Table of Contents

Book 3: Big Book of Brew 0 Table of Contents

TABLE OF CONTENTS

Races 2 Arachne 3 Catfolk 5 Fairy 7 Geth 9 Githyanki 11 Githzerai 13 Goblin 15 Goliath 17 Ikthys 19 Kython 21 Lizardman 23 Minotaur 25 Ophidian 27 Riven 29 Sphinx 31 Vanara 33 Exaltations 35 Demiurge 36 Font 38 Force Sensitive 40 Kryptonian 42 Nephilim 44 Para-Psyker 45 Phoenix 47 Sage 48 Symbiote 50 Classes 52 Feats 88 General Feats 89 Racial Feats 99 Exalted Assets 109 Sword Schools 118 Aphonic Wind 119 Dark Messiah 120 Eldritch Advent 121 Infernal 122 Infinite Choir 123 Killer Doll 124 Equipment 125 Ranged 126 Melee 131 Adamantine 134 Munchausen Drive 136 Vehicles 137 Ship Hulls 141 Ship Weapons 145 Ship Components 146 Credits 150 1 Races

2 Arachne

Arachne are beings that look much like humans from the waist up, but are composed of an arachnid (NOT an insectoid) body. Called Driders by some, especially Eldar and Elves, the Arachne are a proud people composed of beings with strong passions that they keep under close wraps. Arachne are superb combatants, adaptable and very much capable of acts of great virtue or cruelty, as much as any race. Until recently – that is, about 3,000 years ago – Arachne were considered primitives because they were believed to have no discernible language or engineering skills. In fact, their language consists mostly of clicks, pheromones and sub-sonic communication, while their technology level depends mostly on what they have available to combine with their webs. As Racial Statistics was proven, when given access to anything Characteristic Bonus: +1 to Wisdom or mechanical, Arachne are quickly able to discern +1 to Dexterity how and why it works, break it down, recreate Skill Bonus: +1 to Crafts and and improve it. This comes from the fact they Acrobatics have beyond-exceptional situational awareness, Power: Web Spinner – May use webs to able to pinpoint everything in their create any primitive object, provided other surroundings, as well as a deep, instinctive complex parts are available. Each use can create understanding of the laws of physics. Both are one item of about half the Arachne’s mass, absolutely necessary traits for a race that though it can be split into smaller parts or depends much of their existence on the use of combined with other Arachne for a bigger item. their webs. This ability is usable 1/scene at level one and may be used an additional time at levels 3 and Physical Characteristics 5. Items created this way are permanent unless Average Height: 2.5-3.0m destroyed or they bio-compose. Average Weight: 200-250kg Size: 5 Languages: Trade, Arachne Common Personality Traits: Passionate, stoic, predatory, intense, focused, mistrustful, aggressive, proud Common Physical Traits: Carapaced, nimble, skitterish, dark colors Example Names: Sojar Tarna, Zesstra Alar, Nathra Tseerae, Silitha, Achidna, Atlach- nacha

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Physical Qualities Arachne Heroes Arachne are large, multi-legged beings, On her homeworld, Carmine was a many of them with clawed hands. Their bodies fierce and solitary hunter who's red streaked are mostly covered by a carapace that they abdomen struck fear into the hearts of her kin. change every year. It is considered common to She was faster and more deadly than most. A create personal armor from their old carapaces. visiting captain challenged her to a Skin and carapace colors vary, but mostly are duel in the depths of a cave. The spelljammer muted and dark, the better to hunt with. Hair won the fight, revealed his nature as a vampire tones are black to gray to white, with streaks of and sired her as a vampire. She left her planet different tones not unseen, even the rare red with him, to hunt more prey in the Great Wheel color might appear. They possess six eyes that at large. are solid black, but very much capable of At a young age, Nathra was pulled in looking almost 270 degrees around them. an Acerath worshipping cult that traded information in secret for their god, and was Playing an Arachne prized for her stealth and ability to negotiate Arachne society is unexpectedly equal; through fear. Her thirst for knowledge and as a race composed of hunters, gender equality secrets led her to open a package she was was a thing achieved ages ago; either a male or delivering, exposing herself to the Jewel Seed female could hunt for itself, fend for itself and hidden inside. It recognized her potential and defend itself, and that was all that mattered. chose her to genesis in a new Crystal Sphere. Still, despite most of them declaring themselves Nathra is thrilled by this, and the universal loners or that they want to be left alone, they secrets it could expose to her in time. crave companionship. Proud to the point of Atlach-nacha was a fearsome fighter occasional arrogance, they hide their deep who used a long handled axe to cripple his prey, passions beneath a veil of indifference. never knowing defeat. A roving band of Orks, Ingenious, curious and very aggressive are some raiding planets fought Atlach-nacha to a draw traits that characterize the Arachne race, along and made him one of their Boyz. He now travels with a vastly different way of thought from most with them across the universe in a quest for mammalian beings. For one, their codes of strength, and even more Dakka. honor are different, with a greater adherence to laws of conquest and subservience. Also, to Arachne, many things that are brutal or cruel are considered unimportant, such as being enslaved or abused.

4 Catfolk Physical Characteristics Average Height: 120-170cm From time to time, around and about Average Weight: 35-75kg the Great Wheel, you might come across a Languages: Trade, Catfolk person with the features of a cat. Slighter than Common Personality Traits: Curious, humans, not far from elves, these individuals Mischievous, Friendly, Surly usually travel in groups, trading exotic wares or Common Physical Traits: Cat ears, cat tails, skin stripings or markings hiring out their swords to raise money to send Example Names: Chen, Rin, Len, home. These are the Catfolk. Their home Meowy Wowie territories tend to be large plains and savannahs, but you'll never see a city. It's said that they have Racial Statistics great hidden settlements, architectural wonders Characteristic Bonus: +1 to Dexterity that are forbidden to outsiders, but only the or +1 to Composure. catfolk know for sure. Skill Bonus: +1 to Athletics and Catfolk are not particularly religious, as Perception. a group. Those who take a martial path often Power: Cats Are Awesome - Catfolk offer Khorne his respects, and those in Catfolk gain Catfall as a bonus feat, and Dark Sight as a lands always have a shrine out to Pelor, but Trait. While wearing no armor heavier than strict dogmatism is uncommon. They pay Light, Catfolk have +1 Speed. homage to the traditional Cat Gods, a faith Size: 3 known as Catholicism, but these are simple spirits to be honored and not a true Alignment.

5 Physical Qualities Playing a Catfolk Catfolk tend to be similar in general Catfolk are a loyal people. They know design, but vary wildly in the details. They're where home is, and that's where their values lie. generally fit and wiry, rarely stocky or muscular. Whenever they're out and about in the Great They have cat ears extending up from the sides Wheel, earning and whatnot, they always make of their heads, and prehensile cat tails extending sure to return the lion's share of their wages to from the base of their spines. They frequently their homeland. This connection to their clan have skin markings, stripes or patterns similar to means that Catfolk don't form attachments to tabbies, and have some facial deformation outsiders very readily. They may be free with relative to the human baseline to give them their affections, but not so much with their more of the appearance of a cat. Catfolk tend to hearts. They know that if they die out there in dress in a revealing manner, enjoying the feel of the wilderness, it's not just hurting them, it's the air on their skin and leaving their hurting their family, so they tend to keep a movements unrestricted. healthy detachment from events. Some Catfolk are born with two tails. However, that's not to say Catfolk keep These lucky individuals are thought to be to themselves. At all. They're intensely curious blessed by the Cat Gods and are said to have a about the ways and habits of the outlanders, and great destiny ahead of them, and indeed always enjoy a good romp. They're very playful, statistical analysis has shown a correlation prone to practical jokes, and are often very between twintails and magical potential. physically affectionate. Just keep in mind, it's Catfolk live about as long as humans, if likely that she doesn't really love you. nobody kills them. Catfolk Heroes Lethe is a fairly unorthodox individual – a catgirl who is also a werewolf. Suffice to say, it leads to the occasional existential crisis. Still, the catfolk’s latent curiosity coupled with a werewolf’s ferocity lends itself well to Lethe, as she’s quite capable of holding her own. Just so long as she’s focused, anyway… Mistra’s not your typical mage. Most tend to think of mages as stuffy librarians without the time for social interaction. Mistra, on the other hand, is incredibly outgoing and always looking to be the center of attention. Considering her talents for performance, she also has a tendency to break into impromptu dances, using her magic to make all sorts of special effects. Unsurprisingly, there’s rarely a dull moment with her around.

6 Fairy

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

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

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

7 Physical Qualities Fairy Heroes Fairies are as varied as nature itself; this Alyssa is a fairy with a learning disorder. is due to the fact they are formed fully grown, She learns. For a fairy? That's a disorder. She's not born. Fairies tend to have appearances seen how the others play like children, never related to where they were formed, with fairies focusing on the bigger picture. They are all formed near rocks being stockier and brown fools. A Syrne spirit has shown her that the haired for example, while a fairy formed by the world is a much grander and bigger place than sea may be blond haired, blue eyed and totally some small forest and she is determined to see it tanned dude. all. If anything gets in her way she has a It is unknown how long fairies live. lightning bolt with its name on it. Some have been sighted living centuries but as a Nissa likes people. She likes them a lot. whole they live short violent lives. They are fun to be around and they like her singing. A nice producer even said that she Playing a Fairy could be the next idol, the Pixie of Sigil...it's a Fairies are inquisitive and generally big dream for a small person...she can't wait. friendly lot, though their weak sense of right and Fame, Friends and Fun await her and she's not wrong matches their childlike nature. Many going to keep it waiting... fairies would as soon ruin someone who makes Ada isn't happy any more. One day, them mad as help someone who said something when she was exploring a man in a strange nice. This nature along with their own fragility uniform knocked her out and tossed her in a leads to an exceptionally high mortality rate. machine of dark soulsteel. For an entire day she Fairies do not die when they are was trapped in there with slashing blades and killed...not quite. Soon after their death they are buzzing saws, torn and ruined but denied death. formed again where they were first made. They She was saved by a traveler who freed her and are still aware of who they were, vaguely, though took her to the Church of Bahamut. The their memories are hazy, that of someone else wounds caused by soulsteel did not heal and she rather than themselves. It is frequently begged them to not let her die so they took heartbreaking to those non-fairies who knew drastic measures. She doesn't have wings any them, to see a changeling wearing the face of a more but they gave her little mithril engines so friend. Do not be fooled by the reappearance...it she can fly again...she doesn't have a heart any is still the death of the fairy they were before. more but she has a pyros reactor. She's not fearless of death any more...but she has a goal. She will find who did this...and they are never going to hurt anyone again. She swears this in Bahamut's name.

8 Racial Statistics Geth Characteristic Bonuses: +1 to Constitution or Intelligence The Geth are synthetic life forms that Skill Bonus: +1 to Scrutiny and Tech live on the metallic planet of Cybertron. A long Use time ago, they served cruel masters that built Power: Cybernetic Life Form: Geth are them consumer goods and military hardware. treated as having the Living Construct power. In Eventually, the war-forged creations addition, a destroyed Geth character may rose up in rebellion against their former masters. upload themselves into a new body as long as Initially horrified by the implications of another their power core (Gizzards) is intact. Great Match, the Council prepared for war. Size: 4 After the smoke had cleared, the Geth had announced their intentions to keep to themselves and develop a civilization on their own. Despite this, some leave Cybertron to explore the organic world just outside their borders. Built to be obedient slaves, the Geth have manufactured lives of their own. About 1000 years after their emancipation, the Geth had evolved into something else entirely. At first, the Geth were almost a hive mind. They had later developed souls, locally known as sparks, and separated into independent thought. They are still group minded to this day, but it is more like the Tau than the Kythons. From this separation, several political factions had formed on Cybertron. The Autobot party feels that the Geth would benefit from increased contact with other forms of life. The Deception party is militant in their beliefs in the opposite. The largest party, the Cybertronian party, feels the former parties should shut their mouth-plates and continue advancing scientifically.

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

9 Physical Qualities similarities (being mechanical, power source in The Geth come in many variations that chest), the main difference lies in their numbers. are built to suit different tasks. Though there are It would be impossible to safely produce Geth if many production models, they all share the the goal was to make Prometheans out of them. same template of having a cyclopean eye and a Most of the times, Promethean Geth happen by durable outside shell with synthetic muscles accident and are written off as defective. Other underneath. These bodies, or Platforms, mean exaltations can happen within the Geth little to the Geth, who can just upload to new population, and they are kept away from bodies upon destruction. Recently, it has common Geth to better serve their people as become common for a Geth to paint their heroes and figures to look up to. Platforms with the colors of their political party, or at least labeling their torsos with the Geth Heroes appropriate icons. Customizations (mentioned During his daily analysis, Rodimus below) are common, even for Geth who spend noticed an unauthorized download entering his most of their time on Cybertron. system. Fearing a viral attack, he shut down. By the time this wave had passed, the damage was Playing a Geth done. Rodimus had changed dramatically. His Originally, The Geth functioned on a memory cores have been compromised, several semi hive mind. Geth who leave their home important events in his life only now existing in sphere are often tasked with a quest for his mental storage. His Spark had changed as knowledge, and will take any well calculated well, the size of its data package was opportunity to acquire it. Player character Geth, immeasurable. Rodimus had to leave his home being independent in nature, are much more world behind, curious of who the ‘Syrne’ are likely to replace their utilitarian parts with more and if he truly belonged with them. impractical (yet much cooler looking) gear to M3G4-1R0N was suffering a critical error. His raiding party has been decimated, and suit their new identities. New heads and vanity his damaged Platform was floating aimlessly in plates are the most common of these space. This was not the error. That was not the customizations. Geth are not to be confused critical error. His error was in hearing a voice in with Prometheans. Though they share many the silent vacuum. A sharp, hushed voice that told him he had potential. Considering the fact that he had no new body to place his core, the Geth known as M3GA-1R0N listened closely. A deal was struck between them, and M3GA- 1R0N became the host of the Daemon Galvatron. LG-10N is a strange creature. Its platform is ungainly, cobbled together from the scavenged remains of its former companions' platforms... and the Warp virus that kept its companions' sparks bound to those parts. LG- 10N has no fewer than ten Geth sparks bound into its body, all conscious, all capable of transforming their shared platform into any weapon they desire... and all thoroughly insane.

10 Githyanki

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

Physical Characteristics Average Height: 1.2-1.4m Average Weight: 50-65kg Languages: Trade, Gith Common Personality Traits: Brilliant, paranoid, impulsive, intolerant, ambitious Common Physical Traits: Frail build, grey skin, monochromatic eyes, large head, bionic implants Example Names: Zim, Tak, Skooge, Gish Mobility Mechadendrites Racial Statistics Mobility Mechadendrites are a set of Characteristic Bonus: +1 to Intelligence four to six long, spider-like limbs that retract or Willpower into a central pod, usually mounted between the Skill Bonus: +1 to Tech-Use and Pilot shoulder blades or at the small of the back. Power: Xenoheretek: Begin play with Extending or retracting these is a free action. the Hatred (Mind Flayers) and Mechadendrite While extended, the mechadendrites act as Use feats, as well as a set of Mobility bionic locomotion, lifting the wearer a full meter Mechadendrites. Mobility Mechadendrites do off the ground. The nimble structure of these not count toward the normal limit of how many limbs allows the wearer to ignore movement mechadendrites you can have attached. penalties based on terrain. Size: 3

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Physical Qualities might rant and rave about a "rival" (that is, someone The Githyanki are an artificially designed who accidentally cut it off in traffic), it takes a coldly race, with very little variation across individuals. They logical approach to combat. Guns and armor support are universally small and lean, with perfect body are preferable to melee, and it's only logical to cut symmetry. Their skin is unusually smooth, and losses and run when faced with a stronger enemy. generally appears in shades of grey, green, and blue. Githyanki prefer to gang up on key targets, or use A Githyanki's waifish proportions mean it has an artillery strikes as cover while they go for the real almost disproportionately large head, with equally objective. large eyes (typically a shade of red or purple all the And, of course, a discussion of the way across), and a pair of long antennae sweeping Githyanki mindset would not be complete without back from the forehead. mention of their... strange criteria for leadership. A Githyanki's eyes are incredibly acute, After thousands of years, the Githyanki still fear their seeing much further and with greater detail than former masters' ire; to that end, when things go other races in the Wheel. Bulbous eyes can't rotate south, they instinctively look toward the tallest within their sockets, though; a Githyanki must turn humanoid present for instruction. Yeah, that's right, its head in order to keep something in sight, but its berk: The Githyanki choose their leaders based on greater field of view means it has wider peripheral height. Sodding barmy, the lot of 'em. vision anyway. Githyanki have been known to turn However, that courtesy doesn't extend to their heads almost 270 degrees in order to keep their their estranged cousins, the Githzerai. While a given eyes on something. Githzerai may be taller, a Githyanki would sooner Finally, as an artificial race, the Githyanki walk into a dragon's maw than take orders from one. are biologically neuter, incapable of breeding. For all If circumstances conspire to force them to work their ideals of freedom, they still use the breeding together, be sure to have popcorn and a pict-recorder tanks of their former masters, reverse-engineered and at the ready, because they only foe that will prompt now jealously guarded in the few crystal spheres them to stop insulting each other is a Mind Flayer. they've laid down roots. Githyanki newts are decanted from the tanks fully developed after six months Githyanki Heroes incubating, and programmed with whatever Gith was the ideal , taller than any of its knowledge they will need for their initial tasks as followers and quite an imposing figure with the phase they're implanted with the pod containing the sword in one hand and a needle gun in the other. Mobility Mechadendrites they're so famous for. Skooge... isn't. A tiny, less than impressive specimen, it was a runt coming out of the tank, and swiftly Playing a Githyanki culled from the main fleet on make-work missions. Githyanki are, on the whole, spastic, mad Not that it minds, anymore... not since the golden geniuses... they would have to be, to operate, presence awoke in the back of its head, advising it to maintain, and reverse-engineer the ships, weapons, ignore its taller brethren in favor of searching out and breeding tanks they'd stolen from their former information about the Syrne. masters. They have a strong tendency to act on their Long ago, before Vaakith transcended into ideas without stopping to think of whether it's a good lich-hood, it made a pact with an ancient dragon of idea, to assume the cold knowledge programmed into flame, intending to introduce more strength into the them on decanting is a substitute for hard experience. Githyanki genome. Now, centuries later, Ven is the Which is... not the best idea, when your race's birth first success of that experiment, decanted with rate amounts to once daily. mustard yellow skin and burning orange eyes... and They are, thankfully, surprisingly tough, vicious red claws, the first sign of dragon genetics with the natural willpower that led to Gith's rebellion successfully introduced to the breeding tanks. aiding in their focus... nothing short of death will stop Gix is a fine example of what the Mind a Githyanki from achieving its goal, whether that goal Flayers exactly did not want when developing the is conquering a city or playing chicken with a sea Gith genome: One with a mind developed enough to train. They are not, however, complete idiots; the tear reality a new waste port. Gix's mental power Githyanki are masters of lightning warfare, preferring more than makes up for its pathetic Githyanki frame, to fight only as necessary to achieve an objective and allowing it to be stronger, faster, better in a way that then - quite intelligently - bugging the hell out. When none has been since Gith himself. only children are smaller than you, you make a point of remembering not to rile up the adults too much. This is not to say that Githyanki are cowards. Far from it, in fact: For all that a Githyanki

12 Githzerai

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

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

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

13 Physical Qualities settlements are self-sufficient and have little need for With only one set of breeding tanks, the trade, though some have been known to extend Githzerai set to work modifying themselves for their Zerthimon's philosophies to those who show interest. inevitable failure before choosing a world to call Githyanki, however, can take the rope, all of home. Like their cousins the Githyanki, they have it. Their stunted cousins are mired in fear, unable to strangely smooth skin that usually tends to grey, let go of their past. And, more importantly, they green, or blue shades, with eyes of a single, solid killed Zerthimon, who was martyred for its people... color... but that's where the similarity ends. The first that just won't be forgiven. A Githzerai forced to Githzerai to set foot on a civilized world - and all cooperate with a Githyanki is a storm of barely- Githzerai since - only superficially resembled Gith's concealed contempt and a vicious font of sarcasm... followers. They had increased their muscle mass, no unless confronted with a Mind Flayer, which they'll longer bound to the ideal form of cattle for their both attack with equal gusto. former masters, and - more importantly - engineered a way to continue on when the breeding tanks broke Githzerai Heroes down. Cargo was always a bright newt, with an Raised on good planet-grown fare rather affinity for healing magic that the sparring monks than synthesized tube meat, Githzerai have gained rarely looked askance at. That is, until a fire caught in some length of bone over their estranged cousins, the village, trapping a newt inside its home. Brave comparable to well-built humans in size. A Githzerai's Cargo ran headlong into the flames... and to color is more vivid than a Githyanki's, and a vestigial everyone's surprise, they turned green to match pair of antennae sprout from its forehead, reduced in Cargo's skin, whirling up into a column above the importance now that they've given themselves ears astonished newts and finally flaring out into the and a nose to better resemble their new neighbors. visage of a great bird before disappearing, revealing Githzerai tend toward simple, serviceable Cargo carrying out the frightened newt... with wings clothing, usually preferring long tunics tied at the of fire flickering on its back. waist to more complex shirts and trousers... not that Fife is - or rather, was - a rather promising they actually need it. While Githzerai are still young adept, a veritable prodigy in the dojo and the biologically neuter, among the tweaks made to their classroom. All of that promise, though, was cut short genome is a form of asexual reproduction, similar to when the Kythons attacked. Who brought them, Fife parthenogenesis. What that means in non-greybeard doesn't know, but it fully intends to find them and is that once or twice in its lifetime, a Githzerai will end them. For the murder of its clan... and itself. puke up an egg that hatches into, well, a clone of the Zerth is known to be a reclusive sort. parent. Keeping itself to itself, even among other Githzerai, This, unfortunately, has the drawback of not and going so far as to teach only a single apprentice at coming with the accelerated development that a time rather than passing on its knowledge to all that Githyanki enjoy; Githzerai take years to mature after it can. Following Zerthimon's teachings led to an hatching, almost as long as humans do. The newts epiphany, an awakening of strange power more gentle can live off sunlight and water until their teeth start than psyker practices, easier to simply let flow from coming in, at which point they're just too big to not the mind. Zerth has mastered the use of this power to take solid food. humiliate would-be students by beating them with sticks... without ever touching the stick. Playing a Githzerai Githzerai rarely use two words when one will do. They tend to be cynical and suspicious, generally expecting the worst in people. Githzerai don't waste time on fools, and are rarely moved to help those unprepared to help themselves. They are pragmatic to a fault, slow to give trust, and cautious in their dealings with others. Many Githzerai disdain creature comforts and live their lives in ascetic discipline. Their settlements and strongholds resemble monasteries more than villages. Unlike the Githyanki, who see other races as slaves to be taken, the Githzerai simply see others as irrelevant... they offer the respect due to strength and discipline, but little else. Githzerai

14 Physical Characteristics Goblin Average Height: 1.3-1.6m Average Weight: 45-58kg Goblins are tinkerers and tradesfolk, Language: Trade, Goblin out for a quick buck and bigger explosions. Common Personality Traits: Hailing from a Sphere noted for torrential Conniving, crazed, scheming downpour, the Goblins are easily recognized by Common Physical Traits: Light brown their large bat ears, short stature and often to light green skin, ornate but often grease carrying large sums of money or explosives slicked clothes, sensitive to sounds (often both). Constant tinkerers, where a Example Names: Bruck, Na'Thak, Gnome builds things that last, Goblins build Q'uark, Squee, Ze'Jill things for either cold hard Thrones or big booms. Racial Traits Their affinity towards using explosives Characteristic Bonus: +1 to Intelligence tends to cause them to live short and loud lives. or Charisma Even when they aren’t at the mercy of their Skill Bonus: +1 to Tech-Use and explosive love they still don’t live long lives Deceive typically averaging at 40 years. Because of this Power: Time Is Also Explosions! - Once they tend to keep business in the family, if you per scene, you may make one attack with a spell work with the father you can bet you will work or gun attack that gains the Blast property. If with his son. This hand-me-down attitude the weapon or spell have the Blast property means that a high regard for tradition is already, add a +1k0 to it. You gain an additional unusually strong amongst goblinkind. use of this ability at level 3 and again at level 5. Size: 2

15 Physical Qualities the seen for many, many years and have carved Equivalent to Gnomes in height, a small little corner of the Astral Sea to call their Goblins are easily distinguishable from the other own. common races. Their skin tones range from an Goblins tend towards the unaligned almost khaki to a pale green. Their hair tends to faiths which match their personalities the be sparse on the men, though thick on the closest, Vectron being rather popular as of women and tends to be rather dark and coarse. recent, though Goblins of other faiths are not They have most of their weight in the torso, unheard of. their arms and legs belying the strength they Goblins are seen in the Astral Sea as possess. both explosive experts and traders, though also Style of dress tends to vary depending kept at a distance. They do have a code of on profession, but even then most Goblins try to conduct, though few ever hear of it or can make snazz it up. Those in the business of selling tend heads or tails of it since it is primarily spoken to dress in ways to imitate the cultures they are and not written down. trying to sell to, and those who build (to destroy) tend towards leathers and other fire Goblin Heroes and acid resistant clothing. Teo'Lora never quite fit into Goblin society. Where her fellows wanted explosions Playing a Goblin and money, she sought education and Loud, proud, always wanting a fast information. Why became obvious later in her Throne or big explosion, Goblins tend to be a life when she awoke her Syrne spirit within boisterous lot. They always seem to need to be while exploring an exhibit on Syrne artifacts on moving, never being able to sit still for too long. Sigil. Now driven to build, she has begun Their fingers especially always seem to be studying in hopes of unlocking her full magical moving, either twitching or working on potential. something. Prahsig has always tinkered with Most Goblins live in small groups, explosive he was a child. But an accident several whether family members or business partners. years ago left his body broken, though he hung More successful and well-to-do Goblins tend to on for dear life. Using his life saving, he was buy property that is large and espousing their remade into a being of manufactured fluids and status. Buying moons seems to be a sort of artificial muscle and steel bones. But the men catch-all dream of the Goblins as a whole. who remade him failed to inform him he only How they came to be is a matter of put a down payment on the new body. Not contention among scholars, unsure if the Syrne wanting to be 'repossessed,' Prahsig now uses his had a hand or if they came to be on their own. abilities to pay off the people who made him Very little in the way of Syrneth archaeological what he is today. expeditions to the Goblin home spheres have Ruym is a trader known wide and far been done due not for any physical goods but for the secrets he to the heavy can divulge. Having large ears and expensive can be a benefit, and he keeps legal paperwork his wide open for any small bit and mandatory of info he can get his mitts on. bribes prevent Some say he even has a uncanny almost all from knack for it, but he simply doing so. But recites rules back to them so that the Goblins they may learn to be as have been on successful as he is. 16 Goliath No one quite recalls exactly which crystal sphere the hulking brutes once known as ogres originally hailed from, though most can at least agree that they might have stayed there had it not been for the incorrigible curiosity of Humans. Regardless, Goliaths now find themselves as widespread across the Wheel as the races who first uplifted them from their original home, often pressed into service for their enormous strength.

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

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

17 Physical Qualities situation, and gladly put their brute strength to work Goliaths are enormous brutes that tower when asked. As with most people, Goliaths have a over nigh on every other civilized creature in the tendency to respond more positively to respect than Wheel, looking down on , Elves and Aasimar to jeering and snide remarks. alike. Hard not to, with their long, gangly limbs. A Among their own kind - and the occasional given Goliath's torso is as big around as an Aasimar in Ork warband - Goliaths are much less inclined to powered armor, its biceps the size of fuel drums. Hair handle with care, casually cuffing others over the is generally coarse and less than manageable; most head to gain attention or as punishment for saying Goliaths end up with shorn heads as a result. Female something particularly stupid. The same Goliaths tend to be slightly smaller on average than stubbornness that leads to them ignoring non- the males. damaging details in the task of "move this thing from Skin and hair colors among Goliaths vary here to there" makes Goliaths very likely to get into widely, from earthen shades of brown and grey to the fistfights with each other over matters as trivial as pale cream and white of those living in more civilized sleeping spots, or who gets to eat the best parts of the crystal spheres and the hot crimson of Goliaths born aurochs. to more frigid spheres. Clothing in the sizes required for Goliaths is more readily acquired than protective Goliath Heroes gear; they generally prefer to remove the sleeves of Gouki had an accident. Arms gone, most of civilian clothing, favoring comfort over looks. his flesh flayed away by Modron gauss cannons he took to prevent them from striking the children of the Playing a Goliath Eldarin world-ship that had taken him on, he cheated Most berks out there seem to think it's easy death, escaping stasis only by the wraithbone crystals to outsmart a Goliath. Well, now, that might be true, grown into existence to cover the exposed muscle. He but the Goliath would respond that it's difficult to chafes under the restrictive plating, unable to move as outsmart a fist the size of your torso plowing into freely as he used to, but welcomes the second life, your face. Goliaths are simple and straightforward... and the feeling of Modron plating crumpling under easy to confuse for stupidity, until you realize that his wraithbone knuckles. "straightforward" often means three hundred kilos of Thanks to the Dark Eldarin who "cared" for muscle tearing through a durasteel bulkhead to get to him, Krieg lost his mind long before the shooting star the sorcerer on the other side. hit him. Now the insane Goliath lurks through the Among the smaller folk, Goliaths are well labyrinthine streets of Commorragh, an overturned aware of their own enormous stature, and often find bucket upon his head and spiraling dragon tattoos on themselves unconsciously restraining themselves, his immense arms often the last thing that hapless especially among those they consider friends. They Dark Eldarin see before he takes his revenge by tolerate orders from smaller creatures surprisingly turning them into new meat bicycles. well, generally more amused than annoyed by the One day, Kuon felt a little peckish. So he decided to eat all of the ship's stores. When the crew came to reprimand him, he ate them too. All of his gorging eventually provoked a daemon calling itself the All-Consuming Devourer of Chaos to show up out of jealousy... and Kuon ate the daemon, too. Now with the daemon's hunger added to his own, Kuon wanders the Wheel, searching for something that can finally sate them.

18 Physical Characteristics Ikthys Average Height: 1.8-2.2m Average Weight: 80-100kg A once-proud people, the origins of the Languages: Trade, Chthonic Ikhthys are largely veiled in mystery - and this is Common Personality Traits: Fidgety, suspected to be partly an effect of their curse, obsessive, paranoid, vengeful, secretive, patient and partly due to the cause of their diaspora. Common Physical Traits: Fishy odor, Historians figure that, before their numerous eyes, scales, spiny dorsal fins, sharp transformation, they were regular humans who teeth and claws, thick neck, natural “glasgow headed a decadent, crumbling empire - but one grin” which went on to re-attain and surpass the Example Names: Marsh, Bahra, former height of their glory through the Gilman, Dagon, Wade, Saul, Nile, Sarep desperate enlistment of the aid of an elder god. However, they soon found themselves Racial Statistics increasingly shunned by their former fellows as Characteristic Bonus: +1 Willpower or those among them who broke the Three Oaths, Strength the Oaths that their patron demanded be kept, Skill Bonus: +1 Forbidden Lore and lost their biological humanity as punishment. A Intimidate war of genocide was inevitable after their “deal Power: Devil Reef Deeps: Gain the with the devil” became common knowledge Amphibious trait. You must be in a highly among outsiders; interspecies tensions mounted, humid environment or rehydrate yourself at and soon enough the remnants of the new least once every hour; otherwise you receive one Ikhthys race were fleeing their Crystal Sphere en level of fatigue. Should you choose the Void masse as the people they had once ruled over equipment starting pack, you may - instead of a took up arms against the “forsaken.” voidsuit - opt to come equipped with a specially- While previously suspected to be the work of designed wetsuit which allows you to maintain Tzeentch, past statements by reputable Ikhthys your body moisture indefinitely (and breathe - as well as recovered primary source texts - underwater) but does not protect you from have consistently indicated that no currently exposure to vacuum. active or extant deity of Chaos is to blame for Size: 4 the surpassingly thorough curse of the Oaths that runs in their blood. Interestingly enough, the curse seems to have been slightly modified - as a last act of spite - following their break from their patron; in a mirror, an Ikhthys will always appear to be human, even though they - physically - are not. In a fashion similar to frogs, Ikhthys breathe through their skin. However, cutaneous gas exchange isn’t something they can do without moisture; the need to stay hydrated goes double for them.

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Physical Qualities Ikthys Heroes Since their curse, Ikthys have taken on Gile yearned for the days when the an appearance more suited for living in water. Ikthys ruled. Sure, it may not have been the best Fins and spines of varying size and color adorn rule, but it was a rule nonetheless. Though their bodies, and skin colors themselves run the those days are long gone, he wants for the time gamut from a sickly green to an ocean blue, he would be at the top of the food chain, and it though it’s all slimy. Most notable is the maw was such thoughts that drew a Daemon to him. most Ikthys possess, holding all manner of Obviously not one to see a vicious cycle for what sharp, pointy teeth. it is, Gile made a pact with this Daemon and As per their curse, Ikthys appear human allowed it to join with his body and soul. Now – in mirrors. Just as they vary wildly in with the power of a Daemonhost at his disposal appearance, so too does their human form. – Gile intends to show the Wheel just how an Ikthys rules. Playing an Ikthys Finley is an odd one. While others of The Ikhthys could not be called the his kind have accepted their curse for what it is, most trusting people; after all, they were more- Finley actively seeks to defy it. Yet, the contract or-less forsaken by an elder god and then driven of an elder god is not easily unwoven. These to near-extinction by their neighbors. They're things take time – which Finley doesn’t have most comfortable in the water, surrounded by nearly enough of. However, there are ways nature, and thus they find isolated coastal areas around such petty concerns as ‘will die before to be the most attractive and despise the finished’ – the most prevalent of which is a polluted, smog-thick air of cities. As they're vampire’s embrace. Coincidentally, Finley just frequently the minority in any given settlement, so happened to know a guy… they tend to have a more cosmopolitan perspective than other races and will very rarely lash out violently - however, when they do, it's most commonly the product of a long- held grudge as they don't forgive offenses against them very easily. It can also get very bloody very fast, depending on the perceived severity of the offense. A very adaptable culture, Ikhthys views on their lot in life can vary wildly - from seething rage at the deity to a pragmatic understanding that the "curse" of the Oaths has, in fact, become a tool central to their society. While most are unaligned, they may end up taking any very real and not completely made-up god that exists as their patron.

20 Physical Characteristics Kython Average Height: 1.3-2.7m Kythons are highly adaptive near- Average Weight: 80-150kg humanoids suspected to hail from any number Languages: Trade, Kython of worlds on the fringes of the Abyss. Due to the Common Personality Traits: constant flux of their home environments, Aggressive, feral, single-minded, atavistic, Kythons as a species have ceased evolving at darwinistic some point during a more primal stage of Common Physical Traits: Chitinous development, instead adapting on an individual hide, big claws, sharp teeth, pointy bits level to meet the needs of whatever environment Example Names: Una, Zwei, Trace, Ivy they find themselves in. Kythons are highly aggressive and very stunted with regard to Racial Statistics technological development, having gotten by Characteristic Bonus: +1 to Dexterity with primitive tools and their own strange or Constitution biological processes before their first contact Skill Bonus: +1 to Athletics and Brawl with the other races of the Wheel. Power: Autoevolution: Gain 1 racial Despite their feral appearance and feat with the [Form] descriptor as a bonus feat. primitive tendencies, Kythons are just as quick You can take up to 3 [Form] feats, or 4 if you to adapt mentally as physically, and the more gain the Perfection ability. advanced races of the Wheel have since learned Size: 4 to leverage both. A Kython's formidable appearance lends it usefulness as a shock troop, its ferocious strength gives it potential with cargo, and the ease with which it can adapt and learn means it can just as easily learn to take position as a bridge officer if needed.

21 Physical Qualities Kython Heroes Most Kythons look like a vaguely Most creatures would be dissuaded humanoid mass of bioweaponized "oh my god from continuing a fight after being shot in the what is that." From canine-formed monstrosities face by a plasma pistol. The Kython known as with spikes everywhere to horrific avian Old One-Eye isn't most creatures. Instead of creatures of talons and teeth, just about the only slumping over dead from the hole where an eye common features are the dangerous ones... but used to be, he decided to repay the favor in kind they don't all start out like this. On a closer – by weathering a storm of bullets to tear the medical examination, Kythons have several offending party limb from bloody limb. Now, deposits of non-differentiated tissues, which Old One-Eye continues to wander throughout react and develop according to certain hormone the Great Wheel, a cauterized hole in his head a spikes... basically, they can metamorphose at baleful symbol of Kython vitality. will. Typically, these deposits won't be People speak of it in hushed tones. replenished before the end of the Kython's Towering over most creatures, its hide covered lifetime, so only a couple such transformations in a dark armor. Wielding blades seemingly can be counted on. forged from the same material, it cuts a bloody Kythons are an oviparous race, and one swath through armies. More frightening is its that can control their fertility cycle to a degree dominance over other Kythons, commanding that allows them to only attempt clutching when them and more in cruel, methodical devastation. there are others of their kind around. Kythons None know its true name, but all know the title typically construct their dens around a given by others... the Swarmlord. communal nesting site, with females becoming The crystal sphere known as Malan'tai yet more aggressive when there are clutches to was a peaceful place... until somehow the protect. governor there attracted the ire of someone who A Kython reaches maturity – if not its could bankroll a Kython assassin. The creature full size – within weeks of hatching. Most of – now known as Deathleaper for the mutation of them die before they're forty. the legs she must have possessed to reach her objective – would kill her way to the top of a Playing a Kython different skyscraper each night, and jump to the Few in the Great Wheel can match the governor's turbo-mansion, slaying everyone adaptability and survivability that the Kythons inside... except for the governor, whom she possess. Even despite their natural talents, the simply looked in on before leaving. Eventually, Kython mentality is one focused on ensuring the Deathleaper's antics inspired the people of survival of themselves and their packs. Malan'tai to riots, killing each other in fits of Admittedly, the fact that much of their paranoid fear and the guardsmen stationed there interactions with other races has consisted of in terror-inspired anger. Finally, when the being forced into population had been slavery, most decimated, a small Kythons have a force sent to check in hard time caring on the governor for races other discovered him dead, than their own. having driven his own However, it's not pen knife into his neck, unheard of, and a alongside a note Kython that has apparently written by accepted clawtip: "A tyrant's fear another's strength of his people is far will do all in its more effective than a power to help simple assassin like them survive. myself."

22 Physical Characteristics Lizardman Average Height: 1.5-2.5m Average Weight: 120-240kg Once, long ago, the Syrne ascended Languages: Trade, Saurian beyond their own crystal sphere, and walked the Common Personality Traits: Stoic, Wheel as beings like unto gods. Once, the Syrne dispassionate, focused, objective, observant, began to grow forgetful of their origins, and so patient, stubborn to keep themselves grounded and remember Common Physical Traits: Lean, their past mistakes, they uplifted the reptiles of powerful build, scaled hide, sharp teeth, strong their home, gifted them with intelligence and tail, earth colors objectivity, and charged them with keeping their Example Names: Aeon Calcos, Chakax, history. Once, the Syrne forgot themselves, and Corus, Gor-Rok, Kroq-Gar, Skive became embroiled in a great war with the C'tan, and disappeared from history. Racial Statistics Their own history remains, etched into Characteristic Bonus: +1 to Strength or panels of orichalcum searched for and kept by Intelligence their first servants, the lizards who watched Skill Bonus: +1 Academic Lore and them leave. Athletics The Lizardmen keep themselves to Power: Cold-Blooded – Lizardmen themselves, mostly, maintaining great libraries begin play with the Jaded feat and Nerves o' and museums dedicated primarily to the Steel asset. Syrneth histories, though some have branched Size: 5 out to maintaining the knowledge of other ancient subjects, such as the Tiamat Heresy or the War of the Monster's Fall. Lizardmen typically leave their enclaves only to hunt down some artifact or another related to their favored subjects, or to gather materials to found another museum-arcology in some other crystal sphere.

23 Physical Qualities their outlook. Lizardmen live enormously long Lizardmen are, to be perfectly blunt, lives, measured in centuries rather than decades. great fething lizards that walk on two legs like They can afford to be patient... usually. When men. They're generally lean, with dense muscle faced with the question of its own survival, a covered in a pebble-scaled hide. While their Lizardman will fight with all the ferocity of a hands closely resemble a human's, with four cornered animal. Even in battle, however, the fingers and a thumb, they walk on three clawed Lizardman will observe its enemy, learning from toes, hunched forward and balanced by a long, the experience, to scratch down in notes later sinewy tail. Older Lizardmen often proudly and use it in the future. display horn-crowned heads. Most other races can't tell the difference betwen male and female Lizardman Heroes Lizardmen; females are generally larger, but Gor-Rok is a paragon of all that otherwise lack any secondary characteristics that Lizardmen hold in regard. An albino, skilled would make it obvious. with axe and shield, virtuoso of lute and lyre, A Lizardman's hide can be nearly any and knowledgeable in all fields (but a savant color, but most commonly tend toward blues, when it comes to cooking ancient Syrneth greens and browns, sometimes mottled in dishes), his glaring red eyes are known to have various colors, with amber-colored eyes and been the last thing several hundred Orks saw slitted pupils. Most consider albinism to be an during an assault on a Syrneth library founded auspicious mark. Beyond that, brighter colors rather precariously in Acheron. usually indicate a throwback, an example that Drango lives in a world of blood and has a venomous bite or an affinity for fire. honor, attached to a dragonborn clan to pay an Young Lizardmen grow faster than ancient life-debt her own draconic blood human children do, walking hours after demands paid. She's long considered the hatching and considered adults by the age of dragonborn to be her new family, teaching them ten. They live for much longer, though. the ways of honorable battle with great axe and searing breath, and more, she's managed to keep Playing a Lizardman them looking to Bahamut in Despite their powerful the face of countless attacks bodies, Lizardmen prize knowledge, from Tiamat's heretics. collecting it and maintaining it for Skive is a hunter future generations to enjoy. One separated from his pack, a becomes strong for the sake of feral lizard who no longer safeguarding one's collected cares for the lure of knowledge, and collecting knowledge. A mishap with knowledge can make one strong. sorcery exposed him to a They strive to remain objective, particularly nasty variety of detached, even when discussing their Warp energy, twisting his own lore and history... it's not mind and body and raking his uncommon for members of more hide with the black spiral mammalian races to become marks of Malal. disturbed when a Lizardman goes from discussing a new artifact to reporting a modron attack without changing the tone of its voice. This unhurried, disinterested take stems mainly from 24 Minotaur

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

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

Racial Statistics Characteristic Bonus: +1 Strength or +1 Constitution Skill Bonus: +1 Weaponry and +1 Brawl Power: Don’t Mess with the Bulls – Minoaurs (male and female alike) have horns that have a very dangerous business end. They are Natural weapons with the following statistics: 1k2 R or I, Pen 0, Brawling, Unbalanced, Tearing. Size: 5

25 Physical Qualities Sir Theodoros is a mighty Force Minotaurs possess an impressive Sensitive Minotaur warrior. He feels that the stature, able to easily look down on just about power he has was given to him for a reason, and everything and possessing muscles on top of seeks out that reason as he goes along. Not their muscles. They have cloven feet, which knowing his purpose he travels from sphere to already separates them from all other races sphere helping folks in trouble. In his travel he (except the , maybe) but more has acquired a large ship, which he uses as a importantly, they have a pair of proportionately- base of operations to keep hold of mementoes of sized horns on top of their heads. Minotaurs are his travels. often seen as aggressive and dominant, which is Nikias is a Minotaur minstrel who certainly true in most cases, but they are also wishes to spread the tales of his lineage to the very well aware of their size and strength and furthest crystal spheres. To reach his goal, he surprisingly gentle most of the time. traveled from his home world to Sigil, where he managed to convince a vampire to sire him so Playing a Minotaur that he could ensure his family name makes its Minotaurs are exceedingly strong, fit for way in to the history books, even if it takes him very heavy labor, but that does not mean they forever. are dim or dull. True, most of them are earthly types that don’t really much care for having abundant comforts or about things that don’t affect them directly, but that does not mean they are dull. They have an impressive history and oral tradition, filled with great wars and mighty warlords that conquered continents. In fact, they are very good singers as well, well, according to them, because few other races can comprehend their native language. Despite their traditions and often peaceful natures, Taurs have deep, strong passions and are extremely possessive, often throwing themselves into a mindless, frothing rage should anything dare to impinge on what they consider ‘theirs’.

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

26 Racial Statistics Ophidian Characteristic Bonus: +1 to Constitution or +1 to Wisdom. The Ophidians are a desert-dwelling Skill Bonus: +1 to Politics and Scrutiny. people, originally. A natural gift for finding Power: Snake For A Butt! – You only underground water sources, paired with natural have one leg, but it has 4 points of armor. You talents for tunneling, meant that they could can Stand as a free action. You gain +4 Speed carve out an existence in the most barren of for the purposes of the Run and Charge actions. deserts, and it is perhaps due to their presence You can't wear leg armor that isn't custom- that many desert civilizations were able to rise in designed for Ophidian wearers (one level rarer the first place. Matriarchal by culture, with rigid than normal, outside of Ophidian territory). caste lines, the Ophidians built their cities from Size: 5 the top down, with only the richest and most opulent homes actually above the desert surface and the rest of their people living in elaborate networks of underground tunnels and caverns. Traditionally, the Ophidians are committed to Bahamut. Their Maharani rule in his name, each seen to be an earthly embodiment of the Dragon God who go to join him in his paradise on their deaths. Their priestesses keep the word of Bahamut strong, enforcing the caste structure that sustains Ophidian society and preserving the traditions of their people. Ophidian culture is heavy on themes of death and rebirth, symbolized by the shedding of the skin.

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

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Physical Qualities Playing an Ophidian Ophidians are a strong people, with Ophidian culture is very formal and dense reptilian muscles and a lot more mass very structured - an Ophidian is raised from than their upper half would indicate. They are birth to know their exact social standing, and to generally slender, often have slightly elongated recognize the standings of those around them. ears, and tend to dress in loose and revealing They are expected to instinctually recognize clothes. Their hair, eyes, and scales come in their relative merit and behave accordingly, every color of the rainbow, but frequently match which doesn't really hold up so well in the or complement each other. Ophidians shed the cultural melting pot that is the Great Wheel, so skin of their snake halves roughly once every five many Ophidians default to a stiff and slightly years, a process lasting about a week and nervous demeanor. As they grow more considered extremely personal. Ophidians have comfortable with this looser society, they tend to long tongues, forked like a snake's, but they loosen up a lot, and usually turn out to be very almost never hiss. It's considered uncouth. affectionate and caring people. The lack of Ophidian reproduction is largely strong familial bonds in most Ophidian homes communal in form, driven by female estrus, so means that they place great value on chosen paternity isn't really considered worth the effort friendships. While Ophidian reproduction is of figuring out. Instead, Ophidian society is built very limited and driven by periodic hormonal matrilineally, with the mother who laid the egg shifts, Ophidian sexuality is much less formal considered the only parent. The symbolic and considered simply an act of friendship and renewal of egg-laying, similar to the shedding of entertainment. skin, is considered a sacred act and is always done inside a temple. An Ophidian egg takes Ophidian Heroes about 3 months to hatch, and an Ophidian Recognized for his true faith to Bahamut, Isha was trialed and inducted into the Final Word of grows to maturity in about 15 years. Kings. On his first mission to exterminate a nomadic Ophidian life expectancy is about 100 warlord, he was struck down in combat. But before years. the final blow could be struck, Bahamut chose Isha as his champion, infusing him with a burst of energy from the sky. Filled with newfound power, he smote the warlord down and slaughtered the rest of the tribe. He returned, getting officially into his new life as an assassin. Mara spent her life living in the deserts, teaching children and raising her own. But as she ages she grows weary of the same things over and over. She decides that she should do something else, and gives a heartfelt prayer to the moon. Luna responds, marking her with the "gift" of her embrace, making Mara a werewolf. After Mara loses control for the first time, she leaves her life behind and heads into the Great Wheel to find herself again. While sleeping in an an underground cavern while traveling, Deis's body was infiltrated by a symbiotic warp rendering insect, fusing with him and imbuing him with power. It speaks into his mind, trying to be friendly and protective. It wants to help Deis become even better. Deis continues to wander the Great Wheel, now struggling with the life inside of him.

28 Racial Statistics: Riven Characteristic Bonus: +1 Wisdom or To rive; to rend, and to rend violently. Fellowship A particularly fitting name for the abominations Skill Bonus: +1 Crafts and Disguise from Rivendell I - the bastard children of the Power: Chirality – You may, once per Warp and a merciless reality, the Riven are day, choose to gain a +1 bonus to Physical, afflicted with a form ceaselessly Mental, Social, Power, Finesse, or Resistance metamorphosing without rhyme or reason. characteristics, at the expense of taking a -1 While the features of a Riven are not likely to penalty to all others. This effect is not change perceptibly as the minutes go by without permanent and your characteristics revert to their conscious effort, heightened warp activity normal when the effects wear off after one hour. will probably be very obvious to one as it feels a Size: Start at size 3, 4, or 5. By numb tingling across its entire body while its spending a resource point whenever Psychic form feeds on the entropy rippling outwards Phenomena occur, you may adjust your size by through space. 1, but it can go no lower than 3 and no higher Scaleless, a Riven’s numerous fleshy than 5. Whenever a Peril of the Warp occurs, outgrowths bear the faded raw redness of new you may freely adjust your size but, in doing so, skin - new skin which is scattered in splotches you take 1 damage due to the energies involved. across their body. Practically immortal by nature, it is said that not one cell in their bodies is older than six months; like the Hydra, they are capable of self-renewal ad infinitum. And like the other, the Lernaean Hydra, it is not entirely unknown to find ones with many heads. The Riven typically direct their prayers to Luna, Slaanesh, Malal, or the Raven Queen, although - due to their general avoidance of commitments and unpredictable nature - they can be found to hail any and any number of deities and pantheons. Physical Characteristics: Average Height: Shifts between 1.4 and 3 m, and can be anywhere in between. Average Weight: Varies over time with their size and can be anywhere between 50 and 90 kg. Languages: Trade, any two extra Common Personality Traits: Flighty, delirium, aestheticism, gluttony, extreme nonconformism Common Physical Traits: Vaguely shifting appearance, numerous vestigial limbs, red-tinted flesh, strange outgrowths Example Names: Xyuklok, Ciuphas, Wryijvn, Pyqhet, Aruyaei

29 Physical Qualities tumor-wracked and malformed bodies, and As beings formed from the Warp just as some especially disciplined are not averse to the much as reality, the Riven are truly varied in occasional long-winded mimicry. appearance. Putting aside their tendency to look like just about anything, no two Riven really Riven Heroes look the same. Deformed bodies are the norm – Kheredruak is a horrifying Wraith of a from extra limbs where there shouldn’t be, to Riven. Known to rarely – if ever – talk, he lumps which may be considered benign tumors, instead wanders the Wheel, searching for to forms that would have a hard time being victims. When he sets his eye on someone, he considered sapient… In truth, it’d be easier to stalks them until they’re alone, at which point identify what a Riven could not look like. he skulks from the shadows to decapitate them. Afterwards, he takes the head back to his home Being a Riven to do… something. Nobody dares to follow or The Riven are a people focused on ask. Nobody wants to know. nuance, artistry, and the general enjoyment of Few know why Izepial – also known as life in all its forms - even to, and beyond, the the “Hundred-Handed One” – decides to point of hedonism. With a thoroughly developed consistently take the form of an amorphous sense of self-importance, they aren’t as likely to mass of limbs. Yet, even fewer can argue the hold a temper in check as they are to give voice effectiveness of his form. Catapulting forward to scathing criticisms of works or behaviors they off of his various limbs, Izepial engages foes by consider unsophisticated or lacking in sense, simply entangling them in his mass of arms and and will likely always consider themselves wrestling them into submission. Just as often experts in topics they feel strongly about - will he lift various weapons to do battle with his although whether or not those feelings are foes the traditional way, becoming what justified, however, is another matter entirely. amounts to a blender of weapons. Suffice to say, They take a perverse enjoyment in the it’s quite the spectacle. bemusement of other races at their seemingly

30 Physical Characteristics Sphinx Average Length: 2.5-3.5m Average Weight: 313-410kg Cultures across the Wheel have known Languages: Trade, Sphinx legends of human-headed felines, sacred Common Personality Traits: Intelligent, guardians of the tombs of emperors or erudite enigmatic, coy, patient, contemplative, love of beasts with a habit of testing the intelligence of puzzles their prey. Oddly, the beings now known as Common Physical Traits: Leonine Sphinxes have rarely been known to leave their body, quadruped, wings, muscular, prominent crystal sphere. Some greybeards have theorized fangs that this paradox is due to Sphinxes being the Example Names: Almayce, Teleia, favored thralls of C'tan phaerons during the War Isperia, Cruzius in Heaven. Others insist that the enigmatic Sphinxes aren't as reclusive as they seem; merely Racial Statistics capricious as the great cats they resemble. Characteristic Bonus: +1 to Intelligence Whatever the case, it's a riddle worthy or Fellowship of the Sphinxes themselves. While they rarely Skill Bonus: +1 to Deceive and any leave the homes where humanoid throwbacks Lore worship them, they see a lot of addlepated Power: Liger Build – Gain the visitors coming to them, hoping to get some bit Quadruped trait, and you can choose for your of trivia or another... barmy as it is trying to get unarmed attacks to deal Rending damage a straight answer out of a Sphinx. instead of Impact damage by extending your claws as a Free Action. You lack proper thumbs on your forepaws, however, and thus can't use weapons that haven't been specially designed for your use. Size: 5

31 Physical Qualities libraries, stuffy places where one can only read of Sphinxes have the bodies of large cats with things in dusty old books good only for places that humanoid heads and great, feathered wings. Sphinx certain tasty vermin congregate... no, Sphinxes care fur occurs naturally in many colors, however... not for books or plaques or tablets. Rote commonly a brindled blue-grey shade, with slightly memorization is no good. Knowledge is worth little darker stripes and almost always running to white on without the thought that leads to it. the underbelly. Androsphinxes usually have manes of Among other races, Sphinxes are a vastly different shade than the rest of their coat. insufferable know-it-alls, with an infuriating tendency Sphinx wings seem to be more for display purposes toward double-talk and speaking in riddles. They will than anything else. answer questions with questions of their own, A Sphinx's face might almost be mistaken undermine an opponent's arguments with queries to for a Human's, were it not for the distinctly feline make them doubt their own points. Among Sphinxes, eyes and lips. They have rather prominent fangs, and however, this is shockingly straightforward. are very capable of displaying them when roused, able Discussions between Sphinxes are intricate social to draw their lips back from their teeth in a way no dances of body language, riddle games and the Human can. Androsphinxes often maintain occasional paw across the face. prominent facial hair, furthering their leonine Despite their uncanny resemblance to the appearance. great cats of Human history, Sphinx committees seem Due to their largely feline bodies, Sphinxes to be matriarchal in practice, with the added bonus disdain clothing, only donning jewelry or ceremonial that the males seem to think they're the ones in wear if anything. Warriors wear barding, easily charge. Androsphinxes laze about like kings, or pace adapted from armor designed for humanoids, but about like guards, while gynosphinxes do all the often rely on their claws or magic instead of weapons actual work. Seen in action, the conversations that designed for berks lucky enough to have thumbs. lead to this appear to be remarkably unsubtle even by They are, however, rather vain regarding their coats; Ork standards... control is maintained by the tabby, calico and tortoiseshell patterns are desirable, gynosphinxes simply asking leading or challenging while a Sphinx with a solid-colored coat (especially questions, eventually leading the androsphinx to white or black) might see it as a canvas for her own believe he decided to perform whatever task was set designs. on his own.

Playing a Sphinx Sphinx Heroes Sphinxes are felines, with all of the curiosity Zanzar stood as the vanguard of his liege’s and caprice that entails. For all of their bulk and defense. Pouncing on anyone who dared come near, agility, despite being the size of creatures Humans he could easily tear most apart. However, despite his call "ligers," Sphinxes prize intellect and rational martial prowess, Zanzar never learned of an thought. They collect knowledge; they trade in assassination plot – that is, until he was accused of riddles that set the brain thinking. They care little for the murder of his liege. Having miraculously escaped, he now journeys in the Great Wheel, looking for the true culprits. Ravel has a question. A question that few others can answer, it seems. Asked as a riddle by a wanderer long ago, Ravel couldn’t think of an answer. This led her to travel throughout the Great Wheel, searching for somebody or something capable of answering it. And yet, an answer eludes her. Most infuriating of all, the question itself seems quite simple. The question? “What can change the nature of a man?”

32 Vanara

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

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

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

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Physical Qualities the words "prove it." A vanara who finds an Vanaras are intelligent, monkeylike activity he likes will jump into it wholeheartedly, humanoids, standing slightly shorter and almost to the level of obsession as he strives weighing slightly less than a typical human, toward perfection. But he'll still have a tendency though more of their weight is lean muscle. A to strip down unused items to see how they vanara's body is covered in a thin coat of soft work, in his spare time. fur, and individuals with chestnut, ebony and even golden coats are common. Despite their Vanara Heroes fur, vanaras can grow lengthy hair on their head Vali is an oddity, a white-furred ape just as humans can, and both male and female with delusions of grandeur. He thinks he's the vanaras take pains to wear elaborate hairstyles Monkey King reborn. But that's not the strange for important social functions. The hair on a part. No, what's strange is that Bahamut made vanara's head generally matches the color of its this odd monkey one of his champions anyway. fur. Maybe there's something to his ranting after all. All vanaras have long, prehensile tails. A Anjana recently returned from her vanara's tail is a vanity; while curious hands communion with Luna, her chestnut fur shot grabbing and squeezing it is painful, a vanara through with glowing silver that warns of her will never cover it up if at all possible. Fighting ability to transform into a gigantic ape-beast. vanaras typically wrap it tightly around their She destroys responsibly, however... well, she waist when joining battle, to prevent an takes pains not to transform indoors, anyway. opponent from getting an easy hold on it. Vanara legends speak of a silver-maned warrior of obscene power. A legendary "Super Playing a Vanara Vanara," whose rage shattered entire crystal Vanaras are surprisingly similar to spheres and consumed him entirely in the humans, if a bit more inclined toward pranks, process. clever witticisms and enthusiastic responses to

34 Exaltations

35 Tell: The Demiurge's Tell is a Demiurge distinctive shimmering of the air around his Many mortal races share a certain body, as his absolute territory hardens and mythos, that involves a garden and a pair of deflects light around him. trees. Forbidden to eat from one of them, the mythical forebears would live indefinitely Powers: without illness or pain... but there is always Absolute Territory: While the temptation. Invariably, one of them would eat of Demiurge is conscious, creatures must make a the forbidden fruit, and tempt others to do the Willpower test (TN 5 + 3*Hubris) in order to same. As punishment for this, their gods would enter or leave the space within 4*Hubris meters cast them from their earthly paradise, so that of the Demiurge. If another Demiurge they would know the suffering and pain of approaches the area, however, the one with living. This, they say, is the original sin, the lower Hubris cannot use this power as long as birth of morality as mortals know it. their territories overlap. If the two have the same In the wisdom gained from this event, Hubris, both territories are negated. the garden disappeared, and the great races rose Entropy Flux: Your presence warps the above their fellow animals with the knowledge fabric of existence, destroying the bonds of that begets tools and technology. It is possible - probability as you exert your will. You can though highly improbable - that a lucky sod spend Quintessence to influence the results of might discover these legendary trees... might eat any die rolls made within your Absolute the fruit from them. Most still do; the humble Territory. Add or subtract the Quintessence fig or apple is said to be the Fruit of Knowledge spent from the result of the roll. that originally cast mortals into sin. Its sister, the Kinetic Manipulation: While your Fruit of Life, has long been stripped from the Absolute Territory is established, you can Materium. decide how gravity applies to you, or if it does. But that hasn't stopped some lucky You can move freely in all three dimensions, berks from finding it. Whether some god or and hover at will. If you are not standing on a another thought it an appropriate gift, or solid surface (that would be "down" when Tzeentch just wanted to see what would happen gravity is applied) when your Absolute Territory if he dropped the golden fruit on some is neutralized, you fall, taking damage as unsuspecting crystal sphere, some people just appropriate. manage to get hold of it. Eating the Fruit of Life Type Blue: Gain one rank of the grants extraordinary power... if you can keep Abjuration magical power. You may purchase your mind intact enough to enjoy it. this power as if it was part of any class you belong to. Take your Hubris as a static penalty on tests using Social characteristics, and become the Enemy of nigh on every actual god (the SM should determine which deities would be most offended by your actions), as well as pinging the heresy-detectors of just about anyone.

36 POWER STAT: HUBRIS Whether it's found in the gutter or presented as Hubris Power Gained a gift, eating the Fruit of Life is an act of * Kingdom of One: You don't supreme arrogance that brings you enemies need to breathe, don't suffer from all sides... and it only gets worse from penalties to your actions from there. As your Hubris increases, so too does the weather conditions, aren't affected by pressure or divine power that enables you to reject the very radiation, and you're bonds of existence. comfortable in very hot or very cold weather. Your territory Resource Stat: Quintessence. Arrogant as it is, also contains enough air for eating the golden fruit flares your soul into full anyone else inside it to breathe, incandescence, requiring only the mortal ego to and protects them from temper it into pure light. The character may pressure and radiation as well. have Quintessence equal to Willpower + ** Transversal: You can make Composure + Hubris. Regain Quintessence melee attacks against any equal to your Hubris at the start of your turn, or creature within your Absolute every minute when not in combat. Territory, regardless of distance. Movement away from Weep and Bear Witness Critical Damage you while inside your Absolute 1 The target receives a brilliant flash of Territory always provokes an your monadic soul contacting his, Opportunity Attack. becoming Stunned for one round. *** Angelic: Gain Armor and Hit 2 As above, and the target gains 2d10+5 Points equal to your Hubris. Insanity as well. This armor stacks with all 3 As above, and the target suffers Psychic other sources of armor. Phenomena. Only the target is affected. **** Light of the Soul: Gain Aura 4 As above, but the target suffers Perils of equal to your Hubris. This the Warp. Only the target is affected stacks with other sources of 5 The target discorporates, melting into a Aura. You can cast the spell puddle of protoplasm as his soul flees into Energy Ray, substituting your the warp. There’s no coming back from Hubris for your rank in this. Evocation. ***** Weep and Bear Witness: Gain the Stuff of Nightmares trait. As a Half Action, you can spend 3 Quintessence to cause everyone else within your Absolute Territory to lose a single Hit Point. If this deals critical damage, refer to the Weep and Bear Witness Critical Damage chart for effects.

37 Powers: Font Avatar: As a full action, by spending one Drop, a Font may enter their Avatar form. Many Exalts live their power day to day. Their physical appearance and clothing can They are what they are, and that is what they change, into whatever the player decides for remain. A Font… not so much. A Font is their Avatar form, but cannot change race or someone touched by something greater than size. Any armor being worn by a Font's mortal themselves, and granted an external source of frame is incorporated into their garb as an power that is only barely theirs to channel. In Avatar, and confers its same protection. They theory, any person can become a Font at any may change back to normal as a free action, and time, but in practice, the powers that be seem to automatically fall out of their Avatar form at the seek very particular personalities to be their beginning of their turn if they have no drops avatars on the Great Wheel. left. A Font can only spend Drops in Avatar The power of a Font appears in many form, or to transform in this manner. forms. For some, this power manifests as a Signature Style: Fonts begin play with magic ring, turning their will into reality. For one free rank in any Sword School, Gun Kata or others, it can look like nothing so much as Magic School of their choice. They may always possession. It could be anything; the Font is purchase ranks of that School as if it appeared in more a catchall than a specific origin. What all their class progression. You may purchase spell Fonts have in common is that when they close combos, special attacks, and trick shots at the floodgates, they are all but indistinguishable character creation. When buying or improving a from a mortal. trick shot or special attack, if it applies to an Unlike a Chosen, whose power is tied to action associated with your Signature style, or their faith, or a Daemonhost, who becomes uses an advantage or restriction from your forever changed when they merge with their signature style, you do not have to spend Warp spirit, the Font remains who they were experience for a number of style points equal to before being tapped. You are still the same your Channel (this does not reduce the person as ever, you simply have a source of minimum 50xp). When buying a spell combo power you can draw upon – a = source that is that uses at least one spell from your Signature not, really, part of you. Style, reduce the total spell The specifics of how you level by your Channel for access this power vary, but determining XP cost the worst thing that can (minimum 50xp). happen to a Font is to find Rush of Power: themselves somehow Choose one characteristic from permanently cut off from each category when building their Well, and become your character. While in Avatar truly mortal once again. form, your Font gains +1 to Tell: A Font's tell each of these characteristics is a unique battle aura... a and resilience. In addition, you totem animal, a pillar of gain 3 additional dots in the flames, a scarf of light that Artifact, Mentor, or Backing grows in size and intensity background, reflecting the as she spends Drops. source of your power and/or equipment acquired in your new role as a Font.

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Power of Friendship: A Font that has defeated an enemy, often finds themselves with Channel Power Gained a friend for life. If you would deal critical * Burning Spirit: In a time of great damage with an attack, you may instead deal an difficulty, a Font with sufficient equal amount of fatigue. You may roll focus will push themselves to additional dice equal to your Channel on any greater heights. While in Avatar form, a Font can add their lost hit Social test made on a person you have points to the results of all attack, previously beaten in a serious fight. focus power, dodge, and parry Additionally, the Font is able to draw power rolls. This bonus is capped at the from their friends, and surge in strength to Font's Channel + Composure. protect them. When a Font sees an ally lose HP ** Finishing Move: When performing at the hands of an enemy, the Font recovers one a special attack, trick shot or spell combo while in Avatar form, the Drop. This can happen at most once per round. Font rolls 2 additional dice for each exploding die instead of one for the attack roll or focus test. POWER STAT: CHANNEL Dice for any damage rolls resulting A Font's power source is the alpha and omega of from the attack or spell combo their Exalted capacity, and their strength is explode on a 9 or 10. measured most simply by how freely that power *** Super Mode: A Font's Avatar form can flow through them. is mighty, but sometimes they can find themselves outclassed even then. While transformed, a Font Resource Stat: Drops. The character has can spend a Drop as a free action maximum Drops equal to their Charisma plus to push themselves into an their Channel. They regain all of their Drops at evolution of their Avatar form. the beginning of each combat. While in this evolved form, the Font gets +1k1 on all tests, and gains +1 Resilience. This evolved form cannot be relaxed without dropping out of Avatar form entirely. **** Henshin a-bye-bye: While in Avatar mode you may ignore the effects of critical damage. When the amount of critical damage you have exceeds your Channel, you remove an amount of critical damage equal to your Channel, lose the same number of Drops, and immediately change out of your Avatar form. ***** Open the Floodgate: The number of Drops a Font can spend in one turn is no longer limited by their channel. However, for every Drop beyond their Channel spent in a single turn, the Font takes 1 point of Energy damage to the Gizzards that cannot be reduced.

39 Powers: Force Sensitive Use the Force: When subjected to Psychic Phenomenon, a Force Sensitive may Most Exalts are familiar with the spend one Focus to force a reroll. This power strange, eldritch powers of the Warp. While applies to any Psychic Phenomenon that has the most use its power directly(or at least as directly Force Sensitive as a primary target, including as is safe, given the Warp's destructive nature), those caused by the Wraith's Curse ability or a channeling it through their minds and souls to weapon with the Orgone Array quality. Unless cast spells, others are blessed with an affinity he elects to spend another Focus for another that renders such a crude usage unnecessary. reroll, the Force Sensitive must take the second These rare individuals are infused with a strange result, even if he considers it worse. At two instinctual knowledge that goes beyond all Discipline he may do this once per scene for known magical theory, capable of using the free. Warp to cast spells and augment their bodies in Do or Do Not: When spending a hero ways otherwise impossible. point to reroll a Test, a Force Sensitive gains a These people are known as Force- bonus equal to the number of Focus they spend sensitive, named for the extension of Warp on the reroll. At four Discipline, they also gain power that gives them their strength. But as an additional rolled die for every two Focus with all things involving the Warp, there are spent on the reroll. many risks one incurs when playing with Chaos A More Elegant Weapon For a More incarnate. Their instinctual connection to the Civilized Age: The Force grants insight into Warp comes with the constant threat of many things, including how best to filet your temptation and madness. foes with a chainsword. You gain a free rank of Tell: Those who are force sensitive one Sword School of your choice, and may tend to have an air about them. You can tell purchase ranks in it as though it appeared in there is something different about them as you your class progression. walk past. Temptation of the Dark Side: the threat of corruption the Dark Side poses always looms over your head, no matter how disciplined you become. The Force Sensitive cannot take the feat Tested. If they are progressing in a class that requires them to take the feat, they can ignore it. In addition, alignment checks are made at a -2 penalty.

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POWER STAT: DISCIPLINE While most Exalts can sense or even control the Discipline Power Gained Warp in some manner, this innate sense Force Summons - The Force Sensitive * can use the Force to Quick Draw, as pervades every part of a Force Sensitive's being. the feat, one weapon per round. In Discipline is a measure of how far the Exalt has addition, he can manipulate any come in mastering the Force. Like with all skills, unattended object at a distance in it takes time and effort to learn how to harness meters equal to five times his Wisdom in a simple manner - he can lift boxes the power of the Force - and with great and throw switches, but he cannot discipline comes great strength. wield a weapon. He must have line of sight to his target to use this ability. Resource Stat: Focus. As Force Sensitives grow ** Your Eyes can Deceive - The Force in power and discipline, so too does their ability Sensitive gains Danger Sense and Blind Fight as bonus feats. In addition, the to manipulate the Force (and, as a result, the Force imparts to his subconscious universe around them). Force Sensitives gain a mind information to keep him safe. He pool of Focus equal to their Willpower plus gains a +Xk0 bonus to any reactions, where X is equal to half his Discipline twice their Discipline. For every hour a Force rounded down. sensitive spends in quiet meditation, they regain *** Judge Me By My Size, Do You? - The one Focus. Force Sensitive gains the ability to perform the Bull Rush, Grapple, and Knock Down actions at a distance in meters equal to five times his Wisdom, substituting his Strength for Willpower. Should he succeed at a grapple, this telekinetic hold functions in all ways like a normal grapple, including functionality for any feats. He does not suffer any penalties for failing any of these Tests, aside from the lost action. In addition, when he reaches five Discipline, he also gains the ability to use this power with the Disarm action, substituting Willpower for Dexterity and Discipline for Weaponry. Not The Exalt You're Looking For: **** The Force Sensitive can use Suggestion as the spell, using Discipline + Wisdom in place of the normal test. He does not incur Psychic Phenomenon when casting Suggestion this way, but he can only attempt it on any given target once per day. One with the Force - The Force ***** Sensitive can buy any of their characteristics up to six. In addition, The Force Sensitive can spend Focus as a free action on their turn to give any one characteristic they have listed as one of their class characteristics a one- for-one bonus, with the bonus capped at half their Discipline + Willpower. He may only have one characteristic enhanced in this manner at any given time. This lasts for one scene.

41 Powers: Kryptonian Celestial Body: Empowered Kryptonians do not suffer the effects of hunger Light. A simple word can bring warmth or thirst. Any time they would be affected by to some of the coldest of hearts. A long time Fatigue, Poison, Disease or the vacuum of ago, Sol Invictus, the living sun of planet space, remove 1 point of Radiation instead. A Krypton, provided those in its light with powers Kryptonian is also treated as having the to defend itself against the undead preying upon Photosynthesis feat. them. However, the inhabitants of Krypton Sunlight Dependency: You lose 1 point quickly became corrupted by that power and of Radiation every hour you spend away from turned their back on their creator. There were access to real sunlight. Having 0 Radiation no survivors of the events that happened in their makes you effectively mortal, losing all of the hubris. The ashes of the doomed planet and Sol benefits of this Exaltation. Invictus coalesced into solar shards that spread Overdrive: By spending a point of across the Wheel. Whenever you see a shooting Radiation, you may discharge solar energy star, it is ready to pass on the branding of The through your unarmed attacks. Sending an Kryptonian Sun onto another mortal. One that Overdrive through an object or creature will give can hopefully fill the Great Wheel with light. you a +0k1 bonus (that does not stack with Tell: When activating their powers, a itself) when dealing damage to it. Creatures hit Kryptonian’s chest glows with a warm light that by an Overdrive are also Stunned. The stunning can be seen through clothes and armor. This effect of Overdrive will spread through liquids in light is a beacon that sends different messages contact with the initial attack. depending on who is seeing it. To most, it is a Burning Heart: You begin play with one message of hope. Whoever is on the receiving free rank in Evocation. The character may end of a Kryptonian’s might would disagree. purchase ranks in that Magical School as if they appeared in any class progression he possesses. You may add your Luminosity to your unarmed damage, which are treated as dealing Energy damage when using Overdrive.

42

POWER STAT: LUMINOSITY Luminosity Power Gained As a Kryptonian grows stronger, the branding * Light Bulb: As a free action, on his chest will glow brighter. This glow starts you may generate bright, but harmless light from your body from the chest, and later moves on to the hands with a range equal to and feet. Eventually, a Kryptonian will shine like Luminosity * 5 meters. By a miniature sun. Their natural body heat will spending 1 Radiation per turn also rise with Luminosity, to the point that other to maintain it, you may treat creatures will be uncomfortable (or Light Bulb as producing natural spontaneously combust) around the Kryptonian sunlight against creatures that unless they can keep their inner fire under have a sunlight weakness. control. ** Man of Steel: Your Physical Characteristics may go up to six Resource Stat: Radiation. Radiation is gained dots. By spending 1 Radiation, from exposure to sunlight. A Kryptonian can you may treat a Physical gain 1 Radiation by spending 15 minutes (or the Characteristic as 1 higher for length of a scene) basking in the light of a the duration of a scene. natural sun. Your average Solar Joe can only get *** Solar Breathing: As a Full Action, a Kryptonian may begin Radiation this way. A Dryad that bought the a deep breathing ritual to regain Photosynthesis asset can gain Radiation from Radiation while away from a lesser quality energy sources (such as the Radiation source. If heating lamps on a spelljammer), but the uninterrupted, they gain back 1 Radiation gained is 1 Radiation every 30 Radiation. minutes. Maximum Radiation is equal to your **** Shooting Star: The Kryptonian Strength + Charisma + Luminosity. gains the Flyer trait, with speed equal to twice their ground speed. ***** Burning Shield: By spending 1 Radiation per turn to maintain it, a Kryptonian may generate a field of flame around their body with Aura (3) that deals 1k1 damage per level to units in melee range and lights them on fire.

43 Alternate Daemonhost POWER STAT: ARCANOI Nephilim Note: For any power not explained Resource Stat: Essence here, please refer to the Daemonhost Exaltation in Book 1. Arcanoi Power Gained The C’tan – an ancient race of * Black Blood: As Daemonic. The C'tan shard empowering a incredible power. Possessing technology and Nephilim taints his blood so magic beyond the scope of anything seen since, thoroughly that it runs black, so the C’tan could have changed the entire Wheel thick with corruption that it to suit their whims. And yet, they disappeared – becomes proof against most arms. naught left but traces of their might… and their ** Unnatural Characteristics shards. *** Tesseract Heart: Your body You possess one of these C’tan shards. reshapes itself with exposure, the Embedded in your heart, it stirs. Whether it is better to contain and channel its reacting to a coming storm, or perhaps a passenger's power. You gain the trapped C’tan itself struggling against its prison, benefits of a Necrodermis Heart. or otherwise, you don’t know. What is obvious **** Not of this World is that it grants you power – and while this ***** Phaeron Transcendant: You are power pales in comparison to the true might of no longer mortal, but a the C’tan, it is your power nonetheless. necrodermis vessel for the C'tan Tell: A faint shroud of death seems to shard trapped within your heart. envelop you. As Essence is spent, this coalesces You gain the Stuff of Nightmares quality. In addition, the into something more… substantial, until it necrodermis tracery throughout finally reveals itself as a ghostly apparition of the your body is now enough to C’tan your shard represents. protect you from the elements; treat this as if you were implanted Powers: with a Necrodermis Voidskin. Entombed Vizier: As Demonic Tutor. A Nephilim's power, however, lies entirely within the Materium; all of his spells take on suitable aesthetics. Evocation spells might only call up sand and glass frit, Conjuration spells might only twist objects already present, and so forth. These changes are purely cosmetic. Unholy Might Pariah Gene: As Rejected by Creation. Whenever a Nephilim spends an Essence, she gains 1 Torment. The only way to regain spent Essence is to heal the Torment left by its use. Healing Torment is functionally identical to Erupting Resonance. Distortion Drive: Creating "magic" by screwing with quantum physics instead of the Warp has its perks. You never suffer the effects of Perils of the Warp. Anybody near you, on the other hand, isn’t so lucky. 44 Possessing a powerful, focused mind, Para-Psyker Parapsykers can look deep into the thoughts of When mortals first thought "I want," a others, even when not trying to. Their minds are power was born in existence. When mortals first capable of twisting the very laws of physics, thought "I am," that power was inherited. Now, enabling them to see not only what their eyes mortals think, want, and are, living as best they perceive, but also to cross space and time, can in a universe fraught with peril, death, and projecting their will anywhere they desire. An destruction. Yet some of them, those possessed exaltation virtually defined by the personality of of a True Destiny, come into greater levels of each Parapsyker, each possesses a different way power than their fellows. And what power can of effecting their will, from bursts of elemental possibly be greater than that of the mind itself? energies to knowing the past as if it were the Parapsykers come into existence when a present. powerful enough mind understands the Primal Tell: Simply expending Psi causes a Question, and replies "I Am." When a mind can mental pressure to build up around a comprehend - not just perceive - the true, Parapsyker. As more Psi is spent, this pressure brilliant, multifaceted gem that is existence, builds up into the same headache that the when it communes with what it is to the point it Parapsyker endures at all times. transcends its very existence, new paths to power open. Commanding power far, far greater Powers than those of mortals, Parapsykers are gifted Unquiet Whispers: The thoughts of with a mind so powerful even reality must bow others creates a constant, penetrating drone of before its dominion. Where other psykers cast a thoughts and ideas, distracting and painful. The spell, Parapsykers simply push their will. Parapsyker takes a -2k2 penalty to Social tests when in a group of more than 4 * Ego intelligent creatures within 5m per dot of Ego. This mental white noise can be suppressed for a Scene by spending 1 Psi. Extrasensory: Hearing the whispering thoughts of others might create a headache like no other, but it also helps one know when others are around. The Parapsyker knows instantly when there is an intelligent creature within 5m per dot of Ego, but not that creature's identity or location. Specific presences can be identified this way only after spending time in their company and memorizing their auras, so to speak. By spending 1 Psi, the hero can determine the general direction of a specific presence within their range. Thought-Skimming: Parapsykers passively hear the whispers in the minds of those around them, often being overwhelmed by their cacophony... but it still allows impressive insight into those minds. Gain +1k0 to Social Tests against creatures within 2m per dot of Ego. If a Parapsyker spends 1 Psi, they may focus their

45 attention to gain +3k3 on Scrutiny Tests against a single individual in their range. Ego Power Gained Telepathy: By spending 1 Psi, the * PK Sigma: Gain Strong Minded Parapsyker may contact a being they know exists as a bonus feat, and add your and that is located within 1km. Incredibly dense Ego to your Mental Defense. or magic-affecting materials might affect this ** PK Delta: By spending 1 Psi, a distance. The connection is both ways. Parapsyker can manipulate objects at a distance for 1 Scene. POWER STAT: EGO The Parapsyker effectively has a A Parapsyker's source of power is their Ego, the reach of 3m per dot of Ego. The Parapsyker cannot control strength of their will, the core of their Identity... objects well enough to make who they truly are. The more a Parapsyker attacks with this ability, and accepts and embraces who they are, the more their effective Strength score for power they are afforded - denying one's Self is moving objects using this power not a path to power. Yet, indulgence without is equal to their Willpower. At moderation is just as self-defeating, and many Ego 4, their control is fine tend to burn out if they are careless. The more a enough to make melee attacks Parapsyker embraces their Ego, the more within range, though they different they feel, as if their presence physically cannot make opportunity attacks pressures others around them, some even using PK Delta. likening that feeling to whispers in the back of *** PK Gamma: You can cast the their head or even flashes of static and heat, spell Legend Lore, using Ego + usually an expression of that specific Intelligence instead of the normal Magic Test. Parapsyker's overflowing power. **** PK Beta: You can cast the spell Mind Net, using Ego + Wisdom Resource: Psi. Parapsykers have maximum Psi instead of the normal Magic equal to their Resolve plus their Ego. Every Test. Scene, they recover an amount of Psi equal to ***** PK Alpha: You can cast the their Ego. spell Hindsight, using Ego + Intelligence instead of the normal Magic Test.

46 Alternate Atlantean Cinders: Functions as Paradox. Whenever a Phoenix spends a Mote, she gains 1 Cinder. The only way to regain spent Motes is Phoenix to rekindle the Cinders left by their use. Note: For any power not explained Rekindling Cinders is functionally identical to here, please refer to the Atlantean Exaltation in Unraveling Paradox. Book 1. Fire – that by which entire civilizations POWER STAT: GNOSIS are tempered. Few can discount the power to be found in flames; from heat used to cook a Resource Stat: Motes simple meal, to blazing hell-storms used to raze entire kingdoms, fire is a regular source of both Gnosis Power Gained life and death. Yet, there are those that believe Immortal Fire Bird: The fire is their calling, harnessing incredible magic * immortal bird of flame is until they finally erupt in an astounding notoriously difficult to kill, and conflagration of flames… those empowered by her blood And from the ashes, a Phoenix will rise. show it. You may go to six dots Tell: A Phoenix surrounds herself with in each of your Resilience "feathers" of harmless, multicolored flames as Characteristics, and gain Hit she spends Motes, becoming stunning wings of Points equal to twice your fire at the highest levels. Gnosis. ** Empower Spell Powers: *** Everlasting Phoenix Tail: You Phoenix Magic: You begin play with gain Aura equal to your Gnosis. one free rank in the Evocation or Healing Whenever you spend Motes, Magical School. The character may purchase increase this Aura by 1 for the ranks in either of these Magical Schools as if remainder of the scene, to a they appeared in any class progression she maximum of 2 + twice your possesses. Whenever a Phoenix rolls for Psychic Gnosis. Phenomena, they may roll twice and choose to **** Maximize Spell have either or both effects occur. ***** Quicken Spell Prestidigitation Phoenix Rebirth: As long as you have at least 2 Gnosis, you are never in danger of death. Whenever you would burn a Hero Point to survive, you may instead permanently lose 1 Gnosis. You may buy it again as normal.

47 Powers Sage Centered Soul: Add your Enlightenment as a static bonus on tests made Contrary to what most berks seem to to resist Fear or other Mind-Affecting abilities. think, "simple" doesn't always mean "easy." The Dispassionate Oracle: Your simplest path to power available to mortals lies enlightenment comes at the cost of detachment within, though not all can reach it. Far from the from the day to day affairs of mortals, generally killing fangs of Vampires, Syrneth breeding taking the form of brutal honesty in all things. projects or even simply the destiny of birth and Take a static penalty to Social tests equal to will to power that begets a Paragon, the path of twice your Enlightenment. You can spend 1 the Sage requires only an empty heart, the Mana to reduce this penalty by half for the rest enlightenment that comes with realizing that of the Scene, or until you use the Deceive skill, power and destiny aren't goals to be reached. at which point the penalty applies in full again. Needless to say, most cutters just can't let go Enlightened Mystic: You begin play enough to make this realization. with one free rank in any Magical School. The The way of the Sage can be likened character may purchase ranks in that Magical more to swimming with the current, rather than School as if they appeared in any class against it, diminishing the ego to gain greater progression he posseses. Whenever a Sage rolls harmony with the rest of the universe. They for Psychic Phenomena, they do so at - rarely seek to kill, usually waging violence only (3*Enlightenment). to keep it from harming others, and more often Seated Upon the Boundary: Begin play with they aid whatever communities they attach to Speak Language (Spirits). As long as you have using their magic, and the extermination of meditated, you can also see into the Umbra as if creatures that threaten their sense of harmony... it were overlaid over the Materium, allowing daemons, most undead, and Modrons, to name you to see magical auras or get a general "feel" a few. of an area. Sages are rare in the extreme. Not because the path fails to promise the immortality offered by a Vampire's fangs, or the possession of a Daemon, but because it is difficult. To become a Sage requires an empty heart (but not to be heartless, to the contrary), and a dismissal of the very desires that usually lead to seeking it. Few ever attain the enlightenment required for the first step of the path. Tell: A Sage's tell varies wildly depending on the flavor of memories he draws upon. Memories of the mountains evoke sensations of heat and stone, the islands call forth ice and wind, swamps invoke darkness and putrefaction, plains bring forth pure white light, and memories of the forest draw up the sounds of rustling leaves and the scent of fresh grass.

48 POWER STAT: ENLIGHTENMENT Enlightenment Power Gained For one who has attained Enlightenment, the * Spirit Trance: You can spend 1 Mana to enter a special trance as a only path to greater power is to walk the one Full Action. While in this trance, already begun. The Sage's heart and soul are you stand within both the unburdened by worldly concerns, and only Materium and the Umbra become more so as he increases his connection simultaneously, allowing you to to the lands he remembers. see, hear, and physically interact with anything in either plane, though you can ignore traps and Resource Stat: Mana. The mystical energy obstacles in one that don't exist in drawn from the Sage's memories is called Mana. the other. This trance lasts for a A Sage can have Mana equal to 4 * number of rounds equal to your Enlightenment, and recovers all of his Mana by Enlightenment + your Composure, after which you spending an hour meditating on his memories of return to the plane you started the land. from as a Free Action. ** Thunderous Rebuke: Gain the feat Purge the Unclean. Modrons, Zoanoids and Symbiotes are treated as enemies of your god for the purpose of using this feat, and you can spend 2 Mana instead of a Hero Point to use it. Creatures affected by this power are Deafened for the duration of its effect. *** Accelerated Senses: You cannot be Deafened, instead taking a - 2k0 penalty to tests involving speaking or hearing whenever conditions would render you unable to hear. In addition, you no longer require food or water, as long as you meditate daily. **** Intensify Spell: When casting a spell, the Sage may spend any amount of Mana to increase the number of raises required to save against the spell's effect by the same amount; or to add the same number of rolled dice to the spell's damage; or to add twice that number as a static bonus to the Focus Power test. ***** Transcendent One: While in a Spirit Trance, add your Enlightenment as a bonus to your Static Defense, Mental Defense, Armor, and Aura. You can spend 1 Mana to add rolled dice equal to your Enlightenment to any single roll during a turn.

49 nature, often met with fear and disgust, Symbiote sometimes morbid fascination, and sometimes with scalpels and cold exam tables. The life of a There is a taint in your flesh, alien and Symbiote can be a lonely one, and soon enough unclean. Perhaps you were born with this they turn to the creature within them for warped physiology, your bloodline infected with companionship and acceptance. And the deeper an alien presence long ago. Perhaps you the bond grows, the further they slip away. encountered an alien being that took up Nonetheless, though you hear whispers residence in your innards, providing power for a from something Other, your mind is your own. meal ticket and place to stay. Perhaps you're the You are Changed, and the question remains... product of mad science gone horribly wrong - or what are you going to do now? horribly right. No matter the circumstances, you Tell: As a Symbiote spends Synch, their are now forever set apart from your mortal flesh becomes more warped. The taint becomes brethren... but you are not alone. There is a apparent in shape, coloration, scent, and presence within you, slippery and just within presence. Eyes may appear sightless or alien. your perception. And yet, as time goes on, you Their voice may gain a flanging quality. As more become closer than siblings or lovers. And Synch is spent, the Symbiote's posture and sometimes you cannot help but feel you are mannerisms become more alien. Their voice losing yourself to this... thing... inside of you. Or may gain a flanging quality. Jaws and teeth may maybe you grow together into something new become an all devouring maw. Skin may and singular. toughen into leathery hide. Those who have become a Symbiote may see it as a blessing, a curse, or a mixed bag, Powers: depending on their resulting self-image and Dual Minds: You have your skills, the relationship with their tenant. More important is tenant has its own, as well as its own brain how they are seen by the world around them. power, which can meld with yours. By spending Many an unfortunate soul has attempted to 1 Synch, gain +1k1 to any test using mental confide in their loved ones about their true characteristics. Living Weapon: By spending 1 Synch as a half action, the Symbiote manifests their tenant as a living weapon. This lasts for a number of rounds equal to your Constitution + Integration + Level. The character now has natural weapons (2k1 R or I; Melee; Brawling). The tenant also armors the character with AP equal to their Integration on all locations. If you are already wearing armor, it breaks off as the Tenant twists and flows over your skin and you take damage equal to that armor's AP. The armor cannot be used again until it is repaired. Unsettling: As the host and tenant join together, they become more and more alien and frightening to other people in general. Take - 2k1 on social tests except for Intimidation. Gain +2k1 on Intimidation tests.

50 Strange Anatomy: As the symbiotic bond between Host and Tenant grows, the Integration Power Gained Symbiote's physiology becomes warped and Regeneration: A Symbiote may spend more resilient. Increase your hit points by 2 + * Synch to recover Hit Points in combat Integration. However, due to the blasphemous as a free action, except for wounds caused by E, X, or magical sources. deviation from your species' baseline anatomy, Delicious Brains: So long as its Head all Medicae checks to help you take a -2k2 ** hasn’t taken critical damage, you can penalty. If you would die from critical damage consume the body of an organic being that isn't E, X, or magical in nature, you instead to add your Integration as rolled dice on Disguise tests made to impersonate enter a comatose state where your Symbiote that creature for the remainder of the focuses all of its efforts to mend your broken scene, and may spend 1 Synch to use body. This comatose state lasts for 8 hours, its skill ranks or specializations in during which you are vulnerable to being fairly place of your own for a single test. Malleable: By inflicting one point of easily killed. Upon awakening, you are *** damage to yourself, you may increase ravenously hungry. one of your physical stats by 2 until the end of the scene as the Symbiote metabolizes and repurposes your POWER STAT: INTEGRATION collective flesh. This damage cannot Integration represents how closely the Host and be healed by Regeneration. Tenant have fused with one another. Higher Spawn: Once per scene, the hero may **** spawn a group of minions by inflicting Integration leads to a stranger appearance and a damage to themselves equal to twice warped sense of "self." their Minions' Threat Rating. These Minions have a Damage Rating of 1. Resource Stat: Synch. A Symbiote regains These Minions are a swarm of small creatures (but still equivalent to 5 Synch equal to their Integration at the end of normal creatures) and may pass each sleep cycle and at the beginning of each through nooks and crannies combat. A Symbiote may have Synch equal to inaccessible to the hero and obey her their Willpower + Composure + Integration. commands as a free action. The damage taken for this ability cannot be healed through Regeneration, but the HP may be recovered by re- appropriating the applied biomass. Abomination: You aren't what you ***** used to be, and you and that thing shacked up in your innards are a lot closer than ever. Once per scene, spend 5 Synch as you and your tenant become one. This behaves as Living Weapon. Your natural weapons gain +1k1 damage. Gain Stuff of Nightmares. Gain Fear 3. You now have additional limbs and may take an additional half action per round. Gain size +3. Gain +3 dots to Strength and Constitution. This lasts for a number of rounds equal to your Constitution + Willpower + Integration.

51 Classes

52

Adventurer Dragoon Field Archaeologist Powder Monkey X X Lost Seeker Musketeer X X Dungeon Creeper Dragoon X X Tomb Raider Dragoon Ace X X Raider of the Lost McGuffin Alabast Rider

Blackguard Duelist Cavalier Nobleman X X Bellator Dilettante X X Blackguard Duelist X X Bellator Apex Knight-Commander X X Crimson Rider Duke-Commander

Deathknight Fury Harbinger Herald X X Reaper Apostle X X Deathknight Fury X X Deathlord Divine Fury X X Pale Rider Ebon Rider

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Grappler Sohei Grabber Brute X X Slammer Atavist X X Grappler Sohei X X Rassler Asura X X Rasslord Asurendra

Maid Warlock Scullery Maid Dark Disciple X X Apprentice Maid Warp Advocate X X Housemaid Dark Eradicator X X Head Maid Warp Consolidator X X Perfect Maid

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

54

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

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

55

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

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

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

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

57

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

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

58

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

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

59

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

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

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Cavalier

Level: 1

Prerequisites: Weaponry 3, Drive 2

Characteristics: Strength, Willpower, Charisma

Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command, Scrutiny

Feats: Armor Proficiency (Light) Frenzy Peer (Military) Power Attack Weapon Proficiency (Any) *Armor Proficiency (Medium) *Hardy

Sword Schools: Infernal Monster Stone Dragon White Raven

Gun Kata: Crisis Zone

Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

Bellator

Level: 2

Prerequisites: Weaponry 3, Drive 3, Frenzy, Peer (Military)

Characteristics: Strength, Willpower, Charisma

Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command, Scrutiny

Feats: Armor Proficiency (Medium) Combat Master Divine Bond Jaded Weapon Proficiency (Any) *Armor Proficiency (Heavy) *Sound Constitution

Sword Schools: Infernal Monster Stone Dragon White Raven

Gun Kata: Crisis Zone

Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

61

Blackguard

Level: 3

Prerequisites: Weaponry 4, Drive 3, Combat Master, Divine Bond

Characteristics: Strength, Willpower, Charisma

Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command, Scrutiny

Feats: Armor Proficiency (Heavy) Cleave Crushing Blow Mounted Charger *Armor Proficiency (Extreme) *Weapon Proficiency (Any)

Sword Schools: Infernal Monster Stone Dragon White Raven

Gun Kata: Crisis Zone

Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

Bellator Apex

Level: 4

Prerequisites: Weaponry 4, Drive 4, Mounted Charger

Characteristics: Strength, Willpower, Charisma

Skills: Crafts, Common Lore, Athletics, Ballistics, Brawl, Drive, Weaponry, Intimidation, Perception, Command, Scrutiny

Feats: Armor Proficiency (Extreme) Fearless Iron Jaw Wall of Steel Warp Driver *Battle Rage *Weapon Proficiency (Any)

Sword Schools: Infernal Monster Stone Dragon White Raven

Gun Kata: Crisis Zone

Bonus for Completion: Vehicles you drive roll at -1 on their critical table when taking damage

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

63

Harbinger

Level: 1

Prerequisites: Composure 3, Forbidden Lore 3, Drive 1

Characteristics: Dexterity, Willpower, Composure

Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry

Feats: Armor Proficiency (Light) Danger Sense Hardy Jaded Weapon Proficiency (Any) *Chem Geld *Tested

Sword Schools: Dark Messiah Diamond Mind

Magic Schools: Abjuration Necromancy

Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

Reaper

Level: 2

Prerequisites: Composure 3, Forbidden Lore 4, Drive 2, Dark Messiah or Necromancy at 1

Characteristics: Dexterity, Willpower, Composure

Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry

Feats: Armor Proficiency (Medium) Decadence Divine Bond Evasion Iron Tower *Tested

Sword Schools: Dark Messiah Diamond Mind

Magic Schools: Abjuration Necromancy

Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

64

Deathknight

Level: 3

Prerequisites: Composure 4, Forbidden Lore 4, Drive 3, Dark Messiah or Necromancy at 2, Decadence, Divine Bond

Characteristics: Dexterity, Willpower, Composure

Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry

Feats: Armor of Contempt Armor Proficiency (Heavy) Mounted Charger Strong Minded Two Weapon Fighting *Tested

Sword Schools: Dark Messiah Diamond Mind

Magic Schools: Abjuration Necromancy

Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

Deathlord

Level: 4

Prerequisites: Composure 4, Forbidden Lore 4, Drive 4, Dark Messiah or Necromancy at 2, Armor of Contempt, Mounted Charger

Characteristics: Dexterity, Willpower, Composure

Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry

Feats: Daggerspell Stance Fearless Hard Target Swift Attack Warp Driver *Armor Proficiency (Extreme)

Sword Schools: Dark Messiah Diamond Mind

Magic Schools: Abjuration Necromancy

Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

65

Pale Rider Level: 5

Prerequisites: Composure 5, Forbidden Lore 5, Drive 5, Dark Messiah or Necromancy at 3, Warp Driver

Characteristics: Dexterity, Willpower, Composure Skills: Acrobatics, Arcana, Athletics, Brawl, Command, Drive, Forbidden Lore, Intimidation, Perception, Politics, Scrutiny, Tech-Use, Weaponry

Feats: Death Before Defeat Devastating Critical Mental Fortress Step Aside *Armor Proficiency (Power)

Sword Schools: Dark Messiah Diamond Mind

Magic Schools: Abjuration Necromancy

Bonus for Completion: Vehicles you drive gain +1 Maneuverability.

66 Powder Monkey

Level: 1

Prerequisites: Ballistics 2, Drive 2

Characteristics: Dexterity, Intelligence, Charisma

Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception

Feats: Armor Proficiency (Light) Danger Sense Gun Blessing Weapon Proficiency (Basic) *Speak Language (Any) *Weapon Proficiency (Any Ranged or Thrown)

Gun Kata: Elemental Gearbolt Tin Star

Magic Schools: Enchantment Illusion

Bonus for Completion: Vehicles you drive gain +1 Static Defense

Musketeer

Level: 2

Prerequisites: Ballistics 3, Drive 2, Danger Sense, Gun Blessing

Characteristics: Dexterity, Intelligence, Charisma

Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception

Feats: Commanding Note Divine Bond Evasion Lead Fingers Weapon Proficiency (Ranged 2) *Speak Language (Any) *Weapon Proficiency (Any)

Gun Kata: Elemental Gearbolt Tin Star

Magic Schools: Enchantment Illusion

Bonus for Completion: Vehicles you drive gain +1 Static Defense

67

Dragoon

Level: 3

Prerequisites: Ballistics 3, Drive 3, Commanding Note

Characteristics: Dexterity, Intelligence, Charisma

Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception

Feats: Armor of Contempt Deadeye Shot Decadence Drive-By Gunner Weapon Proficiency (Ranged 1) *Meditation *Speak Language (Any)

Gun Kata: Elemental Gearbolt Tin Star

Magic Schools: Enchantment Illusion

Bonus for Completion: Vehicles you drive gain +1 Static Defense

Dragoon Ace

Level: 4

Prerequisites: Ballistics 4, Drive 4, Drive-By Gunner

Characteristics: Dexterity, Intelligence, Charisma

Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception

Feats: CrackShot Fearless Strong Minded Warp Driver Weapon Proficiency (Thrown) *Sound Constitution *Speak Language (Any)

Gun Kata: Elemental Gearbolt Tin Star

Magic Schools: Enchantment Illusion

Bonus for Completion: Vehicles you drive gain +1 Static Defense

68

Alabast Rider Level: 5

Prerequisites: Ballistics 5, Drive 5, Crack Shot, Warp Driver

Characteristics: Dexterity, Intelligence, Charisma

Skills: Acrobatics, Athletics, Ballistics, Command, Drive, Academic Lore, Forbidden Lore, Perception

Feats: Double Tap Hip Shooting Sharpshooter Spell Bullet True Grit *Sound Constitution *Speak Language (Any)

Gun Kata: Elemental Gearbolt Tin Star

Magic Schools: Enchantment Illusion

Bonus for Completion: Vehicles you drive gain +1 Static Defense

Nobleman Level: 1

Prerequisites: Persuasion 2, Weaponry 2

Characteristics: Dexterity, Charisma, Composure Skills: Academic Lore, Perception, Politics, Acrobatics, Athletics, Drive, Weaponry, Charm, Command, Deceive, Intimidation, Persuasion, Scrutiny

Feats: Quick Draw Weapon Proficiency (Melee 2) Armor Proficiency (Light) Challenge Professional Insult Fighter *Skill Focus (Any) *Fast Reflexes

Sword Schools: Desert Wind Diamond Mind

Bonus for Completion: Deceive Tests are done with a +1 bonus.

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

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

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

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

71 Herald

Level: 1

Prerequisites: Arcana 2, Drive 2

Characteristics: Wisdom, Willpower, Charisma

Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation

Feats: Arcane Mark Armor Proficiency (Light) Spell Might Tested Weapon Proficiency (Basic) *Arcane Blade *Sound Constitution

Sword Schools: Eldritch Advent

Magic Schools: Conjuration Evocation Transmutation

Bonus for Completion: You and vehicles you pilot gain +1 Aura

Apostle

Level: 2

Prerequisites: Arcana 3, Drive 3, Eldritch Advent 1

Characteristics: Wisdom, Willpower, Charisma

Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation

Feats: Danger Sense Divine Bond Eldritch Serpent Spell Focus Weapon Proficiency (Melee 2) *Iron Tower *Weapon Focus (Any)

Sword Schools: Eldritch Advent

Magic Schools: Conjuration Evocation Transmutation

Bonus for Completion: You and vehicles you pilot gain +1 Aura

72 Fury

Level: 3

Prerequisites: Arcana 3, Drive 4, Divine Bond, Eldritch Serpent

Characteristics: Wisdom, Willpower, Charisma

Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation

Feats: Eldritch Exhaust Jaded Spell Book Spell Parry Spell Penetration *Armor Proficiency (Medium) *Weapon Specialization (Any)

Sword Schools: Eldritch Advent

Magic Schools: Conjuration Evocation Transmutation

Bonus for Completion: You and vehicles you pilot gain +1 Aura

Divine Fury

Level: 4

Prerequisites: Arcana 4, Drive 4, Eldritch Exhaust

Characteristics: Wisdom, Willpower, Charisma

Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation

Feats: Daggerspell Stance Fearless Sword Beam Touch Spell Specialization Warp Driver *Spell Book *Wizard Tradition

Sword Schools: Eldritch Advent

Magic Schools: Conjuration Evocation Transmutation

Bonus for Completion: You and vehicles you pilot gain +1 Aura

73 Ebon Rider

Level: 5

Prerequisites: Arcana 5, Drive 5, Daggerspell Stance, Warp Driver

Characteristics: Wisdom, Willpower, Charisma

Skills: Acrobatics, Arcana, Athletics, Drive, Academic Lore, Forbidden Lore, Scrutiny, Deceive, Intimidation

Feats: Blademaster Greater Spell Penetration Mental Fortress Spell Shield Swift Attack *Armor Proficiency (Heavy) *Spell Book

Sword Schools: Eldritch Advent

Magic Schools: Conjuration Evocation Transmutation

Bonus for Completion: You and vehicles you pilot gain +1 Aura

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

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

75

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

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

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

77

Scullery Maid Level: 1

Prerequisites: Charm 2, Crafts 2

Characteristics: Dexterity, Fellowship Composure

Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny

Feats: Protocol Luck Weapon Proficiency (Any) At Your Service *Unremarkable *Speak Language

Sword Schools: Killer Doll Devoted Spirit

Magic Schools: Enchantment Abjuration

Bonus for Completion: +1 Mental Defense

Apprentice Maid Level: 2

Prerequisites: Charm 3, Crafts 2, At Your Service

Characteristics: Dexterity, Fellowship Composure

Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny

Feats: Peer (Nobility) Hidden Objects Wholeness of Body Jack of All Trades *Improvisational Warrior *Research

Sword Schools: Killer Doll Devoted Spirit

Magic Schools: Enchantment Abjuration

Bonus for Completion: +1 Mental Defense

78 Housemaid

Level: 3

Prerequisites: Charm 3, Crafts 3, At Your Service, Jack of All Trades

Characteristics: Dexterity, Fellowship Composure

Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny

Feats: Divine Grace Nick of Time Decadence Elegance *Improvisational Master *Weapon Focus (Any)

Sword Schools: Killer Doll Devoted Spirit

Magic Schools: Enchantment Abjuration

Bonus for Completion: +1 Mental Defense

Head Maid Level: 4

Prerequisites: Charm 4, Crafts 4, Elegance

Characteristics: Dexterity, Fellowship Composure

Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny

Feats: Accessorize Fearless Maid’s Duty Well Connected *Mental Fortress *Improvisational Savant

Sword Schools: Killer Doll Devoted Spirit

Magic Schools: Enchantment Abjuration

Bonus for Completion: +1 Mental Defense

79

Perfect Maid Level: 5

Prerequisites: Charm 5, Crafts 5, Elegance, Maid’s Duty

Characteristics: Dexterity, Fellowship Composure

Skills: Common Lore, Crafts, Perception, Acrobatics, Drive, Larceny, Animal Ken, Charm, Disguise, Deceive, Performer, Persuasion, Intimidation, Scrutiny

Feats: Perfect Self Perfectly Elegant My World Armor of Contempt *Weapon Specialization (Any) *Feather Step

Sword Schools: Killer Doll Devoted Spirit

Magic Schools: Enchantment Abjuration

Bonus for Completion: +1 Mental Defense

Maniac Level: 1

Prerequisites: Weaponry 2, Athletics 1; one or more Minor derangements OR 10 Insanity

Characteristics: Strength, Constitution, Dexterity

Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry

Feats: Danger Sense Frenzy Sound Constitution Sound Constitution Weapon Proficiency (Any) *Weapon Proficiency (Any)

Sword Schools: Killer Doll Tiger Claw

Gun Kata: Point Blank

Bonus for Completion: +10 Insanity

80

Lunatic Level: 2

Prerequisites: Weaponry 3, Athletics 2, Frenzy; 1-2 Minor derangements OR 20 Insanity

Characteristics: Strength, Constitution, Dexterity

Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry

Feats: Jaded Quick Draw Light Sleeper Salt the Wound Weapon Focus (Any) *Sound Constitution *Weapon Proficiency (Any)

Sword Schools: Killer Doll Tiger Claw

Gun Kata: Point Blank

Bonus for Completion: +10 Insanity

Psycho Level: 3

Prerequisites: Weaponry 4, Athletics 3, Salt the Wound, Frenzy; one or more Severe derangements OR 30 Insanity

Characteristics: Strength, Constitution, Dexterity

Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry

Feats: Crushing Blow Fire Fiend Furious Assault Sound Constitution Swift Attack *Sound Constitution *Weapon Proficiency (Any)

Sword Schools: Killer Doll Tiger Claw

Gun Kata: Point Blank

Bonus for Completion: +10 Insanity, and the character is no longer removed from play at 100 Insanity.

81 Burning Psycho Level: 4

Prerequisites: Weaponry 5, Athletics 4, Fire Fiend, Frenzy; any combination of 1-2 Minor and 1-2 Severe derangements OR 40 Insanity

Characteristics: Strength, Constitution, Dexterity

Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry

Feats: Burn, Baby, Burn Cleave Fearless Fuel the Fire Hellfire Halitosis Numbed Nerves *Sound Constitution *Weapon Proficiency (Any) *Weapon Focus (Any)

Sword Schools: Killer Doll Tiger Claw

Gun Kata: Point Blank

Bonus for Completion: +10 Insanity

Badass Psycho Level: 5

Prerequisites: Weaponry 5, Athletics 5, Numbed Nerves, Frenzy; one or more Acute derangements OR 50 Insanity

Characteristics: Strength, Constitution, Dexterity

Skills: Acrobatics, Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Weaponry

Feats: Battle Rage Lightning Attack Sound Constitution True Grit *Sound Constitution *Weapon Proficiency (Any)

Sword Schools: Killer Doll Tiger Claw

Gun Kata: Point Blank

Bonus for Completion: +10 Insanity

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

Bonus for Completion: +1 Speed

Atavist Level: 2 Prerequisites: Brawl 2, Athletics 2, Intimidation 2, Frenzy, Hatred (Any)

Characteristics: Strength, Charisma, Willpower Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry Feats: Bear Hug Bounding Beast Hardy Jaded Ki Strike *Sound Constitution *Weapon Proficiency (Any) Sword Schools: Infernal Monster Tiger Claw

Bonus for Completion: +1 Speed

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

Bonus for Completion: +1 Speed

Asura Level: 4 Prerequisites: Brawl 4, Athletics 4, Intimidation 4, Battle Meditation

Characteristics: Strength, Charisma, Willpower Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Common Lore, Weaponry Feats: Battle Rage Fearless Iron Jaw Reforging Pain Unarmed Master *Greater Frenzy *Weapon Proficiency (Any) Sword Schools: Infernal Monster Tiger Claw

Bonus for Completion: +1 Speed

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

Bonus for Completion: +1 Speed

Dark Disciple Level: 1 Prerequisites: Arcana 3, Forbidden Lore 2

Characteristics: Intelligence, Charisma, Willpower Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion Feats: Obtain Familiar OR Implement Focus Arcane Blade OR Arcane Mark Spell Might Eldritch Trick *Weapon Proficiency (Basic) *Charlatan

Magic Schools: Conjuration Enchantment Evocation Illusion Necromancy Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

85 Warp Advocate Level: 2

Prerequisites: Arcana 3, Forbidden Lore 3, any two Magic Schools at rank 1, Eldritch Trick

Characteristics: Intelligence, Charisma, Willpower

Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion

Feats: Calm the Winds Eldritch Trick Strong Minded Spell Focus *Armor Proficiency (Light) *Tested *Meld Into the Crowd

Magic Schools: Conjuration Enchantment Evocation Illusion Necromancy

Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

Dark Eradicator Level: 3

Prerequisites: Arcana 4, Forbidden Lore 3, Any two Magical Schools at rank 2, Calm The Winds

Characteristics: Intelligence, Charisma, Willpower

Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion

Feats: Delay the Storm Eldritch Trick Minor Magic Spell Penetration *Combo Maker *Tested *Lost Papers *Trust the Hair

Magic Schools: Conjuration Enchantment Evocation Illusion Necromancy

Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

86

Warp Consolidator Level: 4

Prerequisites: Arcana 4, Forbidden Lore 4, Any two Magical Schools at rank 2, Any Magic School at rank 3, Delay The Storm

Characteristics: Intelligence, Charisma, Willpower

Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion

Feats: Eldritch Trick Improvisational Magic Redirect the Hurricane *Minor Magic *Unstoppable Force *Tested *Poker Face

Magic Schools: Conjuration Enchantment Evocation Illusion Necromancy

Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

Dark Lord Level: 5

Prerequisites: Arcana 5, Forbidden Lore 5, Any two Magical Schools at rank 3, Any Magic School at rank 4, Redirect The Hurricane

Characteristics: Intelligence, Charisma, Willpower

Skills: Arcana, Common Lore, Forbidden Lore, Charm, Deceive, Intimidation, Persuasion

Feats: Spell Specialization Eldritch Trick Mental Fortress Stop the Tide *Fettered Push *Tested

Magic Schools: Conjuration Enchantment Evocation Illusion Necromancy

Bonus for Completion: May roll and keep an extra die when Pushing spells, incurring the normal disadvantages

87 Feats

88 General Feats A Bad Feeling About This You know when your actions have immediate consequences. Accessorize You have a keen fashion sense, knowing when to wear what. Armor to Coffin In a grapple your attacks leave quite a mark – sometimes even crippling Battle Meditation Your anger no longer dampens your wits. Black Snark of Despair A vicious remark can leave your enemies with nothing to live for. Bounding Beast While angry, you have a tendency to use your arms as legs. Burn, Baby, Burn Fire is no longer a concern of yours. At Your Service You are an expert at etiquette; you know how to act in ‘polite’ settings. Calm The Winds You can make the warp be much nicer to you than others. Cat and Mouse You know how to get the most out of your vehicle’s engine. Charlatan You know how to keep your magic low key. Challenge You’ve turned smack-talk into a fine art. Combo Maker C-C-C-Combo maker. You are a master at combining spells. Commanding Note Yours is a voice that demands obedience. Cooperation In fights, you’re quite the helpful person. Coordination Even out of combat, you’re quite the helpful person. Deceiving Blade You’re quite capable of misdirecting opponents with your weapons. Decipher Glyphs You can figure out dead languages like you took seven years learning it. Delay the Storm The warp will wait to bone you over till when you’re ready. Drive-By Gunner Why stay and play when you can shoot and scoot? Eldritch Exhaust You’ve worked magic through your vehicle’s system. Eldritch Serpent Flails and such are just tools to use in your crazy maneuvers. Eldritch Trick With some training, you have become quite the arcane . Elegance You move with a very fine finesse that others don’t possess. Empowering Agony Even at the brink of death, you come out swingin’. Expert Assist You know best how to put the ‘strength’ in numbers. Exploit Opening Your words can really shake opponents up. Fettered Push You have taken the time to learn how to push spells with the best of ‘em. Fiery Fist Your burning spirit manifests… through your fists. Fire Fiend Weapons seem to spontaneously combust when you use them. Fly Apart When you screw up driving, you can just barely pull yourself back. Following The Hunch You know when actions will affect you. Fuel the Fire Your attacks get an extra bit of kick. Greater Frenzy Being angry is an art form, and you’re a master. Hellfire Halitosis Flames fire forth from your face. Hero-Sundering Hands You can grapple without being in a grapple. Hidden Objects You are an expert at sleight of hand. You can hide pretty much anything. Inspire Your words are capable of elevating others to great heights. Interruption Your words have a tendency to stop others dead in their tracks.

89

Feats Continued Keep Running! You have done a lot of marathons in your day and can go for hours. Leaf on the Wind Your crew’s lives are more important to you than your ship. Living Plowshare Rampage You find dragging your foes face through the dirt is oh so gratifying. Lost Papers You lost your paperwork! At least that’s what you say. You have a duty, and there is no end in sight to it so you give it your Maid's Duty all. Meld Into The Crowd A crowd to you is like total darkness to others. Mental Map You know where you have been, and how to get back.

Mounted Charger Chivalry isn’t dead, and you plan to prove it with lance in hand. My World Patience is a virtue, and you can make sure others know it. Nick of Time You have impeccable timing, being able to get to places just in time. Numbed Nerves Being on fire makes you even harder to kill. Perfectly Elegant You never fail. Well, sometimes you do, but nowhere near as hard. Poker Face You are great at blackjack. Sunglasses on and chips out. Professional Insult Fighter Even in combat, you can deliver a proper verbal thrashing. Professional Riddle-Breaker You spent a long time with a sphinx back in your college days. Quip If you caught someone off-guard, you tend to keep them that way. Redirect the Hurricane You work with the warp by proxy. Phenomena don’t know where to go. Reflexive Fury Getting hit tends to just piss you off. Reforging Pain Even death doesn’t necessarily stop your rage. Just when your enemy thought they had the verbal advantage, you turn Retort the tide. Reverse Thrusters You know how to shift to reverse. Salt the Wound Getting hurt just makes you hurt them even more. Screaming Meat-Shield You can use your foes as impromptu shields. Shake and Bake You can make your allies ships more evasive. Short Fuse It takes even less to get you riled up. Smooth Flying You make good use of all of your maneuvering skills. Stop the Tide Sometimes the warp doesn’t overtake you. It is a sad pain. Superior Archaeological Awareness You’re so old that you know how old and the details of other old things. Supreme Cleave You have trained so slight movement won’t get in the way of combat. Taunt You’re words force enemies to target you. When the hair on the back of your neck stands up, you know someone’s Trust the Hair watching. Trusty Sidearm There is a certain kind of weapon to you that you’re never without. Unstoppable Force Your force of will is insane. Other spellcasters just don’t compare. You are a walking cornucopia of knowledge. At least, when it isn’t very Walking Library useful. Warp Driver By some means, your means of transportation are always armored. Well Connected You’ve been around. You know people that may not make sense. World-Breaker Grip Grappling for you isn’t just a combat style. It’s a way of life!

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A Bad Feeling About This Black Snark of Despair You know when an action made by you, or With a well-aimed, particularly vicious observed clearly from your location, can have statement, you destroy your enemy's will to live. good or bad effects. They don't have to be You can only use this against an enemy you immediate, but must be expressed within the have defeated in Social Combat and is still next session, and they must affect you in some suffering from that defeat. Spend a number of way. You can tell if this will have good side- resource points equal to your target's level. For a effects, bad side-effects, or if it will be a mixed number of rounds equal to the amount of blessing. This feat depends on your character's Resource points you spent, the target may not own existence; dying a hero's death might act. If they want to, they must make opposed galvanize an alliance, but it is not going to count Social Combat tests. Victory for a round, allows as a good thing, even if it saves the world. for a single, half action that round.

Accessorize Bounding Beast You always know the right outfit for the When you're mad enough to take on all comers, situation. You gain a +2k0 bonus to any skill weapons just slow you down. While you are check when wearing an 'Appropriate' outfit (Lab using Frenzy and not carrying anything in your Coat for doing science, Cheongsam for Kung hands, you gain the Quadruped trait. Fu, a fancy hat for working with magic etc.) Burn, Baby, Burn Armor to Coffin You are immune to damage from being on fire. Your attacks inexorably leave their mark on In addition, whenever dice explode on your your foe, cracking scales and crushing plates melee attack roll with a weapon that has the until you can damage your victim. When you Incendiary property, you can set yourself on fire. attack a grappled opponent, you can choose to take up to a -Xk0 penalty on the damage roll, Calm The Winds where X is your Strength. If you do, the target If you would suffer any type of Psychic loses X AP on the struck location (after taking Phenomena, you may spend Resource Points up damage) as you devote your force to crushing to your level. Doing so allows you to adjust the their protective gear. If the target is wearing roll of Psychic Phenomena by up to 5 points per metal armor, he takes the same penalty to Resource Point spent. Speed. These penalties last until the armor is repaired. Cat and Mouse During a chase, you may add +1 Speed for At Your Service every other vehicle or ship involved in the chase. Maids are masters of elegance and politeness, you gain +2k0 to charm, performer and Challenge persuasion in 'Polite' settings. With a well-placed insult, you manage to shock your enemy from doing something. You have to Battle Meditation have recently defeated them in Social Combat Others find their zen in peace and quiet. You to use this feat. Using this feat takes a half find yours in the din and chaos of battle. You no action and an opposed Charisma + Persuasion longer take a penalty to Wisdom while using Test, opposed by the target's Willpower + Frenzy. Scrutiny, which is not penalized if they have 0

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dots in the relative skill. Succeeding applies one Combo Maker of the following effects, chosen when this feat is When casting a Spell Combo, reduce the Focus obtained. However, if you use an attack or Power TN by 5. ability you have prohibited your enemy from using, then the effect of this feat immediately Commanding Note ends. This feat can be taken multiple times, You speak as though a crown were set upon choosing a new effect each time. your brow, and those who listen would do well "You hit like a wimp!": Force enemy to Test in to heed you. Add your Command as a static order to be able to initiate any attack beyond bonus to Command, Diplomacy, Intimidation, All-Out Attack, Charge Attack, Grapple or and Persuasion tests. Multiple Attack. "Is that supposed to scare me?": Force enemy to Cooperation Test or receive a penalty to hit with all Racial or Increase Aid Another in Tests inside combat by Exalt Abilities. Passive abilities or those than an extra +0k1. enhance some other talent are unaffected.

"You call that dodging? I call it tripping!": Force enemy to Test in order to be able to initiate a Coordination Dodge. Increase Aid Another in Tests outside combat "Stop cowering and face your fate like a man!": by an extra +0k1. Force enemy to Test in order to be able to initiate a Parry. Deceiving Blade "Flee, then, coward! You have no place in the Allow Feint as free action, albeit at a -2k0 world of men!": Force enemy to Test in order to penalty. Also, maneuvers don't benefit from this be able to move in any direction other than feat. towards the character. "Please, if you need to call your entire army to Decipher Glyphs beat me...": Force enemy to Test in order to be You have spent a long time learning to read able to us Gang Up or Aid Another. glyphs, sigils, hieroglyphs and even basic "Come on, hit me! Hit me!": Force the enemy pictograms of languages you might not even to Test, or be unable to use melee Standard speak! Because of that, you can always read, or Attack actions. at the very least closely approximate a writing “Get over here!": Force the enemy to Test or be with which you are familiar with, and may even unable to use ranged Standard Attack actions. get the general gist out of a language you are not learned in. Charlatan You are an expert at passing your magic as Delay the Storm 'minor magic' or 'hedge magic' or superstitious If you would suffer any type of Psychic powers. While this won't trick an experienced Phenomena, you may make a Focus Power test, Witch Hunter, it will most definitely help in as a free action, against a TN of 20 plus 5 per calming the folk from calling said Witch Hunter number of doubles. If it succeeds, you delay the in the first place. So long as you do not perform onset of all Psychic Phenomena caused by you, any overt magical deeds, commoners will believe by up to 5 rounds. However, if, by that time, you to be a hedge mage and of little risk to you have accrued more Psychic Phenomena, them. those effects stack and unleash at the same time.

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Drive-By Gunner Range Mastery: You may spend 1 raise to Some berks like to stay and play, but you know increase the range of the spell by 5 meters. it's smarter to hit and quit it. While aboard a Area Mastery: You may spend 2 raises to moving vehicle, you can attack with a handheld increase the Blast of a spell by 1. ranged weapon while zooming past your targets. Prestidigitation Mastery: You may spend 1 raise You can make a number of attacks equal to the to create whatever fanciful, showy effect you current Speed multiplier applied to your desire to go along with your spell. At most, vehicle's Static Defense, but take the same those effects might disorient, distract or blind number in rolled dice as a penalty to each (either by flares or by interfering with light), but no worse. attack roll. Counterspelling Mastery: You may spend 1

raise to give yourself a +1k1 bonus to Eldritch Exhaust Counterspelling attempts, either to make your You've learned how to employ your vehicle's spells harder to counter, or to break down own systems as an interface for magical someone else's spell easier. muckery. You can use your bonded vehicle as Concentration Mastery: If a spell is cast into an implement when casting spells, substituting copies (either due to a feat, or the spell itself), movements of your hands over the control you may spend 1 raise to stop a copy from being interface for any somatic components. Further, created, however, by doing so, you increase the any hand engaged in vehicular controls is damage of said spell by half-again. considered to be empty for the purpose of other Aura Mastery: You may spend 2 raises to grant feats. yourself Aura (1) for 1 round. If you already have such an Aura, you can instead make it last Eldritch Serpent an extra round. You may use Flails or a lash of despair in Fatal Mastery: You may spend 3 raises to turn 1 martial maneuvers that use advantages or damage that would be dealt to Hit Points restrictions from the Eldritch Advent sword instead be dealt as Wound damage. school. Penetration Mastery: You may expend 2 raises to increase Aura Penetration for that spell by 1. Eldritch Trick You learn, by hook, crook or just plain luck Elegance during experimentation, one of the following Maids move with purpose and grace. They can abilities. Mind you, spending raises this way make movement actions without provoking an prevents you spending them in other ways, such attack in combat. as an inherent ability the spell might have. You CAN however combine different Eldritch Tricks Empowering Agony or repeatedly use one, so long as you have the In pain, there is life. In agony, endless strength. raises to pay for it. While you are using Frenzy, you gain +1k1 on Evocation Mastery: You may spend 1 raise to attack and damage rolls for every point of increase the damage of an Evocation spell by critical damage you suffer. 1k0. Or 3 raises to increase it by 0k1. Duration Mastery: You may spend 2 raises to Expert Assist increase the duration of an effect from a round Ganging Up benefits increase by +0k1 for two- (or more) into 'encounter', or from 'encounter' to-one outnumbering and +0k2 for three-to-one into 'scene'. outnumbering.

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Exploit Opening Fly Apart Gain various bonuses against particular enemy While operating any vehicle, you may reroll a you have defeated in Social Combat. An enemy failed Control Test, Maneuver Action or may suffer from only one of those abilities at a Fightercraft Action by triggering a roll a d10 on time and they affect only that particular enemy the corresponding Critical chart, adding +1 for against that particular Duelist. As a free action, every time this feat is used more than once per make a Charisma + Deceive Test opposed by scene. the target's Composure + Composure, if successful, you choose which effect to apply. Following The Hunch You can only use this feat once per scene per You have a highly-developed sense of 'oh, enemy and it lasts for a number of rounds equal snap!'. If an action perpetrated by or observed to your Resolve. by you, you can tell whether it will have good or Unfocused Offence: Enemy suffers a penalty to bad effects, so long as they are immediate their attack roll equal to the Duelist's Resolve. (within the next scene), direct and affect you Distracted Defense: Enemy's Defense is reduced fundamentally. You cannot tell if an action will by the Duelist's Resolve when attacked by the have good and bad side-effects, instead you Duelist. focus on the bad. Shaken Resolve: Reduce target's Resolve by the Duelist's level when the two are engaged in any Fuel the Fire further Social Combat. Your attacks using the Weaponry skill and with Broken Resistance: Reduce the target's effective the Ballistics skill at Short Range or closer deal Static Defense by twice the Duelist's and extra damage equal to your level. If you are on prevent Dodge and Parry actions from fire, double this extra damage. increasing it for the purposes of Sword School maneuvers. Greater Frenzy

Your rage is a true terror to behold. While you Fettered Push are using Frenzy, you take a -2 penalty to You may halve the dice of Pushing spells to cast Fellowship and gain an additional +1 bonus to a spell as Unfettered, rather than Pushed. Strength and Constitution.

Fiery Fist Hellfire Halitosis Your fury ignites your ki and informs your You can spend 1 Hero Point to breathe fire, victims the hard way of the heat of your using the statistics of a Flamer. passions. You may spend a Hero Point to give your unarmed strikes the Incendiary property Hero-Sundering Hands for one round. When you choose to attack a grappled

opponent, you can assign the damage dealt by Fire Fiend the Crushing Bear feat to the location hit by the Whenever dice explode on your melee attack attack. roll, the weapon you're attacking with gains the Incendiary property for that attack. Hidden Objects

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

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Inspire you choose to push a grappled opponent, the Make a Charisma + Persuasion Test against a pushed distance can be up to your full move TN equal to 25 to inspire those of equal or distance, and you can assign the damage dealt lower level than you to greater heights. For the by the Crushing Bear feat to the opponent's next scene, they may reroll a single failed Skill head. Test. If they are subjected to Fear, and fail, the reroll is immediately expended for that purpose. Lost Papers The actual TN increases the more desperate a Those cursed thieves, they stole your bag with fight is. all your identification papers! Or, at least, that's what you've learned to convince people into Interruption believing. Even if you are a known spellcaster, As a Reaction, you force the target to oppose you can try to convince law-enforcement officers you in Social Combat. If you win, target's action that you DO in fact belong to a far-away, is interrupted. This may only be used on actions obscure-though-known-to-exist order of law- that take either a partial or full round action to approved spellcasters. You've even made the complete. You test your Charisma + needed actions to call for their assistance. While Intimidation versus your enemy's Composure + this feat will not necessarily get you out of Scrutiny. trouble, a Charisma + Charm/Deceive/Intimidation Test will at the Keep Running! very least see you not being persecuted immediately. Whether you are detained or not, Running away from things has become second depends on both the success of the opposed nature to you -and for good reason. You can Test and the law of the land. keep exerting yourself, without stopping, even if

exhausted, while remaining in the same scene. If

you would take Fatigue enough to knock you Maid's Duty out, you are not knocked out until the scene is Your loyalty and duty can allow you to push finished, then it all hits you immediately. The yourself as far as an exalt... and if you are an use of this feat can be extended to a maximum exalt, that little bit further. You gain a hero number of scenes equal to the character's class point that may only be spent to activate abilities level, however, at the start of every consecutive that require the spending of hero points. You scene, a Constitution and Athletics Test with a may not spend it normally or burn it. TN of 15+5 per successive scene must be passed, and even if it does, the character accrues Meld Into The Crowd another point of Fatigue. You meld into the crowd better than almost anyone else. Through clever use of body Leaf on the Wind language, awareness of your environment and While serving as Helmsman on a ship, once per just plain experience at it, you can hide even session, you may prevent the loss of of crew by when others are looking for you. You treat taking 1 point of critical damage for every point crowds of people as concealment to hide of crew that would have been lost. amongst.

Living Plowshare Rampage Mental Map The dragon's fangs make for a nice crop, and its You can make a map of your surrounding area, other end produces fine fertilizer... but what to in your mind! Even if knocked unconscious, the till the fields with? Ah, of course: Its face. When map remains, and so helps you keep aware of your location at nearly all times. You can still

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get lost, if in an area you haven't mapped out, or Poker Face if affected by external forces, or if even the Reading your face, allegiance or even alignment location is specifically created to prevent is completely impossible. Any attempts at mapping. reading your mind or figuring out your alignment or if you are lying are opposed by a Mounted Charger Charisma + Arcana test instead of the normal – Nothing says you're a big man quite like if any. If you succeed, they cannot detect the slapping someone from the back of a moving truth. This does not mean they believe you or vehicle. Your melee attacks gain a static bonus not, just that you scramble up their results. to damage equal to your vehicle's current Momentum. Professional Insult Fighter You are able to initiate a quick substitute for My World Social Combat for those poor fellows that don't You have achieved the pinnacle of Maid-hood, have any appreciation for the finer oratory arts. the ability to tap into the maid force to slow To do so, you must expend a partial action and down time itself. You may spend a Hero Point Test Charisma + Performance (Oratory) against to lock yourself and up to one other person in a a TN equal to the Mental Defense of your moment of stopped time. Neither of you may target. If successful, you may make a Social affect other things while in this state; however Combat attack against the target to which they you may continue to affect each other. Outside can, as a reaction, counter with another Social of combat this can last a number of minutes Combat test. If this attack successfully deals equal to your Charisma, however the stress of Resolve damage, you are considered to have combat causes it to only last for a single round. 'won social combat' for the rest of the battle. However, if the target manages to initiate Social Nick of Time Combat and deal even one point of Resolve A Maid is no good if she cannot be where she is damage to you, then you immediately lose that needed. By spending a hero point, you may benefit. arrive at any scene immediately. If it is a combat scene, they may roll initiative and arrive when Professional Riddle-Breaker their turn comes up. Knowing how much people like their riddles, you have studied for a long time on how to solve Numbed Nerves such problems and proceed with your tomb rai- While you are on fire, increase your Resilience ... err, exploring. You receive a bonus on all by an amount equal to half your level (round Tests made to understand and solve a riddle up). equal to your class level. If a riddle has multiple solutions, you understand HOW to solve the Perfectly Elegant riddle and, depending on raises, one or more You have achieved perfect grace, where you can answers to the riddle. avoid the pitfalls that many others fall into. You never suffer more than the basic effect of a failed Quip check, no matter the degrees of failure. If, the previous round, you feinted successfully and landed a successful attack with the Feint's bonuses, you may make a second Feint attempt as a free action, without interrupting abilities such as Multiple Attacks. You may only use this ability once per round.

96 Redirect the Hurricane Screaming Meat-Shield If you would be within the effect of any Psychic When you are attacked while grappling an Phenomena, you may spend a Resource Point opponent, if you are aware of the attack and in and make a Focus Power test, as a free action, control of the grapple, you can make an against a TN equal to the TN of the effect that opposed Strength test to interpose your held caused it. If you succeed, you may choose where victim between yourself and the attack, causing elsewhere, within 50m of you and inside your them to become the new target. line of sight, this Psychic Phenomenon will occur. If there is another spellcaster with the Shake and Bake same feat, they may try to oppose you, ending in You may use an Evasive Maneuvers action on Opposed Focus Power tests. an ally no more than a Half Move's distance away from you, who then receives the TN bonus Reflexive Fury you normally would. Survival is fury. You can use Frenzy as a reaction when you take damage from an attack. Short Fuse You're only a shade bit above your seething Reforging Pain rage. You can Frenzy as a half action. To fear Pain is to fear Life. Therefore, since you fear nothing, Pain is nothing to fear. While you Smooth Flying are using Frenzy, any critical damage that does On any successful Maneuver Action or Control not cost you a body part or explicitly knock you Test, you may add 1 to your Static Defense for unconscious does not affect you until the end of every raise on the Test until the start of your the battle or the scene, whichever comes first. next turn.

Retort Stop the Tide Using your quick, acidic wit, you are able to If you would cause or be affected by Psychic recover from an otherwise disadvantageous Phenomena, you may spend, not burn, a Hero situation. By making a Charisma + Intimidation Point to stop them from occurring. This is on a Test opposed by your target's Willpower + per-case basis. Scrutiny, you are able to, if successful and as a reaction, turn from your enemy having 'beaten' Superior Archaeological Awareness you in Social Combat to you having the So many years in the field has given you a nose advantage. for the truly Lost And Found. You can immediately tell if something is old, how old, Reverse Thrusters and from what civilization it comes from. Along While serving as Helmsman on a ship, once per with possibly what it was made for. Beyond that, session, as an Maneuver Action you may reverse you have an instinctive hunch of your your ship's Acceleration and Maneuverability for surroundings, probably honed from years of one round. dodging traps and hidden doors, letting you roll Perception + Wisdom to find such things even Salt the Wound when you're not actively looking for them. When you take damage from an enemy, your attacks during your next turn deal extra damage equal to your level.

97 Supreme Cleave Unstoppable Force The true warrior fights with his feet, not his Your force of will is such that it grants you an hands. Which is to say, when you follow extra raise on all opposed checks as part of spells through on your swing, you're skilled enough to or feats that deal with spells, such as Redirect step in first. When you use Cleave, you can take the Hurricane. a Shift action before choosing the target of the new attack. You still may take only one Shift Walking Library action per turn. You are a walking library of trivia, legendry and other usually-useless information. Well, useless Taunt right up until that little tidbit of who exactly Force enemy to attack the Duelist if they fail in defeated a Daemon three thousand years ago opposed Social Combat. You test Charisma + becomes very relevant. You count as having the Intimidation against your target's Willpower + Specialty 'Archaeology' in all Lores and may Scrutiny. make Tests to remember trivia at a +2k0 bonus.

Trust the Hair Warp Driver You get an uncomfortable feeling when being Whatever you choose to drive becomes an watched, magically or physically. When armored monstrosity suited to your stature. someone observes you, you are aware of it and Your bonded steed swells and broadens with may make a detection Test against them to find suppressed power, armoring itself with plates of out how the detection is done (physical or molten brass limned with scarlet flames lining magical). With a turn of focusing you can get the hooves, wheels or other drive systems. This some more clues, such as the direction or if it's effect causes no penalties to the steed and in fact focused on you or an area. Detecting a magical grants it the benefits of a Light Hexagrammatic observation effect requires a Wisdom + Arcana Ward. Test, while a physical would need a Wisdom + Perception Test. Well Connected Maids have been to many places and spoken to Trusty Sidearm many people, you may spend a Hero point to Select a weapon of Basic Weapon Proficiency, declare that you know someone, however that you are proficient in and has an Availability improbably that is. This will not instantly make of Common or lower. You are rarely without them an ally...however they might be willing to that weapon and, even if disarmed, you can talk or give up some non-sensitive information. practically always rearm yourself with it within a scene, unless specifically prevented from acting World-Breaker Grip towards that goal or if such a weapon simply You gain a number of rolled dice equal to your cannot exist within reach by that time. level on Brawl tests made to initiate a grapple However, as soon as you get back to the and on opposed Strength tests while you are the appropriate civilization level, you can re-arm controller of a grapple. yourself with little to no issue or cost.

98 Racial Feats Arachne Hunter in the Dark In the dark, nobody is able to find you – at least, not before you find them. Steel Spinner Training and dieting makes your web stronger than steel, and more cutting edge. Master Climber Your spiderlike lower body makes you an expert and climbing. Catfolk Housecat You’ve learned how to make people like the things you do. Unblinking Stare You are really good at staring contests. In fact, it’s kind of scary how good you are. Cataplexy Through study, you have learned an ancient technique that allows you to be a cat. Full Catface You are more cat than folk. You have claws, but also have many more cat features. Fairy Fairy Dust You can shake off some fairy dust to let your friends share in your happy thoughts. Strongest By some means, you are quite more resilient than others of your kind. Hey, Listen! Sometimes, being annoying can help people pay attention. Geth Robots in Disguise You have a Pretender System installed, which lets you take the shape of people. Shared Experience You and other Geth have a special bond that lets you share abilities. More than Meets the Eye Your ocular preceptors have a lot more uses than just seeing. Replaceable Parts You were mass produced, making replacement parts a cinch to find. Githyanki Doppelganger For a race not known for fitting in, you do a pretty good job. Space CQC You remember the basics of Space CQC. Spider-Gith You’re quite handy with those not-hands poking out of you. Tallest-In-Training You’ve got a height advantage. It’s better than you think. Githzerai Fist of Zuoken People think fists are incapable of breaking steel. People think wrong. Gum-Gum Technique You’re a right stretchy Gith. Space CQC You remember the basics of Space CQC. Wardrobe Blast Pulling things outta thin air is a past-time of yours. Goblin Big Ears Mean Big Business Big ears on your big head give you a big bonus to goblin interactions. Breaking and Entering You’re a sneaky little bugger. Time is Money Yours’ is the shyster’s way. Goliath Bloodcaller Blood baths allow you to make even bigger blood baths. Larger Than Life You can really throw your weight around in social situations. Li’l Devourer You are huge! Therefore, you have a huge appetite! Pardon My Reach Big guy means long arms. Thick Skinned With all that extra mass and volume, you don’t care much about smaller injuries.

99 Racial Feats Continued Iktyhys Blood in the Water Water is your preferred territory, and you’ve got the teeth to prove it. Cheshire Shark Most people are afraid of sharks that walk on land, and you know it. Oathbreaker You’re one of the few to have broken all the Oaths. Reflecting the Truth You can swap around your appearance and reflection. Kython Attentive Hunter Like a proper predator, your senses are top-notch. Chameleonic You’re a color magician, capable of blending in with your surroundings. Deathleaper While not quite flight, you’ve certainly got the legs to make it seem like flight. Elocator You can levitate! With the power of your mind! Exoskeleton Puny weapons simply bounce off of your natural armor. Flyer You take a form more suitable for the skys. Primal Mage You take a different route to casting spells. Quicksilver Speed is more your thing. Shadow Across the Warp Your presence tends to cause strange things to happen with the Warp. Shocktrooper Your weapons are sharper than ever. Lizardman Monitor You are a walking warning sign, with a toxic weapon to match. Oldblood You are a walking fossil, so you have had a lot of time to hone your potential. Predatory Fighter You forego conventional weapons to fight tooth and nail. Salamander You are a walking fire hazard, which makes you quite the hotshot. Scaled Skin You were born with thick skin. Minotaur Mazeolithic You have a very keen sense of direction. Bull-headedness You are very set in your ways and resist outside control better. Strength of Taurus You are a big guy, a very big guy. As such, your weapons are bigger. Ophidian Flexible Tongue You can use your slick and special tongue to work words in ways others can’t. Snake Hug You give really good hugs, good enough to make someone’s guts fall out. Snakenosis Your eyes have a hypnotic quality to them. Riven Multitasking You’re quite adept at using the multiple appendages afforded by your form. Ouroboros Surprisingly, you can blend in with other ‘normal’ people for a while. They’ll Grow Back You have an extra head or five. Sphinx Critical Thinker Rarely does fancy wordplay stump a sphinx. Developed Wings Those wings of yours aren’t just for show. Riddle of the Sphinx A riddle has the power to stop the thinking man in their tracks – yours especially. Saber Fangs Your teeth just happen to be a bit pointier than others.

100 Racial Feats Continued Vanara Grease Monkey You understand technology so well that it almost instinctive. Stone Egg You are tougher and fireproof. In fact, being on fire is good for you. Crazy stuff. Whitecape You are a born fighter marked by a silvery mane. Zenkai! No pain, no gain. Lots of pain, lots of gain.

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

101 Attentive Hunter [Kython, Form] Cataplexy [Catfolk] A predator's senses are its pride. Gain +2k0 on You have studied the ancient arts of your Perception tests, and the Dark Sight quality. people, and fortunately have the right genetic quirks to take advantage of this inherent magic. Big Ears Mean Big Business [Goblin] By concentrating for a Full Action, you may Goblins with this feat have larger ears than turn into a cat. This functions as the Polymorph normal, gaining a +1K0 on all Charm, spell, except giving +3 Dexterity and -2 Size. By Intimidation and Persuasion checks against concentrating again for a Full Action, you may fellow Goblins. turn back into a catfolk. This requires no Focus Power test and runs no risk of Psychic Bloodcaller [Goliath] Phenomena, and may be done at will, any number of times per day. Some greybeards have discovered that Goliaths left to themselves have an unsettling tendency to use blood in rituals. Whenever you inflict or Chameleonic [Kython, Form] receive at least 2 points of Rending damage to a You can darken the outer layer of your flesh living creature, you can use the blood to gain a until it bends light... kinda. You gain +2k0 on +5 bonus to the next Focus Power test you Stealth tests, and can hide even with nothing make. This can be self-inflicted as a Free Action and no one to hide behind. during your turn. Cheshire Shark [Ikhthys] Blood in the Water [Ikhthys] The presence of an Ikhthys is already pretty Ikhthys that spend too much time below the sea unnerving to most non-exalted, and the fact that surface tend to have trouble re-adapting to land. the curse makes them appear to be completely They also have quite the bite - it’s a fish-eat-fish normal and human in a mirror doesn’t at all world down there, after all. Take a -1k0 to all help with grooming - or practicing facial out-of-water perception checks, but gain +1k1 expressions. Fortunately for you, you’ve had a to all underwater perception checks. As well, lot of experience in making even a harmless grin you now have quite the sharp set of teeth seem psychopathic; you may spend 2 raises on (Natural bite weapon: Melee, 1k1 R, Pen 1, an Intimidation test to gain Fear 1 for the rest of Brawling & Razor-Sharp). the round. If you’ve made a hit with an unarmed attack this or last round, have yet to clean yourself of the exquisite blood of your Breaking and Entering [Goblin] victim, and have already spent 2 raises to gain Once per scene a Goblin may get a free Raise on Fear 1, then you may spend extra raises at a 1:1 either one Larceny or Stealth check. ratio to increase your Fear rating by up to one third (rounding up) of the damage you did. Bull-headedness [Minotaur] Good luck trying to enchant an enraged Bull- Critical Thinker [Sphinx] Man (or Woman, we ain’t discriminating). Ask no questions of the wily Sphinx, for she will Taurs get three raises whenever attempting to tell you three answers, all of them true and resist external control –from anything. terrible to hear. Gain a free raise on any tests you make during a Refute or Wordplay action. Gain a second free raise when testing a Lore during a Refute action.

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Deathleaper [Kython, Form] Fist of Zuoken [Githzerai, Paragon] Wings aren't the only way to get around, when Zerthimon once said, "Steel marks flesh, but you have the legs of a beast. Gain +2k0 to flesh cannot mark steel." Well, that's a damned Acrobatics tests. You treat all jumps as if you lie. Gain Armor 4 on all body locations as long had a running start, and use your full Strength as you are not wearing armor, and your to determine the distance. unarmed attacks gain Penetration 4. If you take the Wholeness of Body and Iron Fist feats, treat Developed Wings [Sphinx] your unarmed strikes as if they were Darksteel Far from merely being useful for intimidating weapons, and gain the benefits of Darksteel displays or assisting movement, your wings are armor while you are not wearing armor, instead fully developed and capable of carrying your of the normal benefits of this feat. weight. You have the Flyer trait, at your base Speed (before applying Quadruped). Flexible Tongue [Ophidian] Ophidians can be a very alluring people, when they choose to. You get +1k0 on all Charm, Doppelganger [Githyanki] Deceive, Command, and Persuasion checks. Githyanki infiltrators are chosen for a less pronounced xenophobic streak and provided Flyer [Kython, Form] with special holo-implants that allow them to You've developed a stunning pair of canopies on pass as a member of another race... or they're your shoulders. Gain a Fly speed equal to your just really lucky when it comes to finding berks movement speed. who'll believe they just have a skin condition. Gain +1k1 on Disguise tests, and you're always Full Catface [Catfolk, Paragon] treated as the race you're trying to pass as for Due to a combination of recessive genes and the purpose of determining the TN. thalidomide, you are a lot more Cat than Folk. You have full cat facial features with a Elocator [Kython, Form] pronounced muzzle, a full-body pelt of fur that You've got just enough brainpower to levitate periodically sheds, and retractable claws with over the ground instead of walking on it. the following profile: (2k1 R, Melee, Brawling). Basically, you ignore movement penalties based When using your cat claws as both primary and on terrain, and can use Intelligence + Wisdom secondary weapons, you gain the benefit of the to determine your Speed instead of Strength + Two Weapon Fighting feat. Due to the weird Dexterity. Reduce your Size by 1. This probably shape of your mouth, you speak with a speech means your limbs are wasted to the point of impediment that gets less endearing every day. uselessness, but you can (not) fly, so who cares? This feat can only be taken at character creation. Exoskeleton [Kython, Form] You gain a tough exoskeleton that provides Grease Monkey [Vanara] Natural Armor equal to your Constitution. Some cutters take pride in knowing how to make things work. For you, it's almost an Fairy Dust [Fairy] instinct. Add your Wisdom as a bonus on Tech- You may spend a half action to grant all Use tests and on Crafts tests when repairing adjacent allies flier equal to their normal speed Prometheans, vehicles or complex weapons and until the end of your next turn. armor. This bonus only applies to items whose complexity comes primarily from technology; a

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power field generator is well within your ken to Li'l Devourer [Goliath] tinker with, but an ensorcelled blade isn't. Goliaths are huge, and that means they have huge guts! Huge guts, of course, means they're Gum-Gum Technique [Githzerai] hungry bastards. You can spend a Scene eating The Gith as a whole are supported by fluid sacs the body of a once-living creature to regain Hit rather than skeletons, but only the Githzerai Points equal to half its Size, rounded down. have actually made use of it, developing techniques that allow their limbs to stretch at a Master Climber [Arachne] whim. Your Melee attacks gain the Reach You are a master climber and expert at keeping quality. your balance. In all tests that pertain to climbing a surface or holding your balance, gain a +2k1 Hey! Listen! [Fairy] bonus. Flighty as fairies are, they can sometimes make everyone else see what is only obvious to an Mazeolithic [Minotaur] empty mind. You may spend a hero point to You cannot be lost, ever, anywhere, even with automatically pass any perception check and the most powerful of magic. It would take a allow all allies within earshot to use your God’s direct interference to even stray them perception result. from their path – which is always forward and through that wall. Housecat [Catfolk] Catfolk who spend time with other races learn a Monitor [Lizardman] lot of tricks for making themselves seem Your brightly colored hide is a warning: "I'm indispensable. You gain +1k1 on Performance just full of nasty things and you will die if you and Persuasion. touch me." You've got venom glands attached to

claws or fangs, or your spit's just a nasty cocktail Hunter in the Dark [Arachne] of virulence nobody wants any part of. Your You are a natural Hunter in the darkness, natural attacks gain the Toxic property. In stalking prey in the abyssal darkness of the addition, you can spend a half action licking a . You gain the Dark Sight ability and melee weapon, granting it the Toxic property on +1k0 in Stealth tests when in complete or near- its next successful hit. complete darkness or in areas you have Special: You cannot take the Salamander feat. familiarized yourself enough in regards to the More Than Meets the Eye [Geth] best stalking and hiding spots. Your ocular preceptors have been modified to work much better than the standard. Your eye Larger Than Life [Goliath, Paragon] (or eyes) can act as magnoculars, a pict Facing down a gigantic muscled brute is more recorder, an auspex, and a flashlight. than a little intimidating... more so when he's always the biggest basher in sight. Add your Size Multitasking [Riven] as a static bonus to all Social tests, and you can You may make simultaneous use of most of spend Pressure Points to increase your Size by your spare appendages, allowing you to perform the same amount until your next turn. a Ready action as a free action and allowing you

to wield more than two weapons (but penalties still apply and increase as you wield more).

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Oathbreaker [Ikhthys] may only make use of this ability if you have not While two of the Three Oaths are practically activated it in the past three days. impossible not to break in Ikhthys society - though one in a pretty normal civilization can go Pardon My Reach [Goliath] a few years or even decades without discovering Long arms mean long reach. Your melee attacks that which runs in their blood (read: “without gain the Reach property. If using a weapon that turning into a fish person”) - it is the third that already has that property, it gains an additional completes the deviation from mankind started meter of reach. by the first two… and it should not come as a surprise that breaking the third is considered to Predatory Fighter [Lizardman] be a rite-of-passage of sorts. While the full Some Lizardmen embrace the amazing weapons details of the Oaths have been lost to history, it available in the greater portion of the Wheel. has been found that the first two can be broken You scorn weapons in general, in favor of those by anything from criticizing the Oaths that come with your reptilian body. Gain the themselves to protecting anyone "not of the following natural weapons: Claws and Teeth water"; however, the Third is a fair bit more (1k1 R; Brawling) and Tail (0k1 I; Brawling, difficult to break and clearly a fair bit more Flexible). Embracing your wild side has a cost, legalistically convoluted than the others, and as however; if an enemy disengages from you, not such there are many variations on the breakage chasing him down requires a successful process. Indeed, the plight of the Ikhthys is Willpower test (TN 15). commonly used as an extreme example of what happens when you sign on the dotted line Primal Mage [Kython, Form] without reading the fine print. You may spend Kythons are rarely spellcasters, but when they two resource points to gain Stuff of Nightmares DO cast spells, boy are they scary. When using for one round. As well, you can breathe the Evocation school, you may substitute your underwater naturally - no longer requiring the Constitution for your Charisma score. aid of a wetsuit. Quicksilver [Kython, Form] Oldblood [Lizardman, Paragon] Your mutations have selected for sleek speed, It's a well-known fact that Lizardmen only get rather than bulky strength. Reduce your Size by tougher as they get older. A dinosaur like you 1, and you gain +2 Speed while wearing light or can have up to six dots in each of your Physical no armor. characteristics, and gain an additional Hit Point for living longer than most of these grey-bearded mammals. Reflecting the Truth [Ikhthys, Paragon] Though the curse may not be the most pliable Ouroboros [Riven] thing, when you’re using what might as well be While you may not be able to completely a mental sledgehammer on it, it has a tendency control your changes, you can at least nudge to bend to your will. By performing a Focus them towards a desired outcome. You may Power test with the keywords Subtle, Somatic, select a race; over the course of the next 24 and Focus using Illusion + Willpower with a hours, you will appear increasingly similar to the target number of 15, spending a Half Action, average member of that species - however, you and pointing at a mirror, you may switch your will seem rather odd, as you can never quite mirror-image Human appearance with your fully manifest as another species - until, once a monstrous fishform. Instead of people seeing day has passed, your briefly enforced order gradually disintegrates back into entropy. You

105 your original Human self in the mirror, your Saber Fangs [Sphinx] Ikthyic figure appears there, while you appear to All Sphinxes have well-developed fangs. Yours all to be a normal human. Should anything are more so, fully capable of tearing into most obstruct your line of sight to the mirror, then armor. You have a Bite weapon (1k1 R; Melee; the spell immediately ceases and you're back to Brawling) with Penetration equal to your level. looking like a walking fish. Maintaining this spell requires that you pass a TN 15 Illusion + Salamander [Lizardman] Willpower test every round. Your bright red and orange hide is a mark of your affinity for fire, and the burning slime Replaceable Parts [Geth] produced by your flesh. You are immune to Your production line was especially cheap. This damage from being on fire, and your melee Geth may treat Wealth tests to acquire Geth- attacks gain the Incendiary property. only Bionics as 2 Steps lower, as the parts are Special: You cannot take the Monitor feat. much cheaper when you don't have to consider compatibility with living organisms. They may Scaled Skin [Lizardman] also gain a raise on skill tests to apply Bionics Your hide is proof against most sidearms. Gain onto themselves or other Geth. Armor equal to your Constitution on all body locations except the gizzards. This doesn't stack Riddle of the Sphinx [Paragon, Sphinx] with other sources of Armor. What does a man do standing up, a woman do sitting down, and a dog do on three legs? You Shadow Across the Warp [Kython] can pose a similar verbal conundrum to any If a non-Kython sorcerer within 10m of you berk you can see as a Half Action with a keeps any die results lower than your power stat Deceive + Excellence test against their Mental when making a Focus Power test, they trigger Defense, causing them to be Stunned for the Psychic Phenomena even if casting Fettered. If turn as they wrestle with your riddle. You can they aren't casting Fettered, you can adjust the pose a riddle once per Scene at level 1, twice per results of a Psychic Phenomena roll by an Scene at level 3, and three times per Scene at amount up to your power stat + your Charisma. level 5. (The answer is "shake hands," by the way. Get your head out of the gutter, berk.) Shared Experience [Geth] Though most Geth have separated off from Robots in Disguise [Geth] their communal origins, you have not. By Not everybody loves or understands the Geth, making contact with another Geth, this Geth unfortunately. You may treat Disguise as a may temporarily borrow skills from other Geth trained skill. The Pretender system created by who are better at skills they do not share. This the Geth allows you to take on the appearance requires about a minute of communication, and of organics. Select a race. You may change your only lasts for one scene. During this time, the size and appearance to that race and back as a cannot use these skills. half action. The process isn't from flawless, and may be seen through with a Hard (15) Shocktrooper [Kython, Form] Perception Test. Sometimes brute strength is the answer to your problems, and sometimes it's the answer to every problem. Increase your Size by 1, and gain a natural weapon with the following profile: 2k1 R or I; Melee; Brawling. It has Penetration equal to your level.

106 Snake Hug [Ophidian] Stone Egg [Vanara] You've spent plenty of time on the kegelcizer, The blood of the legendary Monkey King and can use the muscles of your lower half to himself marches through your veins... or so you great effect. You get +1k1 on attempts to claim, anyway. Just as the Monkey King was, initiate a Grapple, and while in a Grapple gain a you're immune to damage from being on fire... natural weapon with the following profile: 3k2 I, and in fact, being on fire just bakes you harder Brawling, Snare. for a bit, giving you +1 Resilience for the rest of the scene. Snakenosis [Ophidian] By tapping into your serpent heritage and Strength of Taurus [Minotaur] staring deep into a person's eyes, you can When one is big enough to need custom-made entrance them to a small degree. Roll Charisma armor, they need custom-made weapons. But + Charm against the target's Willpower + even then are not anywhere close to the size and Perception, and if successful the target is dominance of a Taurus. The highest rank a affected as by the Charm Person spell. If you Minotaur can aspire to, these massive warriors fail, the other party is not aware of anything benefit from +1 Strength, +1 Size and the fact er than that you stared at them really weird oth that, because of the enlarged weapons they can for a while wield, melee weapons made specifically for them deal +0k1 damage. Space CQC [Githyanki, Githzerai] The time-honored art of Space CQC is a secret Strongest [Fairy] known only to the Gith, an ancient and noble... Fairies have a resilience that belies their physical oh, who do the greybeards think they're kidding, size. They gain armour and aura equal to their it's just a trick for getting in close and murdering level +3. If you have another source of Armour the living daylights out of someone. You can or Aura it stacks with the other source but only spend a Hero Point to negate an enemy's at half rate, rounded up. attempt to Dodge or Parry your attack in Melee or at Point Blank Range. Tallest-In-Training [Githyanki, Paragon] Spider-Gith [Githyanki] You were strangely cramped before your You're quite adept at using the mechadendrite decanting, and now... now, you could be next in pod you were implanted with. Gain +2k0 on line for Vaakith's throne! But let's face it, Athletics and Acrobatics tests to climb when Vaakith's already dead, and it's not like it's going using your Mobility Mechadendrites, and you to step down anytime soon. Gain +1 Size, and can even use them to flip switches and pick up for your meritorious height you've been simple items! A single leg can be used to press implanted with transmutation rings, allowing buttons or to hook levers, but can't do much for you to treat any weapon you hold in your hands knobs. You need at least two legs to pick up an as if it were made of silver. item between them... but at least three to move.

Steel Spinner [Arachne] They'll Grow Back [Riven] Due to a specific diet and masterful training, Who needs more arms when you can have more your webbing is not only as tough, even tougher, heads? You may ignore any critical damage to than steel, but you have learned how to even your head that would not result in your death. Any critical damage that would land on your give it an edge, if need be. Provided you have access to required materials, you can produce body instead goes to your head, and any that more than primitive items with your Web.

107 would go to your head instead goes to your Wardrobe Blast [Githzerai] body. You may always speak and see - unless What good is mental connection to subspace if supernatural effects are involved. These extra you can't make random whatchajiggers out of it? heads may be temporarily suppressed with As a Half Action, you can roll Wisdom + Crafts Ouroboros, but you will lose the benefits of this to conjure items for personal use (i.e. clothes, feat for the duration of the effect. armor, weapons, tools, maybe a chair) of up to Uncommon rarity out of thin air. The item in Thick Skinned [Goliath] question cannot be an artifact and cannot have Yours is an especially thick hide, even among more moving parts than the average crossbow. Goliaths. You're comfortable in extremely hot or The TN for this test is equal to the TN of the cold weather, and you reduce the damage taken Wealth Test to buy the item on the market. from sources that aren't E, X or magical in Using this ability counts as a spell, so it risks nature by your level. Psychic Phenomena and can be countered, but the items created are physical, permanent, and Time Is Money [Goblin] non-magical. Once per scene, a Goblin may try to upsell a created item by passing it off as one grade better Whitecape [Vanara, Paragon] in quality. Using this feat, gain a free raise on A mane longer and stiffer than other vanaras is a one Decieve check. point of pride among warriors... one that takes on a silvery-white color is the mark of a born Unblinking Stare [Catfolk] fighter, one whose skill in combat borders on As a free action, once per turn, you may the legendary. Choose any two sword schools. designate a single foe as your target. You gain You gain one free rank in one of them, and can +1k1 to all Intimidation rolls against that foe purchase ranks in either of them as if they until the start of your next turn, and they take a appeared in your class progression. -1k1 penalty to dodge all your attacks. All other foes gain combat advantage against you due to Zenkai! [Vanara] your extreme focus. Like any animal, getting hurt gets your blood up. Unlike most animals, it just tends to pike you off. When you use the Healing Surge action in combat, the indicated bonus also applies to your Brawl or Weaponry attacks. If your Hit Points were at 0 or lower before taking the Healing Surge action, you also gain a +10 bonus to damage rolls with those attacks.

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

Demiurge Emanation Assets

Qliphoth Emanation Beriah Emanation The Qliphoth is the sphere of nothingness, the Beriah is the sphere of matter, resonating in apoptosis that resonates with each death in the every blow. Gain 3 additional Hit Points and Wheel. Whenever a creature dies inside your Armor Plating (3), as your arrogance reinforces Absolute Territory, you regain Quintessence your body. While you have defined your and gain a static bonus to all damage rolls equal Absolute Territory, you also heal 1 Hit Point to your Hubris. per round, unless that wound was caused by E, X, or magic. Critical damage heals at 1 point Asiyah Emanation per hour. The first sphere is Asiyah, the space and the stage on which existence plays out, resonating Atzilut Emanation throughout the Materium. You can spend Atzilut is the sphere of spirit, resonating Quintessence to distort the space within your throughout the Warp. Gain Aura 3. You may Absolute Territory, spending 1 Quintessence to spend Quintessence in order to use any ability convert it from normal terrain to difficult requiring the use of resource points possessed by terrain, or from difficult terrain to arduous a creature within your Absolute Territory as if it terrain, or 3 Quintessence to convert directly were your own. You must spend Quintessence from normal terrain to arduous terrain, and equal to the normal cost of the ability +1; if this vice-versa. The effect ends immediately when makes an ability cost 2 Quintessence, you may the affected area is no longer inside your use it regardless of your Hubris. Absolute Territory. Da'at Emanation Yetzirah Emanation Da'at is the light in which all spheres are equal, The second sphere is Yetzirah, the sphere of resonating in every mind throughout existence. energy that resonates in every movement. You may spend Quintessence on behalf of an Creatures within your Absolute Territory add ally within your Absolute Territory, and may your Hubris in meters to any movement they spend Quintessence to treat the result of one take... but if anyone takes advantage of that kept die in a test as 5.5 for each Quintessence extra speed, they lose kept dice equal to your spent, rounding down the final result. Hubris on attack tests until their next turn.

109 Font Overflowing Assets Overflowing Strength You don’t need weapons to fight – you are a weapon. Overflowing Accuracy You prefer the shooty methods. Overflowing Defense You’re more durable and harder to keep down. Overflowing Magic You’re better at casting spells and face fewer repercussions. Overflowing Power Your power burns twice as bright – twice as fast.

Font Flow Assets While in Super Mode you gain a bonus to AP for all locations and Aura both equal to your Channel. You may spend a drop as a free action Overflowing Strength to negate any non-damaging effects from one Some heroes prefer to fight with fists and feet, attack made against you. or other extremities. While in Avatar form you gain a +1k1 bonus to damage with unarmed Overflowing Magic attacks. Unarmed attacks are always considered valid for use with your martial maneuvers. Some heroes' power is more than just strength While in Super Mode, your unarmed attacks or accuracy, it is pure magic flowing through gain and additional +1k1 damage, and can do E them that makes them what they are. While in damage if you so choose. By spending a Drop Avatar form, reduce the TN of Focus Tests by your Channel. While in Super Mode, you do you can add the Power Field property to your unarmed attacks for one round. not increase the results of a Psychic Phenomena roll if casting Unfettered, and Pushing a spell forces you to roll psychic phenomena at +2 per Overflowing Accuracy die if sanctioned and +5 if unsanctioned rather Some heroes punch evil in the face or charge than the normal penalty. You may spend a drop their enemies with sword in hand, but you to reduce the final result of a Psychic prefer to rain justice down from on high. While Phenomena or Perils of the warp roll by 5. in avatar mode, add your channel to the final result of any attack you make requiring a Overflowing Energy ballistics test. While in Super Mode any such Some Fonts tap into a power beyond their attack also gains the Proven property with a ability to control, it threatens to drown them in value equal to your channel. While in Avatar form, you may spend a drop to give your ranged power, and it is only through constant restraint attacks the shocking and tearing properties for that they can survive the torrent. Choose three one round. characteristics when you take this asset, you gain +1 to each of these characteristics while in avatar form (this bonus stacks if you choose the Overflowing Defense same characteristic for rush of power) and Cool heroes don't look at explosions, and many increase the bonus granted by Rush of Power to claim to have seen Fonts walk unflinchingly +2. You can spend drops outside of Avatar through seas of gunfire. While in Avatar form, form. Transforming into Avatar form does not your gain resilience equal to your Channel. cost a drop, but you must spend 1 Drop at the beginning of every turn you start in Avatar form. Once per scene you may restore all spent drops as a free action. When you do, roll for psychic phenomena with +5 for each drop regained this way.

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

Force Sensitive Teachings Assets Sentinel Teachings Guardian Teachings Blending your powers and martial prowess, You’ve put your powers to use in a more you’re quite the capable warrior. You can use physical aspect. Add your Discipline to your Force Summons to wield one weapon at range. Furthermore, you can use your powers to throw Static Defense. For a point of Focus, you can also add your Discipline to the final result of any melee weapon and have it return back to attack rolls until the end of the scene. When you your hand, using your Willpower instead of gain Your Eyes can Deceive, you add your full Strength for damage. Discipline as rolled dice to reactions instead of half. Sith Teachings You’ve tapped into the Dark Side of the Force Consular Teachings to obtain powers you have no right to possess. Choose a Magic School; you can learn from this Having focused on trying to understand your powers, you’re control over the Force is school as if you had it in your class progression exceptional. For purposes of calculating at all times. When you make Focus Power tests maximum Focus, double your Willpower. You for spells of that school, you also add your can also project the Force as a destructive Discipline to the final result. However, your lightning bolt. By spending a point of Focus, connection to the Dark Side causes you to take you may use the Energy Ray Evocation spell, an additional -2 on Alignment checks, and you must add your Discipline to the result of any substituting your Discipline for Evocation and your Willpower for Charisma. Psychic Phenomena tests you cause.

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

Kryptonian Branding Assets Evocation tests. Kryptonians with the Brand of Grey may increase their Mental Characteristics with Man of Steel. Brand of El

This Brand is shaped like a shield. You may Brand of He'stan treat your size as 1 larger for calculating This Brand is shaped like a dragon. The sons of Resistance. You start with Shooting Star, which He’stan are forged in fire, and are tempered by is upgraded to three times your ground speed at its heat. Being hit by Energy damage (or Luminosity 4. Gain the Guardian feat. anything with the Fire Quality) allows you to Brand of Zod regain Radiation equal to the damage taken. This Brand is shaped like a Z. Add your You still take damage as normal, and your Luminosity to Command and Intimidate tests. Radiation cannot go above its normal cap. Branded of Zod are natural leaders, and can increase Social Characteristics with Man of Brand of Joestar Steel. Furthermore, by spending a point of This Brand is shaped like a star, heart, ladybug, Radiation, you may add your Luminosity to butterfly, horseshoe, or any other bizarre thing your next weapon attack. that could possibly form on your chest. Once per turn, you may spend an additional point of Brand of Grey Radiation on Overdrive to perform it as a free This Brand is shaped like a phoenix, in honor of action. You can also use Overdrive with melee the high priestess of Krypton. By spending a weapons, in addition to unarmed attacks. point of Radiation, you may gain a raise on

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Nephilim Shard Assets Slayer Shard Wherever you stride, death follows. Malefactor Shard Machines are your forte. Defiler Shard Magical defenses stand little chance against you. Scourge Shard Your hatred inspires fear in those you despise. Fiend Shard Deception is as easy for you as killing.

Nephilim Shard Assets emotions in a destructive manner - throwing tantrums, starving themselves in melancholy,

etc. - rather than a constructive one, you can Slayer Shard convert 1 point of Torment back into Essence. The C'tan are said to be the origin of all mortals' fear of death; a terrible visage whose scythe was Scourge Shard genocide, and whose image remains burned into Not even the C'tan were proof against ravages of the minds of mortals to this day. Any creature the mind... at least one is said to have turned that is reduced to 5 critical damage by your upon its fellows, devouring them whole in an attacks is killed unless they burn a Hero Point, attempt at concentrating its power. Gain the even if they would normally not be in danger of Hatred feat, targeting a group of your choice. death (for example, using R damage on a Each time you attack a member of a group you Vampire). Whenever you torment, toy with, or have Hatred for, you gain +1k0 to Intimidation otherwise unnecessarily drag out the death of a rolls made against other members of that group creature at your mercy (or convince someone who witnessed the attack. Whenever you leave a else to do so), you may convert a point of foe you have Hatred for alive and unharmed at Torment back into Essence. the end of a battle (or convince someone else to do the same for a foe they have Hatred for), you Malefactor Shard may convert a point of Torment back into The C'tan are said to be the ultimate origin of Essence. all technology, and its dominus. Gain the Mechanicus Implants and Mechadendrite Use Fiend Shard feats. Whenever you convince someone to As powerful as they were, the C'tan were never relinquish or otherwise give you sole said to be straightforward; the phrase "absolute responsibility of an item of technological nature despair" appears many times on tablets that bear (including damaged Prometheans) for any words from the War in Heaven. Add your purpose, you may convert a point of Torment Arcanoi as a bonus on Deceive tests, and as a back into Essence. bonus to your Mental Defense whenever you use Deceive in social combat. Whenever you Defiler Shard convince someone into listening to you when The C'tan were powerful, and they could very they otherwise wouldn't, you can convert 1 well have changed the face of the Wheel... into a point of Torment back into Essence. collection of tomb-worlds, likely, but change is change nonetheless. Such grand and terrifying energy yearns to be used. Your spells ignore an amount of Aura equal to your Arcanoi. Whenever you convince someone to act on their

113 Para-Psyker Discipline Assets Creative Discipline Your mind is literally a weapon. Environmental Discipline Pushing things around is pretty easy when you don’t have to touch them. Manipulative Discipline You’ve really got a handle on those voices you hear. Somatic Discipline Thinking and being are basically the same to you. Wanderer Discipline Yours is a travel-oriented mind.

Para-Psyker Discipline Assets though, and if you're outed, the target (and likely his friends) immediately changes dispositions to Unfriendly toward you, or one Creative Discipline step lower if already there. You cannot cast the Traceurs use their powers to create simple normal spells gained through PK Gamma, PK objects. You can spend 1 Psi to create simple Beta, and PK Alpha. Instead, you can cast the tools that have no moving parts, or Psi equal to spells Suggestion, Demand, and Amnesia, the artifact rating of a melee weapon or armor to respectively, using Ego + Charisma instead of create an ideal form (that is, Best-quality) of the normal Magic Test for each. that item, that lasts for the remainder of the Scene either way. You cannot cast the normal Somatic Discipline spells gained through PK Gamma, PK Beta, Egoists use their minds to fortify their bodies. and PK Alpha. Instead, you can cast the spells You can spend Psi to gain the same amount of Call Item, Greater Servant, and Black Blade of "dots" to divide between your Physical Disaster, respectively, using Ego + Willpower characteristics for the remainder of the Scene. instead of the normal Magic Test for each. You still instinctively prevent self-damage, though; you can't increase a single characteristic Environmental Discipline by more than half of the Psi spent (round up). Kineticists manipulate the energy around them, You cannot cast the normal spells gained turning their willpower into destructive force. through PK Gamma, PK Beta, and PK Alpha. Begin play with PK Delta. You can attack using Instead, you can cast the spells Polymorph, this power at Ego 2, and at Ego 4 you can make Primal Power, and Iron Body, respectively, opportunity attacks using PK Delta within 3m. using Ego + Wisdom instead of the normal You do not have to stunt to Parry attacks using Magic Test for each. PK Delta. You cannot cast the normal spells gained through PK Gamma, PK Beta, and PK Wanderer Discipline Alpha. Instead, you can cast the spells Energy Nomads use their minds as vessels for travel and Aura, Energy Bits, and Reality Maelstrom, to enhance mobility. As long as you have Psi respectively, using Ego + Charisma instead of remaining, you do not suffer the effects of the normal Magic Test for each. Fatigue until it exceeds your Ego. You can spend 1 Psi to increase the distance covered by Manipulative Discipline any form of on-foot movement by a number of Savants impress their will directly upon the meters equal to your Ego, or to add your Ego to minds of others. You can spend 1 Psi to worm your Static Defense when Dodging an attack. your thoughts into someone else's mind, making You cannot cast the normal spells gained them easier to read and manipulate; gain +1k1 through PK Gamma, PK Beta, and PK Alpha. on tests against the target in general and 3 free Instead, you can cast the spells Jaunt, Teleport, raises on Social tests in particular. This lights up and Gate, respectively, using Ego + Willpower like a candle to those who can see magic auras, instead of the normal Magic Test for each.

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

Phoenix Aspect Assets

Aurora Aspect Eventide Aspect The formless light that heralds the Sun's rise is When the sun disappears under the horizon and the Phoenix's soundless song, the call to wake night has fallen, then does the Phoenix rest as well. Once per scene, when the Hero spends a and ready for action. The Hero may spend a Mote for any effect (or just to activate this, Mote to add her Gnosis rating as rolled dice to though it's a bit of a waste), she regains a any Parry or Dodge roll. number of Hit Points equal to her Gnosis rating. Meridian Aspect From its apex in the skies does the Sun look Penumbra Aspect down upon the worlds below, seeing all and making known its displeasure. By spending 1 or As the Sun hides its face, the Phoenix grows more Motes, the Hero creates a binding oath. If nervous, and fights viciously for her own the oathsworn individual breaks their oath, they protection. Whenever the Hero spends a Mote suffer terrible luck, automatically failing at a for any effect (or just to activate this though, critical moment. This repeats once for every again, a bit of a waste), for the remainder of the mote spent by the Hero, plus once for every Scene she gains +2k0 to all Intimidate and point of the Hero's Gnosis. Brawl rolls. This does not stack with itself if the Hero spends multiple Motes. Gloaming Aspect The Sun must set at the end of each day, and so too does the Phoenix sing as she makes ready for the coming night, calling for all to calm. Yours is the tranquility of the setting sun. You may spend 1 Mote to force the roiling Warp to ease around yourself, adjusting the results of a number of rolled dice equal to your Gnosis by a single point, or a single die by an amount equal to your Gnosis, in either direction. Make this adjustment before determining if your spell has caused Psychic Phenomena or caused you to rekindle Cinders.

115 Sage Mantle Assets Mantle of White Light Your powers are those of protection. Mantle of Blue Skies Spells cast by others are better or worse by your whims. Mantle of Black Shadow You possess powers over life and death. Mantle of Red Flames Yours is haste unrestrained. Mantle of Green Vistas Others undergo incredible bursts of strength while around you.

Sage Mantle Assets

Mantle of White Light Mantle of Black Shadow White mana, drawn from memories of plains Black mana, drawn from fetid marshlands, is and cities, lends itself to healing and protection. drawn to death and decay. Gain a +1k1 bonus Gain a +1k1 bonus on Focus Power tests when on Focus Power tests when casting spells from casting spells of the Abjuration or Healing the Healing or Necromancy schools. As a Half schools. As a Reaction, you can spend Mana to Action, you can spend Mana to coat your hand increase the Resilience of a character within 5m in a black aura, causing the next person or by the same amount. object you touch with that hand to lose Hit Points equal to the Mana spent. Mantle of Blue Skies Blue mana, drawn from memories of islands in Mantle of Red Flames the sea, is particularly useful in spells that affect Red mana, drawn from the mountains, is energy the mind. Gain a +1k1 bonus on Focus Power and destruction run rampant. Gain a +1k1 tests when casting spells of the Divination or bonus on Focus Power tests when casting spells Illusion schools. As a Reaction, you can spend from the Conjuration or Evocation schools. You Mana to increase or decrease the TN of a spell can spend 1 Mana to gain an additional Half or Spell Combo cast by someone else by the Action during this turn. same amount. Mantle of Green Vistas Green mana drawn from verdant forests is the backbone of living things. Gain a +1k1 bonus on Focus Power tests when casting spells from the Enchantment or Transmutation schools. As a Half Action, you can spend Mana to increase the Strength of a creature within 5m by the same amount, until your next turn.

116 Symbiote Vector Assets Blood Vector Your tenant is better at dealing with others than you are. Breath Vector Your tenant tries to hold back the weird things in life. Flesh Vector Your tenant provides such wonderful means of disembowelment. Marrow Vector Your tenant makes an effort to keep you – and itself – protected. Soil Vector Your tenant can read the ebb and flow of destiny.

Symbiote Vector Assets

Marrow Vector Blood Vector Marrow represents secrets buried deep within Blood represents the heat of passion and the the flesh, the power of dark and hidden places. wonder of emotion. Tenants with this vector The tenant secreted deep within his host's bones show a stronger rapport with their hosts and wants little more than to be left in peace, and with other humanoids. You do not gain the offers his help by protecting the host as much as normal benefits or penalties of Unsettling. By possible. Gain additional Resilience equal to spending 1 Synch you can gain +1k1 to any your Integration. In addition, when you use social Test as your Tenant adjusts your features Living Weapon, increase the Armor gained by 3. and pheromones in just the right way to be enticing. Soil Vector Soil resonates with the seminal urge, the lure of Breath Vector life and the power of decay, the hungry whispers Breath is an unceasing tide, drawing in from the that wait on the threshold between life and world and flowing out to meet it... it calls the death. Your tenant pays attention to these storm and sets it free. The tenant borne upon its whispers, translating their portent for you. Gain host's breaths has a strange affinity for magic. one rank of the Divination magical power. You When you use Living Weapon, you gain Aura may purchase this power as if it was part of any equal to your Integration. In addition, you can class you belong to. Get +1k1 on Focus Power spend 1 Synch to have your natural weapons tests to cast Divination spells. gain the Orgone Array property and treat them as magic for the remainder of the scene.

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

117 Sword Schools

118 Aphonic Wind When you gaze into the Abyss, the Abyss also gazes into you. Aphonic Wind maneuvers corrupt the mind and body, stripping the inhibitions off the user's mortal mind and making possible the maddening blight of the Immaterium. The user melts senses with tuneless humming, learns to use the angles of time and space to her own advantage, all from the counterintuitive first lesson of gaining initiative by giving it up. The key skill for Aphonic Wind is Forbidden Lore, knowledge of the Warp and the corrupted weapons found within. Corrupt, Daemonic weapons whisper the secrets of Aphonic Wind special attacks into their user's mind, laying bare to her the secrets of the universe blinded by mortal ignorance. The fighting style was last seen during the War of Monster's Fall, employed to terrific effect by the Aboleth's twisted minions. A character entering the first level of any class progression that offers the Desert Wind sword school can choose instead to gain access to the Aphonic Wind sword school from that class. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward. The character must possess a Daemonic weapon in order to do this. Name Cost Effect Level 1: Apprentice Weapon (Daemonic) - Use Daemonic weapons with your martial maneuvers. Action (Opportunity Attack) - Use Opportunity Attack actions in martial maneuvers Level 2: Initiate After making this attack, you can't use any special attacks Tabula Rasa (-2) you know during the next round. For 1 point, the target takes -1k0 to Dodge or Parry this Distracting Harmonies 1/3 attack. For 3 points, the target takes -2k0 to Dodge or Parry this attack. Level 3: Journeyman As part of this attack, make a Forbidden Lore check Skill (Forbidden Lore) (-1) against the static defense of the target. If it fails, the attack fails. The attack is treated as if it were magic, and gains the Reminder of Frailty 3 Orgone Array quality. Level 4: Master Reduce your Size penalty to Static Defense by your Mastery (Alien Geometries) - martial adept level. Move up to your Speed instead of making an attack. Negative Inertia 3 Other advantages and restrictions on this attack take effect on the next standard attack you make. Level 5: Grandmaster You may take this advantage up to five times on one attack. You may only apply this to actions that include an Memento Mori 2* attack with a weapon. This attack deals no damage. Instead, the target loses 1 hit point for each time this advantage was taken.

119 Dark Messiah It's said that the first Dark Messiah was a Daemonhost, who taught this lack of discipline to a small enclave of Vampires before disappearing into the ether. It is not a forgiving school of combat. There is no harmony, no discipline, no control of strength or economy of motion. The Dark Messiah school is not and that is how it is defined. It is, quite simply, perfectly designed for breaking things and ending lives, while feeding the inexistences of its original masters. The picture of serenity even as he throws his enemies' entrails across the room, a Dark Messiah adept is a profoundly terrifying individual. The school favors the Intimidation skill, even if it rarely teaches it. One does not learn Dark Messiah to protect. One learns Dark Messiah because killing is not enough. Monks of certain schools are taught that offense is the best defense. A character entering the Brother class may choose to gain access to this sword school instead of Setting Sun. This choice can only be made upon entering the Brother class and applies to all levels of the Monk progression afterward. Name Cost Effect Level 1: Apprentice Use Unarmed attacks OR Syrneth weapons with your Weapon (Brawl OR Syrneth) - martial maneuvers, chosen when first learning this Sword School. Use Multiple Attacks actions in martial maneuvers. Any Action (Multiple Attacks) - advantages applied to this attack are applied to the first attack of the Multiple Attacks action. Level 2: Initiate You may only use this attack if you have lost at least as Agony’s Crucible (-2) many hit points as the attack has Style Points. You can move 1m for each time you took this advantage Ebon Lightning 1* as part of this attack. Level 3: Journeyman As part of this attack, make a Intimidation check against Skill (Intimidation) (-1) the static defense of the target. If it fails, the attack fails. If the attack hits and deals damage, you regain hit points equal to the number of times you took this advantage. If Ravening Maw 2* you are a Vampire, you also gain the same amount of Vitae. If you are a Daemonhost, you convert the same amount of Resonance into Essence. Level 4: Master Mastery (Void Avatar Prana) - Your attacks gain the Tearing property. If the attack kills the target, each creature within 3*your Illustrative Overkill Technique 3 martial adept level meters must immediately test as if you had a Fear rating equal to your martial adept level. Level 5: Grandmaster This attack deals a point of critical damage in addition to Artful Maiming Onslaught 4 its normal damage.

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

May use Focus Power tests with maneuvers. Any advantages that would apply to the special attack apply to the spell cast instead, though no advantage or restriction specifically referring Action (Focus Power) - to weaponry may be used in the maneuver. You can only cast a spell with the Attack and Touch keywords. After the test – but before any magic-specific feats are applied – the spell is treated like a weapon attack of the appropriate type. Level 2: Initiate You may only use this maneuver if you cast a spell during the Warp Resonance (-2) last round.

You may cast a spell up to your Initiator level as part of this maneuver. The spell loses any Blast or duration to its effect it Elemental blade 3 otherwise would have had, and has its Keywords replaced with Attack, Somatic, Combo-OK. Level 3: Journeyman As part of this maneuver, make an Arcana test against the Skill (Arcana) (-1) target’s Static Defense. If it fails, the attack fails.

This maneuver gains the Orgone Array quality, and attacks Chaos Blade 3 using it are considered Magic, bypassing armor. Level 4: Master After casting a spell with the Touch or Ranged Touch Keywords – but before rolling the attack – you may choose to keep the spell as a charge in a free hand. By doing so, you may choose to Mastery (Controlled Release) - release it within a number of rounds equal to the Characteristic used to cast the spell. If not used within that time, the spell is wasted. You cannot cast another spell while holding a charge, though you can make Focus Power tests.

For the next round, you can choose to gain points in Armor or Warp Aegis 1* Aura (chosen as you see fit) up to the number of times this advantage was taken. Level 5: Grandmaster A foe hit by this maneuver rolls Perils of the Warp, as if they had Armageddon Blade 5 cast a beneficial spell on themselves.

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

Action (All-Out Attack) - Use All-Out Attack actions in martial maneuvers. Level 2: Initiate Hands of Fury (-2) You may only use this attack while you are using Frenzy. If the target attacks you before the start of your next turn Retribution Will Follow 2 after you hit with this attack, you can make a standard attack against it as a reaction. Level 3: Journeyman As part of this attack, make a Intimidation check against Skill (Intimidation) (-1) the static defense of the target. If it fails, the attack fails. You can move up to your speed toward the target before Impatient Slaughter Speed 3 making the attack. Level 4: Master Mastery (Wrathful Daeva While you are using Frenzy, you gain an additional - Method) Reaction each round If the attack hits and deals at least 2 points of critical damage, you can choose to assign any amount of that Grind Your Bones 4 critical damage to any body location on the target. You must still deal at least 1 point of critical damage to the original hit location. Level 5: Grandmaster You can use Frenzy as part of the action to use this Untamed Apocalypse Shintai 5 attack. If you do, each ally within 5m can also enter a Frenzy as if they had the feat.

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

Use Half Move actions with your special attacks. The benefit from this Action (Half Move) - special attack applies to your next standard attack; that attack may not be a special attack. Level 2: Initiate You cannot use this maneuver without first moving at least your full Lose Yourself to Dance (-1) Speed this round.

If an attack modified by Infinite Tempo hits, move your Speed. This movement provokes attacks of opportunity, and if it does, you may take Infinite Tempo 2 another standard attack against that target, which may not be a special attack - it resolves first. Level 3: Journeyman As part of this attack, make a Acrobatics check against the static defense Skill (Acrobatics) (-1) of the target. If it fails, the attack fails.

If an attack modified by Infinite Cadence hits, move your Speed - this movement does not provoke attacks of opportunity from your initial Infinite Cadence 3 target, but provokes from others as normal. If you end this movement within reach of a different enemy, you may take a standard attack against them, which may not be a special attack. Level 4: Master Mastery (Dance to the Choir) - Gain an additional Reaction action every turn. Move your full Shift before making your attack – if both your starting Infinite Crescendo 1 and ending position would engage the same foe in melee, you count as two people against them for the purposes of Ganging Up. Level 5: Grandmaster When you hit an opponent with an attack modified by Infinite Waltz, take a move action. Your target moves in the same direction and at the same speed. Neither of you provoke attacks from one another for this Infinite Waltz 4 movement, but you both provoke from others as normal. Should this movement force your victim into something hilariously lethal, they are permitted a TN 25 Acrobatics test to end their movement as close as they can be to the hazard without suffering harm.

123 Killer Doll Victory means nothing if not done with beauty. The Killer Doll discipline emphasizes grace and elegance, certainty of movement and not getting blood on one's clothes. The most graceful victory is one struck from afar, against an opponent unable to come close before he meets his end. Killer Doll maneuvers thus favor barrages of thrown weapons, sometimes so swiftly that they must appear to stop time to drop so many blades at once. The key skill of the Killer Doll school is Performer, enthralling the enemy with elegant movements before throwing your blade at their neck. Killer Doll weapons are thrown weapons, small and easily concealed so as not to mar one's appearance with such crude items in view. The original practitioners of the Killer Doll school were favored servants, using the school's knack for hidden weaponry to keep their masters safe at all times. Add this sword school to the Assassin and Rogue class progressions. Name Cost Effect Level 1: Apprentice Weapon (Thrown) - Use Thrown weapons with your martial maneuvers. Use Multiple Attacks actions in martial maneuvers. Any Action (Multiple Attacks) - advantages applied to this attack are applied to the first attack of the Multiple Attacks action. Level 2: Initiate You may not use this maneuver if you moved since your Memorizing the Arena (-2) last turn. You may ignore the effects of cover on your enemies, Ricochet Mastery 2 and your weapon returns to your hand. Level 3: Journeyman As part of this attack, make a Performer check against Skill (Performer) (-1) the static defense of the target. If it fails, the attack fails. Your first hit on an enemy is actually two – roll for Inscribe Red Soul 3 damage twice. If the attack hits multiple targets, apply this advantage to only the first target hit. Level 4: Master You never run out of knives, especially when you don’t Mastery (Four-Dimensional have any to start with. You have an arbitrary number of - Armory) thrown weapons of Common or lower availability at all times. If a thrown attack is dodged, you may attack a different Illusional Misdirection 3 enemy within 5m with that attack. Level 5: Grandmaster Make an attack against every enemy within 5m for the The World 2* number of times this quality is taken.

124 Equipment

125 GUNS Name Type Damage Pen ROF Range Clip Reload Avail Special Ordinary Proficiencies: ‘Basic’ or ‘Ranged 1’ Double Rifle Heavy 3k3 I 4 S/- 120m 4 2Full Rare Twinlinked Breacher, Melee Lancer Assault Rifle Basic 3k2 I 0 S/- 40m 12 Full Rare Attach II Handcannon Pistol 3k2 I 4 S/- 30m 6 Full VRare Big Frakkin’ Gun Machine Pistol Pistol 2k2 I 0 S/10 30m 24 Full VRare Storm Room Cleaner Scatter, Basic 3k2 I 2 S/3 20m 9 Full VRare Shotgun Breacher Las Proficiencies: ‘Basic’ or ‘Ranged 2’ Mythic Gatling Lasgun Heavy 2k2 E 2 -/10 60m 80 Full Reliable, Storm Rare Flare Prism Basic 3k2 E 2 S/- 30m 30 Full Rare Reliable, Scatter Plasma Proficiencies: ‘Ranged 2 Blast 3, Plasma Cannon Heavy 3k3 E 8 S/- 120m 4 4Full VRare Overheats Bolter Proficiencies: ‘Ranged 1’ Mini Rocket Gun Basic 3k2 X 0 S/3 40m 12 Full Rare Blast 3 Mythic Bolter Cannon Heavy 4k3 X 6 -/10 60m 8 2Full Storm, Blast (5) Rare Ravager Basic 5k2 X 6 S/- 30m 5 Full VRare Scatter, Tearing Syrneth Proficiencies: ‘Ranged 2’ Near BFG Heavy 4k4 E 2 S/- 60m 40 Full Volatile Unique Exotic Proficiencies: ‘Ranged 1’ Fencing Weapon Musou Saber Pistol 2k2 I 0 S/3 30m 6 Full Uncommon (See description) Sonic Arrow Heavy 3k2 x 4 S/3 60m 40 Full VRare Melee Attach II Flamer Proficiencies: ‘Ranged 2’ Blast (5), Fire Baller Heavy 2k2 E 2 S/- 60m 40 Full VRare Incendiary Daemonic Proficiencies: ‘Ranged 2’ Anguish Pistol 2k2 R 2 S/3 30m 9 2Full Uncommon Accurate, Reliable, Toxic Blast 5, Incendiary, Earthrender Heavy 6k4 E 0 S/- 120m 4 2Full MRare Recharge, Artillery (See description) Fracture Cannon Heavy 4k2 X 8 S/- 90m 8 Special VRare Tearing, Volatile

126 Las Guns Gatling Lasgun – The common Lasgun, simple Ordinary and effective. Give it a massive battery pack, Double Rifle – Otherwise known as the ‘Double multiple focusing arrays and added cooling Deuce’, as its bullets are about the size of a systems and you have a weapon designed to human’s middle finger. melt wide swaths of the battlefield.

Lancer Assault Rifle – Imagine when a machine Flare Prism – Somewhat stockier than most gun is not enough, and you are too damn busy laser weapons, the emitter is actually fitted with shooting to pull out a chainsword. This is for a beam splitter that refracts the beam in several you: A weapon designed for close in, down and directions at once when fired. dirty fighting.

Handcannon – Firing armor-piercing bullets the size of a man's fingers with enough force to stop a transportation truck – and exit the other way. It uses big bullets, which leaves big holes in your enemies. It is, however, relatively slow in its rate of fire, requiring both hands if one wishes to fire more than one shot anywhere near their original target. Unless both hands are used, this gun may not fire more than one shot per round with Plasma any form of accuracy. Plasma Cannon – Essentially an upscaled plasma gun, the plasma cannon sends out globs of plasma that explode on impact.

Machine Pistol – Bringing true meaning to the phrase ‘quantity over quality.’ While smaller caliber than some pistols, but with a rate of fire Bolter to rival most rifles – even if the actual magazine Mini Rocket Gun – After initial failures, a is rather short. Reliable, deadly and very good at ‘cheap’ bolter knock off is finally available. On tearing holes through people. some worlds, it’s called the gyrojet. Out in the void, it’s a Mini Rocket Gun. That’s its damn Room Cleaner Shotgun – With a large name. magazine, actual magazines instead of loose shells and the large shells actually included, this gun is a nightmare to go toe-to-toe against. If your foe is holing up, accept no substitute.

127

Bolter Cannon – While less than accurate, it Flamer hardly needs it, since it fires explosive rockets Fire Baller – The Fire Baller is a horrible name that, in turn, contain explosive bolts that are for a very effective weapon. It fires highly sent blasting through everything unlucky compressed, semi-solid globules of Promethium enough to be nearby – perfect for large-scale which detonate on impact, setting the desecration to enemy forces! surrounding area on fire.

Ravager –Fact: Shotguns are awesome. Fact: Daemonic Explosive bolt rounds are awesome. Conclusion: Daemonic weapons are hideous corruptions of A shotgun firing explosive bolt rounds is double other weapons, crafted of metal infused with so awesome. The ravager is a massive beast of a much Warp energy during the forging process shotgun, with four barrels sheathed in metal to that it oftentimes counts as a daemon in its own form a device as thick around as an Ork's thigh. right. Such weapons often have a horrific, half- Firing what amounts to explosive buckshot, the organic appearance, featuring flesh and eyes ravager is a terrifically loud and singularly where there should only be metal and jewels. terrifying shotgun with enough explosive power to rip through most spelljammer bulkheads Anguish – Relatively simple – by the Warp's before getting halfway through the clip. standards. A mutation of the more common

revolver, featuring a distinctive triple-barrel Syrneth design and, strangely, an eye nestled in the BFG – One of the biggest and baddest guns middle of those three barrels, to aid in locating around. If you’re carrying this monstrosity, than the target. While it can use ammunition there’s little you need to fear out in the void. interchangeably with the revolver, when fired the bullets resemble Human teeth, with no Exotic change to the casing. Musou Saber - A common class of gunblade that's short on gun and long on blade. While it Earthrender – A marvel of daemonic creativity. blows through most of its ammunition within Not truly a personal weapon so much as a seconds and is only a modest close combat weapons platform, the earthrender consists of weapon, it's easy to use and requires no shifting what one might be forgiven for thinking is a of grip between forms, making it a common pulse rifle, with a human eye placed over the sidearm. Its reinforced gun barrel allows it to be end of the barrel, attached by a rope of human used to catch enemy swords much like a basket hair to a mobile unit made of what looks to be hilt; the musou saber can be used as a fencing humanoid body parts, bearing a focusing disk at sword in melee. its top and walking on a number of hands and feet as it follows the rifle's bearer. The disk Sonic Arrow – A more exotic and deadly focuses energy in the direction the eye is weapon, the Sonic Arrow consists of a boltgun pointed, causing a geothermic eruption or encased in the shape of a bow and arrow, with similar catastrophic event. Using it effectively, cartridges loaded into a slot on the side and the however, requires the earthrender to be braced, draw serving as the trigger. Both top and not its wielder; as such, it is vulnerable to effects bottom of the bow are equipped with vibrating that knock it over or off-balance, requiring a full blades, allowing it to be used as a melee weapon action to get back up and into firing position. It in both forward and reverse grips also cannot be moved and fired in the same simultaneously. While some power is lost over a round. The platform tends to trail behind its traditional boltgun, its flexibility as a weapon is user, showing a slight intelligence as it stays unparalleled. anywhere from 6 to 10 meters back... far

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enough that it would be spared a shot from ammunition... the rails simply generate from the another of its kind targeting the user. ether attached to the drum that feeds the chamber, by some mechanism of the Warp. Fracture Cannon – A bulky monstrosity similar Starting when the clip is emptied, the rails in design to a heavy bolter, though notably regenerate at a rate of 1 per round. This lacking the belt mechanism. The fracture unfortunately means that, while it employs solid cannon fires barbed rails that resemble red-hot ammunition, the fracture cannon cannot be bone, that puncture and stick into the target outfitted with artifact rails. before detonating. It seems to actually grow its

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OTHER RANGED WEAPONS Name Type Damage Pen ROF Range Clip Reload Avail Special Grenades Proficiencies: ‘Throwing’ Sonic Grenade Thrown 1k1 I 6 S/- S*3 - - Rare Blast (8) Warp Grenade Thrown 2k2 E 10 S/- S*3 - - MRare Blast (10) EMP Grenade Thrown (4k3) (15) S/- S*3 - - Rare Blast (5) Cluster Frag Thrown 4k2 X 0 S/- S*3 - - Rare Blast (4)

Grenades EMP Grenade –Instead of looking to outright Sonic Grenade – A new development, still rare kill an enemy dead, EMP Grenades seek to in most areas for the simple reason that they are remove an enemy's strength and leave them not 'lethal enough'. While the direct damage of a grounded in the Middle Ages. Any machinery Sonic Grenade might be little, the vibrations within the Blast radius of an EMP Grenade still wreak havoc on living tissue – specifically immediately ceases to function. The most brain tissue. Any being damaged by a Sonic vulnerable of them actually get fried and need Grenade and whose armor does not completely repairs if they ever are to function again. Beings negate the effect, takes 1 Impact Critical that are at least partially mechanical take the damage to their Head. However, as the damage listed in parenthesis, while completely- vibrations are not exactly lethal, Standard-Issue organic beings are unaffected beyond a feeling Sonic Grenades do not have that effect on of nausea as electrons batter their bodies. targets with three or more points of Critical Damage on their Head area. Illegal versions on Cluster Frag – Looking like a lumpier frag the other hand, might not be as limited. grenade, the cluster frag contains a number of other, smaller grenades that are scattered Warp Grenade – Having a devastatingly large outward when the device explodes before blast radius, compounded by the fact that they exploding themselves. The statistics given above wreck the Veil at the location of their represent the parent grenade. When it explodes, detonation, warp grenades make… a mess, to it scatters six miniature grenades within 6m; say the absolute least. Apart from arcs of treat these as frag grenades, thrown from the magical energy that tear through matter like a origin of the original blast. High-quality versions power sword through butter, one also has to have additional child grenades packed inside... a contend with the devastating effects of so Good-quality cluster frag has seven, and a Best- blatantly ripping into the Warp; At the moment quality or artifact cluster frag has eight. of the explosion, the user rolls 5k5 and, if any number comes up double, then Psychic Phenomena are immediately invoked in the location of the Grenade.

130 Melee Name Type Damage Pen Avail Special Ordinary Proficiencies: Arm Claw Melee 1k2 R 0 Uncommon Arm Mounted Parrying Proficiencies: ‘Melee 2’ Jitte Melee 1k2 I 0 Uncommon Quick Draw Hidden Blade Melee 1k2 R 3 Rare Arm Mounted, Combat Sheath Flail Proficiencies: ‘Melee 1’ Meteor Hammer Melee 1k2 I 0 Rare Flexible, Reach Syrneth Proficiencies: ‘Melee 3’ Balanced, Power Field, Magic Enhancement (See Mage’s Blade Melee 2k2 E 4 MRare Description) Chain Proficiencies: ‘Melee 3’ Chain Weapon Melee 3k2 R 4 Rare Tearing Eviscerator Melee 3k3 R 8 VRare Two Hands, Unbalanced, Tearing Unarmed Proficiencies: ‘Basic’ or ‘Melee 2’ Chainfist Melee 2k2 R 8 MRare Brawling, Power Field, Tearing Power Klaw Melee 2k2 R 4 VRare Brawling, Power Field Pile Bunker Melee 1k2 I 4 VRare Brawling, Piston Punch (See Description) Daemonic Proficiencies: ‘Melee 3’ Hellblade Melee 4k2 R 4 VRare Razor Sharp, Volatile Manreaper Melee 6k2 R 8 MRare Toxic, Unbalanced, Two Hands Staff of Change Melee 3k2 I 3 Rare Power Field, Orgone Array Lash of Despair Melee 2k2 R 3 VRare Flexible, Shocking Warpsword Melee 4k3 R 7 MRare Two Hands, Unbalanced, Volatile Melee Ordinary Arm Claw – Sadly, many species in the Great Wheel lack large teeth and fearsome claws. These arm mounted blades give species cursed with fleshy digits the ability to rip and tear while leaving their hands free.

Parrying Jitte – The Jitte is a simple iron baton with a small hook. It’s perfect for bludgeoning people, hooking onto clothes and putting joints out of place.

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

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Flail Unarmed Meteor Hammer – The Meteor Hammer is a Chainfist – A piece of equipment almost single or set of weights at the end of a rope or exclusively reserved for the Aasimar, used by chain. This chain is swung around in a manner highly specialized boarding squads wearing the capable of ruining people's day. heaviest of power armor. It essentially has a knife-like chain weapon built into a normal Syrneth power fist, granting it superior armor Mage’s Blade – An absolute marvel of Syrneth penetrating properties. This is used primarily to technology, the Mage’s Blade creates its blade gain access to spelljammer hulls, cutting by projecting Warp energy into what amounts to through metal doors and internal bulkheads. In an inwards-focused Geller field. Because of this, a pinch, however, it utterly ruins targets less it channels energy like few items in the Wheel armored than a typical ship. can – even an untrained spellcaster can use it in place of a Focus. If, however, they know how to use a weapon as a focus, they can use this blade to cast Evocation spells in combat without drawing Attacks of Opportunity. If the user already has that ability, the blade's power is enhanced even further by allowing the user to use this weapon to cast any spell they know, effectively attacking with the weapon to land the Power Klaw – Always the ones to get their spell, as if it was held in a 'charge'. If the spell choppy on, the Orks saw a Power Fist and has a Blast radius, the wielder of the blade is not thought it needed something… more. And so, exempt from it, but does gain the benefit of the Power Klaw was born. While other races Aura equal to their Caster level, if that would be have taken the design and made their own beneficial to them. variations on it, the Ork version of the Power Klaw remains a symbol of what an Ork can do… Chain given proper motivation. Chain Weapon – Most commonly taking the form of a chainsword or chainaxe, the more important aspect of the weapon than its shape are the deadly, spinning chainsaw blades. Often sharpened to a monomolecular edge, especially in the higher quality versions of this weapon, the housing usually conceals most of the blade to allow only a single, killing edge to be exposed. Pile Bunker – Shaped like a bracer with an enormous metal stake, the Pile Bunker uses an Eviscerator – A vast, two-handed version of a explosive force to drive the stake into whatever chainsword, "Eviscerator" is the name usually the wielder happens to be punching. Cocking given to these weapons by the humans, who the piston requires a half action, but can be fired have a distressing habit of arming frenzied, half- as part of an attack to add +1k0 to the damage naked women with these and throwing them and double the Penetration. into battle. The weapon is usually twice as weighty as a normal chainsword, at least, and capable of utterly destroying lesser opponents.

132 Daemonic Staff of Change –Often bestowed to certain followers by Tzeentch, a staff of change is a long Hellblade – Said to be gifts of Khorne to his cudgel imbued with warp energy that causes chosen, these daiklaives are crafted of blood and utter chaos wherever it strikes flesh. fire and imbued with a Khornate thirst for blood. Lash of Despair – Some Slaaneshi hierophants occasionally find themselves in possession of one of these lashes. The pain of being struck by this torturous weapon is said to be enough to make Modrons scream. Manreaper – A terrifying corruption of the otherwise beautiful Syrneth grimscythe. Rusted, pitted and so thoroughly imbued with Nurglite energy that it drools horrific toxins at all times.

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

133 New Magical Material Weaponmakers employ adamantine differently depending on the weapon in Adamantine question. Lighter than steel and far stronger, Adamantine is an odd cyan metal that with its unique appetite for magic, adamantine develops in tangled strands in stone exposed to is most often used to edge bladed weapons, with large amounts of magical energy, first a backing of durable steel to keep its weight up, discovered in small amounts in the depths of though Syrneth weapons have been found that Pandemonium. These strands, once extracted, consist of merely a wireframe shaped into the can be woven into shining silk-like cloth as well semblance of a weapon with adamantine netting as compacted into wafers; unlike the other filling the gaps. Flails typically employ a ribbon magical metals, any armor can be made from of adamantine cloth in the place of more fragile adamantine. Objects thus crafted seem to feed chains, and like hammers or other crushing on magic, growing warm in its presence as they weapons they tend to menace with spikes of leech on the residual energies. adamantine on the business end, if they aren't The presence of adamantine in a cloth created by wrapping a heavier metal in a sheath weave has remarkable effects on what would of adamantine cloth. otherwise be ordinary cloth. Ordinary clothes A bionic arm or leg of adamantine is made with as little as ten percent adamantine crafted in similar fashion to a glove or a sock, in fibers can offer protection rivaling common reverse; adamantine threads are sutured to the mesh armor, and clothing made with thirty stump, and from there they are woven into a percent or more rival flak armor in its protection likeness of the missing limb. A bionic heart rating. Heavier armor employs shaped wafers in simply requires the threads to be woven into the addition to cloth weave of no less than fifty actual organ, which resumes beating as if percent adamantine fibers, and is known to nothing had happened afterward. restrict movement far less than even mithril does.

134 Special: Proximity to adamantine Promethean Material Asset: interferes with magic. Any character casting a Adamantine is an ultralight blue-green metal spell within 10m of exposed adamantine (a that inhibits the effects of magic. Gain Aura weapon, armor, or cybernetic arms or legs, but equal to 3 + your Generation that does not not special ammunition or a bionic heart) takes stack with other sources of Aura. You can spend -2k1 on the Focus Power test. a Pyros to increase your Aura by 3 until the end of the scene. Melee Weapon: The weapon ignores the Daemonic trait. It also ignores magical defenses against attacks (such as the Shield or Mage Armor spells) unless the target succeeds on an Arcana + Willpower test opposed by your attack roll. Ranged Weapon: The weapon ignores magical defenses against attacks (such as the Shield or Mage Armor spells) unless the target succeeds on an Arcana + Willpower test opposed by your attack roll. Special Ammunition: Adamantine strands are woven tightly around a lead slug and compacted by the casing. Adamantine ammunition ignores the Daemonic trait. Armor: The Max Dex of adamantine armor is increased by 1. Adamantine armor provides only half the normal penalty for wearing it, and no penalty at all for heavy armor if proficient. Armor that isn't primarily metal can be made from Adamantine, and generally resembles normal clothing. Bionic Arm: The arm ignores critical damage caused by magical sources. By spending a Resource Point, the user can gain the benefits of an Adamantine melee weapon on unarmed strike attacks made with the bionic arm, and change the damage type from I to R if desired. Bionic Locomotion: Gives the user +2k0 on Athletics and Acrobatics tests, and ignores critical damage caused by magical sources. Bionic Heart: An adamantine heart bolsters its wearer's magic resistance. You gain the Magic Resistance asset. If you already have it, increase the TN of all spells targeting you by your level.

135 New Vehicle Drive Munchausen Drive

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

136 Vehicles Cigarette Boat Note: Vehicles shown here were made Designed as a fast smuggling vessel to using the vehicle creation rules in Book 2. You get you from pickup to drop off as quickly as should look there if you want to make a few of possible over water, the Cigarette Boat is your own! designed to do just that. It has a nice big engine, large storage for its size and a sensor suite Tracked APC designed to help it stay hidden. First fielded by mechanized infantry Accel 4, Speed 6, Size 12, Maneuver +0 units on lower tech planets, variants of the Naval Drive tracked APC are still utilized by larger military Miniaturized Cockpit, Composite forces for their stalwart performance and Frame, Passenger Space, Hidden Space x2, amphibious drive capabilities ECM, Partial Wing 2, Sensor System, Open Accel 2, Speed 3 Size 10 Maneuver 0 Topped Tracked Drive Fragile Miniaturized Cockpit, Miniaturized Total Cost: 153 Variable Drive (Naval), Light Hardened Armor, Miniaturized Passenger Space x4 (8 people), Thunderbolt Miniaturized Copilot, P-Weapon Mount When you're hunkered down behind a Special: May ignore the Islandhome sliver of cover taking heavy fire, there is no more rule of Naval Drives. reassuring sound than the twin engines of the Total Cost: 122 Thunderbolt screaming in from the distance. That's what you think anyway, until you hear it begin to unload its heavy ordinance. Then you know the most reassuring sound you'll ever hear. Accel 5, Speed 10, Size 16, Maneuver +5 Aerospace Drive Cockpit, Heavy Ferro-Fibrous Armor, Environmental Seals, Ejector Seat, Reinforced Frame, Basic Equipment Light Punisher Gatling Cannon Total Cost: 275

Hover Bike LRM Carrier The Hover Bike is the pinnacle of The LRM Carrier eschews all other irresistibility for teenage boys looking to impress weapons for a pair of Long Range Missile girls and middle age men having a mid-life launchers. To make room for the extra crisis. ammunition the already barren cockpit has been Accel 3, Speed 5, Size 4, Maneuver +5 slimmed down even further. Hover Drive Accel 2, Speed 5, Size 12, Maneuver -7 Light Standard Armor, Miniaturized Tracked Drive Cockpit, Cargo Space (.5 cubic meters), Open Miniaturized Cockpit, Copilot Seat, Topped Medium Hardened Armor Total Cost: 75 LRM Launcher x2 Overheating, Fragile Total Cost: 100

137 Dreadnought Land Speeder A large, walking tank which carries both The Land Speeder is a light anti-gravity powerful guns and lethal close combat vehicle which serves as the primary weaponry, armored to withstand all but the reconnaissance, scouting, resupply and fast most powerful of firepower. Each Dreadnought attack vehicle. contains a living being, permanently interfaced Accel 4, Speed 6, Size 12, Maneuver 0 with the machine through a form of Mind Hover Drive Impulse Unit. Dreadnoughts are surprisingly Cockpit, Copilot, Light Hardened agile, able to walk and balance with the ease of a Armor, Open Topped living creature. Personal Weapon Mount (Manned by Accel 2, Speed 3, Size 13, Maneuver +5 copilot) Walker Drive Total Cost: 158 Coffin, Medium Hardened Armor, Environmental Seals, Reinforced Frame, Main Battle Tank Manipulator Arms, +3 Strength Most races have some variation of a P-Weapon Mount x2 main battle tank. While aesthetics change, the Interred: Having nearly died, little of overall functionality remains the same – a you is left. The parts that are only survive via heavily armored vehicle capable of dishing out the systems built in to a Dreadnought. damage as well as it takes it. Total Cost: 162 Accel 4, Speed 3, Size 18, Maneuver 0 Tracked Drive Magitek Armor Cockpit, Miniaturized Copilot Seat x3, Magitek Armor is a vehicle specifically Heavy Hardened Armor, Reinforced Frame developed for channeling the Warp. The vehicle Turret-mounted Autocannon/5 offers impressive amounts of protection for the Forward-mounted MP Lascannon passenger and an ability for them to put their Total Cost: 257 mind bullets to use with an excellent view of the battlefield. Accel 1, Speed 3, Size 8, Maneuver +0 Walker Drive Miniaturized Cockpit, Light Hardened Armor, Light Hexagrammatic Wards, Void Shield 10, Basic Orgone Antenna, Open Topped Total Cost: 91

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

138 Cockpit, Medium Hardened Armor, Gun Drone Standard Sensor System, Basic Equipment, An unmanned aerial vehicle (UAV), Onboard AI w/ TAPS/4 Ballistic Chip and colloquially known as a drone, is an aircraft RAM/3 Array without a pilot on board. Its flight is controlled Ultra Autocannon/5 either autonomously by computers in the vehicle Multilas or under the remote control of a pilot elsewhere. Personal Weapon Mount x2 Accel 4, Speed 5, Size 3, Maneuver +10 Overheating VTOL Drive Total Cost: 189 Remote Uplink System, Light Standard Armor, Cargo Space (.5 cubic meters) Cyclops BattleMech Personal Weapon Mount A heavy assault BattleMech for use by Total Cost: 109 field commanders. A decent mix of weapons provides the Cyclops with both long- and short- range firepower and a sizable engine to keep up with mobile operations. More importantly, a holographic battle computer allows for easy commanding of brigades, while a built-in comm suite allows for planet-wide communications. Accel 2, Speed 4, Size 23, Maneuver +0 Walker Drive Miniaturized Cockpit, Ejector Seat, Medium Hardened Armor, Advanced Sensor Suite, Manipulator Arms, Environmental Seals, Basic Equipment, Copilot Miniaturized Autocannon/20 LRM Launcher Stinger BattleMech Multilas A light BattleMech built for roles such SRM Launcher as reconnaissance, scouting, raiding, and more. Only One Ejector Seat: The copilot best With a light but varied armament and jumping trust the person behind the wheel – in the event capability, it’s suitable for several roles. of the Cyclops’ destruction, only the primary Accel 4, Speed 6, Size 15, Maneuver +5 pilot is ejected. The copilot must claw their way Walker Drive out of the wreckage. Cockpit, Light Hardened Armor, Total Cost: 356 Manipulator Arms, Standard Jump Jets, Sensor Suite, Basic Equipment Omnimount Personal Weapon Mount x2 Total Cost: 217

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

139 Mobile Medicae (Floating Bandage) Blitz Aerospace Fighter In the Great Wheel there are endless Aerospace Fighters are designed to ways to become hurt, maimed and killed. work in atmospheres or in the void; they fill a Modern military forces cannot treat all injuries number of niches, from reconnaissance, escort on the front lines and those forces and assault. The Blitz model is designed for compassionate to offer more than a mercy lightning strikes and quick retreat. Fly in, do the killing to their wounded generally have some damage and get away. The LRM rack and PPC form of armored ambulance. The Mobile provide a respectable punch at varying ranges Medicae is a high tech example. It featured a and the rear mounted Ultra AC/2 is an effective stabilized hover drive to give the injured and deterrent to pursuit. their attendants the smoothest ride on the way Accel 4, Speed 13, Size 20, Maneuver +0 to hospital. Those forced to provide overwatch Aerospace Drive to the vehicle derisively call it the Floating Cockpit, Medium Harden Armor, Bandage. Environmental Seals, Basic Equipment Accel 4, Speed 5, Size 15, Maneuver +5 Particle Projection Cannon Hover Drive LRM Launcher Miniaturized Cockpit, Light Ferro- Rear-mounted Ultra Autocannon/2 Fibrous Armor, Passenger Space x4, Cargo Total Cost: 255 Space (2 Cubic Meters), Basic Equipment Medical Stocks: The Mobile Medicae Stealth Bomber has ample supply to treat most any injuries seen Designed to avoid detecting use all sorts on the front lines. All Medicae skill test are at of advanced technology, stealth bombers have +1k0. the simple goal of flying in unnoticed, unloading Total Cost: 163 their ordinance, and then getting the hell out. Accel 2, Speed 10, Size 23, Maneuver +0 Aerospace Drive Miniaturized Cockpit, Light Hardened Armor, ECM, Environmental Seals, Thermoptic Camo, Advanced Sensor System, Basic Equipment Homing Arrow IV Launcher Total Cost: 188

140 Kepler-class Probe Additional Ship While formally referred to as the "Johannes-class Ultralight Covert Components Reconnaissance Vehicle," the test captain and her crew's somewhat infamous streak of near- deaths in the first fourteen prototypes became a New Hulls commonly recounted tale among those in the Tanaka-class Scout business of prodding around the Astral Sea, and what they christened their ships (partially for the The Tanaka-class spaceframe could be records, partially to keep morale up; if you're said to be "one-third steamboat, one-third flying the "Kepler XI," that likely means you sultana... and one-third cold vacuum;" not only haven't died 10 times) became the class's was most of the hull cut out, but a fair portion colloquial name. Originally deployed as a series of the life-support, module volume, and weapon of agile and low-observable recon ships, the mountings, too. While decreased safety does Kepler proved valuable in industrial espionage – increase savings in mass and money, it also a job it did well, aside from its first fourteen tends to result in things spontaneously iterations being destroyed or near-slagged (a tale combusting - which would be why most vessels for another time). Still, despite having armor of this class are constantly depressurized, with made of what might as well be tin-foil, its the crew wearing voidsuits for the entirety of superb and almost fighter-like capacity for their voyage, so as to prevent fires. Cheap to graceful high-gee maneuvers has proven it a construct, and therefore very much expendable, valuable asset to any recon group - despite its it's not uncommon to find vessels of this type low crew and equipment count. As said in the rushed to the front fitted with little more than a pilot's manual, which was written largely by the self-destruct - and a melta-array, if the captain is test crew: "When in deadly danger, when beset lucky. While you won't be seeing very many of by doubt, pray the afterburners are fine and these far from the primitive rim-worlds where bring the ship about" they're often built, you likely will be finding an Hull Class: Escort abundance of these on and above those same Cost: 15 BP worlds. Crew: 3 Hull Class: Shuttle Hull Strength: 10 Cost: 5 BP Maneuverability: +5 Crew: 6 Acceleration: +15 Hull Strength: 20 Speed: 12 Maneuverability: +5 Sensors: +5 Acceleration: +5 Consoles: 1 Arcana Speed: 9 Weapons: Unarmed Sensors: +0 Stealthy: Silent Running tests are made Consoles: 1 Universal at +10. Weapons: 1 Forward

141 Tchar-class Raider Dunwich-class Ship of the Line Despite being plagued by a long spool- Intended to serve as a high-firepower up time, the unique (and fragile) propulsion Cruiser capable of strafing with heavy guns or mechanism borne by the Tchar-class gifts it with forward/rear 'broadsides' with side-mounted agility that is surprising even for an Escort - as a batteries, the Dunwich can hold its own in most product of this, a Tchar is can easily turn on a combat situations. It is - however - an aging dime. However, don't expect it to be able to design, and as such lacks the natural capacity for spot much: interference from the motors tends Arcana modules that most other shipwrights to disrupt scanning. would take for granted, as well as having rather Hull Class: Escort sluggish propulsion systems. Cost: 25 BP Hull Class: Cruiser Crew: 12 Cost: 50 BP Hull Strength: 30 Crew: 20 Maneuverability: +10 Hull Strength: 80 Acceleration: -5 Maneuverability: -5 Speed: 10 Acceleration: -5 Sensors: -5 Speed: 6 Consoles: 1 Arcana, 1 Tactical Sensors: -5 Weapons: 2 Rear Consoles: 1 Command, 3 Engineering, Fragile: Critical hits against this hull are 2 Tactical, 1 Universal rolled at +2 Weapons: 3 Port, 3 Starboard Agile: Capable of performing 180- degree turns instead of 90-degree turns. Panopticon-class Observation Platform Like the Babylon-class, the Panopticon Kitty Hawk-class Strike Carrier is a completely immobile orbital "watchman," Considered by many to be the first hull easily capable of performing long-range scans. specifically designed to bear strike-craft into With its highly sophisticated thaumaturgical combat, the Kitty Hawk is noteworthy for its sensors, the Panopticon may scan "off-center," nigh-complete lack of armament but excess of effectively allowing it to throw an Active Tactical console slots, allowing it to carry quite Augury's point of origin elsewhere in space, but a few wings into battle. Its speed allows it to this reduces its sensors bonus for the Augury easily act as a mobile resupply point for its roll by the distance in VUs between it and the fighters, as well as weave around the edges of a area it is scanning. While the first iterations of pitched battle and deploy bombers strategically this design may have been used for Warp to pick off unsupported vessels. While telescopy, it has also found use as a command somewhat expensive to equip and supply, it is station on outlying worlds. best not to underestimate its tactical value. Hull Class: Destroyer Hull Class: Destroyer Cost: 60 BP Cost: 35 BP Crew: 10 Crew: 22 Hull Strength: 60 Hull Strength: 35 Maneuverability: -30 Maneuverability: +0 Acceleration: N/A Acceleration: +5 Speed: N/A Speed: 9 Sensors: +25 Sensors: +5 Consoles: 2 Arcana, 2 Universal Consoles: 1 Arcana, 2 Engineering, 3 Weapons: Unarmed Tactical, 1 Universal Fragile: Critical hits against this Weapons: 1 Forward hull are rolled at +2. 142

Blood Wind-class Basestar Mayflower-class Liner First designed to act as a tender for Once intended to slowboat to other numerous strikecraft squadrons, the Blood Crystal Spheres through the Astral Sea, the Wind-class hull - like most carriers, both sea Mayflower-class began to see use as a personnel and spaceborne - is capable of projecting force carrier for both naval officers and marines after over a large area due to the nimbleness of humankind obtained Warp travel capabilities. aforementioned strikecraft, provided it has Capable of carrying an astounding 3,000 dedicated hangar space. While not the most sapients right out of the drydock - although only heavily armed and armored battleship-size craft, 400 can be up and about at once, due to a life- it can be refitted to serve most other needs, support system designed in a more civilized age thanks to its unsurpassed crew capacity and - it's an invaluable asset for both boarding and space for Tactical, Engineering, and Universal planetary invasion operations. It is, however, a modules. Potential alternative uses include slug among slugs - don't expect it to be going acting as a torpedo depot, marine transport, anywhere fast, and by any definition of fast. flagship, or bearer of CIWS/ECM equipment. Hull Class: Battleship Hull Class: Battleship Cost: 90 BP Cost: 90 BP Crew: 8 Crew: 30 Crew Stasis Capacity: 52 Hull Strength: 75 Hull Strength: 50 Maneuverability: -10 Maneuverability: -15 Acceleration: -5 Acceleration: -10 Speed: 4 Speed: 3 Sensors: +5 Sensors: -5 Consoles: 1 Arcana, 1 Command, 2 Consoles: 1 Command, 4 Engineering, Engineering, 4 Tactical, 2 Universal 1 Universal Weapons: 2 Forward, 2 Rear Weapons: 1 Forward, 1 Rear

143 Tessier-class Super-Dreadnought Babylon-class Orbital Defense Fortress The pinnacle of capital-ship The Babylon-class is sometimes engineering, a Tessier is monolithic enough to referred to not as the orbital construct it is but be capable of stuffing even what would be instead as an "artificial moon," and with good considered a spinal gun into a superheavy turret. reason; capable of supporting a total of 25,000 As if that weren't enough, this goliath has people indefinitely, it's very clearly visible in the enough armor to shrug off what might be a night sky above any world it happens to be critical hit on lesser ships. However, the Tessier orbiting. It is, however, completely stationary is likely going to be the slowest vessel in the fleet and thoroughly incapable of escaping the gravity by far, and therefore a prime target for bombers well of whatever world it's built over; it cannot and Rift or Spore torpedoes; as such, only the perform Maneuver actions and will naturally unwise dispatch a Tessier without adequate rotate 20 degrees, in a direction decided at the point-defense coverage. time of its construction, every round. While Hull Class: Battleship entirely useless on offense, a fully kitted-out Cost: 200 BP Babylon is a rather formidable barrier against Crew: 45 planetary invasion. Hull Strength: 160 Hull Class: Battleship Maneuverability: -15 Cost: 400 BP Acceleration: -10 Crew: 50 Speed: 2 Non-Crew Personnel Capacity: 450 Sensors: -5 Hull Strength: 250 Consoles: 1 Arcana, 3 Command, 2 Crit Modifier: -3 Engineering, 3 Tactical, 2 Universal Maneuverability: -30 Weapons: 4 Port, 4 Starboard, 1 two- Acceleration: N/A barrel Omni (See Omni-Turret) Speed: N/A Omni-Turret: Can hold up to two non- Sensors: +30 turret weapons, which can rotate up to 45 Silent Running: -30 degrees a round, deciding what they can hit. Consoles: 3 Command, 12 Universal Sturdy: Critical hits against this ship are Weapons: 3 Forward, 3 Rear, 3 Port, 3 rolled at -2. Starboard Hard to Move: Ships with this hull can Sturdy: Critical hits against this hull are only rotate 45 degrees where other hulls could rolled at -3. rotate 90 degrees. Obvious: Silent Running tests are rolled Obvious: Silent Running tests are made at -30. at -20.

144 New Weapon Type: Point Defense combination of pathogens and the toxic brew Any fast-tracking and accurate close-in they inhabit while in transit to a target ecology. weapon system designed to intercept and Not only is this very unpleasant - and lethal - to destroy guided ordnance before they can impact anybody with the misfortune of sharing a room with their intended target can be listed under with the torpedo, but this can also be lethal to the general category of Point-Defense - and due anybody sharing a ventilation system with it as to the pinpoint precision they require, weapons well. Needless to say, the lucky ones are those of this type may only be mounted in Lance who die fast. Should a Sporehead impact with a batteries. They may be fired as a reaction to a ship without active shields, 4 Crew are torpedo being launched from or at a ship within immediately lost, and - until a Command test the weapon’s firing range and arc, or the ship against a TN of 20 to effect a quarantine is bearing the point-defense itself, if they have not passed - two more Crew will be lost every round already been used this round. This is treated as afterwards. Should another Sporehead impact, a Shot Guns test, with the torpedo's "static the vessel only loses 4 more Crew - the deaths- defense" being its roll to hit the ship - and, over-time thing doesn't stack. should the test end a success for the defender, When used in Planetary Bombardment, the torpedo is destroyed. Due to their reliance Sporeheads disperse their payload in the upper on accuracy instead of caliber, they take -2k1 to atmosphere; it can be days or weeks before the Damage, -3 to Disruption, -5 to Critical rating, microbe invaders, dispersed across tens or but receive a +15 bonus to Accuracy in turn. hundreds of kilometers, land and begin to wreak Point-Defense batteries cost an additional 5 BP. havoc on both the local ecology and any people who happen to be living in it. New Torpedo: Spore

Dam Dis Crit Acc Rng Arc Cost 0k0 0 N/A -10 15 Narrow 6

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

145 New Components Umbracidium Arcana Console Cost: 30 ARCANA CONSOLES An Umbracidium rends a very brief and Backscatter Inducer highly unstable tear through the Umbra capable Arcana Console of, effectively, allowing short-range sub-Warp Cost: 10 jumps. A ship with this console is capable of Most commonly referred to as selecting a direction and performing an Arcana "deflectors," Backscatter Inducers tend to test - and doubling the result - to determine how induce in the minds of all on the receiving end many VU it will jump. After use, it may not be of it that feel when you nearly nail a Sultana used for another 1d10+5 rounds due to a lethal with a Rift torpedo, only to find it reflected buildup of bad luck within the drive coils. straight back into your face. A ship with a Backscatter Inducer may, after passing an Warp Chaff Emitter Arcana test of TN 15, reflect any one attack Arcana Console made against it back at its origin. After a Cost: 25 successful use, it requires 1d10 rounds to A crude Thaumaturgic recharge. Countermeasures system, Warp Chaff serves to - rather than hide a vessel from notice - make a Blood-Pact Stone ship and its general surroundings the most Arcana Console enticing target for guided weaponry by Cost: 10 swamping sensors in false augury returns. So I heard you were looking for a Should a launched hostile torpedo have a ship helmsman from the Umbra? Perhaps you with an active Warp Chaff system within its wanted an eldritch horror for an arcana officer? range and arc, it will be attracted towards it and Or maybe trading human sacrifices for blessings veer from its intended trajectory to instead is more your thing... Having a Blood-Pact Stone attack the ship with the active Chaff console - increases all Warp Encounters rolls for the ship suffering a -5 penalty to accuracy in the process. by 2 and decreases maximum Crew count by 2 The launching ship may, through an opposed (However, this may not result in a Crew count Arcana test against the Chaff-emitting ship, less than one) but increases effective crew count attempt to return the torpedo to its original by 6 (e.g. if it were on a Steamboat class, course. Should an Emitter-equipped ship be effective crew would be 16 instead of 12, jammed, the Emitter will offline and may only meaning you could roll 16 dice total, but you be returned to activity when the ship is not actually have 10 Crew) Should Crew count be suffering the effects of a jam. Activating an reduced to 0, the ship goes berserk/is possessed Emitter is a complex and tedious task not and tries to ram or shoot at the nearest entirely unlike booting up, operating, and ship/station/planet, with a dice pool of 6 - all of maintaining a UNIVAC, and therefore requires which are kept on whatever tests performed, as an Arcana test against a TN of 15; however, decided by the SM. If the Stone is damaged or once online, it may be deactivated at will by the destroyed while there are no crew, however, Chief Arcana Officer of the ship. then the ship is inert as though it had no crew or Pact Stone. Should the Stone be damaged or destroyed while there are crew, you lose the bonus of the Stone but keep the -2 Crew capacity and +2 to Warp Encounters rolls.

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Flux Disentangler Stasis Pods Arcana Console Engineering Console Cost: 10 Cost: 15 A Flux Disentangler serves to increase a For every Stasis Pod console, you have ship's resistance to jamming attempts by another 4 crew in stasis. As these pods don't allowing it to neutralize sensor noise. The ship come with any extra life support, this does not receives two free raises on all rolls made to increase the maximum amount of warm bodies counteract jamming. you can have active at once - a Steamboat with a Stasis Pod can't have all 16 crew active, for COMMAND CONSOLE example, and is still limited to 12 at once - but Ansible you can microwave revive Crew in stasis with a Command Console Tech-Use test with a TN of 10, a success and Cost: 15 each raise allowing you to bring one more A Fleet Command Link, colloquially crewcicle back from suspended animation to known as an Ansible, allows a single designated replace a lost/absent unit of Crew (up to the Admiral to extend the jurisdiction - and ship's maximum). Excess Crew or passengers therefore bonuses - of their command actions may freely enter unoccupied Stasis pods at will. into aligned ships that are also equipped with a Link. Any ships that are jammed are cut out of the link until such time as they regain communications capability.

ENGINEERING CONSOLES Contamination Proofing Engineering Console Cost: 5 A few modifications to vessel design such as distributed life-support, atmosphere monitors, and readily-available chemsuits later, and the ship only loses half as much Crew from the effects of Sporeheads, as well as providing a free raise to the Command test to restore order and prevent further fatalities.

Retrorockets Engineering Console Cost: 10 Should the helmsman succeed at a pilot test of TN 10, the ship may move up to its maximum speed backwards and change its heading to any. A cooldown time of 1d10 rounds is necessary before reuse.

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TACTICAL CONSOLE For example, if a Monitor-Class Exploration Minelayer Ship were to perform an Active Augury targeted Tactical Console at local space, getting an 8, along with the +10 Cost: 20 to sensors from the hull would result in it By performing an engineering test of detecting any mines within 18 VUs. It detects TN 10, one torpedo (+1 per raise) may be the Quath Mine 9 VUs away, but only after converted into a mine. These mines may be entering the mine’s target range. If the mine was stored for future dispersal - like a torpedo - or dropped by a ship with a Crew Quality of 3, it immediately scattered anywhere within 2 VUs of would roll 4k3 to hit the ship and - should the the dropping ship; they become active (meaning test succeed - deal damage as though it were a they can be told to fly into legal targets) three regular Quath Torpedo. Hitting a deployed rounds later. Mines function almost exactly like mine with a ship-based weapon requires a torpedoes; this means that they keep their firing ballistics test against a TN of 30, with success arc limitations and therefore need to be pointed resulting in the destruction of the targeted mine. in a direction upon deployment. However, their range is halved (due to the autonomous UNIVERSAL CONSOLE guidance and IFF package necessary) and they Laboratory are, of course, stationary. Should any hostile Universal Console ship or wing of strikecraft not running silent Cost: 15 enter or pass through their firing arc, they may Your ship has a research facility attack (as a reaction to the ship entering their installed, operated by only the brightest arc) as a torpedo, using the Crew Quality of the sorcerers/physicists/psychologists/engineers/etc. ship they were dropped plus one as rolled and given access to the bleeding edge of engineering Crew Quality as kept dice for the hit test. A and analytical technology. Constantly collecting Minelayer console can store 5 torpedoes or and measuring information, every now and then mines. Detecting a mine requires an Active these masters of their fields can - in a flash of Augury which is not directed against a ship, the insight - get you out of a jam or solve a problem result of which determines within how many in a seemingly magical fashion. Once per scene, VUs of the ship performing the augury mines you may choose to automatically pass a test of a are revealed. category dependent on where the Lab is located (For example, Command tests if you put it in the place of a Command console), receiving raises equal to Crew Quality or the Bridge Officer's dots in the tested skill. If the Lab is in a Universal slot, you may instead choose to have it spectacularly explode in some strange reaction which miraculously kills nobody and just happens to negate one non-Maneuver action taken by a hostile ship.

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Strikecraft Hangar Strikecraft: Interceptors Tactical Console Maneuverability +10 Cost: 5 + 10*X Acceleration +25 For speedy force projection at long Speed 13 + Crew Quality ranges, hangars allow a ship to launch Your conventional fighters, these may fire on any squadrons of purpose-built light and agile craft within 5 VUs, rolling Crew and keeping single-person vessels. Detecting a wing of X+1 before adding Crew Quality*2 to the result. Should the attack be made against a spaceship, strikecraft requires either an omnidirectional they roll Crew and keep X and halve the result Active Augury, the result multiplied by three for damage, and do not roll on the Critical table. determining within what distance you spot strikecraft that round, or that they enter within 20 VUs of an owned or aligned vessel. Should a Strikecraft: Bombers strikecraft wing be fired on, the number of Maneuverability +5 allocated crew killed is equal to 1 + however Acceleration +15 Speed 11 + Crew Quality many raises the attacker received on the hit test. Take an Interceptor, replace the repeating arrays Strikecraft only have so much power and fuel, with a spine-mounted cannon or similar heavy and therefore must resupply every twelve rounds armament, and you have just made a Bomber. or be left dead and adrift with no life support - Bombers may fire against craft within 5 VUs, rolling for a hit with Crew and keeping X+1, but so, essentially, destroyed. Completely destroyed when firing on other strikecraft they do so with a wings can be replaced while the ship is in port, -10 modifier. Should a hit be made, they roll and can be treated as Torpedoes with a cost of Crew and keep X for damage - along with rolling on the Crit table at +Crew Quality. Attacks may X+1 for acquisition purposes. X is a variable penetrate shields, but doing so halves the damage with a value dependent on the class of ship the received and subtracts 5 from their Crit rating. hangar is part of; 1 for Escorts, 2 for Destroyers, Bombers may also carry and deploy X+1 mines. 3 for Cruisers, and 4 for Battleships. All maneuver actions roll and keep Crew Quality, Strikecraft: Support or the appropriate stat for the Flight Controller Maneuverability +10 bridge officer. This upgrade can be taken Acceleration +10 multiple times. One Hangar allows a ship to Speed 7 + Crew Quality carry, launch, and resupply one wing (which Exactly what it says on the tin; they can Support may have a maximum of 5 Crew allocated to it) a craft within 1 VU - refer to Book 2 for of strikecraft of the types listed. Fightercraft Support rules, except Crew lost when taking a shot is equal to 5 minus X and the Strikecraft, like other ships, have a variable X used, instead of being Crew Quality, Static Defense of three times their Crew Quality is the X as used here plus one. They count as having a Point-Defense turret equipped, rolling + Maneuverability. to hit with the same rules as Interceptors.

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

149 Credits

LawfulNice – For making the game at all

The countless sources of material used to make DtD

T_A – Ophidian, Font stuff (Wellspring), Catfolk Soulblazer_87 – Arachne, Minotaurs, Adventurer class, Kython Stuff (Zerg), Duelist class, Overlord, Weapons, Para-Psyker (Psylord), Eldritch Advent Sword School weredrago2 – The Geth, Kryptonian Eisenritter – The Vanara, Grappler class, Infernal Monster Sword School, Killer Doll Sword School Flavor, Lizardman, Dark Messiah Sword School, Sohei class, Psycho class, Nephilim, Phoenix, Weapons, Adamantine, Sphinx, Daemonic Weapons, Riders of Revelations classes (Blackguard, Deathknight, Dragoon, Fury), Demiurge, Aphonic Wind Sword School, Kython, Gith (Remastered), Sage, Goliath Highwind – Font stuff (Champion), Killer Doll Sword School Arcanist – Force Sensitive, Infinite Choir Sword School Mallow – Font stuff (Wellspring) Zed – Original Symbiote Kwak – Base classes, Helmsman class Judanas – Maid class konrad13 – Goblin Divergent Reality –Weapons, Vehicles Yog-Sothoth – Ikthys, New Ship Hulls, Ship Components, Riven Almaz – Revised Chain Weapons SporkMaster5000 – Font ReptileViking – Original Gith Yulond – Who helped me out with plenty of work Methodia – Who helped me out with finding stuff extra stuff to put in Star RPG – A game made using the same rules as DtD and which statted the Munchausen Drive used here. You should check it out! The forum in general. Ya’ll seem like an alright bunch.

Anybody I forgot. Sorry!

Anybody who actually bothers to use what I cobbled together from people infinitely more talented than I. Still, thanks all the same!

~Doc

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