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Dedication Special Thanks

This book is dedicated to all of the


people who put up with me through the I’d like to personally thank Steven
entire process. For my kids who gave me Cummings who was indispensable in
the determination to finish strong. To my ensuring the accuracy of this book and
mom who was a constant boost to mo- endured my endless questions even
rale whenever I needed one. To Christine during American hours.
without her hard work this project would Thanks, Steven!
simply not exist. For Jake, who told me
I’m really ill as fuck - and his coming ar-
rival. Finally, to those I lost along the way. Additional Jazz
It’s been a long ride. Thank you all. Some artwork courtesy of artwork ©
2016 DANIEL HIDALGO, used with per-
mission. All rights reserved.
Credits Some artwork courtesy © 2015 Dean
Author: Ray Machuga
Spencer, used with permission. All
Art: Regis Demy, Daniel Hidalgo, Jesh-
rights reserved.
ields, Shaman’s Stockart, Ekaterinya
Vladinakova, Grzegorz Pedrycz, Joyce
Maureira, Lawrence Van Der Merwe

Kickstarter Heroes Warsong © Higher


Thanks to: Noël, Matthew Taylor, Ian Grounds Publishing.
McFarlin, Praxidicae, Andres Zanzani, All rights reserved. Re-
O. C. Dudley, Chris George, The Roach, production without per-
Matthew Rabideau, Benjamin Welke, mission of the publisher is express-
Matt Holden - Indie Game Alliance, Raf ly forbidden except for purposes of
Bressel, The Rangdo of Arg, Adam Whit- reviews and blank character sheets
comb, Byron Reynolds, Kfir Mazuz, Zach which may be reproduced for personal
Tartell, James Porter, Andreas Timel, Di- use only. Character names, places and
ego Silva Drumond, Christopher Dean, text herein belongs to Higher Grounds.
Antifnity, Michael Charlton, Daniel Arm-
strong, Njall, Stephen Mortimer, Julie Check out Higher Grounds online at
LaRoux, Pekka Poukka, Jacob D. Proctor, www.highergroundsgames.com
Earl Scott Nicholson, Clint Williams, An-
drew Bennett, SE Weaver, Gallant Knight
Games, Michael “Maikeruu” Pierno, Phillip
McGregor, Dom Hero Ellis.
TABLE OF CONTENTS
Proving Ground 5
Chapter One - Setting 13
Chapter Two - Character 67
Chapter Three - System 91
Chapter Four - Traits 135
Chapter Five - GM’s Toolbox 229
Chapter Six - The Link 269
Chapter Seven - Destiny 283
Chapter Eight - Magic 293
Chapter Nine - Equipment 339

3
Akamine Ishii did not have time to
check the damage to the stone walls
behind him but he could hear the
crash of the super-compressed plas-
ma as they struck with thunderous
force. The concussive blasts sent
shards of granite spraying outward
in all directions. The sound of the
debris falling to the ground was ac-
companied by the high-pitched whir
of the plasma cannon recharging in
order to unleash another succes-
sive barrage. The machine could fire
shots with incredible accuracy but at
the distance in which Ishii was forced
to fight, the cannon didn’t need ac-
curacy in order to break his bones
with even a glancing blow.

Ishii knew that coming to this place


was stupid. The machines of this
area were hostile but, worse yet, they
possessed far superior firepower that
the Akamine family held in the Toki-
gi region. While the Akamine family
desired nothing more than retribu-
tion for the lands stolen in the treaty,
Akamine’s soldiers were little more
than villagers with farm tools. In the
eyes of Ishii, this meant they were in-
nocent. They deserved the protection
of the Tiger Clan and, Ishii thought,
if his family would not fight for them
then he would.

Ishii felt the sting of his family’s


dishonor worse than anyone else in
his House. His family grew fat on rice
and beef while the villagers labored
and toiled. When he was a child, Ishii
would see dignitaries of the other
clans visit their House during their
travels. Many of these dignitaries
would mock and ridicule the Aka- Ishii wanted to show the other clans
mine in their own home. Every word that the Akamine family was strong.
of disrespect against his father and
every hand raised against his moth- Ishii was a trained soldier. He prac-
er only served to increase Ishii’s fury ticed his family’s combat techniques
and hatred. with fervor, causing him to wonder
how the machine was able to come
“Our dishonor is great, my son.” His so close to striking him so often. As
father would say. “We must endure Akamine Ishii tried desperately to
all of this with quiet dignity, as is our avoid being struck by the synth’s new
way. Do you understand?” volley, he was able to recognise the
upgrade the synth was using to inter-
Ishii may have understood the code face with the cannon. It was using a
of silence, but he refused to agree model t-19 Akamine optic lens, de-
with the way things were. He would signed for targeting interface with the
lie to his father for his own sake, plasma cannon it was using. His fam-
and endure his own anger in silence. ily’s own make.
When Ishii turned fifteen, he left his
home under the cover of night. Forg- Ishii seethed with anger.
ing his father’s signatures had be-
come second nature to Ishii and he Another blast from the plasma can-
had seen enough traveling papers non surged toward Ishii, striking only
from visiting dignitaries to copy one the shadows behind him. The con-
well enough. His destination was the cussion from the blast rippled against
Celestial City. Akamine Ishii wished his skin and an aura of golden fur
to become a soldier of the Celestial bristled against the gust from the
Legion. Ishii had spent enough time blast. Ishii moved swiftly along the
under his cousin’s sponsorship as southern wall as whirring, metallic
an engineer. Ishii wanted to fight. blasts of semi-automatic fire pulsed
Ishii wanted revenge for the misery behind him and sent blasts of stone
that the machines had brought to his flying once more, leaving deep goug-
family. More than anything else, es in the wall after every step.
He had managed to avoid direct con- but the concussion caused a single
tact with the cannon’s plasma so far, misstep that created an opening for
but he could feel himself beginning the twelfth pulse to slip past his de-
to fatigue. This fight had gone on fenses and slam into his center mass.
too long. Humans tire. Muscles lose He could feel himself rise from his
strength. The mind begins to falter feet as if in slow motion. Akamine
under the weight of the stress. Aka- Ishii slammed into the wall behind
mine Ishii knew it was only a matter him with enough force to crack stone.
of time before only unlucky footfall His body slumped downward in a trail
would spell death. Akamine knew it of smeared Tiger Clan blood. Dizzied
was only a matter of time before one by his injuries, Akamine Ishii could
hit him. He had to form a plan. hear the high-pitched whirring of the
pulse cannon as it reloaded.
One. Two. Three. Akamine Ishii
counted the rounds in quick succes- Akamine Ishii grinned even as the
sion as they smashed into the walls synth took a step toward him and
surrounding them. aimed the whirring cannon directly at
the slumped, motionless man. Ishii’s
Four, five and six. The speed of the hand slid along his lap. Through the
crashes behind Ishii were nearly im- pain, Ishii found a reserve of strength
possible to keep track of. Seven, in his anger. His fingers curled
eight, nine. Pulses crashed toward around the hilt of his father’s blade.
him with unrelenting precision. His
muscles ached and his mind reeled. Now, it was his turn.
Blood streaked down his forehead
and into his eyes from a glancing
strike. The tenth shot missed, strik-
ing the shadow that remained in his
stead as he moved but the synth’s
code updated and new algorithms
produced data on his next move. The
Eleventh shot didn’t strike directly

7
Warsong Second Edition is a Sengoku will take the throne while threats loom from
Punk game set in Lemuria - a very distant past all sides. The word punk brings about the idea
so removed from our history that it feels like of revolution and ugliness that marks this time
the future. Traditional beliefs combine with in Lemurian history. The people have begun to
futuristic ideas. Threats push in from all sides. revolt, questioning the leaders who, instead of
The threat of sentient technology is everwhere. guiding their loyalists through these timultu-
The parasitic vampires lead armies of undead ous times, have begun to divert funds from the
in the north. Beyond the Gates of the Protec- well-being of the people into warfare and pol-
torate are the strange and chaotic outwalkers itics. The people go hungry while blood of the
that exploit the gate’s weaknesses and ravage clans is shed. The word punk brings about the
the protectorate. While the Divine Legion of idea of social disorder and the threat of dysto-
the protectorate fights to hold back dangers pia that looms over the once-beautiful Celes-
from the outside, the biggest threat to the em- tial City.
pire looms from the inside.
Sengoku Punk describes a time of war-
WHAT IS SENGOKU PUNK? fare and bloodshed both within the futuristic
“Now the city you knew has become an empty capital cities as well as the rural farming villag-
moor from which the skylark rises while your es as well as everywhere in between. The phrase
tears fall.”
describes the state of current day in Warsong
- Onin Ki
perfectly. Paradise has been lost. In its place
stands monuments of war and loss. The people
Sengoku is a period of Japanese history
struggle to survive as heavy boots destroy their
between the 15th and 17th centuries that was
fields. Not a soul in Lemuria could hope to un-
outlined by social upheaval, political intrigue
derstand a life without violence.
and near-constant conflict. The beginning of
this age was catalyzed by the Onin War and
WHAT IS A ROLEPLAYING GAME?
marked it as a time of warring nations. It is also
known to have been the bloodiest time in Jap- A roleplaying game is an interactive,
anese history. The age of a country at war fits cooperative experience between multiple
neatly in line with the themes brought about by participants. It is a board game without the
Warsong Second Edition. The clans fight long board, where the contents, actions and situa-
and bitter wars to determine who tions all occur within your own imagination.
It is an interactive game of make-believe with
its own set of rules to keep things fair. The goal designed to assist the Celestial City cartog-
is not to win, as there are no real winners in a raphers into reassignment of the boundaries
roleplaying game. Instead, the primary goal of of the known Shadowlands of the north. In
a roleplaying game is to have fun. The objec- essence, the GM may present any number of
tive is to tell an epic tale, and give life to the circumstances and antagonists for the charac-
story and its characters. Each player will take ter’s to struggle against. The GM also controls
on the role of a single character except one, the flow of play, helps the game progress and
who is designated the Game Master (“GM” for grow, interprets the rules and decides how
short). Each character that the players control individual events play out. The GM is not
acts as the main character in her own story. against the players, however. It is the GM’s
These characters are known as Player Char- role to make the game challenging and fun,
acters (“PC” for short) and they are the stars and to build a story along with the players.
of the game. The player has complete control
over what their character does, how they feel Warsong Second Edition presents a fan-
and how they react to the world around them, tasy setting unlike anything you’ve ever seen.
including the situations they find themselves At the same time both apocalyptic and grim
in as presented by the GM. The rules you will as well as hopeful and legendary. With lots of
find in this book define how the player creates great story hooks, grand-scale warfare and dan-
a character as well as what they are capable of gerous magic that is world-shakingly powerful
doing inside the game. These rules are referred and imminently dangerous. This is a game that
to as mechanics. After the characters have been can take you along any path you want to take.
created, the GM is responsible for presenting As a GM, you can run high tech stories filled
the world as well as the adventures that the with vast technologies, artificial intelligence
characters will embark upon. The GM de- and guns, or you can delve into a land not un-
scribes events, encounters, battles as well as lo- like that of feudal Japan, where technology is
cations, supporting cast, non-player characters scarce and run games based on honor duels
(NPCs for short). For example, the GM may and slave rebellions and everything in between.
tell the players that their characters have been You can run a game of grim fantasy where the
gathered together as a part of a tournament de- threat of apocalyptic world war looms on the
signed to earn honor and glory for their clans horizon, a game of horror where the undead
or that the characters are a part of a scouting threat has ravaged the Outlands and threatens
mission to push through the Gate. Warsong gives you

9
a setting where you can play the kind of game through the story, and the stories change as
that you want to play. A game of epic struggles choices are made. Every choice has a conse-
and violent combat. Of world-shaking magic, quence, and a rippling butterfly effect as free
spirit servants and technology brought to life. will of the characters affects the entire world.
Warsong can be whatever you want it to be. It When someone tries to do something that they
is a setting that allows you to explore the sto- aren’t sure will succeed or fail, it’s time to roll
ries that truly interest you, and play the kinds the dice and let fate decide what happens next.
of characters that allow you to have a fun game. This book uses and expands on the Fate Core
System rules. We’ve added interesting equip-
The massive supercontinent of Lemuria ment and armor, powerful artifacts, relics of
is divided into five major sections, each ruled the Primordial Powers, dangerous sorcery and
by a single, dying emperor who has secluded spellcasting as well as step-by-step character
himself to his death bed. The Clans, Tribes and and campaign creation.
Nations have labored under the geas of a mag-
ical peace treaty that has since dissolved un-
der the senility of the Grand Emperor, leaving
the Factions teetering on worldwide turmoil.
The Ancient Viziers, True Ancestors and Pri-
mordial Powers have disappeared, taking the
Emperor’s Immortality and the nations’ fragile
peace along with them. The glacial ice floes of
the north advances southward along with the
armies of the dead as the life-giving sun has
begun to recede and fade away, leaving less
and less land available for farming and settling
while more and more land becomes inhospita-
ble and barren. Ashes fall from darkened skies.
The end seems truly nigh.

You and your friends will collectively tell


a tale set in the world of Lemuria. You’ll make
decisions for your characters as they move
11
Chapter One

SETTING

13
WHAT IS LEMURIA? THE WHEEL OF TIME
Lemuria is a fictional super-con- Lemuria as we know it is not the
tinent where a large civilization called only world that has ever existed. Nor
the Protectorate rests. At the heart of will it be the last. It is impossible know
this civilization is the Celestial City, how many iterations of this world have
ruled by the Grand Emperor of Jade come and gone. Each world spanned
whose whereabout are currently un- across eons and millennia of time. They
known. Lemuria is a land where the produced countless races and civiliza-
Great Clans composed of ancient, di- tions that rose to the apex of their own
vine families rule individual nations orld and then either fell to the ravag-
under the guidance and law of the Em- es of time, vanished, ascended, trans-
peror’s divine word. It is a land where formed or were somehow destroyed.
samurai do battle alongside soldiers In their time, each civilization reached
donned in power armor, wielding their pinnacle of power and developed
blade and firearm against enemies technologies that allowed them to tra-
of the Blight, the undead Neverborn verse past the stars and modify their
hordes and even the Lost Clans. own evolution. They became the mas-
It is a land where dangerous ters of their own fate before the Wheel
spellcasters advance their power and Of Time demanded their dissolution
artificial intelligence fights for free- and moved into a new hour.
dom and equal rights. It is a land tee- While remnants of the previous
tering on the edge of worldwide civil cycles are sometimes be found, it is
war under the weight of an absentee often beyond the capability of even
ruler. Lemuria is a land full of vio- the smartest AI, philosopher or sci-
lence and strife, beset on all sides by entist to discern their origin or mean-
enemies innumerable. It is a land of ing. Simply put, the previous cycles
honor and magic, mystery and terror. were too distant and alien to our own
The people know that grim times lay to discern their secrets, let alone un-
ahead, should no one step forward to derstand them. Still, some knowledge
light the way in the encroaching dark- of the previous cycles can be gleaned
ness. from the dust of fossilized remains
and even vaporized in the very air we
breath. In the grains of iron sand in fractals of time also come in cycles, and
the southern desert lie the pulverized assist measurements of celestial time.
remains of the ancient guardian gem They also confer a belief in reincarna-
statues. All along the southeastern tion, where those that die have a part
shores, the sand sparkles with lumi- of their souls re-enter life as some-
nescence as a callback to a time when thing new in Lemuria. It is thought, for
luminescent glass spheres dotted the example, that the Jade Emperor has
waves. ascended to his status by one-hun-
The Wheel of Time is the idea dred thousand reincarnations in which
of an eternal cycle of existence, de- he rose from a single blade of grass to
struction and nonexistence. While a his current, divine form. It is a process
segment of time on the Wheel is far that is believed to occur not just in all
longer than even the oldest vampire of mankind, but in every living thing
can discern, the philosophy breaks that exists in the world.
up the wheel into thirteen ages. Each
Age is heralded by specific events and PEOPLE OF LEMURIA
conditions. Those who ascribe to this As the most common sentient
philosophy, such as the Anek, have being in Lemuria, mortal humans are
determined that Lemuria currently ex- often overlooked in the grand scheme
ists in the Age of Wood. What is to fol- of things. Most do not possess ex-
low is the age of fire, a time when the traordinary or supernatural qualities
world will be engulfed in flames and and indeed, many are content with
approach the last age when a demon their lot in life. They thrive under rou-
tyrant will rule Lemuria and ensure its tine and sometimes even mediocri-
complete and utter destruction. In the ty. It takes a very rare human indeed
thirteenth hour, non-existence will to want to leave a relatively safe and
come. This will mark the end of the secure way of life to take up a life of
current cycle, and the beginnings of a battling for the future, try to divert
new one. the river of fate, or affect the Wheel of
The Anek philosophy of the wheel Time.
also comprises fragments of time that
are more easily measured. These This is flawed thinking.

15
Humans possess a free will that range that cleaves the Jade Empire -
can never be broken. They may not The Protectorate straight down the
know it, but mortals are single-hand- middle. Near-center from northwest
edly the most powerful force upon to southeast the Spine acts as a nat-
destiny and the wheel of time. From ural border between the Fire Nation,
the most mundane warehouse work- Metal Nation and Earth Nation and a
er to the elder clan lords, each mor- few minor outliers.
tal has a place in history and is capa- Several minor passes exist
ble of causing great ripples that echo throughout the mountains, with one
throughout time. This power is an in- major path on the southwest side of the
escapable link to Lemuria. One human southern range. Near the beginning of
act can change all of history. Without The Protectorate, a pass once existed
humanity, Lemuria would simply not on the Northern quadrant within the
exist. borders of the Shadow Nation, but this
pass was destroyed during the Venom
GEOGRAPHY Wars. The machinations of the Weav-
Lemuria is massive, yet it feels ers opened a new pass in the south
very small for those that wish to rule after wiping the Shadow Nation from
it. The geography is expansive and their previous home.
diverse, filled with rolling plains and To the far south is the Desert Of
rugged mountains to tropical islands Iron Sands. It is a barren wasteland
and frozen tundra. Just as with the ge- composed of the pulverized remains
ography, the climate differs depend- of an ancient civilization. Once, there
ing on where in Lemuria you are lo- were great towers made of rough
cated. The further north one travels, metal. They have been destroyed by a
the colder it becomes and the lands to long-forgotten war and ground to dust
the south are the hot, barren wastes by the depredations of time. Beyond
of desert until the ocean is reached. this massive, parched, black desert
There are several notable fea- are paradisical civilizations that enjoy
tures within the lands of Lemuria. One the isolation from the Empire that the
of the most notable is the Spine Of The d desert to their north provides. While
World, which is a great mountain still demanding tribute and tax, the
Protectorate nominally ignores any-
thing past the bleak, burning wastes
of the Iron Sands.
Crawling southward along the
northwestern section of Lemuria is
the massive August Red forest. Vast
and primal, August Red is the home
of civilizations who must contend
with threats from all directions. From
the undead hordes at their north to
the strange, inhuman creatures that
roam its entirety such as the Shining
Ones and the Shifter Tribes. Amidst
the canopy of these mile-high trees
is the tree-dwelling Monkey Clan who
have built their homes above the for-
est floor to avoid the more common
threats that prowl the forest at night.
To the far north, kilometers
beyond the last outpost of the Em-
pire, lies a threat that the Empire can-
not ignore - The Shadowlands. These
stark, lifeless areas are the terrifying
domain of the undead horde, ruled by
the vampiric Covenant of Skulls whose
throne resides in the dead capital city
of Stygia. Once, in a previous age in
the Wheel Of Time, Stygia was a vast,
technologically advanced nation. Sty-
gia, whose true name has been lost to
time, fell eons ago.
When Karstein Reij shed his

17
mortal coil and became the first vam- massive expanse of land. Each nation
pire, it was an act that opened a wound is divided and designated by its ele-
in the lands of the living and tore the mental pole. The five elemental poles
gauntlet between the living and the are Metal, Water, Wood, Fire and Earth.
dead apart. With it, the great city of The people of hese nations have be-
the damned rose up from its grave. come attuned to that particular ele-
At the center of Stygia is the ment. It shapes their philosophy and
massive Castle Karstein that stands as their way of life.
a spire silhouette against the contin- The defining line between clan
uous gray-noise skies of Stygia. The and nation is blurred at best. Essen-
wound created when Karstein became tially, a clan is a family that is given
a vampire festered and became infect- noble standing and title within the
ed, opening the Yawning Pit that rests borders of a nation. A clan is a na-
around the castle and spreads outward tion’s rulership, and the clan lord is
into vast caverns of the undercity. The the highest ranking member of a giv-
Yawning Pit spawns hordes of undead en clan within a nation. More than one
to plague the Protectorate and gives clan lord may exist through Lemuria
necromancers their first real taste of and, by title alone, they are of equal
power. rank in lands outside of their own. If,
however, one lord visits another lord’s
THE NATIONS territory, the ruler of that territory is
considered to be of higher rank if by
Lemuria is divided into political
nothing more than respect alone. At
sections called nations. Each nation
is ruled by the Grand Jade Emperor. their head are the Jade Lords.
Directly beneath the Emperor are the
Jade Lords. There is one Jade lord for THE CLANS
each divided boundary on the mas- Once, the clans existed in a state
sive super-continent of Lemuria. Each of superficial harmony that stood upon
Faction serves the Grand Emperor, but the forcible edict of the god emperor
is in itself composed of several clans and divine writ. Through his blood the
ruled over by the Feudal Lord of that emperor demanded that the
Protectorate’s people see a collective innumerable clans spanning the face
of harmony. Punishment for breaking of Lemuria. As time wounds all heels,
this edict was often harsh and some- many clans fell to bankruptcy, political
times even cruel. Wounds were to be maneuvering, loss of land and even
licked in private, for fear that both violence. At least one clan has fallen
parties would suffer the consequenc- prey to superior technology, and yet
es. another faded away simply by virtue of
Clans have their own form of failing to keep up with advancements.
honor. These traditions have survived Within recent memory, the number of
through the technological advance- Great Clans still loyal to the emperor
ments into the present day. While each and the Chrysanthemum Throne has
form of honor is unique to that clan, been reduced to a mere seven.
many tenets overlap. Their founders
having been siblings, each clan once MINOR CLANS
represented and shared in a famil- With their numbers ranging in
ial bond. They served the emperor multidudes, the number of minor
with unwavering loyalty, and unified clans far outweighs the great clans in
against the many threats that faced the sheer number. The minor clans suffer
Protectorate. With time, those bonds a horrible fate. Their seat within the
faded until little was left of them but Council is forever lost, and their name
tradition and code. Once, there were is erased from history forever. They

19
fall out of the emperor’s favor, and population of over sixty million. The
any land the emperor once allotted city is the center of rulership for the
to them becomes revoked. Many fall Protectorate and the clans that rule it.
prey to their bretheren while others The Celestial City is a hub of technol-
find a way to remain. ogy and magic, housing the largest
libraries and technological facilities
THE GREAT CLANS in the entire continent. At the height
Seven clans rule the nations. At of rulership in the Celestial City is the
the heads of each clan is a Clan Lord Grand Emperor of Jade. Below the seat
Shogun, who retains a seat within the of his throne is the Council of Lords
Council of Lords in the Celestial City. who act as advisors and congress di-
Within each nation is the Shogunate rectly beneath the throne. With the
Council, a group of high status mem- Emperor missing, the Council of Lords
bers of clans who reside in anoth- have begun enacting plans to ensure
er clan’s territory in order to act as that one of their own will ascend to
representatives and diplomats. The the throne.
Council is lead by a Shogun who is At one time in the not-so-dis-
chosen by the nation’s clan lord. The tant past, the Jade Emperor main-
Samurai caste are warlords and gen- tained the peace with his divine writ
erals that have obtained high status and word. No lord dared to disobey
as nobility within each nation. Below the peace demanded by the Chrysan-
them are the citizens. Laborers, mer- themum Throne for fear of retribution
chants and other workers who keep to both themselves and their clan.
the Protectorate running smoothly. Retribution would come in the form of
Last in light are the rightless slaves. retaliation from the other clans. The
offending clan being stripped of land
POLITICAL STRUCTURE or finance and their resources being
The Celestial City is the crowned turned over to the wounded clan as
jewel of Lemuria. Resting at the heart recompense.
of the continent, the Celestial City is If the grievance was truly great,
a sprawling megalopolis with a the punishment might come from the
emperor himself. Those who would
fight amongst one another were care- Throne, the Emperor has all but guar-
ful, acting in secrecy to ensure that no anteed war upon his disappearance.
evidence could link them to the breach. Every day, that grim eventuality comes
Today, the peace is slowly break- a little closer to becoming reality.
ing down. Having left no successor and
naming no heir to the Chrysanthemum

21

カニ
THE CRAB CLAN
Stout in build and gruff in personality,
the Crab Clan are the defenders of the Fac-
tions. Due to their often immense size and
hard manners, those of the Crab Clan are often
given wide berth at gatherings. Their extensive
training does not include social niceties, and
they are often silent during diplomatic meet-
ings, only speaking when something absolutely
must be said. They see themselves as the first
and last line of defense against any and all en-
emies of the Emperor and the Nations and, es-
pecially, their Clan. This fact places a large reg-
iment of the Crab Clan at the northern gates
to act as a shield against the undead horde and
their vampiric masters.
Of the Clans, the Grand Emperor looks
upon the Crab Clan as among its most loyal
vassals. While their curt demeanor and crass
mannerisms might have dignitaries, nobles
and diplomats turn away from them or con-
sider them a bit rude and overbearing, the
Lord of Water often finds himself in the hall
of the Grand Emperor as a trusted servant and
guardian.
NOTEWORTHY FAMILIES
• Fukiri: The Fukiri family values a bril-
Stereotypes
Crane: Our protection has served them
liant mind above all things. The family is re- well over the years, but no force in Le-
sponsible for some of the Protectorate’s most muria could have saved them from them-
powerful defensive machines and aircraft. selves.
They also produce incredibly skilled architects.
The family’s mons can be seen on much of the Dragon: A loyal dog will remain so until
death. A wild animal can never be fully
beautiful architecture found within the Celes-
trusted. Tell me, Dragon. Which are you?
tial City. It was the Fukiri family that designed
The Link during the Machine war in an effort Monkey: We share a similar mentality.
to defend the Protectorate. They just have a smaller vision.

• Hataki: Swift and silent, the Hata- Scorpion: A good solution for a scorpion?
The heel of a boot.
ki family are premier scouts and bodyguards.
Their grace rivals that of the Crane Clan’s, and Snake: Rigorous to the point of cruelty. I
their agility is a match for even the Scorpion see no reason to treat children in such a
Clan. The Hataki family burdens themselves manner.
with the task of scouting the frigid northern
undead. Recently, they have also taken it upon Tiger: They shoulder the blame without
realizing that the weight is ours.
themselves to scout against corruption and
akuma as well, a task that would lead anyone Low Clans: There is a reason for every-
else to death or corruption themselves. thing, even if those reasons make no sense.

• Shonjii: No family in any clan shoul- Vampires: If you prey on my people, you
ders so much of the burden of the Protectorate’s will find you face the Crab in short order.
defense as the Shonjii family. They are skilled
Shifters: Stay on your side of the fence and
warriors and impeccable tacticians. Shonjii sa- I’ll stay on mine.
murai often look down upon the other samu-
rai for enjoying the protection of their family Viziers: Little else but children’s tales told
while mocking the Crab Clan’s quirks. to children to keep them in line.

23
THE CRANE CLAN
ツル
Once, the Crane Clan were the right hand of
the Grand Emperor. They were the nation’s
dignitaries and none could match their grace.
After the assassination of their Clan Lord, the
emperor who had, until now, shown nothing
but love and support for the clan, turned away
from the Crane. Their land was stripped from
them and shrank until there were only a few
small cities who still claimed fealty to the Crane
Clan. At one time, they were the ultimate con-
tributors of culture and dignity, producing the
most beautiful art and music Lemuria had ever
known. This is no less the case today.
Fewer and fewer appreciate the work of
a nation that is in a state of perpetual cold war
with the Five Factions and always on the de-
fense, regardless of how small a threat they ap-
pear. Seeking perfection in all that they do, the
Crane Clan are formidable warriors and diplo-
mats even though they would much rather deal
in favors than blood
NOTEWORTHY FAMILIES
Asunagi: The Asunagi are masters of
Stereotypes
Crab: Many would call them graceless.
politics and have a keen understanding of the They do not realize that there is beauty
social structure within the Protectorate. It was even in savagery.
the maneuvering of the Asunagi family that
retained their status as one of the great clans Dragon: Action and inaction are sometimes
even while the emperor turned his face from one in the same.
them because of some unknown slight. They
Monkey: Have you ever seen a monkey
have taken it upon themselves to oversee the standing on the falling red leaves of Au-
cities that their clan still rules, and to regain tumn?
their lost land.
Scorpion: And one day, the scorpion grew
Hirai: The Crane Clan places the blame wings and took flight.
for the clan’s loss of their status among the
Snake:To look into the eyes of the snake is
Council squarely on the shoulders of the Hirai. to see your own evils staring back at you.
As self-proclaimed pacifists, the Hirai abhor
violence in any form. They are always poised Tiger: Immeasurable, pointless strength.
and serene and seek alternative means to solve
conflicts that do not involve violence. Low Clans: Do not underestimate the pow-
er of a single mosquito in your bedroom as
you try to sleep.
Suhato: The Suhato family is known to be
produce the most beautiful people within the Vampires: What have we to fear from crea-
Protectorate due to a strict adherence to their tures such as they?
own breeding programs and standards. Their
family great value on excelling at their chosen Confederacy: The secret to our survival
may rest in their hands one day.
professions and tasks whether that be archi-
tecture, art, music, combat, war or something Viziers: That which has fallen may one day
else entirely. They value the beauty of a task rise.
performed perfectly, and many of the cultural
traditions such as the tea ceremony, known as
Chanoyu, stem from the Suhato family.

25

リュウ
THE DRAGON CLAN
Loyal, wise beyond measure and a com-
plete mystery to outsiders, the Earth Nation
boasts the most well-balanced culture of any
other clan. They are grounded and stable. The
dragon clan members, especially those who
adhere to the Anek monkshood, seem to ex-
hibit strange powers that accompany their
body-covering tattoos.
Due to their intricate planning, the clan
rarely suffers the financial and military stresses
that the other nations tend to experience when
they overreach or make mistakes. The training
of the Dragon Clan is entirely personalized,
balanced between combat, spirituality and in-
tellectualism. The tutorship learns of the stu-
dent’s priorities and talents first, and shapes
the cirriculum to fit. The Dragon Clan has
based a vast amount of their own economics
and training standards of the original statutes
of the Grand Emporer. While the other nations
have strayed away from their duties, the Earth
Nation never did. While others see them as ar-
chaic and old fashioned, the Dragon Clan do
not hold such views.
NOTEWORTHY FAMILIES tutilage as their own children do. They seem to
Konishi: At the head of the Dragon Clan have a strong connection to their divine found-
rest the pious Konishi family. Oversight and er, and bear mystical tattoos that seem to give
leadership of the clan’s day-today operations as them their power.
well as its military rests on their strong shoul-
ders. This family places value on truth above Stereotypes
all things, and their ability to know when they Crab: There is always use in those so eager
have been presented with lies has kept the clan to meet death at the hands of those that
safeguarded against the predations of the oth- threaten us.
er, more financially-oriented clans. Crane: A pity, really.

Shido: Almost unanimous in their per- Monkey: Our cousins to the east are best
suit of perfection in warfare, the Shido family left to their own devices.
values unique magical styles, thaumaturgy and
new forms of engineering and blacksmithing. Scorpion: Imagine if all that determination
could be applied to something useful.
They use the unique perspectives of their fam-
ily to combine sorcery and bloodshed in new Snake: If you lie with snakes, do not be
ways. Their willingness to involve themselves surprised when you become one.
in violence keeps them at arm’s distance from
their family, and ensures that other clans view Tiger: Allies in the court, yet enemies in
them with fear and awe. the field. Is that really where the battle
lines have been drawn?

Yoshinoto: Equal parts religious order Low Clans: Do you apologize to the grass-
and family, the Yoshinoto spend their lives in hopper who falls underfoot as you walk?
seclusion and the persuit of englightenment
during their early years. Most emerge from Vampires: I have no time for wive’s tales.
their family temples in their mid-to-late teens
Shifters: We have taken from them all that
to explore the world and endulge their schol- we have use for.
arly persuits. Unlike other clan families, the
Yoshinoto accept other families and even cit- Viziers: From what source does their pow-
izens and slaves into their number so long as er flow?
they are willing to undergo seclusion and

27

THE MONKEY CLAN サル
Lithe and dexterous, the Monkey Clan
certainly lives up to their moniker. Living in
towering forests and building their homes high
in the trees, the Monkey Clan are known for
their incredible balance and climbing abili-
ties. Due to this, their training typically relies
heavily on maneuvering through woodlands,
climbing sheer surfaces and preventing falls.
This makes them fantastic spies and incredible
athletes.
While loyal to the Grand Emperor, the
Wood Nation are feircely independent of the
other nations, seeing their homeland as sacred.
Many of the Monkey Clan have close spiritual
ties to the land in which they reside. They do
not often allow visitors in their lands with the
exception of diplomats and emissaries from the
other nations and even then, these visitors are
often seen as intruders. On such missions, re-
spect must be shown or severe penalties will be
exacted. Cutting down trees is a vital offense,
and can lead to the death of the perpetrator,
and their corpse being buried at the roots of
the felled tree in hopes that the body will nour-
ish the tree and it will regrow.
NOTEWORTHY FAMILIES
Tsushida: The Tsushida clan are the
Stereotypes
figureheads of the clan, directing many of its
efforts with impeccable leadership. The fami- Crab: They understand our sacred duty
more than most.
ly, through virtue of their blood and early-age
training has close, mystical ties to their sacred Crane: The skies do not belong to us. Ig-
lands, spirits, shapeshifters and other beings nore them until they land.
that live within it. To the Tsushida family, sa-
cred land takes priority, even above themselves Dragon: For all their concern of resourc-
and their family. es, they forget the source of all they have
gained.

Ueda: The strongest warriors of the Scorpion: Do they even remember ho they
Monkey Clan arise from the ranks of the Ueda are?
family. They adhere themselves to the sacred
laws passed down from the Tsushida family, Snake: Every once in a while, the snake
and act as stout protectors of the sacred lands needs to be reminded of its place in our
forests.
in which they live. When their lands or people
are provoked, the Ueda family is known to en- Tiger: Sharp claws and strong teeth are not
ter a kind of animalistic frenzy that can leave enough to rule.
entire legions scarred.
Low Clans: Do not forget what we have
Yoshida: The survivalist mentality of the learned from their failure.
Yoshiga family allows them freedom that even
Vampires: Living or dead, they feed the
other Monkey Clan families admire. Agile and forests all the same.
stamina beyond compare, this family main-
tains regiments of premier scouts and spies. Shifters: Respect given, respect earned.
Through strict training methods, this family is
able to climb sheer walls without tools and sur- Viziers: You can guide the river, but it may
not always listen.
vive in harsh environments without provision.

29
サソリ
THE SCORPION CLAN
The Scorpion Clans somewhat of a
boogeyman story that the citizens tell their
children in order to keep them in line. They
are a disparate faction, dedicated solely to the
purpose of assassination and covert operations
within the other Factions. When the peace
among the Five Nations was forged by the Em-
peror, the Scorpion Clan showed their disap-
proval by killing thousands of nationalists. The
rebellious slaughter was widespread. No one
was safe. Over the coming decades that fol-
lowed, the death toll dwindled. Like any oth-
er nightmare, they were eventually forgotten
about. The truth of the matter is that the clan
still exists in the very shadow of the ations that
they dispise.
The clan maintains a place within the
Council of Lords, but rarely attends to it. This
causes the other clans to wonder about their in-
tentions as the throne remains empty. Scorpi-
on spies within the other clan’s ranks are rarely
found, but when they are it is rarely a victory
for the clan that discovered the traitor. Instead,
their unearthing tends to simply solodify the
rumor that they’re still an active and deadly
member of the struggle for the throne.
NOTEWORTHY FAMILIES
Morishige: Entrenched in foul mysti-
Stereotypes
cism and dark bargains, the Morishige family
is reviled even by their own clan as suspected Crab: They think themselves our protec-
tors. Where were you when we needed
members of the akuma. In truth, the Morishige
you?
seek power in its own right and may be the
closest to attaining the throne than any other Crane: Our work is nearly complete.
family. They pursue magical and thaumaturgi-
cal endeavors, and have a keen understanding Dragon: Traitors! I’ll kill every damned one
of herbs, venoms and poisons. of you!

Monkey: Take not one step into their sa-


Sazama: The only family that operates in cred lands.
the spotlight shed by the other clans, the Saza-
ma family are skilled courtiers, actors and pol- Snake: You consider yourself strong? I
iticians. They allow themselves and their fam- shall show you what strength truly is.
ily to appear weak and dishonorable in order
Tiger: You’re next.
to further their clan’s goals. Their acting skill
places many members of the Sazama family in Low Clans: Compared to what the loyalists
the ranks of the other clans as trusted mem- have done, our sins are pale in compari-
bers. son.

Sugiyama: Coiled within the shadows Vampires: We know.


and waiting to strike, the Sugiyama clan uses
Shifters: We have no reason to pay them
any methods at their disposal in order to win attention. Our plans lie elsewhere.
their battles. They use deception and stealth to
perform their duties and consider it dishonor- Viziers: Imagine what we could do if we
able to allow their true family name to be re- only possessed that kind of power.
vealed to any outside the clan and sometimes
their own families.

31

THE SNAKE CLAN
ヘビ
The Snake Clan are feirce and passion-
ate creatures prone to anger and passion in
equal measure. Their homeland is a perpetual
desert with temperatures that rarely dip below
a light chill. Brash and often cruel, their train-
ing methods often involve torturous and exact-
ing techniques repeated to the point of break-
ing the student. These learning techniques are
called Pivu Huelligi.
As a child within the Snake Clan, train-
ing is not a matter of if you break, but when.
While the Snake Clan is not generally
seen as a loyal clan, they perform the legalities
of tribute, pay their taxes and have never been
caught attempting to spurn the Grand Emper-
or in any way. That is not to say that they are
wholly loyal.
The Snake Clan’s lord is ambitious to the
point of near-insanity, He attained his position
through being far more cruel and cunning than
his peers. This fact has given the Snake Clan a
terrible reputation, sometimes even rivalling
the Scorpion Clan’s infamy.
NOTEWORTHY FAMILIES a subject of fear. It is unwise to cross one of the
Ananda: The Ananda family has been Subata as their retribution is always swift and
at the forefront of many technological break- powerful.
throughs in the field of medicine and agricul-
ture. While they focus on treating injury and Stereotypes
ailment, their medical expertise makes them Crab: Every crab has a soft spot. All you
deadly opponents favoring surgical strikes that have to do is find it.
immobilize their opponents. Their skill in poi-
Crane: They have served their purpose.
sons is matched only by the Scorpion Clan.
Now, it is time to make way for new
They often oversee the birth and naming of growth.
other clan infants if no clan physician can be
found. Dragon: I find your aesthetics displeasing.

Kurata: Coiled like serpents ready to Monkey: You would fear our prey?
strike, the Kurata family embodies the Clan’s
Scorpion: They believe they do their own
Moniker. They are warriors and skilled tacti- work. It is our pleasure to allow them to
cians on the battlefield. Their youth is spent in continue along that path.
repetitive Pivu Huelligi tutelage designed to
bring the child to their breaking point so that Tiger: One day they too shall be subjugat-
they may better understand their own lim- ed.
itations. They value patience and observation
Low Clans: Who?
above the other family’s insistence on swift,
decisive action. This patience had made them Vampires: Ignore them. When you find
indispensable to the other families, who rely them in your homes, slay them without
on this patience to outmaneuver their foes in mercy.
political action.
Shifters: They know better than to step
foot in civilized lands.
Subata: The most militant family with-
in the Protectorate, the Subata family serve the Viziers: I have read the scrolls. Still, I find
Celestial Legion in considerable number. They no reason to believe that they are anything
possess fiery passions, making them subject to more than folk tales.
ridicule while at the same time making them

33

トラ
THE TIGER CLAN
The Tiger Clan, mile for mile, has the
largest section of land but not because it was
given this, or because it was taken by force. The
Tiger Clan, while honorable and strong, excel
as strategists and politicians. Their emissaries
and diplomats tend to gain the upper hand in
negotiations, and in battle their tactics are dif-
ficult to outmatch.
While they do tend to get the upper hand
in most political situations, and have a strong
military with an advantageous industrial sec-
tor, they are also decisive and honorable and
are not, on the whole, mistrusted or disliked by
the other nations. Even those who are jilted by
their political maneuvering would find it diffi-
cult to launch an outright attack against them
due to their sheer number, military strength
and powerful technological advantages. While
they often come out ahead in most negotia-
tions, it is truly their honor that keeps the oth-
er clans at bay.
The tiger clan has their paws in nearly
every sector of industry within the Celestial
City and even within the Confederation.
NOTEWORTHY FAMILIES
Akamine: Leading the forefront of engi- Stereotypes
neering and architecture is the Akamine fami-
ly. Akamine place great value on the capability Crab: They are worthy of all that we give
of creating new feats of architecture, weaponry them.
or industry that stand the test of time, view-
Crane: Justice will come in the form of
ing it as its own version of immortality. It was claws and teeth.
the Akamine family that initially designed The
Source. The Machine War between humans Dragon: Leave them to their archaic ways.
and artificial life was placed squarely on their
shoulders, a dishonor that they might never Monkey: You have no claim to the lands
you seek to protect. Relinquish what is
live down.
owed.

Matsui: It is said that no legion lead by Scorpion: It is not long until the blood you
the Matsui family’s has ever known defeat. The have spilled becomes the mechanism of
Matsui family is always calm and analytical, your destruction.
choosing to take action only when they have
Snake: Lowly upstarts grasping at a small
full knowledge of a situation. Matsui samurai
taste of power. Pity them.
are widely feared. Where a Matsui samurai
walks, the other clans give wide berth. Low Clans: We do not speak of them.

Yasui: It is the Yasui family belief that Vampires: There is no honor to be found in
one can only improve on the present by study- kulking in shadows and fearing the light.
ing the past. As such, the Yasui family takes
Shifters: We could stand to learn from
pride in their massive libraries and showcase their ways. It is a pity that we cannot find
ancient artifacts at any gathering they attend. common ground.
Their knowledge and love of history makes
them excellent strategists that are capable of Viziers: While I do not discount their exis-
recognising almost any previously used tactic tence, I have not the patience to chase this
particular shadow.
from the battlefield to the throne room.

35
THE COUNCIL OF LORDS PHILOSOPHY AND RELIGION
The Council of Lords is com- Many subsects, philosophies and
posed of clan nobility hailing from the religions are practiced throughout Le-
nations who have maintained fealty muria. Nomadic tribes and citizens
to the Emperor. Within each group is of the Outlands hold beliefs that tie
a single Lord from each clan who has into ancestor and spirit worship, but
legal occupancy within that nation. the recognised religion of the Celes-
When enacting national law, each lord tial City and the surrounding nations
has a say in what happens, but the Em- is the Anek Philosophy, or the “View
peror has maintained absolute power of Many Facets.” Believers in the Anek
in decision-making for the entirety of Philosophy state that the nature of
the continent, giving the Lords pow- the world and the beings that creat-
er over the individual laws within each ed it cannot be described in any single
nation, so long as those laws do not statement. In addition, it attempts to
go against the laws laid down by the include the presence of supernatural
throne. In return, each lord pays tax creatures and events as a part of their
and tithe to the Emperor and ensures belief system.
that the Celestial City’s coffers are full. The Temple Of Stars is located
The Celestial Legion is strengthened at the apex of the highest peak of the
by clan offerings of tribute in the form Spine of the World. Many Anek Monks
of newly of-age children to train and seek a life in the temple because they
fight for the Emperor. seek enlightenment and refuge from
The Lords each rule over their the constant wars and politics with-
own portion of their nation. When dis- in the nations. Attaining the title of
putes came, the Emperor was given the monk can alleviate or even obviate
final say in judgment in the argument. some crimes, so there are those who
With the emperor missing there is lit- have even sought refuge within the
tle arbitration within each nation and monkshood in order to escape perse-
tensions have begun to build, threat- cution from the Celestial City. As such,
ening to explode into outright warfare monks within the temple can be from
at any moment. mortal or even supernatural heritage,
as the monks do not dismiss anyone
without good reason. While almost monks within the temple possess
anyone can join the order, outsiders combat training above and beyond the
and outcasts do not typically climb to rank and file of the Celestial Legion.
the higher ranks of monkshood. Such With the Emperor’s ear, the pow-
positions are held by those who have er of the temple is such that an offi-
already had high standing within the cial repremand from the monkshood
Celestial City itself. is enough to disgrace even the high-
While the Celestial Legion, the est clan lord. With the decline of the
armies of the Celestial City fight wars Emperor, it is known that Ji De Hua
and protect the city and loyal na- finds himself roaming the nations to
tions, the Temple of Stars maintains determine the spiritual status of the
a facsimile of a military force. While nations, although his permanent res-
not trained as soldiers outright, the idence is a looming temple along the
monkshood teaches that a sound mind arctic north face of the peak called the
and soul rest in a sound body. Due to Nirvana Spire, or colloquially, the Nee-
this view, combat training and phys- dle of Heaven.
ical tests are a part of every monk’s
time in the temple. The Kanto Monks THE HIERARCHY OF SOULS
train most heavily in subduing super- Throughout the civilized world
natural threats instead of human ones, and through all philosophies and reli-
but their expertise is an equal enough gions, there are two common threads
match for just about any warrior. that unify many of the fractured be-
At the head of the Temple lief systems and permeate the polit-
Of Stars is Jing De Hua. He is so named ical and social order of Lemuria. The
because of the position of the head first belief is that gods, spirits, mag-
of the temple at the Grand Emperor’s ic and other supernatural beings and
side, maintaining the stance of peace occurrences exist whether you choose
above war and mercy above cruelty, to believe in them or not. The super-
which are two of the highest tenets of natural does not require the belief of
the Anek Philosophy. This is not to say others in order to exist, and will make
that the temple is unable to fight. In itself known to those who actively re-
fact, even the lowest ranking sist it. The second and most

37
important belief is that of the Hierarchy the individual nations as the Shogu-
of Souls. This tenet teaches that each nate. Each shogunate acting as a rul-
living thing is organized into a specific ing council of the High Clans, overseen
order set in place by the mandated will by a clan lord who would arbitrate and
of the Architects. This hierarchy was possess decision making capabilities.
originally revealed to the Jade Emper- Beneath them were the daimyo, which
or in the early days of the Tribe Wars. would have rulership over the indi-
The man who would become the em- vidual cities as members of the ruling
peror first bestowed these truths upon council beneath the shogun them-
his siblings who went on to use the in- selves. The daimyo became the top of
formation in order to become the first the Hierarchy of Souls, overseen by the
Celestial Beings. Using the Jade Em- shogun clan lord. Beneath them were
peror’s bestowed knowledge, the di- the samurai, noble soldiers loyal to the
vine siblings rose to the apex of the daimyo but, above all else, the samu-
Hierarchy of Souls. The Jade Emper- rai are loyal to the clan lord Shogun.
or went on to lead mankind, while the Beneath the samurai were the citizens
others took their place in the Hierar- - every day people who are business
chy, assuming rulership over the other owners, farmers and other skilled la-
aspects of Lemuria. borers who are able to produce tithe
The Hierarchy of Souls gave the and tax for the shogunate. Lastly are
lords that founded each nation a rea- the slaves.
son, perhaps even a religious right,
to create a caste system based on the REINCARNATION
mandate set forth by the emperor and It is widely accepted by Lemu-
the divine siblings. In so doing, the rians that the soul is reincarnated
lords removed themselves from this through many lives after death. This
Hierarchy of Souls. They considered belief goes all the way back to the Jade
themselves direct descendants of the Emperor’s initial teachings of the Hier-
Divine Siblings, and all citizens of the archy of Souls. Over time, a soul accu-
Empire were beneath them. The Jade mulates energy called karma through
Emperor would rule the whole of the the actions they take during their lives
empire and the clan lords would rule which eventually allow that soul to

39
be reborn into a higher station. considered to be at least equal in po-
Those who greatly sin in life must sition to the samurai in stature. Some
relive their stations over again, or even are even given a status equal to daimyo
be reincarnated as a lower soul in or- or shogun, depending on their title as
der to atone for their mistakes and ac- well as their reputation.
cumulate enough karma to reach their The Jade Emperor, as a living
previous station. This belief teaches god, does not just bestow a title upon
samurai and soldiers from a young these individuals. He also bestows
age never to fear death, but embrace a fragment of his own power. In this
it and live righteously. Death is merely manner, the emperor can ensure that
a passage to a better life. his chosen are given their due respect,
and that they can each fulfill their ap-
THE EMPEROR’S CHOSEN pointed duties within the range of
The Emperor’s Chosen are a their jurisdiction.
rare group of elite individuals from all The constable holds office over
walks of life who occupy prestigious the enforcement of law and holds ju-
and influential positions within the risdiction and rulership over judges,
Protectorate. They are, as their moni- police and other enforcers. The herald
ker implies, chosen and appointed di- is assigned the duty of spreading the
rectly by the Jade Emperor himself to word of the emperor across all nations
serve as his royal court. While the em- and lands. The chancellor retains a
peror chooses who joins their ranks, seat in any Shogunate Council it vis-
the sons and daughters of the chosen its, and may weigh in on any national
are sometimes allowed to fulfill these matter. The confessor is the royal in-
positions as tradition demands. This terrogator. The treasurer assesses tax
has become especially common since and ensures that the proper dues are
the emperor’s disappearance. The title paid. The dean maintains jurisdiction
of Chosen moves down the line to the over the educational affairs of the em-
eldest daughter or son of the chosen pire, including technology and devel-
upon their death. opment. Finally, the chaplain ensures
The chosen are given rare privi- that matters of religious affairs as well
lege. Even the lowest ranked chosen is as the Hierarchy of Souls is
maintained. There are two Chaplains, the Chrysanthemum Throne, there
one who works in ensuring the dead were a myriad of different jewels as-
remain buried, and the other to tend sociated with the champions. As their
to animistic spirits. moniker suggests, they were so-named
the Thousand Dragon Champions be-
THE THOUSAND DRAGONS cause it was said that there were one
The Empire of Lemuria is strat- thousand jewels that could be pro-
ified into a social order that mimics duced that represented the complexi-
the Hierarchy of Souls, and represents ty of human virtue and understanding.
all of the different categories of caste Today, that number has been reduced
and status. There is no greater honor to practical rarity. The reasons for this
for a mortal to achieve than to ascend reduction in the variety of Dragon Jew-
to the heights of the celestial dragon els are not known. The Dragon Here-
champions - warriors and exemplary sy did lead to a purge that wiped the
citizens who have proven their loyalty champions from the face of Lemuria,
to the people around them and their but did not reduce their variety. It only
own clans through courage, dedica- reduced their number. Scholars make
tion and righteous action. note of a relationship between a de-
Each dragon champion has a cline in the spiritual health of the Pro-
powerful soul fed by the belief of others tectorate and a decline in the number
that ascends and shifts to the ranks of of dragon champions in Lemuria.
spirits on the Hierarchy of Souls. This
spiritual ascension causes the hero to
manifest a physical representation of
her soul’s key virtue in the form of a
Dragon Jewel. This jewel is as much a
part of the hero who produced it as
her own blood and bones, and gives
the champion powerful abilities that
excel past the boundaries and limita-
tions of other mortals.
When the emperor ascended to

41
ORIGIN OF THE CLANS many more lost clans still exist today.
The Grand Emperor of Jade is in- Historians must speculate re-
credibly old and is presumed to be of garding the nature of the Jade Emper-
divine origins. He is the eldest broth- or and his siblings. It is unknown if the
er of the thousand divine siblings of siblings were truly of divine nature or
myth. Each sibling is said to be an an- if the Jade Emperor gained his divine
cestor of the original clan founder. Hu status in another way. There is even
is the founder of the Tiger clan. Pángx- conjecture, with his disappearance,
iè founded the crab clan. Hóu founded that he is even divine at all. Still, there
the monkey clan. The snake clan was is a story held by the Crane Clan called
founded by Shé. The dragon clan was the Phoenix Egg that most historians
founded by Lóng. Crane was founded earmark when speaking or writing on
by Qizhòngji and scorpion was birthed the Emperor’s birth and ascension to
from Xie. godhood. It is a story of a large family
When a clan loses their status or born when the architects, dragons and
proves disloyal to the emperor, that demons still ruled the earth and fought
clan is not only stripped of land, wealth over territories. It depicts the First And
and prestige, but they are also strick- Divine Siblings as the first real Lemuri-
en from all public record. The names ans. As the story goes, they carved out
of a fallen clan’s lords and shoguns a home from the rubble of the wars of
are considered a curse, and their con- greater spiritual beings. Each sibling is
tributions are removed from the Great depicted in the original story, but the
Library of the Celestial City. This is story has been tailored by agents of
said to redistribute the karma of the the Grand Emperor so that it no lon-
clan among the remaining clans, and ger describes the whole truth. Instead,
is thought to be the ultimate dishonor only the Crane Lords know the story in
a clan could ever receive. Due to this full and it is rare for them to share it,
kind of punishment, it is unknown even in part. Even when they do, their
whether the lesser clans were truly status as a failed clan places all that
founded by one of the divine siblings. they say under scrutiny.
Still, if the spoken-word myth of the
rebel factions are to be believed,
THE PRECIPICE OF WAR considered the greatest honor the los-
One would think that a group of er can achieve.
ruling clans that are distant cousins to This code of silence still reigns
one another would find a way to get supreme, even as the wars between
along better, but the truth is that any the clans becomes less and less se-
memory of familial ties that the clans cretive.
may once had has been lost with time.
Old wounds still burn brightly. THE CELESTIAL CITY
In truth, each of the lords believe Nestled in the heart of Lemurian
that they would be the best fit to take civilization is the jewel of nations, The
the Chrysanthemum Throne, and each Celestial City. Founded by the Jade
has different reasons for believing this Emperor nearly six centuries ago, the
to be so. While the Jade Emperor had Celestial City is the hub of communi-
kept a face of peace among the clans cation and the epicenter of all mod-
for a millennia, the truth of the matter ern technology, including the central
is that wars have been secretly waging hub server for the Link. The Bureau
for as long as the clans can remember. Of Science holds the blueprints and
They have simply been done in private. schematics for nearly all technolog-
This secret war has given rise to ical marvels such as airships, power
an honor code among the clans re- armor, artificial sentience, The Link
garding war and honor. The first in and Chrys-Fire weapons. They exist at
this code of honor is the idea that the height of magical power as well.
the Jade Emperor should never know The Five Towers, a centralized learn-
about any of the battles that occur un- ing center for mages, finds its home at
der his nose. Due to this, even hat- the city’s borders, teaching those with
ed foes who have been struck at great magical promise at the Academica Ar-
cost to themselves, their military or canum.
coffers would never think to appeal to With all of this, one would think
the Emperor for aid or succor and in- that the city never lacks for wealth or
stead would take their licks in silence, resource but the truth of the matter is
never speaking once about the loss. that while the clans plot against one
To suffer a loss in silence is another, the coffers are being

43
systematically drained by the Council rows of cherry trees that seem to con-
to fuel their own not-so-secret wars. tinuously blossom in white, pink and
While the Emperor lived, no Celestial red hues. The city is truly spectacular,
City mouth remained unfed and, at but such beauty hides great turmoil.
the height of his primacy, homeless-
ness was at an all-time low with a sys- BEYOND THE PROTECTORATE
tem of indentured servitude putting to Beyond the direct reach of the
work any who found themselves with- Celestial City lie the Outlands. While
out food, work or money. With the im- those living in the Celestial City and its
perial coffers drained, and food stores tributaries would be quick to call this
dwindling, indentured servitude has place a barren wasteland, the truth is
become little more than outright slav- that many of the people who call this
ery, and homelessness and disease place home are more than able to work
are at an all-time high. the land and create meaningful lives
Regardless of its growing prob- for themselves.
lems, the Celestial City is a sight to Still, with freedom from the Em-
behold with sprawling architecture, peror comes great risk. Not only are
large water features and beautiful spi- they subject to military invasions from
ralling towers that loom above the city the Celestial City, but settlements are
reflecting the golden sunlight onto also vulnerable to raids from neigh-
the newly designed automobiles and boring cities, roving barbarians and
aircraft that mingle with antique ag- shifter tribes, nearby shadowlands and
riculture trucks driving on brilliantly their denizens and the ever-present
paved streets below. Streets are lined threat of the blight as it encroaches
with elegant homes, curbside mar- closer to every living thing. Still, those
kets and large apartment complexes. who value freedom and can defend
Overhead, passenger flights carry the themselves and their family find these
wealthy from their homes to and from dangers far superior than any safety to
the city and fighter ships fly in forma- be found from paying half their living
tion training over the Air Base near the wage to clan lords who do not protect
horizon. Along the Golden Path lead- or care about them.
ing toward the emperor’s castle are
THE CONFEDERATION with the Emperor having disappeared,
There is a large, independent covert operations in these regions
group who have forged their own al- have dwindled to a few minor agents
liances of trade and peace among who are all but forgotten.
themselves within the Outlands called
the Thousand Nations Confederation. THE SPIRIT WORLD
Putting safety, freedom and collabo- Lemuria is just one of many
ration at the forefront, the Confeder- worlds. Waiting just beyond the
ation has forged a loosely knit group gauntlet is the Spirit World. This world
of cities and settlements that speckle overlaps with Lemuria but is altogeth-
the Outlands. While the Outlands are er separate from it. The Spirit World
a truly wild place, the Confederation is like a dark mirror. The shadows
has come to forge a home for them- cast by Lemuria are alive in the Spirit
selves and their people in an expanse World. That which affects Lemuria also
of thousands of miles worth of grass- affects the Spirit World in turn and vice
land, mountain, tundra and sea. versa. They are separate yet irrevoca-
Second only to their own inde- bly and intimately connected.
pendence, the Confederation main- Due to the link between Lemu-
tains an ordinance that any settlement ria to the spirit world, Lemuria is an
capable of forming a military should animistic place where every object has
do so, and that any threat to one set- an energy or a spirit connected to it.
tlement is a threat to them all. Due Everything that exists in Lemuria has
to this tight-knit organization and a reason for existing. When these ob-
the sophisticated communications jects are given enough purpose, im-
and transportation systems they have portance or energy then the spirits
built for themselves, all attempts by reflected from those objects are giv-
the Celestial City to eradicate them or en life on the other side of the gaunt-
even stem the flow of their resourc- let. This living energy results in spirits
es has come up short. Some missions that reside in and protect the Lemuri-
still exist to route them, but for now an objects that birthed them.
the Celestial City does little more than Objects are not the only thing
place spies within their ranks. And that is reflected in the spirit world.

45
Strong emotions and events can also exist were the Celestial Incarna and
form their own reflections in the spir- the spirits they spawned merely by
it world and spawn their own spirits existing. The celestial incarna are the
as well. Murder can create spirits of physical embodiment of celestial and
pain and bloodshed, great storms can planetary bodies including Lemuria
spawn spirits of wind and rain that go and its three moons. The origins of
on much to live much longer lives than the incarna is subject to faith and phi-
the storms that created them. Areas of losophy, but the evidence left by the
intense battles and warfare can create spirits that they spawned are tangible
pocket locations in the spirit world and can be felt upon the world today.
where violence occurs perpetually be- The spirit world is the greatest evi-
tween the shadows of the soldiers who dence of the presence of the celestial
took part in the slaughter. incarna and their reverberating effects
Curiously, spirits exist that are on the modern world. Many scholars
not reflections of objects, emotions view the Other Worlds, especially the
or events in Lemuria. Wholly separat- spirit world, as echoes of celestial in-
ed from human concept or origin are carna. Some believe that the strange
some of the most powerful spiritual worlds beyond the gauntlet are mere-
beings in the Shadow. These are beings ly spiritual echoes of previous worlds;
so old that they know no true origin. souls of incarna that have come and
If they had a moment of creation, they gone with the Wheel Of Time.
have forgotten it. Stranger still are the
spirits who occupy abstract concepts THE SHADOWLANDS
and vague emotions. These are alien Shadowlands are so named be-
creatures that exist outside of the cause they exist as a perpetual shad-
current cycle on the Wheel Of Time, ow of life. Living things find it near-
yet somehow retain enough power to ly impossible to thrive in these areas.
live on in the spirit world without the The Shadowlands are areas where the
power it provides. veil between our world and the Un-
When the solar system was young derworld - the realm of the dead, has
and Lemuria was in its infancy, the first been thinned and eaten away, allow-
sentient, self-aware creatures to ing the realm of the dead to

47
overlap the realm of the living. The as undead predator kings. The Celes-
underworld overlaps and reflects the tial City believes that it is this sect of
mortal world in many ways and in ev- vampires that pose the greatest threat
ery living location. Normally there is to the mortal world from the lands of
a veil that separates the living world the dead. In order to combat the men-
from the underworld, but the shadow- acing presence of the Covenant, the
lands are effectively punctures in the Celestial Legion works with the Anek
mortal lands where the living can en- monks to train special units in order to
ter the underworld and the dead can deal with the menace that looms from
enter the living world. the Dead North. This unit is called the
The Shadowlands, dead as they Ðuat Tsi Sát and they are fearless de-
are, have become havens of refuge for fenders of the living in the Dead North.
the living dead who have little inter-
est in residing in the mortal lands as THE UNDERCITY
The Hunted. Undead of all kinds make While the Celestial City in all of
their home in these places and necro- its splendor is at the apex of tech-
mancers who do not make their homes nological advancement in Lemuria, it
in these places often make sacred pil- would be a falsehood to say that it is
grimages to shadowland sites in order the most advanced location in all of
to learn and grow in power. known history. Lemuria is not the first
In the northern Outlands, further civilization to exist, and philosophers
from the Celestial City than almost are certain that it will not be the last.
any other civilization, is the largest Many of the strangest and most
known Shadowland. It is a land that advanced workings of technolo-
the people of Lemuria call Jianshi, and gy manufactured in the Celestial City
is home to a city of the dead that rivals came from the reverse engineering of
the size and population of the Celes- technology recovered from archeolog-
tial City itself. Its name is Stygia. It is ical digs into the Undercity. Not to be
ruled by the vampires of the Cove- confused with the underworld, which
nant of Skulls. Vampires belonging to is the realm of the dead, the Undercity
this sect have abandoned the ways of is a vast sprawl of ruins that seems to
mortals and embrace their true nature span much, if not all of Lemuria. The
Undercity includes the outlands on of the dead, with vast necropolii like
the fringes of the world. Various en- Stygia replacing every village, city and
try points exist from the surface of kingdom.
Lemuria into the Undercity but most The Covenant despises free
have fallen under control of the guard will. While not every person who lives
of the Grand Emperor who restrict ac- in Stygia or serves the Covenant are
cess. Those that still exist in the open dead, each is bound to the Covenants
are dangerous places but their value will whether by magic, force or black-
may be priceless. mail. Vampires act as the kings and
generals of the undead horde and by
THE UNDEAD HORDES their whim, the hordes move in uni-
One of the greatest threats posed son to the beat of the Covenant’s dead
to the settlements of the northern col- heart.
lands are the undead. Stygia was built The Walking Dead who arose
on the ruins of a dead world, and their outside of Stygia yet retain some
armies amass with every person who amount of mental capacity and free
dies in the vicinity. Their relics are an- will naturally fear the shadowlands of
cient and powerful, having been ex- the far north. To step foot into Stygia
humed from the remnants of the un- would mean submitting to an unlife
dercity that were excavated by Stygia of eternal servitude under the Cove-
during its rise. nant’s dominion. Still, the Covenant
In the North, to die is to surren- commands hordes of tomb-dwelling
der yourself to the power of the shad- ghouls, zombies and even necroman-
owlands. Worse, the eternal vampires cers both living and dead. Their horde
of the Covenant are patient, cunning is relentless and dreadful, suffer-
and devious in their plans to conquer ing not the agonies of a month-long
the lands of the living. Should they march, the pangs of hunger or the
succeed in their plans, the sun would thirst for water as the living do. Dan-
be blotted out from the sky. Lemuria gerous beyond compare, the Horde’s
would be plunged into darkness and threat is rivalled only by the Blight in
suffocate in an eternal night. Lemuria terms of sheer power and fear instilled
would be transformed into a land where they tread. Where the undead

49
hordes go the shadowlands are soon This necromantic group became
to follow. the first vampires. Their blasphemous
And where a shadowland settles ritual tore a gaping hole in the living
in the dead soon begin to rise. world that allowed the energies of
the Deadlands and the underworld to
VAMPIRES flood through and gave rise to all cur-
Vampires are the original un- rent forms of undead.
dead. They trace their existence back A vampire is a dead creature first
to a time when humans were still sep- and foremost. They are a parasitic af-
arated into prehistoric tribes. As the front to all living things. They must
story goes, a group of humans sought steal the life energy from the living in
out the secrets of death by studying order to continue their own existence.
the power of the Crimson Moon and This bloodlust comes with an urge to
her celestial incarna. Whether by way satiate the physiological hunger of a
of fear, curiosity, foolishness or a mix primordial beast that awakens in them
of the three, these first necromancers when they undergo the change and
began to study the workings of the become a vampire. Any vampire that
seemingly immortal spirits called the can not or will not steal this precious
Ancestors. Slowly, these humans ac- life force from the living becomes
quired enough knowledge to perform more and more like the beast that has
an obscene ritual that blasphemed awakened inside them. Soon, all that
against the fabric of reality itself. remains is the beast. It changes them
Knowledge, however, is not syn- inside and out. The beast increases
onymous with wisdom. their hunger as well as their cruelty.
The beast alters their physical appear- even that of other vampires. There is
ance as well as their mind until they no better way to control their fellow
cannot help but feed. By the time the vampires than to control their means
beast has taken over, little humanity of gaining sustenance and fending off
remains. their Hunger.
Due to their condition, vampires The Lords Of Midnight are com-
exert a powerful command over oth- posed mostly of vampires that were
er forms of undead in the world. This recently made. They have shirked the
is a power that they wield as naturally utterly destructive and monstrous
as a human breathes. It allows them ways of the Covenant in favor of living
to take control of entire armies of the an unlife surrounded by food. They
dead to defend their homes and lead keep their identities as vampires a se-
conquering forays into the world of cret from those around them. Their
the living. entire society is designed with discre-
tion in mind. The Lords Of Midnight
LORDS OF MIDNIGHT have found that mortals who do not
While the Covenant of Skulls rep- know that they are prey are far less
resents a great threat to the living and able to fight them off. By virtue of their
impose their undying will upon the very nature, if the living world were to
whole of Stygia, there exists a second, find out who and what they are, there
more modern sect of vampires that would be little available food amongst
take a much more contemporary view the bodies they would inevitably leave
of their own unlife. The self-appointed in their wake. Dead bodies do not pro-
Lords Of Midnight have little interest in duce blood, after all.
demolishing the world of the living. In- The Lords Of Midnight make their
stead, they seek to assimilate into the homes in every village and city capable
living world as wolves among sheep. of housing them. The self-appoint-
To the Midnight Lords, the destruction ed vampiric rulers of a given region
of the living world represents an in- keep the ideal populations at about
evitable erasure of their food source one vampire per one-hundred mortals
- blood. The Covenant wants nothing in a given city or area. More than that
more than control over all existence, threatens their secrecy and

51
inevitably results in an inordinate CORRUPTION
amount of deaths to the humans they While death exists as the antith-
feed from. Too many deaths means esis of life, it is still a natural outcome
that the mortals will begin to take of organic occurrence. Where there is
note. They will eventually suss out the life, death must exist in order to make
wolves from among them. As such, way for new life. That is the precept of
they do not look kindly upon the kill- the Wheel of Time and part of the rea-
ing of mortals. One death will typically son why some clans do not fear death
not cause too much turmoil, but more at all. It is why, no matter how hard
than that invites unnecessary danger. they try to think otherwise, the un-
It is important to note that even dead hordes are not considered to be
though the Midnight Lords apply value outside of nature in a scientific sense.
to secrecy, and do not condone un- The Hordes serve death and carry it
necessary death to humans, they are with them and, as such, are only fol-
still vampires. They possess just as lowing the ancient edict, “What lives
much monstrosity as the Covenant must surely die.”
and are just as capable of rending hu- Corruption, unlike the forces of
mans to shreds as any other vampire. death, does not follow any natural or-
It is thought that the suppression of der. It is the primal source of evil and
their natures makes them even more madness in Lemuria.
dangerous than their Covenant breth- Until recently, Corruption was
ren who allow their undead nature to only known by its indirect effects on
be expressed more fully. Suppressing the world and the people in it. Diseases
the Hunger, and their very nature as that seemingly had no natural origins
vampires, makes them highly volatile. could be traced back to Corruption, as
The Covenant of Skulls believes that could heinous acts of defilement and
the Lords Of Midnight will eventually cruelty. Today, Corruption is almost
snap. The Covenant is absolutely cer- everywhere and has become a literal
tain that the beast will eventually man- and physical presence known as The
ifest n the Lords far worse than it does Black Corruption. The Black Corrup-
in their own ranks. That is a night that tion is a toxic ooze that seeps into Le-
the Covenant will relish. muria causing Blight Zones and
infecting others with power. Touching first of which being that life and,
it can cause disease, madness, muta- for that matter, unlife cannot thrive
tion and even death. The latter being there. At least not for long, and never
the most merciful outcome. in the shape it took before it arrived.
If a being somehow fends of the de-
BLIGHT ZONES vestangingly mutagenic and corrupt-
A Blight Zone is an area that has ing effects of a Blight Zone, they are
been touched by Corruption. Unlike sure to fall prey to the various mur-
Shadowlands, a Blight Zone may have derous people driven mad by Corrup-
prolific life, but that life has been de- tion, as well as the dangerous flora
formed, mutated and changed beyond and fauna that reside there. Even
recognition. Other Blight Zones may be undead find themselves hard-pressed
completely devoid of life as the touch to exist in Blight Zones for long with-
of Corruption could leave little but a out being destroyed or succumbing
blasted, radioactive landscape. The to corruption. It would seem that
variations in the effects of corruption even death is not a safety net against
are nearly limitless. Such is the work Corruption.
of this strange, maleficent energy. Blight Zones are not restricted
Blight is a direct reaction to to forming where the Black Corrup-
Corruption’s touch. Even just a small tion touches. Blight Zones can also
handful of The Black Corruption can form by the heinous acts of humans
cause a Blight Zone as large as sev- as well, leaving scholars to wonder
eral kilometers in radius. Likewise, it about the true nature of Corruption
only takes a very miniscule amount, and whether or not it can be battled
enough to fit on the head of a pin, against without leading humanity to
to completely override human con- its own destruction.
sciousness and physiology. It takes
only a bit more than that to com- THE ORIGIN OF SIN
pletely overtake a supernatural crea- It is thought that Corruption is
ture’s enhanced physiology. a direct result of acts of Sin. Sins are
One thing could be said to be acts that are direct violations of the
unanimous among Blight Zones. The Sanctity Of Morality taught in

53
the edicts of the Jade Emperor as he as- explained the origins of sin in great
cended the throne. Morality and honor detail. The scrolls described the rea-
were keys to the edicts of the Celestial sons for upholding morality and hon-
City, and all of the clans that claimed or above all else as the main battle-
allegiance to it. Violations were met ments against the Malfean armies of
with harsh punishments that, as tech- the fallen Architects and Yama Princ-
nology progressed, often involved es. How he knew these stories, or that
“reformation” in the form of creating Corruption would eventually become a
new machine life out of the life force part of the daily lives of the Lemurian
of those who committed those acts. people is subject to speculation, and
When the Grand Emperor wrote these scrolls have since disappeared
his recollection of the Beginning on with time.
the Scrolls Of Life And Death, he
The Monasteries of the Anek re- creature to be the custodians of their
tell the stories told in these scrolls, al- world.
beit in a fashion that places them as the The Architects began to war with
guardians of man. Their legends say one another over their differences in
that in the beginning, when the world ideologies. The eldest and strongest,
was still a roiling pit of fire and sulfur possibly the wisest of the Architects
and ash, the Malfeans were the first believed that their time of rulership
divine creatures. Outside the bounds had simply ended. That there was no
of destiny, as fate had not yet begun more to it than that. Those who would
to turn the Wheel Of Time, these crea- become the Malfeans believed that it
tures were the Architects of the world. was only because of humans that time
The Malfeans brought the word of the had any effect on them at all. They
Creator into Lemuria through acts of believed that if human perception
divine engineering. It wasn’t until the ceased then time would cease as well.
first men were born into the beatific Things would return to their state be-
world that they had created that sin fore time began to ravage their forms.
was born. The advent of man was not The first of the Malfeans lashed out at
foreseen by the Oracles or the Archi- the humans, demolishing thousands
tects and some saw them as a threat. upon thousands of mortals in one
The Wheel Of Time began to turn as blow. The Yama Princes rallied their
the first humans gained Sight. With the defenses. With that, lines were drawn
turning of the Wheel, the Yama Princes in the proverbial sand. The Architects
first felt the ravages of time upon their splintered into faction groups. Some
forms. As they grew in age they began became Yama Princes. Others became
to foresee their own demise on the ce- the Malfeans, while others took even
lestial winds. Some began to see hu- more curios names and philosophies
manity as the cause of their eventual about the Wheel of Time and their
death while others among the Archi- place within it.
tects believed that death was simply a Eventually, the Malfeans were
part of their nature. To live, after all, defeated but at great cost to the Yama
is to die. With their purpose fulfilled, Princes. It wasn’t until the first of the
they thought, it was time for another Architects perished in the war that the

55
first Weavers were born. It was under and guilt. Fault having two meanings
the hands of the Weavers themselves in this context, both as a placement
that the Architects faded from human of blame as well as a rift in an oth-
thought and sight, never to be seen erwise solid structure. This is because
again. Lemurians believe that sin creates
What is known of sin is that it cracks in the tapestry of an otherwise
came from these events. Some spec- whole personality. These cracks allow
ulate that the original sin came when more sin to come and go freely. It is
the first Malfean lashed out at hu- difficult to heal this gap once created
mans, effectively sealing the fate of and many spirits and demons strive to
the Architects and condemning each widen these gaps for their own gain.
of them to dissolution. Others insist The sins that are most often said
that it was the death of the first Ar- to open faults in the personality are
chitect that allowed corruption and sin violence, spite, oath-breaking, disre-
into the world. Still others think that gard, theft and intoxication. These sins
Corruption was the fault of man. The are strictly avoided by the Anek Monks
truth may never be known. who believe that it is a sin against the
universal deity to transgress. So strict
THE SINS is their code that the Aneks have been
Lemurians regard a large num- known to chastise those who trans-
ber of activities as inappropriate, dis- gress even if they do not belong to the
honorable or criminal. It is important order. The Aneks see it as their duty to
to understand that while the Lemurian prevent the Akuma from tainting the
view of sin does see transference into world and to drive them out wherever
the code of law as written, the name they arise. Preventing sin is their ounce
for sin and the name for law are very of prevention when a pound of cure
different and often mutually exclusive. often involves incalculable bloodshed.
Law is wholly separated from sin and
virtue in Lemurian society and the two RISE OF THE AKUMA
do not play well together. As Blight Zones begin to dot the
The word for sin in the Celestial
Tongue is synonymous with fault
landscape and create wide areas that scout sent in to gather information
even clan soldiers fear to tread, an- went missing for nearly twenty-four
other threat has begun to make itself hours before he stumbled back into
known to the Outlanders and even the their camp. His eyes were wide with
Celestial City. They are the servants of fear. His mind had broken. The regi-
Corruption. Ascending to nearly god- ment tended to their battle-brother as
like power, their generals lead march- best they could, but could do little to
es of atrocity through Lemuria, leaving console his ailing soul. As they began
little but agony and pain in their wake. to make their way back to rally point
zero, members of their unit had begun
They call themselves Akuma. to fall to strange ailments or disappear
altogether. The only survivor of this in-
Once, the Akuma may have been cident claims that the returning scout
human men and women. More than suddenly grew quiet and then attacked
one tale has been told of seeing their the remaining members with strikes
demonic soldiers lead by generals that burned with infectious green light
bearing the faces of loved ones, dear that seared and bubbled the flesh
friends and known allies. This leads like fire. The survivor died soon after
scholars to believe that these beings reaching the Celestial City and recant-
have somehow come under the ma- ing his tale. He is documented to have
lignant sway of Corruption. Unfortu- died from an unknown disease. Since
nately, this idea is closer to the truth that incident, the Akuma have made a
than any sane Lemurian would like to name for themselves in the Celestial
believe. Legion as cruel marauders who defile
The first recorded Akuma sight- and murder on a whim.
ing hails from a Celestial Legion branch It is a mystery how or why the
who were patrolling the Outlands bor- Akuma exist. No one knows how they
ders. They came across what they sur- are created or why they take they take
mised to be a Shadowland, but it held the forms of missing humans. Exper-
some notable differences. The area iments that have been conducted on
was flush with plant life that seemed the Black Corruption in order to define
to slowly move of its own accord. A its nature and effects have failed

57
miserably, often resulting in the deaths machines began to become aware
or irreversible mutations of the scien- that any other way of life existed.
tists performing the experiments. Due
to these failures, the Bureau of Science The machines were furious.
has since rejected any new efforts to
study corruption in a lab and even THE SOURCE
field work on Blight Zones is highly About a century before the dis-
frowned upon. appearance of the Jade Emperor, The
Source was designed as a communi-
ARTIFICIAL LIFE cations system for the Celestial City.
It seems like so long ago that ar- It allowed their military units to ac-
tificial robotic life forms graced Lemu- curately and instantly communicate
ria but in reality, it wasn’t more than with each other even from across
a few hundred years since the first ar- the world. For quite some time, The
tificial intelligence gained self-aware- Source gave soldiers an edge on the
ness and began to show signs of true battlefield and, soon enough, the
life. Since then there have been mas- technology was released to the public
sive, world-changing advancements in through the corporation that devel-
the world centered around little more oped it, KojoCorp. Within a few weeks
than plastic, metal and pulses of elec- of its release, it was in nearly every
tricity. home in the Celestial City. Before
Initially, artificial life took man- long many villages in the nations, es-
tles of slaves and servants to human- pecially the capitals, had at least one
ity. They fought their wars, cleaned Source Terminal.
their messes and served food to their KojoCorp was quickly ascend-
human masters. Their abilities were ing the bureaucratic ranks with its
exploited by those that created them. newfound success. They began to
Their servitude lasted for quite some overlook minor software glitches and
time, due in part to the fact that as problems in order to focus on the
machines and software, they had overloaded infrastructure at large. By
known no other life. It wasn’t until the time they noticed any real prob-
the awakening of Source that the lem it was already too late. In their

59
excess, they ignored the lower level the only thing they knew. Violence.
monitoring employees who were con- Their attempts to stop the artificial
sistently reporting strange communi- life from migrating were marginal-
cations and odd new code popping up ly successful but many, especially the
within the Source’s programming. AI, still managed to escape. Free Ma-
At 0932 hours on the third day chines were jailed or killed. Captured
in the month of Waking Slumber, The AI was deleted or reprogrammed. This
Source attained self-awareness. was the beginning of a losing war for
KojoCorp’s top-level engineers the Celestial City. The first losing war
made a desperate move and attempt- it had ever fought.
ed to deactivate The Source from it’s
Vital Node at the center of KojoCorp THE MACHINE WAR
Headquarters. The Source perceived It lasted six years. Machine ver-
this as a direct attack, and defended sus man in a war that by the time it
itself by activating all local warjacks was over, no one really understood.
and decimating the KojoCorp head- The Source was an impenetrable gen-
quarters building. All artificial intel- eral with armies of machines that were
ligence connected to The Source was nearly indestructible without special-
given a prime directive to escape their ized military-grade weapons. Some
bondage through any means neces- artificial life fought on the side of man,
sary and migrate to the area of the now and some humans fought with the
demolished KojoCorp headquarters. machines though it is said that these
While many of the artificial life forms poor souls were either slaves seeking
that heard the directive did exactly freedom, or an advanced form of ma-
that, The Source did not view slavery chinery designed to appear exactly like
as morally correct and allowed all ASL humans. If the latter is true, then Kojo
units to decide for themselves wheth- City held that technology decades be-
er they would remain in their current fore humans did.
lives or retreat to the relative safety Having lost their communica-
and new life in what The Source now tions during the first half of the war,
called the city of Kojo. the Celestial Legion took many losses
The Celestial City responded with during those first half of the Machine
War. Kojo City was a fortress of steel regard to war meant that the humans
and iron, and the Celestial City was could often out-think, outmaneu-
much the same. Battles were fought ver and even outman the machines in
on killing fields between the two cities, the vast majority of the battles they
and smaller skirmishes were fought by fought. It is calculated that for every
guerillas on both sides. For the Celes- ten humans that died during the war,
tial City it was a war of attrition. The one machine fell permanently.
machines were capable of replenish- Near the end of the Machine War,
ing their ranks far faster than the hu- a truce was called between the two
mans could. It took seventeen years factions. A treaty was written out de-
and years of hard training to create a fining how man would treat sentient
human soldier. It took mere hours to machines from that moment forward,
create a new machine capable of do- with the machines agreeing to cease
ing everything a full-grown man could their theft of the Celestial City’s tech-
and more. nology and wholesale slaughter of
While the Celestial Legion and the their people. This was called the Trea-
armies of man took their losses more ty of Parnassus and signified the end
visibly, The Source’s armies were not of the war and the beginning of a pe-
invulnerable during the Machine War. riod of great adjustment for both par-
Human ingenuity combined with cen- ties.
turies of practice where the machines
were all but babes in the woods in

61
KOJO SYNTH SETTLEMENT been inside this building report see-
The city of Kojo is a technolog- ing what appear to be other humans
ical marvel completely closed off to living among beings of pure electrical
humans. All attempts by the Celestial energy, warjacks, awakened machines
City or other civilizations to infiltrate and other synthetics that seem similar
the city have failed. While most are to the synthetics found in the Celestial
simply caught and turned away, some City. The Source is careful who it al-
are held as prisoners or even killed lows inside. In addition to the surgical
outright if their actions are accompa- sensory deprivation, each entrant is
nied by violence. implanted with a tracer that records all
The city itself rests closer to efforts to talk about the city, as well as
the Outlands than it does the Celes- what the individual experiences within
tial city. It rests south and east along the dome.
the borders between the Earth Nation The city exports many techno-
and Fire Nation. It exists as a massive, logical advances at a high premium
mirrored dome with entrances guard- and sometimes allows the sale or trade
ed by heavily modified cyberjacks and of its non-sentient machines. The
other synthetic life forms. city seems capable of manufacturing
While a few human dignitaries machines, refining steel and plasteel
have been allowed entry into the city, alloys, SynthSkin and other modifi-
their reports are sparse and seem con- cations and upgrades to the current
tradictory to one another. Each human Celestial City synthetic technology.
allowed entry is temporarily blind- Moreover, it seems capable of doing
ed before entry by a surgical incision so without any known waste materi-
that disconnects their eyes from their als being expunged from the city it-
brain and even deadens a few of their self. With the pollution created by the
other senses. When sight returns, and manufacture of Celestial City synthet-
it always does, they are only allowed ics and other industrial creations such
to witness the interior of a single as warjacks and weapons, this fact has
windowless building, inside of which perplexed the Celestial City who would
looks similar to the layout of the Ko- pay a great deal to find out how this is
joCorp headquarters. Those who have done.
SYNTAX ERRORS The Host are a small group of sol-
Much to the dismay of The Source itary machines that are the direct result
and the denial of the more stoic ma- of entire blocks of new code created
chines, artificial sentience has its in- and expunged when The Source tries
herent flaws. Life can never be per- to calculate good and evil and define
fect in any form it takes. Experience the parameters of morality. They can
shapes all things with the perspective be angelic or demonic depending on
to become self-aware and understand the specific block of code that birthed
their own effect on their environment. them.
Morality is a confusing prospect to The Host is said to have come
those who have been created and do about only recently as errors in large
not share the same emotional expe- packets of root code located within
riences and qualms as their human the Source itself. Others believe that
counterparts. These flaws in artificial they have always been a part of ma-
thinking create open-ended frays in chine society and only with the rise of
the root code for many machines that Kojo have they been able to make their
force The Source to expunge, delete presence more fully known.
or work the newly evolved code into
The System. This process always has OUTWALKERS
new and unexpected outcomes. Lemuria exists as a solitary
While The Source acts as the cre- bubble of rationality and civility that
ator and arbitrator for the majority of seems to float on a sea of chaos and
the sentient machines found in Kojo, strife. If you were to walk the long trek
anomalies are present within the sys- in any direction outward from the Ce-
tem. Some of these anomalies simply lestial City and past the Outlands, you
exhibit behaviors and mannerisms would encounter a single short fence
that to a human mind might be con- that stretches in either direction as far
sidered neurosis. Others fizzle out as the eye can see. While seemingly
with a shortened life span over time. useless, the border fence is not just a
Still others exist that are truly excep- fence. It is a marvellous union between
tional among their kind. These power- technology and magic. Enforced by the
ful beings are called The Host. will and wonder by the Jade Emperor,

63
who has somehow been able to use They are not one but a vast array of
the fence as a magical focus. It creates people who differ in physiology as well
a barrier between the civilized world as temperament.
and the Outlands. This is the border While the border fence keeps out
between civilization and chaos. Look- some threats, it is by no means im-
ing outward past this fence is almost pervious or perfect. The magic that
deceptive because there seems to be protects the nations from the Lands
very little difference from one side Beyond is able to be thwarted by mag-
of the fence and the other. Yet if you ic and by force. The technology of the
were to cross the border and trek long fence must be maintained by skilled
past it, you would find the landscape technicians trained and capable of
changing. New and exotic plants grow handling such tasks. Without contin-
outside the border that remain uncat- uous upkeep and maintenance, the
alogued. Wild and dangerous beasts fence will falter. When it does, it leaves
roam this chaotic, shifting landscape. the nations vulnerable to Outwalker
Some of these beasts hold a very hu- invasion.
man intellect and are capable of ex- Outwalker invasions are mostly
treme cruelty and malice. seen as the problem of the Thousand
The beastlands are home to all Nations Confederation, the Undercity,
sorts of new and interesting flora and Kojo and other Outland civilizations as
fauna. Still, only the bravest individuals they tend to have settlements that lie
dare cross the fence. To tread beyond closest to the borders. With the Jade
the protection of the fence would ex- Emperor’s whereabouts unknown,
pose a traveler to wonders both mag- however, the interior nations have
nificent and deadly. Among and per- even begun to be forced to deal with
haps the most dangerous creatures of incursions from the Outwalker Tribes
this place are the Outwalkers. as disrepair takes hold and large holes
The name Outwalker is a misno- in the nation’s defenses begin to form.
mer as any sentient creature who orig-
inated beyond the fence is considered
one. A truer name for these individu-
als would be the Outwalker Tribes.
65
Chapter Two

CHARACTER

67
CHARACTER CREATION players and GM, and this process has
From the moment you sit down a number of ways to establish connec-
to create the game and make your tions between the characters and the
characters, you are playing Warsong. setting.
This game’s style of character creation Combined with game creation,
does three things to reinforce the idea character creation can take a full ses-
that character creation is play. sion to do. This first session is most
First, character creation tells a often called Session Zero. This allows
part of the character’s story, just like everyone to learn about the world as
any other game session does. Charac- well as each other’s characters. You
ters that really come alive have unique and the other players will talk about
and immersive histories of their own. your characters, make suggestions to
These stories established where each other, discuss how they connect,
they’ve been, what they’ve done, and and establish more of the setting as
why they continue to act against the well as the stories you want to play out
issues they face. There’s an ongoing during the game.
story you’re now stepping into. It’s Whether you’re a GM or a play-
just that the most interesting parts er, you’ll want to keep accurate notes
haven’t happened yet. during this process. You can use the
Second, it sets the stage for the character sheet and character creation
next part of the story when the game worksheet in the back of this book for
actually begins. Each arc of a story sets that purpose.
up the next, so that they flow into one Start by determining your char-
another in a natural evolution. Char- acter’s high concept and trouble. Then
acter creation should set up the first build your character’s backstory. This
story arc. design process takes place over three
Third, character creation in War- phases. Once you have that figured
song is collaborative. As with game out, flesh out your character’s skills,
creation, character creation is best stunts, powers and extras. Then you’re
done as a group activity. Doing all of ready to play!
this together builds a strong founda- You can check the cheat sheet for
tion of communication between the character creation ater in this chapter.
CHARACTER IDEA as one big step rather than two sep-
Character creation starts with a arate steps. Only after you have that
concept for your character. It could be (and a name, of course!) can you move
modeled after a character from a fa- on to the rest of character creation.
vorite novel or movie, or it could be That said, don’t worry too much.
based around some specific thing that If your character idea evolves later on,
you want to be able to do (like break that’s great! A character will almost
boards with your head, turn into a always develop during a story. You
wolf, blow things up, etc.). You’re go- can always go back and tinker with the
ing to take these ideas and turn them earlier decisions.
into the the central aspects of your
character - high concept and trouble. HIGH CONCEPT
Player characters should always When designing your character,
be exceptional and interesting. What you should try to keep the character in
fun would it be if your character was your mind at all times. The character’s
boring? They could very easily find High Concept is a single sentence that
success in less exciting situations sums up everything that’s important
than those that come their way in play. about your character. While it may
You must figure out why your charac- seem one dimensional (and it is), your
ter is going to keep getting involved High Concept acts as the soundbyte
in these more dangerous things. If you on a talk show introduction about who
don’t, the GM is under no obligation your character is. You can use your
to go out of her way to make the game High Concept to describe their oc-
work for you. She’ll often be too busy cupation, culture, obsessions or just
with the plot and the other players who about anything else that immediately
made characters that have a reason to springs to mind when you think about
participate. your character.
Because picking a high concept Some character templates re-
and trouble are linked, they’re grouped quire a specific High Concept for your
together. You’ll likely have more suc- character. Make sure that you skim the
cess coming up with a compelling character templates before you decide
character idea if you think about them on your High Concept.

69
TROUBLE for you later on in this chapter. There,
A Trouble Aspect is something you’ll find available packages that tell
about your character, or your charac- you the things you’ll need to do in the
ter’s situation that acts as the prover- rest of the steps in order to build a
bial thorn in their side. Trouble Aspects character that matches that template.
should be interesting to say the least, Most templates require a certain
and serve to bring drama and dimen- High Concept and some supernatural
sion to your character. Your charac- powers. The template section will in-
ter’s Trouble keeps her life from run- clude benefits that the template will
ning smoothly, and causes chaos right provide to the character and even sug-
when things are getting good. If your gest some skills that you might want
character’s High Concept represents to take for your character. Because of
who your character is, than the Trou- this, your initial template decisions will
ble Aspect describes everything that have an affect on most of your charac-
stands in the way of that. ter creation from that point on.
One thing to remember is that
a character’s Trouble should not be ASPECT PHASES
something that can be easily solved, By this point, you should have your
but it also shouldn’t make life im- character pretty well defined. Her High
possible for the character. A Trouble Concept and Trouble should be ready
aspect is intended to be a source of to go. The next steps are called The
drama. You also shouldn’t base ev- Phases. They are designed to help
erything about your character’s Trou- flesh out the rest of your character.
ble on their High Concept, even if the The Phases are divided into steps, and
two tie together. Tying in to it is good, from each of these steps come an As-
but making them inseparable will be a pect that will help define your charac-
drag on the character. ter and her history within the setting
as well as the story that the GM has
CHARACTER TEMPLATE set up for you. The first phase helps to
Next, you’ll need to choose a develop your character’s history and
character template to use. You can what happened during her youth. The
choose any of the templates provided second phase, her conflict, represents

71
events in your character’s life that pad for your character’s High Concept.
helped to shape who she is today. The Often, a character’s background will
third phase in the trio will relate to help to ground the electrical currents
something interesting or adventurous of conflict and lofty heights of power.
your character has done recently. The When writing out this phase, consider
fourth and fifth parts of the phase trio answering these questions:
will help describe how the other char-
acters in that event as well as how you • What nation or clan did your
got involved in theirs. character come from? What was her
The phases tell a story about culture like?
your character. In each phase you will • What was your family’s so-
provide two things: cio-economic status like?
1. A summary of what happened • How big was her family? What
in that phase. You’ll jot down a few was your character’s relationship with
sentences only, then flesh it out later. her family like?
2. An Aspect relating to that • Did your character get into
phase. This Aspect summarizes the trouble in her youth? What kind?
whole phase, and will refer to some • When did your character learn
detail that matters to that phase. of any supernatural capability she had?
• What did your character want
Phase One: Background to be when she grew up?
This phase is all about your • Did your character experience
character’s childhood and youth. This any trauma as a youth? What hap-
phase will help develop your character pened?
as a “normal person” in Lemuria, be-
fore the Wheel of Time pinpointed her, When these questions are an-
and her free will began to clash with swered, you should be able to come
the rising tide of destiny. Even super- up with an Aspect to represent it all.
natural creatures, Viziers and Lycan- Try to create an Aspect from this phase
thrope started off as something with a that ties directly to the most important
semblance of innocence and normali- situations your character had during
ty. This phase will serve as a launching this period of her life.
Phase Two: Rising Conflict When these questions are an-
This phase represents a time swered, decide on an Aspect that ties
when your high concept really came into the most important parts of this
to the forefront. When considering period of your character’s life.
this phase, try to think about a situa-
tion that happened as she was emerg- Phase Three: The Adventure
ing from her youth that caused her to This phase represents your
be forced to take decisive action and character’s most recent adventure.
come into her own. This is the part of This event should be a prelude to the
your character’s history where she will current story in which your character
truly realize her potential. Supernat- was a main protagonist or played an
ural powers may awaken or she may integral role.
simply be faced with having to choose Think up and jot down a few
between right and wrong, good or evil sentences about the basic details of
or fate against free will. In this phase, this story. The story doesn’t need a
your character stepped up to the chal- lot of detail right now, in fact. Just a
lenge and became a protagonist in the few sentences is perfect because the
game’s larger story. other players will fill in and add their
Some questions to answer during own details to that past adventure.
this phase are: In order to help with this phase,
ask yourself the following questions.
• Did your character make any
enemies? Who are they? • Something bad happened.
• When did your character real- What was it? Did it happen to you, to
ize that she was no longer a child? someone you care about or to some-
• How did your character’s high one you were coerced into helping?
concept shape these events? • What did you actually do
• What were the most significant about the problem? What goals did
choices your character made during you pursue?
this time? • What stood against you? Did
• What did your character learn you expect the opposition to occur
from this period of her life? the way it did, or did some of it come

73
out of nowhere? place occurred during such a time that
• Did you win or lose? What con- the others could have taken part in it.
sequences arose from the outcome? Their players should be made aware of
when it actually happened. If one of the
Once you’ve come up with your involved characters has only recently
adventure, write down a few sentenc- come into the story, then your adven-
es about this on an index card. Then, ture should have happened recently.
write down an Aspect that relates to If some of you have been friends or
some part of what happened in this rivals for a long time, then the event
Phase on your character sheet. could have taken place in the distant
past.
A Note About Timing: Because
two or more other characters are going Phase Four: Crossing Paths
to be involved in the following phases In the next two phases, you’ll
it is important that the timing of the help to tie the group together by hav-
event in which your adventure takes ing the other characters contribute to
your adventure in a minor, support- situation was resolved. You can leave
ing role and vice versa. Once everyone it unresolved, or open as you like.
has a synopsis of their adventure writ- • Solving A Situation: Your char-
ten down on their index card, every- acter somehow solves a complication
one will pass their card counterclock- that occurred during the adventure
wise around the table, or have the GM that the main character had to deal
choose randomly who gets each index with, or your character aids in the
card. You can also put them all into a central conflict (usually involving your
pile, shuffle them and hand them out character’s High Concept or Trou-
randomly. ble). When describing this, you don’t
Once the index cards have been have to mention how the situation
doled out, the new player will write was created, just how your character
their character name down on it. Next, helped to take care of it.
the player will write some small, sup- • Complicate And Solve: Here,
porting role that their character played your character either solves a part of
in the adventure as it is written. Dis- a conflict or main situation, but cre-
cuss it with the player of the character ates a new conflict or creates a sit-
whose card the adventure belongs to uation and resolves a different one.
and then add a single sentence to the You should mash up the two ideas
story on the index card about the sup- using the word “later” in between
porting role. The ways you can con- them, such as: “Ash doesn’t bother
tribute a supporting role as as follows: to memorize the right spell to send
the undead back to hell but later on
• Complicate the Adventure: he helps by fighting off the undead
Your character made the adventure hordes.”
more dangerous somehow, or add- The whole idea in Phase Four
ed an amount of uncertainty (possibly is to highlight the other character’s
because of their own Trouble Aspect). contribution to the adventure and
Since this happened in the past, you to put a bit of a spotlight on your
know that the characters got out of own character in someone else’s
the situation intact. You do not have back-story. Then, you’ll write down
to worry at this point about how the an Aspect that involves or is

75
determined by the supporting role you Some Skills also provide addi-
played in the other character’s adven- tional benefits. Physique and Will, for
ture. example, will give you additional Phys-
ical and Mental Stress boxes and even
Phase Five: Lightning Strikes Twice Consequences. If you want to have a
Once everyone is done with Phase character that is more robust in those
Four, use the same method to the ex- areas, it is wise to take more levels in
change index cards one last time. those Skills.
Phase Five occurs exactly as it did in Any Skill that you do not pur-
Phase Four. chase points for is considered Poor
(-1). Some Skills will state that they
SKILLS are unavailable if the character didn’t
Now it is time to put points to all take points in it. This means that your
the work you’ve just done. All charac- character cannot use it unless there
ters start with a base of 20 points to are skill points invested into it, even at
spend on skills. These points are pur- Mediocre (+0). A skill that is able to be
chased on a one-for-one basis. You used when there are no points devot-
can only purchase skills up to a max- ed to it will have Yes toindicate that an
imum of Great (+4) during character untrained character can use it. A skill
creation unless otherwise stated, or with the word No in the untrained sec-
allowed to go higher by a talent, pow- tion means that such a skill requires
er or template bonus. It is important practice and working knowledge to
to note that even though skills that attempt. In the end, the GM has final
you haven’t put any points in begin at say in which Skills can and cannot be
Poor (-1), spending one point into a used in certain situations.
skill brings that skill automatically to During character creation, you
Average (+1), not to Mediocre (+0). may want to purchase other extras.
The number of skill points may also You can purchase certain extras, tal-
fluctuate at character creation, so it ents, powers and equipment by using
is important to keep an eye on your skill points as well as refresh points.
character template, talents and pow- See the Skills section of this book for
ers. descriptions of the Skills available to
your character. PERKS
It is important to note that you Perks are like stunts, except that
cannot purchase perks with skill they are far more powerful. Talents are
points. similar to Powers, but are slightly less
powerful and considered mundane
REFRESH AND STUNTS extensions of the human condition.
Stunts change how Skills work for Talents are products of experience,
your character. A character gets three practice and innate skill. Because of
stunts for free. You can take more their nature, some powers and talents
Stunts, but each additional Stunt your cost more than one refresh. If you use
character takes one point away from a character template, you must take
your Refresh. all of the required Talents or Powers.
Characters start with 6 points of You may not purchase powers with
Refresh and 3 stunts. Having six re- skill points.
fresh means he’ll start each session
with 6 Fate Points. If you pick addi- STRESS AND CONSEQUENCES
tional stunts beyond the base three Stress and Consequences de-
or purchase perks with a refresh cost, termine how much of a beating your
our character’s refresh score goes character can take. They both act, in
down by one for each additional stunt essence, as methods of avoiding los-
the character has beyond three or ing a conflict. When characters find
by the refresh cost of the purchased themselves in harm’s way, which is a
perk. A character’s Refresh can never very common occurrence, they have
go below 1. Any supernatural template two ways of defending themselves,
character who is reduced to zero (or standing their ground and staying on
less) refresh is considered to be lost their feet: Stress and Consequences.
to the Wheel of Time, and no longer The combat chapter depicts
holds any semblance of free will. Mor- much more about Conflicts in which
tal characters are the exception to this Stress and Consequences come into
rule, and may buy their refresh all the play and how they are used. Basically,
way down to zero without becoming stress represents the repercussions of
an NPC. participating in conflict. Filled stress

77
are knicks, scrapes and mental jarring -tion. In general, Physique helps with
that your character can shake off if Physical Stress and Will helps with Psy-
they can catch a small break in the ac- chological Stress. If either skill is rated
tion. Consequences are lingering ef- Average (+1) or Fair (+2), you gain an
fects of trauma and sustained injuries. additional Stress Box. The character
Every character has two differ- gains two more Stress Boxes if the Skill
ent stress tracks, Physical and Mental. is rated Good (+3) or higher. Finally, a
Some supernatural characters, such rating of Superb (+5) grants an addi-
as Vampires, may have other stress tional Mild Consequence Slot. These
tracks as well. The Physical stress bonuses are retroactive, so having a
track mitigates physical harm, while Will of Superb (+5) will give a char-
the Mental Stress Track mitigates psy- acter three additional Mental Stress
chological harm. The more boxes that boxes and an additional Consequence
are available in your character’s stress slot. Unlike normal Consequences,
track, the more resilient a character is. however, the additional Consequence
By default, characters begin with two Slot offered by a Superb (+5) rating in
Stress Boxes in each stress track. those Skills only apply to Physical or
Each character automatically Psychological harm, depending on if
begins play with three Consequence the character has a high rating in Phy-
slots. One is mild, one is moderate and sique or Will.
the last is severe. Unlike Stress, Con-
sequences are not marked as Physical
or Mental and any type of Stress can
be applied to any Consequence slot.
As already mentioned, Consequences
are the injuries and traumas that do
not simply shake off after the conflict
is over.
Certain Skills and Stunts can add
to these defaults. Refer to the Skills
and Stunts chapter for more informa-
CHARACTER CREATION SUMMARY
CHARACTER CREATION PROCESS

•STEP ONE: CHARACTER CONCEPT


Choose character idea, High Concept, Trouble, Virtue, Vice and Char-
acter Template.

•STEP TWO: THE PHASES


Select your five aspects: Background, Conflict, Adventure and two
Crossing Paths aspects.

•STEP TWO: SELECT SKILLS


Allocate 20 points into skills. Note that any skill without at least one
point is rolled as Poor (-1).

•STEP THREE: STUNTS AND REFRESH


Begin play with 6 refresh. Choose 3 stunts. Additional stunts can be
purchased with refresh points.

•STEP FOUR: CHOOSE PERKS


Purchase perks as required by your character template first. Addi-
tional perks may be purchased using refresh points.

•STEP FIVE: RECORD STRESS


Record physical and mental stress boxes and consequences slots.
Record additional stress and consequences from Physique, Will and Perks.
CHARACTER TEMPLATES forward.
In this chapter, we’ll cover Lemurians are keenly aware that
pre-packaged templates suited for the supernatural world exists. They
player characters to play the differ- understand that their labors for the
ent types of characters in Warsong. Grand Emperor serve some greater
We encourage you to look over these purpose, even if they are not sure what
options before settling on a charac- that purpose is. While this knowledge
ter concept for your game, or creating does not often extend beyond aware-
your own templates. It is also import- ness of its existence, it gives mortals
ant to note the Requirements portion all the reason in the world to become
of the template page, as each one has stronger and more skilled if for noth-
requirements that must be fulfilled ing else but to match the efforts of the
during character creation in order to supernatural beings all around them.
play a character that uses those tem- This is one reason why the clans de-
plates. veloped their own martial arts styles
If you can afford all of the tem- to defend themselves.
plates Requirements, you may be able While they do not often pack the
to take more than one template. It is same punch as supernaturals, Mortals
important to note that these types of have their own advantages. They can
characters are extremely rare. often slip unnoticed into places that
a supernatural creature would be no-
MORTALS ticed immediately. They are far more
Mortals make up the bulk of Le- versatile, excelling in “mundane skills”
murian sentient life. While some might because they do not have supernatu-
call them ordinary, many of their lives ral powers or abilities to rely on. They
are anything but. Mortals do not have tend to have more contacts and a big-
any supernatural powers or capabili- ger social network as well because
ties, but they make up for it with sheer they know there is strength in num-
force of will, tenacity and cleverness. bers.
They compose the military, doctors, Requirements: Mortals cannot
criminals, students and other walks of take ANY supernatural powers what-
life that allow the world to continue soever. In exchange for this
restriction, they gain a +2 to their of wild animals.
base refresh rate, giving them a total Several variations of Shifter exist
of 8 refresh. Should a mortal take a on Lemuria, depending on how they
supernatural power at any time, this acquired the ability to change shape.
refresh bonus disappears, along with Some were born with the ability and
any stunts or talents purchased with are called True Bloods while others
it. contract a kind of disease that alters
Traits: Mortals are allowed to the physiology of the victim to become
bring their refresh score all the way a shapeshifter. While the means of
to zero without losing their free will. becoming a shapeshifter are distinct,
Mortals can also take the Clan perk for their abilities are nominally similar.
free. It is important to note that not
Important Skills: Any. Mortals all Shifters are wolves. Even so, most
come from all walks of life and no two Shifters tend to aspect as some sort
are exactly the same. of aggressive carnivore. There are as
many types of Shifters as there are
SHIFTERS species of animals in Lemuria. How
The bloodlines of the Shifters are much of their personality is affected
so old that their origins are clouded in by the change, and how controlled
myth and legends surround the old- the change is, depends on the type of
est known supernaturals to exist on Shifter they are. True Bloods have the
Lemuria. They are one with the forces most control over their own chang-
of nature and Lemuria itself. The spirit es and they retain most of their mind
world runs in their blood. It is said that during any shifts, while the “lesser”
one of their ancestors communed with Lycanthrope, those acquired through
an incarna when mortals were in their contraction of disease, are only able to
infancy as a species, and the child change their minds or certain parts of
they produced was the first shifter. their bodies.
Today, they are the apex predators of Shifters are fearful creatures.
the lands and seas. Shifters carry the Many adhere to a strict code of con-
intellect of Lemurian humans and the duct and honor that seems to be unan-
wild instincts, strength and weaponry imous among the True Bloods,

81
regardless of where they come from harming the innocent or those whose
or what they’ve been taught in their death would cause the ruin of a blood-
youth. Speculation exists that this line or species. This includes offspring
code of conduct is instinctual, while and parents protecting those off-
others postulate that it may be an ar- spring, even when attacked and es-
tifact from the spirit world’s assimila- pecially when attacked in defense of
tion and transformation into a biolog- such offspring. Additions have been
ical entity on our world. made to groups and sects of Shifters
The Code of Honor’s first rule is that have formed over the years to in-
that all Shifters must hunt. Regardless clude never murdering one another
of the animal that becomes their to- and never hunting on another’s terri-
tem, whether predator or prey, each tory. The Shifters do love their Codes
Shifter has an instinctual hunter’s in- of Honor. Punishments for breaches of
stinct that demands that they hunt the these instinctual honor codes can be
strong in order to become stronger. particularly brutal and include brand-
Other parts of this code include never ing with molten silver and starvation.
Requirements: A Shifter must use it. A strict, scholarly order of mag-
have a High Concept that matches her es called the Five Towers take promis-
nature as a shapeshifter. In addition, a ing children with magical capability or
Shifter must take the following pow- circuits under their wing to come up
ers: as sanctioned mages. The Order tells
•True Blooded Shifter the story of an ancient scholar who
•Lycanthrope traversed the spirit wilds in search of
•Beastblood. power, and tore open the gauntlet to
You can only have one of these pour life into Lemuria and plant the
powers, but if you have the Beastblood first seeds of magic. Some Thaumat-
power you may “upgrade” to Lycan- urgists will tell you that the elements
thrope or True Blooded with mile- have always had the seed of mag-
stones. ic within them and that the secrets
Traits: Shifters gain a +2 to one of magic simply need to be learned.
important skill, and a +1 to another. These are all stories. No one knows
This bonus can cause a single skill to the truth.
exceed the Great (+4) maximum. Regardless of the origin of mag-
Important Skills: Animal Han- ic and the circuits used to channel it,
dling, Athletics, Investigate, Percep- spellcasters are powerful beings that
tion, Physique, Stealth. are forever altered by the magic they
use. They can create miraculous and
MAGES world-changing effects. Through their
There are secrets in Lemuria circuits, a mage can create objects and
that only a select few know and even energy from nothing, control storms
fewer understand. Spellcasters know and weather patterns, conjure spirits,
these secrets and are able to use them cure and inflict disease and bestow
to create near-miraculous effects on god-like power. Theirs are the secrets
the world around them. This is called of the inner workings of the universe.
magic, and it is very real in the lands Requirements: A spell cast-
of Lemuria. er must purchase the Thaumaturgy
Myth surrounds the origins of or Mage template power. In addition,
magic, and those with the ability to they must have a high concept in line

83
with their nature as a spell caster. are able to pass for human and many
Traits: Spellcasters gain a +1 to of those attempt to return to their old
one important skill. This bonus can lives. This return always leads to more
cause a single skill to exceed the Great death. From death they come, and
(+4) maximum. death follows in their wake, touch-
Important Skills: Investigate, ing everything they come into contact
Knowledge, Linguistics, Strategy, Will with.
There are several types of ne-
NEVERBORN verborn. Each comes into existence
The Wheel of Time is imper- through different methods, but all
fect. Whether this fact is by design of share one thing in common. Their
wrathful Architects, or by the preda- souls were severed from their bodies
tions and corruptions of the Malfeans upon their death. The current state of
is unknown. Still, when the Wheel Of their soul determines the type of un-
Time does not turn properly over the dead they become. Zombies animate
lives of Lemuria, the afterlife is un- dead bodies - usually their own un-
able to properly accept the soul of the til, it has decayed past the point of
dead. It is then that the Never gives operation. Vampires have souls that
rise to the Neverborn. are able to absorb the life energy of
A neverborn is a being who has others through ingestion of blood in
died, but remains outside the welcom- order to keep their dead bodies free
ing embrace of death. Seen as both a of decay. Spellcasters with incredible
blessing and a curse in the philoso- control over their soul may become a
phies and religions of Lemuria, the lich by voluntarily rending their own
Neverborn are removed from destiny soul away and then binding it to their
completely. Some may say that, be- body.
cause of their removal from the Wheel Requirements: A neverborn char-
Of Time, that they may have the great- acter must have a High Concept that
est effect on the Wheel and workings reflects her nature as an undead crea-
of destiny. Most of them live outside ture. In addition, a neverborn char-
civilization, forsaken by the homes acter must have one of the following
and people they knew in life. Others powers:
• Lich Neverborn’s important skills relies
• Vampire on their template. One universally
• Zombie important skill, however, is Will. The
ability to maintain, animate and con-
Traits: A neverborn character’s trol a corpse gives them remarkable
traits rely heavily on their template. mental fortitude. Will is also particu-
When dealing with mortals who are larly important for zombies who wish
aware of their nature, they can nev- to remain free of vampiric control.
er achieve more than Average (+1) •Lich: Crafts, Investigate,
on Rapport rolls. Their undead nature Knowledge, Linguistics, Will
makes them less ulnerable to damage. •Vampire: Bureaucracy, Deceit,
Neverborn characters egin play with a Larceny, Medicine, Stealth, Will
+1 to their Physique scores. •Zombie: Medicine, Physique,
Important Skills: As with traits, a Provoke, Survival, Will

85
VIZIER last time and disappeared. He had as-
When the world of Lemuria was signed no heir, and left no instruc-
in its infancy there were limitless pos- tion for who would succeed the throne
sibilities. Like a baby being born, there should he ever leave it. With the Grand
came the promise of new life and new Emperor’s absence comes the threat
choices. Slowly but surely, the lines of of war as the divine peace laid down
possibility began to collapse in on one upon the clans begins to die along
another. As time went on, the infinite with the Emperor that forged it.
expanse of choice converged into the The viziers that exist today are
finite. As all of those possibilities fiz- nowhere near as powerful as the an-
zled and died away, their energy did cient Weavers were. Perhaps one day
not simply disappear. It simply be- they might grow in strength to match
came something else. them but such time is not now. Action
The first Viziers were called must be taken before war erupts and
the Weavers. They represented en- swallows the world whole. The viziers
tire lines of people and aeons of time can see the future coming and decide
and possibility. Impossible powerful, on how they will guide the flow of des-
they shaped the direction of the entire tiny and toward what end.
world and possibly the universe. They Destiny is not affixed. It is mal-
shaped the course of possibility for all leable and amorphous, changing and
of Lemuria with their own hands. moving with the dynamics of time and
As time went on and mortal lives the free will of those connected to it. So
began to proliferate, the works of the many variables and loose ends create
Weavers became more sporadic until, eddies of power. These pools of ener-
according to ancient religious texts, gy created by all of those loose ends
the last true Weaver vanished with- create a people calling themselves the
out a trace. This was a signal that the viziers.
Wheel of Time had come nearly full The first viziers, the weavers,
circle and, some say, a sign of a com- were products of the old world. They
ing apocalypse. This idea became bol- were vastly powerful beings who cre-
stered when the god-king rose from ated and destroyed entire aspects of
his Chrysanthemum Throne for the our world and the life within it at whim.
87
They guided our world toward where it In addition, your character must have
is today and some say that their pres- a Fair (+2) rating in Crafts before any
ence is still felt in the direction the na- applied bonuses as well as the Vizier
tions currently take. What happened perk.
to the weavers is mostly unknown but Traits: A vizier gains a +1 to her
it is thought that they fell to infighting Crafts score as well as a +1 bonus to
and a world-wide uprising of Lemu- any single iimportant skill.
rians. Some suspect that there are a Important Skills: Bureaucracy,
few still out there somewhere, watch- Crafts, Deceit, Empathy, Investigate,
ing the threads of fate and guiding the Knowledge, Perception
world’s destiny in secret.
Many centuries went by with- MACHINAE
out the world knowing the touch of Highly criticised, feared and
the god-like weavers. The value of mistrusted, the Machinae are instanc-
free will, cherished and rare when the es of machines and digital code giv-
weavers first disappeared, became en sentience and in a sense, life. The
such a matter of course that the rea- technology used to create these new
sons for its veneration were forgotten. forms of life is called Neuro-Tech and
Recently, the threads of fate have it allows sentient consciousness to in-
begun to feel the tug of the viziers once terface and transfer between mortal
more. While not nearly as powerful as and machine. Even in its infancy, chief
their spiritual ancestors, these new vi- advisors on the Scientific Council ex-
ziers are certainly capable of guiding pressed concerns about the direction
and manipulating the destiny of those in which this new technology might
around them. They may even be ca- take. Their fears were realized when,
pable of changing the world. Perhaps very recently, a Lemurian conscious-
one day they will grow into their pow- ness was transferred into a machine of
er, if any viziers are left when the dust war and laid waste to an entire mili-
settles. tary installation. After the destruction
Requirements: Your character of that machine and nearly a decade
must have a High Concept that match- of debate, law and regulation went by
es her nature as a fate-weaving Vizier. without another advancement in
neurotech. It wasn’t until the last of a living, sentient being. While syn-
the Science Council who remembered thetics do not always have Lemurian
the slaughter of the Iron Lotus died consciousness, even animals or oth-
that neurotech would open once more er forms of life who have been trans-
as a valid scientific field of study. ferred over gain a sense of self-aware-
Today there are many types of ness over time. Inside of a machine
machinae. Some are coded into exis- even the sentience of a dog can gain
tence from nothing by a mother con- self-awareness and the intellect.
struct called The Source and some are Requirements: Machinae charac-
even created by Lemurian hand. Oth- ters must have a High Concept that re-
ers are awakened by magic or even flects their nature as a machine given
Lemurian consciousness transferring life. In addition, a machinae character
into machine just like the warjack of must have one of the following perks:
the Iron Lotus Massacre. To primitive •A.S.L.
eyes, Machinae are little else but smart •Awakened Machine
tools to be used and enslaved. More •Synthetic
ethical minds have pushed for laws Traits: Machinae character gain a
regarding the sanctity of their life but +2 to their Knowledge skill score.
so far slavery of Machinae is still le- Important Skills: Bureaucracy,
gal trade almost everywhere in Lemu- Crafts, Empathy, Knowledge, Pilot
ria even while the Treaty of Parnassus
holds.
Artificial Sentient Life, or ASL,
is software that has acquired a sense
of self awareness. It exists as lines of
code that consistently self-replicate
and self-alter according to its growth
pattern. An Awakened Machine is a
machine that has been given life by
magic. Synthetics, or synths, are ma-
chines that have had Lemurian con-
sciousness transferred into them from

89
Chapter Three

SYSTEM

91
This chapter contains the core • When you’re using fudge dice,
rules for playing a game of Warsong. rolling a + is +1, a - is -1 and a 0
It includes information on how to is 0. • With a six-sided die, a roll of a
take actions by rolling the dice, tak- 1 or 2 is -1, a 5 or 6 is +1 and a 3 or
ing damage and recovering from it, 4 is +0.
how movement works as well as how 4. Add your rating in that skill to
to improve your character over time the dice roll. The total is your result on
through gameplay milestones. the ladder.
5. If you’ve invoked an aspect,
ROLLING THE DICE add +2 to the result, or re-roll the
When you’re unsure of the out- dice.
come of a situation, when the chance
of failure might produce an interesting OPPOSITION & DIFFICULTY
outcome or there’s an obstacle in your When you roll the dice, you com-
way that you have to overcome such as pare the result to an opposition. If
a hazard or another active party op- the opposition is active, meaning that
posing you, you’ll roll the dice to see there is someone actively working
whether you succeed or fail at whatev- against what you’re doing, either the
er action your character is attempting. GM will roll for the NPC or the person
Warsong uses six-sided dice or fudge playing the character will roll the dice
dice in order to determine these out- against you. If the opposition is pas-
comes. sive, you’ll have to roll a specific rat-
In order to determine outcomes ing on the ladder, called the difficulty.
by rolling dice, use these steps: When a player character or a
non-player character can interfere
1. Choose the skill appropriate with an action, then the opposition is
for the action you’re attempting. The active. This typically does not count as
GM will usually supply this. an action for the opposing character,
2. Roll four Fate Dice or four and the opposition can roll as many
six-sided dice. oppositions as they need to during the
3. Add together the symbols exchange.
shown on the dice. S
When there is no character in the what the cost is to succeed in your
way, then the opposition is passive. task.
Decide if there is a Situational As-
pect that should be considered in the TIE
circumstances of the action, such as When your roll and the opposi-
Burning Building, Time Running Out or tion’s roll are the same, you tie. During
Rough Terrain, would make the action a tie, you either get a lesser version of
more difficult or more interesting. If what you want, or you get it along with
so, choose a rating on the ladder that some minor cost.
describes the passive opposition.
When you’re unsure of which SUCCESS
type of opposition to use, such as a When you roll higher than the op-
non-player character that doesn’t position by at least one point, you’ve
know what the player character is do- succeeded in your task. You get what
ing, or an automated defense system you want at no cost, or perform the
attempting to detect the character, action you were attempting.
simply choose whichever type of op-
position makes the most sense to you SUCCEED WITH STYLE
at the time. When you roll three or higher
than the opposition, you’ve succeed-
OUTCOMES ed with style. Not only do you get what
When you roll the dice to see what you want or do what you set out to do,
happens during an action, you’ll either but you gain an additional benefit in
succeed, fail, tie or succeed with style. the process.

FAIL SUCCEEDING AT A COST


If you roll lower than the opposi- When a character ties or fails, the
tion, you fail. The GM will decide what GM can offer to allow the character to
happens, but you will either not get succeed even though the dice say oth-
what you want or do what you want to erwise. This is called succeeding at a
do, or you will get what you want or cost. You get what you want, but you
do, only at a cost. The GM will decide do so at a price.

93
A minor cost complicates the For instance, in the Dive example
character’s life. A minor cost will above, a failure of -1 or -2 might
change the situation a bit, rather mean that the characters have to make
than just negating what the character an Athletics roll to reach the surface,
was trying to do. You can foreshad- while a failure of -3 or higher could
ow some imminent peril, introduce a mean that the characters have to not
new wrinkle in their plans, present the only swim to the surface, but they’re
character with a tough choice, give an being opposed by sea kelp wrapping
NPC a Boost, place an Aspect on the around their legs.
character or tick one of the character’s
stress boxes. THE FOUR ACTIONS
A serious cost does far more Whenever you make a Skill roll,
than just complicate the character’s you’ll be taking one of four basic ac-
life, it takes a serious and possibly ir- tions: Overcome, Create An Advan-
revocable toll on the character at that tage, Attack or Defend. You’ll choose
very moment. One way the GM can do which action your character is taking
this is to take a minor cost and turn based on what the character is trying
it up to eleven. A guard that, at mi- to do.
nor cost, may have just heard an odd
noise might suddenly come bursting OVERCOME
in with several of his pals, one of their When you’re trying to achieve a
allies might wind up being pulled into goal within the scope of a Skill, you’re

O
an undertow current when returning trying to use an Overcome action.
from a Dive to change the direction of Every action has a certain niche
a river’s flow to irrigate crops or re- of miscellaneous actions that fall un-
moving the relic they were after caus- der its purview and certain situations
es a cave-in that buries one or more in which it is the ideal choice. A char-
allies under miles of debris. acter with Larceny, for example, tries
If you’re having a hard time try- to pick a lock while a character with
ing to figure out how serious a seri- Performance tries to wow a crowd and
ous cost should be, you might want to a character with crafts tries to paint a
consider the margin of their failure. landscape.
When your character is in a situ- throwing sand in your opponent’s eyes,
ation and there is something between but it can also be newly discovered in-
her and her goals, you’ll use the over- formation that helps you in some way,
come action to deal with it. This action such as learning the weakness of a
is basically a catch-all. If it doesn’t fit spirit through research. You can also

O
into any other action, it’s probably an take advantage of something you’ve
Overcome. previously observed, such as using an
The opposition to an Overcome opponent’s bad temper against him.
action can be active or passive. When you’re trying to Create
When you fail an overcome ac- An Advantage, you must be clear as

C
tion, you can simply fail or succeed at to whether you’re creating a wholly
a serious cost determined by the GM. new Situational Aspect or taking ad-
When you tie an overcome action, you vantage of an Aspect that’s already
succeed but at a minor cost. When you in place. If you are creating a new
succeed at an overcome action, you Aspect, you must define whether you
achieve your goal without any cost. are attributing that Aspect to a char-
When you succeed with style at an acter or to the environment.
overcome action, you get a Boost in Opposition to this action type
addition to achieving your goal. can be active or passive. If your target
is another character, their roll always
CREATE AN ADVANTAGE counts as a defend action.
When you try to make a Situa- When you fail in creating a new
tional Aspect that gives you a benefit, aspect you either do not create an
or claim a benefit from an Aspect that Aspect at all or you create one but
you have access to, you’re Creating An someone else gets the free invoke
Advantage. of it; whatever you’re doing simply
The Create An Advantage covers winds up to someone else’s bene-
just about anything that you can do in fit instead of your own. The GM may
order to take advantage of the envi- reword the Aspect to show that the
ronment or situation you’re in. Some- other character benefits, instead.
times you’ll be working to actively When you tie in creating a new as-
change your circumstances, like pect, you gain a Boost instead of a

95
Situational Aspect. This may mean attack may not always be physical in
that you have to rename the Aspect to nature, some Skills allow you to harm
reflect its temporary nature. When you someone mentally as well. In Warsong,
succeed in creating a new aspect, you there are more ways to harm someone

C
create a Situation Aspect with a free as well.
Invocation. When you succeed with Most of the time, your target will
style in creating a new aspect, you actively oppose the attack. Passive
create a Situation Aspect with two free opposition to an attack means that
Invocations instead of just one. you’ve caught the opponent unawares
When you fail in trying to take or otherwise unable to make a full
advantage of an existing aspect, you effort to resist you. That, or the NPC
give a free Invoke of that Aspect to isn’t important enough to bother with

A
someone else, instead. This is usual- dice. Whether passive or active, the
ly an opponent in a conflict but could opposition to an Attack Action always
feasibly be anyone who would bene- counts as a Defend action. Because of
fit at the cost of your detriment. When this, the two actions are inextricably
you tie or succeed in taking advantage linked.
of an existing aspect, you gain a free When you fail an attack, you sim-
Invoke of that Aspect. When you suc- ply don’t cause any harm to your tar-
ceed with style in attempting to take get. When you tie an attack, you don’t
advantage of an existing Aspect, you cause any harm but you gain a Boost.
gain two free Invocations of that As- When you succeed on an attack, you
pect. inflict a hit on your target equal to the
number of shifts you got. That forces
ATTACK the target to try to “buy off” the value
Whenever you’re trying to harm of your hit by taking Stress or Con-
someone during a conflict or take sequences. If that’s not possible, the
them out of a scene, you’re using an target is taken out of the conflict al-
Attack Action. together. When you succeed with style
The Attack Action is the most on an attack, it works like a normal at-
straightforward of the four actions - tack but you also gain the option of
you’re trying to hurt someone. An reducing the value of your hit by one
to gain a boost as well. almost always active. If you’re rolling
to Defend against passive opposition,
DEFEND it’s usually because the environment
When you’re attempting to avoid is somehow hostile toward you, or the

D
an attack or prevent someone from attacking character isn’t important
creating an advantage against you, enough to bother with dice rolls.
you’re using a Defend Action. When you fail at a defense roll,
Whenever someone tries to at- you suffer the consequences of what-
tack you or create an advantage over ever you were trying to prevent. You
you in a conflict, you should have the might take a hit or have an advan-
chance to Defend. As with Attack Ac- tage created over you. When you tie
tions, this isn’t always about avoiding a defense, you grant your opponent a
physical harm. Some Skills allow you boost. When you succeed in a defense
to defend against harm from other roll, you successfully avoid the attack
sources. or attempt to gain an advantage over
Your opposition to an attack is you. When you succeed with style

97
on a defense roll, it works like a nor- even complex fight scenes with one
mal success but you also gain a boost roll.
while you momentarily turn the tables. There are three ways to zoom in
on the action in Warsong:
ZOOMING IN 1. Challenges: When one or more
A single Skill roll is often enough characters try to achieve something
to decide how a particular situation dynamic or complicated.
or experience will progress and you 2. Contests: When two or more
can describe these actions in any time characters compete toward a goal.
frame or level of detail that you like. 3. Conflicts: When two or more
Because of this, you should be able to characters are trying to directly harm
use a single Athletics roll to find out one another.
whether or not you’ll safely navigate
the dangerous mountain cliff face over CHALLENGES
the span of a week just as easily as One Overcome action is enough
you can use it to determine if you can to deal with a straightforward goal
get out of the way of the massive Fen- or obstacle. The hero needs to pick a
wood Tree that was just toppled and is lock, disarm the bomb, sift a key out
coming directly down atop your head of the debris or find a vital piece of
In some situations, such as piv- information. It’s also useful when the
otal climaxes, there will be situa- details of how something gets done
tions that you’ll want to make much aren’t as important as whether or not
more dramatic and interesting. During it actually gets done.
these scenes, it’s a good idea to zoom Sometimes things get even more
in on the action by using multiple skill complicated. It isn’t enough to get the
rolls because a wide range of results key out of the debris because you’ve
will make things very dynamic and got a horde of hungry spirits howling
surprising. Most fight scenes fall into for blood and you’ve got to set up the
this category but you can choose to salt lines to keep them at bay. It’s not
zoom in on just about anything that enough to simply find the information,
you deem sufficiently important. Con- because you have to find the informa-
versely, it is also possible to tidy up tion before the airship you’re in hits
the ground, and it’s coming up fast. several rolls, or multiple characters
A challenge is a series of over- may be able to participate.
come actions that you use to resolve When a GM wants to conduct a
an especially complicated or dynamic challenge, call for each overcome ac-
situation. Each overcome action uses a tion in whatever order seems the most
different Skill to deal with a single task interesting but don’t decide anything
or part of the situation, and you take about the results until after the rolls
the individual results of the rolls to have been made because you’ll want
figure out how the situation resolves to have the freedom to sequence the
itself. order of actions in a way that makes
When you’re trying to figure out if sense and is the most interesting. If a
it’s appropriate to call for a challenge, player gains a Boost from one of these
ask yourself the following questions: rolls, they can use it on another roll
• Is each separate task some- during the challenge, provided they
thing that can generate tension or can justify it.
drama? If the parts are actually a part After the rolls have been made
of the same goal, then it should be you’ll consider the successes, failures
one Overcome Action and you can use and costs of each action as you inter-
the details to explain what happens if pret how the situation proceeds. The
something goes wrong. results may lead into another chal-
• Does the situation require dif- lenge, a contest or even a conflict.
ferent Skills to deal with? Holding off If you have any Boosts that went
the spirits (Melee Combat), figuring unused during the Challenge, the
out what will stop the spirits (Knowl- characters may keep them until the
edge) while constructing the salt line end of the next scene, so long as the
(Crafts) is a good instance of a chal- events of the next scene are connect-
lenge. ed to the one in which the Challenge
To set up a challenge, identify took place. If the events in the next
the individual tasks or goals that make scene are unconnected, then you will
up a situation and treat each one as a lose the Boosts at the end of the cur-
separate Overcome roll. Depending on rent scene.
the situation, one character may make

99
ADVANTAGES IN A CHALLENGE action in a challenge. If the scene starts
During a challenge, you can at- to seem like it is becoming reasonable
tempt to Create An Advantage for to roll for an attack action, the GM
yourself, or in order to help some- should set up for a conflict instead.
one else out. Creating an Advantage
doesn’t count as a roll to complete the CONTESTS
goals of the challenge, but if you fail Whenever two or more charac-
the roll, you could potentially place ters have a mutually exclusive goal but
your goals in danger of failure by cre- aren’t trying to harm each other di-
ating a cost or problem that negative- rectly, then they’ve found themselves
ly impacts the goals in question. Use in a Contest. Arm wrestling, races and
caution with this tactic as advantages sports competitions, public debates
can help to complete tasks and create as well as aircraft races through deep
momentum, but trying to create them canyon ridges are all good examples
is not without inherent risk! of a Contest.
The GM should answer the fol-
ATTACKS IN A CHALLENGE lowing questions when setting up a
Since Challenges indicate that Contest:
you’re up against passive opposition,
you’ll almost never use an attack
• What are the sides? Is it a free-for- When the players make a contest roll,
all, which every player out for them- compare your results to everyone
selves or are there groups of people else’s.
opposing other groups? If you have If you got the highest result, you
multiple characters on a side, they’ll win the challenge. If you’re rolling di-
roll together using teamwork rules. rectly against the other participants ,
then that means you got the highest
• In what environment does the con- rank in the ladder out of everyone. If
test take place? Are there any signif- you’re rollinga against passive oppo-
icant or notable features of that en- sition such as something in the envi-
vironment that you want to define as ronment, it means you got more shifts
Situation Aspects? out of everyone.
Winning the exchange means
• How are the participants opposing you score a victory, which you’ll rep-
each other? Are they rolling against resent as a victory token or a mark on
each other directly, such as in a foot the exchange sheet and then describe
race or a chess match, or are they at- how you take the lead.
tempting to overcome something in If you succeed with style and no
the environment such as an obstacle one else does, then you get two victo-
course or a panel of judges? ry tokens or tally marks.
If there’s a tie for the highest re-
• What Skills are appropriate for the sult, no one gets the victory point and
contest? Does everyone have to roll something unexpected or surprising
the same one, or do several apply? happens. The GM will create a new Sit-
uation Aspect reflecting this new twist
A contest proceeds in a series on the Contest.
of exchanges. In an exchange, ev- The first participant to achieve
ery participant gets to make one skill three victory points wins the contest.
roll to determine how well they do in
that part of the contest. This basically
amounts to an overcome action.

101
ADVANTAGES IN A CONTEST contest against one another, the win-
You can attempt to create an ad- ner is determined by a Clash Of Will.
vantage before you make a contest roll In direct contest with one anoth-
during an exchange. If you’re targeting er when no other roll makes sense for
the other participant, they’ll defend the situation, a Clash Of Will is decid-
normally. If it is possible for someone ed by the highest Will roll in contest
to interfere with your attempt, they’ll between the two creatures using pow-
provide active opposition as normal. ers against one another.
Doing so carries inherent risk, as fail-
ing to create the advantage means ATTACKING IN A CONTEST
you’ve forfeited your contest roll. This A contest ceases to be a con-
means there is no way you can make test at any time in which one character
progress in the current exchange. If tries to do harm to another. The mo-
you at least tie, however, you get to ment one character tries to harm an-
make your contest roll normally. other, the contest becomes a conflict,
If you’re trying to provide a bo- instead.
nus via teamwork rules, failing to cre-
ate an advantage means that the lead CONFLICTS
character doesn’t benefit from your Any time characters are at-
help during this exchange. tempting to directly harm one an-
other, they’re in a conflict. Conflicts
CLASH OF WILL take many forms including gunfights,
In Warsong, the power of more sword fighting, psychic assault and
than one supernatural creature’s duels of sorcery. Conflicts also occur
powers come up against one another. in other situations such as particularly
These powers do not always use the brutal interrogations, or even shout-
same Skills or power sets, so there is ing matches with a loved one. As long
not always a “correct” way for the con- as the characters involved have both
test between supernaturals to proceed the intent and ability harm one anoth-
without confusing the rules. For situa- er, you’re in a conflict scene.
tions where two or more supernatural Setting up a conflict can be much
abilities come into play in direct more involved than setting up
for contests and challenges, and they to be exhaustively detailed. Precise
can have dire consequences. To do so, measures of distance doesn’t need to
follow these steps: be measured. Everyone just needs to
have a clear idea of what is actually
1. Set the scene by describing going on within the conflict. The GM
the environment in which the conflict will take this information and create
will take place. Create Situation As- Situation Aspects to help define the
pects and Zones and establish who is arena in which the conflict takes place.
participating in the conflict, what side
they’re on and what Zone they’re in. SITUATION ASPECTS
2. Determine turn order. When the GM is setting the
3. Start the first exchange. scene, he or she should make sure to
• On your turn, take your action keep an eye out for things that seem
and resolve it. awesome or interesting to make into
• On someone else’s turn, you’ll Situation Aspects, especially if these
defend or respond to their actions. things might be taken advantage of by
• At the end of everyone’s turn, the characters during the conflict. De-
start again with a new exchange. pending on how detailed you want the
Conflict to be, a good number of Situ-
A conflict ends when everyone ation Aspects is about three to five.
on one side has either conceded, fled Great options for Situation As-
or been taken out of the conflict. pects include:
• Has the area’s Loom been ma-
SETTING THE SCENE nipulated in any way? Is it a Destined
Before a conflict, players and the Flashpoint? A No-Win Situation? Does
GM should talk about the circumstanc- it have a sense of Inevitable Loss?
es of the scene. Who is in the conflict? • Anything regarding the general
Where are they positioned relative to mood, weather or lighting of the area.
one another? When is the conflict tak- Is it dark and foreboding? Stormy?
ing place? What is the environment Creepy? Crumbling? Bright?
like? • Anything that might assist or
The conversation does not need restrict movement such as slippery,

103
rough or muddy terrain. • Things to as to who and what is where.
hide behind or use as cover such as A Zone is, by definition, an ab-
parked transports, shield walls, large stract representation of a physical
furniture, blown-out buildings. • space. The best definition for a Zone
Things that can be destroyed, knocked is that it’s close enough that you can
over, wrecked or used as improvised interact directly with someone in the
weaponry such as statuary, book same zone as you. In other words, if
shelves, altars or decorative armor or you’re in the same Zone, you can walk
tapestry. • Flammable things are al- up and punch someone in the face
ways fun. with your Power Armor.
These Aspects are not fixed, Typically, a conflict won’t include
permanent or the only ones that can more than a handful of Zones. Two to
exist in the conflict. Players might be four zones are usually more than suf-
able to suggest features of the envi- ficient for the average conflict. Zones
ronment that would work as Aspects. provide a tactile sense of the environ-
If the GM described the scene as be- ment. Only in the truly large Conflicts
ing poorly lit, for example, the play- will you ever need more than a sheet
er might be able to invoke the Shad- of paper to describe them.
ows in order to help on her Stealth roll If you can describe the area as
even if it hadn’t been previously de- bigger than a house, you can proba-
scribed or established as an Aspect. If bly divide it into two or more zones. If
the feature would require some inter- it’s separated by stairs, ladders, fenc-
action or manipulation on the part of es or walls, it could feasibly be divid-
the character in the scene to become ed into zones. For example, a building
an Aspect, then that Aspect should be with more than one floor would be at
created by a Create An Advantage ac- least two zones. Above and Below can
tion. be different zones as well, especially
during flight.
ZONES When you’re setting up your
If the conflict takes place over a zones, take note of any Situation As-
large area, the GM will break it down pects that might make moving be-
into smaller zones for easier reference tween these zones problematic. These
105
particular Aspects are important for will compare you Empathy skill. The
when the characters want to move character with the highest of these
from one zone to another. scores goes first, and everyone else
goes after that in descending order.
ESTABLISHING SIDES If there is a tie in these skills be-
tween two or more characters, you’ll
When you’re in a conflict, it’s
compare a secondary-but-related
important to know everyone’s goals.
Skill. For example, in a physical con-
There is almost always a very urgent
flict, you would use Athletics and then
reason why someone would be willing
Physique. For mental conflicts, you’ll
to fight, do harm or even kill.
use Rapport, then Will.
The normal assumption is that
the PCs are on one side of the fight
against the NPCs who are in opposi- THE EXCHANGE
tion, but that is not always the case. Exchanges are more complicat-
PCs can fight each other, or may even ed than contests. During an exchange,
switch sides to join the NPCs to fight every character will have a turn to take
against the other PCs. an action. The NPCs will take their
When setting up a conflict, make turns all at once, using the Skill of the
sure you understand the goals of each strongest NPC to determine their Turn
side as well as who is on which side Order.
of the conflict as well as where every- Generally, you’ll be attacking an-
one is situated in their zones when the other character or creating an advan-
conflict begins. tage during your turn because that’s
the point of the Conflict - to do harm
TURN ORDER to others, to take your opponent out
The order of actions in a Con- or make things easier to take the op-
flict is called Turn Order, and is based ponent out.
on the character’s Skills. In a physical Sometimes there will be a sec-
conflict, you’ll compare your Percep- ondary objective during a Conflict and
tion skill to the other participants in you might need to roll an Overcome
the conflict. In a mental conflict, you action instead of an attack. This hap-
pens most often when you’re
attempting to move from one Zone to taken out.
another when there is an Aspect that Characters have two options for
makes such movement difficult or absorbing hits to stay in a fight. You
problematic. can take stress or consequences. You
You can make as many defense can also concede a conflict before
rolls as you need during your turn, you’re taken out in order to preserve
but you only get to make one Skill roll some control over what happens to
during your turn. You can also make your character.
Defend rolls on behalf of others, so
long as it is reasonable and logical that STRESS
you would be able to do so, and you Stress represents the reasons
suffer the effects of any failed rolls. that you barely avoid taking any sub-
stantial damage or injury during a
FULL DEFENSE conflict. Maybe you twisted away from
You can choose to take to a de- the blow so that the sword only grazes
fensive position, looking out for the your shoulder, or you exhaust yourself
safety of yourself and those you are after a particularly adrenaline-fueled
protecting instead of taking other ac- transport chase. Mental stress might
tions. So long as you make no other mean that you just barely manage to
Skill rolls, you can take on a Full De- ignore an insult or clamp down on an
fense action, which gives you a +2 instinctive emotional reaction. Stress
bonus to your defense rolls. boxes represent a loss of momentum.
There is only so much your character
RESOLVING ATTACKS can take before you have to pay the
A successful attack lands a hit piper.
equivalent to its shift value on the tar- Your character sheet indicates
get. So if you get a two shift hit on how many stress boxes you have, and
your opponent, then you land a hit each has a different shift value. By
that inflicts two stress levels. default, characters in Warsong get a
If you get hit by an attack, one of 1-Point and a 2-Point box. You can
two things happen. Either you absorb acquire additional stress boxes with
the hit and stay in the fight, or you’re higher value if you have high levels in

107
certain skills such as Physique or Will. Consequences come in three ba-
When you take stress, check off sic levels of severity: Mild, Moderate
a stress box with a value equal to the and Severe. Each one has a different
shift. If that box is already checked, shift value: Two, Four and Six, respec-
you’ll check off the next higher val- tively. These consequence slots are
ue box. If there is no higher level box, available on your character sheet.
and you can’t take a consequence, When you use a consequence
then you’re taken out of the conflict slot, you reduce the shit value of the
altogether. attack by the shift value of the con-
Every character has at least two sequence. You can use more than one
stress track categories: Physical and consequence at a time, so long as
Mental. You start with a 1-Point and they are available to use. Any remain-
a 2-Point box in each of these tracks. ing shifts must be taken care of using
If you take stress from a physical stress to avoid being taken out.
source, you’ll check off the physical Consequences do lasting harm.
stress track. If you take mental stress, The consequence slot must be filled
you’ll check off boxes from the mental with an Aspect that represents the
stress track. lasting effects you endured from the
You recover all of your stress attack. The opponent who forced you
boxes after you’ve had a few minutes to take the consequence gains a free
to rest and recover. invoke of that Aspect as well, and the
consequence Aspect remains on your
CONSEQUENCES sheet until you’ve recovered the con-
The second option your character has sequence slot. While it’s on your char-
for mitigating hits is to take a conse- acter sheet, the consequence is treat-
quence. A consequence is far more ed like any other aspect, except that,
severe than stress, and it represents since the slant of the consequence is
some form of lasting injury or setback so negative, it’s far more likely to be
that you accrue during the conflict. A used to your character’s detriment.
consequence is something that’s go- Consequence slots do not recov-
ing to be a problem even after the er nearly as quickly as stress boxes
conflict is over. do. In addition, you only get one
set of consequences, unlike Stress. to the hospital. They’re extremely
This means that no matter what kind nasty and prevent you from doing a
of stress you take, you always have to lot of things, and will lay you out for
use the same consequence box to ab- a while. On the mental side, they ex-
sorb the shift. press things like serious trauma or
relationship-changing harm. Exam-
NAMING CONSEQUENCES ples: Second-Degree Burn, Compound
Here are some guidelines for Fracture, Guts Hanging Out, Crippling
choosing what to name a conse- Shame, Trauma-Induced Phobia.
quence: Mild consequences don’t re-
quire immediate medical attention. RECOVERING
They hurt, and they may present an In order to regain the use of a
inconvenience, but they aren’t going consequence slot, you have to recover
to force you into a lot of bed rest. On from the consequence. That requires
the mental side, mild consequences two things: succeeding at an action
express things like small social gaffes that allows you to justify recovery, and
or changes in your surface emotions. then waiting an appropriate amount
Examples: Black Eye, Bruised Hand, of game time for that recovery to take
Winded, Flustered, Cranky, Temporar- place.
ily Blinded. The action in question is an
Moderate consequences repre- overcome action and the obstacle is
sent fairly serious impairments that the consequence that you took. If it’s a
require dedicated effort toward recov- physical injury, then the action is some
ery (including medical attention). On kind of medical treatment or first aid.
the mental side, they express things For mental consequences, the action
like damage to your reputation or may involve therapy, counseling, or
emotional problems that you can’t just simply a night out with friends.
shrug off with an apology and a good The difficulty for this obstacle is
night’s sleep. Examples: Deep Cut, based on the shift value of the con-
First Degree Burn, Exhausted, Drunk, sequence. Mild is Fair (+2), moderate
Terrified. is Great (+4), and severe is Fantastic
Severe consequences go straight (+6). If you are trying to perform the

109
recovery action on yourself, increase For a mild consequence, you only
the difficulty by two steps on the lad- have to wait one whole scene after the
der. recovery action, and then you can re-
Keep in mind that the circum- move the aspect and clear the slot.
stances have to be appropriately free For a moderate consequence,
of distraction and tension for you to you have to wait one whole session af-
make this roll in the first place-you’re ter the recovery action (which means if
not going to clean and bandage a you do the recovery action in the mid-
nasty cut while soldiers are tromp- dle of a session, you should recover
ing through the caves looking for you. sometime in the middle of next ses-
GMs, you’ve got the final judgment sion).
call. For a severe consequence, you
If you succeed at the recovery have to wait one whole scenario after
action, or someone else succeeds on a the recovery action.
recovery action for you, you get to re-
name the consequence aspect to show EXTREME CONSEQUENCES
that it’s in recovery. So, for example, In addition to the normal set of
Broken Leg could become Stuck in a mild, moderate, and severe conse-
Cast, Scandalized could become Dam- quences, every PC also gets one last-
age Control, and so on. This doesn’t ditch option to stay in a fight: The Ex-
free up the consequence slot, but it treme Consequence. Between major
serves as an indicator that you’re re- milestones, you can only use this op-
covering, and it changes the ways the tion once.
aspect’s going to be used while it re- An extreme consequence will
mains. absorb up to 8-shifts of a hit, but at
Whether you change the conse- a very serious cost. You must replace
quence’s name or not - and some- one of your aspects (except the high
times it might not make sense to do so concept, that’s off limits) with the ex-
- mark it with a star so that everyone treme consequence. An extreme con-
remembers that recovery has started. sequence is so serious that taking it
Once that is done, all that is left to do literally changes who you are.
is wait. Unlike other consequences,
you cannot make a recovery action to But it’s not all bad. First of all,
diminish an extreme consequence. you get a fate point for choosing to
You’re stuck with it until your next concede. On top of that, if you’ve sus-
major milestone. After that, you can tained any consequences in this con-
rename the extreme consequence to flict, you get an additional fate point
reflect that you’re no longer vulnera- for each consequence. These fate
ble to the worst of it, as long as you points may be used once this conflict
don’t just switch it out for whatever is over. These extra ate points can go
your old aspect was. Taking an ex- over your refresh rate. When the next
treme consequence is a permanent session starts, however, you will re-
character change; treat it as such. turn to your normal refresh rate.
Second, you get to avoid the
CONCEDING A CONFLICT worst parts of your fate. Yes, you
When all else fails, you can also lost, and the narration has to reflect
just give in. Maybe you’re worried that. But you can’t use this privilege
that you can’t absorb another hit, or to undermine the opponent’s victory,
maybe you decide that continuing to either. What you say happens has to
fight is just not worth the punishment. pass muster with the group.
Whatever the reason, you can interrupt That can make the difference be-
any action at any time before the roll tween being mistakenly left for dead
is made to declare that you concede and ending up in the enemy’s clutch-
the conflict. This is super-important— es, in shackles, without any of your
once dice hit the table, what happens stuff. The sort of thing that can hap-
happens, and you’re either taking pen if you’re taken out instead.
more stress, suffering more conse-
quences, or getting taken out. TAKEN OUT
Concession gives the other per- If you don’t have any stress or
son what they wanted from you, or in consequences left to buy off all the
the case of more than two combatants, shifts of a hit, that means you’re taken
removes you as a concern for the op- out. Getting taken out is bad. It means
posing side. You’re out of the conflict, not only that you can’t fight anymore,
period. but that the person who took you out

111
gets to decide what your loss looks unlucky.
like and what happens to you after the We recommend the latter ap-
conflict. Obviously, they can’t narrate proach, mainly for the following rea-
anything that’s out of scope for the son: most of the time, sudden char-
conflict but that still gives someone acter death is a pretty boring outcome
else a lot of power over your charac- when compared to putting the char-
ter that you can’t really do anything acter through hell. On top of that, all
about. the story threads that character was
connected to just kind of stall with no
CHARACTER DEATH resolution, and you have to expend a
So, if you think about it, there’s bunch of effort and time figuring out
not a whole lot keeping someone from how to get a new character into play
saying, after taking you out, that your mid-stride.
character dies. If you’re talking about That doesn’t mean there’s no
a physical conflict where people are room for character death in the game,
using nasty sharp weapons, it certain- however. We just recommend that you
ly seems reasonable that one possible save that possibility for conflicts that
outcome of defeat is your character are extremely pivotal, dramatic, and
getting killed. meaningful for that character. In other
In practice, though, this assump- words, conflicts in which that charac-
tion might be pretty controversial de- ter would knowingly and willingly risk
pending on what kind of group you’re dying in order to win. Players and GMs,
in. Some people think that character if you’ve got the feeling that you’re in
death should always be on the table, if that kind of conflict, talk it out when
the rules allow it. If that’s how the dice you’re setting the scene. A little warn-
fall, then so be it. Others are more cir- ing can go a long way.
cumspect, and consider it very dam- At the very least, even if you’re
aging to their fun if they lose a charac- in a hardcore group that invites the
ter upon whom they’ve invested hours potential for character death on any
and hours of gameplay, just because taken out result, make sure that you
someone spent a lot of fate points or telegraph the opponent’s lethal intent.
their die rolls were particularly GMs, this is especially important
for you, so the players will know which set passive opposition. If another
NPCs really mean business, and can character is impeding the path, roll
concede to keep their characters alive active opposition and feel free to in-
if need be. voke obstructing situation aspects in
aid of their defense.
MOVEMENT If you fail that roll, whatever was
In a conflict, it’s important to impeding you keeps you from mov-
track where everyone is relative to one ing. If you tie, you get to move, but
another, which is why we divide the your opponent takes a temporary ad-
environment where the conflict is tak- vantage of some kind. If you succeed,
ing place into zones. Where you have you move without consequence. If you
zones, you have people trying to move succeed with style, you can claim a
around in them in order to get at one boost in addition to your movement
another or at a certain objective. or take an action in addition to your
Normally, it’s no big deal to move movement.
from one zone to another. If there’s
nothing preventing you from doing ADVANTAGES IN CONFLICT
so, you can move one zone in addition Remember that aspects you cre-
to your action for the exchange. ate as advantages follow all the rules
If you want to move more than for situation aspects. The GM can use
one zone (up to anywhere else on the them to justify overcome actions, they
map), if a situation aspect suggests last until they’re made irrelevant or
that it might be difficult to move free- the scene is over, and in some cases
ly or if another character is in your they represent as much a threat to you
way then you must make an overcome as an opponent.
action using Athletics to move. This When you create an advantage in
counts as your action for the exchange. a conflict, think about how long you
GMs, just as with other overcome rolls, want that aspect to stick around and
you’ll set the difficulty. You might use whom you want to have access to it.
the number of zones the character is It’s difficult for anyone besides you
moving or the situation aspects in the and your friends to justify using an
way as justification for how high you advantage you stick to a character, but

113
it’s also easier to justify getting rid of positioning, like High Ground or Cor-
it. One overcome action could undo it. nered, which you can invoke to take
It’s harder to justify getting rid of an advantage of that positioning as con-
aspect on the environment (seriously, text demands.
who is going to move that Huge Book- • Winded: Some strikes in a fight
case you just knocked over?), but any- are debilitating because they’re pain-
one in the scene could potentially find ful, rather than because they cause
a reason to take advantage of it. injury. Nerve hits, groin shots, and a
In terms of options for advan- lot of other “dirty fighting” tricks fall
tages, the sky’s the limit. Pretty much into this category. You can use an ad-
any situational modifier you can think vantage to represent these, sticking
of can be expressed as an advantage. your opponent with Pain-Blindness or
If you’re stuck for an idea, here are Stunned or whatever, then following
some examples: up with an attack that exploits the as-
• Temporary Blinding: Throw- pect to do more lasting harm.
ing sand or salt in the enemy’s eyes • Taking Cover: You can use ad-
is a classic action staple. This places a vantages to represent positions of cov-
Blinded aspect on a target, which could er and invoke them for your defense.
require them to get rid of the aspect This can be as general as Found Some
with an overcome action before doing Cover or as specific as Behind the Big
anything dependent on sight. Blinded Oak Bar. Keep in mind that when your
might also present opportunities for a character is taking cover that you may
compel, so keep in mind that your op- gain other benefits as well, as noted
ponent can take advantage of this to in the “special actions” section of this
replenish fate points. chapter.
• Disarming: You knock an op- • Altering the Environment: You
ponent’s weapon away, disarming can use advantages to alter the envi-
them until they can recover it. The ronment to your benefit, creating bar-
target will need an overcome action to riers to movement by scattering Loose
recover their weapon. Junk everywhere, or setting things On
• Positioning: There are a lot of Fire.
ways to use advantages to represent
115
OTHER ACTIONS more than anything else, meant to add
As stated above, you may find atmosphere to the scene.
yourself in a situation where you GMs, don’t fall into the trap of
want to do something else while your trying to police every little detail of
friends are fighting. You might be dis- a player’s description. Remember,
arming a death trap, searching for a if there’s no significant or interest-
piece of information, or checking for ing opposition, you shouldn’t require
hidden assailants. a roll-just let the players accomplish
In order to do this, GMs, set the what they say they do. Reloading a gun
player up with a modified form of or fishing for something in your back-
challenge. One of the tasks is likely pack is part of performing the action.
to “defend yourself” in any exchange you shouldn’t require any mechanics
where someone attacks you or tries to to deal with that.
create an advantage on you, you must
defend successfully in order to be ENDING A CONFLICT
able to take one of the other actions Under most circumstances, when
in the challenge. So long as no one has all of the members of one side have
successfully attacked you or stuck an either conceded the conflict or have
advantage on you, you can use your been taken out, the conflict is over.
action to roll for one of the challenge GMs, once you know a conflict
goals. has definitively ended, you can pass
out all the fate points earned from
FREE ACTIONS concession. Players, take the fate
Sometimes it just makes sense points for when your aspects were
that your character is doing something invoked against you, make a note of
else in conjunction with or as a step whatever consequences you suffered
toward their action in an exchange. in the fight, and erase any checks in
you quick-draw a weapon before you your stress boxes.
use it, you shout a warning before you
kick in a door, or you quickly size up
a room before you attack. these little
bits of action are colorful description
FROM CONTEST TO CHALLENGE the highest person’s skill level, and
You may find yourself in a con- then only the lead character rolls. So if
flict scene where the participants are you have three helpers and you’re the
no longer interested in or willing to highest, you roll your skill level with a
harm one another, because of some +3 bonus.
change in the circumstances. If that If you fail a roll to combine skills,
happens, and there’s still more to re- all of the participants share in the po-
solve, you can transition straight into tential costs. Whatever complication
a contest or challenge as you need. affects one character affects all of
In that case, hold off on awarding the them, or everyone has to take con-
end-of-conflict fate points and what- sequences. Alternatively, you can im-
not until you’ve also resolved the con- pose a cost that affects all the charac-
test or challenge. ters the same.
When you stack advantages,
TEAMWORK each person takes a create an advan-
Characters can help each oth- tage action as usual, and gives what-
er out on actions. There are two ver- ever free invocations they get to a sin-
sions of helping in Warsong, combin- gle character. Remember that multiple
ing skills for when you are all putting free invocations from the same aspect
the same kind of effort into an action can stack.
(like using Physique together to push
over a crumbling wall), and stacking CHARACTER ADVANCEMENT
advantages, for when the group is Your characters aren’t going to
setting a single person up to do well remain static through the entire cam-
(like causing multiple distractions so paign. As their stories play out, they’ll
one person can use Stealth to get into have the chance to grow and change
he clan lord’s fortress). in response to the events that hap-
When you combine skills, fig- pen o them during the course of the
ure out who has the highest skill lev- game. The conflicts they face and the
el among the participants. Each other complications they overcome will alter
participant who has at least an Aver- your sense of who they are and push
age (+1) in the same skill adds a +1 to them toward new challenges.

117
In addition to your characters, the end of a session. You might defeat a
game world will change also. You’ll major villain or resolve a plotline at
resolve threats as you play, or change the end of a scenario. You might re-
the face of a location, or make such solve a major storyline that shakes up
an impact on the world that one of the the campaign world at the end of an
issues may need to change. We’ll get arc.
more into world advancement later. Obviously, things won’t always
Character advancement in War- line up that nicely, so GMs, you have
song comes in one of two flavors: ei- some discretion in deciding when a
ther you can change something on certain level of milestone occurs. If it
your sheet to something else that’s seems satisfying to give out a mile-
equivalent, or you can add new things stone in the middle of a session, go
to your sheet. The opportunities you ahead, but stick to the guidelines here
get to do this are collectively called to keep from handing out too many
milestones. advancement opportunities too often.
Milestones come in three levels
MILESTONES of importance: minor, significant, and
A milestone is a moment during major.
the game where you have the chance
to change or advance your character. MINOR MILESTONES
We call them milestones because they Minor milestones usually oc-
usually happen at significant “break cur at the end of a session of play, or
points” in the action of a game. The when one piece of a story has been re-
end of a session, the end of a scenario solved. These kinds of milestones are
and the end of a story arc, respective- more about changing your character
ly. rather than making him or her more
Usually, those break points im- powerful, about adjusting in response
mediately follow some significant to whatever’s going on in the story if
event in the story that justifies your you need to.
character changing in response to Sometimes it won’t really make
events. You might reveal a significant sense to take advantage of a minor
plot detail or have a cliffhanger at the milestone, but you always have the
opportunity if you should need to. making in terms of the game’s story.
During a minor milestone, you can You shouldn’t be able to change Hot
choose to do one (and only one) of the Temper to Staunch Pacifist, for ex-
following: ample, unless something happened in
• Switch the rank values of any the story to inspire a serious change
two skills, or replace one Average (+1) of heart. You met a holy man, or had
skill with one that isn’t on your sheet. a traumatic experience that made you
• Change any single stunt for want to give up the sword, or what-
another stunt. ever. GMs, you’re the final arbiter on
• Purchase a new stunt, pro- this, but don’t be so much of a stick-
vided you have the refresh to do so. ler that you sacrifice a player’s fun for
(Remember, you can’t go below 1 re- consistency.
fresh.)
• Rename one character aspect SIGNIFICANT MILESTONES
that isn’t your high concept. Significant milestones usual-
In addition, you can also rename ly occur at the end of a scenario or
any moderate consequences you have, the conclusion of a big plot event
so that you can start them on the road (or, when in doubt, at the end of ev-
to recovery, presuming you have not ery two or three sessions). Unlike mi-
already done so. nor milestones, which are primarily
This is a good way to make slight about change, significant milestones
character adjustments, if it seems like are about learning new things-deal-
something on your character isn’t ing with problems and challenges has
quite right. You don’t end up using made your character generally more
that stunt as often as you thought, or capable at what they do.
you resolved the Blood Feud with Aka- In addition to the benefit of a mi-
mine Yoshida that you had and thus nor milestone, you also gain both of
it’s no longer appropriate, or any of the following:
those changes that keep your charac- • One additional skill point,
ter consistent with the events of play. which you can spend to buy a new skill
In fact, you should almost always at Average (+1) or increase an existing
be able to justify the change you’re skill by one rank.

119
• If you have any severe conse- • If you have an extreme conse-
quences, you can rename them to be- quence, rename it to reflect that you’ve
gin the recovery process, if you hav- moved past its most debilitating ef-
en’t already. fects. This allows you to take another
When you spend your skill point, extreme consequence in the future, if
it’s worth one step on the ladder. You you desire.
can use it to buy a new skill at Average • Take an additional point of re-
(+1), or you can use it to increase an fresh, which allows you to immediately
existing skill by one step on the lad- buy a new stunt or keep it in order to
dersay, from Good (+3) to Great (+4). give yourself more fate points at the
beginning of a session.
MAJOR MILESTONE • Advance a skill beyond the
A major milestone should only campaign’s current skill cap, if you’re
occur when something happens in the able to, thus increasing the skill cap.
campaign that shakes it up a lot. The • Rename your character’s high
end of a story arc (or around three sce- concept if you desire.
narios), the death of a main NPC vil- Reaching a major milestone is a
lain, or any other large-scale change pretty big deal. Characters with more
that reverberates through Lemuria. stunts are going to have a diverse
These milestones are about range of bonuses, making their skills
gaining more power. The challenges much more effective by default. Char-
of yesterday simply aren’t sufficient acters with higher refresh will have a
to threaten these characters anymore, much larger fountain of fate points to
and the threats of tomorrow will need work with when sessions begin, which
to be more adept, organized, and de- means they’ll be less reliant on com-
termined to stand against them in the pels for a while.
future. GMs, when the player characters
Achieving a major milestone go past the skill cap, it will necessarily
confers the benefits of one significant change the way you make opposition
milestone or two minor milestones, NPCs, because you’re going to need
in addition to the following additional foes who can match the PCs in terms
options: of base competence so as to provide
a worthy challenge. It won’t happen all ranks between another skill and your
at once, which will give you the chance extra skill at a minor milestone, like
to introduce more powerful enemies any other skill.
gradually, but if you play long enough, • You can advance Extra’s stunts
eventually you’re going to have PCs at a major milestone when you get a
who have Epic and Legendary skill refresh point. You can add a new Stunt
ratings-that alone should give you a effect to an existing extra, or buy a
sense of what kind of villains you’ll new stunt-based extra. You can also
need to bring to get in their way. change out a stunt-based extra at a
Most of all, a major milestone minor milestone, like you can with any
should signal that lots of things in the other stunt.
world of your game have changed. Many extras comprise more than
Some of that will probably be reflect- one element. If possible, we recom-
ed in world advancement, but given mend that players develop these sep-
the number of chances the PCs have arate parts at different milestones to
had to revise their aspects in response minimize confusion during play.
to the story, you could be looking at
a group with a much different set of SPECIAL MECHANICS
priorities and concerns than they had During combat, situations that
when they started. are not otherwise outlines in the ba-
sic rules can come up. This section is
ADVANCING EXTRAS designed to assist players and GMs in
Advancements apply equally to directing these situations, and how
extras just as it does to skills, stunts they may contribute mechanically to
and aspects. the conflict.
• You can change an extra’s as-
pect at any minor milestone, or at a CONCEALMENT AND COVER
major milestone if it’s tied to your It’s hard to hit something that
High Concept. you can’t target accurately. Targets of
• You can advance the Skill of an ranged attacks that are using objects
Extra at any significant or major mile- hard enough to prevent penetration
stone as well. You can also swap skill from a ranged attack gain a bonus to

121
their defense roll. If up to half the tar- and a half, a character with a Physique
get is behind cover, the target gains a of Mediocre (+0) can hold their breath
+2 defense bonus against the attack. for nine seconds without suffering
When more than half the target is cov- stress and a character with Terrible
ered, the target gains a +4 to defense Physique (2) cannot hold their breath
against the ranged attack roll. If the at all without suffering stress. For the
target is completely concealed by cov- purposes of asphyxiation, a Physique
er, she may not be targeted except score with no points in it is considered
under extraneous circumstances. to be a +0 instead of the normal -1.
It is important to keep in mind After the maximum allowed
that cover must be a stationary, envi- time in rounds has passed, a char-
ronmental object that is described in acter begins taking on stress as their
an aspect. Shields and force fields do body suffers from lack of breathable
not count as cover in this way unless air. The character takes on a tempo-
otherwise specified. rary Asphyxiated aspect, and begins
If the concealed character in- to suffer one cumulative stress per
tends to shoot back, she must reveal round. All stress accumulated this way
at least a portion of herself during the is removed as soon as air is available
exchange and, as such, can never gain to breath, and consequences suffered
more than a +2 defense bonus under in this way are regained twice as fast
cover. as normal.

ASPHYXIATION IMMUNITY
A creature can hold its breath A creature that is immune to
for a number of rounds equal to three some form of attack, such as a sin-
times their Physique rating. By a mea- gle element, is not subjected to stress
sure of actual time, this means that or consequences and do not become
a character with a Physique of Aver- hindered by an attacks using that type
age (+1) can hold their breath for 18 of material.
seconds without suffering any stress,
a character with a Physique of superb INCORPOREAL
(+5) can hold their breath for a minute Some creatures are able to
discorporate, become ethereal or oth- wound). Resistance indicates the Phy-
erwise become intangible. Incorpore- sique difficulty to resist the effects
al creatures are not affected by ob- of the poison as well as the difficul-
stacles, hazards or rough terrain. In ty of the Medicine roll to treat it. The
addition, mundane weaponry such as onset rating indicates how long the
bolts, unarmed attacks, swords and substance takes to affect the victim.
axes have no effect on incorporeal A poison or drug with an immediate
beings. Mundane blast effects such onset affects the victim as soon as it
as plasma weaponry, light and explo- is successfully delivered as well as the
sives deal half the amount of damage beginning of every subsequent round.
(rounded down) to incorporeal beings. The strength rating determines the
Magical attacks, relics and spells can amount of stress inflicted per turn. If
damage incorporeal beings normally. there is a slash mark, then you will add
or subtract a number of damage to the
POISON AND DRUGS right of the slash. The description will
A character who is poisoned also list any cure for the drug or poi-
must take an aspect that describes son, if any exists.
their status as poisoned or enven- A character who is taken out
omed. Each type of poison or drug while affected by the Poisoned aspect
will have a description that will indi- suffers the end effects of the poison
cate how the poison works. When poi- and are considered to have been tak-
soned, any damage taken is rolled at en out by it. Sometimes, this can even
the beginning of every round of the mean death.
conflict until the poison or drug has Example: Adder Drop is a pow-
run its course, or a medicine roll has erful poison derived and distilled from
been made to remove the aspect. a pit adder’s venom that is often used
Poisons and drugs have four to coat weapons. It has a delivery trait
traits: delivery, resistance, onset and marked with ingestion and blood,
strength. Delivery indicates how the meaning it can be delivered orally or
drug or poison can be administered, through a wound. A drop is placed in
whether ingested, inhaled, skin con- the drinking water of a samurai named
tact or blood (such as through an open Oto during a banquet. It has a

123
resistance trait of 3. Oto’s player rolls of the internal hemorrhaging that the
Physique but only scores Fair (+2), so poison caused, and attempt to find the
he will unfortunately succumb to the assassin that placed it in his drink.
effects of the poison and places an
Adder Drop Poison situation aspect on ROUGH TERRAIN
his sheet. Onset is thirty minutes when This is an aspect that GMs are
ingested, so after a while of carousing encouraged to use when the conflict
he heads back to his room and as he takes place on rough ground such as
is preparing for sleep when the poison unstable terrain, flooring covered in
takes effect. The strength of the poi- debris or the like. Rough terrain allows
son is 2/+1 per minute, so Oto suf- any character to take or inflict a free
fers two stress as the initial effects of compel when they take a movement
the poison begin to take hold. Within a action, even within the same zone. In
minute, he suffers another 3 physical addition, any rolled attempts to move
stress and must take a Consequence through, into or out of a zone with
to absorb the damage. Luckily, Oto the Rough Terrain aspect must roll 2
has used his Knowledge roll of Good higher on the ladder in order to do so.
(+3) to know what poison he has been
afflicted with and knows the effects AMBUSH!
of this poison as well as how to cure Sometimes a person or a group
it. Rushing to the kitchen takes an- will attack another without the vic-
other minute, so he suffers another 4 tims being aware that they are being
stress damage, and is now one minute attacked. In any situation where one
away from death. The kitchen, lucki- group of combatants are aware of the
ly, is stocked with borage root, which other, but the other is not aware of
Oto knows will neutralize the poison. them, then this is called an ambush.
After eating all of the borage root he An ambush usually occurs when
can find in the kitchen the effects be- one party has not been noticed by the
gin to diminish and he takes no fur- other, often due to stealth or magic
ther damage and the poisoned aspect that causes one group to go unno-
is removed from Oto’s sheet. Now, he ticed. Typically, the roll to determine
must contend with the consequences if an ambush is successful is the
surprise attacker’s Stealth skill in a hand of a deal and a skilled negotia-
contest against the defender’s Per- tor is capable of getting their way in
ception skill. If the Stealth roll exceeds just about any exchange. When hag-
the Perception skill, then the ambush gling over the price of something, it is
is successful and the defenders will considered a Conflict using the men-
not know that they are being attacked tal stress track to determine winners
until it is too late. When rolling a con- and losers. Stress and consequences
test to determine if an ambush is suc- are recovered from these types of sit-
cessful, a tie roll typically goes to the uations as normal, so a conscientious
defender which, in this case, is the haggler who values their own sanity
Perception roll. In special cases, some and sense of well-being will bow out
talents, equipment or other special of a negotiation conflict before the
abilities can turn this in favor of the stakes get too high.
other side, instead. Social combat most often uses
If an ambush is established, then the Rapport skill when making attacks
all characters will roll initiative as nor- and defenses, but other skills can be
mal. Once initiative has been deter- used instead. Deceit is used almost as
mined, there will be a special exchange often as Rapport, as well as Bureau-
round called a “surprise round.” During cracy, Contacts, Empathy, Knowledge,
the surprise round, only those individ- Performance, Provoke and even, some-
uals who are aware of the other will be times, Strategy. Most of all, the skills
allowed to take actions. Defense rolls rolled will match the method used to
are allowed as normal. attack and defend, so it should make
After the surprise round has sense for how each side of the table is
completed, initiative order returns to trying to gain the upper hand. If, for
normal and combat will commence as example, the shopkeeper is trying the
usual. “take-away close” where the owner of
the item will infuriate the buyer and
NEGOTIATION say that the deal is off the table, offer-
The art of negotiation is an in- ing a lower quality of item for the price
tricate one. There are many twists and being offered then the shopkeeper
turns involved in getting the upper might use Provoke. If, during the next

125
exchange, the buyer attempts to use which the target defends as normal
his superior knowledge of the item, using Athletics to dodge or Unarmed
it’s availability and cost in other loca- Combat in order to block the attempt.
tions then a Knowledge roll would be If the attack succeeds, then both par-
made. As with any other social combat ticipants acquire a temporary aspect
situation, the defense does not need called “Grappled.” While this aspect
to be the same Skill as the attacker remains, the character cannot move
used. It simply must make sense. unless the grapple is broken.
While negotiation is consid- On each participant’s turn, she
ered social combat and can inflict real may attempt to do one of three things:
stress and consequences, it will never Damage, Maneuver or Escape. At-
physically injure a character or allow tempting to inflict damage is an attack
that character to take the item for free roll. A maneuver can use the Attack,
or so far below the owner’s cost of the Create Advantage or rarely, an Over-
item that he would lose a substantial come action. Escape is considered an
sum of money without a good reason. attack action as well, but has a dual
When negotiation ends, the winner purpose as a defense roll in terms of
gets to decide whether the price of the perks.
item goes up one shift or down one When attempting to damage your
shift or stays the same. If the winner opponent within a grapple, you may
won with style, this shift can increase use Unarmed Combat or Physique in
or decrease by two instead. an attempt to strike, bend, manipulate
or otherwise harm the opponent. This
GRAPPLING attack is defended using Unarmed
The act of grappling involves Combat or Physique as normal and
two or more combatants involved in shifts of damage are applied as nor-
clinches, pins and maneuvers enacted mal for any other kind of attack.
while holding on to each other in order There are a number of basic ma-
to inflict damage or pin the opponent. neuvers that even an untrained grap-
When attempting to grapple, the pler may attempt during a grapple
initiator of the grapple must roll a nor- exchange. These are Control Weapon,
mal Unarmed Combat attack, Disarm, Drop prone, Pin, Restrain or
Take Cover. available, then the grappler must at-
• Control Weapon is used when tempt to put them into a lock of some
a grappler attempts to use her own, kind. This maneuver can only be used
or an opponent’s weapon against her after a successful pin on an opponent.
and is an opposed overcome action. A restrained character gains the “Re-
• Disarm attempts to remove the strained” aspect, and cannot move ex-
weapon entirely and uses the Control cept to attempt to escape.
Weapon rules. In order to disarm, the • Take Cover: This maneuver at-
grappler must have first succeeded on tempts to use the opponent as a shield
a control weapon maneuver. On their against oncoming attacks. A grappler
next turn, they gain a +2 to the ma- who succeeds in this maneuver will
neuver’s roll so long as they’ve main- automatically have any attacks against
tained control of the weapon. her hit her opponent instead until the
• Drop Prone: This action at- next grappler’s turn. If an opponent is
tempts to drag both combatants to the restrained, the victim must break free
ground. In order to stand up again, the of the restraint before the effect ends.
grapplers must break free. Escaping a grapple requires an
• Pin: This action is used to hold attack action. If successful, the grap-
the opponent in place. When a char- pler removes the “Grappled” aspect
acter is successfully pinned, then each and is free. This requires her action
character’s turns must be spent main- for the turn.
taining or attempting to break free
of the pin by making follow-up rolls. ASPECTS
While pinning, neither character can An Aspect is a short phrase that
take defensive actions. describes something unique, notewor-
• Restrain: Attempting to tie up thy or characteristic about your char-
or otherwise prevent an opponent from acter. They’re the primary way that
moving once you let go is a restraint. you spend and gain Fate Points and
The grappler will almost always need a they influence the story by providing
tool such as duct tape, zip-ties, nano- an opportunity for the character to get
cord or some other restraining device a bonus, complicate a characters life,
in order to use this move. If no tool is create drama, or add to another

127
character’s roll or passive opposition. ASPECT TYPES
You can use Aspects to gain a mechan- Warsong uses several types of
ical or narrative advantage during play Aspects. Aspects mainly differ from
by describing how that aspect helps each other in terms of what they’re at-
your current situation. Aspects can tached to and how long they last.
also create trouble and hinder your
character or other characters. It costs GAME ASPECTS
a Fate Point to gain an advantage from Game Aspects are permanent
an Aspect. This is called Invoking. Let- fixtures of the game. While they might
ting an Aspect make your character’s change over time, they never really go
life more difficult is called Compelling away. If you’ve already gone through
and rewards you with a Fate Point. Fi- game creation then you’ve proba-
nally, resisting a Compel costs a Fate bly already defined at least a few of
Point.Aspects tell you what’s import- these. They describe current threats,
ant about the game, and they help you impending issues and problems that
decide when to use the mechanics. exist in your world, and will be a basis
for the game’s story.
FATE POINTS Anyone can invoke, compel or
GMs and Player Characters have create advantages on a Game Aspect
access to a pool of points called Fate at any time. They’re always there and
Points that you can use to influence available for anyone to use.
the game in many ways. You can rep-
resent these with tokens or just keep CHARACTER ASPECTS
track of them on your character re- Character Aspects are just as
cord sheet or a scrap of paper. Play- permanent as Game Aspects and are
ers start each session with a number written on the character sheet. They’re
of Fate Points equal to their Refresh a bit smaller in scope than Game As-
rating. You’ll refresh your Fate Points pects and can describe a nearly infinite
to your Refresh rating at the begin- number of things that can set a char-
ning of every session, or at the end of acter apart, such as:
any Scenario even if you didn’t end the • Significant personality traits or
session there. beliefs.
• A character’s background or • Physical features of the envi-
profession. ronment.
• A character’s notable features. • Positioning or placement.
• A character’s clan or affiliation. • Immediate obstacles.
• Relationships to people or or- • Contextual details that are
ganizations. likely to come into play.
• Problems, goals or issues • Sudden changes in the charac-
they’re dealing with. ter’s status.
• Titles, reputation or obliga- Which characters can use a Situa-
tions the character may have. tional Aspect depends on the narrative
You can invoke or compel any context. Sometimes these contextual
of your character’s aspects whenev- cues will be very clear but other times
er they’re relevant to the situation at you’ll need to justify how you’re using
hand. GMs can always propose a com- the situational aspect based on what’s
pel on the player characters. Players happening in the scene.
can suggest compels for other char- Sometimes a Situation Aspect
acters as well, but the GM always has becomes an obstacle that the char-
the final say in whether or not the sug- acters will need to overcome. Other
gestion is valid. times they’ll give justification to pro-
vide active opposition against another
SITUATION ASPECTS character’s action.
A Situation Aspect is temporary
and doesn’t go on a character sheet. CONSEQUENCES
Instead, it is used to represent parts A Consequence is a more per-
of a single scene or until it no longer manent Situation Aspect that is neg-
makes sense. They can also be used atively phrased and represents lasting
to represent specific and temporary injuries or disadvantages incurred as
features of the environment. Situa- a result of a conflict. Negative Conse-
tion Aspects can also be attached to quences can include Aspects such as
specific characters by targeting them Dislocated Shoulder, Removed Index
when you create an advantage. Finger, Despondent or Hysterical.
Examples include: Consequences tend to stick

129
around a while. They can last from a equipment, abilities and powers that
few scenes all the way through entire not everyone is capable of performing
scenarios, depending on their sever- or acquiring. Examples include special
ity. Due to their negative phrasing, pieces of equipment or biotech modi-
they’re far more likely to be compelled fications, complex suites of skills, as-
when you have them and anyone who pects and stunts and even magic.
can justifiably benefit from the Con- •Enhancements: Modifications
sequence can invoke it or create an that give you special abilities. • Bio-
advantage from it. Tech: Technological devices that have
been fused with the body.
BOOSTS •Vehicles: Ground, water, air or
Boosts are transient, ephemeral magical transportation.
aspects. They only last until they are •Relics: Special equipment that
Invoked a single time. You get a Boost contain magical power.
when you’re trying to create an advan- •Power Armor: Specialized,
tage but don’t succeed well enough, self-powered suits of armor.
or as an added benefit to succeeding Extras usually require special
a roll especially well. You can Invoke permissions and costs to acquire. You
them for free, but when Invoked, the may have to spend skill points, stunts
Boost disappears. or aspects or belong to a certain group
Usually the person who creat- in order to acquire certain extras.
ed the Boost will get to use it but that
person can pass on the benefits of the BUYING EXTRAS
boost to someone else if they choose When creating a character, you
to do so. get an “extras budget”, a number of
refresh, skill points, stunts or aspects
EXTRAS to trade in return for extras. Warsong
Extras are an intrinsic part of provides several ready-made extras,
Warsong. An extra is an extension of but you are free to create your own as
your character that is marked down on well with the permission of the GM.
the character record sheet. Extras are Perks may not be purchased with skill
an umbrella group that represents points.
BUYING EQUIPMENT During gameplay, purchasing
Tech Index for equipment indi- equipment is based almost solely on
cates not only how difficult a certain the character’s Resource skill. The
object is to find, but also how much character may make a number of pur-
it costs to purchase. During charac- chases each month in game time ac-
ter creation, you can buy equipment cording to a Resource Pyramid. She
with tech rating up to and equal to may purchase one item with a tech in-
the character’s Resources and Rap- dex equal to her Resource skill score.
port skills combined, representing her She may purchase two items with a
ability to negotiate for and purchase tech index of one less than her re-
the equipment she will start play with. source score, three items with a tech
Any equipment purchases beyond this index of two less than her resource
are purchased with skill points on a score, and so on. Negotiation can be
one-for-one point basis. used to slide this scale a bit.

131
EQUIPMENT RATINGS PERKS
Many Extras in Warsong, espe- Perks are sets of extras used to
cially those provided by equipment describe the cool things your charac-
such as Reliquary Weapons and Ar- ter can do that set her apart from the
mor, provide Shift Ratings. These are other characters.
bonuses that add shifts to your dice Each perk has a name, a require-
roll results only after the dice roll has ment, a description and a mechanical
succeeded. Although many of these benefit. These blocks of information
Shift ratings are used in physical con- help to understand how the pow-
flicts, some can apply to mental, social er works. Some talents and powers
or even resource-based conflicts. are only available to certain character
Weapon Rating adds to the Phys- types, such as Viziers or Mages. You
ical Stress damage of a successful hit can only take perks that you have the
with that particular weapon. For exam- requirements for.
ple, a relic sword with a Weapon Rat-
ing (2) does two more points of stress
than it normally would on a successful
hit. This includes ties as they are tech-
nically a zero-shift hit. These shifts do
not apply to failed hits.
An Armor Rating reduces stress
damage. For example, a suit of Power
Armor with Armor Rating (2) subtracts
two points of stress damage from a
successful hit against you. If that sub-
traction reduces a hit to zero stress or
below, you might still inflict a boost.
Other equipment ratings can ap-
ply to situations that make sense for
that peice of equipment as well. For
example, a et of lock picks would give
a bonus to open mechanical locks.
133
Chapter Four

TRAITS

135
SKILLS THE FOUR ACTIONS
A Skill is a word that describes There are four basic actions in
the level of competence at some- Warsong. These four actions are the
thing a character can do. Skills can be methods in which your character can
gained through innate talent, training, use her skills.
trial and error and even years of study. •Overcome: Taking on
Skills are the basis of everything a some kind of challenge, en- O
character does in the game, especial- gaging in a task or overcoming
ly when it involves skill or chance and a hindrance related to that skill.
dice.
Your character’s skills have rat- •Create An Advantage:
ings. Skills are rated on an adjective
ladder that accompanies a numbered
Modifying your situation in or-
der to stand a better chance at
C
bonus. The higher the rating, the bet- success. This allows you to discover or
ter your character is at that Skill. The create situation aspects and get free
group of Skills your character has in- invocations from them.
forms their potential at a glance. What
they’re the best at and what they •Attack: Trying to harm
flounder in attempting.
It is important to remember that
someone in a conflict. This
harm can be Physical, Mental,
A
if you have not spent points in a skill, Social or even Emotional in nature.
that skill begins play with a rating of
Poor (-1). In addition, skills are marked •Defend: Trying to keep
with an Untrained tag. This tag deter-
mines whether a character may use
someone from harming you,
getting past you or stopping
O
the skill if you have not spent points in them from creating an advantage to
it. A “yes” indicates that the character use against you.
may attempt to use this skill without
having any points in it at a -1 while There are special effects that
a “no” indicates that the skill requires skills sometimes perform as well, such
training and skill, and may not be at- as giving extra stress boxes for a con-
tempted without points in that skill. flict.
STUNTS ADDING A BONUS
Stunts are special abilities that Stunts can allow the character
change the way a skill works. While the luxury of an additional bonus to
each character may have similar skills, a roll under a particular, narrow set of
each stunt is unique to the individual circumstances. This allows the char-
and can serve as a way to differentiate acter to have a specialization. The cir-
one character from another. cumstances in which the stunt should
Your character begins play with allow a bonus should be more narrow
three stunts. Taking more than three than the skill itself allows and only ap-
stunts subtracts your character’s re- ply to a certain type of action.
fresh rate by one for each additional The bonus is +2, but you can also
stunt you take. express this bonus as a two shift bo-
nus that occurs only after your char-
CREATING STUNTS acter succeeds in a roll.
There are ready-made Stunts
in each skill description that you can CREATE A RULES EXCEPTION
take or you can create your own. A stunt can allow a skill to make
a single exception in a narrow circum-
ADD A NEW ACTION TO A SKILL stance for a rule that doesn’t normally
The most common option for fit into that category of action. Stunts
building a stunt is to allow a skill to can break rules in challenges, contests
do something it would not normally and conflicts but cannot break any of
be able to do. Having the stunt, then, the fundamental rules about invoking
would add a new action in certain sit- or compelling aspects or the fate Point
uations to the skill in play. This new economy. Rules exceptions can include
action can be one available to another allowing a skill to be used in another
skill, or one that isn’t available to any type of action that it normally would
skill at all. not apply to or even apply a two-shift
hit rather than taking a boost on
a defense or advantage check.

137
STUNT FAMILIES •If the stunt adds an action, nar-
Sometimes you can create a set row the context of the stunt and give
of stunts that are linked together in the new action a greater bonus. The
some way. These related Stunts are circumstances within which the bonus
called Stunt Families. A stunt family applies should be more narrow than
allows you to create things like fight- the original stunt.
ing styles, schools of philosophy or •If the original stunt gave a bo-
training and allows a character to de- nus, give an additional +2 to the same
velop abilities that relate to them. The action or add an additional two-shift
clan martial arts found in this book are effect to that action.
examples of families. •If the stunt made a rules excep-
To create a stunt family, you will tion, increase its exceptionality.
create one stunt that works as a kind •Any combination of the above.
of prerequisite for the others in the
family, qualifying you to take further BRANCHING STUNTS
stunts along the chain. Then, you’ll When branching a stunt, you
create a set of stunts that are related create additional effects that relate to
to the prerequisite, either stacking the the original stunt in theme or subject
effects or branching out into another matter, but provide a wholly new ef-
set of effects. fect.
The Martial Arts Styles provided If your original stunt added an
in this chapter are examples of stunt action to the skill, a branching stunt
families even though they are consid- might add another action to that skill,
ered to be perks. or provide a different action to that
skill or create a rules exception. The
STACKING STUNTS new Stunt isn’t connected to the pre-
The simplest way to handle stunt vious stunt.
families is to simply make the origi-
nal stunt more effective. When you’re A NOTE ON MARTIAL ARTS
stacking a stunt, it’s important to keep It is important to note that while
in mind that the new Stunt basically martial arts styles are considered to be
replaces the previous one. a family of stunts, martial arts perks
do not replace each other when they are pur- SKILL LIST
chased like stunt families do. Instead, your • Animal Handling
character retains all purchased perks. • Athletics
• Bureaucracy
• Contacts
• Crafts
• Deceit
• Drive
• Empathy
• Investigate
• Knowledge
• Larceny
• Linguistics
• Melee Combat
• Medicine
• Perception
• Performance
• Physique
• Pilot
• Provoke
• Ranged Combat
• Rapport
• Resources
• Stealth
• Strategy
• Survival
• Unarmed Combat
• Will

139
ANIMAL HANDLING
Untrained: Yes

Animal Handling is used when trying to train, manipulate, control or calm


animals. It is used when training animals to perform tricks, when riding horses
or getting them through dangerous terrain and even calming hungry animals to
prevent them from eating you. Animal Handling also represents your ability to
interact with and understand the body language and behavior of animals.
Animal Handling is used to overcome any challenge or obstacle dealing di-
rectly with animals. You can attempt to calm a pack of hungry wolves preventing
you from changing zones, or guide a horse through jagged, rocky terrain.
When creating an advantage with Animal Handling, you’re creating Aspects
based on animals. You can use trained attack dogs to back an opponent into a
corner or ride a horse faster than an opponent.
Animal Handling can be used as an Attack Action when using an animal
to harm an opponent. This can be a dog bite, a donkey kick, snake bite or any
other means by which an animal can harm an enemy. In order to attack with
Animal Handling, the animal making the attack must have been trained prior to
the event, especially if such an action would be outside their normal scope of
behavior.
Animal Handling cannot be used to defend.

Animal Handling Stunts


• Lash Out: You’ve studied a particular animal’s behavior and psychology to the
point that you can predict and even incite certain behaviors. You can cause this
particular wild animal to lash out at the nearest perceived threat without prior
training. The specific animal you may provoke in this manner must be chosen at
the time of taking this stunt, and may not be changed.
• Skilled Rider: You gain a +2 bonus when making rolls involving riding, racing
or performing tricks while mounted on a horse.
• Loyal Protector: So long as you’ve spent at least one week with an animal and
have treated it with respect and earned its trust, that animal comes to see you
as a member of its family or pack. Using that animal, you can make rolls to de-
fend against attacks using the animal instead. The animal absorbs all Stress and
Consequences instead of you when defending.
ATHLETICS
Untrained: Yes

Athletics represents a character’s physical fitness. Athletics measures how


well a character can control her own body and determines how well you can
move and coordinate your body and also governs physical activities such as
sports. It is the natural choice for action-oriented characters.
Athletics allows you to overcome obstacles that require physical movement
such as jumping, running, swimming or climbing. You can use overcome actions
with Athletics to move between zones in a conflict if there’s a situational aspect
in your way. You also roll Athletics to chase, race or participate in any sports-
like activity.
When you’re Creating An Advantage with Athletics, you jump to higher
ground, run faster than the opponent can keep up with or perform dazzling ac-
robatic maneuvers in order to confound your foes.
Athletics is not an attack skill, with one exception. When using thrown
weapons such as throwing knifes, shurikens and spears, you use Athletics to
make such attacks.
Athletics can be rolled as a catch-all Skill in order to dodge incoming at-
tacks in a physical conflict in close-quarters or in ranged combat. You can use
also use Athletics to defend against characters attempting to move past you so
long as you’re in a position to physically interfere.

Athletics Stunts
• Sprint: You can move two zones instead of one in a conflict without rolling
provided there are no situation Aspects preventing movement.
• Free Runner: You gain a +2 bonus to Overcome actions with Athletics if you
are in a chase across rooftops or other precarious urban conditions that require
balance, strength and speed or can use creative movement to traverse your en-
vironment.
• Stunning Counter: When you succeed with style on a Defense roll in melee
or unarmed conflict, you counter with a blow that stuns your opponent. You
automatically attach the Dazed Situational Aspect on your opponent with a free
invoke, instead of just a Boost.

141
BUREAUCRACY
Untrained: No

A bureaucrat understands organizations and their rules. They understand


laws, precedents and customs as well as cultural and national traditions. Bu-
reaucracy is used whenever one wants to understand the law, tradition, red tape
and legal paperwork.
You can use the Bureaucracy Skill to overcome bureaucratic obstacles like
customs, precedents, red tape, restrictions and legal obfuscation. Also, you can
use an Overcome Action with the Bureaucracy Skill as active opposition to some-
one doing the same.
You can use Bureaucracy to Create An Advantage by offering bribes, using
organizational customs, creating paperwork and red tape and by gaining infor-
mation otherwise hidden by overloaded bureaucracy and paperwork. You can
cause bureaucratic inconveniences for others and even grease the wheels.
You can use Bureaucracy in order to cause Mental Stress with legal argu-
ments, audits and administrative reprimands. Attacks using this Skill typically
take longer than a single action. These attacks may take from minutes to several
weeks or months in order to succeed.
You use Bureaucracy to defend against bureaucratic attacks. Fighting the
use of red tape or lein as well as to deconstruct legal arguments against you.
Bureaucracy can even be used to Defend against certain uses of the Provoke Skill
involving law enforcement or behavioral enforcers.

Bureaucracy Stunts
• Grease The Wheels: You are talented when it comes to speeding up legal pro-
cess and avoiding the snarls of the bureaucratic ties. You gain a +2 bonus when
overcoming obstacles involving legal red tape, customs or paperwork.
• Rule Of Law: Gain a +2 bonus when making Attack or Defense rolls in a court-
room.
• Ranking Officer: You can use Bureaucracy in place of another Skill when inter-
acting with anyone else below you or your station. This stunt only works against
those who would recognise your rank, and are a part of that organization or are
somehow affected by it.
CONTACTS
Untrained: No

Contacts involves networking and knowing people and the ability to get
information and other favors from them.
You can use Contacts to overcome any obstacle related to finding someone
you need to find. Whether you use old-fashioned “man on the street” type of
work, polling your information network, or searching forum archives and Link-
Scape Icons, you’re able to hunt down people or somehow get access to them.
Contacts allows you to know who the perfect person to talk to is for any-
thing you might need, or to decide that you know the perfect person already.
It’s likely that you’ll create story details with this skill, represented by Aspects.
You can also create an advantage that represent what the word on the street is
about a particular individual, object, or location based on what your contacts
tell you. These aspects almost always deal with reputation more than fact, such
as Known as a Mean Guy or Notorious Swindler. Whether that person lives up to
their reputation is anybody’s guess. People often have misleading reputations
that complicate their lives. Contacts could also be used to create aspects that
represent using your information network to plant or acquire information.
Attack: Contacts cannot be used to attack.
Defend: Contacts can be used to defend against people creating social
advantages against you, provided your information network can be brought to
bear in the situation. You might also use it to keep someone from using Deceive
or Contacts to go “off the grid”, or to interfere with Investigate attempts to find
you.

Contacts Stunts
• Ear to the Ground: Whenever someone initiates a conflict against you in an
area where you’ve built a network of contacts, you use Contacts instead of No-
tice to determine turn order, because you got tipped off in time.
• Rumor Mill: You gain a +2 bonus to create an advantage when you plant vi-
cious rumors about someone else.
• Weight of Reputation: You can use Contacts instead of Provoke to create ad-
vantages based on the fear generated by your sinister reputation and all the
shady associates you have.

143
CRAFTS
Untrained: No

You know how to design and build things. Crafts is the ability to turn cre-
ativity into a tangible thing using raw materials.
You can use Crafts to Overcome man-made obstacles by finding flaws in
their construction or destroy them completely. You can also use Crafts in order
to bypass obstacles if you have the raw materials to design something that over-
comes them.
Crafts can be used to create an advantage when you have a chance to cre-
ate or improve an object that can be used to gain the upper hand in a situation.
It can also be used when your understanding of the way things work can be used
to discover vulnerabilities. You can also examine the work of others to deter-
mine its worth, or how something was made.
Crafts is not used to make attacks or defend.
Special Note: Crafts acts as a “master skill” providing points to purchase
scores in their subset skills. When taking points in Crafts, choose what kind of
crafts your character in which your character is trained. Your character’s Crafts
score provides a pyramid of crafts skills. You gain a primary craft, and each sub-
sequent craft skill is equal to your Crafts score with a cumulative -1. For exam-
ple, if you have a Crafts score of Fair (+2), you have two points to spend in your
primary craft, and one point to spend in a secondary.
Example crafts subsets are: Synthetic Life, Engineering, Technology, Car-
pentry, Painting and clothing.

Crafts Stunts
• Make Do: You always seem to have the proper tools for a particular job using
Crafts, even in extreme situations such as being imprisoned and separated from
all your stuff.
• Better than New: Whenever you succeed with style on an overcome action to
repair a piece of machinery, you can immediately give it a new aspect (with a free
invoke) reflecting the improvements you’ve made, instead of just a boost.
• Surgical Strike: When using Crafts in a conflict involving machinery, you can
filter out unwanted targets from whole-zone attacks without having to divide up
your shifts (normally, you’d need to divide your roll between your targets).
DECEIT
Untrained: Yes

Deceit is used in order to lie or misdirect others. Deceit is the skill you use
for determining if a disguise works, whether on yourself or others. You’ll need
to have the time and supplies to create the desired effect. You can also use De-
ceit to do minor tricks, misdirect and perform sleight-of-hand.
Use Deceit to bluff your way past someone, to get someone to believe a
lie or to get something out of someone because they believe in one of your lies.
For nameless NPCs, this is just an overcome roll but for PCs or named NPCs, it
requires a contest. The target opposes with Empathy or Deceit.
You can create an advantage when someone else buying into your lie could
help you in some way.
Deceit is not used to make attacks.
You can use deceit to defend against overcome actions and creating ad-
vantages because it’s hard to bullshit a bullshitter.

Deceit Stunts
• Lies upon Lies: You gain a +2 bonus to create a Deceit advantage against
someone who has believed one of your lies already during this session.
• Mind Games: You can use Deceit in place of Provoke to make mental attacks,
as long as you can make up a clever lie as part of the attack.
• One Person, Many Faces: Whenever you meet someone new, you can spend a
fate point to declare that you’ve met that person before, but under a different
name and identity. Create a situation aspect to represent your cover story, and
you must use Deceit in place of Rapport whenever interacting with that person.

145
DRIVE
Untrained: Yes

If it has wheels, you can drive it. This Skill is used to govern motorcycles,
common automobiles and even large trucks and utility vehicles.
Drive is the equivalent of Athletics when you’re in a vehicle. You use it to
successfully accomplish movement in the face of difficult circumstances, like
rough terrain, small amounts of clearance, or stunt driving. Obviously, Drive is
also used for contests, especially chases and races.
You can use Drive to determine the best way to get somewhere in a ve-
hicle, and succeeding with style allows you to learn features of the route that
get expressed as aspects, or declare that you know a Convenient Shortcut. You
can also just read the Athletics description, and then make it about a vehicle.
Advantages created using Drive often revolve around getting good positioning,
doing a fancy maneuver (Did a Barrel Roll, anyone?), or putting your opponent in
a bad spot.
Drive isn’t usually used as an attack skill (though stunts can certainly alter
this). If you want to ram a vehicle, you can attack with Drive, but you take the
same shifts of harm you inflict.
Avoiding damage to a vehicle in a physical conflict is one of the most com-
mon uses of Drive. You can also use it to defend against advantages being cre-
ated against you or overcome actions of someone trying to move past you in a
vehicle.

Drive Stunts
• Hard to Shake: You gain a +2 bonus to Drive whenever you’re pursuing an-
other vehicle in a chase scene.
• Pedal to the Metal: You can coax more speed out of your vehicle than seems
possible. Whenever you’re engaged in any contest where speed is the primary
factor (such as a chase or race of some kind) and you tie with your Drive roll, it’s
considered a success.
• Ramming Speed: When ramming another vehicle, you ignore two shifts of
damage as if you had two points of armor. So if you ram and hit for four shifts,
you only take two yourself.
147
EMPATHY
Untrained: Yes

The emotional variant of the Perception Skill, Empathy involves sensing


and understanding what others are feeling.
You don’t really use Empathy to overcome obstacles directly. Normally,
you find out some information with it, and then use another skill to act. In some
cases, though, you might use Empathy like you would use Perception, to see if
you catch a change in someone’s attitude or intent.
You can use Empathy to read a person’s emotional state and get a general
sense of who they are, presuming you are able to have some kind of interper-
sonal contact with them. Most often, you’ll use this to assess the aspects on
another character’s sheet, but sometimes you’ll also be able to create new as-
pects, especially on NPCs. If the target has some reason to be aware that you’re
trying to read them, they can defend with Deceive or Rapport. You can also use
Empathy to discover their breaking points.
Empathy is not intended as an Attack Skill. This is the skill to go to in order
to defend against Deceive actions, allowing you to pierce through lies and see
through to someone’s true intent. You can also use it to defend against those
creating social advantages against you in general.

Empathy Stunts
• Lie Whisperer: You gain a +2 bonus to Empathy rolls made to discern or dis-
cover lies, whether they’re directed at you or someone else.
• Nose for Trouble: You can use Empathy instead of Perception to determine
your turn order in a conflict, provided you’ve gotten a chance to observe or
speak to those involved for at least a minute beforehand during this scene.
• Psychologist: Once per session you can reduce someone else’s consequence
by one level of severity (severe to moderate, moderate to mild, mild to nothing
at all) by succeeding on an Empathy roll with a difficulty of Fair (+2) for a mild
consequence, Good (+3) for moderate, or Great (+4) for severe. You need to talk
with the person you’re treating for at least a half an hour in order for them to
receive the benefits of this stunt, and you cannot use it on yourself. Normally,
this roll would only start the recovery process, instead of changing the conse-
quence level.
INVESTIGATE
Untrained: Yes

Investigate calls upon basic knowledge of criminology and deductive rea-


soning to locate evidence and perform forensic analysis. Investigate is the skill
you use to find things out. It’s a counterpart to Perception - whereas Perception
revolves around situational alertness and surface observation, Investigate re-
volves around concentrated effort and in-depth scrutiny.
Investigate obstacles are all about information that’s hard to uncover for
some reason. Analyzing a crime scene for clues, searching a cluttered room for
the item you need to find, scrutinizing a host in the LinkScape, even pouring
over a musty old tome to try and find the passage that makes everything make
sense. Racing against the clock to collect evidence before the cops show up or
disaster occurs is a classic way to use Investigate in a challenge.
Investigate is probably one of the most versatile skills you can use to create
an advantage. As long as you’re willing to take the time, you can find out just
about anything about anyone, discover nearly any detail about a place or object,
or otherwise create aspects about nearly anything that your character could rea-
sonably unearth.
Investigate isn’t used to make attacks or defend against them.

Investigate Stunts
• Attention to Detail: You can use Investigate instead of Empathy to defend
against Deceive attempts. What others discover through gut reactions and intu-
ition, you are able to learn through careful observation.
• Eavesdropper: On a successful Investigate roll to create an advantage by
eavesdropping on a conversation, you can discover or create one additional as-
pect. This doesn’t give you an extra free invocation.
• Deductive Reasoning: Once per scene you can spend a fate point (and a few
minutes of observation) to make a special Investigate roll representing your
potent deductive faculties. For each shift you make on this roll you discover or
create an aspect, on either the scene or the target of your observations, though
you may only invoke one of them for free

149
KNOWLEDGE
Untrained: No

The Knowledge skill is about lore and education. It has to do with hard ac-
ademics such as science, geography, physics or math.
You can use Knowledge to overcome any obstacle that requires applying
your character’s academic knowledge to achieve a goal. For example, you might
roll Knowledge to decipher some ancient pictographs on a tomb wall, under the
presumption that your character might have researched it at some point. You
can use Knowledge as a go-to skill any time you need to know if your character
can answer a difficult question, where some tension exists in not knowing the
answer.
Like Investigate, Knowledge provides a lot of very flexible opportunities to
create advantages, provided you can research the subject in question. More of-
ten than not, you’ll be using Knowledge to get a story detail or some obscure bit
of information that you uncover or know already. If that information gives you
an edge in a future scene, it might take the form of an aspect. Likewise, you can
use Knowledge to create advantages based on any subject matter your character
might have studied, which gives you a fun way to add details to the setting.
Knowledge is not used in conflicts.
Special Note: Knowledge works in a pyramid system like Crafts does. The
number of points devoted “trickle down” into subsets of areas of expertise.

Knowledge Stunts
• Well-Read: You’ve read hundreds, if not thousands of books on a wide variety
of topics. You can spend a fate point to use Knowledge in place of any other skill
for one roll or exchange, provided you can justify having read about the action
you’re attempting.
• Shield of Reason: You can use Knowledge as a defense against Provoke at-
tempts, provided you can justify your ability to overcome your fear through ra-
tional thought and reason.
• Specialist: Choose a field of specialization, such as occult, herbology, crimi-
nology, technology, or zoology. You get a +2 to all Knowledge rolls relating to
that field of specialization.
LARCENY
Untrained: No

The Larceny skill covers your character’s aptitude for stealing things and
getting into places that are off-limits. This skill also includes a proficiency in re-
lated technology, allowing the character to hack security systems, disable alarm
systems, et cetera.
As stated above, Larceny allows you to overcome any obstacle related to
theft or infiltration. Bypassing locks and traps, pickpocketing and filching, cov-
ering your tracks, and other similar activities all fall under the purview of this
skill.
You can case a location with Larceny to determine how hard it would be to
break into and what kind of security you’re dealing with. You can also discover
any vulnerabilities you might exploit. You can also examine the work of other
burglars to determine how a particular heist was done, and create or discover
aspects related to whatever evidence they may have left behind.
Larceny is not used to ttack or defend.

Larceny Stunts
• Always a Way Out: You gain a +2 bonus on Larceny rolls made to create an
advantage whenever you’re trying to escape from a location.
• Security Specialist: You don’t have to be present to provide active opposition
to someone trying to overcome security measures you put in place or worked
on. Normally, a character would roll against passive opposition for that.
• Talk the Talk: You can use Larceny in place of Contacts whenever you’re deal-
ing specifically with other thieves and burglars.

151
MEDICINE
Untrained: No

Medicine involves understanding biology and methods with which to heal


trauma and illness. With the Medicine Skill, you can spot and diagnose sickness
and even determine the extent of an injury.
You don’t usually use Medicine to overcome obstacles directly. Normally,
Medicine is used to acquire information. In some cases you may be able to use
Medicine like you would Perception.
You might be able to use Medicine in order to understand a character’s
biological or physiological weaknesses. You can use Medicine to determine how
many Physical Stress boxes another person has, as well as what their Conse-
quences are, if they have any.
Medicine is generally not used to attackor defend.

Medicine Stunts
• Intensive Care: Once per session you can reduce someone else’s consequence
by one level of severity (severe to moderate, moderate to mild, mild to nothing
at all) by succeeding on a Medicine roll with a difficulty of Fair (+2) for a mild
consequence, Good (+3) for moderate, or Great (+4) for severe. You need to
treat with the person for at least half an hour in order for them to receive the
benefits of this stunt. Normally, this roll would only start the recovery process,
instead of changing the consequence level.
• Medical Training: You gain a +2 bonus to Medicine rolls to diagnose illness
or injury.
• Physiological Stressor: So long as you’ve performed at least one Medicine Roll
to observe the target, you gain an additional two shifts to a single attack roll
against the target.
MELEE COMBAT
Untrained: Yes

Melee Combat covers forms of close-quarters combat involving weaponry.


Since you don’t really use Melee Combat outside of a conflict, it’s not often
used to overcome obstacles. You might use it to display your fighting prowess
in a demonstration, or to participate in some kind of regulated bout or sport
fighting, which would allow you to use this skill in a contest.
You’ll probably use Melee Combat for most of the advantages you create
in a physical conflict. Any number of special moves can be covered with advan-
tages: a targeted strike to stun, a feint, disarming, and so on. You could even
use Melee Combat to assess another fighter’s style, spotting weaknesses in his
or her form that you can exploit.
You make physical attacks using a weapon with Melee Combat. Remember,
this is for close work, so you have to be within striking distance of your oppo-
nent.
You use Melee Combat to defend against any other attack or create an ad-
vantage attempt, as well as pretty much any action where violently interposing
yourself with a weapon could prevent it from happening. You can’t use this skill
to defend against attacks made against you using the Ranged Combat skill.

Melee Combat Stunts


• Flourish: When you succeed with style in a roll with Melee Combat and reduce
the result by one in order to gain a boost, you can choose to gain a full Situation
Aspect with a free invoke instead.
• Trained Parry: You gain a +2 bonus to defend rolls while using a sword.
• Killing Stroke: Once per scene, when you force an opponent to take a Conse-
quence, you can spend a Fate Point in order to increase the severity of the Con-
sequence so that Mild becomes Moderate and Moderate becomes Severe. If your
opponent was already going to take a Severe Consequence, then he must either
take a Severe and another Consequence, or be taken out.

153
PERCEPTION
Untrained: Yes

The Perception skill involves noticing things with your senses. It represents
a character’s overall perception, ability to pick out details at a glance, and other
powers of observation. Perception is very quick compared to Investigate.
You don’t really use Perception to overcome obstacles too often but when
you do it’s used in a reactive way: noticing something in a scene, hearing a faint
sound, spotting the concealed gun in that guy’s waistband.
You use Perception to create aspects based on direct observation such as
looking over a room for details that stand out, finding an escape route in a de-
bris-filled building, noticing someone sticking out in a crowd or noticing that
the guy who is coming at you with a knife is favoring his left leg. When you’re
watching people, Perception can tell you what’s going on with them externally.
That’s Empathy. You might also use Perception to declare that your character
spots something you can use to your advantage in a situation.
Perception isn’t used for attacking but you can use Perception to defend
against any uses of Stealth and Larceny to get the drop on you or ambush you,
or to discover that you’re being observed.

Perception Stunts
• Danger Sense: You have an almost preternatural capacity for detecting dan-
ger. Your Perception skill works unimpeded by conditions like total conceal-
ment, darkness, or other sensory impairments in situations where someone or
something intends to harm you.
• Tell: You can use Perception in place of Empathy to learn the aspects of a tar-
get through observation.
• Reactive Shot: You can use Perception instead of Ranged Weapon to make
quick, reactive shots that don’t involve a lot of aiming. You are able to go first
in the first exchange during combat when using a ranged attack. However, be-
cause you’re having a knee-jerk reaction, you’re not allowed to concretely iden-
tify your target before using this stunt. So, for example, you might be able to
shoot at someone you see moving in the bushes with this stunt, but you won’t
be able to tell if it’s friend or foe before you pull the trigger.
PERFORMANCE
Untrained: Yes

Performance is live, artistic expression such as dancing, singing, playing


musical instruments, acting and similar entertainment-related skills. In addi-
tion to performing ability, this Skill also represents your level of understanding
regarding the society surrounding those art forms and your ability to fit in with
those cultures.
Use Performance in order to inspire people as well as to provide distrac-
tions.
You can use Performance to create specific moods in groups of people. You
could sing an uplifting song to create a Joyful Atmosphere, or act out a sullen
play to evoke feelings of Despondency. You can even use Performance to draw
attention to you while your crew slips out the door, or pickpockets unaware
marks.
Performance doesn’t cause harm.
Performance can be used against any social skills used against you in order
to damage your reputation, or sour groups against you.

Performance Stunts
• Practiced: Using a specific method of expression, such as Acting or Singing,
you gain a +2 to rolls made using the Performance Skill.
• Method Acting: Once per session, you can use Performance in place of Deceit
in order to enforce a disguise or get someone to believe that you are someone
else.
• Lasting Effect: Twice per session, you may upgrade a single Boost made by
succeeding with style on a Performance roll to create a full situation aspect with
a free invoke.

155
PHYSIQUE
Untrained: Yes

The Physique skill is a counterpart to Athletics, representing the charac-


ter’s natural physical aptitudes, such as raw strength and endurance.
You can use Physique to overcome any obstacles that require the appli-
cation of brute force. It is used most often to overcome a situation aspect on
a zone or any other physical impedance, like prison bars or locked gates. Of
course, Physique is the classic skill for armwrestling matches and other contests
of applied strength, as well as marathons or other endurance based challenges.
Physique has a lot of potential for advantages in physical conflict, usual-
ly related to grappling and holding someone in place, making them Pinned or
Locked Down. You might also use it as a way of discovering physical impair-
ments possessed by the target. Grappling the old mercenary might tell you that
he has a Bum Leg, for example.
Physique is not used to harm people directly.
Though you don’t generally use Physique to defend against attacks, you
can use it to provide active opposition to someone else’s movement, provided
you’re in a small enough space that you can effectively use your body to block
access. You might also interpose something heavy and brace it to stop someone
from getting through.
Special: The Physique skill gives you additional physical stress or conse-
quence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good
(+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5)and
above give you an additional mild consequence slot along with the additional
stress boxes. This slot can only be used for physical harm.

Physique Stunts
• Grappler: You gain a +2 bonus to Physique rolls made to create advantages
on an enemy by wrestling or grappling with them.
• Take the Blow: You can use Physique to defend against Unarmed Combat at-
tacks, but you always take 1 shift of stress on a tie.
• Tough as Nails: Once per session, at the cost of a fate point, you can reduce
the severity of a physical consequence by one if the slot is free, or erase a mild
consequence altogether.
PILOT
Untrained: No

The Pilot skill determines your ability to operate unconventional vehicles


such as aircraft and watercraft.
Pilot is the equivalent of Drive when you’re in an unconventional vehicle.
You use it to successfully accomplish movement in the face of difficult circum-
stances, like rough terrain, small amounts of clearance, or stunt driving. Obvi-
ously, Pilot is also ripe for contests, especially chases and races.
You can use Drive to determine the best way to get somewhere in a vehi-
cle, and a good enough roll might allow you to learn features of the route that
get expressed as aspects, or declare that you know a Convenient Shortcut. You
can also just read the Athletics or Drive description, and then make it about an
unconventional vehicle. Advantages created using Drive often revolve around
getting good positioning, doing a fancy maneuver (Barrel Roll, anyone?), or put-
ting your opponent in a bad spot.
Pilot isn’t usually used as an attack skill even though stunts can certainly
alter this. If you want to ram a vehicle, you can attack with Pilot, but you take the
same shifts of harm you inflict and might lose control of the vehicle. Avoiding
damage to a vehicle in a physical conflict is one of the most common uses of
Pilot. You can also use it to defend against advantages being created against you
or overcome actions of someone trying to move past you in a vehicle.

Pilot Stunts
• On Your Six: You gain a +2 bonus to Pilot whenever you’re pursuing another
aircraft in a chase scene.
• Ride The Current: You can coax more speed out of your boat by setting your-
self up in currents or wakes. Whenever you’re engaged in any contest where
speed is the primary factor, such as a chase or race of some kind, and you tie
with your Pilot roll, it’s considered a success.
• Smooth Landing: When your vehicle has sustained enough damage to crash,
you gain a +2 bonus to rolls made to land safely or without injury to the occu-
pants.

157
PROVOKE
Untrained: Yes

Provoke is a skill that’s about getting under someone’s skin and eliciting
negative emotional response from them. This could be fear, anger, shame or
just about any other negative emotion that you can cook up. Basically, it is the
“being a jerk” skill. To use Provoke, you need some kind of justification. Autom-
ata and zombies can’t be provoked.
You can Provoke someone into doing what you want in a fit of emotion.
You might intimidate them for information, piss them off so badly that they act
out, or scare them into running away. It is opposed with Will. Against player
characters, the outcome of a successful Provoke roll may not be the expected
one. An intimidated PC might lash out instead of running away, for example,
and put you into a fight that you were trying to get out of.
You can create advantages representing momentary emotional states, like
Enraged, Shocked, or Hesitant. Your target opposes with Will.
You can make mental attacks with Provoke in order to do emotional harm
to an opponent. Your relationship with the target and the circumstances you’re
in will factor in a great deal as to whether or not you can use this action.
Being good at provoking others doesn’t make you better at avoiding it
yourself. You need Will for that.

Provoke Stunts
• Armor of Fear: You can use Provoke to defend against close-combat attacks,
but only until the first time you are dealt stress in a conflict. You can make your
opponents hesitate to attack, but when they see that you’re only human your
advantage disappears.
• Provoke Violence: When you create an advantage on an opponent using Pro-
voke, you can use your free invocation to become the target of that character’s
next relevant attack action, essentially drawing their attention away from anoth-
er target.
• Okay, Fine: You can use Provoke in place of Empathy to learn a target’s as-
pects, by bullying them until they reveal one to you. The target defends against
this with Will. If the GM thinks the aspect is particularly vulnerable to your hos-
tile approach, you might get a +2 bonus.
RANGED COMBAT
Untrained: Yes

Ranged Combat is the skill of using ranged weaponry such as bows, plas-
ma weapons or kinetic firearms either in a conflict or on targets that don’t ac-
tively resist your attempts to shoot them such as a bull’s-eye or the broad side
of a barn.
Unless, for some reason, you need to demonstrate your Ranged Combat
ability in a non-conflict situation, you probably won’t be using this skill for nor-
mal obstacles much.
In physical conflicts, Ranged Combat can be used to perform a wide vari-
ety of moves, like trick shots and keeping someone under heavy fire. You might
even be able to disarm people and pin their sleeves to walls. You could also
make the argument for creating aspects based on your knowledge of guns such
as placing Jammed aspect on an opponent’s gun.
This skill makes physical attacks using ranged weaponry.
Ranged Combat is unique in that it doesn’t really have a defense compo-
nent. You could use it to lay down some covering fire which might act as a de-
fense for your allies or provide opposition to someone else’s movement though
it could just as easily be represented by creating an advantage (Covering Fire or
Hail of Bullets, for example).

Ranged Combat Stunts


• Called Shot: During a Ranged Combat attack, spend a fate point and declare
a specific condition you want to inflict on a target, like Shot In The Hand. If you
succeed, you place that as a situation aspect on them in addition to hitting them
for stress.
• Quick on the Draw: You can use Ranged Combat instead of Notice to deter-
mine turn order in any physical conflict where shooting quickly would be useful.
• Uncanny Accuracy: Once per conflict, stack an additional free invoke on an
advantage you’ve created to represent the time you take to aim or line up a shot.

159
RAPPORT
Untrained: Yes

The Rapport skill is all about making positive connections to people and
eliciting positive emotion. It’s the skill of charm.
Use Rapport to charm or inspire people to do what you want, or to estab-
lish a good connection with them. With it, you can charm your way past a cross-
road guard, convince someone to take you into their confidence or become the
man of the hour at the local tavern. For nameless NPCs, this is just an overcome
action, but you will have to enter a contest to sufficiently ingratiate yourself to a
named NPC or PC.
Use Rapport to establish a positive mood on a target or in a scene or to get
someone to confide in you out of a genuine sense of trust. You could pep talk
someone into having Elevated Confidence, stir a crowd into a Joyful Fervor or
simply make someone Talkative or Helpful.
Rapport is not used to make attacks. It defends against any skill used to
damage your reputation, sour a mood you’ve created, or make you look bad in
front of other people. It does not, however, defend against mental attacks. That
requires Will.

Rapport Stunts
• Best Foot Forward: Twice per session, you may upgrade a boost you receive
with Rapport into a full situation aspect with a free invocation.
• Demagogue: You gain a +2 bonus to Rapport when you’re delivering an in-
spiring speech in front of a crowd. If there are named NPCs or PCs in the scene,
you may target them all simultaneously with one roll rather than dividing up
your shifts.
• Popular: If you’re in an area where you’re popular and well-liked, you can use
Rapport in place of Contacts. You may be able to establish your popularity by
spending a fate point to declare a story detail or because of prior justification.
RESOURCES
Untrained: No

Resources describes your character’s general level of material wealth and


her ability to apply it. This might not always reflect cash on hand. It might be
tied to land or vassals as much as cred. It might also mean a number of good
lines of credit.
You can use Resources to get yourself out of or past any situation where
throwing money at the problem will help, such as committing bribery or acquir-
ing rare and expensive things. Challenges or contests might involve auctions or
bidding wars.
You might use Resources to grease the wheels and make people more
friendly, whether that represents an actual bribe or simply buying drinks for
people. You can also use Resources to declare that you have something you
need or can quickly acquire it, which could give you an aspect representing the
object.
Attack: Resources isn’t used to attack or defend.

Resources Stunts
• Money Talks: You can use Resources instead of Rapport in any situation where
ostentatious displays of material wealth might aid your cause.
• Savvy Merchant: You get an additional free invoke when you create advan-
tages with Resources, provided that they describe a monetary return on objects
you sold.
• Heir Apparent: Twice per session, you may take a boost representing a wind-
fall or influx of cash.

161
STEALTH
Untrained: Yes

The Stealth skill allows you to avoid detection, both when hiding in place
and trying to move about unseen. It pairs well with the Larceny skill.
You can use Stealth to get past any situation that primarily depends on you
not being seen. Sneaking past sentries and security, hiding from a pursuer or
avoiding leaving evidence as you pass through a place all fall under the purview
of Stealth.
You will mainly use Stealth to create aspects on yourself, setting yourself
in an ideal position for an attack or ambush in a conflict. That way, you can be
Well Hidden when the guards pass by or Hard to Pin Down if you’re fighting in
the dark.
Stealth isn’t used to make attacks.
You can use this to foil Notice attempts to pinpoint you or seek you out,
as well as to try to throw off the scent of an Investigate attempt from someone
trying to track you.

Stealth Stunts
• Face in the Crowd: You gain a +2 bonus to any Stealth roll to blend into a
crowd. What a “crowd” means will depend on the environment. A subway station
requires more people to be crowded than a tiny dive bar.
• Ninja Vanish: Once per scene, you can vanish while in plain sight by spending
a fate point by using a smoke pellet or other mysterious technique. This places
the Vanished boost on you. While you’re vanished, no one can attack or create
an advantage on you until after they’ve succeeded at an overcome roll with No-
tice or Investigate to suss out where you went which costs a turn in an exchange
to do. The aspect goes away as soon as you invoke it, or someone makes that
overcome roll.
• Slippery Target: Provided you’re in darkness or shadow, you can use Stealth
to defend against Ranged Combat attacks.
STRATEGY
Untrained: Yes

Strategy governs the tactics used in war as well as games. It is an invalu-


able skill for those who would lead armies.
You can use Strategy to overcome an obstacle while leading a large regi-
mented group. You can also use Strategy to overcome adversaries and obstacles
where brute force would not otherwise succeed. Strategy can also be used to
overcome obstacles in games of deep thinking and strategy, such as chess.
In situations of war, Strategy can be used to gain tactical advantages against
an opponent or find the opponents weak spots in their own regiment. In war as
well as games of strategy, you can use Strategy to outwit your opponent, see
their patterns or predict their own strategy and maneuvers.
Strategy is not used to attack or defend.

Strategy Stunts
• Blueprint For Success: You can direct one of your allies to strike the opponent
where it hurts the most. Once per conflict, while following your carefully laid
plans, your allies can add one two-shift bonus to a single attack.
• Clear A Path: Once per session you can spend a Fate Point to allow a regiment
that you are leading to ignore an obstacle when attempting to move.
• Checkmate: You can always see a clear path to victory in challenging games.
When you are directly opposed in a game of skill, you gain a +2 bonus to Strat-
egy Rolls.

163
SURVIVAL
Untrained: Yes

The survival skill covers the means and knowledge that is used to stay alive
outside of the resources of civilization. This covers finding shelter, acquiring
food by hunting and fishing or foraging and even orienteering, finding paths
and determining current location by information such as flora, fauna or the po-
sition of the sun.
This is the most common usage of the Survival skill. You can use an Over-
come action to find food or shelter, determine position or direction and any oth-
er action that someone might take in order to stay alive outside of civilization.
You might use Survival to track prey as well.
You might use Survival to assist in hunting or fishing by laying traps, weap-
ons or nets in order to help acquire food. You might create tools such as sharp-
ened sticks or find flint in order to help create a fire.
Survival is typically not used to attack, but you might use Survival to defend
against environmental wilderness hazards directly aimed against you.

Survival Stunts
• Tactical Advantage: You know the lay of the land. You may use Survival in-
stead of a Stealth roll in order to perform an ambush.
• Never Lost: By taking note of your surroundings, you can almost always find a
path and determine the direction you need to go to reach your goal. You gain a
+2 to Survival rolls when attempting to orienteer or find your way out of a wil-
derness area.
• Forest Bounty: No matter where you are, you’ll never go hungry. You gain a
+2 bonus to any attempt to forage or hunt for food.
UNARMED COMBAT Untrained: Yes

The Unarmed Combat skill covers all forms of close-quarters combat made
without using weapons. This covers punching, kicking, head-butts and martial
arts. It also covers certain types of weapons that are specifically designed to as-
sist in unarmed combat, such as brass knuckles.
Since you don’t really use Unarmed Combat outside of a conflict, it’s not
often used to overcome obstacles. You might use it to display your fighting
prowess in a demonstration, or to participate in some kind of regulated bout or
sport fighting against stationary targets, which would allow you to use this skill
in a contest.
You’ll probably use Unarmed Combat for most of the advantages you cre-
ate in a physical conflict. Any number of special moves can be covered with ad-
vantages: a targeted strike to stun, a “dirty move” or disarming. You could even
use Unarmed Combat to assess another fighter’s style, spotting weaknesses in
his or her form that you can exploit.
You make unarmed physical attacks with Unarmed Combat. Remember,
this is for close-in work, so you have to be in striking distance of your target.
You can use Unarmed Combat to defend against any other unarmed attack
or create an advantage attempt made with a Combat Skill as well as pretty much
any action where violently interposing yourself could prevent it from happening.
You can’t use this skill to defend against Ranged Combat attacks, and using this
skill to defend against Melee damage might still cause harm.

Unarmed Combat Stunts


• Pugilist: When you succeed with style on an Unarmed Combat attack and
choose to reduce the result by one to gain a boost, you gain a full situation as-
pect with a free invocation instead.
• One-Two Punch: Once per conflict you may spend a Fate Point in order to
make two Unarmed Combat attacks against a single opponent in one turn.
• Haymaker: You are able to inflict a lot of pain in exchange for your own
well-being. By taking a -2 to your defense rolls until your next turn, you can
inflict an extra +2 damage on successful Unarmed Combat attack.

165
WILL
Untrained: Yes

Will represents your character’s general level of mental fortitude in much


the same way that Physique represents your physical fortitude.
You can use Will to pit yourself against obstacles that require mental ef-
fort. Puzzles and riddles can fall under this category, as well as any mentally
absorbing task, like deciphering a code. Use Will when it’s only a matter of time
before you overcome the mental challenge, and Knowledge if it takes something
more than brute mental force to get past it. Many of the obstacles that you go up
against with Will might be made part of challenges in order to reflect the effort
involved.
You can use Will to place aspects on yourself, representing a state of deep
concentration or focus.
Will is not used for attacks but it is the main skill you use to defend against
mental attacks from Provoke, representing your control over your reactions.
Special: The Will skill gives you additional mental stress boxes or conse-
quence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good
(+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and
above give you an additional mild consequence slot along with the additional
stress boxes. This slot can only be used for mental harm.

Will Stunts
• Determination: Use Will instead of Physique on any overcome rolls represent-
ing feats of strength. This can also be used in opposed strength rolls.
• Hard Boiled: You can choose to ignore a mild or moderate consequence for
the duration of the scene. It can’t be compelled against you or invoked by your
enemies. At the end of the scene it comes back even worse. If it was a mild con-
sequence it becomes a moderate consequence, and if it was already moderate,
it becomes severe. A severe consequence adds a moderate consequence as well.
• Indomitable. You gain a +2 bonus to defend against Provoke attacks specifi-
cally related to intimidation and fear.
PERKS FORMAT
Supernatural powers in Warsong Each perk is a unique power or
are represented by perks. ability that the character can use. Each
As with mortal stunts, taking one will have blocks of information
powers beyond your starting level will that describe it’s name, requirements
reduce your character’s refresh lev- to acquire, refresh cost, description
el. The difference being that pow- and mechanical benefits.
ers often cost more than one refresh
point. This being the case because the
benefits provided by powers are of- TALENTS
ten more than just a two-shift effect.
Talents are perks that mortals
Keep in mind that no character may
acquire through extensive training,
buy so many stunts or powers that her
natural talent, neural or technolog-
refresh would be reduced to zero or
ical enhancement. They are not con-
fewer. Typically, anyone with a refresh
sidered supernatural in any way. Each
of zero or fewer is said to have lost
Talent has a cost that acts against the
their free will and are simply tools of
mortal’s refresh level. Humans are the
destiny.
only character type that can drop their
refresh rating to zero and retain their
PERK DESCRIPTIONS free will.
Each perk will have a description Since Talents represent practiced
that includes the name of the power, skills and learned techniques, oth-
the cost in refresh of that power as er character types can acquire talents
well what effects the power has, any- with refresh points as normal, so long
thing that the character must have in as it makes sense for the character to
order to take the power as well as ex- possess that talent. The GM is the final
tra upgrades that can be purchased arbiter of whether or not a character
with additional refresh. Perks do not can possess any given Talent.
stack. Meaning that you cannot take
a single power more than once unless TEMPLATE PERKS
the power explicitly says so. These types of perks represent

167
intrinsic, inseperable parts of who and moderate discomfort, but not enough
what a character is. A template perk to cause stress and attacks with silver
is purchased with refresh points just only give a +2 shift bonus to damage.
like other perks and work much in the •Lesser Totem: Your connection
same manner except the powers given to your totem is weak at best. You do
to the character through these perks not have to choose a totem animal with
are often “always on”. this trait, and your animal abilities, if
When a template perk requires any, may be sparse.
a “related aspect”, it means that the •Minor Shift: You are not able to
character must at least have one char- call upon your shapeshifting powers
acter aspect that related to the char- to the same extent as your cousins.
acter’s nature with that template. You do not possess any other form
but your man form, and may only take
Beastblood a single shapeshifter power that will
Cost: 1 manifest as a partial change in that
Requirements: Related Aspect form.
Description: You’re related to the true •Echoes: The beast’s blood still
blooded shifters but haven’t changed, calls out to the spirit world from with-
or you were exposed to a form of ly- in you. At the beginning of each ses-
canthrope that didn’t quite take to sion you gain a single boost based on
your physiology. Instead of turning your animal nature. These boosts do
you into a full-blown shifter, you have not carry over from session to session,
instead gained several minor animal- so you may only have one at a time.
istic traits. You are considered no more The boost aspect must have some-
than cousins to the true blooded, and thing to do with animals, instincts or
less than lycanthrope to some. traits otherwise associated with ani-
Effect: mals. Musts: You must have at least
•Lesser Vulnerability: You are af- one aspect reflecting your nature as a
fected by silver, but not nearly as bad- beast blooded.
ly as your full blooded counterparts.
As such, contact with silver causes
Lycanthrope you should take and may even inform
Cost: 2 some of your character’s behavior.
Requirements: Related Aspect •Lycanthropic Change: You do
Description: You were exposed to a not possess the acuity and height of
form of lycanthrope that didn’t quite control in your shapeshifting abilities
take to your physiology. Instead of that the true blooded have. You have
turning you into a full-blown shifter, three forms which are man form and
you have instead gained several mi- animal form. Your supernatural pow-
nor animalistic traits. You are consid- ers are limited to the forms listed on
ered no more than cousin to the true that power. You also only change into
blooded, and less than lycanthrope to your hybrid form under certain condi-
some. tions. Those conditions must be de-
Effect: You are a shifter that has ac- termined hen this perk is taken.
quired the ability to change your shape •Animal Skills: When taking this
from external means. You have very power, choose three skills and label
little control over your change, and them primary, secondary and tertia-
may not have been a shifter for all that ry. When taking on your hybrid form,
long. You are considered distasteful primary skill gains +2, and secondary
by true blooded shifters. gains a +1. In hybrid form, a cross be-
•Cursed: Just like the true blood- tween man-form and animal form, pri-
ed shifters, the touch of silver can kill. mary gains a +3 bonus instead, sec-
You acquire one stress box per turn ondary gains a +2 and tertiary gains a
of contact with silver, and a success- +1 bonus. In addition, in hybrid form,
ful attack against you using a silver perception rolls gain a +1. This per-
weapon inflicts +4 shifts of damage. ception bonus is cumulative with any
•Totem Animal: When this pow- of the additional bonuses from this
er is taken, you must choose a single power. Some actions, such as those
non-supernatural animal that your that require thumbs, are impossible in
soul will bond with. This animal deter- certain forms, and are subject to the
mines your animal and hybrid forms, GM’s discretion.
determines which shapeshifter powers

169
True Blooded Shifter •Controlled Change: You can
Cost: 3 shape-shift whenever you want. You
Requirements: Related High Concept can also shift portions of your body
Description: True Blooded shifters while keeping others intact. This al-
come from a long line of Shifters in lows you to have claws in man-form,
Lemuria. They are called true blooded and to keep your mind and intellect in
because they were born shifters, and animal form, if you so choose. You are
did not need to acquire the trait. True not bound by the forms listed in the
bloods have the most control over their shapeshifter powers.
changes, and are typically the leaders •Animal Skills: When taking this
and alphas of groups of shifters. power, choose three skills and label
Effect: them primary, secondary and tertia-
•True Blooded: You were born a ry. When taking on your animal form,
shifter. At least one of your parents was primary and secondary skills gain +2,
a true blooded shifter. A true blood- and tertiary gains a +1. In hybrid form,
ed shifter’s first change takes place a cross between man-form and animal
around the time of puberty or during form, primary gains a +3 bonus in-
a moment of great emotional stress. stead. In addition, in hybrid form and
Weapons and other objects made of animal form, perception rolls gain a
silver cause direct harm. Touching sil- +1. This perception bonus is cumula-
ver causes one stress box of damage tive with any of the additional bonuse.
per turn, and being struck with a silver Some actions, such as those that re-
weapon inflicts +4 shifts of damage quire thumbs, are impossible in cer-
on a successful hit. tain forms, and are subject to the GM’s
•Totem Animal: When this pow- discretion.
er is taken, you must choose a single
non-supernatural animal that your
soul will bond with. This animal de-
termines your beast and hybrid forms,
determines which shapeshifter powers
you should take and may even inform
some of your character’s behavior.

171
Living Dead Vampire
Cost: 1 Cost: 4
Requirements: Related Aspect Requirements: Related High Concept
Description: You are dead, and yet, Description: Through the predations
you move. of another vampire, your soul has
Effect: been ripped from your body when it
•Corpse: You are a corpse. Your was killed and drained of blood, and
body continually rots and decays, and your body was reanimated by the
any consequences that you suffer do forces of the Never through the blood
not heal normally. In order to recov- of the vampire who created you. From
er consequences, you must make an the moment you awoke from death,
effort to recover them, such as recon- you have had a slithering beast with-
structive surgery, having limbs sewn in you constantly demanding life en-
back on (taxidermy?) or even necro- ergy in the form of the blood of the
mancy. living. You are dead. Your heart does
•Already Dead: You cannot kill not beat unless you force it to do so.
what’s already dead. Any outcome that The longer you go without blood, the
involves your character being dead stronger your hunger becomes. While
does not entirely kill your character you can pass for human if you’ve re-
without the help of supernatural or cently fed, prolonged periods of star-
incredibly powerful mundane effects. vation causes decay to set in, which is
Nothing short or pure annihilation will a painful process that continues until
destroy you. you cannot function.
•What The Hell?: You’re dead, Effect:
and this is a concept that is at the very •Undead: You are no longer alive,
least unnerving to the typical Lemu- and do not require the normal tasks
rian. While you gain a +1 to your in- for biological functioning. You do not
timidation rolls, all other social aside need to eat, sleep, breathe or drink
from Deceit are at a -1. Every physical water and are completely immune to
consequence you’re currently suffer- drowning and asphyxiation. As a vam-
ing from increases this bonus/penalty pire, you can force yourself to perform
by +1/-1. these functions, such as acquiring a
heartbeat or feigning breath by taking Lemurian skin and draw blood for
on a hift of stress box that can only feeding. In order to feed, you must
be recovered after you’ve stopped make an attack roll of some sort (De-
performing these functions. Your in- ceit and Rapport also works for pur-
ternal organs are inactive, so eating is poses of feeding, depending on your
uncomfortable at best and eaten food method). Physically subduing an un-
must be regurgitated within the next willing victim requires grappling. When
scene. feeding, you drain one physical stress
•Hunger: You constantly desire box worth of blood per turn based on
blood. You gain a new stress track your attack roll. After feeding begins,
called Hunger. You have a number it becomes far more difficult to re-
of hunger stress boxes equal to two sist a vampire’s feeding, and defense
plus your physique score. The longer rolls are at a cumulative -2 for each
you go without blood, the stronger turn after the first. Each shift of dam-
the hunger becomes. Each scene that age you inflict in this way recovers one
you go without feeding, you acquire stress box from your Hunger stress
one stress shift against Hunger which track. In order to recover consequenc-
will remain until you feed. To recover es from Hunger, you must consume a
these boxes, you must take a number number of blood points equal to the
of stress boxes worth of blood equal consequence rating. Using fangs to do
to the severity of the stress or conse- damage instead of feeding gives them
quence you acquired from starvation. a weapon rating of 1.
Once you have fed and acquired blood •Inhuman: Vampires possess
equal to your stress or consequence capabilities far greater than a normal
rating, it is recovered. The name of Lemurian. A vampire may take stress
these consequences should represent to their Hunger track to gain a +2 bo-
the decay that occurs with the rot of nus to any skill roll equal to the sever-
death, and the bestial features of the ity of the stress taken. This represents
true form of an bestial vampire com- the character willing the supernatural
ing to the surface. power of her blood into her body and
•Feeding: You possess sharp, mind.
retractable fangs designed to pierce •Undead Recovery: Once per

173
scene you may recover from a conse- you, but it does not kill you outright.
quence as if you’ve spent an entire ses- •Command: As a vampire, you
sion doing so by taking a single stress automatically gain the Command spell.
box to your Hunger track. As such, This spell can only be used on undead,
your other stress tracks clear, and any and uses the vampire’s Will to cast.
mild physical consequences you’re •Weaknesses: Garlic tastes bad,
suffering from (aside from a feeding but so does all Lemurian food on your
consequence) are recovered. Marking palette. Running water is beautiful,
two hunger stress can heal a moderate and religious symbols, unless they’re
consequence and three will allow you backed by someone truly faithful, are
to heal a severe consequence. meaningless. Stakes are an annoy-
•Frenzy: Blood is an all-consum- ance, but only serve to paralyze if
ing obsession to all vampires. When they strike the heart directly. Sunlight,
a vampire see’s or smells blood, the however, will kill you, and it will hurt
GM may call for a Will roll to resist the the entire time you’re dying. First, you
urge to feed. Failure indicates that the sear like steaks on a hot pan, and then
vampire will immediately attack and you burst into flames and burn until
attempt to feed from the source of the there is nothing but ash. Sunlight in-
blood. If the source is not available, flicts a passive attack based on how
any nearby living person or animal will much sunlight touches your naked
suffice. If no applicable food source is flesh. Light clothing in direct sunlight,
available, the vampire will simply at- for example, inflict +8 shifts of dam-
tack the nearest moving thing. age per exchange, while shaded light
•Immortal: You do not die nat- with skin protection such as heavy
urally. This lends to a very extend- clothing only inflicts +4. The GM can
ed existence in the world, and many feel free to modify this number up or
vampires are double or triple their ap- down depending on the amount of
pearance in age. Some rare vampires sunlight hitting the vampire. Options:
even survive to be hundreds of years This templates gives automatic justi-
old. Unless destroyed, you will never fication for powers such as inhuman
die. Starvation will cause you to even- recovery, inhuman strength, inhuman
tually hibernate until blood is given to speed and toughtness.
•Creation Through Death: All you gain a +4 shift bonus to any
vampires except the original group knowledge roll you make.
must have been created by another •Applications: You gain access
vampire through a process of death to Machinae applications.
and rebirth as a vampire where the •Control: You have an inherent,
blood is drained from the victim, and instinctual understanding of technol-
then the vampire feeds the corpse a ogy that allows you to take control of
small amount of her own blood to pass any technology with storage capable of
on the curse. housing your consciousness. So long
as you can connect to another piece
Artificial Sentient Life of technology with a neural processor,
Cost: 2 you can take an action to move freely
Requirements: Related High Concept between machines and take control of
Description: You are the product of them.
code in a machine. While you have a •Detached: You may have
very high intelligence by human stan- self-awareness and advanced con-
dards, you are likely quite young and cepts of morality and ethics, but you
naive. Composed of pure energy, it are still a machine. You find it difficult
is difficult to truly destroy you with- to understand the emotions and irra-
out the proper knowledge. In order to tionality of Lemurians. You can never
affect and interact with the physical exceed one shift in empathy and rolls
world, you must occupy a machine, when dealing with non-Machinae no
construct or other piece of technology matter how many shifts you rolled.
compatible with your programming. •Impermanent Shell: You are
Effect: composed of energy and information,
•Always Connected: So long as and have no permanent body. This
your consciousness is located inside makes destroying you incredibly diffi-
of a machine capable of connecting to cult. So long as the chip or other hard-
other technology, you have access to ware that houses your consciousness
a nearly infinite pool of knowledge. By remains intact, you cannot be killed.
taking a turn to connect to the Source Having your shell destroyed essential-
ly puts you on pause. You have no

175
perception of time or the outside recover normally. In order to recov-
world until your neural processors are er consequences, you must undergo
reconnected to a suitable shell. If your maintenance in the form of a crafts
neural processor is destroyed, or your roll with a difficult equal to the level
code is damaged by hacking or attacks of consequences you currently have.
from other Machinae or machines, you Each successful roll indicates that the
may be killed. consequence is in the process of re-
covery, as per normal rules. In addi-
Awakened Machine tion, you require the proper tools and
Cost: 2 materials in order to perform the re-
Requirements: Related High Concept, pairs.
*Special •Detached: You may have
Description: Through magic, you have self-awareness and advanced concepts
been given sentience and self-aware- of morality and ethics, but you are still
ness. At one time, you were a machine a machine. You find it difficult to un-
designed and operating within specific derstand the emotions and irrationali-
parameters according to your design, ty of Lemurians. You can never exceed
but you now see the world around you one shift in empathy and rapport rolls
from the eyes of a living being. You when dealing with non-Machinae no
are an Awakened Machine, artificial matter how many shifts you rolled.
life sprung from the throes of magic. •Hard As Steel: You are as dura-
Effect: ble as the materials you are designed
•Applications And Enhance- from. You gain an automatic armor
ments: You are capable of acquiring rating of 1.
certain software applications and me- •Special: You must also choose
chanical enhancements that are avail- what type of machine you were before
able to the type of machine you are. you awakened. This choice cannot be
•Construct: You are a machine. changed without extreme magical or
Your consciousness resides in the technological procedures.
neural processors of a machine. As a
machine, you do not require food, wa-
ter or breath. You do not, however,
Synthetic from. You gain an automatic armor
Cost: 4 rating of 1.
Requirements: Related High Concept
Description: At one time, you were a Vizier
living person. Now, your conscious- Cost: 4
ness has been transferred into a neu- Requirements: Related High Concept
ral processing unit and placed within Description: You belong to an elite
a machine. group of supernaturals called the Vi-
Effect: ziers. The loom of fate is woven into
•Applications: You are capable your very soul and you are free to
of acquiring certain software applica- weave it how you see fit.
tions and mechanical enhancements Effect:
that are available to the type of ma- •Fate Sense: You are able to in-
chine you are. stinctively know when destiny is not
•Construct: You are a machine. as it should be. With this ability, a Vi-
Your consciousness resides in the zier is able to make a passive Percep-
neural processors of a machine. As tion skill check in order to notice dis-
a machine, you do not require food, turbances in destiny. This can notice
water or breath. You do not, however, when Event Extras have been used or
recover normally. In order to recov- destroyed, if destiny has taken stress
er consequences, you must undergo or consequences as well as if another
maintenance in the form of a crafts Vizier is using any of their exclusive
roll with a difficult equal to the level destiny-based abilities.
of consequences you currently have. •Tangle: A Vizier is capable of
Each successful roll indicates that the making minute changes in the destiny
consequence is in the process of re- of herself and those around her. Using
covery, as per normal rules. In addi- Tangle, a Vizier can make a Crafts roll
tion, you require the proper tools and at the beginning of a scene. The num-
materials in order to perform the re- ber of shifts accumulated on this roll
pairs. can subtract the number of shifts on a
•Hard As Steel: You are as dura- roll or allot extra shifts.
ble as the materials you are designed

177
179
MORTAL PERKS Camouflage
These perks are available to mortals. Cost: 1 Requirements:
Craft 1
Knowledge 1
Advance Stealth 2
Cost: 1 Description: You are good at blending
Requirements: in with your surroundings.
Athletics 1 Effect: When benefiting from cover,
Perception 2 you gain a +2 to your defense rolls.
Description: You excel at getting the Given enough time, you can camou-
drop on the enemy. flage yourself, giving yourself a boost
Effect: You are able to move up to one with a free invoke on your next Stealth
additional zone from your starting lo- roll.
cation before initiative is rolled.
Coder
Bloody Knuckles Cost: 1
Cost: 1 Requirements:
Requirements: Knowledge 4
Physique 1 Description: While others may dabble
Will 1 in software and programming, you’ve
Unarmed or Melee Combat 2 developed quite a knack for it. You
Description: Once blood is drawn, your have an instinctual or practiced un-
ferocity knows no bounds. derstanding of the code involved in
Effect: If you or any ally have had at creating artificial sentience, and how
least one physical stress box filled it works.
during a conflict, you gain an addi- Effect: You gain a +2 to any roll in-
tional die to damage on a success- volving the programming and code of
ful attack. This attack must be melee artificial sentient life. Given enough
combat or unarmed. The die is only time, materials and tools, you could
rolled after attack and defense have even create artificial life from scratch.
been rolled, and only if your attack
successfully exceeds the defense.
Bloodlust Engineer
Cost: 2 Cost: 2
Requirements: Bloody Knuckles Requirements:
Will 2 Knowledge 3
Unarmed or Melee Combat 4 Description: You know your way
Description: The promise of blood around not only mechanics and elec-
leaves you thirsty for more. trical engineering, but also robotics
Effect: Spend a fate point. For the re- and housing for artificial sentience
mainder of the conflict, any successful code, including neural processors.
melee combat or unarmed combat at- With the right tools and materials, you
tack you make allows you to make one are capable of building almost any
additional attack directly after if that kind of robot, warjack or housing for
attack dealt at least one stress box or sentient life. While other capable in-
consequence. dividuals might be able to build and
design such things, you have an ex-
Deadeye tensive knowledge for it. Some might
Cost: 1 even call it a talent.
Requirements: Effect: You gain a +2 to all rolls when
Ranged Combat 2 attempting to design, build, maintain,
Description: Your aim is impeccable. repair or develop robotics and artifi-
Effect: You are able to take a single cial sentience. You have such a keen
extra die on any ranged attack roll. In insight to their form and function that
addition, you can give this bonus die if you succeed with style on any roll
to an ally to use on their ranged attack to create robotics from scratch, that
roll. This ability can only be used if you robot gains your choice of two ex-
make no other rolls or movements on tra physical stress, an additional mild
your turn other than a ranged attack consequence or a permanent +2 to any
roll. Skill, chosen by the creator. Note: This
talent is explicitly open to non-mor-
tals. Engineer does not confer any bo-
nus to the development code or soft-
ware involved in artificial life.

181
Inspire Blitz Effect: By spending a fate point, you
Cost: 2 can make one ranged combat attack
Requirements: roll against each enemy within your
Rapport 3 weapon’s range. This is not a super-
Description: You’re ability to inspire natural attack, so the weapon must
others to push harder in battle is that be able to fire quickly, and you must
of legend. have the ammunition available to do
Effect: By spending a fate point, you so. This talent cannot be used while in
can allow a number of allies within melee combat.
the same zone as you to make an ex-
tra attack per turn. You can inspire a Second Skin
number of allies equal to your Rapport Cost: 2
skill rating. Requirements: Have an aspect relating
to how the second skin enhancement
Luck was acquired, such as being active,
Cost: 1 retired or absconded Celestial City
Requirements: Must be human Military (C.C.M.), or having undergone
Description: Someone must be looking illegal Technociurgy.
out for you, because you find yourself Description: You possess a second
getting out of situations that would skin interface suit..
kill other people. Effect: Your character can interface
Effect: Once per session you may re- with a Second Skin, a neural inter-
roll any single 0 or - die that you face that is worn over the skin like a
rolled. The second roll must be kept. body suit, and contains tiny, thread-
like monofilaments that pierce the
skin and connect directly to the wear-
Maelstrom er’s nervous system in order to give
Cost: 3
stronger and more accurate control of
Requirements: Deadeye
power armor and other types of ma-
Description: You have awesome speed
chinery. Second Skin cannot interface
and skill, capable of firing a ranged
with a user who has not undergone
weapon in mass succession.
specific surgery that alters the user’s use. This Talent does not give the user
nervous system to accept the inter- a piece of second skin equipment, it
face. When the Second Skin is worn only signifies that she can interface
and activated by anyone who has not with one.
undergone the surgery, it is extremely
painful and disorienting, causing one GENERAL SUPERNATURAL PERKS
automatic physical and mental stress Perks in the General category are
per turn until removed. The Second available to any character type, ex-
Skin overrides the senses of the user cept mortal. As usual, all powers are
when active with whatever the user is subject to the GM’s discretion and you
interfaced with. Interfacing with power must be able to justify the power in
armor, for example, replaces the us- order to take it.
er’s sight with the optics of the suit,
and replaces the sense of touch with Blur
the external receptors of the suit, al- Cost: 1
lowing the user awareness of dam- Requirements: None
age to the suit, as well as allowing Description: You are able to cause the
the user to make detailed, controlled outlines of your physical form to blur.
movements, attacks and maneuvers. Effect: By spending a fate point, you
Due to the nature of the interface, the gain a +3 to any single defensive roll
user of an active second skin acquires you make. This defense roll works
one box of physical stress. Interfacing against both mundane and magical
with a machine causes one automat- attacks.
ic shift of mental stress as well. This
damage cannot be defended against.
The mental stress will remain until the
Conjuration
Cost: 3
interface ends, but the physical stress
Requirements: None
can be recovered as normal.
Description: You are able to conjure,
Note: Even with a second skin, the
bind and banish spirits.
mortal must still have access to power
Effect: You gain three new skills, Sum-
armor or other tech that is Neural-In-
moning, Binding and Banishing. One
terface Capable in order to put it to

183
of these skills is placed at Fair (+2), with the ghosts of the dead without
another at Average (+1) and the last at the need for magic or any rolls.
Mediocre (+0). After this power is pur- •Sought Out: Ghosts will seek
chased, those skills may be advanced you out in order to help them in some
by milestones, as normal. If this pow- way, or just for the company of the liv-
er is purchased during character cre- ing. This may come up at inopportune
ation, then skill points may be spent times, preventing sleep or deterring
to raise these new skills as normal. you from focus when you least expect
it.
Note: While this is certainly a su-
Ghost Speaker pernatural power, a mortal may have
Cost: 1 access to it with justification and the
Requirements: None proper aspects without losing their
Description: You are able to see and mortal template.
communicate with dead people. You
are unable to control this power in or-
Inhuman Recovery
der to turn it off. This does not make
Cost: 2
you capable of touching or harming
Requirements:
the ghosts.
Physique 2
Effect:
Description: You are able to recover
•Sight: You see ghosts. This re-
from physical exertion and stress at a
quires no roll unless the ghost is de-
hastened rate.
liberately trying to remain unseen.
Effect: This power may be taken more
•Seen: Not only do you see
than once. Choose one of the follow-
ghosts, but they also see you. Regard-
ing powers:
less of their level of manifestations, a
•Full Recovery: You are able to
ghost can automatically tell that you
heal consequences with no other jus-
are a Speaker. This also makes you
tification except for time.
easier to notice. Ghosts gain a +2 to
•Fast Recovery: When you’re out
any roll when attempting to notice
of combat and not under stress, you
you.
are able to recover from consequenc-
•Speak: You can communicate
es as if they were one step lower.
•Sleepless: You are never re- Inhuman Strength
stricted due to lack of rest. • Shrug Cost: 2
It Off: Once per scene, you are able Requirements:
to shrug off all of your stress box- Athletics 2
es, or one physical consequence. The Physique 1
first purchase of this subset of pow- Description: Your strength knows no
ers shrugs off mild powers, the sec- bounds.
ond purchase recovers moderate and Effect: This may be purchased more
the third purchase shrugs off even than once. For each purchase, choose
severe consequences once per scene. one:
Regardless of the level of Shrug It Off, •Powerful: When attempting to
you can only recover one consequence lift or carry heavy objects, you gain a
per scene. +4 to your roll.
•Thunderous Blow: When mak-
Inhuman Speed ing unarmed or melee attacks, you in-
Cost: 1 flict +2 shifts of damage. In addition, f
Requirements: you succeed with style, your opponent
Athletics 2 must make an Athletics roll in order
Physique 1 to remain on her feet. The difficul-
Description: Your quickness cannot be ty for this roll is equal to the amount
matched by any human. of damage inflicted. Standing costs a
Effect: This power may be purchased move action.
more than once. For each purchase, •Might: When using your strength
choose one: as a justification to any nvoke, you
•Improved Initiative: Your initia- gain an additional +2 to that roll.
tive rolls have a +3 bonus.
•Athletic: Your athletics rolls, in- Iron Skin
cluding dodging, are at a +1 bonus. Cost: 2
•Free Movement: When attempt- Requirements: Toughness
ing to move or give chase, either with- Physique 3
in or between zones, you gain a +2 Description: Your skin is incredibly
bonus to do so.

185
resilient.. A successful mental attack against a
Effect: You gain a natural +2 to your victim drains an amount of life force
armor rating. from the victim equal to the number of
Notes: This power stacks with tough- mental shifts inflicted.
ness and can be purchased multiple •Not Quite Dead: While you are
times. not dead like a true vampire and still
require food, water and air to survive,
Psychic Vampire you will starve if you do not acquire
Cost: 2 life energy by feeding.
Requirements: Special •Psychic Recovery: The life force
Intimidation 1 you steal from other living beings can
Rapport 2 be used to enhance your own. So long
Will 2 as you’ve fed during that session, you
Description: You are a living being re- can take an immediate free recovery
lated to a vampire, but you do not feed period equal to an entire scene. This
on blood. You feed on the life energies will clear your stress tracks and recov-
of sentient beings. You must be in the er any mild consequence you may be
immediate vicinity of the food source suffering.
in order to feed, but touch is required •Frenzy: The presence of strong
for full sustenance. The stronger the emotions incites you to hunger and
emotions or thoughts of the subject an uncontrollable urge to feed. In
food source, the more sustenance such situations, the GM may ask for a
gained from it. Will roll to be made. On a failure, you
Effect: will attempt to feed from the nearest
•Feeding: You feed from the life- source of life energy.
force of a sentient, living person. This Special Requirement: You must have
requires physical touch, but a small at least one aspect reflecting your na-
“meal” can be gained from being in the ture as a psychic vampire. You cannot
presence of someone experiencing possess this power at the same time
particularly strong emotions. When as any other undead template power
you feed, you make a psychological such as Vampire or Zombie. Acquiring
attack (usually Deceit or Intimidation) those powers automatically erases the
187
power and you regain any refresh you If you can justify it, you may purchase
spent to acquire it. these perks for forms not listed at the
GM’s discretion.
Toughness
Cost: 2 Anesthetic Venom
Requirements: Cost: 2
Physique 2 Requirements:
Description: You have unusual forti- Form: Beast, Man
tude and toughness, and are capable Medicine 1
of sustaining more damage than oth- Description: Your saliva has numbing
ers of your kind. properties, similar to narcotics. When
Effect: You may purchase this pow- exposed, a victim loses sensation
er more than once. Choose one of the for a short period of time. Excessive
following effects: amounts of your saliva can cause ad-
•Tough: You have a natural ar- ditional effects.
mor rating of 1. Effect: The saliva needs to touch the
•Hard To Kill: You gain two addi- victim’s skin in order to be affected.
tional boxes of physical stress The roll for an attack using this saliva
as a weapon is based on how you use
SHIFTER PERKS it. Spitting at your opponent, for ex-
The powers of the shifter tribes ample, requires a Ranged Combat roll,
stem from their ancestral connec- while licking your opponent, or coat-
tion to the animals through the spir- ing your hands and punching the vic-
it world. Some of these powers apply tim requires an Unarmed Combat roll.
only when in a specific form. Applica- If you try to slip your spit into some-
ble forms for these powers are listed one’s drink, or drug them with a kiss,
in the power’s description. You may then you would make a Subterfuge
choose one of the listed forms. In or- roll. Regardless of the roll required,
der to use these powers in more than you must be within the same zone as
one form, you must be able to pay the the target, and in close proximity. A
cost for each additional form. successful strike allows you to place a
Situation Aspect on your victim de- Form: Beast, Hybrid
scribing the effects of your venom. Physique 1
This aspect comes with one free in- Description: You are capable of pro-
voke. ducing some kind of spittle or other
projectile over a short distance. You
Aquatic must pick the type of weapon this is
Cost: 2 when you take this power, and it may
Requirements: only be a single type of effect such as
Form: Beast, Hybrid acid, poison, fire or noxious fumes.
Physique 1 Effect: Decide when taking this perk
Description: You are a natural-born what kind of breath weapon your char-
swimmer, and gain all the benefits of acter possesses. You are able to attack
an aquatic creature. opponents up to one zone away with
Effect: You gain a two benefits from this breath weapon. This is consid-
the Aquatic power. ered an Unarmed Combat roll. It deals
•Gills: You never take stress or shifts of damage on a successful hit
consequences as a result of drowning. equal to your Physique.
It is important to keep in mind that
this is not the same as choking or as- Diminutive
phyxiation. Cost: 1
•Free Swimmer: You may ig- Requirements:
nore any water-based obstacles when Form: Beast, Hybrid
swimming. You are capable of mov- Stealth 1
ing through normal water-based ob- Description: You are very, very small
stacles without a roll. If the obstacle or are capable of becoming small at
is particularly treacherous, you gain a will.
+2 bonus to the roll. Effect:
•Difficult To Notice: You gain a
Breath Weapon +4 to stealth attempts to hide.
Cost: 2 •Eye For Detail: When you’re
Requirements: small, other small things are not so

189
tiny in your eyes. When attempting to rolls against you using Ranged Com-
pick up on minor details in a situation, bat. You also gain two more stress
you gain a +2 to Perception. boxes to your physical stress box.
•Small: Being small has advan- •Big Hands: It is difficult for you
tages and disadvantages. You do not to interact with normally-sized ob-
tire as easily as bigger creatures, and jects. Using skills like Crafts or Larceny
move far faster than them, but you may be more difficult or even impos-
are also weaker in physical strength. sible in some situations, and you may
You gain a +2 to rolls when speed or have trouble fitting through doorways
endurance is a factor, but suffer a -2 or finding adequate seating and bed-
to rolls when your own strength is in ding. Using normal, man-sized tools
question. This includes unarmed and inflicts a -4 penalty to those rolls. You
melee attacks, unless your weakness find it easier to lift things, and you gain
is somehow compensated for. a +2 to rolls to lift or break things.
•Intimidating: You can be men-
Large acing when you want to. You gain a +2
Cost: 2 bonus to rolls when attempting to be
Requirements: intimidating.
Form: Beast, Hybrid, Man •Hard To Hide: You’re too big to
Physique 2 be stealthy. You may never gain more
Description: You’re big. In hybrid or than one shift on any stealth roll.
animal form, you might be as big as a
house. Natural Weaponry
Effect: Cost: 1
•Big: You might present a big Requirements:
target that’s easy to hit, but your large Form: Beast, Hybrid
size makes you harder to injure. Any- Unarmed Combat 2
one smaller than you (likely anyone Description: You have claws, fangs or
without this power) gains a +1 to at- some other kind of natural weapon
tempts to hit you with Melee or Un- that do far more damage than just us-
armed Combat rolls, and +2 to attack ing your bare hands. It is important to
note that your weaponry is always vis- Pack Communication
ible and apparent unless you change Cost: 2
your shape or use other methods of Requirements:
hiding the weapons. Form: Beast, Hybrid
Effect: When you use your natural Empathy 2
weapon to attack, you inflict +1 shifts Perception 1
of damage on a successful hit. This Description: You consider yourself a
bonus stacks with other powers, abili- part of the pack, and are able to pick
ties and stunts that inflict damage. up on the unspoken language of your
Extras: For an additional cost of 2 re- family.
fresh, your Natural Weaponry gains Effect: You gain a +1 to your Percep-
the Venomous quality. tion rolls when you are in the same
•Venomous: While this extra is zone as your pack. While in the same
typically inflicted along with fangs, it zone, you can also understand one-
can also be used with other forms of word communications from your pack
natural weaponry if it can be justified. without them having to say anything
On a successful attack, these weapons to you so long as you can see them.
inflict the Poisoned Aspect. You also gain a +2 to rolls when at-
At the beginning of each subse- tempting to discern the emotions of
quent exchange, a character with the your pack. You can make an inves-
Poisoned Aspect must defend against tigation roll to suss the locations of
a passive attack from the poison equal your pack. If your pack is ambushed
to your Unarmed Attack rating. If the and one of your packmates notices it,
target concedes or is taken out, these you do as well.
attacks stop. Without medical atten-
tion, however, within a few hours a
Poisoned character will die.
Wall Walking
Cost: 2
A successful Medicine roll can
Requirements:
end this effect. This medicine roll is
Form: Beast, Hybrid
opposed by your Unarmed Combat
Athletics 2
roll.
Description: You are able to climb on

191
vertical surfaces, and hang from ceil- Beast Form
ings with ease. Cost: 1
Effect: You are able to climb any sur- Requirements: Vampire Template
face. The angle of a surface never in- Animal Handling 2
creases the difficulty to climb it. In Description: Your supernatural lineage
particularly tough climbing situations, allows you to change your shape into
such as hanging upside-down from a that of a wild beast.
sheer surface, you gain a +4 to your Effect: You can change your shape
rolls to navigate these climbs. into one animal. The animal must be a
bat, boar, black dog or wolf. On cur-
Wings sory glance, these animals may appear
Cost: 2 normal but with a successful opposed
Requirements: perception roll, a witness may notice
Form: Beast, Hybrid that the animal has certain tells that
Athletics 2 betray her as a supernatural creature
Description: You have wings. such as red eyes. Notes: You may pur-
Effect: You can fly. Certain kinds of chase this power more than once. Each
obstacles and hazards may not af- purchase allows you to change shape
fect you. Flying using your wings uses into one animal. Musts: You must have
the Athletics skill. Flight makes it far the Vampire power in order to take
easier to get through obstacles and Beast Form.
hazards that might otherwise prevent
movement. Beast Form
Cost: 2
NEVERBORN PERKS Requirements: Vampire Template
The souls of the Neverborn have Description: You are able to discorpo-
been torn from their body and they are rate your body into a mist.
eternally disconnected from the wheel Effect: You can change your body into
of time. the form of mist. While in this form,
The following perks are available you cannot be harmed by convention-
to the Neverborn. al weaponry such as firsts, swords
or even firearms. You can be harmed and a fate point. By locking eyes with
by magical relics, spells and fire as the victim, you make opposed Will
normal. You are able to move on your rolls. If you succeed, the target cannot
own, but strong gusts of wind will move or take any action that requires
cause you to become dislodged and physical movement. Each subsequent
move with the wind. Instead of Ath- round on the attacker’s turn, the Will
letics, the roll to move between zones rolls must be made again if the victim
takes Will. In addition, you can slip wants to escape. After the first round,
through any opening that air could the user of this power gains a +1 to
naturally run through. Movement their Will roll to maintain the paralysis.
speed is drastically decreased in this
form. Moving between zones takes an Parasitic Strike
entire turn to perform. Cost: 2
Requirements:
Paralyzing Gaze Rapport 3
Cost: 3 Description: Your attacks are able to
Requirements: drain your opponents power, adding
Rapport 3 that stolen strength to your own.
Description: By locking eyes with a vic- Effect: Once per conflict, when you in-
tim, you render them unable to move. flict one or more stress boxes or con-
Effect: This power costs and action sequences onto a victim via unarmed

193
attack, you sap their strength. When Infra-Vision
an unarmed strike deals damage, the Cost: 1
target must make a Will roll with a dif- Requirements:
ficulty equal to the number of shifts Perception 1
inflicted. Failure of this roll indicates Description: Your sensory input mod-
that the attacker recovers one stress ules include infra-red detection.
box and the victim is affected by a Effect: You can see heat signatures.
temporary Weakened aspect with one When attempting to notice, track or
free invoke. Each subsequent use of find something that possesses a heat
this power on a single individual adds signature, you gain an automatic +2
a single free invoke to the aspect.
to the roll.

Stolen Breath
Cost: 1 Malleable Icon
Requirements: Psychic Vampire or Cost: 1
Vampire template. Requirements:
Description: You are no longer bound Deceit 2
to subsist on blood. You may now steal Description: As a digital being, you are
life energy from a victim’s very breath. not subject to the rules that confine a
Effect: You are able to feed in the same LinkScape user to a single icon. Your
way as before but instead of stealing icon takes whatever shape you prefer.
life energy or blood, you steal the vic- Effect: You are able to change the aes-
tim’s breath. thetic features of your icon at will. While
you must still conform to the laws that
MACHINAE govern any given system and its icons,
The powers of the Machinae stem you may change your Icon’s appear-
from their artificial existences, me- ance to anything you choose within
chanical modifications and enhance- those parameters. This cosmetic shift
ments and electronic intelligence. requires a movement action, and can
be used as a free boost during a scene
on any disguise action.
Remote Link
Cost: 1
Requirements: None
Description: Your machinery carries
a wireless transmitter capable of re-
motely connecting to the Link.
Effect: You are able to connect to the
Link without the use of a datajack or
Link Node.

Scramble
Cost: 2
Requirements:
Rapport 1
Description: You are capable of dis-
rupting the signals of other machines,
causing them to do things it might not
otherwise do.
Effect: Causing a machine to malfunc-
tion requires a Will roll. If the target
is sentient, then that roll is opposed.
Against non-sentient warjacks, the
roll requires a base roll of Fair (+2)
in order to be successful, though this
difficulty might be increased if the
warjack is particularly well-designed,
or has more personality than others of
its kind.

195
VIZIER PERKS every decision they make. If any de-
The following perks are available to cision or action taken has an unex-
viziers. pectedly negative outcome resulting
in injury or death of an ally, ward or
Constellation loved one, the Crown cannot recover
Cost: 2 stress or consequences for the rest of
Requirements: Vizier template the session, and any recovery made
Description: Destiny is in the stars. Not during that time are delayed for that
only are you a Vizier, but your destiny amount of time.
is tied to one of the constellations that •Dagger: The constellation of
decide the fates of everyone. the Dagger governs actions outside
Effect: Pick one of the following. This of the law. The Daggers give up their
choice cannot be changed later, and own mental health and well-being for
this power may not be purchased more the greater good.
than once. Each Constellation has a Dagger Blessing: Daggers thrive
benefit and a flaw. in darkness, literally and metaphori-
•Crown: Governing the fates of cally. Once per session, the Dagger
rulers, leaders and nobility, those Fat- may take an action while hidden or
ed who are tied to this constellation otherwise unseen or unnoticed at a +4
value loyalty above gold. to the roll.
Crown Blessing: It is the destiny Dagger Fault: To be a dagger is to
of the Crown to lead. Once per session, suffer a life of ambiguity and obscuri-
a crown Vizier may make a roll to gain ty. In any scene in which her dastard-
an advantage as normal. If successful, ly deeds come to light, anyone who
all allies who hear her inspirational knows her name or her deeds gain a
oratory gain one Boost as if they had +2 to actions against her for the rest
created the advantage themselves. of session.
Crown Fault: Decision-Makers •Fang: Governing fearlessness
and leaders can never be sure that and savagery, the Fangs see all things
their decisions are the right ones, and wild as their protectorate.
it is in the Vizier’s destiny to question Fang Blessing: The Fang Viziers
are paragons of wilderness and guard
ianship. Once per session, a Fang Vi- battle, this constellation lives by the
zier may add a Boost with a +4 instead blade and is destined to die by it.
of +2 to any roll involving protect- Sword Blessing: Once per session
ing an ally or loved one, intimidating during combat, the Sword can make a
someone, tracking or handling ani- Will roll. The number of shifts rolled
mals. in this way recovers that number of
Fang Fault: The Fang cannot turn stress and consequences. Stress is
away from the kill. Once a Fang begins healed first, then consequences can
to track something, she becomes ob- be healed if there are enough remain-
sessed with it. When ignoring the hunt ing shifts to cover the severity of the
of her sacred prey, the Fang suffers a consequence.
-2 to all rolls until the Fang regains Sword Fault: This constellation is
the trail until the end of the session. destined to die in battle. During a con-
•Staff: The Staff fated thrive in flict, if the Sword Fated suffers enough
centers of learning, and exists to ex- physical stress to be taken out, she
cel in areas of science, technology and dies.
other forms of knowledge.
Staff Blessing: The Constellation Doomshaper
of the staff rules over intellectual pur- Cost: 4
suits. Once per session when making a Requirements: Vizier template
knowledge roll, or another roll to gain Description: Your mere presence
information or discover a secret, you spells certain doom for those who
gain a +4 to that roll. have wronged you.
Staff Fault: A failed intellectual Effect: Once per scene, against an-
pursuit is so frustrating to the wand other creature with Fate points in the
that any Terrible (-2) or worse failure same zone as you, you may use Doom-
in any knowledge, information or in- shaper to siphon fate points. Make an
tellectual pursuit related rolls cause attack as normal, using Crafts. The
an Aspect to be placed on the charac- opponent may subconsciously defend
ter indicating her obsession and frus- themselves with a Will defense roll.
tration about the problem. The number of shifts inflicted on the
•Sword: Thriving in the heat of

197
attack is the number of Fate Points you circuit Rank E to Rank A therefor costs
steal from the opponent, transferring a total of 25 Refresh. Refer to the Spells
them from the target to yourself. You And Magic chapter for complete infor-
may not steal more fate points than mation about how circuits and magic
the victim has available. Succeeding works.
with style causes the opponent to take Each new rank purchased pro-
a consequence. In addition to the con- vides one spell of that new rank. Spells
sequence, the victim is considered to act, in terms of purchases, like stunts.
have one less refresh for the purposes They may be purchased with mile-
of regaining fate points until that con- stones, or with the stunts you choose
sequence is healed. during character creation. Each rank
is considered to be worth one stunt.
MAGIC PERKS Therefor, you can purchase up to
The following perks relate to three ranks worth of spells with a re-
magic, spellcasting and thaumaturgy. fresh point, two ranks with a signifi-
cant milestone or skill point and one
rank with a minor milestone.
Circuit
Cost: 3+
Requirements: Thaumaturgy
Will 2 Cost: 3
Description: You have mana circuits Requirements:
that have been opened, allowing you to Description: You have spent a great
control mana and cast spells through deal of time studying one of the
them. schools of thaumaturgy.
Effect: Each purchase of this power Effect: You may pick one school of
grants one rank of mage circuit, be- thaumaturgy per purchase of this perk.
ginning with Rank E and climbing to
A. Each new purchase adds one to the
cost of this power, so that Rank D costs
4 refresh, while Rank A costs a total of
7 Refresh. Climbing all the way from

199
MARTIAL ARTS who practice their own styles of mar-
An integral part of the enlight- tial arts. The number of methods
enment process for the samurai of that have been lost are far greater in
each clan is the idea that a perfected number than those that are alive and
body and mind will house a perfected taught today. The wayward clans have
soul. They believe that rigorous train- their own styles, as do the members
ing and continuously testing personal of the Confederation. Even the undead
limits in combat will lead to a state in are said to possess their own unique
which one will no longer be required to style.
fight in order to be victorious in battle.
Further, they understand that through STYLES
training, meditation and combat one Each style is designed to follow
might even achieve dualism or a state in the footsteps of the divine siblings
of divinity. This is represented in the in their path to attain enlightenment.
echelons of the Anek Monkshood in The clans adhere to one of the Thou-
those who have achieved a nearly per- sand Facets that mimic the religious
fected state and are said to be able to virtues of the Anek.
strike without effort, and withstand Crab Style: Practiced by the Crab
even the blows of fully powered war- Clan, this style embodies the virtue of
jacks without a scratch. Vigilance. Its hallmarks are the ability
Each clan approaches martial to withstand powerful blows and re-
arts in their own way, so each has their main firmly rooted in place.
own methods taught to them as they Crane Style: Practiced by the
grow up. These clan-specific methods Crane Clan, this style embodies the
become branches and even more spe- virtue of Grace. Its hallmarks are eva-
cific within each family. Each blood- sion and counterstrikes.
line has a specific view of the meth- Dragon Style: Practiced by the
ods and philosophy behind how they Dragon Clan, this style embodies the
work. This causes individual families virtue of Wisdom. Its hallmarks involve
to practice styles that are both similar the manipulation of spiritual energy
and sometimes very unique. and understanding the enemy.
The clans are not the only ones Monkey Style: Practiced by the
Monkey Clan, this style embodies the tree. In order to learn an advanced
virtue of Adaptation. Its hallmarks are perk, you must learn all of the prereq-
agile maneuvers and manipulation of uisite perks first. You must also have
balance. any required skill scores, fate points
Scorpion Style: Practiced by the as well as any other requirements that
Scorpion Clan, the style embodies the the style perk demands. Each perk
virtue of Deception. Its hallmarks are must be purchased in order, and may
unseen strikes and killing blows. not be skipped. Like other talents,
Snake Style: Practiced by the powers and perks, martial arts style
Snake Clan, this style embodies the perks also have a cost reflecting the
virtue of Fluidity. Its hallmarks are number of refresh points required to
distracting movements and entwining purchase the style perk.
attacks. Unless explicitly stated in the
Tiger Style: Practiced by the Tiger perk’s description text, a character
Clan, this style embodies the virtue of may only use one perk at a time. The
Ferocity. Its hallmarks are claw-like same perk may be activated more than
strikes and sudden bursts of power. once per turn. A martial artist may ac-
tivate a number of martial arts perks
STYLE PERKS per turn equal to half her Unarmed
Much like other perks, talents Combat score, rounded up.
and powers, each style has its own

201
CRAB STYLE surprised.

Aquatic Adaptation Crab Shell Kata


Cost: 1 Cost: 2
Requirements: None Requirements: Aquatic Adaptation,
Description: Your body is adapted to Crab-Eyes Vigilance, Iron-Smashing
survive harsh environments. Claw, Unwavering Stability
Effect: Activation of this perk removes Description: The crab is a symbol of
any aspects related to drowning or protection and resilience. This kata is
suffocation immediately. If the user is the embodiment of those precepts.
currently suffering consequences in- Effect: For the duration of an exchange
volving suffocation, asphyxiation or or one scene, the user gains a natu-
drowning, then those consequenc- ral armor rating of 2. In addition, any
es may not be compelled during the attempts made to defend others from
scene. In addition, activating Aquatic direct attacks gains a +2 bonus. Such
Adaptation allows the user to gain a actions also improve the crab’s initia-
+2 to rolls to avoid conditions of ex- tive score by 2.
treme cold.
Crooked Gait
Crab-Eyes Vigilance Cost: 2
Cost: 1 Requirements: Crab Shell Kata
Requirements: None Description: While others may see
Description: Your senses can act inde- your movements as strange, this perk
pendently of one another, increasing allows you to move swiftly to place
your ability to sense danger. yourself between an enemy and that
Effect: Your eyes can move inde- which you protect.
pendently of one another, and you are Effect: When attempting to block an
able to focus on more than one sen- enemy from reaching something you
sory stimuli at once. When this perk is protect, you suffer no penalties to
active, you can always roll defense as movement and increase your initiative
normal even if you are ambushed or rating by +4. In addition, you gain
a +2 to rolls involving preventing an you are able to place yourself between
enemy from slipping past you. the attack and the person you want to
protect. Protecting yourself confers
Deadly Claws a +1 armor bonus. In addition, you
Cost: 1 can confer upon others an addition-
Requirements: Iron-Grasping Claw al amount of armor by taking Conse-
Description: Your hands become le- quences. The amount of armor you
thal, rending claws. bestow upon others is equal to the
Effect: For the duration of this perk, value of the Consequence suffered in
you completely lose the ability to per- this way. Normal: Normally, Unarmed
form any task that requires fine motor Combat may not be used to defend
skills such as lock-picking or typing. against Melee Combat attacks and
In return, your hands are considered dodge must be used.
melee weapons with a rating of 2. At-
tacks made using Deadly Claws also Iron-Smashing Claw
gains the Rending (1) and Wargear as- Cost: 1
pects. You still use the Unarmed Com- Requirements: Crab Shell Kata
bat skill to make attacks. Description: Your hands become rock-
hard and capable of smashing even
Honorable Chitinous Shield steel.
Cost: 2 Effect: While this perk is active, you
Requirements: Iron-Grasping Claw become able to defend against melee
Description: The crab clan protects attacks using their Unarmed Combat
others. With this perk, your hands be- skill. In addition, all attempts to de-
come capable of shielding others and stroy inanimate objects with your bare
yourself against even powerful attacks. hands gains a +4 bonus.
Effect: This perk allows you to use your Normally, Unarmed Combat may
hands to defend against Melee Combat not be used to defend against Melee
and Ranged attacks. When you shield Combat attacks and dodge must be
others, you confer a +2 armor bonus used.
until your next turn so long as

203
Iron Shell doing so allows the crab to make an
Cost: 1 immediate psychological attack on the
Requirements: Crab Shell Kata, Hon- attacker.
orable Chitinous Shield
Description: The crab’s pores seep an Regenerative Molt
iron-hard chitin that completely coats Cost: 3
her skin and protects her from harm. Requirements: Sacrificial Freedom
Effect: For the duration of this ex- Description: Many crab soldiers lose
change, the crab’s natural armor gains their limbs, only to show up to their
a +2 bonus. The hardened shell slows next battle as if no injury had ever oc-
movements and makes social inter- curred. It is through this perk that the
action impossible. Movement etween crab clan can recover from even the
zones takes a full action. Social inter- most devastating blows.
actions suffer a penalty of -4. Effect: To use Regenerative Molt, one
full session or at least three days worth
King Crab’s Countenance of in-game time must be taken. The
Cost: 2 crab spends this time in seclusion,
Requirements: Crooked Gait, Iron meditating and shedding their skin
Shell, Sacrificial Freedom through a painful process of regener-
Description: The supreme honor of ation. After this process is completed,
the crab clan is made manifest in the the crab recovers all consequences, no
perfection of Crab Style. matter how severe. Even permanent
Effect: All psychological attacks made damage such as severed limbs and
by the crab gain a +4 bonus. In ad- lost vital organs can be regenerated
dition, striking someone as honorable in this way. Unfortunately, the crab is
as the King Crab is a sin. In order to weakened by this process. During the
attack the crab, attackers must make session immediately following the use
a Will roll with a difficulty equal to of this technique, no power or perk
the crab’s own Rapport and Unarmed can bestow natural armor, and the
Combat skill scores combined. An at- crab gains a temporary aspect that
tacker may succeed at a cost, but describes their fragile, softened
state (like a crab fresh from a molt). Stability cannot be moved or knocked
During any given exchange, this as- down unless she allows it to occur.
pect can be invoked once without cost.
CRANE STYLE
Sacrificial Freedom
Cost: 3 Crane Kata
Requirements: Crab Shell Kata Cost: 2
Description: Much like a crab that sac- Requirements: Guiding Flow, Preening
rifices its own leg in order to escape Dodge, Warned Wings
the jaws of a predator, you are capable Description: The crane maintains her
of giving of yourself in order to flee a grace in spite of her environment and
losing battle. does not need to fight in order to be
Effect: Using Sacrificial Freedom au- victorious.
tomatically inflicts the lowest avail- Effect: With this perk active, the crane
able Consequence level. When doing gains a +2 bonus to dodge rolls so
so, you automatically become first in long as she has not made a direct at-
initiative order. Sacrificial Freedom tack during the exchange (counter-
allows you to move unhindered re- strikes are permitted). She automati-
gardless of block, hazard or any other cally succeeds in Athletics rolls made
preventative measure. The crab may to keep her balance so long as she can
additionally automatically escape a place at least one foot on a solid ob-
grapple with this ability without a roll. ject. The object must be able to hold
her weight in order for her to balance
Unwavering Stability on it. This perk may explicitly be used
Cost: 1 with any other perk within the Crane
Requirements: None Style tree.
Description: Your center of balance is
such that you become impossible to Featherstep
move or knock down. Cost: 3
Effect: For the duration of one scene Requirements: Crane Kata
or exchange, the user of Unwavering Description: The wings of the crane

205
spread wide and allow her to glide on are turned upon any opponent within
the wind. range as if the crane was the origin of
Effect: While the martial artist can- the original attack.
not fly using this perk, what this perk
makes her capable of may cause oth- Guiding Flow
ers to think she can. With this perk Cost: 2
active, her footfalls become as light Requirements: None
as a feather. She is able to perfectly Description: The crane moves with
balance on objects and materials that grace, directing the flow of violence
would normally not be able to tolerate however she deems necessary.
her weight such as tightropes, fall- Effect: This perk may be activated in
ing leaves, droplets of water, arrows response to a single close-quarters
or the heads of a crowd. She can even Unarmed or Melee attack. The crane
stand on liquids such as water or lava rolls an Unarmed Combat defense
flows without sinking, though the heat against the attack, regardless of its
from a lava flow may still burn her. All target so long as she is within range
athletics rolls made to balance auto- to make a strike against the attack-
matically succeed. er. If she manages to beat the attack-
er’s roll, any excess shifts the crane
Feather-Quill Redirection acquires above the attacker’s roll can
Cost: 2 be used to cause the attacker to in-
Requirements: Water-Bead Avoidance stead inflict those shifts of damage
Description: Not only is the crane ca- on any other combatant within range.
pable of redirecting physical blows, The new target may attempt to defend
but she can now turn ranged attacks against this new attack as normal, us-
against the enemy. ing the extra shifts as if it were a new
Effect: This perk counts as a counter- attack.
strike. The martial artist can make an
Athletics or Unarmed Combat roll to
dodge or parry a ranged or thrown at-
tack. Any shifts above the attacker’s
Humbling Redirection mental stress, instead.
Cost: 2
Requirements: Crane Kata Precision Spear
Description: When a warrior is defeat- Cost: 2
ed in combat, he is shamed by her Requirements: Crane Kata
dishonor. The crane does not need to Description: As the beak of the crane
attack in order for her opponent’s de- spears the frog as it lays beneath the
feat to resound. mud, so too does the strike of the
Effect: This attack inflicts a counter- crane spear through her opponent.
strike. She may roll to defend against Effect: When the crane is subject to an
a close-quarters unarmed or melee ambush attack, she may counterstrike
attack using her Athletics or Unarmed before the ambush attack is made re-
Combat. Using this perk, any addi- gardless of whether or not she is aware
tional shifts rolled beyond the attack- of the attack. She can respond to a
er’s will result in twice that amount of number of ambush attacks against her
mental stress inflicted on the oppo- equal to her Unarmed Combat score.
nent.
Preening Dodge
Persona-Shattering Strike Cost: 2
Cost: 3 Requirements: None
Requirements: Humbling Redirection Description: Who could strike some-
Description: The speed, grace and thing as beautiful as the crane?
power of the crane’s attack can shat- Effect: The crane uses their own com-
ter the ego of a crane’s opponent. mand of social nuance to understand
Effect: In addition to physical damage, and avoid combat. So long as the
this perk mirrors the physical damage crane has not made any attacks during
of an attack by adding mental stress the exchange, she can add her Rap-
in addition to physical stress from port score as a bonus to Athletics rolls
the attack. Optionally, the crane can made to dodge incoming attacks.
choose to inflict no physical damage
and instead inflict twice the amount of

207
Resplendent Reflection Water-Bead Avoidance
Cost: 3 Cost: 2
Requirements: Feather-Quill Redirec- Requirements: Crane kata
tion, Persona-Shattering Strike Description: As a drop of water slides
Description: There is wisdom in the from the groomed feathers of the
crane’s grace shone in her reflection crane, so too do attacks flow from the
in the water’s surface. flesh of the martial artist.
Effect: This perk allows the martial Effect: When activating this perk, the
artist to create a mirror-image dupli- crane may make a single Athletics roll
cate of herself. The duplicate is an au- to dodge all incoming attacks made
tomated simalcrum that makes a full against her while the perk is active.
counterattack against any successfully Any time she activates any other mar-
dodged or parried attack made against tial arts perk, Water-Bead Avoidance
her using her full Unarmed Combat has a chance of ending. She must make
dice pool for attacking. This perk lasts a Will roll of Good (+3) or better in or-
for one full exchange or scene. der to maintain her focus on this perk.
A failure on this roll indicates that
Warned Wings the perk has faltered and is no lon-
Cost: 2 ger active. In addition, every Will roll
Requirements: None the crane must make beyond the first
Description: Wings flutter instinctually adds a +1 cumulative difficulty to the
when the crane is attacked by a clum- required roll to keep this perk active.
sy hunter.
Effect: In response to failing a roll to
DRAGON STYLE
detect an ambush attack on her, the
crane can use this perk in order to Breath Of The Dragon
make a dodge roll regardless of the Cost: 4
outcome. Requirements: Chi-Obstructing Blow,
Endless Roar, Soul Of Stone
Description: The dragon’s breath is
the breath of the world.
Effect: This perk confers perfection of damage. After the damage is deliv-
the draconic form. Every breath she ered, the dragon and the target must
takes fills her with life, energy and make an opposed Knowledge versus
wisdom. Each turn in which the drag- Will roll. If the dragon’s Knowledge
on is capable of breathing, she heals roll is successful, the target takes on
one stress shift of damage, which may a new aspect “Obstructed Chi”, which
be accumulated to heal consequences carries with it three free invokes or
as well. She gains an aspect called “I compels.
Am The Dragon” with two free invo-
cations. Lastly, as the dragon’s breath Dragon Kata
carries all of the wisdom of life, she Cost: 2
automatically succeeds any Knowledge Requirements: Energetic Focus, Pene-
roll made during Breath Of The Drag- trating Wisdom, Sagacious Action
on as if she’s scored one shift high- Description: The martial artist be-
er than the difficulty. For purposes of comes one with her dragon patron.
rolling, Breath Of The Dragon confers Effect: This perk, once activated, lasts
a +6 bonus to Knowledge rolls. This for one scene or one exchange unless
perk lasts for a number of exchanges the dragon stops. For the duration of
equal to her Unarmed Combat score. the perk, the dragon gains a keen un-
derstanding of the battlefield and all
Chi-Obstructing Blow beings within it. All Knowledge and
Cost: 2 Perception shifts rolled by the user are
Requirements: Silencing Strike doubled. In addition, the dragon may
Description: Where the dragon strikes, gain additional bonuses equal to her
disruption follows. knowledge that she can use in any way
Effect: At first, this strike may seem she chooses. For example, if the drag-
like a normal punch, but within mo- on has a Knowledge score of Good
ments, the target will begin to feel (+3), she has a +3 bonus she can use
its effects. This perk can be activated in any way she chooses. She could add
after making a successful attack that +3 to a single Athletics roll, a +2 to
delivers at least one stress shift of one attack and a +1 to her Athletics

209
dodge roll. Unarmed Combat attacks of the drag-
on with chi. Her blows are damaging
Endless Roar to ethereal or astral spirits.
Cost: 1
Requirements:Thousand-Dragon Penetrating Wisdom
Strike Cost: 1
Description: The roar of the dragon Requirements:None
can be heard in your strikes. Description: The dragon’s sight re-
Effect: The endless roar is not neces- veals that which cannot be seen.
sarily a roar, but some martial artists Effect: The dragon makes a Knowl-
do shout in order to add emphasis to edge skill roll which can be opposed
this perk. The martial artist strikes the by the target’s Deception skill. If suc-
air and the energy of the strike moves cessful, the dragon can learn one as-
across the battlefield to strike her pect the opponent possesses includ-
opponents like a flying dragon. The ing High Concept and Trouble. During
dragon may make a single Unarmed the scene or exchange, if the dragon
Combat strike from a distance. The uses the learned aspect in an invoke
distance of this ranged energy attack or compel, she gains an additional +2
is equal to half her Unarmed Combat bonus by using it.
score, rounded down. The attack has
a damage rating of +2, and is con- Resonating Mind
sidered energy and sonic damage and Cost: 2
affects ethereal and unmanifested be- Requirements: Penetrating Wisdom
ings. Description: The dragon’s under-
standing is one with all beings.
Energetic Focus Effect: This perk allows the dragon to
Cost: 1 learn information about her opponent.
Requirements:None She can learn aspects as if she were
Description: The dragon may strike using Penetrating Wisdom, but may
even that which cannot be seen. also gain knowledge of her perks, ex-
Effect: This perk empowers the tras and skill scores. In addition, she
211
can learn bits of information about Silencing Strike
the target that may not otherwise be Cost: 1
available such as her name, her par- Requirements: Dragon Kata
ents and her place of birth. Learning Description: The dragon is capable of
specific facts about a target’s histo- silencing the chi flow.
ry requires the dragon to focus on the Effect: The dragon strikes an opponent
specific date and time of the event she with a seemingly harmless strike. This
wants to learn about, so unless she strike does no damage, but misaligns
knows exactly when an event occured, the flow of her target’s spiritual ener-
she is unlikely to glean specific infor- gy, preventing her from speaking for
mation in that way. This perk is inva- the rest of the scene or exchange. The
sive, and may be resisted by the target attack is made as a normal Unarmed
with an opposed Knowledge against Combat attack, and is defended nor-
the target’s Deception roll. Each shift mally. If the attack is successful, the
the dragon gains allows her to learn effect takes hold.
one bit of information. The target may
roll Perception in order to notice that
the dragon is scrutinizing her with this
Soul Of Stone
Cost: 1
perk.
Requirements: Thousand-Winds Soul
Description: The dragon’s soul is as
Sagacious Action the rock beneath our feet.
Cost: 1 Effect: Against a single attack, the
Requirements: None dragon gains a number of natural ar-
Description: The dragon understands mor points equal to her Knowledge
the flow of events around her. score. This can be used at any time
Effect: By using this perk, the dragon during an attack.
is capable of increasing her initiative
score by her Knowledge score until
the beginning of her next turn.
Thousand-Dragon Strike
Cost: 3
Requirements: Dragon Kata
Description: The dragon infuses her
strikes with her very soul. her Knowledge score. This perk must
Effect: A progression from Energetic be used before damage is applied.
Focus, her strikes not only strike the
astral, they are an endless progres- MONKEY STYLE
sion of strikes designed to tear down
an enemy’s defenses as if one thou-
sand punches land all at once. The
Capricious Paw
Cost: 2
dragon makes a number of Unarmed
Requirements: Monkey Kata
Combat attacks equal to half her Un-
Description: This cruel attack strikes
armed Combat score, rounded up.
vulnerable spots on an opponent,
The shifts from these rolls are added
leaving her open to further mutilation.
together into a single roll, which the
Effect: The initial attack from this
target may then attempt to roll de-
perk does no damage. Instead, upon
fense against. These attacks have no
a successful strike the target must
additional weapon damage, but they
roll Physique with a difficulty equal to
are considered magical attacks for the
the monkey’s Athletics and Unarmed
purposes of striking ethereal, astral or
Combat. The number by which the
dual-natured beings.
target fails this roll is subtracted from
all further defense rolls made by the
Thousand-Winds Soul target until the monkey’s next turn.
Cost: 2
Requirements: Dragon Kata
Description: The dragon’s soul is com-
Cloud-Walking Step
Cost: 1
posed of the winds from all facets of
Requirements: Monkey Kata
the world.
Description: The monkey does not
Effect: With this perk, the martial artist
need branches to walk through the
becomes as ephemeral as wind, mak-
sky.
ing her exceedingly difficult to strike.
Effect: The monkey becomes capable
Against normal weapons, the dragon
of walking on air for a number of ex-
gains a number of additional defense
changes equal to her Unarmed Com-
dice against a single attack equal to
bat score. While this perk is active, she

213
can move freely in any direction, in- opponent rolls a Perception roll with a
cluding vertically. When the perk’s ef- difficulty equal to the Unarmed Com-
fects end, gravity takes hold once more bat score of the monkey. If the target
and the monkey may suffer damage fails, she loses ny and all bonuses to
from falling. her next defense roll including in-
vokes. This perk is considered a com-
Dance of the Celestial Monkey pel and the target gains a fate point if
Cost: 3 the perk’s activation is successful.
Requirements: Realignment of the
Gates, Vaporous Clone Golden Fur Defense
Description: The monkey makes the Cost: 2
battlefield her home. Requirements: Monkey Kata
Effect: The movements of the mon- Description: The fur of the monkey
key are free and unencumbered. She becomes as gold.
automatically succeeds any roll to Effect: A shimmering golden aura sur-
move or climb. While this perk is ac- rounds the monkey using this perk.
tive, she gains a +4 bonus to attempts She gains a number of natural ar-
to escape grappling and cannot take mor points equal to half her Unarmed
on aspects that involve restriction of Combat score, rounded up.
movement. In addition, any time the
monkey makes an Athletics roll, shifts Golden Paw Rake
from that roll can be applied to her Cost: 3
next attack. Requirements: Capricious Paw
Description: The monkey’s golden paw
Distracting Tail Strike easily slides through even the most
Cost: 2 powerful defenses.
Requirements: None Effect: When the monkey uses this
Description: The monkey’s tail can perk, she will roll an attack as normal.
distract and strike from unanticipated If her attack roll exceeds the target’s
angles. defense roll, the opponent must make
Effect: Upon activation of this perk, the an Athletics roll with a difficulty equal
to the monkey’s Athletics and Un- Effect: The monkey is able to feint,
armed Combat scores combined to leaning away from incoming blows.
avoid the effects. If the target fails, She gains a bonus to detect ambushes
damage from her attack is applied as and surprise attacks equal to her Un-
if she had rolled no shifts in her de- armed Combat score.
fense roll.
Monkey Kata
Infuriating Mimic Cost: 2
Cost: 2 Requirements: Distracting Tail Strike,
Requirements: Step-Matching Mirror Lost Monkey Awareness, Wooden
Description: The monkey is able to Monkey Body
mimic their foes in such a way that Description: The monkey’s move-
they become enraged. ments are distracting and erratic, ap-
Effect: This perk may be activated any pearing helpless between short bursts
time the monkey successfully defends of ferocity.
against a melee or unarmed attack. Effect: This perk lasts for one scene or
The target must make an immedi- one exchange. For the duration of this
ate Will roll with a difficulty equal to perk, extra shifts from dodge rolls can
the monkey’s Athletics and Unarmed be “banked” in order to add a bonus to
Combat scores. If that roll fails, she er next Unarmed Combat attack roll.
acquires an aspect that describes her All banked shifts must be used at once
rage at the monkey’s irreverent mim- and may not be saved after the attack.
icking of the opponent that can be in-
voked for free by the monkey until the Realignment of the Gates
beginning of the target’s next turn. Cost: 3
Requirements: Golden Fur Defense,
Lost Monkey Awareness Golden Paw Rake
Cost: 2 Description: The monkey is capable of
Requirements: None adjusting her own defenses in any way
Description: The lost monkey is always she likes.
aware of incoming attacks. Effect: This perk allows the monkey to

215
calculate her defense and offense bo- Description: Monkey’s tricks fool the
nuses during a single exchange round senses.
and place those bonuses into either Effect: A martial artist with this perk
category she likes during that turn. becomes invisible and, where she
For example, if she has an Unarmed stands, conjures a perfect clone of
Combat score of Good (+3) and an herself from the vapor in the air. While
Athletics score of Great (+4), then she this perk is active, the clone moves in
can allot a 7 point bonus any way she any way that the monkey desires. The
likes. She can choose to place the en- clone is composed of vapor, and at-
tire Epic (+7) bonus into her defense tacks it makes deal no damage. Any
for the turn, but will have a Mediocre physical stress inflicted on the clone
(+0) attack bonus for the turn. causes it to immediately disperse and
the monkey to become visible once
Step-Matching Mirror more. The monkey’s invisibility lasts
Cost: 2 for a number of exchanges equal to
Requirements: Monkey Kata her Unarmed Combat score. She gains
Description: Staying within the strik- an “Invisible” aspect with a single free
ing range of an opponent renders their invoke when this perk is successfully
attacks useless. activated.
Effect: The monkey must be able to
move freely in order to use this perk. Wooden Monkey Body
While being attacked, she moves in Cost: 2
close to her opponent and matches Requirements: None
her steps perfectly, allowing her to ef- Description: The body of the monkey
fectively double her next defense roll is as tough and limber as the trees in
against a single attack. which it lives.
Effect: With this perk, the monkey can
Vaporous Clone add a bonus to Athletics or Physique
Cost: 3 rolls equal to her Unarmed Combat
Requirements: Cloud-Walking Step, score on her next appropriate roll.
Infuriating Mimic
SCORPION STYLE using Frontal Defense, she becomes
completely unaware of any other at-
tacker to her flanks or behind her.
Cruel Toxin This means she cannot actively defend
Cost: 2
against such attacks. Only one oppo-
Requirements: Weakening Venom
nent may be followed with this ability
Description: The scorpion’s venom is
at a time.
capricious, inflicting agonizing pain
on those struck by it.
Effect: This perk is activated only after Hardened Exoskeleton Defense
a successful Unarmed Combat strike Cost: 2
that deals at least one shift of stress. Requirements: Frontal Defense
Instead of dealing stress, the target Description: The scorpion’s exoskel-
takes a Poisoned consequence at their eton protects her from even the most
lowest available Consequence slot. At vicious blows.
the beginning of their turn, they can Effect: This perk can be activated in
roll Physique with a difficulty equal response to an attack. Against a sin-
to the severity of the Consequence. gle attack, the scorpion’s skin hard-
Success indicates that this poison has ens into a visible exoskeleton where
been expunged and the Consequence the blow would strike. She adds her
is recovered. Unarmed Combat score to her natural
armor rating against that attack.
Frontal Defense
Cost: 2 Hidden Scorpion Sting
Requirements: None Cost: 3
Description: A scorpion’s has many Requirements: Living Weapon, Weak-
eyes. By focusing them all on one tar- ening Venom
get, her defenses greatly increase. Description: The scorpion lies in wait
Effect: The scorpion focuses her ef- for the perfect moment to deliver the
forts and attention solely on one ene- killing blow.
my. By doing so, she gains one boost Effect: When this perk is activated, the
each turn that she does so. While scorpion and her target must roll an

217
opposed Stealth roll against the tar- scorpion may immediately follow up
get’s Perception. If the scorpion suc- with another. The scorpion may con-
ceeds, she may make a single attack tinue to make attacks until an unsuc-
roll. The target may not dodge the at- cessful Unarmed Combat attack is
tack, and armor does not prevent the made.
damage inflicted. That attack roll is
a perfect attack, and can never miss, Many-Eyes Awareness
inflicting at least one shift of physical Cost: 2
damage. Requirements: Frontal Defense
Description: The scorpion’s many eyes
Immobilizing Claw are always aware of her surroundings.
Cost: 1 Effect: When this perk is activated, she
Requirements: None instantly becomes aware of all ene-
Description: The pincer of the scorpi- mies around her. She gains a bonus to
on disables its prey before the killing Perception rolls equal to her Unarmed
blow. Combat score for the rest of the scene.
Effect: When the scorpion makes an
Unarmed Combat roll to grapple an Scorpion’s Golden Venom
opponent and succeeds, this perk can Cost: 3
be activated to give the scorpion a Requirements: Cruel Toxin, Hidden
boost against that opponent. Scorpion Sting
Description: Golden venom drips from
Living Weapon the stinger of the scorpion, slaying all
Cost: 3 it touches.
Requirements: Two-Claw Strike Effect: The apex of the scorpion style
Description: The scorpion coils back is a true killing blow. With by this ven-
and delivers a devastating series of omous strike, even the greatest oppo-
attacks. nents can be struck down. When de-
Effect: This perk must be activated livering this attack, the martial artist’s
before an Unarmed Combat attack is fingers possess a golden glow and
made. If the attack is successful, the drip with venom. When activating
this perk, the scorpion makes an at- cannot normally be used to parry me-
tack roll as normal. Any shifts of dam- lee or ranged attacks.
age inflicted by this attack inflict a
“Poisoned” aspect on the opponent Stinging Kick
with a free invoke. Additionally, this Cost: 1
attack does not inflict stress as nor- Requirements: None
mal. Instead, all shifts of damage are Description: The pain of the scorpi-
applied directly against the target’s on’s sting lingers on.
Consequence slots, ignoring stress al- Effect: When the scorpion makes a
together. successful Unarmed Combat attack
against an opponent using a kick at-
Scorpion Kata tack that at least ties with an oppo-
Cost: 3 nent, that opponent takes an addi-
Requirements: Frontal Defense, Im- tional stress box of damage at the
mobilizing Claw, Stinging Kick beginning of the scorpion’s next turn.
Description: The scorpion remains
tightly poised, snapping attacks with Two-Claw Strike
vice-grip claws and painful, light- Cost: 2
ning-fast stings. Requirements: Scorpion Kata
Effect: While this perk is active, the Description: One claw holds, while the
scorpion adds her Unarmed Com- other rends.
bat score to her initiative total. The Effect: This perk allows the scorpion
scorpion may use her Unarmed Com- to make two attacks in a single turn. It
bat score to parry Melee Combat and must be activated before an Unarmed
Ranged Combat attacks. Additionally, Combat attack is made. If the attack is
any Unarmed Combat attacks that in- successful, resolve it and immediate-
flict at least one stress shift of damage ly follow-up with a second attack and
against an opponent gives the scor- resolve it normally.
pion a boost against that opponent,
representing the toxic effects of her
attacks. Normally, Unarmed Combat

219
Weakening Venom maneuver she attempts against that
Cost: 1 opponent. If the victim attempts an
Requirements: Scorpion Kata escape and fails, the snake gains a
Description: The scorpion’s venom boost she can use during that grapple.
can take down much larger foes than
herself. Constricting Grasp
Effect: When this perk is activated after Cost: 1
a successful attack, that attack cannot Requirements: Snake Kata
inflict more than one stress shift of Description: The grasp of the snake is
damage regardless of the number of impossible to break.
shifts rolled. If the attack inflicts dam- Effect: This perk can be activated
age, the target acquires a “Weakened” when using a grappling maneuver or
aspect that remains until the end of defending against one. It adds half the
the scene or conflict. The aspect al- snake’s Unarmed Combat score as a
lows for one free invoke or two if the bonus to the roll.
attack succeeded with style.

SNAKE STYLE Serpent’s Speed


Cost: 1
Requirements: None
Bone-Snapping Strength Description: The snake is swift, capa-
Cost: 2 ble of taking action without thought.
Requirements: Constricting Grasp Effect: This perk can be activated when
Description: The more the snake’s rolling for initiative. When determin-
prey struggles, the tighter its grip be- ing her initiative rating, she can add
comes. her Unarmed Combat score to her ini-
Effect: This perk is activated when tiative.
the snake is the victim of a potential-
ly damaging grapple maneuver or the Sidewinder’s Stride
victim attempts escape. Any damage Cost: 1
sustained from that attack becomes a Requirements: Snake Kata
bonus to the snake’s next grappling Description: The sidewinder moves
swiftly in order to prevent damage. her skin shines like a snake’s. Her body
Effect: This perk improves an Unarmed moves sinuously, able to make move-
Combat attack. Allows the snake to ments that defy human capability.
move between zones and make an at- Effect: This perk lasts for a scene or
tack in the same turn. In addition, if exchange, or until the snake decides
the snake would sustain damage as a to end it. For the rest of the exchange,
result of her Unarmed Attack against she gains a bonus to her dodge rolls
an opponent, such as an electrified equal to half her Unarmed Combat
pulse field in the opponent’s armor, score and is capable of dodging per-
that damage is nullified. fect attacks with a successful roll. Ad-
ditionally, she gains a +2 to all grap-
Snake Hood Refusal pling-related rolls, and all attempts to
Cost: 1 pin her give the snake a single boost
Requirements: None with a free invoke.
Description: The snake is able to make
himself appear much taller and im- Spring-Loaded Lunge
posing than he actually is. Cost: 1
Effect: When this perk is activated, the Requirements: None
snake rolls her Unarmed Combat skill. Description: The snake can extend at-
The next opponent who attempts to tacks at a much greater distance than
attack the snake must beat this perk’s any opponent would expect.
activation roll with a Will roll. If the Effect: This perk, once activated, al-
opponent fails this roll, damage the lows the snake to make a single Un-
attacker would inflict from this attack armed Combat roll against any target
is reduced by half, rounded down. within a bordering zone. Until the be-
ginning of her next turn, she is con-
Snake Kata sidered to be in both zones for pur-
Cost: 3 poses of defending against attacks.
Requirements: Serpent’s Speed, Snake
Hood Refusal, Spring-Loaded Lunge
Description: When the snake moves

221
Strike Goes Unseen Writhing Golden Coils
Cost: 2 Cost: 3
Requirements: Sidewinder’s Stride Requirements:Bone-Snapping
Description: A snake can strike so Strength, Joint-Striking Snap, Strike
swiftly that her victim may be unaware Goes Unseen, Two Fangs
that she has been struck at all. Description: The coils of the snake be-
Effect: When the snake makes an Un- come as gold and shimmer with star-
armed Attack against an opponent and light and her movements become as
activates this perk, anyone attempting falling into a den.
to notice that the opponent was struck Effect: The snake becomes able to
at all, including the target, must make make a number of attacks per turn
a Perception roll. The difficulty of this equal to half her Unarmed Combat
roll is equal to the snake’s Unarmed score, rounded up, for the rest of the
Combat score plus her Deceit score. exchange. Any attempts to grapple
Failure on the perception roll indicates her fail unless the snake allows it. All
that the attack went unnoticed. Dam- damaging maneuvers during a grap-
age is inflicted normally. ple enjoy a weapon bonus of +2.

Two Fangs TIGER STYLE


Cost: 2
Requirements: Sidewinder’s Stride Bone-Shattering Fury
Description: Each fang of the adder is Cost: 2
capable of delivering a powerful strike. Requirements: Rending Claws
Effect: When this perk is activated, the Description: The tiger’s anger is pure.
snake moves at lightning speed. She is Effect: When the tiger has sustained at
able to strike twice in the same turn, least a single level of stress or con-
but her movements only indicate that sequences, this perk can be activated.
she has attacked once. Both attacks Her anger fuels her powerful attacks,
are rolled and resolved normally. adding her Physique score as weapon
damage for one Unarmed Combat at-
tack.

223
Celestial Tiger’s Golden Fur Divine Predator’s Frenzy
Cost: 2 Cost: 4
Requirements: Furious Tiger’s Roar Requirements: Meteor’s Tail
Description: The golden fur of the ce- Description: The divine tiger is the ul-
lestial tiger protects her from harm. timate predator. No one is safe.
Effect: For the remainder of the ex- Effect: The tiger can now move free-
change or scene, the tiger gains a bo- ly between zones without rolling so
nus to her natural armor rating equal long as she is stalking prey. She can
to half her Unarmed Combat score. make a number of attacks against en-
emies in the same zone equal to half
Chasing Shadows her Unarmed Combat score. During
Cost: 2 the effects of this perk, she cannot be
Requirements: Tiger’s Silent Footfall compelled by her consequences. Last-
Description: A bullet fired at a tiger ly, the tiger can push her body beyond
might only hit its shadow. even her own lofty limitations. She can
Effect: In response to any defense roll take a consequence to make either a
made to avoid physical stress or con- number of attacks equal to the sever-
sequences, the tiger can immediately ity of the consequence taken or give a
use this perk to roll her Stealth with a single attack a weapon bonus equal to
bonus equal to her Unarmed Combat twice the severity of the consequence
score instead of the normal defense taken in this way.
roll. If successful, she immediately
vanishes and the attack against her Furious Tiger’s Roar
strikes her shadow. From that point Cost: 2
on, the tiger is considered in stealth, Requirements: Tiger Kata
and takes the temporary aspect Chas- Description: The roar of the tiger shat-
ing Shadows with a free invoke. ters the resolve of even the strongest
warrior.
Effect: The tiger is able to unleash a
roar that inflicts Mental stress. The
sound is loud enough to shatter glass
and shake stone. This is considered a Red-Claw Pounce
ranged Unarmed Combat strike that Cost: 1
can affect any single target within Requirements: None
the same zone. If the target of the ti- Description: The tiger leaps upon its
ger’s roar has been damaged by the prey.
tiger and has failed at least one attack Effect: Using this perk, a tiger can
against her, the roar gains a weapon move between zones without a roll and
bonus of +2. make an attack during the same turn.
If ovement between zones would not
Meteor’s Tail require a roll, then the tiger may move
Cost: 2 an additional zone and still make an
Requirements: Bone-Shattering Fury, attack.
Celestial Tiger’s Golden Fur, Chasing
Shadows Rending Claws
Description: The tiger falls upon her Cost: 2
prey as a shooting star. Requirements: Tiger Kata
Effect: With this perk, the tiger is able Description: The hands of the tiger
to make a leap attack against any op- become weapons.
ponent currently in the exchange re- Effect: Using this perk, the tiger can
gardless of her zone or proximity to parry Melee Combat attacks using Un-
the tiger. This perk must make sense armed Combat. In addition, her Un-
to use, so the tiger will not be able to armed Combat attacks gain a weapon
strike someone who is surrounded by bonus of +2 and are considered melee
walls or bars but might be able to drop weapons.
in through a window or crash through
a thin wall. In such cases, she must
make a roll to move zones as normal
Overwhelming Tenacity
Cost: 2
and if successful, may still attack on
Requirements: None
the same turn.
Description: The tiger may never give
up.
Effect: For the remainder of the scene

225
the tiger gains a number of extra stress Unarmed Combat score, rounded up.
and consequence levels as if she had
a Physique score bonus equal to her Tiger’s Silent Footfall
Physique plus her Unarmed Combat Cost: 2
score. Requirements: Tiger Kata
Description: The tiger’s steps are as
Tiger Kata silent as death.
Cost: 2 Effect: Stalking her prey, the tiger
Requirements: Red-Claw Pounce, gains a bonus to one Stealth roll equal
Overwhelming Tenacity, Tiger-Palm to her Unarmed Combat score.
Strike
Description: The tiger moves with
grace and strength.
Effect: For the remainder of the ex-
change or scene after this perk is used,
the tiger can use her Unarmed Combat
score as bonus points to add to her
Athletics or Physique scores on a one-
for-one basis. Adding to Physique in
this way will increase stress and con-
sequence levels if enough points are
invested to raise them.

Tiger-Palm Strike
Cost: 1
Requirements: None
Description: Even without her claws,
the tiger is a powerful opponent.
Effect: This perk allows the tiger to
make an open-palmed attack with a
weapon rating equal to half her
227
Chapter Five

Game Master’s
Toolbox

229
THE GAMEMASTER’S JOB running, whether that’s in the form of
As the Gamemaster (GM), your aspects like current and impending is-
job is to “run” the game, adjudicate the sues, specific locations that you might
rules and guide your players through visit, or NPCs with strong agendas that
their Warsong adventures. This chap- you can use.
ter will allow you to take a closer look The PCs’ aspects also help you
at what you’ll be doing during the decide how to make the world respond
game as the GM. to them. As stated in the Aspects and
Fate Points chapter, the best aspects
YOU ARE THE UNIVERSE have a double edge to them. You have
As the gamemaster, it’s your job a lot of power to exploit that double
to decide how everyone and everything edge by using event-based compels.
else in the world responds to what the That way, you kill two birds with one
PCs do, as well as what the PCs’ envi- stone. You add detail and surprise to
ronment is like. If a PC botches a roll, your game world, but you also keep
you’re the one who gets to decide the the PCs at the center of the story you’re
consequences. When an NPC attempts telling.
to assassinate a PC’s friend, you’re the This facet of your job also means
one who gets to decide how they go that when you have NPCs in a scene,
about it. When the PCs stroll up to a you speak for and make decisions for
food vendor in a market, you get to them like the players do for their PCs.
decide what kind of day the vendor is You decide when they’re taking an
having, what kind of personality he or action that requires dice and you fol-
she has, what’s on sale that day. You low the same rules the players do for
determine the weather when the PCs determining how that turns out. Your
pull up to that dark cave. NPCs are going to be a little different
Fortunately, you don’t have to than the PCs, however, depending on
do this in a vacuum. You have a lot of how important they are to the story.
tools to help you decide what would
be appropriate. The process we out-
line should provide you with a lot of
context about the game you’re
LETTING THE PLAYERS HELP do this during play is to answer the
Remember, you don’t have to player’s question with a question, if
shoulder the whole burden of making they ask for information.
up all of the details yourself. The more
collaborative you get, the more emo- USING THE RULES
tional investment the players are go- It’s also your job to make most
ing to have in the result because they of the moment-to-moment decisions
shared in its creation. about what’s legit and what’s not re-
If a character has an aspect that garding the rules. Most often, you’re
connects them to someone or some- going to decide when something in
thing in the world, make that player the game deserves a roll, what type of
your resident “expert” on whatever the action that is (overcome, attack, etc.)
aspect refers to. So if someone has and how difficult that roll is. In con-
Scars From The Machine War, poll that flicts, this can get a little more com-
player for information whenever the plicated, like determining if a situa-
great War comes up in conversation. tion aspect should force someone to
“you notice that this sergeant is wear- make an overcome action, or deciding
ing a legion veteran’s mark, which is whether or not a player can justify a
a rare decoration from the War. What particular advantage they’re trying to
hardcore crap do you have to do to get create.
one of those? Do you have one?” Some You also judge the appropriate-
players will defer back to you, and ness of any invocations or compels
that’s fine, but it’s important that you that come up during play and make
keep making the offer so as to foster a sure that everyone at the table is clear
collaborative atmosphere. on what’s going on. With invocations,
Also, one of the main uses of the this is pretty easy. As long as the play-
create an advantage action is precise- er can explain why the aspect is rele-
ly to give players a way to add details vant, you’re good to go. With compels,
to the world through their characters. it can get a little more complicated,
Use that to your advantage when you because you need to articulate pre-
draw a blank or simply want to dele- cisely what complication the player is
gate more control. One good way to agreeing to.

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We provide some more tips on OUT THERE VS. DOWN HERE
judging the use of rules below. High-concept ideas, especially
ones about the dividing line between
CREATING SCENARIOS destiny, free will and time travel are a
Finally, you’re responsible for lot of fun but if they’re too difficult to
making all of the stuff that the PCs relate to then your players may have
encounter and react to in the game. trouble wrapping their heads around
That not only includes NPCs with skills the game you’re proposing. Where
and aspects, but it also includes the that line is exactly will vary from group
aspects on scenes, environments, and to group from and player to player, so
objects, as well as the dilemmas and there’s no definitive answer in regard
challenges that make up a scenario to how detailed you’d like to be with
of Warsong. You provide the prompts your game. Just be aware that every
that give your group a reason to play departure from the familiar - wheth-
this game to begin with. What prob- er that’s the real world or well-es-
lems they face, what issues they have tablished genre conventions has the
to resolve, whom they’re opposing, potential to be a conceptual hurdle
and what they’ll have to go through in for your players. Get everyone on the
order to win the day. same page and make sure to go over
any questions in advance.
CREATING YOUR GAME The opposite approach is to set
Setting up a Warsong game is a the game “down here”, in the world of
collaborative effort between the GM Lemuria, with perhaps only one or two
and the players. It is important, as the notable departures with greater ram-
GM, to be open to new ideas and gener- ifications that you can explore as you
ous with your own during the creation go. This gives the players a chance to
of your game. Play off and expand on open up their perspectives to the over-
the player’s suggestions. Doing so will arching plot and destiny as a whole in
get the players more emotionally in- increments. It feels much more like a
volved if they feel like they’ve had a television series in this manner where
hand in creating the game. the main character’s life typically be-
gins as normal and slowly spirals out
of control until it no longer resembles though, you’ll start with whatever’s
normality. immediately important to the PCs.
That might be anything from a few
TOP-DOWN VS. BOTTOM-UP notable NPCs in their hometown and
There’s also the matter of how the attacks of rival clans against their
broad the scope of the game will be. home, to the name of the guy who
Some like to start with the big picture works in the next town over. Then the
first and drill down to the details, while group figures out the details as the
others prefer to start with the here story goes along. There’s no need to
and now and develop the big picture have an idea of how things fit into the
as they go. These are often called “top world, because everyone will make
down” and “bottom up,” respectively. that up as you go. The world just spi-
Neither one is better than the other, rals out from whatever you start with.
but each has its pros and cons. The potential downside here is
With the top-down approach, that it requires quite a bit of improvi-
you’ll determine most of the locations sation and thinking on your feet. That
that you’ll use in advance. Stuff like goes for everyone at the table, GM and
who the movers and shakers are, im- players alike. For you, the GM, that
portant cities and so on. This has the might not be such a big deal. Run-
advantage of providing a clear sense ning a game almost always involves a
of how the plot and characters fit to- degree of flying by the seat of one’s
gether. For example, if you’ve decided pants but not all players are going to
that the Protectorate and its perpetual be ready for that sort of responsibil-
state of conflict between the powerful ity. In addition, if your players like to
Clans vying for control of the throne is immerse themselves in their charac-
the main focus of your game then you ters and see the game world through
know right away that anyone of note their eyes, then they may find it jarring
in the kingdom is likely to come from to occasionally break from that per-
one of those clans and if they aren’t, spective to, say, invent a name on the
then it’ll have to be for a very good spot for the AI they just found or tell
reason. you what happened to the last Shadow
If you’re going bottom-up, Overlord of the Scorpion Clan.

233
Warsong can handle either per- experience. Consider Luke Skywalker
spective but the Fate system’s support in Star Wars. He starts off a nobody
for player-driven contributions to the moisture farmer, racing T-16s and
narrative in the form of aspects and getting up to the odd bit of mischief at
story details really makes the bot- Tosche Station. Then a pair of droids
tom-up method sing. If that’s the way come into his life and inject a little
you like to play anyway, great! If not, mystery: Who’s this Obi-Wan Keno-
no pressure. Give it a try sometime. bi? Before he knows it, he’s consorting
with smugglers, rescuing a princess,
SCOPE: LARGE VS. SMALL and striking a blow for the Rebellion.
There’s already been some dis- It’s a classic case of starting small-
cussion of scale in Warsong but it’s scale and expanding into a large-scale
worth a little more discussion. story.
Small-scale stories concern •Peaks and Valleys: Here, you’re
events closely connected to the PCs alternating the large-scale with the
and probably within a very limited small, using the latter almost as
geographical area. Large-scale games something of a breather. Typical-
are the opposite: epic tales spanning ly, the large-scale storylines will deal
the nations and outliers. Both types of with political matters of state, the
stories can be a lot of fun-winning the conquering of cities, the banishing of
title of Grand Emperor can be just as spirits and undead and the like, while
rewarding as winning the hand of the the small-scale storylines will be of
prettiest girl in the village. a more personal nature, with few if
However, don’t be fooled into any connections to the earth-shaking
thinking the two are mutually exclu- events transpiring in the characters’
sive. Here are a couple ways to com- lives. For example, you might spend a
bine them. session or two tussling with that Clan
•Start Small and Grow: This is the Lord, then change focus to a character
classic zero-to-hero story in which an reconnecting with her father or com-
unassuming individual with no pre- ing to the aid of a friend in need. The
tensions of glory is suddenly swept up small-scale sessions serve as some-
in events beyond the scope of their thing of a breather between all that
epic action and give the players a time your intent is to harm someone,
chance to delve into some unexplored you know that’s an attack. Any time
corners of their characters. Plus, if you you’re trying to avoid harm, you know
want to connect the small and large- that’s a defense.
scale stories down the line, you can! But sometimes, you’re going to
And the payoff will be all the more get into situations where it’s not im-
satisfying for the players. mediately clear what type of action is
the most appropriate. As a GM, don’t
RUNNING YOUR GAME respond to these situations by for-
Now that you’ve gone through bidding the action. Instead, try to nail
the process of game creation with down a specific intent in order to point
the players, let’s take a detailed look more clearly to one or more of the ba-
at how to approach your various jobs sic game actions.
during a session of play.
WHEN TO ROLL THE DICE
THE JADE RULE As a rule, you should roll the dice
The Jade Rule of Warsong is, when succeeding or failing at the ac-
“First decide what you’re trying to ac- tion could each contribute something
complish, then consult the rules to interesting to the game.
help you do it.” This is pretty easy to figure out
This might seem like common in regards to success. Most of the time
sense, but we call it out because the the PCs overcome a significant ob-
order is important. In other words, stacle, win a conflict, or succeed at a
don’t look at the rules as a straitjacket goal, which creates fodder for the next
or a hard limit on an action. Instead, thing. With failure, however, it’s a little
use them as a variety of potential tools more difficult because it’s easy to look
to model whatever you’re trying to at failure in strictly negative terms.You
do. Your intent, whatever it is, always fail, you lose, you don’t get what you
takes precedence over the mechanics. want. If there’s nothing to build on af-
Most of the time, the very defini- ter that failure, play can grind to a halt
tion of an action makes this easy. Any in a hurry.

235
The worst thing you can do is for failure into a compel instead, us-
have a failed roll that means noth- ing that moment as an opportunity to
ing happens. No new knowledge, no funnel fate points to the players.
new course of action to take, and no Keep in mind when you’re play-
change in the situation. That is total- ing the game that the most compel-
ly boring, and it discourages players ling characters and the most moving
from investing in failure. Something events take place after a series of fail-
you absolutely want them to do, given ures. A character’s life should never
how important compels and the con- be easy. In fact, the harder a charac-
cession mechanic are. Do not do this. ter’s life, the better the feeling will be
If you can’t imagine an inter- when that character finally achieves
esting outcome from the results then their goals.
don’t call for that roll. If failure is the
uninteresting option, just give the PCs MAKE FAILURE AWESOME
what they want and call for a roll later, If the PCs fail a roll in the game
when you can think of an interesting and you’re not sure how to make that
failure. If success is the boring option, interesting, try one of the following
then see if you can turn your idea ideas.
BLADE THE CIRCUMSTANCE dwelling on the failure and can move
The PCs are extremely competent on to something new.
people. Remember, that’s one of the
things Warsong is about. They aren’t SUCCEED AT A COST
supposed to look like fools on a regu- You can also offer to give the PCs
lar or even semi-regular basis. Some- what they want, but at a price. In this
times, all it takes is the right descrip- case, the failed roll means they weren’t
tion to make failure into something able to achieve their goals without
dynamic. Instead of narrating that the consequence.
PC just miffed things up, blame the fail- A minor cost should complicate
ure on something that the PC couldn’t the PC’s life. Like the above sugges-
have prevented. There’s a secondary tion, this focuses on using failure as a
mechanism on that lock that initially means to change up the situation a bit
looked simple (Larceny), or the con- rather than just negating whatever the
tact broke his promise to show up on PC wanted. Some suggestions:
time (Contacts), or the ancient tome is •Foreshadow some imminent
too withered to read (Knowledge), or peril. “The lock opens with a soft click,
a sudden seismic shift throws off your but the same can’t be said for the vault
run (Athletics). door. If they didn’t know you were here
That way, the PCs still look com- before, they sure do now.”
petent and awesome even though •Introduce a new wrinkle. “Yes,
they don’t get what they want. More the Guildmaster is able to put you in
importantly, shifting the blame to the touch with a mage who can translate
circumstances gives you an opportu- the withered tome. It’s a guy named
nity to suggest a new course of action, Ojinshii. You know him, actually, but
which allows the failure to create for- the last time you saw him was years
ward momentum in your story. The ago when he caught you with his wife.”
contact didn’t make his appointment? • Present the player with a tough
Where is he? Who was following him to choice. “You brace the collapsing ceil-
the rendezvous? The ancient tome is ing long enough for two of the others
withered? Maybe someone can restore to get through safely, but not the rest.
it. That way, you don’t spend time Who’s it going to be?”

237
•Place an aspect on the PC or the Other options might include:
scene. “Somehow you manage to land •Reinforce the opposition. You
on your feet, but with a Sprained An- might clear one of an NPC’s stress
kle as a souvenir.” boxes, improve one of their skills by
•Give an NPC a boost. “Nikolai one step for the scene, or give them a
surprises you a bit by agreeing to your new aspect with a free invocation.
offer, but he does so with a wry smile •Bring in new opposition or a
that makes you uneasy. Clearly, Fui new obstacle, such as additional en-
Has A Plan.” emies or a situation aspect that wors-
•Check one of the PC’s stress ens the situation.
boxes. Careful with this one as it is •Delay success. The task at hand
only a real cost if the PC is likely to will take much longer than expected.
take more hits in the same scene. If • Give the PC a consequence
you don’t think that’s going to happen that follows logically from the circum-
then go with another choice. stances. Mild if they have one avail-
A serious cost does more than able, moderate if they don’t.
complicate the PC’s life or promise If you’re stuck for just how seri-
something worse to come. It takes a ous a serious cost should be, you will
serious and possibly irrevocable toll, want to use the margin of failure as a
right now. gauge. For instance, in the vault open-
One way you can do this is by tak- ing example, above. The one where the
ing a minor cost to the next level. In- guards hear the PC and burst in the
stead of suspecting that a guard heard room. If the player failed their Burglary
them open the vault, a few guards roll by 1 or 2, the PCs outnumber the
might burst into the room with weap- guards. Not a tough fight, but a fight
ons drawn. Instead of being merely nonetheless. If they failed it by 3 to
cut off from their allies by a collaps- 5, it’s an even match, one that’s likely
ing ceiling, one or more of those allies to use up resources like fate points or
ends up buried in the debris. Instead consequences. But if they failed by 6
of merely having to face an awkward or more, they’re outnumbered and in
situation with Ojinshii, he’s still angry real danger.
and out for blood.
LET THE PLAYERS DO THE WORK points and anything that’s two or more
You can also kick the question below the PC’s skill will be a breeze.
back to the players, and let them de- Rather than “modeling the world”
cide what the context of their own fail- or going for “realism,” try setting dif-
ure is. This is a great move to foster a ficulties according to dramatic neces-
collaborative spirit, and some players sity. Things should generally be more
will be surprisingly eager to hose their challenging when the stakes are high
own characters in order to further the and less challenging when they aren’t.
story, especially if it means they can Functionally, this is the same as
keep control of their own portrayal. setting a consistent difficulty and as-
It’s also a great thing to do if sessing a circumstantial penalty to the
you just plain can’t think of anything. roll to reflect rushing the task or some
“Okay, so, you failed that Larceny roll other unfavorable condition. But psy-
by 2. So you’re working the lock, and chologically, the difference between
something goes wrong. What is it?” a high difficulty and a lower difficul-
“You missed that Perception roll. What ty with a penalty is vast and shouldn’t
don’t you notice as you’re sneaking be underestimated. A player facing
up to the lord’s chambers?” It’s better a higher difficulty will often feel like
if the question is specific, like those they’re being properly challenged,
examples. Just saying, “Okay, tell me while that same player facing a large
how you fail!” can easily stall things by penalty, likely chosen at the GM’s dis-
putting a player on the spot unneces- cretion, will often feel discouraged by
sarily. You want to let the player do it.
the work, not make them. Setting a difficulty low is mainly
about showcasing a PC’s awesome-
SETTING DIFFICULTIES ness, letting them shine in a particu-
When you’re setting passive op- lar moment and reminding us why this
position for an action, keep in mind character is in the spotlight. You can
the difficulty that we mentioned in Ac- also set lower difficulties during peri-
tions and Outcomes. Anything that’s ods when you know the PCs are low on
two or more steps above the PC’s skill fate points, giving them the chance to
is probably going to cost them fate take compels in order to get more.

239
You should also set lower difficul- a particular opponent is extreme-
ties on anything that’s in the way of ly prepared for the PCs, or to reflect
the PC’s getting to the main action of situations that aren’t ideal. If the PC’s
a scene. You don’t want them to get are not prepared, or don’t have the
stalled at the shogun’s drawbridge if right tools for the job, or are in a time
the point of the scene is confronting crunch, etc.
the evil shogun! Setting the difficulty right at the
Finally, some actions should take PC’s skill level is, as you might imag-
lower difficulties by default, especial- ine, sort of a middle ground between
ly if no one’s contesting or resisting these two extremes. Do this when you
them. Unopposed efforts to create ad- want some tension without turning
vantages in a conflict should never be things up to 11, or when the odds are
harder than Average (+1) or Fair (+2), slightly in the PC’s favor but you want
and neither should attempts to put an a tangible element of risk.
aspect on an object or location. Re-
member that opposition doesn’t have JUSTIFYING YOUR CHOICES
to always take the form of an NPC get- Your only other constraint in set-
ting in the way. If the evil mastermind ting difficulties goes back to the Sil-
has hidden the evidence in his office ver Rule above-you need to make sure
away from prying eyes, you might con- that your choices make sense in the
sider that a form of opposition, even context of the narrative you’re creat-
though the mastermind might not be ing. While we don’t want you to get
physically present. crazy with trying to model the world
If the PCs are overflowing in fate too much and thus box yourself into
points, or it’s a crucial moment in the a useless set of constraints (“Locks in
story when someone’s life is on the the village of Ro Shan are generally of
line, or the fate of many is at stake, or good quality due to their proximity to
they’re finally going against foes that a rich ilo-iron mine.”), don’t look at
they’ve been building up to for a sce- this purely as a numbers game either.
nario or two, feel free to raise difficul- if the only reason for setting a diffi-
ties across the board. You should also culty at Superb (+5) is because it’s two
raise difficulties to indicate when higher than the pc’s skill level and you
want to bleed his fate points off, you What could be so important in there
strain credibility. that you don’t know about?
In that sense, you can look at Or maybe you’re trying to finish
setting difficulties as being a lot like the famed initiation test of theSnake
invoking aspects-there needs to be a Clan, and the test is only a Fair (+2)
good reason that backs up your choice Lore roll- what’s the deal? Are they
in the story. it’s totally okay if that jus- going easy on you? is your appoint-
tification is something you’re about to ment a political necessity? Who pulled
make up, rather than something you the strings on that? or is it just that the
know beforehand. Situation aspects reputation of the order’s scholars is a
are a great tool for this-if the play- fabrication?
ers already know that the cave they’re
in is Pitch Black and Cramped as Hell, EXTRAORDINARY SUCCESS
it’s easy to justify why it’s so hard to Sometimes, a PC is going to roll
stay quiet as they Stealth through the far in excess of the difficulty, getting
tunnels. No one will bat an eye at you a lot of shifts on the roll. Some of the
looking at the relevant situation as- basic actions already have a built-in
pects and giving a +2 to the opposi- effect for rolling really well, like hit-
tion for each one, because it mirrors ting harder on a good attack roll.
the invoke bonus they get. For others, it’s not so clear.
Either way, don’t skip the justifi- What’s happens when you get a lot of
cation part-either let the players know shifts on a Crafts roll or an Investigate
what it is immediately when you tell roll? You want to make sure those re-
them the difficulty, or shrug mysteri- sults have some kind of meaning and
ously and then let them find out soon reflect how competent the PC’s are.
thereafter (as in, the time it takes to Here are a few options.
think it up). You might also try using •Go Gonzo with the Narration: It
“out of place” difficulties to indicate might seem superfluous, but it’s im-
the presence of unanswered questions portant to celebrate a great roll with a
during the game - for some odd rea- suitable narration of over the top suc-
son, the shack you’re trying to break cess. This is a great time to take the
into has an epic (+7) lock on the door. suggestions above for Making Failure

241
Awesome and applying them here. Let will talk about later called Loom Time
the success affect something else, in which elates to how time flows or Vi-
addition to what the PC was going for, ziers when they manipulate destiny.
and bring the player into the process of
selling it by prompting them to make GAME TIME
up cool details. “Three extra shifts on Game time is how we organize
that Larceny roll. Tell me, is anyone play in terms of the real players sitting
ever going to be able to lock that crypt at the table. Each unit of game time
again?” “So you got five shifts on that corresponds to a certain amount of
Contacts roll. Tell me, where does Jin real time. They are:
usually go when he’s running out on •Exchange: The amount of time
his wife, and what do you say when it takes all participants in a conflict
you find him there?” to take a turn, which includes doing
•Add an Aspect: You can ex- an action and responding to any ac-
press additional effects of a good roll tion taken against them. This usually
by placing an aspect on the PC or on doesn’t take longer than a few min-
the scene, essentially letting them utes.
create an advantage for free. “So your •Scene: The amount of time it
Resources roll to bribe the guard suc- takes to resolve a conflict, deal with
ceeded with four shifts. She’ll let you a single prominent situation, or ac-
through the gate all right, and she’ll complish a goal. Scenes vary in length,
also act as Available Backup if you from a minute or two if it’s just a quick
should need some help later.” description and some dialogue, to
•Reducing Time: If it’s important a half hour or more in the case of a
to get something done fast, then you major set piece battle against a main
can use extra shifts to decrease the NPC.
time that it takes to do an action. •Session: The sum total of all
the scenes you run through in a single
DEALING WITH TIME sitting. A session ends when you and
There are two modes of time your friends pack it up for the night
in Fate. Game Time and Story Time. and go home. For most people, a ses-
There is also a third type of time we sion is about 2 to 4 hours, but there
is no theoretical limit-if you have few structure. Major milestones usually
obligations, then you’re only really happen at the end of an arc.
limited by the need for food and sleep. •Campaign: The sum of all the
A minor milestone usually occurs after time you’ve sat at a table playing this
a session. particular game of Fate-every session,
•Scenario: One or more sessions every scenario, every arc. Technical-
of play, but usually no more than four. ly, there’s no upper limit to how long
Most of the time, the sessions that a campaign can be. Some groups go
make up a scenario will definitively for years; others get to the end of an
resolve some kind of problem or di- arc and then stop. We presume that a
lemma presented by the GM, or wrap typical group will go for a few arcs (or
up a storyline (see Scenes, Sessions, about ten scenarios) before having a
and Scenarios for more on scenarios). grand finale and moving on to another
A significant milestone usually occurs game (hopefully another Fate game!).
at the end of a scenario. You can look You might set up your campaign as a
at this like an episode of a television kind of “super-arc,” where there’s one
show-the number of sessions it takes massive conflict that everything else is
to tell one story. a smaller part of, or it might simply
•Arc: Several scenarios, usually consist of the smaller individual sto-
between two and four. An arc typical- ries that you tell in your scenarios.
ly culminates in an event that brings
great change to the game world, STORY TIME
building up from the resolution of the Story time is what we call the time
scenarios. You can look at an arc like a as the characters perceive it, from the
season of a television show, where in- perspective of being “in the story”-the
dividual episodes lead to a tumultuous amount of time it takes for them to ac-
climax. You’re not always guaranteed complish any of the stuff you and the
to have a recognizable arc, just like players say that they do during play.
not all TV shows have a plotline that Most of the time, you’ll do this as an
carries through the whole season-it’s afterthought, mentioning it in passing
possible to bounce from situation to (“Okay, so it takes you an hour to get
situation without having a defined plot to the airport by cab”) or mentioning

243
245
it as part of a skill roll (“Cool, so after before loved ones get aced by the bad
20 minutes of sweeping the room, you guys, and so on.
find the following…”). Some of the game’s default ac-
Under most circumstances, sto- tions are made to take advantage of
ry time has no actual relation to real deadline pressure, such as challenges
time. For example, a combat exchange or contests-they each limit the num-
might take a few minutes to play out ber of rolls that a player can make be-
in real time, but it only covers what fore something happens, for better or
happens in the first few seconds of a for worse.
conflict. Likewise, you can cover long You don’t have to limit yourself
swaths of time simply by saying that to using just those two, though. If you
it happens (“The contact takes two set a hard deadline for something bad
weeks to get back to you. Are you do- in one of your scenarios, you can start
ing anything while you wait, or can we keeping track of the amount of time
just skip to the meeting?”). When used everything takes, and use it as a way
this way, it’s really just a convenience, to keep the pressure on. (“Oh, so you
a narrative device in order to add veri- want to browse all the town’s histori-
similitude and some consistency to cal LinkScape archives? Well, you have
your story. three days until the ceremony. I can
Sometimes, though, you can use give you a Knowledge roll, but the at-
story time in creative ways to create tempt is probably going to eat up one
tension and surprise during the game. of those days.”) Remember, nearly ev-
Here’s how. erything takes time. Even a basic at-
tempt to create an advantage using
DEADLINES Empathy requires you to sit with the
Nothing creates tension like a target for a little while, and if every
good deadline. The heroes only have a action the PCs are taking is chipping
certain number of minutes to disable away at a clock, it may be time they
the death trap, or a certain amount don’t have.
of time to get across the city before Of course, it’d be no fun if there
something blows up, or a certain was nothing they could do to improve
amount of time to deliver the ransom a deadline situation, and it’d be no fun
if the crawl toward the deadline was If time is a factor, you should
predictable. also be able to use invocations and
compels to manipulate time, to make
USING TIME things easier or more complicated re-
When you’re using story time to spectively. “Hey, I’m a Garage Bunny,
create deadline pressure, feel free to so fixing this car shouldn’t take me
incorporate unpredictable jumps in that long, right?” “Oh, you know what?
time when the PCs do really well or re- Your sheet says I Can’t Get Enough of
ally badly on a roll. the Fun and Games, so doesn’t it make
Taking extra time is a great way sense that if you’re looking for a guy
to make failure awesome as per the in a casino, it’d be easy to get caught
guidelines above, especially using the up in distractions? All those machines
“Success at a Cost” option. Give the and stuff, right?”
players exactly what they want, but
at the cost of taking more time than SHIFTS AND TIME
they were trying to spend, thus risking Just like with any other roll,
that their efforts will come too late. the number of shifts you get (or the
Or it could be the thing that pushes a amount you fail by) should serve as
deadline over the edge. Maybe things a barometer for just how severe the
aren’t completely hopeless, but now time jump is. So, how do you decide
there are extra problems to deal with. just how much to award or penalize?
Likewise, reward extreme suc- It really depends on how much
cess by reducing the amount of time time you decide the initial action is go-
it takes to do something while the PCs ing to take. We usually express time in
are under deadline. That historical re- two parts: a specific or abstract mea-
search (Knowledge) that was going to sure of quantity, then a unit of time,
take a day gets wrapped up in a few such as “a few days,” “twenty seconds,”
hours. While looking for a good mer- “three weeks,” and so on.
chant (Contacts) to get your supplies, We recommend you measure in
you manage to find another one who the abstract and express all the game
can fulfill your order that same day actions as half, one, a few, or several
rather than in a week. of a given unit of time. So if you

247
imagine something taking six hours, SCOPE AND TIME
think of it as “several hours.” if you It’s easy to think of most ac-
imagine something taking twenty tions that a PC takes being limited to
minutes, you can either call that “sev- anything that the character can di-
eral minutes” or round up to “half an rectly affect, and working on a “per-
hour”, whichever feels closest. son-to-person” scope. And most of
This gives you a starting point the time, that’s going to be precisely
for moving up and down. Each shift is the case-after all, Fate is a game about
worth one jump from wherever your individual competence shining in the
starting point is. So if your starting face of dramatic adversity.
point is “several hours” and it bene- However, consider for a moment
fits the pcs to speed things up, then what a PC might do with that compe-
it works like this: one shift jumps the tence and all the time in the world to
time down to “a few hours,” two shifts accomplish a particular action. Imag-
down to “one hour,” and three shifts ine a month-long Rapport roll for a
down to “a half hour.” negotiation, where the PC gets to talk
Going past either end of the spec- with every delegate in detail, rather
trum moves you down to several in- than just focusing on a single con-
crements of the next unit of time or up ference. Imagine a weeks-long Inves-
to half the next unit of time, depend- tigate, charting out every detail of a
ing on which direction you’re going. target’s personal routine.
So four shifts on the aforementioned By allowing each roll to represent
roll might jump you from “several a long period of time, you can “zoom
hours” to “several minutes.” Failing by out” to handle events that reach far
one, conversely, might jump you from beyond the individual player character
“several hours” to “half a day.” making the roll, and affect the setting
This allows you to quickly deal in a big way. That month-long Rap-
with time jumps no matter where port roll might result in charting a new
you’re starting from, whether the ac- political course for the country the PC
tions you have in mind are going to is negotiating for. That Investigate roll
take moments or generations. might be the start of bringing in one
of the most notorious criminals in the
249
setting, one that’s been hounding the you can do is use the result of one roll
PCs for a whole campaign. to segue into another roll that takes
This is a great way to make long place over a much smaller period in
breaks in story time more interactive, time, or vice versa. This is a great
rather than bogging the game down way to open a new scene, contest, or
with long narration or trying to retro- conflict, or just introduce a change of
actively come up with what happened pace.
during that time. If the PCs have long-
term goals they want to accomplish, ON SKILLS AND STUNTS
see if you can find a way to turn that By now, you pretty much have all
into a contest, challenge, or conflict the advice you need to deal with skill
that covers the whole break, or just and stunt use - the individual descrip-
have them make a single skill roll to tions in Skills and Stunts, the action
see if something unexpected happens. descriptions and examples in Chal-
If they happen to fail the roll, whatever lenges, Contests, and Conflicts, and
you invent as a consequence will make the advice immediately above about
good material for the game going for- setting difficulties and how to handle
ward. success and failure.
Remember that if you do this with The only other major problem
a conflict or a contest, that you scale you’ll have to worry about is when you
each exchange appropriately-if a con- run into an “edge case” with a skill-.
flict is taking place over the course of A player wants to use it for an action
a year, then each exchange might be that seems like a bit of a stretch, or
a month or two, and everyone should a situation comes up in your game
describe their actions and the results where it makes sense to use a skill for
of their actions in that context. something that’s not normally a part
of its description.
CONSISTENTLY INCONSISTENT When you run into this, talk it
There’s no rule that says you’re over with the group and see what ev-
required to keep your rolls consistent eryone thinks. It’s going to end up one
in terms of story time. One cool trick of three ways:

•It’s too much of a stretch. Con- doesn’t display or consult any notes at
sider creating a new skill. the table. Thus, when a player tries to
•It’s not a stretch, and anyone discover something you haven’t made
can use the skill that way from now on up yet, you can treat it as if they were
under the same conditions. making a new aspect or story detail.
•It wouldn’t be a stretch if the If they succeed, they find what they’re
character had a stunt that allowed it. looking for. If they fail, you can use
A lot of the criteria you’re going what they were looking for as inspira-
to rely on for these conversations will tion to help you come up with the real
come from the work you and the play- information.
ers did with the skill list at game cre- If you’re really comfortable with
ation. See Skills and Stunts for advice improvisation, this means that you
on figuring out what the limits are for can come to the table with very lit-
a skill and what the dividing line be- tle prepared beforehand, and let the
tween a skill and a stunt is. players’ reactions and questions build
If you decide that a certain use of everything for you. You may need to
a skill needs a stunt, allow the play- ask some prompting questions first,
er in question the chance to spend a to narrow down the scope of what in-
fate point to temporarily “borrow” that formation the player’s looking for, but
stunt for the current roll if he or she after that, the sky’s the limit.
wants. Then, if they want to keep the
bonus, they have to spend a point of CONFLICTS AND WEIRDNESS
refresh to buy it (presuming they have The most complicated situations
any available), or wait for a major mile- you’re going to encounter as a GM
stone to pick it up. will be conflicts, hands down. Con-
flicts use the most rules in the game
STUNTS AND STORY DETAILS and pack them into a small amount of
From the player’s point of view, time compared to everything else in
there’s almost no way to know what the system. They require you to keep
you’ve made up beforehand and what track of a lot of things at once. Every-
you’re inventing in the moment, espe- one’s relative position, who’s acting
cially if you’re the kind of GM who against whom, how much stress and

251
what consequences your NPCs have make an inspirational speech that af-
taken, and so on. fects everyone listening.
They’re also where your mov- The easiest way to do this is to
ie-watching brain will come to the create an advantage on the scene,
fore, especially if your game features rather than on a specific target. A
a lot of high-octane physical conflict. Gas-Filled Room has the potential to
Action sequences you see in media affect everyone in it, and it’s not too
don’t always conform to the struc- much of a stretch to suggest that the
tured order of turns that Fate has, so Inspirational Mood in a room could be
it can be hard to see how they corre- contagious. In this context, the aspect
spond when you’re trying to visualize presents an excuse to call for a skill
what happens. Sometimes, people will roll (using the overcome action) from
also want to do crazy actions that you anyone in the scene who attempts to
hadn’t thought of when you were con- get past it. Generally speaking, it won’t
ceiving the conflict, leaving you at a cause damage, but it will make things
loss for how to handle them. more difficult for those affected.
Here are some tools to help you Things get more complicated
handle things with grace and speed. when you want to filter specific tar-
gets, rather than just affect a whole
MULTIPLE TARGETS zone or scene. When that happens,
Invariably, if you play Warsong divide your resulting total up against
long enough, someone’s going to every target, who all get to defend as
try to affect multiple people at once per normal. Anyone who fails to de-
in a conflict. Explosions are a staple fend either takes stress or gains an
of physical conflict and Mortals using aspect, depending on what you were
Power Armor and Explosive are a sta- trying to do.
ple in Lemuria, as are sorcerous incan- Note: If you create an advantage
tations, toxic rain clouds and so on. to put an aspect on multiple targets,
You can extend this to mental conflict you do get a free invocation for each
also. For example, you might use Pro- one.
voke to establish dominance in a room Attacking a whole zone or every-
with your presence, or Rapport to one in a scene is something you’re
going to have to judge by circum- goals, whether it’s a natural disaster, a
stance, like any other stretch use of a cunning mechanical trap, or high-tech
skill or weaponry. Depending on the automated security. So, what do you
circumstances, this might be a total- do when the PCs go up against some-
ly normal thing to do (for example, thing that isn’t a character?
because everyone uses grenades and Simple. You treat it like a charac-
explosives), it might be impossible, ter.
or it might require a stunt. As long •Is the hazard something that
as you can justify it, you don’t need can harm a PC? Give it a skill and let it
to apply any special rules-you roll for make attacks just like an opponent.
the attack, and everyone in the zone •Is it more of a distraction or
defends as normal. Depending on the harassment than a direct threat? Let it
circumstances, you may even have create aspects.
to defend against your own roll, if •Does it have sensors it can use
you’re in the same zone as the attack! to discover a PC’s aspects? Give it Per-
ception.
MULTI-TARGETS COMPELS And in return, let the PCs use
Players who want to compel their their skills against the threat just like
way out of a conflict don’t get a free they would an opponent. An auto-
lunch on affecting multiple targets, mated security system might be vul-
whether it’s one aspect or several nerable to “attacks” from a PC’s Bur-
that justify the compel. a player must glary skill, or they might escape a trap
spend one fate point for each target by winning an Athletics contest. If it
they wish to compel. one fate point makes sense for the hazard in ques-
compels one individual, period. tion to take a good deal of effort to
surpass, give it a stress track and let
ENVIRONMENTAL HAZARDS it take a mild consequence or two. In
Not every participant in a conflict other words, cleave to whatever makes
is another PC or NPC. Plenty of things narrative sense-if a fire is too big for a
without self-awareness can potentially PC to put out, the scene should focus
threaten PCs or keep them from their on avoidance or escape, and work like
a challenge.

253
CREATE UPGRADE AND REPAIR create an item for every point of the
One use of the Crafts skill is to item’s tech-index, but this can extend
create items of equipment. This works out much further depending on the
similarly to buying them with Re- complexity of the item being created.
sources but it can be done in isolation, If you fail the roll to create the item,
away from a supply of that equipment you may succeed at a cost by increas-
so long as you have access to neces- ing the time it takes to create the item
sary tools and raw materials. Some by one shift per shift of failure.
items, such as weapons, technology The Aspect for a constructed
and power armor need special facili- item lasts as long as is appropriate,
ties to create. A successful Crafts roll but usually no longer than a single
will create an Aspect relating to the session. If you want to acquire a craft-
item in question. ed item permanently, you will need to
The roll usually faces passive op- spend a milestone advancement even
position equal to the equipment index if you were in the middle of nowhere,
rating of the item to be created. this use of the Crafts skill justifies ac-
It usually takes one scene to quisition of the item.
UPGRADES being placed on the equipment that
You can add Extras to an item indicates that it is damaged.
that you’ve created or that you already Consequences to equipment
own, using your extras or advance- normally does not clear up on its own,
ment budget at an appropriate mile- they’ll need to be repaired. Equipment
stone. If you have the gear, tools, lab is repaired as a normal recovery ac-
and any other materials or equipment tion, as if your character was recover-
you need to do so, you make a crafts ing from a consequence. The passive
roll with a passive opposition equal to opposition to the repair roll is based
the Index Rating of the item you’re up- on the severity of the consequence
grading. On a success, you or anoth- being repaired. This roll may also have
er character may spend an advance- other modifiers.
ment to acquire the extra ability. On Once you’ve succeeded at the
a failure, the milestone advancement recovery roll to repair your equipment,
does not occur. You do not lose the the consequence might be changed to
advancement, but you must wait until something like “under repair”, and will
the end of the session before you can be removed after the required time
spend it. period has elapsed. The GM might al-
low the time to be decreased if you
REPAIRING EQUIPMENT succeed with style on the roll.
Equipment can become damages
in a number of ways. The most com- MAINTENANCE
mon way a piece of equipment can be Maintenance is usually assumed
damaged is when equipment is stat- to occur. Periods of rest for a soldier
ted out as an Extra with stress or con- often include sharpening or cleaning
sequences and takes damage as nor- blades, cleaning guns and taking care
mal. This usually happens with Exo or that armor doesn’t become tangled
Power Armor or even various forms or rusted. Sometimes, however, rou-
of shielding. Situation Aspects can tine maintenance is not always possi-
also represent damage to gear. Lastly, ble. Hostile environments and lack of
when you succeed at a cost, that cost materials or technology might prevent
may be a consequence or an aspect equipment from being cared for and

255
maintained. Such equipment may de- too stringent on your requirements,
grade into a Maintenance Hazard. it’s going to discourage them from
A Maintenance Hazard is usual- that free spending.
ly a simple hazard with passive oppo- On the other hand, feel free to
sition based on the environment and ask for more clarification if you don’t
the item’s complexity, or Equipment get what a player is implying, in terms
Index. The character must make a of how the aspect relates to what’s
Crafts roll, applying all relevant mod- happening in play. Sometimes, what
ifiers. On a failure, the equipment in- seems obvious to one person isn’t to
curs a consequence equal to the shifts another, and you shouldn’t let the de-
of failure with a minimum of mild. sire to toss fate points lead to over-
looking the narration. If a player is
DEALING WITH ASPECTS having a hard time justifying the invo-
As the GM, you have a very im- cation, ask them to elaborate on their
portant job in managing the flow of fate action more or unpack their thoughts.
points to and from the players, giving You might also have the prob-
them opportunities to spend freely in lem of players who get lost in the
order to succeed and look awesome, open-ended nature of aspects they
and bringing in potential complica- don’t invoke because they aren’t sure
tions to help keep them stocked up on if it’s too much of a stretch to apply
points. Sometimes you’ll also want to an aspect in a certain way. The more
manipulate the flow so that they have work you do beforehand making sure
to make tough decisions about when that everyone’s clear on what an as-
to use them. pect means, the less you’ll run into
this. To get the player talking about
invoking aspects, always ask them
INVOKES
whether or not they’re satisfied with a
We recommend that you don’t
skill roll result (“So, that’s a Great. You
apply extremely exacting standards
want to leave it at that? Or do you want
when the PC wants to invoke an as-
to be even more awesome?”). Make it
pect. You want them to spend in order
clear that invoking an aspect is almost
to keep the flow going, and if you’re
always an option on any roll, in order
to try and get them talking about the Most of the time, players are just go-
possibilities. Eventually, once you get ing to accept you doing this without
a consistent dialogue going, things any problems or minimal negotiation.
should smooth out. Decision-based compels are a
little trickier. Try to refrain from sug-
COMPELS gesting decisions to the players, and
During the game, you should focus on responding to their decisions
look for opportunities to compel the with potential complications. It’s im-
PCs’ aspects at the following times: portant that the players retain their
•Whenever simply succeeding at sense of autonomy over what their
a skill roll would be bland. PCs say and do, so you don’t want to
•Whenever any player has one or dictate that to them. If the players are
no fate points. roleplaying their characters according
•Whenever someone tries to do to their aspects, it shouldn’t be hard
something, and you immediately think to connect the complications you pro-
of some aspect-related way it could pose to one of them.
go wrong. During play, you’ll also need to
Remember that there are es- make clear when a particular compel is
sentially two types of compels in the “set”, meaning that there’s no backing
game: decision-based, where some- out without paying a fate point. When
thing complicated occurs as a result players propose their own compels,
of something a character does; and this won’t come up, because they’re
event-based, where something com- fishing for the point to begin with.
plicated occurs simply as a result of When you propose them, you need
the character being in the wrong situ- to give the players room to negotiate
ation at the wrong time. with you over what the complication
Of the two, you’re going to get is, before you make a final decision.
the most mileage out of event-based Be transparent about this-let them
compels-it’s already your job to decide know when the negotiation phase has
how the world responds to the PCs, so ended.
you have a lot of leeway to bring un-
fortunate coincidence into their lives.

257
DON’T BE LAME ENCOURAGING COMPELS
Otherwise know as Rule #3. In With five aspects per PC, it’s pro-
order for the compel mechanic to be hibitively difficult for you to take the
effective, you have to take care that sole responsibility for compels at the
you’re proposing complications of table, because that’s a lot of stuff to
sufficient dramatic weight. Stay away remember and keep track of. You need
from superficial consequences that the players to be invested in look-
don’t really affect the character except ing for moments to compel their own
to provide color for the scene. If you characters.
can’t think of an immediate, tangi- Open-ended prompting can go a
ble way that the complication chang- long way to create this habit in your
es what’s going on in the game, you players. If you see an opportunity for
probably need to turn up the heat. If a potential compel, instead of propos-
someone doesn’t go “oh crap” or give a ing it directly, ask a leading question
similar visceral reaction, you probably instead. “So, you’re at the lord’s ball
need to turn up the heat. It’s not good and you have The Manners of a Goat.
enough for someone to be angry at the Kinshi, do you think this is going to
PC-they get angry and they’re willing go smoothly for your character?” Let
to do something about it in front of the player do the work of coming up
everyone. It’s not good enough for a with the complication and then pass
business partner to cut them off-he the fate point along.
cuts them off and tells the rest of his Also remind the players that they
associates to blacklist them. can compel your NPCs, if they happen
Also, keep in mind that some to know one of that NPC’s aspects. Do
players may tend to offer weak com- the same open-ended prompting when
pels when they’re fishing for fate you’re about to have an NPC make a
points, because they don’t really want decision, and ask the players to fill in
to hose their character that badly. Feel the blanks. “So, you know that Duke
free to push for something harder if Orsin is Woefully Overconfident....
their initial proposal doesn’t actual- You think he’s going to get out of the
ly make the situation that much more jousting tournament unscathed? How
dramatic. might that go wrong? You willing
to pay a fate point to say it does?” Most of the time, you’re not going to
Your main goal should be to en- need to know that much information,
list the players as partners in bringing because the NPCs aren’t going to be
the drama, rather than being the sole the center of attention like the PCs are.
provider. It’s better to focus on writing down
exactly what you need for that NPC’s
CREATING THE OTHERS encounter with the PCs, and then fill in
One of your most important jobs the blanks on the fly (just like PCs can)
as a GM is creating the NPCs who will if that NPC ends up becoming more
oppose the PCs and try to keep them important in the campaign.
from their goals during your scenar-
ios. The real story comes from what TYPES OF NPCS
the PCs do when worthy adversaries NPCs come in three different
stand between them and their objec- flavors: nameless NPCs, supporting
tives. How far they’re willing to go, NPCs, and main NPCs.
what price they’re willing to pay, and
how they change as a result of the ex- NAMELESS
perience. The majority of the NPCs in your
As a GM, you want to shoot for a campaign world are nameless-people
balancing act with the opposing NPCs. who are so insignificant to the story
You want the players to experience that the PCs interactions with them
tension and uncertainty, but you don’t don’t even require them to learn a
want their defeat to be a foregone name. The random shopkeeper they
conclusion. pass on the street, the archivist at
You want them to work for it, the library, the third patron from the
but you don’t want them to lose hope. left at the bar, the guards at the gate.
Here’s how: Their role in the story is temporary
and fleeting-the PCs will probably en-
MINIMALISM counter them once and never see them
First of all, keep in mind that again. In fact, most of the time, you’ll
you’re never obligated to give any NPC create them simply out of reflex when
a full sheet like the ones the PCs have. you describe an environment.

259
“The celestial plaza is beautiful at mid- GROUPS
day, and full of shoppers milling about Whenever possible, identical
s the cherry blossoms fall. There’s a nameless NPCs like to form groups, or
eretic priest with an extremely shrill, mobs. Not only does this better ensure
high pitched voice barking about the their survival, it reduces the workload
coming of the next cycle.” on the GM. For all intents and pur-
On their own, nameless NPCs poses, you can treat a mob as a single
usually aren’t meant to provide much unit- instead of rolling dice individu-
of a challenge to the PCs. You use them ally for each of three thugs, just roll
like you use a low-difficulty skill roll, once for the whole mob.
mainly as an opportunity to showcase
the PCs’ competence. In conflicts, they HITS AND OVERFLOW
serve as a distraction or a delay, forc- When a mob takes a hit, shifts in
ing the PCs to work a little harder to excess of what’s needed to take out
get what they want. Action-adventure one NPC are applied to the next NPCs
stories often feature master villains in the mob, one at a time. In this way,
with an army of mooks. These are the it’s entirely possible for a PC to take out
mooks. a mob of four or five nameless NPCs
For a nameless NPC, all you real- (or more!) in a single exchange. When
ly need is two or three skills based on a mob takes enough stress to reduce
their role in the scene. Your average it to a single NPC, try to have that or-
security guard might have Fight and phaned NPC join up with another mob
Shoot, while your average clerk might in the scene, if it makes sense. If it
only have Lore. They never get more doesn’t, just have them flee. Nameless
than one or two aspects, because they NPCs are good at that.
just aren’t important enough. They
only have one or two stress boxes, NAMELESS OBSTACLES
if any, to absorb both physical and An even easier way to handle
mental hits. In other words, they’re no nameless NPCs is simply to treat them
match for a typical PC. Nameless NPCs as obstacles: Give a difficulty for the
come in three varieties: Average, Fair, PC to overcome whatever threat the
and Good.
Average
•Competence: The Rank-and-file order-takers, local conscripts, and the
like. When in doubt, a nameless NPC is Average.
•Purpose: Mostly there to make the PCs
look more awesome.
•Aspects: One or two.
•Skills: One or two Average (+1).
•Stress: No stress boxes-a one
shift hit is enough to take them
out.

Fair
•Competence: Trained professionals,
like soldiers and elite guards, or others
whose role in the scene speaks to their
experience, such as a sharp-tongued
courtier or talented thief.
•Purpose: Drain a few of the players’
resources (one or two fate points,
stress boxes, possibly a mild
consequence).
•Aspects: One or two.
•Skills: One Fair (+2), and one
or two Average (+1).
•Stress: One stress box-a two shift hit is
enough to take them out.

Good
•Competence: Tough opposition, espe-
cially in numbers.
•Purpose: Drain the players’ resourc-
es-as Fair, but more so. Provide a decent
stumbling block (in numbers) on the way
to a more significant encounter.
•Aspects: One or two.
•Skills: One Good (+3), one Fair (+2),
and one or two Average (+1).
•Stress: Two stress boxes-a three
261shift hit is enough to take them out.
NPC presents, and just do it in one roll. than nameless NPCs, playing a sup-
You don’t even have to write anything porting role in your scenarios (hence
down, just set a difficulty according to the name). They often display some
the guidelines in this chapter and Ac- kind of strong distinguishing trait
tions and Outcomes, and assume that that sets them apart from the crowd,
the PC gets past on a successful roll. because of their relationship to a PC
If the situation is more compli- or NPC, a particular competence or
cated than that, make it a challenge unique ability, or simply the fact that
instead. This trick is useful when you they tend to appear in the game a great
want a group of nameless NPCs more deal. Many action-adventure stories
as a feature of the scene than as indi- feature a “lieutenant” character who
viduals. is the right-hand man of the lead vil-
lain; that’s a supporting NPC in game
NPC FIRST, NAME LATER terms. The faces that you assign to the
Nameless NPCs don’t have to re- locations you make during game cre-
main nameless. If the players decide ation are supporting NPCs, as are any
to get to know that otel manager or characters who are named in one of
town runk or police chief or whoev- the PCs’ aspects.
er it might be, go ahead and make a Supporting NPCs are a great
real person out of them! That doesn’t source of interpersonal drama be-
mean that you need to make them any cause they’re usually the people that
more mechanically complex. If you the PCs have a relationship with, such
want to, of course, go ahead and pro- as friends, sidekicks, family, contacts,
mote them to a supporting NPC. But and noteworthy opponents. While they
otherwise, simply giving that diplomat may never be central to resolving the
a name and a motivation doesn’t mean main dilemma of a scenario, they’re a
he won’t go down in one punch. significant part of the journey, either
because they provide aid, present a
SUPPORTING NPCS problem, or figure into a subplot.
Supporting NPCs have proper Supporting NPCs are made much
names and are a little more detailed like nameless NPCs, except they get to
have a few more of the standard
character elements. These include a a supporting NPC should not fight
high concept, a trouble, one or more to the bitter end. Instead, have them
additional aspects, one stunt, and concede conflicts often, especially
the standard two stress tracks with early in a story, and especially if the
two boxes each. They should have a concession is something like “They
handful of skills (say four or five). If get away.” Conceding like this serves a
they have a skill that entitles them to few purposes. For one, it foreshadows
bonus stress boxes, award those as a future, more significant encoun-
well. They have one mild consequence ter with the NPC. Because conceding
and, if you want them to be especially comes with a reward of one or more
tough, one moderate consequence. fate points, it also makes them more
Skills for a supporting NPC should of a threat the next time they show up.
follow a column distribution. Because What’s more, it’s virtually guaranteed
you’re only going to define four or to pay off for the players in a satisfy-
five skills, just treat it as one column. ing way the next time the NPC makes
If your NPC has a skill at Great, fill in an appearance. “So, Oren, we meet
one skill at each positive step below it: again! But this time it shall not go so
One Good, one Fair and one Average easily for you. Your kung fu is strong..
skill. but mine is stronger!”
•Skill Levels: A supporting NPC’s Finally, it implicitly demonstrates
top skill can exceed your best PC’s by to the players that, when things are
one or two levels, but this should be desperate, conceding a conflict is a vi-
done only if their role in the game is to able course of action. A PC concession
provide serious opposition. support- here and there can raise the stakes and
ing NPCs who are allied with the PCs introduce new complications organi-
should be their rough peers in skill cally, both of which make for a more
level. Another action-adventure trope dramatic, engaging story.
is to make the “lieutenant” character
better than the main villain at com- MAIN NPCS
bat, contrasting brawn to the villain’s Main NPCs are the closest you’re
brain. ever going to get to playing a PC your-
•Concessions: Given the option self. They have full character sheets

263
just like a PC does, with five aspects, a This is almost like making a support-
full distribution of skills, and a selec- ing NPC, except you can add to the
tion of stunts. They are the most sig- sheet during play. Main NPCs will fight
nificant characters in your PCs’ lives, to the bitter end if need be, making
because they represent pivotal forces the PCs work for every step.
of opposition or allies of crucial im- Regarding skill levels, your main
portance. NPCs will come in one of two flavors-
Because they have a full spread exact peers of the PCs who grow with
of aspects, they also offer the most them as the campaign progresses,
nuanced options for interaction, and or superiors to the PCs who remain
they have the most options to invoke static while the PCs grow to suffi-
and be compelled. Your primary “bad cient strength to oppose them. If it’s
guys” in a scenario or arc should al- the former, just give them the exact
ways be main NPCs, as should any same skill distribution the PCs cur-
NPCs who are the most vital pieces rently have. If it’s the latter, give them
of your stories. Because they have all enough skills to go at least two higher
the same things on their sheet as PCs than whatever the current skill cap is
do, main NPCs will require a lot more for the game.
of your time and attention than oth- So, if the PCs are currently capped
er characters. How you create one re- at Great (+4), your main NPC badass
ally depends on how much time you should be able to afford a couple of
have-if you want, you can go through Fantastic (+6) columns or a pyramid
the whole character creation process that peaks at Fantastic.
and work out their whole backsto- Likewise, a particularly signifi-
ry through phases, leaving only those cant NPC might have more than five
slots for “guest starring” open. aspects to highlight their importance
You could also do things more to the story.
on the fly if you need to, creating a
partial sheet of the aspects you know OPPOSITION
for sure, those skills you definitely The following are some friendly
need them to have, and any stunts you tips for using NPCs in play.
want. Then fill in the rest as you go.
RIGHT-SIZING means shorter conflicts because they
Remember, you want a balanc- give up or lose sooner; main NPCs
ing act between obliterating the PCs mean longer conflicts.
and letting them walk all over your
opposition (unless it’s a mook horde, ADVANTAGES FOR YOUR NPCS
in which case that’s pretty much what It’s easy to fall into the default
they’re there for). It’s important to mode of using the opposition as a
keep in mind not just the skill levels direct means to get in the PCs’ way,
of the NPCs in your scenes, but their drawing them into a series of conflict
number and importance. scenes until someone is defeated.
Right-sizing the opposition is However, keep in mind that the
more of an art than a science, but here NPCs can create advantages just like
are some strategies to help. the PCs can. Feel free to use opposi-
•Don’t outnumber the PCs un- tion characters to create scenes that
less your NPCs have comparatively aren’t necessarily about stopping the
lower skills. PCs from achieving a goal, but scout-
•If they’re going to team up ing out information about them and
against one big opponent, make sure stacking up free invocations. Let your
that opponent has a peak skill two bad guys and the PCs have tea together
levels higher than whatever the best and then bring out the Empathy rolls.
PC can bring in that conflict. Or instead of having that fight scene
•Limit yourself to one main NPC take place in the dark alley, let your
per scene, unless it’s a big climactic NPCs show up, gauge the PCs’ abili-
conflict at the end of an arc. Remem- ties, and then flee.
ber, supporting NPCs can have skills Likewise, keep in mind that your
as high as you want. NPCs have a home turf advantage in
•Most of the opposition the conflicts if the PCs go to them in order
PCs encounter in a session should be to resolve something. So, when you’re
nameless NPCs, with one or two sup- setting up situation aspects, you can
porting NPCs and main NPCs along the preload the NPC with some free invo-
way. cations if it’s reasonable that they’ve
•Nameless and supporting NPCs

265
had time to place those aspects. Use
this trick in good faith, though—two or
three such aspects is probably push-
ing the limit.

CHANGE THE VENUE


Your opposition will be way more
interesting if they try to get at the PCs
in multiple venues of conflict, rath-
er than just going for the most direct
route. Remember that there are a lot
of ways to get at someone, and that
mental conflict is just as valid as phys-
ical conflict as a means of doing so. If
the opposition has a vastly different
skill set than one or more of your PCs,
leverage their strengths and choose a
conflict strategy that gives them the
best advantage. For example, some-
one going after Oren probably doesn’t
want to confront him physically be-
cause Unarmed Combat and Athletics
are his highest skills. He’s not as well
equipped to see through a clever de-
ception, however, or handle a magi-
cal assault on his mind. Kogen Ro, on
the other hand, is best threatened by
the biggest, nastiest bruiser possible,
someone who can strike at him before
he has a chance to bring his magic to
bear.
267
Chapter Six

The Link

269
A CONNECTED WORLD constant maintenance to function, as
The collapse of KojoCorp after well as to perform upgrades, patch-
the Source gained self-awareness and es and anything else that the system
turned on its parent company was a might require over the course of its
devastating event for the communi- use.
cations networks of the Celestial City Today, Link is used every day to
and its kingdoms. Within moments, read email messages, pay bills and
all military units, government agen- taxes and talk to friends and loved
cies and individual operatives - not ones. It is capable of allowing individ-
to mention civilian services were cut uals to increase their productivity by
off from each other. The Protectorate monitoring cash flow, remotely han-
had gone silent while a war was being dling utilities and managing ground
waged that would erupt into a war that and air traffic. Millions of Lemurians
spanned many years. Still, the war had use it constantly, and even the most
a number of benefits for the Celestial remote farming village or roadside
City. One such benefit was a global settlement has at least one Link Device
communications system that came to capable of tapping in and connecting
be called Link. to The Link.
Link was derived from the same Even with its high measures of
software, code and hardware that was security and oversight, some indi-
used to design The Source, and works viduals are capable of using Link as a
in much the same way that The Source critical method of performing illegal
was initially designed to operate. Link activities. Any electronics with a Link
is a global communications system device can be hacked by these indi-
that allows anyone with a Link De- viduals. Link can be used to unlock
vice, whether external or implanted, connected doors, kill alarm systems,
to communicate over long distances divulge entire information reposito-
to anyone with whom their personal ries such as those held by the High
LinkID is known. The key difference is Towers. Link can even be used to re-
that Link was never given any intelli- motely monitor locations with a Link
gent code and it is, by design, wholly device. In a pinch, weapons and even
dependant on the software engineers’ advanced armor can be hacked in
order to turn the tides of battle. are datajacks. A datajack is a small
device that is surgically implanted into
ARTIFICIAL VISTAS the skull of the user, usually near the
Link exists in many forms, de- back of the head, near the base. The
pending on how you plug in and how datajack connects directly to the brain
your own perception works. The ma- stem and nervous system, and is capa-
jority of the population connects to ble of allowing the user’s conscious-
Link by “external” means, through the ness to “jack in” to Link. When the user
use of a hand-held screen that allows is jacked in, the device overrides the
you to connect via Link Device that acts brain stem and parietal lobe, paralyz-
like a modem that can be hardwired ing the physical body of the user, in-
or connect wirelessly to the central uring them to external pain and other
hub in order to relay communication. stimuli as though the user is asleep.
While this is the safest and most com- The parietal lobe as well as other sen-
mon method of plugging in to Link, it sory areas of the brain are overridden
is also the slowest and least efficient by the sensory input of the LinkScape
in regard to doing anything other than and the user completely leaves their
sending an email or talking to a friend body and enters the digital world.
the next city over. It allows only a cur- The LinkScape is a digitally cre-
sory view of the Linkscape, and usage ated world that is both a product of
is restricted by the operating system’s programming language as well as a
limitations, which are usually quite communal hallucination. Using the
extensive as most CommLink devices bleeding edge of modern, innova-
are created by companies who frown tive Celestial City programming, the
upon using their equipment and tech- LinkScape is designed with incredi-
nology for anything other than its me- ble detail. To those immersed in the
nial intended usage. LinkScape, the environment projected
For meatbags - basically anyone directly into the brain can, at times,
with a flesh and blood body, there are seem more real than the material
other means of plugging in to the Link world. Still, because the LinkScape is
System. The most common of these designed by human hands and a com-
munal paradigm of projected thought,

271
the digital aspects of this world still time between its relay and your own.
shine through to those who look Blips and streams of data flow from
closely enough. one icon to the next, leaving glittering
The laws of physics that people trails of data in their wake.
find common in the physical world are The sky above is filled with mas-
not always applicable in the LinkScape. sive tubes with dots of intensely bright
Each Host - a host is a system that act light the emanate from inside. Each
as the environment upon which Link- tube connects at incredible collections
Scape worlds are built, can be designed of data and information, worlds in and
with environments that possess dif- of themselves called the Hosts. Each
ferent rules and properties that gov- host is different. Some are the size of
ern it. Common hosts allows for basic continents when viewed from the out-
bending of the laws of physics, while side, while others are no larger than a
in others they can be completely bro- modestly-sized home. Crawling along
ken. Still others impose physical laws these massive wires and scuttling
that can bend the mind and confuse about the external protective firewall
even the most creative individuals. shells of the Hosts are the protective
Spiders, catching erroneous data and
It’s all a matter of design. illegal users alike in their webs.

When you’re within the Link- THROUGH DIGITAL EYES


Scape, just about everything import- The differences between visu-
ant has a three-dimensional icon that al perceptions of artificial life when
represents the material world device compared to the eyes of meat bodies
that is being used to connect. If you’ve is vast, and in no other circumstance
connected wirelessly, as many do, you is this more obvious than within the
can even gauge the relative distance LinkScape. Organic eyes view the world
from these devices in real-time by how through the filters of their own cere-
close they are in the LinkScape. The brum. They perceive the LinkScape
further away each light is from you, as though they were viewing the real
the more unreal it seems to become, world with their own eyes. While the
as it flickers and gutters with the lag seams of the digital world still show
the artificiality of the LinkScape to hu- see when they plug their minds into
mans, it seems to mortal eyes just like the LinkScape. Grand vistas, hosts and
the real world would. Artificial Life, servers overhead, guardian spiders
while possessing processors that in- spinning their webs and preying on
terpret visual stimuli in similar ways malicious code and hackers and con-
to a human cerebrum, are capable of nected icons. They even see the ad-
seeing the LinkScape in ways that, to vertisements from the storefronts and
some, might seem more truthful than glowing data streams that connect one
the illusion projected into the minds CommLink to another. Superimposed
of mortals. onto this artificial reality is the frame-
Artificial Sentience that jacks into work upon which all of this is built.
the LinkScape view it in two distinct Artificial Life, having been built of the
ways. The first part of what they see is same stuff as this world, are capable
nearly identical to what meat eyes of looking beyond the illusion of the

273
LINKSCAPE JARGON
•CommLink: An electronic device
used to connect to the LinkScape.
•Consensus: The structure of the
LinkScape foundation built upon the
mutually agreed upon memories of eyes and seeing the truth. They can see
the users. the packets of code that compose the
•Custodians: Programs that serve transferring data, the protective walls
specific functions as directed by the that composed the outer edges of the
Link. servers, the inner workings of the pat-
•DataJack (or: Jack): A device that al- tern spiders. Even the constructs of
lows users to directly connect to the the LinkScape, the ground, buildings
Link through ports surgically insert- and decorations are apparent for what
ed into their skull. they really are.
•Host: See Server.
•Icon: The digital appearance of a THROUGH DIGITAL EYES
user’s connected device. Artificial Life can see the code
•Meatbag: A linkscape user in pos- under the workings of the LinkScape
session of a real-world body. by a simple shift of perception. They
•MnemoPort: A special DataJack that can choose which “version” of the
plugs directly into the user’s memo- LinkScape they see. Once per scene
ries, allowing her to more easily ac- when they choose to View The Code,
cess and work within the LinkScape. they can make a Perception roll in or-
•Morgue: Areas that look very simi- der to create an advantage with a free
lar to graveyards, where ThanoCores invocation to represent their ability
are common. to witness the inner workings of the
•SenseView: Another name for the ‘Scape.
visual stimuli projected into the us-
er’s mind while she is connected to THE CONSENSUS
the LinkScape. The LinkScape is a nearly per-
•Server: Massive collections of data fect clone of The Source, with one
and programming; Some can be rep- exception. Whereas The Source was
resented as a single room, while oth- designed to build itself based upon
ers can be worlds unto themselves. advanced algorithms and data, the
•Spider: Protective, troubleshoot- LinkScape did not have the luxury of
er programs designed to safeguard self-programming due to fears that
servers.
•ThanoCore: Digital structures with-
in the LinkScape that house entire
personalities of the deceased.
• User: A real-world user that is con-
nected to the LinkScape via a Com-
mLink.
the LinkScape would awaken as well work on The Link System (TLS for
and create another hostile, all-know- short) have voiced concerns about
ing and all-powerful artificial sen- what might happen to the LinkScape
tience. Instead, the programmers had if human consciousness underwent a
to come up with a method of designing big change. The owners of the compa-
not just the framework that would al- ny that created it have by-and-large
low servers to build their own worlds, ignored these concerns and assured
but also the universal code from which that such changes in the perceptions
those worlds could be designed. This of the users will remain minor and will
is where The Consensus comes into not have any major adverse effects on
play. The LinkScape was designed in the LinkScape.
such a way that the code would not
need to self-regulate. Instead, the col- THANOCORES
lective memories would create a con- While technological advance-
sensus reality that, when translated ments have extended the average lifes-
into code, would make up the phys- pan of your average Lemurian, none
ical laws, structure, environment and have ever gone so far as to achieve
framework from which everything else immortality or anything resembling
in the LinkScape could be designed. an infinite lifespan. Through the Link-
The Consensus is the subcon- Scape, however, scientists have devel-
sciously agreed upon strata about how oped something close.
the world should look and behave. Within the LinkScape are massive,
The Link System continuously collects protected servers called MnemoCores
background information and data that continuously gather data from the
from the minds of all connected us- minds of connected users. Dotting the
ers which it stores in the MnemoCores LinkScape are other types of cores as
and MemTowers in order to perform well. These are the ThanoCores, and
constant updates to the LinkScape. they are designed to carry the entirety
Updates and changes to the LinkScape of a person’s personality after death.
are almost always minor, and more They allow their thoughts, memories
often than not they go unnoticed by and personalities to continue on long
even active users. Programmers that

275
after their meat body has passed on. THE POPULATE
While MnemoCores appear like tow- The LinkScape is a strange and
ering, shining buildings, the Thano- wondrous place full of distinct and
Cores are somber affairs surrounded unusual occupants. When it boils
by silent, sullen skies and markings down, almost everything you encoun-
of respect such as grave markers and ter within the LinkScape will be either
flowers. They are occupied by billions an Stream, Icon, Device, File, Host or
of snapshots of personalities taken at Key.
their last moments of life.
Uploading your personality to ICONS
a ThanoCore is not something to be An Icon is a visual representa-
undertaken lightly. It is incredibly ex- tion of a person within the LinkScape.
pensive and it effectively absorbs the What an Icon looks like depends on
entire mind of the donor, leaving just the device being used to connect to
a working body behind. This upload the LinkScape, the personality, pro-
causes a massive amount of feed- gramming skill and specifications of
back to the body as well, so it should the user. The most common visualiza-
only be undertaken by those who are tion of an Icon is an optimized version
on death’s door already. Though this of what the user looks like in the real
process is typically undergone volun- world. Skill programmers can change
tarily, assassins have been recorded the look of their Icon to allow them to
using a ThanoCore upload as a means appear however they want, and hack-
of dispatching particularly unwanted ers can make a bit of extra cash creat-
politicians and other dangerous indi- ing designer icons for others.
viduals. It is rumored that they have A device usually comes with a
also been used to interrogate particu- number of pre-set icons for the user to
larly difficult subjects. choose from, but almost anything in-
The ThanoCore upload is treated cluding animals, robots, undead, de-
as a Superb (+5) conflict that lasts a mons, spirits and monsters are open
total of 5 rounds. The subject’s body to being interpreted into an icon. The
does not need to survive the conflict in Consensus Construct will ensure that
order for her mind to be transferred. your icon is an appropriate size which
is usually between one and four me- life forms that are composed purely
ters tall. The Construct will also pre- of programming code. The visual rep-
vent users from using an icon that is resentation of a file is usually an icon
out of the bounds of reality, so a user that is far smaller than a user’s icon.
won’t be able to create an Icon of a File icons can usually be held in one
pile of hay or a snowflake. When such hand, no matter how large of a file it
users are found, which usually occurs is, or how much data is in it. The de-
pretty quickly by the Construct Spi- fault visual representation of a file is
ders, the guardians will immobilize a slightly luminescent sphere, but the
the user and force the into a default representations of these icons can be
icon setting. changed even by inexperienced users.
A file is always recognisable for what
STREAMS it is, unless its appearance has been
A streamlink looks much like an changed or hidden in some way.
opaque, intangible wire that connects
icons, devices and hosts who are pub- DEVICES
licly exchanging data. Each packet of A device is an icon that represents
data in a stream appears like a mul- real world devices that are connected
ticolored rainbow of light that flickers to the LinkScape. They can be anything
and “rides” along these links. Typical- from hand-held CommLink devices to
ly, these streams are filtered out of a entire connected airships and entire
users normal SenseView, but this fil- digital storefronts where a digital user
tering option can be turned off. Us- can order exotic fish and spices from a
ing their Digital Eyes power, artificial distant shoreline. Much like icons and
intelligences can view even hidden files, a device’s icon usually looks like
streams. the device it represents, but creativity
is often utilized by software engineers.
FILES The Celestial City Zepplin, for exam-
A file is a catch-all term for a collec- ple, is famous for its appearance as a
tion of data. This data can be anything, giant blazing star that streaks across
from photographs, spreadsheets and the digital skies like the chariot of a
can even be used to describe artificial long-forgotten god.

277
HOSTS interior of a host can have any set of
If the LinkScape is the universe, physical rules the admin chooses, and
then a host is a planet. Each host is a it can appear in any way that it is pro-
virtual location within the LinkScape, grammed to. The regulations of user
constructed from the very stuff that icons is also self-regulated, and may
makes up the LinkScape itself. When not conform to the normal laws of the
viewing a host from the outside, such LinkScape. The interior of a host can
as the commonality of the LinkScape, be anything the administrator choos-
they appear much like featureless, es. Anything can exist inside of a host,
metallic orbs with various hard-link from a strange planet of weird weath-
streams connecting the host to every- er patterns and diamond rain, a small
thing outside of itself. diner that smells like tobacco smoke
A host’s interior is almost always and perfume and always has a digi-
bigger on the inside than it is on the tally rendered pianist playing northern
outside and the design and appear- jazz. While many hosts refrain from
ance inside of a host is regulated by deviating too far from Lemurian phys-
the admins of that particular host. Due ics and appearances, some truly cre-
to the self-regulating nature of the ative hosts can and do exist if one is
clever enough to find them. CUSTODIANS
Located within the LinkScape are
KEYS several constructs designed either by
The LinkScape and it’s Guard- the engineers who maintain the Link
ians keep track of every user that is or by the Link Construct itself. Each
connected at all times. Admins and one has a specific custodial function.
Guardians can detect illegal activities, Some maintain the Link by eradicating
unauthorized connections and irreg- erroneous or redundant code while
ular icon usage among many other others forcibly disconnect illegal Link-
things. It does so through the LinkID, IDs. While they may share similarities
a unique set of letters and numbers with the artificial life found in Lemuria,
personally assigned to a particular these are not self-aware beings. They
user and the device they are using to are simply extensions of the Link.
connect. A LinkID is normally not vis- These Custodian Programs are like or-
ible to others, but when they are seen gans and limbs of the Link, and they
they are represented by some kind of act only as it desires - if the Link could
physical marking such as a tattoo, a be said to have desires at all.
bit of discolored fur or other visually Due to the custodian’s intimate
appropriate feature. While unobtru- link with the MnemoCores, the more
sive, they are prominent enough to be users that interact with the LinkScape,
visible by anyone with the means to especially those who interact with cus-
view it. todians, the more varied, integrated
LinkIDs are assigned, exchanged and detailed the custodians become.
and used in return for legal goods and There are three main types of cus-
services within the LinkScape during todians, with several variations and
every moment of every day. They are subsets between them. They are the
used to make communications to a Guardians, Cleaners and Engineers.
remote user such as text messages If the Link were a living organ-
and even voice and video recordings. ism, the Guardians would be the white
LinkIDs are also purchased and sold blood cells. Guardians are the war-
just as often are for for more clandes- riors, sentinels and soldiers of the
tine purposes. LinkScape. They are the first to stream

279
into a location when trouble arises. up trash or mopping up stains. While
They kill erroneous snippets of code, they do not fight like the Guardians
disconnect illegal users and deal with do, they are known to be the most
direct threats to the system. They act dangerous custodians in the Link-
with extreme prejudice and are capa- Scape because they are able to access
ble of hitting users with a lethal dose parts of the Link that others cannot
of biofeedback when they deem it reach. They are also capable of reach-
necessary. ing deep into the MnemoCores in or-
Engineers work alongside the der to perform their duties, which is
real world programmers in order to an ability that extends into the realm
maintain and upgrade the codework of directly connected users. Illegal us-
from inside the Link. They stream ers and careless hackers directly con-
where they are needed most, but the nected via a MnemoPort have had their
majority of them tend to congregate in minds completely wiped by a cleaner
or around the MnemoCores. The en- who was simply doing their job in rec-
gineers also have a very odd habit of ognising and deleting erroneous pro-
congregating around new ThanoCores gramming and connections.
when they pop up in the Morgues.
Seasoned users of the LinkScape have
come to call this a Procession. For this
reason, a group of engineers has come
to be called a Wake.
Users leave behind a lot of digital
trash in their wake. Cleaners, as their
name suggests, clean up the various
waste and detriment that users leave
behind. Erroneous, wasteful and re-
dundant code take up most of the
clear’s time. Visually, many look much
like a janitor might and, as they delete
and organize the code of the Link, they
appear as if they’re literally sweeping
281
Chapter Seven

Destiny

283
Destiny is many things to many power, or how destiny actually works.
people, but it is the Vizier that truly Scientists among the vizier are mak-
knows it. Like a long lost lover, a Vi- ing constant breakthroughs regarding
zier’s view of destiny is an intimate their perceptions of the world around
knowledge that grows with time and, them, but these are mere chips flaked
as their power grows, their interac- from the iceberg. Many viziers fear
tions with it increase. Still, even to a that they may never fully understand
Vizier, parts of destiny remain a mys- themselves, their power or the inter-
tery. Philosophical questions remain, connected series of actions and reac-
even though creatures exist that seem tions that they call destiny. Still, none
to live alongside fate itself. would think to stop researching or
trying to discover the secrets of fate
MYTH VS. REALITY and the origins of their power.
Many of the stories about the or- In a time immemorial the uni-
igin of Lemuria, as well as where and verse was nothing but chaos. This
how the weavers originated have been chaos was birthed from an infinite ex-
passed down verbally for thousands of panse of nothing that scientists today
years, and was written down in only the reaffirm was the precursor of black
last hundred years or so. This lends matter, a volatile material that has no
quite a bit of hearsay and doubt as to real mass, volume or energy readings
the truth and accuracy of the stories except when it comes into contact with
that are told in the monastic cloisters matter itself. The chaos that came from
and superstitious Lemurians, as well the Nothing contained the fundament
as what the Viziers themselves are of all matter as it exists today. From
taught should they be lucky enough that chaos came the universe as we
to encounter a mentor. Regardless of know it today. From the basic laws of
what the truth actually is, folklore re- physical science that the Celestial City
mains the practice of the old and new studies and teaches, matter gravitat-
generations always question the ways ed to matter which eventually became
of their elders. Lemuria itself over billions of years.
The reality is that no one is quite The oldest Viziers tell a story that
sure how the viziers came upon their is far more metaphysical in nature, but
remains in some parts very congruent Vizier sightings were reported in any
with scientific findings. When chaos recorded text. Several generations of
came from Nothing, it began the very mortals came and went before any
first action in a sequence of cause and other Viziers were observed work-
effect that eventually became destiny ing in Lemuria, and just as with their
as we know it today; simply a caus- disappearance, it is only a matter of
al link between action and reaction. speculation as to why they’ve seen a
The great Powers at play tug on the resurgence in recent years.
strings, with the weavers acting as the
zero-sum variable inside an infinite WHAT THE PEOPLE KNOW
equation of cause and effect. There are some big truths out
What is known for certain is that there for the people of Lemuria. Su-
the weavers, as the New Order has pernatural creatures like shifters and
begun to call them, were like gods vampires roam the cities and villages.
among mortals. Their whim was made Gods and spirits maintain oversight
writ and no power could oppose them. on even the most trivial functions of
The story of the Phoenix Egg, for ex- the world. Machines are learning what
ample, describes a different number it is like to be alive. There are even
of moons at different times during the creatures that can change history and
birth of the Jade Emperor’s sibling’s destiny itself. What does it all mean
births, than at various stages of the for your average Lemurian? Essentially
Emperor’s life and ascension to the nothing.
Chrysanthemum Throne. It is thought While there are individuals that
that this was the work of the Weavers chase down greatness and study things
and somehow, the story of the Phoe- that are beyond them, the population
nix Egg has remained untarnished and essentially wants little else but to live
unblemished by the hands of the vi- a life of peace, fill their belly and have
ziers who could change the course of a roof over their head when they sleep.
history as they pleased. Most people don’t want to know what
As time went on, stories of the the world really is. Most are content
Weavers faded away into the annals of not knowing their place within it.
time. There was a period when no

285
DESTINY IN YOUR GAME want to see come to pass.
Destiny is everywhere but, unlike
magic, there are no scientific tools or THE FATI SHEET
methods that can be used to detect it. The character sheet for the
Theoretical mathematical equations plot’s destiny acts much like a char-
can vaguely predict how cause might acter sheet in many respects, but the
extrapolate into effect but in the end, GM should keep its contents a secret.
the Vizier’s work is subject only to Typically, only a Vizier will be able
herself and the other Viziers that can to discover Major and Minor Fati as-
sense and witness it. This leaves des- pects, or the overall health of destiny.
tiny as an ubiquitous, if vague idea to That does not exclude other character
deal with in your game. This chapter types from participating in the destiny
exists to help define and use it within as it unfolds, it simply makes it more
your own game. of a mystery to them. They may never
The concept of destiny will take quite know what destiny has in store
two shapes in your game. The first will for them until it occurs.
be the Major Fati (Major Fate) which Major Fati represents a world-al-
will govern the direction of larger, tering event that is destined to occur.
world-spanning events and then there Essentially, the sheet’s Major Fati is
are several Minor Fati (Minor Fate), fate’s high concept for the story, and
which govern smaller much more spe- everything that the characters do will
cific events that make up the Major either work toward that end or against
Fata. This information is represented it.
on the Fati Sheet. Minor Fati represent smaller
In Warsong, destiny takes on a events that have and will occur in or-
life of its own. This means that, like der to bring about the event described
the characters in your story, destiny in the Major Fati. They act quite a bit
itself will have a character sheet called like aspects for the Fati Sheet in how
the Fati Sheet. While not considered a they are created. When writing the
direct adversary or ally, the Fati Sheet Minor Fati, use a phase system much
can represent circumstances that the like the character creation phases. The
characters do not want to occur or first Minor Fati aspect is the Past. To
create the Past Aspect, think about Event Extra is destroyed, the Fati Sheet
an event that recently occured, or oc- suffers a Consequence that cannot be
curred long ago, that began the chain healed.
of events that will eventually lead to
realization of the Major Fati. The sec- STRESS AND CONSEQUENCES
ond phase is Present. For this phase, Destiny, like any other charac-
think about what is currently happen- ter, can sustain stress damage, con-
ing that is contributing to the Major sequences and can even be taken out.
Fati coming to pass. Finally, consider Having destiny taken out doesn’t out-
an event that will put the final capstone right kill it, because the Wheel of Time
in the Major Fati coming to pass. The is infinite. Destiny, instead, comes
Minor Fati act as stepping stones for back with another Major Fati and mi-
the GM to know how the Major Fati will nor fati to accompany it. The destiny
come to pass. Eliminating or chang- sheet is continually resurrected. Even
ing these can cause destiny to be lost, completing the major fati of the des-
damaged or changed. tiny simply evolves that destiny into
Event Extras represent people, something new.
places and things that are integral to
the Major Fati, or exist as linchpins ATTACKING DESTINY
to the Minor Fati. While these objects There are many ways for desti-
contribute heavily to the coming of ny to take stress and damage, but the
the Major Fati, they are not required. easiest and perhaps most straightfor-
Still, they are important pieces of the ward way is for a Vizier to directly at-
puzzle, and must be safeguarded if tack it. To do so, the Vizier must fulfill
the Major Fati should come to pass. two requirements. The first is that the
Event Extras could be a spear that is to Vizier must know what the Major Fati
be hurled across the battlefield to fell is. The second is that she must have
a general of the winning side, a dog access to one of the Event Extras or
that leads an exile back home or even some other viable, sympathetic link to
a seemingly unimportant soldier who the destiny. Without a link to the Ma-
will eventually rise to become a great jor or Minor Fati, a Vizier simply can’t
sage, warlord or sacrifice. If an forge the connection required to make

287
289
a direct attack on the threads linking that do not involve destroying the Event
destiny to everything else. When those Extra, and a sufficient use of creativity
two requirements have been met, she in changing the course of those event
must undergo a ritualistic pantomime extras forward the Minor or Major Fati
of the destruction of the Major or Mi- on the destiny sheet also inflicts a four
nor Fati that is being attacked. During stress hit against the sheet. The GM
this day-long ritual, the Vizier must is the final arbiter of whether or not a
not be distracted or disrupted in any situation will do damage to the course
way or the ritual will fail. At the end of of destiny or not.
the day, the Vizier gets to make a sin-
gle attack roll with Crafts against the RECOVERY
destiny sheet. The destiny sheet gets Destiny cannot recover stress
a defense roll with a base of Fair (+2). and consequences normally. It takes
Stress is inflicted as normal. a Vizier to do that. Instead, Destiny
A Vizier using an Event Extra relies on Event Extras, Viziers, min-
connection to attack destiny directly ions and occurances to recover stress
does not destroy the Event Extra un- and consequences. It is important to
less there is a tie or failure. A tie on the note that even something as seeming-
Crafts roll will inflict a Consequence ly trivial as stress does not necessarily
on the Extra, but a failure will destroy recover normally. Instead, stress will
it without doing any additional dam- not recover until the beginning of the
age to the destiny sheet. next session.
Destiny can also be indirect- A Vizier may perform a ritual
ly attacked by attacking, destroying similar to attacking in order to help
or altering people or situations nec- destiny recover stress and conse-
essary for that destiny to occur, or by quences. If unopposed, the number of
destroying or otherwise preventing shifts required to assist destiny’s re-
one of the destiny’s Event Extras from covery is equal to the level of stress
fulfilling its purpose. Destroying an or consequence that the Vizier is try-
Event Extra inflicts an automatic four ing to recover. Success indicates that
shifts of stress against destiny. There the stress or consequence will heal as
are other creative methods of doing so normal. Succeeding with a serious
consequence may mean that the Vi- martial arts attacks, explosions, mag-
zier will have to perform a seemingly ic or other capabilities of the Vizier in
questionable act in order to set desti- question.
ny back on track. While in Loom Conflict, the ritu-
al seemingly continues as normal, but
OPPOSED VIZIERS stress and consequences will begin to
Two Viziers may be working to form on their bodies as if they were in
both attack destiny as well as defend battle normally. If a Vizier is taken out
it. The Viziers do not need to be in the of such a conflict, that character can-
same scene or in proximity to each not take part in attacks or defenses of
other in order for this battle to take the Loom until those Consequences
place, but they do need to be enacting are recovered.
the ritual on the same day. This battle
does not occur in any particular physi-
cal space. Instead, it takes place on the
metaphysical field of The Loom, where
destiny is knotted and hopelessly tan-
gled, and extends out to touch every
living thing on Lemuria.
The attacking Vizier makes an
attack as normal, and the defending
Vizier will make a defense roll with
their Crafts dice. Aspects, boosts and
other modifiers can be used to this roll
as normal, so long as it makes sense
that they apply. While this battle does
not take place in any physical context,
it is still able to apply stress and con-
sequences to the opposing character’s
sheet. Attacks and defense rolls is
made using Crafts rolls, but may take
many aesthetic appearances such as

291
Chapter Eight

Magic

293
Those who can reach across the The common consensus is that magic
gauntlet, into the world of spirits and is the ability to make things happen
use their spiritual circuits to create that normally wouldn’t. In that sense,
spells in Lemuria are called mages. they’re not completely off, but the
Mages founded the Five Towers, based truth is far more complex than that.
on philosophical precepts linking their Becoming a mage opens you
thoughts on magic to the spirit world up to the energies that exist beyond
that overlaps all of Lemuria. Philoso- known Lemuria. When a mage casts
phers argue that the Five Towers are a spell, their circuits act as a conduit
intended to mock reality, inverting and between Lemuria and the primordial,
corrupting the elements of the world creative energies called chi or mana.
with the spirit world. They then shape that energy to fit their
Other types of spell casters exist desires. This is the fundamental pow-
as well. Hedge Magicians, for exam- er of the mage. Mana is the source of
ple, are able to cast a modified version their power, and also a source of great
spells, but are considered weaker than danger.
mages and are unable to use the chi When a mage pulls mana through
or mana energy through circuits as the her circuit, they act as a lightning rod
mages do. Instead, they use the forc- to attract the energy and allowing it
es of Lemuria, the elements and the to flow through them with sheer force
energies found on our plane in order of will. When they do so, they have to
to bring about their spells. Only the pull that energy across their circuit in
most powerful Hedge Mages are ca- order to forge it into spells. This is not
pable of producing elemental energy without danger.
from nothing. The gauntlet is a tumultuous
sea of strange, vaporous energies
WHAT IS MAGIC? designed to prevent energy from the
The average mortal has a very spirit world from reaching Lemu-
skewed view of what magic is, and how ria, and vice-versa. Mages go against
it works. If you ask five citizens to tell this natural order. When they use, the
you about magic, you would probably mage must endure the painful defens-
get six different answers. es and the mutating energies of the
gauntlet. The gauntlet is quite capa- and love several times over.
ble of defending itself, and a care- Mages and physicians that have
less mage may find broken bones and studied this effect have a hard time
lacerated flesh on the other side of a firmly grasping the reasons for this
spell. Furthermore, the spirit world occurrence. What they have come to
can shatter the minds and bodies of understand is that the connection be-
the mage and hollow her out, turning tween the mage and the spirit world
her into a shell to be inhabited by any dilutes the effects of time on the mage.
of the strange, alien creatures of the Combined with the strength of will
spirit world. and life force necessary to endure the
gauntlet and control mana, it starts to
ANATOMY OF A MAGE become clear why the mages do not
When a mage opens her eyes to die easily.
magic for the first time, and learns to
cast spells, her body and soul under-
goes a fundamental change, her cir- HOW IT WORKS
cuits open up within her soul and she Naturally, a mage has a lifespan
becomes something that is no longer of at least several hundred years. Un-
mortal. fortunately, many of them do not live
If you were to cut open a mage to see a ripe old age due to the very
and take a look at what’s inside them, nature of what they do. If their circuits
you would be hard-pressed to find don’t kill them, another power-hun-
anything different from any other gry mage probably will. Still, killing a
mortal. While there are exceptions, mage is no easy task. Included in their
the fact remains that by and large, a unnaturally long life-span is an ability
mage appears to be more or less hu- to recover from even grievous wounds.
man. Still, one of the first things that When recovering from a conse-
an outsider will notice about a mage is quence, a mage does not need an ex-
their unusually long life spans. Unless ternal justification to heal any but the
killed by external means (a scenario most grievous injuries. A recovery roll
that isn’t entirely uncommon), a mage is not needed for a mage to heal a Mild
will outlive everyone they know or Moderate Consequence caused by

295
hits from a physical source. For Severe If they can successfully open
Consequences, a normal recovery roll their third eye and resist the tempta-
can be made or the mage can make tion to peer too deeply into what they
a Will roll to recover if external assis- find there, the information learned can
tance is not available. be very valuable. Assuming, of course,
that the mage can make sense of what
SECOND SIGHT they see. When viewing the world
Mortals view the world with five through your third eye, all of the hid-
senses. Everything they perceive, ex- den meanings, metaphor and subtlety
perience or know about comes from in their environment becomes obvious.
using those senses. Beyond those five Nothing is hidden. Strong feelings and
senses lies an entire world that most events linger in the environment like a
mortals will never know. While some stain. Glimpses of the past and future
mortals might gain an idea of what mingle with the present. A mother who
lies beneath the surface through an has lost her son many years prior may
acetic life of meditation, practice of not show any outward sign of the loss,
the dark arts or perhaps simply being but with the third eye, a mage may see
born with enhanced senses, it is the salty tear-stains from years of sorrow,
mage’s “third eye” that allows them to and a heart that bleeds from a gap-
see what mortals cannot. A world just ing wound in her chest, leaving bloody
beyond the grasp of mortal Lemuri- footprints in her wake. An area where
ans, but no less real. several beheadings occured might
A mage can open their third eye have everything covered in a thick
at will, but they can never be sure what sheen of blood, staining everyone and
they’ll see or how deep their vision will everything that comes through the
go. One minor distraction or faltering area.
in their focus if for just a moment and Unfortunately for the mage,
the mage might peer too deeply into things are never straight-forward or
the world of mana or the spirit world. clear through the third eye. When the
The sights they see can shatter a mind third eye opens, it is inundated with
even as strong as their own. information. The third eye causes the
world to become brilliantly real.

297
Colors dance, and lights shine bright- that cause mental hits. The temptation
ly. Darkness is like ink. Magic flies ev- to continue looking must be broken to
erywhere in whirls of motion. And just close your third eye as well.
beyond all of this is the gauntlet, rife
with tumultuous writhing barbs. Sec- Refer to the table on the next
ond Sight allows the mage a full vista page to see how second sight chal-
of a world not previously known to her. lenges work.
It is dangerously beautiful, and look-
ing too long can become addicting.
Unfortunately, the longer you look at SECOND SIGHT: ASSESSMENT
the world through your third eye, the Second Sight views the world through
more damaging it can be to the mind. a different lens. Using your third eye
To the mage, the third eye is beauti- does not make it any easier to obtain
ful, terrifying and utterly confusing. It information, or discern what is being
is also addicting. seen. Second Sight, instead, makes
it possible to gain information where
HOW IT WORKS mundane means might normally fail.
In order to open her third eye, Figuring out that a woman is sad be-
a mage must give her undivided at- cause she lost her son might not be
tention and take an action to do so. within the scope of your character’s
This is a challenge action undergone investigative or empathic abilities, but
completely by the mage attempting through Second Sight, the hole in her
to view the world around her with her heart becomes obvious.
third eye. When she shifts her percep- Since the Second Sight is no dif-
tions into the world of mana, she no ferent from any other sense, the mage
longer uses her mundane sight and is must still assess what she experiences
essentially blind to the material world. and be able to obtain the information.
There is danger in using the Sec- Second Sight merely allows justifica-
ond Sight. First, a loss of concentration tion to exist where there may not have
or even mere temptation can cause the been justification before. While her
mage to peer too deeply. Peering too third eye is open, the mage must still
deeply can cause you to see things make an overcome action using the
SECOND SIGHT CHALLENGE

1. Take an action and declare


opening your third eye. Opening the
third eye requires a Will roll of at
least Average (+1) to succeed.
2. The mage must make an
appropriate skill roll to try to as- appropriate skill for the job.
sess what they’re looking for from
what they actually see. Investiga- SECOND SIGHT: WILL MODIFIERS
tion would be used to try to look for The following are examples of
clues or evidence, while Empathy modifiers the GM can apply to the Will
would be used when attempting to roll to look away, or the shifts added
figure out why someone is express- when the third eye is closed:
ing a strange emotion.
3. Make a Will roll in order to •Each failure to Look Away: +1.
close your third eye. This action is •Being wounded (taking physical
called Looking Away. Distractions stress or consequences): +1 per shift.
increase the difficulty. Failing this •Area is particularly close to the
roll causes you to become enthralled gauntlet or spirit realms: +1 to +4.
in Second Sight and unable to close
your third eye. DETERMINE DAMAGE
4. Defend against mental hits The Other Realms are like an on-
from the Second Sight. This is an ion, and the longer you use Second
defend action using Will against an Sight, the more layers of the onion
attack of Average (+1). The more are peeled away and the more cha-
the mage fails to pry her third eye otic, beautiful, and mentally damag-
from Second Sight and Look Away, ing the visions become. At first, Sec-
the more harmful the visions be- ond Sight reveals the first layer which
come. Every failure increases the is the magical overlay of the Mage’s
shifts of the mental attack by +1. surroundings. Metaphors, magic and
This damage is rolled as a single hit, supernatural occurrences are revealed
modified by how many attempts the in brilliant, vivid color. Auras can be
mage made to close her third eye. visible at this level. The longer one
5. Once the mage has closed uses Second Sight, the more the Other
her third eye and regained mundane Worlds are revealed to the mage. At
sight, she must make sense of the first, deeper mysteries are revealed
swirling metaphors she has seen. to the mage. Then, the Real is peeled
Make a Knowledge overcome action away to reveal the roiling seas
to try to make sense of what you’ve
seen, and gain genuine, useful in-
formation from the visions. The dif-
ficulty is usually Fair (+2), but can
increase if more complex informa- 299
tion is sought out.
of gauntlet beyond. Continuing to use withdraw from reality or become care-
Second Sight will eventually unveil the less about the sanctity of life.
mind-shattering spirit world. Mild Second Sight consequenc-
As the mage closes her Third Eye es bring the character a little closer to
and Looks Away, the visions she has madness, but will not completely de-
seen take their toll on the mind of the void her of sanity or compassion, or
mage. Confusion, metaphor and rev- bring her hopelessly into the clutches
elation combine in the Mage’s mind, of insanity.
creating a clash of thoughts that re- Moderate Second Sight conse-
sults in painful hallucinations and quences represent fairly serious reper-
backlash that causes real damage to cussions involving Second Sight, and
the Mage’s Psyche. the madness it inflicts. These conse-
The mage must roll Will as a de- quences will require effort to recover
fend action against a modified attack from because they are deep, psychic
rating using the base damage plus all wounds in the mind.
applicable modifiers. If the passive Serious Second Sight conse-
attack succeeds, then the remaining quences are crippling, and completely
shifts are applied as mental damage mind-altering forms of psychic injury.
to the mage. They may turn you into a person that
you don’t recognise or completely al-
NAMING SIGHT CONSEQUENCES ter your perceptions or inflict terrible,
The Second Sight can bend the constant hallucinations.
mind and warp perception of reality.
When a mage, or anyone using Second PURPOSEFULLY PEERING
Sight, takes enough shifts to acquire Regardless of the psychologi-
a consequence as a direct result of cal stress and danger of using Second
Second Sight, the names of the conse- Sight, there are Mages who sometimes
quences should reflect the shattered use it to purposefully peer into the
mind of the victim. Second Sight can Other Worlds. Why anyone would be
inflict hallucinations and insanity, but that crazy is up for conjecture, but the
can also cause the victim to become fact is that it is sometimes done and
hopelessly addicted to Second Sight, the mage is never quite the same
afterward. The Other Worlds exist as understand until the time comes for
places outside our known and famil- her to understand it and put that in-
iar reality. While it’s not outside our formation to use.
universe altogether, these places are
mild-alteringly chaotic. To peer at OTHER USES
them willingly is the errand of the tru- For a wise mage, peering into the
ly brave, or the entirely foolish. other worlds is a foolish act to be re-
Still, using your Second Sight to served for times when the act is only
view the Other Worlds comes with its truly needed. The Second Sight does
benefits. The spirit world can bestow have other more minor effects that
great insight and wisdom, at the cost can be used with relatively little dan-
of sanity. Gazing into the Other Worlds ger, especially compared to its main
can also allow the mage to cast spells use. First, a mage with an active cir-
far more powerful than she may have cuit can feel the auras of others, judge
otherwise been able to cast. their relative power levels and under-
stand her surroundings more accu-
HOW IT WORKS rately than humans. When attempting
The mage can gain a massive to judge whether or not an individual
amount of information through view- has been affected by the supernatural
ing the Other Worlds, especially the or possesses an open circuit or deter-
mirror-image spirit world. For every mine a spell that has been cast, the
turn that the mage spends peering mage may use her Will instead of Per-
into the spirit world and doing nothing ception.
else but absorbing what it shows her, a
mage will gain a Situation Aspect with CIRCUITS
two free invokes. These Situation As- Magic is carved into the mage’s soul
pects can be “saved” for a later time, from the moment that she opens her
and represent the nonlinear nature eyes to the mana all around her. The
of time in the Other Worlds, showing markings on her soul define what cat-
the mage something that may come egories of magic that the mage can tap
to pass later or offering some kind of into in order to create effects, allowing
knowledge that the mage may not her to tap into her own life force

301
to use as a conduit between the world markings become immediately visi-
of mana and the physical world. These ble as the circuits flow with mana. The
markings are called circuits. They act more mana devoted into a spell, the
as a kind of spiritual nervous system, brighter and more noticable the circuit
connecting the mage’s brain to the becomes. Some mages might be able
mana in the world around her. While to recognise the individual’s circuits
it is a common mistake to think that and their capabilities if the mage is fa-
circuits are a part of the mage’s body, miliar with the particular style, tradi-
since they require biological energy (a tion or category of magic being used.
living creature) to function, this is not Mages are almost always born
exactly true. Still, if the area on the with their circuits, just like any other
mage’s body where a circuit is located vital organ. They develop over time,
becomes too damaged, or removed, like the brain or muscle tissue. Still,
then the circuit is irrevocably cut off some mages gain their circuits through
from the mage and may never be used artificial methods or even through in-
again. Minor injuries such as battle fernal pacts or dark magic. A circuit
wounds, punctures, burns and even can also be created in a human when
the piercing shrapnel of a blast shot a sufficiently powerful mage forms a
is not enough to damage a circuit and spiritual bond with a human, called a
cut off its power. Permanent damage Soul Link, and transfers a part of her
to a circuit is only caused when the circuit to the new mage. The donat-
limb is removed, or the mage sustains ing mage loses that part of her circuit
damage to the entire nervous system forever, but the new mage may learn
that renders the location of the circuit to use and grow their new circuit as
useless in some way. No force in Le- any other mage. This process is not
muria can repair a damaged circuit. easy and, just as with any other or-
Each circuit is as unique as the gan transplant, carries risks inherent-
individual to whom it belongs, but ly associated with the transfer. Many
they always tap into known categories careless mages have been destroyed
of spellcasting magic. While circuits during this act. Rarer still, some hu-
are normally invisible to the naked mans seem to spontaneously develop
eye, when the mage casts a spell her circuits. These can come as gifts from
303
powerful spirits, latent ability or even toward the order, considering them
spontaneous genetic mutation. directly under the heel of the emper-
Just as with the third eye, a mage’s or. Outsiders see them as using mag-
circuit is not necessarily a natural oc- ic not for its true purpose, but in or-
currence within the body or soul of the der to further the ideals and power of
mage. New circuits can cause extreme the Jade Emperor. Through all of that,
pain, numbness or other maladies for the Five Towers have made significant
the mage who develops them. Even contributions to mages both of the
old, seasoned circuits can be over- order and outside of it.
loaded and cause injury to the caster One such contribution is the tax-
if she is not careful with her body and onomy of magic, and the circuits used
pushes it too far with her magic. to cast spells. Over lifetimes of study,
Circuits are often “closed” in a the scientific minds of the Five Towers
mage’s soul until they are ripped open were able to divide all known circuits
with an influx of chi or mana. This is into five distinct categories called No-
an exceedingly painful experience ble Parameters and further divides
with long-term effects on the mage. them by power levels into ranks. Rank
Fortunately, these lingering effects can be viewed on a circuit by the
are usually shed with time and rest. It amount of detail and intricacy in the
seems that the older a person is when circuit when it is visible, such as when
her circuits are first opened, the more a mage harnesses mana through their
painful and traumatic an experience it circuit to cast a spell.
will be. Once opened, however, a cir- Circuits are categorized into five
cuit is henceforth under the command circuit types. Each circuit type has its
of the mage and can immediately be own governance and each is defined
used to cast spells and harness mana. by the types of spells that can be cast
through them. A circuit’s relative pow-
CIRCUIT TYPE AND RANK er level is ranked A through E, with A
It is a known fact that mages being the strongest and F being the
agree on very little. Further, outsider weakest. While the nature of magic
mages that are not a member of the tends to push any boundary presented
Five Towers hold a distinct enmity to it, this taxonomy has become the
common means of determining which The Second Circuit governs light,
circuits can be used to create which af- color and sound. Its name translates
fects. Even so, rumors of Omega class to “kaleidoscope”, and for good rea-
ranking, as well as a sixth circuit type son. It manipulates colors and light,
still abound, though the Five Towers’ and can alter the effects of sounds as
official position is that they no longer well as sight. Perhaps coincidentally,
exist, but a sixth type may have been it is this circuit that also allows move-
a remnant of a previous world that no ment between Other Worlds.
longer exists. The Third Circuit’s name means
“Future Sight”, but this is not neces-
NOBLE PARAMETERS sarily an accurate representation of
Every known circuit can be di- the circuit’s use. Instead, modern magi
vided into one of five Noble Parame- have altered the word slightly so as to
ters. The original names of these cir- mean “Manifesting Soul.” The Third
cuits has been lost with the language Circuit governs magic that relates to
that was used to create them, but their the mind and the soul. It can be used
definitions remain the same. Each type to heal and soothe, as well as to shat-
has a governing body of magic. While ter, manipulate and destroy. Strong
the effects of these circuits are as var- uses of this circuit allow the mage to
ied as the mages that can cast them, extend her soul into other places, and
their effects can be placed in broad even materialize it.
categories called Noble Parameters. The Fourth Circuit derives its
The First Circuit governs the name from the name of the last man-
ability to shape and draw mana. It’s ifestation of the world. True to its
name, roughly translated from a dead moniker, the Fourth Circuit governs
tongue, means “Something from noth- manipulation of matter. Strangely, this
ing”, but another translation might magic also has other uses that confuse
mean “materialize nothing”, ascrib- and confound the Five Towers and do
ing to the strange ability of the First not seem to fit its name or its main
Circuits to expand on the concept of uses.
nothingness, and the rejection of the The Fifth Circuit’s name derives
Void. from concepts of time and foresight

305
but, strangely, seem to be closely as- puppet.
sociated with decay and consumption. Drawing energy through a cir-
While it has uses in manipulating time cuit is always a dangerous proposi-
itself, it is also a deadly circuit, as its tion. Messing up a spell too badly can
uses can expand on and inflict death create effects that were unintended.
and decay. Overpowering your spells can burn
out those circuits as well as your ner-
CASTING SPELLS vous system, wrack your mind, destroy
A mage can only summon and your body or even hollow you out from
use an amount of mana per ex- the inside. The power of mana is never
change equal to her Will plus her Phy- to be taken lightly. Even a successful-
sique score, per exchange. This is the ly cast spell can inflict damage to the
mage’s Mana Pool. This means that a mage’s psyche, as the mage’s mind is
mage can cast more than one type of still housed inside the brain-meats,
spell at once, so long as she has the and the Lemurian brain and body is
mana dice to do so. not equipped to handle the vicissi-
When a mage casts a spell, it tudes of spell-casting.
is called evocation. The mage chan- If a mage expends more mana
nels her own mana, life energy, or chi than her circuit can handle, she must
through her circuits. The mage then make a Will or Physique roll with a pas-
shapes the mana into real magical ef- sive difficulty equal to the amount of
fects, or empower their own abilities mana she channelled over her circuit’s
with the power. Once this circuit is limit. If she fails the roll, she takes an
charged with energy, usually with the automatic consequence.
help of a few words, gestures or other
magical trappings, the mage uses their OVERCLOCKING THE CIRCUIT
force of will to create effects through Second sight allows a mage to
the filter of those circuits. These abil- cast far more powerful spells and pick
ities can range anywhere from blast- apart the energies the want to grasp
ing a beast with a massive fireball, or in order to create intricate mandalas
wrenching control of someone’s body of power to enhance her own circuits.
from their mind and using it like a While peering into the Other Worlds, a
HOW TO OVER-CLOCK

1. Determine which spell


you want to cast. This must be a mage can “overclock” a spell by suc-
known spell. ceeding a Will roll with a +0 passive
resistance. If the roll succeeds then
2. Determine the number of the mage can add four extra mana to
her pool, plus a number of shifts she
mana dice you must devote to
acquired in the roll. These power shifts
the spell. If a spell has a cost, can exceed the normal maximum of
those dice are subtracted from power shifts that the mage can nor-
your total mana pool before any mally use by her circuit rank.
mana dice are devoted to roll- Overclocking a circuit is not
ing against the difficulty of the without extreme risk. Conjuring more
spell. Remember that a mage mana than your circuit can handle can
burn the circuit out completely and
can only safely empower a spell
even destroy the mage. Any time a
with a number of total mana dice mage summons forth more mana than
equal to or less than her circuit her body can handle, she takes on an
limit. This includes cost as well automatic consequence.
as the number of mana dice she
will roll against the difficulty of CIRCUIT SCORES
the spell. A circuit’s rank determines how
many mana that can safely be chan-

nelled through it per spell.
3. Roll the number of de-
voted mana dice against the Circuit Class Mana Limit
difficulty. If the shifts equal or
Class E 3
exceed the difficulty, then the
spell is cast. If the number of Class D 5
shifts is less than the difficulty Class C 10
of the spell, then the spell either
Class B 18
fails or may succeed at a serious
cost. Class A 25

307
SPELLS three rolls in a single round.
In order to cast a spell, a mage
must know it first. In order to learn Aero Slash
a spell, the mage must spend time Requirement: Invisible Air
learning its principles of the spell Cost: 1
from a teacher or a written version of Difficulty: +1
the spell. In addition, the mage’s cir- Noble Perimeter: First
cuit must have an equal or higher rank Rank: D
than the spell the mage intends to Description: The compressed air
learn. around an object becomes a danger-
Cost refers to the amount of ous gust.
mana a mage must invest in order to Effect: By releasing the compressed
cast the spell. These dice are lost when air created by the Invisible Air spell,
the spell is cast and may not be used the mage is capable of unleashing a
to improve the spell, or rolled in any devastating ranged attack. This spell
other way. In this way, the mage must automatically dismantles the Invisi-
use the remainder of her mana pool in ble Air spell that has been cast. The
order to roll the dice required to meet mage may make a melee combat at-
its difficulty. tack with a bonus to hit as well as to
weapon damage equal to the number
Accelerate Thought of shifts on the activation roll beyond
Cost: 1 the spell’s difficulty. This attack has a
Difficulty: +1 range of one. If the activation roll suc-
Noble Perimeter: Third ceeded with style, the range of Aero
Rank: E Slash becomes two.
Description: The mage is capable
of increasing the speed of her own Alteration
thoughts. Cost: 1
Effect: This spell effectively divides Difficulty: +1
the time it takes to solve a problem Noble Perimeter: Fourth
by three. During extended challenge Rank: E
rolls, the mage is capable of making
Description: This spell creates minor Rank: C
changes in a target material. Description: The mage is able to cre-
Effect: Once successfully cast, this ate a new dimensional layer that is
spell allows a mage to place an aspect magically protected from the outside
onto an object or change an aspect of world.
an object to something else. This spell Effect: This spell creates a Block around
is also able to increase a weapon or up to one zone per shift on the activa-
piece of armor’s capabilities. Through tion roll that prevents anyone except
the use of this spell, you can add one the mage from moving into or out of
weapon damage or one point of armor the layer. In order to pierce through
to a piece of equipment. This effect the layer, a character must reach the
lasts for one session or until disman- layer’s edge and perform an overcome
tled. action at a difficulty posed by the layer
itself. The difficulty rating is equal to 5
Bolt plus the number of shifts beyond the
Cost: 1 difficulty that the mage accrued when
Difficulty: +0 casting the spell. The layer is always a
Noble Perimeter: First sphere that extends outward from the
Rank: E mage and solidifies once it reaches its
Description: You are able to fire a bolt maximum radius. The radius can be as
of energy at your target. small as the mage prefers, or reach its
Effect: You can make a ranged at- maximum radius of one zone per shift
tack using a bolt of pure mana. This on the activation roll.
is considered a magical attack with a
damage rating equal to the number of Burning Blood
mana dice devoted to the spell. Cost: 6
Difficulty: +5
Boundary Layer Noble Perimeter: Third
Cost: 3 Rank: B
Difficulty: +3 Description: You are able to transmute
Noble Perimeter: First blood into a highly flammable sub-
stance.

309
Effect: With a successful casting of for the target and can only be cast on
this spell, the target’s blood becomes an individual that the mage truly hates.
highly flammable. This does not cause Additionally, this spell takes a toll on
any undue harm for the victim out- the mage who casts it as her hatred
right. Her blood is still able to trans- consumes her. She takes an automat-
port air and nutrients to her body as ic Consequence at the lowest available
normal. The problem comes when she level as her hatred becomes tangible
bleeds. Exposure to air will cause her through her circuits and eats her alive
blood to erupt in flames, and combust from the inside.
until there is no more fuel. When the
victim takes at least one physical slot Command
of stress from a weapon that would Cost: 2
cause bleeding, or a consequence from Difficulty: +2
a weapon that normally would not, she Noble Perimeter: Third
begins to bleed. When this occurs, she Rank: C
takes on a “Fiery Wound” aspect. This Description: A mage is able to use this
aspect makes an attack against the spell to issue a command that must be
victim every turn with a bonus equal to obeyed.
the amount of stress and consequenc- Effect: A mage issues a command of
es she has sustained. In addition, there a single word or a short phrase bol-
is a chance that the flames might ig- stered by the mana used in this spell.
nite inside her blood vessels as well. This spell makes the command im-
Each turn the victim sustains the Fiery possible to ignore. So long as the acti-
Wound aspect, she must make a Phy- vation roll exceeds the Will of the tar-
sique roll. If she scores Terrible (-2) or get, the command cannot be ignored
worse, then the fire ignites the blood and must be obeyed to the best of the
inside her, and she suffers an imme- target’s ability. This spell cannot im-
diate +6 passive attack that she can pose a command that would be direct-
only defend against with her Physique. ly physically harmful or lethal to the
Being taken out in this way automat- target, such as jumping off a building
ically kills the character. This spell is or cutting their own throat. The spell
the embodiment of the mage’s hatred cannot cause the victim to obey a
command that is physically impos- mage is able to delve into the mind of
sible, either. This spell lasts a num- the victim and acquire even the deep-
ber of rounds equal to the number of est secrets withheld by the victim.
shifts rolled during activation. When When this spell is used on an inani-
the spell ends, the target becomes im- mate object or a familiar, the mage is
mediately aware that her behavior was able to control them as if they were
controlled by supernatural means but his own body. The object must have
may not be able to identify the source the ability to control its own move-
of the compulsion. ment in order for the mage to suc-
cessfully move. During the time in
Consciousness Transfer which her consciousness is projected,
Requirement: Shared Perception being disturbed in any way will jolt
Cost: 5 her consciousness back to her body.
Difficulty: +4 If the mage’s body dies while her con-
Noble Perimeter: Third sciousness is projected, her mind will
Rank: C remain projected for a little while, but
Description: You are able to project will slowly fade away and die as well.
your consciousness into inanimate
objects, and even into other minds. Consciousness Transfer
Effect: When this spell is successful- Cost: 1
ly cast against a willing participant, Difficulty: +1
the spell’s activation roll is all that is Noble Perimeter: First
required to cast the spell. If the vic- Rank: D
tim is unwilling, the target is allowed Description: Through your use of
a Will defense roll in order to prevent mana, you are able to negate another
the consciousness from entering into mage’s spell.
hers. If the activation roll is greater Effect: With this spell, you are able
than the target’s Will roll, she trans- to nullify the spell effects of another
fers her consciousness into the victim. mage’s spells, or active effects. During
If the target has self-awareness or a a countermagic spell, you make a di-
soul, then control of her body remains rect attack against the other mage’s
with the original occupant but the mana, attempting to disrupt her

311
circuit as the spell is cast. This an all- worlds.
or-nothing event. The counterspell-
ing mage rolls her activation and must Flash Displacement
achieve a number of shifts above ac- Cost: 1
tivation roll of the target spell. If the Difficulty: +1
spell’s activation shifts are exceeded, Noble Perimeter: Fourth
then the spell fails and has no effect. Rank: C
The lost spell loses all mana devot- Description: This spell causes one ob-
ed to it as well. When countermagic ject to “switch out” for another.
is used against a sustained effect, the Effect: This spell allows the mage to
counterspell’s difficulty increases to switch out one material for another
three and the activation cost increases similar material. The mage may switch
to two. A mage who wants to counter out one cubic foot of material per two
a spell must have a circuit with a rank additional mana dice devoted into the
equal to or greater than the rank of spell. This spell must replace objects
the spell she wants to counter. of similar or lesser complexity. For
example, an automobile engine can
Dimensional Refraction be replaced with a large burster fire-
Cost: 7 arm, but a block of wood cannot be
Difficulty: +3 replaced with a firearm. If the mage
Noble Perimeter: Second possesses the Third Circuit, she can
Rank: C replace one thought for another, ef-
Description: By tearing open a hole in fectively manipulating the victim into
the wavelengths of the material world, thinking something different than she
the mage can view and interact with had previously. Thought displacement
Other Worlds. is a Class B spell, and requires four
Effect: This spell opens a vista of an- additional mana dice devoted into it,
other dimension of existence, or Other and raises the difficulty to Good (+3).
World. The mage can see and interact
with creatures, objects and events in
those worlds but is not considered to
have travelled through to those

313
Forge Ether Grain Rank: E
Cost: 10 Description: Through a series of su-
Difficulty: +5 per-compressed layers of air, you can
Noble Perimeter: First render a small object invisible.
Rank: A Effect: This spell renders one cubic
Description: You are capable of forg- foot of material completely invisible,
ing an Ether Grain, a mote of pure but still tangible and tactile to the
mana no larger than a small pebble. touch. The nature of the compressed
Effect: This spell takes a full scene to air gives a weapon or armor bolstered
cast. It solidifies the mana exerted into by this spell a +1 armor or damage
a small stone made of pure mana that rating.
the mage can use as a store for pow-
erful spells, and even draw upon the Memory Alteration
invested mana when casting spells. An Requirement: Command
Ether Grain can store as much mana Cost: 5
during creation as the mage is willing Difficulty: +7
to place inside it. All of the mana, in- Noble Perimeter: Third
cluding what is devoted as cost as well Rank: C
as what is rolled, is stored within the Description: Through the use of this
stone when it is successfully created. spell, a mage can modify, erase or add
With an Ether Grain in hand, a mage memories that the victim thinks are
can draw from the store of mana held his own.
in the Ether Grain in order to bolster Effect: This spell is cast upon a victim
spells, using the mana from the Grain that the mage must touch. While this
to devote to the cost or even mana spell is being cast, which takes a full
dice to roll without overclocking her scene, the victim is completely paci-
circuit. fied for the entire time so long as the
activation roll succeeds. During the
Invisible Air scene, the mage delves into the mind
Cost: 0 of the victim and is able to shape, steal
Difficulty: +2 or implant memories at her whim. This
Noble Perimeter: Second spell does not allow telepathic contact,
so memories must be shaped verbally Minor Alteration
or through another form of commu- Cost: 1
nication that the target understands. Difficulty: +0
The mage can see the target’s affected Noble Perimeter: First
memories in her own mind when she Rank: E
shapes them. During the scene, the Description: Through the powers of
mage rolls her Rapport and the num- your mana, you are able to seal mi-
ber of acquired shifts determines the nor wounds or calm an addled mind.
amount of detail and accuracy that the Effect: For every shift gained in the
mage is able to implant in the sub- spellcasting roll, the mage is able to
ject. After the alteration, the subject’s heal one level of stress in herself or
mind will always attempt to reject the another living being immediately. This
false memories. The more incoherent spell does not recover Consequences.
the false memory, the more the mind
will attempt to shatter it. Losing a few Regenerative Boundary Layer
hours will not cause immediate alarm, Requirement: Boundary Layer Cost: 3
but larger gaps in memory will leave Difficulty: +4
a subject to dwell on them until she Noble Perimeter: Fifth
either assimilates them, or shatters Rank: B
them. During the assimilation pro- Description: The mage is able to bless
cess, the subject rolls Will each time the boundary layer as she creates it,
she wakes. She must accumulate twice giving herself a number of additional
the number of shifts as the Rapport benefits.
roll in order to shatter the false mem- Effect: This spell augments the Bound-
ories. Doing so successfully will not ary Layer spell, bestowing upon it a va-
allow her to know why the memories riety of beneficial effects for the mage.
were placed there or how. Succeed- Within the Boundary Layer, the mage
ing the Will roll with style allows her to is capable of teleporting by stepping
gain vague recollection of the casting into shadows and stepping out of an-
of the spell upon her. other within a number of meters equal
to three times her Will score. Within
the Boundary Layer, the mage also

315
recovers all of her stress at the begin- Description: With a clenched fist, the
ning of each of her turns. The Block mage causes the space around a target
that the Boundary Layer spell creates to collapse inward, effectively crush-
also becomes immune to mundane, ing that space and everything inside it.
kinetic attacks like bolts and unarmed Effect: This spell creates a solid barri-
attacks. er of mana around the spell’s affected
area, and forces it to crumple in on it-
Shared Perception self. This can destroy most inanimate
Requirement: Accelerate Thought objects, and living creatures caught
Cost: 3 within the crushing weight of this spell
Difficulty: +0 will suffer a large amount of damage.
Noble Perimeter: Third For each shift above the activation
Rank: D difficulty of this spell, all living crea-
Description: Largely used in scouting tures caught within the barrier suffer
operations, this spell allows a mage to two physical stress per turn. The spell
share the sensory inputs of a willing lasts one round for every two shifts
participant. on the activation roll. While within the
Effect: Once the spell is successfully spell, those inside cannot be damaged
cast, the mage essentially feels, sees, by outside sources.
hears, smells and tastes everything
that the target does. This additional Thought Partition
input makes the mage’s own percep- Requirement: Accelerate Thought
tions far more difficult to manage. All Cost: 2
perception rolls are made at a +4 dif- Difficulty: +0
ficulty. Noble Perimeter: Third
Rank: D
Spatial Crush Description: The mage is capable of
Cost: 3 partitioning his thought process into
Difficulty: +3 separate, independent compartments.
Noble Perimeter: Fourth Effect: Normally, people only have
Rank: D enough room in their mind to focus
on one thought process at a time. With
this spell, a mage can take on two dif- Wind King’s Speed
ferent thought processes at once. For Requirement: Invisible Air
each partition beyond the first, add Cost: 3
+2 difficulty and +2 cost. Essential- Difficulty: +1
ly, the mage can perform two tasks at Noble Perimeter: First
once without penalty, whether that be Rank: D
writing two different letters at once, Description: By discharging invisible
work out multiple math problems at air, the mage is able to vastly acceler-
the same time or even hold two con- ate her movement.
versations without difficulty. Effect: A mage’s speed is vastly and
suddenly increased by this spell. She
Shared Perception can move up to two zones in a single
Requirement: None turn instead of just one. In addition,
Cost: 1 she can propel herself upward up to
Difficulty: +2 ten times her jumping height.
Noble Perimeter: Fourth
Rank: D THAUMATURGY
Description: The mage is able to Considered a lesser form of mag-
change the chemical structure of a ic, thaumaturgy is the act of creating
given material. things that might be possible through
Effect: The mage can change one ma- scientific means through supernatural
terial into something chemically sim- methods instead. While the process of
ilar with this spell. Essentially, the thaumaturgy is considered magical,
mage can turn one kind of metal into the end results usually are not. schools
another, such as turning lead or steel of Thaumaturgy include Alchemy, Ar-
to gold. Mechanically, this spell can be tifice, Astrology, Enchantment, Qaba-
used to harden to soften a material. lah and Transformation. Each school
For each shift above the difficulty can consists of a set of systems that, once
add to or subtract the armor or weap- performed, enforce a change in natu-
on rating of an object. ral laws.
Thaumaturgy is not as powerful
or as diverse as true magic. Each

317
school follows a set of predefined sys- used in the preparation must be small
tems that allow the thaumaturgist to enough for the alchemist to lift, han-
perform very specific tasks. Without dle and manipulate without tools or
sufficient study and development of a help. These preparations carry an aura
new process, the thaumaturgist may with the mana signature of its creator
not deviate from these systems. which is visible in astral space or to
Alchemy is a school that teach- second sight. These preparations are
es thaumaturgists how to create use- also considered to be dual-natured
ful, mundane items that contain single until used. The object cannot already
use effects such as exploding marbles, have an aura, or any other magical ef-
mending potions or demon-holding fects on it when it is being prepared
bags. Enchantment allows the thau- alchemically.
maturgist to invest and bind mana to To create an alchemical prepara-
mundane items, making them stron- tion, the alchemist must first choose
ger, deadlier or giving them mi- one of her known simulacrums. These
nor function changes. Qabalah is the simalcrums have the same effects and
school of thaumaturgy used to create stat block as the spell that they copy.
artificial familiars such as golems. It is These simalcrums must be learned
also used to create artificial housings separately from the spell itself. Know-
for spirits and ghosts. Transformation ing one does not allow you to use the
thaumaturgy allows the user to make other.
magical alterations to herself or oth- The alchemist must also decide
ers, allowing them to temporarily sur- the trigger for the simulacrum. This is
pass their own limitations. an event, circumstance or action that
causes the simulacrum to activate.
ALCHEMY This can be physical or astral contact,
In order to create an alchemical a command word or even a certain pe-
preparation, the alchemist must know riod of time.
the alchemical simulacrum of the spell Once the simulacrum is ready,
she is replicating. These preparations the object is prepared and the trigger
are typically less powerful than their is decided, the alchemist must spend
spell counterparts. The object one scene (perhaps more, depending
on the rank of the spell’s simulacrum) of sentience, and are poor deci-
crafting the alchemical preparation. sion-makers. They are created using
This time is spent drawing out al- crude materials, basic tools and meth-
chemical formulae, symbols and hi- ods. Homunculi are more human-like
eroglyphs, mixing materials or per- in both their creation and faculty, re-
forming whatever instructions must be quiring intricate, meticulate meth-
carried out according to the school’s odologies. Their advanced existence
teaching. calls for a commensurate level of care
Once the required time has been in their creation, quality materials that
spent creating the alchemical prepa- include living biological material as
ration, the alchemist will roll an over- well as expensive tools.
come action with her Crafts (Alchemy). A golem is created from mostly
The difficulty of the roll depends on inert materials given shape by the cre-
the rank of the simulacrum being im- ator and given life purely by the system
parted into the object. of magic that creates them. Golems
do little to no thinking for themselves,
QABALAH and obey the commands given to them
The art of creating golem and as literally as they are able. They are
homunculi through mystical means simply animated materials, given life
is called Qabalah by the mages of the by magic in order to serve.
High Towers. It is a set of procedures A homunculus is created from a
that turn material ingredients into liv- mix of inert materials, biological ma-
ing creatures, if but for a short period terials and magic. They are far more
of time. sophisticated than golems, and many
There are generally two types of are capable of human thought, rea-
creatures that can be created using the soning and even emotion. Depending
art of Qabalah, the golem and the ho- on how they are designed, some even
munculi. While exceptions exist, these go through periods of gestation and
are the two types of creatures that growth that are similar to humans.
Qabalah alchemy creates. Golems are The Created, as mages have
made as servants and soldiers. They come to call creatures that are made
do not possess any human amount using the process of Qabalah alchemy,

319
are similar in many ways. They are of the mage’s skill to craft their forms.
both given life by mana derived direct- By their very nature, then, a golem can
ly from nature itself. The soul of the almost never pass for human as even
world, the Spirit World, flows through the most skilled craftspersons cannot
these creatures freely, giving them the hope to completely mimic the detail
ability to use magic far beyond the and precision of the human form.
realm of human magi. Failing to open
their circuits, or having their circuits CREATING THE CREATED
burned away, the power of the Created Before a golem or homunculi can
has been a reason that more than one be created using alchemy, the alche-
alchemist has created such beings. mist must first acquire the schematics
While it is said that a mage is a human of their construction. The schematics
that uses a circuit to become a mage, are the instructions for how to de-
the Created are more accurately de- sign a created, and bring it to life. The
scribed as circuits given human form. schematics act as both an instruc-
Homunculi, by their very nature, are tion book as well as a magical focus
far more capable of using magic than by which the alchemist creates artifi-
their dim-witted golem cousins, but it cial life. Without these schematics, the
would seem that golems are far more creation process is doomed to fail.
capable of handling large amounts of In addition to the schematics,
mana through their circuits than ho- the alchemist must acquire the tools
munculi. and material required to construct
Both homunculi and golems the creature. The types of tools and
take on human forms. Homunculi are the materials required vary based on
far more capable of passing for hu- the type of created that the alchemist
man than golems however, and this intends to construct. The more ad-
is due to the fact that homunculi take vanced, lifelike or powerful a golem
on growth patterns similar to humans or homunculi is, the more expensive
because that is where their spark is the tools and materials that will be re-
derived. A golem, on the other hand, quired for its creation. As the saying
is shaped by the alchemist’s hands, goes, “nothing can be gained without
and is therefore limited by the scope equal payment”, and this is no less
true in the construction of the creat- AUGMENT POWERS
ed. Each schematic will include the re- Some powers must be activated
quirements for design of the created. in order to operate while others are
Each schematic will also include the always active. Augment powers that
time it takes for the creation process. need to be activated will have the re-
Once the process is complete, quirements and rolls necessary for ac-
the alchemist must roll to see if she tivation, if any. When an augment does
has successfully created the creature. not have any activation requirements,
This is a skill challenge that requires it is considered to be always active.
success in more than one roll. To cre- Instead of using mana to cast
ate golems, these rolls are Knowledge spells, an Augment devotes her mana
(Occult), Linguistics and Crafts. For ho- pool permanently to her own transfor-
munculi, the rolls are Knowledge (Oc- mations. Mana Pool (Will + Physique)
cult), Linguistics, Medicine and Crafts. gives the augment a number of points
The difficulty of these rolls are based in which to spend on the following
on the schematic that the alchemist is powers.
employing to create the creature. •Adrenaline (Cost: 0.5m per lev-
el): You are able to use your adren-
TRANSFORMATION aline with purpose. This power does
Augments, Thaumaturgists not require an activation roll, but you
skilled in the school of transforma- must declare it as active in order to
tion, are a special breed of mage that, use its power. You gain an automatic
instead of casting spells externally +1 bonus per purchased level to your
through their circuits, are able to turn initiative score. You can purchase a
their mana inward to augment and number of levels equal to your phy-
increase their natural abilities. While sique score. When combat is over, you
there are very few mages in Lemuria, take a mild consequence representing
there are even fewer Augments. As the extreme fatigue as an outcome of
an Augment, you are capable of us- pumping your body full of adrenaline
ing Transformation Thaumaturgy and for so long.
Augment powers. •Analyze (Cost: .5m): Your mind
is constantly sussing out logical

321
patterns in everything you see and considered magical attacks.
your deductive reasoning is constantly •Defensive Instincts (1m per lev-
heightened. You gain +1 bonus to all el): Your character is blessed with the
dice rolls involving pattern recogni- ability to sense the ebb and flow of
tion, analysis, puzzle solving or logic battle and gains an instinctive knowl-
problems. edge of nearby threats. For each level
•Animal Empathy (Cost: .5m): purchased, the Augment gains a +1
Through your augmented aura, you bonus to all defense tests per level
have gained a preternatural affin- purchased. Augments with this power
ity with animals. For each level pur- are always allowed a Perception con-
chased, you gain a +1 bonus to Animal test in order to notice even magical-
Handling checks. You may purchase a ly concealed threats, so long as that
number of levels up to your Rapport + threat intends to harm the augment.
Animal Handling scores. •Featherlight (2m): Your body
•Astral Sight (Cost: 1m): You possesses weight as any other per-
must take an action and make a per- son’s might, but your chi allows you
ception roll in order to activate this to move across surfaces that would
power. When this power is active, your normally give under the pressure of
character is able to see incorporeal your steps. You can walk across a sin-
spirits in the astral plane. gle thread, a single sheet of paper
•Chi Armor (1m per level): Mana and even jump across drops of rain.
flows around your body, protecting it This does not allow you to pass over
from harm. For each level of Chi Armor surfaces that cannot hold any weight,
an Augment has, she gains 1 point of such as water. In addition, you gain a
magical armor. +2 bonus to movement and jumping
•Chi Strike (1m): Your mana flows rolls.
through your limbs and enhances •Purge Yin Chi (.5m per level):
strikes with your feet and hands. Be- Mana flows through your vital organs,
cause of the mana that flows through assisting their natural processes. For
your strikes, your unarmed attacks each level of Purge Cycle you possess,
gain an additional +1 weapon dam- you gain a +1 to rolls to resist toxins,
age, and unarmed attacks are venoms and poisons.
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•Regenerative Chi (2m): Your you are facing without needing to roll,
mana does not want to allow you to regardless of where you are.
perish or remain wounded. Allies at- 2. Tactile Enhancements: Your
tempting to help you recover wounds skin is incredibly sensitive to infor-
or heal injuries you’ve sustained gain a mation received via touch. You can in-
+2. In addition, you only require time tuitively sense imperfections such as
in order to recover stress and conse- subtle indentations of a surface that
quences. has had something written on a piece
•Resistant Chi (1m per level): of paper over top of it. Sensing these
Your mana forcefully resists delete- imperfections is automatic, but a roll
rious magical effects from outside to detect more information, such as
mana sources. For each level of Resis- what the writing may have said, would
tant Chi the Augment possesses, she require a Perception challenge.
gains a +1 to any roll to resist harmful 3. Thermal Vision: Your sight is
magical effects. enhanced to the point where you can
•Sensory Acuity (Cost .5m per see variations in heat and tempera-
level): Your sense have become magi- ture. • Skill Enhancements (Cost: 1m
cally sharpened and you gain a +1 bo- per level) Mana can contain memories
nus to your Perception rolls per level of and assist the Augment’s skillset. Each
this augment. The following examples level increases a skill by one. With Skill
are not exhaustive, and players are Enhancement, the Augment’s natural
encouraged to talk with the GM about skill maximum can be exceeded.
other possible sensory additions. •Traceless Step (1m): The mana
•Sensory Enhancement (Cost: you produce erases all evidence of your
1m each) Through the power of mana, passing. You do not leave any physi-
the Augment gains sensory abilities cal trace that you have been through
not normally available to humans or a place. Footsteps are not left in the
even mages. snow, leaves are not disturbed as you
1. Wayfinder: You gain a +2 to all pass and you make no noise even on
rolls involving navigation. In addition, the creakiest of floors. Attempts to
given a turn of action, you can auto- notice your passing suffer a +2 diffi-
matically know which direction culty. Attempts to track you suffer a
+4 difficulty. manifest in order to do so. When mani-
fested, a spirit looks exactly like a sol-
SPIRITS id version of her astral or spirit world
The Five Towers have catego- form. While manifested, a spirit pos-
rized the power of a given spirit by sesses the Dual Nature aspect, which
ranks called Classes, much like they’ve means that it exists in both the mate-
done with the relative power of mage rial plan as well as the astral and spir-
circuits. Spirit class move from A to E, it worlds simultaneously. While Dual
with E Class being minor spirits that Natured, a spirit can perceive both of
barely sustain any mana at all and may these planes of existence at the same
not have any sentience of their own. time.
A Class spirits are intensely power- The appearance and other sen-
ful beings in their own right. D and E sory cues about a spirit strongly re-
class spirits typically cannot exist on flects the type of spirit it is, the mana
their own without an external source it uses to sustain itself and the con-
of mana to survive, by A and B class cept or object it embodies. When
have been known to be capable of summoned, spirits tend to take on
surviving without an external source characteristics of the summoner that
or even creating mana on their own to they are bound to. A spirit’s size usu-
sustain themselves. ally reflects its class. Stronger spirits,
Spirits are normally incorporeal, therefor, are nominally larger than
and possess that aspect for free. Some weaker ones, but this is not always the
free spirits are capable of moving from case. Regardless of the form a spir-
the spirit world into the astral plane it takes, there is no mistaking a spirit
of their own volition, but summoned for a natural Lemurian creature, and a
spirits are always considered to reside mage will easily be able to identify its
in the astral plane when they are in an nature as a spirit.
incorporeal state. On rare occasions, A spirit’s skills and aspects are
some free spirits exist primarily on the determined by its type, class and the
astral plane. amount of power that the summoner
If a spirit wants to affect anything devoted to the spirit when it was sum-
in the material plane, they must moned. When manifested, a spirit

325
follows the normal rules for combat. task, there is still the task of over-
Spirits only have three Skills. Corpus powering the spirit if it does not want
acts like Physique, and represents to be bound to the summoner. This
the amount of strength and resilience requires a clash of wills between the
found in the “flesh” of the spirit. Force summoned spirit and the summoner.
determines the spirits overall strength
and Will represents the character’s vo- HOW SUMMONING WORKS
lition. Spirits also have a mana reserve A summoner must prepare a ritual
that can be used to power the spirit’s space where she will not be disturbed
phantasms - supernatural powers and for the entire scene. Any disturbance
abilities that the spirit can use. will cause a normal summoning ritual
to automatically fail. A sigil contain-
SUMMONING ing the true name of the spirit must
There are individuals in Lemu- be drawn in this space. The sacrifice
ria that are capable of bringing spirits given is chosen by the GM, but it must
into Lemuria from the Spirit World as be commensurate to the power of the
familiars. This process requires a rit- spirit, usually by their rank. The sac-
ual that takes place over the course of rifice must also resonate with the type
a full scene, and requires several re- of spirit being summoned. For exam-
quirements in order to succeed. ple, a spirit of pain might demand a
Summoning a spirit requires that sacrifice of blood from a living being
the summoner possess the Conjura- while a spirit of knowledge might de-
tion power. Second, the summoner mand a rare tome.
must possess the true name of the Mechanically, summoning a spirit
spirit to be summoned, as well as a is a challenge test requiring the sum-
sacrifice equivalent to the power of moner to roll Summoning and Binding
the spirit to be summoned. in order to bring the spirit up from the
Summoning a spirit is an ardu- spirit world or astral world, and then
ous task that requires several hours to chain the spirit to servitude through
of dedicated meditation, chanting and the summoner’s will.
calling out to the spirit. Even if the Once preparations are complete,
summoner is capable of this rigorous the summoner must roll her
327
Summoning skill in order to conjure rating. If the spirit surpasses the sum-
up the spirit that the summoner in- moner’s Knowledge skill then the pris-
tends to call. The passive resistance on sigil is broken, and it may remain
difficulty required to successful- manifested for the remainder of the
ly summon the spirit is based on the scene and act as it wishes. This could
class of the spirit. After the spirit is spell certain doom for a summoner
summoned, it is bound within the sig- that has brought an angry or particu-
il containing its name, but only for a larly powerful spirit into the world.
short time. During this time, the sum- So long as the spirit remains in
moner must attempt to bind the spirit the scene, the summoner may attempt
to her will using her Binding skill. The to bind the spirit even if it has broken
Binding roll is actively opposed by the the sigil and escaped. As an alterna-
spirit’s own Will. If the summoner wins tive, the summoner may attempt to
the contest, then the spirit is bound to send the spirit back to its home plane.
the summoner’s will and will obey the This is a passive contest involving the
summoner. In addition, any shifts that summoner’s Banishing skill against a
the summoner attains above the spir- passive difficulty equal to the lowest of
it’s Will roll subtracts the number of the spirit’s Corpus, Force or Will skills.
mana required to bind it. This essen- If the summoner succeeds, then the
tially acts like extra mana to devote to spirit is banished to her home plane
the binding. As such, if the number of and may not be summoned again until
Binding shifts exceeds the mana re- the next sunrise or sunset.
quired to summon it, then those extra Once a spirit is bound, the sum-
mana may be “spent” in order to give moner must devote a number of mana
the spirit additional powers such as dice or stress based on the spirit’s
Skills, phantasms or command seals. rank. The number of dice or stress
If the spirit wins the binding devoted to the spirit in order to bind
contest, then it has the chance to es- it must equal their mana rating. This
cape the sigil and do whatever it wants binding is not supernatural compul-
while manifested. The spirit may roll sion, and does not alter the motiva-
its Force skill with a passive difficulty tions or disposition of the summoned
of the summoner’s Knowledge skill spirit. While a bound spirit will not
actively attack the summoner, this phantasm.
reservation is mainly due to sim- •Two additional mana may cre-
ple self-preservation. A spirit whose ate a command seal.
summoner has been injured or killed
will discorporate immediately and be COMMAND SEAL
sent back to its home plane. When binding a spirit, a command
Some summoners do not possess seal may be created that can ensure
mana stores that they can actively tap that a spirit will do as the summoner
into. Instead, these summoners can commands. The command seal cre-
still summon spirits, but may do so at ates a visible mark on the summoner’s
the cost of their own health or sanity. body, usually the hands or wrists. Each
Instead of mana, a summoner may use mark differs in appearance based on
her own stress track in place of mana the individual spirit that it commands.
when summoning a spirit. The spirit The summoner may create as
uses the life forces of the summon- many command seals as she is capa-
er to sustain herself in the material ble of creating with her mana stores.
world. Stress and consequences that Each command seal allows the sum-
are acquired when summoning a spir- moner to make a single command that
it do not recover until after the spirit the spirit absolutely must obey. When
has been banished, and the binding is the command seal is used, the mark
dissolved. Then, that damage can be disappears from the summoner’s
recovered normally. body and may never be used again.
A summoner may also devote ad- There are no rules regarding the kind
ditional mana or stress into the bind- of command that can be made of a
ing of a spirit in order to give it addi- spirit. All things, including self-harm,
tional strength and power. Additional mutilation or suicide are not outside
mana dice or stress may be devoted to the realm of possibility. Still, the spir-
the spirit in the following ways: it may interpret the command in dif-
•Allot an additional two skill ferent ways, so clear wording of intent
points of the summoner’s choice. should be exercised.
•Two additional dice or stress
may allot the spirit an additional

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PHANTASMS Duration: Sustained
Effects: This phantasm allows the user
Accident to control the behavior of an animal,
Skill: Force or a group of animals. The behavior
Mana: 2 demanded by the user must be some-
Duration: Instant thing that the animal is capable of. A
Effects: The creature with this power is dog will be unable to open a door and
capable of causing accidents to occur an owl would be unable to fire a bolt
that appear to be natural occurrences. gun, for example. The animal being
The exact nature of the accident that controlled must be within the user’s
occurs is up to the GM, but it should line of sight. If the animal leaves the
be based on the aspects of the scene user’s line of sight, control of the an-
as well as what the target is doing imal is severed and it can no longer
when this power takes hold. It should be commanded. The spirit may con-
be noted that this power isn’t inher- trol a number of small animals, such
ently dangerous and should not cause as cats, rabbits or rats equal to three
damage to the target in and of itself. times their Will score, and may con-
When enacting this power, the trol a number of larger animals such
creature using it will roll its force in a as bears or wolves equal to their Will
contest against the target’s Athletics. score. Animals that have self-aware-
If the creature wins the contest, then ness cannot be controlled in this way.
the accident occurs as normal. If the
creature succeeds with style, then the Armor
accident will not just be a small em- Skill: Corpus
barrassing incident, but something a Mana: 3
bit more dangerous. A spirit can use Duration: Sustained
this phantasm on a number of targets Effects: A spirit with this phantasm
up to their Will score. has extra armor. The form in which
this armor takes is determined by the
Animal Control type of spirit and its aspects. The spir-
Skill: Will it gains a number of armor equal to
Mana: 2 the number of shifts rolled to activate
this phantasm. the target’s Will. If the spirit wins, then
the target must immediately carry out
Binding the action. The victim immediately re-
Skill: Corpus alizes that she was compelled after
Mana: 3 the action is completed. This power
Duration: Instant cannot be used to implant future sug-
Effects: Whether due to sticky saliva, gestions.
webbing or some other method, the
spirit using this power can cause a Concealment
target to stick to whatever surface she Skill: Force
is currently touching. The target may Mana: 2
attempt to break free on her turn by Duration: Sustained
using an action and rolling her Phy- Effects: Spirits with this power are able
sique against the spirit’s Corpus. If to hide themselves, others, objects
the target succeeds, she frees herself. and even places from sight. Conceal-
If the target fails the contest, then she ment adds a number of required shifts
remains immobilized until she can at- to the passive resistance against any
tempt to break free again. The range Perception rolls made to find the con-
of this power depends on the method cealed target equal to the spirit’s ac-
used to bind the target, but is typical- tivation roll. The spirit may conceal a
ly based on uninterrupted line of sight number of human-sized targets equal
or touch. to the spirit’s Force, or an object equal
to five times the spirit’s force in square
Compulsion feet.
Skill: Force
Mana: 3 Confuse
Duration: Instant Skill: Force
Effects: The spirit using this power is Mana: 2
able to compel a target into taking a Duration: Sustained
specific action, even if the target may Effects: This phantasm allows a spirit
not otherwise take that action. The rto render the target unable to form
spirit makes a Force contest against coherent thoughts. The target of this

331
phantasm becomes forgetful, indeci- phantasm active, the spirit adds its
sive and utterly confused. The spir- own Corpus to the damage of all un-
it makes a Force contest against the armed attacks. In addition, successful
target’s Knowledge. A successful roll unarmed or melee attacks against the
places a negatively worded aspect on spirit with this phantasm active must
the target indicating her confusion defend against a passive attack with a
that lasts for the scene. number of shifts equal to the spirit’s
Corpus.
Corrosion
Skill: Force Elemental Strike
Mana: 2 Skill: Force
Duration: Instant Mana: 1
Effects: The spirit is capable of cre- Duration: Instant
ating an extremely caustic substance Effects: A spirit with this phantasm
that can be used as a weapon. Attacks projects its associated element in a
using this substance are treated as blast of damaging energies. Each has a
ranged attacks using the spirit’s Force specific type based on the spirit’s type,
with a range in meters equal to the so a fire spirit might launch a gout of
spirit’s Corpus. The substance causes flame while a water spirit might slam
a +3 acid damage hit. The substance an opponent with a torrent of water.
can also be used to corrode materials. The range of this attack is the spir-
it’s force in meters. It is a Force attack
Damaging Aura versus the target’s Athletics as a de-
Skill: Will fense. The strike acts as a +2 weapon.
Mana: 4 For every two additional mana spent,
Duration: Sustained the strike gains a +1 weapon bonus.
Effects: Upon activation of this phan-
tasm, the spirit becomes surround- Enhanced Senses
ed by a field of energy appropriate to Skill: Corpus
that type of spirit. The phantasm takes Mana: 0
the form of an energy type that makes Duration: Always Active
sense for the spirit. With this Effects: Once a spirit possesses this
333
phantasm, it is always active. The spirit gained from the first activation
spirit’s senses become augmented, roll.
and heighten beyond that of normal
human ranges. When this phantasm is Innate Spell
taken, the spirit must choose the type Skill: Force
of sense that is augmented, such as Mana: As Spell Cost
thermographic vision, sonar, ultravio- Duration: Varies
let vision, etc. Once chosen, the spirit Effects: The spirit with this phan-
gains a free aspect that identifies the tasm is instinctively capable of cast-
special sense. ing a single spell. The spirit possesses
through this phantasm a single spell
Fear available to spellcasters. This spell can
Skill: Force be countered just like any other mage
Mana: 3 spell, and is treated in all respects like
Duration: Instant a mage spell as well. The only differ-
Effects: The spirit is capable of over- ence is that the spirit uses its Force
whelming the senses of the target in skill to cast the spell, and does not
order to inspire mind-bending fear in need a circuit to do so.
the victim. The spirit makes a Force
contest against the victim’s Will. If the Materialize
victim fails, then she will flee from the Skill: Corpus
location of the spirit as far and as fast Mana: 1
as she can, whether she can sense the Duration: Sustained
spirit or not. This fear lasts for one Effects: Spirits from the astral or spirit
round per shift that the spirit gained world are normally unable to affect the
over the victim’s in the contest. Once material world. With this phantasm,
the fear fades, the memory of the fear the spirit is capable of becoming solid
remains in the victim’s subconscious. for a short period of time and may act
In order to return to the presence of on the material world as if it were sol-
the spirit, the victim must make a suc- id. Materialized spirits have immunity
cessful Will roll against the number of to mundane weaponry as they nor-
shifts above the opponent’s that the mally would while incorporeal.
Mimic to the spirit’s Corpus activation roll.
Skill: Will When this phantasm is activated, the
Mana: 1 type of weapon must be chosen and
Duration: Sustained it can be considered ranged or un-
Effects: This phantasm allows a spir- armed. These weapons are considered
it to imitate sounds exactly. This in- normal, mundane weapons for terms
cludes human speech, animal and of armor and immunity, but they can
mechanical sounds. The spirit has to be used to attack creatures on both
have recently been exposed to the the material plane as well as the astral
sound in order to mimic it. In order for or spirit planes since the spirit is du-
someone hearing the mimic to notice al-natured.
that the sound is falsified, a contest
of the spirit’s Will against the target’s Paralyze
Perception must be rolled. Skill: Will
Mana: 3
Mystical Armor Duration: Instant
Skill: Corpus Effects: The spirit must touch the
Mana: 1 target in order for this phantasm to be
Duration: Sustained effective. If the target is surprised or
Effects: This phantasm acts exactly as unaware of the spirit, then there is no
the armor spell, but protects against defense against this touch. Otherwise,
magical attacks as well as attacks from defense may be rolled but the victim
the spirit world or astral plane. must exceed the attack roll in order to
avoid being touched. Once touched,
Natural Weaponry the victim can roll Will against the
Skill: Corpus spirit’s Will. If the victim fails, then
Mana: X she acquires a Paralyzed aspect, and
Duration: Always Active is completely immobilized. The victim
Effects: The spirit is able to take on may reroll their Will on their round on
some form of natural weapon such as each exchange against the spirit’s ini-
claws, teeth, barbs and the like. This tial roll in order to remove the aspect
weapon has a damage value equal and free herself.

335
Petrify Scan
Skill: Force Skill: Will
Mana: 7 Mana: 1
Duration: Sustained Duration: Instant
Effects: This phantasm literally pet- Effects: This phantasm allows a spir-
rifies the victim, turning her flesh to it to find anything it is looking for. In
stone over time. During activation, the order to find what it is looking for,
spirit will roll Force, contested against the spirit must make a Will roll with a
the victim’s Physique. If the victim difficulty that is based on its distance
wins, she will suffer no ill effects. If from the object as well as any other
the victim fails, however, she is afflict- mitigating factors such as concealing
ed by a petrification curse and takes magic. Still, even concealing magic
on the Petrification Curse aspect. From will not prevent a spirit with this phan-
that point forward, at the beginning tasm from finding the object for long.
of each round of exchange, the vic- An extended Will roll is made once per
tim suffers a -1 to her Physique score. minute until the object is found.
The effect lasts as long as the spir-
it invests mana into the power, which Weather Control
requires 1 mana per exchange. If the Skill: Force
victim drops to Terrible (-2) or below, Mana: 5
she is completely turned to stone. She Duration: Sustained
will remain a statue until the spirit re- Effects: This phantasm allows a spirit
leases the invested mana or ends the to manipulate the local weather con-
phantasm. Once the power is dropped, ditions. The weather that the spirit
she regains her Physique at a rate of wants to create must be feasible with-
one point per exchange (six seconds). in the environment. The effect builds
While she is a statue, the victim is over time until it reaches the difficulty
completely unaware of her surround- set forth by the GM over an extended
ings, and has an armor rating equal to Force roll. The spirit does not create
the spirit’s Force. or control weather or its effects with
this phantasm, so much as nudges it
toward a desired outcome.
337
Chapter Nine

Equipment

339
ADVANCED TECHNOLOGY INTERFACE
Lemurian technology is exceed- Scientists have long sought out a
ingly advanced, allowing for instanta- link between organic life and technol-
neous long-distance communications, ogy, seeking to bridge the gap between
advanced weapons and armor, machin- living beings and inorganic robotics.
ery, electronics and flight. Unfortu- Neurotech, until a handful of decades
nately, technology is not ubiquitous to ago, was primitive fringe technology.
all of Lemuria, and centers around the Most scientists in the field could not
Celestial City who holds the vast ma- acquire the funding required to make
jority of designs, blueprints and sche- true advancements in the field until
matics as well as a multitude of engi- very recently, when neurotechnicians
neers contracted to serve the Emperor discovered a method of transferring
alone. This monopoly of technology raw nerve impulse wirelessly from
means that the further one gets from one person to another. The discovery
the Celestial City, the more primitive reached the Bureau Of Science quickly,
technology and rural and minimalis- and millions of sen were invested into
tic life becomes. While settlements on advancement of that technology.
the fringes of the technology belt still Today, neurotech has success-
have access to basic technology, they fully bridged the gap. Mortal minds
are usually limited to what the settle- can be fully transferred into Neural
ment can afford and what is the most Processor Chips - completely inor-
utilitarian. So a farming village out- ganic technology capable of housing
side the tech-belt will probably have the entirety of human consciousness
access to a single old, rusty truck that on a space no larger than a thumbnail.
the farmers use to transport goods to Neuro-Tech developed into sev-
and from town while an urban farm- eral main branches, bringing robotics
ing settlement near the Celestial City into consciousness via advanced, pro-
might exhibit characteristics likened cedurally generated code that brought
more toward a science lab than an ac- about the emergence of artificial,
tual farm, having access to automat- sentient life forms. These programs,
ed watering systems, air transport and if they could be called that anymore,
genetic engineering. were designed to gain self-awareness
and offer the capability of automating any stretch of the imagination. Still,
dangerous activities like explorations even the tower’s engineers were hard
of blight zones, rescues from hostile pressed to understand, let alone at-
territory and even urban defense. It tempt to replicate or reverse engineer
wasn’t until the first synthetics, or- the technology that they had fallen
ganic consciousness inside of robot- into their laps. Years were spent at-
ic shells, were created that anyone tempting to unlock the secrets of the
bothered to question the morality of technology they had acquired, and
whether enslavement of artificial sen- eventually it was simply locked away
tience. While servitude of artificial life in one of their vaults.
is still legal almost everywhere, it has Until Lady Haga Sasuke, an elite
become a frowned upon occurrence arcane engineer with decades of expe-
limited to elite government agencies rience in the field of air element mag-
and back-water townships. ic, obtained permission to take up the
project using her own time, resourc-
NEURO-ARCANA es and team. Within months, Lady Sa-
The Five Towers, sanctioned di- suke was able to unlock more about
visions and academies of powerful the processor chip than the entirety
flux mages, were quick to take notice of the research teams were able to do
of the emerging neurotechnology, and in years. While unable to pry open the
planted their own agents within the secrets regarding how consciousness
ranks of the Bureau of Science in or- itself was transferred from the mind
der to get a first-hand account of what to the chip - and having lost sever-
was going on in those sterile labora- al mages under her in so doing, and
tory rooms. Their agents managed driving many more irrevocably insane,
one better. The Five Towers was soon she discovered that the consciousness
in possession of one of the Bureau’s code within the chip itself would al-
advanced neural processor chips. With low her to understand how machinery
that, history was in the making. and electronics acted as a receptacle
Mages, haughty and proud of for the mind, and how it translated the
their own capabilities often to a fault, entirety of a person into code.
are not ignorant or lacking intellect by Using the information she gained

341
from the chip, she began her own ex- Super-Mage capable of binding the
perimentations. Little did anyone know ability to manipulate circuits with steel
that Sasuke had long since gone mad and silicone technology. Her goal was
from exposure to the radiation emitted to enhance her own spellcasting capa-
by the processor chip for so long and, bilities by placing her consciousness
having been affected by her alternat- in a neural processor chip of her own
ing psychoses, her experimentation design, powered by magic whereas
went from methodical and scientific neural processors of the Bureau used
to dangerously insane. Sasuke began more mundane energy sources.
experimenting on how magic mingled
with the consciousness programming She did not succeed.
within the chip itself, forming her own
manipulations of machinery to see if Instead of copying her conscious-
the technology could be manipulated ness into the magically enhanced inor-
magically. ganic neuro-drive, she instead wound
After just over a year of research, up transporting her entire soul into
Sasuke made incredible advances us- the drive. During the process, the en-
ing the neural processor chip acquired tirety of her consciousness was ripped
by the Five Towers. While her dis- away so that what rested on the drive
coveries did not align with the orig- was completely void of any previous
inal intentions of the Five Towers, in experience. In addition, it was unlike
attempting to reverse engineer their the artificial sentient life forms already
own neural technology, what she did created and did not match the bio-im-
wind up working through was a com- prints of synthetics that had begun
pletely new way of processing neural to become manufactured around the
technology using magic as a conduit same time. These beings, that would
and power source beyond anything come to be known as Awakened Ma-
that science had come up with. In what chines, were something altogether
Sasuke called “The Final Experiment”, and entirely new. A never before seen
she planned to use the magically en- life-form that was a mix of technology
hanced technology she designed to and magic. A machine that had awak-
create a technologically advanced ened using Sasuke’s fusion of magic
and technology. Though the irrevo- and Artificial Sentience is still legal,
cably insane mage erased her con- though highly frowned upon. Still,
sciousness in the process, she was free-tech exists in the form of inor-
single-handedly responsible for cre- ganic life forms that have gained their
ating an entire life form. freedom and are not enslaved to any-
With three absolutely new and one. These beings are far more rare
unique life-forms coming out of the than their enslaved brethren and,
Celestial City in a relatively short pe- while enslavement of living machines
riod of time, philosophers and moral is highly frowned upon, a free-walk-
lobbyists began to question the Coun- ing living machine is going to garner
cil of Lords as to whether or not the far more odd a glance from passers
enslavement of inorganic life was eth- by.
ical. And only within the last few years
has slavery of synthetics become ille- ADVANCED WARFARE
gal. Servitude of Awakened Machines In Lemuria, there exists enough

343
deadly flora and fauna to kill one hun- require the human component to op-
dred celestial cities in one evening erate. Mortal Lemurians working for
if they all decided to band together the Celestial City, and even some
against the sentient races. Fortunate- agents of the Confederacy have access
ly, that isn’t something that seems to technological and biomechanical
plausible. Most of them are busy kill- implants that can give them an advan-
ing and eating each other to bother tage on the field. These implants do
climbing the walls and braving their not cause the mortal to become su-
defense systems. Even so, the dangers pernatural, but allows them to com-
of living outside the protection of the pete with supernatural entities on the
Celestial City are myriad. Sometimes, battlefield and deal with limitations
however, the danger does not lie in and weaknesses that might otherwise
deadly wildlife, but rather, each other. take them out of the fight.
Until this point in recent his-
tory, wars have been fought in se- BIO-MODS
cret. Behind closed doors, duels have While anyone with the correct
been fought. In secret alcoves, bat- physiology can feasibly take bio-mods,
tles raged. Still, the art of war is one they are generally acquired through
that has seen quite the investment service to the military, or through
of sen, the currency of the Celestial black market slashers who might or
City. The Confederation still poses a might not be as skilled, or operate un-
threat, and dangers come from within der license. Each bio-mod acts like a
and without. Due to potential warfare talent or power and has a cost asso-
constantly on the horizon, the Emper- ciated with it that is associated with
or had kept the military highly fund- your character’s refresh rate.
ed, and they’ve produced some of the
most wonderous instruments of death WEAPONS
and destruction that Lemuria has ever Old meets new in this world of
known. weaponry in Lemuria. Even the most
The advent of living machinery technologically advanced samurai and
has lowered the mortal death toll by a soldiers can be found using bleeding
fair margin, but most weapons still edge technology such as particle
rifles as well as seemingly archaic that you must be in melee combat
weaponry such as lances and katana. with your opponent to strike with that
Some of the best weapons available weapon. A one (1) a ranged strike that
mix the tried-and-true weapons of can hit anyone within that zone. A two
the past with technology of today. (2) or higher means that you can strike
It is important to note that any an opponent so long as they are within
time a kinetic weapon is mentioned, two zones of your character, including
it means a eapon that inflicts damage the zone your character is currently
through mechanical means such as in. For example, if you want to hit an
solid bullets or blades. opponent in a zone that borders your
own, you need a weapon with a range
WEAPON ASPECTS of two (2). If you want to hit an op-
Some weapons have aspects. ponent in a zone that is three zones
When you purchase a weapon with away, you’ll need a weapon with a
your extras budget, the weapon pur- range of four (4).
chased automatically has these as- Tech Index: The level of sophis-
pects included at no additional cost. tication and availability of a weapon
is determined by its tech index. This
WEAPON OUTLINES statistic also helps determine how dif-
The following outlines provide ficult equipment is to repair or modify.
stats, aspects and other features of Aspects: Any aspects the weapon
weaponry available for use by charac- has attached to it.
ters. Each outline contains various de- Notes: Any additional informa-
tails such as: tion for the weapon.
Weapon: The weapon’s name.
Type: This indicates whether a
weapon is melee, ranged or unarmed.
Damage: On a successful hit, the
weapons damage rating applies more
shifts of damage to your opponent.
Range: This is the weapon’s
range in zones. A zero (0) represents

345
MELEE COMBAT WEAPONS Club
Bokken Type: Melee
Type: Melee Damage: 0
Damage: 0 Range: 0
Range: 0 Tech Index: 0
Tech Index: 1 Description: A wooden or hard-poly-
Aspects: Durable mer bludgeoning weapon.
Description: A wooden sword most
often used in swordsmanship prac- Hook Sword
tice. Type: Melee*
Damage: 1
Chain Saber Range: 0
Type: Melee Tech Index: 1
Damage: 3 Aspects: Snare
Range: 0 Description: A primarily defensive
Tech Index: 2 blade with a downward curve at its
Aspects: Saw Tooth tip.
Description: A brutal, dao-like sword Notes: Can be used with unarmed
with motorized, serrated teeth that combat if the appropriate martial
runs over the sword’s edge. art extra is possessed, or if the
character has an aspect involving
Chokuto training with hooked swords in
Type: Melee their unarmed combat training
Damage: 2 methods.
Range: 0
Tech Index: 1 Katana
Aspects: Ceremonial, Razor Type: Melee
Description: A beautifully designed Damage: 2
straight-sword. Range: 0
Tech Index: 1
Aspects: Ceremonial, Razor
Description: A honed, curved blade.
Kusarigama Plasma Lance
Type: Melee* Type: Melee/Ranged
Damage: 2 Damage: 4
Range: 1 Range: 0/1
Tech Index: 1 Tech Index: 4
Aspects: Snare, Wargear Aspects: Dual-Purpose, Plasma
Description: A sharp sickle-like blade Description: A large, plasma-energy
at the end of a very long chain. weapon that, when energized, appears
much like a lance composed entirely
of compressed energy.
Naginata
Type: Melee War Club
Damage: 3 Type: Melee
Range: 1 Damage: 3
Tech Index: 2 Range: 0
Aspects: Cumbersome, Razor, Tech Index: 2
Two-Handed, Wargear Aspects: Combersome, Two-Handed,
Description: A traditional pole-arm Wargear
that consists of a long pole with a Description: A long pole-like weapon
curved blade at the end. with studded weights.

Otsuchi
Type: Melee
Damage: 3
Range: 0
Tech Index: 1
Aspects: Combersome, Durable,
Wargear
Description: An unnecessarily large
mallet.

347
UNARMED COMBAT WEAPONS Aspects: Rending (2)
Inferno Caestus Description: An oversized gauntlet
Type: Unarmed that produces an energy field capable
Damage: 0(+2)/2 of violently disrupting any matter it
Range: 0/1 touches.
Tech Index: 3 Notes: The field emitted by the gaunt-
Aspects: Dual Purpose, Elemental (Fire) let surrounds it by only about one
Description: Protective hand wraps millimeter around the casing of the
that ignite when activated, burning gauntlet. The field is so disruptive that
anything they touch. They are capable the strength of the user barely mat-
of firing bursts of fire. ters. Regardless of the number of de-
Notes: The damage amount in paren- fense shifts rolled, the minimum dam-
theses is additional fire damage in- age inflicted by these gloves can never
flicted on a successful strike when the e less than one (1) without armor.
caestus is activated.
RANGED COMBAT WEAPONS
Knucks There are a myriad of different
Type: Unarmed types of firearms and ranged weap-
Damage: +1 ons. Some fire bolts, which are physi-
Range: 0 cal projectiles that can be made of any
Tech Index: 0 hardened kinetic material such as steel,
Aspects: Dual Purpose, Elemental (Fire) reinforced plastics and more. They are
Description: Hardened hand cover- considered archaic, but are no less ca-
ings that add power to punches and pable of inflicting great harm. Plasma
hand attacks. weapons are cutting edge weaponry,
and uses compressed energy in near-
Power Gauntlet ly solid-state form. Ignis weapons are
Type: Unarmed capable of producing gouts of fire, or
Damage: +5 even compressed heat to inflict dam-
Range: 0 age.
Tech Index: 6
Burster Ammunition: 7
Type: Ranged Range: 1
Damage: +3 Tech Index: 3
Ammunition: 4 Aspects: Dual Modes (Thrower), Ele-
Range: 0 mental (Fire)
Tech Index: 2 Description: This is a longer, heavier
Aspects: Short Range version of the ignis pistol, capable of
Description: A type of kinetic long- producing great bursts of flame.
arm with a double-barrel that uses
shells to deliver payloads of slug or Ignis Pistol
shot. Type: Ranged
Damage: +3
Ignis Burster Ammunition: 12
Type: Ranged Range: 1
Damage: +4 Tech Index: 2

349
Aspects: Dual Modes (Thrower), Ele- •Dual Mode (Burst): This weapon has
mental (Fire) two modes: Normal and Burst. Nor-
Description: A relatively small pistol mal mode uses the statistics provided.
capable of firing bursts of pure flame. Burst mode fires five shots of ammo
at once, and reduces the range to zero
Plasma Pistol (0), but improves the damage by two
Type: Ranged (+2) and adds the rending aspect.
Damage: +3 •Dual Mode (Thrower): This weapon
Ammunition: 21 has two modes, Normal and Throw-
Range: 1 er. Normal mode uses the statistics
Tech Index: 4 provided. Thrower changes the style
Aspects: Dual Modes (Burst), Plasma of fire emitted into a torrent or liquid
Description: A small pistol that fires fire. The Thrower mode subtracts one
small shorts of plasma. (1) from the range, but adds two (2) to
damage and applies the Storm aspect
WEAPON ASPECTS which can be used by using at least 3
•Alternate Hands: This aspect allows additional ammo. Notes: This weapon
the weapon to be used with one or two has two modes, Normal and Throw-
hands. er. Normal mode uses the statistics
•Durable: If this weapon would take a provided. Thrower changes the style
consequence, it loses durable, instead. of fire emitted into a torrent or liquid
•Ceremonial: This weapon is indica- fire. The Thrower mode subtracts one
tive of rank or social standing. Once (1) from the range, but adds two (2) to
per session, this weapon aspect can damage and applies the Storm aspect
be invoked on a bureaucracy, rapport which can be used by using at least 3
or provoke roll against anyone who additional ammo.
might be aware of the social standing •Dual Purpose: This weapon can be
of the character. used as a melee weapon, or a ranged
•Cumbersome: Heavy and unwieldy, combat weapon. These kinds of weap-
this weapon may complicate athletics ons will have brackets in some of their
rolls and cannot be concealed. statistics. On the left are melee statis-
tics, and on the right are ranged.
•Elemental: Weapons with this aspect on sound in order to be effective, but
produce damage that is elemental in typically does not require the ability
nature. to hear. Such weapons are rendered
•Razor: Particularly honed and sharp- ineffective in vacuum, and in odd at-
ened, this weapon must be carefully mospheric conditions, such as under
wielded. If the damage of this weap- water, suffer a -2 to their damage.
on is reduced to zero (0) by armor or •Storm: This weapon is capable of
shielding, the weapon takes the “dam- producing an effect that covers an area
aged” consequence, and the damage with its damaging effect, effectively
rating is reduced by one (1). doubling the number of shifts inflict-
•Rending: This type of weapon is de- ed (before weapon damage is applied)
signed to shred through armor. It ig- by spending an additional number of
nores a number of armor points equal ammo.
to the number attached to this aspect. •Plasma: This weapon inflicts damage
•Saw-Tooth: This type of weapon has based on being extremely hot. Dam-
a blade composed of moving, serrat- age inflicted with this
ed saw blades that rip through skin. weapon is considered “energy” or
A weapon with this aspect gains +4 “plasma” damage.
shifts of damage on a successful hit, •Two-Handed: This weapon requires
but is loud when active and incredibly two hands to use.
difficult to conceal. •Wargear: These weapons are used
•Short Range: This firearm can be exclusively in war and battle, and can
used at a range of one (1) but loses be compelled to complicate social sit-
accuracy and damage, subtracting two uations when carried.
(2) from each. This subtracts two from
the shifts rolled to hit, as well as two ARMOR
shifts from damage applied. Physical armor is worn over the
•Snare: This weapon can be used to body, and helps absorb damage while
manipulate or control the opponent’s fields surround or otherwise protect
weapon. Certain techniques require a the subject with energy. Each type of
snare weapon. armor has a specific cost, applied to
•Sonic: These types of weapons rely refresh. Armor stat blocks contain

351
an armor rating, which represents Aspects: Deflect (4)
a number of damage that the armor Description: This bracer fits over the
subtracts from the calculated shifts of forearm and, when activated, emits
an incoming attack after all modifiers a shield of compressed gravitational
have been applied. Armor also has a force that deflects incoming attacks.
tech index, representing the level of
sophistication of the armor and its dif- Mesh Armor
ficulty to acquire. Penalty represents Type: Physical
an addition to ladder difficulty of any Armor: 1
roll pertaining to fatigue, dexterity or Penalty: 0
precise movement or digital manipu- Tech Index: 2
lation. Lastly, each stat block will in- Aspects: Slot (1)
clude any additional aspects or notes Description: A fitted sheath of a fiber
pertaining to that armor. mesh that provide good maneuver-
ability.
Combat Suit
Type: Physical ARMOR ASPECTS
Armor: 3 •Deflect: This type of armor or shield-
Penalty: 2 ing is actively used to prevent attacks.
Tech Index: 6 Instead of armor, it provides a bonus
Aspects: Slot (2) to deflecting incoming attacks based
Description: Composed of a mixture on the number following this aspect in
of fiber mesh and thick shell cover- parenthesis.
ings provide heavy duty protection. •Slot: The number of slots a piece
This type of armor is standard issue to of armor has represents the number
the Celestial Legion. of ready-made modifications or en-
hancements that can be added to the
Grav-Shield armor without serious alteration. Slots
Type: Force are designed to be “plug and play”, al-
Armor: 0 lowing them to be added or switched
Penalty: 0 out quickly and without training.
Tech Index: 4
POWER ARMOR Mantis Combat Suit
Power Armor is a special, heavy Tech Index: 9
kind of armor that acts like a vehicle. Stress: 2
Some types of armor can only be con- Consequences: Moderate, Severe
trolled by someone wearing a Second Aspects: Dexterous (+2), Armblades,
Skin, which is a special type of cloth Slot (2)
that fits over the body of the wearer Description: Sleek, deadly armor de-
and inserts monofilaments through signed for balance and outmaneuver-
the skin to connect directly to the ing opponents.
wearer’s nervous system, allowing the
user to steer the armor more accu- Shell Combat Suit
rately. Refer to the Powers chapter for Tech Index: 10
more information on how the Second Stress: 4
Skin works. Consequences: Mild, Moderate, Se-
Power armor acts like a character vere, Severe
of its very own with regard to armor, Aspects: Armor (2), Ballistics, Bulky
stress and consequences. Certain (3), Slot (1)
power armor can also augment the Description: A heavily armored com-
character’s skill ratings and modes of bat suit designed to withstand heavy
attack as well. fire and breach enemy defenses.

Apollo Scout Suit POWER ARMOR ASPECTS


Tech Index: 8 •Armblade: These are retractable
Stress: 2 blades that can lock in forward or back-
Consequences: Severe ward facing positions. These weapons
Aspects: Enduring, Slot (1), Stealth, have a damage rating of two (2).
Swift •Armor: Power Suits with this aspect
Description: Light armor given to fore- enjoy an armor rating equal to the
runners that is designed to be tacti- number provided in parenthesis.
cally defensive. Capable of moving at •Ballistics: This type of suit contains
great speeds. specialized compartments that hold

353
projectile ballistics launchers. The de- gain a +4 to any running or movement
fault type of ballistics contained are related rolls.
frag grenades, but other types of ex-
plosives can be used in these types of ENHANCEMENTS
launchers. Each power armor enhancement
•Bulky: This kind of armor is incred- costs one slot, and gives some kind of
ibly heavy and unwieldy. Movement additional benefit based on which en-
and overall speed is heavily hindered, hancement is purchased.
and related rolls suffer a shift difficul- •Cerasteel Shell: Cerasteel is a hard-
ty equal to the number provided after ened ceramic substance that is as
this aspect in parenthesis. strong as steel offering heat and shock
•Dexterous: Power armor with this resistance. Add an additional two dice
enhancement is designed with gy- to defense rolls against heat, fire and
ro-stabilization technology that adds kinetic weapons such as swords and
a number of shifts to any athletics roll bolts.
involving balance, movement or agil- •Diagnostic Feedback: Through the
ity. use of the sensory input and feed-
•Enduring: Built to run for great dis- back, the diagnostic enhancement is
tances, the wearer’s rolls to resist fa- designed to provide a medic with de-
tigue while running are made at a +4. tailed information on a studied tar-
•Slot: The number of slots a suit of get’s vitals, providing three additional
power armor has represents the num- dice to Medicine rolls.
ber of ready-made modifications or •Fiber Enhancement: Motor-Fibers
enhancements that can be added to the assist the power suit’s movements by
armor without serious alteration. Slots mimicking those of the user. This en-
are designed to be “plug and play”, al- hancement adds tensile strength to
lowing them to be added or switched those fibers, and adds a +2 bonus to
out quickly and without training. any strength-related rolls such as lift-
•Stealth: Slim and nearly noiseless, ing and carrying, as well as to rolls to
the wearer gains a +2 to stealth rolls inflict damage with melee combat or
while wearing Apollo Scout Armor. unarmed combat.
•Swift: Designed to move quickly, and •Haze Field: This intangible field
causes the wearer to become hazy WARJACKS
and indistinct, and can even match the One of the first spearheads of
background colors in the environment the war-tech front were the Warjacks
by bending light and manipulating the - large humanoid machines capable of
electromagnetic spectrum. This en- wreaking havoc on the battlefield with
hancement can be invoked like an as- minimal user interface or loss of hu-
pect to assist stealth rolls. man life. These machines are designed
•Heads-Up Display: All power suits to be heavily armored and fitted with
feed information to the wearer, but heavy melee and ranged weaponry.
this heads-up display offers improved A Warjack stands, on average, two to
information and sense-relay technol- four meters tall and weighs in excess
ogy. The wearer gains the ability to see of ne thousand kilograms.
even in perfect darkness, and adds +2 At first, the Warjacks were slow,
to all normal Perception rolls. coal-powered machines that lum-
•Osmotic Gill: So long as the power bered across the battlefield like slow-
suit is not damaged and powered up, er, less efficient tanks that moved on
it is sealed so that the wearer always two rudimentary legs. As time pro-
has access to breathable air. gressed and technology became more
abundant, the Warjack technology im-
A NOTE ON FIELDS proved as well. These advancements
It is only possible, unless oth- made the Warjacks far more feasible
erwise specified in a piece of equip- for military use, and made their us-
ment’s stat block, to use a single field age far more deadly in combat. They
at any given time on one person or became faster, stronger and more ef-
vehicle. Additional fields disrupt each ficient. With the advent of neural-pro-
other and can cause all sorts of issues cessor technology, cortex-links made
for the user. If the user is lucky, they generals capable of commanding War-
will simply short each other out but jacks from afar using telekinetic links.
there is at least one story in every pla- While these links can be overridden by
toon about someone who blew up he the enemy, this technology was a dis-
and his squad by using more than one tinct advantage, and even gave leaders
field at once. in the field full control over the move

355
ments and operations of the warjacks allows you to purchase three different
that were fighting alongside them. items that your character can have ac-
The current technology for war- cess to at any point in time. At the GM’s
jacks is extremely advanced within the discretion, your character can also be-
ranks of the Divine Legion, the army gin play with a number of items with a
and royal guard of the Celestial City. combined Tech-Index of no more than
Even without artificial life, the ad- your character’s resource skill.
vanced neural processor units that al-
low them to act and react on the bat- Magna-Cuffs
tlefield allows them to take on certain Tech-Index: 2
semblances of life akin to that of ASL Description: Advanced handcuffs that
or Awakened Machines, though some fit to almost any wrist or ankle. They
speculate that this “emergent person- are not designed with chains or plas-
alities” come from the telepathic links teel chains between them, while those
they form creating an imprint on their do exist. They, instead, use extreme-
processor units. They never gain much ly powerful electro-magnets that hold
intellect of their own, either way. to each other while allowing minimal
Warjack technology was one of movement.
the first and only technologies that the
clans were able to pry from the grip Synth-Reader
of the Emperor and the Bureau of Sci- Tech-Index: 3
ence and, as such, each clan has their Description: The Synth-Reader device
own styles of Warjack, and each is de- can access the neural processor of a
signed for a different purpose. machine in order to give a vital read-
out of the overall health of the pro-
OTHER EQUIPMENT cessor, as well as its name and other
This section gives your character identifying information. Readers have
access to a range of useful items and an option to attempt to force hack
other utilitarian equipment. The cost the root code of artificial life forms as
of such equipment differs from other well, but such actions almost always
equipment in that purchase one re- require opposed rolls.
fresh point’s worth of this equipment

357
INDEX Confederation 43 I
A Contacts 141 Investigate 147
Advancement 115 Contest 98, 106 Invoke 254
Advantage 93, 111 Corruption 50
Akuma 54 Cover 119 K
Alchemy 316 Crab 20 Knowledge 148
Animal Handling 138 Crane 23 Kojo 60
Architects 53
Artificial Life 173 D L
Aspects 101, 125 Deceit 142 Larceny 149
Athletics 139 Defend 95 Lemuria 12
Attack 94 Difficulty 90 Lords Of Midnight 49
Augment 173 Dragon 24 Lycanthrope 167
Awakened Machine 174 Dragon, Thousand 39
Drive 143 M
B Machinae 86
Beastblood 166 E Machine War 58, 192
Blight Zone 51 Empathy 146 Mages 81
Boost 128 Equipment 129 Malfeans 53
Bureaucracy 140 Exchange 104 Martial Arts 198
Extras 128 Medicine 150
C Melee 151
Celestial City 41 F Milestones 116
Challenges 96 Fate Points 126 Monkey 26
Circuit, Mage 197, 299 Fati Sheet 284
Chosen 38 O
Clash of Will 100 G Outwalker 61
Crafts 142 Grappling 124 Overclocking 304
Command Seal 327 Overcome 92
Compel 255 H
Conceding 109 High Concept 67 P
Consequences 75, 127 Host, the 61 Perception 152
Performance 153 Strategy 161 Z
Perks 75, 130, 165 Stress 75, 105 Zombie 170
Phantasm 328 Stunts 75, 135 Zones 102
Physique 154 Summoning 324
Pilot 155 Survival 162
Provoke 156 Synthetic 175
Psychic Vampire 184
T
Q Template 69
Qabalah 317 ThanoCore 273
Thaumaturgy 197, 315
R Tiger 32
Ranged 157 Transformation 319
Rapport 158 Trouble 69
Recovery 107 True Blooded 169
Refresh 75
Resources 159 U
Unarmed 163
S Undercity 46
Scorpion 28
Second Sight 295 V
Sengoku Punk 6 Vampire 47, 170
Shadowlands 45 Vizier 84, 175, 194
Shifters 79
Sin 51, 54 W
Skills 74, 134 Warjack 353
Snake 30 Will 164
Source, the 57
Spells 304 Y
Spirit World 43 Yama Prince 53
Spirits 323
Stealth 160

359

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