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TABLE OF CONTENTS

THE NINTH WORLD

NUMENERA OVERVIEW

CREATING YOUR CHARACTER

10

CHARACTER TYPE

16

CHARACTER DESCRIPTOR

34

CHARACTER FOCUS

38

EQUIPMENT

61

For a free downloadable copy of the official Numenera character sheet and a step-by-step
guide to character creation using this sheet, visit www.numenera.com/charactersheet.

CREDITS
Writer/Designer M o nte Coo k
R u l e Developers M o nte Coo k a n d Sean K. Reyn o l d s
Additional Writi ng S h a n n a G e rm a i n
Lead Editor S h a n n a G e rm a i n
Ed itor Ray Va l Iese
Proofreader M i c h e l e Ca rte r
Cover Designer and Lead Artist Kieran Ya n n e r
G raphic Designer S a ra h Ro b i n so n
Artists
J a son E n g l e , G u id o K u i p , Patrick M c Evoy, M att Stawi cki, Ad r i an Wi l k i n s , Kieran Ya n n e r

Cartographer Ch risto p h e r We st
Al pha Playtesters S h a n n a G e rm a i n , Ray Va l Iese, Co l i n M cCo m b , J a mes Bel l , E r i k M o n a , D a n ica K i n g ,
Sean Reyn o l d s , Stan!, Hyru m S avage

2013 Monte Cook Games, LLC


NuMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive
likenesses thereof, are trademarks of Monte Cook Games, LLC.

LIME NE

The older man stokes the fire, stirring the embers, some of which float into the night sky. The young girl's
gaze follows them as the sparks join the panoply of stars.
"Our world is very young," the man says. He leans heavily on his gnarled wooden staff and adjusts his
tattered cloak with one hand. "But it is built upon the bones of another, much older world."
The girl nods.
"Many worlds, actually. Most people say eight, but it could be more. They say eight so that they can call
our world the Ninth World."
She nods again, but he can see that she doesn't truly understand. Does he? Can anyone comprehend
such a passage of time? The face of the world had shifted so much. Even the stars were not untouched by
the changing aeons.
"The people that came before us, if people they were, commanded great powers." He pulls from his
leather pouch a thing made of metal and the light, smooth material called synth. He uses his thumb to
touch the clear panel in well practiced, if not entirely understood, ways. The air around the device fills with
light that dances and moves in symbols and pictures that mean nothing to him. The girl gasps and then
laughs in delight.
"Some of their ancient powers remain, even though the people do not," he tells her. "And some bring wonder
and beauty. But others bring deaths for which we have no name. Their legacy is a blessing and a curse."
"Magic," the girl whispers.
The man smiles. "We call it the numenera."

PLAYER'S GUIDE

elcome to the N i nth World, where tech nology i s


magic and eve n o u r most d i stant fut u re i s sti l l very
m uch the past. The N i nth World is the sett i n g of

the rol e p l ayi n g game NuMENERA. T h i s book is the Numenera

Player's Guide, not the fu l l ru lebook. The Player's Guide offe rs


a b rief overview of the sett i n g and the rules of the game, and

it p rovides a l l the i nformation you need to create a character


so you can p l ay N u menera, exp lore the N i nth Wo rld , and
d i scover its won de rs and d a n gers for you rself.
In a ro l e p l ay i n g game, the p l aye rs take o n t h e ro les of
peo p l e in a fict i o n a l worl d . Each p l aye r creates a c h a racte r
to portray, a n d toget h e r, the p l ayers create a sto ry. I n t h e i r
i m a g i n at i o n , the p l aye rs experience t h e s a m e c h a l l e n ges
a n d rewa rd s t h at their c h a racte rs experience. To faci l itate
t h i s , the r u l e s of the game gove rn whet h e r cha racte rs
s u cceed o r fa i l at what they try to do. Th i s book somet i m e s
refers to t h e p l aye r c h a racte rs a s PCs.
In add ition to t h e p l aye rs who a re the c h a racte rs i n the
sto ry, t h e re i s another p l aye r-the game m a ster-who
i s n ot o n l y the a rbiter of the r u l e s but a l s o the crafte r of
the n a rrative. The game m a ster (somet i m e s refe rred to
a s the G M ) i ntrod uces co m p l icat i o n s , enemies, a l l ie s ,
twi sts, a n d s u rprises i nto the sto ry. H e o r s h e s h o u l d h ave
a copy of t h e fu l l coreboo k-Numenera, w h i c h i n c l u d e s
a l l t h e i n fo rmation fro m t h i s book, p l u s m u ch more. As a

p l aye r, you can read t h ro ug h t h e corebook if yo u w i s h , but


eve ryt h i n g yo u need i s h e re.
N u menera i s all about d i scovery. I n the game, you r character
wi l l d iscover wonders of the prior ages (ou r own world's far
d i stant future) and a tech nology so advanced that, as author
Arthur C. Clarke wrote, it is ind isti nguishable from magic. You
wi l l d iscover mysteries to solve and meet i nteresting people who
populate this strange world. You wi l l d iscover dangerous foes
in the form of extraterrestrials, robots, m utants, or the genetic
experiments of the past. You wi l l discover tech nology cal led the
n u menera that wi l l aid in you r endeavors.
The key to playing N u menera i s the story. The way to "wi n "
t hi s g a m e i s t o come away with a great tale. Always remember
that you r character i s one of the mai n heroes i n a fabulous
science-fantasy n arrative. The N i nth World i s a wei rd and
won d rous place, and the tri al s and tri b u l ations you face are
part of that story. Through you r cha racter, you wi l l d i scover
thi ngs u n l i ke anyt h i n g you 've d reamed of, and in so doing
craft a tale with you r friend s that you ' l l a lways remember.
Read t h ro u g h the N u m e n e ra Ove rview (page 4) , a n d
t hen j u m p r i g h t i n a n d m a ke a c h a racte r. Yo u d o n ' t h ave
to read t h ro u g h eve ry c h a racte r option right away-j u st
choose a type, d e scri ptor, a n d focu s t h at s o u n d i nterest i n g ,
a n d get go i n g!
A whole n ew wo rld awa its yo u .

LIME NE

NUMENERA OVERVIEW
''Any sufficiently advanced technology is
indistinguishable from magic. "
-Arthur C. Clarke
The key to playing Numenera is the story. The
way to "win" this game is to come away with
a great tale.
h e re h ave been eight p rev i o u s worl d s . Yo u may refer
to th em as ages, aeo n s , epoc h s , or e ra s , but it's n ot
wro n g to t h i n k of each as its own i n d ivid u a l worl d .
E a c h fo r m e r wo rld st retched acro s s vast m i l l e n n i a o f t i m e .

E a c h p l ayed h ost t o a race whose civil izat i o n s rose t o


s u p re m acy but eve n t u a l l y d ied o r scatte red , d i sa p peared o r
tra n sce n d e d . D u r i n g the t i m e t h at e a c h w o r l d fl o u r i s h e d ,
those t h at ru l ed it s po ke to t h e sta rs, ree n g i n eered t h e i r
physical bod ies , a n d m a stered form a n d essence, a l l i n t h e i r
o w n u n i q u e ways .
Each left beh i n d re m n a nts.
The N i nth Wo rld i s b u i lt o n the bones of the p rev i o u s
e i ght, a n d i n particu l a r the l a st fo u r. Reach i nto the
d u st, a n d yo u ' l l fi n d t h at each particle h a s been worked ,
m a n ufact u red, or grow n , a n d t h e n gro u n d back i nto drit-a
fi ne, a rtificia l soi l-by the re lentless powe r of t i m e . Look to
the h orizon-is t h at a m o u n ta i n , or part of an i m po s s i b l e
m o n u ment to t h e fo rgotten e m peror o f a l o s t peo p l e ?
Fee l t h at s u btle v i b rat ion beneath yo u r feet a n d know t h at
a n cient e n g i n es-vast mach i n e s the s ize of k i n gd o m s-sti l l
operate i n t h e bowe l s o f t h e eart h .
The N i nth Wo rld i s a b o u t d i scove ri n g the wo n d e rs o f t h e
worl d s t h at ca m e before it, n ot fo r t h e i r o w n s a ke, but as
the means to i m p rove t h e present a n d b u i l d a futu re.
Each of t h e prior eight worl d s , i n its own way, i s too
d i stant, too d i fferent, too i n co m p re h e n s i b l e . Life tod ay
is too d a n ge ro u s to dwe l l on a past t h at ca n n ot be
u nd e rstood . The peo p l e excavate and study the m a rve l s of
the prior epoch s j u st e n o u g h to h e l p t h e m s u rvive in the
wo rld t h ey h ave been give n . They know t h at e n e rgies a n d
knowled ge a re s u s pe n d ed i n vi s i bly i n the a i r, t h at res h a ped
co nti n ents of i ro n and g l a s s-be l ow, u po n , and a bove the
earth-h o l d vast t rea s u re s , a n d t h at secret doorways to
stars a n d oth e r d i m e n s i o n s a n d rea l m s p rovide powe r a n d
secrets a n d deat h . They somet i m e s ca l l it m a g i c , a n d who

creat u res b y a n c i e n t e n e rgies, the i nv i s i b l e n a n o - s p i rits


h ove r i n g in the a i r in cloud s ca l l ed the I ro n W i n d , t h e
i n fo rmation tra n s m itted i nto t h e so-ca l l ed d ata s p h e re, a n d
the re m n ants of v i s itors fro m oth e r d i me n s i o n s a n d a l ie n
p l a n ets-they ca l l these t h i ngs the numenera. I n the N i nt h
Wo r l d , the n u m e n e ra i s b o t h a b o o n a n d a b a n e . I t m a kes
l i fe very d iffe rent fro m any oth e r t i m e o n E a rt h .
I n a southern part o f t h e vast, s i n g u l a r co nt i nent of
the N i nth Wo rld l ie s a c l u ster of settled l a n d s co l l ectively
ca l l e d the Steadfast. Alt h o u g h each of t h e k i n g d o m s a n d
p r i n c i p a l ities o f the Steadfast h a s i t s o w n ru l e r, a leader
known a s t h e Amber Pope g u i d e s the O rd e r of Trut h, a n
o rga n izat i o n of A e o n Priests t h at co m m a n d s a great d e a l
of res pect i n the reg i o n . T h u s , the Amber P o p e i s l i kely the
most powe rfu l ru l e r i n t h e Steadfast eve n t h o u g h h e does
not gove rn a s i n g l e s q u a re foot of land. The Order of Truth
reve res t h e peo p l e of the past a n d their knowled ge o n a
q u a s i re l i g i o u s l evel of ad o ration a n d fa i t h . It i s a re l i gion
d evoted to scie nce.
Deeper in t h e w i l d s l ies a region ca l l ed the Beyo n d , where
vi l l ages a n d com m u n ities a re i s o l ated a n d rare. H e re, Aeo n
Priests sti l l s t u d y the secrets of the past, but they d o so
cloi stered i n re m ote clave s . These priests d o l ittl e m o re
t h a n pay l i p service to the Amber Pope, if t h at, a n d a re n ot
co n s i d e red part of t h e O rd e r of Trut h. L i ke the reg i o n s i n
w h i c h they l ive, a n d t h e cl aves i n w h i c h t h ey work, they a re
i s o l ated , i s l a n d s u nto t h e m s e lve s .

THE PEOPLE OF THE


NINTH WORLD
I n the yo uth of an age, people use the resou rces they h ave
on h a n d , cou p led with wh ateve r u n d e rsta n d i n g of t h e i r world
they can master, to ca rve out a l ife for themselves. In the

M o re ofte n , h owever, w h e n t h ey fi n d l eftove rs of the

N i nth World, the resou rces a re the n u menera-the d etritus


of the prior e ras-a nd the people's u n d e rsta n d i n g of these
resou rces i s crude and i nco m p l ete. The Aeon Priests possess

o l d wo rld s-t h e devices, the vast mach i n e co m p l exes ,


the a ltered l a n d scapes, t h e c h a n ges wrought u po n l iv i n g

j u st enough d i scern ment and knowled ge to s u ggest pos s i b l e


uses for t h i ngs, but so m uch rem a i n s t o be d i scovered . Even

a re we to say t h at t h ey' re wro n g ?

PLAYER'S GUIDE

p rod ucts of the prior ages; the past left beh i n d flora, fa u n a ,
and mach i n e s , s o m e d e s i gned b y lore or n atu re, others
tra n s p l a nted fro m d i stant stars or d i me n s i o n s .
The peo p l e of the N i nt h Wo rld c l o t h e t h e m s e lves i n

m i ght be a belt t h at creates a s h i e l d of i nv i s i b l e fo rce to


p rotect the wearer or a flyi n g skiff t h at carries peo p l e a n d
ca rgo fro m o n e p l ace t o a n ot h e r. The t e r m i s a l m ost always
used fo r an item t h at has a n obvi o u s p u rpose-a wea p on,
a defe n se, a mode of tra n s po rt, a m e a n s of co m m u n ication

n ewly s p u n fa b rics but weave the a rtifacts of t h e p a s t i nto

or learn i n g n ew i nformat i o n , a m e a n s of o bta i n i n g food o r

each garment. They fo rge armor, wea p o n s , and too l s fro m

ot h e r nece s s it i e s , a n d so fo rt h . Art ifacts m a ke t h e i r u sers


more powe rfu l , o r they m a ke l ife easier o r bette r.

the creat u res and p l a nts of the N i nth Wo rld a re stra n ge by

m ate r i a l s recovered from a n cient struct u res a n d d evices.


S ome of these m ateri a l s a re meta l s , but oth e rs a re (or
appear to be) glass, sto n e , bone, fl e s h , o r s u b stance s t h at
defy catego rizat io n a n d u n d e rsta n d i ng.
Those who ri s k t h e myste r i o u s d a n gers to recover the
re l i cs of t h e past p rovide a va l u a b l e service. Typ ically these
b rave sou l s-wa rrior g l a ive s , science-wi e l d i n g nanos, a n d
wil y j acks-b ri n g t h e i r fi n d i ngs to the A e o n Priests, who u s e
the a rtifacts to fa s h i o n too l s , wea p o n s , a n d oth e r boo n s fo r
the grow i n g civi l izat i o n . As t i m e passes, m o re i n d ivid u a l s
l e a r n t o u s e the n u m e n e ra , but it sti l l re m a i n s a myste ry to
most peo p l e .
W h o , then, are the people o f the N i nth World ? M ost are
h u mans, although not a l l that ca l l them selves h u man truly are.
There are l i kewi se the a b h u m a n s : some m utants, crossbreed s,
genetically engi neered , and their offspring. And then there are
the visitants, who are not native to the earth but who now ca l l
t h e N i nth World home, a n d w h o have no more understa n d i n g
o f the past (even their own) than a nyone else.

THE NUMENERA
Peo p l e with knowled ge of the re l i cs of o l d e r worl d s d ivide
t h e m i nto th ree types: a rtifacts, cyp hers, a n d oddities.

CYP H E RS a re u s u a l ly s m a l l , m i n o r d evices t h at most


cha racte rs can coax a s i n g l e effect fro m before t h ey a re
d e p l eted a n d beco m e cu riosities or d ecorat i o n s . They
m i ght i n c l u d e a q u ick i n j ecti o n d e s i gned to repa i r physical
d a mage i n a l iv i n g creatu re o r a hand h e l d object t h at, when
m a n i p u l ated properly, beco mes a weap o n t h at exp lodes
with tre m e n d o u s fo rce. H owever, cyp h e rs a re d a n ge ro u s
when gat h e red toget her beca u s e t h ey create rad iation a n d
h a r m o n i c freq uencies t h at a re i n i m i cal t o h u m a n l i fe.
ODDITI ES a re the re l ics t h at a re neither cyp h e rs n o r
a rtifacts. They serve n o o bv i o u s p u rpose but h ave stra n ge
fu n ct i o n s t h at a re at least c u r i o u s , if n ot d own right
enterta i n i ng. Exa m p l es i n c l u d e a p i ece of glass in a metal
fra me t h at s h ows pecu l i a r i m ages o r a box with th ree bel l s
t h at ri n g a t u n p red icta b l e t i m e s . N ot eve ryt h i n g from the
prior worl d s can be u n d e rstood . In fact, m uch of it ca n n ot.

LOOKING AT THE NINTH WORLD


FROM THE 21 ST CENTURY
The N i nt h Wo rld i s a science-fantasy sett i n g a p p roxi mately

ARTI FACTS a re l a rge d evices t h at typ i ca l ly can be used


more t h a n o n ce to p rod uce the s a m e res u lt. An a rtifact

a b i l l io n years i n the fut u re. The peo p l e of the wo rld dwe l l


a m i d t h e flotsam o f i m po s s i b l e u ltratech o f e i g h t prior

LIME NE
T h roughout t h i s book yo u ' l l find p l aces where
we s u ggest you a s k you r G M for additional
i nformation. The GM can find this i nformation
i n the N u menera corebook.

civi l izat i o n s a n d ca l l it magic. U n i magi n a b ly h u ge mach i ne s


l i e ben eath the eart h , a n d s ate l l ites o r b i t h i g h a bove ,
tra n s m itti n g a web of d ata a n d free e n e rgy. N a n otec h ,
gravitic tech nol ogy, genetic e n g i neering, s p a t i a l warp i n g,
a n d s u perd e n s e polymers a l l owed t h e i n h a bitants of the
p rev i o u s worl d s to res h a pe t h e p l a n et. Mass a n d e n e rgy
were t h e i rs to co m m a n d .

RULES OVERVIEW

I n m a n y ways , the N i nth Wo rld i s a med i eval fa ntasy


sett i n g without the h i storicity. When peo p l e who h ave n ' t
d o n e a l ot of h o m ework o n the d a r k a g e s run a trad itio n a l
fa ntasy g a m e , t h ey often i n sert modern se n s i b i l ities o r

fo r and n o d i e i s s pecified , ro l l a d20.


The game m aster sets a difficulty fo r any given task. There

deve l o p m e nts s u c h a s d e mocracy, hygiene, o r matc h e s . But

be rated o n a sca l e of 1 to 1 0.

i n the N i nth Wo rl d , these t h i n g s , a n d m o re, m a ke sen se.


C h a racte rs can h ave ra i n s l ickers, i n k pe n s , z i p pers, and
p l astic bags, all left ove r from the prior eras (or fa s h ioned
fro m leav i n g s of the past) . They can u n d e rsta n d h ow
i l l nesses a re tra n s m itted or h ow soci a l i s m works. They can
know t h at the earth revo lves a ro u n d the sun a n d be aware
of oth e r " a n a c h ro n i stic" bits of knowledge.
O n the oth e r h a n d , cha racte rs i n N u m e n e ra don't refer
to wea p ons as "gu n s " or ve h icles as "cars . " The tech n o l ogy
in the N i nth Wo rld is too advanced a n d too a l i e n fo r s uch
term i n ology to h ave e n d u red . U s i n g 2 1 st-centu ry terms fo r
wea p o n s a n d ve h i cles i s a s i n a p p ro p r i ate as u s i n g med ieva l
te r m s . The n u m e n e ra is wei rd-m uch of it was n 't created
by h u m a n s o r fo r h u m a n s . I t i s n 't d e s i gned o r p rese nted
in any way t h at m i ght be fa m i l i a r to the p l aye rs o r the
c h a racters. O n ly t h ro u g h expe r i m e ntat i o n , p l aye r i n s ight,
a n d c h a racte r s ki l l can the PCs identify, a n d pos s i bly u se,
what they fi n d .
Perh a p s eve n more i m portant, the a rtifacts, cyp hers, a n d
odd ities t h at c h a racte rs u s e p robably a re n ' t serv i n g t h e i r
o ri g i n a l p u rpose. The exp los ive cyp h e r t h at a c h a racte r
tosses at an e n e my m i ght h ave been t h e powe r sou rce fo r
a ve h i cle. The fo rce field the enemy u se s to p rotect herself
fro m the b l a st m i ght h ave been des igned to conta i n the
rad iation of the fu e l rod s i n a m i n i at u re n u clear reactor.
Welcome to the N i nth World , where every d i scovery m i ght
save you-or ki l l you . But you won't know until yo u try.

N u m e n e ra u s e s a twe nty- s ided d i e (1 d 20) to d eterm i n e the


res u lts of most act i o n s . Whenever a roll of any k i n d i s ca l l ed

a re 1 0 degrees of d ifficu lty. T h u s , t h e d ifficu lty of a t as k can


Each d ifficu lty h a s a target number associated with it. The
ta rget n u m be r i s always th ree t i m e s t h e task's d ifficu lty, so a
d ifficu lty 4 t as k h a s a ta rget n u m be r of 1 2 . To s u cceed at the
task, yo u m u st ro l l the ta rget n u m be r o r h i g her.
C h a racte r s k i l l s , favora b l e c i rc u m stances, or exce l lent
e q u i pment can decrease the d ifficu lty of a task. Fo r
exa m p l e, if a c h a racte r i s tra i ned i n cl i m b i ng, s h e t u r n s
a d ifficu lty 6 cl i m b i nto a d ifficu lty 5 cl i m b. Th i s i s ca l l ed
decreasing the difficulty by one step. If s h e is special ized i n

c l i m b i ng, s h e t u r n s a d ifficu lty 6 c l i m b i nto a d i fficu lty 4


c l i m b. Th i s i s ca l l ed decreasing the difficulty by two steps.
A skill is a category of knowledge, a b i l ity, or activity
re l ati n g to a task, s u c h as cl i m b i ng, geogra phy, or
pers u a s ive n e s s . A c h a racte r who has a s ki l l is bette r at
co m p l et i n g rel ated tasks t h a n a c h a racter who l acks the
s k i l l . A c h a racte r' s l evel of skill i s either trained (rea s o na bly
s k i l led) o r specialized (ve ry s k i l led) .
I f yo u a re t ra i ned i n a s k i l l re l ati n g to a task, yo u d ecrease
t h e d i fficu lty of t h at t as k by o n e ste p. I f you a re special ized ,
you d ecrease the d i fficu lty by two ste p s . A s k i l l can n ever
d ecrease a task's d ifficu lty by m o re t h a n two ste p s .
Anyt h i n g e l s e t h at red uces d ifficu lty ( h e l p fr o m a n a l ly, a
p a rticu l a r p i ece of eq u i p ment, or some oth e r advantage) i s
referred t o a s a n asset. Assets c a n n ever decrease a task's
d ifficu lty by more t h a n two ste p s .
You c a n also decrease the d ifficu lty o f a given tas k by
applyi n g Effort. (Effort is descri bed in more detai l on page 1 1 .)

TASK DIFFICULTY
TAS K D I FFICU LTY D ESC R I PTION TARG ET NO.
Ro uti n e
0
0
3
Sim ple
2
Sta n d a rd
6
3
Demand ing
9
4
12
Difficult
Challenging
5
15
I nt i m i d ati n g
6
18
21
7
Fo rm i d a b l e
H e roic
24
8
27
9
I m mortal
30
10
I m possible

G U I DANCE
Anyo n e c a n d o t h i s basically eve ry t i m e .
M ost peo p l e can d o t h i s most of the t i m e .
Typical t as k req u i ri n g focu s , but m o s t peo p l e can u s u a l ly d o t h i s .
Req u i res fu l l atte ntion; m o s t peo p l e h ave a 5 0 / 5 0 c h a nce t o s u ccee d .
Tra i n ed peo p l e h ave a 5 0 / 5 0 c h a n ce to s u cceed .
Eve n tra i ned peo p l e often fa i l .
N o r m a l peo p l e a l m ost n ever s u cceed .
I m po s s i b l e without s k i l l s or great effo rt.
A task worthy of tales told fo r years afterwa rd .
A task worthy of lege n d s t h at last l ifet i m e s .
A tas k that normal h u ma n s cou l d n 't consider (but o n e that doesn't
break the l aws of physics) .

PLAYER'S GUIDE

N u m e n e ra , t h at u s u a l ly mea n s rol l i n g a 1 9 or 20; see

To s u m u p , th ree t h i ngs can d ecrease a task's d ifficu lty:


s k i l l s , a s sets, a n d Effort.
If you can decrease a task's d ifficu lty to 0, yo u
a utomatica l ly s u cceed a n d d o n 't need to m a ke a ro l l .

COMBAT

WHEN DO YOU ROLL?

M a k i n g an attack i n co m bat works t h e s ame way as any


ot h e r ro l l : the GM assigns a d i fficu lty to the task, a n d you

Any t i m e yo u r c h a racte r atte m pts a task, the G M a s s i g n s


a d ifficu lty t o t h at t a s k , a n d yo u ro l l a d20 aga i n st the
associated ta rget n u m ber.
When yo u j u m p fro m a b u rn i n g ve h icle, swi n g a battleaxe
at a m utant beast, swi m acro s s a rag i n g river, identify a
stra n ge device, conv i n ce a m e rchant to give yo u a l ower
p rice, craft a n o bject, use a powe r to control a foe's m i n d ,

S pecial Ro l l s o n page 8) .

ro l l a d20 aga i n st the associated ta rget n u m ber.


The d ifficu lty of yo u r attack ro l l d e p e n d s on h ow powe rfu l
yo u r opponent i s . J u st a s tasks h ave a d ifficu lty fro m 1 to
1 0, creatu res h ave a l eve l from 1 to 1 0. Most of the t i m e ,
t h e d i fficu lty of you r attack ro l l i s the s a m e as the creat u re ' s
leve l . Fo r exa m p l e, if y o u attack a l evel 2 b and it, it's a l evel 2
task, so yo u r ta rget n u m be r is 6.

H owever, i f yo u atte m pt somet h i n g t h at h a s a d ifficu lty

It's worth noting that players make a l l d i e rol l s . I f a character


attacks a creature, the player makes an attack rol l . I f a creature
attacks a character, the player makes a defense rol l .

of 0, n o ro l l is need ed-yo u a utomatica l ly s u ccee d . M a ny


act i o n s h ave a d i fficu lty of O. Exa m p le s i n c l u d e wa l k i n g

The d a m age d e a l t b y a n attack i s n ot d eterm i n ed b y a


ro l l-it ' s a fl at n u m be r based on the weapon or attack u s e d .

acro s s the room a n d open i n g a door, u s i n g a s pecial a b i l ity


to negate gravity so you can fly, u s i n g an a b i l ity to p rotect

F o r exa m p l e, a s pear always does 4 poi nts of d a m age.

o r u s e a h eat- beam e m itter t o ca rve a h o l e i n a wa l l , yo u


m a ke a d20 ro l l .

yo u r friend from rad i at i o n , or activat i n g a d evice (t h at you

Yo u r Arm o r c h a racte ristic red uces the d a m age yo u take


fro m attacks d i rected at yo u . Yo u get Armor from wea ri n g

a l ready u n d e rsta nd) to e rect a fo rce fie l d . These a re a l l


ro u t i n e act i o n s a n d d o n ' t req u i re ro l l s .

physical a r m o r ( s u c h a s a stu rdy leat h e r jerki n o r c h a i n m a i l)

U s i n g s k i l l , as sets, a n d Effort, yo u c a n decrease t h e


d i fficu lty o f potenti a l ly a n y t a s k t o 0 a n d t h u s negate the
need fo r a ro l l . Wa l k i n g acro s s a n a rrow wood e n beam is
tricky fo r most peo p l e , but fo r a n expe rienced gym n ast, it's
ro u t i n e . You can eve n decrease the d ifficu lty of a n attack o n
a foe to 0 a n d s u cceed w i t h o u t ro l l i ng.

a fl at n u m ber, n ot a ro l l . I f yo u ' re attacked , s u btract yo u r


Armor fro m t h e d a m age you take. Fo r exa m p l e, a leat h e r
j e rki n gives yo u 1 point of Armor, m ea n i n g t h at yo u take
1 l es s point of d a m age fro m attacks. If a b a n d it h its yo u

I f t h e re ' s no ro l l , there's n o c h a n ce fo r fa i l u re. H owever,


t h e re ' s a l so no c h a n ce for re m a rka b l e s ucce s s ( i n

Armor red uces t h e d a m age fro m a n attack t o 0, yo u take n o


d a m age fro m t h at attack.

or fro m s pecial a b i l ities. L i ke weapon d a m age, Armor i s

with a kni fe for 2 poi nts of d a m age wh i l e yo u ' re wea ri n g


a leather j e rki n , y o u take o n ly 1 p o i n t o f d a mage. I f yo u r

LIME NE
When yo u see the word "Armor" capital ized i n t h e game
r u l e s (ot h e r t h a n as the n a m e of a s peci a l a b i l ity) , it refers
to yo u r Armor c h a racte ristic-t h e n u m be r you s u btract
fro m i n co m i n g d a m age. When yo u see t h e wo rd " a rmor"
with a l owerca se "a," it refers to any physical armor yo u

Yo u d o n 't earn XP for ki l l i n g foes or ove rco m i n g


sta n d a rd c h a l l e n ges i n t h e co u rse o f p l ay.
D i scove ry i s t h e s o u l of N u m e n e ra.

m i ght wea r.
Typical physical wea po n s co me i n t h ree categories: l i ght,

d a mage with yo u r attack, but aga i n , yo u can choose i n stead


to i ntrod uce a d ra m atic eve nt such a s knock i n g d own yo u r

med i u m and h eavy.

foe, stu n n i n g h i m , o r taki n g a n extra act i o n . O uts i d e of


co m bat, a major effect m e a n s t h at someth i n g benefici al
h a p p e n s b as ed o n the c i rc u m sta nce. Fo r exa m p l e , w he n

L I G H T WEAPONS i n fl ict o n ly 2 poi nts of d a m age, but t h ey


red uce the d i fficu lty of t h e attack ro l l by o n e ste p beca u s e
they a re fast a n d e a s y to u se. Light wea po n s a re p u nches,
kicks, clubs, kn ives, h a n d axes , ra p i e rs , a n d so o n . Wea p o n s
t h at a re particu l a rly s m a l l a re l i ght wea p o n s .

M ED I U M WEAPO NS i n fl i ct 4 poi nts of d a mage. M ed i u m


wea p o n s i n c l u d e swo rd s , battl eaxe s , maces, cro s s bows,
spears, and so on. M ost wea p o n s a re med i u m . Anyt h i n g
t h at co u l d b e u sed i n o n e h a n d (even if i t ' s often u s e d i n
two h a n d s , s u c h as a q u a rterstaff o r spear) i s a m ed i u m
wea p o n .
H EAVY WEAPO NS i n fl ict 6 poi nts of d a m age, a n d you
m u st use two h a n d s to attack with t h e m . H e avy wea p o n s
a re h u ge swo rd s , great h a m mers, m a s s ive axe s , h a l berd s ,
heavy cro s s bows, a n d so o n . Anyt h i n g t h at m u st be u s e d i n
two h a n d s i s a heavy wea p o n .

BONUSES
Rarely, an a b i l ity or p i ece of eq u i pment does not d ecrease
a task's d ifficu lty but i n stead ad d s a bon u s to the d ie ro l l .

cl i m b i n g u p a c l i ff wa l l , yo u m a ke the as cent twice as fast.


When a ro l l grants yo u a major effect, you can choose to
use a m i n o r effect i n stead if you p refer.
I n co m bat (and o n l y i n co m b at) , if yo u ro l l a natural 1 7
or 1 8 o n yo u r attack ro l l , you add l o r 2 a d d i t i o n a l poi nts
of d a m age, res pectively. N e ither rol l has any special effect
opti o n s-j ust the extra d a m age.
Rol l i n g a natural l i s always bad. I t m e a n s t h at the G M
i ntrod uces a new co m p l icat i o n i nto the encou nter.

RANGE AND SPEED


D i stance is s i m p l ified i nto th ree catego ries: i m med i ate,
s h o rt, and l o n g .

I M M EDIATE DISTANCE fro m a c h a racte r i s wit h i n reach o r


with i n a few ste p s . I f a c h a racte r sta n d s i n a s m a l l roo m ,
eve ryt h i n g i n the roo m i s with i n i m med i ate d i stance . At
most, i m med i ate d i stance i s 1 0 feet (3 m) .

S H O RT DISTANCE is anyt h i n g greate r t h a n i m m ed i ate


d i stance but l e s s t h a n S O feet (l S m) o r so.

Bon u ses always a d d toget h e r, so if yo u get a + l bon u s


fro m two d i fferent s o u rces , y o u h ave a + 2 bon u s . I f yo u get
e n o u g h bon u ses to add up to a +3 bon u s fo r a task, treat
it a s a n as set: i n stead of ad d i n g the bon u s to yo u r ro l l ,

LO N G DISTANCE i s anyt h i n g greate r t h a n s h o rt d i stance


but l es s t h a n l 00 feet (30 m} or so. ( Beyo n d t h at range,
d i stances a re always s pecified-SQQ feet [l S 2 m], a m i l e [l . 6

decrease t h e d i fficu lty b y o n e ste p. Th e refore, you n ever add


more t h a n + l o r +2 to a die ro l l .

k m ] , a n d so o n . )

SPECIAL ROLLS
When yo u ro l l a natural 1 9 (th e d20 s h ows " 1 9") a n d t h e
ro l l i s a s ucce s s , yo u a l s o h ave a m i n o r effect. I n co m bat,
a m i n o r effect i n fl icts 3 a d d i t i o n a l poi nts of d a mage with
yo u r attack, o r, if yo u ' d p refer a s pecial res u lt, yo u co u l d
decide i n stead t h at yo u knock the foe back, d i stract h i m ,
o r so meth i n g s i m i l a r. W h e n n ot i n co m bat, a m i n o r effect
co u l d mean t h at yo u perform t h e action with partic u l a r
grace. Fo r exa m p l e , w h e n j u m p i n g d own fro m a ledge, you
l a n d s m ooth ly o n yo u r feet, o r when tryi n g to pers uade
someone, yo u convi n ce h e r t h at yo u ' re s m a rter t h a n you
rea l ly a re. In oth e r word s , you n ot o n ly s u cceed but a l so go
a bit fu rt h e r.
When yo u ro l l a natural 20 (th e d20 s h ows "20") a n d the
ro l l i s a s ucce s s , yo u a l s o h ave a major effect. This i s s i m i l a r
t o a m i n o r effect, but the res u lts a re m o re re m a rka b l e.
I n co m bat, a major effect i n fl i cts 4 add iti o n a l poi nts of

The idea i s t h at it's n ot nece s s a ry t o mea s u re p recise


d i stances. I m med i ate d i stance i s right t h e re, p ractica l ly n ext
to t h e cha racte r. S h o rt d i stance i s nea rby. Lo n g d i stance i s
fa rt her off.
All wea p o ns and s peci a l a b i l ities use these terms for
ranges. Fo r exa m p l e, a l l m e l ee wea p o ns h ave i m m ed i ate
ran ge-they a re close-co m bat wea po n s , and you can u s e
t h e m t o attack a nyo n e wit h i n i m med i ate d i stance o f yo u . A
t h rown kni fe (and most oth e r th rown wea p o n s) h a s s h o rt
range. A bow h a s l o n g ra nge. A n a n o ' s O n s l aught a b i l ity
a l s o h a s s h o rt range.
A c h a racter can m ove a n i m med i ate d i stance as part of
a n ot h e r act i o n . In oth e r word s , h e can take a few ste p s ove r
to t h e control p a n e l a n d activate a switc h . H e can l u nge
across a s m a l l room to attack a foe. H e can open a door
and step t h ro u g h .
A c h a racter can m ove a s h o rt d i stance a s h i s enti re
act i o n for a t u r n . H e can a l so try to move a l o n g d i stance

PLAYER'S GUIDE

as h i s enti re act i o n , but t h e p l aye r m i ght h ave to ro l l to


see if the c h a racte r s l i p s , t r i p s , or st u m ble s as the res u lt of
m ov i n g so far so q u i ckly.
Fo r exa m p l e , if the PCs a re fight i n g a gro u p of a b h u m a n s ,
any c h a racte r c a n l i kely attack a n y a b h u m a n i n t h e general
m e l ee-they' re all with i n i m med i ate ra n ge. Exact positions

d o n ' t m i x we l l . G at h e ri n g cyp h e rs toget her i n o n e p l ace i s

a re n ' t i m portant. Creatu res i n a fight a re always m ovi ng,


s h ift i n g, a n d jostl i n g, anyway. H owever, if o n e a b h u m a n

extraord i n a ri ly u n hea lthy.


Cha racte rs wi l l fi n d new cyp h e rs freq uently i n t h e

stayed back t o u s e h i s cross bow, a c h a racte r m i ght h ave to


use her e n t i re actio n to move the s h o rt d i stance req u i red to
attack t h at foe. I t do e sn ' t m atte r if the a b h u m a n is 20 feet

co u rse of p l ay, so p l aye rs s h o u l d n 't h e s itate to u s e t h e i r


cyp h e r a b i l ities. Beca u se cyp h e rs a re always d ifferent, the

(6 m) o r 40 feet (1 2 m) away-it' s s i m ply co n s i d e red s h o rt

There a re two k i n d s of cyp h e rs: anoetic a n d occultic.

d i stance. It does m atte r if h e ' s m o re t h a n 50 feet (1 5 m)


away beca u s e t h at d i stance wo u l d req u i re a long m ove.

EXPERIENCE POINTS
Expe rience poi nts (X P) a re rewa rd s given to p l ayers w hen
the GM i ntrudes o n the story (th i s i s called G M i ntru s i on)
with a n ew a n d u n expected c h a l l e nge. Fo r exa m p l e, i n the
m i d d l e of co m bat, t h e GM m i ght i nform the p l ayer t h at
he d ro p s h i s wea po n . H owever, to i ntrude i n t h i s m a n n e r,
the G M m u st awa rd t h e p l ayer 2 XP. The rewa rd ed p l aye r,
i n t u r n , m u st i m m ed i ately give o n e of those XP to another
p l ayer a n d j u stify the gift (perh a p s t h e oth e r p l aye r had
a good idea, told a fu n ny j o ke, performed a n action t h at
s aved a l i fe, a n d so on) .

I n N u menera, players make all d ie rol l s . If a character


attacks a creatu re, the player makes an attack rol l .
If a creatu re attacks a character, t h e player makes a
defense rol l .

cha racte rs wi l l always h ave new s peci a l powers to t ry.

ANOETIC CYP H E RS a re s i m p l e to us e: a p i l l to swa l l ow, a


s m a l l h a n d h e l d d evice with a switch to fl i p, or a bo m b to
th row.
OCC U LTIC CYP H E RS a re more co m p l ex a n d more
d a n ge ro u s , but they often h ave bette r a n d more i nterest i n g
effects. An occultic cyp h e r co u nts as two cyp h e rs fo r t h e
p u rpose of d eterm i n i n g h ow m a n y yo u can bear at the
s ame time.

OTHER DICE
I n add ition to a d 20, yo u ' l l need a d6 (a s ix- s i d e d d i e) .
Rarely, yo u ' l l need to ro l l a n u m be r between l a n d l 00
(ofte n ca l l ed a d l OO or d% ro l l ) , w h i c h yo u can do by ro l l i n g

Alternatively, the p l aye r can refu s e the G M i ntru s i o n . lf h e


does so, h e d oesn ' t get the 2 X P fro m the G M , a n d h e m u st

a d 2 0 twice, u s i n g t h e last d i git o f t h e fi rst ro l l a s t h e "te n s "

a l so s p e n d l XP t h at he a l ready h a s . I f the p l ayer h a s no X P


to s p e n d , h e can't refu se the i nt ru s i o n .

p l ace a n d the l a st d i git o f t h e seco n d ro l l as the "ones"


p l ace. Fo r exa m p l e, ro l l i n g a 1 7 a n d a 9 gives you 79, ro l l i n g

The G M c a n a l s o give p l aye rs X P betwee n s e s s i o n s a s


a rewa rd fo r recove ri n g i nterest i n g a rtifacts o r m a k i n g
d i scove ries d u ri n g a n adventu re. Yo u d o n ' t e a r n X P fo r

a 3 a n d a n 1 8 gives you 3 8 , a n d ro l l i n g a 20 a n d a 1 0 gives


you 00 (a l s o known as 1 00) . I f you h ave a dl 0 (a t e n - s i d ed
d ie) , you can u s e it i n stead of t h e d20 to ro l l n u m bers
betwee n l a n d 1 00.

ki l l i n g foes o r ove rco m i n g sta n d a rd c h a l l e n ges i n the


co u rse of p l ay. D i scove ry i s t h e s o u l of N u m e n e ra.
Expe rience poi nts a re
u sed p r i m a r i l y for c h a racte r
advancement (for d eta i l s ,
s e e C h a pter 3 : Creat i n g Yo u r
C h a racte r, page 1 0) , b u t a p l aye r
can a l s o s p e n d 1 XP to rero l l any
die ro l l a n d take t h e better of the
two ro l l s .

CYPHERS
As exp l a i ned i n C h a pter 2 :
N u m e n e ra Overview, cyp h e rs
a re a type of n u m e n e ra t h at
h ave a s i n g l e m i nor u se . A
c h a racter can carry cyp h e rs a n d
u s e t h e m d u ri n g t h e g a m e . Yo u
ca n ' t bear ma ny cyp h e rs at a
t i m e beca u s e a l a rge n u m be r of
these wei rd ite m s e m it rad iation
o r d a n ge ro u s c h e m i ca l s t h at

LIME NE

CREATING YOUR
CHARACTER
This section explains how to create characters to play in a
Numenera game. For a free downloadable copy of the official Numenera
character sheet and a step-by-step guide to character creation using this sheet,
visit www. numenera. com/charactersheet.

CHARACTER STATS

POOL, EDGE, AND EFFORT

Eve ry p l ayer c h a racter h a s th ree d efi n i n g c h a racte ristics,

Each of these stats has two co m ponents: you r Pool and you r
Edge. Yo u r Pool rep resents you r raw, i n n ate a b i l ity, a n d you r
Edge rep resents knowi n g h ow t o u s e what you h ave. A t h i rd
element ties i nto t h i s con ce pt: Effort. When yo u r characte r
rea l ly need s to acco m p l i s h a task, you a p p ly Effort.

w h i c h a re typ i ca l ly ca l l ed " stat i stics" o r " stats . " These stats


a re M i ght, S peed , and I nte l l ect. They a re b road catego ries
t h at cover ma n y d iffe rent but re l ated as pects of a cha racte r.

M IG HT: M i ght defines how strong and d u ra ble you r


characte r i s . T h e concepts o f strength , end u rance,
constitution, h a rd i ness, a n d physical p rowess are all folded
i nto this one stat. M ight i s n 't re l ative to s ize; i n stead , it's a n
absol ute meas u rement. An elephant has more M i ght t han
the m i ghtiest tiger, which has more M i ght th a n the m i g htiest
rat, which has more M i ght than the m i ghtiest s p i d e r.
M i ght gove rns act i o n s fro m fo rci n g doors open to
wa l k i n g for d ays without food to res i st i n g d i sease. I t ' s a l s o
the p r i m a ry m e a n s o f d eterm i n i n g h ow m uch d a mage yo u r
c h a racter can s u sta i n i n a d a n ge ro u s s it u atio n . Physical
c h a racters, to u g h c h a racters, a n d c h a racters i nterested in
fight i n g s h o u l d focus on M i ght.

SPEED: S peed describes h ow fast a n d phys ically


coord i n ated yo u r c h a racte r i s . The stat e m bo d i e s q u ickn e s s ,
m ove m e nt, d exterity, a n d refl exe s . S peed gove rns s uch
d ive rge nt act i o n s as d od g i n g attacks, s neaki n g arou n d
q u ietly, a n d t h rowi n g a b a l l accu rate ly. I t h e l p s d eterm i n e
whet h e r yo u c a n m ove fa rt h e r o n yo u r t u r n . N i m b l e , fa s t , o r
s n e a ky c h a racte rs wi l l w a n t good S peed stats, a s wi l l t h o s e
i nterested i n ran ged co m bat.
I NTELLECT: T h i s stat d eterm i n e s h ow s m a rt,
knowl ed gea b l e , a n d l i ka b l e yo u r c h a racter is. I t i n c l u d e s
i nte l l i ge n ce , w i s d o m , c h a r i s m a , e d u cati o n , rea so n i ng, wit,
wi l l powe r, and c h a r m . I nte l l ect gove r n s solv i n g puzzles,
re m e m be r i n g facts, te l l i n g convi n c i n g l i es, a n d u s i n g
mental powe rs. C h a racte rs i nterested i n com m u n icat i n g
effectively, b e i n g le a rned scholars, a n d wie l d i n g t h e
n u m e n e ra s h o u l d stre s s t h e i r I nte l l ect stat.

Pool
Yo u r Pool is the most b a s i c meas u rement of a stat.
Co m p a ri n g the Poo l s of two creatu res wi l l give yo u a
general s e n s e of wh ich creatu re is s u perior i n t h at stat. Fo r
exa m p l e, a c h a racter who h a s a M i ght Pool of 1 6 is stronger
( i n a b a s i c sen se) t h a n a c h a racte r who h a s a M i ght Pool
of 1 2 . M ost c h a racte rs sta rt with a Pool of 9 to 1 2 i n most
stats-that's the average ra n ge.
W hen yo u r c h a racte r i s i n j u red, s i cke ned , o r attacked ,
you te m porarily lose poi nts fro m o n e of yo u r stat Poo l s . The
n atu re of the attack d eterm i n e s w h i c h Pool loses points.
For exa m p l e, physical d a mage fro m a swo rd red u ces yo u r
M i ght Poo l , a poison t h at m a kes yo u c l u m sy red uces yo u r
S peed Poo l , a n d a p s i o n i c b l a st red uces yo u r I nte l l ect Poo l .
You c a n a l so s p e n d p o i n t s fro m o n e o f you r stat Poo l s to
d ecrease a task's d ifficu lty (see Effo rt, n ext page) . Yo u can
rest to rega i n lost poi nts fro m a stat Pool (ask yo u r G M
fo r a d d i t i o n a l i n fo rmation) , a n d some special a b i l ities o r
n u m e n e ra m i ght a l l ow yo u to recover lost poi nts q u ickly.

Edge
Although you r Pool is the basic mea s u rement of a stat, you r
Edge i s also i m portant. When somet h i n g req u i res you to
s pend poi nts from a stat Pool, you r Edge for that stat red uces
the cost. It also red uces the cost of applying Effort to a rol l .
For exam ple, let' s say you have a mental blast abil ity, and
activating it costs 1 poi nt from you r I ntellect Pool. S u btract you r
I ntellect Edge from t h e activation cost, and t h e result is how
many poi nts you m u st s pend to use the mental blast. If using
you r Edge red uces the cost to 0, you can use the abil ity for free.

PLAYER'S GUIDE

Yo u r E d ge can be d i fferent for each stat. Fo r exa m p l e ,


yo u co u l d h ave a M i ght E d ge of l , a S peed E d ge of l , a n d

choose to a p p l y Effort to a task, yo u m u st do it before yo u


atte m pt the ro l l-yo u ca n ' t ro l l fi rst a n d t h e n decide to
a p p l y Effort if yo u ro l l ed poorly.

a n I nte l l ect E d ge o f 0. Yo u ' l l always h ave a n E d ge o f at


least 1 in one stat. Yo u r Edge for a stat red uces the cost
of s p e n d i n g poi nts from t h at stat Poo l , but not fro m oth e r
Poo l s . Yo u r M i ght E d ge red u ces t h e cost o f s pe n d i n g poi nts

App lyi n g m o re Effo rt can l ower a t a s k ' s d ifficu lty fu rt h e r:


each a d d i t i o n a l level of Effort red uces t h e d ifficu lty by
a n ot h e r ste p . A p p lyi n g o n e l evel of E ffo rt lowers t h e

fro m yo u r M i ght Poo l , but it does n ' t affect yo u r S peed Pool

d ifficu lty by o n e ste p , a p p l yi n g two l eve l s lowers t h e

o r I nte l l ect Poo l . O n ce a stat ' s E d ge reaches 3 , yo u can


apply o n e l evel of Effort fo r free.
A c h a racte r who h a s a l ow M i ght Pool but a h i g h
M i ght Edge h a s t h e pote ntial t o perform M i ght act i o n s

d ifficu lty by two ste p s , a n d so o n . H oweve r, each l evel o f


Effort after t h e fi rst c o s t s o n ly 2 p o i n t s fro m t h e s t a t P o o l
i n stead of 3 . S o a p p lyi n g two leve l s of Effo rt c o s t s 5 p o i n t s
(3 fo r t h e fi rst l evel p l u s 2 fo r t h e seco n d l eve l ) , a p p l yi n g

co n s i stently bette r t h a n a c h a racte r who h a s a M i ght Edge

th ree l eve l s costs 7 p o i n t s ( 3 p l u s 2 p l u s 2) , a n d s o o n .


Eve ry c h a racte r h a s a n Effort score, w h i c h i n d icates t h e

of O. The h i gh E d ge wi l l l et h e r red uce t h e cost of s p e n d i n g


poi nts fro m t h e Poo l , w h i c h m e a n s s h e' l l h ave m o re poi nts
ava i l a b l e to spend o n a p p ly i n g Effort.

maxi m u m n u m be r o f l eve l s of Effo rt t h at c a n b e a p p l ied


to a ro l l . A begi n n i n g (fi rst-ti e r) c h a racte r h a s a n Effort of

Effort

A more expe rienced c h a racte r h a s a h i g her Effort score

When yo u r c h a racte r rea l ly need s to acco m p l i s h a task, yo u


can a p p l y Effort. Fo r a begi n n i n g c h a racter, a p p l y i n g Effort
req u i res s p e n d i n g 3 poi nts fro m the stat Pool a p p ro p r i ate

a n d can a p p l y m o re l eve l s of Effort to a ro l l . Fo r exa m p l e, a


c h a racte r who h a s an Effort of 3 can a p p l y u p to t h ree leve l s

l , mea n i n g yo u can apply only o n e l evel of Effort to a ro l l .

to the act i o n . T h u s , if yo u r c h a racte r tries to d od ge a n


attack ( a S peed ro l l ) a n d wants t o i n crease the c h a n ce fo r
s ucce s s , yo u can a p p l y Effort b y s p e n d i n g 3 poi nts from
yo u r S peed Poo l . Effort l owers the d ifficu lty of the task by
one ste p. Th i s is ca l l ed a p p ly i n g one l eve l of Effort.
Yo u d o n ' t h ave to a p p l y Effort if yo u d o n 't want to. If you

o f Effort t o red u ce a t a s k ' s d ifficu lty.


When you a p p l y Effort, s u btract yo u r re levant Edge from
the total cost of a p p l y i n g Effo rt. For exa m p l e, l et' s s ay you
need to m a ke a S peed ro l l . To i ncrease yo u r c h a nce for
s u cces s , yo u decide to a p p ly one l evel of Effo rt, w h i c h wi l l
red u ce t h e d ifficu lty o f t h e t as k b y o n e ste p. N o r m a l ly, t h at
wo u l d cost 3 points fro m yo u r S peed Poo l . H oweve r, yo u

LIME NE
h ave a S peed E d ge of 2 , so you s u btract t h at from the cost.
T h u s , a p p lyi n g Effort to the ro l l costs o n ly 1 point fro m yo u r
S peed Poo l .
What if y o u a p p l ied two l eve l s o f Effort t o the S peed ro l l
i n stead o f j u st o n e ? That wo u l d red uce t h e d i fficu lty o f t h e
ta sk by two ste p s . N o r m a l ly, it wo u l d cost 5 points fro m
yo u r S peed Poo l , but after s u btract i n g yo u r S peed E d ge of
2, it costs o n ly 3 points.
O n ce a stat ' s E d ge reaches 3 , yo u can a p p l y o n e l evel of
Effort fo r free. Fo r exa m p l e, if you h ave a S peed E d ge of 3
a n d yo u a p p l y o n e l evel of Effort to a S peed ro l l , it costs yo u

you c a n u s e yo u r I nte l l ect E d ge t o red u ce t h e cost o f o n e of


those t h i n g s , n ot bot h .

STAT EXAMPLES
A begi n n i n g c h a racte r is fight i n g a creatu re ca l l ed a b roken
h o u n d . She sta bs her spear at the broken h o u n d , wh ich is
a l evel 2 creatu re and t h u s has a ta rget n u m be r of 6. The
c h a racte r sta n d s atop a boulder a n d stri kes d ownward at
t h e beast, a n d t h e GM r u l e s t h at this helpful tactic i s a n
a s set t h at d ecreases t h e d ifficu lty b y o n e step (to d i fficu lty
1 ) . That l owers the ta rget n u m be r to 3. Attacki n g with a

0 poi nts fro m yo u r S peed Poo l . ( N o r m a l ly, a p p lyi n g o n e

s pear is a M i ght act i o n ; the c h a racte r h a s a M i ght Pool

l evel of Effort wo u l d cost 3 points, but yo u s u btract yo u r


S peed Edge fro m t h at cost, red uci n g i t t o 0.)

of 1 1 and a M i ght E d ge of 0. Before m a k i n g the ro l l , s h e


d e c i d e s t o a p p l y a l evel o f Effort t o d ecrease the d ifficu lty
of the attack. T h at costs 3 poi nts fro m h e r M i ght Poo l ,

S ki l l s and oth e r advantages a l so decrease a task's


d ifficu lty, a n d you can u s e t h e m i n co n j u n ctio n with Effort.
I n a d d i t i o n , yo u r c h a racte r m i ght h ave s pecial a b i l ities o r
eq u i pment t h at a l l ow y o u to a p p l y Effort to acco m p l i s h a
s peci a l effect, su c h as knocki n g d own a foe with an attack
o r affecti n g m u lt i p l e ta rgets with a powe r t h at n o r m a l l y
affects o n ly one .

Effort and Damage

red uci n g t h e Pool t o 8. But they a p p e a r t o be poi nts we l l


s pent. App lyi n g t h e Effort l owers t h e d ifficu lty fro m 1 t o 0,
so n o ro l l is need ed-t h e attack a utomatica l ly s u cceed s .
Anot h e r c h a racte r i s atte m pt i n g to convi n ce a g u a rd
to let h i m i nto a p rivate office to s p e a k to a n i n fl u e n t i a l
n o b l e . T h e G M r u l e s t h at t h i s i s a n I nte l l ect act i o n . T h e
c h a racter i s t h i rd t i e r a n d h a s a n Effo rt of 3 , a n I ntel lect

you a p p l y i n t h i s way, you i n fl ict 3 a d d i t i o n a l poi nts of


d a m age. T h i s works for any k i n d of attack t h at i n fl i cts

Pool of 1 3 , a n d an I nte l l ect E d ge of 1 . Before m a k i n g


t h e ro l l , h e m u st d e c i d e w h et h e r t o a p p l y Effo rt. H e c a n
choose t o a p p l y o n e , two, o r t h ree l eve l s o f E ffo rt, o r a p p l y
n o n e a t a l l . T h i s act i o n i s i m portant to h i m , s o h e d e c i d e s
to a p p l y two l eve l s of Effo rt, decrea s i n g t h e d ifficu lty b y
two ste p s . T h a n ks to h i s I nte l l ect Edge, a p p lyi n g t h e Effort

d a m age, whether a swo rd , a cross bow, a m i n d b l a st, o r


somet h i n g e l s e .

costs o n ly 4 p o i n t s fro m h i s I nte l l ect Pool (3 poi nts for t h e


fi rst l evel of Effo rt p l u s 2 p o i nts fo r t h e seco n d l evel m i n u s

When u s i n g Effort to i n crease t h e d a mage of a n a rea


attack, s uch a s t h e exp l o s i o n created by a n a n o ' s F l a s h

1 poi nt fo r h i s Ed ge) . S pe n d i n g t h o s e p o i nts red uces


h i s I nte l l ect Pool to 9 . T h e GM decides t h at conv i n c i n g

a b i l ity, yo u i n fl ict 2 a d d i t i o n a l poi nts o f d a m age i n stead

t h e g u a rd i s a d ifficu lty 3 (d e m a n d i n g) ta s k w i t h a ta rget

of 3 poi nts. H oweve r, the a d d i t i o n a l poi nts a re d e a lt to


a l l ta rgets in the a rea. Furt h e r, eve n if one o r more of t h e
ta rgets i n t h e a rea re s i st the attack, yo u sti l l i n fl i ct 1 point o f

n u m be r of 9; a p p l yi n g two l eve l s of Effort red uces t h e


d ifficu lty to 1 (s i m p l e) a n d t h e ta rget n u m be r to 3 . T h e

I n stead of a p p l y i n g Effort to red uce t h e d ifficu lty of yo u r


attack, yo u can a p p l y Effort t o i n crease t h e a m o u nt of
d a m age yo u i n fl ict with an attack. Fo r each level of Effort

d a m age to t h e m .

Multiple Uses of Effort and Edge


I f yo u r Effort is 2 or h i g h e r, yo u can a p p l y Effort to m u lt i p l e
a s pects o f a s i n gle act i o n . F o r exa m p l e, if yo u m a ke a n
attack, yo u c a n a p p l y Effort to yo u r attack ro l l a n d a p p l y
Effort t o i ncrease t h e d a mage.
The total amount of Effort yo u apply ca n ' t be h i g her t h a n

p l aye r rol l s a d 2 0 a n d g e t s a n 8 . Beca u s e t h i s re s u lt i s a t


l e a st eq u a l to t h e ta rget n u m be r of t h e t a s k , h e s u cceed s .
H oweve r, if h e h a d n ot a p p l ied s o m e E ffo rt, h e wo u l d h ave
fa i led beca u s e h i s ro l l (8) wo u l d h ave been l e s s t h a n t h e
t a s k ' s o r i g i n a l ta rget n u m be r (9) .

CHARACTER TIERS AND BENEFITS


Eve ry c h a racte r sta rts t h e g ame at t h e fi rst t i e r. T i e r

yo u r Effort score. Fo r exa m ple , if yo u r Effort i s 2 , y o u c a n

i s a m e a s u re m e n t of powe r, to u g h n e s s , a n d a b i l ity.
C h a racte rs can adva n ce u p to t h e s i xt h t i e r. As yo u r

a p p l y u p t o two leve l s o f Effort. You co u l d a p p l y o n e l eve l

c h a racter advances t o h i g h e r t i e r s , yo u ga i n m o re

to an attack ro l l a n d o n e l eve l to its d a m age, two l eve l s to

a b i l it i e s , i n creas e yo u r Effo rt, a n d can i m p rove a stat ' s


E d ge o r i n creas e a stat. G e n e r a l l y s pea k i n g, eve n fi rst t i e r
c h a racters a re a l ready q u ite ca p a b l e . I t ' s safe to a s s u m e

t h e attack a n d no l eve l s to the d a m age, or no l eve l s to the


attack a n d two l eve l s to the d a m age.
You can u s e E d ge fo r a p a rticu l a r stat o n ly o n ce per
act i o n . For exa m p l e, if yo u a p p l y Effort to a M i ght attack
ro l l and to yo u r d a mage, yo u can use yo u r M i ght E d ge to
red u ce the cost of one of those u s e s of Effo rt, not bot h . I f
y o u s p e n d 1 I nte l l ect p o i n t t o activate yo u r m i nd b l a st a n d
o n e l evel o f Effort t o d ecrease the d i fficu lty o f t h e attack ro l l ,

t h at t h ey've a l ready got s o m e exp e r i e n ce u n d e r t h e i r belt.


This i s not a "zero to h e ro " p rogre s s i o n , b u t rat h e r an
i n st a n ce of com petent peo p l e refi n i n g a n d h o n i n g t h e i r
capa b i l it i e s a n d knowledge. Adva n c i n g t o h i g h e r t i e rs i s
n ot rea l l y t h e "goa l " o f N u m e n e ra c h a racte rs, b u t rat h e r a
representat i o n of h ow c h a racters p rogre s s i n a sto ry.

PLAYER'S GUIDE

Ove rv i ew (page 6) , a c h a racter t ra i n ed i n a s ki l l t reats t h e


Eve ry c h a racte r starts the game at the fi rst t i er.
Tier is a meas u rement of powe r, to u g h n e s s , a n d
a b i l ity. C h a racte rs can advance u p t o t h e s ixth t i er.
To progre s s to the n ext tie r, c h a racte rs earn expe rience
poi nts (X P) by go i n g on adve n t u res a n d d i scove ri n g new
t h i n gs-t h e N i nth Wo rld i s about d i scove ry of the past a n d
what it m e a n s fo r the fut u re. Experience poi nts h ave m a ny
u s e s , a n d o n e u s e i s to p u rchase c h a racter benefits . Afte r
yo u r c h a racter p u rchases fo u r c h a racte r benefits , he or s h e
goes u p t o t h e n ext tie r. E a c h benefit costs 4 XP, a n d you
can p u rchase them in any o rd e r, but you m u st p u rchase
o n e of each k i n d of benefit (after w h i c h yo u adva n ce to the
n ext tier} before you can p u rchase the s a m e ben efit aga i n .
T h e fo u r c h a racte r benefits a re as fo l lows.

d i fficu lty o f a rel ated t a s k a s o n e s t e p l ower t h a n n o rm a l .


T h e s k i l l you c h o o s e fo r t h i s b e n efit c a n be a n yt h i n g
yo u w i s h , s u c h a s c l i m b i n g , j u m p i n g, p e rs u a d i n g , o r
s n e a k i n g. Yo u ca n a l s o c h o o s e to be k n owl e d g e a b l e i n a
certa i n a re a of l o re , s u c h as h i sto ry or g e o l o gy. Yo u c a n
eve n c h o o s e a s k i l l b a s e d o n yo u r c h a racte r' s s pe c i a l
a b i l it i e s . F o r exa m p l e , i f yo u r c h a racte r c a n m a ke a n
I n tel l e ct ro l l to b l ast a n e n e m y w i t h m e n t a l fo rce, yo u c a n
beco m e t ra i n e d i n u s i n g t h at a b i l ity, treat i n g its d i fficu lty
as one ste p l owe r t h a n n o r m a l . If you c h o o s e a s k i l l t h at
yo u a re a l read y t ra i n e d i n , yo u beco m e s pe c i a l ized i n t h at
s ki l l , red u c i n g t h e d i fficu lty of re l ated ta s ks by two ste p s
i n stead of o n e .
P l aye rs c a n a l s o s p e n d 4 X P t o p u rchase oth e r s pecial
o pt i o n s i n lieu of ga i n i n g a n ew s ki l l . Select i n g any of these
o pt i o n s co u nts a s t h e skill benefit nece s s a ry to adva n ce to

I NC REAS I N G CAPAB I LITI ES: Yo u ga i n 4 poi nts to add to


yo u r stat Poo l s . Yo u can a l l ocate the poi nts a m o n g the
Poo l s h owever yo u w i s h .

t h e n ext t i er. The s pecial opti o n s a re a s fo l lows:

M OV I N G TOWARD PERFECTI O N : Yo u add 1 t o yo u r M i ght


E d ge, yo u r S peed E d ge, o r yo u r I nte l l ect Edge (yo u r choice) .

EXTRA E F FO RT: Yo u r Effort score i n creases by 1 .

S K I L LS: Yo u beco m e t ra i n e d i n o n e s k i l l of yo u r c h o i ce ,
ot h e r t h a n attacks o r d efe n s e . As d e s c r i bed i n t h e R u l e s

Red uce the cost fo r wea ri n g armor. Th i s option l owers


the M i ght cost by 1 and l owers the S peed red uction by 1 .
Ad d 2 to yo u r recove ry ro l l s .
I f yo u ' re a g l a ive, sel ect a n ew fight i n g m ove. T h e m ove
m u st be fro m yo u r t i er or a l owe r t i er.
I f yo u ' re a n a n o , sel ect a n ew esotery. The esote ry m u st
be fro m yo u r tier or a l ower t i er.
I f yo u ' re a j ack, sel ect a n ew trick of the trad e. The trick
m u st be fro m yo u r t i er o r a l owe r t i er.

LIME NE
SKILLS
S o met i m e s yo u r c h a racte r ga i n s tra i n i n g i n a s pecific s ki l l or task. For exa m p l e, yo u r focu s m i ght mean t h at yo u ' re
tra i ned i n s n e a k i n g , i n cl i m b i n g a n d j u m p i n g, or i n soc i a l i nteract i o n s . Ot h e r t i m e s , yo u r c h a racte r can choose a s k i l l
t o become t ra i ned i n , a n d yo u c a n p i c k a s k i l l t h at re l ates t o any t a s k y o u th i n k yo u m i ght face.
The game has n o defin itive l i st of s ki l l s . H oweve r, the fo l l owi n g l i st offers ideas:
Astronomy
Balancing
B i o l ogy
Bota ny
Ca rry i n g

Healing
H i story
I d entifyi n g
I n itiat ive

Percept i o n
Pers u a s i o n
P h i losophy
Pickpocket i n g
Repa i r i n g

I nt i m i d at i o n

Cl i m b i n g

j umping

Rid i n g

Deceivi n g
Esca p i n g

Leat h e rworki n g
Lockp icki n g

G eogra ph y
Geol ogy

M etalworki n g
N u m e n e ra

Smashing
Sneaking
Swi m m i n g
Woodworki n g

Yo u co u l d c h o o s e a s ki l l t h at i n corporates m o re t h a n o n e of t h e s e a reas (i nte ract i n g m i ght i n c l u d e d eceivi n g ,


i n t i m i d at i n g , a n d pers u ad i n g) o r i s a m o re s pecific vers i o n of o n e (h i d i n g m i ght be s n eaki n g w h e n you ' re n o t
movi n g) . Yo u co u l d a l s o m a ke u p m o re ge n e ra l , p rofe s s i o n a l s ki l l s , s u c h a s baker, s a i l o r, o r l u m berj ack. I f you
want to choose a s ki l l t h at' s n ot o n t h i s l i st, it's p ro b a b l y best to run it past the G M fi rst, but in ge n e ra l , the most
i m portant a s pect i s to choose s ki l l s t h at a re a p p ro p r i ate to yo u r c h a racter.
Re m e m be r t h at if yo u g a i n a s ki l l t h at yo u ' re a l ready t ra i ned i n , yo u beco m e s p e c i a l ized i n t h at s ki l l . Beca u s e
s ki l l d e s c r i pt i o n s can be n e b u l o u s , d eterm i n i n g whet h e r yo u ' re t ra i ned o r s p e c i a l ized m i ght take s o m e t h i n ki n g.
Fo r exa m p l e , if yo u ' re t ra i ned i n lyi n g a n d l ater ga i n an a b i l ity t h at grants you s ki l l with a l l soci a l i nteract i o n s , yo u
beco m e s peci a l ized i n lyi n g a n d t ra i ned i n a l l ot h e r types of i nteract i o n s . B e i n g t ra i ned t h ree t i m e s i n a s ki l l i s n o
better t h a n be i n g t ra i ned twice ( i n ot h e r wo rd s , s peci a l ized i s a s good a s it gets) .
O n ly s k i l l s gai ned t h ro u gh c h a racte r type a b i l it i e s , s u c h as the g l a ive's fight i n g moves focus a b i l ities, or oth e r rare
i n stances a l l ow yo u to beco m e s k i l led with attack o r defe n se tasks.
I f you ga i n a s peci a l a b i l ity t h ro u g h yo u r type, yo u r focu s , o r some oth e r a s pect of yo u r cha racter, you can choose
it i n p l ace of a s ki l l a n d become t ra i ned o r s peci a l ized i n t h at a b i l ity. Fo r exa m p l e , if yo u h ave a mind b l ast, when it' s
t i m e to choose a s k i l l to be t ra i ned i n , you can sel ect yo u r m i n d b l a st as yo u r s k i l l . That wo u l d red uce the d i fficu lty
eve ry t i m e you u sed it. Each a b i l ity yo u h ave co u nts a s a separate s ki l l fo r t h i s p u rpose. You ca n ' t sel ect " a l l m i n d
powe rs" o r " a l l e soteries" a s o n e s k i l l a n d beco me tra i ned o r special ized i n s u c h a b road catego ry.

You r type h e l p s d eterm i n e yo u r characte r' s p l ace i n the world


and relatio n s h i p with other peo p l e in the setting. It's the

CHARACTER DESCRJPTOR,
TYPE, AND FOCUS
To create yo u r c h a racte r, yo u b u i l d a s i m p l e state ment t h at
describes h i m or h e r. The state ment takes t h i s fo r m: " I a m

noun of the sentence "I a m an adjective noun who verbs."


Yo u can choose fro m th ree c h a racte r type s : g l a ive, j ack,
and nano.

a [fi l l i n a n adjective h e re] [fi l l i n a n o u n h e re] who [fi l l i n a


verb h e re]. "
Th u s : " I am an adjective noun who verbs." Fo r exa m p le ,

Descri ptor d e fi n e s yo u r cha racte r-it fl avors eve ryt h i n g


yo u d o . Yo u r d escri ptor p l aces yo u r c h a racte r i n t h e

yo u m i ght say, " I a m a Ru gged g l a ive who Co ntro l s Beasts"


o r "I a m a C h a rm i n g nano who Focuses M i n d ove r M atte r. "
I n t h i s sentence, t h e adject ive i s ca l l ed yo u r descriptor.

a n d h e l p s p rovide motivat i o n . I t ' s t h e adjective of the


se ntence " I a m a n adjective noun who verbs."
You can choose fro m twe lve c h a racte r d escri pto rs.

The n o u n is yo u r character type.


The verb is ca l led yo u r focus.
Eve n t h o u g h c h a racte r type i s i n the m i d d l e of the
se ntence, that's w h e re we' l l sta rt this d i sc u s s i o n . (J ust as in
a sentence, t h e n o u n p rovides the fo u n d at i o n . )
Cha racte r type i s the core of you r cha racter. I n some

Focu s i s w h at yo u r c h a racte r does best. Foc u s gives yo u r


c h a racte r s pecificity a n d p rovides i nterest i n g n ew a b i l ities

roleplayi n g games, it m ight be ca l l ed you r characte r class.

s ituation (th e fi rst adve n t u re, wh ich starts the ca m p a i g n )

t h at m i ght co me i n h a n d y. Yo u r focu s a l so helps you


u n d e rsta n d h ow you re l ate with the oth e r p l aye r cha racte rs
in yo u r gro u p . I t ' s the verb of the sentence "I a m an
adjective noun who verbs."

T here a re m a ny c h a racte r foci to choose fro m .

1 4

PLAYER'S GUIDE

SPECIAL ABILITIES
Character types and foci grant PCs s pecial a b i l ities at each new
tier. U s i n g these a bil ities u s u a l ly costs poi nts from you r stat
Pools; the cost is l i sted in parentheses after the a b i l ity name.
You r Edge i n the appropriate stat can red uce the cost of the
a bil ity, but remember that you can apply Edge o n ly once per
action. For example, let's say a nano with an I ntellect Edge of

perform an action t h at s h e co u l d n 't n o r m a l l y do, s uch a s


p roj ect i n g rays of co l d o r attack i n g m u lt i p l e foes a t o n ce .
U s i n g o n e of these a b i l ities i s a n act i o n u nto itself, a n d t h e
e n d of the a b i l ity' s description s ays "Act i o n " to re m i n d yo u .
I t a l so m i ght p rovide m o re i nformation a b o u t w hen o r h ow
yo u perform the act i o n .
Some s pecial a b i l ities a l l ow y o u t o perform a fa m i l i a r

2 wants to use his Onsla ught a bil ity to create a bolt of force,

action-o n e t h at yo u can a l ready d o-in a d ifferent way. Fo r

which costs 1 I ntel lect poi nt. H e also wants to i ncrease the
damage from the attack by u s i n g a level of Effort, which costs
3 I ntel l ect points. The total cost for h i s action is 2 poi nts from

exa m p l e, an a b i l ity m i ght let yo u wea r heavy armor, red u ce


the d i fficu lty of S peed d efe n s e ro l l s , or add 2 poi nts of fi re
d a mage to yo u r weapon d a m age. These a b i l ities a re ca l led
e n a b lers. U s i n g o n e of these a b i l ities i s n ot co n s id e red an
act i o n . E n a b l e rs either fu n ct i o n constantly (such as bei n g
a b l e t o wear heavy armor, w h i c h i s n 't a n action) o r h a p pe n

h i s I ntel l ect Pool (1 point for the bolt of force p l u s 3 poi nts for
u s i n g Effort m i n u s 2 poi nts from h i s Ed ge) .
S omet i m e s t h e point cost for an a b i l ity h a s a + s i g n after
the n u m ber. Fo r exa m ple , the cost m i ght be given as "2+
I nte l l ect points . " T h at means yo u can spend more poi nts o r
more l eve l s of Effort to i m p rove the a b i l ity fu rt h e r.
M a ny special a b i l ities grant a c h a racte r the option to

as p a rt of a n ot her act i o n (such a s add i n g fi re d a m age t o


yo u r w e a p o n d a mage, w h i c h h a p p e n s as part of yo u r attack
action) . I f a s peci a l a b i l ity i s a n e n a b l e r, the end of the
a b i l ity' s d escri pt i o n says " E n a b l er" to re m i n d yo u .

LIME NE

CHARACTER TYPE
Character type is the core ofyour character. In some roleplaying games, it might be called
your character class. Your type helps determine your character's place in the world and re
lationship with other people in the setting. It's the noun of the sentence "I am an adjective
n o u n who verbs. "
You can choose from three character types: glai11e, nano, andjack.

GLAIVE

GLAIVE STAT POOLS

G l a ives a re t h e e l ite w a r r i o r s of t h e N i n t h Wo r l d , u s i n g
wea p o n s a n d a r m o r t o fi g h t t h e i r e n e m i e s . H u nters,

Stat
Pool Starti ng Value
M i ght
11
10
S peed
I nte l l ect
7
You get 6 a d d i t i o n a l poi nts to d iv i d e a m o n g yo u r stat Poo l s
h oweve r yo u wi s h .

g u a rd i a n s , a n d s o l d i e rs co u l d be g l a ive s . S o m et i m e s
s c o u t s , wa r l o rd s , b a n d i t s , a n d eve n at h l etes a re
g l a ive s . " G l a ive" i s a co m m o n s l a n g term u s ed a l m o s t
everyw h e re i n t h e Ste a d fa st a n d t h e Beyo n d fo r a n y
p e r s o n s k i l l e d w it h wea p o n s o r a m a rt i a l a rt, b u t i n
t r u t h , it a p p l i e s o n l y to t h e b e s t of t h e b e s t . G l a ives a re
w a r r i o r s w h o co m m a n d a b i l i t i e s fa r beyo n d t h o s e of a
typ i c a l p e r s o n w i t h a sword .
M ost g l a ives a re either stro n g-u s i n g the heaviest armor
a n d wea p ons ava i l a b l e a n d h avi n g a high M i ght-o r fast,
sticki n g with l i ght wea p o n s a n d armor a n d h avi n g a h i g h
S peed . A few atte m pt t o u s e both M i ght a n d S peed a n d stay
somewh e re in the m id d le. G l a ives a l so use ra n ged wea p o n s
s uch a s bows o r d a rts. Some d o n 't r e l y o n wea po n s at a l l ,
p referri n g t o u s e t h e i r bod ies i n h a n d -to- h a n d com bat
p u nch i ng, kicki ng, gra b b i n g, t h rowi n g, a n d so o n .

G laives i n Society: I n m o s t cities a n d v i l l ages, peo p l e h o l d


g l a ives i n great e stee m . Alt h o u g h a g l a ive co u l d j u st as
l i kely be a thug a s a n o b l e warri o r, those who help p rotect
t h e i r fe l l ow h u m a n s from the d a n gers of the N i nt h Wo rld
a re always treated with res pect. Th e re i s n o s h a m e in
gett i n g p a id fo r the u s e of one's s k i l l s , so be i n g a blade fo r
h i re i s a perfectly acce pta b l e p rofe s s i o n . Restrict i o n s o n
ca rryi n g wea p o n s o p e n l y a re rare, a n d most g l a ives wea r
the too l s o f t h e i r trade w i t h pride.
N ot s u rp ri s i n gly, g l a ives often get a l o n g best with oth e r
g l a ives, o r a t l e a s t sold iers, g u a rd s , o r s i m i l a r co m rades
i n a r m s . N a n o s , scholars, a n d peo p l e who a re n ' t terri bly
physical a re l e s s l i kely to m ix we l l with g l a ives, but obvio u s ly
n ot eve ry g l a ive is t h e s a m e . They focus on t h e i r bod i es , but
t h at d oesn't mean they d o n 't va l u e m o re cerebral p u r s u its
a s we l l . A g l a ive need n ot fo l l ow the ste reotype of t h e d u m b
b r u i s e r with a sword o r a n axe.

G laives i n the G roup: I n a gro u p o f exp l o rers, g l a ives


typ ically take the lead . They' re u s u a l ly the most phys ically
ca p a b l e , t h e most d u ra b l e , a n d t h e most ready to m eet
d a n ge r head-o n . S o met i m e s they act p rotectively toward
t h e i r co m p a n i o n s ; oth e r t i m e s , t h ey' re m o re self- i ntereste d .
Either way, a g l a ive' s p l ace i s often i n the m i d d l e of the fray.

G laives and the N u menera: When it co mes to t h e


n u m e n e ra , most g l a ives a re i nterested i n wea po n s , armor,
or devices t h at a i d t h e m i n co m b at. The ancients p rod uced
a l l sorts of i n cred i b ly d u ra b l e s u b stances, m a n y of w h i c h
can be made i nto armor t h at i s l i ghter a n d more p rotective
t h a n stee l . Somet i m e s , g l a ives can scave n ge a s u it of armor
co m posed of these advanced materi a l s , but m o re often they
fi n d the m ateri a l s a n d t h e n a s k a crafter or s m ith to m a ke
the armor. Of course, the p ro b l e m is t h at a s u b stance t h at
is d ifficult to d a m age is a l s o h a rd to work.
As v a r i e d a s a r m o r i n g m ateri a l s m i g h t be, n u m e n e ra
wea p o n ry i s i n fi n itely m o re s o . T h e s e ite m s i n c l u d e
m e l ee wea p o n s t h at s h ock, stu n , o r b u rn wh ateve r t h ey
to u c h ; a n d ra n ged wea p o n s t h at b l ast p roject i l e s w i t h
i n cred i b l e p o w er o r b u rsts of stra n g e e n e rg i e s . T h e re a re
a l s o b o m b s , d a m a g i n g e n e rgy fi e l d s , p o i s o n o u s g a s e s ,
a n d fa r stra n ge r wea p o n ry, b u t s o m e g l a ives fi n d t h at
s u c h co m p l ex objects a re better off i n t h e h a n d s of a
n a n o . M a n e uvera b i l ity i s j u st a s i m p o rt a n t as attack o r
defe n s e , h oweve r, s o a n i t e m t h at a l l ows a g l a ive to m ove
q u i c k l y o r n e gate gravity is a g reat p r i z e .
A s for cyphers, glaives prefer physically e n h ancing or

PLAYER'S GUIDE

restorative objects, such as i njections of chemicals that


i m p rove reaction time or p i l l s with m i croscopic repair devices
that heal wou n d s and restore fatigued m u scle tiss ue. They
use the n ickname " boost" for any cypher that e n h a nces their
strength, sta m i n a , reflexes, or other physical as pects, wh i l e
one that repairs damage or a lleviates fatigue i s cal led a "treat."

Advanced G laives: As they progre s s , g l a ives become bette r


co m bata nts, ofte n fe l l i n g m u lt i p l e foes i n a s i n g l e stroke.
They ga i n special types of attacks and learn to use armor
more efficiently to get t h e most out of the p rotect i o n it
offers.

m a kes you d i fferent is deep i n s id e , e ntwi n ed i n yo u r


genetic h e ritage. M aybe i t w a s t h e l u c k o f b e i n g born fit.
M aybe yo u ' re a h u l ki n g b rute-a m o u nt a i n o u s fig ure who
co m m a n d s atte ntion when yo u enter a roo m . O r m aybe
yo u r stre n gth i s m o re s u btle; yo u m i ght be the desce n d a n t
o f a b i o e n g i n ee red race b red ( o r d e s i gned) fo r pe rfect i o n .
Pe r h a p s yo u ' re a m utant w i t h psych ic a b i l ities t h at a u g m e nt
yo u r physical n atu re; yo u g u i d e a n d e n h a n ce yo u r attacks
with te leki n e s i s , o r yo u use a natural m utation in yo u r
b ra i n t o control m atte r o n a m o l ecu l a r l evel t o res i st b l ows
and i n fl ict h a r m . Perh a p s yo u ' re someth i n g w h o l l y n ew:
a n abe rrat i o n o r a h u m a n so pe rfect t h at yo u ' re beyo n d

GLAIVE BACKGROUND

h u m a n . Yo u m i ght be a posth u m a n-th e n ext s t e p towa rd


the true desti ny of t h e peo p l e of the N i nth Wo rl d .

G laives are no mere band its or town guard s . They stand


head and shou lders above ord i nary soldiers and brawlers.
Someth i n g i n you r background-whether i nten s ive tra i n i ng,
i n born traits, or biomech an ical mod ification-has made

Advancement: You h ave talents o f which you a re o n ly


d i m ly aware. You m u st p ractice and expe riment to find you r
l i m itations, if any. At some point i n t h e fut u re, you m i ght
h ave to seek out someone who can help yo u master you r

you more than the others around you . Choose one of those
three options (descri bed below) as the source of you r s ki l l s ,

i n h erent a b i l ities. Yo u were born with great power-now you


need to learn how to use that power, even if the ed ucation
takes a l ifetime.
When you r stats i m p rove, it's because you ' re tap p i n g

strength, reflexes, and sta m i na. It wi l l p rovide the foundation


of you r background and give you an idea of how you ca n
i m p rove. The G M ca n use t h i s i nformation to develop
adventures and quests that are s pecific to you r character and
play a role i n you r advancement.

deeper i nto the u n known reserves wit h i n you . W h e n you g a i n


a n e w glaive ab i l ity, i t ' s the res u lt o f you r s u perh u man traits
as m uch as it i s about you r study, practice, or knowledge. You
ca n do th i n gs that other people s i m ply can n ot, no matter how

Intensive Training

hard they tra i n .

Yo u a re strong, fast, or bot h , but what rea l ly separates yo u


fro m the crowd is yo u r tra i n i ng. Perh a p s you asce n d ed

Biomechanical Modification

the h i ghest peak of t h e B l ack Ri age or sought the deepest


sewers beneath Q i to find teach e rs who co u l d s h ow yo u
h ow to move, fight, a n d e n d u re beyo n d n o r m a l h u m a n

You m i ght be a fighter, but yo u ' re no a rch a i c ste reotype


t h i s is t h e N i nth Wor l d , after a l l . Although yo u tra i ned a n d

l i m its. Yo u know a t h o u s a n d ways to ki l l a foe, m o s t of t h e m


secret to a l l but a chosen few. Yo u ' re p rivy to tech n iq u e s
a n d fight i n g styles t h at most peo p l e i n the N i nth Wo rld
h ave n ever see n . You h ave learned t h at the i m po s s i b l e is
pos s i b l e-as long a s you know the secret. Yo u r body i s a
wea p o n , a n d yo u r wea po n i s part of yo u r body. You h ave
stud ied with the m a sters, a n d n ow yo u carry t h at reg i m e n
a s yo u ve ntu re i nto t h e worl d .

Advancement: You need t o t ra i n a n d p ractice con sta ntly


to hone yo u r s ki l l s and d eve l o p new tech n i q u e s , b u i l d i n g

gai ned yo u r s h a re o f p ractical experience, yo u h ave the


n u m e n e ra o n yo u r s i d e a s we l l . S o me of yo u r knowled ge of
fighti n g tech n i q ues i s i m p l a nted i n yo u r b ra i n a n d s p i n e ,
w i red i nto yo u r n e rves a n d m u scles. Yo u r j o i nts h ave
s u rgica l ly i m p l a nted servo m oto rs. S u bd e r m a l p l ati n g
m a kes y o u to u g h e r t h a n s h o u l d be pos s i b l e. Yo u r m u scle
tissue i s a u g m e nted with a rtificial fibers.
Perh a p s yo u r genetic code h a s been rewritte n by
e n g i n ee red viruses, o r the tissues i n yo u r body h ave
been reworked by n a n otec h , t u rn i n g yo u i nto an efficient
battle mach i n e . O r m aybe yo u 've been a ltered by stra n ge
science-rad ioactive t reatments of biza rre e n e rgies,

o n what yo u 've been taught. Pe rhaps a t s o m e poi nt you wi l l


ret u rn t o yo u r secret m a sters fo r fu rth e r i n itiation o r fi n d

chem ical co m po u n d s a n d d rug s , o r extrad i m e n s i o n a l

n ew teach e rs o r l e s s o n s t h at can take yo u to the n ext ste p .

e n h a n cements-th at m a ke s yo u stro n ge r, faster, to u g h e r,

When y o u ga i n a d d i t i o n a l poi nts for you r stat Poo l s , a n


i n crease t o a stat's E d g e , or a n i n crease i n the l evel of Effort

a n d m o re p roficient i n attack a n d defe n se t h a n anyone


a ro u n d yo u .
Whatever the case, you ' re the result o f ancient knowled ge

you can a p p ly, the benefit comes as the res u l t of rigoro u s


exerci se and personal d evelop ment. When yo u gain a new
s ki l l or gla ive a b i l ity, it's the res u lt of the m a rtial a rts yo u h ave
stud ied .

Inborn Traits
Yo u 've t ra i ned u n d e r exce l lent i n structors a n d h ave
experience in m a n y d a n ge ro u s s i t u at i o n s , but w h at

made man ifest in the present, and now you ' re shaping the
future. Perhaps you r mod ifications are obvious and visi ble;
perhaps they' re not. Regard less, you know that you ' re more than
merely human.
Advancement: Yo u r body i s a n o n go i n g p roject. In a way,
it's a work of a rt, although its bea uty comes n ot fro m its
a p peara n ce but fro m w h at it can d o . As you go fo rwa rd ,

LIME NE
yo u s h o u l d keep an eye out at a l l t i m e s for n ew parts a n d
syste m s t h at can be i n corpo rated i nto yo u r body, o r n ew
doses of d rugs a n d s u p p l e m e nts to m a i nta i n yo u r a b i l ities.
Yo u m i ght need to seek out s u rgeo n s , mech a n ics, o r
bioen h a n cement s peci a l i sts to take yo u to the n ext l eve l .
Perh a p s the Aeon Priests c a n h e l p . Pe r h a p s the parts yo u
need can be fo u n d o n ly i n t h e ru i n s of the past or t h e
d a n ge ro u s b l ack m a rket of a fa raway city.
When yo u r stats i m p rove, it's beca u s e yo u l itera l ly h ave
added someth i n g n ew to yo u r body. When yo u ga i n a n ew
a b i l ity, it's t h e d i rect re s u lt of a ta n g i b l e c h a n ge i n yo u r own

attack (such a s a p u nch o r kick) , it co u nts a s a med i u m


weapon i n stead o f a l i ght wea p o n. E n a b l e r.
Pierce (1 Speed point): T h i s is a wel l -aimed, penetrat i n g
ra n ged attack. You m a ke a n attack and i n fl ict 1 ad d itional
point of d a m age if yo u r weapon h a s a s h a rp poi nt. Action.
Th rust (1 M ight poi nt) : This i s a powe rfu l melee sta b. Yo u
m a ke an attack a n d i n fl i ct 1 add iti o n a l point of d a m age if
yo u r weapon h a s a s h a rp edge o r poi nt. Act i o n .
Trained Without Armor: You a re tra i ned i n S peed d efe n s e
act i o n s w hen n ot wea ri n g armor. E n a b l e r.

Second-Tier Glaive

physical b e i n g .

First-Tier Glaive

Seco n d -t i er g l a ives h ave t h e fo l l owi n g a b i l it i e s :


Skill With Attacks: C h o o s e o n e type of attack i n w h i c h
y o u a re n ot a l ready tra i ned : l i ght b a s h i ng, l i ght b l ad e d , l i ght
ran ged , med i u m bas h i ng, m ed i u m b l aded , m ed i u m ra n ged ,

F i rst-t ier g l a ives h ave the fo l l owi n g a b i l it i e s :


Effort: Yo u r Effort i s 1 .

heavy bas h i ng, heavy b l a d e d , or heavy ra nged. Yo u a re


t ra i ned i n attacks u s i n g t h at type of wea p o n . E n a b l e r.

GLAIVE TIERS

Fighter: Yo u h ave a M i ght E d ge of 1 , a S peed E d ge of 1 ,

Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g

a n d a n I nte l l ect E d ge of O.
Cypher Use: Yo u can bear two cyp hers at a t i m e .
Practiced i n Armor: G l a ives c a n wea r a r m o r for long

m oves ( o r a move fro m a l ower t i er) t o add t o yo u r


re perto i re. I n a d d i t i o n , you c a n re p l ace o n e o f yo u r fi rst-t ier
fighti n g m oves with a d i fferent fi rst-t i er fight i n g m ove.

period s of time without tiring and can com pe n sate for


s l owed reactions fro m wea ring armor. You can wear any kind
of armor. Yo u red uce the M i ght cost per hour for wea ring
armor and the S peed Pool red uction for weari n g armor by 2 .
E n a b l e r.

Chop (2 M ight poi nts) : Th i s is a heavy, powe rfu l s l i ce


with a b l aded wea p o n, p ro b a b ly ove r h a n d . You m u st grip
yo u r weapon with two hands to chop. When making t h i s
attack, y o u take a -1 p ena lty t o t h e attack ro l l , a n d you
i n fl i ct 3 add iti o n a l poi nts of d a m age. Act i o n .
Crush ( 2 M ight poi nts) : Th i s i s a powe rfu l p u m m e l i n g
attack with a ba s h i n g wea p o n, p robably ove r h a n d . You
m u st gri p yo u r weapon with two h a n d s to cru s h . ( I f
fighti n g u n armed , t h i s attack i s mad e w i t h both fists o r
b o t h feet toget her.) When m a k i n g t h i s attack, yo u take a
-1 p ena lty to the attack ro l l , a n d you i nfl ict 3 a d d i t i o n a l
poi nts of d a m age. Act i o n .
Reload (1 Speed poi nt) : When u s i n g a weapon t h at
n o r m a l l y req u i res an act i o n to re load, s uch as a heavy
cro s s b ow, you can re load a n d fi re (or fi re a n d re load) i n
t h e s a m e act i o n . E n a b l e r.
Skill With Defense: Choose o n e type of defe n s e task
i n w h i c h yo u a re n ot a l ready t ra i n e d : M i ght, S peed , o r
I nte l l ect. You a re tra i ned i n defe n s e tasks of t h at type.
U n l i ke most fight i n g m ove s , you can sel ect t h i s move up
to t h ree t i m e s . Each time you select it, you m u st choose
a d i fferent type of defe n s e task. E n a b l e r.
Successive Attack (2 Speed poi nts) : If yo u take d own a
foe, you can i m med iately m a ke another attack on t h at
s a m e t u rn aga i n st a new foe with i n yo u r reach. The
seco n d attack i s p a rt of the s a m e act i o n . Yo u can u s e t h i s
fighti n g m ove with m e l ee attacks a n d ra n ged attacks.
E n a b l e r.

Practiced With All Weapons: You can u s e any wea p o n .


E n a b l e r.
Physical Skills: You a re tra i ned i n yo u r choice of o n e of
the fo l l owi ng: b a l a n c i n g, c l i m b i ng, j u m p i n g, or swi m m i ng.
E n a b l e r.

Starti ng Eq u i pment: You start with cloth i n g, two wea p o n s


( o r o n e wea p on a n d a s h i e l d ) , l i ght o r med i u m armor, a n
exp l o rer 's p a c k , two cyp h e rs (ch osen fo r yo u by the G M ) ,
o n e odd ity (ch osen fo r yo u by the G M ) , a n d 5 s h i n s (co i n s) .
If you start with a ra n ged wea po n t h at req u i res a m m u n it i o n
(a rrows, fo r exa m p l e) , y o u start with 1 2 of t h at type o f
a m m u n it i o n . Before select i n g yo u r wea p o n s , armor, a n d
oth e r gear, y o u m i ght w a n t t o w a i t u nt i l after yo u 've chosen
yo u r fight i n g move s , d escri ptor, a n d focu s .
Fighti ng M oves: You h ave a s pecial talent fo r co m bat
a n d can perform feats t h at others can b a rely i m a g i n e .
These fe a t s a re ca l led . So m e fight i n g moves a re co n stant,
o n go i n g effects, a n d oth e rs a re s pecific act i o n s t h at u s u a l ly
cost poi nts from o n e of yo u r stat Poo l s .
Choose two o f the fight i n g m oves d escri bed bel ow. Yo u
ca n ' t choose the s a m e fight i n g m ove m o re t h a n o n ce
u n l e s s its d escri pt io n says ot h e rwi se.

Bash (1 M ight poi nt) : This i s a p u m m e l i n g m e l ee attack.


Yo u r attack i n fl i cts 1 less point of d a mage t h a n n o rm a l ,
but d azes yo u r ta rget fo r o n e rou n d , d u ri n g w h i c h t i m e
the d ifficu lty o f a l l t a s k s it perfo rm s i s mod ified b y o n e
s t e p to its d etri ment.
N o N eed for Weapons: When you m a ke a n u n a rmed

Third-Tier Glaive
T h i rd-tier g l a ives h ave t h e fo l l owi n g a b i l it i e s :
Expert Cypher Use: Yo u can bear t h ree cyp h e rs at a t i m e .

S k i l l With Attacks: C h o o s e o n e type of attack i n w h i c h

18

PLAYER'S GUIDE

GLAIVE CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a
co n n ecti o n to the rest of t h e worl d . Yo u can a l so create yo u r own fact.

Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14

Background
Yo u we re i n t li e m i l ita!}'. a n a li ave fr i e n a s wli o sti l l serve. Yo u r former co m m a n a e r re mem oers yl.<o" "u.. w'"""e l"I ".____
Yo u we re t h e perso n a l g u a rd of a wealthy m e rchant who accused yo u of t h eft. Yo u left h e r service i n d i s grace.
Yo u we re t li e oou ncer i n a local oar for a wli i le, a n a t li e patro n s t li e re re m e m o e r yo u .
Yo u tra i ned with a h i g h l y res pected mentor. H e rega rd s yo u we l l , but he h a s many e n e m i e s .
You tra in ed in an isolated monaste!}'. far awa . The monks th i n k of you as a brother, but you ' re a stranger to a l l others.
Yo u h ave no formal tra i n i ng. Yo u r a b i l ities co m e to yo u n atu ra l ly (or u n n at u ra l ly) .
Yo u s12ent t i m e o n the streets a n d eve n were i n rison fo r a w h i le.
Yo u we re conscri pted i nto m i l itary service, but yo u deserted before l o n g .
Yo u served as a bodyg u a rd to a 12owe rfu l cri m i n a l who now owes yo u h i s l i fe.
Yo u worked a s a co n stable. Eve ryo n e knows yo u , but t h e i r o p i n i o n s of you va ry.
Yo u r o l d e r s i b l i n g i s a n i nfa m o u s g l a ive who h a s been d i s graced .
Yo u served as a caravan g u a rd . You know a s m atte ri n g of peo p l e i n many cities a n d tow n s .
Yo u r best friend i s a sage a n d a s c h o l a r. S h e i s a great sou rce of knowledge.
Yo u a n d a friend both s m o ke the s a m e k i n d of rare, expe n s ive tobacco. The two of yo u get toget h e r wee kly to
c h at a n d s m o ke.

15

Yo u r u ncle ru n s a th eater i n tow n . Yo u know a l l t h e actors a n d watch a l l the s h ows fo r free.

16
17
18
19

Yo u r b l acksm ith friend somet i m e s cal l s o n yo u fo r h e l p at t h e fo rge. H oweve r, h e pays yo u we l l .


You r mentor wrote a book on the martial arts. Sometimes other warriors seek you out to ask about its stranger passages.
A m a n you fought a l o n g s i d e i n the m i l itary i s n ow t h e m ayo r of a nea rby tow n .

20

Yo u saved the l ives of a fa m i ly when t h e i r h o u s e b u rned d own . Th ey' re i nd e bted to yo u , a n d t h e i r n e i g h bors


rega rd yo u a s a h e ro.
Yo u r old tra i n e r st i l l expects yo u to come back and s h arpen her blades and clean up after her c l a s s e s , but w he n
yo u do, s h e occa s i o n a l ly s h a res i nterest i n g rumors.

yo u a re not a l ready tra i n e d : l i ght bas h i ng, l i ght b l aded , l i ght


ra n ged , m ed i u m bas h i ng, med i u m b l ad e d , med i u m ran ged ,

can s p ray m u lt i p l e s h ots a ro u n d yo u r ta rget to i n crease


the c h a n ce of h itti n g. Th i s m ove uses l d 6 + 1 ro u n d s

heavy bas h i ng, heavy b l aded , or heavy ra n ged . You a re


tra i ned i n attacks u s i n g t h at type of wea po n . E n a b l e r.

o f a m m o ( o r a l l t h e a m m o i n t h e wea p o n, if it h a s l es s
t h a n t h e n u m be r ro l l ed) . The d ifficu lty of the attack ro l l i s

Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g


m oves ( o r a m ove fr o m a l ower tie r) t o add t o yo u r
re perto i re. I n a d d i t i o n , yo u can a l so re p l ace o n e o f yo u r
l owe r-ti e r fight i n g moves with a d i fferent fight i n g m ove

d ecreased b y o n e ste p. I f t h e attack i s s u ccessfu l , it d e a l s


1 l es s p o i n t o f d a m age t h a n n o r m a l . Act i o n .

fro m the s a m e l ower tie r.

Experienced With Armor: The cost red u ction from yo u r


P racticed i n Armor a b i l ity i m p rove s . You n ow red uce t h e
M i ght cost per h o u r a n d the S peed P o o l red u ct i o n b y 3 .
E n a b l e r.
Lunge (2 M ight poi nts): T h i s move req u i re s yo u to exte n d
yo u rself fo r a powe rfu l sta b o r s m a s h . The awkward l u n ge
i ncreases the d ifficu lty of t h e attack ro l l by o n e ste p. I f
yo u r attack i s s u cces s fu l , i t i n fl icts 4 a d d i t i o n a l poi nts of
d a m age. Act i o n .
Sl ice ( 2 Speed poi nts) : T h i s i s a q u ick attack w i t h a b l aded
o r poi nted weapon t h at i s h a rd to defe n d aga i n st. The
d ifficu lty of t h e attack ro l l i s d ecreased by o n e ste p . I f the
attack i s s u cce ssfu l , it d e a l s 1 l e s s point of d a mage than
n o rm a l . Act i o n .
Spray ( 2 Speed poi nts) : I f a wea po n h a s t h e a b i l ity t o
fi re ra p i d s h ots w i t h o u t re load i n g (u s u a l ly ca l l ed a
ra p i d fi re wea po n , s uch as t h e cra n k cro s s bow) , yo u

Trick Shot ( 2 Speed poi nts): As p a rt o f the s a m e act i o n ,


y o u m a ke a ra n ged attack aga i n st two ta rgets t h at a re
with i n i m med i ate ra n ge of each oth e r. M a ke a separate
attack ro l l aga i n st each ta rget. The d ifficu lty of each
attack ro l l i s i ncreased by o n e ste p . Act i o n .

Fourth-Tier Glaive
Fo u rth-tier g l a ives h ave the fo l l owi n g a b i l ities:

Skill With Attacks: Choose o n e type of attack i n which


you a re n ot a l ready tra i ned : l i ght b a s h i ng, l i ght b l ad e d , l i ght
ran ged , med i u m bas h i ng, m ed i u m b l aded , m ed i u m ra n ged ,
heavy bas h i ng, heavy b l a d e d , or heavy ra nged. Yo u a re
t ra i ned i n attacks u s i n g t h at type of wea p o n . E n a b l e r.

Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g


m oves ( o r a move fro m a l ower t i er) t o add t o yo u r
re perto i re. I n a d d i t i o n , you c a n a l s o re p l ace o n e o f yo u r
l owe r-t i er fight i n g m oves with a d i fferent fight i n g move
fro m the s a m e l ower t i er.
Capable Warrior: Yo u r attacks d e a l 1 a d d i t i o n a l p o i n t of
d a m age. E n a b l e r.

LIME NE

Experienced Defender: When wea r i n g armor, you ga i n + 1

task i n w h i c h yo u a re tra i n e d : M i ght, S peed , o r I ntel lect.

to Armor. E n a b l e r.
Fei nt (2 Speed poi nts) : I f you s pe n d one act io n creat i n g a
m i s d i rectio n or d ivers i o n , i n t h e n ext ro u n d you can take
advantage of yo u r opponent's lowered defenses. M a ke

Yo u a re s pecial ized in defe n s e tasks of t h at type. U n l i ke

a m e l ee attack ro l l aga i n st t h at o p po n e nt. The d i fficu lty

q u i ckly. When yo u activate t h i s m ove, fo r the n ext 1 0

of the ro l l is decreased by one ste p . If yo u r attack i s


s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l poi nts o f d a m age.
Act i o n .
M i nor t o M ajor: You treat ro l l s of n atu ra l 1 9 a s ro l l s o f

ro u n d s yo u red u ce t h e d ifficu lty fo r a l l S peed defe n s e


ro l l s b y one ste p . E n a b l e r.

n a t u r a l 20 fo r M i ght attack rol l s o r S peed attack ro l l s

Sixth-Tier Glaive

(yo u r cho ice w h e n you ga i n t h i s a b i l ity) . Th i s a l l ows yo u

S ixth-tier g l a ives h ave the fo l l owi n g a b i l ities:

to ga i n a major effect on a natural 1 9 or 20. E n a b l e r.

Skill With Attacks: Choose one type of attack, eve n one


i n which you a re a l ready tra i ned : l i ght bas h i ng, l i ght bladed,

Snipe (2 Speed poi nts) : I f yo u s p e n d o n e actio n a i m i ng,


i n t h e n ext ro u n d you can m a ke a p recise ra n ged attack.
The d ifficu lty of the attack ro l l i s d ecreased by one ste p . I f
yo u r attack i s s u cces s fu l , i t i n fl icts 4 a d d i t i o n a l poi nts of
d a m age. Act i o n .

l ight ra n ged , med i u m bas h i ng, med i u m bladed, med i u m


ra nged, heavy bas h i ng, heavy bladed, or heavy ran ged .
You a re tra i ned i n attacks u s i n g that type of wea pon. I f
you ' re a l ready trai ned i n that type o f attack, y o u i n stead a re
s peci a l ized i n that type of attack. E n a b l e r.

Fifth-Tier Glaive
Fifth-tier g l a ives h ave t h e fo l l owi n g a b i l ities:
Adept Cypher Use: Yo u can bear fo u r cyp h e rs at a t i m e .

Ski l l With Attacks: C h o o s e o n e type of attack, eve n o n e


i n w h i c h y o u a re a l ready tra i n e d: l i ght b a s h i ng, l i ght b l ad e d ,
l i ght ra nged , med i u m bas h i ng, m ed i u m b l aded , med i u m

Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g


m oves ( o r a move fro m a l ower t i er) t o add t o yo u r
re perto i re. I n a d d i t i o n , you c a n a l s o re p l ace o n e o f yo u r
l owe r-t i er fight i n g m oves with a d i fferent fight i n g move
fro m the s a m e l ower t i er.

ra n ged , heavy bas h i ng, heavy b l aded , o r heavy ra n ged . You


a re tra i ned in attacks u s i n g t h at type of wea po n . If yo u ' re
a l ready tra i ned i n t h at type of attack, you i n stead beco m e
s pecial ized i n t h at type of attack. E n a b l e r.
Fighti ng M oves: Choose o n e of the fo l l owi n g fight i n g

m oves ( o r a m ove fr o m a l ower tie r) t o add t o yo u r


re perto i re. I n a d d i t i o n , yo u can a l so re p l ace o n e o f yo u r
l owe r-ti e r fight i n g moves with a d i fferent fight i n g m ove
fro m the s a m e l ower t ie r.
Arc Spray (3 Speed poi nts): If a weapon h a s the a b i l ity to

fi re ra pid s h ots without reload i n g (u s u a l ly called a ra pid

fi re wea pon, such as the cra n k cross bow) , you can fire you r
weapon a t u p t o t h ree targets (a l l next t o o n e a n other) at
once. M a ke a sepa rate attack rol l aga i n st each ta rget. The

most fighti n g m ove s , yo u can sel ect t h i s m ove u p to


th ree t i m e s . Each t i m e you sel ect it, you m u st choose a
d i fferent type of d efe n s e task. E n a b l e r.
Parry (5 Speed poi nts) : You can deflect i n co m i n g attacks

d ifficu lty of each attack i s i ncreased by one step. Action.


Jump Attack (5 M ight poi nts) : Yo u atte m pt a d ifficu lty
4 M i ght action to j u m p h i g h i nto the a i r as part of
you r melee attack. If you s u cceed , you r attack i n fl icts 3
additional poi nts of d a m age and knocks the foe d own .
If you fa i l , you sti l l m a ke yo u r normal attack rol l , but you
d o n 't infl ict the extra d a m age or knock d own the opponent
if you h it. Action.
M astery With Armor: When yo u wea r any armor, you
red uce the armor's penalties (M ight cost and S peed
red uction) to 0. If you select t h i s fighti n g move and you
a l ready h ave the Expe rienced With Armor move, you
s h o u l d rep l ace Expe rienced With Armor with a d i fferent
th i rd-tier move beca use M aste ry With Armor i s better.
E n a b l e r.
M astery With Defense: Choose o n e type of defe n s e

Finishing Blow (5 M ight poi nts) : If yo u r foe i s p ro ne,


stu n n ed, o r somehow hel p l es s o r i n capacitated when
you stri ke, yo u i n fl ict 6 additional poi nts of d a m age o n a
s u ccessfu l h it. E n a b l e r.
Slayer (3 M ight poi nts): When yo u s u cce s sfu l ly stri ke a n
N PC o r creatu re o f level 5 o r l ower, m a ke another ro l l
( u s i n g w h i c h ever stat yo u u sed t o attack) . I f yo u s u cceed
o n the seco n d ro l l , you ki l l the ta rget outright. If you
use t h i s fight i n g move aga i n st a PC of any tier and you
s u cceed o n the seco nd ro l l , the c h a racte r moves down
o n e step o n t h e d a mage track. E n a b l e r.
Spin Attack (5 Speed poi nts): You sta n d sti l l a n d m a ke
m e l ee attacks aga i n st u p to five foes with i n reach , a l l a s
p a rt of the s a m e act i o n i n o n e ro u n d . M a ke a separate
attack ro l l fo r each foe. You re m a i n l i m ited by the a m o u nt
of Effort you can a p p l y on o n e act i o n . Anyt h i n g t h at
mod ifies yo u r attack or d a m age a p p l ies to a l l of these
attacks. Act i o n .
Weapon and Body (5 Speed poi nts) : Afte r m a k i n g a
m e l ee weap o n or ra n ged weapon attack, yo u fo l low u p
with a p u nch o r kick as a n add iti o n a l attack, a l l a s p a rt
of t h e s ame act i o n i n o n e ro u n d . The two attacks can be
d i rected at d ifferent foes. M a ke a s e p a rate attack ro l l fo r
e a c h attack. You re m a i n l i m ited b y the a m o u nt of Effort
you can a p p l y on one act i o n . Anyt h i n g t h at mod ifies yo u r
attack o r d a m age a p p l ies t o both attacks, u n l e s s i t i s tied
s pecifica l ly to yo u r wea p o n. Act i o n .

GLAIVE EXAMPLE
Co l i n wants to create a g l a ive c h a racte r who is fast a n d
stro ng . H e puts 3 of h i s a d d i t i o n a l poi nts i nto h i s M i ght

PLAYER'S GUIDE

Pool a n d 3 i nto h i s S peed Poo l ; h i s stat Poo l s a re n ow


M i ght 1 4, S peed 1 3 , I nte l l ect 7. As a fi rst-t ie r c h a racte r, h i s

j u m p i n g as h i s p hysical s ki l l , the Strong descri ptor would h ave


made h i m s pecial ized in j u m p i n g i n stead of trai ned.) Being

Effort i s 1 , h i s M i ght E d ge a n d S peed E d ge a re 1 , a n d h i s


I nte l l ect E d ge i s 0 . H i s g l a ive i s n ot p a rticu l a rly s m a rt o r
c h a ri s m atic.
H e wants to u s e a b road swo rd (a med i u m weapon t h at

Strong also gives Col i n an extra med i u m or heavy weapon. H e


chooses another broad sword as a backu p blade. H e decides

i nfl icts 4 poi nts of d a m age) a n d a heavy cross bow (a heavy


wea p on t h at i n fl icts 6 poi nts of d a mage but req u i res t h e
u s e of b o t h h a n d s) . Co l i n d e c i d e s n ot to wea r armor, so fo r
h i s fi rst fight i n g move, h e c h o o s e s Tra i n ed W i t h o u t Armor
so h e red uces the d i fficu lty of S peed defe n s e act i o n s . For

that one sword i s s l ightly smaller than the other, and he' l l
s heathe them together on h i s left side.
Fo r his focu s , Co l i n chooses M asters Weap o n ry. Th i s
gives h i m yet another weapon o f h i g h q u a l ity. H e chooses
a b road sword a n d a s ks t h e GM if his fi rst sword can be a
s h i e l d i n stea d , w h i c h wi l l red u ce the d ifficu lty of h i s S peed
defe n s e ro l l s (t h e s h i e l d co u nts a s a n as set) . The G M
agrees to the c h a nge. D u r i n g the game, Co l i n ' s g l a ive wi l l

h i s seco n d fight i n g move, h e chooses Th ru st so h e can


i nfl ict extra d a mage with his swo rd if h e s p e n d s 1 poi nt of

b e h a rd t o h it-h e i s tra i ned i n S peed d efe n s e ro l l s a n d h i s

M i ght. S i n ce h e h a s a M i ght E d ge of 1 , h e can u s e Th rust


fo r free if h e doesn't u s e his M i ght fo r anyt h i n g else t h at

s h i e l d decreases t h e d ifficu lty b y a n ot h e r ste p .


T h a n ks to h i s focu s , h e a l so i n fl icts 1 add iti o n a l point o f

act i o n .

d a mage w i t h h i s chosen wea p o n . N ow h e i n fl icts S poi nts


of d a m age with h i s b l ade. Co l i n ' s c h a racte r i s a dead ly
co m batant, l i kely start i n g the game with some a m o u nt of

The G M ge n e ro u s ly gives Co l i n a n extra 1 0 s h i n s beca u s e


h e chose to fo rgo armor, a n d h e u s e s t h i s m o ney to buy
more cro s s bow bolts. The g l a ive' s start i n g eq u i p m ent

re n own as a sword s m a n .

i nc l u d e s two cyp h e rs , a n d the GM decides t h at Co l i n ' s


cyp h e rs a re a p i l l t h at restores 6 poi nts o f M i ght when
swa l l owed a n d a small d evice t h at exp lodes l i ke a fi re b o m b
when t h rown , i n fl ict i n g 3 poi nts of d a mage to a l l with i n
i m m ed i ate range. Co l i n chooses swi m m i n g fo r h i s tra i ned

N anos are sometimes cal led mages, wizard s , sorcerers, or


witches by the people of the N i nth World. Nano-sorcerer i s
also a common term, with their ab i l ities referred t o as n ano

physical s k i l l .
H e sti l l need s t o choose a descri ptor a n d a focu s. Looking

sorcery. Some claim to be the representatives of god s or other


s u pernatural agencies. Wh atever they' re cal led, nanos master

ahead to the descri ptor rules, Col i n chooses Strong, which


increases his M ight Pool to 1 8. H e also becomes trai ned in

the mysteries of the past to the degree that they seem to


perform m i racles. They tap i nto the n u menera to alter real ity or

j u m p i n g and breaki n g i n a n i m ate objects. (lf he had chosen

learn t h i ngs that they cou l d n 't otherwise know.

NANO

LIME NE
NANO STAT POOLS
Stat
Pool Starti ng Value
M i g h t 7
---9
S peed
12
I nte l l ect
Yo u get 6 add iti o n a l poi nts to d ivide a m o n g yo u r stat Poo l s
h owever y o u w i s h .
The t e r m " n a no" i s d e rived fro m t h e n a n otec h n o l ogy
t h at is o m n i p resent t h ro u gh o u t the N i nt h Wo rld (whether
a nyo n e rea l izes it o r n ot) . So m et i m e s peo p l e ca l l these

d o so i n te m p l e s , b u t j u st as oft e n o n e of t h e m l ives
a l o n e a m i d a fl o c k of t h e fa it h fu l . Some of these l o n e r
n a n o s d o n 't ca l l t h e m s e lves p r i e s t s ; t h ey ca l l t h e m s e lves
god s .

N anos i n the C roup: Typical ly, a n a n o i s t h e pa rty m e m be r


who kee p s to the b a c k of t h e gro u p , a s fa r fro m t h e d a n ge r
a s pos s i b l e. Co m pa red to t h e i r co m rades, n a n o s a re ofte n
a bit frag i l e a n d l e s s we l l p rotected aga i n st t h reats. I n
a d d i t i o n , most of t h e i r a b i l ities work best at ra n ge.
As u sefu l a n d i m p re s s ive a s nanos' offe n s ive powe rs

i nv i s i b l e , n u m i n o u s p a rticles t h at i n fu s e the l a n d scape

can be, t h e i r knowledge is often most va l u a b l e to a gro u p .

n a n o - s p i rits. S om et i m e s these s p i rits take o n a d evastat i n g


m a n ifestation ca l l ed t h e I ro n W i n d a n d m ove t h ro ug h

W hen t h e pa rty co mes u p o n myste rio u s d evices, we i rd


creat u re s , or oth e r a s pects of the n u m e n e ra , the n a n o i s

t h e a i r i n c l o u d s , w h i c h can be fa r more d a n ge ro u s t h a n
any conve n t i o n a l sto rm. I n trut h , n a n ites a re l itera l ly

u s u a l ly t h e o n e w h o knows h ow t o identify o r d e a l with the


finds. H e o r s h e can best scave n ge fo r n ew cyp h e rs o r figu re
out h ow to u s e a rtifacts from the past. M a ny n a n o s possess

eve rywhere.
N a nos wield their powe r i n t h e form of what they ca l l ,
a l t h o u g h some p refe r to ca l l t h e m spe l l s , e n c h a ntments,

ot h e r va l u a b l e knowledge i n a reas s uch a s geogra phy,


bota ny, med i c i n e , a n d more .

o r c h a r m s . N a nos a re p roficient with oth e r devices a s we l l ,


a n d somet i m e s t h e i r powers a re act u a l ly t h e s u btle u s e of
s u c h ite m s h id d e n u p o n t h e i r pers o n . A l l n a n o s ca l l fo rth
their powe r i n s l i ghtly d iffe rent ways .
Typical ly, n a n o s a re i n te l l i gent, le a rned , a n d i n s i ghtfu l .
M ost o f t h e t i m e , they d evote t h e m s e lves t o t h e n u m e n e ra
a n d oth e r esoterica rat h e r t h a n to p u rely physical p u rs u its.
As a res u lt, they' re often we l l versed i n the a rt ifacts a n d
leftove rs of the p rev i o u s e r a s .

N anos i n Society: Freq uently, co m mo n fo l ks fea r n a n o s


o r look u po n t h e m w i t h s u s p ic i o n . I t ' s e a s y t o be afra i d
of a b rute w i t h a n axe, but when it co mes to someone
who wields i n v i s i b l e powers-magic, fo r lack of a better
term-too m u ch i s u n known . A n a n o ' s stra n ge a b i l ities
a re u n sett l i n g eve n to t h e b ravest souls u n l e s s they h ave a
mod i c u m of knowledge about the n u m e n e ra . T h at s a i d , n ot
eve ryo n e is frightened of or i nt i m i d ated by n a n o s . T here a re
ot h e r peo p l e a n d creatu res t h at h ave capa b i l ities far beyo n d
t h e u n d e rsta n d i n g of normal fo l ks-t h i ngs t h at eve n n a n o s
m i ght n ot u n d e rsta n d . Th i ngs t h at eve n n a n o s m i ght fea r.
Like the wizard s of fables, some nanos dwe l l in sol itude
to study and conduct odd experi ments, wh i l e others gather
i n schools and teach those with potential to use their
a b i l ities. They enjoy time i n the com pany of people with
s i m i lar pred i lections and i nterests. N ot every nano i s a frai l
bookworm, however-that' s j u st t h e stereotype pl aced u pon
them by society.
S o m et i m e s , peo p l e v i ew n a n o s a s re p re s e ntatives
of the powe rs t h at be: god s , d e m o n s , o r s p i ri t s . T h a t ' s
n ot t o o s u rp ri s i n g con s i d e ri n g t h at t h ey a ffect t h e w o r l d
a ro u n d t h e m i n w a y s t h at m o st p eo p l e c a n ' t fat h o m .
W h at' s m o re s u rp ri s i n g i s t h at s o m e n a n o s b e l i eve
t h i s to be t r u e a s we l l . T h ey ca l l t h e m s e l v e s p r i e s t s o r
s h a m a n s a n d t reat t h e i r e s ote r i e s m o re l i ke ritu a l s ,
p raye r s , o r i n vocat i o n s . W h e n t h e s e n a n o s gat h e r, t h ey

N anos and t h e N u menera: Al l n a n o s know a fa i r bit a b o u t


t h e n u m e n e ra . I n many ways , it's t h e i r l i fe b l ood . W hen a
g ro u p fi n d s a b roken ve h icle, an i n active a utomato n , o r
a n ancient mach i n e , the n a n o ste p s u p a n d searches it fo r
u s efu l d evices.
A l m ost any n u m e n e ra item wo u l d be we lcome, but
general ly, n a n o s a re most i nterested i n ra nged wea po n s ,
p rotective d evices oth e r t h a n armor, a n d devices t h at h ave
i nterest i n g uti l ity effects-u s i n g magneti s m , creat i n g
fo rce fie l d s , h ea l i n g wo u n d s , res h a p i n g fl e s h , creat i n g o r
destroyi n g m atte r, a n d so o n . Th i s i s true of cyp h e rs a s we l l
a s a rtifacts.

Advanced N anos: As n a n o s ga i n m o re experience, they


typ ically learn n ew a n d more powe rfu l esote ries. They begin
their careers by making pers o n a l s h i e l d s a n d b l a sti n g foes
with e n e rgy, but eventual ly, they can fly t h ro u g h the a i r,
d i s i ntegrate m atte r, teleport vast d i stances, a n d control t h e
weat h e r.

NANO BACKGROUND
N a nos can do t h i ngs t h at seem l i ke magic to ot h e r peo p l e ,
but t h e i r powe rs a re n ' t b a s e d o n c h a r m s o r s p e l l cast i n g
t h e exp l a n at i o n i s l i kely far stra n ge r. Choose o n e of the
t h ree opti o n s descri bed below a s t h e sou rce of yo u r
a b i l ities. I t wi l l p rov i d e t h e fo u n d ation o f yo u r backgro u n d
a n d give y o u a n idea o f h ow yo u c a n i m p rove. The G M can
u s e this i n fo rmation to deve l o p adventu res a n d q uests
t h at a re s pecific to yo u r c h a racte r a n d p l ay a ro l e in yo u r
advancement.

Forbidden Knowledge
You u n d e rsta n d the n u m e n e ra far bette r t h a n most peo p l e .
You know t h at it i s n't j u st stra n ge mach i n e s b u ried i n o l d
ru i n s . The n u m e n e ra i s eve rywhere , beyo n d t h e perception

PLAYER'S GUIDE

of h u m a n s . Yo u know t h at m icrosco p i c mach i n e s ca l l ed

Ports and Plugs

n a n ites a re t h readed t h ro u g h eve ry i n ch of the worl d ,


waiti n g t o b e activated . You know t h at sate l l ites i n orbit a re

You h ave a co n n ection with mach i n es for o n e clear rea s o n :


yo u ' re p ractica l ly a mach i n e yo u rself. Yo u r n e rvo u s system
is l aced with c i rcuitry, and yo u r body has i m p l a nted
j acks and ports w here yo u p l u g in mod u l e s and ot h e r
tech n o l ogical bits t h at p rovide yo u r ca p a b i l ities. When yo u
p rod uce effects or m a n i p u l ate n a n ite s , you do so t h ro u g h

b roadcast i n g i nformat i o n , waiti n g for someone to acce s s it.


H av i n g studied long and h a rd , le a rn i n g t h e proper ways to
tap i nto the fo rces a l l a ro u n d yo u , yo u know h ow to activate
these mach i n e s and m a ke t h e m do w h at you w i s h , at least
i n l i m ited , s pecific ways. These u ses of powe r a re called

yo u r body' s d i rect mec h a n ical i nterface. Yo u r fo rce b l asts


m i ght co me fro m a d evice i m p l a nted in yo u r p a l m o r

esoteries.
Th rough vari o u s t i n y devices t h at you possess, w h i c h
p robably seem l i ke magic c h a r m s to t h e u n i n it i ated , yo u

fi n ge rt i p . Yo u r a b i l ity to tap i nto t h e d ata s p h e re m i ght co me


fro m t h e rece ive r p l u gged i nto a port yo u b u i lt i n t h e back

"conj u re" e n e rgy. By acce s s i n g t h e d ata s p h e re tra n s m itted

of yo u r neck.

acro s s the wo r l d , yo u co n nect with mach i n es-i n cl u d i n g


t h e n a n ite s-to c h a n ge yo u r e n v i ro n ment.

O bvi o u s ly, to beco m e a nano, you h ave u n d ergone


n u m e ro u s s u rgeries a n d p roced u res (eit h e r wi l l i ngly o r

Advancement: You m u st co nti n u e to study. There's fa r


more t o the n u m e n e ra t h a n one person c a n eve r kn ow, b u t
t h at d o e s n ' t m e a n yo u s h o u l d n 't try to l e a r n it a l l . M o re

u nwi l l i ngly) . Yo u a re fo reve r c h a n ged . S o me peo p l e treat


you with d i sd a i n o r d e r i s i o n , but perh a p s most of yo u r
mod ificat i o n s c a n b e h i d d e n b y a hooded cloak o r s i m i l a r

secrets a n d more knowled ge mean more powe r. At some


point i n yo u r career, yo u m i ght need to fi n d a teacher o r

garment.
Advancement: Do you want to ga i n more a b i l ities? J u st
find new h a rdware and p l u g it i n . Alth ough talent and

a n oth er s o u rce of knowledge. So m a n y q ue st i o n s need


a n swe rs.
When yo u r stats i m p rove o r yo u learn new s k i l l s , it's
beca u s e yo u h ave m a stered a n ot h e r new tech n i q u e t h at

p ractice a re sti l l i nvolved , physical u pgrades a re you r p ri m a ry

taps i nto t h e secret worl d . When yo u ga i n a n ew esotery, it's

means of picki n g u p new tricks. Ad d i n g poi nts to you r stat


Pool s m ight mean u n d e rgoi n g new p roced u res. Ad d i n g a
n ew esotery m ight req u i re putt i n g an i m p l a nt i n you r head ,

the res u lt of l o n g h o u rs of study a n d p ractice i n u s i n g yo u r


myste rious l o re.

although c h a n g i n g one esote ry to another co u l d be as s i m p l e


as u n p l uggi n g one mod u l e and jacki n g i n a re p l acement.

Psionics

NANO TIERS

Yo u know t h at the wo rld i s fi l led with ancient mach i n es


a n d their creat i o n s . Some of t h e m a re v i s i b l e, but m a n y a re
n ot. I t ' s n ot j u st s ki l l or knowled ge t h at a l l ows yo u to ga i n
acce s s t o t h e m . Yo u h ave a psyc h i c talent t o i nterface with

First-Tier Nano

the mach i ne s to p rod u ce vari o u s effects. So m e of these


mach i n e s a re secreted about you r pers o n , and oth e rs a re
i nfu sed i nto t h e envi ro n ment of t h e N i nth Wo rl d .
Yo u ca n ' t conj u re e n e rgy o r warp m atte r o n yo u r own ,
b u t yo u h ave t h e rare a n d s p ectac u l a r a b i l ity t o control the
i nv i s i b l e n a n o- m ach i n e s t h at d o it fo r yo u . Is this gift t h e

Geni us: You h ave a n I nte l l ect Edge of l , a M i ght E d ge of


0, and a S peed E d ge of 0.
Expert Cypher Use: Yo u can bear t h ree cyp h e rs at a t i m e .

n a t u r a l res u lt of extre m e expo s u re to tec h n o l ogy? I s it t h e


fu s i o n of t h e b i o logical a n d mech a n i ca l ? I s it the d e s i g n o f
a ge n i u s a rch itect, ge n e rat i o n s e a r l i e r, who m a n i p u l ated t h e
genetics o f yo u r fa m i ly? O r i s it j u st a ra n d o m m utatio n ?
I n any case, yo u ' re t h e n atu ra l synth e s i s o f h u m a n a n d
mach i n e , worki n g as o n e .
Advancement: U n d e rsta n d i n g t h i s n a t u r a l t a l e n t took
time and tra i n i ng, a n d m o re of both i s needed to exp a n d
a n d refi n e yo u r powe rs. I n add ition to seeki n g h e l p with
yo u r i n struct i o n , you m i ght need to fi n d d ru gs, d evices, o r
oth e r exte rna l sti m u l at i o n .
When as pects of yo u r c h a racte r i m p rove o r yo u learn n ew
s k i l l s or esoteries, it's beca u s e yo u h ave m a stered a n ew
facet of yo u r psyc h i c a b i l ities or d i scovered an e n t i rely n ew
u s e for a mach i n e i n yo u r envi ro n ment.

F i rst-ti e r n a n o s h ave the fo l l owi n g a b i l ities:


Effort: Yo u r Effort i s l .

Practiced With Light Weapons: Yo u can u s e l i ght


wea p o n s without p ena lty. I f yo u wield a med i u m wea p o n ,
i n crease the d ifficu lty of t h e attack b y o n e ste p . I f yo u wield
a heavy wea p o n, i n crease it by two ste p s .
N u menera Trai n i ng: Yo u a re t ra i ned i n the n u m e n e ra a n d
can atte m pt to u n d e rsta n d a n d identify its p roperties.

Starti ng Eq u i pment: Yo u sta rt with cloth i n g, o n e wea p o n ,


a b o o k about the n u m e n e ra, th ree cyp h e rs (chosen fo r you
by the G M ) , one odd ity (ch osen fo r yo u by the G M ) , and 4
s h i n s (co i n s) . Before select i n g yo u r wea p o n s , armor, a n d
ot h e r gear, yo u m i ght w a n t to w a i t u nt i l after yo u 've chosen
yo u r e soteries, descri ptor, a n d focu s .
Esoteries: You c a n tap i nto the n u m e n e ra t o res h a pe t h e
w o r l d a ro u n d yo u . S i m i l a r i n a p pearance to t h e w a y a fa b l e d
wizard m i ght seem to c a s t s p e l l s , these exp re s s i o n s of yo u r
knowl edge a re ca l l ed esoteries. Peo p l e w h o a re not n a n o s
s o met i m e s ca l l t h e m s p el l s o r c h a r m s .
M ost esote ries m u st be activated , w h i c h req u i res t h at
you h ave a free h a n d a n d s pe n d l or more I nte l l ect points.
I f n o I nte l l ect p o i n t cost i s given fo r a n esote ry, it fu n ct i o n s

LIME NE
co nti n u o u s ly without need i n g to be activated. So m e
esote ries s pecify a d u rati o n , but yo u can always e n d o n e o f
yo u r own esote ries anyt i m e yo u wi s h .
Choose two o f t h e esote ries d e scri bed bel ow. You
ca n't choose t h e sa m e esotery more t h a n o n ce u n le s s its

Esoteries: Choose o n e of the fo l l owi n g esote ries (or


a n esotery from a l owe r tier) to add to yo u r re pert o i re. I n
a d d i t i o n , yo u can re p l ace o n e of yo u r fi rst-t i er esote ries with
a d i fferent fi rst-tier esote ry.
Adaptation (2+ I ntel lect poi nts): You a d a pt to a hosti l e

description says oth e rwise.


Hedge M agic (1 I ntel lect point) : Yo u can perform s m a l l

envi ro n ment fo r 28 h o u rs . As a res u lt, yo u can b reathe


safely, the te m p e ratu re d o es n' t ki l l yo u (th o u g h it m i ght
be extre mely u n co mforta b l e o r d e b i l itat i n g) , cru s h i n g

tricks: te m porarily c h a nge t h e co l o r o r b a s i c a p pearance


of a s m a l l o bject, cause s m a l l o bj ects to fl oat t h ro ug h
the a i r, clean a sm a ll a re a , m e n d a b roken o bj ect, p re p a re

you m i ght be serio u s ly h i n d e red ) , a n d so o n . I n extreme

g ravity does n ' t i n capacitate o r h a rm yo u (th o u g h , aga i n ,

(but n ot create) food , a n d so o n . Yo u ca n ' t u s e hedge

envi ro n ments, the GM m i ght i n crease t h e cost of

magic to h a rm another creatu re or o bject. Act i o n .

activat i n g t h i s esotery to a m axi m u m cost of l 0 I nte l l ect

Onslaught (1 I ntel lect poi nt) : You attack a foe u s i n g


e n e rgies t h at a s s a i l either h i s physical fo r m o r h i s m i n d .
I n either case, you m u st b e a b l e t o s e e yo u r ta rget. I f the
attack i s physica l , you e m it a s h o rt-ra n ge ray of fo rce
t h at i n fl i cts 4 poi nts of d a m age. If the attack is menta l ,
yo u fo c u s yo u r mental e n e rgy t o b l ast the thought
p rocesses of a n ot h e r creatu re with i n s h o rt ra n ge. Th i s
m i n d s l i ce i n fl icts 2 poi nts o f I nte l l ect d a mage (a n d t h u s
i g n o res Armor) . S o m e creat u res without m i n d s (such a s
auto m ato n s ) m i ght be i m m u ne to m i n d s l ice. Act i o n .
P u s h ( 2 I ntel lect poi nts) : You p u s h a creatu re o r o bj ect
an i m me d i ate d i stance in any d i rect io n yo u wi s h . You
m u st be a b l e to see t h e ta rget, w h i c h m u st be yo u r s ize
o r s m a l l e r, m u st n ot be affixed to a nyth i n g, a n d m u st be
with i n s h o rt ra nge. The p u s h i s q u ick, and t h e fo rce i s too
crude to be m a n i p u l ated . Fo r exa m p l e, yo u ca n ' t u s e t h i s
esote ry t o p u l l a l ever o r eve n close a door. Act i o n .
Scan ( 2 I ntel lect poi nts): Yo u scan a n a rea eq u a l i n
s ize to a 1 0-foot ( l - meter) c u b e , i n cl u d i n g a l l o bj ects
o r creat u res with i n t h at a rea. The a rea m u st be with i n
s h o rt ra n ge . Scan n i n g a creatu re o r o bject a l ways
reve a l s its level (a m e a s u re of h ow powe rfu l , d a n ge ro u s ,
o r d iffi c u l t it i s) . Yo u a l s o l e a r n wh ateve r fa cts t h e G M
fee l s a re pert i n ent a b o u t t h e m atte r a n d e n e rgy i n t h at
a rea. Fo r exa m p l e , you m i ght l e a r n t h at t h e wood e n box
conta i n s a d ev i ce of m eta l and synt h . Yo u m i ght l e a r n
t h at t h e g l a s s cyl i n d e r i s fu l l of p o i s o n o u s g a s , a n d t h at
its metal sta n d h a s a n e l ectrical fi e l d ru n n i n g t h ro u g h
it t h at co n n ects to a m e t a l m e s h i n t h e fl o o r. Yo u m i ght
l e a r n t h at t h e creat u re sta n d i n g before yo u i s a m a m m a l
w i t h a s m a l l b ra i n . H oweve r, t h i s esotery d o e s n ' t te l l yo u
what t h e i n fo rm a t i o n m e a n s . T h u s , i n t h e fi rst exa m p l e ,
y o u d o n 't know w h at t h e m eta l a n d s y n t h d ev i ce d o e s .
I n t h e seco n d , yo u d o n ' t k n ow if ste p p i n g o n t h e flo o r
ca u s e s t h e cyl i n d e r to re l e a s e t h e g a s . In t h e t h i rd , yo u
m i ght s u s pect t h at t h e creatu re i s n ot very i n te l l i gent ,
but sca n s , l i ke looks, can be dece i v i n g . M a ny materi a l s
a n d e n e rgy fi e l d s p reve nt o r re s i st sca n n i n g . Act i o n .
Ward : Yo u h ave a s h ie l d o f e n e rgy a ro u n d yo u a t a l l t i m e s
t h at h e l p s defl ect attacks. You ga i n + l to Armor. E n a b l e r.

poi nts. Ro u g h l y s peaki ng , the cost s h o u l d eq u a l t h e


a m o u nt of d a m age y o u wo u l d s u sta i n i n a g i v e n ro u n d .
For exa m p l e, if yo u enter a host i l e envi ro n ment t h at

Second-Tier Nano
Seco n d -tier n a n o s h ave the fo l l owi n g a b i l ities:

wo u l d n o rm a l ly d eal 6 poi nts of d a m age per ro u n d , u s i n g


Ad a ptat i o n t o avo i d t h at d a m age costs 6 points. You
can p rotect oth e r creatu res i n add ition to yo u rself, but
each additional creatu re costs you the s a m e n u m be r of
I nte l l ect poi nts a s it costs to p rotect you . Thus, if it costs
6 poi nts to p rotect yo u rself, it costs 1 2 more to p rotect
two ot h e r peo p l e . T h i s esotery n ever p rotects aga i n st

q u ick, i n stanta n e o u s t h reats, l i ke an attack with a weapon


o r a s u d d e n exp l o s i o n of fire. Act i o n to i n itiate.
Flash (4 I ntel lect poi nts) : Yo u create a n exp l o s i o n of
e n e rgy at a point with i n close ra n ge, affect i n g a n a rea u p
t o i m med i ate ra n ge fro m t h at poi nt. You m u st b e a b l e to
see the locat i o n where you i ntend to center the exp l o s i o n .
The b l a st i n fl i cts 2 poi nts o f d a m age to a l l creat u res o r
objects with i n t h e a r e a . Beca u s e t h i s i s a n a rea attack,
ad d i n g Effort to i ncrease yo u r d a m age works d i fferently
than it does fo r s i n g l e-ta rget attacks: if you apply a l evel
of Effort to i n crease the d a mage, add 2 poi nts of d a m age
for each ta rget, a n d eve n if yo u fa i l yo u r attack ro l l , a l l

ta rgets i n t h e a rea sti l l take l point o f d a m age. Act i o n .


H over ( 2 I ntel lect poi nts) : You fl o a t s l owly i nto the a i r.
As yo u r act i o n , yo u can concentrate to re m a i n mot i o n l e s s
i n the a i r, o r fl o a t u p t o a s h o rt d i stance, but no m o re;
ot h e rwi se, you d rift with the wind o r with any m o m e n t u m
y o u h ave g a i n e d . Th i s effect l a sts fo r u p to ten m i n utes.
Act i o n to i n itiate.

M i nd Read ing (4 I ntel lect poi nts) : You can read the
s u rface t ho u ghts of a creatu re with i n s h o rt ra n ge of yo u ,
eve n if t h e ta rget d o es n' t want you to. Yo u m u st be a b l e
to s e e the ta rget. O n ce yo u h ave esta b l i s hed contact, yo u
can read t h e ta rget ' s t h o u ghts for u p to o n e m i n ute. I f
you o r t h e ta rget move o u t o f ra n ge, t h e co n n ection i s

b ro ke n . Act i o n t o i n itiate.
Stasis (3 I ntel lect poi nts) : Yo u s u rro u n d a foe of yo u r
s ize o r s m a l l e r with sci nti l l ati n g e n e rgy, kee p i n g it fro m
movi n g or act i n g for o n e m i n ute, as if frozen sol i d . Yo u
m u st be a b l e to see the ta rget, a n d it m u st be wit h i n
s h o rt range. W h i l e i n sta s i s , t h e ta rget i s i m perv i o u s to
h a r m , ca n n ot be moved , a n d is i m m u n e to a l l effects.
Act i o n .

PLAYER'S GUIDE

NANO CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a
co n n ecti o n to the rest of t h e worl d . Yo u can a l so create yo u r own fact.

Rol l
1
2

Background
You servea as an a 12 12 rentice for a n a no-sorcerer res EJectea a n a fea rea oy many EJeo 12 l e . N ow yo u oear fi i s m a rl<.
You st ud ied i n a school i n fa m o u s for its d a rk, b rood i n g i n structors a n d grad uate s .
You l ea rnea n a n o-sorce ry (or ga i n ea yo u r moa ificat i o n s) i n t fi e te m p l e of an o o s c u re goo . Its p riests a n a
wors h i 1212ers, a l t h o u h s m a l l i n n u m ber, res 12ect a n d ad m i re yo u r t a l e n t s a n d 12ote n t i a l .
W h i l e t rave l i n g a l o n e , yo u s aved t h e l ife of a powe rfu l a b h u m a n b rute. Although u n wi l l i n g to acco m pany yo u o n

yo u r j o u rn ey, h e re m a i n s i n d e bted to yo u .
You r mother was a powe rfu l n a n o w h i l e s h e l ived , h e l pfu l to m a ny loca l s . They look u po n yo u k i n d ly, but they a l so

exi:iect m u ch fro m YR ! L
6
7
8

You owe m o n ey to a n u m be r of peo p l e a ro u n d town a n d d o n ' t h ave the fu n d s to pay yo u r d e bts.


You fa i l ea a i sgracefu l lY A_ yo u r i n it i a l stu a i es witfi yo u r teacfi e r a n a now 12 roceea on yo u r own .
You learned you r s ki l l s faster than you r teachers had ever seen before. The powers that be took notice and are payi ng
close attention.

9
10

You k i l led a we l l - known cri m i n a l i n self-defe n s e , earn i n g the re s pect of many a n d the e n m ity of a d a n ge ro u s few.
You tra i ned as a g l a ive, but yo u r s ki l l s with the n u m e n e ra a n d oth e r types of l o re eve n t u a l l y led you d own a

11

d i fferent pat h . Yo u r former comrades d o n ' t u nd e rsta n d yo u , but t h ey re s pect yo u .


While studyi ng to be a nano, you worked as an assistant for a seamstress, making friends with the owner and the clientele.

12
13

You r fa m i ly own s a l a rge v i n eya rd nea rby known to a l l fo r its fi n e w i n e a n d fa i r b u s i ne s s d ea l i n gs .

14

You tra i ned fo r a t i m e with a gro u p of Aeo n Priests, a n d they sti l l look u p o n yo u with fo n d n e s s .
You worked the gard e n s i n the pal ace of a n i n fl uent i al n o b l e . S h e wo u l d n 't re m e m b e r yo u , but yo u mad e fr i e n d s

15

w i t h h e r you n g d a u g h te r.
An expe riment yo u co n d u cted i n tfie past went horribly awry. The loca l s re m e m b e r yo u a s a a a n ge ro u s a n d

16
17

foo l h a rdy i n d ivid u a l .


You h a i l fro m a d i stant l a n d where yo u were we l l known a n d regard e d , but peo p l e h e re treat you with s u s p i c i o n .
Peo p l e you m eet seem put off by the stra n ge b i rt h m a rk o n yo u r face.

18
19
20

You r best friend i s a l so a n a n o . Yo u a n d s h e s h a re d i scove ries a n d secrets rea d i ly.


You know a local merchant very wel l . S i nce you give h i m so much business, he offers you d iscou nts and special treatment.
You belong to a secretive soci a l cl u b t h at gat hers monthly to d ri n k and tal k.

Third-Tier Nano
Th i rd-tier n a n o s h ave t h e fo l l owi n g a b i l it i e s :
Adept Cypher Use: Yo u can bear fo u r cyp h e rs a t a t i m e .

Esoteries: C h o o s e o n e of the fo l l owi n g esote ries ( o r


a n esotery fro m a l ower t ie r) to add to yo u r re perto i re. I n
a d d i t i o n , you can re p l ace one of yo u r l owe r-t ier esote ries
with a d iffe rent esotery from the s a m e l ower t ie r.
Barrier (3+ I ntellect poi nts) : Yo u create an opaque,
stat i o n a ry barrier of s o l i d e n e rgy with i n i m med i ate ra n ge.
The barrier i s 10 feet by 10 feet (3 m by 3 m) a n d of
negl i g i b l e t h ickness. I t i s a l evel 2 barrier a n d l a sts fo r
ten m i n utes. I t can be p l aced a nywh e re it fi t s , whether
aga i n st a solid o bj ect ( i n cl u d i n g t h e gro u n d ) o r float i n g
i n t h e a i r. E a c h l evel o f Effort y o u a p p l y stre n gt h e n s t h e
barrier b y o n e l eve l . Fo r exa m p l e, a p p ly i n g two l eve l s of
Effort creates a l evel 4 barrier. Act i o n .
Cou ntermeasu res ( 4 I ntel lect poi nts) : Yo u i m med iately
e n d o n e o n go i n g n u m e n e ra effect (such a s a n effect
created by an esotery) with i n i m med i ate ra n ge.
Alternatively, yo u can u s e this as a defe n s e act io n to
cancel any i n co m i n g esotery ta rgeted at yo u , o r yo u
can cancel any n u m e n e ra d evice or the effect of any

n u m e n e ra d evice fo r 1 d 6 ro u n d s . Yo u m u st touch the


effect o r d evice to cancel it. Act i o n .

aga i n st d a mage fro m t h at type of e n e rgy fo r ten m i n utes.


Alter natively, yo u ga i n + l to Armor aga i n st d a m age fro m
t h at e n e rgy for 28 h o u rs . You m u st be fa m i l i a r with the
type of e n e rgy; fo r exa m p l e , if yo u h ave n o expe rience
with a cert a i n k i n d of extrad i m e n s i o n a l e n e rgy, yo u can't

Energy Protection ( 3 + I ntel lect poi nts) : C h o o s e a d i screte


type of e n e rgy t h at you h ave expe rience with (such as
h eat, son ic, e l ectricity, and so on) . You ga i n + l 0 to Armor

p rotect aga i n st it. I n stead of a p p lyi n g Effort to decrease


t h e d ifficu lty of t h i s esote ry, yo u can apply Effort to
p rotect m o re ta rgets, with each l evel of Effort affect i n g
u p t o two a d d i t i o n a l ta rgets. You m u st touch a d d i t i o n a l
ta rgets to p rotect t h e m . Act i o n to i n itiate.

Sensor (4 I ntel lect poi nts) : Yo u create a n i m mo b i l e ,


i nv i s i b l e s e n s o r with i n i m med i ate ra n ge t h at l a sts fo r
28 h o u rs . A t any t i m e d u ri n g t h at d u rati o n , y o u c a n
concentrate to s e e , hear, a n d s m e l l t h ro ug h t h e s e n s o r,
no m atte r h ow far yo u m ove fro m it. The s e n s o r d o esn't
g r ant yo u s e n s o ry capa b i l ities beyo nd the n o r m . Act i on
to create; action to check.

LIME NE

Targeting Eye: You a re trai ned i n any physical ra n ged attack


that i s a n esotery or comes from a n u menera d evice. For
exa m ple, you a re tra i ned when u s i n g an O n s laught force
b l ast beca use it's a physical attack, but not when u s i n g a n
O n s l a u ght m i n d s l ice beca u se it's a mental attack. E n a b l e r.

i n yo u r fi n ge rt i p a n d touch a creat u re. If t h e ta rget i s


a n N PC o r a creatu re o f l evel 3 o r l ower, it d i es. I f t h e
ta rget i s a PC of any t i er, h e m oves d own o n e ste p o n the
d a m age track. Act i o n .

Fourth-Tier Nano
Fo u rth-tier n a n o s h ave t h e fo l low i n g a b i l ities:
Esoteries: Choose o n e of the fo l l owi n g esote ries (or
a n esote ry fro m a l ower t ie r) to add to yo u r re perto i re. I n
a d d i t i o n , you can re p l ace o n e of yo u r l owe r-tier esote ries

Fifth-Tier Nano
F i ft h -t i er n a n o s h ave t h e fo l l owi n g a b i l ities:
M aster Cypher Use: Yo u can bear five cyp h e rs at a t i m e .

Esoteries: C h o o s e o n e of the fo l l owi n g esote ries (or

with a d ifferent esotery fro m t h e s a m e l ower tie r.

I nvisibility (4 I ntellect poi nts): You become i nv i s i b l e for ten


m i n utes. Wh i l e i nv i s i b l e , yo u a re s peci a l ized i n stealth and
S peed d efens e tasks. Th i s effect e n d s if you do someth i n g
t o revea l you r presence or position-attacki ng, perform i n g
a n esote ry, u s i n g a n a b i l ity, mov i n g a l a rge object, and s o
o n . I f t h i s occu rs, yo u c a n rega i n the rem a i n i n g i nvi s i b i l ity
effect by taki n g an action to focus on h i d i n g you r positi o n .
Action to i n iti ate o r rei n itiate.
M i nd Control (6+ I ntellect points): You control the actions
of another creatu re you touch . Th i s effect lasts for ten
m i n utes. The ta rget m u st be leve l 2 or l owe r. Once yo u
h ave esta b l i s hed contro l , yo u m a i ntain mental contact
with the ta rget a n d sense what it senses. You can a l low
it to act free ly or ove rride its control on a case- by-case
basis. I n stead of a p p lyi n g Effort to d ecrease the d ifficu lty,
you can apply Effort to i ncrease the m axi m u m level of
the ta rget. Th u s , to control the m i n d of a level 5 ta rget
(th ree leve l s a bove the normal l i m it) , you m u st a p p ly th ree
leve l s of Effort. S m a rt nanos use the Scan esotery on a
creatu re to learn its level before tryi n g to co ntrol its m i n d .
W h e n the M i n d Control esote ry e n d s , the creatu re does n't
remem ber bei n g contro l l ed or anyt h i n g it d i d wh i l e u n d e r
you r com m a n d . Action to i n itiate.
Regeneration (6 I ntel lect poi nts): You restore poi nts to a
ta rget ' s M i ght or S peed Pool i n o n e of two ways : either
t h e chosen Pool rega i n s u p to 6 points, o r it i s restored
to a total va l u e of 1 2 . You m a ke t h i s d eci s i o n when yo u
i n itiate t h i s esotery. Points a re rege n e rated at a rate of 1
point each ro u n d . You m u st m a i nta i n contact with the
ta rget t h e whole t i m e . In n o case can this ra i s e a Pool
h i gh er than its m axi m u m . Act i o n .
Reshape ( 5 I ntel lect poi nts) : Yo u res h a pe m atte r with i n
s h o rt ra n ge i n a n a rea n o l a rger t h a n a 5 -foot ( . 5 m )
cube. I f yo u s p e n d o n ly o n e action o n t h i s esote ry, the
c h a n ges yo u m a ke a re crude at best. I f yo u s p e n d at least
ten m i n utes a n d s u cceed at an a p p ropriate craft i n g task
(with a d ifficu lty at least o n e ste p h i gh e r t h a n n o rm a l ,
d ue t o the c i rc u m stances) , yo u c a n m a ke co m p l ex
c h a n ges to the mate r i a l . You can't c h a n ge the n atu re of
t h e m ateri a l , o n ly its s h ape. Th u s , you can m a ke a h o l e
i n a wa l l o r floor, o r y o u can seal one u p . You can fa s h i o n
a rud i m e ntary swo rd fr o m a l a rge p i ece of i ro n . You
can break or repa i r a ch a i n . With m u lt i p l e u ses of t h i s

esote ry, yo u co u l d b ri n g about l a rge c h a n ge s , m a k i n g a


b r i d ge, a wa l l , or a s i m i l a r struct u re. Act i o n .
Slay (6 I ntel lect poi nts) : Yo u gat h e r d i sru pti n g e n e rgy

a n esotery from a l owe r tier) to add to yo u r re perto i re . I n


a d d i t i o n , yo u can re p l ace o n e of yo u r l owe r-ti e r esote ries
with a d i fferent esotery fro m t h e s a m e l owe r t i er.

Absorb Energy (7 I ntel lect poi nts) : You touch an object


a n d a b s o rb its e n e rgy. If you touch a cyp h e r, you re n d e r
it u s e l e s s . I f y o u t o u c h a n a rtifact, ro l l o n t h e a rtifact ' s
d e p l et i o n . I f y o u t o u c h a n ot her k i n d of powered mach i n e
o r d evice, t h e G M d eterm i ne s whet h e r i t s powe r i s fu l ly
d ra i n e d . I n any case, yo u a b sorb e n e rgy from the object
touched a n d rega i n l d l O I nte l l ect points. If t h i s wo u l d
g ive y o u m o re I ntel lect t h a n yo u r Poo l ' s m axi m u m , t h e
extra poi nts a re l o s t , a n d y o u m u st m a ke a M i ght defe n s e
ro l l . The d ifficu lty o f the ro l l i s eq u a l t o the n u m be r of
poi nts ove r yo u r m axi m u m yo u abso rbed . If yo u fa i l t h e
ro l l , y o u take 5 poi nts of d a m age a n d a re u n a b l e to act
for one ro u n d . You can u s e t h i s esotery as a defe n s e
act i o n when yo u ' re the ta rget o f a n i n co m i n g esotery.
D o i n g so cance l s the i ncom i n g esote ry, a n d yo u a b s o rb
t h e e n e rgy as if it we re a d evice. Act i o n .
Dust t o Dust (7 I ntellect poi nts) : Yo u d i s i ntegrate o n e
n o n l iv i n g object t h at i s s m a l l e r t h a n yo u a n d w h o s e
l evel i s l es s t h a n o r e q u a l to yo u r t i er. You m u st touch
t h e o bj ect to affect it. I f the GM fee l s it a p p ropriate to
t h e c i rc u m stances, you can d i s i ntegrate a port i o n of an
object (th e total vol u m e of wh ich i s s m a l l e r than yo u)
rat h e r t h a n the enti re t h i ng. Act i o n .
Knowi ng t h e U n known ( 6 I ntel lect poi nts) : Ta p p i n g i nto
t h e d ata s p h e re , you can a s k t h e G M o n e q u estion a n d
get a ge n e ra l a n swe r. T h e G M a s s i g n s a level t o t h e
q u est i o n , s o t h e m o re o b s c u re t h e a n swe r, t h e m o re
d iffi c u l t t h e task. G e n e r a l ly, knowledge t h at yo u co u l d
fi n d b y looki n g somewhere ot h e r t h a n yo u r cu rre nt
l ocat i o n is l evel 1 , and o b s c u re knowledge of the past is
l evel 7 . G a i n i n g knowledge of the fut u re is i m po s s i b l e .
Act i o n .
Teleportation (6+ I ntel lect poi nts) : You i n stanta n e o u s l y
t ra n s m it yo u rself to any locat i o n t h at yo u h ave seen
o r been to, n o m atte r t h e d i stance, as long a s it i s o n
E a rth ( o r wh ateve r wo rld yo u ' re cu rrently on) . I n stead o f
a p p lyi n g Effort to decrease t h e d ifficu lty, yo u can a p p ly
Effort to b r i n g oth e r peo p l e with yo u , with each l evel of
Effort affect i n g u p to th ree a d d i t i o n a l ta rgets. Yo u m u st
touch any add iti o n a l ta rgets . Act i o n .

PLAYER'S GUIDE

True Senses: Yo u can see i n co m p l ete d a rkness u p to


50 feet (1 5 m) as if it were d i m l i ght. Yo u recogn ize
hologra m s , d i sg u i s e s , optical i l l u s i o n s , s o u n d m i m i cry,
a n d oth e r s u c h tricks (for a l l senses) for what they a re .
E n a b l e r.

(76 m) of yo u . Yo u can p u s h u p to 1 0 to n s (9. 1 t) of


m ate r i a l u p to 50 feet ( 1 5 m) . T h i s fo rce can co l l a p s e
b u i l d i n g s , red i rect s m a l l rive rs, o r p e rform ot h e r

Sixth-Tier Nano

d i m e n s i o n , p l a n e , o r l evel of rea l ity. Yo u m u st know t h at


t h e desti n at i o n exi sts; t h e G M wi l l d e c i d e if yo u h ave

S ixth-tier n a n o s h ave the fo l l owi n g a b i l it i e s :


Esoteries: C h o o s e o n e of the fo l l owi n g esote ries ( o r
a n esotery fro m a l ower tie r) to add to yo u r re perto i re. I n
a d d i t i o n , you can re p l ace one of yo u r l owe r-t ier esote ries
with a d iffe rent esotery from the s a m e l ower t ie r.
Control Weather (1 0 I ntellect points): You change the

weather i n you r general region. I f performed in doors, t hi s


esotery creates only m i nor weather effects, such as m i st,

d ra m at i c effect s . Act i o n .
Traverse t h e Worlds (8+ I ntel lect poi nts): Yo u
i n stanta n e o u s l y t ra n s m it yo u rs e l f to a n o t h e r p l a net,

e n o u g h i nfo rm a t i o n to confirm its exi ste n ce a n d w h at


t h e level of d ifficu lty m i ght be to reach t h e desti n at i o n .
I n stead o f a p p l yi n g Effo rt t o d ecrease t h e d ifficu lty,
you can a p p l y Effort to b ri n g ot h e r peo p l e with yo u ,
with each l evel o f Effo rt affect i n g u p t o t h ree a d d i t i o n a l
ta rget s . Yo u m u st t o u c h a n y a d d i t i o n a l ta rget s . Act i o n .
U s u rp Cypher: C h o o s e o n e cyp h e r t h at yo u carry. T h e

m i l d tem peratu re changes, and so on. I f performed outside,


you ca n create rai n , fog, s now, wi n d , or any other kind of

cyp h e r m u st h ave a n effect t h at i s n ot i n stanta n eo u s .


Yo u d e s t roy t h e cyp h e r a n d ga i n i t s powe r, w h i c h

normal (not overly severe) weather. The change l asts for a


natural length of time, so a storm m ight last for an hour, fog

fu n ct i o n s fo r yo u conti n u o u s ly. Yo u can c h o o s e a cyp h e r


w h e n yo u ga i n t h i s a b i l ity, o r yo u can w a i t a n d m a ke t h e

for two or th ree h o u rs, and snow for a few h o u rs (or for ten

c h o ice l ater. H oweve r, o n ce yo u u s u rp a cyp h e r ' s powe r,

m i n utes if it's out of season) . For the first ten m i n utes after
activating th is esotery, you can create more d ramatic and

you ca n n ot l ater switch to a d iffe rent cyp h e r-t h e


e s otery works o n l y o n ce . Act i o n to i n iti ate.

s pecific effects, such as l i ghtn i n g stri kes, giant h a i l stones,


twi sters, h u rricane force winds, and so on. These effects
m u st occur with i n 1 ,000 feet (305 m) of you r location. You
m u st spend you r turn concentrating to create an effect or to
mai nta i n it in a new rou n d . These effects infl ict 6 poi nts of
damage each rou n d . Action.

M ove M o u ntai n s (9 I ntel lect poi nts) : Yo u exe rt a


t re m e n d o u s a m o u n t of p h y s i c a l fo rce with i n 2 5 0 feet

NANO EXAMPLE
S h a n n a wants to create a n a n o . S h e decides to be
s o mewhat we l l ro u n d e d , so she puts 2 of h e r add iti o n a l
poi nts i nto e a c h stat Poo l , givi n g h e r a M i ght P o o l of 9, a
S peed Pool of 1 1 , a n d an I nte l l ect Pool of 1 4 . H e r n a n o i s
s m a rt a n d q u ick. S h e h a s a n I ntel lect E d ge of l , a M i ght
E d ge of 0, a n d a S peed E d ge of 0. As a fi rst-t i er cha racte r,

LIME NE
h e r Effort is 1 . S h e is t ra i ned i n t h e n u m e n e ra . As h e r i n it i a l
esoteries, s h e c h o o s e s O n s l a u ght a n d Wa rd , giv i n g h e r a
stro n g offe n s e a n d d efe n s e .
S h e can b e a r t h ree cyp hers, but the G M gives her two:
an occu ltic cyp her (wh ich cou nts as two cyph e rs for t h i s
p u rpose) and a n anoetic cyp her, w h i c h together cou nt
as t h ree. The occu ltic cyp her is a h a n d h e l d , sh o rt-ra n ge
teleporter, and the anoetic cyp her is a device that exp lodes
l i ke a fiery bomb. For her wea pon, S h a n n a chooses a knife,
which i s a l ight wea pon.
For her descri ptor, Shanna chooses G racefu l , which adds

JACK STAT POOLS


Stat
Pool Starting Value
M i ght.- .1-0-. .-10
S peed
10
I nte l l ect
You get 6 a d d i t i o n a l poi nts to d iv i d e a m o n g yo u r stat Poo l s
h oweve r yo u wi s h .
S ki l led a n d learned jacks who s hare their gifts with others
a re p rized mem bers of society, wel l res pected for what they
know and can do. A vil lage m ight be protected by warriors,

3 poi nts to her S peed Poo l , b ri n g i n g it to 1 4. That descri ptor

but it' s the jack who makes everyt h i n g run smooth ly by

means she is trai ned in balancing and anyt h i n g req u i ri n g

repairi n g or b u i l d i n g wh atever i s needed, h a n d l i n g d i s putes,


i nvestigating mysteries, and so on. On the other h a n d , jacks
who use their varied a b i l ities to benefit o n ly them selves are
d i stru sted at best and revi led at worst. The m u rderers and
thieves of a com m u n ity are l i kely jacks.

ca refu l movements, physical perform i n g a rts, and S peed


d efense tasks. Perh aps she i s a d a n ce r. I n fact, she begi n s to
d evelop a backstory that i nvolves gracefu l , l ithe movements
that s h e i n corporates i nto her esotery perform ance.
For her focu s , s h e chooses Rides the Lightn i n g. Th i s
gives her S h ock, another offe n s ive power, which s h e p l a n s
o n u s i n g w i t h the knife if s h e ever gets i nto h a nd-to- hand
com bat (though sh e ' ll try t o avoid th at) . S h e a lso ga i n s
Charge, which w i l l co me i n handy w h e n s h e fi n d s more
n u menera a rtifacts i n her exp lorations.
H e r esote ries a n d focus a b i l ities cost I nte l l ect poi nts to
activate, so she's glad to h ave a l ot of poi nts i n h e r I ntel lect
Poo l . I n a d d i t i o n , h e r I nte l l ect E d ge wi l l h e l p red uce
those costs. If she uses her O n s l aught fo rce b l a st without
a p p l y i n g Effort, it costs h e r 0 I nte l l ect poi nts a n d deals 4
poi nts of d a mage. Li kewise, u s i n g h e r S h ock a b i l ity without
a p p l y i n g Effort costs 0 I nte l l ect poi nts. Her I nte l l ect E d ge
wi l l a l l ow h e r to s ave poi nts to d evote towa rd a p p lyi n g
Effort fo r ot h e r p u rposes, perh a p s t o boost the accu racy of
h e r O n s l a ught o r S h ock a b i l it i e s .

JACK
J acks a re i ntrep id exp lorers and adventurers. They a re j acks
of a l l trades-h ence the n a me-although the wo rd al s o
hearke n s ba ck to fables i nvolvi n g a wily, resou rcefu l hero w ho
a lways see m s to be n a med j ack. U sed as a verb, "to j ack"
means to stea l , to deceive, or to get out of a tight scrape
t h rough i n gen u ity or l uck.
j acks d o n ' t use one s k i l l o r tactic excl u s ively; t h ey u s e
wh ateve r wea p o n s , armor, esote ries, o r anyt h i n g e l s e t h at
m i ght h e l p t h e m . They a re h u nters (particu l a rly trea s u re
h u nters) , con a rt i sts, s k a l d s , rogu e s, scouts, a n d expe rts i n

j acks i n the G roup: J acks fill in the s pace between the


extre mes of nanos and g l aives. They freq uently do a l ittl e
of eve ryt h i n g and know a l ittl e o f everyt h i ng. They c a n fight
alongside a gla ive or h ave a scholarly ta l k with a nano. There
a re no right or wrong p l aces, actions, or roles for jacks. They
can hold t h e i r own i n co m bat or other d a n ge ro u s s ituatio n s ,
but they excel a t many assorted t a s k s l i ke search i n g for
clues, u s i n g d i plomacy with the loca l s , or re p ai r i ng a piece
of b ro ken gear. The d rawback, of cou rse, is that j acks a re
rarely the best fighters i n com bat or the best hand lers of
the n u menera. They m i ght, howeve r, be the best at more
s peci a l ized s ki l l s . They' re the most l i kely characte rs to know
h ow to c l i m b , h ow to sta nd watch effectively, h ow to j i m my a
l ock, and how to j u ry- rig a m a ke s h i ft s helter or s n a re trap.
j acks and the N u menera: j acks gravitate towa rd cyp h e rs
or a rt ifacts t h at expa n d t h e i r array of opti o n s eve n fu rth e r.
An e n h a n ced p iece of armor m i ght be fi n e for a gla ive, but
m a n y jacks wo u l d rat h e r h ave a n object t h at a l l ows t hem to
com m u n i cate at a d i stance , wa l k t h ro u g h wa l l s , o r put foes
to s l eep.
Advanced jacks: j acks are the most flexi ble of the character
types, and adva nced jacks a re no d ifferent. Some learn
esoteries, as nanos do. Others hone their com bat ab i l ities.
Some jacks do both, gai n i n g more s ki l l s and i m p rovi ng at,
wel l , a l ittle bit of everyt h i ng.

a vari ety o f fie l d s .

JACK BACKGROUND
jacks in Society: j acks are crafters, entertai n ers, leaders, a n d
th ieves. They' re arch itects, engi neers, con artists, salespeople,
and teachers. This d ivers ity does n 't mean that the jack i s the
a rchetypal everyman-that kind of simple categorization
wou l d d i m i n i s h the character type. j acks a re remarka ble i n that
they can do so many d ifferent t h i n gs, and some do m u ltiple
t h i ngs. I f one jack i s an artist and another i s a n explorer,
there's l i kely a t h i rd who is both at once.

You m i ght h e a r peo p l e s ay t h at a jack is j u st t h e typ ical


eve rym a n (or everype rson) , but don't bel ieve it. You a re n ' t
l i ke a nyo n e e l se. You can d o t h i ngs t h at n o o n e e l s e can d o
beca u s e y o u d o so t h i n gs . Yo u ' re a warrior, yo u ' re a t h i ef,
yo u ' re a d i p l o m at, yo u ' re a sage, a n d yo u ' re a s py.
When you choose jack as you r cha racter type, come u p
with a n exp l a n ation for h ow you learned you r wide variety
of talents. Choose one of the t h ree options descri bed

PLAYER'S GUIDE

below. It w i l l p rovide the fo u n d ation of yo u r backgro u n d


and give y o u a n idea o f h ow y o u c a n i m p rove. The G M c a n

enemy's b l a d e s l ightly to the left so you can j u st barely


dodge it. In the end, yo u ' re s i m ply h a rd to h u rt.

use t h i s i nformation t o d evelop adventu res and q uests


that a re s pecific to you r character and p l ay a role i n you r
advancement.

Advancement: You h ave chosen eve ry pat h , so yo u m u st


trave l each of them. Tra i n i n g and d rugs fuel you r body and
mind, b ra i n i m p l ants grant you additional s ki l l s , and devices
h i d d e n i n you r p a l m s give you fres h a b i l ities. Adva ncement

Born Lucky

means new teachers and tech n ic i a n s , stra n ge s u bsta nces

Yo u seem to be bette r t h a n most peo p l e beca u s e you a re.

and rad iatio n s , and a n ever- i ncrea s i n g need to d i scover the


secrets of the past that wi l l p rove essential for you r futu re.

Yo u r a n cestors we re part of a genetic experi ment, and


yo u r genes a re s u perior to those of the average h u m a n .
Yo u ' re s m a rter, stro n ge r, m o re d exte ro u s , a n d a b l e t o learn

JACK TIERS

mental a n d physical s ki l l s m o re q u i ckly. Fo l ks m i ght ca l l


yo u c h a ri s m atic, b l e s s e d , d iv i n e l y gifted , o r j u st p l a i n l u cky.

First-Tier jack

They p robably sa id the s a m e t h i n g about yo u r parents,


their p a rents, a n d so on. Some of yo u r genetic advantage
m i ght eve n grant you l ow- l eve l psyc h i c a b i l ities t h at greatly
res e m b l e the " m i racles" performed by n a n o s .
Advancement: You m i ght be a s u perh u m a n , but yo u ' re
sti l l l i m ited by w h at you learn a n d experience. Therefore,
yo u m u st cont i n u e to t ra i n and study. P ractice i s the key-it
j u st comes e a s i e r fo r yo u t h a n it does fo r others.

F i rst-ti e r jacks h ave the fo l l owi n g a b i l ities:


Effort: Yo u r Effort i s 1 .

When yo u i m p rove, it's beca u s e you h ave honed yo u r


n a t u r a l a b i l i t i e s o r u n l ocked h e retofore u n k n ow n g e n e t i c

J ack of All Trades: Yo u h ave a n E d ge of 1 fo r o n e stat of


yo u r cho ice: M i ght, S peed , o r I nte l l ect. Yo u h ave an E d ge of
0 fo r the oth e r two stats.
Cypher Use: You can bear two cyp h e rs at a t i m e .
Practiced With Light a n d Medium Weapons: You ca n u s e
l ight and med i u m weapons without pena lty. I f you wield a

t ra it s .

heavy wea pon, i ncrease the d ifficu lty of the attack by one step.
Skills: You a re tra i ned i n o n e task of yo u r choos i n g (ot her
t h a n attacks o r defe n se) .

School of Hard Knocks

Flex Skill: At t h e begi n n i n g of each d ay, choose o n e


t as k (ot her t h a n attacks o r defe n se) o n w h i c h yo u wi l l

You learned t h i ngs the h a rd way--on you r own . Ad a ptive and


can ny, you exp res s the true strengths of h u m a n ity i n yo u r

concentrate. Fo r t h e rest o f t h at d ay, yo u ' re t ra i ned i n t h at


task. Yo u can't u s e t h i s a b i l ity with a s ki l l yo u ' re a l ready

a b i l ity t o adj u st q u ickly t o circu m stances, p i c k u p n e w tricks


to succeed , and u lt i m ately s u rvive when you probably s h o u l d
be dead .

t ra i ned in to beco m e special ized .

M ost l i kely, yo u grew u p on yo u r own , perh a p s on the


streets , i n the w i l d e r n e s s , o r amid ru i n s . The d eta i l s d o n 't
rea l ly m atte r. What's i m portant i s t h at you taught yo u rself
h ow to ove rco m e wh ateve r c h a l l e n ges came along.

Advancement: J u st keep o n kee p i n g o n . You got to where


yo u a re by observi ng, learn i n g, adapting, a n d adopt i n g .
To adva n ce, yo u n e e d to d o m o re of the s a m e . Co n stant
wari ness co u p led (somewhat paradoxical ly) with co n stant

Starti ng Eq u i pment: Yo u sta rt with cloth i n g, two


weapo n s , l i ght armor, an exp lorer' s pack, a pack of l i ght
too l s , two cyp hers (chosen fo r you by the G M ) , o n e odd ity
(ch osen by the G M ) , a n d 8 s h i n s . Before select i n g yo u r
weapo n s , armor, a n d ot h e r gear, yo u m i ght want t o wait
u nt i l afte r yo u 've chosen yo u r tricks of the t rad e, descri ptor,
a n d focu s .
Tricks of the Trade: You h ave a wide ran ge o f a b i l ities that
keep people gues s i n g. Some of these tricks of the trade are
tech n ically esoteries, u s i n g the n u menera, wh i l e others are

A Cobbled Jumble

more m u ndane. Some tricks are con stant, ongoi ng effects;


others are s pecific actions that u s u a l ly cost poi nts from one of
you r stat Pools.

Yo u ' re t h e p rod uct of ge n e rat i o n s of e u g e n i c s , bol ste red


by m i n o r cybernetic e n h a n cements, a few s m a l l psyc h i c

Choose two of t h e tricks d escribed bel ow. Yo u can't


choose t h e s ame trick m o re t h a n o n ce u n l e s s its

cu rios ity a l l ows yo u to hone yo u r s k i l l s a n d n ew capa b i l it i e s .

a b i l it i e s , a n d the l e s s o n s o f secret m a sters. I n ot h e r wo rd s ,


yo u d o n ' t h ave o n e sou rce of powe r o r o n e exp l a n at i o n
fo r yo u r a b i l ities-yo u h ave m a n y, a n d as fa r a s yo u ' re
co n cerned, that's t h e best fo rm u l a for s u cces s . You d o n 't
put a l l yo u r eggs i n a s i n gle p rove r b i a l bas ket. To rea l ly get
a h e a d , yo u m u st re ly on m u lt i p l e stre n gth s .

d escri pt i o n says oth e rwise.

Bash (1 M ight point): This i s a p u m m e l i n g melee attack.


You make an attack and infl ict 1 additional point of damage
u s i n g al most any weapon except the l ightest (such as a
wh i p or a s m a l l knife) . Action.
H edge M agic (1 I ntel lect point) : Yo u can perform s m a l l

Yo u 've always got a n u n expected t r i c k u p yo u r s l eeve


o r a fa l l back co nti n ge n cy. Fo r exa m p l e, yo u m i ght h ave
s u bd e r m a l i m p l a nts t h at m a ke you more res i l ient, yo u r

tricks: te m porarily c h a n ge t h e co l o r o r b a s i c a p peara n ce


of a s m a l l o bject, cause s m a l l o bj ects to fl oat t h ro ug h
t h e a i r, clean a s mal l a rea, m e n d a b roken o bj ect, p re p a re

tra i n i n g m i ght l et yo u s e n s e a fo e ' s attack before h e strikes,


a n d yo u r psyc h i c a b i l ities co u l d a l l ow yo u to push yo u r

(but n ot create) food , a n d so o n . Yo u ca n 't u s e h ed ge


magic to h a rm another creatu re or o bject. Act i o n .

LIME NE

Pierce (1 Speed point) : Th i s i s a we l l - a i m e d , penetrat i n g


ra n ged attack. Yo u m a ke a n attack a n d i n fl i ct 1 a d d i t i o n a l

ran ge. The p u s h is q u ick, and the force is too crude to be


m a n i p u l ated . For exa m ple, you can't use t hi s trick to p u l l a

point of d a m age if yo u r weapon h a s a s h a rp poi nt.

Act i o n .
Practiced i n Armor: j acks can wea r armor fo r rea s o n a b l e
period s of t i m e w i t h o u t t i r i n g a n d can co m p e n sate fo r
s l owed react i o n s fr o m wea ri n g armor. Yo u can wea r any
k i n d of armor. Yo u red u ce t h e M i ght cost per hour fo r

lever or even close a door. Action.


Reload (1 Speed poi nt) : When u s i n g a weapon t h at
n o r m a l l y req u i res an act i o n to re load, yo u can re load a n d
fi re ( o r fi re a n d re load) i n the s a m e act i o n . E n a b l e r.
Ward : You h ave a s h ie l d of e n e rgy a ro u n d yo u at a l l t i m e s
t h at h e l p s defl ect attacks. You ga i n + 1 t o Armor. E n a b l e r.

wea ri n g armor a n d the S peed P o o l red u ctio n fo r wea ri n g

armor by 2 . E n a b l e r.
Ski l l With Defense: Choose o n e type of d efe n s e task
i n w h i c h you a re n ot a l ready tra i ned: M i ght, S peed , o r
I nte l l ect. Yo u a re t ra i ned i n defe n s e t a s k s o f t h at type.
U n l i ke most tricks of the trade, yo u can sel ect t h i s trick
up to th ree times. Each time yo u sel ect it, yo u m u st
choose a d ifferent type of d efe n s e task. E n a b l e r.
Th rust (1 M ight point) : Th i s i s a powe rfu l m e l ee sta b . You
m a ke an attack a n d i n fl ict 1 a d d i t i o n a l point of d a m age if
yo u r wea p o n has a s h arp ed ge o r poi nt. Act i o n .
Trained Without Armor: Yo u a re t ra i ned i n S peed defe n se
act i o n s when n ot wea ri n g armor. E n a b l e r.

Second-Tier Jack
Seco n d -tier j acks h ave t h e fo l l owi n g a b i l it i e s :

Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g (ot h e r


t h a n attacks o r d efe n se) . I f yo u c h o o s e a task yo u ' re a l ready
tra i ned in, yo u beco me s pecial ized in t h at task. You can't
choose a ta sk yo u ' re a l ready special ized i n .

Tricks of the Trade: Choose o n e o f t h e fo l l owi n g tricks


(or a trick fro m a l ower tie r) to add to yo u r re perto i re. I n
a d d i t i o n , you can re p l ace one of yo u r fi rst-tie r tricks with a
d i fferent fi rst-tier trick.
Brute Finesse: Somet i m e s a swift kick i s j u st the trick
to popp i n g open a lock o r start i n g a re l u ctant p i ece of

mach i n e ry. When you apply Effort to a n o n co m bat S peed


task, yo u can s p e n d poi nts fro m yo u r M i ght Pool a s if
they came from yo u r S peed Poo l . Fo r exa m p l e, you co u l d
s pe n d 3 M i ght points a n d 2 S peed poi nts t o a p p l y two
l eve l s of Effort to picki n g a lock. E n a b l e r.

Experienced Adventu rer: When yo u u s e a n o n co m bat


s k i l l s u cce ssfu l ly, if yo u d i d n 't ro l l a natural 1 9 o r 20, yo u
can a p p l y a l evel of Effort (after the ro l l ) to get a m i n o r
s pecial effect. The stat poi nts spent fo r t h i s l evel of Effort
m u st co me from the s a m e stat as t h e one u sed for the
s k i l l . Thus, if you m a de a S peed ro l l , the cost of the Effort
co mes from yo u r S peed Poo l . Applyi n g the Effort d o es n' t
mod ify the d ifficu lty of t h e task-it o n l y creates the m i n o r
effect. E n a b l e r.
No N eed for Weapons: When you m a ke an u n a rmed
attack (such a s a p u nch o r kick) , it co u nts as a m ed i u m
wea p on i n stead o f a l i ght wea p o n . E n a b l e r.
Push (2 I ntellect points): You pu sh a creatu re or object an
i m med iate d i stance i n any d i rection you wish. You m u st be
able to see the target, which m u st be you r s ize or smaller,
m u st not be affixed to anyth i n g, and m u st be wit h i n short

Third-Tier Jack
T h i rd-tier jacks h ave the fo l l owi n g a b i l ities:

Expert Cypher Use: Yo u can bear t h ree cyp h e rs at a t i m e .


Skills: You a re tra i ned i n o n e task of yo u r choos i n g (ot her
t h a n attacks o r defe n se) . I f yo u cho o s e a t as k yo u ' re a l ready
t ra i ned in, you beco m e special ized i n t h at task. Yo u ca n ' t
c h o o s e a task yo u ' re a l ready s peci a l ized i n .
Tricks o ft h e Trade: C h o o s e o n e of the fo l l owi n g tricks
(or a trick from a l owe r tier) to add to yo u r re perto i re . I n
a d d i t i o n , yo u can re p l ace o n e of yo u r l owe r-ti e r tricks with a
d ifferent trick from the s a m e l ower t i er.
Enhancement (4 I ntellect poi nts): Yo u gain a + 1 bo n u s
t o t h e Edge for o n e stat o f you r choice (M ight, S peed , o r
I ntel l ect) for t e n m i n utes . You c a n h ave o n ly one vers ion o f
t h i s trick i n effect a t a time. Action t o i n itiate.
H over (3 I ntel lect poi nts) : Yo u fl oat s l owly i nto the a i r.
I f yo u co ncentrate, yo u can control yo u r m ove ment
to re m a i n m ot i o n l e s s i n t h e a i r, o r fl oat up to a s h o rt
d i st a n ce as yo u r act i o n , but no m o re; ot h e rw i s e , yo u
d rift with t h e w i n d or with a n y m o m e n t u m yo u h ave
g a i n e d . T h i s effect l a sts for up to ten m i n utes. Act i o n to
i n i t i ate.
M i nd Read ing (4 I ntel lect poi nts) : You can read the
s u rface t ho u ghts of a creatu re with i n s h o rt ra n ge of yo u ,
eve n if t h e s u bject d o es n' t want yo u to. Yo u m u st be a b l e
to s e e the ta rget. O n ce yo u h ave esta b l i s hed contact, yo u
can read t h e ta rget ' s t h o u ghts for u p to o n e m i n ute. I f
you o r t h e ta rget move o u t o f ra n ge, t h e co n n ection i s
b ro ke n . Act i o n t o i n itiate.
Onslaught (2 I ntellect poi nts) : Yo u attack a foe u s i n g
e n e rgies t h at a s s a i l either h i s physical fo r m o r h i s m i n d .
I n either case, you m u st be a b l e t o s e e yo u r ta rget. I f
t h e attack i s physica l , y o u e m it a s h o rt-ra n ge , i nv i s i b l e
ray o f fo rce t h at i nfl icts 4 poi nts o f d a mage. I f the attack
is menta l , you focu s yo u r mental e n e rgy to b l a st t h e
t ho ug ht p rocesses o f a n ot her creatu re with i n s h o rt
range. T h i s m i n d s l i ce i nfl icts 2 poi nts of I nte l l ect d a mage
(and t h u s i g n o re s Armor) . S o me creat u res without m i n d s
(such a s a uto m ato n s) m i ght be i m m u n e t o m i n d s l ice.
Act i o n .
S k i l l With Attacks: C h o o s e o n e type o f attack i n w h i c h
y o u a re n ot a l ready tra i ned : l i ght b a s h i ng, l i ght b l ad e d ,
l i ght ra n ged , m ed i u m bas h i ng, med i u m b l ad e d , m ed i u m
ran ged , heavy b a s h i ng, heavy b l ad e d , o r heavy ra nged .
You a re tra i ned i n attacks u s i n g t h at type of wea p o n .
E n a b l e r.

30

PLAYER'S GUIDE

JACK CONNECTION
Ro l l a d20 or choose from the fo l l owi n g l i st to d eterm i n e a s pecific fact about you r backgro u n d t h at p rovides a
co n n ecti o n to the rest of t h e worl d . Yo u can a l so create yo u r own fact.

Rol l
1
2
3
4
5

Background
You co m e fro m a l a rge fa m i l a n a haa to fend fo r }'.O u rself fro m an earl}'. ag..::. e ...-------------You r o l d e r s i ster is a s k i l led n a n o . You were n 't a b l e to fo l l ow h e r pat h , but the n u m e n e ra i s n ot u n known to yo u .
You ' re a m e m ti e r of a g u i l d of exp l o rers who special ize i n u ncove r i n g ancient m}'.ste ries.
You worked a l o n g s i d e yo u r fath e r, who was s k i l led i n m a ny t h i n gs , u nt i l he d i s a ppeared one d ay with n o
exp l a n at i o n .
You grew LI B on the streets a n d stu d ied at the school of h a rd knocks.

You re m e m b e r l ittl e of yo u r past, w h i c h h a s always seemed stra n ge to yo u .

You came of age i n the w i l d a n d a re used to l iv i n g ro u g,-'-'h. .

8
9
10
11
12

You r fa m i ly i s wealthy but earns l ittl e re s pect from the loca l s .


You ' re frie n a s with m a n }'. eo12le i n t h e com m u n ity a n a a re ge nerally we l l regaraed .

13
14
15
16
17

You h ave a n a n n oyi n g rival who always see m s to get i n yo u r way o r fo i l yo u r p l a n s .


You ' re i n l ove with a local s h o p keeper, but t h at person s h ows l ittl e i nterest i n yo u .
Seve ra l exped itions prepari n g to exp lore o l d ru i n s a n d odd myste ries wo u l d l i ke yo u to j o i n t hem beca u s e you
seem l i ke a p ro m i s i n g add ition to the tea m .
You r best friend fro m ch i l d h ood i s now a n Aeo n Priest.
You co m e fro m a nea rby com m u n ity, but the loca l s co n s i d e r the fo l k of yo u r h o m etown to be u ntru stwo rthy riva l s .
You ' re close fr i e n d s with a local m a rried co u p le, both of whom a re expe rienced n a n o s .
You ' re d ri n ki n g b u d d i e s with a n u m be r of t h e local guards a n d g l a ives.
You o n ce saved the c h i l d of a local n o b l e fro m a fi re, a n d s h e i s very gratefu l .

18

You used to work with a tro u pe of trave l i n g m i n st re l s a n d performers, a n d t h ey re m e m b e r yo u fo n d ly (as d o

19

peo p l e i n the p l aces yo u v i s ited ) .


You ' re wanted fo r a cri m e yo u d id n't co m m it.

20

You h ave a friend with an exten s ive l i b rary, plenty of food and d r i n k, and a comforta ble home-a nd the door i s always
open to you .

Fourth-Tier Jack

a ga i n st . T h e d i fficu lty of t h e attack ro l l i s d ecreased


by one ste p . I f t h e attack i s s u cc e s s fu l , it d e a l s 1 l e s s

Fo u rth-tier jacks h ave the fo l l owi n g a b i l ities:


Ski l ls: Yo u a re tra i ned i n o n e task of you r choos i n g (ot h e r
t h a n attacks o r d efe n se) . I f yo u c h o o s e a task yo u ' re a l ready
tra i ned in, yo u beco me s pecial ized in t h at task. You can't
choose a ta sk yo u ' re a l ready special ized i n .
Tricks of the Trade: Choose o n e o f t h e fo l l owi n g tricks

(or a trick fro m a l ower tie r) to add to yo u r re perto i re. I n


a d d i t i o n , you can re p l ace one of yo u r l owe r-t ier tricks with a
d i fferent trick fro m t h e sa m e l owe r tier.

_
_
_

Analytical Com bat: Sometimes the most i m portant


m u scle i n a fight i s you r b ra i n . I f you can p red ict where a n
opponent w i l l move next or s e e her w e a k s pot, y o u c a n b e
a more successfu l com batant. When y o u a p p ly Effort t o
a co m bat M i ght task or S peed t a s k , y o u c a n a l so s p e n d
poi nts from you r I ntel lect Pool as if they c a m e fr o m you r
M i ght Pool or S peed Poo l . For exa m p l e , you co u l d spend
3 I ntel lect poi nts and 2 M i ght poi nts to a p p ly two leve l s of
Effort to attacki n g with a sword . E n a b l e r.
Lunge (2 M ight poi nts) : Th i s m ove req u i re s yo u to
exte n d yo u rs e l f fo r a powe rfu l sta b or s m a s h . T h e
awkward l u n ge i n creases t h e d ifficu lty of t h e attack ro l l
b y o n e ste p . I f yo u r attack i s s u ccessfu l , i t i n fl i cts 4
a d d i t i o n a l poi nts of d a m age. Act i o n .
Sl ice ( 2 Speed poi nts) : T h i s i s a q u i c k attack w i t h
a b l ad e d o r p o i nted wea p o n t h at i s h a rd to d efe n d

p o i n t o f d a m a ge t h a n n o r m a l . Act i o n .
Spray (2 Speed points): I f a weapon h a s t h e ab i l ity t o fire
rapid shots without reload i n g (u s u a l ly cal led a rapid fire
weapon, such as the cra n k cross bow) , you ca n spray
m u ltiple shots a round you r target to i ncrease the chance of
h itti ng. T hi s move u ses l d 6 + 1 rou n d s of ammo (or a l l the
ammo i n the weapon, if it has less than the n u m ber rol l ed) .
The d ifficu lty of the attack rol l is decreased by one step. I f
the attack i s successfu l , it d e a l s 1 l e s s p o i n t o f damage t h a n
normal . Action.
Transdi mensional Weapon (3 I ntel l ect poi nts) :
O n e m e l ee wea p o n t h at yo u t o u c h v i b rates on a
d i m e n s i o n a l freq u e n cy so t h at it s p a n s i n to ot h e r
d i m e n s i o n s fo r o n e h o u r. D u ri n g t h i s t i m e , it i n fl i cts
1 a d d i t i o n a l point of d a m a ge o n a s u ccessfu l h it a n d
a ffects ta rgets t h at ca n o n l y be a ffected b y s p eci a l
t ra n s d i m e n s i o n a l e ffect s , s u c h a s t h o s e t h at a re o u t o f
p h a s e . Act i o n t o i n i t i ate.

Fifth-Tier Jack
F i ft h -t i er j acks h ave t h e fo l l owi n g a b i l ities:
Adept Cypher Use: You can bear fo u r cyp hers at a t i m e .

Skills: You a re tra i ned i n o n e task of yo u r choos i n g (ot her


t h a n attacks o r defe n se) . I f yo u cho o s e a t as k yo u ' re a l ready

LIME NE

tra i ned i n , yo u beco m e s peci a l ized i n t h at task. You ca n ' t


c h o o s e a task yo u ' re a l ready s peci a l ized i n .

i n w h i c h yo u a re tra i ned : M i ght, S peed , o r I nte l l ect. You


become special ized i n d efe n s e tasks of t h at type. U n l i ke

Tricks o ft h e Trade: C h o o s e o n e of the fo l l owi n g tricks

most tricks of the trad e, yo u can sel ect t h i s trick u p to

(or a trick from a l owe r t ie r) to add to yo u r re perto i re . I n


a d d i t i o n , yo u can re p l ace o n e of yo u r l owe r-ti e r tricks with a
d i fferent trick from the s a m e l ower tie r.

Fei nt (3 Speed poi nts): I f yo u s p e n d o n e act i o n creat i n g

Sixth-Tier Jack

a m i sd i rect i o n o r d ivers i o n , i n t h e n ext ro u n d yo u can

S ixth-tier j acks h ave t h e fo l l ow i n g a b i l ities:


Skills: You a re tra i ned i n o n e task of yo u r choos i n g (ot her

ta ke adva ntage of yo u r opponent's l owered defe n se s .


M a ke a m e l e e attack ro l l aga i n st t h at o p p o n e nt. T h e
d ifficu lty of t h e ro l l i s d ecreased by o n e ste p . I f yo u r
attack i s s u cce s s fu l , i t i n fl i cts 4 a d d i t i o n a l p o i nts of

th ree t i m e s . Each t i m e you sel ect it, you m u st choose a


d i fferent type of d efe n s e task. E n a b l e r.

d a m age. Act i o n .
S n i pe ( 3 Speed poi nts): I f yo u s p e n d o n e act i o n a i m i n g ,
i n t h e n ext ro u n d y o u can m a ke a p rec i s e ra n ged attack.
T h e d i fficu lty of the attack ro l l i s d ecreased by one ste p .
I f yo u r attack i s s u ccessfu l , it i n fl i cts 4 a d d i t i o n a l p o i n t s
o f d a m age. Act i o n .
Successive Attack (2 Speed points): If you take down a foe,
you can i m med iately make another attack on that same turn
against a new foe with i n you r reach. The second attack is part
of the same action. You can use this trick with melee attacks
and ranged attacks. Enabler.
Targeti ng Eye: You a re tra i ned in any physical ra n ged attack
that i s a trick of the trade or comes from a n u menera
device. For exa m p l e , yo u a re tra i ned when u s i n g a n
O n s l a u ght force b l ast beca use i t ' s a physical attack, b u t
not when u s i n g a n O n s l a u ght m i n d s l ice beca use i t ' s a
mental attack. You a re tra i n ed when attacki n g with a death
ray em itte r beca u se it comes from a n u menera d evice,
but not when u s i n g a cross bow beca u se it's a m u nd a n e
wea pon. E n a b l e r.
M astery With Defense: Choose o n e type of defe n s e task

t h a n attacks o r defe n se) . I f yo u cho o s e a t as k yo u ' re a l ready


t ra i ned in, you beco m e special ized i n t h at task. Yo u ca n ' t
c h o o s e a task yo u ' re a l ready s peci a l ized i n .
Tricks o fthe Trade: Choose one o f the following tricks ( o r a
trick from a lower tier) to add to you r repertoi re. I n addition,
you can repl ace one of you r lower-tier tricks with a d ifferent
trick from the same lower tier.

Energy Protection (4+ I ntel lect poi nts) : Choose a


d i screte type of e n e rgy you h ave exp e r i e n ce with ( s u c h
a s h eat, s o n ic, e l ectricity, a n d s o o n ) . Yo u g a i n + 1 0 t o
Armor a ga i n st d a m age fro m t h at t y p e of e n e rgy fo r t e n
m i n utes. Altern ative ly, y o u ga i n + l to Armor aga i n st
d a m a ge fro m t h at e n e rgy fo r 28 h o u rs . Yo u m u st be
fa m i l i a r with the type of e n e rgy; fo r exa m p l e , if yo u h ave
n o exp e r i e n ce with a certa i n k i n d of extrad i m e n s i o n a l
e n e rgy, yo u c a n ' t p rotect a ga i n st i t . I n stead o f a p p lyi n g
E ffo rt to d ecreas e t h e d ifficu lty, yo u can a p p ly Effo rt t o
p rotect m o re ta rget s , w i t h e a c h l evel of Effo rt affect i n g
u p t o two a d d i t i o n a l ta rgets . Yo u m u st touch a d d i t i o n a l
ta rgets to p rotect t h e m . Act i o n to i n iti ate.

I nvisibility (5 I ntellect poi nts) : Yo u beco m e i n v i s i b l e


fo r t e n m i n utes. Wh i l e i n v i s i b l e , yo u a re s peci a l ized i n
stealth a n d S peed d efe n s e tasks. Th i s effect e n d s if you
d o someth i n g to reveal yo u r prese n ce o r position-

PLAYER'S GUIDE

attacki ng, perfo rm i n g an esotery, u s i n g an a b i l ity, m ovi n g


a l a rge o bject, a n d so o n . I f t h i s occu rs, yo u c a n rega i n

He wears a leather jerki n that gives h i m 1 point of Armor,


so J ames s u btracts 1 from a l l damage he takes. This type of

t h e re m a i n i n g i n vi s i b i l ity effect b y taki n g a n action


to focu s o n h i d i n g yo u r position. Actio n to i n itiate o r
re i n it i ate.
Parry (6 Speed poi nts) : Yo u can d efl ect i n com i n g attacks

armor normally red uces the wearer's S peed Pool by 2 and


costs 1 point of M ight per hour worn. To com pen sate, J ames
chooses Practiced i n Armor as one of his tricks of the trade,

q u ickly. When yo u activate t h i s trick, fo r the n ext 1 0


ro u n d s you red u ce the d ifficu lty fo r a l l S peed d efe n s e
ro l l s b y o n e ste p. E n a b l e r.

Spin Attack (6 Speed poi nts) : Yo u sta n d sti l l a n d m a ke


m e l ee attacks aga i n st u p to five foes with i n reach, a l l a s
part of t h e s a m e act io n i n o n e ro u n d . M a ke a separate
attack ro l l fo r each foe. Yo u re m a i n l i m ited by the a m o u nt
of Effort yo u can a p p l y on o n e act i o n . Anyt h i n g t h at
mod ifies yo u r attack or d a m age a p p l ies to a l l of these
attacks. Act i o n .
True Senses: Yo u can s e e i n co m p l ete d a rkness u p to
50 feet (1 5 m) as if it were d i m l i ght. Yo u recogn ize
hologra m s , d i sg u i s e s , optical i l l u s i o n s , s o u n d m i m i cry,
a n d oth e r s u c h tricks (for a l l senses) for what they a re .
E n a b l e r.

JACK EXAMPLE
J a mes wants to p l ay a jack. H e l i ke s the idea of be i n g
crafty, s n e a ky, a n d m aybe a l ittl e devi o u s . H e p uts 4 o f h i s
add iti o n a l poi nts i n h i s I nte l l ect Pool (ra i s i n g i t t o 1 4) a n d
2 points i n h i s S peed P o o l (ra i s i n g it to 1 2) . Th i s leaves h i s
M i ght Pool a t 1 0. H e decides t o h ave a S peed E d ge o f 1 , but
it was a h a rd choice-h e was tem pted to put his E d ge point
i n I nte l l ect. As a fi rst-tie r c h a racte r, his Effort i s 1 .
J a mes chooses a q u a rterstaff a n d a d a rt th rowe r fo r h i s
wea p o n s . T h e staff i s a med i u m weapon t h at i n fl i cts 4
poi nts of d a m age. The d a rt t h rowe r i s a l i ght wea p o n , so h e
decreases the d ifficu lty of attack ro l l s w i t h i t , but e a c h s h ot
i nfl icts o n ly 2 poi nts of d a m age. The d a rt t h rowe r comes
with 1 2 d a rts.

which red uces both costs by 2 (mea n i n g they both become 0) .


For h i s other trick, he chooses S k i l l With Defense and
selects S peed tasks. J a mes i s very defens ive m i nded.
H e a l so chooses a s k i l l to be tra i ned in. J a mes decides
to go with stealth so t h at whenever h e tries to h id e , m ove
q u i etly, or s l i p someth i n g i nto h i s pocket u n n oticed , h e
red uces the d i fficu lty of t h e task b y one ste p . I n a d d i t i o n ,
h i s fl ex s ki l l l e t s h i m c h o o s e a n o t h e r s k i l l e a c h d ay, so h e
h a s many optio n s .
H i s c h a racte r c a n bear two cyp h e rs . The G M decides
t h at one item i s a n i n jecto r t h at gives J a mes a te m po ra ry
+ 1 bon u s to h i s S peed E d ge for o n e h o u r, a n d the oth e r i s a
belt- m o u nted d evice t h at p rojects a fo rce s h i e l d a ro u n d h i m
fo r ten m i n utes a n d grants + 3 t o h i s Armor.
J a m e s sti l l need s to choose h i s d e s c r i ptor a n d focu s .
Fo r h i s d e scri ptor, h e p i cks C l ever t o co m p l e m e n t h i s
" d evi o u s " t h e m e , so h e ad d s 3 t o h i s I ntel lect Poo l , ra i s i n g
i t t o 1 7 . T h e C l ever d e scri pto r a l s o m e a n s h e i s t ra i ned i n
l i e s a n d trickery (wh i c h i s fitt i n g fo r h i s c h a racte r) , d efe n s e
rol l s a ga i n st m e n t a l effect s , a n d i d e n t i fyi n g o r a s s e s s i n g
t h i n g s . B a s i c a l ly, h i s jack i s good a t fi g u r i n g o u t wh atever
s it u a t i o n h e l a n d s i n . Co nversely, h e d o e s n ' t exce l at
read i n g books, studyi n g , or re m e m be ri n g d eta i l s . F i n a l ly,
t h e d e scri pto r gives J a m e s s o m e ext ra start i n g m o n ey
p ro b a b ly fro m b e i n g so c l ever.
For h i s focu s, he makes a choice that' s devious but overt:
Crafts I l l usions. At first tier, he can spend 1 point from h i s
I ntel l ect Pool t o create m i nor i m ages. T h e focus a l s o grants
h i m a stra nge odd ity that i nvolves i mages in a piece of glass.
J ames wi l l use these a b i l ities to create a con artist character
who is carefu l and clever and backs up h i s l ies with i l l usions.

33

LIME NE

CHARACTER DESCRI PTOR


Your descriptor defines your character-it flavors everything you do. The differences between
a Charming glaive and a Graceful glaive are considerable. The descriptor changes the way
those characters go about every action. Your descriptor places your character in the situation
(the first adventure, which starts the campaign) and helps provide motivation. It is the
adjective ofthe sentence "/ am an adjective n o u n who verbs. "

escri ptors offe r a o n e t i m e package of ext ra

a b i l it i e s , s ki l l s , or mod ificat i o n s to yo u r stat Poo l s .


N ot a l l o f a d e scri ptor' s offe r i n g s a re pos itive
c h a racter mod ificat i o n s . Fo r exa m p l e , s o m e d e scri ptors

h ave i n a b i l ities-ta s k s t h at a c h a racter i s n 't good at. Yo u


can t h i n k of i n a b i l it i e s as " n egative s ki l l s "-i n stead of
be i n g o n e step better at t h at k i n d of tas k, yo u ' re o n e step
worse. I f you beco m e s k i l led at a task t h at yo u h ave an
i n a b i l ity with , t h ey cancel out. Re m e m ber t h at c h a racters
a re defined a s m u ch by what t h ey' re not good at a s w h at
t h ey are good at.
Descri ptors also offer a few brief s u ggest i o n s of h ow yo u r
c h a racte r got i nvolved with t h e rest o f t h e gro u p o n t h e i r
fi rst adve n t u re. Yo u can u s e t h e s e , o r n ot, as yo u wi s h .
T h i s section deta i l s t h e following descri ptors: Charmi ng,
Clever, G racefu l , I ntel l i gent, Learned , Mystica l / M echan ical,
Rugged , Stealthy, Strong, Strong-Wi lled, Swift, and Tough.
Choose one of them for you r character. You ca n pick any
descri ptor you wish regard less of whether you ' re a glaive,
nano, or jack.

CHARMING
Yo u ' re a s m ooth ta l ke r a n d a charmer. Whet h e r t h ro u g h
see m i ngly s u pernatural m e a n s o r j u st a way w i t h word s ,
yo u can conv i n ce oth e rs to d o as yo u wi s h . M ost l i kely,
yo u ' re phys ically attractive or at least h i gh ly c h a ri s m atic,
a n d others enjoy l i ste n i n g to yo u r voice. Yo u p robably
pay atte ntion to yo u r a p peara n ce, kee p i n g yo u rself we l l
groo med . Yo u m a ke fr i e n d s e a si ly.
Yo u p l ay u p t h e perso n a l ity facet of yo u r I nte l l ect stat;
i nte l l igence is n ot yo u r stro n g s u it. Yo u ' re pers o n a b l e , not
nece s s a r i l y stud i o u s o r stron g-wi l l ed .
Yo u ga i n the fo l l owi n g benefits :

Personable: +2 t o yo u r I nte l l ect Poo l .


Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g pos itive o r
pleasant soci a l i nteract i o n .
Skill: You ' re tra i ned w h e n u s i n g esote ries o r s peci a l
a b i l ities t h at i n fl u e n ce the m i n d s o f others.

DESCRIPTORS
C h a rm i n g

Ru gged

Clever
G racefu l
I nte l l igent

Stealthy
Stro n g
Strong-W i l led

Lea rned
Mystica l / M ec h a n ical

Swift
To u g h

Contact: Yo u h ave a n i m portant contact who i s i n a n


i n fl uent i al pos ition, s uch a s a m i no r n o b l e , the capta i n of
the town g u a rd , an Aeo n Priest, o r the h ead of a l a rge gang
of t h ieve s . You a n d the GM should work out the d eta i l s
toget her.
I nabi l ity: Yo u were n eve r good at studyi n g or reta i n i n g
facts. T h e d ifficu lty o f a n y t a s k i nvolvi n g l o re , knowledge, o r
u n d e rsta n d i n g i s i n creased by o n e ste p.
I nabi l ity: Yo u r wi l l powe r i s n ot o n e of yo u r stro n g points.
Whenever you try to res i st a mental attack, the d ifficu lty i s
i n creased b y o n e ste p.
Add itional Eq u i pment: Yo u 've m a n aged to ta l k yo u r way
i nto some decent d i sco u nts a n d b o n u s e s in rece nt wee ks.
As a res u lt, you h ave 1 0 extra s h i n s j a n g l i n g i n yo u r pocket.
I n itial Link to the Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . Yo u convi nced one of the oth e r PCs to te l l yo u w h at h e
w a s d o i ng.
2 . Yo u i n sti gated t h e whole t h i n g a n d co n v i n ced the oth e rs
to j o i n yo u .
3 . O n e o f t h e oth e r PCs d i d a favor fo r yo u , a n d n ow yo u ' re
re payi n g t h at o b l i gation by h e l p i n g h e r with the t as k at
hand.
4. There i s reward i nvolved , a n d you need t h e money.

CLEVER
Yo u ' re q u i ck-witted, th i n ki n g we l l on yo u r feet. Yo u
u n d e rsta n d peo p l e , so yo u can fool t hem but a re rarely

PLAYER'S GUIDE

fooled . Beca u s e yo u e a s i l y see t h i ngs for w h at t h ey a re, yo u

INTELLIGENT

get the l ay of the l a n d swiftly, s ize u p th reats a n d a l l i es , a n d


a s s e s s s i t u at i o n s w i t h accu racy. Perh a p s yo u ' re phys ically
attract ive, o r m aybe you u s e yo u r wit to overco me any

Yo u ' re q u ite s m a rt. Yo u r m e m o ry i s s h a rp , a n d yo u eas i ly


g ra s p concepts t h at oth e rs m i ght struggle with. Th i s

physical o r mental i m perfect i o n s .


Yo u ga i n the fo l l owi n g benefits :

Smart: + 2 t o yo u r I nte l l ect Poo l .


Skill: You ' re tra i ned i n a l l i nteract i o n s i nvo lvi n g l ie s o r
trickery.
Skill: Yo u ' re tra i ned i n d efe n se ro l l s to res i st mental effects.
Skill: You ' re tra i ned in all tasks i nvo lving, identifyi n g o r
a sses s i n g d a n ge r, l i es, q u a l ity, i m po rtance, fu nct i o n , o r
powe r.
I nabil ity: You we re n ever good at studyi n g or reta i n i n g
triv i a l knowledge. T h e d ifficu lty o f a n y t a s k i nvo lvi n g l o re,
knowledge, o r u n d e rsta n d i n g i s i n creased by o n e ste p .
Additional Equipment: You s e e through the schemes of
others and occasionally convi nce them to believe you
even when, perhaps, they should not. Thanks to you r clever
behavior, you h ave 1 0 extra s h i n s .
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow y o u beca m e i nvolved i n the fi rst
adve n t u re.
1 . Yo u convi n ced one of t h e ot h e r PCs to te l l you what h e
was d o i n g.
2. Fro m afar, yo u observed t h at someth i n g i nterest i n g was
go i n g o n .
3 . You tal ked yo u r way i nto t h e situation beca u s e yo u
thought it m i ght earn so m e m o n ey.
4. You s u s pect t h at the oth e r PCs wo n ' t s u cceed without
yo u .

GRACEFUL
Yo u h ave a pe rfect s e n s e of b a l a n ce, m ovi n g a n d s peaki n g
w i t h grace a n d beauty. Yo u ' re q u ick, l ithe, fl exi ble , a n d
d exte ro u s . Yo u r body i s pe rfectly s u ited t o d a nce, a n d yo u
u s e t h at advantage i n com b at to d od ge b l ows. You m i ght
wea r garments t h at e n h a n ce yo u r a g i l e m ovement a n d
s e n s e of styl e.
Yo u ga i n the fo l l owi n g benefits :

Agile: + 2 t o yo u r S peed Poo l .


Skill: You ' re tra i ned i n a l l tasks i nvo lvi n g b a l a nce a n d
ca refu l move m e nt.
Skill: You ' re tra i ned in all tasks i nvo lvi n g physical
perform i n g a rts.
Skill: You ' re tra i ned i n all S peed defe n s e tasks.
I n itial Li n k to the Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow y o u beca m e i nvolved i n the fi rst
adve n t u re.
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r PCs
beca u s e yo u saw t h at t h ey were i n d a n ger.
2. O n e of the oth e r PCs co n v i n ced yo u t h at jo i n i n g t h e
gro u p wo u l d be i n yo u r b e s t i nterest.
3 . Yo u ' re afra i d of what m i ght h a p p e n if t h e oth e r PCs fa i l .
4. Th ere i s rewa rd i nvolved , a n d yo u need t h e m o n ey.

aptitude does n ' t nece s s a r i l y m e a n t h at yo u 've h a d years of


fo r m a l ed u cat i o n , but you h ave l earned a great d eal in yo u r
l i fe, p r i m a ri l y beca u s e you p i c k t h i ngs u p q u ickly a n d reta i n
so m u c h .
You ga i n t h e fo l low i n g benefits:
Smart: +2 to yo u r I nte l l ect Poo l .
Skill: Yo u ' re tra i ned i n a n a rea of knowledge o f yo u r
cho ice.
Skill: You ' re trai ned i n all actions that i nvolve remem beri ng
or memorizing t h i ngs you experience d i rectly. For exa m ple,
i n stead of being good at reca l l i n g deta i l s of geography that you
read a bout in a book, you can remember a path through a set
of tunnels that you 've exp lored before.
I n itial Link to the Starting Adventu re: Fro m t h e fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . One of the oth e r PCs as ked yo u r o p i n i o n of the m i s s i o n ,
knowi n g t h at if yo u thought it w a s a good i d e a , i t
p robably wa s .
2 . Yo u s a w va l u e i n w h at t h e ot h e r P C s we re d o i n g.
3 . Yo u b e l i eved t h at the task m i ght lead to i m portant a n d
i nterest i n g d i scove ries.
4 . A co l l eague req uested t h at yo u take p a rt i n the m i s s i o n
a s a favo r.

LEARNED
You h ave stu d i ed, either on yo u r own or with an i n structor.
You know many t h i ngs a n d a re an expe rt on a few to pics,
s u c h a s h i story, b i o logy, geogra phy, the n u m e n e ra , n at u re ,
o r any oth e r a rea of study. Lea rned c h a racters typ ically carry
a few books a ro u n d with t h e m a n d s p e n d t h e i r s p a re t i m e
read i n g.
You ga i n t h e fo l low i n g benefits:

Smart: +2 to yo u r I nte l l ect Poo l .


Skill: Yo u ' re tra i ned i n t h ree a reas o f knowl edge o f yo u r
cho ice.
I nability: You h ave few soci a l graces. The d ifficu lty of any
task i nvolvi n g charm, pers u a s i o n , or eti q uette i s i ncreased by
one ste p.
Add itional Eq u i pment: Yo u h ave two additional books o n
t o p i c s of yo u r cho ice.
I n itial Link to the Starting Adventu re: Fro m t h e fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . One of the oth e r PCs as ked you to co m e a l o n g beca u s e
o f yo u r knowledge.
2 . Yo u need mo ney to fund yo u r stud i es .
3 . Yo u b e l i eved t h at the task m i ght lead to i m portant a n d
i nterest i n g d i scove ries.
4 . A co l l eague req uested t h at yo u take p a rt i n the m i s s i o n
a s a favo r.

35

LIME NE

H edge M agic (1 I ntel lect point) : Yo u can perform s m a l l


tricks: te m porarily c h a n ge t h e co l o r o r b a s i c a p peara n ce
of a s m a l l o bject, cause s m a l l o bj ects to fl oat t h ro ug h
t h e a i r, clean a s mal l a rea, m e n d a b roken o bj ect, p re p a re
(but n ot create) food , a n d so o n . Yo u ca n 't u s e h ed ge
magic to h a rm another creatu re or o bject. Act i o n .
I nability: Yo u h ave a m a n n e r o r a n a u ra t h at ot h e rs fi n d

a b i t u n n e rv i n g . T h e d ifficu lty of a n y t a s k i nvolvi n g c h a r m ,


p e rs u a s i o n , o r decept i o n i s i n creased b y o n e ste p .
Add itional Eq u i pment: Yo u h ave a n extra o d d i ty,
d ete r m i ned by the G M .

I n itial Link to the Starting Adventu re: Fro m t h e fo l l owi n g


l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . A d ream g u i ded yo u to t h i s poi nt.
2 . Yo u need mo ney to fund yo u r stud i es .
3 . Yo u b e l i eved the m i s s i o n wo u l d be a great w ay to l ea r n
m o re about the n u m e n e ra.
4 . Va rious signs a n d porte nts led you h e re.

RUGGED
Yo u ' re a nature l over accu stomed to l iv i n g ro u g h , pitt i n g
yo u r w i t s aga i n st the e l e m e n t s . M ost l i kely, yo u ' re a s k i l led
h u nter, gat h e re r, o r natura l i st. Years of l iv i n g in t h e w i l d
h ave left t h e i r mar k w i t h a worn co u nte n a n ce , w i l d h a i r, o r
s c a r s . Yo u r cloth i n g i s p robably m u c h l e s s refi ned t h a n the
garments worn by city dwe l lers.
You ga i n t h e fo l low i n g benefits:

Skill: Yo u ' re tra i ned i n all tasks i nvolvi n g c l i m b i ng,


j u m p i n g, ru n n i ng, a n d swi m m i ng.

MYSTICAL/MECHANICAL

Skill: Yo u ' re tra i ned i n a l l tasks i nvolvi n g tra i n i ng, ri d i ng,

Yo u h ave a s peci a l talent t h at can be viewed i n two ways .


Yo u m i ght th i n k of yo u rself as " myst ica l , " a n d t h u s attu ned
with the myste rious a n d t h e p a ra n o rm a l , o r yo u m i ght
th i n k of yo u rself a s " mech a n ica l , " a n d t h u s adept with
devices and mach i n e s . In either case, yo u r true talents l i e
with the n u m e n e ra. Yo u l i kely h ave experience with ancient
l o re, a n d yo u can s e n s e a n d wield the n u m e n e ra-t h o u g h
whet h e r t h at m e a n s " m agic" o r "tec h n o l ogy" i s u p to yo u
(a n d p robably u p to those a ro u n d yo u as we l l ) . Mystical
cha racters often wear j ewel ry, su c h a s a ring o r a n a m u l et,
o r h ave tattoos o r oth e r m a rks t h at s h ow t h e i r i nterests.
M ec h a n ical c h a racte rs tend to ca rry a l ot of too l s and treat
t h e m a l m ost l i ke ta l i s m a n s .
Yo u ga i n the fo l l owi n g benefits :

Smart: + 2 t o yo u r I nte l l ect Poo l .


Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g i d e ntifyi n g o r
u nd e rsta n d i n g t h e n u m e n e ra .
Sense "magic": You can s e n s e whet h e r the n u m e n e ra i s
active i n s it u atio n s where i t s p resence i s n ot obvio u s . You
m u st study an o bj ect or l ocat io n closely for a m i n ute to get
a feel for whet h e r the touch of the a n cients is at work.
Esotery: You can perform the esotery known a s H ed ge
M agic wh en you h ave a free h a n d a n d can pay the I nte l l ect
point cost.

o r p l acat i n g n atu ra l a n i m a l s .
Skill: Yo u ' re tra i ned i n a l l tasks i nvolvi n g i d e ntifyi n g o r
u s i n g n a t u r a l p l a nts.
I nabi l ity: Yo u h ave n o soci a l graces a n d p refe r a n i m a l s
t o peo p l e . T h e d ifficu lty o f a n y t a s k i nvo lvi n g c h a r m ,
pers u a s i o n , eti q u ette, o r deception i s i n creased b y o n e ste p .
Add itional Eq u i pment: Yo u carry a n exp l o rer's p a c k . I f
y o u a l ready h ave o ne, yo u c a n i n stead take 50 extra feet (1 5
m) of ro pe, two more d ays' wort h of rat i o n s , a n d an ext ra
ran ged wea p o n.
I n itial Link to the Starting Adventu re: Fro m t h e fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . Aga i n st yo u r bette r j u d gment, yo u j o i ned the oth e r PCs
beca u s e you saw t h at they we re in d a n ge r.
2. O n e of t h e oth e r PCs convi n ced you t h at joi n i n g the
g ro u p wo u l d be i n yo u r best i nterest.
3. Yo u ' re afra id of what m i ght h a p pe n i f t h e oth e r PCs fa i l .
4 . There i s rewa rd i nvolve d , a n d you need t h e mon ey.

STEALTHY
You ' re sneaky, s l i ppery, and fast. These talents h e l p you h ide,
move q u i etly, and pull off tricks that req u i re s l e i ght of hand.
M ost l i ke ly, you ' re wiry and small. H oweve r, you ' re not m uch

36

PLAYER'S GUIDE

of a spri nte r-you ' re more d exterou s t h a n fleet of foot.


Yo u ga i n the fo l l owi n g benefits :

Quick: + 2 t o yo u r S peed Poo l .


Skill: You ' re tra i ned i n a l l stealthy tasks.
Skill: You ' re tra i ned i n all i nteract i o n s i nvo lvi n g l ie s o r
trickery.
Skill: You ' re tra i ned i n a l l esote ries o r special a b i l ities
i nvolvi n g i l l u s i o n s o r trickery.
I nabil ity: Yo u ' re s n e a ky but n ot fast. The d ifficu lty of a l l
m ove m e nt-rel ated tasks i s o n e step h i gh e r fo r yo u .
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow y o u beca m e i nvolved i n the fi rst
adve n t u re.
1 . You attem pted to steal from one of the other PCs. That
character caught you and forced you to come along with her.
2. You we re tai l i n g o n e of t h e oth e r PCs for rea s o n s of yo u r
own , w h i c h b rought you i nto t h e act i o n .
3 . An N PC e m p l oyer secretly pa id yo u to get i nvolved .
4. You ove rheard t h e oth e r PCs ta l k i n g about a to p i c t h at
i nterested yo u , so yo u decided to a p p roach t h e g ro u p .

STRONG
Yo u ' re ext re mely stro n g a n d phys i ca l l y powe rfu l , a n d yo u
u s e these q u a l ities we l l , whet h e r t h ro u g h vio le n ce or feats
of p rowe s s . Yo u l i kely h ave a b rawny b u i l d and i m p re s s ive
m u scles.
Yo u ga i n the fo l l owi n g benefits :
Very Powerfu l : + 4 t o yo u r M i ght Poo l .
Skill: You ' re tra i ned i n a l l act i o n s i nvo lvi n g b rea k i n g
i n a n i m ate o bj ects .
Skill: You ' re tra i ned i n a l l j u m p i n g act i o n s .
Add itional Equi pment: You h ave a n extra m ed i u m
wea p on o r heavy wea p o n .
I n itial Li n k t o t h e Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow y o u beca m e i nvolved i n the fi rst
adve n t u re.
1 . Aga i n st yo u r bette r j u d gment, you joi ned the oth e r PCs
beca u s e yo u saw t h at t h ey were i n d a n ger.
2. O n e of the oth e r PCs co n v i n ced yo u t h at jo i n i n g t h e
gro u p wo u l d be i n yo u r b e s t i nterest.
3 . Yo u ' re afra i d of what m i ght h a p p e n if t h e oth e r PCs fa i l .
4 . There is reward i nvolved , a n d you need the money.

STRONG-WILLED
Yo u ' re to u g h - m i nded , w i l lfu l , a n d i n d e pe n d e nt. N o one can
ta l k yo u i nto anyt h i n g o r c h a n ge yo u r m i n d w h e n you d o n ' t
w a n t it c h a n ged . T h i s q u a l ity does n ' t nece s s a r i l y m a ke yo u
s m a rt, but it does m a ke you a bastion of w i l l powe r a n d
reso lve. You l i kely d re s s a n d act w i t h u n i q u e style a n d fl a i r,
n ot cari n g w h at oth e rs th i n k.
Yo u ga i n the fo l l owi n g benefits :
Willfu l : + 4 t o yo u r I nte l l ect Poo l .
Skill: You ' re tra i ned i n re s i st i n g mental effects.
Skill: You ' re tra i ned i n tasks req u i r i n g i n cred i b l e focus o r
co ncentrat i o n .

I nabi l ity: Wi l lfu l d o es n' t mean b ri l l i a nt. The d ifficu lty of


any t as k t h at i nvolves fi g u ri n g out p uzzles or p ro b l e m s ,
m e m o riz i n g t h i n g s , o r u s i n g l o re i s i n creased b y o n e ste p .
I n itial Link t o t h e Starti ng Adventu re: Fro m the fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . Aga i n st yo u r bette r j u d gment, yo u j o i ned the oth e r PCs
beca u s e you saw t h at they we re in d a n ge r.
2. O n e of t h e oth e r PCs convi n ced you t h at joi n i n g the
gro u p wo u l d be i n yo u r best i nterest.
3. Yo u ' re afra id of what m i ght h a p pe n if the oth e r PCs fa i l .
4. There i s rewa rd i nvolve d , a n d you need t h e mon ey.

SWIFT
You m ove q u ickly, a b l e to s p r i n t i n s h o rt b u rsts a n d work
with yo u r h a n d s with d exte rity. Yo u ' re great at cro s s i n g
d i stances q u ickly but n ot always s m ooth ly. You a re l i kely
s l i m a n d m u sc u l a r.
You ga i n t h e fo l low i n g benefits:
Fast: +4 to yo u r S peed Poo l .

Skill: Yo u ' re tra i ned i n i n itiative act i o n s (to d eterm i n e


who goes fi rst i n com bat) .
Skill: Yo u ' re tra i ned i n ru n n i n g act i o n s .
I nability: You ' re fast b u t not necessarily gracefu l . The
d ifficu lty of any task i nvolving balance i s i ncreased by one step.
I n itial Link to the Starting Adventu re: Fro m t h e fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . Aga i n st yo u r bette r j u d gment, yo u j o i ned the oth e r PCs
beca u s e you saw t h at they we re in d a n ge r.
2. O n e of t h e oth e r PCs convi n ced you t h at joi n i n g the
g ro u p wo u l d be i n yo u r best i nterest.
3. Yo u ' re afra id of what m i ght h a p pe n if the oth e r PCs fa i l .
4 . There i s rewa rd i nvolve d , a n d you need t h e mon ey.

TOUGH
You ' re strong and can take a lot of physical p u n i s h ment. You
m ight have a large frame and a square jaw. Tough cha racters
freq uently h ave visible scars.
You ga i n the fo l low i n g benefits:
Resil ient: + 1 to Armor.

H ealthy: Add 1 to t h e poi nts you rega i n w hen you m a ke a


recovery ro l l .
Skill: Yo u ' re tra i ned i n M i ght d efe n s e act i o n s .
Add itional Eq u i pment: Yo u h ave a n extra l i ght wea p o n .
I n itial Link t o t h e Starting Adventu re: Fro m t h e fo l l owi n g
l i st o f o pt i o n s , choose h ow yo u beca m e i nvolved i n t h e fi rst
adventu re.
1 . Yo u ' re act i n g a s a bodyg u a rd for one of the oth e r PCs.
2 . O n e of t h e PCs i s yo u r s i b l i ng, a n d you came along to
watch out fo r h e r.
3 . Yo u need mo ney beca u s e yo u r fa m i ly i s i n d e bt.
4 . Yo u ste p ped in to d efe n d o n e of the PCs when t h at
c h a racte r was t h reatened . Wh i l e ta l k i n g to h i m afterwa rd ,
you heard about t h e gro u p ' s task.

37

LIME NE

CHARACTER FOCUS
Focus is what makes your character unique. No two PCs in a group should
have the same focus. Yourfocus gives you benefits when you create your
character and each time you ascend to the next tier. It's the verb of the
sentence "/ am an adjective n o u n who verbs. "

hen yo u choose a cha racte r focu s , you get a


s pecial con n ection to one or more of yo u r fel low
PCs, a fi rst-tier a b i l ity, and perh aps additional
start i n g eq u i p ment. A few foci offe r s l ight a lterations of

esoteries or tricks for nanos and jacks. Each focus al s o offers


s u ggestions to the GM and the p l ayer for pos s i b l e effects or
conseq u e n ces of rea l ly good o r rea l ly bad d i e rol l s .
A s you progress t o a new tier, you r focus grants you more
a bil ities. Each tier's benefit is u s u a l ly labeled Action or Enabler.
I f an a bil ity i s labeled Action, you m u st take a n action to use
it. I f an a bil ity i s labeled Enabler, it makes other actions better

FOCI
Bears a Halo of Fire

H u nts With G reat Skill

Carries a Qu iver
Commands Mental Powers

Lead s

Controls Beasts
Controls G ravity
Crafts I l l usions
Crafts U n ique Objects
Employs M agnetism
Entertai n s
Exists Partially Out

or gives some other benefit, but it's not an action. An ab i l ity


that a l l ows you to blast foes with lasers is an action. An a b i l ity

of Phase
Explores Dark Places

that grants you additional damage when you make attacks i s


an enabler. You c a n use an e n a b l e r i n the s a m e turn as you
perform another action.

Fights With Panache


Focuses M i nd Over M atter

Each tier's benefits a re i ndependent of a n d cu m u l at ive


with ben efits from oth e r tiers ( u n le ss i n d i cated oth e rwi se) .
So if yo u r fi rst-t ie r a b i l ity grants yo u + 1 to Armor a n d yo u r
fo u rth-tier a b i l ity a l s o grants yo u + 1 t o Armor, when yo u

Fuses Flesh and Steel


Howl s at the Moon

Lives in the Wilderness


Masters Defense
Masters Weaponry
M u rders
Rages
Rides the Lightn ing
Tal ks to Machi nes
Wears a S heen of I ce
Wield s Power With
Precision
Wield s Two Weapons
at Once
Works M i racles
Works the Back Alleys

reach fo u rt h tier, you h ave a total of +2 to Armor.

Additional Equipment: You have an artifact-a device that


sprays i n a n i mate objects to make them fire-resistant. All you r

BEARS A HALO OF FIRE

the a b i l ities of normal h u m a n s) . a l l yo u r effects a re tai nted

starting gear has a l ready been treated u n less you don't want it
to be.
Fire Esoteries: I f you perform esoteries, those that wou l d
norm a l ly use force or other energy ( s u c h as electricity)
i n stead use fire. For exa m p l e , force b l asts from O n s l a u ght
are b l asts of flame, and Flash i s a bu rst of fire. These

with fl a m e . F i e ry v i s u a l s acco m pany yo u r powe rs, and i n


s o m e cases, yo u r p red i l ecti o n fo r fl a m e act u a l ly res h apes

alterations change noth i n g except the type of d a mage and


the fact that it m i ght start fi res. As another exa m p l e , Barrier

yo u r a b i l ities to take o n a fiery nature w h e re n o n e existed

prod uces a wa l l of roa r i ng flames. In this case, the alteration


changes the esotery so that the barrier i s n ot solid but

Yo u can create a s h eath of fl a m e s a ro u n d yo u r body. You


leave scorch m a rks w h e reve r yo u go, a n d yo u ca n ' t h a n d l e
co m b u st i b l e objects without fi rst d o u s i n g yo u r i n h e rent
flames. I f yo u perform esote ries (or s i m i l a r effects beyo n d

before.
You p robably wea r red and yel l ow, or perh a p s b l ack.
Although most of those who take up t h i s mantle a re
n a n o s , fl a m e-wi e l d i n g g l a ives a n d jacks a re fearsome
i nd eed .
Connection: Pick one oth e r PC. T h ro u g h a q u i rk of fate,
yo u r fi re ca n n ot h a rm t h at cha racter.

i n stead i n fl icts 1 point of d a m age to anyt h i n g that to uches it


and 4 poi nts of d a mage to a nyo ne who passes t h rough it.
M inor Effect Suggestions: The ta rget or somet h i n g near
the ta rget catches fire.
M ajor Effect Suggestions: An i m portant item o n the
ta rget ' s person i s destroyed .

38

PLAYER'S GUIDE

ORIGIN OF SPECIAL POWERS


If you want an exp l a n at io n for some of the more s u pernatural powers p rovided by yo u r focu s , ro l l d l 00 a n d check the
fo l l owi n g table, d i scard i n g res u lts t h at d o n ' t fit logic.

Roll
01 -05
06-09
1 0-1 5
1 6-2 1
2-2 7
28
29
30
1
3 2-3 5
6-3 9
40-43
44-4 7
48-5 1
2-5 6
5 7-60
6 1 -64
65-66
67
68-69
70
7 1 -80
8 1 -00

Explanation
N at u ra l m utation
U n expected v i ra l reco n structio n of yo u r body
M utat io n a ue to a n cestral ex12o s u re to cli e m ica l s , raa i at i o n , or v i r u s
M utatio n d ue to expe r i m e ntal science performed o n yo u r a n cestor(s)
An e n co u nter with the I ro n Wind ( u n ex12ected n a n otech reco n struct i o n of yo u r body)------
Abd u ct io n by ext rate rre stri a l (s) who experi me nted or performed s u rge ry on yo u
Abd u ct io n by rogue scientist (s) who ex12e r i me nted or 12erformed s u rge ry o n y_
ou
_
Abd u ct io n by mach i n e i nte l l i ge n ce t h at experi me nted o r performed s u rgery o n yo u
An e n co u nter with an u ltraterrest rial entity t h at myste rio u s ly c h a n ged yo u
I ntent i o n a l or acc i d e ntal fu s i o n / i m p l a ntat i o n with mec h a n ical devices i n fi n ge rt i p s
I ntent i o n a l o r acc i d e ntal fu s i o n / i m p l a ntat i o n w i t h mec h a n ical devices i n pal m s
I ntent i o n a l o r acc i d e ntal fu s i o n / i m p l a ntat i o n with mec h a n ical d evice i n head o r eye
I ntent i o n a l or acc i d e ntal fu s i o n / i m p l a ntat i o n with mec h a n ical d evice i n chest
I ntent i o n a l o r acc i d e ntal i m mersion o r treatment with ancient c h e m i c a l s o r rad iation
H i d d e n a rtifact (s secreted o n yo u r person
Cloud of n a n otech t h at fo l l ows a n d res p o n d s to yo u for rea s o n s u n known
_
------------
I m p l a n t o r m utat io n t h at p rovides knowled ge a n d powe r from the d ata s_p h-e-re
Drugs
Tra i n i n g by extrate rrestri a l entities i n stra n ge a n d myste r i o u s d evot i o n s
Tra i n i n g b y secret o rd e r t h at h a s m a stered myste ries p a s s e d d own fro m the ancients
-----,
Tra i n i n g by mach i n e i n te l l i ge n ce t li at s h a red i n h u m a n knowled ge
Co n fl u e nce: Ro l l twice a n d co m b i n e res u lts
U n known (G M can secretly ro l l aga i n and keep the res u lt li i a a e n )

Tier 1 : Shroud o f F l a m e (1 I ntel lect poi nt) .


At you r com m a n d , yo u r entire body becomes s h rouded i n
flames that last u p t o ten m i n utes. T h e fi re doesn't b u rn you ,
b u t it automatica l ly i n fl icts 2 poi nts o f d a m age t o a nyone
who tries to touch you or stri ke yo u with a melee attack.

_
_
_
_
_
_
_
_
_
_
_
_

hand can grab, move, and carry t h i n gs, but anyt h i n g it touches
takes 1 point of d amage per rou n d from the heat. The hand
ca n also attack. It's a level 3 creatu re and deals 1 extra point of
damage from fire when it attacks. Once created, the hand lasts
for ten m i n utes. Action to create; action to d i rect.

Flames fro m another sou rce can sti l l h u rt you . Wh i l e the


s h roud i s active, you ga i n +2 poi nts of Armor that p rotect
o nl y aga i n st d a m age fro m fi re from another so u rce. E n a b l e r.

Tier 2: H u rl Flame (2 I ntel lect poi nts) . W h i l e yo u r S h roud


of F l a m e i s active, yo u can reach i nto yo u r h a l o a n d h u rl a
h a n dfu l of fi re at a ta rget. T h i s is a ra n ged attack with s h o rt
ra n ge t h at d e a l s 4 poi nts of fi re d a m age. Act i o n .
Fiery Power. When yo u u s e the O n s l aught fo rce b l a st
esotery or t h e F l a s h esotery, i n crease the d a m age by 1
poi nt. If you d o n ' t h ave either of those a b i l ities, t h i s a b i l ity
h a s n o effect. F i e ry Powe r does not affect d a mage fro m the
O n s l aught m i n d s l ice. E n a b l e r.
Tier 3: Fiery H and of Doom (3 I ntellect points). Wh ile you r
S h roud o f Flame i s active, you c a n reach i nto you r h a l o and
prod uce a hand made of a n i m ate flame that i s twice the s ize
of a h u ma n ' s hand. The hand acts as you d i rect, floati n g in the
a i r. D i recting the hand i s an action. Without a com mand, the
hand does noth ing. It can move a long d i stance i n a rou n d ,
b u t i t never moves farther away from you t h a n l o n g range. The

Tier 4: Flameblade (4 I ntel lect poi nts). When yo u w i s h it,


yo u exte n d yo u r halo of fi re to cove r a weap o n you wield
i n fl a m e fo r o n e h o u r. The fl a m e ends if yo u stop h o l d i n g
or carryi n g the wea p o n. W h i l e t h e fl a m e l a sts, the weapon
i n fl i cts 2 additional poi nts of d a m age. E n a b l e r.

Tier 5: Fire Tendrils (5 I ntel lect poi nts). W hen you w i s h it,
yo u r halo s p routs th ree te n d ri l s of flame t h at l a st fo r u p
t o ten m i n utes. A s a n act i o n , yo u can u s e t h e tend ri l s to
attack, m a k i n g a separate attack ro l l fo r each . Each te n d r i l
i n fl i cts 4 poi nts o f d a m age. Ot h e rwi se, t h e attacks fu nction
as sta n d a rd attacks. I f yo u d o n ' t u s e the te n d r i l s to attack,
they re m a i n but d o noth i n g. E n a b l e r.
Tier 6: Fire Servant (6 I ntellect points). You reach i nto you r
h a l o a n d p rod uce a n automaton o f fire that i s you r general
s h a pe and s ize. It acts as you d i rect each rou n d . D i rect i n g
the servant i s a n action, and y o u can com m a n d it o n ly w h e n
you a re with i n l o ng ra nge o f i t . Without a com m a n d , the
servant cont i n ues to fol low you r p revious com m a n d . Yo u can

LIME NE
a l so give it a s i m ple p rogra m med action, such as "Wait here,
and attack a nyone who comes with i n sh o rt ra n ge u n t i l they' re
dead . " The servant l asts for ten m i n utes, is a l evel 5 creat u re,
and deals 1 extra point of d a m age from fi re when it attacks.
Action to create; action to d i rect.

Tier 6: Powerful Shot (2 M ight poi nts). You i nfl ict 3


a d d i t i o n a l poi nts of d a m age with a bow. The M i ght poi nts
spent to u s e t h i s a b i l ity a re in add ition to any S peed poi nts
spent o n t h e attack. E n a b l e r.

COMMANDS MENTAL POWERS

CARRIES A QUIVER

Yo u h ave a l ways h a d s p e c i a l a b i l it i e s t h at ot h e rs d i d n 't

The archer i s a s k i l led co m bata nt, deadly i n any fight. With a

s eem to s h a re . T h ro u g h p ractice a n d d evot i o n , yo u h ave


h o n ed t h i s u n i q u e t a l e n t so t h at yo u can h a r n e s s t h e
power of yo u r m i n d to perform deed s .
N o one c a n tel l that yo u h ave t h i s a b i l ity j u st b y looki n g at

keen eye a n d q u ick refl exe s , yo u can e l i m i n ate foes at ra nge


before they reach yo u . A good a rc h e r also learns to m a ke
h i s own arrows a n d bows.
Yo u p ro b a b ly wea r no m o re t h a n l i ght armor so yo u can

you , although you wear a crysta l or jewe l somewhere on you r

m ove q u ickly w h e n needed .


M a ny gla ives a n d j acks a re a rchers.
Yo u can u s e this focu s with cro s s bows i n stead of bows if
yo u w i s h .

head t o h e l p focus you r powe r. Either t h i s focu s i n g object


was given to you by someone who recogn ized you r a b i l ity, or
you came u pon it by accident and it tri gge red you r a b i l ities.

Connection: P i c k one oth e r PC t o be the t r u e fr i e n d w h o


gave y o u the exce l lent bow t h at yo u cu rrently u s e . Secretly
pick a seco n d PC (p referably one who i s l i kely to get in t h e
w a y of yo u r attacks) . When yo u m i s s w i t h a b o w a n d the
GM r u l e s t h at yo u struck someone oth e r t h a n yo u r ta rget,
yo u h it the seco nd cha racter, if pos s i b l e.
Add itional Equi pment: You start with a we l l - m a d e bow
and two dozen a rrows.
M i nor Effect Suggestions: H it in a te n d o n o r m u scle, the
ta rget takes 2 poi nts of S peed d a mage a s we l l as normal
d a m age.
M ajor Effect Suggestions: The ta rget i s p i n ned i n p l ace
with a n arrow.
Tier 1 : Archer. To be truly deadly with a bow, yo u m u st
know where to a i m . Yo u can s pe n d poi nts from either yo u r
S peed Pool o r yo u r I nte l l ect Pool t o a p p l y l eve l s o f Effort
to i n crease yo u r bow d a m age. Each l evel of Effort a d d s 3
poi nts of d a m age to a s u ccessfu l attack. E n a b l e r.
Fletcher. You a re tra i ned i n m a k i n g a rrows. E n a b l e r.
Tier 2: Coveri ng Fire (1 Speed point). I n a rou n d where you
attack with you r bow, if you fi re an additional arrow, the
d ifficu lty of attacks and s peci a l a b i l ities u sed by the ta rget i s
i n creased b y one step. E n a b l e r.
Bowyer. You a re tra i ned i n m a k i n g bows. E n a b l e r.
Tier 3: Trai ned Archer. You a re tra i ned i n u s i n g bows. E n a b l e r.
M aster Fletcher. Yo u a re s peci a l ized i n m a k i n g a rrows.
E n a b l e r.
Tier 4: Quick Shot. If you rol l a natural 1 7 or h igher with a bow
attack, i n stead of add i n g damage or a minor or major effect, you
can make another attack with you r bow. This attack reuses the
same Effort and bon uses (if any) from the first attack. Enabler.
Master Bowyer. You are s pecial ized in making bows. Enabler.
Tier 5: Phenomenal Archer. You a re special ized i n u s i n g
bows. E n a b l e r.

Some people with mental powers-often called psych ics or


psion ics by o rd i n ary fol ks-a re secretive and a l ittl e para n o i d .
Although n a n o s freq uently co m m a n d mental powe rs,
p s i o n i c g l a ives o r jacks a re n ot u n co m m o n .
Connection: P i c k o n e oth e r P C . Yo u h ave fo u n d t h at t h i s
c h a racte r i s p a rticu l a rly t u ned i nto yo u r mental powe rs.
Wh i l e yo u ' re with i n s h o rt ra n ge of h i m , the two of yo u a re
always i n te l e path ic contact, a n d he is n ever h a rmed by yo u r
Psych ic B u rsts.
Additional Equipment: You have a crystal or jewel artifact
that, when worn aga i n st you r forehead or tem p le, adds 1
point to you r I ntel l ect Pool. If you ' re ever without the artifact,
s u btract 5 poi nts from you r I ntel l ect Pool; the poi nts a re
restored if you rega i n the item.

M ental Esoteries: I f you h ave t h e M i n d Co ntrol esotery o r


t h e M i n d Read i n g esote ry, yo u ' re a utomatica l ly tra i ned i n i t .
I f yo u h ave b o t h esote ries, yo u ' re tra i ned i n bot h . E n a b l e r.
M i nor Effect Suggestions: The ra n ge or d u ration of the
mental powe r i s d o u b l ed.
M ajor Effect Suggestions: You can take a n ot her act i on o n
t h at s a m e t u r n .

T i e r 1 : Telepathic (1 + I ntel lect point) . Yo u can s pe a k


t e l e p at h i ca l ly with ot h e rs w h o a re with i n s h o rt ra nge.
Com m u n icat i o n i s two-way, b u t t h e ot h e r pa rty m u st
be wi l l i n g a n d a b l e to com m u n icate. Yo u d o n ' t h ave to
see t h e ta rget, but you m u st know t h at it' s with i n ra n ge .
Yo u can h ave m o re t h a n o n e active contact at o n ce , but
you m u st esta b l i s h contact with each ta rget i n d iv i d u a l ly.
Each contact l a sts u p to ten m i n utes. If yo u a p p l y a l evel
of Effort to i n creas e t h e d u rat i o n rat h e r than affect the
d iffi c u l ty, t h e contact l a sts fo r 28 h o u rs . Act i o n to esta b l i s h
contact.
Tier 2: Mind Read ing (2 I ntel lect poi nts) . You can read the
s u rface t ho u ghts of a creatu re with i n s h o rt range, eve n if
t h e ta rget d o es n' t want you to. Yo u m u st be able to see yo u r
ta rget. O n ce yo u h ave esta b l i s hed contact, yo u c a n read t h e
ta rget ' s t h o u ghts fo r u p t o o n e m i n ute. I f yo u a l so h ave t h e
M i n d Read i n g esotery o r trick o f t h e trad e , you c a n u s e t h i s

PLAYER'S GUIDE

a b i l ity at l o n g ra n ge, a n d yo u d o n ' t need to be a b l e to see


the ta rget (but yo u d o h ave to know t h at the ta rget is with i n
ra n ge) . Action t o i n itiate.

Tier 3 : Psychic B u rst (3+ I ntel lect poi nts) . Yo u b l a st waves


of mental fo rce i nto the m i n d s of up to th ree ta rgets with i n
s h o rt ra n ge (ma ke a n I nte l l ect ro l l aga i n st each ta rget) . Th i s
b u rst i n fl i cts 3 poi nts o f I nte l l ect d a m age ( a n d t h u s i g n o re s
Armor) . F o r e a c h 2 add iti o n a l I nte l l ect poi nts yo u s p e n d ,
yo u can m a ke a n I nte l l ect attack ro l l aga i n st a n add iti o n a l
ta rget. Act i o n .

3 rat her t h a n 2. When the effect e n d s , the creatu re d o es n't


re m e m b e r be i n g co ntro l led o r anyt h i n g it d i d w hi l e u n d e r
yo u r co m m a n d . Act i o n to i n itiate.

Tier 6: Telepath ic N etwork (O+ I ntel lect poi nts). When


yo u w i s h it, yo u can contact u p to ten creatu res known to
yo u , n o m atte r w here t h ey a re. Al l ta rgets m u st be wi l l i n g
a n d a b l e to com m u n i cate. You a utomatica l ly s u cceed at
esta b l i s h i n g a telepat h i c n etwo rk; no ro l l is req u i red. Al l
creat u res i n the n etwo rk a re l i n ked a n d can com m u n i cate
te l ep at h ically with one another. They can a l so "ove rhear"
anyt h i n g s a i d i n the n etwo rk, if they w i s h . Activati n g t h i s

Tier 4: U s e Senses o f Others ( 4 I ntel lect poi nts) . You c a n


s e e , h ea r, s m e l l , to u c h , a n d ta ste t h ro u g h the senses of
a nyo n e with who m yo u h ave te le pat h i c contact. Yo u can
atte m pt to u s e t h i s a b i l ity o n a wi l l i n g o r u n wi l l i n g ta rget
with i n l o n g ra n ge; an u n wi l l i n g ta rget can try to re s i st. Yo u
d o n ' t need to see the ta rget, but yo u m u st know t h at it' s
with i n ra n ge. Yo u r s h a red senses l a st ten m i n utes. Act i o n
to esta b l i s h .
Tier 5 : M i nd Control (6+ I ntel lect poi nts): You control t h e
act i o n s o f another creatu re y o u to u c h . Th i s effect l a sts fo r
ten m i n utes. The ta rget m u st be l eve l 2 o r l owe r. O n ce yo u
h ave esta b l i s h ed co ntro l , yo u m a i nt a i n mental contact with
the ta rget a n d sense w h at it s e n s e s . You can a l l ow it to act
freely or override its control on a case-by-case b a s i s . I n stead
of a p p lyi n g Effort to d ecrease the d ifficu lty, you can a p p l y
Effort to i n crease the m axi m u m l evel of the ta rget. T h u s , t o
control t h e m i nd of a l evel 5 ta rget (th ree l eve l s a bove the
normal l i m it) , yo u m u st a p p l y th ree l eve l s of Effo rt. I f yo u
a l so h ave t h e M i n d Co ntrol esote ry, the normal l evel l i m it i s

a b i l ity d o es n' t req u i re a n act i o n a n d d o es n' t cost I nte l l ect


poi nts; to yo u , it's as easy as speaki n g out l o u d . The
netwo rk l a sts u nt i l you choose to e n d it. I f yo u s p e n d 5
I nte l l ect poi nts, yo u can contact twe nty creatu res at o n ce,
a n d fo r eve ry 1 I ntel lect point yo u s p e n d a bove t h at, yo u
can add ten m o re creatu res to the n etwo rk. These l a rger
netwo rks l a st fo r ten m i n utes. Creat i n g a n etwo rk of twe nty
or more creatu res does req u i re a n act i o n to esta b l i s h
contact. E n a b l e r.

CONTROLS BEASTS
To say that you have a way with animals and non human
creatu res doesn 't begin to cover it. You r mastery and
com m u n ication with beasts is positively u ncan ny. They come to
you fearless ly, and it's not u ncom mon for bird s to al ight on you r
shoulder or for small animals t o cl i m b u p you r a r m s or legs.
You p robably wea r to u g h cloth i n g and h ave a d i s h eve led
o r grizzled appeara nce t h at s u ggests a rugge d , outdoor l ife .
Perh a p s yo u eve n s m e l l l i ke a n a n i m a l .
A n y type o f c h a racte r i s l i kely t o h ave t h i s focu s .

LIME NE
Connection: Pick one oth e r PC. T h at c h a racte r see m s to
d i st u rb yo u r creat u res i n a way t h at you ca n ' t exp l a i n . You
know t h at yo u m u st keep yo u r a n i m a l s away fro m h i m if
pos s i b l e, o r yo u m i ght lose control of t h e m .
Add itional Equi pment: You h ave t h ree d ays' worth o f food
fo r you r beast co m pa n i o n , p l u s a h a rn e s s , co l l a r, o r s i m i l a r
accouterment.
M i nor Effect Suggestions: The d u rat ion of ca l m n e s s o r
control i s d o u b le d .
M ajor Effect Suggestions: The d u ration of ca l m nes s o r
control exte n d s to 28 h o u rs .
Tier 1 : Beast Com panion. A leve l 2 creatu re o f you r s ize or
s m a l ler acco m p a n ies yo u and fo l l ows you r i n structio n s . You
and the G M m u st work out the d eta i l s of you r creat u re, and
you ' l l probably m a ke rol l s for it i n co m bat o r when it takes
actions. The beast co m p a n i o n acts on you r turn. As a l evel
2 creatu re, it has a ta rget n u m be r of 6 and a health of 6, and
it i n fl icts 2 poi nts of d a m age. Its movement i s based on
its creatu re type (av i a n , swi m m e r, and so on) . I f you r beast
com p a n i o n d ies, you can h u nt i n the wild for 1 d 6 d ays to find
a new co m p a n i o n . E n a b l e r.
Tier 2: Soothe the Savage (2 I ntel lect poi nts) . Yo u ca l m a
n o n h u m a n beast with i n 30 feet (9 m) . You m u st speak to it
(a lthough it d oesn ' t need to u n d e rsta n d yo u r word s) , and it
m u st see yo u . I t re m a i n s ca l m fo r one m i n ute o r fo r a s l o n g

as y o u focus a l l yo u r atte ntion o n i t . The G M h a s fi n a l say


ove r w h at co u nts a s a n o n h u m a n beast, but u n l e s s some
k i n d of deception i s at work, yo u should know whether you
can affect a creatu re before you atte m pt to u s e this a b i l ity
on it. A l i e n s , extrad i m e n s i o n a l entities, ve ry i n te l l i gent
creat u re s , a n d a utomato n s n ever co u nt. Act i o n .

Com munication ( 2 I ntel lect poi nts) . Yo u can convey a


b a s i c concept to a creatu re t h at n o r m a l l y ca n ' t speak o r
u n d e rsta n d s peec h . The creatu re can a l s o give y o u a ve ry
b a s i c a n swer to a s i m p l e q uest i o n . Act i o n .

Tier 3 : Mou nt. A l evel 3 creatu re serves y o u a s a m o u n t a n d


fo l lows yo u r i n struct i o n s . Wh i l e yo u ' re m o u nted o n i t , the
creatu re can move a n d you can attack o n yo u r t u r n , o r it
can attack foes when yo u d o . You and the GM m u st work
out the d eta i l s of the creat u re, and yo u ' l l p robably m a ke
ro l l s for it i n co m bat or when it takes act i o n s . The m o u n t
acts o n yo u r t u r n . I f yo u r m o u n t d ie s , yo u can h u nt i n the
w i l d fo r 3 d 6 d ays to fi n d a n ew o ne. E n a b l e r.
Tier 4: Beast Eyes (3 I ntel lect poi nts) . You can s e n s e
t h ro u g h yo u r b e a s t co m p a n i o n ' s sen ses if it i s with i n 1 m i l e
(1 . 6 k m ) o f yo u . T h i s effect l a sts u p t o t e n m i n utes. Action
to esta b l i s h .

I m p roved Com panion. Yo u r beast co m p a n i o n i n creases


to l evel 4. As a l evel 4 creat u re, it h a s a ta rget n u m be r of
1 2 a n d a health of 1 2 , a n d it i n fl icts 4 points of d a mage.
E n a b l e r.

Tier 5: Beast Cal l (5 I ntel lect poi nts) . Yo u s u m m o n a h o rd e


o f s m a l l a n i m a l s o r a s i n g l e level 4 beast t o h e l p yo u
tem porari ly. These creat u re s do yo u r b i d d i n g for as l o n g as
yo u focus yo u r atte ntion, but yo u m u st u s e yo u r act i o n each
t ur n to d i rect them. Creatu res a re n ative to the a rea a n d
a rrive u n d e r t h e i r o w n powe r, so if yo u ' re i n a n u n reac h a b l e
p l ace, t h i s a b i l ity wo n ' t work. Act i o n .

Tier 6 : Control t h e Savage ( 6 I ntel lect poi nts) . Yo u c a n


control a ca l m n o n h u m a n beast with i n 30 feet ( 9 m) . Yo u
control it for as l o n g as yo u focu s a l l yo u r atte ntion on it,
u s i n g yo u r turn each ro u n d . The GM has final s ay ove r
what counts as a n o n h u m a n beast, but u n l es s some k i n d
o f d ecept i o n i s a t work, yo u s h o u l d know whet h e r yo u c a n
affect a creatu re before yo u att empt t o u s e t h i s a b i l ity o n it.
Al i e n s , extrad i m e n s i o n a l entities, ve ry i nte l l i gent creat u res,
a n d a utomato n s n ever co u nt. Act i o n .
Improved Com panion. You r beast com p a n i o n i n creases to
level 5. As a leve l 5 creatu re, it has a ta rget n u m be r of 1 5 and
a health of 1 5 , and it i n fl i cts 5 poi nts of d a mage. E n a b l e r.

CONTROLS GRAVITY
G ravity m u st h ave been q u ite a co ncern for the peo p l e
of prior epoch s beca u s e t h e re a re many pat h s with i n t h e
n u m e n e ra to control i t . T h ro ug h a q u i rk of fate, some
u n iq u e d evice (s) , o r s u p re m e d evotion (or a co m b i n at i on

PLAYER'S GUIDE

of a l l t h ree) , yo u h ave le a rned to tap i nto the powe r of


gravity. With one foot p l a nted i n t h e d i stant past, yo u a re a
myste rious i n d ivid u a l . M ost l i kely, yo u a re a l s o o l d e r, h avi n g
s pent m uch o f yo u r l i fe h o n i n g you r od d , ancient talents.
You m ight prefer b i l l owy garments that d i s p l ay you r mastery
of gravity' s p u l l and concea l you r identity and i ntentions.
N o o n e type of c h a racte r i s m o re l i kely to control gravity
t h a n another, but the powe r i s rare.
Connection: Pick one oth e r PC. I n the rece nt past, w h i l e
u s i n g yo u r gravitat i o n a l powe rs, yo u acci dentally s e n t t h at
c h a racter h u rt l i n g i nto t h e a i r or p l u m met i n g towa rd t h e

Tier 6: Weight of the World (6+ I ntel lect poi nts) . Yo u can
i n crease a ta rget ' s we ight d ra m atical ly. The ta rget i s p u l led
to t h e gro u n d a n d can't m ove phys ically u n d e r its own
powe r fo r o n e m i n ute. The ta rget m u st be with i n s h o rt
ra nge. Fo r each l evel of Effort a p p l ied , yo u can affect o n e
a d d i t i o n a l creat u re. Act i o n .

CRAFTS ILLUSIONS
You use the n u menera to create hologra p h i c i m ages that
appear rea l . You a re, i n effect, an a rti st-a crafter of l ight and
sou n d . H o l ogra p h i c i m ages can neve r i n fl ict d i rect harm

gro u n d . Either way, s h e barely s u rvive d . I t i s u p to the p l ayer

o r exert rea l force, but they can fool creat u res, c h a n g i n g

of t h at c h a racter to decide whether she re sents, fears, or


fo rgives yo u .

o p i n io n s a n d eve n behaviors if yo u craft them cleverly.


You l i kely d ress with fl a i r a n d co l o r. The a p peara n ce

Add itional Equi pment: You h ave a pen-s ized odd ity t h at
te l l s t h e we ight of wh ateve r yo u poi nt it at (wit h i n s h o rt
ra n ge) . The we ight i s d i s p l ayed on a s m a l l g l a s s p l ate i n

of t h i ngs i s i m portant to yo u , both t h e i r bea uty a n d t h e i r


u g l i n e s s . You a re a v i s u a l performer who can enterta i n ,

r u n e s t h at o n ly yo u can d eci p h e r.
M i nor Effect Suggestions: The d u rat ion of the effect i s
doubled.
M ajor Effect Suggestions: An i m portant item o n t h e
ta rget ' s p e r s o n i s destroyed.

Tier 1: Hover (1 I ntellect point) : You float s l owly i nto the a i r. I f


you concentrate t o re m a i n motio n le ss i n the a i r, or fl oat u p to
a sh o rt d i stance as yo u r action, but no more; otherwise, you
d rift with the wind or with any momentum yo u h ave ga i ned.
T h i s effect lasts for u p to ten m i n utes. I f you a lso h ave the
H over esotery o r trick of the trade, yo u can h over for twe nty
m i n utes and move you r normal s peed . Action to i n itiate.

Tier 2: Lessening G ravity's Pu l l . By m a n i p u l ati n g gravity's


pull o n yo u rself, yo u ga i n + 1 to yo u r S peed E d ge. E n a b l e r.
Tier 3: G ravity Cleave (3 I ntel lect poi nts) . Yo u can h a rm a
ta rget with i n s h o rt ra n ge by ra p i d ly i n creas i n g gravity's p u l l
o n o n e portion o f t h e ta rget a n d decrea s i n g i t o n another,
i nfl ict i n g 6 poi nts of d a m age. Act i o n .
Tier 4: Field o f G ravity ( 4 I ntel lect poi nts) . Wh e n y o u w i s h
i t , a field o f m a n i p u l ated gravity a ro u n d y o u p u l l s i n com i n g
ra n ged p roject i l e attacks t o the gro u n d . Yo u a re i m m u n e to
s uch attacks u n t i l yo u r tu rn in the next ro u n d . You m u st be
aware of a n attack to foil it. T h i s a b i l ity does n ot work on
e n e rgy attacks. E n a b l e r.
Tier 5: Fl ight (4+ I ntel lect poi nts) . Yo u can fl oat a n d fly
t h rough t h e air fo r o n e h o u r. Fo r each level of Effort a p p l i ed ,
yo u can affect o n e a d d i t i o n a l creatu re of yo u r s ize o r
s m a l l e r. Yo u m u st t o u c h the creatu re to bestow the powe r
of fl i ght. Yo u d i rect the oth e r creat u re ' s move m e nt, a n d
wh i l e flyi ng, it m u st re m a i n with i n s i g h t o f y o u o r fa l l . I n
terms of ove r l a n d move m e nt, a flyi n g creatu re m oves about
20 m i les (32 km) per hour a n d i s n ot affected by terra i n .
Actio n t o i n itiate.

terrify, o r fo o l eve ryo n e you e n co u nter.


A n a n o i s the most l i kely c h a racte r to be an i l l u s io n i st,
but jacks fi n d i l l u s i o n s to be h e l pfu l a s we l l . The ra re g l a ive
i l l u s i o n i st can find ways to use tricks in battle.
Connection: Pick one other PC. T hi s character i s never
fooled by you r i l l usions and i s never affected by the trickery of
you r s pecial a b i l ities. You can choose whether or not you know
t h i s fact.
Add itional Eq u i pment: Yo u h ave an odd ity t h at a p pears to
be a p i ece of clear g l a s s i n a synth fra me. By m a n i p u l at i n g
h id d e n switches o n the fra me, yo u c a n m a ke ra n d o m
movi n g i m ages appear o n the g l a s s . The i m ages a re u s u a l ly
stra n ge a n d somet i m e s i n co m p re h e n s i b l e.
Psychedel ic Esoteries: I f yo u perform esote ries, they take
o n fl a m boya nt v i s u a l and aud itory q u a l ities of you r choos ing.
T h i s a lteration changes noth i n g other t han the appearance of
the effects. For exa m p l e , yo u r attack esoteries m i ght look l i ke
mon sters made of energy that a s s a i l you r foes. You r Sta s i s
esotery m ight l o o k l i ke a tentacled beast that h o l d s the vict i m
i n p l ace. Yo u r Teleportation esotery m i ght s e e m l i ke a hole i n
s pace opens u p a n d swa l l ows you .
M i nor Effect Suggestions: Yo u r i l l u s i o n h a s a s peci a l
q u a l ity t o it-perh a p s a n observer s e e s a n i m age of
s o meth i n g from h i s past.
M ajor Effect Suggestions: The i l l u s i o n l a sts fo r o n e h o u r,
or if it a l ready l asts t h at l o n g , it l a sts for 28 h o u rs .

T i e r 1 : M i nor I l l usion (1 I ntel lect point) . Yo u create a s i n g l e


i m age o f a creatu re o r o bject with i n i m med i ate ra nge. T h e
i m age m u st fit with i n a 1 0-foot (3 - m eter) c u b e . T h e i m age
can m ove (for exa m p l e , yo u co u l d m a ke t h e i l l u s i o n of a
person wa l k or attack) . b u t it ca n ' t l e ave t h e a rea defined
by t h e c u b e . T h e i l l u s i o n i n c l u d e s sound but not s m e l l .
I t l a sts fo r t e n m i n utes, b u t if yo u want t o c h a n ge t h e
o r i g i n a l i l l u s i o n s i g n ifica ntly-s u c h a s m a k i n g a creat u re
a p pe a r to be wo u n d ed-yo u m u st co ncentrate on it a ga i n
(t h o u g h d o i n g so d o e s n ' t cost a d d i t i o n a l I ntel l ect poi nts) .
I f yo u m ove beyo n d i m med i ate ra n ge of t h e c u b e , t h e
i l l u s i o n va n i s h e s . Act i o n to create; act i o n t o m o d i fy.

43

LIME NE
Tier 2: Disguise (2+ I ntel lect poi nts) . Yo u appear to be
someone o r someth i n g else, ro u g h ly of you r s ize and
s h ape, fo r up to o n e h o u r. O n ce create d , the d i sg u i se
req u i res no co ncentrat i o n . Fo r each a d d i t i o n a l I ntel lect
point yo u s p e n d , yo u can d i s g u i se o n e oth e r creat u re. A l l
d i sg u i sed creatu res m u st stay with i n s i ght o f yo u o r l o s e
t h e i r d i s g u i se. Act io n t o create.
Tier 3 : M ajor I l l usion (3 I ntel lect poi nts) . Yo u create
a co m p l ex scene of i m ages with i n i m med i ate ra n ge .
T h e e n t i re sce n e m u st fit with i n a 1 00-foot (30- m eter)
c u b e . T h e i m ages can m ove, but t h ey ca n ' t l e ave t h e
a rea d efi n e d b y t h e c u b e . T h e i l l u s i o n i n c l u d e s s o u n d
a n d s m e l l . I t l a sts fo r t e n m i n utes a n d c h a n ge s a s yo u
d i rect (no co ncentrat i o n i s needed ) . I f you m ove beyo n d
i m med i ate ra n ge of t h e c u b e , t h e i l l u s i o n va n i s h e s . Act i o n
to create.
Tier 4: I l l usory Selves (4 I ntel lect poi nts) . You create fo u r
hologra p h i c d u p l i cates o f yo u rself with i n s h o rt ra n ge. The
d u p l icates last fo r o n e m i n ute. You mentally d i rect t h e i r
act i o n s , a n d t h e d u p l i cates aren't m i rror i m ages-each
o n e can d o d i fferent t h i n g s . I f struck violently, t h ey either
d i s a p pear perm a n e ntly o r freeze motio n l e s s (yo u r choice) .
Actio n to create.

yo u wi l l m a ster eve n the myste ries of t h e a n c i e n t s . Ca l l i t


magic o r ca l l it tech nology-you know t h at yo u can m aster
it and use it fo r yo u r own d e s i g n s .
Yo u l i ke l y ca rry a w i d e a rray of too l s a n d s p a re p a rt s
w h e reve r you go. Yo u r work a p ro n i s p r o b a b l y a m a i n stay
of yo u r w a rd ro b e , its pockets and l o o p s b ri m m i n g w i t h
t h e i n st r u m e n t s of yo u r trad e . Yo u r ca l l o u sed fi n ge rs
m i g h t be sta i n ed w i t h grease t h at wi l l n ever co me
co m p l et el y c l e a n , b u t t hes e m a rks a re b a d g e s of h o n o r
a m o n g yo u r ki n d .
N a n o s m a ke i nterest i n g crafters, s u p p l e m ent i n g t h e i r
esote r i es w i t h too l s a n d d evices. A g l a ive b u i l d e r l i ke l y
fo c u s e s o n wea p o n s o r a r m o r. J acks m i ght be t h e m o s t
co m m o n crafters, m a k i n g t h i n g s t h at w o r k i n a variety o f
ways fo r a variety of u se s .

Connection: P i c k o n e oth e r P C . The c h a racte r h a s a n


extra ite m of reg u l a r e q u i pment t h at yo u fa s h i o n ed fo r h e r.
(S h e chooses t h e ite m . )
Add itional Eq u i pment: Yo u beg i n t h e game w i t h a bag of
l i ght too l s , the too l s needed to m a ke yo u r fi rst-t i er crafts,
a n d any normal item (of l evel 1 o r 2) t h at you can m a ke
with yo u r s k i l l s . You a l so h ave an a d d i t i o n a l oddity.
M i nor Effect Suggestions: Any ro l l s you m a ke regard i n g
t h at a rtifact ga i n a + 1 bon u s fo r 28 h o u rs .
M ajor Effect Suggestions: A n y ro l l s yo u m a ke rega rd i n g
t h at a rtifact ga i n a + 2 bon u s fo r 28 h o u rs .

Tier 5 : Terrifyi ng I mage (6 I ntel lect poi nts) . You use a bit
of s u bt l e te l ep athy to learn w h i c h i m ages wo u l d appear
terrifyi n g to creat u re s t h at yo u choose with i n l o n g ra n ge.
Those i m ages a p pear with i n t h at a rea a n d m e n ace t h e
a p p ro p r i ate creat u re s . M a ke a n I nte l l ect attack ro l l aga i n st
each creatu re yo u want to affect. S u cces s m e a n s the
creatu re flees i n terror fo r o n e m i n ute, p u rs ued by its
n i ghtmare s . Fa i l u re m e a n s the creatu re i g n o res the i m ages,
w h i c h d o n ot h a m pe r it i n any way. Act i o n .
Tier 6: G rand iose I l l usion ( 8 I ntel lect poi nts). You create a
fa ntastica l ly co m p l ex sce n e of i m ages t h at fit with i n a 1 - m i le
(1 .6-km) cube t h at yo u a re a l so with i n . Yo u m u st be a b l e
t o s e e the i m ages w h e n y o u create t h e m . The i m ages c a n
m ove i n the cube a n d act i n acco rd a n ce w i t h yo u r d e s i re s .
They can a l s o act logica l ly (such a s react i n g a p p ropriately
to fi re o r attacks) when yo u a re n ' t d i rectly observ i n g t h e m .
The i l l u s i o n i n c l u d e s s o u n d a n d s m e l l . Fo r exa m p l e, a r m i e s
can c l a s h i n battle, w i t h a i r s u p po rt fr o m mach i n e s o r
flyi n g creat u re s , on a n d a bove terra i n of you r creat i o n . The
i l l u s i o n l asts fo r o n e hour (or l o n ger, if you co ncentrate o n
it afte r t h at t i m e) . Act i o n .

CRAFTS UNIQUE OBJECTS


With t h e re m a i n s of p rev i o u s civi l izat i o n s a l l a ro u n d ,
the raw m ateri a l s fo r a crafter offe r t h e m se lves t o those
who know where to look. Yo u a re a m a ke r, a crafte r, a n d a
b u i l d e r. Yo u m i ght start out worki n g with wood or metal a s
u nd e rstood by the peo p l e of t h e N i nth Wo r l d , but eve n t u a l l y

Tier l : Crafter. Yo u a re t ra i ned i n t h e craft i n g o f two k i n d s of


ite m s . E n a b l e r.
M aster Identifier. Yo u a re tra i ned i n i d e ntifyi n g the
fu n ct i o n of any k i n d of device. E n a b l e r.
Tier 2: Tin kerer. I f yo u s p e n d at l e a st o n e d ay t i n ke ri n g
with a n a rt i fa ct i n yo u r posses s i o n , i t fu n ct i o n s a t o n e
level h i gh e r t h a n n o r m a l . Th i s a p p l i e s t o a l l a rt i facts i n
yo u r p o s s e s s i o n , b u t t h ey ret a i n t h i s bon u s o n l y fo r yo u .
E n a b l e r.

Quick Work (3+ I ntel lect poi nts) . O n e u s e of any a rtifact


(or o n e m i n ute of its co nti n u o u s fu n ction) is i n creased by
one l evel if you u s e it with i n t h e n ext m i n ute. I f yo u s p e n d 4
a d d i t i o n a l I nte l l ect poi nts, the u s e i s i ncreased by two leve l s
if yo u u s e it with i n t h e next m i n ute. Act i o n .

Tier 3 : M aster Crafter. You a re tra i ned i n the craft i n g o f two


more k i n d s of ite m s , or yo u a re s peci a l ized in two k i n d s of
ite m s t h at you a re a l ready tra i ned i n . E n a b l e r.
Tier 4: Cyphersmith. A l l cyp h e rs yo u u s e fu n ct i o n at o n e
level h i g her t h a n n o rm a l . I f g i v e n a w e e k a n d t h e right
too l s , c h e m i ca l s , a n d p a rts, you can t i n ke r with o n e of
yo u r cyp hers, tra n sform i n g it i nto a n ot her cyp h e r of the
s ame type (anoet ic o r occultic) t h at you had i n the past.
The GM a n d p l aye r s h o u l d co l l aborate to e n s u re t h at the
tra n sformation i s logica l-fo r exa m p l e, you p robably ca n ' t
tra n sform a p i l l i nto a h e l m et. E n a b l e r.

PLAYER'S GUIDE

Tier 5: I n novator. You can mod ify any a rtifact to give it


d i fferent or bette r a b i l ities as if t h at a rtifact were o n e l evel
l ower t h a n n o rm a l , and d o i n g so takes h a l f the normal t i m e
t o mod ify a device. E n a b l e r.
Tier 6: I nventor. You can create n ew a rtifacts i n h a l f the
t i m e , a s if t h ey were two l eve l s l ower, by s p e n d i n g h a l f the
normal XP. E n a b l e r.

EMPLOYS MAGNETISM
E l ectromagnet i s m i s a fu n d a mental fo rce i n the u n iverse,
and it is yo u rs to co m m a n d . You a re a m a ster of m eta l .
Yo u p ro b a b ly wea r a l ot o f meta l , perh a p s a s part o f yo u r
cloth i n g o r armor, a s p a rt o f yo u r accessories (such a s
jewe l ry o r p i e rci n gs) , e m bedded i nto yo u r b o d y s u rgical ly,
or i n some co m b i n ation of these o pt i o n s .
N o o n e type o f c h a racte r i s m o re l i kely t h a n any oth e r to
e m p l oy m a g n eti s m , a l t h o u g h g l a ives who wield wea p o ns
a n d wea r armor wi l l fi n d it a n i nterest i n g co m p lement t o
t h e i r powe rs.
Connection: Pick one oth e r PC. W h e n ever you use
yo u r powe rs, t h e meta l l i c ite m s o n t h at c h a racte r' s body
s h ud d e r, rattl e, c l i n k, a n d s h a ke if h e i s with i n s h o rt ra n ge.
M i nor Effect Suggestions: The d u rat ion of the effect i s
doubled.
M ajor Effect Suggestions: An i m portant item o n t h e
ta rget ' s p e r s o n i s destroyed.

Tier 1 : M ove M etal (1 I ntel lect point) . You can exe rt fo rce
on meta l o bj ects with i n s h o rt ra n ge for one ro u n d . O n ce
activated , yo u r powe r h a s an effective M i ght Pool of 1 0, a
M i ght Edge of 1 , a n d an Effort of 2 ( a p p roxi mately eq u a l to
the stre n gt h of a fit, ca p a b l e , ad u l t h u m a n ) , a n d yo u can
u s e it to m ove metal o bjects, p u s h aga i n st metal o bjects,

a n d so o n . Fo r exa m p l e, i n yo u r ro u n d , yo u co u l d l ift a n d
p u l l a l i ght metal o bj ect a nywh e re with i n ra n ge t o yo u rself
or move a heavy o bj ect (l i ke a p i ece of fu rnitu re) about
10 feet (3 m) . This powe r l acks the fi n e control to wield
a weap o n o r m ove o bjects with m u c h s peed , so i n most
s ituati o n s , it' s not a m e a n s of attack. Yo u ca n ' t u s e t h i s
a b i l ity o n yo u r own body. Act i o n .

Tier 2: Repel M etal. B y m a n i p u l ati n g m agneti s m , yo u a re


tra i ned i n S peed defense tasks aga i n st any i n com i n g attack
t h at uses m eta l . E n a b l e r.
Tier 3: Destroy M etal (3 I ntel lect poi nts) . Yo u i n stantly
tear, rip, o r b u rst a metal object t h at i s with i n s i ght, with i n
s h o rt range, a n d n o b i gger t h a n h a l f yo u r s ize. M a ke a n
I nte l l ect ro l l to destroy the object; t h e d ifficu lty o f t h i s t a s k
i s d ecreased b y th ree ste ps (co m p a red t o b rea k i n g it with
b rute stre n gth) . Act i o n .

Tier 4 : M agnetic Field ( 4 I ntel lect poi nts) . W hen y o u w i s h


i t , a field o f magneti s m arou n d yo u p u l l s i n co m i ng, ran ged ,
meta l l ic p roj ect i l e attacks (such as a rrows, b u l lets, a th rown
meta l k n i fe , a n d so on) to the grou n d . Yo u a re i m m u n e to
s uch attacks fo r one ro u n d . Yo u m u st be awa re of an attack
to foil it. E n a b l e r.
Tier 5: Command M etal (5 I ntel lect poi nts) . You res h a pe a
meta l l ic item as yo u d e s i re. The item m u st be with i n s i ght
a n d with i n s h o rt range, and its mass can be n o greater
than yo u r own . Yo u can affect m u lt i p l e ite m s at o n ce a s
l o n g a s t h e i r co m b i ned m a s s fa l l s with i n these l i m its. You
can fu se m u lt i p l e ite m s toget her. You can u s e t h i s powe r
to destroy a meta l o bj ect (as t h e Destroy M etal a b i l ity) , o r
yo u can craft it i nto a n o t h e r d e s i red s h a pe (cru dely, u n less

45

LIME NE
yo u h ave the p roper craft i n g s k i l l s) . You can t h e n move the
n ew o bj ect a nywh e re wit h i n ra n ge. Fo r exa m p l e, yo u co u l d
take a few metal s h i e l d s , fu s e th e m toget h e r, a n d u s e t h e
res u lt i n g s h ape to block a doorway. You can u s e t h i s a b i l ity
to m a ke an attack-ca u s i n g a foe's armor to co n strict,
re n d e ri n g a metal item i nto s h a rd s t h at yo u fl i n g acro s s
the battl efie l d , a n d so o n-aga i n st one ta rget with i n s h o rt

Tier 3: Knowledge. Yo u r sto ries a n d songs conta i n trut h .


Yo u a re tra i ned i n two a reas o f knowled ge o f yo u r choos i n g.
E n a b l e r.
Tier 4: Cal m (3 I ntel lect poi nts) . T h ro ug h j o kes, song, o r
ot h e r a rt, yo u p reve nt a l iv i n g foe fro m attack i n g a nyo n e o r
anyt h i n g fo r o n e ro u n d . Act i o n .

ra n ge. Regard l e s s of the form of the attack, it i s an I nte l l ect


action t h at d e a l s 7 poi nts of d a m age. Act i o n .

Tier 5: Able Assistance. W hen y o u h e l p s o m e o n e w i t h a

Tier 6: Diamagnetism. You magnetize any n o n meta l l i c

task, yo u always red u ce the d ifficu lty of the task by o n e step


rega rd l e s s of yo u r own s ki l l at t h at task. E n a b l e r.

o bj ect with i n s h o rt ra n ge so t h at it c a n be affected by


yo u r oth e r powe rs. Th u s , with M ove M eta l , yo u can m ove
any o bj ect. With Repel M eta l , you a re tra i ned in a l l S peed
defe n s e tasks, rega rd le ss of whet h e r the i n co m i n g attack
u ses meta l . And so on. E n a b l e r.

ENTERTAINS
Yo u a re an enterta i n e r: a s i n ge r, d a n ce r, poet, sto ryte l l e r, o r
so meth i n g s i m i l a r. You perform fo r t h e benefit of others.
N atur a l l y c h a r i s matic a n d talented , yo u h ave a l s o stu d ied to
m aster you r a rt. Yo u know all the o l d poe m s , songs, j o kes,
a n d stories, a n d yo u ' re s k i l led at creat i n g n ew o n e s , too.
Yo u p ro b a b ly wea r fl a m boya nt o r at least fa s h i o n a b l e
cloth es a n d u s e cos metics, tattoos, o r h a i r styl i n gs fo r
d ra m atic effect.
The ro l e of the enterta i n e r fits the jack best, but g l a ives
and n a n o s somet i m e s enterta i n a s we l l .

Connection: Pick o n e oth e r PC. T h i s c h a racter i s yo u r


worst critic. Yo u r a b i l ities t o h e l p o r i n s p i re others d o n ' t
fu n ctio n fo r h e r.
Add itional Equi pment: You start with a m u s ical
i n stru ment o r ot h e r too l s needed to perfo rm .
M i nor Effect Suggestions: Yo u e n c h a n t the ta rget, who
re m a i n s e n c h a nted a s l o n g as you focus all yo u r atte ntion
o n kee p i n g h e r t h at way.
M ajor Effect Suggestions: The ta rget is fo reve r favora bly
d i s posed towa rd yo u .
Tier 1 : Levity. Th ro u gh wit, c h a r m , h u m o r, a n d grace,
yo u a re tra i ned in all soc i a l i nteract i o n s ot h e r t h a n those
i nvolvi n g coercion o r i nti m i d at i o n . D u r i n g rests, yo u put
fr i e n d s a n d comrades at ease so m uch t h at they ga i n + 1 to
t h e i r recove ry ro l l s . E n a b l e r.

Tier 2: I nspiration. T h ro u g h sto r i e s , s o n g s , a rt, or ot h e r


fo r m s o f enterta i n ment, y o u i n s p i re yo u r fri e n d s . After
s p e n d i n g 28 h o u rs with yo u , o n ce per d ay each of yo u r
fri e n d s c a n d ecre a se t h e d ifficu lty o f a t a s k b y o n e ste p .
T h i s b e n efit i s o n go i n g w h i l e y o u re m a i n i n t h e fri e n d ' s
co m p a ny. I t e n d s if yo u l eave, b u t it re s u m e s if y o u ret u rn
to t h e fri e n d ' s co m pa n y with i n 28 h o u rs . I f you l e ave
t h e fri e n d ' s co m pa n y for m o re t h a n 28 h o u rs , you m u st
s p e n d a n o t h e r 28 h o u rs toget h e r to reactivate t h e b e n efit.
E n a b l e r.

Tier 6: M aster Entertainer. You r I n s p i ration a b i l ity works more


effectively, a l lowi n g you r frie n d s to decrease the d ifficu lty of a
task by two steps rather t han one step. E n a b l e r.

EXISTS PARTIALLY OUT OF PHASE


You h ave the a b i l ity to c h a n ge yo u r p h a s e state. I n fact,
yo u ' re always s l i ghtly out of p h a s e , givi n g yo u a ghostly
t ra n s l u ce n ce. With concentrat i o n , you can pass yo u r
h a n d t h ro u g h a s o l i d o bject, a l l ow a s o l i d object to
p as s h a r m l e s s ly t h ro u g h yo u , o r l itera l ly wa l k t h ro u g h
wal l s . H owever, mov i n g i n a n d out o f d ifferent p h a s e
states req u i re s extreme fo rce of wi l l a n d can be menta l ly
taxi ng. The exp l a n at i o n for yo u r stra n ge powe r l i es
with i n some as pect of the n u m e n e ra. Perh a p s the a b i l ity
e m e rged t h ro ug h t h e u s e of (or expo s u re to) l i ngeri n g
t ra n sd i m e n s i o n a l tech n o logy o r as the res u lt o f a n
e n co u nter with a creatu re n ot n ative t o t h i s wo rld o r
d i m e n s i o n . Perh a p s one of yo u r a n cestors fi rst d eveloped
t h e powe r a n d passed it d own t h ro ug h ge n e rat i o n s .
You m ight do whatever you c a n t o play u p you r trans l ucent
appearance by weari ng d iaphanous, b i l lowy clot h i ng, or,
depend i n g on you r personal ity, you m ight do j u st the oppos ite.
j acks enjoy the i nfiltrat i o n poss i b i l ities of c h a n g i n g
t h e i r p h a s e state, a n d n a n o s a p p reci ate the defe n s ive
capa b i l it i e s . G l a ives can use the offe n s ive and d efe n s ive
a s pects but m i ght find t hem a bit h i n d e r i n g a s we l l .
Connection: Pick o n e oth e r PC. Yo u h ave known t h at
c h a racte r for a w h i le, a n d he h e l ped yo u ga i n control of yo u r
p h a s e states .

M i nor Effect Suggestions: Wh i l e o u t o f p h ase, yo u a l s o


g a i n + 1 t o a l l S peed d efe n s e tasks.
M ajor Effect Suggestions: Wh i l e out of p h ase, yo u a re
a l s o i nv i s i b l e.

Tier 1: Wal k Through Walls (2 I ntel lect poi nts) . Yo u can


s l owly p as s t h ro u g h physical ba rriers at a rate of 1 i n c h (2 . 5
c m ) per ro u n d (m i n i m u m o f o n e ro u n d t o p as s t h ro u g h
any barrier) . Yo u ca n't act (ot h e r t h a n mov i n g) o r perceive
anyt h i n g u nt i l yo u pass e n t i rely t h ro ug h the barrier. Yo u
can't p as s t h ro u g h e n e rgy barriers. Act i o n .
Tier 2 : Defensive Phasing ( 2 I ntellect points). You c a n change
you r phase so that some attacks pass through you harmless ly.

PLAYER'S GUIDE

For the next ten m i n utes, red uce the d ifficu lty of a l l you r S peed
defensive tasks by one step, but d u ri n g t h i s time you lose any
benefit from armor you wear. Action to i n itiate.

p rod uce a re d a rk a n d s h a d owy. These alterat i o n s c h a n ge


not h i n g oth e r t h a n t h e a p pearance of t h e effects. A F l a s h
esote ry i s a s i lent b u rst o f s h adows, a Barrier esotery i s a
m a s s of s h ad owy w i s p s , a n d so o n .

Tier 3: Phased Attack (3 I ntel lect poi nts) . The attack yo u


m a ke on t h i s t u rn i g n o res yo u r foe's armor. The a b i l ity
works for wh ateve r k i n d of attack you u s e (melee, ra n ged ,
e n e rgy, a n d so on) . E n a b l e r.

M i nor Effect Suggestions: The ta rget i s a l so d azed fo r


one ro u n d , d u ri n g w h i c h t i m e the d i fficu lty o f a l l t a s k s it
perfor ms i s mod ified by o n e step to its d etri ment.

M ajor Effect Suggestions: The ta rget i s a l s o stu n n ed and


loses its n ext t u r n .

Tier 4: G h ost (4 I ntel lect poi nts) . For the n ext ten m i n utes,
yo u a re tra i ned in s n e a k i n g tasks. D u ri n g this time, you can
m ove t h ro ugh solid barriers (but not e n e rgy ba rriers) at a

Tier 1 : Trained Explorer. You a re tra i ned i n search i n g,


l i ste n i ng, cl i m b i ng, b a l a n c i n g , a n d j u m p i n g tasks. E n a b l e r.

rate of 1 foot (30 cm) per ro u n d , a n d you can pe rce ive wh i l e


p h ased with i n a barrier o r object, w h i c h a l l ows yo u to peek
t h rough wa l l s . Actio n to i n itiate.

Tier 5 : U ntouchable (6 I ntel lect poi nts) . Yo u c h a n ge yo u r


p h a s e state fo r t h e n ext o n e m i n ute s o t h at yo u can't affect
or be affected by normal m atte r or e n e rgy. O n ly mental
attacks a n d s pecial tra n sd i m e n s i o n a l e n e rgies, d evices, o r
a b i l ities can affect yo u , but l i kewi se yo u can't attack, to u c h ,
o r oth e rwise affect anyt h i ng. Action to i n itiate.
Tier 6: Enhanced Phased Attack (5 I ntel lect poi nts). T h i s
a b i l ity works l i ke the t h i rd-tier P h a sed Attack a b i l ity exce pt
t h at yo u r attack a l s o d i s ru pts t h e fo e ' s vita l s , de a l i n g a n
add iti o n a l 5 p o i n t s o f d a mage. E n a b l e r.

EXPLORES DARK PLACES

Tier 2: Trained I nfi ltrator. Yo u a re tra i ned i n lockpicki n g a n d


t i n ke r i n g w i t h device s . E n a b l e r.
Eyes Adj usted . You can see i n extre mely d i m l i ght a s
though it we re bright l i ght. You can s e e i n total d a rkness a s
if it we re extre mely d i m . E n a b l e r.
Tier 3: Slippery Customer. You a re tra i ned i n esca p i n g
fro m b o n d s , fitt i n g i n t i g h t s pace s , a n d oth e r contort i o n i st
tasks. T h a n ks to yo u r expe rience, yo u a l so a re tra i ned i n
S peed defe n s e tasks wh i l e wea r i n g l i ght armor o r n o armor.
E n a b l e r.
Tier 4: Resil ient. I n yo u r exp l o rat i o n s of d a rk p l ace s ,
yo u 've b e e n exposed to a l l sorts of terri b l e t h i ngs a n d a re
d eve l o p i n g a general res i stance. Yo u ga i n + 1 to Armor a n d
a re t ra i ned i n M i ght defe n s e t a s k s . E n a b l e r.

Yo u exp l o re the fo rebod i n g ru i n s a n d myste rious loca l e s


of the ancient e r a s , tra i ned i n su c h activities by those who
h ave gone before yo u . Yo u ' re the a rch etyp ical trea s u re
h u nter, scave nger, a n d fi n d e r of lost t h i n gs . Yo u s p e n d so
m uch of yo u r t i m e i n t h e d a rk t h at yo u s l owly a d a pt to it,
a l most beco m i n g a creatu re of the gloom yo u rself. Eve n in
civi l ized a rea s, you p refe r to keep to the s h adows.
M ost l i kely, you wea r dark clot h i n g to help you blend i nto
the blackness. On the other hand, you m ight wear sensible
garments and gea r because you h ave serious and dangerous
busi ness to attend to i n the dark.
J acks in partic u l a r a re s u ited to exp lori n g d a r k p l aces;
those who d o so a re ca l l ed s h ad owj acks. G l aives who fo l l ow
t h i s path a re known as s h adow warri ors, a n d n a n o s a re
ca l l ed s h ad owca ste rs.
Connection: Pick one oth e r PC. T h i s c h a racter h a s been
yo u r advent u r i n g part n e r i n p rev i o u s exped iti o n s , a n d the
two of yo u work so we l l toget h e r t h at yo u both ga i n + 1 to
any d i e ro l l s when yo u co l l aborate o n the s a m e task, fight
the s a m e foe, and so o n .

Add itional Equi pment: You start w i t h a n exp l o rer's pack.


I f you a l ready h ave one, you can i n stead take 50 extra feet
(1 5 m) of rope, rat i o n s for two m o re d ays, a n d two m i n o r
glowglobes.
Dark Esoteries: I f you perform esote ries, they m a ke
a l most no s o u n d , a n d wh ateve r v i s u a l d i s p l ays they

Tier 5: Dark Explorer. Yo u i g n o re penalties for any act i o n


( i n cl u d i n g fight i n g) i n extre mely d i m l i ght o r i n cra m ped
s paces. Co m b i ned with yo u r Eyes Adj u sted a b i l ity, you can
act without p ena lty eve n in total d a rk n e s s . You a re a l s o
tra i ned i n s n e a k i n g t a s k s wh i l e i n d i m o r n o l i ght. E n a b l e r.
Tier 6: Blinding Attack (3 Speed poi nts) . If yo u h ave a
sou rce of l i ght, you can u s e it to m a ke a melee attack
aga i n st a ta rget. I f s u cce ssfu l , the attack d e a l s no d a m age,
but the ta rget i s b l i nded fo r o n e m i n ute. Act i o n .

FIGHTS WITH PANACHE


You know that style is at least as i m portant as s u bstance.
Defeating foes is secondary to looki ng good while doing it.
Some m ight cal l you a swashbuckler or daredevi l . You leap
through the air, make a flourish with you r weapon, and attack,
usually with a clever, biti ng show of wit. You r enemies hate you,
but you r a l l ies adore you. J u st watching you fight is entertai ni ng.
You very l i kely wea r n o armor, i n stead p referri n g styl i s h
cloth i n g-pe r h a p s eve n a h at with a feather.
J acks a n d g l a ives m a ke t h e best swa s h bucklers, a n d
t h ey a re the most co m m o n types of c h a racte r to fi g h t with
p a n ache.
Connection: Pick o n e oth e r PC. Yo u ' re always tryi n g to
i m press this c h a racte r with yo u r s k i l l , wit, a p pearance ,

47

LIME NE
or b ravado. Pe rhaps s h e i s a riva l , perh a p s you need h e r
res pect, o r perh a p s yo u ' re ro m a ntica l ly i nterested i n h e r.

Add itional Equi pment: You begin with a set of extre mely
styl i s h cloth es a n d a j ewe led wea p o n .
M i nor Effect Suggestions: The ta rget i s so d azz led b y
yo u r style t h at it i s d azed fo r o n e ro u n d , d u ri n g wh ich t i m e

grab h o l d o f p sych ical ly. O n t h e oth e r h a n d , yo u h ave t h e


powe r t o create ve ry m i n o r te l e k i n etic effects a t wi l l , so yo u r
h a i r m i ght always be i n mot i o n , yo u cou l d h ave a few t i n y
objects floati n g a ro u n d yo u , o r yo u m i ght w e a r a l o n g cape
that's always b i l l owi ng.

the d ifficu lty o f a l l t a s k s it perfo rm s i s mod ified b y o n e ste p


to its detri ment.

j acks a re t h e most l i kely c h a racte rs to be te l e k i n etics, but


gla ives fi n d t h at the a b i l ities add to their co m bat p rowe s s ,
a n d n a n o s , of co u rse, a p p reci ate t h e a d d i t i o n a l powe r.

M ajor Effect Suggestions: M a ke a n a d d i t i o n a l attack with


yo u r wea p o n o n yo u r t u r n .

Con nection: Pick one other PC. Th i s cha racter can cause
you r te lekinetic powe rs to act odd ly. Every once i n a while, if

Tier 1 : Attack Flourish. W i t h yo u r attack, y o u add styl i s h


m ove s , e nterta i n i n g q u i ps , o r a ce rta i n " s o m eth i n g" t h at
enterta i n s or i m p resses others. Choose any n u m be r of
creat u re s with i n s h o rt ra n ge who can see yo u ; each of t hem
ga i n s a + l bon u s to its n ext d ie ro l l . E n a b l e r.

at other times, they seem i m p roved when u sed near h i m .

he sta n d s d i rectly next to you , you r powers a re ca nce l l e d , but

Tier 2: Quick Block. If yo u u s e a l i ght or med i u m wea p o n ,


yo u decrease t h e d ifficu lty of yo u r S peed defe n s e act i o n s b y
o n e ste p. E n a b l e r.
Tier 3: Acrobatic Attack (3 Speed poi nts) . Yo u le a p i nto the
attack, twi sti n g o r fl i p p i n g t h ro u g h the a i r. This mot i o n
decreases the d ifficu lty of yo u r attack by o n e ste p. I f yo u ro l l
a n atu ra l 1 7 o r 1 8, yo u can choose t o h ave a m i no r effect
rat h e r t h a n d e a l extra d a m age. Yo u can't u s e t h i s a b i l ity if
yo u r S peed i s red uced from wea ri n g armor. E n a b l e r.
Tier 4: Mobile Fighter (3 Speed poi nts) . As p a rt of yo u r
attack, yo u can le a p o n o r ove r obstacl es, swi n g fro m ro pes,
ru n along na rrow s u rface s , o r oth e rw ise m ove a ro u n d
the battlefie l d a t you r n o r m a l s peed a s if s u c h tasks we re
ro u t i n e (d ifficu lty 0) . You ca n ' t u s e t h i s a b i l ity if yo u r S peed
is red uced fro m wea ri n g armor. E n a b l e r.
Tier 5: Block for Another. If you use a l ight or med i u m weapon,
you can block attacks made aga in st an ally near you. Choose
one creatu re with i n i m med iate range. You decrease the d ifficu lty
of that creature's S peed defense actions by one step. You can't
use Quick Block while using Block for Another. Enabler.
Tier 6: Agile Wit. When atte m pt i n g a S peed task, yo u
i n stead can ro l l (and s p e n d poi nts) as if it we re an I nte l l ect
act i o n . If yo u a p p l y Effort to t h i s task, you can s p e n d points
fro m yo u r I nte l l ect Pool i n stead of yo u r S peed Pool ( i n
w h i c h c a s e yo u a l so u s e yo u r I nte l l ect E d ge i n stead of yo u r
S peed Ed ge) . E n a b l e r.

FOCUSES MIND OVER MATIER


Te leki n e s i s . Psychoki n e s i s . M i n d ove r m atte r. The powe r
h a s ma ny n a m e s , but i n the e n d , it a l l boi l s d own to o n e
t h i n g-th e m o l ecu les t h at m a ke u p a l l m atte r a re yo u rs t o
co m m a n d . Yo u l i kely ca l l yo u rself a te l e k i n etic o r j u st a T K .
M a ny teleki netics p refe r to wea r tight clot h i n g without
m uch accoute rment so th e re i s l ittl e another T K co u l d

Mental Esoteries: I f you perform esoteries, those that


wou l d normal ly use force or other energy i n stead use
teleki netic force. For exa m p l e , a F l a s h or a n O n s l a ught force
blast is a teleki netic b l ast from you r m i n d . Th i s a lteration
changes noth i n g except that you d o n 't need a free hand to
perform esote ries. E n a b l e r.

M i nor Effect Suggestions: An o bj ect moves faster o r


more effici ently.
M ajor Effect Suggestions: You can move or affect twice
as m u ch a s n o rm a l .

Tier 1 : Deflect Attacks (1 I ntel lect poi nt) . U s i n g yo u r m i n d ,


yo u p rotect yo u rself fro m i n com i n g attacks. Fo r the n ext ten
m i n utes, yo u a re tra i ned in S peed d efe n s e tasks. Act i o n to
i n itiate.

Tier 2: Telekinesis (2 I ntellect points). You ca n exert force on


objects wit h i n short range. Once activated, you r power has an
effective M ight Pool of 1 0, a M ight Edge of l , and an Effort of
2 (a pproxi mately equal to the strength of a fit, ca pable, ad u lt
h u man) , and you ca n use it to move objects, p u s h aga i n st
objects, and so on. For exa m p le, you cou l d lift and p u l l a l ight
object anywhere wit h i n range to you rself or move a heavy
object (l i ke a piece offu rniture) a bout l 0 feet (3 m) . This
power lacks the fine control to wield a wea pon or move objects
with m uch s peed , so in most s ituations, it's not a means
of attack. You can't use t hi s ab i l ity on you r own body. The
power lasts for one hour or until its M ight Pool i s depleted
whichever comes first. Action.
Tier 3 : Enhance Strength (3 I ntellect poi nts) . For the next ten
m i n utes , tasks that depend on b rute force-s uch as movi n g
a heavy object, s m a s h i n g down a door, or h itti n g someone
with a melee weapo n-a re easier for you . The d ifficu lty of a l l
s u c h tasks i s d ecreased b y one step. Action t o i n iti ate.
Tier 4: Apportation (4 I ntel lect poi nts) . You ca l l a physical
object to yo u . You can choose any p iece of normal
eq u i p ment o n the sta n d a rd eq u i p ment l i st, o r (no more
t h a n o n ce per d ay) yo u can a l l ow t h e G M to d eterm i n e t h e
object ra n d o m ly. I f yo u ca l l a ra n d o m o bject, it h a s a 1 0
pe rce nt c h a n ce of b e i n g a cyp h e r o r a rtifact, a l 0 percent
c h a n ce of be i n g a n odd ity, a 40 percent c h a n ce of b e i n g a

PLAYER'S GUIDE

p i ece of sta n d a rd e q u i p m e nt, a n d a 40 percent c h a n ce of

Yo u p robably wea r a cloak with a h ood or someth i n g

b e i n g a bit of wort h l e s s j u n k. You ca n ' t u s e t h i s a b i l ity to


take an item h e l d by a n ot h e r creat u re. Act i o n .

s i m i l a r t o h i d e yo u r a rtifici a l p a rts fro m those w h o wo u l d


persecute yo u . Beca u s e yo u r co m po n e nts a re tricky to

Tier 5: Psychokinetic Attack ( 5 I ntellect points). You c a n u s e


th is attack i n one o f two ways . The first way i s t o p i c k u p a
heavy object and h u rl it at someone wit h i n short range. T hi s
attack i s an I ntel lect action, and if successfu l , it deals 6 poi nts
of dam age to the target and to the h u rled object (wh ich could
be another foe, although that wou l d req u i re two rol l s-one rol l
t o grab t h e first fo e a n d another rol l t o h it t h e second fo e with

re p a i r, a s t i m e goes o n , it m i ght beco me more d ifficu lt


to conceal yo u r true n atu re, with exposed c i rcuitry, metal
p l ates, and m o re i n a state of part i a l d i sa s s e m bly.
Anyone-g l aive, jack, or n a no-m ight be a cybe rnetic
organ i s m .
Connection: P i c k o n e oth e r P C . Th i s c h a racte r knows
yo u r true n atu re, eve n if n o one e l s e does. If yo u r
co m po n e nts a re n ot particu l a rly h i d d e n , s h e knows a

the first) . The second way i s to u n leash a s hatteri n g b u rst of

d i fferent secret of yo u rs , s uch as a preprogra m med word

power that works o n ly aga i n st an i n a n i mate object no larger

t h at wi l l s h ut yo u d own fo r ten m i n utes.


Add itional Eq u i pment: Yo u h ave a bag of l i ght too l s a n d a

than half you r s ize. M a ke an I ntel l ect rol l to i n stantly destroy


the object; the d ifficu lty of t h is task is decreased by t h ree steps
(compared to b reaking it with brute strength) . Action.

Tier 6: Reshape M atter (6 I ntel lect poi nts) . Yo u r m a stery


of teleki n e s i s i s so great t h at you can res h a pe o bjects on a
molecu l a r l eve l . You can affect a s i n g l e object no l a rger t h a n
yo u , a n d t h e object m u st be v i s i b l e a n d c l o s e e n o u g h fo r
yo u to to u c h . You can u s e t h i s a b i l ity to d a m age the o bj ect
(as if u s i n g Psych oki netic Attack, except t h e d ifficu lty of the
task i s decreased by fo u r ste p s i n stead of t h ree) ,
or yo u can atte m pt a craft i n g task to res h a pe the
o bj ect i nto another fo rm . Res h a p i n g a n o bj ect
u s u a l ly h a s a d i fficu lty e q u a l to 1 p l u s t h e
l evel of t h e fi n i s hed o bject.

FUSES FLESH
AND STEEL
At some point i n you r past,
some of yo u r orga n i c parts
we re re p l aced with a rtificial
com ponents. (Altern atively,
you belong to a secret race
of biomech a n ical hybri d s . )
T h e s e artifici a l com ponents
m i ght be s u bdermal, or
they m ight rese m b l e more
overt metal or synth p l at i n g
on you r s k i n . They c a n a l so
take the form of t h read l i ke
te n d r i l s of circu itry wi n d i n g
across yo u r fl e s h . Wh ateve r t h e i r
a p pearance, t h e s e com ponents
give you s pecial a b i l ities.
As yo u adva nce, you can
add to, mod ify, or d i scove r
new fu nctions for them.
U nfort u n ately, you r a rtificial
body a l so h a s s peci a l
req u i re ments when it takes
d a mage.

vari ety of parts to re p a i r yo u rself.


M i nor Effect Suggestions: Yo u r servos learn fro m yo u r
s u ccessfu l act i o n s . You ga i n a + 1 bon u s t o s i m i l a r act i o n s
i nvo lvi n g the s a m e task (such as m a k i n g attacks aga i n st
the s a m e foe or operat i n g the s a m e d evice) .

M ajor Effect Suggestions: Yo u d i scharge a s m a l l p u l se of


power i nto you r foe. M a ke an i m med i ate attack aga i n st that
foe (u s i n g the same stat as the action that ca u sed the major
effect) . I f the attack succeed s , it deals 4 poi nts of electrical
d a m age.

Tier 1 : Enhanced Body. You ga i n + l to Armor, +3


to yo u r M i ght Poo l , and +3 to yo u r S peed Poo l .
E n a b l e r.
Special Heali ng. Trad itional h ea l i n g s ki l l s ,
med icines, and tech n i q u e s work o n ly h a l f as wel l
for you . Each t i me yo u start a t fu l l health, the first
5 poi nts of d a m age you take can never be healed
i n these ways or recovered normal ly. I n stead , you
m u st use repa i r i n g s ki l l s and a b i l ities to restore
those points. Fo r exa m ple, if you start with a fu l l
M i ght Pool o f 1 0 a n d take 8 poi nts o f d a m age,
you can use recovery rol l s to resto re 3 points,
but the re m a i n i n g 5 poi nts m u st be restored
u s i n g re p ai r i ng method s .
Tier 2: I nterface. By d i rectly p l u gg i n g i nto
a device, yo u can identify a n d learn to
operate it a s t h o u g h the t as k we re o n e
l evel l owe r. E n a b l e r.
Tier 3: Weaponization. O n e l i ght o r
med i u m m e l ee weapon of yo u r choice i s
b u i lt i nto yo u r body, a n d yo u a re tra i ned i n
t h i s weapon (even i f you a re n ot tra i ned i n
oth e r wea p o n s o f t h at type) . T h e weapon i s
co ncealed u nt i l yo u w i s h t o u s e i t . E n a b l e r.

Tier 4: Fusion. You can fu se you r cyphers and


artifacts with you r body. These fu sed devices
fu nction as if they were one level h igher. Enabler.

LIME NE
Tier 5: Deep Reserves. Once each day, you can transfer up to
5 poi nts between you r Pool s in any com b i n ation, at a rate of
1 point per rou n d . For example, you could tran sfer 3 poi nts of
M ight to S peed and 2 poi nts of I ntel l ect to S peed , which would
take a total of five rou n d s . Action.

Tier 2: Controlled Change. Yo u can t ry to c h a n ge i nto yo u r


beast fo r m o n a n y n i ght yo u w i s h ( a d ifficu lty 3 I nte l l ect
task) . Any t ra n sformat i o n s you m a ke u s i n g t h i s powe r a re
i n add ition to the five n i ghts per month t h at you c h a n ge
i nvo l u ntari ly. Act i o n to c h a n ge.

Tier 6: U ltra En hancement. Yo u ga i n + 1 to Armor a n d +5 to


each of yo u r th ree stat Poo l s . E n a b l e r.

Tier 3 : G reater Beast Form. Yo u r beast form ga i n s the


fo l low i n g a d d i t i o n a l bo n u se s : + 1 to yo u r M i ght E d ge, +2 to
yo u r S peed Poo l , a n d + 1 to yo u r S peed E d ge. E n a b l e r.

HOWLS AT THE MOON


S o m et i m e s t h e n u m e n e ra i s a d o u b l e-ed ged swo rd .
Yo u a re cu rsed a n d b l e s sed to be a b l e to tra n sform
i nto a powe rfu l creat u re , d rawi n g a d d i t i o n a l mass fro m
a t ra n s d i m e n s i o n a l s o u rce. Yo u a n d t h e G M s h o u l d
work o u t t h e exact n at u re o f t h e creat u re , i n cl u d i n g its
a p p ea ra n ce , b u t it' s a wild beast of rage and b l ood-at
l e a st u n t i l yo u l e a r n to control it. Creat u re s l i ke yo u a re
often ca l l ed " lyca n t h ro p e s . "
Style a n d a p peara n ce a re p robably l ow o n yo u r l i st of
co n ce r n s . Yo u r clot h e s m i ght be ragged beca u s e yo u r
tra n sformation i s h a rd o n t h e m (or t h ey' re cheap beca u s e
yo u know t h ey' l l be destroyed the n ext t i m e y o u tra n sform) .
Anyo n e-g l a ive, j ack, or n a n o-ca n be a lyca nth rope,

Tier 4: G reater Controlled Change. You no longer change i nto


you r beast form u n less you want to. Tran sform i n g i nto you r
beast form or back t o you r normal form i s now a d ifficu lty 1
I ntel l ect task. Enabler.
Tier 5: Enhanced Beast Form. Yo u r beast form gai n s the
fo l low i n g a d d i t i o n a l bo n u se s : +3 to yo u r M i ght Poo l , +2 to
yo u r S peed Poo l , a n d +2 to Armor. E n a b l e r.
Tier 6: Perfect Control. You no l o n ge r need to m a ke a ro l l
t o c h a nge i nto yo u r beast form o r yo u r n o r m a l for m. Yo u
can c h a n ge back a n d fo rth as yo u r act i o n . When yo u ret ur n
to yo u r n o r m a l for m, yo u n o l o n ge r take a pena lty to yo u r
ro l l s . E n a b l e r.

although a g l a ive l i kely benefits the most fro m the


tra n sformat i o n .
Connection: Pick one oth e r P C . T h at c h a racte r i s a b l e t o
soot h e yo u wh en yo u ' re i n beast form. Yo u ' l l never attack

You a re a tracker. Perh a p s you h u nt a n i m a l s or more deadly

h i m wh i l e tra n sformed , and if h e s p e n d s t h ree con secutive

creat u re s . Perh a p s you go after peo p l e a s a bou nty h u nter,

t u r n s u s i n g h i s actio n to ca l m yo u d own , yo u can reve rt to


yo u r normal form without h avi n g to m a ke a ro l l .
Add itional Equi pment: You h ave a n accu rate
c h ro n o m eter a rtifact t h at always lets yo u know w h en the
n ext transformation i s co m i ng.

l aw enforcer, or k i l l e r for h i re. Wh ateve r form yo u r h u nt i n g


takes, yo u a re t ra i ned i n sta l k i n g yo u r q u a rry a n d b ri n g i n g i t
d own . You a re a d a n ge ro u s i n d ivid u a l .

M i nor Effect Suggestions: The ta rget i s so i nti m i d ated


by yo u r best i a l attack t h at it is d azed fo r one ro u n d , d u ri n g
w h i c h t i m e t h e d ifficu lty o f a l l tasks i t performs i s mod ified
by one step to its detri ment.
M ajor Effect Suggestions: Yo u r attack conveys a s m a l l bit
of yo u r lyca nth ro py. I f yo u r foe s u rvives, o n e month l ater,
he tra n sfor ms i nto an u n contro l l e d beast. The G M decides
what happens fro m t h e re.

HUNTS WITH GREAT SKILL

I f yo u h u nt a n i m a l s o r creat u re s , yo u m i ght carry t h e


t ro p h i e s of past ki l l s , s u c h a s teeth o r s k i n s . I f yo u ' re a
bou nty h u nter, yo u p ro b a b ly wear wh ateve r yo u r q u a rry
wo u l d fi n d most i n t i m i d at i n g so it fee l s as t h o u g h it h a s
n o c h a nce of gett i n g away fro m yo u .
M ost h u nters a re g l a ives, b u t j acks a n d n a n o s b ri n g
u n iq u e s k i l l s t o t h e chase.
Connection: Pick o n e oth e r PC. T h at person once saw
you s h ow s u rp ri s i n g m e rcy towa rd you r p rey, a n d n ow yo u
h o pe s h e kee p s t h at i nformation q u i et-it m i ght h a rm yo u r
re p utat i o n .

Tier 1 : Beast Form. O n five con secutive n i ghts each month,


yo u c h a n ge i nto a m o n st ro u s beast fo r u p to one hour each
n i ght. In this n ew form, you ga i n +8 to yo u r M i ght Poo l ,
+ 1 to yo u r M i ght E d ge, + 2 t o yo u r S peed Poo l , a n d + 1 to
yo u r S peed E d ge. W h i l e in beast fo rm , yo u can't s pe n d
I nte l l ect poi nts fo r any reason oth e r t h a n to try to c h a n ge
to yo u r normal form before the o n e- h o u r d u rat ion is ove r (a
d i fficu lty 2 task) . I n a d d i t i o n , you attack any a n d eve ry l iv i n g
creatu re with i n s h o rt range. Afte r y o u reve rt t o yo u r normal
for m, yo u take a -1 pe n a lty to a l l ro l l s fo r o n e h o u r. I f you
did n ot ki l l and eat at least one s u bsta n t i a l creatu re w h i l e i n
beast for m, t h e pena lty i n creases t o - 2 a n d affects a l l yo u r
ro l l s fo r t h e n ext 2 8 h o u rs . Action t o c h a n ge back.

Add itional Eq u i pment: Yo u wea r boots t h at m u ffl e yo u r


footste p s , giv i n g yo u a + 1 bon u s t o a n y ro l l mad e i nvolvi n g
s n e a ky move m e nt.

M inor Effect Suggestions: You can atte m pt a n i nt i m idat i n g


task t o ca use you r foe to i m med i ately s u rre nder.
M ajor Effect Suggestions: Yo u r foe pauses, terrified by you r
p rowess, a n d takes no action on h i s turn.
Tier 1: Tracker. Yo u a re tra i ned i n fo l l owi n g a n d identify i n g
tracks. E n a b l e r.
Stal ker. You a re tra i ned i n a l l types of movement tasks
( i n cl u d i n g cl i m b i ng, swi m m i ng, j u m p i n g, a n d b a l a n c i n g) .
E n a b l e r.

50

PLAYER'S GUIDE

Tier 2: Sneak. You a re tra i ned i n stealth a n d i n itiative tasks.


E n a b l e r.
Sprint and G rab (2 Speed poi nts) . You can run a s ho rt
d i stance and m a ke a melee attack to grab a foe of you r size
or s m a l l er. A s u ccessfu l attack means you grab the foe and
b ri n g it to a h a lt if it was movi n g (th i s can be treated as a
tackle, if a p p ropriate) . Action.
Tier 3 : Quarry (2 I ntel lect poi nts) . Choose a q u a rry (a s i n g l e
i n d ivid u a l creatu re t h at y o u can see) . You a re tra i ned i n a l l
t a s k s i nvolvi n g fo l l owi ng, u n d e rsta n d i ng, i nteract i n g wit h ,
o r fight i n g t h at creat u re. You c a n h ave o n ly o n e q u a rry a t a
t i m e . Actio n to i n itiate.
Tier 4: Surprise Attack. I f attacki ng from a hidden vantage, with
s u rprise, or before you r opponent has acted, you decrease the
d ifficu lty of you r attack by one step. On a successfu l h it, you
infl ict 2 additional poi nts of damage. Enabler.
Tier 5: H u nter's Drive (5 I ntel lect poi nts). T h ro u g h fo rce of
wi l l , wh en you w i s h it, you grant yo u rself greater p rowe s s i n
t h e h u nt fo r ten m i n utes. D u r i n g t h i s t i m e , yo u d ecrease the
d i fficu lty of all tasks i nvo lvi n g yo u r q u a rry, i n cl u d i n g attacks,
by one ste p . Yo u r q u a rry i s t h e creatu re yo u selected with
yo u r t h i rd-tier a b i l ity. E n a b l e r.

Tier 6: M u ltiple Quarry (6 I ntellect points). Th is a b i l ity


fu nctions l i ke the t h i rd-tier Qua rry a b i l ity except that you can
select u p to th ree creatures as quarry. You m u st be able to see
all t h ree creatures when you i n itiate t h i s a bil ity. You r H u nter' s
D rive a bil ity appl ies to a l l th ree creatures. Action to i n itiate.

LEADS
U s i n g c h a r i s m a , natural leaders h i p , a n d perh a p s some
tra i n i ng, yo u co m m a n d t h e act i o n s of ot hers, who fo l l ow
yo u wi l l i n gly. You a re a co m m a n d e r, a capta i n , a leader, o r
a ge n e ra l . Yo u r s k i l l s a l l ow yo u to m a ke peo p l e d o w h at you
want, but yo u a l so h ave the wisdom to know what act i o n s
wo u l d be b e s t fo r yo u r fo l l owers a n d a l l ie s .
S i nce yo u n e e d the res pect of oth e rs , yo u p r o b a b l y d re s s
a n d carry yo u rself i n s u c h a w a y t h at i n s p i re s , endears, o r
i nt i m i d ates. Yo u h ave a voice s u ited to barki n g orders t h at
can be h ea rd eve n on a n o i sy battl efie l d .
G l a ives m a ke exce l lent m i l itary leaders, b u t a j a c k co u l d
e a s i l y l e a d a gro u p o f exp l o rers o r a d e n o f t h i eves. A n a n o
m i ght be the h e a d o f a gro u p o f " m ages" o r s c h o l a rs , o r
s h e m i ght h ave a gang of bodyguards a s fo l l owe rs.
Connection: Pick one oth e r PC. T h at c h a racte r was o n ce a
fo l l ower of yo u rs , but yo u h ave s i nce grown to t h i n k of h i m
a s a peer.

Additional Equi pment: You h ave an a rtifact that a l l ows you


to tag up to seven fo l l owers. By looki n g i nto the glass p l ate
on the device, you can determ i n e t h e i r d i stance and d i rection
rel ative to you . The taggi n g p rocess i s somewhat demea n i ng,
so it i s l i kely that o n ly you r fo l l owers wo u l d ever s u b m it to it.

M i nor Effect Suggestions: The n ext t i m e you atte m pt to


co m m a n d , ca ptivate, or oth e rwise i nfl uence t h e s ame foe,
the d i fficu lty of t h e t as k i s d ecreased by o n e ste p.
M ajor Effect Suggestions: The foe i s i n fl u e n ced ,
ca ptivate d , or oth e rw i s e affected by yo u r a b i l ity for twice as
l o n g a s n o rm a l .

Tier 1 : N atu ral Charisma. Yo u a re tra i ned i n a l l soc i a l


i nteract i o n s , w h e t h e r t h ey i nvolve c h a r m , l earn i n g a
perso n ' s secrets, or i nt i m i d ati n g others. E n a b l e r.
Good Advice (1 I ntel lect point) . Yo u h ave a c l e a r m i n d
fo r d eterm i n i n g t h e best way t o p roceed . W h e n yo u give
a n ot h e r c h a racter a s u ggest i o n i nvolvi n g h i s n ext act i o n ,
t h e c h a racte r i s t ra i ned i n t h at act i o n fo r o n e rou n d .
Act i o n .
Tier 2: Follower. Yo u ga i n a l eve l 2 N PC fo l l ower who i s
co m p l etely d evoted t o yo u . Yo u a n d t h e G M m u st work out
the d eta i l s of the fo l l ower a n d yo u ' l l probably m a ke ro l l s fo r
it i n co m bat o r w hen it t a k e s act i o n s . The fo l l ower acts o n
yo u r t u r n . As a l evel 2 fo l l ower, it h a s a ta rget n u m be r of 6
a n d a health of 6, a n d it i nfl icts 2 poi nts of d a mage. If the
fo l lower d i es, yo u ga i n a n ew o n e after at least two weeks
and p roper recru itment. E n a b l e r.
Tier 3 : Com mand (3 I ntel lect poi nts) . T h ro u g h s h e e r
fo rce o f wi l l a n d c h a r i s m a , y o u i s s u e a s i m p l e co m m a n d
t o a s i n g l e l i v i n g creat u re , w h i c h atte m pts t o carry o u t
yo u r co m m a n d a s i t s n ext act i o n . T h e creat u re m u st b e
with i n s h o rt ra nge a n d be a b l e t o u n d e rsta n d yo u . T h e
com m a n d c a n ' t i n fl i ct d i rect h a rm o n t h e creatu re o r its
a l l i e s , so " Co m m it s u i c i d e " wo n 't work, b u t " F lee" m i ght.
In a d d i t i o n , t h e co m m a n d can req u i re t h e creatu re to
ta ke only o n e act i o n , so " O p e n t h e door" m i ght work, b u t
" O p e n t h e d o o r a n d r u n t h ro u g h it" wo n 't. Act i o n .
Capable Fol lower. Yo u r fi rst fo l l ower i n creases t o l evel
3 . As a l evel 3 fo l l ower, it has a ta rget n u m be r of 9 and a
health of 9, a n d it i n fl i cts 3 poi nts of d a m age. E n a b l e r.
Tier 4: Captivate or I nspire (4 I ntel lect poi nts) . Yo u can u s e
t h i s a b i l ity i n o n e of two ways . E it h e r yo u r wo rd s k e e p the
atte ntion of a l l N PCs t h at hear t h e m fo r a s l o n g a s yo u
speak, or yo u r word s i n s p i re a l l N PCs (of yo u r choos i n g)
t h at hear t hem to fu n ct i o n as if they we re o n e l eve l h i g h er
fo r the n ext h o u r. Act i o n .
Capable Fol lower. Yo u r fi rst fo l l ower i n creases to l evel
4. As a l evel 4 fo l l ower, it has a ta rget n u m be r of 1 2 and a
health of 1 2 , a n d it i n fl icts 4 poi nts of d a mage. E n a b l e r.

Tier 5: Band of Fol lowers. Yo u ga i n s ix l evel 2 N PC fo l l owers


who a re co m p l etely d evoted to yo u . (They a re in add ition
to t h e fo l l ower yo u ga i n ed at seco n d t i er.) Yo u a n d t h e G M
m u st work out the deta i l s of these fo l l owe rs. I f a fo l lower
d ie s , yo u ga i n a new one after at least two weeks and p roper
recruitment. E n a b l e r.

LIME NE
Tier 6: M i n d of a Leader (6 I ntel lect poi nts) . When you
d evelop a p l a n that i nvolves you r fo l l owers, yo u can ask the
GM one very general q uestion about what i s l i kely to h a ppen
if you carry out the plan, and yo u will get a s i m p l e , b rief
a n swe r. Action.
Capable Fol lowers. Yo u r fi rst fo l l ower i n creases to l evel
5 . As a l evel 5 fo l l ower, it has a ta rget n u m be r of 1 5 a n d a
health of 1 5 , a n d it i n fl i cts 5 poi nts of d a m age. Each of yo u r
l evel 2 fo l l owers i n creases t o l evel 3 . E n a b l e r.

LIVES IN THE WILDERNESS

Tier 4: Wi lderness Awareness (4 I ntel lect poi nts). Yo u r


co n n ecti o n t o t h e n atu ra l world exte n d s t o a degree t h at
some wou l d ca l l s u pernat u r a l . W h i l e i n t h e w i l d e r n e s s ,
y o u can extend yo u r s e n s e s u p to a m i l e i n any d i rect i o n
a n d a s k t h e G M a ve ry s i m p l e , g ener al q uestion about t h at
a rea, s uch as "Where i s t h e m a rgr ca m p ? " or " I s my fri e nd
Deit h a n sti l l a l ive ? " I f t h e a n swer yo u seek i s n ot i n the
a rea, yo u rece ive no i nformat i o n . Act i o n .
Tier 5: T h e Wild Is on You r Side ( 5 I ntel lect poi nts) . Wh i l e
yo u ' re i n the w i l d e r n e s s , fo e s with i n s h o rt ra n ge a re t r i p ped

Yo u dwe l l i n t h e w i l d s . Yo u p robably h ave d o n e so most, if

by rocks, tangled in v i n e s , b itte n by i n sects, and d i stracted

n ot a l l , of yo u r l ife, co m i n g to u nd e rsta n d the myste ries of

o r confused by s m a l l a n i m a l s . The d ifficu lty of any tasks


performed by those foes i s i n creased by o n e ste p. Th i s
effect l a sts fo r t e n m i n utes. Act i o n t o i n itiate.

n at u re, weat h e r, and s u rviva l . The ways of fl o ra a n d fa u n a


a re yo u r ways .
You r rou g h , ru gged cloth i n g s h ows l ittle con cern for style.
M ost of the time, cove ri n g you rself i n n at u ra l smells to keep
you r scent fro m a ro u s i n g s u s picion in the wilderness is more
humans.
G laives and jacks are the most l i kely characters t o l ive i n
t h e wilderness, perh aps worki ng as guides, h u nters, trappers,
scouts, or trackers. A nano that does so m ight be seen as a

Tier 6: One With the Wi ld (6 I ntel lect poi nts) . Fo r the n ext
ten m i n utes, n atu ra l a n i m a l s a n d p l a nts with i n l o n g ra n ge
w i l l n ot knowi ngly h a rm you or those yo u d e s i g n ate. Act i o n .
M aster o ft h e Wild. Wh i l e yo u ' re i n the w i l d e r n e s s , yo u r
M i ght E d ge, S peed E d ge, a n d I nte l l ect E d ge i n crease by
1 . W hen you m a ke a recovery ro l l in t h e w i l d e r n e s s , yo u
recover twice as many points. E n a b l e r.

nature priest or wild wizard .


Connection: P i c k o n e oth e r PC who i s n 't fro m t h e

MASTERS DEFENSE

w i l d e r n e s s . You ca n ' t h e l p but feel a l ittl e contem pt fo r t h at


c h a racter a n d h e r "civi l ized " ways, w h i c h s h ow d i sd a i n fo r
a l l t h i ngs n atu ra l a n d (to you r m i n d) t r u e .

s ituati o n s , a n d y o u a re particu l a rly good a t i t . Ca utious a n d


prude nt, y o u l e a r n tech n i q ues t o defe n d aga i n st a l l k i n d s of

i m portant th a n bath i n g to kee p you rself p rese nta ble to other

Add itional Equi pment: You h ave a d i rect i o n a l co m p a s s .


M i nor Effect Suggestions: A foe t h at i s a n atu ra l creatu re
flees rath er t h a n co nti n u e to fight yo u .
M ajor Effect Suggestions: A foe t h at i s a natural creatu re
becomes warily pass ive.
Tier l : Wilderness Life. You a re tra i ned in cl i m b i n g a n d
swi m m i n g t a s k s . E n a b l e r.
Wilderness Lore. Yo u a re tra i ned i n w i l d e rn e s s n avigat i o n
a n d i n i d e ntifyi n g p l a nts a n d creat u re s . E n a b l e r.
Tier 2: Living off the Land. G iven an hour or so, you can always
find ed ible food and potable water in the wilderness. You
can even find enough for a s m a l l gro u p of people, if need be.
Fu rther, s i n ce you ' re so hardy and h ave ga i ned res i stance over
time, the d ifficu lty of res i sting the effects of natural poisons
(such as those from plants or l iving creatures) i s decreased by
one step. You ' re also i m m u ne to natural d i seases. Enabler.
Tier 3: Animal Senses and Sensibil ities. Yo u a re t ra i ned i n
l i ste n i n g a n d s pott i n g t h i n gs . I n a d d i t i o n , most o f t h e t i m e ,
the G M s h o u l d a l e rt y o u if yo u ' re a b o u t t o wa l k i nto a n
a m b u s h o r a t r a p t h at i s l ower t h a n l evel 3 . E n a b l e r.
Wilderness Explorer. W h i l e taki n g any act io n ( i n cl u d i n g
fight i n g) i n t h e w i l d , yo u i g n o re a n y p e n a lties d u e t o n atu ra l
ca uses s u c h a s ta l l gra s s , t h i c k b ru s h , ru gged terra i n ,
weath er, a n d so o n . E n a b l e r.

P rotect i n g yo u rself i s obvi o u s ly i m porta nt i n d a n ge ro u s

attacks, both physical a n d menta l . The w i n n e r is ofte n t h e


l a st p e r s o n sta n d i ng, a n d yo u 've d o n e a l l y o u can to e n s u re
t h at person wi l l be yo u .
You carry a s h i e l d a n d probably wear t h e best a r m o r you
can fi n d .
G l aives m a ke exce l lent defe n s ive m a sters, but j acks a n d
n a n o s a l so fi n d a t least some o f t h e s e s k i l l s o f great v a l u e .
Connection: P i c k o n e oth e r P C . Th i s c h a racte r p rotected
you from h a rm rece ntly, a n d yo u fee l i n d e bted to h i m fo r
savi n g yo u r l i fe.
Add itional Eq u i pment: Yo u h ave a s h i e l d .

M i nor Effect Suggestions: You ga i n a + 1 bon u s t o S peed


d efe n s e ro l l s fo r one ro u n d .
M ajor Effect Suggestions: You ga i n a + 2 bon u s t o S peed
d efe n s e ro l l s fo r one ro u n d .
Tier 1 : Sh ield M aster. W h e n yo u u s e a s h i e l d , i n add ition
to t h e as set it gives yo u (lowe r i n g the d ifficu lty of S peed
d efe n s e tasks by one step) . you can act as if yo u a re tra i ned
in S peed defe n s e tasks. H oweve r, in any ro u n d in wh ich you
use t h i s benefit, the d ifficu lty of yo u r attacks i n creases by
one ste p . E n a b l e r.

Tier 2: Sturdy. You are trai ned in M ight defense tasks. Enabler.
Armor Expert. When you wea r any armor, you red uce
the armor's penalties ( M i ght cost per h o u r and S peed
red u ction) by 1 . E n a b l e r.

PLAYER'S GUIDE

Tier 3: Dodge and Resist (3 Speed poi nts) . Yo u can rero l l


any o f yo u r M i ght, S peed , o r I nte l l ect d efe n s ive ro l l s a n d
take the bette r o f t h e two res u lts. E n a b l e r.

in which you tra i n e d , the style of fight i n g you h ave maste red ,
or the name of you r mentor. You r weapon is a l most certa i n ly
you r finest posses s i o n . N ot o n ly is it wel l ca red for and of
h i g h q u a l ity, but yo u probably kee p it in a beautifu l sca b ba rd ,
harness, belt, case, o r somet h i n g s i m i l a r.

Tier 4: Tower of Wi l l . You a re tra i ned i n I nte l l ect defense


tasks. E n a b l e r.
Armor M aster. When yo u wea r any armor, yo u red u ce
the armor's p en a lties ( M ight cost per h o u r a n d S peed
red uction) to 0. E n a b l e r.

Connection: Pick o n e oth e r P C . T h at c h a racte r s h ows


pote ntial in the use of yo u r wea p o n. Yo u wo u l d l i ke to tra i n

Tier 5: N oth ing but Defend. I f you do noth i n g on yo u r t u rn


oth e r t h a n d efe n d , yo u a re s peci a l ized i n a l l d efe n s ive tasks
fo r t h at o n e ro u n d . Act i o n .

h e r, b u t yo u ' re n ot nece s s a r i l y q u a l ified t o teach (that's u p


t o you) , a n d s h e m i ght n ot b e i nterested (that's u p t o h e r) .
Add itional Eq u i pment: Yo u h ave a h i gh-q u a l ity weap on of
yo u r choos i n g.

M a ny g l a ives a re weap o n m a sters, but somet i m e s a jack


m i ght choose this pat h , p a rticu l a rly with l i ghter wea p o n s .

Weaponry Esoteries: I f you perform esoteries, you r attacks


Tier 6: Defense M aster. Eve ry t i m e yo u s u cceed a t a S peed
defe n s e task, you can m a ke a n i m m ed i ate attack aga i n st
yo u r foe. Yo u r attack m u st be the s a m e type (melee
wea p o n , ra n ged wea p o n , o r u n a rmed) a s the attack you
defe n d aga i n st. I f you d o n ' t h ave a n a p p ro p r i ate type of
wea p on ready, yo u ca n't u s e this a b i l ity. E n a b l e r.

always look l i ke you r chosen weapon. So the force bl ast of


the Onsla ught esotery appears to be a large weapon made
of force, and the Flash esotery prod uces a fl u rry of wea pon ry.
These alterations change noth i n g other than the appearance
of the effects. As a nother example, Barrier becomes a wal l of

MASTERS WEAPONRY

damage to anyone who touches it and 4 poi nts of damage to


anyone who passes t h rough it.

You have worked long and hard with one particu lar type of
weapon: sword s, axes, daggers, whips, or whatever you choose.

swi rl i n g blades of energy. T hi s alteration changes the esotery


such that it is not a solid barrier but rather infl icts 1 point of

M i nor Effect Suggestions: The ta rget is so d azzled by


yo u r expert i s e t h at it is d azed for o n e ro u n d , d u ri n g w h i c h

Thus, you are a swordsman, an axemaster, a m i stress of kn ives,


or whatever is appropriate to you r chosen weapon. A master of
the rapier is d ifferent from a master of the warhammer.

t i m e the d ifficu lty of a l l t a s k s it perfor ms i s mod ified by o n e


s t e p to i t s detri ment.

You m ight wear a sym bol-a badge, a p i n , a tattoo, a n


a m u let, ce rtain colors, and so on-that i n d icates the school

M ajor Effect Suggestions: M a ke a n i m med i ate a d d i t i o n a l


attack w i t h the w e a p o n as part of yo u r t u r n .

53

LIME NE
Tier 1 : Weapon M aster. You ga i n a + 1 bon u s to d a mage
with yo u r chosen wea p o n . E n a b l e r.

Trained Assassi n . Yo u a re tra i ned i n stealth a n d d i sg u i se


tasks. E n a b l e r.

Tier 2: Weapon Defense. Wh i l e yo u r chosen weapon is i n


yo u r h a n d o r h a n d s , you a re tra i ned i n S peed d efe n s e ro l l s .
E n a b l e r.

Tier 2: Quick Death (2 Speed poi nts) . Yo u know h ow to ki l l


q u i ckly. When yo u h it with a m e l ee o r ra n ged attack, yo u
d eal 4 a d d i t i o n a l poi nts of d a m age. You ca n ' t m a ke t h i s
attack i n two co n secutive ro u n d s . Act i o n .

Tier 3: Rapid Attack (3 Speed poi nts). O nce per ro u n d , you


can m a ke a n add iti o n a l attack with yo u r chosen wea p o n .
E n a b l e r.
Tier 4: Never Fumble. If you rol l a natural 1 when attacki n g
with you r chosen weapon, you c a n ignore or countermand t h e
G M ' s i ntru s ion for that rol l . You c a n never be d i sarmed o f you r
chosen weapon, n o r w ill you ever d rop i t accidental ly. Enabler.

Tier 5: Extreme M astery (4 M ight poi nts) . When u s i n g yo u r


chosen wea p on, yo u can rero l l a n y attack ro l l yo u w i s h a n d
take the bette r of t h e two res u lts. E n a b l e r.
Tier 6: Damage Dealer. You ga i n a +2 bon u s to d a m age
with yo u r chosen wea p o n . Th i s bon u s a d d s to the one fro m
the Weapon M aster a b i l ity, giv i n g yo u a total bon u s of +3 .
E n a b l e r.
Death Dealer (5 M ight poi nts) . If yo u stri ke a foe of
l evel 3 or l ess with yo u r chosen wea p o n , you ki l l t h e ta rget
i n stantly. Act i o n .

MURDERS
The m u rderous assas s i n is a master of deal i n g death . No one
i s better at sneaking i nto a location, e l i m i nating a target, and
s l i p p i n g out aga i n . Obvious ly, a professional ki l ler i s not l i kely
to h ave a lot of friends.
You probably wear dark colors-black, charcoal grey, or

Tier 3 : Poison Crafter. Yo u a re tra i ned i n craft i n g , s e n s i ng,


identify i n g , a n d res i st i n g poisons. E n a b l e r.
Trained I nfi ltrator. You a re tra i ned i n a l l i nteract i o n s
i nvo lvi n g l ie s o r trickery. E n a b l e r.
Tier 4: Better Su rprise Attack. If attacki n g fro m a h id d e n
vantage, w i t h s u rprise, o r before a n o p p o n e n t h a s acted ,
yo u red u ce the d ifficu lty of yo u r attack by o n e ste p. O n
a s u ccessfu l h it w i t h t h i s s u rprise attack, yo u i n fl i ct 2
a d d i t i o n a l poi nts of d a m age. These effects add to those
fro m S u rprise Attack, giv i n g yo u a total decrease of two
ste p s a n d a total of 4 a d d i t i o n a l poi nts of d a mage. E n a b l e r.

Tier 5: Slayer (5 Speed poi nts) . With a swift a n d s u d d e n


attack, y o u stri ke a foe i n a vital s pot. I f t h e ta rget i s l eve l 3
or l e s s , it is s l a i n outright. Act i o n .
Tier 6 : Escape Plan. When y o u ki l l a fo e , yo u can atte m pt a
s n e a k i n g act i o n to i m m ed i ately h i d e from anyone a ro u n d ,
a s s u m i n g t h at a s u itable h i d i n g p l ace i s nearby. E n a b l e r.

RAGES
The berse rker i s a fea red fighter who ca n n ot be sto p ped .
You put yo u rself i nto a h owl i n g battle fre nzy t h at can m a ke
you a terror on t h e battl efie l d . You m i ght h a i l fro m a l ess
civil ized soci ety, perhaps eve n a t r i b a l o ne.

midn ight blue---to help blend into the shadows. But since you're
also a master of d isguise, in truth you could look like anyone.

You l i kely wea r l ittl e o r n o armor so a s n ot to restrict yo u r


s peed o r m a n e uvera b i l ity. Yo u r cloth i n g i s p robably s i m p l e

Any c h a racte r co u l d be an a s s a s s i n . j acks a re the most


l i kely choice, but nanos with t h e i r esote ries o r g l a ives with
t h e i r co m bat a b i l ities wo u l d m a ke efficient k i l lers a s we l l .
Connection: Pick o n e oth e r PC. T h at c h a racte r knows

a n d uti l itari a n .

yo u r rea l identity, p rofe s s i o n , and backgro u n d . To all oth e rs ,


the t r u t h about y o u i s a c l o s e l y g u a rded secret.
Additional Equipment: You start with a d i sguise kit and th ree
doses of a level 2 blade poison that inflicts 5 poi nts of damage.

M i nor Effect Suggestions: No one but the foe notices


t h at yo u m a ke the attack.
M ajor Effect Suggestions: I f yo u h ave poison a m i d yo u r
b e l o n g i n g s , yo u we re a b l e t o a p p l y it j u st before t h e stri ke,
add i n g the p oiso n ' s effects to the n o r m a l attack d a m age.

Tier 1 : Su rprise Attack. I f attacki n g from a h i d d e n vantage,


with s u rprise, o r before a n opponent h a s acted , you red uce
the d ifficu lty of yo u r attack by one ste p. O n a s u ccessfu l h it
with t h i s s u rprise attack, yo u i n fl i ct 2 a d d i t i o n a l points of
d a m age. E n a b l e r.

G l aives m a ke the best berserkers.


Connection: Choose o n e ot h e r PC. Yo u fee l stra n gely
p rotective towa rd t h at c h a racte r a n d d o n 't want to see h e r
c o m e to h a r m .
M i nor Effect Suggestions: W hen fight i n g m u lt i p l e fo e s ,
y o u k n o c k o n e i nto a n ot her, putt i n g both o ff b a l a nce. A s a
res u lt, treat both foes as o n e l evel l owe r for o n e ro u n d .
M ajor Effect Suggestions: Yo u r fo e i s terrified o f yo u r rage
and u s e s h i s n ext two act i o n s to flee.

Tier 1: Frenzy (1 Intellect point). When you wish, while i n combat,


you can enter a state of frenzy. While in this state, you can't use
I ntellect poi nts, but you gai n + 1 to you r M ight Edge and you r
S peed Edge. T h i s effect lasts fo r as l o n g as you wish, b u t i t e n d s if
no com bat is taking place with in range of your senses. Enabler.
Tier 2: Hardy. You ga i n +5 to yo u r M i ght Poo l . These
a d d i t i o n a l poi nts can be u sed o n l y to a b sorb d a mage. Yo u

PLAYER'S GUIDE

ca n ' t s p e n d t h e m to a p p l y Effort to ro l l s . E n a b l e r.

ways. T h ro ug h p ractice a n d i n h e rent a b i l ity (or the s u btle

Mobile Fighter: You a re tra i ned i n cl i m b i n g a n d j u m p i n g


tasks. E n a b l e r.

u s e of h id d e n o r i m p l a nted d evices) , yo u control the s a m e


e n e rgy. N ot o n ly can y o u create a n d d i s c h a rge e l ectrical
powe r, but you can eve n t u a l l y learn to u s e it to tra n s p o rt

Tier 3: Power Stri ke (3+ M ight poi nts) . If you s u ccessfu l ly


attack a ta rget, you knock it prone i n add ition to i n fl i ct i n g
d a m age. The ta rget m u st be yo u r s ize o r s m a l l e r. You can
knock d own a ta rget l a rger than yo u if yo u a p p ly a l evel of
Effort to d o so (rat h e r than to decrease the d ifficu lty of the
attack) . E n a b l e r.
Unarmored Fighter. Wh i l e u n a rmored , yo u a re tra i ned i n
S peed d efe n s e tasks. E n a b l e r.

yo u rself.

Tier 4: G reater Frenzy (4 I ntel lect poi nts) . Wh e n you w i s h ,


wh i l e i n co m bat, yo u c a n enter a state o f frenzy. Wh i l e i n
t h i s state, yo u can't u s e I nte l l ect points, b u t you ga i n + 2 to
yo u r M i ght E d ge and yo u r S peed E d ge. Th i s effect l a sts for
a s l o n g as yo u wi s h , but it e n d s if n o co m b at is taki n g p l ace
with i n ra n ge of yo u r s e n s e s . You can use t h i s a b i l ity o r yo u r
fi rst-tier Fre nzy a b i l ity, b u t yo u ca n ' t u s e both a t t h e s a m e
t i m e . E n a b l e r.

Tier 5: Attack and Attack Again. Rath e r t h a n gra n t i n g


add iti o n a l d a m age o r a m i n o r o r m a j o r effect, a n atu ra l
1 7 o r h i g h e r o n yo u r attack rol l a l l ows yo u the option of
i m m ed i ately m a k i n g a n oth e r attack. E n a b l e r.
Tier 6: Tough and Fast. You ga i n +6 to yo u r M i ght Pool a n d
yo u r S peed Poo l . E n a b l e r.

Yo u p robably wea r tight-fitt i n g cloth i n g t h at a l l ows you


to m ove q u ickly. Yo u r garments m i ght be blue a n d b l ack,
perh a p s with a l i ght n i n g-bolt motif.
Alt h o u g h nanos seem most s u ited to wie l d i n g l i ghtn i n g,
jacks can m a ke good u s e of the varied l i ght n i n g a b i l ities.

Con nection: Pick one other PC. Th i s cha racter has been
you r friend for a long time, and yo u h ave learned to b ri n g her
along when you ride the l i ghtn i n g. I f the characte r i s sta n d i n g
right next t o you , yo u c a n take her with you w h e n you u s e
t h e Bolt R i d e r or E lectrical Fl ight powers. (Normal ly, neither
a b i l ity a l lows yo u to tra n s port other creat u res.)
Additional Equipment: You have a bag of m i scel l aneous
batteries and power cel l s . Whenever you find a new device that
operates on batteries or cel l s (G M d i scretion) , there is a 75
percent cha nce that the bag contai n s one that w i l l power it if it
depletes.

Electrical Esoteries: I f you perform esote ries, those


t h at wo u l d n o rm a l ly u s e fo rce o r oth e r e n e rgy i n stead u s e
e l ectricity. Fo r exa m p l e , a F l a s h o r a n O n s l aught fo rce b l a st
is a b l a st of l i ghtn i n g. Th i s a lterat i o n c h a n ges noth i n g oth e r
t h a n t h e type of d a mage a n d the fact t h at it m i ght sta rt
fi re s .
M inor Effect Suggestions: The ta rget i s d azed b y el ectricity
for one rou n d , d u r i ng which t i me the d ifficu lty of a l l tasks it
performs is mod ified by one ste p to its d etri ment. E l ectricity

RIDES THE LIGHTNING


The ancients h a rnessed e l ectricity i n stra nge a n d wo n d e rfu l

can al s o s h ut down an a n d ro i d , robot, or other automaton


for one rou n d .

55

LIME NE
M ajor Effect Suggestions: Devices fi l led with e l ectrical

Yo u were. Yo u h ave t h e a b i l ity to u s e yo u r orga n i c

powe r exp lode. Yo u can ta rget a n d d e stroy a n a rtifact t h at a


foe is h o l d i n g or wea r i n g .

b ra i n l i ke a co m p u te r, i nte rfac i n g "wi re l e s s ly'' with a n y


e l ectro n i c d evice. Yo u c a n control a n d i nfl u e n ce t h e m i n
ways t h at ot h e rs can 't. Co m p uters a re yo u r fri e n d s a n d

Tier 1: Shock (1 I ntellect poi nt) . Yo u r h a n d s crackle with


e l ectricity, and the n ext time yo u touch a creat u re, yo u i n fl i ct
3 poi nts of d a m age. Altern ative ly, if yo u wield a wea p o n ,
fo r ten m i n utes it crackles w i t h e l ectricity a n d i n fl i cts l
a d d i t i o n a l point of d a mage per attack. Actio n for to uch;
e n a b l e r fo r wea p o n .
Charge (1 + I ntel lect poi nts) . You can c h a rge a n a rtifact o r
oth e r d evice (exce pt a cyp h e r) so t h at it can be u sed o n ce.
The cost i s l I ntel lect point plus l point per l evel of the
device. Act i o n .

com p a n i o n s . Yo u h ave a l s o lea rned t o re p a i r mach i n e s of

Tier 2: Bolt Rider ( 4 I ntel lect poi nts) . You can m ove
a l o n g d i stance fro m one locat io n to another a l m ost
i n stanta n e o u s ly, carried by a bolt of l i ghtn i n g. Yo u m u st
be a b l e to see the n ew l ocat i o n , a n d t h e re m u st be n o
i nterve n i n g b a rriers. Act i o n .
Tier 3 : Lightn ing Swift. You ga i n +3 t o yo u r S peed P o o l a n d
+ l to yo u r S peed E d ge. E n a b l e r.
Drai n Charge. Yo u can d ra i n t h e powe r fro m a n a rt i fa ct
or d ev i ce, a l lowi n g yo u to rega i n l I nte l l ect p o i n t p e r
l e v e l of t h e d evice. Yo u rega i n poi nts at t h e rate of l p o i n t
per ro u n d a n d m u st g i v e yo u r fu l l conce ntrat i o n to t h e
p roce s s e a c h rou n d . T h e G M d eterm i n e s w h et h e r t h e
d evice i s fu l ly d ra i ned (l i kely true of m o s t h a n d h e l d o r
s m a l l e r d evices) o r reta i n s s o m e powe r (l i ke l y t r u e of l a rge
mach i n es) . Act i o n to i n iti ate; act i o n each ro u n d to d ra i n .
Tier 4 : Bolts of Power (5+ I ntel lect poi nts) . Yo u b l a st a fa n of
l i ghtn i n g out to s h o rt ra n ge in a n a rc t h at is a p p roxi mately
50 feet (1 5 m) wide at the e n d . T h i s d i sch a rge i n fl i cts
4 poi nts of d a m age. I f yo u a p p ly Effort to i n crease the
d a mage rath er than to decrease the d ifficu lty, you deal 2
a d d i t i o n a l poi nts of d a m age per l evel of Effort ( i n stead of 3
poi nts) ; h oweve r, ta rgets i n t h e a rea take l point of d a m age
eve n if yo u fa i l the attack ro l l . Act i o n .
Tier 5: Electrical Fl ight ( 5 I ntel lect poi nts) . Yo u exud e a n
a u ra of crackl i n g e l ectricity t h at l ets y o u fly fo r ten m i n utes.
Yo u can't ca rry oth e r creatu res with yo u . Act io n to activate.
Tier 6: Wal l of Lightn ing (6 I ntellect poi nts) . Yo u create
a barrier of crackl i n g e l ectricity up to 2 , 5 00 s q u a re feet
(23 0 s q . m) in size, s h a ped as yo u wi s h . The wa l l is a l evel
7 barrier. Anyo n e wit h i n i m m ed i ate d i stance of the wa l l
automatica l ly takes l 0 poi nts o f d a m age. T h e wa l l l a sts fo r
o n e h o u r. Actio n t o create.

TALKS TO MACHINES
S i nce yo u were you n g, you had an affin ity for mach i nes. I t
seemed a l most l i ke y o u we re speaki n g to them.

a l l k i n d s beca u s e the better t h ey work, the better off yo u


a re as we l l .
You l i kely wear a tool belt fu l l of various i m p l ements, and
m ach i n e o i l s sta i n you r clothes and fin gerti ps.
All types of characters can s pend their time talking to
mach ines, although this practice fits the nano best of al l .

Con n ection: P i ck o n e ot h e r PC. T h at c h a racter see m s


t o h ave a terri b l e re l at i o n s h i p w i t h mach i n es-o r a t l e a st
t h e mach i n e s t h at yo u com m u n i cate wit h . I f s h e i s n ext
to a mach i n e t h at you i nteract with i n a fri e n d ly m a n n e r,
t h at m ach i n e i s t reated i n al I ways as b e i n g o n e l evel l ower
t h a n n o r m a l ( u n l e s s d o i n g so b e n efits yo u o r h e r, in w h i c h
c a s e t h e l evel d o es n o t c h a n ge) .

Add itional Eq u i pment: A bag of s m a l l too l s .


M i nor Effect Suggestions: The d u ration o f i nfl uence o r
control i s d o u b l e d .
M ajor Effect Suggestions: The d u ration of i n fl u e n ce o r
control beco mes 28 h o u rs .
Tier 1 : M ach ine Affi nity. You a re tra i ned i n a l l tasks
i nvo lvi n g e l ectrical mach i n e s . E n a b l e r.
Distant Activation (1 I ntel lect poi nt) . You can activate
o r deactivate any mach i n e yo u can see wit h i n s h o rt ra n ge,
eve n if normally yo u wou l d h ave to touch o r m a n u a l ly
ope rate t h e device. To u s e t h i s a b i l ity, yo u m u st u n d e rsta n d
t h e fu nction of the mach i n e , it m u st be yo u r s ize o r s m a l l e r,
a n d it ca n 't be co n n ected to another i n te l l i ge n ce (or be
i ntel l i gent itself) . Act i o n .
Tier 2: Coaxi ng Power ( 2 I ntel lect poi nts) . You boost the
powe r o r fu n ct i o n of a mach i n e so t h at it ope rates at o n e
l evel h i g her t h a n normal fo r o n e h o u r. Act i o n to i n itiate.
Charm M achine (2 I ntellect poi nts) . You co nvi nce an
u n i ntel l igent mach i n e to " l i ke" you . A mach i n e that l i kes you
is 50 percent less l i kely to fu n ction if said fu nction wou l d
c a u s e y o u h a r m . T h u s , if a fo e atte m pts t o d eton ate a b o m b
n e a r you contro l l ed b y a d etonator that l i kes yo u , there i s a 50
percent chance that it won't exp lode. Action to i n iti ate.
Tier 3: I ntelligent I nterface (3 I ntellect points). You can speak
telepath ically with any i ntel l i gent mach ine wit h i n long ra nge.
Fu rther, you a re trai ned i n all i nteractions with i ntel l i gent
m ach ines. Such mach ines and automatons that normally
would never com m u n icate with a h u man m ight talk to you .
Enabler.
Tier 4: M achine Com panion. Yo u create a level 3 a n i m ate,
i ntel l igent mach i n e that acco m p a n ies you and acts as yo u
d i rect. As a level 3 mach i n e com p a n i o n , it h a s a ta rget
n u m ber of 9 and a health of 9, and it i n fl icts 3 poi nts of

56

PLAYER'S GUIDE

d a mage. If it' s destroyed, it takes you one month to create a


new one. E n a b l e r.

Robot Fighter. W h e n fighti n g a n a u t o m aton o r


i n te l l i ge n t ma c h i n e , yo u a re t ra i ned i n attacks a n d
defe n se . E n a b l e r.

Tier 5: I nformation G atheri ng (5 I ntel lect poi nts). Yo u


s p e a k t e l e p at h i ca l ly with a n y or a l l m a c h i n e s with i n 1
m i l e ( 1 . 6 km) . Yo u can a s k o n e b a s i c q u estion about
t h e m selves o r a nyt h i n g h a p p e n i n g n e a r t h e m a n d rece ive
a s i m p l e a n swer. Fo r exa m p l e , w h i l e in an a rea with m a n y
ma ch i n e s , yo u co u l d a s k "Wh e re i s t h e ravage bear> "
a n d if t h e creatu re i s with i n a m i l e of yo u , o n e or m o re
ma ch i n e s wi l l p ro b a b ly p rov i d e t h e a n swe r. Act i o n .
Tier 6: Control M achine ( 6 I ntel lect poi nts) . You c a n control
the fu n ct i o n s of any mach i n e, i n te l l i gent o r oth e rwise,
with i n s h o rt ra n ge. Th i s effect l a sts ten m i n utes. Act i o n .

WEARS A SHEEN OF ICE


Th rough yo u r stu d ie s, yo u h ave le a rned to focus yo u r
natural talents t o co m m a n d t h e powe rs o f ice a n d co l d .
Peo p l e m i ght refe r to y o u a s a n i ce m age. So m et i m e s i ce
m ages a re thought to co me i nto co n fl i ct with those known
a s fi re mages, but t h i s i s a fa l l acy bel ieved by o rd i n a ry fo l ks
more t h a n anyt h i n g based i n trut h .
Yo u l i kely w e a r wh ite o r b l u e garments t h at a re heavier
than t h ey need to be-u n l e s s yo u l ive i n a co l d reg i o n
o r w i n t ry c l i m e , i n w h i c h c a s e yo u p ro b a b l y wea r l e s s
c l ot h i n g t h a n ot h e r peo p l e d o beca u s e t h e co l d d o e s n ' t
bot h e r yo u .
M ost i ce m ages a re n a n o s , b u t a g l a ive armored i n ice,
perh a p s wie l d i n g a n ice swo rd , wou l d be q u ite i m p re s s ive.
Connection: Pick one oth e r PC. Due to a q u i rk of the
n u m e n e ra , if t h at c h a racte r i s sta n d i n g n ext to yo u w hen
yo u u s e yo u r I ce Armor a b i l ity, h e i s a l so p rotected by a
s h een of ice. ( H e does n ot get the added p rotection of yo u r
Res i l ient I ce Armor a b i l ity.)

Add itional Equi pment: You h ave a b l aded weapon mad e


of stro n g l a s s t h at lo o k s l i ke ice.
I ce Esoteries: I f you p e rform esote r i e s , those t h at wo u l d
n o rm a l ly u s e fo rce o r ot h e r e n e rgy i n stead u s e co l d a n d
i c e . Fo r exa m p l e , a n O n s l a u g h t fo rce b l a st i s a ray o f frost,
and F l a s h p ro d u ce s a b l ast of co l d and ice s h a rd s . T h i s
a lterat i o n c h a n ge s n ot h i n g ot h e r t h a n t h e type o f d a m age.
As another exa m p l e , B a rrie r creates a wa l l of ice. T h i s
a lterat i o n c h a n ge s n ot h i n g exce pt t h e wa l l ' s a p peara n ce
a n d t h e fact t h at it t a ke s 2 a d d i t i o n a l poi nts of d a m age
fro m fi re .

M i nor Effect Suggestions: The s u rface a ro u n d t h e ta rget


beco mes s l ick a n d d ifficu lt to sta n d o n .
M ajor Effect Suggestions: T h e ta rget i s covered i n ice that
h i nders its movement for one m i n ute, d u ri n g which t i me the
d ifficu lty of a l l tasks it performs i s mod ified by one step to its
d etri ment.

Tier 1 : Ice Armor (1 I ntel lect point) . When yo u w i s h it,


yo u r body i s cove red in a s h e e n of i ce fo r ten m i n utes t h at
gives yo u + 1 to Armor. Wh i l e the s h ee n is active, yo u fee l
no d i sco mfort fro m n o r m a l cold te m pe ratu res a n d h ave
an a d d i t i o n a l +2 to Armor vers u s co l d d a m age s pecifical ly.
E n a b l e r.
Tier 2: Frost Touch (1 I ntellect point). You r h a n d s become
so cold that the next t i me you touch a creat u re, you i n fl ict 3
points of d a m age. Alternatively, you can use t h i s a b i l ity on a
wea pon, and for ten m i n utes, it i n fl icts 1 additional point of
d a m age fro m the co l d . Action for touch; enab l er for wea pon.
Tier 3 : Freezing Touch (4 I ntel lect poi nts) . You r h a n d s
become so co l d t h at, i n add ition t o i n fl i ct i n g d a mage a s
descri bed u n d e r Frost To u c h , yo u r t o u c h freezes s o l i d a
l ivi n g ta rget of yo u r s ize or s m a l l e r, re n d e ri n g it i m mo b i l e
fo r o n e ro u n d . Act i o n .
Tier 4 : Resil ient I c e Armor. The s h een o f i c e y o u gene rate
u s i n g yo u r I ce Armor a b i l ity gives yo u an a d d i t i o n a l + 1 to
Arm o r. E n a b l e r.
Tier 5: Cold B u rst (5+ I ntel lect poi nts) . Yo u e m i t a b l ast of
co l d i n a l l d i rect i o n s , u p to s h o rt ra nge. A l l with i n the b u rst
take 5 poi nts of d a m age. If yo u a p p l y Effort to i n crease the
d a mage rat her t h a n to decrease t h e d i fficu lty, you d eal 2
a d d i t i o n a l poi nts of d a m age per l evel of Effort ( i n stead of 3
poi nts) ; h oweve r, ta rgets i n t h e a rea take 1 point of d a m age
eve n if you fa i l the attack ro l l . Act i o n .
T i e r 6: I ce Creatio n (6 I ntel l ect poi nts) . Yo u create a s o l i d
object of i ce t h at i s yo u r s i ze o r s m a l l e r. T h e obj ect i s
c r u d e a n d c a n h ave n o movi n g p a rt s , s o yo u c a n m a ke
a sword , a s h i e l d , a s h o rt l a d d e r, a n d so o n . Yo u r ice
object s a re a s stro n g a s i ro n , b u t i f yo u ' re not in co n st a n t
co ntact w i t h t h e m , t h ey fu n ct i o n fo r o n ly 1 d 6 + 6 ro u n d s
b efore b re a k i n g o r m e l t i n g . For exa m p l e , you ca n m a ke
a n d w i e l d a n ice swo rd , b u t if you give it to a n o t h e r PC,
t h e sword wo n ' t l a st a s long fo r t h at c h a racter. Act i o n .

WIELDS POWER WITH PRECISION


N ot o n l y a re yo u b l e s s e d w i t h a g reat co m m a n d of t h e
n u m e n e ra , b u t yo u a re a l s o t ra i n e d to exp l o i t e s ote r i e s i n
ways t h at e l evate yo u a bove ot h e r n a n o s a n d j a c k s . S o m e
p eo p l e b e l i eve t h at t h o s e w h o p e r fo r m e s ote r i e s a re b o r n
w i t h t h e a b i l ity, b u t y o u k n ow t h at s k i l l a n d i nte l l i ge n ce
p l ay i m p o rt a n t ro l e s . T h e a n c i e nt s created t h e n u m e n e ra
t h ro u g h k n o w l e d g e , d i s cove ry, a n d i nte l l ect, a n d to u s e it
p ro p e rly, yo u m u st fo l low t h e same p at h .
Yo u p ro b a b ly wear s pectacles a n d d a p pe r o utfit s ,
carryi n g ext ra books, n otebooks, a n d p e n s so yo u can
conti n u a l ly fo c u s o n yo u r stud i e s and experi m e n t s .
N a nos u s u a l ly rece ive t h i s i n struct i o n a n d focu s , but
s o me j acks d o a s we l l . G l a ives n ever do.

LIME NE
Connection: Pick o n e oth e r PC. Yo u 've
p l aced an i m m utable, one-t i m e wa rd t h at
re n d e rs h e r i m m u n e to the esote ries yo u
perform u n l es s s h e wants to be affected .
Add itional Eq u i pment: Yo u h ave a n
a d d i t i o n a l b o o k o n t h e s u bject of the
n u m e n e ra.

M i nor Effect Suggestions: The esotery


ove rwh e l m s a n d d azzles the ta rget for o n e
ro u n d , d u ri n g w h i c h t i m e the d ifficu lty of a l l
tasks it performs i s mod ified b y o n e s t e p t o
its d etri ment.

M ajor Effect Suggestions: The esotery


terrifies t h e ta rget, who u ses its n ext two
t u r n s to flee.

Tier l : Geni us. Yo u r I nte l l ect Pool i n creases


by 5 points. E n a b l e r.
Tier 2: Trai ning and Precision. You a re
tra i ned i n a l l esote ries. As a re s u lt, you
red u ce the d ifficu lty of any task i nvolved i n
t h e u s e o f a n esotery b y o n e ste p. E n a b l e r.
Tier 3: E n hanced Esoteries. Yo u r esote ries
t h at h ave d u rati o n s l a st twice as long. Yo u r
esote ries t h at h ave s h o rt ra n ges reach to
l o n g ra n ge i n stead. Yo u r esote ries t h at
i n fl ict d a mage d eal 1 add iti o n a l point of
d a m age. E n a b l e r.

Tier 4: G reater Repertoire. You can learn o n e


a d d i t i o n a l esotery of fo u rth t i er o r l ower.
E n a b l e r.
Tier 5: G reater Traini ng. You a re special ized
in a l l esote ries. As a re s u lt, yo u red u ce the
d ifficu lty of any t as k i nvolved i n t h e u s e of
a n esote ry by two ste p s . E n a b l e r.
Tier 6: Supra-Geni us. Yo u r I nte l l ect Pool
i n creases by 5 , and yo u r I nte l l ect Edge
i n creases by 1 . E n a b l e r.

WIELDS TWO WEAPONS


AT ONCE
You bear steel with both h a n d s , ready to
take on any foe. You fight with two wea p o n s
i n m e l ee, somet i m e s ca l l ed d u a l wield i n g.
A fearsome warri o r, q u ick a n d stro ng , you
bel ieve t h at the best defe n s e i s a stro n g
offe n se.
You p robably s h eathe o n e weapon o n
e a c h s i d e o r b o t h cros sed beh i n d yo u r

58

PLAYER'S GUIDE

back. They a re l i kely yo u r most prized posses s i o n s , a n d you


m i ght h ave n a m e s fo r t h e m .
M a ny gla ives a n d j acks tra i n to fi g h t w i t h two wea p o n s at
o n ce. Very rarely wo u l d a n a n o s p e n d the t i m e req u i red to
learn such a p u rely physical a rt, but it's pos s i b l e.
Con n ection: P i c k o n e ot h e r PC. Yo u h ave t ra i ned with
t h i s c h a racte r s o m u ch t h at if t h e two of yo u sta n d back to
back in a fight, yo u both ga i n a + 1 bo n u s to S peed defe n s e
tasks.
Add itional Equi pment: You start w i t h a n a d d i t i o n a l l i ght
m e l ee wea p o n.

M i nor Effect Suggestions: The ta rget i s i nti m i d ated a n d


fl e e s as i t s n ext act i o n .

M ajor Effect Suggestions: Yo u can m a ke a n i m med i ate


add iti o n a l attack with one of yo u r wea p o n s .

Tier 1 : D u a l Light Wield. Yo u can u s e two l i ght wea p o n s a t


the s a m e t i m e , m a k i n g two s e p a rate attacks o n yo u r t ur n
a s a s i n g l e act i o n . You re m a i n l i m ited by the a m o u nt of
Effort yo u can a p p l y on o n e act i o n , but beca u s e yo u m a ke
separate attacks, yo u r o ppo n e n t' s Armor a p p l ies to bot h .
Anyt h i n g t h at mod ifies yo u r attack o r d a m age a p p l ies
to both attacks, u n l e s s it's s pecifica l l y tied to o n e of the
wea p o n s . E n a b l e r.

Tier 2: Double Stri ke (3 M ight poi nts) . When yo u wield two


wea p o n s , yo u can choose to m a ke o n e attack ro l l aga i n st a
foe. If you h it, you i n fl ict d a m age with both wea p o n s p l u s
2 a d d i t i o n a l points o f d a mage, a n d beca u s e you m a d e a
s i n g l e attack, the ta rget ' s Arm o r i s s u bt racted o n ly o n ce .
Act i o n .
Tier 3 : D u a l M ed i u m Wield . Yo u can u s e two l i ght wea p o ns
o r m ed i u m wea p o n s at the s a m e t i m e ( o r o n e l i ght weapon
a n d o n e med i u m wea pon) , making two separate attacks o n
yo u r t u rn as a s i n g l e act i o n . Th i s a b i l ity oth e rwise works l i ke
the D u a l Light Wield a b i l ity. E n a b l e r.
Tier 4: Dual Defense. When yo u wield two wea p o n s , yo u a re
tra i ned i n S peed d efe n s e tasks. E n a b l e r.
Tier 5: Dual Distraction (4 Speed poi nts) . When yo u wield
two wea p o n s , yo u r opponent's n ext attack i s h i n d e red. As a
res u lt, t h e d ifficu lty of yo u r defense ro l l aga i n st t h at attack
is red uced by one ste p , and the d ifficu lty of yo u r n ext attack
is red uced by one ste p . E n a b l e r.
Tier 6: Whirling Dervis h . W h e n yo u w i e l d two wea p o n s ,
yo u can attack u p to s i x t i m e s i n o n e ro u n d a s a s i n g l e
act i o n , b u t yo u m u st m a ke e a c h attack a ga i n st a d iffe rent
foe. M a ke a s e p a rate attack ro l l fo r each attack. Yo u
re m a i n l i m ited by t h e a m o u n t of Effo rt you can a p p l y
o n o n e act i o n , but beca u s e y o u m a ke s e p a rate attacks,
Armor a p p l i e s to each of them. Anyt h i n g t h at mod ifies
yo u r attack o r d a m age a p p l i e s to all attacks (pos itively

or negatively) , u n l e s s i t ' s s pecifica l l y tied to o n e of t h e


wea p o n s , i n w h i c h c a s e it a p p l i e s to o n l y h a l f of t h e
attacks. E n a b l e r.

WORKS MIRACLES
You m a n i p u l ate m atte r a n d t i m e to h e l p oth e rs a n d a re
beloved by eve ryo n e yo u encounter. Some peo p l e co n s i d e r
y o u a re p rese ntative o f the god s o r a powe r fr o m beyo n d
t h i s worl d . Perh a p s they' re right-tra n sd i me n s i o n a l
experi ments i n the p r i o r worl d s m i ght be what created t h e
e n e rgies t h at yo u n ow w i e l d .
Yo u p ro b a b ly w e a r s i m p l e clothes-not h i n g t o o fl a s h y
o r styl i s h . T h e re ' s n o n e e d to ca l l m o re atte n t i o n t o
yo u rs e l f.
N a nos a re t h e l i ke l i est m i racle workers, u s i n g t h e i r
m e n t a l fo rtitude t o focu s the powe r o f h e a l i ng. A gla ive w h o
can heal h i m s e lf, t h o u g h , i s a n i nterest i n g a n d d a n ge ro u s
p ro po s i t i o n .
Connection: Pick o n e oth e r P C . Th i s c h a racte r q u ietly
s u s pects t h at yo u ' re a m e s s i a h o r s u pernatural b e i n g . You
can choose whet h e r or n ot yo u ' re aware of h i s s u s p i c i o n .

M i nor Effect Suggestions: The ta rget i s h e a l ed fo r 1


a d d i t i o n a l poi nt.
M ajor Effect Suggestions: The ta rget i s h e a l ed fo r 2
a d d i t i o n a l poi nts.
Tier 1 : Healing Touch (1 I ntellect point). With a touch, you
restore 1 d6 poi nts to one stat Pool of any creat u re. T h i s
a b i l ity i s a d ifficu lty 2 I ntel lect task. E a c h t i me y o u attem pt to
heal the same creatu re, the task d ifficu lty i ncreases by one
step. The d i fficulty returns to 2 afte r that creatu re rests for
ten h o u rs . Action.
Tier 2: Alleviate (3 I ntel lect poi nts) . You atte m pt to cancel
o r c u re one m a lady (such a s d i sease o r poison) i n one
creatu re. Act i o n .
Tier 3: Font of Healing. With you r approval , other creatures can
touch you and regai n 1 d 6 poi nts to either their M i ght Pool or
their S peed Pool . T hi s hea l i n g costs them 2 I ntel l ect points. A
s i ngle creatu re ca n benefit from t hi s ab i l ity o n ly once each d ay.
Enabler.

Tier 4: I nspiration (4 I ntellect points). Through mental


i n s p i ration and the m a n i p u lation of time, one creatu re you
choose with i n short ran ge is granted an add itiona l , i m med iate
action, which it can take out of turn. Action.
Tier 5: Undo (5 I ntel lect poi nts) . You t u rn back time a few
seco n d s , effectively u n d o i n g a s i n g l e creat u re ' s most rece nt
act i o n . That creatu re can then i m m ed i ately re peat the s a m e
act i o n o r try someth i n g d iffe rent. Act i o n .
Tier 6: G reater H eal ing Touch ( 4 I ntel lect poi nts) . You touch
a creatu re a n d re store its M i ght Poo l , S peed Poo l , and

LIME NE
I nte l l ect Pool to t h e i r m axi m u m v a l u e s , as if it were fu l ly
rested . A s i n g l e creatu re can benefit fro m t h i s a b i l ity o n ly
o n ce each d ay. Act i o n .

WORKS THE BACK ALLEYS


The t h i ef, the b u rg l a r, t h e p i ckpocket: these a re the
d a n ge ro u s i n d ivid u a l s who h a u nt t h e back a l l eys of eve ry
com m u n ity. Yo u a re a t h i ef i n a city or tow n , m a k i n g yo u r
l ive l i h ood a t t h e expe n s e o f t h e wealthy. Yo u r talents,
h oweve r, prepare you fo r all kinds of p u rs u its, eve n when
yo u ' re not crouch i n g i n a n a l l ey o r c l i m b i n g i nto a w i n d ow.
U s u a l ly, yo u d re s s to b l e n d i n with t h e crowd . W hen
yo u ' re on a m i s s i o n , b l ack, form-fitt i n g clot h i n g a l l ows yo u
to swi m i n the s h adows.
M ost t h i eves a re jacks, but nanos m a ke i nterest i n g
b u rg l a rs a s we l l . A g l a ive t h i ef l i kely a d d s a l itt le m o re
physical ity to h i s cri mes .
Connection: Pick o n e oth e r P C. The c h a racte r knew you
before h a n d and convi n ced you to leave yo u r l ife of cri m e for
ot h e r p u rs u its-at least tem porari ly.

Add itional Eq u i pment: Yo u sta rt with a bag of l i ght too l s .


M i nor Effect Suggestions: You c a n i m me d i ately atte m pt
to h id e afte r t h i s act i o n .
M ajor Effect Suggestions: You can i m med iately take a
seco n d action d u ri n g t h i s t u r n .
Tier l : Thief. Yo u a re t ra i ned i n s n e a k i n g , p ickpocket i n g ,
a n d lockp icki n g tasks. E n a b l e r.
Tier 2: Underworld Contacts. Yo u know m a ny peo p l e i n
a vari ety o f com m u n ities w h o e n gage i n i l legal activit i es.
These peo p l e a re n ot nece s s a r i l y yo u r fr i e n d s a n d m i ght
n ot be tru stworthy, but t h ey recogn ize you a s a peer. You
a n d t h e G M s h o u l d work out t h e d eta i l s of yo u r u n d e rwo rld
contacts. E n a b l e r.
Tier 3: Pull a Fast One (3 I ntellect poi nts) . When you ' re
ru n n i n g a con , picki n g a pocket, fool i n g or tricki ng a d u pe,
sneaking somet h i n g by a guard , and so o n , you treat the task
as if it were one leve l lower. E n a b l e r.
Tier 4: M aster Thief. You a re tra i ned i n cl i m b i ng, esca p i n g
fro m b o n d s , s l i p p i n g t h ro u g h nar row p l aces, a n d oth e r
contort i o n i st moves. E n a b l e r.
Tier 5: Dirty Fighter (2 Speed points). You d i stract, b l i n d ,
annoy, h a m per, or otherwise i nterfere with a foe, h i nderi n g
h i s attack and defense rol l s for one m i n ute. A s a res u lt, the
d ifficu lty of you r defense rol l s and attack rol l s aga i n st the foe i s
red uced b y one step. Action.

Tier 6: Alley Rat (4 I ntel lect poi nts) . W h i l e in a city, yo u


fi n d or create a s i g n ificant s h o rtcut, secret entra n ce, o r
e m e rgency e s c a p e route w here it looked l i ke n o n e exi ste d .
You a n d the G M s h o u l d w o r k out the d eta i l s . Act i o n .

PLAYER'S GUIDE

EQUIPMENT
The Ninth World is a dichotomy ofpast and future, of the primith1e and the
extremely ad11anced. Nowhere does this dichotomy become more e11ident than in
the tools the inhabitants use, the clothing they wear, the weapons they wield, and
the gear they carry. This section looks at some of the currency, materials, and gear
in the Ninth World.

CURRENCY

ENCUMBRANCE

T h a n ks to t h e m i n i n g a n d meta l l u rgy of the prior worl d s ,


a n d t h e i r a b i l ity to create a nyth i n g t h ey w i s hed ( o r so i t
see m s , anyway) , no metal i s ra re r t h a n any oth e r. Peo p l e i n

We ights of o bjects a re n ot l i sted . I n fact, it wo u l d be futi l e


t o d o so beca u s e the we ight o f a n o bj ect d e p e n d s o n what

t h e N i nth Wo rld h ave n o concept o f gol d , s i lver, gem sto n e s ,


o r eve n d i a m o n d s a s b e i n g va l u a b l e d u e to t h e i r scarcity.
S u c h mate r i a l s a re va l u a b l e based o n t h e i r bea uty o r
u sefu l ness a l o n e . M ost civil ized societies u s e g e n e r i c coi n s
co m mo n ly refe rred t o a s shins.
S h i n s a re u s u a l ly metal but can be made of glass, p l astic,
or s u bsta nces that h ave no name. Some a re jagged bits of
i nterest i n g m aterial or s m a l l , co i n l i ke objects (such as h i g h ly
d ecorative b utto n s from a mach i n e) , and others a re p roperly
m i nted and sta m ped , with writi n g and i m ages. Some regions
of the N i nth Wo rld accept o n ly coi n s that we re m i nted i n
that rea l m ; others accept a l l coi n s , regard less o f origi n . Th i s
custom varies from p l ace t o p l ace and society t o society.

MATERJALS
M ost objects built in the N i nth World are made of wood , leather,
cloth, stone, glass, or metal. S m ithies and forges can prod uce
h igh-qual ity steel objects, but they generally work in i ron or
bronze. However, plastic (cal led "synth") , organic stone or steel ,
exotic crystal , and even stranger materials are not u n known.
S uch materials i nclude (but are not l i m ited to) adamant s i l k,
azu re steel, molded foam, shapestone, and stronglass.
M ost co m m o n N i nth Wo rld ite m s a re made of
conve n t i o n a l materi a l s , but it's n ot stra n ge to find a

m ateri a l s we re u sed to m a ke it. An i ro n axe a n d a cera m i c


axe we igh d i fferent a m o u nts. M o s t o f the t i m e , t h e re ' s n o
n e e d to k e e p track of h ow m u c h a c h a racte r carries.

EQUIPMENT LISTS AND PRJCES


E q u i p m e n t i n t h e N i nt h Wo r l d i s often m u c h l i ke t h at
fo u n d i n a n a n c i e n t o r med ieval s o c i e t i e s b u t c a n be fa r
m o re adva n ced . Fo r exa m p l e , a s i m p l e t ent o r bed ro l l
m i g h t be co n st r u cted o f syn t h e t i c fi b e r t h at m a ke s i t
e n t i re l y wate r- re s i st a n t a s we l l a s fa r l i g ht er a n d w a r m e r
t h a n c l ot h . A c h a i n m a i l h a u be r k co u l d be m a d e i n w h o l e
o r i n p a rt fro m g l a s sy l i n ks t h at a re h a rd e r a n d l i g ht er
t han stee l .
T here a re m a ny types o f s pecial eq u i p ment n ot l i sted
h e re, i n c l u d i n g b ri l l i a n ce clot h , m e m o ry ants, s h aper keys ,
a n d s p rayfl e s h . S pecial eq u i p ment ite m s a re n ot reg u l a rly
m a n ufactu red by N i nth Wo rld crafters. I n stead , they a re
recovered fro m o l d s ites, but they' re fo u n d often e n o u g h
a n d i n l a rge e n o u g h q u a ntities t h at they can somet i m e s be
fo u n d fo r s a l e .
Wh i l e p rices vary fro m p l ace to p l ace, w hen i n d o u bt,
l i ght wea p o n s cost 1 s h i n , med i u m wea p o n s cost 3 , and
heavy wea p o n s cost 5 . Light armor costs 3 s h i n s , med i u m
armor costs 5 , a n d heavy armor costs 1 5 . M ost ot h e r
co m m o n o bjects cost 1 , 2 , o r 3 s h i n s . S e l l ers u s u a l ly
d i sco u nt for b u l k p u rchas es .

few o bjects made of these m o re exot ic s u b stances. Fo r


i n stance, a m i d a rack of steel a n d i ro n axe s , a c h a racte r
m i ght fi n d one with a synth steel h ead (l i kely a p i ece of

ARMOR

synth steel o ri g i n a l ly des igned for another p u rpose a n d


ada pted fo r u s e as a n axe head ) . U s u a l ly, the cost of a n item

You can wea r o n ly o n e type of armor at a t i m e-yo u ca n n ot


wear c h a i n m a i l h a u berk a n d sca l e armor, for exa m p l e.

made of exotic m ateri a l s i s the same as t h at of a normal


ite m , but if t h e mate r i a l m a kes a b i g d i fferen ce-s uch a s in
the case of a s h ie l d made of stro n g l a s s so yo u can h o l d it in

H oweve r, Armor bon u ses fro m m u lt i p l e sou rces co m b i n e


t o p rov i d e a total a r m o r rat i n g. Fo r exa m p l e, if y o u h ave
s u bd e r m a l i m p l a nts t h at give yo u + 1 Armor, a fo rce field
t h at offers a n ot h e r + 1 Armor, a n d beasts k i n armor t h at
grants +2 Armor, yo u h ave a total of 4 Armor.

fro nt of yo u a n d sti l l see t h ro u gh it-the s e l l e r m i ght c h a rge


up to twice the n o r m a l p rice.

LIME NE
ARMOR
Price
3 shins

Pool ret u r n s to n o r m a l a s soon a s yo u re m ove it. G l a ives


and jacks h ave a b i l it i e s t h at red u ce the costs and p e n a l t i e s
of wea ri n g a r m o r.

Light (1 point of Armor)


Leat h e r erki n
H id e s a n d fu rs

2 shins

WEAPONS

Special Light (2 poi nts of Armor)


Armori n g cloth
M icro m e s h

Price
40 s h i n s
50 s h i n s

N ot a l l cha racte rs a re fa m i l i a r with a l l wea p o n s . G l aives


know t h e i r way a ro u n d most types, but j acks p refe r l i ght
o r m ed i u m wea p o n s , a n d nanos u s u a l ly stick to l i ght
weapo n s . I f yo u wield a weap o n t h at yo u h ave n o experience
with, t h e d ifficu lty of m a k i n g an attack with t h at weap o n i s

Price

i n creased b y o n e ste p.

M ed i u m ( 2 poi nts o fArmor)


Beasts k i n
Briga n d i n e
Ch a i n m a i l h a u berk

5 shins
5 shins
6 shins

Special M ed i u m ( 3 poi nts of Armor)


M eta lweave vest
Synth b reastplate

Price
4_
i n-s
0_s h-

H eavy ( 3 poi nts of Armor)


P l ate armor
Sca l e armor

Price
1 5 shins
12 shins

_
_

Light weapons i n fl i ct o n ly 2 poi nts of d a m age, but they


red u ce t h e d ifficu lty of the attack ro l l by o n e step beca u s e
t h ey a re fast a n d e a s y to us e. Light wea p o n s a re p u nches,
kicks, kn ives, h a n d axes , d a rts, a n d so o n . Wea p o n s t h at a re
p a rticu l a rly s m a l l a re l i ght wea po n s .

50 s h i n s

Medium weapons infl ict 4 poi nts o f dam age. M ed i u m


weapons include broad sword s, battleaxes, maces, cross bows,
s pears, and so on. M ost weapons are med i u m . Anyt h i n g
that cou l d be u sed i n one hand (even if i t ' s often u sed i n two
hands, such as a quarterstaff or spear) is a med i u m weapon.

Anyo n e c a n wea r a n y a r m o r, b u t d o i n g so c a n b e taxi n g .


Weari n g a r m o r c o s t s you M i ght poi nts a n d red uces yo u r
S peed Poo l . Yo u c a n rest t o recover t h e s e lost M i ght

H eavy weapons i n fl i ct 6 points of d a mage, a n d yo u m u st

a r m o r. (As k yo u r G M fo r m o re d eta i l s . ) T h e S peed Pool

u s e two h a n d s to attack with t h e m . H e avy wea p o n s a re


h u ge swo rd s , great h a m mers, m a s s ive axe s , h a l be rd s ,
heavy cross bows, a n d so o n . Anyt h i n g t h at m u st be u sed i n

red u ct i o n rem a i n s a s long a s yo u wea r t h e a r m o r, b u t the

two h a n d s i s a heavy wea p o n.

points i n t h e sta n d a rd m a n n e r, eve n i f yo u ' re sti l l wea ri n g

PLAYER'S GUIDE

WEAPONS
Light Weapons (2 poi nts of damage)
B l owg u n
1 2 d a rts
zz
_e...r
._
B u_
5-d i s k b u zzer magaz i n e
Cl u b
Dagger
e r.,..
D a_rt' " t"h_ro w
....
1 2 d a rts
Fo rearm b l a d e
K n i fe
ger
Rapier
Razor ri n g
Sisk
U n a rmed ( p u n c h , kick, etc.)
Wh i p
...

Price
1 shin
3 shins

N otes

ns
a_n_.
d_
el...
2 s_s
'"h_
" i_
....
...
H
....
h...
d...w....e.._af:!on. Fires thumbnai l-sized bladed disks U f2 to short range.
_

_
_
_
_
_
_
_
_
_
_
_
_
_
_
...

_
_
_
_
_
_
_
_
_
_
_

1 shin
1 shin
1 shin

Ca n be th rown up to s h o rt ra n ge

o_
n g ra n ge------""""'
8""""'_sh_i_n s-L
3 shins
4 shins

M etal b race r with a mou nted b l a d e o n it


' ""

1 shin

Ca n be th rown u p to s h o rt ra n ge

_.

_
_
_
_
_
_
_
_
_

1 shin
2 shins
1 shin
1 shin

R i n g with a razor- s h a q2 outer edge. S h o rt ra nge.


B l aded th rowi n g d i sk. S h o rt ra n ge.

_
_
_
_

M ed i u m Weapons (4 poi nts of damage)


Battleaxe
Bow
1 2 arrows
B road sword
Cra n k cross bow
1 2 med i u m bolts
Cross bow
1 2 med i u m bolts
Flail
Hammer
J ave l i n
M ace
Pol ea rm
Q u a rterstaff
S pear
Ve rred
Yu l k
H eavy Weapons ( 6 poi nts of damage)
G reataxe
G reatsword
H e avy cross bow
1 2 heavy bolts
Maul
Swo rd - staff

2 shins

Price
3 shins
3 shins

N otes
Lo n g ra n ge

5 shins
3 shins
l O shins
5 shins
5 shins

M agaz i n e h o l d s five bolts. Req u i res cra n k to advance. Lo n g ra n ge.


Lo n g ra n ge

5 shins
3 shins
2 shins
2 shins
2 shins
3 shins
2
2
2
2

shins
shins
shins
shins

Price
shins
shins
shins
shins
shins
5 shins

5
5
7
5
4

Lo n g ra n ge
Often u sed two- h a nded
Often u sed two- h a nded
Ca n be th rown u p to l o n g ra n ge
A type of s h o rt swo rd with two fo rked b l a d e s
S p l ayed m e t a l c l aw m o u nted u p o n a 2-foot (0.6-m) h aft

N otes

Lo n g ra n ge, act i o n to re load

tit rl ti

LIME NE
OTHER EQUIPMENT

D 1 s g u 1 se l<it
Exp l o rer's pack
F i rst a i d kit
G ra p p l i n g hook
Lockpicks
M atchsticks ( 1 0)
M u sical i n strument
Pouch o r oth e r small conta i n e r
R o p e ( 5 0 feet / 1 5 m)
S h ield
Te nt
Torches (2)

Price
2 shins
10 shins
12 shins
2 shins
5-20 s n i n s
1 shin
10 shins
2 shins
1 2 s li i n s
20 shins
10 shins
3 shins
5 shins
1 shin
5-1 0 s h i n s
1 shin
2 shins
3 shins
3 shins
1 shin

Food and M u ndane Items


Ale/wi n e/ot h e r alcohol (glass)
Ale/wi n e/ot h e r alcohol (bottle)
Boots o r s h oes
Ciga rettes (1 2)
Cloth i n g
Meal
Rat i o n s fo r o n e d ay

Price
1 shin
3 shins
1 shin
2 shins
1 shin
1 shin
2 shins

Adventu ring Items


Back acl<
Bag of l i ght too l s
Bag o f heav too l s
Bed ro l l
Book

N otes
See Furt h e r N otes
See Furt h e r N otes
See Furt n e r N otes

See Furt li e r N otes


See Furt h e r N otes
See Furt h e r N otes

Asset for S peed defense tasks (decreases the d ifficu lty by one step)
La rge e n o u g h for two peo p l e

N otes

Very n ice cloth i n g: u p to 5 s h i n s


H i g h -q u a l ity m e a l : u p t o 5 s h i n s

FURTHER NOTES
Bag of light Tools: Co nta i n s s m a l l to n g s , p l iers,
screwd river, s m a l l h a m m e r, s m a l l p ry bar, lockpicks, 1 0
feet (3 m) of stri ng, 3 feet (1 m) of w i re, a n d m i sce l l a n e o u s
screws a n d n a i l s .
Bag of H eavy Tools: Co nta i n s h a m m e r, six s p i kes,
crowbar, l a rge to n gs, chisel, a n d 10 feet (3 m) of l i ght (but
stro n g) metal ca b l e .
Book: P rov i d e s a n a s set to a n y ro l l m a d e concern i n g
t h e s u bject o f t h e book a s l o n g a s t h e c h a racter h a s t h e
book i n h i s p o s s e s s i o n , c a n read i t , a n d c a n d evote h a l f a n
h o u r t o t h e t a s k ( o r twice a s l o n g a s n o r m a l , w h i ch ever i s
g reate r) .

Disguise Kit: Co nta i n s cos m etics, facial p rostheses,


a n d a few ot h e r tricks. P rovides a n as set to d i s g u i se tasks,
l oweri n g the d ifficu lty by o n e step w h e n you atte m pt to
d i sg u i se yo u rself as another pers o n .
Explorer's Pack: Co nta i n s 50 feet (1 5 m) of ro pe, rat i o n s
fo r th ree d ays, th ree s p i ke s , h a m m e r, w a r m clot h e s , st u rdy
boots, t h ree torch es, a n d two m i n o r glowglobes.

Fi rst Aid Kit: Co nta i n s ba n d age s , a few too l s , sa lve s ,


a n d so o n . P rovides a n as set to h e a l i n g tasks, l owe r i n g the
d i fficu lty by o n e step w h e n you atte m pt to h e a l yo u rself o r
a n oth er pers o n .

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