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Immortal Invisible War Narrator's Guide

Immortal Invisible War Narrator's Guide

3rd Edition NARRATOR’S GUIDE

Immortal Design & Development Team Design Concept/Creation: Ran Ackels Design Development Lead: Rick Don

Other Design Development Contributors Michael Kochis, Kathryn Don

Narrator’s Guide Written by Rick Don

Editing Matt Coote, Michael Kochis

Artwork / Illustrations Ran Ackels (including cover art), Shuriken Front Cover: “The Dolmen”

Published By Jikkarro Enterprises

Special Thanks from Rick goes out to... Ran for never losing faith in me, the Immortal Mailing List for hanging in there for the long haul and my three little inspirations Lucas, Jason and Jack (may this big daddy troll always be able to watch out for you).

All characters, names and distinct likenesses contained herein are owned by Ran Ackels and published by Jikkarro Enterprises. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of the author and publisher. This product is a work of fiction; any similarity to actual people, organizations, places or events is purely coincidental.

Immortal Invisible War is mature in its themes and is not recommended for those individuals with difficulties distinguishing between reality and fiction. Immortal was created by Ran Ackels.

Immortal, Invisible War and all associated logos and material, © 2008 Ran Ackels. Made in the U.S.A. Immortal and Invisible War are ™ Ran Ackels and Jikkarro Enterprises

First / Silver Release April 20th, 2008 VISIT US ONLINE AT www.invisiblewar.com

2 TABLE OF CONTENTS

Credits 2 Table of Contents 3 FORWARD 7 CHAPTER 1 — The Life Immortal 10 Shards and Voxes 10 Lethe and Consequences 14 Himsati and Human 24 Toxins 33 CHAPTER 2 — Sightseeing Guide 35 Modern World 35 The Habitat 40 Sheol 57 The Morpheum 58 The Blue Air 67 Mantles 72 CHAPTER 3 — Down to Business 79 Advanced Creation Rules 79 Predilection Rules 81 Critical Failures and Successes 84 Optional Rules for Skills 85 Combat Options 92 Weapon Rules 95 Vehicle Rules 99 Environmental Rules 101 Damage and Healing Rules 105

3 TABLE OF CONTENTS

CHAPTER 4 — Boons and Banes 114 Mortals and Faith 114 Faith Effects 120 Taint 126 Boon and Bane Listings 131 CHAPTER 5 — Mystech 157 Attunement 157 Carnals 166 Enchanting 168 Sharding 171 Mystech EP and MP Costs 173 Abzulim Biotech 174 CHAPTER 6 — Enhanced Serenades 177 The Big Three 177 Elements of a Serenade 178 Motifs 179 Foci 185 New Attentions 187 Serenade Building 195 CHAPTER 7 — Narrator Assistance 202 The Masks of God 202 Constructing the Myth 205 Organizing Your Game Sessions 208 The Story Arc 212 Good Narrating 213

4 TABLE OF CONTENTS

Using the Tools 214 Power Levels 219 Narrator Characters 223 APPENDIX A — Player’s Guide Errata 229 APPENDIX B — Expanded Mechanics From Chapter 1 230 Fugue and Ennui Rules 230 Fade Rules 232 Rising Rules 233 Himsati Rules 235 Toxin Rules 237 APPENDIX C — Expanded Mechanics From Chapter 2 240 Morpheum and Dreaming Rules 240 Gossamer and Spirit Rules 247 Maker and Mantle Rules 252 APPENDIX D — Expanded Mechanics From Chapter 4 256 Gift Rules 256 Sinning 257 Curses 257 Taint 260 APPENDIX E — Serenade Examples (From New Attentions) 263 INDEX 266

5 6 FORWARD “Into the Future” n excerpt from a presentation by function far better than a normal human A Professor Cynthia Marday to the under duress or great injury. Finally, it Paragon Council on May 5th 2005. (The is partly responsible for your to professor — formerly with Duke strengthen your physiology well beyond University — is a parabiologist human standards in endurance, agility, specializing in himsati physiology): mental processing capacity and more.

“… simply put my esteemed guests, the The shard generates a substance that Myelin Project is not a viable way of creates its own sheath; however, this acts protecting you from your susceptibility as a neurodegenerative disease, causing to various toxins. Please allow me to the demyelization of the original sheath. explain… This new sheath unfortunately attracts certain substances such as poison. The myelin sheath is an electrically However, research performed by a insulated white membrane covering the number of Magdalen scholars suggests nerves in living beings. The most that the vox as a symbiotic entity common form is the “white matter” that purposefully causes this in order to gain covers the nerves of the brain, a degree of control over your species. conducting impulses between it and Among evidence gathered to support this other parts of the body. As immortals claim is the fact that the toxin you do not possess this sheath due to the susceptibility apparently does not exist interaction of the shards within you, and among the drove Progeny. the changes they have wrought to your physiology. While this lack provides a Other side effects include increased number of benefits not found in mortal duration of effects from various drugs — humans, it does come with a price. such as alcohol — should they be able to overcome the natural resistance of the The symbiotic shard within you — the immortal’s body. Additionally, the vox — has no need for the myelin increased mental capacity leads to a state sheath; in fact the sheath would inhibit of ‘babbling’ between the left and right its ability to reroute impulses through hemispheres of the brain: a primary your central nervous system. It is the symptom of heightened levels of the vox’s ability to do this that allows you to affliction known as Fugue.” alter your forms at such high speed without fear of pain. If not for your ONWARD & UPWARD vox’s ability to function this way, your The Narrator’s Guide provides you with metamorphosis into himsati would bring the information necessary to take your excruciating agony. game well past the basics presented in

the Player’s Guide. We’ll clarify a This rerouting also allows you to

7 number of topics only briefly mentioned game than being a player in it. Most of before and provide new rules and the information isn’t presented from an information to help you immerse your “in-character” point of view, as it was in players deeper into the world of the early chapters of the Player’s Guide. Immortal. Before you get started, a few However, you’ll find some small things to assist you in your reading... excerpts from various immortal tomes, conversations and speeches, to give you The First Rule an idea of how members of the himsati This book is a set of guidelines; as the race (at least within the tribes) view a Narrator you decide how to use the particular subject. Treat these as the information presented in this book. The generally accepted world view of a topic first rule is entertainment: making the unless otherwise noted. game fun and enjoyable for your players and yourself — make it fit your group’s You’ll also find that much of the “style” of play. So while these are the information is presented from a sort of official expanded “rules”, view them as “pseudo-science” perspective. This is guidelines. If you don’t want to deal to assist you in being able to perceive with the mechanics of explosions or the game from multiple angles, and falling that’s okay; just make sure the provide a diverse and satisfying players know what you are and aren’t experience for your players and yourself. using. Surprising your players with unexpected rule changes dampens the And while on the topic of excerpts, to fun for everyone. answer two questions from the Player’s Guide… Almost Everyone? Speaking of everyone, there are lots of The “writer” of the first four chapters of times that you may wonder, when the the Player’s Guide was one of the book says that members of a group all Reborn — Ingénue as they were called do something or believe in something, then — from the early 1990’s. He found does that really mean every last one of and mentored a group of Reborn that them? In short, if the word “all” or recently awoke within the last few years. “every” is specifically used then that He wrote the book as a means to give means the exceptions are extremely few. them guidance, for they had to leave him Otherwise, when no clarifying word is before their training was complete. His used, assume it holds true for the vast actual identity and those of his students majority, with a few exceptions here and remain unknown. there. If words like “most” or “the majority” are used, that indicates Arturo — known to most as roughly three quarters of a group. “Lorekeeper” — lives outside of Prague “Some” or “significant number” means in the Czech Republic. He claims no about a quarter or so on average. allegiance to any tribe and appears to understand a great deal of history about Excerpts the Twelve Tribes and their ancestry. This book is more about running the He gained the nickname Lorekeeper

8 from the Paragon Council. He is never Who are you? seen outside of his gargoyle-like form; “You” in the Player’s Guide meant there are rumors he may not be an players; “you” in this book means immortal, but a creature of another sort narrators. The male pronoun — he, his, from somewhere out among the far- him, etc. — is used for most examples in flung Dominions. the book. Unless a statement specifically indicates a male or female, Famous Immortals assume the example means “he or she”, The books purposely avoid tagging too “him or her”, etc. The use of the male many specific mythological, historical pronoun is for illustrative purposes only and fictional characters as being and not meant to indicate a preference members of certain tribes — or even for one gender or the other. And a final members of the himsati race. This lets note: “Immortal” with a capital “I” you decide based on the dictates of your refers to the game Immortal: Invisible story. There are also — at times — War, while “immortal(s)” or “himsati multiple Immortals roaming the universe race” refer to immortal characters and with the same mythological name and narrator-characters in the game universe. heritage (as explained later in this book). So which tribes some potentially famous So with that all said, time to get to it. immortals belong to is left mostly up to Read on and enjoy! you to decide as the Narrator. Rick Don When Are We? Designer—3rd Edition The Narrator’s Guide sets the year in the game-world to be one year behind time outside the game. This allows you to work real-world events into the game, should you desire. Of course, you will still need to factor in the differences between real life and the game-world — such as the slightly more advanced and wide-spread levels of technology that exist in the game-world.

9 CHAPTER 1 THE LIFE IMMORTAL In this chapter we go back over basic topics from the Player’s Guide such as Excerpt of a response to a mortal shards, Fugue, lethe, avatars, himsati and follower, by Remiel of the Eremites… toxins, but from a Narrator’s point of view. Appendix B contains major or … to ask one of our kind to define what lengthy rules additions, enhancements the Eidolon are, is impossible. For and/or replacements. So let’s look a example, if you were to somehow go little deeper into these, and give you back in time to the Age of Myth; ask a more insight. mortal who and what Zeus is. Surely his best answer would be that he is a , a SHARDS AND VOXES being of divine spirit that no mortal Everything starts with the shards: the human can begin to fathom. Remember, shattered remains of an entity that today’s mythology is yesterday’s immortal legend tells them is older than theology, its religion. time itself. I doubt any of the himsati race can truly Shard Network tell you what the Sanguinary, Rukshasa, Sharakai and Leviathan actually were. Immortals treat shards as objects of Those of us not in lethe during the final power and trophies from fallen enemies years prior to the Great Betrayal easily consigned to the Blue Air. But the recall the insidious, seductive whisper of shards are actually a crystalline form of the Sanguinary in the back of our minds, life sharing a relationship with a living calling to us from the Hush-Hush. The host. They are symbiotes — though members of Sharakai’s Tribe will tell immortals tend to regard them as you the feeling of inner spiritual parasites when discussed that way. strength they receive from their god’s

blessings; a few among the Hemari will Shards share a metaphysical bond with enlighten you to the splendor of one another, reaching across the vast Rukshasa’s milk; and perhaps the great gulf of space and even dimensional living thing the Protean use to sail the barriers. They possess a rudimentary undersea of Ys, is truly the body of a communication network operating on an fallen elder god called Leviathan. instinctual level. Anything affecting the

shards in large numbers or with The Eidolon are the gods of our significant strength, affects all shards. mythology. But whereas we left you at When humanity wiped away the slave the end of the Age of Myth so many forms of the immortals they first eons ago, their leaving was more recent. encountered, the effect was transmitted So to us, they are also still part of our to all shards. Thus all current immortals theology as well. and even those created in the future, gain

10 a human guise. The communication “waste” it has developed in how it network of the shards makes Atrana functions, is the result of millions of Cant actually work as a language among years of Abzulim experimentation members of the himsati race. These and followed by massive encounters with more, are instinctual abilities the shards human faith. Characters cannot bend a grant their hosts. vox to their will and make it record differently, splinter differently or enter The Vox lethe differently. There are only three Upon bonding with a host the shard known entities able to do anything to a morphs into something akin to a human vox: Abzulim, Bright Bloods with vocal chord, with miniscule strands that godlike levels of faith, and the reach up into the organic mind. The Sunedrion. Even a nuclear explosion strands of a vox are invisible to all but leaves a vox unharmed and unchanged. the most advanced technology, generally not available except at the level of top- Your Brain on Shards secret installations and the like. Once a Being the primary mind of the immortal; shard bonds to a host it is called a vox. the vox handles most biological and Now shaped as such, it becomes trapped supernatural functions, but the immortal in this form permanently — even if still retains his organic mind. Even plant removed from the host. and elemental himsati develop an organic mind as part of their The vox plays a major role in a transformation into a member of the character’s existence. Originally himsati race. The vox stores far more programmed to receive information and information than the organic mind; it record experiences, then return to the allows one to remember details, Sanguinary’s core essence and sensations and facts completely lost to a reassemble, they are no longer able to normal mortal. fulfill that mission. The spirit of the Sanguinary is gone, but their This does not make characters communication network is still active. omniscient, able read minds, or gain Like a computer program continuing to eidetic memory as they grow more dutifully run, they continue collecting powerful. Since the vox retains so much and assimilating information and more information, there is now that experiences of any and all kinds. much more to sift through. As the character’s perception increases, he To continue this task they require a takes in more and more details of his living organism to serve as the host and experiences to be stored within the vox. energy source: the character. In Recalling memories stored in the vox, addition, the host’s unique perspective but lost to the organic mind, requires the allows the same kind of experience to be vox and organic mind to come into recorded in multiple ways. The vox and synch. Then the character begins sifting its communication network is only through the vox’s vast storehouse of “interested” in what is logical and information — including the occasional efficient for it, not for the host. What detour into the memories of his avatars

11 also stored on the vox. Finally there is Extremely large shards seem to resist the character’s Fugue to factor in, a topic bonding with a host, even retaining some we’ll discuss shortly. higher level of sentience — such as the Blue Emerald of New Atlantis. These all serve to keep the mental faculties of an immortal in and On the opposite end, there appears to be balance with the rest of his physiology. no limit to how small a shard can be, Whether a purposeful plan of the though shards less than one micron in sentient shards or by accident, it creates width and length are not classically limitations on just how godlike the considered shards — the landscape of immortal’s mind can become. Boons Sheol is made of shard-dust. In this day such as eidetic memory, iron willpower, and age there are no tales of shards and others are not automatically granted smaller than a large gemstone creating at higher WIL and PER attribute values. new members of the himsati race. Otherwise there would be significantly Sorting Lifetimes more insect himsati in the world. The vox stores everything the immortal experiences in the form of microscopic Shards are rarely found on Earth today, fissures along its surface. When an they would be ranked among the top immortal discovers memories from one twenty rarest gemstones. Most shards of his avatars a fissure is created, linking are found in other realms near Earth or the immortal’s present memories with in nearby Dominion worlds. Of course, those of the avatar. The telepathic there is always Sheol, where a character disease known as the Lash occurs when can go digging through the crystalline an abundance of these occur, cross- sands in a lengthy search for a shard. linking so many memories that the Meanwhile he’ll be facing hordes of immortal can no longer distinguish drovelings, catching the unwanted between what was and what is. He attention of the Shadowen, and slowly slips into complete madness, a sidestepping the occasional Zuzog root chaotic melding of his present and past that attempts to impale him. personas. An interesting feature of a shard is that Shards Small and Large regardless of the size, it becomes the The largest single shard known to exist size of a human vocal chord when is at the core of Haley’s Comet. In transforming into a vox. It is believed immortal history the crystalline entity the same mechanism allowing changes known as Sanguinary crashed into Earth in size for an immortal’s himsati, is at 65 million years ago and shattered. work in changing the size and mass of Several of the larger pieces reached the shard. escape velocity and were flung out into space. There they gathered detritus from Fugue the cosmos and became mistaken for The presence of the vox enhances comets; it’s possible that most, if not all, communication between the left and major comets have shards at their core. right hemispheres of the brain, in order

12 to allow the organic mind to act as an page 12, there are those that choose to intermediary between the vox and the keep only themselves as the most host body. The speed at which the important thing in their lives — those rational and creative halves with the Hermit, Survivor and Bully communicate is much faster than the predilections often fall into this organic mind is designed to handle. Bits category. These characters don’t form and pieces of mental “debris” are left attachments to others, so the loss of floating in the subconscious as a result. those attachments doesn’t rate high for Younger immortals refer to this triggering Fugue. But they eventually subconscious get left behind by rambling using the world, locking the slang term themselves away “babbler”; its in mantles or proper term is other hidden Fugue: the bits places; dealing and pieces of with the world thoughts forgotten itself becomes a by the immortal in Fugue trigger order to cope with showing how his existence. alone they truly are. Though initially undetectable, as On the opposite the immortal’s side are those who existence unfolds tie themselves to around him this everything around residue of thought them. Many more begins to grow. triggers abound Eventually it for them, but they becomes audible have support in the quiet groups to rely on solitude of deep to help them rest, later in idle through those moments of times. Which thought. Finally it overtakes the way is better, is a balance in the middle character’s waking rational thoughts. the best? Perhaps, perhaps not. It is a Like the whisperings of ghosts that only question that members of the himsati he can hear, the Fugue begins to haunt race struggle with. Either way, all nearly every waking moment. immortals eventually succumb to Fugue.

An increase in Fugue is triggered during Ennui any event that challenges the immortal’s Ennui calms an immortal’s Fugue and sense of identity, or place in his world. reduces, for a time, the babbler he hears. As mentioned in the Player’s Guide on The stronger the fugue rating, the longer

13 an immortal must remain in Ennui to Lethe relieve himself of the cacophony within. Lethe is the vox’s first defense against If the immortal is roused from Ennui too the physical destruction of its host. If early he loses the benefit and must start unable to enter lethe (because the body over. Some immortals voluntarily place is too badly damaged to reform) the vox themselves in this torpid state in order to leaves the body behind and teleports the find relief from the inner voices. character’s spirit to his ark — assuming it has enough energy and is within reach. During Ennui, the immortal’s heartbeat If neither option is viable the vox will be and breathing slow to an imperceptible left behind as the spirit enters the Blue rate; he appears dead to normal means of Air and becomes a gossamer. detection. He is still awake, and depending on how strong his Fugue is, Entering lethe reduces the fugue rating can perceive the world around him to back to 1, removes the effects of poison, some extent. The deeper the Fugue, the and normally restores anything lost over less he perceives and the harder it is to the years (such as a limb); this is done rouse him. This is dangerous as an by creating an entirely new persona for immortal in deep Ennui is helpless to the immortal. Not only can a character stop anything done to him. be forced into lethe by their vox, they can willingly enter through a short If a character is roused from Ennui meditate ritual. An immortals enters before he naturally emerges, he is not lethe willingly for one of two reasons: forced to enter Ennui again. However, the weight of Fugue and the ages is the character will now be forced to deal driving him to the brink of madness, with the effects until he enters Ennui desperation or loneliness; or he feels his again. Characters can willingly choose body is no longer able to properly to enter Ennui, it is an instinctual ability sustain him in a manner he can cope and requires no roll. However, the with. character cannot preprogram himself to “wake up” at a specific time; self- Vox Triggered Lethe induced Ennui lasts up to twice as long If a character takes enough damage to as forced Ennui (at your discretion as become incapacitated and then continues Narrator). to take damage afterwards, the vox will attempt to force the character into lethe New rules for Fugue and Ennui appear if possible. The process takes a few in Appendix B. scant seconds (about one combat round), during which the vox gathers all the LETHE AND energy of the character’s living auras (except enough to maintain a physical CONSEQUENCES presence and glimmer of spirit) and The bonded shard makes the genetic releases them, using the sudden release structure of the immortal malleable, thus of energy to “teleport” the character a he can shapeshift. This also grants short distance from where he has fallen. another ability of the himsati race: lethe.

14 Excerpt from the Osiri “Tome of stay with the head) and leaving it Life” — The Invention of Lethe… without enough raw energy for a physical presence to enter lethe with. In those first centuries of freedom after the Shouting War, the finest things in Self-Imposed life created a vulnerability among the Using a meditative ritual easily learned himsati race. We dined on adventures from another immortal, a character can and experiences until our own willingly enter lethe. The ritual begins discernment was overwhelmed. Having in the same manner as self-induced experienced too much, we began to Ennui and takes a few extra minutes. loathe even our own unfettered Why would an immortal willingly enter existence; the ages sapped our will to lethe, knowing that his current self will continue on. be submerged beneath an entirely new person? The answers are many, but the As a misguided humanity sought to most common are fear and survival. destroy the very beings they once worshipped, many of us allowed Immortals cannot die, but they can only ourselves to be consigned to the Blue stand to taste the same flavors, feel the Air; others simply entombed themselves same sensations, and experience the in their own minds, lost to Ennui. We same emotions for so long. As Fugue Osiri — then called the Banjax — saw builds up, it makes the situation that and understood this spiritual extinction. much more unbearable. The cacophony Being survivors, we devoted our energy of thoughts regarding lost loved ones or to finding a way to halt the withering of realizing how long it has been since eternal souls. At length we discovered a they’ve been able to experience way to mimic the miracle by which the something truly new — that first kiss or vox escapes living death: Lethe. Now the first time tasting their favorite food we can willingly drown out the eons of for example — begin to weigh heavily time, our mighty powers and form; then on the immortal’s mind. Eventually partake in the limited — yet fulfilling — Fugue is too strong to stay out of Ennui outlook of a human mind. for long, it becomes increasingly difficult to stay sane long enough to The vox connects to the Ley Membrane enter lethe. The immortal suddenly to accomplish this “teleport”; attempts to finds hundreds or thousands of years access to the Ley Membrane slipping by while he “sleeps” in the though serenades and other Mystech waking death of Ennui. He can no means have failed to stop the lethe longer connect with or do anything as process however. Physically removing the sensations of a continually changing the vox from the auras (ripping it out of world keep pushing him back into the the body before it can “teleport”) will comfort of Ennui. It is truly maddening. stop lethe from occurring. Another popular method is to “behead” an Another fear is the Blue Air. During a immortal, thus disconnecting the vox major battle — or while in Ennui — from the remainder of the body (it will there is a chance his spirit can be

15 severed from his physical form, sending or perhaps an amnesiac young child him into the beautiful but empty Blue looking like he comes from a Air. Lethe is a way to avoid spending a neighboring territory. In ancient times possibly eternity lost in the empty an immortal would provide his Quiet spiritual gulf. Culture with a talisman, guiding them to him upon entering lethe. The young Self-imposed lethe is not a crime, but its immortal was protected and nurtured benefits and “costs” are disputed among towards becoming his old self by his the himsati race. new “parents” from the Quiet Culture.

Rebirth Often times if there is a missing or long Once the “teleport” is complete, the lost mortal from the area — that the immortal appears in a secluded area shard network can verify is dead — the (usually within a few dozen miles of new persona will be constructed to where he entered lethe); his body will match expectations of that mortal’s appear in a protoplasmic state, looking return. Any oddities or deformities of like a reddish-gray puddle of ooze. Over the copied mortal carry over to the new the course of days or weeks — persona; fortunately most minor ones depending on the mortal population (like allergies or being nearsighted) fade around — a new body is formed. once the new persona begins to emerge During this time, the body looks rather from lethe, but not always. Chapter four gray, small and malformed — little gray has banes available if the character men indeed. wishes his now-immortal persona to still suffer from various maladies he had Immortal history reads that after the during his time as a mortal. destruction of its body, the Sanguinary’s spirit melded into the telepathic grid that Fades humanity once possessed, which is now Today, lethe has resulted in a human called the Morpheum. The shards still society with scattered immortals living connect to the Morpheum — scholars in it; oblivious to their true origins, see this as part of how their enemies and friends they have communication network is formed. temporarily left behind. The mental and Through the Morpheum, the vox reaches physical effects of lethe break down out to various living beings, using their gradually, taking many years before the subconscious knowledge to reconstruct a mortal identity gives way to the full new body. Constructing the body of a realization of what the immortal truly is. child takes many days, to recreate a full- This intellectual state is often somewhat grown adult takes weeks. alien to the burgeoning immortal, as it incorporates memories and desires from This new body will best suit the prior personas: his avatars. Assuming subconscious needs of the surrounding some form of traumatic or mythical area, including cultural and ethnic event doesn’t forcibly skip the first attributes. Some time later a lost baby is phase of emergence, the immortal begins found in the woods or beside a stream, to experience fades, generally following

16 three phases. tribes, Progeny or a mortal government agency. Déjà Vu — In the first phase the immortal (still believing himself to be Floodgates Open — The fades become wholly mortal) begins to have strong more frequent and vivid. He may feelings of repeated events or of being at remember glory days while marching certain places before. This initiates a with the Legions of Rome, watching pattern-association that eventually leads Pompeii being devoured by volcanic to lethe “fades”, a form of memory ash, recalling ritual burials of mummies flashback to the most recent avatar. The in ancient Egypt or hearing a barrage of feeling of déjà vu eventually seems fire from Rommel’s Nazi army. constant, even waking up the immortal The fades also now consist of more than at night, as it is experienced intently in mere sight and sound. They take on all dreams. At this point the immortal the realism of the moment they reflect. experiences inexplicable irritation with Arrows sting when they strike flesh, and his normal routine, finding mundane rain that fell a thousand years ago chills activities shallow or unappealing. Many the skin. These psychosomatic quit their jobs for no reason and enter experiences carry over when the states of depression that accompany the character comes out of the fade; he may first fades. actually feel wet and chilled after remembering a night in the rain. Flashbacks — As the sense of repetition climaxes, the immortal (still believing It doesn’t take long for the unwitting himself to be mortal) begins to immortal’s sense of self to become lost hallucinate. He sees his face transform in a chaotic soup of visions. The into those of others as he stares into the realization that he shares his world with mirror, he hears sounds that have no much older creatures becomes source and experiences dizziness. He paramount. His life falls into shambles suffers from fits of narcolepsy; what as he discovers powers that he never actually occurs is the recall of extremely dreamed of wielding. He becomes vivid memories, triggered by similar stronger and begins to perceive intense experiences in the present. These first beauty in what previously seemed true fades — flashbacks — are brief, mundane and uninspired. jumbled, and occur without warning. A few immortals become stuck at this Fades continue on for decades as the phase as avatars unsuccessfully attempt immortal connects with his ancient past to manifest; they are diagnosed by the and various avatars that share his vox. mortal medical community as having Over time various facets of his prior multiple personality disorder. Some find personas imprint themselves on the themselves locked up in mental current one, as the immortal finally institutions for years before they are able comes into his own. Eventually lethe to cope with their awakening from lethe. subsides and true fades happen Many just go mad, left there until infrequently. Finally they are almost stumbled across by someone from the nonexistent as the immortal travels the

17 path of Fugue and Ennui, dreaming of his own long history. He becomes lost in the thoughts he already possesses, unable to bear any more thoughts of an ancient past that he has given up over and over. It is a vicious cycle that only Transcendence appears able to stop.

Self-Induced Fades Characters are able to induce fades on their own (it is merely a heightened state of remembrance after all); there are no mechanics involved (unless they are trying to connect to the memories of specific avatar). It is up to you to decide how successful they are. The current situation, any in-game props the character may have to assist, and his current mindset, all play a part in whether the fade is successful. This also comes together to determine how long it lasts and how Avatars vulnerable the character is during the Immortals, through their fades, fade. Characters cannot self-induce eventually discover the liability that fades related to unknown avatars; they haunts all who bury their memories in must have experienced one uncontrolled the comforts of lethe: the presence of a fade relating to the avatar prior to self- multitude of distinct individuals existing inducing for it. just below his own conscious mind. One avatar is created for each time the Enhanced rules for fades appear in immortal enters lethe. Each is a Appendix B. template of a lifetime of experience and personality formed between one instance

18 of lethe and the next. now slumber beneath the mind of the new immortal — until something causes The vox stores the entire matrix of the them to awaken. former persona within. Every skill, memory, nature, ability, even the How many avatars can a character have? predilection at the time he entered lethe, There is no right or wrong answer; what is stored. Immortals often find matters is how many avatars a character themselves becoming similar to their connects to through his fades. Avatars most recent avatar as they emerge from only manifest once connected to via a lethe and time passes. After all, the fade. A character can have dozens of fades allow one to experience and inherit avatars, but most likely he will only skills, memories, gifts, curses, friends, have fades concerning a handful of the enemies and other pieces of the former more recent ones; only a few of those life. In ancient times, many immortals will ever manifest. “grew up” to be nearly identical to their most recent avatar, taking the same The First Manifestations name. In recent times, as immortals All avatars are in a state of spiritual taste a myriad of cultures and suspended animation when the immortal upbringings, this does not happen nearly begins to emerge from lethe. Stronger as often. fades trigger when the current situation is extremely similar to an event one of With distinct personalities, knowledge the character's avatars took part in. The and abilities based on their own era and majority of fades in the early years of culture, avatars are a group of strangers emergence are tied to the most recent forced to share accommodations in a avatar. During these it is possible to single being. They may become what spark the avatar’s matrix, causing it to they are through the process of lethe, but awaken. Most often this first encounter many regret it and wish to again become takes place within the immortal’s mind cardinal — the ruling persona of the and there is no actual manifestation. body — even at the expense of the Sometimes an avatar will manifest existing cardinal: the . during the very first fade concerning it; especially if the fade is highly Avatars have hidden pasts and immersive. motivations; many have curses, enemies and allies the new immortal inherits. For the avatar, this first manifestation is Some were famous figures in human disorienting. The last thing he probably history or heroes in mythologies remembers is the final moments prior to spanning the planet. Others were guilty entering lethe; those who fell in battle, of wickedly ingenious crimes or brought and their vox forced them into lethe, will new forms of reason to human society. not even realize what has happened at A scattered few — antediluvian first. This causes interesting twists in creatures incapable of dealing with the the story, especially if the avatar was of modern world — are best left untouched an extremely different cultural, ethnic … and asleep. Whoever they were, they or gender background.

19 During the first manifestation the simply go to sleep for whatever reason, character’s body remains unchanged when the body awakens the normal (only a few hints of the avatar’s features character will be the one to wake up, not peek through in the eyes and hair for the avatar. example) and the avatar won’t have access to his full range of attributes and Avatars can also awaken during periods abilities, yet. This first manifestation of extreme exhaustion or stress, and on lasts for an hour or so at most, until the rare occasions due to entering Ennui or shock of awakening in a new world and other more unusual circumstances at different body overtake the avatar; he your discretion. It is possible to must return to his deep slumber within purposely rouse an avatar; a mere act of his matrix. concentration on the immortal’s part. This doesn’t mean it will respond, or Rising Avatars react kindly to the sudden “request” to In the early phases of an avatar’s wake up and “speak” with the immortal. manifestation the character only hears it Once roused, the avatar is free to stay in in his mind; for many avatars this is the the background of the immortal’s mind extent of how far they wish to go. The or attempt to exert control over the body strange world they see through the eyes as normal. of the character takes time to get used to. Often an awakened avatar gladly sits It is also possible for more than one back and dispenses advice, ridicule, avatar to awaken; in such cases only one heartfelt stories and more as he watches can attempt reach any levels of control. the young immortal “learn the ropes”. Avatars battling to see who gets a chance to exert control is handled Some avatars feel the need to exert at entirely by you as the Narrator and left least minor control if possible; perhaps to your discretion on how you wish to speaking through the character’s own resolve such conflicts. It is very rare mouth, or gaining control of a limb. At that multiple avatars are able to rouse; this point the true struggle begins if the characters should receive bonuses when avatar wishes to completely force the attempting to quiet or control multiple new immortal’s persona to submerge, rising avatars. while the avatar emerges to become the dominant persona — the cardinal — for An immortal can benefit from alliances a time. Should the avatar succeed in with his avatars, especially powerful gaining control, the new immortal now ones. Many avatars are wiser, more becomes trapped in the back of his own experienced, and have a great deal of mind, witnessing through his own eyes serenades, skills and knowledge of use the actions of his avatar. If an avatar to the new immortal. In times of crisis, takes strong enough control, the new an avatar with superior fighting skills immortal is forced to temporarily could emerge — taking control of the slumber within his own matrix on the body while the new immortal submerges vox until the avatar tires and — and battle for the life of the shared relinquishes control. If an avatar does body. Avatars can also be of “casual”

20 assistance from time to time, giving essence and tricks the character’s vox advice or a helping hand when situations into “believing” the body is being become desperate. destroyed. The vox teleports itself and the character’s spirit into the nearby ark, An alliance of this nature is usually creating a new body. The captured reached at the price of willingly letting essence of the avatar is placed, along the avatar emerge. This reduces the with the new vox, into the remaining threat of one becoming angry or auras of the character’s old body. This vengeful, taking control and wreaking mixture is then sent into the ark after the havoc while the new immortal is first vox. When the ark breaks, two powerless to stop it. A new immortal individuals appear. can learn what he was once like and how he existed in the past, by forming at least The character’s old body has been tenuous relationships with his known reformed into that of the avatar and the avatars. And of course in many cases, avatar’s spirit now residing within, since the new immortal generally having both the new vox and new inherits at least some unfinished avatars to contend with. The new body business from his avatar, being informed has the same number of attribute points ahead of time is always helpful. as the character, but rearranged to better match the avatar before it entered lethe. Full rules for rising avatars appear in Otherwise the avatar has access to the Appendix B. full power of all his skills, himsati form, natures, serenades, boons, and banes — The Splintering save any mystical boons or banes the On rare occasion, an avatar is discovered character inherited from the him — to be an immortal of great importance to those now stay with the character. the tribes. Using the ritual of the Splintering, an avatar can be effectively The character appears as well, having a removed from the vox and given a new new body crafted from the auras stored body. Performing the splintering uses in the ark (but he does not receive the the same mechanics rules and attribute increase), and retains his requirements as those for increasing original vox; however, the matrix for the attributes beyond a 6 (page 222 of the avatar has been fused as the vox Player’s Guide), but there are two removes the redundant copy from additional requirements: one is a vox existence. The character can never again other than the character’s own — not a have any fades related to that avatar, nor shard but an already formed vox; the spend EP or MP on gaining anything second is a group of immortals who further from that avatar, it is no longer understand the ritual and can perform it there. Other avatars are unaffected. — the character cannot do this on his own. It requires immortals of great skill Those who performed the ritual bring and power to perform the ritual. the avatar to the tribe descended from the Pride (as the tribes were known The ritual captures the avatar’s spiritual before the Great Betrayal) the avatar

21 belonged to when it entered lethe. If the splintering ritual; once it starts his senses character is considered by his tribe to be are completely cut off and he is of sufficient ability and of the same tribe effectively placed into a deep sleep; he’ll as the avatar, the avatar will be placed remember nothing of the ritual. under the character’s tutelage to learn about the modern world and see if he I’m Whose Avatar?! can find his way. Otherwise, the avatar When a character’s body is destroyed, is given over to a mentor from his new his spirit enters the Blue Air. Should he tribe until he is ready to officially rejoin return and reconstruct a new body using with his former brethren and take his a different vox, he gains all new avatars. place among his peers. Each tribe has Even if he is an experienced immortal,, their own rules on dealing with the character will experience some lethe splintered avatars. fades. For a young immortal barely out of lethe, it is like starting to come out of Characters cannot splinter themselves lethe all over again. off onto another vox, nor can an avatar splinter a character off onto another vox; If another immortal winds up with the shards cannot be used for the splintering, character’s original vox, a copy of the it must be an actual vox. The ritual character becomes an avatar to that requires the participation of multiple immortal. If for whatever reason the immortals to be successful. The copy is ever splintered off, there are now character doesn’t do anything during the potentially two “copies” of the same

22 character running around. This is the only known way the vox network Excerpt from secondary interrogation tolerates such copies. It is even possible of Lady Camille, by Seana of the the immortal the characters meet today Shadowen (then known as Pride is not actually the original — or re- Nimrod) dated January 12th, 1991... emerged from lethe — but he is a copy of an immortal that spilled into the Blue They are truly Reborn! Ingénue is a Air long ago and has never returned. disgusting term you use to hide the truth of what they are. We’ve been over this Confusing? Imagine being the before, we both know thousands of our splintered avatar — or the character — best and brightest weren’t consigned to who comes face to face with … himself. the Blue Air in 1666 while London It is very rare that something like this burned to the ground. They went into happens; perhaps to a handful of Lethe, but it was more than that. immortals over the eons. Most legends and tales told of an immortal in multiple You’ve heard the same theories I have, locations and cultures is due to lethe or maybe the Primals, maybe the from traveling and spending decades of Transcendents, even one of the Trine. time in differing areas. Over generations Maybe it was just something gone awry; the stories fused together and they all but regardless, they lost their voxes to eventually just seemed to have happened who knows where. They became truly around the same time. mortal, their spirit being reborn a normal human infant, growing old, dying and Reborn Mortal Avatars? being reborn again. Whatever happened to the thousands of immortals, the best and brightest of the They experienced what we dare not, himsati race, during the Fire of London they dreamed, they saw the in 1666 A.D. remains unclear. Even the machinations of our enemy, stared it in avatars of the reborn — those who were the face and laughed for not being there that night — do not seem to recognized by it! And I can’t tell you remember what actually happened. why, but they are coming back, now, Regardless, for over 300 years the today. Wherever those voxes were Reborn lived and died as humans, being stored, they are returning to their reborn in a manner most regard as being rightful owners and they are all going to similar to the Bright Bloods. remember. No one will control them, no one will manipulate them, they’ll either This has left the Reborn with hundreds save us or destroy us all! of years of prior mortal memories; they occasionally have lethe fades of them. Somebody out there knows the truth of However, no mortal avatars exist within why, I doubt even these “Reborn” know the vox; their voxes don’t even have any it … yet. But they will find out and recordings of these mortal lifetimes. that’s when the suffering of our wicked The memories seem to be contained souls will truly begin... wholly within the spirit of the Reborn.

23 HIMSATI AND HUMAN actual mortal lupine. Natures let the immortal run faster, jump higher and Immortals change back and forth bite harder than his mortal counterparts. between their two forms at will. On the While humans cannot tell an immortal in one side you have their original bestial himsati form apart from his mortal form known as the himsati. This should counterparts, mortal animals can. not be confused with the term himsati

race, which is the collective term for all Just as the human race is made up of immortals. On the other side you have diverse cultures and ethnicities, the the human form, sometimes referred to himsati race is made up of diverse as the terrene form. Himsati is both species of creatures. The vast majority singular and plural, depending on the of himsati species are based upon context the word is used in. naturally occurring animals, while a

small but significant percentage have Just as mortals don’t notice the qualities of elementals and plants. supernatural battle taking place in the alley — or their minds subconsciously The Animal Himsati tell them it is a bunch of street punks Mammals account for most animal dressed for an early Halloween — the himsati. The next largest groupings — same goes for any himsati that doesn’t not necessarily in order — are birds, “fit”. A wolf in the middle of the city amphibians and reptiles. After that you will be perceived as a large dog, but a have insects, fish and related marine life. crow himsati will go almost anywhere Immortals coming out of lethe often find and be treated just like any normal crow. that their mortal counterparts can match This ability does not protect the them — even exceed them — in some immortal during direct interactions with areas. A cheetah himsati fresh from humans, especially those of faith and lethe will find his mortal counterpart is belief who can warp the immortal’s far faster; but as he grows in power he himsati form based on the interaction will outrun it not just by a few paces, but that occurs. See Chapter 4 for more by miles. information on these temporary curses. Evolution An immortal in his himsati form is quite Just as the vox changes and updates the different than his mortal counterpart. A immortal’s human guise each time he wolf himsati is more powerful than an

Excerpt from Discourse Centuria AD 1900 As spoken by Ammut the Devourer, then Paragon of the Terat …

“Humanity: The quality of being humane; benevolence, kindness, mercy. Do I hear laughter in the gallery? Do you not agree with the human’s definition of himself? No? Then how about this one: Bestial: Having the qualities of or behaving in the manner of a brute; savage. Subhuman in intelligence. Does this describe us? If you ask me, the irony here lies in the contrast between the arrogance of man, that he should pen himself so noble, and the wisdom of the beast, who sees no use for the pen at all.”

24 enters lethe, it does the same for his NEW MECHANIC — himsati form. For this reason you won’t De-Evolution & Mythic Natures readily find wooly mammoth or saber Any nature purchased, that makes the tooth cat himsati about. For those few himsati look more like an ancient form, who work towards making their himsati costs 10 points for the nature/level — more like an ancestral form, the path is even if normally common for the difficult and few succeed. species. Any nature altered for the same purpose requires the character to pay an Mythic Animal Himsati additional 5 points to change the nature. Aside from those gifted by their tribe If it has levels the character obtained with a particular nature that may be odd previously, they must each have the 5 for their species, there are even fewer points paid before the change is who purposely attempt to create a complete. This ensures the player is unique form. A handful reach a form serious about the change, and reflects and power great enough to be recorded how few ancient himsati forms roam the in the annals of human myth. Some, modern world. Examples of this would such as Hydra and Manticore, have even include an elephant changing Armor to been copied by other immortals through look like a woolly mammoth hide, or a the ages. A mythic himsati is very hard frog purchasing Poison to resemble a to do since it takes natures from different poisonous ancestor. animal species and combines them together in unique and interesting ways. Any nature purchased or changed to create a hybrid or mythical creature Handling characters attempting to create (examples: griffon, pegasus, etc.) follow hybrid himsati can be difficult; there are the same rules as above for taking on a no natures for having the multiple heads more ancient form. Natures granted by of a hydra. It is going to be up to your joining a tribe are simply granted by that imagination to determine which natures tribe; there is no cost even if it creates a a character should use; for example, hybrid or mythic form. Enhanced Limbs might be used for those multiple heads (up to two heads per fall upon him at first sight in an attempt purchase of the nature). to rip him to shreds and get his vox.

Dinosaurs Mortal Animal Natures Nope. There are no immortals with Mortal animals have natures, but they dinosaur himsati. That would be the are static and grow little as the animal Abzulim, more commonly known as reaches its adult stages. For those Dragons in human myth. The closest to natures that come in levels, most animals a classic dragon or dinosaur an immortal never have more than 3 in any given will get is a komodo dragon with a Size nature. Some natures are held by no (Growth) nature, or being a member of animal; Beauty and Terrible the Tribe of Sharakai. If an immortal Countenance do not exist for mortal actually did have that kind of himsati, animals. They simply rely on their every tribe and drove on Earth would natural presence and mankind’s innate

25 fear or attraction to them. In chapter 7 we’ll talk a bit more about creating mundane animals for your games.

Newborns Stick a shard or already formed vox into a pile of , a bonfire, or a patch of grass and nothing is going to happen. Only in extremely rare and bizarre circumstances does a new elemental or plant immortal come into existence. Most newborns come into existence today as a result of a purposeful union directed by another being. In ancient days the Earth’s flow of life was so strong almost anything could spontaneously bond with a shard through a wound. But in nothing goes wrong and the animal the modern age newborns rarely come survives, it is suddenly changed into a about by accident. human form, and given human level intelligence, cultural and language Complex rituals are enacted to help knowledge — with absolutely no idea ensure the animal not only survives the where all those new abilities came from. process, but doesn’t turn into some wild Most newborns have a tendency to insane half-immortal creature. The panic, lashing out at anyone that comes Progeny have a particular fondness for near it or running for dear life. The creating predators in this manner, process just isn’t pleasant. forcing the bonding of the shard and host to go awry in some way. But assuming A newborn has to stop its instinctual

26 need to be an animal all the time, as it creature more insane and deadly than a accidentally shapeshifts at random newborn bonding gone awry. Less than moments — either partially or fully — a handful of humans have survived the and hungers to thrive on instinct over process and are the darkest Progeny one intellect. They are a very real danger can encounter — even the droves have and constant threat until they can come found themselves unable to control or to terms with their new existence. They manipulate these maleficent, corrupted are kept under constant supervision by souls. any tribe that finds them, at least for the first year or two. Otherwise a newborn Characters may have ancient human is similar to an immortal awakening himsati such as Cro Magnon, or some from lethe and is created using the same other non-human primate form (ape, build points as a starting character — monkey, etc.), but not a modern human though bonus points tend to be invested as their himsati form. If a player wants a almost exclusively in natures. character that can focus on remaining human with the benefit of his himsati Human Himsati natures, he may wish to look into the Humans don’t survive the experience of Eremite Tribe; the same goes for those bonding with a shard, their connection to who wish to play “angels” in the popular the One Soul is too strong. The Progeny sense as the Eremites — and to a lesser have rituals they can perform to darken a degree the Morrigan — are largely mortal’s soul enough to hopefully\ responsible for the myths and legends survive the process, but it leads to a surrounding those beings.

An interview with Makeda of the Anopheles, during the signing of the Strategem Pact in the first Atlantis, circa 6500 B.C. ...

“Anath was so inspiring until his downfall. Did you know when we found him well over 500,000 years ago he had evolved far from his primitive ‘caveman’ state? What would you think if I told you that he already looked a lot like a modern mortal of today?

Of course, we could never have predicted that allowing him to breed with Rukshasa would produce over 100 children a day, and that those children would all become immortal, forming the Eremites and Magdalen. The Eremites... they worship Anath still, even after it was clearly shown that those exceptionally few humans who survive becoming immortal all become corrupted. Anath’s corruption at the hands of the Rime during the Shouting War proved that; he was the pinnacle of human if you ask the Eremites, and a fool if you ask the Magdalen.

If you had an avatar that allowed you a glimpse of 65,000 years ago in Sheol, when Anath and Namergon fought, you’d be driven blind by the pure spectacle of it all. It’s a shame they destroyed one another. But he did prophesize his destruction, and he did tell the Eremites to look for him in the Crucible later. The question is, was he referring to the Wellspring of Talos or the One Soul?”

27 The Elemental Himsati purchased, but manifests in an elemental The pure elemental himsati were created form, it is still considered uncommon. in ancient times when Earth’s life force Shades for a mixed elemental are based was strong enough to mingle with the on their animal form. There are no elements freely. Since then, new mixed elemental-plant himsati, only elemental himsati are mixed, having a elemental-animal. base form of an animal with elemental natures added. For example, a stone Pure Elemental Himsati Form tiger is a tiger whose Armor nature Pure elemental himsati are amorphous in manifests as stone; he might also take appearance, as described on page 127 of the nature of Stillness as well. the Player’s Guide. Their shape remains humanoid as they first begin to change, If a character starts as a mixed but quickly alters into something like elemental-animal himsati using the nothing ever before witnessed by human Mixed Himsati boon, natures from both eyes. the animal and elemental species count as common. Otherwise, animal himsati Shadow Himsati attempting to add elemental natures pay The rarest of the elementals — shadow the extra cost for them being uncommon himsati — are similar to air himsati: for their species. Even if a nature that is they are mixed shadow and animal, normally common to their species is using the same rules. Unfortunately they

28 are treated with a great deal of mistrust defeated Abzulim — which meant all among the tribes. The Shadowen — members of the himsati race. Over the estranged from the tribes and sometimes eons, as these immortals have entered viewed as an enemy — have multiple lethe and adapted themselves to the himsati of solid shadow. Commanding types of plants present in the modern them with leashes of spiritual silver, they world, but always appear as an exotic, can unleash these shadow himsati from more lush version. The Second Bloom their human guise at will. The Phoenix is also responsible for creating another and Shadowen have a long and tragic race, the Milesian line of Bright Blood history and are mortal enemies in this humans. day and age. An interesting side-note: The ruling elders of the Circle of Amaranth Nimrod among the Phoenix Tribe Members of the Tuatha, the Amaranth apparently have dual-himsati: one of fire are said to have been created in the First and one of shadow. Bloom and have ties to the Sunedrion themselves. They maintain their own Primals special mantle known as Talitha in the Primals are not immortals with South Pacific. The Amaranth always elemental himsati. They are incredibly appear extremely exotic, maintaining powerful spirit beings that manifest aspects of plants species that have been using the elemental forces of the extinct for millions of years. Maelstrom. They should not be confused with elemental himsati. In the The Bizarre Himsati last few decades there have been reports Are there himsati made of plastic, soda that Primals have appeared in forms and other exotic substances? No. other than the classic earth, air, fire and Immortals cannot be created from water. These sightings take place when synthetic materials. The same goes for a Primal is actually spotted within the pure minerals or elements from the bounds of a modern town or city, a rare periodic table; you won’t see himsati thing indeed. Bodies shaped from a made of pure gold, copper, liquid number of conceivable materials such as mercury or hydrogen. You may see steel girders, neon tubing and even glass (especially among the Peri) bits of those have been reported in these rare mingled in with their normal earthen sightings. A Primal so far from Atlantis forms. And finally, microscopic himsati or the Valley of Gynnah is a sure sign are myth and rumor, as stated on page that an assailant against the Sunedrion is 128 of the Player’s Guide. about to meet his demise. Toxic Himsati The Plant Himsati In a world full of pollution and man- Nearly all plant himsati were created made substances, the Progeny — in their circa 200,000 BC during an event known experiments — have been able to create as the Second Bloom. The Blooms are various himsati considered toxic by said to have soothed the Primals bent on normal immortal standards. The poison destroying all the servants of the natures of these creatures are twice as

29 Excerpt from “Horrors of the Lash”, gains the ability to sing serenades; he written 2003 AD, author unknown... can also now take on a form combining that of his parents’. Chimera have a The Shonelkidar are the only himsati propensity to take himsati form as often species on record to come from the as possible, easily giving in to their more microscopic world of bacterium and savage and bestial urges. viruses. As research suggests, they were actually immortal-like predators created Chimera are not trusted and many are by the Abzulim and during killed on sight. However, Tribe Terat the Shouting War. By infecting honors them, rescues and assists them in immortals and literally “eating” new becoming functional adult immortals. carvings into their voxes, the Adult chimera can hide their true nature Shonelkidar were able to crosslink an from others, appearing to be mythic immortal with each of his avatars, himsati to forms of detection; only if creating a madness from which there someone physically sees them in the two seemed to be no escape. separate forms of the parents can the difference be told. Ammut, the former Approximately 15 years ago, the group Paragon of the tribe, was a Chimera claiming the name of Shonelkidar himself. The Terat have had such long appeared, offering a cure for the Lash. association with Chimera and forming It is believed they ‘infected’ the mythical himsati that nearly all natures immortal in an effort to recapture their in existence are tied to the tribe’s very own wayward brethren — then cleaned makeup. They have become part of their the avatars off the vox — leaving only mystical traits; most natures in the game the imprint of the current immortal. are listed as common for the Terat. They vanished after the Great Betrayal. The Garm, a sect among the Eremite strong as that perceived in any normal Tribe, are all Chimera with a special gift himsati, giving off effects of toxic of faith, allowing them to control their chemicals and sometimes radiation. The savage natures. They are unable to take physical bodies of such aberrations on the himsati form of their father, who eventually self-destruct, thrusting a is reputed to be Longinus, the Peri spear powerful and malevolent spirit into the that pierced the side of Christ. Their Blue Air. himsati forms instead appear as a simple mix of lupine/canine and earth Chimera elemental. Their mother — the Chimera are the offspring of a Madonna Madonna who gave birth to the entire and another immortal. A Madonna is litter during World War II — has capable of bearing children seeded with remained in seclusion, her identity a bit of his or her own shard. The unknown but to a handful of Eremite Chimera grows as a shapeshifting being, elders. able to taken on the himsati form of either parent. When the Chimera In game terms, a Chimera counts natures reaches maturity he stops aging and from either parent’s species as common,

30 they are born as a mythic himsati. They destroyed the Red Shard: a gigantic have two different himsati forms and can shard housing the spirit of the mix and match them when desired. It is Sanguinary. The spirit fled into the strongly recommended against allowing telepathic network shared by early players to have Chimera as characters. Homo Sapiens and the Morpheum was born. This caused a brief surge in the Doppelgangers latent telepathic abilities of humanity; A doppelganger is the product of two causing their faith to reach out to those Madonna, and carries the entire genetic immortals they interacted with and code of the himsati species. They are reshaping their slave forms into human almost as rare as an immortal with a ones. The effect was so powerful it modern human himsati; only a handful rippled outwards to all shards in probably exist. Able to shapeshift into existence. any form they desire, they also preserve any gift they gain, even tribal and When an immortal begins emerging calling, even through lethe and joining from lethe, he is used to his human form other tribes or callings. They make the only; thus beginning characters start the ultimate espionage agents, when they are game with only a few natures. But even sane enough to deal with. as immortals’ himsati grow in power, most feel just as comfortable — if not Doppelgangers have fits of instability. more so — in their human guise. Unable to maintain a single form, their mindset completely changes from one Sensing Immortals form to the next. They are feared within When in human guise, a mortal cannot the tribes for whenever the Progeny find distinguish an average immortal from one, they expend vast resources to keep any other human he meets. Of course, the creature sane long enough to mimic various curses, serenades and other an existing immortal the Progeny have effects in play may give more than a captured. They send it into the midst of clue that this odd individual is a tribe to create all sorts of havoc. something more than a normal human. Players cannot be doppelgangers; they Immortals cannot automatically sense or are incredibly unbalanced. detect another immortal when they see one — except on contact. If two The Human Guise immortals come within aura contact they In the days of the Abzulim empire, know they have encountered another immortals had slave-forms they member of the himsati race. The contact shapeshifted into. Slave forms were of auras does not have to be direct skin designed for the immortals to perform to skin contact; simply brushing close various tasks for their Abzulim masters. enough for clothing to touch is enough. The Abzulim made the genetic structure For this reason many immortals avoid of their slaves malleable, an effect that shaking hands or getting too close to rippled out across all shards in existence. another person they meet. Immortals were largely responsible for many Near 300,000 BC, early humanity greeting customs developed over time

31 that keep individuals from making NEW MECHANICS — physical contact. Immortals in full Shade Damage himsati, while perceiving the Blue Air, Tainted characters take additional will see another immortal’s himsati damage when attacked by their shades. feature overlaying the vague outline of During step 4 of physical conflict, after his human form. And of course various END and appropriate armor are serenades and gifts can reveal someone subtracted from the damage points, add as an immortal. half the character’s own taint. Then the player marks off appropriate health Eye of the Tiger boxes. Even if END and armor reduce If an immortal spends a great deal of the damage to zero, add half the taint. time in himsati; aspects of his himsati blend into his terrene guise. If he spends Plant Himsati the majority of his days over the course Plant himsati attacked by objects made of a year or more in himsati, his eyes of mostly plant material counts as shade will be the first to blend his himsati into damage (for example, a wooden sword his terrene form, after that his skin tones with a plastic handle deals shade and hair will begin to alter. For those damage). Even a paper cut can be a spending nearly 24 hours a day in terrible ordeal for a heavily tainted plant himsati, their few changes into terrene himsati. The panacea does not heal this will leave their facial features, body damage even from a non-living source. posture, movement, fingers and toes reflecting a bit of their himsati. It will Elemental Himsati be just enough that other mortals will Elementals also add half their taint to notice how odd or “animal-like” the the damage from any attack from a form person looks (“eyes like a rat, smiles like of their shade; this is also added (after a snarling wolf, etc.). If the character defenses are applied) to any non- starts spending more time in his human damaging effect (such as a serenade form, the changes will slowly recede. using a form of their shade). Additionally, they take a –2 pain penalty New and enhanced rules for himsati when simply in contact with pure forms appear in Appendix B. of their shade, while tainted: Fire: Salt or fresh water; bottled/filtered Shades and Companions water will not do it. Mortal animals react to immortals like Water: Earth, not concrete or steel or they do any other normal creatures. other processed earthen substances. They treat him like any other human Earth: Air in the form of wind or breeze while in his human guise; in himsati he’s under open sky. treated as whatever species he represents Air: Fire, even if the himsati is — they will react rather oddly to intangible at the time. elemental and plant himsati though, Shadow: Natural sunlight, even if since their senses are telling them they reflected from a mirror. are dealing with walking and talking rocks, fire, plants, etc. Again, the panacea doesn’t heal this damage even from a non-living source.

32 Shades, however, sense the immortal is (and therefore the same realm) at the one of them and yet not. If the character time. The character has no special is not tainted, his shades are well senses concerning the shade; he’ll have disposed towards him and will take him to use Mystech or serenades to in as one of their own; they may even accomplish that. However, a companion allow him to establish a temporary is now attuned to the character, and it dominance over the pack, herd or can be used against him by those that territory. There are no hard and fast realize such. rules on this, it depends on the type of shades the character is dealing with; a If the character becomes tainted, but the roving pack of stray dogs will react taint is lower than all his other attributes, differently than a pride of lions. the companion will still treat him as a friend. If it becomes equal or higher Once the immortal becomes tainted, than even one of his attributes, the shade things change. If the character’s taint is will avoid him, scare him off, etc. If the lower than all his other attributes, his taint grows higher than the character’s shades will simply avoid him, try to highest attribute, the bond is broken and scare him off if he comes too near, etc. the companion will react like any other Other types of animals will still react shade; it will not bond with the immortal normally. If his taint becomes equal or ever again. higher than even one of his attributes, his shades will frenzy and attack him on Bête Noire sight, even other animals will now avoid The “blackies” are animals that have him, try to scare him off, etc. become tainted themselves. Occasionally they come to serve as Companions companions to Progeny who willingly There are no game mechanics to a shade allow themselves to remain tainted. A becoming an immortal’s companion. A Bête Noire is capable of stealing relationship of trust develops between immaculum from other living creatures, the immortal and one of his shades. He consuming it to feed their taint and might spend a few hours a week during empowering them to do additional the year ensuring the shade can defend damage, move faster, sense better, etc.. its own territory and care of its family; or he might spend a solid month in the TOXINS wilderness assisting the shade each day; Toxins fall under four categories: maybe he just saves the creature’s life. natural venoms, drugs, poisons and

radiation. The natural healing factor of Once you feel that a bond has developed an immortal (the panacea) does not work between the character and the shade, it is in healing damage from toxins. simply there. The shade is now mystically to the character; it can Venoms sense when the character needs it or Natural substances produced by living when the character is in danger — so creatures to inhibit or neutralize prey; long as they are both in the same region

33 they can be highly debilitating, but usually not deadly to a normal adult mortal. Bee stings, mild snake venom, spider neurotoxin, and bacterial infections are examples.

Drugs Processed substances designed to affect the mind or body in a way other than damaging it, both pharmaceutical and recreational, fall into this category. Continuous consumption tends to make the drug more potent until it is strong enough to become an actual poison.

Poisons Any processed/refined substance designed to cause injury, illness or death. This includes substances that do the same when used improperly (such as ingesting household cleaning chemicals). This also includes pesticides, herbicides (like Agent Orange), carbon monoxide and most pollutants.

Radiation This directly damages the malleable genetic structure of an immortal, potentially crippling him for millennia. It is one of the deadliest “poisons” known and therefore has its own category.

Complete rules for toxins appear in Appendix B.

34 CHAPTER 2 SIGHTSEEING GUIDE Earth is the last bastion of the tribes; the Computers are moving to quad- rest of the worlds and dimensions that processors and affordable terabyte occupy the universe — collectively storage is a reality. So in the world of called the “Dominions” — are extremely immortal, the things we present aren’t at dangerous for them to traverse. Even all far fetched. the act of traveling to such places has become difficult and fraught with peril. The Haves And Have-Nots But the Earth and its nearby realms — The price tag for this new technology is called the “Habitat” by older immortals not very steep, but it is still not available — are rather interesting places to visit. for everyone. Those who can be considered in the upper end of “middle In this chapter we take a second glance class” in most cultures can afford things at the various realms and dimensions of like Eyz Units and high-power the Immortal universe. Appendix C computers using the new Telepath Chip. contains major or lengthy rules These items have quickly infiltrated the additions, enhancements and/or world of business, forcing manufacturers replacements related to this chapter. of both operating systems and other software to keep up. The hybrid car is even reaching a point as an economical MODERN WORLD and affordable family car. Most fuel The Earth in Immortal Invisible War is stations around the world carry very similar to the Earth in the real alternative fuel sources for these world. While you might think the vehicles; H2 (hydrogen-based) and E85 difference in technology makes a big (ethanol-based) are the two most difference, the in-game technology popular. already exists in the real world. The real difference is that in Immortal this The Big Change technology is already available and So what radical departures from the real widely distributed to consumers. world has Immortal taken? The only big change from the real world is that there Within the real world today many cities is no such place as Mexico City; it never are already working on providing free existed. If you look at a map of Mexico, wireless internet access to their citizens; the area is open land. The capital of the concept of net kiosks are being Mexico is Puebla, sometimes referred to implemented in locales now. Driver’s as Mexico City. There is a road called licenses and identification cards in many Calz Ignacio Zaragoza that winds its countries already have a magnetic strip way — right past where the Distrito on them or use a scannable barcode. Federal and the Cuidad de Mexico DVD’s are now double-sided and store would be sitting in the real world — several gigabytes of information. between Ciudad Nezahualcoyotl and

35 Naucalpan De Juarez. In between these Shortly after the theft, the first group of two towns sits fertile open land. Reborn appeared. Being so soon after the theft, conspiracy theories flew Simply put, in the world of Immortal through the ranks of the jaded Prides. there never was a Mexico City in that Up until the Exodus of 1666 when the place. However, there is evidence that a Reborn vanished, an immortal returning civilization may have once existed there; from lethe was viewed as a happy in 1790 an ancient Aztec calendar stone occasion; a former brother or sister (weighing nearly 24 tons) was returning to the fold with new in the area. Tribal Law vs. Dragon’s experiences to bring his Pride. Rule (our 3rd core book about the tribes and droves) will provide more The Reborn were different due to information about why there is no whatever force placed them into the Mexico City in the world of Immortal special form of lethe they endured for Invisible War. hundreds of years. The experience fundamentally changed them; some The Great Betrayal believe an outside force did this to The series of events that comprised the prepare them for the Great Betrayal. It Great Betrayal had incredible, yet subtle, did not prepare them for the reactions of impact on the modern world of other immortals though. They were met humanity. Yet few immortals with distrust and paranoia by those who understand what really happened. felt these Reborn could not be controlled Scholars among the tribes spent a great like others emerging from lethe. Some deal of time piecing together the flow of sought these Reborn as pawns while major events and have what they feel others treated them as wolves in sheep’s best represents what happened during clothing. this short, violent and fast-paced period. In 1997, a small group of immortals It began with the theft of the Femme known as the Solas vanished. They Darkle in the year 1990; an artifact made stumbled upon drove plans to attack the from the head of the ancient Abzulim very mantles of Sanctuary; for their , Samiel. The artifact was kept in discovery they became the first attacked. the Temple of Sheol — now under the A few escaped the attack on their mantle control of the Shadowen — guarded by and the warning they sent was Keepers from all the Prides intercepted by the followers of Sharakai. (predecessors of the tribes). Its theft was Within a year, Sharakai’s followers prophesized to bring about the Rapture, purposely opened themselves up to the final battle of the himsati race. It is attack in order to fake their own defeat now believed that Semiramis, of and disappear. The next to fall were the the Shadowen, engineered the theft Morrigan as their primary mantle was herself. While she now possesses it, she attacked. has yet to wield its power against the tribes. The droves successfully regrew the dread Zuzog — anti Sunedrion trees —

36 using them to bridge the gap between Sheol and Sanctuary. The roots and branches of these twisted and mighty trees of darkness tore holes in the barriers protecting the mantles, and the droves poured in. Many mantles were completely shredded, their makers and immortal denizens lost into the black void beyond the mantle barriers.

Many have questioned how the defenses of these places were so their roles in human faith during the Age weak, how could the droves breach the of Myth. Using these new tactics — mantles without some warning? It came plus information from the Tribe of down to the Anopheles, the former Sharakai (the first to use the term sisters of Tribe Hemari. With the “tribe”) that was gathered in secret after Femme Darkle free of its own they were thought destroyed — the containment, the dark whispering voice Courts slowly beat back the droves. In of the Sanguinary and echoes of the early 2003, the ruined mantle city of long-dead Samiel haunted the Anopheles Nivalea became the final battleground of until they returned to their dark ways. the Great Betrayal, where the voice of The Anopheles turned traitor, using their the Sanguinary was heard no more. positions as lovers and consorts to many immortal leaders to ensure successful What did humanity perceive through all attack by the droves. this? The events of the world as they have happened in real life these past As chaos ensued, the droves — suddenly several years have also happened in the far better organized than the scattering world of Immortal. A rise in terrorism, Prides — rained defeat after defeat upon natural disasters, culture barriers and them. Eventually, the Transcendents technological advances; all came about stepped forward, assisting our greatest in part due to the Great Betrayal. The warriors in reclaiming the former Prides were so busy fighting their great Morrigan stronghold of Valhalla. With battles that humanity was free of their further assistance the scattered Prides influence. The droves gained a foothold formed the Courts, based on their primal over humanity’s path during those few connections to reality, battle tactics from years. Oddly, it brought great advances their revolt against the Abzulim and for a humanity, constantly held back by

37 the anachronistic Prides. But the Great as difficult to reach, let alone survive on. Betrayal sowed fear and distrust among It is an unfortunate consequence of the humanity. The great work some Prides Shouting War, but most of the accomplished in bringing humanity Dominions within feasible reach of closer to a more mythical viewpoint was Earth were savaged by that ancient all but destroyed. conflict.

Though the tabloids gained more Our Solar System amazing stories to tell, humanity Though a vox will continue to work in a blundered through the Great Betrayal vacuum, the rigors of outer space are oblivious to it. The great battles took more than an immortal’s physical form place outside the perception of human can bear. None of the nearby planets — eyes. Great efforts were made to undo those that make up our solar system — the damage to the psyches of the few are capable of supporting normal life, humans who did witness such battles. they are mostly dead worlds without But even after being “convinced” that enough life force to sustain anything. If their perceptions had fooled them, they an immortal goes to one of the other now carry in their minds and spirits the planets in our solar system he needs to subconscious knowledge that the world travel by conventional human means or is different. The veil has begun to lift via lighter ship (which is considerably from mortal eyes. If the tribes cannot faster). Once there, things like breathing assist humanity to be ready for the truth, tend to be problematic. It’s who knows what will happen...

The Dominions The Dominions comprise the many worlds and dimensions away from Earth. Traveling to the Dominions is not easy; the vacuum of space makes it difficult to reach other planets. The nearby ones are now inhospitable wastelands; even an immortal will have difficulty surviving without being thrust into the Blue Air as the ravages of these worlds destroy his physical being. Other worlds, separated by the infinite gulf of the Blue Air are just

38 embarrassing for a character to be Excerpt from “In the Shadows of rescued because his body ceased to War”, as written by Hippolyta prior function from a simple lack of oxygen; to the Great Betrayal... or worse yet, for him to remain trapped until his body desiccates enough for his “Ares truly enjoyed finding yet another spirit to release to the Blue Air or his new realm full of unknown threats to vox attempts to reach his ark — because test his mettle against. In the time that I there is no nearby place to go to using served him, prior to my time now with Lethe on a dead world. Semiramis, we traveled to places that the rest of our race will most likely What about other worlds light-years never see. away from our own? They’re out there and a few support life: ancient Interpretations of ancient writings lead strongholds of groups of immortals from you to believe that there were only two the Age of Myth. There are most likely worlds in the cosmos: the Habitat and small tribes of humans eking out a bare the Dominions. Those writings claim existence in these places, or other the destruction of the malice shard broke creatures yet to be rediscovered. the Dominions up into smaller worlds, Whether those creatures resemble the scattering them into their own humans and creatures of earth still or dimensions; that humanity’s faith have evolved along different lines caused the sun to stop revolving around remains to be seen. the Habitat and made it vice versa. Not so. Our former Abzulim masters Other Realms traveled the breadth and depth of the Most of the habitable Dominions exist as universe long before the Malice Shard their own pocket dimensions, accessible was shattered only 400,000 or so years only through the Blue Air. A few still ago. Our ancestors were simply too connect to the energy conduits known as scared to rise out of their own ignorance the Nadir. Either way, some form of and see the truth of the universe around lighter is required to travel to these them. worlds. Out among these dimensions lie ancient Abzulim worlds such as Today, we consider nearby realms tied the original Tarterus and Babel. Their to Earth as part of the “Habitat” and all locations remain lost but for the other worlds and dimensions (including knowledge of a few avatars hidden the other planets in our own solar somewhere among the voxes of modern system) as part of the “Dominions”. immortals. Entire worlds and realms Both are simply outdated terms no await discovery, each with their own longer functional to properly describe flora and fauna. the wonder of what is out there.”

The only problem is time: the Abzulim realm or planet to another. Members of ruled for millions of years, easily the himsati race have a hard time spending thousands of years traveling maintaining their sanity for such a trip; from their holdings in one dimensional such was easier before the advent of

39 humanity. In the modern world so much The Labyrinth happens in such a short span of time, A great seed-like object that once that even to many immortals such housed the Wellspring of Talos — the lengthy trips are looked at with first Crucible — the Labyrinth is now a trepidation. There are an infinite dark maze sitting at the metaphysical number of worlds and dimensions center of the universe. Like a dead husk, immortals will likely never see. it is infected with all manner of dark creatures. The last known expedition to Another problem is life force: the One this place was made by the Phoenix to Soul metaphysically coexists with Earth. rescue many of their brothers imprisoned Places farther away (metaphysically there by the Shadowen thousands of speaking) do not bathe in the life force years ago. Stories abound of great as strongly. Humans barely survive so brackish colored orbs holding creatures far away from the One Soul, making it older than the Abzulim in stasis, harder for immortals to eke out a awaiting someone ignorant enough to bearable existence. This problem was release them. Even the droves do not one of the primary reasons the Shouting consider trying to find the way there. War even happened. There are tales of the lost lighter known The Sconces as the Spirestrike, and that it may hold The mystery of the Sconces comes up clues to the path taken by Samiel during many discussions concerning the millions of years ago. The Spirestrike Dominions. There are a dozen or so of was his personal flagship during the these monolithic towers by most height of his reign over the Abzulim accounts, scattered throughout the empire. The ship passed through the known Dominions. Impenetrable by any hands of the Terat in their ancestral past known means, they may antedate even and several groups of Solitaires before the Abzulim. The Anopheles — who going missing just prior to the Great have good claim to know the truth Betrayal. considering their servitude to the Abzulim — repeatedly claimed such prior to their defection from the tribes. THE HABITAT They emphatically maintained the Besides the Earth there are other nearby Abzulim were unable to enter these realms the himsati race can reach, many strange edifices. The Magdalen disagree without the aid of a lighter, serenade or and concluded the Sconces were built by other form of alternative travel. It is the Abzulim and sealed up as grand simply a matter of knowing where to go treasure vaults. They accused the in order to gain entry. Anopheles of hiding the truth and of knowing how to enter the Sconces; but Ley Membrane even now the Sconces remain untouched The Ley Membrane (simply called the and the debate continues. More Ley by most immortals) is the remainder information will be found in Tribal Law of a network of energy lines once versus Dragon’s Rule. connecting all living worlds and realms

40

An Excerpt from Merlin’s Cautionary in the cosmos: the Nadir. A few Tale… immortals learn serenades letting them command the power of the Ley The Morrigan, Protean and Tuatha came Membrane, but most simply find a upon Sheol after the fall of Abzulim nearby line and step upon it. Some Empire. There they came under the humans of faith are sensitive to the Ley influence of the Rime, an immortal Membrane and can perceive and walk its creature carrying a portion of the more powerful lines as well. Sanguinary’s true essence within her. She sent the three young groups of Tens of thousands of these lines immortals across the universe, having crisscross Earth, but most aren’t strong them slay all before them; bringing back enough for someone to travel upon them the bodies of these creatures along with without a serenade. There are some very various shards and voxes. All this was strong lines literally wrapping around grafted to the largest shard to ever exist, the planet. At the few points where the Malice Shard — the still beating more than two of these lines cross are “heart” of the Sanguinary. Not far away Na Gates: entry points into what is left from this grotesque creation of mixed of the Nadir itself. flesh and shard lay the Red Shard, housing the Sanguinary’s spirit. The Nadir The Nadir was the primary method used Unknown to us, the Abzulim returned by the One Soul to distribute life force and connected the Malice Shard to the throughout the universe. It still connects Nadir. 400,000 years ago Sharakai led most realms in the universe, coating the Anopheles and their primitive each world in a Ley Membrane. The human servants on a chase into Sheol, Nadir is hopelessly tangled after the where the Anopheles used the Femme shockwaves from the Malice Shard’s Darkle to destroy the Malice Shard. destruction 400,000 years ago. The This tangled the Nadir and prevented Nadir’s warps and twists worsen the our kind from following the Abzulim further away from the Habitat one goes; into the deep Dominions. Years later portions are shredded and even humanity’s faith would grant them the completely disconnected from some ability to destroy the Red Shard, leaving worlds and realms. Those worlds have the Sanguinary no escape except into suffered greatly and are dead worlds, nascent humanity’s telepathic network: much like the nearby planets in our solar the Morpheum. system. Only truly skilled lighter crews dare travel too far beyond the And for those that did not heed Loki’s Habitat; otherwise they become warning, he turned to the Rime and hopelessly lost in the further reaches of created our worst enemies, the first the universe. droves: Fenris, Hela and Jormungard. A plague that has turned many of our Occasionally a stray line of the Nadir own brethren against us over the many flares, becoming visible in physical long eons. space. Mortal science has given a term

41 NEW MECHANICS — Ley Travel to this phenomena based on their limited There are three methods to travel the understanding and not knowing what the Ley: By serenade (Chapter 5), by boon Nadir truly is: wormholes. Other than (Chapter 3), and as described below: these flares, it’s nearly impossible to tell a gateway from one world to another Immortals — and mortals with simply by looking at it. Gateways to Religarum — with a 5 or higher PER other realms are most often found by can perceive and step onto ley lines. accident, and rarely through skill. Often Mortals believe themselves to be doing gateways and Nadir lines simply empty something other than “walking” the Ley. out into the Blue Air, leaving those not Other beings with at least a PER of 6 protected by a living lighter to be slowly can also perceive and step on ley lines. torn apart. Once stepped on, the character moves at his running speed multiplied by his SPT Maelstrom attribute value. Strong lines add one to Like other realms of the Habitat, the SPT, only for the purposes of elemental plane of the Maelstrom determining speed. Weak lines subtract coexists alongside Earth. A swirling one; extremely weak lines require a chaotic world composed of the four serenade or boon to be at all useful for classic elements of earth, air, fire and travel. water, it is surely the father of all pure elementals, just as the life force of Earth While traveling, the character perceives is their mother. In older times the himself moving through buildings, trees barrier between Earth and the Maelstrom — even warded structures — as if they was weaker, and the energies of the were mostly transparent and ethereal, he elemental world often broke through. cannot interact with them. “Stepping When such energies came in contact off” the line immediately moves him off with shards and high concentrations of to the nearest point under open sky; ley life force, a new immortal was born: an lines will not deposit someone inside a elemental. structure, liquid or solid object. Likewise, they cannot be stepped on Existence in the maelstrom is nearly while inside a structure, liquid or solid impossible for normal immortals. Only object. a pure elemental in full himsati can survive the rigors of the maelstrom. Changing Direction Chunks of living earth hurtle through Characters can reverse direction on an pockets of air, fire buffets water; there is existing line at any time. To go in other no place of stability. Even for a pure directions requires jumping to another elemental the entrance can just as easily line that intersects the current one. If disappear within seconds, leaving him the line is stronger than the current one stranded for years until another opening no roll is needed. If the line is the same appears. All the while he’ll feel himself strength or weaker, an uncontested WIL mingling with — or being buffeted by roll is made against a target number of 6 — the power of various elemental to jump over to a same strength line, 7 forces. Others find their physical forms to jump over to a weaker strength one.

42 immediately torn apart by the raging elements, their spirits quickly thrust into the Blue Air.

The Primals This place is home to the Primals, dancing upon its energies and wrapping their spiritual forms in cloaks of elemental power. When leaving the maelstrom, Primals take part of those energies with them, manifesting on Earth as elementals of godlike power.

There are no game mechanics for Primals, they are easily a match for any Paragon of the tribes. One might wonder — if not for their single-minded dedication to the nurturing and protection of the Sunedrion — what might they do if they ever again turned their fury against the himsati race? A small army of powerful immortals might be able to hold off a single Primal, but in The exact number of Primals in any numbers all one can do is hope to existence is unknown; but tales of the survive the fury they unleash. It took the war between the Primals and Abzulim intervention of the Trine, millions of indicate several hundred existed during years ago, to keep the Primals from that time. Only a few Primals are known consigning nearly every member of the by any actual names, mostly the Ishim himsati race to the Blue Air or worse. and the Kai Ra.

The Primals are only seen outside the The Valley Of Gynnah Maelstrom in two places: The Valley of Deep in the deserts of North Africa there Gynnah and New Atlantis. The presence is an oasis. It mysteriously moves from of a Primal anywhere else indicates it is day to day, never staying in one spot. tracking down something that directly The hot sands give way to a small pool threatened a Sunedrion. Any other place of perfectly crystal clear water and a on Earth where a Sunedrion may grow, small but thick stand of trees and bushes one or more Primals are there tending to that cannot be seen through. Pushing it and hiding its presence from the rest of through this small stand, one finds the world. Only the pure members of himself in a great desert valley, the the Tuatha are able to come near a lone Valley of Gynnah. The oasis serves as Sunedrion without igniting the wrath of the only permanent entrance to the its Primal caretakers. Maelstrom, and Gynnah the only stable point in it. The valley was home to the

43 first Sunedrion and was the place of both The Kai Ra the First and Second Blooms —the The Deepwalker Unamal created the Kai Blooms cleansed the Primals of shards Ra during the Abzulim war with the forced upon them by the Abzulim during Primals. Bonding them to voxes and their war millions of years ago; the forging them into weapons, he robbed Blooms placated the Primals and kept them of their eternal connection to the them from destroying the himsati race Sunedrion. When the war ended, the after the war was over. Kai Ra were spared, as the Primals still sensed a glimmer of what these weapons The Valley is also the birthplace of the once were. The Kai Ra chose to enter Primal beings known as the Ishim. their own form of Ennui, save one. Possibly born of the One Soul during the Solitaire sought another way, assisting First and Second Blooms, the way the the Terat to claw their way from Primals were born of the Wellspring of darkness and building a haven for the Talos. The Ishim consist of Nimrod the himsati race: the first Atlantis. Horned Lord, Styx the Immortal Celebrant, Namergon the Lightning When Atlantis was destroyed, Solitaire Man, and Sphinx the Earth Watcher: is thought to have been destroyed or four special Primals not bound to the spread her essence among her followers duty of serving the Sunedrion. similar to Sharakai. Of the other Kai Ra, most sleep in a place known as the The Horned Lord was destroyed by the Foundry, deep within the realms of the former Morrigan Loki, but then Underworld. Caliburn serves as the resurrected during the Second Bloom; he Paragon of Peri Tribe; within the tribe, now serves as the Phoenix Paragon. Mimir watches over the Gargouille — Sphinx was wounded in battle with the whom he rescued from the Azhoth long ancestors of the Osiri and sits in an ago. The Kai Ra still carry their voxes. Ennui-like state to this day. Many believe its spirit long fled the physical Gremlin Grid body, but its pure power has caused the Originally discovered by a group of body to remain. Styx continues to wind immortals with electrical himsati — the its way through the Underworld. Solas — the Grid is a true cyberspace, a Namergon was itself destroyed, as it matrix, virtual reality and digital world; destroyed the corrupted immortal human but its landscapes, structures, flora, Anath, tens of thousands of years ago in fauna and avatar-like denizens are made Sheol. of real “electronic” flesh and blood. When it was first discovered decades Immortal scholars believe these four ago, it was a dark realm some compared have an older “brother” — an entity the to Sheol. A barren, dark green Osiri refer to as Death — an observer landscape with black volcanic-like and attendant of the One Soul. The Osiri monoliths rose into an equally dark sky. assist and serve this being in return for Only flashes of amber-colored ball secret knowledge. The most potent lightning illuminated the strange “data secret being their tribal gift. forests” that corresponded to huge

44 SYSTEM NOTE — mainframe computing complexes on an Characters’ Looks in the Grid Earth still experiencing the “Cold War” When entering the Grid, a character’s of the 1960’s. Raindrops like sparkling appearance is slightly altered to match colors fell from the sky, fizzling as they the node he enters. As he leaves the splashed to the ground. A few bits of node, changes wash away; entering dry green and amber foliage, sometimes another node will cause him to blend pure white, skittered across the with that node’s aesthetic qualities. landscape like tumbleweeds. Colors of clothing, skin, fur, scales, hair and eyes will match the colors and look Topography of the denizens in the node; features As Earth progressed into the 21st may become distorted, angular, mottled century, the Grid’s topography changed or extremely vivid. It’s all just with it. Home computers and small aesthetics and has no bearing on the home console game systems helped character’s normal abilities. usher in the first changes. Digital media, DVD’s, second generation consoles and For example, if the character enters a the boom of the Internet completely node corresponding to the headquarters transformed the landscape of the of a large MMOG, his look will change Gremlin Grid. Today, with the advent of to match the colors and style of next generation gaming consoles, characters found in the MMOG. As he MMOGs (massive multiplayer online leaves he’ll change back to normal until games), and the Telepath Chip, true life he reaches another node. Small nodes exists in the Grid. The Grid’s reality is make no changes to the character’s look, not virtual, it is most definitely real, but like those for a small business complex it is an electronic life — the soul of the or a lone video game arcade. machine — that lives and breathes here. Once thought of as an electronic Sheol; The character’s own innate and now it is seen more as an electronic supernatural abilities will react Morpheum … the dreams of the accordingly to the physics as the node machines. presents them. If the denizens can all jump ten times their height, so can the Everything in the Grid mimics the character. If he has the leap ability it is technology, and in some places the increased ten-fold as well. Serenades topography, of the place on Earth it react normally, depending on the corresponds to. The Grid is constructed physics of the node; denizens may have of “nodes” corresponding to places of electric souls, but they have the same high technology. Major cities, industrial attributes as any other mortal being. A parks, hi-tech manufacturing plants (ex: word of caution though, if a denizen Silicon Valley or Haiden Science Park), looks like he has the power to shoot and multimedia entertainment areas (ex: fireballs every time he throws a punch Las Vegas, Disney World or Europa … he probably can. You can use any Park) have corresponding nodes that can nature or serenade as appropriate to as large as a city. From there the nodes simulate any abilities needed in this generally get smaller. Small to moderate digital world.

45 size nodes represent small business crazes battle for the respect of “trainers” parks, hi-tech malls, or technology and “masters” they never had. Grid “superstores”. Smaller mini-nodes areas corresponding to technology-bare appear here and there, representing areas on Earth don’t have nodes and collections of net kiosks, internet cafes only weak circuits to travel on. While and the like across small towns. They the view is nothing to write home about, resemble “tourist traps” along the the occasional “black ice” virus stalks expressway or the “one-horse electronic these lonely roads, and they are very real town” off the highway. and dangerous.

The actual makeup of what one sees as Traveling back and forth between Earth he approaches a node often defies mortal and the Grid is normally accomplished imagination. Imagine every operating via serenade and an internet kiosk, and system, graphics program, video game, only works where a node is present. and virtual reality simulation; nodes are Only a few learn the ways of attuning made from elements of all these, both themselves to the very energies of the those that closely mimic the reality of Grid, transporting themselves to its Earth and even surreal environments and landscape from nearly anywhere. There mixes in-between. The Las Vegas node are a few places — hidden in plain sight is a hyper-computerized version of the Las Vegas strip, where computerized video game icons play alongside virtual reality “avatars”. Silicon Valley’s node is gleaming glass and steel surrounded by gold-plated trees and electric veins lighting neon pathways along bubbling data “fountains” and “streams”. Some nodes — especially the larger ones — look very much like the reality of Earth, having buildings, streets and denizens that resemble humans. Most nodes, however, look nothing like normal Earth reality, instead looking like various versions of cyberspace as presented in movies, literature and other media.

Connecting these nodes are “circuits”; pathways of energy that act using the same game mechanics as ley lines. The landscape around circuits gets simpler as you travel farther away from the larger nodes: punch card hills rise up from dark green landscapes and leftover creatures from mini-monster game

46 — where one can step right into the there as their chief stronghold. Deep Grid. Those who know of them guard within the caves of Girnar are direct that knowledge with jealous fervor. access points to the Gremlin Grid, kept open by the Arachne. Other tribes (and Denizens droves) have their own “grid surfers”, There is some debate over how “real” but the Arachne devote a great deal of the creatures and people of the Grid are. resources to the Grid and information on They are very much like the denizens of Earth that can be gleaned through it. a mantle; once outside of the Grid they Data stored on Earth in large enough “de-rez” and cease to exist. Their quantities does have an approximation in supporters are quick to point out that a the Grid. The trick is decoding what mortal human tossed out of Earth’s amounts to an encryption algorithm on realm into a place like the Maelstrom or the data; the data does not appear the Blue Air will also cease to exist. There same as it would on Earth. is no reason that denizens of the Grid should not be thought of as real beings. The undisputed lords of the grid surfers are affectionately known as the Net Except in the larger nodes, denizens of Spiders. This small clique among the the grid are restricted to simpler forms of Arachne Tribe is known for its electronic life. Still, if you cut them unconventional attitudes in comparison they bleed … maybe neon red or to a “normal” Arachne. They are radioactive green, but they bleed. younger immortals, very showy and full Yellow balls with hungry gaping of emotion. The Swarm has declared mouths, diamond-shaped floating them “off limits”; they receive no creatures that continually collapse in on punishment for their consistent, rather themselves, and small plumbers with un-Arachne-like behavior. colorations straight from a comic book, all exist. In larger nodes, you will find Underworld characters from complex video games, Underneath the civilizations sitting atop instant message avatars and so much the earth’s crust, there lie entrances to a more. The problem most immortals labyrinth of dimensions consisting of have is understanding them; just as all gigantic caverns, winding passages, immortals speak Atrana Cant, all gaping chasms and bottomless crevasses. denizens of the Grid speak binary. More These lands of darkness are home to a complex denizens, especially those that host of mortal and immortal beings. appear human, can also speak a human Here, in the nooks and crannies beneath language fortunately. the mortal world, the forces of darkness fester while the forces of light search The Arachne are regarded as the masters them out. of this electronic realm; they took the haven once occupied by the Solas and Most entrances to the Underworld moved it to correspond with Mount system of realms lie in deep cave Girnar in India. No node should exist complexes such as the Odyssey Cave in there, but they maintain its presence Australia, the Schwersystem in Austria,

47

the Jean-Bernard Cave in the Alps, the “depth”. The concept of the tiers is used Sistema Purificacion in Mexico, mainly to simply denote how far one has Optimistrcheskaya in Russia and the “descended” through a region, though Black Hills of the United States. one or two have been named due to their Hundreds of other openings exist, but particular historical significance to the are not as well known as they are hidden himsati race. The uppermost tiers allow from mortal detection. But an immortal each region direct access to various with a keen eye will notice them should areas of Earth, and following along a he happen upon them. particular tier within a region will lead you to other regions it passes through. Though the Underworld is actually a collection of dimensions that have Several features define and represent the permanent gateways between them, they Underworld, stretching through multiple are often viewed as regions. There are regions and/or tiers. Central to these is six main groupings of dimensions that the Walk, a continuous pathway form these regions; each region with crisscrossing the whole of the most of its Earth-bound entrances Underworld and connecting all of the located around certain areas of the regions together as a coherent whole. planet. In addition, there are seven Created by the Peri Tribe millennia ago, layers or “tiers” that each of the regions it has fallen into disrepair and is coveted seem to follow, giving some similar by all as the fastest means of traversing features to all regions at a certain the vastness of the Underworld’s

48 dimensions. Similarly, the river Styx regions along this tier. winds its way through the regions, passing through undiscovered caves and The fifth tier remains the principal engulfing all those that touch its waters. territory of the Peri Tribe, keeping their primary strongholds here. Great stone The Seven Tiers forests and carved out caverns stretch for The first “tier” of the Underworld is miles. Overall, this tier is also hot and considered part of Earth’s crust by most dark, full of winding passages and dead immortals: part of the mortal world. ends. It has the fewest connections to The caves and caverns in this tier have other tiers and is the easiest to defend. been largely explored by humanity. The The Peri have held it so long that arches second tier has only been reached by and grand statues can be found in the humans within the last two hundred oddest of places; often monuments to years; it is also generally abandoned by tribal achievements and caverns that the himsati race to the mortal world. various members admired and wished to This is as far as any normal mortal has artistically develop. dared tread or hoped to survive. It is a region of perpetual darkness, whose The sixth tier is known as the “Deep pathways down to the lower tiers were Strata”, closely resembling many mortal hidden from mortal eyes long ago. depictions of “hell”. Here mapping to the topography of Earth is pointless, one Deep beneath the earth’s crust, the third can enter the sixth tier from a region tier marks the first real Underworld under Eastern Europe, go just a little passages where inhuman activity is ways, and come back up into a region found. Luminous lichen illuminates under South America. The sixth tier is corridors and cavern walls; it is well- full of lands of great mineral diversity traveled and lacks the unspoiled beauty and magnificence, it is afflicted by of the second tier. The River Styx runs scorching heat and frequent earthquakes. strong through this level, providing Traversing the regions via this tier is transport through the six regions for done by the most brave … or most those wishing to avoid the dangers of the desperate. For those that brave the heat Walk, for a price. and dangers there are rewards: the jewel-filled wastelands of Avernus, the The fourth tier — nicknamed the War ore filled veins of the hilly caverns of Burrows by many — is home to the Dis, and the steam trenches of Stygia. Walk. The tier is long mined out by Here live the Azazel, a small drove of drove and tribe alike, the most precious little reddish creatures that know the tier sites ravaged long ago by constant like no other; slipping into the murky warring between light and dark forces. blackness in the blink of an eye. These It is a hot and dank level, without charm, ex-members of the Terat leap out from and home to the remnants of ancient dark holes and strike with obsidian battlegrounds and ruined prehistoric spears. This is about as deep as most strongholds. Yet it remains a busy areas of the various regions go. region since the Walk traverses the six

49 The seventh tier was once home to the Thousands of caves honeycomb the Blue Emerald of New Atlantis. Those higher tiers of this region, largely crossing the sixth tier find themselves in composed of limestone with a fair mix a kind of paradise, though without the of chalk, conglomerate, sandstone, Emerald’s presence this paradise slowly granite and lava rock. The climate is fades. There are few entrances and even temperate, but an atmosphere of ruin fewer exits. There is little to see as most and death hangs in the air. Collapsed of the caverns are immense but barren. tunnels and gaping holes in the floor Only Undersky holds any real interest reveal the decay overcoming the upper for travelers; a mostly abandoned place tiers here. Most of the rich mineral in the largest of the caverns, inhabited deposits are long mined, leaving vast by lone immortals wishing to stay caverns of rubble. Here are wonders removed from both the mortal and such as the Medusa Plains, filled with immortal worlds. Only the Deep Strata statues carved by unknown Peri keeps the tribes and droves from coming millennia ago; the statues are said — by in numbers to establish claims to this some — to move from time to time. The once shining natural metropolis. The ruins of the great Citadel fortress remain seventh tier consists mainly of the city of and a small number of minor Peri Undersky and surrounding massive fortresses. Even the stronghold of the caverns, it is in a sense its own region. Wormine Druids, built in 1021 A.D. But the only means to get to it is through remains; though reduced to rubble, the the sixth tier, so it is treated as a seventh entrance stands holding the last words of tier, lying at the bottom of all the six its dark defenders: “In Mortality We main regions. Exalt”. Even droves shudder as they pass the former dark mortal stronghold. The Six Regions Only Bête Noire of ancient times call The six regions are Arcadia, Acheron, this place home; it ranks as one of the the Barrens, Gehenna, Inferno and more desolate regions. Tarterus. Acheron Arcadia Lying under the New World of the Located underneath the area of Europe Americas and stretching from the Arctic and the Middle East, it shares a “strip” Circle to Antarctic Circle, it is isolated of territory with Gehenna to its south — by its position between the Barrens and where the Middle East and Africa meet. Inferno. The tribes didn’t discover this It was the first region the Peri explored region until after the fall of the first and settled in their early years and is rife Atlantis; droves and followers of the with ruins and battlegrounds. Blue Emerald had already entrenched Unfortunately it is of great interest to the themselves into the tiers of this region. mortal world, and many mortal But the Peri fought long and hard, and explorations come close to piercing the were able to construct the Hearth under third tier in this area. This has caused the Mammoth Caves in Kentucky. It rekindled interest by the Peri in the once serves as their primary fortress even abandoned region. today.

50 Acheron is the center of most activity in at the heart of the Barrens, merging with the Underworld now and is currently the the ocean and the realm of Ys. While most coveted region. The Walk in the only traces of Ys remain in the Barrens, fourth tier of this area remains a major there were once great battles fought in battlefield. Like Arcadia, it has a this sub oceanic region. But as Ys is a diverse geography and mineral make-up, world unto itself, most immortals are but on a much larger scale. Monstrous unaware of this. Recently the Walk has caverns act as mini-worlds unto been restored through the Barrens, themselves, with occasional crevasses allowing travel without having to reaching from higher tiers straight down navigate the flooded labyrinth. Still, to lower ones. Yet many areas remain investigation beyond the Walk is rare; so largely unexplored with entire networks many other things of importance occupy of caves yet to be discovered. This the tribes in this era. allows droves to hide in the darkness, and bitter lone immortals with The Barrens have very few passages murderous intent to scurry through existing within the lowest of the tiers; unknown side passages. the limestone and granite caves among the various tiers are freezing, cramped Within Acheron lies the Gauntlet, a and mostly flooded. Dry sections are series of traps and ambushes protecting usually filled with ice, stretching only a the Hearth. There are many Peri few miles before filling with freezing outposts and a few Terat ones as well; water again. Travel through the Barrens rumors abound of long abandoned — away from the Walk — results in Solitaire cities though none have been exposure damage even for immortals. discovered. All species and races of Aside from a few mutated Bête Noire underground denizen have found their looking for a meal, there is little life in way into Acheron; some find it quite the Barrens. Only the Drove Roane easy to prey upon solitary travelers. dwell in these areas, with a few brave members of Tribe Protean hunting after Barrens their former brethren. Under the breadth of the Atlantic Ocean, the Barrens lie mostly devoid of sentient Gehenna life and are largely flooded. The Situated underneath the continent of Barrens effectively lie underneath the Africa, it once stretched from pole to oceanic realm of Ys. A handful of pole; but of Arcadia into the explorations to this region — prior to the mix of the dimensions of the discovery of Arcadia — discovered a Underworld untold eons ago, compacted thoroughly desolate region too vast to this region into a smoldering concoction cross; it was decided nothing else lay on of its former self. The Terat claim a the other end of it. No major battles great deal of this area for themselves as appear to have been fought there, nor most of the passageways to other regions any outposts erected. were destroyed by the arrival of Arcadia, and only a few were recently restored. But in truth, there lies a great civilization

51 The Peri tend to leave this region to the There may be less life in the lower levels Terat, believing it a cursed place for any of Inferno than even the Barrens, but it is misfortune enough to travel through it. a magnificent cathedral of flowing Droves in this area wage a great deal of magma and showering fountains of fire. guerilla fighting against the Terat. The Here the Phoenix and those like them Walk is mostly intact and passable here, move as clouds of fire — the only ones but travel remains difficult. Drove with any real interest in claiming the Azhoth armies scour the Walk looking region. for battle. Tarterus A hot region overall, Gehenna has many Covering most of Asia down to the lava caves, fissures spewing forth hot Indian Sea, it has the fewest connections gases, and caverns full of noxious to the upper tiers and the mortal world vapors. A sulfuric stench fills most of save for perhaps the Barrens. Tarterus is the caverns, especially in the lower tiers. feasibly reached only through the Walk. The network of passageways defy mapping, reflecting the mystical One of the oldest known regions, entire cataclysm that tore it apart and then small communities of immortals and crushed it into a region half its original their followers — with their own “size”. distinct cultures and traditions — live and thrive in this region, regularly Inferno dealing with the tribes on a commercial Under the Pacific Ocean, stretching basis. While there is little to trade in under Oceana and Eastern Asia, modern times, token amounts of trading including Japan. Where the Barrens is kept up to maintain the peace with present a frigid barrier, the Inferno in these disparate communities that still some places can manifest heat able to cling to traditions most immortals have melt the strongest of metals. Until the abandoned. At times these communities discovery of Acheron, exploration of will fall under the sway of a drove, this realm was minimal at best. The forcing the tribes to fight them. Phoenix actually hold some domain here, struggling against the fiery The Peri and Terat strongly contest for Salamanders. dominance of this region. Though open warfare does not occur, those that have The region is made of mostly lava caves, lived in this realm for the long eons still hot springs and steaming fissures like have issues with one another. It is Gehenna, but with numerous violent similar to a long standing feud like that earthquakes; much of this region sits between the mortal Hatfields and within the Deep Strata tier. Traveling McCoys. A region consisting more of through Inferno results in exposure vast caverns than winding passages, it is damage from the intense scorching heat. a place of great riches in the deeper tiers, Only a small area known as the Devil’s with simple travel only complicated by Catacombs — which vent cool air — are the few earthquakes that close and open from the heat and exposure. up the few passages. The greatest threat

52 to both Peri and Terat in this region is purpose, it is a place of fear, pain and Drove Gaki, which gives the two tribes despair. It serves as a game preserve continuous reason to put aside their where captured mortals are brought to differences in the face of a common foe. serve and provide food and entertainment to the dark immortals This region should not be confused with residing there. the ancient stronghold of the same name. That fortress was flung far into the Once destroyed by the Kai Ra known as Dominions by the Eremites preceding Mimir, it was rebuilt by the last of the the Shouting War. Azhoth and remains concealed in the third tier of the Underworld. It is Other Features and Places guarded by a corrupted Peri known as There are a few special places worth Phra Saeng Khan Chai Si (the Sword of mentioning that stand out on their own. Victory), who has claimed many Peri souls. Alavastis has the reputation of Alavastis being a breeding ground for especially The dark city of the Azhoth is a horrific newborns — used as shock bottomless pit, a web of horrific troops by their Azhoth masters. The city technological edifices made of dark glimmers seductively like the emerald- bone-like material and hardened green lined throat of some huge gothic beast, resin. Spanned by bridges, buttresses, ready to swallow the soul of those who cables and huge machines of unknown enter.

53 The Furnace The Walk A place all to itself, laying deep under Composed of two hollow “rings”, each the seventh tier, the Furnace has only one encircling the Earth; the first ring been seen by a small number of runs around the North and South Poles, immortals, almost all of whom are Peri. the second bisects the first ring, running Even the Terat who have long traversed along the equator. It appears as a huge, the Underworld, only know of this enclosed ornate bridge of gothic/high- region bordering Earth’s magma core tech architecture with buttresses, through story and tale. Only a few battlements, spires, stained glass passages and caverns, whose heat was windows, emplacements for exotic muted by the powerful Kai Ra millennia ranged weapons, fluttering pennants and ago, are bearable to traverse. small bridges all connecting these and other features. The walk is not truly a Within the heart of Furnace lies the set of perfect rings as they pass through ancient Abzulim fortress known as the various regions of the Underworld. Foundry. Enchanted Abzulim locks keep the Peri from exploring more than a Being an enormous hollow ring it few areas. It is unknown what other extends from horizon to horizon when creatures or objects the Abzulim created looking from the inside. It is so large might be contained within this treasure- that one can see small lakes and parks trove. The Kai Ra were created in the inside through the windows. Small bat- fires of this place by the terrible like lighters hang dormant underneath it Deepwalker Unamal, and it is said at various Tribal outposts. Aside from Solitaire herself gave birth to the very various outposts, it is filled with old first Peri here. The Kai Ra do not abandoned galleries, halls, quarters, acknowledge any requests by the Peri kitchens, theaters, arenas, aqueducts, for information about the Foundry. cathedrals, parade grounds, airlocks, Within an accessible area of the Foundry laboratories, factories, temples, parks, is the Vault, where the majority of the coliseums, zoos, palaces and a host of sleeping Kai Ra stay. other features; it could literally house millions of people with ease. Hidden deep within the Foundry is Scramasax, the corrupted Kai Ra. This A central corridor leads through it, with dagger is best known for delivering the smaller “travel tubes” winding around fatal wound that slew a magically the exterior; but the tubes are silent, so protected Julius Caesar; ending a short- the Walk must be traversed manually. lived Eremite rule over the Stratagem Many sections have fallen to ruin and pact during that time. Scramasax parts of it are submerged underwater. appears to be the only being The physical makeup of the Walk knowledgeable about how to enter the depends on the region it is passing inner areas of the Foundry, thus through (mostly limestone, with granite providing it with safe haven. in Europe, dolomite in North America, etc.).

54 Unfortunately the Walk is mostly dark, most of whom are Peri — Moor Lock as its primary power source was the sits in caverns deep beneath the city of fabled Blue Emerald; nothing has ever New York in the United States. been found to match it. A few claim to Originally setup over a hundred years have witnessed the caretakers of the ago as a place for younger Peri to learn Blue Emerald, the Cerulean Order, and train, it now serves as a haven for traverse the Walk with ease as its once many mortal followers of the Peri in that dormant features — sliding doors, lights area of North America. Dozens of and other mechanical features — sprang passages lead to cave entrances on the back to life while in their presence. surface and to cracks in the walls of the subway system. Various other similar River Styx entrances exist in other major cities in Originally thought to be a great river the Northeastern United States and running through the Underworld, the Southeastern Canada, but only a handful Styx is in reality an immense Primal in any given city. being: one of the Ishim. It is not a mappable entity, changing course Undersky without warning, vanishing in one area The former domain of the Blue Emerald while appearing anew in another. The of New Atlantis, it is a great cavern only constant seems to be that it remains complex deep beneath Arcadia with four primarily in the third tier. Bathing in the major “cities” radiating out from the water of the river renders one central city known as Tizacia (lit. “the temporarily invulnerable to weapons not place of singing crystals”). Ralderoth, enchanted with life force, but there Thortis, Balphor and Dalchist are carved always seems to be some kind of karmic into enormous stalagmites rising from price to pay. To most it is dangerous; the cavern floor. The exteriors are touching its water only brings carved and imbedded with windows and misfortune. Safe passage along the balconies. Surrounding the base of these River is contracted with Chaeron, an is an immense shallow lake; bridges immortal of unknown lineage who alone connect the stalagmites to each other and may travel the Styx with impunity. to the central pillar that is Tizacia. Chaeron charges a hefty price — not always monetary — for his services. The domed ceiling of the central cavern But it is the fastest and safest way to housing the stalagmite cities is studded traverse from one region to the next. with fine jewels, each containing a Only his lighter is capable of bright fiery light — their reflections successfully navigating the waters; glitter upon the surface of the lake like sometimes the river drops hundreds of stars, giving Undersky its name. feet and has rapids that would crush a Unfortunately most are gone or burned normal lighter or boat attempting to sail out without the Blue Emerald’s them. presence. The society of Undersky in its time was quiet, reflective and somewhat Moor Lock monastic; now the cities lay abandoned Home to mortals and immortals alike — in near darkness. Most of the paths to

55 the great cavern crumbled and fell in on modern mortal craft can’t go. themselves. Only refugees from the Great Betrayal wishing to be left alone Entry to the Realm live here; even avoiding each other as Whirlpool vortices coalesce, providing they slowly fade into an eternal Ennui. entry into the realm. They are hard to find, appearing and collapsing seemingly Ys at random. There are a few stable entry An aquatic realm of sub oceanic tunnels, points, having stayed in place long Ys is to the Earth’s oceans what the enough to cause the ocean floor beneath Underworld is to its crust. A watery them to fall to great depths: Challenger extra-dimensional maze, it has strange Deep in the Marianas Trench of the pockets of air and land, forming islands Pacific, Puerto Rico Trench in the not found on any map. Entering Ys Atlantic, Eurasia Basin in the Arctic, requires traveling into the deepest Java Trench in the Indian, and the South reaches of Earth’s oceans, places Sandwich Trench in the Southern Ocean. There are also a few somewhat stable “land- locked” entry points such as the bottom of Lake Assal in Djibouti Africa, and the Bentley Subglacial Trench deep under the ice of Antarctica.

Connections even exist sparsely in the Underworld. This is how most non-water dwelling immortals make their way into Ys, thus avoiding the deep sea pressure that would crush them long before reaching any of the vortex entries. Nearly all these entries are found in the Barrens region.

What is it like? Once inside, the pressure of most tunnels eases up to the same as the surface of the oceans.

56 The tunnels appear to be made of pure Most likely it is the physical remains of water, with nothing beyond them but a the true Eidolon Leviathan, having been swirling blue-gray colored mist. poisoned and destroyed by his sister, the Attempting to pierce one side of a tunnel Sanguinary, eons ago. brings one back in from the other side. The tunnels do run in currents in SHEOL particular directions, and the speed of A terrible place of darkness, where the the current seems tied to the shifting himsati race languished for thousands of tides of the oceans “above”. Where years, it is the closest to “hell” the various tunnels meet they form large himsati race can imagine. It is not expanses similar to underwater caverns. considered part of the Habitat. Occasionally the waters of Ys will meet with the realm of the Underworld in the Topography Barrens to form vast water-filled caverns A vast wasteland covered in a fine deep or caverns that continually spill waterfall purple crystalline “sand”, it is filled with torrents from vortexes at the cavern rolling dunes and sparse forests of walls, with small islands sitting at the twisted Zuzog trees. A few drove forces center of them. make their homes in small encampments

and “towns” setup near access points to There are a few mantles whose only Earth. The land stretches for untold exterior entrance is from Ys. These miles until it reaches the “shore”. Here generally appear as islands similar to the land stops and gives way to inky those in the area of Micronesia or New blackness as far as one can see forward, Zealand. Vortexes drop waterfalls into up or down. Those who stare too long at the ocean around the island and it say it laps at the crystal sand like whirlpools around the island pull the waves; currents of dark “air” can be felt water back into Ys. Old tales tell the coming from somewhere beyond Sheol’s story of Gradlon, the Bright Blood king shores. who fell in love with the Tuatha

Malgven. A protean named Morvac, a Accessing Sheol is difficult, there are fantastic sea horse, was their constant only a few places allowing one direct ally. Lost somewhere among Ys is the entry from Earth; most of these seem to lost mantle of Gradlon, created by be impact craters from the K-T boundary Dahud, the maker-daughter of the mortal event of 65 million years ago — The king and his Tuatha love. Shiva crater under the Indian Ocean, the

Silverpit in the United Kingdom and the Ys is primarily the domain of the water- Boltysh in the Ukraine. Only a handful dwelling Protean, in their continuing of entry points from nearby realms of the battles against their own former Habitat appear to exist as well. tribemates: Drove Roane. The Protean a massive lighter known as The only visible light comes from the Leviathan. It appears to have once been sand itself, lending an eerie purplish-red a gigantic creature — the size of a city hue to the landscape. The sky above is — capable of traversing Ys with ease.

57 the same as that beyond the shores: inky The Shadowen Citadel blackness. Navigating Sheol is Even in Sheol the droves are not frustrating since it is all just one completely in control. There is a place wasteland of glowing sand and sparse within this vast wasteland that even they trees. There are almost no landmarks are wary of nearing: the fortress of the and nothing in the sky to navigate by. Shadowen. The fortress was originally a Flight is limited to within a hundred or great temple to house the darkest artifact so feet up as the blackness begins to in the himsati race’s history: the Femme envelope the traveler, cutting them off Darkle It was used by the Shadowen to from seeing the ground below (even a temporarily imprison the ancestors of the proper sense of up and down becomes tribes for 3,000 years, ending the lost as one ascends into the inky Shouting War. blackness). The Phoenix seem capable of easily navigating this place, due to Semiramis, the Shadowen Queen, sits their ancient history with it and with the upon a throne of bone and muscle from current, most powerful denizens within: an ancient creature her followers claim the Shadowen. is the remains of an Abzulim. From here she wields the Femme Darkle, commanding her forces against drove SETTING NOTE — and tribe alike. The citadel coincides Sheol and Sanctuary with the rough center of the Chicxulub Sheol rests in the same dimensional Crater in the Yucatan Peninsula and is realm as the mantles of Sanctuary, the the same place the Rime attempted to two separated by an inky black gulf build the Malice Shard millions of years known as the Oblivion Void. The roots ago. Access to Sheol through this point of Zuzog trees burst outwards from the means entering past the master gates that shoreline of Sheol, arcing across the once kept almost the entire himsati race void where they come to grip on the imprisoned. Shadowen guardians — outer barriers of mantles comprising the with shadow-animal packs they harvest outermost layer of Sanctuary. Though from the shadows of other creatures and Sanctuary has become much stronger give dark life — prowl the area around again since the formation of the tribes, the citadel and its entrance. occasionally a root will pierce into the reality of a mantle, causing all manner of havoc and chaos. If the rift is large THE MORPHEUM enough, the contents of the mantle are Residing within the Blue Air is a grid- sucked out into the void, lost in the like energy force: the remnants of blackness; until the maker can repair the humanity’s telepathic link it used to rift or is sucked out himself. Droves communicate with long ago — before who still battle the Shadowen within the Magdalen invention of the spoken Sheol have ways of claiming some of and written word. Now the Morpheum those lost in the black, and slowly represents the total subconscious of the poison them into becoming Progeny, or human race; a place of dreams where just leave them eternally adrift in the more sublime aspects of the Invisible Oblivion Void.

58 War are raged between the tribes and slicing through the Morpheum. The droves. It is well-protected, immune to lightly wriggling cocoon “appears” to be the meddling of most immortals save of a finite size from the outside, based those who have devoted their very long on the strength of the dreamer’s spirit lives to plumbing its mysteries. and how deeply he is sleeping. But “inside” it can be any size necessary to The Morpheum is not a physical place or contain the environment of the mortal’s realm. It is more a conjoined state of dream: grandma’s house complete with mind, shared among all humanity; their all the smells of baking, a twisted dark minds instantly and automatically forest, or a beach under a warm tropical contribute to it, even during something sun. All of these are merely subjective as simple as a common “daydream”. realities contained inside the cocoon of a Immortals must consciously link to the dreamer for as long as he sleeps. Morpheum or they sleep within their own minds, viewing images of their own Within the dreamspace, time and space pasts. This is one reason immortals are are fluid. The reality of the dream is so often anachronistic and susceptible to all encompassing that dreamers do not Fugue: they miss a large portion of the even realize it has boundaries. When a creativity and mental renewal that comes mortal awakens, his conscious brain with true dreaming. functions override his subconscious link to the Morpheum and he stops dreaming. In recent times, more tribe members The cocoon stops moving and hangs like have taken to chancing an occasional an empty sack on the winds of the Blue drift into the Morpheum. But droves Air. Over time, the cocoon is sheared by still prowl the realm, as do other things. these winds and drifts off in pieces to Many immortals — lacking the become parts of “anchors” or other web experience and knowledge of how to strands. successfully navigate and manipulate the energies of the Morpheum — find Dreamspace cocoons usually remain far themselves helpless victims of the apart from one another. But on rare enemy. Most of the tribes’ members do occasion one can break free from its not chance true dreaming; only the Terat hang-point and drift through the web to and those Mystics who wield the come rest in another spot, or stick to Incubus Boon are able to navigate the another dream — thus causing the Morpheum with any real chance of mortal phenomenon of shared dreams. success and safety. Aside from events within the shared dreamspaces, mortals take no damage Mortal Dreaming from cocoons breaking free and drifting. As mortals fall into slumber they link to the Morpheum. Their subconscious A significant amount of mortal creativity minds activate and a dreamspace spins and inspiration begins in the Morpheum. up around their mental signature in the Every experience and memory form of a web-like cocoon. These experienced inside a cocoon creates a cocoons are hung from webbing strands “dew-like” particle that rolls like

59 SETTING NOTES — Hush-Hush glowing perspiration down the outside, Somewhere among the telepathic layers dripping and collecting on the filaments of the Morpheum is the center of this of the web. Sometimes, “traffic” on the web: the Hush-Hush. It was once a strands, will cause the particles to roiling sea of captured souls, constantly mingle together until their weight causes feeding the dark spirit of the them to fall like a drop of rain. If the Sanguinary, her spirit’s lair if you will. drop strikes another cocoon hard The presence of the Sanguinary’s spirit enough, bits of the tangled thoughts and within the Morpheum gave the droves memory enter the new dreamspace, unprecedented access to the telepathic giving rise to more ideas by the mortals web, making it a truly dangerous place experiencing them. for immortals to tread. Anchors Now the Hush-Hush is just that, a quiet Created from the collective will of hardened mass of extinguished souls, no human faithful, these permanent longer writhing in the center of the great structures form part of the Morpheum’s web. No one is able to penetrate its exoskeleton. To step on one is to tread exterior to determine the final fate of the upon a greater dream; like a telepathic once frightful god that spawned the stronghold, the occasional Bright Blood himsati race. or immortal can find safe haven in these shared dreamspaces. Instead of Dreaming In Other Realms appearing as conjoined cocoons, they The Morpheum is resident throughout appear as thick web cables or giant all the Blue Air, reaching to dreaming bright masses (like a “nest”) based on mortals and immortals in mantles, other the spiritual strength of the group realms of the Habitat and out into the sustaining them. Anchors appear at furthest reaches of the Dominions. Even large intersections of many strands. in other realms there is a Morpheum that can be connected to by mortal and Anchors are virtually indestructible, immortal alike. For game purposes, any forged by the minds of the most given realm (a mantle, Arcadia in the powerful mortal spirits on Earth. The Underworld, the Gremlin Grid) is only way to destroy one is to search out treated as having its own Morpheum. the dreamers connected to it and kill The strands connecting these disparate them; even in their waking hours their dimensions and worlds are so fine that faith sustains these powerful strands. even the most powerful immortal would be hard-pressed to detect them. Plus it Immortal Dreaming is too taxing — even with a serenade — An immortal’s natural instinct is to rest for an immortal with the needed skills to within memories of his past and not truly send his mind reaching so far away from dream. If he chooses to dream, he forms where he connected to the Morpheum. a cocoon and dreamspace like any Only a few true masters of the mortal. These cocoons are easily spotted Morpheum might accomplish such a among the mortal ones, the exterior feat, and their minds will most likely sheath glistens with power — more so if never return to their cocoons.

60 the immortal carries immaculum while suspended there. A few potent Bright he dreams. Immortals cannot free their Bloods are also able to leave their minds from their own dream cocoons, cocoons, but face the same trials and but circumstances and various powers dangers as their immortal counterparts. can. Immortals with the Incubus Boon can simply choose to appear on the Faith strands and not even form a cocoon. It Droves are not the only foes faced while must be remembered that it is a walking the strands and anchors. The telepathic representation of the endless breeze of human emotion immortal’s mind that sits within the emanates out of dreams. The winds of cocoon or wanders the web, the faith projected by the irrational impulses immortal’s physical body is still and terrors of human dreams confuses somewhere in physical space. members of the himsati race, warping

For those who do find themselves outside their cocoons, “walking” along the strands “shakes” them — though anchors do not move under the weight of all but the most powerful creatures. These tremors unwanted attention to the traveler as droves and other creatures roaming the web are highly sensitive to the heavy footsteps of other supernatural beings treading upon the strands. Anchors are relatively safe to travel, though chance encounters can still occur. The safest havens are “inside” the anchors or dreams

61 their instincts. The winds buffet an From a conversation with immortal, causing him to lose his way ‘Epiphany’… on the web and influence his thoughts. Sometimes this breeze becomes a storm, “I remember my encounter with a sweeping hapless travelers far away Tempest: October 29th, 1929. I had from their dream-space. They become just returned from Sanctuary back into trapped in the Morpheum until they can New York City and set straight to the reach their own dreamspace again, a Morpheum; I had no idea what doorway to the waking world. Like happened that day. The breeze of lightning, human fear and superstition human emotion was a bit stronger, but I occasionally strike a character, was sure I could handle it. As more transforming him into a reflection of panicked people connected to the web of those fears, a monster. slumber, I felt the change in the winds, biting, stinging and grabbing at me. When winds generated by multiple Small webs of confusion clung to me, mortals in a similar physical region misdirecting me, stopping me from come together — such as during a reaching the safety of my own cocoon. region-wide panic — they form a Tempest. These faith storms eventually I had almost forgotten the feeling of fear spiral out into the Blue Air, occasionally in my long existence, until I saw the flaring into other realms; usually through raging storm rise up over the strands, shallows, but any portal or gateway helpless as it carried me off into the between realms can be temporarily Blue Air. I felt my body back in the broken through. The power of a tempest corporeal world twist and warp, my is so strong that personalities, beliefs and mind afire with fear and loss from all even physical forms can be changed. those who suffered at the hands of Black Immortals can only find safety within Tuesday. Surely my mind was about to the dreamspace of an anchor, little can be torn apart, and too late I realized the stop such a powerful force. Sometimes Tempest had somehow pulled my a mind can be “swept” off the strands physical body into the Blue Air to join and lost in the Blue Air for days until it the destruction of my mind. drifts back to a point on the strands where the mind can begin to find its way I only remember waking up half a back to the cocoon. Individuals lost this continent away, my clothes tattered, my way are often mistakenly thought to be hair a different color, and my outlook on in comas. my life completely changed. All I know is that somehow I was spared, and most Such changes should be used as a plot likely I’ll never know why.” device; drastic changes should be made with caution and only to advance the Entering a Dreamspace story. Tempests are rare since it requires Sleepers are those immortals capable of a large number of mortals to all share the willingly walking the strands of the same superstition or fear at great Morpheum, complete with all their strength and at the same time. supernatural abilities — they possess the

62 Incubus Boon. Other immortals are At this point it is up to the immortal to incapable of leaving their cocoons play along with the dream or use the without the aid of serenades or Mystech. dream-character he inhabits to try and modify the dream. Attempting to grant Once out on the web, it is difficult to the dream-character abilities it doesn’t find a specific mortal cocoon — even possess (those the immortal possesses in droves have difficulty. Cocoons look the waking world) forces a contest practically identical to one another on between the immortal and the dreamer the outside. Characters need a mental (see Appendix C). Failure causes the link of some kind with the dreamer they winds of faith to affect the immortal, are searching for. If the character goes depending on how drastic a change the to sleep while in the physical presence of immortal attempted to create. the target dreamer this is not a problem, their cocoon will be within visual Character Abilities distance when the character appears on What a character can do while in the the strands. Otherwise, the character Morpheum depends on how he must “physically” travel the Morpheum; connected to it: its dimensions do not exactly fit the geography of the waking world, adding Normal Dreaming to the dangers of doing so. An Immortal dreaming in the Morpheum is just that: dreaming. He resides within Once found, the immortal merely his own cocoon and is unable to leave it presses himself against the mortal’s save for waking himself up. Immortals cocoon, injecting his presence into the in their own cocoon are fully cognizant dream; he becomes wrapped up along of the fact they are dreaming unless with the dreamer. Once inside, the misled by a serenade or other force. immortal is forced into the role of one of Within their cocoon they have the full the “characters” of the dream, if one is range of their normal abilities. available. If there isn’t one available he merely gains a third-person point of Should the character somehow be view of the current dream. The dream- transported, or gain entry, into another’s character does not necessarily have to be cocoon, he only has the physical abilities human (or “alive” for that matter, and appearance granted by the dreamer. depending on the what the dream is He retains his own knowledge and about). The immortal can force himself personality, though he may be into another “role” if he wishes. The influenced by any dreamers possessing physical appearance and abilities of the faith. A character cannot “use” his immortal are now those of the dream- Natures while in the dream, though he character: if the dream-character can may accidentally activate them in the fly, so can the immortal; if the dream- waking world while attempting such in character is incapable of speech the the dream. A few creatures are able to immortal is now mute. The immortal “break” these rules on appearance, possesses no other skills or knowledge abilities and natures when in another’s save those he came into the dream with. dream.

63 SYSTEM NOTES — Serenade & Mystech Terat Dreamscape Gift Those using serenades (such as Somnus) This creates a pseudo-anchor, pulling or some other form of mystical power do others into the Terat’s dreamspace, and not link to the Morpheum, but instead granting him full control over the link directly to a specific mind’s environment, dream-characters and subconscious. Consult the Influence props. Terat often interact with others chart to determine how much they can via the use of a dream-character — affect a particular dream. At truly high created from his imagination — invested levels, they are able to mentally damage with any ability he has knowledge of. others in the dream, such as the dreamer He may appear as himself, but only has and other entities connected to the his own skills, natures, serenades, etc. ; cocoon. or he can manifest as a disembodied or telepathic voice, controlling the “Sleepers” surrounding environment. Others pulled Those possessing the Incubus Boon have into the dream follow the normal rules the full range of their powers, natures, as if dreaming in another’s cocoon, but skills, etc., even while morphed into are forced to appear as themselves and another appearance within someone’s cannot jump or alter their roles. dreamspace. It is possible to mimic the Incubus Boon via serenade, but it does Dreamtime Mantle not grant quite the same level of ability. The Dreamtime is treated as an anchor Many Progeny and even some mortal in regards to bonuses and penalties. thralls and drove predators carry the Any immortal connecting to the boon from the time they spent tied to the Morpheum from inside the mantle gains will of the Sanguinary. a +1 to all rolls made in the Morpheum. Terat tribal members also gain a +1 to Conflict in the Morpheum all appropriate defenses (armor, MIND, The Morpheum is fraught with peril. etc.). A non-Terat being allowed to Physical conflict in the Morpheum is a enter the Morpheum through the metaphor for conflicts of the mind. No Dreamtime is highly honored indeed. matter how many blows are struck — and with what apparent force — a Mystech or other means to focus damage character remains physically unharmed through the mental web. wherever his body sleeps. If a character is “destroyed” in the Morpheum, he slips Other Denizens and Travelers into a comatose state until his mind can recover from the disruption caused. It is The Dreamless in this state that many mortals are found There are a number of effects sleep in the waking world by the droves and deprivation has on the human mind; slain or captured. There are a few ways judgment is impaired, mental processing to cause true harm to others in of stimuli is both distorted and slowed, Morpheum however. Those with the and hallucinations are experienced. Incubus Boon are able to do such, as Most mortal scientists agree that sleep well as those who find various ways via deprivation is dangerous to a person’s

64 well-being. world for all its sharp edges and work towards the destruction of that which the For some humans sleep deprivation tribes hold dear. These are prime causes them to see the world of the recruits for mortal agencies such as the himsati race, making the mind more alert Apocrypha and also the occasional to their presence while at the same time drove. breaking down mental defenses. Most mortals eventually collapse from The Fringe exhaustion and a few become mentally The Fringe is a group of immortal unstable or simply die. But a rare few Mystics exploring the outer limits of are fundamentally changed by the long- consciousness and sanity. They spend term effects and become the Dreamless. most of their time in the Morpheum studying the dreams of insane and drug- A rare and mysterious breed of human, addled mortals, with the intent of their link to the Morpheum severs and milking their dreams of volatile elixirs they dream the same way that immortals that they hope to use as weapons against do, within their own minds. Never truly the forces of darkness. These are the sleeping, they see the world without its strangest, most alien of the Mystic illusions; they can see immortals for Calling, tinged with the surreal human what they are, the borders of mantles, madness they constantly immerse ley lines, and the quicksilver coils that themselves in. tether other humans to the Morpheum. Some can even pierce the veil into the Members of the Fringe come from Blue Air and rumors persist that a few tribes, Solitaires, even an occasional can see the thoughts of other humans convert from the droves. Though they flying out of their minds. Their never officially abandon their original perception increases to supernatural group, there is no expectation that they’ll levels. ever return to work with their original brethren. Their minds become rather The naked glare of the truths normally chaotic and beyond influence. But there hidden from humanity causes great is the sporadic moment when a kernel of despair in the Dreamless. But with it wisdom springs forth from their group, comes great wisdom as they see all that offering a small but potent weapon the immortals see; with the mind, soul against the forces of darkness. and sensibilities of a human being. Like jewels among humanity, a few of the Succubi himsati race treat the Dreamless as Human dreamers killed while they sleep; mentors for a time; hoping to receive for unknown reasons their mind and help along the elusive path to spirit disconnect from the body at the transcendence. Many Solitaires covet moment of death and survive in the the Dreamless and watch over those they Morpheum. Initially they wander the find to ensure their safety. strands and sustain themselves on the dream perspiration of various cocoons. Alas, some Dreamless come to hate the Once matured they enter a chrysalis

65 stage, emerging with ethereal wings and but a group of human thralls mutated a voracious appetite for life force. They eons ago by the Terat during their time seek and enter the dreamspaces of as a drove. Looking vaguely like large mortals, seducing them and draining misshapen humanoids with avian-like their life force. They return dream after beaks, they maintain a corrupted anchor dream until the mortal has nothing left to hidden not far from the dead Hush-Hush. give, becoming comatose and most The Sandmen physically live in the likely dying. Morpheum, their bodies capable of surviving while inside their dark anchor; Often they find a dreamspace to use as they come out into the waking world safe haven rather than draining the only as needed. mortal’s life force. The Succubus takes on the form of dead relatives, fantasy Using telepaths as the Terat do, they are lovers or anything else the dreamer will projected into a mortal’s dream and step protect. This symbiotic relationship ends out into his physical presence. They when the succubus, ravenous with wake him up, throw their special sand hunger from failed hunts, turns on its into his eyes, and leap back into the benefactor. Some gain enough power to mortal’s dream — without forcing the manifest physically in the waking world mortal back to sleep — the mortal is for brief periods. now in a constant state of light daydream. The sandmen can not only Sandmen see through his eyes, but affect his The Sandmen are part of Drove thoughts and actions as well. Eventually Nightmare; a constant thorn in the side the mortal goes both blind and insane as of the Terat, waging war with them over repeated in his mind by the the fate of Bright Blood telepaths. The sandman cause the equivalent of human Sandmen themselves are not immortals, “babbler” to develop.

66 SYSTEM NOTES — temporary physical body in the waking Succubi world, restoring its lost physical After emerging from the chrysalis state, attributes. It must continue to drain at the succubus enters dreamspaces at will; last one BODY per day or it will fall via a contested roll of PRS vs. the asleep and dissipate after a number of mortal’s WIL one point of BODY is days equal to its SPT. It must start the drained per encounter. In the waking process of gaining enough BODY all world the mortal takes a –1 penalty for over again. each missing BODY (it heals as if it were marked off health boxes). If the Sandmen succubus ever fails, it cannot drain that A sandman can see through an affected mortal ever again. Succubi possess the mortal’s eyes at will, and via a contested equivalent of the Incubus Boon and the WIL roll, inhabit their body. Once Harlequin’s Mask gift (no immaculum inside they can influence the mortal’s required to use). Any damage dealt by a thoughts and actions by comparing the succubus in the Morpheum is real sandman’s WIL to the mortal’s PRS and damage and must heal normally. checking the influence chart. Sandmen can maintain a number of vessels equal Once the succubus drains enough to half their SPT. Sandmen have a 4 - 6 BODY to equal three times the sum of WIL, but weak physical attributes (1 - 2 its other four attributes (it only has PER, each for STR, END, AGL). PER and PRS, WIL and SPT — from when it was PRS range from 3 - 5. alive and whole), it is able to form a

Full Rules many more levels. It is a place that For the full rules and expanded physical matter is not meant to exist in mechanics of interaction in the any form the himsati race understands. Morpheum, see Appendix C. Corporeal beings entering the Blue Air do not return from it — at least not whole and/or in any form resembling THE BLUE AIR that in which they entered. A spiritual ocean directed by the tides of emotion, thought and energy, it is the Being an endless, ever-changing ocean home of the Morpheum, filled with the of energy makes it impossible to set up energy fueling the patterns of reality any kind of static navigation or routes immortals call the Aria. The Nadir through the Blue Air. The only winds through it, it is home to a seemingly static routes are those found multitude of spirits and the mythical by following the Nadir. A few mythical Crucible, or One Soul, and apparently Abzulim lighters can directly navigate connects to all of existence. the Blue Air in the same way the Saturna of the Osiri do, but none of the tribes The Blue Air is a place that immortals have been able to decipher how these cannot enter unaided. It is similar to the fantastic super-lighters are capable of Maelstrom, whose physical properties such a feat. tear apart unprotected immortals on

67 SETTING NOTE — Tempests rip through the Blue Air, both The Saturna those born of the Morpheum and those Roughly a century ago, the Eidolon born of the clashes of energy, thought Rukshasa gave a small group of and emotion. Tempests born purely in Anopheles (before that group’s fall to the Blue Air do not enter the Morpheum, darkness) the ability to safely traverse nor do they normally pass through the and navigate the Blue Air in a physical Ley energies that surround most worlds. form. The Saturna are now members of For the few that do, nothing is safe from the Osiri. Saturna merely will their reality altering effects, not even the themselves into the Blue Air and very environment. Such a tempest is unerringly navigate it, resting on the even rarer than those created in the strange chunks of physical matter that Morpheum and Narrators should use appear from time to time. They not only such an incident carefully in their seem to understand how the chunks are stories. formed, but predict when and where they appear, using them as landmarks. Gossamers The Saturna are only able to safely Normally, when an immortal’s physical navigate the Blue Air that corresponds form is destroyed, his vox uses the to the Habitat and not beyond. releasing energies from the spill to “teleport” itself and his spirit in a nearby to serve as a point of relative fashion similar to lethe. The destination safety for the reforming character is the character’s ark, where the (ex: character is trapped at the character will reform. If for any reason bottom of the ocean). the vox is unable to complete the process, the character’s spirit spills into The gossamer only has a SPT attribute, the Blue Air and becomes known as a as he floats through the realm of gossamer. thought, energy and emotion. However, he retains his full personality, There are four main reasons why the vox knowledge and intelligence, unlike most may not complete such a process. mortal ghosts. Able to see the flow of 1. The ark doesn’t have enough energy emotions resident in the Blue Air, a to reconstitute the immortal. gossamer can sense when he is near a 2. The vox is removed from the body shallows and cross over into it. just prior to the “teleport” Unfortunately, most gossamers float far 3. The character is “too far” away — away from any inhabited realm (Earth or dimensionally speaking — from his otherwise), and lose any chance of ark. This is at your discretion as finding a shallows for eons … if ever. Narrator, and normally only happens when the ark is in the realms of the Should the gossamer cross over into a Habitat but the character is far out in shallows, he is not restricted to its the Dominions. boundaries and may leave the shallows 4. If a vox is unable to enter lethe — to travel the physical realm he finds for a character that does not have an himself in. But he is still intangible and ark — because there is no location unseen; only those using serenades,

68 Mystech or perceiving the Blue Air mortal to believe that the gossamer is not while in full himsati can see him. He only more than a normal creature or only sees other spirits (both mortal and ghost, but that it can also be trusted immortal), immaculum, taint and the (regardless of whether or not that is in living SPT attribute of other beings. By fact true). “manifesting” attributes he then perceives and interacts with the physical The loss of the vox disrupts the world. gossamer’s various attunements to objects and places. However, by In order to regain a permanent physical substituting the faith of the master for body, he must find a mortal Believer to his vox, the gossamer restores the bond with, and use this new “master” to attunement to his ark and any gain needed life force and deposit it into sanctuaries he has. Even without a his ark. Bonding with a mortal Believer master, any sanctuaries tied to Believers in this state requires no rolls, it is a still keep their attunement with him (see simple act of will and desire, and is Chapter 5 for the normal rules initiated simply by coming in spiritual concerning sanctuaries and arks). contact with the mortal. But the mortal Unfortunately any talismans or other can sense this desire to bond, and can items are permanently lost unless the reject it. So the mortal must be willing; gossamer is able to reconstitute with his this typically requires the gossamer to original vox. gain the mortal’s trust. Typically this requires manifesting and getting the Gossamer and master now share a

69 telepathic bond whenever they are in The other important element to creating close proximity to one another. The a new physical body is a vox. If the bond allows the master to build an ark gossamer doesn’t have his original vox, — if the gossamer doesn’t have one— he must track down another (typically and talismans that attune to the with help from his master). Gossamers gossamer. If the gossamer can easily have no special means to sense or find reach his own ark, the need for talismans their original vox unless they come is effectively negated. The bond severs within close proximity to it. Often it is if the master is harmed by the gossamer; not possible to find the original, so the the definition of “harmed” is up to the gossamer accepts whatever vox can be beliefs and self-worth of the master. For found, stolen, or otherwise obtained; this some it is just a simple insult, for others means completely new avatars to learn it is directly attempted life-threatening about, and the loss of all his old ones. injuries. The bond is also severed if the Reconstituting using a previously gossamer returns to the Blue Air for any unbonded shard requires a tremendous reason or if the gossamer attempts the amount of energy in the ark, and often sinning of life force from the master results in a rather unpredictable new physical form. There are two ways the gossamer gains life force to store in a talisman or ark. Once sufficient energy is stored within • Lullaby or sin committed against a the ark, as soon as the gossamer next mortal allows the gossamer to take in makes contact with a vox — that is not one attribute point. This point must currently in the throat of another then be deposited into a talisman or immortal, used in a piece of Mystech, directly into the gossamer’s ark. etc. — it immediately whisks him into • Believers (including the master) can the ark and he is reconstituted. His most use the tithing skill (see Chapter 5) recent avatar is now the vox’s prior host, to contribute life force directly to a which might just be a copy of some talisman or the ark. other gossamer or recently reconstituted immortal elsewhere. If the gossamer commits lullaby upon the master directly, the life force doesn’t Mortal Spirits go directly into a talisman or the ark. When mortals die, their physical and Instead it is used to create permanent mental auras dissipate, leaving the spirit physical manifestations for the free to leave the corporeal remains and gossamer; these are always of the travel to the One Soul. From within this gossamer’s himsati form and always vast pool of soul energy, new souls are rather small (regardless of the created as old ones mingle together. gossamer’s normal size when in When a mortal dies with unresolved himsati). The gossamer now has limited issues or has a traumatic death, its human speech capabilities and can fully mental and physical attributes do not interact with the surrounding completely dissipate and these fragments environment at all times. cling to the spirit. Until the spirit finds some kind of inner peace and can shed

70 them, it wanders the Blue Air — a ghost. Blue Air only to eventually reappear at Each ghost is different; no one can say the shallows a short time later. Other how long it will take, or what inner ghosts from the Blue Air may cross over torment the spirit feels during the long into the physical world if they stumble and lonely time it spends struggling with across the shallows. But if they leave a life ended in turmoil. the area, they too are thrust back into the Blue Air, but are now again lost in the Worse yet is when a mortal of faith dies sea of thought and energy. in such a manner; the power of his faith creates a shallows. Called a “haunting” The personalities and memories of in immortal slang, the barrier between ghosts are just fragments of their former the Blue Air and the physical location of selves. The only pieces remaining the mortal’s death becomes thinned. whole relate to whatever incident caused Eventually the ghost is pulled from the them to create the shallows (unrequited Blue Air back to the shallows it created. love, traumatic or violent death, curse, This may take weeks or years before the etc.). Ghosts partake in activities closely ghost makes its first crossing from the related to what is holding them back Blue Air into the shallows. There it from the One Soul. While most ghosts remains tethered until it can resolve are barely able to manifest, a few strong whatever caused it to create the shallows ones cause quite a bit of havoc in the in the first place. Going beyond the area encompassed by their shallows. shallows thrusts the ghost back into the Bright Blooded Ghosts By their very nature, Bright Bloods Excerpt from a discussion with travel to the One Soul, but their spirits Aeacus, Osiri Scourge… do not merge with the vast pool of soul energy. Depending on which scholar’s “...indeed, all mortal spirits — ghosts if theories one likes best, they either orbit you prefer — have a driving need to it for a time, or plunge in but come back resolve those issues left when they died. out exactly the same. Either way, the For those that died a traumatic or violent spirit returns to the physical world to be death, that need is often revenge, born again; it is rare that a Bright Blood satisfaction that the guilty party is returns as a ghost. On the rare occasion brought to some form of justice, or that a Bright Blood creates a shallows, it has those they left behind will be okay. All a surreal, obviously otherworldly quality too often they cannot accomplish such to it. Any being that wielded Religarum resolutions on their own. We often and returns as a ghost, becomes a assist in such resolution, then allow one powerful spirit that makes immortals of our members who has remained in think twice before entering its shallows. gossamer form — or for those most important a member of the Saturna — to Soul Reapers escort these spirts to the One Soul, If a mortal has taint in his aura and dies protecting them from the more with unresolved issues, in a traumatic or malevolent spirits that sometimes roam violent way, he becomes a Soul Reaper. the Blue Air near shallows.”

71 SETTING NOTE — The taint consumes the fragments of the Soul Reapers physical and mental auras, and clings to A Soul Reaper’s taint motes become its the spirit as it traverses into the Blue Air. effective SPT. They may leave their This creates a “dark” shallows drawing dark shallows for a number of days in free taint and creating a cursed place. equal to their taint motes, after which The unresolved issues — as well as how they are pulled back to the shallows (not the mortal died — play a heavy role in into the Blue Air). By making a the development of the curse, but it can contested SPT roll against a mortal, they be created from any number of sources: can rip away a point of the mortal’s prominent features, history, or beliefs of SPT. Mortals reduced to 0 SPT die (and the locals concerning the location. The create a shallows if the mortal had curse affects those who come in contact faith). If the new shallows touches the with it in traumatic ways; over time it dark shallows, the dark shallows can actually twist and change as the dark overtakes it and expands equal to half shallows becomes stronger. See Chapter the size and strength of shallows it 4 for information on curses. overtook.

Eventually the taint consumes the spirit, Full Rules turning it into an unloving, malevolent For the full rules and expanded entity — a Soul Reaper — returning to mechanics for gossamers and other the shallows it created. In appearance spirits, see Appendix C they look and act like shadow elementals with appropriate natures. Soul Reapers rip away the spirit of mortals they come MANTLES in contact with, targeting Believers most Across from Sheol in the inky black often, in attempts to create new shallows Oblivion Void lies Sanctuary. A with no ghost (since the Soul Reaper fantastical place made of a collection of effectively consumed the ghost in the clinging pocket dimensions known as process). The new shallows is then mantles. At the heart of Sanctuary lies swallowed up by the dark shallows, the mythical realm of Ife, the first expanding it even further. Soul Reapers mantle. Here the fabled Ark of can also attack other spirits in this way, Conundrum gives the maker of this but it brings them less nourishment than mantle a strange eternal life. There are attacking a still living being. rumors and speculation that a small group of immortals went inside within Soul Reapers have the same driving this last century, but other than those goals as normal spirits to come to terms rumors no one even bothers to lay claim with their unresolved issues, but there is that they’ve been within the boundaries no spirit to actually be freed. They twist of this place of power. All mantles and pervert anything that might bring effectively cling to Ife and/or to one such resolution, their hunger for mortal another in the Oblivion Void. Think of souls never satisfied. Sanctuary as a giant egg-sac or cluster. Ife seems to provide the power for the other makers to generate their mantles.

72 Makers born from traumatic, violent or Makers begin their life as a tryst: the “convenience” unions are burdened with rare result of a purposeful union between psychological disorders affecting their a mortal human of the Milesian created realities. For this reason many bloodline (a Bright Blood) and an among the tribes believe only those with immortal or maker. The chance of intimate connections to — or effectively producing a child through such a union worshipping — an immortal should is very low and only possible if the become parents to these special children. union is entered into with a strong desire The claim is often challenged by those to bear one. Trysts are always single claiming fanatical followers and births, going through normal human devotees have preconceived ideas that gestation. Left alone and not bonded to limit the creative vision of their children. a shard, the tryst grows up a normal The matter leads to occasional conflicts: long-lived human with no access to the a hold-over from before the Great Religarum granted by his Milesian Betrayal when cohabitation with humans heritage. Only through bonding with a was prohibited by the former Tribe clean unbonded shard does a tryst finally Shadowen. become a maker. Becoming a Maker One of the parents must be a Bright Simply binding a shard to a tryst is not Blooded human (not a maker) and the what turns him into a maker; in fact, other must be an immortal or maker. taking an untrained tryst and bonding The child’s father gives up a full point of him to a shard has disastrous results. SPT during the union regardless of Without training and conditioning the whether a child is conceived or not; it tryst is overwhelmed by the bonding takes approximately one year to heal process and begins creating skewed back that point. The mother, if realities. He merely morphs his immortal, finds it immediate increasingly difficult surroundings and to shapeshift as the doesn’t create a pregnancy comes to proper mantle. term. Beings caught in such a maelstrom of The very best means confused reality have for gaining a viable their minds and maker is for the tryst bodies torn asunder. to be born of a It makes stepping consenting, loving into the Maelstrom union. Such a child, or Blue Air seem guided to his or her merciful when duties from birth, can described by those form stable, brilliant who witness such an realities once bonded event. with a shard. Trysts

73 The process of becoming a maker starts where it grafts to the body, forming an shortly after the child’s birth. Most unseen “third eye”. The tryst’s trysts are placed in the mantle they will Religarum is activated and he falls into a eventually take over the maintenance partial state of constant daydream when and care of. They spend their early life awake. The new maker’s thoughts race being taught about the world they now out, invariably making subtle changes to live in, conditioned through training, the mantle; if the training went well instruction, and enforcement of a these will be negligible to its residents. complete and utter focus on every facet From this point forward the new maker of that world. Mystical means are controls the mantle. employed at times, but constant experience of the mantle itself — and Recruitment keeping away outside distractions — is Makers can be “liberated” from another the surest method of training. mantle, either currently occupied or long forgotten by its owner in a previous When the time finally comes, the tryst is incarnation. Badly treated makers are given a clean unbonded shard, a vox will easier to enlist and smart immortals not work. It may have come from the know to continue treating them well. last maker upon its death (the shard Over the eons, immortals too far remains clean even after bonding) or be removed from the mortal experience a shard from another source. The tryst imprisoned and forcibly bred new merely places the shard to his forehead generations of trysts, bonding them with

74 shards against their will. But once the presence of humans with faith has been new makers realized they had absolute known to stall a mantle’s disintegration, control over the reality of the mantle, bolstering the stability past the maker’s revolutions of the enslaved were demise. When multiple mantles woefully common. The largest known connect, mantle-denizens have been revolution was that of the first Atlantis, known to escape into another nearby provoked by agents of the Apocrypha mantle. The maker there takes over their after infiltrating its mortal population. maintenance, possibly making a few minor changes to their being, allowing Escape into the real world usually them to mesh with the new reality more proves too much for the maker. Unable comfortably. to adapt to an inflexible reality, they find themselves returning to a lonely If a maker dies or leaves, another maker existence within the mantle or die from can take his place. Those who take over being unable to handle the “real” world. require a thorough understanding of the Some makers sire children of their own mantle’s physical laws and aesthetics or with a human Bright Blood, carrying on they unwittingly change the mantle. the tradition of maintaining the family’s This is why trysts are often raised in the ancestral world. Some mantles are mantle their entire life, or some makers maintained by a single family of trysts have their own children take over from and makers, a long and proud lineage. them. Immortals walk these mantles with no small amount of trepidation; such a long The synergy of a mantle becomes an line can produce a tyrant maker far intelligent extension of the maker, he worse than any drove. After all he is the doesn’t need to concentrate to give it creator and absolute controller of the ongoing life and “personality”. reality the immortal walks in. For this Anything created by the maker acts reason many trysts are never allowed to accordingly based on its original learn the true extent of their power and concept. If the maker desires, he merely relationship to the mantle they maintain. needs to concentrate and can change any component of the mantle. But as stated Maintenance earlier many makers don’t realize the Mantles require the constant presence of reality is of their own creation, so it’s the maker in order to remain stable. If done on a subconscious level only. the mantle is left without a maker — usually because of his death — the New Mantles reality of the mantle destabilizes. The Witnessing the process of a brand new length of time before the mantle begins mantle being created is a rare and to shrink depends upon the strength of wondrous experience. As the tryst the maker’s spirit. All living things not bonds with the shard, he literally created in the mantle are slowly thrust vanishes from the physical world. He out into the real world; all other will spend the next several days or components and mantle-beings simply weeks (depending on his spiritual vanish as they cease to exist. The strength) creating the initial bubble of

75 reality around him; it will have little in speak — even the language spoken may the way of components. As it expands, be some strange dialect that only exists receding away from the new maker, in the maker’s head. Even the terrain landscape, objects and beings begin to and changing weather are all at his simply fade into existence already subconscious command. Most are performing their normal routines. dreamt up initially and just continue on, based on the maker’s subconscious The bubble exists within the Oblivion expectations. Void, nestled among the other mantles of Sanctuary. Like the dreamscapes of Living things in the mantle are real so the Morpheum, the apparent interior long as they remain within. Savage dimensions of the mantle’s reality are predators can hurt mortals and immortals only bound by the strength of the maker. brought into the mantle; mantle-folk live At the point in time when the mantle has their lives, raise children, grow old and finished growing to its initial “complete” die. It’s possible for someone from the size, a portal opens from the mantle back outside world to raise a family with into the physical world. The opening someone created within the mantle. appears near the place where the tryst However, nothing created within the bonded with the shard, and always mantle can leave it. Items brought out of hidden in some mystical way. With time the mantle simply vanish upon leaving and coaxing the parents — or current as if they never existed. If someone guardians — of the maker may persuade attempts to force mantle-created beings him to create additional openings. out into the real world through one of During the first year the mantle the portals, they immediately reappear undergoes significant changes, right back inside the mantle; they don’t especially if it is particularly large. leave: they can’t leave. After that, the daydream of the maker only receives minor changes unless The physics and laws of reality are up to interfered with by outside forces. the maker. While most mantles reflect a Eventually the “boundary” of the mantle bygone age of mankind where some touches upon the boundaries of others; immortal held great power, others are over time connections may be made quite fantastical. There are mantles between them as the makers sense each where the humans all appear as elves, or other and form instinctual bonds of trust they all have wings and fly; ones where (usually only if the two mantles share the fish breathe air, swim in the sky and similar physical laws and aesthetics). are capable of speech; and places where gravity goes sideways or the sky is green Contents and the trees are blue. Such mantles The contents of a mantle are up to the tend to be smaller than the true power of maker’s daydream, within the limits of the maker’s spirit would indicate, some his SPT. It is up to him what things look of the power is sacrificed to turn back like, from structures to flora, fauna and the Aria’s attempts to “fix” the mantle to any intelligent beings present. The style be more like the physical realm it of dress, the way they think, act and connects to (the vast majority of the time

76 that realm is Earth). that immortals and their ilk wield the power they do within Sanctuary. In the Maker Conflict mantle, the maker’s belief is the Aria for Makers can work together, creating a all intent and purposes. Makers are single, more lavish mantle. They subconsciously aware of all that maintain a more unique reality with each transpires within a mantle they maker “supervising” a large region for contribute to, and in effect have himself. Most immortals dissuade complete and total control over it. makers from joining their realms into a Fortunately most do not realize this fact single mantle; they also don’t introduce and it stays on a subconscious level additional makers into a single mantle only. A maker swiftly reacts to anything — which has the same effect. If two that upsets the precious balance of his makers come into conflict with one mantle, his subconscious (or consciously another, the mantle suffers. Problems if he is aware of his true nature) arise if conflict or competition becomes correcting the problem quickly. too serious as divisions in the mantle’s reality occurs. The maker with the The tribes learned during the Great stronger spirit has the upper hand, but as Betrayal that limits do exist to a maker’s more and more force is directed towards near omnipotent power. Sheer numbers the conflict, his creations begin to suffer. can overwhelm his ability to react and Intelligent beings begin acting more like “fix things”. When the roots of the dark automatons, wildlife slowly dwindles Zuzog trees broke through the away, flora stops thriving and wilts, metaphysical barriers of outlying buildings begin to inexplicably crumble mantles, the hordes of drovelings and fall apart. Worse yet are the pouring in were too much for the makers dividing lines where makers’ powers to handle. It was left to the resident meet; rising cliffs suddenly drop off into immortals to provide defense as the poor pure sky with no ground in sight, boiling maker rushed from one fire to another in hot lava spews from volcanoes next to failed attempts to stop the wholesale mighty glaciers. Granted these are quite slaughter and destruction. The chaos extreme examples, but are possible with and confusion was so great that many makers of very powerful spirit. makers simply lost control, finding themselves plucked from their own Outside Forces mantles as the barriers were shredded. Immortals often attempt to do Countless real-world beings were cast miraculous and terrifying things within into the Oblivion Void, while the maker the boundaries of a mantle. Most helplessly watched his creations makers are more than ingrained with the shredded as he was carried away along a concept that members of the himsati race Zuzog root or himself lost into that same are beings capable of performing all void. sorts of magic regardless of the mantle’s rules. And it is only because of that Full Rules ingrained belief — passed from For full rules and expanded mechanics generation to generation of makers — on mantles, see Appendix C.

77

78 CHAPTER 3 DOWN TO BUSINESS In this chapter we take a look into already having joined with a tribe (often optional and advanced rules for use in his former one) and having established the game including new character himself for a decade or so within it. creation, combat, aftermath, This allows experienced players to play environmental and athletic mechanics. a character at the same power level as a Reborn but have the equivalent of some ADVANCED experience with the himsati race and their immortal heritage. Until they have CREATION RULES proved themselves within their The Player’s Guide is written with the respective calling, Ingénue are often Reborn meant to be the primary player referred to as Rooks in terms of their characters, but not everyone wants to place in tribal society. play a starting character. No doubt there are many exciting and diverse Competent adventures to be had with characters of A Reborn who awoke in the early 1990’s higher power levels. Alternatively, that is now fully recovered from lethe starting characters from the Player’s and has a few years of experience (10 - Guide could be treated as normal 20 years since awakening from lethe). immortals coming out of lethe. This is a These immortals lived through the Great great way to run a campaign set in Betrayal and were tested by its fires. another time period, though character Alternatively these can be non-Reborn progression is much slower than for who have recently shaken off the last of Reborn characters (the amount of EP normal lethe (a 100-year process) within and MP gained should technically be the last decade. These are fully much slower than it is for the Reborn). recovered immortals with enough experience to take on all the basic Higher Level Startup responsibilities of their tribe and have There are other classifications of earned all its basic privileges. Such immortal power in the game, the terms immortals may very well belong to a listed are only out-of-game terms used to particular faction within their tribe (See describe them. forthcoming Tribal Law vs. Dragon’s Rule book). Ingénue These immortals are coming out of lethe Powerful just like the Reborn, but instead of Hundreds of years old — a few into the swiftly leaving lethe and returning to thousands — most were actually power within a decade, these immortals unprepared for the Great Betrayal. take roughly a century to do so. A Many still hold ages-old grudges and terrific choice to play is the Ingénue who prejudices from their time before is nearing the end of his time in lethe, becoming the tribes. Immortals at this

79 level spend their time in mantles and game as with boons and banes. nearby Dominions, fighting their own vices and archaic natures as much as Starting as Ingénue they do the enemy. But some are able to Build points and other features for maintain enough human perspective to starting as a Ingénue are as presented in freely walk among the world of the Player’s Guide. If the characters are mankind, going back and forth between being designed to already have some it and other realms. They know many experience as immortals — they have serenades, quite a bit of secret already progressed halfway or more knowledge all their own, and some even through the century of coming out of wield fabulous pieces of Mystech. Such lethe — increase the Bonus Points from immortals serve important roles; the 20 to 30. most powerful of these serve as Regents and Retainers. Starting as Competent Build points and other features for Godlike starting as a competent character are These immortals represent the Tribal changed as follows: Paragons and their councils, the Paradigms of the callings and other Callings: Starting skill changes immortals on the final path to Instead of picking two skills at 2 and one Transcendence. These immortals are too at 3, they now pick one skill at 2 and two far along to mask their immense power, at 3. and cannot even begin to set foot on Earth for more than brief periods Natures: 8 starting without interacting with humanity’s faith It is recommended the additional points and the Aria in a way that would cause first be used for the purchase of levels in ripples in the very fabric of Earth’s natures that use them, rather than reality. These immortals can easily be purchasing more natures. several thousand years old. Godlike immortals are not designed for use as Attributes: 24 points player characters. This provides an average of four attributes at 4 and three at 5. No General Notes attribute can begin the game above 6. Competent and Powerful starting characters may be wielding Mystech and Skills and Foci: 90 points have special skills and boons — right at The near doubling of points takes into the beginning of the game. Many will account advanced rules on foci and easily make use of the many optional additional options for skills. No skills rules and available changes presented in can start at rank 5, two skills maximum this book. Most starting characters from may start at rank 4. the Player’s Guide will only learn one or two of things available here prior to Bonus Points: 30 reaching these new levels through EP Bonus points may be spent as per the and MP — or through the course of the Player’s Guide (but players may now

80 buy foci for serenades), and may also be the characters want more boons, they spent on boons if those rules will be should be taking banes to get those used in the game (see Chapter 4 for the points. No free lunch here either… costs to purchase individual boons). These relatively small increases to the Starting as Powerful build points represent the decreasing Build points and other features for speed older immortals learn at, as they starting as a powerful character are resist the lure of becoming entrenched in changed as follows: their own past. At this stage they fight to push forward in skills, knowledge, Callings: Starting skill changes ability and to just keep up with the Instead of picking two skills at 2 and one times; otherwise they become at 3, they now pick one at 2, one at 3 and anachronistic relics relying solely on one at 4. mystical powers.

Natures: 10 starting It is recommended the additional points PREDILECTION first be used for the purchase of levels in RULES natures that use them, rather than For players, Predilections provide a way purchasing more natures. to quickly explain how their character will react in given situations. For you, a Attributes: 28 points character’s predilection provides clues to This allows an average of 5 in all the kinds of stories and challenges a attributes. No attribute can begin the player will most likely enjoy when game above 7. playing as that character. In addition, it serves as a gauge of how consistent the Skills and Foci: 100 points player is with the character’s The doubling of points takes into personality, convictions, attitude and account advanced rules on foci and more. As this is a role playing game, additional options for skills. One skill part of the reward for players should maximum can start at rank 5, two skills come when they consistently stay true to maximum may start at rank 4. the persona they developed. As a Bonus Points: 40 Narrator, you should be making sure you Bonus points may be spent as per the create plots, situations and interesting Player’s Guide (but players may now characters tailored to allow each player a buy foci for serenades), and may also be chance to role play their character’s spent on boons if those rules will be predilection. By providing the used in the game (see Chapter 4 for the opportunities many times of the course costs to purchase individual boons). of the stories you tell, your players will all have multiple chances to show off Not many additional build and bonus their many abilities and unique points are given in order to keep characteristics. characters from being “boon-crazy”. If

81 Bonuses it appears the character is repeatedly When a character comes into a situation ignoring his predilection and “stepping and role plays through it — taking out of character”. Waiting too long advantage of his predilection — at your though, might offend your other players discretion give a +1 bonus to any one as the one player keeps changing how roll where proper role play of the his character acts in order to constantly predilection adds to the story. This gain advantages or avoid penalties. The bonus does not have to be immediate, first one or two times this happens, it is indeed sometimes proper playing of best to quietly withhold a point of EP one’s predilection means doing from the distribution at something or reacting in a way the the end of the session (never withhold player knows is not best for the MP if honestly earned). See the rules on character; the bonus can be saved until it EP and MP for ways to do this without is of more benefit for the character. embarrassing or upsetting the player. If Consistent role playing of the the behavior continues and the player predilection over the course of an entire does not come to you; it is best to go to act or episode should provide the the player — away from the rest of the character one or two extra EP during the group — and suggest the next next award. Some players find it Predilection rule… challenging to take on a predilection that, in real life, they have some Changing Predilections difficulty acting out in character. But if Sometimes the way a character is played the actions, words and deeds they relate better matches a different predilection stay within the predilection there is no (based on how you run things and how reason they cannot receive these same you perceive the predilections). Just let bonuses and rewards. them know that based on the way you are running the game, the predilection Penalties they are playing actually matches “x”; We highly recommend penalizing rolls, suggest they just change it on the their simply because someone appears to not character sheet. No harm, no foul, they be acting true to their predilection. just keep playing the way they are. Penalties of this nature only serve to dampen a player’s enjoyment of the But sometimes the game goes on for a game. Instead, we recommend that while and then you notice a change during a break you quietly ask the player begin to happen. Perhaps the player just about the scene that played out. Often lost interest in playing that predilection you will be surprised to learn of a and is looking for a change; maybe an motivation or justification you hadn’t incident his character was involved in thought of; one that is completely in line has him thinking differently about with the character’s predilection. things; perhaps someone just lost the knack they had for acting out or In general, you should wait for one or describing actions in a way that match two game sessions before deciding to that predilection; or even an incident in take action — we all have bad days — if real life has just changed the way they

82 role play now. Regardless, you don’t want to penalize the player for it. Now is the time to suggest role playing through a change in predilection.

Monster to Mr. Nice We all remember stories where the monstrous henchman is convinced to join the forces of good, turning against his evil masters. Picture this brute meeting outsiders early on his path to becoming a force for good; the gaping maw attempts a sincere smile or a polite grin, but it only manages to scare away those around him. But in time he gains better control or his overall demeanor just changes somewhat. Eventually those around him come to see him in this new light and accept him as such. It took time and many tribulations, but he has changed his predilection and is now expects him to be anything else. comfortable with it. The same can be seen when a first falls from grace, To accomplish this in the game, the as others come up to him expecting the character is going to role play the new shining knight who will valiantly ride predilection, but your narrator characters out in their defense. It is easy to see the continue to perceive the old one. Assign inner struggle in his eyes as he attempts hidden penalties to social conflicts (and to make sense of the difference between occasionally physical and supernatural his old urges as a knight and his new ones where appropriate) that the player desire to just be left alone. But is unaware of. As time passes and the eventually he is the hermit and no one last vestiges of the old predilection

83 vanish, let the penalties dwindle to there it is in the one paragraph you nothing. For someone purposely weren’t quite expecting. Maybe the switching from one predilection to villain made a mistake, sheer luck said another by choice, let them make the hello, or perhaps the hero just had that change on their own, at least making much grit and determination. sure they don’t make it too quick for the Regardless, it is exciting when needs and pacing of your story. For something suddenly goes so perfectly those who are just having issues playing you can’t help but cheer. These are what the old one, let them play the new one critical successes are all about. fully and just handle the penalties in the background. On the other side of that coin we’ve all watched the hero make a fatal mistake, Once this mini-story arc is completed, winced and thought “Ouch, that had to the character should be awarded 2 - 3 hurt a lot.” We’ve read the story, dread EP; 3 - 4 EP if the player actually role creeping further into us with each played through all the way from one sentence we perused. The heroine who predilection to the other on his own. everyone knows has the skill and pluck to succeed, until Murphy’s Law catches Not Wrong, Just Different up with her. Though unpleasant for the The most important thing to remember is character, they lend an air of excitement that no one is wrong in case of all their own to the story; they are predilections. Most often the way you critical failures. perceive and play a predilection is just different from the player. His method of Critical Success play may advance the story in a direction Critical successes occur when: you and the other players would not • The character is rolling two dice have taken; that doesn’t make him (using a focus in a skill or serenade) wrong for it. Your goal is not to punish • The character rolls the maximum anyone — that merely creates a lack of amount on both dice. enjoyment for everyone, including yourself. Instead, always work with It is completely up to you how the your players to find ways that everyone success plays out, based on the actual can enjoy the game and still work within action the character was taking at the the framework you’ve created. time. A quick and easy resolution is to Ultimately, that is what predilections are multiply the die roll by 1.5 (like adding designed for. half the second die to the first die). Other incidental effects can be put into CRITICAL FAILURES play to benefit the character: perhaps his opponent is knocked out cold in a single AND SUCCESSES blow, perhaps he not only picks the lock You’ve seen it before: a last minute but it “opens the door, that knocks over save on the movie screen. You’ve read the chair, that falls into the puddle, about it, counting the pages to the knocking over the wire and setting off climactic end of the story and suddenly the electrical trap before you walk into

84 the room!” Characters working with their focus cannot critically fail, to help enforce the The more powerful a character is, the epic and larger than life nature of the less likely he is to roll a critical success. game. It also stops people from Powerful characters rarely need to roll, botching on mundane tasks that only accomplishing most tasks without the remove from the enjoyment of the game. need for a critical success. When such a Like a critical success, it is up to you to character is forced into a situation where determine how the “botch” plays out. a critical success comes in handy, the The most common form a critical failure forces opposing him are likely just as is the exact opposite effect the character powerful, and since technically they is trying to achieve. should get critical successes too… In fact, in Chapter 7 we will discuss Weaker characters with more human narrator characters. Only main level skills and power easily critically antagonists and protagonists should fail. The fact is that weaker characters receive critical successes (and failures). aren’t much more than human in some Otherwise, they are reserved for the aspects. Attempting to go out of their players’ characters. So more powerful focus to do things puts them very much characters get fewer, but they need out of their element: a critical failure is fewer; and when they do happen they far more likely. As they age and grow in should be spectacular! power, their general understanding of their area of focus and also of related It also means weaker characters tend to things gets better. Thus the chance of critically succeed within their focus critically failing decreases. more often, though not as spectacularly as for a powerful character. But against On the same subject, when a character of the types of threats and tasks lower great power critically fails, it should be powered characters face, it has the same made as spectacular as when he kind of spectacular feel to it — when critically succeeds. They don’t do it you narrate it in a way that makes it feel very often, but such a failure can often spectacular. As they grow more serve to advance the story in unique and powerful they rely on the critical interesting ways, changing everything successes less against those same early for your players and providing new threats. opportunities in the story. Critical Failure OPTIONAL RULES Commonly referred to as “botching”, critical failures occur when: FOR SKILLS • The character is not working in a This area covers a host of new skills and focus, he is only rolling one die. options for skills. If you are looking for • The character rolls a 1 on the die more information on serenades or • The character fails the task by two or Mystech, they each have their own more points. chapter later in the book.

85 New Foci Rules Competent and Powerful characters may have two additional foci per skill (rank plus two, instead of just equal to rank as per normal starting characters). In addition, once the average number of EP earned by any one individual character in your group has reached 200 EP, you may increase the limit for them as well, to reflect them nearing the level of a character built as Competent. We do not recommend allowing starting characters to take the additional foci except when using signature moves.

Signature Moves Signature moves provide bonuses to attack, defense or maneuvers when using a specific combat skill. The character purchases a “style” focus for the skill and then is allotted “slots” that attach to the skill for building the signature moves with. They are often been popularized in modern videos games as “finishing” The same style focus can be purchased or “specialty” moves. for multiple combat skills, allowing signature moves to be purchased within The Style Focus those skills as well. This lets your The style focus is a normal focus within players create complex martial arts a skill and is purchased as such. It systems incorporating both unarmed and represents a fighting style, the classic armed combat techniques. example of a fighting style being a martial arts style: “Southern Praying Purchasing Signature Moves Mantis”, “Jeet Kune Do”, “Eskrima”, Once a style focus is purchased, the “Fencing”, “Dirk Dance”, “Savate”, character receives a number of slots “Pankration”, “Lucha Libre” and equal to half the skill’s rank (round up). “Shootfighting”. Even the “Himsati” Increasing the rank of the skill later can focus counts as a style focus; any increase the available number of slots. signature moves purchased would only The cost for a signature move is the work while in full himsati. Many same as a normal focus for that skill, but existing foci from the Player’s Guide does not count as a focus. Each move already count as a style focus, so the has a chosen primary bonus and has the player doesn’t have to spend any appropriate notation of -a, -d or -m after additional points to make the existing it: attack (-a), defense (-d) or maneuver focus into a style focus. (-m).

86 SYSTEM NOTE — Weapon-based combat skills represent a Signature Move Examples broad range of weapons; when signature Example 1: The character purchases moves are purchased for a style focus in Eight Extremes Chuan as a style focus a weapon skill, they only work with a for Unarmed Combat at Rank 3. He related group. A signature move purchases “Spinning Heel Kick –a” and purchased to work with pistols for a “Explosive Elbow Lunge –a” to fill the “Pistol Kata” will not work with two slots. As long as he has room to submachine guns or sniper rifles. perform the spinning heel kick, he rolls Similarly a signature move purchased the two dice for the skill with the style for a “Fencing” style focus under Blade focus, takes the higher of the two and Weapons is not going to be used with adds 2 to the roll for the signature move. two-handed and other large swords. Example 2: The character purchases Signature moves may not be purchased two “Himsati” foci, one for Unarmed with Military Weapons. Combat (Rank 4) and one for Dodge (Rank 1). He purchases “Jawlock –m” Using Signature Moves and “Pounce –a” for the two slots in Moves can only be used when Unarmed Combat and “Leapback –d” appropriate (taking into account current for the one slot in Dodge. He uses circumstances, surrounding leapback as he comes around a corner environment, etc.) — a jumping spin and thugs open fire on him. He later kick is not usable while the character is uses Jawlock to keep an opponent, the lying down, he needs to get up first. +2 is added to his next STR test to hold onto his opponent. If he used it to When an attack move is used, the damage his opponent the bonus would character gains a +2 to his highest attack have only been +1. He uses the Pounce roll. When a defense move is used, the move with his Leap nature to quickly character gains a +2 to his defense roll, take on an opponent from a short if there is no defense roll to be made, it distance away. is applied to the appropriate defensive target number, defense total, etc.. When Example 3: The character has a a maneuver move is used, a +2 bonus is “Florentine” focus for both Blade and applied to the next action the character Parrying Weapons, to represent various takes — so long as the action is maneuvers, attacks and defenses while consistent with the maneuver made. fighting in that manner.. He increases Alternatively, the bonus can be used to his Blade Weapons from a Rank 2 to a offset tactical and other appropriate Rank 3, thus providing an additional slot penalties. for a new signature move within the Blade Weapon’s Florentine style focus. There are times when a signature move makes sense to provide a bonus to one of maneuver bonus. Attack signature the other two categories, instead of the moves are rarely useful for defense primary bonus. In this case it only bonuses and vice versa. But grants a +1 to the attack, defense or substitutions between attack / defense

87 and maneuver bonuses happen often so the 4-point penalty for being with creative players. unskilled doesn’t apply when the character does not have sports or Dodge Skill gymnastics. Dodge foci are normally purchased to dodge a specific type of attack. Style Additional Foci for Gymnastics / Sports: foci can be purchased for the dodge skill Buildering, Free Climbing, Free to allow for signature moves, but are Running, Parkour, Street Stunts, only allowed for defense and maneuver Tricking, Yamakasi bonuses only. The maneuver bonus may add to the next action’s attack, but the Running and Sprinting dodge skill itself cannot directly be used Running tests are rolled to avoid to “attack” someone. obstacles and navigate difficult terrain when moving faster than combat Other skills movement rates. Hopping a small hedge Fighting styles and signature moves or quickly moving through a light group cannot be purchased for other types of of pedestrians creates a target number of skills without special permission. Two 6. The more difficult the obstacle or possible examples that you might allow terrain, the higher the target number. are Animal Discipline (ex: fighting from Running up a slope greater than 45° is a horseback) and Gymnastics (ex: target number of 12. Failures force the acrobatic maneuvers used along with a character to slow down to combat specific fighting style). If so, the movement speed temporarily; critical primary bonus should always be failures result in the character falling or maneuvering and cannot be used for being completely halted. Trying to run attack or defense. up the side of a near-vertical wall moves into climbing. Expanding Athletic Tests Most athletic tests involve running, If the character has a running-style sport climbing, jumping or swimming. Unless as a focus, he adds his sports skill rank specified, characters do not need to to the number of minutes he can stay at a achieve success levels, only beat the full run, and to the number of rounds he target number by at least 1. If a can continue sprinting. serenade, nature or other mystical power is used that conflicts with these rules, Climbing then these rules are ignored in favor of Climbing tests are rolled when there are the supernatural power’s effect. no easily accessible hand or footholds for upward movement. Climbing a tree Sports and Gymnastics Skills with limited handholds and branches They are the most common skills used creates a target number of 6. Characters for athletic tests, but you can allow other climb at a rate equal to their combat skills to substitute for certain athletic movement — in feet instead of yards. tests when appropriate. Most athletic Failures force the character to stop — he tests are considered everyman skill rolls, must attempt to find another way up —

88 critical failures result in the character standing position— 1/2 their STR in falling (see Falling under Environmental feet. An athletics roll is made to jump Rules). higher, with a target number of 6. Each point above six adds 1/2 foot to the If the character has a climbing-related jumped height. A character can lift his sports or gymnastics focus, he adds the feet up to increase how far off the rank of the skill to his combat move for ground they are, but the head goes no purposes of climbing speed. higher than the value indicated by the die roll. In reality, high jumping rarely Swimming has a practical application except for Swimming tests are rolled when the leaping up to reach something just character is attempting to swim under overhead. Obtaining great heights duress situations such as turbulent water. requires a serenade or the leap nature. Swimming along the surface of a small lake with a light “chop” would be a Broad Jumping target number of 6. Characters swim at Characters jump forward — from a a rate equal to their combat move — in standing position — a number of feet feet instead of yards. Failures force the equal to their height (round up). An character to stop and “dog paddle”; athletics roll is made to jump further, critical failures cause the character to with a target number of 6. Each point begin floundering. Any further tests are above six adds one additional foot to the made at a –2 penalty for each failed test distance jumped. If the character is until the character can again successfully attempting to broad jump a specified begin swimming normal. If he cannot distance (over a large gap), the target regain control he will begin to drown number is equal to the number of feet (see Drowning under Environmental jumped minus the character’s height (in Rules). feet, round up), minimum target number is 6. If the character beats the target If the character has a swimming-related number he makes the jump and lands on focus he may add its rank to his combat his feet. move for purposes of swimming speed. Long Jumping Jumping Characters jump forward — with a Jumping tests are rolled to clear great running start equal to twice their height heights, jump long distances or clear — a number of feet equal to twice their large gaps or series of obstacles all at height. An athletics roll is made to jump once. Jumping small objects and basic further, with a target number of 6. Each navigation of terrain are considered point above six adds two additional feet running tests. There are three types of to the distance jumped. If the character jumping: High Jump, Broad Jump, and is attempting to long jump a specified Long Jump. distance (over a large gap), the target number is equal to the half number of High Jumping feet jumped minus twice the character’s Characters jump straight up — from a height (in feet, round up), minimum

89 target number is 6. If the character beats threat he may pose to the current the target number he makes the jump environment, etc. In addition, he can and lands on his feet. quickly emulate necessary mannerisms, allowing him to interact in a way that Missing the mark will help ease an avatar’s frustrations or If a character does not jump far enough confusion. It is quite popular with — in the case of jumping large gaps Mentors, Tacticians and Keepers. It can such as an alleyway — a second test is also assist a character in dealing with his made against a target number of 6 plus own avatars, though it is more difficult the number of points still needed to to analyze and interact using this skill make the original jump distance. If with an avatar inside one’s own mind. successful the character grabs a Suggested Foci: Calming, Charm, handhold or manages to keep from Calling/Era/Predilection/Tribal falling too far. If there is no way for the Identification (pick one), Negotiation character to grab hold of something (too far away from any handholds, or simply Banishment (Base Cost = 6) no handholds available) the second roll SPT-based does not take place. A tribal ritual. The process by which the mystical connection between an Special Skills immortal and his tribe is severed. The Based on the information provided in character must have a skill equal to at this guide there may be a need for some least half the SPT of the immortal to characters to have other skills beyond participate in the ritual. Any changes those in the Player’s Guide. Many of made to an immortal’s natures during his these skills (especially those involving uplifting are reversed by this ritual, and tribal rituals) are very costly, time the originally replaced nature comes consuming to learn, and known to only a back at its starting level (he also loses handful of immortals from any tribe. any points he would have put into the Any skill listed as a Tribal ritual requires new nature ). This also severs the link to multiple immortals to perform. the tribal gift, curse and other special tribal-linked abilities and powers. Avatar Handling (Base Cost = 4) Suggested Foci: The character must be PER-based or PRS-based as appropriate taught the specifics of the tribe’s ritual to A skill in dealing with avatars that have purchase a focus in that tribe; tribes only emerged from within another immortal. teach the specifics to their own Normally used with PER to gauge members. The character’s initial focus information about the emerging avatar will be in the tribe he learned the skill and with PRS for interacting with the with while a member. avatar. It is a “pop-psychology” skill combining academics and social; Birthing (Base Cost = 7) characters with this skill excel at quickly WIL-based determining what era an avatar belongs A tribal ritual. The process by which a to, which Tribal predecessor he may shard or vox is implanted into a creature have been a member of, how much of a not already immortal. This is rare as

90 Mystech Skills The Mystech skills of attunement, carnels, enchantment and sharding are covered in Chapter 5.

Peregrinate (Base Cost = 3) WIL-based Peregrination involves the successful journey and survival of off-Earth environments. Each item listed below is not a focus, but instead a separate skill with a base cost of 3 — any use of the skill is automatically considered focused. Normally these are used as knowledge skills, but you can allow them as active skills when appropriate (such as using Peregrinate Ley skill to gain bonus speed during Ley Line walking). Suggested Peregrinate Skills: Gremlin Grid, Ley, Mantles, Morpheum, Nadir (traveling various dominion worlds), Underworld, Ys there are few shards (or even voxes) that Splintering (Base Cost = 7) become available for such a purpose. A PER-based more perverse and twisted form exists A tribal ritual. The process by which an that the droves use to create various avatar is removed from an immortal and monstrosities. This skill is automatically given its own body using another vox. considered focused, there are no foci to The character must have a skill equal to purchase. at least half the SPT of the reconstituted avatar to be pulled from the immortal. Lighter (Base Cost = 4) This skill is automatically considered Attribute-based as appropriate focused, there are no foci to purchase. This skill gives the character knowledge to work in most lighters, both organic Scion (Base Cost = 6) and artificial. PRS-based Suggested Foci: Pilot (for smaller The process by which an immortal sheds lighters), Helm (piloting for large ones), one of his curses into a child-like clone Navigation, System Ops, Engineering, of himself. The skill is also used in Weapons controlling the clone during any wild outbursts it may have. The character can

91 only shed curses with a rank equal or or if it was just “damaged”, it feels the less than his skill. More information on same either way. Believers can also curses is in Chapter 4. This skill is give immaculum with no roll required; automatically considered focused, there one mote can be tithed per day at most. are no foci to purchase. Uplifting (Base Cost = 6) Tithing (Base Cost 3) SPT-based WIL-based A tribal ritual. The process by which an A skill used by an immortal to provide immortal is mystically bound to the immaculum motes to talisman’s tribe, includes changing various natures belonging to other immortals. (such as providing flight for incoming Immortals do not require this skill to Morrigan) and providing a link to the give up attribute points or immaculum tribal gift, curse and any other tribal- motes to any talisman or ark they are linked special abilities and powers. To already attuned to. Neither can ever be participate in the ritual, the character given — even with the skill — to an ark must have a skill equal to at least half not attuned to. the SPT of the immortal being uplifted. Suggested Foci: The character must be This skill is also taught to mortal taught the specifics of the tribe’s ritual to Believers (by an immortal, a “magical” purchase a focus in that tribe; tribes only tome of knowledge, ancient scrolls of teach the specifics to their own lore, through family tradition, etc.) so members. The character’s initial focus they can give attribute points motes will be in the tribe he learned the skill directly to an ark or talisman. Points with while a member. given in this way cannot come from WIL or SPT. The Believer makes a COMBAT OPTIONS tithing roll against a target number equal In this section we’ll go over optional to 6 plus half the attribute they are rules for more advanced play. pulling from; success allows one point to be pulled and flow into the talisman or Stunning and Knockout ark. Believers do not require attunement When a character is forced to mark off to an ark or talisman, just belief in what more than half his health boxes from a they are doing and that the object holds single source of damage (a single significance in their belief system. physical blow, the damage from a single

serenade, etc.) he is considered stunned. The point must heal back — as if lost If the source of damage is non-living, during a lullaby — prior to the Believer make this determination prior to the being able to tithe another point. Failure Panacea reducing the number of health causes the point to become unusable by boxes to be marked off. Stunned the Believer and it must go through the characters lose all remaining standard same healing time (as if it was lost) prior actions in the round and have an to the Believer being able to attempt to automatic of 0 on the following tithe again. The Believer never knows if round. Passive actions and defensive he actually successfully gave the point

92 rolls still occur but at a –2 penalty to all box is added to the end of all existing rolls. Optionally, characters can become damage. In this way there will never be stunned as a result of a critical success any “s” boxes sitting in between boxes by their opponent. If a character is again marked off normally. For example, a stunned before the beginning of the character with nine health boxes has following round, he is knocked already marked off the first two boxes unconscious, regardless of whether he is with normal damage (boxes 9 and 8). incapacitated or not. He then takes two boxes of stun damage (marks an “s” in boxes 7 and 6). He It is also possible to purposely wear an then takes three more boxes of normal opponent down, doing only “stun” type damage; he marks overtop of 7 and 6 damage, in order to make them fall with normal damage and also marks unconscious rather than do normal normal damage in box 5. He then puts a damage. All attacks made in order to do single “s” in box 4. He then takes one this must be announced prior to the more stun damage and marks an “s” in attack roll and take a –2 penalty. box 3. He then takes another single Damage taken from such an attack is point of normal damage, marks it over marked off on health boxes using an “s” top of box 4, and then puts another “s” in to differentiate it from on box 2 (at the end of all existing standard damage. If the character damage). becomes incapacitated with at least half the boxes “s” marked, the character falls Whenever a character awakens from unconscious (mortals are not in danger mixed damage, all “s” boxes clear, but of dying). Immortals awaken a number normal damage remains and heals as of turns later, equal to the number of “s” normal. boxes marked off, at that time all the health boxes are cleared; mortals take Going Defensive twenty times longer (ten minutes per A character can “go defensive” by each “s” box) to awaken. sacrificing his remaining standard actions and defense rolls for the rest of Destructive serenades designed to do the current round and make one roll with damage cannot do stun damage. A a bonus equal to the number of standard serenade would have to specifically be actions he has remaining. For the designed to do stun damage to do so. If remainder of the round, that total is used that is the case, there is no 2-point as a defense against all physical attacks penalty to the attack. made against the character. In addition the bonus from his remaining standard Mixed Damage actions is also added to his BODY and When damage is mixed (normal and “s” MIND for resisting any serenades boxes both filled in for the character), directed at the character. A character any additional normal damage ignores must have at least 2 actions to go the “s” boxes — as if they were not defensive as one standard action is used there. However, once the normal to make the defense roll. damage has been recorded, a single “s”

93 In the following round, the character an attack — the original attacker’s roll takes a 2-point penalty to his initiative now counts as a defense roll — and roll, but the bonuses from the prior damage is calculated against the original round carry over into this round until his attacker. Parry with Riposte may only first action. be used against unarmed or armed combatants, not against missile weapons Conditional Held Actions or firearms — though interesting uses of When characters hold actions under the carnals have caused a few bullets to rules in the Player’s Guide and decide to ricochet into opponents (see Chapter 5). act on a later initiative count, they go last on that initiative count. If the Covered character announces he is holding for a A character can hold action while specific circumstance — holding until “something happens” is not specific — then he may not necessarily go last on NEW MECHANIC — the initiative count when he acts. Range Accuracy is reduced on ranged weapons Hold to Block / Dodge when used at medium or long range; as Characters already receive a defense roll an epic game there is no penalty for for incoming physical attacks, via their short range. The following are basic combat skill or dodge skill. If a guidelines for ranges (shown in yards) character declares he is holding to block for common classes of weapons. Older / or dodge a specific attack, he uses his lower quality versions will have lesser standard action to dodge when the attack ranges and high-tech / better quality ones is made, and gains a bonus of +2 to the will have greater ranges. Going beyond dodge or block roll. The character must long range provides a 6-point penalty — be able to perceive the attack in order to but many weapons simply cannot fire get the bonus. any further than their long range.

Parry with Riposte A character can parry with a riposte — Weapon Medium Long counterattack — if he has a saved action. - 2 - 3 Parry with Riposte is often done as part Thrown (dagger, bola 10 - 20 20 - 30 of a held action and uses the Parrying sling, hand grenade) Weapons skill. On his action the character declares he is attempting to Musket, Shotgun 10 - 40 40 - 80 riposte the next incoming attack and Bow / Crossbow 40 - 100 100 - 300 holds. When the attack comes, the character uses up both his held action Pistol, Light Rifle 50 - 100 100 - 200 and any passive defense rolls for the Grenade Launcher 100 - 200 200 - 300 initiative count. He makes a single parrying weapons roll with a 2-point Heavy Rifle (with 200 - 500 500 - 1500 bonus. If his total is higher than the aiming sight or basic attacker’s, his defense roll now counts as scope) Machine Gun 400 - 750 750 - 2000 94 keeping aim on a stationary target. If the NEW MECHANIC — target moves, the character gains a +3 to Reloading hit if he fires or strikes immediately. Once a firearm has expended its current The target must have first become ammunition it must be reloaded, we stationary long enough for the character provide a basic guide to the number of to perform a covered held action first. actions it takes to do so. The target must also be within point blank range (3 yards) to be covered. Some weapons — such as heavy Firearm # of Actions weapons — are not designed to correctly Type to Reload work at such close range; disastrous Blackpowder, Launchers 10 results occur at your discretion if used (mortar/rocket/grenade/etc.) this way. Revolver-Style Pistols and 1 per bullet Bracing and Aiming Single Shot Rifles A character can expend actions bracing Cartridge/Clip Style 2 against the recoil from fully automatic (includes ejecting used clip) fire, and aiming to reduce range penalties. Each action spent bracing or High Explosive (HE) Rounds aiming prior to firing a weapon (or HE rounds are used in firearms to do throwing a weapon for aiming only) additional damage to the target by using reduces the penalty by 1 point. Penalties a small explosive charge that detonates cannot be reduced below –1 in this way. when striking the target. Against a These rules only apply if recoil and target with 3 or less points of armor the range penalties are used in the game. damage is increased by +2 prior to comparing to END and armor. Against WEAPON RULES a target with 4 or more points, the total New types of ammunition for firearms damage is halved before comparing to and military grade exploding devices END and armor (the rounds do not and weapons are found here. pierce hard/thicker armor well enough prior to detonating). If a weapon is Armor Piercing (AP) Rounds using this kind of ammunition it should AP rounds are used in ammunition for be noted by –HE after the weapon name firearms and anti-structural (anti-tank) to track that fact. weapons to reduce the effectiveness of armor and barriers. When AP rounds Explosive Devices are used, the first 2 points of any armor Most of the time, immortals deal with is ignored. In , AP rounds lightning bolts, swords and the subtract one from damage before occasional pistol or automatic rifle. But comparing to END and armor. If a eventually, someone is going run afoul weapon is using this kind of ammunition of a paramilitary force or an enterprising it should be noted by –AP after the opponent will find himself the proverbial weapon name to keep track of that fact. BFG (big flipping gun). Modern military hardware deals out devastating

95 damage even to a powerful immortal; immortals can lose limbs and be literally blown to bits!

While the power of a serenade may look like an explosion, it is mystical and keeps the same strength throughout its area of effect. Mundane explosions get weaker, the further you move away from “ground zero” — the origination of the explosion. Explosive devices are divided into two main categories, anti- personnel and anti-structural.

Anti-personnel Grenades and other explosive devices fragment apart with concussive force, damaging everything in a nearby blast radius. The greatest damage happens at “ground zero” and quickly gets weaker considered “indirect” hit weapons. as it radiates outward. Any armor points Every point the target is missed by puts are doubled against anti-personnel the origination of the explosion 2 feet explosives as long as they cover a away. Missing by 4 points means the significant portion of the target. These device explodes 8 feet away from the type of explosives are designed for target; if the rating were 21-1-1, the “soft” targets such as people, pedestrian target would still be going up against 13 vehicles and even big game animals. points of damage to compare to his END and armor. Anti-personnel explosives are identified as having 3 ratings X-Y-Z. X is for the Anti-structural damage at ground zero, Y is for the Anti-tank weapons use concussive blasts dissipation level, and Z is for the directed through the point of impact to dissipation rate in feet. Standard anti- punch through a barrier and heavily personnel explosives (grenades, small damage the “soft” targets on the other mines, etc.) use a rating of 21-1-1: they side of it. Armor is not doubled against apply 21 points (x) of damage against these weapons, but if they miss the END and armor at ground zero and then target it takes no damage as the blast apply one less point (y) every one foot will not be pointed at the target any (z) (see diagram at top right of page) longer. These are for use against armored vehicles, bunkers, planes, large Anytime a target of an anti-personnel boats, etc. Rocket launchers, small device is missed, it might still explode mortar launchers, large land mines are close enough for the target to take examples of such weapons; they use the damage. Anti-personnel explosives are same X-Y-Z rating, starting at 21-1-1

96 and going up from there as they enter and create a 1-BODY sized hole. The full military grade (guided missiles for remaining 16 points picks up 4 points of example). debris since 16 is easily more than twice the 4 armor of the barrier. Targets just Blasting Through Barriers inside the hole resist 20 damage points. When anti-structural weapons hit At the halfway point (8 feet away from barriers, they first attempt to break the hole), targets resist 8 points of through the barrier using the breaking remaining damage plus 2 remaining object rules from the Player’s Guide — points of debris for 10 damage points. only a hole needs to be created. If Once it reaches the full 16 feet the blast successful, any remaining damage not is negligible. However, the debris and negated by the barrier continues through. dust can create additional penalties The remaining damage dissipates against vision or even tactical. normally, in a cone-like shape. If the Additionally flying debris could do remaining damage is equal or greater damage to other parts of the area beyond than twice the armor rating of the barrier the barrier, causing collapses and further at the point it broke through, the armor damage, especially if inside of a room or rating is added to the remaining damage, other smaller structure. but dissipates separately. This extra damage is the result of debris from the If the explosion is unable to breach the barrier, being carried by the blast. barrier, half the remaining points blast back in a small half-sphere on the same Using the diagram below, the 21 points side of the barrier as the impact. This is reduced by 5 to get past the 4 armor will affect any targets very close to the

97 point of impact. A similar effect occurs link to or correspond with the main blast if the explosion breaches the first barrier, areas: and a second barrier is within reach of the remaining damage and flying debris Earth — but it cannot be penetrated. The You know what this looks like. No, you second barrier will cause the damage to didn’t go to your ark and reform, but blast back as well at all sorts of odd there will be a vox left somewhere under angles at your discretion as Narrator. the nuclear fallout. How long it remains irradiated, or the strange and deadly Reinforced Armor Rules effects it generates, is anyone’s guess. Barriers, Vehicles and other items use the rules in the Player’s Guide on pages Blue Air 201 and 202 to determine BODY, Armor All spirits are shredded that were in the and Health boxes. If an item has been area that corresponded to that spot on specially reinforced, modified or Earth. There are no shallows formed. provided additional armor — for the As to your immortal spirit? Sorry, that purpose of resisting additional damage didn’t even make it out of your — have 2 additional points of Armor disintegrating body back on Earth. No rating; this does not affect their BODY way, bye-bye, game over. So yes, there or number of Health Boxes. is one sure-fire mundane way to utterly destroy an immortal. Nuclear Weapons Mantles … are basically feared by all but the The maker goes partially insane when most insane of the himsati race; the blast rips through the portal that droveling, Tribal and loner alike. Rather connected into the blast area, destroying than even attempt to provide mechanics anything within a few hundred yards of for something like this, let’s look at the it; this includes frying a portion of the general effects in the various realms that maker’s mind. This assumes the maker is not in that blast, in which case the mantle begins destabilizing almost immediately. Time to get a new maker, because this one is not going to be right ever again.

Morpheum The sudden snuffing out of all those souls causes a super-Tempest that destroys any anchors in the area, snaps lots of strands, and leaves a lot of survivors scarred for life when they try to dream in the shambles left behind. It’ll take years to right itself. Yes, a tempest that destroys anchors, and then

98 spirals out into the Blue Air — what do around the various traffic and/or other you think shredded all those spirits? obstacles. The speed of the vehicle is reduced to whatever speed is normally Ley Membrane used to navigate that area under non- Any Na-Gates connected to the Nadir duress situations. The user can increase from this location are gone. There are a speed again at any time. few less ley lines, and the remaining ones are in new positions and have some When not in a duress situation — and odd twists in them... this is after things staying within legal speed limits — untangle in a year or so. Eventually it’ll passive actions are used to stay in the all straighten out, someday. correct lane, watch speed, look out for traffic lights, construction, pedestrians, Underworld etc.; no control rolls are needed. Everywhere on the First Tier with connections to the blast area is irradiated Non-Vehicle Actions and immortals cannot pass through it for Performing physical non-vehicle actions, at least a few years. such as shooting from one vehicle at another, take a penalty equal to –2 plus VEHICLE RULES any other penalties applied to the driver Driving a vehicle in duress situations — for those same hair- turns, such as a car chase — is combat driving. construction, etc. However, for every Drivers make control rolls using the two full points the driver beats his Ground Vehicle skill. It takes one control roll by, the penalties is reduced standard action to make the control roll. by one point (to a minimum of a 1-point The target number is vehicle speed penalty). divided by 10 (15 for kph), round down; minimum target number is 6. Hair-pin Chases turns, rush-hour traffic, construction, or Contested control rolls are made other abnormal conditions increase the between the drivers. Each point of target number by an additional one or difference between the rolls provides the two points as you deem fit. The driver winner an effective 10 mph (15 kph) needs to only beat the target number by boost of speed for the round, for the one point. Additional points are used to purpose of closing or extending the gap offset penalties for other non-vehicle between vehicles as appropriate. A 4- actions as explained later. point difference counts as if the winner suddenly was able to muster a 3-second If the roll is successful, the character boost of an extra 40mph (60 kph) to continues on at roughly the same speed, either close the gap or move further if he fails he rolls a second time at a 2- away as appropriate. point penalty. This “last ditch” roll is to Resolution avoid crashing, flipping the vehicle, etc. There are only a few ways that such If the second roll is successful, the driver chases tend to end. The escapee gets too is able to slow down enough to get far away and loses the pursuer in traffic control of the vehicle and maneuver

99 or off on side streets; the escapee pulls truck’s last control roll was 12. The car over or is forced to stop (maybe he gets succeeds on his control roll but is unable out and runs, maybe not); or there is a to make contact with the truck. On the fantastic crash. Once vehicles are within next roll he tries again and rolls a 14. close enough distance the drivers and The driver of the truck takes a 2-point passengers can try anything they want to penalty to his next control roll (going get the other vehicle to stop. from 9 to 11 now); on his next roll he gets an 8 and fails. He now makes the If one vehicle attempts to ram into the “last ditch” roll but against a 13 now for other, the aggressor counts his control the normal 2-point penalty. He rolls a roll as an attack roll; the target number is 12 and fails. The truck crashes. equal to the most recent control roll made by the defender. The aggressor Vehicle Crashes can make multiple control rolls in the When a vehicle crashes, its final speed is round (per the number of standard equal to the speed during the last control actions he has) for multiple attacks. The roll, minus the total of the “last ditch” defender can do the same to attempt to roll. Damage points applied against the increase the target number for the vehicle and the occupant are determined aggressor. If both are attempting to be using impact rules (see Damage and the aggressor on the same initiative Healing Rules later in this chapter). count, the higher roll simply beats the lower roll. Example: Picking up from the prior example, the If the aggressor beats the defender, the truck was going 90 mph and the driver difference is added to the target number rolled a 12 on the “last ditch” roll; the for the defender’s next control roll. This final speed on impact is 78 mph and this continues until someone gives up trying is used with the impact rules to to drive the other off the road or determine how much damage the truck someone crashes due to failing the and passenger take. control roll and the “last ditch” roll. Vehicles must remain within 10mph of Vehicle Damage one another to stay close enough to try A single box or two of damage breaks to run each other off the road. If one headlights, bangs up the body and paint slows down or speeds up the other must job, etc. Filling in all the boxes keep pace or they separate again. completely totals the vehicle; if the battery is still working, the radio might Example: come on if you can reach the on button A car and a truck are in chase. The car through the rather twisted wreckage. is going 100 mph and the truck 90 mph. The car attempts to force the truck off Occupant Damage the road, there are no adverse conditions If protected by a safety and restraint or traffic at the moment. The driver of system (seat belts, air bags, etc.), the the car rolls a 11 on his control roll damage points are reduced by 6 before against the target number of 10. The applying them against the occupant.

100 Other Vehicle Control Rolls commercial go 20 mph between Piloting air and water craft in duress target number increases. situations force the pilot to make control • Commercial jets and small private rolls based on the same 10 mph (15 kph) jets go 40 mph between target system. Weather, sea and/or wind number increases. conditions take the place of road hazard • Hypersonic aircraft go 80 mph penalties. Piloting such a craft unskilled between target number increases. is automatically considered a duress situation, requiring control rolls. Below Other Craft we provide some basic average speed Obviously there are other types of craft guides and rulings for these vehicles. such as submarines, hot air balloons, bicycles, skateboards, skis and more, but Watercraft using the above guidelines you should Watercraft normally use knots to be able to come up with appropriate determine their speed, one knot equals rulings as needed. roughly 1.15 mph (1.85 kph). • Boats utilizing a sail go upwards of ENVIRONMENTAL 20 - 40 mph, depending on the size of the hull and sail. RULES • Simple engine-powered boats (ex: Fire, lightning, drowning, falling… there small fishing boat) go upwards of 30 are a host of mundane threats characters mph. face just going about everyday routines. • Large and racing boats (ex: PT Boat, aircraft carrier, cigarette boat) go Falling upwards of 50 mph. Falling in the game is a simplified • Hovercraft and airboats go upwards version of acceleration and terminal of 60 mph regularly; airboats can velocity as it occurs in the real world. easily go even faster, but any Terminal velocity for normal humans turbulence at these speeds is liable to with air resistance (outstretched limbs) is cause immediate capsizing or 120 mph. Reducing air resistance can flipping of the craft. produce a speed of nearly 200 mph; the fastest speed ever recorded is just over Aircraft 300 mph. Damage is handled using Modern engine and jet-based aircraft impact damage rules (see Damage and have special onboard instrumentation to Healing Rules later in this chapter) and assist the pilot; depending on how is calculated based on the final speed at modern or complex, it increases the mph impact with the ground, structure or (kph) that the aircraft can go between other hard surface or barrier (even increases to the target numbers: impacting water once the character starts • Simple and slow moving air vessels gaining speed is considered a hard such as gliders, blimps and zeppelins surface). Impacting natural earth, a make control rolls as normal. stand of trees or the surface of a natural • Standard helicopters and single- body of water negates the Panacea. engine planes for private and

101 Falling Chart Distance to Speed at impact Time to impact impact (metric speeds are rounded for ease of play) 10 feet 10mph (15kph) < 1 second 20 feet 25mph (40 kph) 1 second 50 feet 35mph (55 kph) Just under 2 seconds 100 feet 55mph (90 kph) 2.5 seconds 200 feet 85mph (135 kph) 3.5 seconds 500 feet 125mph (200 kph) — standard terminal velocity Just over 5 seconds

The chart above provides a rough time to now floundering under the water — take — and speed at — impact, based on how the same –2 penalty in addition to any high the character was when he started other penalties. falling. It is based on a human being in terms of size and mass in an Atmospheres uncontrolled fall. Larger and/or heavier One atmosphere is 33 feet (5½ fathoms). things may fall a bit faster; while a piece Characters can safely swim at a depth — of paper is certainly not going to achieve in atmospheres — equal to their END. those speeds. Air resistance Each atmosphere past this also affects speed. point increases the target number for holding breath Drowning Holding Breath by 1. Characters with Unable to die via drowning, Aquatic receive no penalties an immortal still feels its END Time Held until they pass their END effects; it is possible for an 1 1 round x1000 fathoms (1 fathom = 6 ft.). Then the 1-point per immortal to find himself 2 1 turn incapacitated at the bottom atmosphere penalty begins. of a large body of water. 3 1 minute Breath can be held for a 4 2 minutes Example: A character with 4 END is time based on the 5 4 minutes character’s END, after this 165 feet below the water’s he makes END rolls — the 6 8 minutes surface (5 atmospheres). sports skill can be used with 7 16 minutes After two minutes he rolls an endurance or swimming 8 32 minutes to hold his breath against a target number of 6 plus 1 focus — against a target 9 64 minutes number of 6, plus 1 for each for the additional minute beyond the time atmosphere — total target allotted based on their END. number of 7. At three minutes the target number goes up to 8, Characters attempting to hold their at four minutes to 9, and so on. breath after failing a swimming roll —

102 Damage Fire If the character fails the roll to hold his Fire comes from a number of sources, breath he marks off one health box each flamethrowers, exploding barrels of fuel, round as water enters the lungs and and even bonfires. Fire-damage from asphyxiation starts. If the immortal is explosive devices and chemical burns unable to regain control and reach the should be treated using the rules for surface before becoming incapacitated explosives and toxins. Any other type of he sinks to the bottom. At this point the fire — or normal fire resulting from vox shuts down his biological systems: something like an explosion — should taste and smell completely cease, and the use these rules. other three senses dull as motor control over the body stops. This is considered Fire damage is dependent on how hot it living damage for healing purposes if burns and how much of the character’s done in a natural body of water (river, body is likely to get burned. Fires have lake, ocean). a heat value based on how hot they get. The heat value (HV) is based in part on Decomposition the type of fire and/or fuel it is using. A When humans drown, air in the body is die value represents the potential to burn expelled and they sink; days or weeks something within the area of the fire. later bacteria decomposing the body Next to the die value is a size produce gases, causing it to rise again. calculation, using the heat value to get The vox stops decomposition and the an approximate area of effect. immortal never floats back to the surface. Every few hours the vox forces Damage is determined by rolling the die an internal spasm within the body to value for the size and multiplying the check for breathable air entering the result by the HV, this is done once per lungs; if successful it restarts bodily round. systems. If the body remains trapped in the liquid, after a number of days equal HV Example to the character’s total health boxes, the 1 Heat Exposure Only — no flames vox will attempt to initiate lethe. If for but high intensity heat in excess of any reason it cannot succeed (the 150°F. distance to a safe point is too far away, 2 Cigarettes, light bulbs, heat say from the bottom of an ocean) the elements less than 1000°F. vox allows the body to decompose, 3 Candles, matches, stove elements, eventually shunting the immortal’s spirit halogen lights up to 2500°F. into the Blue Air as a gossamer. The 4 Bunsen burners, blowtorches, vox floats along the currents of the water wood/organic fueled, gas-based to hopefully come in contact with a new fires (butane, propane, methane) up host or unfortunately settle and sink into to 4000°F. the earth at the bottom of the body of 5 Chemical, napalm, white water. phosphorous, Plasma torches (upwards of 5,000°F and higher).

103 Die Size (Radius in yards) Suppressants use a die value of D4 to D4 Negligible Size (only by D12 and coverage area is based on purposeful or accidental touch) delivery system (a fire extinguisher can D6 HV (heat value) x 2 put out most HV * 2 size fires, but a fire D8 HV x HV truck can cover a much larger fire). If D10 HV x HV x HV the incorrect suppressant is used, it will D12 HV x HV x HV x HV do little or nothing to put out the fire.

Mundane worn armor only provides Magical methods of putting out a fire protection against D4 size fires, and only use the total rolled on the actual die plus if it covers the area being burned. the HV value (not the damage total) as a Intrinsic armor (magical, natural, target number. Each success level serenade) provides normal damage brings either the size or the HV down by reduction. Heat resistant material one level depending on how the magical reduces the heat value of a fire — thus power manifests. It may still take reducing the multiplier for damage each multiple applications or time for a round — but often only provides magical method to completely put out a protection for a limited time before the fire. general heat works its way past the protection. Incendiary Liquids Greek fire was a highly flammable Dousing a Fire liquid created in ancient times. Many Fires are easily consider its descendent to be napalm: a doused by an thick highly flammable liquid often used application of in warfare. Napalm is often mixed with an appropriate gasoline to make a sticky incendiary gel. suppressant, It is used in everything from specialized large enough to grenades, air-dropped bombs and extinguish the flamethrowers. Most normal humans coverage area. suffering a direct napalm attack die The quickly from severe 3rd degree burns. suppressant’s Its use against civilian populations is roll lowers the banned by the United Nations. total damage of the fire in To illustrate the danger: a napalm fire the area it rolling maximum on a D12 die creates a covers until it 54 yard radius (625 yards, just under a extinguishes mile diameter) area, doing 60 points of the entire fire damage in the first round. Against an or runs out and unarmored human with a 3 END it the fire again causes 28 health boxes of damage! begins to s p r e a d . White Phosphorous While primarily used as a flare / smoke

104 producing agent, it is also used as an Die Example incendiary device. What makes it so D4 Battery Operated Device dangerous is that it keeps burning until it D6 Light Socket has completely consumed itself or is D8 Wall Outlet completely deprived of oxygen, even D10 Small Generator continuing to burn while inside the body D12 Power line, Lightning Bolt of a living being. Ingestion of as little as 15 milligrams usually results in death. DC vs. AC Current Side Effects White phosphorous rarely comes with a AC (alternating current) and DC (direct size value greater than D4, but is almost current) work differently. A DC current impossible to suppress. also immobilizes the target, requiring a STR roll against the electrical damage’s Fire from Explosions die roll to break free. An AC current Various containers and objects can adds up to 3 extra points of damage per explode causing a burst of fire into an round for any electrical devices the area. The initial blast is calculated two target is in contact with (ex: pacemaker, HV higher for the first round. On Eyz unit, etc.). subsequent rounds when the die is rolled use the normal HV. Lightning Lightning is a single massive Electrical damage instantaneous shock. It travels over Electrical damage is based on the 100,000 mph and reaches temperatures amount of energy pumping into the over 50,000 degrees Fahrenheit. Its target each second. Resistance or power is in the millions upon millions of insulation (grounding) reduces damage; watts. However, it passes through the becoming highly conductive (such as body in less than a fraction of a second, standing in a puddle of water) removes so individuals actually survive most defense. lightning strikes; only 30% of strikes are fatal. Of course this does not apply to Each round the target is in contact with mystical lightning. the current, the damage die is rolled. The damage points rolled, divided by DAMAGE AND two, is the number of health boxes the target marks off. If the target is HEALING RULES insulated, subtract its END from the Characters take damage from a variety damage points before calculating health of sources, these are divided into two boxes. If the target becomes highly main categories: living and non-living. conductive increase the die value by one To mortals it makes little difference, but level (at D12, roll it twice and add the for the characters — who are immortal two rolls together). — it greatly affects game-play.

Intrinsic armor (mystic, serenade or Living Damage natural) protects against electrical Any living being, energy force, object damage, mundane worn armor does not. with a SPT attribute, object imbued with

105 immaculum, or object directly wielded (since it is no longer in contact with the by a living being, all count as living living being who threw it) becomes non- damage. A long spear's damage is living living damage. Any projectile weapon, while in the hands of its wielder, once falls, vehicle crashes or other types of thrown it is no longer living damage. solid impact damage fall into this An enchanted dagger though, is living category. All forms of non-living either way. And lightning, serenades, damage are subject to the Panacea. and plasma wells on far-off Dominion worlds? Living. Toxins are considered Remember, the basic function of the living damage only in terms of game Panacea per the Player’s Guide: before mechanics due to the unique way they health boxes are marked off on a interact with the immortal physiology. character’s sheet, half of those boxes are negated and the remaining boxes (round The elements get a little trickier. up) are then actually marked off. Getting hit by rocks or having a water tower fall on a character is not living However, there is a limit; the Panacea damage. Drowning in a river, lake or cannot negate more than half (round up) ocean is, as is being buried in a mudslide of the total health boxes a character has and having it enter the character’s lungs. from a single source of damage. This If it traps him within the Earth’s aura is not based on how many may already and enters his body as part of the be marked off, just the total number of damage, then it is living. If it is health boxes he has. So the Panacea of a disconnected from Earth’s aura character with 11 health boxes can only (mankind’s technological savvy stands negate 6 health boxes from any one in the way) then it is not living damage. single source of damage. So even drowning in the water tower is not living damage. Example: The character with those 11 total health So what happens when the extremely boxes is hit by a subway train for 14 strong character rips a telephone pole boxes of damage. The Panacea only out of the ground and hits someone with negates 6 boxes instead of 7; half of his it? If the object’s length is less than the 11 total health boxes (rounded up) equal character’s STR in yards, his aura is 6. So 8 get through instead of 7. strong enough to encompass it. This means a human with a 3 STR wielding a Impact Damage seven or eight foot pole arm weapon Impact damage is used for falling, does living damage. The telephone vehicle crashes, or any time a being or pole? That depends on just how high of large object traveling at a consistent rate a STR the character has and how long of speed collides with another. These the telephone pole is... rules are not used when a character picks something up and throws it; that uses the Non-Living Damage standard rules from the Player’s Guide Everything else is non-living damage, of STR + accuracy + item damage value. even a normal dagger when thrown The of STR and accuracy

106 account for the relative speed and precision when throwing an Stationary/Side Impact object. In the instances Collisions described here, an outside force See Fig. 2 is propelling the character or If one of the beings/objects is object at a continuing rate (such stationary, it has a speed of 0. as a vehicle engine or gravity). Use the speed of the moving The same method is used if a being/object only. If one being or object collides with a collides into the “side” of the stationary being or object, or if other, the impacted being/ both are moving and collide object has a speed of 0. Use the with each other. The following speed of the one that had the steps are used to determine total “forward” movement only. damage: Rear/Near Rear Collisions Step 1 — Damage See Fig. 3 Potential If both beings/objects are Every being and object moving in the same has a damage potential direction, and one catches equal to its STR. If it has up to the other, colliding no STR rating, use its into it, subtract the slower BODY (i.e. cars, walls, moving speed from the boulders, net kiosks, faster. wrecking balls, etc.). If the object is complex (has Step 3 — Speed different areas with Multiplier different BODY ratings), If speed is calculated in use the BODY rating of mph, divide it by 4; if it is the area that is actually calculated in kph, divide impacted (such as it by 6. Round down the colliding with a result. building’s large window instead of its concrete wall). Step 4 — Damage Points Multiply the damage potential Step 2 — Total Speed by the speed multiplier, this is Total speed is determined in applied against the other being/ one of three ways: object as per normal rules for living beings and objects. Head-on/Near Head-on Collisions Anything residing within an See Fig. 1 object (for example someone is If both beings/objects are sitting inside of a vehicle) moving towards each other, add during a collision takes damage their speeds together. from the object as well. For

107 example, if a standard passenger car serenade, etc.) he takes Massive Trauma going 30 mph hits a barrier, the occupant Damage (MT Damage). If the source of must now resist damage equal to 28 damage is non-living, make this points (30 mph divided by 4, rounded determination prior to the Panacea down to 7, then multiplied by the car’s reducing the number of health boxes to BODY of 4) be marked off. MT damage changes how the Panacea and incapacitation Step 5— Resist Damage functions for character’s that are Living beings resist impact damage immortal. Mortal characters are normally, per the rules on page 204: the immediately dead unless you, as defender subtracts his END plus Narrator, have implemented special appropriate armor from the points and circumstances. marks off one health box for every two full remaining points. Example: A character with 10 health boxes can Each object or being now resists a total sustain up to 15 health boxes of damage number of damage points equal to the (10 x 1.5) in a single blow without other object’s BODY (or being’s STR) suffering MT damage. If he receives 16 multiplied by the speed factor. Only or more boxes of damage from a single intrinsic or magical armor (natural, source, that is beyond his 1.5x capacity; serenade, Mystech or by himsati nature) he now follows MT damage rules. helps defend against impact damage. Mundane man-made armor (for Once a character enters MT damage, the example: Kevlar vest, flak jacket, riot vox shuts down all of the biological gear, etc.), is not appropriate armor for systems of the body: the immortal is resisting impact damage. Panacea rules effectively dead for all intents and apply, so long as the impact isn’t with purposes. The Panacea works at a much another living being or direct contact slower rate during this time, attempting with a portion of Earth’s living aura to repair the damage to avoid both the (such as colliding with the surface of a physical destruction of the character or natural body of water, bare earth, or a forcing him into lethe. There are some cluster of trees). circumstances where this is not possible and the vox allows the spirit to enter the Impact damage often results in the need Blue Air so it may await a new host for Massive Trauma (MT) Damage rules organism instead: the character is due to the high amount of damage taken literally cut in half for example. in a single blow; more than merely stunning or knocking out a character. When a character takes MT damage he fills in all remaining health boxes; the Massive Trauma Damage remainder is kept track of separately and When an immortal character is forced to is counted as “overflow” damage points. mark off more than 1.5x his health boxes The Panacea does not negate any of this from a single source of damage (a single damage initially. Instead, every 10 physical blow, the damage from a single minutes it removes one of the overflow

108 SYSTEM NOTE — Example of MT Damage worth) before the Panacea can finish Two characters, currently with no removing all the overflow points, the damage, fall several stories and must vox will force the character into lethe if each resist 42 points of damage. possible. If not, then the character will transport back to his ark for restoration After subtracting his 5 END the first of the body or spill into the Blue Air if character (with 14 total health boxes) that is not possible. has 37 points remaining, which equals 18 health boxes to be marked off. He Once the last overflow point is removed, does not take MT damage: he would the character remains in the suspended have to take 22 or more boxes for MT “death” state for a number of minutes damage to occur. The Panacea negates equal to the number of damage points he 7 of the boxes and he marks 11 off on took (after END/Armor); that is the his character sheet. He is stunned damage points after subtracting his however, if the stunning and knockout resistance, not health boxes and/or rules are in use. overflow points. Once this time has passed, the incapacitation-level health After subtracting his 4 END the second box is cleared and the character wakes character (with 9 total health boxes) has up. 38 points remaining, which equals 19 health boxes to be marked off. He takes Healing Aesthetics MT damage: anything over 14 boxes As a symbiote, the vox’s primary causes MT damage to occur. The concern is the general protection of vital character fills in the 9 boxes and keeps parts of the host organism. The internal track of the 10 points of overflow structure and organs, torso and head are damage (note the Panacea didn’t negate of paramount concern, all else is any of the 19 boxes). unnecessary. The vox is concerned with the gathering and dissemination of Every ten minutes one of the overflow information to the shard network; any points is removed, it will take 100 information is viable: the condition of minutes to remove all 10. Then the the host organism is irrelevant so long as character remains in this death state for the vox is able to receive some kind of another 38 minutes (38 points of experiential input to process. Only when damage) At the end of the 38 minutes, the vox is no longer able to receive that the right-most health box input will it then — of its own accord — (incapacitation-level box) is cleared and attempt the process of lethe or allow the he wakes up. He will have been destruction of the host body (in order to apparently dead for 138 minutes, over reconstitute at an ark or be freed from two hours. the host organism to await a new one).

Voxes heal internal organ and structure points, even if the source of damage was damage at the same rate as minor living. If the character takes any more external injuries, providing the immortal significant damage (3 or more boxes with two benefits. By the time minor

109 external injuries are healed, he is often body will rapidly age and within a few fully healed. But he doesn’t appear to be minutes decompose to look as if healing too fast in the eyes of mortals, someone dug up an old corpse. Once he allowing him to continue to act as if he is beyond half a millennium, the body has bruised ribs or other appropriate will turn to dust and nearly vaporize latent ailments from recent injuries. In within one or two turns. short, he appears to heal very fast, but can hide a great deal of the supernatural The same goes for body parts should the quality with relative ease. immortal lose a tooth or a limb. Hair and nail clippings take a little longer, but Whenever rapid healing takes place, they too eventually decompose to the damage is healed based on the form of same point. As the immortal heals, even healing (Panacea, MT damage recovery, from MT damage, blood lost also serenade, Mystech, etc.) and what remains for a brief time depending on injuries are being healed. For example, his age. the Panacea when reacting to MT damage where more than likely organs Regenerative Limits and bones are severely damaged, will Since the vox’s primary concern is basic work on the inside first. However, if a viability of the host and it is devoid of wound is present that continues to allow what can be considered feelings, it damage to the internal structures, the doesn’t “care” if the character loses an vox will reroute efforts to close the eye, ear, hand, arm, leg, finger or foot. wound and then continue on internal Internal organs effectively regenerate efforts. But when the Panacea negates from damage, but the complete loss of damage normally, it heals part of the an external organ or limb will not be damage as fast as it is delivered at the regenerated (the damage will heal, but site of the wound, so the character just the character now gains a deformity appears to take less damage. He does bane). Cut the tip off a character’s not appear to take 10 boxes and then finger or earlobe and it will eventually miraculously heal 5 of them within a be restored. Cut off fingers or rip off split second… ears and the damage “heals”, but it won’t look pretty. “It’s just a flesh wound is all it is.” Even reconstituting with an ark using Body Parts various rituals leaves a missing limb or If an immortal enters lethe or is his spirit external organ lost. Only lethe — which is spilled to the Blue Air, there is the creates an entirely new and different matter of what happens to the physical body — restores lost limbs, eyes, remains left behind. If the immortal is fingers, etc. Even then it is not still within his first hundred years since guaranteed: if the new body is a copy of awakening his remains may age a few a young amputee, then the immortal’s scant years, but will remain relatively new body also is missing that limb or intact. If he is beyond that age but still part of limb as appropriate. And coming within the first few hundred years his out of lethe, while correcting most

110 diseases, and minor existing conditions, Medical Aid will not suddenly regenerate something Immortals heal at the rate of a mortal not there to begin with. under full medical care — a number of boxes equal to their End per week — That said, the loss of a limb does not plus they have the Panacea negating reduce any attributes, though penalties amounts of non-living damage and all may exist for various activities (such as MT overflow damage. The natural state targeting large groups of spread out of an immortal prevents normal over- targets with only one eye). the-counter remedies and basic prescription drugs from assisting except But there are ways to get them back... in large doses; and that runs the risk of overdosing and being poisoned.

From the journal of Malcolm Beckett, The accelerated healing rate simply Phoenix Juggler... stops things like headaches, allergies, July 14th, 1873 rashes, sunburn, acne, fungal infections, Nivalea and common colds from ever getting too bad, if even getting a chance to manifest Don’t know how in tarnation Allen at all. These ailments usually horn-swoggled me into this. The permanently vanish in the first few years duster’s tore to shreds, it’s freezing, and of coming out of lethe, curses non- the colt’s got a split barrel. But that was withstanding. A few stray immortals do just spit in the horse trough compared to keep an ailment here and there, which what that D’Arcade carpetbagger did usually mutates during their first poor with Allen last night. The poor mortal interaction with human faith … silver or feller was already dead, but when that garlic allergy anyone? carpetbagger took that ... “organ grafter” Mystech trinket and plucked the eye out, There are situations where the Medicine I got the most dreadful feelin. Then skill can benefit an immortal. Foci such when he stuck it in the hole where as Biofeedback and Acupuncture can Allen’s eye used to be and it started assist an immortal under duress from makin that sound like a giant tick recently rising avatars, traumatic lethe sucking on a horse, that made me plum fades and other stress-related issues. A nervous. But Allen’s got a brand new good knowledge of toxicology and eye to replace the one he lost last year. I herbalism can help one find temporary don’t know what in the blazes he had to respite from the pain of poison trapped pay for it, but it’s started lookin just like within the body. And of course his old one; they did a right bang-up job emergency medical techniques such as on it. Hope it was worth the heap of First Aid can provide some quick trouble we went through to get here. I’d assistance on the battlefield. always heard there was a “black market” Emergency Medicine Usage for “used parts”... Characters with Medicine skill and

appropriate emergency foci such as First Didn’t believe it until now.

111 minutes (your discretion as Narrator) after taking such damage, and can only receive aid for health boxes marked off from their most recent blow — other damage by this time has been adjusted to by their body. Even if the Panacea has acted upon some of the damage, emergency medical aid can still be of use if administered within those few minutes.

Mortals can receive emergency aid at any time once they are at the –1 penalty level or greater. If a mortal has reached the incapacitated level and is dying, such aid doesn’t actually clear Aid can render assistance to immortals marked health boxes, but stabilizes the and mortals alike. A roll is made against mortal for a number of minutes equal to the total number of health boxes of the total rolled for the Medicine skill. damage the target has marked off, plus The skill can be used repeatedly at a the number of minutes since the last of cumulative –1 penalty each time, until the damage was delivered. Every two the dying mortal can get full medical points clears one marked health box, up treatment. to a limit of half the Medicine skill. Life Force Spills Immortals who are at the –2 penalty When a living being is destroyed, mortal level or greater can receive the benefits or immortal, the part of its living aura of emergency medical aid. However, not traveling into the Blue Air and/or on they must receive such aid within a few to the One Soul, spills out into the

112 immediate area. The size of the spill is a affecting individuals coming into the sphere with a radius — in yards — equal area. But the taint still lingers for the to the destroyed character’s highest rated rest of the scene, affecting those caught attribute. The spill of life force — and in the initial chaotic outbreak. immaculum if any — is not something an immortal can just take in for his own When a living being is caught in the spill use (for example, a character cannot of taint, it creates a nauseating and stand in the flow of the spilling life force weakening affect, treated as a penalty and replenish attribute points he gave up equal to half the total motes of taint to his ark). However, such a spill spilled. This penalty remains for the cleanses taint. Two points of spilled remainder of the scene (i.e. combat) so attributes cleanse one point of taint long as the character remains in the (whereas during sinning or lulling, only immediate area of the spill (not just one point can do the same). The tainted within its radius). If the character can individual nearest to the spill’s origin leave the area, the effects wear off in just point is cleansed first, points used to a few minutes. The Slayer Calling’s cleanse do not travel onward. In Darkstop gift negates an amount of this addition, each yard the spill travels, one penalty equal to half his WIL (round point dissipates and is unable to be used up). This allows Slayers to wade to cleanse any taint at all. It takes less through small hordes of taint-driven than one combat round for the spill to creatures and keep going. reach outward and dissipate. The penalty is not cumulative, if If a creature that thrives on taint is in the multiple creatures are destroyed at the radius of the spill (examples: Bête Noire, same time, take the creature with the droveling predators that thrive on taint, highest number of taint motes and add 1 soul reapers) the dissipation rate goes for each additional tainted creature. This from one point per yard to two points determines the additional radius of the per yard as the taint of these creatures overall spill and the penalty applied to naturally feeds on the life force. living beings.

Bad Spill Non-Mystech inanimate objects are also If a being with taint in his auras is affected if the total number of taint destroyed, the spill works differently. motes from all destroyed beings is First, no cleansing can take place. greater than six. The points over six are Second, every living being — and even treated as side effects just like if an inanimate objects — are affected by the immortal was carrying the motes; but the full number of taint motes racing around effects tend to last longer, sometimes within the spill area, they simply do not permanently (at your discretion). travel outwards but instead whirl around chaotically in the spill area. Third, the radius of the spill is increased by the number of taint motes in the spill. Bad spills take one turn before it stops

113 CHAPTER 4 BOONS AND BANES is feared by many that a polarization will In this chapter we cover supernatural in eventually occur; humanity will be made with mortals and the resulting abilities up of nothing but soulless (controlled by and hindrances known as gifts and the forces of darkness) and Believers curses. We’ll also look into mundane (fostered and cared for by the tribes); advantages and disadvantages for two massive armies waging a war characters as well. Appendix D contains threatening to tear the last bastion of the major or lengthy rules additions, himsati race to shreds. enhancements and/or replacements related to this chapter. The 0 SPT attribute doesn’t mean they have no souls. Their souls don’t have MORTALS AND FAITH enough strength to register as anything but the barest wisps to the supernatural Since the earliest encounters with senses and abilities of the himsati race. humanity, they remain a point of Committing the lullaby or sinning contention among the himsati race. against a soulless has no effect. There is Even within individual tribes there are nothing vibrant enough within their differing views on just what humanity is, auras to cling to and grab hold of. The their destiny, and what role they may real danger lies in the possibility of a play in the salvation — or destruction — soulless becoming tainted in the same of the himsati race. way an immortal can.

The Soulless Mundane Humans • 0 SPT Attribute • 1 to 2 SPT, on rare occasion a 3 • Small portion of the population • Vast majority of population

The soulless are constantly swayed by This is the everyday person with beliefs popular media and peer pressure; with and convictions that hold him through no real convictions, beliefs or mind of normal everyday living, though his fears their own. These are the ones mentioned and doubts often overshadow them when in the Player’s Guide, easily controlled the going gets tough. The vast majority by immortals for brief periods. They are of mundane mortals pay lip service to the zombie-like student, the flaccid greater beliefs, but are rather agnostic housewife, the office drone, and others within; they rarely admit to such. They who simply don’t have the will to wrestle with temptation on a daily basis, become their own person. failing miserably as often as rising to

great heights. Mundane humans want to Being easily manipulated makes them stand out — they hold secret desires to dangerous when placed in the care of the be so much more — but they fear the droves; worse if they become tainted. It spotlight for the flaws it might show

114 SYSTEM NOTES — Sensing the Soulless others. Soulless and mundane humans are distracted in the presence of immortals They are hard to tell apart from the speaking in Atrana Cant. After a few soulless other than the glimmer of light minutes, mundane mortals appear lost in still shining under their eyes and in their thought. Soulless become partially hearts. The real strength of the mundane hypnotized and remain so for minutes population is their potential to become afterwards unless someone “snaps them Believers, standing as bright lights out of it”. against the darkness. The real threat is in their potential to become soulless or Taking “Possession” of the Soulless believing thralls of the droves. Soulless can be possessed once per day. Once partially hypnotized as above, the The Path to Believing character makes an uncontested WIL There are two paths to a mundane roll against a target of the soulless’s human becoming a Believer. The first WIL. Each success level provides one involves lots of time and effort on the minute of control, during which the part of someone to cultivate a new soulless follows the immortal’s world-view. It takes years, finally commands. If commands are given in resulting in an epiphany that changes the Atrana Cant the soulless believes his mortal’s entire perception of himself and actions were his own idea and the world around him. During this time completely natural. This leaves other many immortals find a potentially mortals unaware of what transpired. willing participant for the lullaby. Some immortals spend time cultivating such in Mantle Beings and Possession. a group of mundane mortals, to not only Beings created by a Maker are make them Believers in this cause, but to technically soulless, but have the sometimes guide them to providing him effective personality and abilities of a with mystical gifts based on the new- mundane or Believer — even appearing found beliefs. as such to immortal senses and basic sensation serenades. They are real flesh The second method is an abrupt shaking and blood creatures within the mantle. of the very foundation of everything the After generations of mingling between mortal believes in. Mortals come out of mantle beings and outsiders, it is such an experience questioning their impossible to tell who is who. Makers original beliefs. The “near death” aware of their true nature get rather experience is an example of such, “upset” should they discover their especially when experienced as part of a people are being taken possession of; supernaturally powered incident. There retribution is swift and unpleasant. are two risks associated with this: first, the mortal’s path in life from that point Chapter 3 Mortals - Categories forward is far more difficult for an Dreamless are Believers, Sandmen are immortal to influence; second, the Believers but their faith is only equal to experience itself may temporarily curse half their SPT attribute. Succubi and the immortal, leaving him indirectly Soul Reapers are no longer human.

115

open to other threats. Mundane forces can’t sway them from I’m A Believer those beliefs and convictions and it can AKA: the mortal faithful, those of true be a hindrance when dealing with the faith, and other similar terms... mundane population. Each Believer is • 2 to 3 SPT, on rare occasion a 4 or 5 unique, thinking “outside the box” when • Small but growing portion of the compared to mundane humans with population similar beliefs and convictions. Finding themselves alienated from their own With real convictions and beliefs, they community, they don’t quite “fit in” with unwittingly provide the himsati race everyone else. The mundane population with curses, gifts and a host of other labels the more extreme as free thinkers abilities. Even a devout atheist is a and radicals, ostracizing them from their Believer if that conviction stands up to own people. being tested. Being a Believer isn’t just a belief in a particular thing (like a The majority of Believers practice their particular law); it is believing in ways off to the side, allowing their something higher, a nobler purpose, community to see a mask of acceptance, guiding force, way of living, or other all the while pursuing their beliefs and personal ideology that gives life purpose in secret. Occasionally they meaning and direction. gather in small groups, but rarely speak

116 of such things to those outside their curse an immortal — or provide a boon close personal circles. Occasionally a in rare cases. The advanced rules on Believer inspires others, becoming the curses explain how faith plays into them. foundation for a new set of beliefs and convictions for the masses. These Religarum Wielders leaders are often very powerful, on par • Minimum 3 SPT, normally 4 or 5 with Bright Bloods, as they often learn • Minimum 3 WIL, 3 PRS to master some of the otherworldly • Very small percentage of Believers forces in use by the himsati race. A Believer able to consciously command In game terms, Believers are normal supernatural forces is considered a mortals having a Faith rating (it is like a wielder of Religarum. Most are strong boon). This rating acts as a defense Believers at an early age — as the against sinning, a defense — or bonus at Believer matures, one or two abilities your discretion — during supernatural similar to those of the himsati race begin interactions, and allows the Believer to to develop. The kind of powers developed are normally beneath the NEW MECHANICS — notice of human faith, so it rarely Faith Rating interferes with the Religarum wielder’s All Believers have a faith rating equal to abilities. The ability tends to follow their SPT attribute. The faith rating family lines, skipping one or more comes into play during lulling, sinning, generations between manifestations. and intense supernatural experiences. A few Believers are capable of Faith as a bonus or penalty developing Religarum later in life; they A bonus or penalty equal to the mortal’s have near legendary strength of faith rating can be applied once during a conviction and belief. All too often scene. If multiple Believers are present these Believers develop their Religarum and they have the same worldview (such as the result of a maddening that as a group of followers loyal to a creating an unquenchable thirst for particular immortal) then for every 10 power. Mortals with such power rarely additional Believers of the same settle for a “normal life” among the worldview, the bonus is increased by masses. Some rise up to become one point. The bonus or penalty is powerful leaders of their own cults, applied to a single roll: counting as a often coming into conflict with Quiet bonus if applied to someone acting Cultures or followers of individual within the tenants of the Believer’s immortals. worldview and counting as a penalty if applied to someone acting against the Rarely do the wielders of Religarum worldview. become followers to immortals, but some become allies. This is exactly The bonus or penalty is applied during what many among the tribes strive for: sinning at your discretion (the Believer allies in the fight against the darkness, should have a reason for his faith to well instead of followers to be protected. up as such).

117 NEW MECHANICS — Unfortunately other groups, such as the Wielding Religarum droves, D’Arcade, Apocrypha and Religarum is treated like a boon, with clandestine mortal government agencies Faith as a prerequisite. With Religarum, actively seek out and recruit such you provide the mortal character with individuals to their own causes. one or two powers: made from serenades, natures, boons, banes. The Examples: mortal character uses his Faith rating as • A Native American shaman sending a “skill”, along with the most his spirit on a vision quest. appropriate attribute to use with the • A sorcerer learning spells from an powers (even for powers built using the ancient tome. serenade system). There are no limits • A priest calling upon the divine on the number of powers or what powers his deity grants him. powers they may have; however, most • A detective using psychometric only have one or possibly two powers, ability to learn what happened in a ones that human faith doesn’t feel the given location. need to interfere with. Next to the SPT • A medium contacting spirits. attribute of a mortal character, the • A night-stalking street vigilante able presence of the notation (-R) indicates to perform athletic feats not he wields Religarum. In order to use a achievable by mundane humans Religarum ability, the wielder expends a mote of immaculum (his own or one he Religarum abilities fall under the same has stored upon his person in a talisman constraints of humanity’s collective faith or other vessel) that serenades do. Therefore most wielders either don’t develop flashy, Sensing Religarum attention-drawing powers or quickly Immortals can sense beings with learn when it is safe to use ones that do. Religarum (both Believers and Bright Bloods), but not as easily as sensing Bright Bloods another immortal (see page 31). If the • 3 SPT and up, normally 4 or higher total from adding the immortal’s PER to • Very small percentage of Religarum the wielder’s Faith Rating equals 6 or Wielders (known). higher, the immortal senses a supernatural quality to the mortal; there Carrying the genetic markers of the is no roll involved. For every two full Milesian bloodline, Bright Bloods may points above 6, additional details can be very well be the next step in human gleaned (as success levels: consult the evolution. All Bright Bloods are clarity chart in the Player’s Guide), Religarum wielding Believers, but the these usually come across as oddities in vast majority never realize their true the visual or auditory perception of the potential and live their entire life as immortal. mundane humans. The process that must be undertaken to help a Bright is similar to assisting a mundane along Blood realize his true potential — if he the path to becoming a Believer. A has not already done so earlier in life — number of immortals dedicate

118 themselves to seeking out potential minimum of SPT 3). Finally, Bright Milesian descendents and work towards Bloods are powerful dreamers in the assisting that mortal to realize his true Morpheum, the basis for anchors; they power and heritage; this is known as also produce large amounts of “brightening a soul”. immaculum, more then enough to power their own abilities. Bright Bloods are rare; meeting one is more difficult than finding a shard on Others Earth. Most of a Bright Blood’s powers Proto-humans and “elves” living in far- manifest as a mix of raw talents: telekinesis, mental , pyrokinesis, telepathy, psi-empathy, Excerpt from “Pythagoreanism and ESP, clairvoyance, psychometry, the teachings of the Milesians”… spiritual projection or precognition are good examples. In game terms they “A popular theory among the himsati have very broad serenade-like race is that Bright Bloods are fused with capabilities mixed with natures, boons the souls of Transcendents — who and banes. remained on Earth — that were felled by the forces of darkness. Opponents of In fact, Bright Bloods are just like other the theory state this would make for a Believers who wield Religarum, with potentially large number of one incredible difference: neither the Transcendents, considering that the path Aria or human faith has the power to to such is extremely long and difficult. constrain their abilities. Even though mundane humans witnessing the abilities Proponents counter that perhaps the of Bright Bloods explain them away in mortal portion of the soul rejoins the their minds and hearts, the collective One Soul; the Transcendent soul does power of human faith cannot stop them. not, returning to Earth and rejoining A few Bright Bloods wield more with another descendent of the Milesian fantastical powers that humanity would line, “brightening” that mortal’s soul. coin as “magic” — such as “casting” The Transcendent spirit carries the true spells or shapeshifting — but only one memories of past incarnations. If this is or two have been found in any given era. true though, no Bright Blood has ever They are quickly caught up in the exhibited knowledge or memories of invisible war between the tribes and the ever having part of the himsati race.” forces of darkness, often dying at young ages in comparison to those with less A small number of immortal scholars “flashy” powers. The stories of their believe that all Believers can have their feats fall into the realm of humanity’s souls “brightened” and that being a urban legends in this modern world. Bright Blood has nothing to do with the Milesian bloodline, that is merely a Bright Bloods tend to be faster, stronger, potential enhancer to a Bright Blood’s more durable and more agile than other power. This theory has quickly mortals; their spirits are also strong (a dwindled in popularity in the last several decades.

119 flung Dominion worlds, descendants of we’ve listed about the various types of Dark Age humans living in a mantle, mortals): these and more comprise pockets of • Humanity’s collective faith restrains humanity totally unaware of modern how powerful serenades and most Earth. Where these beings fall into the Religarum abilities can manifest on other four categories is anyone’s guess Earth. and completely up to the world you • Humanity’s collective faith grants a build for them to live in. Many pockets number of special boons (such as the of humanity exist that were taken from Tribal Gifts) to various groups of Earth and have developed completely immortals. different from normal humans. There • Individual faith helps defend against are no hard and fast rules on how to sinning. portray them, and even what powers • Individual and group faith can inflict they might have. curses (both temporary and permanent) on immortals during Followers sinning or other intense supernatural Followers are available to purchase as a experiences. boon at the beginning of the game. • Individual faith can give rise to Doing so requires your approval as the Religarum, which grants immortal- Narrator and is normally reserved for like powers to Believers. competent and powerful characters. • Group faith allows mortals to Followers are the supernatural version of generate and “tithe” their energies to having contacts, providing more than an immortal (for example: fuel an just information, mundane resources and ark for an immortal’s reconstitution). occasional support. When we talk about • Individual or group faith can create followers we are speaking of Believers. bonuses or penalties for immortals They provide immaculum to the during supernatural experiences. immortal, are a ready source of auras to replenish those the immortal has placed The expanded section on serenades will in his ark, and mystically strengthen an provides more in-depth information on immortal’s personal sanctuary if he has their interaction with human faith; the one, among other benefits. next book — Tribal Law vs. Dragon’s Rule — will provide additional Gifts and Gathering followers takes time and Curses that affect entire tribes and patience, and is the result of many special groups within them. interactions and the occasional storyline devoted specifically to such. Followers It is important to remember that faith is should have their own personalities and the basis for gifts and curses, stored at least some kind of back-story. within the spiritual spark of the immortal. Shards and voxes have FAITH’S EFFECTS nothing to do with gifts and curses, this is why a splintered avatar loses any gifts First let’s summarize how human faith or curses that the cardinal immortal has interacts with immortals (including what inherited from him, the gift/curse has

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passed from one spiritual spark to happening as part of the situation, to another. help fuel the transferal. However, those who are on the path to becoming a Lulling Believer may have a glimmer of faith, Basic information on lulling (or the and even a tiny glimmer is enough to lullaby as it is known in immortal slang) fuel the transfer. Believers are always is provided in the Player’s Guide. Since able to be part of the lullaby as they the mortal must be willing, there is no already have the resident power of faith chance of taint or curse. In short, lulling within them — they have a faith rating. can be used to replace missing attributes, cleanse taint or to create immaculum; Gifts the character has no choice as to which Hundreds of millennia committing the attributes the mortal loses. Remember: lulling have left a few permanent, immaculum cannot be used to replenish pleasant “memories” in the souls of missing attributes. humanity as they traverse their way into the One Soul and new ones come out. It is impossible to commit lulling upon a This has led to the various mystical soulless; their soul is not a strong boons — known as “gifts” — that enough conduit to the rest of their auras various tribes have. In addition, needed for successful lulling to occur. repeated lullings with powerful Lulling on mundanes can be difficult as Believers sometimes cause a single they do not have the faith to accept immortal to develop a more personal gift something more than mundane is of his own. It has also been recorded

121 that on occasion, as a mundane becomes characters should be gaining gifts in a Believer during an intense supernatural your game. Gifts should also be unique. experience, he provides an immortal Aside from those that can be “learned”, with a gift instead of cursing him. gifts should always be at least slightly tailored to the immortal who gains them. Characters wanting to take powerful gifts during character creation should There are multiple ways to obtain a gift: have something in their back-story • Join a group whose combined explaining their origins. This makes mystical power retains a gift that sure they aren’t being “forced” into the spreads to the entire group. For character concept to net quick example, joining a tribe. advantages. Once the game has started, • Becoming involved in an intense characters cannot “purchase” gifts with supernatural experience with a group EP or MP, gifts are given to characters of Believers and being seen by them solely at your discretion. There is no in a positive manner befitting their sure-fire formula or method a character belief system. The more directly can use to make sure they gain a certain involved they are the stronger the gift once done with the character chance for the immortal to be creation process. It is a matter of story affected. Gaining a gift in this way and circumstances that such a thing is rare — it more often than not happens. Characters usually have at results in a curse instead. least some minor degree of control over • “Learning” a gift from someone who a gift they have been given; a gift should already has it; this does not work for never become a hindrance to the most gifts. Specific gifts in the character. listing later in the book will note if they can normally be “learned”. The gaining of any mystical boon (gift) Learning a gift gives the character a during a game should represent the temporary attunement to the marking of a milestone in the character’s individual he learns it from, and story. Gaining a particularly powerful usually also involves a few Believers gift (such as Animal Lord, or Fertile) loyal to your teacher. Characters should be the stuff of legend, often find the methods used to learn generations of mortal followers and the gift aren’t worth any short-term worshippers will tell and retell the story benefits it brings — it should never of the mighty deed earning such a be easy or just take a few days or glorious gift. Individual gifts are not weeks, thus the teacher helps insure common; on average even competent the student is committed to learning immortals have no more than just over a the gift for what it will bring him half-dozen gifts, a few of which they over the millennia. probably inherited from their avatars. • Inheriting a gift from an avatar. Powerful immortals will have upwards Most immortals inherit a few gifts of a dozen, it being likely that one or from their avatars over time, though two are inherited as well. Hopefully this sometimes the gift changes a little as gives you a base to judge how often it passes from avatar to cardinal.

122 • Cultivating a specific gift from a easily as on Believers — it still cannot group of Believers. This takes a lot be used on soulless. The process takes of time and effort; sometimes little time in comparison to the lullaby generations of them must be worked (no time is spent convincing the target), with in order to achieve a desired but is fraught with risk. effect — especially if it is powerful. And even then the character has to Only Bright Bloods stand a chance of show himself in a truly spectacular healing from the act of sinning and it supernatural visage in order to make takes many years. No other immortal it take hold. Using serenades to can heal such damage within a mortal constantly win at gambling in front without mystical aid (i.e. — serenade, of a group of Believers will get a Palladium, etc.). Even then there will be character some kind of lucky-related penalties to serenades and other forms of boon, but it will probably take standard mystical healing. Just like the generations of them coming and lullaby the immortal has no control over going in order to gain it that way. which attribute is “ripped” from the • Inventive and creative ways that you mortal. as the Narrator come up with, perhaps a powerful Mystech artifact Mortals do not sit idly by while an from the Shouting War passes its gift immortal drains their aura; once the to one immortal every thousand sinning has begun the mortal can feel years, perhaps a mortal relic imbued that something is dreadfully wrong, as with human faith alters the immortal they grow weaker in one of their in a beneficial way that results in a attributes. Sinning requires physical gift. You are only limited by your contact and the mortal may attempt to imagination. break free of the immortal’s grasp. It takes one turn to rip a point of attribute. A large sample listing of gifts (mystical During this time the immortal cannot boons) appears later in this chapter to play any additional serenades, activate use in your game or as a basis for himsati natures, etc. — these must be creating your own unique and interesting done prior to sinning. If the mortal gifts. breaks physical contact prior to the end of the turn, the sinning attempt fails, but Full Rules no taint or curses are gained since no For full rules and expanded mechanics energy transfers. on gifts, see Appendix D. After the sinning has completed, the Sinning mortal will be left stunned for several Basic information on sinning is provided minutes as their auras attempt to adjust in the Player’s Guide. Sinning can be to the sudden loss. This leaves a used to create immaculum, cleanse taint permanent spiritual “scarring” on the or replenish auras just like lulling. It spirit and mind of the mortal. This kind does not require a willing participant so of event can even cause a mundane can be used on mundane mortals as mortal to develop a Faith rating, though

123 this new faith will most likely be twisted heroes and villains of the himsati race. and perverted by the experience. Most As with gifts, curses cannot be mortals (unless they are Believers) purchased once the game begins; they cannot comprehend what has happened are given out at your discretion and to them and make up events in their should be uniquely tailored to the minds to rationalize the events. immortal. Purchasing any powerful curses during character creation should While sinning is not technically require a back-story as to their origins. considered a crime by the tribes, those There are no hard and fast rules about who regularly engage in such an activity how many curses an immortal has on become pariahs among their own. average. Curses tend to be gained more However, should the act of sinning frequently than gifts, but unlike gifts a directly or indirectly result in the death good deal of them are only temporary. of a Believer — or worse yet a Bright Blood — the perpetrator will be There are multiple ways to gain a curse: punished by Scourges from his tribe. • Anytime an immortal gains taint into And of course, those who consistently his system (most commonly from risk sinning, also risk gaining curses. sinning and misplayed serenades) it is possible that a curse can be gained Full Rules from it. Those gained from sinning For full rules and expanded mechanics are always permanent, those gained on sinning, see Appendix D. from misplayed serenades are often temporary. Curses • Inheriting a curse from an avatar. Levied upon the immortal soul by Most immortals inherit one or two human faith, they are done with intent curses from their avatars over time, and purpose. They are never “neutral” though sometimes the curse changes or beneficial in how they affect the a little as it passes from avatar to immortal — a curse that doesn’t do cardinal, but not very much. anything “bad” isn’t a curse. Curses • Join a group whose combined manifest when appropriate based on how mystical power passes the curse to you created the curse and the needs of the entire group. For example, the story: one character may always joining a tribe. require an invitation to enter a dwelling • Becoming involved in an intense and another may only require it every supernatural experience with a group third Monday. of Believers and being seen by them in a negative manner befitting their The gaining of a mystical bane (curse) belief system. The more directly during a game should represent the involved they are the stronger the marking of a milestone in the character’s chance for the immortal to be story, though usually not a very pleasant affected. Often these are temporary one. These are the origins of dark tales without taint being involved in the told by generations, of mistakes and experience, but not always. The lessons learned by the larger than life situation, the strength of the

124 Believers’ faith and all relevant On the origin of the Sin-eaters, factors are taken into account when speaker unknown... deciding how to develop the curse and whether it is permanent or not. “The Magdalen Sin-eaters appeared • There is a limited chance to gain a shortly after the formation of the curse from a mundane mortal during Stratagem Pact in the first Atlantis. an intense supernatural experience, Solitaire herself may have taught them but the incident must truly shake the the techniques; others believe they used very foundations of the mortal’s ancient knowledge gleaned from the worldview or be akin to a near-death Abzulim stronghold of Tarterus, before experience to stand a chance of the Eremites flung it off into the far passing a curse. It will always be Dominions. Their appearance just after temporary unless taint is involved. Pride Nimrod — now known as the • Inventive and creative ways that you Shadowen — used the Femme Darkle to as the Narrator come up with, place the curse known as the Ban upon perhaps a powerful Mystech artifact the Magdalen, was no coincidence. The from the Shouting War passes its Ban — for those of you uninitiated into curse to one immortal every our history — prevented the entire tribe thousand years, perhaps a mortal from collecting life force from a willing relic imbued with human faith alters mortal, forcing all members to commit the immortal in a negative way that the sinning to replenish themselves. By results in a curse. You are only remaining bound to their himsati form limited by your imagination. (which in those days was abhorrent to the tribe) they are able to take on the Temporary curses last a few days or curses of others, similar to a scion, but weeks at most. Permanent curses will in time the Sin-eater slowly “digests” most likely stick with the immortal for the curse until it is gone. Though the the entire course of the game’s many Ban was broken after the Great Betrayal, episodes. The only ways to rid oneself they practice their craft still. The price of a curse are by creating a scion or is usually discovery of some previously bargaining with a Sin-eater; both are not unknown secret knowledge that is given easily undertaken. over to the Sin-eaters and wiped from the discoverer’s mind.” What can a Curse do? Anything. The curse can permanently transform the immortal in part or whole he must eat some strange substance at or even alter how he thinks and acts. It least once a day). They can even be can affect his environment, cause wild and unique (example: when the damage or pain, negate certain abilities, character sneezes televisions, radios and or anything else that can be thought of. other nearby electronic devices suddenly Some can just be minor hindrances that change channels, turn off, etc.) the immortal must be sure he covers up so to not expose his supernatural nature Curse Abuse … and Consequences (example: he cannot be seen in mirrors, The long association that droves had

125 with the Sanguinary, and the fact that it Cursed Humans was connected to the subconscious mind It’s rare, but humans can get cursed too; of humanity, allows many Progeny to they usually don’t gain gifts. Normally twist their curses into something this happens to Religarum wielders and beneficial — for themselves at least. therefore also Bright Bloods. Feel free You are liable to encounter the to throw in the occasional cursed occasional player whose character either Believer, scarred by having used his doesn’t care what harm his curses bring powers at the worst possible time. to others, or if they show his supernatural self to the world, and some Full Rules will just think the curses are cool and For full rules and expanded mechanics seek ways to make them manifest just to on curses, see Appendix D. see what happens. TAINT Even Progeny understand that running As immaculum floats freely among the around allowing their curses to wildly Aria — too diffuse to collect except manifest is bound to get the entire from mortals who gather its energies — himsati race destroyed. Humanity’s fear so too does taint. Taint and immaculum and superstition would rise up against float through the universe like darkness them, manifesting in ways that would and light; but once taint has coalesced make their current curses look very tame into a form similar to immaculum it in comparison. This is — after all — the becomes dangerous to both mortal and “Invisible War” for a reason. It won’t immortal alike. just be the character’s tribe or cadre that come down on him hard. Characters Side Effects running around with psychotic glee at The diffuse taint in the universe is the damage their curses bring either incapable of infesting itself into the wind up in a drove, or face both tribes auras of an immortal; their ability to and droves hunting them down. regenerate from the very throes of death prevents it. But when it coalesces into Characters should quickly find out that motes, it attaches to their spirit and is curses gladly mutate, warp or generally akin to a feral animal, lashing out to change in ways that still make the affect the world around it. Besides character’s life difficult. Curses need to fueling curses and making them be enforced as a drawback for stronger, taint manifests itself in an characters, and should never be shown immortal’s daily life. One of the most with any kind of “coolness” factor. So popular displays is to “stain” or be sure when you give the character’s somehow mar the beauty of items the curses, that they are things the players immortal or his shadow come in contact will generally consider to be bad for with for lengthy periods. Often this those characters. Curses are not an becomes the basis of a curse in and of excuse to be in the tribes and act like a itself (ex: the immortal’s handprint Progeny, because even they aren’t stupid leaves an aged bloodlike stain on or insane… well, most of them aren’t.

126 and body of mortals like an ethereal leech. All things that live (save the himsati race), must eventually die; taint slowly sucks the life energies from mortals, allowing them to (hopefully) age and die with some grace and dignity.

It is difficult for taint to coalesce into motes within the spirit of a mortal, especially within those of a Believer. When it does, it leaves a permanent mark on the mortal — influencing him for the rest of his days. When this does happen, it is most often to the soulless, lacking the strength to resist the collection of taint in their souls. Once infected this way, the soulless becomes easier to manipulate. Often giving in to his darker thoughts and natures, the soulless develops a “anti-faith” rating equal to the number of motes they carry. This leaves many soulless open to extended possession by Progeny, lasting days at a time; they then enact rituals to extend the possession to an indefinite amount of time, creating an unwilling thrall. Progeny can even manipulate the taint present in the mortal. surfaces). Full Rules For full rules and expanded mechanics Taint and Immaculum on taint, see Appendix D. Taint and Immaculum are antithetical to one another, but can coexist in an Tainted Drove immortal’s auras; the amount of The upcoming “Tribal Law vs. Dragon’s immaculum that can be carried is Rule” book will give a more reduced by the number of motes of taint comprehensive look at droves: their the immortal has. And getting rid of immortal Progeny leaders, their taint is nowhere near as easy as relieving Believers (known as thralls) and their oneself of immaculum. predator creatures (affectionately known as “drovelings” among non-drove Taint in Mortals immortals). In order to assist you, we As part of the natural entropic forces of provide a basic summary of abilities that the universe, taint infests in the mind drove members (including some thralls

127 SYSTEM NOTE — The Crossing and predators) can fuel with taint. These Before the Great Betrayal, when an abilities have been passed down over the immortal’s taint equaled his SPT, the eons from the first droves: Fenris, One Soul would push him away from Jormungard and Hela — the children of the realms of the Habitat, far out into the the ex-Morrigan Loki and the Dominions. Left to languish, he would Sanguinary’s first avatar known as the have to find a way to rid himself of the Rime. excess taint and return, hopefully intact and not ravaged by the myriad of Not all Progeny are tainted — in fact dangers left out there form the Shouting most are not tainted at all — but a few War. In those days drove predators carry large amounts of taint with them at could only come to Earth for brief all times (though not enough to force periods when a misplayed serenade them to “cross” into the Dominions). released taint into an area. Eventually Their use of these abilities is paramount they would be pushed back out into the to offsetting the hindrances normally Dominions. This was yet another reason associated with carrying taint. These are the predecessors of the tribes became not available to non-droves, though careless: they never believed that it rumors abound that recently some of the would be possible for that situation to members of D’Arcade have learned to change. mimic some of them.

Mortals remain unchanged since the Barbs Great Betrayal, they and their spirits are Barbs are twisted versions of serenades, native to this world and do not run the using taint to overcome the natural laws risk of “crossing” to the Dominions. of the Aria and even the collective faith But immortals and their supernatural of humanity. Anything a barb-based creations are pushed out into the serenade affects becomes marred by the Dominions if they gain a number of taint taint that coalesces as part of its singing; motes higher than their highest attribute. it wrestles with human faith until the two Fortunately it takes time (a number of come to an “agreement” about how best hours equal to ½ their SPT) before the to present the marring in a way that can crossing occurs. If during this time they be rationalized by humanity. This shows get to another realm in the Habitat up as odd side-effects to the serenade in (mantle, Underground, Gremlin Grid, the area that it was sung. Anyone etc.) they are safe. But if they set foot directly affected by a barb runs the risk on Earth again with that much taint, the of being infested with a mote of taint, clock starts counting down again. including mortals. Anytime taint infests an area, the clock is stopped however (such as when a In game terms, the Progeny must have a serenade is misplayed). This now mote of taint in this system to use a barb. allows many drove predators to roam He can either expend the mote of taint about Earth for much longer periods (use it up) or he can “feed” it a mote of than in the past, and for many they can immaculum instead. roam with no fear of crossing out into the Dominions.

128 Taint as Defense expended. Progeny, predators and even thralls — taught to manipulate taint via Religarum Scions — can use taint as a defense mechanism Creating a scion is creating a weapon, a against serenades and similar powers. gun that can be pointed at anyone. By expending a mote of taint or Scions are tormented creatures, carrying “feeding” a mote of immaculum to it, both taint and an immortal's curse. half of the remaining taint can be added Since they are effectively soulless to the appropriate defense. Due to the mortals infested with taint, they have all toll this takes on the system, this can of their susceptibilities and only be done once per scene. This rule vulnerabilities. The tribes have deemed also applies to tainted soulless caught in an immortal is to be held responsible for the grip of a Progeny, as they develop an all of his scion’s actions. “anti-faith” rating during their enslavement to the darkened immortal. To create a scion the immortal must learn the ritualized skill at a rank equal Curses to Gifts or higher than the rank of the curse he Progeny do not gain many gifts, but wishes to divest (highest rank if typically gain several curses. Over the divesting multiple curses into one scion). years they learn to temporarily turn their If he does not know the skill, someone curses to their advantage. This is at your must perform the ritual for him. The discretion as the Narrator as to how the immortal must have motes of taint (or benefit derives, and not all curses work have them present in some kind of very well as temporary gifts. Again, this Mystech container) equal to half the is something that can be done once per rank of all the curse(s) he wishes to scene due to the toll it takes on the divest (add all the ranks together, round Progeny’s system. up). He must also be present at his ark, with enough energy inside to Dark Enchantment reconstitute himself. During the ritual In truth even the tribes can do this, but his vox is ripped from the body, and as such items become ‘cursed’ in the the ark reconstitutes him, his remaining process. They invariably pass on some auras coalesce back into a childlike detriment in exchange for the benefit of clone, looking almost the same as the their primary purpose. This simply immortal did when he first began the involves using taint as part of the journey out of lethe. creation of Mystech items instead of imbuing them with immaculum. A scion knows what it is: a housing for the immortal’s curse(s) and a permanent Extended Possessions level of taint that cannot be cleansed or Progeny can take possession of the removed without destroying him. The soulless for days instead of minutes by scion never appears to grow older and expending a mote of taint or “feeding” it lives for 10 to 50 years; most scions a mote of immaculum. If the soulless refer to the immortal as their “parent”. himself is tainted, no taint needs to be While a few develop wonderful

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personalities, most scions never develop PRS-based mystical skills when die rolls beyond being plain copies of the are needed. The skill rank is equal to the immortal that created them. The taint rank of the curse the ability is based on. burdens it with mental and physical Once manifested though, the scion does problems off and on during its short not have complete control over what the lifespan. Once created, additional curses manifestation does. It is possible for an cannot be added to the scion, the ability to be an exact copy of the original immortal must create a new one. curse, but often it is some strange variant from it: use any combination of various Scions gain a number of abilities — powers from the game needed to equal to the rank of the curse they bear represent these cursed abilities. For — these are variants of the original curse example, if the original curse forced the the immortal passed to them. If the character to be invited in before crossing scion bears multiple curses, the number a threshold, one of the variant powers of abilities is equal to the highest ranked may cause doors and windows to all off curse, plus one for each additional curse. their hinges, or slam open and shut on The scion is capable of forcing these their own, or something more ominous abilities to manifest, wielding them as and/or dangerous.

130 Being somewhat unstable and prone to BOON AND BANE acting on their darker natures makes scions very dangerous if left unchecked. LISTINGS Fortunately, the immortal parent can Boons are character advantages, telepathically communicate with the mystical boons have their own term in scion over short distances (Level 3 AoE) the immortal universe known as gifts. and can initiate a contested PRS vs. PRS Banes are character disadvantages, roll to control the scion (similar to taking mystical banes have their own term in possession of a soulless). If the the immortal universe known as curses; character actually knows the ritual skill younger immortals sometimes use the for creating a scion, he adds its rank to slang term “taboos”. the roll. Boons and banes are listed with a cost If the scion dies prematurely (not via — in bonus build points — to purchase natural causes) the curse returns to the them during character creation. The immortal, permanently shifted one rank cost for Banes is the number of bonus higher (which either increases frequency build points received for taking them. or detriment). If it houses multiple Several are listed with a cost of “BR * curses, each comes back with a one-rank x” for cost: you spend/receive “x” increase. A premature death includes points for each rank you take (round up). accidents, being murdered, suicide, The higher the rank the better the boon poisoned, by serenade or Mystech. and the worse the bane; ranks are rated 1 Dying at the end of a natural lifespan or - 5 just like skills. Some boons and from a normal disease are both banes should not be allowed for starting considered natural. For this reason some level characters unless they are worked immortals are overly protective of their into the story very early on (possibly scions, to the point of locking them having come from one of the character’s away, “for their own safety”. prior avatars).

The most famous and individualistic of Once character creation is finished, you scions ever created were those by the may allow mundane boons to be immortal Dracula. His scions have the purchased via EP by paying double the ability to continue living by drinking the listed point-cost; banes can be “bought blood of others. They are known as the off” via the same double-cost in EP. Nosferatu: vampires. Oddly, his scions After the cost has been paid, the new come in all shapes and sizes, even boon or loss of the bane is worked into different genders. In addition, Dracula the next few episodes. Gifts and curses himself does not lose the curse, but can cannot be purchased or bought off once then engender another scion. Dracula character creation is finished, their gain and his scions are regularly hunted by or loss is part of the stories told by both the Hemari and Sharakai tribes. playing the game.

The listings provided should not be considered exhaustive or all inclusive;

131 the sample boons listed here can be used advantages for characters. The cost is as a basis for determining the cost for listed in bonus build points. Any new boons and banes for your campaign. references to “half” of a value are be “You” in these listings refers to the rounded up. Mundane boons come into character, not you the Narrator. play as needed and require no special rules other than those presented in the Full Rules boon itself. For full rules and expanded mechanics on gifts and curses, see Appendix D. Alert (5) Add 2 to any rolls to keep from being Mundane Boon Listing surprised while awake. Critical failures The following are non-mystical are treated as normal failures.

SYSTEM NOTE — Ally (8) Tribe and Calling Gifts You know a single individual of The tribal and calling gifts are meant for comparable power to you, who is willing use by members of those particular to put himself at risk so long as he groups; therefore they are not listed believes you will do the same for him. here. However, you may allow players Such individuals usually excel in an area to take them as individual boons even if where you are weak (socially, they are not members of the specific mystically, physically) having better tribe or calling. influence in that area than you do.

It is recommended that players do not Ambidextrous (5) purchase such gifts during character You take no penalties for offhand use of creation. It is best to work them out in weapons or other implements you are the story; perhaps a character becomes attempting to use. an honorary member of a tribe (though Ark (5) this will bring the tribal curse with it as You have an ark and begin the game well). If you desire to allow a character knowing precisely where it is. It starts to have an individual version of a tribe the game short two attribute points or calling gift at character creation, the worth of energy needed to reconstitute cost is 10 if it functions identically, or 8 you. Without this boon you may still if just in a similar manner. If it have an ark, but you do not know functions identically, there should be an currently where it is and there is no interesting back-story telling how the guarantee how many attribute points it character came to possess a gift has stored in it. humanity’s overall faith normally associates very strongly with a specific Athletic (5) group. The presence of such a gift is Add 2 to any rolls for athletic feats such sure to raise eyebrows and suspicions as jumping, climbing, acrobatics, etc. among the actual group that normally Critical failures are treated as normal carries the gift. Some may feel the failures. This does not help with combat character is “stepping on their toes” or skills. suspect an ulterior motive or plan.

132 Calling / Tribe Status (11) once for each skill benefitting from it. You have earned the favor of your calling or tribe. You enjoy fine Eidetic Memory (5) accommodations when visiting the Add 2 to any rolls to quickly recall facts strongholds of your calling or tribe. and figures. The Narrator will provide Your advice is occasionally sought out, you with knowledge you may have and the occasional minor mistake can be forgotten from previous episodes. overlooked from time to time. Enchanted Minor Item Contacts (BR * 1) (8 for weapon or armor, 5 for others) You begin the game knowing varied You have a basic Mystech version of a individuals (or a specific group) willing mundane item. Weapons and armor to provide you with information and provide a 2-point bonus to appropriate minor favors. They will not put rolls or defenses. The item’s own armor themselves at risk for you and often ask value (for use with breaking object for favors and information in return. rules) is doubled. The rank equates to the overall ability of your contact(s) to gain information or Esteem (8) provide favors outside their own direct You have a respected reputation that sphere of influence. They may be well precedes you in social situations. Even disposed or neutral towards you. during a hostile situation you can usually get others to at least stop to listen to Contortionist (5) what you have to say so long as they are Add 2 to any rolls to escape being tied neutral or well disposed towards you. up, held, grappled or otherwise Those who follow the same general restrained due to being double-jointed. social rules as you will always give at Critical failures are treated as normal least a small measure of respect to you. failures. Add 2 to any rolls where this reputation among your peers benefits you. This Debt (8) does not grant the privileges of Calling/ You know an individual (or group) with Tribe Status, but is more a measure of power comparable to yours in at least general courtesy extended you in most some area (mystical, social influence, situations. political pull, etc.), that owes you a great debt for some past deed of yours or Fleetfooted (5) perhaps one of your avatars. This debt Add 2 to any rolls to run away from, or will take some time for the individual or chase someone, on foot (in human or group to repay; once repaid the points himsati form). Critical failures are spent on it are lost. treated as normal failures.

Double-Focused (8) Followers/Supporters (BR * 2) You can purchase up to twice the normal You begin the game knowing varied number of foci for a particular skill; this individuals (or a specific group) willing boon may be purchased more than once: to assist you in a variety of ways. They will perform moderate favors, attempt to

133 gain information and will be well over this benefactor in terms of asking disposed towards you; they will put for favors and information; you may not themselves in at least some degree of even know who this benefactor is. risk for you. A follower will put himself at greater risk, but will have less Iron Will (5) influence; these are normally mortals. A Add 2 to any rolls to resist forms of supporter will put himself at less risk, mental control over your thoughts or but will be comparable or better than feelings; the source of the control can be you in his spheres of influence; these are from any source. This does not work on normally other immortals or powerful/ illusions, but it does work on any side influential mortals. The rank determines effects that would attempt to alter your the overall ability to gain information, thoughts or feelings. perform favors and take risks outside of the follower or Lightfooted (5) supporter’s own Add 2 to any rolls sphere of influence. involving stealth or shadowing. Fortitude (5) Pick a circumstance Light Sleeper you are able to (5) withstand for Add 2 to any extended periods of rolls for time (sleep deprivation, surprise fasting, extreme cold, while holding breath, etc.). sleeping. Critical Add 2 to any rolls made failures are treated as when withstanding the normal failures. Critical rigors of that circumstance. successes allow you to awake with no penalty, Guru (11) and roll to surprise A very powerful immortal your assailant — who has a personal interest in will not realize you seeing you advance as have awoken. an immortal (either within your tribe, Mixed Himsati (8) abilities, etc.). He You are a hybrid may aid you elemental/animal directly or himsati. Natures secretively from both your through elemental type and various animal type count agents. You as common. Your have no shade is based on influence your animal type.

134 This boon is not needed if you simply and possibly your followers. It gains the have a nature changed due to joining a basic sanctuary benefits as described in particular tribe. the chapter on Mystech. In addition, the sanctuary is steeped in human belief Multi–Motif (4, 6 and 10) and/or superstition; it also receives the You start with additional motifs to build additional bonuses for such. The haven serenades with. A second one costs 4 is no larger than a small house. It can be points, a third costs 6, and a fourth costs part of a larger structure but only your 10. Motifs in Chapter 6 has more info. area counts as the sanctuary.

Professional License (5) Sharp Sense (5) You have a legitimate professional Add 2 to any rolls involving one specific license of some merit and/or respect: sense out of the five normal senses attorney, surgeon, psychiatrist, engineer, (touch, taste, hearing, smell, sight). This professor, scientist, etc. The license is does not augment the enhanced senses applicable to where your mortal identity nature. This can be bought additional states you reside. You must have the times for additional senses. appropriate skills and foci to have this boon. You can leverage the license in Special Permit (5) certain situations, to your advantage. You have a permit to work with, carry and/or transport a normally illegal Quick Block (5) substance: concealed weapon, certain When blocking more attacks than your types of materials, exotic animals, drugs, SPT normally allows, you take a –1 etc. cumulative penalty instead of –2. Temporal Power (BR * 2) Quickdraw (5) You have a ranking or station in the You can draw your weapon as a passive mortal world of influence (political or action instead of a standard action. military office, owner of corporation, member of local authority [police], Sanctuary (8) leader of a large public religious or other You start the game with a safe haven organization, etc.). Compare the rank to where you can heal and/or hide. It’s the success level chart to get an idea of location is secret to everyone but you the influence you can exert in the mortal and possibly your followers. It gains world. Remember that this can bring basic sanctuary benefits as described in unwanted attention as well, and it does the chapter on Mystech. The haven is no have certain responsibilities that must be larger than a small house. It can be part kept up with in order to keep it at the of a larger structure but only your area chosen level. Not keeping up with those counts as the sanctuary. responsibilities can temporarily or permanently lower the level or even Sanctuary - Sacred (11) cause it to be lost (points are not You start the game with a safe haven regained). where you can heal and/or hide. It’s location is secret to everyone but you

135 Temporal Resources (BR * 3) so long as you never attack it. This will You have access to money and not make it a companion of any kind, equipment on a regular basis, this is in just cause it to show you utter respect addition to the means necessary to live a whenever you are near. Even Bête mundane middle-income style for the Noire will hesitate before attacking you. region you choose as home. This money can be considered part of a higher living Anonymity (8) standard, or money that you have access You are immediately aware of any to should you need it, but does not mundane attempts to perform research, accrue from week to week without detective work, or otherwise trace or special arrangements (and permission track you down. Any attempts are made from the Narrator). Characters should at –2 until the one attempting to find you provide a back-story explaining where — or find out about you — gives up, the income is coming from. completely changes tactics, or actually Rank 1 = $500.00 per week excess manages to track you down. By Rank 2 = $1,000.00 per week excess expending a mote of immaculum, Rank 3 = $5,000 per week excess instead of the –2 penalty, any success Rank 4 = $10,000 per week excess levels are halved (round down). Rank 5 = $50,000 per week excess (Values are rated in US Dollars) Ark Covenant (8) (-L) You may use your ark to heal damaged Tough as Nails (8) health boxes. Taking back one attribute Any penalties you take from marked off point from the ark heals all damage, health boxes (i.e. pain) are reduced by 1. including that caused by mystical means. This does not break the ark, but requires Gifts - the character to actually have an ark and Mystical Boon Listing be able to reach it. The following are sample mystical Avatar Control (8) advantages for characters. Mystical You possess the ability to temporarily boons use the rules presented in awaken a known avatar, glean a single Appendix D — “learnable” gifts are piece of information from it, and then marked with (-L). The cost is listed in force it back to sleep. You also add 2 to bonus build points. Any references to any rolls to resist a rising avatar. “half” of a value are be rounded up unless otherwise noted. Avatar Resistant (5) (-L) Add 2 to any roll to resist a rising avatar. Animal King/Queen (11) All normal mortal animals fear and/or Ch’I (5) (-L) love you regardless of your species; Add 2 to the final damage of one even when you are tainted, they show a unarmed combat attack, this can be done small degree of respect. By expending a once per turn. Any critical failures are mote of immaculum in the presence of a treated as normal ones. normal mortal animal, it will never attack you for the remainder of its life,

136 Dragon Dance (5) (-L) such as a field or a single creature such Make one dodge roll per round as a as a mortal human or animal). passive action and it counts against all attacks made until your next action. Hackles (8) (-L) This can be done once per turn. You have an innate sense of danger to yourself. Whenever the Narrator is Energized (8) about to surprise you with a direct threat Electrically powered machines always against you, he makes a secret surprise work well for you, even when giving roll for you, adding 2 to the roll. If your others trouble just seconds earlier. By secret roll succeeds, he informs you that expending a mote of immaculum you you sense danger in the area. If you can cause an apparently nonfunctional expend an immaculum mote, you may machine (broken to a point of almost make another surprise roll. If you beyond repair, completely without succeed you know where the danger is power, etc.) to spring to life and at least coming from and add 2 to any other hobble along for you. You add 2 to any surprise or defense rolls where the rolls made when working with electrical attacker has tried to sneak up on you. If devices. Any critical failures are treated you critically succeed your attacker is as normal ones. not aware that you have noticed; you may now attempt to find a way to Evolved (5) (-L) surprise your him instead. Add 2 to any rolls made to revert back to human when circumstances or mental Hot Blooded (8) state are hindering you from doing so. Your blood does strange things when spilled (turns into flowers, becomes Faith Resistance (8) corrosive or flammable like oil, drops of Add 2 to any rolls or defenses (where it turn into various predatory insects, appropriate) when resisting effects of etc.). You have no control over the human faith on your mind, spirit or effect itself; but it is never harmful to physical being; this does not work in you or those you are allied with. lifting constraints on serenades and other This also makes an excellent curse when powers. not under the character’s control.

Fertile (11) Huckster (8 - Merchant Calling only) Any living thing you spend a significant You have the ability to “give” and amount of time with (more than just a “receive” the gifts of others as a form of scene or two) is becomes fertile. Spend currency. You can only hold one gift at time at a farm and livestock slowly a time, and you cannot use the gift you become pregnant, bearing many young; hold yourself. Only gifts with a build fields yield bumper crops. Aged, infirm cost of less than 8 points can be bartered and infertile humans become capable of this way. If you receive the gift from bearing healthy young children. This someone, they lose it permanently and requires the expenditure of immaculum cannot gain it again through interaction for each act of fertility (for a small area with human faith. (Odin gave his “eye”

137 for knowledge indeed). One Ley Walker (8) (-L) immaculum mote is expended to You perceive and travel ley lines, “complete” the transaction. hopping from line to line with ease in comparison to others; this is regardless Incubus (8, 5 - Mystics and Terat) (-L) of your PER attribute value. Make a You possess the full range of your WIL roll against a target number of 4 powers, natures and skills anywhere when stepping on a line to arrive where your mind treads along the telepathic you wish. The unfamiliarity penalty energy web known as the Morpheum comes into play for any location you (even in the dreamspace of another aren’t intimately familiar with or do not while you are morphed into a dream clearly know the way to and/or visit “role”). You can willingly connect to often. Normal rules for where you can the Morpheum and choose to form a step on/off a line still apply. dreamspace or appear directly on its strands. “Physical” damage you cause in Each success level multiplies the another’s dream is not temporary but standard speed (run speed * SPT) again real. This boon does not work in by your SPT (example: 2 success levels conjunction with mental control now make your speed equal to run speed serenades like Somnus where you do not * SPT * SPT * SPT). You do not make actually link to the Morpheum. See WIL rolls for changing lines, though line Morpheum Rules in Appendix B for strength does increase/decrease speed as more information on the Morpheum. normal. If you beat the target number but do not generate any success levels, Many Progeny have this boon from their you travel as normal but do not have to time intimately connected to the make WIL rolls to change lines. If you Sanguinary. fail you just reappear a short distance from where you stepped on; if you Intense Flashbacks (8) critically fail you wind up someplace You gain one extra memory point during random (Narrator’s discretion) on Earth. any session when you’ve had at least one fade at the –6 fade penalty level — that Lucky (5) you did not induce yourself. However, Once per game session, reroll one single all your flashbacks induce a minimum – die. 2 fade penalty as a tradeoff for gaining the extra memory. Mental Link (5) (-L) You and a willing target share a mental Legacy (5) (-L) connection. You can each sense when Pick a penalty from the Player’s Guide the other is in danger and for one not already covered here. Add 2 to any immaculum you can communicate with rolls made where that penalty hinders each other mind-to-mind (though you your roll. only “hear” thoughts the other willing sends to you) regardless of distance. This does create an attunement to the individual, you cannot “shut out” the

138 thoughts they send to you. attack; can only be done once per game session. This boon became a liability to many immortals in the distant past. Out of Panacea, Enhanced (8) paranoia they bound themselves to their You heal exceptionally fast, still able to entire flock of worshippers to keep a tie into Earth’s aura to strengthen the close eye on them. Incessant prayers Panacea. As long as you remain echoed through their minds, driving inactive—rest quietly or sleep — you them mad. In the modern era, most clear off one marked health box per immortals are more careful with the hour. If you become active you slow number of mental links they establish. down to one box every 12 hours; if you don't stop and rest within a 24-hour Mercurial (5) (-L) period, it slows down to one box every You may activate one himsati nature as a 24 hours until you’ve received sufficient passive action instead of using a rest or sleep. Enhanced Panacea heals standard action. If you want to activate any damage, regardless of source (living additional natures you’ll still have to use or non-living), except those delivered by a standard action. toxins.

Metashifter (5) (-L) Pedagogue (8 - Mentor Calling only) By activating a nature, you can cause a You may mystically teach a single skill, single part of your body related to that mundane boon or gift to another nature to shapeshift into full himsati, intelligent living being. You must while leaving the rest of your body in possess the skill, boon or gift yourself — completely human form. You do not one that you know is possessed by one gain the benefits of being in full himsati, of your known avatars also counts as one but there are often other advantages one you possess, even if don’t have it can temporarily gain based on himsati yourself in this incarnation. You can form and body part shapeshifted. teach everything that is needed for a rank 1 in a mundane skill within one Many members of the Osiri gain this day. You can teach all that is needed for from their avatars who closely followed a mundane boon within a week, and pass the ways of ancient Egypt. on a copy of one of your gifts within a month (though passing a copy of your Mighty (5) gift requires the assistance of Believers When performing any raw physical feats who worship/follow/support you). of strength (lifting, pulling, climbing, Some boons cannot be passed on (ark, pushing, etc.) roll the spirit die twice — ally, calling status, temporal power, whether you are focused or not — but etc.). A gift can only be passed on if it add them together instead of taking the has the (-L) notation after it. An higher of the two rolls. immaculum mote is expended when you first start teaching, if they do not Mortal Strike (5) complete the required time, the mote is Add your SPT attribute value to one lost. The gift will only work once on

139 any one individual (if someone goes into (day, night, winter, Europe, mammals, lethe, his next incarnation counts as etc.). someone different). Pious (8) (-L) Perfect Pitch (8) You appear to be a mortal human to all Pick one attention, add 2 to any rolls for forms of detection, save those achieving serenades using that attention. a level 5 success against you. You must expend all immaculum motes you Personal Dominance (5 or 8) currently carry (so you must have at You have a personal attunement aside least one immaculum to activate the gift) from one to an ark, sanctuary or mystical and not carry any items with immaculum item, to a person(s), creature(s), place/ stored in them. This does not hide any area or time of day (see Chapter 5 other type of Mystech items. Any dominance information). The personal dominance does not have to be directly related to tribe, calling, himsati or even motif. This is not the same as a Sanctuary boon, this is passed to you by one or more mortals, whereas a Sanctuary is a place you have sought out and gained attunement to by your own choice. Add 2 to any roll made for a mystical power or ability when in the presence of your dominance. For the lower cost you can obtain a specific attunement (St. James Cathedral Church, during a solar eclipse), for the higher cost you can take a small group attunement (cemeteries, lions, dogs). Broad general categories should be disallowed

140 attempt to play serenades, use himsati unless you critically fail; then they may natures or other mystical powers ends notice your odd and intense stare, etc. the boon immediately Sensitive (5) Many Solitaires know this boon and use You are sensitive to some otherworldly it often. force (Shallows, Gossamers, Mantles, etc.) and you tend to tune in on them and Poison Resistance (8) sense them when nearby. Add 2 to any You are immune to all natural / chemical roll where you may perceive this venoms, poisons and drugs (including otherworldly force. Pick the force when beneficial and recreational) except those the boon is purchased, and which of the created by the himsati nature or mystical five senses (touch, smell, sight, hearing means. This does not apply to radiation. or taste), is the one that “senses” it.

Pure Voice (5) (-L) Shadow Veil (8) Pick one attention, add 1 to any rolls for You have a knack for working with the serenades using that attention. Aria and the constraints of human faith to make your serenades look like natural Reaper’s Denial (8) happenings and events. By expending A mortal will not die in your presence, an immaculum mote you hide yourself no matter how injured — so long as his as the source not only to mundane head and torso are mostly intact — as detection, but also to mystical forms of long as you expend 1 immaculum per detection. You make a PRS roll to day to keep them alive. create a target number for any mystical means of detection that must be Robust (5) overcome. This boon takes the benefits Add 2 to any roll to resist general mortal of hiding the “visibility” of a serenade to diseases and illnesses. Any critical another level altogether. failures are treated as normal ones. Shroud (8) Sanguine Hunger (8) You can hide motes of taint infested in Add 2 to all rolls made for sinning. your spirit, making them undetectable to Critical failures are treated as normal shades and harder to detect by mystical failures. means. By expending an immaculum mote, a number of taint motes equal to Scanner (5) (-L) half the remaining immaculum you carry Make an opposed attribute roll against (round down) become hidden. Any the same attribute of your target. If attempts to mystically detect taint on successful you can tell the strength of your being face a penalty equal to the that attribute and any attributes related number of motes you have hidden. directly to it. Success levels provide other information (such as specific The Shroud gift has begun to show up natures the target possesses that use the with many Progeny in the last few years, attribute, and their strength). The target as if they were somehow learning it. remains none the wiser of your attempt

141 Species Loyalty (5) Creatures of the same species as your himsati form obey your commands as long as it does not endanger their lives. If you are tainted they will still remain somewhat cordial to you. This will not make them companions or love/fear you as Animal King does.

Spirit Friend (8) No normal untainted spirit will voluntarily attack you. This ability does not influence soul reapers or gossamers — they are not normal spirits. You may also communicate with the spirits of deceased mortal creatures you encounter.

Syrinx (5) Your voice is so beautiful it inspires awe/passion in those hearing it. Pick a focus within the performance or Trance (8) (-L) persuasion skill, requiring the use of By expending an immaculum you appear your speaking or singing voice. Add 2 dead to all mundane examinations save to any roll made when using that mystical ones; you still feel pain but will particular focus within the skill. not flinch or otherwise betray the fact that you are alive. You must remain still Time Flux (5) (others may move you, but you cannot Time flows slightly faster/slower in your attempt any movement of your own). presence, expend an immaculum mote to You can remain in this state for a reroll your initiative, adding or number of days equal to your WIL. subtracting 2 to the roll, once per combat. You choose to take the new roll Vigil (8) or keep the original one, regardless of You have developed a powerful which is lower or higher. attunement to a very personal combat-

142 related item (weapon, shield, armor, cultural concept you still undergo etc.). By expending an immaculum periods of “culture” shock and mote and taking a few minutes prior to technophobia. the start of a combat, you can choose to not fall under one specific combat For 5 points, you are unfamiliar with any penalty for the entire combat (this will technology created in the latter half of not work against mystically generated the 20th century and forward to today. penalties). You must have a few minute Modern computers, ATM machines, text prior to the combat to sit in vigil with the messaging, modern fashion, fax item. machines, Eyz units, net kiosks, Velcro, DVD players, video games, the world Mundane Bane Listing wide web, the hustle and bustle of The following are non-mystical today’s cities (as compared to those say disadvantages for characters. The “cost” 60 or more years ago), levels of cultural is listed in bonus build points the diversity and mixing, modern slang, and character receives during character any other social and cultural creation for taking them. Any references developments since the “Cold War” of to “half” of a value are be rounded up. the 1960’s began. Mundane banes come into play as needed and require no special rules other For 8 points, you have all the hindrances than those presented in the bane itself. of the 5-point level and are also Many of the mundane banes can be unfamiliar with any technological and given by the Narrator as curses. cultural developments starting with the Industrial Revolutions (late 18th and Absent-Minded or Slow Thinker (5) early 19th century). Subtract 2 from all rolls when under pressure to recall facts and information For 11 points, you have all the from memory in a hurry. hindrances of the 8-point level and are also unfamiliar with any technological Archaic (5, 8 or 11) and cultural developments starting with You are not familiar with Earth’s current the Renaissance (14th—16th centuries). advancements in culture and technology and subtract 2 from any rolls involving Avatar Submissive the use of skills (social or technical) with Subtract 2 from any rolls when dealing technology and situations considered with a rising avatar. “beyond your time”. Perhaps you’ve spent the last several decades in a Clumsy (5) mantle, are a recently splintered avatar, Subtract 2 from any rolls for raw or are just heavily influenced by your physical feats of athletic agility where avatars and/or thoughts of your past. you do not have a specific focus. Whatever the reason, you are unable to catch on to “modern” times and Compulsion (BR * 2) technology. Even after being exposed You have a physical/mental addiction several times to a new technological or (drugs, alcohol, sex, gambling, etc.) —

143 usually a holdover from your most not affect your ability to play serenades recent mortal life. You take a penalty however). equal to the rank taken whenever you attempt to resist the addiction. This can Dependant (BR * 2) also be treated as a curse for both A mortal (Maker child, mortal lover, mundane or more “exotic” addictions, etc.) depends on you for safety, especially those gained from an avatar. nurturing, livelihood, love, etc. The rank determines how much this Dark Secret (BR * 1) interferes with your life; the dependant You have a dark secret about your past may not even be aware of your immortal you hide from everyone you meet or heritage or the potential danger they are know. The Narrator presents situations in because of it. This bane does not where you must work to keep your have to always take the shape of actual secret. If discovered, the rank danger; merely a choice between taking determines how detrimental the care of the dependant’s needs and those consequences are, this curse is then of your immortal life. replaced with the Notoriety bane. Driving Goal (8) Dawdler (5) You have some driving goal, to find a Subtract 2 from any initiative rolls. lost love, to seek vengeance, etc. Perhaps this is due to flashbacks of Deep Sleeper (5) something that happened to one of your The only way for another to wake you avatars, a holdover from your mortal prior to waking up naturally is for you to life, etc. For whatever reason this need be violently shaken, exposed to drives you and sometimes causes you to extremely loud noises, etc. During the take risks, or places you in danger. If first turn after you awake, subtract 2 you achieve the goal, the bane is from all rolls involving perception considered “bought off”. Every game (including surprise tests) and physical session if you are able to you must activity (combat, athletic feats, etc.) commit some act or perform some task to try and bring yourself closer to your Deformity (BR * 2) goal. This does not mean you will You have some form of natural physical automatically your current deformity. Perhaps you lost a limb in a comrades or endanger others. Your EP fight, or it was from before your award is reduced by one in any session immortal heritage reinstated itself. This where you to not take advantage of a could be a hunch, a mangled arm, a Narrator-given opportunity to get closer missing limb, etc. Take a penalty equal to your goal. to the rank for all rolls where the deformity will hinder you; the Narrator Dull Sense (5) may deem some actions just cannot be Subtract 2 from any rolls using one of done. Other mild deformities can be as the five mundane senses (touch, taste, simple as a speech impediment (it would smell, hearing, sight).

144 Enemy (8 or 11) Illiterate (8) An individual (or group) of comparable You cannot read or write. Serenades or greater power than you seeks to harm that make use of reading or writing will you either physically, mentally or grant you some limited ability but socially, with long-term harmful subtract 2 from the serenade roll or any consequences. 8 points for one of reading or writing ability granted you by comparable power, 11 for one of greater the serenade. power. Immortal Aire (5) Exiled (11) Your heritage as a member of the You have been exiled from the tribes or himsati race peeks through in your Solitaires for some reason. They will human guise. Perhaps your eyes seem to not seek your destruction or glow in any kind of light, your facial imprisonment unless you do something features have a strong resemblance to against them, but they will not think of the look of your himsati, or your skin or treat you well; gaining their aid will has just the slightest feel of fur, etc. be difficult. Most consider you a pariah Even when in himsati form there is just a and shun you. hint that you are more than a normal

Government Record (BR * 1) You have had a run-in with the authorities during your last mortal life and they have a file on you (you are most likely aware of this fact). This easily makes you a suspect when you are spotted or known to have been involved in odd goings on. The rank determines how the influence on your life of those agencies that hold such records. For a rank 1, someone would have a minor police record in a local community. At rank 5, groups such as the CIA, Interpol and other agencies with international ties have a record on you or alternatively you have a massive local file that every police officer in town constantly watches you.

145 animal as you cannot hide the Notoriety (5) intelligence in your eyes, the obvious Something about your past, or some non-instinctual movements you secret about you was recently made occasionally make, etc. This is public. Perhaps a mentor fell to the something you can usually hide without forces of darkness, perhaps you had a the need for a serenade, but even then it secret identity recently revealed, or you still shows from time to time. failed in a mission that cost your tribe dearly. Whatever the case, you subtract This can also be used as a curse 2 from any rolls during social conflicts requiring serenades to hide. with others who know of and might be influenced by your notoriety. Imperfect Tone (5) Pick one attention, subtract 2 from any Owned (BR * 2) rolls for serenades using that attention You owe a debt to some individual or when you go outside its focus. This is organization, you cannot simply repay it on top of other penalties for using in money or a single deed; the one you related and unrelated foci. owe the debt to has the power to enforce your continued “payments” on the debt. Lucid Dreamer (5) The rank determines how much this You have little control over whether you interferes with your life; at rank 1 you dream or what you dream about. You are called upon to run minor errands, at tend to dream even when you do not rank 5 you may be called on to perform want to (at the Narrator’s discretion), secret activities that go against your subtract 2 from any rolls made for moral code or tribal laws. actions you take that go against the subconscious flow of any dream you are Personal Code (5 or 11) in (even if you are somehow brought to You have a personal code, be it of another’s dream). honor, not to kill, etc. While it may bring you some degree of respect, most Motif Bound (8) often it gets in the way somehow. If you The maximum number of motifs you will not abandon it for any reason it is may ever know is equal to your SPT worth 11 points, if you will abandon it in divided by two. You are too focused on a life or death situation it is worth 5 certain aspects of reality to work with a points. broad scope of motifs. This also stops you from using unrelated motifs and Personality Quirk (BR * 1) effects “on the fly” with your serenades. You suffer from a mundane, emotional unbalance. Individuals will act Mundane Allergy (5) accordingly and you will receive A specific class of mundane venoms or penalties equal to the rank — where drugs raises its die value by two levels appropriate — in social conflicts. You against you. might be an egomaniac, shy, see constant reminders about a recurring nightmare you have, be extremely short

146 tempered, have a phobia about a Ritualistic (11) particular object, substance or type of You cannot simply “sing” a serenade, place, etc. The personality quirk is only but must perform a ritual with all the considered a bane if it is difficult for you props, pomp and circumstance. Only at to restrain it and causes additional the climax of the ritual do you finally difficulties in your life. sing the serenade and roll the dice; if interrupted you must start over. The Ponderous (8) more powerful an effect level you are Subtract 2 from your combat move, attempting, the more complex and recalculate your climbing, running, longer the ritual. This type of bane sprinting and swimming rates based on usually comes from your belief system the new lowered combat move value. prior to realizing you are an immortal.

Poor (5) Rival (5) You have little to no money, barely have An individual (or group) of comparable food to eat or a place to live; perhaps power to you seeks to compete with you you live on the streets sleeping where in many areas of your life as an you can. Taking this bane causes things immortal. Your rival causes hindrances, to happen that seriously hinder you due — occasionally putting you at minor risk to the lack of income and stability. You — and attempts to reach many of the may have a wonderful mansion-like same goals as you. At times only one of mantle that you live in, but the minute you will be able to reach that goal. you step outside of it, the possibility exists that circumstances will arise Secret Identity (BR * 1) where things won’t go your way due to In addition to the identity everyone lack of money. knows you as, you maintain a separate identity that you use to interact with Public Face (8) others in certain situations. You use this You are well known among certain to cover up certain activities from the circles of individuals that you run into prying eyes of those normally close to on a consistent basis; they continually you. If discovered, the rank determines vie for your attention, pulling you away how detrimental the consequences are; from and distracting you from urgent then it is replaced with the Notoriety responsibilities, tasks and needs as an bane. immortal. Alternatively you might be a local celebrity (such as a local radio or Species Animosity (8) TV personality) and the local mortal Your himsati gives off a feral scent, you community does the same. This bane tend to move in a predatory-like manner, usually has little do with your life as an or otherwise irritate normal animals of immortal and instead concentrates on the same species as your himsati. You your life as a mortal; but the Narrator are seen as a threat to their territory, can allow it for immortal social circles if food, mating, etc. They dislike you in he deems it appropriate. general, and seek to keep you away from them or possibly attack if you get too

147 close. Subtract 4 from any rolls made to rank 4. Taking this bane means there influence their behavior, intimidate will be serious in-story consequences to them, befriend them, etc. Regardless, not showing up to work, etc. you will never have a companion. Weak Will (5) This makes an excellent bane and can Subtract 2 from any roll to resist forms also be used as a form or rivalry with a of mental control over your thoughts or mythological rival species: dog vs. cat, feelings, the source of the control can be snake vs. ape, mouse vs. elephant, etc. from any outside source (not internal such as an avatar). This does not work Susceptibility (BR * 2 or BR * 3) on illusions, but it does work on any side You are allergic to a mundane substance effects that would attempt to alter your that individuals do not normally develop thoughts or feelings. an allergy to. Exposure to the substance is treated as a venom with the die value Weakling (5) determined by the rank (1 = d4, 2 = d6, 3 Subtract 2 from all rolls involving = d8, 4 = d10, 5 = d12); you only receive physical feats of raw strength. half your normal defense value against it. When used as a major part of a weapon, the rank adds to the damage points (a silver bullet as opposed to a normal bullet). Common substances are BR * 3 (wood for example) and uncommon ones easily avoided are BR * 2 (silver for example).

Though this comes up as a curse far more often than a mundane bane, the same basic mechanics are used.

Wage-Slave (BR * 1) You are hindered from your activities as an immortal by some mortal structure/organization that you are part of. The rank determines how much negative influence this may have on your activities as an immortal. For example: a normal day job would be rank 2, being an active low- ranking member of a mortal government military would be

148 Unfocused Vox (8) question or spoken to first. You must use gestures and/or speak • You may not activate your natures phrases to sing your serenades. Without during the day, or unless there is a them you take a –2 penalty to any full moon out. serenades you sing. • You cannot successfully sing serenades during the day, you may Unlucky (5) be able to generate small side effects Once per game session the Narrator can of your serenades however. force you to use the smaller of your two • Machines will not work unless you die rolls when making a focused skill expend immaculum, play an roll. appropriate serenade such as Gremlin, pray to the great machine The Curses - god, etc. Mystical Bane Examples • You may not speak unless you shout/ The following is a list of curse ideas that whisper. You may not tell a lie you can use in your game. There are no without whispering/shouting. assigned ranks to the curses; it is up to • You may not directly tell a lie, you you as the Narrator, based on how you may not directly tell the truth. feel the exposure, hindrance and • You cannot play serenades unless frequency will be. The bonus points a you remain chaste, if you engage in character gets from taking these at intimacy you lose the ability for 24 creation are equal to the rank you assign hours. multiplied by 2. Some of the samples • You cannot commit the lullaby, you can be considered for more than one must sin, find a rialla or use type depending on how you decide to talismans to gain life force and run them. Mystical banes (curses) use immaculum the rules presented in Appendix D. Consequence Curses: Restriction Curses • When you are angry (or passionate, • You cannot cross a threshold without lustful, overjoyed, etc.) your eyes knocking, announcing yourself, glow (or you make sounds like your being invited in or some other himsati or partially shapeshift, etc.) requirement being met. • Anytime you yell, everything you’ve • You cannot leave/enter an area if said suddenly appears as graffiti on anyone is watching you. nearby walls. • You cannot open doors for yourself • When you touch metal (or wood/ or pass through some kind of plastic/etc.) objects they tarnish (or specific barrier under your own rust, stain, change colors, etc.) power. • Small objects made of metal/wood/ • You may not set foot onto any plastic/cheese inch away from you property empowered by mortal faith when you come near them. (i.e.—sacred/holy ground) other than • Toys animate in your presence. your own sanctuary. • If you are not paying attention when • You may not speak unless asked a walking through a doorway you

149 wind up in a different place nearby, walls tilt at odd angles, objects but not the actual area that was on become "lost", candles and wax melt the other side of the doorway when into strange shapes, etc. in your you entered it. presence. • Storms come up out of nowhere and • Buttons and clasps fall off of others herald your approach to a city. in your presence. • You cannot be seen in mirrors, • Dwellings you enter act on their own captured on film/video/audio or accord (becoming cluttered, some combination. Your image disorganized, doors slamming on remains in mirrors for several their own, furniture rearranging itself minutes after you’ve already walked when no one is looking, etc.) away from them, or reacts to • Knives (or other bladed weaponry) cameras regardless of what your become dull in your hands, normal actions at the moment actually are. items become edged and cut those • Your shadow pushes other shadows who handle them, including you. out of the way in crowded rooms. • Your presence causes bygone radio • Your shadow shows hints of your broadcasts to repeat over radios himsati while you are still in human playing in the vicinity, or scrambles form. Alternatively you have your television and/or radio signals, or human shadow while in himsati and turns non-immortal made music vice versa. twisted and warped sounding, • Wherever your shadow falls, that movies talk interactively with you. area collects dust at one hundred • Mortals in your presence constantly times the normal rate. get “goose bumps”, become • Shadows are deeper around you, or it nauseous, have nightmares or is always colder, darker, warmer, hallucinations after being with you brighter directly around you. for too long, etc. • When you come near flames they • Mirrors crack when you look into burn cold, an unusual color, go out, them. When you sing glass breaks flicker, dim, etc. regardless of how high or loud you • Candles, oil lamps, fireplaces, etc. sing. will not burn in your presence. • Liquids evaporate rapidly when you • Plants wither/warp/move/flourish/ are nearby. Water turns to blood bloom in your presence. They begin when you touch it. Beverages reach for and try to grab people effervesce in your presence. when you are near them. • Mortal’s you think about can hear • Food rots/spoils/comes to life in your thoughts. your presence. • Electrical devices in your vicinity • You attract a type of animal (small experience surges, brown out, or birds, mice, cats, etc.), mortal media, begin to act wildly and strange. crime, plagues, children fascinated Machines will not work for you with your magical nature, etc., without the use of serenades such as wherever you go. Gremlin. • Objects fall from shelves, pictures on • Things run backwards (watches,

150 drains, running water, etc.) in your to it or additional damage when vicinity. struck by it. • Animals cry out whenever your • You cannot abide the presence of name is mentioned, birds speak your blood (even a menstruating woman), thoughts aloud, thunder cracks or great beauty. whenever you are struck, or other • Your senses of pleasure and pain are odd sources of sound can occur. reversed. • Your presence causes animals to • You only gain nutrition from eating fight one another. a certain thing or performing a • Anyone you kill reanimates and certain act (raw meat, flesh, drinking hunts for you until you kill them blood, liquids, plants, sex, marbles, again. etc.); you can only eat certain things, • Printed words you read become all other things force you to vomit by scrambled on the page. the end of the scene. • Mortals age slightly in your • You cannot refuse a request for aid. presence. • You can only sleep surrounded in • Mortal spirits dislike you, they earth or in some other circumstance. plague you whenever you come near • You have the overwhelming urge to them, some may attack you if the kill your sexual partners. curse’s rank is high enough. • Anyone you love becomes a magnet for danger (like the dependant bane). Weakness Curses: • You must visit your ark at least once • The smell/sight of some common every month/week/day or you begin thing (roses, garlic, milk, perfume, to weaken (increasing penalty human sweat, certain symbols, food, against certain types of actions. etc.) becomes nauseating to you as if • You have difficulty shapeshifting you were highly allergic to it. While from himsati back to terrene form. in its presence you take a penalty as if it were a venom or drug. Alteration Curses: • You cannot eat when anyone is near • You develop a deformity that is you, you must consume five times clearly supernatural: forked tongue, the amount of a normal person your pure white hair, odd eyes (colored, size, you eat what and how much like your himsati), extra digits, your himsati would eat while in clawed nails, fangs, cloven feet, etc. human. • Your voice reverberates when you • You have mental delusions of being talk, causing physical pain to mortals watched, followed, hearing voices around you. You speak with the that aren’t there,, etc.) combined voice of your known • You become fascinated with certain avatars. objects, symbols, smells, etc. • Your hair randomly turns into snakes • You are allergic to a certain or tentacles and strikes out at others substance (sunlight, silver, garlic, around you. wood, holy items), and take a • Your hair and clothes constantly venom/drug penalty when exposed move as if blown by an unseen wind.

151 • You are constantly mistaken for avatars at random each night and someone else, a mortal’s dead loved change back at dawn. You assume ones, lost friends, famous people, the form of a child in the presence of etc. other children. • You become magnetized. • You automatically assume full • You cry tears of blood. himsati during certain conditions • You cough up strange objects. (full moon, while in water) or you • You shed your skin like a snake once can only change back and forth a month or every season. during certain times or conditions. • You give off a strange smell not • You are a plague carrier, be it mortal normally associated with a human or or technical (a computer virus for your himsati type. Alternatively you example). smell like your himsati in its natural • You heal at the rate of a normal environment. human or the Panacea does not aid • Your hair, skin, and nails turn to you against non-living damage. glass or metal whenever they are • You carry the spiritual stench of taint removed from your body (such as on you even when not tainted, when cut). leading many to believe you are • You suffer from stigmata or the associated with one of the droves. psychosomatic appearance of wounds that do not invoke pain. Curse Examples by Himsati • Your skin is an odd shade (bluish, We provide a number of curses that you greenish, rosy, etc. but not enough to can look at from the viewpoint of the truly look bizarre.) or feels like fur, type of himsati. These fall under the scales, bark, etc. but looks other categories but are here for ease of completely normal reference for those times a curse should • Your skin is hot/cold to the touch fit the character’s himsati. • You leave wet footprints or animal footprints in human form (and vice Insects / Arachnids versa) wherever you go. • Buzzing insect sounds accompany • Your heartbeat is faintly audible the immortal, the immortal makes from a few feet away, even when insect sounds while sleeping invisible. • The immortal is afraid of birds, • Your breath is like frost and coats spiders, etc. objects. • Things the immortal touches become • Sunlight turns you to stone or burns covered in webbing you; you glow in moonlight. • The immortal has compound eyes • Your kiss is poisonous, your touch • Alcohol harms the immortal or the causes orgasms or pain in other immortal cannot abide it immortals. • The immortal is inactive in colder • You assume the form of one of your temperatures avatars on the avatar's birthday and • The immortal's blood turns into cannot change back until the day has stinging/biting insects that attack all passed. You change into one of your around the immortal (including the

152 immortal) when it is spilled. drinks, etc. • Insects double in size and become • Is fascinated or afraid of reptiles, aggressive around the immortal considers/treats humans as prey • The immortal undergoes a complete • His hair is transforms to snakes, is metamorphosis of his human form legless in water, becomes too stiff to each season move in cold temperatures • The immortal's touch leaves painful insect bite marks on those he cares Birds / Avians for • Feathers appear in the area after the immortal leaves Reptiles / Amphibians • Casts a bird shadow, his reflection in • The immortal's eyes turn reptilian or human form is that of his himsati he makes reptilian or amphibious • Only has four digits on each hand, noises when angry, lustful, etc. sleeps standing up • The immortal leaves a slimy coating • Makes a goose honk sound when on anything he sits on (like a startled frog) • Migrates each fall, is • The immortal is attracted fascinated by high places, to water builds a nest out of handy • The immortal snores materials to sleep in by croaking like a • Must swallow frog when asleep small stones to grind • The immortal is food up completely hairless • Part of his body is except his head feathered • The immortal has a • Can only see well at set of retractable great distances fangs or forked • Can't speak but must tongue sing like a bird • The immortal's • Causes females he hands and feet are touches to become webbed, or shaped pregnant and lay an egg more like a slender that hatches into a bird lizard • Is fascinated with small and/ • He sheds his skin, or shiny objects eats insects, smells like a reptile, can't Mammals breathe air • The immortal is hairy, has unusual • His tongue is elongated and sticky ears, pants like a dog when hot, has and gives him a speech impairment whiskers • Makes rattlesnake noises when about • Becomes exceedingly territorial to attack (even if attempting stealth) • Acts like he has fleas all the time • Tadpoles spontaneously generate in • Must sleep outdoors any water the immortal touches, • Head only changes into himsati form

153 at specific times or circumstances the area, painful but causes no • Is a carrier of rabies wounds • Has hoofed feet and animal like legs • Touch cracks stone • Sleepwalks in himsati form during • Must remain in the sunlight to digest full moons his food • Presence in an area sends mammals • Touch causes frostbite into killing frenzies • If the immortal shouts, lightning strikes nearby. His voice is as loud Aquatic Himsati as thunder. • Leaves wet footprints • Sunlight burns the immortal • Fresh water turns salty near the immortal Tribal Curses • Bleeds salt water instead of blood The Tribal curses have no rank, they are • Smells like brine gained by association with the tribe and • Has no eyelids its ties to human faith as a whole. So as • Must keep skin wet or loses youth the Narrator you are free to “tweak” the and beauty until the skin is made wet levels of exposure, hindrance and again. durations as needed to reflect the current • Has a barbel (fleshy whiskers around situations. the mouth like a catfish). • Can only see in shades of green, blue Though they only manifest while a and violet like a fish character is tainted, some of the • Has gill slits additional rules from this book can be • Presence causes rip tides, high applied to the Tribal curses to provide winds, large waves more variety and depth to those curses. • Body becomes encrusted with Here we also provide some additional barnacles possible consequences and optional rules • Arms turn into tentacles involving the Tribal Curses. • Must submerge self in water to turn into himsati or to turn back Arachne — Himsati Frenzy Type: Weakness ESOTERIC HIMSATI Each successive combat during an act (Elementals and Plant Himsati) where the character is tainted and the • Fire burns weird colors near the curse has not been able to manifest immortal increases the initial target number (twice • Rooms get darker when the immortal the character’s own SPT) as the curse enters makes more aggressive attempts to • Plants touched suddenly bloom manifest. • Metal tarnishes around the immortal or at his touch Eremite — Missionary • Ice melts into strange shapes Type: Weakness • Flames burn cold in his presence If the Eremite refuses additional requests • His voice just shatters glass during the same episode, an additional • His human shadow bites anything in spirit die level is lost.

154 Hemari — Blood Mar curses whose rank is equal or less than Type: Alteration the number of motes of taint they carry. Start the curse at Rank 1, plus one rank As stated, the character cannot transform for every two points of taint. Each time back from his Artifice form while any the Hemari character manages to counter curses are currently active upon his the curse from manifesting, it will wielder. Alternatively, if the character immediately attempt to manifest just has multiple curses of a certain rank, prior to any social encounter, gaining in they can be traded for having one higher strength each time until it successfully ranked curse passed at your discretion as manifests. the Narrator. You should not inform the player which curse(s) you are passing on Magdalen — Limbo to his wielder. Type: Restriction If the character gains additional taint Phoenix — Wishbound while under the effects of the Limbo Type: Restriction curse, the duration can be increased or If the Phoenix gains additional taint the second-most used skill for the last while already Wishbound, the number of few acts can be chosen and Limbo will wishes can be increased to equal his have developed over two skills (each SPT, or he can gain a second master. If tracking their own separate duration). either of the two masters are separated from his presence, he is unable to grant Morrigan — The Challenge any wishes to either master. If the two Type: Weakness masters make a conflicting wish and the Aside from the potential social stigma character cannot find a way to resolve among his peers, gaining additional taint both, as Narrator you are free to resolve while under the effects of The Challenge such in whatever manner seems most curse raises its effects to a penalty equal appropriate based on the character, the to the full SPT instead of just half the two masters, the situation and the wishes SPT of the character. at hand.

Osiri — Haunted Protean — Cheval Type: Consequences Type: Alteration The Narrator can use the same chart as As noted in the Player’s Guide, stress the Tuatha Rapt curse as a more solid induces the curse to manifest more gauge of how the spirits will interact frequently; as can additional taint with the Osiri and to what level of gained. When additional taint is first manifestation they may reach. This gained, the loss of form control can allows for minor, less intrusive levels temporarily boost for a few turns. when only a few points of taint are Attempting to regain human form would present. require a roll against the original target number, but with a –2 penalty. Loss of Peri — Cursed Form form control normally fades at the end of Type: Consequences the scene, but once the curse Peri characters typically only pass on successfully manifests, it can last longer

155 with lighter effects. questions about how the curse appears to others. Glamour beings are real in every Sharakai — Sharakai’s Wrath sense, but only for the character affected Type: Restriction by the curse. At the higher levels of As Narrator, you can choose to have the threat (Taint 7 and up), if the Glamour character — upon gaining additional beings attempted to bind the character taint—reduce the number of natures he and throw him into the street, others can empower with the tribal gift by one watching see the character’s body react extra (beyond those already affected). In as if something “odd” was indeed exchange for this, the inability to use the happening to him; but there would be no gift on those natures only lasts for the one there present doing anything as far scene, instead of an infinite period (until as others could tell. At this point human he relieves himself of some taint). faith forces mortals to rationalize what they are witnessing, “he had a seizure Terat — Monstrosity and fell into the road…” This doubling of a Terat’s curses does not normally occur in the waking world, but allows them to manifest in the Morpheum (at twice the effective strength). However, such can be creatively applied to cause odd effects to leak out from the connection between the character and the Morpheum through daydreaming mortals in the character’s presence. This is especially helpful for those Terat that embrace their animal nature more than their connection to the Morpheum and rarely link to it.

Tuatha — Rapt Fewer Glamour beings are created in exchange for a greater duration or threat level. We have received several

156 CHAPTER 5 MYSTECH Mystech is the name given to all vox, Younger immortals have difficulty shard and serenade-driven technology attuning at first, because they expect used by the himsati race. In addition some grand ritual or special process they there is a lost art known as must follow to bring the attunement into Biotechnology, known only to the being. Their rational minds, still fresh ancient Abzulim who once ruled over from lethe, lead them down the path of the immortals; the only evidence television and movies, replete with remaining of this technology are the wizards and sorcerers. All they need to living lighters. These living creatures, rely on is what they already know and implanted with multiple shards, are have by instinct. A few members of the capable of sailing directly through the Mentor Calling do learn this ability as a Blue Air. The greatest of these ships, skill, in order to assist immortals coming the Spirestrike, is larger than even the out of lethe with their own attempts at Leviathan ship of the Proteans. It was attunement. The Mentor’s skill rank last seen prior to the Great Betrayal, adds to rolls made by the learning with multiple communities of Terat and character. The base cost as a skill is 3. Solitaires living aboard, vying for control over the ship and its course. Dominance Attuning to an object or location creates a slight mystical bond with it. ATTUNEMENT Depending on what the character attunes All immortals are capable of attunement, to, the bond gives him additional and do not need to learn a “skill” in it. mystical power in certain circumstances The vox’s ability to “tune” itself is the — acting as a bonus to certain die rolls. driving force behind an immortal’s Personal sanctuaries, arks, bonded ability to commit lullaby, sin, carry weapons/items and even the character’s immaculum in his auras, create arks, motifs are capable of providing a bonus. talismans and personal sanctuaries. It The character can even attune to items also serves as the basis for carnals. another immortal is already attuned to, gaining an advantage in dealing with Attuning requires the character to spend him. For this reason immortals are time working with the object, or careful about what they attune to and performing activities within the location, rarely leave such items unguarded. he wishes to attune to. During this time he allows his vox to adjust to the Creating a Sanctuary frequencies of the Aria that interact with Attuning to a location for it to become a the object or location. Similar to Atrana personal sanctuary requires a few Cant, the immortal uses his vox to months of a character’s time. The base instinctively “hum” allowing it to time is 10 weeks, assuming the character explore and adjust to those frequencies. spends about 1/3 of each day in the

157 SYSTEM NOTES — Sharing a Sanctuary location. The character and location Multiple immortals can share a become “accustomed” to one another as sanctuary and all receive the same level he spends time sleeping, eating, of benefits from it. The base time is 10 practicing skills, studying and working weeks plus one week for each additional with his mortal friends and followers. It immortal attuned; this time cannot be is ill advised to have multiple immortals reduced through extra effort or the present unless they intend to share the presence of Believers. If any of the sanctuary together. Extra time spent members of the group are not truly reduces the base time as does having a desirous to share the sanctuary (for strong SPT attribute — for each point example, someone secretly desires to above a 4 SPT the time is reduced by usurp it when the process is finished), one week. If there are at least a small the process will fail at the end of the number of Believers present, it also time period. Once the process is done reduces the time by roughly one week. however, changes in personal feelings will not cause the sanctuary to falter. Once the above is accomplished, the The penalty against mystical detection is character gains a form of dominance based on the lowest SPT in the group for whenever he is within the boundaries of regular sanctuaries. his sanctuary. The dominance provides a number of benefits: Spirits and Sanctuaries • A 2-point bonus to all rolls made for Mortal spirits are unable to enter a mystical abilities or powers (natures, sanctuary unless a shallows occupies the serenades, Mystech items, boons, same area. Gossamers may attempt to etc.). force their way into a sanctuary by • The character and all items he is rolling their SPT against a target number attuned to gain a form of protection equal to 6 plus appropriate dominance from mystical detection, due to the bonuses. If the owner is present, it natural ward that forms at the instead becomes a contested roll against sanctuary’s boundaries. The the owner’s SPT plus dominance character’s SPT becomes a penalty bonuses as he is alerted to the attempted against all mystical detection intrusion. The owner, if present, can attempts. This allows the sanctuary also purposely allow a gossamer to enter to safely store items for the character his sanctuary, negating the need to roll. — especially his ark.

And of course the Gossamer can enter The largest area encompassed by the his own sanctuary with no roll, as long boundaries of the sanctuary is equal to a as he can get to it. radius of the character’s SPT * 2 in yards. The sanctuary does not have to Sanctified Ground encompass an entire structure, but will If a location has a Faith rating it will be form itself to a portion of the structure equal to the highest Faith rating of the closest to the maximum size (a room or Believers who frequent it or live nearby group of rooms within a building, a it, plus one point. single cave in a network of caverns, the

158 bell tower of an old church, a gazebo at cannot be decreased through extra time the center of a hedge maze, a rooftop spent or the presence of Believers. The atrium, a basement, a child’s tree house, bonus for mystical rolls is half the etc. The character can choose a smaller Maker’s SPT instead of 2 points. The area if he desires. Regardless, the penalty against mystical forms of sanctuary should be able to stand out as protection is equal to the Maker’s full a specific area within the location: half SPT instead of the character’s. of a room, a space in the yard, a phone booth (which is an object technically), or Shallows a parking spot cannot serve as personal The character needs to find a way to sanctuaries. establish a rapport with the strongest mortal spirit in the shallows prior to The choice of location must reflect the beginning attunement. If the spirit overall concept of the character; if not becomes unhappy with the character, the the character only receives a 1-point dominance ends until things are set right. bonus. For example, a jungle parrot If the spirit ever leaves while still on himsati of the Tuatha Tribe — with a good terms with the character, the Bohemian predilection — should not dominance drops by one point; the choose a dank, dark basement for his character needs to establish a good personal sanctuary if he wants to receive rapport with the next strongest spirit as it the full 2-point bonus. A rooftop atrium will slowly take over as the source of the is a much better choice, in line with the dominance. character’s concept and how he fits into the grand scheme of reality. The base time is not increased, and any Additionally, a character may choose a Believers with a faith similar to the location already steeped in mystical strongest spirit can count towards power for his sanctuary; these locations gaining the one-week reduction. The have additional rules. bonus for mystical rolls and the penalty against mystical detection is equal to the Mantles spirit’s SPT. The character must first convince/train/ intimidate the maker into the belief that Sanctified Ground the immortal has every right to establish The only way an immortal can attune to his sanctuary in the mantle (or the entire a place with its own Faith rating is if his mantle if it is relatively small). Once overall concept is in line with the belief that is established he can begin the and faith resident in the location and the attunement process. The Maker serves Believers that help supply and maintain as the basis for all dominance effects. If the locations rating. If that relationship that belief is ever doubted the ever changes, the sanctuary’s benefits dominance ends until the Maker’s belief fall completely apart; should things in such is restored. come back in line the immortal must start over with a new attunement The base time is increased by a number process. of weeks equal to the Maker’s SPT, it

159

If another supernatural entity “takes up “reputation” doesn’t guarantee a Faith residence” in any area of the location rating. that houses the Faith rating — not necessarily within the boundaries of the Such “sacred” sanctuaries include places part forming the sanctuary — and it is like the old “haunted” house, the more conceptually in line with the Faith mausoleum in the cemetery, the bell of the location, the dominance is tower of the town church, the ancient disrupted until the entity is driven out or castle ruins, and other places that tend to chooses to leave. draw the human faithful. The art deco apartment building and the botanical There is no change in base time, the gardens downtown might make fine Believers negate the additional time that sanctuaries, but they would not be would be required to overcome the Faith “sacred” sanctuaries. Regular rating. The Faith rating of the location sanctuaries cannot turn into sacred ones, acts as the dominance bonus and the a sacred sanctuary must start out mystical detection penalty. Locations sanctified prior to the attunement gain Faith ratings by being regularly process. visited by Believers, or having a number of them live close by; the Believers need Sanctuary Maintenance to have deep superstitious or theological For the dominance to remain in effect, beliefs regarding the location. Having a the character must return and spend a

160 day in the sanctuary once every “x” mystical means. There are no mechanics years, where “x” is equal to his SPT necessary, it is up to you as Narrator to attribute. The time is extended further decide if their belief in the sanctuary as as follows: an icon of their faith is strong enough to • If at least one Believer regularly support such a bond. visits the sanctuary, multiply the time by ten. Usurping a Sanctuary • If the character’s ark is in the Often a character’s enemies would rather sanctuary, multiply the time by ten. “steal” the sanctuary than destroy it. As long as the owner is not present, it is Thus, if a character with a 5 SPT has a possible to quietly attune to another’s sanctuary housing his ark and Believers sanctuary, without the owner becoming regularly visit it, he can go 500 years aware until the end of the attunement. between visits (5 years x 10 x 10) and As long as the owner does not return still keep the dominance in effect. If a during the attunement period, the character enters lethe, the length of time usurper stands a chance to stealing away is based on his SPT when he entered the current owner’s attunement. lethe, not his SPT as he comes out. If the usurper is discovered by any Immortals take great pains to safeguard Believers faithful to the owner and the their sanctuary from being located and sanctuary, the usurper’s attunement is usurped. Since hundreds of years can stopped. Once this happens the pass between visits, an immortal often Believers need to be removed or brought turns to his mortal friends and followers over to the usurper’s cause; if they are — and the generations of their families brought over, he gains the reduction in that follow — to watch over the base time from their presence. Remote sanctuary and prize possessions. In the locations do not assist in detecting or Age of Myth, the sanctuary often served blocking a usurper, the Believers must as a temple for worshippers to come and be present in the sanctuary itself. If they practice their faith. These Believers leave or are converted to his cause, he would then erect temples and shrines can start the process over again. around the region, their faith connecting them back to the sanctuary, allowing If the usurper gets to the end of the them to help maintain it even from a attunement period, he makes a contested distance. SPT roll against the current owner (who is now alerted that someone has been in If Believers develop their own his sanctuary for quite some time). Even connection to the sanctuary and then though he is not present in the sanctuary, create a remote location dedicated to the the owner gets his dominance bonus, sanctuary and its owner, simply visiting plus an additional point if his Believers the remote location counts as if they are are there at the time of the roll, plus an visiting the actual sanctuary. This bond additional 2 points if his ark is present in is through their faith, and cannot be used the sanctuary. If the owner is a to track back to the sanctuary via gossamer, then instead of a contested

161 SYSTEM NOTES — roll, the roll is made against the Replenishing Attribute Points gossamer’s SPT attribute plus any Immaculum cannot be used to replenish applicable bonuses as described above. points given to an ark. The character must sin or lullaby actual attribute If the usurper is successful, he now gains points from a mortal in order to replace the dominance of the sanctuary. He those he has given to the ark. Once the does not become attuned to any items (or character has given points to the ark, he the ark) present within — though he must replenish all the points he gave does now know their exact locations before he can give to the ark again. unless they are separately warded. Any Believers are cut off and can feel the The same goes for any other immortals sudden shift as even their remote shrines he has allowed to attune to his ark; and temples lose the connection to the Believers that tithe directly to it or a sanctuary. talisman must “heal” back the tithed point before being able to give another. Arks Arks are objects that occupy more space attribute point is not lost and is available than the character in his human guise. for later rejuvenation. Such items The entire ark must be larger than the cannot be something the character character in human form, but there is no commissions, uses “robots” or serenades need for a hollow space inside to hold to build. He must make the ark himself, the character. They do often serve a by his own hands for it to count as the secondary purpose as a place to house attunement process (only gossamers can items of importance: a sarcophagus is avoid this with the help of a Religarum the most well-known example. wielder).

Attuning to the ark requires a number of Now, by coming into contact with the days equal to the character’s SPT, he ark, the immortal gives up a maximum must spend about a 1/3 of each day in number of attribute points equal to half the presence of his ark (physical contact his SPT. He must replenish all those is best). For this reason many immortals missing points before attempting to create or choose an item they can simply divest more. It is an act of will and no sleep inside each night. When the time roll is required. Immaculum can be has passed the character must sacrifice given up to the ark as well, with no limit the first attribute point to the ark (this on how much can be deposited at any cannot be SPT). Unfortunately this one time. A character cannot lower an point does not go into the ark for later attribute to a value of zero through use, but is used up fully aligning the ark giving up points. to hold future attribute points and immaculum. The character can assist in attuning any Believers that follow him, to the ark. If If the character builds his own ark, the they have learned the ability of tithing, process of building it becomes the this attunement allows them to donate attunement process, plus that first their attributes directly to the ark. He

162 may also — though with obvious risk — character and his ark and not just any assist in attuning other immortals to his item will work. The character must ark. When an attribute point is given to create the talisman himself or other the ark, it is no longer associated with a immortals — or Believers — can create specific attribute: just as a point of a the talisman for the character so long as mortal’s STR can be used to replenish he is deeply involved in the process the WIL of an immortal, an immortal’s (design, approval, handling materials, STR point placed in the ark may later etc.). Once created, the immortal gives fuel his AGL after rejuvenation. up an attribute point to align the talisman, which is then lost — unless he Talismans created the talisman on his own, in A talisman is a small object capable of which case it becomes the first point holding immaculum and attribute points stored in the talisman to give to the ark. for later deposit into the ark they are attuned to. In this way the immortal can Losing an Ark gather a cache of attribute points and Arks can be mystically detected as if replenish them before visiting the ark. A they were living entities. The base talisman can hold a number of attribute target number to detect an ark is 12; the points equal to the character’s SPT. total number of attribute points in the Believers — but not other immortals — ark, divided by ten, is subtracted from can be attuned to the character’s the base target number (minimum base talisman; they can also fill it and bring it target number is 6). Unfamiliarity to the ark at a later date using tithing to penalties, bonuses from being inside the deposit the points into the ark. bounds of a sanctuary, and others where appropriate, should be applied to If a talisman is separated from its owner, attempts to locate it. it can be mystically detected as a living thing with a target number equal to 12 Before attempting to take someone minus the number of attribute points else’s ark, the usurper must remove it currently within it (minimum target from the bounds of any sanctuary or number is 6). If another being obtains ward; or the sanctuary/ward must be the talisman and attunes to it, that being claimed or destroyed. The usurper goes gains a bonus to all mystical rolls against through the same process as initially the owner (equal to half the number of attuning to an ark. At the end of this attribute points in the talisman, round process he makes a contested SPT roll up). However, each time the bonus is against the current owner. At this point used an attribute point fades from the (as when usurping a sanctuary) the talisman and the bonus must be current owner and anyone else attuned to recalculated. For this reason immortals the ark become aware of the attempt. create few talismans and ensure they are The owner receives an automatic 2-point safeguarded upon their person or with bonus to the roll since the ark is already devoted followers or allies. his. If there are Believers attuned to the ark the owner receives another 1-point The talisman must be attuned to both the bonus, and yet another 2-point bonus if

163 any other immortals are cooperatively Avatar Splintering attuned to it. Splintering is the result of knowledge gleaned from failed attempts in the Most enemies will find it easier to ancient past to mimic Abzulim destroy the ark: normal object breaking Biotechnology. Performance of the rules are followed, with the ark receiving ritual is forbidden among the tribes an armor bonus equal to the SPT of the without consent of the Paragon Council. owner. Breaking the ark causes a There are many dangers inherent in standard spill of life force and any doing so; failure in the ritual results in immaculum contained within. insanity or a trip into the Blue Air for the avatar and/or the Rejuvenation current No special die rolls incarnation of the are needed to immortal. There rejuvenate from an are few actually ark. When the ark skilled in the ritual rejuvenates an and of those most immortal, creates a only know scion, splinters an specific parts of avatar, etc., it is the ritual. The physically destroyed. tribes keep a strict It cannot be used watch on who again — even the learns the ritual pieces cannot be used and how much of to build another. it they learn. Excess immaculum beyond what the The ritual must character can hold in take place within a his auras and excess sanctuary or other attributes beyond warded area — those needed to this keeps outside rejuvenate, splinter, energies from etc. are lost in a spill. potentially interfering. The character’s ark is The most interesting aspect is how it needed, as well as a vox to bond with the looks as the character bursts forth from character’s spilling aura and the avatar’s his ark. A stone statue may crumble spiritual spark. When finished, the revealing the character underneath; a avatar has a new body and access to all phone booth’s glass shatters outwards as his abilities, save those gifts and curses the character tumbles out having not the character inherited from him. The been inside a moment before; a splintered avatar will have half the fugue sarcophagus lid breaks in two and the rating he possessed when he entered rest of it falls to pieces as the immortal lethe. Any mundane boons or banes no rises out of it. longer making sense (i.e. Temporal

164 Power) are no longer available to the have specifically attuned to the item in splintered avatar. The character no question, or it must be considered to longer has that avatar within the “belong” to the target — this is up to personality matrix of his vox — it is you as Narrator to decide if a normal gone forever. He will no longer have object can be considered a personal flashbacks or memories of the avatar possession of an individual. In order to beyond those he already experienced. gain the bonus the immortal spends a day with the item, attuning to it, and Nearly all avatars come from before the then expends an immaculum mote. If Great Betrayal and were members of the object is mystical in nature, the either the Prides or the Courts. These character must make a contested PRS avatars become rather upset over the full roll against the current owner of the item realization of all that happened since (if the owner is another object or they entered lethe. The special powers location — such as attuning to a piece and gifts they had from their association of a much larger object — use the with those old groupings are gone. The appropriate defense value as the target avatar is taken to the tribe holding the number, minimum 6). If the object is remnants of his former Pride or Court. mystically protected by some form of He is trained and initiated into the ward the character cannot attune to it in modern world if possible, eventually this manner. If successfully attuned, the joining that tribe. character chooses a foci of one of his skills. Whenever he uses the skill and There is one case in which the Paragon foci in relation to the individual/location/ Council will immediately approve the object the object is tied to, he removes use of the Splintering — this is the all penalties for unfamiliarity and gains a Venery. A rumored attempt at +1 bonus to all rolls made. The bonus recreating Abzulim Biotechnology, the lies dormant until needed; once activated Venery is a process by which an avatar it lasts for the remainder of the act. or current immortal attempts to completely consume the other. It is Immortals often use this to assist in forbidden knowledge and anyone caught tracking down someone or something using it is splintered and then consigned bonded to the item. Most immortals are to the Blue Air or worse. careful about how many items they make permanent bonds with beyond Other Uses of Attunement their sanctuary, ark and truly personal Characters can make basic attunements items. Many use carnals to trap their to other objects as well, often to use the items and others seek out those skilled in abilities of enchanted items. Immortals enchanting to ward them. During the carefully guard their mystical objects; day the character spends carrying the characters can attune to someone else’s item, it is possible for the original owner objects, gaining bonuses when dealing to track him through it. Many immortals with or acting against them. skip attunement in favor of learning a serenade to perform such tracking; it is To receive the bonus, the target must quicker and more effective though does

165 not usually last as long. PER roll is 6 plus the character’s rank in the serenade and the CARNALS character’s own PER attribute. • The effect of a whisper cannot Carnals let the character link serenades directly cause damage or alter the and skills together, performing various physiology of another living being tricks and feats with skill foci, or (physically, mentally or spiritually). temporarily working serenades into • The effect of a whisper must either items they handle using mundane skills. be beneath the notice of human faith, The singer of the serenade expends a or allow humans to rationalize it mote of immaculum to make the initial somehow, since human faith will not link between the skill focus and the force mortals to ignore the effect. serenade effect. Carnals are difficult to • Some attentions and serenades are run as a Narrator since players often not suited for use as whispers; be create them on the spur of the moment. careful when players go beyond what What follow are a few rules for creating whispers are meant to do. carnals, and guidelines for running them with your players. There is no skill to Examples using the Player’s Guide learn, carnals mix existing abilities such • Ember — Light candles without as attunement and serenades with skills actually damaging them. the character already possesses. • Surge — Give someone a small static shock. Whispers • Filament — The character can cause Known in the Player’s Guide as “Minor cobwebs to appear in various places. Serenade Effects”, they provide quick • Weld — Fix a broken chair leg and simple effects with no dice rolls, • Manifesto — Alter the wording of a rounding out a character’s mystical note. abilities. Ignoring the details of the serenade, they concentrate solely on the Skill Carnals motif with regard to the attention and Skill carnals mingle serenade effects general description of the effect. They with skill, making the nearly impossible are the basis for skill carnals and seem possible. Characters accomplish serenade trapping. feats that mundane humans only envision in books, movies and art: they • Whispers use the rule that if the catch bullets with their teeth, knock effect level desired is less than the dozens of flying arrows out of the sky serenade skill rank, no roll is needed; with swords, maneuver vehicles like in fact, if a roll is needed it is not stunt drivers, pull aces out of their considered a whisper. sleeves (where none were a moment • Whispers are barely audible to other ago), and much more. Mythic Defenses immortals and never have a visible are a popular use of carnals, allowing for connection to the character. The spectacular dodges, blocks and defensive base target number to hear a use of non-combat skills. Skill carnals character’s whisper on a standard use whispers to add the serenade’s rank

166 to a skill for use with a specific focus. • Only one skill carnal can be active at As with whispers, skill carnals ignore a time, using another skill carnal the details of the serenade and cancels a currently active one. concentrate on the attention and general • Skill carnals only apply to a single description of the effect. Unlike carnals, focus, not to the entire skill. even the motif is downplayed — only a • Some combinations of whispers and tiny manifestation is noticeable. skills do not work well together.

Examples: Serenade Trapping • Link a force-field serenade to the A serenade can temporarily be trapped short sword focus and whirl the in an object to activate at a later time blades at extreme speed to deflect a based on a set circumstance or situation huge volley of incoming arrows. as defined by the character. Serenade • Link a serenade that causes objects trapping forms an activation “trigger” to to come the character by manifest the serenade’s effects remotely happenstance with a gambling focus; or at a later time. One mote of while playing cards the character immaculum is expended to set the always draws the card he needs. “trap”, and a circumstance, situation or • Link an obstruction serenade using action is chosen to activate the serenade. magnetism to a car/truck focus As with any attunement, the vox quickly (ground vehicles skill). The car is tunes itself to the serenade and the item. pulled towards metallic objects of the character’s desire, allowing him Characters can only trap items in objects to easily maneuver through traffic which they have an appropriate skill and and around hair-pin turns. foci for working with. For example, a character with a skill in Artistry and a In each example above there is no real Sculpture focus could trap serenades serenade effect. The serenade rank is within a sculpture or a set of sculpting added to the skill to represent the tools; if he wanted to work with whisper finding a way to assist the paintings, paintbrushes or cans of paint character with his skill rolls when using he’d need the Painting focus. the desired focus. One mote of immaculum is expended to link the Serenades lay dormant, waiting to whisper to the skill focus. activate, for a maximum number of days equal to the ranks of the mundane skill • A skill cannot be more than doubled plus the serenade skill. Additional when adding the serenade rank to it. immaculum motes expended increase • Human faith limits apply: the time: each point expended beyond character’s can catch a bullet but not the first doubles the time. (2 motes a nuclear missile. doubles, 3 motes quadruples, 4 motes • Skill carnals take effect immediately increase by eight times, and 5 increases and last until the current need is by sixteen times). Characters cannot done, but not for longer than the expend more total motes than their rank scene. in the serenade. To make something

167 wait longer requires enchanting. ENCHANTING ,

Special Skill (Base Cost 7) • Serenade trapping cannot be used on Characters with the enchanting skill use an item already altered by various facets of archaic immortal Enchantment or any object with a science to imbue objects with powers SPT attribute. beyond those available to the instinctual • Serenade trapping cannot trap use of carnals. Enchanting requires a whispers, skill carnals or serenades good deal of immaculum — usually with immaculum-driven changes to stored within a talisman — at the secondary elements (AoE, Duration, character’s disposal. Enchanters can Visibility). It must trap the serenade even invest a small portion of their life in its original form (including the force to make limited items of power. original focus and motif).

• Choruses and Melds cannot be Most characters do fine just with carnals. trapped. You need to be careful about allowing • The character may pick a lower characters to learn enchanting. It is a strength (and therefore lower effect) time-consuming process and requires a than indicated by the die roll. great number of serenades in the • The maximum effect level character’s arsenal to work properly. achievable is the character’s rank in Often, it leads to rampant abuse by the serenade skill. Example: A characters without them realizing that character with a rank 2 in a serenade they are doing so. cannot achieve higher than a success

level of 2, regardless of what he Enchanting items larger than size 0 rolls. But if the character personally incurs an additional penalty to all created the object the serenade is enchanting rolls equal to two times the trapped in, this limit is removed. size category. • Serenades can be trapped in an object so the current bearer of the Carnal Enchanting object may activate the serenade as Enchanters can take objects with though he were its singer. It allows serenades trapped in them via carnals serenades usable only on oneself to and alter the serenade. The less the be used by another. The character enchanter knows about an object (the must specifically state he is trapping singer of the serenade, the attention, the the serenade to work this way. motif, the activation circumstances) the

higher an unfamiliarity penalty should Items with serenades trapped in them be against the roll. If successful on a count as being “attuned” to the non-contested roll against the strength of character. This allows others to attune the serenade trapped in the object, the to it in order to gain advantages over the enchanter can make one change per character. Once a trapped serenade has success level (i.e. a level 2 success played out, the object goes back to would allow for two changes): normal and any attunements are gone. • Expend one mote of immaculum per

168 success level to increase the dormancy time; this can go past the 5 mote limit (i.e. a 6th mote increase to thirty-two times, and so on). • Expend a mote of immaculum to alter the circumstances, situation or action(s) that causes the serenade to manifest. • Expend a mote of immaculum to change the duration up or down one level. The enchanter must have a serenade with the same attention to do this however. The duration cannot be made permanent, but the notation of (-E) can be added to any serenade that would normally allow such, and it would follow the standard rules for having the (-E) added to it. • Expend a mote of immaculum to change the AoE up or the object). down one level. The enchanter must • Expend a mote to remove any and all have a serenade with the same attunements others may have made attention to do this. with the object aside from the owner. • Expend a mote of immaculum to • Expend a mote to lower the strength hide the connection to the object. of the serenade by two points; this The enchanter must have a serenade can be repeated to continue to lower, with the same attention to do this. but not raise the strength.. • Create a trigger to end the serenade early (-T). The enchanter must have Altering a serenade already trapped in an a serenade with the same attention to object does not create an attunement do this. between the enchanting character and • Expend a mote of immaculum to the object. help mask the attunement between the object and its owner (this uses Full Enchanting the enchanter’s skill rank as a Full enchanting goes to the next level. penalty against someone else if they An attunement to the object is required, try to mystically detect or attune to taking the normal day to perform — just

169 like attuning to any object. The even serenades with altered character uses his enchanting skill to secondary elements can be trapped. prepare the object, and then expends a • Trapping a chorus or a meld done by single attribute point (this can more than one immortal requires all alternatively come from a talisman participants to attune to the object rather than his own attributes). The prior to the final chorus or meld process gives the item a SPT rating of being sung. one point. The character has a choice of • The enchanter can pick a lower increasing the durability of the item or strength than indicated by the roll. making the item “rechargeable”. Full • There are no limits on maximum enchanting can do everything that Carnal effect levels. enchanting can do, with the following • The bearer of the object can be changes and exceptions: treated as the singer — even the object itself can be treated as the • If the character chooses to make the singer — for serenades that are item more durable it gains +1 to its designed to affect the singer. normal BODY rating. After armor • The enchanter can require and health boxes have been individuals to attune to the object recalculated, it also gains an before using it (beings with Faith additional point of armor. may be able to use their faith to • If made rechargeable, each attune at your discretion) or allow immaculum expended creates one them to use it at will. charge. This allows the item to be used again under the same Multiple Serenades circumstances, situation or actions. Rather than a meld, multiple serenades If the item was made “rechargeable”, can be individually trapped within the motes can again be added later by object; each with their own anyone skilled in enchanting. An circumstances, situation or actions to item can hold a total number of activate them and sharing the charges. “charges” at any one time equal to The serenades are played individually, the creating enchanter’s skill rank. and the lowest roll becomes the strength The item must be recharged before for all the serenades. Buildup will occur using the last charge resident within; immediately if the character attempts the otherwise it loses the ability to serenades again on the object. recharge and has to be reworked. • The dormancy period is rated in Warding years, equal to the enchanting skill Enchanting is dangerous because the rank plus the rank of the highest object is now attuned to the enchanter. serenade trapped in the object. Each Enchanting characters can provide the time this period passes one charge is object with the same benefit a sanctuary used. If the item runs out of charges gives to items stored within it. By it loses the ability to recharge. expending a second attribute point, the • Enchantments can trap any type of character creates protection around the serenade, there are no restrictions; item. Though others may attune to it —

170 if that is required in order for them to to be charged up and used. The shard use it — a penalty equal to the must be worked into the item, so most enchanter’s PRS is applied against any often the character must create the object attempts to use the object for the purpose after he has the shard; it is rare that of tracking down the enchanter, or in shards can simply be inserted into order to gain a bonus against him. existing objects.

Warding items without specifically The character can sacrifice attribute enchanting them is done via permanent points — a maximum equal to half his (-P) serenades. If an item is protected SPT or twice his Sharding skill, by multiple wards (enchanted object whichever is lower — to provide the with ward is placed inside building with serenade ward), then one-half of the lower value is added to the higher value Excerpt from “Alchemy Diffused”… for increased protection. If a third, fourth, etc. ward is in place, then one “During the open warfare that occurred more point is added to the total ward after the first dissolution of the value for that object. Strategem pact — prior to the Great Fire of 1666 — Bloodshields were a popular Size Matters and pricey commodity among our Anything can be warded, even huge eternal warriors. They provided a level items. Anything that allows constant of protection beyond anything a quick passage of living beings into and out of meld of serenades could provide. The it (building, cruise ship, lighter, etc.) is first known Bloodshields were actually a only warded at the enchanter’s PRS - 1. gift to the mortal Mayan king Shield There is also the risk — when warding Jaguar. With the bloodshields he large structures — that someone using a continued his reign for nearly 100 detection serenade will notice his mortal years until his death at the age of detection serenade doesn’t see the 95. The gift was from his consort and building at all (yet he can see it with his — unknown to him — immortal patron own eyes: a sure sign that something is Lady Xoc (pronounced ‘Shoke’). amiss). Most wards are placed on specific rooms or containers within a The first bloodshields are far more structure so a visual comparison cannot powerful than those today, created using be easily made against the results of the older more ritualistic forms of serenade. serenades. Modern bloodshields involve infusing shard material into a set of SHARDING , cerise diamonds. Serenades of flight and protection are imbued within. At Special Skill (Base Cost 8) the telepathic command of the bearer, Sharding uses pre-shaped shards to the diamonds float up into the air in a imbue an object with both a SPT and complex pattern, forming a protective MIND attribute. This makes the item field around the bearer that blocks most more than just a dormant object waiting physical and mystical forms of attack at a very high level.”

171 object with a SPT and MIND attributes. The object then increases its natural BODY rating by the lower of the SPT and MIND values; it gains additional armor equal to the higher of the two values. If the object is destroyed, the shard remains. Otherwise Sharding uses the same rules as Enchantment for what can be done to the object (including skill rolls, penalties for size, warding, individual changes and immaculum expenditures), with the following changes:

• There is no choice concerning durability or making the item rechargeable, the item gains durability by default and does not use any charges. The item decides when to use each power, a maximum number of times in a day equal to its MIND or SPT, whichever is higher. • The character can choose to give the object a 0 MIND attribute (therefore the BODY gains no increase, only the armor value does). Objects with Unless the object is created with a 0 a 0 MIND need the current bearer of MIND, it is no longer under anyone’s the item to initiate the serenade, particular control. It takes on part of the through whatever means are chosen personality and demeanor of its creator by the character who created the and is normally kindly disposed towards item. him. If the item has permanent • The (-P) notation can be added to serenades played upon it — that grant make a serenade played by the object permanent abilities such as mobility, the permanent. The duration has to be ability to express itself, etc. — it is increased to Level 5 and then one harder to deal with in the event it last mote is expended to make it that decides not to comply with the bearer’s particular effect permanent. wishes. • The character cannot pick a lower strength roll, that is now the object’s Shaping Shards decision to use it at a lower power Only select individuals among the during any particular use. Solitaires learn the rituals and powers to • The object is always treated as the cut and shape shards for specific singer of the trapped serenade(s). applications. Most immortals go through arduous tasks of finding shards

172 of a size and shape meeting their general are involved, MP can always be spent on needs. Then they create the object to Mystech. Costs are listed below, and are work well with the existing shard. for the character who performs the attunement, enchantment or sharding; Lighters this is not necessarily the character who Very few lighters are made at this point ultimately becomes the “owner” of the in time, there is very little travel beyond item. Earth and its nearby realms. Creating a lighter takes tremendous time and the Attunement Costs efforts of multiple immortals with skills • Sanctuaries: SPT * 3 in sharding and enchantment. Each • Special Sanctuary (mantle, shallow, function of the lighter is a set of sacred ground): SPT * 5 enchanted objects, tied to shards not • Ark: 5 EP only embedded within them, but also to • Talisman: No Cost other shard-embedded objects meant to • Temporary Attunement: No Cost link together the various systems of the • When required to wield enchanted lighter. item: half (round up) of the creation cost. Lighters have a MIND, SPT and BODY rating. They are not truly living entities Carnal Costs in the sense of having flesh and blood, No cost for whispers, skill carnals or but are living in the same sense as any serenade trapping magical item is. Working with a lighter is not the same as working with a mortal Enchantment Costs ship or aircraft. Lighters require their Carnal enchantments have no cost. Full own skill (listed in Chapter 3) in order to Enchanting has a base cost of 8 EP. manipulate the shards and interact with Making any changes to a trapped the MIND, BODY and SPT of the ship serenade’s secondary elements increases itself. the cost by 1 EP — it does not matter if the duration is increased 3 levels, it is 1 These are still nothing compared to the EP for changing the duration. The actual real living lighters, built millions following also cost an additional 1 EP of years ago from living creatures deep each: in the Dominions; only these ships can • Trapping a meld or chorus sail directly through the Blue Air and • Requiring attunement disregard traveling the Nadir. • Increasing dormancy time • Attaching a ward MYSTECH EP COSTS In addition to the time, immaculum and These costs are paid even if the sometimes attributes that must be enchantment is being placed on an sacrificed to create or attune to various object for someone else. Mystech items, EP and/or MP must also be spent — even if no fades/flashbacks Sharding Costs • The base cost for a sharding-based

173 enchantment (creating an enchanted ethical or technical limits. They created item with MIND, BODY, SPT) is 12 entire races throughout their dominions, EP. After this it uses the same enslaving indigenous beings and additional costs as for enchantment. divining their genetic data for use In addition if any power is given the elsewhere in the empire. Their work (-P) notation that is another 1 EP. gave nearly every species on Earth the Any abilities given to the item itself capacity to adapt to their environment (such as permanent mobility or self- over generations: evolution. expression serenades through vivification) cost another 1 EP each. The Abzulim long ago mastered their own faith, and this allowed them to These costs are paid even if the sharding reach unthinkable levels of genetic is done to an object for someone else. manipulation as well as matter and energy transference. Most believe they The Benefits were able to wield pure attentions Characters regain half the points spent through sheer willpower and the on an item (all given in EP regardless of manipulation of their own genetic what was used to purchase it) if the item structure. is permanently lost to them during the game through no fault of their own. Patterning However, if their direct actions resulted They transformed a physical objects into in the loss of the item (gave it away, energy patterns which they inscribed as misused it, destroyed it themselves) they tattoos on their hide. The warlords do not receive any points. If the literally covered themselves with entire character enters lethe, you make planets. They absorbed the best of the alternative arrangements. For example, worlds they visited and carried entire give the next character a free sanctuary, empires engraved on their skins; enchanted item or ark boon. They can traveling deeper into the unknown discover the lost item quickly after they reaches of the Dominions. Today, start the game. various serenades mimic a small fraction of the genetic potential of Patterning, but ABZULIM BIOTECH no immortal can wield a serenade at the levels made available by Abzulim The Abzulim disdained physical Patterning. technology of any kind, the use of tools was a pathetic attempt to improve Emotion Control oneself with toys; it was a sign of The Abzulim installed a near perfect weakness. Abzulim technology did not control mechanism in their slaves races: use metal, wood or plastic; it used flesh, emotion. All the creations and slaves of genetics, and the occasional vox or the warlords have them. They began as shard. Their only weapons, the Kai Ra, a set of programmed responses to simple were the first — and last — tools they stimuli from the master: a flick of the ever forged and even these were living tail or a slight nod of the head induced creatures. Their biotechnology knew no fear, while a raise eyebrow or stern look

174 SYSTEM NOTES — Beckoning beyond anything the Abzulim ever Abzulim grant their emotional control dreamed of. ability to their servants for brief periods. When used, the controller and target Genetic Manipulation make opposed WIL rolls. If the Several ancient legends shared among controller wins, the target obeys the Drove Anopheles speak of the very basic impulse given to him from the reason for their creation. When Samiel nuances of the controller’s body returned from the first Crucible he language. A success level of five is created the original Shadowen; using required for the target to do something them as spies, he sought out other that might harm himself. Abzulim that would pose a threat to his dominance. Using the Shadowen and The ability causes more than just Abzulim loyal to him, he secretly obedience, it can trigger other types of abducted those who appeared to be a base emotional responses including fear, threat. To find further use for them, he lust, anger, lassitude, greed, hunger and melded together the flesh of their fallen more. It only triggers an emotional bodies into the first inter-dimensional response, not true complex human-like warships; he now had a fleet with which emotions. Once the target leaves the to guard his loyal realm. But after other presence of the controller, the effects Abzulim found out about the origin of quickly wear off. these lighters, he required a bloodthirsty race of shock troops; thus the vampire fostered obedience. The Abzulim have immortals known as the Anopheles were perfect emotional control over most borne into the empire to assist in cutting other immortals — but not each other as down threats, and being given as they have no emotions like the kind rewards to the loyal. implanted in the hearts of their created and slave races. Young immortals, born Inspection of existing living lighters after their supremacy, have some indicates the story is false; however, it is resistance to this control, but the shard clearly evident that living lighters were network has spread this to all immortals. once actual living creatures, imbued The Deepwalkers train their agents and with multiple voxes and shards to trusted servants in the subtle arts of this represent powerful control systems control. But, as the Abzulim found out under the influence of Abzulim when their slaves rose up against them, Beckoning. Of course, the very constant use of the ability can make a existence of entire breeds of immortals creature immune to that particular — such as the Shadowen — is a dark master’s use of it. testament to the power of genetic manipulation, made possible through the The level, intensity and variety of sheer indomitable will of the Abzulim. emotions experienced by the himsati race today is due to their transformation Osculation at the hands of human faith. Humanity’s The tale of the Abzulim empire is complex emotional capacity is far recounted in three periods. The Enim

175

Excerpt from “Dragon Hordes”... period, during which the invading shards

drove some of the dinosaurs insane, “...legends still speak of the Vault of causing them to prowl the universe like Skins, a trove of skins taken from the maddened monsters; the Zamzummin hides of defeated Abzulim at the end of period, which began the rise of Samiel our rebellion against them, locked in and his empire; and the Raphaim period, some mantle here in the Habitat. during which the jaded Abzulim warred Searches for this hoard, and the with the Primals after Samiel’s death, unimaginable treasure contained on and eventually fled Earth. them, have been in vain. There have

been mentions of a guardian, not seen The Abzulim discovered some slaves since the days the vault was closed. suffered from Fugue. Realizing the

potential for them to become like the The accuracy of the legends remains in Enim terrors, they devised a way to doubt as there are references to Samiel salvage the slaves. The vox was ripped using a different name, that of from the body and the spiritual essence Mammon. Of course other texts from drank in. They then literally “licked” the time also refer to Samiel possibly the vox clean of all traces of the slave. having a son of that same name. Still All that was left was a carcass to serve others believe that Samiel did not bite as a small snack. Simply put, the himself to death and instead returned immortal slave ceased to exist and the under this assumed name and form, only vox was again a clean shard, ready to be to be beaten by the Primals after he used in the creation of a fresh slave. destroyed the master Sunedrion at Gynnah in 7 Million B.C.”

176 CHAPTER 6 ENHANCED SERENADES While the Player’s Guide provides a further ahead in time than the character’s number of starting sample serenades, own strand; the drawback is that they players may find it increasingly difficult cause the alternate timeline to have to take them and make adjustments in influence over the progression of the order to match their unique motif and current strand. The clearer the vision, desired foci. The following rules show the stronger the influence. how to create custom serenades for use in the game. Time Serenade Warning Many time-based serenades in the Player’s Guide are earmarked as THE BIG THREE unbalancing, and for good reason. Turn There are three things that serenades a 60-year old mortal into a toad, no one simply cannot allow a character to do. will realize or believe that the toad in the pond at the end of the street is actually Divine Creation Characters cannot create a living being complete with its own spirit; they cannot Excerpt from a monologue given by cause an entity to spring into existence Brahma, Arachne Merchant… from nothing. They can create the “seeming” of life (using the new “It is easiest to conceive of time as an attention of Vivification for example), infinite number of unraveling strands but true life has to come from an leading outwards from the Crucible. At existing source: enchanters sacrifice the tip of each strand is the present; with their own spirit to Mystech, wolves each strand traveling at varying speeds. appear by summoning them from Nearby strands, though at very different another location, etc. Only the stages of their own ‘timeline’ will be “appearance” of creating life can be similar. achieved. By finding and using our own spirit as a Time Alteration conduit, we connect our own strand with “Expanding Strands” is the theory most another. In this way we can glimpse immortals rely on to explain how time likely futures for our own strand, or works, using a principle of alternate similar pasts (which may very well be timelines (see Brahma excerpt). the present for that one). However, Characters cannot directly alter the past doing so lightly influences both the or future of their own timeline, they can strand we touch and our own strand. In only influence its future by temporarily the grand scheme of things we are a leaf connecting to alternate timelines. alighting upon the water; creating a light Serenades of portent and omen connect ripple within the area we land, but to similar alternate timelines that are leaving the greater portion of the pond as it has always been.”

177 Bob from down the lane. But turn back character to take whatever actions he the clock on Bob using Ambrosia so he desires and play out scenes of a is now only 20 years old? Time’s plan character’s past; it is a great way to for Bob has been permanently altered in develop a character’s background a fundamental way. Human faith and further. It may have some bearing on the Aria can’t change Bob back, the the future, but will not change what serenade has already been sung and the actually occurred in the past of his own effect complete. Humanity has strand, what he did was merely difficulty rationalizing Bob’s change and experience how his past played out in yet they cannot ignore it either; neither another similar strand. can government agencies, religious groups, the Apocrypha or anyone else THE ELEMENTS OF A finding out Bob has suddenly been given back 40 years of his life. Now consider SERENADE how doubtful it is that this will be the Serenades are combinations of one or last time the character uses the serenade. more attentions (basic powers), motifs What happens when thirty “Bobs” start (special effect through which the de-aging as such? serenade manifests) and a focus (specific aspect the attention affects). The Serenades like Ambrosia (and Entropy) attention determines what the character come as close to breaking the rule on is doing (destruction, obstruction, time alteration as possible. By making a control, movement). His attunement to change in the present, they effectively the motif allows the creation of a conduit alter the future (Bob will likely live an from the Blue Air, allowing the energies extra 40 years). There are repercussions of the serenade to physically manifest when characters get carried away, but it (through lightning, fire, ice, sand, won’t be through any cut-and-dried snakes, roses, etc.). The focus mechanics. As Narrator, it is up to you determines what aspect is being affected to determine the effects of ripples in by the power, or how an aspect is being time, as the universe fights back against affected (for example, control can be someone pushing against the rule. over a part of the mind, body, or an inanimate object). Time Travel Characters cannot travel through time, Each combination, once brought the very act of doing so alters time from together to form a serenade, cannot be the period they travel to. There are changed. Characters cannot spend EP to serenades that effectively let them relive alter a serenade’s attention or motif, only the past, or glimpse potential futures. If to purchase additional foci per the rules a character attempts to “travel back in on page 155 of the Player’s Guide. They time”, he actually connects to the can make temporary changes to the “present” of a nearby strand (see excerpt serenade as they sing them, allowing one from Brahma) and lives through the serenade to accomplish a variety of events as he would if that strand were closely related effects (rather then his own. This way you can allow a spending points on multiple serenades to

178 accomplish several similar effects). This is accomplished by singing the serenade with a very similar focus (related) or one that is somewhat similar and still within the same major category (unrelated). Using the example of control, if the primary focus is a form of amnesia, anything else related to memory alteration would be a related focus; anything related to other aspects of the mind would be unrelated. The serenade could not be changed to control the body as is too far removed from the primary focus (amnesia).

Depending on the exact motif used to build the serenade — and what other motifs a character may have — it is possible for a character to temporarily alter the motif of a serenade. When doing so, he may not use any unrelated foci (only the original focus or a related one); but he does sing the serenade as if using an unrelated foci for destruction, but also of movement, purposes of the serenade skill roll. obstruction, control, mimicry, etc.

MOTIFS All motifs work equally well with all attentions. But they do not all work as The attunement to a motif provides a well once a focus is added; they may conduit between the target, the serenade face additional penalties at times. singer and the Blue Air; allowing the Remember that human faith influences singer’s intent to manipulate the Blue the Aria: using a fire motif to manifest Air’s energies and manifest in the the movement attention in order to swim physical world, thereby affecting the underwater, will likely be problematic target. In simple terms, the motif is the when sung in front of hundreds of serenade’s “special effect”: the form it mundane human witnesses. takes when it manifests and affects the

target. Any motif can be used to Exactly how the serenade looks is up to manifest any attention: lightning can the character. The player picks a manifest the power of not only standard look when he creates the

179 serenade, but can modify the look each himsati may use their natural 'voice', time his character sings it. If the elementals may bellow forth a crackling character uses lightning as the motif for roar like a bonfire, the sound of surf a serenade, it could strike down out of pounding against a rocky shore, the the sky into his hand, and then be whistling wind of a tornado, or the “thrown” at his opponent (of course rumble of tectonic plates causing an there is no physical attack roll, it is just earthquake. Even plant himsati may give the special effect). Alternatively he forth a simultaneous compression of could have lightning come out of his hundreds of years of roots breaking eyes and shoot at the target. So long as through rock, or the splitting of thousand the motif is used and it is apparent the year old pieces of petrified bark. These character is the source of the are just some examples of what sounds manifestation, it doesn’t really matter those type of himsati might make with how it looks — an exception to this is Shout. when the motif itself is used as the focus such as in destruction serenades, Happenstance explained in the next section on Foci. Character’s don’t need a mundane supply of their motif handy to sing their Characters start the game with one motif serenades; the motif just “magically” for free; a boon from Chapter 4 allows appears. Over time the Aria finds a way them to start the game with more than to make the excess material “vanish” or one. meld properly with the surrounding environment, fixing what should not be. The Vogues There are a few serenades known as the But what if the character’s motif just Vogues, listed in the Player’s Guide. happens to already be present in his Most were the first serenades ever immediate surroundings? What happens learned by the himsati race — taught by if a character with the lightning motif the Shadowen millions of years ago — attempts a serenade in a thunderstorm, or in anticipation of the slave revolt against a character with a rose motif attempts the Abzulim. Vogues bend the rules on one while standing in a rose garden? how motifs (and foci) are used, and There are two possible effects a manifest in very basic ways. It is easy character can choose from: first he may for an immortal to learn them, regardless avoid human faith from constraining his of what motifs he may have. They are serenade, or secondly he can gain a ingrained into the very heart of the shard dominance bonus due to his attunement network, having been around for to the motif; he cannot do both. To use millions of years. either effect the character expends a mote of immaculum. For example, Shout is the only destruction-based serenade not requiring Faith Avoidance an immortal to use a motif as the focus. Human faith limits what serenades can There are many ways in which the do. But when the serenade appears to be serenade may manifest. Where animal a completely normal mundane event —

180 human faith easily rationalizes even results. So character’s are usually very improbable happenings — more careful when working with happenstance powerful effect levels and in this way. manifestations can occur. Using happenstance to avoid faith is Characters can use this to their another method of hiding the mundanely advantage, causing serenades to occur detectable connection the manifestation using the already present mundane has to the singer of the serenade. It does version of their motif. For example, a not provide protection against mystical character with a serenade using the motif forms of detection. of electricity may cause a nearby downed power line to suddenly spark to Dominance Bonus life, hitting a puddle the target is If the mundane occurrence of the motif standing in. As the target is seemingly is significant, unique, extreme, or in electrocuted, it is actually the serenade’s large quantities during the scene, the effect taking place instead. Witnesses character can add a one-time bonus will remember how the target during the same scene, to a serenade “miraculously” survived being sung using that motif. electrocuted, never realizing a completely different effect took place. Serenades using motifs with a very A lightning bolt can easily strike down broad scope (water, sand, trees, from a thunderstorm already in progress mammals, etc.) or that appear regularly nearby, rather than having it strike from in the physical realm the character is in an empty sky or come out of the receive a +2 bonus. Those using a motif character’s eyes. with a more narrow focus (snakes, roses, oak trees) or that appear rarely (such as If the character is unable to achieve at water in a desert world) receive a +3 least some effect level against his bonus. Broad motifs require a greater intended target(s), the serenade fails. degree of presence as opposed to narrow However, the manifestation doesn’t ones (a few lions as opposed to a very simply end, it continues on as any large body of water) normal mundane event of its kind. The downed power line may not land in the Some examples to use as a reference for puddle and “electrocute” the target, but what is considered significant (including instead continue flailing out, really but not limited to): electrocuting innocent bystanders or even the character’s allies. If the • Electricity: standing in or by a power character critically fails, he then plant, or a large generator, grabbing becomes the target of the manifestation onto a major power line connecting and any potential side effects as a result. two cities together, etc. In short, when a serenade mimics natural • Water: standing next to a huge reality too well, even the smallest error waterfall, lake, or along the shore of on the character’s part leads to a major ocean, or a fire hydrant that unintended — often disastrous — bursts and sprays water everywhere.

181 • Lions: A small pride of lions, or a Narrative License (known commonly as pair of lions at the zoo. poetic or artistic license) to find an • Lightning: A good storm in the answer to the question. same general area as the character with the ability to see the lightning It is perfectly okay to allow someone to striking the ground. “bend” or “fudge” the rules as they say, • Diamonds: A diamond mine, a large so long as the serenade’s original intent jewelry store specializing in is kept and the bending of the rules is diamond-based jewelry. inconsequential to the story. There is • Ice: Standing on or next to a frozen also an in-game reason for this having to lake, or amidst a major snowfall. do with how the vox focuses itself when • Fire: A huge bonfire at a school playing a serenade. Let’s use an rally or some large structure example having a similar issue… currently on fire. • Roses: Standing in the middle of a Example: large rose garden The characters find themselves trapped between a massive stone wall blocking In order for the dominance bonus to be the passageway, and their assailants used, the character must incorporate the that slowly creep towards them. One mundane occurrence of his motif into character has a serenade causing stones the serenade’s manifestation. to pile up over the targets, trapping them beneath. The character plays the Narrative License With Happenstance serenade, using the stone wall on the During play testing, one of the one side to trap their assailants on the characters incorporated a nearby metal other. The stone wall breaks apart, chain link fence into his serenade. It opening a passage to get through. used metal bands that wrap around a target to bind it. As soon as the player Will this work? No. The vox requires announced that he would make the chain the character to properly focus his link fence break apart and wrap around concentration in order to bring together the target as part of the serenade, another all the components (attention, motif and player spoke up with a question. He focus) correctly. In the example, the wondered if the character shouldn’t have wall is a significant element of the to use another serenade to break up the scene, plus the singer’s intention at the fence or use some kind of meld; isn’t moment is not in line with the serenade’s breaking up the fence a separate effect, designed intention (the serenade’s doesn’t it let the character accomplish primary purpose becomes just a side multiple things with a single serenade? effect to what the character is really trying to accomplish — open a passage). The answer is yes and no. If you recall It is likely the serenade may still work, on page 194 of the Player’s Guide: but with penalties; plus the wall will intent is everything when it comes to most likely remain standing afterwards. serenades. The same applies to using happenstance. Therefore we look to This means that players may come up

182

with an idea, turn to you and ask “Will it character try and enjoy his creativity. work?” or “Can I do that?”. Unless you are certain that it has no chance at all of Anthems success — and the character should Each vox is unique, and each serenade already know that fact — the answer is sung by the character has a unique simple: “It might work, it might not, are signature to them; an underlying current you going to do it?” If you do feel the in every serenade heard. This anthem character should know that it has allows droves and other supernatural absolutely no chance and he should not beings to track down the source of a waste his time trying, at least tell him ripple, as the character’s anthem is that based on how you are running your broadcast loud and clear within the game/human faith/etc. that he knows it ripple’s range. will not work. It is possible to distinguish someone’s Remember, if it doesn’t hurt the story, is anthem when listening to serenades. It not a flimsy method to avoid having the is a complex action taking one full round appropriate ability, and has even a to perform, it must be done within one remote chance of working, let the round after the serenade is sung or the

183 anthem is no longer audible. The the character’s (and the story’s) overall character makes an unopposed PER roll development. There are no set rules on against a target number of 6 plus the how a character connects to a new motif. rank of the target’s skill in the serenade He might find an ancient immortal that sung. If the target has expended a mote shows him the way of lightning: making of immaculum to hide his mundane him watch it endlessly for months, connection to the serenade, then the having him struck by it repeatedly, and target number is 6 plus one and a half forcing him to sit through hours of times his rank in the serenade’s skill stories and legends about the (round up). If successful the character phenomenon. Maybe he’ll find himself can distinguish the anthem. If the caught in a mystical rainstorm for days character has heard this same attention on end; during that time he’ll have and motif used before by the singer, he epiphanies about the very nature of rain. can identify if it is the same individual Perhaps he’ll have intense flashbacks he heard earlier. The clarity chart from about an avatar who once wielded the the Player’s Guide can provide other power of sand, through them he details depending on success levels. discovers his own connection to its power. The Ripple Ripples spread outwards in all directions When you feel the character has learned from the character, carrying his anthem what he needs to make the permanent quite clearly to all in range. Ripples can bond between his spirit and the new be heard and tracked back with a simple aspect of reality, allow the player to PER roll — by any aware being — with spend the EP to purchase the motif for a target number of 6. Success levels are his character. The normal cost to learn a compared to the clarity chart to new motif is based on how many motifs determine how much can be gleaned the character already has. The cost can (direction to source, how far away, how be paid with MP if lethe fades were powerful a being the singer might be, involved in creating the bond. Now the motif and attention used, etc.). character can use the new motif in additional serenades he builds. To clarify the note on page 154 of the Player’s Guide: there is no distance When the character gains a new motif, chart. The singer’s SPT should be his existing serenades compared to the Area Number of Motifs Cost for do not change. But he of Effect chart in Already Possessed new motif may be able to Appendix A on page by Character (in EP) occasionally use the 238. new motif in place of One — Starting 8 the existing one with Gaining Motifs Character some of this serenades. Gaining a new motif in Two 12 the game is about more Substituting Motifs than just spending EP. Three 20 If a serenade’s existing A new motif is part of motif shares a close Four 32

184 relationship with another of the always use the motifs he has built the character’s motifs, he can temporarily serenade with. In terms of using use the other motif in place of the happenstance for avoiding faith or for existing one. It is treated as if the dominance bonuses, this must be taken character is singing with a unrelated on a case-by-case basis. The guideline is foci. In addition, he can only use the that all motifs must be present to gain original or an related foci with the the full bonus, otherwise the bonus is serenade. A character cannot both reduced by one point. If all the motifs exchange motifs and use an unrelated are in the same category (ice and water foci at the same time. for example), then the presence of either, or some mixture - i.e. nearly freezing A close relationship is defined as a small water for example - can still provide the change to a more narrow/broad category full bonus. of motif or any motifs that humanity tends to associate together as The destruction attention cannot be used complimentary to one another. This to build serenades where the motif is the cannot be done with opposites (such as focus. fire and water) even if humanity tends to associate them as complimentary. FOCI Thunder and lightning are considered A focus is the specific aspect of the complimentary as are wind and rain. target the attention is “focusing” on. Hail is a slightly narrower version of ice, This relates to the aspect being changed ice is a slightly narrower version of or targeted by the power. Some are easy water; but hail and water cannot be to identify: the illusion attention’s focus exchanged as it is too big a change is always what the illusion is supposed between them (but hail and rain could). to represent, the control attention’s focus

is what aspect of the target is being This encourages additional motifs to controlled, the mimicry attention’s focus form a solid theme for the character, is the aspect being mimicked. A few are making him into a god of the storms, more about how the attention manifests, spring, the Northern winds, etc. When such as the communication, destruction, the motif is the focus of a serenade — and obstruction attentions. Serenades destruction and many obstruction treat foci in a manner similar to other serenades — there are special rules skills. The foci represents the core noted under the next section on Foci. aspect the character knows how to work Multi-Motif Serenades with. The difference is in how other Another interesting use of multiple potential foci work with the serenade motifs is to make a single serenade using skill. multiple motifs. There is no additional cost when building the serenade using Those foci that are very closely “related” the rules presented in this book. When to the primary focus grant the character this is done the character cannot some measure of ability, and are treated substitute any other motifs, he must the same as using other skills without a

185 EXAMPLES — focus (the character rolls only one die Related and Unrelated Foci for the serenade skill). Serenades then If an illusion serenade has a focus of stretch the rules a bit further and work clowns, then related foci would be with unrelated foci as well. Unrelated closely related to clowns, typically foci are not directly related to the various parts of the circus and its primary focus of the serenade, but they performers. The clown represents the are in the same general category. Think character’s best focus within the magic, think mythology, do not think serenade’s ability and other circus hard science when you consider related items are things he can do fairly unrelated foci. The character must have well “on the fly”. a rank 3 or higher in the serenade skill to use unrelated foci. At this point he not But if the character can make a circus only rolls one die, but takes a –3 penalty with the smell of cotton candy, the to the roll. bright tends and the sounds of sideshow barkers, then a carnival or parade is only Broad foci allow for very few unrelated a bit further of a stretch. They too are foci. “Wilderness predators” provides a forms of entertainment with brightly large number of primary and related colored performers typically found in foci, but almost no unrelated foci. Broad similar environments. foci like such as trees, mammals and earth are discouraged in the game, the Looking at this from even a more same as they are for motifs. It leaves no scientific viewpoint a good example room to break down the foci, and often would be an illusion serenade with a has no room for other bonuses the focus of wolves. Related foci would be character might be able to get due to the coyotes, dingoes, jackals and dogs diffuse nature of the focus he has (other animals in the Canidae family). chosen. The guidelines from the However, stretch a bit further and look Player’s Guide on page 155 are still in at hunting cats; they are carnivorous place when designing new serenades. four-legged furry mammals that exist within the same general order Motif as Focus (Carnivora). Looking at a bison, it is All destruction serenades and many furry mammal but it is a bovine obstruction serenades use the character’s herbivore and far too much of a stretch. motif as the focus. They conjure up the Even in mythology and from human motif as raw power to deal (or block) association, felines and canines have raw unfettered damaging energies in the had a long (though not always friendly) most powerful form possible (the historical relationship. In terms of character’s direct connections to reality). motifs they would be considered The two exceptions are Shout and opposites, but in terms of foci for an Bastian, as explained earlier under the illusion it is not so much a stretch. section on Vogues. Characters cannot use unrelated foci with these serenades, a fire spear, a firestorm, or a fire dart; it only related and they must be another cannot become a heat blast, a blinding form of the focus: a fireball can become shaft of light or a laser beam. Leaving

186 EXAMPLES — the range of the motif in these cases New Motifs as unrelated foci leaves both the focus and motif, creating A character with an ice motif has a a new serenade, which cannot be done. destruction serenade that rains hail down upon his opponents (i.e. his motif serves Additional Foci as the focus for the serenade). This Additional foci cannot be purchased for means he can use various forms of ice serenades that use the motif as the focus, and water as related foci, but nothing unless the new foci is another form of else — for example he could not use fire the motif (i.e. related). In game terms or birds. But if he then takes fire as a the character can have multiple versions new motif, he can now count fire as of the same attack, gaining the benefit of related foci for that serenade, causing rolling two dice with each version. To small fireballs to rain down on his attempt to purchase another motif as a opponents. focus violates the rule on changing a serenade after it is built; you are not just Additionally the serenade looks exactly adding a focus, you are altering the the same every time, the look of how it motif. manifests cannot be changed. If an immaculum is expended to hide the Substituting Motifs as Foci connection between the singer and the If the character has another motif in his serenade, it can only be altered just arsenal (that he started the game with, enough to hide the mundane connection purchased, or was given by you), he can and nothing more. No other changes to treat it as an unrelated foci and use it the manifestation can be made. with the serenade, temporarily substituting the existing motif/foci. Doing so requires the expenditure of an NEW ATTENTIONS immaculum mote in addition to any New attentions are available to other immaculum expended for other characters; these are rarely used by the purposes. This creates an exception to himsati race, taking quite a long time to the rules on page 155 of the Player’s learn and often backfiring on the singer Guide to account for the new serenade of the serenade. They are far more building rules. Otherwise the ruling on complex than the attentions in the not being able to use unrelated foci with Player’s Guide. motifs as the focus still stands.

Multi-Motif Serenades Attention of Vivification If a multi-motif serenade is built where Vivification serenades are powerful the motif serves as the focus, it can warps of control, movement, sensation never be changed or altered in any way: and communication; they provide no related or unrelated foci of any kind, lifelike, animated qualities to inanimate no changing motifs, no use of objects for a period of time. Vivification happenstance to avoid faith. Dominance takes the place of animate and bonuses can be gained if all the motifs progenerate as mentioned on page 195 involved are mundanely present though. of the Player’s Guide.

187 Target: BODY or 6 (see below) the object is part of the living Duration: Scene (-E) environment (trees, boulders, etc.) in AoE: 0 — Selective which case the target number is 6. Resistance: Enhanced quality Focus: Special (see below) The character maintains some measure of control over the object by rolling his Effect: Each effect level allows one WIL against the target’s MIND, the quality to be added to the object (s Influence Chart determines how much MIND attribute, Locomotion, Manual control the character has. A critical Dexterity, Communication, and/or failure on any type of control role results Senses). MIND is always the first in the object turning against its creator. quality given — so the object can use The serenade creates a temporary the other qualities received. The total attunement between the character and MIND attribute gained is equal to the the object that others can exploit. effect level. If an object already has a MIND (such as a computer), the first The Qualities: effect level does nothing. Qualities come in two forms: basic and enhanced. To grant enhanced qualities Visibility: Vivification serenades creates a –1 penalty to the serenade skill clearly connect to the singer of the roll for each quality the character serenade as the source. attempts to provide an enhanced level to.

Focus: The focus of the serenade is the Locomotion: Objects have basic category of objects that can be animated movement capability, based on their as well as the purpose for animating normal form and function: chairs them. Similar purposes become related wobble on their legs, tree roots drag foci, loosely related purposes — as well them across the ground, model planes as similar categories of objects — roll along and sail up into the air, toy become unrelated foci. The broader the sailboats alter their sails to catch the category the higher the base cost; the wind and move on the water. Enhanced section on serenade building provides movement warps the form of the object, examples and base costs. allowing for articulated movement and appropriate movement abilities: chairs Target and Resistance: The target of the can now climb stairs and trees can jump serenade is the object’s BODY unless small gaps. If anything further is desired it requires a different movement-based Effect Number of Abilities Granted serenade be sung on the object. Level Manual Coordination: Objects perform 1 1 MIND basic interactions with other objects, 2 2 MIND plus one quality based on their normal form and function: trees swing their limbs like clubs, chairs 3 3 MIND plus two qualities push and shove other objects (those with 4 4 MIND plus three qualities chair arms can slide objects off low 5 & up 5 MIND plus all four qualities 188 tables and onto their seat), planes can tip and taste, but more importantly they over other items with their wings. allow full normal sensory input with Enhanced coordination warps the form details. Features akin to eyes, ears, of the object, allowing for more noses, and mouths can “appear” on the articulate and subtle manipulation of object. other objects: The chair arms develop stubby fingers, the model plane’s wings Communication: Objects have limited curl around and carry objects, smaller communication abilities at the basic tree branches grasp objects and push level: chairs tap out answers with their buttons. legs, trees shake their branches and leaves, radio stations quickly change Senses: All objects have touch channels to “speak” in broken sentences. automatically, even if no senses are Enhanced communication warps the granted. Objects gain minimal sight and objects form, allowing for more hearing at the basic level: they cannot enhanced communication: chairs might make out fine details of sound and sight grow raised letters, trees may rustle their nor communicate back what they see or leaves to create whispering winds, etc. hear. Enhanced senses provide smell When combined with enhanced senses or enhanced coordination there is no limit to the forms of communication capable. Only one form of enhanced communication is provide to the item, another –1 can be taken to the role for each additional enhanced form of communication — allowing the object multiple ways to express itself.

Attention of Aperture Aperture serenades are powerful warps that open portals to other nearby realms: the character can cross through, allow things on the other side to come through to the realm where he is, or attempt to force someone through to the other side.

Target: 6 + Familiarity Duration: By extra effect levels AoE: 0 — Selective Resistance: Wards, Unwilling SPT Focus: Realm connecting to. There are no related or unrelated foci for aperture serenades except for reversing the

189 Effect Aperture Attention direction of travel possible through the Level Destination Accuracy portal. When the serenade is designed it 1 Within the realm must be decided if it is used to travel (Narrator’s Discretion) from the current location to a destination, or if the portal is opened at 2 Within same large region the destination to allow others to come (province, state, small country) to the character. Reversing the portal’s 3 Within same small region initially designed direction of travel is a (within the same city) related focus. 4 Within same general vicinity Effect: The character creates a tear in (same neighborhood, blocks away) the metaphysical boundary between his 5 & up Exactly where intended current realm and the one he is entering. Where he appears within the target realm is based on the effect level he for a total target number of 8; knowing achieves. one well but being only vaguely familiar with the other is +4 for a total of 10, Visibility: These are highly visible, knowing both only vaguely is +6 for a especially if connected to certain realms total of 12. If the character has no real that “bleed over” (crossing between knowledge or familiarity with either he Earth and the Maelstrom, for example). cannot make the serenade work. The Characters must expend two motes of character has to have had at least some immaculum to hide the connection to the exposure to or gained some factual serenade instead of the usual one, and knowledge about the target realm before happenstance cannot be used to avoid he can learn a serenade to reach it. In faith or gain a dominance bonus. addition, any wards around the destination location add their value to Aperture is a dangerous serenade for the target number. those who do not understand the possible consequences of opening When the character rolls the serenade, he portals to other realms. Few elders must first state how accurate he is among the tribes are willing to teach attempting to be (based on the effect younger immortals even the most basic level chart for the aperture attention). of aperture serenades for fear of reckless The base time is one act (on the youth attempting to take their newfound Duration Chart this is level 3). Each skill and use it to access areas they have additional effect level beyond that little to no understanding of. needed to reach the desired accuracy level, reduces the duration level by one. All travel to other realms starts with a Three additional effect levels would base target number of 6. This is create an instant transition for the increased depending on how unfamiliar character, taking a single round to travel the character is with the realm and their between origin and destination. desired destination within. Knowing both very well is +2 to the base target Portals remain open for a maximum of

190 one turn or until someone crosses into it; portals to them, as explained below. at which point it closes. Penalties can be Additionally, some realms are only taken to increase the number of targets accessible from certain areas; most (page 156 Player’s Guide under Area of serenades built with this attention are Effect rules for Level 0 — Selective) very limited as to when they work and that can cross through the portal before it how. It is possible to cross from other closes. Whether the individual crosses nearby realms the character is in, to the over willingly or is pushed/thrown/ destination realm; this is considered an pulled holds no influence on how long unrelated focus. the portal remains open. Small inanimate objects can be passed through Ley Membrane the portal with relative ease. Any object While not technically a realm, it allows with a weight, length, width and/or travel from one location on Earth to height that approaches Size 0 or 1 on the another. Therefore familiarity is not Size Chart counts as one target. added to the base target number of 6, but Immaculum must be spent to increase the standard unfamiliarity penalty the AoE if larger targets need to go concerning the destination does (as the through the portal. character is riding ley lines and performing a small amount of navigation The length of time it takes to travel in the process). Characters do not need between realms is dependent on the any real prior exposure to the Ley extra success levels beyond those needed Membrane before learning the serenade to reach the target (this may mean giving as it is technically part of the Earth. up some desired accuracy to ensure a timely transition). At that point, the When traveling the Ley via serenade, the portal opens in the destination realm Membrane breaks apart into tendrils, depositing the traveler(s) and scooping up the character (or others if immediately closing. If the serenade is penalties are taken to increase the actually reversing the portal (opening it number of targets) and depositing him on the other side for someone to cross upon the nearest line. The serenade then through to the realm the character is navigates the various lines to the nearest currently in), then the portal initially point to the destination it can reach. opens on the other side at the desired There it again breaks apart as tendrils, location (adjusted for accuracy) and depositing the character as close to the remains open until all allowed targets desired target as the effect level merits. have crossed through or the maximum Additional effect levels also reduce the one turn. Then the portal closes, the duration of travel. Using aperture to length of time goes by based on extra make short hops along the Ley is success levels, and the portal opens in effective as a means of “teleporting”. the character’s own realm, depositing the traveler(s). Characters cannot be deposited inside a structure, liquid, solid object or ward. Each of the accessible realms connected Likewise someone cannot be pulled to to Earth has particular issues for opening the Ley from inside a structure, liquid,

191 solid object or ward. But wards are still factored into the target number; this helps determine how close to the warded structure or object the serenade places the character.

If not for the difficulty in learning the attention in general, the Ley serenade would be considered one of the Vogues of the himsati race’s serenade arsenal.

Other Realms Near Earth Gremlin Grid: The entire Gremlin Grid is effectively warded when attempting to cross over, adding +6 to the target number. This increase to the target number can be avoided by crossing directly from a location on Earth or other realm to its matching node in the Grid, if one exists. The Net Spiders of flow, leaving enough water to fill an the Arachne know “codes” to bypass the Olympic size swimming pool by the wards, accessing the Gremlin Grid from time the portal closes. The only purely anywhere. Others find internet cafes, safe form of entry or egress is to connect collections of net kiosks, electronics to one of the few “dry areas” within the stores, or anywhere else that enough mammoth waterways (where no water is technology and data is present to have a present), but that adds an additional +2 node in the Grid to match up with. to the target number.

Ys: Sanctuary Mantles: Only those who can withstand its great The droves had to use Zuzog trees to pressures dare travel to this realm physically cross the void between Sheol without the aid of a lighter or some form and Sanctuary, and pierce into its of protection. If the portal is set to allow mantles. All mantles are warded by the something to come through from Ys, a faith of the Maker, adding the +6 to violent torrent of water gushes out of the target numbers for entry via aperture portal for the entire turn, making it serenades. Any entry into a mantle in impossible for the portal to close early. this method is immediately detected by This torrential flow does d12 damage the Maker and often seen as an intrusion. once per round to anything caught in its

192 The only mantles that can be entered in destination, so much as a bonus to this method are those that exist to the navigation rolls made while traveling outside of the cluster of mantles (think along the Nadir, in attempts to find of Sanctuary as a collection of mini- pathways still good enough to continue realms — the mantles — in a cluster or the journey along. sac-like formation). Each mantle requires a separate serenade. Those few Maelstrom: who expend the time and effort to learn The violent forces of the Maelstrom are a serenade to enter a particular mantle so powerful, that opening a portal in any have most likely lived there a long time direction immediately results in a violent and use it as a quick means to “return rush of raw elemental material home”. immediately pouring out of the portal for 30 seconds, the portal cannot be closed Sheol: until the full one turn is over. Occupying the same dimensional space as Sanctuary, Sheol also adds +6 to The forces of the Maelstrom would target numbers for its effective ward. immediately tear apart everything within There is an inherent danger in an area the size of a small town if not for attempting to enter Sheol by creating a human faith and the Aria forcibly portal; it requires an effect level of three blocking most of the outpouring. or better to safely enter Sheol in this Anything caught directly in front of the method. Otherwise characters find portal is effectively caught in the themselves pulled into the Oblivion equivalent of a very small self-contained Void instead of to Sheol’s shores. Nuclear explosion; it immediately destroys anything it touches save for Nadir: shards and voxes. Even elementals are There are a few places where the Ley not safe due to the volatile mix of Membrane still connects to the rest of different elements contained in the the Nadir; by using a variant of a typical torrent pouring forth from the portal. Ley travel serenade, one can launch himself along the paths of the Nadir into Individuals do not learn about the the rest of the cosmos. The Nadir — as Maelstrom by first-hand experience, a realm — is just a cosmic highway, and they do it through research and a a hopelessly tangled, partially broken misguided ideal that they can control the one at that. Characters attempting to portal or create the opening into a stable reach the Dominions away from Earth area. The truth is that the Maelstrom is will need the protection of a lighter to so fluid there are rarely any stable areas, safely navigate the Nadir once they enter and they are all temporary. The vast it. Otherwise they may reach a dead-end majority of the time the first attempt to they cannot return from, or wind up in open a portal to the Maelstrom is the the Blue Air for those precious few character's last attempt as well... moments before their physical body is Opening a portal to the Maelstrom destroyed. The effect level achieved generates a massive uncontrolled attack doesn’t provide the character a that spreads out from the portal in all

193 directions based on how much human untold ages. Though physically faith is present in the nearby area to stop accessing the core labyrinth appears its spread. All too often the singer of the impossible — efforts to find it have serenade finds himself quickly proven fruitless to the himsati race — a consigned to the Blue Air, not realizing version of it appears to exist at all times how far the effects can reach. The and in all places in the universe. It was vicinity is left in ruins: noxious gases originally discovered by the former fill every crack and crevice, the water Tribe Shadowen when they and the becomes undrinkable, the ground bears Phoenix Tribe were one. The immortal no seed and is scorched deep below the Daedalus used the first known version of surface, and jagged rocks uproot and a Labyrinth serenade to trap the thrust into the air as if a small monstrous Asterion (the Minotaur) earthquake just occurred. It takes years, within it for several years, until Theseus sometimes decades before the area was able to combat it and rip out its vox. around the portal is even habitable again. It looks as if a massive explosion took It is seemingly different each time it is place, complete with chemical agents entered as the portal taps into the ancient lethal to living things. seed of power to create a small variant of the true Labyrinth. The better the The Blue Air: roll, the closer to the center those who Travel directly into the Blue Air results enter the portal find themselves. There in the same effect as opening portal into are those among the Phoenix who still the Maelstrom: the character is torn teach this as a means of temporarily apart by the energies inherent in the Blue trapping a foe by using a variant of Air. It takes longer since it happens Daedalus's ancient serenade. after the character passes through the portal; but ultimately the vox drops back Underworld: out of the Blue Air to where the portal Each combination of tier (of the seven) was located. Opening a portal to the and region (of the six) is considered a Blue Air is like creating a few-second separate serenade (making 42 distinctly shallows; indeed the Saturna members of different “realms” that can have a the Osiri Tribe use this along with serenade crafted for them), with the divination techniques to rescue ability to visit a tier above or below as gossamers near Earth. Unfortunately, it related foci, and visiting other regions as is also highly possible something unrelated foci. This is an exception to undesirable will come through the portal the rules on foci for the aperture from the other side. serenade, due to the unique mix of dimensional realms that form the realm. Labyrinth: Some regions and tiers of the The labyrinth itself is said to exist at the Underworld are almost as dangerous as metaphysical center of the universe, a attempting to portal into the Maelstrom, great seed-like object spinning out the Sheol or the Blue Air. When creating a strands of time, the birthplace of the serenade to travel to the Underworld, Eidolon and prison of the Sanguinary for players are wise to choose tier/region

194 combinations that are relatively safe to enter on a regular basis. The lowest tiers are at the outermost reaches of the aperture attention: directly reaching the 5th adds +2 to the target number, the 6th tier adds +4 and the 7th tier adds +6 Almost all the main features (Moor Lock, the Furnace, Undersky, etc.) are warded for another +6 to the target number to reach them. One particular note: the Foundry carries the maximum base target number of 20 (an unheard of +8 from the ward and +6 unfamiliarity since no one knows anything about the Abzulim installation save for a few of the outer areas).

Other Nearby Realms: There are other small pocket worlds mingling close to Earth, which you as the Narrator can detail, providing a place to travel to through this serenade. The vast majority won’t be larger in scope than a small moon, but the possibilities in the Immortal universe are endless. players to think carefully about the Dominions & Other Planets serenades they design. All designed The aperture serenade will not allow serenades are subject to your approval. travel from Earth directly to any of the There is no right or wrong way in the far flung dominions — a lighter and story for the character to learn a new travel into the Nadir is required. Nor serenade. He may stumble across it by will it allow travel to other planets in the accident, work at copying the effects of solar system or beyond as they are in the a mundane event and forging them into a same realm — again a lighter would be mystical version, or may simply be needed as the other nearby physical taught by another immortal. When planets have no connections left to the considering a player created serenade for Nadir, they are dead worlds. approval, remember to factor in . It is important to consider it on SERENADE BUILDING more levels than simply the point total: The following is a system to design consider the style of the game (both as custom-made serenades for characters. written, and with regard to your own Building a custom serenade takes a little personal style); consider the impacts of time, and you should encourage your human belief, the Aria, mythology and other relevant factors.

195 Step 1: Attention Obstruction (Base Cost 4) The first step in designing the serenade Block passage or restrain the target. is to choose an attention most appropriate to accomplishing the effect Probability (Base Cost 5) desired; again intent is everything. Once Manipulates odds in favor of — or the attention is chosen the base cost is against — the target. noted, but this is not the final cost for the player. Other steps may raise and lower Protection (Base Cost 4) the cost. For details on an individual Resists or repels damage and other serenade’s standard elements such as unwanted effects. target, duration, area of effect (AoE), Sensation (Base Cost 3) range, resistance, visibility, etc., please Grants new, or enhances existing see that serenade’s description in the sensory capabilities. Player or Narrator Guides as appropriate. Summon (Base Cost 5) Causes target to make its way to the Aperture (Base Cost 6) character. Creates portals to other realms/worlds/ dimensions. Time (Base Cost 5) Alter how the aspects of the target Communication (Base Cost 3) interact with time, speeding up or Creates forms of communication, slowing down. translation, directed thoughts, messages, etc. Transference (Base Cost 5) Steal or switch aspects of targets, rather Control (Base Cost 5) than copy them as Mimicry does. Force specific emotions, feelings, thoughts, or actions by the target. Transform (Base Cost 5) Alter aspects of the target into Destruction (Base Cost 5) something completely different (not Does damage to the target. The SPT copying/switching from another target) attribute cannot be directly targeted via for a brief period. Partial destruction serenades. Transformations not necessarily altering the target fully — the alteration lasts Illusion (Base Cost 3) Physical or Mental, against various much longer — have a starting base cost senses both organic or technological. of 4 instead of 5.

Mimicry (Base Cost 4) Vivification (Base Cost 5) Copy aspects of the target to oneself or Provides living, animated qualities to something else. non-living — or inanimate living — objects. Movement (Base Cost 4) Provides alternate or enhanced forms of Step 1a: Warps locomotion. If it is determined that the effect requires

196 the use of more than one of the Note: Aperture, Probability, Summon attentions listed above, start with the and Vivification are technically warps, attention having the highest base cost. but are so ingrained in the vox network The base cost is then increased by +0.75 that they are not treated as warps; for the for having a second attention. If purpose of the new serenade rules they additional attentions need to be used, the are treated as normal attentions, even base cost increases by another +0.25 for when used to create other warps. each additional attention. Do not round off numbers yet, further steps may make Effect additional changes to this value. The effect of a warp may easily match up with an existing chart, attention or Some warps use the attentions of sample serenade already created for the Control or Time as nothing more than an game. If not, the player must work activation or delay mechanism. When together with you to come up with these attentions are used only for the appropriate effect levels. Some purpose of activating the effect they serenades, regardless of what never count as the first attention, even if combination of attentions used, need to their cost is higher than the other use certain charts — you cannot alter the attentions in the warp. damage system so that one point of damage marks off a box of health for The base level of the secondary elements example. If the effect levels of an (AoE, Duration, Range, Target, existing chart need to be altered to fit the Resistance, and Visibility) are chosen needs of the warp serenade, it adds an from the attentions used to make the additional +0.50 to the base cost. warp. For example, if the warp is using two attentions — one with a base Step 2: Focus and Motif duration of 2 and the other with a base The player now chooses the focus and duration of 1 — those are the two motif for the serenade, defining how or choices for base duration. It is important what it affects as well as how it normally that these choices are made at this step, looks. These choices are important to be they serve as guidelines for any changes made at this point as they serve as required in step 3. guidelines for potentially needed changes in step 3. When choosing resistances, the player must have at least as many resistances as All attentions list the type of foci the lowest number available to the normally associated with them. If the attentions being used. If one of the character chooses to narrow the focus attentions has no resistances, the player further than normally required, subtract can choose to have no resistances. If –1.50 from the base cost — foci cannot one of the attentions has three be broadened. If the focus is tightened, resistances listed and the other has two all other aspects of the original broader resistances listed, the player must have focus become related foci. Control, at least two resistances, chosen from the Mimicry, Summoning, Transference, five listed between the two attentions. Transformation and Vivification are

197 common for tightening the focus with. enhancements that can be made. The player temporarily converts all the Examples: negative enhancements to positive ones • Control (generate fear only) and adds the value of all the • Mimicry/Transfer (copy/steal flight enhancements together. That total nature only) cannot exceed 2.50. Do not include • Summon (summon Doberman additions and reductions from steps 1 pinchers only) through 2 during this calculation. • Transform (turn into a Doberman pincher only) Each secondary element lists the • Vivification (animate oak trees only) addition or reduction to the base cost for changing it as follows: Next the player must pick from his available motifs and decide how the Target: serenade looks when normally played. If If the normal target is altered the base the character only has a connection to cost is increased by +0.50. If the one motif then the choice is easy. If the serenade is a warp (created from more character has multiple motifs he may than one of the listed attentions) the choose to use one, some or all of these increase is +0.75. motifs in the serenade’s manifestation — be aware of the restrictions involved Range: with this as discussed in the section on All attentions (save Probability) start at motifs and foci earlier in the chapter. Line of Sight. Reducing the range to Touch is a –0.50 reduction to the base Step 3: Enhancers cost; reducing the range even further to The player may now alter the secondary Self Only is another –0.50 reduction to elements to enhance the serenade in the base cost. Probability serenades can order to better match the effect he be reduced to Line of Sight for –0.50 desires. Each enhancement (positive or and then again to Touch for another – negative) alters the base cost. Once the 0.50; they can’t be reduced to Self Only. secondary elements have been altered in this way — and the serenade purchased Area of Effect (AoE): — they can only be temporarily altered Each increase in AoE from the as per the normal rules; EP may not be attention’s normal level is +0.50 to the spent later to change them again. If the base cost; each decrease is –0.50. player wants his character to play the serenade with and without a specific Any level of Area of Effect beyond 0 enhancement, he must create and pay the can also be made Selective, there is no cost for two different serenades or change to the base cost for doing so. expend immaculum motes to alter it The maximum number of targets is each time he desires to play it in the equal to the character’s SPT. To altered manner. increase the base number of targets beyond the character’s SPT adds to the There is a limit to the amount of base cost as follows:

198 SYSTEM NOTE — +0.25 = SPT x 2 Corrections on Destruction Attention +0.50 = SPT x SPT The last paragraph on page 162 +1.00 = SPT x SPT x SPT (i.e. SPT3) concerning the description of the Destruction Attention starting with Duration: “When a destruction serenade is Each increase in base duration level is increased,...” should read “When a +0.50 to the base cost; each decrease is – destruction serenade’s duration is 0.50. Making a serenade extended (-E), increased via immaculum,…”. triggered (-T), or Permanent (-P) increases the base cost by +0.5 per Custom built Destruction serenades may notation added. Removing any of those not have their duration increased during notations from an attention that normally step 3, only the (-E) and (-T) notations uses them decreases the cost by –0.50 added. per notation removed. When a destruction serenade’s duration To add a delay prior to the serenade’s has the (-E) notation added (by design or effect taking place, or to add a via expenditure of an immaculum mote), requirement for the serenade’s effect to not only does the serenade strength drop take place, the player must create a warp each round, the total effect level also using Control or Time, or he must use drops (unlike other serenades where the Mystech carnals. effect level remains at the original level). This means each round the Visibility: serenade does less damage (whereas, for Attentions with visible connections to example, a control serenade over the character can be permanently hidden emotions keeps the same level of for +0.50 to the cost. Attentions that emotional control until the strength normally hide the visible connection to drops too low to maintain it). the character can be permanently made visible for –0.50 to the cost. The rules However, if the serenade is originally on using immaculum and faith built with both the (-E) and the (-T) avoidance can still be used to notations added to it, the effect level temporarily hide it however. does not drop each round; only the serenade strength drops (with the trigger Resistances: able to end the serenade immediately). If any resistances are added to the serenade, the base cost is reduced –0.25 base cost however. (not per resistance added, but a one-time reduction regardless of the number Step 4: Final adjustments added). Exchanging one or more The player now reviews the serenade existing resistances for others also and presents it to you. At this point you creates a one-time +0.25 addition to the should suggest any last changes, double- cost (regardless of how many are check to see that the enhancers do not exchanged). For each resistance exceed a total of 2.50 points, and check removed, there is a +0.25 addition to the to see if the serenade will have any

199 Experience Point (EP) Cost table for Custom Serenades

Base Cost Rank 2 Rank 3 Rank 4 Rank 5

3 +4 +7 +11 +18 4 +6 +10 +16 +26 5 +8 +13 +21 +34 6 +10 +16 +26 +42 7 +12 +19 +31 +50 8 +14 +22 +36 +58 9 +16 +25 +41 +66 10 +18 +28 +46 +74

problems being used in relation to the specifics of how you will run the game. If you feel there are any other adjustments not covered here, just decide what they will be worth. An example might be a conditional trigger that immediately ends a serenade for a specific target, but may allow it to continue to function for other targets, another would be immunities that prevent the serenade from working against certain types of targets that it would otherwise work with. The typical value is +/- 0.25 per change.

Final Calculation: At this point all of the various additions and reductions to the base cost are applied and the final number rounded up to the nearest whole number. Standard serenades have a minimum final base cost of 3, warps have a minimum final base cost of 4. Any final base cost over 10 is immediately rejected; the serenade must be reworked to bring down the cost. Serenades with a final base cost over 8 should be carefully reviewed for game balance, it might be best to have the character use a meld of two separate

200 SYSTEM NOTE — serenades to achieve the effect when Tribal Affinities needed. If a character of a particular tribe has at least two serenades (not warps) using A new EP cost table shows costs for all one of the listed attentions below, he the base cost levels for custom serenades reduces the cost of future serenades (not (simply removing the base cost of 2 and warps) built using that same attention by adding in base costs of 9 and 10). –0.50 during the final calculation phase of step 4. This cost reduction is not Vogues applied to pre-built serenades from the If you create a new serenade to be used Player’s Guide. The rule regarding as a Vogue in your game, subtract one minimum base cost of 3 is still in effect. from the base cost after final calculation. The minimum final base cost is still 3. If the character changes tribes, his existing serenades keep the cost Step 5: Name & Record It reduction. But he only receives the The character decides on the name for reduction on new serenades built based the serenade, if he has not done so on his new tribe’s affinities. already, and records its information. Normal information recorded for For example, an Arachne character has serenades is as follows: two Probability-based serenades: any future Probability serenades built Serenade Name (Base Cost) receive -0.50 off the base cost during Warp: If the serenade uses multiple final calculation. If the character leaves attentions they should be listed here. the Arachne to join the Magdalen, his Focus: list here existing serenades stay the same. But he Range: list here now gets reductions based on the AoE: list here attentions of Mimicry and Sensation. Duration: list here, including notations) Resistances: list here Affinity Listing Visibility: list here • Arachne: Probability and Time Effect: Describe the general effect, • Eremite: Control and Probability charts to use, any special conditions, etc. • Hemari: Control and Illusion • Magdalen: Mimicry and Sensation Serenade Samples • Morrigan: Destruction and Appendix E provides walk-through Summoning samples of building serenades and • Osiri: Protection and Transference examples of several serenades already • Peri: Obstruction and Protection built using the new attentions of • Phoenix: Communication, Illusion Aperture and Vivification. and Sensation • Protean: Transference and Transformation • Sharakai: Illusion and Mimicry • Terat: Transformation and Control • Tuatha: Time and Transformation

201 CHAPTER 7 NARRATOR ASSISTANCE In a role playing game, the players are created. You must, in turn, either be charged with making decisions for their willing to study everything in advance or characters. They speak for the know where to get the answers. The characters, describe how they will battle rulebooks have most of the answers or haggle or love, and how they react to regarding rules arbitration, but you’ll the world around them. A hard job, to have to go outside this book for the be sure, especially given how absolutely substance on which this game is based. vital characterization is to a good story. Immortal—Invisible War is a game about the personalities of the world’s You do everything else, narrating not mythology; every good Narrator should one, but dozens of characters at your know something about the subject. disposal. These Narrator characters will be the cadre’s allies and enemies, people THE MASKS OF GOD on the street and fervent worshipers, One might say the Narrator’s function in Tribal masterminds, mad Progeny, a role playing game is that of the game’s cunning Outlanders, even the ineffable “god.” He creates the world, sets events Transcendents. While players work to in motion, and acts as the player develop deep and complex characters’ sensory input. If the characterization for their solitary roles, Narrator is a game’s “god,” then the cast you quickly move between many roles. of characters at his disposal are the It isn’t an easy job, but there are some masks of god. tricks that will help make it manageable.

Narrator characters serve many Besides acting out supporting roles in functions on your behalf. Here are some the game, you’ll create the game’s story ideas to keep in mind when deciding arc. The arc is what propels the game’s what your Narrator character can do for story forward. External events, the you. Also keep in mind that the most villains’ master plans, broad political intricate and interesting Narrator shifts, a neighborhood crime, a love characters will fulfill more than one affair that must end badly — these are function. all examples of the ways you’ll move the arc forward. There are many ways for Obstacles you to organize a storyline and the The role most often served by Narrator individual sessions therein, and we’ve characters is that of obstacle. An put some of the best ideas together for obstacle delays the player character’s you in this section. plans or forces them to rethink their

plans. Examples of obstacles might Finally, you are responsible for being the include mortal thralls or predators sent last word on any question that may come by the Progeny to interfere with a cadre, up about the game and the settings you

202 Believer cults who ambush characters investigating ancient ruins, or spirits protecting their haunts. Obstacles can also perform less violent but equally vexing actions. An unhelpful tribunal from one of the tribes would be an obstacle. Mortals who have lost faith in their immortal devotee and are being seduced by others would be an obstacle.

The point of an obstacle is that they cause passive, sometimes not particularly inventive, delays. An obstacle shouldn’t be mortally dangerous or impossible to overcome. At best, an obstacle lets the Immortals show off their abilities and further define their roles. At worst, an obstacle will force the players to think on their feet as their clever plans fall apart.

If you want Narrator characters that won’t abandon his motivation if he present a real danger to the player doesn’t have to. characters, what you want are villains. The best villains don’t acknowledge Villains serving “evil” or some dark purpose. To Villains are obstacles with motivation, them, their motivation is not dark at all. means, and ingenuity. The thing that Keep this in mind: the best villains makes villains stand out from hordes of believe they are the heroes; anyone who obstacles is their motivation. They have gets in their way is, in turn, a villain. chosen to be an enemy to the player Villains might be aware that their characters, or they have chosen a methods are abhorrent, but to some even purpose that directly opposes that of the the worst acts can be justified if they player characters. In any case, a villain serve a greater purpose.

203 Ambition, particularly full-fledged villains are often mutated mortal megalomania, is a common villain creatures or predators created by the motivation. It’s common because it Abzulim or the droves and their works. But what would lead a villain to servants. believe they are destined to rule? Answer that and you’re a long way As gods represent the way things are and toward fleshing out an interesting heroes represent the way we wish things villain. Other good villain motivations could be, mythic villains represent the include vengeance (for anything from ills of the world. Keep this symbolism dishonor to robbery to violence), in mind as you develop memorable maintaining or changing the status quo, villains. fulfillment of a duty, survival, rivalry or jealousy, love or greed, and the old Librarians standby — madness. Librarians are the Narrator characters charged with delivering information to Villains who will present a real threat to the players via interactions with their the cadre must also have the means to characters. Sometimes referred to in carry out their motivation. This can be fiction as the “voice of God”, librarians personal power in the form of resources, may be villains, allies, or even influence, supernatural power, or a anonymous bystanders. Using Narrator network of allies. This is another characters this way is a clever and less opportunity to define the villain: Is he a obvious way to educate the players on loner or a leader? current events, to deliver clues, and to provide insights into the storyline the Truly great villains of myth and fiction players may not be attuned to. The are often ingenious, not mere beasts or librarian in many plays throughout the buffoons. Loki, the Norse trickster god, world is often a fool or clown, a schemed to kill his brother Baldur by character nobody takes seriously but manipulating those around him. The who views the world with more clarity Japanese storm god, Susano, battled his than the self-absorbed heroes. sister Amaterasu in a clever tête-à-tête of creation and destruction as they vied for Allies control of the world. As indicated by Whether they are members of the vast these tales, other Immortals make tribes, or rogue immortals on the fringe excellent ingenious villains. The of the Perpetual Society, immortals often Progeny also qualify for this kind of have allies. These allies can be servants, villainy. friends, family, mentors, or any other Narrator characters that actively help There are, of course, also more and support the player characters. monstrous villains in myth and legend: Besides substantial or physical Grendel in the story of Beowulf, the assistance, allies can also help the player hydra destroyed by Hercules, or the characters by providing moral support. dragon Vritra slain by Indra, warrior In this regard they are librarians in a god-king of the Hindi. Monstrous sense, letting the players know your

204 moral or emotional judgment of them Quirks through the allies’ support (or lack A quirk is a visual or audible cue that thereof). indicates which role you are playing. Simple costume bits like hats and Moral support might come in the form of sunglasses are an easy way to indicate friendship, sponsorship by an elder or who is talking, and it’s a good more powerful being, or loyalty from alternative if you aren’t yet comfortable those who may have once opposed the with your acting ability. Other quirks characters. Villains may be transformed include notable turns of phrase, accents into allies in this way. A Narrator (funny or accurate, if you can pull it off), character who becomes a companion or a change in demeanor, facial lover of a player character would be expressions, hand gestures, an overstated considered an ally for this reason as posture, or other physical elements your well. Mentors, a particular kind of ally, player’s come to identify the character also often play the role of librarian, with. feeding the players information by way of missions, lessons, or tales of the Abuse mentor’s past. Don’t overuse any single mask. Not even the most brilliant and fascinating Creating Memorable Masks villain you’ve spent weeks developing As the story progresses, more and more needs to be on stage full-time. Circulate Narrator characters will join the ranks of between many Narrator characters so the supporting cast. How do you they all stay fresh. differentiate between them? More importantly, how do you let the players Prioritize. know who they’re talking to? Minor characters — obstacles and bystander librarians — don’t need a lot Here are some tips for creating of characterization. The Narrator should memorable Narrator characters: give them a simple defining quality, such as an item of clothing or a physical Function artifact, but save the really deep Know the character’s function; we characterization for long-running talked about the various functions of Narrator characters such as allies and Narrator characters in the previous villains. section. Keeping this function in mind allows you to think more clearly about CONSTRUCTING THE the character’s role and motivation. You don’t have to make it obvious to the MYTH players — in fact, you really shouldn’t Your most important job is laying the — but always turn an eye toward what groundwork for the adventure in which the Narrator character is doing in a scene the players are about to participate. Just in the first place. as a novelist plans the broad themes and directions of the story before writing the first word, you also set up the game’s

205 plots, themes, and setting before the first game begins.

Here are some guidelines for building a game that will be exciting and compelling, will lead to solid, rewarding character development, and be a good value for your entertainment time budget.

Plotting Plotting starts with identifying the fundamental conflict or conflicts at the heart of the story you want to tell. Is your story about an intrepid pantheon of young Immortals trying to fight against the staid conservatism of the elder Perpetual Society? Are there foul Abzulim predators or Progeny lurking in the city?

Conflict is the essence of drama. Immortal is designed with character-based drama in mind. Players want their characters to grow — dramatically. There are many, many lines of conflict built into the overall immortal storyline, each waiting to be introduced into your game’s needs. Here’s a breakdown to get you started: Immortal versus Cadre/Tribe Tribes, and even other cadres, are Reborn versus the Unknown powerful enemies against a single A game of discovery, in which the Immortal. Or turn it around: the player characters are completely unaware of the character cadre is vexed by a powerful true nature of reality around them and and dangerous individual immortal. only slowly come to understand their Immortal nature. Immortal versus Self Character is faced with unresolved Immortal versus Immortal issues from past lives. Maybe a Character faces another Immortal, either previous incarnation was a bad person a tribe member, Solitaire, or an agent of who has to atone for his crimes, but the an outside force. current incarnation feels less than

206 responsible. Perhaps an old talisman of darkness, this does not mean that there an avatar is still in existence, and the are no problems between them. Perhaps avatar has passed on this link to the new a particular faction with one tribe seeks incarnation, and neither realizes it yet, a vengeance against a faction within link that others can use to attack them in another tribe for some ages-old action their shared body. long-forgotten by the himsati race as a whole. Normally, only links to sharded objects, sanctuaries and arks are held by the Immortal/Cadre versus Mortals avatar and passed to the current There are many mortal organizations incarnation, other minor attunements are with an interest in the himsati race. normally lost upon entering lethe. But Major world governments regularly in the world of Immortal anything is investigate mysterious goings-on, possible. especially if they’re a threat to the status quo. The Progeny may manipulate their Cadre versus Cadre mortal thralls to work against the A group of Immortals versus another characters. Religarum wielding secret group of Immortals. Possibly all the societies constantly work to join or cadres are comprised of groups of player destroy Immortals; many spend their characters, making it a particularly good every waking hour obsessing over the vehicle for live-action role play. secrets of a world kept from their view.

Cadre versus itself Immortal/Cadre versus D’Arcade Internal strife in the cadre. An An association with the Dark Arcade can unfortunately classic theme in many be a valuable asset — or it can lead to a mythologies. Also good for live action. lot of trouble. They are the worst kinds of criminals, after all, existing only to Cadre versus Tribe promote their own pleasure. Their A smaller group of Immortals finds itself members are also Immortals, making opposed by a larger ideological group. them difficult — if not impossible — to The could be in the ideology defeat through simple conflict. itself — a particular cadre may disagree with, say, the Tribe of Sharakai and its Immortal/Cadre versus the Droves methods — or it could be more political. The Progeny and their agents vie for Perhaps a member of the cadre has control over world events and work to withdrawn from a tribe that seeks to turn all mortal civilization against their recover its lost member. old gods. Progeny agents actively persecute immortals and their cadres Tribe versus Tribe when they find them — can the Ideological warfare can occur, as ancient characters dream of thriving in a new feuds flare up or current allies find world when they’re busy just surviving? themselves competing for the same The characters may find themselves prize. Though as a whole the tribes making deals with rogue immortals, work together against the forces of Dark Arcade crime bosses, shady mortal

207 organizations, even Abzulim agents, to the world. help save themselves. Power Immortal/Cadre/Tribe versus Characters try to improve their lot in the Abzulim: Perpetual Society and the world. While the Abzulim are the great villains Everyone has his own agenda, and of the Immortal universe, they are player characters can have conflicting behind the scenes villains, waging war goals. Cadre-level power building against the Transcendents; the immortals through expanding quiet cultures and rarely glimpse this world, in the same influencing world events can be a central way that mortals rarely glimpse the concern. world of the himsati race. The droves and their Progeny leaders are the great Heroism villains of the himsati race. But still, Defeating the wicked, saving the weak, there are time when characters may etc. Even the anti-hero will commit stumble across some remnant of heroic acts. For that matter even the Abzulim Biotechnology, a predator or most self-serving can be a hero if it agent not part of the droves or controlled means ensuring his survival and place on by Progeny. top when all is said and done.

Themes Survival Once you’ve decided what your primary Crank up the aggressiveness of the conflicts will be, you should decide on various enemies of the Perpetual Society an overriding theme for the story. This is and put the characters on the run. Only what gives the story its own identity, and their sanctuaries are safe, and even they holds the sessions together in a cohesive are not completely intrusion-proof. whole. Some basic ideas to help you get started are: Quest The Immortal or cadre finds itself Secrets revealed searching for a specific person, place, or Archaeology, self-discovery, exploration thing, perhaps in an effort to bring about of the world and worlds beyond (or derail) a prophesy. (mantles, ruins, etc.), a treasure hunt. War Dragon Slaying The cadre goes on the offensive against Perhaps not literally dragons — the some enemy. See the lines of conflict Abzulim are nigh impossible to slay, presented in Plotting, above. even with all the tribes working together. But all manner of foul beasts can be ORGANIZING YOUR found in the world, if one knows where to look. Most foul beasts can be traced GAME SESSIONS either to the Abzulim’s dragonspawn or A tabletop session can have dozens of to surviving species from the Age of Narrator characters, many settings, and Myth — or even before — set loose in narrated effects and special effects that

208 SYSTEM NOTE — are impossible to physically create and Drop-Ins present in the game. Characters can easily go off on tangents during a gaming session, wandering off Open-ended Planning from the main plot or story path. A This is a general guideline: Don’t plan simple way to bring players back into your scenes, acts, or story arcs so tightly the game — and still let them enjoy the that the player characters’ actions either path they are currently on — is to use become irrelevant or threaten to derail “drop-in” scenes. your story. As you plan out the story, give it room to breathe. Be prepared for A drop-in scene is not tied to the your players to lay waste to whatever continuity of the overall plot, but is you had planned for them. designed to take place when most convenient. They do not have Most importantly, always keep your beginnings like regular scenes, but are theme and plot firmly in mind. Even if designed to be inserted into an ongoing the players decide their characters scene to dramatically change the action. should zip off in some completely Ambushes, the sudden appearance of an unexpected direction, you can always unknown element, the arrival of an nudge them back down the story path by unexpected ally or villain; these can all reintroducing thematic elements or be made into drop-in scenes. bringing the conflict to the characters (if the characters won’t face the conflict). As the story progresses, the actions taken by Narrator characters can change Planning should be done with the to reflect the actions taken by the player characters’ predilections in mind. characters, therefore these sudden Predilections serve as a basis for how changes can make excellent characters will generally react to a given opportunities to craft a drop-in scene as situation. Though they don't cover all you go. It helps you to look at changes eventualities - at times a player's view of to your storyline made by the player how the character would react may characters as opportunities instead of differ radically from your own - they obstacles. still assist you in predicting the course of a given scene. This allows you be do the characters enter the scene? How prepared, but still flexible. might it end?

Scenes In movies, both elaborate fight scenes The basic unit of dramatic measure in a and clever dialogue scenes are called set tabletop role playing game is the scene. pieces. Think about your scenes this Within a scene there may or may not be way as well. Is the cadre just meeting several turns comprised of individual with Tribal elders, or is there a complex actions. As you plan your session, think negotiation at stake? Is the Immortal about it in terms of scenes. A scene is just going to smite a drove predator, or like a little story of its own. There’s an will the battle take place atop a high-rise opening, a beginning, and an end. How with thralls approaching in armed

209 helicopters to capture the Immortal long conversation comes to a close. while he’s weak? Between Scenes There are three basic types of scenes: Not everything in the game has to Fight scenes, dialogue scenes, and happen inside a scene. In fact, the time information scenes. Each scene between scenes is best for handling the achieves a different story goal, and you boring events of an Immortal’s life. must prepare for each differently. Don’t bother playing through every purchase at the grocery store, or even Fight Scene every appearance the characters make in The most important part of a fight scene front of their quiet cultures. Use the is its physical description. Every setting time between scenes to do whatever detail you provide adds color as well as chores need to be done before the next strategic choices for the characters and scene is started, or the session comes to their opponents. a close.

Dialogue Scene Sometimes the time in between scenes is The most important part of a dialogue used for simple exposition, or to skip an scene is the characters. Who will be uneventful trip from one location to present? What Narrator characters will another. participate? Most importantly, what are the possible outcomes and the Scene-Based Durations implications for the larger story? Many effects in the game have a duration of “scene”, or extend through Exposition Scene multiple scenes. When powers are Which leaves us with information played at the end of a scene and there is scenes. Obviously the most important little in-game time being represented part of this scene is the information between scenes. It is a good idea to imparted. The Narrator should also allow the power to continue on through think about how the characters will the following scene. If a lengthy period receive this information and the story of time is happening between scenes, it implications of the delivery. Exposition is usually good to count that time as its scenes are often created via lethe fades own scene, even if it is not played where one or more characters are central through as one. to the flashback being presented. Their own choices and actions in the flashback Acts and Episodes provide more depth to their background An act is a collection of related scenes. and the game setting. Acts are often seen in plays and even in movies and television. Acts define the When does a scene come to an end? three central points of a particular story Whenever you want it to. In most cases arc. The first set of scenes set up the it will be obvious when a scene has plot and the characters’ involvement. come to a close: your goals are The second set of scenes moves through achieved, the big fight has a winner, the the main portion of the plot as the

210 characters make their major interactions with other characters to establish their own role in the plot and slowly begin to affect the outcome; this is the development act. In the third act, the climax of the story, resolution and aftermath typically occur; this is the finale.

Episodes are complete role playing sessions, from the moment the players sit down until everyone decides to end the session. Episodes do not have to contain three acts, just as often an episode might have only two acts, allowing for a “cliff- hanger” to be resolved in a one-act finale episode the following session.

If you are playing for only a couple of hours, your entire episode may only consist of one scene of an act, it might be best to wait act, made up of a few scenes. Assume until the next episode to begin that act. that your fight scenes take the longest, followed by dialogue scenes, then finally Another good tip for planning acts is to exposition scenes. If you can set aside pick a focus character. By circulating an entire afternoon or evening you can this spotlight among all the players over easily get through two acts, possibly various acts, they each get a chance to completing a third. It’s usually a good shine in the course of the larger story. A idea to know the rough breakdown of great method to use when crafting a your scenes and which acts they fall story involving a particular character’s into. Cliff-hangers are great, but if every background is to give a portion of the episode ends with too much left spotlight to one of the other characters. unresolved because the act wasn’t In this way the two characters have a finished, then the real cliff-hangers lose story that interconnects and adds to both their ability to awe your players. If you of their backgrounds and influences know you’ll only get through the first future development for both.

211 Between Acts is revealed to the players, and events Just as events can happen between take on a life of their own. You may scenes, players may also want their want to make some of the middle characters to be busy between acts and episodes into cliffhangers, to maintain episodes. Unless the episode ends with interest and enthusiasm about the game a cliffhanger, the characters should be between episodes. Pay attention to able to do business between acts and reinforcing your theme throughout these episodes. This is also a good way to middle sessions, to give the arc a gloss over travel time or fast forward purpose and senses of forward motion. through time, by days or weeks, to the next set of interesting scenes. Not every The final episodes wrap up various plots moment of every character’s life needs and “loose threads”, leading to a final to be played out. episode which resolves the overall story arc. These may involve the climactic THE STORY ARC battle with the master villain behind the other villains faced in previous episodes; The story arc is the big picture: The or the revelation of the big secret, and story of two feuding cadres, or the story the resulting fallout. of an Abzulim agent’s invasion of a

major city, or the story of a newly When planning out a story arc, you are awakened immortal’s introduction to the going to tell multiple stories to get there. himsati race. The story arc is built of Consider the finale early on if you can, many episodes as described in the so that all your stories work towards it. previous section. Each episode should This helps ensure the forward movement help build the story’s theme and keep it of the story so you don’t get bogged moving forward. Even if an act or down — after the introduction — with episode seems unrelated to the story, you too many story choices to make. should always keep the big picture in mind. The End of the Story Arc Eventually, your story arc will come to How many acts or episodes make a story an end. Let it finish and give the players arc? As many as you would like. If you a sense of closure. Don’t plan and plot want the players to see and sense the arc out the outcome of this finale though, developing, keep it short: five to eight the characters should provide input sessions. The beginning sessions setup based on the actions they take leading up the situation and communicate the theme to — and during — that finale. (not necessarily the plot) to the players. The stories told in these episodes are Just because your story arc ended used to introduce recurring Narrator doesn’t mean the game has to end. Not characters and establish the power at all — just look at the hundreds of arcs structures at work in the world. that have come and gone in soap operas over the past 30 years. You can plan The middle episodes are the meat of the sessions without regard to a larger story, story. These episodes are where the plot and play them out for a few weeks.

212 When you’re ready, you’ll introduce time. In a role playing game, the best another arc — it may even introduce way to do this is to make sure everyone itself. is fulfilling the empowerment fantasy they hoped for when they signed up for GOOD NARRATING the game.

In a noncompetitive environment like a Pay close attention to what the role playing game, it might seem strange characters are good at, and always give to declare play styles “good” and “bad.” players a chance to show off their There are, of course, no bad ways to characters’ strengths. Build play a role playing game as long as opportunities into the storyline for everyone is having fun. However, there everyone to take charge and be heroic. are some narration techniques that make Not every character can be the star every for a more enjoyable experience for act, but everyone should get a chance to everyone. shine at least once in the storyline.

Narrating is a hard job, but no harder A common mistake is making your than playing a detailed character. It’s planned storyline the most important hard in different ways, because you have aspect of the game. All the great stories to serve so many functions: entertainer, of fiction are about characters, not plots; organizer, fair adjudicator, and teacher. the fictional experience of a role playing But don’t forget the players have a hard game is no different. Without characters job too. They may not be juggling that the players — or you, the Narrator setting details and extra characters, but — care about, the plot doesn’t matter. they’re constantly thinking about their Give the players a reason to care about character’s plans, motivations, abilities, their characters by making them the stars and future scenes. Players and Narrators of the story, and they will care more are neither more nor less important than about the plot. one another. Fairness Here are five ideas on how to become a The rules exist to create a balanced better Narrator for this and all other role playing field for everyone, players and playing games. Narrator alike. However, the rules can’t Empowerment possibly describe every situation that will come up in your game. Think of The simplest way to describe the appeal them as a framework: once you of role playing games is that they are understand how to adjudicate opposed empowerment fantasies. Players spend and unopposed conflicts and how to hours in a game defining their characters apply penalties, you can make up your and directing their actions in ways they own rules for special cases. can never do in real life. Role playing is

empowering, at least during the session. In many cases, a player will want to do Your first and [most important] job is to something that is conceivable according make sure everyone is having a good to his character’s description but is not

213 explicitly allowed by the rules. In these aware that you will create a mood even cases, you should rule on the side of fun if you don’t do it on purpose. and excitement. If something makes the Controlling the story’s mood will create story better or the game more fun, by all a greater sense of drama. means allow it. At the same time, if you come up with something interesting for Setting an opponent to do, don’t hesitate to let As you plan for your upcoming act or an them, as well. entirely new story arc, where exactly will the bulk of the scenes take place? Is The trick to all this rules breaking is to this an urban story, set in high-rises and maintain fairness. In other words, don’t industrial parks? Or is it a road show, give the players or the villains what they with the characters traveling through want all the time. Keep it balanced, and many settings en route to a final keep them guessing. destination (and dramatic climax)? Knowing your setting in advance will Immersion People begin playing a role playing game with some expectation of what it’s about. The accuracy with which the you model the game’s subject — its verisimilitude — in turn creates a greater sense of immersion in a real, vibrant world. Several factors add up to a strongly immersive role playing experience:

Mood Consider the mood you’re trying to convey. This mood may last only until the end of a scene, or throughout a session, or an entire story arc. Is this a dark tale of betrayal or a humorous look at inter- cadre rivalries? A technical, perhaps even military, approach to global domination or a sappy love story?

Whatever your intention, be

214 allow you to develop only the setting engage them beyond simple fights or details you need. There is nothing more negotiations. frustrating than planning out an interesting setting only to find the player Trust characters heading in the opposite A good role playing experience starts direction. with an unspoken contract of trust between you and the players. You trust Theme the players to act out their characters as Consider also the theme of the story you they’ve described them, and in turn the want to tell. Classical mythology, players trust you to give them the regardless of its nation of origin, is experience they want. As soon as either always thematic: rebellion, for example, side breaks that trust, the game in the story of Zeus’s destruction of his inevitably suffers. father and the imprisonment of the Titans; or devotion to duty in the story After players create their characters, of Yu the Great channeling flood waters they should remain faithful to the off the land and into the sea in the name character’s description. This allows you of Emperor Shun. While it is to plan scenes and acts around those impractical to retell the origin of every characters’ strengths, weaknesses, and aspect of the world in game terms, interests. If you aren’t clear on some having a theme in mind will help your aspect of a player’s character, don’t story feel more legendary, even mythic. hesitate to ask. Push the players for more details: past life experiences, Knowledge modern relationships, political feelings, To accurately create a verisimilitude of whatever. mythology, you have to know something about mythology. The more you know, Another part of trust is consistency; if the better a Narrator you can be. Do you make a decision you should make it some reading in classical mythology and apply every time the same type of it will pay off in the game. Even the circumstance arises. If you change the smallest libraries usually have books on same ruling over and over; your players world mythology. will no longer consider you fair, and that affects their trust in you. Challenge Challenges can come in many shapes: a Likewise, the players must be able to puzzle or riddle that must be solved, a trust that you will carry out your part of murder mystery, a conspiracy, a the bargain: to be fair when adjudicating painfully hard choice. Challenge and to give them the experience they’re engages another part of the players’ hoping for (even if it isn’t exactly as creative process, different but not they expected). necessarily separate from the role playing part. Part of the role playing game experience is the game; give your USING THE TOOLS players enough game challenges to Between the Player and Narrator guides

215 we have provided a number of useful The Answer Is... tools to assist in adjudicating and When the character asks you if they can running your episodes. So we’d like to do something, or exactly how far away provide some tips and advice on how to the target is; there is no rule that you use a few of them in particular. have to tell them yes, no or the exact distance. Sometimes, figuring it out for Time and Distance oneself and then putting in the extra Time in the game, beyond combat time, effort to succeed is half the fun. is not measured in minutes or hours, instead it is measured in scenes, acts and Instead, ask them “I’m not sure, are you episodes. This is done purposely to give going to attempt it? Is there anything you flexibility. It also helps to better you want to do to help ensure your simulate how mystical powers work. success?” Give them a rough range Mystical powers don’t work for 10 instead of an exact distance. Let them minutes and 23 seconds. They work for decide how much risk and preparation a rough period of time based on how they want to take to succeed. Obviously much energy and how well the character if the character should be completely performed; in this way there is no aware that he is unable to succeed or that guarantee on how long a particular effect there should be no difficulties, by all will last. This is on purpose to add a means let them know. Some of the most more dynamic element of the unknown fun comes when there is a level of to the game. uncertainty; the suspense that comes with knowing you have to roll the die Distances, beyond short distances, are and aren’t sure exactly what you need to measured more in terms of large areas succeed. such as regions. Sometimes the local vicinity is going to be a single room, Conflict Notes sometimes it is more fitting to be the We’ve talked a bit about conflict earlier, size of small house. Basing areas on a let’s look again at the three main types character attribute - or on general areas of conflict: Physical, Social and such as regions - makes the game more Supernatural. dynamic, and allows you the freedom to arbitrate based on the needs of the story. Physical Aside from possible ability tests — like Learning how to gauge time and athletics — that can happen in any distance to best serve the needs of your scene, most physical conflict occurs as story - rather than relying on fixed, part of a fight scene. Often a split- immutable distances - will lend a more second decision by you or one of the dynamic air to your games, allowing players initiates a fight scene. greater immersion and challenge. Don’t always rule in favor of the characters, Remember to prioritize. Having a good don’t always rule against them; overview of your fight scene’s setting sometimes it is better to let them wonder first is more important than providing and decide if they want to take the risk. initial details at a level quickly forgotten

216 by your players — or worse — that also given you new Predilection rules as accidentally traps you into a course of well. Just remember the most important action when you’d rather have the room rule of predilections: no two people will to do things differently. Of course, if the view them the same way, so whatever fight scene is intended that way — to promotes the most enjoyment for you give the villain an upper hand — then by and your players is always the best route all means provide as much detail as is to take. needed right up front. Additionally, for those characters A quick trick is to setup an imaginary comfortable with playing out their social camera in your mind that gives an skills, being able to use them as overhead angled view of the setting of knowledge skills and allowing pure role the fight. At the end of each round, playing to determine the outcome is quickly pan through the setting and look quite satisfying to those who really over what happened for a few seconds. enjoy the acting part of a role playing Adjust where items are, what’s been game. It is quite easy to add in various broken, who can see what, what forces bonuses, penalties and other external — external or hidden — are about to be forces upon your Narrator characters, revealed. In doing so you can quickly without having to rely on the dice. It is answer most questions that come up and also a good idea to have players take a then add extra details over the course of few moments before a game session (or the next round as needed. at least before a dialogue scene) to review their predilections and the Social various strengths and weaknesses that Social conflict most often occurs as part they need to be cognizant of and of a dialogue scene, though playing remember to role play through. through a character’s attempt to seduce his opponent during a fight scene is Supernatural highly entertaining for all as well. This type of conflict — especially in Social conflicts provide the greatest dealing with serenades — occurs during chance for character development. For all types of scenes. It also tends to be those characters who are not designed the most dynamic force at shifting the for a lot of combat, this is where a focus of a scene, or even transforming character focus on them can give them one type of scene into another. the greatly needed spotlight. Game sessions that are nothing but endless The best way to prepare is to know the series of dice rolling quickly become serenades your player characters have, boring for those interested in more than and when they tend to use them. Of a Monty Haul type of game. course, knowing the second part only comes with paying close attention to As mentioned earlier, Predilections what they use during gaming sessions. should be taken into account when planning your game sessions, especially Supernatural conflict is one of the when social conflict may occur. We’ve primary reasons we suggest open-ended

217 planning and creating one or two drop-in your players. Don’t make up things like scenes to use in an act. One of the best this in the middle of a fight scene. ways to deal with supernatural conflict is Sometimes its just as nice to provide a to carefully watch over character secret bonus because the characters are balance. Is the character extremely trying hard, they should be winning, but weak and pushing his supernatural the dice are just not kind that day. abilities to levels that just don’t make sense for the type of character, or his Non-Level Based Rolls power level? Is he taking serenades that Several new mechanics are introduced in he really should be playing out the time the Narrator’s Guide (Fugue, Ennui, in game to find a mentor to teach him? various physical feats, rising avatars, ley There is nothing wrong with having walking, etc.) that give a target number powerful serenades - or with having to roll against but do not make use of serenades as a primary part of the success levels. Unless specified character - just don't let that override otherwise (stating an exact achievement character development or game balance. of target number, bonus points or success levels), the target number needs When characters reach a point that the to be beaten by only one point to be answer to everything is a serenade, the successful. In unusual circumstances, character is most likely becoming extra points provide success levels if unbalanced in relation to the other needed (as per page 92 of the Player’s characters in the group and the power Guide). In general this rule applies to level your game is set at. The best any unopposed roll that does not need response is to not allow it to happen. success levels. Work closely with your players, so that they (and you) can be happy with their The Benefits of Zero-Level Success characters. You are the director of the In the midst of combat, many players movie, you can help supply motivation, overlook the potential benefits of rolling direction and suggested alternatives that that single point over the target number might allow the player to expand his or over their opponent’s contested roll. character into areas he didn’t realize he In terms of damage this level represents would enjoy. those minor cuts, scrapes and bruises that do no real damage. But that does Penalties and Bonuses mean that a 0 success level means Sometimes the characters don’t need to something happened. know about all the penalties, sometimes you can instead apply them as a bonus to Encourage players to be creative. One a Narrator character’s defense. This is point won’t force an opponent to mark especially helpful when you want to off boxes of health, but it might cut off a keep something secret from the players tiny bit of hair, slice the belt holding up that their characters should not be aware his trousers, pop a button or flick a of yet (like that magical item of defense switch. Don’t underestimate the value everyone has yet to detect). But of a zero-level success and don’t let your remember to be fair and keep the trust of player’s do so either.

218 POWER LEVELS One of the other interesting aspects of playing a Reborn is the effective world The Player’s Guide is designed for use of intrigue that he finds himself thrust by starting level characters — the into. There are still older immortals Reborn. However, the Narrator’s Guide with ages-old grudges from their time in introduces the options for more powerful the Stratagem of the Prides; not every characters; after all the Reborn are immortal is as altruistic as he or she eventually going to get more powerful or appears to be. Regardless of how much you may desire to play characters of a further the tribes have come in terms of higher starting level — those who working together; for some old habits already have experience. die hard, and the Reborn make the most Running the Reborn excellent of pawns in the schemes of older immortals. Even if the players have had characters

in a particular story arc prior, playing the Fortunately, Reborn tend to gain EP and Reborn is always something of a game MP at a rather quick rate compared to of discovery. The first thing most their older, more archaic counterparts. players are going to notice about the So the playing field can even out a lot information and new rules from the faster than it would for a non-Reborn Narrator’s Guide is that they can be very spending up to a century trying to shake difficult for a Reborn character to off his lethe. achieve. This is on purpose; the Reborn aren't meant to start with the advantages Handling Lethe and capacity to achieve all that is Coming out of lethe is one of the most presented in the Narrators Guide. Many important aspects of personal will find themselves taking a particular development for Reborn characters. But path, picking out elements from the running characters through the Narrator’s Guide they can grow into experience can be somewhat daunting. befits their personal character development. The first hurdle to overcome is detailing the first bits and pieces of the character’s Be careful about how much you throw at avatars. If the player hasn’t done a lot of Reborn characters from the Narrator’s research, that leaves some open-ended Guide; it might be a lot more than they items to take care of. First, you could are ready to handle long-term. It’s easy ask the player to do some research and to ramp up the aggression level and put present you with a fact sheet of some the characters on the run. When playing kind. Alternatively you could do the characters that are still relatively close to research on your own, and this allows human level, the thrill of the chase is you to surprise the player. quickly lost on the prey. Without respite, or a chance to shine, and without If one or more avatars are based on successes and victories that move the famous historical, fictional or story forward, it can quickly flounder. mythological characters, there are even more questions to answer outside of real

219 life research. Was this the original first understand all the basic workings of the immortal to bear that name? Or perhaps Immortal universe. They are fairly well this was a splintered avatar, another able to hold their own, even when incarnation, or just another similar dealing with powerful immortals far immortal to wield the name as well? older than they. Competent immortals Was this an immortal who gained one of make up a large portion of those found the legendary, theoretical sparks of a traversing the Earth and fighting the Transcendent? The answers to these forces of darkness. questions are going to heavily influence information presented to the character. Many competent immortals of today were the Reborn of the 1990’s, and they Flashbacks can be an enjoyable suffered greatly in terms of political experience, but can be difficult when no intrigue and time spent as other other players’ characters are involved. immortals’ pawns. Many of them have a By finding ways to involve the other healthy respect for the plight of a Reborn characters, complete adventures can be and find themselves looking after them run as a flashback, independent of the when they meet them. These immortals current story arc. The knowledge and had not even shaken off the last vestiges power gained from those flashbacks may of lethe when the Great Betrayal fell even be of use when returning to the upon them. current story arc. Often the cadres that come together as Reborn were those that Others may have come out of lethe bonded together before they vanished in within the last few decades before the 1666. This can make running flashbacks Great Betrayal, and were still considered for the most recent avatar easy since it is minor bit players in the grand scheme of likely that the other characters will have things at that time. Now with so many played roles in that avatar’s experiences. consigned to the Blue Air, they simply filled in the voids left behind. And what of the over 300 years since 1666 that the Reborn lived and died as Competent immortals aren’t going to mortals? There are no avatars, but there progress as fast as Reborn, they are may be a faint memory or two of a already at a higher level and the EP costs human lifetime to be had. Entire quests for things tend to go up quickly. They can be undertaken in an attempt to also tend to gain fewer EP and MP per determine the Reborn’s mortal identities story arc, having likely already during those long years. experienced such situations and gained EP from them; they just aren’t going to Running the Competent get as much EP from repeating the same That is exactly what they are — basic lessons learned. competent. Immortals who were reborn a decade or so ago (or those who have Competent immortals are the first line of shaken off the last of the nearly 100-year defense for the tribes against the forces lethe process), they have now risen in of darkness on Earth. They are at a level power level and knowledge to where their tribes can call upon them

220 and feel confident that they can put to immortals have established strong use the skills and abilities their himsati personal sanctuaries and gathered a few and calling grant them. Missions of followers to their cause. They wield some importance are regularly assigned resources that they would never have to such immortals by the tribes. Rogue had while under the guise of a human immortals of this level often find during lethe. Though they are not all themselves embroiled in the plots of millionaires with the ear of every both the droves and tribes alike. politician, they’ll know people of mid- level importance in various human Average mortals stand little chance agencies, have contacts outside their against one of these immortals; even if local region, and possibly a few allies they attack in small numbers, a single and favors owed them (and that they competent immortal can easily outwit, owe) as well. All these can easily lead outlast and overpower them. At this to plot hooks to draw characters into stage other immortals, predators and your various story arcs. Religarum wielding mortal agents provide more of a challenge. These immortals are not easily led to becoming pawns, but still show more than enough of their human memories and patterns to have those turned against them. You’ve got a good mix of potential sources to challenge characters at this stage, toned down versions of things that powerful immortals would face, plus ramped up versions of Reborn challenges, can provide enough diversity and entertainment for a group at this level.

You can still have some fun with the occasional lethe fade, and the emerging of a previously unknown avatar or a prior secret, ability, curse or gift that the character has been unaware of. Many of these

221 Running the Powerful even more archaic than their competent At this stage things are quite different. brothers and sisters. Therefore their These are the immortals that run the progress is even a bit slower. At this affairs of their tribe for an entire small level you are playing for the plot, the region. They are the ones called upon to intrigue, the sheer epic nature of the tale; traverse the globe on behalf of their rather than for gaining EP or MP. tribe; defeating the big monsters and laying low the plans of powerful The most powerful of human agents, Progeny and Abzulim agents alike. groups of Progeny, small hordes of drove predators, even other powerful Many of these are jaded, some are even immortals are usually required to keep a resentful of the young, upstart Reborn - character at this stage challenged. The both those from the 1990's and those mugger in the alley is barely worth emerging today. They have long playing the scene through, except for the memories and have been away from possible humor, as it won’t last enough lethe for at least a century or two. They to make a real scene. know who their avatars are, they are left in charge of important items, places, Rate of EP / MP tasks, missions. They negotiate pacts, Different power levels gain EP and MP lead teams of immortals into battle — at differing rates. If the starting and into non-combat missions as well — character is a Reborn, they would be out and employ grand schemes to cover up of lethe and to the level of competent the existence of the himsati race. They immortal within 10 years. Of course as study items of power that no Reborn the stars of the tale, the characters in would touch except in his dreams. They your game will most likely rise up even travel to the nearby Dominions in the a bit faster. The EP and MP awards Mystech lighters of their tribe. listed in the Player’s Guide work well for them. But those award guides do not They walk into mantles of the Godlike work as well for older, more experienced immortals who are their mentors and characters. You gain experience from hurl their own powers across pocket doing things, by repeating it over and dimensions at their enemies. These over you gain not experience, but immortals don’t just have personal expertise. Most skills in the game take sanctuaries, they have strongholds with a very little EP to reach a competent level, great number of followers and allies, to show how quickly immortals tend to perhaps even a mantle over which they learn things. Normal humans would lord, a few enchanted items, and never gain even close to the amount of serenades of true power. experience and memory that even a powerful immortal does. Immortals at this level not only survived the Great Betrayal, but many were even Oddly enough the Godlike immortals (if around during the Great Fire of 1666 in they were considered playable in the London. There is little that fazes them; game) would gain experience slower because of this they are a bit jaded and than any other, even slower than

222 NARRATOR WARNING — humans. This is because immortals — Unbalanced Growth for all the dynamic power of their Beware the character who pushes one shapeshifting DNA and their attunement attribute higher and higher at the to the ever-changing forces of the Aria expense of all others. If an attribute — are prone to be static and archaic by equals its associated calculated attribute nature. This is the trade-off, the fight the character begins to experience against Fugue and a world that changes problems. The other two attributes that around them while they do not change at form the calculated one aren’t able to all, save for what change they force handle the one extremely high attribute. upon themselves. In reality they are not changing. As they gain new natures, For example: if a character’s AGL remember old skills and powers, they are equals his BODY, he becomes actually going back to what they were extremely quick; but his STR and END over and over, each time they come out aren’t developed enough to handle the of lethe. They are creatures of habit and stress of moving that fast. The character the more powerful they get, the harder it literally tears muscles, becomes winded is to fight that fact. Immortals don’t take extremely easily, etc. Another example: well to the rapidly changing pace of a character’s PER equals his MIND. human society, technology and culture. His WIL and PRS aren’t strong enough Older immortals don’t retreat into their to process and interact with everything mantles just because they are so his senses take in. A character’s SPT powerful, but because for all that power, can often equal the BODY and/or mental acumen, and raw physical ability, MIND. Exceeding them may cause an they have a hard time keeping up with immortal to develop problems the constant changes on Earth. controlling his spirit and its power, as the physical and mental auras are no Competent longer sufficient to wield his spiritual Once at this level — or if starting at this might. Those few humans with a faith level — characters can expect to receive rating that go beyond a 5 SPT do not up to roughly 6 or 7 EP in a gaming suffer from these problems; their Faith session. They can expect to gain MP helps maintain control. about half as often as they did when they were starting characters. Characters every several episodes. Often characters really need to show you as the Narrator at this level have flashbacks into their that they put a lot of time and effort into own past rather than that of an avatar, so something before they should be there is no MP award. spending points on it. Monitoring what they spend their points on is a bit more important at this stage. NARRATOR CHARACTERS Powerful Earlier we talked about the functions of At this level characters should expect to Narrator characters in your story arcs. receive 4 to 5 EP in a gaming session. Now let’s take a moment to look into MP should come rarely, maybe once some ideas when designing them.

223 Extras careful about increasing MIND or Rarely having their name in the end BODY since those are going to resist credits of the movie, and glimpsed only serenades and other supernatural powers briefly during that one scene, extras are more easily. the functional equivalent of “throw- away” characters. You’ll make them all The great thing about extras is that the the time your games: the group of same basic design for one set of extras government agents, the uniformed can be used over and over for other minions of a Progeny, the small pack of similar groups of extras. Just change the generic drove predators. They are minor uniform, the group name, the setting, the obstacles rarely meant to truly stop your equipment and possibly powers and you characters; even when they do it isn’t for have a whole new set of minions ready long. to be thwarted by your players’ characters. They don’t need detailed backgrounds, listings of skills and abilities, they don’t Mundane Creatures even normally need names. They need a Animals generally fall into the category BODY, a MIND, a SPT (and therefore of extras, including dark creatures such the appropriate Spirit Die) and a quick as Bête Noire. Mundane creatures may list of abilities, powers and equipment. not have the complex emotional Often those don’t need any numbers. responses of humans and immortals, but Just roll the Spirit Die and add the those that become companions can appropriate attribute. Remember that become changed forever, generally BODY and MIND are normally becoming bit players. calculated attributes for a full-fledged characters, so the BODY and MIND can Animals have the equivalent of natures, easily represent the combination of most after all, natures are just mystical regular attributes plus a point or two in versions of most normal animal abilities, necessary skills or abilities to show occasionally starting off as weaker but competence. growing to become far greater. For example, most animals that are known as Extras have “group motivation”, they all jumpers tend to jump about 3x their share the same basic predilection, goals, length (sans tail) and then exceptional fears, etc. Any PRS-based effect on one jumpers will double that with the of them, tends to have at least some equivalent of one level of leap nature. effect on the others. Even mystical Swimmers, runners, climbers, the same powers, when they suddenly affect one basic concept applies. extra, tend to make the others carefully consider their next move. When creating animals and other mundane creatures, the human average In other words, don’t put too much time for an attribute is 3 with an upper limit into fleshing these guys out. If you want of 5. A few animals can break that rule, to make them a bit more competent, but the trade-off is that most animals increase the Spirit Die one level. Be have a maximum of a 1 SPT with an

224 upper limit of 3. It is possible to sin or lullaby from animals that reach this maximum SPT, but there are side effects, as the immortal can take on feral behaviors associated with the creature for weeks afterwards. The Terat usually stand the best chance of coping with the side effects. Mundane animals do not produce immaculum, though creatures that become companions have known to produce a few motes over their lifetime. Animals take the same amount of time as humans to heal attributes taken through lullaby.

Bit Players Bit Players are designed like Extras, but have individual names, motivations and a small bit of background. Some bit players go on to become full recurring characters. When a character has a small group of followers, they tend to be bit players, with their mortal leader going on to become a full character in that the cadre goes to for advice, the his own right. Character contacts and romantic interest, the leader of the group other immortals interacted with for brief of Believers, the head of a mortal agency periods at a time can easily fall into this with the power to stand up to the category. characters. Central players need to be fleshed out a lot more. Their core skills, Bit players show up here and there, they powers and abilities should be available tend to get reused. With bit players as well as their actual attributes. They sometimes it is advisable to push up the should have names, predilections, BODY or MIND a point or two, in order somewhat developed backgrounds and to give them a better survival rate in an complex motivations. To add in quirks epic tale like those told in the Immortal and defining characteristics throw some universe. color into their description and let some boons and banes show through. Central Players The master villain, the elder immortal A central player may only last for one

225 story arc (especially when they are a there are those that stand out. Which main villain that is defeated during the ren-faire actress made her entire costume final act), but often become recurring by hand in the traditional method of the characters. So you’ll definitely want to era she represents? Which of those goth save your information on them and be poets actually shows the extra reverence ready to flesh them out further, for for the symbols he carries? There are possible future use. subtle clues to show the character who the real potential Believers are, and You should also feel free to allow those that are just using the belief system central players to receive the benefits of for show. It is up to you as the Narrator critical successes, but if you do also to slowly point them out as the character allow them the horrors of critical failures searches. to be fair to your players. Once found, introductions must be Believers made. But the biggest mistake a Invariably many characters go looking character will make is to just jump right for followers. Though the average John in with some flashy show of or Jane Doe will do as a temporary supernatural power and expect the solution, what the character really wants Believer to drop to his knees, thanking are Believers. Often starting as bit his beliefs for sending proof. Often the players and graduating to some form of poor character winds up a victim of the minor central player, Believers can Believer’s faith; they forgot that their become an important part of a show might make them appear to be an character’s story. So how to find them, abhorrent creature within the mortal’s how to bring them to the character’s belief system. Better to test the waters cause, and how to maintain them? slowly and carefully.

Believers, most often in their personal Remember, normal humans rationalize life, tend to buck the trends and live a away most supernatural events they life outside the mainstream. Though witness; encourage your players to start many will return to the mainstream for out with smaller, subtler shows, see if purposes of education, employment and the potential Believer notices them and basic life needs; they won’t be found how he reacts. Then let them work their where John and Jane Doe are found after way up to slightly bigger shows, finally school and work finish for the day. introducing themselves. Even then the Believers, in Immortal, have something mortal doesn’t need to know this person better to do than go club hopping, or is a shapeshifting wielder of magic. constantly jacking into the Net through Once it is clear that this mortal’s belief an Eyz unit. system will accept the character, then it is time to reveal the truth (or at least a However, this doesn’t mean that every version of it that the Believer can work charm-wearing renaissance actress and with). every black-garbed goth poet is a Believer. Even among these groups The initial “usefulness” of the new

226 follower depends on who you’ve Avatars allowed the character to recruit to his Avatars are a special case as Narrator cause. A small group of high school characters go, because they are the students living at home, are only going player character in a sense. Normally it to provide the keys to their parents’ car is quite hard for an avatar to gain control and possibly their attic to hide out in over the body The character is rolling when the character is wounded. But a against his own Fugue and not actually Believer now in service to, or allied rolling against the avatar; but, various with, an immortal has proof and penalties can easily cause the character justification of his belief; he now has a to begin failing fugue rolls. During a cause, and a human with a cause is a fade (and with the associated penalty) is powerful thing indeed. The Believer one of the most opportune periods for an begins to network with others, gaining avatar to emerge and take control (if that his own contacts and slowly bringing is what the avatar desires). others into the fold. While the character may have contacts of his own, so too Should an avatar take full control, does his group of followers. forcing the character to slumber (or in cases where the character willing lets the Make no mistake, the followers expect avatar out to “play”), you can allow the something in return; they want their faith character’s player to also play the avatar. in this supernatural being justified. They This is assuming that you and the player expect protection — or perhaps even are both comfortable with it. It can vengeance — against what they perceive provide interesting role playing to be the forces of darkness that stand opportunities for your players and against their own faith. In this day and enhance your story. In general though, age in the Immortal universe, be careful about pulling avatars out too unquestioning loyalty and devotion with often, or having too many accessible nothing in return is rare to find in most avatars for a particular character. It’s no Believers. fun for the player to sit there for lengthy times waiting to get control back. Faith Can Change a Person Another nice benefit of followers is the Avatars are alien beings in a sense, possibility to cultivate a group to gain a coming from a bygone era and not fully specific boon. Over the course of aware of the cultures and technology of generations, Believers gave their “gods” the modern world. They should not various boons during the Age of Myth. emerge and suddenly become The same can happen here too. In fact, comfortable with human technology and the faith of Believers in general can alter modern customs. You’ll want to existing boons and curses in an immortal remember to play them up that way, the rather than providing a new one. They technology older immortals are familiar can even remove a curse or boon! These with is Mystech, not human tech. Over kind of changes are always at your time, the avatar can become more discretion as the Narrator. accustomed to the modern world; but remember, immortals eventually become

227 creatures of archaic habit. Their stewardship over humanity. This time eventual inability to deal with the the droves have just as much hold on the changing times is one of the very human race — especially since a good reasons so many entered lethe in the first number of Progeny are former members place. Just because they are now of the what are now the tribes. avatars, doesn’t mean that they have suddenly gotten better at dealing with Will the characters rise to the challenge the even more rapidly changing times of and bring about a new age of prosperity today. for both immortals and humans? Will they choose a path of personal limitless Also remember that older immortals, power, or perhaps tread darker trails? when emerging as an avatar, aren’t Are they to be champions of the One going to have the same physical Soul, bringing light into the souls of attributes (only a slight increase above countless mortals? Or perhaps they will the character’s own, from his fugue be the harbingers of humanity’s doom, rating). They may very well attempt enslaving or destroying all? feats that they aren’t quite able to accomplish those first few times they The world is at a pivotal moment in emerge. time. It is now up to these new Reborn, and those who have chosen to follow The Healing Earth that same path, to see if this very central The Earth once held far more power than “character” to the game — their last it does now; the great war taking place bastion Earth — survives and thrives, or after the Great Betrayal was surely to be withers and dies. the Ragnarök of the immortal race, the final battles. Both sides used excessive amounts of power, as the Eidolon Sanguinary drained more and more in a last bid to escape its prison in the Morpheum.

Now the Earth’s own aura is far lower, many old boons and powers no longer work; but that doesn’t mean the Earth is dying. It may have been wounded but the forces of light managed to save the day — there was just a cost to do so. Quite the contrary, the Earth now begins a healing process. But as the Earth grew in power last time, it was the Age of Myth, and the himsati race had

228 APPENDIX A PLAYER’S GUIDE ERRATA

Calling Gift Rolls will do damage each time until the PAGE 104 — The statement: “… the serenade strength drops low enough or target number does not have to be beaten the trigger is activated. to achieve success” is incorrect. It should read: “… the target number only Hyper Nature needs to be beaten by one point to PAGES 126 to 128 — Hyper is common achieve success. Success levels of 1 or to all himsati species. higher provide additional details or bonuses to the effect. Ichor Serenade PAGE 192 — After you apply END and Carnivorous Plants armor, remaining damage points transfer For plant himsati such as Flytraps, to the item and it then also resists per the Sundew, Bladderworts and Pitcher “Breaking Thing” rules on page 201. Plants, Blood Drain is considered a common nature. Mien PAGE 193 — The Focus should be Destruction Attention “Terrene Form”, not Contortion PAGE 162 — The last paragraph concerning the description of the Peri Stronghold Destruction Attention starting with PAGE 113 — The main Peri stronghold “When a destruction serenade is is the Hearth; they do maintain a tight increased,...” should read “When a reign on the outer areas of the Foundry. destruction serenade’s duration is increased via immaculum,…”. Rounds and Count Rounds are broken down into initiative Destruction Attention—Clarification counts, starting at the highest initiative When destruction serenades gain the (– rolled. When the count reaches zero, a E) notation — through Immaculum or new initiative is rolled to start a new when custom built — the effect level round. Per page 200, initiative counts drops along with the serenade strength, determine when you can use your unlike other types of serenades. Each allotted actions during a round. round damage is recalculated using the new lower serenade strength. Terrible Countenance PAGE 138 — When directing the nature This can be avoided for custom built at a single target, the target rolls his WIL serenades by placing a trigger (-T) against your PRS plus half your SPT, not notation allowing the serenade to just against your PRS. The mechanics immediately end. If this is done (and of Terrible Countenance and Beauty are approved by the Narrator) the serenade identical, though the outcomes rather different.

229 APPENDIX B: EXPANDED MECHANICS FROM CHAPTER I This section contains expanded rule that the character must still make an mechanics from topics covered in ennui roll. Even during intense Chapter 1, appearing in the same order. flashbacks, memories or dreams that bring up memories or similar FUGUE AND ENNUI circumstances of those times he gained Fugue in the past he can be forced to Reborn level characters start with a make an ennui roll. fugue rating of 1, Competent with a 2

and Powerful with a 3. Each time a It is possible to hold off Ennui for a time character encounters a situation at certain levels by voluntarily (i.e. not seriously threatening his sense of due to ennui rolls) entering Ennui for identity or place in the immortal world, extended periods to quiet the babbler he makes an uncontested PRS roll within. against a target of 6 plus his current fugue rating. Penalties for pain, Fugue Levels confusion or other mental detriments The levels of Fugue are based on the also apply. If the character fails he gains fugue rating of the character, and one point of fugue rating. determine how long he enters Ennui, Ennui Checks how easy it is to rouse him (thus interrupting any voluntary Ennui), how Whenever the character fails a fugue roll strong the babbler is (which tells the — starting after he gains his 3rd point of character how strong his Fugue is) and fugue rating — he must check to see if whether or not he can attempt to remain he is forced to enter Ennui. He makes within that level and how. an uncontested PRS roll against a target of 6 plus his new fugue rating. If he Fugue Rating 1 - 2 fails, he is forced into Ennui in a number • There are no Ennui periods as the of hours equal to his WIL; he may character does not experience voluntarily enter earlier if he wishes. babbler. Failing an Ennui check But if the full amount of time goes by, only increases the fugue rating, there regardless of his location or activities is no ennui roll. engaged in, at that moment he slips into Ennui. Fugue Rating 3 - 4 • Ennui lasts for nearly a month If the character encounters a situation whenever entered. very similar to one where he gained • Character can be roused while in Fugue in the past, but it is not strong Ennui as if in a light sleep, thus enough to merit a fugue roll, you can interrupting Ennui. Characters

230 interrupted from Ennui at this level or ennui rolls in the interim, he can face a –1 penalty to all rolls for one reduce his fugue rating back to a 5. day as they did not complete the full If either Ennui period is interrupted, Ennui period. Boons such as the character must start over with the alertness, lightsleep, etc. still first period again. Voluntarily function as normal. entering Ennui while at a 5 only • Babbler is only heard during heavy quiets babbler. sleep periods or deep rest. It does not interfere with waking thoughts, Fugue Rating 7 - 8 though it does confuse what the • Ennui lasts for nearly a decade character was remembering or whenever entered. dreaming about. • Character can only be roused by the • While at the 4th point of Fugue, if equivalent of light damage, thus the character can voluntarily — not interrupting Ennui. Characters due to ennui rolls — enter and interrupted from Ennui at this level complete Ennui twice with no fugue face a –3 penalty to all rolls for one or ennui rolls in the interim, he can month as they did not complete the reduce his fugue rating back to a 3. full Ennui period. Boons such as If either Ennui period is interrupted, alertness, lightsleep, etc. are negated the character must start over with the during Ennui and during the first first period again. Voluntarily week of recovery. entering Ennui while at a 3 only • Babbler is now also heard quiets babbler. intermittently during waking thoughts, occasionally causing the Fugue Rating 5 - 6 immortal to “talk to himself” and • Ennui lasts for nearly a year misconstrue things said by others. whenever entered. • While at the 8th point of Fugue, if • Character can be roused while in the character can voluntarily — not Ennui as if in a deep sleep, thus due to ennui rolls — enter and interrupting Ennui. Characters complete Ennui twice with no fugue interrupted from Ennui at this level or ennui rolls in the interim, he can face a –2 penalty to all rolls for one reduce his fugue rating back to a 7. week as they did not complete the If either Ennui period is interrupted, full Ennui period. Boons such as the character must start over with the alertness, lightsleep, etc. are negated first period again. Voluntarily during Ennui and during the week of entering Ennui while at a 7 only recovery. quiets babbler. • Babbler is now also heard during idle moments, quiet reflection and Fugue Rating 9 while daydreaming. • Ennui lasts for roughly one century • While at the 6th point of Fugue, if whenever entered. the character can voluntarily — not • Character must roll for Ennui even if due to ennui rolls — enter and fugue rolls are successful. complete Ennui twice with no fugue • Character can only be roused by the

231 equivalent of serious damage, thus FADES interrupting Ennui. Characters These rules incorporate the rules on page interrupted from Ennui at this level 211 of the Player’s Guide with new face a –4 penalty to all rolls for one additions and slight modifications for year as they did not complete the full fades (or “flashbacks”, as immortals Ennui period. Boons such as tend to call them once someone has alertness, lightsleep, etc. are negated finished emerging from lethe). Fades during Ennui and during the first distort a character’s perception of the month of recovery. real world based on which senses are • Babbler is now continuous during currently experiencing the ancient waking thoughts and difficult to memory. The stronger the fade, the distinguish from real voices (PER longer it lasts and the more senses it roll at –2 against target number of 9) distorts, making it seem more real to the whenever babbler becomes highly character. audible in the character’s mind.

• Voluntarily entering Ennui while at a When you decide to place a character only quiets babbler, but is less into a fade, he may attempt to resist by effective each time, with the babbler making an uncontested WIL roll against coming on faster each time it is target of 4 plus the fade penalty (ex: a done. light fade would be a target number of

6). The fade penalty is against all If a character reaches a 10 fugue rating, actions the character takes when he remains in Ennui for hundreds of attempting to interact with the real world years at a time, only awakening for a while caught in the fade. few days in between Ennui periods as

the babbler makes it impossible to tell When attempting to resist a fully his normal thoughts from real voices immersive fade, the target number is 10. within days of awakening. Even a If the character falls into a fade lasting successful fugue roll forces him into more than one turn, he receives one Ennui within minutes. The character is a attempt to break free from it at the end living statue, completely unaware of of the first turn of the fade. He makes a anything done to him while in Ennui; he second uncontested WIL roll against the can easily have his vox ripped from his original target number, but at an throat while in this state unless he is well additional 2-point penalty. protected as he will not awaken.

Characters can attempt to self-induce a Note: The very first time an avatar rises fade regarding any specific avatar he is in a character still emerging from lethe, already aware of. He makes an he gains an automatic fugue point (no uncontested WIL roll against a target of roll), but doesn’t enter Ennui regardless twice his own SPT (no fade penalty of what fugue rating the new point since it is self induced). If he fails he brings him to. there is no fade, if he critically fails he

falls into a fully immersive fade.

232 Penalty Fade Strength and details 2 pts. Light Fade Characters cannot break free from a self- • Less than 30 seconds (one induced fade regardless of how long it turn) is. Someone else must break them free. • Only one sense distorted (typically sight or sound) If the fade concerns a particular avatar • Causes partial interference that has been roused recently or is with perception of ongoing currently roused, it can immediately situation and events assume the third level of control (see • Can be roused from fade with avatar rules), the character is unable to no penalty by someone roll against this. simply getting his attention 4 pts. Moderate Fade RISING AVATARS • A minute or so Avatars awaken and “appear” in the • Two to three senses distorted back of a character’s mind at your • Causes difficulty discretion. This happens most often as a distinguishing between fade character successfully resists or first and current situation comes out of a fade; during fully • Can be roused by light immersive fades the avatar may simply shaking, direct command of emerge fully. This happens rarely attention, etc. during periods of Ennui, sleep or while • If roused before fade ends otherwise unconscious; it cannot happen normally, he takes a –2 while characters are incapacitated and in penalty to all actions for one the healing “coma” state prior to turn after awakening or while actively dreaming.

6 pts. Strong Fade By concentrating on a known avatar, a • Several minutes character can cause it to stir, but whether • All senses distorted, current it appears in the back of the mind or situation feels like a fade and ignores the “summons” and continues to fade feels like real situation slumber is up to you. Forcing an avatar • Can be roused only by to rouse and appear in the back of the forceful shaking, damage and mind requires a serenade, Mystech or so forth boon. • If roused before fade ends normally, he takes a –3 Control Levels penalty to all actions for one Awakened avatars remain in the back of turn after the mind for roughly a number of n/a Full Immersion minutes equal to the character’s fugue The equivalent of real damage is rating. During this time the avatar can required for someone else to mentally “speak” with the character sees break the character free from this and hears. Occasionally they have been level of fade. The penalty is –4 known to smell, touch or taste as well for several turns, ending at your (this is at your discretion and usually the discretion.

233 result of a strong fade). Avatars can reaching the second level of control a emerge further, gaining more control few times, he can access his own himsati over the character’s body if they desire. form and natures, as well as his gifts and Characters can resist this initial attempt boons — and curses and appropriate — in order to stop it from emerging banes as well. Though he still retains further and/or push it back into slumber the character’s human form, hints of the — by making an uncontested PRS roll avatar’s original form will peek through against twice their fugue rating; by slightly altering the eyes, hair, skin appropriate penalties (fade, pain, etc.) tone and voice. apply. If the character fails the avatar reaches the first level of control; on a The avatar remains at this level of critical failure the avatar immediately control until he needs to rest (boons, assumes the third level. serenades and other powers can assist him in remaining awake longer). If the First Level Control avatar becomes distracted by constant The avatar now controls a specific area penalties (such as pain for example), the of the body: mouth, eyes, an arm and character makes an uncontested PRS roll hand, one or both legs. This control against three times his own fugue rating continues for a number of minutes equal to push the avatar back to the first level, to twice the character’s fugue rating, a critical failure causes the avatar to after which it slips back into slumber. immediately assume the third level. If During this time it can attempt to emerge the avatar attempts to move to the third further and gain more control. level of control, the same roll is made to Characters can resist this initial attempt stop him, but not to push him back to the — to stop it from emerging further only first level — that can only be done if the — by making an uncontested PRS roll avatar becomes distracted or with the against twice their fugue rating; help of outside assistance. appropriate penalties (fade, pain, etc.) apply. If the character fails the avatar Third Level Control reaches the second level of control; on a At this level the character now slumbers critical failure the avatar immediately as if he is the avatar. If the avatar has assumes the third level. successfully reached the second level of control a few times, the human form Second Level Control now completely transforms to that of the The avatar now controls the entire avatar. The only thing that remains the physical body and the character is now same are the attributes; however the trapped in the back of the physical mind avatar adds up to half the character’s in the “mental speaking” role. When the fugue rating (round up) to his attributes avatar reaches this level the first few — but not SPT — only to get them to times, he only has access to his skills look more like the ratio of his original and serenades; for everything else attributes when he entered lethe. He (human/himsati form, gifts, curses, may not increase an attribute higher than natures, etc.) the avatar uses those of the it was when he entered lethe. main character. After successfully

234 Lethe and Death Clothing and Gear An avatar cannot purposely enter lethe Any basic clothing, jewelry and small while in control of the body. If for any gear worn by the character shapeshift reason the vox forces the character into with him. These items become lethe, the main character momentarily inaccessible while shapeshifted — he returns to the forefront of the body at the must shapeshift back towards human moment he enters lethe. If the body is enough for the item to naturally reappear destroyed while the avatar is in control, in order to make use of it. the avatar immediately shuts down and the character re-emerges at the moment There are limits: the auras spill and the spirit is shunted • A character cannot shapeshift more into the Blue Air. items than his own weight. • An item does not shapeshift if the character cannot consider it to be HIMSATI RULES truly his. There are a number of new rules and • By expending a single immaculum, enhancements to the himsati rules. semi-large items the character is wearing — like a small backpack — Shapeshifting shapeshift; otherwise they fall to the The very act of shapeshifting has its own ground with the straps torn, etc. problems, especially when taking the • If the character is wearing 5 layers of surrounding environment or current shirts or pants, only the first layer or circumstances into account. The so shapeshifts, unless immaculum is character in the midst of a supernatural spent as per semi-large items. leap that shifts into an ant himsati most • Large items do not shapeshift unless likely finds his trajectory severely they are bonded through Mystech. altered by a strong wind. The character • Items that are carried and not being changing into a giraffe in a small phone worn do not shapeshift. If the booth not only breaks the phone booth, character’s knife is holstered at his but takes some damage in the process side it shapeshifts; if he has it in his (fortunately the Panacea heals most of hands it doesn’t — unless he’s it). Players should be reminded that bonded with it via Mystech. activating natures and shapeshifting sometimes come with drawbacks. Size and Health Boxes Changes in size from shapeshifting or Shifting only part of the body into full due to the Size nature do not change the himsati is a boon discussed in Chapter 4; number of health boxes a character has. characters can purchase it during Health boxes are based on attribute character creation or they can learn it values, not on physical mass. from another immortal as the game progresses. Many members of the Osiri Versus Serenade Effects specialized in shifting only their heads A serenade completely loses effect if into himsati form during their reign over shapeshifting logically negates it. An ancient Egypt. iron grate stops a human, but not a snake

235 slipping through the bars; a small paper are comparable to a human (such as a bag *might* trap an ant himsati, but gorilla for example), the penalties won’t won’t when he returns to human form. start accruing until after several natures Such is the price required from the Aria are activated. He can still use those once a serenade has been played and left tools in full himsati, but with a minor or to be ravaged by the expectations of moderate penalty as appropriate. reality. Atrana Cant While Tainted Atrana Cant uses the vox; immortals can If a character carries more taint motes speak and perceive it regardless of how than half his PRS, he must make a PRS far they have shapeshifted. roll vs. twice the number of taint motes to shift back to human. Failure forces Natures him to full himsati for a number of hours It takes one standard action to activate equal to his taint motes. Critical failures one or more natures. Four natures can cause him to turn savage and bestial, all be activated simultaneously in one losing his human intelligence (for the standard action; not one action per same number of hours). He’ll only have nature. If all natures are activated then vague memories of what he did during you are considered to be in full himsati that time, maybe not even those (and the special rules for full himsati — depending on how bad it was. As such as aura shifting — may now be always, appropriate penalties (such as used). pain for example) are applied against the roll. Appendix D has more information. Activation Versus Use In the Player’s Guide, a nature marked Human Tool Penalties by ” means that activating it doesn’t As a character shapeshifts to himsati, he cause its effects to happen at that has increasing difficulty in using various moment. For example, activating types of human tools. Penalties increase Beauty makes it ready to use; opponents as he gets closer to full himsati. A do not roll their WIL until the character character with a wolf himsati activates consciously uses a standard action to his Armor nature and nothing else; his direct its power at a target. Another somewhat brutish hairy hands will have example would be the Charge nature; some difficulty operating the television activating it doesn’t automatically send remote control or other tools requiring someone hurtling towards a target. He fine manipulation — a 1-point penalty to consciously uses a standard action to any rolls involving the use of such a move towards a target, making use of tool. However, he could easily turn a the nature’s ability. doorknob, use a hammer, etc. The more natures he activates the worse the A nature marked by ± also means that penalty gets until he simply cannot use activating it doesn’t cause its effects to the tool in his current state. happen at that moment. But it only requires a passive action — instead of a If the character’s himsati has limbs that full standard action — to use the

236 NEW MECHANIC — nature’s effects. An example of this Bower Nature would be the Cling nature. When The Plant himsati appears as a small activated characters don’t automatically area of large perfect, exotic specimens start sticking to everything they touch; of the type of plant she represents; she they can stick to whatever they desire at will blend in with existing plants if the time of their choosing; but it does available. It covers a radius equal to her not require a standard action to stick to SPT (Size Growth doubles this for each something, only a passive one. level). In this form she gains half her SPT as armor against non-area affect Durations attacks, excluding fire. The durations listed for various natures Tribes: Plant himsati only, not Terat are approximate, if it makes sense to let one run longer allow it. However, If a character in full himsati is leaving a nature’s effects running far perceiving the Blue Air (partially or longer without good reason is not fair — fully) he sees an immortal’s himsati especially when used against the players. features overlaying his human form. He As stated in the Player’s Guide: a only needs to be within a number of combat counts as one scene for the yards roughly equal to his PER attribute purpose of durations. to see this.

Full Himsati Aura Shifting A few special rules exist only while the When in full himsati, the character may immortal is in full himsati (i.e. every reduce his spirit die by one level and add single one of his natures are activated). one point to any attribute. This can be done until the die value is reduced to d4 Perceiving the Spirit World (he cannot go below d4). This does not When in full himsati, immortals see reduce the SPT attribute, only the die; it glimpses of the spirit world out of the does not affect calculated attributes. The corner of their eyes: gossamers, mortal character can add points (or rearrange spirits and other strange things resident existing ones) once every 30 seconds (1 in the Blue Air and shallows. By simply combat turn). He can cancel the shifting concentrating, he fully perceives the at any time, his attributes and die level spirit world — a pale reflection of the returning to normal at the beginning of corporeal one — populated by spirits the following round; but he must wait 30 and illusions. In this state, the himsati seconds before adding points again. can affect gossamers and mortal spirits — and vice versa (see the new rules on Gossamers) — but nothing else in the TOXIN RULES Blue Air. Any attempts to interact with Toxins are rated using a die value of d4 the corporeal world while fully through d12 that create a penalty and/or perceiving the Blue Air are at a –4 damage. Die values of d4 and d6 rarely penalty. It takes one normal action to threaten an adult mortal; d8 and d10 can change perceptions between the seriously impair and often kill a mortal corporeal world and the Blue Air. or hurt an immortal; a d12 almost always

237 seriously incapacitates or kills mortals target is their END). If the roll fails and can even hurt moderately powerful nothing happens; if it succeeds, a penalty immortals. The total rolled is considered is created equal to half the die’s the toxin’s total “strength”. numerical value (a d4 creates a 2-point penalty, a d6 creates a 3-point penalty, Durations are rated turn, scene, act or etc.). episode as appropriate — the duration is always extended. Short durations cause Bee stings, small spider venom, and damage to build quickly and penalties to most alcohol have starting die values of wear off quickly. Longer durations d4 and d6 respectively and a “200- make damage and penalties long and proof” alcohol a d8. In general these drawn out affairs. With each pass the toxins rarely go above d8 unless of a strength is reduced by one point for supernatural nature. Incapacitating mortals, ½ point for immortals and any venoms have a standard extended other shard-based entity. Penalties duration of turn, after each turn the remain at their existing level until the penalty is reduced by one point. Drugs strength equals the penalty; at that point have a standard extended duration of the penalty drops one point each time the scene, after each the penalty is reduced duration passes. Damage is recalculated by one point. If there is significant time each turn (round up for the half points), between scenes, you can decide it wore applying the reduced strength against off between scenes. If a drug is appropriate defenses with each pass of consumed too quickly, the die value the duration. goes up before the duration passes allowing for another roll (often the case If a character is continuously exposed to with alcohol and recreational drugs). a toxin, the strength does not drop until the exposure stops. Every time the Lethal venoms, drug overdoses, alcohol duration passes, the die value goes up poisoning, and venoms/drugs to which a one level and is rolled again. If the new character is allergic, should all be treated roll is higher it becomes the new as poisons, with the die value increasing strength. If it does not roll higher, then one level automatically. For a strong the existing strength is kept. allergy the die value should increase two Alternatively, toxins can be administered levels. with the specific intent of simply keeping the strength from dropping and Medicinal Drugs not increasing the die value; this is Drugs designed to aid in healing damage usually done via a precise medical venue are covered in Chapter 3. In short, their (such as a form of chemical sedation). value negates a penalty instead of creating one; but overdosing turns them Venoms / Drugs into poisons. An uncontested roll is made using the die value of the venom or drug, against a Poisons target of the BODY value of a An uncontested roll is made using the supernatural being (for mortal beings the die value of the poison against a target

238 of the END value of both immortals and Radiation mortals (other supernatural entities use Radiation creates a penalty and does BODY or END at your discretion). damage, following both the rules for Every two points over the target number venoms/drugs and poisons does one box of damage — END and simultaneously (against END for both armor do not defend against poison. mortals and mortals). The die value is rolled twice, once for the penalty and Fast acting poisons have a standard once for the poison. Duration is extended duration of one turn, slow completely at your discretion, easily acting of one scene. Poisons have leaving a penalty and doing damage for higher die values than non-lethal drugs hundreds of years. No healing can take and venoms, usually starting at d6 with place until the strength of the radiation standard values around d8 and d10. has reached zero: natures, boons, serenades, etc. cannot heal this, only If the poison must be ingested, it does Palladium can. not take effect unless it gets into the bloodstream. If this type of poison is Mystical Poisons delivered via a weapon, the weapon When Semiramis of the Shadowen must make contact and have at least a poisoned the Horned Lord of the zero-level success (1 point over the Phoenix, it was with a mystically created appropriate defense to represent a cut or poison. Such poisons are often treated scratch) for the poison to be effective. using the radiation rules. Damage from such weapons is calculated separately from the poison’s Palladium damage. One “charge” from a piece of soul- amber removes all penalty points from a Once all the health boxes of an immortal single source of any toxin save radiation. character are marked off, he stops taking For radiation, a single charge removes further damage from the poison. one penalty point. It will also heal any However, the poison’s strength must be damage caused by any form of taint or tracked until it drops completely to zero; toxin (one box per charge). A Palladium until then no natural healing of any kind piece the size of an acorn has three to (including via natures) can take place. five of these “charges” available. Even if it is not actively damaging the character, it is still in his system and The One Flame inhibiting his healing. A Palladium chunk of tremendous size kept by Tribe Phoenix, it has unlimited Poison Nature healing powers; most believe it is Immortals with this nature metabolize somehow still tied to the Sunedrion, venoms/drugs and poisons at the normal perhaps through the Horned Lord rate of 1 point per pass of the duration himself. All Phoenix able to, pay instead of ½ point per pass. This nature pilgrimage to the soul-amber once per has no beneficial effect on radiation. year to be tested by its energies, showing that their souls are free from corruption.

239 APPENDIX C: EXPANDED MECHANICS FROM CHAPTER II This section contains expanded though on the strands it corresponds mechanics from topics covered in closely with time in the waking world. Chapter 2, appearing in the same order. Once in a dreamspace cocoon, time flows at an alarming rate as entire MORPHEUM AND dreams occur in the blink of an eye. Dreams slow down and match the time DREAMING RULES of the waking world when an external Since it is a mental energy grid and not a force enters a cocoon or influences the physical place, walking a set distance dreamer (via serenades, Mystech or along the strands does not equate to the other powers). The time a character same distance in the waking world; even spends in the Morpheum is a scene; if an in a cocoon, distance is based on the entire adventure takes place there it is an dreamer’s interpretation. Distance in the act, with each dream treated as a Morpheum is subjective and as much a different scene. matter of perception as anything else. Abilities Even though the Morpheum appears as a Many abilities work differently in the giant web mass full of strands, anchors, Morpheum; dependant on how the thick cables and cocoons, it is not character is connecting to it and where possible to walk to its “edge”. The he “is” at the time. various parts of the web turn back on the mass at some point; like the famous Physical Attributes Escher “Relativity” painting the When interacting in the Morpheum, the concepts of normal direction and gravity physical attribute values of STR, AGL don’t quite apply. What little can be and END and BODY are ignored. They seen beyond the web appears as a hazy, are substituted with their associated translucent blue-gray mist with mental attribute values. This affects all something akin to stars floating in it. associated skills, natures, target Even sound does not carry as expected, numbers, defenses, boons/banes, etc. Do forcing people several yards away to yell not recalculate the secondary attributes at one another in order to be heard; for health, initiative and movement, they everything has a “muffled” quality to it. remain the same as normal. The only thing that carries true and long through the Morpheum are the vibrations • STR uses the PRS value of those supernatural entities who • AGL uses the PER value “walk” the strands. • END uses the WIL value • BODY uses the MIND value Time is also open to some interpretation;

240 Skills same in his own dream or another’s. Skills function normally in the Morpheum, on strands and in cocoons. Immaculum Serenade use while in someone else’s Immaculum adds “weight” to the cocoon is limited however. A character character’s cocoon and his footsteps on cannot sing a serenade in another’s the strands. For each mote of cocoon unless the dreamer grants a Immaculum the character carries, add similar power to the “dream-character” one to any rolls made by others for role he occupies. If the role does not detection or pursuit of the character. have a power similar enough to the character’s serenade, he must influence Entering a Dreamscape the dream so that his current role The character must fall asleep and reach suddenly gains the ability, or “jump” to the stage of REM-sleep (Rapid Eye another role that already has it. Movement) before connecting to the Morpheum. Without an external force Natures or some form of training, it takes the Natures function normally while the same amount of time as it does for a character is inhabiting his own cocoon. normal human — which can be from one Outside on the strands, a character gains to several hours. Those trained in no benefit from his natures; though in dreaming (via some knowledge skill or the waking world his natures may with the Incubus boon) can fall asleep activate when trying to use them. A and enter REM-sleep in one turn. character cannot use a nature in another’s cocoon unless the dreamer Once in REM-sleep, the character grants a similar power to the “dream- “awakens” in a dream occurring within character” role he occupies. If the role his own cocoon, fully aware he is does not have a power similar enough to dreaming. Characters are confined to the character’s nature, he must influence their own cocoon and dreams unless the dream so that his current role they have some way of leaving it (via suddenly gains the ability, or “jump” to serenade, Mystech, boon or assistance another role that already has it. from another). If the character has a way to leave his own dreamspace Boons and Banes cocoon and appear on the strands, his Boons and Banes work in the Morpheum cocoon will partially wither but remain where appropriate, as do Gifts and in place. Curses — they are based on the subconscious power of humanity’s faith. Navigating the Web They may require slight adjustments in The character requires a physical link to order to make sense in the dream or out a dreamer in order to find his specific on the strands. A super-strength boon, cocoon. This is normally accomplished for example, uses the PRS value instead by attuning to an object of high personal of the normal STR value, while a curse value or attachment to the dreamer: a forcing an immortal to be invited before lock of his hair, his lucky rabbit’s foot entering a domicile will still work the that he always carries, his favorite comb,

241 etc. If the dreamer is in the same locale cocoon, making an opposed PRS roll (small region as defined in the AoE with the dreamer. If successful he enters chart) the character makes an the cocoon; either way the dreamer is uncontested PER roll against a target unaware of the attempt. If the character number of 6. Each success level reduces has some kind of boon, Mystech or the “distance” that must be covered serenade that injects his mind into the along the strands until the character cocoon of his target, he can also make finds the dreamer’s cocoon. This physical contact with the target and use distance is not necessarily a straight-line of the power prior to going to sleep. walk; and the less distance traveled, the Then he’ll “wake up” inside the target’s less likely the character is to be noticed cocoon instead of his own. by droves or to have some form of random encounter with a dream denizen. Once inside the dreamer’s cocoon, the Each success level after the first character is placed into the role of a “halves” the distance traveled. “dream-character”, or a third-person point of view if none are available. Note If the dreamer is beyond the local area, that dream-characters can be anything but still in the same large region as the dreamer considers capable of defined by the AoE chart, it is still interacting with, and can include people, possible to find the dreamer before they animals, animated talking chairs, clouds might wake up, but it will require the with faces, moving pictures on posters, assistance of serenades or Mystech. etc. Initial placement of the character is Otherwise the target number is 12 and at your discretion as Narrator. follows the same rules. Anything beyond the same large region cannot be Daydreaming accomplished without serenades or A “daydreaming” mortal — not just Mystech, and relies on the rules for that distracted, but truly lost in the thoughts serenade or Mystech to locate the of a waking dream — makes a dreamer. Of course, if the character fragmented connection to the enters the Morpheum while in the Morpheum. Immortals can enter these physical presence of the target in the cocoons, but take a 2-point penalty to waking world, no link or searching is the opposed PRS roll. These cocoons needed; the character’s cocoon appears are easily differentiated from those fully in the Morpheum within visual distance sleeping: they flitter about wildly as if of the dreamer’s cocoon. about to whither, yet still struggling to maintain a presence in the Morpheum. A sect within the Terat know how to use Religarum wielders with telepathic Other Powers abilities to transport them instantly When using a serenade (such as around the Morpheum. Their enemies Somnus) to control an individual’s the Sandmen know the same techniques. dream, the character is not entering through the Morpheum; he Entering a Cocoon is using a serenade to manipulate the The character simply touches the desired dream in its entirety — including

242 characters and environment — he uses nothing, there are no success levels. the rules of the serenade and the Instead, the dreamer gains a bonus of 1 Influence chart instead of these rules. to 5 points to his roll if the change goes against the expectations and/or desires of Influencing the Dream his subconscious mind. If the change The character can switch to a different coincides with a strong expectation or dream-character role at any time by desire by the dreamer — always wished making an uncontested PRS roll, adding the dream-character could fly and the any relevant psychological or dream- character changes it so he can activate manipulation skill he has, against a his flight nature — then no bonus is target equal to the dreamer’s PRS. If the given to the dreamer’s roll. Sleepers character has no relevant skill, the (those with the Incubus boon) do not roll unskilled penalty applies. If successful to alter a dream-character, their changes he transitions to the new dream- are automatically successful. character and the former dream- character falls back under control of the Example ideas for point bonuses: dreamer’s subconscious expectations. 1: Trivial changes normally occurring The character can also willingly in human dreams such as hair or eye transition to a 3rd-person point of view color changing. by making the same roll with a 2-point 2: Minor changes normally occurring in penalty. If the dreamer transitions to a human dreams such as making slight new dream or scene that doesn’t contain to moderate changes in clothing, the character’s current role, the character weight, height, hair length is forcibly switched to a new role; he 3: Moderate changes, such as providing takes a 2-point penalty for one turn to all minor abilities and powers, or skills actions as he adjusts to the unexpected not expected by the dreamer. change. If the character was in a 3rd- 4: Major changes such as gender, person point of view during the powers and abilities well beyond transition, he remains that way and does those expected not take any penalty. 5: Completely changing the dream- character into someone or something The currently occupied dream-character else. can be altered by the character. The character can only grant abilities that he The use of various serenades and natures already possesses (natures, serenades, manifest based on the dreamer’s boons, etc.) to the dream-character. He expectations, modified by how much cannot grant abilities he doesn’t have change the character is making — not himself. A contested roll is made, just on how they normally manifest and pitting the character’s PRS against the look in the waking world. It is easier to dreamer’s WIL; the character may add make the changes so they coincide more any relevant psychological or dream with the dreamer’s expectations rather manipulation skill to the roll (it is not than attempt to duplicate the ability as it considered unskilled if he does not have normally appears. a relevant skill). Changes are all or

243 Waking up know what. Once he reaches his own Immortals are fully aware they are cocoon he awakens as normal, based on dreaming; while in their own cocoon what is being done to him. If the they simply decide to wake up and character is in another’s cocoon, he has immediately begin emerging from REM- no idea what is happening to his body, sleep to wake up normally. If they are no matter how violent the actions are out on strands they simply “snap back” against him. For this reason many to their own cocoon (space is subjective immortals who traverse the Morpheum after all) upon the decision to awaken have various “alarm” serenades, alerting and start leaving REM-sleep. them to anyone approaching their body while they are in the Morpheum. While inside another’s cocoon, characters must first transition to a 3rd- Escape person point of view; then a simple act Whenever another force (another entity of will allows them to leave the cocoon in the Morpheum, a dreamer whose and “snap back” to their own. Only cocoon the character is in, another’s characters with the Incubus boon or a serenade, Mystech, faith, tempest, etc.) dream manipulation skill are capable of interacts with or focuses on the simply leaving another’s cocoon in this character, he loses some abilities: way; without such a skill they must wait • He may not switch to another dream- in the 3rd-person perspective until the character or to a 3rd-person point of dream transitions and leaves them view in another’s cocoon. behind, or simply remain in various • He may not leave another’s cocoon. dream-character roles until the dreamer • He may not snap back to his own awakens and they are “dumped out”. cocoon while out on strands. • He may not will himself to start Dumping Out waking up in his own cocoon — Characters are dumped out of a external forces may still awaken him dreamer’s cocoon if the dreamer or he may awaken normally. awakens or is otherwise interrupted from the dream. He takes a –3 penalty to his In order to regain these abilities the actions for one turn until he recuperates. character must remove himself from the He cannot snap back to his cocoon until interaction, evade pursuing entities, get the turn ends. the dreamer to focus on something other than the dream-character being inhabited Forced Awakening at the time, or escape the confinement or A character can be awakened via normal restraint he finds himself in. means if he is still in his own cocoon. Once outside of his own cocoon, he can Morpheum Pursuit no longer sense what is being done to his The character uses whatever skills, body. Any violent or intensely physical powers and abilities are available — actions taken against him causes the dependant upon whether he is on the character to sense that something is strands, in his own cocoon or another’s happening, but the character will not — to evade the pursuing entity or force

244 (or to pursue another attempting to dream — still apply, but all rolls use the evade him). If successful, he regains the character’s WIL attribute. If the lost abilities; you may require several dreamer awakens, the character is successful rolls for the character to fully dumped out normally. Various powers evade and reach a point where he regains can be used to keep the dreamer asleep, his lost abilities. When inside their own thus trapping the character inside the dream cocoon immortals make all mini-dream indefinitely. Should the pursuit and evasion rolls at +2, even if dreamer die, the dump-out penalty lasts they are not aware they are dreaming. for one day per point of the dreamer’s MIND attribute (and the character is Confinement likely to gain a curse from being directly It is quite possible that an evading in the mind of the dying dreamer). character is unsuccessful and is “caught” by the pursuer, or finds himself Confinement or restraint out on the somehow confined or restrained. The strands is the most dangerous. There is form this confinement or restraint takes no dumping out to free the character and is based on the circumstances and/or he cannot snap back to his own cocoon abilities used on the character (serenade, until he gets free... if he gets free. faith, Mystech, etc.). He may be under the effects of an obstruction serenade out Long-term confinement in another’s on the strands, or circumstances in a dreamscape or out on the strands causes dreamscape’s current scene might place problems for the character’s physical him in a jail, pinned under a log, chained body: it begins to weaken over extended to a boulder, etc. periods (lack of food, water, etc. as measured against the character’s normal In his own cocoon he just keeps physical attributes). Eventually the dreaming until he wakes up by external character’s body lapses into an actual force or due waking up normally; he just coma and the vox attempts lethe, or if can’t “decide” to wake up and will truly necessary allows the body to decay himself to exit the REM sleep stage. so that it can be freed — yanking the mind back to the body in time to spill the In another’s cocoon, the danger lies in spirit to the Blue Air. the dreamer transitioning to another dream or scene. When this happens, the Anchors character is caught in a “mini-dream” Anchors appear as large masses or thick that only exists in the new scene or cables within the Morpheum. Cocoons dream as an item or feature of the scene in an anchor always cluster together and that serves as a symbol of the character’s touch; any Believers dreaming in the predicament. This at least gives anchor constantly influence the dreams potential rescuers a clue of where to find of the others. Every anchor has at least the connection between the minds of the one fully active, Religarum wielding dreamer and character, and hopefully Bright Blood tied to it. His free the character. Normal rules — subconscious mind directs the overall including those for influencing the shared dreamspace at the heart of the

245 anchor, even while he is awake. Other anchor’s rating when influencing the members of the anchor whose cocoons shared dream, jumping dream-character appear within are people living in the roles, etc. In individual cocoons normal same small region as the Bright Blood; rules apply, don’t use the anchor rating. they have regular contact with him and are heavily influenced by him. Not all Characters making contested rolls Bright Bloods form anchors; when they always roll against the currently do, it is from the numerous connections dreaming member with the highest PRS he makes with other mortals in his small — regardless of what attributes are region, who perceive him as a leader. being used in the roll. The dreaming member receives a +1 to his roll for Any member of the anchor with a PRS every Bright Blood currently dreaming equal or higher than the Bright Blood’s within the anchor (if the member with does not form a cocoon. Instead, they the highest PRS is a Bright Blood, he inhabit the larger shared dream within counts himself towards the bonus). the anchor; other members still form their own cocoons and dream in them. If Characters receive a +1 bonus to any the Bright Blood leaves the physical rolls made while standing in/on the small region the anchor co-exists with, it anchor if such actions defend or assist slowly dwindles away until the various the anchor’s members. They also cocoons separate and drift away to other receive an additional +1 to all rolls if at nearby strands. least one currently dreaming member in the shared dreamspace has some form of Reaching an individual cocoon in an allegiance or loyalty to the character. anchor requires the character to first These bonuses do not apply when in an enter the shared dreamspace (the individual’s cocoon. cocoons reside inside the anchor). The character must sift through the Tainted characters that come in contact symbolism present in the shared with the anchor take a –4 penalty to all dreamspace in order to find the lesser rolls, including attempts to enter it and powered members, asleep in their own for any rolls made in either the shared cocoons. dreamspace or an individual cocoon.

Anchor Ratings Damage Anchors have a rating equal to the two Physical damage in the Morpheum is highest PRS values among its Bright only temporary, not real damage; Bloods, added together. If only one characters “killed” in the Morpheum Bright Blood is tied to the anchor (this is enter a comatose state. Subtract the normally the case), the highest PRS from character’s WIL from 10 and compare the other members is added to the Bright the result to the Duration chart to see Blood’s PRS. how long it takes for their mind to recover and wake up. Any health boxes Characters making uncontested rolls in marked off are restored by the time the the shared dreamspace roll against the character wakes.

246 Damage done to the mind (such as • Dreamers are incapable of waking up serenades specifically targeting the without a strong external influence MIND attribute) is real damage and fills (violent shaking, shock, etc.) while a in health boxes normally: it must be Sleeper is in their cocoon. healed normally. The effects of the • Sleepers choose each time they cause damage may not be apparent on the physical damage, whether it is physical body — i.e. using a serenade to temporary or real. engulf someone in flames does not cause their physical body to erupt into flames, GOSSAMER AND but likely causes severe hemorrhaging from the nose, ears, etc. For this reason SPIRIT RULES many who specialize in traversing the When the gossamer first re-enters the Morpheum have serenades that target the physical world, it has no physical or MIND, but have physical-looking mental attributes, only a SPT attribute. effects. Additionally, there are a few While in this form it cannot be affected beings able to cause physical damage by serenades unless those serenades that translates into the waking world… specifically target SPT. Weapons must have a SPT rating or be invested with Sleepers immaculum to affect it; the base damage When using the Incubus Boon, the when being used against a gossamer is character gains a number of benefits. equal to the weapon’s SPT or ½ the Any time these benefits conflict with the number of immaculum invested in it (if Morpheum rules, those standard rules it doesn’t have a SPT rating). Other are overridden: spiritual entities affect gossamers • Sleepers wake up and go to sleep normally. Gossamers cannot within one round instead of one turn. “shapeshift” and remain in a small • Sleepers may appear within their spiritual version of their full himsati. cocoon or directly on the strands. • Sleepers choose none, any or all of Manifesting their physical attributes to remain at Gossamers use a spiritual form of aura their normal waking value. shifting that replaces the normal aura • Sleepers have full access to all skills, shifting rules. Instead of reducing the serenades and natures whether they SPT die, the gossamer has a pool of are on the strands, in their own points equal to its SPT. The points are cocoon, or in another’s. used to create temporary physical and • Sleepers do not roll to influence the mental attributes, allowing the gossamer dream of a mortal human, but must to perceive, interact with — and be roll for any other creatures/ entities. perceived by — the physical world. • Sleepers gain a bonus equal to one half their PER when searching for One point from the pool “manifests” one the specific dream of someone they point of STR, AGL, PER, WIL and/or met in the waking world that is PRE. The gossamer can use this ability physically located in the same small once per day and the effect lasts for one region as the Sleeper. scene. By investing multiple points into

247 one attribute the gossamer can interact WIL with the physical word very strongly Creates the ability to possess normal through one aspect. By investing only mundane creatures and soulless humans: one or two points into multiple attributes The gossamer makes a contested WIL the gossamer can perform weaker but roll with the target. If the gossamer more dynamic interactions with the wins, the difference between the two physical world. The attributes created rolls is compared to the duration chart. cannot be higher than they were prior to At least a full day must pass before the the destruction of the gossamer’s gossamer can attempt another corporeal form. When living beings possession. The gossamer uses its own pass through a space currently occupied SPT and manifested WIL during by a gossamer manifesting STR, AGL or possession; for all other attributes PER, they can “feel” something strange, (including secondary ones) it uses the but they still cannot grasp or touch the target’s — any other manifested gossamer directly. The following attributes are ignored. abilities are gained depending on which attribute(s) are manifested: PRS Creates a visible presence, allowing the STR gossamer to be seen, heard, smelled and Creates brute force: the gossamer can to some extent felt, but the gossamer knock books off tables, punch walls, remains intangible. Anyone attempting kick doors, etc. There is no fine to touch the gossamer or pass through manipulation of small items nor the the space it occupies feels as if they are ability to pick up and hold items: books passing through an exceptionally thick can be knocked off a table, but cannot be fog, light spider webs, etc. picked up and carried. PRS Size Category When PRS is manifested AGL 1 - 2 Size Category -2 the gossamer appears in Creates fine manipulation: its himsati form; any pick up books, flip light 3 - 4 Size Category -1 attempts at human switches, turn pages in a 5 - 6 Size Category 0 speech are difficult for book, turn a dial, push radio others to understand. buttons, etc. Fine 7 - 8 Size Category +1 The gossamer’s “size” is manipulation requires at 9 Size Category +2 based on the PRS rating least one point in STR first. manifested (see table) and cannot be larger than his normal full END himsati size (including size nature). Gossamers cannot manifest END, they have no physical resistances. Full Manifestations Manifesting STR, AGL and PRS causes PER the gossamer to actually become Creates physical sensory input: the corporeal and it loses its “ghostly” look. gossamer can see/hear/smell/taste and The gossamer is now in phase with feel the physical world. physical reality, but retains its

248 immunities to weapons with no SPT or but must manifest any attributes the immaculum and to serenades that target nature uses (ex: 360º Vision doesn’t BODY/MIND. Even though fully work without PER manifested); manifested, the gossamer is still a spirit, otherwise they only give the appearance so it doesn’t need to breathe, eat, etc. of the nature but have no actual effect (they can never use natures requiring Health END; Aquatic never works, but then The number of health boxes is equal to again isn’t needed by the gossamer twice the gossamer’s SPT. If all its anyway). health boxes are marked off, it is thrust back into the Blue Air far away from Possessed creatures gain a bonus “level” where it was on Earth. It starts again, to any level-based natures they have, if the arduous journey to find a shallows to the gossamer has the same nature. The get back to Earth. gossamer cannot cause possessed creatures to exhibit natures they don’t Other Attributes have; the gossamer cannot manifest its If needed, use the SPT attribute in place own natures unless the creature has the of both BODY and MIND. Initiative is nature. Most animals have one level in equal to twice the gossamer’s SPT and appropriate natures. actions are still equal to SPT/2. Mystech Movement Gossamers still have their existing All gossamers “glide” along the ethereal attunements to people, places, and currents of energy from the Blue Air that objects (arks, sanctuaries, talismans, permeate the physical world. They can etc.). They are only able to use gain and lose a small amount of altitude, attunement with the help of a Religarum but cannot go any higher than three or wielder (the “master” they bond to), and four yards above the ground/floor. cannot use any other forms of Mystech. Physical barriers not warded by Mystech Gossamers can still sin and lullaby or a serenade are passed through as if however if they become corporeal. not there. The base combat move of a gossamer is equal to its SPT and base Serenades running speed is twice that. No vox, no serenades. However, if the gossamer occupies the same physical The gossamer hasn’t gained flight, space as a vox — not a shard — that is discorporate or phasing natures; it is just not currently in use (i.e. in the throat of not fully in sync with the physical world, another immortal, part of a Mystech so the normal laws of physics ignore it. item, etc.), the gossamer can use it to If the gossamer manifests enough to sing serenades (but at a –2 penalty). The become corporeal it becomes bound to gossamer uses his SPT instead of his the standard laws of physics and matter. PER even if he has manifested a PER attribute in order to perceive his target. Natures The gossamer cannot play serenades Gossamers can use any nature they have, while using its possession ability.

249 This also means that while they can point to transmit directly and be ready understand Atrana Cant, gossamers for another point. Each master can have cannot speak it unless occupying the their own talisman, working only for the same physical space as a vox. master that helped create it. The gossamer can still use any of its own Reconstitution talismans that were created prior to the The gossamer needs an ark and a vox; destruction of its physical body. If the the vox doesn’t need to be the ark is present, the master can tithe gossamer’s original one. Using a directly to the ark. different vox means gaining different avatars from the ones the gossamer had Alternatively, the gossamer can take before. The ark must have enough attribute points from the master, directly attribute points to reconstitute the body into its own auras. As with a talisman, it at the point of physical destruction. takes a week before the point can be transferred to the ark — or it can then be The gossamer also requires a Religarum used by the gossamer as a “permanent” wielder that it can form a bond with. attribute point of its own. The gossamer This normally requires manifesting itself chooses which attribute (STR, AGL, to the mortal and creating a level of END PER, WIL or PRS) to place the trust. Once established, the gossamer point into. This means the gossamer can instinctively bonds his spirit to this new hold 6 points maximum at any given “master” so long as the mortal accepts time. Most gossamers with a high SPT the bonding. The only way to break the rely on talismans and do not take more bond is to harm the master, return to the than a point or two into their own spirit. Blue Air or finish reconstituting a new There are specific rules for using the body. Historically, gossamers in these attributes in place of SPT pool points: relationships are referred to as “familiars”. The familiar and master • Only one point can be placed into a share a telepathic connection whenever particular attribute, it can be they are near one another (based on the removed later and immediately gossamer’s SPT at Level 3 AoE). A placed into the ark or pre-existing gossamer can bond with a number of talisman by making physical contact Religarum wielders equal to its SPT. with them. If the point is still resident in the gossamer’s auras Gaining Attribute Points during reconstitution, it is lost. Any By harnessing the master’s Religarum attribute given one of these points through their bond, the gossamer is able cannot make use of the pool of to use the Mystech rules to create an ark points generated by the gossamer’s and/or talismans as needed. Talismans SPT, but other attributes can made using a master transmit attribute continue to manifest using the pool. points directly to the gossamer’s ark • This is the only way a gossamer can without having to travel to it, but can have END and use END-based only hold one point at a time. It takes natures. one week for a talisman to align the • Any visible or physical

250 manifestation is limited to size in the physical world. A gossamer with category –2 (the size nature can still the Endue serenade from the Player’s alter this when activated). Guide can fashion a blade from its own • If the gossamer places attribute spirit, but can not go outside that points into three or more attributes it weapon focus to make a tool of some automatically takes on a 2 MIND, 2 kind. Other skills are used normally, but BODY, 3 Base Initiative, 3 Health all use the SPT attribute; some skills are Boxes (no penalties are assessed not usable in the Blue Air (for example, until the first health box is marked blade combat is useless without a off), a Combat Move of 1 and a serenade like Endue). Running Move of 2. The gossamer’s new form is frail and weak, if While in the Blue Air the gossamer’s destroyed the gossamer is thrust into number of health boxes are equal to the Blue Air. twice its SPT. Should all the health boxes be marked off while the gossamer Regardless of the method used, the is in the Blue Air, it is destroyed. Other moment the gossamer has fulfilled both calculated attributes remain the same, requirements — in contact with a vox but it doubles its initiative and gains one and enough points in his ark — he is extra action per round. immediately transported to it and reconstituted. Full Himsati The perceptions of an immortal in full Spiritual Combat himsati focus primarily on the Blue Air Unless they manifest appropriate and not the physical world. Immortals attributes, gossamers cannot affect the can see other spirits within a few dozen physical world. While in the Blue Air or yards — near shallows this distance against other spirits, the gossamer uses increases at your discretion. Spirits in its SPT. If it manifests appropriate the Blue Air can see immortals in full attributes it can use them for physical himsati very clearly and from much combat (adjusted for the rules in the further away. preceding sections). The only way to destroy a spirit is to destroy it while it is In full himsati, the physical body of an resident in the Blue Air. A few immortal is capable of affecting spirits, immortals remain as gossamers, using the immortal uses his normal attributes, Mystech or serenades, tethering them to skills and natures. If he has any a shallows, so they can enter the Blue serenades that target SPT they are also Air to hunt down dark spirits. usable. Spirits treat the immortal as any other spiritual entity, automatically In the Blue Air, serenades and natures targeting his SPT with their various all work even though the gossamer has attacks. no vox. Serenades, however, only work using their specific focus and Ghosts automatically target the SPT — with no Mortal spirits use the same rules as penalty — regardless of what they target gossamers in the Blue Air; and the same

251 rules in the physical world (with a few and are then pulled back to the modifications): shallows instead of the Blue Air. • Ghosts are unable to leave the • Receive their full SPT for their pool. immediate area of the shallows that • May manifest WIL and END, but spawned them, if trapped in a only if needed for a particular container of some kind and then Religarum power or ability. released beyond it, they are pulled • Receive twice their SPT in health back to the Blue Air and — if they boxes. have their own shallows that spawned them — emerge there again MAKER AND MANTLE sometime later (at your discretion). • Ghosts receive half their SPT for the RULES pool of points • Ghosts may not manifest END or Trysts WIL and may only manifest 1 point Trysts have the longer lifespan of a of PRS at most. Bright Blood, but no access to their • Ghosts appear in a form best suited Religarum without a shard. There is no to how they died or their unresolved special ritual to prepare a tryst to issue (this can change each time they become a maker, and there are no manifest). guarantees. • Ghosts only have their SPT in health boxes, have no natures, cannot use One parent must be a mortal human Mystech or serenades, and cannot Bright Blood, the other can be either an reconstitute. immortal or a maker. If the male parent is an immortal or maker, he gives up one Shallows Size point of SPT during the conception The size of a shallows is based on the attempt. Makers heal this back over SPT of the mortal that created it. several months, immortals must sin or Consult the Area of Effect chart using lullaby to regain the point. If the female the mortal’s SPT at the moment he died is immortal she does not give up any to determine the approximate size. SPT. During the first week of the seventh month of gestation, she must Ghosts and Religarum make an END roll to activate natures Religarum wielders have access to their and can only activate one at a time. The abilities when they become ghosts, base target number is 7 for the first though you may have to adjust those nature, it goes up by one for each nature powers based on their new spiritual already active. The base target number status and form. They also gain the goes up to 8 on the first week of the benefits of any faith resident in their eighth month and up to 9 on the first shallows. Bright Blooded ghosts differ week of the ninth month. So in the ninth even further from other ghosts as they: month, trying to activate a nature when two are already active creates a target • May leave their shallows for a number of 9 + 1 + 1 = 11. number of days equal to their SPT

252 Trysts have normal human attributes, contents along with size. Small though their SPT is usually in the range adjustments can be made — a SPT 4 of 4 to 6. Trysts with a SPT higher than made mantle could have one or two 6 are very rare, highly coveted, and intelligent beings, but not an entire sometimes fought over. A Tryst with a town’s worth. Similarly a SPT 3 made SPT of 7 and above is extremely mantle might be just a large shrine and dangerous and nearly unstoppable within have a few avian creatures flitting about. their own mantle — even against powerful immortals. Physics If the mantle’s physics and laws of Makers reality deviate from Earth’s, the size A tryst must have a SPT of 3 or greater must be reduced to compensate. to successfully bond with a shard. The Allowing fish to swim in the sky, gravity shard must come in direct contact with going sideways, or giving humans extra the tryst’s forehead; the process is quick, arms or wings, all require a reduction. taking a few minutes. During this the Making the intelligent beings elves that maker goes into a near catatonic state can see in the dark or making the sky and remains this way until the bonding is green and the grass purple would not. complete, even if he is attacked and hurt. When finished the maker immediately Merging Mantles contributes to the mantle’s creation or There are no hard and fast rules for two maintenance as appropriate. The Maker makers merging together their mantles. still is not fully aware of what he is It is a mere act of will by the two to unless he is provided direct knowledge force the merger. They now have one or a clue to his origins and powers. larger mantle with a combined size equal to the larger SPT plus 1. If one maker Creating New Mantles goes away and is not replaced, the The reality bubble immediately envelops mantle slowly shrinks back to match the the new maker and he vanishes from the remaining maker’s SPT (use the physical world. Nothing gains entry into disintegration column in the table). In a new mantle until it has finished the order for mantles to purposefully merge, initial setup and the interior dimensions both makers must have some realization are set. The length of this process — of what they are. Control of the mantle and the final size and contents — is is initially divided up based on their based on the maker’s SPT and uses the respective SPT values, with each Mantle Statistics table. If the mantle is equaling a percentage of the total smaller than the maker is capable of mantle. making, shift down on the chart for creation time and contents (as if the Maker Conflict maker had a larger SPT). Maker conflict is a contested SPT roll between the makers. Success grants the Contents winner more of the loser’s “territory”. Contents are limited by the maker’s Each must wait for a time based on their SPT. The table provides guidelines for SPT (use the equivalent creation time)

253 MANTLE STATISTICS

SPT Creation Maximum Size and Contents Disintegration Time 0 - 2 n/a n/a n/a

3 1 month A large mansion with vegetation and basic Takes one day to begin, one weather. day to finish 4 3 weeks A huge multi-structure estate with moderate Takes a few days to begin, one vegetation and small fauna. week to finish 5 2 weeks A small town-size region with flora, fauna Takes one week to start, two and spare population. weeks to finish 6 1 week A small city-size region, fully populated, Takes two weeks to start, one with complex weather and simple terrain. month to finish 7 5 days A territory with multiple cities, multiple Takes one month to start, sev- weather patterns and complex terrain. eral months to finish 8 3 days A continent with complete weather, terrain Takes a few months to start, a features, population, etc. year to finish 9+ 1 day An entire, fully populated, small planet Takes a year to start, a decade to finish.

before forcing another roll. If one maker mantle-person, etc. Makers of very manages to claim the entire mantle, the large mantles tend to ignore a lot of overall mantle alters to suit the winning changes due to the inability to maker. The losing maker can be shut concentrate their focus on every aspect out or left with just a small piece of of such a huge mantle at once. The “land” to work with. At this point any death of a single person in a planet-sized attempts by the losing maker to reclaim mantle is not an urgent issue to the territory face a –3 penalty. maker. The death of a loved one, or an earthquake that damages a major city or Conflict with Immortals population center is another story. Anything an immortal attempts to do against the maker’s subconscious belief The maker cannot simply will things system (for example sing a serenade that back to the way they were immediately. would alter a feature of the mantle), He makes a roll based on twice his SPT faces a minimum target number of twice against the serenade strength. If he the maker’s SPT — if the maker is succeeds, he turns it back immediately. aware of the action as it happens. If the If he fails, the serenade strength and any maker is not present, he is immediately ongoing effect are reduced by his roll. alerted to any significant change in the From that point things will eventually environment, death of a significant return to normal. Most makers do not

254 interfere with what an immortal does any longer, when that part of the mantle because they simply don’t realize they vanishes. The mantle just gets smaller, are that powerful in comparison. moving its way back up the chart as time passes. A planet-size mantle will be the The sheer rending of the metaphysical size of a continent when a year is left to exterior boundary of a mantle has only go, it will be the size of a territory when ever been accomplished by the dark only several months are left, etc. Zuzog trees of Sheol. No other immortal-borne force is capable of tearing apart the boundaries of a mantle.

Dissipation of Mantles Should a mantle find itself with no maker, it eventually breaks down. How long until disintegration begins and how quickly until it finishes are both based on the SPT of the maker (see the Mantle Statistics table) that last controlled the mantle. If a new maker takes control before the mantle finishes disintegrating it stops, and immediately begins expanding based on the new maker’s SPT. How much it resembles the old mantle is dependent on the new maker and how much of the old mantle remained.

The presence of mortals with true faith slows the disintegration of a mantle; take the highest faith rating and add it to the departed maker’s SPT to determine when disintegration begins and how long until it finishes. If there are multiple mortals with true faith, add another point; if Bright Bloods are present, add one point per Bright Blood. Immaculum hoards also delay the initial disintegration at your discretion, but do not slow it after it starts.

As the mantle shrinks, everything adjusts accordingly. People with long distance relatives seemingly forget about them and don’t bother to contact them

255 APPENDIX D: EXPANDED MECHANICS FROM CHAPTER IV This section contains expanded capability, or maybe turn the gift mechanics from topics covered in from defensive to offensive. Chapter 4, appearing in the same order. Durations for these are highly variable and there is no typical GIFTS duration.

Gifts come in many varieties and there Using the above concepts you can are few set rules on how gifts work. quickly create concepts for gifts based Most are self-explanatory. When on how the immortal is gaining it. coming up with a concept for a gift, you’ll find that most manifest in one of Learning Gifts three ways: As noted in Chapter 4, those sample • Personal — the character gifts marked with a “-L” are learnable. consciously activates the gift by Members of the Mentor and Merchant expending a mote of immaculum. callings actually have gifts that enable Gifts that provide a bonus to a die them to teach gifts to others or transfer roll are one example of those that fall them between individuals. into this category. These kind of gifts, once activated, continue to Huckster and Pedagogue function for the duration of the With your permission, a player can take scene. Huckster instead of Soul-price when he • Situational — the gift activates creates a Merchant character; the same without conscious control by the goes for Mentor characters receiving character and lasts for as long as it is Pedagogue instead of Lore. If the needed. Such gifts are often character wishes Soul-price or Lore defensive in nature and serve to later, he has to find someone that can protect the character physically, pass it to him and properly connect him mentally, spiritually, socially or to the calling. Character’s that start off some combination thereof. The with Huckster or Pedagogue instead of duration of such gifts can be highly the normal Soul-price or Lore are looked variable, but average one scene. upon as oddities by other members of • Split — these gifts activate on their their calling and sometimes kept from own — usually some form of achieving any form of political or social defensive measure — like a power within it. situational gift. However, the character can then expend an Gifts And Other Powers immaculum mote to activate a latent Gifts (and when appropriate mundane part of the gift, increase its boons) can “stack” with other powers

256 when they make sense. For example, if mote a gift and a serenade both provide the • Cleanse two motes of taint (taint same benefit, but in a way that doesn’t must always be cleansed first, before force one to override the other, then the the other two can be done). benefits of the two can add together. The same goes for mixing gifts and If the character fails he gains a number mundane boons with Mystech, natures of taint motes equal to the number of and any other power or ability you bring points he failed by, divided by two into the game. (round up). If the target is a Believer the character automatically gains a curse. If Gifts and other powers cannot stack if the target is a Religarum wielder, the both require a roll to create their effect curse is increased by one rank. and provide the same basic effect in terms of system mechanics. However, A critical failure against a mundane any side bonuses from the gift or ability human causes the character to gain the may still be used with the other. Often it taint motes plus a curse with a rank is best to roll both and — if both are equal to the motes of taint gained. successful — apply whichever provides Against a Believer or Religarum wielder the best overall benefit as the overriding he gains a second curse, one rank lower effect. than the first one.

Cleansing Taint and Mortals SINNING If a mortal’s attribute is taken to cleanse These rules replace the sinning rules taint, the taint moves into the mortal to found on page 213 of the Player’s occupy the vacated space; it does not Guide. diffuse back into the Aria. The mortal cannot heal back the attribute, nor can Basic Mechanics normal serenades heal the damage. The The character makes an uncontested taint must first be removed via Mystech WILL roll, with a target number equal to or Palladium. the mortal’s MIND or BODY (whichever is higher). If the mortal has Immaculum in Mortals a Faith rating that is added to the target If a mortal carries immaculum in his number. Each full success level rips one auras, it must be taken prior to taking attribute point from the target, though any attributes. A failure while sinning the character can choose to rip away less for immaculum still causes the character than the roll indicates. The character to gain taint, but no curses. does not choose which attribute to pull the points from, it is at your discretion. CURSES A point can be used as follows: These rules replace those found on pages • Replenish one missing point of the 214 and 215 of the Player’s Guide for character’s attributes curses. The creation of a curse is done • Convert into one free immaculum in steps: first deciding on the type of curse, then determining its rank and then

257 finally any details about how it Ranking manifests, based on how the character A curse’s rank is equal to the higher of gained it and who he gained it from. the faith rating of the mortal(s) imparting the curse, or the motes of taint Types gained (failed sinning, misplayed First decide on the type of curse that is serenade, etc.); the maximum rank for a being inflicted on the character: curse is 5. If the curse is imparted by a mundane mortal, it is equal to the Restriction mortal’s SPT minus one. Stops the immortal from doing what is considered a normal activity by most Three factors determine if a curse is of mortals. May have a built-in way for the the correct power level to match its immortal to still perform the activity. assigned rank: exposure, hindrance and Example: The character cannot enter a frequency. An easy way to gauge if the dwelling without being invited in. curse is too powerful, or not powerful enough, is to assign a scale of one to five Consequences for each factor and then average the The immortal’s presence or actions three together. The average should be cause things to happen that are not equal to the assigned rank or one point normal or possible by mortal standards. below it at most. The incidents do not necessarily directly reveal the immortal as their source. Exposure Example: Animals act strange or Human minds quickly attempt to explain aggressive whenever the immortal is away the effects of curses, just as they near. do serenades. A curse is generated by human faith — perhaps a subconscious Weakness cry for humanity to realize the truth of The immortal develops a vulnerability, “what is out there”. This means that compulsion or addiction. This is curses create a greater risk of exposure typically in relation to something a and require additional effort by Jugglers normal mortal would not have a problem to cover them up. A one in this factor with, or it can be an exaggerated version creates no risk at all, even after repeated of a normal mortal problem. manifestations. A five indicates Example: The character’s skin literally immediate exposure of the immortal’s burns in sunlight; he takes damage from supernatural heritage and great silver or holy objects. difficultly in covering up.

Alteration Hindrance The immortal is physiologically changed How much will the manifestation of the in some way and needs to hide or cover curse get in the immortal’s way or up this change from mortal eyes. possibly harm him — or others around Example: Cries tears of blood, sheds him? A one is just an annoyance with skin like a snake, feet always remain in no adverse affects, while a five in this himsati (cloven hooves). factor indicates severe harm or

258 destruction with long-lasting appropriate. Do not confuse duration consequences. with frequency, how often the curse manifests has nothing to do with how Frequency long it stays for, except in rare cases. During game sessions, how often will the curse attempt to manifest? A one in Boons vs. Curses this factor only occurs a few times over Gifts and curses do not cancel each other the many stories you tell. A five creates out. Both take effect, with curses taking a problem in every waking moment — effect first and then boons and gifts and maybe even every sleeping moment making appropriate alterations. — of the character’s existence. Characters cannot take a boon that increases the PRS-based countering roll. Manifestations The effects of a curse manifest whenever Curses and Taint it makes sense, there is no die roll. If a Taint generates its own effects — rules die roll is needed to create an effect, appear later in this appendix — but also overcome resistance, etc., use the curse’s empowers and evolves curses. rank to determine the die to roll (1 = d4, Whenever a character carries motes of 2 = d6, 3 = d8, 4 = d10, 5 = d12). Roll taint, the number of motes adds to the the die and add the curse’s rank to the strength of a curse when it manifests. In roll to determine the strength of the addition, the taint consumes one mote of manifestation. immaculum if the character is carrying any on his person (but not from an Countering the Manifestation external container such as a Mystech Characters can try to keep the curse from device). manifesting by making a contested PRS roll against the curse (the curse makes a Countering Curses when Tainted roll as above). If the character rolls If a curse is countered while the higher the curse doesn’t manifest. character is tainted, the curse becomes However, every time a curse is more aggressive. In addition to the countered it gains a cumulative 2-point cumulative 2-point bonus to the strength, bonus to its strength for the next less and less time occurs between manifestation. Eventually the character attempted manifestations. The taint will will be unable to counter it and the also cause the conditions under which effects will be much stronger. Once the the curse manifests to broaden slightly to curse has successfully manifested it increase the potential frequency. Once loses the bonus for future the curse has successfully manifested manifestations. these bonuses and increases in frequency cease. Duration Most curses have a self-explanatory Example: A character with taint has duration based on the description of the countered his curse requiring him to be effects. Otherwise, assume the effects invited into a dwelling twice in a row; last for the remainder of the scene when the next time he approaches a dwelling

259 he finds himself struggling to cross the successful barb, and the success level of property line into the yard; the curse the barb is equal or higher than the now is attempting to manifest and character’s SPT attribute value, the require him to be invited onto the character gains a mote of taint. For Area property. Since this is the third time he of Effect barbs, a number of motes are is trying to counter it, the curse strength created equal to the AoE level (see Area has increased by 6 points; it is doubtful of Effect chart). Anyone affected by the he’ll counter it now. serenade is a potential target; motes first infect the individual with the highest Palladium and Curses total attribute points (add all attribute Palladium negates any active curses values together), with SPT breaking ties. when held by the curse bearer. It uses Once that character is infected with a up one of its charges to negate all active mote, the next highest is infected with a curses for the remainder of the act. If mote, until everyone is infected or there the character is tainted, the taint must be is no taint left. Mortals with a Faith cleansed before the Palladium can rating and members of the Slayer negate the curse. Calling are immune to receiving taint from barbs. TAINT Other Sources These rules replace those for taint, Strange phenomena in distant starting on page 214 of the Player’s Dominions, once powerful and but now Guide. broken Mystech devices, strange relics Gaining Taint from the Shouting War, trapped artifacts from the time of the Abzulim, or even a Aside from sinning as mentioned above, radioactive shard (along with its other taint can be gained from a variety of obvious toxic effects) can all make other sources. excellent sources of taint. Let your

imagination run free. Via Serenade When a character misplays (critically Taint Effects fails) a serenade, he gains one mote of Side effects of taint are gauged by taint. If critical failure rules are not in subtracting the character’s lowest use, he gains a mote of taint if he fails attribute from the total taint he carries the roll by more than 5 points. If the (anything less than zero is considered a character misplays another serenade in zero). This is compared to whatever the same scene, he gains two motes of chart is appropriate at the time taint from that misplayed serenade (for a (transformation, influence and illusion total of 3 gained); if he misplays a third are the most common). Negligible serenade during the same scene, he gains changes are not permanent, and it is rare three motes (bringing his total to 6), and to carry enough taint to make truly so on. devastating changes. Via Barb (taint-based serenade) If a character is the direct target of a Curses are driven by taint, but taint has

260 other more subtle ways that it affects the effects by making a contested PRS roll world around it. Taint in and of itself against the taint’s die value (per page manifests as its own curse, along with 214 of the Player’s Guide). If the fueling other curses the character has character rolls higher the taint is (such as his tribal curse). Most often suppressed, for now. Suppressing taint taint tends to aesthetically “stain” requires a standard action, during which anything it comes in contact with like an the character can feel the taint; a bitter entropic force, allowing what could distaste in his mouth, a light puff of naturally go wrong to do so. The more acrid smell in his nostrils, and a gritty taint the character carries, the longer the haze in his eyes. taint’s manifestation lasts and the more noticeable its effects. The tables on Taint and Himsati pages 214 and 215 of the Player’s Guide Taint has very specific effects on are still used for die values and characters in himsati (see Appendix B) if durations. Die values are only used if the number of motes becomes too many the taint must overcome some form of for the character’s force of personality resistance (like a ward or serenade for (PRS) to handle. This is regardless of example) or if the character attempts to manifestation or not. When taint suppress the taint. Taint manifests actually manifests for a character in full randomly at your discretion, like small, himsati form, half of the taint motes are slithering, vile vermin looking for subtracted from any rolls based on opportunities to steal a tiny bit of animal/elemental/etc. instinct — fight of brightness from life in general. flight, survival, food, territory, etc.

Some Examples: Characters should be encouraged to act a • Sharply defined edges dull, square little more feral and bestial. For corners look and feel rounded as if elementals they should look to dulled with age. humanity’s fears about the elements (fire • Makeup smudges, clothes wrinkle, burns, water drowns). The character brightly colored fabrics darken, will have a aura of menace about them glossy coatings wear a thin. while in full himsati; the more taint they • A pleasant scene begins to feel carry, the worse it gets. uncomfortable, as an overall “bad vibe” creeps into the moods of those Cleansing Taint around the character. Taint can be cleansed via any of the following methods: Remember that taint is unpleasant, • Two motes of immaculum can be uncomfortable, and irritating to all but expended to remove a mote of taint those Progeny, thrall and drovelings that from the character. know how to use it. • One attribute point of a mortal’s aura can be used — at the moment it is Suppressing Taint Effects taken during lulling or sinning — to The character can attempt to keep the remove two motes of taint. taint from manifesting and bypass its • A single charge from a piece of

261 Palladium removes all motes of taint in an individual immortal. • The spilling of an untainted being’s life force also cleanses taint (see Spill Rules). • You can come up with other methods such as a Mystech device, but it should always require some form of pure living force.

Tainted Soulless A tainted soulless, who is possessed by a Progeny using taint manipulation techniques, remains possessed for days instead of minutes. Each mote of taint also acts as one success level on the influence chart towards the mortal acting upon his darker thoughts and instincts. This taint also provides additional serenade resistance equal to a Faith rating (but does not protect against barbs).

Other Drove Abilities An explanation of basic drove abilities with taint, appears on page 128. Other abilities, and full game mechanics, will be available in the forthcoming Tribal Law vs. Dragon’s Rule.

262 APPENDIX E: SERENADE EXAMPLES The following contains two examples of affect a grounded target). This provides how to build custom serenades and is a –0.25 decrease to the cost, though it followed by a list of sample serenades still rounds up to 6. for the Aperture and Vivification attentions. Step 5: Name and Record Chain Lightning (Base Cost 7) Custom Build Example #1 Focus: Arcing Lightning Bolts AoE: 0 Selective (SPT * 2) Step 1: Choose Attention Duration: 0 (-E, -T) Destruction (Base Cost 5) Effect: An arc of lightning jumps between the selected targets each round Step1a: Add-in Warp Attentions doing damage (serenade strength No warp being used decreases each round but keeps the same damage level as initially rolled; it Step 2: Choose focus and look includes a trigger allowing anyone that Focus is the character’s motif of has or gets grounding protection to be lightning: a bolt jumps from target to immediately immune to the damage). target. Custom Build Example #2 Step 3: Adjust secondary elements A) Leave AoE at Level 0 (selective), but Step 1: Choose Attention make base number of selectable Transform Partial (Base Cost 4) targets equal to twice SPT. (+0.25 Base Cost) Step1a: Add-in Warp Attentions B) Increase Duration to 0 (-E), Round Control: to add in a condition for the Extended. Each turn all targets take transformation to take place. (+1.0 Base damage as lightning keeps jumping Cost) among them. (+0.5 Base Cost) Target: BODY (from Transformation) C) The total enhancers are .75 (0.25 + Visibility: Clearly visible from serenade 0.5) so it falls within the acceptable singer to target. range of enhancer totals. Other secondary elements are the same Step 4: Final adjustments for both serenades. The Narrator reviews the serenade; currently the Base Cost is 5 + 0.25 + 0.5 Control has a higher base cost than a for a total of 5.75 and it rounds up to a partial transform, but since it is only base cost of 6. The Narrator then being used as an activation trigger for suggests a trigger that if the target the main effect, it is counted as the becomes grounded, the serenade stops second serenade in the warp… effecting him immediately (or will not

263 Step 2: Choose focus and look can never be targeted by the serenade. The target gains an increase in muscle mass and begins to look more brutish as Sample Serenades he becomes stronger. The trigger The following samples were built using condition is set based on the target the build system for use with the new performing a multi-part task, the attentions presented in Chapter 6. serenade effect activates to give him the strength to finish the task. For example, APERTURE SERENADES: the target of the serenade is assigned to infiltrate a secret society and kill the leader. Once he realizes that he has been Ley (Base Cost 6) successful in his infiltration, the Focus: Earth via Ley serenade activates, giving him the Effect: The character chooses a location strength to eliminate the man in charge. on Earth he wishes to travel to. Strands of the Ley Membrane grab the character Step 3: Adjust secondary elements and place him on the nearest Ley Line. No adjustments to secondary elements The serenade hops him from line to line need to be made. The conditional and deposits him as near to his activation trigger is paid for by the +1.0 destination as the effect level cost increase from using a warp. determines. Extra effect levels (the character can choose to just reach a Step 4: Final adjustments general area near the destination in order The Narrator decides that this needs a to lower the needed effect level) reduce small restriction that it cannot take a the amount of time (duration) it takes to penalty to affect multiple targets (-0.25). get there. It is not meant to create small armies of brutes, and the Narrator feels it would be unbalanced if it did. This makes the Zodiac (Base Cost 7) final calculated cost 4.75, but that still Focus: Nadir rounds up to a Base Cost of 5. AoE: 1 Resistance: Vehicle MIND Step 5: Name and Record Effect: This serenade is used to pilot a Brute Force (Base Cost 5) lighter into the Ley Membrane but, Warp: Partial Transform & Control instead of returning to Earth, it reaches Focus: Add STR to target the nearest crossroads and forces open a AoE: 0 Selective way into the Nadir, launching the lighter Duration: 2 Scene out into the rest of the universe along its Effect: The target is sent to perform a twisted paths. multi-part task. When he realizes he has finishing performing the first parts, he The lighter’s MIND is added as immediately gains a number of points of resistance to the serenade; if the STR equal to the effect level, thus character has a lighter navigation or allowing him to complete the second piloting skill equal or higher than the part of his tasks. Multiple individuals lighter’s MIND value, then he can

264 successfully program the ship to remove for the area you designate. the resistance.

Treants (Base Cost 7) Synergy (Base Cost 6) Focus: Trees Focus: Gremlin Grid AoE: 1 — Selective Effect: This serenade allows a character Effect: A number of trees equal to your to travel to the Gremlin Grid via any SPT attribute become animated to attack location on Earth that correlates to a your foes. node in the Gremlin Grid.

Galatea (Base Cost 7) Deep Dweller (Base Cost 6) Focus: Art Objects Focus: Underworld Effect: The targeted object of art springs Effect: The character arrives in the 4th to life. It acts based on the type of art it tier of the Underworld in Arcadia. Most is (painting, sculpture, etc.) and what the travelers requiring an exact location find art object is supposed to represent. themselves on the Walk, as that is the area those who travel there are most familiar with.

VIVIFICATION SERENADES:

Valet (Base Cost 6) Focus: Chairs Effect: Animate a chair to take on the role of a servant, fetch items, etc.

Sky Spy (Base Cost 6) Focus: Model Planes, Helicopters, etc. Effect: Animate a small flying model to fly about and return to you with information about what it has seen.

Garden Guardians (Base Cost 7) Focus: Small animal statuary AoE: 1 Effect: Animate all small animal statues in your vicinity which become guardians

265 EPILOGUE “Reimagining Mythology” oday I issue you a challenge... modern world. Few are the brave and to reimagine mythology. the bold who seek to encompass it all. T Those immortals awakening into the Today’s world is one of fast paces, quick modern world of Immortal Invisible War fixes and heroes of the moment. often find a bitter taste in their mouth, as Today’s glamorous rising star quickly they gaze at mortals “plugged in” to Eyz becomes tomorrow’s tabloid fodder. units for longer periods than they spend There are many discussions about the actually living a real life. concepts of mythology as they still relate to some modern media, especially When faced with the challenge of a comics, manga and anime. It has been world that has completely lost touch said that these forms of entertainment with the wonder of old, and has become are the closest we may ever again come only interested in the quick fixes of the to the epic sweeping notions of ancient new media mythology, many immortals mythology. Even today movies make assume the stance of opposing it, quick short work of grand novels, thanking it for keeping at least some cutting hours of imagination-inspiring spark alive, or just embracing it and reading into quick cinematic fests that at hoping for the best. The real challenge best get put into trilogies to try and is to do something different with it and preserve some of the awe of those take it somewhere it hasn’t been before. stories. And that is also your challenge as Narrator: for you and your players to The modern world rarely takes time to tell your own original stories and not just wield the awesome might of its own rehash what you’ve seen dozens of times imagination, instead it wants it served up at the local movie theatre or during some more akin to fast food than a sumptuous late evening and fantasy feast. I challenge you to believe that you fest on the local television station. can have both. A never-ending buffet of epic adventure, fast action and So one last time, I challenge you. Take imagination inspiring stories that what you have here and run with it, entertain you for hours, days, weeks, make it your own, take it places you and months and even years. your players have never been before …

The himsati race is from a time of Reimagine Mythology ancient tales of power and wonder. But the truth is that most of those tales are only a small part of most mythological Rick Don stories. Political intrigue, romance, Designer, 3rd Edition tragedy, morality tales and more, all fill a large gap mostly ignored by the

266 INDEX

ITEM PAGES ITEM PAGES A Chimera 30 Abzulim 25, 40, 41, 208 Competent Characters 79, 86, 220, 223, 230 Act 210 Conflict & Combat 206, 216 Actions 94 — Combat Options 92 — Conditional Held 94 — Gossamers / Spirits 251 — Nature Activation 236 — Makers & Mantles 77, 253, 254 Anchors 60, 245 — Morpheum 64, 240, 244, 246 Anthems 183 — Predilections 83 Aperture (New Attention) 189, 264 — Vehicle Rules 99 Arachne, Tribe 47, 154, 177, 192, 201 — Weapon & Ammo Rules 94, 95 — Net Spiders 47 Critical Success/Failure 84 Acheron (Underworld) 50 Curses 124, 129, 131, 149, 257 Arcadia (Underworld) 50 — By himsati 152 Arks 132, 136, 162, 164, 173 — Tribal curses (expanded upon) 154 — Ark of Conundrum 72 D Armor, Reinforced 98 Damage, Types of 101 — 108 Athletic Tests 88 — Life Force Spills 112 Attentions (New) 187 — Healing 109 Attunement 69, 140, 142, 157, 173 — Medical Aid 111 Avatars 12, 18, 21, 227, 233 Distance 216 B — In the Morpheum 240 Bane Listing 143 Divine Creation (Serenades) 177 Barrens (Underworld) 51, 56 Dominions 38, 195 Believers 92, 115, 116, 226 Dopplegangers 31 Biotechnology 174 Dreamless 64 Blue Air 67, 98, 194, 237, 251 Droves 127 — Shallows 68, 71, 159, 252, — Anopheles 175 Bonus Points 80, 149 — Azazel 49 Boon Listing 132 — Azhoth 52 Bright Bloods 71, 73, 118, 245, 252 — Gaki 53 C — Loki’s Children 41, 128 Cadre 206 — Nightmare 66 Carnals 166, 173 — Roane 51, 57

267 INDEX

ITEM PAGES ITEM PAGES E I Eidolon 10, 57, 68, 194, 228 Immaculum 127, 162, 241, 257 Enchanting 168 Inferno (Underworld) 52 — Wards 170 Ingénue — Starting Characters 8, 23, 79, 80 Ennui 13, 230 J — Fugue 12, 164, 176, 227, 230 Juggler Calling 111, 258 Eremite, Tribe 10, 27, 53, 125, 154, 201 K — The Garm 30 Kai Ra 43, 44, 53, 54, 174 Experience Points (EP) 21, 79, 122, 173, 219, 222 Keeper Calling 36, 90 Explosive Devices 95 L F Labyrinth 40, 194 Faith 114, 120, 180, 227 Lethe 14, 219, 235, — In the Morpheum 61 — Fades 16, 232 — Ratings 117 — Reborn, and the 23 — Religarum, Wielding 118 Ley Membrane / Lines 40, 42, 99, 138, 191, 264 Fringe, The 65 — Nadir 41, 193 Furnace (and the Foundry) 44, 54, 195, 229 Lighters 40, 54, 173, 175, 264 G — Spirestrike 40 Gehenna (Underworld) 51 — Skill 91 Gifts 121, 129, 131, 132, 256 Lulling (“The Lullaby”) 70, 114, 121, 162, 261 — List of 136 M Gossamers 68, 158, 237, 247 Maelstrom 42, 193, Great Betrayal (Betrayal War) 36 — Valley of Gynnah 29, 43, 176 Gremlin Grid 44, 60, 192, 265 Magdalen, Tribe 7, 27, 40, 58, 125, 155, 201 H — Sin Eaters 125 Habitat (The Earth) 40, 228 Makers 73, 77, 98, 159, 252 Happenstance (Serenades) 180 Mantles 72, 98, 115, 159, 192, 252 Harlequin’s Mask Gift 67 — Dreamtime 64 Hemari Tribe 10, 37, 131, 155, 201 — Talitha 29 Himsati Memory Points (MP) 21, 79, 122, 173, 222 — Race 9 Mentor, Calling 90, 139, 157, 205, 256 — Types 24 — 31 Merchant, Calling 137, 177, 256 Humans, Types of and form 31, 114 — 117 Milesian 29, 73, 118

268 INDEX

ITEM PAGES ITEM PAGES Moor Lock 55 R Morpheum 16, 58, 98, 138, 156 Reborn 8, 23, 36, 79, 206, 219, 230 — Dreaming, Mortal 59 Reconstitution 250 — Dreaming, Immortal 60 Rejuvenation 164 — Conflict In 62, 240 — 247 Religarum 42, 71, 118, 245, 250, 252 Morrigan, Tribe 27, 36, 41, 155, 201 — Wielders 117 Motifs 166, 179 — 187 River Styx 55 — Gaining 183, 184, 219 S — As Focus 186 Sanctuaries, Personal 135, 157, 173 Mystech 157, 249, 257, Sanctuary (Mantle Realm) 56, 72, 192 — EP / MP Costs 173 Sandmen 66, 115, 242 Mystic, Calling 65, Scenes 209 N Scions 91, 129 Narrator Characters 224 Sconces 40 Natures 25, 236, 239, 241, 249, 252 Scourge, Calling 71, 124 Nimrod 23, 29, 44, 125 Serenade Building 195 O Serenade Tribal Affinities 201 Osiri, Tribe 15, 44, 67, 68, 71, 139, Shades (& Companions) 28, 32, 136, 141, 142, 224 — continued 155, 194, 201, 235 Shadowen 12, 23, 29, 36, 40, 58, 73, — Saturna 67, 68, 71, 194 — continued 125, 175, 180, 194, 239 P Shapeshifting 14, 73, 139, 235, 247 Panacea 32, 92, 101, 106, 108 Sharakai, Tribe of 10, 25, 36, 37, 41, 131, — Enhanced 139 — continued 156, 201, 207 Palladium 123, 239, 257, 260 Shard 7, 10, 16, 26, 42, 70, 73 Peri, Tribe 44, 48 — 55, 155, 201, 229 — Vox 7, 10, 109, 120, 249 Phoenix, Tribe 29, 40, 44, 52 58, 111, 155 — Red Shard 31, 41 — continued 194, 201, 239 — Malice Shard 39, 41, 58 Powerful — Starting Characters 79, 81, 222, 223, 230 Sharding 171, 173 Predilections 81, 209, 217, 224, 225 — Shaping 172 Primals 29, 43, 55, 176 Sheol 12, 27, 41, 57, 72, 193, 255 Progeny 26, 127, 138, 141, 207 — Oblivion Void 72 Protean, Tribe 10, 41, 51, 57, 155, 201 Signature Moves 86 Sinning (“The Sin”) 117, 123, 257

269 INDEX

ITEM PAGES ITEM PAGES Skills 80, 85, 241, 251 Talismans 69, 92, 163, 173, 250, — Advanced Foci Rules 86, 185 Tarterus (Lost Fortresses) 39, 125 — Carnals 166 Tarterus (Underworld) 52 — Enchanting 168 Time 216, 240 — Sharding 171 — Alteration (Serenades) 177 — Special Skills 90 — Attention 196, 201 Slayer, Calling 113, 260 — Charts (Falling, Hold Breath) 102 Sleeper (Incubus Boon) 61 — 64, 67, 138, 241, 247 — Create Personal Sanctuary 157 Solas, The 36, 44, 47 — Travel (Serenades) 178 Solitaires 40, 51, 65, 141, 172 Toxins 33, 103, 106, 237 Soul Reapers 71, 113, 115, 142 Trysts 73, 252, Soulless 114, 121, 123, 127, 262 Terat, Tribe 24, 44, 51, 59, 64, 66, 138 — Possessing the 115, 129, 248, — continued 156, 201, 225, 237, 242 Spirits, Mortal 70, 158, 251 Tuatha, Tribe 41, 43, 57, 155, 159, 201 Success Levels — Amaranth 29 — Athletic Tests 88 U — Non-Level Successes 218 Underworld 44, 47, 99, 194, 265 — Zero Success Level 218 — Regions 50 Succubus 65, 67, 115 — Tiers 49 Sunedrion 11, 29, 43, 176, 239 — Undersky 55 — Zuzog 12, 36, 57, 77, 192, 255 — Walk, The 48, 49, 51, 54, 265 T V Tactician, Calling 90 Vivification (Attention) 187 Taint 32, 71, 113, 126, 260 Vogues 180, 186, 192, 201 — Barbs 128, 260 W — Bête Noire 33, 50, 113, 224 Whispers 166, 173, 189 — Crossing, The 128 Y — Curses, And 259 Ys 10, 51, 56, 91, 192 — Drove Powers 127 — Morpheum 246 — In Mortals 127 — Shapeshifting with 236 — Side Effects 126 270 NARRATOR NOTES

271 Now, nearly half a decade after the Betrayal War has ended, take your game to the next level with this, the Narrator’s Guide!

Nearly 270 pages of information on Mystech, playing advanced characters, a new serenade design system, advanced combat rules, interactions with human faith and mystical gifts and curses are all available to add to your game! Written specifically for you the Narrator, you can introduce new concepts to your players, allowing them to grow in power and scope. Add a great deal of new background material to your game, with ideas for new plots, anecdotes from immortals past and present and more!

"The present is the opening and closing of a gate, leaving those who merely peer through but a glimpse of a moment. The past has gates that lie broken, failing to keep those precincts undivulged. The future’s gates are locked; only by observing the other gates can we understand what lies on the other side. Heed well any gates you come upon for they are an opportunity to move forward, but if not used wisely they become an open doorway to a display of your failures.

- - Magdalen Proverb