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Players handbook

Over the next few weeks at least youre going to be roleplaying a custom Dungeons and dragons
world, with Mage - The Ascension rules and mechanics. This will be your guide to the world well be
playing in, and I will also insert the rules and game mechanics into this guide for your convenience.
Most of the topics covered with initially be covered at quickly as possible for experienced players,
then later in more details for newer players. If this guide is at all confusing or overly complicated, I'd
love some feedback and I'd be happy to explain it to you so feel free to contact me. If youve played
role playing games like D&D before you can skip over the grey section, if youre new or want a
refresher, feel free to read it.

Taken from the D&D 5e handbook The play of the Dungeons & Dragons game
Unlike a game of make-believe, D&D gives unfolds according to this basic pattern.
structure to the stories, a way of determining
the consequences of the adventurers action. 1. The DM describes the environment.
Players roll dice to resolve whether their attacks The DM tells the players where their
hit or miss or whether their adventurers can adventurers are and whats around them,
scale a cliff, roll away from the strike of a presenting the basic scope of options that
magical lightning bolt, or pull off some other present themselves (how many doors lead out of
dangerous task. Anything is possible, but the a room , whats on a table, who's in the tavern,
dice make some outcomes more probable than and so on).
others. 2. The players describe what they want to do.
In the Dungeons & Dragons game, each Sometimes one player speaks for the whole
player creates an adventurer (also called a party, saying, Well take the east door, for
character) and teams up with other adventurers example. Other times, different adventurers do
(played by friends). Working together, the group different things: one adventurer might search a
might explore a dark dungeon, a ruined city, a treasure chest while a second examines an
haunted castle, a lost temple deep in a jungle, esoteric symbol engraved on a wall and a third
or a lava-filled cavern beneath a mysterious keeps watch for monsters. The players dont
mountain. The adventurers can solve puzzles, need to take turns, but the DM listens to every
talk with other characters, battle fantastic player and decides how to resolve those actions.
monsters, and discover fabulous magic items Sometimes, resolving a task is easy. If an
and other treasure. adventurer wants to walk across a room and
One player, however, takes on the role of the open a door, the DM might just say that the door
Dungeon Master (DM), the games lead opens and describe what lies beyond. But the
storyteller and referee. The DM creates door might be locked, the floor might hide a
adventures for the characters, who navigate its deadly trap, or some other circumstance might
hazards and decide which paths to explore. make it challenging for an adventurer to complete
The DM might describe the entrance to Castle a task. In those cases, the DM decides what
Ravenloft, and the players decide what they happens, often relying on the roll of a die to
want their adventurers to do. Will they walk determine the results of an action.
across the dangerously weathered drawbridge? 3. The DM narrates the results of the
Tie themselves together with rope to minimize adventurers actions.
the chance that someone will fall if the Describing the results often leads to another
drawbridge gives way? Or cast a spell to carry decision point, which brings the flow of the game
them over the chasm? right back to step 1. This pattern holds whether
Then the DM determines the results of the the adventurers are cautiously exploring a ruin,
adventurers actions and narrates what they talking to a devious prince, or locked in mortal
experience. Because the DM can improvise to com bat against a mighty dragon. In certain
react to anything the players attempt, D&D is situations, particularly combat, the action is more
infinitely flexible, and each adventure can be structured and the players (and DM) do take
exciting and unexpected. turns choosing and resolving actions. But most of
the time, play is fluid and flexible, adapting to the
circumstances o f the adventure. Often the action
(Cont. below)

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The game has no real end; when one story of an adventure takes place in the imagination of
or quest wraps up, another one can begin, the players and DM, relying on the DM s verbal
creating an ongoing story called a campaign. descriptions to set the scene. Some DMs like to
Many people who play the game keep their use music, art, or recorded sound effects to help
campaigns going for months or years, meeting set the mood, and many players and DMs alike
with their friends every week or so to pick up adopt different voices for the various adventurers,
the story where they left off. The adventurers monsters, and other characters they play in the
grow in might as the campaign continues. Each game. Sometimes, a DM might lay out a map and
monster defeated, each adventure completed, use tokens or miniature figures to represent each
and each treasure recovered not only adds to creature involved in a scene to help the players
the continuing story, but also earns the keep track of where everyone is.
adventurers new capabilities. This increase in
power is reflected by an adventurers level.
Theres no winning and losing in the
Dungeons & Dragons gameat least, not the
way those terms are usually understood.
Together, the DM and the players create an
exciting story o f bold adventurers who confront
deadly perils. Som etim es an adventurer might
come to a grisly end, torn apart by ferocious
monsters or done in by a nefarious villain. Even
so, the other adventurers can search for
powerful magic to revive their fallen comrade,
or the player might choose to create a new
character to carry on. The group might fail to
complete an adventure successfully, but if
everyone had a good time and created a
memorable story, they all win.

Background
The world you'll be playing in is a little different to the typical fantasy setting youre most likely used to.
In this world, magic is not totally relied on by any individual, but as a tool reflecting ones personality,
background and skillset. In combat, magic is almost always used alongside other abilities or weapons,
any individual who wishes to overcome their opponents has to be as skilled using magic as they
would be without it. Magic In this setting is usually referred to as Ist believed by many to be an
underlying force of near unlimited power that flows through all reality. There are many ways to use Ist,
which are usually split into 5 different categories, which will be explained later. The reality you will be
playing in has many interesting and diverse cultures, with large variations in technologies and ist
types. This therefore means that depending on your adventure, the settings in which you play could
be vastly different, in one, towering arcane supercomputers of stone, in another vast sub oceanic

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labyrinths, with the ruins of an ancient civilization waiting to be discovered. Most of the world has
been largely unexplored due to its size; and the fact that the further from mapped areas you travel,
the more dangerous it becomes. This allows the players and the DMs imaginations to run wild with
adventures beyond your wildest dreams. In this world, almost all of the planes of reality are only
visited by a chosen few, but they can be traversed by anyone, if individuals look in the right places.
These planes each have their own personalities, many of which have thriving cities and
communities, unknown species and lost cultures, sealed off from the world after a dimensional gate
was closed behind them. There are 8 playable races in the mortal plane, each with unique Attributes,
abilities and varying potential to channel Ist.

Your Character
Like in the real world, different people have Chronicle: Your chronicle is a series of linked
innate and practised traits. These can make stories telling of the adventures and mishaps
up a persons personality, and therefore are of your characters. The chronicle's name
different for each individual. When you create encapsulates the idea for this ongoing tale.
your character, you will assign point values to Generally, the Storyteller names the chronicle,
Traits. Traits describe everything from the though that name may be affected by the sort
character's innate physical strength to her of story that you and the troupe want to play.
abstract knowledge of magic. Most Traits Demeanor: This is the mask that your
score between 1 (poor) and 3 (good), but character uses, the way he/she behaves to
some exceptionally gifted individuals may the world. Often, Demeanor is different from
have scores of 4 (excellent) or even 5 (peak Nature, since we all show the world a face
human capacity). Certain characters may have that's different from our true, hidden selves.
learned to enhance their attributes magically Attributes: Base, raw capabilities are
beyond even these levels, and supernatural described with Attributes.
entities may well exceed human limits. A few Abilities: Anything your character knows,
Traits (most notably Arete, Prime/Paradox and learns, practices or has an intuitive talent for
Willpower) work on a different scale, and falls under the heading of an Ability.
they're described later. Whatever the case, Spheres: To better classify and explain
similar to movie ratings, the number of stars supernatural phenomena, scholars long ago
(dots in this case) indicates the relative categorized various types of magic into
strength of the Trait, and more dots means Spheres that describe different facets of
that you get to roll more dice when calling on reality.
that Trait. Backgrounds: These Traits describe the
character's social network and standing in both
mundane and supernatural circles.
Common Traits and Terms Resonance: This location holds your
character's three Resonance Traits,
Just about all characters draw upon the determining how magic is "personalized" for
following Traits: the individual according to Dynamic, Entropic
Name: The character's name could be the and Static principles.
person's given name, or a pseudonym, "craft Experience: Your character garner's
name" or other assumptive. Some bizarre experience through story and trial. With
individuals use strange terms or even experience, you can improve your character's
descriptors instead of simple names. Traits or gain new ones.
Player: That's you the player who takes on Nature: This term reflects your character's
the character's role. true personality, the feelings and drives that
motivate her to behave in certain ways.

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Race: This is the species that your character cabal may be haphazard, or it may have
will be, there are 8 common races which will something to do with a common goal or power.
be further explored below. Arete: A measure of awareness and
Essence: In terms of Ist, the character has a knowledge, showing how well the character
particular Essence, a specific attachment to understands the cosmos and manipulates Ist
the primal forces of the universe. This to their will.
Essence shows the way that the individual Willpower: When the chips are down,
tries to structure the character's magic, and it Willpower measures your character's ability to
drives them to seek knowledge, power or give it her all. This Trait reflects inner
enlightenment in particular forms. resilience, drive and motivation.
Ist type: Each Ist type is most commonly Prime/Paradox: The wheel of Prime and
practised by a certain race or culture, and Paradox is an opposed Trait. As you garner Ist
some races have innate bonuses in certain In the form of prime energy, you mark boxes
areas of Ist. This will define the type of clockwise from the dot, showing that your
character you'll be playing as it will determine character is brimming with the power of Ist.
their magic use, and therefore fighting style. Paradox, on the other hand, accumulates
Concept: A brief description of your counterclockwise from the dot, as pulling from
character's underlying history goes here. the arcane planes has various negative effects
Often, the concept is tied to what your on your character.
character did in their life before beginning their Health: Those who stray far from home have
adventure, and maybe what the character a tendency to get into all sorts of scrapes, so
does now. Concepts range from Eccentric the Health chart measures your character's
Scholar to Outcast Loner to even Ass-Kicking state of being. A few good punches, arrows or
Kung Fu Master. lightning bolts will put a dent here, but
Cabal: People can sometimes group together thankfully, there are as many methods of
to study or for self defence and in doing so healing as there are cultures of the world.
they often form their own small networks, Mastery: The total of the player's experience
called cabals. The name of your character's over all facets, highlighting the character's
overall ability and mastery of all fields.

Getting Started
Before you build your character, there are a motivation. Then the Traits can be
few things you should keep in mind. filled in according to their
habits and personality.
Although adventurers come from all You get a limited number of points to
cultures, all walks of life and all ages, define your character's traits, this is to
the systems in this ruleset are prevent overpowered superhumans
designed with inexperienced heroes in with a mastery of all fields. This
mind. Generally, your character is chapter gives a guide on character
assumed to have only begun their creation, however the DM will have
adventure recently, so they may not the final say about how many points
have yet acquired all of the skills they you have available to allocate.
would like to have starting their Higher Trait ratings are better. For the
journey. typical Ability or Attribute, a rating of 1
The background and history of your is low and a rating of 5 is wildly
character should define the Traits, not exceptional. Just because you
the other way around. There's no point don't have a good rating in a Trait
to a Trait-versus-Trait slugfest. doesn't mean that your character will
Instead, characters should have a always be terrible with it, though. Most
solid story, background and characters will average around 2 or 3

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in their primary strengths, with the
occasional 4. You can develop your
Concepts
A character's concept is the underlying idea of
character with experience, too, gaining
who they are, it's based on what they do, how
new areas of skill or improving old
they live their lives and what they're known for.
ones.
You could use one of the sample concepts, or
Remember to work with the other
create your own, it doesn't effect your
players and the Storyteller when you
character's stats.
build your character. Although the
Here are some examples:
moody, vitriolic loner can be fun to
play, it's a pain for the rest of the
Criminal jailbird, Mafioso, drug dealer,
group if your character has nothing to
pimp, carjacker, thug, thief, fence
do with the cabal, or worse still if your
Drifter bum, smuggler, prostitute, junkie,
character is disruptive and hostile to
pilgrim, delinquent, gambler
the group. Creating a character who
Entertainer musician, theatre star, artist,
doesn't fit in either makes for boring
party kid, model
play (since you have nothing to do) or
Intellectual writer, student, scientist,
tears up the game (as you go head-
philosopher, social critic
to-head with the other players). Figure
Investigator detective, beat cop,
out a place for your character in the
government agent, private eye, witch-hunter
group and the story.
Kid child, runaway, outcast, urchin, ganger
Nightlifer clubgoer, skinhead, punk, barfly,
raver, istance-abuser
Character Creation Outsider urban primitive, refugee,
You will have a certain number of points to
minority, conspiracy theorist
spend in each section, and then freebie points
Politician judge, public official, councillor,
you can spend at the end wherever you'd like.
aide, speech-writer
Step one: Character concept and race
Professional engineer, doctor, shop
Choose your character's concept, Ist type(s),
owner, lawyer, industrialist
Race, Essence, Nature and Demeanor and
Reporter journalist, town crier, gossiper
race.
Socialite dilettante, host, playboy,
Step two: Select attributes
sycophant, prominent spouse
Attributes are split into 3 categories:
Physical traits: Strength, dexterity, stamina
Social traits: Charisma, manipulation,
appearance Races
Mental traits: Perception, intelligence, wits
The attribute categories are prioritized based There are 8 playable races:
on the amount of points you allocated into Dranur (humans)
each attribute. Alk (Elf like)
Step three: select abilities Acora (like Alk, but shorter and immune to
Abilities can be split into 3 categories: cold)
Talents, skills and knowledges Pren (Hive mind shapeshifters)
Step four: select advantages Felyines (Upright cat-like race)
Choose your character's background Zou (Strange buddhist-like race)
Step five: finishing touches Dreyir (Blind albino like humanoid race that
Record Arete, Willpower and Ist. see through their skin)
Spend freebie points, Choose your Spheres Miruuk (Gorilla-like hairless Orc-like nomads)
(plus culture specialty).
Select Resonance Traits: Dynamic, Entropic,
Static.

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hallmark
Nature and Demeanor Bravo Rule stems from strength.
Just as a character's concept describes her Caregiver You are a wellspring of
job or place in society, the Nature and compassion.
Demeanor flesh out the character's personality Celebrant Some cause gives you passion.
and motives. Obviously, people are too Child You never grew up.
complex to be described in a couple of words, Competitor Always struggling for the top.
but you can establish some basic behaviors Conformist You are the heart of a group.
for your character with these Archetypes. The Conniver Why work when you can get
character's Nature represents her inward self, others to work for you?
the hidden persona that reflects the Curmudgeon Nothing's ever good enough,
character's true goals and meshes with the so you point that out often.
Essence to drive the individual forward. The Deviant You defy conventions and
Demeanor is a mask, a facade that the "normalcy".
character wears in personality to show to the Director You take charge and bring order.
world. Look over the list of Archetypes later on Fanatic A cause consumes you.
and choose one for each category. Natures Gallant The lights shine brightest for you,
and Demeanors are important because they the center of attention.
lie at the root of the character's behavior. Your Judge Balance, truth and justice are your
character should often act in ways that reflect quest.
her Demeanor or further the goals of her Loner You make your own way.
Nature. Each Archetype also has certain Martyr Through your sacrifice, others
strengths and failings of personality. A survive.
character can draw upon renewed resolve by Masochist Only pain can teach you your
relying upon her strengths, but must overcome limits.
her failings. In stressful situations, a person Monster Magic is damnation, so bring Hell
might regain Willpower by fulfilling the goals of to Earth.
her Nature. Conversely, she will have to Pedagogue Knowledge is the fruit of
confront the weaknesses of her personality wisdom, passed on to the worthy.
during Seekings and quest to overcome her Penitent Until you atone for your sins, you
flaws. See the individual descriptions for some are unworthy of salvation.
details. Perfectionist Your accomplishments are
never enough.
Rebel Rules? What rules?
Archetypes of Nature and Rogue You plan to be on top, by whatever
Demeanor means necessary.
Archetypes describe your character's goals, Survivor Nothing can keep you down.
aspirations, and how your character reacts to Thrill-Seeker Existence is best lived on the
things in the world. Similar to concepts, edge.
archetypes are described in a single world, but Traditionalist The old ways are good
ways.
unlike concepts, these may affect how your
Trickster Laughter is the best medicine.
character interacts with the world in the story
Visionary The world is greater than what
to a certain extent. These there are 30
different archetypes you can choose from to everyone sees.
define your character, and each will have a
different goal and view.
Ist type
Architect You want to leave a lasting Your character will most likely use some form
legacy. of Ist to a certain extent, based on their culture
Autocrat You desire control. and religion, they may use only one type, a
Bon Vivant Pleasure and joy are your combination or all types. There are 5 playable

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types in the game each one is unique and the same benefits with the potential of using
allows a different type of power to used. Keep them any time the user is conscious, with the
in mind that this is just a brief overview of a addition of use of new techniques in unarmed
deep and complex system, if you want to learn combat. However, determination rezu has a
more, I will cover Ist in in more detail and how higher wall to entry, being much harder to
it relates to the deities and the various forces master, yet has greater potential for great
in the world later in the handbook. power.

Zlii: similar to bending in avatar/the legend of


kora, Zlii draws on the elements of the world,
allowing them to be manipulated but not
created or destroyed.
Attributes
Alths: Similar to the powers of paladins and
Attributes can be thought of as your
clerics, Alths is based on ancient holy magic,
characters stats, their DEX, STR, STA etc.
drawing power from the lords of new, (lesser
Your character's Attributes reflect her inherent
gods), using sacred oaths, familiars known as
qualities and personal characteristics. Like
subspirits, and blessed weapons. The user
other Traits, Attributes are rated with dots,
must follow the commandments of the lord of
usually on a one - to - five scale. Characters
new their power draws from, otherwise their
have nine Attributes in three categories: the
soul becomes the possession of that lord.
Physical Attributes of Strength, Dexterity and
Stamina; the Social Attributes of Charisma,
Noxi: Noxi draws from the dark planes and
Manipulation and Appearance; and the Mental
allows the user to conjure powerful artifacts
Attributes of Perception, Intelligence and Wits.
like weapons or ability enhancing objects,
Obviously, Attributes depend on the base
summon powerful demons and even fuse with
concept that you established earlier. A worker
them and finally it can allow the user to obtain
or Poor miner is likely to be pretty strong and
a drastic increase in stealth for a short time.
tough (with good Physical Attributes), while a
Using Noxi can corrupt the user so it is either
university professor or Scholar will probably
only used by those who are already evil or
have high Mental Attributes. A politician or
used alongside Alths, considered holy magic,
revolutionary probably has good Social
to counteract its effects. If a user is totally
Attributes. Then again, some people manage
corrupted they will turn into an apostle,
to get past limited natural talent with lots of
Inhumans who originally were men. By virtue
work, but you can't be good at everything, so
of uncommon tenacity were they reborn
choose well.
through causality. They are apostles. They
Unless your character is exceptionally
exist in the world of man only as adversaries.
unfortunate, she'll have at least one dot in
Beasts of neglect, fear and sorrow.
each Attribute. When you begin the character -
creation process, you divide up the three
Exth: Allows the user to increase their raw
Attribute categories Physical, Social and
innate skills, by drawing on life force. The user
Mental
must sacrifice something of emotional
and assign a priority to each area. In your
significance to the individual to use this power.
character's primary area, place six additional
It's strength is increased with the specificity of
dots; in the secondary area, five; and in the
the area of skill that is improved.
tertiary category, three. These Attributes can
go up to five dots, the maximum human
Rezu: There are 2 types of rezu, rage and
capability, although you're more likely to have
determination. Rage rezu is used in berserker
a character who's competent in most areas
style combat to heighten the user's awareness
and better than average in a few.
strength and other skills for a short time.
Determination rezu is similar in that it has all

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Matter Power over base materials and
Abilities objects.
After assigning Attributes, your character Mind Empowerment, telepathy and mental
needs Abilities. These Traits represent learned communication and control.
or practiced capabilities, or the honing of Primal (Known as Prime in mage)
natural talent. Talents are natural capacities of Understanding of the fundamental power
the character, while Skills are practiced and behind magic.
learned faculties. Knowledges represent Spirit Sensitivity to the Invisible World, to
academic or scholastic study. Your character's place beyond the material.
concept should guide your selection of her Temporal Control over the perceptions of
Abilities. A diplomat should not only have and flow the ticks of the clock.
natural charm, but training in etiquette and
social graces, while a brawler needs a great
deal of skill in unarmed combat in addition to a
good physique. Again, you divide the Abilities Backgrounds
into three prioritized categories: Talents, Skills Your character's background is where they
and Knowledges. Unlike Abilities, you don't were before they started their adventure,
place a free dot in each area. Your character Based on your character's concept, Tradition
doesn't know everything, after all. In your and Essence, figure out some Backgrounds
primary Ability category, place 13 dots. In the that would make sense or facilitate the
secondary area, place nine dots, and reserve character's role. You can spend seven dots on
five for the tertiary one. However, you can't Backgrounds in any combination that you like.
place more than three dots into any single Just remember that if you don't put any dots
Ability right at the outset. You'll have the into it, you don't have it, and you won't for this
opportunity to show exceptional prowess by character ever, so choose wisely.
buying more dots with freebie points, or you
can improve your ratings through experience Allies Aides and friends who help in tasks.
points after play begins. However, such Arcane A mystical ability to move about
exemplary work is the exception rather than unnoticed by the masses.
the norm. Avatar The strength of the mystical soul.
Contacts Information sources and
rumormills.
Spheres Destiny Some greater purpose that drives
In conjunction with the different types of Ist, the character.
there are also the 9 different concepts of Ist, Dream A tie to the primordial
called spheres. Your character starts with one subconscious.
dot in the sphere they are most familiar with, Influence Pull over the mortal world.
this will most likely relate the user's Library Access to metaphysical
background, culture and personality. Spheres knowledge.
are how one progresses through their journey Node A place of magical power.
in mastering Ist, gaining more dots (points) in Resources Gold, hard cash.
certain spheres as they progress with learning Wonder A magical Talisman or Device.
Ist.

Correspondence Understanding of
connections and distances. Avatar
Entropy Study of chaos, decay and Avatar is your existence on the arcane planes,
randomness.
it's a subtle other self, that allows every
Forces The power of the flashing individual to channel Ist. Avatar is slightly
elements: fire, thunder and plasma different from a soul in that a soul allows for its
Life Influence over living, growing things.

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owner to travel between the physical, mental shock, when at a willpower pool of 5 or
horizontal planes stacked atop each other, 6, if they suffer prolonged torture,
whereas avatar is your character's connection brainwashing, conditioning, losing a major
to the flow of Ist that moves vertically through emotional attachment or being stuck in certain
all planes, and can never be completely reality planes for extended periods of time.
destroyed. However, over time confidence returns and
mental fortitude rebuilds, a character who has
had a chance to rest and regain their strength
can refresh willpower points. At the end of a
Arete story a character regains all of their base
willpower as they manage to achieve some
Arete is a measure of your character's overall
significant goal.
proficiency in Ist and how well they can apply
knowledge to practical use. Therefore, a
character cannot have a higher level sphere
than the player's arete level as the arete level Prime and Paradox
is the characters understanding and intuitions
of the world around him or her, and theory Ist can be thought of as the force that flows
alone cannot be applied unless one has throughout the whole of the fabric of reality
practical knowledge of how to use it through itself. Using their avatars individuals can draw
experience. As your Arete increases, you can from this current to manipulate it into a
gain more experience in a sphere, but how physical form in one of the Ist types. Ist can be
that sphere affects your ability is different for stored and released suddenly or gradually, in
different Ist types. this respect it can be thought of as mana, a
source of magic that can be stored and used
later. Ist in its raw form is channeled through
the sphere (The skills of ist that an individual
Willpower can improve on) called Prime. The amount of
prime energy your character has is tracked
Willpower, like in real life, is a resource.
through a 20 box wheel on one of the sheets
Though willpower is a trait, its unique in that it
we will be using in play. As the player gains
can be spent and regained, and instead of the
more Ist, the boxes will be filled in clockwise
0-5 rating that traits usually have, willpower is
from the starting point. Players can recharge
scored from 0-10. By spending a willpower
their prime energy at Nodes, places where ist
point, a player can get an automatic success,
flows especially strong, but there are other
this can only be done once per turn however
ways to restore Ist as well. As the player
the player may benefit from spending multiple
spends Ist, the points will be erased from the
willpower points across an action that spans
wheel. Different Ist types draw Prime energy
multiple turns. Spending willpower can be a
from equally different sources, Zlii draws from
great way to get out of a difficult situation, for
taking an element of the world (eg earth,
instance mind control, or pushing your body
water, fire, wind etc) into your very being and
beyond its regular physical limitations.
converting into prime energy. Your character
Spending a point of willpower allows a player
can gain prime energy from Alths by following
to avoid all penalties from injury or wounds,
the Commandments of the god that their Alths
other than total incapacitation, for the turn that
power relates to. Noxi draws power from
the point is used.
worshipping the demons of the haedus planes,
Your characters will start with 5 willpower
and performing any tasks at their request.
points, however, because the nature of
Rezu gains prime from meditation and not
adventuring means that your heroes will
feed your thoughts and emotions. In the case
eventually come out worse for wear. Losing
of Rage Rezu, the opposite is true, power is
willpower is rare, however characters may lose
drawn from feeding your emotions more. Exth
permanent willpower if they suffer a terrible
user's gain Prime energy from life force,

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through sacrifices of others, or use of their
own life as a tribute.
Essence
Although characters guide their powers, they
are still influenced by the patterns of the
Resonance universe echoed in their own avatars. Each
Resonance is how your character's personality characters Avatar grants the person the gift of
leaves an impression on their ist use. Think of ist, but it also shapes that character's
it as their handwriting or unique painting style. approach to magic. Therefore, the Essence is
Near the bottom of the character record are a roleplaying aspect that determines the
spaces for three Resonance Traits: Dynamic, direction of the character's magical inner self.
This Essence influences the hero's path on
Entropic and Static. Pick one Trait for one type
of Resonance, and rate it with one dot. This their journey. Pick an Essence from the list
rating reflects the sorts of emotions and drives later on. Note that Essences seem to follow
that affect your character's magic. Each Trait set categories. It is easier to choose one of the
needs to key in with the appropriate type of listed ones than to try to make up a unique
Resonance. Check out the descriptions of Essence.
Essence and Nature and Demeanor (you did
pick those in the first step, right?) to get a
handle on your character's personality and
motives, and then choose Traits for a style of
Freebie Points
Resonance as appropriate. You can make up The last step in customizing your character is
any sort of description; it's just an adjective the expenditure of freebie points. You get 15
that flavors your character's magic. Later, points to spend on additional Traits, even
Resonance may increase as your character improving beyond some of the limits described
becomes more powerful or more hell-bent on a before (up to the normal Trait maximums).
certain style of magic, but for now, this step is However, not every improvement costs the
just a minor sort of characterization to magic. same amount of points. Gaining more Spheres
The three different Resonance types are as is much more expensive than increasing an
follows: Ability rating. See the chart in the Experience
Dynamic Resonance reflects the pure creative for the freebie point costs of various Traits.
force of the universe, the drive to make new Pay special attention to the use of freebie
and different things, action without thought to points on magical Traits. You can raise your
consequences and continuous motion and character's Arete with freebie points, which will
evolution. Such Resonance Traits are fast, develop her magical talents. However, no
moving and mutating, though the Trait itself character can start with an Arete above three
tends to stay the same for any given person. in this fashion. Once you've settled on your
Entropic Resonance reflects the character's tie Arete rating, you should go back and spend
to primordial energy, the bubbling morass that the dots for your character's Spheres. If you've
melts Creation back down into fluid emptiness bought Arete above the preliminary rating, you
and makes room for new birth. Entropic Traits open the door for your character to have better
show decay, destruction and death, though not knowledge of some Spheres.
always in a wholly negative way. Jhor is a
special kind of Entropic Resonance, garnered
from too much interaction with death energy. The Spark of Life
Static Resonance shows up in patterns,
After you've put down the dots and come up
constants and the solidification of Creation into
with the basic description of the character, it's
permanent or semi-permanent forms and
time to work out the details that make her an
repeatable ideas. Such Traits are often
individual. Your hero needs to be more than a
intellectual, heavily patterned or highly
one-dimensional caricature or a skeletal model
organized.
made of a collection of numbers. Breathe life

10
into your character; give her her own place in mundane life. The hero doesn't spend all of
the world. At this point, take a look at the her days in a library surrounded by ancient
interplay of all of your Traits and ideas. Start scriptures and other ist users, after all. She
jotting down particular ideas or interests that probably interacts with normal people, has
spark in your head. Look at the character as a family, friends and a job or does she?
whole person, and develop the character's
motives from the ground up. Explore the
character's days before the adventure,
growing up, living and looking to an uncertain The Prelude
future. Your character certainly considers
A character with a history, background and
herself a complete person, so give her the
concrete set of statistics is ready for play and
appropriate treatment. Delve into her history,
well-detailed, but it takes a real effort to see
psychology, personality and background. Work
how the character turns out. The smallest
up a detailed description of her physique and
quirk could wind up taking on unusual
her habits, and see how all the pieces fit
prominence, or a character that seems like an
together. Too many players skip through this
enjoyable role might turn out to be more
detailed part of the creation process, either
difficult than imagined. In order to work out the
from a lack of effort or because history and
bugs, iron out the conflicts and get a real grip
personality aren't "stats" on the character
on the character, it's good to start with a
sheet. However, this step is arguably the most
prelude: a sort of "test run" in which you build
important part of characterization. Sure, your
up the character's beginnings as an ist user. A
character with Melee 4 will stand out from
prelude works much like an actual game
other characters for her great skill with swords,
session, but it's streamlined. Instead of
but how did she get that skill? What sorts of
throwing a character headlong into total
weapons does she actually use or prefer?
conflict, the prelude offers a chance for the
What's her style like? Why did she bother
Storyteller and player to come to some
studying so much on hand weapons? Does
conclusions about the character. The player
she do anything else? Your character will be
gets to feel out the character's role and play
unique not just for having a particular Trait
style, while the Storyteller can see how the
anyone can have dots but for having a
player and character mesh in order to develop
particular persona. Make that persona stand
some chronicle ideas based on the character's
out, and the character will stand out in the
design. Run a prelude as a quick session of
story as well. Remember that characters are
play that covers some highlights or interesting
usually driven, passionate and consumed by
features of the character's life. Unlike a regular
the quest at hand. Sure, they vary in degree,
game of Mage, the prelude needn't bother with
but one thing they aren't is a "normal" human.
dice rolls or statistics; the goal is to get a more
Put some force behind the indomitable will that
finely honed feel for the character, not to
came with Awakening. Draw from a few final
struggle against conflict situations. Preludes
ideas to put the last touches onto your
can work best as a one-on-one session
character. What does he or she look like? How
between Storyteller and player, or possibly
does her own personal magical style work,
with a few characters in their formative years.
and what sorts of equipment does she carry?
It's here that you'll play out some of the
Choose any appropriate Specialties for your
characterization that you decided on, and get
Traits, described later, and then decide how
a chance to tweak your character's design if
your character developed them. Discuss with
something doesn't work out the way you'd
your Storyteller the sorts of mundane (or not-
planned.
so-mundane) possessions that your character
For the Storyteller's part, the prelude is a
might have, and the little quirks, details, habits
great chance to see the character in action.
and mannerisms that make the character more
Here, the Storyteller gets to see how the
human. And finally, don't forget the all-
particular player takes on the role, approaches
important development of the character's
problems and develops the character. Throw

11
in some curves, maybe a hint of the future, character have an unusually placid life or a
and it's even possible to plant a plot seed or very odd one? How was your upbringing, and
two for later germination. The prelude will give did your family and friends remark on anything
the Storyteller ideas for later games in the strange about you? Did you notice these
regular chronicle. events or just think that everyone had quirks in
The prelude works best if it covers some their lives?
earlier part of the character's life. Doing so lets What Was Your Upbringing?
the player delve more into the formative Aside from the characterly difficulties of
experiences of the character, and it's a great growing up, how did your character's normal
opportunity for a novice player who needs to life develop? Look at your character's Abilities
get a handle on roleplaying before diving into and see how they might have been learned.
the complexities of magic systems and dice- Were the character's parents present, or did
rolling. Pick one or two key events in the she come from a broken home? Did she go to
character's history, and play through them school or learn at home? What sorts of values
over the course of an hour or so. and mores did he learn? Delve into where your
Don't bother with dice or points in a prelude character grew up and whether he was
session; just flow with the story and let the satisfied with her life and the consequences
player's decisions guide the game. Avoid gritty thereof.
mechanics and get into the meat of developing Who Are Your Friends and Family?
a role, making choices and establishing the Since your character came from
character's history. That's even good advice Somewhere, chances are that she has friends
for some regular games, too. and family. Who does your character count as
her friends? What was her family like? Are any
of these people still around? If not, why not? If
so, do they know about your character's ist?
Character Questions Do they approve of, understand or despise it?
For that matter, does your character still have
Its all well and good to admonish play
any contact with them? Does your character
ers to build more detailed characters, but it
actually have a good relationship with her
helps to have hooks on which to hang some
friends, or does she tend to just use people?
ideas! Read the following questions and
See how your character's network offers
answer them for your character while youre
opportunities and duties.
making him. A character isnt really complete
When Did You First Encounter Ist?
until these questions can be answered easily
Many characters undergo some strange
by the player. A player who says, I dont
experiences even before they Learn ist. Did
know, in response to questions about a
your character have unusual dreams or visions
characters life just doesnt have a handle on
before learning ist? Did she encounter
that character yet. Its often helpful, then, for
strange, supernatural creatures? Was
players to write out short answers to these
someone in the character's family a magician,
sorts of questions.
vampire or other strange being? Or did
How Old Are You?
learning ist come as a total shock and
Some characters learn ist at an early age, as
surprise?
children; others dont learn it until much later in
From the first encounter with ist, look at your
life. Your character could be one of these
character's response to this sudden revelation.
exceptions, or perhaps someone who learned
How Did You learn your particular type of
ist in the years between. Has your character
ist?
been a ist user for a while, or is this all new?
Presuming that your character is is part of a
How Was Your Life Different?
culture that practises one type of ist, how did
Even before characters learn ist, they often
she get inducted into a Tradition? What drew
lead strange lives or endure unusual
her to a particular group? Did he think that he
happenings in their early years, especially if
could get something out of a particular
they have powerful destinies. Did your

12
Cultures beliefs as a by-product of his own hundreds of humanoids out there with whom
culture and lifestyle? Did your character have the character interacts everyday.
a specific mentor, or did he simply hang
around with Single ist type users and pick up
some of their style? Player Questions
Here you can determine whether your
Now that you, as a player, have a handle on
character had or has a mentor, and the
your character's background and motivations,
relationship between the two. Was your
it's time to look at some player ideas. The
characters mentor harsh and cruel,
character's history is known to you (and,
demanding, domineering, helpful,
presumably, to the character), but you have
compassionate, distracted, distant,
the chance to build a picture of where the
enlightened? Did your character have regular
character will go. The hero may have his own
contact with her mentor, or just sporadic letters
drives and desires, but it's you who decides
and mysterious notes ? Did the mentor
how the character will fulfill them. Since you
develop your character into a ist user, or
have to determine what the character wants,
disappear somewhere along the way, perhaps
how she plans to get it and how she'll respond
captured/ killed/ converted by another faction?
to the trials in the way, you should ask yourself
Did your character start out with a different
some questions about what you want to
group but later change to the Traditions due to
do with the character and how you plan to get
the influence of a good mentor on one side or
there.
a bad mentor on the other?
What's Your (Player) Motive?
How Did You Join Your Cabal?
Roleplaying games are all for fun, but we all
Typically, an adventurer hangs out with other
get fun from different things. Examine your
people of similar mind. How did your character
motives in building your character. What do
get introduced to other adventurers? Did your
you want to get out of this game? Do you want
character's mentor, if any, introduce her to
drama? Romance? Social interaction? Pure
other cultures or ist types? If the characters
action? Puzzles? Philosophical conundrums?
are of different Traditions, then what common
Once you've got a few basic motives, decide
bond caused them to stay together? If they are
how your character might achieve them.
of similar Traditions, then what diverse
You've got a well-trained ass-kicker or a
elements make them unique? Did your
seductive socialite, but what are their usual
character join due to similar goals, or is she
tricks and modus operandi? What the
now stuck in a cabal that doesn't really mesh
character wants is important in how she gets
with her own drives? Looking for an answer to
it. The hope is that your character will reach
this question is a good opportunity to talk to
their long term goals eventually, but in the
the other players and develop some group
meantime, there are a variety of ways to deal
concepts or hooks to make the characters
with the world.
mesh.
Does Your Character Have a Sense of His
How Do You Deal with the World?
Future?
Despite their phenomenal powers, ist users
Some characters have a powerful destiny
must deal with the mortal world. There are
leading them to some unavoidable fate. Others
millions possibly billions of humanoids out
have a more clouded vision, simply going
there, after all. Few ist users have the
wherever the winds of chance blow them. Your
wherewithal to cross into the spirit worlds and
character may have some idea of his future, or
live there, which means that the character
some plan other own. Some people like to
must handle all of the various exigencies of
think that they are preordained for greatness
everyday living. Does your character still have
and it's not always possible to sort the chaff
a job, or does she try to use ist to fulfill her
from the grain! Do you have a goal in mind for
needs? Is she flashy with her ist, or has she
your character something to accomplish or
learned caution? There may only be half a
avoid or is he just drifting?
dozen members in the cabal, while there are

13
How Does Your Character See His or Her What Conflicts Wait in the Road of
Mystic Path? Development?
Most characters had some sort of plan for their Eventually your character will have to choose
lives before heading out on their adventure. between his life as an adventurer or any
Now, your character might have a goal in mind previous life he had, if he hasn't already. The
for her mystical path Ascension? Avatar also has a tendency to manifest in
Archmastery? Unlocking some fundamental dreams or subconscious impulses while
mystery or historical anomaly? Developing her pushing the character in surprising ways. Your
Culture's base of influence? On the other character may find her magical and moral
hand, your character might try to reject her conflicts taking her away from her Tradition,
magical powers, or just ignore her potential. away from his goals, into danger with his flaws
Eventually the hero may have a slap in the or into the forge-fires that will temper her into a
face. How will you react to your character's true hero. Your character can't see everything
development in ist, or lack that lies ahead, but you can make some
thereof, and what's your response if it doesn't guesses and think about how your hero will be
turn out the way that she intended? affected by the inevitable conflicts.

Traits in detail
the Avatar as the source of past lives and
argue that the Avatar seeks out a familiar
Avatar Essences home, so a character can be determined to
follow in the footsteps of his own previous
Although the Avatar is generally seen as a
incarnations. Heros struggling just to survive
shard of Prime energy possessed only of
and understand their unique nature generally
whatever consciousness and drives it's picked
don't have time to worry about such trivia,
up through previous life times, there is no
though. They take the Avatar at whatever level
denying that Avatars do seem to have certain
it's given and get on with forging their own
intrinsic characteristics. Ist users classify
destinies. Your character's Avatar plays a
Avatars according to these perceived
large, but subconscious, role in her
differences and place them into broad
development. Psychologically, the Character is
categories. As with all things to do with ist,
driven by her Nature and Demeanor, and by
there is a wide range of beliefs regarding the
the motives and desires fostered in the course
true natures of Avatars and their actual
of living, as with any human. Once Awakened,
categorization (or lack thereof). Still, most
though, the Avatar pushes its own
characters can agree on four general
direction through dream-messages,
directions to Avatars: Dynamic, Pattern,
subconscious urges and emotional patterns.
Primordial and Questing. Theoreticians
The character may find himself engaging in
sometimes further subdivide these groups into
behaviors indicative of his Avatar: jumping
more precise types, and add a fifth Essence
from one interest to another with a Dynamic
that has never
Avatar, seeking ordered perfection with a
actually been witnessed in a mortal: Infinite.
Pattern Avatar, looking for hidden meanings in
These categories are thought to give some
everyday occurrences with a Primordial Avatar
insight into the ways that different Avatars
or forging ahead into new hobbies with a
nudge characters, as well as the sorts of goals
Questing Avatar. Most often, Avatars only
that such Avatars pursue. The exact limits and
show themselves through soft, barely-noticed
functions of the Avatar remain unknown.
whispers and flashes. A character's Avatar
Fatalistic characters sometimes claim that the
might sound like a reasonable voice in the
Avatar itself predetermines the character's
back of her head, or come across as a sudden
actions, or that it tells which Ist type the user
urge to do something. Rarely, strong Avatars
will mould best into. Reincarnationists point to

14
will actually manifest, creating a material form Pattern
and then dealing with the character directly.
Ultimately, the character may or may not When other characters create new methods,
believe in or be aware of the existence another Pattern characters refine and reuse these
Avatar, but it's there as an unseen influence methods until they become stable and well-
that pushes towards the hero's goals. defined. The Pattern Essence cements ist into
The various Essences describe an Avatar's reality, gives shape to the poorly executed and
specific composition in Prime terms. Although repairs the flawed. Instead of seeking new and
Avatars carry different sets of memories or dynamic means of change, Pattern Essences
goals, most (if not all) can be classified stabilize existing elements or methodically
according to the way that they operate. These build on solid foundations. Naturally, such
methods, fractured as they may be, form Essences are vital to stability,
Essences. Your Character's Essence learning and society. As the Essence most
determines the basic motives and methods of driven by a need to form connections, the
her Avatar, and it determines what sorts of Pattern Essence fits naturally into such a role.
metaphysical systems he's most comfortable characters who feel the push of Pattern often
with. experience periods of crystal clear lucidity.
They are commonly rational thinkers driven by
a strong desire for familiarity and most
Dynamic comfortable with clearly defined archetypes.
Just as characters are forces of change, so These Avatars may manifest in dreams as
too are Dynamic Essences the incarnation of authoritarian figures, repeating patterns or
that change. The Dynamic Essence pushes a fantastic machines, but they usually keep the
character in new directions constantly, unable same appearance from instance to instance.
to settle and simply interested in the raw
creation of new ideas, experiences and Primordial
horizons. Even characters with a powerful
Destiny may not be able to see their road with All things came from a great morass of
a Dynamic Avatar. The paths taken by such unformed creation at the birth of the universe,
explorers are many and varied, and they often be it the emptiness before a divinely inspired
defy conventional wisdom. Dynamic ist users genesis or swirling chaos before a big bang.
are true heralds of randomness and The universe will return to such a state
inspiration, as they bring forth concepts never ultimately. Primordial Essences reflect the raw
before imagined. Though elements of such creation and destruction.
powerfully unpredictable and often moving Driven to seek new experiences, yet always
"outside the box", the Dynamic Essence also comparing them to the past, these Essences
finds it difficult to focus on a single task or resonate with the humming vibration that
goal. Subtle dynamism shows up by causing underlies all creation. Conscious of the
the character to feel curiosity, impatience and keystones of the universe, the Primordial
flashes of inspiration. Such an Avatar may Essences thus seek the root of all things. Most
appear as a strange shadow, a half-formed often, Primordial Essences take on very
concept or a jagged abstraction, changing clearly defined archetypes, roles deeply
form constantly. Over time, the appearance, seated in the subconscious. Such characters
goals and emotional tools of a Dynamic are driven by deep and overwhelming
Essence often change. Even characters who emotional urges or needs, but they also seem
heed the directions of these Avatars find that to experience the heights of grand passion
the completion of one task simply opens the more powerfully than anyone else.
door to others. Dynamic Avatars do not rest, When manifesting, Primordial Avatars often
and their characters can rarely keep up take the roles of spirits, animals or gods,
typifying the most basic elements of reality in
the shells of recognizable forms.

15
Questing definitions of various motives, beliefs and
ways of dealing with the world. A character
As a sort of balance between other Essences, typically has a single Nature, representing her
the Questing Essence seeks knowledge and innermost emotions, and a Demeanor, the
new frontiers with purpose and with a final mask that she presents to others. Archetypes
goal in mind. Not content to rest on are not designed to limit or pigeonhole your
foundations already laid, the Questing Avatar character. Rather, they are ways to get a
pushes to some goal and does not flag or handle on the character's motives, a sort of
change direction. Once a destination is "default setting" from which you can play. The
reached, the Questing Avatar sets a new goal Archetypes allow you to play the character
and heads off again. characters with this drive without having to fiddle with motive or direction
find themselves consumed by the need for a constantly. Instead, you can take a brief look
journey, the need to be in motion with a goal to at the character's Nature and Demeanor to
achieve. These Essences seek a union of the come up with a course of action that suits the
other elements, and they strive to find a character. Don't be limited by these
wholesome balance by treading the roads that conveniences, though. People surprise us all
lead between other Essences' paths. the time, and your character should be more
Emotionally, Questing Essences are driven complex than a simple phrase. Each
and visionary. Such characters often focus on Archetype has a particular strength and
a new idea and pursue it to its conclusion, weakness. The strength is essentially a
then settle on a new project. The Avatar "strength of character," the passion that moves
ensures this constant progression by keeping the mage. The character can draw inspiration
the character interested in the final steps, with from her passion. The weakness is a character
a need to know, understand and experience. flaw that must be overcome if the character is
In even herself. The Essence leads the ever to achieve Ascension. From this flaw, the
character through the internal appearance and character might find a new inner resolve as
demeanor, such Avatars most often appear in she fights to overcome her problems, or she
dialogue that opens doors of self-discovery, may fall to her own hubris. Because a
and sends the character a form carrying character draws strength from her convictions,
elements similar to the character's her Nature can also serve as a means for her
companions or on quests to understand to replenish her innermost defenses. A
herself and her world. character who fulfills their Nature in some
meaningful fashion (hopefully with strong
roleplaying and a great deal of work!) may
regain Willpower points, as suggested.
Personality Archetypes:
Nature and Demeanour Architect
Everybody adopts roles and masks. We play You desire to leave a mark on the world by
the parts necessitated by circumstance every building something that lasts. You try to create
day. Depending on the situation, we may be things of value objects, buildings,
children, lovers, warriors, students or teachers. philosophies. Not only are you a founder and a
Even in the underlying principles that make up builder, but you intend to have a legacy that
"you," there's room for change. Are you the brings strength and a better life to those who
same person that you were yesterday? Last follow after you.
month? A year ago? Ten years ago? For that Your strength is Purpose. You have a vision
matter, are you the same person when talking that will make the world better (for someone)
to someone you don't like as opposed to after you've passed through. Your deeds will
enjoying a conversation with friends? As a way hopefully live on and help those around you.
of looking at your character's personality, we Your weakness is Obsession with your
give you personality Archetypes broad ambitions you focus blindly on your plans.

16
To Ascend, you must defeat this fixation and especially if you can get others to share your
open yourself to new possibilities and joy.
achievements. Regain Willpower whenever
you create or establish something of import
ance or lasting value.
Bravo
It's a tough world, but the Bravo got going
early. Nobody else will look out for number
Autocrat one, so you cultivate strength and power. With
You want control. To this end, you take that power, you can do what you want, you
charge, structure events around you and build can survive and thrive, and you can garner
in rigid hierarchies and procedures. Firmly respect. Since the world revolves around the
convinced powerful, you respect only those who hold
that nobody else has what it takes, you step in similar views. You might be a thug who roughs
to guide and direct. Your strength is up everyone to test their mettle, or you might
Leadership. You have a natural penchant for be a careful manipulator who pits your
authority, and this confidence causes others to enemies against one another. Either way, you
recognize you as a leader to be respected or live by keeping the upper hand. You have a
feared. You are ready to make the tough great reservoir of Strength. Setbacks that
choices demanded of a true leader. Your would daunt others are just challenges for you
weakness lies in Dictatorship. Though you to prove yourself. Since you've accepted
have the will to lead others, you do not that it's a hard world, you'll tough it out by
necessarily have the interests of the group at whatever means are necessary. Unfortunately,
heart. You lead for the sake of leading, not to your Anger often leads you into conflict.
any given purpose. You must look without to Unwilling to help others because you want to
find a reason to lead or follow if your get ahead, you alienate people, cause
leadership is to mean anything. Before you problems and get yourself in a rut. You must
can master others, you must master yourself. leam to compromise and to deal. Life is not a
Regain Willpower when you take charge zero-sum game. Regain Willpower
over a new group or organization. whenever you gain the upper hand in a long-
running conflict, either through personal
strength or the accumulation of power.
Bon Vivant
Hedonist, sybarite, sensualist these names
and more describe you. Since we only live
once, you live for the party! You aren't
Caregiver
necessarily averse to a little work or waiting, Since the world is so dangerous and hurtful,
but you want to have fun at the end of it all you've taken it upon yourself to look out for
a lot of fun. If you can have fun all the time, so others' welfare. Perhaps you were once hurt,
much the better. Everyone should enjoy life. or you've seen too much suffering. Either way,
You certainly plan to do so. Love of life is you never want anyone to have to endure that
your great strength. You cling so feverishly to pain again. You give of yourself to help others,
the joys of living that you are loath to give and you mollify
them up, and you infect others with your pain, take up others' problems and lend a
happiness and passion. Your weakness is caring shoulder to those in need. Your
Hedonism. As the old saw states, you can Compassion is your strength. Your
resist anything except temptation. If you're not willingness to share makes a community, so
having a good time, you're looking for one, that everyone can draw strength from one
and this desire for gratification can lead you another. Even though you can't help everyone,
away from duty or enlightenment. Regain you make a real difference for the few that you
Willpower whenever you have a really good do encounter. Your weakness stems from
time and truly enjoy what you're doing, Smothering. Although you really want to help

17
others, sometimes the best help is to let them with the world if you don't have someone
take their knocks and overcome their own holding your hand. You'll need to stand on
problems. Unless you learn to let go, you'll your own if you're ever to accomplish things of
keep your charges from making their own true merit. Regain Willpower when you
meaningful accomplishments, successes and bring out the caring, nurturing side of
failures. Regain Willpower whenever you someone.
protect or nurture someone else.
Competitor
Celebrant Life is a challenge, and you are there to meet
A cause is at the heart of your soul, and that every contest. You don't necessarily have to
cause gives you joy. True enthusiasm drives "win" and you can work with a team or see
you in a love, even a passion, for your chosen that everyone benefits but in the end, you're
expression. You might be an activist or an in it for the excitement of overcoming the
artist, a scholar or a performer; your calling challenges. You rush to meet any obstacle,
gives you a deep and abiding satisfaction. and you strive to succeed and exceed. Your
From this pleasure you are driven to move strength stems from Striving. You're never
ever forward. Passion is your strength: You satisfied with "enough," you want "newer,
love your chosen cause so much that you will faster, better, best." Everything's a chance to
push beyond the limits that would stymie stretch your talents, learn something new,
others. You truly enjoy and care about your adapt and overcome. However, you have a
work, and you inspire others as well. Your problem with your Competitiveness. Life is
weakness comes from Intemperance. Given a not a game, and there are no winners or
choice, you will indulge in your chosen pursuit losers. You must accept that events can be
above others. This immoderation can be more than just challenges, and that life
unhealthy and distract you from broadening experience can be grand just by living instead
your pursuits and horizons. Regain of fighting for it. Otherwise, you'll fight so hard
Willpower when you can follow the heart of that you'll never have a chance to breathe.
your passion, especially if you convince Regain Willpower when you succeed at a
another person to see the source of your joy. challenge that requires extended effort on your
part.
Child
In response to the dangerous world out there,
Conformist
you never grew up. You rely on others to take Others have already paved a safe way for you
care of you. You might just be incompetent, or to go, so there's no sense in fighting or risking
perhaps you really are still a child. Immaturity everything. You'll just take the blazed trail to
is part of your nature, but so is innocence. You success, thanks very much. You aren't averse
rely on others to care for you, but you also to a little struggle, but you follow the plans and
inspire them to be strong for you. Your the footsteps already laid out, and you try to fit
strength lies in your Innocence. Unexposed to in with the group. There's no sense being on
the depths of the world's depravity, or unwilling the outside or losing everything in some
to accept it, you are a beacon of what's best in pointless exercise in rebellion, after all. You're
people. Others are attracted to your happy to follow, to rely on the good old ways
innocence, often to protect and nurture you. and to throw in with the group. Your strength
Even hardened souls find that you bring out comes from Cooperation. You work well with
some measure of their own inner compassion others, and you encourage people to function
and trust. Because you do not accept in groups. In a community, you can achieve
worldliness, your weakness is Immaturity. more than any separate individuals. A Low-
You can't make up your mind, you take people Self Esteem is your real problem. You aren't
at face value and you're unprepared to deal willing to risk going outside the boundaries or

18
against the flow. You'll do what the crowd things better. Your problem is your Lack of
does, even when it's dangerous or stupid. Imagination. You're so caught up in finding
Sometimes you have to find your own path, what's wrong that you don't see what's right,
and sometimes the group doesn't always show and you don't bother with how it could be
the best way. You need to find the strength of better. You fail to acknowledge that problems
your own convictions instead of relying on often indicate places where new growth can
someone else's vision. Regain Willpower occur. You must leam to be open to new
whenever you advance the cause of your possibilities instead of shooting them down.
group, especially when you get everyone to Regain Willpower whenever you find a serious
pull together. flaw or problem in something, especially if it
stems from someone doing something really
stupid.
Conniver
There's no sense in doing all the work when
someone else can do it for you. As a result,
Deviant
you're adept at planning, manipulation and There's no real way to categorize you; you're a
getting others to do things for you, whether freak, a sideshow and an outcast. Whether by
with or without their knowledge and consent. choice or by nature, you fit into no niche. You
You might play elaborate cons and dodges, or just don't mesh with the way that everyone
perhaps you just set up situations where you else works, and you're unique for it. But it can
can avoid the hard work or have it all fall into be lonely, and you risk persecution for being
someone else's lap. It takes a quick and so different. You have the power to Shatter
Clever mind to arrange matters as craftily as Boundaries because you aren't held to the
you do. Though not necessarily a leader, you limits imposed on everyone else. You do
do manage to keep your side moving, and things that other people wouldn't even think of,
your elaborate plans can even get your and you forge new paths as a result. Your
enemies working for you. You must overcome Perversion, though, drives you to test
your weakness of Envy if you're ever to be boundaries and walk outside the established
truly satisfied. You're not really lazy, you just norms constantly. Sometimes it's okay to be
find it easier to get what you want by tricking normal. Instead of beating your head against
others. However, doing so gives you no real the wall of society, you need to learn to fit in
satisfaction, since you don't achieve anything occasionally. Regain a point of Willpower
yourself. You must find that satisfaction by any time you are able to "walk on the wild
accomplishing something of your own and side" without retribution, and indulge in your
learning to be happy with what you achieve. truly deviant nature.
Regain Willpower whenever you manage to
avoid work or problems by tricking someone
else.
Director
You desire order. Whether by taking charge,
Curmudgeon building organizations or educating others, you
The world isn't good enough for you, and you seek to eliminate chaos and randomness. You
make that plain. You hold everyone to high want things under control so that you have a
standards, and you are quick to task them to nice, evenly predictable world, where you fit in
greater and greater exertion. Anything can easily and shape things to your desires. By
have faults under your scrutiny, and you're not bringing separate visions together, you unify a
afraid to say so. It's never good enough, group in search of classification. From
dammit! Your Critical Eye is your greatest Organization you develop a hierarchy and a
strength. You're adept at finding problems or system under which everyone can prosper.
flaws and identifying them. From there, it's Your aid establishes leadership, clear goals
possible to improve, to innovate and to make and a concrete means to accomplishment. In

19
order to really unite a group, though, you must attentions of others through some significant
overcome your Lack of Tolerance. Your act, deed or show.
vision of order isn't the only one, or even
necessarily the "correct" one. You must
compromise and learn that not everything will
Judge
go your way, and that a little chaos and With careful insight and discernment, you
creativity is a good thing. Regain Willpower hope to separate truth from the myriad
whenever you influence a group in the orderly multitudes of experience. Presented with facts,
completion of a task. you make careful conclusions, hopefully to
improve the system for everyone. By solving
problems and cutting through extraneous
Fanatic matters, you get to the heart of disputes,
Duty calls you to a purpose higher than resolve them and help people move onto more
yourself. Out of a sense of love or devotion, important matters. You ensure fairness and,
you support a cause with total zeal. Your often, justice. Your strength comes from
chosen cause occupies your entire life, and Justice. When you are truly concerned with
everything you do is devoted to furthering that the matters at hand, you apply impartial logic
cause. You draw strength from your incredible and wisdom to seek a true resolution and one
Dedication. In pursuit of your cause, you will that is fair to all concerned. Because you Lack
give up life, hope, morality anything to Vision, though, you must step outside the
achieve your goal. Your Stubbornness boundaries. Sometimes there's no clear-cut
consumes you and keeps you from case of right and wrong. Your logic and
recognizing the merit in other ways, though. objectivism cannot free you of the need for
You are so convinced of the correctness of personal experience and subjective
your cause that you can't compromise. You development. Regain Willpower whenever
must learn to open yourself to other you manage to put together clues or build an
possibilities, lest you burn yourself out. argument that allows you to solve a mystery or
Regain Willpower whenever you accomplish problem.
an act that furthers your cause significantly.

Loner
Gallant Whether by choice or design, you stand out
Flamboyance, artistry and glamour are yours! from the crowd. Although you're not
You seek to be the center of attention, and necessarily any different from anyone else,
you're a shameless peacock in pursuit of your you just don't find any common ground with
amoral gallantry. With word and action, you other people, or maybe you just don't like
make yourself noteworthy and you crave the them. You're most comfortable when you don't
affection and attention of others. Artistry is have to deal with others to get your work done.
your great strength. In the pursuit of attention, Self-Reliance is your major strength. You get
you will break boundaries and seek powerful by just fine, thank you, without help from
forms of self-expression. You can find what others. No one can bring another to
keys into your audience's souls and open the Ascension. It must come from within. Your
floodgates of adoration. Your weakness is weakness is your Lack of Empathy. All things
Flamboyance. In order to get others to notice and people have value. By interacting with
you, you'll take unnecessary risks, do stupid others, you can find a rewarding place in the
things and generally make a fool out of World. Regain Willpower whenever you
yourself. You need to tone it down and let achieve something significant on your own,
people accept you for who you are. Regain especially if it helps to forward the goals of
Willpower whenever you manage to gain the your cabal or faction.

20
Martyr Mirror of Villainy. As a creature of evil, you
showcase the virtue in others by contrast. You
When matters are so terrible that only the drive people to rise above your example and
greatest sacrifice can hope to achieve to fight against the evil that you represent.
anything, you're there, ready to make that Your real problem, of course, is your
sacrifice. You'll give of yourself to make things Depravity. You have no conscience, no higher
better and to save others, without ever a single aspirations and no hope. You need to get a
thought to your own welfare. Discomfort, pain vision of a better world, or you'll Fall.
and even possible death do not dissuade you Regain Willpower whenever you manage to
from trying to make a better world, and from indulge in a specific atrocity.
trying to lighten the loads of others. Your
strength is Sacrifice. With your devotion to
others, you make a better world. You give Pedagogue
others opportunities by giving up your own. Nothing fulfills you like teaching others. You
This same Self-Deprecation leads you into want to raise the young, inform the unworldly
trouble. You need to develop a sense of your and spread knowledge and enlightenment.
own worth, not just by giving up of yourself. If Through words and writings, you hope to bring
unchecked, you will give, give, give until you the illumination of study to everyone. After all,
are consumed by others' needs. Regain you know so much and are so well-informed
Willpower whenever you manage to sacrifice that it would be a disservice not to lend your
yourself in a real and positive way to benefit wisdom to others. Your strength stems from
someone else. Knowledge. Even if you're not terribly bright,
you are always eager to share, to learn more
Masochist and to teach others what you know
and they don't. Your weakness is Logorrea.
To heck with helping others through sacrifice Once you get started, you don't stop, and
you just need to feel suffering. Perhaps you'll bore people to death with useless trivia.
you're overwhelmed with guilt, or maybe you Some knowledge is useful, but not everything
want to push yourself to the ultimate limits. all the time! Regain Willpower when you
Either way, you exult in striving through see or hear of someone benefiting in a
personal suffering. Your strength is Devotion. discernible way from the wisdom that you've
You will drive yourself to incredible limits to shared.
see what you're made of. Better than anyone
else, you know your own capabilities, and you
will push to your limits and beyond. You have Penitent
a problem with Self-Destructiveness, though. If You are consumed with guilt. To make up for
left unchecked, you'll destroy yourself when some sin, real or imagined, you take burdens
you finally take on too much. You need to on yourself, try to make up for your miserable
learn that pain isn't your only measure of existence and generally suffer vociferously
accomplishment. Regain Willpower while flogging yourself for your slights. Nothing
whenever you push yourself to the limit in a can erase your shame, though, and you strive
new fashion and discover a new form of pain. constantly for some sort of absolution, both in
the eyes of others and from your own
conscience. You gain strength from your
Monster Responsibility. You take up burdens and
accept their weight, willingly. When others
There is evil in this world and you are it. would shirk blame or duty, you are ready to
You're a beast through and through, and you accept what's come to you. Obviously, your
don't bother with civilized niceties. Your best problem is Contrition. Until you come to terms
tools are pain and suffering, and you're not with your grief, your desperate need to make
above using them to secure your own base up for your past will drive you to distraction
impulses. Your strength stems from your

21
and prevent you from making gains for the Rogue
future. Regain Willpower whenever you
achieve significant absolution for some You learned one important lesson: Look out
grievous deed that you did or imagined is for Number One. Nobody else is going to give
wrong. A sufficiently strong redemption may anything to you, and they're all just as set on
result in a change of Nature. getting ahead, so you have to take what you
can get. Screw the rest! You're not going to be
pushed around or ordered by others. You're
going to make sure that you've got your own
Perfectionist little piece of the world. You have a strength of
There's the best, and then there's everything Valor. You'll fight against anyone who tries to
else. You plan to be the best, and you'll hold control you or jeopardize your survival, and
for nothing less than that in everything you do, you will struggle against adversity to make
say, and experience. You keep the highest your own safe place in the world. Your
standards, and you make similar demands of problem lies with Selfishness. You're greedy,
the people around you. Exacting attention to plain and simple. There's no room in your
detail is your hallmark; constant striving for the world for sacrifice or making room for others.
top is your way. Your strength is Exactitude. You need to open yourself to the worth of
Because of your unswerving desire to get others to understand love and community.
things absolutely right, you have an incredible Regain Willpower whenever you manage to
attention to detail and a consuming desire to gain something significant through your self-
make the best out of every situation that you centered nature.
dive into. You have a problem, though, with
Incompleteness. You are unwilling to let go of Survivor
a task until it's perfect or totally unsalvageable.
You need to learn to accept "good enough" so No matter what, you'll always pull through. You
that you can move forward instead of working have only a simple goal of survival, and you're
on the same things all the time. Regain good at it. The world can throw anything
Willpower whenever you manage to against you but you'll just keep on going. You
accomplish a significant achievement without don't need anything or anyone; you can get
the slightest hesitation or flaw. along just fine. When a curve is thrown your
way, you just deal with it and get on living.
Few others have your Perseverance. No
Rebel matter what the odds may be, you come out
"The system" is your enemy, so you take it breathing, if not winning. How many warriors
upon yourself to break the rules and try to can say the same? Your weakness if your
remake society in your image. Walking the fine Lack of Trust. You must open yourself up to
line between perversity and anarchy, you bring the world to transcend it. Regain Willpower
a chaotic viewpoint to life, trying to tear down whenever you survive a difficult situation
the old ways so that something better can be through your own cunning and perseverance.
done. You may not have a good idea of
something better. You just know that you're
not satisfied with the status quo, and you plan Thrill-Seeker
to change it. Individuality is your strong point;
no one is going to force you into a static mold! You live for the next high, the adrenaline
Your weakness, however, is your Lack of surge, the rush of victory. Over the next
Direction. Your power has no focus, and it horizon and in the next battle you'll find the
cannot come to fruition without a goal. exhilaration that comes from challenge and the
Regain Willpower whenever your rebellion surge of really feeling alive. Only on the edge
against the status quo turns out to be for the can you find real satisfaction, and that's where
best. you live. You have the strength of Daring.
You'll rush in where others fear to tread.

22
Danger? Risk? Life's nothing without them, your tricks and jokes teach and instruct
and you're up to any challenge. Your instead of simply diverting. Regain
weakness is Recklessness. Until you learn to Willpower when you manage to lift others'
weigh risks, you put it all on the line every day spirits, especially if you can deny your own
of your life. Some things are too valuable to be pain in the process.
wagered so carelessly. Regain Willpower
whenever you undertake and succeed at some
very dangerous task, especially when your life,
Visionary
position or important friends and possessions Dancing through your head are truly wondrous
are at stake. sights worlds without name and fantasies
beyond number. You can see these strange
possibilities and elucidate them, opening the
Traditionalist doors for others to live in a better, different
You are an orthodox and conservative world. Perhaps you seek something more than
individual. What was good enough for you the mundane, or maybe you have a particular
when you were young is good enough for you idea that resonates with potential. Either way,
now. You oppose change for the sake of you give people inspiration for the future, in
change what point is there in that? You find new and exciting ways that build on (yet differ
the status quo preferable to uncertain risk. from) the old. So determined are you to see
Consistency is good to have. With the world your vision made reality that you fight to
in a state of perpetual flux, someone must hold impress it on the world regardless of the cost.
the center. That someone is you. Excessive Inner truth is your quest, and Imagination is
Complacency kills, however. A character your strength. With this vision, you may guide
must summon the energy to enact new others who need such wisdom desperately.
possibilities, rather than succumb to stasis. Your weakness is your Pride, pride in your
Regain Willpower whenever you are able to ability to see and understand what others
protect the status quo and resist change. cannot. You must learn humility to Ascend.
Regain Willpower whenever you are able to
convince others to believe in your dreams and
Trickster follow the course of action outlined by your
The universe has no meaning; life is a vision of the future.
comedy, experience a procession of the
absurd. You revel in this chaos, drawing
humor out of senselessness and bringing a Attributes
smile to tragedy. You can't face a world
Your Mage characters, like any other
without reason or caring, so you invent your
humanoid (or nearly-human) beings, have
own meaning and plaster that leering, grinning
innate capabilities, weaknesses, limitations
face over everything. Better still is when you
and strengths. Attributes gauge such
can convince others to see this artificiality. As
potentials. With the simple 1 to 5 rating
much as you try to deny the disorganized
system, Attributes show not only how well a
truth, you still see it, and you hope that others
character performs in a given area, but
see it too. You make them laugh, but like any
elaborate on that character's potential
good clown, you make them learn, and you
compared to others. Most people have
make them cry. Empathy is your strength;
Attribute ratings from 1 (poor) to 3 (good), with
with it, you can cheer up others and find the
a rare few holding 4 (exceptional) or 5 (world-
banana peel in your cabal's path. When you
class) capability. In rare instances, heroic
stop joking, this empathy can be put to other
characters or otherworldly creatures may
more constructive uses. Your weakness is
exceed the limits of human potential, as
Hypocrisy. Focusing the attention of others
Well. For each of the Traits listed, I offer some
on happiness leaves a deadly potential to
suggestions for Specialties. A Specialty
ignore the dreadful. You must make sure that
defines an area of a Trait in which your

23
character is particularly good. Feel free to
Good: Lift 250 Ibs.; you're a stud.
customize your own Specialties with your
Storyteller. In general, your character may Exceptional: Lift 400 Ibs.; you're
have a Specialty in a certain Trait if you have an Atlas bodybuilder.
assigned her four or more points in that Trait.
You may also choose a Specialty with less Outstanding: Lift 650 Ibs.; you're a
than that, just for the purpose of character freight train.
definition. Although you won't receive any
special bonuses on your dice rolls when your
base rating is less than four, the early choice
of a Specialty for your character helps you to Dexterity (DEX)
describe your character more specifically, her The Dexterity Attribute measures a character's
goals and her history (see "Specialties"). overall athleticism. It expresses a character's
general physical prowess, including grace,
Physical speed, physical reflexes, hand-eye
coordination and agility. Dancers, mechanics,
A character's Physical Attributes define how artists, speed skaters, gymnasts, surgeons
strong, agile and resilient she is. If you want to and good bartenders all have a high Dexterity.
create an action-oriented character, you Specialties: Lithe, Swift, Feline Grace,
should take the Physical Attributes as her Lightning Reflexes
primary category. Such characters might
include those who have military or mercenary
experience, athletes or manual labourers. The x Abysmal: No coordination; you
have trouble just standing up.
character's history plus her focus on physical
health help you decide how many points to Poor: Clumsy; you trip on your
assign to these Traits. own shadow.

Average: No klutz; you don't


Strength (STR)
embarrass yourself often.
The points you assign to your character's
Strength Attribute represent how much brute Good: Smooth, you have athletic
strength she has. Strength determines how potential
much weight she can lift, carry or push. It
Exceptional: Graceful, you
directs how far she can jump. Furthermore, it impress
expresses how hard she can hit another
character or object, as well as how much Outstanding: Liquid, you inspire
damage she can do during hand-to-hand
combat. When determining the damage your
character inflicts with a hand-to-hand attack,
you add her Strength score to your damage
Stamina (STA)
dice pool. The Stamina Trait represents your character's
Specialties: Iron Grip, Powerful Arms, ability to withstand physical stress. It is a
Reserves of Strength, Fists Like Anvils measure other body's resilience, toughness
and adaptability. It expresses how long your
character can continue to exert herself and
x Abysmal: Lift 20 Ibs.; you're nigh
how much physical punishment she can
unto dead.
withstand before suffering trauma.
Poor: Lift 40 Ibs.; you're a wuss Specialties: Tireless, Tough as Nails,
Resilient, Pain Resistant
Average: Lift 100 Ibs.; you're Joe
Average.

24
Specialties: Sex Appeal, Winning Smile,
x Abysmal: your body is falling
apart Inspires Protection, Social Flexibility

Poor: Wimp, youre tired after


brushing your teeth
x Abysmal: Belligerent; people
Average: Couch Potato, you can actively dislike you.
run, if you have to
Poor: Socially inept; you offend
Good: In shape, you work out others often
regularly
Average: Acceptable; you don't
Exceptional: Stalwart, you can turn people off.
swim in arctic waters
Good: Likeable, you make
Outstanding: Formidable, even friends easily
torture cant break you
Exceptional: Congenial; you
impress immediately
Social Outstanding: Irresistable, you
In general, Ist users are social creatures who cant lose
need one another to survive. They have their
politics in the chantries and among those in
their same Cultures. Each Mage character has Manipulation (MAN)
Social Traits that represent how well he
maneuvers in social situations. Representing a This Trait has many nuances. It covers a
character's social graces and general character's ability to get others to bend to her
attractiveness, these Traits express the whim, to spot when someone else is
character's ability to make an impression on manipulating her and to hide her true
other people. Characters who are performers, motivations. In many ways, it also represents a
politicians, models or con men will have high character's honesty and frankness. On one
scores in the Social Attributes. hand, a character with a low Manipulation
score will have more trouble getting others to
see things her way or to do what she wants
them to do. On the other hand, the same
Charisma (CHA) character will probably seem more honest
A character's Charisma score shows how because she doesn't have the ability to hide
charming and likable she is. It represents her her true feelings. She may want badly to bluff,
ability to flirt, please, compliment and impress but her poker face sucks. A character with a
others. He may do so through a look or a high Manipulation score, however, can use
conversation, though having the Charisma guilt, blackmail or cleverly chosen arguments
Trait doesn't necessarily grant the character a to control someone without that person
silver tongue. He may stumble over his words, becoming aware of it. Doing so often involves
but do it in such a charming way that everyone dishonest methods. Manipulation is used to
forgives his and likes his all the more for her trick, bluff, fast-talk and railroad another
clumsiness at expressing herself. It also may character. If your character is attempting to
indicate his ability to get along with people manipulate someone, her target doesn't have
from all different walks of life. A charismatic to like her. Manipulating someone differs from
individual doesn't necessarily get people to do using Charisma, in that manipulating doesn't
what he wants through looks or force of have to involve winning over the target's
personality; rather, he causes people to like affections. Hate can be a powerful motivator,
her and to want to help him. and a skillful manipulator can get even her
enemies to do what she wants by using subtle

25
or deceptive methods. A botched Manipulation good standing around, but she ruins the effect
role may alert the target to the fact that as soon as she speaks. Some first
your character is attempting to bamboozle her, impressions may rely on an Appearance +
which could result in resentment and future Ability roll while later actions use a Charisma
distrust of your character. Specialties: or Manipulation + Ability roll.
Persuasive, Seductive, Well-Reasoned, Specialties: Sexy, Resp
Guilter, Deceiver, Conniver ectable, Expressive, Otherworldly, Earthy

x Abysmal: Dispiriting; people x Abysmal: Hideous; you barely


ignore you. pass for human

Poor: Transparent; you have no Poor: Ugly; you need a paper


poker face. bag to get a date.

Average: Inconsistent; you fool Average: Unimpressive; you


some of the people, some of the blend with the wall
time.
Good: Attractive; you get second
Good: Guileful; you have a few looks sometimes.
good lines and methods.
Exceptional: Beautiful; you could
Exceptional: Convincing; you work as a model
play people and usually win
Outstanding: Exquisite; you stop
Outstanding: Conniving; you traffic.
always get your way.

Mental
Appearance (APP)
The Appearance Attribute represents your
Perception (PER)
character's overall attractiveness. It includes
her physical beauty, her grace and those This Trait expresses your character's ability to
indefinable qualities that make a person notice details in her environment. Sometimes,
appealing. This Trait has little to do with verbal the character actively applies her perception,
expression or social smoothness, but it defines such as when she's searching for something
the first impression the character makes, even specific. The majority of the time, however, it's
before she has opened her mouth. Though we an intuitive awareness that allows her to catch
would like to deny it, a person's physical details via one of her five senses. Although
appearance affects how others treat her. A she may see, taste, smell, feel or hear
beautiful character will not always get special something that others would overlook, it
considerations from everyone, of course. On doesn't mean that she has the experience or
the contrary, there may be some who abhor knowledge to identify that thing. A character's
the beautiful people. This Attribute affects not Perception score helps her find, spot or
only a character's ability to flirt the newest recognize things. This awareness includes
member of the chantry into submission, but it spotting an ambush, noticing that lost keys are
also improves first impressions, aids in making peeking out from behind the dresser, finding
a musical or theatrical performance more clues in piles of useless junk, hearing the
effective and adds to a character's ability to hesitation in one's answer to your question
convince others in a debate. However, simply and catching secretive glances exchanged by
a high Appearance score, doesn't give a two people who are hiding something.
character the social graces to use it properly. Specialties: Alert, Insightful, Intuitive,
Someone with a low Charisma Attribute looks Thorough, Experienced

26
Specialties: Book-Smart, Creative, Analytical,
Logical, Subject Authority, Good Memory
x Abysmal: Oblivious, you wouldnt
notice if an elephant sat down
beside you x Abysmal: Moronic; you can't rub
two neurons together (IQ 60)
Poor: Inattentive; you don't pay
much attention to what happens Poor: Thick; you have trouble
around you. with child-proof lids (IQ 80)
Average: Heedless; you catch Average: No dummy; you were a
the gist of your surrounding "C" student (IQ 100)
Good: Sensitive; you're aware of Good: Smart; you do the hard
moods and textures. crosswords for fun (IQ 120)
Exceptional: Alert; you have a Exceptional:Brainy; your intellect
keen awareness of your leaves most others in the dust
surroundings. (IQ 140)
Outstanding: Intuitive; you sense Outstanding: Genius; you solve
things most others never would. universal mysteries (IQ 160+)

Intelligence (INT) Wits (WIT)


The dots in a character's Intelligence Trait Your character's Wits score represents her
define what most people would classify as ability to think quickly, to react with expedience
"smarts." This Attribute represents her facility to critical situations and to creatively find
for solving problems, remembering facts, solutions to immediate problems. This
evaluating situations, reasoning and making Attribute Trait reveals a character's level of
leaps of logic. It expresses her innate ability, adaptability to changing circumstances and
though it doesn't necessarily mean that she her cleverness in extracting herself from
had years of education. A person can have a difficult situations. Unlike the Intelligence Trait,
powerfully logical or deductive mind and still it expresses a more immediate and pressing
be a store clerk who didn't finish high school. mental acuity. It's not about how much you
Other factors play into a character's career know or could know, but rather about how
choice, though any character with a college quickly your mind reacts to surprises,
education or an intellectually demanding ambushes, cutting comments and the
position should have that ability reflected in unexpected in general.
her Intelligence score. This Trait deals with Specialties: Ever-Ready, Witty
calculating skills and the character's memory Conversationalist, Intuitive, Combat Reflexes
threshold. It doesn't necessarily imply that the
character has common sense, street smarts or
wisdom. A very intelligent person could also x Abysmal: Dense; you just can't
keep up with changes.
be the one who trusts the shady character in
the alley, who pulls out her wallet to count her Poor: Slow; you're an easy
money in front of the crack house or who target.
keeps misplacing her car keys. On the other
hand, intelligent characters are the ones who Average: Paced; you figure
come up with creative and thorough solutions things out eventually.
to problems, who see situations from multiple
Good: Snappy; you often have
sides and who learn quickly. just the right response.

27
Exceptional: Sharp; you can Talents
handle almost anything. These Abilities represent the intuitive talents
Outstanding: Instinctual; you that your character possesses and has honed
don't even break a sweat in a over the years. Your character has developed
fight certain instinctual abilities through the course
of her job, education or lifestyle. These
abilities come to her naturally, and she usually
doesn't have to choose consciously to invoke
Abilities them, though she may employ them quite
insightfully in certain situations. Talents result
During character creation, you also choose from her other studies, and they are side
and assign points to your character's Ability effects of how she lives her life. Her
Traits. These Traits represent the more experiences and personality dictate which of
specific Talents, Skills and Knowledges that them she possesses. For example, an ex-
your character possesses. They describe her ganger will be more alert to his surroundings
level and field of expertise in the subjects that than a debutante from the social set, merely
she has pursued during the course of her life, because the ex-ganger has always had to
as well as the natural talents that she has watch his back. Unlike Skills and Knowledges,
developed. For dice rolls, you use these you take no penalty to your Attribute dice pool
Abilities in combination with the Physical, if your character attempts an action that
Social and Mental Attributes to create your involves a Talent. Talents merely stem from
dice pool and determine how successfully your developments of the character's natural
character accomplishes a particular task. This Attributes in concert with special tricks, traits
combination represents more accurately how and instincts.
your character's innate abilities enhance or
detract from the skills she has learned. For Alertness
example, a person may rely on her natural
Dexterity to walk along the top of a stone wall, Your character's Alertness score describes
but if she attempts to sneak along that wall how intuitively aware she is other
without making any noise, her chances of surroundings. Such a character naturally pays
success increase greatly if she has learned attention to her senses and has learned to
how to move stealthily as well. The 30 Abilities note changes in her surroundings and
listed here, in three categories (Talents, Skills environment. Generally, it relates to physical
and Knowledges) offer a jumping-off point for aspects of the area and a character with a
making your character unique. Many of them high Alertness may be more likely to spot an
are broad, general categories that you can ambush in the shadows, notice a particular
customize for your character by choosing a person's perfume, hear the snap of a twig or
Specialty, even if you're not yet assigning 4 taste the taint of poison in a drink. She has
points to the Ability. Choosing a Specialty honed her senses to the point where she
early means that your character has a instinctually notices things without having to
particular interest in this area, and (though it look for them. More often than not, the
gives you no special advantages on your dice Alertness Trait pairs with the Perception Ability
rolls) it helps you define your character's in creating dice pools.
interests and goals more clearly. Furthermore,
with the approval of your Storyteller, you may Novice: Slow, youre an easy
come up with new Abilities and Specialties that target
fit your character but that aren't represented by
the ones listed in this chapter. Practised: Paced, you figure
things out eventually

Competent: You keep an eye on

28
Awareness is a gut reaction to the presence of
things
ist or supernatural events. Usually, only
Expert: You dont miss much characters (and a few other creatures like
spirits and ghosts) possess this particular
Master: You sense changes in Talent. Once attuned to the supernatural, such
barometric pressure students of the arcane just get hunches, chills,
or sudden flashes of inspiration. Ist calls to ist,
Possessed by: Criminals, Bodyguards, and the character recognizes instinctively
Journalists, Detectives, Hunters when something's just not right in the area. Of
Specialties: Concealed Weapons, City, Forest, course, knowing that something's wrong
Followers, Ambushes doesn't mean that the character knows what it
is; that's the province of proper knowledge.
A character can use Awareness deliberately if
Athletics
he suspects that something is mystical, in
This Talent describes the basic athletic ability order to determine a general impression of the
that your character has developed through item or creature. However, the Storyteller rolls
physical training, sports or other vigorous Awareness sometimes to determine whether a
physical activities. It differs from the Physical mage notices a strange event or magical
Traits (Strength, Dexterity and Stamina) in that Effect that's not immediately visible.
it takes your character's natural athleticism
and adds the benefit of any training or sport
aptitude to her innate physical potency.
Athletics governs your character's ability to Novice: You sometimes get
strange feelings or vibes from
jump, climb, throw, run and do any other
certain places or people.
athletic feat for which she may need to have
trained or learned specific methodologies. Practised: You've felt the
supernatural all around you, and
you're sure that there are "things
Novice: Youre good at watching out there."
sports
Competent: When you
Practised: You kicked around a concentrate, you can feel the
ball once or twice ebb and flow of magic in things,
and you sometimes even pick
Competent: You learn new out specific types of Resonance.
moves with ease
Expert: The very world a
Expert: You put most other round you hums with the power
athletes to shame. of the supernatural, and you are
keyed to its harmonies.
Master: You defy the laws of
physics Master: From the tiniest spell to
the grandest spirit, you've seen
Possessed by: Athletes, Kids, Dancers, and sensed them all. You can
feel the tug of magic from across
Actors, Trainers
a city or pick out the subtle
Specialties: Acrobatics, Dancing, Flexib flavors of an enchanted object
ility, Strength, Dexterity, Stamina, specific with but a touch.
sports

Possessed by: Psychics, Gypsies, Mystics,


New Agers, Paranormal Researchers
Awareness Specialties: Talismans, Spirits, Effects,
Unlike Alertness, which measures a Mystical Places, Resonance
character's sensitivity to mundane events,

29
Brawl dodge with ease
The Brawl Talent represents your character's
hand-to-hand combat prowess. The Brawl Expert: You rarely get hit
Ability covers everything from scratching,
Master: you barely move to avoid
clawing and biting to martial arts. Unarmed the fastest projectiles
combat comes in many forms, and your
character may have picked up her techniques
on the street, in bar brawls, in the boxing ring Possessed by: Criminals, Police, Street Kids,
or in a dojo. She may have trained and studied Martial Artists, Boxers
hard, or she may simply have lived a lifestyle Specialties: Cover, Sidestep, Footwork, Lea
that gave her enough experience to take care
of herself in a fight. The Brawl Ability assumes Expression
that your character isn't using any weapon The manipulation of words comes easily to
aside from her body. characters with a high Expression score. This
Talent covers the ability to use words (either
Novice: You can throw a jab or verbal or written) to sway others, to evoke
poke someone in the eye emotions and to get a point across to an
audience. A politician character might use this
Practised: You hold your own Talent to make his speeches so moving that
when necessary. he wins voters, whereas a poet character
Competent: You've fought might use this Talent to write poetry that
regularly and usually won. touches the heart and makes his readers feel
with him. This Ability ties directly to the Social
Expert: Youve mastered an art Attributes. A Talent for Expression can help a
character motivate others, tear down
Master: You are the founder of someone's ego with biting criticism, charm an
many martial arts audience or manipulate a person into doing
something he normally wouldn't do.
Possessed by: Military, Police, Thugs,
Assassins
Novice: you can like, say stuff
Specialties: Boxing, Wrestling, Disarming,
Dirty Fighting, Kicks, Self-Defense, specific Practised: you have a decent
martial arts vocabulary

Competent: You choose your


words well and make your point.
Dodge
When someone's shooting arrows at, throwing Expert: you touch people with
a punch at or trying to tackle your character, your words
the Dodge Ability tells how well she can get
Master: you could found a
out of the way. It represents her skill at diving reiligion
to one side, taking cover or otherwise
maneuvering to remove herself from danger. Possessed by:
Actors, Writers, Poets, Politicians, Priests,
Brown-nosers, Celestial Choristers
Novice: You might as well be a Specialties:
target circle Acting, Poetry, Prose, Improvisation,
Practised: You could dodge a Conversation, Inspiration, Game Design
slow stones throw

Competent: You dip, dive and

30
Intimidation edge of the cliff, just because she seems to
know what she's doing.
People have many fears, so they can be
intimidated in many ways. It can occur subtly
without your character even realizing she's Novice: You could be a scout
doing it. Perhaps his strength of character leader
alone makes him an intimidating figure.
Practised: You could run a small
Perhaps his physical stature intimidates. In business
certain instances, He may wish to intimidate
someone actively as well, through verbal or Competent: You give off an aura
physical assault. The Intimidation Talent of confidence
represents your character's awareness of his
ability to overshadow others and her skill at Expert: You inspire loyalty and
followers
using this factor to get her way, draw
information from an unwilling target or frighten Master: Destined to rule, you
others away from taking action against him. could rival griffith.
Possessed by:
Novice: You are timid Politicians, Gang Leaders, Corporate
Executives, Chantry Heads, Police
Practised: You intimidate those Specialties:
smaller than you Oratory, Expertise, Nobility, Tense Situations,
Friendly
Competent: People think twice
before acting against you
Streetwise
Expert: You dont try, people just
avoid getting on your bad side The streets have a language and a rhythm all
their own. This Talent allows your character to
Master: You can make a grown fit in on the streets, gather information from the
man cry by just looking at him street rumor-mill and take advantage of other
Possessed by: street resources. It gives your character the
Bullies, Executives, Military Officers, necessary knowledge and understanding to
Bouncers, Gangsters, Gypsies tap the black markets successfully, to stay
Specialties: safe and to blend with the people who belong
Physical Scariness, Grit, Bluffing, Implied to the street.
Threats, Crudeness, Fearlessness
Novice: Youre an outsider
Leadership
Practised: Youre not trusted, but
Some characters have a knack for taking the
can find what you need
leadership role with others. They exude a
certain quality that makes people follow their Competent: You know how to
orders, listen when they speak and embrace earn respect
their agendas. The Leadership Talent has
more to do with Charisma than it does Expert: You blend in with the
high ranks of gangs and drug
Manipulation. It represents those indefinable
dealers
qualities of appearance, mannerisms, vocal
tone and eye contact that makes one a leader. Master: You own the black
A high score in this Talent doesn't necessarily market
mean, however, that the character makes all Possessed by: Homeless, Criminals,
the right decisions for her group, only that her Reporters, Detectives, Vice Squad, Free-Clinic
people will follow her like lemmings off the Doctors

31
Specialties: Rumors, Drugs, Gangs, Petty Crafts
Theft, Local Slang, Weapons
The Crafts Skill includes anything related to
working with your hands, such as bowgun
repair, swordsmithing, plumbing, carpentry
Subterfuge and the creative arts. Your character can even
This Talent represents your character's ability create a lasting work of art with enough
to conceal her true motives and act in a successes. If you put points in Crafts for your
manner completely different from how she character, then you must choose a Specialty
truly feels. Usually, a character will use this for her, even though you won't get any roll
Talent to manipulate people, to hide an bonuses until you have four dots in it. Because
emotion that would not be well-received or to this Skill encompasses so much, the Specialty
fit in with those around her. The Subterfuge helps you define exactly what your character
Ability also allows her to recognize when has learned.
others are acting contrary to their own feelings
or are pretending to do something for reasons
Novice: You could make a spice
other than their true motives. Characters with rack
a high score in Subterfuge have a knack for
secrets, double-dealing and intrigue. Practised: You are creative in
your free time

Novice: You struggle to pull off a Competent: You make things


white lie others want to buy

Practised: You can hide your Expert: You amaze people with
true feelings your work

Competent: You put on a Master: You have a design


believable act movement named after you

Expert: You have no cracks in


your performance Possessed by:
Mechanics, Artisans, Artists, Designers,
Master: Youre the last person Inventors, Quakers, Architects
anyone would suspect Specialties:
Possessed by: Politicians, Lawyers, Home Repair, bowgun repair, Clothing,
Teenagers, Actors, Con Artists Appraisal, Pottery, Watercolors, Carving,
Specialties: Seduction, Impeccable Lies, smithing
Hidden Emotions, Politics

Nature
Skills Nature is your connection to the natural world
and its plants and animals. It measures how
Skills include those things your character has
well you can understand how things grow and
learned through training and practice. Usually,
change in the nature, how to communicate
they involve some sort of physical interaction
with it and your depth of knowledge about the
with a tool or the use of a learned method.
habits of the animals and plants. Different from
These Traits require a conscious effort and
the survival skill, which measures your
practice to improve. If your character attempts
practical ability to use nature to your needs,
an action involving a Skill in which she has no
nature measures your ability to form bonds
points, then your Storyteller may allow you to
with and live more harmoniously with different
roll with a dice pool made up of the
environments. A higher nature score would
appropriate Attribute alone, but she increases
make it easier and clearer to communicate
the difficulty number by one.

32
with the animals and plants of the specialist
Expert: Youre the epitome of
location, making it more likely to tame animals tactfulness
for pets or mounts. Also, Nature indicates an
individuals riding ability. The more specific the Master: Youd make others feel
specialty in this trait (eg a horse is more like oafs in your shadow, but
specific than Forests) the higher the chances youre too smooth to let
are that the character has a better bond with someone feel bad around you
that environment or natural being.
Possessed by: Diplomats, Debutantes,
Leaders, Alk
Novice: You spend most days
Specialties: Street Culture, High Society,
indoors
Boardrooms, Ist colleges
Practised: You live on a farm

Competent: You live in a cabin in Ranged


the mountains
Paradox keeps characters from using their
Expert: You are a druid, the magic to deal with every situation. Sometimes,
forest animals flock to you a good, old-fashioned bow and arrow does the
trick very nicely. Leading the dangerous lives
Master: You ARE mother-nature
they do, adventurous learn to defend
themselves in a variety of ways. This Skill
Possessed by: represents your character's familiarity with
Feylines, Tree huggers, Farmers, Animal various long ranged weapons, from bows to
riders, Druids, Paganists heavy bowguns. It doesn't, however, include
Specialties: heavy artillery such as ballistas or catapults.
Forest, Jungle, Underground, Mountainous, Someone skilled in Ranged can recognize,
Jungle, Desert, Arctic, Tundra, Oceanic, clean, load and fire most types of long ranged
Horses, Luftbaats, Aquines weapons. This Ability is also used to unjam a
technical weapon. (using Wits + Ranged).
Etiquette
Etiquette gives your character the knowledge Novice: You could probably hit
and grace she needs to do all the right things. somewhere on the target if you
This Ability helps your character when she's tried.
trying to impress others, fit in unobtrusively, be
Practised: You could kill with a
diplomatic or haggle. A character with a high bow if you had to
score in Etiquette understands the nuances of
proper behavior in both mortal and mage Competent: You HAVE killed
society. You may choose a Specialty for her with a bow
that represents the culture with which she's
Expert: You could shoot a sword
most familiar.
out of someones hand

Novice: You manage to stay out Master: You can shoot an arrow
of peoples way out of the air.

Practised: You know some lingo


and dont insult anyone
Meditation
Competent: You impress others Concentration and dedication are paramount
with your refinement
in the working of magic, and a little serenity
doesn't hurt either. Through Meditation, a

33
character centers her mind, stills her thoughts Possessed by: Assassins, Gangers, Martial-
and casts off the cares of the world for a time. Artists, Duelists, Hunters
Meditation allows characters to focus their Specialties: Knives, Swords, Improvised
thoughts and concentrate on specific problems Weapons, Stakes, Disarming, Axes, Throwing
or tasks. Thus, they draw their awareness
inward to ignore harsh conditions or injury.
Performance
Novice: Those gurus make it Whenever your character attempts to perform
look easy right? something in front of an audience, this Skill
governs her success. It covers all performance
Practised: You can meditate
arts, Such as singing, dancing, playing an
Competent: you rarely get instrument and acting. She will undoubtedly
carried away by thoughts or have a Specialty in one area, but truly talented
emotions performers may have developed expertise in
several. This Trait not only represents your
Expert: You could become a yogi character's skill with the act itself, but also her
ability to work the audience. Combined with
Master: Ever present, even
the Expression Talent, the character can not
torture couldn't stop you being at
peace. only sing, dance or act, but can evoke strong
emotion and improvise or create powerful
Possessed by: New Agers, Martial-Artists, messages for a given medium; with
Psychological Patients Subterfuge, the character can easily feign
Specialties: Stress Management, Clarity, specific emotions or motives perfect for a
Biofeedback, Zen strong actor.

Melee Novice: you can sing and the


crowd don't boo
In close proximity, a melee weapon such as
a knife, club or sword can be just as lethal Practised: you're relaxed and
as a gun. This Skill describes your character's comfortable on stage
expertise with a variety of bladed and blunt
Competent: you have a following
weapons. It includes the use of clubs, knives,
daggers, rapiers, stakes, katanas, axes, staffs, Expert: you wow audiences with
nunchaku or any other such weapon. Thrown your talents
weapons, though, operate under the province
of Athletics. Master: your performances draw
in awe filled crowds
Possessed by: Vocalists, Actors, Musicians,
Novice: you know how to hold a
knife Dancers, Mimes, Celestial Choristers
Specialties: Dancing, Singing, Rock and Roll,
Practised: you had a fencing Acting, Stand-up Comedy, specific instruments
coach

Competent: You've killed many


with your blade Stealth
The points you assign this Skill determine how
Expert: you carve up enemies well your character can sneak and hide. It
like a turkey
applies whether your character is moving or
Master: you flick your wrist and not. In many cases, your Storyteller will ask
heads roll you and your opponent to roll as in a resisted
action. The player with the most successes

34
either succeeds in avoiding detection or
detects the other. For simplicity, however, the
Storyteller may simply set the sneaking
Novice: you know enough not to
character's difficulty number equal to her drink stagnant water
opponent's Perception score. If she succeeds,
then she manages to remain hidden. If she Practised: You've read a survival
fails or botches, then she gets noticed. A book
particularly crafty Storyteller will make your
Competent: You could lead an
Stealth rolls for you and let you sweat over
inexperienced group into your
whether your character is. actually hidden or environment and bring them out
not. alive

Expert: You avoid even major


Novice: you can hide behind stuff discomforts easily with your
skills.
Practised: you could be a Master: You know your
pickpocket environment inside and out.
Competent: you are a Possessed by: Military, Outdoors Enthusiasts,
professional thief or assassin Park Rangers, Homeless, Mountaineers,
Nomads, Verbena
Expert: You meld with the Specialties: Urban, Forest, Desert, Tropical,
shadows, only the most aware
can spot you Jungle, Mountainous, Arctic, Medicine,
Hunting, Foraging
Master: If you don't want to be
seen, you're not.
Possessed by: Assassins, Reporters, Thieves, Engineering
Eavesdroppers, Spies, Commandos Skill with Engineering covers all manner of
Specialties: Hiding, Silent Movement, repairs, magical, mechanical aptitude with
Shadowing, Crowds devices. Characters skilled in Engineering can
not only use all manner of devices, but they
can also repair or modify such items. Of
Survival course, tools and diagrams are most helpful in
Every person has a special environment in this endeavor, but sometimes there's no help
which he's particularly comfortable. With this for it but to trust to luck. Characters without
Skill, your character has learned all the little this Skill can probably operate a crossbow or a
tricks necessary to survive in the environment bowgun, but they wouldn't even know how to
he knows. Dangers abound everywhere and change the parts on any mechanism.
often a person unfamiliar with the terrain won't
know how to avoid these dangers. Whether Novice: You know how to fix an
the environment is natural (such as a jungle or axle on a wheel
a desert) or urban (such as cities or sewers) it
can be treacherous if you don't know what Practised: You could repair parts
you're doing. You should choose a Specialty on a mechanical weapon
for your character to reflect what type of Competent: You know how most
environment she knows. When your mechanical devices work
character uses Stealth in an environment
foreign to him, you cannot roll more dice than Expert: You could design a
his score in Survival. watermill

Master: You could make a

35
mechanical knight
Student: You read the
foundational textbooks

Knowledges College: Youve been to a


university
Knowledge Traits represent your character's
areas of scholastic and mental expertise. Most Masters: Youve read many
often, they require your character to have obscure scrolls and done
studied the topic involved actively, and for this experiments
reason, they are described in collegiate terms. Doctorate: You form new
Although most of them require formal training, theories and techniques from
your character may have learned them your studies
through self-study and reading. You should
clarify with your Storyteller if such is the case, Scholar: You have much
because your character may have the benefit experience across many
subjects, being one of the most
of the information without the prestige of a respected sources of your
degree. In the case of Medicine, for example, particular field.
she may know how to set bones, but she may
Possessed by:
not have the certification to practice medicine
Professors, Artists, Musicians, Writers, Trivia
legally. Your Storyteller may cap how many
Buffs, Literary Critics
dots you can purchase in an area of
Specialties:
Knowledge without pursuing a formal
History, Arts, Music, Literature, Ist,
education. If you have no dots in a Knowledge
Architecture
Trait, you cannot even attempt a roll involving
it without direct Storyteller permission. If your
character doesn't speak Russian, for instance, Cosmology
she can't fumble her way through a Ist users spend a great deal of time studying
conversation with just her wits. other worlds and dealing with spirits. The
Cosmology Knowledge represents this sort of
Academics education. Of course, the ways of the unmortal
realms are diverse and strange, and there's no
Study in Academics represents your
way to guarantee that what works in one place
character's expertise in the "liberal arts and
or time will work again. Still, certain landmarks
sciences." It covers many possible fields, and
and traits are mostly reliable, and some spirits
you should work with your Storyteller to
have a habit of meddling with ist users more
choose a Specialty for your character.
than others. From such benchmarks, the mage
Academics includes the theoretical and
can make guesses about aspects of the
sometimes practical study of anthropology,
universe and its denizens.
music, history, sociology, psychology,
philosophy, literature, art and any other of the
so-called "soft" sciences. Although you may Student: Youve heard theres
choose a Specialty, your character will still more beyond the mortal plane
have a basic knowledge of all other topics that
College: You know the names of
fall in this category, simply because learning
a few planes of the Lords of New
one often leads to learning bits and pieces of
others. If college-educated, your character will Masters: Youve visited some of
have had to take electives, after all. the unmortal realms
Furthermore, this Trait represents an overall
level of education and familiarity with the Doctorate: Youve been to most
of the surface realms, and heard
academic world, such as the politics and
they go deeper
traditions of universities.

36
Whenever your character investigates a crime
Scholar: Youve been to some of
the deepest realms, and heard of scene, looks for clues or performs more
arcane realms. detailed forensic exploration, the Investigation
Knowledge is invoked. This Trait implies that
Possessed by:
your character has learned to read specific
Planar Explorers, Shamans, Werewolves,
clues that give her information. More than just
Armchair Theorists
the ability to notice things, it shows that your
Specialties:
character has learned specific methods for
Spirit Names, Surface Realms, Deep Realms,
discovering the truth. She may have studied
Particular planes, the Lords of New
Criminology or Forensics, for example. It's
more than just noticing a clue, it also involves
Enigmas interpreting that clue.
Mysteries are stock in trade for ist-workers.
Some ist users make an especial study of Student: You read detective
puzzles, riddles and mysterious novels
circumstances, though. When gut instincts fail
and logic can't offer a solution, the character College: You can work out
with a broad knowledge of Enigmas sees whats going on in someones life
clever solutions, hidden meanings and the by looking at them
motives behind such tricks. The Enigmas Masters: Youve cracked many
Knowledge can be used for figuring out the cases
best way to approach a puzzle, the answer to
a spirit's riddle or even just the morning Doctorate: You are renowned for
crossword. your skills

Scholar: You are Sherlock


Student: You read about Holmes
unsolved mysteries for fun.
Possessed by:
College: Your mind is awash with Detectives, guards, Coroners, Profilers,
profundities government Agents
Specialties:
Masters: You can work out the Forensics, Crime Scenes, Poisons, Weapons
motives of the insane and the
inhuman.

Doctorate: The world holds few Law


secrets from you

Scholar: You are an Enigma A character with a high score in the Law Trait
knows local or national laws well enough to
manipulate them to her benefit. She can find
Possessed by: loopholes in the law, prosecute a defendant
Detectives, Analysts, Game Players, with aplomb or advise people on how far they
Philosophers, Psychologists, Raving can go without breaking the law. Furthermore,
Nutcases, Really Annoying Old Masters this Knowledge can represent an
Specialties: understanding of the Protocols and allow a
Deduction, Riddles, Quick Solutions, Historical mage to use the laws of the Traditions to her
Puzzles, Codes and Ciphers, Crimes own advantage.

Investigation
Student: you know the local laws

37
Linguists, Diplomats, Foreign Nationals, Spies,
College: youve done some law
studies Tour Guides
Specialties:
Masters: You have your own law Hieroglyphs, Latin, Local Dialect, Written
practise Expression, Slang, Ciphers, any modern
language
Doctorate: Your reputation for
winning precedes you in court.

Scholar: You are a world Healing


renowned lawyer. The Healing Trait gives your character an
Possessed by: understanding of the human body, for both
Lawyers, Criminals, Police, Legislators, constructive, reparative and destructive
Judges, Bounty Hunters, Quaesitori purposes. It represents knowledge of
Specialties: medication, ailments and first-aid. At higher
Criminal, Civil, Tradition, Police Procedure, levels, it allows diagnosis, treatment of
Contracts, Corporate disease, surgery and the use of highly
technical medical equipment. A character with
Medicine is not necessarily formally trained or
Linguistics licensed, but she can practice with the best of
them as long as she's careful not to let anyone
know! Of course, this Knowledge can also
All characters are assumed to be able to
represent a character who is a certified medic,
speak, read and write their own native tongue.
doctor or nurse.
Any other languages known are represented
by this Knowledge. Additional dots in
Linguistics give a character a broader range of Student: you know CPR
languages. You determine, with your
Storyteller's approval, what languages you
College: you can diagnose most
want your character to speak. These
common issues
languages can come from any country, either
modern or ancient, and they generally include Masters: you know most potion
written forms as well. A high level of this recipes
Knowledge often indicates a broad, general
knowledge of language theory, and your Doctorate: you could start your
own healing practice
character may take "Linguistic study" in place
of a language, thereby studying the Scholar: youve written books on
underpinnings of language itself. anatomy, potions and
revolutionary healing ist
techniques
Possessed by:
Student: 1 extra language Healing Students, Academics, Nurses,
Healers, the Scholastic order of masters,
Medics, witch doctors
College: 2 extra languages Specialties:
Research, Pediatrics, Emergency Care,
Masters: 3 extra languages Pathology, Poisons, Surgery, Potions, Ist care,
shamanistic healing
Doctorate: 5 extra languages

Scholar: 10 extra languages Occult


Possessed by: This Trait describes your character's depth of
occult knowledge, including mysticism, curses,

38
magic, folklore, Umbral lore and various other
Student: youve read a few
lore related to the strange creatures and textbooks
occurrences in the world. It doesn't necessarily
imply that everything your character knows is College: youre familiar with the
correct, but it does give her insight to weed out most important theories
the total nonsense. (Although she may still
Masters: Youve studied a lot of
think that voodoo doesn't work, for example,
theories in-depth
she does know the general way others think
that it does.) A character with a high level of Doctorate: you experiment and
Occult also knows a good amount about ist theorise, drawing from the great
users and magical practice, though again such works of our times
knowledge may be incomplete or inaccurate.
Scholar: you are world renowned
It's better than nothing, though!
in your works
Possessed by:
Scientists, Drug Designers, Engineers,
Student: some of your friends Technicians, Technocrats, Pilots, Sons of
are a bit shady
Ether
College: you know of some Specialties:
underground shaman groups Chemistry, Biology, Geology, Aeronautic
Engineering, Astronomy, Metallurgy, Physics
Masters: youve seen some shit and many, many more

Doctorate: you are an insider on


some messed up groups

Scholar: you summoned satan


Backgrounds
Possessed by: Throughout your character's life, as described
Occultists, Pagans, Parapsychologists, in her background, she will have acquired
Exorcists, Pulp Writers contacts, material belongings and personal
Specialties: strengths that aid her. She hasn't learned them
Voudoun, Witches, Ghosts, Death Mythology, and she can't train for them; they stem from
Infernalism, New Age, Folk Tales happenstance, social ties and history. This
broad category of Traits covers everything
from the friends a character has made to her
Science innate magical power. It's a catch-all category,
and you assign points to your character's
This Knowledge describes your character's Backgrounds during character creation just as
familiarity with the physical sciences, such as you do Attributes and Abilities. Your
biology, chemistry, physics and geology. If you character's Backgrounds have direct ties to
choose a specialization for your character, she her history. Thus, they help you to flesh out
still has a broad understanding of all the your character. As you choose and assign
sciences, but her expertise lies in a particular point values to these Traits, the Backgrounds
field. GM sets the difficulty number of any rolls help to define the character's exact nature.
based on Science according to the complexity With the help and approval of your GM, you
of the task. Science can cover a great diversity establish how these Backgrounds fit into your
of topics, from astronomy to physics to character's life.
alchemy to biology and beyond. Practical
applications of Science may require the use of
Technology or Crafts Skills.

39
Allies Arcane
Allies are people (or other beings) who are Although the Arcane Background doesn't
willing to help your character. They may be make ist users invisible, it makes them less
friends, anonymous sponsors or someone for noteworthy. An Arcane individual seems
whom your mage did a favor at one point. nondescript and not particularly noticeable.
Each dot that you purchase in this Trait gives Features just seem to slip away from memory,
your mage one ally or increases the and the mage just never seems to get caught
usefulness of one particular ally. For example, on film. Records disappear, people forget the
if you put three dots in the Allies Trait, your character's name or even assume that
character can have either three allies who are discussions are about someone different, and
somewhat useful or one ally who is extremely witnesses can't garner more than "That guy.
helpful. Or, she can have one one-dot ally and Girl. Whatever." The Ist user doesn't trigger
one two-dot ally. You determine this allocation these effects actively; they just happen. The
with your Storyteller and give your character's individual can, however, consciously dampen
allies names, professions and personalities. the effect and allow others to see her as she
Allies are generally Sleepers; more esoteric truly is.
sorts of creatures fall under a different You add your character's Arcane score to any
heading. Also, your allies may know that you Stealth rolls you make, and your opponents
are into some unusual things, but they are reduce their Perception or Investigation dice
rarely in on the whole picture of mage society pools by a number of dice equal to your score
or even the facts of magic. Allies are more in Arcane. Note that Arcane only helps when
useful as warm bodies to give you a hand or a the character is inconspicuous or absent; if the
place to crash. character is screaming, waving around a
An ally can give your character access to sword or otherwise drawing attention to
information she wouldn't normally have, herself, Arcane doesn't help. Of course,
access to products and services or even more people might give conflicting descriptions later
direct aid. Your GM may wish to create or be hard-pressed to remember her name.
statistics for the ally and actually play the ally When your character is directly involved in
in the game as a character. Note that your combat, this Trait gives her no benefits. Note
allies have personalities and goals of their also that a character with specific, extremely
own, and from time to time they may cause unusual traitslike purple hair, a peg leg or
problems, ask for favors in return or do things huge sizewill not be able to conceal those
that further their own interests. traits; they stand out too much in people's'
minds. Still, "that one-armed guy with... uh...
hair... of some color" is a start. Ist Users with
high Arcane skill have very quiet Ist, which
x You have no allies
makes it very difficult to anticipate their next
You have one ally of moderate move.
power

You have two allies of moderate


power or one more powerful ally x You're just as noticeable as
anybody else.
Three allies or a combination of
more powerful allies You blend in with the crowd.

Four allies or a combination of You're easy to forget.


more powerful allies.
You're difficult to follow.
Five allies or a combination of
more powerful allies. There are
scant photos, papers or records

40
of you, and people can't even x You have barely any avatar
agree on what you look like.
You may rebuild a pool of/
expend 1 Prime
In other people's minds, you
don't even exist. You may rebuild a pool of/
expend 2 Prime

You may rebuild a pool of/


Avatar
expend 3 Prime
All Ist users have an Awakened Avatar, and
through that Avatar the mage alters reality. You may rebuild a pool of/
However, not all Avatars are created equal. expend 4 Prime
The strength of your character's Avatar affects You may rebuild a pool of/
her Prime score directly (see "Prime"). It also expend 5 Prime
determines how much Prime your character
can reabsorb at any one time. It is wise to put
at least one dot in this Background. Mages
with extremely weak Avatars cannot channel Contacts
Prime at all, which can make many magical
When you choose some contacts, you should,
feats difficult or impossible. Whenever your
of course, work with your Storyteller to
character's Prime score drops below her score
determine the sorts of people your character
in this Trait, she can meditate at a Node, for at
knows. Contacts are essentially casual
least one hour, in an attempt to rebuild her
acquaintances, usually from your character's
Prime levels. You roll a dice pool based on
own walks of life. Outside their areas of
Meditation (Perception + Meditation; difficulty
expertise, contacts may have some trouble
7) for each hour spent at the Node, and the
finding information, but they can usually get in
number of your successes determines how
touch with someone who will know what your
much Prime she regains. No matter how many
character needs. Of course, contacts aren't an
successes you roll, however, your character
excuse to short-circuit the adventure; they're
cannot reabsorb more Prime than the number
hardly all-knowing. Worse still, unreliable
of dots you placed in her Avatar Background.
contacts might sell the information that your
Her Avatar score serves as a ceiling to the
Character is looking for something, or tell
Prime points she can soak in through
other people the same things that they told
meditation at a Node. For example, if she has
your character. When calling on contacts, use
an Avatar score of three, she cannot absorb
a Social Attribute + Background roll (difficulty
more than three points of Prime per sitting, no
depending on the information desired).
matter how many successes you roll.
Success usually garners some information,
The Avatar rating is also the limit to the
while a failure indicates that your contacts
amount of Prime that a mage may channel for
don't know and can't find out. A botch means
an Effect. A mage cannot channel more Prime
that your contact lies or sells your character
than her Avatar rating, so mages with weak
out. Each dot in Contacts represents a major
Avatars are limited to smaller Effects. Prime
contact, a fully fleshed character who can help
stored in the Avatar is "personal" and
you out. The Storyteller should design such a
inviolable; it cannot be taken from the mage
contact. Your character also can call on minor
with Prime magic.
contacts in other locations and for other
Note that the role of the Avatar may vary with
purposes, but the difficulty of getting
the Storyteller's slant on the game, and as
information out of such "casual contacts" is
such this Background may be changed to
usually a little higher, and the mage must first
represent other powers....
pay up or prove himself.

41
determine to what extent the information she
x No contacts
receives is helpful.
1 contact Once per day, after your character has
meditated successfully, you can substitute her
2 contacts Dream score for an Ability in a dice roll
pertaining to the topic of her meditation. This
3 contacts
applies whether she has the Ability or not. For
4 contacts example, if she's seeking some insight into her
friend's emotions, you can roll Intelligence +
5 contacts Dream instead of Intelligence + Alertness,
even if your character has no Alertness score.
If she does have an Alertness score, you can
still substitute, if you choose. However, you
Destiny cannot add her Dream and Alertness scores.
With the Dream Background, your character You roll either one or the other.
has the ability to meditate and tap into the
wealth of information carried within the
universal mind. She must focus on a particular x The collective intuition of the
problem while meditating, and the amount of cosmos is a mystery to you.
time it takes her to glean the information will
vary based on its complexity. This process has You catch hazy bits of
its drawbacks. She may not get exactly what information.
she wanted, but instead may find herself
You gain helpful insight.
possessing an intuitive understanding that she
didn't expect. The universal mind knows better You can access worthwhile lore.
than she does what will help her, but that
doesn't mean she'll figure out why this You glean a wealth of
particular bit of information applies to her knowledge.
dilemma. Furthermore, she only has access to You make amazing leaps with
the information until she sleeps again. Once your insight
she sleeps, the knowledge flies out of her
mind and she loses access to it. Your
Storyteller may ask you to roll Perception +
Dream to see how well your character can Influence
focus and reach a meditative state. Each
As visionaries and leaders, Ist users have
character will have her own unique way of
often held some influence over the course of
bringing forth the dream. It doesn't have to be
the mortal world. You tailor your character's
sitting in a full lotus with incense burning.
influences to her background and decide, with
Some take long walks by the beach or
the help of your Storyteller, what type of
vegetate to rock music. Whatever method your
influence she has. This sway you hold may be
character uses, she must have no
political, business-related, fame-based or
interruptions for the amount of time the
religious in nature. Perhaps your character
Storyteller determines necessary. The
owns a major corporation, is a successful
information your character receives isn't
politician, sings in a popular rock band or has
concrete information, but rather an intuitive,
many followers who listen to her speak each
guiding sense about something.
week at the local ??? meeting. Whatever the
She can't find a person's address this way, but
case, your character can direct certain
she can sense that the person probably lives
currents in society to flow the direction she
near the river, for example. Roll your
wants. She can use her influence to get things
character's Perception + Dream (difficulty 6) to
done or to block the activities of others.

42
You can roll your character's Influence score in wealth of information that your particular mage
conjunction with Social Traits in order to have considers important, so it has useful
your character gain special favors. When knowledge about magic, the supernatural and
combined with Mental Traits, it could represent other obscure topics that wouldn't be found in
your character's search for information via her a more mundane collection. Libraries are
connections in the area of her influence. This especially useful in unearthing new lore,
Background can also help your character Sphere knowledge or specialized information.
acquire new acolytes. By rolling Charisma + Use a Mental Attribute + Library roll to look up
Influence, you determine her success at information regarding an arcane or obscure
swaying others to follow her. Unlike the Allies topic. Success helps your character in such an
Background, Influence just enables your endeavor, possibly justifying the expenditure
character to get things done; it doesn't supply of
you with "mooks." Similarly, you might hear a experience on such Traits.
few choice tidbits from a local scene with Depending on the nature of the "library," your
Influence, but for the full range of dirt in the character may choose to keep it somewhere
city, you need Contacts. that everyone in her cabal can use it. In such a
case, all players involved can pool their
Library scores and benefit from the increased
wealth of information (pending Storyteller
x No one pays attention to you
approval). However, they may run into
Your peers recognise you duplication of information. Thus, a pooled
library is only as effective as the best Library
You have many local rating in the group, plus one for each
associates, and you know who additional Library thrown in.
to call

x You have no information


You're respected regionally; resources
people seek your opinion
Youve got some useful books
Your word is gold on a national
level. You fill a small shelf of key texts

You are vastly influential on a You have numerous useful texts


global scale.
You have a colossal collection,
filling a room of useful books
and scrolls
Library Your library knows no bounds,
With this Trait, your character has access to a holding lost books, scrolls and
great wealth of information. This "library" may scriptures.
take the form of books, old scrolls, computer
databases or even of friends who have it all in
their heads and who are happy to share it with
you. Most importantly, your character can Mentor
access this information whenever she wants Only the most naive Orphan discovers ist
and study it at will. The knowledge contained without some sort of help, training and
in your character's library can include both instruction. Often, a character's mentor has a
mundane and occult elements. Although it more profound influence on her personality,
may not always prove entirely reliable, more beliefs and knowledge than any other person
often than not your character can take her since her Awakening. If he has no mentor,
time, cross-reference and check her then he doesn't have the benefit of a teacher.
information. Best of all, such a library is often a If he has a lousy, abusive or over-protective

43
mentor, then the things he learned could scar a Node and take the location for themselves.
him. A mentor can be a scholar, warrior, a Your character may have to fight to keep her
spirit or any other Ist-Awakened being. You Node. You and your fellow players can pool
should work with your Storyteller to give your your characters' Node scores to increase the
mentor an identity and personality. Your value of one particular Node rather than
character can use his mentor in many ways, having several small ones scattered around
though his mentor may also use her in return. the area. The Node's rating determines how
The mentor-student relationship can be a much Tass the place produces and how much
complex thing, especially if the mentor "free" Quintessence a character can absorb
requires favors in exchange for the wisdom he from it per week. Your character can stockpile
imparts. Furthermore, your character's actions Tass, but the magical energy may lose its
reflect on his mentor, just as his mentor's potency after a short time if not used. The form
reputation reflects on him. If your character this Tass takes reflects the nature of the Node.
does something to disgrace himself, him If the Node is in a cemetery, the Tass may
mentor may step in with a hard lesson in take the form of grave moss that your
retribution for the stain to his own reputation. character will have to boil down to remove the
Mentors are key in teaching characters about Tass. Or, if the Node sits in a cave by the
new skills, knowledge and magical practices. ocean, the Tass may take the form of salt-like
A mentor could instruct a character in some deposits that your character will have to gather
obscure lore or special techniques, offer the up and sift out to separate sand and silt. The
advice of experience, loan a magical item or Prime available from a Node counts for all
intervene in a nasty situation. Obviously, a uses of absorption. Thus, characters who
mentor is much more active than a library, but meditate to refresh their Awtar rating must
using this help requires that the character draw on the Node and deplete it, and the Node
repay the debt in some fashion. may temporarily run out of power. The exact
amount of power that a Node holds is up to the
Storyteller. For a game with scarce magic, a
x No mentor - how did you learn
ist? Node might only supply one point of Prime per
week per dot, while a more generous
Unimportant or distant mentor Storyteller might give ten points per week per
dot. The higher the rating of the Node, the
Helpful but strange mentor more energy it holds and the weaker the
Gauntlet in its location.
Good or notable mentor

Wise and respected mentor x No nodes


Powerful and influential mentor A minor node, barely worth of
mention

A weak node, only useful for a


Node trickle of energy
One of the most hotly contested prizes in the A significant node, quite useful
war between ist users is the possession of to gain Prime
Nodes. A character with a Node has access to
a place of power where she can replenish her A major node, others claim
Quintessence and gather Tass. Your Node ownership of it
can be located anywhere in a cellar, a One of the few Ancient sites left
grove, a high-rise, a glade, a crystal cave or
an old church but mages protect them like
the treasures they are. Prime thieves may
attempt to overthrow the current custodians of

44
Resources
Even Ist users must eat. This Trait represents
the financial assets and income your character
starts out with at character creation. It
describes your character's standard of living
and helps to determine what kind of property
she owns. If your character has no dots in
Resources, she has the clothes on her back, a
few belongings and a small amount of
spending cash. She may have to live with
someone else and she doesn't have a job.
Work with your Storyteller to decide where
your character's income and assets come
from, what kinds of property she owns and
what she will have to do to maintain her
standard of living. Any Ist user can make a
little money with some clever ist, but such
feats tend to attract the unwanted notice of
other powerful people. For beginners, it's
usually easiest and safest just to have a "real"
source of income.

x No job, no money, youre


effectively homeless

Small amount of savings, youre


a peasant

You live a decent life, but you're


far from rich, youre a
commoner

Large savings, you

45
Game mechanics

to many hours, and it contains exactly as


Time many turns as are needed. Scenes that
contain only conversation and similar social
Time is a key consideration in this game, as in interactions usually do not contain separate
many roleplaying games. Time is always turns.
progressing during the game, but the pace will Chapter: An independent part of the story,
vary depending on the current situation. For usually played out in a single game session.
instance, during a high paced action scene, Most chapters consist of a number of scenes
time may run slower than in the real world, in connected by periods of downtime. Chapters
others the storyteller may announce that an in plays or novels are a good example of the
hour, day or even a week has passed, to avoid same sort of time period. Chapters usually
tedious activities and keep the story encompass between one hour and several
progressing at a steady pace. To help better weeks of game time, but they may run much
quantify and describe the passage of time longer on occasion.
without being burdened with lengthy charts or Story: Sometimes known as a scenario or an
calculations, Mage uses six basic units adventure, a story is a connected series of
to describe game time. chapters that proceed from an introduction, to
Turn: The amount of time your character some form of conflict, to some resolution.
needs to perform a fairly simple action. One Some stories require many chapters to
turn normally takes between three seconds complete, while others are finished after a
and three minutes, depending on the current single chapter.
pace of the game. In combat and similar stress Chronicle: A series of stories connected by
situations, turns are almost always three the presence of the same characters and the
seconds long. events surrounding them. Some chronicles
Scene: Just like in movies and plays, a involve a single story-arc composed of a
scene is the time taken by a single event closely linked series of stories, while others
happening at a single location. A fast and consist of a sequence of mostly independent
furious combat in an Iteration X lab, a lengthy stories that are only linked by the presence of
and complex conversation in the characters' the same characters. Chronicles usually take
Chantry and a ritual performed under the light between a few weeks and a few years of
of the full moon each take one scene. A single game time, lasting between a few months
scene can take anywhere from a few minutes and a few years of play.

46
Downtime: Time that is "glossed over" with agendas and carrying out their tasks
brief descriptions by the Storyteller rather than successfully.
played out turn-by-turn or scene-by-scene. Ten points Danger: If the story was
When a Storyteller says, "All of the characters particularly harrowing and the characters were
rest and recover for the next two days," or, forced to stay on their toes constantly, they
"Your characters spend the next two hours may learn
gathering the props and tools needed for the quicker just by surviving.
big ritual," rather than letting the characters Ten points Wisdom: If a player came up
actually play out either of these events, he is with a brilliant plan that saved the day in mid-
invoking downtime. Downtime is used to play story, adapted to the circumstances, adjusted
through trivial or tedious time periods quickly for a new and clever use of the character's
and to control the time and pacing of a game. capabilities or just plain rocked, give a bonus
points to that character for sudden insight.

Experience Of course, the Storyteller can always award


more or less points, as dictated by the needs
Life is a learning experience, in this respect all
of the chronicle and the group.
skills and abilities can be improved by
learning. The amount of experience you
Different traits have different experience costs
receive at the end of each chapter will be
according to their value in the game.
decided by the DM according to these
Experience point costs:
categories:

New Ability: 30
Ten Points Automatic: Each character
New Sphere: 100
learns in spite of herself and gains a little
Willpower: new rating x10
experience just for surviving.
Ability: new rating x20
Ten Points Learning Curve: For those
Attribute: new rating x40
individuals who truly learned something
Specialty Sphere: new rating x70
shocking, inspiring or new, award an additional
Other Sphere: new rating x80
point to reflect the new vistas opening in their
Arete: new rating x80
minds. The player should explain what the
Background: new rating: x30
character has grasped.
Ten Points Roleplaying: A player who went
It should be noted that while backgrounds can
above and beyond the call of normal
be bought with experience, it must be
roleplaying to portray a particular role,
consistent with the story. The same can be
especially delving into the quirks and
said for willpower, your character would not
hindrances of the character, may gain bonus
realistically gain willpower running 20 miles a
points as a reward for enhancing everyone's
day, but would gain willpower relaxing or
game experience. The standards for such a
recovering after an adventure.
reward should get successively higher!
Ten Points Heroism: A player whose
character bravely and selflessly puts life on the Actions
line may come out stronger from the
experience. That which does not kill us, is An action is a task at which your character has
worth extra experience points. a chance of failure or interruption due to the
vagaries of chance, skill or outside forces.
You also earn Ten points in each category of Speech, breathing and similar simple basic
experience and the end of each story: tasks aren't considered actions, but almost
everything else is. Everything from performing
Ten points Success: If the characters a magical Effect to climbing a ladder is an
achieved all or at least some of their goals, action. One action typically takes one turn of
they should get points for advancing their game time to complete.

47
Taking action is easy. You tell your and many bookstores. The Storyteller will
Storyteller what you are planning to have your need a dozen or more such dice, while players
character do. At this point, the Storyteller must may need up to 10. Of course, dice can be
figure out if this action succeeds or fails. A die shared around 20 dice is usually enough for
roll might be involved to determine the most gaming groups. Players roll dice to
outcome of random events, or the Storyteller determine the outcome of any action where
may make a judgement by fiat. The Storyteller both success and failure are reasonable
then regales you with the outcome of your possibilities. Your character's Traits affect the
character's feats, whether successful or not. In number of dice you roll, and they have a direct
general, actions fall into three categories: effect on the chance that your character will
automatic actions, impossible actions and succeed at the action.
disputed actions. Whenever a player describes
an action, DMs must first decide if the action is
either automatic or impossible. For such
Ratings
actions no dice are required. Otherwise, While a character's personality, hopes and
the action moves into disputed territory, and it dreams are determined purely by your own
becomes time to resolve the consequences of imagination, her capabilities are defined by her
success or failure. Many actions are simple Traits her innate aptitudes and learned
enough that they are considered automatic. abilities. With the exceptions of Arete, Prime,
Unless some unseen or hostile forces are at Paradox and Willpower, all Traits have a
work, your character can walk across an minimum score of 0 and a maximum score of
empty street, eat dinner, or read a street sign 5. A 0 in a Trait represents a complete lack of
printed in her native language automatically. knowledge or competence, while a 5 is the
Such actions are successful automatically, and pinnacle of human achievement. Most people
they require no dice or other mechanics. in the World of Darkness have Traits ranging
Impossible actions are as easy to adjudicate from 1 to 3. A 4 represents an excellent
as automatic actions. For particularly degree of ability, while a 5 is extremely rare
outrageous actions, the Storyteller will let you and quite exceptional. However, certain
know that your character has no chance of supernatural monsters can have Traits greater
performing such a feat. However, the entire than 5, and characters can use their magic to
range of actions that your character might be increase their Traits above human norms
able to accomplish lies between the trivial and temporarily. Think of Trait ratings as similar to
the impossible. Whether your character is the "star" rating system for hotels and movies.
driving in a high -speed chase, creating a A rating of 1 is fairly dubious, while a rating of
powerful talisman, or to exchanging blows in a 5 is truly excellent. In some unfortunate
brawl, there is a chance that your character circumstances, a character might also have a
might succeed and a chance that your zero in a Trait. A zero would normally be
character might fail. In these situations, the reserved for Abilities that a character never
Storyteller will ask you to roll dice to determine learned or developed, but magical injury,
whether the action succeeds or fails. extreme physical damage or severe mental
disability could reduce a character to a 0 in an
Attribute. Trait ratings appear in the following
format:
Rolling Dice x Abysmal/ Totally Untrained
In any situation where an action's outcome is Poor/ Novice
in doubt, the result is decided by a Average/ Beginning Professional
combination of chance and the character's Good/ Trained Professional
Traits. Mage uses a simple, easy and time- Exceptional/ Top-Notch Professional
tested chance-based mechanic: rolling dice. In Superb/ World-Class Champion
all cases, the dice used in Mage are 10-sided + Legendary
dice, which you can find at any game store

48
Whenever you roll dice, you roll one die for more successes usually means that you've
every dot in the appropriate Trait. For succeeded completely.
instance, if your character needs to solve a The lower the difficulty number is, the easier
complex riddle over the course of several the action is. A difficulty of 6 indicates that the
days, and she has three dots of Intelligence, task is neither particular easy nor especially
you'd roll three dice. However, with the difficult. Of course, various modifiers can come
exception of Willpower, Arete and Reflexives into play, so don't expect every task to be
Paradox rolls, you almost never use only a equally simple! The Storyteller should decide
single Trait in a roll. Most often, when you use on the difficulty for all actions. Only the easiest
an Attribute in a roll (such as rolling your dice actions have a difficulty of 2 or 3. A difficulty 2
in Perception to find something), you also add task is so simple it's rarely worth the trouble to
in dice equal to your score in an Ability roll. A difficulty 9 task is extremely hard, and
associated with the specific roll. success is unlikely for all but the most skilled.
In some cases, a single Trait is used in a Difficulty 10 tasks are almost impossible, for
roll; in most cases two Traits (one Attribute you have an equal chance of botching as you
and one Ability) are used in a roll. However, do of succeeding, regardless of the number of
there are no cases in which more than two dice you roll. Only especially onerous tasks set
Traits make up a dice pool. Since Arete and by the Storyteller will have a difficulty of 10.
Willpower both have maximum scores of 10, Almost all tasks will thus have difficulties
and Attributes and Abilities both have ranging from 3 to 9, and the majority will range
maximum scores of five, normal humans can from 4 to 8.
never roll more than 10 dice in a dice pool. A roll of 10 on a task is always a success. If
Only the most exceptional individuals in the you manage to score a 10, you've blown away
world ever roll 10 dice in a dice pool. Ists the most difficult problem, no matter how
ability to alter the very fabric of reality means complex. The only way you could still fail an
than they can sometimes roll more than 10 action in this case is if the Storyteller decided
dice in a dice pool, but doing so is almost that the action was impossible, but cruelly
always a rare and special event. made you roll the dice anyway to string you
along.
Difficulty ratings
Now that you're rolling great handfuls of dice
Failures
and you're throwing together every If you score no successes at all in a roll, your
conceivable combination of Attributes and character fails to achieve the desired result.
Abilities to figure out what you're doing, the He misses his shot, the lengthy and complex
next question is that of what you're trying to ritual produces no result other than melted
roll. Whenever your character performs an candles and clouds of incense, or the code
action that requires a roll, the Storyteller will remains beyond his ability to crack. The exact
tell you the appropriate difficulty number. A results of failure are up to the Storyteller to
difficulty number is always a number between decide. However, they are rarely catastrophic
2 and 10. Each time one of the dice you roll certainly much less bad than a botch.
scores that number or higher, you are
considered to have rolled a success. For
example, if an action has a difficulty of 6 (the
Botches
most common difficulty number) and you roll 2, Sometimes things go wrong enough to ruin
3, 4, 5, 8, 9, 10, you rolled three successes. your effort, or perhaps your entire day. The
The more successes you roll, the better your last important rule about dice in the Storyteller
character did. You need only score one system is the "rule of one," also known as
success for your character to perform most botching. Whenever a die comes up one, it
actions, but it's a marginal success. Three or cancels a single success. If you roll three
successes and three ones, you score (in total)

49
no successes, and your character fails. worthy challenge for a complete novice, the
Sometimes life's just like that. The easiest way same task is trivially easy for an expert.
to keep track of this rule is to set aside one of Therefore, Mage has a simple and easy
your successful dice with each 1 that comes system for determining automatic successes
up. If you have any successes left, then your for easy tasks. If the number of dice in your
character succeeded; if you don't, he didn't. As character's dice pool equals or exceeds the
stated previously, you fail if you roll as many or difficulty number of the task, your character
more 1s than successes. Sometimes your succeeds automatically. No die roll is
character will really screw up. If you ever roll necessary. Since an automatic success is
no successes at all, and get one or more 1s, equivalent to rolling a single (marginal)
you botch. Rolling no successes and no 1s or success, this system is less than useful for all
even eight 1s and a single success are both resisted tasks, and it cannot be used for
merely ordinary failures. Botches require that combat or similarly stressful tasks. Also, if the
you roll at least one 1 and no successes even quality of the success is at issue, you will
before taking away successful dice. Botches probably want to roll the dice anyway, to try to
are considerably worse than ordinary failures. achieve more successes. However, for simple
Not only did your character fail, something and especially for often-repeated actions, this
significantly bad happened in addition. While system should speed up activity considerably.
an ordinary failure on a Stealth roll means your Of course, there is another more taxing
character might have be detected, botching a method of getting an automatic success on
Stealth roll involves knocking over something any roll: simply spend a Willpower point. You
loud, or stepping on a dry twig, essentially can do so a maximum of once per turn.
guaranteeing that he will be noticed. Similarly, Because your character has a limited supply of
botches in combat indicate that not only did Willpower this tactic should be reserved for
your character fail to hit your target, but his emergencies or other important situations.
weapon broke, or he shot an arrow at one of
his companions by accident. There's no table
or list of botches provided here. It is up to
Trying it again
Storytellers to decide both the type and When you fail at a task, it is often somewhat
magnitude of the botch. As a rough guide, harder to try a second time. This increased
Storytellers are free to decide that the more 1s difficulty is produced by a combination of
rolled during a botch, the worse the botch is. If stress and the fact that some portions of the
you roll a single 1 when shooting a crossbow task may simply exceed your ability. Failure to
in combat, your character's crossbow may pick a lock or repair a device simply means
jam. If four or more 1s are rolled, accidentally that the character did not succeed, not that he
shooting a friend or an ally, or even having the can never succeed at this task. Characters
crossbow break in your character's hand, who fail at a task may usually try again.
might be reasonable results. However, if the However, the Storyteller has the option of
character has 5 dots (or more) in a trait that increasing the difficulty number of the second
the player is rolling for, the first botch can be attempt by one. If the second attempt also
ignored and the player can reroll. fails, then the third attempt increases the
difficulty by two (and so on until the difficulty
pushes up past a nine). From there, the matter
Automatic successes gets really tough, and it's likely that the
Rolling huge handfuls of dice may be great fun character will not succeed at all (see
when your character is trying to understand "Thresholds"). Increased difficulties should be
the inner workings of some vastly powerful invoked only in certain cases, like climbing a
technomagical construct, but it is rather less wall, repairing a device or interrogating a
enjoyable when the same character is simply prisoner, where being completely unable to
trying to perform a minor repair on a weapon. perform the task is a reasonable option.
While even a relatively simple task may be a Perhaps the wall is simply too slick, or the

50
puzzle is too complex and unfamiliar. Extended Actions
However, retries without penalty are possible
in such situations if instead of merely The preceding rules provide the basics
attempting to retry the task the character finds needed to resolve most situations, and they
some new piece of information or equipment are sufficient for chronicles where die-rolling is
to aid in the endeavor. Anything from buying a kept strictly to a minimum. However, those
fancier set of lockpicks, to stealing a new rules don't cover the full range of possible
password, would count as new equipment or situations. The various additions and
information, but only as long as significant complications are designed to add extra color
thought or effort went into obtaining it. As long and detail to games. While not strictly
as the character has obtained such necessary to play the game, they often add
information or equipment then a roll may be both realism and suspense to a chronicle. As
retried without penalty. Of course, repeated always, the Storyteller should decide if these
efforts to obtain new information or equipment rules should be used, preferably in
should become successively more difficult! In consultation with the players. The goal should
situations such as firing a bow at an opponent, be to have a fun and enjoyable game. For
detecting an ambush or driving to evade some people, the best game involves using as
pursuit, the situation itself is complex and few rules as possible, while detail and realism
rapidly changing enough that repeated rolls are the keys to a good game for others. The
may always be made without penalty. In other following additions are all quite general, and
situations, like to jump across a deep chasm, they apply to a wide variety of circumstances.
failure is often final and retries are impossible
since the character is no longer capable of Extended actions
such actions.
Often, complex or difficult tasks require
multiple successes to complete. For example,
Complications many successes are generally needed to
The preceding rules provide the basics design and build a complex piece of
needed to resolve most situations, and they machinery or to extract all possible information
are sufficient for chronicles where die-rolling is from a prisoner. Usually such lengthy tasks
kept strictly to a minimum. However, those also require a considerable amount of time.
rules don't cover the full range of possible Instead of a single action that takes one turn to
situations. perform, and that requires only a single roll,
The various additions and complications many turns (and possibly many scenes) are
listed here are designed to add extra color and needed; many rolls may be involved as well.
detail to games. While not strictly necessary to Any action that can succeed with a single
play the game, they often add both realism success on the die roll is called a simple
and suspense to a chronicle. As always, the action. Swinging a sword, jumping a chasm or
Storyteller should decide if these rules should even making a short speech are all simple
be used, preferably in consultation with the actions whose success or failure depends on a
players. The goal should be to have a fun and single die roll. Actions that require multiple
enjoyable game. For some people, the best successes to be even marginally successful
game involves using as few rules as possible, are called extended actions. Building a castle,
while detail and realism are the keys to a good searching an entire library for a single quote or
game for others. The following additions are all seducing someone are all examples of
quite general, and they apply to a wide variety extended actions that require both multiple
of circumstances. turns and multiple die rolls to complete. Most
actions in Mage are simple actions, but
ambitious players engaged in difficult projects
often perform extended actions. Given the
difficulty of performing the most powerful feats
of magic, magical rituals are often the most

51
common form of extended action found in this Resisted Actions
game. In any extended action, you roll the
character's dice pool multiple times. A single roll with a single difficulty number is
Depending on the circumstances, you may often insufficient to represent an active
end up rolling once a turn, once a scene or struggle between two characters. For instance,
even once a week. Regardless, successes are two characters may be engaged in a tug of
totaled from roll to roll, and the goal is to war to see who can grab a potent artifact. In
accumulate the necessary number of such a case, you and your opponent make a
successes to complete the task. Unfortunately, resisted roll. Each party rolls dice, and the
each additional roll both lengthens the time character with the most successes wins. Often
necessary to complete the task and increases the difficulty number of such rolls equals the
the likelihood of a botch. While a simple failure normal difficulty to perform a similar unresisted
on any of the individual rolls merely means task. However, if one party has an advantage
that you make no progress during that turn, he uses a lower difficulty number; in other
some disaster occurs if any of the individual cases, both parties use some Trait of the
rolls botches. Not only are all previous opponent as the difficulty number. Regardless
successes lost, but the desired result may well of how the roll is determined, your character
be even more difficult to achieve. For example, scores only a number of successes equal to
if your character attempts to summon a the amount by which you exceed your
powerful Demon, each roll might represent an opponent's successes. Consider a boxing
hour of chanting, gesturing and reciting match between your character and another
incantations. If you know a foul Nephandus is player's character in which you need five
planning to attack your character in five hours, successes over the course of the match to
then you will need to achieve the required knock your opponent out. If you roll five
number of successes in five rolls. If any of successes and your opponent rolls four in the
these rolls is a botch, not only is all previous same turn, you gain only one success. Thus,
effort wasted, but one or more props used in your character wouldn't knock the other out,
decorating and preparing the ritual area are but he would be in slightly better shape as the
likely ruined, and your character may well fight goes on. In general, resisted actions are
have summoned a hostile spirit by mistake. In the most difficult tasks a character will
some cases, a botch may indicate that no perform, and large numbers of successes will
further rolls are possible. A botch while be quite rare unless the character is facing
attempting to repair a complex device often completely incompetent opposition. Some
indicates that the device was destroyed and is actions like wrestling contests or blacksmithing
now a mass of useless scrap that can never tournaments can be both extended and
be repaired. In cases where there is no time resisted. In such cases, one or both parties
pressure, extended actions may be continued must achieve a certain number of successes
as long as desired, but in the hectic and to succeed. The first one to achieve the
dangerous life of a character, who really has required number of successes wins the
time to chant for 36 hours straight? The task contest. Since each success by the opponent
descriptions frequently refer to extended effectively subtracts successes, actions that
actions when describing difficult or lengthy are both extended and resisted can require a
tasks. However, such actions should not be large number of rolls and a considerable
overused. For the game to be enjoyable for expenditure of both time and effort for the
everyone, it should not always be bogged characters (and players) involved
down with endless 12-hour rituals or similarly
lengthy tasks. Time-pressure and the need to Teamwork
act quickly should keep extended actions from
Fortunately, while heros may have to perform
intruding unduly on the most intense or action-
packed portions of a game. extremely difficult feats, they can also ask their
friends and companions for help. In any
situation where two or more individuals can

52
effectively help each other, characters can You have to take away successes due to
work together to collect the needed thresholds before you take away successes
successes. While primarily used when due to rolling ones, as well. Fortunately, a
performing extended actions, teamwork can threshold alone cannot force you to botch. If
be used for everything from performing first the threshold removes all of your successes
aid, to searching a room or breaking down a and there is threshold left over, but you didn't
door. For all such tasks, two or more players score any ones, the roll is still a simple failure.
can roll separately and add their successes Occasionally, an action may call for a
together. However, each roll is separate, and threshold without modifying difficulty. If's
different characters may never combine their possible to call for an action at difficulty six
Traits into a single die pool. While successes with a threshold of three, for instance; in such
are combined, each character succeeds, fails a case, you'd have to score at least four 6s on
or botches separately. Depending on the your roll to succeed at all. This usually applies
actual project, a botch may affect only the to a task that's not particularly difficult, but that
character who rolled it, or it may ruin the entire does require a lot of work to accomplish.
project. Teamwork can be used in a wide
variety of situations ranging from performing a
magical ritual, to tailing a suspected enemy.
The Golden Rule
However, it is not the solution to all problems. The most important rule of all, and the only
It won't work if there simply isn't room enough one truly worth following, is that there are no
for more than one person to work on inviolable rules. This is your game. Your own
something, or in situations like seducing or gaming group should make of it what it will.
fast-talking someone where additional Whether you want to run your game in a
participants tend get in the way. Storytellers diceless (or nearly diceless) fashion, or you
must decide for themselves whether teamwork want to roll for every task, more power to you.
would aid or hinder a specific endeavor. Even if you want to get highly experimental
and have everyone play four characters of
widely varying power levels and rotate
Thresholds Storytellers every session, as long as
The rule for thresholds is a bit of a departure everyone is having fun then you are running a
from the usual revised Storyteller rules. The good game and using the rules correctly (for
Storyteller system takes into account modifiers you). The rules in this book should be
for actions, but in Mage, modifiers have a considered nothing more than useful
tendency to push numbers around a lot and guidelines. They're not mandatory strictures on
giving everything a difficulty of 10 doesn't the only correct way to play Mage or explore
accurately simulate the Herculean effort the World. You know what's best in your own
necessary to complete some of the feats that game, so have fun and use the rules with
heros tend to try. When you take modifiers that which you feel most comfortable.
should push a difficulty rating past 9, you
generate a threshold instead. Each additional
point of difficulty instead takes away one Systems and Drama
success from your final roll. That success
Because adventurers have a wonderful
never happened the task was so hard that
tendency to find themselves in all manner of
you just barely managed to complete it. If your
bizarre situations, you'll often need to figure
threshold takes away all of your successes,
out how a character might get out of a tough
your character fails; although he gave a good
spot. The basic rules in the previous
try, the job was just too tough. Should the
subchapters describe the quick process of
threshold remove all of your successes and
determining outcomes when random factors
leave you with any ones on your dice, your
enter play. For more detail, you can use the
character botches. (Watch out, because
systems presented here, covering everything
actions with a threshold tend to botch a lot.)
from sneaking around to fighting to charismatic

53
oratory and beyond.. A player's moving Getting to Feet: Characters may normally
performance (or uninspired play) will definitely rise from the ground in one turn without
take some part in the success or failure of the making a roll. Getting up and performing a
character's endeavor. The character may be second action in the same round requires a
better at some things than the player, but the multiple action (see "Multiple Actions") with a
player should at least make an effort in all Dexterity + Athletics roll (difficulty 4) to rise
cases. From there, you can let the dice fall successfully
where they may, and then decide an outcome Movement: Characters may walk, jog or run.
based on chance, performance or some While walking, a character moves seven yards
combination of the two. per turn, and he may perform most other
actions without penalty. While jogging,
characters move at (12 + Dexterity) yards per
turn. When running, characters move at (20 +
Dramatic systems [3 x Dexterity]) yards per turn. Characters may
Your character has various capabilities move up to half of their maximum running
recorded on his character sheet as Attributes speed in a turn and still take a normal action.
and Abilities. However, these Traits are only Normally, doing so entails moving, then
really useful if you know how to use them. The stopping to perform an action. Acting while
following rules give relatively detailed moving is possible, but each yard moved
explanations for a wide variety of tasks that subtracts one die from the action's pool. Note
the characters may encounter. In the vast that injured characters may have their
majority of the cases, you simply add together maximum speed reduced.
an Attribute and Ability and make a roll. If the Readying Weapon: Whether drawing a sword
task falls within a character's specialty, the from a scabbard or reloading a crossbow with
player may be able to roll additional dice if he a bolt, readying a weapon takes one turn and
scores one or more 10s on this roll. The rules does not normally require a roll. However,
listed here are far from inclusive. If a task that attempting to perform other actions in this
is not listed here comes up, the DM should same turn (including attempting to use the
extrapolate from the given examples and weapon on the same turn in which you ready
create new tasks. In many cases, the simplest it) requires multiple actions. The player must
method is to decide first whether the task is reduce his dice pool (see "Multiple Actions")
easy, somewhat difficult or very difficult. Next, and roll Dexterity + Melee or Ranged (difficulty
the Storyteller assigns a difficulty based on 4) to ready the weapon successfully.
this estimate and decides on the exact Mounting a horse or other animal, doing so
outcome based on the number of successes requires no roll but does use one action.
rolled. For tasks that come up frequently, it Yielding: The character lets the character
may be useful for the Storyteller to actually with the next-highest initiative act first. The
write down rules similar to the ones in this character may still act at the end of the turn,
chapter to maintain consistency and fairness. after other characters have acted. If all the
Remember that if the character does not have characters (both player and Storyteller) yield,
at least one dot in a necessary Knowledge, the no one acts during that turn.
player cannot even make a roll, and
characters without a needed Skill receive a
difficulty penalty of one when the player rolls
Physical Feats
his Attribute dice. Physical Feats
Climbing [Dexterity + Athletics]: If your
character climbs an inclined or vertical surface
Automatic Feats (rocky slope, side of building), roll Dexterity +
Automatic feats require the character to take Athletics. Climbing is normally an extended
an action, but they don't involve dice rolls. The roll. For an average climb, your character
following are common automatic feats: moves 10 feet per success. The Storyteller is

54
free to adjust this distance based on difficulty multiple successes on a riding roll rarely
(easier climbs with numerous handholds or indicate anything more than truly skillful riding.
good climbing gear: 15 or 20 feet per success; The following difficulties are also added to all
harder climbs on shear surfaces or with no pursuits performed riding a beast:
climbing gear: five feet per success). Weather,
the quality of climbing gear, the type of Hazard Difficulty Modifier
handholds and numerous similar factors all Busy street +1
affect the rate of travel. The extended action Bad Weather (severe thunderstorm) +1
lasts until your character has achieved enough Severe Weather (hurricane, blizzard) +2
successes to reach her goal. Failure merely Poor Road (only if going faster than 20 mph)
means the character made no progress in a +1
turn, while a botch can mean that she got Rough terrain +2
stuck or possibly even fell.
Riding a horse or other beast [Dexterity + The type of beast ridden also affects both how
Nature]: A Nature roll is not required to ride a fast the character can ride and how well she is
horse or lesser beast under normal able to control the beast. In the following table,
circumstances. Anyone with one or more dots Safe Speed indicates the maximum speed a
in Nature can ride from point A to point B character can ride a beast without penalty. For
without difficulty. However, players whose every 10 mph over that speed, the difficulty of
characters have no Nature skills must make all riding rolls increases by one. Also, the
rolls every time said characters attempt to ride maximum number of dice the riders player
a lesser beast or horse. Bad weather, high can have in her dice pool is equal to the
speed, unruly passengers, obstacles and Maneuver rating of the beast. Even an
complex maneuvers turn a normal ride into excellent rider can only control an elefont so
something much more difficult. Given the vast well.
range of potential problems encountered while
riding, the exact difficulties are up to the
Storyteller. The base difficulty for any riding
Beast Safe Max Maneuver
roll is 3, which merely indicates a mildly speed speed
difficult situation like crowded street or bad (Mph) (Mph)
weather. A simple failure at a riding roll rarely
indicates anything more serious than a horse Horse 20 30 6
heeling to a stop or possibly slipping off the
Elefont 15 50 3
beast partially. Botches usually result in some
form of accident or the death of the mount. At Aravari 50 80 9
slow speeds, this misfortune can be anything
from the mount playing up from fear to it Luftbaat 80 200 10
getting an arrow to the knee from an
adventurer like you. However, a botch can Millipod 10 20 5
result in a deadly accident at high speeds or
Centipod 15 25 4
the mount being killed and your character
injured. Sandwyrm 0 100 2
In especially difficult riding conditions, a simple
failure may require a second roll. A failure in Megasloth 10 15 5
this roll indicates that the rider has lost control
Aquine 20 30 7
of the beast or gotten into a moderate
accident, while a botch indicates a lethal Dust boar 5 45 8
crash. Success means the severe
consequences were Averted and the driver
Taming a beast to ride or as a pet/companion
merely stalled or skidded to a stop. Except
[Nature + Perception or Wits]
when performing chases (see "Pursuit")

55
Similar to any action in mage taming a beast scale of 1 to 10 showing how strong it could
has a difficulty rating according to the beast in potentially be, however this is largely unknown
question plus any modifiers from a situation or to the player and the character unless either
condition. A successful roll might mean that the character has spent a lot of time with the
the character tames the beast and if a ten is animal, or has a good perception+Nature roll.
rolled it naturally warms to him. A failure may
mean the creature is frightened or if hostile it Encumbrance [Strength]: Although
could be angered further. A botch roll may characters need to carry around their armour,
mean that the creature lashes out at the tamer Talismans and weapons, they can only carry
and injures them or worse. Different races will so much. For the bookish scholar who
have a different ability to tame an animal absolutely must carry his entire library,
based on their size and whether the animal physical limitations may be a hindrance. A
features prominently in their culture. Given that character can carry about 12 kg per dot of
the attempt wasnt a botch, the player may Strength without too much trouble. Beyond this
attempt to tame the animal again, but its limit, the character suffers a difficulty penalty
difficulty will increase by one. In certain of one to all physical skills due to the weight
conditions, the animal may be harder to tame: and bulk, and every additional 12 kg halves
Condition Modifier the character's base movement. At double the
Wild temperament +1 normal weight limit, the character can't even
Injured +1 move. Note that characters may be able to
Is a parent +2 drag or push more than they can carry, and
Hostile +2 that the bulk of an object may make it
Has has child/ parent killed by the party +3 impossible to carry due to the difficulty of
lugging it around corners, getting a grip on it
and so on.
The following table shows taming difficulty: Intrusion [Dexterity or Intelligence +
Engineering]: If your character doesn't have
Animal Taming difficulty
the key to a locked door, or he needs to enter
Runaway dog 1 an area with a magic alarm system discretely,
intrusion rolls will be necessary. While
Wild dog 2 characters may try multiple times to open a
lock, and they can even use extended tasks to
Wild horse 3
pick a lock slowly and carefully, bypassing a
Elefont 4 magic alarm system requires success on the
first attempt. All intrusion tasks require some
Luftbaat 5 tools. Improvised tools like paperclips increase
the difficulty of rolls by at least one, while
Bloodwolf 6 elaborate tools like mechanical lockguns and
Arachnoid 7 silent bolt breakers reduce the difficulty of
such rolls by two or more when used against
Aravari/Subspirit 8 the specific type of lock they are designed to
defeat. Any failure on an intrusion roll alarms
Grand Aravari 9 guards, as does any failure to pick a lock that
is near a guard. Botches indicate that tools
Elder Priym 10
break, you left fingerprints and other
identifying traces all over the lock, or similar
Most tamable beings will have a Mastery disasters occurred. In general, picking
rating and a Potential rating the Mastery mechanical locks requires a Dexterity +
rating is similar to Mastery on your character Engineering roll, while picking magic locks and
sheet, a quick overview of the beings total bypassing arcane alarm systems requires an
strength, the potential rating is rated on a Intelligence + Engineering roll. Characters

56
must have a minimum Skill level to even successes to clear the distance between her
attempt to open a sophisticated lock. and her destination. On a failure, the character
Engineering 1 will open most house and car fails to jump the needed distance, but the
locks, but cracking a safe or a lesser magic player may make a Dexterity + Athletics roll
lock requires engineering 2. The Engineering (normally versus difficulty 6) to allow the
Skill also allows characters to create elaborate character to safely grab a ledge, flagpole or
arcane locks and traps for their laboratories, other projection as she falls. Botches usually
houses or temples. Whether building a result in the character either tripping over her
mechanical lock or designing a magic trap or own feet, or falling to her doom, depending on
building a pitfall, the procedure is the same. the exact circumstances. Before jumping, a
The character must take several hours to character may spend a turn attempting to
several weeks (depending on the complexity gauge the difficulty of the jump. Three or more
of the system being designed), and the players successes on a Perception + Athletics rolls
must make an Intelligence + Engineering roll. (difficulty 6) allows one to determine the exact
Use a standard difficulty of 6 unless the number of successes needed to make the
character has especially poor or good tools jump.
and equipment. A single success gives a
system with a difficulty of 3 and each Lifting/Breaking [Strength or Willpower]: The
additional success raises the difficulty by one. following chart provides the minimum Strength
required to deadlift or break various weights
without a die roll. Players may roll to affect
Locks Difficulty
heavier weights than their characters' strength
Peasant house or rusted 3 allows. This roll is made with Willpower
handcuffs instead of Strength, and it has a difficulty of 9.
Each success advances the character one
Commoners house or new 4 level up the chart. Characters can (and often
handcuffs
need to) work together to lift an object. Doing
Medium-High wealth house 5 so is ordinary teamwork. The characters' total
Strength adds to any Willpower successes
Deadbolts and wall safes 6 rolled. Both lifting and breaking are all or
nothing if you fail the roll, nothing happens.
Medium security prison, 7 At the Storyteller's discretion, failing a Strength
Lesser magic locks
roll by one point may allow a character to drag
Bank Vault, Adept Magic 8 a heavy object a short distance or damage a
Locks heavy door enough that repeated attempts
may open it eventually. On a botch, the
Max security prison, greater 9 character strains something or drops the
magic lock object on his foot. In either case, the character
generally takes one level of bashing damage.
Fortress, Superior magic locks 10

Jumping [Strength, or Strength + Athletics for


a running jump]: Jump rolls normally have a Strength Feats Lifts
difficulty of three. Each success on this roll
1 Smash a plate 18kg
propels your character two feet vertically or
four feet horizontally. Jumping from a springy 2 Break a wooden chair 45kg
surface like a diving board adds a foot to each
distance, and using a flexible pole triples the 3 Break down a wooden 115kg
distance jumped. However, pole-vaulting door
increases the difficulty to 4. To jump 4 Break a 2x 4 180kg
successfully, a character must obtain enough

57
to attack or restrain the target physically. If the
5 Break down metal 300kg
door target continues to accumulate successes, he
pulls farther away from the pursuer. Each
6 Pull a 4 inch thick tree 360kg success the target accumulates beyond the
from its roots pursuer's total provides a difficulty penalty of
one to all Perception rolls he may need to
7 Carry a small horse 400kg
make when the target attempts to hide or
8 Bend a 3 thick lead 450kg evade detection. If either party botches, the
pole character has stumbled, skidded to a stop or
otherwise completely ceased moving, allowing
9 Punch through a wall 545kg the other party to escape or catch up.
Shadowing [Dexterity + Stealth]: Following a
10 Throw a horse 680kg
target can also reveal large amounts of useful
11 Punch through a 900kg information. Following requires a Dexterity +
shield Stealth roll, resisted by a Perception +
Alertness roll by the target. Circumstances
12 Can throw a fully 1360kg modify the difficulty for each roll. Targets who
grown bear are distracted, lost in thought or performing
other tasks have higher difficulties, while wary
13 Crush a human skull 1800kg
with one hand targets who suspect pursuit have a bonus.
Similarly, stalking someone through dimly lit,
14 Lift and use a 50cm 2250kg crowded, noisy streets may only have a
stone pillar as a difficulty of 4, while following someone
weapon undetected through an empty field at noon
could have a difficulty as high as 9. If the
15 Throw a house-sized 3000kg
rock character recruits companions to assist in
following a target, the task becomes much
easier. Having two or more characters switch
Pursuit [Dexterity + Athletics/Drive]: While
off following the subject allows the pursuers to
following someone at a discrete distance
use teamwork. When pursuing someone using
provides useful information, so does chasing a mount replace Stealth with Nature.
people down and capturing them. Pursuit can Remember that each dot of the Arcane
be performed on foot, using Dexterity + Background adds one to the difficulty of all
Athletics, or on a mount using Dexterity + rolls to spot the pursuer.
Nature. In both cases, the procedure is Sleight of Hand [Dexterity + Stealth]: Picking
identical. Frequently, no rolls are needed; the
someone's pocket or planting a larger object
faster creature automatically catches up with on someone is considerably difficult. The
the slower one. However, if the two individuals
procedure is identical for all such larceny,
or creatures are of nearly equal speed, or if
though. Typically, a resisted roll is in order,
there are back alleys or branching corridors
pitting the rogue's Dexterity + Stealth against
that might allow the person being pursued to the subject's Perception + Alertness, with a
evade the pursuer, use the system here. difficulty of 6 on both sides. Increase the
Pursuit is an extended action. The target of the difficulty by one to place or remove the object
pursuit begins with a number of successes if it is the size of a wallet or even a pocket
equal to his distance from the pursuer. When watch. The difficulty of the target noticing this
running, the target gains one success for intrusion decreases by one as well. Afterward,
every two yards distance; in horseback any causal examination of the pocket will
chases, one success gains 10 yards. Each
normally turn up the absence of an expected
turn, both parties roll and add the new
item, or the presence of an unfamiliar one.
successes to the total. If the pursuer However, the target will not be aware of how
accumulates more successes than the target the item came to be added or removed.
she can catch up with the target and attempt

58
Failure simply indicates that the character by the water conditions. Swimming in a pool is
didn't manage to plant or steal the item in normally difficulty 4, while trying to do so in
question, and it adds the usual successive arctic waters during a severe storm would be
attempt penalty if the character tries again. A difficulty 10. Only one roll per hour is required
botch results in being caught in the act. merely to stay afloat; actual distance
Sneaking [Dexterity + Stealth]: Whether swimming requires one roll every 15 minutes.
attempting to infiltrate a castle or evading a On a failure, the character flounders, and the
stakeout on her house, a character may be player must roll again before the character
called on to sneak around so as to avoid begins taking suffocation damage. On a botch,
detection. Sneaking uses Dexterity + Stealth the character begins taking suffocation
as a resisted action against any observer's damage immediately.
Perception + Alertness. The difficulty of both Throwing [Dexterity + Athletics]: Objects (like
rolls is usually 6. Distractions, camouflaged grenades or knives) weighing three pounds or
clothing or poor lighting can reduce the less can be thrown [Strength x 5] yards. Each
sneaking character's difficulty by two, as can additional two pounds of mass decreases this
knowing exactly where the watchers are distance by five yards (heavy objects cannot
located. Superior vantage points, or similar be thrown very far). If an object can be lifted,
advantages can negate all penalties for but not thrown, it may only be hurled a yard or
darkness and lower the observer's difficultys two. Storytellers can increase throwing
by up to two as well. Remember that the distance for aerodynamic objects like frisbees,
Arcane Background reduces the difficulty of all or reduce them for particularly unwieldy
sneaking rolls by one per dot. On a botched objects like crates. Merely throwing an object
sneaking roll, the character accidentally far away requires no roll. Throwing an object
bumps into one of the observers, makes a at a target accurately requires a Dexterity +
loud noise, or otherwise alerts them to her Athletics roll versus a difficulty of 6 (up to half
presence. the object's maximum range) or 7 (from half to
Stealing [Dexterity + Stealth, Perception + maximum range). This difficulty can be
Streetwise]: Whether a character needs a adjusted for easily thrown objects, high winds
document off of an enemy's desk, or simply an and similar external circumstances. A failure
apple from a market, stealing can be a results in missing the target and a botch
remarkably useful activity as long as the usually results in the object being dropped
character doesn't get caught. To steal an before it is thrown, or in accidentally hitting
object, roll Dexterity + Stealth in a resisted roll one of the thrower's companions.
against any observer's' Perception + Facedown [Charisma + Intimidation]: Large
Alertness. The difficulty of both rolls is based egos and overweening pride are common
on the size of the object and the degree of results of finding that one has the power to
distraction. The use of bulky clothing and reshape reality to one's whims. When two
similar tricks can reduce the difficulty by up to characters attempt to face each other down,
two points. Failure means the theft is detected, with each one daring the other to back down
and a botch means that it is obvious even to or look away first, use the following system:
those who were not watching for it. A Each party rolls Charisma + Intimidation
successful Perception + Streetwise roll versus a difficulty of the opponent's current
(difficulty 8) allows the character to determine Willpower. The first one who accumulates his
in advance both the difficulty of this task and opponent's Wits + 5 in successes, wins. At this
the relative alertness of any potential point, the other character either backs down,
observers. looks away or spends a point of Willpower to
Swimming [Stamina + Athletics]: Any stand firm, forcing a new extended roll. Using
character with one or more dots in Athletics is impressive magic and similar props can lower
assumed to know how to swim. Long-distance the difficulty of this roll.
or long-duration swimming requires successful Fast-Talk [Manipulation + Subterfuge]: While
Swimming rolls versus a difficulty determined theatrical performances and passionate

59
speeches can both sway a crowd, sometimes homeless, a religious or immigrant community
you simply need a guard to keep from hauling or the members of a secretive organization like
you in and searching you, the judge to let you the NSA, merely looking the part is not
off one more time or the customer to buy your sufficient. After the Expression roll, you must
expensive snake oil. In such cases, coming up make a Wits + Academics roll with a difficulty
with a rapid succession of half-truths, partial based on the community. Relatively open
explanations and a few carefully hidden lies immigrant communities would have a difficulty
can allow a character to confuse and bewilder of 6, closed communities or the homeless
his opponent into agreement. This action is a would have a difficulty of 7, and highly
resisted one that pits your character's secretive groups such as religious cults or the
Manipulation + Subterfuge against the target's Technocracy would have difficulties of 8 or
Willpower. Whoever scores the most higher. A single success allows the character
successes wins. On a tie, both parties roll to move, respond and act like a new or
again and the conversation continues. If the relatively inexperienced (or slow) member of
character wins, the subject agrees to this community. Additional successes increase
something similar to what the character the character's perceived status and
desires. More successes increase the degree competence. Failure means the impersonation
of agreement and the amount the subject is is unsuccessful, and a botch means that the
willing to do for the character. Failure is simply character is believed to be someone who is
that, and a botch usually indicates that the spying on or members of that community
character has angered the subject. Fitting In maliciously. Additional Wits + Academics rolls
[Charisma + Expression and/or Wits + may be necessary whenever the character
Academics]: Sometimes, the best way to faces an unknown or unfamiliar situation in this
obtain information is to find it out directly from culture.
the people who know it. Attempting to do so Impersonation [Charisma + Expression and
means that the character may have to attempt Manipulation + Subterfuge]: Making others
to fit into a foreign culture or subculture. While believe that you are someone they know and
most citizens of the First World understand the trust is a wonderful, if extremely risky, method
basics of middle class society, fitting into an of obtaining a great deal of useful information.
immigrant community, a city's homeless Even if your character has the perfect disguise
population or the closed and paranoid ranks of (something easily provided by the proper
the intelligence community requires an magic) and knows a great deal about the
extensive knowledge and understanding of the person being impersonated, it all comes down
culture or subculture in question. The first step to how well the character can pull it off. The
is to look the part. A successful Charisma + best actors can impersonate someone's dear
Expression roll allows a character to dress like friend, while someone nervous, timid or simply
any member of a well-known culture or unskilled cannot even become someone's
subculture. The difficulty of this roll is normally long-lost third cousin believably.
5, but it can be as high as 7 for more difficult Impersonation requires two rolls. First it is
feats like believable cross-dressing or dressing necessary to look, sound and move like the
down to street level. A single success allows target. A Charisma + Expression roll (difficulty
the character to appear to be the desired type 8) is required to obtain the desired
of person, and additional successes increase appearance. If the character does not have
the degree to which the character appears to access to the target, the difficulty of this roll
fit in. With just this roll, a character can increases by at least one. Access to someone
impersonate a member of a different social who has spent a significant amount of time
class, dress for a particular subculture or with the target and who can help correct any
pretend to be a member of a well-known obvious mistakes will reduce the difficulty level
professional community like the police or the by one or two. One success gives a basic
military. However, to impersonate a member of resemblance, but three or more successes
a completely foreign subculture like the help the character pass inspection by anyone

60
who knows the target well. Five or more with pliers and a saw, make a roll each turn.
successes means that even the target's own Under mental torture, the subject loses one
parents won't know the difference. If the point of temporary Willpower per scene; under
character can manage to keep interactions to physical torture, the subject loses one health
casual greetings and nods of level (bashing or lethal at the interrogator's
acknowledgment, no further rolls are choice) per turn. Doing lethal damage to the
necessary. However, the character will likely subject reduces difficulty of the interrogation
be called on to actually pass as the target rolls by two, but it risks killing the subject as
while interacting with individuals who know the well. Alternating questioning with either threats
target. When the character interacts with or torture in a "good cop/ bad cop" ploy is
someone, the player must make a often quite effective. The two interrogators can
Manipulation + Subterfuge roll with a difficulty combine their successes in teamwork. On a
based on how well the person knows the failure, the subject lies, babbles or simply
target. Casual acquaintances only require a remains silent. On a botch, the subject lies
difficulty of 5, coworkers and ordinary friends extremely convincingly, falls unconscious or
usually require a difficulty of 7, and spouses, possibly even dies (if physical torture is being
long-term friends and similar people raise the used).
difficulty to 8 or 9. A failure on this roll reflects Oration [Charisma + Leadership]: Whether
odd, incongruous behavior. At this point, the trying to rouse a crowd to anger, preach to a
player must roll again in a roll resisted the congregation or simply attempting to con a rich
observer's Perception + Alertness (difficulty 6). man into funding your latest crazed invention,
Success mollifies these fears, while another the capacity to sway the emotions and beliefs
failure or a botch on either roll reveals the of large numbers of people can literally create
character to be an imposter. or destroy nations. When your character
Interrogation [Manipulation + Intimidation or addresses any audience, from a small jury to
Charisma + Intimidation]: In the war for reality, an enormous congregation, roll Charisma +
obtaining your opponent's secrets can he Leadership. While the difficulty is typically 6, it
vitally important. There are several different should be lowered if the character is delivering
methods of interrogation, careful questioning, a message with which the crowd is
threats and physical or mental torture. Each is predisposed to agree. If the crowd finds the
an equally valid method, but they all work best message disturbing or threatening (or if it is
when used in combination. Questioning is already hostile or unruly for external reasons),
accomplished using a Charisma + Intimidation the difficulty should be increased. A priest
roll resisted by the subject's Willpower. The attempting to preach to rival gangs on the
difficulty of both rolls is usually 6, although verge of a fight will have a much harder time
promises and other inducements (like offering than a shaman addressing his tribe before an
the captive a tempting meal) can reduce the important battle. While a single success will
difficulty of the interrogator's roll. Well-crafted sway the crowd to agree with you on basic
lies like faked confessions by the subject's points, getting full funding from the board of
comrades can also aid this type of the wealthy or making a long term lasting
interrogation. Generally, a roll occurs at the impression on a crowd usually requires
beginning of each separate line of questioning. multiple successes. Failure indicates that the
Threats and torture both require the crowd loses interest or disagrees, and a botch
interrogator's player to make a Manipulation + indicates that you have angered or upset the
Interrogation roll, which the subject's player crowd enough that they disagree with your
resists either by rolling Willpower or Stamina ideas more than they did before. In some
+3 (whichever is higher). Threats, yelling and circumstances, a botch may even result in
perhaps a slap or a glass of cold water to the violence. Competing oration, like rival lawyers
face will not harm the subject, but these tactics in a trial, are treated as resisted actions, with
break down his will to resist. When actually the difficulty being set by the quality of
torturing the subject, whether with magic, or

61
evidence and witnesses provided by each + Engineering roll. In almost all cases, this roll
side. is performed as an extended task. If the device
Performance [Charisma + Performance]: is one of which a design already exists, then
Sometimes art or drama can affect lives more merely duplicating it requires that the player
than threats, money or even magic. If properly make an appropriate roll to learn more about
done, art can shape opinion or belief better it. Highly complex and secret devices like
than the most impassioned speech. From a Ylahil supercomputers or Mechanical knights
pagan priestess leading a Samhain ritual to an usually require that the character obtain this
actor performing a play, all performance information illegally. Simple devices like a
involves a careful Grafting of emotion, catapult, clocks, or crossbows do not require
planning and spontaneity. To convey the this research since most competent inventors
proper mood and tone to the audience, coven- are assumed to already know how such
folk or other observers, the player must make devices function. Research of this sort is
a Charisma + Performance roll. While the generally a separate task previous to the
difficulty is usually 6, a particularly receptive or building of the actual object, of course.
hostile audience (and other external Actually constructing a device requires that the
conditions) can alter this difficulty. A single character have the proper tools and parts.
success indicates that the performance was While a truly brilliant inventor might be able to
successful, if not terribly moving, while five or make a ballista from some scrap wood and
more successes produce a performance that metal, doing so is far from easy. In all cases,
the audience members will remember for the the character is assumed to actually build the
rest of their lives. device from scratch. Merely assembling a
Academic Knowledge [Intelligence + device from a kit which includes all of the
Academics]: Not all conflicts are fought with necessary parts is much easier. Changing a
swords or powerful ist. When you are trying to device to your needs whether mechanical or
win the war for reality, a knowledge of history, arcane requires skill, which starts at difficulty
philosophy and literature can also be vitally 4, this gets progressively harder with
important. When confronted with an academic complexity and size, as shown in the table
question, characters with one or more dots in below:
Academics are assumed to know the basics of
history and literature. For anything more [Device] [Difficulty] [ # of Successes]
complex, you must roll. Reasonably common Simple
knowledge has a difficulty of 3 or 4, while Mechanical
knowing the composer of an obscure 16th or Arcane device 4 2
century folk -song or the major exploits of Sir
Frumple Dumweeds eldest grandchild might Adept Mechanical
have a difficulty of 8 or 9. A single success Or Arcane device 5 3
give the character basic knowledge of the
question. Three or more successes provides Complex
both detailed knowledge of the subject and Mechanical
knowledge of a number of books or web sites or arcane device 6 5
that provide corroborating information. Note
your character could perform an extended task Extremely complex
by sifting through knowledge, ruminating on Mechanical or
facts and reaching a conclusion through logic Arcane device 7 10
or insight.
Building Things [Intelligence + Engineering]: Beyond mortal
Building a device from scratch is quite difficult, Level complex
but it can also be highly rewarding. Players of Devices 8 20
characters who want to actually create a
gizmo from scratch much make a Intelligence Ylahil supercomputers,

62
Mechanical gods 10 30 using an ist computer is that it speeds up
cryptography greatly, however, these devices
Creation [variable]: Ist users are inherently are huge, and extremely rare and expensive,
creative and dynamic people, so it's only and even fewer know how to use them. When
natural that many find ways to express breaking a code by hand, days, weeks or
themselves through art, writing or months of game time may pass between when
craftsmanship. At the very least, artistic the player makes rolls out of game. Using a ist
creations may provide insight into the computer generally reduces the game time
character's emotions and drives, a potent between rolls to minutes, hours or days. The
gauge of will. The rolls necessary to create use of a particularly powerful computer
works of art are as varied as the forms of reduces this time even more. Intuition and
artistic expression. Writing a clear piece of puzzlework can play an important role in
prose or a moving poem or song could require cryptography. You may use Wits + Enigmas to
a use of Perception + Expression, while a try to get a handle on a simple code; every two
painting or statue might involve Perception or successes on such a supporting roll reduces
Dexterity + Crafts. The difficulty of the creation the decryption difficulty of the subsequent task
often varies according to the medium, but it's by one (to a maximum of three). Failure
never easy to create. You should decide what means that your character wastes time mulling
your character is creating and roll according to the code over pointlessly, while a botch
the Storyteller's judgement of the task causes the first attempt at decoding to fail
parameters and difficulty. Multiple successes automatically (as your character approaches
indicate a masterful work, while few successes the code from the wrong conceptual direction).
showcase a quaint but not particularly potent For some codes, intuition is really the only way
or inspired piece. On a botch, the character to work certain mathematical ciphers are
either wrecks his medium completely or non-reversible, and such codes can really only
creates something utterly repugnant while be guessed at. Cryptography is also used in
remaining oblivious to its failings. Creative creating codes. Building a cipher is an
works can sometimes showcase a hero's inner extended task, and the code-maker can
nature, messages from the Avatar or mystical accumulate as many successes as desired.
insight. A character who "lets go" and paints or The total number of successes scored then
writes freely may find hidden messages in her indicates the number of successes required to
works. break the code. Botching such an extended
Cryptography [Intelligence + Linguistics]: code creation roll means that the character
Many scholars are secretive and paranoid by inserts an improper coding or screws up his
their very nature. Among the most paranoid notes, thus losing all the work accumulated.
academics, even their journals and notes are Creating a code is usually difficulty 5 fairly
written in code. A simple Mind Effect allows a easy.
user to read or write in a known code, but Destroying Devices [Perception +
decoding an unknown code becomes much Engineering]: For every device that a mad
more difficult. decoding is accomplished using scientist invents, there's a hero or villain who
an Intelligence + Linguistics. Typically, the needs to destroy it. All such rolls involve
difficulty of these rolls lies between 8 and 10. Perception + Engineering. While normally
Using a ist computer lowers the difficulty of performed as a single quick roll, finding a
translation by one or two, while working with a device's weak points can also be performed as
complex mathematical cipher with nothing an extended task, if the character has 10
more than a pencil and a ream of paper may minutes or more to examine the device in
push the difficulty even higher. Cryptography question carefully. Success in this roll allows
is an extended task, with each roll cracking the character to find a critical location on the
more of the code. Any botch rolled during this device. Any attack on this location that
process is not obvious until the end, when penetrates the device's armor will disable or
nonsense results. The primary advantage of destroy the device. To find such a weak point,

63
the character must take at least one full turn to desert would have a difficulty of at least 9.
examine or observe the device. Botching this roll indicates that the character
Detecting the Supernatural [Perception + falls, eats something poisonous or otherwise
Awareness]: While having one dot in an suffers from exposure or the harshness of the
appropriate Sphere is the best way of wilderness, typically taking some amount of
detecting various types of supernatural damage (determined by the Storyteller).
manifestations, even ist users without such Fortune-Telling [Perception + Awareness]:
abilities can "sense" things. Perception + While Time and Correspondence magic can
Awareness is the standard way to detect give a character visions of the future or of
everything from magic to the undead. distance places, there are other less accurate,
Detecting nearby coincidental magic is a but wholly coincidental methods of acquiring
normal difficulty of 6, while detecting nearby unusual information. Any character with the
vulgar magic is rarely more than difficulty 5. Awareness skill may employ some means of
Detecting nearby Nodes, pires or divination like Tarot cards, a pendulum or even
shapeshifters is somewhat more difficult, and a crystal ball. Doing so typically takes a short
detecting hunters, faeries and especially time, depending on the medium. At the
ghosts is quite difficult (minimum difficulty of conclusion, roll Perception + Awareness.
8). In all cases, a single success reveals the Fortune-telling applies only to specific
presence of something odd nearby, while questions about single events, such as a
multiple successes might provide further character wondering if one of her companions
information. If your character has enough time, is secretly a traitor, or which gift a dear friend
you can make an extended Awareness roll. would appreciate most. All questions asked
The adventurer scrutinizes the area or just must have relatively simple answers. The
clears his mind to feel for "something weird." A answers provided by fortune-telling usually
failure on an Awareness roll means that no consist of yes, no or maybe, and they merely
particular information is gained, while a botch indicate whether the event in question is likely
may cause a character to become firmly or unlikely. The difficulty of all fortune-telling
convinced that a perfectly mundane target is rolls is at least 8, with difficult and complex
terribly dangerous or odd, or vice versa. questions raising the difficulty to 9 or 10. One
Foraging [Intelligence + Survival]: While usually needs at least three successes to
unprepared urbanites can have severe obtain a meaningful response. Additional
problems if caught out in the wilderness successes provide slightly more information. A
without proper equipment, someone who failure provides no information, while a botch
knows what she's doing can normally find provides an incorrect answer. Additional
food, water and adequate shelter. A normal questions can be asked to clarify an answer,
Intelligence + Survival roll allows a character but each additional question raises the
to find any of the above, in quantities adequate difficulty of this roll by one. Divination never
for one person, within an hour or two. provides definitive or detailed answers, but it
Additional successes are required for each proves useful when a character has no other
additional untrained person the character aids. means of finding an answer. Furthermore,
If necessary, this roll can be made an while divination always requires props and a
extended task, but doing so will leave the minimum of several turns of effort, it can easily
character little time for other endeavors. be used as the basis for coincidental magic.
Especially rich landscapes or bountiful Inventing [Intelligence + Science]: Creating
seasons like summer or late spring reduce the completely new devices is a very complex
difficulty of this roll. Difficult environments like task. Before you can even attempt an
deserts or the arctic, and poor weather can inventing roll, you must first devise a concept
raise the difficulty of such tests significantly. for a device and make an Intelligence +
Survival in a verdant temperate forest in the Science roll to reflect your character's
late spring might have a difficulty of only 4, development and refinement of the theory.
while a similar roll in the heart of the Sahara Remember that no amount of success will

64
allow the character to violate known physical
Cutting edge 9
laws without the use of magic! Perpetual
motion machines, teleportation booths and Far ahead of its time 10
antigravity fliers are simply impossible to
invent using mundane means.

Degree of # of sucesses
Type of device Difficulty improvement
Cheap and poorly 5 Minor (20%) 5
made
Major (up to 70%) 10
Average quality 6
Adding new 20
Expensive and well 7 capabilities to the
made device
Masterful 8
craftsmanship

Type of invention Difficulty # of sucesses

A moderately improved version of a cutting edge invention 8 5

A significantly improved version of a cutting edge invention 9 10

A completely new concept far ahead of its time 10 20


Science rolls for inventing things are always have been deliberately hidden or tiny traces
extended tasks, and without magical aid, many that might become valuable clues, you need
inventions require weeks, months or even Investigation. You should make a Perception +
years between rolls as the inventor researches Investigation roll, with the difficulty determined
her new ideas. Also, once the theoretical work by exactly how well the objects are hidden or
of inventing is done, the device must actually how faint the clues are. Looking for small out -
be built. As always, characters with a of-place elements may have a difficulty of 4 t o
penchant for inventing rarely stick to purely 6, while seeking a deliberately carefully hidden
mundane means when performing this object or panel, especially if the character
research. Even a single dot in Matter or doesn't know what to search for, may be
Forces can lower the difficulty of these rolls. difficulty 9 or 10. A single success reveals
Once you've succeeded in an invention task, basic information, obvious clues and common
you can use Building Devices or Creation hiding places, while multiple successes
(listed previously) for some guidelines on provide both detailed information and
actually putting it together. Remember that the deductions based on this evidence. Botches
character must also get the parts from indicate either the location of false clues, or
somewhere. If your device requires a supply of the accidental destruction of clues or hidden
enriched plutonium, for example, you've got a objects.
whole set of stories cut out for you. Meditation [Stamina/Intelligence +
Investigation [Perception + Investigation]: Meditation]: In the complex and dangerous life
When carefully searching a room or looking for of a hero, being able to bring mind, body and
clues, there're quite a few techniques that the soul into harmony (even briefly) can be
diligent investigator can use. A simple invaluable. Meditation has many uses. Most
Perception + Alertness roll allows characters simply, tired characters use meditation as a
to spot desired clues that are simply lost more rapid method of catching up on lost
amidst clutter. However, to find objects that sleep. Roll Stamina + Meditation versus a

65
difficulty of 8. Each success covers for one repairer or damage to the device being
hour of sleep. This type of meditation takes repaired.
approximately 20 or 30 minutes. A failure Research [Intelligence +
simply indicates that the character can't Investigation/Computer]: Finding out esoteric
concentrate enough to still his mind; a botch information about your opponents is one of the
means that the character falls asleep. Mind- best methods of defeating them. Research
body unity can also help a character includes everything from uncovering dusty
understand complex situations. When a tomes in ancient libraries to finding a
character takes five or 10 minutes to meditate newspaper article. Simply finding a book in a
on a subject, you can make an Intelligence + public library does not require a research roll.
Meditation roll versus a difficulty of 8 and add Research allows the character to discover
each success to a single Enigmas or information that is rare or obscure, such as
Awareness roll on the topic. Failing on this material in disorganized private libraries or
Meditation roll does no real damage; it simply facts hidden in only a few rare archives. In all
indicates that the character did not gain any cases, you roll Intelligence + Investigation. A
special insight, though of course it takes up single success provides information in the
time. A botch means that the character comes most easily accessible source. Two or three
to an erroneous conclusion, and thus successes provides information from all
increases the subsequent roll's difficulty by moderately accessible sources, and four or
two. more successes generally indicate that the
Repair [Dexterity + Engineering]: Sometimes character has found all the information
the only way to fix something is to do it available on that topic In the library or archive
yourself. When a character wishes to repair being examined. Particularly rare information
any mechanical or arcane device, you roll may require additional successes for
Dexterity + engineering. The difficulty is discovery, though, and the desired
determined by the complexity of the task (see information may simply be unavailable in some
the associated chart). All but the easiest cases. You can't just short -circuit a story with
repairs require multiple successes. Since most a single Investigation roll for a piece of totally
repair tasks are extended actions by their very unknown information!
nature, multiple rolls add together to complete Surveillance [Perception + Alertness]:
the repair. However, each additional roll adds Watching or listening in on others can yield all
to the amount of time the repair takes to sorts of useful information. However, the key is
complete. Rapid, make-shift repairs are to do so in a discreet manner. Observing
possible. Such repairs take much less time someone covertly through direct observation
and effort to complete, but they will fail again requires that a player make a Perception +
in a short time, leaving the device worse off Alertness roll. The difficulty and number of
than before. When making make-shift repairs, successes depends both on how far away the
reduce the difficulty by two and then halve target is, and what sort of information the
(round down) the number of successes character is looking or listening for. Reading a
required. However, the device will operate for newspaper headline across a room or listening
only one scene before it will need further in on a conversation might require a difficulty
repairs (which now incur an additional difficulty of 5, while overhearing a whispered
penalty of one). Attempting to make any conversation at the next table or noticing the
repairs without the necessary tools adds two details of a badge someone flashes from
to all difficulty numbers automatically. across a room could have a difficulty of 9. The
Fortunately, Matter magic can often substitute number of successes scored determines
for proper tools, and it can be used exactly how much information the character
coincidentally to make damage less severe receives. One success gives basic, vague
than it first appears to be. information, three successes usually gives all
Botches usually result in either injury to the the information the character was looking for,
and more than three successes reveals

66
additional useful information that the character Once there, the character must also determine
didn't expect. where he is and how to get to his destination.
Targets involved in loud arguments or other characters who lack the knowledge and power
serious distractions would roll at a difficulty of to simply appear at their desired destination
9. Targets who are a performing normal often make long and harrowing journeys
activities (like sitting and eating dinner) roll at a through the spirit worlds. In all cases, you
difficulty of 7, and targets who are suspicious must make a Perception + Cosmology roll to in
and wary roll order to have your character navigate the
at a difficulty of 5. Planes successfully. If you're just trying to
Tracking [Perception + Survival/Nature]: In "appear" at the desired place (assuming that
general, tracking in most urban areas is quite such a jump is even possible), this roll
difficult without an incredibly keen sense of determines your accuracy in getting close to
smell (which Life Magic can provide) or similar the desired spot. For longer journeys, the
magical aid. However, tracking becomes much navigation roll provides an idea of how long it
easier in wilderness areas, deserted back will take to get to the destination, as well as
alleys, rooftops or any place where the signs how skillfully the character avoids various
of someone's passing are unlikely to be hazards.
disturbed. While footprints or trails of blood are A single success on this roll provides a
the most easily followed tracks, skilled trackers workable (if often difficult) path to this
can follow someone using only subtle signs destination, while multiple successes provide a
like broken twigs, scuff marks on linoleum or quicker and easier path. If two different groups
even a few threads caught on a bush. are both travelling to the same destination, the
Use a Perception + Survival roll for tracking. one with the most successes on this roll will
Or a Perception + Nature roll for tracking a generally arrive first.
beast. Mud, dust and similar aids that hold a A failure leaves the character unable to
print or carry a trail well reduce the difficulty of remember or find a good route; he character
the roll. may start off and become unable to find the
Rain or otherwise poor tracking conditions, way, or he may find an old route blocked off. A
can raise the difficulty to 9 or higher. A single botch results in the character becoming lost
success allows the character to follow the trail, and heading off for some unknown, and
though at a halting speed and with little perhaps unknowable, destination.
assurance of accuracy. Additional successes Understanding the Unexplained [Intelligence
provide extra information on the subject, + Enigmas/ Occult]: When dealing with the foul
including facts such as the approximate magic of the vyjak the madness of the
speed, the target's weight or whether the Marauders or the motivations of wholly alien
subject was accompanied (or followed) by beings from the far reaches of a distant plane,
anyone else. heros often encounter situations that are
Using magically enhanced smell or sight to beyond the reach of mere mortal reason and
track by scent or hyper-acute vision is understanding. Whether attempting to discern
relatively similar to more mundane tracking, the purpose of a ancient ritual from
except that you make a Perception + Alertness observation or to understand the nature of a
roll instead. In such a case, your knowledge of newly encountered Umbral being or realm, the
the terrain is less important than your raw character must transcend normal logic and
sensory capability. reason and seek answers in riddles, esoteric
Planar Navigation [Perception + Cosmology]: philosophy, or simple introspection. In such
In light of the Reckoning and the coming situations an Intelligence + Enigmas rolls is
Armageddon, the barrier between worlds has necessary to see if the character can
become dangerous, making Planar travel even comprehend the twisted order within the
more so. Getting into the spirit worlds can be apparent chaos. When attempting to
deadly in its own right. Even so, merely understand unknown magic theory, students
entering a new plane is only the beginning. can rely on the results of an Intelligence +

67
Occult roll instead. Questions about relatively three stages.
familiar topics like ist (to Ist users, anyway)
usually have a difficulty of 6. Understanding
bizarre spirits or similarly inhuman topics Stage 1: initiative
usually has a difficulty of 7 or higher,
This step determines what order characters
especially if the beings in question are from
are acting in, and it is the point at which you
beyond the Horizon. A single success
decide what your character is doing. First,
indicates a very vague and basic
every player rolls one die for her character,
understanding. Three or more successes
and the Storyteller rolls one die for each other
indicate that the character understands as
characters. The result of this roll is then added
much as mere mortals can about
to the character's initiative rating [Dexterity +
such oddities. Five or more successes on this
Wits]. The character with the highest total acts
roll should result in an significant flash of
first, and the remaining characters act in
insight such as inexplicably understanding not
decreasing order. If two characters have the
only what a ritual was for, but the overall plan
same initiative total, the one with the highest
of which it is part. Failure in this roll results in
initiative rating goes first. If this number is also
incomprehension. A botch usually represents
the same, the two characters act
an incorrect understanding, which can be
simultaneously. Storytellers who don't wish to
dangerous if the character acts on inaccurate
keep track of multiple initiatives for numerous
knowledge. However, when dealing with
characters can roll a single die for all their own
particularly powerful or exotic situations, a
characters. Note that wound penalties do take
botch could even result in the character
away from a character's initiative rating.Once
reacting with fear or anger as his mind is
initiative rolls have been made, each player
simply unable to deal with the strangeness of
(and the Storyteller) must declare what her
the situation. In some cases a botch could
character(s) are doing for the turn. At this time,
even result in a temporary derangement.
it is also necessary to state if your character
will perform multiple actions, use Ist Effects,
Combat Systems use Willpower or Prime or perform any other
strangeness. Players must declare their
Combat is a chaotic whirlwind of swords, characters' actions in the reverse order of
arrows, fists and ist, but it can be broken down initiative, so the character with the lowest (last)
to conform to various sorts of procedures. By initiative number declares first, and the
breaking up combat according to a few simple character with the highest (first) initiative
systems, you can run battle scenes that invoke declares last. Faster characters are thus
the full flash and flair of magical destruction or allowed the opportunity to anticipate and react
down-and-dirty havoc. to the actions of slower characters. All
That said, combat's no real substitute for some characters' actions occur at their rank in the
long-term planning, but in most games, it's order of initiative. There are only three
inevitable. Conflict drives characters forward, exceptions to this rule. Characters can delay
and eventually something snaps. their actions and act at any time after their
Besides, a well-run battle can be a lot of fun. normal initiative. This delay normally allows
characters to prepare for aborted actions or
Combat turns other surprises. Characters who delay their
actions can go before a character with a
In real life, combat often involves a vast slower initiative automatically. If two
multitude of events happening nearly characters who have both delayed their
simultaneously. In a game, that mass of actions wish to act simultaneously, the one
activity would be exceptionally confusing and with the higher initiative score for the turn
difficult to run. Therefore, combat is divided always acts first. Also, defensive actions (see
into a series of turns (generally three seconds "Aborting Actions" and "Defensive Maneuvers"
each). Each combat turn is further divided into in the next section) may be performed at any

68
time in a turn, as long as your character has a Stage 3: Resolution
free action. Defensive actions are the only
Once an attack occurs, the Storyteller must
actions that can be performed before your
figure out and describe what happened. In the
character's initiative score for the turn.
simplest terms, resolution is merely the DM
Finally, all multiple actions (including extra
describing how many levels of damage your
actions gained through the use of magical
character took or how the magic affected her.
Effects) occur at the end of the turn. If several
Of course, saying, "Your shot hits him squarely
characters all take multiple actions, these
in the head; he falls down, instantly dead with
actions occur in order of the character's'
his brains splattered all over the pavement," is
initiative ratings. As always, defensive actions
considerably more gripping and dramatic than,
that are part of any multiple actions occur
"Your bullet does eight health levels of lethal
whenever they are needed to avert an attack.
damage, and he goes down." Even in combat,
(It might be more realistic to "phase" multiple
the emphasis should be on drama and story,
actions through the turn, but that would also
not merely on rules and numbers! However,
be unnecessarily complex.)
rules and numbers are nonetheless vital to
combat. Every success above the first on an
Stage 2: Attack attack roll equals an additional die you can
Attacks are the central part of combat. Now add to your damage dice pool. While a knife
players and the DM roll to attempt to harm, kill may do only a base of two levels of damage in
or otherwise affect each other's characters. the hands of a weak character, this same knife
Here, the success or failures of these various does eight dice of damage easily killing an
efforts are determined as well as their potential unarmored opponent if the player rolls six
effects on their targets. During this stage, you'll successes on the attack roll. Thus, a skillful
roll various Attribute + Ability combinations opponent can be just as dangerous as a
depending on the type of combat. strong one, or one with a powerful weapon.
Close Combat: Use Dexterity + Brawl for
unarmed combat and Dexterity + Melee for Adding Up Damage
combat involving handheld weapons. When a Character suffers multiple types of
Ranged Combat: Use Dexterity + Ranged for damage, the most dangerous types go on the
bows, crossbows and similar, fights and top of the health track, while the rest "moves
Dexterity + Athletics for thrown weapons. down" and fills up the hero's Health chart. If
Remember that you simply default to the base your character has suffered two levels of
for non-magical combat (usually Dexterity) if bashing damage then takes one level of lethal
your character does not have points in the damage, you'll put an extra line through the
necessary Ability. For melee and ranged top box of the Health chart turning the slash
combat, the weapon your character uses into an "X" and then add a slash to the next
influences the damage, and possibly the empty box. If your character takes an
attack rolls. Check the weapon's statistics on aggravated wound, then the top box would get
either the Melee Weapons chart or the a vertical line through it, turning the "X" into an
Ranged Weapons chart. While various asterisk, while the next box would get slashed
modifiers change this number, most attack again into an "X" and yet another level of
rolls are made versus a difficulty of 6. In all bashing damage would go on the bottom.
cases, a lack of successes on a resisted
attack roll means that the attack simply fails to
Soak
hit. A botch creates some major or minor
catastrophe perhaps involving unintentional Characters can resist a certain amount of
damage to your character, or to one of her physical trauma; doing so is called soaking
comrades or weapons. damage. Your character's soak dice pool is
equal to her Stamina. Characters and other
n.on humanoids can only attempt to soak
bashing damage (reflecting the body's

69
resilience to such attacks). Heros cannot These maneuvers give you many choices for
normally soak slashes, punctures, burns and what your character can do in combat. Instead
other forms of lethal or aggravated damage. of merely rolling to hit, damage and soak, you
Life Effects (or various armoring Effects using can plan your character's moves and work out
Matter) are required to allow a characters to (hopefully) effective strategies. Most of the
attempt to soak lethal damage. Vampires, maneuvers listed here take one action to
werewolves and other supernatural monsters execute.
may soak both bashing and lethal damage,
which is one of the many reasons such General maneuvers
creatures are considered highly dangerous.
Aborting Actions: You can abandon any
After an attack has hit and inflicted damage,
declared action in favor of a defense as long
the defender's player may make a soak roll to
as your character has one or more actions
resist. This action is considered reflexive;
remaining. A successful Willpower roll versus
characters need not take a turn or take a
difficulty 6 (or the expenditure of a Willpower
multiple action to soak. Unless otherwise
point) is required for a character to abort an
stated, all soak rolls are made versus difficulty
action and perform a block, dodge or parry
6. Each success on the soak roll subtracts one
instead. The expenditure of the Willpower
level of damage from the attack. Like damage
point for this purpose may be declared at the
rolls, soak rolls may fail, but they cannot
time of the abort. Aborting an action is
normally botch.
considered a reflexive and not an action in
itself.
Armour Ambush: An ambush is a surprise sneak
Armor absorbs damage, so it adds to your attack. The attacker pits Dexterity + Stealth in
character's soak. The armor's rating adds to a resisted roll against the target's Perception +
your character's base soak for purposes of Alertness. If the attacker wins, she can make
reducing damage. Even better, armor also one free, attack on the target, and she adds
provides protection against all forms of lethal any extra successes from the Stealth roll
damage and most purely physical forms of to her attack die pool. On a tie, the attacker
aggravated damage. A character with a still attacks first, but the defender is free to
Stamina of 3 who is also wearing (two dots of) take a defensive maneuver. If the defender
armor has five soak dice versus bashing wins, he spots the ambush in advance, and
damage and two dice versus lethal and both sides roll initiative normally. Targets
(physical) aggravated damage. Light armor already in combat cannot be ambushed. Of
offers a small (but often essential) degree of course, some situations may make it
protection but does not hinder mobility. Heavy impossible to ambush a target. The Storyteller
armor provides a lot of protection, but it slows has final say about when an ambush is or isn't
your character down significantly. plausible.
Unfortunately, armor is not indestructible. If the Blind Fighting/Fire: Close-combat attacks
damage rolled from a single attack equals made in pitch darkness or when blind usually
twice the armor's rating, the armor is incur a difficulty penalty of two, and ranged
destroyed. If you want to get complex, you can attacks cannot be made accurately. A
go with penetration ratings; each time the successful Perception + Awareness roll
armor is penetrated (an attack scores more (difficulty 8) will allow a ranged attack at +3
damage than the armor's rating), the armor difficulty, and various Forces, Mind, Life or
loses one rating until it's gone. Armor types Correspondence Effects can negate this
and their ratings are described later. penalty completely.
Flank and Rear Attacks: Characters attacking
a target from the flank gain one additional
Combat maneuvers attack die, while characters attacking a target
Opponents can fire back and forth at one from the rear gain two additional attack dice.
another all day, but where's the variety in that? Movement: Characters may move up to one

70
half their maximum running distance and still initiative or you can abort a planned action and
act without penalty (see "Movement"). Other perform a defensive maneuver instead. As
maneuvers like jumping over obstacles or stated earlier, aborting an action requires a
leaping down from a height may be considered successful Willpower roll. If the Willpower roll
separate actions, depending on their fails, the character performs the previously
complexity. declared actions. Spending a Willpower point
Multiple Actions: If you declare multiple allows a character to abort an action
actions, subtract dice from the total dice pool automatically. There are three defensive
equal to the number of actions taken. Each maneuvers: block, dodge and parry. Using
action after the first loses an additional die. If a these three maneuvers, your character can
character spends an entire round performing defend against almost any attack, but each of
purely defensive actions, the Desperate the maneuvers works best in different
Defense rules apply instead (see below). situations. For example, a character can
Targeting: Aiming for a specific location adds dodge any attack, even one coming from an
to the difficulty of an attack, but it can bypass uncertain source. However, the character must
cover or armor as well as increasing the have sufficient room to dodge. It is impossible
damage done by an attack. At the Storyteller's to dodge while crowded in a narrow hallway.
discretion, some targeted attacks (such as While blocking and parrying both require
striking at a weapon) may have special results. considerably less room, neither can be used if
your character doesn't know where the attack
is coming from. Defensive maneuvers all use
Target Size Difficulty Damage increase
modifier the same basic system. The defensive action
is a resisted roll against the opponent's attack
Medium: +1 None roll. Unless the attacker scores more
Arm, leg, successes than the defender, he fails to hit.
window etc Even if the attacker succeeds, the successes
you gained in the defensive maneuver are
Small: +2 +1
Head, hand subtracted from the attacker's successes,
etc lowering the potential damage of the attack.
Even if it fails to stop a blow, a defensive
Precise: +3 +3 maneuver will
Eye, heart, usually lessen it.
lock etc Block: A Dexterity + Brawl maneuver that
uses your character's own body to deflect
bashing hand to hand attacks. Lethal or
Defensive Maneuvers aggravated attacks cannot be blocked unless
the defender is wearing armor, using magic, a
Everyone in combat is assumed to attempt to
shield or using some sort of specialized
avoid being hit. That's why attack rolls are
training (like the Rezu style).
necessary. No roll is needed to hit bound
Dodge: A Dexterity + Dodge maneuver
captives or others stationary, immobile targets
where the character simply jumps, bobs or
who cannot avoid the blow. However, there's a
weaves out of the way of a hand-to-hand
significant difference between merely moving
attack. Dodging requires several feet of space,
around in an attempt to avoid being hit while
and characters must block or parry if there isn't
actively doing something else, and
room to maneuver. Dodging missile weapons
purposefully choosing to make defense your
is also possible, but the character must move
character's first priority. You can announce
at least one yard and end up prone or in cover.
that your character is taking a defensive action
At this point, cover rules apply against further
before any of the character's opponents
attacks by arrows, bolts and other missile
makes an attack roll, as long as your character
weapons. Unlike the other two maneuvers,
has an action left to perform. Defensive
you do not need to specify the attack being
actions can be declared at the character's

71
dodged. Choosing to dodge means that the Weapons chart for further information. Magic,
character dodges the first attack directed at circumstance or simply dramatic effect can
her in a turn, unless you choose specifically to modify the difficulty and damage level of all
dodge a particular attack. maneuvers listed here. Remember that even
Parry: A Dexterity + Melee maneuver that in combat, a good, exciting story should
uses a weapon to block a hand-to-hand attack. always take precedence over rules.
If an attacker makes a Brawl attack and the Clinch: On a successful attack roll, the
character parries with a weapon that causes attacker grabs the target and begins to
lethal damage, the attacker can actually be squeeze. On the first turn the attacker rolls
injured by a parry. If the defender rolls more Strength dice in damage. On each succeeding
successes in the resisted action to parry, the turn, both attackers act at their normal
defender may make a normal attack roll plus initiative. Each combatant can either inflict
any remaining successes against the attacker. damage automatically (roll soak normally) or
Each of these defensive maneuvers can be attempt to break the clinch. No other actions
performed as part of a multiple action. A parry are possible until one combatant breaks free.
followed by a weapon strike, or a arrow To escape a clinch, make a resisted Strength
followed by a dodge, are popular and + Brawl roll. If the escaping character
exceptionally useful combinations. While both succeeds she breaks free, otherwise the clinch
maneuvers are less efficient than when continues for the next turn.
performed alone, combining an attack with a Traits: Strength + Brawl Difficulty: Normal
defensive maneuver allows your character to Accuracy: Normal Damage: Strength
do both in a single turn. (Bashing)
Desperate Defense: Sometimes, all a Close: It is difficult to attack with a short
character wants to do is to avoid being hit. weapon like a knife or a punch when facing
Instead of using defensive maneuvers as part someone with a sword or baseball bat. A
of a multiple action, you can state that your character
character spends the entire turn defending facing an attacker with a longer weapon must
using a single defensive maneuver. This close in one yard and then strike. Closing
action is called desperate defense. The normal causes the character to lose one die from the
multiple action rules are not used for all-out attack roll.
defense. Instead, your character has her full Disarm: When striking an opponent's
dice pool against the first attack, and loses weapon, the attacker must make an attack roll
one die (cumulatively) for each subsequent at a difficulty penalty of one (typically 7). If
defensive action made in that turn. Remember successful,
also that all actions, including defensive the attacker rolls damage normally. If the
actions, suffer difficulty penalties against successes rolled exceed the opponent's
multiple attackers. Avoiding multiple attacks is Strength (with no soak roll), the opponent
more difficult than avoiding one, and avoiding takes no damage, but is disarmed. A botch
attacks from several different targets is even usually results in the attacker dropping her
harder. weapon instead, or taking normal damage if
attempting a disarm while bare-handed.Traits:
Dexterity + Melee Difficulty: +1 Accuracy:
Close Combat Maneuvers Normal Damage: Special
The following is merely a list of the most Hold: Intended to immobilize a target, this
commonly used close-combat maneuvers. attack inflicts no damage. On a successful roll,
Feel free to develop other more specialized the attacker holds the target until the subject's
maneuvers for your character (subject to your next action. Then, both combatants make a
Storyteller's approval). Most Brawl attacks do resisted Strength + Brawl roll. The subject
bashing damage, while most weapon attacks remains immobilized and unable to take any
do lethal damage. Look for the type of damage physical action until the player rolls more
after each maneuver, and see the Melee successes than the attacker. Traits: Strength +

72
Brawl Difficulty: +1 Accuracy: Normal Damage: used.
None Traits: Dexterity + Brawl/Melee Difficulty: +1
Jab Bolt: On a successful roll, the character Accuracy: Normal Damage: Str/per weapon
jabs a crossbow directly against the type (Bashing), knockdown
opponent's body and pulls the trigger. When Tackle: The character rushes her opponent,
used at this range, the damage is considerably tackling him to the ground. This attack roll for a
higher; add two dice of damage to all such tackle incurs a difficulty penalty of one, and it
attacks. This maneuver is not for the faint of inflicts Strength +1 damage. Both combatants
heart, and it often results in the character must roll Dexterity + Athletics (difficulty 7) or
being covered in gore. Also, a skilled opponent suffer a knockdown (see "Maneuver
can disarm someone using this attack. Since Complications,"). If the target (but not the
the crossbow is being used as a hand-to-hand attacker) is not knocked down, he is
weapon, the Melee Skill is used. Only unbalanced and suffers a difficulty penalty of
crossbows can be used for this maneuver. one to all actions for the next
Traits: Dexterity + Melee Difficulty: Normal full turn.
Accuracy: Normal Damage: By weapon type + Traits: Dexterity + Brawl/Dodge Difficulty: 8
2 (Lethal) Accuracy: Normal Damage: Strength +1
Kick: Kicking covers everything from a simple (Bashing)
front kick to a leaping side kick. The base Weapon Strike: A stab, slash or overhead
attack roll incurs a difficulty penalty of one, and swing, depending on the weapon used. See
the base damage equals the attacker's the Melee Weapons chart for further
Strength plus one die. Both ratings may be information.
modified at the Storyteller's discretion, Traits: Dexterity + Melee Difficulty: Normal
depending on their difficulty or potential Accuracy: Normal Damage: Strength +
damage. Steel-toed boots and similar foot Weapon (See Melee Weapons chart)
gear usually raise kick damage by one or two.
Traits: Dexterity + Brawl Difficulty: +1 Ranged Maneuvers
Accuracy: Normal Damage: Strength +1
The following maneuvers are a list of the basic
(Bashing)
actions possible during a fight. Don't feel
Multiple Opponents: Characters fighting
limited only to maneuvers on this list;
multiple opponents in close combat suffer
Storytellers can allow other creative
cumulative attack and defense penalties of
maneuvers at their discretion. See the Ranged
one per additional opponent (to a maximum of
Weapons chart for specific information on
four). A character who battles three opponents
various weapons.
at once suffers a difficulty penalty of two to all
Aiming: Attackers add one die to their attack
attack and defense rolls.
pool for their next shot for every turn spent
Strike: The attacker lashes out with a fist.
aiming. The maximum number of dice that can
The base damage is the attacker's Strength.
be added in this way equals the character's
At the Storyteller's discretion, more complex or
Perception. Characters must have at least one
difficult punches may do more damage.
dot of Firearms to aim. A scope or laser sight
Traits: Dexterity + Brawl Difficulty: Normal
adds two more dice to the attacker's pool in
Accuracy: Normal Damage: Strength
the first turn of aiming (in addition to those
(Bashing)
added from Perception). Attackers may do
Sweep: The character uses her own legs to
nothing but aim during this
trip an opponent. The target takes Strength
time.
damage, and the player must roll Dexterity +
Cover: Hiding behind large objects makes
Athletics (difficulty 8) or suffer a knockdown
you harder to hit. As such, taking cover
(see "Maneuver Complications,"). The attacker
increases the attacker's difficulty to hit a target,
can use a staff, chain or similar weapon to
as well as the target's difficulty to fire back. All
perform a sweep. The effect is the same, but
cover types list both the increased difficulty for
the target takes damage based on the weapon
someone attacking a target in that type of

73
cover and the increased difficulty caused by desired. If fewer successes are rolled than
firing a ranged weapon from such cover. Note there are targets, only one may be assigned to
that difficulties for combatants who are both each of the targets who are affected. If only
under cover are cumulative. If one combatant one target is within this area, only half the
is hiding behind a telephone pole and other successes affect him.
has ducked behind a wall, attacks by either Traits: Dexterity + Ranged Difficulty: +2
one against the other have a difficulty penalty Accuracy: +10 Damage: Weapon type
of two. Cover Type Difficulty To Be Hit Two Weapons: Using two ranged weapons
Difficulty To Hit does more damage, and it looks very
Light (lying prone, hiding behind a telephone intimidating. Sadly, it is also more complicated.
pole) +1 0 Attacking in this fashion is considered a
Good (behind a wall) +2 +1 multiple action. In addition, the attacker suffers
Superior (only head exposed) +3 +3 a difficulty penalty of one for her offhand
Multiple Shots: An attacker may take a (unless she is ambidextrous). By performing
multiple action and fire several ranged shots in even more multiple actions, the attacker takes
a turn. As always, the first shot's die pool multiple shots with each weapon, up to their
decreases by the total number of shots fired, fire rates.
and the dice pool of each subsequent shot Traits: Dexterity + Ranged Difficulty:
decreases by an additional die, cumulative. Normal/+1 off hand Accuracy: Multiple Action
The attacker can fire any number of shots up
to the weapon's maximum rate of fire. See the Maneuver Complications
Ranged Weapons chart for details.
Characters encounter the following combat
Traits: Dexterity + Ranged Difficulty: Normal
complications most commonly. The Storyteller
Accuracy: Multiple Damage: Weapon type
may add others as desired, of course.
Range: The Ranged Weapons chart lists the
Blinded: Blinded characters incur a difficulty
short range for each weapon. Attacks made at
penalty of two to all actions. Also, add two dice
this range are versus difficulty 6. Twice this
to all attack rolls made against blind
range is the weapon's maximum range.
characters. Certain magical Effects negate
Attacks made up to maximum range are
these penalties.
versus difficulty 8. Attacks made against
Dazed: If a character takes more than his
targets within two meters are Considered
Stamina in damage from a single attack
point-blank. Point-blank shots have a difficulty
(Stamina +2 for supernatural monsters), the
of 4. Actually shoving crossbow against
character is dazed. The character must spend
someone's body is considered a close-combat
his next full turn shaking off the affects of this
maneuver (see p. 190).
attack. Only actual damage levels that the
Reloading: Reloading or readying a bow
character does not soak
requires one full turn, but it does not require a
can daze him.
roll. Like other maneuvers, reloading can be
Immobilization: Add two dice to any attack
performed as part of a multiple-action
rolls made against an immobilized target (i.e.,
sequence.
targets who are clinched, handcuffed or
Strafing: Strafing adds 10 dice to
otherwise restrained) who is still able to
accuracy on a standard attack roll and empties
struggle. Attacks hit automatically (and all dice
the weapon's clip. The attacker divides any
in the attacker's attack pool are added to
successes gained evenly among all targets
damage) if the target is immobilized
within the area being strafed (these successes
completely (hog-tied, unconscious or
add to the targets' damage pools normally). A
otherwise paralyzed).
maximum of three yards can be strafed with
Knockdown: The victim falls down, and the
this maneuver. The large amount of recoil from
player may make a Dexterity + Athletics roll. If
this maneuver increases the difficulty by two.
successful, the character may get to her feet
Once successes have been divided evently,
immediately, but her initiative decreases by
the attacker assigns any leftover successes as
two for the next turn. If this roll fails, the

74
character must spend her next action climbing to knock targets down. However, any
to her feet. If this roll botches, the character especially forceful attacks may send the victim
lands badly and takes an additional level of sprawling on the ground. Such cases are best
bashing damage. Attacks directed against a left to the Storyteller's discretion, and they
prone character add one die. All Brawling or should occur when they are most dramatically
Melee attacks made by knocked-down appropriate.
characters take a penalty of two. Maneuvers
like a sweep, tackle and throw are all intended Close Combat

Maneuver Traits Accuracy Difficulty Damage

Block Dex + Brawl Special Normal

Clinch Str + Brawl Normal Normal Str x10

Disarm Dex + Melee Normal +1 Special

Dodge Dex + Dodge Special Normal

Hold Str + Brawl Normal Normal

Jab bolt Dex + Melee Normal Normal Weapon + 20

Kick Dex + Brawl Normal +1 Str x 10+ 10 or 50

Parry Dex + Melee Special Normal

Strike Dex + Brawl Normal Normal Str x 10 or 40

Sweep Dex + Normal +1 Str x 10 (K)


Brawl/Melee

Tackle Str + Brawl Normal +1 Str x 10 +10 (K)

Weapon strike Dex + Melee Normal Normal Weapon


: The maneuver carries over on successive attacks made with Melee do either Bashing or
turns. Lethal damage depending on the weapon
(K): The maneuver causes Knockdown. used.
: The maneuver reduces an opponent's
attack success.
All attacks made using Brawling do Bashing Ranged Combat
damage, except when striking the head. All

Maneuver Traits Accuracy Difficulty Damage

Rapid shot Dex + Ranged +5 +2 Weapon

Manual shot Dex + Ranged Special Normal Weapon

Strafing Dex + Ranged +10 +2 Weapon

Mid-air/sprinting Dex + Ranged +10 +1 Weapon

75
2 ranged Dex + Ranged Special +1/off hand Weapon
weapons

Melee weapons Knife


Melee weapons are the most common way of Small blade, also called a dagger, the lightest
going into combat, and they are split into 16 weapon available, good for killing normal
different classes. Weapons will also have a people, or assassinating trained enemies.
grade/ quality that may change how well the Weak in fair fights against other weapons.
weapon performs, and some weapons may
not fall into any of the 16 categories, these will Katana
have their stats and abilities decided by the
A very sharp blade from lost traditions, length
DM, based on its requirements and
is usually somewhere in between a sword and
interactions with the players, to keep the game
a long sword and is designed to be used two
balanced. The 16 classes are as follows, their
handed. Doing so is said to increase the user's
specific stats will be discussed in the table
speed. Can also be wielded one handed, but
below.
this is very difficult due to it's length.

Sword
Chain/Whip
Light, designed to be used singlehanded,
Long and flexible, these weapons are good for
usually straight blade but can be curved. You
disarming and causing fast damage from a
know what a sword is.
distance, however it usually cannot kill an
opponent unless a blade or weight is attached
Longsword to the end.
Heavier, longer version of a regular sword, has
greater reach and is designed to be used two Mace
handed, but a Character with a high strength
A one or two handed spiked or many bladed
stat could wield it one handed.
weapon, usually used to crush bones and
pierce armour, but it is tough to finish off an
Greatsword opponent with one of these without it being
Huge blade, wider and thicker than a messy.
longsword, can tear a horse in 2. Has an
extremely high strength requirement and Quarterstaff
cannot be wielded two handed by any normal
An extremely fast pole used by monks and
person. Supernatural strength is required to
martial artists, is good for knocking opponents
wield one handed. Described by some as It
off balance and users with enough skill can
was too big to be called a sword. Massive,
disarm and kill an opponent with a quarterstaff.
thick, heavy, and far too rough. Indeed, it was
a heap of raw iron.
Halberd
Axe Polearm with an axehead and/or sword blade
at the arm, typically used by alk paladins,
Chopping weapon, usually used for its strong
these are good at keeping enemies at a
downward or horizontal swings. Can range
distance, but are hard to master.
from anything from a small hand axe to a 6ft
war axe.
Hooked Blade
Typically used by tribespeople on the great
plains, hooked blades aren't the best weapons
for hand to hand combat, but become

76
exponentially better the faster the user is unless aiming for the head, it is very difficult to
traveling. This makes it ideal for horseback or kill an enemy with a hammer.
mounted combat.
Greatlance
Club A mighty Lance, used well on mounts or on
Clubs and other generic blunt or improvised foot, usually accompanied with compressed
weapons are good in hand to hand combat if gas tanks In the weapon that accelerate it
you have nothing else. They're probably better forwards at incredible speeds. However, these
than knives and unarmed combat, but it all weapons are usually up to 8ft long, so usually
depends on whose using them. require a high amount of full body strength to
use, meaning they can only be used effectively
Spear by professional lifter strength character's.

Used by hunters and tribes, spears and unique


in that they can be used as throwing weapons Switch Axe
or as melee weapons. They are very versatile The switch axe is arguably the most complex
and ranged based on their length and head and cutting edge of the 16 classes, being
blade. A forked blade may give +1 disarming, effectively 2 weapons at once. Switch axe's
whereas a straight blade would be good for have 2 modes, axe mode and sword mode
throwing. Long spears are good at keeping which can be changed mid battle, though this
enemies at a distance action takes one turn. Axe mode is the
Weapon's default, dealing high damage due to
Warhammer the size of the cutting blade, and is the easier
of the two modes. Sword mode is harder to
Warhammers can range from smaller
master than the axe mode, giving a longer
hammers to huge lumps of rock at the end of a
reach, but reduced control thanks to the length
stick. Usually, the aim of a warhammer is to
of the blade. The blade in sword mode is
crush the opponent under the sheer
better for severing and cutting, whereas the
overwhelming weight of the hammer. This
axe mode is better for crushing and chopping.
means that warhammers require herculean
strength, similar to greatswords. Though

Weapon Damage Difficulty Conceal Special

Sword Str x10 + 20 L Normal T No

Longsword*** Str x 10 + 30 L Normal N No

Greatsword** Str x 10 + 40 L +1 N Difficulty increases for


every point of Willpower
below 5

Axe Str x 10 + 20 L Normal N No

Knife Str x 10 + 10 L Normal J No

Katana Str x 10 + 20 L -1 if using 2 handed, N Initiative +1


+1 if using 1 handed

Chain/Whip Str x 10 + 20 Normal N Disarm +1

Mace Str x 10 + 20 Normal T No

Quarterstaff Str x 10 + 15 Normal N No

77
Halberd Str x 10 + 25 L Normal N If successes are 1 or
more above difficulty
level, prevents opponent
from using close Combat
Maneuvers

Hooked blade Str x 10 + 10 L* Normal N No

Club Str x 10 + 10 Normal T No

Spear Str x 10 + 10 L Normal N Also ranged weapon, see


ranged section for more

Warhammer** Str x 10 + 40 Normal N No

Greatlance*** Str x 10 + 30 L Normal N +1 knockdown

Switch Str x 10 + Normal N Can switch between long


axe**** (Dex/2) x 10 L sword mode and axe
mode, damage on the
weapon does not change
between modes, sword
mode has longer reach
but difficulty +1
*+10 L if on a mount, +20 L if on a mount draw back than a shortbow, but does more
traveling above 60mph damage. Effective against any sized target.
**Requires at least 4 strength
***Requires at least 3 strength Greatbow
****Requires at least 2 strength and 2 dexterity
Named by some the mother of bows these
huge bows can only be wielded by the
Ranged Weapons strongest, tallest of Characters. They take an
Ranged combat is key to many engagements, extremely long time to draw, but do large
and can be especially effective against amounts of damage due to their giant arrows,
opponents with melee weapons by taking and can fire a little further than most longbows.
them out before they reach your Character. Greatbows can sometimes be as large as 6ft
Similar to Melee weapons, ranged weapons or larger, and are most effective against
are split into categories,though some weapons distant, large targets.
may be outside these 10 categories, with the
concept and stats at the discretion of the Crossbow
storyteller for balancing purposes. Only available in richer countries, crossbows
are considered reasonably complex so are
Shortbow relatively rare and hard to repair if they
Small, short ranged bows known for low become damaged. They take a long time to
damage but fast firing. Most commonly used reload but do a reasonable amount of
by Rakk to hunt in the forest, or to take out a damage. Crossbows are preferred by some
lot of targets quickly. They are effective who prefer the ability to have a bolt ready to
against medium/small opponents. fire, rather than drawing it back like a bow.
They are usually no bigger than 1ft and have a
fairly short range.
Longbow
Large bows designed to fire long distances,
but can also do short ones. Takes longer to

78
Hand Canon Boomerang
Hand canon's are considered the most cutting War boomerangs are interesting for their logic
edge of ranged weapons, only a few know defying ability to always come back to the
how to make or repair them, so you won't find thrower, even if they hit a wall or an enemy.
them at any public vendor. Hand canons fire They are commonly used by island
pellets or explosives for high impact close tribespeople for war between clans. They
ranged combat. If a jab bolt maneuver is usually have bladed or spiked edges, however
performed with a hand canon, the damage is most weapons which return to the thrower are
almost always lethal. in the boomerang as the class does not
describe the weapon it's self but it's magical
Bowgun returning properties. This means that a hooked
throwable dagger would be called a
The Bowgun is similar to a crossbow or a
boomerang.
ballista, but much more common than both.
Bowguns are 2 handed weapons that can fire
various ammunition to take down any number Spear
or size of targets. There are 3 types of As described earlier, spears are unique as
Bowguns, Light, medium and Heavy. The light they can be thrown or used as a melee
Bowguns deal slightly more damage than a weapon. They are typically one of the longest
one handed crossbow and is slightly larger, ranged ranged weapons, depending on the
designed for agility, which is crucial in some thrower.
fights. Medium Bowguns are fairly heavy, but
still have a good mobility range. They pack Blowgun
more power and range than light ones, but
Blowguns are used to fire various dart types at
take longer to reload. Heavy class Bowguns
enemies, but use air pressure, either from
are effectively small ballistas you can carry
blowing or, in some cases, compressed gas.
around (though a lot of people struggle to). For
this reason, to use heavy Bowguns effectively,
most users are extremely strong and have Throwing Weapons
trained in the lighter classes. All Bowguns can Throwing weapons can range massively from
use a wide range of ammunition, from pellets Tomahawks to Shurikens and anything in
to high explosives. between. This means they can vary massively
in damage range and size.

Weapon Range (m) Rate Damage Conceal

Shortbow 20 5 20 T

Longbow 50 3 40 N

Greatbow* 70 2 70 N

Crossbow 10 1 45 T

Hand cannon 5 2 80 J

Bowgun* H: 60 M: 45 L: 20 Depends Depends N

Boomerang 30 1 15 J

Spear 80 2 Str x10 + 10 N

Blowgun 20 3 Depends J

79
Throwing 60 4 Depends P
weapons
* weapon requires at least 2 strength classes. Armour adds its rating to the
Damage: Indicates the damage dice pool. All character's soak dice pool against bashing,
bows crossbows etc do lethal damage. lethal and aggravated damage. However,
Range: This is the maximum normal range in armor also subtracts a number of dice from
metres. All ranged weapons can be used at dice pools related to bodily coordination and
twice this range, but such long-range attacks agility (most Dexterity-base dice pools). The
are at +2 difficulty. number of dice subtracted is listed in the
Rate: The maximum number of arrows, bolts penalty column. Attackers may target
or short bursts that the weapon can fire in a unprotected portions of the defender and thus
single turn. This rate does not apply to spray ignore the armor rating. The Storyteller
attacks, only one of which can be made in a assigns difficulty penalties for such targeting,
normal turn. usually +1 for Class One-Three armors and +2
Concealment: P = Can be carried in a pocket; for Class Four and Five armors. Armour
J = can be carried in a jacket; T = can be ratings above class 5 are possible, with magic
hidden in a trenchcoat; N = impossible to or other exceptional circumstances. Also,
conceal. special armours may have additional effects or
be a well designed armour that has a higher
armour rating than typical for one of that
armour class.
Armour
Armour can be a crucial way of protecting
yourself from damage, and is split into 5

Class Armour rating Penalty

1 (leather, rogue) 10 0

2 (mail, light armour) 20 1

3 (iron/steel plate armour) 30 2

4 (heavy steel plate, magic 40 3


plate)

5 (Heavy archpaladin magic 50 4


plate armour)

Health Health Chart


The Health chart on the character sheet helps
As mentioned earlier, your character has a
you track your character's current physical
Health chart consisting of seven health levels.
condition. It also lists the dice pool penalty
Being physically mortal, injury, accident and
imposed by each level of injury taken. The
disease can all impair Characters seriously or
more your character is injured, die less
even kill them.
effective she is, until she eventually becomes
completely incapacitated or dies. The seven
health levels range from Bruised to
Incapacitated. Characters can also be at full

80
health (no injury boxes checked) or dead. results in loss of function, this penalty
Each unsoaked damage level that your becomes more severe the more your
character takes causes one health level of character is damaged. This penalty subtracts
damage which must then be marked off on from your character's dice pool for all actions
you character sheet. The mark made depends (but not from reflexives like soak) until the
on the type of damage inflicted (see "Applying wounds heals. As can be seen from the Health
Damage").The number immediately to the left chart, injuries also impair the character's
of the lowest marked box is the character's movement.
current dice penalty. Since serious injury also

Health level Dice pool penalty Movement Penalty

Bruised 0 Character is bruised a bit, but he suffers no penalties from


damage.

Hurt -1 Character is hurt superficially, and he suffers no


movement hindrance.

Injured -1 Character suffers minor injuries, and his movement is


inhibited mildly (halve maximum running speed).

Wounded -2 Character suffers significant damage, and he may not run


(though she may still walk).

Mauled -2 Character is injured badly, and he may only hobble about


(two metres/turn).

Crippled -5 Character is catastrophically injured, and he may only


crawl (one metre/turn).

Incapacitated N/a Your character is unconscious

Dead N/a If your character is still moving at this point, it's probably
looking for brains to eat.

Applying Damage Bashing Damage


As noted earlier, there are three types of Bashing damage is damage that temporarily
damage in Mage. Bashing damage includes all injures or incapacitates. While sufficient
forms of temporary injury, bruises, minor cuts amounts of it can kill, it doesn't inflict bleeding
and other damage caused by punches, clubs injuries. This is primarily blunt trauma: fist
and similar forms of blunt trauma. Lethal attacks, battering, short falls (under 20 feet), or
damage consists of permanent, killing wounds, Mind attacks. This also includes energy or
including those caused by arrows, swords, chemical attacks that are designed to render
knives or other deadly weapons. Humanoids the victim unconscious, such as stun attacks
die quite easily from lethal damage. or knockout gas. When a character who is
Aggravated damage covers damage from Incapacitated due to bashing damage takes
magic, supernatural monsters and particularly further bashing damage, each additional new
deadly sources like high levels of radiation. All bashing level of damage (while soaked like
three types of injury are cumulative, and the bashing damage) is marked with a second
combined injury determines your character's slash on the highest bashing level of damage,
current health level. Specifics on each type of changing it into a level of lethal damage. In
damage follow: this way, bashing levels turn progressively into
lethal damage levels. Once your character's

81
Health chart fills with lethal damage, the next time to heal, and it makes a character just as
level of damage, whether bashing, lethal or dead.
aggravated, kills her. While it is difficult, it is
quite possible to punch or kick someone to
death.
Healing damage
Lethal Damage
Healing bashing damage
Lethal damage is damage that causes tissue
Bashing damage up to the Wounded level
dissociation (read "bleeding wounds more
does not require medical care; it will heal on its
severe than pressure cuts"). This includes
own in a few hours. Bashing damage beyond
damage that tears, punctures, rends, or
Wounded may have more serious
lacerates the skin, as well as impact damage
consequences. Your character's vision or
severe enough to rupture internal organs and
hearing may be impaired from a concussion,
chemical attacks that kill large groups of cells.
or internal bruising may cause her excruciating
Knives, bolts, arrows, falls of more than 20
pain. In all cases, proper medical treatment (or
feet, axes, stampeding elephants, drowning,
the right magical Effect) will remove such
mustard gas, and blunt trauma to the head are
problems. Once bashing damage reaches
all sources of lethal damage. Lethal damage is
Incapacitated, further bashing wounds are
intended to kill or maim, and anyone using
"X'd" over previous bashing levels, making
weapons that cause it is willing to kill his
them lethal. At that point, recovery times for
opponent. Some less direct, but equally deadly
lethal damage apply.Bashing damage up to
forms of damage like electricity and most
the Wounded level does not require medical
poisons also do lethal damage. Lethal damage
care; it will heal on its own in a few hours.
heals quite slowly, and a character usually
Bashing damage beyond Wounded may have
requires medical attention or magical
more serious consequences. Your character's
treatment before he can recover fully. When a
vision or hearing may be impaired from a
character has been brought to Incapacitated
concussion, or internal bruising may cause her
solely through lethal damage, the next level of
excruciating pain. In all cases, proper medical
damage inflicted (regardless of type) kills the
treatment (or the right magical Effect) will
character.
remove such problems. Once bashing damage
reaches Incapacitated, further bashing wounds
Aggravated Damage are "X'd" over previous bashing levels, making
Some damage is so severe and deadly that them lethal. At that point, recovery times for
even the most powerful magic has great lethal damage apply.
difficulty repairing it. Damage caused by vulgar
magic that attacks the victim's Pattern directly
Health Level Recovery Time
falls into this category, as does damage from
attacks made by the fangs, claws and Bruised to wounded 1 hour
unnatural powers of supernatural monsters
like werewolves and vampires. In addition, Mauled 3 hours
damage that affects the character's whole
Crippled 6 hours
body, like radiation, or exposure to vacuum,
explosions or other massive trauma, is also Incapacitated 12 hours
aggravated. Aggravated damage can be
healed only by using vulgar Life Effects or with
time and rest. On top of that, a character must
spend a minimum of one point of Prime to heal
each level of aggravated damage. In all other
ways, aggravated damage should be treated
as ordinary lethal damage. It takes just as long

82
than Hurt. The accompanying chart lists the
time required to heal various levels of damage.
Healing Lethal and Aggravated In all cases, the times listed are cumulative. A
character who has taken three levels of lethal
Damage
damage requires 11 days to recover fully (one
Lethal damage can easily be deadly, hence day + three days + one week). A character
the name. Lethal wounds bleed, become who has taken two levels of lethal damage and
infected or otherwise continue to worsen on one level of bashing damage would require
their own. Only Life magic or medical one hour of rest to recover the bashing level,
treatment can prevent such problems. Any and four days to recover the two levels of
lethal damage beyond the Hurt damage level lethal damage. The recovery times listed in the
requires medical treatment to prevent the healing charts assume that the character
wounds from degrading. Untreated lethal receives only rest and basic first aid. These
wounds worsen by one level of lethal damage times can be reduced significantly if the
per day. If severe wounds go untreated long character is treated with modern medicine. If
enough, the character will die. the character is treated by a fully trained
physician (two dots in Medicine) using the full
Health Level Recovery Time range of normal modern drugs and treatments,
the character heals each health level at one
Bruised 1 day category faster on the Health chart. For long -
term recovery of lethal damage, the character
Hurt 3 days must see a physician at least once a week.
Injured 1 week Crippled and Incapacitated characters must
instead see a physician once a day. If the
Wounded 1 month character interrupts this treatment at any point,
future healing occurs at the normal rate until
Mauled 2 months treatment resumes. If a highly skilled physician
(four or more dots in Medicine) treats the
Crippled 3 months
character with access to the best modern
Incapacitated 5 months medicinal techniques he recovers each health
level at two categories faster on the health
chart. If this treatment is interrupted, normal
However, any successes on an Intelligence +
healing rates apply. Also, without magical
Medicine roll will stabilize the wound
assistance, each level of bashing damage still
sufficiently so that it can heal normally. Even
takes at least one hour to heal, and each level
after initial first - aid has been administered,
of lethal damage takes at least one full day to
characters who have been reduced to Crippled
heal. Of course, the proper use of Life Effects
or Incapacitated require frequent medical
can speed healing time greatly.
attention in order to recover fully.
Incapacitated characters require constant
attention to keep them clean and fed since Other sources of injury
they are essentially helpless and immobile. If a
Combat is only one of many ways your
character Incapacitated by lethal damage
character can become injured.
receives any further damage (of any sort), he
dies.
Disease, Drugs and Poison
Recovery Drugs and diseases affect all mortals, causing
effects ranging from minor impairment to rapid,
Minor wounds simply require time to heal.
painful death. While there are numerous
However, medical attention or magic is
drugs, poisons and diseases that your
required to recover from bashing damage
character may encounter, the effects of some
worse than Wounded or lethal damage greater
common ones are listed here:

83
Alcohol:
Every two drinks taken causes one die of Painkillers:
bashing damage. The dice - pool reductions Each dose subtracts one from the character's
fade as the character recovers. Extremely Dexterity
heavy drinking can produce effects that last for - based dice pools and inflicts one level of
many hours after the last drink; this damage bashing damage. However, these drugs also
represents hangovers and similar effects. deaden pain significantly. Each dose taken
also subtracts two from all die - pool penalties
Stimulants: caused by injuries.
Characters taking strong stimulants receive an
extra action every turn, just as if they had used Marijuana:
a Time Effect to speed up (but without the Pot alters your character's sense of time,
danger of Paradox). However, taking cocaine produces a moderate feeling of euphoria and
and similar drugs also tends to make reduces all dice pools involving Perception by
characters recklessly overconfident, and the one die. However, marijuana does no outright
character takes two levels of bashing damage damage to your character, and the effects fade
for every dose she has taken once the drug within an hour or two.
wears off. Repeated dosages will put off this
backlash, but the result will be even worse Toxin Rating
once the drugs wear off. One dose of cocaine
Most disease, drugs and poisons that do
or crack generally lasts for only an hour, while
actual harm do bashing damage, but
one dose of speed lasts up to six hours.
particularly deadly examples actually do lethal
damage. Regardless of the type of damage
Hallucinogens:
done, all such forms of harm have a Toxin
Drugs like Peyote, LSD and Psilocybin
Rating indicating the levels of damage caused.
mushrooms produce mildly to radically altered
Since only a few rare poisons created are
perceptions depending on both the drug taken
capable of doing aggravated damage, Life
and the dosage. At minimum, your character
Effects can heal most such injuries. Once all
reduces all dice pools by one to three dice
damage from a disease has been healed, the
because the character is distracted and has
patient is cured. The following table lists the
difficulty concentrating. In addition, stronger
damage caused by a few common diseases or
hallucinogens will actually cause your
poisons. Those that do bashing damage are
character to perceive sights, sounds and other
followed by a (B), while those that do lethal
sensations that are not actually present. At the
damage are marked with an (L). In all cases,
Storyteller's discretion, hallucinogens may also
the damage indicated by the Toxin rating is the
increase or decrease the difficulty of
damage from one dose of the poison, or the
performing certain magical Effects. While a
full-blown manifestations of the disease.
Son of Ether may simply be less able to work
Multiple doses are cumulative. Most diseases
her inventions, a Dreamspeaker or Ecstatic
that do lethal damage continue to affect their
may receive a temporary reduction to the
victims until the victim is treated or dead.
difficulty of all magic involving Spirit or Time.
All of these effects generally last between six
and 12 hours. Hallucinogens cause no direct
damage.

Toxin Rating Disease Poison or Drug

One Cold (B) Alcohol (B), Cocaine (B)

84
Two Chicken Pox (B), Measles (L), Food Poisoning Methanol (L)
(B)

Three Influenza (B), Pneumonia (L) Ptomaine (B)

Four Tuberculosis (L) Ammonia (L)

Five AIDS (L) Bleach (L)

Six Bubonic Plague (L) Strong Acids (L)

Seven Ebola (L) Cyanide (L)

Electrocution Falling
Electricity can be both a source of extreme When climbing or jumping, a botched Dexterity
danger and a potent weapon. The strength of + Athletics roll normally results in a fall. The
the electric current determines the amount of character takes one die of bashing damage for
lethal damage a character takes from every 10 feet (round down) that she falls
electrocution. She suffers the listed damage before hitting something solid. Falling damage
dice each turn until contact with the electricity may be soaked normally, but landing on sharp
halts. Contact with electric current locks the objects usually causes lethal damage. Falls of
victim's muscles, which sometimes causes the more than 100 feet result in the character
character to be unable to pull away from the reaching terminal velocity. The maximum
current. In such cases, roll Strength versus a damage from a fall is 10 dice. However, falls of
difficulty of 9 to pull away. As stated more than 100 feet are considered lethal
previously, electrocution always causes lethal damage unless the character lands on
damage that is not soaked by most armor. something specially cushioned. Even worse,
Characters who are reduced to Incapacitated any armor your character wears in a terminal-
due to electrical injuries may suffer permanent velocity fall functions at only half its rating
damage from burns and nerve damage. This (round down), since most armor is not
damage can take the form of physical designed to cushion falls.
impairment (reduced Physical Attributes),
brain and nerve damage (reduced Mental Fire
Attributes), or disfigurement from burns and
Widely regarded as one of the most horrible
scarring (reduced Appearance). The degree
forms of injury and death, fire can do
and type of this damage is up to the
tremendous amounts of damage to a
Storyteller. Electrocution usually occurs due to
character quite rapidly. The size of a fire
magic, but can occur in other situations.
determines the number of damage dice it
inflicts on a character every round of
Health levels/Turn Electrical Source exposure. Fire damage is always aggravated
that is the nature of fire, releasing Patterns
20 Minor
to turn them back into chaotic Prime and
40 Major armor not designed specifically to resist heat
does not protect against it. Should a character
60 Severe have some (usually magical) method of
soaking the damage from a fire, the heat of the
80 Fatal fire determines the difficulty of this soak roll.

Health levels/Turn Size of Fire

85
10 Campfire

20 Bonfire Suffocation and Drowning


30 Raging Inferno Air is necessary for all humanoid life, including
characters. Humanoids can hold their breath
for a length of time depending on their
Stamina (see
Soak Difficulties Heat of Fire the chart). Characters can extend this time by
spending Willpower points or if it its your race
3 Candle (1st degree bonus or natural skill. Each point spent gives
burn) the character another 30 seconds. If a
5 Campfire (2nd character cannot obtain breathable air when
degree burn) this time runs out, she will suffocate or drown
at the rate of one health level a turn. This
7 Explosion fire (3rd damage heals like bashing damage, but it
degree burn) cannot be soaked, nor does it even need to be
rolled. Suffocation damage is automatic, and
8 furnace fire (4th
degree burn) the character dies one turn after reaching
Incapacitated. However, anyone trained in first
9 Magic fire aid (Medicine 1+) can resuscitate the
character if the resuscitation is supplied within
10 Lava, molten metal, five minutes. If the character drowns in cold
plasma water, this time extends by up to half an hour.

Ist in detail
Ist isnt just a fundamental part of the mechanics in the game, it can be thought of the lifeblood of the
universe itself. Ist can be channeled through an ethereal connection to the arcane planes through a
body called Avatar. The Ist is made up of the 5 arcane planes, many dimensions and realities above
physical existence. The arcane planes exist externally to the flow of time. An individual's abilities to
use the different classes of Ist will depend On their culture, personality and race. When creating your
Character, there are few limits with what your Character can achieve with Ist in terms of powers and
abilities, as long as they fit within the lord and themes of the world and they are fair. Your GM should
be able to give you a good idea of what would be considered fair and lore friendly. Secondly, be
aware that while your Character may be from any number of backgrounds or ages, it's likely the only
learned how to use Ist fairly recently, so although the range of what their abilities could be is very
large, it's likely that their unique abilities have a lot of room for growth.
Ist is extremely fluid and flexible, but it nearly always fits within the 5 categories: Alths, Exth, Noxi,
Rezu and Zlii. There are different subpaths in each of these categories from around the world. These
are often woven into culture beliefs and worship of various higher beings (lesser deities often with
logic defying metaphysical characteristics) that can influence how each category of Ist manifests in
the world. There are 16 of the most commonly worshipped of these beings, The Great Lords of New,
which each reside in their own plane of existence, rarely venturing into the mortal one. In the following
subchapters, Ill cover each of the categories in more detail than above, explain the cultures or races
that are generally associated with each type of ist, and elaborate more on how the beliefs in a Lord of
New can influence Alths.

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Each of the 5 classes of ist follows the concepts, known as the spheres, which were covered earlier. I
will examine each of the spheres here and how they relate to the 5 categories of Ist, so that when
your character progresses you will be able to choose what aspect of the Ist path you want your
character to follow. There are almost 70,000 different unique paths for a character to follow when
advancing through ist, once you understand the rules, the extent of customization will be available to
you.

Paradox

The Spheres
The spheres can be thought of your characters magical stats, they are each fundamental principles
which relate to different Ist categories differently. This will be explained for each Category individually.

Correspondence
Correspondence ist is concerned with the connection between all things, and can allow powers such
as teleportation, seeing into distant areas, levitation and flying. Space, interrelationships and
sympathetic links all become clear through the study of Correspondence. By bending space or
bypassing it entirely, a skilled user can travel rapidly or fly from place to place. Divining locations
allows the mage to see far-away places or direct magic over distances. With a link between a person
and an object, Effects may be targeted through connecting rituals.

Entropy
Entropy concerns itself mainly with the study of order, chaos, luck and destiny. From this Sphere
comes the study of order and randomness, and thus, the study of totally random creation and
destruction. All things dissolve eventually into haphazard components, and similarly events form from
disjointed, unconnected patterns.

Forces
Forces is the Sphere of energetic Patterns, among them heat, light, vibration, radiation and gravity. In
effect, Forces are constructs of Ist in motion. Every force has its own unique properties, but they all
share the common root of Primal swirling through a Pattern.

Life
Life governs those Patterns that grow, evolve and eventually change. Life patterns differ from the
other two static Spheres in that they are not self-contained vassals of Ist, but draw on the laws of
reality for sustenance and later return these energies. This process only ends when Life transforms
into Matter, during the moment of death. As a whole, this Sphere embraces everything that has living
cells within itself, even if that object is technically dead. Preserved blood and organs, still-living plants,
live-culture cheese, and so forth contain Life, but corpses, cotton fibers, withered organs, or cut wood
become Matter.

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Matter
Matter is the Pattern Sphere that purviews all inorganic Patterns that hold Ist, in contrast to the
energetic Patterns of Forces and the symbiotic Patterns of Life. Representing the base of the physical
world, Matter governs the elements from Most of the 16 concepts of Zlii in all their physical conditions.
Manipulating Matter is usually a much simpler affair than manipulating other Patterns.

Mind
Since human beings perceive reality through a complex interplay of consciousness, the Mind Sphere
affects how a being sees the world around it. Such study leads to the investigation of thought, the
existence of perfect forms, the idea of intelligence, and inquiry divorced from mere physical form.

Primal
Primal is the Sphere of Ist that governs the raw energy of reality, sometimes called Primal Energy or
Prime. An Ist user who uses Primal can sense Ist of other users, use the power of the universe to
create effects out of nothingness, and can store Prime Energy past their Avatar background rating. It
is the study of Prime, and it is regarded by most cultures as a valuable or even holy power. With
Prime, Users can create, destroy or reshape the universal energies. An ist user can further enchant
objects and living creatures with magical energy, fight back the effects of Paradox, use countermagic,
and make the changes they exact on the world permanent.

Spirit
Spirit is the Sphere of the distant planes, stuff that is the building block of the ethereal and
otherworldly, the realms between the pureness of unbridled Prime and the Patterned World of flesh.
Spirit is a homogeneous whole, a sort of conceptual energy given a special form that can mirror or
mimic the more mundane Patterns of elements. However, Spirit is much more. It's also the results of
emotion, hope, and thought -- the intangible end product of the Mind's musing and shaping. The Ist
user skilled in Spirit can touch the wall that separates potential from material to see beyond.

Time
Time is known as the magic that all humanoids know. Science and Ist both agree that the flow of time
varies with the observer, that time itself is hardly the constant that it initially seems. Esoteric doctrines
claim time is an illusion. Even those who accept Time's forward march (more or less) still discover that
the eddies, currents and branching paths of time are far more manifold and mutable than most people
would ever guess.

Alths
Players who are unsure about where their ideal power would lie most likely will fall under Alths. Alths
has 16 different components, similar to Zlii, but rather than bending the elements, Alths draws power
from oaths of worship made to the Lords of New, which can be fulfilled through rituals, subspirits,
blessed weapons or other means. This means that Alths is the most versatile and arguably one of the
most common types of ist. Each god has their own set of commandments which must be followed by
oath maker in order for the oath to be fulfilled, these usually relate to the Gods alignment and goals in
the mortal plane.

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Blessed Weapons
Weapons of almost any kind can be blessed, but the type of blessing will depend on the Lord of New
the blessing is made in honor of, If a user is aligned with or worships the lord of new that the blessed
weapon is blessed in the name of the blessing can be used to its fullest extent and thus is more
powerful. The blessing can be done by anyone of the same faith as the lord of new the blessing is
made in the name of, but it becomes more powerful the more strictly and high ranking religiously the
blesser is. The blesser may use the blessed weapon, as may anyone else, however the weapon may
install paradox into someone who does not properly align with the Lord of News desires in the mortal
plane. The effect of the blessing will vary depending on the weapon and the Lord of New, as will the
way of applying it. For some, runes have to be inscribed into the weapon, in others, a holy leather is
wrapped around the weapon handle, or a spiritual gem is fixed into the weapon. Similarly, some
blessed weapons may just have an elemental effect (fire, water, shadows, light etc) whereas others
may call upon a temporary subspirit, or enfuse power into the user themselves.

Oaths
Oaths are the most common way of using Alths, and it is arguably one of the most diverse categories.
Oaths made to the lords of new are typically stronger in power than that of a blessed weapon, but the
terms are usually stricter, while the terms of the oath can totally be determined by the oathmaker, its
strength will be defined by, how much experience with Alths the user has, how strict they are in
following their Lord of News commandments, how well the oath aligns with the commandments and
how prominent a figure in the Lord of News religion the user is. If a user makes an oath that does not
align with the Lords commandments, then the oath will have little to no effect, if the user makes an
oath that opposes the commandments, they will gain paradox or worse. Oaths can give a huge range
of effects, from total immunity to fire, to the ability to produce steel from your body. This oaths
fairness and balance will be at the GMs discretion. The oaths type of power should relate somehow
to the Lord of New it relates to. Ist users that decide to use Alths as their primary power, must make
an oath, and most likely will have made at least one before the the adventure, most likely related to
their personality, culture and background. If they have made an oath, it can be any number of things
as long as it aligns with the Great Lords commandments. Oaths can be made casually by speaking
aloud words such as I will acheive X goals under Y conditions or ritualistically, through coming of
age, blessings on the individuals, dances or other ritualistic means. This will depend on the
individuals beliefs, and the alignment of the Lord of New. The stricter the conditions and the more
specific the oath, the more power can be borrowed.

Subspirits
Subspirits are fragments of the Great Lords of New, that were created in the same moment as the
Lords of New, they usually relate in shape and personality to the Lords, but vary in size, usually the
bigger they are, the more powerful. Subspirits also have a great connection to the Realm that their
Lord of New calls home, so can only use their full power on that Plane or Realm. In the mortal Realm
they often appear ethereal or ghostlike, perhaps being partially translucent. Subspirits are the rarest
out of the 3 ways of Alths, but when they are tamed, they can show humanoid level intelligence, and
befriend their tamers and friends similar to a pet or familiar. The power Subspirits offer does not
directly affect the tamer, like weapons or oaths can, but it will most often aid the tamer. They posses
the highest potential for power, the most powerful can rival the strongest mortal beings, but these are
rare even among the rare subspirits.

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The Great Lords of New and their cultures and religions

Shiragiri
Can appear as a large humanoid with a rams head, with 4 eyes down the centre of its skull, and none
in its eye sockets. Commonly worshipped by Jyaddians, but there are small sub cults of Shirgiri
worshippers in large cities, usually Dranur ones. To bless a weapon, it must be forged with a holy blue
flame. Subspirits often take the form of a goat like creatures with 4 eyes.
Element: Plasma
Realm/Plane: The deep expanse
Commandments
1. You shall avoid lies.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action aids yourself.
5. You shall honor those who honor you.
6. You shall follow the law unless breaking the law can advance you without harming others.
7. You shall not betray others unless your life is in jeopardy.
8. You shall aid those who aid you and harm those who harm you.
9. You shall not promote an extreme viewpoint.
10. You shall advance yourself without harming others.
11. You shall give refuge to and respect those who venture onto your lands unless they give you
reason not to.

Hearthorn - the world spirit


In ancient scrolls depicted as the world tree, a 100s km high tree that pierced the upper atmosphere,
though after betrayal by the Ylahil, the core of the world spirit fled to another plane of reality, leaving
5 world spirits in its place. Worship is widespread, being one of the most common religions for forest
tribes in the west. Commonly worshipped in the Heartroot, Suscan rootlands, Zirus college members,
and Westwood. To Bless a weapon, it must have some amount of magic wood in the weapon.
Subspirits often appear as ents, or spirit like nature creatures.
Element: Flora
Realm/Plane: The first seed
Commandments
1. You shall avoid lies.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action aids yourself.
5. You shall honor those who honor you.
6. You shall follow the law unless breaking the law can advance you without harming others.
7. You shall respect nature
8. You shall aid those who aid you and harm those who harm you.
9. You shall not promote an extreme viewpoint.
10. You shall advance yourself without harming others.

Oguun
Oguun is an ancient spirit worshipped by 2 factions: The brothers of core and the naturians. The
Brothers of core, despite its name includes male and female followers, and they believe that Oguun
fled to the core after a great calamity, living in all its minerals, whereas the Naturians believe that

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Oguun resides deep in the wilds, appearing catlike in appearance. Naturians are typically Feylines but
have inspired other followers that live in their homeland. Brothers of Core are typically from Olsen. To
Bless a weapon in Oguuns name, the blade must be infused with Oguunish cystrals, found at the
base of trees in thick forests, and deep underground. Subspirits often take the form of mischievous
spirits with rock or plant like bodies, often wearing tribal masks.
Element: Earth
Realm/Plane: Duralia
Commandments
1. You shall not lie.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action advances law and order.
5. You shall honor legitimate authority.
6. You shall follow the law.
7. You shall not betray others.
8. You shall not aid criminals.
9. You shall not be weak or be defeated by those weaker than yourself.
10. You shall promote unlimited order in society

Kotanul
Above all followers of Kotanul despise comfort, they actively seek chaos and disorder, often pushing
themselves, and either find order from the chaos, or meet with a nasty fate. They often take high risks
and go against the grain of society. There are no strict religions for Kotanul, though those who follow
its teachings are know to follow the way. Kotanul appears as a disembodied hand in some
depictions, and often subspirits take forms that look like they are made from human parts but do not
look human. (for instance legs with arms, a crawling hand, a centipiede of arms etc) however,
subspirits can take any manner of other forms. To Bless a weapon, the weapon must have a personal
connection to the individual, then the weapon must be blunted or partially broken, and infused with
materials other than that of what it was initially made of.
Element: Space
Realm: Juxir
Commandments
1. You shall lie to promote your freedom.
2. You shall not kill the innocent.
3. You shall not bring unnecessary pain to whatever you hunt.
4. You shall help the needy if such action promotes your freedom.
5. You shall honor no authority above yourself.
6. You shall break the law whenever convenient.
7. You shall not betray others unless your life is in jeopardy.
8. You shall not aid enemies of freedom or those who promote law.
9. You shall pursue pleasure.
10. You shall promote unlimited freedom for yourself.

Theos Agnosto
Has no defined appearance, though said to appear in the mortal world as Humanoids and shapeshifts
between different people to cause chaos and confusion. Known as the Unknown god by some
Theos Agnosto is not worshipped by any major religion, but has a following among some in the black
isles and some clans in Udzur. To bless a weapon in the name of Theos Agnosto the weapon must

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be coated in a certain black liquied during an Agnosto ritual. Subspirits can appear as horrific
aberrations.
Element: Mind
Realm: Umbra
Commandments
1. You shall lie to everyone but the few whom you trust the most.
2. You shall harm the innocent to advance yourself.
3. You shall kill to advance yourself.
4. You shall not aid the weak.
5. You shall honor those who are stronger.
6. You shall follow the law only to advance yourself.
7. You shall betray friends, family, community, and nation to advance yourself.
8. You shall not aid those who protect the weak.
9. You shall not show mercy to enemies.
10. You shall seek unlimited power over others.
11. You shall never reveal your true intent.

Hollis - The Igneous Exudation


Appears as a molten giant, glowing insides, with Plate armour that overflows with heat and magma,
his steps melt the ground beneath him. Worshipped by smiths, mechanics, some clans of pren, and
those on the dragontongue isles. To bless a weapon it must be reforged in the hottests of magmas.
Subspirits appear in the form of semi-molten animals.
Elements: Magma
Realm: Benthic realms
Commandments
1. You shall never lie to those you trust.
2. You shall harm the innocent to advance yourself.
3. You shall kill to advance yourself.
4. You shall not aid the weak.
5. You shall honor those who are stronger.
6. You shall follow the law only to advance yourself.
7. You shall betray everyone except those you trust to advance yourself.
8. You shall not aid those who protect the weak.
9. You shall not show mercy to enemies.
10. You shall seek unlimited power.

Ichor - Pained one


Following Ichor is outlawed in most civilized places, her cultists often sacrifice bystanders for their
blood, as Ichor is known as the blood god. Known as one of the most evil Lords of New, she aims to
corrupt the world with a pain/pleasure matrix. She has many depictions, though often appears as a
male or female humanoid with many long extra limbs, and blood and fluid tubes flowing into her.
Ichorians aim to induce as much pleasure (sometimes through pain) as possible. To bless a weapon,
it must be coated in the blood of a loved one. Subspirits often appear as coagulated blood creatures
with mechanical sections, with human body parts extruding from the coagulated torso (arms, legs,
breasts, genitalia etc).
Elements: Blood
Realm: Ishtir

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Commandments
1. You shall lie whenever convenient.
2. You shall harm the innocent whenever convenient.
3. You shall kill for pleasure.
4. You shall not aid the weak.
5. You shall not honor any other before yourself.
6. You shall break the law whenever convenient.
7. You shall betray friends, family, community, and nation whenever convenient.
8. You shall harm those who protect the weak or honor laws.
9. You shall pursue all forms of pleasure.
10. You shall seek unlimited power over others and unlimited freedom for yourself.

Suijan
Suijan is commonly followed by sea villages and communities, often depicted as a 30ft crab spider
that roams the shallows, or sometimes as a huge 200ft whale-like behemoth. Suijan is also
worshipped by those in the Hyechon sea. Suijan is widely regarded as a Lord of New associated with
lakes, rivers and shallow waters. To bless a weapon, it must be dropped in at least 10ft deep waters,
left for at least a year, dried, then ritually blessed. Subspirits take the form of crustacean like beasts.
Element: Water
Realm: Atlis
Commandments
1. You shall lie only to evil-doers.
2. You shall not harm the innocent.
3. You shall not murder.
4. You shall help the needy.
5. You shall honor those who promote goodness.
6. You shall follow the law unless breaking the law results in more good.
7. You shall not betray others.
8. You shall bring evil-doers to justice.
9. You shall steal only to promote goodness.
10. You shall seek unlimited good for others.
11. You shall not bring dishonour to the ocean or to anyone or anything that lives off it.

Lunura
Often appears as aurora-like ethereal beings, a collective Lord of New. Worshipped by Tribes in
Woshal, and various tribes in eastern Asmyae. To bless a weapon, it must become possessed by a
non-mortal being. Subspirits take the form of ethereal animals (wolf owl cat etc)
Element: Soul
Realm: Astra
Commandments
1. You shall avoid lies.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action aids yourself.
5. You shall honor those who honor you.
6. You shall follow the law unless breaking the law can advance you without harming others.
7. You shall not betray others unless your life is in jeopardy.
8. You shall aid those who aid you and harm those who harm you.

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9. You shall not promote an extreme viewpoint.
10. You shall advance yourself without harming others.
11. You shall not harm the weak or defeated unless absolutely necessary.

Roth
Roth is followed strictly by some communities of Dranur in large cities, which form the Paladin
Tribunal. Called the sacred star, the religion is one of the most widespread throughout westernised
nations, but only is worshipped strictly by a few. Appears as a tall being, with 4 arms, lean but
muscular, with a glowing forehead. Weapons can be blessed if they are stuck with lightning.
Subspirits appear as 6 legged wolf like creatures, with long flowing manes, and are almost always
white with glowing eyes. But sometimes a horse or other beast, occasionally clad in golden armour.
Element:Thunder
Realm: Luminus
Commandments
1. You shall not lie.
2. You shall not harm the innocent.
3. You shall not murder.
4. You shall help the needy.
5. You shall honor legitimate authority that promotes goodness.
6. You shall follow the law.
7. You shall not betray others.
8. You shall bring criminals and evil-doers to justice.
9. You shall not steal.
10. You shall seek unlimited good for others and unlimited order in society.
11. You shall respect those closest to you above everything except the law.

Paulid
Practiced by druidic tribes, Paulidium is a religion, culture and langauge that is commonplace in
traditions based in nature. Paulid appears as an albino tree, but can appear as a white bodied, deep
red faced elk with many horns, often with tributes handing from the horns or branches depending on
the form Paulid takes. Paulid represents time for many, the albino tree being a symbol for aging and
change globally.
Element: Time
Realm: Zenbia
Commandments
1. You shall lie in the pursuit of goodness.
2. You shall not harm the innocent.
3. You shall not murder.
4. You shall help the needy.
5. You shall honor those who promote freedom and goodness.
6. You shall break the law in pursuit of goodness.
7. You shall not betray others.
8. You shall avenge the acts of evil-doers and enemies of freedom.
9. You shall not place duty above personal desire to do good.
10. You shall seek unlimited good for others and freedom in society.
11. You shall not harm any creature of nature where possible

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Sevion
Regarded as the Aravari (dragon) queen, she is worshipped in the areas surrounding dragnoth and
small pockets in large Alk and Dranur cities. She appears either as a pure white Aravari (dragon) that
shines like the sun or a female dragon humanoid. Weapons are blessed through certain rituals of
Sevion faith, and the blessing strength is enhanced if the weapon has dragonic features (Aravari
metals, scales, forged with aravari features etc). Subspirits appear as small white Aravari or other
reptiles.
Element: Dragon
Realm: Azaran
Commandments
1. You shall not lie.
2. You shall harm the innocent to advance yourself or promote order.
3. You shall kill to advance yourself or promote order.
4. You shall not aid the weak.
5. You shall honor legitimate authority that promotes you and your comrades.
6. You shall follow the law.
7. You shall not betray others.
8. You shall not aid criminals or those who protect the weak.
9. You shall use the law to advance yourself and your comrades.
10. You shall seek unlimited power over others and unlimited order in society.

Pyrsis
Pyrsis is a Lord that has no form, but its followers believe that it manifests itself in flames, to give its
followers strength. They believe the Lord of New IS flames and fire, and the flow and randomness of
fire forms their worldview. Pyrsis is heavily associated with light, whereas Hollis is associated with
heat. Weapons are blessed by inscribing them with runes that allow them to channel Pysis. Subspirits
appear as humanoids or animals that are naked but constantly burning but do not give off heat.
Element: Fire
Realm: Radiance
Commandments
1. You shall lie to promote your freedom.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action promotes your freedom.
5. You shall honor no authority above yourself.
6. You shall break the law whenever convenient.
7. You shall not betray others unless your life is in jeopardy.
8. You shall not aid enemies of freedom or those who promote law.
9. You shall pursue pleasure.
10. You shall promote unlimited freedom for yourself.

Gandra
Gandra is often depicted as a chinese dragon or sea serpent, associated with engineering and
mechanics, sometimes appears as a purely mechanised serpent, other times a chinese dragon with
metal armour. Gandra is known for ruling the deep sea, and legend says that Gandra and Flynsie
were a couple deeply in love, but were tricked and forced to always be in different places. Either
Gandra or Flynsie is always in the mortal realm. Gandra worshippers are widespread across the
world. A weapon is blessed in Gandras name by being fitted with a Gandra talisman. Subspirits
appear as blue chinese dragons, or animals with blue chinese looking heads.
Element: Metal

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Realm: Ezeria/Mortal
Commandments
1. You shall lie to promote your freedom.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action promotes your freedom.
5. You shall honor no authority above yourself.
6. You shall break the law whenever convenient.
7. You shall not betray others unless your life is in jeopardy.
8. You shall not aid enemies of freedom or those who promote law.
9. You shall pursue pleasure.
10. You shall promote unlimited freedom for yourself.
11. You shall respect all followers of Flynsie

Flynsie
Flysie appears as a giant sandworm like serpent, it often is worshipped in cold locations, and said to
swim through snow and ice, being the herald of arctic waters. Flynsie has shimmering silvery skin,
its unclear if these are scales or metal. To bless a weapon, the weapon must be coldsmelted, using
negative flames. Subspirits appear as animals with shimmering silver skin/scales.
Element: Ice
Realm: Ezeria/Mortal
Commandments
1. You shall lie to promote your freedom.
2. You shall not kill the innocent.
3. You shall not murder.
4. You shall help the needy if such action promotes your freedom.
5. You shall honor no authority above yourself.
6. You shall break the law whenever convenient.
7. You shall not betray others unless your life is in jeopardy.
8. You shall not aid enemies of freedom or those who promote law.
9. You shall pursue pleasure.
10. You shall promote unlimited freedom for yourself.
11. You shall respect all followers of Gandra.

Acimir
Acimir is associated with air, the heavens, lightweightness and speed. He appears as a giant bird,
white with black feathers. Commonly worshipped by Acora in Shearusluft and some Jyaddians.
Weapons are blessed by having them sharpened with windblades, high pressure air swords that cut
materials through mechanical pressure tanks. Subspirits appear as birds or birdlike creatures with
white and black feathers.
Element: Wind
Realm: Luuftus
Commandments
1. You shall not lie.
2. You shall not harm the innocent.
3. You shall not murder.
4. You shall do all tasks with haste and grace.
5. You shall honor legitimate authority that promotes goodness.
6. You shall follow the law.
7. You shall not betray others.

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8. You shall promote the beauty of things and seek beauty and refinement wherever possible..
9. You shall not steal.
10. You shall seek unlimited good for others and unlimited order in society.

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The spheres

Correspondence

Entropy

Forces

Life

Matter

Mind

Primal

Spirit

Time

Exth

The spheres

Correspondence

Entropy

Forces

Life

Matter

Mind

Primal

Spirit

Time

Noxi

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The spheres

Correspondence

Entropy

Forces

Life

Matter

Mind

Primal

Spirit

Time

Rezu

The spheres

Correspondence

Entropy

Forces

Life

Matter

Mind

Primal

Spirit

Time

Zlii

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The spheres

Correspondence

Entropy

Forces

Life

Matter

Mind

Primal

Spirit

Time

The World and Its Inhabitants


As you have probably realised at this point, Ive provided a link to the map below, If this is
mage is extremely complex, yet is completely a physical copy of the handbook, I have an A2
driven by the story and how the players printed version of the map Well use in play.
choose to interact with it. Having a good
experience is more important that following the https://drive.google.com/file/d/0B5w3yXD2eU7
rules, which gives amazing opportunity to RMnNXWlBkVUx0SXc/view?usp=sharing
create vibrant and detailed stories which can
completely change based on what actions you,
the player take in the game. The custom world
youll be playing in is as varied and open to
Agril
different interpretations as the game itself, and Agril is arguably the most powerful nation, it is
the races, monsters and civilizations you may part of the 3rd Alk dominion, a union formed
encounter go way beyond what is listed here, by the 3 Alk/Acora countries, and indirectly
this is an overview of the most common ones. rule over Asmyae, the largest country. Agril is
mostly covered with supermassive trees, the
coasts experience a warm costal climate, and
north experiences a warm temperate climate.

The world
There are 10 major nations in the mapped The Heartroot
world, with their own subcultures, which will be A huge forest, the elder trees are upwards of
briefly be summarized here, as the world map 200m tall, and form a thick canopy over the
is too large and complex to fit in this document forest of smaller trees. The Heartroot covers

100
100s of km, with an ancient city in the centre, located, a citadel school for studying Ist and
and a River used for trade that flows through and other manner of things, built at the foot of
the forest to the port town of Nylth Ancalen. the world tree, Talesi Elsari. Below this are sky
islands in a coniferous climate, where the
countrys most ancient city, Sheerusluft is
The Burning Keep located, home of the Luftbaats. The rocks in
this area have the property of repelling gravity,
Know as the furnace of the world the burning
which is amplified the more rock there is in
keep is a city known for its distinct red
one place. Just south of the sky islands is a
brickwork, and chimneys of smoke. The city is
Closed forest, patrolled by giant golems that
a hub for production, smithing, textiles,
attack anyone who attempts to enter it. Below
smelting and more.
this is the Blood Forest, home to the imfamous
bloodwood tree. Below this is Highgaurd, a city
Daeyn set into the mountainous coast, the capital of
Ofrye, with a warm temperate climate.
Daeyn is the easternmost nation, with a large
range of climates, the north is tundra, with a
World Tree called Talesi Elsari, the middle is
coniferous, the middle is temperate, with a Olsen
shroomish area to the west, the lower section
Olsen is the home of the Pren, and the
has a mediterranean climate. There is a
southern plains are home to the Miruuk
mountain range that runs alongside the west
coast of the nation to separate it from Ofrye.
The nation is split roughly 50/50 between Routeau
Feylines and Dranur, its the ancestral home of
the Feyline race, which was later colonised by
Dranur.
Susca

Everhtyl Woshal
Everhtyl is an ancient Feyline city built into a
canyon, the Canyon is known for its large Ylan Alari
crystal deposits.

Korebat
Korebat is the southernmost nation on the
Playable Species
eastern continent, it has a hot, semi-Arid There are 8 playable races in this custom
climate. Its the home of the Zou, with version of mage - the ascension, though
mountains rich in sapphire. There are many originally based on stereotypical fantasy races,
spread out villages in Korebat, most of the these have been changed significantly to fit
country is rural with exception to its 2 major the lore of the world and the political
cities. landscape. Each of these races have a unique
skill, +1 in one attribute, 1 ability they learn
Ofrye slightly quicker, 1 ability they learn much
quicker, 1 ability they learn slightly slower and
The home to the Acora, part of the 3rd Alk 1 ability they learn much slower. Keep in mind
dominion, and runs alongside Daeyn, and when creating your character that these are
similarly has a huge climate range. The far just guidelines and generalise the nature of
north is an ice cap that connects to sea ice each race and their culture, but feel free to mix
moving up into uncharted waters, slightly it up or get creative with your character.
below this, is tundra which Zirus college is

101
Dranur dream of immortality, but (except for
Dranur those few who seek undeath or divine
ascension to escape death's clutches) they
achieve it by ensuring that they will be
Dranur, (known as human in common) are well remembered when they are gone. Although
known for their societal innovations, and drives some Dranur can be xenophobic, in general
for power and dominance on the world stage. their societies are inclusive. Dranur lands
Though they have a knack for exploration and welcome large numbers of nonhumans
innovation, they are seen as relatively compared lo the proportion of humans who
unintelligent compared to some of the other live in nonhuman lands.
major races, due to their relatively short life Dranur who seek adventure are the most
spans and short time on the world stage, they daring and ambitious members of a daring and
have had less time to learn about the world ambitious race. They seek to earn glory in the
and its various dimensions. With their eyes of their fellows by amassing power,
penchant for migration and conquest, Dranur wealth, and fame. More than other people,
are more physically diverse than other Dranur champion causes rather than territories
common races. There is no typical Dranur, an or groups.
individual can stand from 5 feet to a little over Having so much more variety than other
6 feet tall and weigh from 125 to 250 pounds. cultures, Dranur as a whole have no typical
Dranur skin shades range fram nearly black to names. Some Dranur parents give their
very pale. and hair colors from black to blond children names from other languages, such as
(curly. kinky. or straight); males might sport Prenian or Alkoic (pronounced more or less
facial hair that is sparse or thick. A lot of correctly), but most parents give names that
humans have a dash of nonhuman blood. are Linked to their region's culture or to the
revealing hints of Alk, Miruuk, or other naming traditions of their ancestors. The
lineages. Dranur reach adulthood in their late material culture and physical characteristics of
teens and rarely live even a single century. humans can change wildly from region lo
Dranur are the most adaptable and ambitious region. For example, the clothing, architecture,
people among the common races. They have cuisine, music, and Literature are different in
widely varying tastes, morais, and customs in the northeastern lands of the Jyaddish
the many different lands where they have Fjordlands than in distant Dolengrad to the
settled. When they settle, though, they stay: east-and even more distinctive in far-off Klaxi
they build cities to last for the ages, and great Ruins. Dranur physical characteristics, though,
kingdoms that can persist for long centuries. vary according the ancient migrations of the
An individual Dranur might have a relatively earliest Dranur, so that the Dranur of Asmyae
short lifespan, but a Dranur nation or culture have every possible variation of coloration and
preserves traditions with origins far beyond the features. Nine human ethnic groups are widely
reach of any single Dranur's memory. They recognized, although over a dozen others are
live fully in the present-making them well found in more localized areas. These groups,
suited to the adventuring life-but also plan for and the typical names of their members, can
the future, striving to leave a lasting legacy. be used as inspiration no matter which world
Individually and as a group, Dranur are your Dranur is in. Unlike most of the other
adaptable opportunists, and they stay alert to races, Dranur subspecies have individual
changing political and social dynamics. Where specialisations, as opposed to ones for the
a single Alk or group of Pren might take on the whole race.
responsibility of guarding a special location or
a powerful secret, Dranur found sacred orders
Calian
and institutions for such purposes. While Pren
forms and Rakk elders pass on the ancient Shorter and Skinnier in build than most other
traditions to each new generation, Dranur humans, Calians have dusky brown skin, hair,
temples, governments, Libraries, and codes of and eyes. They're found primarily in west
law fix their traditions in the bedrock of history. Susca. Calian Names: (Male) Aseir, Bardeid,

102
Haseid. Khemed. Mehmen. Sudeiman, +10 exp cost on Subterfuge
Zasheir; (female) Alala, Ceidil. Hama, Jasmal, Background:
Meilil, Seipora, Yasheira, Zasheida; +1 Wonder
(surnames) Basha, Dumein,Jassan, Khalid.
Moslana. Pashar, Rein Jyddians
Jyddians are tall, fair-skinned folk with blue ar
Traits:
steely gray eyes. They live in the Jyddish
-10 exp cost on Survival
Fjordlands and are well known for their
+10 exp cost on Engineering
athleticism and straightforward nature. Most
Background:
have raven-black hair, but those who inhabit
+1 Mentor
the extreme northwest have blond, red, ar light
brown hair. Jyddian Names: (Male) Ander,
Arian Blath, Bran, Frath, Geth, Lander, Luth, Malcer,
Arians are slender, tawny-skinned folk wilh Stor, Taman, Urth; (female) Amafrey, Betha,
brown hair that ranges from almost blonde to Cefrey, Kethra, Mara, Olga, Silifrey, Westra;
almost black. Most are tall and have green or (surnames) Brightwood, Helder. Hornraven,
brown eyes, but these trails are hardly Lackman, Stormwind. Windrivver
universal. Dranur of Arian descent dominate
the central lands of Lasunore, around the Traits:
Sacred Sea, they also hold many colonies in -10 exp cost on Athletics
Daeyn. Arian Names: (Male) Darvin, Dorn, +10 exp cost on Science
Evendur, Gorstag, Grim, Helm, Malark, Morn, Background:
Randal, Stedd; (female) Arveene, Esvele, +1 Allies
jhessail, Kerri, Lureene, Miri, Rowan, Shandri,
Tessele; (surnames) Amblecrown, Buckman, Xan
Dundragon, Evenwood, Greycastle, Tallstag
The Xan are the most numerous and powerful
ethnic group in Xixia, far to the east of Susca.
Traits:
They are yellowish-bronze in hue, with black
-10 exp cost on Leadership
hair and dark eyes. The Xan are known for
+10 exp cost on Streetwise
their love of mastery, especially when it comes
Background:
to ist or knowledge. Xan surnames are usually
+1 Resources
presented before the given name. Shou
Names: (Male) An, Chen, Chi, Fai, jiang, Jun,
Oliri Lian, Long, Meng, On, Shan, Shui, Wen;
Found primarily in Central Susca, Olirians are (female) Bai, Chao,jia, Lei, Mei, Qiao, Shui,
of moderate height and build, with skin hues Tai; (surnames) Chien, Huang, Kao, Kung,
ranging from tawny to fair. Their hair is usually Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
brown ar black, and their eye color varies
widely, though brown is most common. They Traits:
are known for their love of good intentioned fist -10 exp cost on Cosmology
fights, honesty and ancient traditions. Olirian +10 exp cost on Athletics
Names: (Male) Bar, Fadei, Glar, Grigor, Igan, Background:
Ivor, Kosef, MivaI, Orei, Pavel, Sergor; +1 Avatar OR Library
(female) Alethra, Kara, Katernin, Mara, Natali,
Olma, Tana, Zora; (surnames) Bersk, Chernin,
Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Takiun
Starag
Widespread throughout Asymae especially
northern Lasunore, Takiuns are of medium
Traits:
build and height, with dusky skin that tends to
-10 exp cost on Brawl

103
grow fairer the farther north they dwell. They also have the unfortunate reputation for being
tend to be lower class in larger cities. Their theives, assasins and underground workers on
hair and eye color varies widely, but brown the Black Isles. the Mueo are generally tall,
hair and blue eyes are the most common. slim, and amber-skinned, with eyes of hazel ar
Tethyrians primarily use Arian names. They brown. Their hair ranges from black to dark
are usually complex, emotional but do not brown, but in the lands where the Mueo are
respect the law. most prominent, nobles and many other Mulan
shave of[ ali their hair. Mueo Names: (Male)
Traits: Aoth, Bareris, Ehput-Ki, Kethoth, Mumed,
-10 exp cost on Crafts Ramas, So-Kehur, Thazar-De, Urhur; (female)
+10 exp cost on Law Arizima, Chathi, Nephis, Nulara, Murithi,
Background: Sefris, Thola, Umara, Zolis; (surnames)
+1 Destiny Ankhalab, Anskuld, Fezim, Hahpet,
Nathandem, Sepret, Uuthrakt

Turugami Traits:
-10 exp cost on Stealth
Originally native to the southern shore of Agril
+10 exp cost on Etiquette
moving east up to Zenbai and YLan Alari, they
Background:
became misplaced by the Elk invasions, so
+1 Contacts
are spread throughout southern Asmyae, and
can be found in minority groups in their
homelands. The Turugami people are Raggari
generally tall and muscular, with dark Most often found intermingling with pren and
mahogany skin, curly black hair, and dark Miruuk, the Raggari are most commonly found
eyes. Turami Names: (Male) Anton, Diero. In Olsen, Raggari tend to be short, stout, and
Marcon, Pieron, Rimardo, Romero, Salazar, muscular. They usually have dusky skin, dark
Umbero; (female) Balama, Dona, Faila,jalana, eyes, and thick black hair. They are known for
Luisa, Marta, Quara, Selise, Vonda; their sociability, and work ethic. Raggari
(surnames) Agosto, Astorio, Calabra, Domine, Names: (Male) Borivik, Faurgar,jandar,
Falone, Marivaldi, Pisacar, Ramondo Kanithar, Madislak, Ralmevik, Shaumar,
Vladislak; (female) Fyevarra, Hulmarra,
Traits: Immith, Imzel, Navarra, Shevarra, Tammith,
-10 exp cost on Linguistics Yuldra; (surnames) Chergoba, Dyernina,
+10 exp cost on Nature Iltazyara, Murnyethara, Stayanoga, Ulmokina
Background:
+1 Node Traits:
-10 cost Expression
Mueo +10 cost Enigmas
Background:
Mueo are seafaring people, living on boa cities
+1 Influence
and small island nations and citiy-states, but

Dranur Racial Traits

Attribute: +1 Charisma
Traits: -30 exp cost on Investigation
+30 exp cost on Enigmas
Unique skill: Unbreakable resolve, +1 Willpower and a high drive and aspirations for the future.

104
Dranur Political Standing

The Dranur are currently the primary race in 2 nations, Asmyae and Susca. The original homeland of
the Dranur is unknown, however they first started emerging in the Heartroot, a great forest in Agril.
After they were exiled from their land by the Alk, the ancient race who originally ruled the land 1000s
of eons ago, they moved north and built a great city on the sacred lake in the centre of Asmyae. While
some Dranur traveled east and north, many stayed in central Asmyae. However, after a mighty war
with the 3rd Alk Dominion, Asmyae became a puppet state for the Alk, despite being a rich and
prosperous nation, While Susca spiraled into poverty, its central government collapsed, and the
nation split into clans. Although Asmyae and the 3rd Alk dominion are officially at peace, the Dranur
high monarchy answers to the Alk. This has brought a deep shame in Alk society, similar to japan
post world war 2.
the Alk extremely good tacticians, logical
thinkers but also artistically minded. The Alk
Alk society is highly dualistic (Meaning they
believe everything has an opposing quality,
good vs evil, similar to most western societies)
The Alk are descendants of the most ancient
and their thinking reflects this, believing logic
race on record - the Ylahil. Because of this,
and creativity to be 2 sides to the same coin.
the Alk are extremely fixed in their methods,
The Alk are also the most influential race,
routed in tradition. The Alk are usually pale in
being a Primary race in 3 of the major world
complexion, 7-8ft tall, toned yet skinny, their
nations, the 3rd Alk dominion forms a tribunal
skin is slightly translucent and their long thin
between the 3 nations that has most of the
ears can make up up to 1ft of their height.
world indirectly controlled by it.
They unable to use ist directly, but can
Alks weakness is their arrogance, believing
indirectly use it through the ancient Ylahil
themselves to be the superior culture, not
architecture and artifacts. They usually live up
because of their race, but because others lack
to 100 eons (an eon is about 12 years),
grace in their eyes. This arrogance can lead
compared to Dranur which rarely live 8 eons.
them to have a distorted view on the world
Their long life means that they tend to be
around them, which can sometimes cause
incredibly intelligent, while much is passed
them to underestimate their opponents. They
down from generation to generation in short
are generally laid back in their approach to life,
lived species, Alk usually experience so much
taking everything slowly, as they have many
in their lives that they learn enough to fill a
years to do it. Their strength in combat is their
library. On top of this though, many Alk do in
speed and dexterity, outweighing the other
fact spend large amounts of studying,
races in this regard, they make excellent users
believing that the key to beauty is through
of ranged weapons. Alk often have fair, human
logic and reason. A lot of their architecture and
coloured skin, and usually have pastel blonde,
art reflects this, showing mathematical
blue or pink hair. Its often long, straight and
structures through art or replicating how
flowing.
equations are used to form natural structures
by replicating it in their buildings. This makes

Alk Traits and Names


The Alk raced in Alk society refer to each other as This One or That One and do not Have gender
concepts, however, they do sometimes dress differently according to their born sex. They generally
only have 1 name, but may have a surname for documents and papers, especially when living in or
traveling to non Alk countries. They often will change their name midway through life, because
although they live more than 10 times longer than a human on average, they are not considered fully
grown until about 400 years into their life. Alk often plateau in their growth at about 100 years at

105
around 6ft, then grow to 7/8ft within a few years mid way through their life. At this point they are
considered adults and change their name.
Alk child names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
Syllin, Thia, Vali,
Alk adult names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan,
Galinndan, Hadarai, Heian, Himo. Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion,
Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis, Adrie, Althaea, Anastrianna, Andraste,
Antinua, Bethrynna, Birel, Caelynn, Orusilia, Enna, Felosial, lelenia,jelenneth, Keyleth, Leshanna, Lia,
Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia

Attribute: +1 Dexterity
Traits: -10 exp cost Crafts
+10 exp cost Intimidation
-30 exp cost Academics OR Ranged
+30 exp cost Occult
Background: +1 Library
Unique: Ancient Technologies, Alk poses a great knowledge of the Ylahil, and some Alk have access
to technology and weapons from this ancient race unavailable to other races.
larger structures that replicate the forms found
in their northern homeland. They have
Acora powerful fortress cities in the mountain, and
rule over the holy sky city of shearusluft. The
sky city is built upon a series of floating
While technically a separate race from Alk, a islands, which are travelled between primarily
fully grown Acora is often mistaken for an by giant bat/dragon like creatures called
adolescent Alk by other races for their Luftbaats. Because of this, the Acora have
similarity. Their commonalities stem from their become masters of navigating using these
common ancestor - the Ylahil. Despite their beasts and moving quickly through the sky.
similarities, their culture and nature is different, They are known for using hooked blades
and can be visually distinguished from their which become much more effective at the high
cousins by anyone familiar enough with either speeds they travel at. This of course makes
race. Acora are smaller than Alk, around 5-6ft using Luftbaats extremely dangerous, and
however, they have a greyer skin tone, or can accidents are almost always fatal. Acora live
be slightly light blue. Very rarely Acora can slightly shorter lives than Alk living to about 50
have near black skin tones like navy blue or eons (about 600 years) they are known for
dark brown/red. Despite being a different race, their fine cuisine, and ability to smith very high
the Acora make up about 40% of the 3rd Alk quality swords and hooked blades that move
Dominion. The Acora are masters of the north, through the air quickly. Nearly all Acora raised
being the primary race in the most northerly in Ofrye refuse to eat meat, as it goes against
country in the known world, Ofrye. They Ofrye law, and most Acora are intolerant to it.
descended from Ylahil monks from the The Acoran diet is considered to be one of the
farthest reaches of the north, so have many finest in the world due to their artistry and
racial traits that help them survive in cold or exotic foods available to most Ofryian Acora.
high wind environments. They possess slightly Acora can channel ist, but also use ancient
more muscle and fat than Alk, at levels similar artifacts alongside it. They also possess
to Dranur. Mirroring the alk mind, the Acora ancient technology similar to the Alk, but much
are fascinated by mathematical patterns and less of it, what they lack in quality they make
how they appear in nature, this is reflected in up for in quantity, using talismans and devices
their architecture, which features details and to enhance their abilities.

106
Acora Traits and Names

The Acora have gender concepts similar to Dranur (humans) but borrow the child and adult names
from Alk culture. They reach adulthood at about 5 eons (60 years) and live up to about 50 eons.
However the chosen few Acora are born with darker skin, and can live up to 200 eons, outliving most
conscious beings. These few are named the title of Tul and form the grand elders of the society.
They are considered by other races to effectively be reverse albinos however this is highly offensive
to the Tul. Tul are about 1 in 10000.
Acora female child names: Zylvaris, Loraphine, Caitris, Ularel, Zyljyre, Aralana, Neribanise, Zylmoira,
Gilgella, Iarwynn
Acora male child names: Yelmenor, Pafaren, Glynran, Sarxidor, Yinvalur, Beikas, Yinnelis, Ermaer,
Elzeiros, Mordithas
Acora female adult names: Venstina, Joxisys, Yesvaris, Torkrana, Magbanise, Venynore, Venzorwyn,
Grewenys, Xyrrel, Krisgella
Acora male adult names: Ralozumin, Traneiros, Petpeiros, Qiyarus, Admaris, Farqen, Norzumin,
Petwraek, Fenro, Kelvalur

Attribute: +1 Wits
Traits: -10 exp cost on Enigmas
+ 10 exp cost on Alertness
-30 exp cost on Etiquette
+30 exp cost on Brawl
Background: +1 Wonder
Unique: Blessing of the north, When preparing meals, Acora have a much higher chance of preparing
a masterful meal which will benefit whoever eats it greatly, also they have a greater skill when riding
or taming luftbaats. Finally, they have resistance to cold and ice magic.
not put the whole body at risk, but instead
decrease its strength and intelligence.
Pren However, the collective intelligence and
strength starts to decrease at around 7ft, as
the communication between the string
The Pren are a race of earth burrowers. While segments takes too long and decreases
they can be called a race, its extremely reaction times. The only exception to this is
difficult to distinguish one Pren from another, the 30ft network of strings underground at the
they are a collection of vermiform (wormlike) heart of the Burrowers Keep. Pren spend a lot
strings about 5mm thick, forming into a single of their time in their underground cities, towns
body. This body is a collective intelligence, so and tunnels, some believe that go deep under
refers to itself as we or us. Each of the a lot of the worlds established nations. The
individual strings is a stem cell-like all purpose Pren are only the Primary race of 1 of the
muscle,brain and bone all in one. This means surface nation's, Olsen. This nation is highly
they can rearrange their bodies at will, mountainous, and has 3 main races, the
changing into any shape. They can change Miruuk, the Dranur tribe of Raggari. Its
their appearance to look like any race or unknown how many Pren lie in the
individual, but rarely do so deceive others. underground networks, and how extensive
However, this process uses a lot of energy, so they are, however the Pren that live on the
they try and stay in a single form most of the surface and interact with the other races tend
time. The more string segments connected to be individual collective beings rather than
together, the stronger and more intelligent the the underground networks of pren string
whole body is, and any injuries to the body do segments. They have names like most races,

107
but cannot die in the traditional sense unless die off and get replaced, and never become
their body is separated from other pren from weaker, so they only die from outside sources
extended periods of time, or all the strings in like disease, accidents or in battle. Some other
their bodies are completely destroyed. For this races find them vulgar, but they are tolerated
reason they do not age, their string segments by most.

Pren Traits and Names

Pren do not have concepts of names in Pren societies, as they have a fluid concept of the self.
However Pren that are integrated into other societies, and those in Olsen that are not connected to
the underground have a slightly more solid concept of self, allowing for names. Because of their
biology they are sexless, genderless and ageless.

Pren names:
Taeblan, Brelarn, Alziftris, Mroglan, Nravlara, Stunard, Mhedhis, Troztar, Kabryn, Ilzemrumhz,
Grwehvlin, Inraglynsh, Goglas, Rabchasz, Mlinadis, Drubnanch, Csigriln, Tanrynn, Tchencha,
Bnozhurz, Ythaharn, Ksrenrynn, Mzufgru, Chzeztar, Sthodgir, Chzelrohn, Athatchan, Ryudrunz,
Dhalec, Chzemorn, Klalzrak, Tzenruz, Agrurd, Inrahron, Kzyazzefk, Ksretchzan, Cbravith, Mromratz,
Suozgar, Alnoglan

Attribute: +1 Strength
Traits: -10 exp cost Medicine
+10 exp cost Dodge
-30 exp cost Intimidation
+30 exp cost Etiquette
Background: +1 Arcane
Unique: Cores heat, as a pren, you have the ability to shapeshift but doing so tires you greatly. You
can change your body composition to act as a shield to protect others, or as a weapon to kill. You
have excellent subterranean navigation skills, an ever changing sense of self but can never die, you
only become significantly weaker each time you have a lethal amount of damage
sounds, but can communicate with most
humanoids telepathically if they are close
Felyines enough. Felyines are native to the most
easterly nation Daeyn, but are ruled over by
Dranur colonies. When they build their homes
The Felyines are 3ft, cat-like wood fairing
and tools they avoid using materials from the
people. They live in the forests of the far east,
earth and instead use materials they find in the
and are said to live in most other woodland
forest, leaving most of their structures and
around the world in unorganized groups. They
tools to be made of wood, or found rocks.
have glowing eyes, which can range from blue
They are completely comfortable with little to
to red to yellow. Unlike cats, they have
no clothing, and only usually wear clothing for
opposable thumbs, giving their hands a mitten
protection purposes, or for decoration. They
like appearance. Their whole bodies are
are extremely playful, cheerful and
covered in fur, and they have small antler-like
mischievous. Felyines that choose to be
horns growing from their foreheads. They
integrate themselves into other humanoid
stand on their back legs, like most upright
societies perform a small variety of jobs in
races. They are highly in tune with nature and
villages, from shopkeeping to farm
the forest, forming small forest and farm
maintenance, but most notably they may work
communities in the wild. They speak their own
under a hunter or adventurer as Felyine Chefs
language, which sounds like a series of cat
or Felyine Comrades. Felyine Chefs cook food

108
for their hunters to support them in their are quiet and peaceful until angered, in which
adventures by temporarily bestowing them case they may attack. Felyines are usually
with beneficial status effects, while Felyine loyal to their friends/masters always trying
Comrades assist their adventurers on quests their best.
by using various skills and attacks. Felyines

Felyine Traits and Names

Felyines typically have their names given to them by other humanoids, as their felyine name is
unpronounceable by most others. Often their given names are similar to cats
Example Felyine names:
Tater, Daikon, Aloe, Pepe, Puma, Rye, Kohl, Gamza, Marron, Patata, Letti, Parma, Malta, Tomata,
Wreath, Celery, Chewie, Fresa, Thyme, Tuber, Maize, Alho, Simmon, Radis, Luke, Bamia, Pois,
Fraise, Melony, Fleur, Pepino, Lappola, Rhubarb, Rebento, Spinach, Citron, Cocomero, Abalone,
Paprika, Mumbles, Kirsch, Spice, Grano, Ananas, Chicory, Uber, Apricot, Figo, Dendron, Sparagus

Attributes: +1 Appearance
Traits: -10 exp cost on Alertness
+10 exp cost on science
-30 exp cost on Nature
+30 exp cost on Leadership
Background: +1 Allies
Unique: Nyatural skill, Felyines will often know forest environments extremely well, and have +2
nature and survival in forested area. Also, they can allow a party of non Felyines to be trusted by a
community of Felyines.

than glowing yellowish orange mouth and


eyes, connected to the channels on their
Zou bodies. However although theyre able to
channel ist better than all the other races, its
their primary source of energy, so most of the
The Zou are natives of southern Daeyn and
channeling is used to keep them alive. Most
the nation directly below it, Korebat. The Zou
Zou are from non-dualist cultures (a way of
have a hard, transparent exoskeleton that acts
thinking and living similar to many asian
like a skin, and is completely flexible. They are
religions and western modern day spirituality)
vary similar to human in body shape, and their
and have no central deity they worship other
bodies are usually a very dark purple or blue
than the concept of Rez The absolute. The
seen through their 2 inch thick, transparent
use rez meditation to improve their rezu ist
skin. They have yellowy orange lines on the
strength as they use no blades or armour in
surface of their bodies, under their skin, that
battle. They can often channel Rezu easier
are used to channel ist like a liquid or
than any other race due to the composition of
electricity, flowing through their bodies,
their bodies which help channel ist in ways
allowing them to channel it better. They have a
that make it easier to use rezu. Their hard skin
better ability to channel ist, but usually focus
gives them an increased amount of damage
on Rezu style Ist, as meditation is a central
they can soak up.
part of Korebati culture. The Zou have no hair,
and they have no discernible features, other

Zou Traits and Names

109
The Zou have similar concepts of gender and self to the Dranur, but do not care too much about
individual expression. They generally live about 15 eons (180 years) but a transcendent Zou can have
his being move beyond his body and effectively die well before this. Most Zou are extremely calm
and collected, the culture is known for their kindness and expertise in Rezu, meditation and martial
arts.
Zou names:
Abhaya, Anjo, Annen, Angyo, Baigaku, Bankei, Banzan, Bodhidharma, Bodhin, Bupposo, Butsugen,
Butsukei, Chen-chio, Ch'ing-liao, Daigai, Daisetsu, Dhyana, Dokuzan, E'un-ken, Enkyo, Fo-hai,
Getsugen, Gyokuun-an, Hekiun-ken, Hokoji, Hui-kong

Attribute: +1 Stamina
Traits: -10 exp cost on dodge OR brawl
+10 exp cost on Linguistics
-30 exp cost on meditation
+30 exp cost on Streetwise
Backgrounds: +1 Avatar OR Dream
Unique: Absolute infinity, have the ability to navigate other planes as well as the mortal plane, with a
great immunity to mental and physical torture and pain. As a zou your hardened skin give you a +20
resistance to bashing damage, and increased soak.
never met a Dreyir. Dreyir Live in the
mountains of a tropical desertous country
Dreyir called Routeau, and most live in the cave city
of Udzur. They rarely mix with other races
because they are often made into slaves or
The Dreyir Look very similar to Dranur but
killed by the other races due to their scarcity.
have pure white skin and hair, no eyes they
This can cause a lot of resentment in Dreyir,
see using the light that touches their skin,
and leads many to the black isles where they
giving them a constant 360 degree view. Due
become assassins thieves or engage in other
to this they are very sensitive to light and
underground work. Their way of seeing allows
prefer to avoid direct sunlight as their skin may
them to be perfectly adapted to living rogue-
be damaged. They are rarely seen out during
like careers. Other than the physical
the day, tend to be nocturnal or stay inside or
differences they are very similar to average
in cave cities. Wear little to no clothing
Dranur in terms of mentality and appearance.
because of how they see, thought if they do go
When interacting with other races Dreyir tend
out in public, they wear light translucent
to be very reserved, being cautious about what
clothing, that allows light to pass through
they reveal about themselves to others
without burning their skin. They are often seen
especially if theyre unfamiliar with the people
as ethereal or beautiful in Dranur culture, but
theyre talking with.
this is simply because many Dranur have

Dreyir Traits and Names

Dreyir live a little longer than Dranur at an average of about 10 eons (120 years), and have similar
concepts of gender identity and age.
Example Dreyir names:
Thynemus, Horakas, Zorrius, Shaus, Ekemon, Eblyre, Thynevius, Arayis, Dimgoria, Zacria, Dilith,
Aragoria, Agnegrea, Kalmaia, Zardos, Carvenom, Koslius, Andron, Kaiadius, Urichar, Salmos

Attribute: +1 Perception
Traits: -10 exp cost on melee
+10 exp cost on performance

110
-30 exp cost on Occult
+30 exp cost on Expression
Background: +1 Arcane
energy they can lift 20x their own weight.
Think of this as similar to the pokemon Slaking
Miruuk or Winston from Overwatchs Ultimate. Miruuk
are fairly simple minded in general, but have
wide tastes, some love to fight, others are
Miruuk are loud, expressive and say what they
peaceful and kind hearted. The Miruuk are
think. Thankfully, they are often friendly and
most commonly found in west Olsen, and
well meaning, however an ill intentioned
originated from a supernatural beast that
Miruuk wont hold back with being aggressive
migrated from some far west unknown
or antagonising if challenged. The Miruuk can
continent. Miruuk raised in Miruuk society tend
grow up to 10ft but usually only grow to about
to be extroverted and masculine (even the
6. Their skin is rough and hard, with boney
females), showing little emotional weakness,
spines at each of their extremities (elbows,
but are often humble and friendly, unless
chin, spine etc), and they have sharp teeth.
raised in a brutal tribe. They are known for
They are a hairless race, having a hard,
their migration orientated nomadic lifestyle,
almost lizardlike skin. Most miruuk conserve
and hunting the large beasts on the far
their energy and are very docile and lethargic
western Steppe.
until threatened. When they release their

Miruuk Traits and Names

The Miruuk live around 3 Eons on average, about 36 years, but this is due to their dangerous
lifestyles. When integrated into Alk or Dranur society Miruuk can live up to 18 Eons.
Miruuk Names:
Kagli, Digo, Dokags, Nago, Bugomo, Degruzi, Raglozu, Mazaga, Nekbiknoguck, Gekogolis, Dobak,
Kebags, Tana, Nogi, Daleza, Tartragla, Nomurtro, Koglaggus, Kenlokliri, Gagragrake

Attribute: +1 Manipulation
Traits: -10 exp cost on Intimidation
+10 exp cost on Meditation
-30 exp cost on Brawl
+30 exp cost on Crafts
Background: +1 Contacts
Unique: Tough being, Miruuk are familiar and extra humble towards most other Miruuk found in the
wild, in cities or other non Miruuk societies. Feisty or driven Miruuk may see other Miruuk as rivals
and challenge them. Miruuk are usually fairly slow moving with a slow metabolism, however, in
enraged mode, they can jump 50m into the air, and punch through a wall. This ability is extremely
tiring for them, so can only be used rarely
dwarf the tallest mountains. A few of these
common creatures and the ones mentioned
Beasts and Supernatural above will be covered here, to give you a
better impression of the setting. Monsters,
beings of the world
animals, spirits and and the like are split into
many different categories, which won't be
The world is as wild and dangerous as the elaborated on here due to their depth, and to
farthest reaches of your imagination, maybe avoid spoilers. Also, i plan to add more to the
further, these can be swarms of spirits too world as the story progresses.
small to see, or behemoths and leviathans that

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Priyms efficiently, they usually do not dive beneath the
surface, or if they do, they stay in the shallows.
Priyms are spirits in physical form, they are
usually the size of a house or larger, but can
resemble any other of the categories, but Heliocines
usually resemble Beastians. They often live Heliocines are any beings that fly without
1000s of eons or longer. using wings, or appear to levitate

Elder Priyms
Animalians
What makes Elder Priyms different from
Animalia are all the animals from the real
normal Priym species is that they are said to
world.
have lived from the first era or earlier, meaning
they could be 100,000s eons old (millions of
years) they are very rare, and usually only one Colossi
or two of each species type exists.
Colossi are huge creatures, that usually
resemble walking islands or something similar.
Spirits They are usually ancient from a mortal
perspective, but are nowhere near as old as
Spirits are Similar to the lesser deities, but
Primes. They usually have whole ecosystems
usually weaker. They are ethereal beings that
on them or inside them, sometimes humanoids
can use hosts structures objects or locations
can be on or inside one without even realising.
to maintain their being. They can be
benevolent, malevolent, or indifferent to mortal
existence, and are always immortal, Spirits Beastians
can manifest from avatars of the deceased, if
Beastians are usually similar to Animalia, but
the owner had enough ist.
are unique to the world setting, and often are
much larger than the real world counterparts.
Subspirits
Subspirits are fractures of the Lords of new, Elefonts
each taking one of 16 different forms, that can Giant 30ft elephants with 1 horn with a
vary slightly depending on their power, the baseball bat-like shape, and 2 trunks for lifting,
more strength they possess, the harder they breathing and drinking. Commonly ridden as a
are to tame. The taming is made easier if the mount in tropical countries, often with a large
tamer has experience with worship or tent like structure constructed on its back due
knowledge of the Lord of New in which in the to its size. Fairly easy to tame and control so
subspirit takes the form of. often used in warfare in hot countries.

Piscines Aravaris
Piscines are fish like creatures that usually Aravaris are wyvern-like dragonic-esque
very large. Some can live on land or even do creatures that can be extremely diverse. They
so exclusively, but have properties of are hard to tame, control and take care of, so
creatures that are adapted to the water. They usually are only ridden by master hunters.
usually live in lakes, seas or rivers, and some They tend not to like flying too far from their
can fly. hunting ground, so usually will stick to an area
the size of 10-50km. It should be noted that
Aravari is not a species name, but more like a
Aquines
classification like bird or reptile.
Mentioned above, Aquines are horse like
Piscines that can move through the water fairly

112
Grand Aravaris Exopians
Huge, ancient Aravaris that usually lay Exopians are usually the size of dogs or
dormant until disturbed, with exception to larger, and are any beings with an organic
those that live in the upper atmosphere. Since exoskeletons. These usually resemble large
Aravaris have no adult form, and keep growing insects, crustaceans or arachnids but can take
until they die, the most ancient Aravaris can be any form.
as big as small Colossi. Often these giant
Aravaris gain sustenance from other Aravaris
which share their food in exchange for
Arachnoids
protection. Legends speak of Mythical hunters
that were able to tame Grand Aravaris, but Arachnoids are any beings with similar body
none in recent history have been tamed. types to spiders, but usually are much larger.

Luftbaats
Millipods
Horse sized, bat like creatures, with no fur.
Commonly used to maneuver between the sky Giant millipedes that can be anything from 1ft
islands of Sheerusluft, where they get their to 100ft long.
names. Usually difficult to tame, but an Acora
raised in Sheerusluft may have a easier time. Centipods
Giant Centipedes that are typically extremely
Sand Wyrms large and long, rumours of whole trading
A species of Wyrm (flightless Aravari with no towns traveling around the desert upon
limbs or wings) that tend to burrow into sand Centipod backs.
and slide ontop it at high speeds, they can
move through it like water, but are very hard to Elementals
control when riding.
Elementals are beings that are made up of any
of the Alths elements, which may include ents,
Megasloths
golems or similar.
Large 10ft sloths, slow moving and docile,
generally ridden for their incredible sense of
smell, or ease of taming, as they are not
exactly the fastest beastians.

Dustboars
If panicked or enraged it goes into a charging
frenzy and is very hard to control. But can be
used as a very fast land mount.

Bloodwolves
Large dire-wolf esque wolfs, with blood-red fur.

Mechanoids
Mechanoids are any beings that are not
organic, that either run through mechanical
means (cogs, difference engines etc) or
through ist, like the Ylahil stone Ist computers.

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