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Page 1: Exiled_in_Eris.pdf

A ROLEPLAYING GAME OF PULP SCIENCE FANTASYBY CHRISTIAN CONKLE

Timothy Schaefer (order #7209458)

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Timothy Schaefer (order #7209458)

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Exiled in Eris

A Role-Playing Game and Setting by Christian Conkle

Contents

Fighting.............................................................................. 67Rounds................................................................................ 67Turn.Order.(Initiative)......................................................... 67Actions................................................................................ 67Minor.Actions...................................................................... 68Major.Actions...................................................................... 69Reactions............................................................................ 72Full.Actions.......................................................................... 74Combat.Conditions............................................................. 76

Injury.and.Damage............................................................. 79Damage.............................................................................. 79Wounds............................................................................... 80Unconsciousness................................................................. 80Paralyzed............................................................................ 80Stunned............................................................................... 80Dying................................................................................... 80Stabilized............................................................................. 80Other.Dangers.................................................................... 82

Opponents......................................................................... 84Allies.and.Rivals.................................................................. 85Aya.and.Varics................................................................... 106Beasts.and.Monstrosities.................................................. 108Other.Humanoids.............................................................. 124

Game.Masters.Resources................................................. 139Premise............................................................................. 139Alternatives....................................................................... 140Themes.............................................................................. 142Genre................................................................................ 143Motivations.and.Rewards................................................. 143Artifacts............................................................................ 145

The.Tomb.of.the.Architect................................................ 155Introduction...................................................................... 155The.Journey....................................................................... 155The.Ruins........................................................................... 156Claim.Jumpers................................................................... 163Imperials........................................................................... 163Resolution......................................................................... 163

Index................................................................................ 164

Introduction......................................................................... 3Player.Introduction............................................................... 3Background........................................................................... 4Uruta..................................................................................... 4Cydoria.................................................................................. 5Eris........................................................................................ 5Around.Eris............................................................................ 6The.Underworld.................................................................... 6Artifact.Hunters.................................................................... 7Exiled.in.Eris.......................................................................... 7Cydorian.Glossary................................................................. 8What.is.a.Role-Playing.Game?............................................ 12What.do.I.need?.................................................................. 12What.Dice.do.I.need?.......................................................... 12Dice.Notation...................................................................... 12How.do.I.play?.................................................................... 12What.else.does.the.Game.Master.do?................................ 12How.do.I.Game.Master?..................................................... 12A.Typical.Role-Playing.Session............................................ 13Basics.of.the.Game............................................................. 13

Creating.a.Character........................................................... 15Step.1:.Create.a.Character.Concept.................................... 15Step.2:.Generate.Primary.Attributes................................... 25Step.3:.Select.a.Race........................................................... 26Step.4:.Determine.Derived.Attributes................................. 34Step.5:.Select.Skills.and.Specialties..................................... 35Step.6:.Select.Advantages................................................... 43Step.8:.Purchase.Equipment............................................... 46Step.9:.Name,.Personality,.and.Appearance....................... 53

Supernatural.Powers.......................................................... 54Traditions............................................................................ 54Learning.Powers................................................................. 54Power.Points....................................................................... 54Sorcery................................................................................ 55Ta’oudh............................................................................... 60

Skill.checks......................................................................... 65Difficulty.............................................................................. 65Situational.Modifiers.......................................................... 66Results................................................................................. 66Karma.Points....................................................................... 66Skill.Check.Format............................................................... 66

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IntroductionHow to imagine Exiled in Eris

To picture Exiled in Eris, imagine the following scene:

A small frontier settlement, like a town from the Old West. The sky is a deep indigo. The sun is larger, more orange. The wind is dry, the blowing sand is bitter and tastes like rust.

A trio of strangers ride into town. One mounted, the other two riding in a vehicle.

One of the strangers is a human riding a reptilian steed, a lizard the size of a horse with a lean body built like a greyhound. The stranger is wearing a long coat and a type wide-brimmed metal helmet. He’s carrying a sword on his back and has a large energy blaster holstered on his thigh.

His partner is a humanoid robot wearing a tattered cloak with the hood down. The robot is driving a six-wheeled cross-country motorized transport with an open cab. A long ballistic rifle is mounted on the hood in easy reach of the driver.

Sitting in the passenger seat of the transport is a bored-looking reptilian humanoid. She scans the town looking for trouble, her long curved double-edged scimitar situated between her legs with its hilt resting on her shoulder.

Several crates, tied down and covered by a canvas tarp, are stacked on the flat bed of the transport. The crates contain the group’s latest find, a cache of pots filled with ancient alchemical reagents. They found the cache in an underground complex fifty miles west of town. They had to kill an immortal guardian beast, awakened from two thousand years of suspended animation, in order to retrieve the find.

Somewhere overhead, a teardrop-shaped craft with stubby wings slowly descends, maneuvering through the magnetosphere us-ing powerful electromagnets. It approaches a landing pad just north of town. On board are representatives of buyers from back east. The buyers could be dabbling in the forbidden art of meta-morphology, or they could be looking to sell the reagents on the black market, or they could just be wealthy aristocrats who want to own something rare. It doesn’t matter. All that matters is that they buyers are willing to pay in gold, and it’s going to take a lot of gold to fix up the transport after that run-in with the bandits.

Here are some more visual cues to help you imagine the techno-fantasy world of Exiled in Eris:

Imagine the wild west with swords and seventies blaster pistols.

Imagine a female espionage agent in a futuristic skin-tight bodysuit and a Clint Eastwood-style poncho karate kicking an orc in the face.

Imagine a grizzled veteran and his buddy, a robot from a proud lineage of noble warriors, cracking open the tomb of a long-dead king only to wake the immortal six-legged genetically engi-neered guardian beast from its thousands of years of suspended animation.

That is Exiled in Eris.

Player IntroductionWelcome to Exiled in Eris, a role-playing game of swords and blasters, robots and monsters. In Exiled in Eris, you play the part of an artifact hunter, an adventurer searching for lost treasures among the ruins of a bygone age. Artifact hunters come from many backgrounds. They can be learned scholars, intrepid ex-plorers, roguish scoundrels, or greedy tomb robbers. Think of characters like Indiana Jones, Laura Croft, and Conan of Crim-meria.

What is this game about?

Exiled in Eris is a game that combines tropes from Planetary Ro-mance, Sword and Sorcery, and the Wild West. It is equal parts Flash Gordon, Conan the Barbarian, Indiana Jones, and the Mag-nificent Seven. It is a game about ancient ruins filled with riches beyond imagining and artifacts of great power. It is about evil empires ruled by despotic dictators and alien overlords scouring the land of its resources. It is about wild frontier towns filled with intrigue and deception. It is about the noble struggle for freedom and for honor.

Things to Know About Uruta

Psychic powers exist. Those who can harness them are the wiz-ards of the realm.

All “magic” has a pseudo-science explanation. There is no true magic in Uruta. Every bizarre thing is caused by psychic power, force fields, artificial intelligences, holograms, robots, or genetic engineering.

For some reason, radio waves don’t work. All communication is handled by courier or laser-signals.

Somehow, the speed of sound is slower than it is in our time. This means bullets aren’t as dangerous and armor is still a viable defense against them.

The speed of light is a universal constant that cannot be violated. If there are extrasolar colonies they can only be accessed via rela-tivistic travel and are therefore outside of the scope of this game.

The sky is indigo during the day and coruscating auroras illu-minate the night sky. The moon is now a collection of massive chunks and a ring of debris that encircles the globe, subjecting the surface to occasional meteor showers.

The wilderness is populated with strange mutant beasts. These beasts are the result of a great war fought thousands of years ago, a war in which genetic engineering was the cause and the weap-on. As a result, mutations are much more common, especially those that tend to produce larger, fiercer, deadlier life forms.

The native technology of Cydoria is roughly equivalent to that of early twentieth century Earth, but with a super-science twist. Here you might find anti-gravity aircraft driven by internal com-bustion propellers, electric lights powered by broadcast energy, and holograms dancing to electro-swing music.

Off-world technology looks and behaves like props one might find in old TV series like Buck Rogers or Space: 1999.

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BackgroundThe continent of Markania has seen a succession of technologi-cally advanced cultures rise and fall across the millennia. These ancient cultures left behind ruined cities filled with valuable and sometimes useful artifacts of technology so advanced it may as well be magic. These ruined cities are also home to many dan-gers. From mutant creatures and psychic ghosts to toxic envi-ronments and deadly traps, many obstacles stand between the intrepid artifact hunters and the promise of untold riches.

War in the Heavens

The year is unimportant. It is a time beyond our reckoning of years, centuries, or millennia, an age when our history is long forgotten and tales of our exploits have passed into myth and legend.

The populated universe consists of four rocky planets, over a dozen moon colonies and hollow planetoids, and hundreds of artificial micro-worlds, all circling an ancient yellow star known only as Sdarn. The entirety of the populated universe is collec-tively known as the Sphere of Sdarn.

Airless Melkor, the mining world, is populated by the squat mole men known as deru. The humid jungle planet Phanos teems with life and is home to several intelligent species, chief among them is a race virtually indistinguishable from humanity. Uruta is a desolate inhospitable world, devastated by millennia of wars and natural disasters, populated by dozens of intelligent species in-

cluding humans and the reptilian dakazi. The cold desert world known as Malus is home to tall grey-skinned humanoid natives. The planetoid Dadan, with its toxic air and domed cities, is ruled by a race of mammals with long spider-like limbs. The hollow world Tsiris, capital of the confederation of micro-worlds, is nothing more than the hollow shell of a planetoid, its interior a teeming mega-city filled with representatives of every species. Elsewhere in the Sphere, the race known as the Ancient Ones, mysterious beings with child-like bodies and god-like mental powers, have retreated into their halo of space habitats orbiting the gas giant Zhuvita.

At this time, there exists a conflict between the worlds of the Sphere. On one side are the forces of the Rhakadian League, a military-industrial power from Malus. Standing against the Rhakadians is the technologically advanced democracy of the Photan Alliance. Though the two powers have fought many wars, they currently exist in a state of détente. Their most recent war, played out on the surface of Uruta, cost both sides dearly, but none perhaps paid a greater price than that of the native Urutans.

UrutaUruta is a medium-sized rocky world with several shallow seas. Five continent-sized plateaus rise thousands of feet over the toxic jungles of the lowlands. The highlands of the plateaus are deso-late desert realms. The deserts are blasted by raining meteors, the falling remnants of Uruta’s fractured satellite, Thumn. The blow-

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ing dust of Uruta is composed of particles of rust, polymer par-ticles, carbon, and silicon. Through smelting and alchemy, the particles can be separated and refined into iron, hydrocarbons, soil, and glass. Uruta is also rich in Thorium, an element used to generate energy, and anemoi, which repels gravity.

Uruta is home to dozens of native intelligent species and cultures. Chief among them are humans, reptilian dakazi, and robotic ohnans. These cultures huddle within great walled city-states, supported by deep water reservoirs and well-defended farming colonies. The domed cities of the ohnans are technologically advanced, powered by dark energy reactors, controlled by great computerized brains, and defended by force fields and energy weapons. Human cities are less sophisticated, with Thorium gen-erators and broadcast energy powering cyclopean skyscrapers and massive machineries. Human cities are defended with force fields, ballistic weapons, and flying anti-gravity airships. Dakazi cities are the least developed with their wind and water turbines, limited manufacturing, and relatively primitive architecture and defenses.

CydoriaThe eastern edge of the continental plateau known as Markania is known as Cydoria. Cydoria is home to a collection of over a dozen walled city-states spread out over a thousand miles, from icy Fornax in the north to the jungle-covered Ramanam in the south. Each city-state is ruled by its own prince or princess but each owes its allegiance to the Emperor Viktor of Vrildar. Twelve years ago, the city-states were conquered by Viktor’s father, Val-inor, when Valinor allied the city-state of Vrildar with invading aliens from the Rhakadian League of the planet Malus.

The Vrildarians and Rhakadians swept across Cydoria. The city-states of Norukar, Tyranis, and Guerna surrendered without a fight. The city-states of Demetria, Fornax, Kaidan, and Mancea, however, formed a coalition to halt the aggressors. The Photan Alliance lent their aid to the coalition. The war was going well for the coalition until the Photans were unexpectedly forced to with-draw their forces from Uruta. The Photan withdrawal crippled the coalition war effort, the tide soon turned against them, and the war was lost.

After the war, the Rhakadian League gave Vrildar dominion over all the city-states of Cydoria. Those city-states that surrendered were integrated into the new Vrildarian empire. The city-states that allied with the coalition were placed under martial gover-nance and subjected to harsh punishments. The worst fate was reserved for Demetria, the city-state that led the armed resistance to the invasion. Talen, the capital of Demetria, was completely destroyed. The Demetrian people enslaved or forced into exile.

The Blockade

Since the invasion, the Rhakadians have begun strip-mining Uruta. The aliens have built several massive industrial towers where mined resources are refined and transferred to voidships for transport to Malus.

The Rhakadians have also established an orbital blockade around Uruta, preventing voidships from landing on the planet. The planet has been placed under a strict technological quarantine in order to better maintain control over the populace and prevent armed uprisings. Despite the blockade, smugglers from Tsiris,

Dadan, and other worlds, are able to sometimes slip past the blockade in order to trade with the black market. Likewise, spies from the Photan Alliance work to deliver weapons and vehicles to the struggling resistance movement hoping to one day over-throw the despotic tyranny of the Vrildarian Empire and their Rhakadian overlords.

ErisThe land known as Eris is a vast desert located in the southwest-ern corner of the plateau of Markania. Eris is a forbidding waste-land where only the strong survive.

The Geography of Eris

The plains of Eris are located between the Loka Loka mountain range and a smaller range of ridges to the southwest. It is a high desert region that receives barely enough rain throughout the year to support human life. The terrain is rough, strewn with rocks and boulders, cut by badlands and ravines, and punctuated by rocky outcroppings, mesas, buttes, and dry impact craters. The Garza river descends from the Loka Lokas to the northeast, crosses the desert terrain, and cascades through a massive can-yon complex before it tumbles over the Falls of Kanos into the valley of Ragana. Along the banks of the river grow forests of thorny trees and giant man-eating trapacti, which resembles a normal cactus on the surface but the slightest contact with which causes spiny arms to snap closed, coiling around a target’s limb and dragging the target underground where it is digested by powerful acids.

The Free City of Acik-SehirThe largest city in Eris is the free city of Acik-Sehir. Acik-Sehir is an ancient dakazi city located on the banks of the Garza river, below the Loka Loka mountains but above the Falls of Kanos. At one time, it was the farthest outpost of the ancient empire of Ragana. Today, it is the only dakazi city open to outsiders. On the west bank of the river is the Old City, accessible only to da-kazi, with its ancient temples and walled compounds. Law here is strict and the punishments severe. On the east bank is the Free City, built in the last hundred years. The Free City accepts all races, cultures, and political factions equally: human and dakazi, imperial and rebel, pirate and merchant, outlaw and colonist, spy and soldier. The Free City is a place of opportunity and sin, where anything can be obtained for a price. It is also a free-wheeling frontier town filled with vice and crime, where intrigue is a way of life.

Settlements

Refugees from Demetria and settlers from other Cydorian re-gions have built villages along the Garza river, but keeping the banks clear of the hostile flora can prove difficult. The villages not located along the river face a precarious existence as they need to import all the food and water necessary to survive. Most are supplied by regular air-transports from back east.

The typical Erisian settlement consists of a circular walled com-pound, a water tower connected to a deep well and pump lo-cated within a fortified stockade, a airship mooring station, a few outlying farms and ranches, and a few businesses. On top of the battle just to survive the hostile environment, these villages also face raids from nomadic barbarians, bandit gangs, and attacks from the subterranean dakazi known as the Tintazi.

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Imperial Prison Camps

The Vrildarian Empire has established several prison camps in Eris, away from the river and deep in the desert. The prison camps are built away from sources of water. All food and water must be imported by airship. No settlement may be built within a day’s walk of the prison camp. Each camp generally holds ap-proximately ten thousand men or women prisoners guarded by a staff of between one and two thousand depending on the secu-rity level of the prison.

Once a prisoner has served their sentence, they are released with enough water and food to reach the nearest village, usually a day’s hike across the desert. Most become lost and die of dehy-dration or exposure. Those that are able to find the village are faced with several choices. Some exiles are able to integrate into the local villages and become farmers, ranchers, or tradesmen. A few sell themselves into slavery for a few years as indentured miners, trying to earn enough money to start a homestead or travel back to Cydoria. Some keep travelling, hoping someday to return to their homeland. Most fail to integrate and fall in with the bandits and outlaws that plague the region, or become itiner-ant mercenaries hired by the towns to fight the bandits.

Around ErisEris is situated on the frontier between many cultures. To the im-mediate east lie the great dusty plains populated by barbarians. Beyond that, on the far eastern edge of the Markanian plateau, are found the City States of Cydoria and the domain of the tech-nologically sophisticated Vrildarian empire. To the southwest lies the dakazi Kingdom of Ragana to the southwest. The barbar-ian Kingdom of Otar occupies the mountains to the north. The great sandy desert kingdom of Narvus stretches to the horizon to the northwest. Eris is a no-man’s land. Its location in between several civilizations makes it an ideal destination for criminals and exiles.

The Desert Kingdom of Otar

North of Eris lies the land of Otar. Otar is covered in drifting sand dunes as far as the eye can see, marred only by the occa-sional rocky outcropping and sand-filled crater. The human kingdom maintains a precarious existence living in walled stone cities and castles clinging to the western slope of the Loka Loka mountain range.

Narvus and the Desert City of Daza

The desert of Narvus, located northeast of Eris, is a vast trackless plain of dust and sand with little life of any kind save the oc-casional giant vulture or sand-lizard. The primitive dakazi king-dom of Daza is located inside a large dry impact crater in the middle of the desert, hundreds of miles from anything. The city of dome-shaped structures of various sizes built of mud brick fill the crater’s interior. The Dazi live a semi-subterranean existence, alternating between roaming the countryside hunting for small game and gathering crops cultivated in pits, or harvesting water from an underground water cistern they jealously control. The Dazi offer sacrifices to Uzon, the dragon god of the desert. The Dazi are extremely xenophobic and will immediately capture all strangers for sacrifice to their god.

The Dakazi Kingdom of Ragana

The lowlands of Ragana lie to the southwest of Narvus and the Eris, beneath the great cliffs of Gava and the spectacular Falls of Kanos, west of the Sea of Aj. The wild lands of Ragana are covered in swamps, salt marshes, and small dense patches of jungle. The inhabited regions are fertile by western Markanian standards, with fruit orchards and cultivated fields tended by da-kazi farmers. The capital, also called Ragana, is a city built into the face of the Cliffs of Gava.

The Burning Wastes of Agnia

The desolate volcanic wasteland of Agnia is nearly intolerable to human life. The mountains here are in constant eruption. Gap-ing wounds in the terrain ooze scabrous lava and belch noxious gases. Ash falls from the burning sky like choking snow. This terrain remains, for obvious reasons, unexplored and few ven-ture far into its caustic interior.

Floating Mountains of Magatama

The region north of Agnia and Otar and south of Bansya is known as Magatama. Magatama is a cold, dry, wind-swept plain covered in tough grass. Across the plain can be found massive bowl-shaped craters.

Within the craters float massive stone monoliths rich in veins of the exotic anti-gravity element known as anemoi. Many of these so-called floating mountains have broken free and hover like giant stone icebergs, constantly crashing against other drifting mountains. Eventually, the heavier stones keeping these floating mountains down will weather away and release the anemoi to float forever along the currents of the magnetic fields.

The floating mountains are home to many types of wildlife, the most notable including giant insects and birds of prey and climb-ing go-atans capable of scaling sheer cliffs with their spider-like limbs and hooked feet.

Many of the larger floating mountains found on the Magatama plain are home to a species of intelligent avians called vorats. Vorats capture and raise human children to serve as slave labor-ers to carve beautiful structures into the stone of the mountains. The so-called aeries of the vorats consist of finely carved cities, temples, colonnades, observatories, and arcades carved into the tops and sides of the mountains.

The Rhakadians mine the Magatamas for valuable anemoi. This has brought them into conflict with the vorat natives.

The UnderworldUruta, the original home world of humanity, is an incredibly an-cient world. The ruins of lost aeons, some thousands of years old, some millions, lie buried beneath much of the world. Labyrin-thine tunnels, chambers, and passages, forming complexes the size of cities, can be found below ground, some just under the surface and others miles beneath. Most of these complexes are simply abandoned and forgotten. Many are inhabited by strange subterranean life forms. A few contain sealed vaults of treasure, hidden away by long lost cultures and protected by traps arcane wards.

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Many of these preceding civilizations revered and collected the relics of their forebears, especially the powerful artifacts of the ancient titans known as the Sdara Vatra, and hid them away in tombs and vaults with hoards of gold, jewelry, and other valu-ables. These vaults are protected by devious traps and mystic guardians with no need to sleep or eat, forever vigilant against those who might violate the sanctity of the hidden repository.

Artifact HuntersToday, an entire vocation exists around the location and acquisi-tion of ancient artifacts. These so-called Artifact Hunters scour the uninhabited wastelands of Eris, searching for the buried remains of lost empires. Within they hope to discover the hid-den treasure troves of these fallen kingdoms, overcome their de-fenses, and escape with the precious artifacts protected within. Once liberated, these artifacts can be sold to the highest bidder to collectors and scholars from the eastern city-states. It is the dream of every artifact hunter to discover the one truly rare and invaluable artifact that will make them instantly wealthy.

Exiled in ErisIn Exiled in Eris, players take on the role of artifact hunters ex-ploring the ruins of the underworld in search of treasure and artifacts. Their choice of employer and method of operation be-comes the source of much of the drama inherent in the setting. Do the players’ characters sell out to the evil empire? Do they defy the Vrildarians and side with the rebels? Or do they seek to optimize their profit and sell to an independent, less-than-idealistic faction? Will they try to out race the competition or simply steal what they need after the fact? Each choice the play-ers make on behalf of their characters will have narrative and financial consequences.

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Cydorian GlossaryAcik-Sehir, the Free Trade City of: an ancient Raganan city on the Garza River and the only location where Raganans will allow contact and trade with other kingdoms. The trade quarter of Acik-Sehir is a neutral zone, a wild rambunctious place of few laws, a haven for bandits and rebels as well as merchants and traders.

Aeonia: An ancient lost civilization that fell over 1500 years ago. Many Aeonian ruins can be found across and beneath Markania.

Agnia: Also known as the Burning Wastes, a volcanically active region of foul sulphurous vents, acid geysers, and exploding vol-canoes.

Airships: Ships that fly through the air using the anti-gravity properties of anemoi.

Akar, Badlands of: A dry plain covered in towering stone mono-liths.

Anemoi: An exotic element with gravity defying properties. Anemoi is prized by the Rhakadian League and is used to pro-vide lift in airships.

Aus: A gold coin minted by the Vrildarian empire, commonly used to refer to all gold coins.

Awa: The plains of northern Markania, inhabited by nomadic barbarians that ride large deer known as geruk.

Aya: A disembodied entity of pure energy, often equated with ghosts, demons, and djinn by the people of Cydoria.

Baadria: The northeastern peninsula of the Markanian conti-nent.

Badar: The iron-city of Badar, capital of the barbarian kingdom of Gatas.

Bakaran: aka “the Goat-Men of the Bakar Plateau”. A race of goat-like philosophers, artists, and scholars from the northern plains.

Bansya: A kingdom located northwest Markania, forged by the axe of a fearsome warlord.

Brotherhood of the Electron: A new guild formed by imperial edict that specializes in the thaumaturgy of electricity, electron-ics, and thinking machines.

Brux: see Drudge.

Celestial Guardians, the: An ancient order of warrior-monks who use the powers of Ta’oudh to fight injustice and defend the weak.

City-States of Cydoria: Ten (formerly eleven) prominent cities, each a unique kingdom with its own history and culture, located on the eastern coast of Markania. The City-States, with the ex-ception of Nrolis, are currently ruled by the Vrildarian Empire. The City-States include Fornaczia, Kaidan, Guerna, Mancea, Norukar, Nrolis, Ramanam, Tyranis, Vrildar, and Zinj.

Coalition, the: An alliance of city-states that opposed the impe-rial ambitions of the Vrildarian Empire during the War of Unifi-cation. The Coalition consisted of Demetria, Fornax, Ramanam, and Kaidan.

Cyberdroid: aka “the Heroic Robot-Men of Ohm”. A race of ro-botic beings from the far north of Markania, a region known as Ohn.

Cydoria: a large peninsula of the east coast of the continent of Markania.

Dadanian: aka “the Spider-Men of Dadan”. Impossibly tall be-ings with long thin spider-like limbs that hail from the deep-space realm of Dadan. They must wear anti-gravity harnesses and powered exo-armor when visiting Uruta.

Dakazi: aka “the Reptile-Men of Ragana”. Xenophobic reptilian humanoids from southwestern Markania.

Dazi: aka “the Reptile-Men of Narvus”. A race of lean desert-dwelling humanoids that dwell in the deep deserts of Narvus, distant cousins to the dakazi. The dazi kingdom is located in a large crater-city of the same name.

Demetria: The fertile country-side surrounding Talen, con-quered and enslaved by the Vrildarian Empire. Many Demetrian refugees can be found across Cydoria and Markania.

Demetrian Resistance: A guerilla force created after the War of Unification to conduct sabotage and harass the occupation forces of the Vrildarian Empire.

Deru: aka “the Mole-Men of Melkor”. Subterranean mole-men who rule an underground kingdom in northeastern Markania.

Drok: A type of homunculus that served in Xurin’s Horde during the Final War. Droks are ferocious and barbaric warriors.

Drudge: aka “Brux”. A homunculus created for labor, exemplify-ing strength, stamina, and docility. They were the builders of the Aeonian civilization.

Eris: A desert territory in southwest Markania. The Empire ex-iles its prisoners to Erisian prison camps.

Evocation: The magical art of summoning, binding, and control-ling of Aya.

Factotum: aka “Jinx”. A homunculus created for manual dexter-ity and ingenuity. They were the servants and craftsmen of the lost Aeonian civilization.

Falls of Kanos: A series of massive and spectacular cataracts and waterfalls where the Garza River falls from the Markanian plateau to the Raganan valley thousands of feet below. The Falls have carved a deep and winding canyon into the side of the pla-teau.

Feng: A large Imperial settlement in Eris, located near an an-cient iron field known as the Plains of Nyx. Feng is the Imperial administrative center for the region and home to a substantial garrison.

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Final War, the: The Aeonian war do defeat the dark wizard Xurin and his horde. The war was waged with massive armies of homunculi and giant monsters known as ravanoks. On the eve of his defeat, Xurin unleashed indiscriminate of chemical and biological weapons that destroyed the Aeonian civilization.

Floating Mountains: Massive hovering stone monoliths, rich in veins of anemoi. Most floating mountains can be found trapped inside deep craters in the regions known as Magatama and Lu-zun.

Fornax: A wintry northern city-state known for its haughty maritime explorers.

Garza River: A wide river that flows from the Loka Loka moun-tains through Eris, over the Falls of Kanos, and across Ragana before ultimately emptying into the Gulf of Kaor.

Gatas: A barbarian kingdom ruled by fierce warrior-women.

Gek: A type of homunculus created by Xurin during the Final War. Geks are short, stealthy infiltrators. They rely on cunning, misdirection, traps, and trickery.

Grey Men: Ashen-skinned white-haired sub-humans who dwell in caves across Markania.

Guerna: A forbidding citadel ruled by a military government. Every citizen, from the highest general to the lowest farmer, is a member of the army in some capacity.

Gunai: a flat dry desert of radioactive sand and rust.

Guzi: aka “the Lizard-Men of the Poison Swamps”. Primitive swamp-dwelling reptilian humanoids, distant relatives of the Dakazi.

Hidden Hand, the: A secretive organization of criminals and as-sassins found throughout Cydoria.

Homunculus: aka “Xoog”. In ancient times, the Aeonians used genetic engineering and selective breeding to create four slave races. These include the drudges, factotums, myrmidons, and savants. Later races such as the droks, geks, kralliks, tarks, and urgars, were created by Xurin during the Final War.

Inquisition, the: The secret police of the Syntechnium, charged with finding illegal technology, smugglers, and techno-heretics.

Ix: see Savant

Jinx: see Factotum.

Kallo: A remote exotic kingdom in the dense jungles of southern Markania, home to snake-worshipping religious fanatics who consider body mutilation and public torture as a form of art.

Katari, the: A secret order of deadly assassins, rumored to pos-sess magic powers.

Knorr: aka “the Man-Eating Dog-Men of the Desert”. Vicious quilled dog-creatures that hunt the plains and deserts of western Markania.

Korulans: A sea-faring barbarian kingdom that inhabit the for-ests of southeast Cydoria.

Krallik: A type of homunculus created by Xurin during the Final War. Kralliks are tall and lanky and possess a dangerous power that allows them to regenerate quickly.

Loka Loka Mountains: A massive mountain range that forms the north-to-south spine of Markania, splitting the continent into east and west.

Loknar: Rhakadian refinery city located at the where the Mata river cascades in a waterfall into the poison-jungle of Dushan.

Loracz: aka “the Man-Eating Insect-Men of the Forbidden Caves”. A race of cave-dwelling insectoids that inhabit the moun-tainous regions of Markania.

Malusians: Tall gaunt pale beings from the planet Malus. They are unused to the heavy gravity and bright light of Uruta and must wear exoskeletons when visiting that world. Malus is home to the Rhakadian League.

Meruta: A small city-state in southern Cydoria. Meruta is an is-land of cultivated land surrounded by poison jungles.

Markania: A continent-sized plateau on the world of Uruta.

Metamorphologist: An alchemist and wizard that specializes in the suppressed Thaumaturgy known as metamorphology. Meta-morphologists are masters of genetic and biological engineer-ing. They are able to create monsters, hybrids, and chimera of all types.

Metamorphology: The Thaumaturgy of physical transfigura-tion, mutation, and the creation of artificial beings known as ho-munculi. Xurin is considered the greatest metamorphologist that ever lived. See also esoteric science.

Myrmidon: aka “Orix”. A homunculus created for war and fight-ing. They are known for their ferocity and prowess and were the soldiers and guardians of the ancient Aeonian civilization.

Narvus: A vast desert wasteland populated by a race of reptilian humanoids called the Dazi.

Nexus: The ancient kingdom of the cyberdroids that ruled Uruta 12 thousand years ago.

Nilian: aka “the Evil Robot-Men of Nil”. Cyberdroids from Nil, the first of the great domed cities of the cyberdroid empire known as Nexus. Today, Nil is nothing more than crumbling ruins in the frozen north. The Nilians were famous for their rejection of emotion and empathy. They are cold, logical, ruthless, and effi-cient. After the destruction of their city, Nilians spread out across Uruta. Many Nilians became bandits, warlords, slave overseers, assassins, bounty hunters, and torturers.

Norukar: A mechanized metropolis built on the remains of an ancient subterranean city, renowned for its sophisticated tech-nology and soaring towers, home to astounding feats of mechan-ical engineering and architecture created by the Syntechnium.

Nrolis: The undersea dome-city of the Quorians.

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Oculus Mortis: A cabal of mercenaries who practice the mysti-cal art of Ta’oudh.

Ohn: Long ago, a technologically sophisticated civilization of cyberdroids called Nexus ruled Uruta. The civilization fell into decline, leaving many abandoned cities and ruins. All that re-mains of the Nexus is the domed city of Ohn in the far north of Markania. Cyberdroids from Ohn are renowned for their hero-ism and sense of adventure.

Orix: see Myrmidon.

Ossia: Rocky, mountainous land west of the Badlands of Akar inhabited by bear-worshipping primitives.

Otar: A mountainous desert region in western Markania inhab-ited by mysterious barbarians known for their domestication of giant wasp mounts.

Oudh, the: An energy field that surrounds Uruta. The Celestial Guardians, Oculus Mortis, the Katari assassins, and other groups channel and shape the power of the Oudh to perform super-hu-man feats and abilities.

Photan Alliance, the: A benevolent government from the planet Phanos, enemies of the Rhakadian League. The Photan Alliance supplied advanced weapons to the Coalition during the War of Unification. Today, they smuggle weapons to the Demetrian Re-sistance and conduct a war of espionage and sabotage using spies and secret agents.

Phanosians: Supernal beings from the planet Phanos. Phano-sians are identical to humans. Phanos is home to the Phanosian Alliance.

Poison Jungles of Dushan: a vast tropical rainforest, so-named because the biochemistry of every plant and animal of the region is highly toxic to humans. Many ancient ruins of the Aeonian civilization are located within.

Quorians: aka “the Squid-Men of the Undersea Kingdom”. Am-phibious intelligent cephalopoids that inhabit the oceans, rivers, and swamps of Uruta. The Quorians of Nrolis are technologically advanced.

Ragana: The ancient Dakazi kingdom, once great but now in de-cline, located in the lowlands west of the Sea of Aj in southwest-ern Markania. It is also the name of the kingdom’s capital.

Ramanam: A city-state built on giant stone pylons in the middle of a river on the edge of a dangerous jungle. The city is home to a large population of war refugees from Demetria.

Ravanoks: Monstrous abominations of the Final War. Ravanoks were created in ancient times by the evil wizard Xurin to destroy cities and sow massive devastation.

Rhakadian League:, the A cosmic empire from the planet Ma-lus. An invasion force conquered the continent of Markania twelve years ago with the help of their native allies, the Vrildar-ians. They use slave labor to mine Uruta of precious thorium, anemoi, and other metals.

Roshu: aka “the Rat-Men of Norukar”. A race of intelligent ro-dents the size of large dogs that inhabit the ancient under-city of Norukar.

Saibra: Sleepy tropical city-state located in the lowlands of southern Cydoria near Luzun. The commoners of Saibra pro-duce grains and beans. Saibrans are infamous for their celebra-tions.

Samiria: A cold forest region of northern Markania populated by a tribe of barbarians known for their domestication of the gi-ant wooly munglor.

Savant: aka “Ix”. A homunculus created for intelligence and cre-ativity. The savants were the scholars, artists, and scientists of the ancient Aeonian civilization.

Sdara Vatra: aka “the Ancients”. Ancient gods from space that created all life on Uruta. The Sdara Vatra were overthrown by their servants, the Aya, and cast out of the heavens. They left be-hind cyclopean architecture and powerful artifacts.

Sky-Pirates of Akar: a notorious band of sky-pirates that prey on airships travelling across the Badlands of Akar. They are led by the mysterious masked pirate queen, the Shadowfox. Their se-cret base is located somewhere among the towering monoliths of Akar.

Sorcery: The creation of supernatural effects using magical pow-ers. Although cloaked in mystery and occultism, sorcery is in truth based on the mastery psychic abilities.

Strangling Coast, the: The marshy coast east of Kaidan and Mancea. The entire region is a vast marsh choked with a deadly sticky weed known as the hungry grass.

Syntechnium, the: A semi-religious secret society of monks composed of nine guilds that dominate Cydorian industry and construction.

Ta’Oudh: The mystical art of channeling the Oudh to perform superhuman feats.

Tark: A type of homunculus created by Xurin during the Final War. Tarks are a breed of drok adapted to living and fighting un-derground.

Talen: Former capital of the kingdom of Demetria. Talen was once a center of education and culture rivaling Vrildar. The city was completely destroyed by the Omega Device at the end of the War of Unification.

Techno-Heretic: A renegade inventor, mechanic, and technician working outside the esoteric and mystical rules imposed by the guilds of the Syntechnium.

Thaumaturgy: Also known as “super-science”, the study of the seemingly magical sciences and technologies of the ancients. Thaumaturgy is far beyond the understanding of modern Cy-dorians. Thaumaturgy is suppressed by the Syntechnium. Never-theless, it is still secretly practiced in remote laboratories by re-clusive wizards and techno-heretics. See also metamorphology.

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Thorium: A radioactive element used to generate power. Tho-rium is in high demand by both the Rhakadians and Cydorians.

Tintazi: aka “Pygmy Troglodytes of the Under-Kingdom”. Stone-age humanoid reptilians, sleight of build, distant cousins of the Dakazi, which dwell in warrens beneath the hills of Eris and raid nearby settlements.

Tsirisians: aka “Space-Men from Tsiris”. Smugglers from the artificial planetoid Tsiris. Tsirisians resemble humans with pale skin and an allergy to bright light.

Tyranis: A dark, twisted city of decadence, mutation, slavery, and torture situated on a rocky promontory overlooking a fetid marsh inhabited by grotesque swamp-apes.

Urgar: A type of homunculus created for Xurin’s horde during the Final War. Urgars are massive humanoids, covered in fatty muscles, rhinocerous-like skin, and horn-like growths. They are powerful but not very clever.

Vorat: aka “the Vulture-Men of Magatama”. Giant intelligent birds that inhabit the floating mountains of northern Markania.

Voidships: Vessels capable of traversing the void between worlds; spacecraft. The only cultures capable of constructing voidships are the Photans, Rhakadians, Tsirisians, Dadanians, and the mysterious Zhuvitans.

Vrildar: The greatest city in Cydoria, it prides itself as the center of art, culture, science, and learning, home to the University of Vrildar, and capital of the Vrildarian Empire.

Vrildarian Empire, the: The empire that rules the city-states of the Cydorian peninsula. The current sovereign is King Viktor, son of Varinor. The Empire, as it is often referred, is a puppet state controlled by the Rhakadian League of Malus.

War of Unification, the: The most recent major war, during which the Vrildarians defeated the Coalition of Timan and con-quered all the City-States of Cydoria, excluding Nrolis, using ad-vanced weaponry supplied by the Rhakadian League. The war ended twelve years ago.

Xoog: The ancient name of the homunculi, which they still use among themselves. See Homunculi.

Xurin: A figure from ancient Aeonian legend and the greatest metamorphologist that ever lived. The war to defeat him and his horde of evil xoogs (homunculi) was called the Final War.

Zemeks: aka “the Beast-Men of the Savage Coast”. Giant savage wild-men from the coastal mountains of far western Markania.

Zhuvians: aka “the Child-Gods of Zhuvita”. Mysterious child-like humanoid beings from the deep-space mini-worlds collec-tively known as the Zhuvian Halo. Zhuvians are remote and xe-nophobic and possess god-like powers and technology.

Zinj: A city-state of thieves, assassins, and merchants and birth-place of the airship. Any item can be purchased and any service rendered in this city of loose morals.

Zoni: aka “Albino Serpent-Men of the Lost Kingdom”. The semi-mythical subterranean albino snake-men, distant relatives to the reptilian Dakazi. Superstitious villagers believe that the Zoni possess a sophisticated secret kingdom deep below the surface of Eris.

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What is a Role-Playing Game?A role-playing game, or RPG, is an Social game where a game master, also called the game master, directs and tells a story and each player controls the actions and behavior of the one of the characters in that story. Protagonist characters controlled by a player are called player characters, or PCs, while “guest stars” and “extras” controlled by the game master are called non-player characters, or NPCs.

The players have the easy part. It’s their job to create their charac-ters, choose their actions, and speak appropriately for that char-acter. The game master has the toughest job. In addition to being the referee and adjudicating the rules, the game master has to control the actions and behavior of all the supporting charac-ters and villains of the story. Sometimes, the game master even has to create the story itself. When creating an original story, the game master has to keep an eye on the plot and the pacing. The game master must monitor the perceived “fun” of the story for the players and maintain an appropriate level of challenge for the players and their characters.

What do I need?All that is required to play Exiled in Eris is three or more play-ers, a copy of these rules, some dice (see below), some paper and pencils, and a healthy imagination.

What Dice do I need?To play Exiled in Eris, you will require:

• One four-sided die (d4)• At least three six-sided dice (d6)• One eight-sided die (d8)• One twelve-sided die (d12)• Two or more ten-sided dice (d10)• One twenty-sided die (d20)

Dice NotationReferences to dice rolls use a standardized notation using a number, followed by the letter “d”, followed by another number, sometimes followed by a plus or minus and another number. The number before the “d” indicates the number of dice to roll. The number after the “d” indicates the type of die to roll by number of sides. Roll the indicated number of dice of the indicated num-ber of sides and sum the results. Any plus or minus are added or subtracted to the sum of the dice rolled.

For example, 1d4 indicates a single four-sided die. 2d6 indicates roll two six-sided dice and sum the results. 3d10+2 indicates roll three ten-sided dice, sum the result, and add two.

How do I play?In a Role-Playing Game, one player becomes the game master and decides the setting of the adventure, the rules to be used, starting points for characters, and all the choices and options presented in the rules. The other players get their characters ready based on what the game master tells them about the rules. The game master either gives the players a character, lets them pick one that’s already created, or lets them create a new charac-ter of their own design.

What else does the Game Master do?The game master prepares a story, or uses one already written for him in a pre-published adventure book, and begins to tell the players what their characters see and hear. The game master asks the players what their characters will do next. When something comes up where the result isn’t obvious, such as whether or not a player’s character can hit someone or pick a lock, the game mas-ter and players use the game rules to determine the outcome.

How do I Game Master?The best way to learn how to game master is to become one. The game master should read through the rules completely and fa-miliarize himself with the game setting. An example of typical game play as well as some sample story ideas is included in the game master section to help. Above all, the most important part of being a good game master is to be a good storyteller. The game master should try and vividly describe the world they are guiding their players through, and to post problems or situations that will challenge the players without discouraging them.

Almost as important is the need for the game master to be an impartial judge of the rules and effects of the game on his or her players. If the game master’s story isn’t interesting and their rul-ings aren’t fair, the players won’t have fun and probably won’t want to play again.

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A Typical Role-Playing SessionThe game master, Mike: “You round the corner and find your-self surrounded by 10 Imperial soldiers, what do you do?”

Player 1, Neil: “My character, Dani, prefers peaceful resolutions, so she’ll try to bluff her way out of it, exclaiming, ‘Help! We’re lost and we need to get to the landing pad!’”

Player 2, Jeff: “My character, Hans, will play along, ‘Uh, yeah. We must have taken a wrong turn back there. Where are we?’”

The game master, Mike: “The soldiers look at each other, con-fused. Your escape has not been noticed yet, and there’s a reason-able chance they might mistake you for lost civilians. Both of you roll for a skill check. Add your Charisma to your Influence skill bonus and a twenty-sided die.”

Player 1, Neil: “My Charisma is 5 and my Influence skill bonus is 6, that’s a total of 11.” (Rolls a twenty-sided die) “. I rolled a 14, that’s a total of 25!”

Player 2, Jeff: “My Charisma is 1 and my Influence skill bonus is 2, for a total of 3, er..” (Rolls a twenty-sided die) “..I rolled a 4! That’s a total of 7! We’re doomed!”

The game master, Mike: “Maybe, maybe not. The soldiers look at you sternly for a moment before their leader steps forward. He’s pauses menacingly, then points down the hall, saying, ‘The landing pad is down that way. Follow the signs.’ As you begin to walk past, he puts his arms out, stopping Hans, ‘Hold on there a minute. I’d like to see your travel papers.’ What do you do?”

Player 2, Jeff: “Uh oh. I say, ‘Uh, travel papers, officer? Yes, it’s right here somewhere.’ I look like I’m searching, stalling for time. I drop some papers on the floor, the ones we stole from that labo-ratory? I lean down to pick it up. When I get up, I rush into him, hoping to knock him over!”

Basics of the Game

Rounds

The game is played in rounds, each representing six seconds of time within the game. During the round, each player, including the game master, may take a turn in order of descending initia-tive scores. When every player has had a turn, the round is over and a new round begins.

Actions

A character may perform no more than one Minor Action and one Major Action or they may instead perform a Full Action. A character may also perform one Reaction in order to dodge or parry attacks.

Skill checks

The success or failure of a character’s action is determined using the following formula:

Applicable attribute (1-8) + applicable skill bonus (0-8) + any bonuses from advantages or specialties (0-2) + any other situational modifiers (0-2) + 1d20 (for a possible range of 2-40) vs. a Difficulty set by the game master (4-40, usually 20)

Difficulty

The difficulty for a skill check is represented by a number be-tween 4 (Routine) and 40 (Inconceivable).

If the skill check is opposed by a living being, the difficulty equals the sum of the opponent’s attribute, skill bonus, and ten, plus or minus any incidental situational modifiers.

Otherwise, the difficulty is assigned by the game master using the table below as a guideline.

Challenge DifficultyRoutine 4Simple 12Easy 16Difficult 20Challenging 24Formidable 28Daunting 32Inconceivable 40

Success and Failure

A result that is equal to or greater than the difficulty set by the game master is classified a “Success”. This result indicates that the task was successfully performed.

A result that is less than the difficulty is classified a “Failure”. The attempt has failed or achieved at best a partial success (at the game master’s discretion).

A roll of 1 on the d20 is classified a “Fumble”. A fumble is always considered a failure, regardless of the difficulty.

A roll of 20 on the d20 is classified a “Critical”. A critical is always considered a success, regardless of the difficulty.

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The overall process for creating a character for Exiled in Eris is described below.

1. Create a character concept (page 15)

a. Where do you come from?

b. What is your family background?

c. What is your profession?

d. Why are you in Eris?

2. Generate Primary Attributes (page 25)

3. Select a Race (page 26)

4. Determine Derived Attributes (page 34)

5. Select Skills and Specialties. (page 35)

a. Select One Primary Skill

b. Select Four Secondary Skills

c. Assign Skill Bonuses

6. Select Advantages (page 43)

7. Purchase Equipment. (page 46)

8. Name, personality, and appearance. (page 53)

9. Sorcery (page 55)

10. Ta’Oudh (page 60)

Step 1: Create a Character ConceptThe player should create a character that is fun and interesting to play, works well with the other players’ characters, and works well with the expectations of the game master. This involves a discussion with the game master and the other players. Each member of the group should share their ideas and concepts to ensure that a good time will be had by all.

The first thing to consider is the type of story being told. The game master and the players should decide what kind of story they’d like to tell. Different stories will lend themselves to dif-ferent archetypes. For example, an airship pilot or engineer will have much more to do in a story about airships than in a story about court intrigue. If the game master is planning on running a game where the characters are members of the Demetrian re-sistance, players should choose a character concept appropriate for that story. A Bansyan hunter, for example, may find it difficult to fit in. Of course, a good imagination and an interesting back-story can justify even the most odd-ball character concept. How can a Vrildarian noble fit into a story about an insurgency? The noble is a traitor and a spy plotting revenge on his father, so he has become an asset to the enemy Demetrians. Never let what appears at first to be an incongruous character concept get in the way of a great story hook.

Secondly, the players’ characters should mesh well. An entire party where every character fills the same niche, say for example everyone makes a barbarian warrior who is good at melee fight-ing, then the group will be deficient on needed support such as ranged fighters, healers, or negotiators. Of course, if the game master agrees and thinks it would be a fun group of characters to play, he or she can supply support in the form of NPCs.

Player characters that are in direct contradiction with one anoth-er may cause unwanted friction within the group. For example, if one of the characters is a savage barbarian that eats fresh human meat while another is a priest who believes that the bodies of the dead should be cremated, the two viewpoints are incompatible and will lead to pointless strife within the group. A little conflict can be fun to play and constructive, but don’t create characters where the conflict within the group overshadows the conflict in-herent in the story.

Lastly, be imaginative and experiment. Try something new. Cre-ate a character that seems contradictory then come up with a back story to support it. A barbarian scholar isn’t impossible, just improbable. Come up with a story about how when the bar-barian was a teenager, he was wounded by a beast. Luckily, he was rescued by an academic and was nursed back to health. The academic then took it upon himself to educate the brute. The barbarian then went to the university and learned science and engineering. Anything is possible with imagination and a suf-ficiently inventive back-story.

Creating a Character

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Character History

The following questions can help you create a character concept. Answering these questions is optional. If you already have a con-cept in mind, skip ahead to Step 2.

Where do you come from?

Every character comes from somewhere. Where a character comes from, their homeland and their culture, informs what they look like, and how they see the world.

Roll 1d10 or choose from below.1 Barbarian Kingdom (Human)2-5 City State of Cydoria (Human)6-7 Hinterlands of Cydoria (Human)8-9 Non-Human Kingdom (Non-Human)10 Rhakadian Refinery City (Any)

Barbarian kingdoms of Cydoria

Roll 1d8 or choose from below.1 Awa2 Bansya3 Gatas4 Korula5 Niasa6 Ossia7 Otara8 Samiria

AwaTribal nomads of the steppes, known for domesticating a type of massive caribou called geruks.

BansyaWarrior culture descended from settlers from Sya, the continent far to the west.

GatasMatriarchal plains nomads; master archers and known for do-mesticating the razorfang.

KorulaCoastal tribes known for their skills at whaling and hunting.

NiasaSimple nomadic tribal people.

OssiaPrimitive cave-dwelling hunter-gatherers.

OtaraSecretive veiled mountain tribes, known for their domestication of the giant wasp known as Ku-bawa-mavu.

SamiriaFierce axe warriors of the tundra, known for domesticating giant musk oxen known as wooly munglors.

City-States of CydoriaRoll 1d10 or choose from below.1 Fornacz2 Guerna3 Meruta4 Norukar5 Ramanam6 Saibra7 Talen8 Tyranis9 Vrildar10 Zinj

TalenA city wiped off the map by an Imperial super-weapon, its in-habitants forced to become refugees in foreign lands. Founding member of the League of Timan. Most Talenites today are exiles or slaves.

FornaczHaughty sea traders and explorers from the rugged north. For-mer member of the League of Timan, currently under Vrildarian occupation.

GuernaA forbidding fortress city on a rocky island; all citizens are con-sidered soldiers in the army.

MerutaA remote city-state in the far south of Cydoria surrounded by the poison jungle. Its people are proud and independent.

NorukarA city of skyscrapers, airships, high technology; reputation for short tempers and shrewd business acumen.

RamanamA city built at the mouth of the Raman river, precariously close to a dark humid jungle, the inhabitants live on the river and in the swamp. Former member of the League of Timan. Currently under Vrildarian occupation.

SaibraSleepy agricultural city-state near Luzun known for its decadent nobility and many celebrations.

TyranisCity on the edge of a toxic swamp, Recently prosperous after several generations of isolation; inhabitants have a reputation as inbred mutants.

VrildarThe founders of the Vrildarian Empire, from a city that prides itself on its grandeur, cleanliness, and order.

ZinjA city of thievery, trade, murder, and corruption; center for air-ship construction.

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Hinterlands of Cydoria

Roll 1d6 or choose from below.1 Demetria2 Eris3 Iotia and the Toxic Jungle of Dushan4 Raman Jungle5 Targa6 Varza

DemetriaDemetria is a lush fertile land once considered the breadbasket of Cydoria. Before they were conquered and enslaved by the Vr-ildarians, the Demetrians were friendly farmers led by a well-educated and progressive aristocracy. Today free Demetrians are nomads, refugees, and exiles.

ErisThe desert land of Eris has been colonized by the Empire for its mineral resources. It has also become a destination for exiles and refugees.

Iotia and the Toxic Jungle of DushanMuch of the lowland of southeastern Cydoria known as Iotia are covered in the vast toxic jungle of Dushan. Most Iotians are farmers that live in the swampy lands of northern Iotia.

Raman JungleAlthough not considered a “toxic” jungle, the Raman jungle is still a dangerous environment. The region is populated by rural swamp and jungle-dwellers. Ramanamians are renowned hunt-ers of the giant swamp frogs.

TargaTarga is a cold, harsh, rocky, wind-swept land with little vegeta-tion. Its inhabitants are dour, humorless, and practical.

VarzaThe foothills beneath the highland plateau along the east coast of Cydoria is covered in lush green forests. The region is known as Varza. The Varzans are foresters and hunters from rural villages.

Non-Human Kingdoms

Roll 1d6 or choose from below.1 Hommu (Deru)2 Homunculus Enclave (Homunculus)3 Aeonian Splinter Kingdom (Homunculus)4 Nil (Cyberdroid5 Ohn (Cyberdroid)6 Ragana (Dakazi)

HommuThe subterranean kingdom of the deru located in northeastern Markania (see Deru, page 29). Hommu is a land of vast chambers and labyrinthine passages.

Homunculus EnclaveAny sufficiently large population of homunculi living within a human city will typically group together into a single distinct neighborhood or enclave (roll again randomly to determine which city-state).

Aeonian Splinter KingdomMany homunculi have rejected human integration and have formed independent kingdoms. These kingdoms are rarely toler-ant of outsiders.

NilThe ancient domed city of Nil was a technological and military powerhouse before it was destroyed in the war with the Ohnans thousands of years ago. Many nilians survive to this day, wander-ing the land as bounty hunters, mercenaries, and assassins (see Cyberdroid, page 27).

OhnThe domed city of Ohn in the northern wastes of Sakata is home-land of the cyberdroids (see Cyberdroid, page 27). Ohnans are the enemies of Nil.

RaganaYou are a member of the dakazi race, a civilized species of reptil-ian humanoids that rule the kingdom of Ragana in the far west of Markania (see Dakazi, page 28).

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Rhakadian Refinery Cities

You were a worker in one of the Rhakadian refinery cities, tow-ering cone-shaped edifices built to refine and prepare anemoi, Thorium, and other ores and materials for export off-world.

Rhakadians employ the services of native Urutan slaves of any race, purchased from the Vrildarian Empire.

Roll 1d3 or choose from below.1 Tagrum2 Pyrnis3 Loknar

TagrumA factory city on the shores of the Sea of Messages, situated near the Isthmus of Darad, the Strangling Coast, and the Dark Realm of Haru. Tagrum is a popular trading post for Awan barbarians and myrmidon from Gunai. Tagrum refines radioactive Thorium for the Vrildarian Empire and their Rhakadian allies.

PyrnisA factory city located at the mouth of the Duma River on the Strangling Coast of southern Awa. Pyrnis refines Anemoi for the Vrildarian Empire and their Rhakadian allies.

LoknarA factory city located at the mouth of the Mata River on the Gatan coast of the Sea of Akar. Loknar trades with the Iron City of Badar up-river. Loknar refines iron, steel, aluminum, and tita-nium for the Vrildarian Emprie and their Rhakadian allies.

What is your family background?

What are your family circumstances? Were they rich or poor? Civilized or barbarian? Your family background is partially de-termined by your place of origin.

Barbarian Kingdom

Roll 1d4 or choose from below.1 Refugee2 Slave3 Tribesman4 Villager

City-State Roll 1d8 or choose from below. 1 Aristocrat2-4 Citizen5 Orphan6 Pauper7 Refugee8 Slave

Hinterlands

Roll 1d10 or choose from below.1-2 Citizen3 Orphan4-5 Peasant6 Refugee7 Slave8-10 Villager

Hommu

Roll 1d8 or choose from below.1 Aristocrat2-3 Citizen4-8 Peasant

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Nomadic Tribe

Roll 1d3 or choose from below.1 Slave2 Tribesman3 Villager

Ohn or Nil

Roll 1d6 or choose from below.1 Aristocrat2-6 Citizen

Ragana

Roll 1d8 or choose from below.1 Aristocrat2-4 Citizen5 Pauper6 Refugee7 Orphan8 Slave

Refinery City

Roll 1d8 or choose from below.1 Citizen2 Pauper3-8 Slave

Homunculus Enclave

Roll 1d6 or choose from below.1-2 Citizen3-6 Slave

Aeonian Splinter Kingdom

Roll 1d4 or choose from below.1 Citizen2 Peasant3 Slave4 Villager

Aristocrat

You were born into and/or raised by the aristocratic class of no-bility that rules one of the city-states of Cydoria.

Citizen

You were born a middle class commoner that lived in a town or city. Your family consisted of merchants, artisans, or craftsmen.

Homunculus Enclave

You are a Homunculus, one of the slave-races created by the an-cient Aeonians. Your people were created to fill a specific niche in society. You were born fully-grown from a uterine creche into an enclave of other Homunculus within one of the city-states of Cydoria.

Orphan

You were an orphan with no family and no heritage. You grew up in an orphanage with few prospects for the future. It is also entirely possible you were raised by one or more foster parents from one of the other backgrounds listed here.

Pauper

You were born into a destitute family, a member of the lower unskilled class in one of the urban City-States. You wandered the streets, possibly joining a gang or getting into trouble.

Peasant

You were born a peasant. Your family toiled on a farm some-where in the rural countryside.

Refugee

Your family fled your homeland as refugees to escape invasion or oppression. Many Demetrians and barbarian kingdoms are refu-gees living as travelers and outcasts.

Settler

You were born and raised in a settlement on the western frontier, far away from civilization.

Slave

You were born a slave. You were taken away from your family and raised in a slave orphanage to be purchased when you came of age.

Tribesman

You were born and/or raised in a barbarian tribe or clan. You possess useful knowledge of the world and cultures outside the city-states.

Villager

You were born and raised in a woodland village on the edge of civilization. Your family members were likely hunters.

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What is your Professional Training?

In what field did you receive your training? What is your oc-cupation or your calling? It may not be who you are today, but you have spent the majority of your adult career pursuing this profession. The answer to this question helps inform your skills and your outlook on life.

Your choice of professional background is limited by your family background. Not everyone can be a noble or an officer.

Your professional background also helps you choose your pri-mary skill (see Step 5: Select Skills and Specialties, page 35).

The selection of a professional background for your character is optional. The options presented here are solely meant to help the player create a character concept. Alternatively, a player may forego selecting a professional background and simply select a single primary skill and four secondary skills for their character.

Roll or choose from the following lists.

Roll 1d12 or choose from below.1-2 Martial3-5 Civilian6-7 Criminal8-9 Academic10-11 Wilderness12 Special

Martial

Roll 1d10 or choose from below.1 Aerine2 Archer3 Constable4 Duelist5 Gladiator6 Knight-Officer7 Marksman8 Mercenary9 Soldier10 Warrior

Civilian

Roll 1d12 or choose from below.1 Acrobat2 Courtier3 Dilettante4 Diplomat5 Entertainer6 Farmer7 Fisherman8 Laborer9 Merchant10 Prospector11 Sailor12 Servant

Criminal

Roll 1d8 or choose from below.1 Assassin2 Burglar3 Cutpurse4 Enforcer5 Gambler6 Scoundrel7 Spy8 Street Urchin

Academic

Roll 1d6 or choose from below.1 Alchemist2 Craftsman3 Guild Initiate4 Metamorphologist5 Physician6 Scholar

Wilderness

Roll 1d4 or choose from below.1 Artifact Hunter2 Drifter3 Hunter4 Explorer

Special

Roll 1d12 or choose from below.1-2 Celestial Guardian - Healer3-4 Celestial Guardian - Paragon5-6 Celestial Guardian - Sage7-8 Celestial Guardian - Warrior9 Katari Assassin10 Oculus Mortis Mercenary11-12 Sorcerer

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Acrobat

You spent several years as a street performer or in a travelling circus where you learned how to be an acrobat and tumbler.

• Background: Any except Aristocrat or Tribesman.• Primary Skill: Athletics (Acrobat or Tumbler)

Aerine

You received basic military training to become a soldier on board a flying airship. You specialized in daring air-to-air boarding ac-tions and ship-board fighting.

• Background: Any except Tribesman• Primary Skill: Marksmanship

Alchemist

You studied advanced chemistry in one of the great Universi-ties of Cydoria or perhaps the Academy of the Syntechnium. You learned to create potions, elixirs, salves, and tonics for medical and/or industrial use.

• Background: Citizen• Primary Skill: Guild Mysteries (Alchemy or Apoth-

ecary)Archer

You learned the skills of archery from a barbarian tribe. You are proficient in using the short bow, often firing while mounted.

• Background: Tribesman or Villager• Primary Skill: Marksmanship (Archer)

Artifact Hunter

You apprenticed under a professional treasure hunter from whom you learned all the skills needed to explore the lost ruins of the wasteland in search of gold and artifacts.

• Background: Any • Primary Skill: Awareness

Assassin

You received training to become a deadly killer. Perhaps you were an apprentice to a master, perhaps you learned your skill in some kind of academy, or perhaps you were raised in a secretive order of assassins. Now you are in Eris. Were you exiled for some offense? Or are you here on a mission to slay someone?

• Background: Any• Primary Skill: Subterfuge

Burglar

You have learned the skills needed to become an infiltrator, spe-cializing in picking locks and sneaking into places where you were not allowed, usually to obtain something that didn’t be-long to you. Perhaps you apprenticed under a master burglar or prowler, perhaps you were trained to be a spy for a noble or an agent of the resistance, or perhaps you graduated from one of the street clans run by the Hidden Hand.

• Background: Any• Primary Skill: Subterfuge (Stealthy)

Celestial Guardian, Healer

You were trained in the remote mountaintop fortress called the Citadel of Ka to be a Celestial Guardian. You specialized in the healing arts and in using your Ta’Oudh to help others.

• Background: Any• Primary Skill: Healing or Ta’Oudh• Advantage: Attuned

Celestial Guardian, ParagaonYou studied the arts of Ta’Oudh in the Citadel of Ka, where you learned to hone your abilities to perform superhuman feats.

• Background: Any• Primary Skill: Ta’Oudh• Advantage: Attuned

Celestial Guardian, SageYou studied history, science, literacy, and philosophy in the re-mote Citadel of Ka, turning your mystical Ta’Oudh abilities to-wards expanding your mind and consciousness.

• Background: Any• Primary Skill: Academics• Advantage: Attuned

Celestial Guardian, Warrior

You studied the art of battle from the Citadel of Ka where you learned how to direct the Ta’Oudh to enhance your fighting abil-ity, turning yourself into a powerful warrior-mystic.

• Background: Any• Primary Skill: Melee Fighting (Swordfighting)• Advantage: Attuned

Constable

You received basic training to become a peace officer or member of a city guard where you learned how to command respect and compliance to authority.

• Background: Any except Tribesman or Slave• Primary Skill: Influence

Courtier

You were once an advisor to a high-ranking noble. You served at the leisure of your liege and were always competing with and conspiring against other courtiers to maintain or advance your status. You learned how court politics worked and how to use compliments and diplomacy to achieve your goals.

• Background: Aristocrat• Primary Skill: Influence (Lothario/Vamp or Silver

Tongue)Craftsman

You learned a skilled trade from a master. You learned how to make things and provide a valuable service. You were appren-ticed to a blacksmith, a potter, a wood-worker, or some other occupation.

• Background: Any except Aristocrat or Tribesman• Primary Skill: General Knowledge (Craftsman)

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Cutpurse

You were a cutpurse, a thief that specialized in sleight of hand and picking pockets. You worked crowds and busy streets, any-where you could quickly blend into a crowd to avoid notice and make an easy escape. Perhaps you learned your skills on your own, perhaps you studied under a master, or perhaps you are a graduate of one of the Hidden Hand’s many clans.

• Background: Pauper or Slave• Primary Skill: Subterfuge (Palmer)

Dilettante

You hail from one of the elite noble families of Cydoria. You were a person of privilege. You followed your many interests at your whim.

• Background: Aristocrat• Primary Skill: None, see Generalist

Diplomat

You were a minor official serving under a representative and spokesperson of one nation to another. You learned how to speak on behalf of your government and how to resolve conflicts through negotiation and diplomacy.

• Background: Aristocrat • Primary Skill: Influence (Shrewd Negotiator or Silver

Tongue)Drifter

You were a drifter, wandering aimlessly from town to town across the land, taking what work you could find and never staying long enough to make friends or put down roots.

• Background: Any except Aristocrat• Primary Skill: Wilderness (Navigator)

Duelist

You have learned the art of fighting and killing with the sword. You trained in one of the many sword-fighting schools found throughout Cydoria, a privilege usually reserved for nobles, of-ficers in a Cydorian military, or perhaps you apprenticed under a master duelist.

• Background: Aristocrat • Primary Skill: Melee Fighting (Florentine, Sword and

Shield, or Sword Fighter)Enforcer

You were an enforcer, a criminal that specializes in intimidation and threats of violence. You were often employed as a soldier in a criminal gang. You have been called by many names: a brigand, a thug, a mook, a leg-breaker, a soldier, hired muscle, and more.

• Background: Any except Aristocrat• Primary Skill: Unarmed Fighting

Entertainer

You practiced to become a professional singer, actor, or storytell-er. You may have received training from one of the performers’ guilds or even from an elite Cydorian university.

• Background: Any• Primary Skill: Influence (Performer)

Explorer

You were a trailblazer, a guide, a navigator, an explorer of the un-known. You learned your skills by joining expeditions to explore the farthest reaches of the world to see what was there, to create accurate maps, or to find new resources or trade routes.

• Background: Any • Primary Skill: Wilderness

Farmer

You have learned the skills needed to till the soil and raise crops.

• Background: Any except Aristocrat or Citizen. • Primary Skill: General Knowledge

Fisherman

You have learned how to catch fish and other seafood from the rivers, lakes, seas, and oceans of Uruta.

• Background: Any except Aristocrat, Citizen. Cannot be Cyberdroid, or Deru.

• Primary Skill: Wilderness (Fisherman)Gambler

You have learned the secrets of the professional game player. Per-haps you studied under a master or perhaps you graduated from one of the guilds of the Hidden Hand.

• Background: Any except Tribesman or Villager• Primary Skill: Influence (Liar or cheater)

Gladiator

You fought for sport in the gladiatorial arenas of Cydoria. There you became a master of man-to-man combat and dueling tactics.

• Background: Any except Aristocrat• Primary Skill: Melee Fighting

Guild Initiate

You graduated from the Academy of the Syntechnium, where you learned the secret religion of machinery and technology. Your skills are obscured and protected by religious reverence and holy mystery.

• Background: Aristocrat or Citizen• Primary Skill: Guild Mysteries (Mechanic or Electron-

ics Technician)Hunter

You have learned the skills of the huntsman. You can trek deep into the wild in search of game to provide meat for your village or tribe.

• Background: Tribesman or Villager• Primary Skill: Wilderness

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Katari Assassin

You were raised in one of the hidden mountain fortresses of the Katari guild of assassins. There, in addition to the skills of stealth, evasion, and murder, you learned the secret magical art of Ta’Oudh.

• Background: Any• Primary Skill: Subterfuge or Ta’Oudh• Advantage: Attuned

Knight-Officer

You were a squire of a knight-officer of one of the Cydorian armies. You were trained to make tactical and strategic decisions and lead your soldiers into battle so that one day you yourself might become a knight officer.

• Background: Aristocrat• Primary Skill: Influence

Laborer

You learned the basic skills needed to make a living by the sweat of your brow. You could be a drover herding livestock, a ditch digger, a brick-layer, farmer, or any other labor-intensive profes-sion.

• Background: Any except Aristocrat or Citizen• Primary Skill: General Knowledge

Marksman

You trained at a ballistic marksmanship school, studying under a master. Perhaps you were a sniper during the war or an officer or a noble. Many of your peers have adopted alien weapons such as the laser or plasma.

• Background: Any except Tribes• Primary Skill: Marksmanship (Gunfighter or Rifle-

man)Merchant

You learned the skills necessary to become a trader. Perhaps you learned the family business, perhaps you apprenticed under a master. You are able to earn your living by buying low and selling high and giving the people what they want for the right price.

• Background: Aristocrat or Citizen• Primary Skill: Influence

Metamorphologist

You studied the dark alchemy known as metamorphology. Meta-morphology is shunned by the educational establishment, so you had to learn from an underground school or apprentice under a reclusive master.

• Background: Any except Tribesman or Villager• Primary Skill: Metamorphology

Medical School

You graduated from one of the Cydorian universities where you studied human physiology, biology, and the healing arts. In ad-dition to the traditional tools of surgery and medicines, you have learned how to use mystic salves, metamorphic potions, and alien technological advances.

• Background: Aristocrat or Citizen• Primary Skill: Healing

Oculus Mercenary

You conceal your identity behind a mask. Your past is a mystery. Only you know where you learned strategy, tactics, and com-bat. Only you know how you came to learn the mystical art of Ta’Oudh. Are you a disgraced exile of the Celestials? Were you once a Katari Assassin? Or, as some legends say, were you raised from birth by a secret and unknown cabal to be a living weapon?

• Background: Any• Primary Skill: Melee Fighting or Ta’Oudh• Advantage: Attuned

Prospector

You were a miner, a seeker of riches deep under the surface of Uruta.

• Background: Any except Tribesman• Primary Skill: Guild Mysteries (Natural Scientist,

Structural Engineer)Sailor

You served on a ship sailing the seas of Uruta.

• Background: Any • Primary Skill: Vehicles (Sailor)

Scholar

You were an academic, a professor, teacher, or researcher.

• Background: Aristocrat or Citizen• Primary Skill: Academics

Scoundrel

You have been a scoundrel. You were a criminal that earned your living telling lies. As a scoundrel you were a hustler, a huckster, a con-artist, and a snake-oil salesman. You preyed on the gullible and unwary and you never stuck around in one place too long.

• Background: Any• Primary Skill: Influence (Liar or forger)

Servant

You were a domestic servant to a wealthy household or ship’s crew, perhaps a butler, groomsman, maid, attendant, kitchen help, or cabin boy. You were likely a slave. Did you escape, were you freed, or did you purchase your freedom?

• Background: Slave• Primary Skill: Insight or Awareness

Soldier

You were a professional infantryman or guard in the service of one of the armies of Cydoria or one of its noble houses. Roll or choose a city-state.

• Background: Any except Tribesman• Primary Skill: Marksmanship

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Sorcerer

You began to display your gift as an adolescent. You were lucky. Instead of being labeled a mutant and killed for your powers, you were instead identified by another sorcerer. Perhaps you were sent to a school of sorcery to learn to harness your gift among peers. Perhaps you spent your teenage years as an apprentice to a master. Or perhaps you weren’t discovered and instead learned your skills on your own by reading ancient texts and through trial and error. However you came by your abilities, you are now skilled enough to head out on your own as an initiate of the sor-cerous arts.

• Background: Any except Tribesman• Primary Skill: Sorcery• Advantage: Gifted

Spy

You were trained to be a professional spy. Perhaps you appren-ticed under a master, received formal training from the military at the behest of a noble sponsor. Upon initiation, you would have been expected to infiltrate enemy governments or rival house-holds, gather intelligence, plant false information, and enact and disrupt schemes on behalf of your benefactor. Something hap-pened along the way and you found yourself instead in Acik-Sehir. Perhaps you were exiled, perhaps something happened to your benefactor, or perhaps being in Eris is part of your mission and you are working under-cover.

• Background: Any except Tribesman• Primary Skill: Subterfuge

Street Urchin

You grew up on the streets of one of the city-states of Cydoria. You’ve never really had a real job and you’ve never really become good at anything. You’re a passable pick-pocket, you can handle yourself in a fight, and you might be a small-time hustler. But what you lack in skill you make up for with street smarts. You know things. You know people. You know how things work and how to make things happen.

• Background: Orphan or Pauper• Primary Skill: General Knowledge

Warrior

You were a warrior in a village or a barbarian kingdom, fighting for your kinsmen. Roll or choose a region or barbarian kingdom.

• Background: Tribesman or Villager• Primary Skill: Melee Fighting (Sword and Shield, Spear

Fighter, Axe Fighter, or Sword Fighter)

Why Do You Adventure?

Most people do everything they can to avoid a dangerous life of adventure, violence, and intrigue. You’re not most people. Whether you chose this life or it chose you, there’s a reason you’re not living a nice safe life keeping books, tending a field, or work-ing in a factory.

A Job

You have an ordinarily safe job that for various reasons has led you into a precarious situation. Perhaps you are a librarian look-ing for a lost book or an accountant sent out into the frontier to investigate a discrepancy in the ledger of a frontier outpost, or simply a laborer who got caught up in events beyond your control.

A Mission

You have a long-term professional mission to perform. Perhaps you have to deliver something to someone or find someone on behalf of your employer.

A Person

You are looking for someone. Perhaps you seek a loved one who has gone missing. Perhaps the person you seek lives a dangerous lifestyle.

A Quest

You are on a quest. Perhaps you are searching for something. Perhaps there is something you must do.

Thrills

You are just looking for excitement.

Exile

You were banished from your homeland. Perhaps you are being punished for a crime. Perhaps you are on the run from someone who wants you dead.

Experience

You are looking to develop your skills and abilities and maybe learn something new.

Fame/GloryYou want to be famous and for people to remember your name and your deeds.

Freedom

You are looking for personal freedom, for liberty and escape from the oppression of your homeland.

Money

You want to become rich.

Obligation

You signed a contract or made a promise that you have to keep.

Revenge

Somebody did you wrong and you are going to make them pay.

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Step 2: Generate Primary AttributesThere are eight in-born Primary Attributes grouped into four categories. Each attribute represents an active and a passive as-pect of each category. Each primary attribute is rated from 1 to 8. A primary attribute rating of 1 represents severe weakness in this area and 8 being the maximum human potential. No mortal unaugmented human ever born has possessed a primary attri-bute with a rating higher than 8. If one were to rate the primary attributes of a thousand random people from all walks of life, the average rating for any single primary attribute would be 4.

Determining Primary Attribute Scores

Roll 2d6+4 for each primary attribute in order and record the re-sults, then divide each result by 2, ignoring fractions. You should wind up with eight values ranging from 3 to 8 with an average score of 5.

You may subtract up to two points from one or more attributes and add those points to one or more different attributes. No primary attribute may be reduced to less than 3 or increased to more than 8. For example, a player might subtract one from Cha-risma, one from Willpower, and one from Wits and add those three to that character’s Strength.

Non-human races apply bonuses and penalties to different at-tributes to determine their final scores. Consult the entry for that race for information on Primary Attribute Bonuses. Non-hu-mans may wind up with primary attributes less than 3 or greater than 8.

Physical Attributes

A character’s physical attributes reflect their muscles, size, and resilience.

StrengthStrength represents your muscles and physical power, your abil-ity to lift, push, or pull. Your Strength is added to unarmed and melee fighting damage.

StaminaStamina represents your constitution and resilience. Stamina, along with Willpower, is used to determine your Hit Points, your ability to ignore pain, your resistance to disease and fatigue, and your ability to survive in hazardous conditions.

Dynamic Attributes

A character’s dynamic attributes reflect their nimbleness and adroitness.

DexterityDexterity represents your hand-eye coordination, accuracy, de-tail, finesse, and aim. Anything you do with your hands is gov-erned by dexterity, from wielding a sword to shooting a pistol, from picking a lock to performing delicate surgery.

AgilityAgility represents your sense of balance, your quickness, and your overall flexibility. It is also your physical reaction speed and reflexes. Any activity that pertains to the movement of your feet and your body relies on agility. Agility determines your ability to evade attacks, to perform acrobatic feats, and to jump and tumble.

Mental Attributes

A character’s mental attributes reflect their ability to learn and think on their feet.

IntellectIntellect represents your critical thinking skills, your deductive ability, and your memory. Intellect governs your ability to design, formulate, and remember.

WitsWits represent your intuition, perceptiveness, and common sense. Wits are used for situational awareness and acts requiring quick thinking.

Social Attributes

A character’s Social attributes reflect their ability to impress and influence others as well as their susceptibility to such influence.

CharismaCharisma represents your charm, personality, and allure. Cha-risma governs your ability to influence others through emotion or favor.

WillpowerWillpower represents your resolve, perseverance, and discipline. It is used to resist attempts to influence your behavior or opin-ion, such as through intimidation, manipulation, or seduction. Willpower, along with Stamina, helps determine your Hit Points.

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Step 3: Select a RaceAlthough humans represent a substantial majority, dozens of other intelligent races coexist on the continent of Markania.

Your choice of race governs how you determine your primary attributes. In addition, some non-human races possess special abilities and disadvantages compared to a human.

Human

Although there are different races and ethnicities, the humans of Uruta are essentially physically identical to those of modern Earth. Unlike the other races, humans can be found throughout Uruta in every region on every continent. Human cultural and technological development varies from stone-age primitives liv-ing in the caves of Ossia to the nomadic tribes of central Mar-kania to the technologically and culturally sophisticated city-states of eastern Cydoria.

Appearance

Humans are bipedal viviparous mammals. Human skin color ranges in shade from deep black to dark brown to tan to pale. The most common skin color is light brown or tan. Natural hair color varies from black to brown to red to yellow. Eye color can vary between brown, green, blue, or grey. Exposure to latent mutagens in the environment, a legacy of an apocalyptic war in ancient times, sometimes results in exotic unnatural hues in skin, hair, or eye color. Humans display remarkable variation in height, body size, and shape, but most average around six feet tall and two hundred pounds.

Human appearance is heavily influenced by their ethic and cul-tural backgrounds. Members of the same ethnicity and culture display common physical attributes. For example, Varzans have olive skin and narrow eyes, Ramanamians have dark brown skin and almond-shaped eyes, Targans have tan skin and more rect-angular eyes, and Otarans have pale skin, dark hair, and rounded eyes.

Behavior

For the most part, humans are gregarious social creatures. They are cooperative enough build societies with social institu-tions based on shared resources but ambitious and competitive enough to strive to have more and be better than their peers. Their fecundity, adaptability, and tenaciousness have led to their ubiquity. Groups of humans can be found throughout Uruta in even the most inhospitable climates.

Human cultures display a remarkable diversity. Some cultures are inviting and friendly, others are xenophobic and hostile. It is futile to make any sort of generalized statement describing uni-versal aspects of all human cultures. Even within a given culture, the personality and behavior of any individual human beings will vary greatly.

Whether an individual or an entire culture, most humans are ultimately motivated by self-interest and the desire to advance their lifestyle beyond that of mere survival. It is this ambition that drives human beings to perform great deeds and commit terrible atrocities.

Human Player Characters

Humans have a deep sense of wanderlust and make excellent adventurers and explorers. Their physical and mental diversity allow them to adequately fill any adventuring niche including warriors, thieves, scouts, negotiators, or academicians.

Attributes

No Adjustments

Size

Humans stand around six feet tall and are considered medium sized creatures in combat.

Movement Rate

30’

Lucky

Humans gain a one-time bonus of +4 to their maximum Karma Points at character creation.

The Oudh

Humans are the only race able to manipulate the Oudh. Only humans may acquire the Attuned advantage.

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Cyberdroid

Robot-Men from the Frozen NorthThe robotic cyberdroids hail from the icy wastes of Sakata in northern Markania.

Appearance

Cyberdroids are the same size and shape as humans but their ap-pearance is obviously mechanical. Their bodies are covered in a metal, plastic, and rubber exoskeleton. Their optical and auditory sensors are equivalent to the eyes and ears of a human. They lack a sense of smell or taste. Their tactile sensors are capable only of registering pressure, temperature, and texture. To a cyberdroid, sandpaper or silk, soft skin or rusted iron, all are simply textures to be recognized. Cyberdroids are asexual but sometimes adopt a gender-based identity and appearance.

Behavior

Although robotic, cyberdroids possess free will and emotion like other intelligent creatures. There are two types of cyberdroid: the Nilians and the Ohnans. Nilians are loners and anti-social. They eschew emotion in favor of logic and ruthless efficiency. They are cold, laconic, and unsympathetic. Ohnans, by contrast, are gregarious, ambitious, and brave. They seek only to help others, defend the weak, and forge a legend around their exploits.

Cyberdroid Player Characters

Cyberdroids make excellent warriors and assassins.

Attributes

+1 Stamina, +1 Intellect, -1 Wits, -1 Charisma, -1 Willpower

Size

Cyberdroids stand around six feet tall and are considered me-dium sized creatures in combat.

Movement Rate

30’

Armor

1 AV metal covering

Immunities

Cyberdroids do not need to eat, breathe, or sleep in the conven-tional sense. They are immune to poison and disease. They do not feel pain and cannot be tortured. They are immune to any effects that cause mutations in living organisms.

Psychic Immunity

Cyberdroids are immune to psychic damage and psychic effects. Cyberdroids may not use any psychic or mystic traditions.

Rechargeable

Cyberdroids do not need to sleep or rest as a human does. In-stead, independent cyberdroids can operate 24 hours on a full charge before they need to recharge else they shut down. Re-charging involves shutting down for 1-4 hours while the cyber-droid’s internal generator restores its power capacitors. A cyber-droid that is recharging is still conscious, able to communicate, and can perceive its surroundings, but they cannot move or act.

Reduced Smell/TasteCyberdroids have no sense of taste or smell and automatically fail at any skill checks involving skill checks based on Awareness that require those senses.

Repairable

Cyberdroids do not recover lost Hit Points the way a living char-acter does, they must be repaired by a qualified technician.

Repair a Cyberdroid

Prerequisite: 10 Aus of parts Time: 1 Hour Movement:.NoneSkill. Check: Dexterity or Intelligence (player’s choice)

+ Guild Mysteries (Electronics or Mechanics, player’s choice) + 1d20

Difficulty: 20 (Difficult);.24.(Challenging).if cyberdroid is attempting to repair itself.

Fumble: Cyberdroid takes 1d4 additional damage.Fail: No damage repaired.Success: 1 hit points restoredCritical: 2 hit points restored

Susceptibility

Cyberdroids are susceptible to electric- and magnetic-based damage and attacks and take double damage when affected by attacks and powers based on those energies.

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Dakazi

Reptile-Men of the Western DesertDakazi are lean reptilian humanoids native to the lowlands west of Markania. The Dakazi lands are divided into the empire of Ragana to the south and the city-state of Dazi to the north.

The kingdom of Ragana lies below the Cliffs of Gava in the great marshy lowlands west of the Sea of Aj. The valley is fertile by western Markanian standards, with fruit orchards and cultivated fields tended by dakazi farmers.

The capital city, also known as Ragana, is built into the face of the Cliffs of Gava. Domed towers rise from rocky prominences over-looking the serpentine cobblestone streets of the common city at the base of the cliffs. Water emerges from an underground source in the cliff-side, pouring over multiple falls into a lake. Irrigation canals crisscross the valley below the city, bringing water to the surrounding villages, fields, and orchards.

Dazi is located inside a dry impact crater deep in the desolate in-terior of the Narvus desert of the Markanian plateau. The crater shields a city of dome-shaped structures of various sizes built of mud brick. The Dazis live a semi-subterranean existence, alter-nating between roaming the countryside hunting for small game and gathering crops cultivated in pits fed by an underground water cache they jealously control. The Dazis offer sacrifices to Uzon, the dragon god of the desert. The Dazis are extremely xe-nophobic and will immediately capture all strangers for sacrifice to their god.

There are several sub-races of dakazi located throughout Mar-kania, from the diminutive Tintazi of the rocky hills to the primi-tive and poisonous Guzi of the swamps.

Appearance

Dakazi are similar in size to human beings with the same range in body shapes and sizes. They are, on average, more intelligent, stronger, and more agile than humans. Dakazi fingers terminate in sharp talons which can be used as weapons in unarmed com-bat. Their skin is rough and scaly. Dakazi are warm-blooded but prefer warm climates. Dakazi become listless and tired in cool or temperate climates and will fall asleep in temperatures below freezing.

Behavior

The society of the dakazi values honor, ritual, and tradition. They distrust outsiders and disapprove of outward displays of emo-tion. Dakazi tend to be unsentimental, clinical, and brutally hon-est. Dakazi have the habit of sitting completely motionless and still, giving humans the impression that the dakazi is uninter-ested or not paying attention.

Dakazi Player Characters

Many dakazi leave their homeland to explore the world as war-riors, merchants, and scholars.

Attributes

+1 Strength, -2 Stamina, +1 Intellect, +1 Agility, -2 Charisma

Size

Dakazi stand just over six feet tall and are considered medium sized creatures in combat.

Movement Rate

30’

Armor

1 AV dry scaly hide

Susceptibility to Cold

+4 to the Difficulty of all skill checks when exposed to tempera-tures below 50 degrees F (10 C). If exposed to temperatures below 32 degrees F (0 F) for longer than 1d6 minutes, the dakazi will fall unconscious. Dakazi may endure the cold as a free reaction in order to stay conscious for another 1d6 minutes (see Endure, page 73). Dakazi take double damage from cold-based attacks.

Talons

Unarmed attacks do 1d6 + Strength instead of 1d4.

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Deru

Mole-Men of the Under-KingdomThe deru are a twisted, albino, gnome-like race originally from the planet Melkor. They live in cavernous cities beneath the northern Aparrian mountains, a chthonic realm known as Hom-mu. They are completely subterranean. Their diet consists of cave fish, insects, and cultivated fungi. They are able to sense their surroundings in the dark through superb hearing and by detect-ing vibrations in the rock through their sensitive feet and hands. They are miners and have a knack for locating mineral veins by touch and taste. They trade their minerals with surface dwell-ers. They rarely leave their underground cities during the day be-cause their large bulbous eyes and pale skin are very susceptible to sunlight.

Appearance

Deru stand just over three feet tall and weigh 50 to 70 pounds. Their body resembles a plump wrinkly peanut with short stocky legs and long muscular arms. They lack a visible neck. Their hands and feet are oversized with long thick fingers and almost prehensile toes to aid in climbing. The palms of their hands and the soles of their feet are extremely sensitive to texture, heat, and vibration and are covered with abrasive ridges which can adhere to sheer surfaces. Deru generally wear no shoes when under-ground but wear leather coverings over the tops of their hands and feet when working the rock. Their skin is pallid, almost translucent, and burns easily in the sun.

Their skulls are thick and covered in calcified nodules, with heavy brow ridges and cheek bones. Their bulbous eyes are the size of lemons and heavily lidded. They are easily blinded by bright light and wear dark goggles when travelling on or near the surface. Their nose is flat with slitted nostrils. Their ears are small, little more than flaps on the side of their heads. They lack lips and have wide frog-like mouths. The surface world is a disorienting place for a deru. They are easily overwhelmed with the intense sensory stimuli of bright lights, burning heat, strong smells, and deafening sounds.

Behavior

Deru are laconic and dour. They prefer the silent stillness of the caves to the kaleidoscopic cacophony of the surface. They rarely speak and would prefer if others would hold their tongues still as well. They value plain speaking honesty and disdain prevaricat-ing double-talk. A deru’s loyalties are to his clan, to his brothers, and to his trusted friends, in that order.

Deru Player Characters

Many deru warriors and merchants leave Hommu to find their way in the world. A few are exiled criminals who have been cast out.

Attributes

+2 Stamina, -1 Dexterity, -2 Charisma

Size

Deru stand just over three feet tall and are considered small crea-tures in combat. As such, deru receive half the normal Hit Points ([Stamina + Willpower] x 0.5). However, they are harder to hit in combat. The difficulty to hit a Deru with an attack is increased by +2.

Movement Rate

15’

Allergy to Sunlight

Deru are strongly allergic to sunlight. They suffer -2 minor pen-alty to all skill checks made in direct sunlight.

Climbing Digits

The ends of the deru fingers and toes are ridged, like that of a gecko, enhancing their climbing skill and their ability to cling to sheer surfaces. Deru receive the Nimble Climber specialty for free.

Keen Touch

+2 minor bonus to all skill checks pertaining to Awareness that involve touch or tactile sensation.

Night Vision

Deru can see normally in the equivalent of starlight and are not affected by penalties from darkness.

Sense Ore

Deru are able to innately sense the presence and direction of a single element or mineral within a number of feet equal to their Intellect x5. Pick one type of ore the deru is sensitive to. Exam-ples include gold, silver, iron, thorium, thallium, anemoi, plati-num, etc.

Tracking Sense

The combination of keen senses of smell, hearing, taste, and touch enhances the deru’s ability to follow a trail with minimal clues. The deru receives the tracker specialty for free.

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Drudge (Brux)Brutes and Laborers from a Lost EmpireA drudge, or brux as they were known in the ancient tongue, is one of the xoog homunculi, of the ancient Aeonians. Drudges were created to serve as manual laborers. Drudges built cities, carried loads, and performed any physical task that required great strength and little intelligence. Modern drudges can be found living among humans or in enclaves of other homunculi within human cities.

Appearance

Drudges are muscular grey or blue-skinned humanoids. They stand eight to ten feet tall and weigh 380 to 440 pounds. Drudges possess a heavy brow ridge, high cheekbones, a small snub nose located between the eyes, small ears located below and behind the cheekbone, and a thick bony ridge on the top of the skull. Their bodies are thickly muscled and their massive shoulders, backs, and upper arms give them a hunched appearance. Civi-lized drudges generally lack body hair though some sprout tufts of hair on the tops of their head or walrus-like whiskers on parts of their body. Like all homunculi, drudges are asexual. They are birthed fully-grown from tanks of organic material known as generator-pits.

Behavior

Drudges are predisposed to servitude and hard work. They are easily cowed by a harsh tone of voice and are good at following simple directions, making them very desirable as laborers. They are, however, not very intelligent. They lack imagination, and have trouble understanding information or instructions taken out of context. Modern civilized drudges living among humans are able to find work as laborers. They tend to live in enclaves with factotums and savants who control the access to the gener-ator-tanks. Drudges are, by design, normally docile and difficult to anger. Once enraged, a drudge can become very difficult to calm or control.

Drudge Player Characters

Drudges can make excellent melee fighters but suffer from the rage that can make them a liability in battle.

Attributes

+2 Strength, +1 Stamina, -2 Intellect, -1 Wits, -1 Dexterity, -1 Agility, -1 Charisma, -1 Willpower.

Size

Drudges stand almost ten feet tall and are considered imposing creatures in combat. Drudges receive half again the normal Hit Points ([Stamina + Willpower] x 1.5). However, they are easier to hit in combat. The Difficulty to hit a drudge with a melee, ranged, or unarmed attack is reduced by -2.

Movement Rate

35’

Drudge Rage

Drudges run the risk of becoming enraged and going berserk in times of great stress. When a drudge receives a major wound in battle, that drudge must resist, as a free reaction, the uncontrol-lable urge to become enraged (see Resist, page 73). Successful resistance means that the drudge remains calm until the next major wound. Failure causes the drudge to become enraged. An enraged drudge may continue to fight the rage as a free reaction at the end of each of its turns (see Resist, page 73).

An enraged drudge will fight unceasingly and indiscriminately. For the duration of the rage, the drudge may only take attack ac-tions, against enemies first, then against allied non-player char-acters when there are no enemies to attack, then against allied player characters when there are no non-player characters to at-tack.

An enraged drudge receives one extra attack made at an initiative score of zero. An enraged drudge receives no bonus or penalty to the attack action as a result of being enraged. An enraged drudge, however, has no instinct for self-preservation. An enraged brux may take no reactions.

If an enraged Drudge is reduced to zero hit points, they will con-tinue to act for a number rounds equal to their level. They will continue to lose one point of Stamina per round as if they were dying (see Dying, page 80). They will collapse, unconscious and dying, at the end of their turn on the final round.

The rage persists until the drudge has successfully fought the rage or until the drudge is dead.

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Factotum (Jinx)Little, Persuasive, and SlyFactotums, or jinxes as they were known in the ancient tongue, are the most cunning and skilled of the xoog homunculi. They were created to be servants and assistants. Factotums were the craftsmen, butlers, and merchants of the Aeonian civilization. Modern factotums can be found living among humans or in enclaves with the other homunculi within human cities. Many factotums find their niche as a hard working helpful member of society while others have learned that they can use their talents as pickpockets and spies.

Appearance

Factotums are lithe diminutive humanoids. Factotums are hair-less with blue to purple skin color. Factotums stand three feet tall and weigh sixty to seventy pounds. They are normally hair-less but some are able to grow bushy eyebrows, tufts of hair, and even bushy little beards. They possess long pointed skulls. Their noses are large and hawk-like. Their brows are prominent and their eyes are bright and inquisitive. Their small pointed ears are located behind and below the high cheekbones. Their hands and feet are large for their small size. Like all homunculi, factotums are asexual. They are birthed fully-grown from tanks of organic material known as generator-pits.

Behavior

Industrious factotums are renowned for the services they per-form. They mend shoes, clean homes, raise children, and are generally helpful. Since the fall of the Aeonian civilization, they have developed a code: they work only under strict contract. Should the term of a contract or arrangement be violated, the same happy helpful factotum will exact terrible revenge, the de-tails of which are rarely spelled out in the contract but always of a nature connected to the work being performed.

Factotum Player Characters

Factotums are small, intelligent, and good with their hands. They have a knack for moving silently and avoiding notice. Factotums are excellent negotiators, craftsmen, thieves, and swindlers.

Attributes

-2 Strength, -2 Stamina, +1 Wits, +1 Dexterity, +1 Charisma

Size

Factotums stand just under three feet tall and are considered small creatures in combat. As such, factotums receive half the normal Hit Points ([Stamina + Willpower] x 0.50). However, they are harder to hit in combat. The Dodge, Melee, and Block defenses of a deru are increased by +2.

Movement Rate

20’

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Myrmidon (Orix)Fearsome Humanoids Bred for WarThe Aeonians created the myrmidons to serve as soldiers. They are the fiercest, bravest, toughest, and most loyal of the xoog ho-munculi. In ancient times, myrmidons were known as “orixes”. Myrmidons once formed the armies of the Aeonian civilization. They were the front-line warriors and sergeants, led by savant of-ficers trained in strategy with logistics provided by drudges and factotums.

Modern myrmidons can be found living among humans or in enclaves with the other homunculi within human cities. Many modern myrmidons serve as soldiers, mercenaries, guards, and peacekeepers. They are also often seen acting as bodyguards for aristocrats or as muscle for organized crime gangs.

A myrmidon will never perform physical labor or any other task they call “drudge work”, though they respect the factotums for their useful skills and services. Myrmidons harbor a wary respect for savants, whom they instinctively consider their commanding officers.

Appearance

Myrmidons are humanoids with heavy muscular builds, thick corded neck muscles, a large head, heavy brow-ridges, a flat snub nose, and intimidating facial features. Their skin is typi-cally colored in bright primary hues of green, blue, purple, or red. Myrmidons generally lack body hair though some are able to grow thick bristly or spiny patches of hair on their heads, faces, or shoulders. Like all homunculi, myrmidons are asexual. They are birthed fully-grown from tanks of organic liquid known as generator-pits.

Behavior

Myrmidons tend to be dour and laconic. They are predisposed to answer all questions with either “Yes, sir” or “No, sir”. Although they do not make friends easily, they are fiercely loyal and will defend their allies with their lives.

Myrmidon Player Characters

Myrmidons make excellent soldiers, warriors, and guards.

Attributes

+1 Strength, +1 Stamina, -2 Intellect, -2 Charisma

Size

Standing just over six feet tall and weighing on average 270 pounds, Myrmidons are slightly taller and heavier than the aver-age human male.

Movement Rate

30’

Aversion to Physical Labor

Myrmidons refuse to perform physical labor. The Difficulty of all tasks involving physical labor is increased by +8.

Night Vision

Myrmidons can see normally in the equivalent of starlight and are not affected by penalties from darkness.

Silent Communication

Myrmidons are instinctively able to communicate basic infor-mation and instructions to each other through silent stares. This ability is not a form of telepathy, it uses subtle facial movements and gestures. This form of communication was instilled into the myrmidons to allow them to operate silently behind enemy lines.

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Savant (Ix)Geniuses and Artists, Scholars and PhilosophersThe most intelligent of the xoog homunculi, Savants were cre-ated in ancient times for intellect and creativity. Savants, called “ixes” by the Aeonians, were once the scientists and scholars of the Aeonian civilization. They were also strategists and military commanders leading armies of myrmidons.

Modern savants can be found living among humans or in en-claves with the other Homunculi within human cities. Savants have successfully integrated into human society as teachers, scholars, artists, and philosophers.

Savants share the myrmidon disdain for physical labor and will do anything they can to avoid it.

Appearance

Savants are lithe humanoids with tall graceful builds, thin limbs, and large pointed skulls. They possess narrow delicate features and large expressive eyes. They are hairless and their skin color ranges from blue to sea-foam green. Many humans consider sa-vants to have attractive qualities. In addition, all savants possess a noticeable cosmetic genetic mutation, a legacy of the final war that caused the downfall of the Aeonian civilization. Like all ho-munculi, savants are asexual. They are birthed fully-grown from tanks known as generator-pits.

Behavior

Savants are beings of great intelligence. They are thoughtful and considerate. They possess excellent memory and are able to recall any fact or experience. They tend to be distant and emotionless. Although highly intelligent, they are slow to react and are easily confused by surprises and contradictions.

Savant Player Characters

Savants tend to become scholars and explorers.

Attributes

-2 Strength, -2 Stamina, +2 Intellect, -1 Wits, +1 Charisma

Size

Savants stand over seven feet tall and are considered medium sized creatures in combat.

Movement Rate

25’

Aversion to Physical Labor

Savants refuse to perform physical labor. The Difficulty of all tasks involving physical labor is increased by +8.

Easily Confused

The Difficulty of any attempt to confuse or disorient Savants is decreased by -2.

Inscrutable

Savants gain the Inscrutable specialty for free.

Natural Aptitude

Savants gain one free Academics or Influence specialty.

Psychic Armor

The complex minds of a savant are inherently resistant to psychic attacks and any psychic damage they take is halved.

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Step 4: Determine Derived AttributesEach character is further described using a number of attributes whose starting values are derived from the primary attributes above.

Karma Points

A character’s Karma Points represent their inherent good for-tune. A player can spend a character’s Karma Points to alter their own d20 rolls up or down. When a character is injured, the play-er may also spend Karma Points to reduce the damage. Karma Points are therefore a kind of bonus Hit Points.

A character’s starting Karma Points is equal to the sum of the character’s Agility and Wits primary attributes.

Hit Points

A character’s Hit Points represent their ability withstand physi-cal damage and injury. It is a combination of physical resilience and resistance to pain. When a character is injured, the player subtracts the damage from either the character’s Karma Points or Hit Points. If a character’s Hit Points are reduced to zero, You are incapacitated and unconscious and possibly dying.

A character’s starting maximum Hit Points is equal to the sum of the character’s Stamina and Willpower primary attributes.

Power Points

Power Points are used to fuel supernatural powers. Power Points are gained by acquiring ranks in advantages such as Ta’Oudh or Sorcery.

Initiative Bonus

Initiative is used to determine a character’s turn order during combat. It represents both their impulse and reaction time. A character’s initiative is determined whenever it is important to know who is able to act before whom, such as at the beginning of a combat or during a hostage stand-off.

A character’s starting Initiative Bonus is equal to the sum of the character’s Agility and Wits.

Turn order is established at the beginning of each combat by determining each combatant’s Initiative Score. A character’s Ini-tiative Score for a given combat equals the character’s Initiative Bonus plus 1d20.

Size

A character’s physical size is determined by their race. Values include Tiny, Small, Medium, Large, Huge, and Giant. Most in-dividuals from a humanoid race are Medium by default. A char-acter’s size affects the difficulty to hit the character in combat as well as the character’s maximum Hit Points and Move score (see below).

Movement Rate

A character’s Movement Rate, or MR, represents how fast a char-acter can move. Many actions allow a character to move their position. This distance is described in terms of number of feet the character can move or in relation to their Movement Rate.

A character’s MR is determined by their race and size. A small-sized humanoid typically has an MR of 20-25’, a medium-sized humanoid has an MR of 30-35’, and a large-sized humanoid has an MR of 40-50’.

Character Level

A character’s level measures their overall competency and ca-pability. Character levels are rated from one to eight. Beginner characters are young and fresh out of training for their chosen career with no history or back-story. They just finished boot camp, graduated from secondary school or the academy, or were initiated into a guild. They are wet behind the ears with no real-world experience. They know a few skills (see Starting Skills on page 35), one specialty, and possess two advantages. As charac-ters earn experience points, they will increase in level and capa-bility. Each new level allows characters to increase their skills, learn new Specialties and gain or improve advantages.

Experience Points (XP)Players are awarded Experience Points (XP) when they achieve character and story goals, win a tactical victory, or are particu-larly entertaining with their character portrayal. Players should expect to earn 0-2 XP per session. For every XP earned, a player may increase a character’s skill bonus by +1, up to the maximum allowed for that level.

When a character has earned enough XP to qualify for a new level, the max bonus for one or more of the character’s skills will increase, the character learns an additional Specialty, the charac-ter gains one or two advantage ranks.

Level XP Specialties Advantage Ranks1 1-8 1 22 9-16 +1 +13 17-24 +1 +24 25-32 +1 +15 33-40 +1 +26 41-48 +1 +17 49-46 +1 +28 57-64 +1 +1

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Step 5: Select Skills and SpecialtiesA character is further described by their learned skills and abili-ties. These represent areas of knowledge, training, and expertise above that of the common everyday individual. Furthermore, specialties provide an additional edge to skills under specific cir-cumstances.

Skills

There are sixteen skills which play an important role in this game:

• Academics• Athletics• Awareness• Evasion• General Knowledge• Healing• Influence• Insight• Melee Fighting• Resistance• Riding• Marksmanship• Subterfuge• Unarmed Fighting• Vehicles• Wilderness

Restricted Skills

In addition to the skills above, there are several restricted skills which are only available to certain professional backgrounds:

• Evocation (Aya Summoning and Control)• Guild Mysteries (Technology)• Metamorphology (Alchemical Mutations)• Sorcery (Psychic Powers)• Ta’Oudh (Martial Arts Powers)• Thaumaturgy (Super-Science Invention)

The skills of Evocation, Metamorphology, and Thaumaturgy are covered in the upcoming Mystics of Cydoria source book.

Professional Competency

Each skill is rated like a primary attribute with a bonus value ranging from +1 to +8. A skill bonus can be equated with a char-acter’s relative professional competency at a given skill using the following guidelines:

Skill Bonus Professional Competency+0 Unskilled+1 Beginner+2 Novice+3 Competent+4 Professional+4 Veteran+6 Expert+7 Master+8 Legend

Using Skills

Within the context of the game, a characters skills are applied whenever the player or game master needs to determine if You are successful at performing a task. This is done by comparing the sum of the character’s relevant attribute, skill bonus, the re-sult of a d20 roll, and any other miscellaneous modifiers, to a dif-ficulty number set by the game master representing the relative challenge presented by the task (see Skill Checks, page 65).

Starting Skills

Players select skills for their characters and spend skill points to increase the skill bonuses of each skill. The number of skill points and the maximum skill bonus a player may assign to that skill depends on what type of character they wish to make:

Professional

You are a well-rounded professional. You know more than most about a specific topic, but you are still trained in several ancillary topics. You choose one Primary skill, four Secondary skills. All other skills are considered Tertiary.

Leve

l

Skill

Poi

nts

Prim

ary

Skill

Max

Bo

nus

Seco

ndar

y Sk

ill

Max

Bon

us

Terti

ary

Skill

Max

Bo

nus

Spec

ialti

es

Adva

ntag

e Ra

nks

1 8 4 2 1 1 22 16 5 2 2 +1 +13 24 5 3 2 +1 +24 32 6 3 3 +1 +15 40 6 4 3 +1 +26 48 7 4 3 +1 +17 56 7 5 4 +1 +28 64 8 6 4 +1 +1

Generalist

You never specialized in any one topic, preferring instead to spread your training around, learning a little about multiple top-ics but mastering none. You have no Primary skills. Instead, you select six Secondary skills. All other skills are considered Ter-tiary.

Leve

l

Skill

Poi

nts

Seco

ndar

y Sk

ill

Max

Bon

us

Terti

ary

Skill

Max

Bo

nus

Spec

ialti

es

Adva

ntag

e Ra

nks

1 8 2 1 1 22 16 2 2 +1 +13 24 3 2 +1 +24 32 3 3 +1 +15 40 4 3 +1 +26 48 4 3 +1 +17 56 5 4 +1 +28 64 6 4 +1 +1

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For example, a first-level character has 8 skill points to spend on skill bonuses. The character’s primary skill bonus can be as high as +4, leaving 4 skill points. The character has four secondary skills whose maximum skill bonus is +2. However, the player chooses one skill at +2, and one at +1, leaving one skill point. The character can have any number of tertiary skills with no skill bonus higher than +1. The player chooses to spend his last skill point on a tertiary skill at +1.

Skill Improvement

Players may spend XP to increase skills up to the maximum bo-nus for their level. For example, a player has earned 2 XP. The player spends them to increase two secondary skills currently at +1 to their max bonus of +2.

Skill Specialties

Skill specialties grant a +2 skill bonus under specific conditions. Characters learn one specialty at each level. Each skill specialty may only be learned once.

Starting at Higher Level

Level 1 characters are inexperienced beginners. They have re-ceived their initial training but have little real world experience. Some game masters and players may opt to tell stories involv-ing more experienced characters. With the game master’s per-mission, players may create characters of higher level. The game master simply selects the starting level and the player may spend more skill points to purchase skills up to the maximum bonus for that level.

For example, the game master decides that a professional char-acter will begin play at fourth level. At fourth level, a player may spend 32 skill points to increase a single primary skill to +6, four secondary skills to +3, leaving 14 points to purchase any tertiary skills to a maximum of +3.

The character also a total of four specialties and six Advantage ranks. Note that no Advantage can have more ranks than the character’s level (See Advantages, page 43).

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Skills and Specialties

The following section provides a general description of each skill along with its governing attribute. Each skill is associated with three or more specialties. Each specialty listed defines the spe-cific circumstances during which it applies.

Academics

Use Academics to understand subjects related to sciences, litera-ture, or the arts; apply that knowledge towards the creation of new works such as experiments, artwork, novels, etc.

Governing Attribute: Intellect

SpecialtiesBombardier: +2 skill bonus to attack an opponent using can-nons and artillery.

Formal Scientist: +2 skill bonus to understand the sciences of mathematics, logic, systems; to solve a mathematical equation; solve a puzzle or problem using logic; map an orderly process to simplify a complex system or project.

Natural Scientist: +2 skill bonus to understand the sciences of astronomy, biology, chemistry, geology, physics; create a hypothesis to explain an observed phenomenon; develop an experiment to test a hypothesis.

Researcher: +2 skill bonus to find a pertinent fact or detail in the least amount of time using computer databases, libraries, and records storage; to collate the data to be digestible for later use.

Scholar: +2 skill bonus to understand the sciences of history, philosophy, religion, linguistics, literature, visual arts, per-forming arts, architectural history.

Social Scientist: +2 skill bonus to understand the sciences of anthropology, archaeology, geography, psychology, sociology; understand the underlying forces that shape a social group.

Tactician: +2 skill bonus to predict an opponent’s next move; to choose the best course of action to counter an opponent’s move; to quote classic maneuvers and tactics from historical battles.

Athletics

Use Athletics to run, jump, catch, throw, or tumble.

Governing Attribute: Strength, Stamina, Dexterity, or Agility, depending on the activity or action

SpecialtiesClimber: +2 skill bonus to climb a vertical surface.

Contortionist: +2 skill bonus to squeeze into or out of small spaces or to bend one’s body in an unusual shape or configura-tion.

Hurler: +2 skill bonus to attack an opponent using a hurled weapon like a grenade or rock.

Indefatigable: +2 skill bonus to run a long distance, ignore sleep, or work tirelessly.

Jumper: +2 skill bonus to jump and land on mark or to land without falling.

Nimble: +2 bonus to perform acts of balance and agility such as tightrope walking, traversing a ledge, acrobatics, gymnas-tics, standing atop a moving vehicle, etc.

Runner: +2 skill bonus to maneuver around obstacles without falling.

Strong: +2 skill bonus to use strength and leverage to lift an object off the ground; to lift an object overhead; or to lift an object onto your shoulders.

Tumbler: +2 skill bonus to roll around on the ground without getting hurt and to reduce the damage from a fall.

Awareness

Use Awareness to spot hidden items, notice anything unusual, or for general situational awareness.

Governing Attribute: Wits

SpecialtiesIntuitive: +2 skill bonus to spot ambushes, hidden attackers, followers, or to sense when something is “wrong” about a situ-ation.

Perceptive: +2 skill bonus to notice inconsistencies in the en-vironment such as evidence, clues, hidden items, disguises, or concealed traps.

Evasion

Use Evasion to make it more difficult to hit you with ranged at-tacks, dodge melee and unarmed attacks, dive for cover, avoid imminent danger, or grab hold of something at the last second.

Governing Attribute: Agility

SpecialtiesEvasive: +2 skill bonus when using the Dash, Feint, Defend, or Full Defense actions.

Reflexive: +2 skill bonus when using the Avoid, Catch, Dive, Dodge, or Duck reactions.

Evocation

Evocation is the mystic practice of communicating with, sum-moning, binding, and banishing helpful spirits known as ayas and their corrupted counterparts known as varics.

Governing Attribute: Charisma

SpecialtiesDiviner: +2 skill bonus to communicate with spirits.

Binder: +2 skill bonus to bind spirits into physical objects.

Exorcist: +2 skill bonus to banish spirits back to the spirit plane.

Summoner: +2 skill bonus to summon a spirit from the spirit plane.

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General Knowledge

Use General Knowledge whenever a player character needs to know or do something about everyday life. This could range from cooking a meal to knowing a bit of useful information that the player doesn’t already know.

Governing Attribute: Intellect

SpecialtiesAdministrator: +2 skill bonus to expedite the processing of paperwork; to fill out the right form; to know which official to speak with about obtaining exceptions to regulations; etc.

Artist: +2 skill bonus to create something that is visually or emotionally expressive; to paint; to draw; to sculpt; etc.

Connected: +2 skill bonus to recognize the major movers and shakers of the rich and/or famous.

Cook: +2 skill bonus to prepare food from ingredients; create an appealing meal presentation.

Craftsman: +2 skill bonus to create small generic and often useful items.

Criminal: +2 skill bonus to know the major and minor players in the local criminal underworld, to make new criminal con-nections, and to know where one might obtain illegal services or goods.

Enthusiast: +2 skill bonus to know the major trends in enter-tainment, fads, and social situations.

Fashionable: +2 skill bonus to dress in a way that identifies with and/or impresses a certain class or group.

Gossip: +2 skill bonus to know the major news events and news personalities of the past several weeks or months.

Handyman: +2 skill bonus to bonus to design, build, main-tain, repair, or disable any common object, basic device, or simple machine. The Syntechnium trains lay people in basic repair skills but keeps close observation and control over those so trained. Syntechnium-trained handymen are required to register and submit themselves to regular interrogations and random inspections. As a result, many underground handy-men transmit their knowledge to their apprentices in secret. All Skill checks involving this specialty require the use of a Me-chanic’s Tool Kit. Inappropriate tools can be substituted with a -1 penalty.

Local Expert: +2 skill bonus to find locations or know the story behind locations in the immediate region.

Medic: +2 skill bonus to immediately treat trauma, lacera-tions, contusions, broken bones, wounds, etc.

Politician: +2 skill bonus to the major players in local, region-al, and interplanetary politics.

Sports Fan: +2 skill bonus to know the major sports teams, players, and gladiatorial heroes, their records, and their rela-tive abilities.

Guild Mysteries (Technology)Guild Mysteries are the secret skills of engineering and technical science. Use Guild Mysteries to design, build, maintain, repair, or disable any kind of complex technology. Only members of the Syntechnium may legally learn Guild Mysteries. Otherwise, this skill is restricted to Techno-Heretics and Airship Pilots.

Governing Attribute: Intellect

SpecialtiesAlchemist: +2 skill bonus to understand chemical reactions and to create alchemical concoctions. All skill checks involv-ing this specialty require the use of an Alchemist’s Laboratory. Inappropriate tools or facilities increase the difficulty by 8.

Blacksmith: +2 skill bonus to smelt metals, forge, maintain, or repair metal implements or weapons, or use a blacksmith’s tools.

Engineer: +2 skill bonus to understand the sciences of archi-tecture and structural engineering or to design a building or structure.

Glazier: +2 skill bonus to create and cut glass, grind and pol-ish lenses, blow and shape glass bottles or utensils, or perform any other work involving glass.

Locksmith: +2 skill bonus to design, install, maintain, disable, or bypass mechanical locks or intrusion detection devices. All skill checks involving this specialty require the use of a set of Locksmith Tools. Inappropriate tools increase the difficulty by 4.

Mechanic: +2 skill bonus to design, build, maintain, repair, or disable any non-electronic mechanical system or component. All skill checks involving this specialty require the use of a Me-chanic’s Tool Kit. Inappropriate tools increase the difficulty by 4.

Roboticist: +2 skill bonus to design, build, maintain, repair, or disable robotic systems and components. All skill checks involving this specialty require the use of an Robotics Tool Kit. Inappropriate tools increase the difficulty by 4.

Technician: +2 skill bonus to design, build, maintain, repair, and effectively disable any electronic system or component. All skill checks involving this specialty require the use of an Elec-trician’s Tool Kit. Inappropriate tools increase the difficulty by 8.

Healing

The Healing skill covers specialized medical training beyond simple first aid. Use this skill to diagnose and treat illness, dis-ease, or injury, prescribe and administer medicines, or perform surgery.

Governing Attribute: Intellect to diagnose or treat, Dexterity to perform first aid or surgery

SpecialtiesApothecary: +2 skill bonus to create medicines to treat ill-nesses or to identify such medicines. All skill checks involving this specialty require the use of an Alchemist’s Laboratory or

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an Herbalist’s Kit. Inappropriate tools or facilities increase the difficulty by 4.

Healer: +2 skill bonus to provide long-term treatment of ill-nesses and diseases using therapy and drugs or to diagnose a disease. All skill checks involving this specialty require the use of a Healer’s Kit. Inappropriate tools or facilities increase the difficulty by 4.

Surgeon: +2 skill bonus to provide long-term treatment of dis-eases or wounds requiring access to interior organs and sys-tems. All skill checks involving this specialty require the use of a Surgeon’s Kit or infirmary. Inappropriate tools or facilities increase the difficulty by 4.

Influence

The Influence skill covers the manipulation of the opinions and actions of others. Use this skill to issue commands, win debates, intimidate someone into compliance, negotiate advantageous outcomes, impress an audience with a performance, convince someone to think or do something using emotion, seduce some-one, or gain trust.

Governing Attribute: Charisma

SpecialtiesCommanding: +2 skill bonus to convince a person or group to immediately do something you want them to do using nothing more than a sense of authority or urgency; such commands tend to be an immediate order and aren’t generally useful for making a convincing argument or changing someone’s opin-ion or emotions.

Credible: +2 skill bonus to sound authoritative and truthful, whether the message you believe the message to be true or know it to be false.

Debater: +2 skill bonus to convince a person or group to do something you want them to do or to change their opinion about something using facts, logic, and reason. Debating works better than persuasion against intellectual or educated subjects.

Fast Talker: +2 skill bonus when using circular double-talk, technical jargon, incoherent babble, or flimflam to distract, confuse, or delay someone.

Intimidating: +2 skill bonus to generate a sense of danger, threat, or general unease in a person or a group. Intimidation is often used as a prelude to subsequent attempts to issue a command or to convince or persuade someone.

Lothario/Vamp: +2 skill bonus to gain trust or compliance by implying an offer of companionship or favors.

Negotiator: +2 skill bonus to establish an equitable arrange-ment between two or more opposing parties through mutual compromise such as haggling over a fair price.

Performer: +2 skill bonus to sing or act in front of an audience with the goal of entertaining the observer.

Silver Tongued: +2 skill bonus to convince a person or group to do something or to change their opinion by appealing to

their emotions, desires, and fears. Such persuasion is more effective than debating when swaying the opinions of poorly educated subjects.

Insight

The Insight skill covers the character’s ability to read the unspo-ken intentions or true meanings of others. Use this skill to read the subtle cues of body language, engage in informational con-versation, or discern if someone is lying or being truthful.

Governing Attribute: Wits

SpecialtiesAstute: +2 skill bonus to quickly determine someone’s age, so-cial status, background, competence, general mood, emotions, state of mind, intentions; to get a sense of someone’s compe-tencies with a quick glance; to see through disguises.

Conversationalist: +2 skill bonus to get someone to reveal in-formation by establishing an atmosphere of comfortable dis-course and trust such as during an interview or a casual chat.

Interrogator/Torturer: +2 skill bonus to get someone to re-veal a secret through the use of implied or actual threats.

Savvy: +2 skill bonus to determine someone’s emotional state or intentions by reading subtle unconscious movements of their face and body.

Suspicious: +2 skill bonus to detect any inconsistencies, omis-sions, or falsehoods in statements.

Marksmanship

Marksmanship represents the character’s experience using pis-tols, rifles, bows, lasers, thrown weapons, or any other distance weapons. This skill is used when attacking with such weapons.

Governing Attribute: Dexterity

SpecialtiesArcher: +2 bonus when using the Marksmanship skill to at-tack an opponent using a bow.

Crossbowman: +2 skill bonus to attack an opponent using a crossbow.

Gunfighter: +2 skill bonus to attack an opponent using a pis-tol.

Gunner: +2 skill bonus to attack an opponent using man-por-table heavy weapons and small cannons.

Knife Thrower: +2 skill bonus when throwing a bladed weap-on such as a knife or dagger.

Rifleman: +2 skill bonus to attack an opponent using a rifle.

Melee Fighting

Melee Fighting is the art of fighting with hand-to-hand weap-ons. Use this skill when attacking or defending with swords, axes, spears, clubs, knives, or any other hand-held man-to-man weapon.

Governing Attribute: Dexterity for offensive actions, Agility for defensive reactions

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SpecialtiesAxe Fighter: +2 skill bonus to attack and parry using an axe.

Club/Hammer Fighter: +2 bonus when using the Melee Fighting skill to attack and parry using a club, hammer, mace, etc.

Exotic Weapons Expert: +2 skill bonus to attack and parry using an exotic or alien melee weapon.

Florentine: +2 skill bonus to parry when using a short sword in the off-hand

Knife Fighter: +2 skill bonus to attack and parry us-ing a knife, dagger, dirk, etc.

Pole-Arm Fighter: +2 skill bonus to attack and parry using a glaive, pole-axe, voulge, etc.

Spear Fighter: +2 skill bonus to attack and parry using a spear or javelin.

Sword Fighter: +2 skill bonus to attack and parry using a sword, machete, katana, saber, rapier, etc.

Whip/Chain Expert: +2 skill bonus to at-tack and parry using a long flexible weapon such as a whip, chain, weighted rope, etc.

Metamorphology

The esoteric science of metamorphology combines elements of chemistry, genetics, nanotechnology, medicine, and voodoo in order to alter and create living organisms. Most metamorphologists are metatropes. The alchemy of the metatrope induces fundamental changes in living things at a biologic and genetic level. The ulti-mate goal of all metamorphologists is to become a demiurge, a master of the art known as takwin, in order to create new life forms called homunculi. The most infamous metamorphologist from history was the arch-enemy Xurin.

Governing Attribute: Intellect

SpecialtiesMetatrope: +2 skill bonus to create a potion that will induce a physical mutation or physiological effect.

Demiurge: +2 skill bonus to create new life forms such as ho-munculi (created creatures), hybrids (blended creatures), chi-maera (combined creatures), gargantuans (giant creatures), or ravanoks (monstrous creatures).

Resistance

The Resistance skill represents the character’s discipline, discre-tion, or stubbornness. Use this skill when countering attempts to influence the character such as intimidation, seduction, or coercion.

Governing Attribute: Willpower for mental or emotional resis-tance, Stamina for physical resistance

SpecialtiesDisciplined: +2 skill bonus to thwart intimidation and seduc-tion through mental discipline and willpower.

Discrete: +2 skill bonus to resist accidentally revealing information during a conversation or interview.

Inscrutable: +2 skill bonus to consciously control otherwise unconscious signals that would otherwise betray emotion, thought processes, or intentions.

Resilient: +2 skill bonus to ignore pain and fear; to thwart interrogation and torture through mental con-trol and willpower.

Stubborn: +2 skill bonus to resist efforts to change your opinion or feelings on a subject.

Riding

The Riding skill allows characters to control mounts and animals and to stay mounted dur-ing dangerous stunts or maneuvers. Use this skill when jumping ravines, standing on the back of

a running mount, etc.

Governing Attribute: Agility

SpecialtiesAnimal Handler: +2 skill bonus to per-form dangerous maneuvers using or while riding a beast of burden such as a Bondrus, Girah, or Wooly Munglor.

Flier: +2 skill bonus to perform dan-gerous stunts using or while riding a

flying beast such as a Ku-Bawa-Mavu, Tonbo, or Warhawk.

Rider: +2 skill bonus to perform dangerous maneuvers using or while riding a swift beast such as an Anator.

Sorcery

Sorcery allows the Sorcerers, mediums, seers, warlocks, and witches of Cydoria to read minds, send thoughts, create illusions, and move objects with the power of their minds.

Governing Attribute: Intellect, Wits, Charisma, or Willpower depending on the action

SpecialtiesClairvoyant: +2 skill bonus when using clairvoyance.

Telekinetic: +2 skill bonus when using telekinesis.

Telepath: +2 skill bonus when using telepathy.

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Subterfuge

The Subterfuge skill allows characters to cheat, pick pockets, and steal. Use this skill whenever the characters need to hide some-thing, pick a lock, or otherwise perform an illegal act.

Governing Attribute: Agility, Dexterity or Wits depending on the action

SpecialtiesChameleon: +2 skill bonus to change appearance to resemble someone else or to avoid recognition.

Cheat: +2 skill bonus when cheating at games of chance

Cryptographer: +2 skill bonus to encrypt and decrypt mes-sages.

Escapist: +2 skill bonus to escape bonds, manacles, restraints, etc.

Forger: +2 skill bonus to copy someone’s signature; create re-alistic official documents; create believable copies of a unique document, image, or item.

Light-Fingered: +2 skill bonus to palm small objects; to pick pockets; to perform minor magic tricks.

Lockpicker: +2 skill bonus to disable or bypass mechanical locks or intrusion detection devices. All skill checks involv-ing this specialty require the use of a set of either lock picks or Locksmith Tools. Inappropriate tools increase the difficulty by 4.

Smuggler: +2 skill bonus to hide something, either on one’s person or in a location, so others can’t find it in a search.

Stealthy: +2 skill bonus to move silently; to hide in shadows or camouflage; to look inconspicuous; to blend in with a crowd.

Ta’Oudh

Several secret sects, including the Celestial Guardians, the Katari Assassins, and other less well known orders, practice the ancient skills of Ta’Oudh. Through Ta’Oudh, one may leap as if flying, catch arrows, heal the wounded, or strike at a distance.

Governing Attribute: Willpower

SpecialtiesExternal Style: You know two free ranks of Ta’Oudh powers from the external style. +2 skill bonus to perform any skill check pertaining to an external Ta’Oudh power.

Internal Style: You know two free ranks of Ta’Oudh powers from the internal style. +2 skill bonus to perform any skill check pertaining to an internal Ta’Oudh power.

Unarmed Fighting

The Unarmed Fighting skill represents the character’s ability to fight and defend themselves bare-handed. This skill could take the form of fisticuffs, boxing, or exotic martial arts. Use this skill to punch, kick, grapple, block, or dodge against an opponent.

Governing Attribute: Dexterity for offensive actions, Agility for defensive reactions

SpecialtiesFighter: +2 skill bonus to attack and block using your hands and elbows.

Kicker: +2 skill bonus to attack and block using your feet and knees.

Wrestler: +2 skill bonus to grapple and immobilize an oppo-nent’s body or a limb using a join lock; to grab an opponent and move their body to another adjacent space or to throw them to the ground; and to escape a grab.

Vehicles

The Vehicles skill represents the character’s ability to control ar-tificial vehicles. Use this skill when performing dangerous stunts or maneuvers while piloting a vehicle.

Governing Attribute: Dexterity

SpecialtiesDriver: +2 skill bonus to perform dangerous maneuvers while operating a powered ground vehicle.

Sailor: +2 skill bonus to perform a dangerous maneuver in a ship or boat.

Teamster/Charioteer: +2 skill bonus to perform dangerous maneuvers while operating an animal-drawn vehicle.

Airship Pilot: +2 skill bonus to perform dangerous maneuvers while piloting an airship.

Wilderness

The Wilderness skill represents the character’s knowledge of na-ture and wilderness survival. Use this skill to find your way in the wilds without getting lost, creating a shelter out of natural materials, surviving off the land, track someone or something moving across natural terrain, or to set traps to catch wild game.

Governing Attribute: Intellect

SpecialtiesFisher: +2 skill bonus to catch fish using rod and tackle, nets, weirs, etc.

Navigator: +2 skill bonus to use navigational tools and aids, both artificial and natural, to determine location and to plot a path for a journey.

Survivalist: +2 skill bonus to know and perform the skills and behaviors necessary to minimize the effects of hostile climates and conditions; find food and water; build shelter; practice proper behaviors for different climates; know the effects of dif-ferent hostile climates or conditions, etc.

Tracker: +2 skill bonus to follow a subject using a combina-tion of clues left in its passing and prediction of the subject’s behavior and intentions.

Trapper: +2 skill bonus to design, build, bypass, or disable physical mechanical traps.

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Step 6: Select AdvantagesEach character possesses Advantages that set them apart from ordinary people. All characters possess two advantages at rank 1 at first level. Each time a character gains a level, they acquire ad-ditional advantages. All advantages are additive and can be taken up to eight times. Taking an advantage more than once increases your “rank” in that advantage.

No character may possess a number of ranks in an advantage that is greater the character’s level nor can the character take a single advantage more than once per level.

Level New Advantage Ranks

Total Advantage Ranks

1 +2 22 +1 33 +2 54 +1 65 +2 86 +1 97 +2 118 +1 12

For example: At first level Imo takes one rank of Fierce, giving him a damage bonus of +1, and one rank of Precise, giving him a critical hit range of 19-20. At second level Imo takes an ad-ditional rank in Fierce, increasing his damage bonus to +1d3. At third level Imo takes an additional rank in Fierce, increasing his damage bonus to +1d4, and an additional rank in Precise, increasing his critical hit range to 18-20.

Attuned (Ta'Oudh)Prerequisite: A human with Ta’Oudh as a Primary or Secondary Skill.

You have been trained to tap into the mysterious field of energy that envelops Uruta to perform superhuman feats and abilities.

Power Points

You may spend Power Points to activate or sustain powers from the Ta’Oudh tradition (see page 60).

You can spend 8 power points per rank in Attuned per day. This amount can be further increased with the Powerful advantage. Spent Power Points fully recharge after eight hours of rest and meditation.

For example, if you have four ranks of Attuned, you can spend 32 Power Points per day.

Powers Known

You know a number of powers equal to your Ta’Oudh skill bo-nus. The rank in each power is equal to your rank in Attuned. For example, if you have a Ta’Oudh skill bonus of +4, and 3 ranks of Attuned, you know 4 powers at rank 3.

If Ta’Oudh is your Primary Skill, you also learn two additional powers at a rank equal to your Attuned advantage. If Ta’Oudh is one of your Secondary Skills, you learn one additional power at a rank equal to your Attuned advantage. The bonus powers must be of the same type as your Specialty.

Anyone attuned to the Oudh can sense attunement in others.

Sense the Oudh

Time: Minor Action Movement: NoneSkill.Check:.NoneEffect: You are able to sense the Attuned advantage in others and

whether their rank is greater than or lesser than your own.

Starblades and Darkblades

Upon gaining one rank in Attuned, it is assumed that you are a member of a martial order such as the Celestial Guardians, Ocu-lus Mortis, or the Katari assassins. You receive a single bladed melee weapon made of starmetal or darkmetal (see page 51,52), depending on the organization, for free as a symbol of your ini-tiation into that order.

Aya Sensitive

Prerequisite: Awareness as a Primary or Secondary skill

You can sense the presence of invisible aya demon-spirits. The range in which you can sense Aya is increased by a number of feet equal to your Intelligence x 5 for each rank of Aya Sensitive.

Battle Frenzy

Prerequisite: Resistance as a Primary or Secondary skill

You become enraged during battle, fighting as a berserker and ignoring your wounds. You are able to ignore some or all of the effects of a wound. Ordinarily, you suffer a cumulative -1 penalty to all skill tests for each Major Wound you have suffered. You ignore one penalty or each rank of Battle Frenzy.

Brutal

Prerequisite: Unarmed Fighting as a Primary or Secondary skill

Your damage bonus for unarmed attacks is increased by one rank.

Ranks Unarmed Damage Bonus1 +12 +1d33 +1d44 +1d65 +1d86 +2d47 +2d68 +2d8

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Consistent

Prerequisite: The skill in question is a Primary or Secondary Skill

You’re very good at what you do. You always seem to perform ad-equately and never seem to fail spectacularly. Any time you roll the following result when using this primary or secondary skill, you are able to re-roll. However, you must take the second result.

Ranks Re-Roll Range1 12 1-23 1-34 1-45 1-56 1-67 1-78 1-8

Deadly

Prerequisite: Marksmanship as a Primary or Secondary Skill

Your damage bonus for ranged attacks is increased by one rank.

Ranks Ranged Weapon Damage Bonus1 +12 +1d33 +1d44 +1d65 +1d86 +2d47 +2d68 +2d8

Expert

Prerequisite: The skill in question is a Primary or Secondary Skill

You are accomplished in a field of expertise. The die range need-ed to score a critical success using one of your primary or sec-ondary skills is increased by +1 for each rank of Expert.

Ranks Critical Success Range1 19-202 18-203 17-204 16-205 15-206 14-207 13-208 12-20

Fast Healer

Prerequisite: Resistance as a Primary or Secondary Skill

You are able to heal at a faster rate. The number of Hit Points you are able to heal per day is increased by +1.

Fierce

Prerequisite: Melee Fighting as a Primary or Secondary Skill

Your damage bonus for melee attacks is increased by one rank.

Ranks Melee Weapon Damage Bonus1 +12 +1d33 +1d44 +1d65 +1d86 +2d47 +2d68 +2d8

First Strike

Prerequisite: Awareness as a Primary or Secondary Skill

You are trained to attack first in any combat. Your Initiative score is increased by +1.

Gifted (Sorcery)Prerequisite: Sorcery as a Primary or Secondary Skill

You were born with second sight. Your mind is open to the thoughts and emotions of others. Through the study of sorcery, you can expand your mind and consciousness in order to call upon superior mental abilities and magical powers.

Power Points

You may spend Power Points to activate or sustain powers from the Sorcery tradition (see page 60).

You can spend 8 power points per rank in Gifted per day. This amount can be further increased with the Powerful advantage. Spent Power Points fully recharge after eight hours of rest and meditation.

Powers Known

You know a number of powers equal to your Sorcery skill bonus. The rank in each power is equal to your rank in the Gifted advan-tage. For example, if you have a Sorcery skill bonus of +4, and 3 ranks of Gifted, you know 4 powers at rank 3.

If you have a specialty in the Sorcery skill, such as Clairvoyant, Telekinetic, or Telepath, you learn an additional number of pow-ers. If Sorcery is your Primary Skill, you learn two additional powers at a rank equal to your Gifted advantage. If Sorcery is one of your Secondary Skills, you learn one additional power at a rank equal to your Gifted advantage. The bonus powers must be of the same type as your Specialty.

Practitioners of sorcery can sense the gift in others. Anyone with the Gifted advantage is able to detect others who possess the Gifted advantage.

Sense the Gift

Time: Minor Action Movement: NoneSkill.Check:.NoneEffect: You know if another being possesses ranks in the Attuned

advantage or not and whether that rank is greater than or lesser than your own.

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Lightning Reflexes

Prerequisite: Athletics as a Primary or Secondary Skill

You have blinding reflexes. The number of reactions you are able to perform in a single round is increased by +1.

Lucky

Prerequisite: General Knowledge as a Primary or Secondary Skill

You are very fortunate. Your maximum Karma Points is in-creased by +2.

Ranks Total Karma Points1 Starting Karma + 22 Starting Karma + 43 Starting Karma + 64 Starting Karma + 85 Starting Karma + 106 Starting Karma + 127 Starting Karma + 148 Starting Karma + 16

Personal Development

One of your attributes is increased by +1. No attribute may be increased above the maximum possible for your race.

Polymath

Prerequisite: General Knowledge as a Primary or Secondary Skill

You are a master in a variety of subjects, becoming a specialist in many fields. You gain an additional Specialty beyond the normal restriction of one per level.

Powerful

Prerequisite: Attuned, Gifted, or another Discipline

You are extraordinarily powerful. The number of Power Points you can spend per day is increased by +4.

Ranks Power Points per Day1 +42 +83 +124 +165 +206 +247 +288 +32

Talented

Prerequisite: General Knowledge as a Primary or Secondary Skill

You are a fast learner. You are able to convert one secondary skill to a primary skill or one tertiary skill to a secondary skill.

In this way, a professional may possess more than one primary skill and more than four secondary skills and a generalist may possess more than six secondary skills. Indeed, a specialist can convert one of their eight secondary skills to a primary skill.

For example, a professional begins with one primary and four secondary skills. After taking this advantage, they will have two primaries and three secondary skills, or one primary and five secondary skills.

A generalist, by contrast, begins with no primary and six second-ary skills. After taking this advantage, they will have one primary and five secondary skills or seven secondary skills.

Tough

Prerequisite: Resistance as a Primary or Secondary Skill

You are able to take a beating. You receive a +4 bonus per rank to your maximum Hit Points. This bonus is applied before any adjustment due to size.

Ranks Total Hit Points1 Starting Hit Points + 42 Starting Hit Points + 83 Starting Hit Points + 124 Starting Hit Points + 165 Starting Hit Points + 206 Starting Hit Points + 247 Starting Hit Points + 288 Starting Hit Points + 32

Unyielding

Prerequisite: Resistance as a Primary or Secondary Skill

You are especially difficult to kill. Whenever you are reduced to zero Hit Points, instead of falling unconscious and dying (see Dying, page 80), you continue to act for one round per rank. Al-though still conscious and acting, you will still lose Stamina each round unless you successfully stave off death. You immediately die if your Stamina is reduced to zero. You collapse at the end of your turn on the final round, unconscious and dying like normal.

For example, if you have three ranks of Unyielding and are re-duced to zero Hit Points, instead of dying, you may continue to act normally for three additional rounds. You will lose a point of Stamina each round. You collapse at the end of your turn on the third round, unconscious and dying.

Wealthy

Prerequisite: General Knowledge as a Primary or Secondary Skill

You are considered wealthy. Whenever your rank in this advan-tage is increased, additional funds are made available to you.

Ranks Money1 +1000 Aus2 +2000 Aus3 +5000 Aus4 +10,000 Aus5 +20,000 Aus6 +50,000 Aus7 +100,000 Aus8 +200,000 Aus

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Step 8: Purchase Equipment

Currency

All prices are given in Aus, gold coins issued as currency by the Vrildarian Empire. Any item cost listed as (R) indicates an item whose ownership is restricted to members of the military and select noble houses. Restricted items can only be purchased il-legally on the black market (see page 51).

Starting Money

New characters possess 1000 Aus with which to purchase start-ing equipment. Higher level characters begin play with 1000 Aus per level.

The Weapons Dealer

Cydoria can be a dangerous place and one is expected to carry a side arm for personal protection. Weapons shops can be found in most Cydorian settlements. No permit is required to carry any of the following weapons, suits of armor, or shields.

Melee Weapons Damage CostAxe, Battle ............................... 1d8+Strength ....................... 40Axe, Hand ................................ 1d6+Strength ....................... 30Club ......................................... 1d6+Strength .......................... - Breaks on a fumbleDagger ..................................... 1d4+Strength ....................... 20Flail ......................................... 1d6+Strength ....................... 30Hammer .................................. 1d6+Strength ....................... 30Katar ........................................ 1d6+Strength ....................... 30Mace ........................................ 1d6+Strength ....................... 30Polearm ................................... 1d8+Strength ....................... 50

Two-Handed, 10’ ReachSpear, Long .............................. 1d8+Strength ....................... 50

Two-Handed, 10’ ReachSpear, Short ............................. 1d6+Strength ....................... 30Sword, Long ........................... 1d10+Strength ....................... 60Sword, Medium ....................... 1d8+Strength ....................... 40Sword, Short ............................ 1d6+Strength ...................... 30Unarmed ................................. 1d4+Strength .......................... -

Non-lethal damage only

Melee Weapons, Restricted Damage CostAxe, Vibro- ............................... 3d8+Strength ..............8000 (R)Baton, Stun- ............................................. 3d6 ..............1000 (R)

Non-lethal (Stun damage only)Dagger, Vibro- .......................... 3d4+Strength ................800 (R)Spear, Stun- ............................................. 3d6 ..............2000 (R)

Two-handed, 5’ reach, Non-lethalSword, Monomolecular- ........................ 3d12 .........100,000 (R)

Destroys opponent’s melee weapon on a critical hit or critical parry

Sword, Vibro- ........................... 3d6+Strength ..............5000 (R)Whip, Stun-.............................................. 3d6 ................600 (R)

Entangling, 10’ reach, Non-lethal damage only

Ranged Weapons Damage Range CostBow, Long ................................. 1d8 ............ Long .............. 120

Two-HandedBow, Short ................................ 1d6 .............Med ................ 60

Two-HandedCrossbow, Light ......................1d6+2 .............Med .............. 120Crossbow, Heavy....................2d6+2 .............Med .............. 900

Two-HandedKnife, Throwing ........................ 1d3 ........... Short ................ 10Pistol, Ballistic ........................... 1d8 .............Med ................ 80

Single shot breech-loaderPistol, Ballistic ........................... 1d8 .............Med .............. 160

6 round capacityRifle, Ballistic ............................ 2d6 ............ Long .............. 900 Two-Handed, single-shot breech-loaderRifle, Ballistic ............................ 2d6 ............ Long ............ 1200 Two-Handed, 10 round magazineShuriken .................................... 1d3 ........... Short ................ 10Sling .......................................... 1d4 .............Med ................... -Javelin ....................................... 1d6 .............Med .................. 6

The Gun Runner

The following weapons are not found in legal weapon shops and must be acquired with an official permit or illegally from the black market

Ranged Weapons Damage Range CostCannon, Laser ........................... 4d8 ............... Ext ...100,000(R)

Two-Handed, med. power cell, 100 shots on a full chargeCannon, Plasma ........................ 5d6 .........V. Long ....30,000 (R)

Two-Handed, med. power cell, 20 shots on a full chargeDisintegrator ........................... 4d12 ........... Short ...........na (R)

Increases critical range +2, med. power cell, 10 shots on a full charge

Pistol, EMP ................... 2d6 vs. tech .............Med .......6000 (R)sm. power cell, 10 shots on a full charge

Pistol, Laser ............................ 1d10 ............ Long .......1000 (R)sm. power cell, 100 shots on a full charge

Pistol, Plasma ........................... 2d8 .............Med ....10,000 (R)sm. power cell, 20 shots on a full charge

Rifle, EMP .................... 4d6 vs. tech ............ Long ....24,000 (R)Two-Handed, med. power cell, 10 shots on a full charge

Rifle, Laser ................................ 2d8 .........V. Long ....12,000 (R)Two-Handed, med. power cell, 200 shots on a full charge

Rifle, Plasma ........................... 2d10 ............ Long ....90,000 (R)Two-Handed, med. power cell, 40 shots on a full charge

Stunner ..................................... 3d6 .............Med .......8000 (R)Non-lethal damage only, sm. power cell, 20 shots on a full charge

Grenades Diff Damage Radius CostGrenade, Concussion ........... 20 ......... 6d6.........5’ .........100 (R)Grenade, EMP ..................... 24 ......... 5d8.........5’ .........300 (R)

Damage to electronics and cyberdroids onlyGrenade, Frag ...................... 20 ......... 4d6........45’ ........600 (R)Grenade, Plasma ................. 24 ........ 3d10.......10’ ......1000 (R)Grenade, Smoke .................. 24 ............0 ..........15’ ..........20 (R)Grenade, Stun...................... 24 ......... 4d6.........5’ .........800 (R)

Non-lethal damage only

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The Armorer

Armorers enjoy brisk business supplying Cydorian adventurers, explorers, mercenaries, and bandits with personal body armor. The following types of armor are easily available in most settle-ments throughout Cydoria.

Light Armor AV ENC CostClothing, Heavy ..................... 1 ............0 ............................... 10Hide ....................................... 2 ............1 ............................... 40Leather .................................. 3 ............1 ............................... 60Padded/Quilted ..................... 2 ............1 ............................... 40

Medium Armor AV ENC CostBreastplate ............................ 4 ............2 ............................. 160Chain Mail ............................. 7 ............3 ............................. 490Ring Mail................................ 5 ............2 ............................. 250Scale Mail .............................. 6 ............3 ............................. 360

Heavy Armor AV ENC CostPlate, Full ............................... 8 ............4 ............................. 640Plate, Half .............................. 7 ............3 ............................. 490

Helmets AV ENC CostHelmet, Heavy ..................... +2 ............1 ............................... 50Helmet, Light ....................... +1 ............0 ............................... 30

Shields Parry ENC CostShield, Full ....................... +1d6 ............2 ............................... 90Shield, Medium ............... +1d4 ............1 ............................... 40Shield, Primitive ............... +1d4 ............1 ............................... 30 Breaks on a fumbleShield, Small .................... +1d3 ............0 ............................... 20

Military Surplus

During the War of Unification, Cydoria was flooded with alien military technology. Although illegal to own outside the military, sometimes some military surplus winds up on the black market.

Armor, Restricted AV ENC CostAssault Armor ...................... 10 ............2 ..........................na (R)Assault Armor, Light .............. 8 ............1 ..........................na (R)Ballistic Weave ....................... 5 ............1 ........................600 (R)Ballistic Weave, Heavy ........... 6 ............1 ........................800 (R)Rhakadian Silk ....................... 6 ............0 ......................1600 (R)

Phanosian Force Fields

Phanosian agents supply the following force fields to high rank-ing members of the Demetrian resistance. They are highly illegal but a few sometimes wind up on the black market.

Force Fields AV ENC CostForce Field ........................ 1-20 ............1 ......................4000 (R)

A generator worn as a backpack and chest harness. A medium power cell provides enough energy to negate 100 total points of damage from ranged attacks.

Force Shields Parry ENC CostForce Shield ...................... +1-8 ............0 ........................600 (R)

A gauntlet worn on the left forearm that projects five feet diameter wall of invisible repulsive force. A small power cell provides enough energy to provide 40 total bonuses to the wearer’s Block Reaction skill check.

General Goods and Supply

The following items are commonly available at any general store, mercantile, or dry goods store located in most settlements, towns, and cities in Eris.

Equipment CostAlchemy Kit........................................................................ 5000 Required for Guild Secrets skill checks involving alchemy.All-Purpose Survival Tool ....................................................... 50

Includes knife, screwdriver, saw, pliers, etc.Ammunition, Ballistic ................................................... 1/roundApothecary Kit ..................................................................... 100

Required for Healing skill checks involving pharmaceuticals and drugs.

Arrows and Crossbow bolts .................................1/quiver of 10Backpack, Large ..................................................................... 50

Holds six cubic feet of equipmentBackpack, Small ..................................................................... 20

Holds three cubic feet of equipmentBedroll ................................................................................... 10Blanket, winter ...................................................................... 20Bottle, Glass ........................................................................... 10 Caltrops ................................................................................. 10 Candles, 20 ............................................................................ 10

Illuminates a square radius around the holder. Easily extin-guished.

Canteen ................................................................................. 10Stores up to one quarter gallon of water.

Chain, ten feet ..................................................................... 300Supports up to 500 pounds.

Chalk, 20 pieces ..................................................................... 10 Chest (empty) ........................................................................ 20

Stores up to six cubic feet.Climbing Gear ...................................................................... 800

+4 to any Athletics skill checks involving climbing.Craft Tools .............................................................................. 50 Crowbar ................................................................................. 20

+2 to Athletics tests involving brute force. If used as a weapon, it is considered a club that does not break on a fumble.

Digi-Map ............................................................................ 7500Hand-held interface for detailed surface maps of Uruta.

Electric Lantern...................................................................... 10Illuminates a 25’ radius. Requires a power cell (tiny).

Electric Torch ........................................................................... 5Illuminates a 10’ radius. Requires a small power cell.

Filter Mask ........................................................................... 650Wearer can breathe normally in adverse environments.

Fire Paste ............................................................................. 100Binary chemical that produces flame for 12 hours.

First Aid Kit ............................................................................ 50Required to treat Minor Wounds.

Fishing Pole and Tackle .......................................................... 40-4 difficulty to Wilderness skill checks involving catching fish.

Flare Gun ............................................................................. 250Fires a chemical flare 500’ into the air.

Flare ....................................................................................... 20Hand-held chemical flare. Illuminates a 60’ radius for 1 hour.

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Flint and steel ........................................................................ 10Build a fire in one minute under normal conditions.

Fuel, 1 gallon ......................................................................... 10Bio-diesel vehicle fuel distilled from plant cellulose and animal fats.

Goggles .................................................................................. 20Protects the eyes from glare and dust.

Grappling hook ...................................................................... 10Supports up to 500 pounds.

Hammer ................................................................................ 10Ladder, 15’ ............................................................................. 10Lamp, common ...................................................................... 10 Lantern ................................................................................ 100

A lantern provides clear illumination out to a 15-foot radius for two hours on a flask of oil.

Lock ....................................................................................... 40A standard pad-lock.

Pick a Standard Pad-LockPrerequisite: Locksmith tools, lock picks or suitable substituteTime: Full Action Movement:.NoneSkill.Check: Dexterity + Subterfuge (Lock pick) + 1d20 Difficulty: 24 (Challenging)Fumble: You do not pick the lock and your lockpick tools broken.Fail: You do not pick the lock.Success: You open the lock.Critical: As success, plus you gain 1 temporary Karma Point.

Break a Standard Pad-LockPrerequisite: crowbar or suitable substituteTime: Full Action Movement:.NoneSkill.Check: Strength + Athletics (Strong) + 1d20 Difficulty: 32 (Daunting)Fumble: You do not break the lock and you take 1d4 damage.Fail: You do not break the lock.Success: You break the lock open.Critical: As success, plus you gain 1 temporary Karma Point.

Locksmith Tools ................................................................... 300Required for Guild Mysteries skill checks involving creat-ing, repairing, disabling, or bypassing mechanical locks.

Manacles ............................................................................. 150Standard issue wrist restraints.

Escape from a Pair of Manacles

Time: Full Action Movement:.NoneSkill.Check: Dexterity + Subterfuge (Palmer) + 1d20 Difficulty: 24 (Challenging)Fumble:.You remain bound and take 1d4 damage.Fail:.You remain bound.Success: You remove the manacles.Critical: As success, plus you gain 1 temporary Karma Point.

Break a Pair of Manacles

Time: Full Action Movement:.NoneSkill.Check: Strength + Athletics (Strong) + 1d20 Difficulty: 32 (Daunting)Fumble: You do not break the manacles and you take 1d4 damage.Fail: You do not break the manacles .Success: You break the manacles apart.Critical: As success, plus you gain 1 temporary Karma Point.

Mining Pick ............................................................................ 20 Mirror, small steel ................................................................ 100 Oil (1-pint flask) ..................................................................... 20

Distilled from plant oils or bondrus oils. A pint of oil will burn for 1d6 damage per round for 3d6 rounds.

Pitons, 10 ............................................................................... 10 Pole, 10’ ................................................................................. 50 Pouch, belt (empty) ............................................................... 10 Power Cell, Small ................................................................... 40

Powers hand-held devices and energy weapons.Rations, trail (2 days) ............................................................. 10Rope, hemp (20 ft) ................................................................ 10

Supports up to 300 lbs.Rope, silk (50 ft) ................................................................... 100

Supports up to 600 lbs. +2 minor bonus to athletic skill checks involving climbing.

Sack, Large (empty) ................................................................. 5Holds 6 cubic feet.

Sack, Small (empty) ................................................................. 1Holds 3 cubic feet.

Sleeping Bag, Advanced ...................................................... 500All temperature, weather-resistant.

Spade or shovel ..................................................................... 20 Spyglass ............................................................................. 1000

Provides up to x2 magnification.Survival Kit ........................................................................... 200

Includes bedroll, 6 days rations, fishing line and hooks, survival knife, all-purpose survival tool, canteen, 1 use of flame paste, 1 signal flare.

Swimming Gills .................................................................. 2000Tent, Large ........................................................................... 500

Sleeps up to 10 peopleTent, Medium ...................................................................... 100

Sleeps up to 4 peopleTent, Small ............................................................................. 50

Sleeps 1-2 peopleTorch, 10 ................................................................................ 10

Illuminates a 15-foot radius for one hour. If used as a weapon, it is considered a club (wielded with a –2 situ-ational penalty), except that it does not inflict normal damage and a fumble or critical hit will also extinguish the brand. It inflicts 1d4 fire damage.

Trauma Kit ......................................................................... 1200Field surgery kit, required to treat major wounds.

Water Purifier ...................................................................... 150Disposable filters good for two gallons of water.

Waterskin .............................................................................. 10Carries up to a half gallon of water.

Whetstone ............................................................................. 10Used to keep weapons sharp.

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The Transport Dealer

The world of Uruta is home to several strange and archaic forms of conveyance. Most are available from the local livery stables and trader. More technically advanced vehicles are outlawed and only available on the black market. One can rent a mount or a transport for one day for one percent of the cost.

Mounts and Transportation CostAir Barque (charter) ...................................................... 500/day

Old slow multi-purpose civilian flier.Air Liner (charter) ...................................................... 5,000/day

Large flier capable of carrying hundreds of passengers.Air Pinnace (charter) .................................................. 1000/day

Small flier used as tenders or assault craft for one pilot and up to twenty passengers

Air Skiff ........................................................................... 50,000Small flier for one pilot and up to ten passengers.

Air Transport (charter) ................................................ 2000/dayMedium flier with a crew of two to ten capable of hauling thousands of tons of cargo or up to fifty passengers.

Anator .................................................................................. 200Tall riding lizard mount, equivalent to a horse.

Bondrus ............................................................................... 500Semi-aquatic riding hippo, used as a beast of burden by the Fornaczians.

Cart or Buggy ....................................................................... 150Seats two.

Coach or Carriage .............................................................. 1000Seats two up front and up to four in an enclosed passen-ger compartment.

Girah .................................................................................... 200Giant four-legged reptiles of the western desert, used as a beast of burden, equivalent to a mule or ox.

Ground Car ................................................................ 10,000 (R)A rugged four-wheel-drive vehicle for one driver and one to five passengers.

Ground Cycle ................................................................ 5000 (R)A rugged two to four-wheeled off-road vehicle ridden by one or two people like a mount.

Ground Transport, Large............................................20,000 (R)An eight-wheeled heavy vehicle for one driver and one to three passengers with an enclosed cargo bed. Equivalent to an off-road delivery van.

Ground Transport, Small............................................15,000 (R)Similar to ground cars but with a cargo bed for light loads. Equivalent to a four-wheel-drive pick-up truck or van.

Land Skimmer ............................................................ 50,000 (R)Phanosian hovercraft that fly no higher than ten feet above

the ground. Many were used during the War of Unification and twelve-year-old junkers can still be found everywhere, despite their illegality.

Wagon ................................................................................. 350Seats two up front and up to six in the back.

Passage and Shipping

For long-distance travel, one may purchase passage on a air-liner. Travel from Eris to one of the City-States of Cydoria generally takes three to four days.

Passage CostFirst Class Accommodations ............................................5/mile

Luxurious sleeping cabin, fine meals, excellent service.Second-Class Accommodations .......................................1/mile

Small sleeping cabin, adequate meals, standard service.Steerage ................................................................... 1/10 miles

No cabin, shared hold, minimal meals, no service.Shipping ..................................................... 1/100 lbs/100 miles

The Slave Trader and Service Broker

The Vrildarian Empire condones and encourages the ownership and trade of slaves, human or otherwise. Slaves can be inden-tured debtors, petty criminals, the citizens of conquered en-emies, or captured barbarians. Likewise, the services of retainers, both free and enslaved, can be hired for the day through a local broker. Most retainers are assumed to be level 1. The services of higher level retainers can be obtained, but the price doubles for each increase in level.

Retainers Hire SlaveBarber .......................25/Shave and a Haircut ....................... naBearer ................................................. 50/day ................... 1000Courtesan ...................................... 300/night ................... 6000Entertainer ........................100/performance ................... 6000Eunuch .............................................. 200/day ................... 4000Guide, City ........................................ 100/day ....................... naGuide, Wilderness ............................ 500/day ................ 20,000House Servant .................................. 200/day ................... 4000Laborer ............................................... 50/day ................... 1000Mercenary/guard ............................. 300/day ................... 6000Messenger/Courier ........... 10/message/mile ....................... naSpecialist....................................... 1000+/day .............. 50,000+

Daily Expenses

Daily Expenses CostBanquet (per person) .......................................................... 100Bath ....................................................................................... 10Bed in a Common Room ........................................................ 50Expedition Supplies ............................................10/person/day

Expedition supplies include sufficient water, food prepa-ration supplies (not including the food itself, see Meals below), toiletries, and other basic consumables.

Meal, Subsistence (per person) ............................................... 5Meal, Adequate (per person) ................................................ 10Meal, Fine (per person) ......................................................... 20Room, Adequate .................................................................. 100Room, Exceptional ............................................................... 500Room, Fine .......................................................................... 200Room, Luxurious ................................................................ 1000Room, Poor ............................................................................ 10

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The Metamorphologist

Metamorphologists sell alchemical potions that cause strange temporary (but sometimes permanent) changes in body mor-phology or chemistry within those who imbibe them. Potions are made with volatile ingredients and lose their potency 8 days after purchase.

Metamorphic Potions CostAdaptation ........................................................................... 800

You are immune to the effects, including damage, from heat and cold, for 1d8 minutes.

Agility................................................................................... 800Your Agility is increased by 8 for 1d8 minutes.

Antidote ............................................................................. 1000A single dose of this antidote will immediately neutralize any poison or venom.

Armor .................................................................................. 600Your skin becomes a thick leathery hide, granting you 4 AV of armor for 1d8 minutes.

Claws ................................................................................... 400Your hands grow steel-hard claws for 1d8 minutes. The claws do 1d8 damage on a successful unarmed attack.

Darkvision ............................................................................ 200Your eyes reconfigure to allow you to see in total darkness for 1d8 hours. Towards the end of the duration, you feel a tingling sensation in your eyes. One hour later, your eyes revert to normal.

Electric Touch ...................................................................... 600Your touch carries an electric shock, doing 1d8 non-lethal damage + stun on a successful unarmed attack.

Fire Breath ......................................................................... 1000You gain the ability to produce a caustic emission from your mouth, doing 1d8 damage in a 5-foot area effect at a range of up to 30 feet on a successful ranged attack.

Gills ..................................................................................... 200Your lungs mutate, allowing you to breathe only water for 1d8 hours. Towards the end of the duration, you feel a tingling sensation in your lungs. One hour later, your lungs revert to normal.

Pheromones ........................................................................ 400You emit a powerful pheromone, granting you +2 to all Influence checks for 1d8 minutes.

Regeneration ..................................................................... 1000You regenerate 4 Hit Points per round for 1d8 rounds.

Shapeshifting ....................................................................... 600You can alter your appearance. For 1d8 minutes you have +8 bonus to Subterfuge checks when impersonating some-one you have seen before.

Speed ................................................................................... 400Your Movement Rate is doubled for 1d8 minutes.

Stamina ............................................................................... 600Your Stamina is increased by 8 for 1d8 minutes.

Strength ............................................................................... 800Your Strength is increased by 8 for 1d8 minutes.

Sustenance .......................................................................... 200You do not need water or food for 1d8 days.

Wings ................................................................................... 600Wings sprout from your back, allowing you to fly at your Movement Rate for 1d8 minutes. Towards the end of the duration, you experience a tingling feeling. One minute later, the wings fall off.

The Black Market

The following goods are illegal to manufacture, sell, or own. They are either made and sold by techno-heretics or are smuggled onto Uruta by off-world blockade runners.

Equipment, Restricted CostChameleon Suit ......................................................... 50,000 (R)

+4 to Subterfuge skill checks involving hiding or sneaking.Computer .................................................................. 10,000 (R)

Optical computer with holographic memoryDatapad ........................................................................ 5000 (R)

Lightweight hand-held optical computerDisguise Kit ................................................................... 4000 (R)

+4 to Subterfuge skill checks involving disguises.Electric Fantasy (sex robot) ..........................................5000 (R)

“Realistic” simulacra used in brothels and sleazy dives.Electronics Toolkit.........................................................2000 (R)

Required for Guild Secrets skill checks involving electron-ics.

Forgery Lab ................................................................... 5000 (R)+4 to Subterfuge skill checks involving forgery.

Forgery Toolkit .............................................................. 2000 (R)Required for Subterfuge skill checks involving forgery.

Holocam .................................................................... 10,000 (R)Stores up to 100 hours of images in holographic memory

Holoprojector ............................................................... 5000 (R)Projects over a 30 ft radius

Jump Harness ............................................................ 25,000 (R)A body suit that allows the wearer to dial up or down the effect gravity has on their body anywhere from full to zero. The character still maintains their mass and momen-tum.

License, Forged ........................ one-tenth the price of the itemA false Imperial license for a restricted black market item.

Mechanics Toolkit .........................................................2000 (R)Required for Guild Secrets skill checks involving mechan-ics.

Medical Scanner ........................................................... 3000 (R)Restricted, -4 difficulty to all Healing skill checks.

Medi-Kit ........................................................................ 2400 (R)Advanced medical equipment, -4 difficulty to all Healing skill checks against minor or major wounds, doubles Hit Points restored from treatment of wounds.

Meta-Lingual Translator ...............................................4000 (R)Provides instant translation for all known languages

Neuro-Stims .................................................................... 200 (R)Stimulates pleasure centers of the brain, highly addictive. Reduces the effect of pain. Allows user to negate penalties from major wounds.

Power Cell, Medium .....................................................2000 (R)A backpack-sized power supply. Powers a room, vehicle, laser rifle, disintegrator, or plasma gun.

Regeneration Tank ..................................................100,000 (R)Restricted, x2 Hit Points restored from daily healing.

Sensor Goggles ............................................................. 2500 (R)Allows wearer to see in near darkness.

Thrust Pack ................................................................ 55,000 (R)A backpack filled with chemical propellant, provides thrust when wearing a jump harness. Allows the character to fly at 100 ft/round.

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Notes on Weapons and Equipment

Prior to the invasion of the alien Malusians twenty years ago, the technology level of Cydoria had been carfully guarded and maintained by the secret society known as the Syntechnium. Through its monopoly over all technological training and tech-nical advancement, the religious devotion of its members, and the supression of technological innovation, the powerful order preserved a static level of technology roughly equivalent to that of early twentieth-century Earth for untold centuries.

Contact with alien species has allowed anachronistic items of ad-vanced technology to creep in, however. Today, one might find hovercraft, force field generators, laser weapons, and other illegal technologies on the black market and in use by rebels and out-laws of all types.

Armor

A character may wear only one type of armor at a time. If the character wears armor over their natural protection, such wear-ing chain mail over a scaly hide or chitinous exoskeleton, they may use the total AV of the armor with the higher value and half the AV, ignoring fractions, of the armor with the lower value.

Armor is often heavy and encumbering. See the section on En-cumbrance below for additional drawbacks of armor.

Assault Armor

A suit of alien plate armor made of advanced lightweight alloys. Assault armor is only issued to elite guards and shock troops and is not generally available for purchase.

Ballistic Weaponry

Ballistic weaponry is a native Cydorian Guild-approved tech-nology dating back at least two centuries. Ballistic weapons use explosive compounds to fire a metal projectile, such as a ball, bullet, or dart, at high sub-sonic velocities. Ballistic pistols hold 6 rounds while rifle magazines carry 10 rounds.

Ballistic Weave

A lightweight tunic woven from advanced alien fabrics that re-sists ballistic ammunition. Protective tunics were made avail-able to officers and nobles of both sides during the war. Ballistic weave can be worn under other types of armor. The armor with the greater AV protects at full value while the armor with the lesser AV protects at half value, ignoring fractions.

The Black Market

Ownership and use of advanced technology is restricted to the Imperial military, select members of the aristocracy, or autho-rized agents thereof. Possessing any restricted item without an official license and proper identification will result in conse-quences ranging from simple confiscation and stiff fines for a medi-kit or power cell to public mutilation or execution for alien weapons or armor. The exact punishment varies based on the corruption of the authority in question and may be avoided with a bribe equal to one fifth the cost of the item. Many artifact hunt-ers carry forged licenses to avoid the hassle.

It is , of course, illegal to sell proscribed technology. However, if one knows the right people, and has enough gold, one can pur-chase illegal or restricted items on the black market. These items are either surplus from the War of Unification or are smuggled onto Uruta by Tsirisian pirates and sold in exchange for anemoi or Thorium. Disreputable resellers then sell the items out of warehouses, back store-rooms, or at secret rendezvous out in the desert.

Purchase a Restricted Item

Purchasing an item with a listed price labelled (R) requires making inquiries to the right people and setting up clandestine meetings, a process that can take hours.

Time: 3 hours Movement: All over townSkill.Check: Intellect + General Knowledge (Criminal) + 1d20 Difficulty:.20 (Difficult), 24 (Challenging) if in an unfamiliar cityFumble:.You fail to purchase the item and lose half the purchase

cost in the process.Fail:.You fail to purchase the item and lose a tenth of the purchase

cost in the process.Success:.You purchase the item for.the regular price.Critical:.You purchase the item at half-price.

Darkblades

Darkblades are bladed weapons made of a mysterious metal that, when used by one skilled in the art of Ta’Oudh, absorbs all light. Darkblades are extremely rare and are only used by the mysteri-ous Katari Assassins.

Mechanically, darkblades are identical to starblades. The AV of any physical armor is halved against the damage of a darkblade.

Disintegrators

The disintegrator is an especially deadly advanced weapon creat-ed by the Rhakadians. The disintegrator causes molecular bonds to lose cohesion, converting whatever it strikes into low-energy plasma which quickly dissipates into gas. Disintegrators are ex-clusively available to members of the Grey Triad. Disintegrators are powered by medium power-cells and can fire 20 shots on a full charge.

EMP Weapons

EMP weaponry uses advanced alien technology to generate a high-energy pulse of electromagnetism. This pulse has the ef-fect of shorting out electrical systems, melting wires and compo-nents. All electronics so affected are rendered inoperable and re-quire extensive repairs. EMP weapons are highly effective against alien technology, cyberdroids, and aya. The Vrildarian Empire restricts their use to the military though they occasionally can be purchased on the black market.

Encumbrance

You can only carry so much equipment before the weight starts to slow you down. Add up the encumbrance (ENC) of all the equipment you carry. If the total is over your Strength score, you are carrying too much weight. Each point of ENC over your Strength results in a -1 cumulative penalty from all Stamina and Agility skill checks as well as -5’ from movement. Armor is gen-erally the heaviest item you will wear and the ENC value for each type of armor is listed with that armor. The ENC of other items of equipment can be determined using the following guidelines.

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Item ENCMelee and Ranged Weapons (1d4 damage or less) +0Melee Weapons (1d6+ damage) +1Pistols (each 2 carried) +1Rifles, bows, crossbows +1Grenades (each 4 carried) +1Full Backpack, large (80 lbs), equivalent equipment +2Full Backpack, small (40 lbs), equivalent equipment +1

For example, a character with a Strength of 5 wears full plate mail (+4 ENC) and a heavy helmet (+1 ENC) and carries a sword (+1 ENC), a medium shield (+1 ENC), and a pistol (+0 ENC). The character’s total encumbrance is 7, 2 greater than the character’s Strength. The character suffers -2 major penalty to all Stamina and Agility skill tests and -10’ to his Movement Rate.

Fuel

There are no fossil fuels on Uruta. All fuel for internal combus-tion engines is biodiesel distilled from plant cellulose and bon-drus fat. Biodiesel stills can be found in most cities with over ten thousand residents and fuel can be purchased from storage res-ervoirs located in any city with over a thousand residents, or on commonly traveled routes. Such refueling stations are subjected to bandit and air-pirate attacks so they are usually well-defended fortresses.

Force Fields

Force fields are an advanced Phanosian technology employing high-energy artificial anti-gravity fields to redirect projectiles and high-energy pulses. Other types of armor can be worn under force fields with no reduction in AV. Force fields come equipped with sophisticated sensors that immediately react to any incom-ing attack, negating up to 20 points of damage from attacks of a certain type: melee or ranged. Any attack over 20 points of damage causes the projectors to short out, rendering the force field inoperable until repaired. Force shields require small pow-er packs to function while force fields require medium power packs. Both are capable of operating for 8 continuous hours on a full charge.

Repair a Force Field

Alien technicians and those trained in Guild Mysteries are able to repair malfunctioning force fields.

Prerequisite: Electronics ToolkitTime: 1 hour Movement:.NoneSkill.Check: Intellect + Guild Mysteries (Electronics) + 1d20 Difficulty: 20 (Difficult)Fumble: You destroy the force field beyond repair.Fail: You do not repair the force field.Success: You repair the force field.Critical: You repair the force field and gain 1 temporary Karma Point.

Laser Weapons

Laser weapons fire a beam of coherent light energy in a brief pulsing flash. Lasers are the standard weapon technology of the Phanosian military and were supplied in limited quantities to the Coalition assault troops during the war. Today, Phanosian agents are still able to smuggle laser weapons to the Demetrian Resis-tance and a few have found their way to the black market. La-ser pistols require small power cells while rifles require medium power cells. Laser weapons can fire 100 shots on full charge.

Monomolecular Weapons

Monomolecular weapons are advanced Rhakadian blades with an edge sharpened to a width of a single molecule. This gives the blade an incredible sharpness. Monomolecular swords have been presented as gifts to Imperial nobles and are available for purchase by members of the nobility. Their sale is otherwise re-stricted but a few have become available on the black market. Monomolecular weapons require small power powers to func-tion and can operate for 1 continuous hour on a full charge.

Permits and Licenses

Restricted items can be purchased legally by anyone with a valid permit or license. Permits are only available to those of noble birth or those in the specific service of a noble, such as guards, castellans, agents, etc. Game masters may decide that characters are in the service of such a noble and possess the legal permit. If so, the character may purchase any item on the list at the stan-dard price. Items purchased with a permit must be returned over to the noble at the end of their service.

Plasma Weapons

Plasma weapons are advanced Rhakadian energy weapons that fire small pulses of high energy plasma contained within a mag-netic bubble. The bubble bursts on impact causing the plasma to explode.

Plasma weapons are issued to Rhakadian guards and soldiers and were supplied to Imperial shock troops during the war. Since the war, they have been made available to noble houses. They are easily available on the black market. Plasma pistols require small power cells while rifles require medium power cells. Plasma weapons can fire 20 shots on a full charge.

Shields

Shields add to the combatant’s Parry reaction skill check. Char-acters must meet the shield’s minimum Strength requirements in order to properly use the shield in combat.

Starblades

Any bladed weapon can be manufactured of starmetal. Starmetal weapons are extremely rare. Only the Celestial Guardians know the secret of their manufacture. One must be initiated into the membership of the Celestial Guardians . They are occasionally found on the black market for exorbitant prices, obtained by de-feating a Celestial or by theft. No celestial guardian, no matter how disgraced, will ever willingly part with their starblade, and the starblades of dead Celestials are to be returned to the Citadel of Ka.

Starmetal is stronger and sharper than conventional steel. The AV of physical armor is halved against the damage of a starblade. Starmetal glows when wielded by someone who is attuned to the Oudh (see Attuned, page 43).

Starmetal Shields

Shields made of starmetal are exceptionally rare. Such shields add +1 to their effective parry bonus. Especially exquisite starmetal shields add +2 or +3 to their effective parry bonus. Such shields are priceless.

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Stun Weapons

Stun weapons work by overloading the nervous system of the victim, causing temporary paralysis. Damage from stun weapons is always non-lethal. If a victim’s Hit Points are reduced to zero as a result of non-lethal damage, the victim is rendered uncon-scious. Stun batons are used primarily by guards and overseers. The sale of stun weapons is restricted but they are easily available on the black market. Stun weapons require small power cells to operate and can fire 100 shots on a full charge.

Vehicles

Electric vehicles are quite common in the city-states with their broadcast power. Internal combustion vehicles are generally reserved for long-distance travel. Given the relative scarcity of fuel and rarity of vehicles, there are few roads on Markania and therefore most long-distance travel is done overland in rugged four-wheel drive cross-country vehicles.

Vibro-weapons

Vibro-weapons are advanced weapons of Tsirian design. They blades of these weapons vibrate at ultrasonic frequencies to in-crease their effective sharpness. Vibro-weapons have been im-ported by the Rhakadians but their sale is strictly controlled. They are especially popular in the gladiatorial arenas of the Im-perial cities. Although heavily restricted, they are sometimes imported by Tsirisian smugglers and are available on the black market. Vibro-weapons require small power cells to function and can operate for 1 continuous hour on a full charge.

Step 9: Name, Personality, and AppearanceThe final step in creating a character is perhaps the most impor-tant. The player must choose a name for the character, establish a personality that will be fun to role-play, and describe how the character appears to others.

Name

A name should be indicative of the culture of the character. Each cultural background includes example names for that culture. Use these for inspiration or invent your own.

Personality

A good personality helps distinguish you from those of the other players’ characters. Consider your attitude. Are you friendly or stand-offish? Bitter or optimistic?

Also think about the character’s morality. Do you do what’s right regardless of the circumstances? Are you willing to look the oth-er way or bend the rules when necessary? Are you amoral with no sense of right or wrong? Perhaps you are completely immoral, caring for no one but yourself.

Appearance

Your character’s appearance says a lot. Are they a grizzled old vet-eran with a week’s growth of stubble? Are they a purple-skinned factotum with bushy pink eyebrows?

Distinctive Features

You possess one or more unusual features that make you memo-rable and immediately identifiable. It could be a scar, a feature of unusual color or shape, large or small size, etc. Roll 1d12 or choose a distinctive feature:

1. Eyes2. Forehead3. Eyebrow(s)4. Skin wrinkles or coloration5. Nose6. Mouth, teeth or tongue7. Arms, hands, or fingers8. Legs, feet, or toes9. Chin10. Ear(s)11. Hair style, texture, or coloration12. Body hair

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Many beings in Uruta possess powers and abilities beyond those of mortal beings. These special individuals have learned to bend the incredible energy of the Oudh to their will. The Oudh is an energy field that surrounds and permeates Uruta. It is gener-ated by ancient technologies of immeasurable power that once shaped the very surface of the world and beyond. Today, the ori-gin and purpose of the Oudh is a mystery lurking behind many legends and myths. Individuals capable of manipulating the Oudh cloak their abilities under the shroud of magic, mysticism, and the occult.

TraditionsThere are many ways to access supernatural powers. Exiled in Eris refers to each path, discipline, school, or order as a “tradition”. The two most well-known traditions are Sorcery and Ta’Oudh. Others include Evocation and Shamanism, which are outside the scope of this rule book.

Each tradition channels the Oudh in a different way with dif-ferent effects. To learn the powers within a tradition, one must first acquire the advantage associated with that tradition as well as learn the skill associated with that tradition. The advantage allows you to spend Power Points on powers from that tradition. The skill allows you to learn powers from that tradition. One is useless without the other. Both must work in tandem.

Learning PowersRanks in Powers are not acquired at each level like ordinary ad-vantages. One acquires ranks in Powers by learning, study, and practice.

Anyone trained in either the Ta’Oudh or Sorcery skill may learn Powers from their respective traditions. You know a number of powers equal to your skill bonus in that discipline, plus two ad-ditional powers if that skill is your Primary Skill, or plus one ad-ditional power if that skill is one of your Secondary Skills. The additional powers must be of the same type as your specialty. The ranks of all your powers are equal to your ranks in your dis-cipline advantage.

Power Points Unlike regular advantages, which are permanent and do not re-quire activation, Powers cost Power Points to activate and have limited durations.

Ordinary humans are blind to this power and are unable to spend Power Points. Someone who has been awakened to the secrets of the Oudh through one of the mystical traditions, however, are able to act as a conduit for this power and channel it to their will.

Technically, someone trained within a supernatural tradition may draw upon the essentially infinite amount of power from the world around them. Unfortunately, humans are fragile con-duits so they may only channel a limited amount of power before they burn out their delicate nervous system. This is represented in game terms by providing such characters a limited number of Power Points they can spend per day.

Once you’ve spent the maximum number of Power Points per day, 8 hours of sleep will re-set your maximum.

The Power Point cost to activate or sustain each power increases as its rank increases. You can always opt to use any power that you know at a lesser rank at a lower Power Point cost.

Desperate characters may spend more Power Points than their daily limit allows at the risk of taxing their health.

Power Up

Prerequisite:.You are trained in a Tradition Advantage.Time: Minor Action Movement: None Skill.Check: NoneEffect: You sacrifice 1d4, 1d6, 1d8, or 1d10 Hit Points to temporarily

increase the maximum number of Power Points you can spend that day by another roll of the same type of die.

Special: These lost Hit Points are recorded as a minor or major wound, depending on how many were lost.

Supernatural Powers

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SorcerySorcery is the application of psychic abilities. Sorcerers cloak their abilities under the shroud of occultism, mysticism, and magic.

Who can use Sorcery?

Sorcerers are born “gifted” (see the Gifted advantage, page 44). The gift typically manifests during puberty though some latent Sorcerers do not manifest until much later in life.

Hands-FreeSorcerers normally require both hands free in order to utilize their powers. Some artifacts may act as psychic focuses, allowing the sorcerer to hold the artifact in one or both hands and still use a power with no ill effects. Additionally, a sorcerer can use a pow-er with just their minds for twice the normal Power Point cost.

Sorcerous Powers

Sorcerous powers come in three primary groups: Clairvoyance, Telekinesis, and Telepathy. There are other groups but they are outside the scope of this rule book.

Clairvoyance

You can observe remote locations as if you were an invisible intangible presence in that location. You can see, hear, smell, and feel, but you are unable to interact with the location in any way. You are invisible and undetectable by anyone without the clairsentience power. Other clairvoyants can detect your pres-ence and those of equal or greater rank can banish you.

Telekinesis

You manipulate physical objects at a distance and form con-structs and weapons out of pure kinetic force. You are able to perform any of the following telekinetic feats at a rank equal to your telekinesis rank and skill bonus. Some telekinetic powers can be maintained over several rounds as long as you are able to keep your concentration.

Maintain Telekinesis

You must concentrate on maintaining anything created with or levitated by telekinesis.

Prerequisite:.You ended your previous turn using a telekinetic pow-er and you have taken no damage since the end of your last turn.

Time: Major Action Movement: 5’ Skill.Check: NoneEffect: You maintain the telekinetic power at no additional Power

Point cost.

Telepathy

You can listen to the thoughts of others as if they were your own. You can also transmit your thoughts to others, or cause others to think certain thoughts, come to a conclusion of your choice, or perform actions at your direction.

Additional Minds

Telepathic powers are ordinarily only used against a single op-ponent. You can increase the number of opponents affected by any telepathic power by increasing the effective rank and power point cost of the power. Additional simultaneous psychic attacks, illusions, or mind control attempts are resolved separately.

Ranks Minds+1 2+2 5+3 10+4 20+5 50+6 100+7 200+8 500

Banish (Clairvoyance)Prerequisite: Scry.

You disrupt the scrying of another clairvoyant or equal or lower rank.

Time: Major Action Movement: NoneRange: You must be present in the area being scryed upon in order

to banish the scryer.Skill.Check: NoneEffect: You reduce the effective rank of any scry by -1 per Power

Point spent.

Ranks Power Points1 12 23 34 45 56 67 78 8

Construct (Telekinesis)Prerequisite: Levitate Object.

You are able to create a basic three-dimensional shape out of pure kinetic force. Examples include disks, cubes, spheres, bridges, walls, etc. The size of these constructs is based on your rank in Telekinesis. The constructs have no mass and normally have no movement. Movement can be imparted as per Telekinesis power. The construct lasts as long as the creator concentrates on it. The constructs can support an amount of mass equal to that of the telekinesis power. Should the construct be overloaded, it will be-gin to fade and will disappear at the beginning of the creator’s next turn. The constructs have no hit points and do not impede high energy attacks.

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Time: Full Action Movement: 5’ Range: 10’ per Power Point spentSkill.Check: Intellect + Sorcery (Telekinetic) + 1d20Difficulty: SpecialEffect:.You create a simple construct that can support weight, do

damage, or immobilize an opponent (your choice)Special: The construct will remain in existence until the beginning of

your next turn. You may maintain the telekinetic construct as long as you are able to concentrate (see Maintain Telekinesis).

Ranks Size Mass Power Points1 Tiny 10 lbs 12 Small 20 lbs 23 Medium 50 lbs 34 Large 100 lbs 45 Huge 200 lbs 56 Giant 500 lbs 67 Monstrous 1000 lbs 78 Gargantuan 2000 lbs 8

Anyone caught within the boundaries of a construct may use their reaction to Dodge vs. your skill check in an attempt to get out of the way. A person caught inside a construct is essentially trapped within a solid object. They cannot move or go prone. Their only allowed actions include Escape, Delay, Ensure, Re-sist, Recover, or any use of Sorcery other than Flight. Attempts to Escape are made vs. the construct’s effective Strength + your Ta’Oudh skill + 10. A successful Escape immediately ends the entrapment.

Ranks Effective Strength Power Points+1 1 1+2 2 2+3 3 3+4 4 4+5 5 5+6 6 6+7 7 7+8 8 8

Constructs can also be used as melee weapons. Note that if the Sorcerer takes any damage, the weapon disappears and a new one must be generated.

Ranks Damage Power Points1 1d8 42 2d8 83 3d8 124 4d8 165 5d8 206 6d8 247 7d8 288 8d8 32

Flight (Telekinesis)Prerequisite: Levitate Object.

You are able to levitate yourself off the ground.

Time: Minor Action Movement: Flight MR (see below)Skill.Check: NoneEffect: You are able to move through the air at your Flight MR.Special: See Maintain Telekinesis (page 55).

Ranks Flight MR Power Points1 5’ (1/2 mph) 22 10’ (1 mph) 43 20’ (2 mph) 64 50’ (5 mph) 85 100’ (10 mph) 106 200’ (20 mph) 127 500’ (50 mph) 148 1000’ (100 mph) 16

Illusion (Telepathy)Prerequisite: Read Minds.

You create a realistic illusion visible and/or audible by a single subject within range. The illusion is purely telepathic and will not be visible to electronic sensors. However, anyone viewing an electronic image, but still within sight of you, will believe they see the illusion on the electronic image as well.

Time: Full Action Movement: 5’ Range: SightSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20 Difficulty: Special Effect:.You create an illusion in the mind of one opponent. One be-

ing you can see must succeed at an Resist reaction against a Dif-ficulty equal to your Intellect + Sorcery (Telepath) + 10. If they fail, the opponent believes the illusion is real. You choose how the op-ponent reacts to the illusion. They will either use the Sprint action to flee, the Hide action, or be preoccupied by fighting or studying the illusion until they succeed at a Recover action. An opponent is fooled by an illusion for 1 round per 2 Power Points spent.

Special: The opponent may use their reaction to Resist vs your skill check to immediately negate the effect. They may repeat the at-tempt every subsequent round at the end of your turn. You can affect multiple opponents by increasing the effective rank and Power Point cost (see Additional Minds, page 55).

Ranks Duration Power Points1 1 22 2 43 3 64 4 85 5 106 6 127 7 148 8 16

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Levitate Object (Telekinesis)You cause an object to slowly levitate, defying gravity. The object in question still has mass. By further concentrating on the object, you can impart motion or manipulate the object as if you had invisible hands and fingers.

Time: Full Action Movement: 5’ Range: SightSkill.Check: Intellect + Sorcery (Telekinetic) + 1d20Difficulty: SpecialEffect: You levitate an object, cause it to move, or manipulate it

(your choice).Special: See Maintain Telekinesis (page 55). Living creatures may use

their reaction to Resist vs. your skill check to immediately negate the effect.

Ranks Mass Power Points1 10 lbs 22 20 lbs 43 50 lbs 64 100 lbs 85 200 lbs 106 500 lbs 127 1000 lbs 148 2000 lbs 16

You can impart motion to a levitating object by increasing the effective rank and Power Point cost of the power without affect-ing the mass.

Ranks MR+1 5’ (1/2 mph)+2 10’ (1 mph)+3 20’ (2 mph)+4 50’ (5 mph)+5 100’ (10 mph)+6 200’ (20 mph)+7 500’ (50 mph)+8 1000’ (100 mph)

You can also concentrate in order to employ fine manipulation of an object, allowing you to type onto a keyboard, use or fire a weapon, operate equipment, etc. Each increase in Dexterity increases the effective rank and Power Point cost of the power without affecting the mass.

Ranks Dexterity+1 1+2 2+3 3+4 4+5 5+6 6+7 7+8 8

Mind Control (Telepathy)Prerequisite: Read Minds.

You control the actions of those with weak wills.

Time: Full Action Movement: NoneRange: SightSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20Difficulty: SpecialEffect: The victim will perform 1 major action per turn at your men-

tal command per 2 Power Points spent.Special: The opponent may use their reaction to Resist vs your skill

check to immediately negate the effect. They may repeat the at-tempt every subsequent round at the end of your turn. You can affect multiple opponents by increasing the effective rank and Power Point cost (see Additional Minds, page 55).

Ranks Duration Power Points1 1 22 2 43 3 64 4 85 5 106 6 127 7 148 8 16

Nullify (Telepathy)You cancel or diminish any Sorcery power you can see.

Trigger: Someone you see spends Power Points to activate or sustain a Sorcery power.

Time: Reaction Movement: NoneSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20Difficulty: Opponent’s Skill CheckFumble: No effect. The expended Power Points are lost.Fail: You nullify 1d4 of your opponent’s expenditure of Power Points

per 4 Power Points spent.Success: You nullify 1d8 or your opponent’s expenditure of Power

Points per 4 Power Points spent.Critical: You nullify 8 of your opponent’s expenditure of Power

Points per 4 Power Points spent.

Ranks Power Points Nullified Power Points

1 1d8 42 2d8 83 3d8 124 4d8 165 5d8 206 6d8 247 7d8 288 8d8 32

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Psychic Defense (Telepathy)Prerequisite: Psychic Shield.

You create sustained mental defenses to preemptively protect yourself from psychic attacks.

Time: Full Action Movement: NoneEffect: Your Psychic Armor Value is increased by +4 per 8 Power

Points spent for 8 minutes. This Armor Value has no effect against physical attacks. Psychic armor completely negates telepathy, illu-sion, and mind control of equal or lesser rank.

Ranks Psychic Armor Value Power Points

1 +4 82 +8 163 +12 244 +16 325 +20 406 +24 487 +28 568 +32 64

Psychic Attack (Telepathy)Prerequisite: Read Minds.

You cause pain in the mind of your opponent.

Time: Full Action Movement: Half-MRRange:.ShortSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20Difficulty: 16Fumble: As Fail but you also suffer 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: You inflict 1d6 damage per 4 Power Points spent, ignoring

any physical armor value.Critical: You inflict 2d6 damage per 4 Power Points spent, ignoring

any physical armor value.Special: Force Fields completely negate this attack. Opponents may

use a reaction to Resist vs. your skill check for half damage.

Ranks Damage Power Points1 1d6 42 2d6 83 3d6 124 4d6 165 5d6 206 6d6 247 7d6 288 8d6 32

Area Effect

Your psychic attack can effect all creatures within range of its epicenter. Each +1 increase in rank adds 5 feet to the radius of area of effect. Victims may Resist vs. your skill check to negate the damage. The Dive and Duck reactions have no effect on this attack.

Psychic Shield (Telepathy)Prerequisite: Read Minds.

You create an instant barrier against psychic attacks.

Trigger: You are the target of a psychic attackTime: Reaction Movement: NoneEffect: Your Psychic Armor Value is increased by +4 per 4 Power

Points spent until the beginning of your next turn. This Armor Value has no effect against physical attacks and is in addition to that granted by Psychic Armor. Psychic shields completely block telepathy, illusion, and mind control of equal or lesser rank.

Ranks Psychic Armor Value Power Points

1 +4 42 +8 83 +12 124 +16 165 +20 206 +24 247 +28 288 +32 32

Read Minds (Telepathy)You read the surface thoughts of your subject. The subject must either be within sight of you or personally known by you if out of sight.

Time: Full Action Movement: Half-MRRange:.SpecialSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20Difficulty: 20 (Difficult)Fumble: As Fail but you also suffer 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: You know the surface thoughts and intentions of a given

subject as long as they are within the indicated range.Critical: As success, but you gain +1 temporary Karma Point.Special: Force Fields completely block this power. Opponents may

use a reaction to Resist vs. your skill check to block this power.

Ranks Range Power Points1 5’ 22 50’ 43 500’ 64 1 mile 85 10 miles 106 100 miles 127 1000 miles 148 Anywhere 16

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Scry (Clairvoyance)Scrying allows you to see and hear remote locations as if you were present at that location. You must concentrate on the loca-tion to be viewed and may take no other actions while scrying. You may not use any powers remotely. Force fields, anti-psychic fields, psychic shields, and similar powers and technologies are opaque to you. You must use a focus of some sort either taken from the place or belonging to the target in order to picture the remote location. Alternatively, you may scry on any location or person you know well.

Time: Full Action Movement: Half-MRRange:.SpecialArea.Effect: SpecialSkill.Check:.Intellect + Sorcery (Clairvoyant) + 1d20Difficulty: Special.

Difficulty Area4 (Routine) 5’ radius12 (Simple) 10’ radius16 (Easy) 15’ radius20 (Difficult) 20’ radius24 (Challenging) 25’ radius28 (Formidable) 30’ radius32 (Daunting) 35’ radius40 (Inconceivable) 40’ radius

Fumble: As Fail but you also suffer 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: You are able to observe a remote location as if you were

an invisible intangible being standing or hovering in that location.Critical: As success but the area is doubled. Special: Force Fields completely negate this power. Once the remote

link is established, you can maintain the remote link for 1 Power Point per round and can move the focus of the scrying 60’ per round.

Ranks Range Power Points1 50’ 12 500’ 23 1 mile 34 10 miles 45 100 miles 56 1000 miles 67 10,000 miles* 78 100,000 miles** 8

*anywhere on Uruta or in orbit. **anywhere out to the orbit of Thumn.

Detect Scrying

Anyone with the ability to Scry automatically knows if they are within an area being scryed upon.

Trigger:.You are within an area being scryed uponTime: Reaction Movement: NoneSkill.Check: NoneEffect: You are aware that you are being scryed upon but not the

identity, capability, or location of the scryer. You also detect any invisible aya or psychic shadow-ghosts who may be present.

Telekinetic Armor (Telekinesis)Prerequisite: Telekinetic Construct.

You create a field of kinetic force that blocks or deflects attacks. The “armor” can be applied to yourself, to another, or to a teleki-netic construct.

Time: Minor Action Movement: 5’Skill.Check: NoneEffect: Your Armor Value is increased by +2 per 2 Power Points spent

that lasts until the end of your next turn. This bonus has no effect on psychic attacks. You may maintain the telekinetic armor as long as you are able to concentrate (see Maintain Telekinesis).

Ranks Armor Value Power Points1 +2 22 +4 43 +6 64 +8 85 +10 106 +12 127 +14 148 +16 16

Telekinetic Attack (Telekinesis)Prerequisite: Levitate Object.

You direct a beam of pure physical kinetic force at an opponent.

Time: Full Action Movement: NoneRange: ShortSkill.Check: Intellect + Sorcery (Telekinetic) + 1d20Difficulty: 20Fumble: You suffer 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: You do 1d8 physical damage per 4 Power Points spent.Critical: You do 2d8 physical damage per 4 Power Points spent.Special: Force Fields completely negate this attack. Victims may use

a reaction to Dive or Endure vs. your skill check for half damage.

Ranks Damage Power Points1 1d8 42 2d8 83 3d8 124 4d8 165 5d8 206 6d8 247 7d8 288 8d8 32

Area Effect

Your telekinetic attack can effect all creatures within range of its epicenter. Each +1 increase in rank adds 5 feet to the radius of the area of effect. Victims may Endure vs. your skill check to ne-gate the damage. Alternatively, they can Dive or Duck to auto-matically halve the damage.

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Ta’oudhImagine that Uruta is covered by a vast ocean of immaterial in-visible fluid. Ordinarily, a normal person cannot perceive this invisible fluid in any way. It cannot be felt, seen, heard, smelled, or tasted. Yet it is there. Everyone moves through it as if it were air. Like air, the Oudh experiences changes in pressure, moves in currents, and vibrates to create a type of psychic “sound” which can be heard by those who listen.

Anyone can learn to sense and manipulate the Oudh. You feel the currents of the Oudh against your skin. You see the Oudh as light and color. You hear the “sounds” of the Oudh inside your own thoughts. With the proper training, you may even learn to shape and direct the flow of the Oudh. You could learn to store it within yourself and release it through a touch. You might some-day learn to create a shield out of the Oudh that drains or de-flects energy. The knowledge of how to sense and manipulate the Oudh is known as Ta’oudh.

Various groups practice the art of Ta’oudh. The Celestial Guard-ians, Oculus Mortis, and the Katari are well-known examples, while other, smaller, groups teach a similar discipline with a dif-ferent name. Game masters and players are encouraged to cre-ate new schools of warriors and mystics, each able to shape the Oudh in different ways, for their own stories.

In order to learn Ta’Oudh powers, you must possess the Attuned advantage and the Ta’Oudh skill.

Technological Interference

Electronic devices such as plasma weapons, laser weapons, force fields, computers, and holo-cameras are disrupted by the Oudh and will operate at half capacity when held or used by someone who is Attuned. In game terms, all damages, bonuses, defensive capabilities, and operational ranges are halved.

Intelligent artificial beings such as cyberdroids or aya are mo-mentarily dizzied or confused but otherwise unaffected. As a result, practitioners or Ta’Oudh avoid the use of advanced tech-nological weapons or devices. This phenomenon does not affect non-electronic machines such as vehicles, airships, elevators, or electric lights.

Encumbrance

Ta’Oudh involves complicated physical movements and gestures called katas. Any practitioner weighed down by heavy packs or bulky armor may find it difficult to complete the movements nec-essary to perform a kata and activate a power. In game terms, a character with too many Encumbrance points will have to spend additional Power Points to activate a power.

The Power Point cost for a kata is increased by 1 per rank for every point of Encumbrance greater than a character’s Strength score.

For example, a Celestial Warrior with a Strength of 6 and 2 ranks of Attuned is wearing full plate armor and a heavy helmet. In ad-dition, he is wearing a large pack full of equipment and carrying a starblade. His total Encumbrance score is 8 which is 2 greater than his Strength. The Deflect Physical Damage kata normally costs 4 Power Points per rank. However, due to the heavy load, the Power Point cost is increased to 6 per rank.

Boost Dynamic (Internal Style)You focus the Oudh through your spine, muscles, and nerves, temporarily increasing your Dynamic Attributes.

Time: Minor Action Movement: 5’Skill.Check:.NoneEffect: Your Dexterity and Agility are increased by +1 per 8 Power

Points spent for eight minutes.

Ranks Increase Power Points1 +1 82 +2 163 +3 244 +4 325 +5 406 +6 487 +7 568 +8 64

Boost Mental (Internal Style)You focus the Oudh through your brain, nerves, and spine, tem-porarily increasing your mental Attributes.

Time: Minor Action Movement: 5’Skill.Check:.NoneEffect: Your Intelligence and Wits are increased by +1 per 2 Power

Points spent for eight minutes.

Ranks Increase Power Points1 +1 22 +2 43 +3 64 +4 85 +5 106 +6 127 +7 148 +8 16

Boost Move (Internal Style)You infuse and charge your thigh and calf muscles, knees, and ankles with strengthening Oudh, increasing your running speed, jumping distance.

Time: Minor Action Movement: 5’Skill.Check:.NoneEffect: Your Movement Rate is increased by ten feet and your jump-

ing distance is increased by five feet per Power Point spent until the beginning of your next turn.

Ranks Move Jump Power Points1 Base + 10’ Base + 5’ 12 Base + 20’ Base + 10’ 23 Base + 30’ Base + 15’ 34 Base + 40’ Base + 20’ 45 Base + 50’ Base + 25’ 56 Base + 60’ Base + 30’ 67 Base + 70’ Base + 35’ 78 Base + 80’ Base + 40’ 8

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Boost Interpersonal (Internal Style)You focus the Oudh through your eyes, voice, and body, tempo-rarily increasing your Social Attributes.

Time: Minor Action Movement: 5’Skill.Check:.NoneEffect: Your Charisma and Willpower are increased by +1 per 4 Pow-

er Points spent for eight minutes.

Ranks Increase Power Points1 +1 42 +2 83 +3 124 +4 165 +5 206 +6 247 +7 288 +8 32

Boost Physical (Internal Style)You focus the Oudh through your muscles, temporarily increas-ing your Physical Attributes.

Time: Minor Action Movement: 5’Skill.Check:.NoneEffect: Your Strength and Stamina are increased by +1 per 8 Power

Points spent for eight minutes.

Ranks Increase Power Points1 +1 82 +2 163 +3 244 +4 325 +5 406 +6 487 +7 568 +8 64

Cling to Any Surface (Internal Style)You harness the Oudh to create a bond with a surface through your bare hands and feet. You may cling to any surface, regard-less of smoothness, angle, or direction. An opposed skill test us-ing Strength + Athletics + 1d20 vs. a Difficulty determined by your rank in this power (see below) is required to dislodge you from the surface. You suffer no penalties from slippery surfaces but are affected by unstable surfaces as per normal. You may climb any surface at a rate of 10 feet per round without the need for a Athletics skill test. This power also allows you to hold onto any object. All attempts to disarm you while this power is in ef-fect automatically fail.

Ranks Difficulty to Dislodge Power Points1 Strength + Athletics + 6 12 Strength + Athletics + 8 23 Strength + Athletics + 10 34 Strength + Athletics + 12 45 Strength + Athletics + 14 56 Strength + Athletics + 16 67 Strength + Athletics + 18 78 Strength + Athletics + 20 8

Deflect Physical Damage (External Style)You absorb or deflect energy from attacks.

Trigger: You are attacked in close combat.Time: Reaction Movement: NoneSkill.Check:.NoneEffect: Your Armor Value is increased by +2 per 2 Power Points spent

against a single physical attack. This bonus has no effect on psy-chic attacks.

Ranks Armor Value Power Points1 +2 22 +4 43 +6 64 +8 85 +10 106 +12 127 +14 148 +16 16

Disrupt Oudh (External Style)Prerequisite: Empowered Unarmed Attack.

You block your opponent’s ability to channel the Oudh.

Trigger:.You hit an opponent with your Starblade or an unarmed at-tack.

Time: Reaction Movement: NoneSkill.Check:.NoneEffect: You negate 1d8 Power Points from the opponent per Power

Point spent.

Ranks Power Points Power Points1 -1d8 12 -2d8 23 -3d8 34 -4d8 45 -5d8 56 -6d8 67 -7d8 78 -8d8 8

Empowered Melee Attack (External Style)Prerequisite: Empowered Unarmed Attack.

You are able to enhance the damage of your starblade or dark-blade.

Trigger:.You hit an opponent with your starblade or darkblade.Time: Reaction Movement: NoneSkill.Check:.NoneEffect: You increase the damage done by that attack by +1d8 per 4

Power Points spent.

Ranks Damage Power Points1 +1d8 42 +2d8 83 +3d8 124 +4d8 165 +5d8 206 +6d8 247 +7d8 288 +8d8 32

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Empowered Unarmed Attack (External Style)You increase the force imparted by your fists and feet.

Trigger:.You hit an opponent with an unarmed attack.Time: Reaction Movement: NoneSkill.Check:.NoneEffect: You increase the damage done by that attack by +1d8 per

Power Point spent.

Ranks Damage Power Points1 +1d4 22 +2d4 43 +3d4 64 +4d4 85 +5d4 106 +6d4 127 +7d4 148 +8d4 16

Healing (External Style)You apply pressure to a wound or illness with your palm. With your free hand, you draw the Oudh towards the wound or mal-ady. The Oudh stimulates the diseased or damaged cells, causing them to regenerate.

Time: Major Action Movement: 5’Skill.Check:.NoneEffect: Wounded or diseased characters regain 1d8 Hit Points lost to

injury or 1 Attribute point lost to disease or poison per 4 Power Points spent. This healing affects all minor and major wounds si-multaneously.

Ranks Hit Points Restored

Attribute Points Restored Power Points

1 1d8 1 42 2d8 2 83 3d8 3 124 4d8 4 165 5d8 5 206 6d8 6 247 7d8 7 288 8d8 8 32

Intimidating Aura (External Style)You emanate an aura that causes others to feel uncomfortable, nervous, or afraid to attack you.

Time: Minor Action Movement: NoneArea.Effect: SightSkill.Check:.Charisma + Ta’Oudh (External Style) + 1d20Special.Attack: 14+1d20 Difficulty: SpecialEffect:.Every being that can see you suffers a -1 Penalty per 2 Power

Points spent to attack you or anyone you designate as your ally. Special: Victims may Endure vs. your skill check to negate the effect.

Ranks Penalty Power Points1 -1 22 -2 43 -3 64 -4 85 -5 106 -6 127 -7 148 -8 16

Night Vision (Internal Style)You use the Oudh to enhance your ability to perceive your sur-roundings with minimal information.

Time: Minor Action Movement: NoneSkill.Check:.NoneEffect:.You are able to see in varying degrees of darkness or obscu-

rity for 1-4 Power Points per hour.

Ranks Light Power Points1 Dim 12 Darkness 23 Fog or Smoke 34 Complete Darkness 4

Psychic Attack

You focus the Oudh into the mind of your opponent, causing sensory overload from pain.

Time: Full Action Movement: Half-MRRange: ShortSkill.Check:.Intellect + Ta’Oudh (External Style) + 1d20Difficulty: 16Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss. The Power Points are lost.Success: You hit, 1d6 psychic damage per 4 Power Points spent.Critical: You hit, 2d6 psychic damage per 4 Power Points spent.Special: Ignore any physical armor. Force Fields completely negate

this attack. Opponent may attempt the Endure reaction to halve the damage.

Ranks Damage Power Points1 1d6 42 2d6 83 3d6 124 4d6 165 5d6 206 6d6 247 7d6 288 8d6 32

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Psychic Shield (Internal Style)You focus the Oudh into your mind, creating a barrier to psychic attacks.

Trigger: You are attacked in close combat.Time: Reaction Movement: NoneSkill.Check:.NoneEffect: Your Armor Value is increased by +2 per 2 Power Points spent

against a single psychic attack. This AV has no effect against physi-cal attacks.

Ranks Psychic Armor Value Power Points1 +2 22 +4 43 +6 64 +8 85 +10 106 +12 127 +14 148 +16 16

Psychic Burst (External Style)Prerequisite: Psychic Attack .

You emit a powerful burst of Oudh, overloading the pain recep-tors of all beings around you.

Time: Full Action Movement: Half-MRSkill.Check:.Intellect + Ta’Oudh (External Style) + 1d20Difficulty:.SpecialEffect:.Every being within the range of this power takes 1d4 psychic

damage per 8 Power Points spent. Special: Victims may Resist vs. your skill check to negate the dam-

age. Special: Physical armor has no effect against psychic damage.

Ranks Area Effect Damage Power Points1 10’ radius 1d4 82 20’ radius 2d4 163 30’ radius 3d4 244 40’ radius 4d4 325 50’ radius 5d4 406 60’ radius 6d4 487 70’ radius 7d4 568 80’ radius 8d4 64

Shockwave (External Style)Prerequisite: Empowered Melee Attack .

Your melee or unarmed attack creates a shock wave of physical force that causes pain to all beings within range and pushes them back.

You create a exploding blast of physical force that affects every being near you.

Time: Full Action Movement: Half-MRRange:.SightSkill.Check:.Charisma + Ta’Oudh (External Style) + 1d20Difficulty:.SpecialEffect:.Every being within the range of this power takes 1d4 damage

per 8 Power Points spent. Special: Victims may Endure vs. your skill check to negate the dam-

age. Alternatively, they can Dive or Duck to automatically halve the damage.

Ranks Area of Effect Damage Power Points 1 10’ radius 1d4 82 20’ radius 2d4 163 30’ radius 3d4 244 40’ radius 4d4 325 50’ radius 5d4 406 60’ radius 6d4 487 70’ radius 7d4 568 80’ radius 8d4 64

Stunning/Paralyzing Attack (External Style)Prerequisite: Empowered Unarmed Strike .

You channel the Oudh through your fingers or toes into the op-ponent’s body, disrupting key pressure points and causing tem-porary total nervous paralysis.

Trigger:.You hit an opponent with a close attack.Time: Reaction Movement: NoneSkill.Check: Charisma + Ta’Oudh (External Style) + 1d20Difficulty: SpecialEffect: In lieu of doing damage with an unarmed attack, you cause

the difficulty to be stunned or paralyzed at your option (see Para-lyzed, page 77, and Stunned, page 77).

Special: The opponent may use their reaction to Resist vs. your skill check to immediately negate. A stunned or paralyzed combatant will remain so for 1 round per 2 Power Points spent until they suc-ceed at a Recover action (see Recover, page 75). If successful, they break free of the stun or paralysis.

Ranks Duration Power Points1 1 22 2 43 3 64 4 85 5 106 6 127 7 148 8 16

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The success or failure of a skill check is determined by compar-ing the sum of a character’s attribute (1 to 8, or higher for non-humans), applicable skill bonus (+1 to +8), any bonuses from specialties (+0 to +2), any situational modifiers (-2 to +2), and the result of a d20 (1-20) to a difficulty set by the Game Master.

DifficultyThe relative challenge presented by any given skill check affects the odds of its outcome. Challenge is represented as a number between 4, nearly automatic, and 40, nearly impossible, called the “difficulty”. A skill check that meets or exceeds the difficulty is a success. Any other result is a failure or partial success. Game masters set the difficulty for all skill checks.

Opposed Actions

Skill checks that might be opposed by another living being are known as Opposed Actions. Examples include punching some-one in the face, winning an argument, or convincing someone of a lie. The game master should assign a difficulty equal to the sum of the opponent’s applicable attribute, skill bonus any specialty, and ten.

Unopposed Actions

All other skill checks are known as Unopposed Actions. Exam-ples include climbing a rock face, picking a lock, or finding a lost item. The game master should assign a difficulty based on the relative challenge or complexity of the task. The following table provides example situations and their corresponding Difficulty.

Challenge DifficultyRoutine 4Simple 12Easy 16Difficult 20Challenging 24Formidable 28Daunting 32Inconceivable 40

Examples

A Routine task (difficulty 4) has almost no chance of failure. Ex-amples include walking across a well lit room, reloading a weap-on, spotting a person standing in the open, and ripping paper.

A Simple task (difficulty 12) has very little chance of failure, but a tiny element of risk still exists. Examples include climbing a ladder, jumping across a small creek, and breaking out of a card-board box.

An Easy task (difficulty 16) can be consistently performed with a better than even chance of success. Examples include climbing a tree, swimming across a lake, busting a wooden board with a hammer, and throwing a rock through a window.

A Difficult task (difficulty 20) generally has a less than even chance of success and is the most common type of skill check in Exiled in Eris. Examples include climbing a rock face, throwing a ball through a hoop, swimming across a river, breaking a 2x4 with your bare hands, and finding food in the forest.

A Challenging task (difficulty 24) presents a greater amount of risk. A trained professional might expect a less-than-even chance of success. Examples include climbing a stone wall, throwing a ball 60 feet to a receiver, swimming across a fast-flowing river, breaking a brick with your bare hands, and running across the pitching deck of a ship during a storm.

A Formidable task (difficulty 28) should be considered danger-ous to attempt even for professionals. Examples include climbing a sheer cliff in high winds, walking across a tight rope, breaking a boulder with your bare hands, running a marathon, and leaping from stone to stone over boiling lava.

A Daunting task (difficulty 32) has almost no chance for success unless you are the best in the world at the task with optimal con-ditions and few distractions. Examples include leaping from one aircraft to another in mid-air, climbing a metal cable underneath a water fall, breaking a stone block with your bare hands, running two marathons in a row, and catching a flying hummingbird.

An Inconceivable task (difficulty 40) is effectively impossible. Only the best in the world have a chance of achieving 40 on a skill check. Examples include catching an arrow in flight, bend-ing a metal girder with your bare hands, surviving a fall from a ten story building, and diving to the depths of the ocean.

Skill checks

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Skill Check FormatSkill checks are generally expressed in the following format:

Description of the skill check

Prerequisite: Any conditions that must be met in order to at-tempt the skill check.

Action Type: Minor, Major, Full, Reaction, or Free Reaction

Time Required: the amount of time necessary to perform the action

Movement: the number of feet the character can move while performing this action.

Skill Check: Attribute + Skill Bonus (Applicable Specialty) +/- Any Situational Modifiers + 1d20

Difficulty: the player must score this number or higher to suc-ceed at the skill check.

Restrictions: any constraints placed upon the skill check or its outcome.

Fumble: what happens in the event of a natural 1 on the d20. Generally a misdirection of the intended effect or 1d4 damage caused to you or a random nearby being.

Fail: what happens in the event of not meeting or exceeding the Difficulty.

Success: what happens in the event of meeting or exceeding the Difficulty.

Critical: what happens in the event of a natural 20 on the d20. Generally a doubling of effect or an award of 1 temporary Karma Points.

Notes: Any other relevant information pertaining to the skill check.

For example, forcing open a door requires the following skill check.

Example Skill Check

Force Open a Stuck Door

Prerequisite:.You must be using both hands.Time: Minor Action Movement:.5’.Skill.Check: Strength + Athletics (Strong) + 1d20 Difficulty: 24 (Challenging)Fumble: You sprain your shoulder muscles trying to open the door

and take 1d4 damage. The door remains unopened.Fail: You fail to open the door.Success: You open the door.Critical: You open the door and are awarded 1 temporary Karma

Point.Note: You can try to open the door with only one hand, but the Dif-

ficulty is increased by +4.

Situational ModifiersIn addition to Difficulties, a game master may apply situational modifiers to a character’s skill check. Situational modifiers are small advantages of disadvantages, no more than plus or minus two.

Situational Modifier Action BonusMinor bonus +2Slight bonus +1Slight penalty -1Minor penalty -2

Results

Fumble

When rolling a d20 for a skill check, a roll of 1 is called a “fum-ble”. A fumble automatically results in a failure, regardless of the skill check total or the difficulty of the action. In addition, a fumble usually entails some catastrophic failure on the part of the character, often resulting in injury, broken equipment, or em-barrassment.

Failure

Any skill check total that is less than the difficulty is called a “fail-ure”. A failed skill check usually means nothing more than the simple inability to complete the task as desired. However, certain situations may mean that a failure is actually a partial success with limited results. Sometimes a failure may result in conse-quences such as injury.

Success

A skill check total that meets or exceeds the difficulty is called a “success”. This usually means the desired result has been achieved.

Critical

When rolling a d20 for a skill check, a roll of 20 on the die is called a “critical”. A critical automatically results in a success, regardless of the skill check total or the difficulty of the action. In addition, a critical often entails spectacular or unanticipated results that are beneficial to the character. The Expert advantage modifies the result needed to qualify for a critical (see Expert, page 44).

Karma PointsA player can spend their character’s Karma Points to modify the result of the d20 roll. The roll cannot be increased below 1 or above 20. A result of 20 as a consequence of Karma Points does not result in a critical. The unmodified die roll result must quali-fy in order be considered a critical.

A player may only spend Karma Points on skill checks for minor actions, major actions, full actions, and reactions.

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Fights between multiple characters are resolved through the use of competing physical skill checks such as punching, shooting, or grappling. Each skill check is performed in an orderly cycle of rounds and turns in order. Successfully executing these skill checks against your enemies will have consequences in the form of damage points which are subtracted from their hit points.

RoundsFights in Exiled in Eris are played out using “rounds”. Each round represents six seconds of time in the game world. During the course of each round, each character involved in a fight will re-ceive a turn. During a character’s turn, the game master or player controlling that character will choose and verbally describe, usu-ally with the assistance of gesticulations, funny voices, hand-held props, or playing pieces, each of the actions taken by that char-acter.

Once every character has had a turn, the round ends and a new round begins. The cycle repeats until the fight is over.

Turn Order (Initiative)Turn Order, sometimes called “Initiative”, is the order in which each character acts during a round. Turn order is determined once at the beginning of the first round of every fight by compar-ing each character’s Initiative Score (Initiative Bonus + 1d20, see Initiative Bonus, page 34). Each turn is then resolved in order of descending Initiative Score.

It is important to note that a character’s turn order can change as a result of actions taken during the turn.

ActionsA character may perform one Minor Action and one Major Ac-tion on their turn, or they may instead perform a single Full Ac-tion. Characters may perform Minor Actions and Major Actions in any order, or they may perform a Major Action at any point during the execution of their own Minor Action.

In addition, each character receives one or more Reactions which they may use in response to specific situations when it is not their turn.

Fighting

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Minor ActionsWhat follows are some examples of Minor Actions. A character may always forego a Minor Action in exchange for an additional Reaction.

Aim

The character takes careful aim before making their attack.

Time: Minor Action Movement:.NoneEffect: +2 situational bonus to next attack.Restrictions: the attack must be made on either this or next turn;

if you perform any reactions between aiming and making the at-tack, the aiming bonus is lost.

Change Stance

You may stand up from a crouched, kneeling, or prone position or may crouch, kneel, or go prone from a standing position.

Time: Minor Action Movement:.Half MR before or afterEffect: If you were standing, you become prone. If you were prone,

you are now standing. The difficulty of any ranged attack made against a prone combatant is increased by +4. The difficulty of any melee or unarmed attack against a prone combatant is decreased by -4.

Crawl

You can stay prone and move along the ground using a belly-crawl or by rolling horizontally.

Prerequisite:.You are prone.Time: Minor Action Movement:.Half MR

Dash

You move hurriedly in a cautious semi-crouched position, pos-sibly performing evasive maneuvers, in an attempt to present a more difficult target to ranged attackers.

Time: Minor Action Movement:.Half MRSkill.Check: None normally. Agility + Athletics (Running) + 1d20 may

be required for difficult terrain, obstacles, or conditions.Difficulty: set by game master. Effect: The difficulty to hit you with a ranged attack is increased by

your Agility + Evasion until the beginning of your next turn. Restrictions: Movement must end a number of feet from their start-

ing position equal to quarter their MR, ignoring fractions.

Draw or Holster a Weapon

You may draw a weapon from or return it to its holster or scab-bard.

Time: Minor Action Movement:.Half MR before or afterEffect: The holstered weapon is in-hand or a held weapon is stowed.

Escape

You are being held by an opponent. You use strength or agility to break or escape the hold.

Prerequisite: You are being held by an opponent against your will.Time: Minor Action. Movement:.None. Skill.Check: (Strength or Agility, Player’s Choice) + Unarmed Fighting

+ 1d20Difficulty: Opponent’s Strength + Unarmed Fighting + 10Fumble: You take 1 point of non-lethal damage.Fail: You fail to escape.Success: You escape the hold.Critical: You escape the hold and can immediately move up to half

your Move.

Feint

You perform a false combat maneuver in order to trick their op-ponent into thinking they are performing a different maneuver.

Time: Minor Action. Movement:.5’.Skill.Check: Charisma + Unarmed Fighting + 1d20Difficulty: Opponent’s Insight + Unarmed Fighting + 10Effect: Based on skill check result (see below).Fumble: -4 Difficulty to hit you with any attack until the end of your

next turn.Fail: You fooled no one.Success: You attack with surprise until the end of your next turn (see

Surprise, page 77).Critical: As Success, and you gain +1 Temporary Karma Point.

Jump

You perform a running or standing jump.

Time: Minor Action Movement: Quarter MRSkill.Check: Strength + Athletics (Jumper) + 1d20Difficulty: Based on height and distance desired.

Height Distance Difficulty2 feet 4 feet 16 (Easy)3 feet 6 feet 20 (Difficult)4 feet 8 feet 24 (Challenging)5 feet 10 feet 28 (Daunting)

Fumble: You fall prone and take 1 point of damage.Fail: You jump less than 1 foot.Success: You jump the desired distance.Critical: You jump the desired distance plus an additional 1d4 feet.

Lock or Unlock a Door

You lock or unlock a closed door.

Time: Minor Action Movement:.Half MREffect: A locked door is unlocked. An unlocked door is locked.

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Open or Close a Door

You open or close a door.

Time: Minor Action Movement:.Half MREffect: A closed and unlocked door is opened. An open door is closed

and unlocked.

Pick Up a Small Object

You lift a small light-weight object that can be held in one hand off the ground.

Time: Minor Action Movement:.Half MREffect: The item is in hand.

Reload a Weapon

You reload a weapon using easily available ammunition.

Time: Minor Action Movement:.Half MREffect: the weapon is reloaded.

Retrieve or Use a Small Piece of Equipment

You retrieve a small easily available piece of equipment from a convenient storage place or use any item already at hand.

Time: Minor Action Movement:.Half MRSkill.Check: usually none. Effect: The item is in hand or activated.

Run

You run, flat-out, without stopping. See also Dash, Disengage, Hide/Sneak, Sprint, and Squeeze.

Time: Minor Action Movement:.MRSkill.Check: None normally. Agility + Athletics (Running) + 1d20 may

be required for difficult terrain, obstacles, or conditions.Difficulty: set by game master.

Search

You are moving slowly, actively scanning the area for anything out of place, sneaking, or hiding.

Time: Minor Action Movement: Half MRSkill.Check: Wits + Awareness (Intuitive) + 1d20Difficulty: Hide/Sneak skill check total of anyone within rangeFumble: You are oblivious. +4 Difficulty to any subsequent Search

attempts until the end of your next turn.Fail: You find nothing.Success: You find any sneaking or hidden opponents within a num-

ber of feet equal to your Intellect (see Hide/Sneak, page 75).Critical: As Success, and You are awarded 1 temporary Karma Point.

Squeeze

You can squeeze into a space meant for a creature one size cat-egory smaller than it, making a large creature effectively medium or a medium creature effectively small.

Time: Minor Action Movement:.Half MRSkill.Check: None normally. Agility + Athletics (Running) + 1d20 may

be required for especially difficult or tight spaces.Difficulty: set by game master.

Major ActionsWhat follows are some examples of Major Actions. A character may always forego a Major Action in exchange for an additional Reaction.

Any Minor Action

You may perform any Minor Action as a Major Action.

Time: Major Action Movement:.per Minor ActionEffect: per Minor Action

Close Attack

Any attempt to injure an opponent through direct contact. Close combat maneuvers may be performed armed or unarmed.

Melee Attack

You attack an opponent using a hand-held melee weapon such as a club, sword, axe, or spear.

Prerequisite: You attacks with a melee weaponTime: Major Action Movement:.5’.Skill.Check: Dexterity + Melee Fighting + 1d20 Difficulty: 20 (Difficult)Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll damage normally.Critical: You hit and do double damage dice.

Unarmed Attack

You strike an opponent using your hands, elbows, feet, knees, shoulders, or head.

Prerequisite: You attack with your empty hands, feet, head, or other appendage.

Time: Major Action Movement:.5’.Skill.Check: Dexterity + Unarmed Fighting + 1d20 Difficulty: 20 (Difficult)Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll damage normally.Critical: You hit and do double damage dice.

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Close Maneuvers

Close maneuvers are variations on conventional close attacks. They are performed as part of a melee or unarmed attack. If a maneuver is performed using weapons, it is considered a Melee Attack for the purposes of Reactions. If performed unarmed, it is considered an Unarmed Attack for the purposes of Reactions.

Disarm

A skilled close combatant can attempt to force an opponent to drop their weapon.

Time: Major Action Movement:.5’.Skill.Check: per Melee or Unarmed AttackDifficulty: 24 (Challenging)Fumble: You miss, and the opponent may use a reaction to make a

free attack against you.Fail: You miss.Success: Your opponent is disarmed.Critical: Your opponent is disarmed and takes 1d4 damage, falls

prone, or is moved a number of feet equal to twice your Strength, at your option.

Grab

Grabbing involves grasping and immobilizing an opponent’s body or limbs with the intent of restricting their movement and/or actions.

Time: Major Action Movement:.5’.Skill.Check: per Melee or Unarmed AttackDifficulty: Varies, based on part of body targeted.

Target Difficulty Result

Arm.or.Hand 24

Immobilizes opponent and limb, opponent may still attack, parry, or block at -4.

Body 20 Immobilizes opponent.

Leg.or.Foot 24

Immobilizes opponent and leg, opponent may still attack, parry or block

Neck.or.Head 28 Immobilizes opponent may still at-

tack, parry, or block at -4.

Restrictions: When grabbing, the attacker must specify if they are grabbing an opponent’s arm, leg, neck, or body. The opponent may attempt to block, parry, or dodge before the attack roll is made.

Fumble: You miss, regardless of difficulty. You may cause damage to yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll unarmed damage, opponent held but may es-

cape.Critical: You hit, doing double-dice unarmed damage, opponent

held and cannot escape for 1 round.

Push or Shove

You give a quick push or shove to the opponent, hoping to shift their position.

Time: Major Action Movement:.5’.Skill.Check: per Melee or Unarmed AttackDifficulty: 20 (Difficult)Fumble: You miss, and the opponent may use a reaction to make a

free attack against you.Fail: You miss.Success: Your opponent is moved a number of feet equal to your

Strength or falls prone, your choice.Critical: As Success but your opponent also takes 1d4 damage.

Trip

You shove something between the opponent’s legs, causing them to lose their balance and fall prone.

Time: Major Action Movement:.5’.Skill.Check: per Melee or Unarmed Attack Difficulty: 20 (Difficult)Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: Your opponent falls prone.Critical: Your opponent falls prone and takes 1d4 damage.

Defend

You forego an attack to concentrate on avoiding injury.

Time: Major Action Movement:.5’.Skill.Check: NoneEffect: The difficulty of all attacks made against you are increased by

+2 until the beginning of your next turn.

Delay

You hesitate, holding your action for a few seconds. You might be just waiting for some condition, such as for an opponent to stick their head around the corner or to draw their weapon, or you may be waiting for an ally to do something first, or you may be in some kind of hostage stand-off, or might just be waiting for just the right moment.

Time: Major Action Movement:.NoneSkill.Check: NoneEffect: You may take a different major action at a lower initiative

score later in the round.Special: In the case of ties, combatants act in order of descending

Initiative scores. If one character sacrifices their reaction for this round, that character goes first instead. Other combatants may, in turn, sacrifice their reaction also. This may continue until one side or the other stops interrupting or runs out of reactions for the round.

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Perform a skill check

You perform any action not otherwise specified that requires a skill check (see Skill Checks, page 65).

Time: Major Action Movement:.MRSkill.Check: variesDifficulty: varies, set by game masterFumble: The task is spectacularly unsuccessful, character may cause

damage to themselves or an ally, breaks equipment, lose Karma Points, or other similar misfortune.

Fail: The task is unsuccessful.Success: The task is performed successfully.Critical: The task is performed successfully and spectacularly with

maximum results, unanticipated benefits, bonus Karma Points, or similar boon.

Psychic Attack

Characters with psychic abilities may attack using the powers of their mind.

Prerequisite: You are attacking with a psychic attack.Time: Major Action Movement:.5’.Skill.Check: Intellect + Tradition skill* + 1d20 Difficulty: Range in feet divided by 5.Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll damage or effect normally.Critical: You hit, double damage dice or maximum effect.*Tradition skills include Ta’Oudh and Sorcery.

Ranged Attack

You attack an opponent using a ranged weapon such as a spear, bow and arrow, ballistic pistol, or ray pistol.

Prerequisite: You attack with a ranged weapon or ranged attack.Time: Major Action Movement:.5’.Skill.Check: Dexterity + Ranged Weapon + 1d20 Difficulty: Varies, based on the range of the weapon and the dis-

tance to the opponent, see below. See also Dash, Cover and Con-cealment, Firing into Melee, Light and Environment, and Size.

Weapon Feet DifficultyClose-Range (Long and V. Long-range weapons are impractical at this range)

1-5’ 24

Short-Range (Thrown, Stunners) 6-30’ 20

Medium-Range (Pistols, Bows, Crossbows) 31-150’ 24

Long-Range (Rifles, Laser Pistols) 151-500’ 28

Very Long-Range (Heavy Weapons, Laser Rifles) 501-1000’ 32

Extreme Range 1000’+ 40

Fumble: You miss, regardless of difficulty. You may cause damage to yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll damage normally.Critical: You hit, doing maximum damage.

Thrown Weapon Attack

You throw a weapon directly at an opponent, such as throwing a knife, javelin, or axe. Alternatively, you indirectly hurl an object, such as a grenade, at a spot on the ground, into a room, or over a wall.

Time: Major Action Movement:.5’.Skill.Check: Dexterity + Marksmanship + 1d20 Difficulty: varies, based on the distance to the opponent, see below.

See also Dash, Cover and Concealment, Firing into Melee, Light and Environment, and Size.

Weapon Feet DifficultyClose-Range 1-5’ NA*Short-Range 6-30’ 20Medium-Range 31-60’ 24Long-Range 61-90’ 28Very Long-Range 91-120’ 32Extreme-Range 121-150’ 40

*Thrown attacks at this range are impossible.Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune. Determine deviation (see fail). Distance of deviation is doubled.

Fail: You miss, the weapon lands nearby. Area effect weapons such as grenades may still have an effect on opponents depending on the scale of the deviation. Roll 1d8 to determine the direction of deviation.

2 1 3

4 Intended space 5

6 8 7

The distance of deviation depends on the range thrown. The dis-tance is doubled in the event of a fumble.

Range Distance1-5’ 1d4’6-30’ 1d4 x 5’31-150’ 1d10 x 5’

Success: You hit, roll damage normally.Critical: You hit, doing double damage dice.

Retrieve an Inconvenient Piece of Equipment

You retrieve an item that is stored in an inconvenient location such as from inside a backpack.

Time: Major Action Movement:.Half MRSkill.Check: none Effect: The item is in hand.

Use a Large Piece of Equipment

You use any large item that requires both hands to hold.

Time: Major Action Movement:.Half MRSkill.Check: usually none. The game master may call for a skill check

if the environment is distracting or dangerous enough to warrant a risk of failure.

Difficulty: determined by the game master if a skill check is required.Effect: The item is activated.

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ReactionsA Reaction is a reflexive defensive action you perform in re-sponse to a sudden and immediate stimulus. A reaction can take the form of jumping out of a way, ducking behind cover, catch-ing a hurled object, or simply shielding one’s face and head with one’s forearms. In any event, a reaction is an attempt to avoid or mitigate injury.

You perform a reaction in response to a triggering event. Reac-tions may be performed at any time during a round, even during another character’s turn.

You may ordinarily perform one reaction per round. The Light-ning Reflexes advantage provides additional reactions. Free reac-tions do not count against this limit.

Avoid

You have a chance to freeze, reflexively pull away, or jump back to avoid an imminent danger to which you are exposed. Examples include an electrified object, a dangerously hot or cold surface, a hidden pit trap, a trip-wire, or other surprising stimulus.

Trigger: You are exposed to unexpected danger. Time: Reaction Movement:.5’ Skill.Check: Agility + Evasion (Reflexive) + 1d20Difficulty: Set by the game master.Fumble: The effect is maximized.Fail: The effect is not modified (game master’s option).Success: The effect is halved, minimized, or negated (game master’s

option).Critical: The effect is negated.

Block

You may use an arm or leg to deflect a close attack.

Trigger: You are the victim of a close attack.Prerequisite: You are unarmed. Time: Reaction Movement:.5’ Skill.Check: Stamina or Agility (Defender chooses) + Unarmed Fight-

ing + 1d20Difficulty: Opponent’s Skill Check..Fumble:.Opponent hits automatically.Fail: Opponent attacks normally.Success: You block the attack. Critical: You block the attack and may counterattack

(see Counterattack).Note: If you successfully block a melee attack while unarmed, you

still take half damage from the attack.

Catch

You can attempt to catch in one or both hands any object thrown at or near you, any object you may have dropped, or any object dropped within five feet of you.

Trigger: Something is thrown at you. Time: Reaction Movement:.5’ Skill.Check: Agility + Athletics (Dextrous) + 1d20Difficulty: Attacker’s Skill Check if thrown at you, 16 if dropped.Fumble: You stumble and become prone.Fail: You fail to catch the object.Success: You catch the object.Critical: You catch the object and may re-throw it as an immediate

Free Attack.Note: If you successfully catch a bladed weapon, you take half dam-

age from the attack.

Counterattack

You may counterattack any close attach made against you that resulted in a fumble.

Trigger: You scored a critical while blocking or parrying an attack.Time: Free Reaction Movement:.NoneEffect:.You may make an immediate close (melee or unarmed) attack

against the attacker.

Dive

You throw yourself prone in order to mitigate the effects of an explosion or caught in the line of fire of a ranged attack.

Trigger: You are the victim of a ranged or area effect attack. Prerequisite:.You cannot already be prone. Time: Reaction Movement: 5’Skill.Check: NoneEffect: You throw yourself prone, increasing the Difficulty to hit you

with a ranged attack by +1d8. Note: If you are able to move or dive behind usable cover the Diffi-

culty may be further increased (See also Cover and Concealment, page 76). IF you become prone, you must either use the Change Stance to stand back up or Crawl action in order to move.

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Dodge

You move your body, or body part, out of the way of a close at-tack in order to avoid injury.

Trigger: You are the victim of a close attack. Prerequisite: You must move five feet in any direction other than

directly towards or away from the attacker. Time: Reaction Movement: 5’Skill.Check: Agility + Evasion (Evasive) + 1d20 Difficulty: Attacker’s Skill Check Fumble: Opponent hits automatically.Fail: Opponent attacks normally.Success: You dodge the attack.Critical: You dodge the attack and gain 1 temporary Karma Point.Note: You cannot dodge in reaction to a ranged or area attack. The

only effective way to avoid getting hit by a ranged attacks is the Dash action or the Dive and Duck reactions. Dodging away from your attacker does not provoke a free attack. If by dodging away from one attacker, you move more than five feet away from a sec-ond attacker, the second attacker may make a free attack against you for moving more than five feet away (see Free Attack).

Duck

You quickly hide behind nearby cover, such as a bolder, a wall, or a carried shield, in order to avoid or mitigate injury from an explosion or ranged attack.

Trigger: You are the victim of a ranged or area effect attack.Prerequisite: You must have cover within five feet or a shield ready. Time: Reaction Movement: 5’Skill.Check: NoneEffect: The Difficulty to hit You is increased by the benefit of the

cover or shield parry modifier.Note: If you are able to move or dive behind usable cover the Diffi-

culty may be further increased (See also Cover and Concealment, page 76). If you become prone, you must either use the Change Stance action to stand back up or Crawl action in order to move.

Endure

You take a deep breath, grit your teeth, and persevere through a dangerous, painful, or uncomfortable environment or situation that cannot be avoided. Examples include noxious gas, electrical shot, toxins, poisons, venoms, deafening noises, extreme heat, and extreme cold.

Trigger:.You are exposed to a painful or uncomfortable environment.Time: Free Reaction Movement:.None Skill.Check: Stamina + Athletics (Indefatigable) or Resistance (Resil-

ient) + 1d20 Difficulty: Attacker’s Skill Check or Difficulty set by the game masterFumble: The effect is maximized.Fail: The effect is not modified (game master’s option).Success: The effect is halved, minimized, or negated (game master’s

option).Critical: The effect is negated.

Free Attack

You may make a close attack against any opponent that moves more than five feet away from you without disengaging or dodg-ing.

Trigger:.An opponent that started their turn or at any time moved within five feet of you moved more than five feet away from you without Disengaging or Dodging.

Time: Reaction Movement:.NoneEffect:.You may make a close attack against the opponent.

Parry

You use a hand-held shield or melee weapon to deflect a close attack made against you.

Trigger: You are the victim of a close attack. Prerequisite: You are armed with a melee weapon or shield. Time: Reaction Movement:.5’ Skill.Check: Agility + Melee Fighting (Guarded) + 1d20Difficulty: Opponent’s Skill CheckFumble:.Opponent hits automatically.Fail: Opponent attacks normally.Success: You parry the attack.Critical: You parry the attack and may counterattack (see Counterat-

tack).Note: Successfully parrying an unarmed attack with a weapon (not

a shield) will do half the damage of the parrying weapon to the attacker.

Resist

You focus your willpower and resolve in order to stand firm in the face of intimidation, seduction, corruption, mind-control, or psychic attacks.

Trigger: You are the victim of a psychic attack, intimidation, or mind control.

Time: Free Reaction Movement:.None Skill.Check:.Willpower + Resistance (Disciplined or Resilient, game

master’s choice) + 1d20 Difficulty: Opponent’s Skill Check or Difficulty set by the game mas-

terFumble: The effect is maximized.Fail: The effect is not modified or halved (game master’s option).Success: The effect is halved, minimized, or negated (game master’s

option).Critical: The effect is negated.

Other Reactions

Many harmful scenarios such as noxious environments or at-tacks, traps, or special abilities will provide characters with the opportunity to mitigate or avoid the effects using a reaction. These custom reactions are detailed with the description of the attack or environment.

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Full ActionsA Full Action is a single action that requires the entire round to complete.

Careful Aim

You spend the entire round taking careful aim at the opponent.

Time: Full Action Movement:.NoneSkill.Check: NoneEffect: The difficulty of any attack made on the character’s next turn

after aiming is reduced by -4. Restrictions: If you perform any reactions between the end of the

aiming turn and the beginning of the next turn, the aiming bonus is lost.

Charge

You run full-speed at an opponent in a reckless assault.

Time: Full Action Movement:.twice MRSkill.Check: per type of attack (Close or Ranged)Difficulty: per type of attackFumble: Miss, regardless of difficulty, may cause damage to self or

ally, break weapon, lose 1d4 Karma Points, or similar misfortune.Fail: Miss.Success: Hit, roll damage normally.Critical: Hit, maximum damage.Restrictions: You may perform no reactions until the end of their

next turn.

Cover

You hold position and forego any other action in favor of cover-ing an arc of ninety degrees or less with a ranged weapon.

Time: Full Action Movement:.NoneSkill.Check: as Ranged AttackDifficulty: as Ranged AttackEffect: You may interrupt the opponent’s movement to make an im-

mediate ranged attack at any point in initiative against any op-ponent you can see that moves through that arc. Afterwards, the opponent may continue with their movement.

Full Attack

You throw caution to the wind and lower your guard in a fool-hardy attack.

Time: Full Action Movement:.5’.Skill. Check: Dexterity + Melee Fighting + 1d20 or Dexterity + Un-

armed Fighting + 2 + 1d20 Difficulty: Opponent’s Agility + Evasion + 10 Fumble: You miss, regardless of difficulty. You may cause damage to

yourself or an ally, break your weapon, lose 1d4 Karma Points, or suffer another similar misfortune.

Fail: You miss.Success: You hit, roll damage normally.Critical: You hit, doing double damage dice.Restrictions: You may perform no reactions until the beginning of

your next turn.

Full Defense

You forego all other actions this round in order to concentrate on not getting hurt.

Time: Full Action Movement:.5’.Skill.Check:.noneEffect:.You may make double the normal number of reactions until

the start of your next turn. +4 to the Difficulty of all attacks made against you until the beginning of their next turn.

Grapple

Grappling is putting a held opponent into a clinch or throw. Some grapples are holds. Holds keep the opponent in the attacker’s grip until the attacker releases the opponent or until the opponent breaks free. As long as the opponent is held, the opponent is im-mobilized and cannot move. The opponent may perform a melee or ranged attack if their weapon arm is free or an unarmed attack if an arm, head, or leg is free. Opponents may also counter-grab and subsequently grapple their attacker right back.

Releasing the opponent is a free action that can performed at any point in initiative order during the round. Escaping a hold requires the opponent succeed at the Escape minor action (see Escape, page 68).

To initiate a grapple, the attacker selects a maneuver from the list below corresponding to the body part held and must succeed at the following skill check.

Prerequisite:.Opponent must be held as a result of a grab attackTime: Full Action Movement:.5’ Skill.Check: Strength + Unarmed Fighting + 1d20 Difficulty: per maneuver (see below)Fumble: Opponent immediately escaped hold.Fail: No effect.Success: Per maneuver (see below); if a hold, the hold is maintained

into the subsequent round.Critical: As success above plus double damage dice or maximum

effect; if no damage is inflicted, you are awarded 1 temporary Karma Point instead.

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Part Held Grapple Difficulty Type Result

Arm.or.Hand Arm

Lock

Agility + Unarmed Fighting

+ 10Hold

Arm is immobilized and cannot be used while the hold is maintained

Break Arm

Agility + Unarmed Fighting

+ 14Break

1d6+Strength dam-age. Arm broken and rendered useless if 6+ damage.

DisarmAgility +

Unarmed Fighting

+ 10Break Opponent drops

weapon

ThrowStamina + Athletics

+ 6Throw

Opponent is thrown a number of feet equal to twice the attacker’s Strength. Opponent is prone. 1d6+Strength damage.

Body

Bear Hug

Agility + Unarmed Fighting

+ 6Hold 1d6+Strength damage.

Body Slam

Stamina + Athletics

+ 10Throw

Opponent is thrown to the ground. 1d6+Strength damage. Opponent is prone.

CarryStamina + Athletics

+ 6Hold

Attacker physically picks up and moves the opponent a number of feet equal to half their Movement Rate.

HoldAgility +

Unarmed Fighting

+ 10Hold Opponent remains im-

mobilized.

Leg.or.Foot Break

Leg

Agility + Unarmed Fighting

+ 14Break

1d6+Strength dam-age. Leg broken and rendered useless if 6+ damage.

Leg Lock

Agility + Unarmed Fighting

+ 10Hold

Leg is immobilized and cannot be used while the hold is maintained

Neck.or.Head Break

NeckStamina + Athletics

+ 18Break

1d6+Strength damage. Opponent is killed or permanently crippled if 6+ damage.

Choke hold

Stamina + Athletics

+ 10Hold

1d6+Strength damage. Opponent is rendered unconscious if 6+ dam-age.

Hide/SneakYou hide behind cover or under concealment. Sneaking involves moving without being noticed.

Prerequisite: the opponent must not be previously aware of the character’s current position.

Time: Full Action Movement:.Half MRSkill. Check: Intelligence or Agility (player’s choice) + Subterfuge

(Stealthy) + 1d20Difficulty: if the opponent is actively searching for you, use the total

of the opponent’s search skill check; however, if the opponent is not actively searching, use the opponent’s Wits + Awareness (In-tuitive) + 5 modified by the following conditions:

Situational Modifier DifficultyOpponents On Guard +2Opponents Wary +1Opponents Inattentive -1Opponents Distracted -2

Fumble: You are detected. -2 Difficulty to attack you until the begin-ning of your next turn.

Fail: You are detected.Success: You are undetected. Critical: You are undetected; You are awarded 1 temporary Karma

Point.

Recover

You attempt to regain your faculties after being paralyzed, stunned, or otherwise incapacitated.

Time: Full Action Movement: NoneSkill.Check: Stamina + Athletics (Indefatigable) + 1d20 Difficulty: 20 (Difficult)Fumble:.As Fail but you take 1 point of damage.Fail:.You remain incapacitated.Success:.You are no longer incapacitated.Critical: As success but you are awarded 1 temporary Karma Point.

Sprint

You run at full speed, ignoring all else.

Time: Full Action Movement:.MRx3Skill.Check: None normally. Agility + Athletics (Running) + 1d20 may

be required for difficult terrain, obstacles, or conditions.Difficulty: set by game master.Restrictions: You may perform no reactions until the beginning of

your next turn.

Withdraw

You carefully withdraw from close combat from a single oppo-nent.

Prerequisite: You are within reach of an opponent’s close combat attack.

Time: Full Action Movement:.MRSkill.Check: NoneEffect: You can move away from their opponent without triggering

a Free Attack Restriction: You may never turn your back on your opponent.

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Combat ConditionsThe following rules apply to all types of attacks: Unarmed, Melee, and Ranged.

Area Effect Attacks

Area effect attacks radiate outwards from a central point of ori-gin, affecting all opponents within the area of effect, defined as a radius in feet. The attacker makes a ranged or thrown attack against the intended point of origin, usually a fixed location on the ground (see Ranged Attack and Thrown Attack). Before the attack is made, any characters that can see the attack and/or the point of origin may attempt a Dive or Duck reaction to mitigate the damage they’re about to take (see Reactions, page 72).

Blindness

If you are blind, you are unable to see your surroundings, either because of total darkness conditions or some visual affliction. You may not take reactions. In addition, attackers score a critical hit on any natural roll of 19-20 against you.

You may make close attacks, but the Difficulty is increased by +16. In order to attack at range, you must use a Search action. The Difficulty to locate your opponent is increased by +8. If you succeed, you may attack the opponent, but the Difficulty is in-creased by +16. Blind attackers fumble on any natural roll of 1-2.

Cover and Concealment

Attacking an opponent hiding behind cover is more difficult than attacking exposed opponents.

Example DifficultyHalf or less of the opponent is obscured +4More than half the opponent is obscured +8A small part of the opponent is visible +12The opponent is almost completely hidden +16

If using miniatures, use the following definitions to determine cover:

Half or Less: the attacker can draw a line from any corner of their space to three corners of the opponent’s space.

More than Half: the attacker can draw a line from any corner of their space to two corners of the opponent’s space.

A Small Part: the attacker can draw a line from any corner of their space to only one corner of the opponent’s space.

Almost Completely Hidden: the opponent is only visible through a small aperture, such as through an arrow slit, small window, or slightly-opened door.

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Types of Terrain Effective MRRoad, even surface, packed earth Full

Plowed field, sand, dense brush, forest, mud, rubble, snow, water (<2 feet deep)

Half

Dense brush, forest, water (2-5 feet deep) Quarter

Water (>5 feet deep) Swim Only (Quarter)

Off-Hand Weapons

Attacks and parries made with a weapon in a your off-hand in-crease the difficulty of the action by +4. Shields wielded in the off-hand are not affected.

Size

Attacking a smaller opponent is more difficult than attacking a larger opponent.

Size Height/ Length “Footprint” Difficulty to

HitTiny 1-2’ 1’x1’x1’ +4Small 3-4’ 2’x2’x2’ +2Medium 5-7’ 5’x5’x5’ +0Imposing 8-15’ 10’x10’x10’ -2Large 16-20’ 15’x15’x15’ -4

Huge 20-25’ 20’x20’x20’ to 25’x25’x25’ -6

Massive 26-30’ 30’x30’x30’ -8Giant 31-40’ 35’x35’x35’ -10Monstrous 41-50’ 40’x40’x40’ -12Gargantuan 51+’ 50’x50’x50’ -14

An opponent’s “footprint” represents the amount of effective space they occupy. For instance, a huge creature cannot fit in a 10’x10’ room, they are simply too big. Footprint is not an actual measure of volume, it is simply the area considered the oppo-nent’s comfortable “personal space”.

Stance

The difficulty to hit a prone target with a ranged attack is in-creased by +4 while the difficulty to hit the same prone target with a close attack is decreased by -4.

Surprise

Attacking with the element of surprise provides a strong advan-tage to the attacker. In order to attack with surprise, you must be hidden (see Hide/Sneak, page 75). As long as you are hid-den, you may perform the Cover full action (see Cover, page 74) or Delay major action (see Delay, page 70), holding your attack until your opponent enters your field of fire or comes into range. Once the opponent is within range, you may attempt to interrupt the opponent and attack. The opponent may not react. The act of attacking means you are no longer hidden. You must hide/sneak again in order to become hidden once more.

Two-Weapon Fighting

Characters may wield two weapons, one in each hand, and may attack with either. Characters with the Florentine specialty may parry with the weapon in their off-hand at no penalty as if they were using a shield.

Critical Hits

Any unmodified roll of 20 on an attack skill check is a critical hit. A critical hit is a success regardless of the skill check total or the difficulty. A critical hit doubles the damage dice of any attack but does not double any other modifiers. For example, a weapon that does 1d8+8 damage would do 2d8+8 on a critical hit.

Firing into Melee

The difficulty to shoot someone engaged in melee is increased by +2 per adjacent combatant, friend or foe. If the attack total is less than range difficulty, the attacker has missed entirely. If the attack total is greater than range difficulty but less than the ad-justed difficulty, the attacker has instead hit a random combatant other than the intended opponent.

For example, if you make a ranged attack at medium range against a target engaged in melee with 4 other combatants, the difficulty to hit is 16 for the range + 8 for the four combatants (+2 per combatant) for a total difficulty of 24. Your skill check total to hit is 20, which is greater than the range difficulty but less than the adjusted difficulty. You have hit one of the four combatants. The game master may roll 1d4 to determine which one.

Fumbles

Any unmodified roll of 1 on an attack roll of any kind indicates a miss, regardless of difficulty and other modifiers.

Light and Environment

Attacking a opponent in dim or distracting lighting conditions is more difficult than attacking a opponent in broad daylight. Fighters in complete darkness are effectively blind (see Blind-ness, page 76).

Light Example Difficulty

DimTwilight, moonlit night, room lit from outside

+4

Dark Nighttime, Starlight +8Complete Darkness Dark room or cave +16

Karma Points

Karma Points may be spent to increase any d20 roll associated with a Minor, Major, or Full action or any Reaction. Using Kar-ma Points in this manner can increase the result of a roll up to 20. Scoring a 20 using Karma Points does not result in a critical hit. Karma Points cannot alter a natural roll of 1. Karma Points cannot be spent on any action that takes longer than one round to perform. The decision to use Karma Points can be made after the die is rolled but must be made before the end of your turn. Karma Points cannot be transferred to other characters.

Karma Points can also be spent to reduce damage from attacks, making them a kind of bonus Hit Points.

Movement and Terrain

The distances given for movement are assuming clear unob-structed terrain. Rough ground, gravel or sand, boulders, debris, foliage, and other obstructions will impede movement and ham-per or prohibit certain actions.

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Those living the dangerous lifestyle of an artifact hunter eventu-ally suffer traumatic injury. You may be stabbed, shot, punched, electrocuted, slashed, hacked, fall, suffer concussions, have acid thrown on you, or meet any other kind of gruesome fate. Injury is represented by points of damage which are subtracted from your character’s Hit Points (see below).

DamageWeapons are designed to inflict injury on an opponent by slash-ing, stabbing, cutting, crushing, incinerating, or electrocuting. Such injury is reflected in game terms as points of damage.

Each weapon or type of attack is defined by the number of points of damage it can do to an opponent, represented as a variable amount determined by die rolls. The damage of hand-held melee weapons is also increased by the Strength of the wielder.

For example, a short bow does 1d8 points of damage, indicat-ing that an arrow shot from the bow can deliver 1 to 8 points of damage to its victim. Meanwhile, a mace does 1d6+Strength, indicating that it inflicts 1 to 6 points plus an additional number of points equal to the wielder’s Strength.

When your character takes damage from an attack, you subtract the damage from your character’s Hit Points.

There are two ways to describe damage in Exiled in Eris: its Type and its Severity. A damage’s type includes Psychic Damage, Phys-ical Damage, and Energy Damage. A damage’s severity can be described as lethal or non-lethal.

Damage Type

An attack’s damage type generally describes the source of injury. Damage type is generally only important for determining an op-ponent’s immunity, resistance, or vulnerability to a certain type of damage.

• Acid: damage from chemical burns and corrosive ma-terials.

• Cold: damage from exposure to very low temperatures. Dakazi are vulnerable to cold damage.

• Heat: damage from fire, plasma, and extreme heat.• Electricity: damage from lightning or electric shocks.

Cyberdroids and Aya are especially vulnerable to elec-trical damage.

• Poison: internal damage from poisons and venoms.• Physical: damage from kinetic force, cutting, crushing,

or piercing. Many weapons do physical damage. Most forms of armor typically only protect against physical damage.

• Psychic: damage done directly to the brain by psychic powers. Cyberdroids are immune to psychic damage.

• Radiation: damage as a result of exposure to radiated energy including gamma rays and laser weapons.

• Sonic: damage from intense sound waves and ultra-sonic weapons.

Damage Severity

An attack’s damage severity can be classified as lethal or non-lethal.

Lethal Damage

Any injury (or injuries) that usually results in the death of the victim is represented by lethal damage points. Lethal damage is caused by bullets, arrows, blades, spinal trauma, etc. In short, any injury that can cause your character to die from loss of blood or lack of oxygenated blood to the brain is considered lethal dam-age. Lethal damage is subtracted from a character’s Hit Points. Lethal damage is more difficult to recover from and takes time to heal.

Non-Lethal Damage

Injuries that cause pain and unconsciousness but that are not necessarily life-threatening are represented by Non-Lethal dam-age points. Punches, sleeper holds, concussions, stun weapons, and any injury that causes pain and/or unconsciousness with-out threatening major blood loss or brain death is considered non-lethal damage. Non-lethal damage is subtracted from a character’s Hit Points like regular lethal damage. However, any character that loses all their hit points from non-lethal damage is rendered unconscious instead of dying or dead.

Armor Value

Protection, whether worn or part of your natural exterior, is de-fined by its Armor Value. Your Armor Value is subtracted from any damage dealt by an attack after it is rolled but before it is subtracted from your Hit Points.

For example, your character is hit by a medium sword that does 7 points of damage. You are wearing leather armor with an Armor Value of 3. You subtracts 7-3=4 points from the character’s Hit Points.

Ordinarily, You can wear only one type of armor at a time. Ex-ceptions include characters with natural armor and ballistic cloth armor. In these cases, you may wear additional armor. The armor with the higher AV protects at full value while the armor with the lesser AV protects at half value, ignoring fractions. In addition, you receive full AV protection from any armor worn under a force field.

Karma Points

Your Karma Points represent your ability to avoid injury based on chance and good fortune. Since Karma Points can be spent to reduce damage taken from a successful attack, they serve as a kind of bonus Hit Points.

Lost Karma Points return at a rate of 1 Karma Point per level per hour so long as you spend the time resting.

All lost Karma Points return after a rest of 6-8 hours (overnight). First aid, potions, or other forms of healing have no effect on lost Karma Points since their are no actual physical wounds to heal.

Injury and Damage

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Temporary Karma Points

Through the course of play, you may be awarded temporary Kar-ma Points, usually by scoring a critical result on a skill check or as a reward for being heroic or performing a selfless act. Tem-porary Karma Points may be spent and used like regular Karma Points, but they are lost at the end of the game day.

Persistent Karma Points

Persistent Karma Points are a special type of temporary Karma Point that is given to a player as a reward. Like regular tempo-rary Karma Points, once they are spent they are gone. However, persistent Karma Points are not lost at the end of the game day. Persistent Karma Points may be kept indefinitely and are only lost when they are spent.

Hit Points

Your Hit Points indicate how much damage you can take before dying or falling unconscious. If your Hit Points are reduced to zero, you are dying (see Death, below).

Lost Hit Points return at a rate of 1 Hit Point per level per day per wound so long as the wound received medical treatment and the character spends the day resting and recuperating.

First aid, metamorphic potions, or supernatural abilities (see Healing below) will also restore lost Hit Points.

Wounds Each time you are damaged by an attack, you have sustained in-jury from a wound. You must track each wound and its associ-ated lost Hit Points of damage separately as healing is performed on a wound-by-wound basis. If you have suffered four wounds, each wound must be treated separately.

Minor Wounds

Minor wounds are any wounds from attacks that do less than six points of damage.

Major Wounds

Any wound caused by an attack that does six or more points of damage is considered a Major Wound. Each Major Wound suf-fered incurs a cumulative -1 minor penalty to all skill checks and defenses.

ConditionsIn addition to wounds, you might suffer other effects. These ef-fects result in conditions which will limit your capabilities in various ways.

Unconscious

If you lose all your Hit Points as a result of non-lethal damage, you fall unconscious. Other effects may cause instant uncon-sciousness without the loss of Hit Points. Characters that are rendered unconscious immediately fall prone and may take no actions.

Paralyzed

A paralyzed combatant is considered conscious and able to act but the difficulty of all actions is increased by +4 and the combat-ant is unable to move, though they can go prone. The combatant may not attack or perform any reactions. A paralyzed combatant may attempt the Recover action to end the effect.

Stunned

A stunned combatant is considered conscious but unable to act. The combatant may only move at half speed, crawl, crouch, kneel, go prone, or recover. The combatant may not attack or perform any reactions. A stunned combatant may attempt the Recover action to end the effect.

Incapacitated

An incapacitated combatant is conscious but unable to act or move. The only remove the incapacitated condition is by binding wounds or medical treatment.

DyingIf your Hit Points are reduced to zero as a result of lethal damage, you are dying.

Damage will never reduce your Hit Points to a negative number. Even if you have 10 Hit Points and take 20 points of damage from an attack, you are reduced to zero Hit Points.

Once you are reduced to zero Hit Points, any additional damage is subtracted from your Stamina.

While you are dying, you will lose one point of Stamina at the end of your turn unless you are somehow able to stave off death.

Stave Off Death

Prerequisite:.You are dying.Time:.Free Reaction Movement: NoneSkill.Check: Stamina + Resistance + 1d20 Difficulty: 20 (Difficult)Fumble: You lose two points of Stamina.Fail: You lose one point of Stamina.Success: You lose no Stamina.Critical: You have stabilized and are no longer dying.

Death

Once you have has reached zero Stamina, either through addi-tional damage or by dying, you are irrevocably dead and cannot be revived short of metamorphic potions, ta’oudh, or advanced technology.

Stabilized

Once you are stabilized, you are near death and incapacitated. You have zero hit points but are no longer losing points of Stam-ina. You can be stabilized by a critical result on the skill check to stave off death or by someone providing first aid.

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HealingKarma Points and Hit Points return as a result of natural recu-peration. You may also recover lost Hit Points as a result of first aid, medical treatment, metamorphological potions, and ad-vanced technology.

Natural Recuperation

24 hours of rest and recuperation will restore 1 lost Hit Point per level per minor wound with or without the application of first aid. Recuperation will also restore 1 lost Hit Point per major wound that has received medical treatment. Any major wound that has not received medical treatment will not heal and may instead become infected (see Infection). Proper recuperation re-quires you to rest in a comfortable location for 24 hours. You must remain bed-ridden and may perform no strenuous activity.

Infection

Without medical treatment, a major wound will heal no lost Hit Points. After a number of days equal to your Stamina bonus, the major wound(s) will become infected causing an additional point of damage per major wound per day.

Binding Wounds

Allies can provide immediate aid by staunching blood flow, ap-plying ointments and antiseptics, binding wounds, and applying splints.

Bind Wounds

Prerequisite:.the patient is suffering from a minor wound.Time: 10 minutes Movement:.NoneSkill. Check: Dexterity + Healing (Surgeon) or General Knowledge

(Medic) + 1d20 Difficulty: 16 (Easy) if using a first aid kit or trauma kit; 20 (Difficult)

if using inappropriate tools such as mechanics tools; 24 (Challeng-ing) if using no tools at all.

Fumble: You inflict a point of damage to the patient.Fail: No effect.Success: You restore 1d4 lost Hit Point to a single minor wound.Critical: You restore 2d4 lost Hit Points to a single minor wound.Restriction: can only be performed once per minor wound.

Medical Treatment

Providing medical treatment takes several hours and requires the character providing the treatment to properly diagnose and then treat the malady.

Medical Diagnosis

Prerequisite:.the patient is suffering from a major wound.Time: Full Action Movement:.NoneSkill.Check: Intellect + Healing (Surgeon) + 1d20 Difficulty: 20 (Difficult) Fumble: You inflict a point of damage to the patientFail: No effectSuccess: You have determined the proper course of treatment.Critical: As Success, plus the Difficulty to subsequently treat the pa-

tient is reduced by -4.Restriction: can only be performed once per major wound.

Medical Treatment

Prerequisite:.the patient is suffering from a major wound and.you have previously diagnosed the malady (see above).

Time: 30 minutes Movement:.NoneSkill.Check: Dexterity+ Healing (Surgeon) + 1d20 Difficulty: 20 (Difficult) if using a first aid kit or trauma kit; 24 (Chal-

lenging) if using inappropriate tools such as mechanics tools; 28 (Daunting) if using no tools at all.

Fumble: You inflict a point of damage to the patient.Fail: No effect.Success: You restore 1d6 lost Hit Points to a single major woundCritical: You restore 2d6 lost Hit Points to a single major wound.Restriction: can only be performed once per major wound.

Restoring Consciousness

You can try to rouse an ally who has been rendered unconscious.

Rouse

Prerequisite:.You are adjacent to the unconscious character.Time: Minor Action Movement:.NoneSkill.Check: None Result: The unconscious character is awakened.

Stabilize the Dying

You can try to save characters from the brink of death.

Prerequisite:.the patient is dying. You possess Healing as a Primary, Secondary, or Tertiary skill.

Time: Full Action Movement:.NoneSkill. Check: Dexterity + Healing (Surgeon) or General Knowledge

(Medic) + 1d20 Difficulty: 20 (Difficult) Fumble: The patient immediately and irrevocably diesFail: No effectSuccess: The patient is stabilized but unconscious.Critical: As success, plus the patient regains 1 lost Hit Point.

Metamorphic Potions

Metamorphic Potions are special concoctions brewed by special-ly trained alchemists. Of special note are potions of regeneration, which trigger an accelerated healing rate when imbibed. Potions of regeneration temporarily give characters the regeneration mu-tation, allowing them to heal their Stamina in lost Hit Points per round for 1d8 rounds.

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Other DangersThe life of an adventurer in the Cydorian Age is fraught with peril and characters are likely to encounter many types of dan-gerous scenarios.

Cold

You will lose one point of Stamina for every hour exposed to be-low freezing temperatures without proper clothing or protection. Once your Stamina is reduced to zero, you have died of hypo-thermia. Stamina lost to exposure to the cold will return at a rate of 1 per full day of rest in comfortable conditions.

Disease, Poisons, Venoms, and ToxinsDiseases, venoms, poisons, and toxins can have one or more of the following effects: Death, Paralysis, Unconsciousness, or Ill-ness. You may try to mitigate the effects of the toxin as a free reaction immediately upon exposure and each round thereafter at the end of your turn.

Death: You take poison damage at the end of your turn every round until the toxin is stopped or you are dead. You may survive for a while if you are strong enough (see Endure, page 73).

Paralysis: You are paralyzed (see Paralyzed, page 77). It is pos-sible, however, to shake off the effects of the paralysis. (see Re-cover, page 75).

Unconsciousness: You are rendered unconscious (see Uncon-sciousness, page 80) for 1d6 hours unless you are able to mitigate the effects of the toxin at the time of exposure (see Endure, page 73).

Illness: You are infected by a disease. You are effectively inca-pacitated (see Stunned, page 77) by serious symptoms such as vomiting, diarrhea, fevers, chills, etc. You may fight the illness at the time of exposure (see Endure, page 73). If that fails you will continue to be ill for 24 hours. You may check to see if you get better once each morning after a full night’s rest.

Recover from Illness

Time: Full Action Movement: NoneSkill.Check: Stamina + Athletics (Indefatigable) + 1d20 Difficulty: 20 (Difficult)Fumble:.As Fail but you may not make another Recover action for

another 48 hours.Fail:.You remain stunned for another 24 hours.Success:.You are no longer stunned.Critical: As success but you are awarded 1 temporary Karma Point.

Electricity

You may use a reaction to recoil or jerk away from any exposure to dangerous electric shocks (see Avoid, page 72).

Exhaustion

You can perform strenuous activity such as running, digging, climbing, swimming, or carrying a heavy load for a number of hours equal to twice your Stamina before you require an 8 hour break. Pushing beyond this time without rest causes you to lose 1 point of Stamina per hour. In addition, the Difficulty of all skill checks made is increased by the amount of Stamina you have lost. Half of the lost Stamina is returned after 8 hours of rest.

Falling

You take 1d6 points of lethal physical damage for every five feet fallen, up to 375 feet.

If you are pushed or fall over a precipice, you should be given the opportunity to scrabble to grab hold of something (see Avoid, page 72) or be caught by a fellow character (see Catch, page 72).

Fire and Extreme Heat

You will take heat damage whenever you are exposed to fire or a source of extreme heat. You can try to jerk away or shield your-self in order to mitigate the effects (see Avoid, page 72).

Whenever you are exposed to a general environment of intense heat that can’t be avoided or shielded against, such as in a burn-ing room, you will take damage each round at the end of your turn. You can grit your teeth and ignore the pain to mitigate the effects (see Endure, page 73).

Food and Hunger

You will survive no more than three weeks without sustenance. You will lose 1 point of Stamina every day you go without a full day’s requirement of sustenance. The amount of Stamina lost is proportional and cumulative. Therefore, if you only ate half a day’s requirement of sustenance, you lost half a point of Stamina. The Difficulty of all skill checks made that day is increased by the amount of Stamina you have lost. As Stamina is reduced, so does your Hit Points. Once your Stamina is reduced to zero, you have died of starvation. Stamina points lost to hunger can be restored by consuming more than a full day’s requirement of sustenance. For example, eating two full days’ worth of sustenance will re-store 1 point of Stamina lost to hunger.

Environmental Heat

You will lose one point of Stamina for every hour exposed to extreme temperatures without proper protection. Once your Stamina is reduced to zero, you have died of heat stroke. Stamina lost to extreme heat will return at a rate of 1 per full day of rest in comfortable conditions.

Suffocation

You may hold your breath for a number of rounds equal to half your Stamina. After that, you must endure suffocation each round or take 1d10 damage (see Endure, page 73).

Water and Thirst

An average human character in a temperate environment must consume one liter of water a day to survive. The amount required varied by the environment.

Environment Water NeededTemperate, normal activity 1 liter/day4 hours of strenuous activity +1 literCombat encounter +1 literExtreme Heat or Cold +1 liter

You will lose 1d4 points of Stamina every day you go completely without water, but only 1 point of Stamina every day you con-sume an insufficient amount of water. The Difficulty of all skill checks made that day is increased by the amount of Stamina you have lost. You will survive no more than three days without wa-ter. Once your Stamina is reduced to zero, you have died of thirst.

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Traps

Traps are essentially pre-programmed attacks made against char-acters. Traps are defined by four factors: the difficulty to find the trap, the difficulty to deactivate the trap, the difficulty to avoid the trap once it has been activated, and the damage done by the trap. A game master may increase one factor of a trap by decreas-ing another factor.

For example, a level 3 trap normally has a difficulty of 16 to lo-cate, a difficulty of 16 to deactivate, a difficulty of 16 to avoid, and does 2d6 damage. A game master may choose to increase the damage to 2d8 by making the trap easier to deactivate.

Level Difficulty Damage Area of Effect1 4 (Routine) 1d6 5’x5’2 12 (Simple) 1d8 10’x10’3 16 (Easy) 2d6 15’x15’4 20 (Difficult) 2d8 20’x20’5 24 (Challenging) 3d6 25’x25’6 28 (Formidable) 3d8 30’x30’7 32 (Daunting) 4d6 35’x35’8 40 (Inconceivable) 4d8 40’x40’

You may carefully search a 10’ by 10’ area for any traps.

Search for Traps

Time: Full Action Movement: 5’ Skill.Check: Wits + Awareness (Perceptive) + 1d20Difficulty: based on the level of the trap (see above).Fumble: You immediately trigger the trap.Fail: You fail to locate a trap, +4 Difficulty to subsequent attempts.Success: You have located or identified a trap, if one is present.Critical: as Success, plus the difficulty to deactivate or react to the

trap is reduced by -4.

You may attempt to deactivate any trap you find.

Deactivate a Trap

Time: Full Action Movement: noneSkill. Check: Dexterity + Subterfuge (Lockpick) or Guild Mysteries

(Mechanic or other relevant specialty) + 1d20Difficulty: based on the level of the trap (see above).Fumble: You immediately trigger the trap.Fail: You fail to deactivate the trap, +4 Difficulty to subsequent at-

tempts.Success: You have deactivated the trap.Critical: as Success, plus the difficulty to react to the trap is reduced

by -4.

When you trigger a trap, you may make opt to get out of the way (see Avoid, page 72) or just suffer the trap’s effects (see Endure, page 73), as appropriate to the trap and depending on the situ-ation.

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AV: The opponent’s Armor Value, which is subtracted from all damage the opponent takes. See page 79.

ENC: Total Encumbrance carried. See page 51.

Initiative: The opponent’s Initiative Bonus. See page 34.

HP: The opponent’s Hit Points, the amount of damage the op-ponent can take before dying. See pages 34 and 79.

KP: The opponent’s Karma Points, if any. Only important NPCs or those reknowned for their good fortune receive Karma Points. See page pages 34, 77, and 79.

PP: The opponent’s Power Points, which the opponent may spend on supernormal powers and effects. See page 34.

Skills and Specialties: Any skills and associated skill bonuses possessed by the opponent. Specialties are in indicated in paren-theses. See page 35.

Characteristics: Any distinguishing characteristics, powers pos-sessed by, or special game rules that apply to the opponent.

Attacks: The most common forms of combat employed by the opponent. All attacks are expressed in the standard format of a skill check or action.

Opponent Format

The opponents of Eris are presented in the following format:

Opponent Name

Short DescriptionA more detailed description of the opponent and its habits.

Level: the opponent’s level relative to that of a player character.

MR: The opponent’s Movement Rate/ See page 34.

Size: See Size, page 77.

Physical: The average of the opponent’s Strength and Stamina, which can be used to represent either attribute. See page 25.

Dynamic: The average of the opponent’s Dexterity and Reflexes, which can be used to represent either attribute.. See page 25.

Mental: The average of the opponent’s Intelligence and Wits, which can be used to represent either attribute.. See page 25.

Social: The average of the opponent’s Charisma and Willpower, which can be used to represent either attribute.. See page 25.

Opponents

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Allies and RivalsWhat follows are various archetypal humans that player charac-ters might come into conflict with, or provide assistance to, the average player character.

Adventurer

Adventurers are opportunistic mer-cenaries seeking fortune, excite-ment, and fame. They can be honorable or selfish, helpful or obstructive. Adventur-ers are counterparts and competitors to the player characters and may be friendly one day and hostile the next.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 5AV: 8 ENC: 2 Initiative: 10 HP: 10

Skills and Specialties

Academics +3, Athletics +3, Awareness (Instinc-tive) +3, Evasion (Evasive) +3, General Knowledge + 2 , Healing +1, Influence +2, Insight +2, Marksmanship +3, Melee Fighting (Guarded; Sword Fighter) +6, Resistance +3, Riding +2, Subterfuge +2, Unarmed Fighting +3, Vehicles +1, Wilderness +1.

Characteristics

Armor: Light Assault Armor.Fierce: +1d6 damage to melee attacks.Deadly: +1d3 damage to ranged attacks.Attacks

Sword, Medium: The standard melee weapon for most Cydorian adventurers.

Time: Major Action Movement: 5’ Melee.Attack: 13+1d20 Damage: 1d8+1d6+5

Plasma Rifle: Many Cydorian adventurers have acquired black market Malusian plasma rifle from their smuggler contacts, or off the bodies of their enemies.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 8+1d20 Damage: 2d10+1d3+2

Air-Pirate CaptainCrews of mutinous or captured airship-ships often elect a cap-tain from among their ranks.

Attributes

Level: 6 MR: 30’ Size: Medium (4-7’ tall)Physical: 5 Dynamic: 6 Mental: 5 Social: 6AV: 3 ENC: 3 Initiative: 11 HP: 11

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +3, General Knowledge +3, Healing +3, Influence (Commanding, Intimi-dating, Vamp) +7, Insight +3, Marksmanship (Gunfighter) +4, Melee Fighting (Sword Fighter) +4, Resistance +3, Riding +3, Subterfuge (Liar) +3, Unarmed Fighting +4, Vehicles +4, Wil-derness +3.

Characteristics

Armor: LeatherDeadly: +1d8 damage to ranged attacks.Fierce: +1d6 damage to melee attacks.Attacks

Vibro-Sword: A powered vibro-sword is useful in man-to-man boarding actions.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 4d6+5

Whip: Air-Pirate captains are flamboyant figures who prefer unusual weapons, especially ones that help motivate mutinous crews.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d4 or grabbed

Ballistic Pistol: A good captain has a well-maintained ballistic pistol in his belt or on his hip. A great captain carries several.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 11+1d20 Damage: 2d8

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Air-Pirate Crewman

The typical air-pirate is a veteran of the War of Unification with experience in airship combat.

Attributes

Level: 3 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 4 Social: 4AV: 2 ENC: 2 Initiative: 9 HP: 9

Skills and Specialties

Academics +0, Athletics +3, Awareness +2, Evasion +2, General Knowledge +2, Healing +0, Influence +2, Insight +1, Marksman-ship (Gunfighter) +5, Melee Fighting (Sword Fighter) +3, Resis-tance +1, Riding +1, Subterfuge +2, Unarmed Fighting +3, Ve-hicles +3 (Pilot), Wilderness +2.

Characteristics

Armor: Padded/quilted.Deadly: +1d3 damage to ranged attacks.Fierce: +1d3 damage to melee attacks.Attacks

Cutlass: Pirates prefer the slashing blade of a cutlass in man-to-man combat.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d8+1d3+5.

Knife: Pirates always carry a knife clenched in their teeth as a secondary weapon.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d6+1d4+5

Ballistic Pistol: A good ballistic pistol is invaluable during boarding actions.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 12+1d20 Damage: 1d8+1d3

Airship Pilot

The typical airship pilot flies a small air-transport on distribu-tion missions across the Markanian frontier, carrying cargoes of goods and mail from the city-states of the east to the small vil-lages and outposts of the west.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 5AV: 1 ENC: 2 Initiative: 10 HP: 10

Skills and Specialties

Academics +2, Athletics +2, Awareness +2, Evasion +3, General Knowledge +3, Healing +0, Influence (Negotiator) +3, Insight +2, Marksmanship (Gunfighter) +3, Melee Fighting +3, Resis-tance +3, Riding +0, Subterfuge (Smuggler) +3, Unarmed Fight-ing +3, Vehicles (Airship Pilot) +6, Wilderness +2.

Characteristics

Armor: Heavy leather greatcoat.Force Field: Negates 1-20 points of damage per attack, can

negate 100 points of damage total.Deadly: +1d6 damage to ranged attacks.First Strike: +1d3 to determine initiative score.Attacks

Cutlass: The lightly armored crews of airship prefer the slashing blade of a cutlass in man-to-man combat.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+5

Ballistic Pistol: Ballistic pistols are useful for repelling boarders.

Time: Major Action Movement: 5’ Ranged.Attack: 10+1d20 Damage: 1d8+1d6

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Bandit

Gangs of robbers and highwaymen plague overland travel throughout Cydoria and Markania. They of-ten set up road-blocks or ambushes to waylay travelers and caravans, relieving them of any valuables or cargo they may be transporting.

Attributes

Level: 3 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 4 Social: 4AV: 2 ENC: 3 Initiative: 9HP: 17

Skills and Specialties

Academics +0, Athletics +0, Awareness +2, Eva-sion +2, General Knowl-edge +1, Healing +0, Influence (Intimidating) +2, Insight +0, Marksmanship (Choose: Cross-bowman, Gunfighter, or Rifleman) +5, Melee Fighting +2, Resis-tance +2, Riding +2, Subterfuge (Stealthy) +2, Unarmed Fighting +2, Vehicles +0, Wilderness +2.

Characteristics

Armor: Padded/quilted.Deadly: +1d4 damage to ranged attacks.Tough: +8 HPAttacks

Medium Sword: Leave no witnesses.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+5

Dagger: Everyone carries a dagger.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d4+5

Laser Pistol: Only bandit leaders will carry these illegal weapons.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 12+1d20 Damage: 1d10+1d4

Fist: When all else fails.

Time: Major Action Movement: 5’ Unarmed.Attack: 7+1d20 Damage: 1d4+3

Artifact Hunter

Artifact hunters make a living finding, explor-ing, and emptying the ancient tombs of the Aeonian civilization of their treasures.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 4 Social: 6AV: 1 ENC: 1 Initiative: 9 HP: 26 KP: 19

Skills and Specialties

Academics +3, Athlet-ics +3, Awareness (In-stinctive) +6, Evasion (Evasive) +3, Gen-eral Knowledge +3, Healing +0, Influence +0, Insight +3, Marks-manship +3, Melee Fight-ing (Whip) +3, Resistance +0, Riding +2, Subterfuge +3, Un-armed Fighting (Fighter) +3, Vehicles +3, Wilderness +2.

Characteristics

Armor: Heavy clothing.Tough: +16 HP.Lucky: +8 KP.Attacks

Whip: Whips are useful tools as well as painful weapons. They can entangle opponents or be used as a rope in a pinch.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d4 or grabbed

Ballistic Pistol: No artifact hunter would be caught dead without their trusty ballistic.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 8+1d20 Damage: 1d8

Fist: When all else is lost, a desperate artifact hunter can rely on a good right hook.

Time: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d4+5

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Celestial Guardians

The Celestial Guardians are an ancient order of fighting monks. Celestials wander the land as knights-errant and ceno-bites fighting evil, protecting the innocent, righting wrongs, and avenging the fallen.

Celestial Healer

Celestial healers use their mystical powers to provide assistance to the ill and injured.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 6 Social: 6AV: 1 ENC: 2 Initiative: 11 HP: 11 PP: 40

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +3, General Knowledge +3, Healing (Healer, Surgeon) +3, Influence +3, In-sight +3, Marksmanship +1, Melee Fighting +3, Resistance +3, Riding +1, Subterfuge +1, Ta’Oudh (External Style, Internal Style) +3, Unarmed Fighting +3, Vehicles +0, Wilderness +1.

Characteristics

Armor: Heavy clothing or quilted/paddedAttuned: The healer can spend 16 Power Points per day. Powerful: +8 power pointsBoost Dynamic: The healer temporarily enhances their agility

and dexterity.

Prerequisite: Expenditure of 8, 16, or 24 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the healer’s Dynamic attribute per 8 Power Points spent

for 8 minutes

Boost Move: The healer temporarily enhances their running speed and jumping distance.

Prerequisite: Expenditure of 1, 2, or 3 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +10’ to the healer’s MR and +5’ to the healer’s jumping dis-

tance per Power Point spent until the beginning of their next turn.

Boost Mental: The healer temporarily enhances their intellect and wits.

Prerequisite: Expenditure of 2, 4, or 6 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the healer’s Mental attribute per 2 Power Points spent

for 8 minutes

Deflect Physical Damage: Healers are trained to focus the Oudh into a shield of force that deflects melee and unarmed attacks.

Trigger: The healer is attacked in close combatPrerequisite: the expenditure of 4, 8, or 12 Power PointsTime: Reaction Movement: NoneSkill.Check: NoneEffect: +2 AV per Power Point spent against a single physical attack

Healing: The gentle touch of a healer can instantly mend injury.

Prerequisite: Expenditure of 4, 8, or 12 Power Points.Time: Major Action Movement: 5’ Skill.Check:.NoneEffect:.Wounded or diseased characters regain 1d8 HP lost to injury

or 1 Attribute Point lost to disease or poison per 4 Power Points expended.

Psychic Shield: The healer can erect mental barriers to block psychic intrusion.

Trigger:.The healer is attacked by a psychic power.Prerequisite: The expenditure of 4, 8, or 12 Power Points.Time: Reaction Movement: NoneEffect: +4 AV per Power Point expended against a single psychic at-

tack.

Attacks

Starblade: The weapon of a Celestial, forged from the metallic heart of a fallen star with a glowing blade of unearthly sharpness that never dulls.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+5 Special: The AV of armor is halved, ignoring fractions.

Empowered Unarmed Attack: Healers are well-trained in the martial arts of the Celestials.

Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Major Action Movement: 5’ Unarmed.Attack: 8+1d20 Damage: 1d4+5Special: +1d4 damage per 2 Power Points spent.

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Attacks

Empowered Starblade: The weapon of a Celestial, forged from the metallic heart of a fallen star with a glowing blade of unearthly sharpness that never dulls.

Prerequisite:.Expenditure of.4, 8, 12, or 16 Power PointsTime: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+5 Special: The AV of armor is halved, ignoring fractions. +1d8 damage

per 4 Power Points spent.

Empowered Unarmed Attack: Paragons are expert martial artists and are formidable unarmed combatants.

Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d4+5Special: +1d4 damage per 2 Power Points spent.

Stunning/Paralyzing Attack: A Paragon has the power to paralyze with a touch

Trigger:.The paragon hits an opponent with a close attack.Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Reaction Movement: NoneSkill.Check:.NoneEffect: In lieu of damage, the paragon stuns or paralyzes the oppo-

nent for one round per 2 Power Points spent.

Celestial Paragon

Celestial paragons use their mystical powers to hone their physi-cal abilities to superhuman levels. The starblade of a paragon is usually symbolic, for it is said that a paragon can defeat oppo-nents using nothing more than their bare hands and a withering glare.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 6 Social: 6AV: 1 ENC: 2 Initiative: 11 HP: 19 PP: 32

Skills and Specialties

Academics +2, Athletics +3, Awareness +3, Evasion +3, General Knowledge +3, Healing +0, Influence +3, Insight +3, Marksman-ship +2, Melee Fighting +3, Resistance +3, Riding +0, Subterfuge +3, Ta’Oudh (External Style, Internal Style) +6, Unarmed Fight-ing (Fighter, Kicker) +3, Vehicles +0, Wilderness +0.

Characteristics

Armor: Heavy clothing or quilted/padded.Attuned: The paragon can spend 32 Power Points per day. Tough: +8 HP.Boost Dynamic: The paragon enhances their agility and

dexterity for a short time. (6 power ranks)

Prerequisite: Expenditure of 8, 16, 24, or 32 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the paragon’s Dynamic attribute per 8 Power Points

spent for 8 minutes

Boost Mental: The paragon temporarily enhances their agility and dexterity. (6 power ranks)

Prerequisite: Expenditure of 2, 4, 6, or 8 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the paragon’s Mental attribute per 2 Power Points spent

for 8 minutes

Boost Move: The healer temporarily enhances their running speed and jumping distance. (3 power ranks)

Prerequisite: Expenditure of 1, 2, 3, or 4 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +10’ to the paragon’s MR and +5’ to the healer’s jumping dis-

tance per Power Point spent until the beginning of their next turn.

Boost Physical: The paragon enhances their strength and stamina for a short time.

Prerequisite: Expenditure of 8, 16, 24, or 32 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the paragon’s Physical attribute per 8 Power Points

spent for 8 minutes

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Celestial Sage

Celestial sages seek to expand their mind through art, science, literacy, and scholarship.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 7 Social: 5AV: 1 ENC: 2 Initiative: 12 HP: 10 PP: 40

Skills and Specialties

Academics (Scholar; Researcher) +6, Athletics +3, Awareness +3, Evasion +3, General Knowledge +3, Healing +0, Influence +3, Insight +3, Marksmanship +0, Melee Fighting +3, Resistance +3, Riding +0, Subterfuge +3, Ta’Oudh (External Style, Internal Style) +3, Unarmed Fighting +3, Vehicles +0, Wilderness +1.

Characteristics

Armor: Heavy clothing or quilted/padded.

Attuned: The sage can spend 32 Power Points per day. Powerful: +8 Power PointsBoost Interpersonal: The sage enhances their intellect and wits

for a short time.

Prerequisite: The expenditure of 4, 8, 12, or 16 Power Points.Time: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the sage’s Mental attribute per 4 Power Points spent

for 8 minutes

Boost Mental: The sage enhances their intellect and wits for a short time.

Prerequisite: The expenditure of 2, 4 , 6, or 8 Power Points.Time: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the sage’s Mental attribute per 2 Power Points spent

for 8 minutes

Psychic Shield: The guardian-sage can erect mental barriers to block psychic intrusion.

Trigger:.The sage is attacked by a psychic power.Prerequisite: The expenditure of 1, 2, 3, or 4 Power Points.Time: Reaction Movement: NoneEffect: +4 AV per Power Point expended against a single psychic at-

tack.

Attacks

Starblade: The weapon of a Celestial, forged from the metallic heart of a fallen star with a glowing blade of unearthly sharpness that never dulls.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+5 Special: The AV of armor is halved, ignoring fractions.

Psychic Attack: The sage is capable making a psychic attack against their enemies.

Prerequisite: The expenditure of 4, 8, 12, or 16 Power Points.Time: Full Action Movement: Half MRPsychic.Attack: 12+1d20Difficulty: 16Damage: 1d6 psychic damage per 4 Power Points expended.

Psychic Burst: The sage is capable making a psychic attack against their enemies.

Prerequisite: The expenditure of 8, 16, 24, or 32 Power Points.Time: Full Action Movement: Half MRArea.Effect:.10’ radius per 8 Power Points spent centered on the

sageEffect: Every being within the range of this power takes 1d4 psychic

damage per 8 Power Points spent.Special:.Victims may Resist vs. 12+1d20 to negate the damage. Phys-

ical armor has no effect against psychic damage.

Unarmed Attack: Even learned sages are capable of defending themselves through mastery of ancient Celestial martial arts.

Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Major Action Movement: 5’ Unarmed.Attack: 8+1d20 Damage: 1d4+5Special: +1d4 damage per 2 Power Points spent.

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Attacks

Empowered Starblade: The weapon of a Celestial, forged from the metallic heart of a fallen star with a glowing blade of unearthly sharpness that never dulls.

Prerequisite:.Expenditure of.4, 8, 12, or 16 Power PointsTime: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d8+7 Special: The AV of armor is halved, ignoring fractions. +1d8 damage

per 4 Power Point spent.

Empowered Unarmed Attack: Celestial Warriors are expert martial artists and are formidable unarmed combatants.

Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d4+7Special: +1d4 damage per 2 Power Points spent.

Shockwave: The strike of a Celestial’s weapon is powerful enough to send foes reeling, knocking them to the ground with the force of a thunderclap.

Prerequisite:.Expenditure of.8, 16, 24, or 32 Power PointsTime: Full Action Movement: Half-MRRange:.SightEffect:.Every being within the range of this power takes 1d4 damage

per 8 Power Points spent. Special: Victims may Endure vs. 8+1d20 to negate the damage. Al-

ternatively, they can Dive or Duck to automatically halve the dam-age.

Celestial Warrior

Celestial warriors enhance their fighting ability using mystical powers. They are soldiers, defenders, leaders, and avengers.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall)Physical: 7 Dynamic: 7 Mental: 3 Social: 3AV: 1 ENC: 6 Initiative: 10 HP: 10 PP: 32

Skills and Specialties

Academics +0, Athletics (Evasive) +3, Awareness +3, Evasion +3, General Knowledge +1, Healing +2, Influence +2, Insight +2, Marksmanship +3, Melee Fighting (Sword Fighter) +3, Resis-tance +3, Riding +3, Subterfuge +3 (Stealthy), Ta’Oudh (External Style) +3, Unarmed Fighting +3, Vehicles +0, Wilderness +3.

Characteristics

Armor: Heavy clothing or quilted/padded.Attuned: The warrior can spend 32 Power Points per day. Boost Dynamic: The warrior enhances their agility and dexterity

for a short time.

Prerequisite: Expenditure of 8, 16, 24, or 32 Power PointsTime: Minor Action Movement: 5’ Effect: +1 to the warrior’s Dynamic attribute per 8 Power Points

spent for 8 minutes

Boost Move: The healer temporarily enhances their running speed and jumping distance.

Prerequisite: Expenditure of 1, 2, 3, or 4 Power PointsTime: Minor Action Movement: 5’ Effect: +10’ to the warrior’s MR and +5’ to the healer’s jumping dis-

tance per Power Point spent until the beginning of their next turn.

Deflect Physical Damage: Warriors are trained to focus the Oudh into a shield of force that deflects incoming attacks.

Trigger: The warrior is attacked in close combat.Prerequisite: Expenditure of 2, 4, 6, or 8 Power Points.Time: Reaction Movement: NoneEffect: +2 AV per 2 Power Points spent against a single physical at-

tack.

Fierce: +1d4 damage to melee attacks.

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Constable

Village law is enforced by the town con-stable and his deputies. Constables can be identified by the jitte, a type of blunt sai, they wear in their belt which serves as both a symbol of office and a functional defensive weapon.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 6AV: 1-2 ENC: 2 Initiative: 10 HP: 11

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +3, Gen-eral Knowledge +3, Healing +2, Influence (Commanding) +6, In-sight (Astute) +2, Marksmanship (Gunfighter) +3, Melee Fight-ing +3, Resistance +2, Riding +2, Subterfuge +0, Unarmed Fighting (Fighter) +3,Vehicles +0, Wilderness +2.

Characteristics

Armor: Heavy clothes.Deadly: +1d4 damage to ranged attacks.First Strike: +1d4 to initiative score.Attacks

Ballistic Pistol: Modern Cydorian constables are equipped with a ballistic pistol, standard.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 10+1d20 Damage: 1d8+1d4

Stun Baton or Truncheon: Useful weapons for breaking up fights or beating down culprits.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d6+5 non-lethal

Jitte: The traditional symbol of the Cydorian constabulary is a jitte, a straight tapered iron rod with cross guard above the handle. A jitte is used like a blunt dagger but can also parry and catch melee attacks on the cross guard.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d6+5

Fist: Constables can handle themselves in a scrape.

Time: Major Action Movement: 5’ Unarmed.Attack: 8+1d20 Damage: 1d4+5

Cults

Several secret cults exist in Cydoria, devoted to dark gods such as the serpent-god Anaka, the Demon-Lords of Haru, the primitive Mother-of-All, the sea-god Ururu, or even to leg-endary figures such as the Xurin, the Dark Alchemist. The vile rites of these cults include human sacrifice, cannibalism, or worse. Some cults, such as that of Anaka, seek political power through the indoctrination of influential political figures into the cult.

Cult Acolyte

Members of a cult are generally ordinary people drawn in by the charismatic cult leader. Once indoctrinated, they recruit others. Cultists might be brainwashed vic-tims with little real un-derstanding of what it is they are ac-tually worship-ping or they might be true believers, zeal-ots in positions of power within the cult.

Attributes

Level: 1 MR: 30’ Size: Medium (4-7’ tall) Physical: 6 Dynamic: 5 Mental: 4 Social: 4AV: 0 ENC: 1 Initiative: 9 HP: 9

Skills and Specialties

Academics +0, Athletics +1, Awareness +2, Evasion +1, General Knowledge +1, Healing +0, Influence +0, Insight +2, Marksman-ship +1, Melee Fighting +2, Resistance +0, Riding +0, Subterfuge (Stealthy) +4, Unarmed Fighting +2, Vehicles +0, Wilderness +0.

Characteristics

Battle Frenzy: Acolytes suffer no penalties from their first major wound.

Attacks

Dagger: All acolytes carry a dagger on their person.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d4+6

Scimitar: Cult guards and enforcers carry wickedly curved scimitars.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+6

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Cult Leader

Cult leaders are usually calm calculating zealots with many secrets. In pub-lic, they are friendly and charismatic. In private, they turn their charisma towards recruiting and in-doctrinating new members to their cult. They plot and scheme and try to maintain an aura of mystery and men-ace. When provoked, they transform into wild-eyed lu-natics willing to die for their dark god.

Attributes

Level: 7 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 7AV: 0 ENC: 1Initiative: 10HP: 16 KP: 16

Skills and Specialties

Academics +3, Athletics +3, Awareness +4, Evasion +5, General Knowledge +3, Healing +3, Influence (Commanding, Intimidat-ing, Silver Tongued) +7, Insight +5, Marksmanship +4, Melee Fighting +4, Resistance +5, Riding +3, Subterfuge (Chameleon, Liar, Stealthy) +5, Unarmed Fighting +4, Vehicles +3, Wilder-ness +3.

Characteristics

Battle Frenzy: Cult Leaders suffer no penalties from their first three major wounds.

Unyielding: Cult Leaders will continue to act for another two rounds while dying.

Fierce: +1d8 damage to melee attacks.Attacks

Dagger: The cult leader always carries a dagger for self-defense and for performing ritual sacrifice.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 1d8+1d4+5

Scimitar: Cult leaders will grab a nearby scimitar if forced to defend themselves in battle.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 2d8+5

Drifter

Many out-of-work veterans of the War of Unification wander the Markanian coun-tryside. They are jobless and homeless loners with few skills, travelling from town to town looking for what work they can find, legal or otherwise. Some drifters make money as boun-ty hunters; others find occasional work as mercenaries. Eventually, they’ll wear out their welcome and will be forced to move on to another village.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 5AV: 3 ENC: 2 Initiative: 10 HP: 10

Skills and Specialties

Academics +0, Athletics +2, Awareness +3, Evasion +3, Gen-eral Knowledge +2, Healing +2, Influence +2, Insight +2, Marksmanship (Gunfighter) +3, Melee Fighting (Sword Fighter) +3, Resistance +3, Riding +3, Subter-fuge +3, Unarmed Fighting (Fighter) +3, Vehicles +0, Wilder-ness (Navigator) +6.

Characteristics

Armor: Padded/quilted and light helmet.Fierce: +1d4 damage to melee attacks.Deadly: +1d4 damage to ranged attacks.Attacks

Ballistic Pistol: Eris is a dangerous place and many drifters somehow acquire a ballistic pistols during their travels.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 10+1d20 Damage: 1d8+1d4

Laser Pistol: Some drifters come by smuggled laser pistols, either as war surplus or from Tsirisian merchants.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 10+1d20 Damage: 1d10+1d4

Long-sword: It’s always good to have a secondary weapon for close combat.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d8+1d4+5

Fist: Weapons are not always an appropriate means of dealing with the situation.

Time: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d4+5

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Gladiator

The gladiator is a veteran of the arenas of Zinj. If encountered outside of the arena, the gladiator has either escaped or won her freedom.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 7 Dynamic: 6 Mental: 4 Social: 5AV: 9 ENC: 7Initiative: 10 HP: 11

Skills and Specialties

Academics +0, Athletics +3, Awareness +3, Evasion +6, Gen-eral Knowledge +3, Healing +3, Influence +3 (Intimidating), Insight +3, Marksmanship +1, Melee Fighting (Sword Fighter) +6, Resistance +0, Riding +0, Subterfuge +3, Unarmed Fight-ing (Fighter; Wrestler) +6, Vehicles +0, Wilderness +0

Characteristics

Armor: Half plate and heavy helmet.

Full Shield: +3 parry reaction and to the difficulty of unarmed and melee attacks made against the gladiator.

Fierce: +1d6 damage to melee attacks.Talented: Gladiators have three primary skills.Attacks

Short Sword: The short sword known as a gladius is a common weapon in the gladiatorial pits and arenas of Zinj.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 2d6+7

Short Spear: Some gladiators prefer the thrusting stabs of a spear over the slashing of a sword.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 2d6+7

Cestus: Weighted knuckle-gloves are often employed in unarmed gladiatorial contests.

Time: Major Action Movement: 5’ Unarmed.Attack: 12+1d20 Damage: 1d6+7Notes: non-lethal

Drover

Grizzled outdoorsmen hired to drive the herds of stock animals from their grazing lands to the aero-ports of Gatas. They can be a rough and rowdy bunch.

Attributes

Level: 1 MR: 30’ Size: Medium (4-7’ tall) Physical: 6 Dynamic: 5 Mental: 4 Social: 4AV: 2 ENC: 0Initiative: 9 HP: 10

Skills and Specialties

Academics +0, Athletics +1, Awareness +1, Evasion +0, General Knowledge +1, Healing +0, Influ-ence +1, Insight +0, Marksmanship +2, Melee Fighting +2, Resistance +1, Riding (Expert Rider) +4, Subterfuge +0, Unarmed Fighting +1, Vehicles +0, Wilderness +2.

Characteristics

Fierce: +1 damage to melee attacks.Attacks

Ballistic Pistol: The Erisian desert is a dangerous place, and a drover needs to defend his livestock from all sorts of bandits, rustlers, and predators.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 7+1d20 Damage: 1d8

Lasso: Drovers use lassos to restrain their livestock, but they can also be used to capture and restrain their enemies.

Time: Major Action Movement: 5’ Melee.Attack: 20-foot reach; 7+1d20 Damage: grabbed

Pull prone: Once a drover has caught you in his lasso, he can pull you down.

Prerequisite: Opponent must be grabbed by the attacker’s lassoTime: Major Action Movement: 5’ Special.Attack: 8+1d20 special attack Difficulty: Opponent’s Strength + Athletics (Strong) + 10Fumble: The lasso is dropped and the opponent may easily extricate

themselves.Fail: The opponent remains standing.Success: The opponent is pulled prone and dragged 1 space.Critical: The opponent is pulled prone, takes 1d4 damage, and

dragged 3d6x2 feet.

Fist: Drovers are fond of getting into fist-fights at the local tavern.

Time: Major Action Movement: 5’ Unarmed.Attack: 6+1d20 Damage: 1d4+6

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Inquisitor

Inquisitors are ever vigilant for threats to the technological monopoly of the Syntechnium. They act as investigators, detectives, and undercover op-eratives to root out technology smugglers and inventors. Their skills in interrogation are leg-endary. They carry a blunt sai called a jitte, the symbol of legal authority carried by civil con-stables and magistrates. They are empowered to pass sum-mary judgements and carry out sentences against those they find guilty of technological heresy.

Attributes

Level: 6 MR: 30’ Size: Medium (4-7’ tall) Physical: 4 Dynamic: 5 Mental: 6 Social: 6AV: 6 ENC: 0Initiative: 11 HP: 10

Skills and Specialties

Academics (Researcher) +7, Ath-letics +3, Awareness +7, Evasion +3, General Knowledge +3, Healing +1, Influence (Intimidating) +7, Insight (Con-versationalist; Savvy; Suspicious; Torturer) +7, Marksmanship +3, Melee Fighting +3, Resistance +3, Riding +3, Subterfuge +3, Unarmed Fighting +3, Vehicles +0, Wilderness +0.

Characteristics

Armor: Rhakadian Silk DoubletTalented: Inquisitors have four primary skills.First Strike: +1d4 to Initiative score at the beginning of every

combat.Fierce: +1d4 damage to melee attacks.Attacks

Jitte: The traditional symbol of the Cydorian constabulary is a jitte, a straight tapered iron rod with cross guard above the handle. A jitte is used like a blunt dagger but can also parry and catch melee attacks on the cross guard. The Inquisition has appropriated the law enforcement symbolism of the jitte to add legitimacy to their authority.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 2d4+4

Plasma Pistol: Members of the Inquisition are permitted to carry Malusian plasma pistols for self-defense.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 8+1d20 Damage: 2d8

Hunter

Hunters provide the villages of Cydoria and Markania with meats, hides, and pelts. Hunters are notoriously competitive and are willing to kill to pro-tect a secret hunting and trapping ground.

Attributes

Level: 3 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 6 Mental: 4 Social: 5AV: 2 ENC: 4Initiative: 10 HP: 10

Skills and

Specialties

Academics +0, Athletics +2, Awareness +3, Evasion +0, General Knowledge +2, Heal-ing +2, Influence +2, Insight +1, Marksmanship (Choose: Rifle-man or Archer) +5, Melee Fighting +3, Resistance +0, Riding +2, Subterfuge (Stealthy) +5, Unarmed Fighting +0, Vehicles +0, Wilderness (Tracker) +5.

Characteristics

Armor: Padded/Quilted Talented: Hunters have three primary skills.Deadly: +1d3 damage to melee attacks.Attacks

Short Bow: The average hunter is equipped with a short bow.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 13+1d20 Damage: 1d6+1d3Restriction: Two-Hands

Ballistic Rifle: The modern Cydorian hunter fells their game with more deadly ballistic rifles.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 13+1d20 Damage: 2d6+1d3Restriction: Two-Hands

Short Spear: Oftentimes, ranges weapons are inappropriate in the dense undergrowth of the Cydorian forests and prey can only be killed in close combat.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 2d6+5

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Katari Assassin

The Katari are a group of elite assassins, trained in stealth, dis-guise, camouflage, the use of poison, and the mystical art of Ta’oudh. Many consider them a myth, or at least possessing of a reputation beyond their true capabilities.

Attributes

Level: 5 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 6 Mental: 5 Social: 5AV: 6 ENC: 2 Initiative: 11 HP: 10 PP: 32

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +4, General Knowledge +3, Healing +0, Influence +3 (Inscrutable), Insight +3, Marksmanship (Crossbowman) +6, Melee Fighting (Sword Fighter) +6, Resistance +3, Riding +4, Subterfuge (Chameleon; Stealthy) +6, Unarmed Fighting +4, Vehicles +0, Wilderness +2.

Characteristics

Armor: Heavy Ballistic WeaveAttuned: The assassin can spend 32 Power Points per day. Expert (Melee Fighting): 19-20 Melee Critical Hit RangeTalented: Katari Assassins have three primary skills.Boost Dynamic: The Katari assassin enhances their agility and

dexterity for a short time.

Prerequisite: Expenditure of 8, 16, 24, or 32 Power PointsTime: Minor Action Movement: 5’ Skill.Check:.NoneEffect: +1 to the assassin’s Dynamic attribute per 8 Power Points

spent for 8 minutes

Attacks

Darkblade Katana: Katari assassins wield mysterious black darkmetal katanas that absorb all light.

Prerequisite:.Expenditure of.4, 8, 12, or 16 Power PointsTime: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d8+7 Special: The AV of armor is halved, ignoring fractions. +1d8 damage

per 4 Power Points spent.

Empowered Unarmed Attack: Paragons are expert martial artists and are formidable unarmed combatants.

Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d4+5Special: +1d4 damage per Power Point spent.

Stunning/Paralyzing Attack: A Katari assassin has the power to paralyze with a touch

Trigger:.The assassin hits an opponent with a close attack.Prerequisite:.Expenditure of.2, 4, 6, or 8 Power PointsTime: Reaction Movement: NoneSkill.Check:.NoneEffect: In lieu of damage, the paragon stuns or paralyzes the oppo-

nent for one round per 2 Power Points spent.

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Military Recruit

Recruits are usually conscripted from the cities and villages, which are provided some training in weapons, tactics, and dis-cipline, and assigned to a unit under the command of a veteran and an officer.

Attributes

Level: 1 MR: 30’ Size: Medium (4-7’ tall)Physical: 5 Dynamic: 5 Mental: 4 Social: 4AV: 6 ENC: 4 Initiative: 9 HP: 9

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +2, General Knowledge +1, Healing +0, Influence +0, Insight +0, Marksman-ship (Marksman) +5, Melee Fighting +2, Resistance +2, Riding +0, Subterfuge +2, Unarmed Fighting +2, Vehicles +2, Wilder-ness +2.

Characteristics

Armor: Ballistic weave and light helmet.Deadly: +1 damage to ranged attacks.Attacks

Sword, Medium: Most Cydorian soldiers are armed with a sword as a secondary weapon.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+5

Ballistic Rifle: Cydorian soldiers are usually armed with ballistic rifles.

Time: Major Action Movement: 5’ Ranged.Attack: 12+1d20 Damage: 2d6Notes: Long Range, Two-Handed

Military Officer

Officers are well trained in strategy and tactics. Officers if the Imperial Army as well as many officers in the Demetrian Resistance are often lower-ranking members of noble families.

Attributes

Level: 5 MR: 30’ Size: Medium (4-7’ tall) Physical: 4 Dynamic: 5 Mental: 5 Social: 6AV: 6 ENC: 2Initiative: 10 HP: 10

Skills and Specialties

Academics (Tactician) +6, Athletics +2, Awareness +3, Evasion +4, Gen-eral Knowledge +3, Healing +0, In-fluence (Commander) +4, Insight +3, Marksmanship (Gunfighter) +4, Melee Fighting +3, Resis-tance (Disciplined) +3, Riding (Skilled Rider) +4, Subterfuge +3, Unarmed Fighting +3, Vehicles +3, Wilderness +0.

Characteristics

Armor: Ballistic weave and light helmet.Prominent: +1d4 to Influence skill checks, responsible for a

small region, town, entire tribe, or large group.Fierce: +1d6 damage to melee attacks.Attacks

Saber: Officers are usually equipped with a standard issue military saber.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+1d6+4

Ballistic Pistol: Most Cydorian militaries equip their officers with a standard ballistic pistol.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 10+1d20 Damage: 1d8

Plasma Pistol: Officers of the Vrildarian Imperial Army are equipped with Malusian plasma pistols.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 10+1d20 Damage: 2d8

Laser Pistol: Officers of the Demetrian Resistance are sometimes equipped with Phanosian laser pistols.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 10+1d20 Damage: 1d10

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Noble Adventurer

The nobility of Cydoria are wealthy members of the rul-ing elite. Most nobles are defended by a cadre of personal guard. Occasionally, a noble will gird himself to lead his troops in battle or fight a duel over a personal vendetta.

Attributes

Level: 5 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 5 Mental: 5 Social: 6AV: 7 ENC: 2Initiative: 10 HP: 11

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +3, General Knowledge (Con-nected; Gossip; Politics) +4, Healing +0, Influence (Commanding) +6, In-sight +4, Marksmanship +3, Melee Fighting (Sword Fighter) +4, Resistance +4, Riding +3, Subterfuge +3, Unarmed Fight-ing +3, Vehicles +2, Wilderness +0.

Characteristics

Armor: Rhakadian silk and light helmet.Prominent: +1d8 to Influence skill checks, recognized by

multiple regions or a single large organization.Attacks

Plasma Pistol: The modern Cydorian noble adventurer carries a licensed Malusian plasma pistol as a side-arm for self-defense.

Time: Major Action Movement: 5’Range: Medium Ranged.Attack: 8+1d20 Damage: 2d8

Ballistic Rifle: Older nobles may have a treasured hunting rifle from their early adventures.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 8+1d20 Damage: 2d6Restriction: Two-Handed

Monomolecular Sword: The modern Cydorian nobility carry advanced Malusian swords.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 3d12Special: Destroys opponent’s melee weapon on a critical hit or criti-

cal parry

Military Veteran

Veterans are battle-hardened soldiers that have seen combat and learned valuable skills for survival. They’re well-trained and highly moti-vated but know when to avoid unnecessary risks.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall)Physical: 5 Dynamic: 5 Mental: 4 Social: 4AV: 6 ENC: 4Initiative: 9 HP: 9

Skills and Specialties

Academics +0, Athlet-ics +3, Awareness +3, Evasion (Evasive, Sur-vivor) +3, General Knowledge +2, Healing +0, Influence +3, Insight +1, Marksmanship (Rifleman) +6, Melee Fighting (Fighter) +3, Resistance +2, Riding +2, Subterfuge +3, Unarmed Fighting +3, Vehicles +3, Wilderness +3.

Characteristics

Armor: Ballistic weave and light helmet.Deadly: +1d6 damage to ranged attacks.Fierce: +1d3 damage to melee attacks.Attacks

Sword, Medium: Most Cydorian soldiers are armed with a sword as a secondary weapon.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+1d3+5

Ballistic Rifle: Cydorian soldiers are armed with ballistic rifles.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 12+1d20 Damage: 3d6Restriction: Two-Handed

Plasma Rifle: Veterans of the Vrildarian Imperial Army are outfitted with rare and expensive Malusian plasma rifles.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 12+1d20 Damage: 2d10+1d6Restriction: Two-Handed

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Oculus Mortis Mercenary

In many respects, warriors of the order of Oculus Mortis are sim-ilar to the Celestial Guardians, right down to their superhuman powers and the mystical starblades that they wield. However, Oculus Mortis warriors are mercenaries that sell their services as warriors, bodyguards, and generals to the highest bidder. Mem-bers of Oculus Mortis hide their identity behind demonic masks, leading to the popular belief that they are exiled Celestials.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall)Physical: 7 Dynamic: 6 Mental: 3 Social: 4AV: 8 ENC: 2 Initiative: 9 HP: 10 PP: 24

Skills and Specialties

Academics +0, Athletics (Evasive) +3, Awareness +3, Evasion +3, General Knowledge +1, Healing +2, Influence +2, Insight +2, Marksmanship +3, Melee Fighting (Sword Fighter) +3, Re-sistance +3, Riding +3, Subterfuge +3, Ta’Oudh (External Style) +3, Unarmed Fighting +3 (Fighter), Vehicles +0, Wilderness +3.

Characteristics

Armor: Rhakadian silk and heavy helmet.Attuned: The assassin can spend 24 Power Points per day. Deflect Physical Damage: Oculus Mortis are trained to focus the

Oudh into a shield of force that deflects incoming attacks.

Trigger: The mercenary is attacked in close combat.Prerequisite: Expenditure of 2, 4, or 6 Power Points.Time: Reaction Movement: NoneEffect: +2 AV per 4 Power Points spent against a single physical at-

tack.

Fierce: +1d4 damage to melee attacks.Attacks

Empowered Starblade Katana: Identical to the weapon used by the Celestials, save that the starblade of an Oculus Mortis warrior is forged into a glowing razor sharp curved blade, like a katana or a scimitar.

Time: Major Action Movement: 5’ Prerequisite:.Expenditure of.4, 8, or 12 Power PointsMelee.Attack: 12+1d20 Damage: 1d8+7 Special: The AV of armor is halved, ignoring fractions. +1d8 damage

per 4 Power Points spent.

Empowered Unarmed Attack: Mercenaries of Oculus Mortis are expert martial artists and are formidable unarmed combatants.

Time: Major Action Movement: 5’ Prerequisite:.Expenditure of.2, 4, or 6 Power PointsUnarmed.Attack: 10+1d20 Damage: 1d4+5Special: +1d4 damage per 2 Power Points spent.

Shockwave: The strike of a Oculus Mortis’ weapon is powerful enough to send foes reeling, knocking them to the ground with the force of a thunderclap.

Prerequisite:.Expenditure of.8, 16, or 24 Power PointsTime: Full Action Movement: Half-MRRange:.SightEffect:.Every being within the range of this power takes 1d4 damage

per 8 Power Points spent. Special: Victims may Endure vs. 9+1d20 to negate the damage. Al-

ternatively, they can Dive or Duck to automatically halve the dam-age.

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Otarans

The barbarian kingdom of Otar is a forbidding mountainous land north of Eris. The Otarans are renowned for their mastery of the giant wasps known as Ku-bawa-mavu. Otarans wear loose gauzy clothing that remain cool in the sun and cover their heads and faces with long scarves to protect them from the blowing sands. They are led by King Nikko Arrayatta.

Otaran Chieftain

Each Otaran freehold is run by a clan chieftain.

Attributes

Level: 6 MR: 30’(25’) Size: Medium (4-7’ tall)Physical: 5 Dynamic: 5 Mental: 5 Social: 6AV: 7 ENC: 6 Initiative: 10 HP: 12

Skills and Specialties

Academics +0, Athletics +3, Awareness +4, Evasion +3, Gen-eral Knowledge +3, Healing +3, Influence (Commanding) +7, Insight +3, Marksmanship (Archer, Bolas) +7, Melee Fighting (Pike Fighter, Sword Fighter) +3, Resistance +3, Riding (Expert Flier) +7, Subterfuge +3, Unarmed Fighting +3, Vehicles +0, Wilderness +4.

Characteristics

Armor: Chain Mail, -1 to Stamina and Agility skill checks, -5’ MR.

Small Shield: +1 Parry.Talented: Otaran Chieftains have three primary skills.Deadly: +1d6 damage to ranged attacks.Prominent: +1d4 to Influence skill checks with clan. Attacks

Bola: Otarans are famous for their hunting ability with the bola.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 14+1d20 Damage: victim immobilized

Short Bow: Otarans also fire short bows from the backs of their giant flying wasp mounts.

Time: Major Action Movement: 5’ Ranged.Attack: two-handed; 14+1d20 Damage: 2d6

Lance: Otarans engage in mid-air duels using lances.

Time: Major Action Movement: 5’ Reach: 15’Melee.Attack: 10+1d20 Damage: 1d10+5

Scimitar: Otaran chieftains carry scimitars for close combat.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d8+5

Otaran Shaman

The Otaran shamans serve the Spiritual needs of the freehold. They oversee the performance of rituals and pass down the se-crets of warding and banishing aya spirits.

Attributes

Level: 7 MR: 30’ Size: Medium (4-7’ tall)Physical: 4 Dynamic: 4 Mental: 6 Social: 6AV: 1 ENC: 1 Initiative: 10 HP: 10 PP: 68

Skills and Specialties

Academics +0, Athletics +4, Awareness +5, Evasion +4, Evoca-tion (Diviner, Mystic, Exorcist) +7, General Knowledge +4, Healing (Apothecary, Healer) +5, Influence (Performer) +5, Insight (Astute) +5, Marksmanship +1, Melee Fighting +4, Re-sistance +4, Riding +4, Subterfuge +4, Unarmed Fighting +4, Vehicles +0, Wilderness +4.

Characteristics

Armor: Hide armor.Aya Sensitive: Can detect the presence of and identify the

location of any Aya within half a mile.Powerful: +12 Power PointsAttacks

Summon/Bind Aya: Using ancient ritual and sacred pacts, the shaman may summon forth an Aya from the spirit world to do as the shaman commands.

Prerequisite: Expenditure of a number of Power Points equal to the level of the Aya being summoned.

Time: Full Action Movement: NoneSkill.Check: 15+1d20 Difficulty: Aya Level + Resistance + 10Fumble: Aya fails to appear and double the Power Points are lost.Fail: Aya fails to appear and the Power Points are lost.Success: Aya appears at the beginning of the shaman’s next turn and

is bound to the shaman’s control.Critical: As Success above but the Power Point cost is halved.

Control Aya: Shamans are able to control Aya they summon.

Prerequisite: Bound Aya and the expenditure of 1 Power pointTime: Major Action Movement: NoneSkill.Check: NoneEffect:. The Aya performs a single Major Action of the shaman’s

choice.

Banish Aya: The shaman may dismiss an Aya at any time, allowing it to return to the spirit world.

Time: Minor Action Movement:.Half MoveSkill.Check: None

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Attacks

Bola: Otarans are famous for their hunting ability with the bola.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 10+1d20 Damage: victim immobilized

Short Bow: Otarans fire short bows from the backs of their giant flying wasp mounts.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 12+1d20 Damage: 1d6+1d3Restriction: Two-Handed

Lance: Otarans fight mid-air duels with lances from the backs of their flying wasp mounts.

Time: Major Action Movement: 5’ Reach: 15’Melee.Attack: 7+1d20 Damage: 1d10+6

Scimitar: Otaran warriors carry scimitars for man-to-man combat.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+6

Escaping a Bola

Prerequisite:.A character is.immobilized by an Otaran bola.Time: Full Action Movement: NoneSkill.Check: Strength + Athletics (Strong) + 1d20 or Dexterity + Ath-

letics (Contortionist) + 1d20 (Player’s Choice)Difficulty: 20 (Difficult) Fumble:.You take 1 point of damage.Fail:.You are still immobilized.Success:.You are no longer immobilized.Critical: As success plus you are awarded 1 temporary Karma Point.

Otaran Warrior

Otaran warriors wield lances when mounted atop their giant wasp mounts but use small round shields and curved scimitars when fighting on the ground. Otaran warriors also use bola to tangle and trip their opponents.

Attributes

Level: 2 MR: 30’(25’) Size: Medium (4-7’ tall)Physical: 6 Dynamic: 5 Mental: 4 Social: 5AV: 2 ENC: 1 Initiative: 9 HP: 10

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +2, General Knowledge +0, Healing +0, Influence +2, Insight +0, Marksman-ship (Archer) +5, Melee Fighting +2, Resistance +1, Riding (Ex-pert Flier) +2, Subterfuge +2, Unarmed Fighting +2, Vehicles +0, Wilderness +2.

Characteristics

Armor: Leather Cuirass. Deadly: +1d3 damage to ranged attacks.

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Savage

Tribes of degenerate human savages are found in remote hilly lo-cations across Cydoria. They are little more than animals, living a stone-age existence in caves. Many tribes have been exposed to biological weapons left over from the Final War and show signs of mutation, exacerbated by generations of inbreeding.

Attributes

Level: 3 MR: 30’ Size: Medium (4-7’ tall) Physical: 7 Dynamic: 5 Mental: 3 Social: 4AV: 2 ENC: 2 Initiative: 8 HP: 11

Skills and Specialties

Academics +0, Athletics (Climber) +3, Awareness +2, Evasion +2, General Knowledge +0, Healing +1, Influence +2, Insight +2, Marksmanship +0, Melee Fighting (Choose: Club Fighter or Spear Fighter) +5, Resistance +2, Riding +2, Subterfuge +3, Un-armed Fighting +3, Vehicles +0, Wilderness (Tracker) +5.

Characteristics

Armor: Animal hidesTalented: Savages have two primary skills.Fierce: +1d4 damage to melee attacks.Attacks

Club: Most savages are armed with whatever heavy tree branch they find lying around.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d8+1d4+7

Spear, Short: Sophisticated savages are armed with primitive stone- or obsidian-tipped spears.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d6+1d4+7

Sorcerer

The mysterious Sorcerers wield incredible powers of the mind-reading, scrying, and telekinesis. They are also known to com-mune with the demonic spirits known as Aya.

Attributes

Level: 6 MR: 30’ Size: Medium (4-7’ tall) Physical: 2 Dynamic: 2 Mental: 6 Social: 6AV: 0 ENC: 0 Initiative: 8 HP: 8 PP: 56

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion +3, General Knowledge +0, Evocation (Binder; Diviner; Mystic) +7, Healing +0, Influence (Intimidating) +7, Insight +7, Marksmanship +0, Melee Fighting +3, Sorcery (Telekinetic; Telepathic) +7, Resis-tance +7, Riding +0, Subterfuge +3, Unarmed Fighting +3, Ve-hicles +0, Wilderness +0.

Characteristics

Talented: Sorcerers have five primary skills.Gifted: Sorcerers can spend 56 Power Points per day.Levitate Object: The sorcerer is able to manipulate physical

objects at a distance.

Prerequisite: The expenditure of 2, 4, 6, 8, 10, or 12 Power PointsTime: Full Action Movement: 5’ Range: SightSkill.Check: Intellect + Sorcery (Telekinetic) + 1d20Difficulty: SpecialEffect: You levitate an object, cause it to move, or manipulate it

(your choice).Special: See Levitate Object, page 56, and Maintain Telekinesis, page

55. Living creatures may use their reaction to Resist vs. your skill check to immediately negate the effect.

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Telekinetic Armor: The sorcerer surrounds himself in a field of protective force.

Prerequisite: The expenditure of 2, 4, 6, 8, 10, or 12 Power PointsTime: Major Action Movement: 5’ Skill.Check:.NoneEffect:.Your Armor Value is increased by +2 per 2 Power Points spent

until the beginning of your next turn. This bonus has no effect on psychic attacks. You may maintain the telekinetic armor as long as you are able to concentrate (see Maintain Telekinesis, page 55).

Attacks

Telekinetic Attack: The sorcerer focuses mental energy into a beam of pure kinetic force directed at an opponent.

Prerequisite: The expenditure of 4, 8, 12, 16, 20, or 24 Power PointsTime: Full Action Movement: NoneRange:.ShortSkill.Check: 15 + 1d20Difficulty: 16Fumble: You suffer 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: You inflict 1d8 physical damage per 4 Power Points spent.Critical: You inflict 2d8 physical damage per 4 Power Points spent.Special: Force Fields completely negate this attack. Opponents may

use a reaction to Endure vs. your skill check for half damage.

Mind Control: The sorcerer is able to control the actions of those with weak wills.

Prerequisite: The expenditure of 2, 4, 6, 8, 10, or 12 Power PointsTime:.Full Action Movement: NoneRange: SightSkill.Check: 15 + 1d20Difficulty: SpecialEffect: The victim will perform 1 major action per turn at your men-

tal command per 2 Power Points spent.Special: The opponent may use their reaction to Resist vs your skill

check to immediately negate the effect. They may repeat the at-tempt every subsequent round at the end of your turn. You can affect multiple opponents by increasing the effective rank and Power Point cost (see Additional Minds, page 55).

Psychic Attack: The sorcerer causes pain in the mind of his opponent.

Prerequisite: The expenditure of 4, 8, 12, 16, 20, or 24 Power PointsTime: Full Action Movement: Half-MR Range:.ShortSkill.Check: 15 + 1d20Difficulty: 16Fail: No effect. The expended Power Points are lost.Success: You inflict 1d6 psychic damage per 4 Power Points spent.Critical: You inflict 2d6 psychic damage per 4 Power Points spent.Special: Opponents may use a reaction to Resist vs. your skill check

for half damage. Force Fields completely negate this attack.

Telekinetic Burst: The sorcerer create a rapidly expanding bubble of force that affects every being near you

Prerequisite: The expenditure of 8, 16, 24, 32, 48, or 48 Power PointsTime: Full Action Movement: Half-MR Effect:.Every being within the range of this power takes 1d4 damage

per 8 Power Points spent. Special: Victims may Endure vs. 15+1d20 to negate the damage. Al-

ternatively, they can Dive or Duck to automatically halve the dam-age.

Spy

The noble houses of the city-states of Cydoria are filled with es-pionage and intrigue as nobles compete for favor and rank. The nobles hire spies to gather intelligence on the activities of their rivals and perform sabotage whenever possible.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 6 Mental: 5 Social: 5AV: 6 ENC: 0 Initiative: 11 HP: 10

Skills and Specialties

Academics +2, Athletics (Climber) +3, Awareness +3, Evasion +3, General Knowledge +3, Healing +2, Influence +3, Insight (Conversationalist) +3, Marksmanship +3, Melee Fighting +3, Resistance +3, Riding +0, Subterfuge (Chameleon; Stealthy) +6, Unarmed Fighting +3, Vehicles +0, Wilderness +0.

Characteristics

Armor: Rhakadian SilkFirst Strike: +1d4 to Initiative score at the beginning of every

combat.Attacks

Dagger: Daggers are easily concealed in clothing and coats.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 1d4+5

Fist: Many spies work under cover and are therefore trained to defend themselves while unarmed.

Time: Major Action Movement: 5’ Unarmed.Attack: 9+1d20 Damage: 1d4+5

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Sword of the King

The Swords of King Victor are master duellists who serve as the king’s executioners. They provide condemned nobles an honor-able death through ritualized single combat.

Attributes

Level: 8 MR: 30’ Size: Medium (4-7’ tall) Physical: 6 Dynamic: 8 Mental: 4 Social: 5AV: 9 ENC: 5 Initiative: 14 HP: 10

Skills and Specialties

Academics +4, Athletics (Indefatigable) +4, Awareness +4, Eva-sion +6 (Evasive), General Knowledge (Who’s Who) +4, Heal-ing +4, Influence +4, Insight (Suspicious) +4, Marksmanship (Gunfighter) +6, Melee Fighting (Florentine, Sword Fighter) +8, Resistance +4, Riding +4, Subterfuge +4, Unarmed Fighting +4, Vehicles +4, Wilderness +4.

Characteristics

Armor: Chain mail, heavy helmetExpert (Melee Fighting): 18-20 Melee Critical Hit RangeFierce: +1d6 damage to melee attacks.First Strike: +2 InitiativeAttacks

Longsword: Although Swords of the King train in a variety of weapons and fighting styles, they prefer the traditional longsword.

Time: Major Action Movement: 5’ Melee.Attack: 18+1d20 Damage: 1d10+1d6+6Special: 18-20 Critical Hit Range

Techno-Heretic

Techno-Heretics are rogue thaumaturges, equal parts mad sci-entist, mechanic, and electronics technician. They secretly work in resistance of the technological proscriptions of the Syntech-nium, repairing broken devices and machinery and inventing new items to share with the populace.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 4 Dynamic: 5 Mental: 6 Social: 5AV: 0 ENC: 0 Initiative: 11 HP: 9

Skills and Specialties

Academics (Formal Scientist) +3, Athletics +3, Awareness +3, Evasion +3, General Knowledge (Handyman) +3, Guild Myster-ies (Engineer, Mechanic, Roboticist, Technician) +6, Healing +0, Influence +3, Insight (Suspicious) +3, Marksmanship +3, Melee Fighting +1, Resistance +3, Riding +0, Subterfuge (Liar, Smuggler) +3, Unarmed Fighting +0, Vehicles +3, Wilderness +0.

Characteristics

Polymath: +4 specialtiesAya Sensitive: Sense the presence of any Aya within 100 feet.Attacks

Ballistic Pistol: Many techno-heretics carry ballistic pistols for protection from the Inquisition.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 8+1d20 Damage: 1d8+4

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Thief

Thieves are pickpockets and second-story artists. She prefers avoiding notice to running and running to fighting. The truly heartless or desperate thief will kill their target in a dark alley before he relieves them of their possessions.

Attributes

Level: 4 MR: 20’ Size: Medium (4-7’ tall) Physical: 4 Dynamic: 6 Mental: 4 Social: 5AV: 1 ENC: 2 Initiative: 10 HP: 9

Skills and Specialties

Academics +0, Athletics (Choose: Climber or Nimble) +5, Awareness +3, Evasion +3, General Knowledge +3, Healing +0, Influence (Credible) +3, Insight +3, Marksmanship +3, Melee Fighting +5, Resistance +3, Riding +0, Subterfuge (Stealthy) +6, Unarmed Fighting +3, Vehicles +0, Wilderness +0.

Characteristics

Armor: Heavy ClothingFierce: +1d6 damage to melee attacks.Talented: A thief has three primary skills.Attacks

Short Sword: Short blades are easily concealed.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 2d6+4

Light Crossbow: Some thieves prefer to ambush from range.

Time: Major Action Movement: 5’ Range: Medium Ranged.Attack: 9+1d20 Damage: 1d6+2

Thug

Thugs lack the subtlety of thieves and bandits. They use their strength, threats, and intimidation to menace their victims and take their money.

Attributes

Level: 1 MR: 30’ Size: Medium (4-7’ tall) Physical: 6 Dynamic: 5 Mental: 4 Social: 4AV: 1 ENC: 1 Initiative: 9 HP: 10

Skills and Specialties

Academics +0, Athletics +1, Awareness +1, Evasion +1, General Knowledge +2, Healing +0, Influence +2, Insight +0, Marksman-ship +1, Melee Fighting (Club-Fighter) +4, Resistance +0, Riding +0, Subterfuge +2, Unarmed Fighting +2, Vehicles +0, Wilder-ness +0.

Characteristics

Armor: Heavy clothingFierce: +1 damage to melee attacks.Attacks

Dagger: Even the most uncouth Cydorian thug carries a dagger.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d4+7

Club: Most thugs are armed with a table leg or other broken piece of furniture.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d6+7

Fist: The primary weapon of all thugs is the meaty ham hock.

Time: Major Action Movement: 5’ Unarmed.Attack: 7+1d20 Damage: 1d4+7

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Aya and VaricsAya, as well as their evil counterparts Varics, are spirits created by the Sdara Vatra at dawn of time to be servants, messengers, slaves, and repositories of knowledge, or so it is commonly be-lieved.

Aya are normally invisible and immaterial. Evokers, sorcerers, and shamans perform rituals which allow them to “summon” aya from the spirit world, causing them to be visible and grant-ing them the ability to manipulate the physical world through a form of telekinesis. These evokers then bind the aya into an object so that the aya can be controlled. The powers of the aya may then be harnessed by anyone wielding the object who has been trained in the mental conditioning necessary to dominate the aya within. Necromancers have been known to bind aya into corpses and skeletons while Evokers have bound aya into pools of water, sand, rock, clay, metal, or other inanimate objects to create “elementals”.

Similar rituals are used to “banish” aya, returning them to their immaterial state, when their usefulness has ended. Banishing an aya requires knowing the correct ritual as well as the aya’s “true name” used to summon it.

A few aya have been able to escape their binding and now roam the world as immaterial fairies, ghosts, spirits, and demons.

Diviners and evokers organize Aya according to their “Class”, one to eight. Class-I Aya are weak little sprites while Class-VIII Aya are powerful entities akin to archangels or demon-lords.

Characteristics

All Aya share the following characteristics in common.

Cybernetic: Aya may also scan cyberdroids and computers as if they were telepathically communicating with living minds.

Amorphous: Even if an attack could affect an incorporeal aya, they are amorphous. They cannot be grabbed or held.

Gifted: Aya are able to spend 8 Power Points per level per day and may learn sorcerous powers.

Immunities: Aya do not need to eat, breathe, or sleep in the conventional sense. They are immune to poison and disease.

Incorporeal: As a disembodied invisible energy field with no mass, an Aya occupies an amorphous volume of space. An Aya has no HP. Instead, an Aya will only be destroyed if its power points are reduced to zero. Aya are not affected by physical forces and may move in three dimensions at their standard movement rate. Aya may pass through any solid substance to a depth equal to twice their Psyche in inches. An Aya may not pass through a force field or an electrically charged material.

Invisible: All Aya are invisible but can be detected as a hazy luminous shape by anyone using the Aya Detection advantage or using Sorcery. Most people can feel the general presence of an Aya as an uneasy sensation of being watched or a prickly goose-bump sensation.

Levitate Object: Aya are able to manipulate physical objects at a distance as per the Sorcerer power (see Levitate Object, page 56) at a rank equal to their level.

Psychic Senses: Aya do not rely on sight or sound. They are psychically aware of their surroundings at all times. They cannot be blinded or deafened and suffer no penalties due to darkness or distraction.

Susceptibility: Aya are susceptible to energy-based attacks. These attacks include but are not limited to lasers, plasma (blasters), disintegrators, electric, magnetic, telekinetic, psychic, and radiation-based damage and attacks. Attacks composed of such energies are able to target the aya’s defenses as if it were a physical creature and do damage to the aya’s power points.

Telepathic: Aya are telepathic and respond to mental commands when bound. Class three or greater Aya can communicate telepathically.

Various Other Psychic Powers: Aya are mysterious and diverse. Different types of aya will possess different unique psychic powers. Any power possessed by an aya will be at a rank equal to the aya’s class/level.

Attacks

Electricity Drain: An Aya may drain the electricity from any and all devices within its energy field and convert it into energy it can use.

Time: Full Action Movement: NoneSkill.Check: NoneEffect: If the device does damage, the Aya gains a number of power

points equal to a single damage roll from the item. Force fields provide a number of power points equal to the field’s AV. Vehicles provide a number of power points according to its size and ac-celeration. Cyberdroids provide a number of power points equal to their level. Cyberdroids may use their reaction to Resist vs the aya’s skill check to immediately negate the effect.

Control Cyberdroids: Aya and varics are able to dominate and possess any cyberdroids with which they come into contact.

Prerequisite:.The expenditure of 2 Power Points per level.Time: Full Action Movement: NoneRange: SightSkill.Check:.Intellect + Sorcery (Telepathic) + 1d20Difficulty: SpecialEffect: The victim will perform 1 major action per turn at the aya’s

mental command per 2 Power Points spent.Special: The cyberdroid may use their reaction to Resist vs the aya’s

skill check to immediately negate the effect. They may repeat the attempt every subsequent round at the end of your turn. The aya can affect multiple opponents by increasing the effective rank and Power Point cost (see Additional Minds, page 55).

Telekinetic Strike: A manifested Aya may attack matter using telekinesis.

Prerequisite:.The expenditure of 4 Power Points per level.Time: Full Action Movement: NoneRange: ShortSkill.Check: Mental + Sorcery (Telekinetic) + 1d20Difficulty: 16Fumble: The Aya suffers 1 point of damage.Fail: No effect. The expended Power Points are lost.Success: The Aya does 1d8 physical damage per 4 Power Points

spent.Critical: The Aya does 8 physical damage per 4 Power Points spent.Special: Force Fields completely negate this attack. Opponents may

use a reaction to Endure vs. the Aya’s skill check for half damage.

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Cin (Class-I Aya)Gremlins, Kobolds, Redcaps, and KnockersWhen visible, Cin take the form of glowing or flaming spheres or Pythagorean solids about the size of a grapefruit or melon. They lack self-awareness and they are not particularly cunning. They are capable of being trained and can understand most ver-bal commands. Cin are often employed by evokers as minor mes-sengers and assistants.

Cin are capable of possessing the body of a single living tiny-sized organism or animating loose material into a small-sized swarm.

Cin are mischievous and delight in causing trouble. They are known for possessing machinery and engines in order to cause them to malfunction or operate inefficiently. They are also capa-ble of draining the power from a vehicle-sized energy cell or ren-dering a tank of fuel inert. They have also been known to plague miners deep under the earth. At their most dangerous, they can cause agonizing pain directly to an organism’s nervous system.

Attributes

Level: 2 MR: 20’* Size: Small (2’ tall) Physical: 0 Dynamic: 2 Mental: 2 Social: 2AV: 0** Initiative: 4 HP: 0* PP: 20*Flight**Incorporeal

Skills and Specialties

Academics +2, Athletics +0, Awareness +2, Evasion +1, General Knowledge +2, Healing +0, Influence +5, Insight +5, Marksman-ship +0, Melee Fighting +0, Sorcery (Telekinetic, Telepathic) +5, Resistance +0, Riding +0, Subterfuge +2, Unarmed Fighting +0, Vehicles +0, Wilderness +0.

Characteristics

Talented: The Cin have three primary skillsPowerful: +4 Power Points Other Aya Characteristics: see Aya, page 106.Attacks

See Aya, previous page.

Jann (Class-V Aya)Spirit Beings, Djinn, EfreetIn their natural state, jann are spherical invisible energy beings roughly twelve feet in diameter. When summoned, jann appear as twelve-to-fifteen foot tall humanoids with exotic skin color, and rams hors, antlers, devil horns, or some other inhuman characteristic.

Jann are very intelligent and powerful entities. Few can be bound by evokers but many are consulted or their services are obtained in the form of pacts.

Jann are capable of possessing the bodies of up to four living man-sized organisms at once or animating loose material into a huge-sized swarm.

Un-bound jann tend to seek out and dominate lesser aya, creat-ing “aya courts” in remote places like deserts, mountains, and forests.

Attributes

Level: 5 MR: 50’* Size: Large (15’ tall) Physical: 0 Dynamic: 5 Mental: 5 Social: 5AV: 0** Initiative: 10 HP: 0* PP: 52*Flight**Incorporeal

Skills and Specialties

Academics (Former Science, Natural Science, Scholar) +6, Ath-letics +0, Awareness +3, Evasion +0, Evocation (Exorcism) +3, General Knowledge +3, Healing +3, Influence (Negotiator) +3, Insight +3, Marksmanship +3, Melee Fighting +0, Sorcery (Tele-kinetic, Telepathic) +6, Resistance (Resilient) +3, Riding +0, Subterfuge +3, Unarmed Fighting +0, Vehicles +3, Wilderness +0

Characteristics

Talented: The Jann have eight primary skillsPowerful: +12 Power Points Other Aya Characteristics: see Aya, page 106.Attacks

See Aya, previous page.

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Beasts and MonstrositiesThe deserts of Eris are swarming with creatures that would be strange and alien to modern eyes. Many creatures are domesti-cated and considered mundane. Others are wild man-eaters and are extremely dangerous. Some of the most deadly creatures are the exotic chimaera born of an metamorphologist’s laboratory and set free. Yet other deadly beasts are the immortal creations of Xurin, left behind after the Final War.

Anator

Riding LizardThe anator is a long-legged long-necked reptilian creature native to the plains of Gatan and Awa. Its narrow equine head sports twin slightly curved horns similar to those of an antelope. Their muscular legs are long and thin and end in three-toed clawed feet. A long whip-like tail trails behind their athletic bodies. They are six feet at the shoulder. Anators are capable of great bursts of speed on the open prairie but have little endurance.

Attributes

Level: 1 MR: 35’ Size: Large (16-20’ long) Physical: 12 Dynamic: 4 Mental: 1 Social: 1AV: 2 Initiative: 5 HP: 26

Skills and Specialties

Athletics (Agile Runner) +4, Awareness +2, Evasion +2, Influ-ence +1, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting +1, Wilderness +2.

Characteristics

Large Size: x2 HP. The difficulty to hit is decreased by -4.Sprint: The anator is an accomplished sprinter/

Time: Full Action Movement: 125’Note: May only be performed four times in any one four-hour pe-

riod.

Unarmed: An anator takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: Anators bite when cornered.

Time: Major Action Movement: 5’ Unarmed.Attack: 5+1d20 Damage: 1d6+6

Head Butt: Anators will charge and head butt their attackers when angered.

Time: Full Action Movement: MRx2Unarmed.Attack: 6+1d20 Damage: 1d6+6Restrictions: may make no reactions until beginning of next turn.

Kick: Anators kick with either their forelegs or hind legs when threatened.

Time: Major Action Movement: NoneUnarmed.Attack: 5+1d20 Damage: 1d6+6

Tail: The long whip-like tail of the anator can be painful.

Time: Major Action Movement: 5’ Reach: 1 spaceUnarmed.Attack: 5+1d20 Damage: 1d3+6

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Bula-KaaHuge Mutant Land CrabThe monstrous bula-kaa are a species of giant mutated land crab found throughout the deserts of southwestern Markania. Bula-Kaa do not hunt humanoids for food but they are extremely ter-ritorial. A bula-kaa will fight to the death any medium-sized or larger creature within 300 feet. If faced with multiple opponents, the bula-kaa will prioritize its attacks against those causing it harm, moving towards it, or facing it.

Attributes

Level: 4 MR: 40’ Size: Large (10’ tall x 15’ wide)Physical: 12 Dynamic: 4 Mental: 0 Social: 1AV: 6 Initiative: 4 HP: 26

Skills and Specialties

Athletics +2, Awareness +3, Evasion +3 (Evasive), Influence +2, Insight +2, Resistance +2, Subterfuge (Stealthy) +3, Unarmed Fighting (Pincer Crush) +6, Wilderness (Tracker) +3.

Characteristics

Large Size: x2 HP. The difficulty to hit is decreased by -4.Unarmed Parry: The bula-kaa takes no damage from performing

the Block reaction against a melee attack.

Attacks

Multiple Attack: The bula-kaa can make two Pincer Snip or Pincer Grab attacks against two different opponents simultaneously.

Time: Major Action Movement: 5’ Effect: two pincer snips, two pincer grabs, or one pincer snip and

one pincer grab against one or two opponents.

Pincers Snip: Bula-kaa employ quick snipping actions to keep opponents at bay.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 2d6+8

Pincer Grab: Bula-kaa must grab an opponent in their claws in order to crush them to death.

Time: Major Action Movement: 5’ Skill.Check: 14+1d20 Damage: opponent grabbed

Pincer Crush: The crushing grip of the pincers of the bula-kaa have been known to snap a foe in half.

Prerequisite:.opponent must be grabbedTime: Full Action Movement: NoneMelee.Attack: 16+1d20 Damage: 3d6+8

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Chumai

Blue Armored Reptilian Mountain LionChumai resemble a large reptilian cougar covered in thick blue metallic scales. Chumai hunt the deep wastes of Agnia and Nar-vus but has been known to venture as far south as Eris and as east as Gatan. Their teeth and claws are razor sharp. They are capable of generating an electric pulse which they use to stun their prey.

Attributes

Level: 3 MR: 35’ Size: Imposing (10-15’ long) Physical: 8 Dynamic: 6 Mental: 2 Social: 8AV: 5 Initiative: 8 HP: 42

Skills and Specialties

Athletics +3, Awareness +2, Evasion +2, Influence +2, Marks-manship +3, Resistance +2, Subterfuge (Stealthy) +3, Unarmed Fighting (Bite) +5, Wilderness (Tracker) +3.

Characteristics

Electrical Aura: Any an adjacent unarmed or melee attack made against a chumai becomes stunned for 1 round (see Resist Stun below).

Immune to Electricity: Chumai are immune to electricity and takes no damage from electrical attacks.

Immune to Fire: Chumai are immune to fire and extreme temperatures. It takes no damage from fire-based attacks.

Imposing Size: x1.5 HP. The difficulty to hit is decreased by -2.Tough: +12 HP before size adjustment.

Attacks

All-Out Attack: Chumai often rear up against a foe in an all-out attack.

Time: Full Action Movement: 5’ Effect: two claw attacks and one bite attack against the same op-

ponent.

Bite: The teeth of the chumai are made of metal and sharp as knives

Time: Major Action Movement: 5’ Melee.Attack: 13+1d20 Damage: 1d10+8

Claw: The metallic claws of the chumai are as long as daggers.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d8+8

Electric Pulse: Chumai emit an electrical burst that can affect all creatures within 15 feet.

Time: Major Action Movement: None Area.Effect: 15’ radius centered on the chumai’s head.Ranged.Attack: 9+1d20Damage: 1d6+4 electrical damage + stunned for 1d6 rounds.Note: Must recharge for 1d6 rounds after each use. Victims may re-

sist vs. a Difficulty of 21 to negate the stunning effect (see Resist, page 73).

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Devourer

Dog-sized LocustsDevourers are ravenous locusts the size of large dogs that roam the desert in herds ranging from a few dozen to a few thousand.

Attributes

Level: 1 MR: 25’/40’* Size: Small (3-4’ long) Physical: 3 Dynamic: 5 Mental: 0 Social: 1AV: 3 Initiative: 5 HP: 3*Flight

Skills and Specialties

Athletics +1, Awareness +2, Evasion +1, Influence +2, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting +4, Wilderness (Tracker) +2.

Characteristics

Flight: A desert dog can fly like a grasshopper. It can hover for only one Combat Round before it must either land or fly away. It cannot fly backwards.

Time: Minor Action Movement: Flight-MR

Small Size: x0.75 HP. Difficulty to hit is increased by +2.Unarmed: A desert dog takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The mandibles of a desert dog are about the size of a man’s fist with a bite equivalent to that of a wolf or hyena.

Time: Major Action Movement: 5’ Skill.Check: 9+1d20 Damage: 1d6+3

Devil-dog Large Aggressive WolfPacks of devil-dogs roam the rocky foothills of northern Mar-kania and the Apparian mountains. They resemble normal wolves but measure ten feet long with bristly spiny manes, bare hairless faces and muzzles, and curved horns. Geks sometimes ride devil-dogs as mounts.

Attributes

Level: 1 MR: 35’ Size: Imposing (10’ long) Physical: 7 Dynamic: 5 Mental: 2 Social: 6AV: 2 Initiative: 7 HP: 26

Skills and Specialties

Athletics +1, Awareness +2, Evasion +1, Influence +1, Insight +2, Resistance +1, Subterfuge +2, Unarmed Fighting (Bite) +2, Wilderness +4.

Characteristics

Imposing Size: x1.5 HP. The difficulty to hit is decreased by -2.Unarmed: A Devil-dog takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The vicious bite of the devil wolf can rend limbs and snap bones.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 1d10+7

Claw: Devil wolves keep opponents at bay with their deadly claws.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d8+7 or opponent repelled five feet or grabbed

All-Out Attack: Devil-dogs bite and claw in one attack.

Time: Full Action Movement: None Effect: two attacks and one bite attack against the same opponent.

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Burning Acid: Fire-dragons can exhale a spray of burning acid that burns organic tissue.

Time: Full Action Movement: 5’ Range: Short Area.Effect: 10’ radiusRanged.Attack: 11+1d20 Damage: 2d8+2d6. Opponent may attempt a reaction to mitigate

the effects. Acid continues to burn on subsequent rounds, doing 1d6 damage at the beginning of the fire-dragon’s turn each round for 1d6 rounds.

Note: A fire dragon’s burning attack must recharge for 1d6 rounds after each use.

Claw: The claws of the fire-dragon are 6-8 inches long and easily capable of rending flesh.

Time: Major Action Movement: 5’ Reach: 10’Melee.Attack: 15+1d20 Damage: 2d6+18

Multiple Attacks: Fire-dragons are deadly against single enemies.

Time: Full Action Movement: 5’ Effect: two claw attacks and one bite attack against the same oppo-

nent and a simultaneously tail attack against a different opponent.

Swallow Whole: Anyone caught in the maw of the fire-dragon is soon swallowed down.

Prerequisite: victim must be grabbed; victim must be smaller than giant size;

Time: Full Action Movement:.5’.Unarmed.Attack: 13+1d20Effect: victim moved into attacker’s space + immobilized + 2d6 dam-

age per round. Notes: Only force fields and power armor are capable of stopping

this damage. Swallowed opponents may attempt to escape or may attack and do damage directly to the fire-dragon’s HP.

Tail: The whipping tail of the fire-dragon can knock a foe down.

Time: Minor Action Movement: 5’ Reach: 15’Melee.Attack: 15+1d20 Damage: 1d10+18 and knocked prone Critical: 2d10+18 damage, thrown 6d10 feet, and knocked prone

Fire-dragonGiant Acid-Breathing ReptileThe fire-dragon is a massive reptile measuring 30 feet long with a tall sail-like fin running down its back. They possess glands in their mouths that are capable of producing a stream of burning acid that dissolves flesh on contact. Fire-dragons dwell in caves located in mountain ranges throughout the regions of Eris and Otar.

Attributes

Level: 7 MR: 50’ Size: Massive (25-30’ long) Physical: 18 Dynamic: 6 Mental: 3 Social: 12AV: 8 Initiative: 9 HP: 96

Skills and Specialties

Athletics +4, Awareness (Perceptive) +5, Evasion (Evasive) +4, Influence (Intimidating) +5, Insight +4, Marksmanship +5, Re-sistance +5, Subterfuge (Stealthy) +4, Unarmed Fighting (Bite, Claw, Tail) +7, Wilderness +4.

Characteristics

Massive Size: x1.67 HP. Difficulty to hit is decreased by -6.Immune to Fire and Acid: Fire-dragons are immune to fire,

acid, and extreme temperatures. It takes no damage from fire-, acid-, or heat-based attacks.

Tough: +28 HP before size adjustment.Unarmed: Fire-dragons take half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The mouth of the fire-dragon is filled with hundreds of razor-sharp teeth.

Time: Major Action Movement: 5’ Reach: 10’Melee.Attack: 15+1d20 Damage: 2d8+18 + grab

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Girah

Giant Gila MonsterThe girah, or sand lizard, resembles a gila monster, roughly thirty feet long from nose to tail. They are native to western Markania. Girah are omnivorous, eating cacti and hunting the dog-sized insects of the desert. They are slow and dim-witted but are easily domesticated and used as mounts and beasts of burden. They are sometimes raised or hunted for their tough stringy meat and scaly hides.

Attributes

Level: 1 MR: 35’ Size: Large (16-20’ long) Physical: 14 Dynamic: 1 Mental: 1 Social: 8AV: 2 Initiative: 2 HP: 44

Skills and Specialties

Athletics +1, Awareness +2, Evasion +2, Influence +1, Insight +1, Resistance +2, Subterfuge +1, Unarmed Fighting +2, Wilderness (Survival) +4.

Characteristics

Large Size: x2 HP. The difficulty to hit is decreased by -4.Unarmed: A girah takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The girah’s mouth is filled with dozens of small teeth. The girah will attempt to bite if cornered.

Time: Major Action Movement: 5’ Melee.Attack: 3+1d20 Damage: 1d8+7

Claw: Girahs will attack with their thick fore-claws if threatened.

Time: Major Action Movement: 5’ Melee.Attack: 3+1d20 Damage: 1d6+7

Tail: The girah will try to shove opponents around with its thick meaty tail.

Time: Major Action Movement: 5’ Reach: 10’Unarmed.Attack: 3+1d20 Damage: 1d6+7 and opponent thrown

10’.

Go-Atan Ten-Armed MonkeysGo-atans are small monkey-like mammals with ten long spider-like arms, each ending in a single hooked claw. The go-atans are highly agile climbers and are at home in the mountains. Go-atans are clever and mischievous. They are fond of stealing food and shiny equipment from camp-sites. They also enjoy throwing rocks at other mountain travelers to annoy them.

Attributes

Level: 1 MR: 30’ Size: Small (3-4’ tall) Physical: 1 Dynamic: 6 Mental: 2 Social: 3AV: 0 Initiative: 8 HP: 4

Skills and Specialties

Athletics +2, Awareness +1, Evasion +4, Influence +1, Insight +1, Marksmanship (Rock Thrower) +2, Resistance +1, Subterfuge +1, Unarmed Fighting +2, Wilderness +2.

Characteristics

Small Size: x0.75 HP. The difficulty to hit is increased by +2.Spider Climb: A go-atan may cling to and climb on any surface. Unarmed: A go-atan takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: Go-atans are small but their bite is painful.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d6+1

Claw: Each of their ten arms end in a single hooked claw for climbing.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d4+1

Throw Rock: Troupes of go-atans surround their victims and pelt them with rocks.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 10+1d20 Damage: distraction (see below) Special: Anyone hit with a thrown rock is distracted and annoyed.

Victims suffer cumulative -1 penalty to all actions until the end of their next turn for each rock that strikes them.

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Ku-Bawa-Mavu

Giant Wasp MountsA ku-bawa-mavu is a gigantic wasp-like insect used as a mount by the desert people of Otar. Its long stinger is a deadly weapon.

Attributes

Level: 1 MR: 20’/40’* Size: Large (16-20’ long) Physical: 16 Dynamic: 6 Mental: 0 Social: 6AV: 4 Initiative: 6 HP: 44*Flight

Skills and Specialties

Athletics +2, Awareness +2, Evasion +2, Influence +1, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting (Sting) +4, Wilderness +1.

Characteristics

Flight Sprint: The ku-bawa-mavu can fly up to 55 mph.

Time: Full Action Movement: 75’

Hover: The ku-bawa-mavu can hover and fly backwards.

Time: Minor Action Movement: Half-MR

Large Size: x2 HP. The difficulty to hit is decreased by -4.Unarmed: A ku-bawa-mavu takes half damage from blocking

melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: Ku-bawa-mavu can bite with their large mandibles.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d10+12

Snatch: The ku-bawa-mavu swoops down and snatches up an opponent during its move, carrying it away

Time: Full Action Movement: 5’6 Unarmed.Attack: 10+1d20 Damage: grabbed

Sting: The sting of the ku-bawa-mavu is as long as a short sword.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 2d6+12 Special: The AV of armor is halved, ignoring fractions.

Ko-Lop Beetles and Roaches of Unusual SizeKo-lops are beetles and roaches of unusual size, some growing up to four to six feet long.

Attributes

Level: 1 MR: 30’ Size: Medium (5-10’ long) Physical: 5 Dynamic: 3 Mental: 0 Social: 3AV: 4 Initiative: 3 HP: 8

Skills and Specialties

Athletics +1, Awareness +1, Evasion +2, Influence +1, Insight +1, Marksmanship (Spitter) +4, Resistance +1, Subterfuge +2, Un-armed Fighting +2, Wilderness +2.

Characteristics

Unarmed: A kolops takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: Kolops sometimes bite with their mouth-parts.

Time: Major Action Movement: 5’ Melee.Attack: 4+1d20 Damage: 1d8+5

Blinding Spit: The kolops spits mucus at its opponent’s eyes.

Time: Major Action Movement: NoneRange: ShortRanged.Attack: 9+1d20 Damage: BlindedSpecial: Opponents may use a reaction to avoid the blinding spit at a

difficulty of 19 (see Avoid, page 72).

Remove the Slime

Prerequisite: You or an adjacent ally are blinded by kolop spit. Time: Full Action Movement: 5’ Effect: You scrape the slime away from your or an ally’s eyes until it

is removed and vision is restored.

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Ravanok

Humongous Mutated MonstrosityRavanoks were gigantic mutants created by Xurin during the Fi-nal War. The monstrous creatures were designed to destroy cities and sow devastation on an inconceivable scale.

Ravanoks are gargantuan, sometimes reaching lengths of fifty to a hundred feet long. Though no two ravanoks are alike. Typical mutations include horns, tentacles, extra limbs, or armored cara-paces. Some have developed exotic attacks such as the ability to spew streams of acid or burning napalm, or fire beams of plasma or bolts of electricity.

Ravanoks do not age and are immune to disease. They are also capable of entering a state of hibernation for indefinite periods, requiring neither food, water, nor air while asleep. Many rava-noks have slept in their lairs, guarding some ancient and forgot-ten vault, for thousands of years. The slightest disturbance will rouse a ravanok from its deathlike slumber.

Occasionally, a ravanok will develop intelligence and a form of telepathy allowing it to communicate. Some intelligent ravanoks enlist the aid of Xurin’s horde to guard its lair. These hordelings often worship the ravanok as a kind of living god.

Attributes

Level: 8 MR: 20 Size: Monstrous (51-50’ long/tall) Physical: 140 Dynamic: 6 Mental: 3 Social: 8AV: 10 Initiative: 9 HP: 252

Skills and Specialties

Athletics (Climber) +4, Awareness (Perceptive) +4, Evasion (Evasive) +6, Influence (Intimidating) +6, Insight (Suspicious) +4, Marksmanship +4, Resistance (Resilient) +6, Subterfuge (Stealthy) +4, Unarmed Fighting (Bite) +8, Wilderness (Tracker) +6.

Characteristics

Immunities: Ravanoks are immune to all poisons and diseases. Ravanoks do not need to sleep.

Monstrous Size: x1.4 HP. Difficulty to hit is decreased by -14.Regeneration: The ravanok regenerates 24 HP lost to injury

every round at the start of its turn.Tough: +32 HP before size adjustment.Unarmed Parry: The ravanok takes no damage from performing

the Block reaction against a melee attack. Venomous: If the ravanok possesses the venom spray attack

(see above) anyone that is exposed to the spray will take an additional 3d8 damage. Victims may attempt to endure the attack vs. a difficulty of 20 for half damage (see Endure, page 73).

Larvae

Giant Carnivorous MaggotsThe grubs, larvae, and maggots of giant insects are bloated cor-pulent creatures the size of a fat pig with a wriggling segmented worm-like body and grasping mouth pincers. Most larvae live in underground warrens and caves or in the rotten cores of giant trees. They are usually encountered in groups of several dozen. They are quite voracious and will quickly swarm any nearby food. They are blind and rely on their keen sense of smell.

Attributes

Level: 1 MR: 10’ (35’*) Size: Small (2-3’ long) Physical: 3 Dynamic: 3 Mental: 0 Social: 1AV: 0 Initiative: 3 HP: 3(*Burst of Speed, see below)

Skills and Specialties

Awareness +2, Evasion +2, Subterfuge +2, Unarmed Fighting (Bite) +4, Wilderness +2.

Characteristics

Burst of Speed: Larvae are capable of short surprising bursts of wriggling speed once every ten minutes

Time: Major Action Movement: 35’

Small Size: x0.75 HP. Difficulty to hit is increased by +2.Unarmed: A larva takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The mouth parts of a larva are like fist-sized holes filled with dozens of inward-pointing fangs.

Time: Major Action Movement: 5’ Unarmed.Attack: 9+1d20 Damage: 1d6+3

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Attacks

Additional Forelimbs: Some ravanoks (1 in 6) possess additional pairs of forelimbs.

Time: Free Action Movement: none Effect: make an additional two claw attacks against the same op-

ponent.

Bite: The Ravanok’s mouth is bigger than a man and filled with dozens of fangs and carnassials.

Time: Major Action Movement: 10’ Reach: 20’Melee.Attack: 16+1d20 Damage: 3d8+24 + grab

Claws: The claws of a Ravanok are as long as a man’s forearm.

Time: Major Action Movement: 10’Reach: 20’Melee.Attack: 14+1d20 Damage: 2d10+24

Electric Attack: Some Ravanoks (1 in 6) can emit arcs of electricity that strike their opponents like a bolt of lightning.

Time: Major Action Movement: None Ranged.Attack: 10+1d20Damage: 3d8+4 electrical damageNote: Must recharge for 1d6 rounds after each use.

Frightening Roar: The ravanok is capable of producing a deafening roar that is so frightening and debilitating that glass shatters, trees splinter, and ear-drums rupture.

Time: Full Action Movement: 10’Range: None Area.Effect: 40’ radiusEffect: You suffer -8 major penalty.Note: You may recover vs. difficulty 24 to end the effect (see Re-

cover, page 75). Must recharge for 2d6 rounds after each use.

Multiple Attacks: Ravanoks are deadly against single enemies.

Time: Full Action Movement: 10’ Effect: make two claw attacks and one bite attack against the same

opponent.

Napalm Spray: Some Ravanoks (1 in 6) can exhale a spray of burning napalm that burns organic tissue.

Time: Full Action Movement: 10’ Range: Short Area.Effect: 15’ radiusRanged.Attack: 10+1d20 Damage: 3d8. Opponent may attempt a avoid being burned (see

page 72) to mitigate the effects. Napalm continues to burn on subsequent rounds, doing 1d8 damage at the beginning of the ravanok’s turn each round for 1d6 rounds.

Note: Must recharge for 1d6 rounds after each use.

Swallow Whole: Anyone trapped in the jaws of the Ravanok are soon devoured.

Prerequisite: victim must be grabbed by the bite of the ravanok and smaller than monstrous size.

Time: Full Action Movement: 10’ Unarmed.Attack: 14+1d20 Damage: You are moved into attacker’s space, immobilized, and

takes 2d8 damage per round. Restrictions: Only force fields and power armor are capable of miti-

gating this damage. Swallowed opponents may attempt to escape or may attack and do damage directly to the ravanok’s HP.

Venom Spray: Some Ravanoks (1 in 6) can spray a stream of venom at opponents up to 30 feet away.

Time: Major Action Movement: 10’ Range: ShortRanged.Attack: 10+1d20 Damage: 3d8 and venomNote: Must recharge for 1d6 rounds after each use.

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Spiny Spider

Giant Spider covered in QuillsSpiny spiders are man-sized tarantula-like spiders covered in needle-sharp quills. Spiny spiders are opportunistic carrion scav-engers like hyenas or vultures.

Attributes

Level: 2 MR: 30’ Size: Medium (5-7’ wide) Physical: 5 Dynamic: 4 Mental: 1 Social: 3AV: 4 Initiative: 5 HP: 8

Skills and Specialties

Athletics +2, Awareness +1, Evasion (Evasive) +2, Influence +1, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting (Bite) +5, Wilderness +2.

Characteristics

Quills: The long body quills of the spiny spider make it difficult to fight in personal combat.

Trigger:.An opponent moves adjacent to or makes a close attack against the spiny spider

Time: Free Reaction Movement: None Effect:.You take 1d6 physical damage and is repelled 5 feet.Note: You may use a reaction to avoid vs. difficulty 15 to negate

damage (see Avoid, page 73)

Unarmed Parry: The spiny spider takes no damage from performing the Block reaction against a melee attack.

Attacks

Bite: The mouth parts of a spiny spider can deliver a bite like that of a lion or tiger.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d8+5

Swamp-Hag Blood-sucking Freshwater HagfishSwamp-hags are actually mutated freshwater hagfish that live in the large shallow swamps found throughout the jungle low-lands. They are as large as a man’s forearm. Swamp-hags attach themselves to a host and feed on its blood, like a giant leech. A single swamp-hag is a painful nuisance that is easily removed and killed, but the smell of blood from a single swamp-hag bite will invariably summon a swarm of dozens of others. A swarm of swamp-hags can drain a man of blood in a matter of minutes.

Attributes

Level: 1 MR: 35’* Size: Tiny (1’ long) Physical: 2 Dynamic: 5 Mental: 0 Social: 1AV: 0 Initiative: 5 HP: 1*Swimming

Skills and Specialties

Athletics +1, Awareness +2, Evasion +4, Subterfuge +2, Unarmed Fighting (Bite) +2, Wilderness +2.

Characteristics

Defenseless: A swamp-hag is incapable of performing the block or melee parry reactions. Swamp-hags will only dodge in combat.

Slimy: Swamp-hags secrete a slimy mucus which increases the Difficulty of any attempt to grab or hold one by +4.

Tiny Size: x0.5 HP. Difficulty to hit is increased by +4.Attacks

Bite: The round mouth of a Swamp-hag is about the size of a cherry and filled with dozens of tiny needle-like teeth.

Time: Major Action Movement: 5’ Unarmed.Attack: 9+1d20 Damage: 1d4+2 and grabbed

Blood Drain: If a swamp-hag succeeds in an attack, it attaches itself to its victim.

Prerequisite: opponent is grabbed by a swamp-hag bite.Time: Full Action Movement: NoneSkill.Check: None Damage: specialEffect: If not removed, it will drain 1 Strength from the victim at the

beginning of the swamp-hag’s turn on each subsequent round. Once the victim’s Strength is reduced to zero, the victim will lose 1 Stamina per round. At zero Stamina, the victim dies. Removing an attached swamp-hag requires a successful grab attack. Remov-ing an attached swamp-hag causes 1d3 damage to the victim’s HP. Lost Strength or Stamina points will regenerate at a rate of one point per day, alternating one point of recovery per characteristic per day of relative rest, or one every two days if not resting.

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Terror-Cactus Deadly Man-eating CactiTerror-Cactus is a carnivorous cactus native to the dry arid re-gions of southwest Markania. A terror-cactus is a kind of giant venus fly trap. A terror-cactus lies open and unfurled on the ground. Over time, the wind covers the terror-cactus with a thin layer of dust and sand, helping to conceal it. Whenever a crea-ture steps onto the unfurled terror-cactus, it falls into a pit where the terror-cactus wraps around the victim, paralyzing it with its toxin and slowly digesting it over several weeks.

Attributes

Level: 3 MR: None Size: Large (10’ wide) Physical: 16 Dynamic: 5 Mental: 0 Social: 0AV: 0 Initiative: 5 HP: 56

Skills and Specialties

Subterfuge (Stealthy) +3, Unarmed Combat (Grab) +5.

Characteristics

Unintelligent: Terror-cacti are unintelligent plants and are incapable of being intimidated or deceived.

Immobile: Terror-cacti are immobile. All melee and unarmed attacks automatically hit.

Large Size: x2 HP. Difficulty to hit decreased by -4.Needles: A traptacus, like most cacti, is covered in sharp long

needles.

Trigger:.An opponent moves adjacent to or makes a close attack against the terror-cactus

Time: Free Reaction Movement: None Effect:.Opponent takes 1d6 physical damage and is paralyzed.Note: You may use a reaction to avoid vs. difficulty 12 to negate

damage and effect (see Avoid, page 73). Paralyzed victims may try to recover vs. difficulty 12 each round to end the paralysis (see Recover, page 75).

Tough: +12 HP before size adjustment.

Attacks

Grab: Whenever any heavy creature steps on a terror-cactus, it snaps shut and delivers its paralytic toxin.

Trigger: any creature heavier than a child steps on the Terror-Cactus.Time:.Free Reaction Movement: NoneUnarmed.Attack: 12+1d20 Damage: 1d6+6Special: In addition to the damage, the victim is also grabbed and

subject to the effects of the cactus’ paralytic toxin (see below). The terror-cactus will attempt to pull its victim underground on its next turn.

Paralytic Toxin: A terror-cactus’ toxin causes muscles to seize for 1d4 rounds.

Resist paralysis

Time:.Free Reaction Movement: NoneSkill.Check: Stamina + Resistance (Resilient) + 1d20Difficulty: 19Fumble: You are paralyzed for 4 roundsFail: You are paralyzed for 1d4 roundsSuccess: You are not paralyzed but suffer -2 to all actions next round.Critical: No effect.

Pull Underground: Once a victim is grabbed, a terror-cactus attempts to pull it underground.

Prerequisite: Opponent must be grabbed by Terror-Cactus and me-dium-sized or smaller

Time: Full Action Movement: NoneUnarmed.Attack: 10+1d20 Damage: victim dragged undergroundSpecial: Once underground, the terror-cactus begins to digest its

prey.

Digest Prey: Once a victim is grabbed and pulled underground, the terror-cactus’ enzymes begins to dissolve the victim.

Prerequisite: victims must be pulled underground by the Terror-Cactus

Time: Full Action Movement: NoneSpecial.Attack: 9+1d20 Difficulty: opponent’s Stamina + Resistance (Resilient) + 10Damage: -1 Stamina/round then -1 Strength/roundSpecial: While being digested, the victim loses 1 point of Stamina

until depleted, followed by 1 point of Strength until depleted. Once the victim has lost all Stamina and Strength, the victim is dead. Attacking a terror-cactus while it is dissolving a victim will do full damage to the terror-cactus and half damage to the victim.

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Tirak

Giant Bipedal Reptilian PredatorA tirak is a huge two-legged long-tailed reptilian predator that stalks the plains and hills of western Markania.

Attributes

Level: 6 MR: 40’ Size: Huge (26-30’ long) Physical: 56 Dynamic: 5 Mental: 3 Social: 7AV: 6 Initiative: 8 HP: 130

Skills and Specialties

Athletics +3, Awareness (Perceptive) +3, Evasion (Evasive) +4, Influence (Intimidating) +4, Insight +2, Resistance +2, Sub-terfuge (Stealthy) +4, Unarmed Fighting (Bite) +7, Wilderness (Tracker) +4.

Characteristics

Huge Size: x1.5 HP. The difficulty to hit is decreased by -8.Unarmed: A tirak takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Tough: +24 HP before size adjustment.Attacks

Bite: The massive mouth of a tirak is larger than a man and is filled with dozens of dagger-like teeth.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 2d6+10 and grabbed

Swallow Whole: Tiraks are capable of swallowing a man in one gulp.

Prerequisite:.victim must be grabbed by the tirak’s bite and smaller than huge size.

Time: Full Action Movement: 5’ Unarmed.Attack: 14+1d20 Damage: special Special: You are moved into the tirak’s body, immobilized, and take

2d4 physical damage at the end of your turn each round. Only force fields and power armor are capable of stopping this dam-age. You may attempt to escape (see Escape, page 68) or attack at -4. Any damage is done directly to the tirak’s HP, ignoring armor AV.

Tail: The tirak’s long powerful tail is a formidable weapon.

Time: Minor Action Movement: 5’ Reach: 15’Melee.Attack: 12+1d20 Damage: 1d8+10 and knocked prone Critical: 2d8+10 damage, thrown 4d10 feet, and knocked prone

Tonbo

Giant DragonflyThe Tonbo is a large insect that resembles a giant dragonfly. Its long tapering body measures twenty feet from head to tail with two pairs of wide iridescent wings. The tonbo is remark-ably lightweight despite its great size and hard carapace. A fully grown tonbo weighs little more than 165 pounds yet can still support the weight of an adult human and cargo during flight.

Attributes

Level: 2 MR: 20’/50’* Size: Huge (26-30’ long) Physical: 50 Dynamic: 8 Mental: 0 Social: 4AV: 4 Initiative: 8 HP: 81*Flight (see below)

Skills and Specialties

Athletics (Flight) +4, Awareness +2, Evasion +2, Influence +1, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting +2, Wilderness +1.

Characteristics

Huge Size: x1.5 HP. The difficulty to hit is decreased by -8.Flight: The tonbo can fly like a dragonfly, allowing it to hover

and fly backwards.

Time: Minor Action Movement: Flight-MR

Flight Sprint: The tonbo can fly up to 74 mph at top speed

Time: Full Action Movement: Flight-MR x10Skill.Check: None normally.

Unarmed: A tonbo takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The gnashing mouth parts of a tonbo are as long as a man’s arm.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d10+6

Snatch: The tonbo swoops down and snatches up an opponent during its move, carrying it away.

Time: Full Action Movement: Half Flight-MRUnarmed.Attack: 10+1d20 Damage: grab

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Venator

Pack-Hunting Reptilian PredatorsVenators are man-sized carnivorous reptiles resembling a mus-cular featherless ostrich. Their feet end in long sickle-like talons and their snouts are filled with razor-sharp serrated teeth. Vena-tors are sometimes used as mounts by the reavers and gremlins of Xurin’s Horde.

Attributes

Level: 2 MR: 35’ Size: Medium (5’ tall x 10’ long) Physical: 6 Dynamic: 3 Mental: 2 Social: 6AV: 2 Initiative: 5 HP: 12

Skills and Specialties

Athletics +1, Awareness +1, Evasion +2, Influence +1, Insight +2, Resistance +1, Subterfuge +5, Unarmed Fighting (Claw) +2, Wil-derness (Tracker) +2.

Characteristics

Unarmed: A venator takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The venator’s mouth is as larger than a man’s head and filled with sharp finger-length teeth.

Time: Major Action Movement: 5’ Melee.Attack: 5+1d20 Damage: 1d6+6

Claw: The feet of the venator each sport a massive sickle-like claw the length of a man’s hand which they use to disembowel their prey.

Time: Major Action Movement: 5’ Melee.Attack: 5+1d20 Damage: 1d8+6

Pounce: The venator makes a running leap onto their prey in an all-out attack.

Time: Full Action Movement: 7 Special: one bite attack and one claw attack against the same op-

ponent; If both attacks are successful, the opponent falls prone and is pinned under the venator and considered grabbed. The op-ponent must escape as if they were held in a wrestling maneuver.

Toxic Ant

Fire Ants the Size of DogsThe bright red toxic ants of southern Markania grow to the size of a large dog. They are highly venomous and dangerous. Their colonies resemble giant sand castles Their warrens are large enough for a man to crawl through and range for miles under-neath the surface.

Attributes

Level: 1 MR: 30’ Size: Small (3-4’ long) Physical: 6 Dynamic: 4 Mental: 3 Social: 1AV: 4 Initiative: 7 HP: 5

Skills and Specialties

Athletics +1, Awareness +2, Evasion +1, Influence +1, Insight +1, Marksmanship +2, Resistance +1, Subterfuge +2, Unarmed Fighting (Bite) +4, Wilderness +2.

Characteristics

Small Size: x.75 HP. Difficulty to hit is increased by +2.Unarmed: A toxic ant takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Venomous: The venom of the toxic ant does 1d6 damage. Victims may endure vs. difficulty 15 for half damage (see Endure, page 73).

Attacks

Bite: The bite of a toxic ant is like that of a dog’s, only venomous.

Time: Major Action Movement: 5’ Melee.Attack: 10+1d20 Damage: 1d6+6 and venom

Spray: Toxic ants can spray their venom at opponents up to 30 feet away.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 6+1d20 Damage: 1d4 and venom

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Viper, Giant Giant Mutant Poisonous SnakeA desert viper, enlarged through exposure to mutagenic com-pounds. Such vipers have been known to grow to 120 feet or more in length.

Attributes

Level: 6 MR: 40’ Size: Giant (31-40’ long) Physical: 90 Dynamic: 5 Mental: 2 Social: 8AV: 6 Initiative: 7 HP: 147

Skills and Specialties

Athletics +2, Awareness (Perceptive) +4, Evasion (Evasive) +4, Influence (Intimidating) +3, Insight +2, Resistance +2, Sub-terfuge (Stealthy) +4, Unarmed Fighting (Bite) +7, Wilderness (Tracker) +4.

Characteristics

Giant Size: x1.5 HP. Difficulty to hit is decreased by -10.

Unarmed: A giant viper takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Venomous: The bite of a giant viper is venomous, doing 1d4 poison damage at the end of your turn every round until you are either dead or receives an anti-toxin. You may attempt to endure vs. difficulty 32 each round to negate the damage for that round (see Endure, page 73).

Attacks

Bite: The mouth of a giant viper is larger than a man’s torso with two fangs the size of a man’s forearm.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 2d6+12 and grabbed

Constrict: After a giant viper grabs its victim in its jaws, it coils around the victim and begins to crush the life out of them.

Trigger: the giant viper has successfully bitten an opponent.Time:.Free Reaction Movement: NoneUnarmed.Attack: 10+1d20 Damage: 2d8+12 and grabbed and specialSpecial: If the constriction attack is successful, the victim is squeezed

in the viper’s coils. The victim can gasp but cannot yell or shout. Each round the constriction does damage directly to the victim’s HP, though KP may be expended to reduce this damage. Only rigid armor (plate, assault, etc.) reduces this damage. If a limb is free, the victim can make attacks at. -4.unless the victim has another means of attack (game master’s discretion). The victim can forego attacking and attempt to escape from constriction. The viper will continue to constrict the victim until it is unconscious or dead, at which point it will release the victim and swallow it whole. If not already dead, the victim will then suffocate inside the viper.

Swallow Whole: Giant vipers swallow their paralyzed prey while they are still alive.

Prerequisite:.victim must be grabbed by the giant viper’s bite and smaller than giant size.

Time: Full Action Movement: 5’ Unarmed.Attack: 12+1d20 Damage: 2d4 per round and immobilizedSpecial: Victim moved into attacker’s space. Only force fields and

power armor are capable of stopping this damage.Restrictions: Swallowed opponents may attempt to escape or may

attack and do damage. Any damage done to the giant viper while being swallowed ignores armor and is subtracted directly from the giant viper’s HP.

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Wrinkled Cave Rat

Naked Mole Rats the Size of CoyotesWrinkled Cave Rats are disgusting hairless subterranean mam-mals that dwell in caves and burrows throughout Markania. They resemble giant wrinkled sausages with pronounced incisors like daggers. Wrinkled Cave Rats are nearly blind but are instinctive-ly drawn towards the smell and sound of living prey. They are fearless and will attack opponents much larger and deadlier than themselves.

Attributes

Level: 2 MR: 25’/15’* Size: Small (3-4’ long) Physical: 3 Dynamic: 4 Mental: 0 Social: 2AV: 0 Initiative: 4 HP: 3 *Burrowing

Skills and Specialties

Athletics +1, Awareness +2, Evasion +1, Influence +2, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting +4, Wilderness (Tracker) +2.

Characteristics

Small Size: x.75 HP. Difficulty to hit is increased by +2.Burrow: A Wrinkled Cave Rat can burrow through packed clay

at amazing speeds.

Time: Minor Action Movement: Burrow-MR

Unarmed: A Wrinkled Cave Rat takes half damage from blocking melee attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Bite: The incisors of the Wrinkled Cave Rat are as long as daggers and are capable of piercing metal armor.

Time: Major Action Movement: 5’ Skill.Check: 9+1d20 Damage: 1d6+3Special: The AV of armor is halved, ignoring fractions.

Warhawk

Giant Riding HawkGiant warhawks are native to the Apparian mountains. They are trained for hunting and fighting and are used as flying mounts by the air cavalry of Guerna.

Attributes

Level: 4 MR: 10’/40’* Size: Huge (26-30’ wingspan) Physical: 46 Dynamic: 5 Mental: 3 Social: 6AV: 0 Initiative: 8 HP: 78*Flight

Skills and Specialties

Athletics (Flier) +3, Awareness (Perceptive) +3, Evasion (Eva-sive) +3, Influence +3, Insight +1, Resistance +1, Subterfuge +2, Unarmed Fighting (Talon) +6, Wilderness +2.

Characteristics

Huge Size: x1.5 HP. Difficulty to hit is decreased by -8.Flight: A warhawk can fly like a bird. It can hover for only one

Combat Round before it must either land or fly away. It cannot fly backwards.

Time: Minor Action Movement: Flight-MR

Acute Vision: +4 to Awareness skill checks.Unarmed: A warhawk takes half damage from blocking melee

attacks. In combat, it will try to dodge melee attacks if it can and will only try to block if it is cornered.

Attacks

Beak: The beak of a warhawk is larger than a man’s head and capable of delivering terrific shearing force.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d10+12

Talons: The talons of a warhawk are like curved daggers.

Time: Major Action Movement: 5’ Melee.Attack: 13+1d20 Damage: 1d8+12 and grabbed

All-Out Attack: a warhawk often hovers over its prey to perform an all-out attack

Time: Full Action Movement: Half Flight-MREffect: two talon attacks followed by a beak attack at -5 initiative.

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Zombie-droidMindless Robotic Killing MachinesZombie-droids are the mindless re-mains of cyberdroid warriors repaired and re-animated by thaumaturges and techno-heretics to serve as warriors and guardians.

Zombie-droids are skeletal husks of their former selves, little more than unintelligent shambling met-al skeletons. Zombie-droid programming is limited to simple commands such as “guard this location” or “at-tack that group or individual” or “defend this individual or object”.

Zombie-droids occasionally arise spontaneously when a cy-berdroid’s digital soul is lost leaving an empty robotic shell. These soulless robots are often found in ancient tunnels and ruined fortress-es left over from the ancient war between Nil and Ohn.

Attributes

Level: 1 MR: 15’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 4 Mental: 4 Social: 3AV: 3 Initiative: 8 HP: 8

Skills and Specialties

Athletics +1, Awareness +2, Evasion +1, Influence +1, Insight +1, Marksmanship +2, Melee Fighting (Sword Fighter) +4, Re-sistance +1, Subterfuge +1, Wilderness +1.

Characteristics

Armor: Alloy covering plus heavy helmet.Psychic Immunity: Zombie-droids are immune to any power or

effect that affects the mind. Susceptibility: Zombie-droids are susceptible to electric- and

magnetic-based damage and attacks and take additional 1d6 damage when affected by attacks and powers based on those energies.

Emotionless: Zombie-droids do not feel emotions and are not affected by intimidation, seduction, fear, pleas for mercy, or any attempt at persuasion based on emotional empathy.

Self-Repair: Unless a zombie droid is dismembered, it will slowly repair itself and keep fighting.

Trigger: Beginning of Zombie-Droid’s turnTime:.Free Reaction Movement: NoneEffect: restore 1 hit point.

Attacks

Scimitar: Zombie-droids carry an old rusty scimitar or sword.

Time: Major Action Movement: 5’ Skill.Check: 10+1d20 Damage: 1d6+6

Wooly Munglor

Giant Musk OxThe massive wooly munglor looks like a musk ox but is as large as an elephant. They are used as mounts and beasts of burden by the Samirian people of northern Munosia.

Attributes

Level: 3 MR: 40’ Size: Massive (15’ tall x 20’ long) Physical: 34 Dynamic: 2 Mental: 2 Social: 8AV: 2 Initiative: 4 HP: 90

Skills and Specialties

Athletics +3, Awareness (Intuitive) +3, Evasion (Reflexive) +5, Influence +2, Insight +1, Resistance +2, Subterfuge +1, Unarmed Fighting +3, Wilderness (Forager) +3.

Characteristics

Massive Size: x1.67 HP. Difficulty to hit is decreased by -6.Obstinate: Wooly Munglors are known for their stubbornness

and therefore receive +3 bonus to their Resistance and Resolve.

Tough: +12 HP before size adjustment.Attacks

Trample/Stomp: The legs of a wooly munglors are like tree trunks and can crush a man who gets caught underfoot.

Time: Major Action Movement: 5’ Unarmed.Attack: 5+1d20 Damage: 2d6+8

Ram: Wooly munglors will charge their opponents using their massive armored heads.

Time: Full Action Movement: MR Unarmed.Attack: 5+1d20 Damage: 2d8+8 and knocked

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Other HumanoidsThe world of Uruta is home to dozens, if not hundreds, of intel-ligent humanoid species. Most are isolated to small geographic regions but a few occupy entire continents and can be found throughout the known world.

Dakazi Outcast

Reptile-Men of the Western DesertThe Dakazi Outcast is a warrior and sword-master that has been exiled from his clan. He wanders the desert selling his skills as a mercenary, sometimes falling in with bandits, other times with local militias.

Attributes

Level: 4 MR: 30’ (10’) Size: Medium (4-7’ tall)Physical: 3 Dynamic: 5 Mental: 5 Social: 3AV: 1 ENC: 1 Initiative: 10 HP: 14

Skills and Specialties

Academics +3, Athletics +3, Awareness +3, Evasion (Evasive) +3, General Knowledge +0, Healing +1, Influence +3 (Inscrutable), Insight +3, Marksmanship +1, Melee Fighting (Sword Fighter) +6, Resistance +3, Riding +3, Subterfuge +2, Unarmed Fighting (Fighter) +3, Vehicles +0, Wilderness +3.

Characteristics

Armor: Dry scaly hide.Susceptibility to Cold: see Dakazi, page 28.Fierce: +1d6 damage with melee weapons.Tough: +8 HP.Attacks

Scimitar: The preferred weapon of dakazi warriors.

Time: Major Action Movement: 5’ Melee.Attack: 13+1d20 Damage: 1d8+1d6+3

Talons: The razor-sharp claws of the dakazi are formidable weapons.

Time: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d6+3

Deru Scout

Subterranean Mole-MenDeru are pale hairless squat humanoids with long arms and huge black orbs for eyes. They are native to the deep caverns of northeastern Cydoria but many have found employment as mine scouts and tunnel explorers in Eris.

Attributes

Level: 3 MR: 25’ (20’) Size: Small (2-3’ tall) Physical: 5 Dynamic: 4 Mental: 4 Social: 3AV: 3 ENC: 1 Initiative: 8 HP: 8

Skills and Specialties

Academics (Natural Scientist) +5, Athletics (Climber) +3, Awareness +3, Evasion +3, General Knowledge (Handyman) +2, Healing +0, Influence +0, Insight +0, Marksmanship +0, Melee Fighting +2, Resistance +2, Riding +1, Subterfuge +2, Unarmed Fighting +2, Vehicles +2, Wilderness +3.

Characteristics

Armor: Leather cuirass and kilt.Small Size: x.75 HP. Difficulty to hit is increased by +2.Allergy to Sunlight: Deru are strongly allergic to sunlight. They

suffer -2 minor penalty to all skill checks and defenses in direct sunlight.

Climbing Digits: Deru receive +2 minor bonus to all climbing checks.

Keen Touch: +2 minor bonus to all skill checks pertaining to Awareness that involve touch or tactile sensation.

Night Vision: Deru can see normally in the equivalent of starlight and are not affected by penalties from darkness.

Reduced Vision: -2 minor penalty to all skill checks pertaining to Awareness that involve sight or vision

Sense Ore: Deru scouts are able to innately sense the presence and direction of anemoi (or other element or mineral) within 60 feet.

Tracking Sense: +2 minor bonus to all tracking skill checks.Attacks

Iron Alignment Bar: The preferred weapon of deru warriors is a long iron rod with a spike on one end and a curved wedge on the other. It is a useful tool for mining, climbing, and fighting.

Time: Major Action Movement: 5’ Melee.Attack: 6+1d20 Damage: 1d8+5

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Drok Raider

Bloodthirsty Humanoids Created for WarDroks were a type of xoog homunculi created by Xurin during his war against the Aeonian civilization.

Droks are humanoids with hunched backs, thick necks, strong ropy muscles, and three horns growing from the top and back of their skulls. Their lower tusks tend to jut out from their thick jaw. Their skin is thick and leathery with the appearance of be-ing stretched taught over the skull. Their skin color ranges from ash grey to sickly green. Many Droks are afflicted with random cosmetic mutations such as horns, quills, or bony protrusions.

Xurin created droks to be twisted, mutated, evil parodies of myr-midons. Droks were created to hate and destroy and kill. Droks formed the mass of Xurin’s armies during the Final War. After the war, many survivors fled into the wilderness. There they regrouped and formed war-clans. These clans raid and pillage frontier settlements, capture slaves, and sometimes torture and sacrifice humans to demonic gods.

Attributes

Level: 3 MR: 25’ (20’) Size: Medium (4-7’ tall) Physical: 6 Dynamic: 3 Mental: 3 Social: 3AV: 3 ENC: 2-3 Initiative: 6 HP: 11

Skills and Specialties

Academics +0, Athletics +2, Awareness +3, Evasion +2, General Knowledge +0, Healing +2, Influence +2, In-sight +1, Marksmanship +2, Melee Fighting (Axe Fighter, Sword Fighter, or Polearm Fighter) +5, Resistance +2, Riding +2, Subterfuge (Stealthy) +3, Unarmed Fighting +3, Vehicles +0, Wilderness +3 (Survivalist).

Characteristics

Armor: Leather, furs, hides, and light helmet.Shield, Primitive: +2 parryDark Vision: The opponent can see in total darkness with no

penalty.Keen Smell: +1 slight bonus to Awareness skill checks that use

the sense of smell.Fierce: +1d4 damage with melee weapons.Tough: +4 HPAttacks

Scimitar: Most droks carry cheaply made scimitars into battle.

Time: Major Action Movement: 5’ Skill.Check: 11+1d20 Damage: 1d6+1d4+6

Axe, Battle: Many droks prefer the feel of a swinging battle axe.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d8+1d4+6

Spear, Short: When fighting in formation, droks fight with shields and short spears.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d6+1d4+6

Bow, Short: Though not known for their accuracy, Droks archers overwhelm their enemies with massed volleys of arrows.

Time: Major Action Movement: 5’ Range: MediumMelee.Attack: 5+1d20 Damage: 1d6

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Drudge Laborer

Big Dumb Short-tempered LaborersDrudges, also known as bruxes, are large simple laborers bred over thousands of years to perform heavy back-breaking work without complaint. Despite their size and strength, drudges make poor warriors. They can be difficult to anger and, when sufficiently provoked, can be dangerously indiscriminate com-batants.

Attributes

Level: 2 MR: 35’ Size: Imposing (10-12’ tall) Physical: 9 Dynamic: 2 Mental: 2 Social: 3AV: 0 ENC: 0 Initiative: 4 HP: 30

Skills and Specialties

Academics +0, Athletics (Strong) +5, Awareness +2, Evasion +2, General Knowledge (Gossip) +2, Healing +2, Influence +2, In-sight +1, Marksmanship +2, Melee Fighting +2, Resistance +0, Riding +0, Subterfuge +0, Unarmed Fighting +2, Vehicles +0, Wilderness +2.

Characteristics

Imposing Size: Difficulty to hit is decreased by -2.Drudge Rage: See page 30.Tough: +8 HPAttacks

Improvised Club: A chair, table leg, or small log.

Time: Major Action Movement: 5’ Melee.Attack: 3+1d20 Damage: 1d6+4

Punch: The fist of a drudge can knock a man on the floor.

Time: Major Action Movement: 5’ Unarmed.Attack: 4 +1d20 Damage: 1d4+4

Factotum Scoundrel

Small, Clever Thieves and Con-artistsThe diminutive factotums, who call themselves jinxes, were bred as servants and craftsmen. They are naturally clever, industri-ous, and resourceful. Many modern factotums are also excellent thieves and assassins.

Attributes

Level: 5 MR: 25’ (20’) Size: Small (2-4’ tall) Physical: 3 Dynamic: 6 Mental: 6 Social: 6AV: 3 ENC: 1 Initiative: 12 HP: 6

Skills and Specialties

Academics +1, Athletics +3, Awareness +4, Evasion +3, General Knowledge +3, Healing +3, Influence (Silver Tongued) +4, In-sight +4, Marksmanship +3, Melee Fighting +3, Resistance +3, Riding +0, Subterfuge (Cheater, Liar, Palmer, Stealthy) +6, Un-armed Fighting +4, Vehicles +0, Wilderness +4.

Characteristics

Small Size: x.75 HP. Difficulty to hit is increased by +2.Armor: Leather or hide.Lightning Reflexes: 6 reactions per round.Attacks

Plasma Pistol: A plasma pistol is like a small rifle in the diminutive hands of a factotum.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 9+1d20 Damage: 2d8

Short Sword: Factotums prefer short bladed weapons for their ease of use and concealability.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 1d6+3

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Gek Bandit

Wily Goblin-Like CreaturesGeks are evil twisted parodies of factotums created by the ancient wizard Xurin. Geks are short grotesque xoog homunculi with snub noses, large or pointed ears, and long knobby fingers and toes. Gek skin is tough like leather and often covered in warts and bony protrusions. The coloration and texture of Gek skin has adapted over time to match their environment: dark green with wrinkled skin for forests, dry sandy brown skin for deserts, dark grey and lumpy for caves and mountains.

They avoid direct combat if they can, preferring instead to launch surprise am-bushes or lightning-fast raids in the dead of night. Gek often ride devil-dogs or venators as mounts. They usually ally themselves with or are enslaved by Drok warbands.

Attributes

Level: 1 MR: 25’ (20’) Size: Small (2-3’ tall) Physical: 3 Dynamic: 6 Mental: 3 Social: 3AV: 3 ENC: 2Initiative: 9 HP: 4

Skills and Specialties

Academics +0, Athletics +1, Awareness +2, Evasion +1, General Knowledge +0, Healing +0, Influence +0, Insight +0, Marksman-ship +2, Melee Fighting +2, Resistance +0, Riding +1, Subterfuge (Stealthy) +4, Unarmed Fighting +1, Vehicles +0, Wilderness +2.

Characteristics

Small Size: x.75 HP. Difficulty to hit is increased by +2.

Armor: Leather or hide.

Camouflage: +1 minor bonus for stealth skill checks when hid-ing in their native terrain (choose one: desert, cave, forest, grass).

Dark Vision: The opponent can see in total darkness with no penalty.

First Strike: +1 to Initiative score at the beginning of every com-bat.

Attacks

Short Bow: Geks are devious archers who attack from ambush.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 8+1d20 Damage: 1d4

Short Sword: The heaviest weapon the diminutive gek can wield is the short sword.

Time: Major Action Movement: 5’ Melee.Attack: 6+1d20 Damage: 1d6+2.

Guzi Warrior

Swamp-Dwelling Lizard-MenThe Poison Jungles of Dushan are home to primitive swamp-dwelling lizard men known as guzi. The guzi have adapted to live in the dangerous environment and can be valuable guides for any expedition. However, guzi tribes are better known for cutting out the hearts of outsiders with obsidian knives as sacrificial offer-ings to their ancient jungle god.

Attributes

Level: 2 MR: 30’ (25’) Size: Medium (6-7’ tall) Physical: 6 Dynamic: 4 Mental: 2 Social: 4AV: 3 ENC: 3-4 Initiative: 6 HP: 10

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +2, General Knowledge +0, Healing +1, Influence (Intimidating) +2, Insight +0, Marksmanship +1, Melee Fighting (Pike Fighter or Axeman) +5, Resistance +1, Riding +2, Subterfuge (Stealthy) +2, Unarmed Fighting +2, Vehicles +0, Wilderness +2.

Characteristics

Armor: Girah leather over dry scaly hideSusceptibility to Cold: as a Dakazi, page 28.Fierce: +1d4 melee damage with melee weapons.Tracker: +2 minor bonus when hunting or tracking prey through

the jungle.Resistance to Poison: Guzi are adapted to live in the poison

jungle. They are immune to all poisons and toxins.Attacks

Obsidian Spear: a primitive spear with a sharpened obsidian tip.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d8+1d4+6 and poison

Bow: a primitive bow with string made of sinew and obsidian-tipped arrows

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 5+1d20 Damage: 1d6 and poison

Talons: an unarmed guzi is still a formidable opponent.

Time: Major Action Movement: 5’ Unarmed.Attack: 6+1d20 Damage: 1d6+6

Poison: The poison of a guzi’s spear deals an additional 1d6 damage. Victims may try to endure its effects upon contact (see Endure, page 73).

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Knorr Hunters

Man-Eating Dog-Men of the Eastern PlainsKnorr are thin but muscular humanoids, adapted to running at high speeds on the plains and standing erect to peer over the grass. Packs of Knorr can be found throughout the flatlands of central Markania, from Gatas to Haru to Mung. Their heads, necks, backs, and shoulders are covered in long porcupine-like quills. They are primitive and carry little more than sharpened sticks and stone spears. However, they are cunning and hunt in packs, using a decoy while the rest of the pack stealthily circles around to entrap and converge on their quarry. Knorr are carniv-orous and are known to hunt, kill, and eat humans and bakarans but are put off by the taste of homunculi. Many knorr packs work side-by-side with surviving tribes from Xurin’s Horde.

Attributes

Level: 3 MR: 30’ Size: Medium (5-7’ tall) Physical: 3 Dynamic: 5 Mental: 4 Social: 4AV: 2 ENC: 1 Initiative: 9 HP: 7

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +3, General Knowledge +0, Healing +1, Influence +2, Insight +2, Marksman-ship +2, Melee Fighting (Pike Fighter) +3, Resistance +2, Riding +2, Subterfuge (Stealthy) +3, Unarmed Fighting +3, Vehicles +0, Wilderness (Tracker) +5.

Characteristics

Quills: The long back quills of the knorr cause 1d4 damage to anyone that moves adjacent or makes an adjacent melee or unarmed attack against the knorr.

Trigger:.An opponent moves adjacent to or makes a close attack against the knorr.

Time: Free Reaction Movement: None Effect:.Opponent takes 1d4 physical damage.Note: Victim may use a reaction to avoid vs. difficulty 15 for no dam-

age.

Attacks

Javelin: the preferred attack of the knorr is the thrown javelin.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: Check: 7+1d20 Damage: 1d6

Spear: when fighting in small packs, half the knorr will throw their javelins while the other half prepare short spears.

Time: Major Action; Movement: 2Melee.Attack: 10+1d20 Damage: 1d8+3

Bite: Knorr are vicious and their bites are equivalent to that of a wolf or hyena.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+3

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Krallik Rampager

A large feral drudgeKrallik are large brutish fe-ral off-shoots of civilized drudge. They stand nearly twelve feet tall and are covered in thick leath-ery hide. They have an evil dog-faced head and stooped shoul-ders. Their legs are digitigrade, like an animal’s. Their long arms and large clawed hands nearly drag on t h e ground. When running, they rely on all four limbs like a gorilla.

Krallik are omnivorous and voracious. Once they have devoured all the plants and animals near their cave, they move outward, often raiding human settlements for pigs, cows, and even people to bring back and eat. As soon as the journey to hunt for food becomes longer than a day, the Krallik retreats deep into his cave and goes into a hibernation that lasts for several years, giving the local countryside time to re-grow. At which point, the sleeping Krallik wakes and begins the cycle anew.

Attributes

Level: 4 MR: 35’ Size: Imposing (10-15’ tall) Physical: 12 Dynamic: 5 Mental: 1 Social: 4AV: 2 ENC: 0 Initiative: 6 HP: 36

Skills and Specialties

Academics +0, Athletics +3, Awareness +3, Evasion +3, General Knowledge +0, Healing +3, Influence (Intimidating) +3, Insight +3, Marksmanship +3, Melee Fighting (Club Fighter or Spear Fighter) +6, Resistance +3, Riding +2, Subterfuge (Tracker) +2, Unarmed Fighting +3, Vehicles +0, Wilderness +3 (Tracker).

Characteristics

Armor: Kralliks are protected by a thick hide.Imposing Size: x1.5 HP. The difficulty to hit is decreased by -2.Regeneration: A Krallik has the ability to rapidly heal injuries.

Trigger: Beginning of Krallik’s turnTime:.Free Reaction Movement: NoneEffect: restore 9 HP.

Tough: +8 HP before size adjustment.Brutal: +1d3 damage to unarmed attacks.Attacks

Claw: Krallik claws are long and powerful and capable of slashing flesh to ribbons.

Time: Major Action Movement: 5’ Unarmed.Attack: 13+1d20 Damage: 1d6+1d3+12

Loracz Warrior

Man-Eating Humanoid Insects of the Loka Loka MountainsThe Loracz are humanoid insects that dwell in caves deep underneath the Loka Loka mountains. They are ex-tremely hostile to outsiders and are known to hunt and capture humans for food.

Attributes

Level: 2 MR: 40’ Size: Medium (4-5’ tall) Physical: 4 Dynamic: 4 Mental: 3 Social: 5AV: 3 ENC: 0Initiative: 7 HP: 9

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +2, Gen-eral Knowledge +0, Healing +0, Influence +2, Insight +2, Marksmanship +0, Melee F i g h t i n g +0, Resistance +2, Riding +0, Subterfuge (Stealthy) +2, Unarmed Fighting (Claw) +5, Vehicles +0, Wilderness +2.

Characteristics

Armor: Loracz are covered in a chitin exoskeleton.Dark Vision: Loracz can see in the infrared, allowing them to see

in the lightless environment of caves.Attacks

Bite: The mouth parts of the loracz deliver a painful bite that is loaded with soporific venom.

Time: Major Action Movement: 5’ Unarmed.Attack: 9+1d20 Damage: 1d8+3 and soporific venom (see

below)

Soporific Venom: The venom delivered by the bite of a loracz causes unconsciousness for 1d6 days unless the victim is somehow able to fight its effects (see Endure, page 73). Loracz then drag their victims back to their lair where they are cocooned and stored for later consumption.

Claw: An unarmed loracz is still a formidable foe.

Time: Major Action Movement: 5’ Unarmed.Attack: 11+1d20 Damage: 1d6+3

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Attacks

Plasma Pistol: A Malusian Overlord is trained in the use of the plasma pistol.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 11+1d20 Damage: 2d10+2

Monomolecular Sword: Malusian overlords are also adequate swordsmen.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 3d12+4

Malusian Overlord

Tall Sinister-looking Aliens from the Planet MalusTwenty years ago, the City States of Cydoria fell to an invasion by the Rhakadian League, an interplanetary empire from the planet Malus. Today, the Vrildarian Empire is a puppet state of the Rhakadian League. All Vrildarian officers and civil adminis-trators must answer to a Malusian overlord.

Physically, Malusians resemble extraordinarily tall, willowy hu-manoids. The gravity of Malus is only one-third that of Uruta, promoting such growth. They have long slender legs and arms, thin torsos, and slightly elongated heads. Their noses and ears are large to accommodate the thinner Malusian atmosphere and their eyes are larger than those of an Urutan human, allowing them to see in the comparatively dim light of a Malusian day. Male Malusians apply depilatory creams to remove all the hair from their body; females likewise save for a long top-knot on their otherwise bald heads. They have greasy pale grey skin which burns easily in direct sunlight.

Malusians are typically grim, laconic, and severe. They find Uru-tans to be annoying and weak and chafe under the limitations imposed upon them by the Vrildarian Empire. They make no se-cret of their contempt for humanity in general. Malusians would like nothing better than to eradicate all life on Uruta. For now, they find it more profitable to enslave the inhabitants of Uruta instead.

Attributes

Level: 6 MR: 40’/10’* Size: Medium (6-8’ tall) Physical: 8/3* Dynamic: 6/3* Mental: 7 Social: 6AV: 14/0* ENC: 2 Initiative: 13/10* HP: 9 *in exoskeleton/out of exoskeleton

Skills and Specialties

Academics +4, Athletics +3, Awareness +3, Evasion +3, Gen-eral Knowledge +3, Healing +3, Influence (Intimidating, Commanding, Negotiator) +7, Insight (Interrogator, Suspicious) +4, Marksmanship (Gunfighter) +3, Melee Fighting +3, Resistance +3, Riding +3, Sorcery +4, Subterfuge +4, Un-armed Fighting +3, Vehicles +3, Wilderness +0.

Characteristics

Armor: Exoskeleton and adaptive mesh.Electro-Reactive Armor: In addition to its protective qualities,

the armor delivers an electric shock to anyone who comes into either direct or indirect contact with it, doing 1d6 damage and repelling the victim 5 feet. Victims may avoid vs. difficulty 22 to minimize the damage (see Avoid, page 73).

Night Vision: Malusians eyes are adapted to the low light of their home world. They have excellent vision on moonlit and starlit nights.

Reduced Daylight Vision: -2 minor penalty to all actions when exposed to full daylight without protective goggles.

Skeletal Weakness: A Malusian’s mobility and capability is greatly reduced without the support of their exoskeleton.

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Malusian Soldier/GuardTall Sinister-looking Aliens from the Planet MalusEvery Malusian overlord is attended by a cadre of elite Malusian soldiers. These sol-diers serve as bodyguards as well as security for restricted ar-eas of the refinery-cities.

Attributes

Level: 4 MR: 40’/10’* Size: Medium (6-8’ tall) Physical: 7/3* Dynamic: 6/3* Mental: 5 Social: 5AV: 14/0* ENC: 2 Initiative: 11/8* HP: 8 *in exoskeleton/out of exoskel-eton

Skills and Specialties

Academics +2, Athletics +3, Awareness +3, Evasion (Survivor) +2, General Knowl-edge +2, Healing +1, Influence (Intimidating) +3, Insight +3, Marksmanship (Gunner, Rifleman) +6, Melee Fighting +3, Resistance +0, Riding +3, Sorcery +0, Subterfuge +3, Unarmed Fighting +3, Ve-hicles +3, Wilderness +0.

Characteristics

Armor: Exoskeleton and adaptive mesh Night Vision: Malusians eyes are adapted to the low light of

their home world. They have excellent vision on moonlit and starlit nights.

Reduced Daylight Vision: -2 minor penalty to all actions when exposed to full daylight without protective goggles.

Skeletal Weakness: A Malusian’s mobility and capability is greatly reduced without the support of their exoskeleton.

Attacks

Plasma Rifle: The Malusian soldier is trained in and equipped with a Malusian plasma rifle.

Time: Major Action Movement: 5’ Range: LongRanged.Attack: 14+1d20 Damage: 2d10+7

Monomolecular Sword: Malusian soldiers also receive minimal training in the use of the sword as a secondary weapon.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 3d12+7

Myrmidon Warrior

Tough Disciplined Humanoids Bred for WarMyrmidons, known among their own kind as orixes, were bred over thousands of years to be the sol-diers and commanders of the Aeonian civilization. Myr-midons are humanoids with strong muscular builds. Their faces are snub-nosed and somewhat bes-tial in appearance. They are strong, fearless, and menac-ing and easily fit into the strict disciplined military lifestyle. Many myrmidons also find work as mercenaries and guards.

Attributes

Level: 2 MR: 30’ (20’) Size: Medium (5-7’ tall)Physical: 6 Dynamic: 5 Mental: 3 Social: 3AV: 8 ENC: 5Initiative: 8 HP: 9

Skills and Specialties

Academics +0, Athletics +2, Awareness +2, Evasion +2, General Knowledge +1, Healing +0, Influence +2, Insight +0, Marks-manship +2, Melee Fighting (Choose one: Axe Fighter, Polearm Fighter, Sword Fighter, etc) +5, Resistance +2, Riding +0, Subter-fuge +2, Unarmed Fighting +2 (Fighting), Vehicles +0, Wilder-ness +2.

Characteristics

Armor: Full Plate.Shield, Medium: +2 parry.Fierce: +1d6 damage with melee weapons.Attacks

Sword, Medium: Myrmidons revere their swords as extensions of their soul.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 2d6+6

Ballistic Pistol: Myrmidon warriors know the value of a good sidearm.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 7+1d20 Damage: 1d8

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Nilian Deathstalker

Robotic Mercenaries and Assassins from the Icy Wastes of SakataEmotionless cyberdroids from the ruined city of Nil travel throughout Markania selling their services as ruthless slave over-seers, mercenaries, bounty hunters, and assassins.

Attributes

Level: 4 MR: 30’(20’) Size: Medium (6-8’ tall) Physical: 7 Dynamic: 6 Mental: 4 Social: 4AV: 9 ENC: 6 Initiative: 10 HP: 19

Skills and Specialties

Academics +1, Athletics +3, Awareness +3, Evasion (Evasive) +3, General Knowledge +0, Healing +0, Influence +3, Insight +3, Marksmanship +3, Melee Fighting (Sword Fighter, Axe Fighter) +6, Resistance +3, Riding +3, Subterfuge +3, Unarmed Fighting +3, Vehicles +0, Wilderness (Tracker) +3.

Characteristics

Armor: Half plate worn over alloy body covering plus heavy helmet.

Emotionless: Nilians do not feel emotions and are not affected by intimidation, seduction, fear, pleas for mercy, or any attempt at persuasion based on emotional empathy.

Fierce: +1d6 damage with melee weapons.Immunities: Nilians do not need to eat, breathe, or sleep in

the conventional sense. They are immune to poison and disease. They do not feel pain and cannot be tortured. They are immune to any effects that cause mutations in living organisms.

Psychic Immunity: Nilians are immune to any power or effect that affects the mind.

Reduced Smell/Taste: Nilians have no sense of taste or smell and automatically fail at any skill checks involving skill checks based on Awareness that require those senses.

Susceptibility: Nilians are susceptible to electric- and magnetic-based damage and attacks and take additional 1d6 damage when affected by attacks and powers based on those energies.

Tough: +8 HP Attacks

Sword: All Nilian deathstalkers carry a signature blade which is used only for duels.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 1d8+1d6+7

Battleaxe: The battleaxe is the preferred weapon of the Nilian deathstalker.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 1d8+1d6+7

Plasma Pistol: Many deathstalkers wield a battleaxe in one hand and a plasma pistol in the other.

Time: Major Action Movement: 5’ Range: MediumRanged.Attack: 9+1d20 Damage: 2d10+2

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Phanosian Agent

Human-Looking Alien Secret Agents from the Planet PhanosPhanosians are physically and biologically identical to Urutan humans. The Phanosian espionage ser-vice, the Hand of Fate, uses this similarity to their ad-vantage. Over the past twen-ty years, the Hand of Fate has managed to smuggle hundreds of Phanosians past the Malusian blockade and onto the surface of Uruta, where they go undercov-er as a native. Phanosian agents provide intelligence, logistical support, and training to the De-metrian Resistance and other rebel groups fighting against the rule of the Vrildar-ian Empire. This assistance supports the Phanosian strategic goals of denying resources to their enemies, the Malusians.

Attributes

Level: 5 MR: 30’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 6 Mental: 5 Social: 6AV: 6/1-20* ENC: 0-1 Initiative: 11 HP: 11 *See Force Field

Skills and Specialties

Academics +3, Athletics +3, Awareness +4, Evasion +3, General Knowledge +1, Healing +3, Influence (Silver Tongued) +4, In-sight (Astute) +4, Marksmanship (Gunfighter) +4, Melee Fight-ing +3, Resistance (Disciplined, Discrete) +3, Riding +1, Subter-fuge (Chameleon, Liar) +6, Unarmed Fighting +3, Vehicles +3, Wilderness +0.

Characteristics

Armor: Ballistic weave worn under native tunic; force field.Force Field: AV 1-20 against any single attack, enough energy to

negate 100 total points of damage.Deadly: +1d4 damage with ranged weapons.Polymath: +2 additional specialtiesAttacks

Laser Pistol: All Phanosian secret agents are armed with a standard issue Phanosian laser pistol.

Time: Major Action Movement: 5’ Range: Long Ranged.Attack: 12+1d20 Damage: 1d8+1d4

Sword, Short: Phanosian agents are trained in the use of short fighting swords as a secondary weapon.

Time: Major Action Movement: 5’ Melee.Attack: 9+1d20 Damage: 1d6+5

Quorian Metamorphologist

Intelligent Octopoids of the Shallow Seas

The amphibious Quorians are a race of intelligent cephalopoids. They are highly civilized and live in the great undersea city of Nrolis. Many surface humans fear the Quorians and many rumors and legends tell of Quorians Metamorphologists performing twisted experiments on kidnapped human subjects. Quorians worship Ururu, the deep god who lives in the ocean depths.

Attributes

Level: 4 MR: 30’ Size: Medium (4-7’ tall) Physical: 4 Dynamic: 6 Mental: 6 Social: 3AV: 0 ENC: 0Initiative: 12 HP: 10

Skills and Specialties

Academics +3 (Natural Scientist), Athletics +3, Awareness +3, Evasion +3, General Knowledge +3, Healing (Surgeon) +3, Influ-ence +3, Insight +3, Marksmanship +3, Melee Fighting +3, Meta-morphology (Demiurge, Metatrope) +6, Resistance +3, Riding +3, Subterfuge +3, Unarmed Fighting +3, Vehicles +3, Wilder-ness +3.

Characteristics

Amphibious: Quorians may leave the water and breathe air, but must be submerged in oxygenated water for at least 8 hours a day. Quorians begin to lose one point of Stamina per hour after the 24th straight hour without immersion in water.

Camouflage: Quorians have the ability to change their skin color and texture. This ability provides a +2 major bonus to skill checks involving hiding or sneaking.

Suction Cups: The ends of the Quorian tentacles are covered in suction cups, like that of an octopus, enhancing their climb-ing skill and their ability to cling to sheer surfaces, granting a major bonus of +2 to skill checks involving climbing or holding or grappling.

Boneless: Quorians are able to maintain their body shape out of water through the use of a system of fluid-filled tubes. They are able to squeeze through an opening as small as five inches wide.

Attacks

Grapple: Quorians subdue their prey with their many tentacles.

Time: Full Action Movement: 5’ Unarmed.Attack: 11+1d20 Damage: variesNotes: See Grapple, page 74.

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Savant Academician

Tall, thin, humanoids bred for intelligenceSavants, also known as ixes, were bred over thousands of years for in-telligence and creativity to the exclu-sion of all other aptitudes.

Savants are tall lithe humanoids with elongated heads and long thin limbs and digits. They are slender and physically weak. Though high-ly intelligent, they are slow to pro-cess information and have diffi-culty reacting to surprises. Most savants are artists and scholars.

Attributes

Level: 5 MR: 25’ Size: Medium (6-7’ tall) Physical: 3 Dynamic: 5 Mental: 8 Social: 3AV: 0* ENC: 0Initiative: 13 HP: 6 *see Psychic Armor

Skills and Specialties

Academics (Formal Scientist; Researcher; Scholar; Natural Sci-entist) +6, Athletics +0, Awareness (Perceptive) +4, Evasion +3 (Evasive), General Knowledge (Administrator) +3, Healing +6, Influence (Debater) +6, Insight +6, Marksmanship +0, Melee Fighting +0, Resistance +6 (Inscrutable), Riding +2, Subterfuge +6, Unarmed Fighting +0, Vehicles +0, Wilderness +0.

Characteristics

Easily Confused: The Difficulty of any attempt to confuse or disorient Savants is decreased by -2.

Inscrutable: Savants gain the Inscrutable specialty for free.Natural Aptitude: Savants gain one free Academics or Influence

specialty.Psychic Armor: The complex minds of a savant are inherently

resistant to psychic attacks. Savants have a natural Psychic Armor Value of 4.

Talented: The Savant Academician has four primary skills and one secondary skill.

Polymath: +2 specialtiesAttacks

Dagger: Savants rely on the protection of myrmidons but carry daggers for personal self-defense.

Time: Major Action Movement: 5’ Melee.Attack: 5+1d20 Damage: 1d4+3

Tark Stalker

Cave DroksTarks are droks that have adapt-ed to live in caves. They are nearly blind and retreat from bright light and sunlight. Tarks are brutal man-eaters who venture from their caves at night to hunt for prey. Tarks capture their prey alive, break their legs, and bring them back to their caves where they are tortured and eventually eaten.

Attributes

Level: 3 MR: 30’ Size: Medium (4-7’ tall)Physical: 6 Dynamic: 5 Mental: 1 Social: 3AV: 0 ENC: 0 Initiative: 6HP: 13

Skills and Specialties

Academics +0, Athletics +2, Awareness +3, Evasion +2, General Knowledge +0, Healing +2, Influence (Intimidating) +2, Insight +1, Marksmanship +2, Melee Fighting (Club Fighter or Spear Fighter) +5, Resistance +2, Riding +0, Subterfuge (Stealthy) +3, Unarmed Fighting +5, Vehicles +0, Wilderness +3.

Characteristics

Blind-fighting: Tarks do not suffer the normal penalties for fighting blind.

Fierce: +1d4 damage with melee weapons.Nearly Blind: -5 major penalty to all Awareness skill checks

that require vision. Tarks are used to living in the lightly conditions of caves.

Keen Hearing: +2 slight bonus to Awareness skill checks that use the sense of hearing.

Keen Smell: +2 slight bonus to Awareness skill checks that use the sense of smell.

Shield, Primitive: +2 parryTough: +4 HP.Attacks

Club: Most tarks are primitive and wield little more than small logs into combat.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d8+1d4+6

Spear, Short: The more sophisticated tark will carry crude sharpened sticks.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d6+1d4+6

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Tintazi Warrior

Degenerate Cave-dwelling Man-eating Lizard-men

The Tintazi are smaller cave-dwelling relatives of the Dakazi. Most humans encounter the Tintazi living in primitive tribal vil-lages in caves near the surface.

Tintazi warriors are most often found in defense of the war-rens. When enough warriors can be gathered, the war-band will emerge from their warren to raid nearby human settlements.

Attributes

Level: 1 MR: 30’ Size: Small (2-4’ tall) Physical: 4 Dynamic: 5 Mental: 3 Social: 1AV: 2 ENC: 0Initiative: 8 HP: 5

Skills and Specialties

Academics +0, Athletics +1, Awareness +2, Evasion +2, General Knowledge +0, Healing +0, Influence +0, Insight +1, Marks-manship +1, Melee Fighting (Pike Fighter or Sword Fighter) +4, Resistance +0, Riding +0, Subterfuge +2, Unarmed Fighting +2, Vehicles +0, Wilderness +1.

Characteristics

Small Size: x.75 HP. Difficulty to hit is increased by +2.

Susceptibility to Cold: As a Dakazi (see page 28).Sensitivity to Sunlight: +2 to the Difficulty of all skill checks

when exposed to direct sunlight or similarly bright artificial illumination.

Night Vision: Tintazi may see normally in complete darkness. Attacks

Obsidian-Tipped Short-Spear: Tintazi warriors use the short stabbing spear to defend their burrows.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d6+3

Obsidian-Tipped Sword: Tintazi warriors prefer the primitive obsidian sword when fighting in open chambers or above-ground.

Time: Major Action Movement: 5’ Melee.Attack: 11+1d20 Damage: 1d6+3

Bite: The bite of the diminutive tintazi can be painful.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d6+3

Claw: The tiny clawed hands of a tintazi are sharp and dangerous.

Time: Major Action Movement: 5’ Melee.Attack: 7+1d20 Damage: 1d4+3

Urgar Berserker

Hairy Ogre-like Humanoids of the WildsUrgars are massive hu-manoids covered in coarse body hair, thick bony nodules, or even tough rhinoceros-like hide. Twisting ram-horns curl from the tops of their heads. Urgars are destructive and violent and are not prone to living in groups. They tend to live alone or in the com-pany of other hordelings. Ur-gars are sometimes enslaved and used as shock troops in Drok war-bands or to fight as gladiators in the are-nas of the city-states of Cydoria.

Attributes

Level: 3 MR: 35’ Size: Large (15-20’ tall) Physical: 17 Dynamic: 5 Mental: 1 Social: 5AV: 3 ENC: 1-2 Initiative: 6 HP: 52

Skills and Specialties

Academics +0, Athletics (Strong) +3, Awareness +3, Evasion +3, General Knowledge +0, Healing +0, Influence (Intimidating) +4, Insight +3, Marksmanship (Rock Thrower) +3, Melee Fighting (Uprooted trees) +7, Resistance +3, Riding +0, Subterfuge +4, Unarmed Fighting (Wrestler) +4, Vehicles +0, Wilderness (Sur-vivalist) +4.

Characteristics

Large Size: x2 HP. Difficulty to hit is decreased by -4.Armor: Urgars are covered in thick leathery skin, bony nodules,

and growths that provide AV 3.Tough: +4 HP before size adjustment.Brutal: +1d4 damage to unarmed attacks.Attacks

Uprooted Tree: The preferred weapon of the violent Urgar is a large uprooted tree or log.

Time: Major Action Movement: 5’ Melee.Attack: 14+1d20 Damage: 1d8+12

Thrown Rock: Mountain Urgars will hurl large rocks upon their enemies.

Time: Major Action Movement: 5’ Range: ShortRanged.Attack: 10+1d20 Damage: 1d8

Punch: The thick meaty fist of an Urgar delivers quite a wallop.

Time: Major Action Movement: 5’ Unarmed.Attack: 9+1d20 Damage: 2d4+4

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Vorat Slaver

Giant Intelligent VultureVorats are man-sized mutant turkey vultures found throughout southern Markania. They possess four talons, the top two func-tioning as primitive hands. Large spines run from their heads and down their back. They are intelligent and live in enclaves atop mesas and mountains. They often steal humans to serve as slaves. Many vorats are masters of psychic Sorcery.

Attributes

Level: 6 MR: 25’/40’* Size: Imposing (10’ tall x 20’ wingspan) Physical: 6 Dynamic: 5 Mental: 4 Social: 5AV: 0 ENC: 1-2 Initiative: 9 HP: 15 *Flight

Skills and Specialties

Academics +3, Athletics +3, Awareness +4, Evasion +3, Gen-eral Knowledge +3, Healing +3, Influence (Intimidating, Negotiator) +7, Insight (Astute) +7, Marksmanship (Choose one: Javelin Thrower or Rifleman) +4, Melee Fighting +3, Resistance +3, Riding +0, Subterfuge (Liar, Stealthy) +7, Unarmed Fighting +3, Vehicles +0, Wilderness +3

Characteristics

Imposing Size: x1.5 HP. Difficulty to hit is decreased by -2.Flight: A vorat can fly like a bird. It can hover for only one

Combat Round before it must either land or fly away. It cannot fly backwards.

Time: Minor Action Movement: Flight-MR

Talented: A vorat slaver has three primary skills.Expert (Marksmanship): a vorat slaver scores a critical hit with

a ranged weapon on a natural roll of 16-20.

Attacks

Ballistic Rifle: Vorats trade slaves and captives to smugglers for rifles, which they use to fly overhead and snipe their victims.

Time: Major Action Movement: NoneRange: LongRanged.Attack: 9+1d20 Damage: 1d10+4Restriction: Two-Handed

Javelin: Vorats that do not known rifles throw javelins instead.

Time: Major Action Movement: NoneRange: Short, Long if in flight but treat Difficulty as if Short.Ranged.Attack: 11+1d20 Damage: 1d6

Spear: Vorats fight with long spears when on the ground.

Time: Major Action Movement: 2Reach: 10’Melee.Attack: 8+1d20 Damage: 1d8+4Restriction: Two-Handed

Bite: A vorat’s beak can break bones.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d10+6

Talon: A vorat’s hands end in four razor-sharp talons each as long as a man’s fingers.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d8+6

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Zoni Provocateur

Albino Serpent Men from Uruta’s CoreThe Zoni are creatures from Dakazi folklore, evil bogey-men who curse villages and steal children. In fact, the Zoni are very real though they have chosen to keep their existence a secret.

Zoni are ophidian humanoids, man-sized snakes with func-tioning arms. They are chalk white with pink eyes and are very sensitive to sunlight. They live in a subterranean kingdom miles below Eris where they practice their own version of metamor-phology. Zoni metamorphologists employ Tintazi minions to capture beings from the surface and bring them down to their stygian laboratories where they are used as subjects for their dark experiments.

Attributes

Level: 7 MR: 35’ Size: Medium (4-7’ tall) Physical: 5 Dynamic: 6 Mental: 7 Social: 8AV: 1 ENC: 0 Initiative: 13 HP: 11

Skills and Specialties

Academics +5, Athletics +4, Awareness +4, Evasion (Evasive) +5, General Knowledge +1, Healing +4, Influence (Command-ing) +5, Insight (Torturer) +4, Marksmanship +4, Melee Fight-ing (Sword Fighter) +4, Resistance +4, Riding +0, Subterfuge +5, Metamorphology (Metatrope, Demiurge) +7, Unarmed Fight-ing +4, Vehicles +0, Wilderness +4

Characteristics

Allergy to Sunlight: Zoni are strongly allergic to sunlight. They suffer -2 minor penalty to all skill checks and defenses and may take no reactions in direct sunlight or its equivalent.

Darkvision: can see normally in total darkness.Deadly: +1d4 damage with ranged weapons.Lightning Reflexes: 8 reactions per turn.Venom: Zoni venom is very deadly. Zoni venom does 1d4 poison

damage at the end of your turn every round until you are either dead or receive an anti-toxin. You may attempt to endure vs. difficulty 32 each round to negate the damage for that round (see Endure, page 73).

Attacks

Poisoned Scimitar: The traditional weapon of the zoni is a long thin sinuously curved scimitar.

Time: Major Action Movement: 5’ Melee.Attack: 12+1d20 Damage: 1d8+3 and venom

Bite: Zoni fangs are each as long as a man’s finger.

Time: Major Action Movement: 5’ Unarmed.Attack: 10+1d20 Damage: 1d6+3 and venom

Zemek Savage

Beast Men of the Western ForestsThe zemeks are a race of bestial humanoids found in the deep forests of the coastal lowlands west of Markania. Zemeks stand over eight feet tall and are covered in long dark-brown or reddish hair. They are muscular and adept climbers. Their faces are bare and wrinkled with a snub nose, black eyes, heavy brow-ridge, and yellowed teeth. Zemeks emit a strong odor that other hu-manoids find extremely unpleasant.

Attributes

Level: 4 MR: 40’/30’* Size: Medium (6-8’ tall) Physical: 6 Dynamic: 5 Mental: 2 Social: 5AV: 1 ENC: 2 Initiative: 7 HP: 11 *Climbing

Skills and Specialties

Academics +0, Athletics +3, Awareness +3, Evasion +3, General Knowledge +0, Healing +1, Influence +3, Insight +3, Marksman-ship +3, Melee Fighting (Choose one: Spear Fighter, Axe Fighter, Club Fighter) +6, Resistance +3, Riding +3, Subterfuge (Stealthy) +3, Unarmed Fighting +3, Vehicles +0, Wilderness (Survivalist, Tracker) +3

Characteristics

Armor: Zemeks are covered in thick fur and hide.Climbing: Zemeks are adept climbers and leapers.

Time: Minor Action Movement: Climbing-MREffect: Can move on all-fours along vertical surfaces.

Night Vision: Zemeks see normally in complete darkness. Offensive Odor: All humanoids will notice the scent of a zemek,

though they may not immediately identify it, within 20 feet whether the zemek is visible or not.

Attacks

Spear: Most zemeks prefer the primitive stone-tipped spear.

Time: Major Action Movement: 5’ Reach: 10’Melee.Attack: 13+1d20 Damage: 1d6+6Restriction: Two-Handed

Stone Axe or Club: Other zemeks prefer the powerful swing of a stone-headed axe or simple heavy tree branch.

Time: Major Action Movement: 5’ Melee.Attack: 13+1d20 Damage: 1d6+6

Bite: An unarmed zemek will bite with its large canine fangs.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d6+6

Claw: Zemeks use their claws for climbing but will also scratch and tear in self-defense.

Time: Major Action Movement: 5’ Melee.Attack: 8+1d20 Damage: 1d4+6

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Exiled in Eris is a complex game setting with many opportuni-ties for fun and adventure. There is no wrong way to play Exiled in Eris. What follows is information and advice to aid the game master in creating their own stories that capitalize and build on some of the inherent story lines of the setting.

PremiseThe following premises are merely suggestions. Each premise fo-cuses on a different aspect of the setting and revolves around a different conflict. The game master and players should choose a premise that interests them or, if none seem sufficient, create a new one. A premise represents the overall structure of the game. The choice of premise determines which character types are most appropriate. For example, a premise involving a group of Impe-rial soldiers serving in a Markanian frontier outpost will have little room for an airship pilot or a rebellious Techno-Heretic.

Artifact Hunters

Artifact Hunters is the story of a group of adventurers who ex-plore the darkest, deepest recesses of the world in search of trea-sure and knowledge. They seek out ancient Aeonian ruins and brave hostile mutant guardians and deadly traps in the hopes of finding lost artifacts, hidden caches of gold and gems, or simply the answer to an ancient riddle.

This premise combines the thrilling adventures of movie archae-ologists with the mercenary antics of the world’s most popular fantasy role-playing game. At its simplest, it’s about kicking open doors, killing monsters, and taking their stuff. On a more com-plex level, it’s about negotiating with sponsors, competing against rival teams, navigating a dangerous black market, or surviving a double-cross by an employer.

The player characters can either be new recruits into an exist-ing team or they might form their own team. Either way, most artifact hunters promote their services through a factor. The fac-tor seeks out patrons, generally nobles or scholars, and arranges expeditions. Alternatively, a team may take it upon themselves to explore a site without a sponsor with the hope of selling any treasure they recover afterwards.

The expedition usually begins in a remote Markanian village near the site, though there are still plenty of undiscovered ruins in Cydoria. Sponsors generally prefer to hire local talent famil-iar with the terrain than pay someone from the city for weeks of travel to a remote site with which they have no familiarity. Once the expedition is arranged, there is usually a small amount of overland travel to reach the site. Most Aeonian sites are in-habited by hideous mutated ravanoks, the descendants of Xurin’s armies, and are protected by ancient traps and puzzles.

Sample Plots

The Forgotten Vault: The team is hired by a scholar to mount an expedition into an undiscovered Aeonian ruin. Upon exploring the site, a secret underground vault is discov-ered. The passages of the vault are home to a tribe of hostile knorrs, maybe a giant man-eating slug monster or two, or a flock of mutated leather-winged droks. The passageway to the main vault chamber, and the chamber itself, is protected by deadly traps.

Raiders of the Lost Tomb: The team is on a race to recover a lost artifact before the Imperial military does. The trail leads them across Markania, from the sophisticated balls and nightclubs of Norukar to the remote deserts of Eris, with each side uncovering a new piece of the puzzle before the other.

The Heist: The team undertakes a mission to steal a valuable ar-tifact from the secure vault of a wealthy noble. The vault is located on a fortified estate and protected by professional se-curity guards, including fearsome guardian beasts. The team must employ a combination of brute force, stealth, misdi-rection, deception, detailed planning, and improvisation in order to separate the artifact from its current owner.

Race to Escape: The team must ally itself with another rival team in order to overcome deadly traps and obtain a lost arti-fact. Once the artifact is found, however, the rivals betray the team and a running fight ensues as one team chases the other in a race to escape the ruins and seal the others within.

The Ruins of Doom: A powerful artifact is stolen from the small village where it was revered as a god. The artifact brought rain and crops to the village, without it the village is doomed to die. The team is hired by the village to retake the artifact from the corrupt baron that stole it from them.

Cursed Treasure: A recently acquired artifact is, in fact, cursed. It emits psychic waves that cause those who carry it to be-come paranoid. The team members turn on each other as they each seek to possess the artifact.

Hot Potato: Upon securing a valuable artifact from a recent ex-pedition, the team must secure a buyer. If the University of Vrildar finds out about this treasure, they will demand it be handed over with no payment. Unfortunately, they have the law on their side. One alternative is a private auction. How-ever, not all the potential clients are willing to pay what the item is worth but are more than willing to hire thieves to steal it from the team before the auction. A final alternative is to fence it on the black market, but what happens when the team’s fence winds up dead with the artifact missing and the team is implicated in the murder and theft?

Game Masters Resources

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AlternativesUruta, the world on which Exiled in Eris takes place, is a de-tailed dynamic setting that offers many other opportunities to tell many types of stories. The following premises are but a few possible alternatives, illustrating other types of adventures inher-ent in the setting.

The Great Game of Cydoria

The noble houses of City-States of Cydoria are constantly com-peting against each other for influence, power, and honor. The stakes of this ongoing contest include political power, favorable judgments in legal proceedings, lucrative business contracts, land, access to natural resources, and beneficial trade arrange-ments, all awarded, administered, or coordinated by the feudal hierarchy of the Vrildarian Empire. Power and authority nor-mally flows down, delegated from kings to dukes, from dukes to counts, and from counts to barons. Occasionally, resource-ful barons may be awarded an especially profitable contract or powerful political position normally awarded by a duke to a count. Or likewise a count may be the recipient of prize normally awarded to a duke. These special arrangements are rare but are the goal of every noble.

The competition among the nobles is therefore literally cut-throat. Nobles hire saboteurs, thieves, and assassins to disrupt the ambitions of their rivals, as well as security experts to disrupt any machinations directed against their own house. These activi-ties are highly illegal and nobles take great pains to maintain the secrecy of their activities.

The player characters are the members of a team hired by a noble to conduct operations against their rivals. Operations range from simple intelligence gathering to kidnapping, coercion, assassi-nation, theft, or sabotage. The team may or may not know the identity of their employer. There are benefits to employing the services of trustworthy and loyal servants as well as the anonym-ity and deniability of hiring strangers with no connection to the noble, perhaps adding an extra layer of protection by working through a factor to arrange each mission. The team may be long-term retainers or freelance mercenaries.

Game masters might seek inspiration from books, TV series, and films involving ensemble casts with a team of ne’er do well rogues on dangerous missions involving espionage or crime. Sources include Mission Impossible series and films, Heat, Oceans 11, Ronin, Reservoir Dogs, Italian Job, the Dirty Dozen, and other films and series with similar themes.

The stories are primarily urban, predominantly taking place in the eastern cities, especially the technologically advanced cities of the Vrildarian Empire. The missions might take the charac-ters from city to city. Game masters should play up the differ-ent flavors of each city and their inhabitants. Nobles should be decadent, so removed from the commoner as to be almost alien. Equip the player characters with advanced alien technology, especially single-use spy-gadgets or espionage equipment. The player characters should also have a chance to go undercover, perhaps attending a banquet or masquerade ball.

Sample Plots

Extraction. A scholar has been condemned to ten years of peon-age to a noble house for failure to pay his debts. The team’s sponsor assigns them to kidnap the scientist and his family and escort them to a secret location in the Apparian Moun-tains. There, the scientist will be given freedom and a new identity in exchange for exclusive access to his work. The team must break into the rival compound and extract the scientist, his notes, and his family, then travel to the remote secret location without getting captured or followed.

Industrial Espionage. A rival noble house has been awarded a gift from the emperor: a new alien technology that will give them an edge over the team’s employers. The team must in-filtrate the industrial compound of the rival house and either steal, sabotage, or destroy the new technology. This scenario can be turned around. Perhaps the team’s employers were awarded the new technology. It’s up to the team to develop a counter-espionage plan to thwart any rival’s attempts to steal or destroy it.

Runaway. A Vrildarian industrial concern has been attempting to secretly breed and train a beast capable of changing its shape. Unfortunately, one has escaped. It is highly intelligent and capable of blending in with normal humans. Unfortu-nately, humans are its chief source of sustenance. The team is hired to find and kill the creature before anyone finds out. However, the team must also deal with a city prefect inves-tigating the mysterious deaths which will ultimately lead to the creature.

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Remember Demetria

At the end of the War of Unification, Baron Urik escaped the destruction of Demetria and immediately founded an organized resistance to Malusian occupation and their Imperial lackeys. Secret cells of resistance fighters have sprung up across the Cy-dorian peninsula and even into Markania. Remember Demetria is the story of one such cell. The player characters are terrorists, rebels, spies, saboteurs, and rabble-rousers. They do what they can to harass and foil Imperial military and political activity. Resistance cells depend on secrecy and subterfuge to avoid re-taliation from the Imperial military. They operate out of hidden bases. They wear masks or clever disguises to conceal their iden-tities. They work in secret or in the dark of night.

Stories involving the Demetrian resistance might be inspired by, borrow from, or closely resemble those of the rebellion against the Galactic Empire, any of the hundreds of stories of the French resistance in World War Two, or even Zorro or Robin Hood. In all of these stories, a small band of brave resistance fighters must struggle against the tyranny of an oppressive regime using se-crecy and sabotage.

The player characters are members of a resistance cell. Resistance cells must, by their very nature, be highly independent. Each cell might have one or two contacts with other cells, or with a cell co-ordinator, but are otherwise protected by their own anonymity. Although each cell ultimately swears allegiance to Baron Urik, each cell is essentially on its own. The player characters may be veteran leaders of the cell, escorting new recruits on dangerous missions, or they could themselves be newly recruited.

Sample Plots

Barbarian Mission: The resistance is seeking the aid of a bar-barian tribe. The cell is tasked with making contact with the tribe and negotiating an arrangement. Unfortunately, the Imperial fort has secretly supplied the tribe with neuro-stims, to which the tribe is now addicted. The team must stop the flow of neuro-stims and overcome the treachery of the power-hungry tribesman who made the deal with the Empire in the first place.

Prison Break: An important Demetrian prisoner, such as a sci-entist or leader, has been captured and is being held captive in a nearby Imperial fortress. The prisoner will be trans-ferred to an airship bound for a western prison camp, or per-haps publicly executed, in a few short days. The team must infiltrate the fortress and effect the escape of the prisoner.

Stop the Shipment: The team is tasked with capturing or de-stroying a shipment of alien weapons when the airship docks at a nearby recharging station. The airship is guarded by a full squad of soldiers.

Defenders of the Frontier

The Erisian desert is a dangerous unforgiving place. The har-dy colonists that live here face an inhospitable climate, raven-ous monstrosities, hostile natives, corrupt military patrols, and ruthless bandits. Few colonies survive more than two years. A few lucky colonies are able to call on the services of a volunteer constable for protection; others must rely on the services of paid mercenaries for defense.

The player characters have answered the call for help. They are either volunteers or mercenaries for hire. The player characters might be permanent residents, assigned to the task for a limited duration, or tasked with stopping or eliminating a single specific threat. In all cases, they’ve stepped up to defend a small Erisian colony from the many threats that confront it.

The game master may draw inspiration from any story of the Wild West. Films such as High Noon, Silverado, Appaloosa, and The Magnificent Seven are especially appropriate. By setting the story in a single small town, the game master is able to develop the locale and supporting cast. The players get to know the set-tlers and will develop a sense of their surroundings and their op-position.

Sample Plots

The Magnificent Heroes: The town is under threat from a gang of nomadic bandits. The bandits could be a barbarian tribe, or veterans of the War of Unification with nowhere else to go, or a conglomeration of exiles from the surrounding ter-ritories. Word has come that the bandits are near and could hit this town next. The townspeople are not fighters, it is up to the defenders to stand up to the menace of the bandit gang.

The Corrupt Baron: The Vrildarian baron that controls the town is notoriously corrupt and the townsfolk have asked for the help of the defenders in eliminating him. The baron has his own force of hired goons and loyal henchmen to defend his claim to power. It’s up to the defenders to take him out.

Feud: Two rival families are in dispute over water rights and ac-cess to grazing lands. The rivalry is ready to turn deadly and a feud is imminent. It is up to the defenders to resolve the situation before blood is spilled or, failing that, end it for both sides as quickly as possible.

Missing Children: Several children have been kidnapped from local homes in the past few weeks. The townsfolk are justifi-ably alarmed and evidence points to the nearby tribe of na-tive barbarians known as the Baho. The townsfolk are ready to go to war against the tribe, but further evidence suggests it may be the work of the subterranean lizard men known as Tintazi, a devious ploy to set the human surface dwellers against each other. It is up to the defenders to uncover the truth, rescue the children, and stop the war on the surface before it happens.

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ThemesAll of the premises of Exiled in Eris share certain themes. The following section describes each of these themes so that game masters may capitalize on them in their adventures.

Imperialism

Imperialism is a geopolitical situation where one nation domi-nates or controls another nation for commercial or political gain. Imperialism is a central theme of the Exiled in Eris. The Rhaka-dian League invaded and conquered Uruta. Their allies, the Vr-ildarians, occupy and control the other nations and city-states of Cydoria. The eastern cities of Cydoria occupy and control the colonial territories of western Markania.

The history of the real world is filled with sources of inspiration for a game master wishing to explore this theme. The Rhakadian efforts to exploit Uruta and the emperor’s restrictions in trade and access are inspired by the colonial experiences of Japan and China. The Rhakadian invasion and occupation of Uruta is an extremely watered down and highly modified version of the Brit-ish occupation of India. Likewise, the colonization of the Mar-kanian continent is inspired by the westward migration of the American pioneers.

Resistance

Much of the conflict of Exiled in Eris stems from one nation or group’s desire to control another. Imperialism directly drives an-other central theme, that of resistance. Many groups exist to op-pose the tyranny of imperial oppression in one form or another. The Demetrian resistance fights against the Imperial occupation. The Order of the Techno-Heretics resists the suppression of tech-nology by the Inquisition. The settlers in the colonies resist the forces of anarchy and chaos surrounding them. Even the nobil-ity of the Vrildarian Empire chafes under the suzerainty of the Rhakadian League.

Freedom

Ultimately, resistance is about the desire for freedom in the face of oppression. This freedom can take many forms, from the po-litical to the personal. Each of the premises reflects this desire for freedom is different ways. Each premise is defined by what kind of freedom it represents and how the player characters view society.

Each of the premises represent a desire for personal indepen-dence, to be in control of one’s own destiny. Each premise fea-tures characters that live on the fringe of society, though each views society through a uniquely different lens.

Technological Change

Another major theme of Exiled in Eris is technological change. Within a generation, the City-States of Cydoria have gone from a society where technological stagnation was strictly controlled via religious mysticism to one where aliens and smugglers introduce lasers and force fields and cybernetics. This, of course, is tied to the theme of imperialism and mirrors the historical experiences of real-world places such as India, Africa, Southeast Asia, Japan, and others.

Technology is power, and Exiled in Eris, at its heart, is about the struggle for that technology and the power, freedom, and re-sponsibility, that comes with it.

Epic Struggles

Most of the conflicts represented in Cydoria take the form of epic struggles between larger-than-life characters with the fate of en-tire nations at stake. Even the personal struggles of a team of ar-tifact hunters or a band of rebels are small-scale representations of world-shaking conflicts.

The Pseudo-SupernaturalArthur C. Clarke famously said, “Any sufficiently advanced tech-nology is indistinguishable from magic.” The axiom holds true for the world represented in Exiled in Eris. In Cydoria, there are no all-powerful gods, only legendary figures from pre-his-tory and powerful but still-mortal entities worshipped as such. There are no ghosts or zombies, only psychic echoes and corpses animated through nanotechnology. Demons and spirits are, in fact, artificial intelligences. Strange beasts are the result of ge-netic experiments, mutations, and uncontrolled terraforming. The magic spells of the Metamorphologists and techno-heretics are actually applications of super-advanced technology from a mythic age. Even the Celestials and the Sorcerers, capable of su-perhuman feats, are really harnessing an energy field put in place by ancient engineers.

In Cydoria, all seemingly supernatural and magical phenom-ena have pseudo-scientific or techno-magical rationales behind them. This distinction is part of the flavor of the setting.

Although the setting has no truly supernatural phenomena by design, game masters should not feel so restrained. If a player wishes to play a character with psychic powers or a holy man capable of performing true miracles, it is for the game master to decide. Likewise, if the game master wishes to include actual fire-breathing dragons, demons from the netherworlds, or a powerful dark wizard, the setting is open enough to allow their inclusion.

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GenreExiled in Eris borrows from several genres to create a mélange, a mash-up of multiple genres. The following genres inspired Exiled in Eris. Game masters may seek out other works in those genres to find inspiration for their own stories.

Pulp Adventure

One of the major influences on Exiled in Eris is pulp adventure stories, especially ones involving exploring lost ruins, overcom-ing impossible odds, avoiding deadly traps, and defeating mon-strous beasts or devious adversaries.

Stories of dangerous archaeology, and macho adventure are all integral components of any good Exiled in Eris story.

Science Fiction

Exiled in Eris is, of course, also firmly entrenched in the sci-ence fiction genre. The Rhakadians are evil industrialists from Mars. The Phanosians are benevolent humanitarians from Ve-nus. Although there is no faster-than-light drive, the solar sys-tem is more than large enough to encompass an interplanetary cold war between two technologically advanced space empires. Away from Uruta, fleets of space ships clash in the cold void. Dashing transport pilots defy the Rhakadian blockade of Uruta to smuggle weapons and equipment to freedom fighters on the planet’s surface. This is the stuff of science fiction adventure and space opera.

Wild West

The Cydorian colonies of Markania are, of course, steeped in the trappings and lore of the tales and adventures of the American Wild West. Isolated outposts of civilization surrounded by wil-derness and danger. Dusty plains, hostile natives, a distant home-land far to the east are all hallmarks of western stories. Stories of brave volunteers facing off against bandits are just as at home as tales of desperate men planning the ultimate heist. Although their conflicts seem small and private, the sweeping vistas of the untamed landscape give their tales weight and grandeur beyond their seemingly personal scope.

Kung Fu and Chanbara

Stories of kung fu masters and samurai warriors have long echoed those of the Wild West, and Exiled in Eris incorporates elements from these genres into its stories. The fighting skills of these an-cient warriors are legendary to the point of ascribing them magi-cal powers. The kung fu and chanbara genres emphasize battles between skilled individuals over matters of honor, loyalty, and duty. The stories of the Celestials attempts to capture the essence of these genres. The Celestials are samurai warriors with magical kung fu powers. Oculus Mortis are ronin, without honor or sense of duty. The Katari are, likewise, diabolical ninja assassins.

Planetary Romance

Exiled in Eris owes a great debt to the planetary romance stories of Edgar Rice Burroughs, Lin Carter, and others. These thrilling adventure tales were the first to combine elements of science fic-tion with fantasy. Planetary romance stories feature bold adven-turers armed with a sword in one hand and a radium pistol in the other battling enemy hordes and slavering monstrosities for the love of a fair princess. Exiled in Eris incorporates many elements of planetary romance into its setting and history.

Motivations and RewardsThe setting of Swords and Cydoria present the game master with several options to provide motivations to players and their char-acters. These motivations may be used to lure a character into a specific course of action, or to reward a player for excellent game play, deduction, or role-playing.

Experience Points

Experience points are a potent tool to reward desired player behavior and discourage unwanted behavior. The normal rate for experience point awards is two experience points per game session. Exceptional performance may garner three experience points per session while poor role-playing or disruptive behavior may warrant only one or no experience points for the session. Additional experience points are awarded for completing quests, resolving story lines, or fulfilling character goals and objectives.

Wealth

One of the prime motivations for any artifact hunter is the acqui-sition of personal wealth and a lifestyle of leisure.

Most artifact hunters explore ruins at the behest of a patron. The patron has done all the research or has otherwise obtained a lead to the location of a potential vault. The patron organizes the mis-sion and procures necessary equipment, transportation, and la-bor. The patron then hires the artifact hunters to do all the hard work and take all the risks. Most successful missions of this type generally result in the payment of a few thousand Aus and a 25% share in any other transactions resulting from anything found within the vault, including precious metals and the sale of pre-cious gemstones, jewelry, works of art, etc. The patron takes on the responsibility of the sale of such items. The artifact hunters are expected to turn everything they find over to the patron, they are not allowed to keep anything.

Of course, the artifact hunters may decide to double-cross their employer and keep what they find. That is why patrons often send observers to verify compliance with this stipulation. Ad-ditionally, any artifact hunter with a reputation for duplicity will soon find themselves the target of thugs, enforcers and bounty hunters.

Patron Contracts

Mission Average Payment* Random Payment*Dangerous Mission 500 Aus 2d10 x 50 AusDeadly Mission 1000 Aus 2d10 x 100 AusCertain Suicide 2000 Aus 2d10 x 200 Aus* Multiply all rewards by the average character level of the team.

Independent missions are more rare but more lucrative. Inde-pendent missions are where the artifact hunters do all their own investigative work and preparation prior to the mission. Such missions are often expensive undertakings requiring months of research, planning, and organization. The artifact hunters will be responsible for paying for their own equipment and transporta-tion, as well as selling anything brought back from the mission. However, they will be able to keep anything they find.

Whether the artifact hunters are hired by a patron or organize their own mission, the total value of treasure found generally de-pends on the size of the ruin explored.

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Vaults, Tombs, and Treasures

Type of Ruin Average Total Treasure*

Random Total Treasure*

Number of Artifacts

Small Cache 2,000 Aus 2d10 x 200 Aus 1d6-4Vault 5,000 Aus 2d10 x 500 Aus 1d6-3Depository 10,000 Aus 2d10 x 1000 Aus 1d6-2*Multiply all rewards by the average character level of the team.

Other Rewards

Of course, player characters are not limited to looting the vaults of ancient civilizations for money. Artifact hunters sometimes rely on petty theft, larceny, bounty hunting, mercenary work, or other unsavory methods to score some quick Aus.

Treasure Average Reward* Random*

Everyday Purse 10 Aus 2d10 x 1 AusWealthy Purse 100 Aus 2d10 x 10 AusMinor Noble’s Home Safe 1000 Aus 2d10 x 100 AusWealthy Noble’s Estate Vault 10,000 Aus 2d10 x 1000 Aus

Minor Reward 400 Aus 2d10 x 40 AusMajor Reward 4,000 Aus 2d10 x 400 AusOnce in a Lifetime Reward 400,000 Aus 2d10 x 40,000 Aus* Multiply all rewards by the average character level of the team.

Wealth for Experience Points

Game masters may choose to allow players to spend money on bonus experience points. This is a good way to advance a little faster and get rid of some excess loot. This advancement can take the form of training, studying, or even just improving one’s repu-tation or social standing by spreading some cash around.

Players may purchase +1 XP for 1000 Aus per level.

For example, a third level character can purchase +1 XP for 3000 Aus.

Artifacts as Rewards

Ancient relics of the Sdara Vatra provide characters with powers they wouldn’t normally have. Artifacts are rarely, if ever, awarded as gifts or in exchange for goods or services. Artifacts are recov-ered from ancient Aeonian ruins, stolen from wealthy collectors, or taken from the bodies of warlords, reavers, and despots. An artifact might also be a cherished legacy, handed down from generation to generation, and could represent the passing of the mantle of family scion to the player character, and all the duties and responsibilities that might go with that title. A king might award an artifact to a player character for performing some ex-traordinary act. Examples include saving the world from certain destruction or defeating the resurrected Xurin.

Selling Artifacts

The artifacts of the Sdara Vatra are in high demand among the wealthy nobles and scholars of the Vrildarian Empire. A stolen or recovered artifact can fetch hefty sums and can make any ar-tifact hunter wealthy. Artifacts can be turned over to a faction in exchange for a bounty, the player characters may take a risk and try to find a wealthy private buyer, or they can be sold to a broker on the black market.

Buyers

Sdara Vatran artifacts are in high demand and there’s never a shortage of buyers. Prospective buyers range from wealthy col-lectors to university scholars to powerful political factions.

A buyer will purchase an artifact for the price indicated in the table below, multiplied by the artifact’s level. Honest dealing with a buyer will build trust and may lead to future work. However, a reputation for dealing with some buyers will alienate the seller from that buyer’s enemies. For example, turning artifacts in for the Imperial bounty will not make any friends with the Deme-trian resistance.

Be warned! Some buyers are inherently dangerous and may just as well attempt to kill or arrest the character and take their arti-fact as pay them for it. The game master should roll in secret to determine if the player characters are betrayed. The game mas-ter should modify the chance of betrayal based on factors such as the reputation of the player characters, the personality of the NPC, the lethality of the NPC, the odds of success, etc.

For example, the corrupt captain of an Imperial air-frigate, find-ing the player characters alone in the desert, will arrest the char-acters and confiscate all their belongings if he believes they might possess artifacts or contraband. Likewise a bandit gang is 100% likely to try to kill the player characters and steal their belongings if they believe they can get away with it.

Player characters may also opt to release an artifact to an orga-nization like the University of Vrildar or the Celestial Guardians for no other reason than it’s the right thing to do. In these situa-tions, players might earn temporary Karma Points. These tempo-rary Karma Points persist until they are spent or lost.

Buyer Payment* Chance of Betrayal**

Bandit King x 1000 Aus 10%Barbarian Chieftain x 600 Aus 8%Black Market Broker x 300 Aus 5%

Celestial Guardians x 1 Persistent Karma Points 0%

Dazumi Pirates x 600 Aus 6%Demetrian Resistance x 200 Aus 2%Hidden Hand x 1000 Aus 10%Katari x 500 Aus 6%Kingdom of Ragana x 200 Aus 2%Merchant x 200 Aus 2%Oculus Mortis x 400 Aus 4%Pawn Broker x 40 Aus 0%Syntechnium x 500 Aus 6%Techno-Heretics x 200 Aus 2%

University of Vrildar x 1 Persistent Karma Points 0%

Vrildarian Empire x 500 Aus 6%Wealthy Noble x 1000 Aus 10%* Multiply all rewards by the average character level of the team plus the level of the artifact.** The chance of betrayal is multiplied by the level of the artifact minus the average character level of the team.

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Artifacts The Age of the Sdara Vatra began over ten thousand years ago and spanned twenty centuries. During its day, the godlike Sdara Vatrans were immortal and capable of great sorcery. They built massive cities with buildings like mountains and explored the farthest reaches of the universe. The legends say their civilization fell to powerful sorcery that caused their great works to crumble to dust. They lost their spirit servants, the Aya, and could no lon-ger perform their magic. They were reduced to mortal savages living in forests and caves.

Other civilizations followed. Aeonia in central Norukar, Ragana in the southwest, Shenru in Asya, Attan in Yarpa, Kallo in the south, and others. Each of these civilizations built great cities and empires of their own across Norukar. As they grew, they explored the ruined cities of the Sdara Vatrans. The treasures and relics of their predecessors were collected, studied, and preserved , often in fortified vaults deep underground. Eventually, each of these civilization would themselves fall or decline. With the collapse of each civilization, the hidden artifacts became lost and forgotten.

Today, the abandoned metropolises of these civilizations lie in decaying ruins across Uruta, covered by dozens of feet of rubble, sediment ,and plant growth. Many modern cities such as Norukar, Vrildar, and Ramanam are built on the ancient foundations of the earlier cultures, but there are many more ruins hidden in the wilderness, buried or covered by desert sands, jungle, swamp, and forest.

Within these bygone ruins explorers can find relics of the past, artifacts of the people that once lived there. The majority of the relics found are mundane items such as clothing, person-al effects, tools of commerce and industry such as storage jars, ship ballast, metal agricultural implements, stone-working and metal-working tools, etc. These are relatively common and show signs of thousands of years of decomposition. They are of little worth other than for scholarly research. Of true value are the older, rarer, venerated relics of the Sdara Vatra.

The artifacts of the Sdara Vatrans come in many shapes and siz-es, ranging from small items of jewelry and hand-held objects to large conveyances and building-size machines. Many artifacts are purely decorative or served some personal function. Occa-sionally, practical relics such as weapons, defenses, conveyances, and other paraphernalia are found. Most the artifacts are non-functional, the victims of time and entropy. A rare few, however, were made to resist corrosion and damage and remain opera-tional to this day, a testament to the craftsmanship of the god-like ancients.

Functioning artifacts are extremely rare. The catalog of func-tional artifacts yet discovered numbers less than one thousand items. Most are in the possession of the nobilities of the various city-states and in the collection of the University of Vrildar.

The market for the artifacts is very lucrative and wealthy nobles and scholars sponsor expeditions into known or suspected Aeo-nian ruins to search for new discoveries. The University of Vril-dar often partners with noble sponsors with an agreement that university scholars may study the artifact for a year or more be-fore turning it over to the sponsor.

The artifacts of the ancients utilize a form of technology so ad-vanced as to be considered magical by the modern people of Cydoria. Even the most advanced Phanosian or Rhakadian tech-nologies are but pale imitations of the truly powerful relics left by this nearly forgotten culture.

Working artifacts represent the greatest treasures in Cydoria. Not only do they possess intrinsic cultural, historical, and artistic value, they may provide powerful abilities to those that possess them.

Fully operational artifacts are enigmatic and powerful. Their forms provide few clues to their use or purpose or operation. Most of them are simple shapes such as polyhedrons, disks, lenses, or smooth organic forms. A few artifacts take the form of articles of clothing.

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The appearance and composition of a relic varies greatly. Arti-facts can be metallic, crystalline, stone, or made of a flexible cloth with no visible weave. They can be transparent, opaque, shiny, shimmering, or matte. The only thing all artifacts have in com-mon is their near-indestructibility.

It is difficult to determine what materials working artifacts are composed of as they have defied all attempts at study or identifi-cation. The artifacts of the Sdara Vatra have no removable parts to disassemble and examine. Rhakadian and Phanosian scientists have puzzled over the artifacts using their advanced sensors and diagnostic equipment and are mystified as to how they function.

All artifacts of Sdara Vatran origin appear to be mentally acti-vated and controlled. Many must be psychically attuned to a user for several hours before proper use. Some artifacts are hand-held, others attach themselves to the wielders body through an unknown process to enhance their natural capabilities, some are remote controlled, and yet others seemingly immerse the user into an alternate sensory universe.

The functionality and utility of various artifacts range from the trivial and mundane “glow stones” and “mind’s eyes” to the god-like powers wielded by users of the “Gate Keys” and “Matter fur-nace”.

Starting Characters with Artifacts

Artifacts are very powerful and should only be acquired as a reward from the Game master. Starting characters never begin with artifacts unless the game master feels it is appropriate.

Acquiring Artifacts

The majority of the known artifacts are heirlooms, passed through the generations since time immemorial. How they were discovered is a mystery. They belong to noble families, military leaders, and daring heroes who are averse to parting with them. A few nobles, desperate for income, have sold artifacts for ex-orbitant sums. Prize artifacts are also targets of theft. Because of their value, artifacts are generally guarded by special security and layers of protection and traps, so artifact theft is rare and especially dangerous.

New artifacts are occasionally discovered by teams of artifact hunters. A team of artifact hunters is generally hired by a patron such as noble or university scholar for an expedition. Following months of research, study, and preparation, they travel to the site of known or suspected Aeonian ruins and begin a systematic exploration. Depending on the various factors ranging from the level of funding to the importance in keeping a low profile, these explorations range from large-scale excavation of a site to tar-geted expeditions into unexplored subterranean complexes. An-cient ruins are invariably inhabited and guarded by hordelings and grotesque mutated creatures, a legacy of Xurin’s war. These foul creatures may sleep for centuries in suspended animation, only to wake and attack at the slightest disturbance.

Understanding Artifacts

Most recovered artifacts, when found, offer little clue to their function or operation. Many artifacts appear as simple geomet-ric shapes: spheres, ovoids, cubes, tetrahedrons, cylinders, disks, toroids, etc. Most are controlled by a combination of voice com-mand, gestures, and thought. There are no controls, no buttons, no displays, and certainly no instruction manuals.

Artifact Form

An artifact can take different forms. An artifact’s form helps de-termines how it is worn or used and how many artifacts a char-acter may wear or use at any given time.

Covering: Outer garments such as cloaks, capes, coats, etc. A character may wear only one outer garment at a time.

Head: Items worn on the head such as hats, crowns, tiaras, coifs, bindi, etc. A character may wear only one item on the head at a time.

Neck: Devices worn around the neck such as amulets, charms, crystals, gorget, etc. A character may wear only one item around the neck at a time.

Torso: Garments worn on the torso such as shirts, vests, tunics, singlets, doublets, cuirasses, hauberks, chest-plates, pauldrons, etc. A character may wear only one garment on the torso at a time.

Hands: Items worn over the hands or forearms such as gloves, gauntlets, bracers, bracelets, etc. A character may wear only one pair of forearm items at a time.

Rings: Circular bands worn on the fingers. A character may wear up to ten rings but may bond with only one ring at a time.

Legs: Garments worn on the legs such as trousers, breeches, pan-taloons, cuisses, stockings, thigh protectors, etc. A character may wear only one garment, or pair of items, on the legs at a time.

Feet: Items worn over the feet and/or shins such as shoes, san-dals, boots, greaves, etc. A character may wear only one pair of foot-or-shin-related items at a time.

Waist: Items worn around the waist such as belts, girdles, etc. A character may wear only one item around the waist at a time.

Full-Body: Full-body garments such as entire suits of armor, body stockings, etc. A character may wear only one full-body garment at a time in addition to outer garments and those worn over the torso or legs.

Hand-Held: Carried devices such as wands, staves, rods, orbs, etc. A character may wield only two hand-held items at any time.

Level

An artifact’s level represents a combination of its relative rarity, its demand, and its utility. Artifact levels range from 1 to 8 with level 1 artifacts being relatively common, in low demand, or of low utility and level 8 artifacts being extremely rare, in high de-mand, and of great utility. An artifact’s level helps determine its market value.

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Encumbrance

Artifacts have no effect on encumbrance unless otherwise speci-fied in the item’s description.

Identifying Artifacts

Artifacts run the gamut from unidentifiable trinkets of mysteri-ous origin to famous relics of myth and legend. Often times, a scholar may recognize an artifact on sight, knowing its origin, purpose, and provenance. Other times, the scholar must spend days or weeks researching the artifact, hoping to find some scrap of information or clue to its identity and use.

Recognize an Artifact on Sight

Time: Full Action Movement:.None.Skill.Check: Intellect + Academics (Scholar) + 1d20Difficulty: 20 Fumble: You are unable to identify this artifact. In addition, the arti-

fact is misidentified or misused, causing 1d10 damage to yourself or another.

Fail: You are unable to identify this artifact.Success: You successfully identify the artifact but you do not know

how to activate it.Critical: You successfully identify the artifact and you know how to

activate it.Special: An Oracle Lens reduces the Difficulty by -4.

Research an Artifact

Prerequisite:.Access to a library, an appropriate Aya stone, or other source of information on artifacts. Academics skill bonus of 1+.

Time: 8 hours for common artifacts or 8 days for rare artifacts, di-vided by your Academics skill bonus.

Movement: NoneSkill.Check: NoneEffect: After studying for the requisite number of hours or days, You

identify the artifact. You know how to activate the artifact.Special: An Oracle Lens halves the base number of hours and days.

Bonding

Most artifacts are mentally activated and controlled and will only operate for whom they are psychically bonded. Bonding is achieved by meditating on the artifact for several hours or days.

Bonding an Artifact

Prerequisite:.The artifact must be identified.Time: 8 hours for common artifacts or 8 days for rare artifacts, di-

vided by your level. Movement: NoneSkill.Check: NoneEffect: You have bonded to the artifact and may use some or all of its

functions at the game master’s discretion.Special: An Oracle Lens halves the base number of hours and days.

You may only bond with as many artifacts as your level. In addi-tion, you may not bond with more than one artifact of the same form.

Common Artifacts

Some artifacts are more commonly encountered than others. Common artifacts are devices created by the Sdara Vatra that en-hanced or augmented one’s natural abilities or granted the user some kind of supernatural ability. Such artifacts generally take the form of a device that is either carried or worn.

Adaptive Suit

Form: Full-Body Level: 4

This skin-tight silver suit covers the entire body from head to toe, covering the face and eyes. It is thin enough to be worn under other garments or devices. The suit enables its wearer to survive in hostile conditions such as cold, heat, radiation, high pressure, etc.

Ætheric Panoply

Form: Full-Body Level: 6

This aetheric panoply is actually a collection of related devices. The first is a skin-tight bodysuit of matte-black rubbery material. The bodysuit covers the head, hands, and feet. Second is a wide belt which is worn around the waist. The belt contains control studs and a lens-shaped glass disk the size of a small plate on the front. Third is a tank of compressed air worn over the shoulders like a backpack. Finally, a pair of tinted goggles completes the ensemble.

Bonding to the belt creates a field around the wearer, changing the wearer’s molecular phase and rendering the wearer intan-gible. The wearer’s feet do not actually touch the ground, the field generated by the belt allows the wearer to move about as if floating at a walking pace. Since the surrounding air is likewise out of molecular phase, the wearer must supply his own air, thus the tank. Finally, the suit and goggles adjusts the phase of the air so that it moves around the wearer as it normally would. This prevents outside air being trapped within the wearer’s body dur-ing the translation back to normal molecular phase and causing dangerous air bubbles in the circulatory system or any sensitive tissues.

Aya Stone

Form: Hand-Held Level: variable

Aya stones are small ovoid orbs of polished translucent amber. They appear to glow from within and are always warm to the touch. Aya stones are believed to possess an aya (see Aya, page 106), spirit beings bound the stone and forced to answer the questions of whoever possesses it.

Once bonded, the character can hold the stone in their hand and call forth the aya at will. The aya appears as an ethereal form, visible only to the master of the stone and anyone the master chooses. The aya may take different forms, altering its shape at the expectation and whim of its master. The aya speaks directly to the mind of its master, asking the nature of the master’s query.

Aya come in two varieties: experts and controllers. An expert aya is knowledgeable about a specific subject. Some know much of chemistry and alchemy, others know ancient history and phi-losophy. The master of the stone need simply ask a question, and the aya will tell its master all it knows about the subject. Control-lers, however, operate a specific machine or engine or perform a certain function using telekinesis. In these cases, the stones act as a kind of intelligent remote control.

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The aya bound to the stone is rated from Class-I to Class-VIII, equivalent to the aya’s level. Expert ayas are unable to manipulate the outside world while controllers may only perform the duty for which it was designed. For example, an aya stone might op-erate a conveyance, control a sentinel guardian, or activate and deactivate a defensive system.

Destroying a stone releases the aya. A free aya is unpredict-able but generally harmless. It seeks only to flee and explore the world. Only later do they often take an interest in human affairs. Evokers and shamans know the secrets of binding aya into new prisons in order to harness their power.

Approximately one in six aya stones are corrupted by a demonic spirit known as a varic. Varics are evil, malicious entities that were once aya. Unlike aya, varics are capable of using their aya powers outside their stones. For example, a varic stone might use its telepathy to control the minds of those who wield them, or they might try to telekinetically control or drain the power from any technologically advanced device their bearer carriers or wears. Destroying the varic stone only releases it, which makes it even more powerful!

Although aya stones are feared by most because of their reputa-tion for demonic powers, they are often sought after by schol-ars, explorers, and sorcerers. The Inquisition of the Syntechnium considers the sale and possession of aya stones a crime punish-able by fifty years exile to an Erisian prison camp.

Boots of Wonder

Form: Feet Level: 2

These thigh-high boots made of a strange black material allow the wearer to perform seemingly magical acts of movement. De-pending on the boots, abilities range from walking on invisible force fields, molecular adhesion to any surface, eliminating foot-pressure so that they leave no trace or mark even in soft snow, walking on liquids without breaking surface tension, etc.

Bulwark of Resistance

Form: Neck Level: 4

This amulet is worn around the neck close to the skin. The amulet detects sudden surges in specific types of energy and bolsters the wearer’s ability to resist that energy. The amulet halves all dam-age taken from energy weapons, fire and heat, and other forms of energy or radiation.

Cloak of Absorption

Form: Covering Level: 5

This net-like cloak absorbs the energy of incoming attacks and converts it into power points which can be accessed by its wear-er. The character takes the full damage suffered from an attack, however the number of Power Points the character may spend per day is temporarily increased by an amount equal to the dam-age taken.

Cloak of Invisibility

Form: Cover Level: 6

This large cloak of shiny reflective fabric is draped over the en-tire body with a hood that fastens over the face, leaving only the wearer’s eyes visible. When activated, the cloak creates a three-dimensional image of the view on its reverse, so that light ap-pears to pass through the cloak, rendering the wearer virtually invisible. The cloak grants +8 to all skill checks involving hiding or avoiding visual detection.

Crown of Intelligence

Form: Head Level: 3

This crown augments the wearer’s neurons, memory centers, and thought processes. The character’s Intellect attribute is increased by a an amount equal to the character’s level.

Crystal Shards of Power

Form: Neck Level: 1

Small crystal shards held in the hand or worn around the neck. These crystals enhance a wearer’s ability to channel the Oudh. While the shards are worn or held, the number of Power Points a character may spend per day is multiplied by two, four, or eight, as determined by the game master.

Defensive Harness

Form: Torso Level: 3

A defensive harness is worn as a wide girdle with two attached shoulder belts that cross over the wearer’s chest. Where the shoulder belts cross is covered by a large ruby-like translucent stone embedded into a wide metallic disk. Smaller disks adorn the belt around the waist and down the back. Once activated, the belt generates a field of force around the wearer, deflecting incoming attacks.

The belt provides its wearer with a force field that absorbs up to 20 points of damage per round. If it absorbs more than 20 points of damage in one round, the force field becomes temporarily dis-abled for 24 hours, after which it returns to full operating condi-tion.

Earplugs of Superior Hearing

Form: Head Level: 2

These earplugs enhance the wearer’s hearing. The game master chooses one or more abilities for the earplugs from the list below:

• hear the minutest sound • hear sounds not normally audible to human ears • echolocation, providing situational awareness even in

the absence of light

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Enchanted Garment

Form: Covering, Torso or Legs Level: 2

Enchanted garments are items of clothing, usually a cloak, a form-fitting shirt, or leggings, made of a fine silvery material. The fabric acts as armor, protecting the wearer from attacks. The defensive capability of the activated suit is not reduced when defending against the Disintegration Spear, Sun Blade, Lance of Light, or any other weapons which normally reduce the effective-ness of armor. The armor value of the garments are not cumula-tive and do not stack if multiple sets are worn.

Armor AV ENCEnchanted Garment........................................8 ......................... 0

Flight Harness

Form: Full-Body Level: 4

The flight harness consists of several small anti-gravity disks, controlled by thought, connected by a system of supports and straps. The harness is worn around the legs and torso that allows its wearer to defy gravity and fly like a bird, granting the wearer a flying MR of 30’.

Flying Disk

Form: Feet Level: 6

One of the more common artifacts left by the Sdara Vatrans is the flying disk. This artifact appears to be a simple metallic disk, five to ten feet in diameter, flat on one side and convex on the reverse. A flying disk is activated by wearing an oracle lens and speaking a command word. Once activated, small previously in-visible traceries of energy begin to glow on the curved side of the disk. The disk immediately hovers a few inches off the ground, perfectly level and steady as if held in place by giant invisible hands. An activated disk cannot be pushed or moved. The disk will move only under the guidance of the controller that spoke the command word.

The disk generates a sphere of energy which negates the inertia of anyone standing on the disk and deflects wind around the sphere. Regardless of acceleration, deceleration, high speed maneuver-ing, or air-speed, the operator feels as if they are standing on a nearly motionless disk. The disk is therefore capable of amazing feats of aerial acrobatics with no fear of its operator falling off.

Operating the disk requires the application of the Vehicles skill with a unique specialty:

Flying Disk: +2 skill bonus to perform dangerous maneuvers while operating a Sdara Vatran flying disk.

Girdle of Stamina

Form: Waist Level: 3

This girdle applies energy to the character’s muscles and circula-tory system, helping to reduce fatigue. The character’s Stamina attribute is increased by an amount equal to the character’s level.

Gloves of Immobilization

Form: Hands Level: 4

These heavy gloves project a field of kinetic energy that sur-rounds any target touched like a giant immaterial fist, immobi-lizing the target as if they had been grabbed and restrained by a Strength of 16.

Glow Stone

Form: Hand-Held Level: 1

A glow stone is a simple translucent sphere roughly the size of a plum. A glow stone, when activated, creates a warm soft glow. The activated stone creates a spherical invisible field of energy 30 feet in radius. While the glow stone is activated, everyone within the field:

• see in complete darkness as if it were day.• remains comfortably warm regardless of the actual tem-

perature within or around the field.

A glow stone is a tool of invaluable utility to explorers and travel-ers. A stone is activated and deactivated through mental will. The stone will glow until deactivated. Glow stones have been found in ruins, still active after thousands of years.

Goggles of Artifact Detection

Form: Head Level: 3

These goggles translate the emanations given off by artifacts, al-lowing the wearer to detect artifacts by their distinctive aura. Not only can the recipient detect an artifact, they may also recognize the distinctive signature that is emanated in order to discern its purpose and proper use, granting a +2 minor bonus when at-tempting to recognize an artifact on sight.

Goggles of Superior Vision

Form: Head Level: 2

These large bug-eyed goggles enhance the vision of the wearer with seemingly magical abilities. The game master chooses one or more abilities for the goggles from the list below:

• see long distances as if magnified by a power of x10• see in complete darkness as if it were day• see microscopic detail as if magnified by a power of

x100• see through up to a foot of normally opaque matter as if

it were transparent

Gorget of Dexterity

Form: Neck Level: 3

This metal collar is worn around the neck and shoulders. It am-plifies the signals of the wearer’s spine, improving reaction time and enhancing reflexes and hand-eye coordination. The charac-ter’s Dexterity attribute is increased by an amount equal to the character’s level.

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Healing Shroud

Form: Full-Body Level: 5

A healing shroud appears to be a large bolt of ultra-thin silvery cloth. The healing power of these shrouds is legendary and sev-eral miraculous recoveries have been attributed to them. Unless activated, the shroud is an inert silvery cloth. The shroud is acti-vated by mental command. To receive the benefit of the activated shroud, the patient must be wrapped tight, like a swaddled infant or cocoon. So wrapped, the shroud heals injury, removes tox-ins, and cures disease. Healing shrouds have even been known to restore lost limbs and eyes, restore vision or hearing, and cure congenital birth defects.

Simple traumatic injury from a minor wound is the easiest to heal. A minor wound heals at a rate of 1 hit point per round. Dis-eases are healed at a rate of 1 characteristic point lost to disease per round. The effect of poison is reversed at a rate of 1 hit point per round.

Long-term injuries such as severed limbs, lost or damaged or-gans, heal more slowly. The healing shroud restores 1 character-istic point lost as the result of a major wound per day. Likewise, spending an entire day within the healing cocoon of the shroud will cure the patient of any malignant tumors, congenital birth defects, or mental illness.

Memory Shard

Form: Hand-Held Level: 1

A memory shard is a small shard that looks like it was chipped off a larger crystalline structure. Each shard retains a human mem-ory. Shards require no skill to activate or use.

Anyone holding a shard to their head can recall the memory contained within as if it were their own. They may also write over the memory with one of their own should they choose. Memory shards are relatively common and easy to obtain.

Many are personal memories of little practical value. These in-clude memories of loved ones, special events, etc. They offer value only to scholars of the ways of the ancient Sdara Vatrans. A few are more practical, with memories of the operation of lost artifacts, academic memories, or technical information.

The majority of memory shards discovered have been erased and replaced with more modern memories. These memories are gen-erally more practical in nature, ranging from personal messages to how to assemble a technologically advanced device.

Memory shards are often used in espionage because of their se-curity. They have also been used by court magistrates to verify someone’s recollection of an event.

Use a Locked Shard

To use a locked shard, the user must hold the fragment to their head and recite the password to access the fragment.

Time: 12 hours Movement: NoneSkill.Check: Intellect + Subterfuge (Cryptographer) + 1d20Difficulty: 20 (Difficult)Fumble: You irrevocably lock the shard, it is useless.Failure: you are unable to unlock the shard and must start over.Success: You successfully unlock the shard.Critical: As success. In addition, you are rewarded 1 additional tem-

porary Karma Point.

Each shard is about the size of a finger and can store approxi-mately five minutes worth of memories. The clearest memories are those recorded as they happen, with memories losing clarity and focus if they are recorded after the initial experience.

Mind’s EyeForm: Head Level: 4

A mind’s eye is a small hemisphere of translucent opal or ruby, sometimes set in a flat golden amulet. The gem hovers a few inches in front of the bearer’s forehead as if attached to an in-visible unbreakable stalk, only the wearer can remove it once in place. The relic opens the wearer’s sense of vision and perception.

The effects of the gem are as follows:

• X100 telescopic magnification, equivalent to a portable telescope.

• X1000 microscopic magnification, able to see microbes.• See in total darkness as if it were a well-lit day.• Can see through up to solid materials with density less than

lead as if it were transparent glass.• Can see infrared radiation as if it were visible.• +16 bonus to all Awareness skill checks.

Needles of Disruption

Form: Hand-Held Level: 5

These long thin needles, when inserted or thrust into a target as part of a successful melee attack, disrupt the nervous system and cause intense debilitating pain.

Melee Weapon DamageNeedles of Disruption .......................................................... 1d4

A successful attack drains the target of 1d8 Power Points. In addition, the target must resist paralysis.

Resist Paralysis

Anyone who takes damage from a needle of disruption may resist the needle’s paralyzing effects as a free reaction.

Time: Free Reaction Movement: NoneSkill.Check: Stamina + Resistance (Resilient) + 1d20Difficulty: 28 (Daunting)Fumble: You are paralyzed for 7 rounds.Fail: You are paralyzed for 1d6 + 1 rounds.Success: You are paralyzed for 1 round.Critical: You are not paralyzed.

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Ring of Enfeeblement

Form: Ring Level: 4

Anyone touched by the wielder of the ring of enfeeblement is temporarily drained of one of their physical or mental abilities. Each ring can drain only one characteristic, chosen by the game master.

Melee Weapon DamageRing of Enfeeblement ..................................................... Special

A successful unarmed attack temporarily drains the target of 1 attribute point.

Stun Sphere

Form: Hand-Held Level: 1

A stun sphere is a small round metal sphere the size and shape of large ball bearing. The user holds one or more spheres between his thumb and forefinger, mentally activates them, and hurls them at a single target as a thrown weapon attack. The spheres act as a small stun grenades that do no physical damage.

Endure a Stun Sphere

Anyone hit with a stun sphere must endure the sphere’s stun-ning effects.

Time: Free Reaction Movement: NoneSkill.Check: Stamina + Resistance (Resilient) + 1d20Difficulty: 28 (Daunting)Fumble: You are stunned for 7 rounds.Fail: You are stunned for 1d6 + 1 rounds.Success: You are stunned for 1 round.Critical: You are not stunned.

The sphere affects only the target it hits. A handful of spheres (up to five) can be activated simultaneously and tossed into a general area. The spheres spread like shotgun pellets and more than one may hit a single target, or may hit multiple nearby targets.

Distance Thrown Effect

0-10 feet All thrown spheres hit a single target on a suc-cessful thrown weapon attack.

11-30 feet

The intended target is hit by 1D6-1 spheres. If any miss the intended target, anyone within five feet of the target is hit by 1D4-2 spheres until there are no spheres or targets left.

31-60 feet

The intended target is hit by 1D6-2 spheres. If any miss the intended target, anyone within fifteen feet of the target is hit by 1D4-3 spheres until there are no spheres or targets left.

61-100 feet

The intended target is hit by 1D6-4 spheres. If any miss the intended target, anyone within fifteen feet of the target is hit by 1D4-3 spheres until there are no spheres or targets left.

101+ feet

The intended target is hit by 1D6-5 spheres. If any miss the intended target, anyone within fifteen feet of the target is hit by 1D4-3 spheres until there are no spheres or targets left.

Suit of Remarkable Speed

Form: Full-body Level: 2

This snug bodysuit is crisscrossed with tubes and hoses. Sev-eral glowing translucent stones are fitted into the suit near major joints. Its surface is slippery and smooth. The bodysuit provides the following abilities increases the wearer’s Movement Rate to 120’.

The suit also affects the nervous system of the wearer, improving reflexes and reaction time, increasing the character’s Agility at-tribute by an amount equal to the character’s level.

Suit of Prodigious Strength

Form: Body-Suit Level: 3

This is a snug rubbery bodysuit made of a network of bulbous and lumpy tubes and bladders connected to an articulated exo-skeleton. The tubes act a second set of muscles, enhancing the wearer’s strength and leaping distance. The exoskeleton allows the wearer to lift weights and land safely from leaps that would shatter internal bones.

The suit increases a character’s Strength attribute by an amount equal to the character’s level.

Tikka of Vitality

Form: Head Level: 3

A small pendant attached directly to the upper forehead, the tikka of vitality drains away pain, allowing its wearer to ignore injury. The tikka provides the wearer with an amount of tempo-rary Hit Points equal to twice the character’s level.

Vambrace of Defense

Form: Arms Level: 5

The gauntlets of defense appears to be an ornate forearm guards constructed from an exotic lightweight metal. The vambrace gen-erates a reactive force field that shifts to block incoming blows. There are three sizes of vambrace of defense: Common, Great, and Superior.

Shield Parry ENCVambrace of Defense, Common ................+4 ......................... 1 Vambrace of Defense, Great......................+6 ......................... 2Vambrace of Defense, Superior .................+8 ......................... 4

Wand of Transference

Form: Hand-Held Level: 2

This simple metal rod allows the wielder to transfer his own Pow-er Points to one other person holding the other end of the rod.

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Rare Artifacts

Rare artifacts, in contrast, are more powerful and harder to find. They can take the form of a vehicle, structure, garment, or device of unbelievable power.

Armor of Resplendent Sanctuary

Form: Full-Body Level: 7

This skin-tight hooded bodysuit is made of a overlapping plates of thick but pliable material that appears to be iridescent metal with the plasticity of rubber. The bodysuit covers the wearer’s head, hands, and feet and, when bonded, provides 20 AV of protection. If bonded, the defensive capability of the suit is not reduced when defending against the Disintegration Spear, Sun Blade, Lance of Light, or any other weapons which normally re-duce the effectiveness of armor.

The unbonded suit provides 2 AV of armor and -1 minor penalty to all physical skill checks.

Armor AV ENCArmor of Resplendent Sanctuary ...................20 ......................... 2

Disintegration Spear

Form: Hand-Held (two-handed) Level: 8

The legendary disintegration spear is one of the deadliest person-al weapons employed by the Sdara Vatrans. The device resembles a simple hand-held pole, roughly five feet long. Once bonded, and activated, an orb composed of inky-black darkness hovers, suspended in space, four feet from one end. The orb causes all solid matter within three feet of it to cease to exist. The orb has no effect of gases or liquids.

The spear is a devastating melee weapon and only a handful are known to exist. The spear can only be parried with weapons that have reach and even then the attempt is made at a -4 major penalty. A fumbled parry attempt damages the parrying weap-on. Physical armor provides no protection against this weapon. Wearing a Oracle Lens while firing this weapon provides a +4 major bonus to hit.

Melee Weapon DamageDisintegration Spear .......................................................... 3d10

Two-Handed, Physical armor provides no protection.

Lance of Light

Form: Hand-Held (two-handed) Level: 8

The Lance of Light is a long rod, approximately four feet in length and easily held in the grip of one’s hand. One end is capped by a flat disk, the other is bent at a forty-five degree angle, just large enough for another hand to hold. A third of the length from the bent end is a foot-long hand-hold, emerging from the pole at a ninety-degree angle like the branch of a tree.

Unbonded, the weapon is an inert staff-like device of unusual shape. Once bonded, glowing tracery appears across the surface and its purpose as a weapon becomes evident. The weapon can be fired by gripping the end-shaft and the hand-hold in both hands, pointing it at the target, and willing the target’s destruction.

When fired, a brilliant beam of light is projected from the disk. The beam is similar to that of a large spot-light but destructive. The weapon can fire ten times before needing to recharge for eight hours.

Ranged Weapon Damage RangeLance of Light ........................................4d12 ................V. Long

Two-Handed

Matter Furnace

Form: Special Level: 8

The Sdara Vatrans were masters of molecular alchemy. Using a matter furnace, a Sdara Vatran alchemist could turn any element or compound into any other. Legends say that the Sdara Vatrans were able to transmute entire worlds and continents. Many inter-pret the legend of the Aya as a story of justice against the hubris and unchecked powers of the Sdara Vatrans.

The legacy of the power the Sdara Vatrans possessed over the elements lives on today through their remaining matter furnaces. Only a few furnaces have been found, each worth a king’s ran-som. Wars have been fought over the possession of a single fur-nace.

No two matter furnaces are alike. One takes the form of a large cube of metal, able to grow or shrink at the command of its oper-ator, with a removable side that transmuted any material placed within the box. Another consists of two disks, likewise of vari-able size, one hovering over the other, that transmuted any mate-rial between the disks. A third was a simple cylinder, as long as a man’s forearm, that projected a spherical field out of the far end that transmuted any material within the field.

Matter furnaces do not create matter, nor do they alter form, mass, or inherent energy. They simply change the composition of matter. Twenty-five pounds of lead will create twenty-five pounds of gold. Twenty-five pounds of air will also create Twen-ty-five pounds of gold. However, twenty-five pounds of air is a cube roughly six feet on a side while twenty-five pounds of gold is a cube four feet on a side.

Matter furnaces are difficult to control. They are activated by thought and ritual and controlled through the use of an Ora-cle Lens. The alchemist must possess a master’s understanding of chemistry, self-discipline, and mental clarity to operate the furnace, and even then the change itself drains the alchemist of mental energy. In game terms, operating a matter furnace requires a minimum Guild Mysteries (Alchemy) skill bonus of +8, a minimum Academics (Scholar) skill bonus of +4, and the expenditure of an amount of power points as determined by the game master appropriate for the material being created. Anyone not meeting the above criteria may still use the device, but will permanently lose 1d3 characteristic points each time the furnace is used.

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The Oudh

Form: Special Level: NA

Perhaps the greatest and most powerful artifact of the Sdara Va-tra is the Oudh. The Oudh surrounds Uruta and permeates it. It is generally invisible and usually undetectable, though Sorcerers and masters of Ta’oudh are sensitive to it and can bend its ener-gies to their will. Solar flare activity may cause the field to flash and coruscate, creating ethereal light shows similar to an aurora. The field appears to radiate out to a distance of one million miles from Uruta.

No one knows the original purpose of the Oudh. It is obvious the Sdara Vatra expended great amounts of resources and energy in its creation. Many theorize that it was once a planetary force field that protected Uruta from invasion, solar radiation, or some an-cient planetary impact. Others believe that it is an energy source that modern civilization has yet to harness. It is unknown how the Oudh is generated or if it could be deactivated.

Whatever its original purpose, it is known that the Oudh has sev-eral side effects.

One effect of the Oudh is the facilitation of mental control and psychic communication. Mental energy causes perturbations in the Oudh the way a voice creates waves of sound in the air. Many of the artifacts of the Sdara Vatra make use of these mental trans-missions to allow operators to telepathically control the artifacts at great distances or to communicate through the Oudh.

Another effect of the Oudh is the disruption of radio waves, no signal can be broadcast within the field more than a few feet.

The field is also responsible of other, less well understood side-effects. In essence, it is a catch-all plot device for game masters to explain any strange phenomenon or alteration in physics they desire. For example, if the game master wishes to eliminate en-ergy weapons from the game at any point, it can be explained as a change in the Oudh, rendering such weapons useless. Whether the change is temporary or permanent is up to the game master.

Oracle Lens

Form: Head Level: 7

A Oracle Lens resembles a convex glass disk. When applied to the forehead, it will hold fast and can only be removed by its wearer. It is believed that Oracle Lenses were once nearly ubiqui-tous among the Sdara Vatran people. They allow for the mental control of many Sdara Vatran devices and are required to oper-ate several of the artifacts. The lens focuses thought and trans-lates that thought into a control signal. The lens can also be used to communicate telepathically with any other person wearing a Oracle Lens, regardless of distance.

Each Oracle Lens is keyed to a unique telepathic “code”. The user must know the code of the Oracle Lens they are contacting and any attempt at communication must be accepted by the receiv-ing party. Communication through a Oracle Lens does not re-veal the location of either party. When activated, the Oracle Lens allows the wearer to communicate telepathically to anyone else wearing another Oracle Lens, so long as they know the code of the target.

Only a handful of Oracle Lenses are known to exist on Uruta. Five are possessed by the Vrildarian Empire, five by the Deme-trian resistance, at least one and possibly as many as three are possessed by the pirates of Dazumi, three or four are possessed by the Celestials, and scholars believe that as many as ten to fif-teen additional undocumented lenses are in the hands of private owners. The sale of a Oracle Lens to the right buyer would net the seller a king’s ransom. The Rhakadians, Phanosians, Dadanians, and other aliens each possess their own Oracle Lenses, which they use for interplanetary communication.

Storage Matrix

Form: Special Level: 7

The Storage Matrix is a truly miraculous device, capable of con-verting matter into energy, storing it in an easily portable cube, and converting the energy back to matter again. Inactivated, the storage matrix resembles a metallic cube, four inches on a side. Each face is divided into four two-inch quarters. A curious prop-erty of the cube is that it possesses no ballistic inertia. It can be moved around, but if released it will hover in place, immobile, until something solid exerts force upon it. A cube cannot be thrown or dropped. It will simply stay in place wherever it was released.

Activating the matrix involves releasing the cube to hover in mid-air and speaking an activation phrase. Upon activation the cube divides into eight smaller cubes.

Each smaller cube forms the corner of a virtual box, a three-dimensional rectangle. Moving any corner cube will cause the other corners to move in space to maintain ninety-degree angles with every other cube. Thus, by moving any corner, one may re-size the box defined by all eight corners. In this way it is possible to create a virtual box up to thirty feet on any side.

Once in place, an additional phrase activates the second stage of the device. Once activated, all eight corner-cubes begin to glow and blink off and on. On the tenth blink, the corner-cubes cre-ate a field of energy within their perimeter. All matter within the virtual box defined by the eight corner-cubes will be converted to energy and stored within the matrix. There is a flash of energy then all matter within the perimeter of the box disappears. Once complete, the eight corner-cubes rejoin. The rejoined cube now emits a soft glow, indicating a stored matrix.

Unpacking the Matrix

The matter stored within the matrix can be re-formed with a successful skill check.

Time: Full Action Movement: NoneSkill.Check: Intellect + Academics (Scholar) + 1d20Difficulty: 16 (Easy)Fumble: You irrevocably lose the matter stored within the matrix,

reducing it to amorphous grey goo.Failure: You are unable to reform the matter stored within the ma-

trix this turn.Success: You successfully reform the matter stored within the ma-

trix.Critical: As success. In addition, you are rewarded 1 additional tem-

porary Karma Point.

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The corner-cubes once again glow and separate, expanding to the dimensions of the stored matrix. Once expanded, the energy is transformed back into the original matter. If any solid or liquid matter prevents the corner-cubes from expanding to full size, the re-formation is aborted and the corner-cubes re-combine, there-fore re-formation is generally performed in an open flat area. It is also dangerous to transform anything that is not entirely within the border of the matrix. For example, sticking one’s hand outside of the perimeter of the matrix during storage will sever the hand from the body. For this reason, most items to be stored are placed on a pedestal prior to activation of the matrix.

This artifact is of incredible utility. Vehicles, small airships, hous-es, even people may be stored within the matrix, transported, and re-formed. Legends tell of Sdara Vatran storage matrices be-ing found with other artifacts, even living Sdara Vatrans, stored within, locked away since ancient times.

Sun Blade

Form: Hand-Held Level: 8

While dormant, the Sun Blade appears to be nothing more than a sword hilt of simple design, a cylinder half the length of a man’s forearm, capped with a round pommel on one end and a flattened square guard on the other. When activated by mental command, a blade of dazzling brilliant hot energy emerges from the guard. The Sun Blade is a devastating weapon, able to cut through almost any substance. The length of the blade can be adjusted from a few inches to just over five feet long. The Sun Blade destroys any weapon, besides other Sun Blades, attempting to parry it.

Melee Weapon DamageSun Blade ........................................................................... 3d10

Tesseract Chamber

Form: Special Level: 8

A tesseract chamber is a room that exists in a pocket dimension which can only be accessed via a single entrance portal. Several tesseract chambers have been discovered, each varies in size and shape. Some chambers are large palatial manses featuring beauti-fully designed entrances while others are small utilitarian rooms with simple round access ports.

The portals resemble door frames shaped like symmetrical trap-ezoids, wider at the base than at the top. They are able to stand on their own but are also portable and can be moved.

The portals range in size from large enough to accommodate a vehicle to small enough to require crawling. The interior of the door frame is filled by an opaque metal when closed. When touched with the proper physical key or activated by the correct a mental visualization, the metal door disappears, revealing an open doorway into the chamber beyond.

Most chambers have been discovered unfurnished but a few have been filled with treasure. A few chambers have exhibited strange temporal effects, with time behaving differently within the chamber than without, sometimes faster, sometimes slower.

Translocation Portal

Form: Special Level: 8

It is said that the Sdara Vatrans had no need for vehicles, air-ships, or even space ships for transportation. Legends say that they could travel from city to city, even from world to world, in the blink of an eye. This miraculous feat was accomplished us-ing translocation portals, which allow for instant teleportation between any two portals.

Translocation portals, as they are called, are two metallic disks, each about five feet in diameter, one hovering over the other at a height of teen feet. Each portal is activated by standing on the bottom disk directly under the upper disk and visualizing the mental activation command for the destination portal. The op-erator is immediately transported to the destination portal. Only two have been discovered. Both are possessed by Emperor Vik-tor, allowing him and his court to instantly travel between Vril-dar and Norukar. It is believed that more exist, but they must be discovered and studied in order to learn their activation com-mands.

Warrior’s FocusForm: Head Level: 6

The Warrior’s Focus is a convex disk of red glass that somehow affixes itself to the wearer’s forehead. When worn, the Warrior’s Focus effectively increases each of the wearer’s melee fighting, shooting, and unarmed fighting skills by an amount equal to the wearer’s level.

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IntroductionYou are a team of freelance artifact hunters operating out of the free city of Acik-Sehir. Your job is to retrieve lost treasures and artifacts before they are confiscated by the Vrildarian Empire. You have just received a report from one of your academic infor-mants, a well-to-do son of a decadent Norukarian noble named Karris Wati, of a potential site. Karris says he learned from a fac-totum caravan leader that, while recently lost in the desert north-west of the city, his caravan came across an ancient structure. Karris cross-checked the records and could find no mention of any previously identified structures in that region.

Karris says that the caravan leader also reported his find to the local Vrildarian authorities. However, due to the current deploy-ment schedule of the Vrildarian Air Patrol, the Vrildarians won’t be able to send a airship to investigate for several days.

Karris, part of the local black market for such things, would like to hire you to go to the site and investigate the ruins before the Vrildarians get there. He has chartered a air-skiff and a pilot to take you to the location of the ruins. You are to explore the ru-ins, map and survey the site, catalog any items of value, retrieve them, and return them to Karris’ clandestine broker, a human named Tarvo. Karris will pay you each 2000 Aus for your trou-ble, plus a total of ten percent of the proceeds of any artifacts returned and sold.

To ensure that you do not keep any of the artifacts for yourselves, Karris will send an observer, a factotum pilot named Glorin, who will stay on the air-skiff and immediately catalog anything brought on board. Should Glorin witness you keeping any of the treasure or artifacts for yourselves, or if any kind of injury, death, or disappearance should befall Glorin, you will forfeit your pay and Karris will hire bounty hunters to track you down.

The site is located two hundred miles northwest of Acik-Sehir in the deep desert. It will take eight hours to travel there via air-skiff. You should expect a two or three-day expedition. You have an hour to visit the bazaar and any local shops to outfit yourself for the expedition. The Vrildarians are expected to arrive tomor-row evening (24 + 1d12 hours). You must leave as soon as pos-sible in order to beat the Vrildarians to the find.

Keep Track of Time

It is possible that the Imperials will arrive early or late. Roll a d6 in secret and note the results:

1 = the imperials arrive 2 hours early.2 = the imperials arrive 1 hour early.3-4 = the imperials arrive on time.5 = the imperials arrive 1 hour late.6 = the imperials arrive 2 hours late.

Their inevitable appearance serves as a ticking clock for the ar-tifact hunters. The game master should assign one of the players to keep careful track of the passage of time spent travelling to the site and exploring the ruins.

The JourneyThe air-skiff wends its way above the featureless desert at about 25 mph, occasionally passing a rocky outcropping or a large cra-ter made by an ancient meteoroid impact.

Glorin the factotum pilot is poor company. He is dour and la-conic. He wears goggles, a tight-fitting hat, baggy pants, a cotton shirt, silk vest, and a linen scarf and poncho to keep out the sand and wind. He keeps a sharp eye on you. He carries a small dagger but is otherwise unarmed.

Two hours into your journey, you spy another air-skiff closing in on you. It is faster than yours and is on an intercept course.

The other air-skiff contains six mercenaries (see Military Re-cruits, page 94), hired by a rival of the savant academic to elimi-nate the competition and obtain any relics for their employer.

Once within visual range, it becomes evident that the passengers in the other air-skiff are approaching the player characters’ air-skiff with violent intent. They attempt to close to boarding range and capture the player characters. If they are fired at by long-range weapons, they will veer off and follow the player characters at the edge of visual range.

Once the rivals are defeated or scared off, the remaining two hours pass uneventfully.

The Tomb of the Architect

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The RuinsAfter four hours of travel, you eventually see a pale shimmering smudge on the horizon. As you get nearer, the smudge resolves into a collection of bleached white stone structures half-buried by sandy dunes. The structures are a tight assembly of trapezoids and tall narrow obelisks. The entire complex measures about six hundred forty feet long by four hundred forty feet wide. There are no windows visible on any of the structures. The baked skel-eton of a gargantuan ravanok, dead for many centuries, lies half-buried in the sand before one of the step pyramids. The entire compound is filled with great drifts of sand and the broken de-bris of fallen monuments and obelisks.

Six girah (see page 113) are corralled within the walls of the compound in an temporary enclosure made of poles and rope.

The ruins are all that remain of an ancient Aeonian burial vault. The Aeonians entombed their nobles with the treasures and ar-tifacts of their life. The vaults were constructed with multiple chambers in multiple levels to confuse looters. Often, the upper levels of these complexes are breached and have become lairs for opportunistic wildlife. The lower vaults, however, are usu-ally well-preserved and protected by deadly traps and guardian beasts preserved in suspended animation.

Horde Nomads

A nomadic band of four gek bandits (see page 127) and two drok raiders (see page 125), along with their two trained devil dogs (see page 111), have come upon the ruins and are using it as a temporary shelter. Their girah are kept in a temporary en-closure outside. They are being watched over by a lookout sitting atop one of the trapezoidal structures. The moment the lookout sees anyone approaching, he will sound an alarm and scatter his girahs into the desert. The band relies on their girah, scattering them helps protect them from being killed by enemies. They will eventually come back looking for food. Once the alarm is raised, the nomads will grab their weapons and take up defensive hiding positions inside one of the abandoned structures in the ruins, hoping to ambush anyone that enters. If the characters enter the ziggurat, the nomads will wait ten minutes then attempt to sneak in behind them in order to ambush and kill the intruders.

Glorin will park the air-skiff several hundred yards away from the ruins as a precaution. He will stay with the skiff.

The Ziggurat

Just inside the compound gate is steep ziggurat, 40 feet tall, with stairs ascending to a trapezoidal structure with an entrance. The skeleton of the ravanok lies at the base of the stairs. The structure at the top of the stairs leads to the entrance of the tomb (see the description of the Entrance in section 1).

The Sinkhole

The north end of one of the ruined structures, a long trapezoid, has collapsed into a sinkhole. A ten feet wide hole is visible in the center of the rubble-strewn crater.

Climbing into the sinkhole is hazardous and could trigger the collapse of more rubble.

Climb down the Side

Time: Ten Minutes Movement: special (see below)Skill.Check: Agility + Athletics (Climber) + 1d20Difficulty: 16 (Easy) with a rope, 20 (Difficult) without a rope.Fumble: You trigger the collapse of more rubble. Take 4d8 physical

damage. Armor protects.Fail: You trigger the collapse of more rubble. Take 2d8 physical dam-

age. Armor protects.Success: You successfully climb down to the hole.Critical: You climb down to the hole and clear a safe path for others.

The difficulty for anyone following you is reduced by 4.

The hole at the bottom of the crater opens into the ceiling of the main gallery (4). It is an eighty-foot drop into the gallery. The floor below is covered with a twenty-foot high pile of rubble from the ceiling collapse. If you have sufficient rope, you can de-scend to the top of the rubble pile. Unfortunately, as you descend, you are attacked by the devourers that dwell within the gallery (see the description of the gallery in section 4).

Descend into the Hole

Time: Full Action Movement: special (see below)Skill.Check: Agility + Athletics (Climber) + 1d20Difficulty: 16 (Easy).Fumble: You lose your grip and fall. Take 1d6 damage for every 5

feet fallen.Fail: You are unable to move up or down the rope.Success: You successfully climb a distance equal to one quarter your

Movement Rate up or one half your Movement Rate down.Critical: You successfully climb a distance equal to one half your

Movement Rate up or your full Movement Rate down.

The Tomb

1. The EntranceThe entrance is a wide vestibule cut in the side of the rock, 60 feet wide by 10 feet deep. It is filled with sand, rocks, and other de-bris. The debris can be completely cleared away by anyone with a shovel in about four man-hours or with explosives in about six seconds. After about two man-hours of digging, a set of wide double-doors made of untarnished metal become visible. The doors are welded shut from the outside and must be destroyed to gain entry. It will take about 30 minutes to force open the doors.

Beyond the door is a 10-foot wide corridor. A 10-foot landing sits atop a set of very steep stairs, almost a shaft, 100 feet long, descending 150 feet down. The steps are very steep and take over a minute to descend safely. At the bottom of the stairs is another 10-foot landing that ends in a set of steel double doors. The doors are sealed with lead from the outside but easily opened.

2. The FoyerThe foyer to the vault is a room, 80 feet wide by 40 feet deep with a 20-foot ceiling. A recessed circle in the ceiling contains a cracked transparent lens. Directly opposite the corridor are twin steel doors carved with the relief of the eight-pointed star, the symbol of Aeonia. Various bas relief Aeonians look on from the edges of the door in awe and wonder.

In ancient times, anyone entering the foyer would have been greeted by the ghostly apparition warning all intruders, in the Aeonian language, of the unspecified danger that awaited anyone who violated the tomb of the esteemed personage held within. The Aya has gone insane due to the damage to its lens. Now, any-

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one that enters the room is greeted by a shrieking apparition, warped into a distorted caricature of a human. Giant claws reach out to grab the nearest intruder. The Aya attempts to telepathi-cally mind-control anyone it manages to “grab”. Those it controls are forced to attack their comrades.

Though it is not immediately obvious, the Aya’s focus in the lens embedded in the ceiling. It can only be destroyed by banishing it via cyber-exorcism or destroying the lens. The lens is destroyed if it takes 10 points of damage.

Destroy the Lens

Time: Major Action Movement: 5’Skill.Check: Dexterity + Ranged Attack + 1d20Difficulty: 16 (Easy)Fumble: Your weapon jams, misfires, or breaks. Spend a turn repair-

ing your weapon.Fail: You miss the lens.Success: You hit the lens, roll weapon damage.Critical: You hit the lens dead on! Your weapon does double dam-

age dice!

3. The DoorsThe doors are electrified and locked. Anyone touching the doors takes 2d8 electrical damage.

Avoid Electrocution

Time: Reaction Movement: None Skill.Check: Agility + Evasion (Reflexive) + 1d20 Difficulty: 20 (Difficult). Fumble: You take 16 electrical damage. Fail: You take 2d8 electrical damage.Success: You take 2 electrical damage.Critical: You take no damage.

The batteries are ancient and are drained after the first discharge. The doors can be opened by anyone with a set of lock picks.

Pick the Lock

Prerequisite: Locksmith tools, lock picks or suitable substituteTime: One hour Movement: NoneSkill.Check: Dexterity + Subterfuge (Lock pick) + 1d20Difficulty: 24 (Challenging)Fumble: Door remains locked. Lock-pick tools broken.Fail: Door remains locked.Success: Door becomes unlocked.Critical: Door becomes unlocked, plus the character gains 1 tempo-

rary Karma Point.

Squeeze through the door

Action: Full Movement: Half-MRSkill.Check: Agility + Athletics + 1d20Difficulty: 20Fumble: You 1d4 physical damage as you squeeze through. Armor

provides no protection.Fail: You take 1 point of physical damage as you squeeze through.

Armor provides no protection.Success: You squeeze through to the other side.Critical: You squeeze through and manage to force the door open a

bit, the difficulty for anyone attempting to squeeze through be-hind you is reduced to 16.

Destroy the Door

Action: One hour Movement: NoneSkill.Check: NoneEffect: The door is destroyed.

Force the door open

Action: Full Movement: NoneSkill.Check: Strength + Athletics + 1d20Difficulty: 24Fumble: You take 1d3 points of damage.Fail: You take 1 point of damage.Success: You force the door open wide enough for easy entry.Critical: You force the door open and gain +1 Karma Point.

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4. The GalleryThe main gallery is a long room, 80 feet wide by 150 feet long, with an 80-foot ceiling. The room is floored with 5-foot square marble tiles. The gallery is filled with two dozen waist-high ped-estals. Each pedestal once contained a pottery urn filled with the ashes of loyal slaves and pets of the esteemed personage en-tombed within. Most of the urns were broken when the ceiling in the northern portion of the room collapsed several hundred years ago. Only eight urns remain. Each urn is beautifully dec-orated with stylized paintings and inlay of gold and mother of pearl. Each urn is worth 100 Aus to a collector.

The entire north half of the room is filled with a twenty-foot high pile of rubble and sand. All movement rates are halved while traversing the difficult terrain of the pile. Beneath the pile is a colony of a twelve devourers (see page 111) which swarm and attack any intruders that disturb the rubble. A fumble on any at-tack while in the room will smash an urn

5. Sentinel sphere StorageThe door on the southern corner of the west wall is locked. An utilitarian silhouette of a robotic humanoid is painted on the door.

Pick the Lock

Prerequisite: Locksmith tools, lock picks or suitable substituteTime: one hour Movement: NoneSkill.Check: Dexterity + Subterfuge (Lock pick) + 1d20Difficulty: 16 (Easy)Fumble: Door remains locked. Lock-pick tools broken.Fail: Door remains locked.Success: Door becomes unlocked.Critical: Door becomes unlocked, plus the character gains 1 tempo-

rary Karma Point.

Behind the door is a twenty-foot corridor that leads to a smaller gallery, 70 feet wide by 50 feet deep. Ten liquid metal Sentinel Spheres (see page 161) sit deactivated in a hopper that feeds the spheres one at a time into an aperture, currently closed, in the floor. The sentinel spheres are dormant back-up units to the guardian in room 12. The spheres will remain inactive and will not bother anyone unless touched or closely examined, in which case the dormant sentinel sphere will activate in its hopper and attempt to kill its attacker.

In the northeast corner of this room is a metal work table. On the table are mechanical tools which can be used to repair cyber-droids. A small box contains a vial filled with a potion of Stamina (see page 50). Also on the table is a palm-sized box containing five metal spheres the size of ball bearings.

The spheres are Sdara Vatran artifacts called Stun Spheres (see page 151). There are four remaining. Stun spheres become inert after use.

6. The Model of the City

The door in the southern corner of the east wall is unlocked. It opens onto a 80-foot corridor that ends in a passage leading north and south. The north passage is 10 feet long and opens into the center of the southern wall of a room, 50 feet wide by 60 feet deep with a 40-foot ceiling. A 10 foot wide ledge runs around the perimeter of the room. The middle of the room is a recessed area, 30 feet wide by 40 feet long and 5 feet deep. Within the recessed

area is a scale model of an ancient Aeonian city, remarkably pre-served. The city is filled with domes, tall obelisks, truncated pyra-mids, stepped pyramids, trapezoidal structures, a coliseum, col-onnades, arcades, sky-bridges, pools, and canals. The entire city is surrounded by a lake. A temple compound rests in the center of the model city. Lifting the structures of the temple compound reveals a scale reproduction of an underground vault containing a small metallic sphere that glows. Next to the sphere is a box the size of a human finger. Within the box is a flat crystalline rectan-gle with glowing edges. Nothing in this room is of inherent value other than providing a map of some unidentified lost city and a possible key to a hidden vault to be used in a future scenario.

7. The Rat Warren

The south corridor leads fifteen feet and ends in a door. The door does not open. It does not appear to be locked. It is stuck and must be destroyed or forced open.

Destroy the Door

Action: Ten minutes Movement: NoneSkill.Check: NoneEffect: The door is destroyed.

Force the door open

Action: Full Movement: NoneSkill.Check: Strength + Athletics + 1d20Difficulty: 24Fumble: You take 1d3 points of damage forcing the door open.Fail: You take 1 point of damage forcing the door open.Success: You force the door open wide enough for easy entry.Critical: You force the door open and gain +1 temporary Karma Point.

Once the door is opened, loose dirt pours out. The room is cov-ered in dirt and sand. What was once a 50-foot diameter round room with a 50-foot domed ceiling has been transformed into a warren for six wrinkled cave rats (see page 122) and a mass of wriggling semi-translucent sausage-sized offspring. In addition, there are four kolops larvae (see page 115) left here as food for the cave rat pups. Four small tunnels, barely large enough for a child to crawl through, riddle the walls. The floor is covered with a two-inch deep carpet of small bones, husks, and carapaces. Immediately visible among the debris is one of the Aya stones below. Anyone trying to remove the stone must deal with the wrinkled cave rats.

Rummaging through the debris for an hour may result in finding one of six aya stones (see page 147) lost among the detritus.

Rummage through the debris

Time: One hour Movement: NoneSkill.Check: Wits + Awareness + 1d20Difficulty: 16Fumble: A previously undiscovered wrinkled cave rat pump hiding

under the debris bites you for 1d4 points of damage.Fail: You find nothing useful. You may try again.Success: If there are any aya stones left to be found, you find one.Critical: If there are two aya stones left to be found, you find two. If

there is only one stone left to be found, you find it and also gain one temporary Karma Point.

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Aya Stones

1. The phrase to deactivate the cyber guardian in the rotunda.

2. History of the Sdara Vatran mastery of void travel with a catalog of artificial worlds and voidships.

3. Sdara Vatran reproductive techniques including contracep-tive, artificial wound, and birthing creche technologies and practices.

4. Comprehensive information on Sdara Vatran urban centers including population, demographics, government, trade, transportation, and other sociological data.

5. A complete guide to Sdara Vatran mathematics. This stone contains a varic and attempts to psychically dominate the user.

6. A treatise on the various systems of Sdara Vatran philosophy and metaphysics.

8. The Cave Rat TunnelsThere are four small openings in the walls of the rat warren that lead to a network of tunnels. Characters can explore the tunnels by crawling on their hands and knees and wriggling on their bellies in single file at one-quarter MR. The tunnels wind up and down and connect with other branching tunnels and small chambers.

A. The tunnel opens into a hidden chamber, 15 feet wide by 40 feet long. The chamber contains a large metal box. Within the box is a foot long triangular rod with strange groove cut along its length. The rod is laid upon a pillow of velvet.

B. The tunnel opens into a 15-foot wide chamber with 2d4 wrinkled cave rats.

9. The Acid TrapA locked door similar to the one in the Cyberdroid Storage room (Room 4) opens in the north corner of the east wall of a 60-foot wide by 50-foot deep room with a 20-foot ceiling. A golden obe-lisk sits atop a low plinth in the center of the room. The room is floored with 5-foot square marble tiles.

Look for Traps

The floor tiles around the plinth is trapped. It is possible for some-one looking for traps to notice that something is amiss.

Time: Minor Action Movement: 5’ Skill.Check: Wits + Awareness (Perceptive) + 1d20 Difficulty: 16 (Easy)Fumble: You fail to locate any traps. If there are any traps present,

you immediately trigger them. Fail: You fail to locate any traps. If there are any traps present, the

difficulty for you to deactivate or react to the trap is increased by +4.

Success: If there is a trap present, you located it and identify how it is triggered.

Critical: as Success, plus the difficulty to deactivate or react to the trap is reduced by -4.

Disable the Acid Trap

If the trap is detected, it can be avoided by jumping over the trapped tiles.

Time: Minor Action Movement: Quarter-MR Skill.Check: Wits + Awareness (Perceptive) + 1d20 Difficulty: 20 (Difficult)Fumble: You fall prone, take 1 point of damage, and trigger the trap.Fail: You jump 1d4 feet and trigger the trap.Success: You jump 5-10 feet (see Jump, page 68) and avoid the trap. Critical: as Success, plus you gain +1 temporary Karma Point.

Anyone walking within ten feet of the plinth causes the floor to suddenly drop twenty feet. The plinth does not descend. It be-comes a 25-feet tall column. Characters may attempt to catch the edge of the plinth.

Catch the Edge of the Plinth

Time: Reaction Movement: 10’ Skill.Check: Agility + Evasion (Reflexive) + 1d20 Difficulty: 20 (Difficult). Fumble: You fall prone and take 1d3 physical damage. Fail: You fall prone and take 1 physical damage.Success: You catch the edge of the plinth and take no damage. You

are hanging on to the edge of the plinth by your fingers.Critical: You catch the edge of the plinth and take no damage. You

pull yourself up and are able to stand on the plinth.

At the beginning of the round after the floor drops, two rect-angular vents, each 2 feet wide by 1 foot tall located fifteen feet above the level of what is now a twenty-feet deep pit, open and a noxious smelling gas is pushed out as if it were held under pres-sure.

At the beginning of the subsequent round, acid begins to pour through the vents, filling the pit at a rate of 1 foot per round.

Anyone that enters, starts their turn, or ends their turn in contact with the acid takes 2d6 points of damage.

Endure the Acid

Trigger: You are exposed to acid. Time: Reaction Movement: None Skill.Check: Stamina + Athletics (Indefatigable) or Resistance (Resil-

ient) + 1d20 Difficulty: 20 (Difficult) Fumble: You take 4d6 points acid damage. Fail: You take 2d6 acid damage. Success: You take 1d6 acid damage. Critical: You take no damage.

After 15 rounds (90 seconds), the acid will be 15 feet deep and the room will cease to fill. The room will remain filled with acid for 15 days, after which it will slowly empty through drains in the wall at floor level. The floor will then raise and the trap will re-set.

The golden obelisk is worth 500 Aus.

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10. The Puzzle RoomA locked door similar to the one in the Cyberdroid Storage room (Room 4) opens in the center of the west wall of a 10-foot by 10-foot room with a 10-foot ceiling. There are no other exits. The walls, floor, and ceiling are featureless.

Pushing on the east wall will cause it to easily slide in that di-rection expanding the room. The room is composed of 10-foot cubes. Some cubes are stationary while others are placed upon rollers and are balanced in such a way to allow them to be eas-ily moved. The rollers allow movement in one direction only. By moving the cube east until it stops, the room can be expanded to a maximum size of 10 feet wide by 20 feet long. The cube cannot be moved back to its original position.

Pushing on an immobile cube will cause 1d6 points of electri-cal damage. Those affected may use a reaction to Avoid for half damage.

Avoid Electrocution

Time: Reaction Movement: None Skill.Check: Agility + Evasion (Reflexive) + 1d20 Difficulty: 20 (Difficult). Fumble: You take 2d6 electrical damage. Fail: You take 1d6 electrical damage.Success: You take 1d3 electrical damage.Critical: You take no damage.

The eastern half of the north wall can likewise move if pushed. The area of wall can be pushed ten feet before it stops. Moving the cube reveals a 10-foot wide by 20-foot long room extending east.

Pushing on the far east corner of the north wall will move the cube behind it and expand the room to the north another ten feet.

Doing so releases a lock that prevented the second cube from moving. It can now be moved another ten feet north.

At this point, the west wall of the eastern niche can be pushed, moving the entire cube to the west and revealing a path to the exit.

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The moveable cubes will remain in their current open position for two hours. Unless they are spiked or otherwise held, they will automatically move back to their original configurations. Any-one returning through the northern door will be trapped and must find an alternate means to escape, such as through the war-rens of the wrinkled cave rats.

11. The Corridor of Shocking DeathAn unlocked door in the tiled room leads down a 200-foot cor-ridor that descends into the earth. The corridor is 10 feet wide with a 10-foot ceiling. The corridor is trapped so that anyone not showing proper respect for the interred by crawling on their hands and knees will be attacked by poisonous darts.

A close examination of the walls may warn wary explorers of possible traps.

Examine the Wall

Time: Minor Action Movement: half-MR Skill.Check: Wits + Awareness (Perceptive) + 1d20 Difficulty: 16 (Easy)Fumble: You activate the trap and take 1d4 electrical damage.Fail: You notice nothing unusual about the walls. Success: You notice that the walls are covered in small half-inch

square metal plates placed at irregular intervals in the left and right walls at a height of two to seven feet.

Critical: as Success, plus the difficulty to deactivate or react to the trap is reduced by -4.

Pressure on any of the steps in the corridor will activate the trap. Electrical arcs connect plates on one wall with the plates on the other wall at a height of about two to seven feet. The arcs are ran-dom. Any creature entering, starting their turn, or ending their turn in the trapped area will take 1d4 electrical damage at the end of the round. Characters may use their reaction at the end of the round to try to avoid the arcs.

Avoid the Arcs

Time: Reaction Movement: NoneSkill.Check: Wits + Awareness (Perceptive) + 1d20 Difficulty: 20 (Difficult). Fumble: You take 2d4 electrical damage.Fail: You take 1d4 electrical damage. Success: You take 1d2 electrical damage. Critical: You take no damage and gain +1 temporary Karma Point.

The trap cannot be disabled. Attempts to touch the metal plates will activate the trap.

The electrical arcs will only discharge while pressure is placed on the steps

12. The RotundaThe corridor ends with a 90-degree turn to the right. Around the corner is an open doorway that leads into a dark round room, 50 feet in diameter with a 30-foot domed ceiling.

There is a flat round circle, 10 feet in diameter, in the center of the floor. The room is split into two concentric rings, an inner ring and an outer ring, each ten feet wide. The rings are separated by a six-inch gap. Four columns connect the gap on the floor to the ceiling.

As soon as anyone enters more than 10 feet into the room, the circle in the center dilates open like an iris and a 10-foot wide sphere of liquid metal, like a shimmering globe of mercury, emerges. The sphere hovers 10 feet above the ground. Simultane-ously, the inner and outer rings begin rotating, making a com-plete rotation once every four rounds. The columns, however, remain motionless. As the outer ring rotates, so, too, does the outer wall. As the outer wall spins, the doorway is rotated over bare wall, then a second exit facing east, then bare wall again, then the original entrance facing south, and so on.

Upon its release, the sphere begins to rotate and extends two long tendrils. After two rounds, the sphere begins moving around the room, simultaneously attacking one multiple opponents with its tendrils bullet-like projectiles. If destroyed, the rack in room 5 will release another sphere to take its place, assuming the mecha-nism was not earlier disabled.

Sentinel sphere

Attributes

Level: 3 MR: 20’* Size: Medium (5’ diameter)Physical: 8 Dynamic: 4 Mental: 4 Social: 0AV: 6 Initiative: 8 HP: 32 *Flight

Skills and Specialties

Athletics +2, Awareness +2, Evasion (Evasive) +3, Influence +2, Insight +2, Marksmanship (Missiles) +3, Melee Fighting (Ten-drils) +5, Resistance +2, Subterfuge +2, Wilderness +2.

Characteristics

Flight: The sentinel sphere can fly in any direction and hover

Action: Minor Movement: MR

Multi-Attack: a sentinel sphere can make one or two plasma melee attacks at one or two opponents and one or two plasma ranged attacks at one or two different opponents in a single round.

Attacks

Ranged Attack: The sphere fires small high velocity projectiles.

Action: Full Movement: Half MRRange:.LongRanged.Attack: 9+1d20 Damage: 1d6

Melee Attack: The sphere can form two razor-sharp tendrils which it uses in melee combat.

Action: Major Movement: Half MRMelee.Attack: 11+1d20 Damage: 1d6

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The room ceases rotation once the sentinel sphere is destroyed. At that point, the only way to rotate the outer wall is to push against the columns.

Rotate the Outer Wall

Time: Full Action Movement: None Skill.Check: Strength + Athletics (Strong) + 1d20 Difficulty: 20 (Difficult). Fumble: You fail to rotate the room. In addition, you strain yourself

and take 1 point damage.Fail: You fail to rotate the room.Success: You rotate the room one-quarter rotation.Critical: You rotate the room so that the opening lines up with the

hidden passage.

13. The Tomb

The hidden passage is 10 feet wide and 10 feet long and ends at two heavy brass double doors adorned with bas reliefs of the ancient Sdara Vatran gods creating all the worlds of the heavens. The doors are sealed with lead which can be easily chipped away with a set of mechanical tools.

Behind the doors is a burial chamber, 50 feet wide and 120 feet long. The center of the room is dominated by a massive brass sarcophagus covered in bas relief images of homunculi slaves building a great city overseen by a powerful and benevolent rul-er. Aeonian runes are engraved all along the perimeter of the sar-cophagus. Within the sarcophagus are the mummified remains of Yalzhas the Architect, builder and ruler of an ancient Aeonian city.

Yalzhas was buried in a funerary shroud and adorned with jew-elry worth a total of 5000 Aus. A pendant of starmetal is placed on his chest. Runes engraved on the pendant spell the words “NA ITE MELKONI” in ancient Aeonian runes.

The walls are lined with rectangular plaques, each about 3 feet wide by 2 feet tall. Each is engraved with ancient Aeonian runes. Each plaque tells a story of the life of Yalzhas the Architect.

Translate a Plaque

Prerequisite:.Academics skill bonus of +4 or higher.Time: 12 minutes Movement: None Skill.Check: NoneEffect: You translate one plaque.

1. He was born to Tilkas and Ulumei, leaders of the city of Hrosek, during the year of the falling moonshard. The har-uspices of far Gromad foretold of the building of a great em-pire in the west. His brother Selmic was healthy and strap-ping while Yalzhas was weak and sickly.

2. As a child of ten years, he found a spear and aya stone at the site of the fallen moonshard. He named the spear Ite and the aya stone Deyyam.

3. As the age of 15, he defeated the Nilian bandit king Rothor in the Battle of the Nyrroth. There he gained the loyalty of the Nilian Horde.

4. As a strapping lad of 16, he bested the gymnosoph of the Copper Prince in a series of tests of cunning. His reward was a golden ewe and a position as seventh apprentice to Klaven

Mason of the Jeweled Spires. Within two moons he wore the brass compass of first apprentice.

5. At age 20, having learned all his master had to teach him, during the season of crimson skies, he departed on his fa-mous trek to the sunken temple. There he heard the proph-ecy of the hissing sybil who foretold his assassination at age 40. In melancholy, he conceived the first of his weighted and pitching labyrinths.

6. At the age of 22, his parents were murdered by his treach-erous brother Selmic. Yalzhas slew his brother in a duel of honor and became ruler of Hrosek.

7. By the age of 25, Yalzhas led his army to conquer the sur-rounding kingdoms. He personally defeated several kings in ritual battle using Deyyam-Ite. Wealth began to pour into his city.

8. By the age of 30, Yalzhas had rebuilt Hrosek into a power-ful walled city-state protected by a wide but shallow lake. Hrosek became the jewel of the west. Its fabulous towers were of Yalzhas’ own design and distinctive style.

9. By the age of 35, Yalzhas had many wives, cementing treaties with other cities from the south and east.

10. At age 40, Yalzhas was assassinated by agents of the north-ern coalition. The Aya Stone known as Deyyam was never found. He was buried in this tomb of his own design with his magic spear Ite.

A heavy metal door, ten feet by ten feet, sits within a recessed niche on the far wall. A gold triangle in the center of the door can be slid aside to reveal a triangular key-hole the size of a finger.

14. The VaultThe vault door can only be opened using heavy equipment or explosives, by using the key found while exploring the wrinkled cave rat warrens, or by a very patient locksmith.

Disable the Vault Lock

Time: varies cumulative hours Movement: None Skill.Check: Dexterity + Guild Mysteries (Locksmith) or Subterfuge

(Lockpick) + 1d20 Difficulty: Varies (see below).Time. Difficulty24 hours 4 (Routine)20 hours 12 (Simple)16 hours 16 (Easy)12 hours 20 (Difficult)8 hours 24 (Challenging)4 hours 28 (Daunting)2 hours 32 (Formidable)1 hour 40 (Inconceivable)

Fumble: You fail to disable the lock and ruin your lock-picks in the process.

Fail: You fail to disable the lock.Success: You disable the lock and open the vault.Critical: You disable the lock and open the vault, in addition you gain

+1 temporary Karma Point.Special: It is possible that Vrildarian forces may arrive during this

time and interrupt the attempt.

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Once the vault lock is disabled, the door can be opened to reveal a 50-foot wide by 60-foot long vault. Its walls, ceiling, and floor are lined with the same thick metal as the door. The vault con-tains:

• A mysterious staff made of starmetal mounted on a beautiful display. The staff is the Disintegration Spear known as Ite. Ite can only be activated by wearing the aya stone named Deyyam and saying the words “NA ITE MELKONI”. As soon as anyone lifts the spear from its display, the contents of the room begin to turn to dust (see below).

• One hundred iron cauldrons filled with coins and gems worth 1,000 Aus each.

• Four statues carved from ruby, jade, onyx, and ivory worth 50 Aus each.

• Corn, beans, wheat, cured meats, wines, and spirits stored in sealed amphorae to provide refreshment for the king in the afterlife. Each amphora is worth 100 Aus.

• Two fine suits of ceremonial armor and swords, each worth 1000 Aus.

The Hungry Mist

The moment anyone lifts the spear Ite from its display, a grey fog begins to pour into the room. Alchemists and scholars will rec-ognized the fog as “the Hungry Mist”, an ancient weapon of the Sdara-Vatra. The Hungry Mist begins to disintegrate everything in the room, turning all solid matter into grey dust. Player char-acters have enough time to grab one item and run without being exposed to the mist. After that, they take 1d10 points of damage per round at the end of their turn.

At the end of each round, the following items are reduced to grey dust.

• Round 1: exposed clothing, soft armor, non-metal weapons, amphora containers.

• Round 2: metal armor, metal weapons, iron cauldrons, gem statues, all the stored foods.

• Round 3: The coins and gems, the ceremonial armor.• Round 4: Anything else left in the room. The walls,

floor, and ceiling of the room itself appear to be im-mune to the effects of the mist.

Endure the Hungry Mist

Time: Free Reaction Movement: None Skill.Check: Stamina + Resistance (Resilient) + 1d20 Difficulty: 28 (Formidable)Fumble: You take 2d10 points of damage.Fail: You take 1d10 points of damage.Success: You take half of 1d10 points of damage. Critical: You take 1 point of damage.

Claim JumpersIf any of the rival mercenaries from the other air-skiff survived the initial engagement, they will arrive while the player charac-ters are exploring the vault. They will try to deal with any guards left on the surface and will disable the player character’s air-skiff by stealing its power coupler. Then they’ll set up an ambush to surprise the player characters upon their return to the surface and steal any artifacts with which they emerge. If the ambush goes poorly for the mercenaries, they’ll instead make an offer to exchange the location of the missing power coupler for part of the treasure.

ImperialsAt the determined time (see page 155), an Imperial air-frigate appears. Its approach from the southeast is visible in the distance for 30 minutes before it pulls alongside the ruins and lands. Fight-ing the imperials is ill-advised. The air-frigate is transporting a squad of eight aerines armed with rifles and heavy weapons (see military veteran, page 98), it is armed with four anti-personnel plasma guns and a particle cannon capable of crippling the air-skiff in a single shot. In addition, the air-frigate has a top speed nearly four times that of the air-skiff. If the player characters leave before the frigate arrives, it will not pursue. However, if the Imperials arrive before the player characters are able to leave, the player characters will be asked to surrender and will be subject to a full search and interrogation. The imperial commander has no interest in arresting the player characters and can be bribed to ignore any outstanding warrants or obvious violations, but any valuables taken from the vault will be confiscated.

ResolutionThe best case scenario is that you return to Acik-Sehir with a literal handful of valuables removed from the tomb. You were instructed to return all the goods to the human broker named Tarvo (see spy, page 99). Tarvo will arrange a late-night drop-off at one of the warehouses near the airship landing field. Tarvo carries little money on his person and he is accompanied by two thugs (see page 105), two myrmidon warriors (see page 131), and three drudge laborers (see page 126). Once Glorin has veri-fied that all the artifacts and treasures have been unloaded, Tarvo will inform you that your payment of two-thousand Aus each is in a sack in a water can right over there. He says that Karris will contact you about the remaining ten percent once the artifacts have been evaluated or sold. The Aus are indeed in the sack in-dicated, the transaction is completed, and you are expected to go on your way.

Should you wish to renege on your arrangement with Karris and either keep the artifacts for yourselves or try to sell them, that is up to you. Karris is the second son of a faraway noble, but he’s rich and can afford to hire bounty hunters. Any betrayal will re-sult in a price being put on your heads. Acik-Sehir will no longer be a safe haven.

However, if all went as planned and Karris is not betrayed, he will follow through with his arrangement and pay you an additional 5000 Aus, ten percent of the proceeds of the sale of the artifacts, to be divided however you wish. If he is told about the aya stone Deyyam or the map of the lost city of Hrosek, he promises to hire you for future expeditions.

Timothy Schaefer (order #7209458)

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A

Academics 37Acik-Sehir 5, 8Acquiring Artifacts 146Actions 67Actions, Opposed 65Actions, Unopposed 65Adaptive Suit 147Additional Minds 55Administrator 38Advantages 43Adventurer 85Aeonia 8, 145Aetheric Panoply 147Agnia 6, 8Aim (Action) 68Air-Pirate Captain 85Air-Pirate Crewman 86Airship 6, 8Airship Pilot 41, 86Akar 8, 10Alchemist 38Anator 108Ancient Ones 4Anemoi 6, 8Animal Handler 40Apothecary 38Appearance 53Archer 39Area Effect Attacks 76Armor 47, 51Armor of Resplendent Sanctuary 152Armor Value 79Arthur C. Clarke 142Artifact Hunter 7, 87, 139Artifacts 144, 145Artifacts, Selling 144Artifacts, Starting Characters with 146Artifacts, Understanding 146Artist 38Assault Armor 51Astute 39Asya 145Athletics 37Attan 145Avoid 72Awa 8Awareness 37Axe Fighter 40Aya 8, 106Aya Sensitive 43Aya Stone 147

B

Baadria 8Background 4Badar 8Bakari 8Ballistic Weaponry 51Ballistic Weave 51Bandit 87Banish 55Bansya 8Barbarian 6Barbarian Chieftain 100Barbarian Warrior 101Battle Frenzy 43Binder 37Binding Wounds 81Bind Wounds (Action) 81Black Market, the 51Blacksmith 38Blindness 76

Block (Action) 72Blockade, the 5Boost Dynamic 60Boost Interpersonal 61Boost Mental 60Boost Move 60Boost Physical 61Boots of Wonder 148Brotherhood of the Electron 8Brutal 43Brux 8, 30Bula-Kaa 109Bulwark of Resistance 148

C

Cannoneer 37Careful Aim (Action) 74Catch (Action) 72Celestial Guardians 8, 88, 142, 143Celestial Healer 88Celestial Paragon 89Celestial Sage 90Chameleon 41Chanbara 143Change Stance 68Character Level 34Charge (Action) 74Cheat 41Chuma 110Cin 107City-States of Cydoria 8, 142Clairsentient 40Climber 37Cloak of Absorption 148Cloak of Invisibility 148Close Attack (Action) 69Close Maneuvers (Action) 70Club/Hammer Fighter 40Coalition, the 8Cold 82Combat Conditions 76Commanding 39Common Artifacts 147Connected 38Consciousness, Restoring 81Constable 91, 99Contortionist 37Conversationalist 39Cook 38Counterattack 72Cover (Action) 74, 76Craftsman 38Crawl (Action) 68Credible 39Crewman 86Criminal 38Critical Hit 77Critical Success 66Crossbowman 39Crown of Intelligence 148Cryptographer 41Crystal Shards of Power 148Cult Acolyte 92Cult Leader 92, 93Cults 92Currency 46Cyberdroid 8, 27Cydoria 5, 6, 8

D

Dadan 4, 5Daily Expenses 49Dakazi 5, 6, 8, 28, 124

Dakazi Outcast 124Damage 79Darkblade 51, 96Dash (Action) 68Daza 6Dazi 8, 28Deactivate a Trap 83Debater 39Defend (Action) 70Defenders of the Frontier 141Defense Sphere 161Defensive Harness 148Delay (Action) 70Demetria 5, 8Demetrian Resistance 8, 142Derived Attributes 34Deru 8, 29, 124Deru Scout 124Detect Scrying 59Devil-dog 111Devourer 111Disarm (Action) 70Disciplined 40Discrete 40Disease 82Disintegration Spear 152Disintegrators 51Dive (Action) 72Diviner 37Dodge (Action) 73Draw or Holster a Weapon (Action) 68Drifter 93, 94, 95, 96, 98, 104, 105Driver 41Drok 8Drok Raider 125Drover 94Drudge 8, 30, 126, 129Drudge Laborer 126Duck (Action) 73Dushan 10Dying 80

E

Earplugs of Superior Hearing 148Edgar Rice Burroughs 143Emperor Viktor 5Empowered Melee Attack 61Empowered Unarmed Attack 62EMP Weapons 51Enchanted Garment 149Encumbrance 51Endure (Action) 73Engineer 38Enthusiast 38Epic Struggles 142Equipment 47Equipment, Purchasing 46Equipment, Restricted 50Eris 5, 6, 8, 9Escape 68Escapist 41Evasion 37Evasive 37Evocation 8, 37Example Skill Check 66Exhaustion 82Exorcist 37Exotic Weapons Expert 40Experience Points 34, 143Expert 44

F

Factotum 8, 31, 126Factotum Scoundrel 126Failure 66Falling 82Falls of Kanos, the 8Fashionable 38Fast Healer 44Fast Talker 39Feint (Action) 68Feng 8Fierce 44Fighter 41Fighting 67Final War, the 9, 125Fire and Heat 82First Strike 44Fisher 41Flier 40Flight Harness 149Floating Mountains 9Floating Mountains of Magatama 6Florentine 40Flying Disk 149Food and Hunger 82Force Fields 47, 52Force Fields, Repairing 52Force Shields 47Forger 41Formal Scientist 37Fornax 5, 9Free Attack 73Freedom 142Fuel 52Full Actions 74Full Attack (Action) 74Full Defense (Action) 74Fumble 66, 77

G

Game Masters Resources 139Garza River 5, 9Gatas 9Gek 9Gek Bandit 126Generalist 35General Knowledge 38Genre 143Girdle of Stamina 149Gladiator 94Glazier 38Glossary 8Gloves of Immobilization 149Glow Stone 149Go-Atan 6, 113Goggles of Artifact Detection 149Goggles of Superior Vision 149Gorget of Dexterity 149Gossip 38Grab (Action) 70Grapple (Action) 74Great Game of Cydoria, the 140Grey Men 9Guerna 5, 9Guild Mysteries 38Gunai 9Gunfighter 39Gunner 39Guzi 9, 28Guzi Warrior 127

Index

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H

Handyman 38Healer 39Healing 38, 62, 81Healing Shroud 150Heat 82Helmets 47Hidden Hand, the 9Hide/Sneak 75Hit Points 80Homunculi 30, 31, 32Homunculus 9Human 5, 26Hunter 95Hurler 37

I

Imperialism 142Imperial Prison Camps 6Indefatigable 37Infection 81Influence 39Initiative Bonus 34Injury and Damage 79Inquisition, the 9Inquisitor 95Inscrutable 40Insight 39Internalist 41Interrogator/Torturer 39Intimidating 39Intuitive 37Iotia 17

J

Jann 107Jinx 31Jitte 95Jump (Action) 68Jumper 37

K

Kaidan 5Kallo 10, 145Kanos 5Katari 9, 143Katari Assassin 96Kicker 41Knife Fighter 40Knife Thrower 39Knorr 9, 128Knorr Hunters 128Ko-Lop 114Korulans 9Krallik 9Krallik Rampager 129Kung Fu 143

L

Lance of Light 152Larvae 115Laser Weapons 52Lethal Damage 79Light and Environment 77Light-Fingered 41Lightning Reflexes 44Lin Carter 143Local Expert 38Lock or Unlock a Door 68Lockpicker 41Locksmith 38Loka Loka Mountains 5, 6, 9Loknar 9Loracz 9, 129Loracz Warrior 129

Lothario/Vamp 39Luck Points 34, 66, 77, 79Luck Points, Temporary 80Lucky 45Luzun 9

M

Magatama 9Major Actions 69Major Wounds 80Malus 4, 5Malusian 9, 130Malusian Overlord 130Malusian Soldier/Guard 131Mancea 5Markania 4, 5, 9, 26Marksmanship 39Matter Furnace 152Mechanic 38Medic 38Medical Diagnosis 81Medical Treatment 81Melee Attack 69Melee Fighting 39Melee, Firing Into 77Melee Weapons 46Melkor 4, 29Memory Shard 150Meruta 9, 16Metamorphic Potions 50, 81Metamorphologist 9Metamorphology 9, 40Military Officer 96Military Recruit 97Military Veteran 98Mind’s Eye 150Minor Actions 68Minor Wounds 80Monomolecular Weapons 52Motivations and Rewards 143Mounts and Transportation 49, 50Movement and Terrain 77Movement Rate 34Myrmidon 9, 32, 125, 131Myrmidon Warrior 131

N

Name 53Narvus 6, 9Narvus desert 28Natural Healing 81Natural Scientist 37Navigator 41Needles of Disruption 150Negotiator 39Nexus 9Night Vision 62Nilian Deathstalker 132Nilians 9, 27Nimble 37Noble Adventurer 98Non-Lethal Damage 79Norukar 5, 9, 145Nrolis 9, 133

O

Oculus Mercenary 99Oculus, the 10, 60, 143Off-Hand Weapons 77Officer 97Ohn 10Ohnans 27, 131Open or Close a Door (Action) 69Opponents 84Oracle Lens 153Ossia 10, 26

Otar 6, 10Otarans 10, 26Otaran Shaman 100Otaran Warrior 101Other Rewards 144Oudh, the 10, 60, 152

P

Paralyzed 81Paralyzing Attack 63Parry 73Passage 49Patron Contracts 143Perceptive 37Performer 39Personal Development 45Phanos 4Phanosian Agent 133Phanosians 10, 133, 143Photan Alliance, the 4, 5, 10Pick Up a Small Object (Action) 69Planetary Romance 143Plasma Weapons 52Player Introduction 3Poison Jungle 10Poisons 82Pole-Arm Fighter 40Politician 38Polymath 45Powerful 45Power Points 34Premise 139Professional 35Professional Competency 35Pseudo-Supernatural 142Psychic Attack 58, 62, 71Psychic Shield 63Pulp Adventure 143Push or Shove (Action) 70

Q

Quorian Metamorphologist 133Quorians 10, 133

R

Ragana 5, 6, 10, 28, 145Ramanam 5, 10, 26, 145Ranged Attack (Action) 71Ranged Weapons 46Rare Artifacts 152Ravanok 10, 115Reactions 72Recover (Action) 75Reflexive 37Reload a Weapon (Action) 69Remember Demetria 141Researcher 37Resilient 40Resist (Action) 73Resistance 40, 142Restricted Skills 35Retainers 49Retrieve an Inconvenient Piece of Equipment (Action) 71Retrieve or Use a Small Piece of Equipment (Action) 69Rhakadian League, the 4, 5, 10, 142Rhakadians 6, 143Rider 40Riding 40Rifleman 39Ring of Enfeeblement 151Roboticist 38Roshu 10Rounds 67Rouse (Action) 81

Run 69Runner 37

S

Saibra 10, 16Sailor 41Sakata 27Samiria 8, 10Savage 103Savant 10, 33Savant Academician 134Savvy 39Scholar 37Science Fiction 143Scrying 59Sdara Vatra 7, 9, 10, 145Search (Action) 69Shenru 145Shields 47, 52Shockwave 63Shooting 39Silver Tongued 39Situational Modifiers 66Size 34Skill Checks 54Skill Checks, Difficulty 65Skill Checks, Format 66Skill Checks, Performing 71Skill Checks, Success 66Skill Improvement 36Skills 35Skills, Using 35Sky-Pirates 10Smuggler 41Smugglers 5Social Scientist 37Soldier 98Sorcerer 102Sorcery 10, 40, 55Spear Fighter 40Specialties 36Sphere of Sdarn 4Spies 5Spiny Spider 117Sports Fan 38Sprint 75Spy 103Squeeze (Action) 69Stabilized 80Stabilize the Dying (Action) 81Starblades 52, 99Starting at Higher Level 36Starting Money 46Starting Skills 35Stealthy 41Storage Matrix 153Strangling Coast, the 10Strong 37Stubborn 40Stunned 80Stunning Attack 63Stun Sphere 151Stun Weapons 53Subterfuge 40, 41Suffocation 82Suit of Prodigious Strength 151Suit of Remarkable Speed 151Summoner 37Sun Blade 154Surgeon 39Survivalist 41Suspicious 39Swamp-Hag 117Sword Fighter 40Sword of the King 104Syntechnium, the 10

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T

Tactician 37Talen 10Talented 45Ta’Oudh 10, 41, 54Targans 26Tark 10Tark Stalker 134Teamster/Charioteer 41Technician 38Techno-Heretic 10, 104, 142Technological Change 142Technological Quarantine 5Telekinesis 55Telekinetic 40Telepath 40Telepathy 55Terror-Cactus 117Tesseract Chamber 154Thaumaturgy 10The Hungry Mist 163Themes 142Thief 105Things to Know About Uruta 3Thorium 11Thrown Weapon Attack 71Thug 105Tikka of Vitality 151Tintazi 5, 11, 28Tintazi Warrior 135Tirak 119Tomb of the Architect, the 155Tombs 144Tonbo 119

Tough 45Toxic Ant 120Toxic Jungle of Dushan 17Toxins 82Tracker 41Translocation Portal 154Trapper 41Traps 83Traps, Searching for 83Treasures 144Trip (Action) 70Tsiris 4, 5Tsirisians 11Tumbler 37Turn Order (Initiative) 67Two-Weapon Fighting 77Tyranis 5, 11

U

Unarmed Attack (Action) 69Unarmed Fighting 41Underworld, the 6Urgar 11Urgar Berserker 135Uruta 4, 5, 60, 145Use a Large Piece of Equipment (Ac-tion) 71Uzon 6, 28

V

Valinor 5Vambrace of Defense 151Varic 37, 106, 148Varzans 26Vaults 144Vehicles 41, 53Venator 120Venoms 82Vibro-weapons 53Viper, Giant 121Voidships 5, 11Vorat 6, 11Vorat Slaver 136Vrildar 5, 11, 145Vrildarian Empire, the 6, 11, 142

W

Wand of Transference 151Warhawk 122War of Unification, the 11Water and Thirst 82Wealth 143Wealthy 45Weapons 46What is this game about? 3Whip/Chain Expert 40Wilderness 41Wild West 143Withdraw (Action) 75Wooly Munglor 123Wounds 80Wrestler 41Wrinkled Cave Rat 122

X

Xurin 11

Y

Yalzhas the Architect 162Yarpa 145

Z

Zemeks 11Zemek Savage 137Zhuvians 11Zhuvita 4Zinj 11Zirisians 11Zombie-droid 123Zoni 11Zoni Provocateur 137

The author would like to thank the following people for their assistance in creating this game. Their advice, feedback, and input were an invaluable resource in helping to finish this product:

Christa Cloninger, Jeff Low, Scott Demars, Jeff Dodd, Lucinda Gilman, David Olsen, Jeff Mason, Trevor Hanson, Nick Gittins, Ben Vincent, Dana Vincent, Simon Ward.

Timothy Schaefer (order #7209458)

Page 169: Exiled_in_Eris.pdf

Character Sheet

Name

Birthplace Family Background

Professional Background Why are you in Eris?

Physical Attributes Score Temp Strength

Stamina

Dynamic Attributes Score Temp Dexterity

Agility

Mental Attributes Score Temp Intellect

Wits

Social Attributes Score Temp Charisma

Willpower

Initiative Bonus

Armor Value

Power Points Max Current

Luck Points (Agility + Wits)

Max Current

Hit Points (Endurance + Willpower)

Max Current

Minor Wounds (1-5 Hit Points lost)

Major Wounds Hit Points lost

Record damage amount from each wound below.

-1

-2

-3

-4

-5

-6

-7

-8

Level

Experience Points Earned

Primary Maximum

Secondary Maximum

Tertiary Maximum

Size

ENC MR

Skills and Specialties

Ty

pe

(P/S

/T)

Skill

Bo

nu

s

Sp

ecia

ltie

s

Academics

Athletics

Awareness

Evasion

General Knowledge

Healing

Influence

Insight

Melee Fighting

Ranged Weapons

Resistance

Riding

Subterfuge

Unarmed Fighting

Vehicles

Wilderness

Advantages and Powers 1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

Timothy Schaefer (order #7209458)

Page 170: Exiled_in_Eris.pdf

Character Sheet

Weapons and Equipment Damage/Range/Notes Covering

Head Neck

Torso Waist

Full-Body Right Hand

Left Hand Right Ring

Left Ring Right Leg

Left Leg Right Foot

Left Foot Pack Pack Pack Pack

Other Other Other Other

Personality

Openness

Curious Adventurous □□□□□

Cautious Reserved

Conscientiousness

Efficient Organized □□□□□

Spontaneous Careless

Extraversion

Energetic Outgoing □□□□□

Solitary Laconic

Agreeableness

Compassionate Approachable □□□□□

Cold Stand-offish

Neuroticism

Nervous Worrying □□□□□

Secure Confident

Notes, Special Abilities, etc.

Money and Treasure

Timothy Schaefer (order #7209458)

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Timothy Schaefer (order #7209458)

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a Role-Playing Game of Pulp Science Fantasyby Christian Conkle

Exiled in Eris is......Swords and Blasters!...Monsters and Robots!.....Sorcery and Aliens!

...Adventure and Intrigue!...Fortune and Danger!

All these await youin the desert no-man's landof the Distant Future

known as...

ERIS!

Timothy Schaefer (order #7209458)