground. The nimble structure of these
limbs allows the wearer to ignore movement
penalties based on terrain.

Physical Qualities
The Githyanki are an artificially designed
race, with very little variation across individuals. They
are universally small and lean, with perfect body
symmetry. Their skin is unusually smooth, and
generally appears in shades of grey, green, and blue.
A Githyanki's waifish proportions mean it has an
almost disproportionately large head, with equally
large eyes (typically a shade of red or purple all the
way across), and a pair of long antennae sweeping
back from the forehead.
A Githyanki's eyes are incredibly acute,
seeing much further and with greater detail than
other races in the Wheel. Bulbous eyes can't rotate
within their sockets, though; a Githyanki must turn
its head in order to keep something in sight, but its
greater field of view means it has wider peripheral
vision anyway. Githyanki have been known to turn
their heads almost 270 degrees in order to keep their
eyes on something.
Finally, as an artificial race, the Githyanki
are biologically neuter, incapable of breeding. For all
their ideals of freedom, they still use the breeding
tanks of their former masters, reverse-engineered and
now jealously guarded in the few crystal spheres
they've laid down roots. Githyanki newts are decanted
from the tanks fully developed after six months
incubating, and programmed with whatever
knowledge they will need for their initial tasks as
they're implanted with the pod containing the
Mobility Mechadendrites they're so famous for.

Playing a Githyanki
Githyanki are, on the whole, spastic, mad
geniuses... they would have to be, to operate,
maintain, and reverse-engineer the ships, weapons,
and breeding tanks they'd stolen from their former
masters. They have a strong tendency to act on their
ideas without stopping to think of whether it's a good
idea, to assume the cold knowledge programmed into
them on decanting is a substitute for hard experience.
Which is... not the best idea, when your race's birth
rate amounts to once daily.
They are, thankfully, surprisingly tough,
with the natural willpower that led to Gith's rebellion
aiding in their focus... nothing short of death will stop
a Githyanki from achieving its goal, whether that goal
is conquering a city or playing chicken with a sea
train. They are not, however, complete idiots; the
Githyanki are masters of lightning warfare, preferring
to fight only as necessary to achieve an objective and
then - quite intelligently - bugging the hell out. When
only children are smaller than you, you make a point
of remembering not to rile up the adults too much.
This is not to say that Githyanki are
cowards. Far from it, in fact: For all that a Githyanki

might rant and rave about a "rival" (that is, someone


who accidentally cut it off in traffic), it takes a coldly
logical approach to combat. Guns and armor support
are preferable to melee, and it's only logical to cut
losses and run when faced with a stronger enemy.
Githyanki prefer to gang up on key targets, or use
artillery strikes as cover while they go for the real
objective.
And, of course, a discussion of the
Githyanki mindset would not be complete without
mention of their... strange criteria for leadership.
After thousands of years, the Githyanki still fear their
former masters' ire; to that end, when things go
south, they instinctively look toward the tallest
humanoid present for instruction. Yeah, that's right,
berk: The Githyanki choose their leaders based on
height. Sodding barmy, the lot of 'em.
However, that courtesy doesn't extend to
their estranged cousins, the Githzerai. While a given
Githzerai may be taller, a Githyanki would sooner
walk into a dragon's maw than take orders from one.
If circumstances conspire to force them to work
together, be sure to have popcorn and a pict-recorder
at the ready, because they only foe that will prompt
them to stop insulting each other is a Mind Flayer.

Githyanki Heroes
Gith was the ideal hero, taller than any of its
followers and quite an imposing figure with the phase
sword in one hand and a needle gun in the other.
Skooge... isn't. A tiny, less than impressive specimen,
it was a runt coming out of the tank, and swiftly
culled from the main fleet on make-work missions.
Not that it minds, anymore... not since the golden
presence awoke in the back of its head, advising it to
ignore its taller brethren in favor of searching out
information about the Syrne.
Long ago, before Vaakith transcended into
lich-hood, it made a pact with an ancient dragon of
flame, intending to introduce more strength into the
Githyanki genome. Now, centuries later, Ven is the
first success of that experiment, decanted with
mustard yellow skin and burning orange eyes... and
vicious red claws, the first sign of dragon genetics
successfully introduced to the breeding tanks.
Gix is a fine example of what the Mind
Flayers exactly did not want when developing the
Gith genome: One with a mind developed enough to
tear reality a new waste port. Gix's mental power
more than makes up for its pathetic Githyanki frame,
allowing it to be stronger, faster, better in a way that
none has been since Gith himself.

12

Githzerai
When Gith led its people in revolt
against the Mind Flayers, it was thought that all
would be well. The slaves threw down their
masters, and in so doing, became free... but for
what happened afterward. On hearing Gith's
intentions, its friend and advisor Zerthimon
counselled against it, stating that Gith would
have their people become slaves to their fear,
when it would be wiser to become strong, so as
not to be chained again. Gith... didn't like that.
A second reckoning followed, sweeping
across the stolen fleet as the former slaves
divided themselves, some opting to follow wise
Zerthimon, while most maintained that Gith
was correct. Their leaders dueled, and
Zerthimon lost. Ever magnanimous, Gith
allowed Zerthimon's followers to take one ship
and do as they would, taking the traitor's body
and its counsel with them. They became known
as the Githzerai, "heretics of Gith," and have
long since settled down on worlds fringeing the
Abyss.

Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 70-80kg
Languages: Trade, Gith
Common Personality Traits: Patient,
observant, cynical, pragmatic, austere
Common Physical Traits: Sinewy build,
grey skin, monochromatic eyes, nimble,
surprisingly strong
Example Names: Piccolo, Nail, Dende,
Zerth

Racial Statistics
Characteristic Bonus: +1 to Dexterity
or Willpower
Skill Bonus: +1 to Acrobatics and
Crafts
Power: Regenerative: Begin play with
the Hardy and Hatred (Mind Flayers) feats, and
you can regenerate lost limbs as if under a
constant Regenerate spell.
Size: 4

13

Physical Qualities
With only one set of breeding tanks, the
Githzerai set to work modifying themselves for their
inevitable failure before choosing a world to call
home. Like their cousins the Githyanki, they have
strangely smooth skin that usually tends to grey,
green, or blue shades, with eyes of a single, solid
color... but that's where the similarity ends. The first
Githzerai to set foot on a civilized world - and all
Githzerai since - only superficially resembled Gith's
followers. They had increased their muscle mass, no
longer bound to the ideal form of cattle for their
former masters, and - more importantly - engineered
a way to continue on when the breeding tanks broke
down.
Raised on good planet-grown fare rather
than synthesized tube meat, Githzerai have gained
some length of bone over their estranged cousins,
comparable to well-built humans in size. A Githzerai's
color is more vivid than a Githyanki's, and a vestigial
pair of antennae sprout from its forehead, reduced in
importance now that they've given themselves ears
and a nose to better resemble their new neighbors.
Githzerai tend toward simple, serviceable
clothing, usually preferring long tunics tied at the
waist to more complex shirts and trousers... not that
they actually need it. While Githzerai are still
biologically neuter, among the tweaks made to their
genome is a form of asexual reproduction, similar to
parthenogenesis. What that means in non-greybeard
is that once or twice in its lifetime, a Githzerai will
puke up an egg that hatches into, well, a clone of the
parent.
This, unfortunately, has the drawback of not
coming with the accelerated development that
Githyanki enjoy; Githzerai take years to mature after
hatching, almost as long as humans do. The newts
can live off sunlight and water until their teeth start
coming in, at which point they're just too big to not
take solid food.

settlements are self-sufficient and have little need for


trade, though some have been known to extend
Zerthimon's philosophies to those who show interest.
Githyanki, however, can take the rope, all of
it. Their stunted cousins are mired in fear, unable to
let go of their past. And, more importantly, they
killed Zerthimon, who was martyred for its people...
that just won't be forgiven. A Githzerai forced to
cooperate with a Githyanki is a storm of barelyconcealed contempt and a vicious font of sarcasm...
unless confronted with a Mind Flayer, which they'll
both attack with equal gusto.

Githzerai Heroes
Cargo was always a bright newt, with an
affinity for healing magic that the sparring monks
rarely looked askance at. That is, until a fire caught in
the village, trapping a newt inside its home. Brave
Cargo ran headlong into the flames... and to
everyone's surprise, they turned green to match
Cargo's skin, whirling up into a column above the
astonished newts and finally flaring out into the
visage of a great bird before disappearing, revealing
Cargo carrying out the frightened newt... with wings
of fire flickering on its back.
Fife is - or rather, was - a rather promising
young adept, a veritable prodigy in the dojo and the
classroom. All of that promise, though, was cut short
when the Kythons attacked. Who brought them, Fife
doesn't know, but it fully intends to find them and
end them. For the murder of its clan... and itself.
Zerth is known to be a reclusive sort.
Keeping itself to itself, even among other Githzerai,
and going so far as to teach only a single apprentice at
a time rather than passing on its knowledge to all that
it can. Following Zerthimon's teachings led to an
epiphany, an awakening of strange power more gentle
than psyker practices, easier to simply let flow from
the mind. Zerth has mastered the use of this power to
humiliate would-be students by beating them with
sticks... without ever touching the stick.

Playing a Githzerai
Githzerai rarely use two words when one
will do. They tend to be cynical and suspicious,
generally expecting the worst in people. Githzerai
don't waste time on fools, and are rarely moved to
help those unprepared to help themselves. They are
pragmatic to a fault, slow to give trust, and cautious
in their dealings with others.
Many Githzerai disdain creature comforts
and live their lives in ascetic discipline. Their
settlements and strongholds resemble monasteries
more than villages. Unlike the Githyanki, who see
other races as slaves to be taken, the Githzerai simply
see others as irrelevant... they offer the respect due to
strength and discipline, but little else. Githzerai

14

Goblin
Goblins are tinkerers and tradesfolk,
out for a quick buck and bigger explosions.
Hailing from a Sphere noted for torrential
downpour, the Goblins are easily recognized by
their large bat ears, short stature and often
carrying large sums of money or explosives
(often both). Constant tinkerers, where a
Gnome builds things that last, Goblins build
things for either cold hard Thrones or big
booms.
Their affinity towards using explosives
tends to cause them to live short and loud lives.
Even when they arent at the mercy of their
explosive love they still dont live long lives
typically averaging at 40 years. Because of this
they tend to keep business in the family, if you
work with the father you can bet you will work
with his son. This hand-me-down attitude
means that a high regard for tradition is
unusually strong amongst goblinkind.

15

Physical Characteristics
Average Height: 1.3-1.6m
Average Weight: 45-58kg
Language: Trade, Goblin
Common Personality Traits:
Conniving, crazed, scheming
Common Physical Traits: Light brown
to light green skin, ornate but often grease
slicked clothes, sensitive to sounds
Example Names: Bruck, Na'Thak,
Q'uark, Squee, Ze'Jill

Racial Traits
Characteristic Bonus: +1 to Intelligence
or Charisma
Skill Bonus: +1 to Tech-Use and
Deceive
Power: Time Is Also Explosions! - Once
per scene, you may make one attack with a spell
or gun attack that gains the Blast property. If
the weapon or spell have the Blast property
already, add a +1k0 to it. You gain an additional
use of this ability at level 3 and again at level 5.
Size: 2

Physical Qualities
Equivalent to Gnomes in height,
Goblins are easily distinguishable from the other
common races. Their skin tones range from an
almost khaki to a pale green. Their hair tends to
be sparse on the men, though thick on the
women and tends to be rather dark and coarse.
They have most of their weight in the torso,
their arms and legs belying the strength they
possess.
Style of dress tends to vary depending
on profession, but even then most Goblins try to
snazz it up. Those in the business of selling tend
to dress in ways to imitate the cultures they are
trying to sell to, and those who build (to
destroy) tend towards leathers and other fire
and acid resistant clothing.

Playing a Goblin
Loud, proud, always wanting a fast
Throne or big explosion, Goblins tend to be a
boisterous lot. They always seem to need to be
moving, never being able to sit still for too long.
Their fingers especially always seem to be
moving, either twitching or working on
something.
Most Goblins live in small groups,
whether family members or business partners.
More successful and well-to-do Goblins tend to
buy property that is large and espousing their
status. Buying moons seems to be a sort of
catch-all dream of the Goblins as a whole.
How they came to be is a matter of
contention among scholars, unsure if the Syrne
had a hand or if they came to be on their own.
Very little in the way of Syrneth archaeological
expeditions to the Goblin home spheres have
been done due
to the heavy
and expensive
legal paperwork
and mandatory
bribes prevent
almost all from
doing so. But
the Goblins
have been on

the seen for many, many years and have carved


a small little corner of the Astral Sea to call their
own.
Goblins tend towards the unaligned
faiths which match their personalities the
closest, Vectron being rather popular as of
recent, though Goblins of other faiths are not
unheard of.
Goblins are seen in the Astral Sea as
both explosive experts and traders, though also
kept at a distance. They do have a code of
conduct, though few ever hear of it or can make
heads or tails of it since it is primarily spoken
and not written down.

Goblin Heroes
Teo'Lora never quite fit into Goblin
society. Where her fellows wanted explosions
and money, she sought education and
information. Why became obvious later in her
life when she awoke her Syrne spirit within
while exploring an exhibit on Syrne artifacts on
Sigil. Now driven to build, she has begun
studying in hopes of unlocking her full magical
potential.
Prahsig has always tinkered with
explosive he was a child. But an accident several
years ago left his body broken, though he hung
on for dear life. Using his life saving, he was
remade into a being of manufactured fluids and
artificial muscle and steel bones. But the men
who remade him failed to inform him he only
put a down payment on the new body. Not
wanting to be 'repossessed,' Prahsig now uses his
abilities to pay off the people who made him
what he is today.
Ruym is a trader known wide and far
not for any physical goods but for the secrets he
can divulge. Having large ears
can be a benefit, and he keeps
his wide open for any small bit
of info he can get his mitts on.
Some say he even has a uncanny
knack for it, but he simply
recites rules back to them so that
they may learn to be as
successful as he is.

16

Goliath
No one quite recalls exactly which
crystal sphere the hulking brutes once known as
ogres originally hailed from, though most can at
least agree that they might have stayed there had
it not been for the incorrigible curiosity of
Humans. Regardless, Goliaths now
find themselves as widespread across
the Wheel as the races who first
uplifted them from their original
home, often pressed into service for
their enormous strength.

Physical Characteristics
Average Height: 2.7-3.0m
Average Weight: 272-295kg
Languages: Trade, Giant
Common Personality Traits:
Simple, straightforward, honest,
impassive, stubborn
Common Physical Traits:
Lanky, powerful build, thick skin,
coarse hair, hairy knuckles
Example Names: Thud,
Gouka, Argus, Nork

Racial Statistics
Characteristic Bonus: +1 to
Strength or Constitution
Skill Bonus: +1 to Athletics
and Intimidate
Power: Bigger Than You:
Your strength is such that you can
wield oversized weapons with ease,
taking only a -2k0 penalty to use two-handed
Melee weapons in one hand and just plain not
having to Brace yourself to wield Heavy ranged
weapons... but you're too big for standard
armor. Armor made for Goliaths is one step
rarer than normal.
Size: 6

17

Physical Qualities
Goliaths are enormous brutes that tower
over nigh on every other civilized creature in the
Wheel, looking down on Halflings, Elves and Aasimar
alike. Hard not to, with their long, gangly limbs. A
given Goliath's torso is as big around as an Aasimar in
powered armor, its biceps the size of fuel drums. Hair
is generally coarse and less than manageable; most
Goliaths end up with shorn heads as a result. Female
Goliaths tend to be slightly smaller on average than
the males.
Skin and hair colors among Goliaths vary
widely, from earthen shades of brown and grey to the
pale cream and white of those living in more civilized
crystal spheres and the hot crimson of Goliaths born
to more frigid spheres. Clothing in the sizes required
for Goliaths is more readily acquired than protective
gear; they generally prefer to remove the sleeves of
civilian clothing, favoring comfort over looks.

Playing a Goliath
Most berks out there seem to think it's easy
to outsmart a Goliath. Well, now, that might be true,
but the Goliath would respond that it's difficult to
outsmart a fist the size of your torso plowing into
your face. Goliaths are simple and straightforward...
easy to confuse for stupidity, until you realize that
"straightforward" often means three hundred kilos of
muscle tearing through a durasteel bulkhead to get to
the sorcerer on the other side.
Among the smaller folk, Goliaths are well
aware of their own enormous stature, and often find
themselves unconsciously restraining themselves,
especially among those they consider friends. They
tolerate orders from smaller creatures surprisingly
well, generally more amused than annoyed by the

situation, and gladly put their brute strength to work


when asked. As with most people, Goliaths have a
tendency to respond more positively to respect than
to jeering and snide remarks.
Among their own kind - and the occasional
Ork warband - Goliaths are much less inclined to
handle with care, casually cuffing others over the
head to gain attention or as punishment for saying
something particularly stupid. The same
stubbornness that leads to them ignoring nondamaging details in the task of "move this thing from
here to there" makes Goliaths very likely to get into
fistfights with each other over matters as trivial as
sleeping spots, or who gets to eat the best parts of the
aurochs.

Goliath Heroes
Gouki had an accident. Arms gone, most of
his flesh flayed away by Modron gauss cannons he
took to prevent them from striking the children of the
Eldarin world-ship that had taken him on, he cheated
death, escaping stasis only by the wraithbone crystals
grown into existence to cover the exposed muscle. He
chafes under the restrictive plating, unable to move as
freely as he used to, but welcomes the second life,
and the feeling of Modron plating crumpling under
his wraithbone knuckles.
Thanks to the Dark Eldarin who "cared" for
him, Krieg lost his mind long before the shooting star
hit him. Now the insane Goliath lurks through the
labyrinthine streets of Commorragh, an overturned
bucket upon his head and spiraling dragon tattoos on
his immense arms often the last thing that hapless
Dark Eldarin see before he takes his revenge by
turning them into new meat bicycles.
One day, Kuon felt a little peckish. So he
decided to eat all of the ship's stores. When the crew
came to reprimand him, he
ate them too. All of his
gorging eventually provoked
a daemon calling itself the
All-Consuming Devourer of
Chaos to show up out of
jealousy... and Kuon ate the
daemon, too. Now with the
daemon's hunger added to
his own, Kuon wanders the
Wheel, searching for
something that can finally
sate them.

18

Ikthys
A once-proud people, the origins of the
Ikhthys are largely veiled in mystery - and this is
suspected to be partly an effect of their curse,
and partly due to the cause of their diaspora.
Historians figure that, before their
transformation, they were regular humans who
headed a decadent, crumbling empire - but one
which went on to re-attain and surpass the
former height of their glory through the
desperate enlistment of the aid of an elder god.
However, they soon found themselves
increasingly shunned by their former fellows as
those among them who broke the Three Oaths,
the Oaths that their patron demanded be kept,
lost their biological humanity as punishment. A
war of genocide was inevitable after their deal
with the devil became common knowledge
among outsiders; interspecies tensions mounted,
and soon enough the remnants of the new
Ikhthys race were fleeing their Crystal Sphere en
masse as the people they had once ruled over
took up arms against the forsaken.
While previously suspected to be the work of
Tzeentch, past statements by reputable Ikhthys
- as well as recovered primary source texts have consistently indicated that no currently
active or extant deity of Chaos is to blame for
the surpassingly thorough curse of the
Oaths that runs in their blood. Interestingly
enough, the curse seems to have been
slightly modified - as a last act of spite following their break from their patron; in a
mirror, an Ikhthys will always appear to be
human, even though they - physically - are
not.
In a fashion similar to frogs,
Ikhthys breathe through their skin.
However, cutaneous gas exchange isnt
something they can do without moisture;
the need to stay hydrated goes double for
them.

19

Physical Characteristics
Average Height: 1.8-2.2m
Average Weight: 80-100kg
Languages: Trade, Chthonic
Common Personality Traits: Fidgety,
obsessive, paranoid, vengeful, secretive, patient
Common Physical Traits: Fishy odor,
numerous eyes, scales, spiny dorsal fins, sharp
teeth and claws, thick neck, natural glasgow
grin
Example Names: Marsh, Bahra,
Gilman, Dagon, Wade, Saul, Nile, Sarep

Racial Statistics
Characteristic Bonus: +1 Willpower or
Strength
Skill Bonus: +1 Forbidden Lore and
Intimidate
Power: Devil Reef Deeps: Gain the
Amphibious trait. You must be in a highly
humid environment or rehydrate yourself at
least once every hour; otherwise you receive one
level of fatigue. Should you choose the Void
equipment starting pack, you may - instead of a
voidsuit - opt to come equipped with a speciallydesigned wetsuit which allows you to maintain
your body moisture indefinitely (and breathe
underwater) but does not protect you from
exposure to vacuum.
Size: 4

Physical Qualities
Since their curse, Ikthys have taken on
an appearance more suited for living in water.
Fins and spines of varying size and color adorn
their bodies, and skin colors themselves run the
gamut from a sickly green to an ocean blue,
though its all slimy. Most notable is the maw
most Ikthys possess, holding all manner of
sharp, pointy teeth.
As per their curse, Ikthys appear human
in mirrors. Just as they vary wildly in
appearance, so too does their human form.

Playing an Ikthys
The Ikhthys could not be called the
most trusting people; after all, they were moreor-less forsaken by an elder god and then driven
to near-extinction by their neighbors. They're
most comfortable in the water, surrounded by
nature, and thus they find isolated coastal areas
to be the most attractive and despise the
polluted, smog-thick air of cities. As they're
frequently the minority in any given settlement,
they tend to have a more cosmopolitan
perspective than other races and will very
rarely lash out violently - however, when they
do, it's most commonly the product of a longheld grudge as they don't forgive offenses
against them very easily. It can also get very
bloody very fast, depending on the perceived
severity of the offense. A very adaptable
culture, Ikhthys views on their lot in life can
vary wildly - from seething rage at the deity to
a pragmatic understanding that the "curse" of
the Oaths has, in fact, become a tool central
to their society. While most are unaligned,
they may end up taking any very real and not
completely made-up god that exists as their
patron.

Ikthys Heroes
Gile yearned for the days when the
Ikthys ruled. Sure, it may not have been the best
rule, but it was a rule nonetheless. Though
those days are long gone, he wants for the time
he would be at the top of the food chain, and it
was such thoughts that drew a Daemon to him.
Obviously not one to see a vicious cycle for what
it is, Gile made a pact with this Daemon and
allowed it to join with his body and soul. Now
with the power of a Daemonhost at his disposal
Gile intends to show the Wheel just how an
Ikthys rules.
Finley is an odd one. While others of
his kind have accepted their curse for what it is,
Finley actively seeks to defy it. Yet, the contract
of an elder god is not easily unwoven. These
things take time which Finley doesnt have
nearly enough of. However, there are ways
around such petty concerns as will die before
finished the most prevalent of which is a
vampires embrace. Coincidentally, Finley just
so happened to know a guy

20

Kython
Kythons are highly adaptive nearhumanoids suspected to hail from any number
of worlds on the fringes of the Abyss. Due to the
constant flux of their home environments,
Kythons as a species have ceased evolving at
some point during a more primal stage of
development, instead adapting on an individual
level to meet the needs of whatever environment
they find themselves in. Kythons are highly
aggressive and very stunted with regard to
technological development, having gotten by
with primitive tools and their own strange
biological processes before their first contact
with the other races of the Wheel.
Despite their feral appearance and
primitive tendencies, Kythons are just as quick
to adapt mentally as physically, and the more
advanced races of the Wheel have since learned
to leverage both. A Kython's formidable
appearance lends it usefulness as a shock troop,
its ferocious strength gives it potential with
cargo, and the ease with which it can adapt and
learn means it can just as easily learn to take
position as a bridge officer if needed.

21

Physical Characteristics
Average Height: 1.3-2.7m
Average Weight: 80-150kg
Languages: Trade, Kython
Common Personality Traits:
Aggressive, feral, single-minded, atavistic,
darwinistic
Common Physical Traits: Chitinous
hide, big claws, sharp teeth, pointy bits
Example Names: Una, Zwei, Trace, Ivy

Racial Statistics
Characteristic Bonus: +1 to Dexterity
or Constitution
Skill Bonus: +1 to Athletics and Brawl
Power: Autoevolution: Gain 1 racial
feat with the [Form] descriptor as a bonus feat.
You can take up to 3 [Form] feats, or 4 if you
gain the Perfection ability.
Size: 4

Physical Qualities
Most Kythons look like a vaguely
humanoid mass of bioweaponized "oh my god
what is that." From canine-formed monstrosities
with spikes everywhere to horrific avian
creatures of talons and teeth, just about the only
common features are the dangerous ones... but
they don't all start out like this. On a closer
medical examination, Kythons have several
deposits of non-differentiated tissues, which
react and develop according to certain hormone
spikes... basically, they can metamorphose at
will. Typically, these deposits won't be
replenished before the end of the Kython's
lifetime, so only a couple such transformations
can be counted on.
Kythons are an oviparous race, and one
that can control their fertility cycle to a degree
that allows them to only attempt clutching when
there are others of their kind around. Kythons
typically construct their dens around a
communal nesting site, with females becoming
yet more aggressive when there are clutches to
protect.
A Kython reaches maturity if not its
full size within weeks of hatching. Most of
them die before they're forty.

Playing a Kython
Few in the Great Wheel can match the
adaptability and survivability that the Kythons
possess. Even despite their natural talents, the
Kython mentality is one focused on ensuring the
survival of themselves and their packs.
Admittedly, the fact that much of their
interactions with other races has consisted of
being forced into
slavery, most
Kythons have a
hard time caring
for races other
than their own.
However, it's not
unheard of, and a
Kython that has
accepted
another's strength
will do all in its
power to help
them survive.

Kython Heroes
Most creatures would be dissuaded
from continuing a fight after being shot in the
face by a plasma pistol. The Kython known as
Old One-Eye isn't most creatures. Instead of
slumping over dead from the hole where an eye
used to be, he decided to repay the favor in kind
by weathering a storm of bullets to tear the
offending party limb from bloody limb. Now,
Old One-Eye continues to wander throughout
the Great Wheel, a cauterized hole in his head a
baleful symbol of Kython vitality.
People speak of it in hushed tones.
Towering over most creatures, its hide covered
in a dark armor. Wielding blades seemingly
forged from the same material, it cuts a bloody
swath through armies. More frightening is its
dominance over other Kythons, commanding
them and more in cruel, methodical devastation.
None know its true name, but all know the title
given by others... the Swarmlord.
The crystal sphere known as Malan'tai
was a peaceful place... until somehow the
governor there attracted the ire of someone who
could bankroll a Kython assassin. The creature
now known as Deathleaper for the mutation of
the legs she must have possessed to reach her
objective would kill her way to the top of a
different skyscraper each night, and jump to the
governor's turbo-mansion, slaying everyone
inside... except for the governor, whom she
simply looked in on before leaving. Eventually,
Deathleaper's antics inspired the people of
Malan'tai to riots, killing each other in fits of
paranoid fear and the guardsmen stationed there
in terror-inspired anger. Finally, when the
population had been
decimated, a small
force sent to check in
on the governor
discovered him dead,
having driven his own
pen knife into his neck,
alongside a note
apparently written by
clawtip: "A tyrant's fear

of his people is far


more effective than a
simple assassin like
myself."

22

Lizardman
Once, long ago, the Syrne ascended
beyond their own crystal sphere, and walked the
Wheel as beings like unto gods. Once, the Syrne
began to grow forgetful of their origins, and so
to keep themselves grounded and remember
their past mistakes, they uplifted the reptiles of
their home, gifted them with intelligence and
objectivity, and charged them with keeping their
history. Once, the Syrne forgot themselves, and
became embroiled in a great war with the C'tan,
and disappeared from history.
Their own history remains, etched into
panels of orichalcum searched for and kept by
their first servants, the lizards who watched
them leave.
The Lizardmen keep themselves to
themselves, mostly, maintaining great libraries
and museums dedicated primarily to the
Syrneth histories, though some have branched
out to maintaining the knowledge of other
ancient subjects, such as the Tiamat Heresy or
the War of the Monster's Fall. Lizardmen
typically leave their enclaves only to hunt down
some artifact or another related to their favored
subjects, or to gather materials to found another
museum-arcology in some other crystal sphere.

23

Physical Characteristics
Average Height: 1.5-2.5m
Average Weight: 120-240kg
Languages: Trade, Saurian
Common Personality Traits: Stoic,
dispassionate, focused, objective, observant,
patient, stubborn
Common Physical Traits: Lean,
powerful build, scaled hide, sharp teeth, strong
tail, earth colors
Example Names: Aeon Calcos, Chakax,
Corus, Gor-Rok, Kroq-Gar, Skive

Racial Statistics
Characteristic Bonus: +1 to Strength or
Intelligence
Skill Bonus: +1 Academic Lore and
Athletics
Power: Cold-Blooded Lizardmen
begin play with the Jaded feat and Nerves o'
Steel asset.
Size: 5

Physical Qualities
Lizardmen are, to be perfectly blunt,
great fething lizards that walk on two legs like
men. They're generally lean, with dense muscle
covered in a pebble-scaled hide. While their
hands closely resemble a human's, with four
fingers and a thumb, they walk on three clawed
toes, hunched forward and balanced by a long,
sinewy tail. Older Lizardmen often proudly
display horn-crowned heads. Most other races
can't tell the difference betwen male and female
Lizardmen; females are generally larger, but
otherwise lack any secondary characteristics that
would make it obvious.
A Lizardman's hide can be nearly any
color, but most commonly tend toward blues,
greens and browns, sometimes mottled in
various colors, with amber-colored eyes and
slitted pupils. Most consider albinism to be an
auspicious mark. Beyond that, brighter colors
usually indicate a throwback, an example that
has a venomous bite or an affinity for fire.
Young Lizardmen grow faster than
human children do, walking hours after
hatching and considered adults by the age of
ten. They live for much longer, though.

Playing a Lizardman
Despite their powerful
bodies, Lizardmen prize knowledge,
collecting it and maintaining it for
future generations to enjoy. One
becomes strong for the sake of
safeguarding one's collected
knowledge, and collecting
knowledge can make one strong.
They strive to remain objective,
detached, even when discussing their
own lore and history... it's not
uncommon for members of more
mammalian races to become
disturbed when a Lizardman goes
from discussing a new artifact to
reporting a modron attack without
changing the tone of its voice.
This unhurried,
disinterested take stems mainly from

their outlook. Lizardmen live enormously long


lives, measured in centuries rather than decades.
They can afford to be patient... usually. When
faced with the question of its own survival, a
Lizardman will fight with all the ferocity of a
cornered animal. Even in battle, however, the
Lizardman will observe its enemy, learning from
the experience, to scratch down in notes later
and use it in the future.

Lizardman Heroes
Gor-Rok is a paragon of all that
Lizardmen hold in regard. An albino, skilled
with axe and shield, virtuoso of lute and lyre,
and knowledgeable in all fields (but a savant
when it comes to cooking ancient Syrneth
dishes), his glaring red eyes are known to have
been the last thing several hundred Orks saw
during an assault on a Syrneth library founded
rather precariously in Acheron.
Drango lives in a world of blood and
honor, attached to a dragonborn clan to pay an
ancient life-debt her own draconic blood
demands paid. She's long considered the
dragonborn to be her new family, teaching them
the ways of honorable battle with great axe and
searing breath, and more, she's managed to keep
them looking to Bahamut in
the face of countless attacks
from Tiamat's heretics.
Skive is a hunter
separated from his pack, a
feral lizard who no longer
cares for the lure of
knowledge. A mishap with
sorcery exposed him to a
particularly nasty variety of
Warp energy, twisting his
mind and body and raking his
hide with the black spiral
marks of Malal.

24

Minotaur
Minotaurs, or Taurs for short, are a
race of bipedal humanoids that have apparently
crossed with bovines. The true origin of the race
is not known, whether these creatures occurred
naturally or were created by Syrenth is up for
debate, but they do seem rather fine-tuned for
living on planets without many threats.
Minotaurs tend to keep to themselves
and arent very common outside of their home
sphere. When you do find them they are
commonly kept as slaves due to their natural
heft. Otherwise, they can often be found as very
renowned warriors either in war or in the arena.

Physical Characteristics
Average Height: 3.5-4.3m
Average Weight: 230-300kg
Languages: Common, Tauric
Common Physical Traits: Huge,
hulking, muscled, powerful
Common Personality Traits: Steadfast,
easily angered, possessive, stoic, rash
Example Names: Trakdak, Foosgarak,
Kurban, Tinavera, Kiakea

Racial Statistics
Characteristic Bonus: +1 Strength or
+1 Constitution
Skill Bonus: +1 Weaponry and +1
Brawl
Power: Dont Mess with the Bulls
Minoaurs (male and female alike) have horns
that have a very dangerous business end. They
are Natural weapons with the following
statistics: 1k2 R or I, Pen 0, Brawling,
Unbalanced, Tearing.
Size: 5

25

Physical Qualities
Minotaurs possess an impressive
stature, able to easily look down on just about
everything and possessing muscles on top of
their muscles. They have cloven feet, which
already separates them from all other races
(except the Tieflings, maybe) but more
importantly, they have a pair of proportionatelysized horns on top of their heads. Minotaurs are
often seen as aggressive and dominant, which is
certainly true in most cases, but they are also
very well aware of their size and strength and
surprisingly gentle most of the time.

Playing a Minotaur
Minotaurs are exceedingly strong, fit for
very heavy labor, but that does not mean they
are dim or dull. True, most of them are earthly
types that dont really much care for having
abundant comforts or about things that dont
affect them directly, but that does not mean
they are dull. They have an impressive history
and oral tradition, filled with great wars and
mighty warlords that conquered continents. In
fact, they are very good singers as well, well,
according to them, because few other races can
comprehend their native language. Despite their
traditions and often peaceful natures, Taurs
have deep, strong passions and are extremely
possessive, often throwing themselves into a
mindless, frothing rage should anything dare to
impinge on what they consider theirs.

Sir Theodoros is a mighty Force


Sensitive Minotaur warrior. He feels that the
power he has was given to him for a reason, and
seeks out that reason as he goes along. Not
knowing his purpose he travels from sphere to
sphere helping folks in trouble. In his travel he
has acquired a large ship, which he uses as a
base of operations to keep hold of mementoes of
his travels.
Nikias is a Minotaur minstrel who
wishes to spread the tales of his lineage to the
furthest crystal spheres. To reach his goal, he
traveled from his home world to Sigil, where he
managed to convince a vampire to sire him so
that he could ensure his family name makes its
way in to the history books, even if it takes him
forever.

Minotaur Heroes
Epiktitos is a Minotaur Paragon Punk,
with a bone to pick with everyone. He is an
arrogant child and takes his challenges head on
and head strong. He spends his time fighting in
the arena to find someone who can stand and
match his might. He doesn't care who lives or
dies, but the show must go on and the fighting
can never end. He decided that his tiny crystal
sphere could never have a worthy challenge for
him and goes off in search of another true
warrior.

26

Ophidian
The Ophidians are a desert-dwelling
people, originally. A natural gift for finding
underground water sources, paired with natural
talents for tunneling, meant that they could
carve out an existence in the most barren of
deserts, and it is perhaps due to their presence
that many desert civilizations were able to rise in
the first place. Matriarchal by culture, with rigid
caste lines, the Ophidians built their cities from
the top down, with only the richest and most
opulent homes actually above the desert surface
and the rest of their people living in elaborate
networks of underground tunnels and caverns.
Traditionally, the Ophidians are
committed to Bahamut. Their Maharani rule in
his name, each seen to be an earthly
embodiment of the Dragon God who go to join
him in his paradise on their deaths. Their
priestesses keep the word of Bahamut strong,
enforcing the caste structure that sustains
Ophidian society and preserving the traditions
of their people. Ophidian culture is heavy on
themes of death and rebirth, symbolized by the
shedding of the skin.

Physical Characteristics
Average Height: 170-200cm standing,
300-450cm length
Average Weight: 110-160kg
Languages: Trade, Ophidian
Common Personality Traits: Formal,
Stiff, Nervous, Seductive
Common Physical Traits: Long hair,
elaborate tattoos, long snake tail instead of legs
Example Names: Deis, Mara, Isha

27

Racial Statistics
Characteristic Bonus: +1 to
Constitution or +1 to Wisdom.
Skill Bonus: +1 to Politics and Scrutiny.
Power: Snake For A Butt! You only
have one leg, but it has 4 points of armor. You
can Stand as a free action. You gain +4 Speed
for the purposes of the Run and Charge actions.
You can't wear leg armor that isn't customdesigned for Ophidian wearers (one level rarer
than normal, outside of Ophidian territory).
Size: 5

Physical Qualities
Ophidians are a strong people, with
dense reptilian muscles and a lot more mass
than their upper half would indicate. They are
generally slender, often have slightly elongated
ears, and tend to dress in loose and revealing
clothes. Their hair, eyes, and scales come in
every color of the rainbow, but frequently match
or complement each other. Ophidians shed the
skin of their snake halves roughly once every five
years, a process lasting about a week and
considered extremely personal. Ophidians have
long tongues, forked like a snake's, but they
almost never hiss. It's considered uncouth.
Ophidian reproduction is largely
communal in form, driven by female estrus, so
paternity isn't really considered worth the effort
of figuring out. Instead, Ophidian society is built
matrilineally, with the mother who laid the egg
considered the only parent. The symbolic
renewal of egg-laying, similar to the shedding of
skin, is considered a sacred act and is always
done inside a temple. An Ophidian egg takes
about 3 months to hatch, and an Ophidian
grows to maturity in about 15 years.
Ophidian life expectancy is about 100
years.

Playing an Ophidian
Ophidian culture is very formal and
very structured - an Ophidian is raised from
birth to know their exact social standing, and to
recognize the standings of those around them.
They are expected to instinctually recognize
their relative merit and behave accordingly,
which doesn't really hold up so well in the
cultural melting pot that is the Great Wheel, so
many Ophidians default to a stiff and slightly
nervous demeanor. As they grow more
comfortable with this looser society, they tend to
loosen up a lot, and usually turn out to be very
affectionate and caring people. The lack of
strong familial bonds in most Ophidian homes
means that they place great value on chosen
friendships. While Ophidian reproduction is
very limited and driven by periodic hormonal
shifts, Ophidian sexuality is much less formal
and considered simply an act of friendship and
entertainment.

Ophidian Heroes
Recognized for his true faith to Bahamut,
Isha was trialed and inducted into the Final Word of
Kings. On his first mission to exterminate a nomadic
warlord, he was struck down in combat. But before
the final blow could be struck, Bahamut chose Isha as
his champion, infusing him with a burst of energy
from the sky. Filled with newfound power, he smote
the warlord down and slaughtered the rest of the
tribe. He returned, getting officially into his new life
as an assassin.
Mara spent her life living in the deserts,
teaching children and raising her own. But as she ages
she grows weary of the same things over and over.
She decides that she should do something else, and
gives a heartfelt prayer to the moon. Luna responds,
marking her with the "gift" of her embrace, making
Mara a werewolf. After Mara loses control for the
first time, she leaves her life behind and heads into
the Great Wheel to find herself again.
While sleeping in an an underground
cavern while traveling, Deis's body was infiltrated by
a symbiotic warp rendering insect, fusing with him
and imbuing him with power. It speaks into his mind,
trying to be friendly and protective. It wants to help
Deis become even better. Deis continues to wander
the Great Wheel, now struggling with the life inside
of him.

28

Riven
To rive; to rend, and to rend violently.
A particularly fitting name for the abominations
from Rivendell I - the bastard children of the
Warp and a merciless reality, the Riven are
afflicted with a form ceaselessly
metamorphosing without rhyme or reason.
While the features of a Riven are not likely to
change perceptibly as the minutes go by without
their conscious effort, heightened warp activity
will probably be very obvious to one as it feels a
numb tingling across its entire body while its
form feeds on the entropy rippling outwards
through space.
Scaleless, a Rivens numerous fleshy
outgrowths bear the faded raw redness of new
skin - new skin which is scattered in splotches
across their body. Practically immortal by
nature, it is said that not one cell in their bodies
is older than six months; like the Hydra, they
are capable of self-renewal ad infinitum. And
like the other, the Lernaean Hydra, it is not
entirely unknown to find ones with many heads.
The Riven typically direct their prayers to Luna,
Slaanesh, Malal, or the Raven Queen, although
- due to their general avoidance of commitments
and unpredictable nature - they can be found to
hail any and any number of deities and
pantheons.

Physical Characteristics:
Average Height: Shifts between 1.4 and
3 m, and can be anywhere in between.
Average Weight: Varies over time with
their size and can be anywhere between 50 and
90 kg.
Languages: Trade, any two extra
Common Personality Traits: Flighty,
delirium, aestheticism, gluttony, extreme
nonconformism
Common Physical Traits: Vaguely
shifting appearance, numerous vestigial limbs,
red-tinted flesh, strange outgrowths
Example Names: Xyuklok, Ciuphas,
Wryijvn, Pyqhet, Aruyaei

29

Racial Statistics:
Characteristic Bonus: +1 Wisdom or
Fellowship
Skill Bonus: +1 Crafts and Disguise
Power: Chirality You may, once per
day, choose to gain a +1 bonus to Physical,
Mental, Social, Power, Finesse, or Resistance
characteristics, at the expense of taking a -1
penalty to all others. This effect is not
permanent and your characteristics revert to
normal when the effects wear off after one hour.
Size: Start at size 3, 4, or 5. By
spending a resource point whenever Psychic
Phenomena occur, you may adjust your size by
1, but it can go no lower than 3 and no higher
than 5. Whenever a Peril of the Warp occurs,
you may freely adjust your size but, in doing so,
you take 1 damage due to the energies involved.

Physical Qualities
As beings formed from the Warp just as
much as reality, the Riven are truly varied in
appearance. Putting aside their tendency to look
like just about anything, no two Riven really
look the same. Deformed bodies are the norm
from extra limbs where there shouldnt be, to
lumps which may be considered benign tumors,
to forms that would have a hard time being
considered sapient In truth, itd be easier to
identify what a Riven could not look like.

Being a Riven
The Riven are a people focused on
nuance, artistry, and the general enjoyment of
life in all its forms - even to, and beyond, the
point of hedonism. With a thoroughly developed
sense of self-importance, they arent as likely to
hold a temper in check as they are to give voice
to scathing criticisms of works or behaviors they
consider unsophisticated or lacking in sense,
and will likely always consider themselves
experts in topics they feel strongly about although whether or not those feelings are
justified, however, is another matter entirely.
They take a perverse enjoyment in the
bemusement of other races at their seemingly

tumor-wracked and malformed bodies, and


some especially disciplined are not averse to the
occasional long-winded mimicry.

Riven Heroes
Kheredruak is a horrifying Wraith of a
Riven. Known to rarely if ever talk, he
instead wanders the Wheel, searching for
victims. When he sets his eye on someone, he
stalks them until theyre alone, at which point
he skulks from the shadows to decapitate them.
Afterwards, he takes the head back to his home
to do something. Nobody dares to follow or
ask. Nobody wants to know.
Few know why Izepial also known as
the Hundred-Handed One decides to
consistently take the form of an amorphous
mass of limbs. Yet, even fewer can argue the
effectiveness of his form. Catapulting forward
off of his various limbs, Izepial engages foes by
simply entangling them in his mass of arms and
wrestling them into submission. Just as often
will he lift various weapons to do battle with his
foes the traditional way, becoming what
amounts to a blender of weapons. Suffice to say,
its quite the spectacle.

30

Sphinx
Cultures across the Wheel have known
legends of human-headed felines, sacred
guardians of the tombs of emperors or erudite
beasts with a habit of testing the intelligence of
their prey. Oddly, the beings now known as
Sphinxes have rarely been known to leave their
crystal sphere. Some greybeards have theorized
that this paradox is due to Sphinxes being the
favored thralls of C'tan phaerons during the War
in Heaven. Others insist that the enigmatic
Sphinxes aren't as reclusive as they seem; merely
capricious as the great cats they resemble.
Whatever the case, it's a riddle worthy
of the Sphinxes themselves. While they rarely
leave the homes where humanoid throwbacks
worship them, they see a lot of addlepated
visitors coming to them, hoping to get some bit
of trivia or another... barmy as it is trying to get
a straight answer out of a Sphinx.

31

Physical Characteristics
Average Length: 2.5-3.5m
Average Weight: 313-410kg
Languages: Trade, Sphinx
Common Personality Traits: Intelligent,
enigmatic, coy, patient, contemplative, love of
puzzles
Common Physical Traits: Leonine
body, quadruped, wings, muscular, prominent
fangs
Example Names: Almayce, Teleia,
Isperia, Cruzius

Racial Statistics
Characteristic Bonus: +1 to Intelligence
or Fellowship
Skill Bonus: +1 to Deceive and any
Lore
Power: Liger Build Gain the
Quadruped trait, and you can choose for your
unarmed attacks to deal Rending damage
instead of Impact damage by extending your
claws as a Free Action. You lack proper thumbs
on your forepaws, however, and thus can't use
weapons that haven't been specially designed for
your use.
Size: 5

Physical Qualities
Sphinxes have the bodies of large cats with
humanoid heads and great, feathered wings. Sphinx
fur occurs naturally in many colors, however...
commonly a brindled blue-grey shade, with slightly
darker stripes and almost always running to white on
the underbelly. Androsphinxes usually have manes of
a vastly different shade than the rest of their coat.
Sphinx wings seem to be more for display purposes
than anything else.
A Sphinx's face might almost be mistaken
for a Human's, were it not for the distinctly feline
eyes and lips. They have rather prominent fangs, and
are very capable of displaying them when roused, able
to draw their lips back from their teeth in a way no
Human can. Androsphinxes often maintain
prominent facial hair, furthering their leonine
appearance.
Due to their largely feline bodies, Sphinxes
disdain clothing, only donning jewelry or ceremonial
wear if anything. Warriors wear barding, easily
adapted from armor designed for humanoids, but
often rely on their claws or magic instead of weapons
designed for berks lucky enough to have thumbs.
They are, however, rather vain regarding their coats;
tabby, calico and tortoiseshell patterns are desirable,
while a Sphinx with a solid-colored coat (especially
white or black) might see it as a canvas for her own
designs.

Playing a Sphinx
Sphinxes are felines, with all of the curiosity
and caprice that entails. For all of their bulk and
agility, despite being the size of creatures Humans
call "ligers," Sphinxes prize intellect and rational
thought. They collect knowledge; they trade in
riddles that set the brain thinking. They care little for

libraries, stuffy places where one can only read of


things in dusty old books good only for places that
certain tasty vermin congregate... no, Sphinxes care
not for books or plaques or tablets. Rote
memorization is no good. Knowledge is worth little
without the thought that leads to it.
Among other races, Sphinxes are
insufferable know-it-alls, with an infuriating tendency
toward double-talk and speaking in riddles. They will
answer questions with questions of their own,
undermine an opponent's arguments with queries to
make them doubt their own points. Among Sphinxes,
however, this is shockingly straightforward.
Discussions between Sphinxes are intricate social
dances of body language, riddle games and the
occasional paw across the face.
Despite their uncanny resemblance to the
great cats of Human history, Sphinx committees seem
to be matriarchal in practice, with the added bonus
that the males seem to think they're the ones in
charge. Androsphinxes laze about like kings, or pace
about like guards, while gynosphinxes do all the
actual work. Seen in action, the conversations that
lead to this appear to be remarkably unsubtle even by
Ork standards... control is maintained by the
gynosphinxes simply asking leading or challenging
questions, eventually leading the androsphinx to
believe he decided to perform whatever task was set
on his own.

Sphinx Heroes
Zanzar stood as the vanguard of his lieges
defense. Pouncing on anyone who dared come near,
he could easily tear most apart. However, despite his
martial prowess, Zanzar never learned of an
assassination plot that is, until he was accused of
the murder of his liege. Having miraculously escaped,
he now journeys in the Great Wheel,
looking for the true culprits.
Ravel has a question. A
question that few others can answer, it
seems. Asked as a riddle by a wanderer
long ago, Ravel couldnt think of an
answer. This led her to travel
throughout the Great Wheel, searching
for somebody or something capable of
answering it. And yet, an answer
eludes her. Most infuriating of all, the
question itself seems quite simple. The
question? What can change the nature
of a man?

32

Vanara
Vanaras are intelligent, simian
humanoids who live in deep forests and jungles.
They are both agile and clever, but saddled with
a boundless curiosity and a love of
competition that, while normally
harmless, hinder ingratiations with
those they encounter. They do,
however, have an instinctive affinity
for most technologies that lead some
- humans, especially - to overlook
their more incorrigible tendencies.

Physical Characteristics
Average Height: 1.3-1.8m
Average Weight: 45-84kg
Languages: Trade, Simian
Common Personality Traits:
Brave, curious, creative, reckless,
reliable, spirited, clever
Common Physical Traits:
Light build, mobile, light-fingered,
soft fur, nimble, prehensile tail
Example Names: Hanuman,
Son Goku, Wukong, Tarble, Brakas,
Kong, Teito, Risel

Racial Statistics
Characteristic Bonus: +1 to
Strength or Dexterity
Skill Bonus: +1 to Brawl and
Tech-Use
Power: Monkey Business Use Acrobatics instead of Athletics to
climb, and move your full Speed
instead of half on a successful Test
when climbing. Your tail can also
carry small objects.
Size: 3

33

Physical Qualities
Vanaras are intelligent, monkeylike
humanoids, standing slightly shorter and
weighing slightly less than a typical human,
though more of their weight is lean muscle. A
vanara's body is covered in a thin coat of soft
fur, and individuals with chestnut, ebony and
even golden coats are common. Despite their
fur, vanaras can grow lengthy hair on their head
just as humans can, and both male and female
vanaras take pains to wear elaborate hairstyles
for important social functions. The hair on a
vanara's head generally matches the color of its
fur.
All vanaras have long, prehensile tails. A
vanara's tail is a vanity; while curious hands
grabbing and squeezing it is painful, a vanara
will never cover it up if at all possible. Fighting
vanaras typically wrap it tightly around their
waist when joining battle, to prevent an
opponent from getting an easy hold on it.

Playing a Vanara
Vanaras are surprisingly similar to
humans, if a bit more inclined toward pranks,
clever witticisms and enthusiastic responses to

the words "prove it." A vanara who finds an


activity he likes will jump into it wholeheartedly,
almost to the level of obsession as he strives
toward perfection. But he'll still have a tendency
to strip down unused items to see how they
work, in his spare time.

Vanara Heroes
Vali is an oddity, a white-furred ape
with delusions of grandeur. He thinks he's the
Monkey King reborn. But that's not the strange
part. No, what's strange is that Bahamut made
this odd monkey one of his champions anyway.
Maybe there's something to his ranting after all.
Anjana recently returned from her
communion with Luna, her chestnut fur shot
through with glowing silver that warns of her
ability to transform into a gigantic ape-beast.
She destroys responsibly, however... well, she
takes pains not to transform indoors, anyway.
Vanara legends speak of a silver-maned
warrior of obscene power. A legendary "Super
Vanara," whose rage shattered entire crystal
spheres and consumed him entirely in the
process.

34

Exaltations

35

Demiurge
Many mortal races share a certain
mythos, that involves a garden and a pair of
trees. Forbidden to eat from one of them, the
mythical forebears would live indefinitely
without illness or pain... but there is always
temptation. Invariably, one of them would eat of
the forbidden fruit, and tempt others to do the
same. As punishment for this, their gods would
cast them from their earthly paradise, so that
they would know the suffering and pain of
living. This, they say, is the original sin, the
birth of morality as mortals know it.
In the wisdom gained from this event,
the garden disappeared, and the great races rose
above their fellow animals with the knowledge
that begets tools and technology. It is possible though highly improbable - that a lucky sod
might discover these legendary trees... might eat
the fruit from them. Most still do; the humble
fig or apple is said to be the Fruit of Knowledge
that originally cast mortals into sin. Its sister, the
Fruit of Life, has long been stripped from the
Materium.
But that hasn't stopped some lucky
berks from finding it. Whether some god or
another thought it an appropriate gift, or
Tzeentch just wanted to see what would happen
if he dropped the golden fruit on some
unsuspecting crystal sphere, some people just
manage to get hold of it. Eating the Fruit of Life
grants extraordinary power... if you can keep
your mind intact enough to enjoy it.

Tell: The Demiurge's Tell is a


distinctive shimmering of the air around his
body, as his absolute territory hardens and
deflects light around him.

Powers:
Absolute Territory: While the
Demiurge is conscious, creatures must make a
Willpower test (TN 5 + 3*Hubris) in order to
enter or leave the space within 4*Hubris meters
of the Demiurge. If another Demiurge
approaches the area, however, the one with
lower Hubris cannot use this power as long as
their territories overlap. If the two have the same
Hubris, both territories are negated.
Entropy Flux: Your presence warps the
fabric of existence, destroying the bonds of
probability as you exert your will. You can
spend Quintessence to influence the results of
any die rolls made within your Absolute
Territory. Add or subtract the Quintessence
spent from the result of the roll.
Kinetic Manipulation: While your
Absolute Territory is established, you can
decide how gravity applies to you, or if it does.
You can move freely in all three dimensions,
and hover at will. If you are not standing on a
solid surface (that would be "down" when
gravity is applied) when your Absolute Territory
is neutralized, you fall, taking damage as
appropriate.
Type Blue: Gain one rank of the
Abjuration magical power. You may purchase
this power as if it was part of any class you
belong to. Take your Hubris as a
static penalty on tests using Social
characteristics, and become the
Enemy of nigh on every actual god
(the SM should determine which
deities would be most offended by
your actions), as well as pinging the
heresy-detectors of just about
anyone.

36

POWER STAT: HUBRIS


Whether it's found in the gutter or presented as
a gift, eating the Fruit of Life is an act of
supreme arrogance that brings you enemies
from all sides... and it only gets worse from
there. As your Hubris increases, so too does the
divine power that enables you to reject the very
bonds of existence.
Resource Stat: Quintessence. Arrogant as it is,
eating the golden fruit flares your soul into full
incandescence, requiring only the mortal ego to
temper it into pure light. The character may
have Quintessence equal to Willpower +
Composure + Hubris. Regain Quintessence
equal to your Hubris at the start of your turn, or
every minute when not in combat.

Hubris

Power Gained

Kingdom of One: You don't


need to breathe, don't suffer
penalties to your actions from
weather conditions, aren't
affected by pressure or
radiation, and you're
comfortable in very hot or very
cold weather. Your territory
also contains enough air for
anyone else inside it to breathe,
and protects them from
pressure and radiation as well.
Transversal: You can make
melee attacks against any
creature within your Absolute
Territory, regardless of
distance. Movement away from
you while inside your Absolute
Territory always provokes an
Opportunity Attack.
Angelic: Gain Armor and Hit
Points equal to your Hubris.
This armor stacks with all
other sources of armor.
Light of the Soul: Gain Aura
equal to your Hubris. This
stacks with other sources of
Aura. You can cast the spell
Energy Ray, substituting your
Hubris for your rank in
Evocation.
Weep and Bear Witness: Gain
the Stuff of Nightmares trait. As
a Half Action, you can spend 3
Quintessence to cause everyone
else within your Absolute
Territory to lose a single Hit
Point. If this deals critical
damage, refer to the Weep and

**

Weep and Bear Witness Critical Damage


1

2
3
4
5

The target receives a brilliant flash of


your monadic soul contacting his,
becoming Stunned for one round.
As above, and the target gains 2d10+5
Insanity as well.
As above, and the target suffers Psychic
Phenomena. Only the target is affected.
As above, but the target suffers Perils of
the Warp. Only the target is affected
The target discorporates, melting into a
puddle of protoplasm as his soul flees into
the warp. Theres no coming back from
this.

***

****

*****

Bear Witness Critical Damage


chart for effects.

37

Font
Many Exalts live their power day to day.
They are what they are, and that is what they
remain. A Font not so much. A Font is
someone touched by something greater than
themselves, and granted an external source of
power that is only barely theirs to channel. In
theory, any person can become a Font at any
time, but in practice, the powers that be seem to
seek very particular personalities to be their
avatars on the Great Wheel.
The power of a Font appears in many
forms. For some, this power manifests as a
magic ring, turning their will into reality. For
others, it can look like nothing so much as
possession. It could be anything; the Font is
more a catchall than a specific origin. What all
Fonts have in common is that when they close
the floodgates, they are all but indistinguishable
from a mortal.
Unlike a Chosen, whose power is tied to
their faith, or a Daemonhost, who becomes
forever changed when they merge with their
Warp spirit, the Font remains who they were
before being tapped. You are still the same
person as ever, you simply have a source of
power you can draw upon a = source that is
not, really, part of you.
The specifics of how you
access this power vary, but
the worst thing that can
happen to a Font is to find
themselves somehow
permanently cut off from
their Well, and become
truly mortal once again.
Tell: A Font's tell
is a unique battle aura... a
totem animal, a pillar of
flames, a scarf of light that
grows in size and intensity
as she spends Drops.

Powers:
Avatar: As a full action, by spending
one Drop, a Font may enter their Avatar form.
Their physical appearance and clothing can
change, into whatever the player decides for
their Avatar form, but cannot change race or
size. Any armor being worn by a Font's mortal
frame is incorporated into their garb as an
Avatar, and confers its same protection. They
may change back to normal as a free action, and
automatically fall out of their Avatar form at the
beginning of their turn if they have no drops
left. A Font can only spend Drops in Avatar
form, or to transform in this manner.
Signature Style: Fonts begin play with
one free rank in any Sword School, Gun Kata or
Magic School of their choice. They may always
purchase ranks of that School as if it appeared in
their class progression. You may purchase spell
combos, special attacks, and trick shots at
character creation. When buying or improving a
trick shot or special attack, if it applies to an
action associated with your Signature style, or
uses an advantage or restriction from your
signature style, you do not have to spend
experience for a number of style points equal to
your Channel (this does not reduce the
minimum 50xp). When buying a spell combo
that uses at least one spell from your Signature
Style, reduce the total spell
level by your Channel for
determining XP cost
(minimum 50xp).
Rush of Power:
Choose one characteristic from
each category when building
your character. While in Avatar
form, your Font gains +1 to
each of these characteristics
and resilience. In addition, you
gain 3 additional dots in the
Artifact, Mentor, or Backing
background, reflecting the
source of your power and/or
equipment acquired in your
new role as a Font.

38

Power of Friendship: A Font that has


defeated an enemy, often finds themselves with
a friend for life. If you would deal critical
damage with an attack, you may instead deal an
equal amount of fatigue. You may roll
additional dice equal to your Channel on any
Social test made on a person you have
previously beaten in a serious fight.
Additionally, the Font is able to draw power
from their friends, and surge in strength to
protect them. When a Font sees an ally lose HP
at the hands of an enemy, the Font recovers one
Drop. This can happen at most once per round.

Channel

Power Gained

Burning Spirit: In a time of great


difficulty, a Font with sufficient
focus will push themselves to
greater heights. While in Avatar
form, a Font can add their lost hit
points to the results of all attack,
focus power, dodge, and parry
rolls. This bonus is capped at the
Font's Channel + Composure.
Finishing Move: When performing
a special attack, trick shot or spell
combo while in Avatar form, the
Font rolls 2 additional dice for
each exploding die instead of one
for the attack roll or focus test.
Dice for any damage rolls resulting
from the attack or spell combo
explode on a 9 or 10.
Super Mode: A Font's Avatar form
is mighty, but sometimes they can
find themselves outclassed even
then. While transformed, a Font
can spend a Drop as a free action
to push themselves into an
evolution of their Avatar form.
While in this evolved form, the
Font gets +1k1 on all tests, and
gains +1 Resilience. This evolved
form cannot be relaxed without
dropping out of Avatar form
entirely.
Henshin a-bye-bye: While in
Avatar mode you may ignore the
effects of critical damage. When
the amount of critical damage you
have exceeds your Channel, you
remove an amount of critical
damage equal to your Channel,
lose the same number of Drops,
and immediately change out of
your Avatar form.
Open the Floodgate: The number
of Drops a Font can spend in one
turn is no longer limited by their
channel. However, for every Drop
beyond their Channel spent in a
single turn, the Font takes 1 point
of Energy damage to the Gizzards
that cannot be reduced.

**

POWER STAT: CHANNEL


A Font's power source is the alpha and omega of
their Exalted capacity, and their strength is
measured most simply by how freely that power
can flow through them.

***

Resource Stat: Drops. The character has


maximum Drops equal to their Charisma plus
their Channel. They regain all of their Drops at
the beginning of each combat.

****

*****

39

Force Sensitive
Most Exalts are familiar with the
strange, eldritch powers of the Warp. While
most use its power directly(or at least as directly
as is safe, given the Warp's destructive nature),
channeling it through their minds and souls to
cast spells, others are blessed with an affinity
that renders such a crude usage unnecessary.
These rare individuals are infused with a strange
instinctual knowledge that goes beyond all
known magical theory, capable of using the
Warp to cast spells and augment their bodies in
ways otherwise impossible.
These people are known as Forcesensitive, named for the extension of Warp
power that gives them their strength. But as
with all things involving the Warp, there are
many risks one incurs when playing with Chaos
incarnate. Their instinctual connection to the
Warp comes with the constant threat of
temptation and madness.
Tell: Those who are force sensitive
tend to have an air about them. You can tell
there is something different about them as you
walk past.

Powers:
Use the Force: When subjected to
Psychic Phenomenon, a Force Sensitive may
spend one Focus to force a reroll. This power
applies to any Psychic Phenomenon that has the
Force Sensitive as a primary target, including
those caused by the Wraith's Curse ability or a
weapon with the Orgone Array quality. Unless
he elects to spend another Focus for another
reroll, the Force Sensitive must take the second
result, even if he considers it worse. At two
Discipline he may do this once per scene for
free.
Do or Do Not: When spending a hero
point to reroll a Test, a Force Sensitive gains a
bonus equal to the number of Focus they spend
on the reroll. At four Discipline, they also gain
an additional rolled die for every two Focus
spent on the reroll.
A More Elegant Weapon For a More
Civilized Age: The Force grants insight into
many things, including how best to filet your
foes with a chainsword. You gain a free rank of
one Sword School of your choice, and may
purchase ranks in it as though it appeared in
your class progression.
Temptation of the Dark Side: the threat
of corruption the Dark Side poses always looms
over your head, no matter how disciplined you
become. The Force
Sensitive cannot take the
feat Tested. If they are
progressing in a class
that requires them to
take the feat, they can
ignore it. In addition,
alignment checks are
made at a -2 penalty.

40

POWER STAT: DISCIPLINE


While most Exalts can sense or even control the
Warp in some manner, this innate sense
pervades every part of a Force Sensitive's being.
Discipline is a measure of how far the Exalt has
come in mastering the Force. Like with all skills,
it takes time and effort to learn how to harness
the power of the Force - and with great
discipline comes great strength.

Discipline Power Gained

Resource Stat: Focus. As Force Sensitives grow


in power and discipline, so too does their ability
to manipulate the Force (and, as a result, the
universe around them). Force Sensitives gain a
pool of Focus equal to their Willpower plus
twice their Discipline. For every hour a Force
sensitive spends in quiet meditation, they regain
one Focus.

**

***

****

*****

41

Force Summons - The Force Sensitive


can use the Force to Quick Draw, as
the feat, one weapon per round. In
addition, he can manipulate any
unattended object at a distance in
meters equal to five times his Wisdom
in a simple manner - he can lift boxes
and throw switches, but he cannot
wield a weapon. He must have line of
sight to his target to use this ability.
Your Eyes can Deceive - The Force
Sensitive gains Danger Sense and Blind
Fight as bonus feats. In addition, the
Force imparts to his subconscious
mind information to keep him safe. He
gains a +Xk0 bonus to any reactions,
where X is equal to half his Discipline
rounded down.
Judge Me By My Size, Do You? - The
Force Sensitive gains the ability to
perform the Bull Rush, Grapple, and
Knock Down actions at a distance in
meters equal to five times his Wisdom,
substituting his Strength for Willpower.
Should he succeed at a grapple, this
telekinetic hold functions in all ways
like a normal grapple, including
functionality for any feats. He does not
suffer any penalties for failing any of
these Tests, aside from the lost action.
In addition, when he reaches five
Discipline, he also gains the ability to
use this power with the Disarm action,
substituting Willpower for Dexterity
and Discipline for Weaponry.
Not The Exalt You're Looking For:
The Force Sensitive can use Suggestion
as the spell, using Discipline + Wisdom
in place of the normal test. He does not
incur Psychic Phenomenon when
casting Suggestion this way, but he can
only attempt it on any given target once
per day.
One with the Force - The Force
Sensitive can buy any of their
characteristics up to six. In addition,
The Force Sensitive can spend Focus
as a free action on their turn to give any
one characteristic they have listed as
one of their class characteristics a onefor-one bonus, with the bonus capped
at half their Discipline + Willpower. He
may only have one characteristic
enhanced in this manner at any given
time. This lasts for one scene.

Kryptonian
Light. A simple word can bring warmth
to some of the coldest of hearts. A long time
ago, Sol Invictus, the living sun of planet
Krypton, provided those in its light with powers
to defend itself against the undead preying upon
them. However, the inhabitants of Krypton
quickly became corrupted by that power and
turned their back on their creator. There were
no survivors of the events that happened in their
hubris. The ashes of the doomed planet and Sol
Invictus coalesced into solar shards that spread
across the Wheel. Whenever you see a shooting
star, it is ready to pass on the branding of The
Kryptonian Sun onto another mortal. One that
can hopefully fill the Great Wheel with light.
Tell: When activating their powers, a
Kryptonians chest glows with a warm light that
can be seen through clothes and armor. This
light is a beacon that sends different messages
depending on who is seeing it. To most, it is a
message of hope. Whoever is on the receiving
end of a Kryptonians might would disagree.

Powers:
Celestial Body: Empowered
Kryptonians do not suffer the effects of hunger
or thirst. Any time they would be affected by
Fatigue, Poison, Disease or the vacuum of
space, remove 1 point of Radiation instead. A
Kryptonian is also treated as having the
Photosynthesis feat.
Sunlight Dependency: You lose 1 point
of Radiation every hour you spend away from
access to real sunlight. Having 0 Radiation
makes you effectively mortal, losing all of the
benefits of this Exaltation.
Overdrive: By spending a point of
Radiation, you may discharge solar energy
through your unarmed attacks. Sending an
Overdrive through an object or creature will give
you a +0k1 bonus (that does not stack with
itself) when dealing damage to it. Creatures hit
by an Overdrive are also Stunned. The stunning
effect of Overdrive will spread through liquids in
contact with the initial attack.
Burning Heart: You begin play with one
free rank in Evocation. The character may
purchase ranks in that Magical School as if they
appeared in any class progression he possesses.
You may add your Luminosity to your unarmed
damage, which are treated as dealing Energy
damage when using Overdrive.

42

POWER STAT: LUMINOSITY

Luminosity Power Gained

As a Kryptonian grows stronger, the branding


on his chest will glow brighter. This glow starts
from the chest, and later moves on to the hands
and feet. Eventually, a Kryptonian will shine like
a miniature sun. Their natural body heat will
also rise with Luminosity, to the point that other
creatures will be uncomfortable (or
spontaneously combust) around the Kryptonian
unless they can keep their inner fire under
control.

Resource Stat: Radiation. Radiation is gained


from exposure to sunlight. A Kryptonian can
gain 1 Radiation by spending 15 minutes (or the
length of a scene) basking in the light of a
natural sun. Your average Solar Joe can only get
Radiation this way. A Dryad that bought the
Photosynthesis asset can gain Radiation from
lesser quality energy sources (such as the
heating lamps on a spelljammer), but the
Radiation gained is 1 Radiation every 30
minutes. Maximum Radiation is equal to your
Strength + Charisma + Luminosity.

**

***

****
*****

43

Light Bulb: As a free action,


you may generate bright, but
harmless light from your body
with a range equal to
Luminosity * 5 meters. By
spending 1 Radiation per turn
to maintain it, you may treat
Light Bulb as producing natural
sunlight against creatures that
have a sunlight weakness.
Man of Steel: Your Physical
Characteristics may go up to six
dots. By spending 1 Radiation,
you may treat a Physical
Characteristic as 1 higher for
the duration of a scene.
Solar Breathing: As a Full
Action, a Kryptonian may begin
a deep breathing ritual to regain
Radiation while away from a
Radiation source. If
uninterrupted, they gain back 1
Radiation.
Shooting Star: The Kryptonian
gains the Flyer trait, with speed
equal to twice their ground
speed.
Burning Shield: By spending 1
Radiation per turn to maintain
it, a Kryptonian may generate a
field of flame around their body
with Aura (3) that deals 1k1
damage per level to units in
melee range and lights them on
fire.

Alternate Daemonhost

Nephilim
Note: For any power not explained
here, please refer to the Daemonhost Exaltation
in Book 1.
The Ctan an ancient race of
incredible power. Possessing technology and
magic beyond the scope of anything seen since,
the Ctan could have changed the entire Wheel
to suit their whims. And yet, they disappeared
naught left but traces of their might and their
shards.
You possess one of these Ctan shards.
Embedded in your heart, it stirs. Whether it is
reacting to a coming storm, or perhaps a
trapped Ctan itself struggling against its prison,
or otherwise, you dont know. What is obvious
is that it grants you power and while this
power pales in comparison to the true might of
the Ctan, it is your power nonetheless.
Tell: A faint shroud of death seems to
envelop you. As Essence is spent, this coalesces
into something more substantial, until it
finally reveals itself as a ghostly apparition of the
Ctan your shard represents.

Powers:

POWER STAT: ARCANOI


Resource Stat: Essence

Arcanoi

Power Gained

Black Blood: As Daemonic. The


C'tan shard empowering a
Nephilim taints his blood so
thoroughly that it runs black, so
thick with corruption that it
becomes proof against most arms.
Unnatural Characteristics

**
***

****
*****

Tesseract Heart: Your body


reshapes itself with exposure, the
better to contain and channel its
passenger's power. You gain the
benefits of a Necrodermis Heart.
Not of this World
Phaeron Transcendant: You are
no longer mortal, but a
necrodermis vessel for the C'tan
shard trapped within your heart.
You gain the Stuff of Nightmares
quality. In addition, the
necrodermis tracery throughout
your body is now enough to
protect you from the elements;
treat this as if you were implanted
with a Necrodermis Voidskin.

Entombed Vizier: As Demonic Tutor.


A Nephilim's power, however, lies entirely
within the Materium; all of his spells take on
suitable aesthetics. Evocation spells might only
call up sand and glass frit, Conjuration spells
might only twist objects already present, and so
forth. These changes are purely cosmetic.
Unholy Might
Pariah Gene: As Rejected by Creation.
Whenever a Nephilim spends an Essence, she
gains 1 Torment. The only way to regain spent
Essence is to heal the Torment left by its use.
Healing Torment is functionally identical to
Erupting Resonance.
Distortion Drive: Creating "magic" by
screwing with quantum physics instead of the
Warp has its perks. You never suffer the effects
of Perils of the Warp. Anybody near you, on the
other hand, isnt so lucky.

44

Para-Psyker
When mortals first thought "I want," a
power was born in existence. When mortals first
thought "I am," that power was inherited. Now,
mortals think, want, and are, living as best they
can in a universe fraught with peril, death, and
destruction. Yet some of them, those possessed
of a True Destiny, come into greater levels of
power than their fellows. And what power can
possibly be greater than that of the mind itself?
Parapsykers come into existence when a
powerful enough mind understands the Primal
Question, and replies "I Am." When a mind can
comprehend - not just perceive - the true,
brilliant, multifaceted gem that is existence,
when it communes with what it is to the point it
transcends its very existence, new paths to
power open. Commanding power far, far greater
than those of mortals, Parapsykers are gifted
with a mind so powerful even reality must bow
before its dominion. Where other psykers cast a
spell, Parapsykers simply push their will.

45

Possessing a powerful, focused mind,


Parapsykers can look deep into the thoughts of
others, even when not trying to. Their minds are
capable of twisting the very laws of physics,
enabling them to see not only what their eyes
perceive, but also to cross space and time,
projecting their will anywhere they desire. An
exaltation virtually defined by the personality of
each Parapsyker, each possesses a different way
of effecting their will, from bursts of elemental
energies to knowing the past as if it were the
present.
Tell: Simply expending Psi causes a
mental pressure to build up around a
Parapsyker. As more Psi is spent, this pressure
builds up into the same headache that the
Parapsyker endures at all times.

Powers
Unquiet Whispers: The thoughts of
others creates a constant, penetrating drone of
thoughts and ideas, distracting and painful. The
Parapsyker takes a -2k2 penalty to Social tests
when in a group of more than 4 * Ego intelligent
creatures within 5m per dot of Ego. This mental
white noise can be suppressed for a Scene by
spending 1 Psi.
Extrasensory: Hearing the whispering
thoughts of others might create a headache like
no other, but it also helps one know when
others are around. The Parapsyker knows
instantly when there is an intelligent creature
within 5m per dot of Ego, but not that creature's
identity or location. Specific presences can be
identified this way only after spending time in
their company and memorizing their auras, so to
speak. By spending 1 Psi, the hero can
determine the general direction of a specific
presence within their range.
Thought-Skimming: Parapsykers
passively hear the whispers in the minds of those
around them, often being overwhelmed by their
cacophony... but it still allows impressive insight
into those minds. Gain +1k0 to Social Tests
against creatures within 2m per dot of Ego. If a
Parapsyker spends 1 Psi, they may focus their

attention to gain +3k3 on Scrutiny Tests against


a single individual in their range.
Telepathy: By spending 1 Psi, the
Parapsyker may contact a being they know exists
and that is located within 1km. Incredibly dense
or magic-affecting materials might affect this
distance. The connection is both ways.

Ego

Power Gained

PK Sigma: Gain Strong Minded


as a bonus feat, and add your
Ego to your Mental Defense.
PK Delta: By spending 1 Psi, a
Parapsyker can manipulate
objects at a distance for 1 Scene.
The Parapsyker effectively has a
reach of 3m per dot of Ego. The
Parapsyker cannot control
objects well enough to make
attacks with this ability, and
their effective Strength score for
moving objects using this power
is equal to their Willpower. At
Ego 4, their control is fine
enough to make melee attacks
within range, though they
cannot make opportunity attacks
using PK Delta.
PK Gamma: You can cast the
spell Legend Lore, using Ego +
Intelligence instead of the
normal Magic Test.
PK Beta: You can cast the spell
Mind Net, using Ego + Wisdom
instead of the normal Magic
Test.
PK Alpha: You can cast the
spell Hindsight, using Ego +
Intelligence instead of the
normal Magic Test.

**

POWER STAT: EGO


A Parapsyker's source of power is their Ego, the
strength of their will, the core of their Identity...
who they truly are. The more a Parapsyker
accepts and embraces who they are, the more
power they are afforded - denying one's Self is
not a path to power. Yet, indulgence without
moderation is just as self-defeating, and many
tend to burn out if they are careless. The more a
Parapsyker embraces their Ego, the more
different they feel, as if their presence physically
pressures others around them, some even
likening that feeling to whispers in the back of
their head or even flashes of static and heat,
usually an expression of that specific
Parapsyker's overflowing power.
Resource: Psi. Parapsykers have maximum Psi
equal to their Resolve plus their Ego. Every
Scene, they recover an amount of Psi equal to
their Ego.

***
****
*****

46

Alternate Atlantean

Phoenix
Note: For any power not explained
here, please refer to the Atlantean Exaltation in
Book 1.
Fire that by which entire civilizations
are tempered. Few can discount the power to be
found in flames; from heat used to cook a
simple meal, to blazing hell-storms used to raze
entire kingdoms, fire is a regular source of both
life and death. Yet, there are those that believe
fire is their calling, harnessing incredible magic
until they finally erupt in an astounding
conflagration of flames
And from the ashes, a Phoenix will rise.
Tell: A Phoenix surrounds herself with
"feathers" of harmless, multicolored flames as
she spends Motes, becoming stunning wings of
fire at the highest levels.

Powers:
Phoenix Magic: You begin play with
one free rank in the Evocation or Healing
Magical School. The character may purchase
ranks in either of these Magical Schools as if
they appeared in any class progression she
possesses. Whenever a Phoenix rolls for Psychic
Phenomena, they may roll twice and choose to
have either or both effects occur.
Prestidigitation
Phoenix Rebirth:
As long as you have at
least 2 Gnosis, you are
never in danger of death.
Whenever you would
burn a Hero Point to
survive, you may instead
permanently lose 1
Gnosis. You may buy it
again as normal.

47

Cinders: Functions as Paradox.


Whenever a Phoenix spends a Mote, she gains 1
Cinder. The only way to regain spent Motes is
to rekindle the Cinders left by their use.
Rekindling Cinders is functionally identical to
Unraveling Paradox.
POWER STAT: GNOSIS
Resource Stat: Motes

Gnosis

Power Gained

Immortal Fire Bird: The


immortal bird of flame is
notoriously difficult to kill, and
those empowered by her blood
show it. You may go to six dots
in each of your Resilience
Characteristics, and gain Hit
Points equal to twice your
Gnosis.
Empower Spell

**
***

****
*****

Everlasting Phoenix Tail: You


gain Aura equal to your Gnosis.
Whenever you spend Motes,
increase this Aura by 1 for the
remainder of the scene, to a
maximum of 2 + twice your
Gnosis.
Maximize Spell
Quicken Spell

Sage
Contrary to what most berks seem to
think, "simple" doesn't always mean "easy." The
simplest path to power available to mortals lies
within, though not all can reach it. Far from the
killing fangs of Vampires, Syrneth breeding
projects or even simply the destiny of birth and
will to power that begets a Paragon, the path of
the Sage requires only an empty heart, the
enlightenment that comes with realizing that
power and destiny aren't goals to be reached.
Needless to say, most cutters just can't let go
enough to make this realization.
The way of the Sage can be likened
more to swimming with the current, rather than
against it, diminishing the ego to gain greater
harmony with the rest of the universe. They
rarely seek to kill, usually waging violence only
to keep it from harming others, and more often
they aid whatever communities they attach to
using their magic, and the extermination of
creatures that threaten their sense of harmony...
daemons, most undead, and Modrons, to name
a few.
Sages are rare in the extreme. Not
because the path fails to promise the
immortality offered by a Vampire's fangs, or
the possession of a Daemon, but because it
is difficult. To become a Sage requires an
empty heart (but not to be heartless, to the
contrary), and a dismissal of the very desires
that usually lead to seeking it. Few ever
attain the enlightenment required for the
first step of the path.
Tell: A Sage's tell varies wildly
depending on the flavor of memories he
draws upon. Memories of the mountains
evoke sensations of heat and stone, the
islands call forth ice and wind, swamps
invoke darkness and putrefaction, plains
bring forth pure white light, and memories
of the forest draw up the sounds of rustling
leaves and the scent of fresh grass.

Powers
Centered Soul: Add your
Enlightenment as a static bonus on tests made
to resist Fear or other Mind-Affecting abilities.
Dispassionate Oracle: Your
enlightenment comes at the cost of detachment
from the day to day affairs of mortals, generally
taking the form of brutal honesty in all things.
Take a static penalty to Social tests equal to
twice your Enlightenment. You can spend 1
Mana to reduce this penalty by half for the rest
of the Scene, or until you use the Deceive skill,
at which point the penalty applies in full again.
Enlightened Mystic: You begin play
with one free rank in any Magical School. The
character may purchase ranks in that Magical
School as if they appeared in any class
progression he posseses. Whenever a Sage rolls
for Psychic Phenomena, they do so at (3*Enlightenment).
Seated Upon the Boundary: Begin play with
Speak Language (Spirits). As long as you have
meditated, you can also see into the Umbra as if
it were overlaid over the Materium, allowing
you to see magical auras or get a general "feel"
of an area.

48

POWER STAT: ENLIGHTENMENT

Enlightenment

Power Gained

For one who has attained Enlightenment, the


only path to greater power is to walk the one
already begun. The Sage's heart and soul are
unburdened by worldly concerns, and only
become more so as he increases his connection
to the lands he remembers.

Spirit Trance: You can spend 1


Mana to enter a special trance as a
Full Action. While in this trance,
you stand within both the
Materium and the Umbra
simultaneously, allowing you to
see, hear, and physically interact
with anything in either plane,
though you can ignore traps and
obstacles in one that don't exist in
the other. This trance lasts for a
number of rounds equal to your
Enlightenment + your
Composure, after which you
return to the plane you started
from as a Free Action.
Thunderous Rebuke: Gain the
feat Purge the Unclean. Modrons,
Zoanoids and Symbiotes are
treated as enemies of your god for
the purpose of using this feat, and
you can spend 2 Mana instead of
a Hero Point to use it. Creatures
affected by this power are
Deafened for the duration of its
effect.
Accelerated Senses: You cannot
be Deafened, instead taking a 2k0 penalty to tests involving
speaking or hearing whenever
conditions would render you
unable to hear. In addition, you
no longer require food or water, as
long as you meditate daily.
Intensify Spell: When casting a
spell, the Sage may spend any
amount of Mana to increase the
number of raises required to save
against the spell's effect by the
same amount; or to add the same
number of rolled dice to the spell's
damage; or to add twice that
number as a static bonus to the
Focus Power test.
Transcendent One: While in a
Spirit Trance, add your
Enlightenment as a bonus to your
Static Defense, Mental Defense,
Armor, and Aura. You can spend
1 Mana to add rolled dice equal to
your Enlightenment to any single
roll during a turn.

Resource Stat: Mana. The mystical energy


drawn from the Sage's memories is called Mana.
A Sage can have Mana equal to 4 *
Enlightenment, and recovers all of his Mana by
spending an hour meditating on his memories of
the land.

**

***

****

*****

49

Symbiote
There is a taint in your flesh, alien and
unclean. Perhaps you were born with this
warped physiology, your bloodline infected with
an alien presence long ago. Perhaps you
encountered an alien being that took up
residence in your innards, providing power for a
meal ticket and place to stay. Perhaps you're the
product of mad science gone horribly wrong - or
horribly right. No matter the circumstances, you
are now forever set apart from your mortal
brethren... but you are not alone. There is a
presence within you, slippery and just within
your perception. And yet, as time goes on, you
become closer than siblings or lovers. And
sometimes you cannot help but feel you are
losing yourself to this... thing... inside of you. Or
maybe you grow together into something new
and singular.
Those who have become a Symbiote
may see it as a blessing, a curse, or a mixed bag,
depending on their resulting self-image and
relationship with their tenant. More important is
how they are seen by the world around them.
Many an unfortunate soul has attempted to
confide in their loved ones about their true

nature, often met with fear and disgust,


sometimes morbid fascination, and sometimes
with scalpels and cold exam tables. The life of a
Symbiote can be a lonely one, and soon enough
they turn to the creature within them for
companionship and acceptance. And the deeper
the bond grows, the further they slip away.
Nonetheless, though you hear whispers
from something Other, your mind is your own.
You are Changed, and the question remains...
what are you going to do now?
Tell: As a Symbiote spends Synch, their
flesh becomes more warped. The taint becomes
apparent in shape, coloration, scent, and
presence. Eyes may appear sightless or alien.
Their voice may gain a flanging quality. As more
Synch is spent, the Symbiote's posture and
mannerisms become more alien. Their voice
may gain a flanging quality. Jaws and teeth may
become an all devouring maw. Skin may
toughen into leathery hide.

Powers:
Dual Minds: You have your skills, the
tenant has its own, as well as its own brain
power, which can meld with yours. By spending
1 Synch, gain +1k1 to any test using mental
characteristics.
Living Weapon: By spending 1 Synch
as a half action, the Symbiote manifests their
tenant as a living weapon. This lasts for a
number of rounds equal to your Constitution +
Integration + Level. The character now has
natural weapons (2k1 R or I; Melee; Brawling).
The tenant also armors the character with AP
equal to their Integration on all locations. If you
are already wearing armor, it breaks off as the
Tenant twists and flows over your skin and you
take damage equal to that armor's AP. The
armor cannot be used again until it is repaired.
Unsettling: As the host and tenant join
together, they become more and more alien and
frightening to other people in general. Take 2k1 on social tests except for Intimidation. Gain
+2k1 on Intimidation tests.

50

Strange Anatomy: As the symbiotic


bond between Host and Tenant grows, the
Symbiote's physiology becomes warped and
more resilient. Increase your hit points by 2 +
Integration. However, due to the blasphemous
deviation from your species' baseline anatomy,
all Medicae checks to help you take a -2k2
penalty. If you would die from critical damage
that isn't E, X, or magical in nature, you instead
enter a comatose state where your Symbiote
focuses all of its efforts to mend your broken
body. This comatose state lasts for 8 hours,
during which you are vulnerable to being fairly
easily killed. Upon awakening, you are
ravenously hungry.

Integration Power Gained

*
**

***

POWER STAT: INTEGRATION


Integration represents how closely the Host and
Tenant have fused with one another. Higher
Integration leads to a stranger appearance and a
warped sense of "self."

****

Resource Stat: Synch. A Symbiote regains


Synch equal to their Integration at the end of
each sleep cycle and at the beginning of each
combat. A Symbiote may have Synch equal to
their Willpower + Composure + Integration.

*****

51

Regeneration: A Symbiote may spend


Synch to recover Hit Points in combat
as a free action, except for wounds
caused by E, X, or magical sources.
Delicious Brains: So long as its Head
hasnt taken critical damage, you can
consume the body of an organic being
to add your Integration as rolled dice
on Disguise tests made to impersonate
that creature for the remainder of the
scene, and may spend 1 Synch to use
its skill ranks or specializations in
place of your own for a single test.
Malleable: By inflicting one point of
damage to yourself, you may increase
one of your physical stats by 2 until
the end of the scene as the Symbiote
metabolizes and repurposes your
collective flesh. This damage cannot
be healed by Regeneration.
Spawn: Once per scene, the hero may
spawn a group of minions by inflicting
damage to themselves equal to twice
their Minions' Threat Rating. These
Minions have a Damage Rating of 1.
These Minions are a swarm of small
creatures (but still equivalent to 5
normal creatures) and may pass
through nooks and crannies
inaccessible to the hero and obey her
commands as a free action. The
damage taken for this ability cannot
be healed through Regeneration, but
the HP may be recovered by reappropriating the applied biomass.
Abomination: You aren't what you
used to be, and you and that thing
shacked up in your innards are a lot
closer than ever. Once per scene,
spend 5 Synch as you and your tenant
become one. This behaves as Living
Weapon. Your natural weapons gain
+1k1 damage. Gain Stuff of
Nightmares. Gain Fear 3. You now
have additional limbs and may take an
additional half action per round. Gain
size +3. Gain +3 dots to Strength and
Constitution. This lasts for a number
of rounds equal to your Constitution
+ Willpower + Integration.

Classes

52

53

Adventurer

Dragoon

Field Archaeologist
X
Lost Seeker
X
Dungeon Creeper
X
Tomb Raider
X
Raider of the Lost McGuffin

Powder Monkey
X
Musketeer
X
Dragoon
X
Dragoon Ace
X
Alabast Rider

Blackguard

Duelist

Cavalier
X
Bellator
X
Blackguard
X
Bellator Apex
X
Crimson Rider

Nobleman
X
Dilettante
X
Duelist
X
Knight-Commander
X
Duke-Commander

Deathknight

Fury

Harbinger
X
Reaper
X
Deathknight
X
Deathlord
X
Pale Rider

Herald
X
Apostle
X
Fury
X
Divine Fury
X
Ebon Rider

Grappler

Sohei

Grabber
X
Slammer
X
Grappler
X
Rassler
X
Rasslord

Brute
X
Atavist
X
Sohei
X
Asura
X
Asurendra

Maid

Warlock

Scullery Maid
X
Apprentice Maid
X
Housemaid
X
Head Maid
X
Perfect Maid

Dark Disciple
X
Warp Advocate
X
Dark Eradicator
X
Warp Consolidator
X
Dark Lord

Psycho
Maniac
X
Lunatic
X
Psycho
X
Burning Psycho
X
Badass Psycho

54

Hacker
Level: 1
Prerequisites: Characteristics: Intelligence, Wisdom, Fellowship
Skills: Tech-Use, Drive, Common Lore, Academic Lore, Larceny, Deceive
Feats:
Gain Access
Eidetic Memory
Paranoia
Unremarkable
Upgraded (Uncommon)
Peer (Hacker Organization)
*Skill Focus (Any)
Bonus for Completion: +1 to noncombat Opposed Tests

Punk
Level: 1
Prerequisites: Characteristics: Strength, Willpower, Charisma
Skills: Acrobatics, Athletics, Brawl, Intimidation, Performer, Drive
Feats:
Headstrong
Discipline
Unarmed Warrior
Hardy
Luck
Bonus for Completion: +1 Resource Point

55

Noble
Level: 1
Prerequisites: Characteristics: Charisma, Wisdom, Composure
Skills: Command, Politics, Scrutiny, Charm
Feats:
Decadence
Peer (Subjects)
Skill Focus (Command)
Redshirt Shield
*Peer (Any)
Bonus for Completion: Gain the feat "Courtier's Privilege"

Huntsman
Level: 1
Prerequisites: Characteristics: Dexterity, Wisdom, Strength
Skills: Animal Ken, Common Lore, Perception, Weaponry, Athletics, Ballistics, Stealth
Feats:
Expert Tracker
Heightened Senses (Any)
Hatred (Any)
Peer (Hunter Organization)
Weapon Proficiency (Basic)
*Armor Proficiency (Light)
*Skill Focus (Any)
Bonus for Completion: +1 to all attack tests against non-sentient enemies

56

Sailor
Level: 1
Prerequisites: Characteristics: Strength, Wisdom, Constitution
Skills: Tech-Use, Crafts, Arcana, Common Lore, Ballistics, Persuasion, Pilot
Feats:
Ship Feat (Miracle Worker/Detailed Analysis/Acceptable Losses/Worf Barrage)
Jack of All Trades
Peer (Ship Crew)
Skill Focus (Any)
Bonus for Completion: +1 to all Maneuver Actions

Flight Controller
Level: 2
Prerequisites: Pilot 2 OR Drive 2, Perception 1
Characteristics: Dexterity, Intelligence, Wisdom
Skills: Ballistics, Crafts, Command, Drive, Pilot, Perception, Tech-Use
Feats:
Smooth Flying
Shake and Bake
Cat and Mouse
Skill Focus (Pilot) OR Skill Focus (Drive)
*Heightened Senses
Bonus for Completion: +1 to Crew Quality for Maneuver Actions for any ship on which you
serve as Tactical Officer.

57

Helmsman
Level: 3
Prerequisites: Pilot 4 OR Drive 4, Perception 3
Characteristics: Dexterity, Intelligence, Wisdom
Skills: Ballistics, Crafts, Command, Drive, Pilot, Perception, Tech-Use
Feats:
Leaf on the Wind
Fly Apart
Reverse Thrusters
Combat Sense
*Skill Focus (Drive)
*Skill Focus (Pilot)
Bonus for Completion: +1 to Crew Quality for Maneuver Actions for any ship on which you
serve as Tactical Officer.

Field Archaeologist
Level: 1
Prerequisites: Academic Lore 3, Forbidden Lore 3
Characteristics: Intelligence, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use,
Athletics, Weaponry, Ballistics, Disguise, Scrutiny
Feats:
Decipher Glyphs
Walking Library
Eidetic Memory
*Speak Language (Any)
*Skill Focus (Any Lore)
Bonus for Completion: +1 Static Defense against Traps

58

Lost Seeker
Level: 2
Prerequisites: Academic Lore 3, Forbidden Lore 4, Decipher Glyphs
Characteristics: Intelligence, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use,
Athletics, Weaponry, Ballistics, Disguise, Scrutiny
Feats:
Professional Riddle-Breaker
Protocol
Catfall
*Fleet of Foot
*Speak Language
*Skill Focus (Any Lore)
Bonus for Completion: +1 Static Defense against Traps

Dungeon Creeper
Level: 3
Prerequisites: Academic Lore 4, Forbidden Lore 4, Professional Riddle-Breaker
Characteristics: Intelligence, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use,
Athletics, Weaponry, Ballistics, Disguise, Scrutiny
Feats:
Trusty Sidearm
Following the Hunch
Weapon Proficiency (Basic)
*Speak Language
*Skill Focus (Any Mental)
Bonus for Completion: +1 Static Defense against Traps

59

Tomb Raider
Level: 4
Prerequisites: Academic Lore 5, Forbidden Lore 4, Following the Hunch
Characteristics: Intelligence, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use,
Athletics, Weaponry, Ballistics, Disguise, Scrutiny
Feats:
Mental Map
Keep Running!
Blind Fighting
Danger Sense
*Speak Language
*Skill Focus (Any Mental)
Bonus for Completion: +1 Static Defense against Traps

Raider of the Lost McGuffin


Level: 5
Prerequisites: Academic Lore 5, Forbidden Lore 5, Mental Map
Characteristics: Intelligence, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Arcana, Forbidden Lore, Perception, Tech-Use,
Athletics, Weaponry, Ballistics, Disguise, Scrutiny
Feats:
A Bad Feeling About This
Superior Archaeological Awareness
*Speak Language
*Skill Focus (Any Mental)
*Weapon Focus (Same as Trusty Sidearm)
Bonus for Completion: +1 Static Defense against Traps

60

Cavalier
Level: 1
Prerequisites: Weaponry 3, Drive 2
Characteristics: Strength, Willpower, Charisma
Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command,
Scrutiny
Feats:
Armor Proficiency (Light)
Frenzy
Peer (Military)
Power Attack
Weapon Proficiency (Any)
*Armor Proficiency (Medium)
*Hardy
Sword Schools:
Infernal Monster
Stone Dragon
White Raven
Gun Kata:
Crisis Zone
Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

Bellator
Level: 2
Prerequisites: Weaponry 3, Drive 3, Frenzy, Peer (Military)
Characteristics: Strength, Willpower, Charisma
Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command,
Scrutiny
Feats:
Armor Proficiency (Medium)
Combat Master
Divine Bond
Jaded
Weapon Proficiency (Any)
*Armor Proficiency (Heavy)
*Sound Constitution
Sword Schools:
Infernal Monster
Stone Dragon
White Raven
Gun Kata:
Crisis Zone
Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

61

Blackguard
Level: 3
Prerequisites: Weaponry 4, Drive 3, Combat Master, Divine Bond
Characteristics: Strength, Willpower, Charisma
Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command,
Scrutiny
Feats:
Armor Proficiency (Heavy)
Cleave
Crushing Blow
Mounted Charger
*Armor Proficiency (Extreme)
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Stone Dragon
White Raven
Gun Kata:
Crisis Zone
Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

Bellator Apex
Level: 4
Prerequisites: Weaponry 4, Drive 4, Mounted Charger
Characteristics: Strength, Willpower, Charisma
Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command,
Scrutiny
Feats:
Armor Proficiency (Extreme)
Fearless
Iron Jaw
Wall of Steel
Warp Driver
*Battle Rage
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Stone Dragon
White Raven
Gun Kata:
Crisis Zone
Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

62

Crimson Rider
Level: 5
Prerequisites: Weaponry 5, Drive 5, Warp Driver
Characteristics: Strength, Willpower, Charisma
Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation,
Perception, Command, Scrutiny
Feats:
Blademaster
Counter Attack
Supreme Cleave
Swift Attack
True Grit
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Stone Dragon
White Raven
Gun Kata:
Crisis Zone
Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

63

Harbinger
Level: 1
Prerequisites: Composure 3, Forbidden Lore 3, Drive 1
Characteristics: Dexterity, Willpower, Composure
Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics,
Scrutiny, Tech-Use, Weaponry
Feats:
Armor Proficiency (Light)
Danger Sense
Hardy
Jaded
Weapon Proficiency (Any)
*Chem Geld
*Tested
Sword Schools:
Dark Messiah
Diamond Mind
Magic Schools:
Abjuration
Necromancy
Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

Reaper
Level: 2
Prerequisites: Composure 3, Forbidden Lore 4, Drive 2, Dark Messiah or Necromancy at 1
Characteristics: Dexterity, Willpower, Composure
Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics,
Scrutiny, Tech-Use, Weaponry
Feats:
Armor Proficiency (Medium)
Decadence
Divine Bond
Evasion
Iron Tower
*Tested
Sword Schools:
Dark Messiah
Diamond Mind
Magic Schools:
Abjuration
Necromancy
Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

64

Deathknight
Level: 3
Prerequisites: Composure 4, Forbidden Lore 4, Drive 3, Dark Messiah or Necromancy at 2, Decadence, Divine Bond
Characteristics: Dexterity, Willpower, Composure
Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics,
Scrutiny, Tech-Use, Weaponry
Feats:
Armor of Contempt
Armor Proficiency (Heavy)
Mounted Charger
Strong Minded
Two Weapon Fighting
*Tested
Sword Schools:
Dark Messiah
Diamond Mind
Magic Schools:
Abjuration
Necromancy
Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

Deathlord
Level: 4
Prerequisites: Composure 4, Forbidden Lore 4, Drive 4, Dark Messiah or Necromancy at 2, Armor of Contempt,
Mounted Charger
Characteristics: Dexterity, Willpower, Composure
Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics,
Scrutiny, Tech-Use, Weaponry
Feats:
Daggerspell Stance
Fearless
Hard Target
Swift Attack
Warp Driver
*Armor Proficiency (Extreme)
Sword Schools:
Dark Messiah
Diamond Mind
Magic Schools:
Abjuration
Necromancy
Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

65

Pale Rider
Level: 5
Prerequisites: Composure 5, Forbidden Lore 5, Drive 5, Dark Messiah or Necromancy at 3, Warp Driver
Characteristics: Dexterity, Willpower, Composure
Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics,
Scrutiny, Tech-Use, Weaponry
Feats:
Death Before Defeat
Devastating Critical
Mental Fortress
Step Aside
*Armor Proficiency (Power)
Sword Schools:
Dark Messiah
Diamond Mind
Magic Schools:
Abjuration
Necromancy
Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

66

Powder Monkey
Level: 1
Prerequisites: Ballistics 2, Drive 2
Characteristics: Dexterity, Intelligence, Charisma
Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception
Feats:
Armor Proficiency (Light)
Danger Sense
Gun Blessing
Weapon Proficiency (Basic)
*Speak Language (Any)
*Weapon Proficiency (Any Ranged or Thrown)
Gun Kata:
Elemental Gearbolt
Tin Star
Magic Schools:
Enchantment
Illusion
Bonus for Completion: Vehicles you drive gain +1 Static Defense

Musketeer
Level: 2
Prerequisites: Ballistics 3, Drive 2, Danger Sense, Gun Blessing
Characteristics: Dexterity, Intelligence, Charisma
Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception
Feats:
Commanding Note
Divine Bond
Evasion
Lead Fingers
Weapon Proficiency (Ranged 2)
*Speak Language (Any)
*Weapon Proficiency (Any)
Gun Kata:
Elemental Gearbolt
Tin Star
Magic Schools:
Enchantment
Illusion
Bonus for Completion: Vehicles you drive gain +1 Static Defense

67

Dragoon
Level: 3
Prerequisites: Ballistics 3, Drive 3, Commanding Note
Characteristics: Dexterity, Intelligence, Charisma
Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception
Feats:
Armor of Contempt
Deadeye Shot
Decadence
Drive-By Gunner
Weapon Proficiency (Ranged 1)
*Meditation
*Speak Language (Any)
Gun Kata:
Elemental Gearbolt
Tin Star
Magic Schools:
Enchantment
Illusion
Bonus for Completion: Vehicles you drive gain +1 Static Defense

Dragoon Ace
Level: 4
Prerequisites: Ballistics 4, Drive 4, Drive-By Gunner
Characteristics: Dexterity, Intelligence, Charisma
Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception
Feats:
CrackShot
Fearless
Strong Minded
Warp Driver
Weapon Proficiency (Thrown)
*Sound Constitution
*Speak Language (Any)
Gun Kata:
Elemental Gearbolt
Tin Star
Magic Schools:
Enchantment
Illusion
Bonus for Completion: Vehicles you drive gain +1 Static Defense

68

Alabast Rider
Level: 5
Prerequisites: Ballistics 5, Drive 5, Crack Shot, Warp Driver
Characteristics: Dexterity, Intelligence, Charisma
Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception
Feats:
Double Tap
Hip Shooting
Sharpshooter
Spell Bullet
True Grit
*Sound Constitution
*Speak Language (Any)
Gun Kata:
Elemental Gearbolt
Tin Star
Magic Schools:
Enchantment
Illusion
Bonus for Completion: Vehicles you drive gain +1 Static Defense

Nobleman
Level: 1
Prerequisites: Persuasion 2, Weaponry 2
Characteristics: Dexterity, Charisma, Composure
Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm, Command, Deceive,
Intimidation, Persuasion, Scrutiny
Feats:
Quick Draw
Weapon Proficiency (Melee 2)
Armor Proficiency (Light)
Challenge
Professional Insult Fighter
*Skill Focus (Any)
*Fast Reflexes
Sword Schools:
Desert Wind
Diamond Mind
Bonus for Completion: Deceive Tests are done with a +1 bonus.

69

Dilettante
Level: 2
Prerequisites: Persuasion 2, Weaponry 3, Professional Insult Fighter
Characteristics: Dexterity, Charisma, Composure
Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm,
Command, Deceive, Intimidation, Persuasion, Scrutiny
Feats:
Improved Feint
Challenge
Exploit Opening
*Retort
*Evasion
Sword Schools:
Desert Wind
Diamond Mind
Bonus for Completion: Deceive Tests are done with a +1 bonus.

Duelist
Level: 3
Prerequisites: Persuasion 3, Weaponry 3, Exploit Opening
Characteristics: Dexterity, Charisma, Composure
Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm,
Command, Deceive, Intimidation, Persuasion, Scrutiny
Feats:
Challenge
Deceiving Blade
Expert Assist
Swift Attack
Quip
*Furious Assault
*Taunt
Sword Schools:
Desert Wind
Diamond Mind
Bonus for Completion: Deceive Tests are done with a +1 bonus.

70

Knight-Commander
Level: 4
Prerequisites: Persuasion 4, Weaponry 4, Deceiving Blade
Characteristics: Dexterity, Charisma, Composure
Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm,
Command, Deceive, Intimidation, Persuasion, Scrutiny
Feats:
Challenge
Inspire
Interruption
*Coordination
*Coordination
Sword Schools:
Desert Wind
Diamond Mind
Bonus for Completion: Deceive Tests are done with a +1 bonus.

Duke-Commander
Level: 5
Prerequisites: Persuasion 5, Weaponry 5, Inspire
Characteristics: Dexterity, Charisma, Composure
Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm,
Command, Deceive, Intimidation, Persuasion, Scrutiny
Feats:
Black Snark of Despair
Wall of Steel OR Step Aside
Challenge
Lightning Attack
*Air of Authority
*Just as Planned
Sword Schools:
Desert Wind
Diamond Mind
Bonus for Completion: Deceive Tests are done with a +1 bonus.

71

Herald
Level: 1
Prerequisites: Arcana 2, Drive 2
Characteristics: Wisdom, Willpower, Charisma
Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation
Feats:
Arcane Mark
Armor Proficiency (Light)
Spell Might
Tested
Weapon Proficiency (Basic)
*Arcane Blade
*Sound Constitution
Sword Schools:
Eldritch Advent
Magic Schools:
Conjuration
Evocation
Transmutation
Bonus for Completion: You and vehicles you pilot gain +1 Aura

Apostle
Level: 2
Prerequisites: Arcana 3, Drive 3, Eldritch Advent 1
Characteristics: Wisdom, Willpower, Charisma
Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation
Feats:
Danger Sense
Divine Bond
Eldritch Serpent
Spell Focus
Weapon Proficiency (Melee 2)
*Iron Tower
*Weapon Focus (Any)
Sword Schools:
Eldritch Advent
Magic Schools:
Conjuration
Evocation
Transmutation
Bonus for Completion: You and vehicles you pilot gain +1 Aura

72

Fury
Level: 3
Prerequisites: Arcana 3, Drive 4, Divine Bond, Eldritch Serpent
Characteristics: Wisdom, Willpower, Charisma
Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation
Feats:
Eldritch Exhaust
Jaded
Spell Book
Spell Parry
Spell Penetration
*Armor Proficiency (Medium)
*Weapon Specialization (Any)
Sword Schools:
Eldritch Advent
Magic Schools:
Conjuration
Evocation
Transmutation
Bonus for Completion: You and vehicles you pilot gain +1 Aura

Divine Fury
Level: 4
Prerequisites: Arcana 4, Drive 4, Eldritch Exhaust
Characteristics: Wisdom, Willpower, Charisma
Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation
Feats:
Daggerspell Stance
Fearless
Sword Beam
Touch Spell Specialization
Warp Driver
*Spell Book
*Wizard Tradition
Sword Schools:
Eldritch Advent
Magic Schools:
Conjuration
Evocation
Transmutation
Bonus for Completion: You and vehicles you pilot gain +1 Aura

73

Ebon Rider
Level: 5
Prerequisites: Arcana 5, Drive 5, Daggerspell Stance, Warp Driver
Characteristics: Wisdom, Willpower, Charisma
Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation
Feats:
Blademaster
Greater Spell Penetration
Mental Fortress
Spell Shield
Swift Attack
*Armor Proficiency (Heavy)
*Spell Book
Sword Schools:
Eldritch Advent
Magic Schools:
Conjuration
Evocation
Transmutation
Bonus for Completion: You and vehicles you pilot gain +1 Aura

74

Grabber
Level: 1
Prerequisites: Brawl 2, Intimidation 1
Characteristics: Strength, Dexterity, Charisma
Skills: Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception,
Command
Feats:
Bear Hug
Hardy
Unarmed Warrior
Weapon Proficiency (Basic)
*Sound Constitution
Sword Schools:
Setting Sun
Bonus for Completion: +1 to all tests while grappling

Slammer
Level: 2
Prerequisites: Brawl 3, Intimidation 2, Bear Hug
Characteristics: Strength, Dexterity, Charisma
Skills: Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception,
Command
Feats:
Decadence
Improvisational Warrior
Jaded
Powerful Charge
Sound Constitution
World-Breaker Grip
*Sound Constitution
Sword Schools:
Setting Sun
Bonus for Completion: +1 to all tests while grappling

75

Grappler
Level: 3
Prerequisites: Brawl 4, Intimidation 3, Improvisational Warrior, World-Breaker Grip
Characteristics: Strength, Dexterity, Charisma
Skills: Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception,
Command
Feats:
Crushing Bear
Improvisational Master
Nerves of Steel
Screaming Meat-Shield
*Sound Constitution
Sword Schools:
Setting Sun
Bonus for Completion: +1 to all tests while grappling

Rassler
Level: 4
Prerequisites: Brawl 5, Intimidation 4, Crushing Bear, Screaming Meat-Shield
Characteristics: Strength, Dexterity, Charisma
Skills: Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception,
Command
Feats:
Armor to Coffin
Improvisational Savant
Iron Jaw
Living Plowshare Rampage
Unarmed Master
*Sound Constitution
Sword Schools:
Setting Sun
Bonus for Completion: +1 to all tests while grappling

76

Rasslord
Level: 5
Prerequisites: Brawl 5, Intimidation 5, Armor to Coffin, Living Plowshare Rampage
Characteristics: Strength, Dexterity, Charisma
Skills: Crafts, Athletics, Brawl, Drive, Acrobatics, Weaponry, Intimidation, Perception,
Command
Feats:
Air of Authority
Combat Master
Devastating Critical
Hero-Sundering Hands
True Grit
*Sound Constitution
Sword Schools:
Setting Sun
Bonus for Completion: +1 to all tests while grappling

77

Scullery Maid
Level: 1
Prerequisites: Charm 2, Crafts 2
Characteristics: Dexterity, Fellowship Composure
Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive,
Performer, Persuasion, Intimidation, Scrutiny
Feats:
Protocol
Luck
Weapon Proficiency (Any)
At Your Service
*Unremarkable
*Speak Language
Sword Schools:
Killer Doll
Devoted Spirit
Magic Schools:
Enchantment
Abjuration
Bonus for Completion: +1 Mental Defense

Apprentice Maid
Level: 2
Prerequisites: Charm 3, Crafts 2, At Your Service
Characteristics: Dexterity, Fellowship Composure
Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive,
Performer, Persuasion, Intimidation, Scrutiny
Feats:
Peer (Nobility)
Hidden Objects
Wholeness of Body
Jack of All Trades
*Improvisational Warrior
*Research
Sword Schools:
Killer Doll
Devoted Spirit
Magic Schools:
Enchantment
Abjuration
Bonus for Completion: +1 Mental Defense

78

Housemaid
Level: 3
Prerequisites: Charm 3, Crafts 3, At Your Service, Jack of All Trades
Characteristics: Dexterity, Fellowship Composure
Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive,
Performer, Persuasion, Intimidation, Scrutiny
Feats:
Divine Grace
Nick of Time
Decadence
Elegance
*Improvisational Master
*Weapon Focus (Any)
Sword Schools:
Killer Doll
Devoted Spirit

Magic Schools:
Enchantment
Abjuration
Bonus for Completion: +1 Mental Defense

Head Maid
Level: 4
Prerequisites: Charm 4, Crafts 4, Elegance
Characteristics: Dexterity, Fellowship Composure
Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive,
Performer, Persuasion, Intimidation, Scrutiny
Feats:
Accessorize
Fearless
Maids Duty
Well Connected
*Mental Fortress
*Improvisational Savant
Sword Schools:
Killer Doll
Devoted Spirit
Magic Schools:
Enchantment
Abjuration
Bonus for Completion: +1 Mental Defense

79

Perfect Maid
Level: 5
Prerequisites: Charm 5, Crafts 5, Elegance, Maids Duty
Characteristics: Dexterity, Fellowship Composure
Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive,
Performer, Persuasion, Intimidation, Scrutiny
Feats:
Perfect Self
Perfectly Elegant
My World
Armor of Contempt
*Weapon Specialization (Any)
*Feather Step
Sword Schools:
Killer Doll
Devoted Spirit
Magic Schools:
Enchantment
Abjuration
Bonus for Completion: +1 Mental Defense

Maniac
Level: 1
Prerequisites: Weaponry 2, Athletics 1; one or more Minor derangements OR 10 Insanity
Characteristics: Strength, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry
Feats:
Danger Sense
Frenzy
Sound Constitution
Sound Constitution
Weapon Proficiency (Any)
*Weapon Proficiency (Any)
Sword Schools:
Killer Doll
Tiger Claw
Gun Kata:
Point Blank
Bonus for Completion: +10 Insanity

80

Lunatic
Level: 2
Prerequisites: Weaponry 3, Athletics 2, Frenzy; 1-2 Minor derangements OR 20 Insanity
Characteristics: Strength, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry
Feats:
Jaded
Quick Draw
Light Sleeper
Salt the Wound
Weapon Focus (Any)
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Killer Doll
Tiger Claw
Gun Kata:
Point Blank
Bonus for Completion: +10 Insanity

Psycho
Level: 3
Prerequisites: Weaponry 4, Athletics 3, Salt the Wound, Frenzy; one or more Severe derangements OR 30 Insanity
Characteristics: Strength, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry
Feats:
Crushing Blow
Fire Fiend
Furious Assault
Sound Constitution
Swift Attack
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Killer Doll
Tiger Claw
Gun Kata:
Point Blank
Bonus for Completion: +10 Insanity, and the character is no longer removed from play at 100 Insanity.

81

Burning Psycho
Level: 4
Prerequisites: Weaponry 5, Athletics 4, Fire Fiend, Frenzy; any combination of 1-2 Minor and 1-2 Severe derangements
OR 40 Insanity
Characteristics: Strength, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry
Feats:
Burn, Baby, Burn
Cleave
Fearless
Fuel the Fire
Hellfire Halitosis
Numbed Nerves
*Sound Constitution
*Weapon Proficiency (Any)
*Weapon Focus (Any)
Sword Schools:
Killer Doll
Tiger Claw
Gun Kata:
Point Blank
Bonus for Completion: +10 Insanity

Badass Psycho
Level: 5
Prerequisites: Weaponry 5, Athletics 5, Numbed Nerves, Frenzy; one or more Acute derangements OR 50 Insanity
Characteristics: Strength, Constitution, Dexterity
Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry
Feats:
Battle Rage
Lightning Attack
Sound Constitution
True Grit
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Killer Doll
Tiger Claw
Gun Kata:
Point Blank
Bonus for Completion: +10 Insanity

82

Brute
Level: 1
Prerequisites: Brawl 2, Athletics 1, Intimidation 1
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry
Feats:
Frenzy
Danger Sense
Hatred (Any)
Power Attack
Unarmed Warrior
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Tiger Claw
Bonus for Completion: +1 Speed

Atavist
Level: 2
Prerequisites: Brawl 2, Athletics 2, Intimidation 2, Frenzy, Hatred (Any)
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry
Feats:
Bear Hug
Bounding Beast
Hardy
Jaded
Ki Strike
*Sound Constitution
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Tiger Claw
Bonus for Completion: +1 Speed

83

Sohei
Level: 3
Prerequisites: Brawl 3, Athletics 3, Intimidation 3, Frenzy, Ki Strike
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry
Feats:
Battle Meditation
Fiery Fist
Furious Assault
Nerves of Steel
Wholeness of Body
*Short Fuse
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Tiger Claw
Bonus for Completion: +1 Speed

Asura
Level: 4
Prerequisites: Brawl 4, Athletics 4, Intimidation 4, Battle Meditation
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry
Feats:
Battle Rage
Fearless
Iron Jaw
Reforging Pain
Unarmed Master
*Greater Frenzy
*Weapon Proficiency (Any)
Sword Schools:
Infernal Monster
Tiger Claw
Bonus for Completion: +1 Speed

84

Asurendra
Level: 5
Prerequisites: Brawl 5, Athletics 5, Intimidation 5, Reforging Pain
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry
Feats:
Armor of Contempt
Counter Attack
Empowering Agony
True Grit
Wall of Steel
*Reflexive Fury
*Swift Attack
Sword Schools:
Infernal Monster
Tiger Claw
Bonus for Completion: +1 Speed

Dark Disciple
Level: 1
Prerequisites: Arcana 3, Forbidden Lore 2
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion
Feats:
Obtain Familiar OR Implement Focus
Arcane Blade OR Arcane Mark
Spell Might
Eldritch Trick
*Weapon Proficiency (Basic)
*Charlatan
Magic Schools:
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal
disadvantages

85

Warp Advocate
Level: 2
Prerequisites: Arcana 3, Forbidden Lore 3, any two Magic Schools at rank 1, Eldritch Trick
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion
Feats:
Calm the Winds
Eldritch Trick
Strong Minded
Spell Focus
*Armor Proficiency (Light)
*Tested
*Meld Into the Crowd
Magic Schools:
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

Dark Eradicator
Level: 3
Prerequisites: Arcana 4, Forbidden Lore 3, Any two Magical Schools at rank 2, Calm The Winds
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion
Feats:
Delay the Storm
Eldritch Trick
Minor Magic
Spell Penetration
*Combo Maker
*Tested
*Lost Papers
*Trust the Hair
Magic Schools:
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

86

Warp Consolidator
Level: 4
Prerequisites: Arcana 4, Forbidden Lore 4, Any two Magical Schools at rank 2, Any Magic School at rank 3, Delay The
Storm
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion
Feats:
Eldritch Trick
Improvisational Magic
Redirect the Hurricane
*Minor Magic
*Unstoppable Force
*Tested
*Poker Face
Magic Schools:
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

Dark Lord
Level: 5
Prerequisites: Arcana 5, Forbidden Lore 5, Any two Magical Schools at rank 3, Any Magic School at rank 4, Redirect
The Hurricane
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion
Feats:
Spell Specialization
Eldritch Trick
Mental Fortress
Stop the Tide
*Fettered Push
*Tested
Magic Schools:
Conjuration
Enchantment
Evocation
Illusion
Necromancy
Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

87

Feats

88

General Feats

89

A Bad Feeling About This

You know when your actions have immediate consequences.

Accessorize

You have a keen fashion sense, knowing when to wear what.

Armor to Coffin

In a grapple your attacks leave quite a mark sometimes even crippling

Battle Meditation

Your anger no longer dampens your wits.

Black Snark of Despair

A vicious remark can leave your enemies with nothing to live for.

Bounding Beast

While angry, you have a tendency to use your arms as legs.

Burn, Baby, Burn

Fire is no longer a concern of yours.

At Your Service

You are an expert at etiquette; you know how to act in polite settings.

Calm The Winds

You can make the warp be much nicer to you than others.

Cat and Mouse

You know how to get the most out of your vehicles engine.

Charlatan

You know how to keep your magic low key.

Challenge

Youve turned smack-talk into a fine art.

Combo Maker

C-C-C-Combo maker. You are a master at combining spells.

Commanding Note

Yours is a voice that demands obedience.

Cooperation

In fights, youre quite the helpful person.

Coordination

Even out of combat, youre quite the helpful person.

Deceiving Blade

Youre quite capable of misdirecting opponents with your weapons.

Decipher Glyphs

You can figure out dead languages like you took seven years learning it.

Delay the Storm

The warp will wait to bone you over till when youre ready.

Drive-By Gunner

Why stay and play when you can shoot and scoot?

Eldritch Exhaust

Youve worked magic through your vehicles system.

Eldritch Serpent

Flails and such are just tools to use in your crazy maneuvers.

Eldritch Trick

With some training, you have become quite the arcane trickster.

Elegance

You move with a very fine finesse that others dont possess.

Empowering Agony

Even at the brink of death, you come out swingin.

Expert Assist

You know best how to put the strength in numbers.

Exploit Opening

Your words can really shake opponents up.

Fettered Push

You have taken the time to learn how to push spells with the best of em.

Fiery Fist

Your burning spirit manifests through your fists.

Fire Fiend

Weapons seem to spontaneously combust when you use them.

Fly Apart

When you screw up driving, you can just barely pull yourself back.

Following The Hunch

You know when actions will affect you.

Fuel the Fire

Your attacks get an extra bit of kick.

Greater Frenzy

Being angry is an art form, and youre a master.

Hellfire Halitosis

Flames fire forth from your face.

Hero-Sundering Hands

You can grapple without being in a grapple.

Hidden Objects

You are an expert at sleight of hand. You can hide pretty much anything.

Inspire

Your words are capable of elevating others to great heights.

Interruption

Your words have a tendency to stop others dead in their tracks.

Feats Continued
Keep Running!

You have done a lot of marathons in your day and can go for hours.

Leaf on the Wind

Your crews lives are more important to you than your ship.

Living Plowshare Rampage

You find dragging your foes face through the dirt is oh so gratifying.

Lost Papers

Meld Into The Crowd

You lost your paperwork! At least thats what you say.


You have a duty, and there is no end in sight to it so you give it your
all.
A crowd to you is like total darkness to others.

Mental Map

You know where you have been, and how to get back.

Mounted Charger

Chivalry isnt dead, and you plan to prove it with lance in hand.

My World

Patience is a virtue, and you can make sure others know it.

Nick of Time

You have impeccable timing, being able to get to places just in time.

Numbed Nerves

Being on fire makes you even harder to kill.

Perfectly Elegant

You never fail. Well, sometimes you do, but nowhere near as hard.

Poker Face

You are great at blackjack. Sunglasses on and chips out.

Professional Insult Fighter

Even in combat, you can deliver a proper verbal thrashing.

Professional Riddle-Breaker

You spent a long time with a sphinx back in your college days.

Quip

If you caught someone off-guard, you tend to keep them that way.

Redirect the Hurricane

You work with the warp by proxy. Phenomena dont know where to go.

Reflexive Fury

Getting hit tends to just piss you off.

Reforging Pain

Reverse Thrusters

Even death doesnt necessarily stop your rage.


Just when your enemy thought they had the verbal advantage, you turn
the tide.
You know how to shift to reverse.

Salt the Wound

Getting hurt just makes you hurt them even more.

Screaming Meat-Shield

You can use your foes as impromptu shields.

Shake and Bake

You can make your allies ships more evasive.

Short Fuse

It takes even less to get you riled up.

Smooth Flying

You make good use of all of your maneuvering skills.

Stop the Tide

Sometimes the warp doesnt overtake you. It is a sad pain.

Superior Archaeological Awareness

Youre so old that you know how old and the details of other old things.

Supreme Cleave

You have trained so slight movement wont get in the way of combat.

Taunt

Youre words force enemies to target you.


When the hair on the back of your neck stands up, you know someones
watching.
There is a certain kind of weapon to you that youre never without.

Maid's Duty

Retort

Trust the Hair


Trusty Sidearm
Unstoppable Force

Warp Driver

Your force of will is insane. Other spellcasters just dont compare.


You are a walking cornucopia of knowledge. At least, when it isnt very
useful.
By some means, your means of transportation are always armored.

Well Connected

Youve been around. You know people that may not make sense.

World-Breaker Grip

Grappling for you isnt just a combat style. Its a way of life!

Walking Library

90

A Bad Feeling About This

Black Snark of Despair

You know when an action made by you, or


observed clearly from your location, can have
good or bad effects. They don't have to be
immediate, but must be expressed within the
next session, and they must affect you in some
way. You can tell if this will have good sideeffects, bad side-effects, or if it will be a mixed
blessing. This feat depends on your character's
own existence; dying a hero's death might
galvanize an alliance, but it is not going to count
as a good thing, even if it saves the world.

With a well-aimed, particularly vicious


statement, you destroy your enemy's will to live.
You can only use this against an enemy you
have defeated in Social Combat and is still
suffering from that defeat. Spend a number of
resource points equal to your target's level. For a
number of rounds equal to the amount of
Resource points you spent, the target may not
act. If they want to, they must make opposed
Social Combat tests. Victory for a round, allows
for a single, half action that round.

Accessorize

Bounding Beast

You always know the right outfit for the


situation. You gain a +2k0 bonus to any skill
check when wearing an 'Appropriate' outfit (Lab
Coat for doing science, Cheongsam for Kung
Fu, a fancy hat for working with magic etc.)

When you're mad enough to take on all comers,


weapons just slow you down. While you are
using Frenzy and not carrying anything in your
hands, you gain the Quadruped trait.

Burn, Baby, Burn


Armor to Coffin
Your attacks inexorably leave their mark on
your foe, cracking scales and crushing plates
until you can damage your victim. When you
attack a grappled opponent, you can choose to
take up to a -Xk0 penalty on the damage roll,
where X is your Strength. If you do, the target
loses X AP on the struck location (after taking
damage) as you devote your force to crushing
their protective gear. If the target is wearing
metal armor, he takes the same penalty to
Speed. These penalties last until the armor is
repaired.

At Your Service
Maids are masters of elegance and politeness,
you gain +2k0 to charm, performer and
persuasion in 'Polite' settings.

Battle Meditation
Others find their zen in peace and quiet. You
find yours in the din and chaos of battle. You no
longer take a penalty to Wisdom while using
Frenzy.

91

You are immune to damage from being on fire.


In addition, whenever dice explode on your
melee attack roll with a weapon that has the
Incendiary property, you can set yourself on fire.

Calm The Winds


If you would suffer any type of Psychic
Phenomena, you may spend Resource Points up
to your level. Doing so allows you to adjust the
roll of Psychic Phenomena by up to 5 points per
Resource Point spent.

Cat and Mouse


During a chase, you may add +1 Speed for
every other vehicle or ship involved in the chase.

Challenge
With a well-placed insult, you manage to shock
your enemy from doing something. You have to
have recently defeated them in Social Combat
to use this feat. Using this feat takes a half
action and an opposed Charisma + Persuasion
Test, opposed by the target's Willpower +
Scrutiny, which is not penalized if they have 0

dots in the relative skill. Succeeding applies one


of the following effects, chosen when this feat is
obtained. However, if you use an attack or
ability you have prohibited your enemy from
using, then the effect of this feat immediately
ends. This feat can be taken multiple times,
choosing a new effect each time.
"You hit like a wimp!": Force enemy to Test in
order to be able to initiate any attack beyond
All-Out Attack, Charge Attack, Grapple or
Multiple Attack.
"Is that supposed to scare me?": Force enemy to
Test or receive a penalty to hit with all Racial or
Exalt Abilities. Passive abilities or those than
enhance some other talent are unaffected.
"You call that dodging? I call it tripping!": Force
enemy to Test in order to be able to initiate a
Dodge.

Combo Maker
When casting a Spell Combo, reduce the Focus
Power TN by 5.

Commanding Note
You speak as though a crown were set upon
your brow, and those who listen would do well
to heed you. Add your Command as a static
bonus to Command, Diplomacy, Intimidation,
and Persuasion tests.

Cooperation
Increase Aid Another in Tests inside combat by
an extra +0k1.

Coordination

"Stop cowering and face your fate like a man!":

Increase Aid Another in Tests outside combat


by an extra +0k1.

Force enemy to Test in order to be able to


initiate a Parry.

Deceiving Blade

"Flee, then, coward! You have no place in the


world of men!": Force enemy to Test in order to
be able to move in any direction other than
towards the character.

"Please, if you need to call your entire army to


beat me...": Force enemy to Test in order to be
able to us Gang Up or Aid Another.
"Come on, hit me! Hit me!": Force the enemy
to Test, or be unable to use melee Standard
Attack actions.
Get over here!": Force the enemy to Test or be
unable to use ranged Standard Attack actions.

Charlatan
You are an expert at passing your magic as
'minor magic' or 'hedge magic' or superstitious
powers. While this won't trick an experienced
Witch Hunter, it will most definitely help in
calming the folk from calling said Witch Hunter
in the first place. So long as you do not perform
any overt magical deeds, commoners will believe
you to be a hedge mage and of little risk to
them.

Allow Feint as free action, albeit at a -2k0


penalty. Also, maneuvers don't benefit from this
feat.

Decipher Glyphs
You have spent a long time learning to read
glyphs, sigils, hieroglyphs and even basic
pictograms of languages you might not even
speak! Because of that, you can always read, or
at the very least closely approximate a writing
with which you are familiar with, and may even
get the general gist out of a language you are not
learned in.

Delay the Storm


If you would suffer any type of Psychic
Phenomena, you may make a Focus Power test,
as a free action, against a TN of 20 plus 5 per
number of doubles. If it succeeds, you delay the
onset of all Psychic Phenomena caused by you,
by up to 5 rounds. However, if, by that time,
you have accrued more Psychic Phenomena,
those effects stack and unleash at the same time.

92

Drive-By Gunner

Range Mastery: You may spend 1 raise to

Some berks like to stay and play, but you know


it's smarter to hit and quit it. While aboard a
moving vehicle, you can attack with a handheld
ranged weapon while zooming past your targets.
You can make a number of attacks equal to the
current Speed multiplier applied to your
vehicle's Static Defense, but take the same
number in rolled dice as a penalty to each

increase the range of the spell by 5 meters.


Area Mastery: You may spend 2 raises to
increase the Blast of a spell by 1.
Prestidigitation Mastery: You may spend 1 raise
to create whatever fanciful, showy effect you
desire to go along with your spell. At most,
those effects might disorient, distract or blind
(either by flares or by interfering with light), but
no worse.
Counterspelling Mastery: You may spend 1
raise to give yourself a +1k1 bonus to
Counterspelling attempts, either to make your
spells harder to counter, or to break down
someone else's spell easier.
Concentration Mastery: If a spell is cast into
copies (either due to a feat, or the spell itself),
you may spend 1 raise to stop a copy from being
created, however, by doing so, you increase the
damage of said spell by half-again.
Aura Mastery: You may spend 2 raises to grant
yourself Aura (1) for 1 round. If you already
have such an Aura, you can instead make it last
an extra round.
Fatal Mastery: You may spend 3 raises to turn 1
damage that would be dealt to Hit Points
instead be dealt as Wound damage.
Penetration Mastery: You may expend 2 raises
to increase Aura Penetration for that spell by 1.

attack roll.
Eldritch Exhaust
You've learned how to employ your vehicle's
own systems as an interface for magical
muckery. You can use your bonded vehicle as
an implement when casting spells, substituting
movements of your hands over the control
interface for any somatic components. Further,
any hand engaged in vehicular controls is
considered to be empty for the purpose of other
feats.

Eldritch Serpent
You may use Flails or a lash of despair in
martial maneuvers that use advantages or
restrictions from the Eldritch Advent sword
school.

Eldritch Trick
You learn, by hook, crook or just plain luck
during experimentation, one of the following
abilities. Mind you, spending raises this way
prevents you spending them in other ways, such
as an inherent ability the spell might have. You
CAN however combine different Eldritch Tricks
or repeatedly use one, so long as you have the
raises to pay for it.
Evocation Mastery: You may spend 1 raise to
increase the damage of an Evocation spell by
1k0. Or 3 raises to increase it by 0k1.
Duration Mastery: You may spend 2 raises to
increase the duration of an effect from a round
(or more) into 'encounter', or from 'encounter'
into 'scene'.

93

Elegance
Maids move with purpose and grace. They can
make movement actions without provoking an
attack in combat.

Empowering Agony
In pain, there is life. In agony, endless strength.
While you are using Frenzy, you gain +1k1 on
attack and damage rolls for every point of
critical damage you suffer.

Expert Assist
Ganging Up benefits increase by +0k1 for twoto-one outnumbering and +0k2 for three-to-one
outnumbering.

Exploit Opening

Fly Apart

Gain various bonuses against particular enemy


you have defeated in Social Combat. An enemy
may suffer from only one of those abilities at a
time and they affect only that particular enemy
against that particular Duelist. As a free action,
make a Charisma + Deceive Test opposed by
the target's Composure + Composure, if
successful, you choose which effect to apply.
You can only use this feat once per scene per
enemy and it lasts for a number of rounds equal
to your Resolve.
Unfocused Offence: Enemy suffers a penalty to
their attack roll equal to the Duelist's Resolve.
Distracted Defense: Enemy's Defense is reduced
by the Duelist's Resolve when attacked by the
Duelist.
Shaken Resolve: Reduce target's Resolve by the
Duelist's level when the two are engaged in any
further Social Combat.
Broken Resistance: Reduce the target's effective
Static Defense by twice the Duelist's and
prevent Dodge and Parry actions from
increasing it for the purposes of Sword School
maneuvers.

While operating any vehicle, you may reroll a


failed Control Test, Maneuver Action or
Fightercraft Action by triggering a roll a d10 on
the corresponding Critical chart, adding +1 for
every time this feat is used more than once per
scene.

Fettered Push
You may halve the dice of Pushing spells to cast
a spell as Unfettered, rather than Pushed.

Fiery Fist
Your fury ignites your ki and informs your
victims the hard way of the heat of your
passions. You may spend a Hero Point to give
your unarmed strikes the Incendiary property
for one round.

Fire Fiend
Whenever dice explode on your melee attack
roll, the weapon you're attacking with gains the
Incendiary property for that attack.

Following The Hunch


You have a highly-developed sense of 'oh,
snap!'. If an action perpetrated by or observed
by you, you can tell whether it will have good or
bad effects, so long as they are immediate
(within the next scene), direct and affect you
fundamentally. You cannot tell if an action will
have good and bad side-effects, instead you
focus on the bad.

Fuel the Fire


Your attacks using the Weaponry skill and with
the Ballistics skill at Short Range or closer deal
extra damage equal to your level. If you are on
fire, double this extra damage.

Greater Frenzy
Your rage is a true terror to behold. While you
are using Frenzy, you take a -2 penalty to
Fellowship and gain an additional +1 bonus to
Strength and Constitution.

Hellfire Halitosis
You can spend 1 Hero Point to breathe fire,
using the statistics of a Flamer.

Hero-Sundering Hands
When you choose to attack a grappled
opponent, you can assign the damage dealt by
the Crushing Bear feat to the location hit by the
attack.

Hidden Objects
You take no penalty to checks to conceal large,
oddly shaped or strange objects inside your
clothes or on your body as long as it is no larger
than you.

94

Inspire
Make a Charisma + Persuasion Test against a
TN equal to 25 to inspire those of equal or
lower level than you to greater heights. For the
next scene, they may reroll a single failed Skill
Test. If they are subjected to Fear, and fail, the
reroll is immediately expended for that purpose.
The actual TN increases the more desperate a
fight is.

Interruption
As a Reaction, you force the target to oppose
you in Social Combat. If you win, target's action
is interrupted. This may only be used on actions
that take either a partial or full round action to
complete. You test your Charisma +
Intimidation versus your enemy's Composure +
Scrutiny.

Keep Running!
Running away from things has become second
nature to you -and for good reason. You can
keep exerting yourself, without stopping, even if
exhausted, while remaining in the same scene. If
you would take Fatigue enough to knock you
out, you are not knocked out until the scene is
finished, then it all hits you immediately. The
use of this feat can be extended to a maximum
number of scenes equal to the character's class
level, however, at the start of every consecutive
scene, a Constitution and Athletics Test with a
TN of 15+5 per successive scene must be
passed, and even if it does, the character accrues
another point of Fatigue.

Lost Papers
Those cursed thieves, they stole your bag with
all your identification papers! Or, at least, that's
what you've learned to convince people into
believing. Even if you are a known spellcaster,
you can try to convince law-enforcement officers
that you DO in fact belong to a far-away,
obscure-though-known-to-exist order of lawapproved spellcasters. You've even made the
needed actions to call for their assistance. While
this feat will not necessarily get you out of
trouble, a Charisma +
Charm/Deceive/Intimidation Test will at the
very least see you not being persecuted
immediately. Whether you are detained or not,
depends on both the success of the opposed
Test and the law of the land.

Maid's Duty
Your loyalty and duty can allow you to push
yourself as far as an exalt... and if you are an
exalt, that little bit further. You gain a hero
point that may only be spent to activate abilities
that require the spending of hero points. You
may not spend it normally or burn it.

Meld Into The Crowd

While serving as Helmsman on a ship, once per


session, you may prevent the loss of of crew by
taking 1 point of critical damage for every point
of crew that would have been lost.

You meld into the crowd better than almost


anyone else. Through clever use of body
language, awareness of your environment and
just plain experience at it, you can hide even
when others are looking for you. You treat
crowds of people as concealment to hide
amongst.

Living Plowshare Rampage

Mental Map

The dragon's fangs make for a nice crop, and its


other end produces fine fertilizer... but what to
till the fields with? Ah, of course: Its face. When

You can make a map of your surrounding area,


in your mind! Even if knocked unconscious, the
map remains, and so helps you keep aware of
your location at nearly all times. You can still

Leaf on the Wind

95

you choose to push a grappled opponent, the


pushed distance can be up to your full move
distance, and you can assign the damage dealt
by the Crushing Bear feat to the opponent's
head.

get lost, if in an area you haven't mapped out, or


if affected by external forces, or if even the
location is specifically created to prevent
mapping.

Mounted Charger
Nothing says you're a big man quite like
slapping someone from the back of a moving
vehicle. Your melee attacks gain a static bonus
to damage equal to your vehicle's current
Momentum.

My World
You have achieved the pinnacle of Maid-hood,
the ability to tap into the maid force to slow
down time itself. You may spend a Hero Point
to lock yourself and up to one other person in a
moment of stopped time. Neither of you may
affect other things while in this state; however
you may continue to affect each other. Outside
of combat this can last a number of minutes
equal to your Charisma, however the stress of
combat causes it to only last for a single round.

Nick of Time
A Maid is no good if she cannot be where she is
needed. By spending a hero point, you may
arrive at any scene immediately. If it is a combat
scene, they may roll initiative and arrive when
their turn comes up.

Numbed Nerves
While you are on fire, increase your Resilience
by an amount equal to half your level (round
up).

Perfectly Elegant
You have achieved perfect grace, where you can
avoid the pitfalls that many others fall into. You
never suffer more than the basic effect of a failed
check, no matter the degrees of failure.

Poker Face
Reading your face, allegiance or even alignment
is completely impossible. Any attempts at
reading your mind or figuring out your
alignment or if you are lying are opposed by a
Charisma + Arcana test instead of the normal
if any. If you succeed, they cannot detect the
truth. This does not mean they believe you or
not, just that you scramble up their results.

Professional Insult Fighter


You are able to initiate a quick substitute for
Social Combat for those poor fellows that don't
have any appreciation for the finer oratory arts.
To do so, you must expend a partial action and
Test Charisma + Performance (Oratory) against
a TN equal to the Mental Defense of your
target. If successful, you may make a Social
Combat attack against the target to which they
can, as a reaction, counter with another Social
Combat test. If this attack successfully deals
Resolve damage, you are considered to have
'won social combat' for the rest of the battle.
However, if the target manages to initiate Social
Combat and deal even one point of Resolve
damage to you, then you immediately lose that
benefit.

Professional Riddle-Breaker
Knowing how much people like their riddles,
you have studied for a long time on how to solve
such problems and proceed with your tomb rai... err, exploring. You receive a bonus on all
Tests made to understand and solve a riddle
equal to your class level. If a riddle has multiple
solutions, you understand HOW to solve the
riddle and, depending on raises, one or more
answers to the riddle.

Quip
If, the previous round, you feinted successfully
and landed a successful attack with the Feint's
bonuses, you may make a second Feint attempt
as a free action, without interrupting abilities
such as Multiple Attacks. You may only use this
ability once per round.

96

Redirect the Hurricane

Screaming Meat-Shield

If you would be within the effect of any Psychic


Phenomena, you may spend a Resource Point
and make a Focus Power test, as a free action,
against a TN equal to the TN of the effect that
caused it. If you succeed, you may choose where
elsewhere, within 50m of you and inside your
line of sight, this Psychic Phenomenon will
occur. If there is another spellcaster with the
same feat, they may try to oppose you, ending in
Opposed Focus Power tests.

When you are attacked while grappling an


opponent, if you are aware of the attack and in
control of the grapple, you can make an
opposed Strength test to interpose your held
victim between yourself and the attack, causing
them to become the new target.

Reflexive Fury

You may use an Evasive Maneuvers action on


an ally no more than a Half Move's distance
away from you, who then receives the TN bonus
you normally would.

Survival is fury. You can use Frenzy as a


reaction when you take damage from an attack.

Short Fuse

Reforging Pain

You're only a shade bit above your seething


rage. You can Frenzy as a half action.

To fear Pain is to fear Life. Therefore, since you


fear nothing, Pain is nothing to fear. While you
are using Frenzy, any critical damage that does
not cost you a body part or explicitly knock you
unconscious does not affect you until the end of
the battle or the scene, whichever comes first.

Smooth Flying
On any successful Maneuver Action or Control
Test, you may add 1 to your Static Defense for
every raise on the Test until the start of your
next turn.

Retort

Stop the Tide

Using your quick, acidic wit, you are able to


recover from an otherwise disadvantageous
situation. By making a Charisma + Intimidation
Test opposed by your target's Willpower +
Scrutiny, you are able to, if successful and as a
reaction, turn from your enemy having 'beaten'
you in Social Combat to you having the
advantage.

If you would cause or be affected by Psychic


Phenomena, you may spend, not burn, a Hero
Point to stop them from occurring. This is on a
per-case basis.

Reverse Thrusters
While serving as Helmsman on a ship, once per
session, as an Maneuver Action you may reverse
your ship's Acceleration and Maneuverability for
one round.

Salt the Wound


When you take damage from an enemy, your
attacks during your next turn deal extra damage
equal to your level.

97

Shake and Bake

Superior Archaeological Awareness


So many years in the field has given you a nose
for the truly Lost And Found. You can
immediately tell if something is old, how old,
and from what civilization it comes from. Along
with possibly what it was made for. Beyond that,
you have an instinctive hunch of your
surroundings, probably honed from years of
dodging traps and hidden doors, letting you roll
Perception + Wisdom to find such things even
when you're not actively looking for them.

Supreme Cleave

Unstoppable Force

The true warrior fights with his feet, not his


hands. Which is to say, when you follow
through on your swing, you're skilled enough to
step in first. When you use Cleave, you can take
a Shift action before choosing the target of the
new attack. You still may take only one Shift
action per turn.

Your force of will is such that it grants you an


extra raise on all opposed checks as part of spells
or feats that deal with spells, such as Redirect
the Hurricane.

Walking Library

Force enemy to attack the Duelist if they fail in


opposed Social Combat. You test Charisma +
Intimidation against your target's Willpower +
Scrutiny.

You are a walking library of trivia, legendry and


other usually-useless information. Well, useless
right up until that little tidbit of who exactly
defeated a Daemon three thousand years ago
becomes very relevant. You count as having the
Specialty 'Archaeology' in all Lores and may
make Tests to remember trivia at a +2k0 bonus.

Trust the Hair

Warp Driver

You get an uncomfortable feeling when being


watched, magically or physically. When
someone observes you, you are aware of it and
may make a detection Test against them to find
out how the detection is done (physical or
magical). With a turn of focusing you can get
some more clues, such as the direction or if it's
focused on you or an area. Detecting a magical
observation effect requires a Wisdom + Arcana
Test, while a physical would need a Wisdom +
Perception Test.

Whatever you choose to drive becomes an


armored monstrosity suited to your stature.
Your bonded steed swells and broadens with
suppressed power, armoring itself with plates of
molten brass limned with scarlet flames lining
the hooves, wheels or other drive systems. This
effect causes no penalties to the steed and in fact
grants it the benefits of a Light Hexagrammatic
Ward.

Taunt

Trusty Sidearm
Select a weapon of Basic Weapon Proficiency,
that you are proficient in and has an Availability
of Common or lower. You are rarely without
that weapon and, even if disarmed, you can
practically always rearm yourself with it within a
scene, unless specifically prevented from acting
towards that goal or if such a weapon simply
cannot exist within reach by that time.
However, as soon as you get back to the
appropriate civilization level, you can re-arm
yourself with little to no issue or cost.

Well Connected
Maids have been to many places and spoken to
many people, you may spend a Hero point to
declare that you know someone, however
improbably that is. This will not instantly make
them an ally...however they might be willing to
talk or give up some non-sensitive information.

World-Breaker Grip
You gain a number of rolled dice equal to your
level on Brawl tests made to initiate a grapple
and on opposed Strength tests while you are the
controller of a grapple.

98

Racial Feats
Arachne
Hunter in the Dark

In the dark, nobody is able to find you at least, not before you find them.

Steel Spinner

Training and dieting makes your web stronger than steel, and more cutting edge.

Master Climber

Your spiderlike lower body makes you an expert and climbing.

Catfolk
Housecat

Youve learned how to make people like the things you do.

Unblinking Stare

You are really good at staring contests. In fact, its kind of scary how good you are.

Cataplexy

Through study, you have learned an ancient technique that allows you to be a cat.

Full Catface

You are more cat than folk. You have claws, but also have many more cat features.

Fairy
Fairy Dust

You can shake off some fairy dust to let your friends share in your happy thoughts.

Strongest

By some means, you are quite more resilient than others of your kind.

Hey, Listen!

Sometimes, being annoying can help people pay attention.

Geth
Robots in Disguise

You have a Pretender System installed, which lets you take the shape of people.

Shared Experience

You and other Geth have a special bond that lets you share abilities.

More than Meets the Eye

Your ocular preceptors have a lot more uses than just seeing.

Replaceable Parts

You were mass produced, making replacement parts a cinch to find.

Githyanki
Doppelganger

For a race not known for fitting in, you do a pretty good job.

Space CQC

You remember the basics of Space CQC.

Spider-Gith

Youre quite handy with those not-hands poking out of you.

Tallest-In-Training

Youve got a height advantage. Its better than you think.

Githzerai
Fist of Zuoken

People think fists are incapable of breaking steel. People think wrong.

Gum-Gum Technique

Youre a right stretchy Gith.

Space CQC

You remember the basics of Space CQC.

Wardrobe Blast

Pulling things outta thin air is a past-time of yours.

Goblin
Big Ears Mean Big Business

Big ears on your big head give you a big bonus to goblin interactions.

Breaking and Entering

Youre a sneaky little bugger.

Time is Money

Yours is the shysters way.

Goliath

99

Bloodcaller

Blood baths allow you to make even bigger blood baths.

Larger Than Life

You can really throw your weight around in social situations.

Lil Devourer

You are huge! Therefore, you have a huge appetite!

Pardon My Reach

Big guy means long arms.

Thick Skinned

With all that extra mass and volume, you dont care much about smaller injuries.

Racial Feats Continued


Iktyhys
Blood in the Water

Water is your preferred territory, and youve got the teeth to prove it.

Cheshire Shark

Most people are afraid of sharks that walk on land, and you know it.

Oathbreaker

Youre one of the few to have broken all the Oaths.

Reflecting the Truth

You can swap around your appearance and reflection.

Kython
Attentive Hunter

Like a proper predator, your senses are top-notch.

Chameleonic

Youre a color magician, capable of blending in with your surroundings.

Deathleaper

While not quite flight, youve certainly got the legs to make it seem like flight.

Elocator

You can levitate! With the power of your mind!

Exoskeleton

Puny weapons simply bounce off of your natural armor.

Flyer

You take a form more suitable for the skys.

Primal Mage

You take a different route to casting spells.

Quicksilver

Speed is more your thing.

Shadow Across the Warp

Your presence tends to cause strange things to happen with the Warp.

Shocktrooper

Your weapons are sharper than ever.

Lizardman
Monitor

You are a walking warning sign, with a toxic weapon to match.

Oldblood

You are a walking fossil, so you have had a lot of time to hone your potential.

Predatory Fighter

You forego conventional weapons to fight tooth and nail.

Salamander

You are a walking fire hazard, which makes you quite the hotshot.

Scaled Skin

You were born with thick skin.

Minotaur
Mazeolithic

You have a very keen sense of direction.

Bull-headedness

You are very set in your ways and resist outside control better.

Strength of Taurus

You are a big guy, a very big guy. As such, your weapons are bigger.

Ophidian
Flexible Tongue

You can use your slick and special tongue to work words in ways others cant.

Snake Hug

You give really good hugs, good enough to make someones guts fall out.

Snakenosis

Your eyes have a hypnotic quality to them.

Riven
Multitasking

Youre quite adept at using the multiple appendages afforded by your form.

Ouroboros

Surprisingly, you can blend in with other normal people for a while.

Theyll Grow Back

You have an extra head or five.

Sphinx
Critical Thinker

Rarely does fancy wordplay stump a sphinx.

Developed Wings

Those wings of yours arent just for show.

Riddle of the Sphinx

A riddle has the power to stop the thinking man in their tracks yours especially.

Saber Fangs

Your teeth just happen to be a bit pointier than others.

100

Racial Feats Continued


Vanara
Grease Monkey

You understand technology so well that it almost instinctive.

Stone Egg

You are tougher and fireproof. In fact, being on fire is good for you. Crazy stuff.

Whitecape

You are a born fighter marked by a silvery mane.

Zenkai!

No pain, no gain. Lots of pain, lots of gain.

Special: Feats marked with the [Paragon] tag can only be gained by Paragons of the appropriate race.

101

Attentive Hunter [Kython, Form]

Cataplexy [Catfolk]

A predator's senses are its pride. Gain +2k0 on


Perception tests, and the Dark Sight quality.

You have studied the ancient arts of your


people, and fortunately have the right genetic
quirks to take advantage of this inherent magic.
By concentrating for a Full Action, you may
turn into a cat. This functions as the Polymorph
spell, except giving +3 Dexterity and -2 Size. By
concentrating again for a Full Action, you may
turn back into a catfolk. This requires no Focus
Power test and runs no risk of Psychic
Phenomena, and may be done at will, any
number of times per day.

Big Ears Mean Big Business [Goblin]


Goblins with this feat have larger ears than
normal, gaining a +1K0 on all Charm,
Intimidation and Persuasion checks against
fellow Goblins.

Bloodcaller [Goliath]
Some greybeards have discovered that Goliaths
left to themselves have an unsettling tendency to
use blood in rituals. Whenever you inflict or
receive at least 2 points of Rending damage to a
living creature, you can use the blood to gain a
+5 bonus to the next Focus Power test you
make. This can be self-inflicted as a Free Action
during your turn.

Blood in the Water [Ikhthys]


Ikhthys that spend too much time below the sea
surface tend to have trouble re-adapting to land.
They also have quite the bite - its a fish-eat-fish
world down there, after all. Take a -1k0 to all
out-of-water perception checks, but gain +1k1
to all underwater perception checks. As well,
you now have quite the sharp set of teeth
(Natural bite weapon: Melee, 1k1 R, Pen 1,
Brawling & Razor-Sharp).

Breaking and Entering [Goblin]


Once per scene a Goblin may get a free Raise on
either one Larceny or Stealth check.

Bull-headedness [Minotaur]
Good luck trying to enchant an enraged BullMan (or Woman, we aint discriminating).
Taurs get three raises whenever attempting to
resist external control from anything.

Chameleonic [Kython, Form]


You can darken the outer layer of your flesh
until it bends light... kinda. You gain +2k0 on
Stealth tests, and can hide even with nothing
and no one to hide behind.

Cheshire Shark [Ikhthys]


The presence of an Ikhthys is already pretty
unnerving to most non-exalted, and the fact that
the curse makes them appear to be completely
normal and human in a mirror doesnt at all
help with grooming - or practicing facial
expressions. Fortunately for you, youve had a
lot of experience in making even a harmless grin
seem psychopathic; you may spend 2 raises on
an Intimidation test to gain Fear 1 for the rest of
the round. If youve made a hit with an
unarmed attack this or last round, have yet to
clean yourself of the exquisite blood of your
victim, and have already spent 2 raises to gain
Fear 1, then you may spend extra raises at a 1:1
ratio to increase your Fear rating by up to one
third (rounding up) of the damage you did.

Critical Thinker [Sphinx]


Ask no questions of the wily Sphinx, for she will
tell you three answers, all of them true and
terrible to hear. Gain a free raise on any tests
you make during a Refute or Wordplay action.
Gain a second free raise when testing a Lore
during a Refute action.

102

Deathleaper [Kython, Form]

Fist of Zuoken [Githzerai, Paragon]

Wings aren't the only way to get around, when


you have the legs of a beast. Gain +2k0 to
Acrobatics tests. You treat all jumps as if you
had a running start, and use your full Strength
to determine the distance.

Zerthimon once said, "Steel marks flesh, but


flesh cannot mark steel." Well, that's a damned
lie. Gain Armor 4 on all body locations as long
as you are not wearing armor, and your
unarmed attacks gain Penetration 4. If you take
the Wholeness of Body and Iron Fist feats, treat
your unarmed strikes as if they were Darksteel
weapons, and gain the benefits of Darksteel
armor while you are not wearing armor, instead
of the normal benefits of this feat.

Developed Wings [Sphinx]


Far from merely being useful for intimidating
displays or assisting movement, your wings are
fully developed and capable of carrying your
weight. You have the Flyer trait, at your base
Speed (before applying Quadruped).

Doppelganger [Githyanki]
Githyanki infiltrators are chosen for a less
pronounced xenophobic streak and provided
with special holo-implants that allow them to
pass as a member of another race... or they're
just really lucky when it comes to finding berks
who'll believe they just have a skin condition.
Gain +1k1 on Disguise tests, and you're always
treated as the race you're trying to pass as for
the purpose of determining the TN.

Elocator [Kython, Form]


You've got just enough brainpower to levitate
over the ground instead of walking on it.
Basically, you ignore movement penalties based
on terrain, and can use Intelligence + Wisdom
to determine your Speed instead of Strength +
Dexterity. Reduce your Size by 1. This probably
means your limbs are wasted to the point of
uselessness, but you can (not) fly, so who cares?

Flexible Tongue [Ophidian]


Ophidians can be a very alluring people, when
they choose to. You get +1k0 on all Charm,
Deceive, Command, and Persuasion checks.

Flyer [Kython, Form]


You've developed a stunning pair of canopies on
your shoulders. Gain a Fly speed equal to your
movement speed.

Full Catface [Catfolk, Paragon]


Due to a combination of recessive genes and
thalidomide, you are a lot more Cat than Folk.
You have full cat facial features with a
pronounced muzzle, a full-body pelt of fur that
periodically sheds, and retractable claws with
the following profile: (2k1 R, Melee, Brawling).
When using your cat claws as both primary and
secondary weapons, you gain the benefit of the
Two Weapon Fighting feat. Due to the weird
shape of your mouth, you speak with a speech
impediment that gets less endearing every day.
This feat can only be taken at character
creation.

Exoskeleton [Kython, Form]


You gain a tough exoskeleton that provides
Natural Armor equal to your Constitution.

Fairy Dust [Fairy]


You may spend a half action to grant all
adjacent allies flier equal to their normal speed
until the end of your next turn.

103

Grease Monkey [Vanara]


Some cutters take pride in knowing how to
make things work. For you, it's almost an
instinct. Add your Wisdom as a bonus on TechUse tests and on Crafts tests when repairing
Prometheans, vehicles or complex weapons and
armor. This bonus only applies to items whose
complexity comes primarily from technology; a

power field generator is well within your ken to


tinker with, but an ensorcelled blade isn't.

Gum-Gum Technique [Githzerai]


The Gith as a whole are supported by fluid sacs
rather than skeletons, but only the Githzerai
have actually made use of it, developing
techniques that allow their limbs to stretch at a
whim. Your Melee attacks gain the Reach
quality.

Hey! Listen! [Fairy]


Flighty as fairies are, they can sometimes make
everyone else see what is only obvious to an
empty mind. You may spend a hero point to
automatically pass any perception check and
allow all allies within earshot to use your
perception result.

Housecat [Catfolk]
Catfolk who spend time with other races learn a
lot of tricks for making themselves seem
indispensable. You gain +1k1 on Performance
and Persuasion.

Hunter in the Dark [Arachne]


You are a natural Hunter in the darkness,
stalking prey in the abyssal darkness of the
Underdark. You gain the Dark Sight ability and
+1k0 in Stealth tests when in complete or nearcomplete darkness or in areas you have
familiarized yourself enough in regards to the
best stalking and hiding spots.

Larger Than Life [Goliath, Paragon]


Facing down a gigantic muscled brute is more
than a little intimidating... more so when he's
always the biggest basher in sight. Add your Size
as a static bonus to all Social tests, and you can
spend Pressure Points to increase your Size by
the same amount until your next turn.

Li'l Devourer [Goliath]


Goliaths are huge, and that means they have
huge guts! Huge guts, of course, means they're
hungry bastards. You can spend a Scene eating
the body of a once-living creature to regain Hit
Points equal to half its Size, rounded down.

Master Climber [Arachne]


You are a master climber and expert at keeping
your balance. In all tests that pertain to climbing
a surface or holding your balance, gain a +2k1
bonus.

Mazeolithic [Minotaur]
You cannot be lost, ever, anywhere, even with
the most powerful of magic. It would take a
Gods direct interference to even stray them
from their path which is always forward and
through that wall.

Monitor [Lizardman]
Your brightly colored hide is a warning: "I'm
just full of nasty things and you will die if you
touch me." You've got venom glands attached to
claws or fangs, or your spit's just a nasty cocktail
of virulence nobody wants any part of. Your
natural attacks gain the Toxic property. In
addition, you can spend a half action licking a
melee weapon, granting it the Toxic property on
its next successful hit.
Special: You cannot take the Salamander feat.

More Than Meets the Eye [Geth]


Your ocular preceptors have been modified to
work much better than the standard. Your eye
(or eyes) can act as magnoculars, a pict
recorder, an auspex, and a flashlight.

Multitasking [Riven]
You may make simultaneous use of most of
your spare appendages, allowing you to perform
a Ready action as a free action and allowing you
to wield more than two weapons (but penalties
still apply and increase as you wield more).

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Oathbreaker [Ikhthys]
While two of the Three Oaths are practically
impossible not to break in Ikhthys society though one in a pretty normal civilization can go
a few years or even decades without discovering
that which runs in their blood (read: without
turning into a fish person) - it is the third that
completes the deviation from mankind started
by the first two and it should not come as a
surprise that breaking the third is considered to
be a rite-of-passage of sorts. While the full
details of the Oaths have been lost to history, it
has been found that the first two can be broken
by anything from criticizing the Oaths
themselves to protecting anyone "not of the
water"; however, the Third is a fair bit more
difficult to break and clearly a fair bit more
legalistically convoluted than the others, and as
such there are many variations on the breakage
process. Indeed, the plight of the Ikhthys is
commonly used as an extreme example of what
happens when you sign on the dotted line
without reading the fine print. You may spend
two resource points to gain Stuff of Nightmares
for one round. As well, you can breathe
underwater naturally - no longer requiring the
aid of a wetsuit.

Oldblood [Lizardman, Paragon]


It's a well-known fact that Lizardmen only get
tougher as they get older. A dinosaur like you
can have up to six dots in each of your Physical
characteristics, and gain an additional Hit Point
for living longer than most of these grey-bearded
mammals.

Ouroboros [Riven]
While you may not be able to completely
control your changes, you can at least nudge
them towards a desired outcome. You may
select a race; over the course of the next 24
hours, you will appear increasingly similar to the
average member of that species - however, you
will seem rather odd, as you can never quite
fully manifest as another species - until, once a
day has passed, your briefly enforced order
gradually disintegrates back into entropy. You

105

may only make use of this ability if you have not


activated it in the past three days.

Pardon My Reach [Goliath]


Long arms mean long reach. Your melee attacks
gain the Reach property. If using a weapon that
already has that property, it gains an additional
meter of reach.

Predatory Fighter [Lizardman]


Some Lizardmen embrace the amazing weapons
available in the greater portion of the Wheel.
You scorn weapons in general, in favor of those
that come with your reptilian body. Gain the
following natural weapons: Claws and Teeth
(1k1 R; Brawling) and Tail (0k1 I; Brawling,
Flexible). Embracing your wild side has a cost,
however; if an enemy disengages from you, not
chasing him down requires a successful
Willpower test (TN 15).

Primal Mage [Kython, Form]


Kythons are rarely spellcasters, but when they
DO cast spells, boy are they scary. When using
the Evocation school, you may substitute your
Constitution for your Charisma score.

Quicksilver [Kython, Form]


Your mutations have selected for sleek speed,
rather than bulky strength. Reduce your Size by
1, and you gain +2 Speed while wearing light or
no armor.

Reflecting the Truth [Ikhthys, Paragon]


Though the curse may not be the most pliable
thing, when youre using what might as well be
a mental sledgehammer on it, it has a tendency
to bend to your will. By performing a Focus
Power test with the keywords Subtle, Somatic,
and Focus using Illusion + Willpower with a
target number of 15, spending a Half Action,
and pointing at a mirror, you may switch your
mirror-image Human appearance with your
monstrous fishform. Instead of people seeing

your original Human self in the mirror, your


Ikthyic figure appears there, while you appear to
all to be a normal human. Should anything
obstruct your line of sight to the mirror, then
the spell immediately ceases and you're back to
looking like a walking fish. Maintaining this
spell requires that you pass a TN 15 Illusion +
Willpower test every round.

Replaceable Parts [Geth]


Your production line was especially cheap. This
Geth may treat Wealth tests to acquire Gethonly Bionics as 2 Steps lower, as the parts are
much cheaper when you don't have to consider
compatibility with living organisms. They may
also gain a raise on skill tests to apply Bionics
onto themselves or other Geth.

Riddle of the Sphinx [Paragon, Sphinx]


What does a man do standing up, a woman do
sitting down, and a dog do on three legs? You
can pose a similar verbal conundrum to any
berk you can see as a Half Action with a
Deceive + Excellence test against their Mental
Defense, causing them to be Stunned for the
turn as they wrestle with your riddle. You can
pose a riddle once per Scene at level 1, twice per
Scene at level 3, and three times per Scene at
level 5. (The answer is "shake hands," by the
way. Get your head out of the gutter, berk.)

Robots in Disguise [Geth]


Not everybody loves or understands the Geth,
unfortunately. You may treat Disguise as a
trained skill. The Pretender system created by
the Geth allows you to take on the appearance
of organics. Select a race. You may change your
size and appearance to that race and back as a
half action. The process isn't from flawless, and
may be seen through with a Hard (15)
Perception Test.

Saber Fangs [Sphinx]


All Sphinxes have well-developed fangs. Yours
are more so, fully capable of tearing into most
armor. You have a Bite weapon (1k1 R; Melee;
Brawling) with Penetration equal to your level.

Salamander [Lizardman]
Your bright red and orange hide is a mark of
your affinity for fire, and the burning slime
produced by your flesh. You are immune to
damage from being on fire, and your melee
attacks gain the Incendiary property.
Special: You cannot take the Monitor feat.

Scaled Skin [Lizardman]


Your hide is proof against most sidearms. Gain
Armor equal to your Constitution on all body
locations except the gizzards. This doesn't stack
with other sources of Armor.

Shadow Across the Warp [Kython]


If a non-Kython sorcerer within 10m of you
keeps any die results lower than your power stat
when making a Focus Power test, they trigger
Psychic Phenomena even if casting Fettered. If
they aren't casting Fettered, you can adjust the
results of a Psychic Phenomena roll by an
amount up to your power stat + your Charisma.

Shared Experience [Geth]


Though most Geth have separated off from
their communal origins, you have not. By
making contact with another Geth, this Geth
may temporarily borrow skills from other Geth
who are better at skills they do not share. This
requires about a minute of communication, and
only lasts for one scene. During this time, the
donor cannot use these skills.

Shocktrooper [Kython, Form]


Sometimes brute strength is the answer to your
problems, and sometimes it's the answer to
every problem. Increase your Size by 1, and gain
a natural weapon with the following profile: 2k1
R or I; Melee; Brawling. It has Penetration
equal to your level.

106

Snake Hug [Ophidian]

Stone Egg [Vanara]

You've spent plenty of time on the kegelcizer,


and can use the muscles of your lower half to
great effect. You get +1k1 on attempts to
initiate a Grapple, and while in a Grapple gain a
natural weapon with the following profile: 3k2 I,
Brawling, Snare.

The blood of the legendary Monkey King


himself marches through your veins... or so you
claim, anyway. Just as the Monkey King was,
you're immune to damage from being on fire...
and in fact, being on fire just bakes you harder
for a bit, giving you +1 Resilience for the rest of
the scene.

Snakenosis [Ophidian]
By tapping into your serpent heritage and
staring deep into a person's eyes, you can
entrance them to a small degree. Roll Charisma
+ Charm against the target's Willpower +
Perception, and if successful the target is
affected as by the Charm Person spell. If you
fail, the other party is not aware of anything
other than that you stared at them really weird
for a while

Space CQC [Githyanki, Githzerai]


The time-honored art of Space CQC is a secret
known only to the Gith, an ancient and noble...
oh, who do the greybeards think they're kidding,
it's just a trick for getting in close and murdering
the living daylights out of someone. You can
spend a Hero Point to negate an enemy's
attempt to Dodge or Parry your attack in Melee
or at Point Blank Range.

Spider-Gith [Githyanki]
You're quite adept at using the mechadendrite
pod you were implanted with. Gain +2k0 on
Athletics and Acrobatics tests to climb when
using your Mobility Mechadendrites, and you
can even use them to flip switches and pick up
simple items! A single leg can be used to press
buttons or to hook levers, but can't do much for
knobs. You need at least two legs to pick up an
item between them... but at least three to move.

Steel Spinner [Arachne]


Due to a specific diet and masterful training,
your webbing is not only as tough, even tougher,
than steel, but you have learned how to even
give it an edge, if need be. Provided you have
access to required materials, you can produce
more than primitive items with your Web.

107

Strength of Taurus [Minotaur]


When one is big enough to need custom-made
armor, they need custom-made weapons. But
even then are not anywhere close to the size and
dominance of a Taurus. The highest rank a
Minotaur can aspire to, these massive warriors
benefit from +1 Strength, +1 Size and the fact
that, because of the enlarged weapons they can
wield, melee weapons made specifically for them
deal +0k1 damage.

Strongest [Fairy]
Fairies have a resilience that belies their physical
size. They gain armour and aura equal to their
level +3. If you have another source of Armour
or Aura it stacks with the other source but only
at half rate, rounded up.

Tallest-In-Training [Githyanki,
Paragon]
You were strangely cramped before your
decanting, and now... now, you could be next in
line for Vaakith's throne! But let's face it,
Vaakith's already dead, and it's not like it's going
to step down anytime soon. Gain +1 Size, and
for your meritorious height you've been
implanted with transmutation rings, allowing
you to treat any weapon you hold in your hands
as if it were made of silver.

They'll Grow Back [Riven]


Who needs more arms when you can have more
heads? You may ignore any critical damage to
your head that would not result in your death.
Any critical damage that would land on your
body instead goes to your head, and any that

would go to your head instead goes to your


body. You may always speak and see - unless
supernatural effects are involved. These extra
heads may be temporarily suppressed with
Ouroboros, but you will lose the benefits of this
feat for the duration of the effect.

Thick Skinned [Goliath]


Yours is an especially thick hide, even among
Goliaths. You're comfortable in extremely hot or
cold weather, and you reduce the damage taken
from sources that aren't E, X or magical in
nature by your level.

Time Is Money [Goblin]


Once per scene, a Goblin may try to upsell a
created item by passing it off as one grade better
in quality. Using this feat, gain a free raise on
one Decieve check.

Unblinking Stare [Catfolk]


As a free action, once per turn, you may
designate a single foe as your target. You gain
+1k1 to all Intimidation rolls against that foe
until the start of your next turn, and they take a
-1k1 penalty to dodge all your attacks. All other
foes gain combat advantage against you due to
your extreme focus.

Wardrobe Blast [Githzerai]


What good is mental connection to subspace if
you can't make random whatchajiggers out of it?
As a Half Action, you can roll Wisdom + Crafts
to conjure items for personal use (i.e. clothes,
armor, weapons, tools, maybe a chair) of up to
Uncommon rarity out of thin air. The item in
question cannot be an artifact and cannot have
more moving parts than the average crossbow.
The TN for this test is equal to the TN of the
Wealth Test to buy the item on the market.
Using this ability counts as a spell, so it risks
Psychic Phenomena and can be countered, but
the items created are physical, permanent, and
non-magical.

Whitecape [Vanara, Paragon]


A mane longer and stiffer than other vanaras is a
point of pride among warriors... one that takes
on a silvery-white color is the mark of a born
fighter, one whose skill in combat borders on
the legendary. Choose any two sword schools.
You gain one free rank in one of them, and can
purchase ranks in either of them as if they
appeared in your class progression.

Zenkai! [Vanara]
Like any animal, getting hurt gets your blood
up. Unlike most animals, it just tends to pike
you off. When you use the Healing Surge action
in combat, the indicated bonus also applies to
your Brawl or Weaponry attacks. If your Hit
Points were at 0 or lower before taking the
Healing Surge action, you also gain a +10 bonus
to damage rolls with those attacks.

108

Demiurge Emanation Assets


Qliphoth Emanation
Those who fall simply fuel your arrogance.
Asiyah Emanation
Even the terrain bends to your will.
Yetzirah Emanation
Your Territory grants a speed that most are unused to.
Beriah Emanation
Your will shields you against most harm.
Atzilut Emanation
In your Territory, the abilities of others may as well be your own.
Daat Emanation
Those in your Territory are always under your guiding influence.

Demiurge Emanation Assets


Qliphoth Emanation

Beriah Emanation

The Qliphoth is the sphere of nothingness, the


apoptosis that resonates with each death in the
Wheel. Whenever a creature dies inside your
Absolute Territory, you regain Quintessence
and gain a static bonus to all damage rolls equal
to your Hubris.

Beriah is the sphere of matter, resonating in


every blow. Gain 3 additional Hit Points and
Armor Plating (3), as your arrogance reinforces
your body. While you have defined your
Absolute Territory, you also heal 1 Hit Point
per round, unless that wound was caused by E,
X, or magic. Critical damage heals at 1 point
per hour.

Asiyah Emanation
The first sphere is Asiyah, the space and the
stage on which existence plays out, resonating
throughout the Materium. You can spend
Quintessence to distort the space within your
Absolute Territory, spending 1 Quintessence to
convert it from normal terrain to difficult
terrain, or from difficult terrain to arduous
terrain, or 3 Quintessence to convert directly
from normal terrain to arduous terrain, and
vice-versa. The effect ends immediately when
the affected area is no longer inside your
Absolute Territory.

Yetzirah Emanation
The second sphere is Yetzirah, the sphere of
energy that resonates in every movement.
Creatures within your Absolute Territory add
your Hubris in meters to any movement they
take... but if anyone takes advantage of that
extra speed, they lose kept dice equal to your
Hubris on attack tests until their next turn.

109

Atzilut Emanation
Atzilut is the sphere of spirit, resonating
throughout the Warp. Gain Aura 3. You may
spend Quintessence in order to use any ability
requiring the use of resource points possessed by
a creature within your Absolute Territory as if it
were your own. You must spend Quintessence
equal to the normal cost of the ability +1; if this
makes an ability cost 2 Quintessence, you may
use it regardless of your Hubris.

Da'at Emanation
Da'at is the light in which all spheres are equal,
resonating in every mind throughout existence.
You may spend Quintessence on behalf of an
ally within your Absolute Territory, and may
spend Quintessence to treat the result of one
kept die in a test as 5.5 for each Quintessence
spent, rounding down the final result.

Font Overflowing Assets


Overflowing Strength
Overflowing Accuracy
Overflowing Defense
Overflowing Magic
Overflowing Power

You dont need weapons to fight you are a weapon.


You prefer the shooty methods.
Youre more durable and harder to keep down.
Youre better at casting spells and face fewer repercussions.
Your power burns twice as bright twice as fast.

Font Flow Assets


Overflowing Strength
Some heroes prefer to fight with fists and feet,
or other extremities. While in Avatar form you
gain a +1k1 bonus to damage with unarmed
attacks. Unarmed attacks are always considered
valid for use with your martial maneuvers.
While in Super Mode, your unarmed attacks
gain and additional +1k1 damage, and can do E
damage if you so choose. By spending a Drop
you can add the Power Field property to your
unarmed attacks for one round.

Overflowing Accuracy
Some heroes punch evil in the face or charge
their enemies with sword in hand, but you
prefer to rain justice down from on high. While
in avatar mode, add your channel to the final
result of any attack you make requiring a
ballistics test. While in Super Mode any such
attack also gains the Proven property with a
value equal to your channel. While in Avatar
form, you may spend a drop to give your ranged
attacks the shocking and tearing properties for
one round.

Overflowing Defense
Cool heroes don't look at explosions, and many
claim to have seen Fonts walk unflinchingly
through seas of gunfire. While in Avatar form,
your gain resilience equal to your Channel.

While in Super Mode you gain a bonus to AP


for all locations and Aura both equal to your
Channel. You may spend a drop as a free action
to negate any non-damaging effects from one
attack made against you.

Overflowing Magic
Some heroes' power is more than just strength
or accuracy, it is pure magic flowing through
them that makes them what they are. While in
Avatar form, reduce the TN of Focus Tests by
your Channel. While in Super Mode, you do
not increase the results of a Psychic Phenomena
roll if casting Unfettered, and Pushing a spell
forces you to roll psychic phenomena at +2 per
die if sanctioned and +5 if unsanctioned rather
than the normal penalty. You may spend a drop
to reduce the final result of a Psychic
Phenomena or Perils of the warp roll by 5.

Overflowing Energy
Some Fonts tap into a power beyond their
ability to control, it threatens to drown them in
power, and it is only through constant restraint
that they can survive the torrent. Choose three
characteristics when you take this asset, you
gain +1 to each of these characteristics while in
avatar form (this bonus stacks if you choose the
same characteristic for rush of power) and
increase the bonus granted by Rush of Power to
+2. You can spend drops outside of Avatar
form. Transforming into Avatar form does not
cost a drop, but you must spend 1 Drop at the
beginning of every turn you start in Avatar form.
Once per scene you may restore all spent drops
as a free action. When you do, roll for psychic
phenomena with +5 for each drop regained this
way.

110

Force Sensitive Teachings Assets


Guardian Teachings
The Force helps you guide your attacks and evade blows.
Consular Teachings
You can use your powers more often. Oh, and lightning bolts. Always lightning bolts.
Sentinel Teachings
Youve worked a bit of Force trickery into your combat style.
Sith Teachings
Having tapped into powers best left untapped, youre capable of some new magic.

Force Sensitive Teachings Assets


Guardian Teachings
Youve put your powers to use in a more
physical aspect. Add your Discipline to your
Static Defense. For a point of Focus, you can
also add your Discipline to the final result of
attack rolls until the end of the scene. When you
gain Your Eyes can Deceive, you add your full
Discipline as rolled dice to reactions instead of
half.

Consular Teachings
Having focused on trying to understand your
powers, youre control over the Force is
exceptional. For purposes of calculating
maximum Focus, double your Willpower. You
can also project the Force as a destructive
lightning bolt. By spending a point of Focus,
you may use the Energy Ray Evocation spell,
substituting your Discipline for Evocation and
your Willpower for Charisma.

111

Sentinel Teachings
Blending your powers and martial prowess,
youre quite the capable warrior. You can use
Force Summons to wield one weapon at range.
Furthermore, you can use your powers to throw
any melee weapon and have it return back to
your hand, using your Willpower instead of
Strength for damage.

Sith Teachings
Youve tapped into the Dark Side of the Force
to obtain powers you have no right to possess.
Choose a Magic School; you can learn from this
school as if you had it in your class progression
at all times. When you make Focus Power tests
for spells of that school, you also add your
Discipline to the final result. However, your
connection to the Dark Side causes you to take
an additional -2 on Alignment checks, and you
must add your Discipline to the result of any
Psychic Phenomena tests you cause.

Kryptonian Branding Assets


Brand of El
You can fly, to better protect those you care for.
Brand of Zod
Youre a leader by right or by fear, if need be.
Brand of Grey
You channel the sun itself into your magic.
Brand of Hestan
Burns tend to make you stronger.
Brand of Joestar
Youre more capable of channeling your power through objects.

Kryptonian Branding Assets


Brand of El
This Brand is shaped like a shield. You may
treat your size as 1 larger for calculating
Resistance. You start with Shooting Star, which
is upgraded to three times your ground speed at
Luminosity 4. Gain the Guardian feat.
Brand of Zod
This Brand is shaped like a Z. Add your
Luminosity to Command and Intimidate tests.
Branded of Zod are natural leaders, and can
increase Social Characteristics with Man of
Steel. Furthermore, by spending a point of
Radiation, you may add your Luminosity to
your next weapon attack.

Brand of Grey
This Brand is shaped like a phoenix, in honor of
the high priestess of Krypton. By spending a
point of Radiation, you may gain a raise on

Evocation tests. Kryptonians with the Brand of


Grey may increase their Mental Characteristics
with Man of Steel.

Brand of He'stan
This Brand is shaped like a dragon. The sons of
Hestan are forged in fire, and are tempered by
its heat. Being hit by Energy damage (or
anything with the Fire Quality) allows you to
regain Radiation equal to the damage taken.
You still take damage as normal, and your
Radiation cannot go above its normal cap.

Brand of Joestar
This Brand is shaped like a star, heart, ladybug,
butterfly, horseshoe, or any other bizarre thing
that could possibly form on your chest. Once
per turn, you may spend an additional point of
Radiation on Overdrive to perform it as a free
action. You can also use Overdrive with melee
weapons, in addition to unarmed attacks.

112

Nephilim Shard Assets


Slayer Shard
Malefactor Shard
Defiler Shard
Scourge Shard
Fiend Shard

Wherever you stride, death follows.


Machines are your forte.
Magical defenses stand little chance against you.
Your hatred inspires fear in those you despise.
Deception is as easy for you as killing.

Nephilim Shard Assets


Slayer Shard
The C'tan are said to be the origin of all mortals'
fear of death; a terrible visage whose scythe was
genocide, and whose image remains burned into
the minds of mortals to this day. Any creature
that is reduced to 5 critical damage by your
attacks is killed unless they burn a Hero Point,
even if they would normally not be in danger of
death (for example, using R damage on a
Vampire). Whenever you torment, toy with, or
otherwise unnecessarily drag out the death of a
creature at your mercy (or convince someone
else to do so), you may convert a point of
Torment back into Essence.

Malefactor Shard
The C'tan are said to be the ultimate origin of
all technology, and its dominus. Gain the
Mechanicus Implants and Mechadendrite Use
feats. Whenever you convince someone to
relinquish or otherwise give you sole
responsibility of an item of technological nature
(including damaged Prometheans) for any
purpose, you may convert a point of Torment
back into Essence.

Defiler Shard
The C'tan were powerful, and they could very
well have changed the face of the Wheel... into a
collection of tomb-worlds, likely, but change is
change nonetheless. Such grand and terrifying
energy yearns to be used. Your spells ignore an
amount of Aura equal to your Arcanoi.
Whenever you convince someone to act on their

113

emotions in a destructive manner - throwing


tantrums, starving themselves in melancholy,
etc. - rather than a constructive one, you can
convert 1 point of Torment back into Essence.

Scourge Shard
Not even the C'tan were proof against ravages of
the mind... at least one is said to have turned
upon its fellows, devouring them whole in an
attempt at concentrating its power. Gain the
Hatred feat, targeting a group of your choice.
Each time you attack a member of a group you
have Hatred for, you gain +1k0 to Intimidation
rolls made against other members of that group
who witnessed the attack. Whenever you leave a
foe you have Hatred for alive and unharmed at
the end of a battle (or convince someone else to
do the same for a foe they have Hatred for), you
may convert a point of Torment back into
Essence.

Fiend Shard
As powerful as they were, the C'tan were never
said to be straightforward; the phrase "absolute
despair" appears many times on tablets that bear
words from the War in Heaven. Add your
Arcanoi as a bonus on Deceive tests, and as a
bonus to your Mental Defense whenever you
use Deceive in social combat. Whenever you
convince someone into listening to you when
they otherwise wouldn't, you can convert 1
point of Torment back into Essence.

Para-Psyker Discipline Assets


Creative Discipline
Your mind is literally a weapon.
Environmental Discipline
Pushing things around is pretty easy when you dont have to touch them.
Manipulative Discipline
Youve really got a handle on those voices you hear.
Somatic Discipline
Thinking and being are basically the same to you.
Wanderer Discipline
Yours is a travel-oriented mind.

Para-Psyker Discipline Assets


Creative Discipline
Traceurs use their powers to create simple
objects. You can spend 1 Psi to create simple
tools that have no moving parts, or Psi equal to
the artifact rating of a melee weapon or armor to
create an ideal form (that is, Best-quality) of
that item, that lasts for the remainder of the
Scene either way. You cannot cast the normal
spells gained through PK Gamma, PK Beta,
and PK Alpha. Instead, you can cast the spells
Call Item, Greater Servant, and Black Blade of
Disaster, respectively, using Ego + Willpower
instead of the normal Magic Test for each.

Environmental Discipline
Kineticists manipulate the energy around them,
turning their willpower into destructive force.
Begin play with PK Delta. You can attack using
this power at Ego 2, and at Ego 4 you can make
opportunity attacks using PK Delta within 3m.
You do not have to stunt to Parry attacks using
PK Delta. You cannot cast the normal spells
gained through PK Gamma, PK Beta, and PK
Alpha. Instead, you can cast the spells Energy
Aura, Energy Bits, and Reality Maelstrom,
respectively, using Ego + Charisma instead of
the normal Magic Test for each.

Manipulative Discipline
Savants impress their will directly upon the
minds of others. You can spend 1 Psi to worm
your thoughts into someone else's mind, making
them easier to read and manipulate; gain +1k1
on tests against the target in general and 3 free
raises on Social tests in particular. This lights up
like a candle to those who can see magic auras,

though, and if you're outed, the target (and


likely his friends) immediately changes
dispositions to Unfriendly toward you, or one
step lower if already there. You cannot cast the
normal spells gained through PK Gamma, PK
Beta, and PK Alpha. Instead, you can cast the
spells Suggestion, Demand, and Amnesia,
respectively, using Ego + Charisma instead of
the normal Magic Test for each.

Somatic Discipline
Egoists use their minds to fortify their bodies.
You can spend Psi to gain the same amount of
"dots" to divide between your Physical
characteristics for the remainder of the Scene.
You still instinctively prevent self-damage,
though; you can't increase a single characteristic
by more than half of the Psi spent (round up).
You cannot cast the normal spells gained
through PK Gamma, PK Beta, and PK Alpha.
Instead, you can cast the spells Polymorph,
Primal Power, and Iron Body, respectively,
using Ego + Wisdom instead of the normal
Magic Test for each.

Wanderer Discipline
Nomads use their minds as vessels for travel and
to enhance mobility. As long as you have Psi
remaining, you do not suffer the effects of
Fatigue until it exceeds your Ego. You can
spend 1 Psi to increase the distance covered by
any form of on-foot movement by a number of
meters equal to your Ego, or to add your Ego to
your Static Defense when Dodging an attack.
You cannot cast the normal spells gained
through PK Gamma, PK Beta, and PK Alpha.
Instead, you can cast the spells Jaunt, Teleport,
and Gate, respectively, using Ego + Willpower
instead of the normal Magic Test for each.

114

Phoenix Aspect Assets


Aurora Aspect
Meridian Aspect
Gloaming Aspect
Eventide Aspect
Penumbra Aspect

Like fire, you dance around any who would assail you.
The deals you make are better left unbroken.
You have a bit more control over matters of the Warp.
Given proper motivation, you can stoke your flames something fierce.
Fire is a scary and destructive thing and so are you.

Phoenix Aspect Assets


Aurora Aspect
The formless light that heralds the Sun's rise is
the Phoenix's soundless song, the call to wake
and ready for action. The Hero may spend a
Mote to add her Gnosis rating as rolled dice to
any Parry or Dodge roll.

Meridian Aspect
From its apex in the skies does the Sun look
down upon the worlds below, seeing all and
making known its displeasure. By spending 1 or
more Motes, the Hero creates a binding oath. If
the oathsworn individual breaks their oath, they
suffer terrible luck, automatically failing at a
critical moment. This repeats once for every
mote spent by the Hero, plus once for every
point of the Hero's Gnosis.

Gloaming Aspect
The Sun must set at the end of each day, and so
too does the Phoenix sing as she makes ready
for the coming night, calling for all to calm.
Yours is the tranquility of the setting sun. You
may spend 1 Mote to force the roiling Warp to
ease around yourself, adjusting the results of a
number of rolled dice equal to your Gnosis by a
single point, or a single die by an amount equal
to your Gnosis, in either direction. Make this
adjustment before determining if your spell has
caused Psychic Phenomena or caused you to
rekindle Cinders.

115

Eventide Aspect
When the sun disappears under the horizon and
night has fallen, then does the Phoenix rest as
well. Once per scene, when the Hero spends a
Mote for any effect (or just to activate this,
though it's a bit of a waste), she regains a
number of Hit Points equal to her Gnosis
rating.

Penumbra Aspect
As the Sun hides its face, the Phoenix grows
nervous, and fights viciously for her own
protection. Whenever the Hero spends a Mote
for any effect (or just to activate this though,
again, a bit of a waste), for the remainder of the
Scene she gains +2k0 to all Intimidate and
Brawl rolls. This does not stack with itself if the
Hero spends multiple Motes.

Sage Mantle Assets


Mantle of White Light
Mantle of Blue Skies
Mantle of Black Shadow
Mantle of Red Flames
Mantle of Green Vistas

Your powers are those of protection.


Spells cast by others are better or worse by your whims.
You possess powers over life and death.
Yours is haste unrestrained.
Others undergo incredible bursts of strength while around you.

Sage Mantle Assets


Mantle of White Light

Mantle of Black Shadow

White mana, drawn from memories of plains


and cities, lends itself to healing and protection.
Gain a +1k1 bonus on Focus Power tests when
casting spells of the Abjuration or Healing
schools. As a Reaction, you can spend Mana to
increase the Resilience of a character within 5m
by the same amount.

Black mana, drawn from fetid marshlands, is


drawn to death and decay. Gain a +1k1 bonus
on Focus Power tests when casting spells from
the Healing or Necromancy schools. As a Half
Action, you can spend Mana to coat your hand
in a black aura, causing the next person or
object you touch with that hand to lose Hit
Points equal to the Mana spent.

Mantle of Blue Skies


Blue mana, drawn from memories of islands in
the sea, is particularly useful in spells that affect
the mind. Gain a +1k1 bonus on Focus Power
tests when casting spells of the Divination or
Illusion schools. As a Reaction, you can spend
Mana to increase or decrease the TN of a spell
or Spell Combo cast by someone else by the
same amount.

Mantle of Red Flames


Red mana, drawn from the mountains, is energy
and destruction run rampant. Gain a +1k1
bonus on Focus Power tests when casting spells
from the Conjuration or Evocation schools. You
can spend 1 Mana to gain an additional Half
Action during this turn.

Mantle of Green Vistas


Green mana drawn from verdant
forests is the backbone of living
things. Gain a +1k1 bonus on
Focus Power tests when casting
spells from the Enchantment or
Transmutation schools. As a Half
Action, you can spend Mana to
increase the Strength of a creature
within 5m by the same amount,
until your next turn.

116

Symbiote Vector Assets


Blood Vector
Breath Vector
Flesh Vector
Marrow Vector
Soil Vector

Your tenant is better at dealing with others than you are.


Your tenant tries to hold back the weird things in life.
Your tenant provides such wonderful means of disembowelment.
Your tenant makes an effort to keep you and itself protected.
Your tenant can read the ebb and flow of destiny.

Symbiote Vector Assets


Blood Vector
Blood represents the heat of passion and the
wonder of emotion. Tenants with this vector
show a stronger rapport with their hosts and
with other humanoids. You do not gain the
normal benefits or penalties of Unsettling. By
spending 1 Synch you can gain +1k1 to any
social Test as your Tenant adjusts your features
and pheromones in just the right way to be
enticing.

Breath Vector
Breath is an unceasing tide, drawing in from the
world and flowing out to meet it... it calls the
storm and sets it free. The tenant borne upon its
host's breaths has a strange affinity for magic.
When you use Living Weapon, you gain Aura
equal to your Integration. In addition, you can
spend 1 Synch to have your natural weapons
gain the Orgone Array property and treat them
as magic for the remainder of the scene.

Flesh Vector
Flesh represents lust, hunger and thirst,
madness and rage... it's the core of identity and
the vector of change. The tenant housed within
his host's flesh sings in ecstasy as you rip and
tear and gouge at your foes. When you use
Living Weapon, your natural weapons gain
Penetration equal to your Integration, and you
can spend 1 Synch to give your natural weapons
the Razor Sharp and Balanced (R only); Two
Hands, Volatile and Unbalanced (I only); or
Reach and Flexible properties for the remainder
of the scene.

117

Marrow Vector
Marrow represents secrets buried deep within
the flesh, the power of dark and hidden places.
The tenant secreted deep within his host's bones
wants little more than to be left in peace, and
offers his help by protecting the host as much as
possible. Gain additional Resilience equal to
your Integration. In addition, when you use
Living Weapon, increase the Armor gained by 3.

Soil Vector
Soil resonates with the seminal urge, the lure of
life and the power of decay, the hungry whispers
that wait on the threshold between life and
death. Your tenant pays attention to these
whispers, translating their portent for you. Gain
one rank of the Divination magical power. You
may purchase this power as if it was part of any
class you belong to. Get +1k1 on Focus Power
tests to cast Divination spells.

Sword Schools

118

Aphonic Wind
When you gaze into the Abyss, the Abyss also gazes into you. Aphonic Wind maneuvers
corrupt the mind and body, stripping the inhibitions off the user's mortal mind and making possible
the maddening blight of the Immaterium. The user melts senses with tuneless humming, learns to use
the angles of time and space to her own advantage, all from the counterintuitive first lesson of gaining
initiative by giving it up.
The key skill for Aphonic Wind is Forbidden Lore, knowledge of the Warp and the corrupted
weapons found within. Corrupt, Daemonic weapons whisper the secrets of Aphonic Wind special
attacks into their user's mind, laying bare to her the secrets of the universe blinded by mortal
ignorance. The fighting style was last seen during the War of Monster's Fall, employed to terrific
effect by the Aboleth's twisted minions.
A character entering the first level of any class progression that offers the Desert Wind sword
school can choose instead to gain access to the Aphonic Wind sword school from that class. This
choice applies only when entering the first level of a class, and applies to all levels in that class's
progression afterward. The character must possess a Daemonic weapon in order to do this.
Name
Cost Effect
Level 1: Apprentice
Use Daemonic weapons with your martial maneuvers.
Weapon (Daemonic)
Action (Opportunity Attack)
Level 2: Initiate

Use Opportunity Attack actions in martial maneuvers

Tabula Rasa

(-2)

After making this attack, you can't use any special attacks
you know during the next round.

Distracting Harmonies

1/3

For 1 point, the target takes -1k0 to Dodge or Parry this


attack. For 3 points, the target takes -2k0 to Dodge or
Parry this attack.

(-1)

As part of this attack, make a Forbidden Lore check


against the static defense of the target. If it fails, the attack
fails.

Level 3: Journeyman
Skill (Forbidden Lore)

The attack is treated as if it were magic, and gains the


Orgone Array quality.

Mastery (Alien Geometries)

Reduce your Size penalty to Static Defense by your


martial adept level.

Negative Inertia

Move up to your Speed instead of making an attack.


Other advantages and restrictions on this attack take
effect on the next standard attack you make.

2*

You may take this advantage up to five times on one


attack. You may only apply this to actions that include an
attack with a weapon. This attack deals no damage.
Instead, the target loses 1 hit point for each time this
advantage was taken.

Reminder of Frailty
Level 4: Master

Level 5: Grandmaster

Memento Mori

119

Dark Messiah
It's said that the first Dark Messiah was a Daemonhost, who taught this lack of discipline to a
small enclave of Vampires before disappearing into the ether. It is not a forgiving school of combat.
There is no harmony, no discipline, no control of strength or economy of motion. The Dark Messiah
school is not and that is how it is defined. It is, quite simply, perfectly designed for breaking things
and ending lives, while feeding the inexistences of its original masters.
The picture of serenity even as he throws his enemies' entrails across the room, a Dark
Messiah adept is a profoundly terrifying individual. The school favors the Intimidation skill, even if it
rarely teaches it. One does not learn Dark Messiah to protect. One learns Dark Messiah because
killing is not enough.
Monks of certain schools are taught that offense is the best defense. A character entering the
Brother class may choose to gain access to this sword school instead of Setting Sun. This choice can
only be made upon entering the Brother class and applies to all levels of the Monk progression
afterward.
Name
Cost Effect
Level 1: Apprentice
Use Unarmed attacks OR Syrneth weapons with your
martial maneuvers, chosen when first learning this Sword
Weapon (Brawl OR Syrneth)
School.
Action (Multiple Attacks)

Use Multiple Attacks actions in martial maneuvers. Any


advantages applied to this attack are applied to the first
attack of the Multiple Attacks action.

(-2)

You may only use this attack if you have lost at least as
many hit points as the attack has Style Points.

Level 2: Initiate
Agonys Crucible
Ebon Lightning

1*

You can move 1m for each time you took this advantage
as part of this attack.

(-1)

As part of this attack, make a Intimidation check against


the static defense of the target. If it fails, the attack fails.

2*

If the attack hits and deals damage, you regain hit points
equal to the number of times you took this advantage. If
you are a Vampire, you also gain the same amount of
Vitae. If you are a Daemonhost, you convert the same
amount of Resonance into Essence.

Level 3: Journeyman
Skill (Intimidation)

Ravening Maw

Level 4: Master
Mastery (Void Avatar Prana)

Your attacks gain the Tearing property.

Illustrative Overkill Technique

If the attack kills the target, each creature within 3*your


martial adept level meters must immediately test as if you
had a Fear rating equal to your martial adept level.

This attack deals a point of critical damage in addition to


its normal damage.

Level 5: Grandmaster
Artful Maiming Onslaught

120

Eldritch Advent
There are those who regularly seek to mix martial prowess and mastery of the Warp. These
people, through countless eons of continued experimentation and practice, sought to create a school
of fighting unlike any other. Some would channel it through weaponry, others through their own
bodies, but the overall effect was the same the Eldritch Advent Sword School had been created.
The favored skill of Eldritch Advent is Arcana, for no other school possesses such mastery of
the arcane as the practitioners of this. Indeed, for some, this school is the next in their mastery of the
Warp for them, those chaotic energies are naught but a natural extension of their own being,
channeling it through themselves or their weaponry.
Name
Cost Effect
Level 1: Apprentice
Weapon (Ordinary OR Brawl)

Action (Focus Power)

May use Ordinary OR Brawling weapons with maneuvers,


chosen when first learning this Sword School.

May use Focus Power tests with maneuvers. Any advantages


that would apply to the special attack apply to the spell cast
instead, though no advantage or restriction specifically referring
to weaponry may be used in the maneuver. You can only cast a
spell with the Attack and Touch keywords. After the test but
before any magic-specific feats are applied the spell is treated
like a weapon attack of the appropriate type.

Level 2: Initiate
Warp Resonance

Elemental blade

(-2)

You may only use this maneuver if you cast a spell during the
last round.

You may cast a spell up to your Initiator level as part of this


maneuver. The spell loses any Blast or duration to its effect it
otherwise would have had, and has its Keywords replaced with

Attack, Somatic, Combo-OK.

Level 3: Journeyman
As part of this maneuver, make an Arcana test against the
targets Static Defense. If it fails, the attack fails.

Skill (Arcana)

(-1)

Chaos Blade

This maneuver gains the Orgone Array quality, and attacks


using it are considered Magic, bypassing armor.

After casting a spell with the Touch or Ranged Touch Keywords


but before rolling the attack you may choose to keep the spell
as a charge in a free hand. By doing so, you may choose to
release it within a number of rounds equal to the Characteristic
used to cast the spell. If not used within that time, the spell is
wasted. You cannot cast another spell while holding a charge,
though you can make Focus Power tests.

Level 4: Master

Mastery (Controlled Release)

Warp Aegis

1*

For the next round, you can choose to gain points in Armor or
Aura (chosen as you see fit) up to the number of times this
advantage was taken.

A foe hit by this maneuver rolls Perils of the Warp, as if they had
cast a beneficial spell on themselves.

Level 5: Grandmaster
Armageddon Blade

121

Infernal Monster
Rage shapes the world. Violence is the potential within every being's nature, simmering anger
waiting only for the right trigger. A man jealous of his brother's possession begins a war for it that
rearranges the face of the world. A cat, in its boredom, kills a bird and leaves it to rot in the sun.
Every act of violence, every fit of anger, all of it is the Infernal Monster straining at the bonds of its
prison.
Mortals are not the first to tap into its power, nor will they be the last. The martial tradition
bearing the Monster's name is not to be taken lightly. It cannot be taught, nor mastered... the only
way to learn it is to lose yourself in the Monster's grip, give in to the black rage and the resulting orgy
of violence. It is, as one might expect, a singularly terrifying way to fight, and thus has particular
resonance with the Intimidation skill.
A character entering the Feral class can choose to gain access to this sword school instead of
Tiger Claw. This choice can only be made upon entering the Feral class and applies to all levels in the
Barbarian progression afterward.
Name
Cost Effect
Level 1: Apprentice
Use Unarmed and improvised weapons with your martial
Weapon (Brawl, improvised)
maneuvers.
Action (All-Out Attack)
Level 2: Initiate
Hands of Fury
Retribution Will Follow

Use All-Out Attack actions in martial maneuvers.

(-2)

You may only use this attack while you are using Frenzy.

If the target attacks you before the start of your next turn
after you hit with this attack, you can make a standard
attack against it as a reaction.

(-1)

As part of this attack, make a Intimidation check against


the static defense of the target. If it fails, the attack fails.

You can move up to your speed toward the target before


making the attack.

While you are using Frenzy, you gain an additional


Reaction each round

If the attack hits and deals at least 2 points of critical


damage, you can choose to assign any amount of that
critical damage to any body location on the target. You
must still deal at least 1 point of critical damage to the
original hit location.

You can use Frenzy as part of the action to use this


attack. If you do, each ally within 5m can also enter a
Frenzy as if they had the feat.

Level 3: Journeyman
Skill (Intimidation)
Impatient Slaughter Speed
Level 4: Master
Mastery (Wrathful Daeva
Method)

Grind Your Bones

Level 5: Grandmaster
Untamed Apocalypse Shintai

122

Infinite Choir
All of reality moves to the same fundamental rhythm an interplay of thoughts and deeds
that colors who we are and what we do. Nothing expresses this great truth better than the sonorous
sound of the Infinite Choir. The practitioner can hear the very resonance of the battle around them,
and understand better than any how to exploit it.
The first lesson of the Infinite Choir, then, is that if violence is music, then battle is its dance
and one can achieve certain victory by simply following the steps. As such, the key skill for Infinite
Choir is Acrobatics, as the adept weaves dizzying circles around their foes. Because of its emphasis on
quick, elegant movements, the favored weapons are compact and easy to maneuver of the Fencing
and Ordinary variety.
A character entering the first level of any class progression that offers the Diamond Mind
sword school can choose instead to gain access to the Infinite Choir sword school from that class.
This choice applies only when entering the first level of a class, and applies to all levels in that class's
progression afterward.
Name
Cost Effect
Level 1: Apprentice
Weapon (Fencing OR Ordinary)

Action (Half Move)

Use either Fencing or Ordinary weapons with your special attacks,


chosen at the time you take your first rank in Infinite Choir.
Use Half Move actions with your special attacks. The benefit from this
special attack applies to your next standard attack; that attack may not
be a special attack.

Level 2: Initiate
Lose Yourself to Dance
Infinite Tempo

(-1)
2

You cannot use this maneuver without first moving at least your full
Speed this round.
If an attack modified by Infinite Tempo hits, move your Speed. This
movement provokes attacks of opportunity, and if it does, you may take
another standard attack against that target, which may not be a special
attack - it resolves first.

Level 3: Journeyman
Skill (Acrobatics)

(-1)

As part of this attack, make a Acrobatics check against the static defense
of the target. If it fails, the attack fails.
If an attack modified by Infinite Cadence hits, move your Speed - this
movement does not provoke attacks of opportunity from your initial
target, but provokes from others as normal. If you end this movement
within reach of a different enemy, you may take a standard attack against
them, which may not be a special attack.

Infinite Cadence

Level 4: Master
Mastery (Dance to the Choir)

Infinite Crescendo

Move your full Shift before making your attack if both your starting
and ending position would engage the same foe in melee, you count as
two people against them for the purposes of Ganging Up.

When you hit an opponent with an attack modified by Infinite Waltz,


take a move action. Your target moves in the same direction and at the
same speed. Neither of you provoke attacks from one another for this
movement, but you both provoke from others as normal. Should this
movement force your victim into something hilariously lethal, they are
permitted a TN 25 Acrobatics test to end their movement as close as
they can be to the hazard without suffering harm.

Gain an additional Reaction action every turn.

Level 5: Grandmaster

Infinite Waltz

123

Killer Doll
Victory means nothing if not done with beauty. The Killer Doll discipline emphasizes grace
and elegance, certainty of movement and not getting blood on one's clothes. The most graceful
victory is one struck from afar, against an opponent unable to come close before he meets his end.
Killer Doll maneuvers thus favor barrages of thrown weapons, sometimes so swiftly that they must
appear to stop time to drop so many blades at once.
The key skill of the Killer Doll school is Performer, enthralling the enemy with elegant
movements before throwing your blade at their neck. Killer Doll weapons are thrown weapons, small
and easily concealed so as not to mar one's appearance with such crude items in view. The original
practitioners of the Killer Doll school were favored servants, using the school's knack for hidden
weaponry to keep their masters safe at all times.
Add this sword school to the Assassin and Rogue class progressions.
Name
Cost Effect
Level 1: Apprentice
Use Thrown weapons with your martial maneuvers.
Weapon (Thrown)
Action (Multiple Attacks)

Use Multiple Attacks actions in martial maneuvers. Any


advantages applied to this attack are applied to the first
attack of the Multiple Attacks action.

(-2)

You may not use this maneuver if you moved since your
last turn.

Level 2: Initiate
Memorizing the Arena
Ricochet Mastery

You may ignore the effects of cover on your enemies,


and your weapon returns to your hand.

Level 3: Journeyman
As part of this attack, make a Performer check against
the static defense of the target. If it fails, the attack fails.

Skill (Performer)

(-1)

Inscribe Red Soul

Your first hit on an enemy is actually two roll for


damage twice. If the attack hits multiple targets, apply
this advantage to only the first target hit.

Mastery (Four-Dimensional
Armory)

You never run out of knives, especially when you dont


have any to start with. You have an arbitrary number of
thrown weapons of Common or lower availability at all
times.

Illusional Misdirection

If a thrown attack is dodged, you may attack a different


enemy within 5m with that attack.

2*

Make an attack against every enemy within 5m for the


number of times this quality is taken.

Level 4: Master

Level 5: Grandmaster
The World

124

Equipment

125

GUNS
Name

Type
Ordinary

Damage Pen ROF Range Clip Reload


Proficiencies: Basic or Ranged 1

Avail

Special
Twinlinked
Breacher, Melee
Attach II

Double Rifle

Heavy

3k3 I

S/-

120m

2Full

Rare

Lancer Assault Rifle

Basic

3k2 I

S/-

40m

12

Full

Rare

Handcannon
Machine Pistol
Room Cleaner
Shotgun

Pistol
Pistol

3k2 I
2k2 I

4
0

S/S/10

30m
30m

6
24

Full
Full

VRare
VRare

Basic

3k2 I

S/3

20m

Full

VRare

Gatling Lasgun

Heavy

2k2 E

Flare Prism

Basic

3k2 E

Las

Storm
Scatter,
Breacher

Proficiencies: Basic or Ranged 2

Plasma
Plasma Cannon

Big Frakkin Gun

-/10

60m

80

Full

S/-

30m

30

Full

Mythic
Rare
Rare

4Full

VRare
Rare
Mythic
Rare
VRare

Reliable, Storm
Reliable, Scatter

Proficiencies: Ranged 2
3k3 E

Mini Rocket Gun

Basic

3k2 X

S/3

40m

12

Full

Bolter Cannon

Heavy

4k3 X

-/10

60m

2Full

Ravager

Basic

5k2 X

S/-

30m

Full

40

Full

Near
Unique

Volatile

Bolter

120m

Blast 3
Storm, Blast (5)
Scatter, Tearing

Proficiencies: Ranged 2
Heavy

4k4 E

Musou Saber

Pistol

2k2 I

Sonic Arrow

Heavy

3k2 x

Exotic

S/-

60m

Proficiencies: Ranged 1

Flamer
Fire Baller

S/-

Proficiencies: Ranged 1

Syrneth
BFG

Blast 3,
Overheats

Heavy

S/3

30m

Full

Uncommon

Fencing Weapon
(See description)

S/3

60m

40

Full

VRare

Melee Attach II

40

Full

VRare

Blast (5),
Incendiary

Proficiencies: Ranged 2
Heavy

2k2 E

Anguish

Pistol

2k2 R

S/3

30m

2Full

Uncommon

Earthrender

Heavy

6k4 E

S/-

120m

2Full

MRare

Fracture Cannon

Heavy

4k2 X

S/-

90m

Special

VRare

Daemonic

S/-

60m

Proficiencies: Ranged 2
Accurate,
Reliable, Toxic
Blast 5,
Incendiary,
Recharge, Artillery
(See description)
Tearing, Volatile

126

Guns
Ordinary
Double Rifle Otherwise known as the Double
Deuce, as its bullets are about the size of a
humans middle finger.
Lancer Assault Rifle Imagine when a machine
gun is not enough, and you are too damn busy
shooting to pull out a chainsword. This is for
you: A weapon designed for close in, down and
dirty fighting.
Handcannon Firing armor-piercing bullets the
size of a man's fingers with enough force to stop
a transportation truck and exit the other way.
It uses big bullets, which leaves big holes in your
enemies. It is, however, relatively slow in its rate
of fire, requiring both hands if one wishes to fire
more than one shot anywhere near their original
target. Unless both hands are used, this gun
may not fire more than one shot per round with
any form of accuracy.

Machine Pistol Bringing true meaning to the


phrase quantity over quality. While smaller
caliber than some pistols, but with a rate of fire
to rival most rifles even if the actual magazine
is rather short. Reliable, deadly and very good at
tearing holes through people.
Room Cleaner Shotgun With a large
magazine, actual magazines instead of loose
shells and the large shells actually included, this
gun is a nightmare to go toe-to-toe against. If
your foe is holing up, accept no substitute.

127

Las
Gatling Lasgun The common Lasgun, simple
and effective. Give it a massive battery pack,
multiple focusing arrays and added cooling
systems and you have a weapon designed to
melt wide swaths of the battlefield.
Flare Prism Somewhat stockier than most
laser weapons, the emitter is actually fitted with
a beam splitter that refracts the beam in several
directions at once when fired.

Plasma
Plasma Cannon Essentially an upscaled
plasma gun, the plasma cannon sends out globs
of plasma that explode on impact.

Bolter
Mini Rocket Gun After initial failures, a
cheap bolter knock off is finally available. On
some worlds, its called the gyrojet. Out in the
void, its a Mini Rocket Gun. Thats its damn
name.

Bolter Cannon While less than accurate, it


hardly needs it, since it fires explosive rockets
that, in turn, contain explosive bolts that are
sent blasting through everything unlucky
enough to be nearby perfect for large-scale
desecration to enemy forces!
Ravager Fact: Shotguns are awesome. Fact:
Explosive bolt rounds are awesome. Conclusion:
A shotgun firing explosive bolt rounds is double
awesome. The ravager is a massive beast of a
shotgun, with four barrels sheathed in metal to
form a device as thick around as an Ork's thigh.
Firing what amounts to explosive buckshot, the
ravager is a terrifically loud and singularly
terrifying shotgun with enough explosive power
to rip through most spelljammer bulkheads
before getting halfway through the clip.

Syrneth
BFG One of the biggest and baddest guns
around. If youre carrying this monstrosity, than
theres little you need to fear out in the void.

Exotic
Musou Saber - A common class of gunblade
that's short on gun and long on blade. While it
blows through most of its ammunition within
seconds and is only a modest close combat
weapon, it's easy to use and requires no shifting
of grip between forms, making it a common
sidearm. Its reinforced gun barrel allows it to be
used to catch enemy swords much like a basket
hilt; the musou saber can be used as a fencing
sword in melee.
Sonic Arrow A more exotic and deadly
weapon, the Sonic Arrow consists of a boltgun
encased in the shape of a bow and arrow, with
cartridges loaded into a slot on the side and the
draw serving as the trigger. Both top and
bottom of the bow are equipped with vibrating
blades, allowing it to be used as a melee weapon
in both forward and reverse grips
simultaneously. While some power is lost over a
traditional boltgun, its flexibility as a weapon is
unparalleled.

Flamer
Fire Baller The Fire Baller is a horrible name
for a very effective weapon. It fires highly
compressed, semi-solid globules of Promethium
which detonate on impact, setting the
surrounding area on fire.

Daemonic
Daemonic weapons are hideous corruptions of
other weapons, crafted of metal infused with so
much Warp energy during the forging process
that it oftentimes counts as a daemon in its own
right. Such weapons often have a horrific, halforganic appearance, featuring flesh and eyes
where there should only be metal and jewels.
Anguish Relatively simple by the Warp's
standards. A mutation of the more common
revolver, featuring a distinctive triple-barrel
design and, strangely, an eye nestled in the
middle of those three barrels, to aid in locating
the target. While it can use ammunition
interchangeably with the revolver, when fired
the bullets resemble Human teeth, with no
change to the casing.
Earthrender A marvel of daemonic creativity.
Not truly a personal weapon so much as a
weapons platform, the earthrender consists of
what one might be forgiven for thinking is a
pulse rifle, with a human eye placed over the
end of the barrel, attached by a rope of human
hair to a mobile unit made of what looks to be
humanoid body parts, bearing a focusing disk at
its top and walking on a number of hands and
feet as it follows the rifle's bearer. The disk
focuses energy in the direction the eye is
pointed, causing a geothermic eruption or
similar catastrophic event. Using it effectively,
however, requires the earthrender to be braced,
not its wielder; as such, it is vulnerable to effects
that knock it over or off-balance, requiring a full
action to get back up and into firing position. It
also cannot be moved and fired in the same
round. The platform tends to trail behind its
user, showing a slight intelligence as it stays
anywhere from 6 to 10 meters back... far

128

enough that it would be spared a shot from


another of its kind targeting the user.
Fracture Cannon A bulky monstrosity similar
in design to a heavy bolter, though notably
lacking the belt mechanism. The fracture
cannon fires barbed rails that resemble red-hot
bone, that puncture and stick into the target
before detonating. It seems to actually grow its

129

ammunition... the rails simply generate from the


ether attached to the drum that feeds the
chamber, by some mechanism of the Warp.
Starting when the clip is emptied, the rails
regenerate at a rate of 1 per round. This
unfortunately means that, while it employs solid
ammunition, the fracture cannon cannot be
outfitted with artifact rails.

OTHER RANGED WEAPONS


Name

Type
Grenades

Sonic Grenade
Warp Grenade
EMP Grenade
Cluster Frag

Damage Pen ROF Range Clip


Proficiencies: Throwing

Thrown
Thrown
Thrown
Thrown

1k1 I
2k2 E
(4k3)
4k2 X

6
10
(15)
0

S/S/S/S/-

S*3
S*3
S*3
S*3

Reload

Avail

Special

Rare
MRare
Rare
Rare

Blast (8)
Blast (10)
Blast (5)
Blast (4)

Grenades
Sonic Grenade A new development, still rare
in most areas for the simple reason that they are
not 'lethal enough'. While the direct damage of a
Sonic Grenade might be little, the vibrations
still wreak havoc on living tissue specifically
brain tissue. Any being damaged by a Sonic
Grenade and whose armor does not completely
negate the effect, takes 1 Impact Critical
damage to their Head. However, as the
vibrations are not exactly lethal, Standard-Issue
Sonic Grenades do not have that effect on
targets with three or more points of Critical
Damage on their Head area. Illegal versions on
the other hand, might not be as limited.
Warp Grenade Having a devastatingly large
blast radius, compounded by the fact that they
wreck the Veil at the location of their
detonation, warp grenades make a mess, to
say the absolute least. Apart from arcs of
magical energy that tear through matter like a
power sword through butter, one also has to
contend with the devastating effects of so
blatantly ripping into the Warp; At the moment
of the explosion, the user rolls 5k5 and, if any
number comes up double, then Psychic
Phenomena are immediately invoked in the
location of the Grenade.

EMP Grenade Instead of looking to outright


kill an enemy dead, EMP Grenades seek to
remove an enemy's strength and leave them
grounded in the Middle Ages. Any machinery
within the Blast radius of an EMP Grenade
immediately ceases to function. The most
vulnerable of them actually get fried and need
repairs if they ever are to function again. Beings
that are at least partially mechanical take the
damage listed in parenthesis, while completelyorganic beings are unaffected beyond a feeling
of nausea as electrons batter their bodies.
Cluster Frag Looking like a lumpier frag
grenade, the cluster frag contains a number of
other, smaller grenades that are scattered
outward when the device explodes before
exploding themselves. The statistics given above
represent the parent grenade. When it explodes,
it scatters six miniature grenades within 6m;
treat these as frag grenades, thrown from the
origin of the original blast. High-quality versions
have additional child grenades packed inside... a
Good-quality cluster frag has seven, and a Bestquality or artifact cluster frag has eight.

130

Melee
Name

Type
Ordinary

Arm Claw

Melee

Damage Pen Avail


Proficiencies:
1k2 R

Parrying
Jitte
Hidden Blade

Melee
Melee

1k2 I
1k2 R

Melee

1k2 I

Arm Mounted

0
3

Uncommon
Rare

Quick Draw
Arm Mounted, Combat Sheath

Proficiencies: Melee 1

Syrneth
Mages Blade

Rare

Flexible, Reach

Proficiencies: Melee 3
Melee

2k2 E

Melee
Melee

3k2 R
3k3 R

Melee
Melee
Melee

2k2 R
2k2 R
1k2 I

Melee
Melee
Melee
Melee
Melee

4k2 R
6k2 R
3k2 I
2k2 R
4k3 R

Chain

MRare

Balanced, Power Field, Magic Enhancement (See


Description)

Proficiencies: Melee 3

Chain Weapon
Eviscerator

Unarmed
Chainfist
Power Klaw
Pile Bunker

4
8

Rare
VRare

Tearing
Two Hands, Unbalanced, Tearing

Proficiencies: Basic or Melee 2

Daemonic

8
4
4

MRare
VRare
VRare

Brawling, Power Field, Tearing


Brawling, Power Field
Brawling, Piston Punch (See Description)

Proficiencies: Melee 3
4
8
3
3
7

Melee
Ordinary
Arm Claw Sadly, many species in the Great Wheel
lack large teeth and fearsome claws. These arm
mounted blades give species cursed with fleshy digits
the ability to rip and tear while leaving their hands
free.

Parrying
Jitte The Jitte is a simple iron baton with a small
hook. Its perfect for bludgeoning people, hooking
onto clothes and putting joints out of place.
Hidden Blade The hidden blade is a complex
assembly mounting a simple switchblade underneath
the wrist by means of a bracer, with a trigger set so
that a simple twist of the hand will operate the
mechanism. It's a favorite among those sell-steels that
can get hold of one, just for the ease of drawing and
sheathing the deadly tool. Versions of Good or better
quality (or artifacts) feature a bracer sheathed in
metal, granting +1 Armor to the arm wearing the
device in addition to other benefits.

131

Uncommon

Proficiencies: Melee 2

Flail
Meteor Hammer

Hellblade
Manreaper
Staff of Change
Lash of Despair
Warpsword

Special

VRare
MRare
Rare
VRare
MRare

Razor Sharp, Volatile


Toxic, Unbalanced, Two Hands
Power Field, Orgone Array
Flexible, Shocking
Two Hands, Unbalanced, Volatile

Flail
Meteor Hammer The Meteor Hammer is a
single or set of weights at the end of a rope or
chain. This chain is swung around in a manner
capable of ruining people's day.

Syrneth
Mages Blade An absolute marvel of Syrneth
technology, the Mages Blade creates its blade
by projecting Warp energy into what amounts to
an inwards-focused Geller field. Because of this,
it channels energy like few items in the Wheel
can even an untrained spellcaster can use it in
place of a Focus. If, however, they know how to
use a weapon as a focus, they can use this blade
to cast Evocation spells in combat without
drawing Attacks of Opportunity. If the user
already has that ability, the blade's power is
enhanced even further by allowing the user to
use this weapon to cast any spell they know,
effectively attacking with the weapon to land the
spell, as if it was held in a 'charge'. If the spell
has a Blast radius, the wielder of the blade is not
exempt from it, but does gain the benefit of
Aura equal to their Caster level, if that would be
beneficial to them.

Chain
Chain Weapon Most commonly taking the
form of a chainsword or chainaxe, the more
important aspect of the weapon than its shape
are the deadly, spinning chainsaw blades. Often
sharpened to a monomolecular edge, especially
in the higher quality versions of this weapon, the
housing usually conceals most of the blade to
allow only a single, killing edge to be exposed.
Eviscerator A vast, two-handed version of a
chainsword, "Eviscerator" is the name usually
given to these weapons by the humans, who
have a distressing habit of arming frenzied, halfnaked women with these and throwing them
into battle. The weapon is usually twice as
weighty as a normal chainsword, at least, and
capable of utterly destroying lesser opponents.

Unarmed
Chainfist A piece of equipment almost
exclusively reserved for the Aasimar, used by
highly specialized boarding squads wearing the
heaviest of power armor. It essentially has a
knife-like chain weapon built into a normal
power fist, granting it superior armor
penetrating properties. This is used primarily to
gain access to spelljammer hulls, cutting
through metal doors and internal bulkheads. In
a pinch, however, it utterly ruins targets less
armored than a typical ship.

Power Klaw Always the ones to get their


choppy on, the Orks saw a Power Fist and
thought it needed something more. And so,
the Power Klaw was born. While other races
have taken the design and made their own
variations on it, the Ork version of the Power
Klaw remains a symbol of what an Ork can do
given proper motivation.

Pile Bunker Shaped like a bracer with an


enormous metal stake, the Pile Bunker uses an
explosive force to drive the stake into whatever
the wielder happens to be punching. Cocking
the piston requires a half action, but can be fired
as part of an attack to add +1k0 to the damage
and double the Penetration.

132

Daemonic
Hellblade Said to be gifts of Khorne to his
chosen, these daiklaives are crafted of blood and
fire and imbued with a Khornate thirst for
blood.

Staff of Change Often bestowed to certain


followers by Tzeentch, a staff of change is a long
cudgel imbued with warp energy that causes
utter chaos wherever it strikes flesh.
Lash of Despair Some Slaaneshi hierophants
occasionally find themselves in possession of
one of these lashes. The pain of being struck by
this torturous weapon is said to be enough to
make Modrons scream.

Manreaper A terrifying corruption of the


otherwise beautiful Syrneth grimscythe. Rusted,
pitted and so thoroughly imbued with Nurglite
energy that it drools horrific toxins at all times.

Warpsword The blessing of Malal for those


champions strong enough to lay hold of its hilt.
Lighter and more balanced than the grand
daiklaive it resembles, it is a blade forged of
terror and malicious intent, quenched in the
blood of daemons until it darkens beyond
blackest pitch, shining like gold in the chaos of
the Warp.

133

New Magical Material

Adamantine
Adamantine is an odd cyan metal that
develops in tangled strands in stone exposed to
large amounts of magical energy, first
discovered in small amounts in the depths of
Pandemonium. These strands, once extracted,
can be woven into shining silk-like cloth as well
as compacted into wafers; unlike the other
magical metals, any armor can be made from
adamantine. Objects thus crafted seem to feed
on magic, growing warm in its presence as they
leech on the residual energies.
The presence of adamantine in a cloth
weave has remarkable effects on what would
otherwise be ordinary cloth. Ordinary clothes
made with as little as ten percent adamantine
fibers can offer protection rivaling common
mesh armor, and clothing made with thirty
percent or more rival flak armor in its protection
rating. Heavier armor employs shaped wafers in
addition to cloth weave of no less than fifty
percent adamantine fibers, and is known to
restrict movement far less than even mithril
does.

Weaponmakers employ adamantine


differently depending on the weapon in
question. Lighter than steel and far stronger,
with its unique appetite for magic, adamantine
is most often used to edge bladed weapons, with
a backing of durable steel to keep its weight up,
though Syrneth weapons have been found that
consist of merely a wireframe shaped into the
semblance of a weapon with adamantine netting
filling the gaps. Flails typically employ a ribbon
of adamantine cloth in the place of more fragile
chains, and like hammers or other crushing
weapons they tend to menace with spikes of
adamantine on the business end, if they aren't
created by wrapping a heavier metal in a sheath
of adamantine cloth.
A bionic arm or leg of adamantine is
crafted in similar fashion to a glove or a sock, in
reverse; adamantine threads are sutured to the
stump, and from there they are woven into a
likeness of the missing limb. A bionic heart
simply requires the threads to be woven into the
actual organ, which resumes beating as if
nothing had happened afterward.

134

Special: Proximity to adamantine


interferes with magic. Any character casting a
spell within 10m of exposed adamantine (a
weapon, armor, or cybernetic arms or legs, but
not special ammunition or a bionic heart) takes
-2k1 on the Focus Power test.
Melee Weapon: The weapon ignores
the Daemonic trait. It also ignores magical
defenses against attacks (such as the Shield or
Mage Armor spells) unless the target succeeds
on an Arcana + Willpower test opposed by your
attack roll.
Ranged Weapon: The weapon ignores
magical defenses against attacks (such as the
Shield or Mage Armor spells) unless the target
succeeds on an Arcana + Willpower test
opposed by your attack roll.
Special Ammunition: Adamantine
strands are woven tightly around a lead slug and
compacted by the casing. Adamantine
ammunition ignores the Daemonic trait.
Armor: The Max Dex of adamantine
armor is increased by 1. Adamantine armor
provides only half the normal penalty for
wearing it, and no penalty at all for heavy armor
if proficient. Armor that isn't primarily metal
can be made from Adamantine, and generally
resembles normal clothing.
Bionic Arm: The arm ignores critical
damage caused by magical sources. By spending
a Resource Point, the user can gain the benefits
of an Adamantine melee weapon on unarmed
strike attacks made with the bionic arm, and
change the damage type from I to R if desired.
Bionic Locomotion: Gives the user
+2k0 on Athletics and Acrobatics tests, and
ignores critical damage caused by magical
sources.
Bionic Heart: An adamantine heart
bolsters its wearer's magic resistance. You gain
the Magic Resistance asset. If you already have
it, increase the TN of all spells targeting you by
your level.

135

Promethean Material Asset:


Adamantine is an ultralight blue-green metal
that inhibits the effects of magic. Gain Aura
equal to 3 + your Generation that does not
stack with other sources of Aura. You can spend
a Pyros to increase your Aura by 3 until the end
of the scene.

New Vehicle Drive

Munchausen Drive
Drive Rating: 10 (Flying
A Munchausen Drive is the
means by which vehicles smaller than
spelljammers can escape into the
starry void. It typically does this by
using incredibly powerful reactors to
send the vehicle in a straight line so
fast that it just shoots off in to space.
While this allows for space travel, it
also makes it a little dangerous to
use within an atmosphere.
* Falin: A Vehicle with this
drive is restricted in how it may move
within a planet's gravity. If a vehicle is
using this drive within the atmosphere
of a planet, it may only make Punch-it
actions to accelerate, and may not
change its direction. The vehicle must
reach momentum 10 to maintain
escape velocity. If it fails a test, or
attempts to change course while still
within the planet's gravity, it goes Out
of Control.
* Sub-Aether mode: A
Munchausen Drive allows for a ship to
travel through the Warp in the same
fashion that large ships do, despite the
smaller size, thanks to a complex and
compact power source.
Special: When building a ship
with a Munchausen Drive,
environmental seals have a cost of 0.
Special: Despite being a space-faring
vessel, it is unlikely a vehicle sporting a
Munchausen Drive can take a hit from a
spelljammers armaments, or deal comparable
damage in return. For more details on the
matter, please refer to Book 2.

136

Vehicles
Note: Vehicles shown here were made
using the vehicle creation rules in Book 2. You
should look there if you want to make a few of
your own!

Tracked APC
First fielded by mechanized infantry
units on lower tech planets, variants of the
tracked APC are still utilized by larger military
forces for their stalwart performance and
amphibious drive capabilities
Accel 2, Speed 3 Size 10 Maneuver 0
Tracked Drive
Miniaturized Cockpit, Miniaturized
Variable Drive (Naval), Light Hardened Armor,
Miniaturized Passenger Space x4 (8 people),
Miniaturized Copilot, P-Weapon Mount
Special: May ignore the Islandhome
rule of Naval Drives.
Total Cost: 122

Cigarette Boat
Designed as a fast smuggling vessel to
get you from pickup to drop off as quickly as
possible over water, the Cigarette Boat is
designed to do just that. It has a nice big engine,
large storage for its size and a sensor suite
designed to help it stay hidden.
Accel 4, Speed 6, Size 12, Maneuver +0
Naval Drive
Miniaturized Cockpit, Composite
Frame, Passenger Space, Hidden Space x2,
ECM, Partial Wing 2, Sensor System, Open
Topped
Fragile
Total Cost: 153

Thunderbolt
When you're hunkered down behind a
sliver of cover taking heavy fire, there is no more
reassuring sound than the twin engines of the
Thunderbolt screaming in from the distance.
That's what you think anyway, until you hear it
begin to unload its heavy ordinance. Then you
know the most reassuring sound you'll ever hear.
Accel 5, Speed 10, Size 16, Maneuver +5

Aerospace Drive
Cockpit, Heavy Ferro-Fibrous Armor,
Environmental Seals, Ejector Seat, Reinforced
Frame, Basic Equipment
Light Punisher Gatling Cannon
Total Cost: 275

Hover Bike
The Hover Bike is the pinnacle of
irresistibility for teenage boys looking to impress
girls and middle age men having a mid-life
crisis.
Accel 3, Speed 5, Size 4, Maneuver +5
Hover Drive
Light Standard Armor, Miniaturized
Cockpit, Cargo Space (.5 cubic meters), Open
Topped
Total Cost: 75

137

LRM Carrier
The LRM Carrier eschews all other
weapons for a pair of Long Range Missile
launchers. To make room for the extra
ammunition the already barren cockpit has been
slimmed down even further.
Accel 2, Speed 5, Size 12, Maneuver -7
Tracked Drive
Miniaturized Cockpit, Copilot Seat,
Medium Hardened Armor
LRM Launcher x2
Overheating, Fragile
Total Cost: 100

Dreadnought
A large, walking tank which carries both
powerful guns and lethal close combat
weaponry, armored to withstand all but the
most powerful of firepower. Each Dreadnought
contains a living being, permanently interfaced
with the machine through a form of Mind
Impulse Unit. Dreadnoughts are surprisingly
agile, able to walk and balance with the ease of a
living creature.
Accel 2, Speed 3, Size 13, Maneuver +5
Walker Drive
Coffin, Medium Hardened Armor,
Environmental Seals, Reinforced Frame,
Manipulator Arms, +3 Strength
P-Weapon Mount x2
Interred: Having nearly died, little of
you is left. The parts that are only survive via
the systems built in to a Dreadnought.
Total Cost: 162

Magitek Armor
Magitek Armor is a vehicle specifically
developed for channeling the Warp. The vehicle
offers impressive amounts of protection for the
passenger and an ability for them to put their
mind bullets to use with an excellent view of the
battlefield.
Accel 1, Speed 3, Size 8, Maneuver +0
Walker Drive
Miniaturized Cockpit, Light Hardened
Armor, Light Hexagrammatic Wards, Void
Shield 10, Basic Orgone Antenna, Open
Topped
Total Cost: 91

Land Speeder
The Land Speeder is a light anti-gravity
vehicle which serves as the primary
reconnaissance, scouting, resupply and fast
attack vehicle.
Accel 4, Speed 6, Size 12, Maneuver 0
Hover Drive
Cockpit, Copilot, Light Hardened
Armor, Open Topped
Personal Weapon Mount (Manned by
copilot)
Total Cost: 158

Main Battle Tank


Most races have some variation of a
main battle tank. While aesthetics change, the
overall functionality remains the same a
heavily armored vehicle capable of dishing out
damage as well as it takes it.
Accel 4, Speed 3, Size 18, Maneuver 0
Tracked Drive
Cockpit, Miniaturized Copilot Seat x3,
Heavy Hardened Armor, Reinforced Frame
Turret-mounted Autocannon/5
Forward-mounted MP Lascannon
Total Cost: 257

Heavy Combat Bike


Well-armored and well-armed bikes,
used by those who wish to tear up opponents as
well as asphalt.
Accel 3, Speed 7, Size 9, Maneuver +3
Wheeled Drive
Cockpit, Medium Hardened Armor,
Reinforced Frame, Open Topped
Personal Weapon Mount x2
Total Cost: 92

138

Gun Drone
An unmanned aerial vehicle (UAV),
colloquially known as a drone, is an aircraft
without a pilot on board. Its flight is controlled
either autonomously by computers in the vehicle
or under the remote control of a pilot elsewhere.
Accel 4, Speed 5, Size 3, Maneuver +10
VTOL Drive
Remote Uplink System, Light Standard
Armor, Cargo Space (.5 cubic meters)
Personal Weapon Mount
Total Cost: 109

Stinger BattleMech
A light BattleMech built for roles such
as reconnaissance, scouting, raiding, and more.
With a light but varied armament and jumping
capability, its suitable for several roles.
Accel 4, Speed 6, Size 15, Maneuver +5
Walker Drive
Cockpit, Light Hardened Armor,
Manipulator Arms, Standard Jump Jets, Sensor
Suite, Basic Equipment
Omnimount
Personal Weapon Mount x2
Total Cost: 217

Rifleman Battlemech
Designed as an anti-aircraft
BattleMech, the Rifleman mounts a wide array
of long-ranged weaponry. Its targeting system
makes the Rifleman excellent at its designated
role, but light armor and poor heat management
make it a merely adequate solution against
earthbound opponents.
Accel 2, Speed 3, Size 20, Maneuver +5
Walker Drive

139

Cockpit, Medium Hardened Armor,


Standard Sensor System, Basic Equipment,
Onboard AI w/ TAPS/4 Ballistic Chip and
RAM/3 Array
Ultra Autocannon/5
Multilas
Personal Weapon Mount x2
Overheating
Total Cost: 189

Cyclops BattleMech
A heavy assault BattleMech for use by
field commanders. A decent mix of weapons
provides the Cyclops with both long- and shortrange firepower and a sizable engine to keep up
with mobile operations. More importantly, a
holographic battle computer allows for easy
commanding of brigades, while a built-in comm
suite allows for planet-wide communications.
Accel 2, Speed 4, Size 23, Maneuver +0
Walker Drive
Miniaturized Cockpit, Ejector Seat,
Medium Hardened Armor, Advanced Sensor
Suite, Manipulator Arms, Environmental Seals,
Basic Equipment, Copilot
Miniaturized Autocannon/20
LRM Launcher
Multilas
SRM Launcher
Only One Ejector Seat: The copilot best
trust the person behind the wheel in the event
of the Cyclops destruction, only the primary
pilot is ejected. The copilot must claw their way
out of the wreckage.
Total Cost: 356

Blitz Aerospace Fighter


Aerospace Fighters are designed to
work in atmospheres or in the void; they fill a
number of niches, from reconnaissance, escort
and assault. The Blitz model is designed for
lightning strikes and quick retreat. Fly in, do the
damage and get away. The LRM rack and PPC
provide a respectable punch at varying ranges
and the rear mounted Ultra AC/2 is an effective
deterrent to pursuit.
Accel 4, Speed 13, Size 20, Maneuver +0

Aerospace Drive
Cockpit, Medium Harden Armor,
Environmental Seals, Basic Equipment
Particle Projection Cannon
LRM Launcher
Rear-mounted Ultra Autocannon/2
Total Cost: 255

Stealth Bomber
Designed to avoid detecting use all sorts
of advanced technology, stealth bombers have
the simple goal of flying in unnoticed, unloading
their ordinance, and then getting the hell out.

Mobile Medicae (Floating Bandage)


In the Great Wheel there are endless
ways to become hurt, maimed and killed.
Modern military forces cannot treat all injuries
on the front lines and those forces
compassionate to offer more than a mercy
killing to their wounded generally have some
form of armored ambulance. The Mobile
Medicae is a high tech example. It featured a
stabilized hover drive to give the injured and
their attendants the smoothest ride on the way
to hospital. Those forced to provide overwatch
to the vehicle derisively call it the Floating
Bandage.
Accel 4, Speed 5, Size 15, Maneuver +5
Hover Drive
Miniaturized Cockpit, Light FerroFibrous Armor, Passenger Space x4, Cargo
Space (2 Cubic Meters), Basic Equipment
Medical Stocks: The Mobile Medicae
has ample supply to treat most any injuries seen
on the front lines. All Medicae skill test are at
+1k0.
Total Cost: 163

Accel 2, Speed 10, Size 23, Maneuver +0

Aerospace Drive
Miniaturized Cockpit, Light Hardened
Armor, ECM, Environmental Seals,
Thermoptic Camo, Advanced Sensor System,
Basic Equipment
Homing Arrow IV Launcher
Total Cost: 188

140

Additional Ship
Components
New Hulls
Tanaka-class Scout
The Tanaka-class spaceframe could be
said to be "one-third steamboat, one-third
sultana... and one-third cold vacuum;" not only
was most of the hull cut out, but a fair portion
of the life-support, module volume, and weapon
mountings, too. While decreased safety does
increase savings in mass and money, it also
tends to result in things spontaneously
combusting - which would be why most vessels
of this class are constantly depressurized, with
the crew wearing voidsuits for the entirety of
their voyage, so as to prevent fires. Cheap to
construct, and therefore very much expendable,
it's not uncommon to find vessels of this type
rushed to the front fitted with little more than a
self-destruct - and a melta-array, if the captain is
lucky. While you won't be seeing very many of
these far from the primitive rim-worlds where
they're often built, you likely will be finding an
abundance of these on and above those same
worlds.
Hull Class: Shuttle
Cost: 5 BP
Crew: 6
Hull Strength: 20
Maneuverability: +5
Acceleration: +5
Speed: 9
Sensors: +0
Consoles: 1 Universal
Weapons: 1 Forward

141

Kepler-class Probe
While formally referred to as the
"Johannes-class Ultralight Covert
Reconnaissance Vehicle," the test captain and
her crew's somewhat infamous streak of neardeaths in the first fourteen prototypes became a
commonly recounted tale among those in the
business of prodding around the Astral Sea, and
what they christened their ships (partially for the
records, partially to keep morale up; if you're
flying the "Kepler XI," that likely means you
haven't died 10 times) became the class's
colloquial name. Originally deployed as a series
of agile and low-observable recon ships, the
Kepler proved valuable in industrial espionage
a job it did well, aside from its first fourteen
iterations being destroyed or near-slagged (a tale
for another time). Still, despite having armor
made of what might as well be tin-foil, its
superb and almost fighter-like capacity for
graceful high-gee maneuvers has proven it a
valuable asset to any recon group - despite its
low crew and equipment count. As said in the
pilot's manual, which was written largely by the
test crew: "When in deadly danger, when beset
by doubt, pray the afterburners are fine and
bring the ship about"
Hull Class: Escort
Cost: 15 BP
Crew: 3
Hull Strength: 10
Maneuverability: +5
Acceleration: +15
Speed: 12
Sensors: +5
Consoles: 1 Arcana
Weapons: Unarmed
Stealthy: Silent Running tests are made
at +10.

Tchar-class Raider
Despite being plagued by a long spoolup time, the unique (and fragile) propulsion
mechanism borne by the Tchar-class gifts it with
agility that is surprising even for an Escort - as a
product of this, a Tchar is can easily turn on a
dime. However, don't expect it to be able to
spot much: interference from the motors tends
to disrupt scanning.
Hull Class: Escort
Cost: 25 BP
Crew: 12
Hull Strength: 30
Maneuverability: +10
Acceleration: -5
Speed: 10
Sensors: -5
Consoles: 1 Arcana, 1 Tactical
Weapons: 2 Rear
Fragile: Critical hits against this hull are
rolled at +2
Agile: Capable of performing 180degree turns instead of 90-degree turns.
Kitty Hawk-class Strike Carrier
Considered by many to be the first hull
specifically designed to bear strike-craft into
combat, the Kitty Hawk is noteworthy for its
nigh-complete lack of armament but excess of
Tactical console slots, allowing it to carry quite
a few wings into battle. Its speed allows it to
easily act as a mobile resupply point for its
fighters, as well as weave around the edges of a
pitched battle and deploy bombers strategically
to pick off unsupported vessels. While
somewhat expensive to equip and supply, it is
best not to underestimate its tactical value.
Hull Class: Destroyer
Cost: 35 BP
Crew: 22
Hull Strength: 35
Maneuverability: +0
Acceleration: +5
Speed: 9
Sensors: +5
Consoles: 1 Arcana, 2 Engineering, 3
Tactical, 1 Universal
Weapons: 1 Forward

Dunwich-class Ship of the Line


Intended to serve as a high-firepower
Cruiser capable of strafing with heavy guns or
forward/rear 'broadsides' with side-mounted
batteries, the Dunwich can hold its own in most
combat situations. It is - however - an aging
design, and as such lacks the natural capacity for
Arcana modules that most other shipwrights
would take for granted, as well as having rather
sluggish propulsion systems.
Hull Class: Cruiser
Cost: 50 BP
Crew: 20
Hull Strength: 80
Maneuverability: -5
Acceleration: -5
Speed: 6
Sensors: -5
Consoles: 1 Command, 3 Engineering,
2 Tactical, 1 Universal
Weapons: 3 Port, 3 Starboard
Panopticon-class Observation Platform
Like the Babylon-class, the Panopticon
is a completely immobile orbital "watchman,"
easily capable of performing long-range scans.
With its highly sophisticated thaumaturgical
sensors, the Panopticon may scan "off-center,"
effectively allowing it to throw an Active
Augury's point of origin elsewhere in space, but
this reduces its sensors bonus for the Augury
roll by the distance in VUs between it and the
area it is scanning. While the first iterations of
this design may have been used for Warp
telescopy, it has also found use as a command
station on outlying worlds.
Hull Class: Destroyer
Cost: 60 BP
Crew: 10
Hull Strength: 60
Maneuverability: -30
Acceleration: N/A
Speed: N/A
Sensors: +25
Consoles: 2 Arcana, 2 Universal
Weapons: Unarmed
Fragile: Critical hits against this
hull are rolled at +2.

142

Blood Wind-class Basestar


First designed to act as a tender for
numerous strikecraft squadrons, the Blood
Wind-class hull - like most carriers, both sea
and spaceborne - is capable of projecting force
over a large area due to the nimbleness of
aforementioned strikecraft, provided it has
dedicated hangar space. While not the most
heavily armed and armored battleship-size craft,
it can be refitted to serve most other needs,
thanks to its unsurpassed crew capacity and
space for Tactical, Engineering, and Universal
modules. Potential alternative uses include
acting as a torpedo depot, marine transport,
flagship, or bearer of CIWS/ECM equipment.
Hull Class: Battleship
Cost: 90 BP
Crew: 30
Hull Strength: 75
Maneuverability: -10
Acceleration: -5
Speed: 4
Sensors: +5
Consoles: 1 Arcana, 1 Command, 2
Engineering, 4 Tactical, 2 Universal
Weapons: 2 Forward, 2 Rear

143

Mayflower-class Liner
Once intended to slowboat to other
Crystal Spheres through the Astral Sea, the
Mayflower-class began to see use as a personnel
carrier for both naval officers and marines after
humankind obtained Warp travel capabilities.
Capable of carrying an astounding 3,000
sapients right out of the drydock - although only
400 can be up and about at once, due to a lifesupport system designed in a more civilized age
- it's an invaluable asset for both boarding and
planetary invasion operations. It is, however, a
slug among slugs - don't expect it to be going
anywhere fast, and by any definition of fast.
Hull Class: Battleship
Cost: 90 BP
Crew: 8
Crew Stasis Capacity: 52
Hull Strength: 50
Maneuverability: -15
Acceleration: -10
Speed: 3
Sensors: -5
Consoles: 1 Command, 4 Engineering,
1 Universal
Weapons: 1 Forward, 1 Rear

Tessier-class Super-Dreadnought
The pinnacle of capital-ship
engineering, a Tessier is monolithic enough to
be capable of stuffing even what would be
considered a spinal gun into a superheavy turret.
As if that weren't enough, this goliath has
enough armor to shrug off what might be a
critical hit on lesser ships. However, the Tessier
is likely going to be the slowest vessel in the fleet
by far, and therefore a prime target for bombers
and Rift or Spore torpedoes; as such, only the
unwise dispatch a Tessier without adequate
point-defense coverage.
Hull Class: Battleship
Cost: 200 BP
Crew: 45
Hull Strength: 160
Maneuverability: -15
Acceleration: -10
Speed: 2
Sensors: -5
Consoles: 1 Arcana, 3 Command, 2
Engineering, 3 Tactical, 2 Universal
Weapons: 4 Port, 4 Starboard, 1 twobarrel Omni (See Omni-Turret)
Omni-Turret: Can hold up to two nonturret weapons, which can rotate up to 45
degrees a round, deciding what they can hit.
Sturdy: Critical hits against this ship are
rolled at -2.
Hard to Move: Ships with this hull can
only rotate 45 degrees where other hulls could
rotate 90 degrees.
Obvious: Silent Running tests are made
at -20.

Babylon-class Orbital Defense Fortress


The Babylon-class is sometimes
referred to not as the orbital construct it is but
instead as an "artificial moon," and with good
reason; capable of supporting a total of 25,000
people indefinitely, it's very clearly visible in the
night sky above any world it happens to be
orbiting. It is, however, completely stationary
and thoroughly incapable of escaping the gravity
well of whatever world it's built over; it cannot
perform Maneuver actions and will naturally
rotate 20 degrees, in a direction decided at the
time of its construction, every round. While
entirely useless on offense, a fully kitted-out
Babylon is a rather formidable barrier against
planetary invasion.
Hull Class: Battleship
Cost: 400 BP
Crew: 50
Non-Crew Personnel Capacity: 450
Hull Strength: 250
Crit Modifier: -3
Maneuverability: -30
Acceleration: N/A
Speed: N/A
Sensors: +30
Silent Running: -30
Consoles: 3 Command, 12 Universal
Weapons: 3 Forward, 3 Rear, 3 Port, 3
Starboard
Sturdy: Critical hits against this hull are
rolled at -3.
Obvious: Silent Running tests are rolled
at -30.

144

New Weapon Type: Point Defense


Any fast-tracking and accurate close-in
weapon system designed to intercept and
destroy guided ordnance before they can impact
with their intended target can be listed under
the general category of Point-Defense - and due
to the pinpoint precision they require, weapons
of this type may only be mounted in Lance
batteries. They may be fired as a reaction to a
torpedo being launched from or at a ship within
the weapons firing range and arc, or the ship
bearing the point-defense itself, if they have not
already been used this round. This is treated as
a Shot Guns test, with the torpedo's "static
defense" being its roll to hit the ship - and,
should the test end a success for the defender,
the torpedo is destroyed. Due to their reliance
on accuracy instead of caliber, they take -2k1 to
Damage, -3 to Disruption, -5 to Critical rating,
but receive a +15 bonus to Accuracy in turn.
Point-Defense batteries cost an additional 5 BP.

New Torpedo: Spore


Dam
0k0

Dis
0

Crit
N/A

Acc
-10

Rng
15

Arc
Narrow

Cost
6

"Sporeheads," so-named for the most


noticeable effect of their use, (widespread
ecological damage due to the spread of a
superbly engineered collection of fast-growing
fungi) happen to be outlawed in just about every
remotely civilized Crystal Sphere, and those
found to possess them tend to be branded
terrorists and given the death penalty. This is a
consequence of the inhumanity of this weapon;
while Sporeheads do not do damage directly,
they instead bore into a targeted ship - provided
its shields are down - and release a murderous

145

combination of pathogens and the toxic brew


they inhabit while in transit to a target ecology.
Not only is this very unpleasant - and lethal - to
anybody with the misfortune of sharing a room
with the torpedo, but this can also be lethal to
anybody sharing a ventilation system with it as
well. Needless to say, the lucky ones are those
who die fast. Should a Sporehead impact with a
ship without active shields, 4 Crew are
immediately lost, and - until a Command test
against a TN of 20 to effect a quarantine is
passed - two more Crew will be lost every round
afterwards. Should another Sporehead impact,
the vessel only loses 4 more Crew - the deathsover-time thing doesn't stack.
When used in Planetary Bombardment,
Sporeheads disperse their payload in the upper
atmosphere; it can be days or weeks before the
microbe invaders, dispersed across tens or
hundreds of kilometers, land and begin to wreak
havoc on both the local ecology and any people
who happen to be living in it.

New Components
ARCANA CONSOLES
Backscatter Inducer
Arcana Console
Cost: 10
Most commonly referred to as
"deflectors," Backscatter Inducers tend to
induce in the minds of all on the receiving end
of it that feel when you nearly nail a Sultana
with a Rift torpedo, only to find it reflected
straight back into your face. A ship with a
Backscatter Inducer may, after passing an
Arcana test of TN 15, reflect any one attack
made against it back at its origin. After a
successful use, it requires 1d10 rounds to
recharge.
Blood-Pact Stone
Arcana Console
Cost: 10
So I heard you were looking for a
helmsman from the Umbra? Perhaps you
wanted an eldritch horror for an arcana officer?
Or maybe trading human sacrifices for blessings
is more your thing... Having a Blood-Pact Stone
increases all Warp Encounters rolls for the ship
by 2 and decreases maximum Crew count by 2
(However, this may not result in a Crew count
less than one) but increases effective crew count
by 6 (e.g. if it were on a Steamboat class,
effective crew would be 16 instead of 12,
meaning you could roll 16 dice total, but you
actually have 10 Crew) Should Crew count be
reduced to 0, the ship goes berserk/is possessed
and tries to ram or shoot at the nearest
ship/station/planet, with a dice pool of 6 - all of
which are kept on whatever tests performed, as
decided by the SM. If the Stone is damaged or
destroyed while there are no crew, however,
then the ship is inert as though it had no crew or
Pact Stone. Should the Stone be damaged or
destroyed while there are crew, you lose the
bonus of the Stone but keep the -2 Crew
capacity and +2 to Warp Encounters rolls.

Umbracidium
Arcana Console
Cost: 30
An Umbracidium rends a very brief and
highly unstable tear through the Umbra capable
of, effectively, allowing short-range sub-Warp
jumps. A ship with this console is capable of
selecting a direction and performing an Arcana
test - and doubling the result - to determine how
many VU it will jump. After use, it may not be
used for another 1d10+5 rounds due to a lethal
buildup of bad luck within the drive coils.
Warp Chaff Emitter
Arcana Console
Cost: 25
A crude Thaumaturgic
Countermeasures system, Warp Chaff serves to
- rather than hide a vessel from notice - make a
ship and its general surroundings the most
enticing target for guided weaponry by
swamping sensors in false augury returns.
Should a launched hostile torpedo have a ship
with an active Warp Chaff system within its
range and arc, it will be attracted towards it and
veer from its intended trajectory to instead
attack the ship with the active Chaff console suffering a -5 penalty to accuracy in the process.
The launching ship may, through an opposed
Arcana test against the Chaff-emitting ship,
attempt to return the torpedo to its original
course. Should an Emitter-equipped ship be
jammed, the Emitter will offline and may only
be returned to activity when the ship is not
suffering the effects of a jam. Activating an
Emitter is a complex and tedious task not
entirely unlike booting up, operating, and
maintaining a UNIVAC, and therefore requires
an Arcana test against a TN of 15; however,
once online, it may be deactivated at will by the
Chief Arcana Officer of the ship.

146

Flux Disentangler
Arcana Console
Cost: 10
A Flux Disentangler serves to increase a
ship's resistance to jamming attempts by
allowing it to neutralize sensor noise. The ship
receives two free raises on all rolls made to
counteract jamming.

COMMAND CONSOLE
Ansible
Command Console
Cost: 15
A Fleet Command Link, colloquially
known as an Ansible, allows a single designated
Admiral to extend the jurisdiction - and
therefore bonuses - of their command actions
into aligned ships that are also equipped with a
Link. Any ships that are jammed are cut out of
the link until such time as they regain
communications capability.

ENGINEERING CONSOLES
Contamination Proofing
Engineering Console
Cost: 5
A few modifications to vessel design
such as distributed life-support, atmosphere
monitors, and readily-available chemsuits later,
and the ship only loses half as much Crew from
the effects of Sporeheads, as well as providing a
free raise to the Command test to restore order
and prevent further fatalities.
Retrorockets
Engineering Console
Cost: 10
Should the helmsman succeed at a pilot
test of TN 10, the ship may move up to its
maximum speed backwards and change its
heading to any. A cooldown time of 1d10
rounds is necessary before reuse.

147

Stasis Pods
Engineering Console
Cost: 15
For every Stasis Pod console, you have
another 4 crew in stasis. As these pods don't
come with any extra life support, this does not
increase the maximum amount of warm bodies
you can have active at once - a Steamboat with a
Stasis Pod can't have all 16 crew active, for
example, and is still limited to 12 at once - but
you can microwave revive Crew in stasis with a
Tech-Use test with a TN of 10, a success and
each raise allowing you to bring one more
crewcicle back from suspended animation to
replace a lost/absent unit of Crew (up to the
ship's maximum). Excess Crew or passengers
may freely enter unoccupied Stasis pods at will.

TACTICAL CONSOLE
Minelayer
Tactical Console
Cost: 20
By performing an engineering test of
TN 10, one torpedo (+1 per raise) may be
converted into a mine. These mines may be
stored for future dispersal - like a torpedo - or
immediately scattered anywhere within 2 VUs of
the dropping ship; they become active (meaning
they can be told to fly into legal targets) three
rounds later. Mines function almost exactly like
torpedoes; this means that they keep their firing
arc limitations and therefore need to be pointed
in a direction upon deployment. However, their
range is halved (due to the autonomous
guidance and IFF package necessary) and they
are, of course, stationary. Should any hostile
ship or wing of strikecraft not running silent
enter or pass through their firing arc, they may
attack (as a reaction to the ship entering their
arc) as a torpedo, using the Crew Quality of the
ship they were dropped plus one as rolled and
Crew Quality as kept dice for the hit test. A
Minelayer console can store 5 torpedoes or
mines. Detecting a mine requires an Active
Augury which is not directed against a ship, the
result of which determines within how many
VUs of the ship performing the augury mines
are revealed.

For example, if a Monitor-Class Exploration


Ship were to perform an Active Augury targeted
at local space, getting an 8, along with the +10
to sensors from the hull would result in it
detecting any mines within 18 VUs. It detects
the Quath Mine 9 VUs away, but only after
entering the mines target range. If the mine was
dropped by a ship with a Crew Quality of 3, it
would roll 4k3 to hit the ship and - should the
test succeed - deal damage as though it were a
regular Quath Torpedo. Hitting a deployed
mine with a ship-based weapon requires a
ballistics test against a TN of 30, with success
resulting in the destruction of the targeted mine.

UNIVERSAL CONSOLE
Laboratory
Universal Console
Cost: 15
Your ship has a research facility
installed, operated by only the brightest
sorcerers/physicists/psychologists/engineers/etc.
given access to the bleeding edge of engineering
and analytical technology. Constantly collecting
and measuring information, every now and then
these masters of their fields can - in a flash of
insight - get you out of a jam or solve a problem
in a seemingly magical fashion. Once per scene,
you may choose to automatically pass a test of a
category dependent on where the Lab is located
(For example, Command tests if you put
it in the place of a Command console),
receiving raises equal to Crew Quality or
the Bridge Officer's dots in the tested skill.
If the Lab is in a Universal slot, you may
instead choose to have it spectacularly
explode in some strange reaction which
miraculously kills nobody and just
happens to negate one non-Maneuver
action taken by a hostile ship.

148

Strikecraft
Hangar
Tactical Console
Cost: 5 + 10*X
For speedy force projection at long
ranges, hangars allow a ship to launch
squadrons of purpose-built light and agile
single-person vessels. Detecting a wing of
strikecraft requires either an omnidirectional
Active Augury, the result multiplied by three
determining within what distance you spot
strikecraft that round, or that they enter within
20 VUs of an owned or aligned vessel. Should a
strikecraft wing be fired on, the number of
allocated crew killed is equal to 1 + however
many raises the attacker received on the hit test.
Strikecraft only have so much power and fuel,
and therefore must resupply every twelve rounds
or be left dead and adrift with no life support so, essentially, destroyed. Completely destroyed
wings can be replaced while the ship is in port,
and can be treated as Torpedoes with a cost of
X+1 for acquisition purposes. X is a variable
with a value dependent on the class of ship the
hangar is part of; 1 for Escorts, 2 for Destroyers,
3 for Cruisers, and 4 for Battleships. All
maneuver actions roll and keep Crew Quality,
or the appropriate stat for the Flight Controller
bridge officer. This upgrade can be taken
multiple times. One Hangar allows a ship to
carry, launch, and resupply one wing (which
may have a maximum of 5 Crew allocated to it)
of strikecraft of the types listed.
Strikecraft, like other ships, have a
Static Defense of three times their Crew Quality
+ Maneuverability.

Strikecraft: Interceptors
Maneuverability
+10
Acceleration
+25
Speed
13 + Crew Quality
Your conventional fighters, these may fire on any
craft within 5 VUs, rolling Crew and keeping
X+1 before adding Crew Quality*2 to the result.
Should the attack be made against a spaceship,
they roll Crew and keep X and halve the result
for damage, and do not roll on the Critical table.

Strikecraft: Bombers
Maneuverability
+5
Acceleration
+15
Speed
11 + Crew Quality
Take an Interceptor, replace the repeating arrays
with a spine-mounted cannon or similar heavy
armament, and you have just made a Bomber.
Bombers may fire against craft within 5 VUs,
rolling for a hit with Crew and keeping X+1, but
when firing on other strikecraft they do so with a
-10 modifier. Should a hit be made, they roll
Crew and keep X for damage - along with rolling
on the Crit table at +Crew Quality. Attacks may
penetrate shields, but doing so halves the damage
received and subtracts 5 from their Crit rating.
Bombers may also carry and deploy X+1 mines.

Strikecraft: Support
Maneuverability
+10
Acceleration
+10
Speed
7 + Crew Quality
Exactly what it says on the tin; they can Support
a craft within 1 VU - refer to Book 2 for
Fightercraft Support rules, except Crew lost
when taking a shot is equal to 5 minus X and the
variable X used, instead of being Crew Quality,
is the X as used here plus one. They count as
having a Point-Defense turret equipped, rolling
to hit with the same rules as Interceptors.

Strikecraft: Infowar
Maneuverability
+5
Acceleration
+15
Speed
1 + Crew Quality
Rather than carrying conventional weaponry, a
squadron of information warfare craft is capable
of performing Active Auguries or Jamming,
rolling Crew and keeping X+1.

149

Credits
LawfulNice For making the game at all
The countless sources of material used to make DtD
T_A Ophidian, Font stuff (Wellspring), Catfolk
Soulblazer_87 Arachne, Minotaurs, Adventurer class, Kython
Stuff (Zerg), Duelist class, Overlord, Weapons, Para-Psyker
(Psylord), Eldritch Advent Sword School
weredrago2 The Geth, Kryptonian
Eisenritter The Vanara, Grappler class, Infernal Monster
Sword School, Killer Doll Sword School Flavor, Lizardman,
Dark Messiah Sword School, Sohei class, Psycho class,
Nephilim, Phoenix, Weapons, Adamantine, Sphinx, Daemonic
Weapons, Riders of Revelations classes (Blackguard,
Deathknight, Dragoon, Fury), Demiurge, Aphonic Wind Sword
School, Kython, Gith (Remastered), Sage, Goliath
Highwind Font stuff (Champion), Killer Doll Sword School
Arcanist Force Sensitive, Infinite Choir Sword School
Mallow Font stuff (Wellspring)
Zed Original Symbiote
Kwak Base classes, Helmsman class
Judanas Maid class
konrad13 Goblin
Divergent Reality Weapons, Vehicles
Yog-Sothoth Ikthys, New Ship Hulls, Ship Components,
Riven
Almaz Revised Chain Weapons
SporkMaster5000 Font
ReptileViking Original Gith
Yulond Who helped me out with plenty of work
Methodia Who helped me out with finding stuff extra stuff to
put in
Outlaw Star RPG A game made using the same rules as DtD
and which statted the Munchausen Drive used here. You
should check it out!
The forum in general. Yall seem like an alright bunch.
Anybody I forgot. Sorry!
Anybody who actually bothers to use what I cobbled together
from people infinitely more talented than I. Still, thanks all the
same!
~Doc

150

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