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Table of Contents

Book 3:
Big Book of Brew

Table of Contents

TABLE OF CONTENTS
Races

2
Arachne
Catfolk
Fairy
Geth
Goblin
Ikthys
Lizardman
Minotaur
Ophidian
Riven
Sphinx
Vanara
Zerg

Exaltations
Champion
Demiurge
Force Sensitive
Kryptonian
Nephilim
Overlord
Phoenix
Symbiote
Wellspring

Classes
Feats
General Feats
Racial Feats
Exalted Assets

Sword Schools
Dark Messiah
Infernal Monster
Killer Doll

Equipment
Ranged
Melee
Adamantine
Vehicle Components
Ship Hulls
Ship Weapons
Ship Components

Credits

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

29
30
32
34
36
38
39
41
42
44

46
77
78
88
96

105
106
107
108

109
110
114
117
119
120
124
125

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Races

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

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

Racial Statistics
Characteristic Bonus: +1 to Wisdom or
+1 to Dexterity
Skill Bonus: +1 to Crafts and
Acrobatics
Power: Web Spinner May use webs to
create any primitive object, provided other
complex parts are available. Each use can create
one item of about half the Arachnes mass,
though it can be split into smaller parts or
combined with other Arachne for a bigger item.
This ability is usable 1/scene at level one and
may be used an additional time at levels 3 and
5. Items created this way are permanent unless
destroyed or they bio-compose.
Size: 6

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

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

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

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

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

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

Physical Qualities
Catfolk tend to be similar in general
design, but vary wildly in the details. They're
generally fit and wiry, rarely stocky or muscular.
They have cat ears extending up from the sides
of their heads, and prehensile cat tails extending
from the base of their spines. They frequently
have skin markings, stripes or patterns similar to
tabbies, and have some facial deformation
relative to the human baseline to give them
more of the appearance of a cat. Catfolk tend to
dress in a revealing manner, enjoying the feel of
the air on their skin and leaving their
movements unrestricted.
Oh, and they're just about all women.
Some 99.9% of live births produce catgirls, not
catboys, and the menfolk are kept at home in
the hidden Catfolk settlements. They have to be
- they're largely unsapient, barely more than a
brain stem, and are kept as holy idiots for
breeding. The women, being far more
numerous and more physically and mentally
capable, are the only face outsiders really ever
see.
Some Catfolk are born with two tails.
These lucky girls are thought to be blessed by
the Cat Gods and are said to have a great
destiny ahead of them, and indeed statistical
analysis has shown a correlation between
twintails and magical potential.
Catfolk live about as long as humans, if
nobody kills them.

prone to practical jokes, and are often very


physically affectionate. Just keep in mind, it's
likely that she doesn't really love you.

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

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

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

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

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

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

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

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

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

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

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

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

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

similarities (being mechanical, power source in


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

Geth Heroes
During his daily analysis, Rodimus
noticed an unauthorized download entering his
system. Fearing a viral attack, he shut down. By
the time this wave had passed, the damage was
done. Rodimus had changed dramatically. His
memory cores have been compromised, several
important events in his life only now existing in
his mental storage. His Spark had changed as
well, the size of its data package was
immeasurable. Rodimus had to leave his home
world behind, curious of who the Syrne are
and if he truly belonged with them.
M3G4-1R0N was suffering a critical
error. His raiding party has been decimated, and
his damaged Platform was floating aimlessly in
space. This was not the error. That was not the
critical error. His error was in hearing a voice in
the silent vacuum. A
sharp, hushed voice that
told him he had potential.
Considering the fact that
he had no new body to
place his core, the Geth
known as M3GA-1R0N
listened closely. A deal was
struck between them, and
M3GA-1R0N became the
host of the Daemon
Galvatron.

10

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

11

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

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

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

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

the seen for many, many years and have carved


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

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

12

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

13

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

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

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

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

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

14

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

15

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

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

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

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

their outlook. Lizardmen live enormously long


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

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

16

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

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

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

17

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

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

Sir Theodoros is a mighty Force


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

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

18

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

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

19

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

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

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

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

20

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

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

21

Racial Statistics:
Characteristic Bonus: +1 Wisdom or
Fellowship
Skill Bonus: +1 Crafts and Disguise
Power: Chirality You may, once per
day, choose to gain a +1 bonus to Physical,
Mental, Social, Power, Finesse, or Resistance
characteristics, at the expense of taking a -1
penalty to all others. This effect is not
permanent and your characteristics revert to
normal when the effects wear off after one hour.
Size: Start at any size greater than 3 and
lower than 5. By spending a resource point
whenever Psychic Phenomena occur, you may
adjust your size by 1 (but it still must be greater
than 3 and lower than 5). Whenever a Peril of
the Warp occurs, you may freely adjust your size
but, in doing so, you take 1 damage due to the
energies involved.

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

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

tumor-wracked and malformed bodies, and


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

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

22

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

23

Physical Characteristics
Average Height: 2.5-3.5m
Average Weight: 313-500kg
Languages: Trade, Sphinx
Common Personality Traits: Intelligent,
enigmatic, coy, patient, contemplative, love of
puzzles
Common Physical Traits: Leonine
body, quadruped, wings, muscular, prominent
fangs
Example Names: Almayce, Teleia,
Isperia, Cruzius

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

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

Playing a Sphinx
Sphinxes are felines, with all of the
curiosity and caprice that entails. For all of their
bulk and agility, despite being the size of
creatures Humans call "ligers," Sphinxes prize
intellect and rational thought. They collect
knowledge; they trade in riddles that set the
brain thinking. They care little for libraries,
stuffy places where one can only read of things
in dusty old books good only for places that
certain tasty vermin congregate... no, Sphinxes
care not for books or plaques or tablets. Rote
memorization is no good. Knowledge is worth
little without the thought that leads to it.

Among other races, Sphinxes are


insufferable know-it-alls, with an infuriating
tendency toward double-talk and speaking in
riddles. They will answer questions with
questions of their own, undermine an
opponent's arguments with queries to make
them doubt their own points. Among Sphinxes,
however, this is shockingly straightforward.
Discussions between Sphinxes are intricate
social dances of body language, riddle games
and the occasional paw across the face.
Despite their uncanny resemblance to
the great cats of Human history, Sphinx
committees seem to be matriarchal in practice,
with the added bonus that the males seem to
think they're the ones in charge. Androsphinxes
laze about like kings, or pace about like guards,
while gynosphinxes do all the actual work. Seen
in action, the conversations that lead to this
appear to be remarkably unsubtle even by Ork
standards... control is maintained by the
gynosphinxes simply asking leading or
challenging questions, eventually leading the
androsphinx to believe he decided to perform
whatever task was set on his own.

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

24

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

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

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

25

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

Playing a Vanara
Vanaras are surprisingly similar to
humans, if a bit more inclined toward pranks,
clever witticisms and enthusiastic responses to
the words "prove it." A vanara who finds an

activity he likes will jump into it wholeheartedly,


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

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

26

Zerg
Zergs aren't so much a 'race' as a
'disease', or 'parasite' or 'symbiotic mutagenic
matter'. Zerg is a catch-all term for the millions
of corrupted, deformed, extremely dangerous
members of formerly-average beings that have
now mutated beyond recognition.
Zerg are natural predators; all tough
bones, rigid plates, powerful bodies and large,
lethal natural weapons. It would be hard for
anyone to consider this race anything but
natural-born killers. Zerg Technology is very
limited- at least by other species' reckoning. In
truth, Zerg simply use organic matter to
replicate and substitute technology, making it
almost impossible for their enemies to use their
weapons against them.
Moreover, Zerg exist in a state of
constant connection with each other, an
extremely large, Crystal Sphere-spanning Hive
Mind. Their Overminds can control billions of
Zerg directly, concoct brilliant strategic plans
and unleash entire hordes with little care for
individual lives. One would expect then, for the
Zerg Swarms to have already conquered the
Great Wheel. Unfortunately for them, and
fortunately for everyone else, the rest of the
Great Wheel is quite capable of taking down any
race that tries to outshine every other -usually
by several other races combining
forces and nuking the 'upstarts'
back down. Because of this, there
is now a tense state of peace
between the Zerg and the rest of
the Great Wheel. The Zerg direct
their natural talents towards the
Modrons, the rest of the world
waits with a finger hovering over a
MOAB ready to drop on every
known Overmind.
There exists the occasional
Zerg that is able to resist the
control of the Hive Mind, or at

27

least ignore or even not hear it at all, but they


are considered unwanted mutations and often
summarily executed. Such examples of
individualism have no place in the uniformity of
the Zerg Swarm. Still, a few of them, increasing
in number lately, manage to survive and escape
the rest of the swarm. Those individuals are
considered, by some at least, to be the epitome
of Zerg Evolution and are often 'helped along',
either to freedom or to a different kind of slavery
inside laboratories.

Physical Characteristics
Average Height: 1-3m
Average Weight: 80-50kg
Languages: Trade, Zerg
Common Personality Traits:
Aggressive, uncooperative, feral, bestial, hungry
Common Physical Traits: Chitinous
plates, sharp claws, pointy bits
Example Names: Render, Defiler,
Genestealer, Sytili, Fluffy

Racial Statistics:
Characteristic Bonus: +1 to Dexterity
or +1 to Constitution
Skill Bonus: +1 to Survival and Brawl
Power: Natural Predator Gain
Natural weapon dealing 1k1 damage with
Penetration 2.
Size: 4

Physical Qualities
Zerg look like a bioweaponized
caricature of any other existing species, sentient
or otherwise. From talking canine-formed
monstrosities covered in spikes and scales to
avian nightmares of bared flesh and even more
spikes. Spikes indeed are an identifying part of
the Zerg race (as are claws, teeth and generally
looking like an aberrant monster), but all Zerg
ally together, at least when they're not trying to
eat each other for power and-slash-or
dominance. A hardy, tough race, primal in
almost everything they do, made for a specific
purpose; to survive. Capable of spontaneously
evolving into more powerful, or at least more
capable, forms, Zerg are always able to survive
in harsh areas where even the Gods would fear
to approach.

Playing a Zerg
Zerg are a race of paradoxes; they
appear greedy and hoarding of resources, but
they never shy from sharing with their
community (though, what they consider to be
their community might be up to discussion).
The true fact is, they have a very simple
mindset; survival. If their chances of survival
increase by hoarding everything in front of
them, they will do so. Conversely, if it increases
by sharing resources with others to gain allies
(or cannon fodder), again, they will do so.
Nothing matters to the Zerg more than their
own survival, except the survival of their race.
Add to that the mind-control of the Overminds
and you get a race of top-notch survivalists with
adrenaline junkie syndromes and rose
completely dominated by those higher in rank.

Zerg Heroes
Most creatures would be dissuaded
from continuing a fight after being shot in the
face by a plasma pistol. The Zerg known as Old
One Eye isnt most creatures. Instead of
slumping over dead from the hole where an eye
used to be, he decided to repay the favor in kind
by weathering a storm of shots to tear the
offending party limb from bloody limb. Now,
Old One Eye continues to journey throughout
the Great Wheel, a cauterized hole in his head a
grim reminder of just how difficult it is to kill a
Zerg.
People speak of it in hushed tones.
Towering over most creatures, its hide covered
in a dark armor. Wielding blades seemingly
forged from the same material, it cuts a bloody
swath through entire groups. More frightening is
the control it expresses over other Zerg,
commanding them in cruel, methodical
destruction. None know its true name, but all
know the name given by others the
Swarmlord.

28

Exaltations

29

Champion
Not all Exaltation power is innate.
Additionally, there are those who have the soul
or will of an Exalt, but lack the spark that makes
them special. When this kind of person finds or is chosen - by a powerful artifact, they gain
the extra boost to become extraordinary.
Normally, a Champion is
indistinguishable from a run of the mill mortal.
But when they use their artifact, they become
able to go toe-to-toe with an Exalt, cleaving
through Werewolves and engaging in magical
duels against Atlanteans and Daemonhosts.
However, a Champion never fights alone. They
draw in like-minded people to their causes,
make friends of enemies, and use their
newfound potential to change the turning of
The Wheel.
The natures of the Champions artifacts
are unknown. Their age can never be fully
determined, nor can their true power. They're
also completely unresponsive to anybody they
haven't deemed worthy to use them. Once they
have chosen a person though, they will donate
their power to them for life, regardless of their
goals.
Tell: Henshin a go-go, baby!

Powers:
Transformation Artifact: Champions
begin play with an artifact. You can choose to
either take a free artifact in the form of an
accessory, trinket, small device, or weapon of a
maximum rarity of uncommon, or spend
background points to get another artifact. If you
choose the former, the free artifact may not be
made of any special metals or have any magical
properties beyond being used for Champion
powers. An artifact bought with your own
resources can, however. A Champion must have
this artifact on them at all times in order to
transform.
Henshin!: As a full action, your
Champion may use their Transformation
Artifact to enter Exalted Mode. Their physical
appearance and clothing change while in this
form. You decide what your character's new
form looks like, but they cannot change their
race or size. Any armor that they wear in Mortal
Mode becomes part of their Exalted Mode
outfit, and confers the same protection. A
Champion can only spend resource points in
this form. You can choose to change them back
to normal as a Free Action, or they
automatically change back to their Mortal mode
at the beginning of your turn if they don't have
any resource points.
Super Skill: A Champion begins play
with one free rank in any Magical School or
Sword School. They may purchase ranks in this
school as if it appeared in their class
progression. This school can only be accessed in
Exalted Mode.
Exalted Might: Choose 1 characteristic
at creation. Your Champion gets one extra dot
in this characteristic while in Exalted Mode.

30

POWER STAT: DEDICATION


Champions were chosen by their artifacts
because of strong beliefs. As they gain the power
to act out on these ideas and emotions, they
become gradually stronger. At the peak of their
power, they become something of an
embodiment of their cause. But when they
finally leave the Wheel, often a Champion will
have passed down his beliefs to several peers,
who will carry on their legacy.
Resource Stat: Conviction. A Champion's
Conviction is equal to their Willpower plus their
Fellowship and Character Level. It is restored at
the beginning of each battle.

Dedication Power Gained


*

**

***

****

*****

31

Final Attack: If over half of


your Conviction remains, you
can spend it all to gain two free
raises to an attack.
Befriending: Something in a
Champion's heart, whether
noble or pure, speaks to those
that have felt it. Champions
gain bonus rolled dice equal to
their Dedication on charm test
with people they have fought.
Super Mode: The
characteristic that Exalted
Might is increasing is instead
doubled. You must spend 1
conviction per round to
maintain Super Mode, and can
only enter Super Mode once
per scene. You can choose an
alternate appearance for your
Super Mode, but as before you
cannot change your Race or
Size
Artifact Upgrade: Choose an
artifact up to four dots in value
(this artifact must be selected
upon reaching Dedication 4
and cannot be changed). By
spending 1 Conviction, your
Transformation Artifact turns
into this new artifact until you
return to Mortal Mode or the
end of the scene
Never Fight Alone: A
Champion can freely exchange
resource points with any
willing ally within 5 meters of
them. They can only give or
receive points equal to the
ally's level, and can only
transfer points once per round.
This does not count as
spending resource points for
the Paragon's Pressure ability.

Demiurge
It has long been said that the ancient
Syrne had the power to shape crystal spheres...
not only to move them, or to make them
habitable, but to create them, arranged as they
saw fit. There is simply no other explanation for
the nested spheres of Carceri, for any number of
strange formations within the Warp. The
devices they used - for they must have used
devices for this task, the Syrne were not gods! continue to elude curious cutters in these
modern times. Many consider them to be yet
another Syrneth wonder lost to the ages.
Of course, if the clueless berks would
stop assuming things and actually look, they
might realize that what they've been looking for
were the very jewel seeds they continue to toss
aside as useless baubles! By hook or by crook,
deliberate and very lucky research or pure dumb
luck, you've come into contact with one of these
jewel seeds, had it bond to your soul in a way
that shouldn't be possible. A priceless artifact,
irretrievably bound up within your soul.
You lucky, lucky berk, you've become
something that shouldn't exist. A nascent
creator, empowered by a jewel seed to a destiny
as a new crystal sphere shining within the
Warp
A Demiurge.
Tell: The Demiurge's Tell is a
distinctive shimmering of the air around his
body, as his personal crystal sphere hardens and
deflects light around him.

(TN 5 + 3*Genesis - Dissolution) in order to


crack the Demiurge's personal crystal sphere
and enter the space within 2*Genesis meters of
the Demiurge. If another Demiurge approaches
the area, however, the one with lower Genesis
cannot use this power as long as their territories
overlap. If the two have the same Genesis, both
territories are negated. If the TN to crack the
Demiurge's crystal sphere is reduced to 0 or
lower due to Dissolution, it collapses, and
cannot be restored until all Dissolution is
resolved.
Dissolution: Whenever a Demiurge
spends a Quintessence, she gains 1 Dissolution.
The only way to regain spent Quintessence is to
eliminate the Dissolution left by its use.
Resolving Dissolution requires time to focus, to
call on the Warp and force its potential to
reassert itself... or, y'know, throttling it until it
cries uncle. The former requires an hour of
quiet meditation. For the latter, test Willpower
against a TN equal to 10 + 2 per Dissolution as
a full action, and roll for Psychic Phenomena.
Resolve 2 points of Dissolution into
Quintessence. If the Willpower test succeeds,
the Hero is unaffected by the Psychic
Phenomena. While the Hero's Absolute
Territory is intact, the effective Genesis for
determining its area can be lowered, to a
minimum of 1, increasing the TN of the
Willpower test by 2 per dot of Genesis ignored.
In addition, while the Hero's Absolute Territory

Powers:
Absolute Territory: The Demiurge is a
nascent divinity, a being whose sole purpose is
the creation of a new, stable crystal sphere. This
power is diminished, however, while trapped in
its humanoid form. While the Demiurge is
conscious, creatures must make a Willpower test

32

is intact, all effects of Psychic Phenomena as a


result of resolving Dissolution are contained
within its area. While the Hero has Dissolution,
keeping a 9 on any die when making a Magic
Test forces the character to resolve one
Dissolution immediately - and multiple 9's stack
if the character has more than one Dissolution.
Omnicognizant: Gain a +1k0 bonus on
Perception and Scrutiny tests. In addition, these
skills gain a bonus equal to your Genesis when
used on a creature within your Territory.
Disquiet: The presence of an active
jewel seed is discomforting at best. The
Demiurge takes a -2k1 penalty on all Social rolls
against non-exalts, and a further penalty equal
to his Genesis if they become aware that they've
been drawn into a new crystal sphere just
coming near him.

POWER STAT: GENESIS


Genesis represents the birth and expansion of a
crystal sphere to a usable size within and around
the Demiurge. More Genesis means a larger and
more stable crystal sphere, containing more
potential for the Demiurge's ascension.
Resource Stat: Quintessence. Nothingness is the
ultimate source of potential, and the void
beyond a crystal sphere is the perfect fuel for the
pyres of creation within it. The Demiurge is
merely the collector and blacksmith of that
potential. The character begins play with
Quintessence equal to Willpower + Composure,
plus double his Genesis.

33

Genesis Power Gained

**

***
****

*****

Kingdom of One You don't


suffer penalties to your actions
from weather conditions, and
you're comfortable in very hot or
very cold weather. Your personal
crystal sphere also contains all the
air you need to breathe and
protects you against pressure and
radiation.
Transversal You can make melee
attacks against any creature within
your Absolute Territory, regardless
of distance. Such creatures may
only move away from you using the
Disengage action.
Firmament Gain hit points and
Armor equal to twice your
Genesis. This does not stack with
other sources of Armor.
Divine Aura When spending
Hero Points, dice rolled by you or
by allies within your Absolute
Territory explode on a 9 or a 10
during that turn.
Reality Reinforcement The Hero
may use Ruby Ray as the spell,
using Genesis + Willpower instead
of the normal Magic Test. Against
targets within his Absolute
Territory, he may use Disjunction
as the spell instead.

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

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

34

POWER STAT: SENSITIVITY


While most Exalts can sense or even control the
Warp in some manner, this innate sense
pervades every part of a Force Sensitive's being.
Sensitivity is a measure of how in tune the Exalt
is with the Force. Like with all skills, it takes
time and discipline to learn how to harness the
power of the Force - and with great discipline
comes great strength.
Resource Stat: Focus. As Force Sensitives grow
in power and discipline, so too does their ability
to manipulate the Force (and, as a result, the
universe around them). Force Sensitives gain a
pool of Focus equal to their Willpower plus
twice their Sensitivity. For every hour a Force
sensitive spends in quiet meditation, they regain
one Focus.

Sensitivity Power Gained

**

***

****

*****

35

Force Summons - The Force Sensitive


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

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

Powers:
Celestial Body: Empowered
Kryptonians do not suffer the effects of hunger
or thirst. Any time they would be affected by
Fatigue, Poison, Disease or the vacuum of
space, remove 1 point of Radiation instead. A
Kryptonian is also treated as being
Photosynthetic.
Sunlight Dependency: You lose 1 point
of Radiation every hour you spend away from
access to real sunlight. Having 0 Radiation
makes you effectively mortal, losing all of the
benefits of this Exaltation.
Overdrive: As a Half Action, you may
send life energy through an object. Sending it
through a solid will give you a +0k1 bonus (that
does not stack with itself) to deal additional
damage to it. Sending it through a liquid allows
you to transfer the effect to objects within
contact of the liquid. Creatures who are hit by
an Overdrive are Stunned. You may only affect
one object per Radiation spent.
Burning Heart: You begin play with one
free rank in Evocation. The character may
purchase ranks in that Magical School as if they
appeared in any class progression he possesses.
You may add your Luminosity to your unarmed
damage, which are treated as having E-Type
damage.

36

POWER STAT: LUMINOSITY


As a Kryptonian grows stronger, the branding
on his chest will glow brighter to match. This
glow starts from the chest, and later moves on to
the hands and feet. Eventually, a Kryptonian
will shine like a miniature sun. The natural body
will also rise with Luminosity, to the point that
other creatures will be uncomfortable (or
spontaneously combust) around the Kryptonian
unless they keep their inner fire under control.
Resource Stat: Radiation. Radiation is gained
from exposure to sunlight. A Kryptonian can
gain 1 Radiation from spending 15 minutes (or
the length of a scene) basking in the light of a
natural sun. Your average Solar Joe can only get
Radiation this way. A Dryad that bought the
Photosynthesis feat can gain Radiation from
lesser quality energy sources (such as the
heating lamps on a spelljammer), but the
Radiation gained is 1 Radiation every 30
minutes or longer. Maximum Radiation is equal
to twice your Charisma plus twice your
Luminosity.

Luminosity Power Gained

**

***

****
*****

37

Light Bulb As a free action,


you may generate bright, but
harmless light from your body
with a range equal to
Luminosity x 15 feet. At 1
Radiation per turn, you may
treat this as sunlight.
Man of Steel Your Physical
Characteristics may go up to six
dots. By spending 1 Radiation,
you may treat a Physical
Characteristic as 1 higher for
the duration of a scene.
Solar Breathing As a Full
Action, a Kryptonian may begin
a deep breathing ritual to regain
Radiation while away from a
Radiation source. If
uninterrupted, they gain back 1
Radiation.
Shooting Star The
Kryptonian gains the Flyer trait,
with speed twice your ground
speed.
Burning Shield By spending 1
Radiation per turn to maintain
it, a Kryptonian may generate a
field of flame around their body
with Aura (3) that deals 1k1
damage per level to units in
melee range and lights them on
fire.

Alternate Daemonhost

Nephilim
The Ctan an ancient race of
incredible power. Possessing technology and
magic beyond the scope of anything seen since,
the Ctan could have changed the entire Wheel
to suit their whims. And yet, they disappeared
naught left but traces of their might and their
shards.
You possess one of these Ctan shards.
Embedded in your heart, it stirs. Whether it is
reacting to a coming storm, or perhaps a
trapped Ctan itself struggling against its prison,
or a myriad other explanations, you dont know.
What is obvious is that it grants you power
and while this power pales in comparison to the
true might of the Ctan, it is your power
nonetheless.
Tell: A faint shroud of death seems to
envelop you. As Essence is spent, this coalesces
into something more substantial, until it
finally reveals itself as a ghostly apparition of the
Ctan your shard represents.

POWER STAT: ARCANOI


Resource Stat: Essence

Arcanoi

Power Gained

Black Blood: The C'tan shard


empowering a Nephilim taints his blood
so thoroughly that it runs black, so thick
with corruption that it becomes proof
against most arms. This functions
identically to Daemonic
Unnatural Characteristics

**
***

****
*****

Tesseract Heart: The rigors of bearing a


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

Powers:
Note: For any power not explained
here, please refer to the Daemonhost Exaltation
in Book 1.
Entombed Vizier: Functions as
Demonic Tutor. A Nephilim's power, however,
lies entirely within the Materium; all of his spells
take on suitable aesthetics, unable to call on the
Warp. Evocation spells might only call up sand
and glass frit (dealing Rending damage only),
Conjuration spells might only twist objects
already present, and so forth.
Unholy Might
Pariah Gene: Functions as Rejected by
Creation. Whenever a Nephilim spends an
Essence, she gains 1 Torment. The only way to
regain spent Essence is to heal the Torment left
by its use. Healing Torment is functionally
identical to Erupting Resonance.
Feeding

38

Overlord
Overlords are a dime in a dozencountless in the nearly without boundaries
Wheel. But True Overlords, those that are born
to rule, those whose dominance can turn entire
nations on their heels and bow to their
commands, are far, far rarer. Born peasants or
noblemen, willing or forced into their role, with
armies or few trusted friends, few are as meant
to rule and decide the fates of countless others
as a Lord.
Tell: Something whether it is sheer
force of personality or a domineering presence
compels others to follow an Overlord. As
Loyalty is spent, this force increases in intensity,
until others have to consciously avoid bowing in
reverence of the Overlords majesty.

Powers:
Brainwash: When an Overlord has need
to, and have sufficiently weakened their enemy,
they can easily turn former foes into fanatical
allies. When a Lord is attempting to Break the
Alignment or Compel the Behavior of someone,
as per rules on page 268 of Book 1, they gain
+3k3 to all Social Tests against that person.
Commanding Personality: Overlords
are notorious for being able to rile up entire
armies- or encourage nations. They can rouse
the fury of continents, for better or for worse.
By spending 1 Loyalty, the Overlord gains rolled
dice equal to their Dominion when making
Social Tests with the following skills; Charm,
Intimidate, Diplomacy, Persuasion and
Command. This bonus lasts for that Social
Combat round.
Call Retainers: Overlords are rarely
without servants to come to their aid. By
spending 1 Loyalty, they may call allies to their
location. To do so they must be able to do so in
an obvious manner, unrestrained and not
prevented for at least 3 rounds. Restraints, need

39

for stealth or others that prevent them from


completing the call (such as via stun, combat or
otherwise) prevent this ability from functioning.
When used, it summons 1 Retinue (Swarm-type
Minion) per point of Dominion, each with TR1
and DR1. You may have a maximum number of
Retinue, Entourage and Courtiers equal to your
Charisma multiplied by your Dominion.
Empower Minions: Overlords are
capable of empowering their loyal Entourage to
become even more capable and effective -all, of
course, to protect their Leader. Swarm Minions
and Entourage gain +1 TR or +1 DR for every
50 XP the Overlord wishes to spend on this
ability, while Courtiers instead gain 50 XP to
spend on their abilities. These benefits last
buffed party is wiped out (the whole swarm dies,
or the Entourage/Courtier dies). Of course, XP
is not refunded.
Entourage Dependency: Overlords are
as dependent on their retainers as their retainers
are dependent on them. An Overlord without at
least 1 Entourage, Retinue or Courtiers within
2m per point of Dominion of them cannot
spend Loyalty for any purpose other than Call
Retainers.

POWER STAT: DOMINION


Overlords are renowned for their dominating
presence; even those who dislike them are
pulled to them. Their magnetic existence pulls
all others with an undeniable force that simply
cannot be avoided. Like or hate them, everyone
is affected by an Overlord. This manifests in
their Dominion, which signifies the pull of their
presence. The higher an Overlord's Dominion,
the further outwards it can be felt, for miles and
entire planets, like the presence of a benevolent
King or malignant Tyrant right behind
someone's shoulders.
Resource: Loyalty. It is through their Dominion
that an Overlord gains power and through their
Retainers' Loyalty that they can utilize this
power. An Overlord has a maximum Loyalty
equal to their Dominion plus their Charisma
and Command. Loyalty is recovered slowly on
its own at a rate of 1 per scene, or faster by the
Overlord spending at least a few rounds to
embolden their Retainers by testing Charisma +
Command, with every raise over 10 recovering 1
extra Loyalty.

Dominion

Power Gained

Promote Entourage: The Exalt may promote a


Retinue to Entourage (removing the Swarm
template) as a full-action by spending 1
Loyalty.
King Of The Hill: The Exalt may spend 5
scenes in an area no larger than twice their
Charisma times their Dominion to call that
area 'theirs' in all Laws -mortal and Immortal.
While Retinue and Entourage are inside that
area, they gain +1 TR and DR, with Courtiers
gaining +1k1 to all Tests. Should the need
arise, the Overlord may Claim an area half
that size, in combat, at the cost of 1 full-action
and 3 Loyalty -this bonus only lasts for the
scene however. An Overlord may not have
more such areas of dominance than they have
Dominion.
Promote Courtier: Exalt may promote an
Entourage to Courtier as a full-action by
spending 3 Loyalty. Doing so turns the
Entourage to a regular Mortal with statistics
and dots and all. Each point of TR and DR
becomes a Dot the Exalt can place on the
Courtier's character sheet. Beyond that, it
starts with 1 dot in all Characteristics, 3 for
Primary, 2 for Secondary, 1 for Tertiary and,
similarly, 5/3/1 spread for Skills. Hey, at least
it actually gets Health now!
Mantle of the King: The Overlord constantly
empowers retainers around them. By spending
1 Loyalty for any reason in a scene (or
specifically for activating this ability, though
that is a bit of a waste), they create an aura
around them out to twice their Dominion
score. All Retainers of the Overlord inside that
aura are affected as per the ability King Of
The Hill. This aura does not count as an area
of dominance. This ability may be suppressed
or restarted at will -but a change may only
happen once in a round.
Emperor's Law: The Overlord's right to rule is
so great, so powerful, that even Reality warps
to his commands. By spending 5 Loyalty, he
may evoke any kind of Law to be effective
within his areas of Dominance and inside his
Mantle Of The King. The Laws may be as
small as 'everyone must give left of way' to
'everyone must walk with their knees', even
affecting mystical aspects, such as 'magic is
harder to work'. If a numerical effect needs to
be placed, it is usually up to 3k3, increasing or
decreasing a Test. Of course, the Laws are
absolute and no one is exempt from them- not
even the Overlord himself. This means that
the Overlord is always subject to his own laws,
even if not inside and area of dominance or
having their Mantle Of The King active.

**

***

****

New Rules: Swarm Minions


Swarm Minions also known as Retinue are a
new type of minion; they function as a normal
Minion, but only when at least 5 of them make
a concentrated attack. Thankfully, they are
small enough (and incapable enough on their
own) that putting 5 of them in a 2m x 2m
square would not significantly impede their
capability. Other than that, TR/DR is as usual,
with the exception to usual combat being that, if
attacked with a normal attack, only one of them
dies but if hit by an AoE attack (Blast or
otherwise) all of them die. Furthermore, if there
are less than 5 minions in the swarm, reduce
their effective CR/DR by 1 per minion missing.

*****

40

Alternate Atlantean

Phoenix
Fire that by which entire civilizations
are tempered. Few can discount the power to be
found in flames; from heat used to cook a
simple meal, to blazing hell-storms used to raze
entire kingdoms, fire is a regular source of both
life and death. Yet, there are those that believe
fire is their calling, harnessing incredible magic
until they finally erupt in an astounding
conflagration of flames
And from the ashes, a Phoenix will rise.
Tell: A Phoenix surrounds herself with
"feathers" of harmless, multicolored flames as
she spends Motes, becoming stunning wings of
fire at the highest levels.

Cinders: Functions as Paradox.


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

Gnosis

Power Gained

Immortal Fire Bird: The


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

Powers:
Note: For any power not explained
here, please refer to the Atlantean Exaltation in
Book 1.
Phoenix Magic: You begin play with
one free rank in the Evocation or Healing
Magical School. The character may purchase
ranks in either of these Magical Schools as if
they appeared in any class progression she
possesses. Whenever a Phoenix rolls for Psychic
Phenomena, they may roll twice and choose to
have either or both effects occur.
Prestidigitation
Phoenix Rebirth: As
long as you have at least 2
Gnosis, you are never in
danger of death. Whenever
you would burn a Hero Point
to survive, you may instead
permanently lose 1 Gnosis.
You may buy it again as
normal.

41

**
***

****
*****

Everlasting Phoenix Tail: You


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

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

nature, often met with fear and disgust,


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

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

42

Strange Anatomy: As the symbiotic


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

Integration Power Gained

*
**

***

POWER STAT: INTEGRATION


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

****

Resource Stat: Synch. A Symbiote regains


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

*****

43

Regeneration A Symbiote may spend


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

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

Tell: A Wellspring's tell is a unique


battle aura... a totem animal, a pillar of flames, a
scarf of light that grows in size and intensity as
she spends Drops.

Powers:
Avatar: As a full action, by spending
one Drop, a Wellspring may enter their Avatar
form. Their physical appearance and clothing
can change, into whatever the player decides for
their Avatar form, but cannot change race or
size. Any armor being worn by a Wellspring's
mortal frame is incorporated into their garb as
an Avatar, and confers its same protection. A
Wellspring can only spend Drops while in their
Avatar form, and must spend one at the
beginning of every turn in combat in order to
maintain it. They may change back to normal as
a free action, and automatically fall out of their
Avatar form at the beginning of their turn if they
have no Drops left to maintain it.
Signature Style: Wellsprings begin play
with one free rank in any Sword School or
Magic School of their choice. They may always
purchase ranks of that School as if it appeared in
their class progression. While sword techniques
and spells can be used outside of the Avatar
form, spells from the chosen magic school or
special techniques made with advantages or
disadvantages of the chosen sword school an
only be accessed while transformed to the
Avatar form, unless re-purchased with XP
through a class.
Rush of Power: Choose one
characteristic from each
category, at creation. While in
Avatar form, your Wellspring
gains one additional dot in these
characteristics.
Flowing Through Me:
While in Avatar form, a
Wellspring gains +1 Resilience.

44

Winning Smile: A Wellspring that has


defeated an enemy, without killing them, often
finds themselves with a friend for life. You may
roll additional dice equal to your Channel on
any Social test made on a person you have
previously beaten in a serious fight.
Power of Friendship: The Wellspring is
able to draw power from their friends, and surge
in strength to protect them. When a Wellspring
sees an ally lose HP at the hands of an enemy,
the Wellspring recovers one Drop. This can
happen at most once per round.

Channel Power Gained

**

POWER STAT: CHANNEL


A Wellspring's power source is the alpha and
omega of their Exalted capacity, and their
strength is measured most simply by how freely
that power can flow through them.
Resource Stat: Drops. The character has
maximum Drops equal to their Willpower plus
Fellowship, plus twice their Channel. They
regain one Drop at the end of every half hour of
rest or very light activity - casual conversation,
relaxed walks, and the like.

***

****

*****

45

Burning Spirit In a time of great


difficulty, a Wellspring with sufficient
focus will push themselves to greater
heights. While in Avatar form, a
Wellspring can add their lost Hit Points to
the results of all attack, Focus Power,
Dodge, and Parry rolls. This bonus is
capped at the Wellspring's Channel +
Composure.
Strike True Your chosen powers fit you
like a glove, and you find them a little
easier to use than those you've trained
naturally. If your Signature Style is a sword
school, your Special Techniques with the
chosen weapon group of your sword school
have additional Penetration equal to your
Channel while you are in your Avatar
form. If your Signature Style is a magic
school, any Spell Combo using at least one
spell from that school has its TN lowered
by your Channel while you are in your
Avatar form.
Gear Second A Wellspring's Avatar form is
mighty, but sometimes they can find
themselves outclassed even then. While
transformed, a Wellspring can spend one
additional Drop as a free action to push
themselves into an evolution of their Avatar
form, though this costs an additional Drop
at the beginning of every turn to maintain.
While in this evolved form, the Wellspring
gains +1 Resilience and +1k1 on all tests.
This evolved form cannot be relaxed without
dropping out of Avatar form entirely.
Push It to the Limit Opening themselves
up to the flow of power, a Wellspring can
shine brighter than the sun, but risk burning
themselves out in the process. The number
of Drops a Wellspring can spend in one turn
is no longer limited by their channel.
However, for every Drop beyond their
Channel spent in a single turn, the
Wellspring takes 2 points of Explosive
damage to the Gizzards that cannot be
reduced.
Blossoming Whatever your power source's
reasons were for tapping you, you're ready to
face what needs to be faced. The Wellspring
no longer needs to pay Drops to maintain
their basic Avatar form.

Classes

46

47

Adventurer

Duelist

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

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

Blackguard

Grappler

Cavalier
X
Bellator
X
Blackguard
X
Bellator Apex
X
Crimson Rider

Grabber
X
Slammer
X
Grappler
X
Rassler
X
Rasslord

Deathknight

Maid

Harbinger
X
Reaper
X
Deathknight
X
Deathlord
X
Pale Rider

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

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

Sohei
Brute
X
Atavist
X
Sohei
X
Asura
X
Asurendra

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

48

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

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

49

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

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

50

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

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

51

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

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

52

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

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

53

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

Raider of the Lost McGuffin


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

54

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

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

55

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

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

56

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

57

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

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

58

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

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

59

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

60

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

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

61

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

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

62

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

63

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

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

64

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

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

65

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

66

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

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

67

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

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

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

68

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

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

69

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

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

70

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

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

71

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

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

72

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

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

73

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

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

74

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

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

75

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

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

76

Feats

77

General Feats
A Bad Feeling About This

You know when your actions have immediate consequences.

Accessorize

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

Armor to Coffin

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

Battle Meditation

Your anger no longer dampens your wits.

Black Snark of Despair

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

Bounding Beast

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

Burn, Baby, Burn

Fire is no longer a concern of yours.

At Your Service

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

Calm The Winds

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

Cat and Mouse

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

Charlatan

You know how to keep your magic low key.

Challenge

Youve turned smack-talk into a fine art.

Combo Maker

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

Cooperation

In fights, youre quite the helpful person.

Coordination

Even out of combat, youre quite the helpful person.

Deceiving Blade

Youre quite capable of misdirecting opponents with your weapons.

Decipher Glyphs

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

Delay the Storm

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

Eldritch Trick

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

Elegance

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

Empowering Agony

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

Expert Assist

You know best how to put the strength in numbers.

Exploit Opening

Your words can really shake opponents up.

Fettered Push

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

Fiery Fist

Your burning spirit manifests through your fists.

Fire Fiend

Weapons seem to spontaneously combust when you use them.

Fly Apart

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

Following The Hunch

You know when actions will affect you.

Fuel the Fire

Your attacks get an extra bit of kick.

Greater Frenzy

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

Hellfire Halitosis

Flames fire forth from your face.

Hero-Sundering Hands

You can grapple without being in a grapple.

Hidden Objects

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

Inspire

Your words are capable of elevating others to great heights.

Interruption

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

Keep Running!

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

Leaf on the Wind

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

Living Plowshare Rampage

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

Lost Papers

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

78

Feats Continued
Meld Into The Crowd

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

Mental Map

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

Mounted Charger

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

My World

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

Nick of Time

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

Numbed Nerves

Being on fire makes you even harder to kill.

Perfectly Elegant

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

Poker Face

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

Professional Insult Fighter

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

Professional Riddle-Breaker

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

Quip

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

Redirect the Hurricane

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

Reflexive Fury

Getting hit tends to just piss you off.

Reforging Pain

Reverse Thrusters

Even death doesnt necessarily stop your rage.


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

Salt the Wound

Getting hurt just makes you hurt them even more.

Screaming Meat-Shield

You can use your foes as impromptu shields.

Shake and Bake

You can make your allies ships more evasive.

Short Fuse

It takes even less to get you riled up.

Smooth Flying

You make good use of all of your maneuvering skills.

Stop the Tide

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

Superior Archaeological Awareness

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

Supreme Cleave

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

Taunt

Youre words force enemies to target you.


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

Maid's Duty

Retort

Trust the Hair


Trusty Sidearm
Unstoppable Force

Warp Driver

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


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

Well Connected

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

World-Breaker Grip

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

Walking Library

79

A Bad Feeling About This

Black Snark of Despair

You know when an action made by you, or


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

With a well-aimed, particularly vicious


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

Accessorize

Bounding Beast

You always know the right outfit for the


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

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


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

Burn, Baby, Burn


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

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

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

You are immune to damage from being on fire.


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

Calm The Winds


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

Cat and Mouse


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

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

80

dots in the relative skill. Succeeding applies one


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

Combo Maker

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

Decipher Glyphs

Force enemy to Test in order to be able to


initiate a Parry.

You have spent a long time learning to read


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

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


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

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


beat me...": Force enemy to Test in order to be

When casting a Spell Combo, reduce the Focus


Power TN by 5.

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

Coordination
Increase Aid Another in Tests outside combat
by an extra +0k1.

Deceiving Blade
Allow Feint as free action, albeit at a -2k0
penalty. Also, maneuvers don't benefit from this
feat.

able to us Gang Up or Aid Another.

"Come on, hit me! Hit me!": Force the enemy

Delay the Storm

to Test, or be unable to use melee Standard


Attack actions.
Get over here!": Force the enemy to Test or be
unable to use ranged Standard Attack actions.

If you would suffer any type of Psychic


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

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

81

Eldritch Trick
You learn, by hook, crook or just plain luck
during experimentation, one of the following
abilities. Mind you, spending raises this way
prevents you spending them in other ways, such
as an inherent ability the spell might have. You
CAN however combine different Eldritch Tricks
or repeatedly use one, so long as you have the
raises to pay for it.

Evocation Mastery: You may spend 1 raise to

Expert Assist

increase the damage of an Evocation spell by


1k0. Or 3 raises to increase it by 0k1.
Duration Mastery: You may spend 2 raises to
increase the duration of an effect from a round
(or more) into 'encounter', or from 'encounter'
into 'scene'.
Range Mastery: You may spend 1 raise to
increase the range of the spell by 5 meters.
Area Mastery: You may spend 2 raises to
increase the Blast of a spell by 1.
Prestidigitation Mastery: You may spend 1 raise
to create whatever fanciful, showy effect you
desire to go along with your spell. At most,
those effects might disorient, distract or blind
(either by flares or by interfering with light), but
no worse.
Counterspelling Mastery: You may spend 1
raise to give yourself a +1k1 bonus to
Counterspelling attempts, either to make your
spells harder to counter, or to break down
someone else's spell easier.
Concentration Mastery: If a spell is cast into
copies (either due to a feat, or the spell itself),
you may spend 1 raise to stop a copy from being
created, however, by doing so, you increase the
damage of said spell by half-again.
Aura Mastery: You may spend 2 raises to grant
yourself Aura (1) for 1 round. If you already
have such an Aura, you can instead make it last
an extra round.
Fatal Mastery: You may spend 3 raises to turn 1
damage that would be dealt to Hit Points
instead be dealt as Wound damage.
Penetration Mastery: You may expend 2 raises
to increase Aura Penetration for that spell by 1.

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

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

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

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

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

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

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

82

Fly Apart
While operating any vehicle, you may reroll a
failed Control Test, Maneuver Action or
Fightercraft Action by triggering a roll a d10 on
the corresponding Critical chart, adding +1 for
every time this feat is used more than once per
scene.

Following The Hunch


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

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

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

Interruption

Your attacks using the Weaponry skill and with


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

As a Reaction, you force the target to oppose


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

Greater Frenzy

Keep Running!

Fuel the Fire

Your rage is a true terror to behold. While you


are using Frenzy, you take a -2 penalty to
Fellowship and gain an additional +1 bonus to
Strength and Constitution.

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

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

Running away from things has become second


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

Leaf on the Wind


While serving as Helmsman on a ship, once per
session, you may prevent the loss of of crew by
taking 1 point of critical damage for every point
of crew that would have been lost.

83

Living Plowshare Rampage

Mental Map

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


other end produces fine fertilizer... but what to
till the fields with? Ah, of course: Its face. When
you choose to push a grappled opponent, the
pushed distance can be up to your full move
distance, and you can assign the damage dealt
by the Crushing Bear feat to the opponent's
head.

You can make a map of your surrounding area,


in your mind! Even if knocked unconscious, the
map remains, and so helps you keep aware of
your location at nearly all times. You can still
get lost, if in an area you haven't mapped out, or
if affected by external forces, or if even the
location is specifically created to prevent
mapping.

Lost Papers

Mounted Charger

Those cursed thieves, they stole your bag with


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

Nothing says you're a big man quite like


slapping someone from the back of a moving
vehicle. Your melee attacks gain a static bonus
to damage equal to your vehicle's current
Momentum.

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

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

Nick of Time

Meld Into The Crowd

Numbed Nerves

You meld into the crowd better than almost


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

While you are on fire, increase your Resilience


by an amount equal to half your level (round
up).

A Maid is no good if she cannot be where she is


needed. By spending a hero point, you may
arrive at any scene immediately. If it is a combat
scene, they may roll initiative and arrive when
their turn comes up.

84

Perfectly Elegant

Quip

You have achieved perfect grace, where you can


avoid the pitfalls that many others fall into. You
never suffer more than the basic effect of a failed
check, no matter the degrees of failure.

If, the previous round, you feinted successfully


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

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

Professional Insult Fighter


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

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

85

Redirect the Hurricane


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

Reflexive Fury
Survival is fury. You can use Frenzy as a
reaction when you take damage from an attack.

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

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

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

Salt the Wound


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

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

Shake and Bake


You may use an Evasive Maneuvers action on
an ally no more than a Half Move's distance
away from you, who then receives the TN bonus
you normally would.

Short Fuse
You're only a shade bit above your seething
rage. You can Frenzy as a half action.

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

Stop the Tide


If you would cause or be affected by Psychic
Phenomena, you may spend, not burn, a Hero
Point to stop them from occurring. This is on a
per-case basis.

Superior Archaeological Awareness


So many years in the field has given you a nose
for the truly Lost And Found. You can
immediately tell if something is old, how old,
and from what civilization it comes from. Along

with possibly what it was made for. Beyond that,


you have an instinctive hunch of your
surroundings, probably honed from years of
dodging traps and hidden doors, letting you roll
Perception + Wisdom to find such things even
when you're not actively looking for them.

Supreme Cleave
The true warrior fights with his feet, not his
hands. Which is to say, when you follow
through on your swing, you're skilled enough to
step in first. When you use Cleave, you can take
a Shift action before choosing the target of the
new attack. You still may take only one Shift
action per turn.

Taunt
Force enemy to attack the Duelist if they fail in
opposed Social Combat. You test Charisma +
Intimidation against your target's Willpower +
Scrutiny.

Trust the Hair


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

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

86

Unstoppable Force
Your force of will is such that it grants you an
extra raise on all opposed checks as part of spells
or feats that deal with spells, such as Redirect
the Hurricane.

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

Warp Driver
Whatever you choose to drive becomes an
armored monstrosity suited to your stature.
Your bonded steed swells and broadens with
suppressed power, armoring itself with plates of
molten brass limned with scarlet flames lining
the hooves, wheels or other drive systems. This

87

effect causes no penalties to the steed and in fact


grants it the benefits of a Light Hexagrammatic
Ward.

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

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

Racial Feats
Arachne
Hunter in the Dark

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

Steel Spinner

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

Master Climber

Your spiderlike lower body makes you an expert and climbing.

Catfolk
Housecat

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

Unblinking Stare

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

Cataplexy

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

Full Catface

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

Fairy
Fairy Dust

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

Strongest

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

Hey, Listen!

Sometimes, being annoying can help people pay attention.

Geth
Robots in Disguise

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

Shared Experience

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

More than Meets the Eye

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

Replaceable Parts

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

Goblin
Big Ears Mean Big Business

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

Breaking and Entering

Youre a sneaky little bugger.

Time is Money

Yours is the shysters way.

Iktyhys
Blood in the Water

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

Cheshire Shark

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

Oathbreaker

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

Reflecting the Truth

You can swap around your appearance and reflection.

Lizardman
Monitor

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

Oldblood

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

Predatory Fighter

You forego conventional weapons to fight tooth and nail.

Salamander

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

Scaled Skin

You were born with thick skin.

Minotaur
Mazeolithic

You have a very keen sense of direction.

Bull-headedness

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

Strength of Taurus

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

88

Racial Feats Continued


Ophidian
Flexible Tongue

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

Snake Hug

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

Snakenosis

Your eyes have a hypnotic quality to them.

Riven
Multitasking

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

Ouroboros

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

Theyll Grow Back

You have an extra head or five.

Sphinx
Critical Thinker

Rarely does fancy wordplay stump a sphinx.

Developed Wings

Those wings of yours arent just for show.

Riddle of the Sphinx

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

Saber Fangs

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

Vanara
Grease Monkey

You understand technology so well that it almost instinctive.

Stone Egg

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

Whitecape

You are a born fighter marked by a silvery mane.

Zenkai!

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


Zerg

Attentive Hunter

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

Burrower

You take a form more suitable for digging.

Chameleonic

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

Controller

Youve been chosen by the Overmind to command other Zerg.

Deathleaper

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

Elocator

You can levitate! With the power of your mind!

Exoskeleton

Puny weapons simply bounce off of your natural armor.

Flyer

You take a form more suitable for the skys.

Overdeveloped Musculature

Youre large and in charge.

Overmind Resistant

You can tune out the orders of the Overmind.

Primal Mage

You take a different route to casting spells.

Quicksilver

Speed is more your thing.

Shadow Across the Warp

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

Shocktrooper

Your weapons are sharper than ever.

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

89

Attentive Hunter [Zerg, Form]


A predator's senses are its pride. Gain +2k0 on
Perception tests, and the Dark Sight quality.
Special: You may only ever have 2 [Form] feats.
A Zerg Paragon may have 3 [Form] feats.

Big Ears Mean Big Business [Goblin]


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

Blood in the Water [Ikhthys]


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

Breaking and Entering [Goblin]


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

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

spell, except giving +3 Dexterity and -2 Size. By


concentrating again for a Full Action, you may
turn back into a catfolk. This requires no Focus
Power test and runs no risk of Psychic
Phenomena, and may be done at will, any
number of times per day.

Chameleonic [Zerg, Form]


You can darken the outer layer of your flesh
until it bends light... kinda. You gain +2k0 on
Stealth tests, and can hide even with nothing
and no one to hide behind.
Special: You may only ever have 2 [Form] feats.
A Zerg Paragon may have 3 [Form] feats.

Cheshire Shark [Ikhthys]


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

Burrower [Zerg, Form]

Controller [Zerg, Form]

You gain a burrowing speed equal to half your


movement speed.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

You are a Controller, a Zerg specifically chosen


by the Overmind to act as his strategist and
commander. Zerg within 100km are under your
direct mind control and gain Hive Mind. Of
course, there is no way the Overmind would
provide the genetic markings required for this
evolution to an Overmind Resistant Zerg.
Special: Acquiring this feat requiers the SM's
agreement, for obvious reasons.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

Cataplexy [Catfolk]
You have studied the ancient arts of your
people, and fortunately have the right genetic
quirks to take advantage of this inherent magic.
By concentrating for a Full Action, you may
turn into a cat. This functions as the Polymorph

90

Fairy Dust [Fairy]


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

You may spend a half action to grant all


adjacent allies flier equal to their normal speed
until the end of your next turn.

Flexible Tongue [Ophidian]


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

Deathleaper [Zerg, Form]


Wings aren't the only way to get around, when
you have the legs of a beast. Gain +2k0 to
Acrobatics tests. You treat all jumps as if you
had a running start, and use your full Strength
to determine the distance.
Special: You may only ever have 2 [Form] feats.
A Zerg Paragon may have 3 [Form] feats.

Developed Wings [Sphinx]


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

Elocator [Zerg, Form]


You've got just enough brainpower to levitate
over the ground instead of walking on it...
basically, you ignore movement penalties based
on the terrain, and can use Intelligence +
Wisdom to determine your Speed instead of
Strength + Dexterity. This probably means your
limbs are wasted to the point of uselessness, but
you can (not) fly, so who cares?
Special: You may only ever have 2 [Form] feats.
A Zerg Paragon may have 3 [Form] feats.

Exoskeleton [Zerg, Form]


You gain a tough exoskeleton that provides
Natural Armor equal to your Constitution.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

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Flyer [Zerg, Form]


You gain a Fly speed equal to your movement
speed.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

Full Catface [Catfolk]


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

Grease Monkey [Vanara]


Some cutters take pride in knowing how to
make things work. For you, it's almost an
instinct. Add your Wisdom as a bonus on TechUse tests and on Crafts tests when repairing
Prometheans, vehicles or complex weapons and
armor. This bonus only applies to items whose
complexity comes primarily from technology; a
power field generator is well within your ken to
tinker with, but an ensorcelled blade isn't.

Hey! Listen! [Fairy]

More Than Meets the Eye [Geth]

Flighty as fairies are, they can sometimes make


everyone else see what is only obvious to an
empty mind. You may spend a hero point to
automatically pass any perception check and
allow all allies within earshot to use your
perception result.

Your ocular preceptors have been modified to


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

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

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

Hunter in the Dark [Arachne]

Oathbreaker [Ikhthys]

You are a natural Hunter in the darkness,


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

While two of the Three Oaths are practically


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

Master Climber [Arachne]


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

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

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

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Oldblood [Lizardman, Paragon]


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

following natural weapons: Claws and Teeth


(1k1 R; Brawling) and Tail (0k1 I; Brawling,
Flexible). Embracing your wild side has a cost,
however; if an enemy disengages from you, not
chasing him down requires a successful
Willpower test (TN 15).

Primal Mage [Zerg, Form]


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

Overdeveloped Musculature [Zerg,


Form]
Increase your size by 1.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

Overmind Resistant [Zerg]


You are immune to an Overmind's or
Controller's mind-control ability. You do not
lose Hive Mind, however, should you be
allowed to exist as part of a Zerg Hive. You can
just choose to ignore orders. You may not also
have the Shadow Across the Warp feat.

Predatory Fighter [Lizardman]


Some Lizardmen embrace the amazing weapons
available in the greater portion of the Wheel.
You scorn weapons in general, in favor of those
that come with your reptilian body. Gain the

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Zergs are rarely spellcasters, but when they DO


cast spells, boy are they scary. When using the
Evocation school, you may substitute your
Constitution for your Charisma score.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

Quicksilver [Zerg, Form]


Your mutations have selected for sleek speed,
rather than bulky strength. Reduce your Size by
1, and you gain +2 Speed while wearing light or
no armor.
Special: You may only ever have 2 [Form] feats.
A Zerg Paragon may have 3 [Form] feats.

Reflecting the Truth [Ikhthys, Paragon]


Though the curse may not be the most pliable
thing, when youre using what might as well be
a mental sledgehammer on it, it has a tendency
to bend to your will. By performing a Focus
Power test with the keywords Subtle, Somatic,
and Focus using Illusion + Willpower with a
target number of 15, spending a Half Action,
and pointing at a mirror, you may switch your
mirror-image Human appearance with your
monstrous fishform. Instead of people seeing
your original Human self in the mirror, your
Ikthyic figure appears there, while you appear to
all to be a normal human. Should anything
obstruct your line of sight to the mirror, then
the spell immediately ceases and you're back to
looking like a walking fish. Maintaining this
spell requires that you pass a TN 15 Illusion +
Willpower test every round.

Replaceable Parts [Geth]

Shadow Across the Warp [Zerg]

Your production line was especially cheap. This


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

At the opposite end of the spectrum from an


Overmind Resistant Zerg, you don't resist the
Overmind... you project it. You project it hard.
Your presence causes non-Zerg sorcerers to soil
themselves and lose their focus. If a non-Zerg
sorcerer within 10m of you keeps any die results
lower than your power stat when making a
Focus Power test, they trigger Psychic
Phenomena even if casting Fettered. If they
aren't casting Fettered, you can adjust the
results of a Psychic Phenomena roll by an
amount up to your power stat + your Charisma.
You may not also have the Overmind Resistant
feat.

Riddle of the Sphinx [Paragon, Sphinx]


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

Robots in Disguise [Geth]


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

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

Scaled Skin [Lizardman]


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

Shared Experience [Geth]


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

Shocktrooper [Zerg, Form]


Increase the damage from your Natural
Predator power by +1k1 and 2 Penetration.
Special: You may only ever have 2 [Form]
Feats. A Zerg Paragon can have up to 3 [Form]
Feats.

Snake Hug [Ophidian]


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

Snakenosis [Ophidian]
By tapping into your serpent heritage and
staring deep into a person's eyes, you can
entrance them to a small degree. Roll Charisma
+ Charm against the target's Willpower +
Perception, and if successful the target is

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affected as by the Charm Person spell. If you


fail, the other party is not aware of anything
other than that you stared at them really weird
for a while

Steel Spinner [Arachne]


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

Stone Egg [Vanara]


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

Strength of Taurus [Minotaur]


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

your head that would not result in your death.


Any critical damage that would land on your
body instead goes to your head, and any that
would go to your head instead goes to your
body. You may always speak and see - unless
supernatural effects are involved. These extra
heads may be temporarily suppressed with
Ouroboros, but you will lose the benefits of this
feat for the duration of the effect.

Time Is Money [Goblin]


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

Unblinking Stare [Catfolk]


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

Whitecape [Vanara, Paragon]


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

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

They'll Grow Back [Riven]


Who needs more arms when you can have more
heads? You may ignore any critical damage to

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

Champion Unlimited Assets


Unlimited Speed
Wind has a hard time keeping pace with you.
Unlimited Strength
Your strength is that which turns the Great Wheel.
Unlimited Durability Even after powerful attacks, you stand strong.
Unlimited Spirit
Your words alone can turn the tide.

Champion Unlimited Assets


Unlimited Speed
Your speed is without equal. While in Exalted
Mode, add your Dedication to your Speed.
Furthermore, you may spend 1 point of
Conviction to move up to your Speed as a
Free Action. This can only be done once per
turn.

Unlimited Strength
You possess strength to move mountains.
While in Exalted Mode, add your Dedication
to the final result of any rolls that use
Strength. By spending 1 Conviction, you can
triple this bonus. This effect can only be done
once per turn, and lasts for 1 round.

Unlimited Durability
You are a shield that will never falter. While in
Exalted Mode, add your Dedication as armor
to all body locations. Furthermore, you can
spend 1 point of Conviction to add half your
Dedication (rounded up) to your Resilience.
This effect lasts until your next turn, and does
not stack with itself.

Unlimited Spirit
When times are grim, people turn to you for
hope. While in Exalted mode, you and any
ally within (Dedication x 3)m get +Xk0 to fear
tests. Furthermore, you may spend 1 point of
Conviction to deliver a rousing speech as a half
action, granting you and any allies within
(Dedication x 3)m +Xk0 to all tests except for
damage rolls for 1 round, where X is equal to
your Dedication.

96

Demiurge Emanation Assets


Qliphoth Emanation
You prefer to defy your foes as you defeat them.
Asiyah Emanation
Others in your sphere are more easily swayed.
Yetzirah Emanation
Your sphere helps you bring things into creation.
Beriah Emanation
Your territory is better suited for keeping you and others alive.
Atzilut Emanation
Yours is the ability to use other peoples abilities.
Daat Emanation
Tasks are easier within your territory both for you and your friends.

Demiurge Emanation Assets


Qliphoth Emanation
The Qliphoth is the sphere of dissolution, a
twisted mirror of the more common creative
forces... a jewel seed whose sole purpose is
breaking down other jewel seeds. Light dims
within the sphere, the landscape twists into one
of death and desolation. Whenever you damage
an enemy within your Absolute Territory, you
can automatically resolve a point of Dissolution.
When the Demiurge gains Divine Aura, he can
resolve a point of Dissolution as a Reaction
whenever a creature within his Absolute
Territory spends a resource point, negating the
effect of that resource point.

Asiyah Emanation
The first sphere is Asiyah, the space and the
stage on which existence plays out. The
Demiurge's sphere is less noticeable, less
disquieting, but more permeable. The TN to
enter your Absolute Territory is reduced by
your Genesis, and you gain a +1k1 bonus on all
Social rolls. Kingdom of One affects all
creatures within the Demiurge's Absolute
Territory.

Yetzirah Emanation
The second sphere is Yetzirah, the sphere of
movement. Objects and forces within the sphere
are rarely at rest. Gain one rank of Conjuration
magical power. You may purchase this power as
if it was part of any class you belong to. Get
+1k1 on Focus Power tests to cast Conjuration
spells.

97

Beriah Emanation
Beriah is the fourth sphere, the sphere of matter.
The elements of creation are more fluid within
the sphere, changing with the Demiurge's
thoughts. Gain 2 additional Hit Points. When
the Demiurge gains Divine Aura, allies within
his Absolute Territory gain Armor equal to his
Genesis.

Atzilut Emanation
Atzilut is the sphere of spirit, where the jewel
seed rests. Within the sphere the Demiurge's
Quintessence crystallizes, taking the shape of
angelic wings. Gain +1k0 on Command tests,
and Aura equal to twice your Genesis. When the
Demiurge gains Divine Aura, she may spend
Quintessence in order to use an ability requiring
the use of resource points possessed by an ally
within her Absolute Territory as if it were her
own. The Demiurge must spend Quintessence
equal to the normal cost of the ability + 1.

Da'at Emanation
Da'at is the light in which the jewel seed bathes,
in which all spheres are equal. The Demiurge's
sphere is perfectly clear, always identical within
as without. You may spend 2 Quintessence to
treat the result of any die roll within your
Absolute Territory as if it were exactly equal to
the TN of the test. When the Demiurge gains
Divine Aura, he may choose to aid all allies
within his Absolute Territory; he may spend
Quintessence on his ally's behalf, and if he
resolves Dissolution, he may choose instead to
give each of his allies a resource point.

Force Sensitive Discipline Assets


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

Force Sensitive Discipline Assets


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

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

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

Dark Side Magic Discipline


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

98

Kryptonian Branding Assets


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

Kryptonian Branding Assets


Brand of El
This Brand is shaped like a shield. You may
treat your size as 1 larger for calculating
Resistance. Starts with Shooting Star, which is
upgraded to three times your ground speed at
Luminosity 4. Gain the Guardian feat.

Brand of Zod
This Brand is shaped like a Z. Add your
Luminosity to Command and Intimidate tests.
Branded of Zod are natural warriors. May
increase Social Characteristics with Fuel the
Flame. Furthermore, by spending a point of
Radiation, you may add your Luminosity to
your weapon damage.

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

99

Evocation tests. May increase Mental


Characteristics with Fuel the Flame.

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

Brand of Joestar
This Brand is shaped like a star, heart, ladybug,
butterfly, horseshoe, or any other bizarre things
that can appear on the body. You may spend 1
Radiation to perform Overdrive as a free action.
You can also use Overdrive on your own
weapons so that they cause +0k1 damage
against undead or inanimate enemies.

Nephilim Shard Assets


Slayer Shard
Malefactor Shard
Defiler Shard
Scourge Shard
Fiend Shard

Wherever you stride, death follows.


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

Nephilim Shard Assets


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

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

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

emotions in a destructive manner - throwing


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

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

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

100

Overlord Aspect Assets


Warrior-King Aspect You prefer to show your minions how to get a job done right and proper.
Brood-Lord Aspect
As they say: Quantity over quality.
Peasant-Lord Aspect The loyalty you inspire in subjects allows you to easily obtain more.

Overlord Aspect Assets


Warrior-King Aspect
Warrior Kings lead by example, right at the
frontlines. Their aura from Mantle of the King
is twice as large and instead of oratory, they
may, once per scene, recover Loyalty by virtue
of performing a Stunt or dealing Critical
Damage to an enemy, and then passing the
required Social Test.

Brood-Lord Aspect
Brood Lords understand a very simple fact;
quantity is a quality of its own. Instead of
gaining the ability to promote Entourage to
Courtiers, instead, their cap for maximum
retainers is multiplied by their Dominance.

Peasant-Lord Aspect
Peasant Lords have the unwavering Loyalty of
their Retainers they were like them once,
until they grew into their new place. As such,
when a Peasant Lord would spend 1 Loyalty,
they may immediately make a TN 15 Test of
Charisma + Charm to recover that point of
Loyalty. Every time in a scene that this roll is
made, the TN increases by 5.

101

Phoenix Aspect Assets


Aurora Aspect
Meridian Aspect
Gloaming Aspect
Eventide Aspect
Penumbra Aspect

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

Phoenix Aspect Assets


Aurora Aspect

Eventide Aspect

The formless light that heralds the Sun's rise is


the Phoenix's soundless song, the call to wake
and ready for action. The Hero may spend a
Mote to add her Gnosis rating as rolled dice to
any Parry or Dodge roll.

When the sun disappears under the horizon and


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

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

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

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

102

Symbiote Vector Assets


Blood Vector
Breath Vector
Flesh Vector
Marrow Vector
Soil Vector

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


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

Symbiote Vector Assets


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

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

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

103

Marrow represents secrets buried deep within


the flesh, the power of dark and hidden places.
The tenant secreted deep within his host's bones
wants little more than to be left in peace, and
offers his help by protecting the host as much as
possible. Double your Size for the purpose of
calculating Resilience. In addition, when you
use Living Weapon, increase the Armor gained
by 3.

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

Wellspring Hero Assets


Fanged Hero
Hotshot Hero
Armored Hero
Bladed Hero
Horned Hero

Your avatar form comes with its own weapons.


You take the gentlemans route to fighting by shooting your enemies.
You stride unhindered, for you are well-protected.
Blades are your preferred method of combat.
You know how to both push your magic harder and reel it in.

Wellspring Hero Assets


Fanged Hero
Some heroes prefer to fight with fists and feet,
or weapons attached to their costumes. While in
Avatar form you gain a pair of retractable
weapons with the following stats; (1k1 R or I;
Melee; Brawling). You choose whether the
weapons do R or I damage when this asset is
taken, and these weapons are always considered
valid for your Signature Techniques. When the
Wellspring gains Gear Second, while in Gear
Second their natural weapons gain +1k1
damage, and can be changed to deal E damage
instead of their original damage type if you so
choose. By spending a Drop while in Gear
Second the Wellspring can add the Power Field
property to their natural weapons for one round.

Hotshot Hero
While most Wellsprings prefer melee weapons
or sorcery, favoring guns is not unheard of.
Choose a Gun Kata for your Signature Style
rather than a sword or magic school. Strike
True raises the Penetration of weapons
associated with your chosen Gun Kata when
using Trick Shots. While in Avatar form, you
can produce a clip of normal ammunition for
any empty firearm you hold as a free action,
though you must still manually reload. When
the Wellspring gains Gear Second, while in
Gear Second they may spend a Drop to give any
firearm they wield the Reliable property for one
round.

Armored Hero
Cool heroes don't look at explosions, and many
claim to have seen Wellsprings walk

unflinchingly through seas of gunfire. While in


Avatar form, if an attack does not deal damage
to you but would have some secondary effect,
such as Pinning from suppressive fire, you can
ignore that effect. When the Wellspring gains
Gear Second, while in Gear Second they may
spend a Drop to gain Armor and Aura equal to
their Channel for one round.

Bladed Hero
For whatever reason, easily the most popular
style among male Wellsprings is the sword. You
can use the sword school granted to you by
Signature Style without transforming into your
Avatar form, though you do not gain the benefit
of Strike True when not in Avatar form. When
the Wellspring gains Gear Second, while in
Gear Second they may spend a Drop to give any
weapon they wield the Flexible quality for one
round. They may opt to cause their weapon to
inflict E damage instead of the normal damage
type while this ability is active.

Horned Hero
Some heroes prefer to fight in as unrestrained as
possible, but most would rather not kill their
opponents. For those who study the magical
arts, putting such restraints into the foundations
of their magic makes it easier to not worry about
trivial things like "overdoing it." While in Avatar
form, if a spell you cast would deal Critical
Damage to an enemy, you can instead apply a
level of fatigue per point of Critical Damage that
would have been dealt. When the Wellspring
gains Gear Second, while in Gear Second they
may spend a Drop to add +1k1 to any Focus
Power roll. This die does not count for Psychic
Phenomena or Perils of the Warp.

104

Sword Schools

105

Dark Messiah
It's said that the first Dark Messiah was a Daemonhost, who taught this lack of discipline to a
small enclave of Vampires before disappearing into the ether. It is not a forgiving school of combat.
There is no harmony, no discipline, no control of strength or economy of motion. The Dark Messiah
school is not and that is how it is defined. It is, quite simply, perfectly designed for breaking things
and ending lives, while feeding the inexistences of its original masters.
The picture of serenity even as he throws his enemies' entrails across the room, a Dark
Messiah adept is a profoundly terrifying individual. The school favors the Intimidation skill, even if it
rarely teaches it. One does not learn Dark Messiah to protect. One learns Dark Messiah because
killing is not enough.
Monks of certain schools are taught that offense is the best defense. A character entering the
Brother class may choose to gain access to this sword school instead of Setting Sun. This choice can
only be made upon entering the Brother class and applies to all levels of the Monk progression
afterward.
Name
Cost Effect
Level 1: Apprentice
Use Unarmed attacks OR Syrneth weapons with your
martial maneuvers. Choose when first learning this sword
Weapon (Brawl OR Syrneth)
school.
Action (Multiple Attacks)
Level 2: Initiate
Agonys Crucible
Ebon Lightning

(-2)

Use Multiple Attacks actions in martial maneuvers.


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

1*

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

(-1)

As part of this attack, make a Intimidation check against


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

2*

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

Level 3: Journeyman
Skill (Intimidation)

Ravening Maw

Level 4: Master
Mastery (Void Avatar Prana)

Your attacks gain the Tearing property.

Illustrative Overkill Technique

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


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

3*

This attack deals a point of critical damage for each time


you took this advantage.

Level 5: Grandmaster
Artful Maiming Onslaught

106

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

Use All-Out Attack actions in martial maneuvers.

(-2)

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

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

(-1)

As part of this attack, make a Intimidation check against


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

You can move up to your speed toward the target before


making the attack.

While you are using Frenzy, you gain an additional


Reaction each round

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


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

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


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

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

Grind Your Bones

Level 5: Grandmaster
Untamed Apocalypse Shintai

107

Killer Doll
Victory means nothing if not done with beauty. The Killer Doll discipline emphasizes grace
and elegance, certainty of movement and not getting blood on one's clothes. The most graceful
victory is one struck from afar, against an opponent unable to come close before he meets his end.
Killer Doll maneuvers thus favor barrages of thrown weapons, sometimes so swiftly that they must
appear to stop time to drop so many blades at once.
The key skill of the Killer Doll school is Performer, enthralling the enemy with elegant
movements before throwing your blade at their neck. Killer Doll weapons are thrown weapons, small
and easily concealed so as not to mar one's appearance with such crude items in view. The original
practitioners of the Killer Doll school were favored servants, using the school's knack for hidden
weaponry to keep their masters safe at all times.
Add this sword school to the Assassin and Rogue class progressions.
Name
Cost Effect
Level 1: Apprentice
Use Thrown weapons with your martial maneuvers.
Weapon (Thrown)
Action (Multiple Attacks)
Level 2: Initiate
Memorizing the Arena
Ricochet Mastery

(-2)
2

Use Multiple Attacks actions in martial maneuvers.


You may not use this maneuver if you moved since your
last turn.
You may ignore the effects of cover on your enemies,
and your weapon returns to your hand.

Level 3: Journeyman
Skill (Performer)

(-1)

As part of this attack, make a Performer check against


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

Your first hit on an enemy is actually two roll for


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

Mastery (Four-Dimensional
Armory)

You never run out of knives, especially when you dont


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

Illusional Misdirection

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


enemy within 5m with that attack.

2*

Make an attack against every enemy within 5m for the


number of times this quality is taken.

Inscribe Red Soul


Level 4: Master

Level 5: Grandmaster
The World

108

Equipment

109

GUNS
Name

Type
Ordinary

Damage Pen ROF Range Clip Reload


Proficiencies: Basic or Ranged 1

Avail

Special
Twinlinked
Breacher, Melee
Attach II

Double Rifle

Heavy

3k3 I

S/-

120m

2Full

Rare

Lancer Assault Rifle

Basic

3k2 I

S/-

40m

12

Full

Rare

Handcannon
Machine Pistol
Room Cleaner
Shotgun

Pistol
Pistol

3k2 I
2k2 I

4
0

S/S/10

30m
30m

6
24

Full
Full

VRare
VRare

Basic

3k2 I

S/3

20m

Full

VRare

Heavy

2k2 E

Las
Gatling Lasgun

Storm
Scatter,
Breacher

Proficiencies: Basic or Ranged 2

Plasma
Plasma Cannon

Big Frakkin Gun

-/10

60m

80

Full

Mythic
Rare

Reliable, Storm

4Full

VRare

Blast 3,
Overheats

Rare
Mythic
Rare

Proficiencies: Ranged 2
Heavy

3k3 E

Mini Rocket Gun

Basic

3k2 X

S/3

40m

12

Full

Bolter Cannon

Heavy

4k3 X

-/10

60m

2Full

Heavy

4k4 E

40

Full

Near
Unique

Volatile

Bolter

120m

Blast 3
Storm, Blast (5)

Proficiencies: Ranged 2

Exotic

S/-

60m

Proficiencies: Ranged 1

Musou Saber

Pistol

2k2 I

Sonic Arrow

Heavy

3k2 x

Flamer
Fire Baller

S/-

Proficiencies: Ranged 1

Syrneth
BFG

S/3

30m

Full

Uncommon

Fencing Weapon
(See description)

S/3

60m

40

Full

VRare

Melee Attach II

40

Full

VRare

Blast (5),
Incendiary

Proficiencies: Ranged 2
Heavy

2k2 E

Daemonic

S/-

60m

Proficiencies: Ranged 2

Anguish

Pistol

2k2 R

S/3

30m

2Full

Uncommon

Earthrender

Heavy

6k4 E

S/-

120m

2Full

MRare

Fracture Cannon

Heavy

4k2 X

S/-

90m

Special

VRare

Accurate,
Reliable, Toxic
Blast 5,
Incendiary,
Recharge, Artillery
(See description)
Tearing, Volatile

110

Guns
Ordinary
Double Rifle Otherwise known as the Double
Deuce, as its bullets are about the size of a
humans middle finger.
Lancer Assault Rifle Imagine when a machine
gun is not enough, and you are too damn busy
shooting to pull out a chainsword. This is for
you: A weapon designed for close in, down and
dirty fighting.
Handcannon Firing armor-piercing bullets the
size of a man's fingers with enough force to stop
a transportation truck and exit the other way.
It uses big ammo, which leaves big holes in your
enemies, something that is very, very good. It is,
however, relatively slow in its rate of fire,
requiring both hands if one wishes to fire more
than one shot anywhere near their original
target. Unless both hands are used, this gun
may not fire more than one shot per round with
any form of accuracy.
Machine Pistol Bringing true meaning to the
phrase quantity over quality. While smaller
caliber than some pistols, but with a rate of fire
to rival most rifles even if the actual magazine
is rather short. Reliable, deadly and very good at
tearing holes through people.
Room Cleaner Shotgun With a large
magazine, actual magazines instead of loose
shells and the large shells actually included, this
gun is a nightmare to go toe-to-toe against. If
your foe is holing up, accept no substitute.

Las
Gatling Lasgun The common Lasgun, simple
and effective. Give it a massive battery pack,
multiple focusing arrays and added cooling
systems and you have a weapon designed to
melt wide swaths of the battlefield.

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

Bolter
Mini Rocket Gun After initial failures, a
cheap bolter knock off is finally available. On
some worlds, its called the gyrojet. Out in the
void, its a Mini Rocket Gun. Thats its damn
name.
Bolter Cannon While less than accurate, it
hardly needs it, since it fires explosive rockets
that, in turn, contain explosive bolts that are
sent blasting through everything unlucky
enough to be nearby perfect for large-scale
desecration to enemy forces!

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

Exotic
Musou Saber - A common class of gunblade
that's short on gun and long on blade. While it
blows through most of its ammunition within
seconds and is only a modest close combat
weapon, it's easy to use and requires no shifting

111

of grip between forms, making it a common


sidearm. Its reinforced gunbarrel allows it to be
used to catch enemy swords much like a basket
hilt; the musou saber can be used as a fencing
sword in melee.
Sonic Arrow A more exotic and deadly
weapon, the Sonic Arrow consists of a boltgun
encased in the shape of a bow and arrow, with
cartridges loaded into a slot on the side and the
draw serving as the trigger. Both top and
bottom of the bow are equipped with vibrating
blades, allowing it to be used as a melee weapon
in both forward and reverse grips
simultaneously. While some power is lost over a
traditional boltgun, its flexibility as a weapon is
unparalleled.

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

Daemonic
Daemonic weapons are hideous corruptions of
other weapons, crafted of metal infused with so
much Warp energy during the forging process
that it oftentimes counts as a daemon in its own
right. Such weapons often have a horrific, halforganic appearance, featuring flesh and eyes
where there should only be metal and jewels.
Anguish Relatively simple by the Warp's
standards. A mutation of the more common
revolver, featuring a distinctive triple-barrel
design and, strangely, an eye nestled in the
middle of those three barrels, to aid in locating
the target. While it can use ammunition
interchangeably with the revolver, when fired

the bullets resemble Human teeth, with no


change to the casing.
Earthrender A marvel of daemonic creativity.
Not truly a personal weapon so much as a
weapons platform, the earthrender consists of
what one might be forgiven for thinking is a
pulse rifle, with a human eye placed over the
end of the barrel, attached by a rope of human
hair to a mobile unit made of what looks to be
humanoid body parts, bearing a focusing disk at
its top and walking on a number of hands and
feet as it follows the rifle's bearer. The disk
focuses energy in the direction the eye is
pointed, causing a geothermic eruption or
similar catastrophic event. Using it effectively,
however, requires the earthrender to be braced,
not its wielder; as such, it is vulnerable to effects
that knock it over or off-balance, requiring a full
action to get back up and into firing position. It
also cannot be moved and fired in the same
round. The platform tends to trail behind its
user, showing a slight intelligence as it stays
anywhere from 6 to 10 meters back... far
enough that it would be spared a shot from
another of its kind targeting the user.
Fracture Cannon A bulky monstrosity similar
in design to a heavy bolter, though notably
lacking the belt mechanism. The fracture
cannon fires barbed rails that resemble red-hot
bone, that puncture and stick into the target
before detonating. It seems to actually grow its
ammunition... the rails simply generate from the
ether attached to the drum that feeds the
chamber, by some mechanism of the Warp.
Starting when the clip is emptied, the rails
regenerate at a rate of 1 per round. This
unfortunately means that, while it employs solid
ammunition, the fracture cannon cannot be
outfitted with artifact rails.

112

OTHER RANGED WEAPONS


Name

Type
Grenades

Sonic Grenade
Warp Grenade
EMP Grenade
Cluster Frag

Damage Pen ROF Range Clip


Proficiencies: Throwing

Thrown
Thrown
Thrown
Thrown

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

6
10
(15)
0

S/S/S/S/-

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

Reload

Avail

Special

Rare
MRare
Rare
Rare

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

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

113

EMP Grenade Instead of looking to outright


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

Melee
Name

Type
Ordinary

Arm Claw

Melee

Damage Pen Avail


Proficiencies:
1k2 R

Parrying
Jitte
Hidden Blade

Uncommon

Arm Mounted

Proficiencies: Melee 2
Melee
Melee

1k2 I
1k2 R

Melee

1k2 I

Flail

0
3

Uncommon
Rare

Quick Draw
Arm Mounted, Combat Sheath

Proficiencies: Melee 1

Meteor Hammer

Syrneth
Mages Blade

Rare

Flexible, Reach

Proficiencies: Melee 3
Melee

2k2 E

Melee
Melee

3k2 R
3k3 R

Melee
Melee
Melee

2k2 R
2k2 R
1k2 I

Melee
Melee
Melee
Melee
Melee

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

Chain

MRare

Balanced, Power Field, Magic Enhancement (See


Description)

Proficiencies: Melee 3

Chain Weapon
Eviscerator

Unarmed
Chainfist
Power Klaw
Pile Bunker

4
8

Rare
VRare

Tearing
Two Hands, Unbalanced, Tearing

Proficiencies: Basic or Melee 2

Daemonic
Hellblade
Manreaper
Staff of Change
Lash of Despair
Warpsword

Special

8
4
4

MRare
VRare
VRare

Brawling, Power Field, Tearing


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

Proficiencies: Melee 3
4
8
3
3
7

VRare
MRare
Rare
VRare
MRare

Razor Sharp, Volatile


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

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

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

114

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

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

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

115

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

Power Klaw Always the ones to get their


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

Pile Bunker Shaped like a bracer with an


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

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

Staff of Change Often bestowed to certain


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

Manreaper A terrifying corruption of the


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

Warpsword The blessing of Malal for those


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

116

New Magical Material

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

117

Weaponmakers employ adamantine


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

Special: Proximity to adamantine


interferes with magic. Any character casting a
spell within 10m of exposed adamantine (a
weapon, armor, or cybernetic arms or legs, but
not special ammunition or a bionic heart) takes
-2k1 on the Focus Power test.

Promethean Material Asset:


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

Melee Weapon: The weapon ignores


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

118

New Vehicle Drive

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

119

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

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

120

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

121

Dunwich-class Ship of the Line


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

Blood Wind-class Basestar


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

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

122

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

123

Babylon-class Orbital Defense Fortress


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

New Weapon Type: Point Defense


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

combination of pathogens and the toxic brew


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

New Torpedo: Spore


Dam
0k0

Dis
0

Crit
N/A

Acc
-10

Rng
15

Arc
Narrow

Cost
6

"Sporeheads," so-named for the most


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

124

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

125

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

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

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

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

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

126

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

127

For example, if a Monitor-Class Exploration


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

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

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

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

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

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

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

128

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

129

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